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The Dreaming Heralds st

A D&D Next adventure for 1 level characters


By Michael Button

Table&of&Contents&
The$Dreaming$Heralds$ 1!
Preparation* 2!
Adventure!Summary! 2!
Adventure*Background* 2!
Introduction* 3!
The!Farm! 3!
The!Journey!To!The!Temple! 4!
The*Temple*of*Ra* 5!
NPC!summary! 5!
Temple!Map! 6!
First!Floor! 7!
The!Cellar! 10!
Second!Floor! 11!
Third!Floor! 13!
NPC*statistics* 15!
The!Heralds! 15!
Kaufra! 15!
Ending*the*adventure* 15!
Continuing*from*here* 15!

Thanks to my playtesters, Thomas Kennett and the contest organisers and judges.
Contact: michaeljbutton@gmail.com
Copyright 2014 Michael Button.
mathematicians precisely calculated the date
Preparation of this miracle, called the New Morning, to be
some 116 years in the future (i.e. 6 years from
the current time). This posed a problem for the
The Dreaming Heralds is a short D&D Next
st human members of the sect, who would be
adventure suitable for 4-6 1 level characters.
dead by the time of the New Morning, and thus
It would work well as a side quest or
unable to rejoice in the arrival of their deity.
introductory adventure for new characters. A
The sects leaders came up with a plan. They
rogue or other character skilled in dealing with
would entomb themselves in a remote temple,
traps would be useful to have, but is not
and enter a magical sleep from which they
essential. Characters who complete the
would awaken at the correct moment to
adventure should expect to be over halfway to
nd welcome Ras avatar to the world.
2 level by the end. They are assumed to
The Heralds built a temple for
begin the adventure as travelling companions
themselves deep in Merthington Woods,
heading down the Barons Road.
hoping that the reputation of the forest would
Whilst the adventure can be played as
prevent passers-by disturbing their slumber.
written, the DMs who wish to convert for their
After making preparations for the New
campaign mythology should change place
Morning, they surrounded their resting place
names (the Barons Road, Merthington
with a series of traps to deter intruders. Then
Woods) and use an appropriate sun god in
during a complex ritual, the faithful drank a
place of Ra (e.g. Pelor for Greyhawk,
concoction brewed by the sects herbalist,
Lathander for Forgotten Realms etc.). At
plunging them into deep sleep.
several points throughout the adventure the
Unfortunately, one of the Heralds was
characters find symbols of Ra these should
a traitor. Kaufra, a junior priest in the hierarchy
also be changed as appropriate for the
with the rank of Initiate, was secretly an agent
relevant deity.
of evil. Long sworn to the gods of darkness
Boxed text is to be read aloud to
and betrayal, he mimed drinking the sleeping
players.
draught and waited. Once the faithful had
fallen unconscious, he proceeded to callously
Adventure Summary murder them, dedicating his slayings to the
Whilst travelling down a lonely stretch of
dark powers. And yet fate saw to it that his evil
highway called the Barons Road, the
deeds did not go unrewarded. In a revel of
characters meet Abel Yarl, a farmer. He
unholy triumph, he stumbled into one of the
pleads with them to help him find out what has
traps that the Heralds had laid, and, impaled
happened to his son, Devek, who has fallen
on iron spikes, he bled to death.
into a death-like slumber. After some
Such foul behaviour and misadventure
investigation at the Yarl farm, the characters
did not go unnoticed by the powers of evil. As
proceed into the woods to find a mysterious
a reward for his treachery, Kaufra was a raised
temple of Ra. Once there, they will need to
as a fell undead creature to haunt the temple
brave the traps and defences of the temple to
for eternity. He retains some memory of his
find an antidote that can save Devek.
former life, and spends his time in endless
supplication to his dark gods. During the
Adventure Background preceding century, he has raised many of the
For as long as anyone can remember, the strangely preserved corpses of the other
ancient oaks and elms of Merthington Woods Heralds as his undead minions. Bound by
have stood on the eastern edge of the Barons magic to the temple, Kaufra despairs at his
Road. Desolate and lonely, the Woods are eternal imprisonment and longs for release
shunned by the insular farming communities into the world outside.
that live along the road, who tell stories of lost The temple has remained
travellers being ripped apart by rabid wolves, undiscovered in the woods since then,
and worse. Few brave souls enter the trees to entangled in liana, until recently chanced upon
test the truthfulness of these tales. by a teenager from one of the local farming
110 years ago, however, a group of communities. Despite many warnings from his
worshippers of the sun god Ra found a use for parents, Devek Yarl would spend his free
these rumours. Calling themselves the Heralds hours wandering in Merthington Woods,
of the Morning, the sect cleaved to a mostly- occasionally taking his younger sister Abella
forgotten prophecy of rebirth, in which an with him. One day, whilst alone, he came
avatar of Ra was destined to enter the world across the old temple. Unable to read the
and rout the forces of darkness. Using warnings on the front door, he triggered a trap
divinatory tools, the sects astrologer- when he tried to enter. A poison needle

2
stabbed his finger, covered in the same What was he doing in the Woods?
concoction the Heralds had drunk. Realizing
he was injured, he somehow managed to Him and his sister were always going in there
stagger back to his parents farm, where he on dares, no matter what we told them. Them
instantly collapsed into a coma. woods aint safe, never have been.
This was 3 days ago, and since then
his parents have been fretful over his The Farm
condition. Unwilling to abandon his family for A short walk down a dirt track leading west
too long to seek help, Deveks father Abel has from the Barons Road heads to the Yarl Farm.
camped out on the Barons Road, and hopes It consists of a run-down stone farmhouse and
to flag down aid from a rare wanderer. several large wooden barns. The farm has
seen better days, and yet the ground here is
fertile enough for the family to do reasonably
well, growing barley and wheat and keeping a
You are travelling south along the small herd of sheep.
Barons Road, a lonely stretch of Devek Yarl is being kept in a small
highway bordered by farmland to the bedroom on the upper storey of the
west and a dark wood to the east. farmhouse. He is a fair-haired freckled
Around mid-morning, a middle-aged teenager with a deathly pallor. His heart rate
human man dressed in simple workaday and breathing are extremely slow, and his skin
clothes steps out to the middle of the is cold to the touch. Watching over him are his
road. Strangers, please help me. My tearful mother, Elista, and his eldest sister,
son is sick Abella.
A DC 15 Wisdom (Medicine) check
reveals that he is in some kind of magical
Introduction sleep. Nothing short of a remove curse spell,
or an antidote, can waken him. Close
inspection also reveals a slightly bruised
This is Abel Yarl, the patriarch of a poor
pinprick on his left hand.
farming family who work a smallholding close
If questioned, his sister Abella knows
to the Road. He lives with his wife, Elista, and
some more:
their five children, Devek (13), Abella (12),
Emiless (8), Torren (6) and little Wenderly (3).
Where did Devek go?
He is desperate to find help for his sons
He loved the Woods, and kept going deeper
condition, but is afraid to leave his family alone
and deeper I was too scared to follow him,
to make the journey to the nearest town to find
but he told me has found a ruined building
a cleric.
deeper in the woods.
If the characters stop and talk to him,
he reveals the following information:
Where is the building?
He told me his headed due east until he hit a
Who are you?
stream, and then followed that north.
My name is Abel Yarl, I have a farm nearby.
What do you know about the building?
Where is your son?
Not much he said it was made of stone,
and had strange markings on the door. He
He is back at my farm, half a mile from here.
brought this back. Abella pulls out a small
brick inscribed on it is a sun disk and coiled
What are you doing out here?
snake symbol of Ra, recognizable as such to
any character with a passing knowledge of
I am looking for some help, a cleric or a
religion.
healer to help my son.
What do you know about the Woods?
What happened to your son?
I dont like them, they scare me. One time I
He came out of Merthington Woods some two
saw a snake in there, as long as my arm.
days ago, stumbling around and white as a
Jonquil told me he saw an owlbear once
ghost. He wasnt making any sense, and as
too
soon as we got him home, he collapsed and
he hasnt woken since.

3
If the characters need further persuading to advantage if she is searching. Any who
investigate, Abel Yarl can offer them some succeed notice strange humanoid fetishes
money. The family fortune is pitiful, amounts to carved from twigs dangling in one particular
5 gp and 26 sp, but they are desperate grove of trees. Good-aligned characters get an
enough to offer everything they have. uneasy feeling around them. No signs of their
makers exist. It is up to the DM to pursue this
The Journey To The Temple mystery in later adventures if desired.
It is 3 miles to the temple, following Abellas
directions. There are no manmade trails
through the forest, so travel speed is halved
(thus will take 2 hours at a fast pace, 3 at a
moderate pace or 6 at a slow pace). Impress
upon the players the quiet loneliness of the
woods, the lack of birdsong and the dusky
gloom that covers the trees.
Characters who look for tracks may
make a Wisdom (Survival) at DC 15. Success
indicates they find several sets of human
footprints going back and forth on the same
path these are Deveks tracks. At some point
they branch off from Abellas directions to a
shortcut Devek knew. Characters who follow
these tracks take 1 mile off the journey.
For every hour of travel, roll a d20. On
a result of 20 a random encounter occurs. If
so, roll 1d6 on the following table to determine
what the characters encounter. Alternately,
you may choose an encounter you feel is
appropriate.

d6 Encounter
1 1d4 wolves
2 Briar trip*
3 Strange fetishes*
4 1 brown bear
5 1d6 stirges
6 1d3 dire wolves

For creature encounters, characters travelling


at a slow or moderate pace should be able to
spot the creatures before they are seen, and
should have a chance to avoid an encounter.
Most of the animals of Merthington Woods are
not interested in preying on humanoids, but
will attack if cornered or desperate.
Encounters marked with an asterisk are
described below.

Briar trip: Randomly select one character.


Whilst walking, he accidentally snags his foot
in a briar, and must make a Dexterity saving
throw at DC 13 to avoid stumbling. He gains
advantage on this save if he is keeping watch
or searching whilst travelling. Failure indicates
he twists their ankle and takes 1 point of
damage. His speed is reduced by 10 ft., until
he is able to take a long rest.

Strange fetishes: Each character may make a


Wisdom (Perception) check at DC 15, with

4
covered in many puncture wounds from the
The Temple of Ra trap that killed him (see area 17). He wears
the golden robes of the Hierophant, stolen
The temple sits in an overgrown clearing in the
from the body of his senior priest. The robes
woods. It is three stories high, and covered in
are covered in ragged holes from his death
vines. The building is squat and functional,
wounds.
and rises to a stone dome. The only markings
Cursed to stay in the temple, Kaufra is
revealing its religious dedication are on the
tied to the necrotic energy of the shrine in area
doors to the outside.
18. He hates and fears all living creatures, and
There are walkways around the
is terrified of sunlight. If the characters
second and third floors. A Strength DC 15
somehow manage to engage him in
check is required to climb up each floor. The
conversation, he spits bile and unholy curses
walkway to the second floor is railed and
at them, whilst whining and pleading for them
characters would need to bend the bars
to free him from his entrapment.
(Strength DC 20) to gain access to it. A Small
See Statistics section for game
character could squeeze between the bars
information.
with a DC 10 Dexterity check. The third floor
walkway is open to the elements. The Heralds
Unless otherwise noted, the temple The Heralds are the priests of Ra who built
has the following physical characteristics: this temple as a place to sleep whilst awaiting
Ceiling: The ceiling is 20 ft. high. their New Morning. All bar one were slain by
Walls: Walls are made of stone. Kaufra after drinking the sleeping draught.
External doors: External doors are made of They have been raised an undead creatures
stone, and locked. They require a DC 30 over the course of the last century, some
Strength check to break down, or a DC 20 serving as guardians of the temple.
Dexterity check to pick the lock. In undeath, they look much as they did
Internal doors: Internal doors are made of in the life. The twisted magic of their animating
wood. They can be broken down with a DC 10 force and the sleeping draught they drunk
Strength check. Some are locked where noted have combined to preserve their human
- to pick the lock requires a DC 20 Dexterity appearance but has given them glowing white
check. eyes. Closer observation reveals most have
Lighting: The temple is in darkness. had their throats cut. They dress in flowing
Windows: There are several mildewed white robes, some stained with blood down the
windows to the temple on the second floor, front.
which are trivial to break broken. See Statistics section for game
information.
There are no random encounters in the
temple. Lesser Hierophant Hemekef
The second in charge of the Heralds, Lesser
Traps Hierophant Hemekef is still alive, albeit in a
The Heralds set many mechanical traps in magically induced sleep. He appears to be a
their temple, as defence against intruders. human male of about 60 years old, bald and
Unless otherwise noted, characters attempting with heavy wrinkles. He wears the Lesser
to find traps (e.g. by examining doors) can Hierophants robes, white with one band of
locate them with an Intelligence (Search) gold around the hem. If left alone he will rise in
check of DC 15. Attempts to disable traps can 6 years, however if the antidote is
be made with a Dexterity check of DC 20. manufactured and administered he can be
Checks to disable that fail by 5 or more trigger awoken immediately.
the trap. When awakened he is confused, and
continually asks about the New Morning,
whether the forces of light have arrived yet,
NPC summary and so forth. If his situation can be explained
to him he will be full of sorrow for his fellow
Kaufra
Heralds, yet willing to help with any
Once a lowly Initiate in the hierarchy of the
information he can offer. He knows the layout
Heralds of Morning, Kaufra has spent the last
to the temple, the location of all traps and the
century entombed in the temple as an undead th
history to the space. He is also a 5 level
shadow of his former self, pleading with the
neutral good cleric of Ra (Light domain), and
dark powers he worships for release. He
can help with healing magic if given time to
appears as a male human with pale yellowing
prepare his spells. He is a serious, devout
skin stretched tight across his frame, and is

5
man who fervently believes in the prophecy of
his sect.

Award the character 50 XP for awakening


Hemekef from his slumber.

Temple Map

6
2. Entry chamber

First Floor The ceiling here is 40 ft. high.

1. Temple Entrance
The door opens into a large dusty entrance
hall. A wooden staircase with a polished
You emerge from a thicket of briars into a banister curves upwards around the room. In
small clearing in front of a crumbling three the gloom of the ceiling above the centre of
storey stone building. An overgrown path the room is a golden chandelier that glints in
opens into a clearing containing a pool the dim light filtering in from outside.
filled with stagnant water. The path Passages lead from the chamber to the
continues up to a large stone door leading north, east and west.
into the building, emblazoned with a
sunburst and coiled snake motif.

Ask all the characters to make a DC 15


Wisdom (Perception) check. Anyone who
If the characters are following Deveks tracks, succeeds notices that there is a large circular
they lead to the door, and back. Getting to the area in the centre of the room, directly beneath
door involves getting past the pool. the chandelier, that is not covered by dust.
The pool is filled with water to a depth That is because this area of floor is illusionary,
of about 2 ft., and emits is a terrible stench of and covers a pit trap. See Hazard below. A
rotting meat. Any players who approach the character able to detect magic will notice a
pool will waken the snake that lairs here, faint aura of illusion magic.
basking just below the surface of the water. If the characters think to look up, it is
See Creature entry below. possible to see to the top of the stairs here,
The symbol on the door is a symbol of where an undead Herald waits patiently. See
Ra. Below the symbol a strange warning is area 15.
etched in Common: Danger! Entry Forbidden!
All Hail the New Morning! If characters ask Hazard: An illusionary patch of floor covers a
about the New Morning, allow them a DC 20 10 ft. deep circular pit in the middle of the
Intelligence (Religion) check. A successful room. The illusion is purely visual and objects
check reveals that the New Morning is an pass straight through it. Any character who
obscure prophecy foretelling the return of Ras steps on to the illusion must make a Dexterity
forces of light to vanquish evil in the world. It is saving throw at DC 13 or fall into the pit, taking
deemed heresy by the main church of Ra. 1d6 damage.
Close inspection of the door reveals a That is not the end of their trouble.
poison needle trap, triggered when someone The bottom of the pit contains a pressure plate
lifts the iron ring that serves as the doors that causes the chandelier to fall onto whoever
handle the trap has been triggered however. is in the pit. A character falling into the pit or
The needle itself can be found on the floor, anyone who climbs down into the pit will
smeared in a viscous gray-green substance. trigger the plate. All characters in the put when
Due to exposure to the air the poison is no the chandelier falls must make a Dexterity
longer active, but a character succeeding at an saving throw at DC 15. If they fail they take
Intelligence (Nature) check at DC 20 1d6 damage with a successful save reducing
recognizes this as a herbal poison that this by half.
induces sleep. The door is locked but the lock
has rusted, and the door is easy to push open Treasure: If the chandelier falls, the precious
(DC 7 Strength check). trinkets that adorn it can be removed. See
Exploring the thick undergrowth to the area 15 for details.
right leads to the veranda (area 6), but it is not
immediately visible from here.
3. Scriptorium
Creature: 1 giant snake, with the Hold Breath
option. The snake is only concerned with Both the entrances to this chamber are
protecting its lair, but will attack any who come guarded with magical warding, which appears
within 20 ft. of the pool. If the characters give as a transparent sparkling barrier. Above each
the pool a wide berth, they can avoid engaging entrance way is a small symbol etched in the
the beast in combat. stone an eagle-like bird (in fact a phoenix)
surrounded by a sunburst halo.

7
Any living creature that touches the warding
must succeed at a Charisma DC 15 check or
take 1d3 damage and be knocked back 5 ft. A 5. Dining area
character can attempt this multiple times, but
will take damage each time she fails her save.
A character wearing one of the holy symbols A feast is laid out on a long table before
worn by the Heralds is immune to this effect. you. 15 places have been set, and the
table piled high with a side of pork,
roasted vegetables, stews and a tureen
Eight wooden desks and chairs are of a greenish soup. Despite the covering
arranged neatly for work in this chamber, of dust, wafts of steam still float up from
covered in undisturbed thick dust. the soup, and the food smells excellent.
Several alcoves reach from floor to
ceiling around the walls and within each
are shelves piled high with scrolls. This feast was prepared before the sleeping
ritual was conducted, and preserved magically
for the Heralds to eat when they awoke. The
Treasure: Many of the scrolls crumble to desk food is warm, nourishing and very tasty
when touched, or are blank, or contain indeed.
worthless information regarding accounts or
building plans. A character who spends time Treasure: There are two ornately wrought
looking through the scrolls can uncover 4 silver candlesticks on table, which would be
scrolls covered with rare and beautiful worth 20 gp each to a collector.
calligraphy, praising Ra and the coming of the
New Morning. They are worth 5gp each.
6. Veranda
Allow any character searching the room a DC
15 Intelligence (Search) check to notice that What once must have been a charming,
one of the shelves has a false back to it. This sun-kissed veranda is now overgrown
can be levered open to reveal a secret with vines and briars. Five nearly
cubbyhole Alternately anyone who can detect identical statues stand along the edge of
magic reveals a faint aura of enchantment the veranda depicting a naked man,
magic in the same area, from the 3 magical arms held upward in supplication. Each
scrolls contained within. The scrolls are kept in man has a different animals head a
individual ivory cases: 2 scrolls of bless, and 1 ram, an eagle, a serpent, a heron and a
scroll of lesser restoration. beetle. Short flights of stairs lead down
into the gloom of the woods. A small
4. Kitchen and pantry
animal skeleton rests next to the statue
with the beetles head, at the southerly
end of the veranda.
Two long wooden tables dominate the
centre of this room. Bowls, chopping
boards and other kitchen implements are
arranged on the tables and hanging from A character that opens the door to the veranda
the walls. The overall impression is one from the outside triggers an arrow trap set to
of neatness and order, though the thick fire at intruders. Any character standing
layer of dust that covers all the surfaces directly in the door must succeed at a DC 13
suggest that whoever arranged this room Dexterity saving throw to avoid the arrow, or
has not been back for a very long time. take 1d6 damage. Approaching from the inside
Two staircases lead out of the room, one allows the characters to bypass the trap and
downwards and one upwards disable it with no check required.

Magically preserved food can be found on Closer inspection of the skeleton reveals it to
shelves in the alcoves, mostly grain and root be that of a small bear. A rusted scythe is
vegetables. There is nothing else of value embedded in its skeleton.
here.

Hazards: Each of the statues is trapped. The


most southerly one has already been
triggered, but the others remain deadly. A

8
wicked scythe lashes out from the statue base
targeting anyone with 5 of the statue. 1d6
damage is inflicted on any such creature that
does not succeed at a DC 13 Dexterity check.
Once triggered, the traps do not reset.

9
9. Storage cellar

The Cellar Boxes are piled high in the corners of


Within the cellar the ceiling is only 10 ft. high. this dank cellar. A door leads to the
There is a dank smell to these chambers. south, covered by an iron portcullis, with
a winch next to it.
7. Flooded cistern

A broken water tank has collapsed in the The Heralds used this area for storage. The
centre of this room, covering the floor of boxes contain spare white robes, blankets,
this cellar with ankle-deep water. Trickles tools for stone working and some kegs of
spill from broken pipe work in the spoiled cider. Alas the preservation magic
southeast corner, and the walls drip with placed upstairs does cover this area, so none
condensation. A pack of filthy rats glare of the stored items have rotted or rusted, and
at you and hiss when you enter this are of no value.
room.
Hazard: The winch next to the portcullis
triggers a trap. If turned, a 10 ft. deep pit open
up beneath any characters standing with 10 ft.
Creature: A swarm of 8 cave rats make this of the door. They must make a Dexterity save
room their den. They attack anyone entering DC 13 or fall into the pit taking 1d6 damage.
here, but will not pursue beyond the door to The portcullis can be lifted with a DC 20
this room. Strength check, or characters who thoroughly
search the room will find a small lever in the
northeast corner, hidden behind some of the
8. Trap makers Workshop boxes. Pulling the lever raises the portcullis
safely.
Sturdy tables are covered with tools and
crafting implements, and a small forge
and anvil rests in the southwest corner of
this workshop. A small collection of
rusted weapons spears, arrows and
swords is carelessly stacked in one
corner.

Close inspection of the tools reveals that they


are specialized for creating traps. Half-finished
arrows, scythes and trigger mechanisms cover
the surfaces. By spending a turn studying the
style of the mechanisms, a character receives
advantage when attempting to disable any
mechanical trap in the temple.
The door to the east is swollen shut
with water. Upon opening it floodwaters pour
into the room. Any standing character must
make a DC 10 Strength saving throw or be
knocked prone.

Treasure: From the specialized tools here a


character could assemble 2 thieves tool kits.
The weapons in the corner include 2 long
swords, 1 short sword, 3 spears and 35
arrows. However, all the metal parts of the
weapons have rusted slightly, such that the
weapons are of poor quality, and give -1 to hit
and damage rolls. They are worth a quarter of
their listed value if sold.

10
manufacture of an antidote to the sleeping
draught. It requires a combination of leaves
Second Floor from three plants (rosemary, blackvine and
sundew), each of which can be found in this
room. The leaves should be pounded in a
10. Reflection Room spotless silver bowl with a drop of human or
This room has dim light. animal blood, and left to rest in sunlight for five
minutes.
A set of rotten couches and meditation
The glowing globes in the ceiling have a
stools are arranged haphazardly around
permanent light spell cast on them, that
this room, whilst light streams through
functions as sunlight for the purposes of plant
dirty windows.
photosynthesis.

The Heralds used this area for meditation and


12. Hierophants Quarters
gentle reflection on the glory of Ra. It is long
abandoned and contains nothing of value. A
short corridor leads around the staircase to a
corridor, of which there are three small cells, The door to the room hangs ajar, and
previously used for individual prayer, but now peering beyond you see a simple
empty. bedchamber containing a desk and 2
chairs. More arresting is the skeleton lying
in the doorway, a rusted spear embedded
11. Herbalists laboratory in its ribcage.

The skeleton is a human female, one of the


Bright light floods from two glowing raised Heralds, who was ordered by Kaufra to
globes hanging from the ceiling and a open this chamber, but triggered the spear
verdant, earthy scent wafts out of this trap that had been placed here. Characters
room. Plants and creepers have who inspect the trap may make an Intelligence
overgrown the chamber, covering every check DC 10 to determine how the trap works,
available surface. Shattered glass and locate a small catch behind a loose brick
covers the floor. On one table an intact in to the left. They may use this knowledge to
alembic still stands, nestled by the green automatically disable the identical spear trap in
fronds, containing an effervescing pink area 13.
liquid. The chamber contains nothing of interest.

13. Lesser Hierophants Quarters


The doors to this chamber are protected by a The door to this chamber is trapped with a
permanent alarm spell that makes a sound like spear that stabs at any character that opens
a ringing hand bell. If the alarm is triggered, the door, requiring a successful Dexterity DC
the Heralds in room 16 are awoken and come 13 save to avoid 1d6 points of damage. It can
to investigate the source of the alarm, be disabled as described in area 12.
attacking any intruders they find.

This room was once the herbalists indoor This spacious yet spartan living chamber
laboratory, where he worked with the local appears to have been undisturbed for
plant specimens he gathered. Unwilling to let centuries. Simple furniture - a bed, a
his precious plants die during his long sleep, desk and some shelves has been
he provided magical sunlight and irrigation to arranged tidily around the room. Lying on
keep them alive. the bed, eyes closed, hands clasped
over its chest, is a human figure dressed
Treasure: The liquid in the alembic is magical, in white robes.
and counts as 2 potions of healing, though the
character will need a means of transporting
the liquid.
This is the Lesser Hierophant Hemekef. He
Bundles of notes charting plant growth and has the same deathly appearance as Devek
herbal experiments can be found in a drawer Yarl, though is alive. More details can be
in one of the tables here. Embedded in the found in the NPC Summary section.
notes is a short piece of text describing the

11
Treasure: A pouch containing 40sp is tucked
into a drawer in the desk.
16. Dormitory

14. Office and Treasury Rows of simple wooden pallets arranged


The doors to this room are both locked. in this room, without sheets or
mattresses. White robed figures lying
A couple of small wooden desks line the prone on four of these uncomfortable
walls of this dusty chamber, with blank beds are still, until, in unison, their
paper neatly stacked to one side. In one glowing eyes turn toward you.
corner of the room sits a small ironbound
chest

Some of the unfortunate Heralds came here


for their long sleep but were slain by Kaufra
The chest is trapped to prevent petty pilferers whilst they slept.
with a simple poison needle trap. If a character
attempts to open the chest without disabling Creatures: 4 Heralds lie here. It takes them 1
the trap, he must make a Dexterity saving round to get up from their prone position and
throw DC 13. If he fails, he is pricked by a prepare to fight. If alerted either by intruders,
needle and must make an additional the alarm in area 11 or the sentry at the top of
nd
Constitution saving throw at DC 10. Failure on the stairs, they rise and patrol the 2 floor of
this second saving throw incurs 2d6 points of the temple. They attack any intruders on sight,
poison damage. and pursue them to the exits from the temple.
Treasure: The chest contains 2100 cp, 190
sp, and 110 gp, along with a small bronze key.
This unlocks the door to the stairs leading to
room 17

15. Top of the stairs

The staircase winds upwards, giving an


better view of the chandelier. From here,
you can see several small golden sun-
and-stars trinkets dangling from it. More
pressing, a humanoid figure dressed in
white robes waits at the top of the stairs,
staring blankly.

Creature: The creature is a Herald (see NPC


summary) who has been tasked with guarding
the second floor. It will not move unless
attacked or a character approaches within 20
ft., at which point it proceeds to move directly
to area 16 to alert the Heralds there.

Treasure: If the chandelier can be removed,


either by triggering the pressure plate in area 1
or otherwise, the trinkets can be removed
easily enough. There are 7 golden suns and
stars worth 5 gp each.

12
Third Floor
18. Desecrated sanctum
17. Vestry
This room has dim light from the candles on
The door to the staircase leading up here is the shrine.
locked and can be opened with the key found
in the office (area 14). A character attempting An eerie violet light flickers here,
to pick the lock requires a Dexterity check DC illuminating murals on the walls depicting
20. the sun god Ra in different poses
beckoning, kneeling, or prone. The
murals have been defaced with runes
Stairs lead up into the darkness from daubed on in dried blood. The light
here, covered with a trail of long-dried comes from candles set in skulls on a
blood. table at one end of the room, draped in a
ragged black cloth. Lying on the ground
in various poses of disarray are 7 white-
The spike trap that killed Kaufra robed humans, as if sleeping. Another
protects the stairs leading up to this chamber. figure kneels before the shrine, dressed
When a creature steps on the fifth stair, in a golden robe. It turns as you enter,
roughly halfway way up, it makes an ominous revealing a face with desiccated skin
clicking noise. All characters standing on the drawn tight over the skull. Eyeless
stairs must make a Dexterity saving throw sockets stare at you, as it grabs a
against DC 15, with the triggering character gleaming mace from beneath the shrine.
saving at disadvantage due to his position on
the stairs. Any characters that fail the save are
stabbed by one of the rusty spikes that
As the characters enter this chamber, necrotic
emerge from the walls, for 1d8 damage. The
energy flares from the shrine to each of lying
trap resets after 3 rounds.
forms, causing them to rise and defend the
chamber.
As the characters reach the top of the stairs,
read the following.
Creatures: Kaufra and 7 Heralds attack all
who enter here. The Heralds will engage the
From the top of the stairs, the room nearest intruder in melee, whilst Kaufra
stretches left and right to two identical protects the shrine, casting spells if required.
wings. Long wooden benches rest He will bodily prevent any character from
against the walls. In the centre of each reaching the shrine, however if 2 or more
wing stands a pillar, carved in the form of characters engage him in melee he is unable
heron-headed Ra. A pile of empty vials, to block others. It takes a full round action to
some smashed, is in the eastern corner destroy the shrine, sweeping the skull candles
of the right wing. from the top is enough. Once destroyed, all
the Heralds in the temple collapse and rapidly
turn to dust. Kaufra is then freed and will
This is where the sleeping draught was attempt to escape the shrine fleeing blindly
imbibed. A character inspecting the vials into the Woods unless stopped.
notices a grey-green residue, similar to the
poison on the needle found in area 1. It has Treasure: Kaufra has little need for worldly
long since lot its potency. wealth, however there is a silver bowl carved
with symbols of Ra that is worth 160 gp kept
on top of the shrine for ritual purposes, which
can also be used for the manufacture of the
antidote to the sleeping draught, as described
in area 11. The other treasure is Kaufras
ebony-handled mace, the Eye of Ra. This is
+1 mace with the gleaming property. It is
inscribed with Celestial runes that spell out
holy prayers to Ra.

13
19. Walkway

A walkway spans round the building


here, giving a dizzy-making view of the
forest floor below. What perhaps once
were entrances to the building have been
bricked over, and covered with arcane
scribbles.
This walkway was once to allow Heralds to
glory in the sun of their god, but was closed as
a security measure before the ritual. The
scribbles on the bricked-over doors are the
words No entrance in Celestial.

14
treasure into the hands of the characters, (5
gp and 26 sp), and offer them board and
NPC statistics lodging (albeit peasant fare and a night
sleeping in the hayloft) any time the characters
are passing in the future.
The Heralds
Use statistics as per zombies, with the
following trait replacing Zombie Fortitude:
Continuing from here
Rise Again: Unless a Herald is reduced to 0 DMs wanting to build on some of the elements
hit points by a critical hit, it is not slain. introduced here have several options. Firstly,
Instead, it rises again in d4 rounds with 5 hit characters that rescued Hemekef have a
points, with a flare of necrotic energy reaching problem on their hands. The priest is
from the shrine to the Herald, through any hopelessly lost and confused in his new world,
intervening walls. The only way to prevent a and would want to be reunited with his
Herald from rising is to decapitate it. This brethren in the church. Secondly, what of the
requires a full round action from an adjacent Heralds prophecy? Whilst most believe it to
character. Alternately, destroying the be bunk, perhaps there is an element of truth
desecrated shrine in area 18 immediately to it, and action must be taken to ensure that
destroys all the Heralds in the Temple. the way is cleared for the forces of light. Or
maybe the priests were mistaken and the
Each Herald wears a holy symbol of Ra prophecy refers to some dark events that must
around its neck, showing a phoenix) be prevented. Finally, what other mysteries
surrounded by a halo. These are worth 5 gp lurk within the green gloom of Merthington
each, and also allow characters to bypass the Woods?
magical barriers to the scriptorium (area 3).

Kaufra
Medium Undead
Armor Class 14
Hit Points 22 (4d8 + 4)
Speed 30 ft.
Senses darkvision 60ft
Str 12 (+1) Dex 10 (+0) Con 12(+1)
Int 12 (+1) Wis 12 (+1) Cha 14 (+2)
Alignment neutral evil
Languages Common

TRAITS
Spellcasting: Spell save DC is 11 for spells
cast by Kaufra.
st
1 level inflict wounds, cause fear
nd
2 level hold person

ACTIONS
Melee Attack The Eye of Ra, +1 mace: +6
to hit (reach 5 ft., 1 creature). Hit: 5 (1d6+2)
damage

ENCOUNTER BUILDING
Level 3 XP 130

Ending the adventure


If the antidote is given to Devek, he very
quickly recovers. Award characters that
successfully awaken Devek 100 XP. The Yarl
family is extremely grateful and blesses the
characters. They attempt to press the family

15

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