720 The Ephemeral Spirits Cult

In the sprawling metropolis of Eldoria, the kingdom’s capital, a clandestine organization known as the Ephemeral Spirits Cult has taken root. This enigmatic group is shroud­ed in secrecy, their intentions and beliefs obscured. The Ephemeral Spirits Cult is an esoteric gathering of indi­viduals united under a mysterious leader, known only as the High Priest. They believe in the transcendental pow­ers of the spirit realm, seeking to bridge the gap between the mortal world and the ethereal plane. Their doc­trine speaks of enlightenment and spiritual ascendance, achieved through mystical, ancient rituals.

Beneath the bustling streets of Eldoria, hidden away from the prying eyes, lies the secret sanctuary of the Ephemeral Spirits Cult. Accessible through a labyrin­thine network of ancient sewers, this dungeon is a place of great evil. At the heart of the sanctuary is the Room of Prayer, a sacred chamber where the cult’s signature ritu­al is performed. The High Priest burns rare pink orchids, harvested from a hidden grove. These flowers are said to be blessed by the spirits themselves, possessing other­worldly properties. As the orchids are placed upon the braziers and set aflame, they emit a thick, intoxicating smoke that fills the chamber. This smoke is believed to be a conduit to the spirit world, used during initiations to break the minds of otherwise reluctant neophytes. The inebriating effect of the smoke subdues them and makes them susceptible to the High Priest’s suggestions. Most subjects have joined the cult after this ritual.

Adventure Hook

Rescue. The daughter of a wealthy merchant, Anna, is missing. Her father, Ilaryo, believes that the culprits are Anna’s friends, as a few of them are connected with an obscure organization known as the Ephemeral Spirits Cult, based in the sewers. The characters must find the cult’s lair and rescue the abducted girl (4 XP, 450 gp).

Suspicion. Bailiff Olarg has tracked the devious orga­nization to a labyrinthine section of the city sewers. He has no evidence but believes that the cult is guilty of sev­eral abductions over the past few months. The bailiff of­fers the characters a reward for rooting out the cult and finding out if the missing people are connected to the cult. He provides a map and a list of fifteen missing peo­ple connected with the cultists (2 XP, 450 gp).

Level 3 Adventure

  • Danger. Unsafe. Check for a Random Event every 3 crawling rounds and after loud noises (4-in-6 chance).
  • Light. Some areas have braziers with permanent light spells. The undead denizens are dark-adapted.
  • The Smoke. The stench of burnt pink orchids smells like rotting corpses. It can be detected from anywhere in the dungeon. The smoke in the Room of Prayer causes a stronger effect when inhaled during the encounter there.
  • Secret Doors. Hidden passageways connect some ar­eas by finding the buttons to access them (DC 14 WIS).
RANDOM EVENTS d6 Details
1 The faint sounds of a sorrowful hymn echo through the walls; a disorienting effect caused by pink orchid smoke.
2 Shadows cast by the flickering torchlight begin to move independently. Four shadows converge and attack!
3 A confused and frightened cult initiate (peasant) pleads with the adventurers for help. He was unaffected by the smoke but has pretended to be a cultist for two days.
4 A magical current of wind traverses the entire dungeon. All light sources are immediately extinguished.
5 A wall section suddenly fades away upon approach, revealing a previously hidden path to an adjoining area.
6 Stepping on a tile triggers a trap, briefly binding the tres­passer in spectral chains (DC 18 STR to escape).

Door of Quandaries

The magical gate by the east wall leads nowhere but sheds an arcane aura perceivable with the detect magic spell. The door is an artifact from a forlorn time that was here before the Eldoria was founded. Draconic script on the arch reads: “Step forth and reveal for inner side. Then you shall be granted access to the cosmos.” The High Priest has tried countless times to activate this por­tal unsuccessfully. The true secret to operating this de­vice lies elsewhere in a dragon’s library.

South Barracks

The room contains three double bunk-beds, a chest, a wardrobe, and an adjoining kitchen and larder. Four peasants and two cultists rest in this room. Half of them are on Bailiff Olarg’s list. Alas, the hypnotic effect caused by the pink orchid smoke prevents them from betray­ing the cult. The cultists know at once that the charac­ters are trespassers as they lack the pinkish coloration in their eyes that all cultists possess. They fight but one of them attempts to rush to the Room of Prayer to let the High Priest know of the characters’ intrusion.

North Barracks

This room contains four double bunk-beds and a small table. The adjoining chamber contains two stone, funer­ary enclosures that predate the cult’s coming to this dun­geon. On the leader’s orders, the chamber is left alone.

  • The Cultists. Six peasants and three cultists rest in this room. If the characters barge in carefully, they may catch them unaware (DC 14 DEX check). Four of them are in the bailiff’s list. One of the cultists is Ilaryo’s daughter (see Adventure Hooks). Contrary to what the merchant thought, Anna was not abducted. She is a full-fledged cultist who believes in the High Priest’s word and even brought some neophytes herself recently.
  • Funerary Plinths. The stone enclosures are marked with Draconic script and contain red ashes. A detect magic spell reveals an aura of necromancy on them. If opened, an evil wraith coalesces in the room and at­tacks. It does not pursue beyond the dungeon’s stairs.

Cult’s Library

The room contains a large bookcase with a disparate ar­ray of subjects. If the characters review the contents for 1 crawling round, they unearth the following:

  • The High Priest’s power comes from a fey entity asso­ciated with the rare pink orchids.
  • The cult’s ultimate goal is to amass fifty members to perform a deadly ritual to invoke their fey patron.
  • There is a secret passage to the Great Vault from the High Priest’s Quarters, right behind the wooden desk.
  • Obstructing the nose with an oil-drenched fabric pro­tects a person from the pink orchid smoke’s effects. It may prove essential in the Room of Prayer.

Chamber of Summoning

A vast summoning circle is carved by the chamber’s center. Four stone effigies of beaked men stand guard, their gazes fixed eternally towards the circle.

  • The Circle. A spellcaster that inspects the circle for 1 crawling round, learns that it has been modified; the original purpose lost to the defacement. The runes now speak of summoning a being from the fey realm. The rit­ual requires the unholy sacrifice of forty-nine people.
  • The Statues. The four beaked effigies are a testa­ment to an old dragon-allied race (DC 16 INT). They studied the multiverse and shared knowledge. Today, these beaked humanoids live in the north ranges.
  • The Device. The clockwork device by the southwest corner controls the flow of the poisonous gas machines in the Hallway of Death. A character can use tools to dis­able the machine (DC 14 DEX) or sheer force to destroy it (DC 12 STR, 2d6 lightning damage on a fail).

Hallway of Death

The trap-filled hallway leads to the Great Vault. There are four spiked pits, two poison-gas generators, two cir­cling axe traps, and two automated crossbows.

  • Poison Gas. The machines can be deactivated from the Chamber of Summoning. Inhaling the gas causes in­tense coughing and 1d6 damage (DC 14 CON check).
  • Swinging Blades. The axes rotate swiftly. Direct con­tact with the apparatus deals 2d6 damage (no save).
  • The clockwork crossbows shoot a steel-tipped bolt every two rounds (ATK +3, 1d6 damage).
  • Great Vault (8 XP). The stone coffers contain 350 gp, 4,250 sp, an amulet of vitality, a bag of devouring, two immovable rods, and a spell scroll of fireball.

High Priest’s Quarters

The cult leader’s quarters are seldom. The most import­ant feature is the secret door to the vault behind the desk.

  • Treasure (2 XP). The chest contains a potion of heal­ing and two spell scrolls (zone of truth and bless).

Room of Prayer

Dense, vivid smoke permeates this chamber. The High Priest and the rest of his cultists are ready to give their lives to save the Ephemeral Spirits Cult.

  • The Cultists. The High Priest (priest), two cultists, and three peasants stand guard. Half of them were ab­ducted from the capital only weeks ago. Alas, they fight with zealous ferocity to defend the High Priest.
  • Pink Orchid Smoke. Characters that inhale the smoke become intoxicated and confused (DC 13 CON). In this state, they obey anyone’s orders without question.
  • Secret Vault (4 XP). The coffers contain 310 gp, 180 sp, a potion of healing, and a potion of vitality.

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