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A campaign setting with new rule options for players

and GMs and a full adventure for levels 1 - 10.


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this License to Use, the Open Game Content. based on original material by E. Gary Gygax and Dave Arneson.
5.Representation of Authority to Contribute: If You are con- The Adventure’s Guide to the Bible. Copyright 2022, Red Pan-
tributing original material as Open Game Content, You represent da Publishing; Creator, Ben Maerzke
that Your Contributions are Your original creation and/or You
Interior Illustrators:
Special Thanks! And the rest of the community
Alexander Krivenko, Alexey Panfilov, Alifka Hammam, Andra M. that brought this project to life!
Moisescu, BlackFoss, Catherine Highton, Dion Harris, Dreamcatcher81, Aaron F Stanton Austyn Fontenot Carter Lehman Daniel Desserich
Aaron Speed-Johnson Avani Sudhakar Cas Meeuwissen Daniel Eldridge
Dryan Rafal, Eamonn McCormick, Elbuba Joshua, Eurephora, Freshtyan, A.B. Funing Avery Orr Casandra A Rogers Daniel Foerster
Hassan Osslo, Kovaliou Mikita, Lois Sheppard, Luan Xeko, Oleksandr Abigail M. Parker Aymeric Goutain Casey Johnson Daniel Gregory
Adam Colcord Azaah Casey Korac Daniel Holmes
Krivenko, Olga Siegel, Pantelis Politakos, Ravindu Marasinghe, RNG_ Adam Conner Baker Casey Norris Daniel Olaguibel
wizard, Roman Pliushchev, syedafarrwa, William R Liberto, and many Adam Jung Barbara J Adams Casey Roberts Daniel Taylor
Adam Kepes-Vegh Baron von Chadwick Casper Bedert Danielle Tremblay
more! Adam Matthew Be a Light Unto the Caspian P. Danny Godin
Playtesters and Proofreaders: Fernandez World Cassidy Danny Pegg
Adam Neil Becker Zsolt Cerene Nordlund Danny S.
Aaron Hall, Andrew Blankenship, Austin Boucinha, OCT, Benjamin Adam Sperlonga Becky Glenn cero Danny Wilson
Davidson, CatholicAmanda, D. Lynette Davis, Danielle Adams, David Adam Yngvesson Becky Scott Chad D DannyBellSilver
Adam Yore Ben Chad Schwieterman Darren Currie
Alexander, ElBen, Gideon Scott, Guinevere Griffith, Harvey Gollins, Adrián Carrizo Pérez Ben Beaver Chairty Darrin Horbal
Heather Phelps, Isaac Wurmbrand, Jacob Kilpatrick, Jacob Machado, Adrian Horton Ben Bradley Chandler B Christy I Darrin Tolar
Adric Waddell Ben Faga Charles Hall Darryl Sandell
Jonathan Hightower, Matthew Bautista, Noah, Pergas, Rev. A James AgentZeb Ben Konicki Charles L. Prause III DaveTheNerd
Patron Bell, Rev. Justin H. Smoot, Rodolfo, Taylor L. McLain, Thomas Agnes Filipek Ben Morton Charles R. Sparacio David Aurell
Aidan&Liam Carrington Benjamin & Sophia Charles Voyce Esq. David Bonney
Northeast, Tim Wheatland, Todd Broste, Zach Bailey, Zandré Eksteen, Aidon Slaney Schmidt Charlie Ripley David Castle
and many more! Aimee Jarmain Benjamin Bergen Chas Blystone David Cunningham
AJ Mersereau Benjamin Diel Chase Martin David E. Dalton
AKTekwizard Benjamin Eisele Chet Dodge David Fedson
Alain BURIE Benjamin marsh Chibby David H. Sensenbaugh
Alberto Berreteaga Benjamin McDaniel Chris Blanchard David Jacobs
Alberto de Haro Benjamin P Wilson Chris Boggess David James (DJ)
Alberto G.T Benjamin Powell Chris D David Jones
Alejandro Aranda Benjamin Serbe Chris Head David K.
Alex “Alvos” Callihan Bennie Holcomb Chris Ingrao David Lussier
Alex Deane Beth Stephens Chris J Krueger David Majors
Alex Essenmacher Bethany Maynard Chris Koswin David Raeburn
Alex Flannagan Betsabé Vera Álvarez Chris Logan David Sampson
Alex Huggett BHJDP Dietrich Chris van Wyk David Smith
Alex Monroe Billy Clark Chris Walker-Bush David Stephenson
Alexander Jacobsson Billy Mickelson Christian Monsivaes David Stoeckel
Alexander Zhamin Billy Parker Christian Rivera David Taylor
Alfie Ailes Björn Gonzalez David W. Marshall
Alfred Scher Bjorn Gavert Christian Strickler David W. Schroeder, Jr.
Alfredo da Silva Blayne Wilson Christoph Pilger David Wohlmuth
Alice Leigh Blaze Beraht Christophe Amiguet Dax Thomas
Alice Stacey BlckPanther Christopher Bevard Dea_Zael
Allan Jawwad Bobby Hooten Christopher Froebe Deachus Cruairchall
Allen Bramlett Brad Adamache Christopher Giacoppo Dean Cameron
Allen Hollen Leung Brad Lajoie Christopher Hammock DeEsta
Allie H. Brad Wilson Christopher Heard Delane Perry
Alwaysryu Brady Permenter Christopher Hutton Derek Awquad
The Front Cover: A group of adventurers look west from the Mount of Ama Bramwell AH Crocker Christopher Jacob Seitz Derek Stephenson
Amanda Marie Brandon Bucher Christopher Knowles DerekM, Texas
Olives as Jesus of Nazareth is crucified on the distant hilltop of Golgotha. Amberle Hersel Brandon K. Aten Christopher Pelletier Destiny Hovis
To the left, the northern district of the “Upper City” of Jerusalem is Amicherie Rodgers Brandon L. Alvarado Christopher Potter Dev Alva
Amy H Brandon S. Christopher Richardson DM EvileBeard
visible. The artist here imagines a “classic” RPG adventuring party, Anders Broe Brandon S. Goodling Christopher Rightmyer Dominic Lopez
featuring a spellcaster, fighter, rogue, and cleric. The fantasy style of the Kobbersmed Brandon Urrutia Cire Rellim Donald Jory Jr.
Andrea Levis Leviani Brenda Prince Coagulopathy Donovan Beard
adventuring party (whose races and genders have been left intentionally Andreas L Brenn Rose Cody Pratt Dooguls
ambiguous) is juxtaposed with the historical setting in the same way that Andrew Daborn Brent Andrews Cody Siegman Doug Harmon
Andrew E. Schwartz Brent, Ruth, and Cole Del Moral Doug Triplett
this module attempts to create an adventure through the Bible using a Andrew Farley Matthias Trick Collin Mendon Dr. Phil Cameron
system traditionally associated with fantasy stories. Andrew G Russell Brettspielfee Colton Holder Duck McManus
Andrew G. Harter Brian Bailey Conn Miskelly Dustin Rider
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This book contains Open Game content from the System Reference Document Andrew Whitehurst Brutha CthulhuChris Edward Porter
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Father Steve G James Fielder Jordan Winkler Leif E. Halvorson Michael J N Arellano Pepe Partidas S. R. Dreamholde The Javalina School
fatherhooky James Jenkins Jörg Igler Lendrial A C Michael Lanier Peter S. William Nesbitt II The Jones Family
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Frank Uhle Jamie Jamison Joseph Davis Liam DiPilla Michael R Fish PheonixBurner Samuel Falkingham The Vagabond Tavern
Franklin Tatum Jan Evangelos Giannis Joseph Evenson Lily Lin Michael Tyler Phil MacNevin Samuel Huerta The Webbers
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Gabe Bosco Jared W Strickland Josh & Danielle P Lizzy Michele Canali Phil Tremblay Samuel Who’re The Ziegler Family
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Gary McBride Jason ‘Jaynay’ Hewett Joshua Gavyn Mahne Logan Phillips Mike Walker Pmans Hollier SarahK Thomas Kolar
Gemma Sanchez Jason A Bonito Joshua Lewis Loimu & Ninja Mike, Adrienne, & Gabe Poor Seal Scott A Brown Thomas Luder
Gene George Jason F Taylor Joshua Muster Loren Small Milly Dreleozis Preston Coutts Scott AXDB Spangler Thor Biafore
George Kelly Jason Hammond Joshua SA Kanapkey Lorenzo Mitchell & Angela Bliss Prince Carmen Jones Scotto !?! Tia Campbell
Georgia May Cawley Jason Keltner Joshua springs Lorenzo Borrini Mitchell Family Princeloppy Sean Cravens Tim Baker
Gerald Kist Jason McTeer Josué Ouellette Lorenzo Irizarry MJ Brodie Princess Esme Sean Jenkins Tim DeForest
Gerard Alday Cagayat Jason Moore Joy Snyder Low Rosario Mohr Family Prof. Gianmario Marrelli Sean Sherman Timothy Grasso
Gibson Jason Pike JR Biche Luc Teunen Mollie Young Prof.Orlov Seb C Soufian Pontus Timothy J McDevitt
Gil and Bernadette B. Jason Thorne Juan Antonio Guerrero Lucas J. Cifranic MongooseCalledFred Pshep111 Sergey Yulin Timothy LeJeune
Gil Cruz Jason Thornton judas iscariot Lucas Keeley Mor Shaked PsychoMufin Sergio Santana Timothy Roberts
Ginger Hansen Jason Toy Judosn Wright Lucas Miller Morgan Hazel Rachael Fowler Seth Andreasen TJ Mckechnie
Ginnie Miller Javier Alicea Julian H. Lukas Germann MotorcyclePastor on Rahne Mu Seth Morgan Tobias Heussner
Glen Ford. Jay and Jenn Marland Julie Small-Sorce Luke Edgemon Facebook Randall Case Shane Cassity Tocosoki
Glenn Jones Jay Edmonson Julie Tucker Luke Gary Allen Friesen Mounspell Randall Malone Shane Johnson Todd Blahnik
Goliath the THICCCCCC Jay Szekely Julien Llanas Luke Katafiasz Mr Ketto Ketto Randy Hewitt Shane Sentes Tom Leaf
Gordon Brown Jayson Bennett Justin Harris Luke Salter Mr. Marsden Randy Smith Shard Tabletop Toni Sinabell
Greg Amen Jean-Viktó Sannes Justin Nava Luke Stichter MrCynical Ray Chapel Shawn Hill Tony McCallie
Greg Rogers Jeff Lorenzen Justin Tyler Sumner Luke Sweeney Mrs. Mom Raymundo M. Ramirez Shawn Rose Tony Sanson
Gregory Giggar Jeff Maughan Kahadin Lukecd mykey_mystrow Rebekah Proctor Shelby Mehl Tony Veilleux
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Gregory Hoover Jeffrey Smith Kalokairi Lydia & Mike Schwab Nat Newman redhawk2085 Silverfur Royale
Guðjón Andri Jen Edwards Kamber Kirchmeier Lydia Stronghill Natasha Lester Regina Faustine Simon Amadeus Pillario Trevor Salla
Gundarkjedi Jenny Reed Kaos M. Knapil Nathan Remi Fayomi Simon Jonas Bendig Trevor Sarek LaPlante
Guoccamolé Jens Oliver Murer Karavelle Gregory M.W. Bell Nathan Cushman Rene d’Avezac de Moran Simone Molino Troy Matlock Jr
Guppy G Jeremy Karen Jones Mabov Nathan Ford Reno Padilla Skyler Tinker Tyler Adams
Hadjistavropoulos Family Jeremy and Sara Smith Karl & Carrie Ann Macer Wade Nathan Gwaltney Rev Lindsay Cullen Skytaco Tyler and Jessica Evans
Hahn Family Jeremy Bass Worthey Madison Nicole Nathan Heard Rev. Anna C. Gheen Smegh Rian Tyler Angus
Hannah-James Jeremy Forest Karl Paulsen Magnus Åberg Nathan Hruzik Rev. Evan C. Carroll SnarkyUnicornCat Tyler Brenman
Harley Raccoon Jeremy Gypton Kary Realm Master K Marcus Weston Nathan Johnson Rev. Joseph Taber SnowfoxAU Tyler Danh
Harold Matthew Turner Jeremy Hamaker Williams Maria Schell Natticus H Rev. Maximilian, Spade013 Tyler Hawkins
Hayden Dillard Jeremy Kear Katie Provance Mariah Jane Brosseau- NEET.dreams O.Praem. Sparrow Aurelius Tyler Mound
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Heather Koenig Jeremy Price Kayla & Tanya - CASTT Marisa Gennace Nicholas Hutchind Rev. Schweigert Spike Y Jones Tyson Matthew Cargill
Heather P. Jeremy R Haupt Gamers Marisa M Nicholas Kosky Rev. Zak Wagner Squishy V. Rev. Dr. Stephen De
Heidi & Jacob Cook Jeremy Riel Keats W Montrose Mark Anthony Markham Nicholas Moseley Reverend Brown Sro Young
Henning Eriksen Jesse J Patton Keith Daniel Mark Farnsworth Nicholas Neveux Rhel ná DecVandé Stefan Küppers Valerie Cripe
Hero Is A Relative Term Jesse Rand Keith Kansiewicz Mark Franceschini Nicholas O’Brien Ricardo R. Veloso Stephen Boyhont Victor Archela
Hertzey Hertz Jessica Rene Kelli Welch Mark Harding Nick Pater Rich Gorski Stephen D Vighi Artefice Folle
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Holly Mavridis Jim Hackett Ken Lian Grammarye Nicolas Decomble Richard O’QUINN Stephen D. Sullivan Wade G. Sullivan
Hope Nelson Jim Matasovsky Kenneth O’Shaughnessy Mark Matchem Nicolas Desjardins Richard Rivera Stephen Kilpatrick Wade Hinson
Horikami Family JLDougherty Kenneth Williamson Jr Mark Mulholland Nicolas Zenen Lugo Rick Perske Stephen Kretsinger Ward Family
Hoss Jochen Linnemann Kerri Angle Mark Patrick Tuton Noah Bemont Ricky J.Freeze Stephen Marchesini Warren Sistrom
Hudson Joe Banderet Keshia Jade Mark Roberts Noah Matuszewski Ricky Pope Stephen Richardson Weaver Family
Hungry Pungry Joel Allan Kevin Alger Mark Roedel Nome Rik Geuze Stephen Schweitzer Wendy Davidson
Hunter Hartlage Johan N Kevin J O’Brien Mark Schmelzenbach Oberon D’Argos Riley Vogel Stephen T Orr Wes Adkins
Hyatt, John E Johannes Fähndrich Kevin Luke Marshall Lemon Olaf Mora RisingApe Sterling Heibeck Wesley Tanner
Ian David Smith John & Hannah Weiand Kevin Pagliarini Martin Kern Olga Gräfin Lüttichau Rita Roni Steve “Biff” B. white1498
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“Irish” Mike O’Connell John H. Bookwalter Jr. Kip Bowser Matt “Big Boi” Ross Oscar H. Ramirez III Robert Dall Steven C. Brown William Leung
Isaac & Robin Graff John Harmston Kira Matt DeSmith Owlbear Enclave Robert Early Stonebears William Macris
Isaac D Carroll John J Dorch Kitty Jynx Matteo Langone Pablo Font de la Fuente Robert Eichler Stu Cook Wojtyna Family
Ivory Melody John Nix Kris Noble Matthew Bradford Paige Stefanski Robert J. Rittenhouse Stuart C. Mackey Wolfy C. A. Arita
Izack Angerhofer John Payton Jr Kris Simon Matthew E. Rissel Pam Hueffmeier Robert L. Sven Siefert Xeseuses
Izzie Boartfield John Pickles Kristina Respeto Matthew Frankunas PapaR00Mat Robert Morrison Seater T. Stephen Jenkins Yesenia Rivera
J & A Schwarzrock John Prichard Kryptyk Physh Matthew Henning Parker C Robert Sachs Tad Duncan Yip “Korhil” Ng
J. Chartier John R Cook Krys Tamar Matthew K Pastor Jason Woodworth Robert Wyssbrod Talia Smock Youssef Luke Khanjari
J. Kent Carter John Stacy Kyle Bates Matthew Kelly Patricia O’Byrne Rodolfo .E Maravillas Tate Melito YupaWay
Jace Stier John Thurlkill Kyle Gibson Matthew Lok Patrick Fleury Duran Taylor Ruiz Zachary Adamson
Jack Maidment Johnathan Ross Kyle Lee Matthew Morris Patrick M Rolling Dice with God Taylor Schmidt Zachary Oestman
Jack, the Heathen Johnathon Shisler Kyle Maddox Matthew Pelkey Patrick Mulgrew Ron Clark Team Phijkchu Zeke O’Callaghan
Jacob and Christina Green Jon Christian Kyle P Matthew Thomas Ligman Patrick Schell Ronald S. Rentz Ted Neitzschman Jr.
Jacob Astorian Jon Fallon L. Gardner Maxwell Stow Patrick T. Crocco Ronda Beers TeFinete
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Jacob Holloman Jonathan and Robin Lance Gutierrez McKennan Barnes Paul (Luchs) Rosemary Findlay Tensubde
Jacob Jones Sampson Lar & Carol Townsend Meeple Ministry Paul A Snyder Ross Aitken Terrell Scoggins
Jacob Padgett Jonathan Barcus Lara Struttman Meg P. Paul Bayford Ross DeLong Terry Crew
Jadekind Adam Jonathan Captain Kurts Larry Kline Melissa Critchley Paul David Crawford Ross Nelson Terry J Hughes
Jamahl Murphy Jonathan Daugherty Larry Matson Micah Gafford Paul Duggan Ruben Diem Thaddeus Winker
James & Claire Dunning Jonathan Eu Larry Stanton Michael A Taylor, TX Paul L. Smits Russ Miner The Adams Family
James Beck III Jonathan F. Sullivan Leah Pedder Michael C. Doney Paul Philbin Russell Ventimeglia The AntiSocial Guild
James C. Kimball Jonnie Clark Lee Boswell Michael Davis Paul Schifferer Ryan Fugett The Bradham Family
James D. Creen Jordan Keagle Lee Moran Michael Dong Paul Woods Ryan Ohlemeier The Good Family
Foreword
Telling stories has been a part of the human experience are also many people who now view the Bible more like a
for as long as we can remember. For hundreds of years, textbook. The vast majority of Christians sitting (bored out
the Bible itself existed only as a collection of stories that of their minds) in church are not listening to the Word of
would be passed down from one generation to the next. God with the rapt attention of a child sitting cross-legged
These stories weren’t written (or read), they were told, by the fire, but with the despondency of a student hearing
reenacted, proclaimed. their teacher drone on about something from the textbook.
“Tell me a story!” children would plead to their And it’s not really their fault; most of the readers at
grandparents or village elders while gathered around the church are far more focused on trying to figure out how to
fire. The storyteller would wait for silence, not only to pronounce “enmity” than they are on capturing the spirit
heighten suspense, but to acknowledge the importance of of the moment.
the moment. This wasn’t just a story; this was their family Early Jewish Rabbis understood the importance of
history, their relationship to the divine, their identity. storytelling, and many employed a style of scriptural
Recalling the day they heard this story for the first interpretation called a midrash, which sought to make the
time themselves, the storyteller would whisper: “In the scriptures relevant to their audiences through the retelling
beginning, when God created the heavens and the earth...” of stories with contemporary language. This book may not
When we set out to write this adventure module, there be a midrash, and it is certainly not a substitute for reading
were many who expressed apprehension at the idea, and the actual text of the Bible, but it can still provide valuable
some who rejected it altogether. Some felt that it would be insights into the characters and setting of the first century.
disrespectful to the inspired Word of God to convert it into Lots of people read the Bible. Lots of people go to
a silly role-playing game. Others felt that there should be church. Some people even have advanced degrees in
a separation between faith and recreation; in other words, hermeneutics with an emphasis in redaction criticism
that religion has no place at the gaming table. These are (whatever that means). But how many people know what
valid concerns, and we do not take them lightly. However, Egyptian mead tastes like after it has been brewed using
there is something else, a wider and more pervasive figs from Jericho? How many people know what it smells
problem, that told us this project was worthwhile. like in the basement archives of the library of Alexandria?
Whenever we tell stories, even silly ones, we gain How many people know what it feels like to walk into the
a greater appreciation for the values and perspectives Colosseum to the roar of a crowd?
of other people. Storytelling draws us in and makes the We may never be able to experience these things for
characters and setting of the created world come alive ourselves, but this book gives us permission to imagine.
in our minds. When we hear stories, we listen with an The pages of this module represent hundreds of hours of
emotional intensity that it we just don’t when we hear research and the tedious cataloging of the people, cultures,
other information. This is why we need to re-read a history, politics, and mythology of the ancient world, but
textbook 20 times before we take a test, but we can recall that’s just the beginning. What you do with this adventure
word-for-word the lines of dialogue from a movie we and this collection of information is far more important
saw one time over a decade ago. The Bible survived than the sum of its parts. Regardless of your personal
for thousands of years without being written down, not beliefs about God, your experience as a tabletop gamer,
because children were forced to read it, write it, and or your knowledge of history, at the end of the day we all
study it, but because it was enthralling, enchanting, want a good story.
exciting. The Bible is an adventure; it is a romantic epic; The goal of this module is to find the line between the
it transports its listeners to worlds they have never seen; silly and the sacred: between the irreverence of a role-
it beckons children to take part in a cosmic battle between playing game and the revelation of the divine. At times
good and evil. you may feel that we have stepped too far to one side
or the other of that line, but the beauty of collaborative
Or at least... it should. storytelling is that the text of this module doesn’t matter;
The widespread availability of the Bible is an amazing the only thing that matters is the story you tell with your
thing. It gives people unprecedented access to this story, friends at the table. The safest thing to do with your Bible
and makes it available to them in a language they can is to leave it locked in your closet, but that’s not what
read and understand. There are undoubtedly many people Bibles are for, and that’s not what adventurers do. This is
whose lives have been changed because they were able to the Adventurer’s Guide to the Bible.
read the words of scripture written down. However, there
Table of Contents
INTRODUCTION Caves of Rest..................................... 84 Wilderness of Zin............................ 118
Introduction......................................... 1 Cave of Scrolls.................................. 84
Setting ................................................. 4 Citius................................................. 84 TOOLS & TABLES
Languages............................................ 5 Cyprus............................................... 85 Random Encounter Table................ 119
Peoples and Cultures........................... 7 Damascus.......................................... 86 Random Encounters A-Z................. 120
Equipment......................................... 11 The Dead Sea.................................... 88 Random Discoveries Table.............. 130
God and Cosmology.......................... 13 The Deep........................................... 88 Doing Research Table...................... 131
Angels, Demons, and Cults............... 14 The Den of Serpents.......................... 89 Research Results A-Z...................... 132
This is Your Story.............................. 15 Ecbatana............................................ 89 Visions, Prophecies, & Dreams....... 136
Plot Overview.................................... 16 Eden................................................... 92 Allies & Associates......................... 138
Meet the Villains............................... 18 Egypt................................................. 93 Factions........................................... 139
Running the Adventure...................... 20 Euphrates River................................. 93
Forest of Sumer................................. 93 EVENTS & ENCOUNTERS
NEW CHARACTER OPTIONS Galilee............................................... 93 Tournament of Champions..............144
Creating a Character.......................... 21 Gaza................................................... 94 Blood and Sand...............................155
New Background Options................. 23 The Great Sea.................................... 94 Finding Balthazar............................158
New Lineage Options........................ 25 Hebron............................................... 94 Finding Melchior.............................160
Human..................................... 26 Jericho............................................... 94 Finding Caspar................................162
Giant........................................ 28 Jerusalem........................................... 96 Museum Heist.................................164
Nephilim.................................. 29 The Jordan River............................... 96 Prison Break....................................170
Rephaim.................................. 30 Judea.................................................. 96 The Forgotten Temple.....................172
New Subclass Options....................... 32 King’s Highway................................. 96 Aphrodite’s Touch...........................174
Barbarian: Path of the Nazirite.32 Kyrenia.............................................. 97 Tomb of the Buried Queen..............178
Bard: College of Parables........ 34 Lotus Marshes................................... 97 Pleasure Cruise................................191
Bard: College of Psalms.......... 35 Malgium............................................ 98 Tending to the Garden.....................197
Cleric: Prophecy Domain........ 37 Mari................................................... 98 Welcome to Galilee.........................202
Druid: Circle of the Baptist..... 39 Ma’rib................................................ 98 Meeting Jesus..................................210
Fighter: Spartan....................... 41 Memphis.......................................... 101 Stats for Jesus?................................212
Ranger: Vanguard.................... 43 Midian............................................. 102 The Disciples...................................214
Rogue: Zealot.......................... 45 Mt. Ararat........................................ 103 Welcome to Jerusalem.....................218
Wizard: Magi........................... 46 Mt. Nebo.......................................... 104 Protectors of the Ark.......................222
New Feat Options.............................. 48 Mt. Sinai.......................................... 104 Caverns of Salt and Silver...............226
Mt. Troodos..................................... 105 Way of the Cross.............................230
THE STORY BEGINS The Nile River................................. 105 Catacombs of Kadesh......................234
Chapter 1: The Journey..................... 50 Nimrud............................................ 105
Chapter 2: The Secret........................ 53 Nineveh........................................... 106 APPENDIX A: SPELLS
Chapter 3: The Garden...................... 54 Parthia.............................................. 108 Expanded Spell Lists....................... 243
Chapter 4: The Future........................ 56 Persian Gulf..................................... 108 Spells A-Z........................................ 244
Welcome to Teredon.......................... 58 Petra................................................. 108
The Temple of Fire.................. 67 The Pyramids................................... 109 APPENDIX B: MAGIC ITEMS
The Prophecy..................................... 69 The Red Sea.................................... 109 Magic Items..................................... 254
The Royal Road............................... 110 Magic Items A-Z............................. 254
THE ADVENTURE CONTINUES Samaria............................................ 110
The Adventure Continues..................... 70 Sheba................................................111 APPENDIX C: MONSTERS
Preparing for Sessions........................... 70 The Silk Road...................................111 Introduction..................................... 272
Using Random Tables........................... 70 Sinai Wastes......................................111 Monsters A-Z................................... 273
Sirwah...............................................111 The Fellowship of the Beast............ 328
ATLAS LOCATIONS A-Z The Spice Road............................... 112 Naamah.................................. 329
Alexandria......................................... 74 Spring of Tears................................ 112 Beelzebub.............................. 332
Antioch.............................................. 75 Tarsus............................................... 113 Mammon............................... 335
Assur Wastes..................................... 76 Teredon............................................ 115 Moloch.................................. 338
Babylon............................................. 77 Thebes............................................. 115 Legion.................................... 341
Bethany.............................................. 79 Thonis.............................................. 115 Abaddon................................ 344
Bethlehem.......................................... 81 Tigris River...................................... 116 Lilith...................................... 346
Caravanserai...................................... 82 Tower of Babel................................ 117
Catacombs of Kadesh........................ 82 Ur..................................................... 117 APPENDIX D: REFERENCES
Cave of Horror.................................. 83 Via Maris......................................... 118 Is That in the Bible?........................ 350

viii
Introduction
What is a Role Playing Game? Bible through the lens of the rules set for Fifth Edition.
Many, many people have “read” the Bible and believe
Role playing games feature collaborative storytelling
where each player takes control of one character in themselves to have an academic understanding of its plot,
the story, and together, the group improvises an entire but how many can say that they rolled up a character and
adventure together. One player, known as the Game Master actually lived it?
(abbreviated “GM”), plays the role of narrator for the
story, describing the scene and presenting problems. The Biblical Accuracy
other players, known as Player Characters (or “PCs”) then The source material for this book is not merely
describe what their character does, and then they roll dice historical, but represents a collection of stories integral
to determine whether what they do succeeds or fails. The to the faiths of Christians, Jews, and Muslims across the
GM uses a set of rules to govern the physics of the story world. Great care has been taken to be faithful to the
and to determine what the PCs are able to do. The GM is characters, locations, and events of the Biblical narrative.
also responsible for playing the roles of the villains and The writers on this project have approached the source
other characters (referred to as “NPCs”) that the group of material with the utmost respect and reverence, consulting
player characters (called a “party”) meets along the way. many different translations and traditions for accuracy.
The rest is up to the players at the table, and the adventure Having said that, there are many parts of the Bible that
is limited only by their imagination! are ambiguous, and many questions left unanswered. In
This book is intended to be read by the GM, as it order to form a complete world for the purposes of this
outlines the entire framework of the adventure and gives module, some creative liberties have been taken. As such
statistics for the villains, monsters, and NPCs. If you there are characters, places, creatures, and events that may
are new to Fifth Edition role playing games, consider be entirely invented by the writers or else fleshed out from
downloading the digital companion booklet: Adventurer’s what little detail appears in the Biblical story. If a question
Guide to the Bible: Player Guide and Gazetteer to over Biblical accuracy arises at any point during your
familiarize yourself with the system before beginning. game, you can consult the “Is That in the Bible?” section
on page 350, which can confirm whether a particular detail
Why the Bible? is true to history, or has been invented for the purpose of
the game.
Collaborative storytelling is as old as, well, the Bible. In
the earliest days of human history, the stories of Cain and Furthermore, it is important to remember that this is a
Abel, or Noah and his ark, or the courage of Ruth were all role playing game, and so the entire premise when you sit
told while a family gathered around the fire. This process down to play at the table is that you are engaging in fiction.
of telling and retelling stories to preserve a kind of spiritual The purpose of this game is not to stick to a script. To that
history (called “Oral Tradition”) is as old as the human end, the story begins and progresses during a decade in
race. The purpose of telling these stories was not only to which nothing was recorded in the Bible. The sincere hope
preserve history, but to engage with the story itself. Each of this project is to allow players the freedom to explore
time an elder told one of these epic stories to a group of the landscape without fear of stepping on the toes of a
enthralled children, an implicit question accompanied the predetermined narrative.
experience: “what would I have done in that situation?”
The concept of involving an audience in the story Monsters in the Bible?
was not lost on Jesus, who literally took on the role of For some reason, many people are surprised to learn
GM when he narrated many of his parables. Jesus would that the Bible is filled with fantastic beasts. From the
describe an ethical dilemma, dangerous situation, or earth shattering strength of the Leviathan (Job 40:25) to
fantastic encounter, and then look at his gathered audience the nighttime mischief of the Goat Demon (Isaiah 13:21),
and say, “what do you do next?” monsters of all shapes and sizes fill the pages of the Bible.
This book is an attempt to continue this ancient tradition Even classic fantasy monsters like Dragons and Unicorns
by looking at the characters, places, and conflicts of the appear in the Bible. Or, perhaps, it is more accurate to say

1
that classic fantasy stories have stolen these creatures from spells are miraculous moments of divine intervention,
the Bible. Not only do these animals appear, many of the while others may be dark rituals used by those worshiping
fantasy creatures we know and love today first appeared the devil. In the mechanics of the game, they are all listed
in the Bible. Some of these creatures seem to be pure simply as “spells” for the purpose of determining what
fantasy, or used in an allegorical sense (such as unicorns). they do, not how they are used or where their power comes
Other creatures really did exist, but have since died out from.
(dinosaurs, dire wolves, aurochs). For the purposes of
this module, if a monster appears in the Bible, it has been Eschatology
included in this module. If you have a question about There is a long-standing debate within Christianity
the origins of a particular monster, or want to do more on the topic of the end of the world and Christ’s second
research yourself, you can consult the “Is it in the Bible?” coming. The debate over the “Millennium” and the
section on page 350 to learn about a specific monster and specific order and timing of events as they pertain to the
where is found in the Bible. “end times” is a very personal topic, and one that many
Christians study passionately. For many reasons that
Miracles and Magic hopefully do not need to be stated here, it is best to keep
“Magic” is often cast in a bad light in the Bible these arguments away from the table when friends gather
(Deuteronomy 18:9, etc.), while “miracles” and other to play games. However, there are some plot devices in this
supernatural phenomena are praised as gifts from God. book that make reference to a “beast with seven heads” and
In truth, these terms often have more to do with their its interpretation. It is not the intention of the writers of this
motivation than their use in the narrative. “Magic” as a book to take a stance on the debate over the “millennium,”
human term is simply a word applied to events which defy which we believe should be left to the interpretation of
explanation. Whether it is the magicians of Egypt turning the individual. The beast that appears in this module is a
staffs into snakes, Moses parting the Red Sea, or Jesus fictional creation based on the visions of Daniel, and is not
resurrecting Lazarus from the dead, all of these would have necessarily related to the beast in the book of Revelation.
been deemed as “magic” during biblical times. In fact,
it is well documented that many famous biblical figures, Content Sensitivity
including Joseph, Moses, Elijah, and Daniel used different It is one thing to make generalizations about a race or
kinds of magic with some frequency. So why does the Bible culture in a pure fantasy setting where that race or culture
seem to condemn magic in some places, but support it in is entirely fictional. However, the people, ethnicities, and
others? cultures in this module represent real people groups from
The best case study of this is found in Numbers 20:11, history, some of whom still exist in one form or another
when Moses uses magic to create water. Moses had been today. It is extremely important not to paint with a broad
granted great power from God, channeled through his brush when exploring the intricate politics and conflicts
shepherd’s staff, and with this staff he had already worked of this time period. When running this game, remember
many miracles in Egypt. However, on this occasion Moses to focus on the actions of individuals, rather than groups.
is punished by God for striking a rock twice, instead of There are good Egyptians and bad Egyptians; there are
once, to produce water in the desert. Moses’s motivations good Jews and there are bad Jews; there are good Romans
for this double strike are unclear, but what is obvious is that and there are bad Romans. A person is defined by what
he had begun to take this magical power for granted, using they say and do, and at no time should your group or story
it out of pride rather than concern for his people. identify a particular group or culture as the “bad guys.”
In the end, the difference between the “evil” magic This is different, of course, than exploring the concept
mentioned in Deuteronomy and the “good” magic used by of real-world discrimination in a fictional setting. A certain
the prophets comes down to how and why this power is player may feel that their character has a bias toward a
used. When magic is used to glorify God and help others, specific group in order to role-play the intricacies of bias
it is labeled as a “miracle;” when the magic is sought for and acceptance. A redemptive story arc can be a very
selfish gain or used for evil purposes, it is labeled as “dark powerful and positive thing, but it is always important to
magic.” make sure this is a direction your group is comfortable
In the vocabulary of 5th edition role playing games, the taking the story.
term “magic” is broad, and refers to any of these powers Be a Sensitive Game Master. Before you sit down to
regardless of whether they come from God or evil spirits. play your first session, have a real-world, out-of-character
Likewise, the term “spell” refers to an action a character conversation with your players about what topics and issues
can take to use magic in the context of the game. Some they are comfortable handling in the story. Your players

2
may have phobias, triggers, and real life trauma that you first-person experience of what the world was like during
are unaware of. Any topic or theme that a player wants to Biblical times. Those in Religious Education or Ministry
avoid should be avoided. If a player expresses nervousness positions may feel that this is a good tool for education or
with a theme but gives you consent to include it, do so ministry purposes. It is important to note that the nature of
carefully and be prepared to move on if the player becomes role-playing games means that the players tell the story,
uncomfortable. and the Game Master narrates the consequences. As such,
It is good for players to feel stressed and anxious during you as the Game Master do not have “control” over what
a game, because that means they are involved in the story; happens next. Depending on the group you play with,
but there is a difference between the stress of a really fun things can (and will) go in directions you are not expecting.
game, and the emotion of reliving a past trauma. Players For this reason, it is not advised to use this module to
should feel safe that you, as Game Master, are providing teach the story of the Bible. An attempt to recreate the exact
a space to explore fun scenarios without worrying that Biblical narrative will end either with your players being
disturbing content might enter the game. bored (because they’ve already heard this story) or, more
likely, with one of them casting Fireball during the Sermon
In-Fiction Discrimination on the Mount.
This setting is immersed in a historical time that was However, this module is a fantastic tool for exploring
rife with sexism, racism, bigotry, and just about every the world of the Bible. Players can feel free to explore for
type of discrimination imaginable. To stay true to history 1000 miles in any direction, and everywhere they go they
would mean that female characters would not be allowed will meet real people and encounter real cultures laid out
to own property or engage in conversations with men in exactly as they were at the time of Jesus. Never before
public; characters with disabilities may be openly spurned has this volume of information been collected in such an
as “sinners” who have received a just punishment from interactive and narratively satisfying way. Just looking at
God; and characters may be barred from entering certain the maps will give your students a new appreciation for
cities based solely on their race or religion. There are two what the world really felt like at the time of Jesus.
ways to handle in-fiction discrimination, but either way, it
is important to discuss this decision with your group before Non-Believers at the Table
the game (and even character creation) begins. Although this module cites as its source material a
Some groups may choose to lean into a historically collection of scriptures that form the basis for the faiths of
accurate setting with all of the problematic elements that billions of people worldwide, it is still just a game! When
come with it. Some players may really enjoy getting to you sit down to play, you are telling a story of fantasy
role-play a character who is ostracized for being who they and imagination. For this, and many other reasons, this is
are, and who must grappled with the reality of oppression not the time to try and have discussions of faith with your
and the search for acceptance. This kind of game can have friends who may not believe in the Bible the way that you
a very fulfilling narrative with beautiful character arcs, and do. Not only is board game night not the right time to try
there is nothing wrong with playing the game this way. to convert your friends, this module is NOT the Bible, and
On the other hand, players may prefer to play a more should not be treated as such; a fantasy game should not
“escapist” version of the game that applies modern be used as a back door into evangelism. We sincerely hope
sensibilities to the setting. For some players, this constant that this module inspires interest in and conversations about
reminder of the darker parts of the human experience might its source material, but these conversations should happen
ruin the fun of exploring the immersive world of the Bible. out-of-game, when the line between fantasy and reality are
And for many people, playing games like these is an escape clear.
from real-world discrimination, and the last thing they need It may be helpful to have an out-of-game conversation
is for their character to experience in-fiction discrimination about this before playing, when setting expectations with
as well. your players. Non-believers should feel comfortable and
This is, after all, an adventure that includes stat blocks included at the table, and can enjoy this module for the
for dragons and unicorns. There is nothing wrong with adventure that it is without any prerequisite religious
making adjustments to play the game that you want to play. beliefs. This is not to say that a role playing game cannot
Both of the options above are valid, but which one you lead to powerful experiences, both in and out of fiction, for
choose is a decision that should be made as a group. both believers and non-believers; but these moments should
occur organically as a result of good storytelling, and never
A Note to Religious Educators as a contrived attempt at proselytization.
This module is intended to give players an up-close,

3
The Setting
Introduction from foreign cultures both east and west.
This story takes place in the middle east during the
first century of the common era, during Roman Empire’s Geography
rise to power. The timeline of the actual campaign may This campaign is centered around an area of land
span multiple years, but the story begins around the year known as the “fertile crescent.” As the vast majority of
26 CE, during the reign of Tiberius Caesar in Rome and land in this region is dominated by a harsh and unforgiving
King of Kings Artabanus II in Parthia. This time period is deserts, civilizations have cropped up along its perimeter
filled with interesting characters, beautiful locations, and where there is ready access to water. The Nile, Tigris, and
mysterious events that make it perfect setting for an epic Euphrates rivers in particular provide bountiful access to
adventure. Politics and military struggles are complicated fresh water, and serve as the beating heart of the world’s
and multifaceted; Religions and cultures are struggling to first great thriving civilizations. The swath of territory that
maintain their identities in an evolving world; and best of is able to sustain vegetation forms a crescent shape across
all, both biblical and secular histories have written very the map, and gives the region its name: the fertile crescent.
little about the events of this time period, meaning the
players at your table can feel free to interact with the world Power Structures
without “messing up” or changing important biblical or This story takes place during an interesting power
historical events. The information in the following sections dynamic. Egypt stood as the undisputed world power for
provide information about the politics, languages, religions, 2000 years. Then, almost overnight, a series of military
and geography of the world as it exists in the first century. conquests changed the map forever. Assyria, Babylonia,
This information should be made available to all players Persia, and Greece each rose to power temporarily
before they create their characters so that they can make before supplanted by the next. The year 26 CE finds two
informed decisions when designing their backstory and new empires, Rome and Parthia struggling for world
choosing their racial and class abilities. domination.
The smaller “middle kingdoms” now exist under the
Background thumb of one of these two distant military empires. This
has created an uncertain political structure at the local level.
The first century was a troubled time for people, both
politically and spiritually. The great nations of Egypt, Egypt’s line of Pharaohs has been broken, with the death
Israel, Assyria, and Babylon have fallen unceremoniously of Cleopatra leaving the seat of power entirely vacant.
and seemingly overnight to the superpowers of Rome in Other cities, including Babylon, Jerusalem, and Nineveh,
the west and Parthia in the east. As these rival empires technically still have a king sitting on the throne. However,
move toward world domination, the “middle kingdoms” because these kings answer to the whims of foreign powers,
caught between them struggle to maintain their identity the average citizen has to wonder how much power their
and way of life. Egypt’s pharaoh, Cleopatra, is dead, her king really has.
heirs are in exile, and the nation is in the midst of religious
reform. Jerusalem is overrun with Roman soldiers and is Diaspora
still struggling to recover from a series of oppressions, The military conquests of the past led many people
both recent and lingering. Sheba remains staunchly neutral to be displaced and take up residence in other kingdoms.
in this power struggle, even as its own future appears Persecution, captivity, and sometimes outright slavery
uncertain. The prophecy of the Jewish “Messiah” has meant that different people groups, including the Jews,
been all but forgotten as the people in the land of Canaan were made to live in exile in cities across the map.
become more and more concerned with their uncertain Although these movements initially happened by force,
political position in the world. Meanwhile, in the poor and many of these people, finding themselves in a new place
unimportant region of Galilee, a young man named Jesus far from home, decided to make the best of their situation
is living life as a construction worker of little consequence. and assimilated into the cultures in which they found
This is a time of religious and political reform in many themselves. This has resulted in an increased cultural and
ways, and newly established trade routes bring influences ethnic diversity across the map.

4
Languages
Common nobility in Egypt and Canaan learn Latin in order to gain
advantageous positions in the Roman empire.

Aramaic
The conquests of Alexander the Great were far reaching,
which did much to unify the diverse peoples of the middle
kingdoms. In addition to establishing trade connections
with countries like China and India, the Greek empire Aramaic is the ancestral language of the semitic peoples
further contributed to unifying people through language. of Judea, including the Jews. As this people group is spread
The Greek language, which was referred to simply as throughout almost every kingdom on the map, Aramaic
the “Common” tongue, became so widespread that it is is spoken by minority groups in almost every major city,
spoken in almost every civilized society on the map. While making it the third most widely spoken language in the
many kingdoms still preserve and even prefer their native world. Aramaic is also the most common language used by
languages, most citizens are still required to be fluent in nomads and traders along the southern desert trade routes.
Common. Common is the official language of the Parthian
empire. Akkadian
Latin
Akkadian is the ancestral and sacred language of ancient
Babylonia. As Parthia supplanted Babylonia and rose to
The second most widely spoken language in the world, power, its usage has begun to steadily decline. Nonetheless,
and the official language of the Roman Empire, is Latin. Akkadian is still in wide usage among religious groups
In the centuries to come, many offshoot languages will and nobility in Parthia. It is also used at religious and
adopt the Roman alphabet as their own. Speakers of these ceremonial events as a sacred language. Many priests,
aptly named “Romance” languages will recognize the Latin scribes, and nobles in Parthian territories speak Akkadian.
alphabet, with the notable exceptions of some letters, which
were added later. Many politicians and members of the

5
Hebrew in most major cities. The Greek word for this is Enneuo,
which means “to communicate by gesture.” Variations of
this word appear a few times in the Bible, one of which
is when the priest Zechariah, who was unable to speak, is
asked what his son should be named:
Hebrew was the language of the Jewish people
“So they made signs,
throughout antiquity, and the predecessor to modern
asking his father what to name him.”
Aramaic. Although it is no longer used as a conversational -Luke 1:62
language, Hebrew is still widely used in religious settings,
including the reading of the Torah in Synagogues. Hence,
this language is most often learned by the well-educated Sanskrit
and religious elite among the Jewish population.

Sabaic Sanskrit is the predominant language of India, and the


only language spoken by many Indian traders along the
Silk Road. As spices coming in from India were such a
valuable commodity, many merchants and ship’s captains
Sabaic is the language of the people of Sheba, spread had to learn Sanskrit as a necessity for trading with Indian
throughout Arabia and Africa. Because of Sheba’s travelers.
influential role in the spice and incense trade, Sabaic is
also spoken by merchants and nomads along southern trade
routes, such as the Spice Road. Old Egyptian
Coptic
Old Egyptian ceased to be a spoken language as it was
replaced by Coptic, but Old Egyptian writings can be found
in ancient tombs and religious cites throughout Egypt.
By the first century, Coptic had replaced Old Egyptian Very few people can still translate the hieroglyphs of this
as the official language of Egypt. This language is spoken forgotten time.
by almost every citizen of Egypt, but rarely spoken outside
of cities along the Nile river Celestial
Celestial has no written alphabet, and is only spoken by
Chinese angels, cherubim, and the rest of the heavenly host. Very
few people have even come into contact with celestial
beings, let alone learned their language. Mastering celestial
takes a great deal of intelligence and practice, as it as relies
A language from the east, Chinese is only spoken by on thoughts and emotions as much as it does on vocal
traveling merchants from China, and those that commonly sound. Some angels can have entire conversations without
trade with them. Due to the increased use of bronze tablets uttering a word, as they radiate pure emotions to each other.
for recording information, the written form of Chinese Celestial is spoken by angels, and very occasionally by
characters has recently evolved into what is known as the Prophets or other human mystics who may have occasion
“Lishu” style. China is the primary manufacturer of silk to communicate with celestial beings.
products, and the Roman empire is obsessed with silk. As
such, many educated Roman merchants will learn Chinese Infernal
in order to better trade with the rising superpower in the A dark reflection of Celestial, Infernal is the language
east. spoken by demons in the depths of the Abyss. A
combination of shrieks and psychic whispers, Infernal
Sign Language is a truly terrifying language to those who have had the
Although not widely used during this time period, a misfortune of hearing it spoken. Infernal is spoken by
system of communication that utilizes hand gestures to demons, and occasionally by possessed individuals or
communicate ideas is in use, primarily by deaf people, practitioners of dark magic.

6
Peoples and Cultures
The world in 26 CE brings many different peoples and cities as a warning. No wonder the crime rates are so low.
cultures into conflict. While it is not our intention to make Culture. The official language in the empire is Latin,
broad generalizations about these people groups, there are but many Roman citizens speak Common, and the
certain aspects of geography, language, and tradition that merchants and seafarers may also speak Chinese, Sanskrit,
make these cultures distinct. These distinctions will help and Aramaic. Roman architecture is some of the largest and
add flavor to the exploration of the world, and help you, the most impressive in the world. Due to the recent invention
GM, decide how to depict the architecture and NPCs that of concrete, Roman buildings feature towering colonnades
the party will meet along the way. and massive domed ceilings not found anywhere else in the
The peoples and cultures that appear in this module are world. An excellent example of roman architecture is found
listed below. Instead of being listed alphabetically, they in the great Roman Circus, a massive semi-circular arena.
appear in order of how frequently they will appear in the There is at least one Roman Circus found in any major
narrative, and how likely the party is to run into people of Roman occupied city, and Roman citizens love nothing
its culture. more than attending the many games hosted here. For more
information on the Roman Circus and the events there, turn
Rome to page 144.
Hailing from across the Great Sea, Religion. Featuring gods famous from a multitude
Rome is an empire in pursuit of world of classic Roman stories, as well as those adopted
domination. The people of Rome claim from the Greek pantheon, temples to these gods can be
the survivors of the legendary Trojan found scattered throughout any city controlled by the
war as their ancestors. Whether or not there is any truth Roman empire. The most important gods of the Roman
to these stories, Rome is certainly not to be trifled with as pantheon are listed below, with their Greek counterpart in
a military force. Using technology and tactics previously parentheses:
unknown to this part of the world, the Roman Legions have
been marching steadily east, conquering as they go. God Domain
Politics. Although the society in Rome’s capital city is Jupiter (Zeus) Sky, Thunder, Lightning
more complex and refined, Roman presence in the middle Juno (Hera) Love, Marriage
kingdoms tends to be aggressive and authoritarian. Each Neptune (Poseidon) Storm, Sea, Water
city occupied by Rome is governed by a proconsul who Minerva (Athena) Craftsmen, Arts, Wisdom
reports directly to the emperor. Order is kept in these cities Mars (Ares) War, Military
by Roman Centurions, the senior military veterans in
Venus (Aphrodite) Beauty, Desire, Fertility
the Roman legion. Under the command of a Centurion
Diana (Artemis) Hunters, Travelers, Nature
are hundreds or even thousands of Roman Legionaries,
the brutally efficient infantry of the empire’s military.
Legionaries have a reputation for being vulgar in language Parthia
and ruthless in suppressing uprisings. The Parthian empire has a
Society. Rome enjoys the lowest crime rate per capita complicated relationship with the
of any nation in the world. Unfortunately, this is due to middle kingdoms of the fertile crescent.
the brutal practices of Roman law enforcement. Criminals After conquering the Medes, Assyrians,
are tortured in the best case scenario, and are more often and Babylonians, Parthia has claimed the seat of power east
crucified: a practice which sees even petty thieves nailed of the Euphrates River in Ecbatana, but its control of its
to a wooden cross and left to die. It takes an average of vassal nations remains uncertain.
three days to die from crucifixion, with the ultimate cause Military Strength. What Parthia lacks in advanced
of death being suffocation from a buildup of internal weapons technology, she makes up for in speed and
hemorrhaging. Crosses bearing dead and dying criminals strategy. Heavily armored cavalry called cataphracts are
line the major highways in and out of Roman-occupied able to move with speed and agility unmatched by the

7
Roman legion. The conflict between these nations stands remained much the same under Roman rule. The greatest
still as the unstoppable Parthian Cataphracts clash with the cause of change for the Greek people came not from the
immovable Legionaries across the fertile crescent. rule of Rome, but from the gradual enculturation of other
Society. Parthian occupied cities are among the most traditions, foods, and even philosophies from the trade
diverse in the world. Unfortunately, this is due to a relations established by Alexander the Great.
long history of slavery and military conquests from her Sparta. The only Greek city-state to refuse to bend the
predecessors, Babylonia and Assyria. After many years of knee to Rome was Sparta. Amused by their bravado, the
captivity in this region, many of the foreign captives chose Roman empire allowed the Spartans to continue their way
to stay and build new lives for themselves in Parthia, even of life without imperial oversight, which makes Sparta the
after they were released. The primary spoken language in only Kingdom west of the Euphrates apart from Sheba that
Parthian territories is Common. is not controlled by Rome. Sparta is a proud culture of few
Culture. Parthian kingdoms tend to be more brightly words and a love of combat. However, recent years have
colored, in both architecture and clothing styles. Cities seen Sparta shrink from the world’s stage, leaving many
like Teredon and Babylon are also extremely fond of Spartans looking for work as mercenaries or adventurers.
jewelery and other adornments. Nineveh, Babylon, and
Teredon also lead the world in natural beauty, boasting Egyptians
gardens and natural flora that are unmatched west of the Egypt stood as undisputed world
Euphrates. Education practices vary from one kingdom to power for over 2000 years, boasting the
the next: Nineveh holds a library so great in size that it is best infrastructure, strongest military,
second only to the library of Alexandria in Egypt, while the and greatest access to water and food
citizens of Teredon are almost all illiterate. of any nation on the map. Then, after a
Religion. The Parthian empire has an eclectic mix of series of internal conflicts, military losses to Assyria and
religions, having adopted beliefs and traditions from a Greece, and a severe drought, the position of power began
litany of conquered peoples. Depending on the city (or even to decline. This once great nation fell from its position of
neighborhood) you visit, you may find citizens of Parthia power, and with the death of the last pharaoh, Cleopatra,
worshiping the God of Israel, the Greek pantheon, the the nation officially fell to Roman occupation.
Roman pantheon, or Serapis. However, the predominant Society. The Egyptian way of life is uncertain. What
faith still found its roots in the original Babylonian was once a vibrant and lively culture seems to have lost
pantheon which includes, but is not limited to: its identity overnight. Political power lies with the Roman
proconsul in each major region, but Rome cares little
God Domain for the customs and traditions of the people of Egypt.
Marduk Supremacy, Order Additionally, Egypt experienced significant changes to its
Tiamat The Sea, Chaos culture during the conflict with Greece which resulted in
Nergal Underworld, War, Famine the declaration of a new official religion (Cult of Serapis)
Shamash Justice, Law and new official language (Coptic) as an attempt to reunify
Ea Creation, Magic the kingdom. As more Egyptians adhere to the Cult of
Ishtar Valor, Sexual Love Serapis and other modernizations, the ancient temples of
Enlil Wind, Air, Storm Karnak and Luxor begin to fall into disrepair. So, too, do
many other aspects of Egyptian lifestyle, art, architecture,
and culture. With its cultural identity lost, the kingdom of
Greeks Egypt now languishes in uncertainty.
As Greece fell from power in the wake of Religion. The “Cult of Serapis” was an invention of
Rome’s conquest, the Greek city-states pledged the newly hellenized Egyptian nobility. The main idea was
allegiance to the new empire and began to to create one religion to unite the Greeks and Egyptians
assimilate to the Roman culture. The culture of living together under one leadership and culture. Serapis
these societies continues much as it always had was a male deity who inherited the domain of Osiris, the
in the past, except under new Roman authority. The Roman earlier Egyptian deity. Serapis was depicted as a Greek
pantheon mirrored the Greek gods so closely, that most man wearing Egyptian clothing. Serapis was worshiped
Greek temples were preserved and simply renamed. Many in a temple called a Serapeum, but it is questionable how
Greeks continued to pray to their old gods, despite the seriously either Egyptians or Greeks took this deity who
name change instituted by Rome. Likewise, much of the had been shoehorned into both cultures.
food and, architecture and traditions of the Greek people

8
Sheba worship in the temple on the 7th day of the week, which
they call the “Sabbath.” The ancient laws established by
Sheba proudly holds allegiance to neither
Rome nor Parthia. This kingdom, which the prophet Moses over 1000 years ago permeate every part
encompasses most of the eastern coast of of Jewish life, which leads to frequent conflicts with the
Africa and all of the Arabian peninsula is Roman proconsul, Pontius Pilate, who is unfamiliar with
led by the Queen of Sheba in her seat of power in the their local laws and customs.
city of Ma’rib. Sheba’s military is nothing to boast about Evolving Religion. Many Jews in Jerusalem believe
compared to the might of Rome or Parthia, but what Sheba that humans can only truly worship God from the temple
lacks in brute strength, she makes up for in influence. mount, which has led to a contentious relationship with
Commerce. Sheba is the world’s leading producer of their neighbors to the north (Samaria), who worship
Myrrh and Frankincense, both of which grow naturally in differently. However, the exile that scattered many Jews
Sheba’s arid climate. Since these spices are in high demand as far as Babylon and Nineveh had a profound impact on
in almost every part of the world, Sheba remains a key religious practice in these cities, Jewish neighborhoods can
player in world trade. Also, although Rome controls the be found in almost every city on the map, but an evolving
port of Gaza, Sheba is the gatekeeper to eastern trade with approach to worship sees these communities based around
India and China, both by land (the Spice Road) and sea worship in the local “Synagogue,” a structure reminiscent
(ocean access by way of the Arabian Sea). of the Temple in Jerusalem. There are several factions
Culture. The Sabean people are known as mysterious within Judaism who argue over what the correct application
and stoic. As their kingdom lies across the great Wilderness of faith should look like. Read more about the Pharisees,
of Zin, the middle kingdoms of the fertile crescent rarely Sadducees, Essenes, and Zealots in the “factions” section.
visit. Because Sheba tends to be more isolated from the rest Desert Nomads
of the world, citizens of Sheba mostly speak Sabaic, and The harsh climate in this part of the
only those involved with trade or politics learn Aramaic or world demands one of two lifestyles: you
Common. must either find a reliable source of fresh
Religion. The people of Sheba practice a form of water, or you must plan to be always on the move. While
Abrahamic monotheism. That is, they worship the God nations like Egypt and Babylonia built their empires along
of Abraham just as the Jews do. However, their practice freshwater rivers, other people chose instead to call the
of this faith tends to be much more mystical, with more unforgiving wasteland of the desert their home.
emphasis placed on spirituality than tradition or law. Wandering Tribes. The enigmatic people who
Judea wander the southern crags of the Wilderness of Zin divide
themselves into loosely allied tribes, most notably the
The region of Judea, including the
area known as the “Promised Land” to Nabateans and the Midianites. Their culture is relatively
its inhabitants, is the home to a variety of unknown to the larger kingdoms, since few travel into
semitic peoples, and its capital, Jerusalem desert willingly, and even those who do are unlikely to
is considered one of the grandest and most holy cities in stumble upon a nomadic camp.
the world. God commanded the descendants of Abraham, Midianites. Midian tribes travel together in family
who became known as the “Israelites” to settle in the region groups, allowing their livestock to graze and spending their
of Canaan. The legendary kings David and Solomon then time telling stories and practicing an array of tribal arts that
erected a temple in honor of their God, which may have include weaving and beadwork. When resources dry up in
been considered one of the greatest architectural feats in the one area, the tribes can simply pack up their tents and move
world, had it not been destroyed by Babylonia some 600 on. It is this adaptability that has allowed the Midianites to
years ago. The 12 tribes of Israel were scattered after the observe the rise and fall of many “stronger” kingdoms.
conquests form invading nations, being taken into captivity Nabateans. The Nabateans also wander the desert and
as far as Babylon and Nineveh, where some of them still live off of them land, but unlike the perpetually moving
remain to this day. The only of the original 12 tribes to Midianites, the Nabateans routinely gather in central
return to Jerusalem to rebuild the temple was the tribe of locations that have permanent structures. The most well
Judah. Hence, from that point forward, these people began known of these cultural centers is Petra, a remarkable city
to call themselves simply the “Jews.” carved in the face of cliffside.
Politics and Society. Religion is baked into the Jewish Culture and Religion. Nabateans and Midianites speak
culture in ways that will be unfamiliar to visitors from other Aramaic exclusively. Each tribe is led by an elder, who
kingdoms. The way of life in Jerusalem revolves around also serves as the high priest to the tribe. Nomadic tribes

9
tend to be monotheistic, worshiping the God of Abraham, Dao, or heaven, through contemplation
whom they claim as ancestor. They do not, however, see
importance in a “Promised Land” or in worshiping in a
India
The undisputed leader of world trade
single place.
in the first century is India. Holding
China around one third of the world’s wealth,
The year 26 CE finds China in the India is by far the wealthiest nation
second half of the Han dynasty. The last in the world. This is due in no small
few decades have seen prosperous growth part to the spice and incense trade with nations to the
for the eastern empire, who is quickly west. Judea and Egypt in particular are constantly in the
moving in the direction of a major economic world power. market for Indian spices and incense that is used in various
In particular, China has a strong trade relationship with religious rituals. India also has a close working relationship
Rome, a partnerships that has been mutually beneficial. with Sheba, who provides protection and shelter to Indian
Romans are absolutely obsessed with Chinese silk merchants traveling along the Spice Road.
and spices, and Chinese nobility cannot get enough of Culture and Politics. The official language of India is
Roman glassware. Fortunately, the infrastructure built by Sanskrit, but Indian traders often learn a second language.
Alexander the Great has grown into a thriving trade route India has no military alliance with either Rome or Parthia,
known as the “Silk Road” which allows merchants of any and freely conducts trade with both empires.
nationality safe passage through Chinese, Parthian, and Religion. The official religion of India is Hinduism. The
Roman territories. first century sees Hinduism adopting many popular aspects
Culture and Politics. The official language of China is of Buddhism and Jainism, which were also on the rise.
Chinese, but most Chinese merchants also learn a second Followers of Hinduism believe in many gods, but also that
language which is usually Latin or Common. China has no all of these gods are merely different manifestations of the
military alliance with either Rome or Parthia, and freely Brahman, the ultimate reality of all revealed truth in the
conducts trade with both empires. universe. In many ways, the Hindu view of the Brahman
Religion. The official religion of the Han dynasty is can be compared to monotheistic interpretations of the one,
called Ruism. Believers in this philosophy, based on the true, God.
teachings of Confucius, seek to unite themselves to the

10
Equipment
Introduction Its Weight in Gold
In an effort to keep the gameplay experience consistent
Technically, the value of a particular coin comes from its
across fifth edition game settings, you will notice that most
weight, and it is common practice for merchants to weigh
mechanical aspects of this setting are unchanged. The coinage during transactions. Since most coins are minted to
following paragraphs detail some important historical and be a standard size, this will rarely come up, but in the event
thematic elements that help add flavor to different kinds that the party decides to counterfeit money or use illusory
of adventuring equipment that will be encountered in this magic to hoodwink merchants, the scales do not lie.
setting.
The Adventuring Life. A few silver pieces (sp) is about
Commerce what an average laborer would earn in a day. Military
Currency at the time of the first century was dominated officers such as Centurions would earn around 1 gold
by the coin. Although vendors in most major markets will piece (gp) in a day. It is not unusual for the party to end up
still accept the barter system, standardized metal coin accruing thousands of gold pieces during their adventures.
presses have led to far easier trade worldwide, especially As such, most values have been indicated by their value in
in the exchange of goods with standardized values. Most “gp” even though silver was a far more common form of
kingdoms worldwide break down their currency into currency.
denominations of copper, silver, and gold coins. Some
kingdoms, such as Nineveh and India, also use bronze as Food
a denomination of coin, but this was not common in every Protein. The main source of protein in most dishes
kingdom. comes from legumes like peas, lentils, or fava beans. Most
Gold. Silver. Copper. By far the most common coin in civilizations at this time grew around sources of fresh
circulation was the silver piece. Silver would change hands water, and so the most source of animal protein is fish.
constantly in markets, taverns, and places of business, with Most taverns serve freshwater fish that has been salted or
some copper pieces used occasionally to denote fractions of smoked. This not only adds delicious savory flavors, but
a silver piece. Gold pieces were rarely used, as their value preserved the meat without a need for cold storage. The
was much higher than that of silver. Gold would be used for most discerning (and wealthiest) customers may also be
major purchases, as in the sale of a boat or large shipment able to purchase fresh caught, baked fish, with saltwater
of spices. The ratio of copper to silver (and silver to gold) fish fetching a higher price than freshwater.
would fluctuate over time, and even varied from kingdom While animals like sheep, goat, and cattle are also
to kingdom. For consistency, this module assumes that the cultivated at this time, the raising, slaughtering, and
ratio is 10 copper pieces (cp) equals 1 silver piece (sp), and preparing of these animals represented much more work,
10 silver pieces equals one gold piece (gp). and was therefore reserved for special occasions (or
Exchange Between Nations. Different nations have wealthy customers).
different coinage. For example, the most widely used coin Agriculture. Barley is the most widely grown
in the Roman empire is the Denarius, and the most widely grain, since it is more tolerant of the soil conditions in
used coin in the Parthian empire is the Drachm. Although Mesopotamia. However, the use of wheat is currently on
the face of the Denarius showed Tiberius Caesar and the the rise, as it produces a tastier bread. A variety of breads
face of the Drachm shows King Artabanus, they are both are cooked, both in the Roman Furn (horizontal stone
minted in silver and are roughly the same weight, and are oven) or the Indian Tandoor (vertical clay oven). The most
thus worth more or less the same value. This makes travel common breads were flatbreads, since they took less time
between kingdoms to cook and prepare. A softer loaf of higher quality wheat
quite simple for flour called “Challah” was also made, often for ritual
adventurers. purposes or for special occasions.
Fruit is also a staple of culinary world at this time. Figs,
dates, and grapes are consumed by rich and poor alike, with
pomegranates, strawberries, and melons featuring when

11
seasonally available. Excess fruit would be dried and stored primary weapons of war consisted of the gladius (short
to be eaten year-round as a sweet and chewy snack. or longsword) and pilum (7-foot throwing spear) for
Alcohol. Aside from being consumed recreationally, the the Romans and the short bow, longbow, or scimitar for
process of fermentation also meant that alcoholic beverages the Parthians. Farther to the east, Han dynasty China is
were free from harmful parasites. This meant that drinking actually leading the world in terms of military innovation.
wine or mead was often a much safer and healthier The Jokoto (forged steel precursor to the Katana) and the
option than drinking water in cities that lacked access crossbow are used by the Chinese, but this weaponry has
to freshwater rivers. Wine was the most popular drink not yet been adopted by the rest of the world.
worldwide, followed closely by mead. Egypt specialized in Larger weapons like the greataxe (labrys) do exist,
the production of beer, but Roman culture tended to reject but were less frequent. Larger weapons had the ability
beer as a lesser option to their favorite wines. to deal more damage, but were also more susceptible to
Spices. Thanks to the new trade relations with India, being damaged themselves, so in general most adventurers
China, and Sheba, the fertile crescent has been introduced preferred shorter blades to longer ones.
to new spices like cinnamon and cloves. The process of This module will assume the availability, cost, and
heating alcohol with added spices is called “mulling,” and damage dice for all weapons are the same as standard fifth
the Romans have recently become very fond of mulled edition games, with the following exceptions. There are
wines and meads, especially in the northern outposts where no rapiers, hand crossbows, blowguns, pikes, or halberds.
nights get cold. Crossbows (light and heavy) are available for three times
the normal cost.
Typical Tavern Menu In general, this module will assume the availability, cost,
Meals and AC improvements for all armor types are the same as
2 cp Kikkar (unleavened flatbread) with vegetable soup standard fifth edition games, with the following exceptions.
1 sp Smoked Blackfish with Ashishim (lentil pancake)
Plate armor is available for three times the normal cost.
Leather, hide, and chain mail are available for standard
2 sp Braised Goat with rice and barley
costs. The best armor available is the steel coated plate
3 sp Baked Mullet with garum (fish sauce) and vinegar cabbage
Roman Armor called the lorica segmentata.
5 sp Mutton stew and Focaccia (leavened flatbread)
1 gp Boiled eggs with dry-cured ham* Tools
2 gp Oyster platter with assorted fruits* Artisan’s Tools. All Artisan’s tools may be purchased
Desserts and used as normal.
1 cp Platter of nuts, dates, and dried currants Gaming Sets. Gaming sets should include tali, penta
litha, and tesserae (see page 144). Playing cards are a waste
4 cp Challah (soft bread loaf) with seasoned olive oil
of expensive paper and are not widely used.
5 cp Fig cake (seasonal)
Musical Instruments. Musical instruments include the
1 sp Placenta Cake (pastry layered with honey, cheese, and spices) harp, lyre, lute, psaltery, flute, trumpet, hand drums, and
1 sp Tracta (rolled pastry dough) with Ricotta tambourines. The following instruments are not available:
Drinks (sold by the pitcher) bagpipes, dulcimer, shawm, viol.
1 cp Kykeon (water flavored with barley and flower petals)*
2 cp Milk (*Depends on the source) Animal Companions
Mounts. The mounts available in this campaign are
2 cp Passum (red wine sweetened with raisins) 8% ABV
Arabian Horses, Donkeys, and Camels (standard) and the
5 cp Mulled Mead (cinnamon, clove, orange rind) 14% ABV
Sunwing (exotic).
1 sp Egyptian Barley Ale 7% ABV
Familiars and Pets. Familiars and pets may be allowed
5 sp Hyssop Mead 18% ABV according to normal rules, with the following changes.
2 gp Fumarium Wine (fermented in smoke chamber) 16% ABV* Cats are unlikely to be viewed as domestic animals at this
8 gp “Old Wine” (cellar-aged white wine) 16% ABV* time. The following animals should be added to the list
*These menu items are not “kosher” (rule that determines dietary restrictions for Jews), of possible familiars/pets for this setting, to
either because of their ingredients, or the manner in which they are prepared.
be faithful to geography and history
Weapons and Armor (their stat blocks are in the appendix):
Agama, Barn Owl, Canaan Dog,
Most civilizations at this time are using steel to fabricate
Hoopoe, Hyrax.
their weapons and armor, although the exact process
of construction will vary from culture to culture. The

12
God and Cosmology
Introduction The Messiah
Campaign settings for fifth edition often include a set At a time preordained from the foundations of the world,
of “core assumptions” about the universe of the fantasy God chose to enter into the world in physical form of a
world. These core ideas are not up for debate as they are man named “Jesus of Nazareth.” This incarnation served
known quantities for the purposes of storytelling. Although multiple purposes. First, it was the fulfillment of hundreds
the players at the table (and the characters they play) may of years of prophecies that a messiah would come to save
represent a range of beliefs from Christian to Muslim to God’s people. Second, God chose to enter the world at
Agnostic to Atheist, the following sections outline the a time when humanity had become increasingly divided
core assumptions for this campaign setting. These core and ached for deeper understanding of the universe. Last,
assumptions may not line up exactly with the beliefs of and most importantly, the death of the messiah would
everyone at the table, and that’s okay! If you think there lead to one of the most world-breaking events of magical
may be discomfort with these core assumptions during significance in human history, but more on that later.
gameplay, it may be a good idea to share these core
assumptions with the players before the game starts. Magic
This module presumes that magic is real, and that it
God can be manipulated according to the standard mechanics
This module presumes a monotheistic view of the of other fifth edition books. In this context, “magic” is
cosmos. That is, that there is one God, and that this God assumed to be neither good nor evil, and merely refers to
created everything in the universe at the beginning of time. the interconnected energy that suffuses the universe since
Although God is at times described as having “hands” or the days of creation. Some people are granted the ability
a “face,” it is important to remember that God is a purely to manipulate this energy by God, while others achieve
spiritual being, and has no physical form. God has no it through an inborn talent or even through demonic
beginning and no end, is neither male nor female, and in influences.
many other ways defies our comprehension.
Who this God is, and how this God works, is still an Cosmology and the Veil
matter of evolving understanding, and this is the business The cosmology of the Bible holds that before the
of religion. Many cultures believe in one God, yet all universe was created, there was an endless and bottomless
of them differ widely in terms of religious practice and sea that churned with a turbulent and violent chaos. Some
interpretation of God’s will. Even those who claim to be even believe that the Leviathan and the Behemoth are
God’s “chosen people” still repeatedly misinterpret God’s native to this chaos of pre-creation, and are thus not even a
own Word. part of the natural order. Nevertheless, on the second day of
creation, God created a barrier to separate the chaos of the
One God, Many Faiths endless sea from the order of the material plane. It was in
Thus, once again, it is important to draw a distinction this material plane that God created the rest of the physical
between God’s divine truth and a culture’s religious world.
beliefs; that is to say, a culture that practices monotheism An additional barrier, which this module will refer to as
is not inherently “better” or “more holy” than a culture the “veil,” separates the material plane from the spiritual
that practices polytheism. The first century is a time of realm, which is the natural home of celestials, demons, and
increasing religious confusion and a longing for spiritual other spiritual creatures. Some of this creatures have the
identity. This is, in part, what Jesus hoped to achieve by his ability to pass through the veil in order to enter the physical
public ministry. The Jews were divided into multiple sects world, although doing so often causes them to lose a great
(Most prominently the Pharisees, Sadducees, and Essenes) deal of their power, and even take on physical forms that
who argued over the “correct” interpretation of scripture are quite different from their true forms.
and application of the law. Jesus came to heal the divisions
that existed within monotheism just as much as he did to Sheol
convert adherents of polytheistic religions. In the first century, most major religions believed that
all of the dead went to the same, collective afterlife. This

13
realm of the dead went by different names in different
cultures, but this module will refer to it as “Sheol.” Sheol
is a place of stasis. The souls here barely remember their
former lives, and their existence is a faded, shadowy one.
Sheol is also the native plane of the Rephaim, a race of
humanoid guardians who ensure that no souls escape from
the realm of the dead.
The death of the Messiah is also the final redemptive act
of the universe. In dying on behalf of humanity’s sin, the
messiah restores the divide that was created when the first
human sinned, and thus restores the cosmos to its rightful
order. Among other things, this means that the souls held
in the stasis of Sheol were finally redeemed and allowed to
enter into eternal communion with God.

Angels, Demons, and Cults


Angels (Hebrew: the enemy) and led a violent uprising against the
The word “angel” is often wrongly used by humans celestials who were loyal to God. These jealous celestials,
to refer to all types of celestials. In the cosmology of the who came from all stations in the heavenly hierarchy,
Bible, there are many types of spiritual beings (celestials), became henceforth known as “demons.” Thus, the term
of which “angel” is only one. Angels are the lowest order “demon” is a broad one, and refers more to a spiritual
of celestials, and are tasked with delivering messages to being’s rebellion against God, rather than to its appearance,
mortals on the material plane. Encounters with angels are alignment, or level of power.
almost always subtle, and mortals who have met angels in What About Devils? Traditional rules of 5th Edition
person rarely realize the identities of their celestial visitors. role playing games draw a distinction between “Demons”
This is a stark contrast the some of the more powerful and and “Devils,” where each represents either chaotic or
ancient beings, such as Cherubim, whose appearances lawful evil but both fall into an umbrella category of
are always earthshattering, but almost never happen. Over “Fiend.” For the purposes of this module, all spiritual
time mortals began to use the word “angel” as an umbrella beings dedicated to evil are defined as “demons,” and the
term for all celestials, despite the fact that Cherubim and word “devil” will not be used at all. Demons can represent
Seraphim are not angels, and would likely resent being an array of lawful and chaotic alignments to evil, with some
confused with them. approaching the temptation of humankind with methodical
Celestials (including Seraphim, Cherubim, Angels, precision, and some obeying the whims of the moment.
Archangels, Powers, Virtues, etc.) come in many different All, however, are dedicated to the goal of corrupting the
shapes and sizes that will not be elaborated on here. For the human heart to prevent the salvation of mortals that was so
purposes of this campaign setting, it is simply important to abhorrent to them.
understand that there are many created beings that exist on
the other side of the veil, and most will never set foot on Cults
the material plane. Some demons seek to mislead mortals by posing as gods
themselves. Often cults will form around the worship of
Demons some particular idol to a forgotten god, and occasionally
Legend tells that at the dawn of creation, certain there will even be miracles associated with the idols
celestial creatures of the heavenly host became upset with worship. Demons are eager to take advantage of these cults,
the divine plan. The leader of this revolt, a celestial of the using their powers of manipulation to gain followers and
Seraphim named Lucifer, objected to the plan of salvation, lead societies toward selfish pursuits. A subclass of Cleric
which would result in lowly humans being redeemed and known as the “Prophet” is the natural enemy of such cults.
elevated to the status of celestials like himself. Refusing Prophets make it their mission to seek out and destroy
to serve this plan, Lucifer took on the name of “Satan” demonic cults as they form.

14
This is Your Story...
You are about to embark on an adventure that will bring adventure without rolling new characters. Whether they are
you into conflict with some of the most ancient evils the defeated by an ancient demon, a cult, or a legion of Roman
world has ever known. The road will be dangerous, but soldiers, most of these enemies may choose to capture
ancient prophecies of the Magi foretell that the fate of the and torture their victims rather than killing them outright.
world hangs in the balance. Along the way you will make Instead of having your players roll up new characters,
friends, and it is only together that you will prevail against consider running the “Prison Break” encounter on page
the forces of darkness. Remember, our war is not with 170. This allows the adventure to move forward without
flesh and blood, but with the lurking evil of this present character death, even if the party loses its first or second
darkness. You will need to use all the tools at your disposal challenging encounter.
to track down the three missing Magi, find the Messiah, and
collect enough weapons on the way to be prepared for the Levels and the Passing of Time
final confrontation with the Enemy. It is advisable to use milestone leveling for this
A Note to the Game Master. This module presents a campaign, since experience leveling is mostly based on
full adventure plot for characters of levels 1 - 10 that runs combat, and combat is scarce in this module. Instead,
parallel to the events of the Bible, but brings the party into look at the characters’ cumulative life experience and
conflict with a cult led by a fellowship of 7 ancient demons. allow them to move forward at important life milestones,
However, if this story does not suit your tastes, you should like after making a difficult journey across a desert, or
not feel as though you need to stick to that adventure or after successfully resolving a political conflict. The main
storyline! The bulk of this book is simply a campaign storyline of this campaign includes notes for when the party
setting that lays out all characters, cultures, and locations in should level up, mostly after a significant challenge or
an organized way. You can tell any number of stories using conflict is resolved. If your party prefers to use experience
this setting, and you are limited only by your imagination. points for leveling up, consider awarding points based on
Whether you plan to use the included adventure or make social interaction and exploration in addition to combat.
up your own, it is probably a good idea to read through this For instance, negotiating a peace treaty between two
module before attempting to run it. While a good portion powerful entities or groups should grant the same amount
of the campaign is open-world and exploration-heavy, of experience as if those entities or groups were defeated in
it is also important for you to understand the goals and combat.
motivations of the villains so that you have a clear picture Characters in this campaign setting are expected to reach
in your mind of what is happening in the world. level 10 by the end of the main storyline, and should not
There is no real sense of urgency in this story, so advance far beyond this given the scope of the module. It
the party should feel free to explore at their own pace. is a good idea to set these expectations with your players
However, in order to have a narratively satisfying before the game begins so that they can adjust their
experience, it is probably also a good idea to insert key expectations and perspective entering this lower-level
characters into the story at strategic points. A full outline campaign setting.
and overview of the plot is on the following pages. The Passing of Time. This storyline begins in the year
26 AD, and ends around the year 30 AD. To hold the story
Deadly Encounters and TPKs to historical accuracy, the narrative should play out over
This campaign setting puts less emphasis on combat the course of several years. Much of this time will pass due
than it does on social interaction and exploration. However, to the burden of traveling long distances by desert trade
when the party does run into combat encounters, they are routes or slow sea voyages, but the party may also benefit
often deadly by design, and assume the party is coming in from down time in cities where they can be allowed to
well-rested and at full strength. Even so, it is important to explore the world in more depth. On the other hand, don’t
be prepared for the possibility that your players lose one or be afraid to move the story along if things feel like they are
more of these crucial combats. moving too slowly. Better to tell a good story than a strictly
If the entire party is defeated, resulting in a total party accurate one.
kill (abbreviated TPK) you may choose to continue the

15
Plot Overview
The Adventure Begins. The story starts at level 1 with should begin hunting down and destroying the demons as
the party being hired by a blind merchant named Tobit in they find them. If the characters do not immediately take
the city of Nineveh. Tobit sends the party, along with his up the call to confront the demons, don’t be afraid to have
son, Tobias, and a guide named Azarias down the Tigris the demons begin capturing or killing beloved NPCs to
river to the city of Teredon to the south. The journey is motivate the party to act. The presence and dark influence
filled with twists and turns, the party learns to work as a of the demons should be the driving force for the narrative,
team, and some secrets are revealed. and there should always be a palpable sense of their dark
Welcome to Teredon. Upon arrival in Teredon, the influence when the party visits infected cities. For more
party is thrust into combat with an ancient demon who information on the 7 primary villains of the story, see the
outmatches them, but with the help of their friends they “Meet the Villains” section on the next page.
wound the demon enough that she is forced to flee. After The Way of the Cross. When the party reaches levels
this startling revelation of the dark forces at work in 8 or 9 they will receive word through a dream or other
the world, the party completes their first quest, receives messenger that Jesus, the man they became friends with
payment, and reaches level 3. While resting in the city, earlier in the story, is in need of their help. The party
there are many opportunities to complete smaller jobs returns to Jerusalem during the feast of Passover to find
and earn some money to fund their future travels, and the Jesus concluding a meal with some of his friends. Later
characters will most likely learn that three Magi from the that evening, in the Garden of Gethsemane, Jesus reveals
Temple of Fire have gone missing while investigating an that he is destined to die, and that his dying will destroy sin
ancient prophecy in the far west. forever, cutting off the demons from their source of power.
Exploring the World. The next stage of the journey is Jesus asks the party to stay close to him for moral support
up to the party. The most direct path forward for them is to until his death, at which point faith will guide the party
begin the search for the missing Magi using the clues they forward.
collected in Teredon. However, the party may also want to The Catacombs of Kadesh. The story reaches a climax
exact revenge on the demon they met in Teredon, pursuing at the Catacombs of Kadesh in the middle of the Wilderness
her to Egypt. Or, they may begin following an unrelated of Zin. The party is joined by allies they have made along
quest in a completely different direction. No matter what the way, and together they journey into the desert to find
the party chooses to do, adventure awaits in this open- the hideout of Lilith and Abaddon. The party confronts
world campaign setting. the two most powerful archdemons in their lair in an epic
Finding the Magi. While not integral to the story, showdown that will test the party’s preparation, combat
locating the three missing Magi will greatly aid the party. prowess, and ability to make powerful allies along the way.
All three Magi are lying low in different locations across Epilogue. From here the party may feel that they wish
the map, and all three can provide different insights into to hunt down and destroy the remaining members of the
the prophecy of the “Messiah” and the threat posed by the Fellowship of the Beast, or they may have other loose ends
demons. Each of the Magi also has a separate piece of the to attend to. Allow the characters to close the chapter on
Armor of God: a set of powerful magic items that will be whatever tasks remain on their to-do list before formally
helpful in facing the forces of evil. ending the campaign.
Meeting Jesus. At some point around level 6, the party
should have a chance encounter with Jesus of Nazareth.
There are many places that this may happen, and for a
full explanation of how to run this encounter, refer to
the “Meeting Jesus” event on page 210. This encounter
could be quick and casual or longer and more meaningful,
depending on what fits your story and characters.
This Present Darkness. By the time the party reaches
levels 6-9, they should have a sense of the threat posed by
the demons known as the “Fellowship of the Beast” and

16
17
Meet the Villains
Every good story needs a villain. The conflict at the path. Nothing is more disgusting to her than true, self-
center of this adventure revolves around seven demons giving love, and she cannot help herself when she sees it.
who collectively call themselves the “Fellowship of the Naamah finds pleasure and power in corrupting the pure
Beast.” The Fellowship is lead by Lilith, a fallen archangel of heart through manipulation and temptation. Disguised
who prides herself on being first of Lucifer’s followers. by her human simulacrum, Naamah goes by the name
Several members of the Fellowship have harnessed the “Seraphine.” Using this disguise, Naamah has gained
magic of sin to create a human disguise for themselves some fame in the city of Thebes where she runs a brothel.
called a “simulacrum.” Sin fuels their magic power, and the However, this archdemon of lust is easily distracted, and
simulacra allow them to pass through the world unnoticed, prefers to travel to world and corrupting the hearts of young
giving them free reign to tempt and destroy the mortals lovers wherever she finds them.
as they see fit. However, Lilith has heard of the ancient Moloch. Enthralled by the pleasures of physical
prophecy that foretells that the power of sin is threatened satisfaction, Moloch was naturally attracted to the city of
by one called the “Messiah.” The prophecy only states that Tarsus in the Roman empire. Known for their decadent
the Messiah is destined to save people from sin, but not lifestyle, the Roman people in Tarsus have been feeding
who the messiah is, or how this salvation will be achieved. Moloch’s obsession with the sin of gluttony. However,
Thus, the Fellowship of the Beast is actively seeking out the simple Roman pleasures were not enough for Moloch.
the Messiah, and are conspiring to find a way to kill him or Disguised in his simulacrum, Captain Gula, Moloch runs
her once they do. Beyond this, each of the demons in the a pleasure cruise out of the port in Tarsus where guests are
Fellowship is also pursuing their own selfish agenda, as is invited to gorge themselves on a buffet delicious foods and
the way with demons of great power. For more details on other luxuries of the flesh. Plus, if one or two guests go
the demons and their simulacra, see page 332. missing, who would notice?
Lilith. Lilith is the oldest member of the Fellowship Legion. Although he may not have the same raw
of the Beast. In the very beginning, when Lucifer chose power as Lilith or Abaddon, no one is better at social
not to remain faithful to God, Lilith was his first follower. manipulation. Using Cursed Silver Pieces that he has
Lilith was once a high ranking Archangel charged with dispersed in the city of Jerusalem, Legion is slowly sinking
protecting the Garden of Eden and its occupants, but she his claws into the city’s elite leaders. Lilith has narrowed
had grown jealous of Adam and Eve’s mortal love and down the search for the Messiah to Jerusalem, and it is
position as the highest of God’s creation. Conspiring with Legion she is trusting to finish the job. Once Legion has
Lucifer, Lilith abandoned her position as guardian and gained control of the city’s leadership, the assassination of
assisted Lucifer in a plan to tempt Adam and Eve into the Messiah should go smoothly. However, Legion may
sin. This first sin of pride gave Lilith dark power, and she also slowly be loosing his grip on reality. With each new
has sought to lead others into the sin of Pride ever since. person that he infects with his influence, his consciousness
Neither Lilith nor Abaddon (her personal bodyguard) uses a fractures and drives him one step closer to insanity.
simulacrum, instead existing only in their true forms.
Mammon. Follow the money, and eventually you
Abaddon. Abaddon the Destroyer harnesses the sin will find Mammon, the Corrupter. Empowered by the sin of
of wrath to increase his deadly powers of combat. As his greed, Mammon is using her hold on the people of Egypt to
methods are too violent and unpredictable to be trusted drive an obsession with physical possessions and financial
in major cities, Lilith prefers to keep Abaddon close as gain. Hiding out in the network of secret passageways
a guardian of her lair. As nations around the world are below the Great Pyramid, Mammon coordinates with her
preparing for war, the violent momentum of the world’s network of cultists in Memphis to keep the people in Egypt
wrath has given Abaddon unthinkable strength. He may not greedy, and keep her own profits rolling in.
be the wisest of the demons, but he is unquestionably the
most deadly.
Beelzebub. The famed “Lord of the Flies” wants
nothing more than for his victims to lie back and relax.
Naamah. Obsessed with the power lust holds on Given power by the sin of sloth, Beelzebub encourages the
the human heart, Naamah seeks to corrupt all in her residents in the region of Babylon’s Hanging Gardens to

18
take a leisurely stroll, maybe sit down for a nap, and, who
knows, stay there forever? The ancient demon lies dormant
below the moss-covered stones of the garden itself, while
his simulacrum, called “The Gardener,” acts as his eyes and
ears in the world above.
The Shadow of the Beast. A radical cult of
mortals calling themselves the “Shadow of the Beast” have
become devoted to Lilith and the fellowship. Recruited
by the Shedim and operating secretly in the world, these
cultists assist the demons in the search for the Messiah,
carrying out whatever tasks the demons give them without “The Gardener” “The Buried Queen”
question. Few mortal members of the Shadow cult have (Beelzebub) (Mammon )
ever met the archdemons themselves, but a cohort of
lesser demons (mostly Shedim and Goat Demons) deliver
messages to these subservient mortals.

“The Collector” “Seraphine”


“Captain Gula”
Abaddon
(Legion ) (
Namaah ) (Moloch )

Lilith, Mother of Darkness

19
Running the Adventure
Things to Look Out For
Whenever the party may encounter a creature that they Tips for the GM
can interact with, the creature’s name will appear in bold Text that appears in a sidebar like this is intended to give
advice to the GM for running the game or give further insight
type. This is a signal to you, the GM, that you should
into the history of a place or character. For now, just keep doing
probably look up the statistics for that creature before the a great job! Your players definitely appreciate the extra work
party encounters it. The statistics for all monsters, villains, you are putting in to run the adventure for them.
NPCs, and creatures that appear in this adventure can be
found in the back of this book.
Whenever the text references a spell, the name of the Bible, maybe your players are headed in the wrong
the spell will appear in italic type. Spells unique to this direction because of something you said. No matter what
adventure can be found in the back of this book. All spells, the problem is, start by taking a deep breath. It is more
including those not original to this adventure, can be found important to keep the story moving and your players having
in the back of the Player Guide and Gazetteer. Any magic fun than to make sure you get every little detail right. If it is
items found in this adventure also appear in bold type. a major problem, you can always amend it after the game is
Descriptions for magic items can also be found in the back over, but most of the time no one will even notice, and you
of this book. can just keep playing like nothing happened!

Text that appears in a box like this is meant to Using Maps


be read out loud during the game. It may contain Campaign Map. This adventure book contains a
descriptions of locations or other information that should campaign map at the beginning of the “Adventure Atlas”
be made public to the players at the table. section. This map contains some locations that should not
be made public to the players, such as the Catacombs of
Kadesh, the Den of Serpents, or the Spring of Tears. There
Story Encounters is a duplicate map that appears in the Player Guide and
This is a fairly open-world adventure that encourages Gazetteer that has these locations removed. If you would
players to explore the world in search of adventure. The like to share a world map with your players as they travel, it
“Adventure Atlas” (pages with a green border) offers a brief is suggested that you use this alternate version of the map.
overview of the many locations players may visit in this City and Dungeon Maps. There are also maps of cities
setting. This section is useful for planning the framework of and dungeons that the party may visit over the course of the
your story, whether you are running the adventure included adventure. These maps are intended for your eyes only, as
in this module or inventing your own, original story! they contain information that the players should not have
If you are running the adventure included in this access to, such as traps, NPCs, and secret passageways.
module, you will notice that several locations direct you Some of the city maps have been included in the Player
to run special “Story Encounters” when the players arrive Guide and Gazetteer for player reference, but with much of
in these locations. Story Encounters can be found in the the information removed.
“Events and Encounters” section in the back of the book
(pages with the light blue border). If you are running your
own adventure, you can incorporate these events into your
New Character Options
The next section of this book lays out the new character
own story, use bits and pieces, or ignore them altogether as options available for players in this campaign setting.
best suits your story. You may share this section (pages with the orange border)
with your players if you are comfortable allowing these
Making Mistakes backgrounds, lineages, subclasses, and feats in your game.
Everybody makes mistakes. From time to time you may
realize that you got something wrong. Maybe you mixed up
a Fifth Edition rule, maybe you misquoted something from

20
Creating a Character
Choosing a Background party for the campaign. You can certainly allow a player to
create a character using the Nephilim traits and still present
This campaign setting introduces some new options
for character backgrounds, described on the following the character as a human. The statistics of each lineage are
page. Although any preexisting backgrounds may be used, balanced for gameplay, but should not stand in the way of
these are intended to expand the standard options and give how a player wants their character to look or feel. The same
details to help immerse characters in the world of this goes for any other lineage from this or other sources. As
campaign setting. always, the GM has the final say on what is allowed.

Choosing a Lineage Choosing a Class and Subclass


This campaign setting will introduce some new playable Any standard fantasy classes or subclasses may be used
lineages, outlined in the table below. However, the world in this setting without modification to their class features.
of the Bible is predominantly inhabited by humans, and In addition to the standard subclasses available in other
references to non-human peoples in the Bible are few campaign settings, this module offers several new options
and far between. If your goal in creating a character is to for subclasses that fit the theme of the Biblical setting.
remain true to the Biblical setting, choose either a human, These subclasses are listed in the table below.
or one of the lineage options provided in this module. As with lineages, it is a good idea to sit down with
the players in your group and have a conversation about
Lineage Description what subclasses you will include or not include in your
game. Perhaps you want to run a “no magic” campaign
Human Ambitious and ubiquitous peoples of the world
in which all players play as fighters or rogues, or maybe
Giant Massive humanoids feared for their strength and you want players to choose classes that compliment each
prowess in battle
other. Whatever your expectations are for the game, it is
Nephilim Descendants of celestial watchers who possess
important to communicate them up front, before players
unnatural beauty and talent
create their characters.
Rephaim Guardians of Sheol, the realm of death
Class New Subclass Option
Using Other Lineages. The lineages above are the Barbarian Path of the Nazirite
only options that appear in the Bible. However, the goal Bard College of Parables
of playing games at the table is to have fun. There are no Bard College of Psalms
elves, dwarves, or orcs in the Bible, but there certainly
could be in your game, if you think that could be fun for Cleric Prophecy Domain

your players. Lineages (also called “Races”) from other Druid Circle of the Baptist
sources may be used without unbalancing the game, but Fighter Spartan Archetype
you should begin by talking to the other players in your
Ranger Vanguard Conclave
group about their expectations for the setting and narrative.
It could be a lot of fun to run an alternate reality or high Rogue Zealot Archetype
fantasy version of the Bible, but that may also ruin the Wizard Order of Magi
experience or be considered sacrilegious by some of the
players at the table. Talk openly about what lineages
will be allowed in your game before players create their
Optional Feats
Some GMs allow their players to take “feats” instead
characters.
of other standard score increases when their character
Modifying Lineages. It is also possible to modify
levels up. If you are allowing players to take feats for
existing traits and change the appearance of lineages
this adventure, there are a list of new feats for this setting
without changing the way the game works. For example,
following the class descriptions on page 48.
a player may wish to play using the features and traits of a
Nephilim, but your group has decided to play an all-human

21
Alignment and Redemption
The 5th Edition rules set uses the term “alignment”
to broadly classify a character or creature’s moral and
personal attitude. Alignment is a combination of two
factors: with the first describing the character’s morality
(good, neutral, evil), and the other describing their attitude
toward society and order (lawful, neutral, chaotic). Thus
there are nine possible combinations of alignment that
are possible (lawful good, chaotic evil, chaotic neutral,
etc.) This alignment is used as a reference to help a player
make authentic choices for their character at the table, and
the alignment is also used occasionally for mechanical
reasons during gameplay. This module is not seeking to
eliminate the alignment mechanic, but it does suggest a
new way to use alignments. By using a mechanic called a
“Grace Score,” a player can chart a redemptive arc for their
character. This allows players more freedom to create good,
chaotic, evil, or lawful characters without feeling locked
into one way of acting for an entire campaign. In the real
world, people’s alignments and attitudes change as a result
of their experiences, and this mechanic allows character
alignments to reflect this reality without feeling binary.
Grace Score
A character’s Grace score is a reflection of their
relationship with God, society, and other people, and how
much they allow morality to dictate their decision-making.
A character who begins at level one should be assigned an
extra ability score called their “Grace Score.” This score
should be of 8 for an evil character, 10 for neutral, or 12 for
good. If a character is ever asked to roll a “Grace Check,”
this score functions like other ability scores, with a 10
giving a +0 bonus, 12 giving a +1 bonus, and so forth.
Unlike other ability scores, Grace cannot be raised with
normal ability score increases. Instead, a PCs Grace score is
raised or lowered in accord with the decisions and actions
they make during the course of a game. If, for example, a
character goes out of their way to give money to a beggar
on the street or spend time in prayer and reflection, you
may decide to increase their Grace score by 1. Similarly, if
a player character steals money or denies their faith when
questioned by a Roman Legionary, you may lower their
Grace score by 1. As with other ability scores, Grace cannot
exceed 20 or fall below 1. This system allows a character’s
alignment to shift from good to evil and back again as
an evolving reflection of their actions. It is also used in
certain situations to determine outcomes. For instance, if a
character prays for God’s intervention or encounters Holy
Ground (page 262), a “Grace Check” is a more accurate
reflection of a character’s spiritual orientation than a
Religion check, because it is a measure of the character’s
devotion to good rather than their Intelligence.

22
New Background Options
Feature: Underground Network
Forsaken Your life of exclusion has caused you make connections
with various other communities of outcasts. If you spend at
You are an outcast from society. You travel the world
least one day in a major city, you learn the location of the
less out of a need for adventure, and more because you
local leper colony, criminal hideout, secret gambling hall,
know that you will never truly be accepted no matter where
or other local community of outcasts. This underground
you go, or what you do. Maybe you will travel with a party
network can provide you with information that is not
of adventurers for a time, but these relationships never
known to the common people of the city, including
seem to last. Your faith has also been a struggle. You feel
methods of secret travel (tunnels, alleyways, rooftops, etc.)
no sense of connection to your deity, and your prayers go
through the city, locations of safe commerce (black markets
unanswered.
or thieves guilds that will still do business with you), and
Those who are forsaken can come from any city,
allies within the establishment (doctors, politicians, or
religion, or walk of life. Rich or poor, young or old,
guards who are sympathetic to your situation).
sometimes people just fall on hard times. Begin by
choosing the cause of your misfortune. Choose from the
table on the next page, roll to determine it randomly, or
invent your own!
Gladiator
Nothing feels more like home to you than the roar of
d8 Misfortune the crowds in the Circus arena. Maybe you are a retired
1 You have contracted leprosy. This debilitating skin condition soldier from the Roman legion and you compete to feel the
will continue to grow worse, and will eventually kill you. You thrill of combat once more. Maybe you were once a slave
are unwelcome in all cities unless you hide your appearance. meant for execution, but you surprised the crowds (and
2 Your family is dead, your friends have abandoned you, and yourself) by besting your opponents and eventually earning
your land was seized by Roman soldiers. You were once a
your freedom in the eyes of the empire. Or perhaps you just
highly respected citizen... now you’re just looking for answers.
enjoy putting on a good show and love hearing the crowds
3 You are a slave from the grand palace of Splendor’s Envy in
the central district of Ecbatana. Since you were a witness to
cheer your name.
many high-profile conversations in the palace chambers, your Gladiators come in all shapes and sizes, and from all
escape has landed you on a most-wanted list for both the Par- walks of life. The most successful in their field understand
thian and Roman authorities. Nowhere is safe for you. that victory in the arena has as much to do with putting on
4 You were born with a physical deformity or disability. Because a good show as it does with one’s talent as a fighter. The
of the widespread belief in most societies that your appearance Gladiators who are paid to perform at festivals and other
is a punishment from God for a serious sin your parents must
have committed, there are very few cities that will tolerate
large events often have catchy names, signature weapons,
your presence. memorable colors, or unique armor.
5 Your father was a tax collector for the Roman empire who
allegedly stole a great fortune from the treasury. He was exe-
Skill Proficiencies: Athletics, Performance
cuted, but the Roman authorities now hold you responsible for Tool Proficiencies: Chariots, Land Vehicles
his debt, believing that you are in possession of this fortune. Equipment: One exotic weapon of your choice or a
6 When you were a child an angel appeared to you and asked if shield marked with your emblem, a letter from a talent
you were ready to have your faith in God tested. Ever since scout inviting you to perform at a festival in a city you have
you replied “yes,” you have had a string of unexplainable bad never been to, and a pouch containing 12 gp.
luck. You patiently await the day that it all finally makes sense.
Signature Look
Skill Proficiencies: Deception, Survival In order to gain renown in your field, you have
Tool Proficiencies: A musical instrument of your developed a signature look that allows fans to easily
choice, thieves’ tools recognize you in the arena. This may be brightly colored
Equipment: Disguise kit, a Bedouin tent, a pouch armor or unique weaponry, a distinctive mark or scar you
containing 5 gp. display, or a unique finishing move you use in combat.

23
Whatever it is, make sure your signature look sets you apart
from your competitors.
d6 Pilgrimage Destination
1 You desire to pray on the Temple Mount in Jerusalem
Feature: Local Champion 2 You feel called to find and safeguard the
Your performance in the arena can sometimes earn you Ark of the Covenant
renown among the locals. If you put on a good show at a 3 You were taken as a slave from your homeland long ago.
public event, local establishments will let you eat and drink You seek to return home.
for free, and sometimes provide a place to stay at a local 4 You have a recurring dream of a distinctive landmark.
You cannot rest until you locate it.
inn. Also, it is likely that you will be recognized on the
street, and local citizens who watched your performance 5 Your sister never returned from a long journey. You seek
to bring her home, dead or alive.
are more likely to help you. You have advantage on all
Charisma checks while interacting with people in a city 6 A stranger once paid you a kindness. You cannot rest
until that kindness is repaid.
where you have competed in an arena.

Variant Gladiator: Charioteer Feature: Expanded Holy Ground


Charioteers often travel in the same circles as gladiators, Your faith is rewarded. If you succeed in reaching
and perform at the same events. Although a charioteer is your pilgrimage destination, that site is considered Holy
not solely focused on combat, chariot racing can be just as Ground for you, regardless of how mundane it may be for
dangerous, and races frequently end in death for unlucky others. For more information about Holy Ground, see page
charioteers. When using the charioteer variant, replace 262.
Athletics with Animal Handling in your skill proficiencies.
Silk Road Merchant
Pilgrim Some view the treacherous seas and deadly deserts as
There has always been a restlessness in you: a yearning places they would never willingly go; you just call them
in your soul that has not yet been filled. You have visited home. The prolific spice, silk, incense, and glass trade
various holy sites around the world, but you haven’t yet across the continent has exploded in the years following
found what you are looking for. Whatever it is, you know it the conquests of Alexander the Great, and there is an
is out there; and so you continue searching. impressive amount of gold to be made for those willing to
Pilgrims are seekers. Perhaps you seek a distant holy brave the journey. An expansive network of routes through
site where you believe your prayers will be heard. Perhaps the desert now connect China, India, Sheba, and Rome, but
you seek to perform a specific act of generosity to make up just because these routes have been charted does not mean
for sins in your past. Perhaps you are on a search for your they are without danger.
own identity. Whatever it is that you seek, your journey is a Perhaps your skills as a linguist made you ideally suited
spiritual one, and it is what drives you to keep searching. to conduct business in foreign lands. Perhaps you have
always loved bartering and the thrill of finding a good deal.
Skill Proficiencies: Religion, Survival Or maybe you just love seeing the world and experiencing
Tool Proficiencies: Calligrapher’s Supplies or one type new cultures. Silk Road Merchants enter the business for
of musical instrument a variety of reasons, but all share a common love of travel
Languages: Two of your choice and commerce.
Equipment: Calligrapher’s Supplies or one type of
musical instrument of your choice, a staff, traveler’s Skill Proficiencies: Persuasion, Survival
clothes, a prayer book or diary, and a pouch containing 5 Tool Proficiencies: Cartographer’s Tools
gp. Languages: Choose two from Chinese, Sanskrit,
Aramaic, Sabaic
Pilgrimage Destination Equipment: Cartographer’s Tools, a staff, traveler’s
What is the reason for your life of searching? Where are clothes, and a pouch containing 15 gp.
you currently headed? Do you have a destination in mind,
or are you simply wandering aimlessly? Work with your Feature: Merchant’s Discount
GM to determine what you might be looking for. You can Because of your connections as a merchant, other
also use the following table for ideas of possible pilgrimage merchants and vendors are eager to do business with you
destinations, or even determine it randomly. and are more likely to offer you discounted rates. When

24
shopping in markets and bazaars in major cities, you may
make a Persuasion check to lower the price of an item
d8 Region Primary Export
significantly, even if haggling is not normally allowed 1 Judea Honey, Olive Oil, Perfume
in your location. If your haggling concerns your Trade 2 China Ink, Paper, Rice, Silk
Specialty (see below), this check is made with advantage. 3 Egypt Barley, Papyrus, Parchment, Wheat
4 India Cinnamon, Hashish, Pearls, Pepper
GM Tips: Haggling 5 Nomadic Tribes Beadwork, Pottery, Weaving
In general, use the following model when a character rolls a 6 Parthia Carpets, Fabric, Dyes, Opium
Persuasion check to haggle over price. On a roll of 15 or higher, the
price is reduced by 10%. On a roll of 20 or higher, the price is reduced 7 Rome Glassware, Iron, Leather, Wine
by 25%. 8 Sheba Cloves, Frankincense, Myrrh

Trade Specialty
Merchants along the Silk Road often specialize in
transporting and selling a particular commodity. What
item are you most accustomed to transporting? What first
drew you to this product? How have you tried to make
connections with vendors in different kingdoms to establish
trade relations? Choose your trade specialty, or choose
it randomly using the table below. Tip: it is helpful to
choose your specialty before choosing your two language
proficiencies to ensure that your languages are spoken by
those with whom you frequently do business.

New Lineage Options


Choosing a Lineage felt that the term “lineages” best described the inherited
While a character’s “Background” defines the skills strengths and weaknesses that a character possesses from
they have picked up during their lifetime, and their its ancestors.
“Class” refers to their vocation, focus, and aspirations, the What About Ability Scores?
character’s “Lineage” refers to the aspects of their identity There are many different theories about the best way
that they had no control over: how they came into the to distribute ability scores, including not tying them to a
world. When building your character, don’t feel pressured character’s lineage at all. We love this idea, but you will
to choose the “right” combinations of lineage and class. find that the lineage options contained in this book still
Just because Giants are the biggest and strongest does use the original method of inherent score increases tied to
not mean that they have to be a Barbarian or a Fighter. a character’s lineage. Additionally, you may find that your
Sometimes unexpected combinations can be interesting to favorite version or variant of a certain lineage has not been
explore through the story you tell. included in this module.
Why “Lineage?” There are several reasons for this. First, we are bound
This aspect of your character’s build is often called its (legally) to the character creation options in the Open
“Race” in other fifth edition modules. With good reason, Gaming License, which uses the original method of tying
there is an ongoing discussion in the tabletop community ability scores to race. Secondly, we want to make sure that
about the problematic nature of using the term “race” for the options in this book are compatible with any version
this aspect of character creation. There is a lot we can of other fifth edition rule books. We fully expect and
learn from listening to what others have to say on this encourage Game Masters to allow their players to modify
issue, and we will not contribute to the conversation here. the rules of character creation in whatever way allows
For the purposes of character creation in this module, we player to create the characters they want to create.

25
Human
Then God said “Let us make humankind in our
image, according to our likeness.”
-Genesis 1:26

Humans are the pinnacle of God’s creation. While the


order and life that preceded humans in the creation story
was all “good,” only human beings were created in the
“image” and “likeness” of God. This means that humans
are called to a higher standard of morality. Humans are
called to do what is right, no matter the cost. Unfortunately,
the race of humankind has a history of falling short of this
call.
Endowed with no supernatural gifts, humans walk by
faith; spending their short lives trying to accomplish as
much as possible. As such, humans generally have talents
in many areas rather than mastering any one particular skill.
A History of Conflict
Due to the competitive nature of human civilization,
most groups of humans have the unfortunate trait of
becoming extremely tribal. This tendency has led to conflict
and war between even neighboring kingdoms, with many
humans harboring deep prejudices based on race, religion,
culture, and language.
The recent conquests of Alexander the Great made great
strides toward uniting the human race under a common guideline for choosing your character’s name.
language and opening up trade between distant kingdoms.
Parthian Peoples. The culture of the people of
Nevertheless, it is unfortunately true of most kingdoms that
Parthia is eclectic. Once a world power in their own right,
outsiders are often treated with suspicion and sometimes
Parthia had dealings with people from all over the map,
outright discrimination.
all of whom left their mark on the Parthian way of life.
Increasingly Diverse Babylonians and Medes tend to have colorful clothing with
Despite this history of prejudice, relationships and even Persian-influenced jewelery.
marriages between people of different cultures is becoming Parthian Names: (Male) Beltschazzar, Balathu,
increasingly common. Many humans have now grown Merudach, Meshach, Pacorus, Zaidu; (Female) Davcina,
accustomed to the idea of traveling to new kingdoms and Esther, Ia, Kishar, Mylitta, Opis, Shala, Tayma, Zirrat.
learning new languages, and each new generation is feeling
Egyptian Peoples. The Egyptians held a position
more comfortable with the idea of searching for a spouse
of undisputed world power for over 2000 years. Their
outside of the boundaries of their home town.
architecture and artwork are unrivaled in beauty and sheer
The result of this is an increasingly diversified
scale. Egyptian names are an interesting mix of ancestral
community of people, with children who feel at home in
names from ancient history and more modern, Greek-
the cultures of both of their parents. By the first century,
influenced names.
virtually every kingdom on the map had become a melting
Egyptian Names: (Male) Amam, Areius, Horos,
pot, with main streets filled with examples of every culture,
Imhotep, Ptolemy, Theon, Zopyrus; (Female) Anit,
religion, language, and ethnicity.
Charmion, Eboni, Iras, Isi, Nefertari, Rashida, Sati,
Creating a Human Character Sotep, Sslama, Taimhotep
Consider the cultural influences of the character you
are creating. Review the different people groups in the Hebrew Peoples. The story of the Bible takes place
introduction to decide your character’s background, predominantly in Judea and involves the Hebrew people.
religion, and language. Use the following information as a This people goes through several name changes over time.
During the height of their kingdom, they were known as

26
the “Israelites.” However, by the first century the twelve Creature Type. You are a Humanoid.
tribes have become scattered, with only the tribe of Judah Ability Score Increase. Your ability scores each increase
returning to the promised land. Thus, these people are by 1.
known henceforth simply as “Jews.” Age. Humans were considered to become adults at the
Hebrew/Jewish Names: (Male) Josiah, Tovi, age of 13, and could live into their late 70s.
Samuel, Simon, Uzziel; (Female) Ayala, Diana, Eliora, Size. Humans vary widely in height and build, from
Gal, Ra’aya, Rachel. barely 5 feet to over 6 feet tall. Regardless of your position
in that range, your size is medium.
Roman Peoples. The empire of Rome hails from across Speed. Your base walking speed is 30 feet.
the Great Sea and stretches as far north as modern day Languages. You can speak, read, and write in Common
London. Romans tend to have fairer skin than those native and one extra language of your choice. Typically this
to this area. Romans also tend toward lawful alignments language will be that of the people you live among or
due to the highly organized structure of their culture and commonly deal with.
respect for authority. This race is derived from the “Human” in the SRD 5.1 and reproduced under the OGL.
Roman Names: (Male) Agrippa, Cassius, Kaeso,
Lar, Marcus, Maximus, Quintis, Titus; (Female) Aurelia,
Auria, Cornelia, Livia, Lucia, Maria, Portia, Vesuvia

Nomadic Peoples. The people of Midian, Petra, and


Giant
For he was one of the descendants of the Giants, and
other smaller tribes through the border regions of Zin his spear weighed three hundred pieces of bronze.
are nomadic by necessity and are often overlooked for -2 Samuel 21:15
not having a “kingdom” of their own. Nonetheless, these Referred to in some Biblical translations as the
people celebrate their own vibrant culture through weaving, “Anakim,” the Giants are a well-known and feared race of
dance, and storytelling. massive humanoids in the middle kingdoms. Giants appear
Nomadic Names: (Male) Arkaan, Eldan, Jaasir, in the records of all major nations at the time, although
Khaalid, Ohad, Rajab, Sar-El, Shila, Zaahir; (Female) little is known about their origin. Some historians believe
Ameena, Gaitha, Namira, Neshama, Sabira, Salma, that the Giants mentioned in these ancient texts were
Sanaa, Sinaya simply humans of above-average height. However, the
heights recorded in the Bible range from 10 to 25 feet tall,
Sabean Peoples. The people of Sheba are dark-skinned,
well beyond the physical limits of a human being.
powerfully built, and tend to be above average in height.
The most famous of these ancient beings was, of
They are known for being articulate speakers and prolific
course, the legendary champion known as Goliath of Gath.
traders.
However, many other Giants appear both in the Bible as
Sabean Names: (Male) Ibrahim, Kabede,
well as other ancient texts from the time. Giants almost
Mamdooh, Mubarak, Mulugeta, Obi, Rashaad; (Female)
always appear in the role of warlord or military champion,
Azeezah, Delina, Eden, Ifrah, Kendi, Laila, Naila, Retta
which adds to the mystery and renown of their race.
Greek Peoples. The Greeks tend to be average height Formidable Fighters
with olive skin. Greeks can be found in any city on the
Today I defy the ranks of Israel! I challenge a man
map, and thanks to Alexander the Great, their cultural to come and face me, that I may give his flesh to the
influences are also visible around the world. The Greek birds of the air.
tribe of Sparta are known to speak in short, to-the-point -Goliath of Gath
sentences. Due to their great size and physical strength, the Giants
Greek Names: (Male) Agis, Anaxandridas, of the Bible are known for one thing only: combat. Each
Leonidas, Lycurgus, Lysander, Menelaus, Nabis; time a Giant is mentioned, it is always in association with
(Female) Cynisca, Electra, Gorgo, Helen, Ismene, their ferocity in battle and thirst for blood. This does not
Magda mean that all Giants were bloodthirsty killers, of course;
however, as you create your Giant character, be aware that
Human Traits this reputation will follow you throughout your journeys,
Due to diversity of the human race, it is hard to make even if the Giant you create is gentle and kind.
generalizations about them. Your human character has these
traits.

27
Creating a Giant Character
Consider the background of you Giant character. Where
are you from? Have you been accepted into a human
society, or are you an outcast that has to stay on the move
looking for work? Do you know any other Giants, or do
you feel alone in your size and reputation?
Giants tend to be known by a given name, a clan name,
and an earned name. The clan name is their only connection
to their Giant ancestors, and generally refers to the region
their ancestors originally called home. The earned name
tends to be the name by which they are recognized by
enemies on the battlefield or by crowds of cheering fans
at gladiator pits. Giants tend to guard their given names
from all but their trusted comrades, and will generally
introduce themselves in new cities or to new people using
their earned name and their clan name, for example: “The
Axe of Anak” or “Skullcrusher of Edom.”
Giant Names: (Male) Gad, Gilgath, Joroch, Saph,
Nob, Og; (Female) Ada, Axlith, Atarah, Hedva, Huldah,
Lahmi, Vashti.
Clan Names: Anak, Anunaki, Ashdod, Edom,
Gath, Gaza
Earned Names: Kingslayer, The Landslide, The
Barricade, Gatesmasher, Shieldbreaker, The Tower

Giant Traits
Giants can vary wildly in size, shape, and personality.
Your giant character has these traits.
Isolated and Feared Creature Type. You are a Humanoid.
“When they saw the Giant, they fled from him and Ability Score Increase. Your Strength score increases by
were very much afraid.”
2, and your Constitution Score increases by 1.
-1 Samuel 17:24
Age. Giants learn to fend for themselves at an early
According to the Hebrew scriptures and other ancient age. A Giant is considered an adult by the age of 10, and
sources, the land of Canaan was once inhabited by entire their life expectancy is less than 100 years, although giants
civilizations of Giants. However, by the first century, very almost always die in combat before they reach old age.
few of these civilizations remain. Giant tribes tend to be Size. Giants are between 8 and 12 feet tall. Your size is
isolated, either living in the ruins of the Assur Wastes, Medium.
or on the outskirts of desert regions. Living in these Powerful Build. You count as one size larger when
harsh conditions is difficult, and most giants find it easier determining your carrying capacity and the amount you can
embracing their stereotype as warrior and seek fortune by push, lift, or carry.
fighting in the Roman gladiator contests. In many ways Speed. Your base walking speed is 40 feet.
this becomes a self-fulfilling prophecy that only further Languages. You can speak, read, and write in Common
feeds into the general assumption that giants are violent by and one extra language of your choice. Typically this
nature. language will be that of the people you live among or
On rare occasions, Giants can be found trying to make commonly deal with.
a peaceful living in a major city. However, Giants are so Feared and Unwelcome. You have proficiency in the
feared by humans that they are cast out of most societies. Intimidation skill. Because Giants are seldom integrated
Thus, most giants end up becoming lone wanderers, or into society, you may be required to make Persuasion
joining the ranks of an adventuring party that may accept checks simply to be allowed past the gates of major cities.
them. Siege Monster. You deal double damage to objects and
structures.

28
Nephilim Nephilim in the Bible
Details about the nature and history of the Nephilim in the
The Nephilim were on earth in those days and also
afterward. These were the heroes of old, men and Bible are scarce. Aside from their celestial lineage, little is
women of renown. recorded about their culture (if separate from that of humans)
-Genesis 6:4 and activity. In some places, the Bible even seems to conflate
the Nephilim and Anakim, seeming to lump them together as
The Nephilim are referenced in several places simply “giants.” Even less information is recorded about them
throughout the Bible (and in other ancient texts) as a following the Great Flood, except the cryptic reference to their
special race of beings that possessed preternatural beauty existence “after” the time of the Flood, which seems to imply
and talent. These people appeared human in every way that at least some of them survived it.
other than their unnatural beauty and unnaturally athletic In this module, many creative liberties have been taken,
based loosely on a few ancient apocryphal writings. The version
bodies. According to legend, these attractive features come
of Nephilim that you will find in these pages is a combination of
from a celestial heritage. details taken from the Bible, the apocryphal Book of Jubilees,
In the earliest days of creation, the Bible references the apocryphal Book of Enoch and characteristics invented to
a special group of angelic beings known as “Watchers.” fit the mechanics of a role-playing game. This lineage exists for
Unlike other celestial beings who reside in the spiritual fun, and is not meant to be an authentic interpretation of who
realm, the Watchers were unique in that they were given the Nephilim really were, as that is a topic of much debate and
physical bodies to walk among the humans. The Watchers conflicting opinions.
were entrusted with the role of guarding the physical world
of God’s new creation against corruption or attacks from height, and built to the proportions of nearly perfect human
Lucifer and the other fallen angels. Living among humans, specimens. The Nephilim also tend to be natural athletes,
the Watchers were to set examples for how to live a life whether or not they pursue these skills. Gifted with natural
devoted to God. As humanity fell deeper into sin, the grace and strength, athletic competition seems to come
Watchers eventually failed in this mission. naturally to them.
The role of the Watchers on earth officially came to an
end after the Great Flood destroyed all civilizations on Immortal Wanderers
earth. In the wake of the flood, the humans who survived Nephilim children age and mature at the same rate
were given a second chance, the Watchers were called to as regular human children. However, when a Nephilim
return to the spiritual realm. However, some chose to reaches the age of idealized maturity and physical
remain behind with the humans they had grown perfection, their body ceases aging forever. A Nephilim
to love. Some of these even married human is physically immortal and will live until killed.
spouses and had children with them. These Many of the Nephilim have been walking the earth
children become known as the Nephilim. since just after the Great Flood, but few would
remember this. Although their bodies are as
These were the children of the most beautiful
among the humans and the most powerful of
timeless as their celestial parents, they possess
the Watchers. the intellect of mortals and rarely hold on to
-The Book of Jubilees memories for more than 100 years at a time.

Beautiful and Talented Forgotten Memories


The Watchers, who are also The prospect of living forever, only to
called the “Sons of God” in some watch everything one loves and cares for
translations of the Bible, were pass away is too much for most Nephilim.
endowed with the power and grace of When the weight of a lifetime of pain
the angels and, according to legend, and loss becomes too much to bear, a
the humans they married were very Nephilim undergoes a process called “the
physically beautiful as well. Their Diluvium.”
children, the Nephilim, have both of The Diluvium washes away all
these qualities. Nephilim are nearly memory from the Nephilim, who
indistinguishable from regular humans, awakens one morning to find that
but tend to be extraordinarily beautiful. their memories of the past are fading
They are of average to above average away. The process takes several days
as these memories of the past, like

29
half-remembered dreams, slowly fade to nothing. Most Natural Talent. You gain proficiency in Athletics and
Nephilim welcome the Diluvium, which offers a chance at one other skill of your choice.
a fresh start. However, there are others who live thousands Languages. You can speak, read, and write in Common
of years before accepting the gift of forgetfulness. Since and one other language of your choice.
the Diluvium is triggered by a Nephilim’s desire to start Forgotten Past. You gain proficiency in one skill and
anew, it will occur at different intervals of time for different one language you do not already have proficiency in. These
Nephilim, but usually occurs every 60 to 100 years, and proficiencies are echoes of your life before your most
usually coincides with the deaths of loved ones. recent Diluvium. You are aware of these proficiencies, but
A Nephilim will often retain their name and some do not recall why you have them or anything from the life
learned skills from their previous life, but otherwise all during which they were learned.
memories of people and places are gone forever. Since
Nephilim tend to withdraw and become antisocial as the
Diluvium approaches (sometimes even moving to a new Rephaim
city or even continent), they rarely have chance encounters Below, Sheol is all astir,
with someone who would recognize them from their past Preparing for your coming.
life. The Rephaim prepare to greet you,
for you have been cut down.
Nephilim Names -Isaiah 14:9
Nephilim live in human societies and take human
The Rephaim are an enigmatic race of extra-planar
names. Nephilim will usually retain one name until that
beings. Their appearances are scattered throughout
name becomes unfashionable, at which point they may
the Bible, and their descriptions tend to be mysterious
choose a new name for themselves.
and inconsistent. The prophet Isaiah describes them as
Nephilim Traits guardians of Sheol, the world inhabited by spirits of
Your Nephilim character has the following traits. the dead, and in some translations of the Bible they are
Creature Type. You are a Celestial. referred to as “shades.” Yet they also seem to periodically
Ability Score Increase. Your Charisma score increases show up on earth, as though they can move back and forth
by 2 and either your Strength or Dexterity score increases between the Sheol and the world of the living. Similar to
by 1 (your choice). the realm of Sheol itself, the Rephaim also seem to lack
Age. Nephilim are immortal, but most appear to be in any clear alignment. They are neither creatures of pure
their late teens to early 30s (whatever age they consider good (like the angels) nor are they devoted to evil (like
themselves mature) for their entire lives. the demons). Naturally suited to be hunters of the Undead,
Size. Nephilim appear as beautiful and athletic humans. these neutral beings stand in the gateway between life and
Your size is medium. death, ensuring that no shades escape back into the physical
Speed. Your base walking speed is 30 feet. world. However, it seems that Rephaim occasionally pursue
Celestial Awareness. You can cast the Detect Good and lives of adventure among the mortals of the material plane.
Evil spell once with this trait and regain the ability to do so Shades of Gray
after finishing a short or long rest. You may also cast this He had six fingers on each hand and six toes on each
spell using any spell slots you have. foot, for he was descended from the Rephaim.
Holy Light. You know the Sacred Flame cantrip. -2 Samuel 21:20
Charisma, Intelligence, or Wisdom is your spellcasting These “six-fingered” beings are often described as
ability for it (chosen when you take this lineage). being frightening in appearance. Overall, their appearance
tends to resemble that of regular humans, but with a barely
Handling the Diluvium visible aura of darkness that hints at their otherworldly
For obvious reasons, players probably will (and should) origin. Rephaim are accustomed to the darkness of the
choose to play a Nephilim that has recently undergone the underworld, and possess preternaturally fast reflexes and
Diluvium. However, in the event that a Player Character superior darkvision.
decides to undergo the Diluvium during the adventure, this This physical prowess is used for evil as often as it is
choice should first be discussed with the GM, as it represents used for good. Rephaim are just as likely to be remembered
a major life event for a Nephilim. The GM may decide to have
as evil warlords and assassins as they are noble protectors
the character roll to determine which skills are remembered,
start from a lower level, or create a new character altogether.
of the realm of the dead.

30
People of Two Realms
The Rephaim’s ability to move between the realm of Rephaim in the Bible
Sheol and the realm of the living is the reason that some The Bible contains two conflicting descriptions of who the
translations of the Bible refer to them simply as “the Rephaim are. Many passages seem to depict them as a another
Travelers.” This ability comes in handy when Rephaim race of giants that live alongside the Anakim, while other
need to get somewhere that regular humans cannot, using passages describe them as ethereal guardians of Sheol (the
their connection to the shadow world to pass through realm of the dead).
obstacles. For a limited amount of time, a Rephaim can There have been various attempts to explain these
take the form of a shadow on the wall, slinking under conflicting descriptions of the Rephaim from the Bible,
locked doors or over creaky floorboards without making a and this module takes no stance on which interpretation is
“correct.” However, for the purposes of creating a consistent
sound.
narrative and the best player experience, the stats and
Creating a Rephaim Character descriptions of this lineage reflect the latter interpretation:
Consider the history of your Rephaim. Why have they Rephaim as guardians of Sheol.
left Sheol? What do they hope to gain from venturing
through the world of the living? When you cast with this feature, the duration of the spell
is reduced to 1 turn. Charisma, Intelligence, or Wisdom is
Rephaim Traits your spellcasting ability for these spells (Chosen when you
Your Rephaim character has the following traits. take this lineage).
Creature Type. You are a humanoid. Languages. You can speak, read,
Ability Score Increase. Your Dexterity score increases and write in Common and one
by 2 and your Constitution score increases by 1. extra language of your
Age. Rephaim reach adulthood at the age of 12 and choice.
live less than 100 years. The aging process is slowed and
sometimes stopped altogether while a Rephaim inhabits
Sheol in the role of a guardian of the realm.
Size. Rephaim are usually about 6 feet tall. Your size is
medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You have Darkvision up to 120
feet.
Sheol Sight. Your eyes are instinctively drawn to the
tinges of magic that may be affecting the material world.
You can cast the Detect Magic spell once with this trait
and regain the ability to do so after finishing a short or
long rest. You may also cast this spell using any spell
slots you have.
Guardian of Death. You are resistant to Necrotic
damage.
Shade Magic. You know the Chill Touch cantrip.
When you reach 3rd level, you can cast the Walk in
Shadow spell once with this trait and regain the ability
to do so after finishing a Long Rest. When cast with
this feature, the duration of the spell is reduced
to 1 minute. When you reach 5th level, you
regain your ability to cast Walk in Shadow
after finishing a Short Rest. When
you reach 10th level, you can cast
the Etherealness spell once
with this trait and regain
the ability to do so after
finishing a Long Rest.

31
New Subclass Options

Barbarian
Path of the Nazirite
“The chariot must be that of Jehu,
for he drives like a maniac.” soaked ground.
-2 Kings 9:20
Barbarians are characterized by their brazen and often
A man with long braided hair and rippling muscles reckless approach to combat, their feats of strength and
strides through the wilderness of Philistia, a greataxe over athleticism, and their bursts of primal rage that allow them
one shoulder. Hearing the swift footfalls of a hunting to push beyond their normal physical limitations. The Bible
lion behind him, he lets out a laugh and turns to face his holds no shortage of such warriors, from the brutality of the
attacker. Throwing his weapon aside, he grins and charges Woman of Thebez to the righteous fury of Jehu. However,
the lion armed only with his bare hands. the quintessential reckless and rage-fueled warrior in
A woman lets out a primal roar as she lifts a millstone scripture is undoubtedly Samson, the Nazirite.
high above her head. The traitorous Abimelech thought he
would conquer the small town of Thebez with ease. Only as Class Features
the woman brought her crude weapon down on his skull did
he realize his error.
Level Feature
Driving a chariot forward with reckless abandon, the 3rd Vow of the Nazirite, Indomitable Strength
warrior strikes down or tramples the dark forces that flee 6th Unbreakable Will
before him. Reaching the tower of the evil sorceress, he 10th Eyes of Faith
charges forward with disregard for the many injuries he has
sustained. Only when the body of his foe lies broken at the 14th Slayer of Thousands

base of the tower does he finally sit and rest on the blood-

32
The Vow of the Nazirite
“When a man or woman takes the vow, they may
Breaking the Vow
neither drink wine, nor let a razor touch their hair.” A Nazirite that breaks their vow immediately loses all
-Numbers 6:2-5 subclass features. In order to restore the vow, a Nazirite must
shave their head as a symbol of the broken vow and spend 24
Meaning literally “avowed,” Nazirites were people hours reconsecrating themselves in a holy location. Subclass
consecrated to a sacred mission in service to God. Endowed features are then immediately restored, but the hair must be
with charismatic gifts, the Nazirites were specially regrown, since uncut hair is the symbol of the unbroken vow.
equipped to lead, and sometimes to take up arms in
defense of their communities. Born into a world fraught (including maximum load and maximum lift) is doubled
with combat and conflict, heroes of the Nazirite vow and you have advantage on Strength checks made to push,
embraced danger as a way of life, and were often gifted pull, lift, or break objects.
with supernatural strength and resolve as a result of their Additionally, when you use your Reckless Attack
devotion to God. feature, any creature you hit during your turn takes extra
A Nazirite takes their vow seriously, and treats damage of your weapon’s damage type equal to half your
adherence to the vow as a symbol for their faith in God. Barbarian level (rounded up).
When you choose to follow the Path of the Nazirite starting
at 3rd level, you must also vow to do the following things: Unbreakable Will
• Serve the will of God, and defend the innocent Beginning at 6th level, your dedication to your vow
• Abstain from consuming alcohol is stronger than any fears or temptations that may cloud
• Abstain from cutting your hair your mind. While you are raging you are immune to being
Charmed or Frightened. If you are already Charmed or
The Nazirite Vow Frightened, entering a rage ends this condition.
Historically, this vow was not always taken as a lifelong
commitment. Some Nazirites only took the vow for a month
or two, often as a means of repentance or period of meditation.
Eyes of Faith
Beginning at 10th level, your faith grants you awareness
Others, like Samson and Samuel, were Nazirites for life, and
their vow defined them. This lifelong devotion to the will of of your surroundings, regardless of any impediments to
God is reflected in this subclass. your sight. You gain Blindsight out to a range of 10 feet.
OPTIONAL RULE. Often (but not always), the Nazirite While you are raging, your Blindsight extends to a range of
vow includes a promise never to touch a dead body. This rule 60 feet.
may not be fun for everyone, but GMs may choose to institute
rules such as “no looting corpses” to Nazirite PCs. Slayer of Thousands
“With the jawbone of a Donkey
I have slain a thousand men.”
-Samson
Indomitable Strength
“Samson rose at midnight, approached the city gate, Starting at 14th level, you gain the ability to stand
and tore it loose from its frame.” against the tides of evil, regardless of how numerous the
-Judges 16:3 enemy. As an action, you may make a single melee attack
Your dedication to the will of God fills you with against any number of creatures. Each target must be within
strength beyond that of normal human limitations, giving your weapon’s range, and each requires a separate attack
you the power to overcome obstacles in your path. When roll.
you choose this path at 3rd level, your carrying capacity

33
Bard
College of Parables
“I will open my mouth in Parable;
I will utter dark sayings from of old.”
-Psalm 78:2

The village elder recites proverbs to a young boy who


excitedly writes down her words. The old mystic’s eyesight
may be failing, but her wisdom, recorded in the boy’s
parchment, will inspire generations to come.
A rabbi from a simple hamlet in the hill country tells a
story of betrayal and redemption as the enthralled crowd
listens with rapt attention. The elders of the Sanhedrin
who had come to argue with him quietly take their leave;
although they will not admit it, this simple story had shown
them a truth that they were not prepared to admit.
A soldier on the eve of battle regales his comrades with
stories from back home. Although many of them may die
tomorrow, tonight they share a laugh together.
The examples above are all vastly different from each Inspiring Proverb
other, but each show unique ways in which the power of
“The mind of the intelligent appreciates Proverbs.”
storytelling can effect change in the hearts and minds of -Sirach 3:29
those who listen.
When you join the College of Parables at 3rd level,
you gain the ability to embolden your allies with a simple
The Power of Storytelling
phrase. As a bonus action, you can expend one use of your
“This is why I speak to them in Parables,
Bardic inspiration to call out to your friends, reminding
because they look but do not see.”
-Matthew 13:13 them of a meaningful phrase or the moral of a story you
previously shared. Choose a number of creatures equal
To a Bard, the line between truth and fiction is blurred, to your Proficiency Bonus within 60 feet that can hear
and one does not preclude the other. Some of the greatest you. Each of these creatures gains a number of temporary
lies in history were told without uttering an untrue word, hit points equal to your Charisma modifier plus your
and some of the most important truths in the universe are Proficiency Bonus.
only realized in fictional stories. Bards weave magic into Additionally, when you use this feature, you can pass
the words of their stories to enthrall and entertain their a message to any allies that can hear you within 60 feet.
audiences, but more importantly to reveal important truths This message is hidden within the proverb you utter; it is
to those whose minds are open. These stories are called understood by your allies, but not recognizable to your
“parables,” and they use fictional characters and situations enemies.
to lead listeners into a deeper understanding of truth.
Stunning Proclamation
Class Features “You are that man!”
Level Feature -2 Samuel 12:7

3rd Inspiring Proverb When you reach 6th level, you have learned to use the
6th Stunning Proclamation drama of the moment to stun your audience with a dramatic
twist, an accusation of guilt, or a shocking declaration. As
14th Enthralling Narrative
an action, you can shout a proclamation at a creature within
60 feet, forcing it to make a Charisma saving throw against
your spell save DC. The creature must be able to hear you,

34
but does not need to share a language with you. On a failed dance. Although some nearby onlookers smirk at his
save, the creature is Stunned until the end of your next turn. performance, his body continues to move with shameless
While Stunned, the creature is Incapacitated, cannot abandon, unperturbed by their sarcastic comments. He
move or speak, automatically fails all Strength and dances for the Lord with all his might.
Dexterity saving throws, and all attack rolls made against Young lovers exchange poems of romance, thanking
the creature have advantage. You can use this feature God for the beauty of creation and the sense of belonging
a number of times equal to your Charisma modifier they find in the union of their bodies.
(minimum of 1). You regain all uses of this feature after The examples above are all vastly different from each
finishing a Long Rest. other, but each show unique ways in which the power of
words, music, and dance, can be used to inspire others and
Enthralling Narrative call upon the power of the Most High. This is the specialty
“They listened with amazement to his teaching.” of the Bard. Bards of the college of Psalms use their unique
-Mark 1:22 skills to compose hymns, poems, and spiritual songs that
When you reach 14th level, your storytelling comes inspire the downcast, uplift the soul, and bring confidence
to life for a listener. As an action, choose a creature in times of trouble.
that can hear you within 60 feet of you. It must make a
Wisdom saving throw against your spell save DC. On a Words and Music
failed save it is Charmed or Frightened (depending on the The breath of God swept over the chaos,
genre of story you tell) by you for 1 minute or until your and God said, “Let there be light.”
concentration is broken (as though concentrating on a -Genesis
spell). While the creature is Charmed or Frightened in this Bards believe that God spoke the universe into
way, the characters and world of your story spring to life, existence, that the reverberation of the divine voice brought
taking the form of an illusion that only the creature can order and creation out of the chaos. To a bard, words and
see. The creature continues to move and take actions on music are not just sounds, but echoes of God’s voice that
its turn, but can only see and hear the events of the story still resound throughout creation. A bard is the master
you are narrating (although it can hear your voice as the of words, music, and the subtle weaving of the magic
narrator, if you allow it to). How this story looks and feels contained within them. A bard’s greatest aspiration is to
to the creature is up to you, and you can choose whether play just the right note, a secret chord, that joins in perfect
the creature is an active character in the story, or merely a harmony with the song of the Seraphim, the echoes of
passive observer to the events of the story. creation, the voice of God.
If the creature takes any damage, it may repeat the From Deborah to King David, many bards have
saving throw with advantage. Once you have used this attempted to capture the essence of this sacred music.
feature, you may not use it again until you have finished a Called “Psalms,” these transcribed pieces of music and
Short or Long Rest. poetry are more than just songs, they are the attempt of
the bard to capture a few notes of heavenly music, and the

Bard
divine magic contained therein.

Class Features

College of Psalms Level


3rd
Feature
Bonus Proficiencies, Psalmistry

“Let us sing praise with tambourine and dance, with 6th Singing is Praying Twice
strings and pipe!”
14th Movement of the Soul
-King David

A woman raises her tambourine aloft and begins to sing.


The scars of slavery cover her arms and back, but they do Bonus Proficiencies
not impede the movement of her body any longer. Inspired When you join the College of Psalms at 3rd level, you
by her performance, hundreds of thousands of freed slaves gain proficiency in Religion and Insight.
follow her example, voices joining in songs of rejoicing as You carry a book of Psalms (called a “psalter”) with you
they make their way into the desert. at all times. You may use the psalter as a spellcasting focus
A man dressed in loose-fitting linen robes begins to for your bard spells.

35
Psalmistry d? Psalms
“Awake, Deborah! Utter a Song!” 1 Confidence. You recite a simple stanza reminding the tar-
-Judges 5:12 get of God’s faithfulness. The target may reroll one ability
When you join the College of Psalms at 3rd level, check. They may choose to reroll after seeing the roll, but
the Spirit of God begins to move you to compose songs, before learning if the roll succeeds or fails.
hymns, and spiritual songs. If you spend a short rest in 2 Thanksgiving. You sing praise to the Most High for all
meditation with your psalter, you may expend one use of you are grateful for. Three creatures of the target’s choice
gain temporary hit points equal to one roll of your inspi-
your Bardic Inspiration and roll on the Psalms table using
ration dice.
your Bardic Inspiration die to determine the type of Psalm
3 Hymn. A simple melody begins to take shape in your
you are inspired to compose. At the end of the short rest,
mind, and before you know it, everyone is singing. The
choose one target you can see within 30 feet to receive the
target has advantage on their next saving throw.
effects of the Psalm. The target can be you.
4 Protection. You offer prayers for safety that take shape and
The Psalm takes hold of the target immediately, but in
manifest on the target. The target can use its reaction to
some cases the target must spend an action, reaction, or gain a +5 bonus to its AC until the start of its next turn. The
bonus action to trigger the effect of the Psalm. Either way, target can only do this once.
5 Lament. You hum a sad melody that carries notes of hope.
As a bonus action, the target may regain a number of hit
points equal to one roll of your Bardic Inspiration die plus
your Charisma modifier. The target can only do this once.
6 Song of Songs. You weave poetry charged with sensual
imagery. The target gains one use of the Charm Person
spell, using your spell save DC.
7 Praise. You sing a joyful song praising God’s majesty. A
divine light seems to emanate from within the target. The
next attack roll made against the target must be made with
disadvantage.
8 Wisdom. You are moved by the spirit to speak words of
wisdom. The target can use an action to give itself advan-
tage on Wisdom checks and Wisdom saving throws for the
next 10 minutes. The target can only do this once.
9 Imprecatory. You recite a poem invoking the vengeance
of God on your enemies. As an action, the target chooses
any number of creatures within 30 feet, forcing them to
make a Dexterity saving throw against your spell save DC.
A creature takes radiant damage equal to three rolls of your
inspiration dice on a failure, and half as much on a success.
The target can only use this attack once.
10 Royal. Your music becomes authoritative and majestic.
The target can use an action to give itself advantage on all
Charisma checks and gains a bonus to all Charisma checks
equal to your Proficiency bonus for the next hour. The tar-
get can only do this once.
11 Prophetic. What begins as a simple rhyme takes shape as
a prophecy. Roll a d20 and record the number rolled. The
target may replace any attack roll, saving throw or ability
check made by a creature it can see with the number rolled.
This choice must be made after seeing the creature’s roll,
but before knowing the outcome of the roll.
12 Transcendence. A choir of angels join their voices with
yours as you sing in the celestial tongue. As a bonus action,
the target chooses up to 6 creatures, one of which can be
itself. These creatures sprout spectral wings and gain a fly
speed equal to their walking speed for 8 hours.

36
the target retains the Psalm in their mind until they finish huddled together. A hand stretches out to offer them water
a Long Rest, at which time the words and effects of the as a clear voice speaks from beneath the cloak: “those who
Psalm fade, regardless of whether they have been used. walk in darkness will see a great light.”
A target can only retain one Psalm at a time. If you Prophets are enigmatic and unpredictable figures that
choose the same target twice before they finish a Long defy definition. Rarely seen in the company of other
Rest, the effects of the first Psalm end before the effects prophets, these wanderers travel alone (or in the company
of the second take hold. More than one target may benefit of other adventurers) to seek out injustice and confront
from the effects of a Psalm at the same time, but each it head on. Sometimes this means reaching out and
requires a separate Short Rest and a separate roll on the comforting those who are being persecuted; sometimes this
Psalms table. means confronting persecutors. A prophet is just as likely
Singing is Praying Twice to spend their day caring for a sick child as they are to
anoint a new king or call down fire from heaven to destroy
“Where two or three are gathered together in my an entire city. The only thing that all prophets share in
name, there I am with them.”
-Matthew 18:20
common is the pursuit of justice through the proclamation
of God’s word.
At 6th level, you can lead a short praise and worship
session that also helps you recover some of your abilities.
Once per Short Rest, you can lead a worship session with
a number of creatures equal to or less than half your bard
level (rounded up). At the conclusion of the session, these
creatures gain a number of temporary hit points equal to
one roll of your Bardic Inspiration die.
In addition, you regain a spell slot of a level equal to or
less than your proficiency bonus.
Movement of the Soul
At 14th level, your ability to compose Psalms becomes
unmatched in its versatility. Whenever you use your
Psalmistry feature to roll on the Psalms table, roll your
Bardic Inspiration die twice and choose which psalm to
compose from the two options rolled.

Cleric
Prophecy Domain
“Here I am. Send Me.”
-Isaiah

A young girl stands resolute before the king of the


Persian empire. Unafraid of the thousands of armed
soldiers that surround her, she meets the eyes of the
genocidal tyrant and demands justice.
A wiry old man turns to the angry mob that is
approaching him. With a furrowed brow and sadness in
his eyes, he stretches out a hand toward the heavens. A
column of fire cascades from the clouds above, enveloping
the world in flame until all that remains of his attackers are
ashes.
A cloaked figure kneels beside a group of orphans

37
Class Features complete your sacred mission, a messenger from God
Level Feature appears to you in a dream, congratulates you, and then
assigns you a new sacred mission. Often, this new mission
1st Domain Spells, Bonus Proficiencies
may relate to developments your success has caused. Other
2nd Channel Divinity: Prophesy times, it is completely unrelated, on the opposite side of the
6th Purity of Thoughts, world.
Channel Divinity: Pronounce Judgment
8th Potent Spellcasting, Channel Divinity improvement
Domain Spells
14th Truth Sense
Level Spells
1st Do Unto Others, Every Knee Shall Bend
17th Incorruptible Soul
3rd Blindness/Deafness, Zone of Truth
Sacred Mission 5th Clairvoyance, Remove Curse
“If God is for us,
who can stand against us?”
7th Aura of Purity, Pillar of Fire
-Paul 9th Covenant, Dream
The most notable feature that sets prophets apart from
other clerics is their sacred mission. Ordained by God, a Bonus Proficiencies
prophet’s mission is a compulsion that must be attended At 1st level you gain proficiency in Religion and
to. A prophet can feel free to travel with a party and carry Persuasion. You also learn two additional languages of your
out other tasks, but if a sacred mission is ignored for choice.
long enough, providence will intervene in the form of
Spiritual Tongue
coincidental meetings, prepaid passage on ships, or strange
Starting at 1st level when you accept God’s call to
symbols on trees or in the clouds. If a prophet outright
become a prophet, you gain a spiritual gift that allows you
rejects the mission given by God, the entire fabric of the
to be understood no matter where your journey takes you.
universe may start to realign itself until the mission is
As an action, you can speak in a Spiritual Tongue. While
carried out, for better or worse (just ask the prophet Jonah).
speaking in this way, any creature within 30 feet that can
When you create your character, discuss your sacred
understand a language can understand what you say. This
mission with your GM. Your mission could be agreed upon
includes creatures with impairments to their hearing, such
in advance or it could be kept secret by the GM, to be
as creatures that attempt to plug their ears, creatures that
revealed during gameplay. A prophet’s sacred mission can
are deaf, or creatures inside the area of a Silence spell.
be anything, but the following table gives some ideas that
Your Spiritual Tongue lasts for 1 minute, or until you
happen to fit well into the world of the Bible as it exists in
choose to end it. You can use this feature a number of times
this module.
equal to your Wisdom modifier (minimum of 1). You regain
A prophet’s work is never done. If you successfully
all uses of this feature after finishing a Long Rest.
d8 Sacred Mission
Channel Divinity: Prophesy
1 Women are being used as objects in the city of Thebes. Find the
cause of this immorality and convince the people to repent. Then the Lord said to me,
“prophesy, mortal.”
2 A leader named Sergius Paulus on the island of Cyprus needs
-Ezekiel
advice. Help him make the best decisions for the people there.
3 Seven teenagers in the city of Tarsus are in danger. Find them Starting at 2nd level, you can use your Channel
and escort them safely out of the city before time runs out. Divinity to receive prophetic visions of grave importance.
4 The Ark of the Covenant is in danger. Find it and then seek out You spend 1 minute in prayer or meditation, asking for
someone worthy to protect it. God’s guidance. At the end of the ritual you receive a
5 A false prophet has been walking the streets of Nineveh. Put a vision determined by the GM or chosen randomly using
stop to these lies and offer him one last chance to leave town. the “Visions and Dreams” table on page 136. By default,
6 The city of Ecbatana is corrupt. Call the leadership to repent, and the vision will usually provide extra insight or detail that
if they do not, destroy the city once and for all. pertains to your sacred mission. However, you may instead
7 The Queen of Sheba mourns the loss of her friend and advisor. request that the vision give advice for overcoming an
Rescue him if he is alive, or else anoint a worthy replacement.
obstacle, such as how to escape from a prison cell or where
8 The people of Galilee have lost hope. Travel to the region and to find an important document. Visions are always truthful,
perform at least one miracle in each town. When you do so, an-
nounce to the people that the coming of the Messiah is at hand. but often their meanings are veiled in cryptic symbolism.

38
Druid
When the vision ends, you may ask one clarifying
question about the vision, to which the GM offers a truthful
reply. The question must relate to the vision that was just
received. The GM’s answer to this question is limited to
one word.
When you reach 8th level, the GM’s answer to your
clarifying question expands to 10 words.
Circle of the Baptist
“Who warned you to flee
Purity of Thoughts from the wrath to come?”
Starting at 6th level, your commitment to your sacred -John the Baptist
mission grants you special abilities:
• You gain resistance to Psychic damage. For the druid, connection to God is not something found
• You have advantage on Saving Throws against being in a temple or through study, but by surrounding oneself
Charmed or Frightened. with the power and beauty of God’s creation in nature. One
type of druid in particular, the “Baptist,” finds the strongest
Channel Divinity: Pronounce Judgment connection to God through water.
“I have already pronounced judgment.” “Who is this, that even
-1 Corinthians 5:3 the sea obeys him?”
At 6th level, you can use your Channel Divinity to -Mark 4:41
pronounce judgment on a creature that has refused to turn Water was a particularly powerful element in the
away from the path of wickedness. As an action, choose theology of the ancient world. Most often associated with
one creature that you can see within 60 feet of you. That storms at sea or floods that leveled cities, water was a
creature suffers one of the following effects, chosen by you symbol of chaos and destruction. People in the ancient
as you pronounce judgment upon it: world saw water as something to be feared. The baptist,
• For the next minute, the target has disadvantage on all however, chooses to view water in a
saving throws. different way.
• For the next minute, all weapon attack rolls against the
target are made with advantage.
• For the next minute, all weapon attacks that deal
damage to the target deal extra Radiant damage equal
to your proficiency bonus.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
Incorruptible Soul
At 17th level, your unwavering faith is rewarded:
• You gain immunity to Psychic damage.
• You cannot be Charmed or Frightened, and magic
cannot put you to sleep.
• If you fail your third Death Saving throw, a
chariot made of pure fire appears and carries
your body into the heavenly realm before you
can die. Any creatures of your choice that can
see the chariot when it appears
must succeed on a DC 23
Constitution saving throw or be
blinded until the end of their
next turn.

39
Destruction and New Life Circle Spells
The word baptism means “to be immersed” or “to sink Your connection to the waters of creation grant you the
into.” Through water, a druid is reminded of the power of ability to cast certain spells. At 3rd, 5th, 7th, and 9th level
God’s creation. They see the power to heal, cleanse, and you gain access to nature’s innate magic found in water.
wash away evil to begin anew. Where others see only chaos Once you gain access to a circle spell, you always
and destruction, the druid sees the divine magic of God’s have it prepared, and it does not count against the number
redemptive powers. of spells you can prepare each day. If you gain access to
Living in the Judean wildlands and eating only locusts a spell that does not appear on the druid spell list, it is
and wild honey, John “the Baptist” was an enigmatic and nonetheless a druid spell for you.
eccentric figure. Some called him a prophet, some called
him crazy, but no one could deny the power of his message. Level Spells
John called hundreds to be “baptized:” to willingly 3rd Calm Emotions, Zone of Truth
submerge themselves in water as a sign of surrender to the 5th Deluge, Torrent of Water
power of God’s creation. More importantly, John foretold
7th Control Water, Bind with Water
of the coming of the Messiah, the one who would one day
restore justice and order to the natural world. 9th Paraclete, Tehom

Baptism of Water Transcendent Form


It is important to note that the ritual of “baptism” at this At 2nd level, you gain the ability to channel the Spirit
time was not a Christian initiation, and neither John nor any
of God as divine magic courses through your body. As an
other “baptist” was baptizing in the name of Jesus. Instead,
these baptisms were rituals that symbolized a person’s turning
action, you can expend a use of your Wild Shape feature to
away from sin and embracing a rebirth through the waters of take on your transcendent form, rather than turning into a
God’s creation. In time, a similar practice would be adopted by beast form. While in your transcendent form, you gain the
the followers of Jesus, but this Christian baptism had not yet following benefits:
been established. • Your skin gives off a luminescent glow as divine
energy pulses through you. Your transcendent form
sheds bright light in a 10-foot radius and dim light for
Class Features an additional 10 feet.
Level Feature • You gain a number of temporary hit points equal to 5
2nd Circle Spells, Transcendent Form times your druid level.
• You have advantage on all Charisma checks.
6th Baptism, Wade in the Water
• You gain advantage on Constitution saving throws
10th Waters of New Life made to maintain concentration on a spell.
14th Become the Flood These benefits last for 10 minutes, until you loose all of
your temporary hit points, or until you use your Wild
Shape feature again.
Water Source Baptism Effect
A spring born from As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see. You can do
a mother’s tears this a number of times equal to your Proficiency Bonus, and regain all uses after a Short Rest.
The Jordan River If you fail a Constitution saving throw roll to maintain concentration on a spell,
you may use your reaction to reroll the saving throw.
A natural hot spring You gain resistance to one of the following damage types of your choice:
acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder
The Pool of Bethesda Your Strength, Dexterity, or Constitution score increases by 2, to a maximum of 20.
The pool where Solomon Your Intelligence, Wisdom, or Charisma score increases by 2, to a maximum of 20.
was anointed king
The Dead Sea Your base walking speed increases by 5 feet.
The reservoir known as The first time you would drop to 0 hit points as a result of taking damage, you drop to 1 hit point
“The Myrrh Oasis” instead. Once you have used this feature, you cannot do so again until after finishing a Long Rest.
The place where You learn two cantrips of your choice from any spell list. Intelligence, Wisdom, or Charisma is
Moses parted the sea your spellcasting ability for these spells (chosen by you at the time of the baptism).

40
Baptism effects, any creatures who automatically succeed on their
At 6th level, you can perform a ritual to baptize a saving throw because of your “Wade in the Water” feature
willing creature in water. The ritual takes 1 minute to also regain a number of hit points equal to half your druid
perform, and must be performed in waters of sacred level (rounded up).
significance (outlined in the “Waters of Baptism” table).
The locations of these waters is not always clear, and
Become the Flood
At 14th level, when you turn into your transcendent
may require research and effort to locate them. However,
form, you gain the following additional benefits:
the benefits of being baptized in a location of spiritual
• When you cast a spell that deals damage, the spell
significance outweigh the costs.
deals extra Radiant damage equal to half your druid
During the ritual, the target calls to mind its sins and
level (rounded up).
resolves to better itself in the future. At the conclusion
• You gain a bonus to all saving throws equal to your
of the ritual, the target instantly gains the benefits of the
Wisdom modifier.
baptism. You cannot baptize yourself. Baptisms must be
performed in the location of the sacred waters; any water

Fighter: Spartan
removed from a sacred location becomes mundane water 1
minute after it has been removed from its source.
The effects gained from the baptism depend on the
waters used in the ritual, and are outlined in the Waters of
Baptism table. All of these waters hold sacred significance,
but many may be hard to locate, hard to gain access to, or
“A Spartan does not ask how many are
both. Once a creature is baptized, the effects last forever, or the enemy, but where are they.”
until the creature undergoes another baptism. A creature can -Plutarch
only benefit from the effects of one baptism at a time. If a
Mortally wounded and seeing that his soldiers are
baptized creature chooses to be re-baptized, the effects of
overwhelmed, King Agis commands his men to retreat.
the first baptism fade before the effects of the second take
Rising to his knees, he holds the enemy back to give his
hold. Once you have baptized a creature with this feature,
people time to reach safety. One against many, King Agis
you must wait 1d4 days before using this feature to baptize
dies the death of a true Spartan.
another creature.
Cynisca steps into the grand arena of the Olympic
games to sounds of laughter and jeering. It does
Baptizing in Mundane Waters
You may always call creatures to repentance and symbolic not bother her that no woman has ever won an
baptism in mundane waters. A baptism using mundane waters Olympic event before. She is not intimidated
requires 1 action, rather than 1 minute, and there is no restriction by the men she will be competing against.
on how often you can perform these baptisms. A creature that She is Spartan.
participates willingly in such a baptism is cleansed from any A traveling merchant turns to leave
attachment to sin, and any effect caused by the magic of sin the city of Sparta. “By the way,” he
ends for a baptized creature.

Wade in the Water


At 6th level, your control over the destructive power
of water allows you to create pockets of safety to avoid
hurting your friends. When you cast a spell that uses water
to cause damage or other negative effects (such as Deluge
or Control Water), choose a number of creatures equal to
your proficiency bonus. The chosen creatures automatically
succeed on their saving throws against the spell, and they
take no damage if they would normally take half damage
on a successful save.
Waters of New Life
At 10th level, you use the life-giving water of creation
to heal your friends as well as harm your enemies. When
you cast a spell that uses water to cause damage or negative

41
stops to ask King Agesilaus, “why is it that Sparta does
not have walls like the other great cities?” King Agesilaus
smirks and points to a group of young Spartans lifting
weights in the courtyard. “These are Sparta’s walls.”
The Spartans were once considered the greatest warriors
on the planet. For some cultures, war interrupted their way
of life; to Spartans, war was their way of life. From an early
age both girls and boys were required to undergo military
and athletic training. Because of their rigorous physical
training and their advanced military tactics, Spartans
quickly became renowned for their ability to overcome
staggering odds.
However, as the war between Rome and Parthia
escalates, the Spartans find themselves out of the military
spotlight for the first time. Having no allegiance to either
side of the conflict, most Spartans now earn their living as
mercenaries and adventurers. Given Sparta’s reputation for
swift and effective violence, many nobles and upper class
merchants will pay a high price to have even one Spartan
on their personal security team.
Class Features
Level Feature
3rd Shield Combatant
7th Phalanx
10th Battle Cry
15th Ferocity in Battle
18th Valor in Death

Shield Combatant
“With it, or on it.”
-Traditional Spartan farewell

When you choose this archetype at 3rd level, you have


mastered the Spartan’s trademark weapon. No piece of
equipment was more valuable to the Spartan military
Phalanx
strategy than the shield, as it protected not on the wielder “Take your stand with feet
but also the soldier to their left. You gain the following rooted like oaks in the ground.”
benefits while you are wielding a shield: -Tyrtaeus of Sparta
• One creature of your choice within 5 feet of you gains At 7th level you have completed your training in
a bonus to its AC equal to your shield’s AC bonus. the Spartan art of the “phalanx.” By working as a team,
• As a bonus action, you may make a Bash attack with Spartans know how to protect one another, and stop the
your shield. Your Shield uses a d4 for damage. If your enemy in their tracks. You gain the following benefits:
Bash attack hits, you may also attempt to shove the • You can now protect one additional creature with
target. If you have the Shield Master feat, your Bash your shield. Up to two creatures of your choice within
attack damage increases from 1d4 to 1d6. 5 feet of you gains a bonus to its AC equal to your
shield’s AC bonus.
• When you successfully Shove a creature with your
Shield Bash, the creature’s speed is reduced by 10 feet
for the rest of the turn.

42
Battle Cry
“Feel no fear.”
-Spartan Proverb

At 10th level, you learn how to inspire courage in your Ranger


Vanguard
companions, calling them to face danger as Spartans do. As
a bonus action, you let out a Spartan battle cry to rally your
allies. Any number of other creatures (not including you) of
your choice within 60 feet of you that can hear you gain the “We will take up arms as a vanguard...
following benefits until the start of your next turn: until we have brought them to their place.”
-Numbers 32:17
• Advantage on Charisma and Wisdom saving throws.
• Advantage on all attack rolls. For most people, the untamed wildlands of regions like
• Immunity to being Frightened or Charmed. If the the Wilderness of Zin or the Assur Wastes represent danger.
creature is already Frightened or Charmed, the These are places where bandits attack, where mythic beasts
condition ends for the creature. hunt, and where even the natural landscape seems to wish
These effects fade at the start of your next turn. Once death upon all who traverse it. For the Ranger, these places
you use this feature, you cannot use it again until you finish are home.
a long rest.
Ferocity in Battle
At 15th level, your skill in battle becomes perfection.
When you would roll damage for a melee weapon attack,
you may forgo rolling and use the maximum number for
your damage dice. Once you have used this feature, you
cannot use it again until you finish a long or short rest.
Valor in Death
Beginning at 18th level, being reduced to 0 hit points
does not cause you to fall unconscious. You must still make
death saving throws and you still suffer the effects of taking
damage while at 0 hit points. However, you may move and
take actions as normal on your turn until you fail your third
death save, at which point you finally die.

Spartans in the Bible


From slavery in Egypt to war with Babylonia, the Jewish
people faced many powerful enemies in the Bible, but the one
nation that seems to have always been their ally was Sparta. The
book of Maccabees records an exchange of letters between the
Jewish high priest, Jonathan, and the King of Sparta, Arius. As
the region of Judea is under attack, Jonathan writes to request
aid from Arius. The Spartans agree, saying in their return letter:
“we are brothers and are of the family of Abraham.”
Although they did not share the same faith, it is recorded
that the Jews would offer prayers at the temple for the Spartans,
and the Spartans likewise always came the aid of Jerusalem
in times of conflict. On one occasion, the king of an invading
army warned Sparta not to interfere with his invasion, writing
in a letter, “if we are victorious, you will be slaves forever.” The
Spartans replied with a letter than contained only one word:
“If.”

43
“Even though I walk through the valley of the
shadow of death, I fear no Evil.” d6 Mark
-Psalm 23:4 1 Your skin bears a tattoo of patterns and letters in a language
that is not familiar to you. You have no memory of receiving
The rising empires of Rome, Parthia, India, and China this tattoo, and each time you roll a 1 on an ability check,
had healthy appetites for luxury, and a thriving network attack roll, or saving throw, it expands as new signs and
of trade routes called the “Silk Road” meant that a great symbols are magically added to it.
amount of money could be made by merchants willing to 2 A demon whose identity is known to the GM has marked you
make long journeys. However, along with these journeys for death. No matter how far you travel or where you hide,
came all new risks. Leaving the safety of the city walls servants of this demon always eventually catch up with you.
meant stepping into the realm of monsters. 3 During a night time expedition into an abandoned Ziggurat,
you were cursed by a shadowy figure. Ever since that day,
Enter the Vanguard. This elite conclave of Rangers there is a 10% chance that you awaken during the night at the
is well-versed in the hazards of the world, both physical exact time you were cursed years ago.
and supernatural. Vanguards are experienced adventurers 4 During a combat encounter with a group of bandits, you were
who have seen more of the world and traveled more of struck with a strange weapon, which left you with a physical
the Silk road than most merchants will in their lifetime. scar. Your scar tingles every time you visit a particular city
Vanguards have learned through costly life experiences not (chosen by the GM), and you don’t know why.
only how to keep themselves alive, but how to protect their 5 You once came to the aid of a traveler who was trapped under
an overturned wagon. This traveler turned out to be an Angel
companions from the dangers of the road.
Messenger, who spoke a cryptic proverb to you before
Class Features vanishing. This proverb has guided you ever since.
6 You were once paid to protect a high-ranking Roman official.
Level Feature During the journey you stopped an ambush from a group
3rd Preternatural Instincts, Vanguard Magic of Sicarii freedom fighters. This organization has labeled
you as a Roman-sympathizer and posted a reward for your
7th Protective Strike assassination.
11th Evasive Maneuvers
This mysterious encounter has also caused certain magic
15th Preternatural Defenses
to manifest itself in you. You learn an additional spell
when you reach certain levels in this class, as shown in the
Preternatural Instincts Vanguard Magic table. Each spell counts as a ranger spell
At 3rd level, your senses are honed to detect the
for you, but it doesn’t count against the number of ranger
presence of danger. You cannot be Surprised, and all of
spells you know.
your weapon attacks deal an extra 1d8 damage of the
weapon’s damage type during the first round of combat. Level Spells
Vanguard Magic 3rd Protection from Evil and Good

“You, O Lord, will protect us; 5th See Invisibility


you will guard us.” 9th Dispel Magic
-Psalm 12:7
13th Death Ward
By 3rd level your position as a vanguard has often put
you in harm’s way, and on more than one occasion you 17th Dispel Good and Evil
have found yourself dealing with threats from otherworldly
forces beyond your understanding. One of these encounters Protective Strike
left you changed, and you now carry with you a mark from At 7th level, when an enemy you can see makes an
that encounter. Choose your mark from the table below, or attack roll against a creature other than you, you can use
determine it randomly. your reaction to first make a weapon attack against that
enemy. You must choose whether to make this attack before
learning whether the enemy’s attack hits or misses.
Evasive Maneuvers
“The clever see danger, and avoid it.”
-Proverbs 22:3

At 11th level, your reflexes and tactics allow you to


effortlessly stay out of harm’s way. As a bonus action on
your turn, you can cast the Freedom of Movement spell

44
with this feature, without expending a spell slot, but the quick exits.
duration of the spell is reduced to 1 minute. Once you use The Zealots used a specially designed dagger called a
this feature, you cannot use it again until you finish a Long “Sica.” The curved blade was designed for circumventing
Rest. the otherwise impenetrable shields of the Roman legion.

Preternatural Defenses Class Features


At 15th level, your instincts for defense make you and Level Feature
your friends nearly untouchable. During the first round 3rd Bonus Proficiencies, City Secrets, Unnoticed
of combat, you gain a bonus to your AC equal to your 9th Elusive Dash
Proficiency Bonus. 13th Quick Reflexes, Stir up the Crowds
After initiative has been rolled, but before the first round
15th Ambush Strike
of combat, you call out a special command to your allies
to coordinate a defensive formation. Choose a number of
creatures equal to your proficiency bonus (one of which Bonus Proficiencies
can be you). Each of these creatures may use their reaction When you choose this archetype at 3rd level, you gain
to move up to half of their movement speed. Attacks of proficiency with the disguise kit and the forgery kit.
opportunity may still target a creature that moves in this City Secrets
way. Once you have used this feature, you must finish a You are familiar with the layout of cities and the patterns
long or short rest before using it again. of pedestrian movement. When you are not in combat and
you are leading the way, your group can travel twice as fast

Rogue: Zealot
through cities and crowded gatherings as your speed would
normally allow.

“We bow only to God.”


-Judas of Galilee

As the imperial forces of Rome and Parthia descend


upon the Middle Kingdoms, most civilizations are left
crushed and subjugated in their wake. Overseen by
Proconsuls and Spahbeds who do not understand their
way of life, subjects of the empires must scrape a living
out from under the thumb of heavy taxes and imperial
oversight. Most people keep their heads down and allow
oppressive systems to flourish. Zealots are not most people.
While they may lack the numbers, training, or weaponry
to present a legitimate military threat to the empire, Zealots
know their people, and they know their city. Zealots use
propaganda and cloak-and-dagger techniques to cause
rioting in the streets and assassinate high-ranking targets in
the midst of the chaos, before slipping away unnoticed in
the busy city streets.
To communicate with the common people secretly,
the Zealots use specially minted silver coins that bear the
image of a branch with three pomegranates. Although the
symbol seems innocuous enough to any Roman soldiers
that might see it, the symbol of the pomegranate (Judea’s
native fruit) carries a powerful message of revolution to
Jews. Zealots can use these coins to coordinate strategic
rioting, and even control the direction and flow of foot-
traffic in city streets, allowing for stealthy entrances and

45
Unnoticed The Angry Mob is friendly to you and any number
You can seamlessly fall into step with a group of people, of creatures you designate, and hostile to your enemies.
blending into the crowd to avoid detection. You may use The Mob is united for the goal you specified, but does
your Cunning Action to Hide if there are at least two other not follow your commands once it has been created. The
humanoids within 5 feet of you that are not hostile to you. Angry Mob lasts for 24 hours, or until it is reduced to 0 hit
While Hidden in this way, you gain the following benefits. points. Once the mob is reduced to 0 hit points, it becomes
• A creature that can see you regards you as an a scattered crowd of Commoners with the Frightened
anonymous member of the group you are Hidden in, condition, who will each flee combat as quickly as possible.
and cannot discern your true identity.
• A creature that can see you only considers you to be
Ambush Strike
Beginning at 15th level, when you use your Sneak
hostile if it considers one or more other members of
Attack feature, you may use your bonus action to make an
the group to be hostile.
additional weapon attack. If this attack targets a different
• You have advantage on Charisma (Deception) checks
creature, you may use your Sneak Attack again.
made while acting as part of this group.

Wizard
You remain Hidden in this way until you cast a spell,
make an Attack, or move more than 10 feet away from the
group.
Elusive Dash
At 9th level, you gain the ability to move swiftly and
strategically in dangerous situations. When you use your
Order of Magi
Cunning Action to Dash, you gain the following benefits: Behold, mystics from the east, the Magi, came to
• Your movement speed increases by 10 feet until the Jerusalem saying, “we have seen the rising of the star
of the Messiah.”
end of this turn. -Matthew 2:1
• Your movement does not provoke opportunity attacks.
• After moving, you gain advantage on your next The frail old frame of Caspar darts to and fro in his
weapon attack roll. observatory with an unnatural speed and dexterity for his
Once you have used this feature, you cannot do so again age. Barking orders to his assistant in excited tones, he
until finishing a long or sort rest. makes a few hurried notes in the margins of his star map
and heads for the door. Trouble is brewing on the horizon.
Quick Reflexes Balthazar flicks his wrist, causing a wall of fire to spring
Beginning at 13th level, you have advantage on to life, surrounding the caravan. A group of bandits stop in
Initiative rolls. their tracks, unsure of what to do. Balthazar searches the
group to identify the leader and locks eyes with him. “Your
Stir up the Crowds
move,” the Magus sneers.
Also at 13th level, you gain mastery over the art of
In the dark recesses of a cave in Essene territory, a figure
propaganda and revolution. If you spend three days
sits hunched over an Egyptian codex and a pile of Hebrew
distributing silver pieces with an encoded message in an
scrolls. Melchior, senior record keeper of the Magi, takes a
urban environment, you can inspire a group of common
sip of cold coffee and makes another note in his spellbook
citizens to take up arms for your cause. At the end of the
by the light of a single candle.
third day, an group of angry protesters congregates in an
The Magi, translated as “wise men” or “kings” in some
predesignated meeting place. This meeting place must be
versions of the Bible, belong to an order of scribes and
within 1 mile of where you distributed your silver pieces.
mystics from ancient Media, and were the most respected
This group of people uses the Angry Mob stat block with
leaders of their time. After Media fell to foreign invaders,
the following changes. Your Angry Mob has a number of
the Magi scattered across the map, becoming scavengers
hit points that relates to the amount of silver you spent over
of esoteric knowledge. As followers of the Zoroastrian
your three days of recruiting, shown in the table below.
faith, they believe in one God, but this faith manifests itself
Silver Spent Mob Hit Points through the study of the stars, alchemy, and ancient magic,
250 sp 50 HP rather than through prayer, meditation, or ritual. For the
500 sp 90 HP Magi, there is no one, right way to learn, and any two Magi
will have vastly different skill sets and areas of interest.
750 sp 120 HP
The Magi are renowned for their practice of Namburbu,
1,000 sp 165 HP
an ancient fusion of divination and abjuration. By

46
watching the cosmos for signs future events, the Magi have
developed ways to harness these omens and guide the flow
of destiny toward more favorable outcomes. For the Magi,
fate is not something unavoidable; it is as fluid and ever-
changing as the night sky.
Class Features
Level Feature
2nd Written in the Stars, Gift of the Magi
6th Omens Foretold
10th Fate Unraveled
14th Destiny Reshaped

Written in the Stars


When you choose this arcane tradition at 2nd level, you
have learned to employ special tools in your study of the
planets and stars, and special dice called Omen Dice, that
you use manipulate the flow of fate.
Tools of the Trade. You can use the following objects
as a spellcasting focus for your wizard spells. Choose one
from the table below or roll to determine it randomly.
d6 Magi Spellcasting Focus
1 An olive wood staff, with star charts engraved into every inch
of its surface
2 A magnifying lens with small etchings that line up with the Gift of the Magi
constellations
Starting when you choose this arcane tradition at 2nd
3 A Babylonian astrolabe level, you learn to recognize two Namburbu signs of your
4 A gnomon inscribed with Akkadian calculations choice from the “Namburbu” section below.
5 An “Ivory Prism” used to calculate and predict the trajectories
of planets and stars Omens Foretold
6 A sphere of polished onyx that reflects the night sky At 6th level, your travels have unlocked a variety of
secret knowledge. You gain the following benefits.
While you are holding your spellcasting focus, you • Your Omen dice turn into d6s.
know the Guidance cantrip. If your spellcasting focus • You learn one additional Namburbu sign of your
is lost or destroyed, you can create a replacement after choice.
spending a Short Rest observing the night sky.
Namburbu. You are now a practitioner of an ancient
Fate Unraveled
At 10th level, you gain the following benefits.
arcane discipline known as “Namburbu.” By watching the
stars for omens, you can discern truths about the universe • You gain an additional Omen die.
and even use your knowledge to prevent certain evil futures • When you use your “Arcane Recovery” feature to
from becoming reality. recover spell slots, you also recover one Omen die.
Omen Dice. Your Omen dice represent your prowess • You learn one additional Namburbu sign of your
in the discipline of Namburbu. You have three Omen dice, choice.
which are d4s. An Omen die is expended when you use Destiny Reshaped
it. You regain all of your expended Omen dice when you At 14th level, your study of ancient prophecies and
finish a long rest. secret magic begins to manifest itself in your subconscious.
Your Omen dice become d6s at 6th level, and d8s at You gain the following benefits.
14th level. You gain an extra Omen die at 10th level and
• You gain an additional Omen die.
one more at 14th level.
• Your Omen dice turn into d8s
• You learn two additional Namburbu signs of your
choice.

47
Namburbu die to its attack roll. If the attack hits, it deals extra damage
The signs associated with the omens of the Namburbu of the weapon’s damage type equal to one roll of your
are listed in the order of the minimum wizard level at which Omen die.
you can choose them. Sign of the Scorpion. (Prerequisite: Wizard level 6) A new
Sign of the Crooked Path. (Prerequisite: Wizard level 2) sign appears in the heavens that shows you the prefect
Certain signs in the stars offer advice on how to handle moment to strike at your enemy’s weakness. When an
delicate situations. As an action, you can expend one Omen enemy you can see within 60 feet makes a saving throw,
die and give special instructions to a creature you can see you can use your reaction to expend any number of Omen
within 30 feet. The creature adds your Omen Die to all dice, subtracting them from the enemy’s saving throw. You
Charisma and Wisdom checks for the next hour. must choose how many Omen dice to expend after the
Sign of the Stag. (Prerequisite: Wizard level 2) You decipher enemy’s roll, but before you learn whether the roll succeeds
a warning of danger in the near future. As an action, you or fails.
can expend one Omen die and give a warning to a number Sign of the Star. (Prerequisite: Wizard level 10) You expend
of creatures equal to your proficiency bonus that can hear three Omen dice and speak the name of a creature, object,
you within 30 feet. These creatures add your Omen Die to or location such as “the Queen of Sheba,” “the Temple of
an initiative roll made in the next hour. Fire,” or “the nearest tavern.” A star appears on the horizon,
Sign of the Overseer. (Prerequisite: Wizard level 2) An hovering above the creature or thing you named. The star
omen appears in the sky over a creature you choose within is only visible when you have a clear view of the sky. If the
30 feet. As an action, you can expend one Omen die and creature or object moves, the stars moves with it. The star
anoint this creature with oil from the Myrrh tree. The remains for 24 hours, or until you use this feature again.
anointed creature adds your Omen die to all saving throws. Sign of Balance. (Prerequisite: Wizard level 10) You learn
This effect lasts until the bonus from your Omen Die causes how to synchronize your spellcasting with the movement
the anointed creature to succeed on a saving throw, or until of the cosmos. When you cast a spell that requires material
dawn the following day. components, you can expend one of your Omen die in place
Sign of the Twin. (Prerequisite: Wizard level 6) A mysterious of a single material component with a gold cost of 1,000 gp
constellation teaches you how to conserve your energy or less.
during the day. As an action, you can expend one Omen die Sign of the Scroll. (Prerequisite: Wizard level 10) The
and recover a spell slot of 3rd level or lower. movement of the heavenly bodies reveals hidden truths
Sign of the Scimitar. (Prerequisite: Wizard level 6) You have to the observant eye. If you spend a short rest in a place
learned to watch for signs that teach you how and when to within view of the night sky, you can expend any number
strike down your enemy most efficiently. When a creature of Omen dice in exchange for answers from the cosmos.
who can hear you within 60 feet makes an attack roll, you You may ask the GM a number of yes/no questions equal to
can use your reaction and expend an Omen die to call out a the number of Omen dice expended, to which the GM will
special word of guidance. The creature may add your Omen offer a truthful reply.

New Feat Options


Demon Slayer feel the need to share the good news with others. You are
a prolific speaker and people often enjoy interacting with
This is not your first time running into beings from
the spiritual realm. You have experience entering combat you, even though they think you’re a little crazy. You gain
against dark forces that grant you the following benefits: the following benefits:
• You can speak and read Infernal. • Your Charisma score increases by 1
• You are automatically aware of the presence of fiends • You gain proficiency in Religion and Persuasion.
within 60 ft. • You learn the Message cantrip.
• You have advantage on attack rolls against fiends. • You have advantage on all Persuasion checks.

Evangelist Faith Healer


Your passion for your faith is overwhelming, and you Whenever you cast a spell that restores hit points, roll
the healing dice twice and use either total.

48
Peacemaker of items or treasure you find, you may roll twice and
choose one of the two results rolled.
You are committed to avoiding violence whenever
possible. Your skills of nonviolence are legend, and you
gain the following benefits: Visionary
• Your Charisma score increases by 1. You have a strange relationship with a mysterious
• You learn the Calm Emotions spell and can cast it Angel. Although this celestial creature has never appeared
once without expending a spell slot. You regain the to you physically, it sometimes manifests in dreams to give
ability to cast it in this way after taking a short or you advice or cryptic messages.
long rest. Charisma, Intelligence, or Wisdom is your Once per long rest, there is a chance that this angelic
spellcasting modifier for this spell (chosen when you messenger might appear. When you sleep, roll a d6. If you
take this feat). roll a 5 or 6, your messenger appears to you in a dream and
• When you use the Dash action, you do not provoke leads you through a prophetic vision of great importance.
opportunity attacks. This vision is chosen by the GM or determined randomly
by rolling on the “Visions” table on page 136.
Poor in Spirit Ward of the Raven
Despite how far you have come, you still recognize your
need for God in your life. You recognize and accept your The famous prophet Elijah is a distant relative of yours,
past failings, resolve to do better, and gain the following and something about your connection to him has earned
benefits: you the favor of ravens. You gain the following benefits:
• Your Wisdom score increases by 1. • Your Intelligence, Wisdom, or Charisma score
• You learn the Enhance Ability spell and can cast it increases by 1 to a maximum of 20.
once without expending a spell slot. You regain the • Ravens mysteriously congregate around you, flying
ability to cast it in this way after taking a short or long overhead while you travel and perching on rooftops
rest. Wisdom is your spellcasting ability for this spell. wherever you stay.
• Whenever you are hungry or thirsty, Ravens appear to
Sheol Touched bring you whatever food or water you need, no matter
A brush with death has left traces of Sheol in your soul. where you are. This feature can only provide enough
You gain the following benefits: food to sustain one creature.
• Your Intelligence, Wisdom, or Charisma score • Once per day, when a creature you can see makes
increases by 1, to a maximum of 20. an attack roll against you, you can use your reaction
• You gain Darkvision out to 60 feet. If you already to impose disadvantage on the roll as nearby ravens
have Darkvision, increase its range by 30 feet. scatter into the air in a distracting flurry. You must use
• When you are in dim light or darkness, you may this feature before knowing whether the attack hits or
use your bonus action to teleport 60 feet to an misses. Once you use this feature, you cannot use it
unoccupied space you can see that is also in dim light again until you finish a short or long rest.
or darkness. Once you have used this feature, you
cannot use it again until finishing a long or short rest.

Treasure Hunter
You are skilled at finding hidden treasures. You gain the
following benefits:
• Your Intelligence score increases by 1, to a maximum
of 20.
• When you are searching for something specific (such
as the solution to a puzzle, enemy footprints, etc.), you
gain a +5 bonus to one Investigation check. Once you
have used this feature, you cannot do so again until
finishing a long rest.
• When you find gold as the result of an Investigation
check, you gain additional gold equal to 25% of the
total gold found.
• Whenever you roll on a table to determine what kind

49
The Story Begins...
does not have the money to pay them up front, but he is
Prologue well known to be a man of his word, and they have each
been promised 25 gp, to be paid upon arrival in Teredon,
Cleopatra is dead. The reign of the Pharaohs has in exchange for providing protection for Tobias on the
officially come to an end, as has Egypt’s position as the journey. At the beginning of session 1, read the following
undisputed world power. The conquests of Alexander text out loud:
the Great have done much to unite the Middle
Kingdoms, cultivating new trade routes, spreading The cries of gulls flying overhead mingle with the
voices of dockworkers shouting in several different
the Common tongue across the map, and instituting languages as you approach Nineveh’s South Docks. The
a standard form of currency, yet conflict looms on air is filled with the smell of fish and driftwood as you
the horizon. Caught in a tense standoff of military make your way to a small fishing vessel tied at the end of
the last pier. Checking the note from your employer, you
escalation between the Roman empire in the west and step aboard the boat and meet your new crew-mates.
the Parthian empire to the east, the Middle Kingdoms
struggle to maintain a sense of their own identity. Session 1 should begin at the Nineveh docks. The
Worse still, a kind of creeping darkness has taken adventuring party consists of Tobias (NG Commoner);
root in cities across the map, a pull toward selfish his faithful dog, Ava (Canaan Dog); their guide, Azarias
pursuits, and a loss of love for one another. Once, the (Angel Messenger); and the player characters. As the ship
kingdoms looked to the prophets of old for guidance, is being readied to set sail, allow the characters
time to introduce themselves and meet
and hoped for a day when the Most High would rid
Tobias for the first time.
the world of evil once and for all. But it has been over
100 years since the last prophet, and even the sacred Tobias
order of mystics known as the Magi have begun to lose Tobias just recently celebrated his 19th
birthday, and is excited for the journey.
hope. Chasing stars in the twilit sky, three of the wisest He used to read about adventures in the wide
Magi of their order set out to the west in search of an world at the library in Nineveh, but has never
ancient prophecy. They never returned. The world traveled outside of the city himself.
needs answers, and heroes brave enough to seek them. He loves his father and his mother
(Anna), but longs to build a life of his
own, and he sees this trip to Teredon
Chapter 1: The Journey as a chance to do this. Tobias is
an enthusiastic young man who
The adventure begins in the kingdom of Nineveh on the seems hard-working and eager to
Tigris river. The player characters have been hired to escort help, but clearly also has no real
a young man named Tobias by boat down the Tigris river to experience of the outside world
the city of Teredon in the far south. The party’s employer is or its dangers.
a well-known and wealthy merchant named Tobit, who also Secretly, Tobias also hopes
happens to be Tobias’s father. Due to blindness and old age, to find love on this journey. He
Tobit has lost the ability to work. Unable to earn income for will not share this information
himself, he is cashing in on an investment he made several with the party, but he has been
decades ago with a bank in Teredon. Since the money must exchanging letters with a girl
be claimed by a blood relation, and Tobit cannot make the named Sarah who lives
journey himself, he is sending his only son, Tobias, to make in Teredon. Sarah and
the journey in his stead. The characters are aware that Tobit her parents visited Nineveh

50
several years ago, and she and Tobias instantly connected. Bond - I am the wielder of the light of the Most High,
They have been keeping in touch by writing letters ever and sworn protector of the human, Tobias of Nineveh.
since, unbeknownst to their parents. Ideal - None shall interfere with the will of God. I show
Bond - I haven’t told her, but I am in love with Sarah. no mercy to the forces of evil in this world.
Ideal - Honor, I keep my word, and I hope one day my Flaw - I have little understanding of mortal culture or
word will be respected like my father’s. the nuances of conversation. Much of what they say is lost
Flaw - I see the good in everyone and everything. on me.
Sometimes I trust people that I shouldn’t.
Azarias in Combat
Tobias in Conversation In combat, Azarias prefers to let the characters do
Your players may be unsure what to say when they what they do best. He will mostly use his actions to heal
start session 1 (especially if they are new players). Tobias wounded characters with his Restorative Touch action or
can help with this! He loves to meet new people and he cast Bless, and will avoid revealing the full force of his
is excited to get to know the characters, whom he sees as power unless the threat being faced is greater than his
his new friends: desire to lay low.
• How do you know my father, Tobit?
• Why did Tobit hire you? Roles Aboard the Ship
• What special skills do you have? The journey from Nineveh to Teredon should take 6
• How did you come to be passing through Nineveh? days. Before setting sail, ask the player characters to assign
• Have you been on any exciting adventures? themselves roles aboard the ship. A single character can
take on multiple roles, and not every role needs to be filled.
Azarias Modify, add, or remove roles to suit the size and makeup of
Tobias’s mysterious guide appears to be a simple your party as needed. Azarias and Tobias are glad to help,
traveler. He was supposedly hired by Tobit because he has but will take on whatever roles are left over, or assist in
been to Teredon many times and knows the route. There roles already spoken for.
is nothing exactly suspicious about him, but he seems to
speak only when spoken to, and his answers are short and
to the point. He tends keep to himself, avoiding casual
conversation with other members of the party. Captain - Makes all important decisions
Azarias appears of average height and build. His for the party while sailing. All other crew take
features seem utterly normal apart form his eyes, which orders from the captain.
convey a piercing strength that seems to read the soul
of anyone who meets his gaze. Azarias is, in fact, an Navigator - Responsible for plotting a
Archangel named Raphael who is disguised as a human course down the Tigris. Uses their keen survival
traveler in order to stay close to Tobias and provide skills to avoid danger on the voyage.
protection. As it turns out, dark forces are working hard to
ensure that Tobias and Sarah never meet, and Azarias has
Lookout - Keeps watch during their shift.
Uses their perception skills to spot trouble in the
been sent by God to balance the scales. water ahead.
Azarias is a very powerful Archangel in the spiritual
realm but, in order to assume this human form, much Rigger - A physically demanding job, but a
of his power is lost. Azarias uses the stats of an Angel good rigger can shave hours or even days off its
Messenger, and will only return to his true form if his journey.
physical form is reduced to 0 hit points. While in this form,
Azarias appears human in every way, and even needs to eat Security - The security officer’s entire focus
and sleep to maintain his temporary physical body. is making sure the cargo arrives at its destination
Azarias will not share his identity with the party. Even in one piece.
if he is discovered to be a Celestial through the use of a Carpenter - Oversees the maintenance of
Detect Evil and Good spell or similar, he will not admit it the ship, and makes repairs if the ship sustains
or discuss it further. Tobias does not know Azarias’s true damage.
identity. If the party attempts to confront Tobias about
Azarias’s identity, he will simply shrug and say that he
trusts his father’s judgment.

51
For each day that passes on the journey, follow this
rough outline: The Voyage Continues...
Keep the adventure moving! Only play out the roles
1. The Navigator rolls on the table below. This roll aboard the ship as long as everyone is having fun. If it
should happen at the beginning of each day. Since seems like the players are getting tired of their time on
the higher numbers are generally better than the the water, feel free to skip ahead to the next interesting
lower ones, the Navigator should add their Survival plot point. A journey by boat takes 6 days of travel time,
score to the roll. but not every day needs to include an encounter. For the
2. The Lookout rolls a Perception check (DC 13). sake of keeping things fun and moving forward. It is best
On a success, the party has advanced warning of the to limit this journey to 2 or 3 days with encounters on the
coming encounter. The amount of information they Tigris. For the rest, simply narrate that “several days go
receive from this check depends on how successful by without incident,” and then skip to Chapter 2: “The
it is. On a failure, the encounter begins without Secret.”
warning, or else passes by unnoticed. The trip down the river should be an opportunity for
the party to bond. None of the challenges in the table
3. Whenever trouble arises, remind the Captain to below should be life-threatening if the players make
give orders. It is also the Captain’s responsibility smart decisions. The purpose of these encounters is to
to decide when to stop and rest. Sailing through give the group opportunities to roleplay their characters
the night will cut travel time in half, but the crew and learn how to work as a team, which will be needed on
will also gain a level of exhaustion for each night the road ahead. The players will also benefit from some
without sleep. down time on the boat for conversation and may choose
4. At the end of each day, the Rigger to rolls an this time to reveal parts of their characters’ backstories.
Athletics check (DC 10). On a success, the journey Do not feel like every day needs to packed with action,
proceeds on schedule. If they succeed by more than but if the players seem anxious for the story to move
5, it is shortened by a full day. On a fail, add a half forward, jump ahead to Chapter 2.
day to the journey.

d20 Events on the Tigris


1-3 Dark clouds form on the horizon as a storm sweeps in out of nowhere. The ship is partially destroyed and must be
rebuilt. The Carpenter must roll a Survival check (DC) 18 to repair the damage. The Carpenter may roll once per
day, with advantage if being assisted by the party. Each failed roll means another day lost.
4-6 The ship runs aground on jagged rocks. The hull damage needs to be repaired to continue. The Carpenter must
roll a Survival check (DC) 15 to repair the damage. The Carpenter may roll once per day, with advantage if being
assisted by the party.
7-9 A ship appears on the horizon behind the party, catching up with aggressive speed. On board is a raiding party of
5 Bandits. Once they catch the party they will attempt to board the ship and kill all aboard and plunder whatever
goods are in the cargo hold.
10-12 A merchant ship has run aground on the shore of the river and is signaling for help. These merchants are actually
a team of 4 Bandits waiting to attack unsuspecting travelers on the river. A character can spot the deception with
a DC 14 Insight check. The bandits can see that they are outnumbered and would lose a fight. If the party lets
their guard down, the bandits will grab Tobias and hold a knife to his throat, offering to exchange his life for all
the gold they carry.
13-15 Cargo from a wrecked ship floats by on the current of the river. If the Lookout succeeds the DC 13 Perception
check, they see the blurry outline of the cargo ship at the bottom of the river. There appears to be valuable cargo
still on board, but there is also a group of 2d6 Quippers circling the wreckage looking to attack anything that
swims too close. The ship is 30 feet below the surface of the water, and on board is a chest containing 50 gp and
1d4 precious stones worth 25gp each.
16-18 A merchant ship passes by heading north to the Silk Road connection. At the discretion of the GM, these mer-
chants may have interesting news to share, and may even be selling valuable items.
19+ Weather is beautiful, and a light breeze keeps the ship moving steadily. The Rigger may roll with advantage.

52
Chapter 2: The Secret
Solving Puzzles
After a day or two of travel, the party will probably If your players enjoy solving puzzles at the table as a
notice that, while Tobias is energetic and cheerful while group, print out a copy of Sarah’s letter (available in the
carrying out his duties during the day, he becomes sullen “Handouts” PDF that you received along with your book)
and introspective in the evenings, withdrawing from the and hand it out to the players at the table. They may really
group to sit by himself on the prow of the ship. Holding a enjoy working out the secret message for themselves.
crumpled piece of paper in his hands, he stares out to the On the other hand, some groups prefer to solve puzzles
south (toward Teredon). Ava sits next to him, faithfully through rolling ability checks and moving on with the
resting her head on his shoulder and whimpering softly. If story. With this and all puzzles in this module, do what
the player characters attempt to talk to Tobias during these works best for your group!
times, he will hastily wipe tears from his eyes and share the
following information:
• He is in love with a girl named Sarah with whom he
has been corresponding for the last 6 years.
• He had planned to tell her how he felt when he
reached Teredon.
• Just before the party set sail for Teredon, Tobias
received a strange letter from Sarah, seemingly to
end their relationship.
• The letter is definitely in her handwriting, but the
words took Tobias by surprise, since he always
thought they had a strong friendship.

The letter reads:

Dearest Tobias, Sometimes it’s harder to admit


than it should be that we are not right for
eachother. I want you to stop writing to me and
stop leading me on. Since I am happiest being
alone, I hope to never hear from you again.
Goodbye, Sarah.

Tobias is distraught because he thought Sarah might


have had feelings for him too, and he is now struggling
with the idea that their relationship was all in his head. A
character who examines the letter can, with a DC 14 Insight
check, tell that this letter was written under duress. A DC
15 Investigation check will also reveal that Sarah was able
to hide the following message in her letter:

“SHE IS WATCHING
PLEASE HELP ME”

A character who succeeds a Perception check (DC 13)


might notice that Azarias (who normally seems uninterested
in their conversations) has taken an active interest in the
letter. If the party is able to decode the hidden message,
Azarias will become visibly enraged, but will refuse to
reveal why he is angry.

53
The Deepmaw Ambush Azarias. Azarias recognizes the danger of this situation
As the party nears the end of their voyage they will have and will not hold back on any of his attacks, using his
a dangerous encounter with a corrupted Deepmaw sent by Lightning Strike action to deal damage while using his
forces of darkness. This creature is a Deepmaw, but the concentration to maintain Bless on the party. If Tobias is
necrotic forces of evil have corrupted its body, causing it killed during combat (which is likely, unless the party has
to enter combat with half of its usual hit points (61 HP). been taking precautions), Azarias will use Revivify to bring
This deepmaw is seeking to find and kill Tobias before he him back.
can reach Teredon. This encounter can happen at a time and Tobias will help in the fight as much as he is able,
place that you feel is most convenient or exciting, but the though the party would probably prefer to keep him out of
following locations are the most likely: the way. Ava knows she is out of her depth, and will only
• The deepmaw lunges from the water and heaves its attack the deepmaw if Tobias is in danger.
body onto the deck of the ship. Cut Out the Heart
• The deepmaw creeps up the shore to where the party When the deepmaw has been defeated and the party is
has made camp on land. stabilized, Azarias makes a strange request. He asks the
• The deepmaw attacks the hull of the ship, waiting to characters to help him cut out the heart of the deepmaw.
strike until the party stops to make repairs or until the If asked why, he will only say that there are forces of evil
ship eventually sinks. at work in the world, and that the heart of this corrupted
creature may be a powerful weapon on the road ahead.
Combat
Deepmaw. The deepmaw will focus its attack on Tobias Level Up
if it can, biting and attempting to swallow him. If the party The party should advance to level 2 before starting Chapter 3.
is careful to shield Tobias from danger, the deepmaw
attacks anyone within its reach.
Chapter 3: The Garden
Combat Tips
The encounter with the deepmaw is going to be challenging for Upon arriving at the docks in Teredon, Tobias is
a party of level 1 characters, and one successful bite attack from
overcome with a fresh burst of courage. He makes up
the deepmaw will be enough to knock most characters unconscious
(and even kill Tobias outright), so try to attack a different character his mind to tell Sarah how he feels, regardless of the
each round to spread out the damage. consequences. If any of the characters have established a
good relationship with him, or if any of them investigated
Sarah’s letter, Tobias will offer to double their pay if they
first help him track down Sarah in the city and help her
if she is in danger. If Tobias does not trust the party or if
they have not made an effort to connect with him, he and
Ava will simply run off alone while the rest of the party is
docking the ship. If this occurs, Azarias will immediately
begin to search for him in the city, regardless of what the
party does.
The party has strong reasons to follow this story to its
conclusion, since they will not receive payment for their
services until Tobias reaches the bank. However, if the
characters are not interested in pursuing Tobias and Sarah’s
story, skip to the city map in Chapter 4 to continue the
adventure however the party chooses to move forward.
Finding Sarah
In her letters to Tobias, Sarah often mentions that she
enjoys visiting the Temple Gardens that overlook the
seaside cliffs in the southeast quarter of the city. Tobias is
unfamiliar with the city, but with the party’s help it should
be easy enough to find the gardens outside the Temple of
Fire. When the party draws within sight of the gardens,

54
Azarias will pull aside one of the characters and whisper, Seraphine draws pleasure from watching humans
despair and take their own lives, and Sarah’s naturally
“The enemy draws close; cheery personality was too tempting of a target for
prepare yourselves for blood.” Seraphine to pass up. Each evening, Seraphine brings Sarah
out to the balcony in the temple gardens and whispers
Azarias will also take the opportunity to cast Bless discouraging thoughts into her head while Sarah is under
on the three characters who will most benefit from it in the influence of her Charm effect. Seraphine believes
combat. her plan is working and is unaware of the message Sarah
concealed in her last letter. Convinced that Sarah has given
What is going on? up all hope, Seraphine intends for Sarah to despair and
Sarah is being manipulated by a demonic creature of take her own life by jumping from the balcony. Sarah’s
ancient power. This demon entered her life by posing as a faith in God and hope that Tobias received her message
lost traveler asking for directions. The kind-hearted Sarah has shielded her from Seraphine’s magic, and allowed her
invited the demon to stay in her home, and over the past to stave off despair for these past few months, much to the
few years has fallen more and more under the creature’s demon’s frustration.
influence. Azarias is fully aware of what has been going on,
The demon (whose true name is Naamah) is disguised since he was sent to earth for this exact purpose. As the
as a beautiful woman in her late 30s who calls herself party enters the gardens he is under no illusions that this
Seraphine. Seraphine is tall and elegantly dressed, with situation might be resolved peacefully. He intends to reveal
long black hair, olive skin, and faintly Egyptian features. Seraphine’s true identity, and kill her if possible.

55
The Confrontation Combat
As the party enters the Agiary gardens, read the boxed Seraphine. Seraphine will attempt to defeat the party
text: by dividing their strength. She knows that at least some of
the party will prioritize saving Sarah over dealing damage,
The singing of exotic birds and rustling wind in so as soon as combat begins she will turn to Sarah and
the trees above mask your quiet footfalls as you move command her to jump off of the balcony. Sarah will turn
silently through the temple gardens. Presently, the toward the edge of the balcony with glazed eyes and lean
beautifully arranged cobblestone path opens into a wide
over the edge, but cannot act until Seraphine’s next turn,
space dominated by a large fountain at its center. Beyond
which gives the party a full round of combat to reach Sarah
the fountain, the cobblestone path continues to a stone
staircase that rises to a picturesque balcony perched and prevent her from jumping.
atop a rocky outcropping that looks down on the seaside For several reasons, it is unlikely that Sarah will actually
cliff below. jump; however, Seraphine’s true motive here is to divide
Two female figures are leaning on the railing to look their focus. While they are rushing to save Sarah, Seraphine
out at the sea. The younger woman is wrapped in brightly will use her Charm ability to target the character she sees
colored clothing and jewelry that looks homemade, with as the most threatening (other than Azarias) and command
skin that is bronzed from the Teredian sun. As she leans them to attack their companions.
on the railing of the balcony staring wistfully out at the Tobias. Tobias will likely run to Sarah’s aid and try to
sea, an older woman, who is tall and shapely with olive
keep her away from danger. However, he and Ava will also
skin and faintly Egyptian features leans down to whisper
use their actions to help in the fight against Seraphine once
in her ear. As you approach, you are just able to make
out that the younger woman is crying before the older Sarah is safe if they see the opportunity.
woman turns and descends the staircase confidently to Azarias. Azarias will use his first turn in combat to
greet you. ignite his Censor of Atonement as an action, using the
heart of the Deepmaw he procured in Chapter 2 as the
material component. The smoke from the censor will
Tobias will immediately recognize the younger woman deal massive amounts of damage to Seraphine (who is a
to be Sarah (CG Commoner); however, as she is currently simulacrum held together by the power of sin) each round,
under the effects of Seraphine’s enchantment, she will not as long as she stays in the garden.
respond to any attempts to get her attention. With her face
set in a self-satisfied smirk, Seraphine will meet the party Naamah The Seducer
at the fountain and make a show of being disgusted at their Once Seraphine is destroyed, the true form of Naamah
presence. the Seducer is revealed. Furious that her identity has been
Seraphine will tell the party that she is an old friend of revealed, Naamah will cast Word of Recall to immediately
Sarah’s, and that Sarah only wants to be left alone. She will vanish and retreat to her lair.
say that Tobias has been making inappropriate advances
toward Sarah, who is not interested in him. Seraphine may Wu Mei to the Rescue
even use her influence over Sarah to force her to lie to the This encounter should be dangerous in order to give the party a
party. However, these lies are not convincing. A DC 12 sense of how powerful demons can be. Ideally, the party should feel
outmatched and overwhelmed. However, if things become too deadly
Insight check will reveal that Sarah does not mean what and it seems like Seraphine is going to defeat them. Help can come
she is saying, and a character that succeeds in a Perception in the form of Wu Mei. Wu Mei (LG Magi Researcher) is the high
check (DC 15) will discover, through Seraphine’s priestess of the Temple of Fire, and so it is reasonable that she might
subtle hand gestures and mouth movements, that she is be in the Gardens here. Encountering Wu Mei here may also help give
the party direction, since speaking with her initiates the next quest.
concentrating on a spell over Sarah.
This interaction will shake Tobias’s fragile confidence,
and he will look to the party for advice. Allow the players
to take charge in handling the situation, but if they hesitate
for too long or begin to negotiate with Seraphine, Azarias
Chapter 4: The Future
will lose patience and initiate combat, saying: Freed from the enchantment, Sarah will embrace
Tobias as the friend that he is. Tobias will ask her, his
voice trembling with nervous energy, if they can speak in
“I am the wielder of the light of the Most High;
private because there is something he wants to ask her. The
I call you by your true name, Naamah the Seducer;
young lovers will wander off into a corner of the garden for
and by the power of God I do rebuke thee!”
privacy, leaving the party alone with Azarias.

56
Azarias Reveals his Identity However, Sarah will offer to show them around Teredon,
Azarias will begin by apologizing to the party for his if they so desire. Sarah is familiar with all locations and
deception, and reveal that he is actually Raphael, one of the people in Teredon, and can answer any questions they
Archangels that stand before the throne of the Most High. have. If asked about the “Keeper of the Eternal Flame,”
As the story of Tobias and Sarah is nearly complete, he she will direct them to Wu Mei in the Temple of Fire.
feels no more need to keep secrets and will share with the
party the following information:
What Happens Next?
The most direct path to move the story forward is
• Naamah is an Archdemon of Lust, and one of seven
to speak to Wu Mei at the Temple of Fire and begin to
demons currently disguised in the world.
search for the three missing Magi. However, from this
• Naamah is still alive, and has retreated to her lair to
point forward the party should feel free to explore and
heal. He does not know the exact location of the lair,
make decisions that advance the plot on their own terms.
but believes it is somewhere in Egypt.
Characters should take time to rest, shop, and prepare in
• He intends to travel to Egypt at once to destroy
Teredon before moving on to the next part of the adventure.
Naamah once and for all.
Regardless of what the party wishes to do, they will
• He does not know the locations or identities of the
find themselves a little short on coin for making any
other demons.
difficult journeys either by land or sea. Teredon offers
Raphael is, like most angels, extremely goal oriented.
several smaller quests that will allow the party to fill their
He will answer any questions about Naamah and his
pockets with some coin and magic items before venturing
mission, but becomes confused by questions about other
forward with the larger story. Use the following pages for
demons, prophecies, or anything else going on in the world.
information on the people, places, and quests that Teredon
Raphael trusts unwaveringly in God’s plan, and only has
has to offer.
patience to discuss matters that pertain to the immediate
next steps of his mission.
A Call to Adventure
Before leaving, Raphael will ask the party where they
intend to go next. He respects their answer no matter what
it is, but if they intend to continue adventuring, Raphael
will ask them if they would consider joining in the fight
against the forces of darkness in the world. He thinks
they have shown themselves to work well as a team, and
believes that they may have what it takes to stand against
these demons, either by his side in Egypt or on their own.
If the party declines, Raphael takes his leave and
teleports to Egypt without another word to search for
Naamah. If they agree, Raphael will gift them with his Staff
of the Messenger and encourage them to find him in Egypt
when they feel ready. He will then utter the following
words before teleporting himself away:

“This war is not with flesh and blood,


but with the power of darkness lurking in our midst.
Speak to the keeper of the Eternal Flame,
she will guide your next steps.
May God bless you and keep you, Goodbye.”

Endings and Beginnings


As Raphael vanishes into thin air, Tobias and Sarah
return, holding hands. Neither of them can stop smiling,
and Tobias offers to take the party to the bank to pay them
at once. After receiving payment for their services, their
professional relationship with Tobias comes to an end.

57
Welcome to Teredon
Level Up
The boat used by the party in Chapter 1 technically
The party should advance to level 3 before exploring Teredon.
belongs to Tobias, and the dock security will not allow
the boat to leave without his signature of approval. If the
party would like to purchase passage on a merchant ship
Introduction departing from Teredon, they may do so for the following
cost per person:
Palm trees sway over the clear blue waters 12gp - Malgium (1 day travel)
along the gulf coast, and the air is filled with the songs 50gp - Babylon (4 days travel)
of colorful birds that fly in from the Lotus Marshes to the
60gp - Nineveh (6 days travel)
north. Sounds of music and enthusiastic conversation
fill the air, and a salty breeze from the east always 60gp - Mari (6 days travel)
provides a welcome break from the heat of the sun. 150gp - Gaza (2 weeks travel)
Welcome to Teredon. The two stone bridges that connect the docks to the
mainland are 10 feet wide and continually busy with
The city of Teredon is situated on the Gulf of Persia. merchants and dock workers moving goods back and forth.
The people here are friendly and welcoming to outsiders, Any character who knows Thieves’ Cant will notice a
and most speak Common. Teredon hosts a lively network marking on one of bridges leading into town that says:
of young entrepreneurs in its main market, which has MEET AT CLIFFSIDE
given the city its own unique style of dress. Citizens here JOB
are adorned with colorful patchwork robes and bulky GOOD PAYOFF
handmade pieces of jewelry, all of which give the bustling
crowds of the main thoroughfare a discordant, quirky, and 2. The Vispa
vibrant aesthetic. Upon crossing the bridge and entering Teredon proper,
When Teredon was annexed as a vassal of the Parthian most roads eventually lead to the Vispa. This large, open
empire, its status as an independent kingdom ended. This plaza hosts most of the public service buildings in town,
loss of political power may have been damaging to the and also partially serves as an unofficial, open-air market
morale of some of the neighboring kingdoms, but the for street vendors. Due to its central location in the city,
city of Teredon continues to thrive. In fact, with Parthia most traffic moves through the Vispa at some point, and so
calling the shots, most citizens welcome the absence of it is usually quite crowded and confusing to those who are
politics in their daily life. Although Teredon is a vassal of not natives of Teredon.
Parthia, there is also a notable absence of Parthian control Visitors to Teredon are usually required to check in at
here. With tensions growing in the north, and a vast desert the Vispavada, the central authority in the city. However,
separating it from its nearest enemy, Parthia sees no need due to a generally relaxed approach of most Teredian
for military presence in Teredon. And so, people here law enforcement officers, this tends to be voluntary. The
continue about their lives, all but forgotten by imperial Vispa also provides convenient and centralized access to
politics. the stables, large religious buildings, and Ishtar’s Inn and
Tavern.
1. The Docks A group of trained soldiers known as the Arizanti (use
Assuming the party arrives in Teredon by boat, they Guard stats) serve as law enforcement officers and city
will enter the city through the docks. The Teredian docks security. Arizanti wear sashes of colorful pinks and blues,
are located on a small island that connects to the mainland and can be seen scattered throughout the city, socializing
by way of two 30-foot bridges of rigid stone construction. and patronizing local businesses. Due to an unusually low
As most visitors to Teredon arrive by boat, this island is crime rate in Teredon and next to no outside threats, the
usually a hub of chaotic activity. The only structures here Arizanti tend to be very relaxed and it is not unusual to find
are simple stone dwellings in desperate need of repair that them napping at their posts.
house the dock workers and local fishermen. The one transgression that does occur (and occurs quite

58
often) here in the Vispa is pick-pocketing from Teredian
children. None of the families in Teredon are truly poor,
and children in the Vispa pick-pocket for fun rather than
out of desperation. Each time a character visits the Vispa,
they must succeed on a DC 13 Perception check or lose 1d6
gp as colorfully dressed children run giggling past them
and vanish into a narrow alleyway.
If characters attempt to report a case of pick-pocketing
to the Arizanti, they will be met with laughter. The games
of children in the Vispa are a unique social quirk of the
city, and no one native to the area views it as a crime. As a
result, those who live in the city and those who travel here
frequently have learned to store their coin in less accessible
places. If Sarah is serving as the party’s guide to the city,
she can warn them to secure their money before entering
the Vispa.

2a. The Vispavada


The central decision-making and law enforcement office,
the Vispavada, is technically the seat of political power in
the city. However, despite the fact that this building was at
one time an opulent palace, it now appears much more like
an office building. Grand throne rooms have been broken
up by partitions into smaller quarters for meeting areas,
financial transactions, barracks for the Arizanti, and even
some prison cells that sit perpetually empty. Under Parthian
rule, the people of Teredon have gone about daily life
without a need for a king, or even a formal ruling body.
Decisions on matters of public policy, which rarely need
to be made, are decided by a body of 6 elders. These elders,
known as the Rhagae, are usually found in the Vispavada
debating topics of philosophy, art, and other unrelated and
trivial matters.
Quest for the Missing Children. If the party makes
their presence known in Teredon, they will be summoned to
the chambers of the Rhagae at the Vispavada. An estate on
the edge of town overlooking the seaside cliffs has played
home to a series of families over the years, but a curse
seems to hang over this home, which is known as the Zūrak
estate. Several children have mysteriously vanished while
living here. The children have ranged in age and gender,
and there is no apparent connection between the different
families that have lived here. The Rhagae would like this
matter investigated.
Resolution and Reward. The children have been
devoured by a Murex infestation in the sea caves below
the property of the estate. The Rhagae will pay each of
the characters 10 gp upon accepting the job, and will add
another 10 gp each if the party can recover the children’s
bodies for a proper burial.
Considering the dark reputation of Zūrak and the
superstition of the Teredian people, it is unlikely that

59
60
any locals will want to inhabit the estate ever again. The of columns. This interior chamber is the sanctuary, which
Rhagae will offer the entire property of the Zūrak estate to houses the Holy of Holies. This part of the Synagogue is
the party, provided they can remove the Murex infestation. reserved for the priests who perform rituals on behalf of the
Jewish people, and the party will not be allowed to enter
2b. Central Banking and Lending beyond the outer court.
Teredon hosts a large community of young Rabbi Zakkai will invite the party to join him in prayer
entrepreneurs, as well as a multitude of import and export here in the outer courtyard as priests in the inner courtyard
businesses. As such, there are many opportunities for read aloud from the Torah. If the party spends an hour in
those who have coin to spare to become patrons to up-and- prayer with Rabbi Zakkai, they may add a d4 to all ability
coming businesses in the area. It is this patron-to-small- check rolls for the next hour, as though under the effects of
business relationship that has allowed Teredon to flourish the Guidance cantrip.
the way that it has over the last 20 years. A man named Rabbi Zakkai’s Quest. The scholars here at the
Gabael runs this banking and lending service, and has been Synagogue of Teredon are attempting to form a collection
very good at pairing young entrepeneurs with potential of rabbinical teachings and writings from other Rabbis
patrons. spread out throughout Babylonia. A courier was recently
Tobias’s Mission Comes to an End. When Tobias’s sent from a synagogue in Babylon carrying a copy of
father, Tobit, was last in Teredon, he left a rather large writings from the famous Jewish scholar named Hillel the
sum of money with Gabael, who made a series of smart Elder. This courier was last seen stopping to rest in the
investments in local businesses. Tobias has been sent to abandoned city of Ur, but has not been heard from since.
collect on the interest of this loan, which has yielded a Zakkai is offering a reward for the recovery of the writings,
considerable amount of money. If the party visits this bank and will pay to have them either safely returned to Babylon,
with Tobias, Gabael will return the loan with interest, and or to have them brought to their destination in Teredon.
Tobias will pay the party for their services at once. Resolution and Reward. Tracking down the courier
may take a day or two at an easy pace, but it is not a
2c. Livery and Stables challenging journey to make on foot. The courier is being
Merchants who arrive in Teredon by land can board their held by a Shedim cult at the abandoned ziggurat in Ur. It is
livestock here for 1 sp per day. If the party wishes to make up to the party how to handle this threat. Rabbi Zakkai does
a long journey across the desert of Zin, camels and other not have access to a lot of money, but can pay the party 20
accessories are also sold here. The party may also purchase gp for a successful mission. In addition, Zakkai will offer
Wagons outfitted for desert travel, which can carry up them an Amulet of Priestly Blessing.
to 400 pounds of weight. Bedouin tents are also a useful
tool for protection against the harsh desert sun and raging
sandstorms.
2e. Ishtar’s Inn and Tavern
Situated on the Northwest corner of the Vispa, Ishtar’s
Cost Item Inn is a large an perpetually busy establishment. The
3 gp Bedouin Tent
ground floor has an open air patio for patrons who wish to
watch the world pass by in the Vispa while enjoying their
7 gp Saddle, Harness, and Saddlebags food and drink. Just inside the first floor is a large tavern
35 gp Wagon (with desert modifications) area with vaulted ceilings and tables and chairs of Persian
50 gp Arabian Camel design. Numerous pieces of eclectic artwork cover the
walls of the tavern, an impressive display of the array of
talents the city has to offer.
2d. Jewish Synagogue The establishment is owned by an older woman named
A series of gates grant entry from the Vispa into the Ishtar (LN Commoner). She has dark skin, graying hair,
outer courtyard of this large building of traditional Jewish and North African facial features. Although the day-to-day
architecture; however, only one of the gates at the far operations are now overseen by a staff of younger managers
left hand side entering from the Vispa is currently open, and bartenders, Ishtar likes to keep busy by talking to
above which hangs a plaque which reads, in Hebrew and patrons and working in the kitchens.
Common, “General Entrance.” If the party enters the outer The second floor opens into a long, narrow corridor
courtyard, they will be met by Rabbi Zakkai (LG Priest) lined with well-furnished bedchambers and small meeting
who welcomes them to the Synagogue. Through a second rooms. Merchants and travelers passing through Teredon
gate the party can see a set of 12 steps that rises to an can rent rooms here for 2 gp per day.
interior chamber lit by torchlight and lined with a series Ishtar’s Quest. If the party spends any time in the

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tavern area, Ishtar may ask them for a private conversation. different merchants. Some of these vendors operate out of
Taking them to one of the private meeting rooms on the stone structures that are permanent fixtures in the Teredian
second floor, Ishtar will confide in the party that she heard community, but just as many vendors can be seen selling
a rumor that they were capable adventurers and will offer their wares in alleys between larger buildings or from
them a job. temporary roadside kiosks.
Ishtar recently fired a man named Saeed Yasriq who was The sheer amount of activity in the Grand Bazaar can be
caught overcharging customers and pocketing the profits. overwhelming on a first visit. Those who are inexperienced
Enraged, Saeed stole whatever valuables he could find in with the Teredian Bazaar should be prepared to be jostled
the staff room on his way out the door. Among these items about by the crowd, as foot traffic seems to shift and change
was a locket that was gifted to Ishtar by her granddaughter. directions at random. Products sold in the Bazaar include
Ishtar believes Saeed is hanging around the Cliffside tavern incense and perfumes from Sheba, silk from China, spices
in area 15, and is willing to pay the party to retrieve the from India, and various pieces of art and jewelery from
stolen locket. local artisans. However, due to the disorganized and ever-
Resolution and Reward. Saeed Yasriq is indeed hiding changing layout of the vendors, characters may need to
out at the Cliffside tavern. If the party confronts him there, make Investigation checks simply to go shopping.
he will try to distract them or run away, but will not attempt Haggling is considered the normal way of conducting
to fight if captured. Saeed will immediately surrender the business here in Teredon. Most vendors will quote
locket and give in to the party’s demands. However, after prices much higher than the item’s worth, assuming that
this business is concluded, he may try to persuade the party customers will haggle the price down.
to join him in his own ambitious venture.
Ishtar is not concerned with money. She will pay the 4a. Kazem’s Cordials and Components
party 35 gp to return the locket to her. On top of this, she The largest establishment on a prominent corner of the
says they can keep whatever other money or valuables Grand Bazaar is an emporium for oddities run by Kazem
they can squeeze out of Saeed, since everything he has was Fravarti. Kazem has built a reputation for himself in
probably stolen anyway. Teredon by trafficking in strange and wondrous items from
across the continent. Characters can find interesting and
3. North Gate useful items at Kazem’s establishment, and may wish to
The North Gate of Teredon is rarely used, and the conduct some business here before moving on.
Arizanti who guard this entrance can usually be found The chart below is a sample of the kinds of items the
sleeping at their post. A simple dirt path winds its way to characters may find at Kazem’s Cordials and Components.
the north-west, circumventing the dangerous terrain of The prices marked in the chart are considered “fair.”
the Lotus Marshes. At one time, this road was used for
trade between Teredon and Ur, but after the city of Ur was Cost Item
abandoned, there was little to no reason for anyone to use 15 gp ea. Persian Arrow
this overland road. 50 gp Potion of Healing
This dirt path, which has no name, winds northward 65 gp Dust of Disappearance
with the foreboding darkness of the Lotus Marshes to the
east, and the rolling dunes of Zin to the west. Using this 175 gp Eversmoking Bottle

path and traveling at a normal walking pace, the party can 250 gp Bag of Holding
reach the abandoned city of Ur in only a few days. An 300 gp Gem of Brightness
additional week of travel at normal walking speed beyond
325 gp Gloves of Swimming and Climbing
Ur will bring the party past the ruins of the Tower of Babel,
and another week beyond the tower at normal walking
speed will bring them to the city of Babylon. 4b. Sarah’s Boutique
Sarah makes custom jewelery, and runs a fairly
4. The Grand Bazaar successful small business here in the Grand Bazaar. Her
A large section of the Teredian residential district jewelery is mostly traditional Persian-style bead-work, and
is dedicated to the Grand Bazaar. This long, wide, and it is all very colorful. Sarah’s items are mostly mundane
open-air market hosts vendors from all across Arabia, items, but she does occasionally collaborate with Kazem
Africa, and Asia. Canopies of vibrant colors stretch out to produce items that grant magical effects in addition to
from permanent structures overhead, shielding patrons being pretty to look at. Sarah is currently selling a Periapt
from the harsh sunlight and advertising the identities of of Health and Sarah’s Lucky Necklace. If she is on good

62
terms with the party, she will sell either of these items at the Lydia has savings to fall back on, but she will not stay in
highly discounted price of 45 gp. business without access to purple dye. She is willing to pay
the party to investigate the sea caves (area 6a) and to bring
4c. Lydia, Seller of Purple her venom sacks from the Murex. She will pay extra if they
One of the most iconic businesses in the Grand Bazaar can bring back proof of what happened to Cassius.
is a two story building with a facade of Greek-style Resolution and Reward. Cassius has been killed by
stonework. This business stands apart from the others, not the Murex in the sea caves in area 6a, but if the party can
only because Greek architecture is seldom seen this far procure venom sacks from slain Murex bodies, Lydia will
east, but because the entryways are covered with canopies pay them 60 gp per intact venom sack. She will pay them
of royal purple. This color is world-famous because of its an additional 50 gp if they bring back proof of Cassius’s
rarity and high cost of production. Few apart from true demise. If they bring her more than 3 venom sacks, Lydia
royalty can afford fabric of such a beautiful and vibrant will be grateful enough to give the party Lydia’s Purple
hue, hence the name “royal” purple. Cloak as a bonus.
Inside this building the party will find two floors packed
with exotic fabrics from all over the world. This fabric store 5. City Well
is run by a merchant from Thyatira named Lydia. Lydia The well is located in an easily accessible square at the
is a middle-aged woman whose smile lines do nothing west end of the Grand Bazaar. The well is a great place to
to diminish her youthful beauty. She has made a difficult socialize and hear gossip. If the characters spend down time
journey to Teredon in order to start a business selling royal in the city of Teredon, they will eventually need to visit the
purple garments. Once she has sourced raw materials here well for water, and may hear one or more of the following
in Teredon, she hopes to set sail for Corinth or Philippi pieces of gossip, chosen by the GM or determined
where fabrics of such color are in high demand. randomly by rolling on the table below.
Lydia’s Quest. The dye Lydia uses to make royal
purple garments is made using Murex venom. These large
d6 Gossip/Rumor
predatory snails are known to infest the rocky seaside caves 1 Three Magi from the Temple of Fire never returned from their
research trip to Judea! Wu Mei seems concerned...
along the coast of Teredon. Lydia has been paying a retired
Roman Centurion named Cassius to take on the dangerous 2 The Zūrak Estate is cursed. Children who play on the property
keep going missing.
task of procuring Murex venom. Things were going well
2 A courier was expected at the Synagogue several days ago.
for a few weeks, until one day Cassius did not return. Rabbai Zakkai is worried something has happened to him.
3 Sarah has been sad ever since her fiancé left her a few years
back. She seems happier now, but no one knows why!
4 There was an assassination attempt in Sheba last week. The
attempt failed, but the Queen is tightening border security.
Lydia 5 Parthia has been strengthening its military presence in Nineveh.
of Thyatira 6 Lydia, the Seller of Purple, was out of purple fabric last week.
Do you think she’s going out of business?

5a. Sarah’s House


Sarah has recently moved out of her parent’s house
(after a dispute involving some name-calling from her
parents’ maid). She now lives in a large house that she
has all to herself, paid for by the profits of her jewelery
boutique. She has two guest rooms on the second floor, and
will offer to let the party stay with her during their time
in Teredon, if they wish. One of these rooms was recently
inhabited by Naamah’s simulacrum, Seraphine, and Sarah
has not yet been able to work up the courage to clean out
the demon’s possessions. In this guest room the party will
find an assortment of very fine Egyptian-style clothing,
and two items that can be investigated further, if the party
desires.

63
Letter to Seraphine. A letter lies open on the writing notice a children’s toy on the path, confirming that the
table in the corner. This letter contains only some missing children went exploring beyond the gate. If the
uninteresting financial records, but is addressed to “Madam party follows the path to the bottom, they will discover the
Seraphine.” The letter is written in Coptic, and frequently sea caves in area 6a.
references payment from “clients.” The letter is signed
from a woman named “Safiya” and the return address 6a. The Sea Caves
seems to be adjacent to the temple of Karnak in Thebes. If
As you descend the goat path along the rocky
the players intend to pursue Naamah and aid Raphael, they cliff face, you have the eerie feeling that someone, or
may decide to investigate this location in the future. something, is watching you. Upon reaching the bottom of
Ring of a Murdered Man. Among Naamah’s the path, the mouth of a cave opens before you. Waves
possessions the party will find an ordinary ring of Greek crash against the rocks just below the entrance and,
design that bears markings of betrothal rituals. Sarah can although the inside of the cave appears dry, you have a
identify this as the engagement ring of a man she had been sense that a change in the tides could completely flood
betrothed to a few years prior, but who had gone missing the inside of the caves here.
shortly before the day they were to be married. Finding this
ring will confirm a dark suspicion that Sarah has held in the A small network of caves at sea level open ominously
back of her mind. Her ex-fiancé did not leave her; he was into the rocks below the Teredian cliff face. These caves are
murdered by the demon living in her guest room. Tobias is home to an infestation of Murex, and if the players enter
not aware that Sarah had actually been betrothed when they the caves, they will be walking into an ambush.
first met as young teenagers in Nineveh. Whether the party Cave Features. The passageways within the cave
shares this information with him is up to them. are 8 feet wide and 8 feet tall. Stalactites hang in jagged
6. The Zūrak Estate peaks from the ceiling above, in some places so low that
characters will have to stoop to pass through. The ground
This grand estate was originally built as a summer
is damp underfoot, and the sounds of gushing water echo
home by a wealthy merchant family, and boasts elaborate
through the caves as an occasional larger wave crashes
Babylonian architecture. A spacious veranda opens onto a
against the cave entrance from the sea. Dim light extends
lawn that overlooks the cliffs of the Persian Gulf. This is
into the cave for about 20 feet, but the rest of the cave is
a luxurious and spacious estate, but upon taking a closer
shrouded in total darkness. A character who does not have
look, there are some ominous signs of the estate’s dark
darkvision will need to create a light source to investigate
secret.
further into the caves.
Investigating the Disappearances. It is immediately
Cave entry. 20 feet into the cave entrance the tunnel
obvious that the previous residents of this home left in
splits in opposite directions. Two Murex are lurking from
hurry. Clothing and other possessions are strewn about
above, clinging to the ceiling in the entryway. The spines
the property. Particularly disturbing is the presence of
along their shells blend in with the jagged stalactites that
children’s toys in the back yard that have been left behind.
cover the ceiling, and only a DC 18 Perception check will
The party can, with relative ease, confirm that the children
reveal their presence.
of the family that lived in this house mysteriously vanished
before the family moved out.
Children’s Room. If they players investigate the As you step cautiously into the open maw of
abandoned children’s room, they will find a series of the cliff face, you see that the tunnel almost immediately
splits in two directions. To the left, you hear the echoing
drawings done with charcoal on parchment. Most of these
of water lapping against the cave walls. To the right, the
drawings are what you would expect from a child, but one tunnel slopes gently upward, and you catch a glint of
in particular is noteworthy: a rough sketch of a seaside cave something metallic reflecting your torchlight.
and a monster covered in spikes living inside.
The Backyard. The backyard is mostly fenced in to
prevent children from venturing too close to the cliffs, but The Ambush. Regardless of which direction the party
a character who investigates the area may find a section chooses to go, they will be attacked from behind by the two
of the fence where bars are missing, leaving a hole large Murex clinging to the ceiling above the entrance. The pair
enough for a child to slip through. of murex will wait until the party is distracted (either by
The Goat Path. Through the hole in the fence, the Cassius’s body or the chest, depending on which direction
party will find a small goat path that winds precariously they go), and then strike from the ceiling above.
down the cliff-face toward the sea below. Along the way, Flooded Chamber. This 15-foot wide, 45-foot long
a character who succeeds a DC 14 Perception check will chamber is submerged 3 feet deep in sea water. Characters

64
moving through this chamber move at half their normal Murex Den. In the deepest chamber of the caves, the
speed. There is also a Murex in this room, mostly party arrives to find 3 Murex devouring the remains of
submerged in the rising tide waters. Its spines protrude several children. The ground here is littered with bones,
above the water level, but only a DC 18 perception check and it is not hard to deduce that this is
will distinguish them from the jagged stalagmites around where the Murex drag their victims
them. This Murex attacks anything that wades into the after killing them.
water in this area. A character who succeeds in a DC 15 High Tide (Optional). If the
Perception check will notice a wooden chest floating in one encounter feels like it is moving too
corner of the room. The chest, which most likely floated slowly, or if it feels right to add some
into the caves after a shipwreck, is locked (DC 14), and extra flavor to the final combat
inside the party will find 2d6 x 5 gp and two gems worth 50 encounter... maybe it’s time
gp each. for the tide to come in! Once
Cassius’s Body. In the tunnel to the right of the high tide starts, the water level
entrance, the party will find the dead and partially throughout the sea caves begins to
decomposed body of Cassius, a retired Roman Centurion. rise. If the party is not already engaged
Two Murex are feeding on his body, and will immediately in combat, roll initiative when high tide
attack any creatures that enter this chamber. Cassius’s begins. On initiative 20 of each round, the
armor and shield are damaged beyond repair from his fight water level rises 2 feet. Once the water
with the Murex, but if the party searches his remains they level reaches 6 feet, characters must begin
will find 2 gp, 12 sp, a receipt of payment from Lydia in the swimming. Once the water level reaches
Grand Bazaar, and a Gladius of the Centurion. the ceiling (10 feet), any characters still in

65
the cave must begin holding their breath. in corner tables, speaking in hushed tones in groups of two
or three. Sitting at a table by himself, grinning and counting
7. Dinah’s Kitchen out coins from a pouch is a man named Saeed Yasriq (NE
Famous for its unique style of cuisine and expansive Bandit Captain) if he sees the party enter, he will wave
menu of seafood dishes, travelers have been known to excitedly for them to come join him. Saeed has recently
make long journeys from Sheba and Babylon just to eat come into some money by stealing from Ishtar’s Inn and
at this restaurant. Featuring a patio with ample outdoor Tavern, and is hoping to fund his next big venture. It was
seating, Dinah’s Kitchen can host up to 100 customers at Saeed who left the message in Thieves’ Cant at the docks,
once. It is not the cheapest meal one can buy in Teredon, hoping to attract an adventuring party to help him.
but it is certainly the best. In particular, Dinah’s kitchen is Saeed’s Quest. Saeed Yasriq will introduce himself
known for its fresh-caught Dreamfish. and explain that he was hoping to hire some help for a
Fish of Dreams? job. He explains that he was recently playing games at the
The Dreamfish (Sarpa Salpa) was so named because it contained “Fortune’s Reach” gambling hall in Malgium. While there,
toxins that induced a dream-like hallucinogenic effect not different he had a little too much to drink and was banned from the
from modern LSD when eaten. These effects were well-known to the premises. However, he explains that he had stored some
people of Teredon, who consumed the fish recreationally when they
could afford it. A fillet of oven-baked Dreamfish would cost around 1
possessions of considerable sentimental value in a lock box
gp. See the “Visions” table on page 136 for hallucinations if needed. located in the basement of the gambling hall, and has not
been allowed to return to Fortune’s Reach to retrieve them.
If the party has trouble finding Tobias and Sarah after He is willing to pay the party 150 gp to help him sneak in
parting ways with them, chances are they can be found and retrieve what belongs to him. If the party agrees to take
having a romantic meal together here in the outdoor dining this job, use the maps and layouts in the “Tournament of
area. The young couple will give the party a friendly Champions” encounter on page 144 to run the heist (the
greeting, but they have trouble taking their eyes off one target is the main vault in area C12).
another for any prolonged period of time. Resolution and Reward. Saeed will pay the 150 gp
Tobias’s Quest. Tobias has made up his mind to stay up front and pay for the party to travel to Malgium by
here with Sarah, but he still has an obligation to his father, boat, but he is lying about his true intent. Once they have
who is blind and in need of support. If the party is planning successfully gained entry to the underground corridors,
to head north, he will gift them with his boat if they agree Saeed will reveal that he never had any possessions stored
to deliver Tobit’s fortune to him. Furthermore, Tobias will here, and isn’t even interested in the small lock boxes.
request that Tobit and Anna journey to Teredon to spend the Instead, his target is the Fortune’s Reach main vault, which
remainder of their days here with Tobias and Sarah. If the could hold as much as 5,000 gp in winnings from the
party also safeguards their passage back to Teredon, Tobias gambling hall above.
will pay each of them 75 gp. Whether or not the heist goes well, Saeed will attempt to
Resolution and Reward. If the party agrees to take on betray the party and frame them for masterminding the plot.
this quest, Tobias will, of course, make good on his word. He will wait until after he has used their skills to carry out
However, this conversation will need to be continued on a successful robbery, and then look for any opportunity to
another day, since Sarah recommended that Tobias try the lock them in the vault and alert the authorities.
Dreamfish shortly before the party arrived. 9. South Gate
8. Cliffside Tavern The lush greenery of the Teredian landscape
In stark contrast to the bright and friendly restaurant
slowly gives way to the blistering sands of Zin, and a
across the street, this run-down building is dingy and winding dirt road eventually becomes little more than a
clearly in a state of disrepair. There are no windows along camel path along the crests of rolling sand dunes to the
the exterior walls, and no signs to indicate what purpose south. Only unforgiving desert lies ahead of you.
the building serves, but locals will tell you that this is the
tavern known to Teredians simply as “Cliffside.” Cliffside
The south gate of the city of Teredon is the eastern
is known to be a meeting place for thieves, swindlers, and
terminus of the “Spice Road,” the only known route that
even bandits traveling up the rivers or across the desert.
crosses the scorching 700 mile expanse known as the
Most well-respected citizens of Teredon try to keep their
Wilderness of Zin. However, in order to cross the entire
distance from the tavern.
desert, travelers will need to rely on the protection of
Inside, the tavern is dimly lit by torchlight on the stone
Sheba, the great kingdom at the heart of the desert.
walls. The few patrons who occupy the space sit hunched
A Difficult Journey. If the party wishes to pursue Wu

66
Mei’s quest to find the missing Magi, or if they wish to
follow Raphael to aid in the battle against Naamah, the
Spice Road is the most direct route to reach either Egypt or
Judea. Traveling west from Teredon, it is a 12 day journey
on foot to the next nearest city, Ma’rib. This travel time is
reduced to 7 days if each character is riding a camel. On
top of this, each character needs 1 gallon of water per day
of travel. Water can be procured from the city well for free,
but carrying the extra weight requires each camel to be
outfitted with saddlebags, or for one of the camels to pull a Wu Mei
wagon. Alternatively, the party may try to offer to provide
protection to merchants already traveling in that direction.
This is possible, but may take up to a week or two before
the next caravan is scheduled to depart from Teredon for
Ma’rib.
10. Temple Gardens
The temple gardens are a testament to the natural
beauty of Teredon. According to legend, after an ancient
Babylonian king took a Teredian woman to be his wife, it is currently occupied by only one person: Wu Mei (LG
was her homesickness that inspired him to build a garden Magi Researcher), high priestess of the order of the Magi,
for her. It was his attempt to recreate the beauty of Teredon who enters as the party arrives.
that led to the construction of the Hanging Gardens of
Babylon, one of the 7 Wonders of the world. An middle-aged woman appears from behind
the embroidered curtain. She is of east Asian descent,
11. The Temple of Fire with graying hair and dark, piercing eyes. Wordlessly,
The Temple of Fire is the headquarters for the order of and with ceremonial precision, she adds a log of cedar
mystics known as the Magi. This grand building sits atop wood to the urn, and then turns to greet you. “Welcome
the sea cliffs at the highest point in the city. The central to the Temple of Fire; we have much to discuss!”
structure of the Temple is not only the most important
religious building to the people of Teredon, it is also the The Prophecy. Wu Mei has been expecting the party
only place in Teredon apart from the Vispavada that holds to arrive, and wastes no time in catching them up on a
any form of written documents. As the party enters the prophecy that she believes is coming to pass. Moving
Agiary, read the text in the box below: quickly and speaking with authority, Mei leads the party
into the temple archives and begins pulling scrolls and star
Your footsteps echo on the polished marble charts from the shelves. She shares what little information
floors as you enter the sacred space before you. The she has about the prophecies (next page), and the Magi
grand entryway leads you into a small prayer space with who were studying them. She further explains that the 3
a bubbling font of water. To the right, carved doors of Magi who traveled west to research these prophecies never
olive wood open into a study lined with ancient scrolls
returned.
and tomes that do not look familiar to you. To the left, a
Wu Mei’s Quest. Wu Mei believes that the fate of
curtain embroidered with fine Persian filigree is pulled
to one side, revealing a massive metal urn out of which the world hangs in the balance, and that the 3 missing
flickers a soft orange flame. The sweet smell of burning Magi may hold the key to deciphering the prophecies.
cedar fills the air as you enter the prayer space. She believes that these Magi are still alive but have either
chosen not to return or have been prevented from returning.
Wu Mei would like the party to pursue the 3 three missing
The urn contains the “Eternal Flame,” which is tended Magi, learn what they can from them, and if possible aid in
to by the order of the Magi. The flame is never allowed to the fight against evil.
expire, and has been kept burning by the Magi in Teredon Resolution and Reward. Wu Mei does not have any
for close to one thousand years. To the order of Magi, the money to pay the party for undertaking this quest, but
fire symbolizes purity and their connection to God. The wishes them well in the coming war against the tide of
cleansing power of fire is an integral part of the Zoroastrian darkness. If there are any magic users in the party, she will
religion of the people here in Teredon. The Temple of Fire offer them her Staff of the Pilgrim.

67
68
The Prophecy
The Three Missing Magi troubling of all: “Immortal still, no wound can kill, ‘til
Three of the wisest Magi in Wu Mei’s order of blood of God runs red.” The Magi believe that this means
mystics were studying a series of prophecies. Believing that the Archdemons are immortal and powerful enough
they had decoded some important information, all three even to kill God if they are not stopped.
immediately left the Temple of Fire and headed west
across the desert. Wu Mei’s contacts in Jerusalem report
The Prophecy of the Star
Another prophecy discovered by Balthazar seems to
that the three Magi briefly met with the King of Jerusalem. have a more optimistic prediction. This document was
Shortly after their arrival, King Herod of Jerusalem locked originally written in Hebrew but has been translated into
down the region and began killing anyone associated with Common, and Wu Mei points out that the handwriting
the prophecy, including children. No one knows what changes from line to line, as though translated by multiple
was said during the meeting between King Herod and authors, or by the same author at different times. This
the Magi, and the Magi have not been seen or heard from prophecy predicts someone being born under a star who
since. Nevertheless, Wu Mei believes that the Magi are is referred to as the “anointed.” The prophecy goes on
alive, and can share the following about each of them: to say that this person will have the power to defeat the
• Balthazar - specializes in combat strategy and darkness once and for all, but unfortunately the prophecy
demonology. He has a safe house in Sheba where he is incomplete. The parchment is torn, and half of the
serves as chief advisor to the Queen. If he was able to prediction has been lost. However, the last partial lines
make it out of Jerusalem, Sheba is where he would go. say that the anointed one will “save his people...” from
• Caspar - is the wisest of the three, but can sometimes something, and there is a reference to using a sword.
be a little absent-minded. He specializes in reading the Because of this partial information, Balthazar is
stars for clues about what is going on in the world. If convinced that the prophecy means this person will be a
he is still alive, he will most likely be found at a high mighty warrior who will fight against evil by the sword in
altitude with clear views of the sky. order to save humanity from the demons.
• Melchior - can always be found with his nose buried
in ancient tomes. Whenever he is confronted with a Caspar’s Notes
problem, his solution is to read a book. Assuming he The only other documents left behind by the Magi are
avoided capture, he has likely found refuge with one a complicated star chart of stars in the western sky, and
of his many connections in universities or ancient a small scrap of parchment with three words, written in
library archives. Caspar’s handwriting, and left behind the night the three
Magi departed. The star chart seems ordinary, and an
The Prophecy of the Beast Investigation check (DC 14) will reveal that Caspar had
The first prophecy was written by Magi hundreds of been cross-referencing stars by observation to check for
years ago and shares an ominous message. The prophecy anomalies in his records. The scrap of parchment contains
foretells of a beast with seven heads, and goes on to name only the words: “STAR,” “JUDEA?” and “MESSIAH.”
each of them. The Magi believe that this prophecy (which The party can easily deduce that this means Caspar had
bears striking resemblance to another ancient prophecy located a strange star over the region of Judea, and that this
from the Hebrew prophet Daniel), is not describing a literal is the most likely place the Magi were headed. The word
beast, but seven individual creatures, whose names are “Messiah” is in quotation marks, and is unfamiliar to Wu
Lilith, Abbadon, Legion, Moloch, Mammon, Beelzebub, Mei, but she can point out that it appears to be Hebrew. A
and Naamah. Before he vanished, Melchior was able to find character that speaks Hebrew knows that Messiah is the
ancient references to these names in the Hebrew scriptures, Hebrew word for “anointed.”
and thus concluded that these beings are likely demons that
have somehow gained entrance into the physical world. The
party should recognize the name “Naamah,” whom they Footsteps of the Magi
Copies of these documents are available in the “Handouts” PDF,
fought in the Temple Gardens, and can now recognize as
If you would like your players to take an active role in deciphering the
the youngest (and least powerful) of the seven Archdemons. Prophecies for themselves.
The last two lines of this prophecy are the most

69
The Adventure Continues
An Open World traveling, what treasures the party may find in important
locations, and what information they might be able to
This campaign setting is meant to give players the feel
of an open world waiting to be explored. Although the learn at a library or other place of learning. It is impossible
most direct path forward for the story is to seek the missing to predict what the party will want to do during their
Magi, no matter where the party chooses to go after leaving adventure, and random tables give the GM one less thing
Teredon, adventure awaits. There is no one “right” path to to improvise during the session. In general, refer to the
follow from here on, and the locations in the “Adventure following categories for improvised adventuring:
Atlas” section can be explored in any order. Use the • The party goes somewhere you weren’t expecting.
following information to guide the story forward from this Create an Encounter by rolling on the Random
point on. Encounters table on page 119.
• The party searches somewhere that could reasonably
Foreshadowing the Fellowship contain treasure. Generate Treasure by rolling on the
Although there are many human adversaries in this Random Discoveries table on page 130.
adventure, the central villain of this story is the Fellowship • The party attempts to find information in a library,
of the Beast. Even if the party pursues a variety of different archive, or somewhere that hard-to-find documents
side quests, everything should feel like it ties back into could reasonably be stored. Reveal Information by
this central thread. The party may (rightly) feel that they rolling on the Research table on page 131.
are not yet strong enough to face an ancient demon, and
will therefore spend time seeking out magic items and Traveling and Encounters
befriending allies, but all of this should feel as though it is Most major story events happen in marked locations on
building toward a final conflict with the demons. the map, but the party will also spend a significant amount
of time traveling in between important locations. To keep
Using the Adventure Atlas the party on their toes, roll on the “Random Encounters”
The following section is the “Adventure Atlas.” It table on page 119 to determine what interesting situations
contains information and maps for bringing the world to might face the party on their journey.
life as the party travels. Since there is no way to predict
what direction the party may travel next, the Adventure Long Journeys
Atlas is laid out alphabetically by location name on the Generally the party should have a random encounter once each
day they spend in travel, but if they are undertaking a journey of
pages that follow. When they arrive in a new location,
several days or more, it is probably better just to speed up travel with
review the information provided in this section to see only one or two random encounters per week on the road.
what people, places, and events the party may discover on
arrival. Many of these locations contain major story events, Typically, you can roll for one event on the Random
in which case you may be referred to the “Events and Encounters table when one of the following things happens:
Encounters” section later in the book. • The party stops for a short or long rest.
• The party is getting off track or loosing focus on their
Preparing for Sessions goals.
The party may never visit some of these locations, and so it is not
necessary to acquaint yourself with every city and dungeon before
• The party draws unnecessary attention to themselves
sitting down to play. However, when you are finished playing a when they should be laying low.
session, it may be helpful to ask your players where they intend to go • The party travels through a dangerous section of
next. This allows you, as the GM, to focus your attention on only the wilderness.
cities and monsters that they may reasonably encounter.
• The game is moving slowly, or the party is unsure
what to do next.
Using Random Tables
Pages 119 - 131 include random tables for encounters,
items, and research. The purpose of these tables is to
determine what sorts of things the party may see while

70
Atlas Locations A-Z

The death of Cleopatra has left Egypt without a Pharaoh,


Alexandria
Situated on the Nile delta overlooking Egypt’s harbor,
and Rome’s presence here is a passive one. Roman
Legionaries can be seen on casual patrol, but the city of
Alexandria lacks any form of direct leadership. The de
and flanked on all sides by the Nile river itself, Alexandria facto commander here is a Roman Centurion named
brings to mind the strength and majesty of Egypt in its Caius Blandus, who cares little for the people of Egypt
prime. A 450 foot tall lighthouse stands sentinel over the and does not take an active interest in his role as regional
Great Harbor, guiding in trade ships from allied nations, commander. In the absence of orders coming to him from
and sending a strong warning to enemies not to approach. his Prefect stationed in Memphis, Caius is content to spend
Aside from the great lighthouse, the most impressive his days relaxing. If the players ask who is in charge (or
feature of the city lies in the Bruchium quarter, where seek him out directly) they will find the Centurion soaking
the Library and Museum of Alexandria stands taller and in Cleopatra’s personal baths in the Palace of Regia. He
somehow even more majestic than the Palace of Regia is accompanied by 4 Roman Legionaries who will not
itself. Alexandria is officially under the control of Rome, hesitate to protect him from danger.
so check the party’s status with Rome in the “Factions” The Alexandria Inn. Just inside the Gate of the Sun is
section (page 139) before they arrive. the comfortable and welcoming Alexandria Inn. 20 years
Local politics here are complicated. While the city does ago, this Inn provided refuge to several Jewish families
not pulse with the nervous energy found at Egypt’s capital who fled Bethlehem to avoid Herod’s massacre of young
of Memphis, there is nonetheless a listlessness here that children associated with a prophecy that threatened his
lies just below the pleasantries of everyday conversation. power. Once they were welcomed to Alexandria, some of

71
them chose never to return to their original home. Thus, a The Great Port. If the players would like to purchase
large Jewish population occupies the neighborhood nearby passage on one of the many ships coming in and out of the
to the inn, and many of the Jews who live here are now Great Port every day, they may do so for the following cost
employees of the Alexandria Inn. per person, by destination:
The Bruchium Marketplace. The Marketplace in the 10 gp - Gaza (1 day travel)
Bruchium quarter boasts vendors from all over Africa and 25 gp - Cyprus (3 days travel)
even some from India and China. Below is an example 50 gp - Antioch (4 days travel)
of some magical items likely to be encountered in the 60 gp - Tarsus (5 days travel)
Bruchium, at the discretion of the GM: The Library of Alexandria. The primary reason
Cost Item people make the journey into Alexandria is to visit the
Library. The Library of Alexandria is the world’s largest
50 gp Potion of Healing
repository of information. The Library and Museum is
350 gp Boots of Chinese Silk overseen by a short, rotund man named Balbillus the Wise
400 gp Egyptian Armor (LE Noble). Despite his self-appointed moniker, Balbillus
425 gp Bracers of Archery is actually quite dim. In fact, his position as curator is
the result of his connections with the Roman nobility,
450 gp Efficient Quiver
rather than his wisdom or appreciation for the knowledge
500 gp ea. Bead of Force contained in the Library. Balbillus spends his days strutting
2,000 gp Mantle of Spell Resistance about the grounds of the library and museum with a
self-important attitude and chatting with the museum’s

74
esteemed clientele. a team of 6 Roman Legionaries to follow the party at a
If the party visits the library or museum, Balbillus distance. They are under orders to wait outside the library
will speak to them condescendingly, but he will not make until the job has been completed, and then to publicly
trouble for them. For each day of downtime spent in the execute the party as “Parthian spies,” thus erasing any
library, a character may roll once on the “Doing Research” connection between Melchior’s death and himself. A
table on page 131. If the party is attentive, they may also characters that succeeds a DC 13 Perception check will
discover that Melchior (NG Magi), one of the three missing notice that they are being followed on the way to the
Magi, is here. library. If the players avoid the library and attempt to
The party can find Melchior doing research, buried leave Alexandria, the Legionaries are ordered to kill them
behind a stack of ancient scrolls and codices in a forgotten anyway as a show of strength.
corner of the Library basement archives. He has been
arduously researching the prophecies of old, along with
a fellow scholar whom he met here at the library named Antioch
Strabo. Strabo and Melchior have clearly been here for
some time, and have taken up residence in the basement The ramshackle wooden gates creak open as
where they are safe from the prying eyes of the curator you approach, accompanied by a gust of salty sea air.
they have dubbed “Balbillus the Annoying.” If the party The sounds of laughter and shouting in languages you
ventures into the basement, read the boxed text below: have never heard mingle with the crashing of waves
echoing up from the docks. Welcome to Antioch.

The basement archives are dark and musty,


and a strong smell of parchment fills the cool air. Lacking As the overland terminus for the Silk Road, the Royal
any formal organization, a labyrinth of old wooden Road, and the Via Maris, Antioch is Rome’s prime shipping
shelves meander beneath the vaulted stone ceiling of port in this region, and features loading docks second in
this underground archive, lit dimly by candlelight. As
size only to Gaza. Antioch is well-used and well-traveled,
you peruse the collection of ancient scrolls and Egyptian
tomes, you suddenly overhear the voices of two scholars
and its buildings show it. Most buildings are of modest
in one of the adjoining private research rooms. As you construction, with far greater emphasis being placed upon
listen, you hear “Melchior, come look at this!” function, rather than form. A simple 10-foot high wall made
of wooden planks surrounds the perimeter of the city to
provide protection at night, and a closer inspection of this
Melchior and Strabo are very excited to see the party, wall will reveal that it is constructed from discarded pieces
and invite them to join the cramped and cluttered research of shipping vessels.
room. When the party finds Melchior, run the “Finding Antioch is officially under the control of Rome, so check
Melchior” event on page 160. the party’s status with Rome in the “Factions” section (page
139) before they arrive.
Circus of Antioch. The one exception to this patchwork
aesthetic is the impressive Circus of Antioch, where
“Kill the Magi.” If the party fails to keep a low profile athletes compete in challenges of skill and blood. If the
while visiting Alexandria, then Roman Centurion Caius players wish to compete in the games, run the “Tournament
Blandus sends two Roman Legionaries to intercept them of Champions” encounter on page 144.
and beckon them to the palace. Once there, Caius languidly Dock and Shipyard. If the players wish to secure
explains that there is a Magi stirring up trouble at the passage aboard a ship they can do so at the harbor for the
Library and offers them a reward in exchange for ending following costs per person.
this trouble. Too “busy” to deal with this problem himself, 10 gp - Cyprus (1 day travel)
he offers them 150 gp to assassinate the Magi. 10 gp - Tarsus (1 day travel)
In actuality, the Magi in question (Melchior) is only 25 gp - Gaza (3 days travel)
providing advice and council to the leaderless citizens of 50 gp - Alexandria (4 days travel)
Alexandria, but Caius sees this as a threat to his authority
in the city. Furthermore, he sees the players as third party The Spice and Silk Inn. On the main road between
mercenaries who can be manipulated into doing his dirty the town gate and the docks lies a large and unadorned
work, and has no intention of paying them. building with a wooden sign that reads “The Spice and
Whether or not they accept his offer, he intends to kill Silk Inn and Tavern.” The inn is so named for the lucrative
them. Shortly after they leave his palace, he dispatches silk and spice trades that keep it in business, and rooms are

75
usually only rented for one night, as most visitors are just notice Decimus add poison to the glass.
passing through. The inn and tavern keeper here is named Decimus is a coward at heart. If captured, he will
Antonia (LN Commoner). Her gruff, no-nonsense attitude immediately reveal any information that he believes will
is necessary for handling rowdy sailors and traveling save his life, including:
merchants, and she does not suffer any lewd behavior in her • He is a member of the Shadow of the Beast.
tavern. • The demon named Moloch ordered the assassination.
• Germanicus was a respected elder in the Roman
Empire, and had the power to effect change.
• Many of the social reforms Germanicus would have
If the players visit the Spice and Silk tavern for a drink, suggested would have directly hurt Moloch’s plans.
they will find three patrons there, all sitting at different • He receives orders from Moloch through a middle-
tables. man named “Captain Gula.”
• Zarmarus (LG Priest), a Buddhist monk from India, • Captain Gula always meets him at the Tarsus docks,
sits at a corner table. His eyes are bright and alert as and sails a ship called the “Laimargia.”
he sits with perfect posture, surveying the room. He is
drinking what appears to be tea of his own making out of
a simple clay mug. He is traveling as an emissary from
India to plead with Caesar Augustus to stop the religious
Assur Wastes
persecution of Buddhists in Roman territory. He is traveling The lush greenery of the Parthian landscape
with a leatherbound scroll, which is a mark of prestige that suddenly gives way to a barren and rocky wasteland.
allows him to speak for India. He speaks Sanskrit, Latin, Even the sky above seems to darken slightly, and the
and Common. He is open and honest about his business, dry, dusty air leaves a stale taste in your mouth. It might
and if they players talk to him, he seems glad of the have been your imagination, but you swear you heard an
company. unearthly scream in the distance.
• Germanicus (LG Roman Centurion) is a retired
Roman general renowned for his victories in battle against Travelers rarely stray from the Silk road, let alone
the Germanic tribes in the far north. Now an elderly man, wander this far into the rocky crags of Assur. Strange
his body covered in the scars of his career as a soldier, sounds can be heard at night: unearthly screams and cries of
he sits hunched over a pitcher of beer. Germanicus is creatures from beyond imagination. Myths and tales abound
traveling back to Rome after a visit in Galilee, where about the foothills of the imposing Mt. Ararat, stories of
he recently met a man named Jesus from the town of alien beasts that descend from the cursed mountain that
Nazareth. This meeting seems to have had a profound God has forsaken.
impact on Germanicus, who is excited to return to Rome The truth is just as strange. Atop the jagged peak of Mt.
and use his position as a celebrity to argue for social Ararat lies the ruined hull of a massive ship once known as
reforms at the senate. If asked about his business, his eyes the “Ark.” Thousands of years earlier, a great flood covered
light up and he begins to talk about caring for the poor, the face of the earth, and the mythic beasts of a time long
and how forgiveness is a vital part of any community… forgotten were wiped out… save for those aboard the
strange words coming from a man with his reputation and Ark. In the time since the flood, many of these creatures
appearance. have flourished and multiplied to fill the earth once again,
• Decimus (NE Shadow Cultist) sits nervously at but some creatures have dwindled toward extinction, and
the bar, drinking water. A disheveled-looking man who the few that remain now haunt the unforgiving landscape
seems to have missed a few nights of sleep, he casts known as… the Assur Wastes.
nervous glances around the room. Decimus is a member
of the Shadow of the Beast cult, and has been following
Germanicus since he left Galilee. A perception check (DC
If the players are level 4 or higher they discover the
16) will reveal a “666” tattoo on the back of Decimus’
ruined remains of an old city. Any player that succeeds on
right hand. The demon named Moloch despises the idea of
a History check (DC 13) knows that these are ruins from
social reform, and has ordered Decimus to kill Germanicus
Assyria, the old nemesis of Babylonia. Any player that
before he can set sail for Rome. Decimus is waiting for
succeeds a perception check (DC 15) notices that as they
Germanicus to order another drink, at which point he will
explore the ruins, they are being stealthily webbed in by
drop poison in the glass before Antonia can serve it. A
4 Feign Spiders, who make slow, wide circles around the
player who succeeds on a DC 18 Perception check will
party, trailing their dangerous webs between buildings and

76
rocky crags to make escape impossible. Once the party King Mithridates (LN Noble), who can be found at the
discovers that their path is blocked by the webbing, it is grand palace known as the “Marvel of Mankind,” on the
too late. The spiders lunge in from the dark corners of east bank of the Euphrates.
abandoned buildings, attacking the party on all sides. Laws here are enforced by the king’s personal guard
If the players are level 6 or higher they enter the known as the Order of Blades (use Parthian Spahbed
wastes to find another adventuring party under attack from stats). The Order was once well known for being ruthless
a Zenido. Before they can do anything, the dragon uses warriors, but there has been little use for them in over a
its “Fire Breath” attack and obliterates the group. It then decade and, like the rest of the city, they have fallen into
circles and begins flying toward the players. The party can complacency. King Mithridates is seldom seen outside of
hide from the Zenido’s passive perception with a successful the Marvel of Mankind with the exception of weekends,
DC 14 group stealth check. If the party examines the when he takes long walks through the lower tier of the
remains of the adventuring party killed by the dragon, they Hanging Gardens. Wherever he goes, Mithridates is always
find a partially burned map that seems to lead to Mt. Ararat, accompanied by 4 elite members of the Order of Blades.
and one item from the Random Discoveries table on page Babylon is officially under the control of Parthia, so
130. check the party’s status with Parthia in the “Factions”

Babylon section (page 139) before they arrive. In order to gain


access to Babylon, visitors are searched and questioned
by the Order of Blades at one of the eight entry gates.
People travel from miles around to visit the picturesque
Babylon boasts impressive security measures around the
beauty of the city of Babylon and its crown jewel that
city. A glistening moat, fed by the Euphrates itself, encircles
rises from the city center: The Hanging Gardens. Once the
the city. Visible beneath the surface are Nile Crocodiles
capital city of a great nation, Babylon is now subject to the
that swim in lazy circles around the city. These monstrous
rule of the Parthian empire. Power in Babylon lies with

77
reptiles have been enticed to stay close to the city by the more information on dealing with this threat, refer to the
guards who often throw food scraps into the moat as a treat. “Tending to the Garden” event on page 197.
Each gate is accessible by way of a drawbridge, and the The Marvel of Mankind. So named for its impressive
massive reinforced wooden doors bar entry to intruders. construction, this palace is the seat of power in Babylonia.
Despite this, the party will find it relatively easy to gain Here, the party can find King Mithridates (LN Noble)
entry to Babylon. Although the guards will question them, and his trusted advisor, the sorcerer Atomos (LN Mage).
the party will be allowed to enter as long as their status Both Mithridates and Atomos are under the influence of
with Parthia is not “hostile.” Beelzebub’s Aura of Sloth, and are extremely apathetic to
The Hanging Gardens of Babylon. One of the Seven any warnings from the party of demonic influence. This
Wonders of the World towers above ships that pass along may work to the party’s benefit, however, as they can easily
the Euphrates through the city of Babylon. Originally built gain permission from the king to explore even parts of
as a gift to an ancient Babylonian queen, The Hanging Babylon that are normally off limits.
Gardens are a series of raised platforms that form an River’s Rest Inn. This grand and luxurious inn is
impossibly tall ziggurat. Each tier of the structure houses positioned so that guests’ rooms overlook the glistening
large open-air gardens filled with perfectly manicured waters of the Euphrates river. Rooms here cost 1 gp per
greenery from around the world, much of it imported from night. The River’s Rest also features one of the best eateries
Median cities like Teredon. The Archdemon of Sloth, in the city, with a Garum (fermented fish sauce) that is
Beelzebub, Lord of the Flies has infected the upper levels made in-house with a secret recipe that is well known
of the Hanging Gardens, and wanders its pristine pathways throughout the region. The drink of choice for Babylonians
under the guise of his simulacrum, “The Gardener.” For is a special red wine blend made from grapes grown in the

78
Parthian region of “Shiraz” near Malgium. important documents to Teredon. If the party is able to
Temple of the Dragon. This grand temple is hundreds recover the documents and return them to the synagogue,
of years old, and was originally constructed to be the lair they will be paid 100 gp. See “Ur” later in this section for
of a Mušhuššu who had convinced the people of Babylon more information about this quest.
that he was a divine incarnation of the god Marduk. The
mušhuššu was eventually slain by the prophet Daniel, and
the temple was never repurposed. The bones of the massive
dragon still lie in the temple to this day, left as a reminder A Missing Noble. If King Mithridates becomes aware
to the people of Babylon not to be misled by false prophets. that the party is visiting Babylon, he may send the Order of
The Royal Circus. This grand arena was constructed by Blades to summon them to the Marvel of Mankind. He will
Alexander the Great during his last visit to Babylon. The inform them that a high-ranking noble of the palace court
Greek architecture of the circus stands out oddly among named Lord Merodach recently went missing. Mithridates
the surrounding Babylonian neighborhood, but serves will offer to pay the party 300 gp up front if they agree to
as a welcome source of entertainment for the people of search for the missing noble.
Babylon. If the players wish to visit or compete in games at Resolution and Reward. The party will be given access
the circus, refer to the “Tournament of Champions” event to Lord Merodach’s estate, and it will become immediately
on page 144. apparent where he has gone. Letters, diaries, and other
The Lion’s Den. A massive pit stands next to the Royal documents in Lord Merodach’s estate all reference the
Circus and houses the lions used in the gladiatorial games. beauty and allure of the Hanging Gardens, and how
The prophet Daniel was once thrown into this pit during an sometimes he just wished he could stay there forever.
attempted execution. He survived and was released, but not The party can easily deduce that the gardens are a likely
before leaving behind a token of his great faith. If the party location to begin the search. For more information, see the
explores the bottom of the Lion’s Den, they will find the “Tending to the Garden” event on page 197.
Ring of Daniel’s Faith. Merodach has in fact been dead for some time, but if
Nabonassar’s Emporium. The one person in Babylon the party can deliver proof of Merodach’s death, King
who does not seem to be under the influence of Beelzebub’s Mithridates will pay them an additional 500 gp for their
lethargy is a shopkeeper named Nabonassar (CG Mage). trouble.
Moving excitedly around his shop and greeting patrons
(most of whom move slowly and lazily and do not share his
cheery demeanor), Nabonassar is a very successfully trader
Bethany
in magic and exotic items. If the party visits Nabonassar’s Bethany is barely large enough to be considered a
Emporium, they may be able to find the following items, at “town,” existing primarily as a suburb of Jerusalem, whose
the discretion of the GM. skyline is visible just over the crest of the nearby Mount
Cost Item of Olives. The Mount and the surrounding arable land are
used to grow both figs and olives: the two major sources of
15 gp ea. Persian Arrow
income for the farmers who live here. Despite the simple
50 gp Potion of Healing way people live in Bethany, the town is remarkably clean,
250 gp Goggles of Night comfortable, and well-cared for. Considering that the
farmers of Bethany are no better off financially than the
335 gp Periapt of Health
shepherds of Bethlehem it is surprising how much nicer the
350 gp Pearl of Power town appears, and how much friendlier its citizens are.
600 gp Persian Chain The buildings here are of simple stone and thatch-roof
construction, and there are few shops or vendors, as most
Jewish Synagogue. This house of worship was who live in Bethany do their shopping in Jerusalem only
constructed by Jews who chose not to return to their a short walk away. A simple bed & breakfast stands at one
homeland after they were released from captivity. Many corner of the town, and simple but comfortable rooms can
generations later, Jews represent the largest minority be rented for only 2 cp per night. The establishment is run
population in Babylon, and have a thriving subculture of by two sisters, Mary (CG Commoner) and Martha (LN
their own in the city. If the party visits the Synagogue, Commoner). Mary, who sits daydreaming on the front
they may be commissioned by one of the scholars to porch, will wave excitedly at any travelers she sees passing
look into the disappearance of one of their couriers, who through town and invite them in.
went missing in the city of Ur on his way to deliver some Martha. It is immediately obvious that Martha is the

79
more responsible of the two sisters. While the party is stories of their adventures!
staying at the bed and breakfast, Martha will do all of • Flaw. My head can be in the clouds sometimes, and I
the cooking, cleaning, and bed making. If the party talks forget to help out with the chores around the house.
to her, she will speak quickly, as though there is always Martha and Mary have a brother name Lazarus, who is
somewhere else she needs to be. currently staying at the House of Affliction, a large stone
• Bond. I must take care of my family, which means structure that serves as the local hospital. Lazarus has been
staying focused and paying the bills. growing increasingly ill, which is a subject of some concern
• Ideal. Working hard is the most important thing a for Martha and Mary.
person can do with their life. Next to the House of Affliction is the home of another
• Flaw. I am driven by busyness, and I think less of of its frequent visitors: a man known by the unfortunate
people who do not work as hard as I do. name Simon “the Leper” (NG Commoner). Simon’s skin
Mary. In stark contrast to her sister, Mary wishes condition has progressed to a disturbing degree and he has
nothing more than to set her chores aside and spend time taken to wearing face coverings in public. However, while
with people. If the party visits the sisters, Mary will invite he may have been shunned or even stoned in other parts
them to join her in the sitting room to tell stories of their of the world, the town of Bethany seems to have accepted
travels. Having never traveled far from home herself, Mary him. A successful merchant in his younger years, Simon
is easily amused by the most mundane of stories as she enjoys throwing parties for his friends and neighbors, often
listens, wide-eyed, to anything the party has to say. hiring Martha and Mary, who are close friends of his, to
• Bond. I love my family more than anything. cater for him.
• Ideal. I love spending time with people and hearing Garden of Gethsemane. At the foot of the Mount

80
of Olives, on the road into Jerusalem lies the beautiful place for Israelite travelers. Over time this meeting place
and chaotic Garden of Gethsemane. Twisting growths evolved into the town of Bethlehem.
of forgotten olive trees grow alongside wild patches of David’s Childhood Home. Outside of a simple
Hyssop, Star thistle, Jasmine, and Blood Lilies. The shade farmhouse near the Fields of Jesse is a plaque that reads
of the larger trees encourages a feeling of restfulness, and (in Aramaic) “on this spot was anointed by Samuel, David,
the subtle smells of something you cannot quite place from the king of the Israelite people.” A player who succeeds a
your childhood make you feel comfortable and at home. It History check (DC 8) knows that David is the most famous
is a beautiful, quiet, and foreboding place. and widely considered the greatest king in Israelite history.
Just across the street on the edge of town is an open- For 1 cp, players can purchase a tour of David’s childhood
front building that serves as a shop for perfume and oils home. The tour is a bit underwhelming (David was a simple
from the byproducts of Bethany’s agricultural business. In shepherd at the time he lived here), and it quickly becomes
a small field behind this shop is tied a young donkey. This clear that the town of Bethlehem is simply trying to cash
animal is supposed to help farmers who tend to the olive in on the celebrity of a famous king who just happened to
groves on the north side of town, but he has been very be born here. Nevertheless, travelers passing through seem
disobedient lately. Unable to control him, his owners leave eager to pay the fee, and players may have to wait in line
him tied in this field while they try to figure out what to to take the tour since there is only one tour guide, a teenage
do with him. The donkey can be tamed with a successful boy named Ariel (CN Commoner). Ariel seems to really
animal handling check (DC 25). Jesus of Nazareth want to give patrons their money’s worth, spinning long
automatically succeeds this check. tales about features of the house that clearly cannot be true.
Iram’s Inn. The town boasts only one inn: a ramshackle
building with four available rooms, which can be rented
for 5 sp per night. The inn (which, as the only inn in town,
does not have name) is run by an old man named Iram (NG
If the party has not yet encountered Jesus, this is a
Commoner), who has worked the front desk for nearly
likely place where he would be found. Jesus often visits
30 years and seems to have put off making repairs to the
his friends, Mary and Martha, and is also known to
building in at least that much time. Next to Iram’s inn is
dine with Simon. If you are interested in having a more
a series of stables carved into the hillside where livestock
relaxed atmosphere for the party’s first encounter with
are kept. The stables are filthy and smell of animal dung,
Jesus, Bethany is an excellent place to rest and have
but mounts or other animals can be boarded here for 2 cp
conversations.
per day. If the players decide to ask the innkeeper about
the three missing Magi, he will recall their visit in a long-
Bethlehem winded tale that includes far too many extra details. Iram
also has a habit of getting distracted and branching off into
While Bethany subsists on the cultivation and sale of
unrelated stories whenever he thinks of them. If he can
olives and figs, Bethlehem works mainly with livestock.
stay focused for long enough, he can recall the following
Aside from the simple stone cottages there is little here
information:
but pastures in which animals can be seen grazing. The
• He was overbooked on the year of the census, and
buildings here are of modest and sometimes careless
some people were even sleeping on the streets during
construction, and the gutters along the main street are
the month it took place.
littered with garbage and animal droppings. Although the
• Three strangers dressed in eastern clothing arrived in
town is little more than a suburb of Jerusalem, people here
the middle of the night (he remembers because they
bustle about as though they have important things to do,
woke him up, and they were strangely dressed).
and any conversations the players may try to have with
• They were searching for someone, but he cannot
people here will be short and unfriendly… a stark contrast
remember who.
to the inviting little town of Bethany which is only a short
• He remembers watching them visit the stables (to
walk away.
make sure they didn’t steal anything).
Tomb of Rachel. Near Bethlehem’s west gate stands
• After staying in the stables for a brief time, they left in
the tomb of Rachel, famous matriarch of the Jewish people
different directions and seemed to be avoiding travel
who, along with her sister Leah, mothered the 12 tribes
on main roads.
of Israel. A character who succeeds in a History check
(DC 17) remembers that Rachel died on the journey to
Jerusalem. The small stone structure that formed her tomb
was elaborate for its time, and became a popular meeting

81
Caravanserai
A single-story inn with a large, open courtyard sits at Welcome to the Society. Since the party is likely to
the confluence of the King’s Highway and the Silk road have a “neutral” status with the Society before they arrive,
halfway between Nineveh and Antioch. The official purpose they may be summoned to an audience with Vox Collegii,
of Caravanserai is to provide rest to merchants making or Voice of the Society. The Vox Collegii are a group of
long overland journeys, but as this inn is neither in Roman masked men and women who represent the interests of the
nor Parthian control, it enjoys a neutral status where trade Society, and are interested in the party’s capabilities. The
can happen tax-free and without political interference. inner chamber where the party is summoned is guarded by
Caravanserai enjoys an anonymous status, and doesn’t even 3 Spartan Mercenaries sent by the Skiritai as security.
appear on most maps of the area. The Society’s Quest. The Society is not interested
In the absence of imperial presence, Caravanserai is the in money as much as they are in the party’s efficiency.
headquarters of the Society, a powerful guild of merchants The Society may ask the party to prove their worth by
and black market agents who hold sway over much more completing a mission. A crate containing the rightful
of the politics in the Middle Kingdoms than they would property of Society merchants is being held in Damascus
ever admit. What they lack in military strength, the Society by King Philip, who is demanding much higher taxes than
makes up for with money, and lots of it. This powerful were originally agreed upon. The Vox Collegii, will offer
guild of merchants uses hired Skiritai mercenaries as to hire the party as an extraction team: gain access to the
security for the region, and they ensure that their trade Damascus warehouse, secure the crate, and return it safely
empire is not interfered with by greasing the palms of to Caravanserai.
any politicians who become a little too interested in their Resolution and Reward. The warehouse in Damascus
territory. Check the party’s status with both the Society is a simple stone building guarded by 6 Guards who work
and the Skiritai on page 139 before the party arrives in in shifts. The party should have no trouble gaining access
Caravanserai. to the building and finding the crate if they decide to do so.
Rare and exotic items may be found in Caravanserai If the party succeeds on this mission, the Society will pay
that cannot be found anywhere else, and often for much them 200 gp, and their status with both the Society and the
lower prices. See the table below for examples of items and Skiritai will change to “Allied.”
prices.

Cost
20 gp
Item
Potion of Healing
Catacombs of Kadesh
Shortly after the Israelites escaped from slavery in Egypt
80 gp Bag of Holding
over 1000 years ago, the Pharaoh, Ramses II, engaged in
150 gp Wind Fan open warfare with the Hittite Empire, led by their king,
185 gp Persian Chain Muwatalli II. A turning point in this war occurred at the
225 gp Shield of the Spartan
Battle of Kadesh on the edge of the Wilderness of Zin. A
bloody war fought mainly by charioteers in the desert sands
650 gp Carpet of Flying left thousands dead, and neither kingdom could claim a
clear victory. Eventually the Egyptians and Hittites signed
In addition to these listed items, if the party is “allied” a peace treaty, but not before thousands of fallen soldiers
with the Society, they may also gain access to black market were lying dead in the desert sands. Having fallen too far
couriers, who can find just about anything upon request. If from their homeland to be returned home, the bodies of
a party member describes the type of item they are looking the fallen were interred in a series of tunnels under the
for to a Society black market courier and makes a down desert sands of the Wilderness of Zin. These natural rock
payment of 500 gp, the courier can find the desired item caves were expanded by the Egyptians and Hittites to form
through black market connections within 1 week. Items what became known as the Catacombs of Kadesh. Here, in
that can be found on the black market include any item that these catacombs, the Egyptians performed their embalming
is sold in a market in any major city, or any item on the rituals and laid their dead to rest.
“Random Discoveries” table on page 130. After many decades lost in the desert, the Israelites, led
by Moses, accidentally discovered these catacombs, and
buried many of their own dead here (although in a different
area and in according with different practices than the

82
Egyptians). Moses himself was allowed to see the promised who venture too close. A band of 4 Roman Centurions
land from the peak of Mt. Nebo, but died before he could is waiting for groups of travelers to investigate the caves,
enter it. As he was dying, Moses asked that his body be at which time they set up an ambush and wait to kill
buried with his brother and sister, Miriam and Aaron who the travelers when they exit the caves. Once the party
had died in their wanderings through Zin. His successor, is cornered, the leader, Septimus Siculus (CE Roman
Joshua, returned his body to the Catacombs of Kadesh Centurion) announces that he and his band intend to
and laid the body of the legendary hero to rest. Over time simply wait outside for the travelers to either face death
the catacombs faded from memory until they were utterly in combat or starve to death in the “safety” of the cave.
forgotten by any who once knew they existed. Though Septimus and his gang are acting on their own, having
many treasure-seekers and historians have searched for the defected from the Roman army several months ago because
burial place of Moses, none have yet delved into the depths they “weren’t having enough fun.”
of the Catacombs of Kadesh. Not long ago, Septimus and his band of murderers came
into contact with some Cursed Silver Pieces, and they now
serve the will of Legion, a demon hiding in the Caverns
below the Dead Sea. Legion has been encouraging his new
Lilith’s Lair. Lilith and Abaddon are hiding out in the recruits to corner and kill travelers in the caves here to
deep recesses of the catacombs where they will not be serve his own agenda. Obsessed with collecting religious
bothered by intruders. The party is not likely to discover relics and silver pieces, Legion raids the bodies of those
Kadesh until they reach level 10, at which point they should slain in the caves using a secret passage that connects to his
be prepared for the fight of their lives. Run the “Catacombs lair in the salt caves below.
of Kadesh” encounter on page 234 to end the campaign. Players who venture into the caves find dozens of bodies
of men, women, and children. The oldest of these bodies
Cave of Horror clearly bear the armor of the Maccabees, and appear to
have died here long before the time of Septimus Siculus,
A slow death awaits anyone unfortunate enough to indicating that Legion may have been playing this game
wander astray from the King’s Highway. A network of longer than anyone realizes. Littered among the bodies are
caves set into the cliff side overlooking the Dead Sea diaries and notes etched on broken pottery: the last words
look innocent enough, but an ambush is waiting for any of those who died here, listing their names and asking to be

83
remembered. One of the victims here is dressed as a warrior
and died holding the Hammer of Maccabeus. A player
who succeeds an Investigation check (DC 14) can also roll
Cave of Scrolls
Near the rocky cliff face of the fortress of Petra, set into
on the “Random Discoveries” table on page 130. In the
the crags that overlook the Dead Sea is a well-hidden cave.
pockets of the deceased, the party can also find 12 gp and
A player who ventures inside the cave will find a trove of
54 cp. There is a noticeable absence of silver pieces among
documents in various states of organization. Written on
the bodies, especially since silver is the most commonly
a variety of materials (including papyrus, parchment and
traded form of currency in the world.
even copper plates), a player who succeeds in a Religion
The two tunnels beyond the mouth of the cave are
check (DC 13) will recognize this as the secret library of
narrow (only 5 feet wide) and are shrouded in total
the Essenes, a religious sect of Jews who took vows of
darkness. A series of traps await those foolhardy enough
celibacy and dedicated their lives to collecting and studying
to venture further in. The south tunnel winds for 20 feet
these documents.
before it comes to a spike pit built by Septimus and his
This network of caves is extensive and packed with
men. Covered with loose palm branches and dirt, a player
scrolls in different languages. For each day spent searching
can notice and avoid this trap with sufficient light and a
the Cave of Scrolls, a player may roll for “Doing Research”
DC 15 perception check. If the players continue down this
using the table on page 131.
tunnel for another mile or so, it eventually empties by way
of a small vent shaft into the Cave of Scrolls. Septimus and
his men are not aware of this exit, having only ventured far
enough into the cave to build the trap.
Citius
The north tunnel descends in a fairly straight line The port city of Citius carries itself with an air of
downward before it appears to end in a shear rock face. importance and regal splendor, but it is noticeably smaller
Inscribed upon the dead end is a Glyph of Warding spell, and less busy than any of the mainland ports. While the
which will be triggered if any creature other than Legion island is beautiful, it no longer plays a pivotal role in the
himself approaches within 5 feet of the wall. A player who lucrative spice and silk trades. Thus, the impressive port of
succeeds in a Perception check (DC 18) will notice the Citius sits unused save for the occasional cargo ship that
glyph inscribed on the wall. The glyph can be disarmed brings goods from the mainland.
with a Dispel Magic or similar spell. If triggered, the Glyph
erupts in a bolt of lightning that blasts in a 5-foot wide
line through all 100 feet of the tunnel. Any creature in the
tunnel must make a DC 14 Dexterity saving throw, taking If the players arrive in the port of Citius, they will likely
28 (8d6) lightning damage on a failed save, and half as be greeted by a Roman Centurion named Marcus Cato,
much on a successful one. who will summon the party to an audience with Sergius
If a player physically inspects the dead end and succeeds Paulus (LG Noble), at the Palace of Paphos. If they refuse,
on an Investigation check (DC 20), they will discover a Marcus summons 12 Roman Legionaries and they attempt
secret door that leads further down into a massive cavern to arrest the newcomers.
below the Dead Sea. If the players continue further in, run Once the party arrives at the Palace of Paphos, they must
the “Caverns of Salt and Silver” encounter on page 226. deal with the delicate politics at play on this Island (for an
overview of these politics, read the section on “Cyprus”

Caves of Rest below). Proconsul Sergius is honestly curious to know


what their business is on the island, as Cyprus has received
fewer visitors over the years and their border security
Despite the jagged cliff face and foreboding entrance has grown increasingly tight. The reason for this soon
that greets visitors to these caves, the interior is strangely becomes apparent as Sergius’s chief advisor, Simon “the
warm and comforting. Flowers bloom here even though Sorcerer” Elymas (LE Mage) speaks up. Simon indicates
there is no direct sunlight, and tiny motes of light drift to Sergius that these newcomers are clearly spies and must
lazily through the air. A Detect Evil and Good spell will be imprisoned or exiled immediately. Simon has no proof,
reveal that this cave has been consecrated by divine magic. of course, but Sergius is accustomed to taking his advice.
The interior of the cave is considered Holy Ground, and The players may make a Persuasion check, contested by
for more on how it affects creatures that enter it, see page Simon’s Deception check, in order to convince Sergius that
262. If the party (or any of their allies) are looking for a they are here for peaceful reasons. Marcus Cato does not
place to hide out for an extended period of time, this cave care whether the players are telling the truth or not; he will
is ideal.

84
simply enforce the will of Proconsul Sergius.
If Simon wins the contested Persuasion check, Sergius
will politely ask the players to book travel back to the
Cyprus
mainland as soon as possible, and will offer them a The island nation of Cyprus was a province of Egypt
comfortable room at the Citius inn (under the watch of a for hundreds of years. Then, upon the death of Cleopatra,
Roman Legionary, of course) while they wait. Rome dispatched troops led by the Roman Centurion
If the players are able to persuade Sergius of their Marcus Cato to seize control of the island. Now under
intentions, he gives them free access to the island, including Roman military leadership, the island looks to proconsul
free rooms at the inn (not under a guard) as an apology Sergius Paulus (LG Noble) for guidance. Sergius takes
for the inconvenience. If this happens, Simon the Sorcerer his job seriously and tries to involve himself in the affairs
will approach the players after the meeting and attempt of the island as much as possible. Although he is loyal to
to bribe them. If they agree to leave the island as soon as Rome, his top priority is caring for native citizens of the
possible he will pay them each 150 gp. Simon will keep island under his control.
his word, since his position of power is more important to This is a view that is not shared by his trusted advisor,
him than money. Simon will not divulge his reasons for this Simon Elymas (LE Mage). Simon “the Sorcerer” Elymas
bribe, and will do all in his power to remove the meddling is an accomplished mage, but his ambition drives him to
strangers from his island. If the party refuses, Simon want more. Obsessed with power, he seeks to control and
will attempt to have the party followed and, if possible, manipulate those who will not obey him. He sees the island
assassinated. of Cyprus as his domain, and views Sergius as a mere
If the party seeks passage on a ship departing from the pawn to be manipulated. As top advisor to Sergius in the
port in Citius, they can do so for the following cost per capital port city of Citius, Simon uses his influence to feed
person: Sergius misinformation in order to accomplish his own
15 gp - Antioch (1 day travel) goals. Sergius, eager to learn from the wisdom of others,
15 gp - Tarsus (1 day travel) does not yet realize that Simon often bends the truth.
20 gp - Gaza (2 days travel) Whenever newcomers arrive at the island, Simon is quick
60 gp - Alexandria (3 days travel) to be suspicious of them, fearing that new ideas might alter

85
the status quo in which he has been living quite happily. Troodos. He has heard that a wise old hermit lives at the
For more on how this might play out at the table, read the top of the mountain, and wants to ask for his advice.
section on “Citius” above. Kyrenia. A small fishing village sits on the north side of
Palace of Paphos. Proconsul Sergius Paulus currently the island. If the party visits this village, see the section on
resides in the grand palace of Paphos on the west coast of “Kyrenia” later in this chapter.
the Island. After the destruction of Salamis and subsequent
invasion from Rome, Paphos has risen from a once small
fishing village to the new center of island politics. Simon Damascus
As a frequently used rest stop for merchants on the
“the Sorcerer” Elymas also lives in residence here, keeping
a watchful eye over his domain from the Sorcerer’s Tower Silk Road and King’s Highway, Damascus has become
just outside of the main palace complex. a grand melting pot. Even from a distance, travelers will
Ruins of Salamis. Salamis was the capital and largest note an incongruent mix of Chinese, Sabean, Jewish, and
port city of the island during the reign of the Pharaohs. Roman architecture in the Damascus skyline. Some of
However, a massive earthquake rocked the island several the buildings, decades old, seem to have been built in one
decades ago, devastating Salamis. During reconstruction, style but, as they fall into disrepair, the renovations are
Marcus Cato seized control of the island, moving political conducted in a completely different style. Once arriving
control to Citius and halting reconstruction of the historic here, the busy main street (called the “Cardo”) bustles with
capital. The destruction caused by the earthquake is still noise and excitement, and raucous voices can be heard
apparent to visitors in the city today, and even though the shouting in several different languages, including Chinese,
citizens of Salamis have once again begun to rebuild the Latin, Aramaic, and Greek. Street merchants here sell a
port city, it no longer holds a position of influence on the variety of goods ranging from exotic to mundane: from
island. cheaply made souvenirs to rare magic items (chosen by the
Citius. Citius is the headquarters of Marcus Cato (LN GM from the random discoveries table on page 130).
Roman Centurion) and the Roman Legionaries under his Incorporated into the Roman “League of Ten Cities,”
command. Easily the largest and most beautiful city on the Damascus is overseen by an ambitious politician named
island, Citius was once an important stop for ships on the Philip the Tetrarch (LN Noble). Despite his old age, Philip
Silk Road. For more information on Citius, see the section is eager to prove himself to the Roman procurators in the
entitled “Citius” on the previous page. region of Judea. Philip is married to the much younger
Fort Kythrea. Although the fort stands in a state of Salome (who appears young enough to be his daughter).
disrepair from the aftershocks of the Salamis earthquake, Salome (NE Enchantress) holds powerful sway over
the mountainous citadel of Fort Kythrea serves an Philip’s decision-making in Damascus. If the players need
important role on the Island. A spring of fresh water feeds a to deal with these rulers for any reason, use the following
large cistern housed in the fort, and a network of aqueducts information for role-playing:
carries this water to the larger cities around the island. Philip. As the brother of King Herod in Jerusalem,
Mt. Troodos. The serene mountain rises above the Philip feels a secret competitiveness to prove the worth
chaos of local politics here at the heart of the island. The of Damascus in the eyes of the Roman empire. He carries
climb to the top is difficult, but those who make the journey himself with a regal air and speaks with authority. In
may discover the isolated observatory of Caspar, one of the conversation, Philip will often interrupt those with whom
3 Missing Magi at its peak. If the party ventures here, run he is speaking, as though he knows what they are going to
the “Finding Caspar” encounter on page 162. say and doesn’t want to waste his time.
Barnabas’s Estate. A wealthy man named Barnabas • Bond. I am devoted th my wife, Salome. I will do
(NG Noble) lives in a beautiful country home surrounded almost anything she asks without question.
by olive trees in this secluded corner of Cyprus. His estate • Ideal. The greatest achievement one can earn is to be
houses a small press for producing olive oil (one of the both respected and feared.
island’s main exports), and the revenue it brings in allows • Flaw. I will not admit to my mistakes. To admit a
Barnabas to live here comfortably. If the party visits the mistake is to show weakness.
estate, they will find Barnabas walking listlessly through Salome. At only 16 years old, Salome gives every
his property with a worried expression on his face. Having outward appearance of a naive teenage girl. In truth,
reflected on his life, Barnabas feels that he wants to do Salome is one of the most intelligent, calculated, and
more than simply sell olive oil. He wants to do something ruthless political figures in Judea.
important and meaningful. If the party visits the estate, • Bond. My mother, Herodias, is the only family I have
Barnabas will ask them to accompany him to the top of Mt. known, and the only person I truly love.

86
• Ideal. My beauty is my greatest strength. To be young Salome’s Quest. When she meets the party, Salome will
and beautiful is to be powerful. give every outward indication of a frightened young girl
• Flaw. I feel insecure around people who are not who needs protection. She may even attempt to flirt with
sexually attracted to me. members of the party who she feels may be attracted to
her. She will explain to the party that she and her mother
are being harassed by a man who is envious of them, and
that she is worried about what this man may do next. Since
there is a public festival occurring in Damascus soon, she
If the party is level 6 or higher, it is likely that Salome’s
would like to hire to party to protect her mother and herself
spies will have heard of their deeds in other cities. She
by killing or arresting the man if and when he makes an
will send her personal guards to find the party as they pass
appearance at the event.
through Damascus and request a meeting.

“I will no longer suffer John the baptizer


to live. Bring me his head on a platter.”
-Queen Salome, 28 CE

87
What’s Going On? The man in question is an itinerant
preacher and druid named John the Baptist (CG Itinerant
Baptist). In truth, John is completely harmless and has
The Deep
simply been preaching about the evils of several politicians A massive whirlpool in the Great Sea, known for
in the area, Salome and Philip included. Since she knows swallowing ships whole, is called “Tehom” by Judean
John often visits Damascus around this time of year, she sailors. “Tehom” in Hebrew is translated to “The Deep” in
is hoping to use the party to silence him before he gains Common, or “Realm of Tiamat” in Akkadian. A player who
the support of the people. John lives a nomadic lifestyle succeeds a Religion check (DC 15) knows that Tiamat is
in the desert, and is very wild and unkempt in appearance. the Babylonian goddess of the sea, a symbol of primordial
Salome is hoping to use John’s wild appearance (in contrast chaos. The Hebrew concept of “Tehom” was very similar,
to her own youthful beauty) to create the illusion that he is with the waters of the sea taking an oppositional role of
a lunatic and she is a victim. chaos as God imposed the order of creation in the book of
Resolution and Reward. Salome will pay the party Genesis. However you chose to translate it, The Deep is the
200 gp up front to stand near her during the festival. When swirling embodiment of these ideas.
she sees John wander in from the desert, she will order the A creature or water vehicle that enters within the 100
party to attack. John will defend himself if attacked, but foot radius of The Deep, or starts its turn there, must make
will also attempt to convince the party to stop fighting. If a DC 16 Strength saving throw, or be pulled 10 feet in a
the party kills or arrests John, Salome will pay them a 400 line toward the center of the whirlpool. Flying creatures,
gp bonus. If the party realizes who John really is, or if they or creatures not in contact with the water, are immune to
are otherwise convinced to let him go, Salome will reveal this effect. A creature that begins its turn at the center of the
her evil nature, ordering her guards to arrest and execute maelstrom is pulled to the bottom of the Great sea.
both John and the party. Below the murky depths of the Great Sea, resting in a
great undersea canyon, is a beast of mythic proportions:
The Leviathan. Legend tells that only one of these
The Dead Sea creatures exists, and that it was born from the chaos of
the universe before first day of creation. As the waters
As the name suggests, the Dead Sea is completely were tamed by the divine forces of order on the third day
devoid of life in its depths. The Sea is continuously fed of creation, Leviathan fell into a deep slumber, its body
with salt water from the Jordan river, but without a natural drifting listlessly into the depths. It is the snoring of the
outlet, the water of the Dead Sea evaporates over time, Leviathan that causes the maelstrom on the surface of the
leaving the salt behind. Thus after thousands of years of Great Sea.
influx, the salt content of the lake is so high that no plants The Leviathan is one of two mythic beasts who are
or animals can survive. prophesied to bookend the existence of creation itself.
This abundance of salt has led to the formation of Neither the Behemoth nor the Leviathan are part of the
expansive subterranean salt caves around the perimeter created world, but instead exist as sleeping symbols of the
of the sea. Some of these caves are miles long, and one in destruction and chaos of a universe before God intervened.
particular connects with multiple other tunnel networks in As creatures of another reality, they are neither male nor
the area to make the largest network of salt caverns in the female; they are neither aligned to good nor to evil. They
world. merely exist as forces of balance, destruction, and chaos.
If a player decides to swim in the Dead Sea, they will These mythic beasts were stilled during creation by the
immediately notice that the water here is denser, making hand of God, but will one day awaken. Legend says that at
them feel naturally more buoyant. The salty water is also the time of new beginnings, when it is the accorded for the
very healthy for the skin and helps close open wounds. old world to pass away, the Leviathan and the Behemoth
Any creature that bathes in the water regains 1 hit point. If will do battle, and that their battle will crumble the cities
the players explore beneath the surface of the water, they of the earth to dust. Only when the battle is ended and both
find murky darkness devoid of life. A DC 22 Perception creatures are dead will the new earth be realized, out of the
check may reveal an open cavity leading to an underwater dust of the old.
passage. A character that can hold their breath for at least If the players explore the bottom of this underwater
2 minutes can swim through the narrow passage, which canyon they will find the sleeping Leviathan, surrounded
eventually opens into a flooded cavern inside the largest of by a myriad of shipwrecks. An inspection of the shipwrecks
the nearby salt caves. If the players reach this location, run will yield: 4d8x100 gp, 3d6 precious stones, and three
the “Caverns of Salt and Silver” encounter on page 226. items from the Random Discoveries table. While asleep,

88
the Leviathan is immune to all damage and can only be purpose. Each wall is marked with banners in the respective
awakened by a Wish spell, Divine Intervention, or similar. color of the district it encircles, so even from a distance the
layout of the city is clearly visible.

Den of Serpents White District. The area just inside the White Gates
is really more of a military encampment than a true
Lurking between the rolling sand dunes of the district. Large swathes of verdant fields are dotted with
Wilderness of Zin lies death for those who lose their way. tents and other temporary structures. Large detachments
A network of small crevices and subterranean tunnels is of cataphracts move back and forth the training grounds,
home to thousands of Saraph Serpents, whose lethal bite their horses in lock step with each other, and the sounds
has claimed hundreds of lives over the years. A player who of blacksmiths forging weapons of war clang through the
succeeds in a History check (DC 14) can recall that these air. The officer in command here in the White District is a
snakes claimed the lives of many Hebrews as Moses led general named Surenas (LN Parthian Spahbed). Surenas
his people out of slavery in Egypt and through Zin as they may be past his prime, but he has the respect of those under
searched for Judea. This evil was eventually thwarted by his command, and here in the White District, his word is
the power of God, who gifted Moses, Aaron, and Miriam law. Check the party’s status with Parthia in the “Factions”
the Staff of the Bronze Serpent which protected the section (page 139) before they arrive. If they are not
people of Israel from the serpents, and cured those who “Allied” with Parthia, they will be brought to Surenas for
had been bitten. If players venture into this area, they may questioning before they can enter the city.
discover that these caverns have been claimed by a Shedim Black District. Inside the next wall is the black district,
and her cohort of loyal Shadow of the Beast cultists. They which is the residence of slaves and peasants. People here
are currently holding one of the 3 missing Magi, Balthazar, live in what can most easily be described as “slums.”
captive here. When the players arrive here, run the “Blood Slaves are required to wear black garments that indicate
and Sand” Encounter on page 155. their station, and are only allowed passage out of the Black
District to attend to their duties in other districts. Slaves
who work in Splendor’s Envy have the worst job, since

Ecbatana they must walk several miles uphill to fulfill their duties
each day. Since everyone (even the nobility) needs to pass
Situated at the top of a large hill in fertile lands east of through the Black District to reach the higher districts,
the Tigris, the wondrous city of Ecbatana rises skyward, a series of grand bridges have been created that span the
gleaming like a jewel to those who catch sight of it from width of each district. In this way, nobles can pass through
the distant Silk Road. Ecbatana was once the capital of the city with ease without being subjected to the squalor of
Media, but when the Medes fell to the Parthian Empire, the the lower districts... so long as they don’t look down.
King of Kings laid claim to the great city as his own seat of Red District. Artists, poets, and craftspeople reside in
power. Ecbatana now stands as the true seat of power to the the next district. This mazework of neighborhoods is alive
leader of the Parthian Empire: King of Kings Artabanus II. with a vibrant culture all its own, and boasts restaurants and
The land within 25 miles of Ecbatana is heavily taverns that rival those in the wealthier districts. Although
patrolled by Parthian Cataphracts, and only those this is clearly a lower-income district, people here seem
“Allied” with Parthia can pass unimpeded into the city happy going about the work that they enjoy. There is a
gates (check page 139 for the party’s status with Parthia). policy in Ecbatana that “entertainers” such as poets and
The outer walls of the city, known as the “White Gates” storytellers have license to pass into the upper districts as
are constructed at the base of the hill, and the rest of the often as they would like. It is therefore not uncommon to
city is divided into “districts” that rise in concentric circles, see Red District residents working as street performers
each towering above the one before it. Each district has its even in the neighborhoods of the nobility.
own protective wall, so an invading army would need to Blue District. This is the beating heart of Ecbatana.
breach 7 walls in total before conquering the city. At the Businesses and even residences in this district proudly
top of the hill, within the last wall, a grand palace known display doors and roofs painted in a “Parthian Blue.”
as “Splendor’s Envy” stands opulently above the rest of This district is home to bankers, merchants, healers,
the city, with spires topped with gold pinnacles that reflect practitioners of law, and soldiers. The vast
dazzling light down upon the lower districts in the midday majority of Parthian citizens
sun. live in either the Red or Blue
Each district is designed for a specific purpose, with districts. Due to the population
architecture and even clothing styles that reflect this density of the Blue District, there

89
are many two and three story dwellings to capitalize on King of Kings Artabanus II. The Parthian empire
space. Some homes and businesses are even built into the is ruled by King of Kings Artabanus II (LN Noble).
rock wall of the exposed hillside in places. These taller Artabanus views himself as a charismatic leader who is in
buildings provide a spectacular view of the countryside touch with the needs of his people, but this is far from the
beyond the city walls. Ecbatana is built on a hilltop, but case. Although he rules everything east of the Euphrates
there is nothing but gentle slopes of green as far as the eye river, he seldom travels outside of Splendor’s Envy. As the
can see in most directions. Parthian policy is to allow each vassal kingdom to govern
Orange District. The orange district is a beautiful itself, there is little communication or knowledge of what
display of well-manicured lawns and stately dwellings. goes on in the kingdoms of Nineveh, Babylon, Teredon,
It is home to the nobility and representatives of foreign or any of the rest. Artabanus relies on his top advisor, a
kingdoms. sorcerer named Ara to keep him informed of world events.
Silver District. The silver district contains only High Sorcerer Ara. Ara (N Mage) is as intelligent as
a few sprawling mansions and luxury palaces. These she is manipulative, and although she is not malicious, she
establishments serve as home for members of the royal enjoys the feeling of control she gets from making subtle
family who do not live in Splendor’s Envy, as well as spas comments that eventually snowball into imperial mandates.
and pleasure resorts for the royalty to enjoy. She has recently been spending a lot of time tutoring Prince
Gold District. The last wall, sporting banners of gold, is Gotarzes. Although he is not the heir apparent, Ara suspects
not really a district at all, as it contains only one structure: that Gotarzes has the ambition and ruthlessness to one day
the palace of Splendor’s Envy. The royal family lives here, become king, and she plans to form a close relationship
along with a small council of advisors and any servants with him in the event that he one day becomes ruler of
who can be trusted with imperial secrets. Parthia. In the last few weeks, she has been making subtle

90
suggestions of ways that Gotarzes could supplant Vardanes
as the next King of Kings.
Prince Vardanes. Prince Vardanes (NG Noble) is the
eldest son of Artabanus, and is currently in training to
become King of Kings himself one day. Vardanes is timid
and unassuming. Although he knows it is his responsibility
to take the throne and do his best to lead his people, he
secretly wonders if he is up to the task. The more he studies
the wisdom of philosophers, the more he thinks that a king
should be chosen based on wisdom, rather than birthright.
Prince Gotarzes. Prince Gotarzes (NE Noble) is the
adopted son of King of Kings Artabanus, who owed a
dept to Gotarzes’s father who died when Gotarzes was
very young. Raised in the luxury of the Silver district,
Gotarzes has become obsessed with power. Although he
has been provided every privilege and luxury imaginable, Prince
he continues to want more. Because his brother, Vardanes Gotarzes
(whom he views as a sniveling whelp) is set to inherit the
throne, his hopes at kingship seem, for the time being, to
be lost. Prince Gotarzes is accompanied at all times by
his loyal bodyguard, a retired Spahbed named Raxš (LN
Spahbed). Raxš does not speak, and is always prepared to
fight to the death in defense of Gotarzes.

If the party enters the city of Ecbatana, a series of


intricate magical wards will immediately alert High
Sorcerer Ara to their presence. Within hours of their arrival,
Meherdates of Nineveh were to find himself without ears,
they will be summoned to Splendor’s Envy by Prince
that he would be deemed unfit to rule. Gotarzes could then
Gotarzes, who will offer them a job.
step in as regent to the vassal of Nineveh, placing himself
Gotarzes’s Quest. Gotarzes will explain to the party (in in the position to inherit all of the Parthian empire if
a manner not unlike that of a petulant child) that one of the anything were to happen to his brother, Vardanes.
vassal kings, Meherdates, has been plotting to overthrow
Resolution and Reward. Gotarzes will gladly pay
his father and claim the Parthian throne. As a preemptive
the party for their services if Meherdates is dethroned.
measure, Gotarzes promises to pay the party 5,000 gp
Gotarzes will instantly arrange to have himself declared
to make an example of him. Gotarzes wants the party to
regent of Nineveh in Meherdates’s stead. Once he assumes
abduct Meherdates (the King of Nineveh), cut off his ears,
the throne, “King” Gotarzes of Nineveh will once again
and leave him bleeding in the middle of the street, thus
summon the party to his presence (this time in the Palace
sending a message to any who would oppose the rule of
of Sennacherib of Nineveh). Flanked by his allies, Ara and
Parthia.
Raxš, Gotarzes will greet the party as old friends, and ask
What is going on? Gotarzes was sulking during his them for “one more job.” He will offer to pay them 10,000
studies one day, when a side comment made by his tutor, gp to assassinate both King of Kings Artabanus and Prince
the High Sorcerer Ara, gave him an idea. Apparently the Vardanes, thereby ensuring that he ascends the throne of
King of the highest ranking vassal stands to inherit the the Parthian Empire. Regardless of the party’s answer,
throne in the event of the royal family’s death, regardless they now have too much information that could be used
of their birthright. Ara further commented that a law against him, so Gotarzes will not allow them to live. After
in Nineveh (which happens to be the highest ranking they succeed in the assassinations, or after they refuse the
vassal) forbids anyone to sit on the throne who does not offer, Gotarzes will make a show of allowing them to leave
“have ears with which to hear the needs of his people.” peacefully, but will send Ara (Mage) and Raxš (Spahbed)
At these remarks, Gotarzes quickly realized that, if King to attack the party during the night.

91
Eden
Deep in the Forest of Sumer, shrouded in secrecy
and long forgotten, lies the Garden of Eden. When the
first humans were created by the hand of God, they were
lovingly placed here in this garden. As sin entered the
picture, the world has become more corrupt, but this garden
stands as a reminder of what the world was supposed to be,
and a promise of what may yet come.
If the players manage to navigate the magic of the Forest
of Sumer (see “Forest of Sumer” for more information
about its hazards), they eventually arrive at the perimeter
of Eden. However, just as they glimpse the clearing ahead
of them, they are confronted by a Cherubim tasked with
guarding the realm of Eden.
No matter what direction the players approach from,
the Cherubim instantly appears in from of them, holding a
flaming sword. The celestial sternly warns the party:

“I am the Keeper of the Sacred Grove and Wielder


of the flaming sword, by the power of the Most High, I
command you to leave this place.”

If the players refuse or become aggressive, the cherubim


will fight to subdue them. Bound not to take a mortal
life, the celestial guardian will fight only until the party
surrenders, leaves, or is knocked unconscious. In the event
the entire party is knocked out, they awaken together in
Ishtar’s Inn and Tavern in Teredon with all of their hit
points restored, having taken a Long Rest. Their rooms will
have been paid for, but Ishtar has no memory of when they
arrived or who paid for their rooms.
In the unlikely event that the party manages to kill
or circumvent the Cherubim, they still cannot access the
Garden of Eden, which technically resides on another plane
of existence that is only accessible with the consent of the
Cherubim tasked with guarding it.
When Adam and Eve brought corruption into the
Garden, they were not only cast out, but Eden was also
taken to a special demiplane for protection, where it
continues to wait for the day of new creation when it can be
returned to the mortal world once again. Until that day, the
Cherubim guards the entrance to the garden steadfastly. The
only way for a mortal to enter the demiplane of Eden is to
speak the true name of the Cherubim guardian.
Entering Eden. A Cherubim guards its true name from
even other Cherubim. Thus, the only way a mortal could
learn the true name of this guardian is by divine revelation
directly from God. If a mortal commands the Cherubim,
using its true name, “Karubiel,” it will step aside without
question, opening a portal to the realm beyond the veil.

92
Only mortals who pass with Karubiel’s permission can
safely pass through the portal.
The garden itself is a serene meadow of long green
Forest of Sumer
The lively forest of Sumer filled with the songs of
grass that seems to ripple gently in the presence of unfelt
birds you can’t immediately identify, and sunlight filters
wind. Motes of light glimmer in the tree line, and the
down through the greenery above, making you feel as
air is noticeably cooler after the heat of the Forest of
though this forest doesn’t really belong on this planet.
Sumer. Strange sights greet the party as they enter: a great
The waters of the Tigris and Euphrates keep the flora here
powerful lion sleeping calmly next to a young lamb; crystal
well-watered, and the lush forest is home to all manner of
clear streams that trickle in a winding fashion that seems to
wildlife that a traveler from the west may not recognize.
ignore the rules of gravity; colorful birds whose songs echo
More importantly, the verdant forest hides a long-forgotten
melodically through the clearing. The entire realm of Eden
secret: Eden. This legendary garden now sits as a refuge for
is considered Holy Ground for the purpose of receiving the
animals so ancient that time has forgotten about them. For
benefits detailed on page 262.
more information, see “Eden.”

Egypt
Although animals may be allowed to pass freely, mortals
are not welcome. The surrounding forest is infused with
powerful divine magic. Any humanoid that comes within
Egypt was once the undisputed world power, and held 5 miles of Eden must make a Wisdom saving throw (DC
that title longer than any other nation in history. However, 18). A creature that fails this save becomes confused and
following the death of Cleopatra, the once great empire has disoriented (even if they have the “Keen Mind” feat). If
fallen under the control of a new superpower to the north: more than half of the party fails this save, the entire party
Rome. Proconsul Lucius Galerius has taken up residence becomes lost in the forest, eventually circumventing Eden
in Memphis, and legions of Roman soldiers now patrol the entirely.
streets of Egypt’s legendary capital.
However, the vestiges of the once-imposing empire
remain. The Great Pyramids loom on the horizon, visible
Galilee
from the sprawling capital of Memphis; the temples of A player who succeeds on a DC 14 History check knows
Karnak and Luxor stand as pinnacles of memory for the that Galilee was built upon the ruined foundations of what
people of Thebes; the 450-foot lighthouse on the coast of was once the Northern Kingdom of Israel. Conquered
Alexandria is second to no other. Visitors to Egypt may and destroyed by Babylon 600 years ago, Israel never
notice a lack of highways connecting major cities. This is returned to its former glory. Instead, the meager refugees
due partially to the difficulty of building on the sands of who managed to return home rebuilt their lives from what
the Egyptian desert, and partially because the Nile river materials they could find. Some elements of Galilee (a
provides fast and convenient travel by boat. stone wall here, an archway there) seem out of another
time, as though they belonged in a much grander city.

Euphrates River However, the majority of Galilee is home to low-income


laborers, and there is a high rate of homelessness and
unemployment here. Galileans are rough around the edges,
Over 1,000 miles long, 750 feet from shore to shore, and and most seek employment as builders or fishermen. Food
over 50 feet deep, the Euphrates is a water superhighway. and liquor are cheap and easy to find here, although most
Connecting the Silk road to Babylon and then continuing taverns really only serve fish (the most abundant cheap
on to the Persian Gulf, the river is often used by shipping food source in the area).
merchants, as well as pedestrian vessels simply desiring to The poorest and worst of these slums is Nazareth,
travel somewhere new. Traveling with the current, it takes which has unfortunately become the butt of many local
about a day to sail from the Silk Road Crossing at Mari to jokes. “Can anything good come out of Nazareth?” is
downtown Babylon, and another three days to reach the common expression, usually used when residents of Cana
Persian Gulf and the port of Teredon. Traveling north takes or Capernaum hear about a crime being committed in
about double this time. Nazareth, or when a homeless Nazarene wanders in to their
The water here is dangerous. Deepmaws are known local tavern.
to lurk in the depths, and Giant Crocodiles (while not as If the characters visit Galilee, refer to the “Welcome to
common as they are in Egypt) have been seen here from Galilee” section on page 202.
time to time, especially in proximity to the city of Babylon.

93
most disturbing feature of the Great Sea is the swirling
maelstrom on the horizon known as “The Deep.”
Travel at sea can greatly speed up journeys, but it is
If the party has not yet encountered Jesus, Galilee also hazardous. For each day at sea, roll for a Random
is a likely place where he would be found. See various Encounter on the open water.
locations for possible encounters in the “Welcome to
Galilee” encounter. Hebron
Gaza The last leg of the journey into Hebron is a cross-
Situated in between multiple different nations and country hike over the rolling grassy knolls of the Judean
independent trade operations, Gaza is the single most hill country. When you arrive, your legs are burning from
important shipping port on the Great Sea. The vast the trek, but there is a kind of otherworldly hospitality
majority of spices and incense moving out of Sheba and here that makes it all worthwhile. Small thatched-roof
Egypt pass through Gaza at some point, and its prowess in cottages dot the hillside and the air smells of hearty
stews simmering over open fires. The citizens here smile
transporting goods by sea is rivaled only by Antioch to the
and wave at you, even though you have never met.
north.
Visitors to Gaza will find it busy, but somehow more
focused and goal-oriented than the active streets of a Although it appears to be little more than a collective
major city. Most of the citizens of Gaza are employed by of shepherds and farmers living in small cottages, the hill
the docks, and there are few luxuries or activities to pass country of Hebron is steeped in history. In particular, its
the time here. Few travel to Gaza as a destination, but claim to fame lies in a particular cave at the top of one of
many pass through its walls on the way to somewhere the many verdant hills. The founding mothers and fathers
else. Characters can secure transportation, albeit less of Judaism (Abraham, Sarah, Isaac, Rebekah, Jacob, and
comfortably, for a much lower price here in Gaza than other Leah) are all buried here. The notable exception here is
port cities due to the number of merchants helming cargo Rachel, who died while on a journey and was buried on the
ships in and out of port every day. roadside in the location that eventually became Bethlehem.
Gaza is technically occupied by Rome, and there is a
large military presence here. However, the real power in
this port city lies with the unspoken political power of a
guild of merchants known as “The Society.” Before the
As the party arrives they are greeted by a elderly couple
party arrives in Gaza, be sure to check their status with both
named Zechariah and Elizabeth. The couple invites the
Rome and the Society in the “Factions” section (page 139).
party in a asks them to stay as long as they would like to
If the party seeks passage on a ship departing from the
rest. If the party seems trustworthy, they may share some
port in Gaza, they can do so for the following cost per
important information.
person:
• Their son, John, is a traveling preacher. He travels the
5 gp - Alexandria (1 day travel)
desert east of Judea on foot, but can often be found
12 gp - Cyprus (2 day travel)
stopping in Damascus, Galilee, and Jericho to trade
25 gp - Antioch (3 days travel)
and preach.
30 gp - Tarsus (4 days travel)
• Elizabeth’s cousin, Mary, has a son named Jesus who
is the same age as John. Jesus is an interesting young
The Great Sea man, and she suspects that there is more to him than
meets the eye, although she will not specify what
Once thought to be endless, the Great Sea borders the means (A character who can read Elizabeth’s mind
north coast of Egypt, and the west coast of Judea. Shipping knows that she believes that Jesus is the messiah who
routes connect Tarsus, Alexandria, Antioch, Citius, and was prophesied).
Gaza, but merchants prefer to stay close to the shore • Zechariah is a priest in Jerusalem, and he has heard
if possible, for many dangers exist on the open ocean. rumors of a plot to kill Jesus. He isn’t sure who is
Deepmaws in particular are known to attack smaller involved.
fishing vessels and devour sailors. Worse still, the open • The political leaders in Jerusalem and Damascus have
ocean is said to be the realm of the Tannin, legendary sea their own agendas and are not to be trusted.
monsters as ancient as the world itself. But perhaps the

94
Jericho takes out his physical insecurity on the less fortunate,
taxing them more aggressively than necessary. He has
heard stories about Jesus and is curious to meet him if he
Due to the natural land features surrounding Judea, the ever comes to Jericho.
easiest way in is by crossing the Jordan river from the east. In the center of the city is a large inn for weary
So it is here, at the easiest point of crossing that invaders to travelers called Balsam’s Rest. Rooms here are modest
Judea are met with the imposing fortress city of Jericho. 50 but comfortable, and the food is better than anyone would
feet thick at the base, and reaching several stories into the expect from a roadside inn. Rooms cost 2 sp per person,
air, many of Jericho’s residential homes are built into the which includes two meals per day in the dining area.
wall itself. According to legend, this massive fortress was If the players arrive at Jericho seeking refuge, they can
breached only once, and a character who succeeds on a DC find it with a pretty young woman named Ariella. Ariella
13 Perception check will notice a change in the color and (NG Commoner) lives by herself in a house built into
quality of the stonework along a 100 foot section of the east the outer wall in the southeast quarter of the city with
wall, as though that section of wall was once completely a window that opens out over the waters of the Jordan.
obliterated and was later rebuilt. Ariella inherited this house (which was part of the original
Date-palms grow sporadically both outside and within wall construction) from her mother, and will proudly tell
the city walls, and for this reason travelers often refer to the her guests that she is a descendant of Rahab, the prostitute
city affectionately by the name “city of palms.” The city is who helped Israelite spies escape from Jericho over 1000
laid out in a series of concentric rings that make efficient years ago. Just like Rahab, Ariella keeps a bucket tied to a
use of the city’s elliptical construction. Sycamore Road, long rope near the window for drawing water. If needed,
named for the many tall and ancient Sycamore trees that this bucket can be used to sneak into or out of the city
shade its path, cuts a direct route from the well-guarded without drawing the attention of the city watch.
east gate through to the west gate, which makes Jericho an
ideal rest stop on the way to Jerusalem from the east.
In the wealthy quarter of the city stands a large and
well-constructed house owned by a tax collector named
The Good Samaritan. As the characters approach
Zacchaeus (LE Noble). Zacchaeus is short in stature, and
Jericho, they pass a man lying in a ditch who appears to

95
have been attacked by bandits. The man is unconscious, the high content of silt and other natural pollution collected
but is alive and stable with 0 hit points and carries no by the river as it winds through its valley toward the Dead
money or other possessions. Allow the players to discuss Sea.
what to do amongst themselves. If they do nothing, or take
too long discussing, a Samaritan man appears traveling
on the same road, and immediately stops to help the
victim. The Samaritan, whose name is Akim ben Nadav If the party approaches the Jordan river somewhere
(LG Commoner), will take the unconscious man to the other than a major crossing, they may have a chance
Balsam’s Rest Inn and leave 2 sp with the innkeeper to pay encounter with John the Baptist (CG Itinerant Baptist).
for the man’s room. When the characters arrive, John is prophesying the coming
I’m Going to Your House Today. While the party is of the Messiah, and calling on those in attendance to be
visiting Jericho, there is a commotion on Sycamore Road. baptized in the Jordan. If the players have not yet met
If the party investigates, they see Jesus of Nazareth (page Jesus of Nazareth, this is one possible place where the
210) arriving in the city through the west gate. As Jesus first meeting could occur, as Jesus arrives to accept John’s
makes his way into the city to the sounds of cheering and baptism in the Jordan River.
applause, any character with a Passive Perception score of John is not what most people would expect from a
12 or higher notices a short man hanging from the branches prophet. Although he is charismatic and well-spoken,
of a large sycamore tree above the road. This man is his clothes are tattered and old as though he lives in the
Zacchaeus, and as they watch, Jesus calls the man by name nearby Wilderness of Zin. John will undoubtedly invite
to come down and asks him to lead the way to his house. the characters to be baptized. Refer to John’s stat block for
If you think this is a good opportunity for the party to meet role-play information and the effects of his baptism.
Jesus, then Jesus may also stop along the way and call out
to the party (each by name) to come and join him for dinner
at Zacchaeus’s house.
Judea
Sometimes known as the “Land of Palms,” this
Jerusalem extremely fertile land is nestled the green, rolling hills and
valley pastures between the Jordan River and the Great Sea.
Nestled in the valley between the Great Sea and the The ancestral home of the Israelite people, Judea now hosts
Dead Sea lies the thriving city of Jerusalem. Although a mix of many different cultures and religions. However,
a vassal of Rome in name, a visitor to Jerusalem would the Jewish influence is still strongly felt in the architecture
hardly know it. Jewish culture, architecture, and lifestyle is and lifestyle of the people here. The west bank of the
abundant, and the meager Roman presence mostly keeps to Jordan river is lush with towering palm trees, broken only
itself at the Praetorium under the Governor, Pontius Pilate. in one place by the imposing fortress city of Jericho, which
The de facto ruler here is “King” Herod, whose actual stands sentinel against threats from the east.
status in the Roman empire is both nebulous and far less The cultural and religious center of Judea in housed
important. His control lately has been slipping due to his at Jerusalem. It is here you would find the Temple Mount
lack of touch with his people. Although the Roman outpost (which has been rebuilt after its destruction in a war against
in Jerusalem is short staffed, it doesn’t keep the soldiers Babylonia hundreds of years ago), making this city the
form doing their job, and any visitors to the city should holiest place to all practicing Jews. Judea is technically
expect a thorough search of their possessions both entering controlled by Rome, although the governor who presides
and leaving the city. Be sure to check the party’s status over the region of Judea, Pontius Pilate (LN Noble) has
with Rome in the “Factions” section (page 139) before they only a tenuous grasp on Jewish politics and religion, and
arrive. If the players visit Jerusalem, refer to the “Welcome thus tends to be hands-off in local matters. However, this
to Jerusalem” section on Page 218. has not stopped him from undertaking several ambitious

Jordan River building projects (such as the aqueduct in Jerusalem),


which have angered the local residents due to disputes over
funding.
The Jordan carries water swiftly from the Sea of Galilee
in northern Judea to the Dead Sea in the south. The river is
small, with a width of only about 100 feet, and a depth of
King’s Highway
10 feet. Despite the abundance of fish and other marine life While not as busy or important as the Silk Road or
in the Sea of Galilee, the Jordan river is uninhabited due to Spice Road, the King’s Highway plays an important role

96
in connecting the two. Incense and African spices coming Kassandra (LG Priest). Due to oppressive border security
out of Sheba and Egypt can easily be exchanged with silk imposed by Simon the Sorcerer, visitors to Kyrenia are
and Asian spices coming out of China and India without extremely rare and the people here are overjoyed to see
need for water travel. Thanks to the King’s Highway, both new faces. Kassandra will offer to cast Cure Wounds if any
the African and Asian nations have been able to grow of the party are wounded, and the party will be offered a
increasingly more wealthy, and do so without needing to comfortable room in the newly constructed castle barracks
traverse the rocky natural obstacles surrounding Judea. The and a warm meal, free of charge.
downside to this route is, of course, that it was considerably If the party talks to Kassandra or other citizens of
more dangerous. Without the Roman security of the Via Kyrenia, they may learn the following information:
Maris, and exposed to the open sand of the Wilderness of • Proconsul Sergius Paulus is in charge of the island. He
Zin, travelers should be prepared for attacks from both is loyal to Rome, but he has a good heart and seems to
human bandits as well as natural predators like T’ifiri or care about the people.
Dire Wolves. • Simon the Sorcerer is not to be trusted. He hates when
outsiders visit “his” island.
• The party should travel in disguise through any major
cities on the island, or else Simon will likely try to
If the party uses the King’s highway to pass through have them arrested.
Judea, they may be ambushed by a group of sadistic Roman Kassandra’s Quest. Kassandra is worried about the
soldiers. For more information on how this encounter might influence Simon holds over Sergius. She would like the
play out, read the “Cave of Horror” entry earlier in this party to travel to a secluded estate on the west coast of
section. the island, where a man named Barnabas lives. Barnabas

Kyrenia (NG Noble) is an old friend of Kassandra’s, and as the


wealthiest landowner on the island, she believes Barnabas
has as much right to speak on behalf of the people as Simon
Life moves slowly in the small fishing village of does. Kassandra would like the party to convince Barnabas
Kyrenia, and the inhabitants here mostly prefer it that way. to seek an audience with proconsul Sergius and, if possible,
According to legend, the town of Kyrenia was founded remove Simon from his position of power.
over one thousand years ago by Greek warriors after the Resolution and Reward. Kassandra has no money to
Trojan war. Having stopped on the island of Cyprus to rest, pay the party, but will ask that they do this as a favor to the
they found the natural beauty of the island so appealing that people of Kyrenia. If the party departs from the village on
they chose to start a new life for themselves here. To see a foot, ask them to make a DC 15 Perception check. On a
map of where Kyrenia is positioned with respect to other success, they notice a figure cloaked in black moving
locations on the island, see “Cyprus” earlier in this chapter. stealthily toward Kyrenia from the west. This is
As the community has grown, the Roman proconsul an assassin (LE Sicarius) who intends
in charge of island politics, Sergius Paulus (LG Noble), to kill Kassandra. If the party captures
commissioned the building of a brand new castle here in or kills the sicarius, they will discover
Kyrenia. Although it often sits empty, the castle fortress is 500 gp and written instructions proving
a source of safety for the village of Kyrenia in the event of that the assassination was planned by
raids from seafaring pirates. The advisor to the proconsul, Simon the Sorcerer.
Simon “the Sorcerer” Elymas (LE Mage), objected to If the party fails to notice the
the building of the castle, arguing that the money should sicarius, they later learn that Kassandra
instead be invested in a new laboratory in the “Sorcerer’s was assassinated shortly after they
Tower” wing of the Palace of Paphos. Concerned for the departed Kyrenia. If the party seeks out
safety of the Kyrenians, proconsul Sergius proceeded with Barnabas or decides to explore the island
the construction anyway. Simon took this as a great blow further, refer to the section on“Cyprus”
to his pride, and is secretly plotting his revenge against the earlier in this chapter.
town of Kyrenia.

Lotus Marshes
The wetlands that permeate the coastline of
Welcome to Kyrenia. As the party arrives in the small Simon
the Persian Gulf are named for the abundance
village, they are greeted by the town elder, a woman named “The Sorcerer”
of lotus flowers that dot the marshy ground.

97
Travel here should be treated as difficult terrain on foot. served the important role of intermediary between the spice
People rarely come through these marshes due to the ease traders to the east and the Greek empire. However, with
of travel provided by the Tigris and Euphrates rivers. A the formation of the Silk road through Nineveh and the
pair of massive geysers erupt at predictable intervals at the establishment of shipping routes through the seas of Sheba,
center of the marsh, filling the air with steam. As a result, Malgium lost its foothold on trade in the region. It now lies
the surrounding territory takes on a jungle-like atmosphere under the ambivalent control of the Parthian empire which
that attracts exotic animals. Saraph Serpents, Tigers, is locked in a passive standoff with Rome to the west.
Hoopoes, and Nile Crocodiles all flock to the muggy The declining status of Malgium is obvious to a visitor.
swamp known as the Lotus Marshes. Obelisks and temples proudly display phrases written in
Little do travelers know what lies beneath the soft earth Cuneiform and Akkadian, languages no longer widely in
of the marshland. Buried 30 feet below ground is a beast of use, and the once stately mansions on the fringes of town
mythic proportions: The Behemoth. Legend tells that only lie abandoned. Most residents of the city live near the
one of these creatures exists, and that it was born from the town center, where trade and business is still conducted,
chaos of the universe before first day of creation. As the but Malgium of today is little more than a way stop for
land was tamed by the divine forces of order on the third travelers headed to more important places.
day of creation, The Behemoth fell into a deep slumber, It is very apparent that this town is under the martial law
its gargantuan body crashing to the earth on the banks of of the Parthian empire. Visitors passing through the debris-
the Persian Gulf. Over time the marsh has swallowed it up filled city streets are likely to be stopped by Parthian
almost entirely, with only the twin geysers (blasts of air Cataphracts who aggressively inquire about their business.
from the Behemoth’s nostrils) serving as evidence of its Before the party arrives here in Malgium, check their status
existence. with Parthia in the “Factions” section (page 139).
The Behemoth is one of two mythic beasts prophesied to Fortune’s Reach. The only business that still seems
bookend the existence of earth itself. Neither the Behemoth to be flourishing in this climate is a large gambling hall
nor the Leviathan are part of our world, instead existing as called “Fortune’s Reach.” The colonnade that serves as the
sleeping symbols of the destruction and chaos of a universe entryway into the gambling hall is overrun with wayward
before God intervened. As creatures of another reality, they travelers and drunken shouting. The atmosphere inside
are neither male nor female; they are neither aligned to is just as perverse, with obscenities shouted in multiple
good nor to evil. They merely exist as forces of balance, languages mingling with the smell of hashish and opium in
destruction, and chaos. These mythic beasts were stilled the smoky air. Gladiators who are interested can easily find
by creation by the hand of God, but will one day awaken. work here in the Fortune’s Reach fighting pits. Although
Legend says that at the time of new beginnings, when it is the fighting pits are nowhere near as impressive as the
the accorded for the old world to pass away, the Leviathan grand arenas in other cities, the same rules of gladiator
and the Behemoth will do battle, and that their battle will combat apply here. If the party wishes to explore or
crumble the cities of the earth to dust. Only when the battle compete at Fortune’s Reach, review the map and gambling
is ended and both creatures are dead will the new earth be information in the “Tournament of Champions” event on
realized, out of the dust of the old. page 144.
The Behemoth can only be awakened by a Wish spell,
Divine Intervention, or similar magic. Mari
Malgium The small township of Mari was, at one time, one of the
greatest trade cities in the world. However, it now continues
its existence as a mere rest stop for travelers on their way
to more exciting destinations. Like Caravanserai, Mari is in
The smell of smoke and iron burns your nostrils
as you draw within sight of the city gates. The city of
neutral territory. Inns and taverns here are run by the well-
Malgium lies behind imposing walls of black stone that connected faction of merchants known as “The Society,”
belie its strength to passersby. In truth, the once-thriving and town security is maintained through the Society’s
city of Malgium has all but fallen to ruin. Upon entering alliance with the Skiritai (use Spartan Mercenary stats).
the city gates, you notice that the homes and storefronts The innkeepers and tavern workers in Mari are happy, and
have fallen into disrepair, and the few citizens who still everyday life in Mari moves slowly. Despite how friendly
live here have relocated to be near the city center. everyone here seems to be, no one asks many questions,
and prefer not to be asked questions in return, as many of
At one time Malgium was an independent city-state that Mari’s residence came here looking to make a new life for
themselves, each for their own reason.

98
with Sheba in the “Factions” section on page 139.
Ma’rib The City Gates. Outside the gates of Ma’rib lies
nothing but the treacherous Wilderness of Zin. If the party
The royal capital of Sheba is an impressive sight even
approaches the city on foot, there is a 50% chance that they
from a great distance. Rising out of the sands of Zin,
will be attacked by a T’ifiri lying in wait below the desert
travelers may at first believe its tall spires and lush palm
sands. The walls of the city reach deep into the ground to
trees to be a mirage caused by the heat of the desert. Ma’rib
prevent creatures like the T’ifiri from tunneling underneath.
sits on the Spice Road, and controls the shipping and sale
Additionally, the walls are patrolled by vigilant Zin’tori
of Myrrh and Frankincense, its two main exports. In stark
Scouts who are more than a match for aggressive desert
contrast to the dry and lifeless desert in which it sits, the
monsters.
culture of Ma’rib is a vibrant display of life and color.
Queen’s Palace. The Queen’s Palace rises above all
Streets are filled with shouts of merchants and bustling
other buildings in the kingdom, and it is from her throne
activity. Of course, the most impressive sight is that of the
room here that Makeda, Queen of Sheba, oversees her
Queen’s Palace, from which rules Makeda, queen of the
domain. Queen Makeda is highly suspicious of visitors to
land of Sheba. The primary language spoken here is Sabaic,
her city who are not spice merchants. In the last few years
with the occasional merchant or educated citizen who
alone, Parthia has sent assassins, and Rome attempted a
might speak either Common or Aramaic. As an independent
full-scale invasion. Thanks to the vigilant Zin’tori, both
nation, Sheba allows no visitors or military associated with
endeavors failed and Sheba remains an independent
either Rome or Parthia. Instead, law is kept by the highly
kingdom. However, these repeated threats from foreign
skilled warriors of the Queen’s personal guard, known as
powers are causing Makeda to grow increasingly
the Zin’tori. Before the party arrives, check their status
suspicious. If the party visits Sheba, they will be

99
immediately detained by 3 Zin’tori Veterans and brought
before Makeda for questioning. Makeda can be a powerful
ally, or a powerful enemy. If she thinks the party is up to no
good, she will have them imprisoned at Fort Tebaki (run the
“Prison Break” encounter on page 170). If she thinks the
party can be helpful to her, she may send them on a quest to
prove their loyalty to the throne of Sheba (See “Makeda’s
Quest” below). For more about Makeda’s personality and
history, see her stat block on page 310.
Irefiti Inn and Tavern. The Irefiti is a cherished place
of rest by all traveling merchants along the Spice Road.
As it takes a hard week’s journey to reach Teredon in the
east or Gaza in the west, Ma’rib is the only opportunity
travelers have to rest in comfort and dine in luxury. With
beautifully kept rooms that overlook the swaying palms of
the city below, patrons are glad to pay the price of 1 gp per
night, which includes breakfast in the tavern below. Food
in the tavern consists of well-seasoned lamb and goat and
an assortment of tandor (vertical stone oven) baked breads.
Fish is less common here than in the coastal cities, which
is likely a welcome change for most travelers. The main
alcoholic drink of choice in Ma’rib is a semi-sweet mead
spiced with cloves and dates that smells faintly of hyssop
flowers. Sheba is also the only kingdom in the world that
brews and drinks a hot, dark beverage known as “coffee.”
Almuru Bazaar. There is little organization here in the
open-air market known as the “Almuru Bazaar.” Located
near the west gates of Ma’rib, vendors from China, India,
Teredon, and Egypt meet to exchange wares in a variety
of languages and high levels of excitement. Merchants
and customers can be seen haggling over prices, despite
the fact that they are speaking different languages, and
everyone just seems to be in a good mood. A network of
temporary awnings shield pedestrians from the harsh desert
sun beating down from above, and a dry breeze from the
northwest keeps the gathering space from becoming too
hot. The table below shows items and prices likely to be
found in the Almuru Bazaar, at the discretion of the GM:

Cost Item
250 gp Potion of Resistance
300 gp Boots of Hind’s Feet
550 gp Rebekah’s Cloak
600 gp Ring of the Ram
1,000 gp Esau’s Bow
5,000 gp Scimitar of Speed

Fort Tebaki. This unadorned stone citadel is the


headquarters of the Queen’s guard: the Zin’tori. This fort
Queen
also serves as the city’s prison. Citizens of Ma’rib rarely
Makeda

100
commit crimes, but those who do receive swift and harsh are welcome to come and study here in the library, which
punishments. The fort is overseen by a young man with contains floor after floor of rare and exotic scrolls and
a friendly smile named Menilek (LG Zin’tori Scout). books. The top floor is only accessible to Balthazar himself,
Although he appears to be in his early twenties, Menilek is and is littered with dozens of books, maps, and charts that
a Nephilim, and is actually hundreds of years old, although indicate Balthazar has been furiously researching demons
he has no memory of his life before the last 50 years. and strategies for combating them.
Menilek is a Zin’tori Scout with the following changes.
His creature type is Celestial, he has 45 hit points, and he
speaks Common and Sign Language in addition to Sabaic
and Aramaic. Makeda’s Quest. If Makeda feels that the party needs to
The Great Dam. The reason for Sheba’s prosperity lies earn her trust, she may send them on a dangerous mission
in its access to fresh water. What was once little more than to recover her most trusted advisor. One of the 3 missing
a stream trickling down from a spring in the rocky crags Magi, Balthazar, has been living here in Ma’rib since he
of Zin is now a life-giving reservoir thanks to the world’s went missing 20 years ago. Makeda is fully aware of the
largest dam. This dam was Sheba’s first and greatest prophecy, and can share all information on page 69 if the
building project, and its completion allowed the kingdom to party is unaware of it. Balthazar has been advising Makeda
flourish despite the harsh climate of the desert. that the demons known as the “Fellowship of the Beast”
Myrrh Oasis. Some of the water diverted from the represent a even greater threat than Rome or Parthia. She
Great Dam meanders its way through the upper levels was hesitant to accept this... until Balthazar went missing
of Ma’rib, eventually coming to rest in the center of its two weeks ago.
agricultural district. This small pool of fresh water is Makeda fears that Balthazar has been captured or killed
shaded by tall palms above, and provides water to the by the cult he has been investigating. Either way, she would
surrounding groves of Ma’rib’s cash crops: Myrrh and like the party to locate him and return him, dead or alive, to
Frankincense trees. Even though these trees only need to his home in Ma’rib. Makeda can share that Balthazar was
be watered once every couple of weeks, this pool of fresh last seen heading west to Sirwah to meet with a Zin’tori
water has allowed Ma’rib to vastly increase the number commander named Tibebo Iskinder.
of trees that can be cultivated at one time. The Myrrh Resolution and Reward. Balthazar is being held by a
Oasis has a reputation of being strongly tied to the magic Shedim named Azigal in a network of caves known as the
of creation, life, and death among druids, many of whom Den of Serpents to the north of Sirwah. If the party can
make pilgrimages to Ma’rib just to visit this oasis. rescue him before he is killed and return him to Ma’rib,
Balthazar will lead the party to a secret room in the library
Guardian of the Oasis
The Myrrh Oasis may be of particular interest to any character where he will share some important information with them
playing a Circle of the Baptist Druid, because it offers an opportunity (run the “Finding Balthazar” encounter on page 158).
for a sacred baptism. However, before they can enter the waters they Furthermore, if Balthazar is rescued alive, Makeda will be
must prove their worthiness to the Guardian of the Oasis, a Water impressed with the party. She will provide them free rooms
Elemental that rises to do battle with anyone who approaches. The
Elemental is friendly to the local Sabeans, but newcomers must prove
at the Irefiti Inn and will be inclined to grant them aid in
themselves through combat before they earn the right to bathe or the future, as long as Balthazar advises her that their goals
baptize in the sacred waters. are aligned with the future safety of Sheba. If this quest is
successful, change the party’s status with Sheba to “Allied”
Temple of Awwam. Ma’rib’s only religious temple in the “Factions” section on page 139.
sits on the outskirts of the city, surrounded by palm trees Another Quest (Optional). If the party has already
that grow along the dam’s outlet. The people of Sheba are rescued Balthazar, or if they ask Makeda for more
monotheistic, and worship the God of Abraham. However, quests, she will send them on an investigative mission to
their religious practices are quite different from the Jews of Jerusalem. Makeda recently received word from an ally
Judea. Where Judaism focuses on the practical application (whose identity she will not share) that the Essenes in
of religious law in daily life, the Sabeans take a more Jerusalem are invoking an ancient oath and requesting her
mystical and spiritual approach to religion, with very few aid. Makeda has a deep and ancient bond with the people
laws based on religious belief. of Jerusalem (see page 310 for more on this), and she
Balthazar’s Library. A tower rises from a hilltop considers them to be allies. However, she will not risk the
above Ma’rib, overlooking the city and the desert beyond. lives of her Zin’tori with a mission into Roman-controlled
This is the library of Balthazar (NG Magi), chief advisor territory. Since the party have a neutral status in the conflict
to Makeda and one of the 3 missing Magi. All citizens and can travel more freely, Makeda asks them to meet in

101
secret with the Essenes and provide them with whatever aid by Kiriaki behind the scenes. Kiriaki is a powerful Mage
they seek. If the party accepts this quest, run the “Protectors in the Shadow of the Beast cult, and a loyal follower of
of the Ark” encounter on page 222. Mammon, the Archdemon of Greed. In the past few years,
Galerius has been harshly increasing taxes in the region of

Memphis Egypt. Unbeknownst to him, the gold collected from these


taxes are being secreted away by the Shadow of the Beast,
The largest city in the Egyptian empire is centered on and gifted as an offering the Mammon in her lair below the
the Nile river and sprawls for miles in every direction. Great Pyramid to the west.
Visitors to Memphis from the east will enter the city by Resolution and Reward. An DC 14 Wisdom
way of a large, open-air, and beautifully kept city square (Perception or Insight) check will reveal that Kiriaki is
called the “Rosetta,” a word the Egyptians adopted from pulling the strings in this encounter, although their motive
Akkadian that means “splendid.” This space is used for is not immediately apparent. If the party refuses to pay the
community markets, theatre productions, and various other tax, they will be imprisoned and their status with Rome
public services, but most of the year it is simply a grand will change to “Hostile.” From here, run the “Prison Break”
open space filled with busy people moving from place to encounter on page 170. If the party pays, they will be
place. A large stone monument stands in the center of the allowed to continue their journey. Either way, they may
Rosetta, on proud display by the city of Memphis. Now choose to investigate this unfair tax further. If they follow,
over 100 years old, this stone bears a series of declarations capture, or kill Kiriaki, they could possibly learn some or
from the Pharaoh of the time, translated into three different all of the following information.
languages: Old Egyptian hieroglyphs, Common, and • Kiriaki is a follower of an Archdemon named
Demotic (an early dialect of Coptic). The declarations on Mammon.
the Rosetta stone deal mostly with religious reforms in • Mammon demands offerings of her followers, to be
Egypt and the establishment of the Cult of Serapis as the paid at an offering table below the Great Pyramid.
new official religion.
There was a serious power struggle centered here in • When the party arrived in Memphis, Mammon sent
Memphis following the death of Cleopatra, with Rome and word out to all of her followers to meet in her lair
Parthia vying for control of Egypt’s capital. At present, the because trouble was on its way.
entire region is under the control of the Roman empire, • In a pocket of Kiriaki’s robes, the party will find a
and Roman Legionaries can be seen patrolling the city scrap of parchment with a cryptic message. Even
from the Rosetta all the way to where Memphis borders the Kiriaki is not sure of how this information should be
desert in the west. The proconsul representing the Roman used, since it was only passed out to cultists in the
empire here in Memphis is named Lucius Galerius (LN area recently.
Noble). He can be found in the massive Temple of Ptah in
the center of the city. This city is fully under control of the
Rome; check the party’s status with Rome in the “Factions”
section before they arrive.

Pay the Tax. Characters are free to visit and shop in the
Memphis marketplace, but their presence will eventually
become known to Lucius Galerius, who will summon
them to the Temple of Ptah. Lucius Galerius will demand
that they pay an “Arrival Tax” as newcomers to Memphis
(25 gp each) and that they should make an appointment
to see him at the conclusion of their stay so that they can
pay the “Departure Tax.” Galerius is always flanked by his
chief military advisor, Crassus (LN Roman Centurion),
Midian
and a local Egyptian representative, Kiriaki (NE Shadow The nomadic people who inhabit the desert along the
Mage). Although Galerius puts on a show of being Spice Road are mysterious and distant. Although they may
authoritative and decisive, he is actually being manipulated occasionally ride in from the desert to do trade with Sirwah,
Petra, or Ma’rib, it is rare to see them anywhere but from

102
a great distance. These people know the desert better than a group, the tunnel immediately collapses, causing 4d6
anyone, and can occasionally be spotted riding camels in bludgeoning damage to anyone inside, and the entry to the
the distance, silhouetted against the morning sunrise. Their Cave of Wisdom is lost forever.
religion is monotheistic, but unlike Judaism, their structures A character that enters the cave is immediately
and traditions are much more loose and mystical, lacking confronted with an image of guilt, fear, or regret (use
the rigor and rules of the Jews in Judea. It is unlikely that elements of the character’s backstory, actions that the
the players will meet Nomads in the region of Midian, but character has taken during the campaign, or a vision of
if they seek them out, run the encounter below. loved ones dying). The character must succeed a Wisdom
saving throw (DC 14) in order to move forward into the
Cave of Wisdom. In order to reach the final chamber, a
character must succeed three saving throws before failing
Facing Your Fears. The characters are brought into a three. If a player fails three saving throws, they are unable
Midian encampment so well-hidden among the sand dunes to enter the Cave, and will be escorted back to Keturah.
of Zin that it would have been impossible to find otherwise. Each time a character fails a saving throw, they must roll a
A series of tents made of colorful woven fabric are erected d6 and receive one extra consequence from the table below.
in a semi-circle around a great bonfire. The Midianite d6 Consequence
nomads speak only Aramaic, but will welcome the party
1 You are overcome with regret, make your next roll with
enthusiastically and offer them food and a place to rest. The disadvantage.
party is then beckoned to the central tent where they meet a
2 You feel shame and guilt; take 3d6 psychic damage.
large woman with a scar on one cheek who greets them in
Common: 3 You stumble backward, tripping and taking 1d6 blud-
geoning damage.
4 You are reminded of something painful from your past;
“Welcome travelers. My name is Keturah; we have gain a level of exhaustion
been waiting for you a long time.”
5 Tears fill your eyes; you are Blinded for 1 minute
6 No extra consequence.
Keturah (LG Priest) is the matriarch and high
priestess of the tribes of Midian. Named for the mother If a character reaches the end of the cavern, they find a
of the famous founder of the Midianite people, Keturah moderately sized open chamber. The chamber is roughly
is regarded with great respect by the tribes of Midian. spherical, enclosed by rough hewn stone walls that are solid
Keturah explains that the tribes of Midian have long held with the exception of a crevice in the ceiling through which
a prophecy that a group of warriors would one day come a shaft of light illuminates the strange sight in the center of
seeking answers, and that it is here that they will receive the chamber. A small bush or shrub is growing in the center
the strength to oppose the forces of evil. She produces of the cavern, and every inch of its surface is engulfed in
a small piece of olive wood into which has been carved flame. Despite this flame, the bush seems unaffected, and
figures who are an exact likeness to each member of the the leaves and branches appear to be healthy. A creature
party. She explains that the Midianites have long guarded a that enters this chamber is immediately aware that this
place called the Cave of Wisdom, and that it is the party’s is Holy Ground, and a creature who spends time here
destiny to enter the cave for answers. She will not reveal benefits from the effects detailed on page 262.
any more information about the cave or what it holds, but In addition to the benefits of the Holy Ground, a
she will share the following clues: creature also suddenly becomes aware of God’s immediate
• Only one may enter the Cave of Wisdom. presence. The creature may ask 3 yes or no questions of
• You may enter the cave only once. God (as though casting the Commune spell). The questions
• In order to embrace truth, one must face one’s fears. must be phrased as a yes or no question, but the GM may
• You may never share with anyone what you choose to answer the questions in greater detail if a yes
experience inside the cave. or no would be misleading. It is up to the GM and the
players how this conversation looks and feels. A creature is
The party is then escorted by Midian nomads (who not required to ask all three questions, but any remaining
only speak Aramaic) to a small and well-hidden cave questions must be asked before the creature exits the cave,
entrance not far from the camp. The cave opens inward or those questions are lost. At the discretion of the GM, a
and downward beneath the dunes of the desert. The players character may choose to receive a desired boon or magic
must decide as a group which member of their party item from the Font of Blessings on page 262 instead of
will attempt to enter the cave; if they attempt to enter as

103
asking three questions. A DC 16 History check will confirm that this is the symbol
of the mercenary organization called the Skiritai that

Mt. Ararat currently holds control of the city of Nimrud.


Resolution and Reward. Wynn is being held in the
For more information on the region surrounding Mt. basement of the Arena in Nimrud, and will soon be forced
Ararat, see “Assur Wastes.” At the center of the Assur to fight in a gladiator event. If the party is able to return
Wastes rises a mountain whose peak seems to reach to Wynn safely to Artemis, she will show them a hidden
the sky itself. The narrow pass that leads up toward the cavern in Mt. Ararat that was once home to a Splendor
peak is little more than a goat path, and characters must Dragon during the reign of the Assyrian empire. The
form a single-file line to traverse the steep gravel path. dragon is long dead, but its treasure hoard is unclaimed.
If they attempt this climb, it will take two days to reach The hoard includes 2d6x100 gp, 2d4 precious gems valued
the summit. As soon as the party begins the trek up the at 500 gp each, and one item from the Random Discoveries
mountain pass, a group of 6 Dire Wolves begins to track table on page 130.
them. If the party decides to camp halfway up the slope, the
wolves attack during the night. If the party decides not to
stop for the night, they take one level of exhaustion, and the
Mt. Nebo
wolves do not catch up with them until they reach the top. The dry, dusty expanse of Zin is broken only by the
Upon reaching the summit, the party will find the small mountain range that surrounds southern Judea,
wreckage of a massive sea vessel. Stretching almost 500 and out of these hills rises Mt. Nebo. A winding dirt path
feet from end to end, the vessel is constructed from gopher snakes lazily to the crest the mountain range, and upon
wood, and is unlike any ship the party has ever encountered reaching the top, it suddenly becomes clear why travelers
before. A character who succeeds a History or Religion occasionally stop here. The view of Judea, nestled into the
check (DC 16) can deduce that this is the legendary ship valley below is breathtaking, and sunlight glints off of the
known as the “Ark.” Built by a man named Noah some surface of the Dead Sea, as though its depths are filled with
time in the ancient past, this ark saved a selection of diamonds, rather than saltwater. The spectacle below leaves
humans and animals from a flood that covered the surface no doubt why Judea is referred to as the “Land of Palms.”
of the world. As the flood waters subsided, the Ark collided A character that succeeds a History check (DC 17) knows
with the peak of Mt. Ararat, and it is here that the ship still that this mountain top was the place of Moses’ death.
sits, slowly rotting away. A character who succeeds an Investigation or Perception
If the characters search the Ark, they will find the check (DC 18) will find a small alcove in the mountainside
Dove’s Hope, an olive branch that seems green an healthy, marked with a rough and ancient-looking stone tablet. Into
despite having been plucked from its tree thousands of the stone tablet are words carved, in Hebrew, that reads
years ago. “Taken from the water, and died on the mountain. His work
is over, but yours remains.” A character that succeeds the
History check AND reads this tablet may treat this space as
Holy Ground for the purpose of receiving the benefits on
page 262.
Last of Their Kind. The party has a chance encounter
with a mythic beast of a time before the great flood. A
Unicorn has taken up residence in the empty hull of Noah’s Mt. Sinai
Ark. The unicorn’s name is Artemis, and she is crying when The towering, jagged peak of Mt. Sinai disappears
the party arrives. She has been separated from her mate, into the clouds above, and a character who succeeds a
Wynn, in the Assur Wastes, and she doesn’t know where History or Religion check (DC 12) knows that it was
he has gone. Artemis and Wynn are the last remaining here God spoke directly to Moses and gifted the Israelite
unicorns on earth, and if the players do not reunite them, people with the stone tablets upon which were written the
their kind may be lost forever. If the characters agree to 10 Commandments. If a character wants to attempt the
help Artemis, she will take them to the place where Wynn treacherous climb to the top of Mt. Sinai they must succeed
was last seen. A character who succeeds an Investigation in a series of checks. In order to reach the top, they must
check (DC 12) will spot unicorn tracks along with human succeed on a DC 14 Athletics check three times before
tracks headed east toward Nineveh. If the character failing three times. Each time a player fails, they must roll a
succeeds the check by 5 or more, they also find a torn piece d6 a take one of the consequences form the table below:
of fabric with a partial insignia of a scorpion on red fabric.

104
d6
1
Consequence
You gain one level of exhaustion
The Nile River
Stretching through 4,000 miles of northeastern Africa,
2 You slip and fall 20 feet, taking 2d6 bludgeoning
damage. the Nile is the lifeblood of the Egyptian region. Flowing
3 You drop an item from your inventory (player’s (unusually) from south to north, the river provides speedy
choice), down a 100-foot chasm. transportation from Thebes in Upper Egypt to Alexandria
4 Rocks fall from above, causing 2d6 bludgeoning and Memphis in Lower Egypt. For this reason and because
damage. of its ready supply of fresh water, all major Egyptian
5 Your feet slide on loose gravel, make your next check cities were built on the Nile, thus eliminating the need for
with disadvantage. roads or other ground transportation. Adventurers who
6 No extra consequence. travel Egypt using one of the many available “water taxis”
need to be on the lookout for Nile Crocodiles, who are
If a character successfully reaches the peak of Mt. known to thrive in the waters of the Nile and are unusually
Sinai, they are immediately aware that it is Holy Ground. aggressive. Each time the party travels along the Nile
A creature who spends time here benefits from the effects River, there is a 15% chance that they will be attacked by a
detailed on page 262. The view from the top of the hunting Nile Crocodile. It takes two days to travel by boat
mountain is incredible. Rolling mounds of clouds drift from Memphis to Thebes, and half that time to return to
past the jagged cliff face below, and occasional breaks in Memphis.
the cloud cover give way to intermittent views of the land
below.
A character who spends at least 1 hour at the summit Nimrud
is immediately aware of God’s presence. In this moment, A city that once challenged Memphis and Babylon as
the creature may ask any single question of God, to which the great center of civilization, Nimrud has lately become
the GM offers a truthful reply. It is up to the player and the all but forgotten by the warring nations of Parthia and
GM to determine how this exchange looks and feels. The Rome. If the party visits Nimrud, they will find the city
character may only ask one question, and the question must laid on in a series of concentric circles, centered around a
be asked before leaving the summit. At the discretion of the great public square. At the center of this square is the great
GM, a character may choose to receive a desired magical “Black Obelisk,” the surface of which is inscribed with
item from the Font of Blessings on page 262 instead of great victories of times long forgotten. The Black Obelisk
asking a question. contains mostly pictures of ancient Assyrian, Persian, and
even Israelite kings, but the writing is all in Akkadian.

Mt. Troodos Nimrud is currently overseen by a group of mercenaries


who call themselves the Skiritai (use Roman Legionary
Perched atop the picturesque beauty of the Cyprian stats). Before the party arrives, check their status with the
mountain top sits a tower observatory from which emanates Skiritai in the “Factions” section on page 139. The leader of
the soft glow of candlelight both day and night. Inside, Skiritai is named Xeno (N Spartan Mercenary), who was
the characters will find one of the missing Magi, Caspar. once renowned in Sparta for his brilliant strategic mind and
Caspar (CG Magi) has been living in this observatory for love of conquest. Unwilling to challenge the might of the
over 20 years, excitedly studying the further movements of larger warring nations, Xeno and his detachment of Skiritai
stars and their connection to arcane theories. In this time, amuse themselves with constructing elaborate bloodsports
he has lost touch with the world, and has no concept of and athletic competitions here in Nimrud. Xeno considers
how long he has been here or what else is going on around himself a philosopher, but his talents do not extend to
him. He is assisted here by another elderly man named politics, and parts of the city have fallen into disrepair
Aristarchus (LG Noble). Aristarchus used to be the high under his control. Nevertheless, whether out of fear of the
curator of the Library and Museum of Alexandria, but is Skiritai or contentment with their current position in the
now living here in exile, having been replaced by the new world, the people of Nimrud do not seem to openly dislike
high curator, Balbillus “the wise.” When the party arrives at or protest Xeno’s leadership.
the top of Mt. Troodos, run the “Finding Caspar” encounter The most cherished feature of the city is a grand arena
on page 162. where the Skiritai host their tournaments and gladiator
fights. If any of the characters would like to participate in
any of the games, run the “Tournament of Champions”

105
encounter on page 144. immaculate greenery of sprawling gardens. A variety of
fruits, flowers, and other vegetation have been imported
from Babylon and Media, which makes a visit to the
gardens here something truly special and peaceful. Temples
and other places of worship for a variety of religions
The Last of Their Kind. If the characters visit the
are scattered throughout the city, and a great library sits
Nimrud Arena, they may discover that there is a Unicorn
at its center. The city is heavily patrolled by Parthian
named Wynn being held against his will in the basement
Cataphracts, but these patrols are mostly a show of power
of the Nimrud Arena. If discovered, Wynn will beg the
from the distant empire, and the soldiers rarely interact, let
party to help him escape so that he can return to his mate,
alone pay attention to passersby. Nevertheless, the strong
Artemis, who is waiting for him at the top of Mt. Ararat.
military presence in the streets helps to reduce crime in the
Artemis and Wynn are the last of their kind, and if the party
area, which King Meherdates never hesitates to take credit
does not help, their species will be lost to history.
for during his public announcements.
If the party attempts to bargain with Xeno for the
Local Politics. King Meherdates is a shrewd politician
release of Wynn, he will offer them a deal. Because Wynn
who has his eyes on greater things. As the highest ranking
was scheduled to fight in an upcoming gladiator match,
vassal kingdom in the Parthian empire, the King of
Xeno will only release Wynn if the party agrees to fight as
Nineveh is actually in line to inherit the throne of the
a group in the unicorn’s place. For more information on
King of Kings in the event of the royal family’s death or
running team gladiator combat, see page 144.
abdication. Meherdates is well aware that Prince Vardanes
If the party instead attempts to rescue Wynn by force or
(the next in line to the throne in Ecbatana) is having doubts
stealth, refer to the map and information on page 146. If
about taking his father’s crown. If the Prince gave up his
the party accompanies Wynn back to Artemis, refer to “Mt.
right to inherit the throne, Meherdates would become the
Ararat” earlier in this section for their reward and other
King of Kings overnight. If Meherdates becomes aware
developments.
of the party’s presence in the city, he may even try to hire

Nineveh them as spies and pay them to travel to Ecbatana and try to
subtly persuade Vardanes to abdicate.
The Kingdom of Nineveh was once the great capital of The Library. The Library of Ashurbanipal is second
the Assyrian empire, and then a proud political ally of the in size only to Alexandria, with an impressive collection
Babylonian empire, but has now been reduced to a mere of books on any subject one can imagine. For each day a
vassal of Parthia. Although technically still a kingdom in character spends doing research here, they may roll on the
its own right, Nineveh is ruled by a man named Meherdates “Research” table on page 131.
(LN Noble) who is firmly loyal to the Parthian empire. Trade Route. The city of Nineveh has an important
Nevertheless, life in Nineveh progresses much as it always role in trade. Bronze is one of the city’s most lucrative
has. The people are a surprising mix of races, religions, exports, which is traded heavily with India, where it is
and lifestyles. During the height of the Babylonian empire, in high demand (due to inflation, India currently values
people from various distant lands were brought to this bronze coinage more highly than silver). The city has
city in captivity, and now, long after the defeat of the access to many other exotic goods, as it is also a major
Babylonians, many of these people have chosen to remain, rest stop for the Silk Road. The city also has excellent
and have made Nineveh into their new home. access to water transportation, and the Tigris serves as an
The city of Nineveh used to straddle the Tigris river, important highway connecting the Silk Road with the Spice
with great buildings rising up on either bank and bridges Road. If citizens are looking for a merchant to trade with,
connecting the two halves of the city. Now, Ninevites only they should have no trouble finding one in the Riverside
inhabit the east bank of the Tigris, and ancient ruins are all marketplace. Use the “Merchant” encounter on page 123 if
that remain on the western bank. The once-great towers the party searches for a merchant in the city.
have fallen to rubble, and strange beasts from the Assur Jonah’s Legacy. Perhaps the biggest celebrity in the
Wastes have slowly moved in and taken up residence in the city is a prophet named Jonah. Although he has been dead
crumbling structures of the old city. Anyone in Nineveh for hundreds of years, his legacy is still clearly visible in
can tell you: “we don’t cross to the other side any more,” the town. After being swallowed (and then vomited) by a
although few people are willing to divulge more about their Deepmaw during a journey along the Tigris, Jonah fulfilled
superstitions of what may live on the western bank. his sacred mission as a prophet and convinced the entire
The eastern bank of the Tigris is a completely different city of Nineveh (then under Assyrian control) to turn away
story. Buildings of white marble contrast starkly with the from evil. A monument of Jonah standing in the gaping

106
mouth of a deepmaw stands proudly outside the great Asher has been visiting Nineveh disguised as a human
mausoleum of Jonah’s tomb. On the bank of the Khoser “prophet” for the old Assyrian gods. Asher has also been
river to the east of the city, lies a small shady grove known using the Animate Objects spell to cause some of the
to the locals as “Jonah’s Rest.” Strange plants with large old idols in the Forgotten temple to move and beckon to
leaves grow only in this spot and, according to legend, it travelers along the Silk Road. Asher’s ultimate goal is to
was here that Jonah sat and contemplated giving up on his convince the Ninevites to worship it as an incarnation of
mission. It has consequently become a popular place for one of the old Assyrian gods, and rebuild the western half
locals who wish to sit and think. of the city in its honor. Asher is extremely friendly and
The Forgotten Temple. In the times before Jonah charismatic if encountered in the city in its human form,
arrived, Ninevites worshiped idols of Assyrian gods in a but a character that succeeds on a DC 17 Perception check
large ziggurat in the western side of the city. With Jonah’s will notice Asher spit on or make obscene gestures at the
proclamation, the people of Nineveh ceased worshiping statue of Jonah whenever it passes by.
in this temple, and after the fall of the Assyrian empire, Facing the Dragon. If the party visits the Forgotten
the entire western half of the city fell to ruin. While Temple, refer to the map on page 172 for inspiration. If the
many structures in this region have crumbled entirely to party succeeds in killing or circumventing Asher, they will
rubble, the great stone ziggurat referred to by travelers as find a hoard that includes 2d6 x 100 gp, 1d6 gems worth
“the Forgotten Temple” still stands tall. It is here, deep 250 gp each, and a legendary magic item from the ancient
within the ancient ceremonial chambers, that an ancient history of Jerusalem: the Thummim. This legendary stone
and manipulative Mušhuššu has claimed its lair. This was carried here with Israelite captives when Babylonia
mušhuššu, whose name is Asher, is attempting to recruit invaded Jerusalem over 600 year ago. It is unclear how
followers to a new cult. Using its Shape Change ability, the stone fell into the possession of Asher, who knows

107
nothing of its significance. If the party talks to the dragon,
they may also learn some information about one of the
ancient demons. Asher recently had a confrontation with
The Persian Gulf
Both the Tigris and Euphrates rivers outlet into this gulf,
Beelzebub in the city of Babylon. Asher’s original plan had
named for the Persian empire that once controlled it. The
been to pose as a reincarnation of the mušhuššu slain by the
importance of the gulf cannot be understated, as it provides
prophet Daniel, and lay claim to the temple of the dragon
direct access to the open ocean, meaning that merchant
in Babylon. Asher ran into a setback when it discovered
vessels from China, India, and Africa have access to the
that the people of Babylon were under the influence of
rivers that connect the major cities in the Parthian Empire.
Beelzebub’s Aura of Sloth. Beelzebub and Asher had
It is also by means of the Persian gulf that merchant ships
several disputes over the contested territory in the city, but
from Nineveh or Babylon can carry goods around to the
this confrontation ended when Lilith dispatched Abaddon
Red Sea and find port at Gaza or Alexandria without
to destroy the dragon once and for all. Afraid of the legends
making a perilous overland journey.
Asher had heard about Abaddon, it fled the city and went
into hiding, eventually settling here in the Forgotten Temple
of Nineveh. Petra
A narrow pass connecting the desert of Zin to the Sinai
Parthia Wastes was, at one time, a dangerous ravine inhabited
by bandits and other threats. It is now home to one of
At the height of her power, Parthia controlled all lands the most impressive structures in the desert region. Petra
between the Euphrates river and China’s western border. In (whose name means “rock”) is an entire city carved into
contrast to empires of ages past, Parthia allows its vassal the sheer cliff face. An imposing array of doorways, arches,
kingdoms to continue to function as they always have with balconies, and tunnels, all carved out of solid rock, greets
little to no oversight. These vassal monarchs even maintain travelers along this pass. The inhabitants of this city, known
their original titles; thus, rulers like King Mithridates as Nabateans, speak exclusively Aramaic, and are closely
of Babylon and King Meherdates of Nineveh continue allied with the Midianites, who share the same territory.
to sit on the throne so long as they pledge fealty to the Although all of these tribes are technically nomadic, they
Parthian throne in Ecbatana. This policy has led to some convene from time to time here in Petra to discuss issues
political trouble, as Nimrud is currently held by a group of that face all nomads. This cooperative approach to desert
mercenaries called the Skiritai, and the throne of Teredon politics is known as the “Nomad Confederation,” and its
has been empty for decades. Because of Parthia’s hands-off headquarters are here in Petra. Check the party’s status with
approach, many of these kingdoms are left wondering who the Nomad Confederation in the Factions section (page
is really in control. 139) before the party arrives here.
Parthia is ruled by a monarch who calls himself the The western region of the Wilderness of Zin, stretching
“King of Kings.” The current king of kings is Artabanus into the Sinai Wastes is home to an ancient and massive
II (N Noble), who rules from the majestic palace of species of eagle known as the Sunwing. The people of
Splendor’s Envy in the city of Ecbatana. The heir to Petra are so far the only culture that have managed to
Artabanus’s throne is his son, Vardanes, but his claim may domesticate Sunwing Eagles, which has enabled them
not go unchallenged. Prince Gotarzes is the adopted son of to form a kind of “air cavalry” that is known to patrol
Artabanus, whose ambition drives him to one day become the desert sands. Eagles are considered sacred to the
king. Gotarzes may have no legal claim to the throne, but Nabateans, and are viewed as symbols of order and justice.
his ruthlessness is not to be underestimated. Sunwing Eagles are housed in a huge indoor roost
The presence of the Parthian empire is felt in most called the “Breath of Dawn” that can be accessed by a door
vassal kingdoms. The impressive armored cavalrymen in the cliff face 300 feet off the ground. As there are no
known as Parthian Cataphracts are known to patrol in stairs or other means of reaching the Breath of Dawn, the
great numbers in major cities east of the Euphrates. Parthia interior space is inhabited only by the Sunwing Eagles and,
is currently locked in a bitter standoff with another distant occasionally, their riders. Sunwings and their riders bond
empire to the west: Rome. With both Rome and Parthia for life, and neither will take a new partner if the other dies.
desiring full control of the Middle Kingdoms, the question The Nabateans lead a simple life and have little to trade
is not if the conflict will escalate to full frontal warfare, but with the party. However, the Nabateans have perfected a
when. special kind of eyewear used by the Sunwing riders when
flying. If the party is interested, the Nabateans will sell a
pair of Eyes of the Eagle for 200 gp.

108
Welcome to
Petra

in Egypt is unchallenged as the tallest building in the


world. Constructed over 2000 years ago by the Pharaoh
Khufu as his final resting place, the pyramids hold untold
On Eagles’ Wings. If a character wishes to become a treasures and secrets. The entrance to the Great Pyramid
Sunwing rider, they must first prove themselves worthy in is hidden, and few have ever gained entry to the tombs
the eyes of God by climbing to the Breath of Dawn. This within. However, great perils await anyone foolish enough
climb must be attempted without a safety harness, and to venture into the dark passageways below the sands of
without magic of any kind. In order to make the 300 foot Egypt. Treasure seekers face danger not only from the
climb, the character must succeed in a series of Athletics traps built by the ancient Egyptians, but also from a dark
checks. Each round, the character attempting to climb the presence that does not belong in this world.
wall must roll an Athletics check. On a roll of 14 or higher, The Archdemon of Greed, Mammon the Corrupter,
the character moves 100 feet up the wall without issue. On has inhabited the subterranean dungeon of the Great
a roll of 8-14, they maintain their hold on the wall, but do Pyramid, and has been using her Aura of Temptation on
not progress any higher. On a roll of 1-7, they fall back to the surrounding region. If the players attempt to enter the
the ground, taking 10d6 bludgeoning damage per 100 feet pyramid to defeat her, run the “Tomb of the Buried Queen”
that they fall, to a maximum of 20d6. A character who fails encounter on page 178.
(and survives) must wait one week before attempting the
climb again. As is customary in Nabatean culture.
Resolution and Reward. If a character succeeds the The Red Sea
climb, they must attempt to bond with one of the eagles. This wide body of water separates the continents of
The character must succeed in three Animal Handling Africa and Asia, save for the small barren overland pass of
checks (DC 12) before failing three. If three checks are the Sinai Wastes. It was here that Moses parted the waters
successful, the character has successfully bonded with the to lead his people out of slavery in Egypt over 1,000 years
Sunwing and now has a flying mount. If the check fails ago. Measuring 7,000 feet deep, the waters of this sea are
three times, the Sunwing becomes perturbed and pushes the filled with Nile Crocodiles and other unknown dangers of
character out of the door to plummet the full 300 feet to the the deep.
ground. The waters of the Red Sea provide the ports of Gaza and

The Pyramids Alexandria with access to the open ocean, with the ability
to sail to the Persian Gulf and up the Tigris and Euphrates
Reaching nearly 500 feet into the air, the Great Pyramid rivers.

109
If players find a way to explore the depths of the Sea,
they will find the wreckage of an Egyptian ship called
a “Solar Barge.” In the hull of the ship is a locked chest
(DC 14). Inside the chest are 3d6 pieces of Egyptian art
from hundreds of years ago. These art pieces can be sold Naomi of
at a market or to a museum for 150 gp each. In addition, Samaria
players can roll twice on the “Random Discoveries” table,
or receive two items at the GM’s discretion.

Rome
The capital of the Roman empire may be thousands
of miles away, on the other side of the Great Sea, but the
great empire’s strength is felt around the world. Roman-
controlled highways and trade routes make passage safer
and faster than ever, so long as smaller nations pledge
fealty to Tiberius Caesar Augustus (LN Noble), the
emperor over the sea.
Rome is known for its swift and vicious punishments
for crimes, and Roman roads like the Via Maris are littered
with the crucified bodies of criminals, left as a message to
those who would consider breaking the law. This approach
to law and order is apparently effective, as the Roman
empire enjoys the lowest crime rate in the world. will generally try to stay out of each other’s respective
Rome takes a much more hands-on approach to politics territories.
than Parthia. While some “kings” are allowed to keep their The city of Samaria is built on the same ground where
thrones, the real power in a Roman-occupied city lies with Jacob (the ancient father of the 12 tribes of Israel) met his
the “proconsul,” who represents the emperor’s interests wife Rachel. On the edge of town, just off of the road now
in the kingdom. Cities in the west teem with Roman known as the Via Maris, is a deep well made of stone and
Legionaries, and travelers who frequent the region know mortar that seems very old. A successful DC 17 History
better than to step out of line in their presence. check will reveal that this is known as Jacob’s Well, and

The Royal Road was built by Jacob himself as he labored to earn Rachel’s
hand in marriage.

Most trade between Rome and her partners to the east


happens by sea, through the port of Antioch; but any
overland journeys will use the long highway known as the
Royal Road. Connecting the outer reaches of the empire to The Woman at the Well. As the characters approach,
its metropolitan center in Europe, the Royal Road is a long they see a woman sitting alone at the well. She stares
dirt path, wide enough for carriages and wagons, dotted passively at the ground, and although she is not actively
with stone mile markers to conveniently indicate distance crying, a DC 11 Perception or Insight check will reveal tear
between major cities to travelers. stains on her cheeks.
The woman’s name is Naomi (CG Commoner), and
Samaria she is gathering water for her home for the day. She has
had to wait for water until the rest of the town is finished
Samaria sat as the proud capital of the northern kingdom with the well because she is an outcast. She has had a series
of Israel until it was conquered by Babylon over 600 of failed marriages, and is currently living with a man to
years ago. Since then, the city has been rebuilt but never whom she is not married. Although the party may not find
fully returned to its former glory aesthetically, let alone her life choices to be that shocking, Naomi has been labeled
politically. Bitter divisions between Samaritans and Jews “sinner” and “adulterer” in the city of Samaria.
over religious practice keep these two peoples separated. If the characters have not yet had their first encounter
Despite the similar ancestry and culture of the two groups, with Jesus of Nazareth, this is an opportunity to run
Jews and Samaritans openly despise each other and the “Meeting Jesus” encounter. As the party talks to the

110
woman, Jesus approaches and joins the conversation. Wastes and to an inn in Nineveh.
Read through the “Meeting Jesus” encounter on page 210
for roleplay information, and the Gospel of John 4:4 for
inspiration on how this conversation might play out at the
Sinai Wastes
well. The desert expanse of the Wilderness of Zin extends
into the peninsula that connects the continents of Africa
Sheba and Asia. It was here that the Israelite people led by Moses
first tasted freedom, and it was on the peak of Mt. Sinai that
The enigmatic peoples of Sheba are renowned for their
God gifted Moses with the Ten Commandments.
cultivation of spices and incense. Most Frankincense and
A player than succeeds in a DC 14 Perception check
Myrrh that is used throughout the world originates in
may notice gold glinting in the desert sand here. Half-
Sheba. Their strong relationship with India and continental
buried in the sand of the Sinai Wastes is a fragment of
Africa also means that highly sought-after spices like
the original Golden Calf. Built as an idol by people who
cinnamon and cloves can be easily imported by sea. Sheba
had lost their faith, even this small fragment carries dark
traders frequent the trade route known as the Spice Road in
magical power.
order to move goods to Gaza, where they can be shipped to
A creature that touches the gold fragment must succeed
high-paying customers across the known world.
on a DC 17 Wisdom saving throw or become Cursed.
Sheba is the domain of Queen Makeda who resides in
While Cursed in this way, a creature becomes obsessed
the capital city of Ma’rib. Although both Rome and Parthia
with returning the gold fragment to its rightful place: to the
would love to conquer Sheba, the long journey through the
Golden Calf. Additionally, the Cursed creature is always
desert and the dangers that lurk there make this a difficult
aware of the direction and distance to the Golden Calves
prospect. Although it seems likely that Sheba will one day
below the Great Pyramid in Egypt (for more information
fall to the might of foreign empires, for the time being she
about this location, see “Tomb of the Buried Queen on page
stands proudly as the last truly independent nation in the
178). This Curse lasts until both Golden Calves beneath
region.
the Great Pyramid have been destroyed, the creature dies,

The Silk Road or the creature is targeted by a Remove Curse spell or


similar magic.
The Silk Road is the name given to a network of
highways constructed to ease the process of trade between
east and west. The Silk Road is the largest and busiest trade
Sirwah
Sirwah is the second largest city in Sheba, behind
route by land, and travelers will meet people from all over
Ma’rib. While Ma’rib boasts the royal palace and controls
the world after only walking a few miles.
the incense and spice trade along the Spice Road, Sirwah
The security of the road was of utmost importance to
serves as the source of military strength and safety. Visitors
the world powers who benefited from its lucrative trade
here will find no frills or luxuries often associated with
possibilities. Rome has increased military presence in
Ma’rib, but instead a looming desert fortress. Impenetrable
the western territories, and China has been working on
walls roughly the same color as the sand around it obscure
an expansion to the Great Wall in order to protect the
the fortress city from view. Within, characters will find the
merchants who travel back and forth.
training grounds of the Zin’tori, the legendary warriors of
the Sabean army.
Check the party’s status with Sheba in the “Factions”
section on page 139 before the party arrives. If the party
The Journeyman. If they travel on the Silk Road, the is “Allied” with Sheba, or if they have been sent by
players may meet another adventuring party let by a man Queen Makeda, they will be welcomed to Sirwah without
named Maës Titianus (CG Noble). Maës is attempting question. The leader of the elite warriors here is Tibebo
to walk the full length of the Silk Road to gather more Iskinder (LN Zin’tori Veteran). He is an older man with
information about its people and geography. He hopes to dark skin and a tall, well-muscled frame. His body is
write a guide book for people who want to vacation in Asia covered in various scars and burns from years of service to
someday. Queen Makeda. Tibebo is deaf, but this has never impeded
Maës’s Quest. Maës is currently headed to Nineveh, but his ability to serve his queen or rise through the ranks of
he has heard some terrifying things about the Assur Wastes. the Zin’tori. The warriors here faithfully follow all of the
he will offer to pay the party 50 gp per person for the party commands he issues without question.
to escort his colleagues and him safely through the Assur Tibebo can read lips, and can understand words spoken

111
Tibebo will attempt to explain that Balthazar
disappeared into the desert to the north almost two weeks
ago and has not been seen since. Since Balthazar had
planned to study the stars before eventually returning to
Ma’rib, Tibebo did not even realize he was missing until
recently. By drawing in the sand, Tibebo can indicate
the location of the “Den of Serpents,” where he suspects
Balthazar has been taken. He may also draw serpents or
Tibebo demons to indicate danger to the party. Tibebo will sign to
Iskinder the party that they should travel into the desert in search
of the Magi. Since his responsibility is to the Zin’tori
under his command, Tibebo will not wish to leave Sirwah.
However, if the party requests that he travel with them to
the Den of Serpents, the character who initiates the request
may attempt a DC 16 Persuasion check. On a success,
Tibebo agrees to join the party in the search.

The Spice Road


This “road” is actually nothing more than a series of
in Common and Sabaic, as long as he can see the creature trail markers through the desert sands of Zin to help keep
that is speaking. However, he can only communicate travelers on the right path. Only Sabeans, Nabateans, and
using Sign Language. If no one in the party speaks Sign Midianites dare to traverse the treacherous desert of Zin,
Language, Tibebo will attempt to communicate by writing as they are the only people who know the hidden locations
in the sand or using simple gestures. Use the following of wells and shelters along the route. The area immediately
information for role-playing Tibebo. around Sirwah and Petra is guarded by the Zin’tori and
• Bond. I am the hand and sword of Makeda, my queen. the Sunwing Riders, but the great expanses of desert in
I do as she commands. between are filled with many dangers. T’ifiri and Dire
• Ideal. I have no need for words. There is honor in Wolves are known to hunt along the camel paths, and
action, not in speaking. bandits lay traps for travelers in narrow rocky caverns.
• Flaw. I have little patience for complicated plans. If Despite these dangers, this road provides an important
action is called for, I act. means of transporting goods from Ma’rib to Gaza and
Teredon. Sheba is the main exporter of Frankincense and
Roleplaying a Deaf Character Myrrh in the world, and Gaza and Teredon are its main
If no one in the party knows Sign Language, then Tibebo will need shipping ports to Rome and India, respectively.
to communicate all of his ideas non-verbally. Don’t be intimidated by
this! Instead, look at it as a fun new way to explore roleplay, using
gestures and expressions to convey ideas rather than words. Tibebo
can also draw in the sand to convey his ideas, so don’t hesitate to
break out some paper and pencils at the table if it helps!
Spring of Tears
This is the only known natural oasis in the Wilderness of
Zin, which is otherwise a barren and unforgiving desert. A
spring of fresh water bubbles up miraculously from beneath
the desert sands here, which has given rise to a flourishing
of jungle-like greenery for 60 feet in every direction. Other
The Missing Magi. If the party is allowed to enter than the occasional bird landing in a tree, the oasis is quiet,
Sirwah, they will be taken immediately to Tibebo. The peaceful and devoid of life. If characters choose to spend
Zin’tori in training here only know Sabaic and Sign the night here, they do not need to roll on the random
Language, and Tibebo is the only resident who understands encounters table, as this area has been consecrated by
Common. If the party was sent here by Queen Makeda, divine magic.
Tibebo will provide them with whatever they need, no A character who succeeds a Religion or History check
questions asked. If the party inquires about Balthazar, (DC 14) can deduce based on its location that this is the
one of the missing Magi, he will also be able to share the spot that Hagar prayed for God to protect both her and her
following information.

112
infant son, Ishmael. After they were cast out of Abraham’s with color as the vast majority of vendors are busy selling
tribe to die in the desert, God saw fit to watch over Hagar textiles of various colors form around the world. New
and Ishmael. A spring welled up from the sands of Zin on innovations in clothing styles seem to arise every day, and
the spot were Hagar’s tears fell, and this oasis continues to the population of Tarsus is eager to try them all. In addition
brim with fresh water today, where it is known by Sabeans to these textiles, the party may also find the following
as the “Spring of Tears.” items, at the discretion of the GM.
A character who drinks from the Spring of Tears gains
advantage on Charisma checks and Charisma saving throws Cost Item
for the next hour. Characters may decide to bottle this water 25 gp Potion of Water Breathing
to take with them. Characters may continue to benefit from 300 gp Gladius of the Centurion
the effects of the water for 1d6 hours, at which time the 1,000 gp Roman Armor
water looses its divine magic and becomes regular water.
2,750 gp Bracers of Defense
Prove your Worth 5,000 gp Shield of the Legionary
The Spring of Tears is highly sought after by druids of the Circle
of the Baptist because of its connection to divine magic. If a character The University. A grand university stands adjacent to
playing a Baptist wishes to perform a baptism here, they must first
pass a test. When they approach the spring at the center of the Oasis,
the temple at the center of the city. Although it may not
an “Elder Baptist” appears in front of them to offer a challenge. In compare to the grand libraries of Alexandria or Nineveh
order to pass the test, the character must defeat the Elder Baptist in a in size, the university is well maintained with a beautifully
contested casting of the Control Water spell, with each druid making curated selection of books. This is thanks in part to one
contested spellcasting checks to maintain control the same body of of its late overseers, a philosopher named Athenodorus.
water.
Alternatively, the party can attempt to fight the druid to prove their A character who spends an appropriate amount of time in
strength and resolve as a group. Either way, the Elder Baptist uses study in this university may roll once on the “Research”
Itinerant Baptist stats. table on page 131.
Saul’s House. A very influential Pharisee and leader
among the Jewish population, whose name is Saul (LE
Tarsus Noble) lives here in Tarsus. Depending on the party’s status
within the Pharisee faction (check page 139), they may
Of all the cities in this part of the world, none reflects or may not be aware of Saul’s presence here in the city.
the Roman culture and lifestyle as clearly as Tarsus. Despite the fact that Jesus and Saul were both educated by
Highways, bridges, universities, and stadiums standing the same tutor in Jerusalem (Gamaliel), they have taken
as tributes to the architectural mastery of the empire. The divergent paths since childhood. Saul is currently a fierce
city overflows with decadence, and the great restaurants persecutor of certain Jews whom he sees as sacrilegious,
teem with foods from around the world. It was here that and this includes followers of the man known as Jesus of
Cleopatra met Mark Antony, here that the star-crossed Nazareth. Saul is currently staying with one of his sisters
lovers were known to meet and dine in local restaurants. here in Tarsus, but plans to return Jerusalem in the next few
The culture of Tarsus is known (for better or worse) for an months.
obsession with pleasure and luxury, and a flamboyant style If the party makes a good impression on Saul, he may
of dress that showcased the most modern advancements in ask them to investigate a rumor that a group of criminals
fabrics and style. The are several points of interest that the are hiding out in place known as “Undercity,” a network
party may choose to investigate while in Tarsus, outlined of sewage tunnels beneath the Tarsus streets. If the party
below.
Popina Cydnus. The large building of white marble Saul’s Conversion
known as the “Popina Cydnus” is an icon of the Tarsus In the next few years, Saul will become one of the most important
way of life, and a coveted attraction to those who can followers of Jesus in Christian history. However, at the time the party
meets him, he is playing the role of a villain. Filled with a blind belief
afford it. Aside from being a lavishly comfortable inn, the that he is right and everyone else is wrong, Saul is a vicious persecutor
Popina Cydnus boasts one of the best restaurants in town, of anyone who thinks differently than him. He will be responsible for
with open-air dining and a picturesque view overlooking a the deaths of many followers of Jesus before he is converted.
small waterfall along the Cydnus (the river for which the Several years after Jesus is crucified, Saul will be struck blind by
a vision of the risen Jesus while traveling to meet with Philip and
establishment is name). This restaurant and inn was also the Salome in Damascus. After this encounter, he will change his name to
site of many of Mark Antony and Cleopatra’s trysts, a fact Paul and begin a long career of preaching in the name of Jesus, before
that any of the restaurant waitstaff will gladly share. eventually being publicly executed during the reign of Nero.
The Tarsus Market. The market here in Tarsus is alive

113
eliminates the outlaws they find there, Saul will pay them even want to talk about it. She will further share a suspicion
100 gp. that these disappearances are connected to a pleasure cruise
Undercity. A network of sewage tunnels can be that departs each month from the docks in Tarsus. Since the
accessed by any number of open drainage areas along the ship requires all passengers to wear masks to protect their
gutters on either side of the streets here in Tarsus. If the anonymity, there is no record of who boards the ship, and
party explores this underground sewer system, they will no way of knowing how many of them return. The widow
discover a community of outcasts living beneath the city. promises to pay the party 300 gp if they can find proof of
These beggars, lepers, and fugitives have developed their what happened to her husband.
own subculture here in Tarsus, as they are unwelcome on The Docks. The winding streets of Tarsus eventually
the streets above. Among these outcasts, the party may find lead down to the city docks. A large stone archway, known
a group of seven young teenagers huddled together in one as the “Sea Gate” opens into the grand docks of the port of
corner. Tarsus. Ships are constantly arriving and departing from
These teenagers are students of the Tarsus university, Tarsus, and it is easy to find passage aboard a ship if the
who had recently returned from a sabbatical in Jerusalem. party is interested.
While there, they met a man named Jesus of Nazareth, 10 gp - Cyprus (1 day travel)
and they spent several days traveling the city with him 10 gp - Antioch (1 day travel)
and studying with him. When they returned, they began 25 gp - Gaza (3 days travel)
proactively telling their fellow students about the man they 50 gp - Alexandria (4 days travel)
met and how he had completely changed their perspective The Laimargia. Easily the grandest ship in the docks
on politics, religion, and the philosophy of life itself. here is the large pleasure ship known as the Laimargia.
Unfortunately these teenagers drew the ire of a Pharisee Modeled after Archimedes’s “Syracusia,” the Laimargia
named Saul, who is currently seeking to have them arrested takes guests on week-long luxury cruises on the open water
for speaking ill of local religious leaders. They no longer once each month. Passage aboard the Laimargia is highly
feel safe in Tarsus, and will ask the party to find a way coveted and very expensive. Because of its reputation for
to escort them out of the city to safety. They have heard decadence and debauchery, the ship boasts a full anonymity
legends of a series of caves in the mountains near Tarsus. policy. All passengers are required to hide their identity
These caves, known as the “caves of rest” allegedly provide behind masks before boarding the boat.
magical safety to those in need of rescue. The teenagers The Laimargia also happens to be the lair of the demon
have no money to pay the party, and will ask that the party of Gluttony: Moloch the Devourer. For more information
do this for them as an act of good will. about dealing with this threat, see the “Pleasure Cruise”
The Temple of Mithras. The largest and most beautiful encounter on page 191.
piece of architecture in Tarsus is the ornate Temple of
Mithras near the city center. “Mithraism” is already the
largest religion here in Tarsus, and thanks to its popularity
among the next generation of young Roman citizens, it
Teredon
For more information about Teredon and its inhabitants,
grows larger every day. Adherents to the cult of Mithraism refer to “Welcome to Teredon” on page 58.
follow the teachings of a beautiful young priestess named
“Mithras,” whom they believe to be the reincarnation
of one of the old gods of Persia. Mithras is actually a
disguised Shedim loyal to the Archdemon of Gluttony,
Thebes
Once a religious center for the kingdom of Egypt,
Moloch the Devourer. During the secret meetings in their Thebes boasts the impressive temples of Karnak and Luxor.
temple, Mithras subtly leads the followers of Mithraism These temples have fallen out of use in the last hundred
toward self-indulgences and pleasures of the flesh. The years due to the decrees on religious reform that were
effects of this ever-growing religion are apparent in every made public in the Rosetta of Memphis. To make matters
aspect of life here in Tarsus. worse, the death of Cleopatra has left Egypt little more
The Missing Noble. The party may notice “missing than a vassal to the Roman Empire. The people of Thebes
person” signs posted on parchment around the city. If they continue to live on, but the population here is dwindling.
inquire at the address posted on the signs, they will find it Without the income of visitors on religious pilgrimage to
to be the home of a widow. This is the widow of a missing the once-holy temples, Thebes’ future is uncertain.
Roman noble who has been missing for some time. The Leaderless and facing an uncertain future, many
widow will share with the party that many people in Tarsus residents of Thebes have turned to a charismatic religious
have been going missing but no one seems to know why, or leader named Safiya. Safiya has organized small religious

114
gatherings in the basement of the old temple of Karnak earthquakes, combined with rising sea levels, caused the
and has promised the people of Thebes that the old gods entire city of Thonis to begin sinking beneath the waves. In
will restore Egypt to its former glory if they just rededicate time, almost the entire city had vanished into the depths of
themselves to the old forms of worship. Safiya is, in the Great Sea. Visitors to Thonis will find some suburbs of
fact, a Shedim who is working in cooperation with the the city still functioning, and many people still scrape out a
demon Naamah. Through subtle manipulation, Safiya is life in these ruins through fishing and trade with other local
suggesting to the people of Thebes that sexual promiscuity villages. However, the city is ultimately doomed, and even
should be celebrated as an act of worship to the old gods. what remains of Thonis will one day be swallowed up by
The more that this belief catches on, the more powerful rising waters.
Naamah becomes. If the party wishes to investigate the If the party wishes to explore the underwater ruins of
activity of this cult in the basement of the Karnak Temple, Thonis using the Water Breathing spell or similar magic,
use the “Forgotten Temple” map on page 172. use the “Forgotten Temple” map on page 172 as a template
Prostitution, which is legal in the Roman empire, has for any buildings they may investigate, roll on the Random
flourished in the area. The world’s oldest profession has Encounters table to generate dangers, and roll on the
now also become one of the most lucrative in Thebes. A Random Discoveries table to decide what they may find.
large brothel called “Aphrodite’s Touch” has been built
adjacent to the temple in Luxor. Although many in the city
of Thebes see this establishment as an insult to the old way
of life, there seem to be no shortage of patrons visiting Just Call Me “Selene.” If the party visits Thonis,
the brothel on a daily basis. This brothel is also the lair of they will be approached by a mysterious woman who will
Naamah, the Seducer. If the party visits the brothel, run the introduce herself as “Selene” (LN Enchantress). A DC 15
“Aphrodite’s Touch” encounter on page 174. Perception check will reveal that the clothing she wears
beneath her cloak suggests that she is of noble, or possibly
even royal, birth. “Selene” is, in fact, Cleopatra Selene, the
queen of Mauritania and daughter of the late Cleopatra.
Love, Sex, and Magic. If the party visits Thebes, they
will notice an undeniable hopelessness in the air. Although
the city is clean and no one here is living in abject poverty,
people here seem unhappy. When the party arrives, they
may stumble upon a young teenage girl crying near a
fountain in the deserted city square. The girl, whose name
is Faidra (NG Commoner) is crying because her parents
have been pressuring her to enter training as a prostitute in
the Aphrodite’s Touch brothel. Her parents are followers
of Safiya’s cult, and are deeply under the influence of a
Suggestion spell combined with years of propaganda.
Resolution and Reward. If Faidra recognizes that Call me
the party are outsiders, she may ask them to speak to her “Selene”
parents on her behalf. Faidra believes that her parents have
been corrupted by their new religion and that the party
may be able to convince them that pressuring a teenage girl
into prostitution is not normal behavior for a parent. If the
party kills or expels Safiya from the city, they will discover
years of correspondence between the cult leader and the
proprietor of the Aphrodite’s Touch brothel, Seraphine.

Thonis
Thonis was once a strategic Egyptian city, protecting
its rivers from the dangers of the Great Sea. Over
time, Alexandria surpassed Thonis as Egypt’s most
important port. Around 100 years ago, a series of massive

115
Having accrued a list of enemies since she was 10 years Making the return trip to Nineveh takes about 10 days.
old, she has now set out in pursuit of revenge. Afraid of The water here is dangerous. Deepmaws are known
drawing unwanted attention from the Roman empire, she is to lurk in the depths, and Nile Crocodiles (while not as
unwilling to reveal her true identity, and will refer to herself common as they are in Egypt) have been seen here from
simply as Selene. Depending on the circumstances in which time to time, especially off the coast of the Forest of Sumer.
the party meets Selene, she may ask them to accompany
her on one of three different quests. Choose the quest that
you think will be the most fun and tell the best story. Tower of Babel
The Inheritance. Cleopatra committed suicide when
Those who wander the fertile lands on the west bank
Selene was only 10 years old, leaving her to become
of the Euphrates River may stumble upon a strange sight.
a ward of the Roman empire. She was allowed to live,
Rising from the horizon without warning or ceremony, the
but inherited none of her mother’s possessions. Without
ruins of a great tower reach skyward. As wide at the base
revealing her motives, Selene will pay the party 800 gp
as a city block, the circular tower looms above visitors to
to help her gain access to the high-security vault in the
this empty and forsaken valley. The ground around the
Museum of Alexandria so that she can steal Cleopatra’s
base of the tower is littered with ancient tools and building
Brooch, which she sees as a family heirloom. Run the
materials, as though work on this imposing tower was
“Museum Heist” encounter on page 164.
suddenly and unceremoniously abandoned. The tower
Killing a God. Before Cleopatra sent Selene into hiding,
reaches over 300 feet into the air before ending in a jagged
they went to pray together in the temple of Selket. Selene
and unfinished platform that opens to the sky above. Based
still remembers vividly that the goddess Selket appeared
on the width of the base and thickness of the walls, it seems
to Cleopatra and promised that she would be victorious
clear that this tower was intended to stretch over a mile into
if she made an offering from Egypt’s treasury. Desperate,
the air when finished.
Cleopatra deposited thousands of gold in a hidden chamber
Characters that enter the tower will find a sturdy stone
beneath the Great Pyramid. However, Cleopatra was
staircase that winds along the interior wall skyward.
betrayed, and Alexandria was overrun with Roman forces.
Strangely there are no rooms or other accommodations
Selene wants to exact revenge on the goddess Selket, whom
inside the structure, as though this tower was not meant
she believes resides beneath the Great Pyramid, and is
to be lived in. In fact, it seems that the only purpose this
willing to pay the party 2,500 gp to aid her in this mission.
building must have served at one time was to be able to
Little does Selene know that the goddess she remembers
climb... somewhere. About 150 feet up, a hole has been
from childhood was actually Mammon, demon of Greed.
smashed into the wall of the tower, destroying the last 50
Run the encounter on page 178.
feet of the staircase. Burn marks around this damage seem
It’s Personal. Cleopatra sent Selene into hiding in
to indicate that the damage was cause by either fire or
Thebes before she committed suicide. While there, Selene
lightning that struck the tower from above.
remembers one of the local religious leaders attempted to
If a character wishes to climb the remaining 50 feet to
convince her to become a prostitute on multiple occasions,
the platform at the very top, they must succeed in a DC 16
despite the fact that she was only 10 years old. Selene only
Athletics or Acrobatics check. If a character reaches the
remembers a name: “Safiya.” Nevertheless, Selene will
top platform they find a chest that seems to have belonged
pay the party 250 gp to track down this person and inform
to the foreman of the tower’s construction. The chest is
Selene of her location. As this is a personal matter, Selene
locked, but a character with thieves tools can pick the lock
only wants the party to find Safiya, so that she can tend to
with a successful Sleight of Hand check (DC 14). The lock
the matter of revenge on her own time, and in her own way.
is non-magical. Inside the character will find 75 gp, the

Tigris River Amulet of Babel, and a Ring of Feather Falling.

Over 1,000 miles long, 750 feet from shore to shore, and
over 50 feet deep, the Tigris River is a water superhighway.
Ur
Connecting Nineveh to the Persian Gulf, Ninevites can The Babylonian city of Ur was once a great port of trade
swiftly sail to other major cities like Babylon or Teredon that was built on the mouth of the Euphrates river where it
in a matter of days. The river is often used by shipping emptied into the Persian Gulf. However, over the thousand-
merchants, as well as pedestrian vessels simply desiring to year history of this city the coastline has shifted and
travel somewhere new. Traveling with the current, it takes changed, causing Ur to move inland and fall into drought.
about 6 days to sail from Nineveh to the port of Teredon. The final death knell of the city came when Babylonia fell

116
under the control of the Persians, who had little interest in
maintaining the city that had lost its function as a port of
trade. The Ur of today is a ghost town.
If characters visit Ur, they will find a well-organized
city split into clear divisions of neighborhoods. Residential
homes made of brick and mortar stand mostly empty,
save for the refuse left behind as families packed up to
leave. One of these homes once belonged to Abraham, the
legendary figure who established a covenant between the
Hebrew people and their God. A large open space near the
city center was used for gatherings, and a wide street led to
a 70-foot tall ziggurat in the northwest corner of the city.
Ur had two ports: one in the west where it touched the
Euphrates, and one to the north that opened to the Persian
Gulf. These ports still exist - complete with ships buried in
desert sand - in a state of decay and disrepair, miles from
any water source.
The inside of the ziggurat was clearly originally
designed as a temple to the moon god Nanna, but has since
been repurposed for darker uses. A Shedim has made this
abandoned temple into its lair, and is currently holding a
hostage.
A courier named Jadon was carrying copies of writings
from a Jewish Scholar named Hillel from Babylon to
Teredon. While traveling, Jadon stopped to rest in the
abandoned city overnight, and decided to investigate the
large ziggurat out of curiosity. Jadon was captured by the
Shedim and is now being held as a prisoner until the cult
here in Ur can decide what to do with him.
If the party investigates this ziggurat, they will find
the entrance guarded by a Shadow Mage and 2 Shadow
Cultists. No one has passed through Ur for days, and these
cultists are not paying close attention to their surroundings.
If the party gains entry to the ziggurat, use the “Forgotten
Temple” map on page 172 for a layout. If the party reaches
the lower level lair, they will find Jadon chained to the altar.
They will also be ambushed by the Shedim, who heard
them approaching.
Resolution and Reward. This abandoned temple
contains 1d4 art pieces that can be sold for 100gp each.
If the party escorts Jadon for the rest of his journey to
Teredon, the Synagogue there may also pay a reward for
their efforts.

Via Maris
“The Way of the Sea” is a highway constructed
along the coast of the Great Sea by the Roman Empire.
Connecting Memphis, Gaza, Jerusalem, and Antioch,
the empire sought to ease travel and increase its military
strength in the region. The natural beauty of the coastline
is starkly juxtaposed with the cruelty of the Romans,

117
as convicts were crucified and left to die along the Via make sure he is able to safely board his ship. If the party
Maris as a message to would-be criminals and those who agrees, Theo pays them the 100 gp immediately, and asks if
considered standing against the authority of Rome. he can come with them out of loyalty to his master.

Wilderness
If the party is traveling in the direction of Antioch,
they are approached by a young and haggard-looking
Roman page boy named Theo (LG Commoner). He asks
of Zin
the party in a panicked voice if they are headed to Antioch. A 600 mile expanse of scorching heat and dry sand,
He tells them that he has been traveling with a retired Zin is a treacherous and unforgiving place. Wild Aurochs,
Roman general of some renown named Germanicus. A few T’ifiri, and Saraph Serpents wander the harsh landscape,
days ago, Theo noticed that they were being followed by a and there is no shelter from the sun for those making the
scary-looking man in a black cloak. Fearing for his master’s trek into the desert. The ever-changing landscape of rolling
safety, Theo told Germanicus that they should seek refuge dunes and sand storms make it clear why the Israelite
in Damascus. Germanicus ignored Theo’s concerns, and people spent 40 years lost in this wilderness.
Theo awoke this morning to find a note from Germanicus If characters attempt to navigate an uncharted section of
saying that he would not be swayed from his quest, and the desert on foot, they must succeed a Survival or Nature
has set off for Rome by way of a ship out of Antioch. check (DC 17) or become disoriented. Each day that the
Germanicus also left Theo a bag of 100 gp, which Theo party becomes disoriented adds a day to the total travel
will gladly pay to the party if they can find Germanicus and time.

118
Random Encounter Table
As the party travels or takes down time, they may encounters can be a good way to insert events and nudge
encounter people, events, or dangers that exist in different the party back on track.
parts of the map. As the GM, you decide when to roll on To determine a random encounter, roll a d100, then
this table. It might be during a day spent traveling, during locate the roll under the column that best describes the
a short or long rest, or maybe because you just feel like it! party’s current location. Next, find that encounter on the
If the party is focused on accomplishing a goal or moving following pages (encounters are listed alphabetically) and
the plot forward, feel free to skip encounters that might read the description.
ordinarily occur. Likewise, if the party gets distracted or
visits a location that you are not prepared for, random

Encounter City/Town Desert Field/Marsh Great Sea River/Lake Road/Trail


A Quiet Day 01-02 01-04 01-07 01-11 01-14 01-03
A Request 03-12 --- --- --- 15-19 04-06
Bad Tenants 13-17 --- 08-14 --- --- 07-08
Bandits 18-20 05-07 15-21 12-23 20-29 09-10
Blood in the Water --- --- --- 24-27 30-41 ---
Cloaked Traveler --- 08-10 22-28 --- --- 11-12
Dangers of the Desert --- 11-25 --- --- --- ---
Disciples on a Journey --- --- --- 28-31 --- 13-15
Gentle Giant --- 26-31 29-35 --- --- 16-18
Good Samaritan --- --- --- --- --- 19-21
Hidden Treasure --- 32-37 36-42 --- 43-47 ---
Local Wildlife --- 38-44 43-47 32-37 48-56 22-23
Mercenary 21-23 --- --- --- --- 24-25
Merchant 24-34 --- --- --- --- 26-35
Mysterious Stranger 35-48 --- --- --- --- 36-39
Peace Talks --- 45-49 48-51 --- --- 40-44
Pearl of Great Price --- --- --- 38-47 57-64 ---
Prodigal Son 49-69 --- 52-55 --- --- 45-49
Shadows in the Deep --- --- --- 48-60 --- ---
Sicarii 60-71 --- --- --- --- ---
Slave Traders --- 50-59 --- 61-66 --- 50-56
Sower and the Seeds 72-77 --- 56-59 --- --- 57-59
The Strong Man --- 60-67 60-65 --- --- 60-66
The Visitation --- 68-70 66-69 67-69 65-67 67-69
Travelers 78-81 --- 70-79 70-73 68-84 70-79
Unjust Judge 82-93 --- --- --- --- 80-84
War Path --- --- --- 74-83 --- 85-89
Weather Events 94-96 71-90 80-87 84-95 85-90 90-95
Whispers in the Dark 97-00 91-94 88-91 96-00 91-00 ---
Witch of Endor --- 95-00 92-00 --- --- 96-00

119
Random Encounters A-Z

A Quiet Day Bad Tenants


“When he returned from his journey, he sent
servants to collect his produce,
Despite dark clouds on the horizon and distant but the tenants killed them all.”
flashes of thunder, the skies above you remain clear, -Matthew 21:33-46
and the next 24 hours pass without incident. As the party continues their travels, they pass by a large
estate that sits proudly just off of the main road. A worried-
There is no encounter today. The party can relax and go looking man with graying hair and clothing that indicates
about their business... for now. nobility approaches them as they pass by the front gate and
asks for a moment of their time. He introduces himself as

A Request Ramsen (LG Noble), a merchant who has recently returned


home to find himself in a desperate situation. He begs the
party for their help.
Two figures in brown robes approach from the distance.
Ramsen’s Quest. Ramsen explains that he purchased
They appear unarmed and are walking on foot (if this
and refurbished a beautiful vineyard only a few miles up
encounter occurs on the water, they approach in a simple,
the road in the direction the party is heading. Since he was
small rowboat). A character that succeeds in a DC 13
about to leave for a long journey, he leased the vineyard to
History or Religion check can identify these individuals
a man named Holox, who promised to take good care of
as Essenes, a sect of Judaism devoted to safeguarding and
it while he was gone. When harvest season came, Ramsen
studying ancient documents.
sent servants to collect rent from Holox. The servants never
The two Essenes have taken a vow of silence, and
returned. Eager to prove himself to his father, Ramsen’s
will not speak, but may still try to communicate using
young son, Tasso, set out to collect the rent himself. Tasso,
hand gestures. If the party allows them to approach,
too, was never heard from again. When Ramsen returned
they wordlessly deliver a sealed scroll, addressed to the
from his journey, he found his home in a state of panic, and
members of the party by name. The scroll is sealed with the
the few servants he has left are living in fear of what Holox
mark of the Essenes, and inside it reads:
may do next.
Harvest Season. Ramsen promises to pay the party for
To [names of party members]: protection as he investigates the fate of his servants and
I write with urgency to request your aid in a matter son. If the party agrees, he will depart immediately for the
of utmost importance. A contact tells me that you are vineyard, which lies only a short walk away.
capable fighters and can be trusted to keep a secret. If
you are free and willing, please travel with all speed to:
The walk passes quickly as Ramsen leads you
Bayit 32, Essene Quarter, Jerusalem. to the front gates of the vineyard only a few miles down
This is a matter of great religious and historical the road. A dirt path leads up to a picturesque cottage on
significance. top of a green hilltop. However, what was clearly once a
beautiful property with well-manicured lawns has fallen
into a state of disrepair. Empty wine barrels and other
The two messengers will turn and leave without waiting trash lies scattered about the ground as you make your
for a response from the party. If the party decides to way up the hill.
investigate this strange request for help and they travel to As you reach the front of the cottage, a grisly sight
meets your eyes. Littering the ground are the decaying
the address in the message, run the “Protectors of the Ark”
bodies of Ramsen’s servants and... Tasso, his only son.
encounter on page 222.

As it turns out, Holox is actually Holox “the Hammer,”

120
a wanted criminal and murderer from a neighboring The Bandit Captain may offer to let to part pass
city. Holox and his band of criminals have been using without trouble, but will charge a “fee” of 25 gp per person
the vineyard as a hideout for the past months. When the or one magic item. If the players pay the fee, the bandits
servants and Tasso came to collect rent, Holox the Hammer will leave the party alone. Each bandit carries 10 gp.
and his gang wasted no time in brutally murdering them.
Ramsen will be distraught over the death of his son,
and before any other decisions can be made, the front door
opens, revealing Holox, who snears:
Blood in the Water
As the party floats gently on their way (or makes camp
on the river’s edge), a creature from the deep attacks
“More rent collectors, eh? Let’s see if you’ll beg suddenly and viciously. This attack comes from either a
for your life like the last one did. Get ‘em boys!” Nile Crocodile, or 2 Deepmaws, whichever fits best.

The gang of murderous tenants attacks, with Holox the


Hammer (CE Giant Warchief) leading the charge, and his
Cloaked Traveler
band of criminals (4 Bandits) following his lead. Without warning, a cloaked and hooded figure appears
on the path behind the party, as though out of thin air.
“He put those wretched men to a wretched death.” Something about them seems... unnatural. Roll a d4 to
-Matthew 21:41
determine the identity of this cloaked traveler.
Resolution and Reward. If any members of Holox’s 1. Asmarath the Shedim. The cloaked figure pulls back
band of criminals is captured alive, Ramsen will execute her hood to reveal a hideous serpentine face. Asmarath (NE
them on the spot. Ramsen will pay the party 150 gp each Shedim) is a devoted servant of Lilith and has tracked
for their services. He will also request their aid in moving down the party to try and earn the approval of her mistress.
the bodies of Tasso and the other murdered servants back to Asmarath bears her fangs and whistles, summoning 4 Goat
his home so that he can mourn and prepare a proper burial. Demons. Together, the fiendish troop descends on the
If the party plans to remain in the area, Ramsen will also party. The Goat Demons will mindlessly fight to the death.
offer to let them stay in the vineyard cottage, free of charge. Asmarath is more cowardly, and will attempt to flee if
reduced to half of her total hit points.

Bandits 2. Raphael the Messenger. The cloaked figure waves


and greets his old friends as enthusiastically as angels can.
A group of (2d8 + 6) Bandits led by a Bandit Captain Raphael (LG Angel Messenger) has received word from
attacks the party. If this encounter happens on the road or on high that a poor widow is in need of aid. Raphael is
in the wilderness, the bandits attack from hiding, wearing traveling to help however he can. Because he is traveling
cloaks that allow them to blend in with their surroundings. in the same direction as the party, he may choose to travel
If this encounter happens on the water, they are pirates who with them until he reaches his destination. If Naamah has
attack from a longship and attempt to board the party’s not yet been defeated, Raphael will be visibly frustrated. He
vessel. If this encounter happens in a city, the bandits are does not question the will of God, and believes his mission
street thugs who attack from a dark to help the widow is important, but he still desires to defeat
alleyway. Regardless of the setting Naamah as soon as he is able.
and flavor of this encounter, the
attackers use the same stats. 3. Barachiel the Challenger. The cloak bursts into
flames revealing the radiant form of Barachiel (Angel
Challenger). Sword drawn, Barachiel proclaims his
challenge.

“Let any warrior who is poor in spirit and pure


of heart face me in single combat. Three days hence,
in the place they call Penuel on the shores of Galilee.
My challenge stands.”

Barachiel then vanishes in a flash of blinding light,


teleporting back to his station in Galilee.

121
4. Uriel the Guardian. The figure pulls back their cloak prejudice toward giants like Miko.
to reveal the serene face of Uriel (Angel Guardian). Uriel When the party finds Miko, he is hunched over a
walks calmly toward the party, with a pensive look on their knitting project, struggling the hold the knitting needles in
face, and sits with them. Uriel has come to give guidance, his massive hands. His aspiration is to become tailor of fine
but due to the nature of celestial beings, they cannot clothing, and hopes to one day work with dye artisans to
offer information freely. Instead, Uriel offers to answer create high-quality, beautiful clothing that even common
any single question truthfully, and with as much detail folk can afford to buy. He is on his way to one of the larger
as possible. Once the question has been answered, Uriel cities where he hopes to be accepted as an apprentice to a
vanishes. Until then, Uriel remains with the party, passively craftsman in the town market. Miko may agree to travel
observing their conversations. with the party for some time, if they are headed in the same
direction, but he is not an adventurer at heart, and will settle
Dangers in the Desert down as soon as he finds a city that can accept him for who
he is.
The desert dunes provide cover as silent desert predators Miko’s Fine Garments. Miko can create a custom
stalk the party. When the party stops to rest, they are garment tailored to the body of a creature if he spends a
attacked by one of the following groups of wild beasts: total of 12 hours of down time and 25 gp worth of supplies
1. (1d4) T’ifiri working on the project. While a creature is wearing one of
2. (2d4+2) Dire Wolves Miko’s fine garments, it gains advantage on all Charisma
3. (2d6+2) Goat Demons
4. (2d12+2) Saraph Serpents

Disciples on a Journey
The party encounters a group of 1d4 Commoners
dressed in traveler’s clothes and talking happily as they
walk along (if this encounter happens at sea, they pass by in
a refurbished fishing boat).
They are disciples of a teacher called Jesus of
Nazareth, and they are currently headed back to meet up
with him in either Galilee or Jerusalem. If the party appears
friendly, these disciples may approach and encourage the
party to come with them to meet Jesus for themselves. The
identities of these disciples is up to the GM, chosen from
the characters listed on pages 138.
Miko

Gentle Giant
The party stumbles upon the campsite of a lone giant
named Miko. Miko is a Giant Warlord with the following
changes. His alignment is Neutral Good, he has 138 hit
points, he has proficiency with Weaver’s tools and his
Warhammer attack is replaced with a Greataxe attack,
which deals 12 (1d12 + 5) Slashing damage on a hit. Miko
12 feet tall, with an extremely muscular build. Despite his
intimidating stature, Miko is a peace-loving fellow who
just wants to fit in with society. Unfortunately for him, this
has not been going well, and he has been cast out of every
city he has visited so far. Most mortal children are raised
hearing stories from the Hebrew scriptures that feature
giants as villains, such as the story of David and Goliath
or Og of Bashan. As a result, most mortals hold a strong

122
checks. Miko ordinarily sells garments like these for 50 gp, 6. A Hoopoe flies through the air above the party,
but for his friends he will make a garment for merely the singing a cheerful song.
cost of supplies, or for free if he feels that he owes them a
favor.
Mercenary
Good Samaritans The party meets a Spartan Mercenary named Ajax
traveling in the opposite direction. Ajax has traveled from
Sparta looking for work as a mercenary but, so far, he has
As you round a bend in the road, you hear not been able to find any work exciting enough to capture
shouting and the sounds of violence. As the commotion his interest.
comes into view, you see a group of bandits mercilessly If the party makes a good impression on Ajax, he will
beating a young man who lies motionless on the ground.
offer to stay in touch with them. In the future, if the party
wishes to hire Ajax to fight with them, he will charge 500
When they see the party approaching, the 4 Bandits take gp per combat encounter.
the young man’s money and clothes and attempt to flee. It
is up to the party whether to chase the bandits or aid the
young man. The young man is unconscious but stable, with Merchant
0 hit points. The party has a chance encounter with a merchant
who is selling something rare or interesting. Roll a d4 to

Hidden Treasure
“If you found a treasure buried in a field,
determine the identity of the vendor.
1. A very short and slight woman who only speaks
would you not sell all you had to go and claim it?” Chinese pushes a cart filled with bolts of fine silk and
-Matthew 13:44 jars of exotic spices. She also has a few items that
you have never seen before...
As the party travels through the wilderness, they notice
a disturbance in the ground, as though something has been Cost Item
recently buried. If they chose to investigate, they can spend 15 gp ea. Persian Arrow
30 minutes digging, at which point they find a chest. The
175 gp Bag of Holding
chest is locked (lockpick DC 14), and inside they find 1100
250 gp Wind Fan
(3d6 x 100) gp and 2d6 gems worth 50 gp each.
By Boat: If this encounter occurs while the party is 600 gp Jokoto
traveling by boat, the party notices the wreckage of a
sunken ship lying on the riverbed below. If they dive below 2. An enthusiastic salesman calls out to you as you pass
to investigate, they can discover the chest inside what by a large tent he has set up on the side of the road.
remains of the hull. Inside the tent you find stacks of rolled carpets of
Persian and Indian design, and the interior of the tent
smells strongly of sandalwood. Buried deep in the
Local Wildlife recesses of his inventory you find...

The party is startled by the sudden appearance of Cost Item


wildlife. These beasts are harmless, and merely passing 50 gp Potion of Healing
through. The type of wildlife depends on the current 100 gp Eversmoking Bottle
location of the party; various options are provided below. 250 gp Ring of Feather Falling
1. The thunderous footfalls of (2d4) Aurochs approach 1,000 gp Carpet of Flying
from the distance.
2. A herd of (3d6+2) Addax walk slowly in search of a 3. A shifty looking man beckons you closer. His face
new source of water is drawn and gaunt as though he rarely sleeps, and
3. A curious Agama stows away in a character’s bag. his pupils are so large that his eyes appear to be
4. A pod of blue whales can be heard singing in the entirely black. He speaks to you in low, hushed tones,
depths of the sea from the prow of the ship. offering goods and services that are both frightening
5. A Deepmaw moves lazily beneath the waves and tempting...
uninterested in the presence of the party’s ship above.

123
Cost Item
50 gp Dust of Disappearance
250 Medallion of Gomorrah
750 gp Mark of Cain Tattoo
925 gp Mark of the Guardian Tattoo

4. A portly woman wrapped in Parthian-style robes


leads a donkey pulling a cart filled with star charts,
scrolls, and codices. These documents appear to be of
a variety of ages, languages, and topics. She notices
your interest and says, “if you have coin, I have
knowledge...”
Cost Item
200 gp Roll once on the “Doing Research” table
350 gp Roll twice on the “Doing Research” table
450 gp Roll (3x) on the “Doing Research” table
500 gp Roll (4x) on the “Doing Research” table

Mysterious Stranger
A figure shrouded in a black cloak approaches the party
and asks for their help. Run the “Museum Heist” encounter
on page 164.

Peace Talks
The party happens upon a small hamlet in the hill
country here. Built on a freshwater spring, the people
of this small settlement are self-sufficient, and only
occasionally make the journey into larger cities to trade
crops and livestock for items they cannot make for
themselves. Normally friendly and hospitable to visitors,
the people of this hamlet today seem out of sorts and
frightened as the party arrives.
The Tide of War. This expanse of hill country is about
to become the scene of a bloody battle between Rome and
Parthia. Forces from either side of the conflict are gathering
just beyond the crests of hills to the east and west. Within
hours, thousands of Parthian Cataphracts and Roman
Legionaries will charge into battle, with this hamlet caught
in the crossfire. Even though the people of this settlement
are neutral in the larger conflict, there is little doubt that
they would be killed in the battle to come.
A Mission of Peace. The elders in this hamlet ask the
party to speak on their behalf to the leaders of the opposing
forces. Since the party has some renown in the area and is
generally known to be a neutral force in the conflict, the
people of this hamlet hope that the word of the party would
carry some weight in a peace negotiation. The elders of the

124
settlement will give the party all the gold they have (25 gp) missing.
if the party will attempt to negotiate peace (or at the very The Quest. A few months ago, this man’s youngest son
least a delay of battle) between the two forces. asked for his share of the estate so that he could go seek
Resolution and Reward. The Parthian forces are his fortune in a foreign city (chosen by the GM). The man
mostly mounted Parthian Cataphracts, and they are led agreed, and it has now been a very long time since they
by a general named Surenas (LN Parthian Spahbed). The have heard from the son. Fearing for his safety, the man
Roman forces are mostly Roman Legionaries, and they are would like to hire the party to track him down and make
led by a general named Crassus (LN Roman Centurion). sure he is safe.
How the party goes about preventing the coming conflict Resolution and Reward. The man’s youngest son
is up to them. If they are successful, the village elders is still in this foreign city. Having squandered his share
will offer them 25 gp as thanks for saving the lives of all of the inheritance, he is working on a swine farm where
the hamlet. Additionally, they will reveal the location of a he survives by stealing scraps from the pigs. He is too
hidden cave nearby that they believe may hold something embarrassed to return home, fearing what his father might
valuable. What this cave contains (and what dangers may say. If the party reports this to the young man’s father,
guard it) are up to the GM. he will gladly pay them 350 gp. If they can convince the
young man to return home with them, the father will double

Pearl of Great Price their pay. Additionally, if the young man returns home,
the father will plan a celebration that mimics the effects of
the Heroes’ Feast spell, and the player characters will be
“When a merchant finds a pearl of great price, he
will sell all he has to acquire it.” invited to attend.
-Matthew 13:45-46
As the party makes their way down the river, they come
upon the house boat of a wealthy merchant. The merchant, Shadows in the Deep
a middle-aged, balding man, stares forlornly down into the
depths of the water.
As you stand on the prow looking out over the
The Merchant’s Quest. This merchant trades precious sea, something catches your eye in the water below.
stones form around the world. He recently came into Squinting down into the murky depths, it takes you a
possession of a pearl of great price off the coast of India, moment to realize what you are looking at. The massive
and while he was admiring its beauty, accidentally dropped form of some kind of sea creature, several times larger
it into the water below. The water here is not too deep, and than your ship, glides silently beneath you. After a mo-
a faint glint is visible only about 50 feet below the surface ment, the gargantuan form vanishes into the darkness of
of the water. However, a DC 14 Perception check also the sea, leaving as suddenly as it appeared.
reveals the shadow of something large swimming in the
murky depths as well. The creature is a Tannin, an ancient terror of the deep.
Resolution and Reward. The pearl of great price is If the party sails in the direction from whence the tannin
partially buried in sand, and requires a DC 18 Perception came, they will soon find the wreckage of a longship
check to locate it. A character who swims to the bottom floating in the calm waters.
may attempt a Perception check once per round. There is
also a Deepmaw patrolling the area, that will attack any
creature it notices enter its territory. If the character can
retrieve the pearl, the Merchant will gladly reward them
Sicarii Plot
As the party passes through the crowded streets, a
with a Rare magic item, chosen by the GM.
Sicarius places a note into one of the character’s pockets,
and slips into the crowd unnoticed by any character with a
Prodigal Son Passive Perception below 26. The next time the party stops
to rest, or the next time that character reaches into their
A man had two sons, and the younger said, “give me pocket to retrieve something. The note reads:
my share of the inheritance, that I might seek my
fortune in the world.” He did not return home.
-Luke 15:11 “We heard that you have a reputation for
disrespecting authority figures. Are you looking for work
The party is approached by the wealthy owner of a
with good pay?
nearby estate in the countryside. He asks for the party’s
help in tracking down his youngest son, who has gone

125
The note ends by specifying a meeting time and location
in the city. This location will depend on the city the party
is currently in, and is chosen by the GM, but is likely near
a market, tavern, or other public area where it is easy to get
lost in a crowd and there are multiple routes in and out. If
the party goes to the meeting, they will be escorted down
an alley into a secret hideout, where they will encounter the
Sicarii, an elite group of assassins.
The leader of the group will introduce himself as
Barabbas. Barabbas is a Sicarius with the following
changes. His alignment is Chaotic Evil, he has an AC of
15 and 50 hit points. He may also wield Jael’s Dagger, at
the discretion of the GM (equipping him with this magic
item gives him a challenge rating of 5). Barabbas is always
accompanied by at least 2 other Sicarii who lurk in the
shadows nearby. Barabbas
Barabbas wants to see the city liberated from the of the Sicarii
oppression of foreign empires. Regardless of whether the
city is controlled by Rome or Parthia, he believes the best
way to send a message is by assassinating a local leader. Sicarii Contracts
Depending on the city, this may be a Roman proconsul, the
A Shedim has convinced the population in Thebes that she rep-
King of a Parthian city, or simply a town elder. Barabbas is resents a god. Execute her in public to prove her wrong. 750 gp
ruthless and remorseless in this quest, and will not hesitate Babylon needs new leadership. We want King Mithridates to have an
to kill innocent civilians and even children if he believes “accident” the next time he takes a walk in the Outer Gardens. There
that it will advance the cause of the Sicarii. must be no evidence that this was a murder. 1,200 gp
Sicarii Contracts. Barabbas has heard good things The people of Jerusalem are sympathetic to Claudia, the wife of
about the party from his network of spies, and if they Pontius Pilate. Kill her in a way that incriminates her husband. There
make a good impression on him at this meeting, change can be no evidence that connects her death to the Sicarii. 800 gp
the party’s status with the Sicarii Faction to “Allied.” The King Philip “the Tetrarch” of Damascus is in bed with the Roman
empire, and must be removed from power. 250 gp
party now has the option to post a contract with the Sicarri
network to arrange assassinations for 1,000 gp per target, A Roman general named Germanicus is responsible for quelling a si-
carii rebellion over a decade ago. He is now retired and is scheduled
although this price may fluctuate at the discretion of the to return home on a ship out of Antioch, but the Sicarii do not forgive
GM, and depending on who the target is. Additionally, the and do not forget. Kill him before he can board the ship. 500 gp
party can pick up contracts of their own, if they desire, *An open contract from Prince Gotarzes of Parthia: "I am interested
from the list of posted “Sicarii Contracts.” Most of these in hiring one of your best killers. Meherdates has had his turn on the
contracts are targets of importance to the Sicarii, but in throne, and now it is mine. Cut off his ears and leave him bleeding in
the interest of making money on the side, the Sicarii will the street at exactly noon, two weeks from today." 5,000 gp
also occasionally post open contracts from wealthy patrons A high-profile Roman senator is scheduled to depart on a pleasure
cruise out of Tarsus this weekend, but will be traveling in disguise.
looking to hire freelance assassins. Gain passage aboard the ship, uncover the identity of the senator and
If the party disrespects Barabbas or rejects the Sicarii’s feed them to the sharks. 950 gp
offer of friendship, change their status with the Sicarii to A tax-collector named Zacchaeus has betrayed his people and is
hostile. Barabbas may put on a show of allowing them to extorting the citizens of Jericho. Make an example of him. 150 gp
leave with no hard feelings, but they will be attacked during Proconsul Lucius Galerius is responsible for ordering raids on
the night by a team of 4 Sicarii assassins. several Sicarii hideouts. Find him in the city of Memphis, and leave
his body in the Rosetta as a warning of what happens when you cross
the Sicarii. 750 gp

Slave Traders James, the son of Alphaeus, owes a dept to Barabbas, and it must be
paid in blood. We have heard that he is now a follower of the man
The party crosses paths with a group of slavers headed called “Jesus of Nazareth” in Galilee. Locate James and bring him in
to sell their human livestock at an underground market in a alive for a “conversation” with the Sicarii. 500 gp
nearby city. There are 10 slaves (Commoners), and the mix *An open contract from an unknown patron: “Needed: team of ad-
venturers to join me in killing a god. This is a matter of personal ven-
of men, women, and children are chained together at the
geance, no questions asked. Come to Thonis; I’ll find you.” 2,000 gp
waist and dressed in ragged clothes.

126
The slavers consist of 6 Bandits and 2 well-dressed the party once and for all.
Bandit Captains. The slavers eye the party warily as they The party continues on their journey to find a Shadow
pass by. If the slavers believe they can win in a fight, they Champion blocking their path. Without a word, the dark
will attack and attempt to capture the party as slaves. If the warrior advances and attacks. If the party defeats the
party is captured, run the “Prison Break” encounter on page shadow champion, and at the discretion of the GM, there
170. may be a piece of parchment or other evidence of demonic
activity on its body.

Sower and the Seeds The Visitation


“A sower went out to sow, but some of the seed fell
among thorns, which grew and choked it.”
The party has done enough to earn the attention of the
-Matthew 13:3
leader of the Fellowship of the Beast: Lilith, Mother of
Darkness. Using the spell Visitation, Lilith appears in the
A small but comfortable-looking cottage sits on the presence of the party and smirks at them. Lilith’s version of
side of the path as you travel by. Seeing you, an elderly
the spell gives her visitation form 50 hit points instead of
woman waves from the window and shouts “could I
trouble you for some advice?”
10.
If this is the first time she has visited the party, she will
begin by engaging them in polite conversation. Her goal
The woman lives on her own, and one way that she is is to convince them to give up adventuring and return to
able to provide for herself is with a quaint little garden in peaceful, mundane lives. She will not hesitate to use any
her backyard. However, in the past few months, her crops information about the party that her Night Spirits have
have been destroyed by an unusual weed. Leading the party collected for her, including their deepest fears or guilty
into the rear garden, she shows them the source of her desires. Lilith will say whatever it takes to shake their
troubles. Thorny weeds cover the ground, and if any are confidence and tempt their hearts away from their mission.
picked, two new weeds magically grow in its place. If this is the second time that this encounter has
What is Going On? These weeds are the result of dark occurred, Lilith will simply attack. In her visitation form
magic. As it turns out, the man who owns the large estate Lilith has no weapons or lair actions, but can cast spells
next door to the elderly woman wishes to buy her house to and use Legendary Actions. Lilith’s visitation form is much
expand his own garden. In order to convince the woman weaker than her true form, but she will still attempt to
to part with her land for a low price, the wealthy man (CE cripple the party through any means available to her.
Noble) made a plan to corrupt her soil. He procured a
cursed stone imbued with a modified version of the Spike
Growth spell. He buried the cursed stone in his elderly
neighbor’s backyard and now plans to wait until she
Travelers
The party encounters a group of Commoners who
decides to sell her property, at which point he can remove recently had a strange encounter in a nearby city. Choose
the stone and return the land to normal. whichever city is closest from the list below.
Resolution and Reward. It is up to the party to uncover Babylon: People around the Hanging Gardens have
the mystery of the Sower and the Seeds. The woman cannot been going missing, but no bodies are ever found.
afford to pay them for their services, but if they are able to Jerusalem: A man named Jesus recently came through
reveal the dishonest action of her neighbor to the proper and said some very critical things of the local politicians!
authorities, they may receive a reward. Some people are calling him by the name “Messiah.”
Memphis: A group of explorers recently visited the

The Strong Man Great Pyramid west of the city and reported a strange noise
that seemed to come from within the pyramid itself.
If Satan is divided he cannot prevail; Tarsus: The Roman lifestyle is so decadent! It’s almost
the Strong Man must be bound before you can like there is a demon of gluttony controlling them...
plunder his house.
Thebes: Life in Thebes has gotten so depressing since
-Mark 3:27
they closed down the temples of Luxor and Karnak. It
Lilith has heard too many stories about the party and seems like you can’t walk more than a block without seeing
their exploits; she wants them dead. The Shadow of the advertisements for prostitutes in the city now.
Beast was able to locate the party using divination magic,
and their best warrior has been dispatched to put an end to

127
Unjust Judge Weather Event
“There was a judge in a certain town who neither A harsh weather event strikes suddenly, catching the
feared God nor respected any human being.”
party off guard. The weather event is different depending
-Luke 18:2
on where the party is when this encounter occurs.
The party is sought out by a woman desperate for help. City/Town: Dark clouds appear in the sky above, and
She explains that her husband died early in the year and, rain begins to fall. The rain is gentle at first, but quickly
because he died in the service of the city (he was a member becomes torrential. The entire city becomes heavily
of the city watch), the city treasury owes a good deal of obscured, and any creature that remains outdoors for more
money to the widow as compensation for her loss and for than 1 hour gains a level of exhaustion.
her husband’s many years of service to the city. However, Grass/Marsh: A dangerous thunderstorm blows in from
a corrupt judge in the city is challenging the widow’s rights the northwest. Violent flashes of lightning strike the ground,
to the money. threatening the safety of all creatures caught in the storm.
The Situation. The city’s policy is that the money must For each round, ask the players to roll a “luck check” by
be claimed by the widow within one year of the husband’s rolling a d20 (no modifier is added to this check). On a roll
death, or else it is forfeited to the city as a surplus that is of 5 or lower, the character is struck by lightning, taking
used to pay a yearly bonus to certain law makers in the city. 3d10 Lightning damage.
The judge is exploiting this policy by creating a court case Desert: A sandstorm sweeps in without any warning.
against the widow. If the court case goes on long enough, The area becomes difficult terrain and is heavily obscured.
the money will be forfeit, and the judge will receive a The sandstorm lasts for 5 rounds. On initiative 20 of each
healthy year-end bonus. round, all creatures not protected from the sandstorm must
The Quest. The widow has no other means of make succeed on a DC 15 Constitution saving throw,
supporting herself, and if she cannot receive the money taking 2d6 Fire damage on a failure, and half as much on a
that is rightly hers, she will be destitute. She is pleading success. A Bedouin tent is sufficient cover to protect against
with the party to intervene on her behalf. If the party has this effect.
any charismatic members, they can argue in court on behalf River/Sea: The water begins to churn violently as a
of the widow. If the party tends more toward intimidation, storm blows in from the northwest. The person helming the
they may instead confront the unjust judge directly. How ship must succeed on a DC 14 Strength or Dexterity saving
the party chooses to approach the problem is up to them. throw, or the ship will capsize. Whether or not the ship is
Resolution and Reward. If the party can secure the overturned, it is badly damaged in the storm. The ship’s
transfer of money to the widow, she will be very grateful, carpenter will need to make repairs on the ship before it can
and will offer half of the total sum, 50 gp to the party as continue its voyage.
thanks.

War Path Whispers in the Dark


“You are being tormented by an evil spirit.”
The party passes by a massive group of imperial soldiers -1 Samuel 16:15
armed for combat. If the party is in Parthian territory, the
2d4 Night Spirits creep silently closer to the party,
soldiers are Parthian Cataphracts and they are riding west
using their “Invisibility” feature. Their goal is not to attack
on horseback led by a Parthian Spahbed named Surenas.
the party outright, but to learn information to relay it to
If the party is in Roman territory, the soldiers are Roman
Lilith. Once the night spirits are within 30 feet of the party,
Legionaries and they are marching east, led by a Roman
they will use their “Dark Insight” ability to try and learn
Centurion named Crassus.
the secret hopes and fears of some of the characters. Once
Check the party’s status with the faction in question in
a spirit has been satisfied by learning something secret, it
the “Factions” section on page 139. If the party’s status
quietly departs to share the information with its master.
is “Hostile” and they are noticed, they will be arrested on
If a night spirit learns a particularly interesting piece of
sight (triggering the “Prison Break” encounter on page
information, it may not be able to contain its glee. Using
170). If the party is neutral or allied with the faction, the
the spell Minor Illusion, it will create illusory images
soldiers pay little attention to them, with their eyes fixed on
crafted from a character’s worst fears in an attempt to
the horizon as they nervously prepare for war.
corrupt or frighten the character.

128
Witch has been watching the party for some time, and has
Witch of Endor chosen to cross paths with them here and now for a specific
reason. She will likely offer them hard-to-attain information
or a powerful magic item in exchange for a small favor.
As you travel on your way, you soon pass a See page 325 for examples of favors she may suggest
small cottage with smoke billowing from the chimney.
as payment, or you can invent your own. The favors she
The cottage seems out of place here built so far from
will ask for always seem simple, and always have strings
the nearest civilization. As you stare at the cottage with
curiosity, the door creaks open, and an unseen aura attached.
seems to beckon you inward.

This cottage is home to the Witch of Endor, legendary


medium and spellcaster from the days of King David.
Although her permanent home is in the region of Galilee,
her cottage has a way of magically appearing and
disappearing in different locations across the map. These
chance encounters with the Witch always seem random, but
anyone who has dealt with the Witch before can tell you,
nothing she does is random.
If the party enters the cottage, the witch welcomes them
and bids them to come at sit at her table to share a meal.
Read page 324 for more information before running this
encounter to get an idea of the Witch’s motivations. The

129
Random Discoveries
d100 Discovery d100 Discovery
01-02 Clay jar containing aged mead mulled 53-54 Sling of Slaying marked with the
with Jericho figs and African cloves Hebrew letters “‫( ”דוד‬David)
03-04 Set of Roman Armor 55-56 A Roman brooch bearing the face of
05-06 Well-crafted set of gaming “Tali” Tiberius Caesar
07-08 A miniature bow and arrows made from 57-58 Joseph’s Silver Goblet
bronze 59-60 Purse containing 2d6 x 50 gp
09-10 Masterwork Gladius of the Centurion 61-62 Jael’s Dagger
11-12 The claw of a Zenido 63-64 Leather pouch containing a Pearl of
13-14 The long-lost Sword of Gideon Power
15-16 A wooden box filled with Chinese tea 65-66 Miniature goat carved from olive wood
leaves worth 50 gp 67-68 Wax candle carved with the face of the
17-18 Golden figurine of the Queen of Sheba Babylonian god Marduk
worth 125 gp 69-70 The floor plan to the
19-20 A pair of shackles sized to fit a medium Museum of Alexandria
humanoid 71-72 The Belt of Truth
21-22 Pouch of Cursed Silver Pieces 73-74 A Potion of Resistance
23-24 Potion of Water Breathing 75-76 Packet of Frankincense worth 75 gp
25-26 Bag of Holding 77-78 A pouch containing 1d4 Beads of Force
27-28 A spell scroll chosen by the GM 79-80 An hourglass of Roman construction
29-30 A bronze chest containing the 81-82 A sack of dried Myrrh worth 250 gp
Medallion of Gomorrah 83-84 Pouch containing
31-32 Set of Egyptian Armor Dust of Disappearance
33-34 Bottle labeled “Reedwine” worth 50 gp 85-86 Imperial voucher for free passage aboard
35-36 Pouch containing 500 gp of assorted any ship leaving from the port of Gaza
gems 87-88 Parthian rhyton filled with ceremonial
37-38 Prayer journal written in Akkadian oils
39-40 A proclamation from the emperor prais- 89-90 An insignia of rank from a Roman cen-
ing the heroism of a Roman general turion
named Germanicus 91-92 A Parthian ring depicting a bronze sphinx
41-42 Mysterious Diary written in Sanskrit 93-94 Blown-glass goblet worth 25 gp
43-44 An ancient key to an unknown door 95-96 Carved wooden doll
45-46 Periapt of Health 97-98 Bolt of Chinese silk worth 75 gp
47-48 A ticket voucher for free passage aboard 99-00 The Coat of Many Colors
a luxury ship named the “Laimargia”
49-50 The signet ring of a Roman procurator
51-52 A pendant etched with the star of David

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Doing Research

Introduction
Various locations throughout this adventure offer d20 Research Discovery
characters the opportunity to do research. Whether the 1 Caravanserai
party is searching for the 3 missing magi, seeking to rid 2 Dragon of Babel
the world of demons, or looking for the true identity of
the Messiah, there is always information to be gleaned 3 The Shipwreck
from visiting one of the many research hubs in the middle 4 The Tower of Babel
kingdoms. In particular, the library of Alexandria in Egypt
and the library of Ashurbanipal in Nineveh contain archives 5 The Spring of Tears
on a wide variety of topics. 6 Footprints in the Sand
The purpose of this section is to take the pressure off of
the GM when, inevitably, the party’s wizard asks to visit 7 Aphrodite’s Touch
the library. While rolling on this table may not always 8 Museum Blueprints
glean the answers a character is seeking, they will always
learn something. 9 The Carpenter of Nazareth
Using the Table 10 The Library Card
A character who spends the requisite amount of time
11 The Voucher
in a library or other repository of information may roll on
the table to the right. Because the higher rolls correspond 12 Holy Ground
to knowledge that is more difficult to find, the character
13 Gone Stargazing
should add their Intelligence modifier to the roll. After
the character has rolled, turn to the information on the 14 Noah’s Ark
following pages that corresponds to the roll (listed in
15 The Hanging Gardens
numerical order), and read the information out loud.
If a character rolls a repeat number in a future research 16 Second Nature
attempt (getting a result that has previously been learned),
17 The Ark of the Covenant
subtract one from the roll and read the result. If the
character has previously learned that information as well, 18 The Great Pyramid
continue to decrease the result by one until reaching a piece
19 Urim and Thummim
of information that has not previously been learned.
Optional Rule: Focused Reading 20 Caverns of Salt and Silver
Sometimes characters are trying to learn a specific piece 21 The Prophecy
of information, such as the location of a certain demon’s
lair. If the player states this intention before rolling, then 22 Arcane Breakthrough
you can apply the “focused reading” rule which allows the 23 The Burning Bush
player to learn the intended information, so long as they
roll higher than the requisite number. 24 Challenger at Penuel
For example, if the party is searching for the Spring of 25 The Behemoth
Tears (item 5 on the table), and they state this intention
before rolling, then they can learn its location by rolling a 26 Kadesh
5 or higher. Using this optional rule, if a player does not 27 The Leviathan
roll high enough to learn the information they seek, their
28 Karubiel
research session earns no information at all.
131
Research Results
1. Caravanserai doomed to die in the desert, Hagar prayed that God would
As you pour through old financial records in the Silk spare them. According to the story, an oasis magically
Road archives, you notice a series of transactions that sprung from where her tears hit the desert sand. A footnote
stand out to you. It seems that there is a waypoint at the to this story (translated from Sabaic) claims that this oasis
crossroads of the King’s Highway and the Silk Road where still exists to this day to the northeast of Ma’rib and is
many transactions take place, despite the apparent lack of known to desert nomads as “the Spring of Tears.”
any major town or city that you know of. Consulting a map
6. Footprints in the Sand
of the Parthian and Roman empires, you realize that this
The night grows late and you start nodding off as you
location is in neutral territory which allows merchants from
read through some boring letters between diplomats.
around the world to conduct trade without the oversight
Suddenly a familiar name catches your eye and you sit
of exorbitant imperial taxation. The bargain hunter in you
upright. A emissary from the kingdom of Sheba mentions
wonders what kinds of deals may be found at such a place...
that a Magi named Balthazar is in residence there, advising
2. Dragon of Babel Queen Makeda. According to the dates in the letter, Ma’rib
A collection of parchments translated from Akkadian may well be the last known location of this missing Magi.
tell the story of an ancient Mušhuššu (Splendor Dragon)
that used to live in the city of Babylon. It is hard to tell 7. Aphrodite’s Touch
which stories are true and which are based in myth, A diary entry from an Essene scholar who recently
but according to one legend, this dragon had accrued a returned from Thebes, Egypt mentions an increases in
massive cult following of Babylonians who worshiped it prostitution centered around a brothel called “Aphrodite’s
as an incarnation of their god Marduk. This cult was only Touch.” The entry goes on to name the proprietor of the
abolished when a prophet named Daniel outsmarted the establishment: a devious woman named Seraphine. This
dragon and poisoned one of its offerings. According to this diary does not include an address, but mentions that the
legend, the body of the mušhuššu still lies in an abandoned brothel is located near the ancient temple of Luxor. Based
temple on the outskirts of the city to this day. on a few other context clues you pick up from the diary,
there remains little doubt that this is, in fact, the lair of
3. The Shipwreck Naamah, archdemon of lust.
Reading through an ancient Egyptian codex, you find a
footnote that tells of a solar barge belonging to the Pharaoh 8. Museum Blueprints
Amenemhat sunk in the Red Sea several hundred years Searching through old scrolls and records from
ago. According to historical accounts, there may have been Alexandria, you find the original building blueprints for
valuable items from the royal treasury aboard that were the Library and Museum of Alexandria. In particular, you
never recovered. What’s more, you think you can pinpoint notice that the Museum has a vault where precious relics
the exact location of the shipwreck in the Red Sea. are stored, and you can’t help but notice that this vault
seems like it would be easy to break into... if someone
4. The Tower of Babel wanted to.
You find yourself reading a fascinating tale about an
ancient civilization that attempted to build a tower that 9. The Carpenter of Nazareth
reached all the way to heaven. According to the legend, the In the section of regional temple archives, you find an
tower was destroyed by God, and the people who built it old report of a scandal in the region of Galilee. According
were cursed to speak all different languages. Based on the to the report, a man named Joseph impregnated a young
descriptions of the geography in this text, you are fairly girl named Mary to whom he was betrothed, but not yet
sure that you can locate the ruins of this ancient structure married. The report goes on to mock the couple for their
called... The Tower of Babel. indecency and speculate about the future of their bastard
son, whose name is not mentioned. However, something
5. The Spring of Tears strikes you as odd, and you begin cross-referencing
You read a story about a woman named Hagar. After travel logs in the area. After a little digging, you find
she and her newborn son were cast out of their tribe and financial records that Joseph was working as a carpenter

132
in Capernaum during the month of their alleged tryst.
Furthermore, a letter from a Rabbi named Nicodemus
claims that Mary was on a young women’s retreat in
Jerusalem at the time. The relationship indicated by the
scandal report seems to be impossible. You are not sure
what relevance this information has to your current quest,
but a nagging suspicion in the back of your mind makes
you wonder if there is more to this story than meets the eye.
You hastily jot down the home address for Mary and Joseph
in Nazareth, Galilee. Maybe it’s nothing...
10. The Library Card
After a full hour of perusing through records of
inventories and purchases from libraries around the
world, you suddenly notice a name that you recognize.
According to some transactional records from the Library
of Alexandria, a renewal was filed on a request to access
the lower level archives by Melchior, one of the 3 missing
Magi.
The dates on Melchior’s request are less than a few
months old, which means that he may still be in the vicinity
of Alexandria, if not still doing research in the library itself.
11. The Voucher
Covered in dust in a forgotten corner of the room, you
find a box of uncatalogued documents. A note under the
lid of the box indicates that these items were donated to
the archives by the widow of a Roman noble who went
missing mysteriously a few months ago. Among various
other documents you find a voucher for passage on a luxury
cruise ship called “The Laimargia” departing from a dock
in Tarsus. The date of departure is the same as the date the
noble went missing. It might be nothing, but sinking feeling
tells you that something isn’t right in the city of Tarsus.
12. Holy Ground
According to an ancient Hebrew story, God appeared
to talk to a man named Moses at the top of a mountain in
the Sinai peninsula. According to legend, people who are
in desperate need of answers still make pilgrimages to this
mountaintop today, hoping that God will reveal answers to
them.
13. Gone Stargazing
As you sift through a mountain of uninteresting legal
documents, you suddenly notice something interesting. A
plot of land was purchased on a mountaintop on the island
of Cyprus for the stated purpose of building an observatory.
The land had previously belonged to the estate of a wealthy
Olive Oil merchant named Barnabas, and the name of the
buyer is “Caspar” which also happens to be the name of
one of the three missing Magi. The observatory appears to
have been constructed near the northwestern peak of Mt.
Troodos.

133
14. Noah’s Ark space was reserved in the subterranean chambers for a
You find a collection of writings on the topic of Noah’s goddess the Egyptians refer to simply as “The Buried
Ark. Since this is a story you have heard many times Queen.” The document also notes that workers who
before, you are about to set the documents aside. However, constructed this subterranean dungeon soon after went mad
as you place the stack of charts and notebooks back in with greed, hoarding any treasure they could get their hands
their box, a folded scrap of parchment falls to the floor. on. This document leaves little doubt in your mind that the
The writing on it looks ancient and is entirely written archdemon of greed, Mammon the Corrupter, can be found
in Hebrew. It appears to be a collection of coordinates beneath the Great Pyramid of Giza. However, what horrors
charting the likely route of Noah’s ark to its resting place. await you in her underground labyrinth remain to be seen.
According to what you can decipher from the charts and
scribblings, it appears that the ark crash landed somewhere
19. Urim and Thummim
You find yourself researching the history of two
on Mt. Ararat as the waters of the Great Flood receded.
legendary artifacts. The small ritual stones known as
15. The Hanging Gardens the Urim and the Thummim were once legendary tools
You find a collection of reports filed by the Order of of divination used by prophets and by the chief priests.
Blades in the city of Babylon. The record keeping is a However, in the wake of the destruction of Solomon’s
bit sloppy, but it seems that there have been a string of temple, they were feared lost forever. From what you can
disappearances around the Hanging Gardens over the last tell in your research, one of the stones, the Thummim,
few decades or more. These disappearances always seem was taken to the Babylonian city of Nineveh, where it was
to follow a pattern, with the victim slowly becoming more kept in a temple on the west bank of the Tigris. There is
and more prone to laziness before eventually going for no record of where the other stone, the Urim, went. In fact
a walk and never returning. The Order of Blades do not there are no recorded stories of it ever leaving Jerusalem,
have any theories, and do not seem interested in following and it is likely buried deep below ground, with the ruins of
up on these cases. In fact, it seems like the authorities in the first temple.
Babylon have been extremely lazy in their approach to law
enforcement in general. One might even say... slothful...
20. Caverns of Salt and Silver
You find a series of journals from Jewish mystics who
16. Second Nature are discussing the topic of exorcism. According to their
Time seems to fly as you become totally absorbed in studies, there is a particular demon (or rather, a collection
an instructional booklet. Curled up by a small fireplace of demons) that calls itself “Legion” in the region of Judea.
in a quiet side room, you read the booklet cover to cover. Based on eyewitness accounts, whenever the demons who
You’ve been meaning to do some more reading on this call themselves Legion are expelled from a victim, they
topic, and just haven’t found the time until now. You gain take on the true form of a herd of Swine, and run into the
proficiency in an ability of your choice. nearest body of water. The majority of these stories take
place near the dead sea. You begin to form a theory that
17. The Ark of the Covenant Legion’s lair is actually in one of the Salt caves adjacent to
About 600 years ago, the empire of Babylonia invaded the Dead Sea.
Jerusalem and destroyed the temple. For many years, it
was feared that the most important religious artifact in the
21. The Prophecy
You find a torn scrap of parchment. Although it seems
world, the Ark of the Covenant, was lost forever. As you
unimportant at first, realization dawns on you that you
read a large tome detailing transactions from the temple
have seen this handwriting before... in the temple of fire in
mount in Jerusalem, you notice a suspicious shipping
Teredon. This is the second half of the Prophecy!
receipt. On the night before the temple was destroyed, a
Reading it in full you now realize that the sword
large package was mysteriously shipped from the temple
mentioned in the first half is not a reference to a weapon
mount to an address in the Essene quarter (Jerusalem
wielded by the Messiah, but a weapon used against him.
area 7). There is no record of what was in the package.
Furthermore, the last line of the prophecy seems to indicate
However, there is also little evidence that the Ark of the
that the Messiah must die in order that the prophecy must
Covenant was ever taken by Babylonia.
be fulfilled. This is an earthshattering revelation, and one
18. The Great Pyramid that does not fully make sense to you. These questions need
Ancient stone tablets, translated from Old Egyptian, answers... and the only one who seems to have them is the
detail the building plans of the Great Pyramid in the desert Messiah.
west of Memphis. According to the blueprints, a massive

134
24. Challenger at Penuel
You read a story about a man named Jacob who engaged
in single combat with an angel, and after winning was
given a new name by God. Legends abound of these
“challenger angels” who come to earth specifically to
test the might of God’s greatest mortal warriors. In this
particular instance, you think you can actually pinpoint the
location of this encounter... somewhere along the southeast
shore of the Sea of Galilee...

25. The Behemoth


Legend tells of an impossibly large creature called
“Behemoth.” According to the stories, the creature is
slumbering beneath the earth in an unknown location until
the end of the world. Based on a collection of eyewitness
accounts from a time when the beast still roamed the
earth, you think you have narrowed down its location.
The creature was last seen lying down to rest in the Lotus
Marshes on the shore of the Persian Gulf.
26. Kadesh
In a collection of ancient historical texts you find an
account of a bloody battle between the Egyptians and
the Hittites in the Wilderness of Zin. Unwilling to carry
the bodies of the fallen back to their homelands, both
the Hittites and Egyptians agreed to excavate a massive
underground tomb to inter the fallen. It strikes you that this
abandoned subterranean fortress is exactly the sort of place
that Lilith and Abaddon could use as a permanent base of
operations...
25. The Leviathan
22. Arcane Breakthrough Legend tells of an impossibly large creature called
You find yourself absorbed in a codex about forgotten “Leviathan.” According to the stories, the creature is
rituals and magic from times long ago. The codex itself slumbering somewhere in the Great Sea until the end of the
seems to be imbued with some kind of magic as you read world. Based on a collection of eyewitness accounts from
faster and faster, consuming the knowledge at a feverish sailors, you think you have narrowed down its location to a
rate. When you finish reading the book, you find that you specific region of the Sea. A massive whirlpool called “The
have perfect recall of all theories contained within. Choose Deep” seems to mark the location of Leviathan’s rest, as it
a spell of 3rd level or lower from any class list. You learn is caused by the gargantuan creature’s breathing beneath
this spell and always have it prepared, but it does not count the waves.
against the spells you know. You may cast this spell once
per day without expending a spell slot. You can also cast
28. Karubiel
Among the dust-covered archives, you find a scroll that
it using any spell slots you have of the appropriate level.
appears at least 1000 years old. The author is a man named
Intelligence, Wisdom, or Charisma is your spellcasting
Enoch, and is written in equal parts Hebrew, Celestial,
ability for this spell (chosen when you select the spell).
and strange shapes that do not convey any clear meaning.
From what you are able to decipher, the work is concerned
23. The Burning Bush
with the power of names. Near the end of the scroll, in
You read a mysterious journal entry from a traveler
the margin of the parchment is written the single name:
named Strabo. Strabo records a conversation with some
“Karubiel.” It is unclear who or what this name belongs
Midianite nomads who claimed to have discovered a cave
to, or if Enoch was even in his right mind when he wrote it
containing a burning bush, and that God spoke to them
down.
through this bush.

135
Visions, Prophecies, & Dreams
How to Use These Tables 2 You are seated in a dining room filled with patrons who are all
God works in mysterious ways, and sometimes this wearing masks. The room sways from side to side, making you
means communicating important information through a feel dizzy. You wake up vomiting salt water.
vision, dream, or prophecy. Many places in this module 3 You are a sea gull cruising above blue waters that extend in
will refer you to roll on a “Visions” table, but you can also all directions. You watch as merchant ships and even a rather
choose to give a player character a vision if you feel that large island pass beneath you. Eventually you reach the shore-
line and stop to rest on the rigging of a ship. Passengers wait in
the game is moving too slowly or if the party becomes lost. line to board the ship, but when you look down you realize that
The visions here are divided into tables by important when they step on board they are not stepping into a ship at all,
location. Generally, you should choose the table that but into a boiling cauldron of stew.
coincides with a location or quest that the player is 4 An Angel Messenger appears and says:
actively working toward (such as a Prophecy Cleric’s “The tainted shores of Tarsus taught
“Sacred Mission”). Choose a vision to read for the player, What many sailors have forgot.
Fish caught by gluttony wrought
or determine it randomly (re-rolling visions previously That ancient evil which must be fought.”
experienced). If you run out of visions, or feel inspired
to create your own, use the “General” table and insert or BABYLON (Beelzebub’s Lair)
improvise any information you want!
d4 Vision
THEBES (Naamah’s Lair) 1 You see an old man hunched over a flower bed, peacefully
d4 Vision watering his crop. The flowers are bright and beautiful, and
something about the smell of them makes you feel drowsy. As
1 You dream of your first crush from your hometown. Something you drift off to sleep, you notice that the old man is watering
about the way the setting sun reflects off of their skin makes the flowers not with water, but blood.
you feel warm inside. As you lean in to kiss them, they plunge
a knife into your heart. As you come to you realize that you are 2 You lie down for a quick nap in the most beautiful flower
facing the direction of the sunset - to the southwest. garden you have ever seen. Suddenly you find that you cannot
move. As you struggle in vain, the ground swallows you alive.
2 You see a grand palace rise from the sands along the bank of You wake up gasping for breath.
the Nile river, and into it march a endless line of young girls. A
voice whispers in your ear. “Come, and feel the touch of Aph- 3 You are in the body of an eagle, flying high above the Euphra-
rodite. These girls are just playthings, and for the right price, tes river. You see trees and ruins pass below you, before you
you can have as many as you want, as often as you want.” eventually fly above a sprawling city that straddles the river
below. Suddenly fear grips you as you feel the presence of
3 You are lost in a swirling maze of luscious silk curtains em- ancient evil. Looking down, you see a massive garden. Some-
blazoned with Egyptian hieroglyphics, and the soft laughter of thing about the rows of flowerbeds makes you think of teeth,
young lovers can be heard in the distance. A tingle of pleasure and you fly away as quickly as possible.
caresses your inner thigh. When you look to see what caused
it, you realize the floor is littered with the blood-spattered re- 4 An Angel Messenger appears and says:
mains of human bodies, and a woman’s voice whispers in your “Sow and reap, grow and sleep
ear, “It’s too late to stop me.” Lie down where flower meadows creep
The sheep of Babylon still weep
4 An Angel Messenger appears and says: For roots of evil do run deep.”
“The Nile flows North, but South you must go,
Against the tide, where Luxor glows
In Thebes the grace of God bestow PYRAMIDS (Mammon’s Lair)
Strike down Lust where she reaps and sows”
d4 Vision
TARSUS (Moloch’s Lair) 1 You are a child again, opening gifts during a holiday, but
something is wrong. You don’t even care what’s inside the
d4 Vision gifts, you just want more...more...more. When you wake up
1 You are seated at an ornate wooden table of Roman design, you are clutching a handful of hot desert sand.
sitting in a restaurant with a beautiful view of a mountain 2 You wander aimlessly through underground passageways
range to the north. As you begin to eat, you feel overcome with adorned with Egyptian hieroglyphics. Soft whispers echo
hunger, eating faster and faster until you start to consume the through the corridors and you can faintly make out a voice that
plates, chairs, and table itself. whispers, “Egypt is mine, mortal. Stay away or die.”

136
3 Your companions are sleeping near you, and you are suddenly 4 An Angel Messenger appears and says:
overcome with an otherworldly greed. You begin quietly going “A Prince in name but not by birth
through their bags and pockets to steal their gold. When your would sell his soul to rule the earth
arms are so full that you cannot carry any more, you look up to In Ecbatana lies the crown
find that you are standing at the foot of a massive pyramid as and he will seize it, unless struck down.”
the sun rises behind you. 5 You walk through crowded streets filled with people shouting
4 An Angel Messenger appears and says: in Aramaic in a city you soon realize is Jerusalem. As you
“Pass through Memphis headed west walk, you accidentally bump into a woman holding a jar of
to whence queen of greed finds rest water. When you turn to apologize, she winks at you and then
Below the Pyramid lies your quest beckons you to follow.
but be prepared for many tests.” 6 You stand the gates of a great port city with the Great Sea
stretching out to the North. As you watch, the towers and
SALT CAVES (Legion’s Lair) spires of this city collapse and sink into the water until they
completely disappear. You look to your right and notice a
d4 Vision woman standing next to you, staring out at the sea.
1 Your disembodied spirit floats through a network of under-
ground tunnels. Narrow shafts of light descend from vents that GENERAL (create your own)
lead to the surface above, where voices can be heard speaking
in Aramaic. As you drift deeper, you hear even more voices,
d10 Vision
but these are in your own head. These voices grow louder and 1 You are in your childhood home, and a scratching noise can
louder as you reach what you know to be the end of these cav- be heard beneath the floorboard of your bed. Tearing up the
erns. As you reach the last cavern, a single clear voice screams floorboards, you find a scrap of parchment addressed to you.
in your head: “We are Legion!” When you wake up, you find a You open the parchment to find the following words...
sack with 30 pieces of silver has been added to your inventory.
2 You are gliding silently through the clouds, riding on the back
2 You are a drop of rain water falling from a stormy sky. As you of a Sunwing. As the sun rises in the east, the great bird turns
fall, you can clearly make out the sea of Galilee and the Jordan its head back to you and says...
river as lightning reflects off the surface of the water below.
3 A Cherubim descends from the heavens, holding a red-hot
You fall until you strike the ground somewhere in the Galilean
coal with a pair of tongs. Wordlessly, the celestial reaches out
countryside. As you sink into the sand, you feel like you can
and touches it to your lips. You take 2d6 fire damage from the
hear the squealing of pigs somewhere below you.
scorching pain, but as it subsides you suddenly remember...
3 You see crowds of people milling about the streets of Jerusa-
4 You find yourself floating down a river on a raft made from
lem with oddly vacant expressions. You awaken holding a let-
driftwood. The cloaked figure sitting across the table from you
ter addressed to you. It reads: “Dear travelers, please meet me
casually reaches out and moves a game piece before saying,
at my cottage in exactly one week. We have much to discuss.
“your move.” You look at the game board and realize that...
You can find me in Endor, Galilee.”
5 You are in a small wood-working shop somewhere in Galilee.
4 An Angel Messenger appears and says:
You are overcome with a desire to finish a project, and you
“Salt above and salt below
work through the night cutting, sanding, and assembling your
Salt wherever dead things go
project. When the sun rises, you realize you have created...
In Galilee for weal or woe
Find the crypts and venture below.” 6 An Angel Challenger clad in full celestial armor approaches
you from the east. It hands you a scroll, but as you are about to
open it, the angel shakes its head and gestures to your mouth.
MISCELLANEOUS (various locations) You eat the scroll, finding that it tastes like honey. When you
d6 Vision awaken, you realize you know something that you previously
did not...
1 A cherished stuffed toy from your childhood is being escorted
by guards into a gladiator arena. Your toy is trembling with
7 You walk across the scorched earth of a smoldering battlefield.
Lightning crackles silently across the blood-red sky, and you
fear and looking around with pleading eyes. As the toy is led
are overcome with an intense feeling that...
to its death in the arena, a sign above the gate reads “Nimrud
Circus.” 8 You dream of a ladder reaching up to heaven, with angels
ascending and descending it. You approach and begin to climb
2 You stand on a simple dirt road, in front of a sign that reads
the ladder, and from your vantage point you see...
“East to Nineveh” and “West to Damascus”. A pure white
dove clutching an olive branch in its beak sits on the sign. It 9 You dream of a vine that has three branches, and each branch
makes eye contact with you for a moment as though beckoning bears a cluster of grapes. You squeeze the grapes into a goblet
you to follow, before flying away due north, where a massive and notice something odd in the reflection of the wine...
mountain looms in the distance. 10 You are standing in the throne room of a royal palace. Without
3 A group of 7 young teenagers huddle together in an under- warning, the fingers of a human hand appear and begin writing
ground tunnel. Footsteps can be heard overhead, shouting in on the plaster of the wall, next to the lampstand. You approach
Latin. The only distinctive marking is some graffiti on the cautiously and read the following words, now inscribed on the
tunnel wall that reads “Undercity.” wall...

137
Allies and Associates
Allies Table. The table below lists a selection of NPCs. complications this may cause. Refer to the page number
During the course of this adventure you may find the need associated with the NPC for more information about them.
for an NPC to join the party either to balance combat or Angry Mobs can form in any urban area, at any
provide a little guidance. The allies and associates that time. Zealots have a special ability to gather mobs, but
the party may meet are listed alphabetically in the table if the party makes the common people aware of political
below, along with the location in which they are most corruption or other dangers, there is always a chance that
likely to show up. Continue reading for advice on how and the common people will band together to help out.
why particular NPCs may show up in the story, and what Barabbas will not help out of the goodness of his
heart. If he comes to the aid of the party, he will certainly
NPC Location Page consider the party to be indebted to the Sicarii moving
Angry Mob Any city 278 forward.
Ara Ecbatana, Nineveh, Nimrud 90 Ajax, or any other mercenary for that matter, can join
Artemis Nineveh, Tarsus, Nimrud 104 the party in any location, at any time, with very little
Ajax Any 123 explanation. The catch is, mercenaries will want to be paid
for their services.
Barabbas Judea, Any 126
Celestials like Barachiel, Raphael, or Uriel are
Barachiel Galilee, Any 208
enigmatic, and blindly follow the will of God. They are just
Balthazar Sheba, Teredon, Zin 158 as likely to show up and help in a time of crisis as they are
Caspar Cyprus 162 to stand by and allow fate to take its course.
The Elder Baptist Any 113 Magi like Balthazar, Caspar, Melchior, and Wu Mei are
Germanicus Antioch 76 altruistic searchers for truth. They will always aid the party
John the Baptist Judea, Damascus, Zin 299 if they can, although their talents make them better suited
Makeda of Sheba Sheba 310 for research and preparation than for combat.
Makeda, the Queen of Sheba is a fun addition to any
Melchior Egypt 160
party, although justifying why she shows up without a full
Menilek Sheba 100
legion of Zin’tori is a bit difficult. If you want to have
Miko Tarsus, Damascus, Any 122 Makeda join the party, then perhaps Rome or Parthia has
Nabonassar Babylon 79 finally besieged Sheba. While the Zin’tori fight off this
Raphael Egypt 51 threat, Queen Makeda has joined the party in their efforts
Selene Egypt 116 to root out the corruption that is causing the conflict in the
Tibebo Iskinder Zin 111 first place.
Uriel Any 122
Mages like Nabonassar, the Elder Baptist, Ara, or the
Witch of Endor are extremely powerful allies who will
Witch of Endor Any 67
contribute to combat more than any single player character.
Wu Mei Teredon, Babylon, Malgium 324 However, they are also more likely to have their own
agenda. The Witch of Endor may consider that the party
When to Use NPCs now owes her a favor, and Ara will most likely summon the
Adding an ally is a quick and easy way to balance difficult
combat encounters, and friendly NPCs allow the GM a voice that
party for an audience with Prince Gotarzes.
they otherwise wouldn’t have, which can be useful for giving clues
or pointing the party in the right direction. NPCs should never steal Telling Stories with NPCs
the spotlight or become the hero of the encounter; remember: the If you need to add an NPC to balance an encounter, don’t just
player characters should be the heroes of the story, but even heroes have them appear from nowhere, and disappear when the combat is
occasionally need a little help. The following are reasons that you may over. There should also be a meaningful narrative reason why the
want to consider having an NPC show up. NPC happened to be passing through. Maybe the NPC has important
• The party is about to lose a deadly combat. news to share with the party? Maybe they are on their way to a new
• The party is unsure where to go next. location? Maybe they have their own goals and are planning to betray
• The party is small (3 or fewer players) the party when the time is right...

138
Factions
What’s a Faction? alliances. Using factions in your game does not change the
Factions are organized groups of people who are balance, and is completely optional.
dedicated to a common goal or idea. Often, factions are Using Factions
involved in the politics of a certain region and use their The following pages detail the factions that the
influence and resources to further their own goals. In this party may encounter in this adventure. At the start of
module, even the great empires of Rome and Parthia are the adventure mark the party’s status with all factions
sometimes referred to as “Factions.” Being allied with as “Neutral” Each time the party has an encounter with
a particular faction can come with some huge benefits, a faction, or accomplishes goals that affect a faction,
but often it may also put you at odds with other factions. their status with that faction may change to “Allied” or
For instance, forming an alliance with Rome gives you “Hostile” and back again. Keep track of these relationships
a powerful ally, but if this alliance is public, it may also on the following pages, and take note of what benefits or
change your status with Parthia or the Sicarii to “Hostile,” consequences result from the party’s actions as they move
and vice versa. Using Factions in your game can add a fun through the campaign. Remember that even small actions
political twist to the narrative, but some groups may prefer (such as speaking to a politician disrespectfully) can impact
to play the game without the pressure of making political the party’s status with a faction.

139
Rome
Rome is a powerhouse military force
Parthia
The Parthian Empire prides herself
Sheba
Despite being a fraction of the size of
with a singular focus on expansion and on staying better informed than her its neighboring empires, Sheba boasts more
an obsession with law and order. It takes arch-nemesis, Rome. Anyone who shares wealth than any other nation in the Middle
a great show of commitment (such as knowledge of secret Roman encampments, Kingdoms. If you earn the favor of the
taking up arms against Parthian soldiers) armaments, or tactics will earn themselves Queen (usually by performing a difficult
to become recognized as a Roman ally, the title of Parthian ally. task at her request), you can expect to be
while any rule-breaking or illegal activity ALLIED: As a show of gratitude rewarded for your troubles.
could mark you as “Hostile,” and twice as for sharing your knowledge with ALLIED: You have the respect of
quickly. Parthia, you gain free passage aboard Queen Makeda. If you request aid for an
ALLIED: In recognition for your any ship departing from a Parthian port. upcoming mission, Makeda will provide
services to the empire, you are always Additionally, your status grants you an you with one of the following benefits.
granted an audience with the local audience with the King of any Parthian- • The assistance of captain Tibebo
proconsul, and two Roman Legionaries controlled city if you ask. Iskinder (Zin’tori Veteran)
will attend to your needs while you stay NEUTRAL: You may be • Access to the library of Balthazar for
in Roman-controlled cities. Additionally, stopped and interrogated by Parthian preparation research.
you always ignore random encounters with Cataphracts, who do not take kindly to • Up to 1,000 gp worth of equipment
Bandits, who know better than to incur the strangers. and weapons from the Sabean
wrath of the empire. HOSTILE: You are barred entry armory
NEUTRAL: You will be subject from all Parthian-occupied cities. For each NEUTRAL: You will be allowed to
to routine searches and questioning at day you spend in Parthian territory, there enter Sabean territory, but will be closely
the gates of major cities under Roman is a 15% chance that a unit of 3 Parthian watched by Zin’tori Scouts.
authority, and will be watched closely by Spahbeds will appear and order you to HOSTILE: Crossing the Queen
patrolling Roman Legionaries. leave Parthian land immediately. ends in death. You have three days to leave
HOSTILE: You are barred entry Sabean territory. At sundown on the third
from all Roman-occupied cities, and day, 1 Zin’tori Veteran and 5 Zin’tori
wanted posters have been posted for your Scouts come to assassinate you if you are
arrest. For each day you spend in Roman still in the area.
territory, there is a 15% chance that a
search party of 10 Roman Legionaries
led by a Roman Centurion comes looking
for you.

140
Zealots
The Zealots are Jewish freedom fighters
Skiritai Sicarii
The Skiritai were once the elite tactical The Sicarii are a violent extremist
who seek to drive out the oppression unit of the kingdom of Sparta. The first into splinter group within the Zealot movement.
of empires like Rome and Parthia and combat, and the last out of it, the Skiritai While Zealots have always condoned
restore freedom to their homeland. The served as a kind of “advance guard” that violence against oppressive authorities,
Zealots use custom-minted coins to pass kept the dangers of the world at bay. Now the Sicarii took this idea farther, carrying
secret communications with their allies that Sparta is fading from the world’s stage, out campaigns of intimidation and
throughout the cities in which they operate. A group of Spartan Mercenaries calling assassination against fellow Jews who they
To become their ally is, usually, to become itself “the Skiritai” is gaining some renown perceived as sympathizers of the tyrannical
an outlaw yourself. in the northern territories. No longer loyal regimes. The Sicarii are radical, violent,
ALLIED: You learn secret to any flag, the Skiritai are comprised and extremely dangerous. They can be
routes through city alleyways to avoid mostly of Spartans, but also of defected found in most major cities, but you will
the authorities. You may now safely Roman and Parthian soldiers looking for never notice their presence.
move throughout any city, even if your a new life. Despite being mercenaries, ALLIED: You gain access to the
relationship with the controlling Faction is the Skiritai are highly organized and Sicarii assassination network. You can
“hostile.” use advanced tactics and weaponry. The carry out assassinations in exchange for
NEUTRAL: Zealots prefer to Skiritai only occupy a few northern cities, payment, or post contracts of your own for
remain unnoticed. There is no effect from in partnership with the Society. 1,000 gp per target. See page 126 for more.
having a neutral relationship with the ALLIED: You are welcome in NEUTRAL: You will likely never
Zealots. Skiritai territory, and drink for free in see or hear of Sicarii activity. However, if
HOSTILE: You should watch your their taverns. You may hire a Spartan you are spotted making deals with a Roman
back in crowded streets. The Zealots favor Mercenary to join you in combat for 500 or Parthian politician, you may quickly find
cloak-and-dagger techniques for taking gp per encounter. your relationship with the Sicarii turning
care of their enemies. There is a 10% NEUTRAL: If you openly carry hostile.
chance that you will be stabbed by a Zealot treasure in a Skiritai city, you might owe a HOSTILE: There is a 10% chance
(use Sicarii stats) while walking through a “Skiritai Tax.” Otherwise you’re ignored. that an elite team of 4 Sicarii assassins
major city.
HOSTILE: A Skiritai unit (3 attack you each time you take a Long Rest.
Spartan Mercenaries) politely asks you There is no escape from the Sicarii network
to surrender any gold you are carrying and of spies, which can locate you worldwide.
leave their territory.

141
Pharisees Sadducees Essenes
The Pharisees are an influential The Sadducees are a wealthy and Frustrated by the infighting between
political and religious faction within somewhat elitist faction found almost the Pharisees and Sadducees, a third
Judaism. Because of their more fluid exclusively in the city of Jerusalem. faction of Jews sought to return to the
approach to interpreting the Torah, Along with their rivals, the Pharisees, the simplicity of earlier times. While some
the Pharisees represent the working- Sadducees help govern the “Sanhedrin,” Essenes continued to maintain monasteries
class people who gather to worship in the court of religious authority in Judaism. and libraries within city walls, most
Synagogues (rather than the Temple) and The great focus of the Sadducees is in left the corruption of the city and built
practice individual prayer. You can become practicing the ancient rituals associated communities on the edges of the desert. As
an ally of the Pharisees by performing acts with the Temple, and looked down on Jews voracious collectors of eclectic documents
of service or making a significant donation who worshiped anywhere else. and secrets, the Essenes maintain a strong
to any local synagogue. ALLIED: You gain access to a local trade relationship with any library that
ALLIED: You gain access to the Priest who can perform priestly services archives hard-to-find documents.
expansive network political connections in for you, including the casting of healing
which the Pharisees are involved. You may spells. Additionally, if the Sadducees ALLIED: You are allowed access
change your status with any three other support your goals, they may donate up to to secret archives in any libraries or archive
factions to “Allied.” 1,000 gp from the Temple treasury to help in the world. Additionally, you always roll
NEUTRAL: Pharisees tend to mind fund your current quest. with advantage when researching a specific
their own business, but will not hesitate NEUTRAL: The Sadducees prefer topic.
to confront you if you are breaking any not to speak with the likes of you. Temple NEUTRAL: The Essenes do
religious laws, such as working on the Guards will likely prevent you from not outright oppose your goals, but they
Sabbath. approaching or attempting to speak with a jealously guard their secrets, and therefore
HOSTILE: The Pharisees possess Sadducee in public. you will need to succeed on a DC 16
many political connections. By calling in HOSTILE: There is a 10% chance Persuasion check each time you want
favors, they may be able to change your that a unit of 10 Temple guards (use to access the secret archives in a major
status with any three other factions to guard stats) approach you and demand library.
“Hostile.” that you make a donation to the temple HOSTILE: You are banned from
as reparations for your behavior. If you access secret archives in libraries. You
comply, paying at least 500 gp, your status make all rolls with disadvantage when
with the Sadducees returns to “neutral.” researching a topic.

142
The Nomad The Society The Shadow
Confederation
The Midianites and Nabateans who live
For the merchants who spend their lives
on the Silk Road, commerce is a way of
life. This guild of artisans, merchants, and
of the Beast
adventurers are constantly on the move: The Shadow of the Beast is a secret
in the Wilderness of Zin have witnessed
traveling, bargaining, selling, buying, and cult dedicated to the will of a group of
the rise and fall of many empires, and plan
reselling. The Roman empire refers to Archdemons who call themselves the
to be around long after Rome and Parthia
this alliance of Silk Road merchants as Fellowship of the Beast. In order to earn
crumble to dust. Although each tribe that
“Collegium,” which translates roughly to favor with the Shadow cult, you will
wanders the desert is an entity unto itself,
“the Society.” Those who cross the Society need to be inducted as a member (DC 14
the tribes do occasionally meet to trade and
do so at their own peril. More money Deception check), and usually perform
share information. This alliance of tribes is
changes hands along the Silk Road in a day an act of service for a local Shedim cult
known as the Nomad Confederation. leader. If you are accepted as a new cultist,
ALLIED: You know the locations than exists in the entire Parthian treasury,
and Society merchants know better than you may change your status to “Allied.”
of nomad wells hidden in strategic However, if the cult catches on that you are
locations throughout the desert. You can most that money is power.
The Society has a close alliance with working against them, your status changes
provide enough fresh water for yourself to “Hostile.”
and your companions for each day of travel the Skiritai. The Society pays the Skiritai
mercenaries well and provide them ALLIED: You are made aware of
along desert trade routes. Additionally, you
with weapons, and in exchange, Society the location of all cultist hideouts when
have a working relationship with nomads you arrive in a new city, and may even be
who live in the desert. You know how to merchants are almost always guarded by a
Spartan Mercenary. shown the lair of an Archdemon, if one
signal to local tribes to request a meeting
ALLIED: Posted prices for items in exists.
with their chief.
all marketplaces worldwide are reduced by NEUTRAL: The cult watches you
NEUTRAL: Nomads are suspicious
10%, and passage aboard ships worldwide from a distance, studying your movements
of outsiders. You are unlikely to ever meet
is reduced by 50%. and reporting them to the Fellowship.
them.
NEUTRAL: You conduct business HOSTILE: Whenever you sleep in
HOSTILE: During each night that
transactions as normal. a city with an active cult following, there
you rest in the desert, some of your food
HOSTILE: Posted prices for items is a 10% chance that a group of 4 Shadow
and water mysteriously goes missing. You
in all marketplaces worldwide are raised by Mages attack you during the night.
need twice the normal amount of food and
water to survive your journey. 10%, and passage aboard ships worldwide
is raised by 50%.

143
Tournament of Champions
Background general layout of the Circus’s main level and lower level.
Many cultures throughout history have reveled in games Following the layout overview, there will be rules given
of chance and athletic competition, but the Greeks and for the following games, all of which can be found in any
Romans turned this pastime into a science. The Romans Roman Circus:
invented a large athletic complex called a “Circus,” and by Game / Event Page
the first century CE, there was at least one Circus in almost Solo Chariot Racing (Main Arena) 148
every major Roman-occupied city. Although the Roman Team Chariot Racing (Main Arena) 149
Circus was well known for bloodsports like gladiator
Solo Gladiator Combat (Main Arena) 150
battles, plenty of other competitions occurred at the Circus,
Carpe Vexillum (Main Arena) 151
including chariot racing, gambling, and even sailing
Sailing Races (Flooded Arena) 152
competitions.
Water Combat (Flooded Arena) 152
Introduction Tali (Gambling Hall) 154
If the party visits a Circus during their travels, they
Penta Litha (Gambling Hall) 154
may wish to attend or compete in one of the various games
that occur here. The following section will outline the Tesserae (Gambling Hall) 154
Kottabos (Tavern) 154

144
lower props, athletes, chariots, or whatever else the event
Circus Layout calls for.
Although the map in this module details a smaller
C1. Entrance Colonnade than average Roman Circus, even the smallest venues
A grand colonnade leads visitors into the Circus
offer a wide variety of games. These arenas could even be
entrance. It is here that spectators will purchase admission
temporarily flooded to allow for ships to sail in the arena.
and concessions before heading in to find their seats. The
For more information on how players can compete in these
smell of baked goods and salted meat fills the halls here
games, see the next section on “Tournament Rules.”
as vendors set up shop to take advantage of the crowds
entering the Circus. Freshly baked loaves of bread called C6. Tavern
Panem are the snack of choice for Roman sport enthusiasts. Like any good event complex, the Circus comes with its
own celebration venue. Roman soldiers were fond of their
C2. The Gambling Hall wine, and so various fumarium wines and mulled wines
Adjoining the entrance colonnade at one corner is
would be imported daily. However, Circus Taverns also
the entrance to the gambling hall. Roman citizens were
served mead and beer to appeal to the varied tastes of their
especially fond of gambling, and games of chance were
many patrons. Gladiators and Charioteers will meet in this
often a traditional aspect of their festivals and large
large tavern to mingle with spectators, either to celebrate
gatherings. Near the entrance of the Gambling Hall,
after events or gain some liquid courage before them. A
spectators had a chance to place bets on their favorite
utility closet behind the bar hides a staircase that leads
chariot racers or gladiators before making their way into
down to area C14 in the lower level.
the stadium. Further in the Gambling hall, visitors can find
assorted tables and gathering spaces where other games of C7. Arena Tunnel Stairs
chance could be played. More information on how to play Below ground in the dank passageways of the Circus
these games is contained in the next section. lower level, athletes wait to ascend these stairs into the
daylight above. Some who walk these steps are renowned
C3. Arena Tunnels celebrities of their sport who enter to cheering crowds;
A set of six tunnels line the perimeter of the inner
others are slaves fighting to win freedom or criminals
arena. It is here in these tunnels that chariot racers make
waiting to be fed to wild animals for the entertainment of
last minute adjustments to their equipment and gladiators
the masses.
offer final prayers to their god before making their glorious
entrance onto the sands of the Circus to compete. These C8. Athlete Commons
tunnels connect to stables where the chariots and horses are This gathering space provides food and a space
stored on the main floor. They also connect via staircase to for athletes to stretch, exercise, and relax between
area C7 on the lower levels. competitions. If the party chooses to compete in an event,
this is the first place they will be led to prepare.
C4. Athletes’ Entrance
To avoid the crowds pressing in at the main entrance, C9. Trapdoor Shafts
athletes and staff enter and exit through a private rear A series of alcoves lie below the trapdoors on the
entrance to the Circus. This entrance connects both to the arena floor. Here, the Circus staff can install elevator
main level for staff and vendors to use, as well as to the mechanisms, spike pits, or any other needed equipment for
lower level, which is the preparation area for competitors. the day’s event.
C5. Arena Floor C10. Armory
The sandy floor of this grand arena measures 350 Any Gladiator that does not provide their own weapons
feet long and 200 feet wide, roughly half the size of the is brought here, to the Circus Armory. The Circus will lend
Colosseum in Rome. Two stone towers mark the opposite out any common weapons and armor to competitors. The
ends of the arena, and are used for a variety of purposes in Circus also stocks magic items and rare weapons for special
different games here. occasions, but these are kept locked away.
At the center of the arena are 5 trapdoors concealed The main door to the armory is kept locked, as are the
beneath the sand. These serve different purposes, depending inner doors that protect the rare items. A character with
on what the occasion calls for. During gladiator combat, thieves’ tools can pick these locks with a successful DC 16
these doors may serve as spike pits or other hazards. During Sleight of Hand check. A character that successfully gains
parades or exhibitions they may be used to release exotic access to one of the locked boxes can roll on the “Random
wild animals onto the arena floor. They can also be outfitted Discoveries” table on page 130.
with elevator mechanisms on the lower levels to raise and A sewage grate in the floor of the armory leads down
into the city sewers. After the arena is flooded for water

145
146
147
events, ducts at the base of the two towers in area C5 C13. Prison Cells
drain water from the arena into the sewers. Because of An underground corridor contains 8 cells. Some of these
this feature, the sewer drains are quite large. A medium or cells hold slaves who are forced to fight to the death, some
smaller creature can fit into these sewer tunnels without hold adherents to banned religions who will be fed to lions,
issue. and some hold the wild animals themselves. Depending on
C11. Gambling Hall Vaults the occasion, these cells may holding any variety of mortals
A large reinforced door separates the lower level of the or monsters.
arena from the lower level of the vaults. Picking this lock If the party is caught trespassing near the vaults in area
requires a DC 14 Sleight of Hand check with thieves’ tools. C11, or if they are otherwise arrested or condemned to
As this door is not frequently opened, it is also trapped with death in a Roman-occupied city, there is a good chance
an alarm mechanism that can be discovered with a DC 16 that this is where they may end up. Prisoners or animals
Investigation check. The alarm can be disabled with a DC awaiting combat will be led from their prison cells either
16 Sleight of Hand check. If triggered, the alarm alerts the to area C7 to enter from one of the arena tunnels, or to area
Roman Legionaries in the Gambling Hall above, who C9, to enter by way of an elevator. If the party are forced to
come running down the stairs to investigate. fight as prisoners, they do not earn money from the event,
Once inside, a long corridor stretches the length of the but they still may be able to earn their freedom if they
Gambling Hall above, and the profits of running such an impress the local community with their skill.
establishment are immediately apparent. A series of locked One of the cells contains a sewage grate in the floor that
doors lead to small rooms where assorted valuables are leads down into the city sewers. After the arena above is
kept, and at the end of the hall is the large door of the main flooded for water events, ducts at the base of the two towers
vault, guarded by two Roman Legionaries. in area C5 drain water from the arena into the sewers.
Each of the smaller doors can be picked with a DC Because of this feature, the sewer drains are quite large. A
16 Sleight of Hand check, and inside the party can find medium creature can fit without issue, and a Large creature
1d4x100 gp or one item from the “Random Discoveries” can fit by squeezing. As such, only Huge or larger creatures
table. are held in this cell.
Cell doors can be unlocked using thieves’ tools by
C12. Main Vault making a DC 14 Sleight of Hand check.
The main vault is guarded by two Roman Legionaries,
and the reinforced vault door is a large object with 200 hit C14. Tavern Storage Room
points and immunity to Psychic and Poison damage. The The underground wine cellar below the Tavern is always
vault door is also outfitted with two independent locks, stocked with imported beers, wines, and meads. To avoid
each requiring a DC 16 Sleight of Hand check to open with the foot traffic above, deliveries are usually made using the
thieves’ tools. athletes’ entrance in area C4
A 7th-level glyph has been inscribed on the surface C15. Prop Storage Room
of the main vault door that can be noticed with a DC These rooms are packed floor-to-ceiling with equipment,
17 Investigation check. The glyph triggers if the door is elevator machinery, and props. Depending on what is
damaged, tampered with, or opened without the proper key. needed for a particular event, slaves and other event staff
If triggered, the glyph glows, filling a 60-foot-radius would bring needed props from these storage areas and
Sphere with dim light for 10 minutes, after which time the assemble them in area C9.
spell ends. Each creature in the Sphere when the glyph
activates is targeted by its Effect, as is a creature that enters
the Sphere for the first time on a turn or ends its turn there.
Chariot Racing
Each target must make a DC 18 Wisdom saving throw Solo Chariot Racing
and falls Unconscious for 10 minutes on a failed save. A By far the most popular event in a Roman Circus is
creature awakens if it takes damage or if someone uses an the chariot race. In this event, charioteers fly around the
action to shake or slap it awake. If the entire party is put to elliptical track at break-neck speeds in an adrenaline-fueled
sleep because of this glyph, they will awaken in a prison contest of dexterity and animal handling. The Solo Chariot
cell in area C13 having taken a Long Rest. They are now race is also an Olympic sport, so successful charioteers are
the unwilling participants in a Group Gladiator contest. major celebrities in their community.
The Gambling Hall stores all profits here in the main A race consists of seven laps around the arena
vault, so the total contents of the vault will vary from day lengthwise, circling around the outside of the stone tower at
to day. On average, the vault stores 1d6 x 1000 gp. each end of the arena. Since the middle of the arena is not
used for this event, there are often seating structures erected

148
for spectators who wanted to be closer to the excitement. recommended to limit the race to 3 or fewer laps
Chariot crashes (referred to as “shipwrecks” by enthusiasts around the arena.
of the sport) often happen during the chaotic sharp turns at Team Chariot Racing
each end of the arena, and spectators pay extra for tickets In contrast to the formality of the solo event, the team
with a better view of the carnage. Deaths in this event are chariot races are an exercise in mayhem. Each match
common. In fact, far more athletes die every year from consists of 4 factions: red, white, blue, and green, with each
chariot racing than do in gladiator matches. In general, the faction driving chariots of their faction color. Teams were
long straightaways are where the racing and jockeying for of equal size, usually with 3-5 charioteers on a team (see
position happens; the turns are less about racing and more page 153 for creating “opponent teams”). One charioteer on
about avoiding catastrophe. each team was named the “Dux” and was marked as such
If one or more of the characters wishes to compete by wearing a black tunic with gold stripes. Technically, the
in a solo chariot race, use the rules below as an outline event is a race in that the winning team is the first to have
for playing the race. To keep the game moving, it is their Dux complete 7 laps of the track. However, due to the
recommended to race with 6 or fewer chariots at a time. A extreme violence of the sport, team chariot races seldom
typical entry fee is 20 gp per charioteer, and the prize pots last longer than a few laps before a winner is decided by
are: 250 gp for first place, 100 gp for second place, and 50 default.
gp for third place. There are minimal rules that govern fair play during
1. At the start, each charioteer rolls initiative to these matches, and those rules may be different in each city.
determine the order in which the chariots take off All races allow charioteers to ram each others’ chariots,
from the starting line. The highest initiative takes the throw punches, push each other from moving chariots, and
lead. board and opponent’s chariot. However, some cities allow
2. On each straightaway, the charioteers must make further use of violence, allowing melee weapons and even
an Animal Handling check to maintain their chariot’s ranged weapons. There are even some jurisdictions where
speed. Beginning with the player in the lead and it is common for teams to attempt to poison or cripple
progressing backward, each charioteer compares rival charioteers on the day before the race begins. This is
their roll to the roll of the charioteer behind them. usually illegal, but many proponents of the sport will claim
If the leading charioteer rolls higher than the one
behind them, they maintain the lead. If their roll is
lower than the roll behind them, they are overtaken. Chariot
Large Construct (vehicle:)
AC: 12
HP: 35
Ties go to the leading position. A charioteer can Speed: 50 ft.
Capacity: 2 medium creatures
only lose one position or gain one position per
straightaway, regardless of how well or poorly they STR DEX CON INT WIS CHA
rolled. For example, if the charioteer in first place +2 +2 +1 -- -- --
rolls lower than everyone else in the race, they are Damage Immunities: Poison, Psychic
only overtaken by the chariot in second position. In Condition Immunities: blinded, charmed, deafened, ex-
this example, the third place chariot cannot advance haustion, frightened, incapacitated, paralyzed, petrified, poisoned,
stunned, unconscious
beyond third place on this round, but can still be
overtaken by the chariot in fourth place. FEATURES
3. At each of the towers, the charioteers must make Horsepower: A chariot can be upgraded from 4 horses to 6 horses
a Dexterity check (adding their proficiency bonus at no additional cost to the charioteer. This increases the chariot’s
if they are proficient in Land Vehicles) to maintain speed to 60 ft., and requires all Animal Handling checks to be made
with disadvantage.
control of their chariot as they fly around the
180 degree turn. If they roll a 16 or higher, they ACTIONS
may make their next Animal Handling roll with Ram: If the chariot moves at least 20 feet straight toward a target,
advantage. If they roll a 11-15, they maintain control the charioteer can force the target to make a DC 16 Dexterity saving
of their chariot. If they roll a 6-10, they spin out of throw. The target takes 28 (5d8) bludgeoning damage on a failed
save, or half as much on a successful one. The chariot also takes
control, falling into last place. If they roll a 5 or less, damage equal to half the damage taken by the target (rounded down).
they crash their chariot, taking 5d8 bludgeoning
damage, and are disqualified from the race. Dash: The chariot doubles its movement speed for this turn.
4. Repeat steps 2 and 3, until the chariots have REACTIONS
completed the race. Traditional Roman races Swerve: If the chariot is targeted by an attack roll, the charioteer
lasted for 7 laps, but to keep the game moving it is may spend its reaction to impose disadvantage on that attack roll.

149
that it is also part of the fun of Team Chariot Racing. Circus to spare the lives of gladiators as often as possible,
Team chariot racing is truly only a “race” in name, as the especially those with a large following. Slaves and
actual goal is to be the last team with a Dux still standing. criminals are expendable, of course, but the life and health
A Dux may move from one chariot to another, and may of talented warriors was a high priority for event venues.
ride in a chariot with another teammate, but once a Dux has In general, once a gladiator is reduced to 0 hit points, it is
been thrown to the ground, the entire team is eliminated. immediately attended to by arena healers.
If the party wishes to compete in a team chariot race, Solo Gladiator matches pit warriors of all kinds against
use the following rules to track the flow of the competition. one another in series of one-on-one matches for the
A typical entry fee is 75 gp per team. 500 gp goes to the entertainment of the gathered audience. If one or more of
winning team, with no prize awarded to runners up. the characters wishes to compete in a solo gladiator match,
1. At the start, the team should decide how many A typical entry fee is 20 gp per gladiator. The character
chariots they wish to use. A charioteer can only must engage in several waves of combat, each against a
take actions from the chariot’s stat block while they new opponent. For each new opponent, roll initiative and
are driving, so the party may want to form pairs, run combat as normal. After each opponent, the character
with one character driving and the other defending. gains the benefits of a short rest, and has the option to claim
However, they may also wish to start with each their prize and drop out of the competition. Each time the
character in their own chariot. character defeats an opponent, the prize fund grows larger,
2. Assume all 4 factions begin at opposite corners of the but if the character is defeated by an opponent, they win
Circus and begin moving at the same time, counter- nothing. The character competing must decide whether to
clockwise, around the arena floor. For the sake of cash out and call it a day, or press their luck with a new
simplicity, it may be easier to think of this as a series opponent. If a gladiator makes it past round 5 and wishes to
of combat encounters, rather than a race. Assume continue, they may be allowed a Long Rest.
that all chariots continue moving forward at a steady
pace, and only track the horizontal movement of Round Solo Opponent Prize
chariots in each conflict. 1 Guard 10 gp
3. Each time the party catches (or is caught by) another 2 Roman Legionary 20 gp
team, simply run a combat encounter using the 3 Shadow Mage 40 gp
movement speeds of the chariots. For opponent
4 Sicarius 80 gp
charioteer stats, use the “Opponent Team” stat blocks
on page 153, with the Team Captain wearing the Dux 5 Roman Centurion 160 gp
tunic. 6 Golem (Death) 320 gp
4. Chariot combat between the teams continues until 7 Giant Warlord 640 gp
only one Dux remains mounted in a chariot.
Team Gladiator Combat
“Off Screen” Combat Sometimes teams of gladiators will compete together,
Each event of Team Chariot Racing consists of 4 factions either against other teams or, more commonly, against wild
racing at the same time. However, this does not mean that the animals. Lions, crocodiles, and even dragons snared in the
party must defeat each of the other three factions in order to
wilds of Zin or Assur make for exciting and entertaining
win. When the party engages in combat with a faction, assume
that the other two factions are simultaneously locked in a
combat encounters in the arena.
combat of their own. Thus, when the party catches up with the If the party wishes to compete in a team gladiator match,
next (and now final) faction, set the HP of each member of that A typical entry fee is 100 gp per team. Rounds of combat
faction to half of its total, to represent the damage sustained proceed as in solo gladiator combat, though with more
during their previous encounter with the other faction.
Round Team Opponent Prize
1 2 Feign Spiders 50 gp
Gladiator Combat 2
3
1 T’ifiri
6 Dire Wolves
100 gp
200 gp
Solo Gladiator Combat
Despite the bloody reputation of the gladiator games, 4 2 Nile Crocodiles (flooded arena) 400 gp
the mortality rate of gladiators is much lower than that of 5 1 Zenido (Desert Drake) 800 gp
charioteers. Gladiators attract crowds of spectators, and 6 Opponent Team (see page 153) 1,600 gp
spectators bring money. Thus, it is in the best interest of the 7 2 Giant Warlords 3,200 gp

150
dangerous opponents and a larger prize fund. As in solo
combat, the team benefits from a short rest between each
round, and must decide whether to drop out and claim their
Carpe Vexillum
Carpe Vexillum is a team-based gladiator sport that
prize, or risk it all on another round of combat.
sought to put more emphasis on military strategy than

Wagers During Events


combat prowess. Based on the original Greek game of
similar focus, the Roman Carpe Vexillum was popular
among retired generals and nobility who would sponsor
Betting on Athletes teams of gladiators to compete in their name. Teams often
Betting on a favorite charioteer or gladiator was meet with their sponsors to discuss strategy before matches,
an integral part of the experience for many Romans. the prizes for which could be substantial.
Spectators can visit the gambling hall as they arrive for the The goal of Carpe Vexillum is to work as a team to
day’s events and place bets on the athletes they believe will capture the opposing team’s flag, while simultaneously
do well during the day. Bets must be placed before the start protecting one’s own flag. Flags are stationed at the top of
of the event, and are paid out to gamblers at the conclusion the two towers at each end of the Circus, 250 feet apart.
of the event. Depending on the previous successes of the Often walls, water features, traps, or dangerous monsters
competitor, the perceived odds of their chances of success may be positioned in the area between the two towers
may go up or down. Use the table below as a reference for to provide challenges for the two teams to navigate. The
placing bets. teams are allowed 15 minutes of preparation time, which
can include the casting of spells or erecting defenses. Some
Bet: 10 gp 30 gp 60 gp 120 gp
regional rules allow teams to hide their own flags, while
1/2 15 gp 45 gp 90 gp 180 gp others forbid teams from touching or moving their own flag
(Crowd Favorite) Total Winnings Total Winnings Total Winnings Total Winnings
at all. The match begins at the conclusion of the 15 minutes
1/1 20 gp 60 gp 120 gp 240 gp of preparation time, and ends when one team has retrieved
(Returning Winner) Total Winnings Total Winnings Total Winnings Total Winnings
the opposing team’s flag and placed it at the top of their
2/1 30 gp 90 gp 180 gp 360 gp own tower.
(Strong Athlete) Total Winnings Total Winnings Total Winnings Total Winnings
3/1 40 gp 120 gp 240 gp 480 gp
(Underdog) Total Winnings Total Winnings Total Winnings Total Winnings
5/1 60 gp 180 gp 360 gp 720 gp
(Unknown) Total Winnings Total Winnings Total Winnings Total Winnings

When a competitor enters a competition for the first


time, they will likely be considered an “unknown” or
“underdog,” and thus the possible payout if that competitor
wins becomes much higher. On the other hand, a celebrity
gladiator who has won many matches in the past is
considered likely to win again, so the payout becomes
much smaller. The opposite is true if a player character
enters a Solo Gladiator competition. The player character
will likely be perceived as a “crowd favorite” with 1/2 odds
during the first round, with their odds of winning gradually
decreasing with each round thereafter as the player
character becomes visibly more wounded and tired.
Casting Lots
Another form of entertainment that occurs during the
events in the Circus is the casting of lots. A form of lottery,
spectators take a token as they enter the stadium, and
those who draw one of the marked tokens are awarded a
predetermined prize. Panem is the most common prize
awarded during the casting of lots, but prizes can also
include free drinks or credit toward games in the gambling
hall.

151
If the party would like to compete in a match of Carpe open waters of the arena. These battles may be strategy-
Vexillum, use the following rules as a guideline. For the heavy, with teams of ships competing to capture territory
opposing team, use the stat blocks on page 153. A typical or accomplish a goal (similar to Carpe Vexillum), but they
entry fee is 100 gp per team, and winning teams receive a are just as likely to be a simple “last ship floating wins”
prize of 500 gp. free-for-all.
The Towers. Each tower is 30 feet tall, with a wooden To run a naval combat for the party, begin by having the
door at its base. A 10-foot ladder reaches from the first floor party choose their vessel. Most gladiators prefer the heavy,
through an opening in the ceiling to the second floor. The slower warships in the confines of the arena, but strategy-
second floor is outfitted with arrow slits that provide three- conscious competitors may want the lighter, faster Dhow of
quarters cover, adding +5 to the AC of a creature that uses Persian design. The party may attempt to operate the ship
them. A second ladder leads to the top of the tower, where themselves, if they wish, but the Circus will usually assign
the flag is positioned. Battlements provide half cover, criminals or slaves with naval training to the lower deck
adding +2 to the AC of a creature that is standing on the top and rigging positions to sail the ship so that gladiators can
of the tower. A creature that attempts to climb up or down focus on combat from the main deck. Run combat as usual,
the stonework on the outside of the tower must succeed a using the Opponent Team stats on page 153 as the crew of
DC 17 Athletics check. the other vessels. On each round, a ship may move up to its
sailing speed, which may include a turn of up to 90 degrees.
The Flag Ships move on the turn of the player helming the ship.
Each flag is covered in glyphs that project an anti-magic
aura in a 5-foot-diameter sphere. Within the sphere, spells
cannot be cast, summoned creatures disappear, and even magic
weapons become mundane. The sphere moves with the flag, Roman Warship
Gargantuan Construct (vehicle:)
AC: 16
HP: 200
centered on the flag. Spells and other magical effects, such as Speed: 25 ft. (90° turns)
Charm Person or Telekineses, that target the flag or a creature Capacity: 12 medium creatures
within 5 feet of the flag have no effect on their target. STR DEX CON INT WIS CHA
Each flag is a small object with an AC of 8 and immunity to
all damage types.
+4 -2 +4 -- -- --
Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, ex-

Aquatic Games haustion, frightened, incapacitated, paralyzed, petrified, poisoned,


stunned, unconscious

Most arenas are outfitted to be semi-waterproof. Valves ACTIONS


in the arena tunnels (area C3) can be opened to flood the Ram: If the ship moves at least 20 feet straight toward a target, the
arena with water rushing in from the aqueducts. Once the helmsman can force the target to make a DC 16 Dexterity saving
throw. The target takes 44 (8d10) bludgeoning damage on a failed
water level is high enough, ships are brought in for racing
save, or half as much on a successful one. The ship also takes damage
or enacting violent naval battles. When these events are equal to half the damage taken by the target (rounded down).
over, drainage grates at the base of the goal towers can be
opened to allow the water to drain out into the city sewers.
Naval Racing Persian Dhow AC: 18
HP: 75
Racing of speedy longships occasionally took place Gargantuan Construct (vehicle:) Speed: 40 ft. (90° turns)
in the Circus, although less often than the naval gladiator Capacity: 6 medium creatures
battles. If the party wishes to compete in a naval race, STR DEX CON INT WIS CHA
follow the same format as chariot racing, with ships +3 +0 +3 -- -- --
completing laps around the area, but with a group Athletics Damage Immunities: Poison, Psychic
check on the straightaways, rather than an Animal Handling Condition Immunities: blinded, charmed, deafened, ex-
check, as the party attempts to out-row opponent ships. The haustion, frightened, incapacitated, paralyzed, petrified, poisoned,
helmsman should make Dexterity checks to avoid crashing stunned, unconscious
as usual on the turns at each end of the arena. ACTIONS
Naval Gladiator Battles Ram: If the ship moves at least 20 feet straight toward a target, the
By far the most popular aquatic event in the Roman helmsman can force the target to make a DC 16 Dexterity saving
throw. The target takes 33 (6d10) bludgeoning damage on a failed
Circus is the naval gladiator battle. Teams are formed in
save, or half as much on a successful one. The ship also takes damage
different ships with colored sails (similar to the factions equal to half the damage taken by the target (rounded down).
of team chariot racing), in order to enact battles on the

152
Don’t feel tied to a specific outfit, gender, or play style just
Opponent Team because of the stat block. Creating a colorful and entertaining
For any event that requires the party to compete against
team of opponent gladiators is not just more fun to play, it is
a rival team of gladiators, such as Carpe Vexillum or Team
also more historically accurate.
Chariot Racing, use the following Stat blocks as the opponent
team. There should be an equal number of gladiators on each
team, so choose a number of opponents from this list equal to
Event Tactics
The Roman Centurion will take on the role of Team Captain
the number of characters in the party.
for most events, and will wear the “Dux” jersey during team
chariot races. This position allows it to aid in the competition
Roman Centurion Priest
by shouting commands, but without putting itself in danger. The
Sicarius Shadow Mage Priest and Shadow Mage should do their best to avoid combat,
Parthian Spahbed Zin’tori Scout using their spells to aid their teammates from behind cover.
The Parthian Spahbed will generally play defense, putting
These stat blocks determine what the opponent gladiators can itself between the enemies and either the flag or the Dux,
do, not who they are. For example, A Sicarius and a Centurion depending on the game being played. Meanwhile, the Sicarius
would normally kill each other on sight, and Shadow Mage or the Zin’tori Scout will take an offensive role: using stealth
would never participate in a gladiator match. For these games, and speed to capture an enemy’s flag (in Carpe Vexillum),
assume that all members of the opponent team are career commandeer an enemy’s chariot (in Team Chariot Racing), or
gladiators, and create new and colorful identities for them! board and sabotage an enemy’s ship (in naval combat).

153
showing odd numbers, and each time rolling fewer dice.
Gambling Hall The player is not required to set aside (bank) dice on each
roll, but must roll at least one odd number in order to keep
Tali playing.
Tali is a game traditionally played using the ankle The player can choose to end their turn whenever they
bones of goats, sheep, or other livestock, but as the game would like, at which time they score a number of points
has become increasingly popular throughout the empire, equal to the values shown on any banked dice. If a player
Romans have started manufacturing artificial anklebones chooses to continue rolling and rolls all even numbers, they
out of stone or wood. Because of the unique shape of the lose all dice that have been banked, receive no points for
ankle bones or “tali,” they will land on one of four sides that turn, and their turn ends.
when rolled. These four sides did not need to be marked Penta Litha is played either over a set number of turns,
because each side was a unique shape, and each side also or until one player reaches a predetermined score.
had an agreed upon value of 1-4. If the party wishes to join
in a game of Tali, a four-sided die may be used in place of Tesserae
the tali. Tesserae is played using two stones carved into the
To play a game of Tali, each player rolls 4d4 and shape of a cubes to make dice. These dice have six sides,
scores the sum of the numbers rolled. Special scores each assigned a value 1-6. Tesserae is played by rolling two
are awarded for certain combinations of rolled numbers six-sided dice, marking the total, and passing the dice to the
(called “throws”), listed in the table below. If one of next player. The player who scores the highest roll in one
these combinations is thrown, that player scores the value attempt is the winner.
associated with the throw, rather than the total of the Tesserae is a much newer invention than Tali or Penta
numbers on the dice. Litha, and the aesthetic of the attractive six-sided die is
Play proceeds for three rounds, with players rolling the what draws crowds more than the rules of the game itself,
tali and adding their scores for a total. The player with the which are otherwise quite simplistic. Another drawback
highest total of points after three rounds is the winner. to the tesserae is that, being carved by hand, the rolls of
certain sets of dice can become predictable, defeating
Throw Score the purpose of a game of chance. What many gambling
enthusiasts will call their “lucky” tesserae are actually just
Canis: 1, 1, 1, 1 0 poorly carved dice with a greater probability of rolling
Solis: all even numbers 15 higher numbers. Still, the novelty of rolling a six-sided
Luna: all odd numbers 15 tesserae is enough to keep thrill-seekers coming back to the
Statera: two pairs 15 tesserae tables again and again.
Vulturis: 2, 2, 2, 2 20 Kottabos
Rex: 3, 3, 3, 3 25 Kottabos is a drinking game in which participants must
Venus: 4, 4, 4, 4 30 down their beverage (usually wine), and then attempt to hit
a target by flicking the dregs of their beverage from their
Fortuna: 1, 2, 3, 4 40
cup. Strict rules governed the way you were allowed to
Penta Litha hold and flick your cup, and the target was usually a disc
Penta Litha, or “five stone,” is another game played with balanced on top of pole. The winner was the player who
the tali, and revolves around odd or even values. This game could knock the disc over.
is incredibly popular with children in the Roman empire, If a Player Character wishes to compete in a game of
but there will always be adults found playing penta litha in Kottabos, use the following rules.
any establishment as long as there is money involved. • On a player’s turn, they must first drink an entire cup
In this game, only the odd values (1 and 3) are of wine and make a Constitution saving throw. On a
scored, with even values (2 and 4) being failed save, the player becomes drunk (gaining the
worth nothing. One at a time, a player Poisoned condition). A player that fails three of these
rolls five tali (or d4). If any of the saves falls unconscious.
dice show odd numbers, the player • The player must then make a DC 17 Dexterity check
can choose to set those dice aside and (without Proficiency) to attempt the flick. On a
A set of gaming “bank” the numbers rolled. The player success, the disc is toppled and the player wins.
“Tali”
then has the option to roll again and • Repeat these steps until someone wins, or everyone is
again, each time banking any dice unconscious.

154
Blood and Sand
Background its history were forgotten.
The “Den of Serpents” is barren waste of rocky crags By chance, a fragment of Hoshea’s court records were
that jut up from the sand of the Wilderness of Zin. Over one discovered in the library of Ashurbanipal only a few years
thousand years prior to the disappearance of the three magi, ago. These cryptic scribblings included a partial map of
the Israelite people had the misfortune of encountering the the den of serpents, and documented the kings’ orders that
den of serpents as they fled captivity in Egypt. The Saraph the staff be buried there. Word traveled fast, and it was not
Serpents that prowl this region were ruthless, and hundreds long before Lilith, archdemon and leader of the Fellowship
of Israelites were killed. Praying for intercession from of the beast, caught wind of this legend. Lilith wasted no
God, Moses constructed the Staff of the Bronze Serpent, time in dispatching a powerful Shedim named Azigal along
a renowned magic item that ultimately saved the Israelites with some of Azigal’s devoted cultists to find and retrieve
from the Saraph serpents. the Staff of the Bronze Serpent. Azigal had little trouble
Hundreds of years later, an Israelite king named Hoshea locating the staff in the den, but she found that the innate
attempted to destroy the Staff of the Bronze Serpent, divine energy in the staff would not allow her to pick it up.
believing it an unnecessary relic of the past. Hoshea Not wanting to return to Lilith empty handed, Azigal and
ordered the pieces of the staff to be taken into the desert the cultists concocted a plan.
and buried in the place they were constructed: the den of One of the three missing magi, Balthazar, happened to
serpents. The priests entrusted with this mission made the be in the desert nearby charting a disturbance in the stars.
journey into the desert, but lost faith in Hoshea When they Taking him by surprise, Azigal and her cultists easily
heard that he had been taken prisoner by the Babylonians. overpowered him and returned to the den. They plan to
Believing that returning the staff in one piece would inspire torture Balthazar until he agrees to carry the staff for them,
the Israelites once more, the priests attempted to rebuild the or until he dies.
staff, affixing the original bronze serpent head to a staff of The Den: General Features
newer and more durable construction. However, although Crevices in the exposed face of the rocky crags lead
they were able to mend the staff, it was not enough to ward below ground into subterranean tunnels crawling with
off an ambush from Saraph serpents. The priests never snakes of various species. This underground lair is
returned from the desert, and for a long time, the staff and composed of natural caves in the rock, and the interior is

155
156
shrouded in total darkness. Passageways measure 10 feet discoveries table on page 130.
in width and 10-15 feet in height. Most of the snakes in
the den are harmless, and will withdraw into small cracks 5. The Den
and crevices in the wall as the party approaches. Only the A sprawling underground chamber echoes with the
Saraph serpents will attack the party on sight. hissing of hundreds of snakes that peer down from recesses
in the ceiling above. At the center of this chamber is Azigal
1. The Entrance (CE Shedim) and two Saraph Serpents writhing on either
The desert sands in this region are teeming with hostile side of her. When the party enters, Azigal will hiss a curse
serpents on the hunt for unsuspecting prey. As the party at them and order her Saraph serpents to attack. Azigal can
approaches the den, there are 1d4 Saraph Serpents see that she is outnumbered, and may try to use strategy or
prowling along the rocks and sand of the Zin desert. These terrain to her favor.
serpents can be avoided with a successful DC 13 group If the party arrives in the tunnel near area 6, she will
Stealth check. attempt to flank the party, forcing them toward the edge of
A character with a passive perception of 13 or higher the pit. If the party enters near area 7, she may try to reach
will notice markings in the sand and drops of dried blood Balthazar first, in order to use him as a hostage and human
that indicate a body was dragged into the cave entrance shield.
within the last few days. The body was clearly not moving
as it was dragged, though whether it was dead or just 6. Brood of Vipers
unconscious is unclear. A 20-foot deep pit sits in one corner of the den. At
the bottom of this pit are hundreds of juvenile snakes of
2. The Cultist Camp various different breeds. The young snakes are not yet able
A mage loyal to Lilith named Hristos (LE Shadow to climb the steep walls of the pit, but will attack anything
Mage) and his two bodyguards (NE Shadow Cultists) are that falls or climbs to the bottom. The snakes hiss and strike
sitting around a small campfire in the center of this large at random in the dark, and will even attack Azigal, as they
cavern. Azigal ordered the cultists to keep watch while are not mature enough to recognize friend from foe. A
she tortures Balthazar, but they are growing restless. The creature who falls to the bottom of the pit for the first time,
Saraph serpents in the den are obeying Azigal’s instructions or ends its turn there, takes 5 (2d4) piercing damage and
not to harm the cultists, but Hristos and his bodyguards are must make a DC 12 Constitution saving throw, taking 11
nonetheless growing increasingly nervous being in the dark (3d6) poison damage on a failure, and half as much on a
confines of the den. success.
The cultist’s campfire sheds dim light throughout this
cavern, and if the party approaches stealthily, they may 7. The Stone Table
overhear the cultists discussing their distrust of Azigal, and A natural rock formation forms a kind of stone slab at
wondering out loud how much longer it will take before one end of the den. On this table lies Balthazar (NG Magi
she is able to break the magi’s will. The cultists are loyal Tactician), who clearly bears the marks of being tortured
to Azigal and will fight to protect her, but may still divulge by Azigal. Balthazar is stable with 0 hit points. However,
information if the party captures and interrogates them. The even if he is healed by one of the characters, Balthazar has
cultists know the following information: suffered a great deal. He has only three 1st-level spell slots
• Azigal is a Shedim sent by Lilith. Azigal was sent remaining, and must take a Long Rest before he can regain
here to find the Staff of the Bronze Serpent. his abilities.
• They take orders from Azigal. They do not know
where Lilith or any of the other archdemons are. Resolution & Reward
• They captured and knocked out a magi. Azigal is If the party defeats Azigal and rescues Balthazar, he can
torturing him in area 7. lead them to a crevice in the natural wall of the cave where
the Staff of the Bronze Serpent is hidden. Balthazar has
3. Saraph Ambush no interest in the relic and will offer the magic item to the
Six Saraph Serpents are lying in wait in this chamber. party as thanks for saving him. He will also request that
Under orders from Azigal to attack intruders, the serpents the party accompany him back to Sheba where he promises
will attack without provocation or strategy and will fight to to reveal information that will be of interest to them. If
the death. they agree to travel with Balthazar back to Sheba, run the
“Finding Balthazar” encounter on the next page. If the
4. Abandoned Camp party refuses to follow Balthazar, he will return to Sheba
A small abandoned campsite lies in disarray in one of without them.
these side chambers. There is no way of knowing who these
adventurers were, but this is where they met their end. The
bones of three human bodies lie strewn about the floor, Level Up
no doubt killed by Saraph serpents. A character who stops The party should gain a level at the conclusion of this encounter.
to investigate the campsite can roll once on the random

157
Finding Balthazar
Balthazar was taken captive and tortured by the Shedim
called Azigal in the Den of Serpents hidden in the rocky
crags of the desert of Zin. Assuming he is rescued and
nursed back to health, Balthazar will waste no time in
completing his mission. He will return to Sheba at once
to advise Queen Makeda to prepare for war. He will ask
world, each using one of the Seven Deadly Sins to
the party to come with him, but if they decline, he will go
amplify its magic.
without them. Either way, he will not share any further
• Using this dark magic, they have discovered a way to
information until he has safely reached Sheba.
create a human disguise (called a simulacrum) that is
Once he is safely back in his library in Ma’rib, Balthazar
tethered to the physical world through sin.
moves with confidence, despite a small limp that he
• Each of these physical bodies is tethered to a different
sustained from his encounter with the Shedim. Speaking
sin (lust, gluttony, pride, etc.). Whenever humans
with the authority of a military commander and an air of
commit that particular sin, the demon’s human form
one preparing for battle, Balthazar outlines what he knows
grows stronger.
of the enemy.
• The simulacra can be damaged or destroyed using
What Balthazar Knows a spell that atones for sin (such as Lesser or Greater
If the party has not already spoken with Wu Mei about Atonement) or a Censor of Atonement (neither of
the prophecy of the beast, Balthazar will first share all which he has access to), which exposes the demon’s
information on page 69. Additionally, he has learned the true form. Simulacra can also be destroyed by
following information: inflicting enough damage.
• Demons are normally bound to the spiritual world, • Balthazar believes the child born under the star may
but seven Archdemons found a way into the physical have a way of destroying sin once and for all.

158
Balthazar’s Gift
Balthazar believes that the party is destined to join in the
fight against the darkness, and has a gift for them. He will
take them to Fort Tebaki in Ma’rib, where he has stored
the Helm of Salvation with Menilek for safekeeping.
Balthazar will explain that this helm is one piece of a
legendary set of armor known as the “Armor of God” that
only appears in times of great need. When the star appeared
over Bethlehem, three pieces of this legendary armor
appeared at the Temple of Fire in Teredon. Each of the
Magi took one piece, assuming that it belonged to the one
born under the star. When they arrived in Bethlehem, they
met an angel who said to them:

“The Messiah has weapons of which you do


not know, and would not understand. These are not
meant for him. Give them instead to those who will
follow him, for theirs is the way of the sword, and
his the way of the cross.”

The 3 Magi agreed to save the Armor of God for a


worthy adventuring party, and gave the baby in Bethlehem
different gifts instead. Balthazar does not remember the
baby’s name, does not know what “Messiah” means, and
does not understand what the “way of the cross” means.
He believes these things are probably important, but that
the best way to help fulfill the prophecy is by bringing the
fight to the demons directly to divert attention away from
whatever the Messiah is doing.
Balthazar’s Quest
Balthazar believes that the best defense is a good
offense. He plans to stay in Sheba and advise Queen
Makeda to prepare for war with the Fellowship, but he will
ask the party to bring the fight to the demons immediately.
He believes the demons are currently separated and
searching for the child, which gives the party an advantage.
If they can locate and strike the demons down one at a time,
he thinks they may be weakened and distracted enough to
forget about stopping the prophecy. He will also advise the
party to seek out and find the other two Magi to collect the
other pieces of the Armor of God. He does not know where
the magi or the demons are, but can offer the following Balthazar as an NPC
clues: Balthazar is a Lawful Good Magi Tactician. Use the following
• Melchior traveled west on the Via Maris, and information for Balthazar as an NPC in the story.
Quirk. I listen quietly when others are talking, and I generally
mentioned something about finding a library. only respond if I am asked a question.
• Caspar traveled north on the Via Maris, and Bond. I am the sworn guardian of the prophecies of old, and
mentioned something about boarding a ship. advisor to the Queen of Sheba.
• He has heard tell of disturbing behavior from people Ideal. Evil must be destroyed before it can take root. I would
sacrifice anyone and anything in the war against evil.
in Thebes, and believes there is an Archdemon lair Flaw. I tend to generalize everything into “good” or “evil,” and
there. therefore find it difficult to hold nuanced discussions.

159
Finding Melchior
Melchior has taken up residence in the great library
of Alexandria where he spends his days among fellow
scholars doing research. He has a nervous manner of
speaking, and his eyes dart about the room, as though
expecting enemies to burst in at any moment. He is aided somewhere in Galilee according to the latest tax
here in the lower archives by a researcher named Strabo. documents from Rome.
With their combined intellect (and over a decade spent • Jesus is the “Messiah” referenced in Hebrew texts.
living in the basement archives of Alexandria), Melchior Messiah means “anointed one,” and refers to the
and Strabo have uncovered some useful information. ancient Hebrew prophecy that he will be a savior.
• Jesus represents a threat to Lilith and the other
What Melchior Knows demons. They will attempt to kill him before he can
fulfill the prophecy.
If the party is not already familiar with the prophecy of
the beast, Melchior will first share all information on page • Melchior does not know how this prophecy will be
69. He has been furiously researching this prophecy here in fulfilled, and does not believe that Lilith does either.
Alexandria, and can share the following information:
• The demons are ancient. Some (if not all) of the Melchior’s Gift
demons appear to predate creation according to Melchior will also share that he has had visions that a
Hebrew texts. group of adventurers are coming to join in the fight against
• The seven demons where once powerful celestials, the demons. He believes that the party are the heroes he has
who fell from grace to follow Lucifer, a Seraphim who been waiting for, and he has a gift for them. Ushering them
later changed his name to Satan. to a secret alcove lined with dusty old books, Melchior
• A man named Jesus was born under the star in the pulls a large parcel wrapped in old cloth from one of the
prophecy. He is now in his mid-twenties, living bookshelves and offers it to the party. Inside the party will

160
find the Shield of Faith. Melchior will explain that this
shield is one piece of a legendary set of armor known as
the “Armor of God” that only appears in times of great
need. When the star appeared over Bethlehem, three pieces
of this legendary armor appeared at the Temple of Fire in
Teredon. Each of the Magi took one piece, assuming that it
belonged to the Messiah. When they arrived in Bethlehem,
they met an angel who said to them:

“The Messiah has weapons of which you do


not know, and would not understand. These are not
meant for him. Give them instead to those who will
follow him, for theirs is the way of the sword, and
his the way of the cross.”

The Magi agreed to save the Armor of God for a worthy


adventuring party, and give Jesus different gifts instead.
Melchior firmly believes that the party are the heroes who
will follow after and protect Jesus. He does not understand
what the “way of the cross means,” but assumes it is some
kind of legendary weapon.
Melchior’s Quest
Melchior is afraid that there is a conspiracy to
assassinate Jesus, and he believes that the party are sent
by God to defend him. He will urge the party to find out
how the Archdemons are planning to bring this about and
foil these plans through whatever means necessary. Unlike
Balthazar, Melchior does not think that it is necessary to
find and destroy the demons (since he has faith that Jesus
will be doing this). However, he insists that it is of utmost
importance that Jesus be protected from any attempt to
harm him.
He will also advise the party to seek out and find the
other two Magi to collect the other pieces of the Armor of
God. He does not know where they are, but can offer the
following clues:
• The three Magi left Bethlehem in different
directions, avoiding main roads for fear of King
Herod’s vengeance.
• Balthazar crossed the Dead Sea in a small boat.
He planned to cut across the Wilderness of Zin,
avoiding the Spice Road, heading directly to Sheba. Melchior as an NPC
• Caspar traveled North using the Via Maris, and Melchior is a Neutral Good Magi Researcher. Use the following
Melchior believes his final destination was Antioch. information for Melchior as an NPC in the story.
Melchior is hesitant to leave Alexandria, since he feels Quirk. I am a bit of an introvert, and I tend to fidget nervously
when talking to people I don’t know well.
that this Library has become his new home. Also, he feels Bond. I love books, and have been carefully taking notes in my
that there is still a lot of research to be done. However, if own journal, which I carry with me everywhere.
the party wishes to convince him either to join them for Ideal. There is no problem so great that the answer cannot be
a time, or to return to Teredon, they may attempt to do so found in a library.
Flaw. Sometimes I procrastinate because I feel “under-prepared.”
with a DC 16 Persuasion check.

161
Finding Caspar
Caspar arrived in Cyprus 20 years ago, and in that time
has constructed for himself a fully functioning observatory
at the peak of Mt. Troodos. Upon the party’s arrival, Caspar
will beckon them in excitedly. He has been expecting them,
and begins to hurriedly show them his research. Years
of secluded study are apparent in his bloodshot eyes and
studdering manner of speaking.
His research assistant is an elderly scholar named
Aristarchus who chimes in when he can, but he does
not really understand the complexity of what Caspar is
trying to do with his research of the stars. Nevertheless,
Aristarchus bustles about excitedly, helping Caspar with his
experimentation.

Aristarchus’s Quest
If the party talks to Aristarchus, they will learn that he was once
the High Curator of the Library and Museum of Alexandria, but that
he was exiled when Rome took control of Egypt. He deeply resents the
new curator, “Balbillus the Wise” who he sees as totally incompetent.
If the party offers to try and get Balbillus fired so that he can get his
job back, he may even offer to share with them the blueprints to the
Museum of Alexandria, and hint that “if an important artifact were to
go missing from the vault... Balbillus would certainly be fired.” If the
party pursues this quest, run “Museum Heist” (page 164).

What Caspar Knows


Caspar will excitedly explain to the party the Prophecy
of the Beast (page 69), if they do not already know about
it. He will also recount his trip to Bethlehem and his
encounter with a child whose significance he does not yet
understand. Ever since the star appeared in Bethlehem,
Caspar has been constructing a theory based on mapping
star movements, and his work has finally yielded results.

162
Caspar will share the results of his research:
• An unusual star appeared over Bethlehem to signal
the birth of the Messiah. This gave Caspar the idea
that the stars could be used to locate other significant
events or creatures.
• The demons each give off an aura of temptation that
causes people in the area to be attracted to a particular
kind of sin.
• These auras are reflected in the movements of the
stars.
• By charting the movements of the star of Bethlehem
and other stars associated with different sins on a large
star chart in his observatory, Caspar has been able
to isolate the location of not only the Messiah, but
several prominent demons as well.

Target Location
Abaddon The escalating tension between Rome and Parthia is
felt worldwide. This is more than enough wrath to fuel
Abaddon’s power, meaning he could be anywhere...
and is very powerful.
Balthazar This Magi is Somewhere in Sheba
Beelzebub An aura of sloth seems to be concentrated around the
Hanging Gardens in the city of Babylon.
Legion The stars point to a surge in political manipulation
in Judea. This unusual activity probably means that
Legion is there, and is close to locating the Messiah.
Lilith There have been no epicenters of Pride-based sin,
meaning that Lilith’s lair is not near any major cities,
AND she is not using a simulacrum to disguise herself
Mammon An unusual amount of greed has been detected in the
city of Memphis
Melchior This Magi is somewhere in Alexandria
Messiah The “Star of Bethlehem” has realigned itself over
northern Galilee, meaning the messiah is most likely
living in the city of Capernaum.
Moloch An abundance of gluttony and other pleasure festivals
has been reported in Tarsus
Naamah The realignment of stars indicate that she recently
traveled from Teredon to Thebes.

Caspar’s Gift
Caspar will warn the party that they will need to move
quickly to eliminate all of the Archdemons in time, and will
present them with the Boots of the Gospel. Caspar as an NPC
Caspar is a Chaotic Good Magi Seeker. Use the following
Caspar’s Quest information for Caspar as an NPC in the story.
Quirk. I often forget to finish my sentences, and sometimes
Caspar will advise the party to locate the other two speak to quickly for others to follow my thoughts.
missing Magi, if they have not yet done so. Once they feel Bond. The night sky. I refuse to travel anywhere that I do not
prepared to look into the face of evil, they should begin have a clear view of the sky.
hunting down the Archdemons one at a time and removing Ideal. Truth will always reveal itself to those who look for it and
have patience.
them from the world. Flaw. My head is in the clouds, and it keeps me from forming
any meaningful connections with other people.

163
Museum Heist
Encounter Hooks The Heist
There are several reasons the party may decide to The Museum of Alexandria is one of the most heavily
break into the Museum of Alexandria; choose the one that guarded buildings in the city. Breaking into the secure
most aligns with where the party is in their journey at the vault in Area 13 will require the party to deal with the
moment, or make up a new one. incompetent High Curator, Balbillus the Wise (LE
1. A Job Offer Noble), the paranoid head of security, Lars Proximus (LN
The party is approached by a cloaked figure who offers Centurion), and the labyrinth of security features along the
a deal on behalf of a mysterious patron: break into the way.
high-security vault in the Museum of Alexandria and The Vault Keys
retrieve the “Merneptah Codex.” This job offers a payment The vault door can only be opened with two keys that
of 1,500 gp. The cloaked figure is, in fact, a Shadow of are magically bonded to the vault door, and must be turned
the Beast Cultist who is offering the job on behalf of the simultaneously to deactivate the abjuration wards inside the
demon Legion. Legion has no intentions of paying the vault. It is up to you whether the party is notified of these
party, if they return to the appointed meeting place, they keys ahead of time, or if they must learn it themselves.
will be ambushed by a Shedim, a Shadow Magician, and 5 Either way, the real challenge is in locating and securing
Shadow Cultists. both keys.
2. The Inheritance Proximus’s Key. The easiest key to find may also be
If the party has previously met Selene (NG the hardest to secure. Centurion Lars Proximus always
Enchantress) in Thonis, then she may call upon them to carries this key in a special pocket on his belt. The key is
help her retrieve a magic item that used to belong to her additionally attached to his belt by a length of chain. As
mother: Cleopatra’s Brooch. Furious with the Roman an action, a character can attempt to steal the key with
empire for taking her family from her, Selene has decided a successful DC 16 Dexterity (Sleight of Hand) check.
to reclaim the last surviving heirloom of her family. Selene This check may be made with advantage if Proximus is
with pay the party 800 gp to help her gain access to the distracted. The character making the attempt must have
Museum vault. Additionally, Selene promises that the vault thieves’ tools or a dagger in order to break the length of
may hold untold additional treasures for the taking. chain and pull the key free. Proximus is most likely found
in the security office (Area 12), but may leave occasionally
3. Reconnaissance Mission to patrol the museum or investigate a disturbance.
The party is contacted by Balthazar (CG Magi
Balbillus’s Key. Balbillus is as incompetent as he is
Tactician) who believes that there may be useful
conceited. He routinely looses his vault key (much to the
information in the Merneptah Codex. He believes that the
annoyance of Centurion Proximus). It is unlikely that even
codex may provide key information and even locations for
Balbillus is aware of his key’s location. When the heist
the hideouts of demons in the region of Egypt. Balthazar
begins, ask one of the players to roll to determine this key’s
asks the party to retrieve the codex (and also raid the vault
location.
for any other weapons that can be used in the coming
conflict against the Fellowship of the Beast). d6 Key Location
4. A Matter of Revenge 1 On Balbillus: in his robe pocket
The party is hired by Aristarchus (CG Noble) to 2 In a desk drawer in Area 3
steal something from the vault in order to humiliate his 3 In the lockbox in Area 5
replacement, Balbillus “the Wise.” In payment, Aristarchus 4 Used as a placeholder in a book on the table in Area 17
offers to let the party keep whatever they are able to steal, 5 Inside an empty goblet left on the balcony in Area 16
and in exchange, Aristarchus can reclaim his rightful
6 Lying in the grass by the fountain in Area 6
position as High Curator of the Museum.

164
1. Grand Lobby pass through this area to offer a selection of wines and
meads to Balbillus’s guests.
Your footsteps echo on the white marble floors 3. High Curator’s Residence
as you enter the large and open receiving space. This
This large one-room residence is the dwelling place
rectangular room is lined on either side with two rows
of High Curator Balbillus the Wise. Although the room is
of marble pillars that guide visitors inward toward the
courtyard beyond, and larger than life statues of Egyptian filled with expensive scrolls and books, a brief inspection
and Roman heroes of ages past loom from the recesses of his collection will reveal that most of the books have
of dimly lit alcoves beyond. never been opened, and that the impressive bookshelves
are likely here for display only. Balbillus’s desk sits in one
Citizens of Alexandria enter to a breathtaking display as corner, lit by candlelight. The top drawer of this desk is one
soon as they pass through the front doors of the Museum. possible location of Balbillus’s Vault Key.
The lobby is constructed entirely of White marble, with 4. Pantry
alternating pillars painted in designs reminiscent of Old A small selection of dry goods and a very large selection
Egypt. Some tables and chairs are available in this space, of wine barrels occupy this small room. The pantry
and Roman slaves (Commoners) wait on patrons, offering connects to the North Gallery, and allows the Roman slaves
from a selection of wines in storage here in the Museum. to refill their drink platters before passing unseen between
Balbillus the Wise. The High Curator of the museum, a the gallery and lobby.
man known as Balbillus the Wise (LE Noble), can often be 5. High Curator’s Office
found here socializing with his esteemed patrons. Balbillus A door along the South wall of the Grand Lobby leads to
is a short and round gentleman who glides through every the office of High Curator Balbillus the Wise. This door is
conversation with a kind of fluid arrogance. Although he guarded by 2 Roman Legionaries who are under orders to
may shake hands and offer pleasantries with all visitors, allow only Balbillus or Proximus to enter.
he is really only interested in making connections with This spacious office is where Balbillus conducts
nobility or royalty who can further his career, and will business meetings associated with the running of the
abruptly end conversations if he notices a guest who museum and neighboring Library of Alexandria. A lockbox
appears more important than the one he is currently talking sits below the desk in one corner of the room. A character
to. can, with thieves’ tools, unlock this box with a successful
Across from the entrance to the lobby are a set of double DC 14 Dexterity (Sleight of Hand) check. Alternatively, the
doors that open into the courtyard, and most guests are key to the lockbox is hanging from a small hook beneath
directed by Museum staff to move in this direction. Two the table in the center of the room, and can be discovered
doors on either side of the lobby lead to private rooms, with a DC 16 Investigation check. The lockbox is a small
but both of these doors are guarded by a pair of Roman object with an AC of 5 and 20 hit points. Inside the lockbox
Legionaries. 25 feet in the air, suspended from the rafters is a pouch containing 250 gp and a ledger for financial
and secured to the marble pillars, is a wooden catwalk that transactions that proves that Balbillus has been stealing
allows repairmen access to the ceiling, which is currently money from the Museum’s treasury. This lockbox is also a
being renovated. possible location of Balbillus’s Vault Key.
2. Private Lounge 6. Courtyard
A door along the North wall of the Grand Lobby, The Grand Lobby opens through a pair of ornate
situated between the towering statues of Mark Antony wooden doors into the spacious and peaceful courtyard.
and the late Pharaoh Cleopatra, leads into a private lounge The courtyard is open to the sky above, and lush green
area. This door is guarded by 2 Roman Legionaries who grass spreads out in either direction, beckoning guests
are under orders to allow only Balbillus or Proximus to to take a stroll and relax beneath the shade of sycamore
enter. If Balbillus meets a dignitary of some status, he will trees that sway gently in the breeze of salty sea air. A large
usher them into this side chamber where he will attempt to fountain stands at one end of the courtyard. Balbillus is
impress them with his selection of fine Egyptian wines and fond of sitting by this fountain in the afternoons, and this is
the pleasure of his company. one possible location of Balbillus’s Vault Key, as he has
This room is dimly lit by candelabras, and Egyptian- been known to drop it in the grass while sitting near the
style frescoes adorn the walls. A spiral staircase in one fountain.
corner of this room leads upward to the Restoration Room,
through Balbillus will rarely allow even his esteemed
7. The Rotunda
The rotunda is the pinnacle of the Museum visit. This
guests to visit this area. Roman Slaves will occasionally
huge circular room is framed by a colonnade that supports

165
166
the domed ceiling that rises 50 feet above the floor. The room. 1d6+3 Roman Legionaries are currently putting on
domed ceiling is covered in Egyptian mosaics that sparkle their armor in this room. If there is a disturbance in areas
in the light from the oculus in the center of the dome. 10 or 12, or if they are alerted to disturbances elsewhere
The perimeter of the rotunda is filled with statues and in the building, these legionaries will leaving this area to
busts from all centuries of history. Ancient likenesses investigate. Any number of common weapons and armor
of Pharaohs Nefertiti and Ramses II stand alongside can be found in this room. Additionally, there is a set of
Alexander the Great and the modern Roman Caesar Roman Armor and a Shield of the Legionary in this
Augustus. There seems to have been very little thought put room. Legionaries carry no money while on duty, but a
into the arrangement of this statues, but the space is no less total of 85 gp can be found by searching the possessions
impressive for it. The center of the Rotunda is dominated left in this room.
by a round pool of water from which rises a white marble 12. Security Office
statue of Cleopatra. Her likeness stands 30 feet tall, This is the office of head of security Lars Proximus (LN
reaching almost to a wooden catwalk that encircles the base Centurion). Proximus sits at the desk in the center of the
of the domed ceiling. room, reading a report from his commanding officer in
8. North Gallery Alexandria, Caius Blandus. 4 Roman Legionaries sit at a
Rows of stone platforms display relics of ages past. table in one corner of the room playing a game of Tali. A
Determine the contents of each platform by rolling on the total of 35 gp sits in the center of the table.
“Random Discoveries” table. Wooden doors at the west Behind Proximus’s desk stands the imposing Vault
and east ends of the gallery lead into the security wing, and door. On either side of the vault door are keyholes that are
the High Curator’s residence, respectively. Each of these magically paired to the two vault keys held by Proximus
doors is guarded by 2 Roman Legionaries. If there is a and Balbillus, respectively. The keys must be inserted and
disturbance in areas 4, 7, or 10, the legionaries may leave turned simultaneously to unlock the vault door and disable
their post to investigate. the magical abjuration wards within. The door is a large
The ceiling of this room is 20 feet high, and small object with an AC of 5 and 100 hit points.
wooden trapdoors in the ceiling connect to the attic 13. The Vault
passageways of Area 18. A cold stone staircase leads down into the dimly lit
9. South Gallery vault below the grounds of the Museum complex. A series
Rows of stone platforms display even more relics of of abjuration wards serve as protection against theft in
ages past. Determine the contents of each platform by this area. Both of these wards are versions of the Glyph of
rolling on the “Random Discoveries” table. A wooden Warding spell, and are immediately disabled if the vault
door at the east end of the gallery leads into corridor that door is opened with the correct keys.
connects to the office of the High Curator. This door is Alarm Glyph. About 10 feet past the vault door,
guarded by 2 Roman Legionaries. If there is a disturbance halfway down the steps, a 5th-level glyph is inscribed in the
in areas 5 or 7, the legionaries may leave their post to wall that triggers an intruder alert. If anyone passes within
investigate. 5 feet of this glyph while it is active, all legionaries on duty
The ceiling of this room is 20 feet high, and small are alerted of the breach as though through the Alarm spell.
wooden trapdoors in the ceiling connect to the attic This glyph may be noticed with a DC 16 Investigation
passageways of Area 18. check.
10. Vestibule Sleep Glyph. A 7th-level glyph has been inscribed on
This small room is used by legionaries who are just the floor at the base of the stairs that can be noticed with a
beginning, or just ending, their shift. Although each DC 18 Investigation check. The glyph triggers if anyone
legionary uses their own armor, ornamental items such passes within 5 feet of it while it is active. If triggered,
as shields and capes emblazoned with the symbol of the the glyph glows, filling a 20-foot-radius Sphere with dim
Museum are passed from legionaries coming off duty to light for 10 minutes, after which time the spell ends. Each
legionaries starting their shift. This room currently has 1d4 creature in the Sphere when the glyph activates is targeted
Roman Legionaries who are preparing to begin their shift. by its Effect, as is a creature that enters the Sphere for the
If there is a disturbance in areas 8 or 11, these legionaries first time on a turn or ends its turn there. Each target must
will leave the vestibule to investigate. make a DC 18 Wisdom saving throw and falls Unconscious
for 10 minutes on a failed save. A creature awakens if it
11. Armory takes damage or if someone uses an action to shake or slap
This room is filled with weapons and armor of Roman
it awake.
design, arranged in orderly rows along the outsides of the

167
Inner Chambers. Four smaller chambers branch A small door partially hidden behind dusty crates
out from the main vault, and each contains one relic of connects to the attic passageways. This door is locked, and
immeasurable value and historical significance. Each Balbillus misplaced the only key several years ago. The
of these chambers is locked behind a reinforced door. door can be opened with thieves’ tools and a successful DC
These inner chamber doors have no handle or discernible 12 Sleight of Hand check. The door is a medium object
keyhole. Instead, a glyph inscribed on their surface glows with an AC of 5, and 10 hit points.
faintly, shedding dim light in a 5-foot-radius. A DC 14 15. Lobby Catwalk
Arcana check will reveal that these glyphs are holding A circular catwalk hangs suspended from rafters 25 feet
a sustained Arcane Lock spell on the doors. Each glyph above the floor of the Grand lobby below. This catwalk
triggers if Balbillus the Wise comes withing 5 feet of it. If is constructed of wood, and was installed to allow repair
a glyph is triggered, the Arcane Lock spell is suppressed workers access to the ceiling, which is in the process of
for 10 minutes, after which time it reactivates. The glyphs being restored. When the museum is open for business
are not elaborate security measures, and can be fooled Balbillus orders the work to cease to provide the best
by a Disguise Self spell or even a statue or painting of experience to his visitors.
Balbillus’s likeness. Alternatively, the glyphs can be
circumvented by casting the Knock spell, or dispelling or 16. Front Balcony
damaging the glyph. Each chamber door has an AC of 5 The catwalk also provides access to the rooftop
and 75 hit points. overlooking the front entrance and city streets of
There are no markings to indicate the contents of each Alexandria below. Although this space was not designed
chamber, and only Balbillus remembers where each item as a balcony, Balbillus has taken to spending his evenings
is stored. Each time a chamber is opened, roll to determine relaxing in the Egyptian sun and watching the world pass
the contents of that chamber. by from this balcony. Evidence of his leisure activities are
clear in this area: a pipe and a pouch of hashish sit on one
d4 Chamber Contents table, and an empty, wine-stained goblet sits on another.
1 Merneptah Codex This is another possible location for Balbillus’s Vault Key,
2 Sword of Alexander the Great as he may have left it sitting in the empty wine goblet one
Ring of the Pharaoh
evening.
3
4 Cleopatra’s Brooch 17. Reserve Archive
The bulk of Alexandria’s knowledge lies in the Library
The Merneptah Codex. The Merneptah Codex is a that sits adjacent to the museum. However, certain scrolls,
bound book of ancient Egyptian design, with clay tablets as tomes, or parchments that are deemed “unusual” or cannot
pages. A character who can read Old Egyptian can learn the otherwise be verified are sent to the reserve archives here
story of how the kingdom of Egypt suffered a series of 10 in the museum. These reserve archives have become
plagues at the hands of a legendary villain named Moses. something of an attraction to visiting mages who come to
According to the story recorded in this book, the Israelites peruse its contents out of curiosity.
were eventually wiped out by the Egyptian army proving Access to these archives requires the special permission
that the Egyptian gods were superior to the Hebrews’. This of High Curator Balbillus. However, due to their many
codex also functions as a spellbook, which contains the contributions to the archive over the years, the Essenes are
following spells: always granted access to this room. Any character that is
1st level: Hideous Laughter, Unseen Servant “Allied” with the Essenes (see page 139) will be gladly
2nd level: Crown of Madness, Rope Trick granted access to the archives by Balbillus, who assumes
5th level: Create Golem, Walk in Shadow that they must be visitors of some importance.
7th level: Transubstantiation The study table in the archives is another possible
9th level: Weave Sin location of Balbillus’s Vault Key, as he is prone to using
14. Restoration Room keys as placeholders in books he is reading. If the key is
The floorboards creak and a thin layer of dust covers found here, it may also reveal the topics Balbillus has been
most surfaces in this room. Crates and art objects lie piled researching, which may be of some embarrassment to him.
haphazardly in one corner, and an assortment of tools have A small door in the back room of the archives connects
been left out on a large workbench here. This room was to the attic passageways. This door is locked, and Balbillus
built for the careful restoration of artifacts, but from the misplaced the only key several years ago. The door can be
look of things, Balbillus has not done any real work up here opened with thieves’ tools and a successful DC 12 Sleight
for some time. of Hand check. The door is a medium object with an AC of

168
5, and 10 hit points. contained a clutch of Feign Spider eggs. A hive of 2d6
Feign Spiders live in this room, clinging to the web-coated
18. Attic Passageways
ceilings and walls of the rooms and passages in this area,
A network of dark, cramped passageways used
preying on rats and other vermin in the attic passageways.
to provide access for repairs to the building, but it is
immediately clear that it has been years since anyone 22. Archive Annex
has visited the dark recesses of this attic network. The The door to this room is marked with an old bronze plate
passageways here are only about 2 to 3 feet wide, and that bears the inscription “annex.” This room has clearly
only 5 feet tall. A small creature can move through these been used to store pieces of knowledge too strange even
passageways easily, and a medium creature can squeeze at for the reserve archive. A brief perusal of the parchments
half speed. in this room reveal the ramblings of mystics and madmen
These narrows passages are shrouded in total darkness. from ages past. Some writings are lucid descriptions of
Scattered throughout the passages are small square insane encounters with Cherubim, while some are mere
trapdoors that grant access to various areas to the museum scribblings of shapes and patterns with no clear meaning.
below. A character who succeeds on a DC 17 Investigation
check discovers a collection of writings between the
19. Rotunda Catwalk
previous High Curator, whose name was Aristarchus, and
A large catwalk encircles the base of the domed ceiling
an unnamed spy who appears to have been conducting
of the rotunda, and is open to the floor of the museum
research into cultist activity in the area. The last letter in the
below. Hushed voices of patrons echo up from the floor
collection reads as follows:
40 feet below. The mosaic of the ceiling seems comically
skewed from this vantage point, and wind blowing in from They call themselves the “Shadow of the Beast”
the harbor can be heard whistling past the oculus above. and they seem to worship some kind of powerful entities
20. Locked Storeroom or gods who grant them dark power. It seems these
This storeroom is also locked, and probably requires entities prefer to make their lairs in structures of ancient
the same key that was lost by Balbillus. The door can be significance, such as the Hanging Gardens of Babylon
opened with thieves’ tools and a successful DC 12 Sleight and even in our own Pyramids! An exception to this
behavior is the entity they refer to as “the legion,” who
of Hand check. The door is a medium object with an AC of
apparently resides in a salt cave in Judea. I am worried
5, and 10 hit points. that our research is beginning to arouse suspicion. Be
Inside, a musty smell fills the air and an assortment of careful, these followers of the Shadow cult are powerful
old scrolls and books lie placed neatly in a row on top of and well-connected. Perhaps it would be best to lie low
some dusty old crates. Although no footprints can be seen for some time.
on the dusty floor, the books and scrolls on the crate appear
to have been recently moved, judging by markings in the 23. Storage Room
dust on the surface of the crate. This room is filled with dusty art pieces and crates from
Dybbuk Ambush. This storeroom is the lair of 2 old deliveries. A successful DC 16 Investigation check will
Dybbuks who have taken up residence in the museum reveal something interesting. A character that succeeds in
attics here. For whatever reason, these corrupted souls are this check may roll once on the “Random Discoveries”
obsessed with hoarding knowledge. Although they cannot table on page 130.
remember how to read, they have been pilfering random 24. Roof Access
documents from the archives. The Dybbuks will remain This small cylindrical room ascends upward by way
dormant inside the large crates as long as the party leaves of an old wooden ladder. This ladder grants access to the
their lair undisturbed. If a character touches or moves one roof of the museum, and was used at one time by repair
of the documents on top of the crates, both Dybbuks will workers. Climbing up to or down from the roof by scaling
attack and will fight to the death. the museum walls requires a DC 16 Athletics check.
21. Feign Spider Infestation A character that uses a rope may make this check with
The door to this room is splintered inward, and the floor advantage.
inside is littered with animal bones and a mess of sticky
webs and cocoons. The smell of death and decay radiates
out from this room, leaving little doubt of what is inside.
A shipment containing relics from distant lands was stored
here years ago (an subsequently forgotten by Balbillus).
Unbeknownst to the museum staff, this shipment also

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Prison Break
How Did We Get Here? A Time to Die
If all goes according to plan, you will never need run As the GM, you are not in charge of making sure the story
this event. Having said that, you will definitely need to has a happy ending. This event may be helpful for resetting
run this event. Maybe a combat encounter turned out to be the story after a big failure, but it is also acceptable to let the
more difficult that you planned. Maybe the party stumbled characters die. Use this event sparingly, and only if it feels
upon the lair of an ancient demon before they were right. In some cases, it can lead to a more meaningful story
prepared for the conflict. Maybe your players just made to continue with a new group of heroes, and your players may
some really unwise decisions at a really bad time. Whatever even enjoy getting to create new characters.
the reason, you will eventually find yourself in the position
of a TPK (total party knockout). If all player characters are out. Thus, it is best not to plan for an elaborate encounter
reduced to 0 hit points, or if the party is overwhelmed and and just prepared to improvise in response to the party’s
captured, you can choose to run this “Prison Break” event choices. Remember, the party just recently suffered defeat
rather than starting over with all new characters. In this in a difficult encounter, so this is escape should give them
event, the characters all wake up together in a prison cell the “win” they need to get their confidence back.
and must plan their escape before time runs out. Making It Interesting
Where Are We? This event is essentially a back-up plan in case things go
The “prison” in this encounter is deliberately horribly wrong for the party. However, it is also important
ambiguous, and can be dropped into the adventure to remember that this is still part of the overarching story.
anywhere, at any time. If the party is captured by Roman Do not approach this escape as one more hurdle to jump
soldiers, they find themselves in a city fortress crawling through on the way to more interesting things. Instead,
with Legionaries. If the party is knocked out by a demon, look at this facility as an interesting plot device of its own.
they may awaken to cultists preparing them for a ritual While the escape may be the party’s focus, there are plenty
execution in an underground dungeon. If the party of ways to work exposition into the action of the escape.
disrespected the Queen of Sheba, they may be held under Use the table below for inspiration, or make up your own!
the watch of Zin’tori scouts in Fort Tebaki. Whatever the
reason for this misfortune, you can run this encounter the d6 Story Development
same way. 1 One of the prison guards has a similar backstory to a player
character, allowing time for exposition and perhaps even a
The prison guards in this encounter all use the Guard
Persuasion check to use their shared experience to convince the
stat black, but you can flavor them as Roman Legionaries, guard to help them escape
Parthian Cataphracts, Shadow Cultists, Bandits, Zin’tori 2 The central office (Area 3) contains incriminating evidence of
Scouts, or Temple Guards to stick to the theme of the political corruption that can be used to topple governments or
party’s current predicament. blackmail politicians later on in the story.
Running the Encounter 3 A beloved NPC is being held in the same prison, and is scheduled
to be executed. Their presence here reveals the betrayal of a
Use the included map or design your own! The party
trusted ally.
should begin this encounter in a prison cell (Area 1 at the
4 A series of letters found in one of the rooms of the prison reveal
top of the included map). All of their obvious weapons, that a demon has been manipulating local law enforcement
magic items, and money have been confiscated and are authorities and politicians. This correspondence further reveals
being held in Area 2. However, they may still have some the location of the demon’s lair...
magic items such as rings or belts, at your discretion. In 5 A fellow prisoner is revealed to be an Angel Messenger who
order to escape, they must find a way out of their cell, and tells the party that they are needed for important events that are
through the facility to one of the four exits (marked “E” about to unfold. The angel aids in the escape and then suggests
where the party should go next before vanishing.
on the included map). The prison facility is staffed by a
total of 3d6 + 5 Guards, spread throughout the various 6 A fellow prisoner is introduced as a Sicarii assassin named
Barabbas. He has a plan to escape and promises that if the party
rooms of the facility. The objective of this encounter is for helps, that the Sicarii will reward them with the assassination of
the party to escape. There are numerous ways to do this, any one named target, no questions asked (this relationship can
and the party should have no trouble plotting a way to get be pursued further on page 126).

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Area 1: The Cell Block Area 3: The Central Offices
The characters awaken here, locked in a prison cell This room offers the potential for learning new
or cells. Guards come and go from this area in regular information. The information found here should be relevant
intervals during the day. Each guard carries a key ring with to the faction that captured the party, but can reveal
keys to all doors in the prison facility. political corruption or the future plans of the faction.
Area 2: Contraband Storage Area “E”: Escape
All weapons, items and money taken from prisoners are The object of this encounter is simply to escape, and this
stored here. In addition to their original inventory, the party can be achieved by way of any unbarred window or door,
may also discover something from the Random Discoveries marked “E” on the map.
table on page 130.

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The Forgotten Temple
Area 1: The Entrance Area 3: The Subterranean Chambers
Steps lead upward along the exterior of the temple, The party arrives in an area that is clearly deep below
eventually leading the party inside the musty halls of this ground. Signs of nefarious activity start to become apparent
ancient structure, where they arrive in the abandoned as the party explores even deeper.
ceremonial chambers. Area 4: The Lair
Area 2: Descending Staircase Here the party encounters the final challenge, which
A staircase leads deeper into the structure, leading the may be a Shedim, a Mušhuššu, another ancient demon, or
party below ground to the subterranean chambers. some other threat of your own creation!

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173
Aphrodite’s Touch
Background within one mile of the Aphrodite’s Touch brothel, they
begin to experience the effects of Naamah’s Aura of Lust.
The beautiful mansion of white marble sits adjacent
to the abandoned Luxor temple on the grand Avenue of Before running this encounter, read about Naamah’s
the Sphinx in Thebes, Egypt. After a significant change regional effects and lair actions on page 329.
in religious practice over the last hundred years, the once
Raphael Returns
sacred temples of Karnak and Luxor here in Thebes have When the party last saw the archangel Raphael, he was
slowly fallen into disrepair, and even the city of Thebes traveling to Egypt to search for Naamah’s lair. Thus, it is
itself has become less populous over time. reasonable to think that the party may encounter him here
Seizing on the listless nature of the culture in Upper in Thebes, either as they enter the city, or as they arrive at
Egypt, the archdemon of Lust, Naamah the Seducer, Aphrodite’s Touch. If the party is at level 6 or lower, they may
moved in to claim her new lair. Under the guise of her benefit from some extra help from their celestial acquaintance
simulacrum, a beautiful woman named Seraphine, Naamah in facing Naamah once again. If they are at level 8 or higher,
refurbished this mansion, which once served as the retreat then perhaps Raphael has been taken captive by Naamah, and
home of the pharaoh Ramses II, turning it into one of the can add complexity to the encounter as a hostage.
most famous and lucrative brothels on the continent.
Since prostitution is legal under Roman rule, the local Approaching Aphrodite’s Touch
citizens are powerless to protest what many of them see as The grand palace of Aphrodite’s touch stands as easily
a desecration of the once holy site in Thebes. Despite the the most beautiful piece of architecture on the Avenue of
protest of elders in the community, Naamah’s business is the Sphinx here in Thebes. Larger than life statues of Greek
thriving, with the population falling more and more under and Egyptian heroes loom as sentinels along its facade, and
her power with each passing year. If the party journeys grand doors of solid wood open inward to welcome visitors

174
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to the entry hall. perimeter of the apse reflect off of the surface of this pool,
The Roman empire has a minimal presence here casting jagged shafts of brilliant light upward, illuminating
in a remote outpost. The Roman soldiers in residence the painted ceiling of the dome, which also depicts some of
are frequent customers of the brothel, and are also on the more arousing aspects of human sexuality.
Seraphine’s payroll. When the party arrives, it is likely Confrontation with Naamah. The archdemon of
that they have been warned by Seraphine to arrest them Lust is sitting on the edge of the fountain when the party
on sight. The front of the building is always guarded by 5 arrives. Seraphine is flanked by her personal bodyguard, a
Roman Legionaries and 1 Roman Centurion. hired mercenary named Maketi (LE Giant Warlord), who
stands poised for combat. Seraphine will greet them as old
1. The Entry Hall friends and offers to provide each member of the party with
companionship for the evening, free of charge. Seraphine
The large open colonnade of white marble stretches doubts that the party will accept her offer, but can never
inward before you, and the distant sound of peacefully
pass up an opportunity to try and seduce her enemies. She
trickling water echoes throughout the space. The entry
hall is lit by bright sunlight that filters in through numerous
will banter and flirt with the party until she loses interest, at
stained-glass windows that depict the beautiful forms of which point she will command the party member whom she
naked human bodies performing various sexually explicit has Charmed to attack their friends. Maketi will also attack
acts. Silk curtains are suspended between each of the the party, giving Seraphine the ability to hide and strike
pillars in the colonnade and sway gently in the afternoon from the shadows.
breeze, making it difficult to see more than 10 feet ahead
of you as you move. Combat with Naamah
Naamah is currently inhabiting her simulacrum form,
The entryway was designed by Naamah to be beautiful, Seraphine, which allows her certain different abilities. The
provocative, and mysterious. The plethora of curtains stat block for Seraphine is on page 329. When Seraphine is
invoke a sense of privacy and sensuality to her guests, reduced to 0 hit points, read the following text:
and offer other opportunities for her to investigate her Seraphine’s confident attitude fades as she is
enemies. The silk curtains that drift and sway fluidly in the struck, and the beauty of her simulacrum form folds in on
breeze cause the entire entry hall to be Heavily Obscured. itself before bursting into a cloud of purple smoke.
Although the hall is brightly lit, the drifting curtains make As you squint through the haze, you begin to make out
it impossible to see farther than 10 feet in any direction. the form of something large and far more hideous taking
Naamah’s simulacrum, Seraphine, is slinking along the shape where Seraphine stood. The archdemon of Lust
entry corridor, using the movement of the curtains for has been released.
cover. She will use her Charm ability to attempt to take
control of a member of the party before they reach the apse. Maintain initiative order, allowing the party one “free”
Once she has a member of the party under her control, she round of combat with which to heal or prepare reactions.
will retreat to the apse and pretend to be surprised when During this free round, the area within 20 feet of where
they arrive. Seraphine fell is considered lightly obscured by the purple
smoke.
Game Master Tip At the beginning of Seraphine’s next turn, the true form
If a character fails its saving throw against Seraphine’s of Naamah emerges from the dissipating smoke. Once
Charm effect here in the entry hall, allow the character to Naamah inhabits her true form, she also gains access to the
continue as normal without telling them the consequence of lair actions listed on page 329. Combat now continues as
the saving throw. Wait until combat is initiated before revealing usual.
that a character has actually been Charmed.
3. The Transept
Two wings lead off of the main reception area, separated
2. The Apse by a curtain of red silk. In each of these transepts there is
The entry hall leads to the apse of the structure, a a raised stone fountain filled with the same crystal-clear
semi-circular open space with a domed ceiling. The apse waters. Perched along the rim of the fountain are about a
is dominated by a larger-than-life statue of the goddess dozen prostitutes from across the spectrum of age, race,
Aphrodite. The goddess is fully nude, reclining in a and gender. After meeting Seraphine in the entrance hall
position that puts her form on best display. Water trickles and agreeing upon a fee, clients would be led to one
gently around the base of the statue, forming a rectangular of these transepts and allowed to choose a companion
reflecting pool. Light from the windows around the or companions of their preference. The client and their

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companionship would then be led to the chambers in area 4 aura must make a DC 14 Dexterity saving throw, taking
for privacy. 5d8 Thunder damage on a failed save, or half as much on a
The prostitutes use Commoner stats, and are under the successful one.
influences of Naamah’s powers. Any attempt to reason with Inside the chest is collection of letters and notebooks
them or warn them fails while Naamah holds power on the that record correspondence between Naamah and various
material plane. If Naamah’s true form is reduced to 0 hit other entities. By investigating these letters and notes, the
points or banished from the material plane, the prostitutes party can glean the following information:
regain control of their minds and can begin the process of • Naamah is one of several extremely powerful demonic
healing and returning to their lives. powers living in disguise on the material plane.
• These demons are working together toward a common
4. Bedchambers goal. This goal is unclear, but seems to involve
A narrow corridor is lined with doorways leading to searching for one mortal in particular. This mortal
bedchambers where customers would be taken for privacy. appears to threaten their power.
During normal business hours, this corridor is filled with • Only two other demons are mentioned by name in this
the muffled sounds of human voices in various states of correspondence: Lilith and Moloch.
ecstasy. • Lilith seems to be in charge and, according to
At the end of the corridor is a solid wooden door marked Naamah’s notes, she also frequently becomes angry
with the word “Private” in Common and Coptic. with the failures of the other demons to locate their
target.
5. The Treasury • Naamah has exchanged several letters with Moloch
Aphrodite’s Touch is the most successful business directly. In Moloch’s last letter, he sent this request:
in Thebes, but Naamah has no interest in money. This
disinterest is reflected in the state of her treasury. This room “If any of your customers seem especially well-
is filled with coins, gems and assorted items left behind fattened or tasty, please do send them my way! I have
by clients over the years. There seems to be no official included 10 vouchers for passage on the Laimargia
bookkeeping or method of organizing wealth, as though Pleasure Cruise; feel free to hand them out to any of
payment from customers would be tossed in at random. your guests who are headed to Tarsus!”
If the party investigates the treasury, they find 400 gp in
coins, as well as 1d6 gems worth 50 gp each. There is also
a Ring of the Scapegoat buried amongst other useless Conclusion
discarded items here. Once Naamah is defeated, the prostitutes under her
sway return to their senses. The area around Aphrodite’s
6. Seraphine’s Office Touch also returns to normal as the effects of Naamah’s lair
Aphrodite’s Touch is run by the beautiful Seraphine, a dissipate. Where the party travels next is up to them.
simulacrum mask of the archdemon Naamah. Throughout Raphael. If Raphael joined the party for this encounter
the day, Seraphine is known to spend much of her time in (and survived the combat with Naamah), he will likely
her office, and even her bodyguard Maketi choose to leave his physical form behind and return to
is not allowed to enter this space. the spiritual realm. As an archangel with a singular focus,
A large desk of cedar wood stands he felt the need to remain on the material plane until
in the center of the office. If the party Naamah was defeated, but now feels that his mission has
searches the drawers of the desk they been completed. If the party wishes to persuade him to
will find assorted documents related remain on earth, and possibly even to travel with them
to the business end of Aphrodite’s Touch. as a companion, they may attempt to do so with a DC
They will also find a Ring of Second Chances. 17 Persuasion check. Alternatively, as the GM, you may
A chest sitting against the inner wall of the office is choose to keep Raphael in the story for other narrative
locked. The key to unlock the chest is concealed beneath reasons.
the rug of the office, but a character with thieves’ tools can
attempt to pick the lock with a successful DC 16 sleight of
hand check. If the chest is opened by any means other than Level Up
its proper key, a Glyph of Warding spell inside the chest is The party should gain a level at the conclusion of this encounter.
triggered, and a pulse of magical energy radiates out in a
20-foot sphere, centered on the chest. Each creature in this

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Tomb of the Buried Queen
Background this temple under her new alter ego: “the Buried Queen.”
For years to come, Mammon would follow this pattern,
Over one thousand years before the Israelites were
enslaved by Egypt, a great building project was started whispering small falsehoods into the ears of the Pharaohs
by the Pharaoh Khufu and his wife Henusten. Khufu in order to hold sway over their hearts and minds, all
always been especially devoted to Selket, goddess of the while growing steadily wealthier herself as Pharaohs
the underworld. During his visit to the temple of Karnak offered her tribute.
in Thebes, Khufu was visited by Selket in bodily form. The promise of treasures buried beneath the Pyramids
Among other revelations, she told the Pharaoh that the drew many adventurers to her door, but the elaborate
accumulation of wealth was not only important for this tunnels and passageways that she calls the “Tomb of the
life, but vital in the life to come. Selket explained that by Buried Queen” have kept her safe all these years. The few
practicing very specific rituals, an individual could carry adventurers fortunate enough to make their way into the
their wealth into the afterlife with them. On the following heart of her labyrinth die at her hands and their possessions
day, Khufu began construction of the Great Pyramid of only continue to add to the riches of her treasure hoard.
Giza. The Pyramid: General Features
Not only would this pyramid serve as the final resting The lush greenery that frames the shores of the Nile
place for Khufu and Henusten, it would be a treasure abruptly gives way to desert sands to the west. Out of
trove of material wealth ready to be carried into eternity. the otherwise nondescript sand dunes rise the three great
Following Selket’s commands, Khufu even commissioned pyramids of the ancient Pharaohs of Egypt. Surrounded
a special labyrinth of passageways beneath the pyramid as by nothing but endless desert, the size of the pyramids are
a temple to the goddess. But Khufu and Henusten had been deceptive, making it seem as though the journey should
manipulated. pass much more quickly. It is only at the end of a long
The incarnation claiming to be Selket was actually day’s travel that the full immensity of the structure can be
Mammon the Corrupter, archdemon of greed. After the appreciated.
Pyramids were completed, Mammon took up residence in The pages that follow detail the layout and hazards that

178
the party will encounter once gaining entry to the pyramid. the arrow). Thus, the party may have to search for some
Navigating the subterranean tunnels in particular may pose secret passageways, while others may be immediately
a confusing challenge. Unless otherwise noted, all hallways apparent, depending on the direction from which the door is
are 6 feet wide and 10 feet high. All structures within the approached.
pyramid are made of limestone and granite. Refer to the
maps that follow for the layout of hallways and rooms 1A. The Hidden Entrance
within the pyramid. As the party arrives in the windswept dunes at the foot
of the ancient tomb, their first challenge is locating the
Secret Passageways entrance of the pyramid. The only entrance is concealed
Several areas in the Great Pyramid contain secret to look like part of the pyramid’s monolithic facade.
passageways that allow Mammon to move swiftly Located 60 feet up the north face of the pyramid is a small
throughout her lair. Secret passageways are indicated in entryway, that can be located with a successful DC 20
the map with a red letter “s” and an arrow (see image). Investigation or Perception check. Assuming the party
Secret passageways may be used from either direction, does not notice this entrance as they arrive, they must
but they are only concealed on begin searching for the entrance. One character from the
one side. In the example at right, party may attempt an Investigation check once for every 4
this passageway is concealed if hours the party spends searching. For each failed check, the
approached from the right (the side DC decreases by 2 (as the party rules out locations where
marked with the “S”), but appears the entrance is not). Thus, it could take the party up to 10
to be a standard door if approached checks and 40 hours of searching before they are able to
from the left (the side marked with locate the entrance.

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180
The entrance descends below an archway of pure granite a trap designed to thwart intruders. One of the steps on
into the depths of the pyramid below. The descending the staircase is rigged to trigger if more than 20 pounds
staircase is engulfed in total darkness, so the party will of weight presses down on it. The trapped step may be
need to light torches or find other sources of light in order noticed with a successful DC 18 Perception check. The
to proceed. As they progress deeper into the pyramid, they trap engages a mechanism that first causes a series of stone
will see that the hallways are fixed with torches along the portcullises to drop, permanently sealing the entrances to
walls that may be lit as they proceed deeper in. The howl of both the King’s Chamber (Area 1E), the Queen’s Chamber
the wind seems to abruptly die away as the party descends (Area 1C), and the pyramid entrance (Area 1A). Second,
into the depths of the pyramid. After about 50 feet, the it triggers the release of water from a massive reservoir
party will come to a landing, with one staircase continuing built into the ceiling above the Grand Gallery. A torrent of
further downward, and another branching upward and to water immediately begins flooding the Grand Gallery. Any
the right. creature standing on the steps of the gallery must make a
DC 25 Strength saving throw. A creature that fails the save
1B. Ventilation Shafts takes 17 (3d10) damage and is swept down the staircase,
A series of shafts are strategically placed to bring fresh coming to rest when the water finally settles in the first
air into the interior chambers of the pyramid. These shafts subterranean chamber in area 2B. A creature that succeeds
are too small for a medium-sized creature to fit into. A the saving throw takes half of the damage, and is only
small-sized creature can fit by squeezing. pushed as far as the landing in area 2A. This trap may only
1C. Queen’s Chamber be triggered once.
The staircase levels out into a long and narrow
passageway that continues south until eventually leading to
1E. The King’s Chamber
The final resting place of King Khufu is a square
a small 20 foot by 20 foot chamber. This is the resting place sarcophagus of pure granite that rests in the center of this
of Queen Henusten. A square sarcophagus carved from a large burial chamber. Like his queen’s chamber, Khufu’s
solid piece of granite sits in the center of the chamber. A tomb should have been lined with priceless artifacts
series of small shelves, alcoves, and storage closets line and hordes of wealth, but all of this seems to have been
the perimeter of this room; once used to store the Queen’s removed some time after the sealing of the pyramid
treasure trove, they now sit empty. A successful DC 15 thousands of years ago.
Insight or Perception check will reveal that the treasure was
once stored here, but was taken after the tomb was sealed. 2A. The Descent
The staircase continues downward at a 45 degree angle.
1D. The Grand Gallery Although the tunnel remains a consistent width, it almost
The staircase continues upward at a steep angle, opening feels as though it is closing in, becoming harder to breathe,
now into a large chamber with 20-foot high walls sloping constricting. Minutes (and hundreds of feet) pass by as
up on either side. In this gallery are images of ancient the staircase journeys deeper and deeper into darkness and
Egyptian artwork and iconography. A character who silence.
succeeds a DC 16 Religion or History check will notice Halfway down this descending staircase there is a
that the name of Selket (Egyptian goddess of death) has trapped step. This trap may be noticed if the character
been omitted from the list of deities glorified here, and the leading the way succeeds on a DC 18 perception check.
name “Mammon” has been added to the list in her place. If more than 20 pounds of weight is placed on this step,
Additionally, art depicting Mammon’s true form (that of a it triggers the same mechanism as described in area 1D.
half-woman, half-scorpion) is displayed in a mural on the A click can be heard underfoot, followed by a distant
large walls of the Grand Gallery. Any character who can rumbling as water crashes down the staircase behind the
read Ancient Egyptian can make out snippets of narrative party.
detailing how the “goddess” named Mammon taught the
ancient civilization the importance of hording wealth and 2B. Subterranean Chambers
the ability to carry material possessions into the afterlife. A series of hollowed-out chambers lies at the bottom
Even if no one in the party can read Ancient Egyptian, of this staircase. The walls are of unfinished and rough-
it may be clear from the artwork that the Egyptians had hewn bedrock. Mammon had instructed the builders of
been misled by the figure, as the mural depicts the demon the pyramid to carve out many of these tunnels before the
instructing Egyptian rulers who cling tightly to piles of above-ground construction began. The first two chambers
treasure. are completely empty, but will fill to waist-level with water
About 20 feet up the staircase of the Grand Gallery is if the trap in area 1D has been triggered.

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However, an ambush awaits in the third chamber. The check can notice that the floor here is trapped, and the
largest of the three chambers, this cavern is roughly 40 feet triggering mechanism in the floor tiles can be disabled with
in diameter with ceilings 30 feet in height. The walls are a successful DC 14 Sleight of Hand check using thieves’
made of the same rough-hewn bedrock, but the floor in this tools.
chamber is soft sand. Three T’ifiri are lying in wait in this
chamber. They are able to burrow easily in and out of the 3B. Abandoned Storage Room
chamber through the soft desert sand of its floor. The T’ifiri This room was at one time used to store food and
will become aware of the party’s presence as soon as they supplies for the laborers who built this pyramid centuries
begin to walk on the sandy floor of the chamber. They will ago. The crates, baskets, and clay pots that remain in this
attack when the party reaches in the middle of the room, room are filled with dry goods, fermented Egyptian beer,
or stops for any period of time. The T’ifiri may pursue the and simple construction tools. The room appears dusty and
party forward or backward through these caverns, but lose abandoned, although some crates and barrels appear newer,
their ability to burrow when they leave this sandy-floored suggesting that someone is currently using this room for
chamber. storage. A successful DC 20 Perception check will reveal
footprints in the dust, hinting at the presence of the cultists
2C. Descending Staircase in area 5.
Traveling further beyond the T’ifiri cavern, another There is a secret passage in the far corner of this room,
staircase continues to carry the party deeper into the earth. hidden behind some empty storage containers. This passage
may be discovered with a successful DC 17 Investigation
2D. Mammon’s Lair check.
The staircase eventually levels out deep underground,
where the surroundings suddenly change from their rough- 4. Walk By Faith
hewn construction, to the elaborate and ornately decorated
The hallway widens out before you, revealing a
architecture of Mammon’s lair. This subterranean network
50-foot long room. This room is dimly lit by four torches
of tunnels and chambers, which Mammon has dubbed
affixed to the wall in each of the four corners, and the
“the Tomb of the Buried Queen” in honor of herself, is hallway continues on the other side of this room. The
constructed with floors of granite tilework and walls of floor of this room is laid out in a decorative grid of large
smooth limestone. The rooms at this level are all lit by the tiles in alternating colors. Each tile is a 5-foot square, and
soft glow of magical torchlight, so the party will no longer a single large Egyptian hieroglyph is inscribed into the
need their own sources of light at this level. surface of each tile. The walls of this room are entirely
The floors at the base of the stairs are fitted with drains bare apart from a large inscription on one wall that reads,
to help disperse any remaining water that makes its way to in Common,
this level. Beautiful murals adorn the walls in this entrance “The key to life is
to walk by faith.”
hallway, all depicting Mammon in various outfits of gold
and silver. Scrawled above the arch entrance to her lair are The walls in this room are smooth limestone that
the words, in Coptic and Ancient Egyptian, “Welcome to provide no hand or foot holds. The walls bear no
the Tomb of the Buried Queen.” markings or art except for an inscription in large lettering
3A. Entrance Corridor along the opposite wall from the entrance that reads, in
Two doors lead out of this corridor into separate Common:“The key to life is to walk by faith.”
chambers. Both doors are locked, but a character that has Each floor tile is a 5-foot square. A character can
thieves’ tools can pick the lock with a successful DC 15 easily move from one tile onto any of the 8 surrounding
Sleight of Hand check. The doors are medium objects each tiles. Most characters have a standing jump distance of
with an AC of 5 and 50 hit points. 5 feet, meaning that a character can also jump over up
To the left, the hallway turns sharply and continues on. to one adjacent tile at a time, but cannot jump over tiles
The floor in this corner is rigged with a pressure plate that diagonally. If a character has a Strength score of 20 or
triggers if more than 100 pounds of weight press down on
the floor tiles here. If triggered, jets of flame erupt from Mobility Impairments
hidden holes in the wall. Any creature in this 10 foot square A Player Character with a mobility impairment (such
must make a DC 14 Dexterity saving throw, taking 11 as a wheelchair) will be at a huge disadvantage in this
(3d6) fire damage on a failed save, or half as much on a room. If this becomes an issue, don’t hesitate to remind
successful one. the party that there are multiple routes through the
A character who rolls a successful DC 15 Perception dungeon, so solving every room is not necessary.

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greater, that character may jump over up to two adjacent room, the party must walk
tiles, or up to one tile diagonally. only on the tiles marked with
Cursed Tiles. Most of the tiles in this room are trapped the Egyptian symbol Ankh
and rigged to trigger if more than 50 pounds of weight is (see image), which means
placed on them. This means that the tiles will trigger if a “key to life” or “faith.” A
character steps on them but not if they are, for example, character who reads Old
poked with a stick. If a tile is triggered, the symbol etched Egyptian would be familiar with this symbol, and may
into its surface glows as it unleashes a blast of dark, be able to discern this solution from the clue on the wall.
ethereal tendrils that wrap themselves around the creature Alternatively, the party can find this solution through trial
standing on the tile. The creature must make a DC 14 and error, or may find their own solution through the use of
Constitution saving throw. On a failed saving throw, the magic or creativity.
creature takes 14 (3d8) Necrotic damage and is Cursed.
While Cursed in this way, the creature has disadvantage 5. The Cultist Corridor
on Wisdom checks and Wisdom saving throws. The Curse This corridor connects Area 3 to Area 5 by way of a
lasts until the creature finishes a short rest, or until it is long hallway that glitters with mosaics made from crushed
targeted by a Remove Curse spell or similar magic. Once a glass. The mosaics depicts more modern images of cultists
tile has been triggered, it cannot be triggered again for one bringing Mammon gifts of gold and precious stones. About
hour as the necrotic energy slowly builds up and the glow halfway through this hallway, there is a panel in the mosaic
returns to the rune. wall that opens into a secret passage connecting Area 5
Navigating the Room. To successfully navigate this to Area 7A. This secret passage may discovered with a

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successful DC 16 Investigation check. destroyed, the orb ceases to be magical, the light in the
Another hall branches off from this corridor to the inscription fades, and the stone door remains sealed with no
Cultist annex. On rare occasions, Mammon will summon way of opening it. The door is a large object with an AC of
some of her most devoted followers to special conclaves 5, 100 hit points, and immunity to all types of damage other
here in her lair. The rooms in this annex are outfitted with than Acid, Force and Thunder.
a modest dining and sleeping area. Any cultists found in Any spell cast within 20 feet of the orb (which includes
this area are familiar with the lair and how to navigate any space within the circular chamber) fails as the magic
its hazards. If the party captures and coerces any cultists of the spell is absorbed by the orb, which then glows even
into helping them navigate the dangers of the lair, they more brightly. If the orb absorbs a total of 4 levels of spells
may oblige, but their true allegiance lies with Mammon, (four 1st-level spells, two 2nd-level spells, etc.) the orb’s
and they will not hesitate to use their knowledge to lead glow dims again and the stone slab slides open, revealing
the party into danger using the hazards of the lair to their the passage beyond.
advantage. A cantrip cast in this room causes the orb’s glow to
intensify temporarily, but the glow immediately fades and
5A. Common Area does not count toward the 4 spell levels required.
This chamber contains some simple wooden tables
and chairs, and is used as a gathering space, dining room, No Spells?
and common area for the cultists when they assemble Some parties may not have access to the required amount
at Mammon’s bidding. Although Mammon has recently of spells. Simply remind the party that there are multiple routes
summoned her followers here in preparation for the party’s through the dungeon, so solving every room is not necessary.
arrival, only 1d4 Shadow Mages and 1d6 Shadow Cultists
have already arrived. These cultists are currently gathered
in this space making preparations to defend Mammon’s lair 7. The Wishing Well
against intruders. This corridor ends in a hexagonal chamber with three
exits. Each of the exits is blocked by a solid slab of
5B. Sleeping Chamber precious metal. These metal doors appear to be able to slide
Rows of cots line the walls in these cramped sleeping open, but there is no handle, lever, or other obvious way
quarters. The cultists own nothing of value, having of opening them. Each door is made of a different metal,
“donated” it all to their patron, but a DC 10 Investigation which are, from left to right, silver, gold, and copper. Each
check will reveal a large silver key hanging on a hook next door is a large object with an AC of 5, 100 hit points, and
to one of the cots in this room. This key opens the chest in immunity to all damage types other than Acid, Force, and
area 9A. Thunder.
6. The Orb Chamber At the center of the room is a small, but otherwise
ordinary-looking well. Some water is visible at the bottom
This open, circular chamber is lit by magical of this well, about 30 feet down. A message etched into the
torchlight that glints off of the gold-leaf mosaic in its floor in gold filigree reads, in Common:
domed ceiling. This room is completely empty apart
from a pedestal at its center, upon which sits a semi- A head without a thought
translucent orb that seems to glow faintly in the torchlight. A tail without a sting
The only other exit from this room a large doorway that is A gift must be brought
sealed with solid stone slab. There is no handle or other To this well for the wishing.
apparent way of opening the door, but a message is
carved into this doors surface, which glows with the same
mysterious light radiating from the orb. The inscription If a coin is dropped into the well, it immediately
reads, in Common: vanishes and is magically teleported to Mammon’s treasure
hoard in area 17. The door that corresponds to the coin’s
Show me that you are not ruled by Greed;
Give up your power and then proceed. material then immediately slides open (if the coin dropped
into the well was silver, the door of silver slides open). If
more coins are dropped into the well, they will continue
The orb is 1 foot in diameter and appears to be carved
to be teleported to Mammon’s horde, but the doors only
from a quartz-like material. The orb glows faintly, but
respond to the first coin that drops into the well. Once a
makes no sound and does not change in response to the
door is opened it remains open until dawn the following
party’s presence or physical interaction with the room. The
day. Likewise, the other two doors remain sealed until
orb is a small object with an AC of 5 and 12 hit points. If
dawn the following day.

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If anything other than a coin enters the well, a blast of An Investigation check will reveal that these assorted
water erupts from its bottom, spewing the contents up and gems are not trapped or illusory, and there are a total of
out into the room. If a creature attempts to climb into the 10 gems in this pile, including diamonds, rubies, and
well and is spewed back out, the creature takes 7 (2d6) sapphires. Each gem is a tiny object worth 1d4 x 100 gp.
bludgeoning damage and is knocked prone as it lands back However, a Detect Magic spell or similar magic will reveal
in the chamber next to the well. a very subtle aura of Enchantment coming from the gems.
If any character decides to take gems from this pile, they
7A. The Guardian of Greed suffer a penalty to all Saving throws equal to the number
A dimly lit, 25-foot square room opens before you. of gems on their person. If these gems are removed from
Life-sized statues of characters from ancient Egyptian Mammon’s lair, the effects fade after 24 hours.
mythology line the walls, but what catches your attention
most in this room is the figure standing in its center. The 7C. The Scarab Pit
imposing frame of a warrior stands poised for battle, clad The copper doorway slides open to reveal a descending
head-to-toe in gleaming golden armor. No part of the staircase of hewn granite. As the staircase descends, the
creature is visible beneath the armor as it raises its sword torchlight begins to fade, and the pit at the bottom of the
in a challenge. staircase is only dimly lit by a single torch. This pit is a
45-foot cylinder, with 30-foot high ceilings. The floor at the
This stoic warrior is one of Mammon’s oldest followers. bottom is soft, loose sand. There is no other obvious exit
Gifted with a super-human lifespan by its devotion to from this room, but a secret passageway in the opposite
Mammon, this guardian will not allow any intruders to wall from the staircase may be discovered with a successful
pass. The Guardian of Greed is a Shadow Champion DC 20 Investigation check.
with the following changes. Its creature type is “undead.” At the center of the room is a pedestal upon which
It understands only Old Egyptian and Infernal but cannot sits a beautiful figurine of a scarab beetle made from
speak. It does not require air, food, or sleep. Its “Infernal gold and sapphire gems. This ancient piece of Egyptian
Longsword” attack deals Necrotic damage rather than Fire artwork is worth 800 gp. If the Scarab figurine is moved,
damage. touched, damaged, or disturbed, the room suddenly fills
The Guardian of Greed was once a famous Egyptian with a muffled chattering sound and the sandy floor begins
warrior in the army of Ramses II. However, Mammon to bubble up with the movement of hundreds of tiny
appealed to the greed of this warrior with the promise of scarab beetles. These beetles have been lying dormant in
immortality. This immortality came with a price, and the an enchanted state and, once awakened, will attack any
creature beneath the gold plated armor is now far from the creature that sets foot in the sand. Once the scarab beetles
human it once was. have been awakened, any creature that steps onto the sand
If the party damages or removes any piece of the golden for the first time on its turn, or ends its turn standing on the
suit of armor, they will find the mummified remains of sand takes 8 (3d4) piercing damage as the beetles bite into
a human man. Withered, leathery skin is stretched tight it. The beetles are enchanted to guard this area only and
across the skeletal frame. For all appearances, this creature will not pursue intruders out of this space.
appears to have been dead for centuries, its body animated If a torch or other source of fire is dropped or thrown
by a pure Greed for immortality. The golden armor is a on the sandy floor, the beetles will recede from the fire,
medium object that weighs 70 pounds and is worth 1,500 creating a 10-foot-diameter sphere of safety, centered
gp if the party can find a way to carry it. on the source of the fire. This sphere of scarab-free sand
One of the statues in this room turns in place if pushed moves with the source of fire, centered on the fire.
or pulled to reveal a secret passage into the Cultist armory
in Area 8. This passage connects through to another secret 8. Cultist Armory
door into Area 5. This dusty storage room is only accessible by the secret
passages in area 5 or area 7A. Shelving along the walls
7B. A Pile of Jewels is used to store numerous weapons, potions, poisons, and
magic components for use by Mammon’s loyal followers.
The narrow hallway opens into a 10-foot by 10-
foot chamber. This chamber is entirely empty, save for Among this weaponry, a DC 10 Investigation check will
a pile of glittering gems lying on the floor in its center. reveal a bronze key. This key can be used to open any of
These precious stones look incredibly valuable, and at a the three chests in area 9B.
glance you would estimate that each one would fetch a
price upwards of 250 gp. 9A. The Offering Chamber
The door that connects this room to Area 6 is locked, but

185
the lock can be picked with thieves’ tools and a successful Inside the chest are 6 identical amulets all marked with
DC 13 Sleight of Hand check. The door has an AC of 5 and the same glyph. A DC 16 Arcana check, or a Detect Magic
25 hit points. spell, will reveal that this glyph is imbued with Abjuration
A large stone altar has been placed against the opposite magic.
wall from the door. This altar is used by Mammon’s cultists These amulets have been placed here for the use of
when they come to make offerings of treasure to the Mammon’s cultists. A creature that wears one of these
demon’s hoard. On the ground next to the altar is a locked amulets is immune to the effects of the bridge in Area 15.
wooden chest. A DC 16 Investigation check will reveal
that the chest is rigged with a mechanism that will trigger 9B. The Three Chests
if the chest is opened. Using thieves’ tools, a character can The door to this room is locked, but the lock can be
pick the lock with a DC 14 Sleight of Hand check and can picked with thieves’ tools and a successful DC 13 Sleight
disarm the trap with a DC 15 Sleight of Hand check. The of Hand check. The door has an AC of 5 and 25 hit points.
chest has an AC of 5 and 20 hit points. The key to unlock Once inside, the party will find three locked chests
this chest is hanging on a hook in Area 5B. against the back wall of the room.
If the trap is not disarmed and the chest is opened All three chests are locked, and a DC 16 Investigation
or destroyed, the mechanism triggers and a pressurized check will reveal that the chests are also each rigged with
cannister releases a plume of greenish-yellow gas that fills a mechanism that will trigger if opened. Using thieves’
the chamber. Each creature inside the room when the gas tools, a character can pick the lock on a chest with a DC 14
is released must make a DC 15 Constitution saving throw, Sleight of Hand check and can disarm the trap on a chest
taking 7 (1d12) poison damage on a failed save, or half as with a DC 15 Sleight of Hand check. Each chest has an AC
much on a successful one. The gas fills the room and then of 5 and 20 hit points. The key that will unlock these chests
immediately dissipates. is hanging in the armory in area 8.

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If the trap is not disarmed and the chest is opened tablet in this trapped alcove is touched or moved, a blast
or destroyed, the mechanism triggers and a pressurized of Necrotic energy washes out in a 10-foot-cube, centered
cannister sprays acid in a 15-foot cone directed toward the on the tablet. Any creature in this area must make a DC
front of the chest. Each creature in the 15-foot cone must 14 Constitution saving throw. A creature takes 21 (6d6)
make a DC 15 Dexterity saving throw, taking 11(3d6) acid Necrotic damage on a failed save, or half as much on a
damage on a failed save, or half as mush on a successful successful one.
one.
Inside the center chest the party will find a parchment 11. Mural of the Golden Calves
bearing the following riddle, in Common: This large, semi-circular space displays a larger-than-
life mural of various people worshiping golden calves. On
A hall of symbols, but which to choose? the left is a scene from ancient history of Moses returning
One through five, reflections confuse. from Mount Sinai to find the Israelites worshiping a
massive golden calf. The center of the mural depicts Moses
This riddle may help the party solve the lock shattering the golden calf to pieces. To the right, the mural
combination in Area 11, but is not necessary to do so. The depicts Mammon collecting the pieces and reassembling
chest on the left contains a reward chosen by the GM, or them as a gift to King Jeroboam of Israel, hundreds of years
determined randomly using the “Random Discoveries” later.
table on page 130. The chest on the right contains a golden In the very center of this mural is large stone slab that
key. This golden key unlocks the door in Area 13, and is appears to open into a passage beyond. The door is a huge
enchanted to allow Mammon’s cultists to bypass the golden object with an AC of 5, 200 hit points, and immunity to all
calves in that area without being attacked. damage other than Acid, Force, and Thunder. In the center
of this stone slab are 5 slots which appear to serve as a
10. Hall of Symbols combination lock of some kind. Upon inspection, it seems
This long hallway is only accessible by secret passages,
that the tablets in Area 10 are the perfect size to fit into
and once inside, the only obvious exit from this hall is
these slots. The only question is, what is the combination?
the large stone door in Area 11. Murals of various famous
The party may have discovered a riddle in Area 9B that
scenes play out on the walls in this long corridor, and
could provide some insight.
each end of the hall also bears a larger than life mural
of Egyptian iconography that shimmers in the magical
torchlight. There is a secret passage at each end of the hall,
as well as one across from Area 11. Each of these passages
is well hidden behind a section of wall art, and requires a
successful DC 18 Investigation check to be noticed.
Every 10 feet along the hallway there is a small alcove
that glitters with mosaic of crushed glass. In each of
these alcoves, a pedestal bears a stone tablet with a single If the party enjoys problem-solving, present them with
symbol carved into its surface. A character that can read the images of the tablets to see if they can discover the
Old Egyptian will recognize that some of these symbols answer for themselves. Alternatively, a DC 14 Intelligence
stand for concepts (such as the Eye of Horus), some are check will allow a character to deduce the correct answer.
used for sounds (such as the symbol for waves), and some
are complete nonsense symbols that are not hieroglyphs at Giving Hints
If the party gets stuck on this puzzle, feel free to give the
all. Furthermore, any character that knows Old Egyptian
following hints, in this order. One hint may be given for each 5
can discern (no check required) that these symbols have minutes (of real time) that the party does not solve the puzzle.
no relation to each other, and there is no way to form a 1. Based on the artwork surrounding the lock, you can deduce
sentence or words using the symbols available in this that only symmetrical symbols will be used.
hallway. 2. After reviewing the hieroglyphs elsewhere in the dungeon,
The party will need to use some of these tablets to open you realize that five of these symbols occur nowhere else in
the lock in Area 11. There are 12 stone tablets in total, all the entire dungeon (indicate which 5).
shown in the image on the previous page. The order in 3. Something in the back of your mind tells you that these
which the party discovers these tablets does not matter, symbols are more complex than they need to be.
4. Due to its symmetry, you feel like you could learn more by
and can be decided by the GM or determined randomly
covering half of the symbol with a scrap of parchment, and
by rolling 1d12. One of these alcoves is rigged with a trap
only looking at half of it at a time.
that can be noticed by a DC 14 Investigation check. If the

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Much to Mammon’s frustration, her cultists cannot read allow the party to pass peacefully if they are in possession
Old Egyptian hieroglyphics, so the password to this door of the golden key from Area 9B.
had to be created using the number system of the Common If any creature insults, disrespects, touches, or damages
tongue. The answer is as follows, where the tablets bear the either of the golden calves, both statues reveal their true
numbers 1 through 5, each number paired with a reflection nature. Eyes glowing with a green energy, these Golden
of itself to look like an Egyptian symbol. Calves will attack the party in an attempt to kill them.
Each Golden Calf will fight to the death. If the calves are
defeated, fragments of their golden forms rejoin to form a
glowing golden key, which hovers in an unoccupied space
within 5 feet of where the last Golden Calf was slain.
This key may be used to open the solid gold door at the
opposite end of the room. The door is carved with images
of the two golden calves on its surface and there is no
12. Secret History handle or lever on the door, but a large gold keyhole stands
This hallway winds deeper into the underground out conspicuously in its center. The golden door is a large
lair, eventually opening into a hexagonal chamber. object with an AC of 5, 100 hit points, and immunity to
This chamber is completely empty except for the walls, all damage other than Force. If the golden key is inserted
which bear vibrant fresco paintings that continue the into the keyhole, the key is absorbed into the surface of
narrative of the golden calves. Images on these six interior the door, which then swings inward, revealing the way
walls show Israel being conquered by Babylonia, and forward.
Mammon retrieving the golden calves to bring them deep
underground below the great pyramid.
14. Echoes in the Dark
The hallway beyond the Golden Calf chamber is
This room has thick doors at each of its two exits, and
shrouded in total darkness, and travels for 200 feet. The
these doors may be locked from the inside of this chamber,
voices of the party echo strangely in the darkness, and even
making it a fairly safe place for the party to take a rest, if
if the party provides their own sources of light, the darkness
they need it.
seems to press in at the edges of the light they create,
13. The Golden Calves adding to the claustrophobic feeling of this long walk.
The hallway eventually ends in a short staircase that 4 Night Spirits are in this hallway, invisibly clinging
leads down into a 120-foot elliptical chamber with a door to the ceiling of the hallway. They are under orders from
of solid gold at the opposite end. Two golden calves are Mammon to use their “Dark Insight” ability to extract
positioned facing each other on 5-foot tall raised platforms any feelings of Greed from the player characters. Once
in the center of the room. A closer inspection of the golden they have gleaned any useful information, they will travel
calves reveals numerous cracks and breaks where the to Mammon as quickly as possible to communicate this
statues had once been shattered but were later repaired. The information to her.
party may also notice small plaques on the raised platforms
indicating the names of the calves: Bethel, and Dan.
15. The Walk of Temptation
The hallway eventually opens into an open rectangular
A chest stands in the center of the room, positioned
chamber. The upper level of this room is lit by magical
between the two statues. The chest is unlocked and is not
torchlight, revealing the 120-foot, narrow bridge which
trapped. Inside is a papyrus scroll with one word, written in
spans the length of the room. The floor falls away
6 different languages:
beneath, with a sandy floor visible in the dim light 30 feet
below. The smooth limestone walls of this chamber are
WORSHIP conspicuously empty or murals or artwork, and nothing
is visible on the sandy floor below. Apart from the bridge,
These statues are actually Golden Calves. Any creature the room seems empty. A Detect Magic spell will reveal a
that kneels, bows, prays or in any other way shows strong aura of Illusory magic in this room.
reverence or worship to the golden calves causes each of As soon as a creature steps out onto the stone bridge or
the Golden Calves to gain 10 temporary hit points. The otherwise enters the room, ask the party to roll initiative.
Golden calves gain these hit points even if such acts of Although this is not a combat encounter, play will happen
worship were made under false pretenses. Whether or not in rounds as if it is, with each player taking a turn in order.
any creatures engage in worship, the Golden Calves are As soon as a creature enters this room, it sees images of
instructed to kill all intruders. These guardians will only wealth, power, and temptation (tailored to that character’s

188
specific wants and desires). These images appear as murals, Three of these “trapped” tiles have been placed in this
covering the perimeter walls of this chamber. These murals room. Each glyph can only be triggered once.
exist only in the mind of the creature who sees them, so
each party member who steps onto the bridge will perceive
17. The Treasure Trove
Mammon’s treasure trove is an 80-foot square chamber
different images. A creature who sees these images for
with a 40-foot-high vaulted ceiling that contains mounds of
the first time or begins its turn able to see the images
coins from every civilization on earth, artwork and artifacts
must succeed a DC 13 Wisdom saving throw or spend its
of ancient Egypt, statues of pure gold, and numerous
movement lunging off of the bridge attempting to get closer
collections of magic and other rare items. For the purposes
to the mural. This saving throw must be repeated each turn
of movement in this space, treat the spaces covered by
the creature is able to see the images.
treasure as difficult terrain.
A creature that enters this room while wearing an
When the party arrives in the treasure trove, Mammon
amulet found in Area 9A is immune to the illusory magic
is invisible, clinging to the ceiling using her Spider Climb
in this room, and does not need to make the saving throw.
ability. She will watch in amusement at the party’s reaction
Additionally, a creature that closes its eyes is immune to the
to her wealth, occasionally casting Detect Thoughts to see
effects of the tempting images, but must also move at half
which party members are the most susceptible to her tricks.
speed to avoid falling off of the bridge.
She may even cast Invoke Greed to try and separate the
A creature who lunges off of the bridge and falls to
party as they begin to loot her treasure trove. However,
the floor takes 11(3d6) bludgeoning damage from the fall
eventually her own greed gets the better of her and she will
and is trapped until the party can help them. If a creature
attack the party.
remains on the floor of this cavern for one full turn, it
attracts the attention of the scarab beetles from area 7C. Combat with Mammon
On initiative count 20, the scarab beetles arrive in this Mammon is currently inhabiting her simulacrum
chamber and begin attacking any creature that sets foot on form, The Buried Queen which allows Mammon certain
the sandy floor. Once the scarab beetles arrive, any creature different abilities. The stat block for the Buried Queen is on
that steps onto the sand for the first time on its turn, or ends page 335.
its turn standing on the sand takes 8 (3d4) piercing damage When the Buried Queen is reduced to 0 hit points, read
as the beetles bite into it. If a torch or other source of fire the following text:
is dropped or thrown on the sandy floor, the beetles will
recede from the fire, creating a 10-foot-diameter sphere With this final blow, the regal form of the Buried
of safety, centered on the source of the fire. This sphere of Queen cracks and begins to fracture like pottery. As her
lifeless body hits the marble floor, her form scatters into
scarab-free sand moves with the source of fire, centered on
hundreds of gold pieces that slide and skitter across the
the fire.
tile before becoming lost in the massive trove.
16. Small Temptations As you begin to relax and take a breath, a mound of
treasure begins to shift and displace. Some ancient evil
This small room appears to be empty except for a small
has been slumbering here, and it has been awakened.
pile of gold coins heaped in one corner of the room. This
room is designed to sow division amongst the party before
the final conflict. Several tiles in this room are trapped with Maintain initiative order, allowing the party one “free”
level 3 glyphs that have been inscribed into their surface, round of combat with which to heal or prepare reactions.
and may be noticed with a successful DC 17 Perception At the beginning of The Buried Queen’s next turn, the
check. true form of Mammon lunges forward in a shower of gold
If a creature steps on one of these trapped tiles, it must and precious gems. Once Mammon inhabits her true form,
make a DC 17 Wisdom saving throw or become Charmed. she also gains access to the lair actions listed on page 335.
While Charmed in this way, the target becomes overcome Combat now continues as usual.
with an obsession with gold, and must use its full action Destruction of the Tomb
and movement speed to move toward the pile of gold coins When Mammon is killed, a secret passageway opens
in the corner of the room and begin thrusting handfuls of at the top of the staircase in Area 13, and daylight begins
gold into its bag. While Charmed in this way, the target pouring in, revealing the fastest way out of the pyramid
views any creature that attempts to stop it from collecting structure. Mammon’s innate magic held much of these
gold as hostile. The effect ends for the target after one subterranean tunnels together, and with her death, the entire
minute, if it takes any damage, or if another creature uses tomb begins to rumble and shake as pillars and walls begin
its action to slap or shake it. to tumble inward. It is at this point that the party will be put

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to the ultimate test of Greed. which of the two items to grab.
Escaping the Tomb • Information. Roll on the “Research” table on
Maintaining initiative order, the party must decide how page 131 twice and take the higher of the two rolls.
long to stay in this room collecting treasure while still You find an old Egyptian codex that contains the
having time to escape with their lives. On initiative count information rolled on the Research table.
20 of each round, the tomb crumbles and threatens to bury A creature must use its action to search for treasure.
them alive. Roll a d20. On a roll of 1, the tomb collapses When a creature decides that it is finished pressing its luck,
and all creatures inside are at risk of becoming buried alive. it may use its movement to exit through the staircase into
On initiative count 20 of each of the following rounds, the area 13.
chances of collapse increases by 2 until the tomb finally
collapses. This means that the tomb will collapse on the
18. Light at the End of the Tunnel
next round with a roll of 3 or lower, then a roll of 5 or The deafening sound of stone collapsing under its
lower, and so on. own weight echoes past you as you run up the staircase
When the tomb collapses, on each initiative count 20 toward the daylight. Seconds that feel like hours pass
thereafter, all creatures still inside the tomb take 7d10 before you reach the top of the crumbling stone staircase.
bludgeoning damage, and must succeed on a DC 20 A final blast of musty air and sand send you hurtling out
Strength saving throw or become Restrained by the rubble into the sun, and you find yourself once again sitting in
collapsing in on them. A Restrained creature may repeat the the sand, staring up at the Great Pyramid of Giza.
saving throw at the start of each of its turns. A creature who
enters the staircase in area 13 is considered safe from the The destruction of Mammon’s lair will permanently
collapsing tomb. bury everything inside of it beneath the sand of the desert,
leaving only the upper levels of the pyramid intact. The
Grabbing Treasure party will exit through a concealed passage about 200 feet
On each creature’s turn, they have an opportunity to
to the north of the Great Pyramid.
either run toward the exit or spend their action searching
Mammon’s hoard for treasure. If they choose treasure, they
have the option to search for coins, gems, magic items, or Level Up
information. Use the list below to determine what they find. The party should gain a level at the conclusion of this encounter.
• Coins. You grab 10d6 x 10 gp.
• Gems. You grab 2d6 gems worth 1d6 x 100 gp each.
• Magic Items. Roll on the “Random Discoveries”
table on page 130 with advantage, you can choose

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Pleasure Cruise
Background dining experience on the coast of the Great Sea, and it
is a well-known attraction in the port city of Tarsus. The
A few hundred years ago, a Greek inventor named
Archimedes invented a ship called the Syracusia. Even Laimargia boasts a full-anonymity policy, and all guests
today, under the rule of the Roman empire, no ship has who board the ship are required to don decorative masks
rivaled the size or grandeur of this original design. Where to protect their identity. The official reason for these masks
most ships were built for transportation, trade, or warfare, is to ensure the guests aboard the Laimargia feel free to
the Syracusia had one function: pleasure. The first of its indulge in any hedonistic urges they may have, without
kind, this massive floating luxury resort included all the fear of judgment. Unofficially, the masks also help Moloch
amenities of a royal palace, including heated pools, open- cover up the sadistic games of cat and mouse that he plays
air gardens, gymnasiums, and well-furnished dining rooms. with his passengers.
Although no ship was ever built to the same scale as The Masked and the Missing
Archimedes’s colossus, the Syracusia became the template Once the Laimargia sets sail, Moloch will (as Captain
that many royal transport ships were modeled after. One Gula) make an appearance and encourage his passengers
such ship sits in the port city of Tarsus where it beckons to eat to their heart’s content, and amuse themselves with
discerning travelers to come and enjoy themselves. various forms of recreation aboard the ship. Once the
This ship’s name is the Laimargia, and it hides a sinister cruise is well underway, the hunt begins. Moloch will
secret. Shortly after it was constructed in the port of patiently stalk his passengers, waiting for one of them
Alexandria, the Laimargia was purchased by a mysterious to wander off alone. Once his prey is cornered, Moloch
nobleman calling himself Captain Gula. Gula is in fact the attacks, devouring his guests one by one. Moloch never
simulacrum form of the archdemon of gluttony, Moloch the eats more than half of his ship’s passengers, and because
Devourer, and it is because of Moloch that many citizens of the Laimargia’s strict policy on anonymity, most of these
Tarsus have gone missing in recent years. disappearances are never even reported, let alone traced
The Laimargia is the most exclusive all-you-can-eat back to the ship.

191
The Laimargia: General Features way, the party has full access to the entire ship and there are
no dangers immediately apparent. They will likely begin
The Upper Deck. The uppermost deck of the Laimargia
holds a large, open-air dining area where guests can searching for Captain Gula, but he is nowhere to be found
indulge in a sumptuous banquet of delicacies from every (see “Playing Captain Gula” below). In order to get to the
known culture and country. Tables are strewn about the bottom of what is going on aboard the Laimargia, the party
top deck, allowing passengers a view of the open ocean will need to interview and observe their fellow passengers
while they feast. Next to the dining area is a large garden before time runs out.
with different varieties of fruit-bearing trees reaching 30 The rest of this encounter is laid out in “chapters” to
feet into the air. In the stern, behind the garden, is a lounge indicate the passing of time. If the party does nothing, the
area where guests can share a glass of mulled mead and tell events of each chapter unfold as written. If the party is able
embarrassing or explicit stories, safe in the knowledge that to thwart Moloch’s plan, then combat with the demon may
their masks will protect their true identities from getting occur much sooner than it otherwise would have.
out.
The Lido Deck. The chambers in the rear of the lido Playing Captain Gula
deck contain heated pools for bathing and luxuriating. Of The simulacrum of Captain Gula gives Moloch the
course, these pools come with their own poolside buffet ability to move about the ship freely. If all goes according
tables. The center chambers of the lido deck are filled with to plan, Moloch will avoid confronting the party for as long
tables of patrons drinking exotic beers and playing Tali and as possible, instead using the decadent distractions of the
other games of chance. For more information on how to Laimargia to hunt down and devour guests who wander off
play games of chance in the Roman empire, see page 144. alone.
The chamber in the prow of the ship is hazy and thick with Gaseous Form. Although there are no hidden doors or
the acrid smell of smoke. This chamber is the Laimargia’s secret passageways on the ship, Captain Gula can use his
exclusive smoking lounge, fully stocked with Indian Gaseous Form ability to easily slip in and out of portholes,
Hashish, cave-dried Roman Cannabis, and Chinese Opium, and even through gaps in the ship’s floorboards. This
along with an assortment of cushions and ornate smoking allows him to pass quickly and undetectably throughout the
pipes to make the experience more pleasurable. ship. He can stay in this form for up to one hour, gliding
The Cabin Deck. The cabin deck has 16 guest quarters, from room to room searching for his next victim.
each outfitted with the most comfortable beds available in Disguise Self. Captain Gula can take the form of other
the Roman empire. A large, quiet chamber in the prow of guests on the ship at will. Often, after devouring a guest,
the boat contains a library and study. If a character spends Captain Gula will assume the identity of that guest in order
at least one hour in study in this room, they may roll on the to masquerade undetected throughout his ship. If Captain
“Research” table on page 131. Gula is cornered by the party before he wishes to confront
The Lower Decks. No guests are allowed below the them, he will use his Mislead or Gaseous Form ability
cabin deck, but if the party sneaks down to investigate, to escape to another part of the ship and immediately use
they will find 28 Goat Demons at their posts rowing the Disguise Self to hide in plain sight.
massive oars of the Laimargia. The goat demons will
defend themselves if attacked, but will otherwise pay little Playing the Other Passengers
attention to the party as they are focused on following Use the ship’s roster below as a quick reference for the
Moloch’s orders to keep rowing. If the party takes time to other guests on board the Laimargia. Since the passengers
investigate the lower deck, they may also find the captain’s are trying to remain anonymous, they are likely to
log for the Laimargia, which is evidence not only of introduce themselves with a false name, and players are
Moloch’s true identity, but of the identities of those he has more likely to remember them by their appearance anyway.
killed over the years. Presenting this evidence to authorities Unless otherwise noted, all passengers use Noble stats.
back in Tarsus will not only solve years of unsolved The other passengers are here looking for a good time,
missing persons cases, but may also earn the party a reward and will ignore any attempt from the party to warn them of
from local law enforcement. danger or arouse their suspicion. Each passenger is listed
with a “vice” which gives some indication of where on the
Running the Encounter ship they are most likely to be found (and where Moloch is
Rather than treating this as a standard dungeon most likely to corner them).
delve where the party must move from room to room It may be helpful to make a copy of the ship’s roster in
sequentially, it may be more helpful to think of this as a order to cross off passengers as they are devoured, and to
social deduction murder mystery. Once the cruise is under keep track of which passengers Moloch is impersonating.

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d10 False Name Appearance Mannerisms Vice
1 Aemilia Young woman with a black plaster mask Moves gracefully and seductively, sunbathing, reading, and
painted to look like a cat’s face as though craving attention sleeping
2 Blandia Young woman in a purple toga and a Loud, boisterous laughter; loudly gambling and finger foods
mask covered in glittering gemstones smacks her lips while eating
3 Caelus Young man with muscular features, an Finds excuses to show off his phy- flirting with women... or
unadorned mask, and wandering eyes. sique as often as possible men... or both
4 Faustus Rotund, middle-aged man in a blue satin Often exaggerates; overuses the food, drink, and gambling
toga and matching mask word “incredible”
5 Lucretia Tall, thin woman with a mask and cloth- Speaks with a holier-than-thou wine and gossip
ing adorned with peacock feathers attitude
6 Proclus Grey-haired man with straight, white Long-winded stories and eccentric hashish and good humor
teeth that gleam beneath his mask gestures
7 Romulus Young man with black, predatory eyes Avoids conversations; watches food and women
and a wolf mask other guests from a distance
8 Sextus Man with a full face covering cast in gold Tells the same stories over and boasting of his world travels
to look like a human face over
9 Tiberius Jolly man wearing brightly colored tunic Always the first to speak; often being the center of attention
and mask makes toasts and announcements
10 Theofania A young woman with a small frame and Taps her feet or fingers restlessly opium
nervous, darting eyes when speaking to strangers

Secrets Abound secret has been rolled previously, or if it does not seem to
fit the passenger’s personality, roll again.
These passengers prefer to remain masked for a reason,
and many of them harbor secrets from their past. Some of
these secrets are more deadly than others, but a general
sense of mistrust hangs in the air of the Laimargia. Once
Chapter 1:
passengers start disappearing, the party will undoubtedly “All Aboard!”
begin trying to convince the passengers to work together The party may come to the Laimargia for a variety of
to uncover the identity of the disguised Captain Gula. reasons. Perhaps they are following a lead they discovered
Because each guest hides a secret of their own, they will be in Seraphine’s office in Thebes, or maybe they have been
unwilling to submit to methods that might otherwise easily hired by a family member of one of Moloch’s past victims.
unmask the demon, such as a Zone of Truth spell or similar. Whatever the reason, as the party arrives at the docks in
It is not important which passenger harbors which Tarsus, the Laimargia is about to set sail.
secret. Whenever the party meets a passenger for the first Gaining Passage. In order to board the ship, the party
time, roll on the table below to determine that passenger’s must secure vouchers for passage on the Laimargia. If
secret, and make a note of it for future reference. If the the party has not already come by vouchers on their own,
vouchers may be purchased at the dock for 50 gp each.
d6 Secret Additionally, as per the ship’s anonymity policy, all party
1 I am secretly a Shadow Cultist in league with Moloch. If the members must be wearing masks. Moloch takes dock
party gets too close to the truth, I will attack. security very seriously, and has hired 2 Spartan Veterans
2 My carelessness once caused the accidental death of my best to make sure no one boards the ship who has not met these
friend. I bury my guilt with my vices. requirements.
3 I was recently elected to the Roman senate. I believe Sicarii Setting Sail. Regardless of how the party gains entry to
assassins plan to kill me before I return to Rome. the Laimargia, once they are on board, Moloch will signal
4 I am a highly respected religious leader in Tarsus, known for his crew to begin rowing. His ambition is to get the party
my speeches about temperance and self-control. onto the open sea where he can toy with them, so he will
5 I work as a tax collector in Tarsus. My position has allowed not even wait for all guests to board before he sets sail with
me to steal thousands of gold from my fellow citizens.
the party.
6 Sometimes my partying gets out of hand and I black out. I Settling In. After Captain Gula’s initial welcome
wonder if I am responsible for these disappearances?

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speech, the party can find their rooms and begin meeting
the other passengers. For all appearances, this seems to be
a standard pleasure cruise. The party may even eventually
Chapter 4:
let their guard down and enjoy themselves a little bit, if “Storm at Sea”
they choose. The first 24 hours otherwise passes without By the third or fourth day of travel, it becomes obvious
incident and Moloch stealthily observes his guests. that something nefarious is going on. At this point Moloch
has, through Captain Gula, devoured between 4 and
Finding Moloch 6 guests. The absence of these guests, combined with
Keep in mind that Captain Gula’s creature type is warnings likely issued from the party, will be enough
“construct” rather than “fiend.” Thus, a Detect Evil and to begin convincing passengers to be on their guard. A
Good spell will reveal that the ship has been magically passenger can be convinced to listen to the party’s warnings
desecrated and that the lower deck is filled with Goat with a successful DC 16 Persuasion check. This check may
Demons, but this spell will not reveal the whereabouts of be made with advantage if the passenger can be presented
Moloch until he inhabits his true form. with evidence of what is going on.
In the evening, storm clouds form on the horizon and the
Laimargia suddenly enters a fierce storm at sea. This storm

Chapter 2: does not threaten the ship in any way, but will be enough to
force the passengers below deck. Forced into the smaller,
cramped rooms below deck may be enough to make
“Sheep’s Clothing” passengers want to split up into different locations, giving
The second day continues much as the first, with Captain Gula another chance to corner victims.
passengers enjoying the endless banquet of food and
relaxing throughout the ship. As the evening wears on,
Captain Gula will eventually isolate, kill, and devour one
Chapter 5:
of the passengers who wanders off alone. The identity of “Blood in the Water”
the first victim is up to you, as the GM. Captain Gula will If the party has not been able stop Moloch by the end
then assume the identity of his victim using his Disguise of the week, he will eventually confront them directly, in
Self ability, and rejoin the other passengers. Using his new a time and place of his choosing. He may even use the
identity, he will attempt to manipulate the passengers, identity of a previous victim to lure the party to a more
subtly encouraging them to wander off alone, or directly convenient location in order to attack them.
inviting them to accompany him to a different room.
Combat with Moloch
Chapter 3: Moloch is currently inhabiting his simulacrum form,
Captain Gula which grants him certain special abilities.
“Bump in the Night” The stat block for Captain Gula is on page 338.
During the night on the third day, Captain Gula will When Captain Gula is reduced to 0 hit points, the
devour two more guests as they retire to their sleeping simulacrum sloughs off into a pile of foul-smelling viscera
quarters. By the following morning, any character with a and bile. This pile begins to coalesce and twitch as bones
passive perception of 14 or higher will notice that several crunch and realign and viscera bulges and reforms into
passengers are now missing. new shapes. Maintain initiative order, allowing the party
If asked, one or more of the passengers will reveal that one “free” round of combat with which to heal or prepare
they heard sounds of someone or something moving about reactions.
the ship at night. The other passengers will ignore this At the beginning of Captain Gula’s next turn, the
story, along with any other warnings from the party. The toad-like face of Moloch’s true form is birthed from the
other passengers tend to be very self-centered, and have disgusting mass and he lunges toward the nearest party
secrets of their own that they would prefer not to reveal, member. Once Moloch inhabits his true form, he also gains
and will not cooperate in any efforts to root out the demon. access to the lair actions listed on page 338.
Captain Gula will continue his process of isolating
passengers, devouring them, and them assuming their Resolution and Reward
identities. However, he will continue to keep a close eye on If the party succeeds in destroying Moloch, his body
the party, and will not attack passengers who are under the melts away once more, this time for good. By searching
party’s protection or observation. through the piles of viscera left over from Moloch’s

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Chapter 6:
“Bon Voyage”
Once Moloch has been defeated, the Goat Demons
demise, the party will find the Belt of Samson’s Strength, on the lower deck will disperse and flee the Laimargia,
and a lockbox. The lockbox can be picked with thieves stranding the boat at sea. Presenting the party (and any
tools (no check required), and inside the party will find survivors) with a new challenge. After a day of drifting
2000 gp a handful of torn ticket vouchers for passage on listlessly on the now calm waters of the Great Sea, the
the Laimargia, and a few pieces of correspondence. Moloch party will be able to make out land in the distance. The
has several letters that he exchanged with Naamah that are Laimargia will eventually drift into a small fishing port on
addressed to the “Aphrodite’s Touch” brothel in Thebes, the northern coast of the island of Cyprus, where the party
Egypt. In one of the letters from Naamah, she mentions and the surviving passengers can disembark and seek aid.
the demon Beelzebub in reference to the city of Babylon, The Laimargia will arrive in a small fishing village
leading the party to deduce that this city is home to one of called Kyrenia that will welcome the survivors warmly,
the other archdemons. but cannot provide passage back to the mainland. To
book passage on another ship, or to hire a crew to sail the
Claiming the Laimargia Laimargia, the party will need to seek out help in the larger
With Moloch destroyed, the party may choose to claim the port city of Citius, one day’s walk to the south. However,
Laimargia as their own ship. However, in order to successfully the town elder of Kyrenia, a woman named Kassandra
operate the ship, the party will need to hire an experienced (LG Priest) will warn the party that traveling to Citius will
crew. A crew can be hired in any port city to operate the require them to navigate the delicate political situation on
Laimargia, at the cost of 50 gp per week. The party may even the island. For more information about what happens next,
choose to continue running pleasure cruises to offset the cost
see “Kyrenia” in the Adventure Atlas on page 97.
of paying the crew, if they desire. The banquet tables and other
amenities of the Laimargia are enchanted magic items that
were commissioned in the construction of the ship, so they will Level Up
continue to function even after Moloch has been destroyed. The party should gain a level at the conclusion of this encounter.

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Tending to the Garden
Introduction The Garden: General Features
The Hanging Gardens of Babylon tower above every The only entrance to the garden on foot is by way of two
other structure in this city. The series of raised platforms massive stone staircases that lead up from the Canal Square
that form this imposing ziggurat is hundreds of feet wide near the Marvel of Mankind. These stairs climb 75 feet into
at the base, and just as tall, with each tier filled with exotic the air before emptying out into the first tier of the gardens.
plants imported from all over the map. The archdemon In order to confront Beelzebub, the party must navigate
Beelzebub, Lord of the Flies, has infested the top tier of the through all three levels of the lower tiers searching for
garden, and is infecting the surrounding area with his Aura staircases, or else find another way up.
of Temptation. Any creature that travels within 1 mile of Abyssal Flies. Beelzebub has stationed Abyssal Flies
the Gardens must succeed on a DC 15 Constitution saving along the exterior walls of the ziggurat to serve as lookout.
throw or gain one level of exhaustion as they are overcome The flies are not extremely observant, and if the party uses
with a desire to relax and have trouble focusing on their the foliage of the lower levels as cover, they will not be
goals. The save must be repeated for every 24 hours spent spotted by the lookouts. If, however, one of the characters
inside the radius. For the purpose of simplicity, ask the attempts to climb the vertical stone walls or if the party
party to make this saving throw when they first arrive in the approaches from the air using magic, the Abyssal Flies
city of Babylon. The party may choose to spend the night will notice them automatically and notify Beelzebub,
in the city to recover from any gained levels of exhaustion, who will order them to attack. Groups of the flies are
but the save must be repeated every 24 hours a creature spread throughout the perimeter of the gardens. Each
spends inside of the radius. time the party leaves cover by flying or climbing (without
attempting to do so stealthily), they will be attacked by a

197
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group of 4d4 Abyssal flies. If the party remains in the open, passage on foot, although there is no clear pathway or
they will be attacked by another group of 4d4 flies for signage directing which way to go. It is up to the party to
every minute they spend in the open. The flies are large and decide how to proceed.
clumsy, and will not attempt to attack the party if they stay
under cover of trees or other dense foliage. 1A. Sinister Signs
Climbing the Walls. Each tier of the Hanging Gardens The further into this wild forest the party moves, the
rises 75 feet above the one before it. If a character wishes more quiet and ominous it begins to feel. It is absolutely
to climb the outside of one of these stone walls to reach the silent and the lack of noises from insects or small rodents is
next tier (instead of searching for the staircase), it requires disconcerting. If the party passes along the southern path of
a DC 17 Athletics check. If a character fails this check by the first tier they will spot the first sign of trouble.
5 or more, they fall to the ground, taking 4d6 bludgeoning A decaying human body is noticeable, engulfed in the
damage. roots of a nearby tree and decomposed to the point that
Getting to Know the Plants. If a character attempts to little remains but bones. There is nothing of value on
learn the motives of plants either through the use of a Speak this corpse, and a Medicine check will reveal no sign of
with Plants spell, a Detect Good and Evil spell or similar, struggle or violence in death. In fact, it appears that this
they will not find anything unusual. The plants in this unfortunate victim was simply lying down to take a rest
garden are not evil and, if anything, they are suffering the under the shade of the tree and never woke up.
same slothful effects as the people in the area. The plants 1B. Spies Above
may or may not be aware of Beelzebub’s presence, but can In a few sporadic places the forest opens into a small
at least communicate that something in the garden does not clearing with a view of the sky above. Through this
feel right. A plant can tell that this feeling emanates from clearing in the trees, the party can easily see a group of 4d4
the top tier of the gardens. Abyssal Flies buzzing lazily through the air and perched
1. First Tier: The Forest Path on the walls that rise to the second tier. Most of the flies are
searching the horizon for enemies approaching from the
The chatter of people lazily talking in the Canal air, but a few are circling the clearing and appear interested
Square fades away as the steps climb steadily higher, in the party’s movement on the ground. The party can
eventually opening before you into a wild and beautiful sneak through the clearing by sticking to the shadows and
forest. Even at this first level, a feeling of intense relaxation succeeding in a group Stealth check (DC 11). If the party is
is palpable as the noise and activity of the world below is spotted, the flies attack.
washed away. A level plain of grass and trees stretches
in every direction, beckoning you to explore, wander, 1C. Ambush
and meditate beneath the shade of large and twisting Upon reaching the far side of the ziggurat, the party
sycamores. The natural beauty of these trees swaying finally finds the staircase to the second tier. As they
in the cool breeze coming from the Euphrates somehow approach the stairs to climb to the next level, they are
makes you feel both nostalgic and forgetful. Yet despite ambushed by 3 Shedim, who have been informed of the
the beauty that surrounds you, there is something about party’s presence by the Abyssal Flies, and are lying in wait
this forest that is foreboding.
for the party to arrive. A character who succeeds on a DC
16 Perception check will notice the Shedim before they
Some of the flora here may be familiar to the party, have a chance to strike.
while others may seem totally alien. The plants have been
imported from all over the world, and the sheer variety of 2. Second Tier: the Labyrinth
species is overwhelming. Luscious fruits hang from heavily
laden branches of grape vines, date-palms, pomegranate, The second stone staircase seems to climb
plum, fig and tamarisk trees. Interspersed with these fruit- more easily than the first, and reveals an absolutely
bearing trees are cedar, cyprus, and juniper varieties that breathtaking view of the Euphrates river to the west.
King Nebuchadnezzar had imported directly from Teredon. As the staircase rises above the 50-foot tall trees of the
first tier, even the most beautiful palaces and temples of
Other obscure corners of the gardens house willow, fir, and
Babylon fade into obscurity below you. Only halfway to
terebinth trees. All of these species combine and coexist the top of the Hanging Gardens it already begins to feel
to form a forest that is as wild and unexpected as it is like an ascent into the clouds. No sound can be heard
beautiful. from the city below, and the silence is broken only by a
The first tier of the gardens is almost entirely shaded by gentle rustling as the tallest trees from the forest below
the dense leafy growth that towers 20 to 50 feet overhead. sway in the breeze.
The trunks of the trees are spread out enough to allow easy

199
As this staircase crests the top of the walls that rise
to the second tier, a great labyrinth opens inward. The
2C. The Fountain
Another 20-foot square clearing opens, revealing a large
entirety of the second tier is occupied by an elaborate and and ornately carved stone fountain at its center. Four Goat
impeccably-groomed maze of hedges. A character who Demons are giggling as they carve graffiti into the side of
succeeds a DC 13 Insight or Nature check may stop and the fountain. Taken by surprise, the demons will attempt
wonder who has been taking such good care of gardens, to flee deeper into the maze instead of fighting. If the
especially since no gardeners have been seen tending to any party investigates what the demons were writing, they find
of the plants so far. written, in Hebrew,
The hedges that make up the walls of the maze are 3 to
4 feet thick, 10 feet high, and impossible to see through. A
You came to search the garden but found
creature can force its way through one of the hedge walls
The Gardener put you in the ground!
slowly and painfully, spending 15 feet of movement and
taking 1d6 piercing damage in order to make in through to
the other side.
It is up to the GM to determine how the party goes
2D. Another Body
The maze once again dead ends, and the party finds
about navigating the maze. If the players at the table another dead body. This body has been propped up into a
enjoy solving puzzles like these they may wish to explore sitting position, and as the party arrives, a Goat Demon is
the maze on their own. Alternatively, a character can hanging a sign that reads “Nap Time!” in Common around
deduce the correct direction to move through the maze by the neck of the corpse. Cornered, the goat demon will
succeeding on a DC 14 Survival check. attempt to flee by crashing through the hedge into another
2A. Lord Merodach path.
The winding corridors of the maze eventually open into
a small 20-foot square clearing with a wooden bench set 2E. Shedim Guard
along one length of the hedge wall. Lying comfortably on A large clearing opens to reveal the stairway to the third
this bench is the form of a dead human body, covered head tier of the gardens. At the base of these steps is another
to toe in vines that protrude from the nearby hedges. By group of 3 Shedim, weapons at the ready. If any Goat
clearing away the vines the party can easily identify that Demons from Areas 2C or 2D were allowed to escape, they
this is the recently deceased corpse of Lord Merodach, a will have joined the Shedim here, and all demons will be
high-ranking noble in the court of King Mithridates. Lord on alert and ready for combat. If the Shedim have not been
Merodach was taking a walk in the garden when he became warned of the party’s presence, they patrol back and forth
suddenly very tired and laid down for a nap. He never woke through this clearing, keeping an eye out for trouble from
up. Merodach is clutching a leatherbound diary which any direction.
confirms for the party that something strange is happening.
The last few entries detail Merodach’s obsession with the 3. Third Tier: The Clearing
garden, and the last page ends with the entry:
The open air of the steps is refreshing after the
stifling closed-quarters of the labyrinth that disappears
“I think I am lost. I think something below you as you climb. From this vantage point, it is
might be wrong here. Something drew me easy to admire the twists and turns of the hedges for
here. Something beautiful and evil. the work of art that they are, instead of the oppressive
I hear it coming. I hear the Gardener.” obstacle that they presented moments ago. The blue sky
stretches in all directions, and this third tier provides such
an unobstructed view of the horizon that it is easy to make
2B. Rotting Corpse out the curvature of the earth where the blue of the sky
The hedge walls close in and end here in a dead end. touches the greens and browns of the earth. To the north,
Slumped against one wall of the maze is a rotting human the Euphrates snakes in wide arcs to a fro like a great
corpse. Two Abyssal Flies are perched on the corpse, and serpent. To the west, the green banks of the Euphrates
give way almost at once to the harsh rolling dunes of a
attack immediately if they are disturbed. The corpse is
sandy wasteland. To the east, the city of Babylon lies in
wearing a satchel, and if the party searches the satchel, they a two-dimensional footprint below, as the lush forest of
may roll once on the “Random Discoveries” table on page Sumer rises in the distant horizon. And still higher: the
130. final tier of the Hanging Gardens awaits.

200
The third tier is green with grass and occasional flowers, At the beginning of The Gardener’s next turn, the true
but little else. After passing through the dangers and obsta- form of Beelzebub erupts from the earth and lumbers into
cles of the lower tiers, this openness may feel foreboding, battle. Once Beelzebub inhabits his true form, he also gains
but there are no immediate threats visible. Two staircases access to the lair actions listed on page 332. Combat now
ascend from the third tier up to the top of the fourth and continues as usual.
final tier. If the party wishes to take a short rest here, they
may do so safely without risk of being attacked. Combat Tip
Beelzebub’s “Hurl” ability allows him to throw a creature
4. Fourth Tier: The Garden 40 feet. If you use this ability strategically, you can throw a
character over the edge of the top tier, landing them on the third
After making such a long climb to reach this tier. This fall deals 7d6 damage, and the target must spend their
height, it is tempting to want to stop and take in the view. next turn (movement and action) to return to the top tier.
However, the summit of this ziggurat reveals an odd sight.
The stairs open into a small garden scattered with smaller
shrubs and an assortment flowers that grow without any Resolution and Reward
clear pattern. Along the perimeter of this flower garden The party may discover that Beelzebub was wielding
are small decorative statues of gnome-like creatures that Goliath’s Greatsword, and if a character takes the time to
Nebuchadnezzar had commissioned for this garden. In rummage through the destroyed flower bed where Beelze-
the center of this space, tending to the wildflowers, is the bub’s true form was resting, they will find 2d6 gems worth
figure of a man.
100 gp each. The party will also find leatherbound scroll
The Gardener. The man is crouched, tending to his partially buried in topsoil. This scroll is mostly destroyed,
flowers absentmindedly. As the party arrives he stands, but the piece that remains seems to be the end of an edict
holding a massive scythe in one hand and turns to face from Lilith, the leader of the demons:
them. Beelzebub’s simulacrum is not surprised by the
party’s arrival, as he has been kept informed of their climb ...send Moloch,
through the gardens by his Abyssal flies. that the tides of the Sea may know Gluttony.
To Babylon I send Beelzebub,
that the heights of the Gardens may know Sloth.
“Welcome. I am the Gardener.” And lastly to Judea I send Legion,
that the depths of the earth may know Envy.
Each of you should stay in your appointed place and
Combat with Beelzebub search for he that would bring salvation.
Beelzebub is currently inhabiting his simulacrum form, We have work to be done, and thus you are sent.
The Gardener which allows Beelzebub certain special -Lilith, Mother of Darkness”
abilities. The stat block for the Gardener is on page 332.
The Gardener may engage the party briefly in conversation,
but has no interest in making deals or striking bargains. The
demon has no intention of allowing the party to leave the Level Up
gardens alive, and will attack as soon as he grows bored of The party should gain a level at the conclusion of this encounter.
the conversation.
When the Gardener is reduced to 0 hit points, read the
following text:

With this final blow, the wizened old frame of the


Gardener drops to his knees, and then begins to age
rapidly, flesh and bone decaying with violent speed, until
all that is left is a pile of dust and fresh earth in the midst
of the flower garden.
As you begin to relax and take a breath, the ground
beneath your feet suddenly lurches and begins to roil and
bulge. Something massive has been awakened, and is
making its way toward the surface.

Maintain initiative order, allowing the party one “free”


round of combat with which to heal or prepare reactions.

201
Welcome to Galilee
Galilee was built upon the ruined foundations of what local residence looting the ruins to find building materials
was once the Northern Kingdom of Israel. Conquered and for their own homes. Throughout the journey in Galilee,
destroyed by Babylon 500 years ago, Israel never returned visitors may notice odd pieces of these ruins being used
to its former glory. Instead, the meager refugees who as walls, steps, or even doorstops in the smaller Galilean
managed to return home rebuilt from what materials they cities.
could find. Some elements of Galilee (a stone wall here,
an archway there) seem out of another time, as though
they belonged in a much grander city. With the exception 2. Capernaum
of cities like Capernaum and Magdala that are sponsored With a fishing industry to rival Cana’s, Capernaum
by the Roman empire, the majority of Galilee is what can sits on the northern bank of the sea of Galilee. Many
most easily be described as “slums.” People here are rough of the homes here are of much sturdier construction,
around the edges, and most seek employment as builders or partially because much of the city has recently undergone
fishermen. Food and liquor are cheap and easy to find here, a renovation under the guidance of the Roman empire.
although almost all meals in local taverns feature fish. Capernaum is home to many in the Roman nobility and
The poorest and worst of these slums is Nazareth, which those loyal to the empire.
has unfortunately become the butt of many local jokes.
“Can anything good come out of Nazareth?” is a popular 2A. Matthew’s House
expression, usually used by other small towns (Cana in A large house with a well-kept front porch sits on
particular) to make themselves feel superior. the west corner of Capernaum. It is home to Matthew,
a young man who has earned quite a comfortable living
Visiting Galilee for himself as a tax collector for the Roman authorities.
The cities and villages of Galilee are filled with locations This has earned him very few friends, since most who call
of famous miracles performed by Jesus. If the party has not Capernaum home view his career choice as “selling out” to
yet encountered Jesus, many of these locations would be ideal the oppressive government. However, Matthew considers
opportunities in insert Jesus into the story. See “Meeting Jesus” that as long as someone is going to get rich working for
on page 210 for more information. the Romans, why shouldn’t it be him? His wealth has
However, don’t worry too much about “sticking to the given him all he could have wanted earlier in life, but he
script.” Just because some of these encounters are the sites of can’t help feeling that there is something missing. He tries
famous miracles doesn’t mean that Jesus has to show up in
his best to be hospitable, often inviting his neighbors and
your story. Let the party decide what to do on their own, and
remind them that this is a fictional adventure through the Bible. coworkers to his home to enjoy expensive food and drinks,
Just because they may encounter situations that are familiar but none of his house guests are truly friends to him. If
from Bible stories does not mean that they should just sit and Matthew meets the party, he will certainly invite them over
wait for Jesus to show up. for dinner. Roleplay information for Matthew can be found
on page 214.
2B. Jesus’s Apartment
1. Empire Highway A small apartment building in downtown Capernaum
belongs to Jesus of Nazareth. If the party somehow tracks
down his address, they will arrive to find that he is not at
Most visitors to Galilee arrive by foot or wagon along
home. If they find a way to enter the apartment anyway,
the Empire Highway. This wide dirt road connects the Via
they will find very little in the way of earthly possessions.
Maris to the small Galilean cities to allow easy access for
Jesus’s bed has been slept in, but the blankets have been
imperial wagons that otherwise would struggle to navigate
neatly folded and placed at the foot of the bed. The closets
the hilly terrain around the Sea of Galilee. Visitors to the
contain some spare clothes, but nothing of interest.
this region may notice the ruins of ancient fortresses from
A small writing desk in one corner contains
the once thriving Kingdom of Israel. These fortresses and
correspondence between Jesus and two of the high priests
palaces stand as odd relics of a time long forgotten, and
in Jerusalem, named Nicodemus and Gamaliel. The letters
small footpaths in and around the ruins show evidence of

202
203
reference conversations that happened many years ago, Legion will continue to pester the party through the
and it seems that Gamaliel was once a teacher of Jesus’s. possessed victim until they leave the synagogue grounds.
The letters contain mostly discussions on the topics of The possessed man uses Commoner stats. If reduced to
theology, but one letter in particular from Nicodemus warns 0 hit points or targeted by an Dispel Evil and Good spell
Jesus that trouble is brewing in the Sanhedrin, the religious or similar, Legion will be forced out of the man, who will
authority of the Jewish people. According to Nicodemus, thank the party and return home.
one of the elders, named Caiaphas, has been acting 2F. Peter’s House
strangely of late, and seems obsessed with bringing an end Two brothers, Peter and Andrew, live together with their
to Jesus’s teachings. Nicodemus warns Jesus to stay out of wives in a beautiful split-level home that overlooks the
Jerusalem. shimmering sea of Galilee. They have worked hard to make
2C. Jairus’s House their living, and a lifetime of fishing and laboring on the
An influential politician in Capernaum named Jairus docks has earned them a comfortable lifestyle. Their house
lives near the main street that connects the docks to the is larger than average, with a small front yard that opens to
markets in the northeast quarter of town. Jairus has a the sea, and a spacious courtyard in the back that is across
12-year-old daughter who has fallen extremely ill and the street from the synagogue.
is lying in bed at home. Jairus has heard that a preacher Both Peter and Andrew are men of action. Their hands
named Jesus has been healing people in the area. If Jairus are calloused from years working as fishermen, and their
hears that the party is in town, he will immediately send for language can be just as rough, and learned in the same
them and offer to pay them 300 gp if they can find Jesus profession. They lack formal education, and dislike it
and convince him to come and heal his daughter. A DC 12 when people speak in metaphors that go over their heads.
Medicine check will reveal that her disease is fatal. There is In general, Peter and Andrew are known for resolving
nothing that can be done to save her life, short of a Greater conflicts with their fists rather than their words. Roleplay
Restoration spell or similar magic. information for Peter and Andrew can be found on page
2D. Seaside Inn 214.
This inn is used as temporary lodging for those If the party visits this home, they will find that Peter’s
traveling through Galilee along the Via Maris to the west. mother-in-law is currently staying in the guest room. She
The rooms here are very small and can be rented for 1 is very sick with a persistent fever and a DC 14 Medicine
sp per day. A large common area is available through the check will reveal that this disease is life-threatening, and
main doors, and is often used by traveling preachers who she will most likely die unless healed through the use of a
hold meetings here as they travel through the area. A large Lesser Restoration spell or similar.
skylight is open to the sky in the center of the common 2G. The Docks
room ceiling, and is sometimes used as overflow seating by The Capernaum docks are busy with workers carrying
people who cannot enter the common space during large bushels of fish from the boats in to the town. About half
gatherings. of the day’s catch are taken to the markets in the northeast
2E. Capernaum Synagogue quarter of town, and the other half are packaged and
This synagogue is of traditional Jewish construction, shipped immediately to the processing plant in Magdala.
which contrasts with some of the surrounding residential If Peter and Andrew have already become followers of
homes which are of newer Roman architecture. If the Jesus, the party may arrive at the docks to find that Peter’s
party passes by the Synagogue in Capernaum, they may old fishing boat is for sale. The boat is used but is of sturdy
encounter a man possessed by the demon Legion. construction and in fair condition, and Peter is selling it for
The man is Legion’s only spy in the city of Capernaum, the unbelievably low price of 30 gp.
and Legion uses this victim as a puppet stationed outside
of the synagogue. Legion assumes that if the Messiah visits
Capernaum, he will surely come to preach in the synagogue
3. Magdala
at some point. Upon seeing the party, Legion cannot help Magdala may not be the largest town in Galilee, but it is
himself, and will approach to mock the party as they pass. probably the most politically influential. Magdala hosts the
only major fish processing plant in the region, which means
“You are the adventurers seeking the Messiah! I’ve this town earns a cut of all fishing that happens in most
heard of you. People say you are worthy, but I can smell of the surrounding ports. The Roman empire is especially
your sins from a block away.” fond of Magdala, because the taxing of seafood moving
through the area is not an insignificant amount of money.

204
Despite the advantageous financial position of Magdala, angry mop disperses, leaving Jesus and the woman alone
the buildings are of mostly simple stone construction. with the party.
The majority of people who live in Magdala work at the 3D. Fish Processing Plant
processing plant, and prefer a simple life. Over 60% of seafood caught in Nazareth, Capernaum,
3A. House of Mary Magdalene and Cana arrives here in the Magdala processing plant. The
A house in the south west quarter of the city is home freshest fish is quickly packaged and sent to other cities in
to a woman named Mary. If she meets the party she may Canaan for sale before it spoils. The rest is preserved for
invite them to stay in the upper room of her home during longer storage through one of many processes, including
their time in Magdala. Mary lives alone, but seems to have smoking, salting, or pickling. A series of underground
quite a bit of money for a single woman in her position. If caves below the processing plant are used for preserving
asked about her wealth, Mary prefers not to talk about it. the meat, and the area around the plant constantly smells of
Roleplay information for Mary can be found on page 215. smoke and sea salt.
3B. Migdal Synagogue 3E. Gennesaret
This impressive square building is the place of worship The towns of Capernaum and Magdala are separated by
for the Jews living in Magdala. At the center of the open a large expanse of wildlands known as Gennesaret. A small
gathering space inside is a large stone platform upon which fishing village that is little more than a waypoint on the
rests the scrolls for the reading of the Torah. Into all sides Gennesaret Trail is known by the same name.
of the stone platform, including its top surface, are carved
images that call to mind fond memories of the grand temple
in Jerusalem. The Jews of Magdala cannot make the 80-
If the party has not yet met Jesus, this is a location
mile journey to Jerusalem for worship on the Sabbath, but
where the meeting could occur. Jesus is starting to gain
they hold onto the memories of the past, engraved in this
some notoriety as a preacher and healer in Capernaum, and
large platform they call the “Magdala Stone.”
he enjoys traveling into the abandoned wilds of Gennesaret
3C. Main Square to take some time for himself. If the party encounters
A large open outdoor space is used for community Jesus here, he is surrounded by a large gathering of people
gatherings. Although the city occupies an important desperate to hear more of his message. They have followed
position in the Roman infrastructure of the Judean region, him out into this secluded hideaway, far from any local
the square reflects the simplicity of the people who live and markets and without any food, and they are hungry. A
work here. The buildings are mostly unadorned, and the young boy generously offers to share his lunch with the
open space here is an unpaved, sandy clearing. group, but only has 5 loaves of bread and 2 fish. The group
laughs at the boy, since there is no way that this is enough
food to share amongst the nearly 5,000 people present.
If the party is level 3 or higher, they arrive at the
main square as a woman is about to be stoned to death.
An Angry Mob has gathered here at the main square and
is attacking a woman they have accused of adultery. If the
4. The Hot Springs
party has not yet encountered Jesus of Nazareth, this is a One of the most sacred pilgrimage sites in Galilee are
good place for this encounter to occur. Allow the party to the hot springs. These hot springs are rumored to have
handle the situation on their own terms, either by trying to healing properties, and some notable miracles have been
argue for the woman’s life (DC 16 Persuasion check) or by recorded here by people who have bathed in the warm
entering combat on her behalf. If Jesus arrives in the midst waters. The miraculous nature of these hot springs has
of this encounter, he lays out the challenge that one who attracted the attention of the Roman empire, and a new
is without sin be the first to throw a stone. He then begins city is under construction here. King Herod of Jerusalem
to write the sins of the people present in the sandy ground is overseeing the building of this beautiful new city, which
of the main square. Unable to confront their own guilt, the he has named “Tiberias” as an obvious attempt at flattering
the current Roman emperor, Tiberius Caesar Augustus.
Mary Magdalene? Construction on Tiberias has been under way for some
There is a popular legend that Mary (whose last name time, and will likely be completed in the next few years.
means “of Magdala”) was the woman rescued in this encounter. Bathing in the Hot Springs. If a creature submerges
This is only a theory, as the Bible story does not identify this itself in the Hot Springs, roll on the following table to
woman. See page 215 for more on Mary Magdalene. determine its effects.

205
1d4 Hot Spring Effect 5B. Town Market
A series of open-air pavilions make up what is simply
1 No Effect
referred to as “the market.” It is here that fishermen bring
2 No Effect the catch of the day, and it is a popular shopping destination
3 You regain 2d6 hit points for people of even neighboring cities.
4 You benefit from the effects of a Greater Players who visit the market can easily find several
Restoration spell. wine vendors selling Reedwine (although some of these
merchants are selling cheap Roman wine that has simply
been mulled with spices to produce an inferior counterfeit
5. Cana product). If the players procure a bottle of true Reedwine,
they will find that it is the best wine they have ever tasted,
The small town of Cana is named for the Hebrew word and gain inspiration.
for “reeds.” Built in a valley at the foot of Mt. Tabor, Cana 5C. Cana Synagogue
has prime access to the Sea of Galilee, but unfortunately Cana’s simple clay and stone synagogue sits on the
this comes with the drawback of pour drainage. Reed-filled main road through the small town. There is nothing
swamps surround the small town, the result of drainage particularly interesting or special about this structure, but
ditches that were dug during construction. These reeds, it sits as the spiritual and physical center of this town of
which give the town its name, sing and whistle in the fishermen.
mighty winds that sweep in, unannounced, from the heights
of Mt. Tabor or the breadth of the Sea of Galilee. 5D. Celebration Hall
The main source of revenue for the citizens of Cana Across the street from the synagogue is a large
lies in their fish market, as almost all who live here are open venue that is used for everything from weddings
fishermen who dock their boats on the coast only a short to community politics. It was in a back room of this
walk to the east. However, in the last few months Cana celebration hall that several large vessels of Reedwine were
has become known for an extremely rare and sought after discovered after a wedding over this past summer. Many
vintage of wine known in northern Judea as “Reedwine.” fantastic rumors are circulating as to where this amazing
Despite the growing interest in this rare wine that clearly beverage came from, but the most believable is that it was
originated in Cana, there are no local vineyards, and no one due to the forgetfulness of a traveling merchant.
seems to actually know the origin of the vintage. 4E. Cana Docks
5A. The Fig Tree The docks here are filled with people moving quickly
A massive fig tree sits at the west edge of Cana, along to bring in the day’s catch. Some fish are put into carts and
a road known as “The Crossing” that connects Cana to the taken directly to the market for sale, but the majority of the
other major towns. Its massive branches spread shade over fish is packaged in crates to be shipped immediately to the
cool sand and an assortment of rocks that are just the right processing plant in Magdala. The party may rent a fishing
height to sit on. vessel here for 1 gp per day’s use.
If the party passes by the fig tree they will encounter
some of its frequent visitors. Three young men are
engaged in a debate over whether or not the Leviathan
6. Mt. Tabor
exists. They are reclined in the shade, taking a break from This small mountain rises out of the Galilean
the heat of the day. Although this argument seems heated, countryside to the north of Nazareth. It was on this site that
and they may even raise their voices or insult each other, the Israelites won an important military victory under the
they are also smiling and clearly just arguing for fun. leadership of Deborah, the legendary Judge of Israel. If the
These young men are: Bartholomew, Philip, and Matthias. party makes the trek to the top of Mt. Tabor, they will find
For more information about these characters, see the a small but ornately carved stone pedestal into which is
information on pages 214 and 215. etched the Song of Deborah.

If the party has not yet met Jesus, this is a location


7. Nazareth
where the meeting could occur. While they are in the midst The small fishing village of ill repute lies in the foothills
of their argument, Jesus arrives and asks if they want to of Mt. Tabor. There is little reason for travelers to visit
join him for dinner later that day. Nazareth, and so those who make the journey through

206
the dusty region will find little in the way of welcome biological children who are, in order of birth: James, Joses,
or comfort. There is no inn and no formal marketplace. Gal, Jude, Simon, and Hannah. She was too young to
Residents of Nazareth are mostly laborers or fishermen, and remember Joseph’s marriage to Mary or the birth of Jesus.
so the small town relies more heavily on bartering than on As such, she has always viewed Mary as her true mother
formal currency. Life is simple in Nazareth, and most who and Jesus as a little brother. She has many fond memories
grow up in this town never leave. to share of Jesus, recalling his sense of humor and all the
7A. Nazarene Synagogue pretend adventures they would go on as children playing
By far the nicest building is a large synagogue of stone in the foothills of Mt. Tabor. Hannah is open with the party
and clay construction. It is clear on closer inspection that and will immediately answer any questions they have to the
the foundations for this building predate the Babylonian best of her ability.
exile, and at one time may have been part of a palace or James. James is the oldest of Joseph’s children
larger estate. As Nazareth was rebuilt from the destruction and recalls clearly the mysterious details surrounding
of northern kingdom, large pieces of stone from this ruin Mary’s pregnancy and the birth of Jesus. James was a
were carefully repurposed to create the simple but beautiful teenager when Mary became pregnant, and remembers
piece of architecture at the town’s center. the embarrassment he felt when a rumor spread through
If the party visits the Synagogue they will be allowed to Nazareth that Mary had conceived the child outside of
enter the outer courtyard, but no further. They will be met her marriage with Joseph. James resented Mary for a long
there by Rabbi Avi (LG Priest), a short balding man with time, thinking that she had been unfaithful to his father,
watery eyes. Rabbi Avi only speaks Aramaic and Hebrew, but after making the difficult journey to Bethlehem and
but is friendly and will try to help the party however he being visited by three Magi from Teredon, James began to
can, even if they do not speak the same language. If the realize something was special about his new little brother.
party asks about Jesus, Avi will become even more excited. James will become suspicious if the party asks too many
If any of the characters speak Aramaic or Hebrew, Avi will questions, and may try to protect his family by withholding
tell them that he has known Jesus since he was a young information. He can be convinced to trust the party with
boy. He still remembers vividly the conversations he used a successful DC 15 Persuasion check. If convinced to
to have with the young Jesus, who would linger behind speak, James will share that he believes Jesus is special,
after gatherings on the Sabbath to ask questions and engage and perhaps even a prophet. He will also share the story
in debate. If none of the party shares a language with Avi, of the wedding that his family attended last summer in
he will attempt to direct them to speak with Mary in area Cana. During the reception the caterer ran out of wine, and
7B.
7B. Mary’s House
A modest brick house on the edge of town is home to a
woman in her late 30s or early 40s named Mary. Mary is
the widow of a carpenter in the region, whose name was
Joseph, who died in the past year. Mary also happens to be
the mother of Jesus.
If the party decides to visit Mary, she will invite them
in to join her for a meal and even offer to let them stay in
Mary,
her spare room. Mary has two other guests at her house:
Mother of Jesus
James and Hannah, whom she will introduce as her son
and daughter. Despite the fact that James and Hannah have
come to view Mary as their mother, they are actually the
biological children of Joseph and his first wife, who died
very young. They have no memory of their birth mother,
and were raised first by Joseph as a single father, and later
by Mary. Mary, James, and Hannah sit around the simple
wood table laughing and sharing stories. Although both
James and Hannah are adults, they frequently return to
visit Mary and keep her company. If the party questions
the family about Jesus, they may share the following
information.
Hannah. Hannah is the youngest of Joseph’s six

207
Jesus performed a miracle to produce more wine to keep through the crypts here in Galilee, but they must first deal
the party going. Hannah will smirk at this story and say with Legion’s security measures here.
“classic Jesus.” James does not know where Jesus is now, A powerful warrior named Barrak (Shadow Champion)
but can advise the party to visit the workshop in area 7C. stands sentinel over the crypt entrance in Galilee. If the
Mary. Mary is the only person alive who knows the party approaches, Barrak will confront the party, not
full truth, but she will not share what she knows under any allowing them to enter. If they move closer, Barrak is
circumstances. She will be polite to the party and even joined by 4 Goat Demons who come shrieking from their
help them track down Jesus if she can, but only through hiding places behind nearby tombstones. Barrak and the
the use of a Detect Thoughts spell or similar can the party Goat Demons will fight to the death to guard the entrance
find out all of what she knows. Mary was young when an of the crypts, but will not leave their post. If the party
Archangel named Gabriel appeared to her and asked if she retreats, they will not be pursued.
would be willing to become the mother of the Messiah. Barrak is currently possessed by Legion. If the
It was during this conversation when Mary learned that possession is ended through the use of Dispel Evil and
Jesus was not only to become the prophesied Messiah, but Good or similar magic, or if Barrak drops to 0 hit points,
that he was going to be the literal son of God as well. The a herd of demonic swine erupt out of him and flee into
pregnancy was difficult, and the scandal in Nazareth left the nearest body of water. If Barrak is freed from this
her with few friends, but Joseph chose to stand by her and possession, he will be grateful to the party but cannot offer
support her, even though he had doubted her story at times any helpful information.
too. In time Joseph learned the truth, as did a handful of 7E. Nazareth Docks
other people who Jesus met during his childhood. Mary The docks here are simple but functional, providing
also holds a dark secret in the back of her mind that she access to both the Sea of Galilee and the Jordan river.
hopes is not true. It might be something about the look Simple fishing boats can be rented here for 2 sp per day. If
in Jesus’s eyes when he speaks to her, or maybe little the party asks the manager of the docks about Jesus, they
comments he has made from time to time. Maybe it is can learn that Jesus purchased a refurbished fishing boat
just the intuition of a mother. Whatever the reason, Mary several weeks ago and headed north. The word around
is worried that Jesus is destined to die, and it is breaking town is that he is temporarily living in a rented apartment
her heart. Mary does not know where Jesus is, but she can in Capernaum.
advise the party that he recently rented an apartment in the
city of Capernaum, on the opposite shore of the sea.
7C. Jesus’s Workshop
8. Penuel
The simple shop is well-organized and well-used. Tools On the eastern bank of the Jordan river, near where it
for masonry hang neatly on the walls and a small bench intersects with the crooked tributary known as Jabbuk, an
for woodworking sits in one corner. A DC 13 Investigation ominous mist hangs over a quiet marsh. In the center of this
check will reveal receipts and other documents that show marsh stands the outline of a shadowy figure who beckons
Jesus completed all of his recent orders (mostly furniture to the party wordlessly. The figure is that of an angel named
commissions and home repairs) and apparently stopped Barachiel (LG Angel Challenger). Barachiel stands poised
taking new orders in the last few months. The party for combat, wearing armor that emits a soft glow in the
also finds a rental agreement with an address to a small mist that surrounds him, and carrying a sword that seems to
apartment building (area 2B) in Capernaum. occasionally crackle with energy.
7D. The Galilean Crypts If the party approaches, Barachiel will bow his head
This open expanse of Galilean countryside is broken by and say “welcome to Penuel.” He will go on to explain
the burial grounds of the Galilean Crypts. Natural caverns that it was on this spot in the misty marshes of Penuel that
in the hillsides here provided a convenient place for a young man named Jacob earned his new name, Israel.
interring the dead, and over time these natural caverns were Barachiel will explain that he is a celestial being known as
expanded by man-made tunnels that wind deep within the a “Challenger.” He tests the might of young warriors who
earth. Some of these tunnels are so expansive they connect fight in the name of the Most High, rewarding those strong
with salt caves that reach all the way to the Dead Sea. enough to defeat him, and showing the rest how much they
Unknown to the people of Nazareth, the demon named have yet to learn.
Legion has created a lair deep within these crypts and is Barachiel will politely offer to duel one member of
using his control over the people in the area to find and the party if they would like to volunteer. The competition
destroy the one called “Messiah.” If the party wishes to must be one-on-one, without interference from any other
confront and destroy Legion, they can attempt to enter member of the party. If the party is rude to Barachiel or

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cheats in the competition, Barachiel will vanish and never According to legend, this valley will be the location
reappear again. If a member of the party duels Barachiel of a final battle between good and evil at the end of time.
and is defeated, Barachiel will immediately use his Named for the valley in which it will occur, this conflict
Restorative Touch ability or Prayer of Healing spell to will be known as the battle of Armageddon.
restore hit points to the character. Barachiel will then tell
the party that they still have much to learn if they are to
challenge the forces of evil. He wishes them well and tells 10. Endor
them that they are welcome to come and duel him in the Anyone who makes the long trek through miles of
future, if they wish. He then remains in the mists of Penuel, scrubland and ancient ruins will find a mysterious sight.
patiently waiting to challenge a worthy champion. A single cottage stands out from a grove of cyprus trees
If a character is able to reduce Barachiel to 0 hit points near a ravine in the region of Galilee known as Endor. This
in a fair fight, Barachiel will revert to the glory of his true strange cottage is the home of the Witch of Endor, and she
form: a mighty Archangel of the Most High. He will then is expecting the party. When they arrive, she will beckon
gift the worthy champion with a reward from the “Font them to join her in her cottage, where a table is set for
of Blessings” on page 262, and may even bestow a new the exact number of creatures in the party, plus the witch
name on the Champion, as is customary at the conclusion herself. She will be friendly and welcoming to the party,
of divine challenges. After blessing the party, Barachiel but a DC 16 Insight check will reveal that she has ulterior
returns to the spiritual realm and will not return to Penuel motives.
for 1d6 years.

9. Megiddo Although the Witch of Endor may try to strike any


number of bargains with the party during their visit, her
Megiddo was once a strategic city in the Canaanite
main priority is in eliminating her competition in the
empire, and continued to be a thriving city later under the
Crypts. If the party has not yet encountered the demon
Kingdom of Israel. However, after it was devastated by the
Legion, the Witch of Endor will certainly send the party
invading Babylonian forces, the city was never rebuilt, and
on a collision course with this demon, either directly
now stands as a desolate valley. This valley rarely receives
or through manipulation, whichever she believes will
visitors, but on occasion, residents of Nazareth will use it as
eliminate him fastest.
a shortcut to avoid traveling through Samaritan territory.

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“Who is this, that the wind
and the sea obey him?.”
-Mark 4:41

Meeting Jesus
Jesus is, of course, an pivotal character in this story. You Personality and Language
may notice that Jesus’s location has been left ambiguous From all accounts, Jesus was extremely easy-going
throughout these location descriptions. This is to provide and fun to be around. He was well-spoken, but still used
flexibility to you, the GM, so that you can introduce Jesus common slang terms when talking to his followers who
when the moment feels right in your narrative. This section were not as well-educated. He is even cited making jokes
provides important information on how to roleplay Jesus at times, and engaging in teasing with his close friends
and gives a variety of locations and encounters where the and family. In summary: Jesus was a very normal person!
party is likely to meet him. The most important goal of this The best way to emulate this at the table as the GM is to be
encounter is for Jesus to leave an impression with the party, yourself. Be comfortable, and engage with your friends the
so that they feel a connection with him that will come into way you always do, because that is likely just how Jesus
play later in the story.
Avoiding Jesus
Roleplaying Jesus For a variety of reasons, you may decide that you do not want to
allow the party to interact with Jesus. First, it is probably a good idea
to set this expectation with your players early. Players are intrinsically
It is likely that you feel a tremendous amount of curious, and most will want to hunt him down as soon as possible,
pressure as the GM when you sit down to play the role even burning through powerful spells in order to do so. Second,
of Jesus, the Son of God himself. Start by taking a deep keep in mind that Jesus plays an important role in the climax of this
adventure. Having the party meet (and feel a need to protect) Jesus
breath! This actually won’t be as hard as it probably seems,
is important to give his death narrative weight. If you plan to avoid
and this section will provide some useful advice for general this encounter, consider how you will rework the “Way of the Cross”
conversation as well as dealing with problems raised at the encounter to give it the weight it deserves at the table.
table by players.

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would have talked to his friends. The players at your table
may be taken aback at Jesus’s casual demeanor, but that Societal Problems
is just because modern society has built up an inaccurate The morality in the first century was problematic at best, and
religious leaders (in most major religions) proposed a law-based
picture of Jesus as an impersonal and stuffy preacher. This morality, meaning that right and wrong were determined by the letter
may even be a good opportunity to talk to your group about of the law. In other words, if you broke one of their laws, you were
why we have a flawed perception of how Jesus spoke and a sinner. period. Additionally, most people believed that sickness,
acted (out of game, of course). poverty, and physical or mental disabilities were punishments from
God for sin.
Jesus grew up speaking Aramaic as a first language, and This moral viewpoint is flawed for many reasons, and presents
this is his language of preference. However, he also knows a big obstacle for Jesus’s message. Although it may seem normal to
Common, Hebrew, and Latin, and can cast Tongues on us today, Jesus is presenting a radical message by suggesting that
himself if need be. religious leaders can be flawed, laws can be wrong, and that morality
should be determined by love instead of by the law.
Don’t Attempt to be too “Holy” Look for opportunities in your game to demonstrate how society’s
The easiest mistake to make when playing the role of perspective is flawed, and how Jesus’s message is perceived as radical
and, to some, dangerous. This will help your players better understand
Jesus is adopting a “holier than thou” attitude. The one why those in power are so susceptible to Legion’s manipulations, and
thing we learn about Jesus from reading stories about why there is a conspiracy to assassinate him.
him is that he fit in easily with the common people and
was liked by pretty much everyone who took the time to
faith one had as a child. One should always ask questions,
get to know him. In particular, Jesus invited prostitutes,
but one should also be prepared not to understand.
adulterers, tax collectors and common criminals to just
hang out with him and share a meal. He wasn’t preaching at Suggested Encounters
them, and he didn’t judge them, he just loved them. The party can meet Jesus anywhere, at any time, but
the locations where a meeting is most likely to occur have
Questions about Morality or Law been indicated in the Adventure Atlas section. Once the
Almost certainly, at some point the players in your party encounters Jesus, it is up to them what to do next.
group will attempt to challenge Jesus with questions about They may decide to continue on their quest to eradicate
right and wrong. Do not let them push your buttons or the demons, or they may choose to remain with Jesus and
draw you into an argument, the answer is always love. For follow him, either as a disciple or merely as a protector. For
Jesus, it does not matter what the law says or what other more information on Jesus’s disciples, see the following
circumstances surround an issue. The correct thing to do pages for more information. If the party does not show
is always the most loving thing to do. Prostitution isn’t interest in doing anything but following Jesus, you can
wrong because it is illegal; it is wrong because it lacks love. always move the plot forward by skipping to the “Way of
Murder isn’t wrong because it is illegal; it is wrong because the Cross” encounter at any time.
it lacks love. Furthermore, the purpose of morality is not to Jesus and Combat
determine who to condemn, it is to determine how to best For a myriad of reasons, it is best to avoid putting Jesus
uplift and support one another. in combat scenarios. The majority of Jesus’s ministry
Jesus’s message (and, by extension, the Bible) is revolves around social encounters that tend not to be
deliberately ambiguous about specific issues because action-packed. However, this is a fantasy game, and
issues shift and change with time. Thus, any question about unpredictable things can happen at the table. It is best to be
sexuality, war, immigration, politics, etc. is the wrong prepared for how you will handle Jesus if and when combat
question. The only relevant question is whether you are erupts in his presence.
treating others with love, and only the person acting (and
God) knows the answer to that question. Biblical Combat Encounters?
If you are interested in reading how Jesus normally responds when
Questions about Theology or Philosophy he rolls initiative, read the following biblical combat encounters:
Jesus was not interested in deep theological questions. If Luke 22:50, Matthew 21:12, Mark 5:1, Luke 4:28.
the party asks anything like “what is heaven like,” “what
happens when you die,” or “why does evil exist,” Jesus will
simply shake his head and laugh. They have entirely missed
the point, Jesus will explain. What is important is love
and faith, and neither of those things require knowledge
of the heavenly world. In fact, the more one tries to grasp
the movements of heaven, the more one loses the power of

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Omniscience
Stats for Jesus? As God Incarnate, Jesus had an innate understanding
of the world and its people. However, there are also times
No stat block has been included for Jesus in this when Jesus displays anxiety, fear, and a lack of knowledge
adventure, as his character presents both a physical and just like the rest of us (Mt. 26:39, Mt. 24:36, Lk. 2:52). It
metaphysical enigma. On one hand, he is the simple son is impossible to know what it was like to be Jesus, but for
of a woman in the slums of Nazareth. On the other hand, the purposes of playing him as an NPC in this adventure,
he is also the eternal Word of God incarnate. Many aspects assume that he has access to spells such as Detect Thoughts
of his nature defy explanation, let alone quantification, or Commune, but that he uses them sparingly. As God,
and it would thus be irresponsible to try and constrain this Jesus has the ability to know whatever he wants, but he also
character to the limitations of a stat block. However, there has the desire to have a true human experience and accept
are also clear things that Jesus does (and does not) do, and things as they come.
so the following sections will provide useful advice and
features for how to run the character at the table.
Casting Spells on Jesus
Rolling Ability Checks Jesus is immune to any spell or magical effect that requires the
In terms of his physical abilities, Jesus seems to have target to make an Intelligence, Wisdom, or Charisma saving throw.
Additionally, any attempt to read Jesus’s thoughts, discern his
been fairly average. If Jesus needs to make a physical
alignment or creature type, or reveal his location causes the caster
ability check, using Strength, Dexterity, or Constitution, to become overwhelmed as the mystery and paradox of the entire
you can use the Commoner stat block. However, Jesus also universe fill its consciousness. The creature is Stunned for the next
displayed otherworldly levels of wisdom and emotional hour. While Stunned in this way, a creature is Incapacitated, is
intelligence. If Jesus needs to make an Intelligence, unaware of its surroundings, cannot move, and can only speak by
babbling incoherently about life, the universe, and everything.
Wisdom, or Charisma check, you should either give him
a significant bonus to his roll, or else just assume that he
automatically succeeds these rolls.
Casting Spells
Throughout the Bible, Jesus performs many miracles,
and most can easily be converted into the language of 5E
spells that already exist. As the Son of God, Jesus is an
innate (Charisma-based) spellcaster.
Spellcasting Stats. No spellcasting bonus or spell
save DC has been included in this module; you can either
assume that all of his spells are successful, or you can
create your own stats for his spellcasting if you feel they
are necessary for your game.
Spells. Although you do not need to feel limited by it,
the following list shows spells that reflect miracles from the
Bible, and thus are available for him to use. Jesus does not
use Spell Slots, and does not require material components.
Cantrips: 5th level:
Guidance (Jn. 21:6) Commune (Mt. 26:36)
Light (Mt. 17:2) Dispel Evil... (Mt. 17:18)
1st level: Greater Restoration (Mt. 9:5)
Cure Wounds (Lk. 9:11) Paraclete (Mk. 1:10)
Detect Magic (Mk. 5:30) 6th level:
Healing Word (Mt. 8:8) Mass Suggestion (Lk. 4:29)
2nd level: 7th level:
Detect Thoughts (Mt. 9:4) Regenerate (Lk. 22:51)
Zone of Truth (Jn. 4:16) Resurrection (Jn. 11:43)
3rd level: Transubstantiation (Jn. 2:7)
Create Food... (Mk. 6:41) 8th level:
Mass Healing Word (Lk. 6:19) Control Weather (Mk. 4:39)
Revivify (Lk. 8:54) Earthquake (Mt. 27:51)
Water Walk (Mt. 14:25) 9th level:
4th level: Pentecost (Act. 2:1)
Blight (Lk. 8:54) Wish (Mt. 17:20)

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Avoiding Combat Embracing Destiny
Don’t worry about spell saves, combat mechanics, or Jesus is going to die. For more on how his death affects
even turn order; if you don’t want a combat to happen, the adventure mechanically, see the “True Atonement”
it doesn’t need to happen. Luke 4:29 shows that Jesus box below. The great mistake made by the Magi was their
has a feature that allows him to exit a combat encounter assumption that Jesus needed to be protected. In actuality,
mysteriously and non-violently, no matter how determined the single most important part of Jesus’s mission is to die,
his enemies are. If (or maybe, when) combat is initiated and to die by human hands.
in Jesus’s presence, read the boxed text and follow the In the narrative of the Gospel, this happens because he
instructions below. is betrayed by one of his followers (Judas), and handed
over to the High Priest of the Sanhedrin (Caiaphas) who
A wave of energy ripples out from Jesus as he leverages his connections with the Roman proconsul
utters the words, “my time has not yet come.” (Pontius Pilate) to bring about a brutal execution. Ideally,
[pretend to roll saving throws for enemies] these things still play out this way at the table...but...
You feel your fingers involuntarily relax on your weapon, This is a roleplaying game, and in games like this you
and you notice that those around you do the same. must be prepared for the unexpected. If your players feel
Wordlessly, Jesus begins to walk through the midst of exceptionally driven to alter history, either by protecting
his assailants, who stand motionless as though frozen Jesus at all costs or by playing a role in bringing about his
in time. After walking a few yards away, Jesus turns to death themselves, don’t panic. Remember, this is just a
look back at you, and you realize you have a choice. You game, and not everything has to happen the way it does in
can stay and continue as you are, or you can give up the Bible. If the players make choices that inadvertently
everything and follow him. (or intentionally) bring about Jesus’s death, great! In that
case, they just replace the role of “Judas” in the narrative. If
If the players choose to stay, allow Jesus to leave the party is obsessed with protecting Jesus from all danger,
the area before the characters are able to move and take great! That will just lead to a cool story moment when they
actions. If one or more players choose to follow him, you finally fail. Jesus is also aware that he eventually needs
may even add that they must drop certain items from their to die, and can prevent the party from defending him too
inventory in order to follow him. This then changes the vigorously in the same way that he normally avoids combat
encounter from combat to a reflection on what the character (see “Avoiding Combat” above).
is willing to sacrifice. Is following Jesus worth losing And don’t be afraid to get creative. Jesus does not need
this magic item? Either way, the combat has ended, and to be crucified; as long as he is killed by a conscious choice
hopefully in a way that still makes the player feel like they made by a human being, the prophecy can be fulfilled, and
have choice and agency in the narrative. True Atonement (see box below) achieved.

True Atonement
Sin and Sacrifice. Throughout history, humanity has felt a component (blood) is infinite, the duration, range, and level of
need to sacrifice something, usually an animal, in order to atone the effect also become infinite and eternal. The True Atonement
for sin. The greater the sacrifice, the greater its capacity to heal of Jesus’s death dispels all sin: past, present, and future.
sin. This sacrifice must always be offered by a mortal, because Regional Effects. All spells that require human sin as a
only a mortal can make atonement for the sins of mortals. material component (such as Weave Sin or Aura of Temptation)
In this module, these rituals are reflected in the spells lesser are instantly dispelled. Any simulacra that are still in existence
atonement and greater atonement where the item sacrificed is on the Material plane are also destroyed, regardless of
part of the material component of the spell. location. This means that any Archdemons that have not yet
True Atonement. As a mortal himself, Jesus is able to been eliminated by the party are revealed in their true forms,
perform a similar ritual on behalf of the world. When he wherever they are. This is the final nail in the coffin for the
willingly allows himself to die, he offers his own blood as the Fellowship of the Beast. Without the ability to use simulacra
material component in the casting of his final spell. However, to hide themselves, it is only a matter of time before they are
the sacrifice he is offering is not merely a lamb or goat (as the banished from the material plane.
Israelites offered in ages past). Jesus’s blood is the blood of God, Lilith’s Last Stand. Once Jesus dies, the party should move
and God is an infinitely perfect being. Thus, this final spell cast on to the final encounter at the “Catacombs of Kadesh.” Lilith is
by Jesus at the moment of his death should more accurately be aware that the war is over, but will still try to kill as many of her
called True Atonement in 5E mechanics. Since the material enemies as she can before she is destroyed.

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The Disciples John
Hi, my name is john. i’m young and attractive and
oh yeah, my best friend is god.
Wherever you find Jesus, you are likely to find his Quirks: I am prone to day-dreaming, and sometimes lose focus if
followers not far away. In the early years of his ministry, things become to boring.
Jesus may still be in the process of recruiting them, but this Bonds: Jesus is my best friend. I would do anything for him.
Ideals: Justice. I like to see good people rewarded and bad people
is a cast of characters that you may choose to include in punished, and it bothers me when it doesn’t happen immediately.
your adventure, if you wish. The traits and characteristics Flaws: People say I can be a little elitist and judgmental, but that’s
included herein are based on the glimpses of them we have just because I’m right and everyone else is wrong.
in the Bible, but some creative liberties have been taken to
round them out as characters. Andrew
The profiles here represent who these people are at the Everyone wants to follow Jesus these days,
time of the adventure, not who they will grow to become. but i was here before anyone knew him.
Many of these characters have flawed (or even corrupt) Quirks: I am a man of few words. My brother, Peter, was always
backstories, but all were called by Jesus because they also the loud one, and I just naturally became the quiet one.
have unique strengths. It is in recognizing their strengths Bonds: I am excited to hear more about what Jesus has to say. My
that these people will eventually become the famed brother and I are eager to follow him.
Ideals: I never had a chance to have an education as a child in
“Apostles.” Despite their quirks and flaws, these characters Capernaum; I am eager to learn from those around me.
will each play a pivotal role in establishing Christianity as a Flaws: Sometimes I feel the need to prove myself. I may be the
religion, and almost all will be killed in the process. Unless quiet one, but I always take a dare.
otherwise specified, these characters use Commoner,
Noble, or Guard stat blocks, as appropriate. Philip
Jesus says the kingdom of god is coming “soon,” but he
Peter also said that yesterday, so what does “soon” mean?
Jesus said a sword wouldn’t stop destiny
... so I brought two swords. Quirks: I am quick to interject into conversations to correct
grammar or factual inaccuracies.
Quirks: I have a gruff way of speaking that uses more than enough Bonds: Travel. I have learned all I can in Galilee; there is a whole
colorful and inventive curse words. My nose is crooked from multiple world of knowledge out there.
tavern brawls, and I have no problem calling people out if I think Ideals: I love to help people. When I see someone lost or confused,
they’re looking for a fight. I am the first to ask if they need something.
Bonds: Andrew is my brother and my best friend. Also, don’t tell Flaws: I am extremely logical. Jokes, innuendo, and sarcasm go
him I told you this, but we’re pretty much Jesus’s bodyguards. Jesus right over my head, as do most of Jesus’s parables.
is super smart, but not very careful - and people are out to get him.
Ideals: Talk is cheap. At the end of the day the only people who
matter are the people who will stand by your side when things get Bartholomew
tough. Can anything good come out of Nazareth?
Flaws: I often act without thinking things through. Also, Quirks: I fidget with my beard constantly.
sometimes Jesus tells these long stories and I have no idea what he’s Bonds: Scripture. I always carry copies of the Torah and Nevi’im
talking about. with me, and I read them when I get confused.
Ideals: Honesty. People should always speak the truth, no matter
the consequences.
James (son of Zebedee) Flaws: I can be very stuck in my ways and find it hard to accept new
Jesus gave me a nickname. It doesn’t mean I’m the ideas, especially if they are different from what the scriptures say.
“best” or anything, i just thought you should know.
Quirks: I tend to finish people’s sentences for them. It’s not that I Matthew
think I’m smarter, or anything (even though I probably am) I just don’t Peter says numbers are for nerds. We’ll see who he
want to waste my time waiting for them to finish when I know what turns to when Rome comes for his taxes.
they’re going to say. Quirks: I can do advanced arithmetic in my head, and I always
Bonds: I don’t know why Jesus always leaves Peter in charge. The jump on the chance to prove it.
guy can’t even read! My brother John and I are the obvious choices, Bonds: I carry a ledger with me that I never let others see. Inside
and it’s only a matter of time before we’re promoted. are the names of people I wronged during my career as a tax collector.
Ideals: Once you’ve crossed me, you can expect to be on my bad I will not sleep easy until the ledger has been balanced.
side forever. Ideals: Fairness. I pay my debts.
Flaws: My parents always spoiled my brother, John, and I, so it’s Flaws: I made some powerful people very angry when I left my
hard dealing with people who don’t let me have my way. I want the position in the empire. A corrupt Roman Noble is out for my blood.
best and I’m not ashamed to admit it!

214
Thomas Simon the Zealot
Let’s go die with him. Others before myself
Quirks: Silence makes me uncomfortable. I try to fill any silence Quirks: I carry myself with perfect posture. Those with combat
with whistling, humming, or telling bad jokes. training will notice that my feet are always planted as though preparing
Bonds: I miss my twin sister. She thinks I am a little crazy for for an attack.
joining this group of misfits, but she hasn’t met Jesus yet, either. I Bonds: I watched Roman soldiers kill my family because I wasn’t
would be willing to pay a group of adventurers my life savings (450 strong enough to stop them. I will be strong enough next time.
gp) to escort her safely here from Tarsus to meet Jesus in person. Ideals: If you don’t protect the vulnerable, you don’t deserve
Ideals: Loyalty. Being a follower of Jesus means being prepared to protection when you are vulnerable.
follow him into danger. I’m ready for that. Flaws: I am a Zealot freedom fighter (use Sicarius stats). It is my
Flaws: Sometimes I can be skeptical of other people’s experiences. training and my life. I get confused when Jesus says things like “turn
It’s not that I distrust them; I just like to see things for myself. the other cheek” because that’s not how I was trained.

Susanna Matthias
If we each do our part, we can do anything. I’m just along for the ride.

Quirks: I am very shy and soft-spoken. Quirks: At the end of the day I love getting some of the disciples
Bonds: My mother died of an illness a few years ago. I hope I can together to check out a local tavern or festival. Work hard, play hard!
be there for others the way that my friends were there for me. Bonds: Experiences! There is nothing left for me in Galilee. I’d
Ideals: Generosity. If everyone gave a little of what they had, we rather travel the world with my new friends.
wouldn’t have any problems. Ideals: I’ll try anything once.
Flaws: Sometimes I forget that I have needs, too. Flaws: I am having a great time traveling with Jesus, but I don’t
really think I’m “Apostle” material. People like Peter and Judas are
the real heroes. They never say or do the wrong thing, and I’m just not
Thaddeus that smart or brave.
This Jesus guy is crazy, but in a good way I think.
Quirks: I ask a lot of clarifying questions, but I also have a terrible James (son of Alphaeus)
memory, so I may ask the same questions multiple times. Jesus has forgiven me for my past.
Bonds: I am in love with Susanna. She travels everywhere with us, I hope that’s enough for you, too.
but I haven’t yet worked up the courage to talk to her. Quirks: I rarely speak up in public settings. I often glance over my
Ideals: If you don’t ask questions, you never learn anything! You shoulder and always keep an eye out for danger.
should never be embarrassed to ask. Bonds: Jesus accepted me for who I am, and there are not many
Flaws: I am very talkative and friendly, but I am also terrible at who would do that. I will follow him anywhere.
keeping secrets. Ideals: Anonymity. You don’t need to be in the spotlight to be a
good person. I like to do good works from the shadows.
Flaws: I am a Sicarius. Or, at least, I was before I met Jesus. The
Joanna leader of the Sicarii, Barabbas, did not take it well when I left, and I
People tell me that I should know my place. am convinced that one day the Sicarii will catch up with me.
Well, my place is right here, where I’m standing.
Quirks: I am always impeccably dressed. Judas Iscariot
Bonds: I am a follower of Jesus, and that alone has lost me most of Judas eventually betrays Jesus and indirectly brings about his
my “high class” friends among the nobility of Jerusalem. death. This adventure heavily implies that Judas is under the Induce
Ideals: If you don’t stand up for your convictions, then they aren’t Envy spell from Legion’s Cursed Silver Pieces. However there are
your convictions. plenty of other ways to interpret Judas’s actions. Some see Judas
Flaws: My Husband is Chuza, who is a high-ranking steward in the as downright greedy and deceitful from the start; some see him as
court of King Herod of Jerusalem. I am worried that my connection confused or manipulated by the authorities; some scholars even
puts Jesus and his followers in danger. suggest that Judas believed he was helping Jesus fulfill the prophecy
by betraying him. How you decide to play Judas is up to you!
Veronica
how can i make your day better? Mary Magdalene
Quirks: I like to watch people. The way they talk, the way they There is a popular belief that she was either a prostitute or a
smile, the way they eat. Everyone is so different! sexually promiscuous woman. Some have even suggested a romantic
relationship between Jesus and Mary. There is no biblical evidence
Bonds: I was a slave once, and I know what it’s like to be abused
to support either of these viewpoints, and based on the sources we
and to suffer. I can’t stand seeing the suffering of others.
have discovered so far, it actually seems more likely that Mary was a
Ideals: I’m usually the first to notice if someone is having a bad wealthy and well-respected elder in the city of Magdala who used her
day, so I’m also usually the first to try and cheer them up! money and influence to support Jesus’s mission. Either way, it is up to
Flaws: I’m not good at dealing with sadness, and I just prefer for you. Portray Mary however you feel would be the most fun, and make
everyone to be happy! I forget that it’s okay to be sad sometimes too. the best story, for your group.

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“Let the little children come to me, and do
not stop them; for it is to such as these that
the kingdom of heaven belongs.”
Matthew 19:14

216
“Fairy tales do not tell children dragons exist.
Children already know that dragons exist.
Fairy tales tell children that dragons can be killed.”
G.K. Chesterton

217
Welcome to Jerusalem
and outer gates are searching carts and larger bags and
Cursed Silver Pieces packs, as though they are looking for contraband or other
The demon named Legion is hard at work in the politics of items being smuggled into or out of the city. It is unclear
Jerusalem, using Cursed Silver Pieces to manipulate leaders in the
city. Silver pieces are by far the most common form of currency in the what they are looking for, and the party should have no
city, and coming into contact with them is unavoidable. While the city, trouble entering or exiting the city as long as they are not
there is a 25% chance that a character will receive cursed silver pieces carrying any ancient Israelite artifacts.
each time that money changes hands. For more information about the
effects of these cursed silver pieces, see page 258.
1. The Lower City
Travelers who approach Jerusalem from the East or
South will likely enter by way of the Lower City. So named
General Overview because of its lowly position in the dusty valley at the base
Founded by King David over 1000 ago, the sprawling of the Temple Mount, the Lower City is a vast maze-work
city of Jerusalem is home to the holiest location in all of of narrow streets and cramped dwellings. The people who
Judaism: the Temple Mount. According to legend, it was reside in the Lower City tend to be artisans and laborers,
on this very hilltop that Abraham was prepared to sacrifice including smiths, carpenters, weavers, dyers, bakers, and
his own son, Isaac, to demonstrate his faith in God. When masons.
King David settled here, he began construction on a great The streets zig-zag nonsensically, making it difficult for
temple in the same spot. The original temple has since been visitors to get their bearings. Animal and human foot traffic
destroyed and rebuilt, but the legacy of this holy place through these narrow streets seems to never stop (except on
remains. Even the infrastructure of David’s original city the Sabbath, when the city can be found unusually still).
plan still exists here under its new name: the Akra Citadel. The lower city also features the “Serpent’s Pool.” This
As the ancestral home of the Jewish people, this city large pool of fresh water is fed by an underground tunnel
is steeped in the religion and culture of the Jews, but that that carries water in from an underground spring called
does not mean that one will not find a smattering of other Gihon. For more on this spring, see area 19.
cultural influences as one tours Jerusalem. Babylonian
food, art, and even some architecture is apparent in the
newer parts of the city -- a souvenir from the time the
As the party enters the Lower City, they may see a
Jewish people spent in captivity there. This is not to
cloaked man sitting on the side of the road begging for
mention the less-than-subtle touch of Roman empire.
money. The man’s name is Bartimaeus (NG Commoner),
As Jerusalem is currently under the thumb of the
and he has been blind all his life. Many here in Jerusalem
Roman empire to the west, the city is occupied by a very
believe that Bartimaeus was born blind as punishment for
large Roman military presence, most of which resides in
the sins of his parents, so few have taken pity on him. If the
Antonia’s Fortress in Northern district. Western influence
party stops to speak to Bartimaeus, allow them to discuss
is also apparent in structures like the Hippodrome, which
what to do. Only Greater Restoration or similar magic can
mimics the style of the Roman Circus, as well as Herod’s
heal his condition.
Theatre, which is distinctly Greek in design.
If the party has not yet met Jesus of Nazareth, this
The primary language in the Lower City of Jerusalem is
is a location where their first meeting could occur. When
Aramaic, and the well-educated citizens in the Upper City
Jesus passes through the Lower City, he will stop and talk
also speak Hebrew and Common. The Roman forces speak
with Bartimaeus briefly before healing him. This may
Latin, and officers or nobles (like Pontius Pilate) also speak
lead to further political drama, as some of the priests in
Common.
the area will view this miracle as an offense
Roman Security against God (since Bartimaeus
Each of the outer gates of the city are guarded by a was supposedly born blind
group of 8 Roman Legionaries and 2 Roman Centurions. as a punishment for the sin).
Likewise, each of the inner gates that separate different For more information this
parts of the city have Roman checkpoints overseen by 4 perspective, see the sidebar on
Roman Legionaries. These checkpoints at both the inner page 211.

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2. The Akra Citadel where most of the expensive goods are sold.
The imposing structures that stand along the eastern wall 5. The Temple Mount
of the Lower City are rooted in the history of Jerusalem, A great staircase of white marble carries those willing
dating back to its founding by King David in 1000 BC. to make the trek to the very top of the Temple Mount. The
Many of the ancient fortress structures are beginning to top of the staircase opens into a massive open-air courtyard
crumble, and most are used only for occasional celebratory that surrounds the walled structure that houses the temple
gatherings. Very few still serve as residential homes. itself. The top of the temple mount provides a 360 degree
The citadel is constructed of large stones hewn from view of the Judean countryside. To the east the Mount of
valley in which it sits, and the structures are large, Olives rises almost as tall, partially obscuring views of the
blocky, and unadorned. Inside the structures can be found neighboring villages of Bethany and Bethlehem. To the
cavernous chambers that at one time housed military west, the Via Maris stretches endlessly to the north and
barracks and family residences. If the party chooses to south, and the blue waters of the Great Sea sparkle in the
explore the Akra, they may discover that the lower levels of distance. Only adherents to Judaism are allowed to enter
some of the buildings connect to a network of underground the walls of the fortress-like structure that houses the grand
tunnels used in ancient times during war. For a map of the temple, but even from the outside the temple of gold and
subterranean tunnels, see area 19. white marble is marvelous to behold.
3. The Hippodrome At the south end of the outer courtyard, at the top of
This structure mimics the architecture and purpose of a the grand staircase is an awning that shades a series of
Roman Circus. Visitors to the Hippodrome can experience staircases that descend into underground tunnels. These
chariot races, athletic competitions, and various other tunnels eventually open out onto a pair of bridges that span
games of Greek and Roman influence. Much of what goes across to the Upper City, so that the wealthy and nobility
on at the Hippodrome is seen as immoral by the people can cross to the Temple Mount without having to walk
who live around it, but it is a welcome diversion for the through the Lower City.
occupying Roman Legionaries, and is equally enjoyed by If the party chooses to investigate further, they will find
even some of the Jewish populace, including King Herod. that the staircases descend even further into subterranean
If the party would like to visit or compete in any of the service tunnels. During the building projects of King Herod
games here at the Hippodrome, refer to the “Tournament of over 10 years ago, the Temple Mount was expanded,
Champions” encounter on page 144. and a network of underground tunnels still exist below
4. The Lower Market the Temple Mount that allowed the laborers access to the
If travelers are able to navigate the winding streets of the foundations of the new expansion. For a full map of the
Lower City, they will eventually begin to smell the scents subterranean tunnels below Jerusalem, see area 19.
of cooked meats and exotic spices. An avenue to the north 6. Veronica’s House
of the Hippodrome opens into a colorful array of storefronts One of Jesus’s followers, Veronica, lives in a small,
selling goods imported from all over the world. The Lower one-bedroom, stone dwelling here in the southern district
Market is the beating heart of trade on the Via Maris, and of the lower city. She doesn’t have much to offer, but she
here customers can purchase spices from India, incense will gladly do whatever she can for those in need. For
from Sheba, smoked fish from Magdala, figs from Bethany, roleplaying information for Veronica, see page 215.
silk from China, salted meats from Bethlehem, mulled wine 7. The Essene Quarter
from Rome, and a variety of beers and meads from east An enigmatic faction of Judaism known as the
Africa, all in one place! “Essenes” inhabit the southern portion of the Upper City.
It is also possible to sample some goods from local Although technically a sect of Judaism, the Essenes
artisans, including simple crafts, handmade clothing, and maintain their own unique beliefs and traditions. For the
other trinkets. Some items that the party may be interested Essenes, the collection and preservation of history is as
in are listed below. important as any ritual or religious practice. The Essene
quarter is home to several libraries and places of higher
Cost Item
learning. Any character who spends a day researching in
75 gp Amulet of Priestly Blessing this part of the city may roll on the “Research” table on
80 gp Dust of Disappearance page 131.
100 gp Potion of Healing

If the party is interested in items of a higher quality


and price point, they will be directed to the Upper Market, If the party is at least level 7, then an Essene woman

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named Rivka will seek them out as they pass through the and representative of Rome in this region is named Pontius
Essene Quarter. The party will encounter her passing by Pilate (LN Noble).
carrying a jug of water. She will stumble and pretend to Pilate lives unhappily here in the Praetorium with his wife,
spill some her water next to the party, but this is actually Claudia, as he spends most of his days dealing with social
a ruse to get close enough to the party to pass them a unrest in the city. Frequently this means dealing with the
message. She will give a member of the party a small piece demands of Caiaphas, who often shows up at the Praetorium
of parchment upon which is written the address of a house with theories of conspiracy and other gossip. Pilate does not
nearby. If the party meets Rivka at this address, run the trust Caiaphas, but also fears the power that Caiaphas wields
“Protectors of the Ark” encounter in the box on the next as the religious leader in a very religious city.
page.
8. Rivka’s House
A middle-aged Essene woman named Rivka (LG Noble) Find Someone For Me. If the party makes themselves
lives here. If the party meets her, she will certainly offer known to Roman officials, Pilate may summon them to
them a place to stay, free of charge. Her home has a large appear in the Praetorium. Pilate has been hearing a lot of bad
gathering space on the second floor that she is happy to use things about a radical preacher named Jesus in the region of
when hosting guests. This large gather space, which Rivka Galilee. Pilate will inform them that the high priest, Caiaphas
refers to affectionately as “the Upper Room,” has a large an seems to think that this preacher is amassing an army and
beautifully constructed dining table surrounded by cushions is planning to attack Rome soon. However, Pilate does not
for reclining in. The table can seat 12 to 15 guests easily. trust Caiaphas and asks the party to do some investigating
Adjoining the Upper Room is a series of small sleeping for him. Pilate will agree to pay the party 400 gp if they
chambers, just in case her guests want to spend the night. would locate the man called Jesus of Nazareth and bring
9. Caiaphas’s House back information about him so that Pilate can make up his
Caiaphas (LE Priest), the high priest of the Sanhedrin and own mind. In particular, Pilate wants to know the following
one of the most influential leaders in Jerusalem, has lost his information:
mind to the control of Legion. Instead of focusing on his role • How many followers does Jesus have?
as spiritual leader to the people of Jerusalem, Caiaphas has • How many weapons have they stockpiled?
found himself spending his days obsessing over the teacher
called Jesus of Nazareth. Caiaphas has grown steadily more
envious of Jesus’s fame as a preacher, and is plotting to have
Jesus assassinated.
Caiaphas is always accompanied by 4 Temple Guards
(use Guard stats), who stand sentry outside of his home
in shifts. If the party encounters Caiaphas, he will avoid
speaking to them, but if they continue to bother him, he will
look for an excuse to gift them with a small pouch of silver
pieces. These are Cursed Silver Pieces, and Legion would
be happy to attempt to take control of the mind of one of the
members of the party.
If the party somehow gains entry to Caiaphas’s home,
they will find correspondence and other documentation of
Caiaphas’s plot to kill a man named Jesus of Nazareth. They Proconsul
will also find that the basement of Caiaphas’s house has been Pontius Pilate
outfitted with a makeshift prison cell, as though Caiaphas is
planning to keep someone held against their will in his own
basement.
10. The Praetorium
This impressive fortress was designed and built by King
Herod to be his own headquarters as the King of Judea.
However, when Jerusalem fell to Roman control the fortress
was renamed “the Praetorium” and became used as the
residence of the Roman proconsul. The current proconsul

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Protectors of the Ark
A Call for Aid. The party arrives at the mysterious Resolution and Reward. If the party accepts the
address here in the Essene Quarter to meet Rivka (LG mission, they are led into the back room where they
Priest), who hurriedly explains the situation. The most encounter the Ark of the Covenant for the first time. Read
powerful and sacred artifact known to humankind, the more about how this artifact affects them on page 259. It is
Ark of the Covenant, is hidden in this house in the up to the party to decide how to transport the Ark, or where
back room. Before the Babylonians invaded Jerusalem to hide it. If they can safely reach Sheba with the Ark and
hundreds of years ago, the chief priests hid the ark here present Makeda with the sealed note from King Solomon
in the Essene quarter for safekeeping. Centuries passed she will gladly pay them 2,500 gp. She will then summon
and eventually the temple was rebuilt. However, before Menilek and a cohort of Zin’tori to smuggle the artifact
the Essenes could return the Ark to its proper place on the back to Africa to be held until the day it can be safely
Temple Mount, the Roman Empire had seized control of returned to Jerusalem.
Jerusalem. The Romans are slowly tightening their grip The Fellowship of the Beast is actively searching for
on the city, and they seem to be systematically looting the Ark to destroy it, and with each day that passes, the
and destroying important pieces of Jewish history. Fellowship becomes more desperate. To give the party a
The Mission. Rivka does not believe that the Ark sense of urgency, the party should encounter increasingly
is safe here in Jerusalem. She has heard from an ally dangerous enemies searching to obtain the ark, until they
that the party can be trusted, and so she is asking for finally reach Ma’rib. Whenever you would normally roll
their help. Rivka wishes the party to transport the Ark for a random encounter, instead use the encounters on the
with haste to Makeda, the Queen of Sheba, in the city following chart. Events should unfold in sequential order,
of Ma’rib. Along with the ark, Rivka will send a sealed with increasing difficulty.
piece of parchment addressed to Queen Makeda. They are If any of these encounters results in a TPK (total party
told not to open the parchment, but if they do they find knockout), the party will be left alive, but when they
written, in Hebrew: “my lady, remember your oath” and awaken, they find that the Ark has been lost forever.
an ancient royal seal. These words represent a binding
promise between Makeda and the Jewish people. For Event Encounter
more on this, and Queen Makeda’s motivations, see the 1 4 overly curious Commoners
sidebar on page 310. 2 5 Roman Legionaries and 1 Roman Centurion
Rivka does not have any money herself, but will gift 3 8 Shadow Cultists and 4 Dire Wolves
the party with a legendary item, the Rod of Aaron, under
4 2 Roman Centurions and 1 Mage
the condition that they defend the Ark with their lives.
She also promises that Queen Makeda can offer payment 5 3 hired Spartan Mercenaries
once the Ark arrives safely in Ma’rib. 6 A Shadow Champion riding a Zenido
Helpful advice. Rivka offers the following 7 25 Roman Legionaries
information: 8 3 Shedim commanding 4 Corrupted T’ifiri
• The Romans (or others) may pursue the Ark if 9 Abaddon
word gets out through their network of spies.
• If they can make it as far as Jericho, the party can
seek refuge with a trusted ally named Ariella, who
can provide shelter and guidance.
• The fastest way to Sheba is by taking the Via Maris
to the Spice Road, however, this route is also the
most heavily patrolled by the Romans.

222
• Where is their hideout? Herod’s Resort is secretly a follower of Jesus, and may be
• When and how do they plan to attack Rome? willingly to help the party, if they need it. Her husband,
If the party agrees to this, he will pay them 200 gp now, Chuza, is a senior advisor to Herod, and he may be willing
and 200gp when they have returned with the answers to his to use his political connections to help the party out while
questions. they are in the city, if the party is on good terms with
11. Gamaliel’s House Joanna. For roleplay information for Joanna, see page 215.
An older man with kind eyes, a balding head, and a 13. Nicodemus’s House
great white beard lives in this house near the eastern wall of A close friend and confidant of Gamaliel, Nicodemus
the Upper City. Since his wife died and his son moved on (LG Priest) also serves as priest on the Sanhedrin.
to a life of his own, Gamaliel (NG Priest) spends his days Nicodemus has been corresponding with Jesus of Nazareth
here alone, researching the ancient writings of Moses and for some time, and is actively encouraging Jesus to stay
the commentaries of other scholars. Gamaliel is a high- away from Jerusalem. Nicodemus suspects that some
ranking priest of the Sanhedrin, and next in line to become members of the Sanhedrin are plotting against Jesus, and
High Priest after Caiaphas. he is worried that if Jesus comes to Jerusalem they may put
Gamaliel appreciates his title and recognition of his their plans into action.
life’s work, but his heart is in teaching. He loves spending 14. Upper Market
time in the local synagogue with his young pupils Wealthy travelers who enter the gates of Jerusalem from
discussing the stories of the prophets and laughing at a the Via Maris will be greeted by several large octagonal
good joke. Gamaliel still fondly remembers the day 20 Market pavilions. These pavilions allow vendors to display
years ago that a young boy named Jesus ran away from his their higher-end wares to discerning customers while being
parents to come to the temple and argue with him about shaded from the glare of the sun. The Upper Market is an
the scriptures. Even since that day, Gamaliel and Jesus ideal place to find masterwork items from a broad spectrum
have stayed in touch, writing letters back and forth. Over of artisans. If the party spends time perusing the Upper
the last 20 years, Jesus would continue to come and visit Market, they may find some of the following items.
Jerusalem to learn from, debate with, or just share a meal
with Gamaliel. Cost Item
12. King Herod’s Luxury Resort 500 gp Joshua’s Trumpet
Often, when Rome conquers a nation and a King loses 550 gp Bracers of Defense
his power, the King will respond with force and attempt 600 gp Mace of the Exorcist
to cling to power. King Herod (CN Noble) did not have 850 gp Censor of Atonement
this reaction. In many ways, Herod was relieved to lose
this power, because it meant he could focus on enjoying 15. Antonia’s Fortress
himself, rather than always being distracted by his kingly Undoubtedly the most fortified structure in the city,
responsibilities. Although he has been officially stripped Antonia’s Fortress was originally designed to protect sacred
of the title “king,” Herod has chosen to continue calling artifacts from the Temple Mount in between religious
himself King Herod because he believes it sounds nicer gatherings. However, after the occupation of Rome, the
than “tetrarch,” which is his official designation under fortress has been converted into a military barracks. At
the Roman empire. Plus, this title makes him sound any given time, there are hundreds of Roman Legionaries
more important than his brother, Philip (the tetrarch of staying in the fortress.
Damascus), with whom he is always in competition. Thus, 16. The Commerce Quarter
“King” Herod spends his days lounging in his luxury resort This northern district of the Upper City was only
surrounded by all manner of amusements. When he does completed a few decades ago, and all of the buildings here
leave the resort, it is only to attend shows at the Theatre look pristine. Since most of the residential neighborhoods
or games at the Hippodrome. Even though he still wields had already been established, this “Commerce Quarter”
some measure of political power under Roman rule, Herod is mostly home to merchants and travelers who frequent
takes little interest in his people, preferring to allow Pontius the Silk Road. One of these impressive dwellings is also
Pilate to make most of the decisions on matters of state. used as an informal gathering space for members of the
It is unlikely that the party would be able to receive influential merchant guild known as “the Society.” If the
an audience with King Herod, and if they attempt to visit party is on good terms with the Society, they may be able to
his palace he will turn them away with his royal guard (5 seek refuge here, and maybe even ask for political favors in
Roman Centurions). the city.
A woman named Joanna who lives in residence at

223
17. Pool of Bethesda access to fresh water in the event of a military siege, a King
Just outside the city walls to the northeast, a beautiful named Hezekiah constructed a long and narrow tunnel
pool is open to the public. A colonnade surrounds the pool to connect the flowing waters of the spring with a pool
entrance and provides shade to those waiting to swim in the in Jerusalem’s lower city. This tunnel is less than 3 feet
water. The water here is said to occasionally have healing wide, and a medium creature can only fit by squeezing and
properties. According to legend, an angel will appear from moving at half speed. A series of irrigation shafts divert
time to time to stir up the water in the pool and give it the water from Hezekiah’s tunnel out into the fields of the
the ability to heal ailments. As a result of this legend, the Kidron Gardens. The long and cramped passage eventually
colonnade is filled with sick and physically disabled people, intersects with the Akra sub-basement as it passes into the
hoping for a miracle. Once per day, there is a 10% chance city.
that entering the water in the Pool of Bethesda will mimic Akra Sub-Basement. The lower levels of some of the
the effects of the Greater Restoration spell. ancient structures in the Akra house ancient stone stairways
that descend down and connect to this network of tunnels.
A passage to southeast connects with Hezekiah’s tunnel; to
If the party has not yet met Jesus, this is a location the northeast, it connects with the Canaanite tunnels; to the
where they may encounter him. Some of the disabled west, a winding passage connects with the sewer tunnels
people here at the Pool of Bethesda are unable to move below the Hippodrome (see page 147).
themselves to the water to receive its healing benefits. Temple Mount Foundations. The white marble steps
As Jesus arrives in Jerusalem, he first stops at the pool to below the Temple mount lead down to the service shafts
heal those who are unable to move themselves. For more below the temple mount. When King Herod ordered the
information on the party’s encounter with Jesus, refer to the expansion of the Temple Mount, effectively doubling its
“Meeting Jesus” section on page 210. size, massive foundation pillars needed to be installed to
support the weight of the temple above.
18. Pilate’s Aqueduct Ruins of Solomon’s Temple. Although most of the
The most ambitious building project of Pontius Pilate ruins of the first temple were cleared away during the
since he has taken position as proconsul has been the construction of Herod’s temple, a hidden cavern in the
building of a Roman-style aqueduct to supply Jerusalem Canaanite tunnel system holds remnants of the once
with running water. Previous to this installment, the people glorious temple of Solomon. Among the massive stones
of Jerusalem relied on wells fed from natural underground that once formed the temple’s colonnade, a relic from the
springs. Pilate’s aqueduct proposed to bring running water past lies hidden and forgotten. A DC 18 Investigation check
to Jerusalem for the first time; however, this building will reveal a small, polished stone of white marble lying
project was greatly protested by the Jews because Pilate beneath the rubble. This stone is the Urim, a legendary
used gold taken from the temple treasury to pay the high item from Israel’s history. This cavern is also guarded by
cost of construction. two Dybbuks who have been attracted here by the innate
19. Subterranean Tunnels magic of the Urim.
The Kidron Gardens in the valley outside the eastern Sicarii Hideout. One of the side tunnels opens into
walls provide a fair amount of food for the city. The an underground chamber furnished with some discarded
gardens are fed by the Gihon Spring, a natural water furniture. Another passage leads further into a network
source that bubbles up in a cavern deep underground. A of tunnels that serves as an underground hideout for the
hidden passage covered by a heavy stone at the northern Sicarii. If the party stumbles upon this hideout, 4 Sicarii
edge of the gardens leads to a vertical shaft that descends assassins will immediately confront the party. If the party
downward into the earth. At the base of this vertical can convince them not to attack, the Sicarii will bring the
shaft is the Gihon spring itself, housed in a white marble party further in to meet with their leader, Barabbas. For
archway that provides strength to the cavern and beauty to more information on how this encounter might develop, see
the otherwise dark and damp space. An inscription on the page 126.
domed roof of the arch above the spring reads, in Hebrew, Caverns of Salt and Silver. One of these winding
“in this spring the prophet Nathan and high priest Zadok passages eventually connects with a massive salt cave
did anoint Solomon, King of Israel.” beneath the Dead Sea to the east. If the party ventures into
The Gihon spring chamber connects to a larger network this cave, run the Caverns of Salt and Silver encounter on
of tunnels that runs beneath the city of Jerusalem. All of page 226.
these tunnels are shrouded in total darkness. 20. Gehenna
Hezekiah’s Tunnel. In order to strengthen the city’s The barren wasteland of Gehenna was once a place

224
where children were ritually sacrificed to a demon body would be placed. Once wrapped in burial linens and
posing as a false god. After David established the city of embalmed with myrrh, the kokhim would be sealed. A
Jerusalem, Gehenna became a dumping ground where heavy stone is used to seal burial shafts of this kind. The
inhabitants of Jerusalem and travelers along the Via Maris stone is far too heavy to be moved by one person as it
would discard garbage and unwanted items. The dark requires a DC 40 Athletics check. If a group of characters
history of this place, combined with purpose it now serves, attempt to roll the stone, each character may make their
makes this a place that few will willingly spend much time own Athletics check, adding the roll to the group’s total.
visiting. 22. Golgotha
21. Tomb of the Arimathean A small hilltop to the northeast of the city would add to
A man named Joseph of Arimathea (NG Priest) recently the natural beauty of the Jerusalem skyline, were it not for
purchased a cave here in the burial grounds outside of the the grisly sight at its peak. When Rome took control in this
city gates to make arrangements for his own eventual death. region, the hilltop was repurposed from a scenic overlook
This burial cave is of standard construction for priests and into a place of brutal executions. Roman practice was to
wealthy merchants in Jerusalem. Hewn from the natural crucify criminals and rebels in prominent public locations
rocky escarpment outside the city walls, these burial shafts, as a deterrent to other would-be law-breakers. Thus,
known as “kokhim” were ideal for interring the dead. this hilltop overlooking the road to Emmaus was named
The interior of the kokhim is about 5 feet wide and Golgotha, which means “place of the skull.”
extends 20 feet into the rock. Recessed into the deepest
part of the of the kokhim is a small shelf onto which the

225
Caverns of Salt and Silver
General Overview “Messiah.” But this tactic was slow and time-consuming.
Water flows continuously form the Jordan river into the Soon, his arcane studies led him to develop the Cursed
Dead Sea, which has no outlet. The water in the Dead sea Silver Pieces, which both sped up the process and also
eventually evaporates, leaving the salt content behind. As hastened Legion’s growing insanity. Each new silver piece
such, the Dead sea is the saltiest body of water in the world that he creates requires him to fracture his consciousness
and cannot sustain life in its murky depths, hence its name. into smaller and smaller pieces in order to maintain
The region of rocky cliffs that surround the dead sea concentration on the hundreds of coins currently in
have high salt content as well. Underground cave structures circulation in Judea. Even the collective consciousness of a
made entirely of salt stretch for miles beneath the Judean swarm of fiendish swine was not enough to keep the voices
countryside. Formed from deposits of salt crystals, the cave in his head at bay, and Legion has descended into madness
floors, walls and ceiling are made of pure salt, left behind with the effort of bending the will of so many people
by the receding waters of the Dead Sea. Because of erosion, moving throughout the world above.
receding waters, and wind damage, the underground This insanity soon became apparent even to the human
caverns of salt are continually expanding over time, cultists who were assisting him, and one by one they
creating what is now the largest network of salt caves in the began abandoning Legion. Now the archdemon of envy,
world. is accompanied only by those few cultists who share his
The tunnels in this structure average about 8 feet in insanity.
height and width. Unless otherwise noted, these caverns are
completely unlit.
1. Salt
The party may arrive in the caverns of salt from a
Background number of different directions, but the first thing they will
When the archdemon of envy, Legion, Collector of notice as they draw closer to Legion’s lair is a change in the
Souls, first came to Canaan hundreds of years ago, he set texture of the walls and floors of the subterranean tunnels.
about using his Dominate Person ability to infiltrate and A successful DC 14 Nature check will reveal that the entire
manipulate local politicians in search of the prophesied cave structure here is made of salt, and characters familiar

226
227
with the area may even be able to deduce that these are salt the glyphs is reduced to 0 hit points, at which point the
deposits from the Dead Sea. elementals have fulfilled their orders and will flee through
Stalagmites and Stalactites protrude from the floors and the underwater crevice and out into the Dead Sea.
ceilings in this space, and every now and then squeals from
the pigs in area 4 echo in the distance, although the party 4. Swine Herds
cannot identify the sounds for what they are. The source of the squealing soon becomes apparent as
the party eventually discovers herds of swine that pace
2. Sentry Golems to and fro in small alcoves spread throughout the caverns
A large cavern opens up ahead, roughly 30 feet wide and of salt. These swine appear at first glance to be just like
just as tall. At the south end of the cavern, a tunnel appears ordinary animals, but a closer inspection reveals something
to lead further in, but the passage is entirely blocked by 3 sinister. The pigs’ eyes glow blood red in the darkness of
Golems (Sentry) that stand shoulder-to-shoulder staring the chamber, and a Detect Evil and Good spell reveals
out into the cavern. that these pigs are fiends (demons). Furthermore, the party
The golems were created by Legion as a replacement for may notice the unsettling detail that many of the pigs are
the Shadow cultists who abandoned their posts here in the wearing wooden signs, hung from around their necks with
caverns. These golems were instructed by Legion to “allow a length of rotting cord. On each of these signs is scrawled
none to enter,” which they follow to the letter. However, writing in Hebrew. A character that can read Hebrew
although the golems will stare intently at any creatures they will recognize that each sign bears a name, and they can
catch sight of, they will not attack or move from their post, identify “Barrak,” “Caiaphas,” “Septimus,” and “Judas,”
as they were not instructed to attack intruders, only to keep among many others. These signs were once a form of
anyone from entering. If the party attacks the golems first, record-keeping that allowed Legion to keep track of which
or if a creature attempts to pass by the them into the tunnel swine was concentrating on which spell. From the decaying
beyond, the golems will engage and will fight until they are state of the signs (and the cavern in general), it is clear that
destroyed. Legion abandoned any form of organization long ago.
These hundreds of demonic swine are, in fact, Legion’s
3. Flooded Chamber True Form. Thousands of years of searching for the
The tunnel ahead slopes downward and is filled with Messiah through the use of the cursed silver pieces has
water almost to the ceiling. The saltiness of the water fractured Legion’s mind, and although his simulacrum
leaves no doubt that this is an inlet from the Dead Sea still presents itself as a single entity, the truth of what he is
to the east, and if a character swims to the bottom of the manifests itself in the ever-growing number of swine that
chamber ahead, they can confirm that a large fissure in the fill the caverns here.
cave wall opens to the depths of the Dead Sea beyond. Each swine is concentrating on a spell, and the
The party will have to swim to navigate the cavern collective of Legion’s consciousness currently resides in
ahead, which is mostly flooded with dark, salty water. The his simulacrum in area 5. As such, these swine are only
party can either dive below the surface and swim the 100- vaguely aware of their surroundings and will not react to
foot length of the cavern to the other side, or navigate the the party’s arrival or respond to any form of interaction. If
5 feet of open air pocket along the ceiling of the cavern, attacked, the swine behave as ordinary swine would, and
which will require them to squeeze between stalactites in simply attempt to flee. If they party attacks or kills some
order to pass. or all of the swine in one of these chambers, the damage
Water Elementals. Halfway through the cavern, dealt by the party is taken by Legion’s True Form. Each
Legion has placed two 5th-level Glyph of Warding spells individual pig is a small creature with an AC of 12 and 4 hit
on opposite walls of the chamber. These glyphs may be points. There are a total of 4d6 pigs in each of these areas.
noticed with a successful DC 17 Investigation check if a
character is checking for traps or danger. The glyphs can be 5. The Laboratory
dispelled if a character casts Dispel Magic and succeeds on A large chamber with a 50-foot tall, domed ceiling
a DC 15 Arcana check. opens before the party. Unlike the rest of these underground
The glyphs are set to trigger if a creature comes within tunnels, Legion’s Laboratory is lit by dim light from the
50 feet of them. If triggered, the glyphs each activate a torches placed along the walls. As the party approaches,
stored Conjure Elemental spell, and each simultaneously they overhear Legion muttering and cackling to himself,
release a Water Elemental into the cavern. These two before he turns to address them:
elementals are friendly to Legion and hostile to the creature
that triggered the glyph. The elementals will fight until “Welcome to my collection, Mortals.
We are Legion.”
they are destroyed, or until the creature that triggered

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Roleplaying Legion Combat Tips
Despite the fact that his simulacrum gives the outward “The Collector” and Legion’s True Form will use opposite
appearance that he is a single entity, his mannerisms and way tactics in battle. The Collector simulacrum is most effective
of speaking betray the multitude of different personalities that at dealing damage from a distance, and will use his “We are
lie beneath the surface. Legion always uses a plural pronoun to Legion” ability to avoid being pinned down. Once his true form
refer to himself (“we,” “us,” “our”), and speaks in an array of is revealed, the combat drastically changes, since the swarm of
different voices with different characteristics and, sometimes, swine needs to share a space with its enemies to be effective.
different languages. When speaking to the party, Legion will
drift in and out of different languages, volumes, and tones,
speaking softly and seductively one moment before abruptly Resolution and Reward
screaming violent threats the next. Legion will also talk to If the party successfully defeats Legion, they will
himself as often as he talks to the party. discover 1000 sp piled in his lair. Amongst the remains of
Legion’s simulacrum, they find the Circlet of Solomon’s
Legion’s Offer. Legion has recently learned the true Wisdom. If the party searches Legion’s library, they will
identity of Jesus of Nazareth, and is obsessed with find an assortment of books related to crafting cursed items
finding him. If the party allows Legion to speak, he will and performing dark rituals. They will also find Legion’s
offer them a deal. If they agree to locate Jesus of Nazareth notes, which are recorded in a multitude of languages,
and deliver his location to Legion, he will reward them and are mostly indecipherable. Legion’s laboratory also
with a legendary magic item from Israel’s past known as contains his spellbook, which contains the following spells:
the Circlet of Solomon’s Wisdom. Legion is currently 1st level: shield, detect magic, thunderwave
attuned to this magic item, and the benefits that it grants are 2nd level: blur, ray of enfeeblement, darkvision
reflected in his stat block. 3rd level: fly, glyph of warding, lightning bolt
4th level: confusion, ice storm, wall of fire
Combat with Legion 5th level: create golem, dominate person, wall of force
Legion is currently inhabiting his simulacrum form, The
Collector which allows him certain special abilities. The Only one section of Legion’s notes is clear, and lays
stat block for the Collector is on page 341. When the Col- out a partial plan of attack. According to his notes, Legion
lector is reduced to 0 hit points, read the following text: not only gained influence over the high priest of the
Sanhedrin in Jerusalem, but has recently gained control
With this final blow, the form of this simulacrum of one of the Messiah’s own followers. In an unsent letter
spills onto the ground, turning into a pile of silver pieces. to another demon named “Lilith” (who appears to be his
Lights flicker and fade as a cacophony of thousands of superior), Legion cites the name of the Messiah as “Jesus
laughing voices fill the chamber and penetrate your mind. of Nazareth.”
As quickly as they started, the voices fade, and there is a Based on what the party can make out from his
moment deep, echoing silence in the chamber before the scrawlings, it appears that Legion is planning to use his
squealing starts. assets in the city of Jerusalem to have Jesus arrested and
The sounds of galloping hooves, gnashing teeth, and
executed on false charges. This plan appears to have
squealing rage descends on this cavern from 4 directions
as a legion of demonic swine make their way in your
already been set in motion. The party will need to act
direction. fast if they wish to intercept Jesus before he is arrested in
Jerusalem. If the party acts on this information, run the
Maintain initiative order, allowing the party one “free” “Way of the Cross” encounter on the next page.
round of combat with which to heal or prepare reactions.
At the beginning of The Collector’s next turn, the demonic
Level Up
swine stampede into the chamber. Legion’s True Form
The party should gain a level at the conclusion of this encounter.
is a gargantuan swarm made up of small creatures. The
swarm occupies a 20-foot by 20-foot space and can squeeze
through any space large enough for a small creature. Once
Legion inhabits his true form, he also gains access to the
lair actions listed on page 341. Combat now continues as
usual.

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Way of the Cross
10. However, if the party seems to lack a sense of urgency
Preparing For the Encounter or has already dealt with the rest of the Fellowship of the
It is important for historical, narrative, and mechanical reasons Beast, this encounter can begin at any time that feels right
that the party does not attempt to kill Judas, save Jesus, or in any after the “Meeting Jesus” event.
other way impede the progress of destined events here. As such, make
sure to arrange this encounter in such a way that the players are calm The Dinner Party
and focused. Take your time with the introduction and make sure the The encounter begins with the party receiving a
party understands what is at stake before moving on to the action mysterious invitation to a dinner party in Jerusalem with
in Gethsemane. Do not proceed to the action in this encounter until Jesus of Nazareth, whom they had met during a previous
you are sure the party is in the right mindset and understands that
something important is about to happen.
encounter. It is up to you, the GM, when and how they
receive this invitation, and how they make the journey to
Preparing for the Encounter Jerusalem. If they are nearby, or headed in the direction
The Way of the Cross encounter is, in some ways, the climax of Jerusalem, it may come in the form of a messenger on
of the campaign, as Lilith’s fate is ultimately sealed with Jesus’s foot. On the other hand, if they are hundreds of miles away
death. The Way of the Cross initiates the final sequence of without any form of speedy travel, Jesus may deliver the
events for this campaign, and can happen at any time at message through the use of a Sending spell and may even
the discretion of the GM. As this encounter leads directly arrange their travel through the sudden appearance of a
into the final showdown at Kadesh, it is recommended to Magi (likely Caspar or Wu Mei) who casts Teleportation
begin this encounter only once the party has completed Circle. It is up to the GM to decide how this interaction
their outstanding side quests, and advanced to levels 9 or looks and feels, based on the party’s previous interactions

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with Jesus. succeed on 7 checks before failing 3. Play out all 10 rounds
When the party arrives at the appointed address in of the encounter for narrative purposes, even if the party
Jerusalem (the “Upper Room” in area 8 on page 221) they succeeds or fails before it is over.
find Jesus and his followers gathered for a celebration of
the “Passover,” a major holiday in Judaism that celebrates To succeed in this Skill Challenge, the party must succeed on
7 checks before failing 3.
the eve of the day the Israelites escaped slavery in Egypt.
They arrive late to the celebration, just as dinner is ending, Successes Failures
and any character with a passive perception of 16 or higher
will notice one of Jesus’ followers, named Judas, slip out
through the back door as though he is trying not to be Start
noticed. When they show up, Jesus invites them to join his The encounter begins with a level 6 Sleep spell being
friends for a walk in the Garden of Gethsemane. cast on the area from an unseen source. This spell can put
“Keep Watch With Me” 15d8 hit points worth of creatures to sleep. Peter, James,
The group heads out toward Bethany, where most of and John instantly fall asleep and subtract 12 from that
Jesus’ followers meander around the Mount of Olives total. If the remaining total is greater than the current hit
or stroll through the nearby fig trees. However, it is points of the character with the fewest hit points (ignoring
immediately clear that something is bothering Jesus. Jesus Jesus), that character is also put to sleep. An Active Player
invites the party and three of his followers (Peter, James, may use their action to shake a single character awake.
and John) to join him in a secluded section of the garden of Round 1:
Gethsemane. Jesus warns the party that evil is approaching Magical darkness begins to close in on this section of
and asks them to keep watch while he prays. Peter, James, Gethsemane. Strange skittering and laughing can be heard
and John appear worried at this and look to the party for in the darkness. The darkness begins to close in on the
guidance. Notify the party that a “Skill Challenge” is about praying Jesus, threatening to shake his concentration. The
to begin, and allow them to take the lead in preparing for Active Player must make an Intimidation check (to force
the encounter. Peter, James, and John will follow whatever the darkness to retreat) or a Performance check (to sing or
instructions they are given. play an instrument to aid in Jesus’ concentration). DC 17.
Running the Encounter Round 2:
This encounter is called a “Skill Challenge.” It will Jesus’s brow is soaked in sweat and his voice trembles
progress in rounds just like combat, but unlike combat, as he turns to the party and says “please, come and pray
only one player is allowed to act during each round. During with me.” The Active Player must join Jesus in prayer and
each round, a new problem will be introduced that needs either make a Religion check (to recite an old psalm from
to be dealt with. There is no initiative order, and any memory) or an Insight check (to read Jesus’s face and
player can volunteer to be the “Active Player” and address decide what words would most comfort him). DC 17.
the problem. During each round, describe the problem, Round 3:
announce which skills must be used to solve it, and allow 6 Night Spirits flit in silently from the darkness and
the party to decide who should take on the challenge as the claw at Jesus’s head and neck, using their Dark Insight
Active Player for that round. The Active player may then feature to extract his worst fears. The Night Spirits attempt
use their movement, action, and bonus action as usual, to retreat into the darkness to bring this information to their
along with any other class abilities or features, but usually master. The Active Player has one round to attempt to kill
each round will come down to one, final, ability check all 6 Night Spirits before they escape. If even one Night
that either succeeds or fails. The party is successful if they Spirit is left alive at the end of the round and escapes, mark
one failure. If all of them are killed, mark one success.
Ability Check Bonuses
Certain conditions and actions that the Active Player takes on their Round 4:
turn may influence their final ability check roll for the round. Illusory snakes begin to slither in from the creeping
• If the player interacts with the environment or uses a tool in a darkness. The Active Player must make an Arcana check
creative way, they may add 1d4 to their roll.
• If the player spends a 1/Short Rest feature, or casts a spell of 3rd
(to recognize the illusion) or an Animal Handling check
level or lower, they gain advantage on the roll. (to recognize the snakes’ abnormal behavior). DC 18. On
• If the player uses a 1/Long Rest feature, casts a spell of 4th level a failure, the party does not recognize that the snakes are
or higher, or demonstrates significant growth as a character, they illusions, and they call out a warning to Jesus, shaking his
automatically succeed on their roll. concentration.
• Peter, James, and John can each add +1 to the roll, if awake.

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Round 5: The Active Player must make a Religion check or an
An attractive young man wearing all black appears in Intimidation check (to kneel down and join Jesus in prayer
front of Jesus. This man is an illusory form of Satan. His as a sign of faith). DC 18.
illusory form cannot be dispelled or physically interacted Round 9:
with, and is immune to all damage. Satan laughs derisively Satan spits in Jesus’s face.
and says,
“Now that I have your attention...”
“What’s the matter, chosen one? Your own
followers can’t even stay awake to pray with you?” He will then approach each player character in turn,
calling them out by name, and listing their weaknesses,
He then casts another level 6 Sleep spell on the area, shortcomings, and sins. Use real examples of things the
putting 15d8 hit points worth of creatures to sleep as at the characters have said and done during the campaign: bad
start of the encounter. If Peter, James, or John are awake, decisions, times they’ve failed, or personality flaws that
they will instantly fall back asleep, again subtracting 12 hit they are self-conscious about. The Active Player must make
points from spell’s potency. a Perception check (to notice that a group of people are
approaching Gethsemane) or an Insight check (to realize
“Abandon hope. It is only a matter of time before that Satan is stalling for time). DC 19.
even the strongest among you bows to me.”
Round 10:
Satan then targets the Active Player with a telekineses Satan again casts a level 6 Sleep spell on the area,
spell to force them to bow. The Active Player must make an putting 15d8 hit points worth of creatures to sleep.
Athletics check (to resist the spell) or an Acrobatics check Suddenly the footsteps of a group of armed guards draw
(to evade the spell). DC 19. close to Gethsemane. Satan looks casually toward the
source of the sound and sighs.
Round 6:
Satan leans in to whisper in Jesus’s ear. “Well, I suppose that’s my cue to leave.
I’ll see you all again VERY soon.”
“Do you know what true pain feels like?
To have your skin flayed while your mother watches?
Satan vanishes and the magical darkness fades as
To see your followers lose faith as you die... slowly?
You have no idea how much I’m going to enjoy this.” Gethsemane returns to normal. The Active Player must
make a Nature check or a Stealth check (to find a way to
The Active Player must make a Persuasion check (to conceal the party’s location to buy some extra time). DC
speak words of encouragement to Jesus) or a Deception 16.
check (to insult Satan and draw his attention). DC 18. This Resolving the Encounter
check must be made with disadvantage if any Night Spirits If the party failed 3 checks before succeeding on 7,
escaped during round 3. then the encounter is a failure. Jesus’s energy has been
Round 7: completely drained and he collapses to the ground. Skip
Satan grins and snaps his fingers. Jesus doubles over and ahead to “The Betrayal” on the next page and continue the
begins to sweat drops of blood as he visibly grows weaker. adventure from there.
The Active Player must make a Medicine check (to think If the party succeeded on 7 checks before failing 3, then
of a way to end this effect) or a Sleight of Hand check (to the encounter was a success! Thanks to the party’s efforts,
gently wipe the blood from his face without getting it in his Jesus was able to conserve his strength and focus on his
eyes). DC 17. prayer. He now has time for some brief parting words
before he is arrested. Continue below with the “Sword of
Round 8:
the Spirit” before moving on to “The Betrayal.”
Satan steps closer to the party to size them up.
The Sword of the Spirit
“Who do you think you are? You were almost
Jesus breaths a sigh of relief as the darkness recedes.
defeated by Naamah - the weakest of my children,
He slowly rises to his feet and takes note of Peter, James,
by the way - but you think you can face the combined
strength of Lilith AND Abaddon? Please. I would love and John, who are still asleep, but gestures to the party
front row seats to that massacre, if I wasn’t busy peeling not to wake them up yet. The sounds of the footsteps draw
the flesh from your ‘messiah’ while he’s still alive.” closer to the party, and it is clear that Jesus knows they only
have a few moments. He will move closer to the party and

232
deliver one last piece of advice. • Hoping to appease Caiaphas’s wrath, Pilate orders
Jesus to be tortured by the soldiers at Antonia’s
“It is true that Lilith wields great power, but pride
Fortress (Area 15).
will be her downfall. Just remember, the Word of God
• Pilate’s wife, Claudia will beg Pilate not to kill Jesus,
is living and active, and sharper than any two-edged
sword.” but by then Caiaphas has organized an Angry Mob to
gather outside his house.
As he speaks these words, one of the characters notices • Hoping to divert their attention, Pontius Pilate
their pack grow slightly heavier. If they investigate later, promises to release one prisoner, offering the choices
they will find that the Sword of the Spirit has magically of either Jesus or Barabbas, a known killer and leader
appeared in their inventory. of the Sicarii, whom the players may have previously
met. Although many innocent people are known to
The Betrayal have died at the hands of Barabbas, the Angry Mob
Before anything else can happen, a group of 16 armed will demand his release (following the instructions of
Guards led by Caiaphas (NE Priest) and Judas (CE Caiaphas).
Sicarius) arrive on the scene. Judas will approach and kiss • Jesus is forced to carry his cross from Antonia’s
Jesus on the cheek (a signal to Caiaphas to arrest him). Fortress (Area 15), to Golgotha (Area 22). A bystander
At this point Peter, James, and John will wake up (if not named Simon will also be forced to help him when he
already awake). Peter will strike a guard named Malchus begins to lose his strength. Jesus is crucified around
(NG guard), cutting off his ear. the third hour (9:00 AM).
Roll initiative and begin combat. When it is Jesus’s turn, • Jesus dies at the ninth hour (3:00 PM). At this point,
he will use mass suggestion to instantly stop the combat by almost all of his followers have abandoned him and
“suggesting” to everyone present (including the party) that run off to hide. Only his mother, John (the apostle),
it is better have faith that everything is going to work out. and Mary Magdalene stay with him until the end.
He will also use regeneration to heal Malchus’s ear. Jesus
will then allow himself to be arrested, and will look to Content Sensitivity
Peter, James, and John and say, The events of the crucifixion are gruesome. For some groups, it
may be a great experience to roleplay the whole process, and some
players may even want to stay close to Jesus for moral support. For
“Love each other the way that I have loved you. others, they may want to watch from the distant Mount of Olives and
This is the most important message you can pass on to not hear descriptions of Jesus’s brutal death. Do what makes your
those who would follow me. What comes next will not be players comfortable.
easy, but I have chosen each of you for a reason, and I
will be with you, always.
It is Finished.
At the ninth hour, the party hears Jesus’s voice whisper,
Then, Jesus will turn to the party and say,
as though right next to them, “it is finished.” A wave of
divine energy pulses out from Golgotha, and any magic
“What my disciples carry in their hearts is more
associated with sin is immediately destroyed or dispelled.
important than you can possibly imagine, but they cannot
succeed until the head of the serpent is removed. You As the party looks to the west, there is a sudden flash
know what needs to be done, but you cannot do it alone. of light as a teleportation circle opens next to them, and
I will send you help. Wait on the Mount of Olives, and at several of their allies step out to join them. By divine
the ninth hour, look to the west. providence, Jesus has arranged that the party be joined by
some allies from earlier in the story before they enter into
The Way of the Cross the final battle against evil. For more information about
It is up to the party what to do next. Jesus has given who these allies are, refer to the beginning of “Catacombs
them explicit instructions to wait for help to arrive on the of Kadesh” on the next page.
Mount of Olives, but if they follow him, the following
events take place, in this order. Level Up
• He is taken to Caiaphas’s private basement prison The party should reach level 10 at the conclusion of this encounter.
cell (Jerusalem Area 9) where he is held until the
following morning.
• At first light, Caiaphas will demand that Jesus be
executed, first from Pontius Pilate (Area 10) and then Immediately begin the “Catacombs of Kadesh”
“King” Herod (Area 12). encounter on the next page.

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Catacombs of Kadesh
Introduction Caspar and his companions will be saddened to hear
The journey into the depths of Kadesh represents the of Jesus’s death, of course, but they can also explain the
final conflict of this campaign. The final confrontation with mechanics of “True Atonement” from page 213 if the party
Lilith is a deadly encounter, and even if the party is at full has any doubts about why Jesus had to die. Caspar will
strength they are not likely to succeed without help. This urge them to prepare for battle and will give them the Boots
was foreseen by the Magi, who have sent word to allies to of the Gospel, if they do not already have them. Caspar
join the party in the fight against Lilith and Abaddon. One can even give the party a small stone taken from a location
of the allies who shows up at the Mount of Olives is Caspar nearby the Catacombs, to ensure that their casting of the
(Magi Seeker), who has finally left his tower in Cyprus to teleport spell is a success.
come and aid in the conflict. Caspar is joined by one or two Balancing the Encounter
other allies, depending on the current size of the party. As The number of other allies that arrive with Caspar to
Caspar arrives, he hurriedly says the following: join in the final battle depends on the party’s current size.
The final battle is balanced assuming that the party has 6
“I don’t know how he did it, but the Messiah must or 7 members. If the party has fewer members than this,
have found a way to weaken Lilith’s defenses! A few then choose a number of additional NPCs from the list on
moments ago, I was able to isolate Lilith and Abaddon’s page 138 that will bring the party’s total to 6 or 7. These
location to an underground crypt in the middle of the
characters arrive with Caspar, and are fully rested and
desert. Their magic is fueled by sin, and according to the
stars a major event has taken place that has severely ready for combat. The NPCs you choose to join the party
weakened them. It won’t be long before they escape, so should not be chosen randomly, and should be characters
now is our best chance to strike.” with whom the party has a good relationship. Additionally,
give some thought to why these NPCs, in particular, have

234
taken up the call to fight evil. It is also a good idea to keep some time earlier.
these characters’ motivations in mind, and make sure that Over time, the catacombs faded from memory until
defeating Lilith is something that aligns with their personal they were utterly forgotten by any who once knew they
goals. existed. Finding this vast network of underground tunnels
abandoned, Lilith set up her headquarters here where
Keeping Track of NPCs she could coordinate her efforts to locate and destroy the
In order to keep things moving at the table, it may be a good idea to
Messiah. Once word reached her that the adventuring
make copies of the stat blocks of these allies and hand them out to
players in your group. Players may enjoy the chance to control the party was actively hunting and destroying demons, she
actions of their favorite NPCs, and it takes some of the pressure off of summoned Abaddon to prepare defenses for their arrival.
the GM for the final encounter. After realizing that her plan to thwart the Messiah had
backfired, Lilith has redoubled her preparations for the
The Journey arrival of the party. Jesus’s sacrifice on the cross completed
Once everyone is prepared, the character wearing the the ritual of atonement, destroying the demons’ connection
Boots of the Gospel should transport the party and their to the physical world. If Lilith and Abaddon are destroyed
allies to the catacombs. Caspar is useless in combat, and now, they can never return to the physical world, and Lilith
will volunteer to stay behind and attempt to find more allies knows this. As such, they are preparing to do whatever it
to send in to help. As the party arrives in Kadesh, read the takes to cling to the physical world.
box below. 1. The Guarded Entrance
As the party draws within sight of the Catacombs, they
You lurch to a sudden stop as your feet touch down can see the entrance is guarded by a Zenido that is flanked
into the blistering sands of Zin. Sand swirls around you on either side by humanoid warriors in full plate armor.
in all directions as a windstorm briefly flares up and then Each warrior is wearing jet black armor that seems to
dies down. As your vision clears, you find yourself in a
writhe as wisps of smoke dissipate from its surface into the
desolate expanse of desert, with the only discernible
feature being a rocky outcropping that rises from the
air around it. These warriors use the Shadow Champion
dunes a few hundred yards to the east. stat block, with the following changes. They each have 95
hit points, and have the following feature added to their stat
block.

Welcome to Kadesh
Death Knell: When the champion dies, a burst of shadowy essence
explodes outward. Each creature within 10 feet of it must make a DC
16 Constitution saving throw, taking 3d6 necrotic damage on a failed
save, or half as much on a success. A creature’s hit point maximum is
Background reduced by an amount equal to the damage taken.
Shortly after the Israelites escaped from slavery in Egypt
over 1000 years ago, the Pharaoh, Ramses II, engaged in The Zenido and the 2 warriors are currently unaware of
open warfare with the Hittite Empire, led by their king, the party’s presence. If they become aware of the party’s
Muwatalli II. A turning point in this war happened at the presence, the Zenido will take to the skies and begin using
Battle of Kadesh. Eventually the Egyptians and Hittites its Breath Weapon. The two Shadow Champions may also
signed a peace treaty, but not before thousands of Egyptian advance to join in the combat, but are also careful not to
and Hittite soldiers fell in the desert sands as the battle leave the entrance to the catacombs unguarded.
raged on. Having fallen too far from their homeland to be 2. The Entrance Tunnel
returned home, the bodies of the fallen were interred in a A natural fissure in the rocky crags winds inward as the
series of tunnels under the desert sands of the Wilderness of tunnel slopes down deeper into the earth. Dim light extends
Zin. 30 feet into the tunnel, and the passage beyond is shrouded
After many decades lost in the desert, the Israelites, in total darkness. A character who does not have darkvision
led by Moses, accidentally discovered these catacombs, must use a light source, such as a torch, from this point
and buried many of their own dead here. Moses himself forward.
was allowed to see the promised land from the peak of The walls inside are rough-hewn stone, and the floor
Mt. Nebo, but died before he could enter it. As he was here is covered in a light dusting of sand that has blown in
dying, Moses asked that his body be buried with his people from the entrance tunnels. Rocks litter the floors where the
who died in their wanderings through Zin. His successor, natural structure has begun to crumble with age.
Joshua, returned his body to the Catacombs of Kadesh to be 3. The Embalming Chamber
buried near his sister, Miriam, who also died in the desert These rooms were built by the Egyptians to expedite

235
236
the process of embalming the dead who were buried here.
AC: 13
Stone tables lay ready to receive new corpses, and the
workbench is covered in jars that once contained oils and
Statue of Ramses HP: 100
Huge Construct Speed: 25 ft.,
incense used for embalming. STR DEX CON INT WIS CHA
4. The Mezzanine +5 -2 +4 -5 -2 -5
A balcony wraps around the perimeter of the interior Damage Immunities: poison, psychic, bludgeoning, piercing,
and slashing from nonmagical weapons.
ceremonial chamber. The balcony is 20 feet off the ground,
and the ceiling the chamber is a total of 50 feet tall. Four Damage Vulnerabilities: thunder.
staircases around the perimeter of the room lead down to Condition Immunities: charmed, exhaustion, frightened, para-
lyzed, petrified, poisoned.
the floor of the chamber below. The Mezzanine is in dim
Senses: Blindsight 60 (blind beyond this range)
light from the torches on the wall below.
Challenge 6 (2,300 XP)
5. The Burial Chambers FEATURES
A 15-foot wide hallway extends for 135 feet end Immutable Form: Ramses is immune to any spell or effect that
to end. Along one wall a series of alcoves are dug into would alter its form.
the stone wall. The alcoves are filled with makeshift Magic Resistance: Ramses has advantage on saving throws
sarcophagi that contain the bodies of ancient people of against spells and other magical effects.
the past. Stone carvings at one time marked the names of Magic Weapons: Ramses’s weapon attacks are magical.
those buried here, but have long since worn to the point ACTIONS
of being unreadable. Along the opposite wall is a series of
mosaic murals that depict the Battle of Kadesh, in which Multiattack: Ramses makes two slam attacks.
the Egyptians and Hittites clashed in vicious chariot battles Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
across the sands of Zin. A character who can read ancient 18 (2d12 + 5) bludgeoning damage.
Egyptian can learn about the history of these catacombs the chamber. If he does this, he can animate up to 5 of the
from the murals here. The burial chambers are sealed statues in the room (or 6, if he casts it at 6th level). Each
at each end by a wooden door. In one of these alcoves, Egyptian Warrior Statue uses the following stat block.
crouching invisibly next to the sarcophagi, are 4 Night Unlike the statue of Ramses, animating these additional
Spirits. The night spirits will attempt to extract the deepest statues requires Abaddon’s concentration.
fears and desires from any characters that pass by using
AC: 13
their “Dark Insight” feature. The night spirits will not attack
the party, but will instead retreat to relay their information
Warrior Statue HP: 40
Medium Construct Speed: 30 ft.,
to Lilith in area 17.
STR DEX CON INT WIS CHA
6. The Ceremonial Chamber +1 +1 +4 -5 -2 -5
This massive subterranean chamber is 120 feet wide ACTIONS
and 150 feet long, with a 50-foot ceiling. Torches along
Khopesh: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
the wall shed dim light throughout the space, casting harsh Hit: 8 (2d6 + 1) slashing damage.
shadows against the ancient statues of legendary Egyptian
warriors set along the walls in this space. Abaddon will fight the party until reduced to 0 hit
points. When Abaddon reaches 0 hit points, his cloaked
7. Statue of Ramses form scatters to reveal that he is actually made up of a
At the far end of the chamber stands a 25-foot tall swarm of tiny fiendish locusts with scorpion-like stingers.
statue of Ramses II. At the foot of this statue is the figure The swarm begins chanting as they retreat.
of Abaddon (Corporeal) wrapped in a dark cloak and
hovering several feet above the ground. Abaddon is waiting “ABADDON! ABADDON! ABADDON!”
for the party to arrive and will attack them on sight.
Abaddon also has a trick up his sleeve. Over the last few The swarm of locusts will use their full movement and
months, Abaddon has been conducting rituals to infuse a Dash action to escape through the drainage grates next
spark of life into the 25-foot-tall statue of Ramses. This to the doors in area 10 to access the lower levels of the
symbol of slavery for the Hebrew people is now a construct catacombs. Any damage dealt to Abaddon’s swarm at this
that uses the following stat block. point is counted against Abaddon (Swarm).
Additionally, Abaddon may choose to cast animate Once both Abaddon (Corporeal) and the Statue of
objects on the statues of Egyptian warriors that surround Ramses have been eliminated, the seductive female voice

237
of Lilith echoes up through the drainage grates from the this locking mechanism with a successful DC 22 Sleight
caverns below. of Hand check. Alternatively, the door can be unlocked by
inserting and twisting the signet ring that can be found in
“Well done, followers of the light. You have fought area 9. Each door is a large object with an AC of 5, 150 hit
bravely and so I offer you this final choice. Leave now, points, and immunity to poison and psychic damage.
and you will not be slaughtered like pigs. Your ‘messiah’
begged for death before he finally died, and your death
11. Antechamber
will be even slower.” A six-sided antechamber lies beyond the ceremonial
doors. The walls are covered in this chamber, floor to
If the party stayed close to Jesus as he was dying, they ceiling, with Egyptian murals depicting the Battle of
will know that this is a lie. Either way, a DC 14 Insight Kadesh, the burial of both Hittite and Egyptian soldiers
check will reveal a nervousness in Lilith’s voice, and if the in these catacombs, and the signing of the peace treaty
check succeeds by 5 or more, the party can recognize that between the two nations. A small portion of one of the
Lilith has realized that organizing Jesus’s death was a fatal murals even depicts the Israelites arrival at the catacombs,
mistake, and that she has been outwitted by God’s plan. and seems to imply that somewhere in this underground
structure is the final resting place of Moses himself.
8. Israelite Memorial
The sounds of water lapping against stone echo in this 12. Cultist Ritual Chamber
large chamber. The walls of this chamber are made of This chamber once played an important role in the
smooth stone, into which hundreds, maybe thousands, of burial ceremonies of the ancient Egyptians. It has since
names are etched. A closer inspection reveals that these been desecrated and repurposed for Lilith’s dark designs.
are the names of Israelites who died in the desert trek to A heavy door blocks the party from entering. The
freedom. Among these are the names of some legendary lock on the door may be picked with thieves’ tools and a
heroes, including Moses, Miriam, and Aaron, but most are successful DC 14 Sleight of Hand check. The door is a
names of those whose stories have never been told. At the medium object with an AC of 5 and 30 hit points.
center of the chamber is a 15-foot circular pool. A plaque A Golem (Sentry) is just inside the doors, and is under
on the edge of the pool explains, in Hebrew, that this water orders to attack the party as soon as they enter. The room is
serves as a reminder of the waters of the Red Sea that the also filled with 6 Shadow Cultists and one of Lilith’s chief
Israelites passed through to reach freedom. mages (CE Mage). These cultists appear to be in the midst
This chamber is intended as a memorial to the fallen of a summoning ritual, and will fight to the death to defend
Israelite people, many of whom are interred here in these the ritual chamber.
catacombs, and to the faithfulness of God. The chamber is The center of the space is dominated by a large
considered Holy Ground, and a creature who spends time summoning circle, which reveals how Lilith and the rest
here benefits from the effects detailed on page 262. of the Fellowship of the Beast are able to travel around
the map so quickly. A bowl of what appears to be human
9. Tomb of the Fallen General blood and a sacrificial altar stand against the east wall of
This burial chamber contains a single stone
the chamber, revealing that much of Lilith’s magic has been
sarcophagus. Although the aged markings are partially
fueled by the sacrifice of human victims. Dark markings
faded, it seems clear that this is the burial place of a
in infernal are scrawled across the surface of the altar and
highly respected general from ancient Egypt, who was
walls. If a character examines the circle, altar, or ritual to
killed during the battle of Kadesh. A small alcove in the
see what the cultists had been doing in this room, read the
stone wall of this room contains a handful of objects that
boxed text below.
presumably once belonged to the fallen general. The alcove
contains 3 gems valued at 100 gp each, a gold chalice
You suddenly feel your consciousness connect to
worth 500 gp of Egyptian design, a small octagonal signet the magic of this ritual, and you can tell that the cultists
ring worth 20 gp, and a Khopesh of Conquest. were about to open a portal to summon an unknown dark
creature into this chamber. You also realize that your
10. Ceremonial Doors connection to this magic would allow you to complete the
Two massive stone doors block the party from ritual yourself, if you choose. By speaking the name of a
venturing farther into the Catacombs. The doors are locked creature with which you are familiar, you can conclude
by a strange device of Egyptian construction. An octagonal the ritual and summon a creature through this portal.
hole at the center of the locking mechanism seems to be
the means of unlocking it, but this mechanism is unlike any If a member of the party speaks the name (a title or
modern design. A character with thieves tools can unlock pseudonym does not work) to conclude the ritual, the

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239
named creature is drawn through a portal and appears in the 13. Descending Passage
nearest unoccupied space to the teleportation circle. If the The walls further in contain even more Egyptian murals
party names an Archangel (such as Raphael or Barachiel), depicting the various conquests of Ramses II. A massive
the summoned celestial takes on the form of an Angel spiral staircase hewn into the bedrock leads to the lower
Guardian, rather than its true form, when it enters the catacombs. The sounds of hundreds of buzzing voices
material plane. can be heard echoing up from deep within the catacombs
If the party takes advantage of this ritual, they may gain below, still chanting “Abaddon, Abaddon.”
an additional ally in the final confrontation with Lilith.
This extra ally would be extremely helpful in the upcoming 14. The Lower Catacombs
encounter, but is not necessary for the party to succeed. Hewn out of the rock below, the lower level of the
catacombs is rough and unfinished, a stark contrast to the
Abaddon and Player Death beautiful Egyptian architecture of the floor above. The
If one of the player characters was killed by Abaddon in the previous Egyptians began the downward expansion here long ago,
encounter, this ritual summoning circle is a great way to introduce a but ultimately abandoned the project when an earthquake
new character. Allow the player whose character was killed to create shook the region.
a brand new character. This new character can then join the party by
The base of the spiral staircase empties out into an
way of the cultist ritual. When the party attacks and interrupts the
cultists ritual, something goes wrong. Instead of summoning a greater empty cavern. The walls and ceiling are rough hewn stone,
demon, the ritual concludes by summoning a random adventurer! The and dark in color. The floors are a mix of sand and rock,
new player character can now introduce themselves without having to littered with debris from the earthquake and a millennium
invent a reason for showing up in the middle of the desert. of disuse. The winding tunnels of the lower catacombs are
10 feet wide on average, and about 10 feet tall. The tunnels
in this level are in total darkness. Only one passage leads

240
further into the lower catacombs, proceeding more or less using the hostage in area 20 as leverage. She will also taunt
in a straight line. the party, asking how they expect to face the two most
powerful archdemons when, in the past, they have barely
15. Explosive Runes been able to defeat one at a time. If the party shows signs
After about 100 feet, the tunnel winds sharply to the that they are preparing to attack, she will initiate combat by
right. Here at this bend in the path, Lilith has left a trap to flying to area 21 and pulling the lever. For the purposes of
snare any would-be intruders. A Glyph of Warding spell has combat, assume that Abaddon’s swarm occupies a 30-foot
been placed on the cave wall as the party comes around the sphere and moves together.
bend. A character can spot this trap with a successful DC 17
Perception check. If a creature other than Lilith or Abaddon 18. Stone Staircase
passes within 5 feet of the glyph, it erupts with magical A staircase carved into the stone walls of Lilith’s lair
energy. The explosion spreads around corners in a 20-foot leads upward to a height of 30 feet where it joins the
sphere, centered on the rune. Each creature in the aura catwalk that encircles the room.
must make a DC 17 Dexterity saving throw, taking 5d8 fire
damage on a failure, and half as much on a success.
19. Simulacra Ritual
A dark altar stained with the blood of human sacrifices
16. Ascending Passage sits at the far end of the space. Partially encircling the
A tunnel branches up and to the right. A crude staircase altar are 5 tables. This is where Lilith performs the ritual
carved into the rock ascends steeply, eventually opening out magic to weave the fabric of human sin into simulacra
onto the upper catwalk that overlooks area 17. The catwalk for the Fellowship of the beast. If the party has succeeded
is 30 feet above the floor of area 17. in killing or banishing any of the other demons before
reaching this encounter, they will see the simulacra of those
17. Lilith’s Lair slain demons being slowly reformed here on these tables.
All tunnels eventually open out into a 120-foot wide Seeing the coalescing forms of Seraphine, the Collector,
underground chamber with 60-foot tall ceilings. Unlike Captain Gula, the Gardener, or the Buried Queen (or
the rest of the tunnels here, this chamber is filled with the perhaps all five) should convey to the party the importance
soft glow of torchlight from sconces set into the walls. of this encounter.
This chamber shows clear signs of ancient Egyptian Lilith was in the process of
construction. A 30-foot high catwalk is carved into the reconstructing the simulacra of the
stone walls and wraps around the perimeter of the room. other Archdemons in an attempt to
The beginnings of some stone structures are present as reconnect them to the material plane.
well, but have long ago begun to crumble into disrepair. However, Jesus’s death interrupted
Present, too, are the markings of the ancient earthquake. this process and badly damaged
Several large chasms are opened in the floor of the what is left of the simulacra forms.
chamber. Although they are decaying rapidly
Light. The central cavern of Lilith’s Lair is lit by dim without human sin to feed on, the
light. simulacra twitch and convulse as Mammon’s
Ceilings. The ceilings in this space are 60 feet tall. though trying to return to life. Corrupted
Simulacrum
Chasms. The chasms left by the earthquake are 5 feet
wide and 20 feet deep. A creature that falls into a chasm 20. The Hostage
takes 2d6 bludgeoning damage from the fall and must use Lilith has been hard at work
its action to make a DC 14 Athletics check to be able to for several days preparing
climb out. for the party’s arrival. Using
Floor. The floor in the main chamber is loose sand. The her network of teleportation
floor of the catwalk is carved stone (bedrock). circles and her knowledge
of the party’s movements,
Lilith stands perched on the ramparts of the crumbling she has abducted a hostage
structure at the center of the room. Her Sword of the using the portal in area 12 to
Guardian is drawn and crackles with lightning. Abaddon use as leverage during this
has joined Lilith here as well, and the walls and ceiling of encounter. This hostage can
the space crawl with tiny, fiendish locusts, their stingers be any NPC that the party
poised for attack. has encountered throughout
Lilith is aware that the party poses a real threat to her the adventure, but it should
plans, and so will attempt to threaten or bargain with them,

241
be a character with whom the party has formed a significant Lilith: Hellspawn
relationship. A trusted advisor, a family member, or a When Lilith is reduced to 0 hit points, the party
romantic interest could all be viable options. Lilith has suddenly hears a voice that is familiar to anyone who was
been keeping a close eye on the party since they began in the garden of Gethsemane with Jesus. The liquid voice
disrupting her plans, and so she will choose to capture the of Satan resounds throughout the chamber as though it is
NPC who will have the greatest emotional impact on the coming from everywhere all at once.
players.
The hostage is held in a cage 30 feet in the air suspended “Lilith, is that the best you can do? You disappoint
by a chain. The cage dangles over a deep pit that is me, dear daughter. Now pick yourself up and show our
shrouded in total darkness, but sounds of hissing echo up new friends what the fury of a woman scorned looks like!”
from its depths. The chain is connected to a mechanism
that can raise and lower the cage, and the mechanism is Lilith’s body sheds its wings and contorts with the
controlled by the lever in area 21. sickening sound of breaking bones as her body transforms
The pit below is 30 feet deep and is filled with Saraph into Lilith (Hellspawn). Combat then continues as normal.
Serpents. The serpents cannot leave the pit, so they only
pose a danger to creatures who reach the bottom of the pit. Resolution and Reward
If the cage holding the hostage reaches the bottom of the If Jesus of Nazareth has been crucified and thus
pit, the serpents can slither between the bars to attack the completed the ritual for True Atonement, then Lilith’s death
hostage. The serpents will also attack any other creature is permanent and the Fellowship of the Beast can never
that reaches the bottom of the pit. be brought back into the physical world. The Simulacra in
area 19 will cease coalescing with Lilith’s death, and their
21. The Lever physical forms will scatter to ash on the ritual tables.
The catwalk slightly widens into a platform that If the party searches Lilith’s lair, they can find 5,000 gp,
overlooks the pit of serpents in area 20. A lever in the wall two items from the Random Discoveries table on page 130,
works a mechanism in the ceiling that raises and lowers and one item from the Font of Blessings table on page 262.
the cage. If the lever is pulled down by a creature, the cage
begins to lower at the start of that creature’s next turn. Epilogue
The cage moves at a speed of 20 feet per round. If nothing The death of Lilith brings the story of this module to an
impedes the movement of the cage, it will vanish into the end. However, the party will likely have side quests of their
darkness of the pit after two rounds, and will reach the own that they feel compelled to complete. Additionally,
bottom of the pit after three rounds. there may be other members of the Fellowship to hunt
down and destroy, treasures to seek, and new cities to
22. Raised Platform explore. This is the end of the adventure, but how your
Once used as a lookout by the foreman of the Egyptian party chooses to end their stories is now up to them.
construction team, this raised platform is carved from stone
and stands 30 feet off of the ground. The only methods of
reaching this platform are by a wooden ladder at its base or
by using the catwalk to circle the perimeter of the cave.

242
Expanded Spell Lists
BARD SPELLS Summon Angel 4th Level 5th Level
7th Level Bind With Water Tehom
1st Level Transubstantiation 5th Level Walk in Shadow
Every Knee Shall Bend
Magnificat 9th Level Walk in Shadow
WIZARD SPELLS
Ascension Paraclete
5th Level Pentecost 3rd Level
Cenacle Summon Cherub SORCERER SPELLS Induce Envy
Covenant Induce gluttony
3rd Level
Paraclete DRUID SPELLS Deluge Induce Greed
Unum in Christo Induce Lust
1st Level Induce Envy
6th Level Manna and Quail Induce Gluttony Induce Pride
A Glass Darkly Induce Greed Induce Sloth
Annunciation 3rd Level Induce Wrath
Induce Lust
Visitation Deluge
Torrent of Water
Induce Pride 4th Level
Mark of Cain Induce Sloth Pillar of Fire
9th Level 4th Level Induce Wrath
Bind with Water
5th Level
Ascension 4th Level Create Golem
Pentecost Pillar of Fire
Bind with Water Unum in Christo
5th Level Pillar of Fire Walk in Shadow
CLERIC SPELLS Paraclete
Tehom
5th Level 6th Level
1st Level Tehom A Glass Darkly
Do Unto Others Walk in Shadow
Walk in Shadow Mark of Cain
Every Knee Shall Bend 6th Level Pillar of Cloud
Pillar of Cloud
6th Level
Magnificat Summon Angel
Visitation
Manna and Quail 7th Level Visitation
7th Level
2nd Level Hail and Fire
Hail and Fire 7th Level
Lesser Atonement Transubstantiation
PALADIN SPELLS Transubstantiation
Turn the Other Cheek
8th Level 8th Level
3rd Level 1st Level Weave Sin Weave Sin
Scapegoat Do Unto Others
Every Knee Shall Bend 9th Level
4th Level Ascension
Pillar of Fire Magnificat
Aura of Temptation
5th Level 5th Level
Cenacle Covenant WARLOCK SPELLS
Covenant Paraclete
Create Golem
3rd Level
Greater Atonement
RANGER SPELLS Induce Envy
Induce Gluttony
Paraclete 1st Level Induce Greed
Unum in Christo Magnificat
Induce Lust
6th Level Manna and Quail
Induce Pride
A Glass Darkly 3rd Level Induce Sloth
Annunciation Scapegoat Induce Wrath
Pillar of Cloud Torrent of Water

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Spells A-Z
A Glass Darkly Ascension
6th-level Divination 9th-level conjuration
“For now we see as through a glass darkly,
“A chariot of fire came between them,
but then we shall see face to face.
and Elijah was taken up to heaven.”
Now I know partially, then shall I know fully.”
-2 Kings 2:11
-1 Corinthians 13:12
Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: Touch
Components: V, S
Components: V, S
Duration: Instantaneous
Duration: 1 hour
You attempt to enter - body and soul - into the heavenly
You touch a willing creature and speak words in an angelic
realm. You can specify a target destination in general terms,
tongue, granting the creature the ability to see the influences
such as “on the bank of the Glassy Sea” or “in the presence of
from beyond the veil. For the duration, the creature can see into
Cherubim,” and you may arrive near that destination, at the GM’s
the spiritual realm, noticing angels, demons, and other spiritual
discretion. Your body is physically transported with you as you
creatures that would normally be invisible to the mortal eye
enter heaven.
out to a range of 120 feet. The creature is also aware of the
If you cast this spell with selfish or evil intent, as determined
presence of angels or demons who are disguised by magic, or
by the GM, the spell fails and you take 12d12 radiant damage and
who have a physical form or simulacrum that would otherwise be
are knocked prone in the space where you cast the spell.
undetectable out to a range of 120 feet.
Additionally, you can see a faint glow around creatures who Aura of Temptation
are actively telling a lie or withholding important information, 9th-level Enchantment
and a faint glow around creatures who have a deeply buried
“They are falling into temptation which will plunge
secret. The stronger the feeing of guilt (or the more the secret is
them into ruin and destruction.”
eating away at them), the stronger the glow becomes. -1 Timothy 6:9
Annunciation Casting Time: 24 hours
6th-level Conjuration Range: Self
“The angel of the Lord appeared to them and the Components: V, S, M (a ripe piece of fruit and the skin of
glory of the Lord shone around them.”
-Luke 2:9
a snake, which the spell consumes)
Duration: Until Dispelled
Casting Time: 1 action You call upon the innate stain of original sin in the human
Range: Self heart, causing all humanoids in the area to feel an inclination to
Components: V, S, M (Some dirt taken from Holy Ground, commit sins of a specified type with greater frequency. When you
and 500 gp worth of incense, which the spell consumes) cast this spell, you specify a type of sin (lust, greed, sloth, etc.),
Duration: Instantaneous creating an aura of temptation toward that sin which radiates out
You open a momentary rift in the veil between the in a 1-mile-radius sphere. Creatures who enter this area for the
first time on a turn or begin their turn there must make a Wisdom
spiritual and mortal realms, allowing celestial beings of the
saving throw against your spell save DC or have their mind filled
heavenly host a few moments to speak to you. The angels
with thoughts that tempt them to commit sins of the specified
proclaim good news of great joy for all people. It takes 10
type. In addition, you cause any of the following effects to take
minutes for the angels to proclaim their message, and at the
hold within 1 mile:
end of the 10 minutes the angels disappear and the rift closes.
• A harmless sensory effect associated with the chosen sin
Any creatures who were present to hear this announcement
(example: the smell of baked goods in an aura of Gluttony).
immediately forget the exact words that the angels spoke, but
• A recurring minor illusory effect associated with the chosen
the feeling of the words remain with them for the next 24 hours,
sin (such as posters that advertise a local gambling hall in
granting the following benefits.
an aura of Greed).
• The creature becomes immune to being charmed or
• Harmless recurring events that mimic the effects of a spell
frightened
of first level or lower (such as fog cloud, prestidigitation, or
• The creature gains advantage on all ability checks
similar).
• The creature’s speed increases by 10 feet.

244
location of a fond memory of the caster. The room smells of fresh
Bind with Water herbs and spices, and is kept warm by a large stone fireplace set
4th-level Conjuration into the far wall. A long wooden table dominates the center of the
“Moses stretched out his hand and the water covered space, with place settings and enough space to accommodate 15
Pharaoh’s army, and not even one escaped.” people. The table is already prepared with bread, wine, and any
-Exodus 14:28 other foods you specify when you cast the spell.
Cushions and blankets are neatly folded and placed along
Casting Time: 1 action
the outside of the room, and the walls are adorned with any
Range: 120 feet pictures, trinkets, or decorations you choose when you cast the
Components: S spell. Any food or objects created by this spell are nourishing
Duration: Concentration, up to 1 minute and functional, but may not be removed from the upper room.
You stretch out your hand, causing tendrils of water to erupt A creature that takes a Long Rest in this room is immune to any
from the earth at a point within range. Any creatures within a 20- effects that would interfere with its sleep, such as a Night Hag’s
foot wide, 50-foot tall cylinder centered on that point must make “Nightmare Haunting,” the Dream spell, or a demon lair’s “Aura
a Strength saving throw. A creature who succeeds on the save is of Temptation.”
ejected to the nearest empty space outside of the cylinder. On a When the spell ends, any creatures inside the upper room or
failed save, a creature is restrained and held aloft by the tendrils staircase are expelled into the open spaces nearest to the entrance.
of water. The cylinder can restrain up to 8 “points” worth of All objects and uneaten food created by this spell vanish when
creatures. The number of “points” it takes to restrain a creature is the spell ends.
determined by its size, shown in the chart below.
Covenant
Size Cost 5th-level Divination
Tiny or Small 1 point “We have not forgotten you,
Medium 2 points nor been disloyal to your covenant.”
-Psalm 44:18
Large 4 points
Huge 8 points Casting Time: 1 action
Gargantuan 16 points Range: Self
Components: V, S
At the end of each of its turns, a restrained target can repeat Duration: 30 days
the saving throw, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot You make a promise or contract, binding any number of
of 5th level or higher, the cylinder can restrain two additional creatures you choose within range with magic of covenant
“points” worth of creatures for each slot level above 4th. language. The contract must be spoken out loud as the verbal
component of the spell, but may take the form of a song, an
Cenacle impassioned speech, or a stern exhortation. If a creature can see,
5th-level Conjuration hear, and understand you, the spell marks that creature.
As part of this contract you specify a triggering behavior,
They locked the doors of the upper room, for they
action, or course of activity. Examples of triggers include “if
were afraid of those who persecuted them.
-John 20:19 you break your promise,” “if you speak my name out loud,” or
“if any harm comes to this child.” If a creature marked by this
Casting Time: 10 minutes spell performs the triggering action before the spell ends, you are
Range: 60 feet immediately alerted to this fact. If you are sleeping, this mental
Components: V, S, M (a jar of water) alert wakes you up.
Duration: 12 hours At Higher Levels: When you cast this spell using a spell slot
of 6th level, you are also alerted to the identity of the creature that
You conjure a doorway to an extradimensional space within
performed the triggering action. When you cast this spell using a
range. The door is 5 feet wide and 8 feet tall, and you designate
spell slot of 7th level or higher, you are alerted to the creature’s
its location when you cast the spell. You and any creature you
distance and direction at the time of the triggering event, as well
designate when you cast the spell can open and close the door
as its identity.
to the extradimensional space, but when the door is closed, it
becomes magically locked as though through the Arcane Lock Create Golem
spell. The door is immune to all damage, and spells and other 5th-level Transmutation
magical effects cannot pass through the door.
Inside the doorway is a simple stone staircase that leads into “You saw that I was unformed, as a golem”
-Psalm 139:16
an upper room. The upper room is 20 feet wide and 40 feet long,
with windows that give the illusion of looking out over any city Casting Time: 1 hour
or landscape you choose when you cast the spell. If no landscape Range: Touch
is chosen when the spell is cast, the illusion takes the form of a Components: V, S, M (350 pounds of clay, earth, or other

245
substance) performing a favor for a town priest), you can use your reaction
Duration: 24 hours to consecrate the act as a truly selfless offering to God.
If the act was done out of concern for the wellbeing of the
You shape the clay used in the material component into the
creature rather than out of selfish gain (at the discretion of the
form of a golem. During the casting of this spell, you etch the
GM), then the fabric of universe shifts in your favor. At some
Hebrew letter aleph “‫ ”א‬into the forehead of the golem, imbuing
time in the next 3 days, aid will be given to you in kind taking a
it with a semblance of life force. The type of golem is chosen
form chosen by the GM. Typically, the aid you receive will reflect
by you during the casting of the spell and must have a challenge
your original selfless action (if you make an offering of money,
rating of 4 or lower. Any golem created with this spell obeys your
you may stumble upon some hidden fortune; if you cast a 3rd-
commands without question for the duration of its existence.
level spell to heal a creature’s affliction, you may receive a boon
As a bonus action on each of your turns you can issue a
equal to the effects of another 3rd-level spell); however, the aid
command to the golem if it is within 120 feet and can hear you.
you receive is determined by the GM and is not restricted by the
Once given a command, the golem will continue to obey it until
original action you performed.
the task is complete.
You may also cast this spell as a reaction to your own
The golem exists for 24 hours, after which it collapses back
inaction. For example, if a pickpocket steals your party’s Bag of
into a pile of shapeless earth. To maintain the golem’s existence
Holding and you cast this spell as a reaction rather than giving
for another 24 hours, you must cast this spell on the golem again
chase or seeking revenge, then the spell functions as normal,
before the current 24-hour period ends. This use of the spell
treating the contents of the theft as it would an offering to a
restores the golem’s hit points to full and maintains the golem’s
beggar. Similarly, casting this spell as you choose not to engage
existence, rather than creating a new golem.
in a bar fight or other warranted act of aggression may result
Deluge in bandits choosing not to attack your party the road during the
3rd-level Conjuration following evening.

“You cannot see! Every Knee Shall Bend


A deluge of water covers you.” 1st-level enchantment
-Job 14:2
“Every knee should bend, of those in heaven and on
Casting Time: 1 action earth and under the earth.”
Range: 120 feet -Philippians 2:10
Components: V, S, M (A vial of rainwater) Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
You conjure a deluge of water that crashes down in a 10-foot- Components: V
radius, 40-foot-high cylinder centered on a point you can see Duration: Concentration, up to 1 hour
within range. Each creature in this area must make a Dexterity
You speak one of the names of God to a creature who can hear
saving throw. On a failed save, a creature takes 5d8 bludgeoning
you within 30 feet. The target must succeed on a Wisdom saving
damage and is knocked prone. On a successful save, a creature
throw or drop to one knee out of respect for the name. On a failed
takes half as much damage and is not knocked prone. The water
saving throw, the target’s speed becomes 0, and it is unable to
then spreads across the ground in all directions, extinguishing
stand up for the duration.
unprotected flames within 30 feet of it, and then vanishes.
At the end of each of its turns, and each time it takes damage,
At Higher Levels: When you cast this spell using a spell slot
the target can make another Wisdom saving throw. The target
of 4th level or higher, the damage increases by 1d8 for each slot
has advantage on this saving throw if it is triggered by taking
level above 3rd.
damage. On a success, the spell ends.
Do Unto Others Greater Atonement
1st-level enchantment
5th-level abjuration (ritual)
“Give to anyone who begs from you.
Do unto others as you would have them do to you.” “Abraham looked up and saw a ram, which he made
-Luke 6:30 as a burnt offering in place of Isaac.”
-Genesis 22:13
Casting Time: 1 reaction
Range: Special Casting Time: 10 minutes
Components: V, S, M (a selfless action, done out of Range: 1 mile
concern for another’s wellbeing) Components: V, S, M (incense worth 150 gp and a
Duration: Instantaneous sacrificial ram which appears during the casting, both of
which are consumed)
You weave magic into a simple action, sending ripples into
Duration: Instantaneous
the metaphysical world. After you offer aid to a creature in need
of help (offering money to a beggar, healing a wounded animal, During the casting of this spell, a spectral ram appears in
an unoccupied space within 30 feet. The ram then becomes the

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material component of the spell. At the conclusion of the casting, it is envious in subtle ways. The target will not attack the
all sin within range is dispelled, regardless of type. creature or use violence, but will eavesdrop, spy, gossip, and
This spell dispels the magic of sins that have already been blackmail in order to undermine the creature’s status and plans.
committed, but does not prevent future sinful action. All creatures Any check made to persuade or deceive the target may be made
within range are forgiven for their sins; however, creatures are with advantage if the target perceives the course of action to be
still responsible for the consequences of such sins. For example, detrimental to the creature of whom it is envious.
a creature that commits theft can be forgiven for the sin of greed, The spell lasts for the duration, or until the target takes
but the theft has still occurred and the creature may still receive damage. When the spell ends, the target is aware that it has
punishment. been acting strangely, but is unable to identify the reason for its
Any magic within range that requires sin as a material behavior.
component is instantly dispelled, and any simulacra created
by the spell Weave Sin are instantly reduced to 0 hit points and Induce Gluttony
destroyed. 3rd-level Enchantment
“Gluttony brings only sickness.”
Hail and Fire -Sirach 37:30
7th-level evocation Casting Time: 1 action
Range: 30 feet
“Such heavy hail as had never been seen before
rained down destruction, with flashes of fire and light Components: V, S, M (something edible within 30 feet)
in the midst of it.” Duration: Concentration, up to 1 minute
-Exodus 9:24
You point to a morsel of food, a flagon of ale, a platter of
Casting Time: 1 action dessert, or other edible substance within range, imbuing it with
Range: 1000 feet the magic of temptation. Each creature within a 20-foot-radius
Components: V, S sphere, centered on the object must make a Wisdom saving
Duration: Instantaneous throw. On a failed save, a creature is Charmed by you. A creature
Charmed in this way is overcome with hunger and will use its
Fist-sized chunks of ice begin raining down to the ground at movement and action to move as close to the food or drink as
four points you can see within range. Each creature in a 30-foot possible and attempt to consume it. If there is not enough food or
radius, 40-foot-high cylinder centered on each point you choose drink to be shared by all creatures Charmed, they may argue over
must make a Dexterity saving throw. Each cylinder spreads who gets the last bite or sip, but will not become violent.
around corners. A creature in the cylinder takes 2d6 bludgeoning At the end of each of its turns, an affected creature may
damage and 2d6 radiant damage on a failed save, or half as much repeat the saving throw. The effect ends early for a creature that
damage on a successful one. The spell also deals double damage succeeds on its saving throw, or that takes any damage before the
objects and structures in the area. spell ends.
A creature in the area of more than one cylinder is affected by
each one. For example, a creature simultaneously in the area of Induce Greed
all four cylinders takes 8d6 bludgeoning damage and 8d6 radiant 3rd-level Enchantment
damage on a failed save, or half as much on a successful one.
“This is the way of everyone greedy for loot:
It takes away their lives.”
Induce Envy -Proverbs 1:19
3rd-level enchantment
Casting Time: 1 action
“Then I saw that all toil and all skill in work Range: 30 feet
come from one person’s envy of another.”
-Ecclesiastes 4:4 Components: V, S, M (any object within 30 feet worth at
least 10 gp)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet
You point to an object within range, imbuing it with the magic
Components: V, S
of temptation. Each creature within a 20-foot-radius sphere,
Duration: Concentration, up to 8 hours
centered on the object must make a Wisdom saving throw. On
You reach into the subconscious of a creature you can see a failed save, a creature is charmed by you. A creature charmed
within range, filling its mind with the magic of temptation. in this way is overcome with a desire to possess the object and
The target must succeed on an Intelligence saving throw or be will use its movement and action to move as close to the object
Charmed by you for the duration. While Charmed in this way, the as possible and attempt to pick it up. If multiple creatures are
target becomes envious of another creature you specify when you charmed at the same time, they may squabble over possession of
cast the spell. the object, but will not cause damage to each other.
The target will actively work against the creature of whom At the end of each of its turns, an affected creature may

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repeat the saving throw. The effect ends early for a creature that it strikes a pose. It can still take actions this turn.
succeeds on its saving throw, or that takes any damage before the While a creature is affected in this way, it has disadvantage on
spell ends. Wisdom (Perception and Insight) checks. At the end of each of its
turns, an affected creature may repeat the saving throw. The effect
Induce Lust ends early for a creature that succeeds on its saving throw, or that
3rd-level Enchantment takes any damage before the spell ends.
If you look at a woman with lust, you have already
committed adultery with her in your heart. Induce Sloth
-Matthew 5:28 3rd-level Enchantment
Casting Time: 1 action “This is the way of everyone greedy for loot:
it takes away their lives.”
Range: Touch
-Proverbs 1:19
Components: V, S, M (a bottle of perfume)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 60 feet
You touch a creature, imbuing it with the magic of temptation.
When you cast the spell, you designate any number of creatures Components: V, S, M (a sprig of lavender)
you can see to be unaffected by it. When a creature sees the target Duration: Concentration, up to 1 minute
for the first time or starts its turn with the ability to see the target, You force a creature you can see within 30 feet to be
it must make a Wisdom saving throw or become Charmed. A overwhelmingly lazy. The creature must succeed on a
creature Charmed in this way is incapacitated, has a speed of Constitution saving throw or gain one level of exhaustion. A
0, and cannot speak as it stares dumbfounded at the beauty of creature that has one or more levels of exhaustion automatically
the target. Creatures of a different creature type than the target succeeds on its saving throw against this spell.
automatically succeed on their saving throw. Creatures that would
not normally be attracted to the sex of the target may make their Induce Wrath
saving throw with advantage. 3rd-level Enchantment
At the end of each of its turns, an affected creature may “A harsh word stirs up wrath.”
repeat the saving throw. The effect ends early for a creature that -Proverbs 15:1
succeeds on its saving throw, loses sight of the target, or that
takes any damage before the spell ends. Casting Time: 1 action
Range: 30 feet
Induce Pride Components: V
3rd-level Enchantment Duration: Concentration, up to 1 minute
“Pride goes before disaster, You cause wrath and violence to break out unexpectedly
and a haughty spirit before a fall.” among allies. Each creature within a 20-foot-radius sphere,
-Proverbs 16:18 centered on a point you choose within range, must make a
Casting Time: 1 action Wisdom saving throw. On a failed save, a creature is Charmed
Range: 60 feet by you and draws a weapon. A creature affected in this way
Components: V, S, M (A peacock feather) perceives all creatures it can see as enemies, and will use its
action on its turn to attack the nearest creature to it. If a creature
Duration: Concentration, up to 1 minute
it perceives as an enemy provokes an opportunity attack, it must
You cause creatures in a certain area to become use its reaction to make an opportunity attack.
embarrassingly prideful. Each creature within a 30-foot-radius At the end of each of its turns, an affected creature may repeat
sphere, centered on a point you choose within range, must the saving throw. If the creature has taken damage, it makes the
make a Charisma saving throw. On a failed save, a creature is saving throw with advantage. The effect ends early for a creature
Charmed by you for the duration. A creature Charmed in this that succeeds on its saving throw.
way is overcome with pride in its appearance, strength, and
accomplishments. During its turn, an affected creature must Lesser Atonement
perform a random prideful action determined by rolling a d4. 2nd-level abjuration
1. Boast. The creature spends its breath proclaiming how “Those who ministered to the Lord
great it is. It cannot use actions that require a mouth offered the daily burnt offering.”
(including bite attacks, breath weapons, and spells with a -Judith 4:14
verbal component) this turn. Creatures that are unable to Casting Time: 1 action
speak simply roar a prideful roar.
Range: Self
2. Strut. The creature spends its entire movement to show off
its figure, moving at half speed in a random direction. Components: V, S, M (a burnt offering, specific to the type
3. Flex. The creature spends its action to make an Athletics of sin to be forgiven, which is consumed)
or Acrobatics check to show off its physical power. Duration: Concentration, up to 1 hour
4. Pose. The creature’s movement becomes 0 for this turn as Cleansing energy radiates out from you in a 30-foot radius.

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Until the spell ends, the aura moves with you, centered on you. that you cannot quite place, and tastes of wafers made with
The magic of sin is dispelled inside of this radius, and any wild honey. A creature that eats the manna gains 1d6 temporary
creature that enters this area for the first time on its turn or begins hit points and enough nourishment for 1 day, regardless of the
its turn there is instantly forgiven for sins associated with the amount eaten. This spell provides enough manna to nourish 6
chosen type. creatures.
When you cast this spell, you name a specific type of sin Manna cannot be stored overnight, and spoils the following
to be dispelled. The type can be pride, wrath, envy, gluttony, day at dawn, becoming filled with worms and giving off a foul-
greed, sloth, or lust. The type named also determines the material smelling odor.
component (shown in the table below), which must be burnt and If this spell is cast in the moonlight, the manna instead takes
consumed during the casting of the spell. the form of spectral quail that cover the ground. The effects of
Any magic within this aura that requires sin as a material eating the quail are the same as eating the manna.
component is instantly dispelled, and any simulacra created by
the spell Weave Sin (using sin of the chosen type) take 27 (6d8) Mark of Cain
force damage when it enters this space for the first time on a turn 6th-level necromancy
or ends its turn there. “If anyone harms Cain,
Cain shall be avenged 7 times.”
Sin Burnt Offering -Genesis 4:15
Envy A rare, or rarer magic item Casting Time: 1 action
Greed A gem worth 500 gp or more Range: 30 feet
Gluttony The fangs of a dragon Components: S
Lust The heart of a creature killed in self-defense Duration: Concentration, up to 1 minute
Pride The spellcasting focus of the caster The Hebrew letter “Vav” appears on your forehead as you
Sloth A stone taken from the peak of a mountain point at a creature you can see within range. An identical mark
Wrath The tears of a unicorn, freely given burns itself into the forehead of the target, magically tethering
itself to the mark on your own. Whenever you take damage, the
target must make a Constitution saving throw. On a failed save,
Magnificat you take half of the damage (rounded down), and the target takes
1st-level abjuration the remaining damage.
“My soul magnifies the Lord, and my
spirit rejoices in God my savior.” Paraclete
-Luke 1:46 5th-level conjuration
Casting Time: 1 action “The Father will send you a paraclete,
Range: Self he will teach you and remind you.”
Components: V -John 14:26
Duration: 1 hour Casting Time: 10 minutes
A protective aura surrounds you as you sing a song of praise Range: Self
to God. For the next hour, if a creature targets you with a spell Components: V, S, M (an olive branch)
or ability that requires you to make a saving throw, the creature Duration: 24 hours
instantly takes 2d10 radiant damage and this spell ends. A pure white dove descends from above to perch on your
At Higher Levels: When you cast this spell using a spell slot shoulder. The dove remains with you for the next 24 hours, or
of 2nd level or higher, the damage increases by 1d10 for each slot until you dismiss it as a bonus action. The dove has a fly speed
level above 1st. of 40, and follows your movements unless you request that it
go elsewhere. The dove is immune to all damage, cannot be
Manna and Quail targeted by spells, cannot have its speed reduced, and is immune
1st-level conjuration
to being paralyzed or restrained. The dove understands all spoken
“I will rain down bread from heaven.” languages but cannot speak.
-Exodus 16:4 The dove may perform simple actions for you (such as
Casting Time: 1 action delivering a letter or retrieving an item), but the dove is entirely
Range: 30 feet devoted to the will of God. If you or any of your companions
Components: V attempt to trick or coerce the dove into performing an evil action,
it vanishes and the spell ends. As long as the dove remains with
Duration: Instantaneous
you, you gain the following benefits:
You offer a prayer to the heavens, and suddenly the ground • You, and up to 8 other creatures you designate when you
is covered with a flaky white substance called “manna” at a cast the spell, may add 1d4 to all ability checks, as though
point you choose within range. The manna has a familiar texture by the guidance cantrip

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• The dove sheds bright light out to a radius of 30 feet. As a unrelated to the landscape, and you may still run into a group of
bonus action, you can request the dove to dim or extinguish bandits waiting to ambush you, violent weather, or unfriendly
the light. beasts in the wilderness.
• Once before the spell ends, when you cast a spell with a
range of Touch, the dove can deliver the spell for you as if Pillar of Fire
it had cast the spell. If the spell requires an attack roll, you 4th-level evocation
use your attack modifier for the roll. Once you have cast a “Then the Pillar of Fire moved between Israel and
spell through the dove in this way, the dove immediately the army of Egypt, so that Pharaoh could not attack
vanishes and the spell ends. during the night.”
-Exodus 14:19
Pentecost Casting Time: 1 action
9th-level divination
Range: 30 feet
“There came a noise like a strong driving wind, Components: V, S
and tongues of fire came to rest on each of them.”
-Acts 2:2 Duration: Concentration, up to 8 hours
You call down a pillar of swirling flame from heaven. The
Casting Time: 1 action
pillar hovers in a space you can see within range. The pillar of
Range: 1 mile
fire sheds bright light in a 20-foot radius and dim light for an
Components: V, S, M (a dove’s feather) additional 20 feet. Any creature hostile to you that comes within
Duration: Concentration, up to 10 minutes 5 feet of the pillar, or ends its turn there, must succeed on a
Dark clouds form in the sky, and a violent wind shakes Dexterity saving throw. The creature takes 10 fire damage on a
structures within 1 mile. Motes of fire appear in the sky and come failed save, and half as much on a successful one. Each time the
to hover over 12 creatures within range that you designate when pillar deals damage to an enemy its form becomes smaller, and
you cast the spell (one of which can be you). Creatures affected in its light, dimmer. When the pillar has dealt a total of 80 damage,
this way gain the following benefits: it fades away entirely and the spell ends. As a bonus action, you
• You are immune to the Frightened condition. can command the pillar to move up to 25 feet in a turn. The pillar
• Any creature that can understand a language can understand deals damage to enemies as it moves, but has no effect on objects
you, regardless of the language you speak. or structures.
• You can understand all spoken languages.
• You have advantage on Charisma checks and Charisma Scapegoat
saving throws. 3rd-level abjuration
If you maintain concentration on this spell for the duration, You shall bring forward a goat,
the effects become permanent. And lay upon its head the iniquities of the people.
-Leviticus 16:20
Pillar of Cloud
6th-level divination Casting Time: 1 action
Range: 30 feet
“By day the Lord went ahead of them in a Pillar of
Cloud to guide them on their way.” Components: V, S
-Exodus 13:21 Duration: Concentration, up to 1 hour
Casting Time: 1 action You call forth a celestial spirit that takes the shape of a
Range: 30 feet spectral goat in a space you can see within range. The scapegoat
Components: V, S is a small celestial with an AC of 10 and 4d8 hit points. When
a creature you can see within 30 feet of the goat would take
Duration: Concentration, up to 1 day
damage, you may use your reaction to transfer half of the
Your prayers for guidance are answered as a swirling pillar of damage, rounded up, to the goat. You may transfer this damage
pure white cloud reaches down from the heavens and hovers in a even if the total damage the goat would receive is greater than
space you can see within range. You speak the name of a creature, its remaining hit points. When the goat drops to 0 hit points or
location, or item with which you are familiar, or which you can fewer, it vanishes and the spell ends.
describe with sufficient detail. The pillar of cloud instantly moves The goat has a hovering speed of 30, and follows your
in the direction of the most efficient path toward the target, but movements for the duration. As a bonus action, you may
stops to wait if it moves further than 30 feet ahead of you. The command the goat to use its movement to follow an ally, stay in
pillar leads you in the most direct and efficient physical path to a specific location, or follow you. The scapegoat is unaffected
the target, but this path will not necessarily be the safest. As a by difficult terrain, cannot have its speed reduced, is immune to
rule, the pillar will automatically lead you around any terrain that being paralyzed or restrained, and does not need to make climb
would require an ability check to pass, leading you to a bridge checks. Since the scapegoat is technically hovering above the
to cross difficult waters or to a hidden goat path to avoid a rocky ground, it also does not trigger traps or other effects that respond
mountain climb. However, the pillar is not aware of threats to a creature’s weight. The scapegoat is incorporeal, and cannot

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interact with items or its environment in any way. The cherubim is obedient to the will of God alone, and is
Casting at Higher Levels. When you cast this spell using a under no compulsion to behave in any particular way. You may
spell slot of 4th level or higher, the scapegoat’s hit points increase respectfully request the cherubim’s aid, but it is not obliged to
by 1d8 for each spell slot above 3rd. help you.
Cherubim may agree to answer a question or questions,
Summon Angel deliver a message, or enter combat against a demon. The
6th-level conjuration cherubim have existed since before the creation of the world, and
“The Lord commands his angels thus possess near infinite knowledge. However, a Cherubim will
to guard you wherever you go.” not share knowledge that could be used for selfish gain or evil
-Psalm 91:11 intent. A cherubim will also not commit any act that it perceives
to be contrary to the will of God. If you are rude to the cherubim,
Casting Time: 1 action or if it deems your request to be against the will of God, there is
Range: 30 feet an equal chance that it will either disappear or attempt to strike
Components: V, S, M (a piece of parchment or other you down.
material onto which is inscribed the true name of an angel)
Duration: Instantaneous Tehom
5th-level conjuration
You call out the name of an angel of the Lord. You choose the
angel’s type, which must be of challenge rating 5 or lower, such “Now you are swallowed up by the seas,
as a Messenger Angel, Guardian Angel, or Challenger Angel. in the depths of the waters.”
The angel appears in an unoccupied space you can see within -Ezekiel 27:34
range. The angel disappears when it drops to 0 hit points or when Casting Time: 1 action
it decides to return to the heavenly realm. Range: 60 feet
The angel is obedient to the will of God alone, and is under
Components: V, S, M (a vial of water taken from any body
no compulsion to behave in any particular way. You may
of water)
respectfully request the angel’s aid, but it is not obliged to help
you. Duration: Concentration, up to 1 minute
Examples of tasks that an angel may willingly perform A swirling whirlpool of 5-foot-deep water appears in a 30-foot
include: delivering a message, providing advice, rescuing an radius centered on a point you can see within range. The point
innocent person from danger, or engaging in combat with a must be on the ground or in a body of water. Until the spell ends,
demon. An angel will not commit an act of violence against a that area is difficult terrain, and any creature that enters it for the
mortal creature unless in defense of another mortal creature’s life, first time on its turn or starts its turn there must make a Strength
and even then will use nonlethal damage. An angel can provide saving throw. A creature takes 4d8 bludgeoning damage and
excellent and insightful advice, but it is not omniscient and its is pulled 15 feet toward the center on a failure. A creature that
advice is limited to its own experience of the universe. succeeds its saving throw takes half as much damage and is not
If the angel decides that it is the will of God that it should pulled.
assist you, it will remain on earth until your request is complete. If a creature begins its turn at the center of the whirlpool and
If you are rude to the angel, or if it deems your request to be fails its saving throw, it immediately disappears and is magically
against the will of God, the angel will disappear at once. teleported into a distant body of water, in the exact spot from
which you drew the vial of water used as the material component
Summon Cherubim of the spell. The target remains there until the spell ends, at which
9th-level conjuration point the target reappears in the nearest unoccupied space to the
Blessed are you who look upon the Cherubim. one it left.
-Daniel 3:55 If you maintain concentration on this spell for the full
duration, vanished creatures do not return.
Casting Time: 1 action
Range: 30 feet Torrent of Water
Components: V, S, M (a piece of parchment or other 3rd-level conjuration
material onto which is inscribed the true name of a “A river has swept away their foundations.”
Cherubim) -Job 22:16
Duration: instantaneous
Casting Time: 1 action
You call out the true name of one of the guardians of the
Range: 120 feet
heavenly throne. All creatures (including you) within 120 feet
take 2d6 thunder damage as the fabric of reality is torn asunder
Components: V, S, M (A smooth stone taken from a
with a thunderous noise. A cherubim steps through this portal, riverbed)
appearing in a space you can see within range. The cherubim Duration: Concentration, up to 1 minute
disappears when it drops to 0 hit points or when it decides to A river flows up from the ground at a point you choose
return to the heavenly realm.

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within range. You can make the river up to 60 feet long and 10 Unum in Christo
feet wide, and the river can be shaped in any way you choose as 5th-level transmutation
long as it makes a continuous path along the ground. The river is “We are now one body, one spirit.”
considered difficult terrain. You choose the direction the water is -Ephesians 4:4
flowing when you cast the spell. The river lasts for the duration.
When the river appears, each creature within its area must Casting Time: 10 minutes
make a Strength saving throw. On failure a creature takes 2d10 Range: Touch
bludgeoning damage and is pushed 10 feet in the direction of the Components: V, S, M (a trinket gifted to you by the target)
water’s flow. On a successful saving throw, the creature takes half Duration: 24 hours
as much damage and is not pushed. A creature must make this You touch a willing creature with whom you are familiar,
saving throw when it enters the area of the river for the first time recognizing the spiritual bond you share with it and designating it
on its turn, or when it begins its turn there. as the target.
Until the spell ends, you ignore the range and sight restrictions
Transubstantiation on any spells with a range greater than Touch when this creature
7th-level transmutation
is the target of the spell. This allows you to target the designated
“Aaron raised his staff and struck the waters creature over any distance, as long as it is on the same plane of
of the Nile, and it was changed to blood.” existence.
-Job 14:2

Casting Time: 1 action


Visitation
6th-level conjuration
Range: 120 feet
Components: S Casting Time: 1 minute
Duration: Instantaneous Range: Special
You choose a volume of any nonmagical liquid that you can Components: V, S, M (an object or trinket, previously
see that fits within a 40-foot cube within range, permanently taken form the target)
changing it into an equal volume of a different nonmagical liquid. Duration: 10 minutes
Examples include turning water into wine or turning a river into Choose a creature or location with which you are familiar as
blood. the target of the spell. The target must be on the same plane of
You must be intimately familiar with the type of liquid it is to existence as you. You enter a trance-like state as a copy of your
become. For example, you cannot produce a vintage of wine that physical form coalesces in an unoccupied space within 30 feet of
you have never tasted yourself, and if you transmute a liquid into the target. Creating this copy of yourself takes 1 minute, during
blood, the blood is identical to your own. which time you are incapacitated and cannot move. This copy
is identical to you in every way, and for the duration of the spell
Turn the Other Cheek you may move and act as normal in the form of this copy.
2nd-level abjuration The copy has your same game statistics and abilities, but
“When someone strikes you on your right cheek, it does not possess any weapons, armor, or items from your
turn the other one to him as well.” inventory, appearing clothed in a simple white tunic. Your copy
-Matthew 5:39 can cast spells of 3rd level or lower as normal, using your spell
slots. Your copy has 4d8 hit points.
Casting Time: 1 reaction
For the duration of the spell you may move and take actions
Range: Self as normal, and can physically interact with your environment and
Components: S other creatures. If your copy is reduced to 0 hit points, it vanishes
Duration: 1 minute in a cloud of mist, and the spell ends early.
Whenever you take damage from a creature’s attack, you When the spell ends, your consciousness returns to your body
can use your reaction to turn the other cheek to your attacker. The and your trance ends. Any items worn or carried by your copy
attacking creature must succeed on a Wisdom saving throw or it remain where they are, dropping to the ground in the space where
is turned for the duration. your copy vanishes.
A turned creature must spend its turns trying to move as far
away from you as it can, and it cannot willingly move to a space
Walk in Shadow
within 30 feet of you. It also cannot take Reactions. For its action, 5th-level transmutation
it can use only the Dash action or try to Escape from an Effect “Swift is the shadow that does not abide.”
that prevents it from moving. If there’s nowhere to move, the -Job 14:2
creature can use the Dodge action.
If the creature takes damage before the spell ends, it may
Casting Time: 1 action
repeat the saving throw, ending the effect on itself with a success. Range: Self
Components: V, S
Duration: Concentration, up to 1 hour

252
Your body melts into two-dimensional darkness, appearing
as a mere shadow on the wall. Anything you are wearing or
carrying is absorbed into your shadow form. The shadow looks
like your normal shadow, but with no apparent source. While
in this form, you move across surfaces and up and down along
walls as a shadow does. Your shadow form is visible to creatures
who are looking for it, but you may make all Stealth checks
with advantage while in this form. You have darkvision out to
a range of 120 feet. Also, regardless of the light available in the
space, you are not able to see color and instead regard the world
in shades of gray. Similarly, sound becomes more obscured and
nearby voices sound muffled. You make all Perception checks
that rely on sound with disadvantage.
While moving as a shadow, you can move up, down, and
across vertical surfaces as well as along floors and ceilings at
your normal walking speed. You are also unaffected by difficult
terrain, cannot have your speed reduced, and are immune to being
paralyzed or restrained while in your shadow form. You can,
however, still take damage from attacks and can still suffer other
negative effects. You cannot pick up or physically interact with
objects while in this form.
You are treated as shadow for the purpose of determining
spaces you can occupy. You may be able to slide along the floor
to pass beneath a locked door, provided there is a gap, but you
cannot slide beneath an object that is sitting squarely on the
ground (your form would instead move up the side of the object
and across its top).

Weave Sin
8th-level Necromancy
“Thus death came to all,
because all have sinned.”
-Romans 5:12

Casting Time: 24 hours


Range: Touch
Components: V, S, M (Sinful acts of a certain type being
committed within a 1 mile radius of the spells casting)
Duration: Instantaneous
You shape the fabric of sin itself to create a magical construct
called a “simulacrum.” This simulacrum is the personifcation of
the accumulated sin, but otherwise appears to be a normal human
person. When the casting time for the spell is complete, your
body enters into a dormant state as your consciousness enters the
body of the newly created simulacrum. Once the effects of this
spell take hold, they last until the simulacrum is destroyed.
The process of casting this spell is difficult, and requires an
abundance of sinful acts being committed within a 1 mile radius
for the duration of the casting. The type of sin being committed
(lust, greed, sloth, etc.) affects the statistics and abilities of the
simulacrum produced. Only one simulacrum can be controlled at
a time. If you cast this spell again, any currently active simulacra
are instantly destroyed.
The created simulacrum is the physical manifestation of
sin, and is therefore extremely vulnerable to repentance and
forgiveness. A simulacrum that enters in the aura of a lesser
atonement spell or similar magic is instantly destroyed.

253
Miraculous Items
them. Unless otherwise indicated, the character will use
Gifts from Above their own spellcasting ability, adding any bonuses granted
by the item. If the character has more than one spellcasting
Miraculous items will give characters abilities they ability, they may choose which one to use.
otherwise would not have access to. Rare items and Some magic items have “Charges” that must be
legendary artifacts are a great way to reward players at the expended to activate their properties. The number of
end of a difficult quest, and the abilities granted by these charges is known to the character when they attune to
items can contribute to a more interesting and rewarding the item, and they are also aware when the item regains
player experience. These items may be found in long-lost charges.
cliff side caverns, bargained for along the trade routes
through the wilderness, or won in battle against powerful
enemies. Items A-Z
What makes the magic items in this book unique is the All magic items used in this campaign setting are
depth of lore that comes with them. Most of these items presented here, in alphabetical order. The items description
are directly referenced in the Bible, and the abilities they will give the item’s name, its category, its rarity, and its
grant are inspired by the stories from which they are taken. magical properties.
The history these items carry with them will make it all
the more exciting for player when a character discovers Amulet of Babel
Joseph’s Coat of Many Colors, or the Ark of the Covenant. Wondrous item, Rare
However, it is important to note that these items are an “Once the whole earth had one language, and the
OPTIONAL way to make the experience more immersive. same words.”
Characters do not need to find magic items in order to -Genesis 11:1
progress in the story. For more information about biblical While you wear this amulet you can understand any
or historical accuracy, see page 350. language, spoken or written. When you speak, any creature
that has the capacity to understand language can understand
Attunement you. While you can understand the literal meaning of words
written in any language, this item does not reveal hidden
Some items require a character to form a bond with them messages or the meaning of arcane symbols. This item does
before their special properties can be used. This attunement not give you the ability to write in other languages, only to
requires a character to spend a short rest focused only be understood when you speak.
on that item. This focus can be weapon practice, prayer,
meditation, or some other appropriate activity. If the short Amulet of Priestly Blessing
rest is interrupted, the attempt fails. Otherwise, at the end of Wondrous item, common
the short rest, the character is considered attuned to the item “The Lord bless you and keep you! The Lord let his
and has full knowledge of how the item is used, including face shine upon you, and be gracious to you! The
any command words or charges. Lord look upon you kindly and give you peace!”
An item can only be attuned to one creature at a time, -Numbers 6:24
and a creature can be attuned to no more than three items This simply wrought gold amulet dates back to the days
at a time. Attunement to an item ends if the creature dies, in the desert, when God taught the words of the Priestly
or if another creature attunes to the item. A creature can Blessing to Aaron, who in turn passed them on to the
voluntarily end attunement by taking another short rest, priests of Israel.
unless the item is cursed. As an action, you may speak the words of the Priestly
Blessing to activate the amulet. For the next hour you
Using Items are under the effects of the Bless spell, (no concentration
required). You may not use the amulet again until after
Some items allow the character to cast spells through finishing a short or long rest.

254
The Ark of the Covenant
Wondrous item, artifact
“By this you shall know that the living God is among
Ark of the
you... The ark of the covenant of the Lord shall pass Covenant
before you into the Jordan.”
-Joshua 3:10

This gold-plated wooden chest is undoubtedly the


most sacred and powerful artifact in existence. Built to
specifications under the leadership of Moses himself, the
ark contains the original stone tablets on which
God wrote the Ten Commandments,
as well as a jar holding Manna from the desert. These
items symbolize God’s faithfulness and physical
presence to the Israelites wandering the Wilderness of Zin,
and continued to represent connection to God to the Jews
hundreds of years later.
Believed to be responsible for numerous military
victories over the years, the Ark became sought as a
weapon of immeasurable power, even by those who did for the Ark’s Holy Aura. A creature that manages to
not share the faith of the Jewish people. Discord turned successfully open the lid takes 98 (28d6) Radiant damage
to war, and the great temple of Solomon was eventually and must succeed in a Constitution saving throw (DC 22)
razed by the Babylonian empire. Some believe the Ark was or die instantly. The inside of the Ark, in stark contrast to
destroyed along with the temple; others hold on to hope its ornate exterior, is modestly lined with simple acacia
that the Ark was hidden by persons unknown and that it wood. The Ark contains two stone tablets and a small clay
may yet be kept safe. pot. The tablets bear ancient engravings, and a character
Holy Aura. A creature that comes within 10 feet of the who can read Hebrew knows that these are the Ten
Ark of the Covenant must succeed in a Wisdom saving Commandments. The clay pot contains a white, bread-like
throw (DC 20) or fall under the influence of the Ark’s Holy substance. This is Manna that was taken from the desert,
Aura. A creature who resists the aura must repeat the save miraculously preserved after over 1000 years.
for every 1 minute they spend within 10 feet of the Ark. Lair Action. If the creatures bearing the Ark of the
The effects of the Holy Aura last until the creature has been Covenant enter combat in defense of the Ark, they gain the
away from the Ark for 24 hours. benefits of the Ark’s lair action. On initiative 20, a bolt of
Properties of the Holy Aura. While a creature is lightning flashes down from above, as though cast from the
under the influence of the Holy Aura, it is affected in the Call Lightning Spell at 3rd level. The lightning targets a
following ways: random enemy within 60 feet.
• You are immediately aware of God’s presence, even if Destroying the Ark. According to legend, it is
you did not previously believe in God. impossible to truly destroy the Ark. However, damage
• Your alignment changes to Good (you regain your old from a spell of 8th level or higher, or an attack from a
alignment after the effects of the aura fade). +4 legendary weapon will destroy the Ark for 1d10 x
• You are immune to all diseases and poisons. 100 years. After that time, the Ark will reappear in an
• You are immune to being Charmed, Frightened, or abandoned dungeon somewhere in the world, waiting to be
Possessed. discovered by someone who is worthy.
• You become aware that opening the lid of the Ark
would be disrespectful. While you remain under the Bag of Holding
influence of the Holy Aura, you are incapable of Wondrous item, uncommon
attempting to open the lid.
Then Joseph said to his steward,
• You are compelled to keep the Ark safe and to find it “Fill their bags with as much as they can carry.”
a new resting place. You are unable to focus on any Genesis 44:1
other long term goals until the Ark is safely hidden
from those who would misuse it. This bag has an interior space considerably larger than
Opening the Ark’s Lid. A creature who attempts to its outside dimensions, roughly 2 feet in diameter at the
open the lid must immediately repeat the saving throw mouth and 4 feet deep. The bag can hold up to 500 pounds,

255
not exceeding a volume of 64 cubic feet. The bag weighs Belt of Truth
15 pounds, regardless of its contents. Retrieving an item
from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and Belt of Truth
is destroyed, and its contents are lost. If the bag is turned Wondrous item, rare (Requires attunement)
inside out, its contents spill forth, unharmed, but the bag “Stand therefore, and fasten the Belt of Truth
must be put right before it can be used again. Breathing around your waist.”
creatures inside the bag can survive up to a number of -Ephesians 6:14
minutes equal to 10 divided by the number of creatures
This ornate silver belt fits comfortably around the waist,
(minimum 1 minute), after which time they begin to
and seems to pulse with divine energy. While wearing this
suffocate.
belt, you gain the following benefits:
This item is derived from the “Bag of Holding” in the SRD 5.1 and reproduced under the OGL.
• Your Charisma score increases by 2, to a maximum
Bead of Force of 20.
Wondrous item, rare
• You have advantage on Charisma (Persuasion)
checks when you are telling the truth.
This small black sphere measures 3/4 of an inch in • You have advantage on Wisdom (Insight) checks to
diameter and weighs an ounce. detect a lie.
You can use an action to throw the bead up to 60 feet. • Once per day, you may use an action to cast the
The bead explodes on impact and is destroyed. Each Zone of Truth spell from the belt.
creature within a 10-­foot radius of where the bead landed
must succeed on a DC 15 Dexterity saving throw or take Boots of Chinese Silk
5d4 force damage. A sphere of transparent force then Wondrous item, uncommon
encloses the area for 1 minute. Any creature that failed
These finely crafted boots are made from comfortable
the save and is completely within the area is trapped
Chinese silk. While you wear these boots, you have
inside this sphere. Creatures that succeeded on the save,
advantage on Dexterity (Stealth) checks that rely on
or are partially within the area, are pushed away from the
moving silently.
center of the sphere until they are no longer inside it. Only
breathable air can pass through the sphere’s wall. No attack
Boots of Hinds’ Feet
or other effect can.
Wondrous item, uncommon (requires attunement)
An enclosed creature can use its action to push against
the sphere’s wall, moving the sphere up to half the “God will make my feet like hinds’ feet, and let me
walk upon the high places.
creature’s walking speed. The sphere can be picked up, and
-Habakkuk 3:19
its magic causes it to weigh only 1 pound, regardless of the
weight of creatures inside. While you wear these boots, your walking speed
This item is derived from the “Bead of Force” in the SRD 5.1 and reproduced under the OGL. becomes 40, unless your normal walking speed is higher.
You also gain the ability to jump up to 20 feet vertically
Belt of Samson’s Strength and 40 feet horizontally.
Wondrous item, very rare (Requires attunement)
“Lord God remember me! Strengthen me only this
Boots of the Gospel
once that I may avenge myself” Wondrous item, very rare (requires attunement)
-Judges 16:28 “Prepare your feet to spread the Gospel.”
-Ephesians 6:15
This worn leather belt once belonged to the infamous
judge of Israel, Samson. Endowed with superhuman These boots allow you to move with the speed of good
strength from God, Samson performed many great feats news. While wearing them, you can use an action to cast
in combat, but eventually met his downfall when he broke the Teleport spell from them. Once you have used this
his Nazirite vow. Hopefully the new owner of this belt will feature, you cannot do so again until the following day at
come to happier end. dawn.
While attuned to the Belt of Samson’s Strength, your
Strength score changes to 22. If your Strength score is Bracers of Archery
already 22 or higher, the belt has no effect on you. Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with

256
Boots of Breastplate of
Hinds’ Feet Righteousness

Boots of the
Gospel
Censer of
Atonement

the longbow and shortbow, and you gain a +2 bonus to


damage rolls on ranged attacks made with such weapons.
This item is derived from the “Bracers of Archery” in the SRD 5.1 and reproduced under the OGL.

Bracers of Defense Size Capacity Speed


Wondrous item, rare (requires attunement)
3 ft. x 5 ft. 200 lb. 80 ft.
While wearing these bracers, you gain a +2 bonus to AC 4ft. x 6ft. 400 lb. 60 ft.
if you are wearing no armor and using no shield. 5 ft. x 7 ft. 600 lb. 40 ft.
This item is derived from the “Bracers of Defense” in the SRD 5.1 and reproduced under the OGL.
6 ft. x 9 ft. 800 lb. 30 ft.
This item is derived from the “Carpet of Flying” in the SRD 5.1 and reproduced under the OGL.
Breastplate of Righteousness
Armor (light, medium, or heavy), legendary (Requires attunement) Censor of Atonement
“Stand therefore, and put on the Breastplate of Wondrous item, rare
Righteousness.”
“These are the offerings by fire that you are to
-Ephesians 6:15
present to the Lord.”
This ornate silver breastplate is surprisingly light and -Numbers 28:3
bears writing in an angelic script that you cannot read. This ritual censor was constructed in ancient times to
While wearing this armor, you gain the following benefits: atone for certain kinds of sins that the Israelites were prone
• You have a +2 bonus to AC. to committing. By making a burnt offering of the correct
• Any critical hit against you counts as a regular hit. component from the table below, you may cast the Lesser
• You are resistant to Radiant and Necrotic damage. Atonement spell from this item. The component used in the
burnt offering is consumed.
Carpet of Flying
Wondrous item, very rare Sin Burnt Offering
You can speak this carpet command word as an action to Envy A rare, or rarer magic item
make the carpet hover and fly. It moves according to your Greed A gem worth 500 gp or more
spoken directions, provided that you are within 30 feet of Gluttony The fangs of a Dragon
it. Four sizes of carpet of flying exist. The GM chooses the
Lust The heart of a creature killed in self-defense
size of a given carpet or determines it randomly. A carpet
Pride The spellcasting focus of the caster
can carry up to twice the weight shown on the table, but it
flies at half speed if it carries more than its normal capacity. Sloth A stone taken from the peak of a mountain
Wrath The tears of a unicorn, freely given

257
Circlet of Solomon’s Wisdom This garment is clearly used and very old, but also pulses
Wondrous item, legendary (requires attunement) with an aura of divine magic.
“God gave Solomon wisdom, exceptional
Joseph, the dreamer, was gifted this colorful garment
understanding and knowledge, as vast as the sand on much to the envy of his brothers. Jealous of his gifts for
the seashore.” interpreting dreams, they sold him into slavery and dipped
-1 Kings 5:9 the coat in goat’s blood to make it appear as though he had
While wearing this circlet, your Wisdom score becomes been killed. Over thousands of years, the Coat of Many
27. If your Wisdom is already equal to or greater than 27, Colors has passed from one owner to the next, and along
the item has no effect on your Wisdom score. with it, a blessing from God that allows the wearer the gift
As a bonus action, you can move the concentration of a of dreams.
spell you have already cast to the circlet, which maintains While wearing this Coat, you can cast the spell Dream
the concentration for you. This allows you to concentrate from it, requiring no material components. Once you have
on up to two spells simultaneously. You may still need used this feature, you cannot do so again for 1d4 days.
to make saving throws to maintain concentration on a Each time you sleep while wearing this Coat, there is a
spell maintained by the circlet, and if you fail to maintain 25% chance that you receive a prophetic dream. This dream
concentration, the spell ends as normal. Ending a spell is chosen by the GM, or determined randomly by rolling on
maintained by the circlet takes a bonus action. the Visions table on page 136. The dream is always truthful,
but its meaning is likely hidden behind symbolism and
Cleopatra’s Brooch cryptic imagery.
Wondrous item, very rare (requires attunement)
Cursed Silver Pieces
“I will not be triumphed over.” Wondrous item, uncommon (cursed)
-Cleopatra
“They paid him 30 pieces of silver, and from that time
This beautiful brooch of Egyptian design is shaped like on he looked for an opportunity to betray Jesus.”
a blue and gold scarab beetle. The brooch has 3 charges. -Matthew 26:15
If you fail a saving throw, you may use your reaction to These coins appear just like any other currency in the
expend 2 charges and turn the failed save into a successful middle kingdoms, but they hide a dark secret. It took the
one. The brooch regains 1d3 charges daily at dawn. demon named Legion years of dark rituals in the caverns
under the Dead Sea to produce these coins, and they are
Coat of Many Colors now in circulation throughout Judea.
Wondrous item, very rare (requires attunement)
Curse. A creature that touches a cursed silver piece must
“Now Israel loved Joseph... and made for him a make a Wisdom saving throw (DC 16) or become Cursed
Coat of Many Colors.”
by Legion. While the target is Cursed in this way, the target
-Genesis 37:3
is under the effects of the Induce Envy spell, with the object
Faintly visible in the patchwork design of this colorful of its envy being: “the Messiah.” Until the Curse ends, if
garment is an old stain of what appears to be goat’s blood.

Coat of
Many Colors

Cleopatra’s
Brooch

Circlet of
Solomon’s Wisdom

258
This magic item belonged to David, king of Israel and
Cursed Player Characters the most famous psalmist of all time. While playing this
instrument you may use an action to cast a spell from the
There are several ways to handle a player character who has
become cursed by these silver pieces. If the player enjoys role-
list below. Each spell may be cast only once per day, and all
playing, it may be fun to let the player in on the curse and allow spells are regained each day at dawn. The spells use your
them to role-play the curse in their own way. However, if you normal spellcasting ability and spell save DC.
think a player may be hesitant or unsure about how to play a 1/Day each: Glibness, Irresistible Dance, Sending.
cursed character, then it may be best to keep the curse a secret.
Allow the player to move forward as they normally would, Dove’s Hope
unaware of the fact that their saving throw was a failure. Then, Wondrous item, very rare (requires attunement)
wait for an opportunity to present itself before announcing
that the character is under a Suggestion spell and giving them “The dove came back to Noah in the evening, and
directions for how to proceed. there in its beak was a freshly plucked olive branch.”
-Genesis 8:11

This item appears to be a simple branch from an olive


the creature becomes aware of the identity of the Messiah,
tree. However, upon touching it you suddenly feel that it
it will actively work to bring about the Messiah’s downfall.
exudes a feeling of pure hope. This is, in fact, the olive
Additionally, while the target is Cursed in this way, Legion
branch that was brought back to Noah on the Ark at the
can use an action to take control of the creature’s body as
conclusion of the great flood. In this simple branch the
though through the Dominate Person spell. This use of the
dove carried the hope of the human race. Although Noah
Dominate Person spell requires Legion’s concentration,
discarded this branch as he rushed out of the ark onto dry
but ignores range and duration restrictions as long as the
land, the divine magic infused in this branch has preserved
creature is Cursed.
it. Even today, thousands of years later, it still appears
Ending the Curse. The Curse lasts until it is dispelled,
green and healthy, as though freshly plucked from a tree.
or until the Messiah is arrested by Legion’s allies, at which
If you are within 30 feet of it, you can use your bonus
time he will release all creatures under his curse. The curse
action to speak its command word and cause the Beacon
can also be ended by a Remove Curse spell or similar. If
of Hope spell to be cast from it. When cast in this way,
this curse is removed from the creature, a swarm of fiendish
the spell’s range increases to 60 feet, and its duration
swine appear in an unoccupied space within 30 feet and
increases to 1 hour. While the spell is in effect, the olive
move at full speed into the nearest body of water.
branch begins to hover 5 feet off of the ground, leaving
your hands free. It continues to hover within 20 feet of you.
David’s Harp
If you move more than 20 feet from the hovering branch,
Wondrous item, Legendary (requires attunement by a Bard)
it follows you until it is within 20 feet of you, taking the
“David and all the house of Israel danced before shortest route to do so.
the Lord with all their might, with singing, and with
lyres..”
Once you have used this feature, you cannot do so again
-2 Samuel 6:5 until the following day at dawn.

David’s
Harp Dove’s Hope

Cursed Silver
Pieces

259
Dust of Disappearance remove the stopper, a cloud of thick smoke pours out in a
Wondrous item, uncommon 60-­foot radius from the bottle. The cloud’s area is heavily
Found in a small packet, this powder resembles very fine obscured. Each minute the bottle remains open and within
sand. There is enough of it for one use. When you use an the cloud, the radius increases by 10 feet until it reaches its
action to throw the dust into the air, you and each creature maximum radius of 120 feet.
and object within 10 feet of you become invisible for 2d4 The cloud persists as long as the bottle is open. Closing
minutes. The duration is the same for all subjects, and the the bottle requires you to speak its command word as an
dust is consumed when its magic takes effect. If a creature action. Once the bottle is closed, the cloud disperses after
affected by the dust attacks or casts a spell, the invisibility 10 minutes. A moderate wind (11 to 20 miles per hour) can
ends for that creature. also disperse the smoke after 1 minute, and a strong wind
This item is derived from the “Dust of Disappearance” in the SRD 5.1 and reproduced under the OGL.
(21 or more miles per hour) can do so after 1 round.
This item is derived from the “Eversmoking Bottle” in the SRD 5.1 and reproduced under the OGL.

Efficient Quiver
Wondrous item, uncommon Eyes of the Eagle
Wondrous item, uncommon (requires attunement)
Each of the quiver’s three compartments connects to
an extra-dimensional space that allows the quiver to hold These crystal lenses fit over the eyes. While wearing
numerous items while never weighing more than 2 pounds. them, you have advantage on Wisdom (Perception) checks
The shortest compartment can hold up to sixty arrows, that rely on sight. In conditions of clear visibility, you can
bolts, or similar objects. The mid-size compartment holds make out details of even extremely distant creatures and
up to eighteen javelins or similar objects. The longest objects as small as 2 feet across.
compartment holds up to six long objects, such as bows, This item is derived from the “Eyes of the Eagle” in the SRD 5.1 and reproduced under the OGL.

quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so Gem of Brightness
from a regular quiver or scabbard. Wondrous item, uncommon
This item is derived from the “Efficient Quiver” in the SRD 5.1 and reproduced under the OGL.
This prism has 50 charges. While you are holding it, you
Egyptian Armor can use an action to speak one of three command words to
Armor (medium or heavy), uncommon cause one of the following effects:
• The first command word causes the gem to shed
Egyptian-made armor is light and flexible enough to bright light in a 30-­‐‑foot radius and dim light for
be worn under normal clothes. If the armor would normal an additional 30 feet. This effect doesn’t expend a
impose disadvantage on Dexterity (Stealth) checks, the charge. It lasts until you use a bonus action to repeat
Egyptian armor doesn’t. the command word or until you use another function
This item is derived from the “Mithral Armor” in the SRD 5.1 and reproduced under the OGL.
of the gem.
Esau’s Bow • The second command word expends 1 charge and
Weapon (longbow), rare (requires attunement) causes the gem to fire a brilliant beam of light at
one creature you can see within 60 feet of you. The
“Esau was a skillful hunter, a man of the open
country.” creature must succeed on a DC 15 Constitution
-Genesis 8:11 saving throw or become blinded for 1 minute. The
creature can repeat the saving throw at the end of
Esau was renowned for his skill as a hunter. His weapon each of its turns, ending the effect on itself on a
of choice was longbow, and according to legend it was so success.
powerful that he was the only one who could string and • The third command word expends 5 charges and
unstring it. causes the gem to flare with blinding light in a 30-­‐‑
You gain a +2 bonus to attack and damage rolls made foot cone originating from it. Each creature in the
with this weapon. cone must make a saving throw as if struck by the
As a bonus action, you may cast Hunter’s Mark from beam created with the second command word.
Esau’s Bow (no concentration required). When all of the gem’s charges are expended, the gem
Eversmoking Bottle becomes a nonmagical jewel worth 50 gp.
Wondrous item, uncommon This item is derived from the “Gem of Brightness” in the SRD 5.1 and reproduced under the OGL.

Smoke leaks from the lead-­stoppered mouth of this brass


bottle, which weighs 1 pound. When you use an action to

260
and the rededication that followed this victory formed the
Gladius of foundation for a celebration that would eventually become
the Centurion known as Hanukkah.
You gain a +2 bonus to attack and damage rolls made
with this magic weapon. You are also immune to the
Frightened condition while you wield the Hammer of
Maccabeus.
While holding the hammer aloft, you can use a bonus
Gladius of the Centurion action to cause the hammer to emit radiant light. Each
Weapon (shortsword or longsword), uncommon
creature within 30 feet that can see you must succeed on a
You gain a +1 bonus to attack and damage rolls made DC 15 Wisdom saving throw or become frightened of you
with this magic weapon. for 1 minute. While it is Frightened in this way, a creature
must spend its turns trying to move as far away from you
Gloves of Swimming and Climbing as it can, and it can’t willingly move to a space within 30
Wondrous item, uncommon (requires attunement) feet of you. It also can’t take reactions. For its action, it can
use only the Dash action or try to escape from an effect that
While wearing these gloves, climbing and swimming do
prevents it from moving. If it has nowhere it can move, the
not cost you extra movement, and you gain a +5 bonus to
creature can use the Dodge action. At the end of each of
Strength (Athletics) checks made to climb or swim.
its turns, a creature can repeat the saving throw, ending the
This item is derived from the “Gloves of Swimming and Climbing” in the SRD 5.1 and reproduced under the OGL.
effect on itself on a success.
Once you have used this feature, you cannot do so again
Goggles of Night until you finish a Long or Short rest.
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision Helm of Salvation
out to a range of 60 feet. If you already have darkvision, Wondrous item, very rare (requires attunement)
wearing these goggles increases its range by 60 feet.
“Take your stand against the Devil’s schemes...
This item is derived from the “Goggles of Night” in the SRD 5.1 and reproduced under the OGL.
Put on the Helm of Salvation.”
-Ephesians 6:11, 6:17
Goliath’s Greatsword
Weapon (greatsword), very rare (requires attunement) While you are wearing this helm, you have advantage on
Taking up the sword of Goliath the Giant, David
all saving throws.
said, “there is none like it.” The Helm of Salvation has 3 charges. When a creature
-1 Samuel 21:10 you can see fails a saving throw, you may use your reaction
and expend a charge to cause the creature to reroll the
You gain a +2 bonus to attack and damage rolls made
saving throw. They must use the second roll. All charges
with this magic weapon. In addition, Goliath’s Greatsword
are regained at dawn the following day.
ignores any resistance to slashing damage.
When you roll a 20 on an attack roll with this weapon,
the target takes an additional 4d8 slashing damage.

Hammer of Maccabeus
Weapon (any hammer), rare (requires attunement) Helm of
Salvation
“When the army realized that it was Maccabeus,
they fled before him.”
-1 Maccabees 5:34

The warhammer of the great rebel known as Maccabeus


has a valiant history. The great warrior of the Jewish
people fought furiously in defense of the temple. When
faced with overwhelming odds he refused to retreat, and
when Maccabeus was finally slain, he took thousands
of enemies with him. Although it claimed his life, the
conquest of Maccabeus led to the recovery of the Temple,

261
Holy Ground in this way may only be used by the creature to whom they
Location, artifact were gifted. These items magically vanish and return to the
“Remove the sandals from your feet, for the place
Font of Blessings if their wielder dies.
where you stand is Holy Ground.”
-Exodus 3:5 d12 Font of Blessings
1 You gain proficiency in all abilities.
Once in a millennium, an event takes place that alters
the entire course of human history. God speaks to Moses, 2 Your hit point maximum increases by 25.
and gifts him with the divine law, inscribed on stone 3 You receive the Ring of Shadrach’s Faith.
tablets; an angel wrestles with Jacob to challenge his 4 You gain Truesight to a range of 30 feet.
destiny; Noah’s ark comes to rest on dry land, fulfilling 5 You receive the Breastplate of Righteousness.
God’s promised to preserve humanity. These events are 6 You are immune to all poison and disease, and
so holy and significant that they bend the fabric of reality, you have advantage on all Constitution saving
infusing the very earth and stones of a location with divine throws
energy. These locations are forever changed to become 7 Your receive David’s Lyre.
Holy Ground. 8 Choose a spell of 4th level or lower. You can now
Holy Ground normally occurs as an effect of God, or cast this spell at its base level once per day with-
a powerful divine messenger, physically appearing on out expending a spell slot.
earth to deliver a message (such as through the Burning 9 You receive The Judge.
Bush). However, it may also occur as a consequence of a 10 Attack rolls against you have disadvantage.
significant human action that aligns with God’s will in a
11 You receive Miriam’s Cup.
powerful way. Either way, locations like these are forever
altered in specific ways. 12 You receive the Staff of Moses.
A creature that enters Holy Ground for the first time
is immediately aware, as though through the Detect Evil
Jael’s Dagger
Weapon (dagger), very rare (requires attunement)
and Good spell, that this location has been consecrated by
divine magic. A good-aligned creature who merely enters Jael crept silently up to Sisera. She stabbed him
through his head, and he died.
this area on their turn, or begins their turn there, gains the
-Judges 4:21
benefits of a short rest. A good-aligned creature that takes a
short rest here receives the benefits of a long rest, and may Jael was the original rogue. In a time when combat
also gain further benefits, detailed below. was dominated by men who boasted openly about feats
A neutral aligned creature does not receive these of strength, she came out victorious through the use of
benefits, but can still enter the space and otherwise deception and stealth. Assassinating commander Sisera
treats the space as normal. An evil-aligned creature feels while he slept, Jael effectively won the war for the Israelite
compelled to leave the space immediately and must people, and did so without risking any lives but her own.
concentrate (as though concentrating on a spell) in order to You gain a +3 bonus to attack and damage rolls made
remain near space that is considered Holy Ground. with this magic weapon. A target who is Surprised by your
Benefits of Holy Ground attack must make a DC 17 Constitution saving throw,
Creatures who spend a prolonged period of time in this taking additional 6d6 piercing damage on a failed save, or
space will discover that they do not need food or water for half as much on a success.
as long as they remain in the space. A creature who spends
a short rest in prayer, meditation, or study of the scriptures Jokoto
may attempt a DC 20 Grace check (or Wisdom check). On Weapon (shortsword or longsword), rare
a success, the creature receives a benefit from the “Font of “Before you embark on a journey of revenge,
Blessings” table, as chosen by the GM. Alternatively, the dig two graves.”
item can be chosen randomly, but the result should be re- -Confucius
rolled if the blessing is detrimental to, or unusable by, the This early predecessor of the katana is of east Asian
recipient. design. These straight, single-edged, steel blades are
If an item is received through the Font of Blessings, forged and sharpened through a ritual that is much more
the item appears hovering in the space in front of them. The time-consuming than traditional methods, but produces
creature is automatically attuned to any item received this a superior weapon. The Jokoto of the Han dynasty are
way. A creature may only receive a benefit from the Font characterized by an ornamental ring on the pommel, that
of Blessings once in their lifetime, and any items received

262
sometimes also bears the crest of a particular faction or its mouth as cracks begin to form in the ground and
military unit. The sword is incredibly sharp, light, and easy surrounding structures. Each creature in a 60-foot cone
to wield. must make a Constitution saving throw. A creature takes
You gain a +3 bonus to attack and damage rolls with this 8d8 thunder damage on a failed save, or half as much on
magic weapon. Additionally, while you wield this weapon, a successful one. Constructs must make this saving throw
you can speak, read, and write Chinese. with disadvantage. Joshua’s Trumpet deals double damage
to objects not currently worn or carried and structures (such
Joseph’s Silver Goblet as walls).
Wondrous item, rare (requires attunement by a spellcaster) Once blown, this special action cannot be used again
“Is this not the silver goblet of Joseph, until the following day at dawn. Until then, the trumpet
which he uses for divination?” functions as a normal trumpet.
-Genesis 44:5

This goblet is made of silver and inlaid with intricate


The Judge
Weapon (longbow), legendary (requires attunement)
Egyptian artwork along its surface. While attuned to
this magic item, you can use an action to cast the spell “He has bent His bow and made it ready. He has
prepared for Himself deadly weapons; He makes
Divination from it, without requiring material components.
His arrows fiery shafts.”
Once you have used this feature, you cannot do so again -Psalm 7:12
until you finish a Long Rest.
The surface of this longbow is etched with markings
Joshua’s Trumpet in an ancient Hebrew dialect. A character that can read
Wondrous item, rare Hebrew knows that these are the names of famous judges
“At the sound of the trumpet, the wall collapsed and
from the early days of Israel in Canaan. Among these
they took the city.” names are Deborah, Gideon, and Samson.
-Joshua 6:20 According to legend, this bow miraculously presents
itself to a Judge in times of great need. Any person chosen
This trumpet is made from a curved ram’s horn and by God for a mission of great importance may wield The
hangs from a worn leather strap. This relic dates back to Judge, gaining the following benefits.
the original conquest of Canaan when the Israelites were • Your Dexterity score increases by 2, as does your
led by Joshua. When the Israelites came up against the maximum for that score.
impenetrable walls of the city of Jericho, Joshua instructed • You gain a +2 bonus to attack and damage rolls
the people to blow trumpets and shout. The trumpet blasts, made with this weapon.
imbued with the power of the Israelite’s faith in God, • The Judge has 3 charges. As a bonus action you may
shattered the walls of Jericho, winning a decisive victory expend a charge to cause the next arrow you fire to
and turning the tides of war. burst into flame on impact. A target hit by this arrow
As an action, you may blow into the trumpet, causing takes an additional 4d6 fire damage. All charges are
an intense and painfully loud sound to emanate from regained the following day at dawn.

Joshua’s
Jael’s Trumpet
Dagger Jokoto

263
“Vav.” The tattoo is inscribed as part of a ritual that marks
you as a descendant of Cain, the first murderer. God placed
Khopesh of a mark similar to this one on the forehead of Cain, as a
Conquest warning to anyone who would do him harm. You can
cast the spell Mark of Cain form this tattoo, requiring no
material components. Once you have used this feature, you
cannot do so again until you finish a Long Rest.

Mark of the Guardian Tattoo


Wondrous item, Rare (requires attunement)
This is tattoo is a sequence of symbols and letters in
a celestial script that spells out the true name of your
Khopesh of Conquest Guardian Angel. Once per day, you can touch the tattoo
Weapon (any sword), rare (requires attunement) and cause an Angel Guardian to appear in an unoccupied
This sword is of Egyptian make, with Old Egyptian space within 30 feet, as though through the Summon Angel
markings along the hilt and blade. You gain a +1 bonus to spell. The angel is friendly to you, but does not follow
attack and damage rolls with this magic weapon. your commands and is under no obligation to act in any
The Khopesh has 6 charges. When you hit a target with particular way. The angel remains in its physical form for 1
a melee attack, you can expend up to 3 charges. For each minute and then returns to the spiritual realm. Once you use
charge you expend, the target takes an extra 1d8 necrotic this feature, you cannot use it again until dawn the next day.
damage. All expended charges are regained daily at dawn.
Medallion of Gomorrah
Lydia’s Purple Cloak Wondrous item (cursed), rare (requires attunement)
Wondrous item, rare (requires attunement) Gomorrah was destroyed, but Lot’s wife looked back,
and was turned to a pillar of salt.
This masterwork garment is made of finely woven silk -Genesis 19:26
that has been dyed royal purple. While wearing it, you gain
the following benefits: Although the actual location of the city has been lost
• You have advantage on Persuasion checks to history, a small piece of stone from the infamous city
• You have a +1 bonus to AC and saving throws. of Gomorrah was preserved inside of this medallion.
• You have resistance to poison damage. According to legend, anyone who looks at the stone
directly will suffer the same fate as Lot’s unfortunate wife.
Mace of the Exorcist As an action, you may open the small door in the front
Weapon (mace), rare (requires attunement) of the medallion, revealing the stone of Gomorrah to a
creature within 60 feet. If the creature can see you, it must
You have a +1 bonus to attack and damage rolls made
make a DC 16 Constitution saving throw. On a failed save,
with this magic weapon. This bonus becomes a +3 for
it becomes restrained as its body begins to slowly turn to
attack and damage rolls that target fiends or undead.
salt. On a successful save it is unaffected.
While holding this magic item, you can cast the spell
A creature that is restrained by the effects of the
Dispel Evil and Good from it, no concentration required.
medallion must repeat the saving throw at the beginning
Once you have used this feature, you may not do so again
of each of its turns. If it saves three times, the effect ends
until you finish a Long Rest.
and its body returns to normal. If it fails three times, it is
transformed into a pillar of salt permanently. The successes
Mantle of Spell Resistance and failures do not need to be consecutive.
Wondrous item, rare (requires attunement)
Once the medallion has been used in this way, it may not
You have advantage on saving throws against magic and be used again until the following day at dawn.
the effects of magic while you wear this cloak. Curse. The stone that resides in this medallion is cursed,
This item is derived from the “Mantle of Spell Resistance” in the SRD 5.1 and reproduced under the OGL. and attuning to it extends the curse to you. As long as you
remain cursed you are unwilling to part with the medallion,
Mark of Cain Tattoo wearing it at all times. You also start to have dreams of a
Wondrous item, Rare (requires attunement) city you have never visited and feel strangely homesick, as
This is a tattoo on the forehead of the Hebrew letter though this city is your true home. Your obsession with this

264
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
Medallion of
Gomorrah While this pearl is on your person, you can use an action
to speak its command word and regain one expended spell
slot. If the expended slot was of 4th level or higher, the new
slot is 3rd level. Once you use the pearl, it can not be used
again until the next dawn.
This item is derived from the “Pearl of Power” in the SRD 5.1 and reproduced under the OGL.

Periapt of Health
Wondrous item, uncommon
You are immune to contracting any disease while
you wear this pendant. If you are already infected with a
Miriam’s
disease, the effects of the disease are suppressed you while
Cup
you wear the pendant.
This item is derived from the “Periapt of Health” in the SRD 5.1 and reproduced under the OGL.

city begins to affect your focus, and you have disadvantage Persian Arrows
on all Wisdom saving throws. Weapon (arrows), uncommon

Miriam’s Cup You have a +1 bonus to attack and damage rolls made
Wondrous item, legendary (requires attunement)
with this piece of magic ammunition. Once it hits a target,
the ammunition is no longer magical.
Miriam died, and from that day forward there was
no water for the congregation.
-Numbers 20:1
Persian Chain
Armor (chain shirt), rare
This small stone vessel is hewn from granite with
You gain a +1 bonus to AC while you wear this armor.
primitive tools. If you were not aware of its history, it
You are considered proficient with this armor even if you
would be easy to overlook this item as a useless relic of
lack proficiency in medium armor.
ancient times. However, this was once the most powerful
item carried by the Israelite leader named Miriam. Potion of Healing
Along with Moses and Aaron, Miriam was one of Potion, Common
the great leaders of the Israelite people in their journeys
through the Wilderness of Zin, and it was from her that the The red liquid in this bottle shimmers when agitated.
people received the gift of water. While attuned to the cup, You regain 2d4+2 hit points when you drink this potion.
you gain the following benefits: This item is derived from the “Potion of Healing” in the SRD 5.1 and reproduced under the OGL.

• The small stone vessel always appears empty, but


by speaking the command word and tipping it Potion of Resistance
sideways, fresh water pours out of it. Potion, uncommon
• You gain innate control over water at all times, When you drink this potion you gain resistance to one
as though through the Control Water spell (no type of damage for one hour. The GM chooses the type of
concentration required). damage. One time use.
• As an action, you may throw the cup up to 30 feet This item is derived from the “Potion of Resistance” in the SRD 5.1 and reproduced under the OGL.
away, where it immediately sinks into the ground.
Water begins to well up from this point, until it has Potion of Water Breathing
created a pool 20 feet in diameter and 10 feet deep. Potion, uncommon
Retrieving the cup takes an action, and after the cup
has been retrieved, the pool of water immediately You can breathe underwater for 1 hour after drinking
disperses. this potion. Its cloudy green fluid smells of the sea and has
a jellyfish-like bubble floating in it.
This item is derived from the “Potion of Water Breathing” in the SRD 5.1 and reproduced under the OGL.

265
Rebekah’s Cloak effect on a successful saving throw (such as banishment or
Wondrous item, rare polymorph), and cannot be used to recover a spell that has
Rebekah covered Jacob with a cloak and made him
an effect (such as dealing half damage) on a failed saving
look like his brother, Esau. throw. If a spell has more than one target (such as slow), all
-Genesis 27:15 of the targets must succeed on their saving throw in order to
recover the spell.
While wearing this cloak of animal furs, you may use an
action to cast the Disguise Self spell from it at will. Ring of the Pharaoh
Ring, Rare (requires attunement)
Ring of Daniel’s Faith
Ring, rare (requires attunement) Pharaoh took off his signet ring and put it on
Joseph’s finger.
“God sent angels to close the lions’ mouths -Genesis 41:42
so that they have not hurt me”
-Daniel 6:23 While wearing this ring, your Charisma score increases
by 2, as does your maximum for that score. If you wear the
This ring has 2 charges, and it regains 1d2 expended
ring openly while in the region of Egypt, you may make all
charges daily at dawn. While wearing the ring, you can
Charisma checks with advantage.
use an action to expend 1 of its charges to cast one of the
following spells:
• Animal Friendship (DC 16)
• Animal Messenger
Ring of
Ring of Feather Falling Shadrach’s Faith
Ring, rare (requires attunement)
“The hands of angels will support you,
lest you dash your foot against a stone.”
-Psalm 91:12
Ring of
When you fall while wearing this ring, you descend 60 Daniel’s Faith
feet per round and take no damage from falling.
This item is derived from the “Ring of Feather Falling” in the SRD 5.1 and reproduced under the OGL.

Ring of Shadrach’s Faith


Ring, legendary (requires attunement) Ring of
He opened the white-hot furnace and Shadrach,
The Pharaoh
Meshach, and Abednego walked out of the fire.
-Daniel 3:93

This gold ring of Babylonian design is warm to the


touch and set with a red stone that seems to glimmer even
in dim light. While wearing this ring you have immunity to Ring of
fire damage. The Scapegoat

Ring of Second Chances


Ring, rare (requires attunement)
This ring can occasionally absorb the magical energy of
an unsuccessful spell, so that its power is not wasted. When
you cast a spell of 5th level or lower that has no effect if the Ring of
target succeeds on its saving throw, and the target’s saving Second Chances
throw is a success, you may use your reaction to recover
the spell, storing it in the ring. The spell remains stored in
the ring until you use an Action to cast it again. This ring
can only store one spell at a time.
This ring can only be used to recover a spell that has no

266
Ring of the Ram spells may not be cast when the staff is in serpent form.
Ring, rare (requires attunement) 1/Day each: Expeditious Retreat, Insect Plague, Pillar
of Cloud, Transubstantiation.
This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. While wearing the ring, you can Roman Armor
use an action to expend 1 to 3 of its charges to attack Armor (breastplate), uncommon
one creature you can see within 60 feet of you. The ring
produces a spectral ram’s head and makes its attack roll The Roman empire has some of the greatest blacksmiths
with a +7 bonus. On a hit, for each charge you spend, the in the world, and their armor is exceptional. This style of
target takes 2d10 force damage and is pushed 5 feet away armor, known as the Lorica Segmentata was made of a
from you. series of metal strips fastened together by leather straps to
Alternatively, you can expend 1 to 3 of the ring’s form an impenetrable, but still flexible, defensive layer.
charges as an action to try to break an object you can see Although the Parthians have used this style of armor for
within 60 feet of you that isn’t being worn or carried. The much longer than the Romans, the Romans have perfected
ring makes a Strength check with a +5 bonus for each it. By plating the outer layer of the armor with steel, Roman
charge you spend. smiths were able to make armor that was hardened against
This item is derived from the “Ring of the Ram” in the SRD 5.1 and reproduced under the OGL.
attacks, yet still flexible.
While you are wearing this armor, a critical hit against
Ring of the Scapegoat you becomes a normal hit.
Ring, uncommon (requires attunement)
Sarah’s Lucky Necklace
You gain a +1 bonus to AC and saving throws while Wondrous item, common (requires attunement)
attuned to this ring. In addition, you may cast the spell
“And now, Lord, I turn my face to you.”
Scapegoat at its base level from the ring, requiring no
-Sarah of Teredon
material components or concentration. Once you use this
feature you may not use it again until dawn the following This colorful piece of Jewelery was handcrafted by
day. Sarah with Teredian beadwork in a traditional Persian style.
Once per day, you may reroll one ability check or saving
Rod of Aaron throw. You must use the second roll. Once used in this
Staff, legendary (requires attunement by a spellcaster) way, you may not use the necklace again until dawn the
Aaron threw his staff down before Pharaoh and his following day.
servants, and it turned into a serpent.
-Exodus 7:10 Scimitar of Speed
Weapon (scimitar), very rare (requires attunement)
Most people remember Moses confronting Pharaoh to
negotiate the releases of the Israelite slaves, but far fewer You gain a +2 bonus to attack and damage rolls made
remember that his brother Aaron was beside him the whole with this magic weapon. In addition, you can make one
time. Charismatic and courageous, it was Aaron who often attack with it as a bonus action on each of your turns.
spoke at the court of the Pharaoh and even performed many This item is derived from the “Scimitar of Speed” in the SRD 5.1 and reproduced under the OGL.

miracles with his staff, known as the Rod of Aaron.


While attuned to the Rod of Aaron, your Charisma score
increases by 2, as does your maximum for that score. This
staff grants a +1 bonus to your spell attack rolls and spell
save DC.
As an action you may speak the staff’s command word
and throw it on the ground within 10 feet of you. The staff
becomes a Saraph Serpent under your control and acts on Rod of
your turn. You can issue mental commands to the serpent, Aaron
deciding what actions it takes and where it moves. If the
snake is reduced to 0 hit points, it reverts to its staff form
and the Rod of Aaron instantly reappears in your hand.
The Rod of Aaron can cast each of the following spells
once per day, requiring no material components and
without requiring concentration from the wielder. These

267
AC. You also have disadvantage on all Stealth checks.

Shield of the Spartan


Armor (shield), rare
The shields of Spartans figure prominently in legendary
tales. As masters of combat, a true Spartan only releases
their shield in death. While holding this shield, you have a
+2 bonus to AC.
Sica
Weapon (dagger), rare (requires attunement)
Sling of Slaying
You gain a +1 bonus to attack and damage rolls made Weapon, very rare (requires attunement)
with this magic weapon. During the first round of combat, David slung the stone, striking the Giant in the
you have advantage on attack rolls made against any forehead. There was a hush in the crowd as Goliath
creature that has not yet taken its turn. In addition, any hit fell face down on the ground.
you score against a Surprised creature is a critical hit. -1 Samuel 17:49

Any worthy soul who takes up this sling with faith in


Shield of Faith Lord has the power to conquer their enemies, no matter
Armor (shield), legendary (requires attunement) how overwhelming the odds may seem.
“Take the Shield of Faith, with which you will be You gain a +2 bonus to attack and damage rolls made
able to quench all the flaming arrows of the Evil with this magic weapon. If you score a critical hit against a
One.”
creature with fewer than 100 hit points, it must succeed on
-Ephesians 6:16
a DC 16 Constitution saving throw or die instantly.
While holding this shield, you have a +2 bonus to AC
and saving throws. You also have resistance to damage Song of Deborah
from ranged weapon attacks. Wondrous item, very rare
As a bonus action, you may cast the Shield of Faith spell “When I, Deborah, arose, I arose a mother to
from this item (no concentration required). You may also Israel.”
use a bonus action to change the target of the spell, but this -Judges 5:7
spell can only affect one target at a time. Carved into the surface of this ornate stone pedestal are
the lyrics to a 1000 year old song of victory. Written by
Shield of the Legionary the legendary judge and military commander, Deborah, it
Armor (shield), very rare
details the Israelite victory over the Canaanite commander
The shields of a Roman legion are like the walls of a Sisera at the battle of Mount Tabor.
fortress. While holding this shield, you have a +3 bonus to When you read the words of this beautiful and inspiring

Shield of
Faith Spear of
Leonidas

Shield of
The Spartan

268
song, you can tell that the words are charged with magic. If coils down the shaft of the staff, with its tail ending
you spend a total of 6 hours in meditation with the words just above the grip. The bronze figure of the serpent is
of Deborah’s song, your Charisma score permanently ancient, having been constructed by Moses himself in
increases by 2, as does your maximum for that score. The the wilderness of Zin. However, the pole it is affixed to
song then loses its magic, but slowly regains it over the is newer construction, as the original pole was shattered
course of 3d6 months. by King Hoshea shortly before Israel was conquered by
Babylon.
Spear of Leonidas The bronze serpent was later affixed to the top of a staff,
Weapon (spear), rare (requires attunement) and its current whereabouts are unknown. According to
You gain a +2 bonus to attack and damage rolls with legend, the bronze serpent symbolized the Israelite’s faith
this magic weapon. According to legend, this spear once in God, and was able to cure the afflictions of the Israelite
belonged to the legendary king of Sparta, Leonidas, who people.
died defending Greece from insurmountable odds. While you are attuned to the Staff of the Bronze Serpent,
When you hit a creature with an attack roll using this you are resistant to poison damage and have advantage on
spear, the creature takes and extra 1d6 Force damage and saving throws against becoming Poisoned.
must succeed on a DC 15 Strength saving throw, or be The staff has 9 charges. While holding this staff, you
knocked prone. can use an action to expend 1 or more of its charges to cast
one of the following spells from it, requiring no material
Staff of Moses components. The staff regains 3d6 expended charges daily
Staff, legendary (requires attunement) at dawn.
Detect Poison and Disease (1 charge), Mass Cure
“Moses stretched out his staff toward the sky, and the
Lord rained down hail and fire so fierce that nothing
Wounds (5 charges), Greater Restoration (5 charges),
like it had been seen before.” Protection from Poison (2 charges).
-Exodus 9:23
Staff of the Messenger
This knotted wooden staff appears ordinary in almost Staff, uncommon (requires attunement)
every way, as its original purpose was for guiding Midian
sheep through the wilderness. However, after Moses’s This rugged wooden staff appears to be a mundane
encounter with God in the burning bush, his simple walking stick. A powerful celestial enchantment hides
shepherd’s staff was transformed into one of the most the true nature of this weapon from even close physical
famous items of legendary power in history. It was with this inspection. This is the favored tool of Angel Messengers
staff that Moses rained down destruction upon Egypt and sent to earth in their human form. You can cast Message
parted the waters of the Red Sea.
This staff grants a +3 bonus to your spell attack rolls and
spell save DC.
The staff has 10 charges. While holding this staff, you
can use an action to expend 1 or more of its charges to cast
one of the following spells from it, using your spell save
DC and spell attack bonus. The staff regains 2d6 expended
charges daily at dawn.
Control Water (4 charges), Globe of Invulnerability (6
charges), Hail and Fire (7 charges), Manna and Quail (1 Staff of
charge), Pillar of Fire (3 charges), Purify Food and Drink Moses
(1 charge).
Staff of the
Bronze Serpent
Staff of the Bronze Serpent
Staff, rare (requires attunement by a cleric or druid)
“Moses made a serpent of bronze, and put it upon a
pole.”
-Numbers 21:9

This ornate staff is topped with the bronze figure of


snake bearing its fangs to strike. The body of the snake

269
and Sacred Flame from this staff at will, requiring no Sword of Gideon
material components. Weapon (cursed item, any sword), very rare (requires attunement)
“This can only be the sword of Gideon, son of
Staff of the Pilgrim Joash.”
Staff, uncommon (requires attunement by a magic user) -Judges 7:14

“Even though I walk through the valley of the Gideon was one of the legendary Judges of Israel. You
shadow of death, I fear no evil.” gain a +1 bonus to attack and damage rolls with this magic
-Psalm 23:4 weapon.
This polished staff of olive wood is well-worn from When you touch the sword of Gideon, your eyes flash
years of use. This staff has 5 charges. While holding this white, and all you look upon is revealed in its true form.
staff, you can use an action to expend 1 or more of its You have truesight for the next minute, allowing you to see
charges to cast one of the following spells from it, requiring through disguises and creatures or objects that are invisible.
no material components. The staff regains 2d4 expended Angels and demons that are disguised in human form are
charges daily at dawn. also revealed. Any secret doors or traps hidden by magic
Augury (2 charges), Comprehend Languages (2 are brightly outlined to you, out to a range of 120 feet.
charges), Find Traps (2 charges), Locate Creature (4 After using this feature, you must take a short rest before
charges) using it again.
Curse. Gideon was notorious for his lack of self
Sword of Alexander the Great confidence and fear of not being good enough to be called
Weapon (longsword), very rare (requires attunement) by God. His sword seems to have absorbed this curse, and
as you attune to the Sword of Gideon, the curse extends
“Nothing is impossible to him who would try.”
-Alexander the Great
into you. While attuned to this sword, your faith in yourself
wavers and you begin to doubt your ability to succeed in
You gain a +2 bonus to attack and damage rolls with this your current mission. Whenever you are required to make
magic weapon. a saving throw against becoming Frightened, you fail
The sword has 3 charges. You may use your reaction and automatically.
expend a charge to reroll one attack roll, ability check, or
saving throw you dislike. You must use the second roll. All Sword of the Guardian
charges are regained at dawn the next day. Weapon (any sword), very rare (requires attunement)
At your gates I have drawn the sword for slaughter,
and made it flash with lightning.
-Ezekiel 21:20
Sword of Only twelve of these swords were forged from the
Alexander the Great divine power of the heavens, created by the sheer force
of will of the Archangels that wield them. These twelve
Guardians were each charged with guarding a place of
sacred significance. When Lucifer rebelled, 5 of these
Guardians fell with him, leaving only 7 Guardians who
remained loyal to God. However, once made, a Guardian’s
sword cannot be unmade. The swords of these fallen
Guardians still exist somewhere in the cosmos, yearning for
Sword of the destruction of their former owners.
The Spirit You gain a +2 bonus to attack and damage rolls when
you wield this magic weapon. If you target the sword’s
original owner with an attack, you gain a +4 bonus to attack
and damage rolls as the sword wills its owner’s death.
As a bonus action, you can speak this sword’s command
word, causing lightning to arc across the surface of the
blade. The sword deals an extra 2d8 lightning damage
while this effect is active. The effect ends when the sword
is sheathed, dropped, or when you choose do to so with a
bonus action.

270
Sword of the Spirit
Weapon (any weapon), legendary (requires attunement)
Take up the Sword of the Spirit.
For our struggle is with the cosmic powers
of this present darkness.
-Ephesians 6:17, 6:12

This sword is of otherworldly construction, forged


with a metal you cannot identify. Its surface is cold to Urim &
the touch, and seems almost to vibrate with energy. The Thummim
cross-guard is shaped like the wings of an dove, and every
inch of the double-edged blade is etched with intricate
Hebrew lettering that spell out scripture verses. When the
weapon first presents itself to you, it has the appearance of
a longsword, but as you attune to it, it takes on the shape
Urim
Wondrous Item, legendary (requires attunement by a cleric)
of any weapon of your choice. While attuned to this magic
weapon, you gain the following benefits: “Better to wait until a priest
can consult the Urim”
• You have a +3 bonus to attack and damage rolls. -Nehemiah 7:65
• Whenever you make Persuasion or Religion checks,
treat a roll of 14 or lower as a 15. This small polished stone of white marble pulses with
• You can use an action to cast Spirit Guardians from divine energy. Roughly translated as either “revelation”
the sword, no concentration required. Once you have or “curses,” the Urim was used in ancient times by priests
used this feature, you cannot do so again until you as a method of divination. After the kingdoms of Israel
finish a Short or Long Rest. and Judah were destroyed by Babylon, the Urim and its
counterpart, the Thummim, were lost to history... until now.
Thummim The Urim in your possession is imbued with residual
Wondrous Item, legendary (requires attunement by a cleric) divination magic that grants you the following benefit:
“If guilt lies within your people, Lord,
• Once per day, you can cast the Augury spell from the
respond with the Thummim.” Urim, requiring no material components.
-1 Samuel 13:31 Developments: If you reunite the Urim and Thummim,
becoming attuned to both simultaneously, their powers
This small polished stone of black onyx pulses with
combine to form a legendary artifact of tremendous power.
divine energy. Roughly translated as either “truth” or
While attuned to both stones, you can see beyond the veil
“light,” the Thummim was used in ancient Israel by priests
and have the ability to peer into the immediate future. You
as a method of divination. After the kingdoms of Israel and
gain the following benefits:
Judah were destroyed by Babylon, the Thummim and its
• You cannot be Surprised
counterpart, the Urim, were lost to history... until now.
• You have Truesight out to a range of 30 feet.
The Thummim in your possession is imbued with
• You gain a bonus to your AC and Saving Throws
residual divination magic that grants you the following
equal to your Wisdom modifier.
benefit:
• Once per day, you can cast the Zone of Truth spell
from the Thummim. Wind Fan
Developments: If you reunite the Urim and Thummim, Wondrous Item, uncommon
becoming attuned to both simultaneously, their powers While holding this fan, you can use an action to cast the
combine to form a legendary artifact of tremendous power. gust of wind spell (save DC 13) from it. Once used, the fan
While attuned to both stones, you can see beyond the veil shouldn’t be used again until the next dawn. Each time it
and have the ability to peer into the immediate future. You is used again before then, it has a cumulative 20 percent
gain the following benefits: chance of not working and tearing into useless, nonmagical
• You cannot be Surprised tatters.
• You have Truesight out to a range of 30 feet. This item is derived from the “Wind Fan” in the SRD 5.1 and reproduced under the OGL.
• You gain a bonus to your AC and Saving Throws
equal to your Wisdom modifier.

271
Monsters and NPCs
CHALLENGE 0 Parthian Spahbed
What is a Monster? Addax
Queen of Sheba
The word “monster” in the context of fifth edition refers Roman Centurion
to any creature that can be interacted with during the story. Agama Shedim
By this definition, something harmless like a Barn Owl Barn Owl Sicarii
or friendly and docile like a Canaan Dog would still be Commoner T’ifiri
considered a “monster” for the purpose of organization. Hoopoe
Each monster has its own stat block, which lays out the Hyrax CHALLENGE 4
monster’s skills, abilities, weaknesses, and powers, so that Night Spirits
Angel Guardian
the GM knows what the monster can do when the party Dybbuk
interacts with it.
CHALLENGE 1/8
Golem, Death
Abyssal Fly Golem, Helper
Arabian Horse Golem, Sentry
What is an NPC? Bandit
Camel
Magi Researcher
NPC stands for “Non-Player Character,” and refers to Nile Crocodile
any other humanoid characters in the story that the players Canaan Dog Corrupted Simulacrum
may meet, negotiate with, battle, or befriend. Just like Donkey
monsters, NPCs have their own list of abilities that can help Guard CHALLENGE 5
or hinder the party, depending on how the story progresses. Noble
Angel Challenger
The Commoner and the Roman Legionary are examples Angry Mob
of NPCs. The following section is organized alphabetically, CHALLENGE 1/2
Giant Warlord
and features both monsters and NPCs. Goat-Demon Golden Calf
Parthian Cataphract Seraphine (simulacrum)
Monsters by Challenge Rating Roman Legionary
Saraph Serpent
Spartan Mercenary
Unicorn
For the convenience of the Game Master, all monsters Shadow Cultist Water Elemental
and NPCs included in this module are listed below by
Zin’tori Veteran
Challenge Rating. A monster’s Challenge Rating is a way CHALLENGE 1
of calculating how dangerous it is in combat. The Challenge Arabian Tiger CHALLENGE 6
Rating system presumes that a party of 4 adventurers Dire Wolf Mage
can defeat a monster with a challenge rating equal to the Feign Spider Magi Tactician
party’s average level player level. However, there are two Murex Naamah (True Form)
important factors to consider before blindly following a Sunwing Queen of Sheba (with tigers)
challenge rating. Zin’tori Scout
First, not every encounter should be determined by CHALLENGE 7
combat. Just because a party is low-level does not mean that CHALLENGE 2
they only encounter creatures of their level. For instance, Buried Queen (Simulacrum)
Aurochs Captain Gula (Simulacrum)
a powerful being such as a Cherubim may appear to a Bandit Captain
level 1 party simply to deliver a message. Second, some Shadow champion
Enchantress Witch of Endor
monsters with a low CR, such as a Noble or Enchantress, Priest
can become a dangerous threat even to high-level parties
because of the influence they wield. In both of these
Shadow Mage CHALLENGE 8
examples, the harmless Cherubim messenger and the CHALLENGE 3 The Gardener (Simulacrum)
vindictive Noble pose very different levels of threat than Itinerant Baptist
Angel Messenger Mušhuššu
their CR would imply.
Deepmaw Zenido
Magi Seeker

272
Beelzebub (True Form) CHALLENGE 12 CHALLENGE 23
Collector (Simulacrum)
Mammon (True Form) Tannin Cherubim
Moloch (True Form) CHALLENGE 27
CHALLENGE 13
CHALLENGE 9 Lilith (true form) Behemoth
Abaddon (swarm) Lilith (Hellspawn) Leviathan

CHALLENGE 10 CHALLENGE 15
Archangel Abaddon (Corporeal)
Legion (True Form)
Witch of Endor (in lair)

Monsters A-Z
Abyssal Fly
Harbingers of Decay. Abyssal Flies hail from the depths
of the rotting stench of the abyss. Unlike most fiends, who
were once celestials that have since fallen from grace,
Abyssal flies are spawned from the pure evil that emanates
from their creator: Beelzebub, Lord of the Flies.
Mindless Servants. Having no identity of their own, Addax
Abyssal flies share a consciousness with Beelzebub. The addax resemble the graceful gazelle with their
This feature allows Beelzebub slender form and long, curving horns; however, the addax
to slumber in the decaying tend to be slightly slower and more docile. Led by an Alpha
cavities of the earth while female, herds of addax can be found wandering the deserts
still staying informed of of Zin, sometimes traveling hundreds of miles at a time.
the world around him. Peerless Adapters. The Addax have adapted to some
of the harshest environments in the world. A specialized
digestive system allows the addax to survive without a
water source almost indefinitely, and its ability to regulate
Abyssal Fly AC: 12
HP: 1 its temperature and energy reserves allows travel over vast
Small fiend, chaotic evil Speed: fly 20 ft. distances without a need to rest or recuperate.
STR DEX CON INT WIS CHA
+0 +2 +0 -4 +1 -3 Addax AC: 12
HP: 14
Senses: Darkvision 60 ft., Passive Perception 11 Medium beast, unaligned Speed: 40 ft.
Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA
FEATURES +0 +2 +1 -4 +2 -3
Loyal Scouts: Abyssal flies are born from the stench of rotting Condition Immunities: Exhaustion
decay in the depths of the abyss. They serve the Lord of the Flies, Senses: Passive Perception 12
Beelzebub with mindless loyalty. Anything seen or heard by an abys-
sal fly is automatically known by Beelzebub.
Challenge 0 (10 XP)

ACTIONS ACTIONS
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Horns: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
5 (2d4) piercing damage.
piercing damage and the target must succeed on a DC 16 Constitution
saving throw or gain a level of exhaustion.

273
Angels
The word “angel” is often mistakenly used as an
umbrella term for all of the celestial creatures of the
spiritual realm. In actuality, Angels are one of many of
the creature type “Celestial,” which includes Seraphim,
Cherubim, Archangels, and the other spiritual beings loyal
to the will of the Most High. Angels appear frequently in
the scriptures, usually in service to one specific mission
which, once complete, signals the end of the Angel’s
presence on the material plane.

Agama
“Looking up, he saw that three men
had appeared standing near him.”
-Genesis 18:2
The agama is a species of small and brightly colored,
Messengers of the Divine. Angels serve primarily in
desert-dwelling lizards. The agama is accustomed to the
the role of messenger and intermediary between God and
extreme temperatures of the desert and remains active even
mortals. In fact, the word “angel” comes from a Greek
during the heat of the day. Its distinctive colorful scales are
word that literally means “messenger.” Although celestial
constantly changing throughout the day.
in original, the appearance of angels is often very subtle.
“But of the following Unlike other celestials, such as the Cherubim, who arrive
you shall not eat... the Agama.”
-Leviticus 11:29
in a flurry of wings, lightning, and thunder, Angels are
not usually recognized for what they are to the mortals
Chromatic Empathy. The agama’s vibrant rainbow they interact with. Angels do not have wings or other
skin will change colors throughout the day. Unlike the recognizable features and mortals who have encountered
chameleon, who uses this ability to blend in, the agama Angels did not usually realize the identity of these beings
has no control over this change, and its color is always a unless the Angel chose to reveal itself.
reflection of its mood, using a variety of vibrant colors to
reflect its various emotional states. Unwavering Focus. Angels are among the least
powerful of the celestials of the spiritual realm, but
what they lack in raw power they make up for with an
Agama AC: 11
HP: 2 unwavering focus on serving the will of God. Once given
Tiny beast, unaligned Speed: 20 ft. a mission, an Angel does not stop until that mission has
been completed. Angels do not question the will of God, or
STR DEX CON INT WIS CHA
ask for any details beyond what they need to accomplish
-4 +1 +1 -4 +0 -2 their goal. This can, at times, lead to unusual conversations
Senses: Darkvision 30 ft., Passive Perception 10
between mortals (who are intrinsically curious) and Angels
Challenge 0 (10 XP)
(who cannot comprehend the relevance of a mortal’s
ACTIONS question).
Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 Defenders of Mortals. Because they spend so much
piercing damage.
of their time on the material plane, Angels have a special
affinity with mortals that is not always shared by other
celestials of the heavenly host. When Lucifer, a powerful
Agamas as Familiars
Seraphim, rebelled against the idea that humans would
If a player character chooses an agama as an animal one day be glorified in Heaven, it was the angels who first
companion or familiar, the agama may start to change colors leaped to their defense. Angels always act out of concern
as a reflection of its master’s mood as well as its own. At the
for mortals, and will only engage in combat with mortals
discretion of the GM, player characters may even be able to
out of self-defense, or the defense of another mortal. Even
train their agama to detect emotional signals from nearby
humanoids, changing its color in response to the emotional then, Angels are far more likely to deal non-lethal damage
temperature of a room or situation. to their mortal assailants, hoping that one day these mortals
may be redeemed.

274
Challenger Angel
Angels are almost all peaceful beings focused on
guiding and protecting mortals against the evil forces of
darkness. However, sometimes a more direct approach is
needed. Although an Angel will never purposefully kill a
mortal, there are times when a little violence between allies
can go a long way.
“You have contended with divine
beings and have prevailed.”
-Genesis 32:29
Holiness Through Violence. Challenger Angels are
unique in that their method of communicating the will of
God is done through violence. On very rare occasions, an
Angel will challenge a mortal to combat as a test of the
mortal’s strength and willpower. This duel is not enacted
out of malice or anger, but rather as a an opportunity for
the mortal to learn something about themselves. Although
it seems unnecessary, some mortals find that it is only
through extreme situations that they learn the most about
themselves. The purpose of this combat is to equip the
mortal with the grit and confidence that only comes from
defeating an Angel in hand-to-hand combat.
A New Identity. Mortals who beat a Challenger Angel in
combat often receive a new identity as a reward. As in the
case of Jacob, he receive a new name: Israel. Other times,
the victor of the combat will receive a special calling from
God, be blessed with divine protection, or even be entrusted
with a Legendary magic item. Whatever the outcome of the
duel, a mortal who contends with a Challenger Angel will
never be the same.

AC: 17 ma, and can innately cast the following spells, requiring no material
Challenger Angel HP: 52 components:
Medium Celestial (Angel), Lawful Good Speed: 30 ft. At will: Guidance, Light, Sacred Flame (Dex 16)(2d8 Radiant)

STR DEX CON INT WIS CHA 3/Day Each:


+3 -1 +2 +0 +2 +2 Inflict Wounds (+7 to hit; 4d10 Necrotic)
Prayer of Healing (2d8 + 4 HP)
Saving Throws: WIS +6, CHA +6 1/Day Each:
Skills: Religion +10, History +10, Perception +8 Flame Strike (Dex 16; 4d6 Fire + 4d6 Radiant)
Damage Immunity: Radiant Freedom of Movement (cast before entering combat)
Languages: All spoken languages Teleport (Self Only)
Senses: Darkvision 60 ft., Passive Perception 18
Challenge 5 (1,800 XP) ACTIONS
FEATURES Multiattack: The angel makes two melee attacks or casts a spell.
Truth Sense: The angel is automatically aware of any lie that it Sword of the Challenger: Melee Weapon Attack: +7 to hit,
hears spoken (but not of one written down). reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage and 9 (2d8)
Force damage.
Radiant Return: If the angel dies, it immediately reverts to its
true form and returns to the spiritual realm. An angel killed this way Restorative Touch (1/Day): As an action, the angel may
may not return to the material plane for 1d4 years. touch a living creature. This touch restores 10 hit points, and removes
any one of the following conditions: cursed, poisoned, blinded, deaf-
Innate Spellcasting: The angel’s spellcasting modifier is Charis- ened, frightened, paralyzed.

275
Guardian Angel
Although most Angels move through the world
unnoticed, none are as adept at blending in as the Guardian
Angel. These covert celestials protect mortals in ways that
they will never know, and sometimes in ways that
they do not have the ability to understand.
“See, I am sending an angel before you,
to guard you on the way.”
-Exodus 23:20

Spiritual Warfare. Just as the forces of


darkness work to corrupt the hearts of humanity, so
do the Guardian Angels fight to preserve it. Often,
Guardian Angels are tasked with guarding locations
of great importance, such as a consecrated temple
or the site of an important event. However, they
are just as often found wandering the world,
watching over the daily activities of mortals. Of all
the Angels, none is as familiar with the ways of the
world as the Guardian Angel.
The Sword of the Guardian. Guardian Angels are
entrusted with a special weapon known as the Sword of
the Guardian. These weapons are not wrought from raw
materials, but are instead the physical manifestation of
an Angel’s raw willpower. Once made, a Sword of the
Guardian cannot be unmade, even if the Angel joined
Lucifer’s rebellion. According to legend, the swords of
these fallen angels still exist, yearning for the destruction of
their former owners.

AC: 18 ma, and can innately cast the following spells, requiring no material
Guardian Angel HP: 35 components:
Medium Celestial (Angel), Lawful Good Speed: 30 ft. At will: Guidance, Light, Sacred Flame (Dex 16)(2d8 Radiant)

STR DEX CON INT WIS CHA 3/Day Each:


+3 -1 +2 +0 +2 +2 Sanctuary
Shield of Faith
Saving Throws: WIS +6, CHA +6 1/Day Each:
Skills: Religion +10, History +10, Perception +8 Cenacle
Damage Immunity: Radiant Flame Strike (Dex 16) (4d6 Fire) (4d6 Radiant)
Languages: All spoken languages Teleport (Self Only)
Senses: Darkvision 60 ft., Passive Perception 18
Challenge 4 (1,100 XP) ACTIONS
FEATURES Multiattack: The angel makes two melee attacks or casts a spell.
Truth Sense: The angel is automatically aware of any lie that it Sword of the Guardian: Melee Weapon Attack: +7 to hit, reach
hears spoken (but not of one written down). 5 ft., one target. Hit: 7 (1d8+3) piercing damage and 9 (2d8) Lightning
damage.
Radiant Return: If the angel dies, it immediately reverts to its
true form and returns to the spiritual realm. An angel killed this way Restorative Touch (2/Day): As an action, the angel may
may not return to the material plane for 1d4 years. touch a living creature. This touch restores 10 hit points, and removes
any one of the following conditions: cursed, poisoned, blinded, deaf-
Innate Spellcasting: The angel’s spellcasting modifier is Charis- ened, frightened, paralyzed.

276
Messenger Angel
By far the most common Angel encountered in the
biblical stories are Messenger Angels. Entrusted with
delivering messages on behalf of the Most High, these
celestials take their jobs seriously. However, sometimes
delivering a message is more complicated than it seems.

Tobias asked him, “Do you know the way to


Media?” “Yes,” the stranger replied,
“I have been there many times.”
-Tobit 5:5

Mysterious Ways. Mortals rarely learn information


that is simply told to them; they more often learn
through life lessons. Angels understand this
better than the mortals themselves, and thus
will often approach the delivering of their
message by an indirect path. For example, if
someone is called to a position of leadership,
an Angel might first deliberately lead that
person through a stressful situation to build
their confidence; if a person is called to
return to their homeland, the Angel might
first lead them into conversation with a
town elder who regrets never returning
home. In short, a Messenger Angel will
always attempt to teach a mortal by
creating life experiences, and will only
resort to words when necessary.

AC: 15 Innate Spellcasting: The angel’s spellcasting modifier is Cha-


Messenger Angel HP: 45 risma, and can innately cast the following spells, requiring no material
Medium Celestial (Angel), Lawful Good Speed: 30 ft. components:
At will: Guidance, Light, Sacred Flame (Dex 16)(2d8 Radiant)
STR DEX CON INT WIS CHA
+1 -1 +2 +0 +2 +4 3/Day Each:
Animal Messenger
Saving Throws: WIS +6, CHA +8 Bless
Skills: Religion +10, History +10, Perception +8 1/Day Each:
Damage Immunity: Radiant Death Ward
Languages: All spoken languages Revivify
Senses: Darkvision 60 ft., Passive Perception 18 Teleport (Self Only)
Challenge 3 (700 XP)
ACTIONS
FEATURES
Lightning Strike: A bolt of lightning flashes down form the sky,
Truth Sense: The angel is automatically aware of any lie that it striking a point the angel can see within 60 feet. Each creature within
hears spoken (but not of one written down). 5 feet of that point must make a DC 16 Dexterity saving throw, taking
Special Equipment: Most messenger angels carry a Staff of the 17 (3d10) Lightning damage on a failed save, or half as much on a
Messenger. successful one.

Radiant Return: If the angel dies, it immediately reverts to its Restorative Touch (3/Day): As an action, the angel
true form and returns to the spiritual realm. An angel killed this way may touch a living creature. This touch restores 10 hit points, and re-
may not return to the material plane for 1d4 years. moves any one of the following conditions: cursed, poisoned, blinded,
deafened, frightened, paralyzed.

277
Angry Mob Angry Mob AC: 10
HP: 165
Huge swarm of humanoids, unaligned Speed: 20 ft.
“Jumping up, they mobbed Jesus and forced him to
the edge of the hill on which the town was built. They STR DEX CON INT WIS CHA
intended to push him over the cliff.”
-Luke 4:28
+3 +0 +1 -1 +0 +5
Saving Throws: WIS +3, CHA +8
Mob Mentality. Wherever a group of like-minded, angry Skills: Intimidation +8
people congregate, there is a danger of an Angry Mob. Languages: Any language known to a member of the swarm
While individuals may be rational, empathetic people, there Senses: Passive Perception 13
is a transformation that happens when they join together Challenge 5 (1,800 XP)
into a crowd. The individual loses their inhibitions, and FEATURES
in some cases even their sense of right and wrong. When
Cast the First Stone: The Angry Mob adds +5 to initiative rolls,
feelings of panic or anger or bigotry or fear or even love and wins ties in initiative order.
grow strong enough, a thronging crowd ceases to be a
group of individuals and becomes an Angry Mob. Swarm: The Angry Mob can move into and out of another
creature’s space, and can fit through any opening large enough for a
medium creature. The Angry Mob cannot regain hit points.

First Century Vigilantism Cowardly Dispersal: If the Angry Mob is reduced to 0 hit
points, the mob disperses into individual humanoids who attempt to
Even the most organized military units fear an Angry flee. Each humanoid is a Commoner with 1 hit point and the Fright-
Mob. In the first century, Angry Mobs were even responsible ened condition.
for violently enforcing laws within their communities. For
example, in Judea many crimes were punishable by execution ACTIONS
through a method known as “stoning” where the guilty party is Multiattack: The Angry Mob makes three Throw Stones attacks
killed by having stones hurled at them by an Angry Mob. These and one Overwhelm attack.
public stonings were technically illegal in Roman-controlled Throw Stones: Ranged Weapon Attack: +3 to hit, range 40/80 ft.,
cities, but even the Romans knew better than to stand in the one target. Hit: 7 (1d6+3) bludgeoning damage.
way of an Angry Mob.
Overwhelm: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 20 (5d6+3) bludgeoning damage. If the target is a Large
or smaller creature, it is grappled (escape DC 13). Until the grapple
ends, the target is restrained, and the Angry Mob cannot Overwhelm
Arabian Horse AC: 11
HP: 12
another target.

Large beast, unaligned Speed: 70 ft.


STR DEX CON INT WIS CHA
+2 +1 +1 -4 +0 -2 Arabian Horse
Senses: Passive Perception 10 Bred for War. Many myths and legends have been
Challenge 1/8 (25 XP) passed down by the Bedouin tribes about the horse referred
ACTIONS to simply as the “Arabian.” Although
Hooves: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. there is no proof to any of these old
Hit: 7 (2d4+2) bludgeoning damage. stories, what is certainly true is that
the Arabian horse was unmatched
in its speed, agility, and stamina
during the time period. The
The Legend of Safanad
Parthian military bred Arabians
One of these old stories about Arabian horses dates back exclusively as mounts and to
to the reign of King Solomon. According to legend, Solomon pull military chariots. Arabians
was gifted an Arabian named Safanad from the Queen of
made excellent mounts, and their
Sheba during her visit to Israel. Safanad (whose name means
“purity”) was so fast that she could outrun any other horse ability to travel long distances
alive. According to legend, there are still descendants of over sandy terrain also made
Safanad living in the Arabian desert to this day, and if you are them a favored companion
lucky enough to gain one as a mount, it will never fail you. to desert nomads in the region.

278
Arabian Tiger
Ambush Predators. The Arabian Tiger is a large super-
predator found throughout Mesopotamia and Arabia.
Although it is only slightly larger than the Bengal Tiger,
witnesses of the Arabian Tiger in action tend to exaggerate
its proportions, with several wilderness guides describing
the creature as “no smaller than a horse” and “massive
in size.” The Arabian tiger tends to hunt near sources
of fresh water, targeting creatures traveling alone and
avoiding larger groups of animals moving together. Due to
the changing nature of seasons in the area, Arabian tigers
would migrate along with their prey, who moved according
the wet and dray seasons.
Gladiatorial Adversaries. When the Roman empire
discovered the Arabian tiger in their conquests, it was
introduced as a recurring feature of Gladiator battles.
Arabian tigers were made to fight against gladiators for
entertainment, and sometimes used for public executions of
religious dissidents.
Extinction Archangel
The Arabian Tiger eventually became known as the Guardians of the Material. Although their power
“Caspian Tiger,” due to the fact that the majority of these cats
pales in comparison to celestials of higher orders, such as
lived in the vicinity of the Caspian sea by the time of the middle
Seraphim or Cherubim, the Archangels are likely the most
ages. Highly prized as a game animal, this species of tiger was
hunted to extinction during the early 19th century. powerful and intelligent celestial that a mortal is likely to
encounter in their lifetime. Archangels are charged with
safeguarding the material plane from incursions from other
Arabian Tiger AC: 11
HP: 43
planes of existence, and only appear physically to mortals
in times of great distress. The most famous Archangel
Large Beast, unaligned Speed: 40 ft.
associated with guarding the Material Plane from danger
STR DEX CON INT WIS CHA is Michael. The Archangel Michael is famous for engaging
+4 +1 +3 -4 +1 -1 in combat with Lucifer himself in defense of the heavenly
Skills: Perception +3, Stealth +5 hosts. Despite being hopelessly outmatched, Michael
Senses: Darkvision 60 ft., Passive Perception 13 survived this encounter, and now uses his knowledge of
Challenge 1 (200 XP) demonic tactics to organize defenses in the spiritual realm.
FEATURES Bringers of Glad Tidings. Archangels are primarily
Ambusher: The Arabian Tiger has advantage on attack rolls protectors and front-line combatants in the war against
against any creature it has Surprised. evil. However, they also occasionally make appearances as
Keen Smell: The Arabian tiger has advantage on Wisdom (Per- messengers, when the message to be delivered is of cosmic
ception) checks that rely on smell. importance. The Archangel most often associated making
Pounce: If the Arabian tiger moves at least 20 feet straight toward such announcements is Gabriel, who has appeared to
a creature and then hits with a Claw attack on the same turn, that mortals on several occasions to proclaim good news.
target must succeed on a DC 14 Strength saving throw or be knocked
prone. If the target is prone, the tiger can make one Bite attack Spiritual Beings. As purely spiritual beings, Archangels
against it as a bonus action. are native to the spiritual realm, and can only briefly shift
ACTIONS into the Material Plane to make announcements or issue
warnings before leaving. However, there is precedent for
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 Archangels to make longer visits to earth to accomplish
(1d10 + 4) piercing damage.
more intricate goals. When an Archangel wishes to remain
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: on earth for a prolonged period of time, it can take on the
8 (1d8 + 4) slashing damage.
form of an Angel Messenger. Doing so reduces its power

279
drastically. Although its alignment and personality
remain unchanged, an Archangel otherwise assumes
the stats of its new form when it becomes an Angel
Messenger. Once its form has been changed in this
way, it remains an Angel Messenger until it is reduced
to 0 hit points, or until it choses to return to its true form
with an action. The Archangels Raphael and Uriel are
most known for entering the Material Plane in this way,
sometimes living among humans for years at a time in
order to covertly observe and interfere with demonic
activity on earth.
AC: 18 At will: Detect Evil and Good
Archangel HP: 156 1/Day Each:
Large Celestial (Angel), Lawful Good Speed: 30 ft., Fly 90 ft. Blindness/Deafness
Commune
STR DEX CON INT WIS CHA Plane Shift
+4 +4 +3 +4 +5 +5 Teleport (Self Only)
Saving Throws: WIS +9, CHA +9 ACTIONS
Skills: Insight +9, Perception +9, Religion, +8
Damage Resistances: Bludgeoning, Piercing, And Slashing Multiattack: The archangel makes two melee attacks.
From Nonmagical Attacks Greatsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
Damage Immunity: Radiant get. Hit: 11 (2d6 + 4) slashing damage plus 14 (4d6) radiant damage.
Languages: All spoken languages (cannot read)
Senses: Darkvision 120 ft., Passive Perception 19 Healing Touch (3/Day): As an action, the archangel
Challenge 10 (5,900 XP) may touch a living creature. This touch restores 20 hit points, and
removes all of the following conditions: cursed, poisoned, blinded,
FEATURES deafened, frightened, paralyzed.

Magic Weapons: The archangel’s weapon attacks are magical. Pronounce Judgment: As an action, the archangel speaks words
with divine authority, condemning a creature it can see within 120 feet
Magic Resistance: The archangel has advantage on saving throws that has refused to repent of its evil ways. The target suffers disadvan-
against spells and other magical effects. tage on all saving throws for the next minute.
Spiritual Being: The archangel does not need to eat, sleep, or Proclaim Good News (1/Day): The archangel makes an
breath. announcement of good news with divine authority. This announce-
ment takes 1 minute to proclaim. Up to 6 creatures of the archangel’s
Truth Sense: The archangel is automatically aware of any lie that it
choice that could hear the entire the proclamation immediately gain 15
hears spoken (but not of one written down).
temporary hit points. Once its has used this feature, the archangel must
Innate Spellcasting: The angel’s spellcasting modifier is Charis- wait 24 hours before using it again.
ma, and can innately cast the following spells, requiring no material
components:

280
Aurochs
Lone Giants. These massive creatures roam the desert
AC: 15
wastes of Zin and the desolate climbs of Assur, preferring
to keep to themselves. As the land grows colder during the
Aurochs HP: 56
Large Beast, unaligned Speed: 40 ft.
winter months these gentle creatures can be found moving
in small herds, only to split up again as the weather grows STR DEX CON INT WIS CHA
warmer. +5 +1 +4 -5 +0 -2
“God brings them out of Egypt; Senses: Passive Perception 10
He is for them like the horns of the Aurochs.”
-Numbers 23:22
Challenge 2 (450 XP)
FEATURES
Legendary Strength. The aurochs was known widely Strong Frame: The Aurochs counts as one size larger when
throughout the fertile crescent for is strength. It was highly determining the weight it can push, pull, lift, or break.
prized as a pack animal, but only by those who could
Territorial: The Aurochs has advantage on Perception checks and
contain these unstoppable beasts who were known to plow Attack rolls when it is in a region it considers to be its territory.
unknowingly through fences and walls in their search for
greener pastures. ACTIONS
Gore: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
16 (3d6+5) piercing damage, and the target must succeed on a DC
Did You Know? 18 Strength saving throw or be pushed 15 feet in a direction of the
The Aurochs officially went extinct in the 1600s and has Aurochs’s choice.
since faded from the collective memory of the human race.
Challenge: The Aurochs digs in its hooves and belows a challenge
Although the word “aurochs” appears many times in the Bible, to combat. The Aurochs gains 5 temporary hit points and can add 10
most English translations change it to read simply “wild ox” points of damage to its next Gore attack.
for the sake of clarity.

281
AC: 12
Bandit HP: 11
Medium humanoid, any alignment Speed: 30 ft.
STR DEX CON INT WIS CHA
+0 +1 +1 +0 +0 +0
Senses: Passive Perception 10
Challenge 1/8 (25 XP)
ACTIONS
Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6+1) slashing damage.
Shortbow: Ranged Weapon Attack: +3 to hit, range 80 ft. /320 ft.,
one target. Hit: 5 (1d8+1) piercing damage.

This monster is derived from the “Bandit” in the SRD 5.1 and reproduced under the OGL.

Bandits
Opportunists and Thieves. Wherever
the fringes of civilization touch the wilds
of nature, there is danger of bandits. These
opportunistic gangs of outlaws lie in wait
along trade routes, hoping to scratch out a
living by robbing merchants and other travelers
at sword point. Not all bandits choose a life of
crime with ill intent, and not all bandits are evil.
Some turn to a life of crime to escape the oppression of
corrupt politicians in nearby cities; some are forced to turn
to robbery as a means of survival due to famine or drought.
AC: 15
Organized Crime. Different groups of bandits will Bandit Captain HP: 65
display different levels of organization. Some groups will Medium humanoid, any alignment Speed: 30 ft.
form around a charismatic leader, known as a Bandit
Captain. For these leaders, their intellect and quick wits STR DEX CON INT WIS CHA
are as important to their survival as their prowess with +2 +3 +2 +2 +0 +2
a blade. Other times, bandits will be leaderless, simply Saving Throws: STR +4, DEX +5, WIS +2
drifting from one place to another, seizing any opportunity Skills: Athletics +4, Deception +4
to attack and rob travelers who appear vulnerable. Senses: Passive Perception 10
Challenge 2 (450 XP)
ACTIONS
Bandits at Sea Multiattack: The captain makes three attacks: two with its scimi-
The Roman military had a special word for bandits tar and one with its dagger.
that attacked their vessels at sea: “Pirata.” Alhough the Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Pirata owned ships and used special equipment, their Hit: 6 (1d6+3) slashing damage.
organization and tactics were the same as bandits on land.
Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Pirata would raid and destroy Roman ships on the Great range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Sea, often killing entire crews of Roman citizens. This
word would eventually become the English word “Pirate.” REACTIONS
Parry: The captain adds 2 to its AC against one melee attack that
would hit it.

This monster is derived from the “Bandit Captain” in the SRD 5.1 and reproduced under the OGL.

282
Barn Owl
“Of the birds, these you shall not eat:
...the Barn Owl.”
-Leviticus 11:13
Nocturnal Hunters. Barn owls are found throughout the
Arabian peninsula and northern Africa. Their keen sight
and hearing makes them ideally suited for hunting in the
desert sands of Zin at night.

The Behemoth Barn Owl AC: 11


HP: 1
Tiny beast, unaligned Speed: 5 ft., fly 60 ft.
Primeval Titan. The Behemoth was born from the STR DEX CON INT WIS CHA
cosmic forces of chaos in the beginning of time. Along with -4 +1 -1 -4 +1 -2
its mortal enemy, the Leviathan, the Behemoth exists as an Senses: Perception +3, Stealth +3
unstoppable force of pure destruction. It is not good or evil, Senses: Darkvision 120 ft., Passive Perception 13
and in many ways it is not even truly part of the natural Challenge 0 (25 XP)
world as mortals perceive it.
FEATURES
“Under lotus trees he lies, in coverts of the reedy Flyby: The owl does not provoke opportunity attacks when it flies
swamp, he is tranquil.” out of an enemy’s reach.
-Job 40:21
Keen Hearing and Sight: The owl has advantage on Percep-
Dormant Destroyers. During the creation of the cosmos, tion checks that rely on hearing or sight.
God stilled the raging waters of the Leviathan and calmed ACTIONS
the earth-shattering rage of the Behemoth. The Behemoth Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
now sleeps in a dormant state, tranquilly awaiting the 1 slashing damage.
end of time. According to legend, the Behemoth and the
Leviathan will be awakened just once more: when time This monster is derived from the “Owl” in the SRD 5.1 and reproduced under the OGL.

comes for the material world to pass away, and the new
world to be created.
“Its tail is like a cedar tree,
Its limbs are like iron rods,
Only its maker dares approach it with the sword.”
-Job 40:17 Using the Behemoth
Neither the Behemoth nor the Leviathan play a role
Apocalypse Monster. When that time comes, at the
in the adventure included in this module, but their stat
apocalypse of the new creation, the Behemoth and the
blocks have been included because they are part of the
Leviathan will fight to the death, and their battle will be
campaign setting. Feel free to include these monsters in
the end of existence. However, all creatures serve God’s
your future games. For instance, it could be fun to run
will, and there is a happy ending to this story: out of the
a game where the party must work to stop an ancient
destruction of the old world, God will create a new world in
cult that is trying to awaken the Behemoth early! How
which peace and tranquility will be everlasting. Neither the
you include these monsters is up to you, just remember
Behemoth nor the Leviathan are intrinsically evil the way
that the Behemoth is a legendary monster, so do not roll
that demons are; they are simply titans of chaos, and the
initiative until you are ready for the end of the world!
destruction of the world is their part to play in God’s grand
design.

283
AC: 16 dom saving throw or become Frightened for 1 minute. A creature can
The Behemoth HP: 550 repeat the saving throw at the end of each of its turns, ending the effect
Gargantuan Monstrosity, unaligned Speed: 40 ft. on itself on a success. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to the Behemoth’s Frightful
STR DEX CON INT WIS CHA Presence for the next 24 hours.
+10 +0 +10 -4 +2 +0 Horns: Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Saving Throws: STR +18, CON +18 Hit: 24 (3d8+10) piercing damage.
Damage Resistances: Fire
Damage Immunities: Lightning, bludgeoning, piercing, and Tail: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit:
30 (3d12+10) bludgeoning damage. If the target is a creature, it must
slashing from nonmagical attacks
succeed on a DC 21 Strength saving throw or be knocked prone.
Condition Immunities: Charmed, Frightened, Paralyzed, Poi-
soned Trample: Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Senses: Truesight 60 ft., Passive Perception 12 Hit: 37 (6d8+10) bludgeoning damage. If the target is a creature, it
Challenge 27 (105,000 XP) must succeed on a DC 21 Strength saving throw or be knocked prone.
FEATURES LEGENDARY ACTIONS
Legendary Resistance (5/Day): If the Behemoth The Behemoth can take 3 Legendary Actions, choosing from the
fails a saving throw, it can choose to succeed instead. options below. Only one Legendary Action can be used at a time, and
only at the end of another creature’s turn. The Behemoth regains spent
Magic Resistance: The Behemoth has advantage on saving Legendary Actions at the start of its turn.
throws against spells and other magical effects.
Attack: The Behemoth makes one Horn attack or Tail attack.
Apocalypse Monster: The Behemoth deals double damage to the
natural world (Mountains, trees, rivers), and triple damage to objects Bellow: The Behemoth lets out a thunderous bellow causing a wave
not being worn or carried and structures. of destruction in a 60-foot cone. All creatures in this area must succeed
on a DC 20 Constitution saving throw, taking 14 (4d6) Thunder dam-
ACTIONS age on a failed save, or half as much on a successful one.
Multiattack: The Behemoth uses its frightful presence, and then Apocalyptic Aura (Costs 2 Actions): A wave of necrotic en-
makes three attacks, one with its Horns, one with its Tail, and one with ergy pulses out from the Behemoth in a 120-foot-radius sphere, herald-
its Trample. ing the end of the created world. All creatures within this sphere must
Frightful Presence: Each creature of the Behemoth’s choice that make a DC 20 Constitution saving throw, taking 21 (6d6) Necrotic
is within 120 feet of it and aware of it must succeed on a DC 19 Wis- damage on a failed save, and half as much on a successful one.

284
Camel
The servant took ten of his master’s camels
bearing all kinds of gifts.
-Genesis 12:16

Desert Wanderers. Camels are the mount of choice by


nomads and merchants traveling across the sandy landscape
of the Arabian peninsula. Not only are they well-built
to carry goods and equipment as pack animals, they are
extremely well-adjusted to the unforgiving climate of the
desert. While they may not have the speed of the Arabian
horse, they are a more affordable and reliable option for the
average traveler.

Camel (Arabian) AC: 9


HP: 15
Large beast, unaligned Speed: 50 ft.
STR DEX CON INT WIS CHA
+3 -1 +2 -4 -1 -3
Senses: Passive Perception 9
Challenge 1/8 (25 XP)
ACTIONS
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3
(1d4) bludgeoning damage.
Canaan Dog
A Mortal’s Best Friend. The befriending of dogs by
This monster is derived from the “Camel” in the SRD 5.1 and reproduced under the OGL.
humans goes back to prehistoric time, and in the region of
Judea, no breed of dog is more prevalent than the Canaan
dog. This highly intelligent breed is widely used by the
nomadic tribes of Midian and Petra for herding sheep and
Canaan Dog AC: 13
HP: 6
other livestock. The Canaan Dog is perfectly suited to the
harsh climate of the Arabian desert and
Small beast, lawful good Speed: 40 ft.
can run long distances without stopping
STR DEX CON INT WIS CHA for rest or water, which makes them
+1 +3 +2 -3 +1 +0 perfectly suited for the overland treks
Skills: Perception +3, Stealth +5 necessary for the nomadic way of life
Senses: Passive Perception 13
Challenge 1/8 (25 XP) “Raphael and Tobias went ahead together
and the dog ran along behind them.”
ACTIONS -Tobit 11:4
Keen Hearing and Smell: The Canaan Dog has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Loyal Companions. When the Israelite
people were made to leave their homeland
Tireless Companion: The Canaan Dog has unusually high en- during the Babylonian exile, many families
durance. It does not suffer from the effects of exhaustion until it gains
its 6th level and dies. were forced to leave their dogs behind, which
gave root to an expansive population of “wild”
ACTIONS dogs that now inhabit the region of Judea. Some
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 families, however, managed to bring their loyal
(1d6+1) slashing damage.
canines with them into exile. 500 years later,
REACTIONS the Canaan Dog can be found even in the Parthian
Sacrifice: If the Canaan Dog is within 5 feet of its owner, and its cities along Mesopotamia, particularly among the Jewish
owner is hit with an attack, the Canaan Dog can use its reaction to populations in these cities.
become the target of the attack instead of its owner.

285
286
Supreme Intellect. Cherubim are exceptionally
Cherubim intelligent beings, and are sometimes described as beings
of “pure intellect” when they take on their true forms
“A Cherubim was placed outside the Garden with a
fiery revolving sword, to guard the way.” in the heavenly realm. Mystics who have encountered
-Genesis 3:24 these beings describe them as emotionless and supremely
Guardians of the Sacred. Cherubim are among the rational, with little to no understanding or empathy for
most powerful celestials in existence (second only to the human experience. Cherubim have a perfect understanding
Seraphim), and are usually only found guarding locations of the cosmos, including an encyclopedic knowledge
of sacred importance in the cosmos. Only a few mortals of how all atoms and molecules knit together to form
have ever glimpsed a Cherub, and even then only for a existence itself, but they are baffled by concepts such
few seconds at a time. Mystics and visionaries usually as the love a mother has for a child, or the hope that a
encounter these sacred guardians when they are granted mortal clings to in times of uncertainty. Because a Cherub
visions of Heaven or of future events of great importance. has never known uncertainty, it is unable to fathom the
Although Cherubim are almost exclusively found in the concept of “faith” or “hope” or the human ability to believe
spiritual realm, there was one location in the material in something without evidence. This is not to say that
world deemed sacred enough to warrant the protection of Cherubim are not good and loyal servants of the Most High
a Cherub: the Tree of Life at the center of the Garden of God, only that their ancient nature makes them unable to
Eden. empathize with the feelings and perspectives of mortals.

Cherubim AC: 20
HP: 260 ACTIONS
Huge Celestial, lawful good Speed: 40 ft., Fly 90 ft. Fiery Revolving Sword: The Cherub mentally commands the
STR DEX CON INT WIS CHA revolving sword to move up to 30 feet in a straight line. As it moves,
+10 +5 +8 +10 +5 +10 the sword whirls and revolves inside of a 15-foot-diameter sphere,
centered on the sword. The sword deals damage as it moves. Any crea-
Saving Throws: INT +14, WIS +14, CHA +17 ture that enters this area for the first time on a turn must make a DC
25 Dexterity saving throw, taking 24 (3d8 + 10) Slashing damage plus
Skills: Perception +12
23 (5d8) Fire damage on a failed save, or half as much on a successful
Damage Resistances: Fire, bludgeoning, piercing, and slashing one.
from nonmagical attacks
Damage Immunities: Necrotic, Poison, Radiant Expand Consciousness: The Cherubim touches a creature,
Condition Immunities: Charmed, Exhaustion, Frightened, granting its consciousness an expanded understanding of the universe.
Poisoned The target must succeed on a DC 25 Intelligence saving throw or
Senses: Truesight 120 ft., Passive Perception 22 become Stunned as the mysteries of the cosmos fill its subconscious.
Languages: All languages, Telepathy 120 ft. The target may repeat the saving throw at the end of each of its turns,
Challenge 23 (50,000 XP) ending the effect on itself with a success. When the effect ends, the
target gains proficiency in a new language, skill, or tool chosen by the
FEATURES GM or determined randomly.
Legendary Resistance (3/Day): If the Cherub fails a
saving throw, it can choose to succeed instead.
Searing Burst: The Cherub emits a magical, divine energy. Each
creature of its choice within 30 feet must make a DC 25 Dexterity sav-
Magic Resistance: The Cherub has advantage on saving throws ing throw, taking 28 (8d6) Fire damage plus 28 (8d6) Radiant damage
against spells and other magical effects. on a failed save, or half as much on a success.

Special Equipment: Cherubim that guard sacred locations are LEGENDARY ACTIONS
usually equipped with a Fiery Revolving Sword. The sword hovers in The Cherub can take 3 Legendary Actions, choosing from the options
an unoccupied space within 5 feet of the Cherub, but is considered to below. Only one Legendary Action can be used at a time, and only at
be held by the Cherub for effects that target it. Attacks made with this the end of another creature’s turn. The Cherub regains spent Legend-
weapon are magical. ary Actions at the start of its turn.
Innate Spellcasting: The Cherub’s spellcasting modifier is Cha- Spell: The Cherub casts a Spell.
risma, and can innately cast the following spells, requiring no material
components: Teleport: The Cherub magically teleports to an unoccupied space it
At will: Dispel Magic, Invisibility (Self Only) can see within 120 feet.

1/Day Each: Fiery Revolving Sword (Costs 2 Actions): The Cherub


Commune mentally commands the Fiery Revolving sword to move up to 30 feet
Fire Storm (Dex 25) (7d10 Fire) (Does not harm plants) in a straight line, dealing damage as it moves.
Gate

287
Commoner AC: 10
HP: 4 Deepmaw AC: 12
HP: 122
Medium humanoid, any alignment Speed: 30 ft. Huge Beast, unaligned Speed: 5 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+0 +0 +0 +0 +0 +0 +3 +1 +2 -5 +0 -3
Senses: Passive Perception 10 Skills: Stealth +3
Languages: any one language Senses: Blindsight 30 ft., Passive Perception 12
Challenge 0 (10 XP) Challenge 3 (700 XP)
ACTIONS FEATURES
Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 Water Breathing: The deepmaw can breathe under water and
(1d4) bludgeoning damage. hold its breath on land for up to 30 minutes.
This monster is derived from the “Commoner” in the SRD 5.1 and reproduced under the OGL.
ACTIONS

Deepmaw Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12
(2d8+3) piercing damage and the target is grappled.
“But the Lord sent a great fish to swallow Jonah.” BONUS ACTIONS
Jonah 2:1
Swallow: The deepmaw swallows a medium or smaller target it is
grappling, ending the grapple on it. The swallowed target is Blinded
Freshwater Predators. Those who frequent the and Restrained, it has total cover against attacks and other effects
hazardous waters of Mesopotamia are well-acquainted with outside the deepmaw, and it takes 5 (2d4) acid damage at the start of
the massive freshwater predator known colloquially as the each of the deepmaw’s turns. The deepmaw can only have one target
“Deepmaw.” Deepmaw are known to attack in swamps swallowed at a time. If the deepmaw dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 5 ft. of
and the shallows of rivers where they can stalk their prey
movement, exiting prone.
from just below the surface of the murky waters. Deepmaw
lunge from the water, attempting to swallow their prey
whole before sinking beck beneath the surface to digest
their meal.
“As Tobias washed his feet in the Tigris,
a large fish seized his foot to swallow him.”
-Tobit 6:3

288
Dire Wolf Dire Wolf AC: 14
HP: 37
Speed: 50 ft.
Prehistoric Stalkers. Dire Wolves Large Beast, unaligned
are large pack hunters that have STR DEX CON INT WIS CHA
stalked the mountainous terrains +3 +2 +2 -4 +1 -2
longer than humans can
Skills: Perception +3, Stealth +4
remember. Although
Senses: Passive Perception 13
more prevalent in Eastern
Challenge 1 (200 XP)
Asia, some packs travel
as far west as the Assur Wastes, FEATURES
preferring to stick to the rocky Keen Hearing and Smell: The Dire Wolf has advantage on
foothills and upper climbs Wisdom (Perception) checks that rely on hearing or smell.
of Mountains like Mt. Ararat. Pack Tactics: The Dire Wolf has advantage on attack rolls against
Although many myths and stories about these beasts have a creature if at least one of the wolf’s allies is within 5 feet of the
been passed down through the ages, it is rare for humans to creature and the ally isn’t incapacitated.
actually come into contact with these wandering hunters. ACTIONS
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
Dire Wolves in the Bible (2d6 + 3) piercing damage. If the target is a creature, it must succeed
on a DC 13 Strength saving throw or be knocked prone.
Although the Bible cites “wolves” in several places, it
does not draw a distinction between Dire Wolves and the
This monster is derived from the “Dire Wolf” in the SRD 5.1 and reproduced under the OGL.
much smaller Arabian Wolves. Although the Dire Wolf
went extinct around the time of the Judges (Deborah,
Samson, etc.), its stat block has been included in this Donkey
adventure as a nod to ages passed! “They loaded their donkeys
with the grain and departed.”
-Genesis 42:26
Working Animals. Donkeys are a subspecies of the
African Wild Ass, which was domesticated in Egypt
around the time the Great Pyramids were built. Donkeys
are incredibly strong for their small size, make effective
and affordable pack animals, and can be found in just
about every major kingdom on the map. Native to the arid
climates they inhabit, Donkeys have very tough digestive
systems that allow them to feed in scrubland that other
animals (like Arabian Horse) might find inhospitable.

Donkey AC: 10
HP: 7
Small Beast, unaligned Speed: 30 ft.
STR DEX CON INT WIS CHA
+2 +0 +2 -4 +0 -3
Senses: Passive Perception 10
Challenge 1/8 (25 XP)
FEATURES
Beast of Burden: The donkey is considered one size larger for
the purpose of determining the amount it can push, pull, or carry.
Sure-Footed: The donkey has advantage on saving throws made
against effects that would knock it prone.
ACTIONS
Hooves: Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 2) bludgeoning damage.

289
Dybbuk
Departed Souls. When a person dies, their soul becomes
a “shade” and is meant to reside in the realm of the dead
known as Sheol until the day of resurrection. These shades
possess little personality or knowledge of their past lives,
and are forbidden from leaving the realm of the dead. It is
the job of the Rephaim to keep these shades contained in
Sheol, but every once in a while, a shade escapes back into
the mortal world where it becomes a creature of undeath
known as a dybbuk.
“But they do not know that the shades are there...
that her guests are in the depths of Sheol.”
-Proverbs 9:18

Malicious Possessors. Driven by deep-seated emotions


that it does not fully understand itself, a Dybbuk seeks to
take control of mortals through possession. Sometimes this
is caused by deeply held regret or by unfinished business
from the shade’s life; other times, it is purely a malevolent
urge to manipulate and control. Just as each mortal has
different motivations for their actions, dybbuks can be
driven by a variety of instincts. However, as the personality
and knowledge of the shade has faded in death, the dybbuk
makes decisions based on raw emotional energy and force
of will. There is no way to awaken a dybbuk or restore the
personality it had in life. Regardless of its motivations, a
dybbuk can only be at peace when it is destroyed, and its
shade is returned to Sheol.
AC: 10 throws against being possessed, and becomes the target of the
Dybbuk HP: 38 dybbuk’s Necrotic Transference reaction. Only one creature may be
Medium Undead, any alignment Speed: Hover 40 ft. marked in this way at a time.

STR DEX CON INT WIS CHA Possession (Recharge 5-6): One humanoid that the dybbuk can
-1 +2 +0 +0 +1 +3 see within 5 ft. of it must succeed on a DC 13 Charisma saving throw
or be possessed by the dybbuk, which then disappears. A possessed
Damage Resistances: Acid, Fire, Lightning, Thunder, bludgeon- target maintains its awareness but otherwise loses control of its body
ing, piercing, and slashing from nonmagical attacks. to the dybbuk. The dybbuk cannot be targeted by any attack, spell, or
Damage Immunities: Cold, Necrotic, Poison effect other than those that turn undead, and it retains its alignment,
Intelligence, Wisdom, Charisma, and immunity to being charmed
Condition Immunities: Charmed, Exhaustion, Frightened,
and frightened. It otherwise gains the possessed target’s statistics,
Grappled, Paralyzed, Petrified, Prone, Restrained.
but does not gain access to the target’s knowledge, class features, or
Senses: Truesight 60 ft., Passive Perception 11 proficiencies. The possession lasts until the target drops to 0 hit points,
Languages: Any Language it knew in life the dybbuk ends it as a bonus action, or the dybbuk is turned or forced
Challenge 4 (1,100 XP) out by an effect like the Exorcism spell. When the possession ends,
the dybbuk reappears in an unoccupied space within 5 ft. of the body.
FEATURES The target is immune to this dybbuk’s Possession for 24 hours after
Incorporeal Movement: The dybbuk can move through other succeeding on the saving throw or after the possession ends.
creatures and objects as if they were difficult terrain. It takes 6 (1d10)
REACTIONS
Force damage if it ends its turn inside an object.
Necrotic Transference: When the dybbuk is hit by a melee at-
ACTIONS tack, it can use its reaction to cause the creature marked by its Necrotic
Necrotic Mark: Melee Weapon Attack: +5 to hit, reach 5 ft., one Mark ability to become the target of the attack, using the same attack
target. Hit: 10 (2d6 + 3) necrotic damage and the target is marked. roll. The effects of the attack are transfered regardless of the attack’s
While marked in this way, the target has disadvantage on saving range, and the damage type for the attack becomes Necrotic.

290
not gender specific, and not all Enchantresses are female.
Enchantress After she had finished dancing, King Herod said:
“Whatever you ask of me, I will give you.”
“Charm is deceptive, and Beauty fleeting.”
-Proverbs 31:30 -Mark 6:23

Deadly Beauty. Highly aware of the power that lust can Performers and Persuaders. An enchantress is a master
hold over the human heart, an enchantress seeks to weave of manipulation, maneuvering enemies into compromising
the magic of enchantment into every interaction, sometimes situations or tricking rivals into embarrassing themselves in
holding the affections of hundreds of admirers at a time. public. An enchantress will avoid direct combat at all costs,
Every enchantress has different motivations, but most often preferring to quietly eliminate enemies by indirect means
they seek to leverage the allure of sexual desire to gain and subtle manipulations. As such, the threat posed by a
power and influence. The most successful in this art often hostile Enchantress is likely much greater than its challenge
manipulate or even marry royalty or influential politicians, rating would suggest, for opposing an enchantress means
holding sway over the hearts and minds of the leaders of opposing its admirers as well.
entire kingdoms. In this context, the term “Enchantress” is
AC: 12
Enchantress HP: 32
Medium humanoid, any alignment Speed: 30 ft.
STR DEX CON INT WIS CHA
-1 +2 +0 +1 +0 +3
Skills: Decpetion +5, Insight +2, Persuasion +7
Condition Immunities: Charmed
Senses: Passive Perception 10
Challenge 2 (450 XP)
FEATURES
Reflect Enchantment: If the enchantress is targeted by a
spell from the school of Enchantment, the spell has no effect on the
enchantress and is reflected back at the caster as though it originated
from the enchantress, turning the caster into the target.
Innate Spellcasting: The enchantress can innately cast the spell
Suggestion at will, requiring no material components. The enchant-
ress’s spellcasting ability is Charisma (spell save DC 13).
ACTIONS
Blow Kiss: The enchantress uses a seductive gesture to channel
magical energy into a 20-foot cone. Each creature in that area must
succeed on a DC 13 Intelligence saving throw or take 4 (1d6) Psychic
damage and be Stunned for 1 minute. A creature can repeat the saving
throw at the end of each of its turns (with advantage if it has taken
damage), ending the effect on itself with a success.
Enchanting Dance (1/Day): The enchantress performs a
seductive dance, the movements of which are charged with magic.
The dance takes 1 minute to perform. Any creature that watches
the entire dance must succeed on a DC 14 Wisdom saving throw or
become Charmed by the enchantress for 24 hours. While Charmed in
this way, a target becomes obsessed with the enchantress, desires to
impress it by any means, and will fight to defend it. This effect ends
early for a target that takes any damage or witnesses the enchantress
attack its allies.
Summon Guards (1/Day): The Enchantress presses a small
gemstone set into a ring on its finger, magically alerting its private
security force. 6 of its personal guards instantly teleport into unoccu-
pied spaces surrounding the enchantress. Each of these guards uses
the Guard stat block, but they have immunity to the Charmed condi-
tion. The guards obey the enchantress’s commands without question.

291
AC: 13
Feign Spider HP: 23
Large Monstrosity, unaligned Speed: 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
+2 +3 +1 -4 +0 -3
Skills: Stealth +7
Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Challenge 1 (200 XP)
FEATURES
Invisible Webs: A feign spider uses innate magic to weave invisi-
ble webbing. Only See Invisibility or similar magic can reveal a feign
spider’s web.
Spider Climb: The Spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Terrain Camouflage: The Feign Spider has advantage on
Stealth checks made to hide in desert or mountainous regions.
Web Sense: While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web.
Feign Spider
Feign spiders are relics of a forgotten age, a time before
Web Walker: The spider ignores movement restrictions caused the Great Flood destroyed the mythic beasts of old. The
by webbing.
few Feign Spiders that survived the flood now inhabit dark
ACTIONS underground chambers and abandoned temples, making
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: their lairs on ceilings in dark web-filled crevices. A Feign
12 (2d8+3) piercing damage, and the target must make a DC 14 Con- Spider is an ambush predator, weaving its invisibly snares
stitution saving throw or turn invisible. A creature turned invisible in
this way is still visible to Feign Spiders. A bitten creature becomes
throughout innocuous-looking passageways, and then
visible again after 1 hour, or if the Feign Spider is killed. laying in wait in nearby crevices. A Feign Spider even
seeks to use illusory magic to hide its victims so that it can
Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range
30/60 ft., one creature. Hit: The target is restrained by the webbing. feed without fear of being interrupted.
As an action, the restrained target can make a DC 12 Strength check,
The unjust weave a spider’s web. Their works are
bursting the webbing on a success. The webbing can also be attacked
works of iniquity, and deeds of violence are in their
and destroyed (AC 10; 5 HP; vulnerability to fire damage; immunity
hands.
to bludgeoning, poison, and psychic damage).
-Isaiah 59:5
Reel: The Feign Spider pulls a creature restrained by webbing up to
25 feet straight toward it. Feign Spiders in the Bible?
REACTIONS There are no references to feign spiders in the Bible, and this
monster has been added simply for fun in this campaign. The Bible
Illusory Skitter: When a creature the Feign Spider can see does reference spiders and spider webs, usually as a symbol for evil,
makes an attack roll against it, it can use its reaction to exude a
deceit, or false appearance. This monster was designed based on
illusory field of shifting, wavering magic. The attacker suffers disad-
the symbolic appearances of spiders in the Bible, rather than on any
vantage on the attack roll unless it has Blindsight or can see through
creature that actually existed.
illusions.

292
Giant Warlord
“He was one of the descendants of the Giants,
whose spear weighed three hundred shekels of
bronze.”
-2 Samuel 21:16

Unrivaled Warriors. Giants are universally described


as being savage combatants on the battlefield. While this is
certainly not true of every giant, it is true that giants were
a welcome part of every military force. Their great size
and strength make giants perfectly suited for combat, and
thus many giants seek to carve out a name for themselves
as warriors to be feared. In wartimes, many giants earned
reputations as champions in battle, and in peace times,
these same giants sought out renown in fighting pits and
arenas like the Roman Circus. Giants who choose this path
are quick to gain the favor of the crowd and of royalty who
enjoy blood sports. Violence is all they know, and in this
they strive for perfection.

David and Goliath


The most famous story of a Giant Warlord is the
showdown between David, a simple shepherd boy,
and Goliath of Gath, a renowned Giant Warlord who
was an incredibly skilled combatant. This epic tale has
become a touchstone in modern times for the underdog
story, symbolizing the power of faith in God and good AC: 15
triumphing over evil. Giant Warlord HP: 125
Large Humanoid, any alignment Speed: 40 ft.
STR DEX CON INT WIS CHA
+5 -1 +5 -1 +0 -1
Skills: Intimidation +3
Senses: Passive Perception 10
Languages: Common
Challenge 5 (1,800 XP)
FEATURES
Aggressive: As a bonus action, the Giant can move up to its speed
toward an enemy that it can see or hear.
Siege Monster: The giant deals double damage to objects and
structures.
ACTIONS
Multiattack: The giant makes two Warhammer attacks or two
Spear attacks.
Warhammer: Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (2d8+5) bludgeoning damage.
Spear: Ranged Weapon Attack: +8 to hit, range 20/60 ft., one
target. Hit: 12 (2d6+5) piercing damage.

293
Goat Demon Goat Demon AC: 12
HP: 34
“It shall become a haunt for jackals, where goat- Medium Fiend (demon), chaotic evil Speed: 30 ft.
demons cry out to each other.”
-Isaiah 34:13 STR DEX CON INT WIS CHA
Mischief and Mayhem. The goat demon is a being of +1 +2 +0 -1 +1 -1
pure chaos. These demons are known to roam the wilds of Senses: Darkvision 60 ft., Passive Perception 11
the desert on the outskirts of civilization where their cries Languages: Infernal
can be heard echoing across the canyons throughout the Challenge 1/2 (200 XP)
night. Known to most local guides by their Hebrew name ACTIONS
“Se’irim,” the goat demon is a truly malevolent force of Horns: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
wickedness in the world. Where some demons focus on 8 (2d6+1) piercing damage.
manipulation or complex plots to bring about the corruption Scream (1/Day): The goat demon lets out a terrible cry. Each
of humanity, the goat demon resorts to pure chaos. Lacking creature within 30 feet of the goat demon must succeed on a DC 10
the intelligence and focus of their fellow fiends, the goat Wisdom saving throw or be frightened for 1 minute. If the creature’s
demon will steal, murder, and kidnap seemingly at random, save is successful or the effect ends for it, it is immune to a goat
demon’s scream for the next 24 hours.
following the urge of the moment.

Golden Calf
“So the people took off their golden earrings, and
fashioned them into a molten calf .”
-Exodus 32:3
Forged in Faithlessness. The origin of the golden calf
is steeped in human sin. Over 1000 years before Rome
came to power, the Israelite people were finally escaping
slavery in Egypt, where the influence of the archdemon
Mammon was coercing the pharaohs to build greater and
greater monuments to wealth. However, led by Moses into
the Wilderness of Zin, the people soon started to doubt
the providence of God, and began to grow nostalgic for
the ways of the Egyptians. Remembering the golden idols
that Mammon convinced the Egyptians to build in her
honor, the people of Israel collected all of the gold in their
possession and forged a creature of pure sin: a symbol of
their loss of faith.
“Taking the calf they had made, Moses burned it in
the fire and then ground it down to powder.”
-Exodus 32:20
A Dormant Evil. When Moses return from Mt. Sinai, he
destroyed the idol and threw the pieces into a nearby river.
This would have been the end of the story, but the shards
of this golden idol pulse with the magic of sin, and it was
not long before the pieces eventually found their way back
to Mammon, the true mistress of Greed. Over the next 200
years, adventurers and treasure-seekers would find pieces
of gold fragments in the desert and feel led - as though
through a voice in their mind - to travel to Egypt. The
fate of these unfortunate souls is unknown, but Mammon
eventually accrued enough of the original fragments to
work her dark magic. Resentful of the Israelites who had
escaped her grasp, Mammon traveled in disguise to the

294
AC: 18
Golden Calf HP: 125
Otherworldly Perception: The golden calf can sense the
Large Construct, Lawful Evil Speed: 40 ft.
presence of any creature within 30 feet of it that is invisible or on the
STR DEX CON INT WIS CHA ethereal plane. It can pinpoint such a creature that is moving.
+4 +0 +5 -5 +2 +0 ACTIONS
Skills: Athletics +7, Religion +2 Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18
Damage Immunities: Poison (3d8 + 4) piercing damage.
Senses: Darkvision 60 ft., Passive Perception 12 Compel Worship (Recharge 5-6): The golden calf rears onto
Languages: Telepathy 120 ft. (emotions and desires only) its hind legs as dazzling light radiates out in a 20-foot-radius sphere,
Challenge 5 (1,800 XP) centered on itself. Each creature in that area must succeed on a DC
14 Wisdom saving throw or it drops to its knees and begins muttering
FEATURES words of praise to the golden calf. A target affected in this way is Re-
Reflective Armor: If the golden calf is targeted by a spell of 1st strained. The Restrained target may repeat the saving throw at the end
level or lower that is a line spell, Magic Missile, or requires an attack of its next turn, ending the effect on itself with a success. At the start
roll, the effect is reflected back at the caster as though it originated of each of the golden calf’s turns, it regains 1d6 hit points for each
from the golden calf, turning the caster into the target and using the creature currently worshiping it.
same attack roll.

Promised Land, where she sought an audience with King Israelite people was enough to complete Mammon’s ritual.
Jeroboam in the Northern Kingdom of Israel. Charged with the magic of human sin, the golden calves
The King made two golden calves and said: sprang to life - becoming mindless constructs that serve the
“Here are your gods.” will of Mammon alone. In the ensuing chaos of Babylon’s
-1 Kings 12:28 invasion, Mammon escaped with her new servants and
Guardians of Greed. Mammon was able to persuade returned to her lair in Egypt. Because these constructs
the King in the North to forge two new golden calves, are not truly alive, they have no need to eat or drink, and
made from pieces of the original. The King ordered that according to legend, they now reside in the deep recesses of
the Israelite people worship these new idols as their gods. Mammon’s subterranean lair. Whether or not these stories
Even though Israel was conquered by invading Babylonian are true, no one has yet lived to tell of what lies beneath the
forces shortly after this, the combined worship of the sands of Egypt.

295
home, since this was not part of its instructions. Thus, many
Golems mages consider Golems to be more trouble than they are
worth as practical servants.
“You saw that I was unformed, as a golem”
-Psalm 139:16 General Features. A Golem cannot speak, and would
Created from Raw Materials. The Hebrew word have nothing to say if could. Most Golems are extremely
“golem” in Hebrew refers to a rough humanoid form made unformed in appearance, lacking any discernible decor,
from clay, rock, or other raw material. When Adam is personality, or even facial features. Because the ritual to
created by God in the Genesis story, he is first created as create a Golem must be repeated every 24 hours to sustain
a golem (when God forms his body from dust), and then its existence, few mages take the time to make them look
brought to his full human by the breath of divine creation. particularly comely. The one feature that all Golems share
The power to create a life is one that resides with God is the “‫ ”א‬carved into their forehead. This is the most
alone, but this has not stopped many clerics and mages crucial part of the ritual to create a Golem, and it is in this
from trying over the years. symbol that a Golem’s spark of life resides. If this symbol
is crossed out, smudged, or otherwise destroyed, a Golem is
Animated Constructs. There is no record of when the
instantly reduced to 0 hit points, collapsing to the floor as a
ritual was discovered, or who discovered it, but legend
shapeless pile of raw material. Hiding, covering, or altering
tells that certain mages and artificers developed a way to
the symbol with illusory magic has no physical effect on
animate mounts of clay, giving them a spark of life that
the Golem, which continues to function as normal.
allowed them to perform simple tasks. These animated
constructs were named “Golems,” and the ritual of their
creation is jealously guarded by those who have knowledge
AC: 14
of it.
The ritual takes a full hour to perform, during which
Death Golem HP: 65
Medium Construct, Lawful Neutral Speed: 35 ft.
time the mage shapes clay, dirt, rock, or other raw material
into the rough form of a massive humanoid. The ritual STR DEX CON INT WIS CHA
is completed when the mage etches the Hebrew letter +3 +3 +4 -5 +0 -1
aleph “‫ ”א‬into the forehead of the golem, imbuing it Skills: Athletics +6, Stealth +6
with a semblance of life force. Because the letter aleph Damage Immunities: Poison, Psychic
is pronounced by exhaling, the letter is itself a reflection Condition Immunities: Charmed, Exhaustion, Frightened,
of the action God took in breathing life into the world. Poisoned
Furthermore, the aleph is one of the letters used in the name Senses: Darkvision 60 ft., Passive Perception 13
that God revealed to Moses in the burning bush, so this Languages: Understands the language of its creator, but cannot
speak.
letter has important spiritual and even magical significance.
Challenge 4 (1,100 XP)
However, because this ritual is worked by human hands
and not by God’s, a Golem is not truly alive. Golems are FEATURES
constructs that are knit together and animated by the magic Shem: If the symbol on the Golem’s forehead is crossed out, dam-
of the spellcaster that created them, and have no will or aged, or destroyed, the Golem is immediately reduced to 0 hit points.
mind of their own. Innate Spellcasting: The Golem can innately cast the following
Mindless Servants. A Golem is neither good nor evil, as spells, requiring no material components.
1/Day Each: Locate Creature, Walk in Shadow
it serves as a tool of its creator. Whether this tool is used to
help or hurt people is left to the will of the creator. A Golem Assassinate: Any hit the Golem scores against a Surprised crea-
is usually designed for one specific purpose, and it serves in ture is a critical hit.
this purpose to the best of its ability. It obeys all commands ACTIONS
given to it by its creator without question, and does not Multiattack: The Golem makes two Fist attacks. If both attacks
stop until its instructions have been completed. However, score a hit against the same target, the Golem may also make a Rend
without a mind of its own, a Golem follows commands to attack against that target.
the letter, and is incapable of interpreting the intentions Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10
of its creator. For example, a Golem ordered not to allow (2d6+3) bludgeoning damage and the target is grappled (escpe DC
“anyone” to enter a wizard’s laboratory will block entry 14). Until the grapple ends, the target is restrained. The Golem has
two hands, each of which can grapple one target.
to even the wizard himself. A Golem ordered to “pick up
supplies from the market” may travel to the market and lift Rend: Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled
the requested supplies into the air, but is unlikely to return target. Hit: 11 (3d6) bludgeoning damage.

296
AC: 14
Sentry Golem HP: 85
Large Construct, Lawful Neutral Speed: 30 ft.
STR DEX CON INT WIS CHA
+4 +2 +4 -5 +0 -1 AC: 12
Skills: Perception +6 Helper Golem HP: 105
Damage Immunities: Poison, Psychic Large Construct, Lawful Neutral Speed: 25 ft.
Condition Immunities: Charmed, Exhaustion, Frightened, STR DEX CON INT WIS CHA
Poisoned
Senses: Darkvision 60 ft., Passive Perception 13
+5 +0 +5 -5 +0 -1
Skills: Athletics +8
Languages: Understands the language of its creator, but cannot
speak.
Damage Immunities: Poison, Psychic
Challenge 4 (1,100 XP) Condition Immunities: Charmed, Exhaustion, Frightened,
Poisoned
FEATURES Senses: Darkvision 60 ft., Passive Perception 13
Shem: If the symbol on the Golem’s forehead is crossed out, dam- Languages: Understands the language of its creator, but cannot
aged, or destroyed, the Golem is immediately reduced to 0 hit points. speak.
Watchful Eye: The Golem has Expertise in Perception, and Challenge 4 (1,100 XP)
advantage on Perception checks that rely on sight. FEATURES
ACTIONS Shem: If the symbol on the Golem’s forehead is crossed out, dam-
aged, or destroyed, the Golem is immediately reduced to 0 hit points.
Multiattack: The Golem makes two fist attacks. It can substitute
one or both Fist attacks for a Fling attack. Powerful Build: The Golem counts as one size larger when de-
termining its carrying capacity and the weight it can push, pull, or lift
Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) bludgeoning damage and the target is grappled (escape DC Innate Spellcasting: The Golem can innately cast the following
15). Until the grapple ends, the target is restrained. The Golem has spells, requiring no material components.
two hands, each of which can grapple one target. 1/Day Each: Floating Disk, Spider Climb (Self Only)
Fling: One Medium or smaller object held or creature grappled by ACTIONS
the Golem is thrown up to 30 feet and knocked prone. If a thrown
target strikes a solid surface, the target takes 4 (1d6) bludgeoning Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
damage for every 10 feet it was thrown. If the target is thrown at 16 (2d10 + 5) bludgeoning damage and the target is grappled (escape
another creature, that creature must succeed on a DC 15 Dexterity DC 16). Until the grapple ends, the target is restrained. The Golem
saving throw or take the same damage and be knocked prone. has two hands, each of which can grapple one target.

297
Guard Guard
Medium Humanoid, any alignment
AC: 16
HP: 11
Speed: 30 ft.
“Guards stood in front of the door,
keeping watch.” STR DEX CON INT WIS CHA
+1 +1 +1 +0 +0 +0
-Acts 12:6
Protectors of Law and Order. Guards include members
of the Temple Guard in Jerusalem, the Arizanti in Teredon, Skills: Perception +2
the Order of Blades in Babylon, and even members Senses: Passive Perception 12
of town’s city watch or militia in some of the smaller Languages: Any one language (usually Common)
territories. Regardless of where you find them, Guards Challenge 1/8 (25 XP)
are trained fighters who know how to keep an eye out for ACTIONS
danger, and respond quickly to protect those in their charge. Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
Guards may even be encountered along the Silk Road, as range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5
merchants and other travelers may hire protection against (1d8+1) piercing damage if used as a melee attack with two hands.
Bandits and other dangers in the wild.
This monster is derived from the “Guard” in the SRD 5.1 and reproduced under the OGL.

Hoopoe
Colorful Wanderers. Considered sacred by ancient
Egypt and viewed as a symbol of virtue in Parthia, the
hoopoe can be spotted across the map. Because their diet
consists primarily of insects that humans consider to be
pests, many farmers construct alcoves near their crops to
encourage hoopoes to nest nearby. Sometimes called the
“king of birds” because of its distinctive crown, the hoopoe
will usually be found cruising the skies wherever insects
congregate, or taking “sand baths” in the desert dunes.
AC: 13
Hoopoe HP: 1
Tiny Beast, unaligned Speed: Fly 50 ft.
STR DEX CON INT WIS CHA
-6 +4 -1 -4 +1 -2
Skills: Perception +3
Senses: Passive Perception 13
Challenge 0 (10 XP)
ACTIONS
Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1
piercing damage.

Hyrax Hyrax AC: 11


HP: 2
“Hyrax are creatures of little power, Tiny Beast, unaligned Speed: 30 ft., Burrow 5 ft.
yet they make their home in the crags.”
-Proverbs 30:26 STR DEX CON INT WIS CHA
Desert Foragers. With a highly -4 +1 +1 -4 +1 -4
adapted digestive system that allows Skills: Perception +3, Stealth +3
their multi-chambered stomachs to break Senses: Darkvision 30 ft., Passive Perception 13
down the tough plants found in the Challenge 0 (10 XP)
desert, these small foragers can make ACTIONS
their homes in the arid climates that Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1
other animals would deem inhospitable. piercing damage.

298
this brash approach often earns
Itinerant Baptist them powerful enemies.
In particular, John the
“John the baptizer appeared in the wilderness, clothed
with camel’s hair, with a leather belt.”
Baptist has a prolific
-Mark 1:4 ability to make enemies,
and there are several
Mysterious and Wild. The enigmatic and eccentric
politicians in the
preachers known as “baptists” were possibly related to
cities of Damascus
the Essene faction in the region of Judea. Some saw these
and Jerusalem that
mysterious wanderers as simply lunatics who have spent
would love to see his
too much time in the desert, while others saw the baptists
severed head on a
as the last remnant of the age of Prophets who heralded the
platter.
coming of the Messiah. The most famous of these itinerant
Baptists was named John, and his ministry has been
recorded in the Bible.
Baptism of Water. Baptists encouraged many people to
submerge themselves in water as a sign of their repentance
in a ritual called “baptism.” This baptism was an outward
sign of the person’s turning away from sin and commitment John the Baptist
to improve themselves. It is important to note the Quirk. I don’t mince words and I always say what I
distinction between this baptism and the modern Christian mean. If people get offended that’s their problem.
ritual of the same name. The baptism performed by these
itinerant baptists is simply a symbolic turning away from Bond. I whole-heartedly believe in my cousin, Jesus of
sin that all people are called to. Nazareth. I would die for him.
Condemnation of Corruption. Their simple way of Ideal. It doesn’t matter who you are or what mistakes
life living in communion with God’s creation in the desert you’ve made; everyone can have a fresh start.
causes baptists to become confused by the norms of society, Flaw. I never think before I speak. I am bad at keeping
especially as it relates to politics. Baptists never hesitate to secrets, and sometimes my mouth gets me into trouble.
speak out against political corruption when they see it, but
At will: Druidcraft, Guidance
Itinerant Baptist AC: 10
HP: 150 1st level (4 slots):
Cure Wounds (1d8 + 4 HP)
Medium Humanoid, Chaotic Good Speed: 30 ft.
Rain
STR DEX CON INT WIS CHA 2nd level (3 slots):
+0 +0 +2 +0 +4 +4

Animal Messenger
Zone of Truth (Wis 15)
Saving Throws: Con +5, Wis +7, Cha +7 3rd level (3 slots):
Skills: Nature +3, Persuasion +7, Religion +3, Survival +7 Torrent of Water (Str 15)(2d10 Bludgeoning)
Languages: Common, Aramaic Deluge (Dex 15)(5d8 Bludgeoning)
Senses: Passive Perception 10 4th level (1 slots):
Challenge 8 (3,900 XP) Bind With Water (Str 15)
Control Water
FEATURES
ACTIONS
Baptism in the Jordan: If a repentant and willing creature
desires it, the baptist can perform a baptism ritual. The baptism takes Condemn Corruption (1/Day): The Baptist points at a
10 minutes to perform, and at the conclusion of the ritual, a baptized creature it can see within range. If that creature’s alignment is Evil,
creature gains benefits depending on the body of water use the in ritual all attack rolls made against it have advantage until the start of the
(see the chart on page 40). These effects are permanent. Baptist’s next turn.

Wade in the Water: When the Baptist casts a spell that uses wa- Conjure Elemental (1/Day): The Baptist calls forth a Wa-
ter to cause damage or negative effects, it can choose up to 4 creatures ter Elemental from a water source of any size within 30 feet. The
who automatically succeed on their saving throws against the spell. Elemental rolls its own initiative, and obeys all commands given to it
The chosen creatures also take no damage from the spell. telepathically by The Baptist. It remains for 1 hour, or until reduced to
0 hit points.
Spellcasting: The Baptist is a 7th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 15, +7 to hit). It has the following
Prepare the Way: The Baptist foretells the coming of the Messi-
ah, giving itself advantage on its next Persuasion check.
spells prepared.

299
hand of God, but will one day awaken. Legend says that, at
The Leviathan the time of new beginnings when it is accorded that the old
world should pass away, the Leviathan and the Behemoth
“Its scales are like rows of shields, and
out of its mouth leap forth sparks of fire.”
will do battle, and that their battle will crumble the cities
-Job 41:1-30 of the earth to dust. Only when the battle is ended and both
creatures are dead will the new earth be realized, out of the
The Leviathan is one of two mythic beasts who are
dust of the old.
prophesied to bookend the existence of creation itself.
Despite its reputation as an unstoppable force of
Neither the Behemoth nor the Leviathan are part of the
destruction and chaos, the Leviathan currently lies dormant
created world, but instead exist as sleeping symbols of the
below the waves of the great sea. During the creation of the
destruction and chaos of a universe before God intervened.
world, God stilled the Leviathan and the Behemoth, and
As creatures of another reality, they are neither male nor
they both now lie dormant, awaiting the day when they will
female; they are neither aligned to good nor to evil. They
be called upon again to destroy the world so that God can
merely exist as forces of balance, destruction, and chaos.
make all things new.
These mythic beasts were stilled during creation by the

AC: 20 Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit:
The Leviathan HP: 368 35 (4d12+9) slashing damage.
Gargantuan Monstrosity, unaligned Speed: 50 ft., Swim 90 ft. Swallow: The Leviathan makes a Bite attack against a Huge or
STR DEX CON INT WIS CHA smaller creature it is grappling. If the attack hits, the creature is
swallowed, ending the grapple on it. While swallowed, the creature
+9 +5 +8 -3 +3 +0 is blinded and restrained, it has total cover against attacks and other
Saving Throws: DEX +14, CHA +9 effects outside the Leviathan, and it takes 28 (8d6) acid damage at the
Damage Resistances: Thunder start of each of the Leviathan’s turns.
Damage Immunities: Fire, Necrotic; bludgeoning, piercing, and If the Leviathan takes 50 damage or more on a single turn from a
slashing from nonmagical attacks creature inside it, the Leviathan must succeed on a DC 21 Constitu-
Condition Immunities: Charmed, Frightened, Paralyzed, Poi- tion saving throw at the end of that turn or regurgitate all swallowed
soned creatures, which fall prone in a space within 10 feet of the Leviathan.
If the Leviathan dies, a swallowed creature is no longer restrained by it
Senses: Truesight 60 ft., Passive Perception 13
and can escape from the corpse by using 30 feet of movement, exiting
Challenge 27 (105,000 XP)
prone.
FEATURES
Frightful Presence: Each creature within 120 feet of the Levia-
Legendary Resistance (5/Day): If the Leviathan than must succeed on a DC 20 Wisdom saving throw or become fright-
fails a saving throw, it can choose to succeed instead. ened for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a creature’s
Magic Resistance: The Behemoth has advantage on saving saving throw is successful or the effect ends for it, the creature is im-
throws against spells and other magical effects.
mune to the Leviathan’s Frightful Presence for the next 24 hours.
Amphibious: The Leviathan can breathe air and water Breath Weapon (Recharge 5-6): The Leviathan exhales fire
Freedom of Movement: The Leviathan ignores difficult terrain, in a 120-foot cone. Each creature in that area must make a DC 25
and magical effects cannot reduce its speed or cause it to become Dexterity saving throw, taking 84 (24d6) fire damage on a failed save,
restrained. It can spend 5 feet of movement to escape from nonmagical or half as much damage on a successful one.
restraints or being grappled.
LEGENDARY ACTIONS
Apocalypse Monster: The Leviathan deals double damage to the The Leviathan can take 3 Legendary Actions, choosing from the
natural world (Mountains, trees, rivers), and triple damage to objects options below. Only one Legendary Action can be used at a time, and
not being worn or carried and structures. only at the end of another creature’s turn. The Leviathan regains spent
Legendary Actions at the start of its turn.
ACTIONS
Move: The Leviathan moves up to its speed without provoking
Multiattack: The Leviathan can use its Frightful Presence. It then opportunity attacks.
makes 4 attacks: one with its Bite, two with its claws and one with its
Tail. It can use a Swallow attack instead of its bite attack. Lightning Storm (Costs 2 Actions): Dark clouds form in the
sky and three bolts of lightning strike from above. Each bolt strikes a
Bite: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: target the Leviathan can see within 120 feet A target must make a DC
54 (10d8+9) piercing damage. If the target is a creature, it is grappled
21 Dexterity saving throw, taking 22 (4d10) lightning damage on a
(escape DC 19). Until the grapple ends, the target is restrained and the
failed save, or half as much damage on a successful one.
Leviathan cannot bite another target.

300
“It makes the Deep boil like a pot,
and when it rises, even the gods are afraid.”
-Job 41:1-30

Using the Leviathan


Neither the Behemoth nor the Leviathan play a role
in the adventure included in this module, but their stat
blocks have been included because they are part of the
campaign setting. Feel free to include these monsters in
your future games. For instance, it could be fun to run a
game where the party must work to stop an ancient cult
that is trying to awaken the Leviathan before its accorded
time for their own purposes! How you include these
monsters is up to you, just remember that the Leviathan
has stats that reflect its legendary reputation, so do not
roll initiative until you are ready for the end of the world!

301
Mage
“Pharaoh summoned the wise men and the sorcerers;
the magicians of Egypt did the same by their secret
arts.”
-Exodus 7:11

Practitioners of Magic. There is no shortage of magic


users in the Bible, although the source of their magic is not
always clear. While some work wonders given to them by
the power of God, others instead study the arcane arts in an
attempt to wield power by virtue of their own intellect. Still
others may seek out power by making deals with demons of
great influence. Whatever the source of their power, these
magic users are collective referred to as “Mages.”
Advisors to the Throne. It is common practice in
most small kingdoms for the King to be advised by a
mage. Whether or not a Mage comes by their power
honestly, many rulers consider the ability to wield magic
synonymous with great discipline and wisdom, and
therefore Mages can be found in influential positions in
many kingdoms, including Cyprus, Babylon, and Thebes,
to name a few.
AC: 15 (Mage Armor)
Mage HP: 40
Medium humanoid, any alignment Speed: 30 ft.
STR DEX CON INT WIS CHA Magi
-1 +2 +0 +3 +1 +0 Seekers of Knowledge. Although some translations
Saving Throws: INT +6, WIS + 4 of the Bible record them as “kings” or “wise men,” the
Skills: Arcana +6, History +6 original word used in the Greek language is Magi, a word
Senses: Passive Perception 11 borrowed from Akkadian that referred to an order of priests
Languages: Any 4 languages and mystics of the Zoroastrian religion in ancient Media.
Challenge 6 (2,300 XP) As the Medes fell from prominence in the Parthian empire,
FEATURES the term Magi eventually became more generally applied to
Spellcasting: The mage is a 9th-level spellcaster. Its spellcasting magic practitioners who sought esoteric knowledge though
ability is Intelligence (spell save DC 14, +6 to hit). It has the follow- the study of astronomy, alchemy, and ancient practices from
ing spells prepared. other ancient civilizations.
At will: Mage Hand, Light, Prestidigitation Magi from the east came to Jerusalem, asking,
1st level (4 slots): “Where is the child who has been born?”
Detect Magic -Luke 2:1
Magic Missile (3 targets)(1d4 + 1 Force)
Shield (AC 20) Seekers of Wisdom. The main characteristic that sets
2nd level (3 slots): Magi apart from other Mages is their search for meaning
Misty Step in the universe. Many wizards or sorcerers are interested
Suggestion (Wis 14)
3rd level (3 slots):
in power for power’s sake, but the Magi seek the meaning
Counterspell behind it all. For the Magi, the acquisition of secrets and
Fireball (Dex 14)(8d6 Fire) greater power is merely one step in the pursuit of meaning
4th level (3 slots): in the universe. In this way, the Magi are philosophers and
Greater Invisibility
theologians as much as they are practitioners of magic. The
Ice Storm (Dex 14)(2d8 Bludgeoning + 4d6 Cold)
5th level (1 slot): following stat blocks outline 3 general types of Magi that
Cone of Cold (Con 14)(8d8 Cold) are likely to be encountered in the world, but because each
Magi seeks truth in their own way, no two Magi are exactly
This monster is derived from the “Mage” in the SRD 5.1 and reproduced under the OGL. alike.

302
Spellcasting: The Magi is a 9th-level spellcaster. Its spellcasting
Magi (Researcher) AC: 11
HP: 60 ability is Intelligence (spell save DC 14, +6 to hit). He has the follow-
Medium Humanoid, any alignment Speed: 30 ft. ing spells prepared.
At will: Light, Mage Hand, Mending
STR DEX CON INT WIS CHA 1st level (4 slots):
-1 +1 +0 +2 +2 +0 Mage Armor
Magic Missile (3 targets)(1d4 + 1 Force)
Saving Throws: INT +6, WIS +6 2nd level (3 slots):
Skills: Arcana +6, History +6, Religion +6 Misty Step
Languages: Common, Akkadian, Hebrew, Sign Language, Sabaic Scorching Ray (3 targets)(+6 to hit)(2d6 Fire)
Senses: Passive Perception 11 3rd level (3 slots):
Challenge 4 (700 XP) Fly
FEATURES Haste
4th level (3 slots):
Magic Resistance: The magi has advantage on saving throws Arcane Eye
against spells and other magical effects. Private Sanctum
Namburbu (3/Day): The Magi can ask the GM a yes/no 5th level (1 slot):
question, to which it receives a truthful reply. Animate Objects
Legend Lore (No material components required)

Spellcasting: The Magi is a 9th-level spellcaster. Its spellcasting


Magi (Seeker) AC: 11
HP: 60 ability is Intelligence (spell save DC 14, +6 to hit). He has the follow-
Medium Humanoid, any alignment Speed: 30 ft. ing spells prepared.
At will: Light, Mage Hand, Mending
STR DEX CON INT WIS CHA 1st level (4 slots):
-1 +1 +0 +2 +2 +0 Detect Magic
Magic Missile (3 targets)(1d4 + 1 Force)
Saving Throws: INT +6, WIS +6 2nd level (3 slots):
Skills: Arcana +6, History +6, Religion +6 Knock
Languages: Common, Aramaic, Latin, Old Egyptian Locate Object
Senses: Passive Perception 11 3rd level (3 slots):
Challenge 2 (700 XP) Dispel Magic
FEATURES Lightning Bolt (Dex 14)(8d6 Lightning)
4th level (3 slots):
Magic Resistance: The magi has advantage on saving throws Greater Invisibility
against spells and other magical effects. Dimension Door
Namburbu (3/Day): The Magi names a creature or loca- 5th level (1 slot):
tion. A star appears in the horizon, hovering over the creature or thing Telekinesis
named. The star lasts for 24 hours. Teleportation Circle

AC: 11 Spellcasting: The Magi is a 9th-level spellcaster. Its spellcasting


Magi (Tactician) HP: 60 ability is Intelligence (spell save DC 14, +6 to hit). He has the follow-
Medium Humanoid, any alignment Speed: 30 ft. ing spells prepared.
At will: Light, Mage Hand, Mending
STR DEX CON INT WIS CHA 1st level (4 slots):
-1 +1 +0 +2 +2 +0 Magic Missile (3 targets)(1d4 + 1 Force)
Shield (AC 16)
Saving Throws: INT +6, WIS +6 2nd level (3 slots):
Skills: Arcana +6, History +6, Religion +6 Hold Person (Wis 14)
Languages: Common, Aramaic, Sabaic Spider Climb
Senses: Passive Perception 11 3rd level (3 slots):
Challenge 6 (700 XP) Fireball
FEATURES Counterspell
4th level (3 slots):
Magic Resistance: The magi has advantage on saving throws Banishment (Cha 14)
against spells and other magical effects. Wall of Fire (Wis 14)(5d8 Fire)
Namburbu (3/Day): When an enemy the Magi can see 5th level (1 slot):
within 60 feet makes a saving throw, the Magi can roll a d6 and sub- Hold Monster (Wis 14)
tract it from the enemy’s roll. Conjure Elemental

303
AC: 14
Murex Murex HP: 24
Medium monstrosity, unaligned Speed: 15 ft.
Opportunistic Ambushers. These large, predatory snails
are often found in rocky crags and flooded caverns where STR DEX CON INT WIS CHA
the sea meets the land in tropical climates. The bright +2 -3 +4 -5 +0 -3
purple color of the Murex comes from a special gland that Damage Immunities: Poison
produces mucus that the snail uses as venom in hunting Condition Immunities: Prone
its prey. Naturally slow-moving, Murex mostly hunt other Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
snails (including other Murex), but will attack anything Challenge 1 (200 XP)
that comes withing striking distance. The bite of a Murex is FEATURES
strong enough to pierce even the shells of other snails, and Amphibious: The murex can breathe air and water.
delivers a dose of purple venom that paralyzes its prey so
that the murex can devour it slowly at its leisure. Spider Climb: The murex can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.

Murex in the Bible ACTIONS


Although the size of this creature has been exaggerated Sting: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
for the purposes of this adventure, the Murex was well- 5 (1d4+2) piercing damage, and the target must succeed on a DC
known to people in the time of the Bible. The mucus gland 13 Constitution saving throw, or be poisoned for 1 minute. While
poisoned in this way, the target is paralyzed. The target may repeat
of the Murex was the only known substance that could the saving throw at the end of each of its turns, ending the poisoned
produce a color known at the time as “Royal Purple.” paralysis on a success.
During ceremonies in the Temple in Jerusalem, the High
Devour: Melee Weapon Attack: +3 to hit, reach 5 ft., one paralyzed
Priest traditionally wore robes of royal purple. This color creature. Hit: 14 (4d6) piercing damage.
is not only beautiful, but was extremely hard to come by.
Textile merchants would pay a great deal to adventurers Shell Defense: The murex withdraws into its shell, gaining a +4
bonus to AC until it emerges. It can emerge as a bonus action on its
willing to obtain these mucus glands. turn.

304
Mušhuššu (Splendor Dragon)
“There was a great dragon
which the Babylonians revered.”
-Daniel 14:23
Terrestrial Hoarders. The only thing a mušhuššu loves
more than collecting treasure is the praise and admiration
of the mortals from whom the treasure is taken. Mušhuššu
(Akkadian for “splendor dragon”) have massive egos, and
thus tend to live in close proximity to human civilizations,
if not in their midst. Thus, a mušhuššu lair can usually be
found in the ruins of abandoned cities, or sometimes in
the active temple of a city where the splendor dragon has
organized a cult of people who worship it.
Symbols of Marduk. The Babylonian people revered
dragons as the symbol Marduk, one of the supreme gods of
their pantheon. Just as demons sometimes use false gods
as a means to corrupt humanity, the highly intelligent and
manipulative splendor dragon will attempt to convince
mortals to bring it treasure and food as a representative
of whatever god the people already worship. For this
reason, splendor dragons often find themselves at odds
with demons, not out of altruism, but because they are in
competition for the worship and admiration of mortals.
Bel and the Dragon. The apocryphal expansion to the
book of Daniel, entitled “Bel and the Dragon” details the
prophet Daniel’s run-in with one such splendor dragon cult.
Daniel outsmarted the dragon and destroyed the cult, but
the temple erected for this dragon can still be visited by
travelers in the city of Babylon to this day.
AC: 16
Mušhuššu HP: 146
1/Day Each:
Animate Objects
Huge Dragon, Lawful Neutral Speed: 50 ft. Hover: 50 ft. Mass Suggestion
STR DEX CON INT WIS CHA Mislead

+3 +4 +2 +3 +1 +4 ACTIONS
Saving Throws: Wis +4, Cha +7 Multiattack: The drake makes three attacks: one with its bite and
Skills: Deception +7, Investigation +6, Persuasion +7 two with its claws.
Condition Immunities: Charmed, Paralyzed, Poisoned Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
Senses: Darkvision 60 ft., Passive Perception 11 (2d8 + 3) piercing damage
Languages: Common, Infernal, Akkadian Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17
Challenge 8 (3,900 XP) (4d6 + 3) slashing damage
FEATURES Breath Weapon (Recharge 5-6): The dragon exhales a blast
Regeneration: The dragon regains 15 hit points at the start of its of wind in a 30-foot cone. Each creature in this area must succeed on a
turn. If the dragon takes acid or fire damage, this trait does not function DC 16 Strength saving throw or it takes 28 (5d10) bludgeoning dam-
at the start of its next turn. The dragon dies only if it starts its turn with age, is pushed 20 feet away from the dragon, and is knocked prone.
0 hit points and does not regenerate. A creature that succeeds on the save takes half as much damage, is
pushed 10 feet, and is not knocked prone. All unprotected flames in the
Innate Spellcasting: The dragon’s spellcasting modifier is Cha- cone are extinguished.
risma, and can innately cast the following spells, requiring no material
components: Shape Change: The dragon magically polymorphs into a human-
oid or beast with a challenge rating no higher than its own, or back to
At will: Minor Illusion, Prestidigitation its true form. It reverts to its true form if it dies.

305
AC: 12
Night Spirit HP: 1
Small Fiend, chaotic evil Speed: Hover 40 ft.
STR DEX CON INT WIS CHA
+0 +2 +0 +0 +1 +0
Skills: Perception +3, Stealth +6
Condition Immunities: Prone
Senses: Darkvision 60 ft., Passive Perception 13
Challenge 0 (10 XP)
FEATURES
Night Spirits Innate Spellcasting: The night spirit can innately cast the Minor
Illusion spell, requiring no material components.
Manipulators of Emotion. Night Spirits are pure ACTIONS
manifestations of evil in the world. Their greatest joy
comes from inflicting pain and suffering on others, and in Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3
(1d4) slashing damage.
this pursuit they are masters of their craft. Although their
magical skill is limited, they have an uncanny ability to Invisibility: The night spirit magically turns invisible until it
attacks or until its concentration ends (as if concentrating on a spell).
probe into the recesses of their target’s mind, gleaning
Any equipment the Night Spirit is wearing or carrying is invisible
secret fears and hidden desires of its heart. This allows the with it.
Night Spirit to twist and manipulate these thoughts with
whispering voices or fleeting images in dark rooms. Many Dark Insight: The night spirit targets one creature it can see with-
in 30 feet of it. The target must succeed on a DC 14 Charisma saving
mortals have been driven insane by the constant persecution throw. On a failure, the night spirit learns one of the following things
of a night spirit. about the target: a deep fear, a guilty desire, or a well-kept secret. The
target automatically succeeds on this saving throw if it is immune to
“The spirit of the Lord had departed from Saul, and
being Charmed.
he was tormented by an evil spirit.”
-1 Samuel 16:14
Unseen Spies. Night Spirits will do all that they can to
avoid combat, preferring to stick to the shadows and remain
AC: 14
invisible. Many night spirits serve demons of greater power
by spying on persons of interest from hiding, collecting
Nile Crocodile HP: 88
Huge Beast, unaligned Speed: 30 ft., Swim 50 ft.
useful information about them, and then traveling with all
speed to report its findings to its master. This tactic allows STR DEX CON INT WIS CHA
Shedim or even more powerful demonic forces to learn all +4 +0 +3 -5 +0 -2
they need to know about their enemies without ever leaving Skills: Stealth +6
their lairs. Some mages of great experience and magical Senses: Blindsight 10 ft., Passive Perception 10
power have even learned to bind Night spirits into their Challenge 4 (1,100 XP)
service. Night Spirits are resentful of being coerced into FEATURES
servitude, but will gladly contribute to a mage whose goals Hold Breath: The Nile Crocodile can hold its breath for two
align with its own. hours.

Nile Crocodile Ambusher: The Nile Crocodile has advantage on attack rolls
against any creature it has surprised.

Apex Predators. The Nile crocodile is an extremely ACTIONS


aggressive and dangerous reptile that found primarily in Multiattack: The crocodile makes two attacks: one with its bite
Africa, including, as the name suggests, in the Nile river. and one with its tail.
Nile crocodiles are ambush predators, waiting for their Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
prey below the surface of bodies of fresh water, and will 13 (2d8+4) piercing damage and the target is grappled (escape DC
attack anything that approaches the water in their hunting 15). Until this grapple ends, the target is restrained, and the crocodile
grounds, regardless of its size. Communities who live near cannot bite another target.
such bodies of water are well aware of this threat, and take Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
precautions when traveling near, or on, the water. 11 (2d6+4) bludgeoning damage.

306
Noble
Authority and Influence. Nobles are members of the Noble AC: 15
HP: 9
upper class, often possessing wealth and connections to Medium humanoid, any alignment Speed: 30 ft.
positions of political power. NPCs who use this stat block STR DEX CON INT WIS CHA
range from Emperors to Kings to successful merchants to
local governors. The power wielded by a noble is not in
+0 +1 +0 +1 +2 +3
Skills: Deception +5, Insight +4, Persuasion +6
their armor or weaponry, but in the influence they hold over Languages: Any two languages
those loyal to them. Nobles usually travel in the company Senses: Passive Perception 12
of guards and servants, and the greater political power they Challenge 1/8 (25 XP)
hold, the more heavily guarded they will be.
ACTIONS
Priest “Melchizedek brought out bread and wine;
Hidden Dagger: Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d4+1) piercing damage plus 3 (1d4) poison damage.
he was a priest of God Most High.” REACTIONS
-Genesis 14:18
Representatives of God. The priest serves as an Parry: The noble adds 2 to its AC against one melee attack that
would hit it.
intermediary between God and mortals. Priests can be
found in all major cities serving in temples and synagogues
This monster is derived from the “Noble” in the SRD 5.1 and reproduced under the OGL.
on behalf of the people. In the time of the Bible, rituals
were highly important pieces of worship, and it was the job
of the Priest to ensure that these rituals were performed in
the correct manner and in the correct place.
AC: 13
Priest HP: 27
Medium humanoid, any alignment Speed: 30 ft.
STR DEX CON INT WIS CHA
+0 +0 +1 +1 +3 +1
Skills: Medicine +7, Persuasion +6, Religion +5
Languages: Any two languages
Senses: Passive Perception 13
Challenge 2 (450 XP)
FEATURES
Representative of the Divine: A priest makes Deception
and Persuasion checks with advantage if speaking to adherents of its
religion.
ACTIONS
Spellcasting: The priest is a 5th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 13, +5 to hit). It has the following
spells prepared.
At will: Guidance, Light
1st level (4 slots):
Cure Wounds (1d8+3 HP)
Guiding Bolt (+5 to hit)(4d6 Radiant)
Sanctuary
2nd level (3 slots):
Lesser Restoration
Spiritual Weapon (+5 to hit)(1d8+3 Radiant)
3rd level (3 slots):
Dispel Magic
Spirit Guardians (Wis 13)(3d8 Radiant)

This monster is derived from the “Priest” in the SRD 5.1 and reproduced under the OGL.

307
Parthian Military
At the height of her power, Parthia controlled all lands
between the Euphrates river and China’s western border. In
contrast to empires of ages past, Parthia allows its vassal
kingdoms to continue to function as they always have with little
to no oversight. These vassal monarchs even maintain their
titles. Thus, rulers like King Mithridates of Babylon and King
Meherdates of Nineveh continue to sit on the throne so long as
they pledge fealty to Parthia. This policy has led to some political
trouble, as Nimrud is currently held by a group of mercenaries
pretending to be politicians, and the throne of Teredon has been
empty for decades. Because of Parthia’s hands-off approach,
many of these kingdoms are left wondering who is really in
control.
Because of her relationship with her vassal kingdoms, the
empire of Parthia is ruled by a monarch who calls himself the
“King of Kings.” The current king of kings is Artabanus II (N
Noble), who rules from a majestic palace along the Silk road far
to the east of Nimrud. Although the throne of the king of kings
is distant, the presence of the Parthian empire is felt in most
vassal kingdoms. The impressive armored cavalrymen known as
cataphracts are known to patrol in great numbers in major cities
east of the Euphrates.
Parthia is currently locked in a bitter standoff with another
distant empire to the west: Rome. With both Rome and Parthia
desiring full control of the Middle Kingdoms, the question is not
if the conflict will escalate to full frontal warfare, but when.

Parthian Spahbed
Army Chief. While King of Kings Artabanus II may be
the emperor of all of Parthia, his Spahbeds are in charge on
the battlefields. These highly trained fighters have earned
AC: 16
their rank through years of service in the Parthian military, Spahbed HP: 48
and have a thorough understanding of warfare. Although Medium humanoid, any alignment Speed: 30 ft.,
skilled combatants themselves, a Spahbed will rarely join
in the violence, preferring to command detachments of STR DEX CON INT WIS CHA
Cataphracts from a distance. +2 +2 +2 +1 +0 +1
Skills: Intimidation +3

Parthian Cataphract Senses: Passive Perception 12


Languages: Common, Akkadian, Sanskrit
Swift and deadly. These mounted combatants are both Challenge 3 (700 XP)
accomplished riders as well as deadly accurate archers. ACTIONS
Riding their heavily armored Arabian Horses into battle,
the Parthian cavalrymen had no trouble flanking and Multiattack: The spahbed makes two melee attacks or one Short-
bow attack.
outmaneuvering the marching tides of Roman Legionaries.
While the cataphracts did not have the same organization Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
and discipline as the Roman legion, they made up for it by Hit: 8 (1d8 + 3) slashing damage.
staying out of range of Roman spears, and firing arrows Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
while traveling back and forth on the battlefield at high target. Hit: 6 (1d6 + 2) piercing damage.
speeds. BONUS ACTION
Parry: The Spahbed adds 2 to its AC against one melee attack that
would hit it.

308
AC: 16
Cataphract HP: 10
Medium humanoid on a Large Mount Speed: 30 ft., Ride 60 ft.
STR DEX CON INT WIS CHA
+0 +2 +0 +0 +0 +0 AC: 18
Saving Throws: Dex +4 Armored Horse HP: 12
Senses: Passive Perception 10 Medium humanoid on a Large Mount Speed: 60 ft.
Languages: Common, Akkadian STR DEX CON INT WIS CHA
Challenge 1/2 (100 XP)
+2 +1 +1 -4 +0 -2
FEATURES Senses: Passive Perception 10
Mounted Combatant: While mounted, the cataphract uses its Challenge 1/4 (50 XP)
ride speed rather than its walk speed, and it has advantage on attack
rolls against Medium or smaller creatures.
Parthian Shot: If the cataphract moves at least 20 feet away from Did You Know?
a target, the cataphract may make an extra shortbow attack as a bonus The Cataphract’s ability to turn and fire backwards in the saddle
action, turning to fire backwards in the saddle. while galloping away became famously known as the “Parthian
shot” in ancient times. The pronunciation and meaning of this phrase
ACTIONS changed over time, and has today become “parting shot:” a hurtful and
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one pointed comment that someone makes before they walk away.
target. Hit: 6 (1d6 + 2) piercing damage.

309
Queen of Sheba Makeda in this story
Beautiful and Mysterious. Queen Makeda is a symbol The story of the Queen of Sheba’s visit to King Solomon (1 Kgs.
10) occurs around 900 years before the events of this adventure. There
of Sheba itself: beautiful, enigmatic, and deadly. Her
are two ways to justify this character showing up in the narrative of
primary concern is for the well-being of her people, this module, and you may choose which suits your game and story the
and is ruthless in this pursuit. She regards all visitors to best. Both of these options are valid interpretations of her motivations,
Sheba with suspicion, as there have been many attempts and have no other impact on the plot.
made against her life from the foreign powers of Rome The first option assumes that this is indeed the original Makeda,
Queen of Sheba, and that she is a Nephilim, and therefore immortal.
and Parthia alike. Makeda is pragmatic to a fault, always Because of her affair with King Solomon (who is the true father of her
making decisions swiftly with what information is available son, Menilek), Makeda has chosen not to undergo the Diluvium of
to her, and rarely allowing the theories of her advisors or the Nephilim, and retains all of her memories from the past thousand
even her own emotions to sway her sound judgment of a years. Because of a promise made to Solomon when they were lovers,
Makeda awaits the day when her oath to his memory can be fulfilled,
situation. She is always accompanied by her bodyguards:
even 1,000 years after his death.
twin Arabian Tigers named Nebiri and Desta. These loyal The second option instead views Makeda as the descendant
companions travel everywhere with Makeda, and follow of the Queen of Sheba from the Bible. Although mortal, she has
her commands without question. If Nebiri and Desta enter nevertheless been passed down the obligation to come to the aid of
combat alongside Makeda, she has a challenge rating of 6 Jerusalem, should such a need arise. This version of Makeda assumes
that her allegiance to the Jews comes from respect for the memory and
(2,300 XP). promises of her ancestors, rather than from her personal connection to
“I do not believe until my own eyes have seen it.” King Solomon.
-The Queen of Sheba
Keeper of Promises. No one is sure of Makeda’s AC: 13
lineage, how she came to be in power, or, in fact, how Queen of Sheba HP: 100
long she has reigned as queen. Visitors may rightly ask Medium humanoid, Lawful Neutral Speed: 30 ft.
questions about her mysterious past, but native Sabeans STR DEX CON INT WIS CHA
do not question their queen or even think too long about +1 +1 +3 +2 +3 +3
these questions. Makeda is a fair and efficient ruler, and Saving Throws: STR +3, WIS +5, CHA +5
this is all that matters to the common folk of Sheba. Her Skills: Arcana +4, History +4, Insight +5, Persuasion +5
only other living relative is Prince Menilek, who serves as Languages: Common, Sabaic, Hebrew, Aramaic, Sanskrit
the captain of the Zin’tori at the military barracks of Fort Senses: Passive Perception 15
Tebaki. Makeda has also shown to have an age-old alliance Challenge 3 (700 XP)
with the people of Judea, although no one is sure why.
FEATURES
Legend holds that this alliance goes back almost 1000 years
to the reign of King Solomon, but the truth behind how this Spellcasting: The Queen of Sheba is a 5th-level spellcaster. Her
alliance was established and why Makeda maintains her spellcasting ability is Charisma (spell save DC 13, +5 to hit). She has
the following spells prepared.
alliance with Jerusalem to this day remains a mystery. For
more information on Makeda’s identity and how you might At will: Light, Fire Bolt (+5 to hit)(2d10 Fire)
1st level (4 slots):
want to play her character in the game, see the sidebar on Cure Wounds (1d8+3 HP)
the right. Shield (18 AC)
“Never again were seen precious stones of such 2nd level (3 slots):
value, or spices of such quality, as were brought by Levitate
the Queen of Sheba.” Shatter (Con 13)(3d8 Thunder)
3rd level (2 slots):
-1 Kings 10:10
Protection from Energy
Queen of Commerce. No monarch in the world has as Fireball (Dex 13)(8d6 Fire)
much sway over the commerce in the Middle Kingdoms ACTIONS
as Makeda. The Sabean navy controls all ocean access
Command: The Queen of Sheba targets a friendly creature within
along the coast of Africa and Arabia, and the Zin’tori both 60 feet. If the target can hear her, the target may use its reaction to
protect and restrict access to travel along the Spice road. make one weapon attack.
Whether they like it or not, Rome, China, and India must
Leadership (1/Day): The Queen of Sheba shouts a special com-
occasionally do business with Sheba when conducting mand or warning, granting benefits to all non hostile creatures within
trade. Sheba is also the world’s leading producer of Myrrh 30 feet that can hear her. For the next minute, all affected creatures
and Frankincense. may add 1d4 to attack rolls and saving throws.

310
311
Roman Military
The capital of the Roman empire may be thousands
of miles away, on the other side of the Great Sea, but the
great empire’s strength is felt around the world. Roman
controlled highways and trade routes make passage safer
and faster than ever, so long as smaller nations pledge
fealty to Tiberius Caesar Augustus (LN Noble), the
emperor over the sea.
Rome is known for its swift and vicious punishments
for crimes, and Roman roads like the Via Maris are littered
with the crucified bodies of criminals, left as a message to
those considering breaking the law. This approach to law
and order is apparently effective, as the Roman empire has
the lowest crime rate in the world.
Rome takes a much more hands-on approach to politics
than Parthia. While some “kings” are allowed to keep their
thrones, the real power in a Roman-occupied city lies with
the “proconsul,” who represents the emperor’s interests
in the kingdom. Cities in the west teem with Roman
Legionaries, and travelers who frequent the region know
better than to step out of line in their presence.
Soldiers who serve in the Roman military are promised
a parcel of land upon their retirement, where they live
a simple life of peace. Soldiers look forward to this
retirement, especially in the less desirable outposts on the
fringes of the empire where life is much less comfortable
and more unpredictable. Outposts in Judea, for example,
see regular uprisings led by the Zealots or the Sicarii,
and territories to the east of Damascus and the League of
Ten Cities are constantly on the alert for incursions from Roman Centurion AC: 16
HP: 48
Parthian forces. Medium humanoid, any alignment Speed: 30 ft.,
STR DEX CON INT WIS CHA
Roman Centurion +2 +2
Skills: Intimidation +3
+2 +1 +0 +1
The Roman proconsul is the political authority and
intermediary to the emperor in most Roman-occupied Senses: Passive Perception 12
territories, but the day-to-day operations of law and order Languages: Latin, Common
usually falls to a Centurion. Centurions are officers in the Challenge 3 (700 XP)
army who oversee a detachment of around 80 Roman FEATURES
Legionaries under their command, although some Pack Tactics: A centurion has advantage on an attack roll against
Centurions in remote locations may have up to 1,000 a creature if at least one of its allies is within 5 feet of the creature
Legionaries at their disposal. Centurions are known to and the ally is not incapacitated.
be ruthless in their protection of law and order, severely ACTIONS
punishing criminals in accordance with Roman law.
Multiattack: The centurion makes two melee attacks. It can
Centurions are not necessarily evil or cruel by nature, but
replace one or both of these attacks with its Command action.
they value order and tend toward a Lawful alignment.
Centurions are also usually whole-heartedly committed to Gladius of the Centurion: Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
the will of the Roman Empire, and will struggle to see the
value of anything beyond this allegiance. Command: The centurion targets a friendly creature within 60
feet. If the target can hear it, the target may use its reaction to make
one weapon attack.

312
offered all the amenities of Roman life. On the other hand,
Roman Legionary outposts in the east posed a constant threat of violence, and
encampments in the north were cold and unforgiving. To be
The Roman Legionary is the heavy infantryman of a legionary is to be prepared for anything.
the Roman army, heralded by many as the most efficient Legionaries are drafted primarily from citizens within
combat soldier in the world. The legionaries are usually the the heart of the Roman empire whose allegiance lies
first line of defense against foreign invasions and the first unwaveringly with Rome. They enlist in the legion for a
wave of troops sent into battle. Legionaries were highly term of 25 years, after which they receive their retirement
trained and outfitted with the latest technology in weapons and promised parcel of land. Although legionaries may
and armor. Their body armor, called the Lorica Segmentata complain about their outposts and express a desire to return
was made of forged iron strips plated with steel, and their to their “home” in Rome, many legionaries end up asking
shields were rectangular and much larger than the round for their parcel of land not far from the location they spent
shields used in the Greek phalanx. In short, Legionaries their years of service, having grown accustomed to the way
were not to be underestimated in combat scenarios and of life in these once foreign lands.
used both their advanced tactics and superior weaponry to
their advantage whenever possible.
As the Roman empire continues to expand in all
directions, legionaries expand and move with it. These
unstoppable infantry units are responsible not only for
conquering foreign territories, but for holding them
and keeping the peace long after the front lines of the
empire continue their expansion. Once a kingdom has
been occupied by Rome, Legionaries serve as the local
law enforcement, suppressing any potential uprisings,
punishing criminal offenses under the guidance of the
Centurion, and generally keeping the peace. Legionaries
would often also take part in building projects as Rome
sought to spread its culture to new kingdoms, often
building a circus arena or aqueduct in the larger cities.
For some, these assignments were very comfortable and

Roman Legionary AC: 18


HP: 10
Medium humanoid, any alignment Speed: 30 ft.,
STR DEX CON INT WIS CHA
+1 +1 +2 +0 +0 +0
Skills: Intimidation +2
Senses: Passive Perception 10
Languages: Latin
Challenge 1/2 (100 XP)
FEATURES
Pack Tactics: A Legionary has advantage on an attack roll against
a creature if at least one of its allies is within 5 feet of the creature
and the ally is not incapacitated.
ACTIONS
Multiattack: The Legionary makes two melee attacks or one
ranged attack
Pilum (Spear): Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 1) piercing damage.
Pilum (Spear): Ranged Weapon Attack: +3 to hit, range 20/60 ft.,
one target. Hit: 5 (1d6 + 1) piercing damage.

313
Saraph Serpent
Legends of the deadly
creature known as the “Saraph”
exist in almost every culture
throughout the middle kingdoms.
Known to Egyptian guides as the
“Flaming Ones,” to the Zin’tori
of Sheba as the “Striking Death,”
and to the Hebrew people simply
as “Fiery Serpents,” the Saraph is
known by many names, but universally feared. Its bite
carries a lethal dose of venom that seems to burn its
victim from the inside, reducing its body to ash
if left untreated. Some cures are known to exist, but
most guides in the region of Zin prefer to keep well
away from the rocky crags known colloquially as the
“Den of Serpents.”
“Do not forget that the Lord, your God, led you
through the wilderness of Saraphs, those fiery
serpents.”
-Deuteronomy 8:14

AC: 13
Saraph Serpent HP: 25
Medium Monstrosity, unaligned Speed: 30 ft., Swim 30 ft.
STR DEX CON INT WIS CHA Ruthless Predators. The Saraph serpent is unusually
+0 +2 +1 -4 +1 -3 large and aggressive, and has been known to attack and kill
Skills: Perception +3 creatures three times its own considerable size. Where most
Damage Resistances: Fire venomous snakes prefer to hide and wait for an opportunity
Condition Immunities: Frightened to strike, the Saraph seeks out its prey and attacks
Senses: Blindsight 10 ft., Passive Perception 13 recklessly, as though driven by the fury of its own internal
Challenge 1/2 (100 XP) fire. Once a Saraph becomes aware of its prey, it will attack
without concern for its own safety, lunging ferociously into
FEATURES battle. It is this behavior that makes even young Saraphs
Aggressive: As a bonus action, the Saraph can move up to its formidable foes in combat.
speed toward an enemy that it can see or hear.
Den of Serpents. For some unknown reason, Saraph
ACTIONS serpents seem to command the respect of other breeds of
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: snakes, which tend to congregate around Saraph serpent
5 (1d4+2) piercing damage, and the target must succeed on a DC 12 broods. It is not clear what these other serpents gain from
Constitution saving throw or it takes 7 (2d6) Poison damage and is
Poisoned. While Poisoned in this way, the target’s skin begins to turn their relationship with Saraphs, but it is well-known to
to ash and burn away, starting from the location of the bite. Each day guides in the region to steer clear of any rocky outcroppings
at dawn while the target remains poisoned, its hit point maximum where a variety of snakes are seen cohabitation.
is reduced by 1d6 and the condition spreads. If the target’s hit point Fiendish Affinity. Although no clear link exists between
maximum is reduced to 0 in this way, the target dies as its body burns
Saraphs and demonic entities, certain types of demons,
form the inside and crumbles to ash. The Poisoned condition lasts
until it is ended by Lesser Restoration or similar magic. A target’s hit including the Shedim, seem to hold sway over Saraph
point maximum returns to normal 1d4 days after the Poison condition serpents. Lairs of Shedim and some other powerful demons
ends for it. are often guarded by Saraph serpents who obey their
commands without question.
314
Shadow of the Beast
They worshiped the Beast, saying, “Who can
compare with the beast, and who can fight against it?.”
-Revelation 13:4
Servants of Evil. Some see evil in the world and fight
against it; some see evil in the world and join it. Some
mortals have become aware of the great power wielded by
the ancient demons, and have become seduced by it. The
7 ancient demons who seek the corruption of the world
through sin call themselves the Fellowship of the Beast,
and there are some mortals who follow in their shadow.
This cult of power-obsessed mortals call themselves the
“Shadow of the Beast.
Covert Operatives. Demons such as Lilith, Legion,
or Beelzebub, are glad to grant small favors and magical
powers to mortals who seek to serve them, because in
exchange they gain mortals who can move anonymously
through the world to carry out their bidding. Shadow of the
Beast Cultists usually obey any instructions given to them
by their dark masters, from simple tasks like delivering
messages, to high-profile assassinations.
Many Paths to the Evil One. Many mortals join the
ranks of the Shadow of the Beast by becoming involved
in cults lead by Shedim. These cults often masquerade as
legitimate religions to the old gods of Babylon or Egypt.
It is only after years of service to one of these cults that a
mortal may learn the true identity of their religious leader
is a Shedim... and by then they have gotten a taste of the AC: 18
power that is being offered. Most mortals never even meet Shadow Champion HP: 115
one of the ancient demons of the Fellowship of the Beast, Medium Humanoid, lawful evil Speed: 30 ft.
but instead blindly follow the instructions given to them STR DEX CON INT WIS CHA
by a Shedim, who serves as the intermediary between an +4 +0 +4 +0 +1 +0
ancient demon and the mortal cultist. Each mortal cultist Saving Throws: STR +7, WIS +4, CHA +3
brings a different skill to the table when they join the Skills: Intimidation +3
Shadow, and the Fellowship is happy to put these different Condition Immunities: Charmed, Frightened
skills to use. Senses: Passive Perception 11
Languages: Common, Infernal
Shadow Champion Challenge 7 (2,900 XP)
Warriors of Sin. Some mortals were born for the FEATURES
battlefield, and combat is all they know. Some of these Limited Magic Immunity: The Shadow Champion cannot be
fighters may stumble upon a Shedim cult looking for damaged, affected, or detected by spells of 2nd level or lower.
healing from their injuries, and others may seek out demons Relentless (Recharge 5-6): If the Shadow Champion takes
directly to ask for more power. Only the most skilled damage that would reduce it to 0 hit points, it is reduced to 1 hit point
instead.
warriors are promoted to the ranks of Shadow Champion
and blessed with the wrathful hellfire of Abaddon himself. ACTIONS
With the combined power of a lifetime talent and a dark Multiattack: The Shadow Champion makes two attacks with its
blessing from an ancient archdemon, Shadow Champions Infernal Longsword.
are nearly invincible combatants driven by the purity of the Infernal Longsword: Melee Weapon Attack: +7 to hit, reach
sin to which they pledge themselves. 5 ft., one target. Hit: 11 (2d6+4) slashing damage and 7 (2d6) Fire
damage.

315
AC: 12
Shadow Cultist HP: 25
Medium Humanoid, neutral evil Speed: 30 ft.
STR DEX CON INT WIS CHA
+0 +1 +0 +0 +0 +1
Skills: Deception +4, Religion +2, Stealth +4
Senses: Passive Perception 10
Languages: Common
Challenge 1/2 (100 XP)
FEATURES
Dark Devotion: The cultist has advantage on saving throws
against being Charmed or Frightened.
ACTIONS
Poisoned Dagger: Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d4+2) piercing damage and the target must
succeed on a DC 12 Constitution saving throw or become poisoned.

Shadow Cultist
“The beast deceives the inhabitants of earth.”
While poisoned in this way, the target takes 7 (2d6) poison damage at
the start of each of its turns. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself with a success.
-Revelation 13:14
Devoted Followers. Not all of those tempted by the
AC: 13
demons are talented in combat or magic, and most end up
serving as simple cultists. Cultists can be found in any city
Shadow Mage HP: 33
Medium Humanoid, chaotic evil Speed: 30 ft.
and in every profession where they quietly and secretly
carry out the orders of the Fellowship. Some Cultists take STR DEX CON INT WIS CHA
their devotion to the extreme, marking their bodies with +0 +1 +0 +2 +1 +2
scars or tattoos in order to impress their archdemon patrons. Saving Throws: INT +4, WIS +3
Other cultists are indistinguishable from commoners, Skills: Deception +4, Religion +4
traveling through the world with anonymity. Senses: Passive Perception 11
Deceived Victims. It is important to remember that the Languages: Common, Infernal
demons are the true enemy. In many ways, the cultists are Challenge 2 (450 XP)
victims of dark influence as much as those who the cultists FEATURES
are ordered to kill. Demons are the architects of lies and Spellcasting: The Shadow Mage is a 5th-level spellcaster. Its
false promises, and have no compassion for the cultists spellcasting ability is intelligence (spell save DC 12, +4 to hit). It has
who have devoted their lives to the cause of evil. Thus, it the following spells prepared.
may still be possible to save a cultist from their chosen path At will: Mage Hand, Poison Spray (Con 12)(1d12 Poison)
through Persuasion checks or by providing proof that the 1st level (4 slots):
Magic Missile (3 targets)(1d4 + 1 Force)
demons do not care about them. Shield (AC 18)
Witch Bolt (+4 to hit)(1d12 Lightning)
Shadow Mage 2nd level (3 slots):
Misty Step
Invisibility
Talented Magic-users. Mortals join the Shadow of the 3rd level (2 slots):
Beast for many reasons, but for some it is the promise Counterspell
of dark magic that is most tempting. Most wizards learn Fly
the arcane arts by a lifetime of study, but others find that ACTIONS
the faster path to power is to be gifted talent by a demon. Hellfire Eruption (Recharge 5-6): The Shadow Mage
These members of the Shadow of the Beast possess and extends its hand, causing hellfire to erupt from the ground in a
not-inconsiderable amount of power, and wield it with the 20-foot-radius sphere centered on a point it can seen within 60 feet.
blind devotion of a cultist. Shadow Mages, more so than Each creature in this area must make a DC 12 Dexterity saving throw,
taking 21 (6d6) Fire damage on a failed save, or half as much on a
other cultists, can be found lurking near the lairs and occult
successful one.
temples of the Shedim.

316
Shedim
Born of Malice. Shedim are not fallen angels like many of their
demonic counterparts. Instead, these demons are spawned from the
malice of the archdemon Lilith, whom they view as their mother.
As beings of pure evil in bodily form, Shedim are neither male nor
female, yet often choose to use “she” and “her” as their pronouns,
as a way to glorify Lilith, who gave them form. Although the word
“Shedim” appears in many places throughout the Bible, early
Christians did not see the point of differentiating between different
types of demons, and so most instances of the word in modern
translations appears simply as “demon.”
“They worshiped their idols, which became a snare to them.
They sacrificed their sons and their daughters to the Shedim..”
-Psalm 106:36
Deceivers and Cult Leaders. The Shedim of ancient stories
are almost all associated with occult practices. Taking after the
activities of their mother, the specialty of the Shedim is tempting
mortals into the worship of false gods. It is not important to the
Shedim which gods or idols a mortal worships, as long as attention
is diverted away from the one, true God. Usually, a Shedim will use
ancient religions or idols that have roots in a particular culture in
order to appeal to a local population (such
as creating a cult of Marduk in order to
appeal to a Babylonian audience). The
Shedim will use its “Shape Change”
ability, often spending decades or
lifetimes in the form of a human
“priest” in order to convert
followers to its cult. With time
and patience, a Shedim can
entice many of its followers
deeper into temptation, eventually
inducting them fully into the
Shadow of the Beast cult.
spell (DC 12) at will, requiring no material components.
Shedim AC: 13
HP: 50 ACTIONS
Medium Fiend, Neutral Evil Speed: 40 ft.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 7 (2d4+2) piercing damage and 5 (2d4) Necrotic damage. The target
+2 +2 +0 +0 +1 +2 must succeed on a DC 12 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the Necrotic damage
Saving Throws: CON +7, WIS +4, CHA +5 taken. This reduction lasts until the target finishes a long rest. The
Skills: Deception +4, Persuasion +4, Religion +3, Stealth +4 target dies if this effect reduces its hit point maximum to 0.
Damage Resistances: Necrotic; bludgeoning, piercing, and Hellfire Blast: The Shedim conjures hellfire to blast from its hands
slashing, from nonmagical attacks
in a 15-foot-cone. Each creature in this area must succeed on a DC 12
Condition Immunity: Prone Dexterity saving throw, taking 11 (3d6) Fire damage on a failed save
Senses: Darkvision 60 ft., Passive Perception 11 or half as much on a successful one.
Languages: Common, Infernal, Akkadian, Old Egyptian, Hebrew
Change Shape: The Shedim magically polymorphs into a
Challenge 3 (700 XP) humanoid (usually assuming the role of an influential religious leader),
FEATURES or back to its true form. Any equipment it is wearing or carrying is
Innate Spellcasting: The Shedim can innately cast the Suggestion borne by the new form. The shedim reverts to its true form if it dies.

317
Sicarii
Extremists and Assassins. The Sicarii are a violent
Spartan Mercenary
extremist group that splintered from the Zealots for their Masters of Combat. Spartans are unrivaled in their
unwillingness to kill innocents. While both groups condone prowess on the battlefield. Many heroic legends exist about
violence against Rome and Parthia, Zealots draw the line these enigmatic people from across the sea, but recent
at harming civilians and their own people. To the Sicarii, times find Spartans fading from the public spotlight. When
if you are not actively fighting for freedom, you deserve to Greece fell to Roman control, the Greek city-states each
die along with the tyrants. Their campaigns of intimidation pledged allegiance to Rome and subsequently ceded power
and assassination target not only Rome’s politicians and to a Roman proconsul. Although Sparta remained a free
families, but anyone they deem as a “Roman Sympathizer.” city in the Roman empire, Spartans nonetheless faced an
identity crisis. An entire kingdom of Spartan boys and girls
AC: 12
Sicarius HP: 32
had been training their whole lives to achieve glory on the
battlefield, but suddenly found themselves without a war
Medium Humanoid, neutral evil Speed: 35 ft. to fight. Many Spartans subsequently became adventurers,
STR DEX CON INT WIS CHA traveling the world in search of thrills worthy of their skill.
+0 +2 +0 +0 +2 +2 Some became guards for merchants willing to pay top
Skills: Deception +5, Sleight of Hand +8, Stealth +8 dollar; others found glory in the fighting pits of Parthia or
Senses: Passive Perception 12 the Circus in Rome. Spartans are characterized by their
Languages: Common and Aramaic eagerness for action and their unusual way of speaking:
Challenge 3 (700 XP) rarely using more than three words at a time, and only
when words are necessary.
FEATURES
Sneak Attack: Once per turn, the Sicarius deals an extra 7 (2d6) AC: 16
damage when it has advantage on the attack roll and hits its target. Spartan Mercenary HP: 105
Assassinate: During its first turn in combat, the Sicarius has Medium Humanoid, any alignment Speed: 30 ft.
advantage on attack rolls against any creature that has not yet taken a
turn. Any hit scored against a Surprised creature is a critical hit.
STR DEX CON INT WIS CHA
+4 +1 +3 -1 +0 -1
ACTIONS Saving Throws: STR +7, DEX +4, CON +6
Sica: Melee or ranged Weapon Attack: +5 to hit, reach 5 ft. or range Skills: Athletics +7
20/60 ft., one target. Hit: 6 (1d4+3) piercing damage.
Senses: Passive Perception 10
BONUS ACTIONS Languages: Common
Cunning Action: The sicarius can take the Dash, Disengage, or Challenge 5 (1,800 XP)
Hide action as a bonus action on each of its turns.
FEATURES
Shield Combatant: The Spartan mercenary can add a +2 bonus
to the AC of an ally within 5 feet of it.
ACTIONS
Multiattack: The Spartan makes three attacks: two with its Spear
and one with its Shield Bash
Spear: Melee or ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage.
Shield Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
get. Hit: 7 (1d4+4) bludgeoning damage, and the target must succeed
on a DC 15 Strength saving throw or be Shoved 5 feet in a direction
chosen by the Spartan.

318
Sunwing Sunwing AC: 13
HP: 50
Huge Beast, lawful good Speed: 10 ft., Fly 80 ft.
“They who wait for the Lord shall renew their strength;
They shall mount up on the wings of eagles.” STR DEX CON INT WIS CHA
-Isaiah 40:31 +3 +3 +1 -1 +3 +0
Sentries in the Sky. Sunwings share a close bond Skills: Insight +5, Perception +5
with the Nabateans of Petra. Those who can make the Senses: Passive Perception 15
treacherous climb to a Sunwing’s perch in the rocky cliff Languages: Understands Aramaic and Sabaic but cannot speak
face stand a chance of earning a Sunwing’s trust; a bond Challenge 1 (200 XP)
which, once established, can never be broken. FEATURES
“The eagle touched the corpse, and it revived.” Keen Sight: The Sunwing has advantage on Perception checks
-Apocrypha of Fourth Baruch that rely on sight.
Loyal Mounts. A Sunwing will only bond with one Loyal Mount: The Sunwing will never willingly attack the rider
human in its lifetime. These majestic birds and their riders to whom it has bonded, and if forced or magically compelled to do
so, it makes all attack rolls with disadvantage.
can be seen patrolling the skies over Sinai and other
nomadic regions in Zin. ACTIONS
Multiattack: The Sunwing makes two attacks: one with its beak
and one with its talons.
Sunwings in the Bible?
Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
The Sunwing is inspired by stories of large, magical eagles from (1d6 + 3) piercing damage.
multiple cultures during this time period, and in particular the book of
Fourth Baruch. Although the stories in Fourth Baruch are fascinating, Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
they are not considered part of the Bible by any branch of Christianity 10 (2d6 + 3) slashing damage.
other than the Ethiopian Orthodox Church. Despite the fact that this Revivify (1/Day): The Sunwing touches a creature that has died
creature does not appear in any other version of the Bible, it has been in the last minute. That creature returns to life with 1 hit point. Once
included in this adventure because of its close association with ancient it has used this feature, it cannot do so again until after completing a
Christian folklore. long rest. This feature does not restore missing body parts.

319
T’ifiri AC: 15
HP: 47 T’ifiri
Large monstrosity, unaligned Speed: 50 ft., Burrow 30 ft. Scourge of the Desert. The Zin’tori of Sheba refer to
STR DEX CON INT WIS CHA these massive scorpions as the “claw of the desert.” Lying
+2 +1 +2 -5 -1 -4 motionless below the desert sand for hours at a time,
Senses: Blindsight 60 ft., Tremorsense 30 ft., Passive Perception 9 the t’ifiri uses its tremorsense to detect the movement of
Challenge 3 (700 XP) potential prey across the ground above. Feeding mainly
on desert-dwelling mammals such as the Hyrax or Addax,
FEATURES
the t’ifiri strikes quickly, attempting to grapple its prey
Sand Glide: The t’ifiri can burrow through nonmagical, unworked
desert sand. While doing so, it does not disturb the sand or leave
and deliver a lethal does of venom through its stinger
behind a tunnel as it moves. before dragging its victim back below the desert sand to
be devoured. Merchants who frequent the Spice roads
ACTIONS
through Zin are far too familiar with the hunting patterns
Multiattack: The t’ifiri makes three attacks: two with its claws of the t’ifiri, and have lost more than one camel to these
and one with its sting.
apex desert predators. It is due to the t’ifiri’s burrowing
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: habits that the outer walls of Sheba reach as deep below the
6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape
DC 13). The t’ifiri has two claws, each of which can grapple only one sand as they tower above it. Only the bedrock presents an
target at a time. obstacle to these prodigious subterranean invaders.
Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
9 (2d6 + 2) piercing damage, and the target must make a DC 12 T’ifiri in the Bible?
Constitution saving throw, taking 18 (5d6) poison damage on a failed
save, or half as much on a successful one. The t’ifiri is based on numerous old stories and legends from the
ancient middle east of giant scorpions that attacked from the desert
sands in the Arabian peninsula. There is no scientific evidence that
these creatures ever existed, and their presence in this adventure is a
purely fictional element that fits the theme of the narrative.

320
Tannin
“So God created the mighty Tannin, and every kind
of creature with which the waters swarm.”
-Genesis 1:21
Sea Serpents of Old. On the fifth day of creation, God
brought forth creatures of the water and the sky, including
a sea monster of mythic proportions. No one is sure how
many Tannin there are, how long they live, or if they even
die at all. Some legends speculate that the Tannin are the
offspring of the Leviathan, while other stories suggest
that these massive serpents were once regular snakes that
have continued to grow larger and larger since the days
of creation. What is known for certain, however, is that
the Tannin are to be avoided at all costs. When a Tannin
attacks, nothing survives. Because such attacks
usually happen on the open water, many
trade routes by sea take longer journeys
than necessary in order to stick close to
the shore or other known shallows.

Did You Know?


The Hebrew monster called the tannin is nearly identical to the
Hebrew word tannim, which means “jackals.” Due to the similarities
in these words, there has been a long history of confusion and debate
among translators about which word belongs where. For example,
the original Hebrew text of Lamentations 4:3 depicts a Tannin
nursing its young with its breasts. This verse is likely meant to
refer to jackals (since sea serpents do not have breasts), and almost
certainly exists as a spelling error from ancient scribes who made a
mistake when copying from the original versions of the Hebrew text.

AC: 18
Tannin HP: 205
ACTIONS
Multiattack: The Tannin makes two attacks: one with its Bite and
Gargantuan monstrosity, unaligned Speed: Swim 90 ft. one with its Tail.
STR DEX CON INT WIS CHA Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
+9 +2 +8 -2 +4 +0 28 (4d8 + 9) piercing damage and the target is grappled (escape DC
20).
Saving Throws: STR +13, CON +12
Skills: Athletics +13 Tail: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
32 (5d8 + 9) bludgeoning damage.
Condition Immunity: Prone
Senses: Darkvision 120 ft., Passive Perception 14 Undertow: The Tannin dives below the surface of the water,
creating a devastating rip current in its wake. The Tannin moves
Challenge 12 (8,400 XP) at least 30 feet straight down into the water, causing each target
FEATURES (including ships and objects) within 20 feet of the point it left to make
a DC 18 Strength saving throw. A target takes 30 (10d10) bludgeoning
Amphibious: The Tannin can breathe air and water.
damage and is pulled 10 feet under the water on a failed save. On a
Depth Immunity: The Tannin is immune to all negative effects, successful save, a target takes half as much damage and is not pulled.
including damage, caused by the crushing depths of the ocean.
Steam Breath (Recharge 5-6): The Shedim exhales a cloud of
Magic Resistance: The Tannin has advantage on saving throws scalding steam in a 60-foot-cone. Each target in this cone must make
against spells and other magical effects. a DC 18 Dexterity saving throw, taking 55 (10d10) Fire damage on a
failed save, or half as much on a successful one.

321
Unicorn
Creatures of Myth and Virtue. There are few creatures
so universally recognized as the unicorn. These majestic
creatures are rarely seen by mortal eyes, and prefer to make
their homes in ancient ruins overgrown with vines, scenic
mountaintop vistas, or in the hidden vales of Mesopotamia.
While some of God’s creations flourished after the Great
Flood, the unicorn population never again regained its
foothold as a species. As creatures of innate magic, the
unicorn’s biology is intrinsically tied to the virtue of its
surroundings. In the days of Eden, when the earth was new
and innocence abounded, unicorns could be found in great
numbers, roaming the plains with the Addax. However,
in the times leading up to and after the Great Flood, the
unicorn population began to decline. Saddened by the evil
of the world in which it finds itself, the unicorn has lost its
vigor for life, and unicorns in modern times are few and far
between.

Unicorn in the Bible?


The unicorn appears in only some translations of the Bible (most
notably the KJV), as a mistranslation of the word for Aurochs,
which confused the translators at the time.

AC: 12 Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Unicorn HP: 67 Hit: 11 (2d6 + 4) bludgeoning damage.
Large Celestial, unaligned Speed: 50 ft. Horn: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) Piercing damage.
STR DEX CON INT WIS CHA
Healing Touch (3/Day): The unicorn touches another creature
+4 +2 +2 +0 +3 +3 with its horn. The target magically regains 11 (2d8 + 2) hit points. In
Damage Immunity: Poison addition, the touch removes all diseases and neutralizes all poisons
Condition Immunity: Charmed, Paralyzed, Poisoned afflicting the target.
Senses: Darkvision 60 ft., Passive Perception 13 Teleport (1/Day): The unicorn magically teleports itself and up
Languages: Common, Telepathy 60 ft. to three willing creatures it can see within 5 feet of its, along with any
Challenge 5 (1,800 XP) equipment they are wearing or carrying, to a location the unicorn is
familiar with, up to 1 mile away.
FEATURES
Charge: If the unicorn moves at least 20 feet straight toward a target LEGENDARY ACTIONS
and then hits with a horn attack on the same turn, the target takes The unicorn can take 3 legendary actions, choosing from the options
an extra 9 (2d8) piercing damage. If the target is a creature, it must below. Only one Legendary Action may be used at a time, and only at
succeed on a DC 15 Strength saving throw or be knocked prone. the end of another creature’s turn. The unicorn regains spent legendary
actions at the start of its turn.
Innate Spellcasting: The unicorn’s innate spellcasting ability
is Charisma (spell save DC 14). The unicorn can innately cast the Hooves: The unicorn makes one attack with its hooves.
following spells, requiring no material components:
At will: Detect Evil and Good, Druidcraft, Pass Without Trace
Shimmering Shield (Costs 2 Actions): The unicorn creates
a shimmering, magical field around itself or another creature it can see
1/Day each: Calm Emotions, Dispel Evil and Good, Entangle
within 60 feet of it. The target gains a +2 bonus to AC until the end of
Magic Resistance: The unicorn has advantage on saving throws the unicorn’s next turn.
against spells and other magical effects.
Heal Self (Costs 3 Actions): The unicorn magically regains 11
Magic Weapons: The unicorn’s weapon attacks are magical. (2d8 + 2) hit points.
ACTIONS
Multiattack: The unicorn makes two attacks: one with its Hooves
and one with its Horn. This monster is derived from the “Unicorn” in the SRD 5.1 and reproduced under the OGL.

322
Water Elemental
In the Beginning there was Water. In the book of
Genesis, when God creates the world, this new world is
not created from nothing. In the cosmology of the ancient
world, there was already water. The second day of creation
describes not the creation of rivers and seas, but the taming
of the roiling waters of chaos into the order of the created
world. God does not invent the elements, but rather exerts
power over them, molding the realm of elemental chaos
into what would become the world as we know it.
Agents of Chaos. These entities of pure energy, called
“elementals” are avatars of the “Tehom,” an infinite ocean
of chaos that occupied all of the cosmos before the dawn
of creation. On rare occasions, usually due to spontaneous
portals or other magical anomalies (such as the casting
of a powerful spell), an elemental spirit of chaos
enters the world. These elementals are comprised
entirely of one of the four primordial elements: earth,
wind, fire, and water. An elemental is neither good nor evil,
and merely serves as a reminder of the chaotic forces of the
cosmos as it exists apart from God’s authority.
Mindless Entities. Elementals make very few conscious
choices. If an elemental has been summoned by a Mage,
it may follow the commands given to it by its summoner.
Otherwise, an elemental will act on the whims of the
moment, obeying the ebb and flow of the tides of chaos.
This makes the behavior of elementals appear very strange
to humans, who tend to look for patterns and logic in their
dealings with other creatures

AC: 14
Water Elemental HP: 114
ACTIONS
Multiattack: The elemental makes two slam attacks.
Large Elemental, neutral Speed: 30 ft., Swim 90
Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
STR DEX CON INT WIS CHA (2d8 + 4) bludgeoning damage.
+4 +2 +4 -3 +0 -1 Whelm (Recharge 4-6): Each creature in the elemental’s space
Damage Resistances: Acid; Bludgeoning, Piercing, and Slashing must make a DC 15 Strength saving throw. On a failure, a target
takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it
from Nonmagical Attacks
is also grappled (escape DC 14). Until this grapple ends, the target
Damage Immunity: Poison is restrained and unable to breathe unless it can breathe water. If the
Condition Immunity: Exhaustion, Grappled, Paralyzed, saving throw is successful, the target is pushed out of the elemental’s
Petrified, Poisoned, Prone, Restrained, Unconscious space.
Senses: Darkvision 60 ft., Passive Perception 10 The elemental can grapple one Large creature or up to two Medium
Challenge 5 (1,800 XP) or smaller creatures at one time. At the start of each of the elemental’s
turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning
FEATURES damage. A creature within 5 feet of the elemental can pull a creature
Water Form: The elemental can enter a hostile creature’s space or object out of it by taking an action to make a DC 14 Strength check
and stop there. It can move through a space as narrow as 1 inch wide and succeeding.
without squeezing.
Freeze: If the elemental takes cold damage, it partially freezes; its
speed is reduced by 20 feet until the end of its next turn. This monster is derived from the “Water Elemental” in the SRD 5.1 and reproduced under the OGL.

323
Witch of Endor
The Witch of Endor is the unnamed and enigmatic
patron of wayward souls. While few know exactly where
to find her, her modest little cottage always seems to reveal
itself to those searching for answers... or to make a deal.
Forbidden Magic. The Witch of endor is an ancient and
seemingly ageless mage with a gift for divination magic.
She was cast out of Israel during the reign of King Saul for
this very reason, but her exile to the remote ruins of Endor
in Galilee did not prevent lost souls from seeking her out.
The Witch pursues power and knowledge for its own sake;
she is neither inherently good or evil. Through ancient
practices known only to the most powerful mages of
ancient Egypt, the Witch has even learned to bind a Night
Spirit into her service as a familiar. This familiar, whom
she calls “Drezry” roams the countryside throughout Judea
and beyond keeping the Witch informed of the goings on in
5th level (2 slots):
Witch of Endor AC: 17
HP: 112 Contact Other Plane (self save: Int 15)
Medium Humanoid, neutral Speed: 30 ft. Scrying (Wis 15)

STR DEX CON INT WIS CHA ACTIONS


-1 +2 +3 +3 +2 +3 Bolt: Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 26
(4d12) damage of one of the following types (chosen by the witch):
Saving Throws: CHA +7, INT +7, WIS +6
cold, fire, force, lightning, necrotic.
Skills: Arcana +7, Insight +6, Perception +6, Religion +7
Languages: Common, Aramaic, Old Egyptian, Hebrew Reveal Soul: The witch targets a creature she can see within 60
Senses: Passive Perception 16 feet, forcing it to make a DC 15 Constitution saving throw. On a failed
Challenge 7 (2,900 XP) save, the appearance of the target is changed to reflect the corruption
of its soul, and its various sins and vices take physical form as disfig-
FEATURES urements of its body. A creature that is living in accordance with moral
Magic Resistance: The witch of endor has advantage on saving values is immune to this effect. These changes last forever, or until the
throws against spells and other magical effects. creature genuinely repents of its actions, at which time the disfig-
urements recede after 1d4 days. Each time a creature affected in this
Spellcasting: The witch of endor is a 10th-level spellcaster. Her way sees its reflection or is otherwise reminded of the transformation,
spellcasting ability is Intelligence (spell save DC 15, +7 to hit). She it takes 3d6 psychic damage. A creature that succeeds on the saving
has the following spells prepared. throw is immune to this effect for 24 hours.
At will: Light, Mage Hand, Mending, Message
1st level (4 slots): LEGENDARY ACTIONS
Find Familiar (Night Spirit only) The witch can take 3 legendary actions, choosing from the options
Identify below. Only one Legendary Action may be used at a time, and only at
Witch Bolt (+7 to hit)(1d12 Lightning) the end of another creature’s turn. The witch regains spent legendary
2nd level (3 slots): actions at the start of her turn.
Locate Object
3rd level (3 slots):
Detect: The witch makes a Wisdom (Perception) check.
Counterspell Teleport: The witch magically teleports to an unoccupied space she
4th level (3 slots): can see within 120 feet.
Phantasmal Killer (Wis 14)(4d10 Psychic)
Polymorph (Wis 14) Spell (Costs 3 Actions): The witch casts a spell.

324
the outside world. Opportunistic Meddler. If the party has demonstrated
Holder of Grudges. The Witch of Endor has a complex that they are capable in combat, or expressed a desire to
relationship with God. Thousands of years of studying destroy demons, the Witch will certainly capitalize on the
the arcane arts have left her with little doubt of God’s opportunity to point them in the direction of her most hated
existence, yet she abhors the idea of living under the enemies. Below are some examples of “payment” she may
constraints of a moral code that might inhibit her ability to ask for in exchange for her services. Depending on where
acquire greater power or knowledge. She regards God as an the party encounters the Witch, some of these bargains
old friend with whom she often bickers, yet toward whom make more logical sense than others.
she holds no ill will.
Her relationship with demons is a different story. When Witch’s Bargain True Motive
she was young an naive, she saw demons as potential “Tomorrow is the anniversary Visiting the crypts in Nazareth
of a young girl’s untimely death. will likely result in direct
sources of knowledge and power. She even counted herself Please deliver these flowers to her confrontation with the demon
as a follower of Lilith for some time. However, it was not tomb in Nazareth.” Legion.
long before she saw demons for what they are: purveyors “Bring me a sprig of Nightshade Nightshade only grows in the
of lies and manipulation. Since the day she narrowly from the city Babylon.” top tier of the Hanging Gardens:
escaped with her life, the Witch of Endor has harbored a Beelzebub’s Lair.
burning hatred for demons. Because she values knowledge “After arriving in Cyrpus, knock Causing a disturbance in Cyprus
above all else, the Witch of Endor views deception and on the first door you pass.” will cause the party to confront
an old rival of the Witch’s,
the spreading of misinformation as the highest crime. Her
named Simon the Sorcerer.
vendetta against the demons often creeps into her dealings
“Travel east until you find a city The Witch has an agreement
with mortals, whom she uses as pawns in her schemes. She with gates of white. Give 1 copper with a sorceress named Ara in
is well aware that she lacks the power to defeat an ancient piece to the first beggar you pass.” Ecbatana. Ara has agreed to trade
demon in direct combat, but she will never hesitate to step a rare magic item in exchange for
on the toes of their plans at any opportunity. a capable team of mercenaries.
Maker of Bargains. Although King Saul had exiled her “Find the best party in Tarsus, and The Witch is fully aware that the
from the kingdom, when he desired to speak to the departed sneak in without an invitation.” only party in Tarsus this week is
the Laimargia pleasure cruise.
soul of his friend, Samuel, he sought her out himself... to
“Write an anonymous love letter The address is the home of a
his own demise. Over one thousand years later, the Witch is and deliver it to this address in prostitute contemplating suicide
still eager to make bargains with those seeking information Thebes.” because of the manipulations of
or aid. In particular, mortals usually seek her out as a Naamah.
source of information, or to speak to a departed relative. In “Travel to Thonis and throw a The Witch has been watching
exchange for these services, the Witch of Endor does not stone out into the sea as far as you Selene for some time, and knows
ask for money or gifts. Instead she will ask for a simple can.” that a serendipitous meeting in
Thonis will set beneficial events
favor. These favors are almost always simple, but always in motion.
carry more importance than they seem. Mortals who agree
to these bargains almost always become the unknowing Lair Actions. If the Witch is encountered in the
participant in a much larger scheme that may be years or region of Endor in Galilee, she has a challenge rating of 10
decades in the making. Delivering a note to a mysterious (5,900 XP). On initiative count 20 (losing initiative ties),
address at exactly noon on the Sabbath may result in an the Witch takes a lair action to cause one of the following
ancient spellbook being shipped to the Witch’s cottage effects. She can only use lair actions when in Endor, and
rather than to the archives in Alexandria. Giving a cup of cannot use the same action two turns in a row.
water to a legionary in the town square may uncover the • The Witch regains a spell slot of any level.
scandal of a local politician. For the Witch of Endor, there • Until initiative count 20 of the following round, the
are no coincidences, only well-laid plans. Witch is immune to all effects (including damage)
The Witch of Endor only meets those with whom from spells of level 5 or lower.
she is intimately familiar. By the time an adventurer • A Golem (Death) emerges from the shadows and
“coincidentally” stumbles upon her cottage, she has likely joins combat in defense of the Witch. The golem
been watching them for weeks, and Drezry has likely remains until it is reduced to 0 hit points.
already collected their deepest fears, desires, and regrets. • The Witch turns invisible and teleports up to 60 feet
The Witch will use all of this information to set events into away. She remains invisible until she moves or takes
motion to either increase her own power, or sow discord an action.
into the ranks of her enemies.

325
Zin’tori Zin’tori Scout AC: 14
HP: 25
Elite Warriors. The zin’tori are the elite guard of Queen Medium humanoid, any alignment Speed: 30 ft.,
Makeda, and the standing military force of the kingdom STR DEX CON INT WIS CHA
of Sheba. The Sabean military is small, but the advanced +0 +2 +1 +0 +1 +1
training of zin’tori in the harsh climates of the desert more Skills: Perception +3, Survival +3, Stealth +6
than makes up for what they lack in numbers. For young Senses: Passive Perception 13
Sabean men and women who join their ranks, becoming Languages: Sabaic, Aramaic
zin’tori is a way of way, rather than a temporary career. Challenge 1 (200 XP)
Stealth and Sabotage. Because Sheba cannot stand up FEATURES
to the might of Rome or Parthia in a full frontal attack, the Evasion: If the zin’tori is subjected to an effect that allows it to
zin’tori resort to covert tactics. If imperial forces set out on make a Dexterity saving throw to take only half damage, it instead
the long desert journey toward Sheba, the zin’tori will carry takes no damage if it succeeds, and only half damage if it fails.
out nightime raids on their camps: stealing water, loosing ACTIONS
camels, and assassinating officers. The morale of invading
legions is broken long before they reach the gates of Sheba. Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 2) slashing damage.
Dagger: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one
target. Hit: 5 (1d4 + 2) piercing damage.

AC: 15
Zin’tori Veteran HP: 88
Medium humanoid, any alignment Speed: 30 ft.,
STR DEX CON INT WIS CHA
+1 +3 +2 +1 +2 +1
Saving Throws: DEX +7, WIS +5
Skills: Perception +5, Survival +5, Stealth +10
Senses: Passive Perception 15
Languages: Sabaic, Aramaic, Common
Challenge 5 (700 XP)
FEATURES
Evasion: If the zin’tori is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it instead
takes no damage if it succeeds, and only half damage if it fails.
ACTIONS
Multiattack: The zin’tori veteran makes three melee attacks or
two ranged attacks.
Scimitar of Speed: Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 10 (1d8 + 5) slashing damage.
Dagger: Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
target. Hit: 6 (1d4 + 3) piercing damage.
REACTIONS
Parry: The zin’tori adds 2 to its AC against one melee attack that
would hit it.

326
AC: 16
Zenido HP: 127
Zenido (Desert Drake) Huge Dragon, neutral evil
STR DEX CON INT
Speed: 30 ft., fly 80 ft.
WIS CHA
“Behold, two great dragons came forward, both
ready to fight... and at their roaring, every nation
+4 +3 +4 -3 +1 +0
prepared for war.” Saving Throws: Con +7
-Esther 11:6 Skills: Perception +4, Stealth +6, Survival +4
Bringers of Destruction. These dragons are usually Damage Resistances: Fire
spotted hunting in the arid climates on the outskirts of Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
human civilizations. Desert drakes are solitary hunters, Challenge 8 (3,900 XP)
Feeding primarily on addax, camels, and other large desert- FEATURES
dwelling beasts. Merchant caravans that travel through
Desert Camouflage: The desert drake has advantage on Dexter-
either the Assur Wastes or the Wilderness of Zin often hire ity (Stealth) checks made to hide in sandy or rocky terrain.
guards more out of fear of the desert drake than of bandits.
Flyby: The desert drake does not provoke Opportunity Attacks
Creatures of Instinct. Unlike other dragons, desert when it flies out of an enemy’s reach.
drakes are driven by the instinct to hunt, kill, and eat. They ACTIONS
have no interest in accruing treasure, plotting revenge, or
Multiattack: The drake makes three attacks: one with its bite and
any other activities traditionally associated with dragons.
two with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15
Dragons in the Bible (3d6 + 4) piercing damage
When dragons appear in the Bible, it is usually to Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
herald the coming of destruction or unrest. Although 22 (4d8 + 4) slashing damage
this setting contains no “True Dragons” as defined by Breath Weapon (Recharge 5-6): The drake breathes fire in a
traditional fantasy settings, the Bible does certainly 20-foot cone. Each creature in this area must make a DC 16 Dexterity
contain references to creatures of the “dragon” type. saving throw, taking (14d6) Fire damage on a failed save, or half as
much on a successful one.

327
Fellowship of the Beast
Ancient Manipulators. The fall of the hosts of “Simulacrum.” A simulacrum created by
heaven began with a single dissenting voice. A Seraphim a demon appears to be a regular human
named Lucifer refused to share his status in heaven with in every way, but lacks a soul or
the newly created mortals, whom he saw as beneath him intellect of its own. The demon is able
in every way. This perspective divided heaven into two to enter and control a simulacrum as a
factions, those loyal to God, led by the lowly Archangel puppet, allowing it to move about the world
named Michael, and those who clung to their own pride freely. Because a simulacrum is made up of the
and status, led by Lucifer. After the civil war ended and the coalesced power of human sin, it is technically a
followers of Lucifer were cast out, they set to work trying “construct” native to the material world and thus cannot be
to thwart God’s plans on earth. It was then that Lucifer took permanently banished from this plane of existence. There
on a new name for himself. As his new eternal mission was are, however, certain weaknesses that can be employed to
to become the enemy of whatever God intended to do, he destroy them. If a demon’s simulacrum is destroyed, the
decided to call himself by the Hebrew name for “enemy” - demon immediately reverts to its true form. If a demon is
Satan. destroyed while in its true form, it is banished from the
Not knowing the specifics of how God planned to material plane and returns to hell. This banishment is only
redeem humanity, Satan’s work was difficult, but one can temporary, and the demon can reform its simulacrum and
always rely on the failings of humankind. Satan and his return to the physical world after 3d10 days. Only if sin
followers watched and waited for opportunities to nudge is permanently destroyed will a demon be permanently
the weak mortals toward sin, and their efforts were wildly banished from the Material plane.
successful. The Hunt for the “Messiah.” From an
The first of these tempters was an Archangel named outside perspective, demons appear incredibly chaotic in
Lilith. As one of Lucifer’s oldest compatriots, Lilith was their motives; but this chaos belies their most dangerous
ideally suited for a vital mission. Since she originally attribute. Demons are single-minded in their pursuit of
served as a guardian of the Garden of Eden, Lilith had the humanity’s damnation. Chaos is simply their best tool for
trust of Adam and Eve, the two humans who lived there. confusing and tempting the weak-minded mortals.
Using the cunning that she had built over a lifetime of However, in the last few hundred years, the Fellowship
observing them, Lilith successfully convinced Adam and has become unusually focused and coordinated. A series
Eve to break a promise they made to God, allowing evil of prophecies have referenced one called the “anointed”
to enter the world for the first time. With this original sin, or messiah, who will supposedly redeem the world and
Adam and Eve were cast out from the garden of Eden, and destroy sin once and for all. The Fellowship is not aware of
the plans of the demons were established. who this Messiah is or even when this even will take place,
The Fellowship of the Beast. With sin, a new but they are well aware of the threat that this poses to them.
kind of magic was born. Using this new magic of sin, If sin were to be destroyed, their connection to the Material
Satan and Lilith constructed a series of rituals that would plane would be severed.
allow a select few demons to enter the Material plane, and Lilith has been working in coordination with the other
remain in disguise while moving among the mortals. Seven Archdemons to root out the identity of the messiah as
Archdemons were chosen, each tethering itself to one of quickly as possible. Once identified, they plan to use
the Seven deadly sins. As humans continue to commit Legion’s control over politics in Jerusalem to arrange a
sin, these demons grow stronger, and gain even greater mock trial, and have
influence over the humans in their territory, and the cycle the messiah executed
continues. These seven archdemons call themselves the as a common criminal.
“Fellowship of the Beast.” For now, the
Human Simulacra. Using dark rituals known demons watch and
only to Satan and Lilith, several members of the Fellowship wait for signs that the
have used the magic of sin to form a human body called a messiah has been born.

328
Aura of Temptation. Naamah has created an

Naamah
Obsessed with the power lust holds on the human heart,
Aura of Temptation that stretches in a 1 mile radius,
centered on her lair in Thebes. The territory and citizens
within the 1 mile radius suffer from the following effects:
• Any creature that enters this radius for the first time
Naamah seeks to corrupt all in her path. Nothing is more
must succeed on a DC 14 Wisdom saving throw
disgusting to her than true, self-giving love, and she cannot
or have its mind filled with lustful thoughts. This
help herself when she sees it. Naamah finds pleasure and
effect lasts until the creature is targeted by a Greater
power in corrupting the pure of heart through manipulation
Restoration spell, or until it leaves the radius. While
and temptation. Naamah’s greatest joy is found in bringing
the effect lasts, the creature makes all Wisdom saving
despair and suicide to those who began as hopeful and
throws with disadvantage.
loving.
• Posters and fliers advertising Aphrodite’s Touch
Seraphine. Naamah has used the sin of Lust to magically manifest themselves in random places, as
create a Simulacrum of a beautiful woman who goes by though through the use of a Minor Illusion spell. If
the name “Seraphine.” Just as Naamah finds it disgusting these documents are destroyed, they disappear, but
when two people make love as an expression of consent will magically reappear in 1d4 minutes.
and self-giving, she relishes it when humans use sex as an • People who live inside the radius seem unusually
escape or an act of abuse. Thus she has used her human depressed. Marriages and other loving relationships
simulacrum, Seraphine, to open a brothel in the city of seem strained, although the marriage partners are
Thebes, Egypt, where she can exploit the act of love unable to identify the cause of the strain on their
and pervert it into something selfish. Seraphine runs an relationship.
incredibly lucrative business here. Using her powers of The Aura of Temptation ends if Naamah’s true form is
manipulation, she prevents the prostitutes under her control destroyed or banished from the material plane. Once the
from forming any meaningful relationships, and provides Aura of Temptation ends, all of the associated effects end,
discounts to customers whom she perceives as desperate or as does its influence on creatures within the radius.
lost. Seraphine’s brothel, called “Aphrodite’s Touch,” has
Lair Actions. On initiative count 20 (losing
created an perfect environment for Naamah, who is now
initiative ties), Naamah takes a lair action to cause one of
surrounded by that which gives her power: sex devoid of
the following effects. Naamah can only use lair actions
love.
when in her True Form while in Aphrodite’s Touch, and
Vile and Violent. In combat, Naamah prefers cannot use the same action two turns in a row.
manipulation over outright violence. She will attempt • A group of prostitutes (Commoner stats) wander
to charm members of the party that she sees as useful or lazily out of a side chamber, each approaching a
weak to her powers of seduction. Once she has charmed a different PC, and begin flirting with them, seemingly
member of the party, she will attempt to hide or otherwise unaware of danger. Each character must spend
avoid combat and command those under her influence to its action or reaction to push the prostitute out of
attack their own friends. If Seraphine is destroyed, the combat, or make all rolls with disadvantage as the
hideous true form of Naamah is revealed. Her features are prostitute flirts with and caresses them.
half goat, and half nightmare born in the darkness of the • Naamah’s hideous form suddenly flashes and is
abyss. Once she is revealed, Naamah will not hold back, replaced by the beautiful and shapely vision of
attacking with reckless hatred. Few have seen Naamah’s Seraphine, who stands naked before them, beckoning
true form, and none have lived to speak of it. to them seductively. Until the next initiative count

Naamah’s Lair 20, any creature that targets Naamah with a weapon
or spell attack roll must first make a Wisdom saving
throw. On a failed save, the creature must choose a
Aphrodite’s Touch. Naamah has refurbished an new target or lose the attack or spell.
ancient Egyptian palace adjacent to the ruins of the Luxor • Each creature within 60 feet of Naamah is racked by
temple in Thebes. This beautifully furnished and enticing feelings of remorse and despair as it calls to mind
establishment, called Aphrodite’s Touch, doubles as both a memories of failed relationships. Each creature
brothel and Naamah’s lair. If Naamah is encountered inside must make a DC 16 Wisdom saving, taking 9 (2d8)
of Aphrodite’s Touch, she has a challenge rating of 7 (2,900 Psychic damage on a failed save, or half as much on
XP). a success.

329
Seraphine AC: 16
HP: 87
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.
STR DEX CON INT WIS CHA
-1 +2 +1 +2 +1 +4
Skills: Deception +9, Insight +5, Perception, +5, Persuasion +9
Damage Resistances: necrotic
Languages: Infernal, Common, Coptic, Old Egyptian
Senses: Darkvision 60 ft., Passive Perception 15
Challenge 5 (1,800 XP)
FEATURES
Atonement Vulnerability: Seraphine is a simulacrum con-
structed of the magic of pure sin. If she is subjected to an effect that
destroys or atones for the sin of lust such as the Lesser Atonement
spell, she takes 27 (6d8) Force damage at the start of each of her
turns while she is in its area of effect.
Telepathic Bond: Once Seraphine has Charmed a creature, she
can communicate with it over any distance as long as it is on the
same plane of existence.
Revealing Demise: If Seraphine is reduced to 0 Hit Points, her
form instantly dissolves into purple smoke. At the start of her next
turn, the hideous form of Naamah (next page) appears in the space
where Seraphine fell.
ACTIONS
Charm: One humanoid Seraphine can see within 30 feet of her
must succeed on a DC 16 Wisdom saving throw or be magically
Charmed for the next 24 hours. The Charmed target is overwhelmed
with feelings of affection for Seraphine, and obeys her verbal or tele-
pathic commands without question. If the target suffers any harm or
receives a suicidal command, it can repeat the saving throw, ending
the effect on a success. If the target successfully saves against the
effect, or if the effect on it ends, the target is immune to Seraphine’s
Charm for the next 24 hours. Seraphine can have only one target
Charmed at a time. If she Charms another, the effect on the previous
target ends.
Wink: Seraphine winks at a creature that she can see within 30 feet.
If the creature can see her, it must make a DC 16 Wisdom saving
throw, taking 5 (1d4 + 2) psychic damage on a failure, and half as
much on a success. Either way, Seraphine may immediately use a
bonus action to attempt to Hide, adding +6 to her Stealth roll.
Perfume Cloud (Recharge 5-6): Seraphine wafts perfume in
a 20-foot cone. Each creature in this area must succeed on a DC 16
Wisdom saving throw or take 18 (4d8) Psychic damage and make its
next roll with disadvantage. A creature that succeeds on the saving
throw takes half as much damage and its next roll is not affected.
REACTIONS
Misty Escape: After taking damage, Seraphine can use her
reaction to turn invisible and teleport up to 30 feet away. She remains
invisible until the start of her next turn or until she takes any actions.

330
FEATURES
Magic Resistance: Naamah has advantage on saving throws
against spells and other magical effects.
Innate Spellcasting: Naamah can innately cast the following
spells, requiring no material components.
1/Day:
Induce Lust (Wis 16)
Word of Recall (lair: Aphrodite’s Touch)
ACTIONS
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
11 (2d8 + 2) slashing damage plus 7 (2d6) necrotic damage, and the
target must succeed on a DC 16 Constitution saving throw or have
its hit point maximum reduced by an amount equal to the Necrotic
damage taken. If this effect reduces a creature’s hit point maximum to
0, the creature dies. This reduction to a creature’s hit point maximum
lasts until it finishes a long rest, or until it is affected by a Greater
Restoration spell or similar.
REACTIONS
Unsettling Scream: When a creature makes an attack roll
against Naamah, she can use her reaction to scream, imposing disad-
vantage on the roll.
LEGENDARY ACTIONS
Naamah can take 3 legendary actions, choosing from the options
below. Only one Legendary Action may be used at a time, and only
at the end of another creature’s turn. Naamah regains spent legendary
actions at the start of her turn.
AC: 14
Naamah (True Form) HP: 70 Invisibility: Naamah turns invisible until the start of her next turn.
Large Fiend, Chaotic Evil Speed: 30 ft., Hover 30 ft. Seductive Gaze: Naamah locks eyes with a creature she can
STR DEX CON INT WIS CHA see within 30 feet. The creature must succeed on a DC 12 Wisdom
saving throw or its mind becomes filled with lustful thoughts and
+2 +2 +1 +2 +1 +4 images. The creature is unable to move or take actions for the next 5
Skills: Insight +6, Perception +6, Religion +6 minutes, or until the effect ends. The effect ends if the creature takes
Damage Resistances: Fire, Necrotic any damage, or if another creature uses its action to slap it. If the
Condition Immunities: Charmed creature’s save is successful, or if the effect ends for it, it is immune
Languages: Common, Infernal, Old Egyptian, Akkadian to this effect for the next 24 hours.
Senses: Passive Perception 16 Hoof (Costs 2 Actions): Melee Weapon Attack: +6 to hit, reach
Challenge 6 (2,300 XP) 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

331
Beelzebub
all information telepathically communicated to him by his
Abyssal Flies. If Beelzebub’s true form is encountered in
the Hanging Gardens, he has a challenge rating of 9 (5,000
XP)
“Have you come to consult Beelzebub? ...You will
not leave the bed you are lying on.” Aura of Temptation. Beelzebub has created
-2 Kings 1:6 an Aura of Temptation that stretches in a 1 mile radius,
The Lord of the Flies is amused by humanity’s capacity centered on the Hanging Gardens of Babylon. The territory
for laziness. Their lives are so short, a mere blink compared and citizens within the 1 mile radius suffer from the
to the infinite lifespan of celestials, and yet they are content following effects:
to spend hours of their day relaxing and watching the world • Any creature that travels within this radius must
pass by. Beelzebub enjoys the way humans procrastinate succeed on a DC 15 Constitution saving throw or
and put off important tasks out of laziness. In an attempt gain one level of exhaustion as they are overcome
to root out the Messiah, Beelzebub has settled in the most with a desire to relax and have trouble focusing on
peaceful and relaxing place he could find, and has begun their goals. The save must be repeated for every 24
enticing people who pass by to come and rest a while. hours spent inside the radius.
• People who live inside the radius seem unusually
The Hanging Gardens. Beelzebub has created a sleepy and laid-back. No one seems to be in a
lair for himself in the highest tier of the Hanging Gardens
hurry to do much of anything, and even having
of Babylon. From this vantage point he watches and waits
conversations does not seem to interest them.
for a sign that the Messiah may be nearby. Amassing
• People who enter the radius gain an unusual fixation
strength from the rampant sin of sloth, Beelzebub has
on the Gardens. Taking a walk, having picnic, or
created a simulacrum he calls simply, “The Gardener.” The
even just a quick visit to the gardens is constantly on
Gardener spends his days tending to the Hanging Gardens,
people’s minds.
keeping them pristine and inviting. The gardens are so
beautiful, in fact, that many Babylonian citizens are drawn The Aura of Temptation ends if Beelzebub’s true form
to taking long walks in the garden. Some citizens enjoy is destroyed or banished from the material plane. Once the
resting in the garden so much that they lay down to take Aura of Temptation ends, all of the associated effects end,
naps. And sometimes... these naps last forever. as does its influence on creatures within the radius.
A Sleeping Giant. The Gardener can be found Lair Actions. On initiative count 20 (losing
quietly moving about the upper tiers of the Hanging initiative ties), Beelzebub takes a lair action to cause one of
Gardens. Silently tending to the plants, he will not engage the following effects. Beelzebub can only use lair actions
passersby with conversation or even appear to take notice when in his True Form while in the Hanging Gardens, and
of anyone passing through. If engaged in combat, the cannot use the same action two turns in a row.
Gardener will use all tools and magic at his disposal to • Beelzebub calls on his loyal servants. Two
defend his lair, but this simulacrum is only the beginning. Abyssal Flies buzz lazily up from the lower tiers
If the Gardener is destroyed, the gardens come to life as the of the gardens to aid in the combat. They act on
huge form of the slumbering demon rises from the fertile Beelzebub’s turn.
soil. Beelzebub’s true form is a towering creature covered • Beelzebub touches the ground, causing it to churn
in moss, roots, and stone from decades of sleeping below with necrotic energy. Vines burst from the ground
the fertile soil of the Hanging Gardens. Beelzebub wields beneath a creature Beelzebub can see within 20 feet.
the ancient greatsword that once belonged to the legendary The creature must succeed on a DC 14 Strength
villain Goliath, and will make good use of it if he can. saving throw or be restrained by the vines which
Once awakened, Beelzebub’s true form is not to be trifled wrap themselves around the creature. A creature
with, attacking with powerful swings of his greatsword and restrained by the vines may use its action to make a
calling for aid from his loyal servants, the Abyssal Flies. Strength check (DC 14) to escape.
• Each creature within 20 feet of Beelzebub must

Beelzebub’s Lair
succeed on a DC 14 Constitution Saving throw or be
overcome with a feeling of weariness. Any creature
affected in this way deals half damage from their
The Gardens. Beelzebub slumbers below the next Strength-based weapon attack.
topsoil of the flower garden at the peak of the Hanging
Gardens. Even so, his consciousness is passively aware of

332
The Gardener AC: 16
HP: 85
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.
STR DEX CON INT WIS CHA
+4 +2 +3 +2 +1 +2
Saving Throws: CON +7, WIS +5, CHA +6
Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical attacks
Languages: Infernal, Common, Akkadian
Senses: Blindsight 30 ft., Passive Perception 11
Challenge 8 (3,900 XP)
FEATURES
Atonement Vulnerability: The gardener is a simulacrum
constructed of pure sin. If he is subjected to an effect that destroys
or atones for the sin of sloth such as the Lesser Atonement spell, he
takes 27 (6d8) Force damage at the start of each of his turns while he
is in its area of effect.
Magic Resistance: The Gardener has advantage on saving
throws against spells and other magical effects.
Revealing Demise: If the gardener is reduced to 0 Hit Points,
his form instantly ages rapidly in the blink of an eye, dissolving into
a pile of topsoil on the ground. At the start of his next turn, the earth
erupts, revealing the true form of Beelzebub (next page), which
emerges in the space where the gardener fell.
ACTIONS
Multiattack: The Gardener makes two attacks with his scythe.
Scythe: Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Garden Gnomes (1/Day): The Gardener calls upon dark ener-
gy to animate up to four decorative garden statues in the area. Each
statue has an AC of 20, 10 hit points, and acts on the Gardener’s turn.
Each statue can make one melee weapon attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d6 + 1) bludgeoning damage. Once animated, the
statues will continue to fight until they are reduced to 0 hit points.
REACTIONS
Drowsy Inclinations: When a creature starts its turn within 30
feet of the gardener, the gardener can use his reaction to force the
creature to make a DC 14 Constitution saving throw. On a failed
save, the creature must use its movement and action to lie down
prone and contemplate taking a nap until the end of its next turn.

333
10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. This magical
Beelzebub (True Form)
AC: 12
HP: 80 weapon ignores resistance to slashing damage, deals an extra 4d8
slashing damage if Beelzebub rolls a 20 on an attack roll.
Huge Fiend, Chaotic Evil Speed: 25 ft.,
STR DEX CON INT WIS CHA LEGENDARY ACTIONS
+5 -1 +3 +2 +1 +2 Beelzebub can take 3 legendary actions, choosing from the options
below. Only one Legendary Action may be used at a time, and only at
Skills: Athletics +9, Stealth +3 the end of another creature’s turn. Beelzebub regains spent legendary
Damage Resistances: bludgeoning, piercing, and slashing from actions at the start of his turn.
nonmagical attacks
Damage Immunity: Lightning, Poison Attack: Beelzebub makes one greatsword attack.
Condition Immunities: Charmed, Blinded, Exhaustion Drowsy Inclinations (costs 2 Actions): Beelzebub points
Languages: Common, Infernal, Akkadian at a creature he can see within 30 feet, forcing it to make a DC 14
Senses: Blindsight 60 ft., Passive Perception 16 Constitution saving throw. On a failed save, the creature must use its
Challenge 8 (3,900 XP) movement and action to lie down prone and contemplate taking a nap
FEATURES until the end of its next turn.

Legendary Resistance (3/Day): If Beelzebub fails a Hurl (Costs 3 Actions): Melee Weapon Attack: +9 to hit, reach
saving throw, he can choose to succeed instead. 5 ft., one target. Hit: The target is thrown 40 feet, landing prone.
If a thrown target strikes a solid surface, the target takes 4 (1d6)
ACTIONS bludgeoning damage for every 10 feet it was thrown. If the target is
Multiattack: Beelzebub makes two greatsword attacks. thrown at another creature, that creature must succeed on a DC 15
Dexterity saving throw or take the same damage and be knocked
Goliath’s Greatsword: Melee Weapon Attack: +11 to hit, reach prone.

334
Mammon
must make DC 15 a Wisdom Saving throw. A creature
that fails the saving throw suddenly feels like their
inventory is substantially lighter, and knows that
something has been stolen, even though they cannot put
“No one can serve two masters.
You cannot serve God and Mammon.” their finger on what the stolen item is. Unless another
-Matthew 6:24 culprit is available, the creature will assume the thief
must be one of its companions.
Perhaps the most successful of all the demons in her
• People who live on the western edge of Memphis
efforts is Mammon. Entertained by the petty human
are obsessed with money. Business transactions are
squabbling over physical possessions, Mammon helps
conducted suspiciously, and people clutch their coin
along the mortal inclination toward Greed. Mammon began
purses close to their body as they travel.
her manipulation thousands of years ago by slowly stealing
• Many people within this radius obsessively hoard
money from merchants and tourists in Egypt in order to
and little trinkets, whether or not they have value.
feed their obsession with wealth. This plan worked, of
Some people even ask to be buried with these trinkets,
course, but had the unintended consequence of causing
refusing to let go of their treasures even in the face of
Mammon herself to become strangely obsessed with
death.
possessions. Over time, Mammon successfully convinced
• Despite the obvious wealth of the citizens of Memphis,
the Egyptian Pharaohs that she was an incarnation of
no one seems content, and there is an undeniable sense
the Egyptian goddess Selket, who was responsible for
of longing that is palpable throughout the region.
protecting the repose of the dead. In order to ensure safe
passage into the underworld for his people, the pharaoh The Aura of Temptation ends if Mammon’s true form
Khufu constructed a massive underground palace for is destroyed or banished from the material plane. Once the
Mammon, buried deep beneath his own tomb in the Great Aura of Temptation ends, all of the associated effects end,
Pyramid of Giza. This sprawling subterranean dungeon as does its influence on creatures within the radius.
eventually became known as the “Tomb of the Buried Lair Actions. On initiative count 20 (losing
Queen,” in honor of the name Mammon chose for herself. initiative ties), Mammon takes a lair action to cause one of
Tomb of the Buried Queen. Mammon has the following effects. Mammon can only use lair actions
become so obsessed with her new wealth that she rarely when in her True Form while in The Great Pyramid, and
leaves her lair in the hidden passageways below the Great cannot use the same action two turns in a row.
Pyramid. Mammon now spends her days wandering • Mammon causes an explosion that sends coins and
the Pyramid’s subterranean chambers in the form of precious gems flying through the air in 30-foot-radius
her simulacrum, the Buried Queen. The Buried Queen centered on a pile of treasure she can see within 60
wanders throughout the pyramid obsessively counting feet. Each creature in this area must make a DC 16
and recounting her wealth, which she has spent millennia Dexterity saving throw, taking 14 (4d6) Slashing
collecting. Mammon has all but forgotten Lilith’s plan to damage on a failed save, or half as much on a
find the Messiah, and is content to revel in her own Greed successful one.
for all eternity. • A creature of Mammon’s choice that she can see
within 60 feet is overcome with regret, calling

Mammon’s Lair to mind opportunities that have passed it by. The


creature must make a DC 16 Wisdom saving throw,
taking 14 (3d8) Psychic damage on a failed save, or
Ancient Labyrinth. The underground dungeon half as much on a successful one.
constructed by pharaoh Khufu is a winding deathtrap of • Mammon extends her hand and calls upon the magic
secret passageways, traps, and other dangers, ending in of wealth. Any creature that is currently wearing
Mammon’s treasure hoard. If Mammon is encountered in or carrying an object made of gold (including gold
her lair, she has a challenge rating of 9 (5,000 XP). coins), must succeed on a DC 16 Strength saving
Aura of Temptation. Mammon has created throw or it is pulled 10 feet toward Mammon and
an Aura of Temptation that stretches in a 1 mile radius, knocked prone. A creature that succeeds on the
centered on the Great Pyramid to the west of Memphis. The saving throw is pulled 5 feet and is not knocked
territory and citizens within the 1 mile radius suffer from prone. A creature that is able to drop the object and
the following effects: does so automatically succeeds on the saving throw.
• Any creature that travels within 1 mile of the Pyramids

335
The Buried Queen AC: 16
HP: 105
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.
STR DEX CON INT WIS CHA
-1 +3 +1 +3 +4 +4
Saving Throws: WIS +8, CHA +8
Damage Resistances: Poison, Necrotic
Languages: Infernal, Common, Old Egyptian
Senses: Darkvision 120 ft., Passive Perception 18
Challenge 7 (2,900 XP)
FEATURES
Atonement Vulnerability: The Buried Queen is a simulacrum
constructed of pure sin. If she is subjected to an effect that destroys
or atones for the sin of greed, such as the Lesser Atonement spell, she
takes 27 (6d8) Force damage at the start of each of her turns while
she is in its area of effect.
Magic Resistance: The Buried Queen has advantage on saving
throws against spells and other magical effects.
Revealing Demise: If the Buried Queen is reduced to 0 Hit
Points, she dissolves into molten gold and oozes onto the floor. At the
start of her next turn, the true form of Mammon (next page) emerges
in the space where the Buried Queen fell.
Spider Climb: The Buried Queen can move up, down, and across
vertical surfaces and upside down along ceilings, while leaving her
hands free.
Innate Spellcasting: The Buried Queen can innately cast the
following spells, requiring no material components.
At Will:
Detect Thoughts, Invisibility, Misty Step
3/Day:
Induce Greed (Wis 16)
ACTIONS
Ritual Dagger: Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) piercing damage and the target must make a
DC 14 Constitution saving throw, taking 22 (4d10) Necrotic damage
on a failed save, or half as much on a successful one.
Telepathic Assault (Recharge 5-6): The Buried Queen lets
out a blast of mental imagery in a telepathic assault. Each creature
within 60 feet of the Buried Queen has its mind filled with thoughts
of missed opportunities and objects of its desire. Each creature must
make a DC 15 Wisdom saving throw, taking 31 (9d6) Psychic dam-
age on a failed save, and half as much on a successful one.

336
3/Day:
Mammon (True Form)
AC: 14
HP: 96 Flesh to Stone (Con 16) (Mammon’s version of this
spell turns the target into gold, rather than stone)
Huge Fiend, Chaotic Evil Speed: 45 ft.,
STR DEX CON INT WIS CHA ACTIONS
+4 +3 +1 +3 +4 +4 Sting: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7
(1d6 + 3) piercing damage and the target must make a DC 16 Constitu-
Saving Throws: DEX +7, WIS +8, CHA +8 tion saving throw, taking 31 (7d8) Poison damage on a failed save, of
Damage Immunity: Poison half as much on a successful one.
Languages: Common, Infernal, Old Egyptian
Senses: Darkvision 120 ft., Passive Perception 18 LEGENDARY ACTIONS
Challenge 8 (3,900 XP) Mammon can take 3 legendary actions, choosing from the options
below. Only one Legendary Action may be used at a time, and only at
FEATURES the end of another creature’s turn. Mammon regains spent legendary
Legendary Resistance (3/Day): If Mammon fails a actions at the start of her turn.
saving throw, she can choose to succeed instead.
Induce Greed: Mammon forces a creature she can see within 60
Magic Resistance: Mammon has advantage on saving throws feet to succeed on a DC 16 Wisdom saving throw or become entranced
against spells and other magical effects. by a piece of treasure in her hoard, as though by the Induce Greed
spell.
Spider Climb: Mammon can move up, down, and across vertical
surfaces and upside down along ceilings, while leaving her hands free. Glister Step: Mammon steps into a pile of treasure within 5 feet,
and magically teleports up to 120 feet, emerging from another pile of
Innate Spellcasting: Mammon can innately cast the following treasure. Mammon must be familiar with her destination, but does not
spells, requiring no material components. need to see it to use this ability.
At Will:
Detect Thoughts, Invisibility, Misty Step Spell (Costs 3 Actions): Mammon casts a spell

337
Moloch
“You took up the company of Moloch, and so I shall
Moloch’s Lair
Aura of Temptation. Moloch has created an Aura
take you into exile beyond Babylon.” of Temptation that stretches in a 1 mile radius, centered
-Acts 7:43 on the Laimargia. When the ship is docked in Tarsus, the
Beneath the calm and collected veneer of Captain Gula following effects take hold within 1 mile of the city docks:
lies a truly despicable and repulsive creature. Moloch was • Any creature inside the radius feels hungry
immediately attracted to Roman culture because of their constantly, even if they have recently eaten. This
love of throwing lavish parties. After years of searching effect is not considered unusual by the upper class
for the Messiah in Rome’s capital city, Moloch decided to Roman citizens of Tarsus, who see it as helpful
move his search east, eventually settling in Tarsus. Buying considering the frequency with which they attend
and refurbishing an elegant Egyptian ship that he named banquets.
“the Laimargia,” Moloch established a monthly pleasure • Posters and fliers advertising the Laimargia Pleasure
cruise led by his simulacrum, Captain Gula. Cruise magically manifest themselves in random
places, as though through the use of a Minor
The Laimargia. The Laimargia is a large and Illusion spell. If these documents are destroyed,
luxurious vessel modeled after the “Syracusia” designed they disappear, but will magically reappear in 1d4
and built by Archimedes several centuries earlier. The minutes.
Laimargia is designed for one purpose: pleasure. Featuring • In the days leading up to the Laimargia’s departure
enchanted banquet tables that constantly replenish from dock, there is a noticeable increase in the
themselves, indoor heated baths, a gambling hall, and a number of people discussing food, painting portraits
private opium lounge, the Laimargia is unsurpassed in of food, and talking about how nice it would be to go
luxury amenities. on a cruise.
Along with Rome’s most discerning clientele, Captain
Gula sets sail once each month for a pleasure cruise around The Aura of Temptation ends if Moloch’s true form is
the Great Sea. During the voyage his passengers are treated destroyed or banished from the material plane. Once the
to all-you-can-eat buffets, games of chance, comfortable Aura of Temptation ends, all of the associated effects end,
bedrooms, and endless decanters of wine. Oh, and also as does its influence on creatures within the radius.
sometimes the passengers mysteriously vanish.
The Devourer. Captain Gula’s method is to use Lair Actions. On initiative count 20 (losing
magic to convince his passengers to gorge themselves initiative ties), Moloch takes a lair action to cause one of
on the sumptuous banquet aboard his vessel. Once the the following effects. Moloch can only use lair actions
passengers are at ease and begin to wander about the ship, when in his True Form while on board the Laimargia, and
Captain Gula will begin the hunt, cornering and devouring cannot use the same action two turns in a row.
any passengers who wander off by themselves. Since all • Other passengers aboard the Laimargia (use Noble
of his passengers are asked to wear masks before boarding stats) are overcome with hunger and rush toward the
the ship in the harbor, no one can be sure of who was on nearest buffet table. Each creature within 20 feet of
board the ship to begin with, and thus the disappearances any buffet table must spend their reaction to sidestep
are never traced back to the Laimargia. If Captain Gula is the reckless passengers, or else be pushed 10 feet
destroyed, Moloch’s true form, a hideous toad-like demon toward the table and be knocked prone.
sheds its human flesh-puppet and attacks directly, hoping to • The waters around the Laimargia begin to swirl and
overwhelm his prey with his superior strength. the dorsal fins of Deepmaws are visible above the
waves. The Deepmaws begin to circle closer and
closer to the Laimargia in search of food.
• The sky darkens and the waters begin to churn as
flashes of lightning appear on the horizon. Each
creature standing on or otherwise touching the
Laimargia must succeed on a DC 14 Strength saving
throw or be knocked prone.

338
Captain Gula AC: 12
HP: 110
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.
STR DEX CON INT WIS CHA
+4 +0 +2 +2 +2 +3
Skills: Deception +7, Insight +6, Perception +6
Damage Resistances: Bludgeoning, Acid
Languages: Infernal, Common, Latin
Senses: Passive Perception 16
Challenge 7 (2,900 XP)
FEATURES
Atonement Vulnerability: Captain Gula is a simulacrum
constructed of pure sin. If he is subjected to an effect that destroys
or atones for the sin of greed, such as the Lesser Atonement spell, he
takes 27 (6d8) Force damage at the start of each of his turns while he
is in its area of effect.
Magic Resistance: Captain Gula has advantage on saving
throws against spells and other magical effects.
Revealing Demise: If Captain Gula is reduced to 0 Hit Points,
the human form sloughs off into a pile of foul-smelling viscera and
bile. At the start of his next turn, Moloch (next page) emerges in the
space where Captain Gula fell.
Innate Spellcasting: Captain Gula can innately cast the follow-
ing spells, requiring no material components.
At Will: Disguise Self
3/Day Each:
Gaseous Form
Induce Gluttony (Wis 16)
1/Day Each:
Mislead
Cloudkill (Dex 16)(5d8 Poison)
ACTIONS
Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
15 (2d10 + 4) bludgeoning damage.
Consume Corpse: Captain Gula devours the corpse of one
enemy within 5 feet that died in the past minute, distending his jaw
to swallow it whole. Any creature within 60 feet of Captain Gula
that can see him must succeed on a DC 16 Wisdom saving throw or
be Frightened of him for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself with a
success.
REACTIONS
Gorge: If Captain Gula passes within 5 feet of a platter of food, he
may use his reaction to devour all of the food in sight, regaining 11
(3d6) hit points.

339
Moloch (True Form)
AC: 12
HP: 128
LEGENDARY ACTIONS
Moloch can take 3 legendary actions, choosing from the options
Large Fiend, Chaotic Evil Speed: 30 ft., below. Only one Legendary Action may be used at a time, and only
at the end of another creature’s turn. Moloch regains spent legendary
STR DEX CON INT WIS CHA actions at the start of his turn.
+4 +0 +2 +2 +2 +3 Salivate: Saliva and bile drips from Moloch’s open jaws, coating the
Skills: Athletics +8, Deception +7, Insight +6, Perception +6
floor in slippery, viscous slime. The ground within 10 feet of Moloch
Saving Throws: STR +8, CON +2 gains the effects of the Grease spell until the stat of Moloch’s next
Languages: Infernal, Common, Latin turn.
Senses: Passive Perception 16 Swallow: Moloch makes one Bite attack against a medium or
Challenge 8 (3,900 XP) smaller target he is grappling. If the attack hits, the target is swallowed
FEATURES and the grapple ends. The swallowed target is blinded and restrained, it
has total cover against attacks and other effects outside of Moloch, and
Legendary Resistance (3/Day): If Moloch fails a it takes 10 (3d6) acid damage at the start of each of its turns. Moloch
saving throw, he can choose to succeed instead. can can have up to two medium creatures or three small creatures
swallowed at one time. If Moloch takes 20 damage or more on a
Spider Climb: Moloch can move up, down, and across vertical single turn from a creature that is swallowed, he must succeed on a
surfaces and upside down along ceilings, while leaving his hands free.
DC 16 Constitution saving throw at the end of that turn or regurgitate
Sure-footed: Moloch has advantage on Strength and Dexterity all swallowed creatures, which fall prone in a space within 10 feet of
saving throws made against effects that would knock him prone. Moloch.

ACTIONS Gluttonous Urge (Costs 2 Actions): An aura of gluttony


washes out from Moloch in a 30-foot-radius. All creatures in this area
Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 must succeed on a DC 16 Constitution saving throw, or use their next
(2d8 + 4) piercing damage and the target is grappled (escape DC 14). turn (movement and action) to move up to their speed toward the
Until this grapple ends, the target is restrained and Moloch cannot bite nearest buffet table and fill a plate with food.
another target.
Reckless Gorge (Costs 2 Actions): Moloch grabs any
Belch (Recharge 5-6): Moloch belches a cloud of foul-smell- nearby objects (edible or otherwise) and shoves them into his mouth,
ing gas in a 30-foot cone. Each creature in that area must make a DC regaining 21 (6d6) hit points as his body swells in size. Moloch can
Constitution saving throw, taking 35 (10d6) Poison damage on a failed take this action even if he is currently grappling a target. If this is the
save, or half as much on a successful one. second time Moloch has used this ability, his size becomes Huge.

340
Legion
in soft whispers, sometimes in deep, rasping tones, and
sometimes in a high pitch shriek. Legion’s mannerisms
and volume will change as frequently and suddenly as he
changes the topic. As his mind can concentrate on multiple
Legion is my name. things at once, he has trouble staying on topic when
We are many. speaking.
-Mark 5:9

Perhaps the most important part of the Fellowship of


the Beast’s plan to root out the Messiah is Legion. Legion
is a demon of enormous magical talent with a gift of
Legion’s Lair
manipulating politicians. Over the last 20 years, Legion has Cursed Silver Pieces. Legion has been using his
been possessing and manipulating politicians in the city of lair as a magical workshop to create Cursed Silver Pieces.
Jerusalem, building a powerful institutionalized network He then entrusts members of the Shadow of the Beast to
of spies and enforcers. Hidden deep in the caves beneath distribute them about the city of Jerusalem. See the sidebar
the dead sea, Legion uses his powers of persuasion (and a in the “Welcome to Jerusalem” encounter and the stat block
collection of Cursed Silver Pieces) to relentlessly search for Cursed Silver Pieces to read more.
for the one called the Messiah. Lair Actions. If Legion is encountered in his lair,
We Are Many. Millennia ago, Legion discovered he has a challenge rating of 12 (8,400 XP). On initiative
a way to fracture his mind into pieces so that he could count 20 (losing initiative ties), Legion takes a lair action to
concentrate on multiple spells at once. Because celestials cause one of the following effects. Legion can only use lair
and demons are creatures or intellect, as Legion fractured actions when in his True Form while in the salt caverns of
his mind, his physical form also began to split and Judea, and cannot use the same action two turns in a row.
multiply. Legion’s true form now resides in the form of • Shadows grow longer and darkness creeps in. Light
hundreds of demonic swine, each possessing a piece of sources that shed bright light now only shed dim light,
Legion’s collective mind. This herd of demonic swine and sources that shed dim light are extinguished.
have channeled their collective consciousnesses into a • Squeals echo through the caverns as more swine run
simulacrum body that they call “The Collector.” While in to join the swarm. Legion’s true form regains 10 hit
they inhabit this form, Legion is able to maintain some points.
semblance of rational thought, but if the Collector is • Legion disrupts the flow of magic in his lair. Until
destroyed, Legion returns to his true form, with each piece initiative count 20 of the following round, a creature
of his mind scattering into the insanity of a squealing, that targets an ally with a beneficial spell (such as
stampeding, mass. one that restores hit points or grants other bonuses),
A Fractured Mind. Legion and Lilith have must first make an DC 16 Intelligence saving throw.
developed a plan to root out the Messiah, whom Legion On a failed save, the creature must choose a new
believes to be somewhere in Judea. Through complicated target or lose the spell. Any creature that is already
dark rituals, Legion has developed a way to create concentrating on a beneficial spell must also make the
Cursed Silver Pieces, which his loyal cultists have saving throw or lose concentration. Spells that create
dispersed throughout the region. However, creating an area of effect (such as Mass Cure Wounds) are not
these coins comes with a cost. With each new silver affected by this lair action.
pieces that he creates, Legion must fracture his mind into • The echoes in this chamber seem to intensify the
smaller and smaller pieces, with each fragment of his sounds of the blasphemous squeals. Each creature that
consciousness maintaining concentration on a different coin can hear Legion must make a DC Constitution saving
simultaneously. Although this process has been effective, throw, taking 11 (3d6) Psychic damage on a failed
it is driving Legion closer and closer to complete insanity, save, or half as much on a successful one.
and many of his followers have abandoned him. The only
cultists who still live and work in the underground salt
caves with him are those that share this insanity.
Roleplaying Legion. The first thing the party may
notice in the underground salt caverns is the voice that
echoes through the tunnels of his lair as he talks to himself.
When he speaks his voice falters, sometimes speaking

341
The Collector AC: 12
HP: 70
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.
STR DEX CON INT WIS CHA
+0 +0 +1 +5 +8 +2
Saving Throws: INT +9, WIS +12, CHA +6
Skills: Arcana +9, Deception +6, Insight +12
Languages: All spoken languages
Senses: Passive Perception 18
Challenge 8 (3,900 XP)
FEATURES
Atonement Vulnerability: The Collector is a simulacrum
constructed of pure sin. If he is subjected to an effect that destroys
or atones for the sin of envy, such as the Lesser Atonement spell, he
takes 27 (6d8) Force damage at the start of each of his turns while he
is in its area of effect.
Magic Resistance: The Collector has advantage on saving
throws against spells and other magical effects.
Revealing Demise: If the Collector is reduced to 0 Hit Points,
his form scatters into a pile of silver coins. At the start of his next
turn, the true form of Legion (next page) is unleashed.
Circlet of Solomon’s Wisdom: This legendary magic item
allows Solomon to maintain concentration on two spells at once.
Spellcasting: The Collector is a 10th-level spellcaster. His spell-
casting ability is intelligence (spell save DC 16, +8 to hit). He has the
following spells prepared.

At will: Mage Hand, Message, Fire Bolt (+8 to hit)(1d10 Fire)


1st level (4 slots):
Shield (AC 17)
Detect Magic
Magic Missile (3 targets)(1d4 + 1 Force)
2nd level (3 slots):
Blur
Ray of Enfeeblement (Con 16)
3rd level (3 slots):
Glyph of Warding
Lightning Bolt (Wis 16)(8d6 Lightning)
4th level (3 slots):
Confusion (Wis 16)
Wall of Fire (Dex 16)(5d8 Fire)
5th level (2 slots):
Dominate Person (Wis 16)
Telekinesis (Str 16)
BONUS ACTION
We Are Legion: As a Bonus Action, the Collector can magically
trade places with a creature. Legion targets a creature he can see
within 60 feet, forcing it to make a DC 16 Strength saving throw. On
a failed save, the target appears in Legion’s space, and vice versa. On
a successful saving throw, both Legion and the target remain in their
spaces.

342
AC: 10 Bite: Melee Weapon Attack: +6 to hit, reach 0 ft., one target sharing
Legion (True Form) HP: 103 a space with the swarm. Hit: 8 (1d6 + 4) piercing damage.
Gargantuan Swarm of small Fiends Speed: 30 ft.
LEGENDARY ACTIONS
STR DEX CON INT WIS CHA Legion can take 3 legendary actions, choosing from the options below.
+4 +1 +4 -3 +1 +0 Only one Legendary Action may be used at a time, and only at the end
Saving Throws: INT +9, WIS +5, CHA +4 of another creature’s turn. Legion regains spent legendary actions at
Senses: Darkvision 120 ft., Passive Perception 11 the start of his turn.
Languages: All spoken languages Bite: Legion makes one Bite attack.
Challenge 10 (5,900 XP)
Possession: Legion’s swarm takes 7 (2d6) Necrotic damage and
FEATURES one of the demonic swine drops dead. In a flash of dark energy, the
Legendary Resistance (3/Day): If Legion fails a sav- spirit of the dead swine attempts to overwhelm one creature sharing
ing throw, he can choose to succeed instead. the same space as the swarm. The creature must succeed on a DC 16
Wisdom saving throw or become possessed by the Legion, as though
Fiendish Swarm: Legion’s Swarm of demonic swine can occupy by the Dominate Person spell. Legion can only possess one creature
another creature’s space and vice versa. The swarm can also fit through at a time with this feature. A creature possessed in this way may repeat
any opening large enough for a small creature without squeezing. the saving throw at the end of each of its turns, ending the possession
ACTIONS on a success.

Multiattack: Legion makes a number of Bite attacks related to the Dissonant Squeals (Costs 2 Actions): Each swine in the
swarm’s current hit points. swarm begins uttering blasphemous curses against God, each in a
different language. Any creature that can hear Legion within 60 feet
79+ HP 5 Attacks must succeed on a DC 16 Wisdom saving throw or it takes 7 (2d6)
Psychic damage and is knocked prone.
55-78 HP 4 Attacks
31-54 HP 3 Attacks Stampede (Costs 2 Actions): Each creature sharing a space
with Legion must succeed on a DC 14 Strength saving throw or it
1-30 HP 2 Attacks
takes 11 (3d6) Bludgeoning damage and is knocked prone.

343
FEATURES
Legendary Resistance (3/Day): If Abaddon fails a
saving throw, he can choose to succeed instead.
Unleash the Plague: If Abaddon’s Corporeal form is reduced to
0 hit points, his form instantly scatters into a Gargantuan swarm of
tiny demonic locusts. Any remaining damage is applied to Abaddon
(Swarm), and Abaddon continues combat using this new stat block
(next page).
Spellcasting: Abaddon is a 13th-level spellcaster. His spellcast-
ing ability is Intelligence (spell save DC 18, +8 to hit). He has the
following spells prepared.

At Will: Chill Touch


1st Level (4 slots):
Shield (AC 21)
2nd Level (3 slots):
Blindness/Deafness (Con 18)
3rd Level (3 slots):
Counterspell
Dispel Magic
4th Level (3 slots):
Banishment (Cha 18)
Blight (Con 18, 8d8 Necrotic)
5th Level (3 slots):
Insect Plague (Locust only)(Con 18)(4d10 Piercing)
Animate Objects
6th Level (1 slot):
Globe of Invulnerability
7th Level (1 slot):
Finger of Death (Con 18, 7d8 + 30 Necrotic)
ACTIONS
Cursed Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) Slashing damage plus 23 (5d8) Necrotic
damage and the target must succeed on a DC 16 Constitution saving
throw or be cursed. The cursed target cannot regain hit points until
the curse ends by a Remove Curse spell or similar magic.
LEGENDARY ACTIONS
Abaddon can take 3 Legendary Actions, choosing from the options
below. Only one Legendary Action can be used at a time, and only at
the end of another creature’s turn. Abaddon regains spent Legendary
Actions at the start of his turn.
Abaddon (Corporeal) AC: 16
HP: 75 Attack: Abaddon makes one attack with his Cursed Claw.
Medium Fiend, Chaotic Evil Speed: Fly 60 ft.
Spell: Abaddon casts a spell of 3rd level or lower.
STR DEX CON INT WIS CHA
Demonic Presence (Costs 2 Actions): Shadows in the
+2 +5 +4 +2 +2 +4 chamber grow darker and the presence of evil is palpable. Creatures
Saving Throws: DEX +10, WIS +7, CHA +9 within 60 feet of Abaddon cannot regain hit points until the start of
Skills: Perception +7, Stealth +9 his next turn.
Damage Resistances: bludgeoning, piercing, and slashing from Swarm (Costs 2 Actions): Abaddon temporarily scatters his
nonmagical attacks. form into a swarm of fiendish locusts, which moves up to 60 feet and
Damage Immunities: Fire, Necrotic reverts back to his corporeal form. The swarm occupies a 20-foot-ra-
Languages: Infernal, Hebrew dius sphere and deals 1d6 piercing damage to any creature whose
space it moves through. While moving in this way, Abaddon does
Senses: Darkvision 120 ft., Passive Perception 17 not provoke opportunity attacks and cannot be grappled, petrified,
Challenge 15 (13,000 XP) knocked prone, restrained, or stunned.

344
Abaddon
And a king ruled in the darkness: an angel of the
bottomless Abyss. His name in the Hebrew tongue is
Abaddon.
-Revelation 9:11
Once a celestial creature and a powerful force for
good in the world, Abaddon the Destroyer now seeks
only destruction. After the fall, the angel once known as
Abaddon became bent on wrathful vengeance toward the
hierarchy of good that he once served. This inclination to
wanton violence eventually consumed his mind, driving
him to into a mindless and destructive rage. The sin of
wrath fuels this power. Any time a human strikes out
with vengeance toward their neighbor, Abaddon’s power
grows. This power is a consuming obsession for Abaddon.
Although the magic of sin has granted him powers that
surpass those of Lilith herself, his consciousness and even
physical form have descended into chaos
and guardian of the Fellowship of the Beast headquarters in
A Walking Plague. Time has long forgotten what
the Catacombs of Kadesh. Here Abaddon’s locusts hum and
Abaddon looked like as a celestial being before the earth
buzz with a violence that is only barely kept in check by
took shape. The monstrous form that now serves as
the remnants of his intellect. When Abaddon is encountered
Lilith’s bodyguard is something from beyond the realm of
in his swarm form, each of the tiny locust-like creatures
nightmares. When Abaddon is focused and at the height
buzz with a sound not unlike that of thousands of voices
of his power, his form becomes a corporeal reflection of
chanting “Abaddon, Abaddon, Abaddon...
something almost humanoid, but as he allows the power
of wrath to flow through him, he becomes something quite And a king ruled in the darkness: an angel of the
different. When Abaddon is unleashed, he is revealed to be bottomless Abyss. His name in the Hebrew tongue is
Abaddon.
a fiendish swarm of locusts born from the violence of the
-Revelation 9:11
abyss. He is a walking plague, he kills without conscience,
and he is addicted to destruction. Even Lilith fears what
might happen if Abaddon was let into the world. As such,
she has assigned Abaddon the role of her personal protector

AC: 12 Fiendish Swarm: Abaddon’s Swarm of demonic locusts can


Abaddon (Swarm) HP: 200 occupy another creature’s space and vice versa. The swarm can also fit
Gargantuan Swarm of tiny Fiends Speed: 10 ft., Fly 60 ft. through any opening large enough for a tiny creature without squeez-
ing.
STR DEX CON INT WIS CHA
+0 +4 +4 +3 +2 +4 ACTIONS
Saving Throws: DEX +9, WIS +7, CHA +9 Multiattack: Abaddon’s Swarm makes a number of Sting attacks
Skills: Perception +7, Stealth +9 related to the swarm’s current hit points.
Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical attacks 170-200 HP 6 Attacks
Damage Immunities: Fire, Necrotic 130-169 HP 5 Attacks
Senses: Darkvision 120 ft., Passive Perception 17
Languages: Infernal, Hebrew 100-129 HP 4 Attacks
Challenge 9 (5,000 XP) 70-99 HP 3 Attacks

FEATURES 1-69 HP 2 Attacks

Magic Resistance: Abaddon’s Swarm has advantage on saving Sting: Melee Weapon Attack: +8 to hit, reach 0 ft., one target sharing
throws and other magical effects.
a space with the swarm. Hit: 5 (1d6+2) piercing damage.

345
Lilith
still inferior to the intellect and power of a single archangel.
Lilith’s Sword. Lilith wields her original weapon from
her days serving among the heavenly hosts: a Sword
Thorns shall grow over your strongholds, and
of the Guardian. These swords are manifestations of a
fortresses fall to ruin. Here in the desolation will celestial’s pure will, and cannot be destroyed. This sword
Lilith find her rest. is an unwilling participant in Lilith’s plan, and desires
-Isaiah 34:14 her destruction. If a player character wields this sword,
Lilith began her existence as an Archangel tasked with they gain a +4 bonus to attack and damage rolls if the
guarding the most sacred location on the Material plane: target of the attack is Lilith, as her own sword wills her
the Garden of Eden. She accepted her assignment readily, death. Although Lilith has no trouble wielding her sword,
but soon became confused, unable to understand why God she cannot help the necrotic effect of the sword’s touch.
was so pleased by the existence of mortals. The humans Whenever Lilith comes into contact with her sword, the
entrusted to her care were inferior to herself in almost every beauty fades from her hands, and their demonic nature is
way, yet they were elevated pinnacles of the created world. revealed.
When one of the Seraphim, named Lucifer, expressed a
similar dissent to the will of God, Lilith was the first to join
him. It was not difficult for Lilith and Lucifer to engineer a
Lilith’s Lair
temptation for the naive mortals, and soon humankind fell Lilith has claimed the underground expanse of the
victim to the same sin as Lilith: pride. Catacombs of Kadesh as her lair. Reaching this remote
While many demons seek to change their names or hide and forgotten location requires a week-long journey
their identities, Lilith presents herself as she always has. through a desolate expanse of the Wilderness of Zin
For the most part, this is because she seeks to take credit that even the nomadic tribes steer clear of. Thanks to a
for the corruption she brings to this world, and she is fueled teleportation circle, Lilith is able to come and go as she
by the fear mortals feel when they whisper her name in pleases with worrying about unwanted visitors showing
children’s bedtime stories. However, she also refuses to up unannounced. It is in this lair that Lilith organizes the
change her name or appearance for the same reason that efforts of the other archdemons, and conducts dark rituals
she was led astray in the beginning: Pride. As an archangel, to increase their power. If Lilith is encountered in her lair,
Lilith saw herself as a superior being to the weak and she has a challenge rating of 16.
ignorant mortals; and even now, as an Archdemon, she Lair Actions. On initiative count 20 (losing
maintains her angelic appearance, believing steadfastly that initiative ties), Lilith takes a lair action to cause one of the
her campaign of evil will eventually prove to God what she following effects. She cannot use the same action two turns
already knew: that the combined strength of humanity is in a row.
• A spark of life animates one of the writhing bodies
Lilith in the Bible in area 19, causing a Corrupted Simulacrum (next
page) to rise up and join her in combat, acting on
Lilith is only mentioned once by name in Isaiah 34:14. However,
this instance of her name is often translated as “night hag” or even its own initiative. These simulacra still bear a rough
“screech owl” in modern translations. Some translations of the Bible, resemblance to their former owners (Mammon,
including the KJV and NIV omit her name entirely from this verse. Beelzebub, Naamah, etc) but are not true demons,
Lilith’s identity changes depending on what source you read. as they are merely husks animated by the magic of
Interpretations of this character range from demon to vampire to
victim. Some versions of the story even cast her as a hero: Adam’s first Lilith’s lair. Only one Corrupted Simulacrum can be
wife who refused to be subservient to a man. The “truth” of Lilith’s animated at a time.
story, insofar as we can know it, is lost to history. • Lilith commands an ally she can see within 60 feet to
The name Lilith is referenced in many ancient Akkadian, use its reaction to make one weapon attack.
Babylonian, Sumerian, and Hebrew manuscripts, and she appears to
• Lilith becomes telepathically aware of the location of
be generally accepted as some kind of demon by people during the
time of the Bible. The other interpretations of her identity, including all creatures in her lair, including those that may be
that of a vampire or Adam’s first wife, were not invented until some invisible or hidden.
time during the Middle ages, thousands of years after the word was • All creatures within Lilith’s lair are overcome with
originally used, and there is no basis for their truth. pride, and become the target of the Induce Pride spell
The Lilith that appears in this module is an attempt to remain
faithful to the lilith of antiquity: a renowned demon of immense power (DC 17 Wisdom save). This casting of the spell does
and international fame, whose evil is so legendary that some scholars not require Lilith’s concentration, as it originates from
fear to even put her name in writing. the innate magic of her lair.

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347
AC: 17 1/Day Each:
Lilith HP: 92 Freedom of Movement (cast before entering combat)
Large Fiend, Neutral Evil Speed: 40 ft., Fly 90 ft. Harm (Con 17; 14d6 Necrotic)
Visitation
STR DEX CON INT WIS CHA
+4 +3 +4 +4 +2 +4 ACTIONS
Saving Throws: DEX +10, WIS +7, CHA +9 Multiattack: Lilith makes two attacks with the Sword of the
Guardian or casts a spell.
Skills: Deception +9, Persuasion +9, Stealth +8
Damage Resistances: Radiant, bludgeoning, piercing, and slash- Sword of the Guardian: Melee Weapon Attack: +9 to hit, reach
ing from nonmagical attacks 10 ft., one target. Hit: 8 (1d8+3) piercing damage and 9 (2d8) Light-
Damage Immunities: Fire, Necrotic ning damage.
Senses: Truesight 120 ft., Passive Perception 17
Languages: All spoken languages, telepathy 120 ft. LEGENDARY ACTIONS
Challenge 13 (10,000 XP) Lilith can take 3 Lengendary Actions, choosing from the options be-
low. Only one Legendary Action can be used at a time, and only at the
FEATURES end of another creature’s turn. Lilith regains spent Legendary Actions
Legendary Resistance (3/Day): If Lilith fails a saving at the start of her turn.
throw, she can choose to succeed instead.
Speak Blasphemy: Lilith whispers words of pure evil. Each crea-
Corrupted Return: If Lilith is reduced to 0 Hit Points, she can ture that can hear her within 30 feet takes 1d4 psychic damage.
call on the power of Sin to return to life in a corrupted form. At the
start of Lilith’s next turn, her angelic body transforms into Lilith
Hellfire: Lilith hurls a mote of fire from the abyss at a creature she
can see within 120 feet. Ranged Spell Attack: +8 to hit. Hit: 5 (1d8)
(Hellspawn) in the space where she fell.
Fire damage.
Innate Spellcasting: Lilith’s spellcasting modifier is Charisma,
and can innately cast the following spells, requiring no material com-
Mark of Cain (Costs 2 Actions): Lilith points at a creature
she can see within 30 feet. The Mark of Cain burns itself into the fore-
ponents:
head of the target, magically tethering itself to an identical mark on
3/Day Each: Lilith’s forehead. Whenever Lilith takes damage, the target takes half
Clairvoyance of the damage (rounded up), and Lilith takes the remaining damage.
Dispel Magic The damage type becomes Necrotic for the target. The Mark of Cain
Inflict Wounds (+7 to hit; 4d10 Necrotic) lasts until the beginning of Lilith’s next turn.

Corrupted Simulacrum AC: 14


HP: 120
Medium construct (simulacrum) Speed: 30 ft.,
STR DEX CON INT WIS CHA
+2 +0 +0 -5 +0 +0
Senses: Passive Perception 15
Challenge 4 (1,100 XP)
Mammon’s FEATURES
Corrupted
Magic Resistance: The simulacrum has advantage on saving
Simulacrum throws against spells and other magical effects.
Aggressive: As a bonus action, the simulacrum can move up to its
speed toward an enemy of its choice.
ACTIONS
Multiattack: The corrupted simulacrum makes two Slam attacks
or uses its Spit Curse attack.
Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
15 (2d12 + 2) bludgeoning damage.
Spit Curse (Recharge 5-6): The simulacrum spits the words
of an ancient infernal curse at a creature it can see within 60 feet. The
creature must succeed on a DC 14 Wisdom saving throw or become
Cursed. While Cursed in this way, a creature receives an extra 1d8
Necrotic damage whenever it takes damage. The Curse lasts until it
is dispelled.

348
Hellspawn
Demonic Manifestations. Some demons possess the
ability to push the limits of physical reality, creating
manifestations of pure evil willpower. Hellspawn are
aberrations of the natural world, creatures of pure evil
stitched together by the fabric of sin. Sometimes, a demon
will attempt to create a Hellspawn as a guardian to a lair,
or as a servant in a complex plan. More often Hellspawn
are created when a demon is destroyed, but unwilling to
die. In the moment of its demise, some demons possess the
strength to cling to some semblance of life, pulling at the
stitches of the universe to maintain life in a new form. This
new form, its Hellspawn form, is often just as powerful as
its original form, but becomes much more unpredictable.
Only a shadow of its former personality and alignment
remain, and it is overcome with a compulsion to indulge in
certain acts of sin (usually reflecting the types of sin used to
create its form in the first place).

AC: 19
Lilith (Hellspawn) HP: 135
ACTIONS
Multiattack: Lilith’s Hellspawn form makes two bite attacks or
Huge Fiend, Chaotic Evil Speed: 40 ft., Fly 90 ft.
casts a spell.
STR DEX CON INT WIS CHA Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12
+4 +3 +4 +0 +2 +0 (2d8+4) piercing damage and 21 (6d6) Poison damage.
Saving Throws: DEX +10, WIS +7, CHA +9 Spit Poison: Ranged Weapon Attack: +9 to hit, range 30/60 ft.,
Skills: Deception +9, Persuasion +9, Stealth +8 one creature. Hit: The target must make a DC 16 Constitution saving
Damage Resistances: Bludgeoning, Piercing, and Slashing from throw, taking 42 (12d8) poison damage on a failed save, or half as
nonmagical attacks much damage on a successful one.
Damage Immunities: Fire, Necrotic, Poison
Damage Vulnerability: Radiant LEGENDARY ACTIONS
Condition Immunities: Poisoned, Charmed Lilith’s Hellspawn form can take 3 Legendary Actions, choosing from
Senses: Truesight 120 ft., Passive Perception 17 the options below. Only one Legendary Action can be used at a time,
Languages: All spoken languages, telepathy 120 ft. and only at the end of another creature’s turn. The Hellspawn regains
Challenge 13 (10,000 XP) spent Legendary Actions at the start of her turn.

FEATURES Detect: The Hellspawn makes a Wisdom (Perception) check.


Magic Resistance: The Hellspawn has advantage on saving Teleport: Lilith’s Hellspawn form teleports to an unoccupied space
throws and other magical effects. she can see within 60 feet.

Freedom of Movement: The Leviathan ignores difficult terrain, Hypnotic Gaze (Costs 2 Actions): Lilith’s Hellspawn form
and magical effects cannot reduce its speed or cause it to become locks eyes with a creature she can see within 30 feet. If the target
restrained. It can spend 5 feet of movement to escape from nonmagical can see her, it must succeed on a DC 17 Wisdom saving throw or be
restraints or being grappled. Charmed until the end of her next turn. While Charmed in this way,
the target is Stunned. If the target succeeds on the saving throw, it is
Innate Spellcasting: The Hellspawn’s spellcasting modifier is immune to the Hellspawn’s Hypnotic Gaze for 24 hours.
Charisma, and can innately cast the following spells, requiring no
material components:
1/Day Each:
Mass Suggestion (Wis 17)
Thorn Wall (Wis 17; 7d8 piercing)

349
Is That in the Bible?
“Baal zebub” the “Lord of the Fly.” Crassus
Behemoth (Job 40); Descriptions Cultist (See: Shadow of the Beast)
How to use this Appendix of this massive creature have been David (Numerous.)
attributed to dinosaurs, although its true Daniel (Dan.); writings of Josephus
There are hundreds of characters, monsters, places, and magic identity is unknown. Legends of the final Deborah (Jdg.); Early writings.
items in this adventure, and most are based directly on a Bible battle with the Leviathan come from Decimus There is a theory that
passage or story, but some are completely made up! We want to other ancient Jewish apocrypha. Germanicus was poisoned while in
Blandia Antioch, but this theory is unproven.
be clear about where our ideas come from, and give references Breath of Dawn (See: Sunwing) Deep, The The Hebrew word
for further research, if that’s something you want to do! This is an Buried Queen Name, character, and “Tehom” translates loosely to “the deep”
alphabetical list of every person, place, and thing in the adventure, concept of simulacra invented for and refers to the endless abyss of water
narrative reasons. that existed pre-creation. The location
along with its source material. Use the following symbols as a guide: Caelus of a massive whirlpool in this adventure
Caiaphas (Mt. 26:3); Descriptions module is fictional, but the concept of
It is in the Bible! If an item includes this symbol, it means it based on Biblical accounts. Cursed silver dangers at sea is true to the ancient fear
is based on a real passage of scripture, which is also referenced. pieces invented for narrative purposes. of the “Tehom.”
Caius Blandus Name invented. Role Deepmaw (Jonah, Tobit); Many
inspired by Alexandrian politics.
This means that it does not appear in the Bible, but does Canaan Dog (Tobit); This breed
cultures along the Tigris and Euphrates
told stories of attacks from a large
appear in other ancient writings from the same time period. existed in Biblical times and was known predatory fish. These creatures make
to be domesticated by the Jewish people appearances in Jonah (swallowing
This means that it is inspired by archaeological evidence or from pre-exilic times. Assigning this the prophet) and Tobit (attempting to
breed to Ava was a logical choice.
reliable historical research from secondary source material. Caravanserai In actuality there were
swallow Tobias), but the identity of this
creature is unknown. The “Deepmaw” is
many locations known as “Caravanserai,” inspired by these stories.
This means creative liberties were taken. Either we made it as the term merely referred to any Den of Serpents (Num.); Location is
up entirely or (if combined with another symbol) we took creative waypoint for caravans along the Silk fictional, based on the accounts of Saraph
liberties with the way it is presented in the module. Road. Illegal black market and “under the attacks in the book of Numbers.
table” deals certainly happened here, but Desta
the influence of the Society and Skiritai Dinah’s Kitchen
Aaron (Ex., Num., Lev., Deut.) encounters invented. has been exaggerated or invented.
Athenodorus Dire Wolf The Dire Wolf went
Abaddon (Jb., Pro., Rev.); Dead Caspar (See: Magi); Name extinct around the time of the Judges.
Sea scroll writings; legends of rabbinical Atomos Although Babylonian kings traditional. Role in the adventure
were often advised by a sorcerer, this It certainly inspired many Biblical
literature. invented for narrative purposes. references to wolves, but its appearance
Abimelech (Jdg. 9) character is invented. “Atomos” is the Cassius
alternate translation of Simon Elymas’s in the adventure is anachronistic.
Abyssal Fly Based on Beelzebub’s title Catacombs of Kadesh The Battle of Dybbuk (Writings of Josephus);
“Lord of the Fly.” name in the Bible. Kadesh really occurred as described.
Aurochs (multiple); The word Widespread stories of possessing spirits
Addax (Dt. 14:4) However, there are no records of any in ancient Jewish folklore. While this
Aemilia “Aurochs” has been changed to “wild ox” underground catacombs, and the burial
in most modern English translations of version may have taken liberties on the
Agama (Jb., Pro., Rev.); Dead place of Moses and Miriam is unknown. methods and motives of possession, the
Ajax the Bible to avoid confusion about this This location has invented entirely
extinct species. spirit of the creature is true to the stories.
Akim ben Nadav Based on “Good as a setting for the final battle of the Ecbatana (Herodotus); While
Samaritan parable; name invented. Ava (Tobit.) Tobias is accompanied by adventure, and although it is inspired by
an unnamed dog on his journey. Breed there are many references to Ecbatana
Alexander the Great “what could have been,” it has no basis in the Bible, the only source that
Andrew (Jn. 1:35) and name chosen for creative reasons. in reality.
Azarias (Tobit.) See also: Raphael. provides any description of its layout and
Angel (multiple); Descriptions and Cataphract people is Herodotus. The Ecbatana is a
art based on encounters from Abraham, Dialogue invented for creative reasons. Cave of Horror Inspired by the
Azigal combination of Herotodus’s description
Jacob, Jesus, and other Biblical figures. archaeological discovery. Although based of the concentric “districts,” combined
Anna (Tobit.) Babylon on the real execution of Jewish rebels
Balbillus the Wise Based on Tiberius with an imagined Ecbatana under
Antioch (Act. 11) through starvation by Roman soldiers, Parthian rule.
Antonia (Innkeeper) Balbillus. Personality and appearance the contextual details and timing of
invented for narrative reasons. Eden (Genesis); Location and
Antonia (Fortress) these events have been altered to fit the descriptions inspired by the Genesis
Ara royalty were often advised by mages Balsam’s Rest Based on descriptions narrative of this adventure. Also, the
of inn in “Good Samaritan” story. account.
or sorcerers, especially in Parthia. Ara location of the Cave of Horror has been Elijah (1 Kgs. - 2 Kgs.)
invented for narrative purposes. Balthazar (See: Magi); Name moved several miles to the east of where
traditional. Role in the adventure Elizabeth (Lk. 1)
Archangle (multiple); Descriptions it is actually located. Enchantress Inspired by the Biblical
taken from Jude, Revelation, Luke, etc. invented for narrative purposes. Cave of Scrolls Based on the Dead
Barabbas (Mt. 27); Named as a character of Salome, and how her dance
Ariel Sea Scrolls discovery. Essenes were held King Herod enthralled.
Ariella Inspired by story of Rahab. notorious murderer and enemy of Rome, known to inhabit these caves and store
it is highly likely that Barabbas was Essenes (Talmud, Josephus);
Aristarchus (Strabo); Aristarchus died writings in them. This enigmatic faction of Judaism is
earlier than this adventure suggests. His either a Zealot or a Sicarius. Caves of Rest (Legend of the Seven
Barachiel (3 Enoch); Barachiel is depicted in this adventure based on
life has been fictionally lengthened for Sleepers); These caves, along with the ancient Jewish writings about their
narrative purposes. listed in several apocryphal works as teenage refugees in Tarsus, have been
an Archangel of blessings. His role in practices, beliefs, and lifestyle. The part
Arizanti A historical tribe of ancient included as a reference to the “Legend of they play in the story is fictional, created
Media; description and role invented for this adventure is inspired mainly by the the Seven Sleepers” in ancient Christian
angelic challenger in Gn. 32:24. for narrative purposes.
narrative purposes. folklore. Eternal Flame An ever-burning
Artabanus (King) Barnabas (Act 4:36) Donates his Cyprian Cherubim (Gn. 3:24, many others)
estate to the Apostles and becomes an fire is central to Zoroastrian worship.
Artemis (see: Unicorn) Invented for Citius (Numerous.) The city of Traditionally, the fire is fed by
narrative purposes, and as a reference to evangelist. Citius (sometimes translated as Citium
Barrak (Mk. 5); Name invented. sandalwood, but in climates where
the old story that unicorns were left out or Kittim) was the most well-known city sandalwood is less prevalent (such as
of Noah’s ark. Bartholomew (Jn. 1:46) in Cyprus in ancient times. Located in
Bartimaeus (Mk 10:46); Bartimaeus Teredon), it was permissible to use cedar.
Asher (See Mušhuššu); Named after the present-day Larnaca. Faustus
god Ashur and invented for narrative was on a road outside of Jericho. He has Cleopatra Historical records of Egypt,
been moved to Jerusalem for organization Feign Spider
purposes. Rome. Forest of Sumer Location
Asmarath purposes. Collector, The Name, character, and
Beelzebub (2 Kgs., Mt., Mk., Lk.); now exists as wetland marsh. Magical
Assur Wastes Location historical, concept of simulacra invented for elements created for narrative purposes.
Rabbinical literature calls the demon narrative reasons.

350
Gabael (Tobit 9:5.) This character that her name was Hannah. This creative apocrypha. Matthew (Mt. 9:9)
actually resided in Ecbatana, not Teredon. liberty was taken based on the use of Lilith (Is. 34:14); Babylonian Matthias (Act. 1:12)
See Tobias for more. adelphos in Matthew 12, which is gender Talmud; various ancient Rabbinic Meherdates Rival of Gotarzes II
Gamaliel (Acts, various); Aside neutral when plural. Thus, when the literature and Jewish myths. The villain Melchior (See: Magi); Name
from being credited as the teacher and scripture references Jesus’s “brothers,” in this module is partially based on the traditional. Role in the adventure
mentor to both Jesus and the Apostle it could just as easily be translated stories of Lilith from Jewish folklore and invented for narrative purposes.
Paul, Gamaliel was a high-ranking “brothers and sisters.” Since women are partially invented for the purposes of Menilek The alleged son of the affair
member of the Sanhedrin and a prolific routinely omitted from ancient writings, it this story. between Solomon and Makeda and
Jewish scholar. would have been common practice to list Lion’s Den (Dan. 6) protector of the Ark, inspired by the
Gardener, The Name, character, and only the names of his brothers anyway. Lucifer (Isaiah 14:12); name Kebra Nagast.
concept of simulacra invented for Furthermore, the Protoevangelium of sometimes translated literally as Merodach, Lord
narrative reasons. James, written by Jesus’s elder brother, “morning star.” (See also: Satan); creative Midian (Exodus 2); Burning
Germanicus Germanicus was a records that Joseph had several children liberties taken with plot and dialogue bush encounter based on the location
renown general in Rome at the time of his from a previous marriage. There is no elements. of Moses’s encounter, but invented for
death. Because he died in Antioch after way of knowing if any of these children Lotus Marshes (Job 40); The exact Narrative purposes.
an argument, there is some speculation were girls, and so this module imagines location of the lotus marshes in Job 40 Miko
that he had been poisoned. Germanicus who one of those forgotten sisters might are unknown. Miriam (Ex., Num.); Location of
was the father of Caligula, who would have been. Lucifer This is traditionally the burial unknown. “Miriam’s Cup” magic
become emperor in 37 CE. Henusten (Queen) name that is assumed to have been the item based on the Jewish tradition that
Giant (various); Giants appear Herod (King) (Mt. 2) name of Satan before his fall from grace. Miriam carried the source of water for
in many places throughout the Bible. Hillel (the Elder) Important Jewish Meaning “light bringing/bearer,” the the Israelites in the desert, possibly
Strangely, there are even references Scholar living in Babylon at the time; name Lucifer comes from Isaiah 14:12: manifested by a stone, well, or cup
to Giants after the Great Flood, which founded schools for religious learning “How you have fallen from the heavens, known as “Miriam’s Well.” Legend tells
was said to have wiped them out. and developed the Babylonian Talmud. O morning star.” The descriptions of that water would spring forth from this
Nevertheless, there is no scientific Holox the Hammer (Mt. 21:33) Name Lucifer’s rebellion and fall from grace, magic item whenever the Israelites would
evidence of humanoids reaching heights invented. and subsequent plot against humanity is make camp. Most of these legends come
described in the Bible. Hoopoe based on the book of Revelation and the from the fact that, following the death
Goat Demon (Is. 34:13); The Hristos writings of early theologians. of Miriam in the book of Numbers, the
words used in Hebrew to refer to these Hyrax (Pr. 30:26); Early translations of Lucius Galerius This character is Israelites inexplicably no longer have
creatures (sa’ir and se’irim) is often the Bible read “rock badger” since early fictional, as it is not known who was easy access to water.
mistranslated simply as “wild animals.” scholars had never heard of an animal proconsul of Memphis during this time. Mithras (Mithraism) The cult of
However, there is no doubt that early called the Hyrax. However, there were several proconsuls worship centered around Mithras was
Jewish writers used this word to mean a Iram (Iram’s Inn) (Lk. 2:7) The of Memphis named “Lucius,” so that’s certainly a significant religion in Tarsus
specific kind of demon that was half goat. innkeeper of Bethlehem is a real the name this character was given. at the time. However, the character of
Golden Calf (Ex. 32:3); The Golden character, but the name and description of Lucretia the Shedim named “Mithras” has been
Calf was really created by the sin of the Iram are fictional. Lydia of Thyatira (Act. 16:14) invented for narrative purposes.
Israelite people. However, its appearance Isaiah (Is.) Ma’rib (See: Sheba) Ma’rib was the Mithridates The historical king of
in this adventure and its use as a construct Ishmael (Genesis 21) capital of the kingdom of Saba, and was Babylon; rule actually ended in 63 BC.
by Mammon is fictional. Ishtar’s Inn and Tavern Named for the located in the far south of Arabia. This Moloch (Lev., Act.); Historically
Golem (Talmud, Early folklore); The Babylonian goddess of fertility. city has been moved hundreds of miles identified as a god associated with child
concept of the golem appears very early Jadon This character is fictional, but to the north in order to incorporate it into sacrifice.
in ancient Jewish folklore. The theories many real couriers undertook dangerous the map adventure more easily. Ma’rib’s Moses (Ex., Num., Lev., Deut.) Location
about their creation and use changes over journeys that resulted in the compilation actual location is modern day Yemen. The of burial unknown. Abilities of the “Staff
time, and the modern interpretations of of the Babylonian Talmud. map and descriptions of the city are based of Moses” based on the list of miracles
the creature tend to be much different Jairus (Mk. 5) partially one archaeological digs, and associated with the staff in Exodus.
than early concepts in the Talmud. James (brother of Jesus) (Mt. partially fictional. Mount Ararat Often cited as the
The version included in this adventure 13:55); As the oldest son of Joseph, Maës Titianus (Ptolemy’s Geography) location where Noah’s Ark crash-lands
combines many popular aspects of the James also recorded the courtship and Mage Numerous historical after the Great Flood of Genesis.
creature while attempting to stay true marriage of his father to Mary following accounts from almost all cultures record Mount Sinai
to the original concepts in early Jewish the death of his biological mother in the “mages” or “sorcerers” who would advise Mount Troodos Caspar’s observatory
stories and folklore. Protoevangelium of James. kings and emperors on matters of state. invented for narrative purposes.
Goliath of Gath (1 Sam. 17) James (son of Alphaeus) (Mk. 3:18 Magi The Magi were the Mount Nebo
Gotarzes, Prince ; This character is James (son of Zebedee) (Mk.10:35) priestly class of the people of Media in Murex The predatory sea snail
based on the real life Gotarzes II, who Jehu (1 Kgs.) ancient times. The Magi were known to known as the Murex is the source of the
mutilated the ears of Meherdates and sent Jesus (Mt., Mk., Lk., Jhn.); Early be wise collectors of knowledge from dye that produces the color “royal purple”
his brother into exile in order to claim writings of apostles; Historical accounts all corners of the world. After the fall of or “Tyrian purple” that was produced by
the throne of Parthia. This character’s of Josephus, Tacitus; creative liberties the Medes, Magi spread across the map, merchants like Lydia of Thyatira. Many
personality and motives are based on taken with plot and dialogue elements. and references to wandering Magi can ancient writers record that these snails
his recorded actions from a historical Joanna (Lk.24:10) be seen throughout the Bible as well as were “large,” but the size and ferocity
perspective. John the Baptist (Mt., Mk., Lk., Jhn.) other ancient writings. The three Magi of the monstrous creature in this module
Gula, Captain Name, character, and John (son of Zebedee) (Mk. 9:38) mentioned in the Gospel of Matthew are was invented for narrative reasons.
concept of simulacra invented for Jonah (Jonah) one such reference, but the subsequent Mušhuššu (Bel and the Dragon); This
narrative reasons. Joseph (coat of many colors) (Gen. plot hook of these Magi going missing dragon was closely associated with the
Hagar (Genesis 21) 30-50) was invented for the story. god Marduk in the Babylonian pantheon.
Hanging Gardens of Babylon Joseph (of Arimathea) (Mk. 15:43 Makeda The identity of the Queen The apocryphal expansion to the book
Although many early writers record Judas (Mt.26) of Sheba from the Bible is officially of Daniel tells of how the prophet
having visited and admired the gardens, it Karubiel (Apocrypha of Enoch); unknown. However, the name “Makeda” defeats and kills a mušhuššu to prove the
is frustratingly unclear where this wonder Named after “Kerubial,” the highest comes from the Ethiopian Kebra Nagast, superiority of the Hebrew God over the
of the ancient world was located. Some ranking Cherub in the book of Enoch. which also serves as a source for the god Marduk.
historians have suggested that they were Kassandra Makeda/Solomon romance alluded to in Muwatali II
actually located in Nineveh, rather than Kazem the adventure text. Naamah (Tobit.); Character appears in
Babylon. However, given their historic Keturah Named for one of Abraham’s Maketi the Bible as “Asmodeus.” Name changed
association with Babylon, this adventure wives, who many nomadic tribes at the Malchus (Jn. 18:10) for creative reasons.
imagines the gardens at the center of time traced their lineage back to. Malgium Nabonassar Named after a famous
the city. This was the historic location Khufu Mammon (Mt. 6, Lk. 16); Early Babylonian king.
of the Etemenanki, a tall ziggurat that Kiriaki writings of Cyprian, Jerome, and John Naomi (Jn. 4); The woman in this story
may have been the inspiration for the Kyrenia Chrysostom. is not named in the Bible.
tower of Babel story for exiled Israelites. Laimargia Named for the greek word for Marcus Cato Marcus Cato led the Nazirites (Nm. 6); The Nazirite
However, Alexander the Great had “gluttony” conquest of Cyrpus in 58 BC, but would vow changes over time. By the time of
ordered the destruction of the Etemenanki Lazarus (Jhn. 11:1) not have remained there during the term Jesus, the vow was taken by many as a
to prepare for a reconstruction, and it is Legion (Mk. 5, Lk. 8); Some plot of Sergius Paulus as Proconsul season of cleansing or repentance, a far
unclear what this “new construction” was devices and locations changed for Mari cry from the life-long vows of Samson
intended to be. This adventure module creative reasons. Mark Antony and Samuel. The vow described in the
imagines that the new construction was Leviathan (Job 41); Art and stats Martha (Lk. 10:38) Barbarian subclass attempts to remain
the Hanging Gardens. inspired by descriptions in Job. Legends Mary (sister of Martha) (Lk. 10:38) true to the original spirit of the vow in the
Hannah (Mt. 12:46); There are no of the final battle with the Leviathan Mary (mother of Jesus) (various) time of the Judges (with the omission of
records that Jesus had a sister, let alone come from other ancient Jewish Mary Magdalene (Mt. 27) the touching of dead bodies) while still

351
keeping the subclass fun and roleplay describes them as guardians of Sheol, reasons. Spahbed named “Surenas” who gained
friendly. with the ability to pass between the Sergius Paulus (Act. 13:7) some fame, this character is fictional.
Nebiri material plane and the realm of the dead, Sextus Susanna (Lk. 8:3)
Nebuchadnezzar as is described in some ancient accounts. Shadow of the Beast Name, characters, Tali This is a real game that was
Nephilim (Genesis 6, Book of Rhagae Name taken from a religious and cult invented for narrative reasons. popular during the time period, and
Jubilees, Enoch, etc.); Depending on center of ancient Media; description and Concept of the “Beast” inspired by the rules are identical to those we have
which ancient source you read, you may role invented for narrative purposes. the visions of the prophet Daniel that included. The only difference is that
see the Nephilim described as anything Rivka Rivka serves too separate foreshadows the Beast in the book of knucklebones (tali) were oddly shaped,
from fallen angels to half-celestial heroes narrative roles, which will be addressed Revelation. and so different sides were more likely
of old. The lineage in this module takes separately. First, she serves the role of Sheba The kingdom mentioned to come up than others, whereas a d4
pieces of many of these stories to create Essene contact to the Sabeans, and is in the Bible is likely the same as the is a balanced polygon. Therefore the
what is essentially a fictional version of responsible for arranging the transport historical kingdom of “Saba” located scoring system would have reflected the
Nephilim, inspired by many old legends. of the Ark of the Covenant out of the on the Arabian peninsula and parts of probability of making throws with tali,
Nicodemus (Jn. 3:1) Liberties taken city as proposed in the Kebra Nagast. Africa. The name “Sheba” is used in not with d4s.
based on his actions in scripture. Second, her home is location of the “Last this adventure to stay consistent with Tannin The Tannin is sometimes
Night Spirits The concept of minor Supper” in this module. Mark 14:13 is scripture, but the location of several translated simply as “dragon” or “sea
evil spirits is not new, and there are traditionally translated that the host of Sabean cities have been moved much monster” in many translations of the
many references to these creatures in the the last supper meal was “a man carrying farther north so that they are visible on Bible, but it referred to a specific breed
Bible and other ancient sources. This a jar of water.” However, the Greek the map. of aquatic monster in early Jewish
version of the “Night Spirit” is based on word used in this passage simply reads Shedim The Shedim were a specific mythology. The word is also often
numerous old legends of malicious and “person” and does not specify “man.” kind of demon in early Jewish theology, confused with the Hebrew word for
manipulative evil spirits. Furthermore, men did not carry jars of associated with the worship of false “Jackals” which is “Tannim.” This
Nimrud (Mic. 5); Occupation of the water at this time period, so the most gods. They were known to generally be has led Jackals to show up in some
Skiritai based on the real occupation of logical translation of this line is that the snake-like in appearance, but most of this translations where it should read
the “Ten Thousand.” apostles were to meet a “woman carrying creature’s stat block in this story has been “Tannin,” and vice versa.
Noah’s Ark (Genesis); The landing a jar of water” whose home was to be created for narrative purposes. Tarsus Descriptions of Tarsus
site of Ararat is theorized, but unproven. the site of the last supper. This module Sicarii This radical splinter group inspired by an assortment of primary
Nomad Cnfederation The alliance created the character of Rivka to serve in is based on historical records and the source accounts.
between the Nabateans, Midianites, and this narrative role. writings of Josephus, although parts of Tasso (Mt. 21:33) Name invented.
other nomadic groups is well established, Romulus this adventure may be exaggerated (such Teenagers of Tarsus Based on the
but the name “Nomad Confederation” Sadducees Description of this as the Sicarii contracts), their descriptions legend of the Seven Sleepers.
and symbol has been invented. faction based on their appearances in the and activities are true to historical Temple of Awwam
Order of Blades Talmud and writings of Josephus. accounts. Temple of the Dragon The story
Paul (Act.) Saeed Yasriq Name means “lucky Simon the Leper (Mt. 26:6) of Bel and the Dragon records the
Penta Litha This game was a very thief” in Arabic. Character invented for Simon the Sorcerer (Act. 13:8) Name Babylonian devotion to a mušhuššu who
popular pastime, especially with children. narrative purposes. occasionally translated as Elymas, had its own temple. The location of this
Peter (Mt. 14:28) Safiya Atomos, or Bar Jesus. Role in this story temple is unknown.
Petra The city exists as described, but Salome (Mt. 14:6); Although she is based on his appearance in the book of Teredon This city really existed, but
the “Breath of Dawn” Sunwing roost was is not named in the Bible, writings of Acts, but some of his motivations have little is known about it, as it has yet to be
invented for narrative purposes. Josephus and ancient Roman coinage been exaggerated for the purpose of this excavated in modern times. The events
Pharisees The description of this bearing her face help to shed more light adventure. surrounding Tobias and Sarah were said
faction is based on the writings of on this character. Simon the Zealot (Act. 1:13) to have occurred in Ecbatana in the Bible,
Josephus and appearances in the Samson (Jdg. 13) Skiritai The Skiritai were the forward but this does not explain why Tobias was
Talmud. The ability to teleport between Sarah of Teredon (Tobit.) Sarah guard and elite fighting force in ancient traveling along the Tigris (south) to get to
Synagogues was invented for narrative actually lived some 500 years before the Sparta. The faction of the “Skiritai” has Sarah. Thus, the city of Teredon was used
purposes. events of this adventure, and in Ecbatana, been invented, but is loosely based on as the destination, even though Gabael
Philip (Apostle) (Jn. 14:8) not Teredon. See Tobias for more info. historical elite forces that went on to most likely lived in Ecbatana.
Philip (King) (Josephus); Roman Saraph (Dt. 8:14) Legends form mercenary groups. The “Immortals” Thaddeus (Jn. 14:22)
records. of “fiery serpents” exist in all ancient of Parthia and the “Ten Thousand” or Thebes Description of city accurate;
Pontius Pilate (Mt., Mk., Lk., Jhn.); cultures around the Wilderness of Zin. Greece, for instance eventually fell into identities of demons fictional.
Historical writings of Josephus. The leading theory is that these were disuse, and many of these elite warriors Theofania
Popina Cydnus Inspired by descriptions simply desert cobras, and that their bite would become mercenaries. The Ten Thomas (Jn. 11:16)
of ancient Tarsus inns and restaurants. was described as “fiery” because of the Thousand really did occupy Nimrud Thonis
“Popina” is latin for restaurant or tavern, pain, and not necessarily because they for some time, under the leadership of Tibebo Iskinder
and Cydnus is the ancient name for the literally caused fire damage. Xenophon, who had an obsession with Tiberius
river in Tarsus. Satan (1 Chr., Jb., Mt., Mk., Lk., Jhn.); Sparta and philosophy, and on whom the Tiberius Caesar Augustus (Emperor)
Proclus Various early Christian and Jewish texts. character of “Xeno” is loosely based. T’ifiri Although there are old Arabian
Queen of Sheba (See: Makeda) See: Lucifer. Society, The Although the name “the tales of giant desert scorpions, this
Ramsen (Mt. 21:33); Name fictional. Saul (Act. 8-9) The motives of Society” is partially fictional, there were creature is entirely invented for this
Ramses II this character before his conversion are really guilds of merchants who held a story. The name “T’ifiri” comes from the
Raphael (Tobit.) Also appears in assumed based on his recorded actions tremendous amount of influence in local Amharic word for “claw.”
writings of Enoch and is traditionally in the Bible. Saul would eventually politics along the Silk Road. The Romans Tobias (Tobit.) Tobias actually lived
identified as one of the messenger angels convert to Christianity, change his name referred to these guilds as “collegia” some 500 years before the events of this
who visited Abraham. Dialogue invented to “Paul,” and become one of the most which means “the societies.” module. When Tobit asks him to retrieve
for creative reasons. prolific apostles in history. Spahbed Although primarily depicted as money from Gabael, he is actually sent
Raxš Character invented for narrative Selene Cleopatra’s daughter was warriors in this module, Spahbed would to Ecbatana, not to Teredon. Tobias’s
purposes. Name chosen because of named Cleopatra Selene. When she often serve as politicians and governors destination has been changed for two
several Spahbeds of the time period that was 10 years old, she was captured by as well. reasons. First, Teredon provides a good
had the same name. Rome and paraded through the streets Sparta The kingdom of Sparta was geographic jumping off point for the
Reedwine (Jn. 2); The wine Jesus as a prisoner of war. She was then certainly fading from prominence at this adventure, where Ecbatana does not.
created at the wedding in Cana was married to King Juba of Mauritania, and time period, but 1 Maccabees 12 details Second, the recorded journey of Tobias
famously of higher quality than any according to all accounts, was a very the relationship between the Jews and and Azarias in the Bible describes them
previously known to the region. The idea intelligent and strategic ruler. Selene Spartans, and many Spartans did leave traveling south by way of the Tigris river,
that Cana would attempt to bottle and sell then disappears from recorded history their home to become adventurers at this which is not how you get to Ecbatana.
this vintage to make a profit was invented in the early part of the first century. time. There is no good historical explanation
for narrative reasons, and the name King Juba marries another woman, but Strabo Prolific writer and historian. for this, other than the possibility that
“Reedwine” comes from the name Cana, there is no evidence that Selene had yet His inclusion in this module is honorary, they were not headed to Ecbatana at
which means “reed.” died. This disappearance is, historically, as he more likely died several years all, but a different city whose name was
Rephaim (various); Depending on unaccounted for. This module creates before this adventure takes place. recorded incorrectly.
which ancient source you read, you will the fictional account that Selene used her Sunwing The Sunwing is inspired by Tobit (Tobit.)
get different accounts of the Rephaim. immense wealth to go on an anonymous many Bible verses about being lifted up Tower of Babel (Gen. 11, Book of
Even within the Bible, they are described crusade of vengeance against the many on eagle’s wings, but the main inspiration Jubilees) Description based on Biblical
as both violent giants (associated with people who may have wronged her in comes from the apocryphal book of story. Many scholars have suggested
the Anakim), and as ethereal guardians of the past. This plot hook is fictional and Fourth Baruch, which details a large, that the real inspiration for the tower of
the realm of the dead. For the purposes Cleopatra Selene’s fate is unknown. talking eagle that has the power to raise Babel was the great ziggurat in Babylon,
of consistency and player options, the Seraphine Name, character, and concept recently deceased people from the dead. which would also explain the traditional
version of the Rephaim in this module of simulacra invented for narrative Surenas Although there was a Parthian location of the tower of Babel.

352
Unicorn Unicorns appear scattered experiences of some characters who had 28) is sometimes translated as “Witch” Zacchaeus (Lk. 19)
throughout the King James Version of run-ins with supernatural phenomena, “Medium,” or “Woman with a familiar Zakkai, Rabbi
the Bible, hence their inclusion in this and went on to guide others. spirit.” She is an enigmatic figure, and Zarmarus The wandering monk was
adventure. However, these occurrences Vardanes (Prince) scholars are divided on whether to read recorded by the writings of Strabo.
are actually mistranslations of the word Veronica According to an ancient her character as good or evil. Zealot This rebellious faction of
for “Aurochs,” so the word appears legend recorded by Eusebius, Veronica Woman of Thebez (Jdg. 9) Judasim was recorded in the Talmud and
erroneously. was the woman who wiped the face of Wu Mei There is an ancient the writings of Josephus
Ur (Gen. 11) Description based Jesus with a cloth that henceforth bore his tradition in Chinese Christianity that Zechariah (Lk. 1)
on archaeological digs. Desecration of image. She is not recorded in the Bible, one of the three Magi was from China. Zenido Desert Dragons are a part of
the ziggurat by Shedim invented for and it is not known if this woman even The character of Wu Mei is based on many ancient mythologies. The name
Narrative purposes. really existed. this legend, and the surname “Wu” “zenido” is the Amharic word for dragon.
Uriel The archangel appears in Via Maris is the Chinese word for “Magi” as Zin’tori The exact make-up of Sheba’s
many early writings and religions. Many Vispavada Ancient Median phrase Zoroastrianism was adopted into the Han military is unknown. The concept of
Christian churches accept Uriel as one of meaning “leader over all”; description Dynasty. the Zin’tori was invented for narrative
the highest ranking archangels, despite invented for narrative purposes. Wynn (see: Unicorn) Invented for reasons. “zin’tori” is Amharic for “Spear
the name never appearing in the Bible. Water Elemental narrative purposes, and as a reference to of Zin.”
Vanguard The concept of a Wilderness of Zin the old story that unicorns were left out Zūrak Estate
“vanguard” appears throughout the Bible. Witch of Endor The unnamed of Noah’s ark.
The subclass is mostly based on the rare woman sought by King Saul (1 Sam. Xeno See: Skiritai

Follow Azrael, the Angel of Death, as you journey


through the events of the biblical book of Revelation.
The struggles of your mortal life may have passed
away, but the battle for eternity is just beginning in
this apocalyptic campaign for characters of levels 11-20. Bible5E.com

353
Cleopatra is dead.
Rome and Parthia struggle for control of
the Fertile Crescent in a bid for world
domination, while local politics in the
Middle Kingdoms becomes increasingly
divisive. The prophecies of the so-called
“messiah” have been long forgotten, and an
ancient Evil lurks in the shadows, corrupting
the hearts of humankind. Three of the wisest
mystics of the order of the Magi traveled to
Bethlehem following a star they believed to
be a sign. They never returned. Hope grows
dim as the world descends into darkness.
What we need are answers...

...and those brave enough to seek them.


This immersive campaign setting includes dozens of
new options for player characters and a myriad of spells,
monsters, and magic items steeped in history to bring the
world of the first century to life at the table. Cooperative
storytelling is as old as the Bible itself, and now you can
step into the action! The maps, NPCs, and politics included
in this module are reconstructed from multiple historical
sources to keep the feel of the setting authentic (not to
mention make the GMs life easier!).
Along with the campaign setting you will find an original
storyline that opens with a search for the three missing
Magi, and eventually brings the party into conflict with
both human and supernatural evils seeking the corruption of
the world. This campaign runs parallel to the events of the
Bible, so many of the people and places may feel familiar,
but the plot unfolds in a way that allows the players to tell
a story that is all their own!

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