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THIRD LEVEL ADVENTURE

FIFTH EDITION RULES


INTRODUC TION

Backstory
Pontifex Maximus was the last singular avatar of God
on Earth during the end of the old era, whose rule
was symbolized by three relics: Crown of Tongues,
Brooch of Eyes, and Cup of Hands.

His murder was a culmination of massive political


plot and terrible religious guilt, a grievous sin against
civilization itself. As the three killers retreated, each
of them stole a holy relic. Cup of Hands was taken
far to the west, beyond the Forest of Afterlife, and
placed deep inside a stone temple. Grey monks
vowed to safeguard it, believing it sent from Pontifex
Maximus himself.

Blood on the traitors’ hands never dried. Instead,


it flowed from Cup until it bathed the temple and
valley in a flood of profane holy blood, thick and
dark and hateful. Life withered and rocks crumbled
under the weight of sin. And when the last of the
murderers’ grandchildren died, Cup of Hands
stopped bleeding.

Deadly miasma hung over the region for a


generation. Vines and stalks black and blistering fed
on coagulated growths, while emaciated vampires
wearing grey monks’ skins hid among the shadows
of the ruined temple and horrible fleshy beasts
emerged from black pools, to prey on the faithful. Summary
One month ago, Voiceless Dead started stirring Adventure’s layout is composed of three spreads
throughout the realm. Elves are moving to the covering dungeon descriptions and maps, with
cities, speaking of rotting roots and dying forests. additional tools for random generation of elements.
Some religious scholars believe Pontifex Maximus
has returned; with him, a cessation of life and death. Maps are not strictly defined in size; use your
best judgment to increase or decrease play areas
Now, a regiment of Voiceless dead moves to Temple according to preference and usability.
of Old Faith to recover fabled Cup of Hands. Their
purpose is clear and their behavior singular. A larger space imparts a different sense of
geography, which is immediately relevant for the
Motivated by greed and glory, adventurers rush fiction itself. Larger temple is more awesome and
towards the same goal, followed by dark clouds. formidable, as well as tactically different. It allows
for more interesting features on a single map, which
would otherwise become an unconvincing mess.

1
ROLL 2d10, C OMBINE RE SULTS

Ap p e a ra nce Affl i cti on

+ INT, tool use, communicates HUMAN 1 COVERED WITH EYES + perception, + attack

+ grab, flying DRAGONFLY 2 A HUNDRED FANGS + attack, + damage, vampiric

+ stealth, venomous SERPENT 3 LONG RUBBERY ARMS - AC, + range

+ stealth, + attack CAT 4 A DOZEN LARGE FEET + speed, + grab, - stealth

tool use, group tactics APE 5 SCABS EVERYWHERE + AC, - speed

+ speed, leap, poisonous FROG 6 BLOOD BURST MAGIC save CON vs damage, blindness

+ AC, venomous CENTIPEDE 7 PRESSURIZED GLANDS ranged splash attack

flying, vampiric attack BAT 8 SHARP OPEN BONES reflect melee damage

+ grab, web SPIDER 9 FAT WITH BLOOD + HP, - AC, explode when dead

+ stealth, immune to crit AMORPHOUS 10 KNOWS YOUR HEART + stealth, save WIS vs fear

For brevity’s sake, the adventure omits many what-


if scenarios, dialogue options, and treasure charts. First Scene
The primary purpose is to present a setting, and
provide useful information for the game table. It starts with players arriving to the ancient temple,
surrounded by oppressive darkness of low clouds
and sagging pregnant treetops, choking on the wet
Dungeon description text on the following pages smell of rot and honey.
contains random tables for additional scene details.
Each numbered area on the maps has a 33% chance A feeling of confinement fills the swamp. Smells and
of having an evocative element present; roll a d12. sounds emanate from the shadows. When players
first see the crumbled walls of Temple of Lost Faith,
Stat blocks have been designed for maximum describe a feeling of an ancient, foreign kind of
readability and simplicity, as seen below. religious awe. As they march forth, their steps slog
through the shallow liquid, sweaty and itchy.

BLO OD B E AS T Have them notice suggestions of terrible creatures


watching and following. They are far away from
home, in a domain hostile to visitors.
AC
Attack +2 -4
14
STR INT

Melee DEX +2 +0
WIS
It’s a perfect moment to introduce blood beasts,
+5 CON +2 CHA -2 monstrously mutated denizens of the swamp. Roll
HP
Damage on the table above, once for each player. Now you
+3
35
Perception
have a group of enemy combatants ready for the
2d6+3 Stealth +3
first encounter.

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TE MPLE

As they explore their immediate surroundings, they


Courtyard will come upon interesting and surprising features,
setting details, or story hooks. Use the table below
Having just confronted the dangers lurking in the to add such elements where appropriate.
wet darkness, players find themselves in Temple’s
courtyard, ready to brave the echoes of an age past.
1 Magical glyph spell carved into stone
Stone floor is wet and crumbling, pressed upon by the 2 Twelve black mushrooms growing in a circle
low clouds and heavy canopy. Walls are completely 3 Blood crystal, shining red, very valuable
ruined, covered by thick slowly pulsating vines,
forming impassable terrain. Swamp is encroaching 4 Voiceless corpse entangled by a vine
mercilessly on the forgotten architecture. 5 Blasphemous altar of a thousand teeth
6 Blood beast young nestled in a hanging vine
It’s impossible not to hear d4+2 blood beasts feeding
on several dead bodies near the central structure. 7 Cold wind, like whispered prayers
Should players engage and investigate, eyes of the 8 Mummified remains in grey robes
dead are open, frozen in pale blue stares. These are
9 Sack of broken vials, “property of Countess”
Voiceless, risen from their rest in pursuit of the very
same relic the players are after, Cup of Hands. 10 d4+2 blood beasts eating a scabrous tumor
11 Voiceless crouching over a glowing relief
12 Rubble strewn across, giving partial cover

Map Key
1. TWISTING ENTRANCE
• Fat and grotesque vines and branches
• Wet soft ground soaking through boots
• Heavy damp smell sticking to the skin

2. POOL OF DEAD COAGULATION


• Outer wall ruined and submerged
• Smell is overpowering
• CON DC12 or vomit for d6 rounds
• Severed arm floating, holds a scrollcase with
a random magic spell
• d4 blood beasts lurking below surface
Emphasize the heaviness and entropy present in the
scene. Players will find ways to solve (or completely 3. STONE STATUE
avoid) problems you present them with. This is • Represents the unyielding aspect of God
good and shows they are interested in the game. • Heavy, immovable
• Shallow pool of thick blood
• Ceremonial knife hidden in stone cracks
• Stabbing statue’s heart
• 150 gp value

3
C OURTYARD

4. WOODEN STATUE 6. SHADOWY TEAR


• Empty space of permanent darkness
• Separated from 3 by thick hard vines • Maddened Voiceless pulling her teeth out,
• Represents the nurturing aspect of God arranging them in a pattern
• Quiet and safe spot, perfect for rest • Every 13 minutes, a portal to 18 opens for 1
• Acorns for eyes minute
• Valuable spell components
• Torso and limbs smothered by black vines 7. MASSIVE BRONZE DOOR
• Connects to 8 through a U-shaped staircase
5. BASIN OF FLOWING BLOOD, • Reachable only from 5
ALTAR OF SUN AND LIGHTNING • Enveloped by deep shadow
• Lock recently broken and ripped out
• Covered and enclosed by crumbling stone • Giant triptych carved on the surface
• Connects to 7 by way of a dark tunnel • Dark man sitting in a chair, pensive
• Bronze container vibrates with divine power • Dark man speaking to four people
• Blood overflowing, keeping it full from below • Dark man working the fields
• Two gilded mummies under the surface • Ancient words under it, a prayer:
• 200 gp value each
• Players can dive through to emerge from 9 Good thoughts, good words, good deeds.

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TE MPLE

Flooded Hall
As they explore their immediate surroundings,
Just below earth’s surface, there’s a vast pulsating players will come upon dangerous and disturbing
circulatory system. Invisible without torchlight, traps, hints of lost worlds, or story hooks. Use
obscured by red mist, a giant semi-organic structure the table below to add such elements where
stands in the middle of what used to be a hospice appropriate.
for the dying. Black and red vines shoot from it in
all directions; a web of arteries feeding the swamp
above. 1 Three scrolls on a shelf: lightning, fire, curse

Five meters tall ceiling is held up by the growths, 2 Floor opens, fall through below, floor closes
thick and impassable. Wet and porous stone walls 3 Pressure plate clicks, nothing happens
are hard and human-made in places, soft and alien
4 Slip while stepping on a breathing rock
in others.
5 Two Voiceless carefully cutting open a vine
A very old entity is watching the players from his 6 d6 Voiceless gathering blood samples
hidden chambers. Possibly the last of his order, a
decrepit and insane grey monk seeks to protect Cup 7 Leeches, d4 dmg/rnd, d4 rnds to remove
of Hands. His loyalty is to Old Faith alone. Should 8 Two Voiceless drawing a pentagram of salt
players find him and gain his trust (very hard), monk
9 Cold wind, like whispered prayers
asks for help against Voiceless. He tells about having
hidden Cup from unliving eyes below, begging 10 Leg falls into soft floor, something touches it
players to destroy them. If attacked, he runs. 11 Child’s stone casket, recently emptied
12 Pressure plate, needles, save or 2d8 psn

Map Key
8. RUSTY IRON GATE
• Massive relief of nurses caring for the sick
• Hinges rusted and loud
• Opened recently, guarding trap broken
• Cut human foot at the threshold

9. HEART OF THE TEMPLE


• Pulsating pillar of flesh and stone
• Mounds of soft tissue connected to vines
filling the room
• Blood within flows upwards
• Can be cut open carefully and entered to
reach 5
He is skeletal in appearance, but fast and alert. His • If damaged recklessly, gushing blood floods
eyes are bloodshot, and long nails black with scab the area in 10 minutes
tissue. Lips dry and terribly malodorous speak in
hoarse paranoid whispers. Only blood can sustain
him, but he hides that fact.

5
FL O ODE D HALL
10. THE TUMOR
• Growth of blood vessels wrapped over stone
• Pulsates, breathing rhythmically 13. DEEP CAVERN PASS
• Attempts to grab nearby people (+3 atk, STR • Ancient storage room
DC15 to break), but recoil near Voiceless • Dusty old cabinets
• Service ladder behind it connects to 6 • Medicinal equipment scattered on floor
• Recent tracks of a limping human leading to
11. FOUNDATION STONE 14 (WIS DC15 to track)
• Noticeably porous and weak • Passage to natural caves behind rubble
• Thick blood seeps over and through it
• Hidden hatch behind it connects to 17 14. GREY MONK’S CHAMBERS
• Can be destroyed with disastrous results, as it • Yellow stained linen sheets
destabilizes and ruptures the ceiling • Small weapons and holy texts
• Smell of infected wounds and formaldehyde
12. GATEWAY TO BOTTOM LEVEL • Secret door in west wall
• Black iron door, slightly ajar, connects to 15 • Inside, grey monk deep in ritual, praying
• Massive hinges broken off to maintain a spell to hide Cup of Hands
• Two Voiceless corpses melted and crushed by • He is mistaken; the spell is old and self-
the rearmed mechanism sustaining, and he is unnecessary
• Eyes turned into blue gems from electricity • Relics of Old Faith, 1000gp value
• 175 gp each
• Players touching the door take 3d8 dmg

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TE MPLE

Sacred Depth Ensure your players understand the situation.


Voiceless will follow and attack any player who
What was once a great library for the learned, now reveals Cup’s location.
hosts the most sacred of relics. Four corridors lined
and crossed with shelves hold thousands of ancient It’s up to the players to decide how it all ends. If
pages of forgotten doctrines and knowledge. they wait for too long, Voiceless will systematically
break the structures until the artifact is revealed to
The air is clean and cold, illuminated by a sourceless them.
white glow. Players enter with a sensation of
religious awe, feeling the presence of something
great and alien.

Voiceless Dead’s footsteps echo through stone


floor and walls. If confronted, they acknowledge
then ignore players, looking for Cup which calls
to them through their master, Pontifex Maximus.
Movements of the human bodies they wear are
unnatural, clothes tattered and torn. One of them
is missing a foot.

A total of 4d4+1 of them linger in the area. Logos,


their apparent leader, is investigating the central
platform. She is the only one to pay attention to the
players, and willing to communicate. Her voice is
raspy and deliberate. Retrieving Cup is her only goal,
at any cost; she cannot be reasoned or intimidated
out of it. She doesn’t know where it is.

VOICE L E S S ON E
AC
Attack +2 +0
15
STR INT
Melee Ranged
DEX +1 WIS +0
+4 +3
CON +2 CHA -3
Map Key
HP Damage Darkvision

23 Melee
1d8+2 1d8+1
Ranged
Doesn’t stop until
beheaded.
15. DOORWAY FROM ABOVE
• White and unblemished, connects to 12
LO G O S BO N US • Symbols of deep earth, of the octacle
2 attacks per round Action: • WIS DC 15 or cursed with deep knowledge
HP +25 Attack +1 Damage +1
Raise a fallen Dead.
• See through illusion, a passage to 20
Usable twice.

16. CENTRAL RITUAL PLATFORM


In a dug-out passage, the fifth arm of the room, lies • Stone altar shaped like a cup
Cup of Hands. Illusion magic from the grey monk • Encrusted in black scab tissue
above is hiding it. • Fresh stains of red on a circular imprint

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SACRE D DE P TH
• Blood hanging in the air, in thin web-like • Symbols of flowing water, of the womb
strands • INT DC15 or fugue for 1 hour
• Logos of Voiceless investigating • Hear Cup’s call as whispers
• Ladder connecting to grey monk’s chambers,
17. WEST HAND hidden under a wall panel
• Service hatch connects to 11
• Symbols of raging fire, of broken teeth 20. HOLLOW HALLWAY
• WIS DC15 or berserk • Ancient illusory magic obscures it
• Floor covered with grey ash and jagged glass • Can be pierced with earth spell from 15
• Can be heard with water spell from 19
18. NORTH HAND • Grey monk can reveal it
• Shadowy rip in space connects to 6 • Players can detect it as a hidden door
• Symbols of sacrificial wind, of great horns • Passage lit with torches
• East wall covered with bits of bone and hair • Sconces shaped like primitive human statues
• Beneath, a broken child’s skeleton • Actually mummies of dead monks
• Cursed necklace on it • Cup of Hands set on a slab, slowly overflowing
• Chokes wearer to death in 2d6 weeks • If picked up, everything changes
• Monk’s screams are heard
• Logos moves to it quickly, panicked
19. MONK’S PASSAGE
• Blood beasts howling in pain far above
• A statuette of a crying woman, wet with tears
• Heart of the Temple is ruptured and floods
• Rusty spike stuck in its golden medallion
the whole underground in 15 minutes

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E PIL O GUE

Aftermath
An outsider picks up Cup of Hands. Old Faith’s What Next?
blessing breaks. The relic becomes known to
Players might want to discover what happens after
Voiceless dead, who immediately and brutally
the adventure is over. Should you want to continue
attack the bearer. Blood beasts’ howls of agony echo
the story, consider one of the following quests:
throughout the swamp as they flee from Temple in
terrible fear. If the grey monk is still alive, he dies in
ecstatic prayer, released from his duty. • Deliver Cup of Hands to the supreme religious
organization in the realm, Conclave of the
Cup of Hands is a powerful artifact, and one of Pentacle,
three components believed to be necessary for • Seek out the other two relics of Pontifex: Brooch
Pontifex Maximus’s manifestation in the current of Eyes and Crown of Tongues,
era. Its worth is immeasurable, but only to those • Explore the swamp and dominate the blood
who know what it is. Players should understand the beasts, whose scourge is now Cup’s carrier
transformative power they now possess, even if it’s • Sell the artifact to an anonymous buyer for a
not mechanically applicable in a game session. hoard of gold and jewels.

Author’s Comments
Temple of Old Faith was written with functionality
and usability in mind. It’s short and dense, focused
on the atmosphere of the fictional setting. After all,
descriptions are truly brought to life by the game
master; written text serves only as a starting point
for inspiration.

Game master should take liberties during prep and


game session. There are several random roll tables
present in the adventure, the single best tool for
emergent storytelling and variety in scene dressing
and emergent story flow. They should see plenty of
use, as long as it makes sense.

Rules being very light is intentional. As it stands,


the adventure works best with a third level party,
but it’s easy to change; stat and trap blocks serve
as nothing more than a framework. Adventures like
this one are about the fantasy and atmosphere.
Everything else is quickly forgotten.

“Good Thoughts. Good Words. Good Deeds.”

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be Used under and in terms of this License. You must Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
affix such a notice to any Open Game Content that you Use. No terms System Reference Document 5.1 Copyright 2016, Wizards of the
may be added to or subtracted from this License except as described Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
by the License itself. No other terms or conditions may be applied to Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
any Open Game Content distributed using this License. Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
terms of this License. material by E. Gary Gygax and Dave Arneson.
3. Offer and Acceptance: By Using the Open Game Content You Temple of Old Faith, Copyright 2019, Eight Pointed
indicate Your acceptance of the terms of this License.
END OF LICENSE

10
Unremembered by most,
a holy man was betrayed by his jealous flock.

They took his Cup to a remote altar,


where it bled for an age, drowning and twisting the land.

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