921 Shrine of Darkness and Light

Our Silver Coin tier on Patreon grants access to this adventure and the maps within it, along with 50+ other one-shots, and our map catalog of 900+ maps. You can also purchase this adventure individually in drivethruRPG. This is a sample version of the adventure section that features map 921 Shrine of Darkness and Light.

History Must Not Repeat Itself

My family has ruled these lands for hundreds of years. We have prospered and grown. We have defeated the odds plenty of times and we have even survived wars. We are enjoying an era of thriving peace, and I intend for it to last longer. Way longer!

This peace is being threatened by fools. Professor Lumens wants to repeat history by following his ancestors’ footsteps. The druids’ irresponsible acts killed hundreds. We must not allow this. Whoever brings this man to justice will be rewarded.

Duke Zunn D’Ophar

Meet me one mile south of Dragonhorn Road Inn without Mr. Lumens.

Duke Zunn D’Ophar

Human, Noble

Duke D’Ophar belongs to the highest echelons of society. Half the people admire and love him. The other half, not so much. But he understands the responsibility that falls upon his shoulders.

Duke Zunn is a direct descendant of the royal family that took the decision to disband the circle of druids many years ago. It was not easy. Even after many catastrophes, including the one where a powerful demon crossed the veil of the planes and ravaged the lands, some people still backed the druids and their work, thinking that their discoveries would eventually pay off and save the world from future threats. For many, including the D’Ophars, they sounded like madmen, brainwashed fanatics with an impossible dream. The D’Ophar family had the responsibility to defend the people protect the weak. And therefore, they ordered the druids to stop and disband, lest they face the wrath of the law. Duke Zunn dislikes the druids’ sympathizers. And he is well aware of Bernard Lumens’s intentions…

Manner. The greater good influences my decisions. My opinion is not even factored in.

Ambition. My family suffered the consequences of the druids’ reckless ambition. Their secrets and research are too dangerous. I will do what I must.

Balance and Harmony

They called themselves the Taijitu Druids, but this name was lost and forgotten. They were selfish and somewhat evil. Their discoveries were paid for with the sacrifice of flesh. They were well aware of the danger and negative consequences that their work implied. Yet they did not falter. They saw this as a worthy cost for their revelations and progress. The exploration of the cosmos was a priority for them. The rest mattered not to them.

Shrine of Darkness and Light

Cultist Attack!

Whether they are working for Bernard or secretly working for the duke (see The Counter Offer above), the characters gather their stuff and prepare for their journey to the shrine.

Taijitu Cultists. An hour later, the characters are intercepted by four cloaked men (cultists). “He is the only one who can access our shrine and our knowledge. The rest of you, turn back or die,” they say this while pointing at Bernard. Professor Lumens tells the heroes he does not know these men. He begs them to strike them down, as he cannot explore the shrine alone. When a cultist is reduced to 0 HP, their body turns to smoke, and their cloaks turn to ashes and litter the floor.

Getting There

The characters must travel for about 6 hours to reach the Shrine of Darkness and Light.

Travel (Unsafe). Check for a Grassland Encounter every 3 hours (p. 156-157, Shadowdark RPG. Bernard Lumens knows the way.

Dungeon (Unsafe). Check for a Random Event (see below) every 3 crawling rounds.

Random Events – 1d8

1d8

Details

1

A current of strong, cold air traverses the dungeon. All sources of light are extinguished. In this moment, a being of pure darkness (shadow) takes advantage of the confusion to ambush the heroes.
2 Bernard finds a series of intricate wall inscriptions. He begs the heroes to stand guard while he transcribes it all. During this time, there is a 3-in-6 chance that a Light Mishap occurs (p. 110, Shadowdark RPG).

3

Trap. A sweet, pungent odor in the air (Tell). One wall has a series of orifices where the smell is stronger (Find). A tripwire triggers this trap (Disable). If triggered, 1d4 damage plus Paralyzed for 1 crawling round.

4

The shrine materializes two cultists. Unlike the ones that confronted the group on their way here, they state that Bernard has committed a horrible crime by bringing them over. They must all pay for this transgression.

5

Three Level-1 Rival Crawlers catch up with the characters. Roll for Ancestry, Class, and Alignment. They are Unknown and Poor. Their Secret is that they work for a powerful patron, Duke D’Ophar.

6

Five curious goblins were passing by and either see the heroes outside or the gate to the dungeon open. They eventually catch up with them. Roll for Reaction. Roll with a -2 penalty if the heroes are hostile.

7

Luck is on the heroes’ side. A couple of bricks on the wall can be removed to reveal a small alcove with treasure. Roll twice on the 0-3 Treasure Table (p. 270-271, Shadowdark RPG).

8

The characters enter a new area and do not realize they have disturbed a swarm of spiders. The insects attack aggressively, but they flee and scatter when they are reduced to half their Hit Points.

B1. Outskirts

The shrine is a large, 60-foot-tall, stone edifice in the middle of nowhere. It remains in pristine condition despite its age. The walls are polished and smooth, difficult to climb (DC 15 STR). The gate, flanked by statues of knights and cloaked men, glows with a pink hue.

B2. Dungeon Entrance

Gate. A Detect Magic spell reveals a strong protection aura. Bernard Lumens pulls the Dispeller (see above) out of his bag, and with a swift hand movement and verbal command, the gate’s magic is gone. The characters can now freely push it open and enter.

B3. Antechamber

Four standing sarcophagi adorn the walls of this irregularly shaped chamber. The statue of a sword-wielding knight looms by the far wall.

Lore. Bernard jumps to say: “They call them druids, but armored men were also part of the circle. Two more of these stood outside, if you recall.

B4. East Corridor

An 80-foot-long, U-shaped corridor features an automated crossbow trap at the end of each hallway (see map). If the heroes search for a triggering mechanism on the floor, they find it and proceed without triggering the traps (+3, 1d6 damage).

Passage. If the heroes look for loose bricks near the door, they find a secret button that reveals a hidden path that takes them to area B6 safely.

B5. West Corridor

This is a mirrored version of area B4. In the same manner, the characters can avoid the swinging axe traps (+3, 1d8 damage) if they find the triggering mechanisms. If they fail to spot the pressure plates, Bernard Lumens does and warns them.

Passage. If the heroes look for loose bricks near the door, they find a secret button that reveals a hidden path that takes them to area B7 safely.

B6. Library

A shelf and desk filled to the brim with books lean against a wall. The characters notice a puddle of water that comes from below the south door.

Bernard. The man quickly starts to check the shelf and store stuff in his bag. He begs the heroes to wait (1 crawling round). The heroes may discover a dark truth about the druids if they investigate too (see Yog’Bluth, the Demon).

B7. Office

Like area 6 but has twice as many books and paraphernalia. It takes Bernard 2 crawling rounds to check everything and store what he needs.

Treasure. The characters can retrieve valuables that Bernard does not grab. Roll twice on the 0-3 Treasure Table (p. 270-271, Shadowdark RPG). Additionally, in one shelf, there are two random Tier-1 Wizard Spell Scrolls (2 XP).

B8. Chamber of Darkness

A tall, purple, obsidian idol stands in the middle of this circular chamber. It holds a trident in one hand and an ominous sphere in the other. The face of this being appears six more times, lined against the circular wall of the chamber as masks. The water coming from the south (area B10) has formed an ankle-deep pool around the statue.

There is an opening on the ceiling 30 feet above. Despite the time of day, the sky looks as if it were night; bright starlight bathes the area.

Bernard. The professor is psyched about their findings. “The representation of darkness. This means the other side of the dungeon must house its opposite force.” He starts to make a quick drawing when they are suddenly interrupted.

Cultists. Six cultists coalesce; they appear before the masks, facing the center idol. “You are not welcome! And you brought them here; our own blood betrays his ancestry. This is your end!” they say, gesticulating at Bernard Lumens.

B9. Chamber of Light

A 25-foot-long corridor with an oval-shaped balcony holds an obsidian-crystal, many-tipped formation. The platform upon which the crystal formation rests and the bridge that leads to it are suspended upon a bottomless abyss.

Bernard. The professor stands in awe. “The representation of light. The forces of the divine are present. They keep the darkness at bay.” He starts to take frantic notes when the crystal starts to shine and shed a bright, warming light. It is a reflection of themselves. Triumphant, perfect.

Communion. Spellcasters infer that the arcane warmth emanating from the crystal has healing properties. Praying for 1 crawling round heals 1d4 HP and grants a luck token as a reward.

B10. Druids Tomb

A knee-deep, clear, and cold layer of water covers every corner of this area. Three sarcophagi hold the remains of three of the most important druids of yore. One on the side of darkness, a second resting on the side of light, and a third in the middle, showcasing the balance between both.

Undead. Bernard cannot help himself and approaches one of the sarcophagi to open it. This displeases the dead buried there. Three toad-like, robbed zombies come out and attack.

This is a sample version of the adventure section that features map 921 Shrine of Darkness and Light. Get the full adventure to learn about the NPCs mentioned in the intro and to know the conclusion of this cool supplement. Our Silver Coin tier on Patreon grants access to this adventure and the maps within it, along with 50+ other one-shots, and our map catalog of 900+ maps. You can also purchase this adventure individually in drivethruRPG.

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