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!123-4567*18*495*-93:1;*-16<5656- E
TABLE OF CONTENTS
Section Page
Synopsis and Background 3
Blood Moon Rising 4
Moonlit Monastery 5
The Looking Glass 6
Hall of Secrets 7
Meditation Chambers 8
Path of Demons 9
Training Hall 10
Mirror, Fire, Shadow 11
Bloodstained Bloom 12
Aftermath 13
Appendix A: Maps 14
Monastery 14
Beneath the Monastery 15
Appendix B: New Monsters 16
Ras-Godai Acolyte 16
Ras-Godai Monk 16
Ras-Godai Demon Blade 17
Spirit of Manazusa 17
Appendix C: New Magic Items 18
Demonlash 18
Hidden Lore 19
Acknowledgements and Credits 20

MONASTERY OF THE SHADOW SORCERERS 2


SYNOPSIS A WORD TO THE GM
• At the start of the adventure, the characters This adventure is meant to be run at a glance
learn about a fabled monastery that is set to with minimal preparation and a natural
appear on the Material Plane when the next delivery. This required re-thinking the normal
blood moon rises. The PCs learn a magical adventure presentation a bit. Here’s what you’ll
black lotus .lower grows inside the .ind included:
monastery.
• Through the adventure hooks, the characters • Each encounter contained on one page.
.ind a motive to enter the monastery and • Bulleted lists. Bolded keywords.
steal the black lotus. • Hyperlinks to monsters and rules online for
• Inside the monastery, the group discovers a quick reference.
cabal of demons and sorcerers called the • Printable cards for each monster and PC so
Ras-Godai guarding the rare bloom. you can run encounters using a card stack. A
• The characters learn the sorcerers plan to short video walkthrough of this method can
use the lotus for a ritual to revive their dead be found here.
master, Manazusa. The PCs might be able to • Printable cards for special treasure handouts.
convince some of the monastery’s sorcerers • Short room and area descriptions. No
to turn against the others. paragraphs of droning .lavor text — set the
• The PCs must overcome the Ras-Godai and scene naturally and embellish as desired.
escape from the monastery with the lotus • Brie.ly explained non-encounter rooms.
before the blood moon sets and the Again, embellish as desired!
monastery disappears back to its original • GM maps and player-safe digital maps for use
world. with virtual tabletops.
• A short video walkthrough of the adventure
BACKGROUND that can be found here.
• Beneath the blood moon, an otherworldly
PACING/TRANSITIONS
monastery appears for one night every ten
years on the Material Plane. Inside its A dramatic question is presented with most
shadowy halls, a single black lotus grows. scenes. Once that question has been answered,
• The black lotus is a rare and mighty .lower the tension of the scene is resolved. That’s your
that can fuel potent rituals and even bring cue to work toward the transition provided at
the dead back from the grave. During the the end the scene — even if that means
.inal night of its ten-year growth, it must summarizing the end of a clearly decided
bathe in the light of the blood moon on the combat, or in the case of clever players,
Material Plane in order to achieve its skipping combat altogether. Keep the game
ultimate magical potential. moving toward the next challenge!
• An ancient order of oni and sorcerers called Room descriptions that are usually long
the Ras-Godai inhabit the monastery, blocks of literary read-aloud text have been left
tending to the lotus with cultish reverence so short and informational in this adventure.
they can use it to fuel their nefarious rituals. Many Game Masters prefer to paraphrase read-
• With this particular bloom, the Ras-Godai aloud text and set the scene based on what
intend to revive their dead leader, the tone and level of detail his or her group .inds
fearsome sorcerer Manazusa. However, engaging. Anything listed before a
some of the Ras-Godai secretly do not want Development section is safe to share however
Manazusa to return. you prefer to do so.

MONASTERY OF THE SHADOW SORCERERS 3


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!123-4567*18*495*-93:1;*-16<5656- K
THE LOOKING GLASS
AREA 2: COURTYARD
• The luminous blood moon glows unnaturally
bright over this silent courtyard.
• A pit in the center of the courtyard plunges
down into a moonlit abyss.
• A 40-foot high tower overlooks the
courtyard from the east. Six narrow windows
line its second .loor 20 feet off the ground.
Wide stairs lead up to a pair of iron doors set
in the tower's base.
• Doors lead in all four cardinal directions.

DEVELOPMENT
• A permanent wall of force spell covers the
pit. The pit is 100 feet deep and looks down
upon the single black lotus growing on the
island in Area 13.
• PCs can climb the courtyard walls with a
successful DC 18 Strength (Athletics) check.
• Characters can pass through the narrow
windows on the east tower with a successful
DC 15 Dexterity (Acrobatics) check.
• Two demonic, iron statues with upraised
claws look through the windows from Area 5.
PCs spot them with a DC 18 Wisdom
(Perception) check. Under detect magic, the
northern statue has an enchantment aura.
• Stepping on the stairs without whispering
the password, “Ras-Godai,” activates the
statue’s trap. The statue casts confusion
centered on the triggering creature (Wisdom
save DC 15). The spell spell lasts for 1
minute. The statue can’t be activated again
during that time. Covering the trapped
statue’s eyes deactivates it.

TRANSITION
If the PCs enter the east tower, go to Area 5 in
Path of Demons. The north door leads to Hall of
Secrets. The south door goes to Meditation
Chambers. The west doors lead to Area 1 in
Moonlit Monastery.

MONASTERY OF THE SHADOW SORCERERS 6


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!123-4567*18*495*-93:1;*-16<5656- EU
MIRROR, FIRE, SHADOW DEVELOPMENT
• Once every 1d4 rounds, the statue casts
Qirebolt (two bolts, +5 to hit) on a random
AREA 9: THE THREE DOORS target in its line of sight.
• A statue of a grinning, three-armed demon • Characters can leap between the platforms
faces the stairs. It cups a small .lame in one with successful DC 16 Strength (Athletics) or
hand. It clenches a bright mirror in another. Dexterity (Acrobatics) checks. PCs who fail
Its third hand covers its own eyes. must pass DC 15 Dexterity saves, landing
• Three doors lead from the room. prone on the platform on a success. On a
failure, they fall 20 feet down into the blaze,
AREA 10: TRIAL OF THE MIRROR taking 7 (2d6) bludgeoning damage and 11
(2d10) .ire damage. Creatures in the .lames
• The dark halls twist and turn, casting sharp take 11 (2d10) .ire damage each round.
shadows on the stone .loor.
AREA 12: TRIAL OF SHADOW
DEVELOPMENT
• Impermeable darkness .ills the room beyond
• Four demon statues holding mirrors wait in
the door. The air smells of damp and moss.
alcoves out of the characters’ lines of sight.
Shattering the mirrors (AC 19, 10 HP)
prevents the statues from activating. DEVELOPMENT
• When a living creature enters a statue’s line • Permanent darkness spells cover Area 12
of sight for the .irst time, an illusory (see the blinded condition).
duplicate of that creature springs from its • Creatures who step on the spiked pit traps
mirror. The duplicate has the same statistics must pass DC 16 Dexterity saving throws or
and abilities as the creature but one quarter fall in, taking 10 (3d6) bludgeoning damage
of its maximum hit points. Once activated, a and 7 (2d6) piercing damage. PCs .ind the
statue cannot activate again for one day. traps with successful DC 18 Wisdom
• A door lies behind the .inal statue. (Perception) checks, and can disable them
with successful DC 18 Dexterity checks. The
COMBAT traps reset after 1 minute.
• Dispel magic clears a 15-foot radius sphere of
• The duplicates attack the PCs. They last for
darkness, revealing mossy stone .loors and
three rounds before melting into smoke.
walls.
• Casting dispel magic on a duplicate and
passing a DC 15 spellcasting check causes the • Two hunched demon statues each cover one
eye. Covering their other eye clears the
duplicate to melt away.
darkness from the room they overlook.
• A door behind a statue exits the chamber.
AREA 11: TRIAL OF FIRE
• A suffocating wave of heat and ash blasts DRAMATIC QUESTION
from this hellish chamber. The entrance
drops off into a 20-foot deep sea of .ire. Can the characters survive the trials and
• Small stone platforms rise above the .lames. reach the black lotus’s chamber?
• A statue of a howling demon holds its hands
out on the opposite side of the room. Tongues TRANSITION
of .ire race around its palms.
• A door sits behind the statue. All exits from the trials lead to Bloodstained
Bloom. The PCs can also return to Training Hall.

MONASTERY OF THE SHADOW SORCERERS 11


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!123-4567*18*495*-93:1;*-16<5656- EX
blades so she can mount an attack of
AFTERMATH conquest against the Material Plane.
• If the characters have to leave the lotus
ESCAPING THE MONASTERY behind, the Ras-Godai are able to revive
Manazusa. He is a mighty sorcerer and turns
• If you want to play out the characters’
his attention toward expanding the Ras-
retreat from the monastery, they can
Godai’s power and allying himself with
backtrack through the trials in Areas 10-12
demons. He seeks the opportunity to reap
or escape by other creative means.
vengeance against the characters for
Optionally, use an 8-round timer for when
meddling with the black lotus.
the blood moon sets and the monastery
disappears (with the characters inside) back
to its original world. FUTURE ADVENTURE HOOKS
• If the characters betrayed Amara (Area 4) by • The monastery will appear again in ten years
telling the other Ras-Godai of her seditious with a new black lotus ready to harvest. Is
actions against Manazusa, she ambushes there a way to break the monastery’s bond to
them from the rooftops with six Ras-Godai the Material Plane so the Ras-Godai can’t
acolytes before they leave the monastery. She leverage such a powerful arcane component
tries to take the black lotus from the PCs, if any longer?
they have it. • Other black lotuses may grow in the far-.lung
corners of the multiverse. When several are
STUCK IN THE MONASTERY brought together, they could have the power
to bring down empires, destroy mighty
• If the characters don't escape the monastery
artifacts, or even fell gods.
before the blood moon sets, they are trapped
there. They may be able to defeat the • Roga has a great deal of secrets and arcane
knowledge. Could he become a new patron
resident Ras-Godai, but then they will need
for the characters, making them stronger in
to secure the monastery against the horrors
exchange for completing his inscrutable
lurking in the new, shadowy plane they now
missions?
inhabit. Janu (Area 3) might ally with them
for the right price and help them .ind a way
to return to the Material Plane.

THE BLACK LOTUS


• If the characters escape with the black lotus
and take it to Roga, he ful.ills his promise to
them before disappearing from his hut with a
low laugh.
• If the characters keep the black lotus, the
Ras-Godai and Roga hunt them. With the help
of a powerful wizard, the PCs may be able to
leverage the lotus’s power for the equivalent
effects of a wish spell.
• If Amara takes the lotus from the characters,
she uses it to propel herself into the new
leader of the Ras-Godai. She recruits and
trains new acolytes, monks, and demon

MONASTERY OF THE SHADOW SORCERERS 13


APPENDIX A: MAPS

MONASTERY

MONASTERY OF THE SHADOW SORCERERS 14


BENEATH THE MONASTERY

MONASTERY OF THE SHADOW SORCERERS 15


APPENDIX B: NEW MONSTERS ACTIONS
Multiattack. The Ras-Godai acolyte makes two lotus
Ras-Godai Sorcerers blade attacks.
Black-garbed beings drop from the ceiling in a Lotus Blade. Melee Weapon Attack: +4 to hit, reach 5 ft.,
sudden whirl of blades and shadow. They move in one target. Hit: 9 (2d6 + 2) piercing damage.
bursts of smoke, red eyes .lashing in the dark.
Order of the Ras-Godai. Those who dedicate RAS-GODAI MONK
their lives to the monastery join the cabal of Medium humanoid (human), neutral evil
demons and sorcerers called the Ras-Godai. These
sorcerers hone their abilities by performing profane Armor Class 13
Hit Points 45 (10d8)
rituals and passing down closely guarded arcane
Speed 30 ft., climb 15 ft.
secrets. The Ras-Godai protect the black lotus that
grows in the heart of the monastery, knowing that
as long as they maintain control of it, they can STR DEX CON INT WIS CHA
leverage its formidable power for their gain.
From Another Realm. The Ras-Godai sorcerers 13 (+1) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 16 (+3)
settled a nocturnal realm of shadow and .lame that
runs parallel to the Material Plane. Over the eons,
they transformed into beings who can see on Saving Throws Dex +5, Cha +5
moonless nights and step through a sliver of Skills Acrobatics +5, Athletics +3, Arcana +2, Perception
darkness as though it were an open door. +3, Stealth +8
The Fall of Manazusa. Recently, the half-oni Senses darkvision 60 ft., passive Perception 13
leader of the Ras-Godai, Manazusa, perished in an Languages Abyssal, Common
arcane explosion beneath the monastery while Challenge 4 (1,100 XP)
trying to draw power from the nascent black lotus.
Manazusa’s closest allies wish to revive him, but Assassinate. During its .irst turn, the Ras-Godai monk
others whisper that meddling with the still-growing has advantage on attack rolls against any creature that
black lotus is recklessness that cannot be forgiven. hasn't taken a turn. Any hit the Ras-Godai monk scores
against a surprised creature is a critical hit.
RAS-GODAI ACOLYTE Innate Spellcasting. The Ras-Godai monk’s innate
Medium humanoid (human), neutral evil spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). It can innately cast the following
Armor Class 13 spells, requiring no material components:
Hit Points 22 (5d8)
Speed 30 ft. 3/day: invisibility, misty step
1/day: hellish rebuke
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. The Ras-Godai monk makes two attacks in
13 (+1) 16 (+3) 10 (+0) 10 (+0) 11 (+0) 14 (+2) any combination with its lotus blade and razor chain.
Lotus Blade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.
Saving Throws Dex +5, Cha +4
Skills Acrobatics +5, Athletics +3, Arcana +2, Stealth +8 Razor Chain. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Senses darkvision 60 ft., passive Perception 10 one target. Hit: 10 (2d6 + 3) slashing damage, and the
Languages Abyssal, Common target is grappled (escape DC 13) if the Ras-Godai monk
Challenge 1/2 (100 XP) isn't already grappling a creature. Until this grapple ends,
the target is restrained and takes 7 (2d6) slashing
damage at the start of each of its turns.
Innate Spellcasting. The Ras-Godai acolyte’s innate
REACTIONS
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). It can innately cast the following Smoke Step. When a creature moves into a space adjacent
spells, requiring no material components: to the Ras-Godai monk, the Ras-Godai monk may teleport
3/day: invisibility, misty step to an unoccupied space within 15 feet that it can see.

MONASTERY OF THE SHADOW SORCERERS 16


RAS-GODAI DEMON BLADE SPIRIT OF MANAZUSA
Medium humanoid (human), neutral evil Medium undead, neutral evil

Armor Class 15 (leather armor) Armor Class 15 (natural armor)


Hit Points 90 (20d8) Hit Points 150 (20d8 + 60)
Speed 30 ft., climb 15 ft. Speed 30 ft., .ly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

14 (+2) 18 (+4) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 6 (-2) 16 (+3) 15 (+2) 17 (+3) 16 (+3) 18 (+4)

Saving Throws Dex +7, Cha +6 Saving Throws Dex +7, Wis +7, Cha +8
Skills Acrobatics +7, Athletics +5, Arcana +4, Perception Skills Arcana +7, Perception +7, Stealth +8
+5, Stealth +10 Damage Resistances acid, .ire, lightning, thunder;
Senses darkvision 60 ft., passive Perception 15 bludgeoning, piercing, and slashing from nonmagical
Languages Abyssal, Common attacks
Challenge 8 (3,900 XP) Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petri.ied, poisoned, prone,
Assassinate. During its .irst turn, the Ras-Godai demon restrained
blade has advantage on attack rolls against any creature Senses darkvision 60 ft., passive Perception 17
that hasn't taken a turn. Any hit the Ras-Godai demon Languages Abyssal, Common
blade scores against a surprised creature is a critical hit. Challenge 12 (8,400 XP)
Sneak Attack. Once per turn, the Ras-Godai demon blade
deals an extra 14 (4d6) damage when it hits a target with
a weapon attack and has advantage on the attack roll, or Incorporeal Movement. Manazusa can move through
when the target is within 5 feet of an ally of the Ras-Godai other creatures and objects as if they were dif.icult
demon blade that isn't incapacitated and the Ras-Godai terrain. He takes 5 (1d10) force damage if he ends his
demon blade doesn't have disadvantage on the attack roll. turn inside an object.
Innate Spellcasting. The Ras-Godai demon blade’s innate Innate Spellcasting. Manazusa’s innate spellcasting
spellcasting ability is Charisma (spell save DC 14, +6 to hit ability is Charisma (spell save DC 16, +8 to hit with spell
with spell attacks). It can innately cast the following attacks). He can innately cast the following spells,
spells, requiring no material components: requiring no material components:
3/day: disguise self, invisibility, misty step At will: magic missile
1/day: Qireball, hellish rebuke, sleep 3/day: cone of cold, invisibility, misty step
1/day: Qireball, hellish rebuke, sleep
ACTIONS
ACTIONS
Multiattack. The Ras-Godai demon blade makes two
demon blade attacks. Multiattack. Manazusa makes two Life Drain attacks.
Demon Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one
one target. Hit: 13 (2d8 + 4) slashing damage, and the creature. Hit: 20 (4d8 + 2) necrotic damage. The target
target must succeed on a DC 13 Constitution saving throw must succeed on a DC 14 Constitution saving throw or its
or gain one level of exhaustion. Levels of exhaustion hit point maximum is reduced by an amount equal to the
gained from this effect last for 1 minute. damage taken. This reduction lasts until the target
.inishes a long rest.
REACTIONS
REACTIONS
Smoke Step. When a creature moves into a space adjacent
to the Ras-Godai demon blade, the Ras-Godai demon Sorcerous Burst. When Manazusa takes damage from an
blade may teleport to an unoccupied space within 15 feet attack, he may cast magic missile at the attacker.
that it can see.

MONASTERY OF THE SHADOW SORCERERS 17


APPENDIX C: NEW MAGIC ITEMS

DEMONLASH
Weapon (whip), rare (requires attunement)

The name Demonlash is branded into the sharkskin


handle on this black, razor-studded whip. It was
once the preferred weapon of the feared Ras-Godai
sorcerer, Manazusa.

It is a +1 whip. When you score a critical hit on your


attack with this magic weapon, your critical hit
deals an extra 2d6 slashing damage.

Once per day, Demonlash’s wielder can cast


command using Charisma as its spellcasting ability.

MONASTERY OF THE SHADOW SORCERERS 18


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MONASTERY OF THE SHADOW SORCERERS 19


Acknowledgements
Special thanks to John from www.5thsrd.org for permission to link to his wonderful,
recently updated 5E SRD website. Major appreciation to Hank at Runehammer for being a
tremendous creative inspiration. Very many thanks to The Angry GM for wisdom, especially
about pacing and structure. Finally, my most heartfelt gratitude to Jessee Egan for
phenomenal art direction and design.

A sincere thank you to Justin Molaison for contacting me about a website issue and then
patiently answering my questions back-and-forth until I was able to .ix it. Justin, your
kindness was noticed and appreciated!

This adventure is dedicated to James Mishler, my role model of the best Game Master ever.

Art Credits
Logos, trade dress, and art direction: Jessee Egan / jesseeegan.com
Cartography: OneDayGM / .iverr.com
Cover: Tithi Luadthong / shutterstock.com
Medieval Village: Firstear / shutterstock.com
Lion Statue, Demon Statue: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin
Games
Iron Demon: Camilkuo / shutterstock.com
Scroll: Daniel Comerci / danielcomerci.com
Sorceress: Tithi Luadthong / shutterstock.com
Ninja: Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
Lotus Flower: Bruce Rolff / shutterstock.com

MONASTERY OF THE SHADOW SORCERERS 20


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representations; names and descriptions of characters, spells, System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
enchantments, personalities, teams, personas, likenesses and special Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
abilities; places, locations, environments, creatures, equipment, magical or Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
supernatural abilities or effects, logos, symbols, or graphic designs; and and Steve Townshend, based on original material by E. Gary Gygax and
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