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CREDITS

Developed by:
Bestiarum Games

Lead Game Designer:


Alexander Dovermann

Game Designer:
Dorian Pushka
Giovani C. Fiorini

Graphic Design:
Katarina Popovici
Alexander Dovermann
Marina Jukova

Cartography:
Dorian Pushka
Katarina Popovici

ON THE COVER:

TOMB OF GOD

The Chamber in a Scythrian Tomb


contains an inhumanly large and
unnerving sarcophagus, the resting
place of an ancient god

ʼʼ
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CONTENTS
CREDITS...................................................4
CONTENTS...............................................5
Map C: Areas........................................21
EPILOGUE..............................................25
FOREWORD.............................................6
PURSUING THE CULT.......................25
ADVENTURE SUMMARY:
TAKING IT FURTHER.........................26
Burial Isle............................................7 Building the Narrative................26
SCENARIO STRUCTURE.....................7
A Clandestine Meeting................26
Story Hook..........................................7
Cultists in Carth............................26
Chapters...............................................7
The Storm...........................................26
Balance..................................................7
Other Templar Rangers.............26
Introduction......................................8 Hot on their Heels........................26
BACKGROUND......................................8
APPENDIX A: MONSTERS.................29
A Tarnished World.........................8 SWARMS (CR 2)...................................30
The Order............................................8 Cultist..................................................30
The Greater Good...........................8 Scythrian Warrior........................32
A United Society...............................8 Infected Scythrian........................34
Vozruk the Storm Crow..............9 SOLDIERS (CR 3).................................36
Burial Isle.........................................10 Awakened Blood..............................36
Tormentor Cult.............................10 ELITE (CR 5).........................................38
Starting the Adventure.....................10 Corrupted Idol...............................38
PERSISTENT RULES..........................10
Regional Map..................................10
CHAPTER 1: AWAKE...........................11
THE FANGED SHORE........................12
Map A: Areas....................................12
Continuing the Adventure................14
CHAPTER 2:
TRAILING THE CULT.........................16
FLOATING ISLAND............................17
Map B: Areas.....................................17
Continuing the Adventure.................18
CHAPTER 3: BURIED SECRETS......20
SCYTHRIAN TOMB............................21

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FOREWORD

Compatibility.

Narrative Scripts. Passages in this


This adventure is intended for use in format are meant to be read aloud or
conjunction with the open license materials in the paraphrased. They build atmosphere or
5e Systems Reference Document (SRD). reveal key information to the adventuring
party.
References to materials in the SRD including
monsters, items, and other materials are Italicized
and may be found by in the SRD, in other core
books, or searching online.
References to Bestiarum materials are Bolded
and included in the scenario appendix. Special Rules. These passages cover
mechanics used to resolve situations in
the scenario. The rule will be detailed in
Gold & Items. this format the first time it is used, but it
may be referenced more than once.

Civilization and Trade in Doaden have


crumbled.
Only gold, silver, and copper are circulated,
and only at 1/10th the amount suggested in D&D
manuals.
Magical items are extraordinarily rare. THERE IS LIGHT YET in Doaden, and
though it may seldom come in the form of love
or joy, it still shapes itself into a semblance of
Abbreviations. honor, purpose, and redemption.

The following terms are abbreviated in


Bestiarum publications:
Player Character (PC);
Non-Playable Character (NPC);
Game Master (GM).

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5E ADVENTURE SUMMARY:
BURIAL ISLE

B
urial Isle is a starter scenario, CHAPTERS
designed to introduce parties to the
world of Doaden. Chapter 1:
Players should make their own level After being caught in a sea storm, the party
1 character for this adventure. awakens on a mysterious island amidst a mass of
Each PC will act as an agent for the shipwrecks.
Order, a secretive organization that fights for the Exploring the beach, they find signs of cult
survival of mankind. activity.

Chapter 2:
SCENARIO STRUCTURE Following the footprints of the cult, the party
finds an underground passageway leading to the
This scenario is designed to be run in one entrance of an ancient Scythrian tomb.
session and require little preparation. The party The Scythrians are a civilization that has been
will crash on a mysterious island and explore an extinct for thousands of years, and little is known
ominous burial tomb as they chase down a group about them anymore.
of nefarious cultists.
Part II. This scenario is designed to be played Chapter 3:
in one session and advance the party from level 1 Opening the door to the tomb is challenging and
to 3. The following scenario, Rise of the Jailer, is requires the party to solve a puzzle.
designed to advance the party from level 3 to 5. Once the door is opened, the party enters a
Monthly Adventures. After completing the two strange tomb littered with deadly traps, dead
starting adventures and reaching level 5, parties cultists, and risen undead.
can enjoy all monthly adventure. To their horror, they find the cultists siphoning
Monthly adventures are designed with varying blood from a dead god. Such blood holds
difficulties for party levels all the way from 5 to incredible power, and the cultists must be stopped
10. from using it.

STORY HOOK BALANCE

Each PC has joined the Order, a secret This scenario is made for 3-4 players of level 1.
organization dedicated to achieving the “Greater
Good” in the fight for mankind’s survival.
Vozruk the Storm Crow, a commander of
the Order, has grouped the party together and
assigned them on their first mission, to investigate
cult activity off the southern coast of the Western
Reaches.
Unfortunately, while traveling to the island, the
party’s ship is torn apart by a savage storm.

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INTRODUCTION

T
his section provides background on The Greater Good
locations, factions, and characters.
The Order is an apolitical and irreligious
It is not necessary to memorize
organization, drawing its members from a
this information, but it will help to
wide variety of factions, institutions, and
understand the world of Doaden.
backgrounds.
The creed of all Order members is to protect the
BACKGROUND “Greater Good.”
However, the interpretation of this phrase
The following information is helpful for is left to the agents. While on a mission, if an
understanding and running the scenario. agent determines the Greater Good calls for the
resolute protection of a small town, or conversely,
its sacrifice to protect a larger interest, these
A TARNISHED WORLD decisions are equally valid.
It is through the diversity of opinion, ideology,
Doaden is a dark, harsh, and unrelenting world. and methodology, that the Order seeks to achieve
The monsters, demons, and myriad threats that a democratized truth.
roam the world are deadly and terrifying, even to
To the Order, disagreement and discussion
the most seasoned of warriors.
is necessary for justice, and it is only through
The extinction of humanity is inevitable in this
conflict and compromise that humanity may
world, but the tenacity of the human spirit lives
survive.
on as heroes fights against the dark, buying each
new day with their strength and blood.

A United Society
THE ORDER Many different cells of the Order’s agents
operate throughout the world. The dominant cell
The Order is a secretive organization dedicated in the west is the Templar Rangers.
to preserving humanity. In the south, the dominant cell is the Sand
The organization recruits a diverse range of Whispers. Each region has its own dominant cell
agents from across the world. and many smaller, lesser-known cells.

These agents are assigned on important missions Cells operate out of temporary or mobile
such as slaying monsters, collecting powerful headquarters, changing locations frequently,
artifacts, gathering intelligence, or accomplishing making it impossible to track down any specific
a wide range of other tasks. member unless they wish to be found.

Nobody knows who leads the Order. This secrecy makes it difficult for agents to
get a clear idea of the global structure of the
Missions are disseminated down through many organization and or keep tabs on each other.
layers of command and might even pass between
several different agent cells before they are finally However, it is necessary to prevent attacks or
assigned. retaliation from government or church powers
should any agent’s actions conflict with those
powers.

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VOZRUK THE STORM CROW
Vozruk is a Templar Ranger commander who recruited each PC into the Order and will assign them
to all their missions.
The party will likely build a strong bond with him over time, so you should spend some time to build
his personality, history, and character.
Although Vozruk is referred to as a man in text, there is no reason why this must be so, and you can
make Vozruk any way you wish.

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BURIAL ISLE PERSISTANT RULES
Bestiarum adventures use a set of persistent
rules. A list of general rules will be included in
This adventure takes place on a strange, a separate GM guide. Some scenarios may also
unnamed island off the coast of the Western feature specific rules for that adventure. For now,
Reaches. this scenario only uses one persistent rule.
The island is a burial tomb for the Scythrians,
an extinct civilization from long before the Old Cooldowns. The notation "Cooldown
Empire. Little is known about the Scythrians. The X" is a type of monster ability. When
cultists have been hard at work excavating an noted after an ability name, it means
ancient Scythrian tomb. that the ability may only be used once
per that number of rounds. When the
ability is used, mark the ability with
TORMENTOR CULT the specific number. At the end of each
round, all abilities on cooldown are
reduced by 1. Abilities on cooldown
reset once they reach 0, or once combat
A group of cultists have been visiting the ends.
Burial Isle. They excavated the Scythrian tomb
and unearthed the sarcophagus of a dead god. Cooldown timers have a maximum of
6, so you can use a D6 as a convenient
They have been syphoning its blood to use way to track each ability until it resets.
in nefarious rituals dedicated to the Jailer, the
chaotic demon that rules over a bizarre dimension
known as the Prison Realm.
Leveling. Character advancement is by milestone
and structured into the scenario. You do not need
to track character experience.
STARTING THE ADVENTURE
REGIONAL MAP
Some of Vozruk’s agents have been monitoring
the cultists on an island off the coast. They don’t This adventure takes place in the Western
know what the cultists are up to, but they have Reaches, around these marked locations.
been very active lately. It is critical to uncover
their plans and foil them. Before the adventure
starts, Vozruk should task the party to sail to the
island, investigate the cultists, and stop them.
Unfortunately, while sailing to the island, the
party’s ship is ripped apart in a sudden storm and
they are hurled into the sea.
The adventure starts as the party wakes on
the beach of the burial island, surrounded by
shipwrecks and the dead bodies of other agents
that were on the ship with them.
Additional prompts are included in the Taking
it Further section at the end of the scenario in
case you’d like to build the experience further.
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CHAPTER I: AWAKE

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A
fter the party sets sail for the cultist Starting Fresh.
island, their ship is ripped apart in a
sudden storm. They PCs have lost most of their gear in the
storm. When they wake up, they should only have
They awaken on a strange beach, their weapons, armor, and spellcasting items.
surrounded by dozens of shipwrecks
and the drowned bodies of other Templar Rangers
that were assigned with them.
THE FANGED SHORE
Scene Script. To begin this chapter, read this
script. This section is depicted by Map A: Fanged
Shore.
You jolt awake, your mind reeling MAP A: AREAS
from the storm that tore apart your ship.
Your body heaves as you wretch what The following areas correspond to Map A:
feels like a bucket of water from your Fanged Shore. The party starts in area A1.
lungs. Your body aches, but you force
yourself up, wiping coarse sand from
your face. Your clothes are heavy with A1) Ship Wreckages
water.
The party wakes up in this area amidst a pile
You look about, finding a rocky island of shipwrecks. Some appear to have been recent,
no more than a few miles long. Piles while others are long buried in sand.
of shipwrecks litter the beach, and the
bodies of the other Templar Rangers
have washed ashore. Your ears are A2) Pools of Dead God’s Blood
filled with the crash of waves on the
jagged rock reefs and the chatter of gulls Pools of dark, viscous blood are scattered
circling above. about the shore. Beneath its surface, a slow, black
current swirls, forming vortices that swell and
dissipate.

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The blood belongs to a dead god. Any creature A4) Bodies & Debris
that touches it takes 1d4 necrotic damage.
A few bodies of Templar Rangers that were
A3) Skull Pile assigned on the mission with the body have
washed ashore. They are all dead.
A pile of skulls lies on the edge of the beach,
sheltered from the waves by a rocky outcropping. Several supply crates litter the area, but their
contents are mostly destroyed.
Ornate Shield.
Amidst the bones is an ornate shield depicting Cargo Box.
a broad tree with interlocking branches and One regular box managed to avoid damage.
roots. It is a Shield, +1. If the party does not
notice the shield by themselves, a character with It contains 4x Rations, 4x Waterskins, 4x
Passive Perception of 14 or higher will spot it Torches, 1x Tinderbox, 1x Potion of Healing,
automatically. and 1x Thieves' Tools.
PCs may attempt to identify the symbol by Locked Box.
making an Intelligence (History) check. The
outcome is determined by the following table. One additional box is intact but has an internal
lock.
History Check Table
It contains 1x Potion of Healing and 1d6 silver.
Score Outcome
15+ The symbol is Scythrian, an extinct The lock can be picked by someone who uses
culture that existed long before Thieves’ Tools and makes a successful DC 15
the Old Empire. The Scythrians Dexterity check.
constructed grand underground
The chest itself can be smashed open by a
burial tombs, but little else is known character who uses a bludgeoning or slashing
about them. weapon and makes a DC 15 Strength check.
However, if the chest is smashed the Potion of
10+ The symbol is not used in modern Healing will shatter.
heraldry.
A5) Excavation Entrance
1+ Nothing is known. The cultists have constructed an excavation
site tunneling into a rocky cliff along the shore.
The entrance is made of salvaged planks and
Risen Skeleton. masts from the shipwrecks on the beach.
If the ornate shield is picked up, a Scythrian The passage descends below ground and leads
Warrior will rise from the bones and attack the towards the center of the island. The tunnel is
nearest PC. dark with no natural light.
Read this script to start the encounter.
Cultist Tracks.
As you pick up the shield, you hear a
hollow rattling. Scattered bones stitch Several sets of human footprints in the sand
themselves together as a skeleton rises lead in and out of the tunnel. It appears to be a
from the ground, drawing a rusted blade highly trafficked area.
from its ribcage.

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CONTINUING THE ADVENTURE

When the party enters the tunnel in area A5,


proceed to Chapter 2.

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CHAPTER 2:
TRAILING The CULT

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T
he tunnel descends through the heart
of the island, coming to a floating rock
formation over a deep chasm. Sunlight
filters in through cracks in the ceiling.
At the far end of the cavern is the
entrance to a Scythrian burial tomb.
To enter the tomb, the party must solve a riddle.
Scene Script.
To begin this chapter, read this script.

You follow the dark passageway


as it descends into the earth, curving
towards the heart of the island.
Dozens of footprints run back and
forth. Clearly, the cult had been busy
for quite some time. Long, straight
scuffs along the walls suggest they
carried heavy tools and equipment
with them down into the earth.
After several minutes, the dim tunnel
opens to a wondrous sight. You step
onto a small ledge in a large cavern.
Sunlight filters in through ceiling
cracks high above, illuminating a
rock formation suspended above a
bottomless chasm.
A small ecosystem of mosses, grass, B1) Small Ledge
and even a sturdy tree has grown
over the top of the formation and the The party enters the cavern here. A wooden
echoes of a gentle waterfall resound rope bridge connects to the floating island.
throughout the chamber as it cascades Although it is mossy and old, the bridge is sturdy
into the depths below. enough to cross safely.
B2) Floating Rock Island
This rocky formation is suspended above an
endless chasm.
FLOATING ISLAND
Old Campfire.
There is an old campfire on the island. This is
This section is depicted by Map B: Floating a peaceful area, and it would make a good place
Island. to rest.
Hidden Stairway.
A partially obscured stairway descends
MAP B: AREAS
behind the tree to area B4. A character with
The following areas correspond to Map B: Passive Perception of 15 or higher will spot it
Floating Island. The party starts in area B1. automatically.

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B3) Tomb Entrance
A solid stone bridge connects the floating island, area B2, to a stone archway built into the far
cavern wall. The archway is sealed by a large stone door. Three Scythrian runes are carved into the
door, a long-dead language that no one can read anymore. To open this door, the runes must be touched
in a specific order.
The Puzzle Door. The three runes carved into the door look like this:

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Dead Cultist. B4) Hidden Alcove
On the ground next to the door is a dead A crumbling, hidden staircase spirals down
cultist lying in a pool of his own blood with an from behind the tree in area B2.
ornate sword embedded in his back. The sword is
Scythrian and is a Shortsword, +1. The staircase leads to a shallow alcove in the
rocky formation. A lifeless Scythrian Warrior
Clutched in the cultist’s hand is a parchment stands erect in the alcove with his hands folded
notes depicting Scythrian runes and a Common over his chest.
translation. It reads “Soul to Enter, Mirror Soul to
Escape Death.” It is Incapacitated and can be easily disposed
of.
The cultist was killed by a Scythrian Warrior
hidden in area B4 after he incorrectly pressed the However, if the party presses the wrong runes
entry runes. when trying to open the door in area B3, remove
the Incapacitated condition from the Scythrian
Warrior and have it target the party, attempting
to sneak up to them from behind.

CONTINUING THE ADVENTURE

Script.
Solution.
When the party solves the puzzle, read the
The runes must be pressed in this order. If following script.
done correctly, the door will open. Each rune that
is pressed correctly will begin to glow a faint, Then, proceed to Chapter 3.
earie blue. The next rune must be pressed within
30 seconds, otherwise the puzzle will reset, and The runes pulse vividly as the walls
all runes will stop glowing. of the cavern shudder. The stone door
begins to move. It slides sideways into
. the earth, revealing a narrow, dark
tunnel constructed from large blocks of
rough-hewn stone. Echoing through the
darkness, you hear a soft mechanical
grinding.

Wrong Answer.
If the runes are pressed in the wrong order, the Level Up.
puzzle will reset as well. However, the runes will
first flash orange for a moment before the runes
die out. Additionally, advance the party to Level 2.
The first time the runes are pressed incorrectly,
a Scythrian Warrior will awaken from the
hidden alcove area B4, and lumber towards the
party, attempting to attack them from behind.
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CHAPTER 3:
BURIED SECRETS

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O
nce the party makes their way past the SCYTHRIAN TOMB
sealed door in area B3, they can enter
the Scythrian Tomb.
It is a strange place holding the remains This section is depicted by Map C: Scythian
of a dead god. Tomb.

The cult has been harvesting the god’s blood for


their nefarious rituals.
MAP C: AREAS
The blood has been seeping out, infecting its
surroundings and Scythrian corpses.
The following areas correspond to Map C:
Scene Script.
Scythrian Tomb. The party starts in C1.
To begin this chapter, read this script.
You step into the passageway,
C1) Floor Trap
immediately coming to a gruesome
scene. The party here, entering from area B3.
On the ground, taking up the entire
A few feet in front of them is a floor trap.
width of the tunnel, are several large
flagstones marked with runes. The large The floor here consists of six large flagstones
flagstones are arranged in three rows organized in three rows of two stones.
of two, forcing anyone crossing to step
either on the right or left side.
Of the first set of flagstones, only the
left remains. Where the right flagstone
should have been is a dead cultist
impaled by a dozen thick metal skewers
that jut upwards from a pit deep pit. His
blood is still trickling down from his
body and dripping to the dusty ground
below.

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The Puzzle Floor.
To cross over the flagstones safely, the party
must step on the flagstones that are used to spell
“soul”.
The flagstones are organized in reverse
(mirrored) order.

Solution.
These are the safe flagstones to step on.

Wrong Stone.
If fifty pounds of weight or more is applied
to the wrong stone (such as a human stepping
onto the stone), it crumbles to dust. Any creature
standing there must succeed on a DC 18
Dexterity saving throw to jump aside.
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On a failure, they fall into a pit below and are Event Script.
impaled by metal spikes, taking 3d6 piercing
If the party approaches the sarcophagus, spawn
damage. On a success, the creature may jump five
one Awakened Blood adjacent to it and read this
feet in any direction as the stone is collapsing.
script:

C2) Broken Trap As you approach the sarcophagus, a


glob of thick, viscous ooze falls from the
Around the corner, a cult has been killed by a chiseled opening and splatters to the floor.
saw trap built into the tunnel. His bisected body
lies on the ground while the two bloody saw The crimson liquid begins to writhe,
blades jerking spasmodically along either wall. churning as it shapes into a twisted,
The blades have been jammed by bones and amorphous form with a face frozen in
viscera, so they can no longer move, but they emit agony.
a continual mechanical grinding sound that the
Inspection Script.
party heard as they entered the tomb.
If the party looks inside the crack in the
Loot.
sarcophagus, read this script:
On the ground is 1x Torch which is still
burning brightly. The dead cultist is clutching a Peering inside the crack in the skull,
Scroll of Protection from Elementals. Next to him you see only emptiness.
is a small chest containing 1x Torch and 1x Potion
of Healing. Whatever was once held here has
disappeared.
C3) Chamber of a God
This chamber contains an inhumanly large and C4) Grave of Warriors
unnerving sarcophagus, the resting place of an
ancient god. This area holds piles of mummified Scythrians
soldiers. The warriors have started to become
Room Script. infected by the god’s blood, rising as twisted
Read this script as the party enters the room. monstrosities.
Enemies.
In the center of this room is 1 Infected
Scythrian.
In this chamber is an enormous
sarcophagus carved from a strange C5) Chamber of Kings
bone-white material, but with a rigidity
and texture that you have never seen This chamber contains the sarcophagi for
before. The sarcophagus towers over several Scythrian rulers. There was a small cave-
you, shaped in the likeness of a skull, in and a boulder landed near the entrance and exit
but with bizarre and alien proportions. to the chamber, but a medium-sized creature can
still squeeze through without issue.
It is strange and elongated, and a
section of the jaw has been chiseled
open. Several pickaxes, metal tools, Script.
and a geared machine lie on the floor
nearby. The cultists must have been hard When the players enter the room, read this
at work cracking it open. script:

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This chamber is lined with rows of Awakening the Guardian.
human-sized sarcophagi, each carved in
the likeness of a man. When the party comes within 10 ft. of
the statute, or when they touch the barricade
Watching over the dead is a strange leading to area C8, the statue will awaken and
statue of a woman with six arms and four attack them. When the statue awakens, spawn
faces. Her lower body is that of a lion, but 1 Corrupted Idol where the statue was. It is
its skin is scaled like a snake or a fish. heavily damaged and has only 30 Hit Points
remaining.
Enemies.
C8) Tunnel to the Beach
There is an Infected Scythrian in area C6.
It will hear the party and move to attack them if Behind the barricade, the cultists broke
they speak or make any noise in area C5. down the wall of the temple, and escaped
to the beach with their spoils of the god’s
C6) Collapsed Alcove blood.

A collapsed section of the wall in area C5 The party is close behind the
leads to a small dirt cave. escaping cultists.

Enemies.
In the dirt cave is 1 Infected Scythrian.
It should move to attack the party if they speak or
make any noise in area C5.
C7) Chamber of the Guardian
In the center of the last chamber is a large statue
that looks exactly like the
one in area C5.
Its original purpose was to
be the symbolic tomb guardian.
When the god’s blood was loosed,
it infected the statue and has animated
it.
Barrier to Escape.
At the far end of the chamber is a pile of
wooden debris covering the exit to the tomb.
To escape, the party must clear the debris. The
pile of debris counts as having 5 Durability. A
creature can spend one action to pull off
or attempt to smash some debris, in
which case it must succeed on a
DC 15 Strength check.
If they succeed, the barrier oses 1 Durability.
Once it is reduced to 0, the remaining pile
collapses and the party can escape.

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EPILOGUE

A
fter defeating the Corrupted Idol PURSUING THE CULT
or holding it off long enough to
destroy the barricade and escape,
the party will be able to escape the The cultists were storing two small boats on
tomb, arriving on a small shoreline the beach. They planned to use both to escape
on the opposite end of the island from where they with the blood and return to the Western Reaches.
started.
However, so many died that they could carry
Level Up. half as much blood as they wanted and could only
When the party escapes the tomb, advance operate one of the boats.
them to level 3.
Scene Script. The party may use the second boat to escape
To end the scenario, read this script. from the island and pursue them.The cultists are
headed back to the main continent of the Western
You climb over the remnants of the Reaches, where they are performing a nefarious
barricade and through a destroyed ritual.
section of the temple wall, stepping
back onto a sunlit beach. The second starter adventure, Rise of the
Seeing no shipwrecks, you realize Jailer, finishes this narrative and advances the
you must be on the other side of
the island from when you started. party from level 3 to 5.
Hurried tracks run through the sand
to the water, where you see a small, After the party reach level 5, the world of
abandoned boat. Doaden will be open to them to explore and they
Near the horizon, you see can enjoy all the monthly adventures published by
another boat headed away from the Bestiarum.
island. On it are several hooded
cultists, busily rowing and attending
to a large, sealed wooden crate.

25
TAKING IT FURTHER

T
his scenario is designed to be short and had a skirmish before the storm shattered
and exciting, and require very little hurled everyone into the sea. Or perhaps they
preparation. stowed away aboard the cultist boat in sealed
However, if you would like to craft crates, planning to hide and ambush the cultists
a longer experience, the following once they reached the island destination.
suggestions helps you do just that. Perhaps the storm was unnatural, caused by the
magic of the dead god.
Red lightning may have torn apart the skies
BUILDING THE NARRATIVE and Awakened Blood may have screeched into
existence aboard their boat right before it was torn
The following suggestions can be used to build asunder.
additional scenes and encounters to develop the
party’s experience even further. Other templar rangers
Only the PCs survived the shipwreck, but the
A Clandestine Meeting text suggests there were a few other Templar
Rangers on the ship and investigating the cult
beforehand. Did the party know any of these
You might start the scenario with a meeting
other agents, and would they be affected by their
between Vozruk and the party to discuss the
deaths?
mission. This would be a great place to have
Also, it is possible that an agent impersonating
the party introduce their characters as well and
a cultist was with the cultists in the tomb when
consider what they did to attract the attention of
they opened the sarcophagus of the god. The
the Order.
party might find the undercover agent and have
The meeting should take place in an
a moment to talk with him about the horrors he
inconspicuous place like the quiet cellar of a
witnessed within before he dies from wounds
popular tavern or an abandoned warehouse.
inflicted by traps or from cultists that uncovered
his identity.

Cultists in Carth
Although no city is specified in the text, this
Hot on Their Heels
scenario takes place in the bustling port city of
As structured, the party is several hours behind
Carth.
the cultists that escaped the island. However, they
Before setting sail, the party might explore the
might have caught up sooner. Perhaps they caught
city to acquire a boat or get in a fight with some
up to a few cultists loitering around the campfire
cultists in a seedy alleyway.
on the floating island, or inside of the tomb, or at
the final beach preparing to use the second boat to
escape.
The Storm and Ship If the adventure is too easy for your party, a
cultist or two will make the experience more
The storm can be used as a climactic way to challenging.
frame this scenario and start it off with high
excitement. Perhaps the party was chasing the
cultist ship across the sea, caught up with them,
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APPENDIX A: BESTIARY

T
he Scythrians are an extinct
civilization from long before even the
Old Empire. Little is known about
their culture, history, or religion.

During the adventure, it was discovered


that a strange god was buried in the Scythrian
tomb on Burial Isle. The blood of a god, even if a
dead one, possesses enormous power, especially
in the moral realm.

A puddle of divine blood can obtain a


fleeting, feeble resemblance of awareness and
life, regardless of its former owner’s wishes.

Once worshipers of this long-forgotten god,


these resurrected warriors of old, now devoid
of wishes or a soul, guard the mysterious
island where their fallen deity resides
entombed.

Corrupted by the essence of the


awakened blood, turned into monstrous undead
creatures lurking in the dark, awaiting tomb raider
to stumble upon their ruined civilization.

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SWARMS (CR 2)
CULTIST

Alll manner of Cultists and dark adherents


exist across Doaden, worshipping a variety of dark
creeds and entities beyond the ken of sane folk.
The followers of the Jailer are singularly
viscous in furthering the goals of their interplanar
master. Their goal is the capture and subjugation of
their once-kin.
Those captured are imprisoned in cages and
brought forth only in times of foul ritual.
The cultists cut throats and impale and desecrate
their bodies in hopes of drawing some iota of their
demonic lord’s power into the mortal realm.

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CULTIST

Medium humanoid

Armor Class: 14
Hit Points: 27
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 14 12 9 9 12
(+1) (+2) (+1) (-1) (-1) (+1)

Skills: Deception +2, Religion +2


Senses: Passive Perception 9
Languages: Common
Challenge: 2 (450 XP)

Dark Devotion. This creature has


advantage on saving throws against being
charmed or frightened.
Pack Tactics. This creature has
advantage on attack rolls if at
least one of its allies is within 5
feet of the target, and
the ally isn't incapacitated.

ACTIONS:

Wicked Blade. Melee Weapon Attack: +4


to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.

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SCYTHRIAN WARRIOR

Scythrian Warriors were once


formidable warriors of the long-forgotten
civilization. Now, they are mindless
puppets guided by their need to defend the
crumbling ruins of their dead god.
Do not let their decayed appearance
deceive you, for their blades are as sharp
as ever, and their ferocity has taken on
even more horrific shades.

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SCYTHRIAN WARRIOR

Medium humanoid

Armor Class: 15
Hit Points: 32
Speed: 30 ft.

STR DEX CON INT WIS CHA


16 12 12 10 10 8
(+3) (+1) (+2) (+0) (+0) (-1)

Damage Immunities: Poison


Condition Immunities:Charmed,
Exhaustion, Poisoned
Senses: Darkvision 60 ft.,
Passive Perception 10
Languages: Understands Scythrian but
can’t speak
Challenge: 2 (450 XP)

Undead Fortitude. If damage reduces


this creature to 0 hit points, it must make
a Constitution saving throw with a DC
equal to 5 + the damage taken, unless the
damage is radiant or from a critical hit. On
a success, this creature drops to 1 hit point
instead.

ACTIONS:
Sword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3)
slashing damage

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INFECTED SCYTHRIAN

Risen Scythrians have the divine


blood of their long-deceased God flowing
through their stretched, decaying corpses.
Sinuous as serpents, and swift as a
lighting, these once proud warriors now
lumber around as cursed vessels, each
of their limbs a dangerous and terrifying
weapon working in service of the old
blood as a single minded being.

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INFECTED SCYTHRIAN

Medium undead

Armor Class: 14
Hit Points: 27
Speed: 20 ft.

STR DEX CON INT WIS CHA


12 10 14 10 10 8
(+2) (+0) (+1) (+0) (+0) (-1)

Damage Immunities: Necrotic,Poison


Condition Immunities: Charmed,
Exhaustion, Poisoned
Senses: Darkvision 60 ft.,
Passive Perception 10
Languages: Understands Scythrian but
can’t speak
Challenge: 2 (450 XP)
Undead Fortitude. If damage reduces
this creature to 0 hit points, it must make
a Constitution saving throw with a DC
equal to 5 + the damage taken, unless the
damage is radiant or from a critical hit. On
a success, this creature drops to 1 hit point
instead.
Corrosive Blood. Whenever an enemy
makes a successful melee attack against
this creature, the enemy takes 1d4 necrotic
damage.
ACTIONS:

Sword. Melee Weapon Attack: +4 to hit,


reach 5 ft., one target.
Hit 9 (2d6 + 2) slashing damage.
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SOLDIERS (CR 3)
AWAKENED BLOOD

The power of a God’s Old Blood is so fathomless and


boundlessly unpredictable that even drops of their spilled
crimson juices may take on life for indefinite, cursed time.
The awakened blood, having absorbed the
remains of the dead, now inflicts a maddening
savagery upon any unlucky creature that
may cross its dreaded path.

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AWAKENED BLOOD

Large monstrosity

Armor Class: 14
Hit Points: 45
Speed: 20 ft.

STR DEX CON INT WIS CHA


13 16 12 7 12 7
(+2) (+2) (+1) (-2) (+1) (-2)
Damage Immunities: Necrotic,Poison
Condition Immunities: Charmed,
Exhaustion, Poisoned
Senses: Darkvision 60 ft.,
Passive Perception 11
Languages: -
Challenge: 3 (700 XP)
Amorphous. The creature can move
through spaces as narrow as one inch and
does not suffer any impediments from
difficult terrain.
Corrosive Blood. Whenever an enemy
makes a successful melee attack against
this creature, the enemy takes 1d4
necrotic damage

ACTIONS:
Claw. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.
Blood Spit (Cooldown
3). Spit a glob of blood
at an enemy within 30
ft. The enemy must
succeed on a DC 14
Dexterity saving throw or
take 3d6 necrotic damage.

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ELITES (CR 5)
CORRUPTED IDOL
The Corrupted Idol was once this sacred statue created to put to rest the awakened
undead and damned souls. A symbol of a final resting place for the Scythrians.
But the spilled blood of fallen God violated and corrupted its essence, taking
possession of the idol.

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CORRUPTED IDOL

Gargantuan elemental

Armor Class: 15
Hit Points: 101
Speed: 20 ft.

STR DEX CON INT WIS CHA


20 8 18 8 10 7
(+5) (-1) (+4) (-1) (+0) (-2)

Damage Resistances: Bludgeoning,


Piercing, and Slashing from nonmagical
attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion,
Charmed, Paralyzed, Petrified, Poisoned,
Unconscious
Senses: Darkvision 60 ft.,
Passive Perception 10
Languages: -
Challenge: 5 (1800 XP)

ACTIONS:

Slam. Melee Weapon Attack: +8 to hit,


reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage.
Tail Swipe (Cooldown 3). All enemy
creatures within a 15 ft. must make a DC
16 Dexterity saving throw. On a failure,
they take 2d6 bludgeoning damage. Any
creature damaged by the attack must
make a DC 14 Strength saving throw or
be knocked prone.

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