Legend has it that in a world-shattering battle between good and evil, eons ago, a final, deathly clash occurred. This last battle would set the course of many planes and countless civilizations. A demon prince and a mighty angel crossed swords in a terrible battle that would scar the world. By the end of this cataclysmic encounter, the demon prince lay defeated. The angel pondered on the demon’s nature and felt grief. Its reasoning was that the demon was bound to act in this way; it was inevitable. The angel struck the demon to slay it while shedding a single tear. The tear fell on the inert demon’s corpse, fused with its blood, and then crystallized into a diamond-like jewel. Overcome with sorrow, the angel took a vow of silence to save all others from its saddening experiences. The arcane gemstone, known as the Tear of Silence, is stored in the Shrine of the Silent Angel. This ancient dungeon was discovered decades ago, but explorers have yet to reclaim the gem…
Scars. Scholars theorize that the moons and mountain ranges were created from this clash. They are the consequence of a primordial fight (DC 18 History).
Tales. Adventuring parties have delved into the desert shrine to seek the Tear of Silence. None ever returned. Now, all avoid the shrine.
Madam Dealley
Human, Mage
The reputation of this accomplished spellcaster precedes her. Madam Dealley is a short, petite woman who wears a salmon headscarf. Gold earrings and charms hang from her clothing. She believes the Tear of Silence harbors an ancient mystery crucial to understanding the nature of the world. She means to study the gemstone.
Manner. I see all others as inferior to me. My control over the Weave of Magic sets me apart.
Ambition. I must analyze the gemstone. It must hold the secret to achieving immortality.
Bishop Jarren N’Arbestra
Human, Cleric
He wears the opulent, gold-ornamented robes of a high-ranking priest. He wears his beard in a double-tip style. Bishop Jarren has read obscure, religious texts that imply that the souls of both the primordial demon and angel are stored in the Tear of Silence. He believes this relic belongs in the secure vault of the Great Cathedral.
Manner. Through a smile and a warm countenance, I can achieve anything. People shall let me.
Ambition. The gemstone belongs to my church. It is my duty to restore this sacred legacy.
Adventure Hook
The adventurers learn that an important member of the church, Bishop Jarren N’Arbestra seeks valiant warriors to explore a known dungeon, the Shrine of the Silent Angel. The characters see notice posters about this job offer, hear rumors about the dungeon and its ancient history, or are directly summoned by a patron to join the bishop on this endeavor. This quest is a once-in-a-lifetime opportunity for adventurers.
The heroes learn that the shrine’s entrance is in the depths of the Barren Badlands. The last bastion before these scalding sands is the Fortified Caravanserai. Bishop Jarren awaits the arrival of valiant warriors before setting out to reach the Shrine of the Silent Angel. A mysterious spellcaster, Madam Dealley, has already answered his call. Among other camp-followers, she is the strongest to heed the bishop’s call yet.
Rumors
| 1 | Four adventuring parties have delved into the Shrine of the Silent Angel since it was discovered decades ago. No one ever returned. |
| 2 | A legend claims that the tear of a primordial angel lies hidden in the shrine. It was shed after a cataclysm assailed the Material Plane. |
| 3 | Some people say that Madam Dealley is a dangerous woman. Some believe that she turned her former master into a decrepit toad. |
| 4 | Some say that behind the Bishop’s smile lies a ruthless and unwavering will. His ascent in the church’s hierarchy is not a mere accident. |
| 5 | A folk song names the relic in the shrine as the Tear of Silence. The song says that two opposite, battling souls inhabit the gemstone. |
| 6 | The settlements near Barren Badlands have been attacked by bandits or bulette packs. Many lie abandoned because of this. |
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Fortified Caravanserai
“The sacred relic is for the church to keep and safeguard. But I assure you, there will be plenty of treasures and trinkets to loot. All that shall be yours…”
The characters have 2 days to interact with the NPCs in the Fortified Caravanserai before the expedition sets forth toward the Shrine of the Silent Angel. They may hear some rumors about the place and the locals, help the townsfolk, and get ready for the gruesome desert journey.
Level 10 Area
Ambiance. Travelers and merchants fear leaving the caravanserai. The last group to travel inland disappeared; the guides did not return. People suspect that the caravan was attacked.
On the House. On behalf of the church, Bishop Jarren pays for everyone’s room and board.
The Mage. Madam Dealley is not in any of the rooms. She uses a magical ring to cast Tiny Hut behind area A7. She does not allow anyone into her resting place.
Travelers. Apart from the adventurers, 2d10 travelers camp within the caravanserai. They await caravans or guarded merchants to make the trip inland. They freely share their stories (see Rumors).
The Badlands. This dangerous dominion begins a few miles east of the caravanserai. The tales of its merciless inhabitants are popular in the inclement region.

A1. Caravanserai Gate
This is the only way through the 8-foot-tall palisade. Travelers are given swift passage as there is danger in the arid lands around the place.
Protective Charm. A Detect Magic spell reveals a strong abjuration aura protecting the palisade. It keeps burrowing fauna, like bulettes or desert worms, away. It does not hinder raiders.
A2. Stables
A young lad named Miro takes care of the characters’ mounts. If a character befriends Miro, he tells them an interesting story he heard from a merchant a few days ago (see Rumors).
A3. First Explorer’s Lodge
An octogenarian, half-deaf man lives here; his name is Barenthe. He owns the caravanserai and still holds the ancient title of First Explorer. He is aided by two grandsons who would rather do something else than care for the elderly man.
Aspirations. The two grandsons, Mark and Theresa (Lv. 2 Fighters) yearn to join Bishop Jarren’s expedition. If the characters vouch for them with the bishop, he agrees to take them in. In addition, they share with the characters something they heard Barenthe say to an acquaintance in the last few days (see Rumors).
A4. Workshop and Forge
Three blacksmiths work incessantly to craft blades for spears and arrowheads. The characters hear that a merchant passed recently and sold valuable iron ingots to the caravanserai. If the characters require basic traveling gear, exploration tools, or run-of-the-mill weapons, the bishop makes a point of gallantly paying for the supplies.
A5. Common Room
The characters meet Bishop Jarren (Lv. 6 Cleric) and Madam Dealley (archmage) here. The charismatic priest tells the characters about the unclaimed treasures in the Shrine of the Silent Angel. He explains that he shall only keep the Tear of Silence, as this is his duty to the church.
Recruits. In addition, 2d3 greedy toughs and one tough boss show up to join the expedition.
A6. Free Quarters
The characters can rest in this cabin for as long as they stay in the Fortified Caravanserai. It has enough bunk-beds for a party of eight.
A7. The Worried Merchants
Four traveling merchants lodge here. They have extended their stay after what happened with the last caravan (see Ambiance). They drink with the characters and mention they might tag along when they return after the bishop’s expedition.
A8. Bishop’s Quarters
The priest rents this room for himself. If the characters wish to speak with the bishop alone, he allows them into the sparsely-furnished cabin.
Night Prayer. Before setting out, the bishop invites anyone interested to pray with him. Those who partake gain one extra Heroic Inspiration.
Crossing the Barren Badlands
The inhospitable region known as the Barren Badlands is infused with a faint enchantment that prevents teleportation magic. Bishop Jarren owns a horse-drawn coach where Madam Dealley and two more people can travel. The rest must bring their own mounts or walk alongside the caravan. The 2d4 toughs from area A5 and the 2d8 camp-followers (commoners) do not have mounts; the expedition moves at a walking pace.
Journey. To reach the Shrine of the Silent Angel’s entrance, the characters travel for 5 days.
Level 10 Region
Events. Twice a day, at a random time, there is a 3-in-6 chance that a Random Event occurs. For repeated results, take the next higher table entry.
Warding Charm. A Detect Magic spell reveals the protective enchantment that impedes all forms of teleportation or summoning magic.
Hearsay. From the mercenaries that tag along, the characters hear that none of them trust “the witch,” as they have taken to call Madam Dealley.
| d8 | Details |
| 1 | The traveling party attracts the attention of eight giant vultures and seven vultures. The carrion birds fly at high altitude for a few hours before they attack. At first, they direct their attention to any horses present. |
| 2 | The expedition party comes across a caravan. They travel in roughly the same direction. Earl Jamehl (noble) is escorted by six knights. For 1d3 days, they may aid the characters in the Barren Badlands. |
| 3 | Minutes before the party breaks camp after a Long Rest, the expedition is attacked by five basilisks that unearth themselves from the arid terrain nearby. They flee if at least three of them die in combat. |
| 4 | A pack of five bulettes approaches the expedition from the west. Scouts may notice their sand trails to avoid an ambush (DC 20 Perception). Due to the badlands’ magical nature, they target spellcasters first. |
| 5 | A celestial event causes the sun to shine twice as hot for 1 day. The expedition party must find shelter (DC 20 Survival check). On a fail, they endure a day of gruesome weather, and all creatures take 3d8 damage. |
| 6 | A sandstorm breaks! The expedition party must find shelter (DC 20 Survival check). On a fail, the party loses their path before finding a place to hide. When the storm abides, the party is lost for 1d3 days. |
| 7 | In a strange bout of behavior, a lone bulette of Friendly Attitude approaches the caravan looking for food (DC 12 Insight). It flees if attacked. If fed 10 pounds of food, it accompanies and protects the party. |
| 8 | At dawn, there is panic as a camp-follower is found dead inside his bedroll. The corpse is desiccated and dry. People suspect that Madam Dealley put a spell on the poor man. Evidence is inconclusive. |
I shall guard the world from evil. I shall keep it contained. This is my oath to posterity.
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