A campaign setting with new rule options for players
and GMs and a full adventure for levels 1 - 10.
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da Publishing; Creator, Ben Maerzke
Special Thanks!
Interior Illustrators: And the rest of the community
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Moisescu, BlackFoss, Catherine Highton, Dion Harris, Dreamcatcher81, that brought this project to life!
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Adam Neil Darrin Horbal
The Front Cover: A group of adventurers look west from the Mount of Becky Scott Chad D Darrin Tolar
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To the left, the northern district of the “Upper City” of Jerusalem is Adam Yngvesson Ben Beaver Chairty DaveTheNerd
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adventuring party (whose races and genders have been left intentionally Adrian Horton Ben Konicki Charles L. Prause III David Castle
ambiguous) is juxtaposed with the historical setting in the same way that Adric Waddell Ben Morton Charles R. Sparacio David Cunningham
this module attempts to create an adventure through the Bible using a Benjamin & Sophia Charles Voyce Esq. David E. Dalton
system traditionally associated with fantasy stories. AgentZeb Charlie Ripley David Fedson
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Foreword
Telling stories has been a part of the human experience are also many people who now view the Bible more like a
for as long as we can remember. For hundreds of years, textbook. The vast majority of Christians sitting (bored out
the Bible itself existed only as a collection of stories that of their minds) in church are not listening to the Word of
would be passed down from one generation to the next. God with the rapt attention of a child sitting cross-legged
These stories weren’t written (or read), they were told, by the fire, but with the despondency of a student hearing
reenacted, proclaimed. their teacher drone on about something from the textbook.
And it’s not really their fault; most of the readers at
“Tell me a story!” children would plead to their church are far more focused on trying to figure out how to
grandparents or village elders while gathered around the pronounce “enmity” than they are on capturing the spirit
fire. The storyteller would wait for silence, not only to of the moment.
heighten suspense, but to acknowledge the importance of
the moment. This wasn’t just a story; this was their family Early Jewish Rabbis understood the importance of
history, their relationship to the divine, their identity. storytelling, and many employed a style of scriptural
Recalling the day they heard this story for the first interpretation called a midrash, which sought to make the
time themselves, the storyteller would whisper: “In the scriptures relevant to their audiences through the retelling
beginning, when God created the heavens and the earth...” of stories with contemporary language. This book may not
be a midrash, and it is certainly not a substitute for reading
When we set out to write this adventure module, there the actual text of the Bible, but it can still provide valuable
were many who expressed apprehension at the idea, and insights into the characters and setting of the first century.
some who rejected it altogether. Some felt that it would be
disrespectful to the inspired Word of God to convert it into Lots of people read the Bible. Lots of people go to
a silly role-playing game. Others felt that there should be church. Some people even have advanced degrees in
a separation between faith and recreation; in other words, hermeneutics with an emphasis in redaction criticism
that religion has no place at the gaming table. These are (whatever that means). But how many people know what
valid concerns, and we do not take them lightly. However, Egyptian mead tastes like after it has been brewed using
there is something else, a wider and more pervasive figs from Jericho? How many people know what it smells
problem, that told us this project was worthwhile. like in the basement archives of the library of Alexandria?
How many people know what it feels like to walk into the
Whenever we tell stories, even silly ones, we gain Colosseum to the roar of a crowd?
a greater appreciation for the values and perspectives
of other people. Storytelling draws us in and makes the We may never be able to experience these things for
characters and setting of the created world come alive ourselves, but this book gives us permission to imagine.
in our minds. When we hear stories, we listen with an The pages of this module represent hundreds of hours of
emotional intensity that it we just don’t when we hear research and the tedious cataloging of the people, cultures,
other information. This is why we need to re-read a history, politics, and mythology of the ancient world, but
textbook 20 times before we take a test, but we can recall that’s just the beginning. What you do with this adventure
word-for-word the lines of dialogue from a movie we and this collection of information is far more important
saw one time over a decade ago. The Bible survived than the sum of its parts. Regardless of your personal
for thousands of years without being written down, not beliefs about God, your experience as a tabletop gamer,
because children were forced to read it, write it, and or your knowledge of history, at the end of the day we all
study it, but because it was enthralling, enchanting, want a good story.
exciting. The Bible is an adventure; it is a romantic epic;
it transports its listeners to worlds they have never seen; The goal of this module is to find the line between the
it beckons children to take part in a cosmic battle between silly and the sacred: between the irreverence of a role-
good and evil. playing game and the revelation of the divine. At times
you may feel that we have stepped too far to one side
Or at least... it should. or the other of that line, but the beauty of collaborative
storytelling is that the text of this module doesn’t matter;
The widespread availability of the Bible is an amazing the only thing that matters is the story you tell with your
thing. It gives people unprecedented access to this story, friends at the table. The safest thing to do with your Bible
and makes it available to them in a language they can is to leave it locked in your closet, but that’s not what
read and understand. There are undoubtedly many people Bibles are for, and that’s not what adventurers do. This is
whose lives have been changed because they were able to the Adventurer’s Guide to the Bible.
read the words of scripture written down. However, there
Table of Contents
INTRODUCTION Caves of Rest.................................... 84 Wilderness of Zin ........................... 118
Cave of Scrolls ................................. 84
Introduction ........................................ 1 Citius ................................................ 84 TOOLS & TABLES
Setting ................................................ 4 Cyprus .............................................. 85
Languages........................................... 5 Damascus.......................................... 86 Random Encounter Table ............... 119
Peoples and Cultures .......................... 7 The Dead Sea.................................... 88 Random Encounters A-Z ................ 120
Equipment ........................................ 11 The Deep .......................................... 88 Random Discoveries Table............. 130
God and Cosmology......................... 13 The Den of Serpents ......................... 89 Doing Research Table..................... 131
Angels, Demons, and Cults .............. 14 Ecbatana ........................................... 89 Research Results A-Z ..................... 132
This is Your Story............................. 15 Eden.................................................. 92 Visions, Prophecies, & Dreams...... 136
Plot Overview................................... 16 Egypt ................................................ 93 Allies & Associates ........................ 138
Meet the Villains............................... 18 Euphrates River ................................ 93 Factions .......................................... 139
Running the Adventure..................... 20 Forest of Sumer ................................ 93
EVENTS & ENCOUNTERS
NEW CHARACTER OPTIONS Galilee .............................................. 93
Tournament of Champions .............144
Creating a Character......................... 21 Gaza.................................................. 94 Blood and Sand ..............................155
New Background Options ................ 23 Finding Balthazar ...........................158
New Lineage Options....................... 25 The Great Sea ................................... 94 Finding Melchior............................160
Hebron .............................................. 94 Finding Caspar ...............................162
Human .................................... 26 Jericho .............................................. 94 Museum Heist.................................164
Giant ....................................... 28 Jerusalem .......................................... 96 Prison Break ...................................170
Nephilim................................. 29 The Jordan River .............................. 96 The Forgotten Temple ....................172
Rephaim.................................. 30 Judea................................................. 96 Aphrodite’s Touch ..........................174
New Subclass Options...................... 32 King’s Highway................................ 96 Tomb of the Buried Queen .............178
Barbarian: Path of the Nazirite32 Kyrenia ............................................. 97 Pleasure Cruise ...............................191
Bard: College of Parables....... 34 Tending to the Garden ....................197
Bard: College of Psalms ......... 35 Lotus Marshes .................................. 97 Welcome to Galilee ........................202
Cleric: Prophecy Domain ....... 37 Malgium ........................................... 98 Meeting Jesus .................................210
Druid: Circle of the Baptist .... 39 Mari .................................................. 98 Stats for Jesus? ...............................212
Fighter: Spartan ...................... 41 Ma’rib............................................... 98 The Disciples..................................214
Ranger: Vanguard ................... 43 Memphis......................................... 101 Welcome to Jerusalem....................218
Rogue: Zealot ......................... 45 Midian ............................................ 102 Protectors of the Ark.......................222
Wizard: Magi.......................... 46 Mt. Ararat ....................................... 103 Caverns of Salt and Silver ..............226
New Feat Options............................. 48 Way of the Cross ............................230
Mt. Nebo......................................... 104 Catacombs of Kadesh.....................234
THE STORY BEGINS
Mt. Sinai ......................................... 104 APPENDIX A: SPELLS
Chapter 1: The Journey .................... 50 Mt. Troodos .................................... 105
Chapter 2: The Secret ....................... 53 The Nile River ................................ 105 Expanded Spell Lists ...................... 243
Chapter 3: The Garden ..................... 54 Nimrud............................................ 105 Spells A-Z....................................... 244
Chapter 4: The Future....................... 56 Nineveh .......................................... 106
Welcome to Teredon......................... 58 Parthia............................................. 108 APPENDIX B: MAGIC ITEMS
Persian Gulf.................................... 108
The Temple of Fire ................. 67 Petra................................................ 108 Magic Items.................................... 254
The Prophecy.................................... 69 The Pyramids.................................. 109 Magic Items A-Z ............................ 254
THE ADVENTURE CONTINUES The Red Sea.................................... 109 APPENDIX C: MONSTERS
The Adventure Continues .................... 70 The Royal Road.............................. 110 Introduction .................................... 272
Preparing for Sessions.......................... 70 Monsters A-Z.................................. 273
Using Random Tables .......................... 70 Samaria........................................... 110 The Fellowship of the Beast........... 328
ATLAS LOCATIONS A-Z Sheba ...............................................111 Naamah................................. 329
Beelzebub ............................. 332
Alexandria ........................................ 74 The Silk Road..................................111 Mammon .............................. 335
Antioch ............................................. 75 Moloch.................................. 338
Assur Wastes .................................... 76 Sinai Wastes.....................................111 Legion................................... 341
Babylon ............................................ 77 Abaddon................................ 344
Bethany............................................. 79 Sirwah..............................................111 Lilith ..................................... 346
Bethlehem......................................... 81 The Spice Road .............................. 112
Caravanserai ..................................... 82 Spring of Tears ............................... 112 APPENDIX D: REFERENCES
Catacombs of Kadesh....................... 82 Tarsus.............................................. 113
Cave of Horror.................................. 83 Teredon........................................... 115 Is That in the Bible? ....................... 350
Thebes ............................................ 115
viii Thonis............................................. 115
Tigris River..................................... 116
Tower of Babel ............................... 117
Ur.................................................... 117
Via Maris ........................................ 118
Introduction
What is a Role Playing Game? Bible through the lens of the rules set for Fifth Edition.
Role playing games feature collaborative storytelling Many, many people have “read” the Bible and believe
where each player takes control of one character in themselves to have an academic understanding of its plot,
the story, and together, the group improvises an entire but how many can say that they rolled up a character and
adventure together. One player, known as the Game Master actually lived it?
(abbreviated “GM”), plays the role of narrator for the
story, describing the scene and presenting problems. The Biblical Accuracy
other players, known as Player Characters (or “PCs”) then The source material for this book is not merely
describe what their character does, and then they roll dice historical, but represents a collection of stories integral
to determine whether what they do succeeds or fails. The to the faiths of Christians, Jews, and Muslims across the
GM uses a set of rules to govern the physics of the story world. Great care has been taken to be faithful to the
and to determine what the PCs are able to do. The GM is characters, locations, and events of the Biblical narrative.
also responsible for playing the roles of the villains and The writers on this project have approached the source
other characters (referred to as “NPCs”) that the group of material with the utmost respect and reverence, consulting
player characters (called a “party”) meets along the way. many different translations and traditions for accuracy.
The rest is up to the players at the table, and the adventure Having said that, there are many parts of the Bible that
is limited only by their imagination! are ambiguous, and many questions left unanswered. In
order to form a complete world for the purposes of this
This book is intended to be read by the GM, as it module, some creative liberties have been taken. As such
outlines the entire framework of the adventure and gives there are characters, places, creatures, and events that may
statistics for the villains, monsters, and NPCs. If you be entirely invented by the writers or else fleshed out from
are new to Fifth Edition role playing games, consider what little detail appears in the Biblical story. If a question
downloading the digital companion booklet: Adventurer’s over Biblical accuracy arises at any point during your
Guide to the Bible: Player Guide and Gazetteer to game, you can consult the “Is That in the Bible?” section
familiarize yourself with the system before beginning. on page 350, which can confirm whether a particular detail
is true to history, or has been invented for the purpose of
Why the Bible? the game.
Collaborative storytelling is as old as, well, the Bible. In
the earliest days of human history, the stories of Cain and Furthermore, it is important to remember that this is a
Abel, or Noah and his ark, or the courage of Ruth were all role playing game, and so the entire premise when you sit
told while a family gathered around the fire. This process down to play at the table is that you are engaging in fiction.
of telling and retelling stories to preserve a kind of spiritual The purpose of this game is not to stick to a script. To that
history (called “Oral Tradition”) is as old as the human end, the story begins and progresses during a decade in
race. The purpose of telling these stories was not only to which nothing was recorded in the Bible. The sincere hope
preserve history, but to engage with the story itself. Each of this project is to allow players the freedom to explore
time an elder told one of these epic stories to a group of the landscape without fear of stepping on the toes of a
enthralled children, an implicit question accompanied the predetermined narrative.
experience: “what would I have done in that situation?”
Monsters in the Bible?
The concept of involving an audience in the story For some reason, many people are surprised to learn
was not lost on Jesus, who literally took on the role of that the Bible is filled with fantastic beasts. From the
GM when he narrated many of his parables. Jesus would earth shattering strength of the Leviathan (Job 40:25) to
describe an ethical dilemma, dangerous situation, or the nighttime mischief of the Goat Demon (Isaiah 13:21),
fantastic encounter, and then look at his gathered audience monsters of all shapes and sizes fill the pages of the Bible.
and say, “what do you do next?” Even classic fantasy monsters like Dragons and Unicorns
appear in the Bible. Or, perhaps, it is more accurate to say
This book is an attempt to continue this ancient tradition
by looking at the characters, places, and conflicts of the
1
that classic fantasy stories have stolen these creatures from spells are miraculous moments of divine intervention,
the Bible. Not only do these animals appear, many of the while others may be dark rituals used by those worshiping
fantasy creatures we know and love today first appeared the devil. In the mechanics of the game, they are all listed
in the Bible. Some of these creatures seem to be pure simply as “spells” for the purpose of determining what
they do, not how they are used or where their power comes
fantasy, or used in an allegorical sense (such as unicorns).
from.
Other creatures really did exist, but have since died out
Eschatology
(dinosaurs, dire wolves, aurochs). For the purposes of There is a long-standing debate within Christianity
on the topic of the end of the world and Christ’s second
this module, if a monster appears in the Bible, it has been coming. The debate over the “Millennium” and the
included in this module. If you have a question about specific order and timing of events as they pertain to the
the origins of a particular monster, or want to do more “end times” is a very personal topic, and one that many
research yourself, you can consult the “Is it in the Bible?” Christians study passionately. For many reasons that
section on page 350 to learn about a specific monster and hopefully do not need to be stated here, it is best to keep
where is found in the Bible.
these arguments away from the table when friends gather
Miracles and Magic to play games. However, there are some plot devices in this
“Magic” is often cast in a bad light in the Bible book that make reference to a “beast with seven heads” and
(Deuteronomy 18:9, etc.), while “miracles” and other its interpretation. It is not the intention of the writers of this
supernatural phenomena are praised as gifts from God. book to take a stance on the debate over the “millennium,”
In truth, these terms often have more to do with their which we believe should be left to the interpretation of
motivation than their use in the narrative. “Magic” as a
human term is simply a word applied to events which defy the individual. The beast that appears in this module is a
explanation. Whether it is the magicians of Egypt turning fictional creation based on the visions of Daniel, and is not
staffs into snakes, Moses parting the Red Sea, or Jesus necessarily related to the beast in the book of Revelation.
resurrecting Lazarus from the dead, all of these would have
been deemed as “magic” during biblical times. In fact, Content Sensitivity
it is well documented that many famous biblical figures, It is one thing to make generalizations about a race or
including Joseph, Moses, Elijah, and Daniel used different culture in a pure fantasy setting where that race or culture
kinds of magic with some frequency. So why does the Bible is entirely fictional. However, the people, ethnicities, and
cultures in this module represent real people groups from
seem to condemn magic in some places, but support it in
history, some of whom still exist in one form or another
others? today. It is extremely important not to paint with a broad
The best case study of this is found in Numbers 20:11, brush when exploring the intricate politics and conflicts
of this time period. When running this game, remember
when Moses uses magic to create water. Moses had been
to focus on the actions of individuals, rather than groups.
granted great power from God, channeled through his There are good Egyptians and bad Egyptians; there are
shepherd’s staff, and with this staff he had already worked good Jews and there are bad Jews; there are good Romans
many miracles in Egypt. However, on this occasion Moses and there are bad Romans. A person is defined by what
is punished by God for striking a rock twice, instead of they say and do, and at no time should your group or story
identify a particular group or culture as the “bad guys.”
once, to produce water in the desert. Moses’s motivations
This is different, of course, than exploring the concept
for this double strike are unclear, but what is obvious is that of real-world discrimination in a fictional setting. A certain
player may feel that their character has a bias toward a
he had begun to take this magical power for granted, using specific group in order to role-play the intricacies of bias
and acceptance. A redemptive story arc can be a very
it out of pride rather than concern for his people.
In the end, the difference between the “evil” magic powerful and positive thing, but it is always important to
mentioned in Deuteronomy and the “good” magic used by make sure this is a direction your group is comfortable
the prophets comes down to how and why this power is
taking the story.
used. When magic is used to glorify God and help others, Be a Sensitive Game Master. Before you sit down to
it is labeled as a “miracle;” when the magic is sought for
selfish gain or used for evil purposes, it is labeled as “dark play your first session, have a real-world, out-of-character
magic.” conversation with your players about what topics and issues
they are comfortable handling in the story. Your players
In the vocabulary of 5th edition role playing games, the
term “magic” is broad, and refers to any of these powers
regardless of whether they come from God or evil spirits.
Likewise, the term “spell” refers to an action a character
can take to use magic in the context of the game. Some
2
may have phobias, triggers, and real life trauma that you first-person experience of what the world was like during
are unaware of. Any topic or theme that a player wants to Biblical times. Those in Religious Education or Ministry
avoid should be avoided. If a player expresses nervousness positions may feel that this is a good tool for education or
with a theme but gives you consent to include it, do so ministry purposes. It is important to note that the nature of
carefully and be prepared to move on if the player becomes role-playing games means that the players tell the story,
uncomfortable. and the Game Master narrates the consequences. As such,
you as the Game Master do not have “control” over what
It is good for players to feel stressed and anxious during happens next. Depending on the group you play with,
a game, because that means they are involved in the story; things can (and will) go in directions you are not expecting.
but there is a difference between the stress of a really fun
game, and the emotion of reliving a past trauma. Players For this reason, it is not advised to use this module to
should feel safe that you, as Game Master, are providing teach the story of the Bible. An attempt to recreate the exact
a space to explore fun scenarios without worrying that Biblical narrative will end either with your players being
disturbing content might enter the game. bored (because they’ve already heard this story) or, more
likely, with one of them casting Fireball during the Sermon
In-Fiction Discrimination on the Mount.
This setting is immersed in a historical time that was
rife with sexism, racism, bigotry, and just about every However, this module is a fantastic tool for exploring
type of discrimination imaginable. To stay true to history the world of the Bible. Players can feel free to explore for
would mean that female characters would not be allowed 1000 miles in any direction, and everywhere they go they
to own property or engage in conversations with men in will meet real people and encounter real cultures laid out
public; characters with disabilities may be openly spurned exactly as they were at the time of Jesus. Never before
as “sinners” who have received a just punishment from has this volume of information been collected in such an
God; and characters may be barred from entering certain interactive and narratively satisfying way. Just looking at
cities based solely on their race or religion. There are two the maps will give your students a new appreciation for
ways to handle in-fiction discrimination, but either way, it what the world really felt like at the time of Jesus.
is important to discuss this decision with your group before
the game (and even character creation) begins. Non-Believers at the Table
Although this module cites as its source material a
Some groups may choose to lean into a historically collection of scriptures that form the basis for the faiths of
accurate setting with all of the problematic elements that billions of people worldwide, it is still just a game! When
come with it. Some players may really enjoy getting to you sit down to play, you are telling a story of fantasy
role-play a character who is ostracized for being who they and imagination. For this, and many other reasons, this is
are, and who must grappled with the reality of oppression not the time to try and have discussions of faith with your
and the search for acceptance. This kind of game can have friends who may not believe in the Bible the way that you
a very fulfilling narrative with beautiful character arcs, and do. Not only is board game night not the right time to try
there is nothing wrong with playing the game this way. to convert your friends, this module is NOT the Bible, and
should not be treated as such; a fantasy game should not
On the other hand, players may prefer to play a more be used as a back door into evangelism. We sincerely hope
“escapist” version of the game that applies modern that this module inspires interest in and conversations about
sensibilities to the setting. For some players, this constant its source material, but these conversations should happen
reminder of the darker parts of the human experience might out-of-game, when the line between fantasy and reality are
ruin the fun of exploring the immersive world of the Bible. clear.
And for many people, playing games like these is an escape
from real-world discrimination, and the last thing they need It may be helpful to have an out-of-game conversation
is for their character to experience in-fiction discrimination about this before playing, when setting expectations with
as well. your players. Non-believers should feel comfortable and
included at the table, and can enjoy this module for the
This is, after all, an adventure that includes stat blocks adventure that it is without any prerequisite religious
for dragons and unicorns. There is nothing wrong with beliefs. This is not to say that a role playing game cannot
making adjustments to play the game that you want to play. lead to powerful experiences, both in and out of fiction, for
Both of the options above are valid, but which one you both believers and non-believers; but these moments should
choose is a decision that should be made as a group. occur organically as a result of good storytelling, and never
as a contrived attempt at proselytization.
A Note to Religious Educators
This module is intended to give players an up-close,
3
The Setting
Introduction from foreign cultures both east and west.
This story takes place in the middle east during the
first century of the common era, during Roman Empire’s Geography
rise to power. The timeline of the actual campaign may This campaign is centered around an area of land
span multiple years, but the story begins around the year known as the “fertile crescent.” As the vast majority of
26 CE, during the reign of Tiberius Caesar in Rome and land in this region is dominated by a harsh and unforgiving
King of Kings Artabanus II in Parthia. This time period is deserts, civilizations have cropped up along its perimeter
filled with interesting characters, beautiful locations, and where there is ready access to water. The Nile, Tigris, and
mysterious events that make it perfect setting for an epic Euphrates rivers in particular provide bountiful access to
adventure. Politics and military struggles are complicated fresh water, and serve as the beating heart of the world’s
and multifaceted; Religions and cultures are struggling to first great thriving civilizations. The swath of territory that
maintain their identities in an evolving world; and best of is able to sustain vegetation forms a crescent shape across
all, both biblical and secular histories have written very the map, and gives the region its name: the fertile crescent.
little about the events of this time period, meaning the
players at your table can feel free to interact with the world Power Structures
without “messing up” or changing important biblical or This story takes place during an interesting power
historical events. The information in the following sections dynamic. Egypt stood as the undisputed world power for
provide information about the politics, languages, religions, 2000 years. Then, almost overnight, a series of military
and geography of the world as it exists in the first century. conquests changed the map forever. Assyria, Babylonia,
This information should be made available to all players Persia, and Greece each rose to power temporarily
before they create their characters so that they can make before supplanted by the next. The year 26 CE finds two
informed decisions when designing their backstory and new empires, Rome and Parthia struggling for world
choosing their racial and class abilities. domination.
Background The smaller “middle kingdoms” now exist under the
The first century was a troubled time for people, both thumb of one of these two distant military empires. This
politically and spiritually. The great nations of Egypt, has created an uncertain political structure at the local level.
Israel, Assyria, and Babylon have fallen unceremoniously Egypt’s line of Pharaohs has been broken, with the death
and seemingly overnight to the superpowers of Rome in of Cleopatra leaving the seat of power entirely vacant.
the west and Parthia in the east. As these rival empires Other cities, including Babylon, Jerusalem, and Nineveh,
move toward world domination, the “middle kingdoms” technically still have a king sitting on the throne. However,
caught between them struggle to maintain their identity because these kings answer to the whims of foreign powers,
and way of life. Egypt’s pharaoh, Cleopatra, is dead, her the average citizen has to wonder how much power their
heirs are in exile, and the nation is in the midst of religious king really has.
reform. Jerusalem is overrun with Roman soldiers and is
still struggling to recover from a series of oppressions, Diaspora
both recent and lingering. Sheba remains staunchly neutral The military conquests of the past led many people
in this power struggle, even as its own future appears to be displaced and take up residence in other kingdoms.
uncertain. The prophecy of the Jewish “Messiah” has Persecution, captivity, and sometimes outright slavery
been all but forgotten as the people in the land of Canaan meant that different people groups, including the Jews,
become more and more concerned with their uncertain were made to live in exile in cities across the map.
political position in the world. Meanwhile, in the poor and Although these movements initially happened by force,
unimportant region of Galilee, a young man named Jesus many of these people, finding themselves in a new place
is living life as a construction worker of little consequence. far from home, decided to make the best of their situation
This is a time of religious and political reform in many and assimilated into the cultures in which they found
ways, and newly established trade routes bring influences themselves. This has resulted in an increased cultural and
ethnic diversity across the map.
4
Languages
Common nobility in Egypt and Canaan learn Latin in order to gain
advantageous positions in the Roman empire.
The conquests of Alexander the Great were far reaching, Aramaic
which did much to unify the diverse peoples of the middle Aramaic is the ancestral language of the semitic peoples
kingdoms. In addition to establishing trade connections of Judea, including the Jews. As this people group is spread
with countries like China and India, the Greek empire throughout almost every kingdom on the map, Aramaic
further contributed to unifying people through language. is spoken by minority groups in almost every major city,
making it the third most widely spoken language in the
The Greek language, which was referred to simply as world. Aramaic is also the most common language used by
the “Common” tongue, became so widespread that it is nomads and traders along the southern desert trade routes.
spoken in almost every civilized society on the map. While
Akkadian
many kingdoms still preserve and even prefer their native
languages, most citizens are still required to be fluent in
Common. Common is the official language of the Parthian
empire.
Latin
The second most widely spoken language in the world, Akkadian is the ancestral and sacred language of ancient
and the official language of the Roman Empire, is Latin. Babylonia. As Parthia supplanted Babylonia and rose to
In the centuries to come, many offshoot languages will power, its usage has begun to steadily decline. Nonetheless,
adopt the Roman alphabet as their own. Speakers of these Akkadian is still in wide usage among religious groups
aptly named “Romance” languages will recognize the Latin and nobility in Parthia. It is also used at religious and
alphabet, with the notable exceptions of some letters, which ceremonial events as a sacred language. Many priests,
scribes, and nobles in Parthian territories speak Akkadian.
were added later. Many politicians and members of the
5
Hebrew in most major cities. The Greek word for this is Enneuo,
which means “to communicate by gesture.” Variations of
Hebrew was the language of the Jewish people this word appear a few times in the Bible, one of which
throughout antiquity, and the predecessor to modern is when the priest Zechariah, who was unable to speak, is
Aramaic. Although it is no longer used as a conversational asked what his son should be named:
language, Hebrew is still widely used in religious settings,
including the reading of the Torah in Synagogues. Hence, “So they made signs,
this language is most often learned by the well-educated asking his father what to name him.”
and religious elite among the Jewish population.
-Luke 1:62
Sanskrit
Sabaic Sanskrit is the predominant language of India, and the
only language spoken by many Indian traders along the
Sabaic is the language of the people of Sheba, spread Silk Road. As spices coming in from India were such a
throughout Arabia and Africa. Because of Sheba’s valuable commodity, many merchants and ship’s captains
influential role in the spice and incense trade, Sabaic is had to learn Sanskrit as a necessity for trading with Indian
also spoken by merchants and nomads along southern trade travelers.
routes, such as the Spice Road.
Old Egyptian
Coptic Old Egyptian ceased to be a spoken language as it was
replaced by Coptic, but Old Egyptian writings can be found
By the first century, Coptic had replaced Old Egyptian in ancient tombs and religious cites throughout Egypt.
as the official language of Egypt. This language is spoken Very few people can still translate the hieroglyphs of this
by almost every citizen of Egypt, but rarely spoken outside forgotten time.
of cities along the Nile river
Celestial
Chinese Celestial has no written alphabet, and is only spoken by
angels, cherubim, and the rest of the heavenly host. Very
A language from the east, Chinese is only spoken by few people have even come into contact with celestial
traveling merchants from China, and those that commonly beings, let alone learned their language. Mastering celestial
trade with them. Due to the increased use of bronze tablets takes a great deal of intelligence and practice, as it as relies
for recording information, the written form of Chinese on thoughts and emotions as much as it does on vocal
characters has recently evolved into what is known as the sound. Some angels can have entire conversations without
“Lishu” style. China is the primary manufacturer of silk uttering a word, as they radiate pure emotions to each other.
products, and the Roman empire is obsessed with silk. As Celestial is spoken by angels, and very occasionally by
such, many educated Roman merchants will learn Chinese Prophets or other human mystics who may have occasion
in order to better trade with the rising superpower in the to communicate with celestial beings.
east.
Infernal
Sign Language A dark reflection of Celestial, Infernal is the language
Although not widely used during this time period, a spoken by demons in the depths of the Abyss. A
system of communication that utilizes hand gestures to combination of shrieks and psychic whispers, Infernal
communicate ideas is in use, primarily by deaf people, is a truly terrifying language to those who have had the
misfortune of hearing it spoken. Infernal is spoken by
6 demons, and occasionally by possessed individuals or
practitioners of dark magic.
Peoples and Cultures
The world in 26 CE brings many different peoples and cities as a warning. No wonder the crime rates are so low.
cultures into conflict. While it is not our intention to make Culture. The official language in the empire is Latin,
broad generalizations about these people groups, there are
but many Roman citizens speak Common, and the
certain aspects of geography, language, and tradition that merchants and seafarers may also speak Chinese, Sanskrit,
and Aramaic. Roman architecture is some of the largest and
make these cultures distinct. These distinctions will help most impressive in the world. Due to the recent invention
add flavor to the exploration of the world, and help you, the of concrete, Roman buildings feature towering colonnades
GM, decide how to depict the architecture and NPCs that
the party will meet along the way. and massive domed ceilings not found anywhere else in the
The peoples and cultures that appear in this module are world. An excellent example of roman architecture is found
listed below. Instead of being listed alphabetically, they in the great Roman Circus, a massive semi-circular arena.
appear in order of how frequently they will appear in the There is at least one Roman Circus found in any major
Roman occupied city, and Roman citizens love nothing
narrative, and how likely the party is to run into people of
more than attending the many games hosted here. For more
its culture. information on the Roman Circus and the events there, turn
to page 144.
Rome
Hailing from across the Great Sea, Religion. Featuring gods famous from a multitude
Rome is an empire in pursuit of world of classic Roman stories, as well as those adopted
domination. The people of Rome claim from the Greek pantheon, temples to these gods can be
the survivors of the legendary Trojan found scattered throughout any city controlled by the
war as their ancestors. Whether or not there is any truth Roman empire. The most important gods of the Roman
to these stories, Rome is certainly not to be trifled with as
a military force. Using technology and tactics previously pantheon are listed below, with their Greek counterpart in
unknown to this part of the world, the Roman Legions have
parentheses:
been marching steadily east, conquering as they go.
Politics. Although the society in Rome’s capital city is God Domain
more complex and refined, Roman presence in the middle Jupiter (Zeus) Sky, Thunder, Lightning
kingdoms tends to be aggressive and authoritarian. Each
city occupied by Rome is governed by a proconsul who Juno (Hera) Love, Marriage
reports directly to the emperor. Order is kept in these cities Neptune (Poseidon) Storm, Sea, Water
by Roman Centurions, the senior military veterans in
the Roman legion. Under the command of a Centurion Minerva (Athena) Craftsmen, Arts, Wisdom
are hundreds or even thousands of Roman Legionaries,
the brutally efficient infantry of the empire’s military. Mars (Ares) War, Military
Legionaries have a reputation for being vulgar in language
Venus (Aphrodite) Beauty, Desire, Fertility
and ruthless in suppressing uprisings.
Society. Rome enjoys the lowest crime rate per capita Diana (Artemis) Hunters, Travelers, Nature
of any nation in the world. Unfortunately, this is due to Parthia
the brutal practices of Roman law enforcement. Criminals The Parthian empire has a
are tortured in the best case scenario, and are more often complicated relationship with the
crucified: a practice which sees even petty thieves nailed middle kingdoms of the fertile crescent.
to a wooden cross and left to die. It takes an average of After conquering the Medes, Assyrians,
three days to die from crucifixion, with the ultimate cause and Babylonians, Parthia has claimed the seat of power east
of death being suffocation from a buildup of internal of the Euphrates River in Ecbatana, but its control of its
hemorrhaging. Crosses bearing dead and dying criminals vassal nations remains uncertain.
line the major highways in and out of Roman-occupied Military Strength. What Parthia lacks in advanced
weapons technology, she makes up for in speed and
strategy. Heavily armored cavalry called cataphracts are
able to move with speed and agility unmatched by the
7
Roman legion. The conflict between these nations stands remained much the same under Roman rule. The greatest
still as the unstoppable Parthian Cataphracts clash with the
immovable Legionaries across the fertile crescent. cause of change for the Greek people came not from the
Society. Parthian occupied cities are among the most rule of Rome, but from the gradual enculturation of other
diverse in the world. Unfortunately, this is due to a
long history of slavery and military conquests from her traditions, foods, and even philosophies from the trade
predecessors, Babylonia and Assyria. After many years of relations established by Alexander the Great.
Sparta. The only Greek city-state to refuse to bend the
captivity in this region, many of the foreign captives chose
knee to Rome was Sparta. Amused by their bravado, the
to stay and build new lives for themselves in Parthia, even
Roman empire allowed the Spartans to continue their way
after they were released. The primary spoken language in
Parthian territories is Common. of life without imperial oversight, which makes Sparta the
only Kingdom west of the Euphrates apart from Sheba that
Culture. Parthian kingdoms tend to be more brightly is not controlled by Rome. Sparta is a proud culture of few
colored, in both architecture and clothing styles. Cities words and a love of combat. However, recent years have
like Teredon and Babylon are also extremely fond of seen Sparta shrink from the world’s stage, leaving many
jewelery and other adornments. Nineveh, Babylon, and Spartans looking for work as mercenaries or adventurers.
Teredon also lead the world in natural beauty, boasting Egyptians
gardens and natural flora that are unmatched west of the Egypt stood as undisputed world
Euphrates. Education practices vary from one kingdom to power for over 2000 years, boasting the
the next: Nineveh holds a library so great in size that it is best infrastructure, strongest military,
second only to the library of Alexandria in Egypt, while the
citizens of Teredon are almost all illiterate. and greatest access to water and food
Religion. The Parthian empire has an eclectic mix of of any nation on the map. Then, after a
religions, having adopted beliefs and traditions from a series of internal conflicts, military losses to Assyria and
litany of conquered peoples. Depending on the city (or even Greece, and a severe drought, the position of power began
neighborhood) you visit, you may find citizens of Parthia
worshiping the God of Israel, the Greek pantheon, the to decline. This once great nation fell from its position of
Roman pantheon, or Serapis. However, the predominant power, and with the death of the last pharaoh, Cleopatra,
faith still found its roots in the original Babylonian the nation officially fell to Roman occupation.
pantheon which includes, but is not limited to: Society. The Egyptian way of life is uncertain. What
was once a vibrant and lively culture seems to have lost
God Domain
its identity overnight. Political power lies with the Roman
Marduk Supremacy, Order
proconsul in each major region, but Rome cares little
Tiamat The Sea, Chaos for the customs and traditions of the people of Egypt.
Nergal Underworld, War, Famine Additionally, Egypt experienced significant changes to its
Shamash culture during the conflict with Greece which resulted in
Justice, Law the declaration of a new official religion (Cult of Serapis)
Ea Creation, Magic and new official language (Coptic) as an attempt to reunify
Ishtar Valor, Sexual Love the kingdom. As more Egyptians adhere to the Cult of
Enlil Wind, Air, Storm Serapis and other modernizations, the ancient temples of
Greeks Karnak and Luxor begin to fall into disrepair. So, too, do
As Greece fell from power in the wake of many other aspects of Egyptian lifestyle, art, architecture,
Rome’s conquest, the Greek city-states pledged and culture. With its cultural identity lost, the kingdom of
allegiance to the new empire and began to Egypt now languishes in uncertainty.
assimilate to the Roman culture. The culture of
these societies continues much as it always had Religion. The “Cult of Serapis” was an invention of
in the past, except under new Roman authority. The Roman the newly hellenized Egyptian nobility. The main idea was
pantheon mirrored the Greek gods so closely, that most to create one religion to unite the Greeks and Egyptians
Greek temples were preserved and simply renamed. Many living together under one leadership and culture. Serapis
Greeks continued to pray to their old gods, despite the
name change instituted by Rome. Likewise, much of the was a male deity who inherited the domain of Osiris, the
food and, architecture and traditions of the Greek people earlier Egyptian deity. Serapis was depicted as a Greek
man wearing Egyptian clothing. Serapis was worshiped
in a temple called a Serapeum, but it is questionable how
seriously either Egyptians or Greeks took this deity who
had been shoehorned into both cultures.
8
Sheba worship in the temple on the 7th day of the week, which
Sheba proudly holds allegiance to neither they call the “Sabbath.” The ancient laws established by
the prophet Moses over 1000 years ago permeate every part
Rome nor Parthia. This kingdom, which of Jewish life, which leads to frequent conflicts with the
Roman proconsul, Pontius Pilate, who is unfamiliar with
encompasses most of the eastern coast of
their local laws and customs.
Africa and all of the Arabian peninsula is Evolving Religion. Many Jews in Jerusalem believe
led by the Queen of Sheba in her seat of power in the that humans can only truly worship God from the temple
city of Ma’rib. Sheba’s military is nothing to boast about mount, which has led to a contentious relationship with
compared to the might of Rome or Parthia, but what Sheba their neighbors to the north (Samaria), who worship
lacks in brute strength, she makes up for in influence. differently. However, the exile that scattered many Jews
as far as Babylon and Nineveh had a profound impact on
Commerce. Sheba is the world’s leading producer of religious practice in these cities, Jewish neighborhoods can
Myrrh and Frankincense, both of which grow naturally in be found in almost every city on the map, but an evolving
Sheba’s arid climate. Since these spices are in high demand approach to worship sees these communities based around
worship in the local “Synagogue,” a structure reminiscent
in almost every part of the world, Sheba remains a key of the Temple in Jerusalem. There are several factions
within Judaism who argue over what the correct application
player in world trade. Also, although Rome controls the of faith should look like. Read more about the Pharisees,
Sadducees, Essenes, and Zealots in the “factions” section.
port of Gaza, Sheba is the gatekeeper to eastern trade with
India and China, both by land (the Spice Road) and sea Desert Nomads
(ocean access by way of the Arabian Sea). The harsh climate in this part of the
Culture. The Sabean people are known as mysterious world demands one of two lifestyles: you
and stoic. As their kingdom lies across the great Wilderness must either find a reliable source of fresh
water, or you must plan to be always on the move. While
of Zin, the middle kingdoms of the fertile crescent rarely nations like Egypt and Babylonia built their empires along
freshwater rivers, other people chose instead to call the
visit. Because Sheba tends to be more isolated from the rest
unforgiving wasteland of the desert their home.
of the world, citizens of Sheba mostly speak Sabaic, and Wandering Tribes. The enigmatic people who
only those involved with trade or politics learn Aramaic or wander the southern crags of the Wilderness of Zin divide
Common.
themselves into loosely allied tribes, most notably the
Religion. The people of Sheba practice a form of
Abrahamic monotheism. That is, they worship the God Nabateans and the Midianites. Their culture is relatively
of Abraham just as the Jews do. However, their practice
of this faith tends to be much more mystical, with more unknown to the larger kingdoms, since few travel into
emphasis placed on spirituality than tradition or law. desert willingly, and even those who do are unlikely to
Judea stumble upon a nomadic camp.
The region of Judea, including the Midianites. Midian tribes travel together in family
area known as the “Promised Land” to
its inhabitants, is the home to a variety of groups, allowing their livestock to graze and spending their
semitic peoples, and its capital, Jerusalem
is considered one of the grandest and most holy cities in time telling stories and practicing an array of tribal arts that
the world. God commanded the descendants of Abraham, include weaving and beadwork. When resources dry up in
who became known as the “Israelites” to settle in the region
of Canaan. The legendary kings David and Solomon then one area, the tribes can simply pack up their tents and move
erected a temple in honor of their God, which may have on. It is this adaptability that has allowed the Midianites to
observe the rise and fall of many “stronger” kingdoms.
been considered one of the greatest architectural feats in the
world, had it not been destroyed by Babylonia some 600 Nabateans. The Nabateans also wander the desert and
years ago. The 12 tribes of Israel were scattered after the live off of them land, but unlike the perpetually moving
conquests form invading nations, being taken into captivity Midianites, the Nabateans routinely gather in central
as far as Babylon and Nineveh, where some of them still locations that have permanent structures. The most well
remain to this day. The only of the original 12 tribes to
return to Jerusalem to rebuild the temple was the tribe of known of these cultural centers is Petra, a remarkable city
Judah. Hence, from that point forward, these people began carved in the face of cliffside.
to call themselves simply the “Jews.”
Culture and Religion. Nabateans and Midianites speak
Politics and Society. Religion is baked into the Jewish Aramaic exclusively. Each tribe is led by an elder, who
culture in ways that will be unfamiliar to visitors from other also serves as the high priest to the tribe. Nomadic tribes
kingdoms. The way of life in Jerusalem revolves around
9
tend to be monotheistic, worshiping the God of Abraham, Dao, or heaven, through contemplation
whom they claim as ancestor. They do not, however, see India
importance in a “Promised Land” or in worshiping in a The undisputed leader of world trade
single place. in the first century is India. Holding
around one third of the world’s wealth,
China India is by far the wealthiest nation
in the world. This is due in no small
The year 26 CE finds China in the
second half of the Han dynasty. The last part to the spice and incense trade with nations to the
few decades have seen prosperous growth west. Judea and Egypt in particular are constantly in the
market for Indian spices and incense that is used in various
for the eastern empire, who is quickly religious rituals. India also has a close working relationship
with Sheba, who provides protection and shelter to Indian
moving in the direction of a major economic world power. merchants traveling along the Spice Road.
In particular, China has a strong trade relationship with
Rome, a partnerships that has been mutually beneficial. Culture and Politics. The official language of India is
Romans are absolutely obsessed with Chinese silk Sanskrit, but Indian traders often learn a second language.
and spices, and Chinese nobility cannot get enough of India has no military alliance with either Rome or Parthia,
Roman glassware. Fortunately, the infrastructure built by and freely conducts trade with both empires.
Alexander the Great has grown into a thriving trade route Religion. The official religion of India is Hinduism. The
known as the “Silk Road” which allows merchants of any first century sees Hinduism adopting many popular aspects
nationality safe passage through Chinese, Parthian, and of Buddhism and Jainism, which were also on the rise.
Roman territories. Followers of Hinduism believe in many gods, but also that
all of these gods are merely different manifestations of the
Culture and Politics. The official language of China is Brahman, the ultimate reality of all revealed truth in the
Chinese, but most Chinese merchants also learn a second universe. In many ways, the Hindu view of the Brahman
language which is usually Latin or Common. China has no can be compared to monotheistic interpretations of the one,
military alliance with either Rome or Parthia, and freely
true, God.
conducts trade with both empires.
Religion. The official religion of the Han dynasty is
called Ruism. Believers in this philosophy, based on the
teachings of Confucius, seek to unite themselves to the
10
Equipment
Introduction Its Weight in Gold
In an effort to keep the gameplay experience consistent
across fifth edition game settings, you will notice that most Technically, the value of a particular coin comes from its
mechanical aspects of this setting are unchanged. The weight, and it is common practice for merchants to weigh
coinage during transactions. Since most coins are minted to
following paragraphs detail some important historical and be a standard size, this will rarely come up, but in the event
thematic elements that help add flavor to different kinds that the party decides to counterfeit money or use illusory
of adventuring equipment that will be encountered in this magic to hoodwink merchants, the scales do not lie.
setting.
Commerce The Adventuring Life. A few silver pieces (sp) is about
Currency at the time of the first century was dominated what an average laborer would earn in a day. Military
by the coin. Although vendors in most major markets will officers such as Centurions would earn around 1 gold
still accept the barter system, standardized metal coin piece (gp) in a day. It is not unusual for the party to end up
presses have led to far easier trade worldwide, especially accruing thousands of gold pieces during their adventures.
in the exchange of goods with standardized values. Most As such, most values have been indicated by their value in
kingdoms worldwide break down their currency into “gp” even though silver was a far more common form of
denominations of copper, silver, and gold coins. Some currency.
kingdoms, such as Nineveh and India, also use bronze as
a denomination of coin, but this was not common in every Food
kingdom. Protein. The main source of protein in most dishes
comes from legumes like peas, lentils, or fava beans. Most
Gold. Silver. Copper. By far the most common coin in civilizations at this time grew around sources of fresh
circulation was the silver piece. Silver would change hands water, and so the most source of animal protein is fish.
constantly in markets, taverns, and places of business, with Most taverns serve freshwater fish that has been salted or
some copper pieces used occasionally to denote fractions of smoked. This not only adds delicious savory flavors, but
a silver piece. Gold pieces were rarely used, as their value preserved the meat without a need for cold storage. The
was much higher than that of silver. Gold would be used for most discerning (and wealthiest) customers may also be
major purchases, as in the sale of a boat or large shipment able to purchase fresh caught, baked fish, with saltwater
of spices. The ratio of copper to silver (and silver to gold) fish fetching a higher price than freshwater.
would fluctuate over time, and even varied from kingdom
to kingdom. For consistency, this module assumes that the While animals like sheep, goat, and cattle are also
ratio is 10 copper pieces (cp) equals 1 silver piece (sp), and cultivated at this time, the raising, slaughtering, and
10 silver pieces equals one gold piece (gp). preparing of these animals represented much more work,
and was therefore reserved for special occasions (or
Exchange Between Nations. Different nations have wealthy customers).
different coinage. For example, the most widely used coin
in the Roman empire is the Denarius, and the most widely Agriculture. Barley is the most widely grown
used coin in the Parthian empire is the Drachm. Although grain, since it is more tolerant of the soil conditions in
the face of the Denarius showed Tiberius Caesar and the Mesopotamia. However, the use of wheat is currently on
face of the Drachm shows King Artabanus, they are both the rise, as it produces a tastier bread. A variety of breads
minted in silver and are roughly the same weight, and are are cooked, both in the Roman Furn (horizontal stone
thus worth more or less the same value. This makes travel oven) or the Indian Tandoor (vertical clay oven). The most
common breads were flatbreads, since they took less time
between kingdoms to cook and prepare. A softer loaf of higher quality wheat
quite simple for flour called “Challah” was also made, often for ritual
adventurers. purposes or for special occasions.
Fruit is also a staple of culinary world at this time. Figs,
dates, and grapes are consumed by rich and poor alike, with
pomegranates, strawberries, and melons featuring when
11
seasonally available. Excess fruit would be dried and stored primary weapons of war consisted of the gladius (short
to be eaten year-round as a sweet and chewy snack. or longsword) and pilum (7-foot throwing spear) for
the Romans and the short bow, longbow, or scimitar for
Alcohol. Aside from being consumed recreationally, the the Parthians. Farther to the east, Han dynasty China is
process of fermentation also meant that alcoholic beverages actually leading the world in terms of military innovation.
The Jokoto (forged steel precursor to the Katana) and the
were free from harmful parasites. This meant that drinking crossbow are used by the Chinese, but this weaponry has
not yet been adopted by the rest of the world.
wine or mead was often a much safer and healthier
Larger weapons like the greataxe (labrys) do exist,
option than drinking water in cities that lacked access but were less frequent. Larger weapons had the ability
to deal more damage, but were also more susceptible to
to freshwater rivers. Wine was the most popular drink being damaged themselves, so in general most adventurers
worldwide, followed closely by mead. Egypt specialized in preferred shorter blades to longer ones.
the production of beer, but Roman culture tended to reject
This module will assume the availability, cost, and
beer as a lesser option to their favorite wines. damage dice for all weapons are the same as standard fifth
Spices. Thanks to the new trade relations with India, edition games, with the following exceptions. There are
no rapiers, hand crossbows, blowguns, pikes, or halberds.
China, and Sheba, the fertile crescent has been introduced Crossbows (light and heavy) are available for three times
to new spices like cinnamon and cloves. The process of the normal cost.
heating alcohol with added spices is called “mulling,” and
the Romans have recently become very fond of mulled In general, this module will assume the availability, cost,
and AC improvements for all armor types are the same as
wines and meads, especially in the northern outposts where standard fifth edition games, with the following exceptions.
Plate armor is available for three times the normal cost.
nights get cold. Leather, hide, and chain mail are available for standard
costs. The best armor available is the steel coated plate
Typical Tavern Menu Roman Armor called the lorica segmentata.
Meals Tools
2 cp Kikkar (unleavened flatbread) with vegetable soup Artisan’s Tools. All Artisan’s tools may be purchased
1 sp Smoked Blackfish with Ashishim (lentil pancake) and used as normal.
2 sp Braised Goat with rice and barley Gaming Sets. Gaming sets should include tali, penta
3 sp Baked Mullet with garum (fish sauce) and vinegar cabbage litha, and tesserae (see page 144). Playing cards are a waste
of expensive paper and are not widely used.
5 sp Mutton stew and Focaccia (leavened flatbread)
Musical Instruments. Musical instruments include the
1 gp Boiled eggs with dry-cured ham* harp, lyre, lute, psaltery, flute, trumpet, hand drums, and
tambourines. The following instruments are not available:
2 gp Oyster platter with assorted fruits* bagpipes, dulcimer, shawm, viol.
Desserts
Animal Companions
1 cp Platter of nuts, dates, and dried currants Mounts. The mounts available in this campaign are
Arabian Horses, Donkeys, and Camels (standard) and the
4 cp Challah (soft bread loaf) with seasoned olive oil Sunwing (exotic).
5 cp Fig cake (seasonal) Familiars and Pets. Familiars and pets may be allowed
1 sp Placenta Cake (pastry layered with honey, cheese, and spices) according to normal rules, with the following changes.
Cats are unlikely to be viewed as domestic animals at this
1 sp Tracta (rolled pastry dough) with Ricotta time. The following animals should be added to the list
of possible familiars/pets for this setting, to
Drinks (sold by the pitcher) be faithful to geography and history
(their stat blocks are in the appendix):
1 cp Kykeon (water flavored with barley and flower petals)* Agama, Barn Owl, Canaan Dog,
Hoopoe, Hyrax.
2 cp Milk (*Depends on the source)
2 cp Passum (red wine sweetened with raisins) 8% ABV
5 cp Mulled Mead (cinnamon, clove, orange rind) 14% ABV
1 sp Egyptian Barley Ale 7% ABV
5 sp Hyssop Mead 18% ABV
2 gp Fumarium Wine (fermented in smoke chamber) 16% ABV*
8 gp
“Old Wine” (cellar-aged white wine) 16% ABV*
*These menu items are not “kosher” (rule that determines dietary restrictions for Jews),
either because of their ingredients, or the manner in which they are prepared.
Weapons and Armor
Most civilizations at this time are using steel to fabricate
their weapons and armor, although the exact process
of construction will vary from culture to culture. The
12
God and Cosmology
Introduction The Messiah
Campaign settings for fifth edition often include a set
of “core assumptions” about the universe of the fantasy At a time preordained from the foundations of the world,
world. These core ideas are not up for debate as they are God chose to enter into the world in physical form of a
man named “Jesus of Nazareth.” This incarnation served
known quantities for the purposes of storytelling. Although multiple purposes. First, it was the fulfillment of hundreds
of years of prophecies that a messiah would come to save
the players at the table (and the characters they play) may God’s people. Second, God chose to enter the world at
represent a range of beliefs from Christian to Muslim to a time when humanity had become increasingly divided
Agnostic to Atheist, the following sections outline the and ached for deeper understanding of the universe. Last,
and most importantly, the death of the messiah would
core assumptions for this campaign setting. These core lead to one of the most world-breaking events of magical
significance in human history, but more on that later.
assumptions may not line up exactly with the beliefs of
everyone at the table, and that’s okay! If you think there Magic
may be discomfort with these core assumptions during This module presumes that magic is real, and that it
can be manipulated according to the standard mechanics
gameplay, it may be a good idea to share these core of other fifth edition books. In this context, “magic” is
assumed to be neither good nor evil, and merely refers to
assumptions with the players before the game starts. the interconnected energy that suffuses the universe since
the days of creation. Some people are granted the ability
God to manipulate this energy by God, while others achieve
This module presumes a monotheistic view of the it through an inborn talent or even through demonic
influences.
cosmos. That is, that there is one God, and that this God
Cosmology and the Veil
created everything in the universe at the beginning of time. The cosmology of the Bible holds that before the
Although God is at times described as having “hands” or universe was created, there was an endless and bottomless
a “face,” it is important to remember that God is a purely sea that churned with a turbulent and violent chaos. Some
spiritual being, and has no physical form. God has no even believe that the Leviathan and the Behemoth are
native to this chaos of pre-creation, and are thus not even a
beginning and no end, is neither male nor female, and in part of the natural order. Nevertheless, on the second day of
many other ways defies our comprehension. creation, God created a barrier to separate the chaos of the
endless sea from the order of the material plane. It was in
Who this God is, and how this God works, is still an this material plane that God created the rest of the physical
world.
matter of evolving understanding, and this is the business
An additional barrier, which this module will refer to as
of religion. Many cultures believe in one God, yet all the “veil,” separates the material plane from the spiritual
of them differ widely in terms of religious practice and realm, which is the natural home of celestials, demons, and
interpretation of God’s will. Even those who claim to be other spiritual creatures. Some of this creatures have the
God’s “chosen people” still repeatedly misinterpret God’s ability to pass through the veil in order to enter the physical
own Word. world, although doing so often causes them to lose a great
deal of their power, and even take on physical forms that
One God, Many Faiths are quite different from their true forms.
Thus, once again, it is important to draw a distinction
Sheol
between God’s divine truth and a culture’s religious In the first century, most major religions believed that
beliefs; that is to say, a culture that practices monotheism all of the dead went to the same, collective afterlife. This
is not inherently “better” or “more holy” than a culture
that practices polytheism. The first century is a time of
increasing religious confusion and a longing for spiritual
identity. This is, in part, what Jesus hoped to achieve by his
public ministry. The Jews were divided into multiple sects
(Most prominently the Pharisees, Sadducees, and Essenes)
who argued over the “correct” interpretation of scripture
and application of the law. Jesus came to heal the divisions
that existed within monotheism just as much as he did to
convert adherents of polytheistic religions.
13
realm of the dead went by different names in different
cultures, but this module will refer to it as “Sheol.” Sheol
is a place of stasis. The souls here barely remember their
former lives, and their existence is a faded, shadowy one.
Sheol is also the native plane of the Rephaim, a race of
humanoid guardians who ensure that no souls escape from
the realm of the dead.
The death of the Messiah is also the final redemptive act
of the universe. In dying on behalf of humanity’s sin, the
messiah restores the divide that was created when the first
human sinned, and thus restores the cosmos to its rightful
order. Among other things, this means that the souls held
in the stasis of Sheol were finally redeemed and allowed to
enter into eternal communion with God.
Angels, Demons, and Cults
Angels (Hebrew: the enemy) and led a violent uprising against the
The word “angel” is often wrongly used by humans celestials who were loyal to God. These jealous celestials,
to refer to all types of celestials. In the cosmology of the who came from all stations in the heavenly hierarchy,
Bible, there are many types of spiritual beings (celestials), became henceforth known as “demons.” Thus, the term
of which “angel” is only one. Angels are the lowest order “demon” is a broad one, and refers more to a spiritual
of celestials, and are tasked with delivering messages to being’s rebellion against God, rather than to its appearance,
mortals on the material plane. Encounters with angels are alignment, or level of power.
almost always subtle, and mortals who have met angels in
person rarely realize the identities of their celestial visitors. What About Devils? Traditional rules of 5th Edition
This is a stark contrast the some of the more powerful and role playing games draw a distinction between “Demons”
ancient beings, such as Cherubim, whose appearances and “Devils,” where each represents either chaotic or
are always earthshattering, but almost never happen. Over lawful evil but both fall into an umbrella category of
time mortals began to use the word “angel” as an umbrella “Fiend.” For the purposes of this module, all spiritual
term for all celestials, despite the fact that Cherubim and beings dedicated to evil are defined as “demons,” and the
Seraphim are not angels, and would likely resent being word “devil” will not be used at all. Demons can represent
confused with them. an array of lawful and chaotic alignments to evil, with some
approaching the temptation of humankind with methodical
Celestials (including Seraphim, Cherubim, Angels, precision, and some obeying the whims of the moment.
Archangels, Powers, Virtues, etc.) come in many different All, however, are dedicated to the goal of corrupting the
shapes and sizes that will not be elaborated on here. For the human heart to prevent the salvation of mortals that was so
purposes of this campaign setting, it is simply important to abhorrent to them.
understand that there are many created beings that exist on
the other side of the veil, and most will never set foot on Cults
the material plane. Some demons seek to mislead mortals by posing as gods
themselves. Often cults will form around the worship of
Demons some particular idol to a forgotten god, and occasionally
Legend tells that at the dawn of creation, certain there will even be miracles associated with the idols
celestial creatures of the heavenly host became upset with worship. Demons are eager to take advantage of these cults,
the divine plan. The leader of this revolt, a celestial of the using their powers of manipulation to gain followers and
Seraphim named Lucifer, objected to the plan of salvation, lead societies toward selfish pursuits. A subclass of Cleric
which would result in lowly humans being redeemed and known as the “Prophet” is the natural enemy of such cults.
elevated to the status of celestials like himself. Refusing Prophets make it their mission to seek out and destroy
to serve this plan, Lucifer took on the name of “Satan” demonic cults as they form.
14
This is Your Story...
You are about to embark on an adventure that will bring adventure without rolling new characters. Whether they are
you into conflict with some of the most ancient evils the defeated by an ancient demon, a cult, or a legion of Roman
world has ever known. The road will be dangerous, but soldiers, most of these enemies may choose to capture
ancient prophecies of the Magi foretell that the fate of the and torture their victims rather than killing them outright.
world hangs in the balance. Along the way you will make Instead of having your players roll up new characters,
friends, and it is only together that you will prevail against consider running the “Prison Break” encounter on page
the forces of darkness. Remember, our war is not with 170. This allows the adventure to move forward without
flesh and blood, but with the lurking evil of this present character death, even if the party loses its first or second
darkness. You will need to use all the tools at your disposal challenging encounter.
to track down the three missing Magi, find the Messiah, and
collect enough weapons on the way to be prepared for the Levels and the Passing of Time
final confrontation with the Enemy. It is advisable to use milestone leveling for this
campaign, since experience leveling is mostly based on
A Note to the Game Master. This module presents a combat, and combat is scarce in this module. Instead,
full adventure plot for characters of levels 1 - 10 that runs look at the characters’ cumulative life experience and
parallel to the events of the Bible, but brings the party into allow them to move forward at important life milestones,
conflict with a cult led by a fellowship of 7 ancient demons. like after making a difficult journey across a desert, or
However, if this story does not suit your tastes, you should after successfully resolving a political conflict. The main
not feel as though you need to stick to that adventure or storyline of this campaign includes notes for when the party
storyline! The bulk of this book is simply a campaign should level up, mostly after a significant challenge or
setting that lays out all characters, cultures, and locations in conflict is resolved. If your party prefers to use experience
an organized way. You can tell any number of stories using points for leveling up, consider awarding points based on
this setting, and you are limited only by your imagination. social interaction and exploration in addition to combat.
For instance, negotiating a peace treaty between two
Whether you plan to use the included adventure or make powerful entities or groups should grant the same amount
up your own, it is probably a good idea to read through this of experience as if those entities or groups were defeated in
module before attempting to run it. While a good portion combat.
of the campaign is open-world and exploration-heavy,
it is also important for you to understand the goals and Characters in this campaign setting are expected to reach
motivations of the villains so that you have a clear picture level 10 by the end of the main storyline, and should not
in your mind of what is happening in the world. advance far beyond this given the scope of the module. It
is a good idea to set these expectations with your players
There is no real sense of urgency in this story, so before the game begins so that they can adjust their
the party should feel free to explore at their own pace. expectations and perspective entering this lower-level
However, in order to have a narratively satisfying campaign setting.
experience, it is probably also a good idea to insert key
characters into the story at strategic points. A full outline The Passing of Time. This storyline begins in the year
and overview of the plot is on the following pages. 26 AD, and ends around the year 30 AD. To hold the story
to historical accuracy, the narrative should play out over
Deadly Encounters and TPKs the course of several years. Much of this time will pass due
This campaign setting puts less emphasis on combat to the burden of traveling long distances by desert trade
than it does on social interaction and exploration. However, routes or slow sea voyages, but the party may also benefit
when the party does run into combat encounters, they are from down time in cities where they can be allowed to
often deadly by design, and assume the party is coming in explore the world in more depth. On the other hand, don’t
well-rested and at full strength. Even so, it is important to be afraid to move the story along if things feel like they are
be prepared for the possibility that your players lose one or moving too slowly. Better to tell a good story than a strictly
more of these crucial combats. accurate one.
If the entire party is defeated, resulting in a total party
kill (abbreviated TPK) you may choose to continue the
15
Plot Overview
The Adventure Begins. The story starts at level 1 with should begin hunting down and destroying the demons as
the party being hired by a blind merchant named Tobit in they find them. If the characters do not immediately take
up the call to confront the demons, don’t be afraid to have
the city of Nineveh. Tobit sends the party, along with his the demons begin capturing or killing beloved NPCs to
motivate the party to act. The presence and dark influence
son, Tobias, and a guide named Azarias down the Tigris of the demons should be the driving force for the narrative,
river to the city of Teredon to the south. The journey is and there should always be a palpable sense of their dark
filled with twists and turns, the party learns to work as a influence when the party visits infected cities. For more
team, and some secrets are revealed. information on the 7 primary villains of the story, see the
“Meet the Villains” section on the next page.
Welcome to Teredon. Upon arrival in Teredon, the
party is thrust into combat with an ancient demon who The Way of the Cross. When the party reaches levels
8 or 9 they will receive word through a dream or other
outmatches them, but with the help of their friends they messenger that Jesus, the man they became friends with
wound the demon enough that she is forced to flee. After earlier in the story, is in need of their help. The party
this startling revelation of the dark forces at work in returns to Jerusalem during the feast of Passover to find
the world, the party completes their first quest, receives Jesus concluding a meal with some of his friends. Later
payment, and reaches level 3. While resting in the city, that evening, in the Garden of Gethsemane, Jesus reveals
that he is destined to die, and that his dying will destroy sin
there are many opportunities to complete smaller jobs forever, cutting off the demons from their source of power.
Jesus asks the party to stay close to him for moral support
and earn some money to fund their future travels, and the until his death, at which point faith will guide the party
characters will most likely learn that three Magi from the forward.
The Catacombs of Kadesh. The story reaches a climax
Temple of Fire have gone missing while investigating an
at the Catacombs of Kadesh in the middle of the Wilderness
ancient prophecy in the far west. of Zin. The party is joined by allies they have made along
Exploring the World. The next stage of the journey is the way, and together they journey into the desert to find
the hideout of Lilith and Abaddon. The party confronts
up to the party. The most direct path forward for them is to the two most powerful archdemons in their lair in an epic
begin the search for the missing Magi using the clues they showdown that will test the party’s preparation, combat
collected in Teredon. However, the party may also want to
exact revenge on the demon they met in Teredon, pursuing prowess, and ability to make powerful allies along the way.
her to Egypt. Or, they may begin following an unrelated Epilogue. From here the party may feel that they wish
quest in a completely different direction. No matter what
the party chooses to do, adventure awaits in this open- to hunt down and destroy the remaining members of the
world campaign setting. Fellowship of the Beast, or they may have other loose ends
Finding the Magi. While not integral to the story,
to attend to. Allow the characters to close the chapter on
locating the three missing Magi will greatly aid the party.
All three Magi are lying low in different locations across whatever tasks remain on their to-do list before formally
the map, and all three can provide different insights into
the prophecy of the “Messiah” and the threat posed by the ending the campaign.
demons. Each of the Magi also has a separate piece of the
Armor of God: a set of powerful magic items that will be
helpful in facing the forces of evil.
Meeting Jesus. At some point around level 6, the party
should have a chance encounter with Jesus of Nazareth.
There are many places that this may happen, and for a
full explanation of how to run this encounter, refer to
the “Meeting Jesus” event on page 210. This encounter
could be quick and casual or longer and more meaningful,
depending on what fits your story and characters.
This Present Darkness. By the time the party reaches
levels 6-9, they should have a sense of the threat posed by
the demons known as the “Fellowship of the Beast” and
16
17
Meet the Villains
Every good story needs a villain. The conflict at the path. Nothing is more disgusting to her than true, self-
center of this adventure revolves around seven demons
who collectively call themselves the “Fellowship of the giving love, and she cannot help herself when she sees it.
Beast.” The Fellowship is lead by Lilith, a fallen archangel Naamah finds pleasure and power in corrupting the pure
who prides herself on being first of Lucifer’s followers. of heart through manipulation and temptation. Disguised
Several members of the Fellowship have harnessed the by her human simulacrum, Naamah goes by the name
“Seraphine.” Using this disguise, Naamah has gained
magic of sin to create a human disguise for themselves some fame in the city of Thebes where she runs a brothel.
called a “simulacrum.” Sin fuels their magic power, and the However, this archdemon of lust is easily distracted, and
simulacra allow them to pass through the world unnoticed, prefers to travel to world and corrupting the hearts of young
lovers wherever she finds them.
giving them free reign to tempt and destroy the mortals
as they see fit. However, Lilith has heard of the ancient Moloch. Enthralled by the pleasures of physical
prophecy that foretells that the power of sin is threatened
by one called the “Messiah.” The prophecy only states that satisfaction, Moloch was naturally attracted to the city of
the Messiah is destined to save people from sin, but not
Tarsus in the Roman empire. Known for their decadent
who the messiah is, or how this salvation will be achieved.
lifestyle, the Roman people in Tarsus have been feeding
Thus, the Fellowship of the Beast is actively seeking out Moloch’s obsession with the sin of gluttony. However,
the Messiah, and are conspiring to find a way to kill him or the simple Roman pleasures were not enough for Moloch.
her once they do. Beyond this, each of the demons in the Disguised in his simulacrum, Captain Gula, Moloch runs
Fellowship is also pursuing their own selfish agenda, as is a pleasure cruise out of the port in Tarsus where guests are
the way with demons of great power. For more details on invited to gorge themselves on a buffet delicious foods and
the demons and their simulacra, see page 332. other luxuries of the flesh. Plus, if one or two guests go
missing, who would notice?
Lilith. Lilith is the oldest member of the Fellowship
Legion. Although he may not have the same raw
of the Beast. In the very beginning, when Lucifer chose
not to remain faithful to God, Lilith was his first follower. power as Lilith or Abaddon, no one is better at social
Lilith was once a high ranking Archangel charged with manipulation. Using Cursed Silver Pieces that he has
protecting the Garden of Eden and its occupants, but she dispersed in the city of Jerusalem, Legion is slowly sinking
had grown jealous of Adam and Eve’s mortal love and his claws into the city’s elite leaders. Lilith has narrowed
position as the highest of God’s creation. Conspiring with down the search for the Messiah to Jerusalem, and it is
Lucifer, Lilith abandoned her position as guardian and Legion she is trusting to finish the job. Once Legion has
assisted Lucifer in a plan to tempt Adam and Eve into gained control of the city’s leadership, the assassination of
sin. This first sin of pride gave Lilith dark power, and she the Messiah should go smoothly. However, Legion may
has sought to lead others into the sin of Pride ever since. also slowly be loosing his grip on reality. With each new
person that he infects with his influence, his consciousness
Neither Lilith nor Abaddon (her personal bodyguard) uses a fractures and drives him one step closer to insanity.
simulacrum, instead existing only in their true forms. Mammon. Follow the money, and eventually you
Abaddon. Abaddon the Destroyer harnesses the sin will find Mammon, the Corrupter. Empowered by the sin of
greed, Mammon is using her hold on the people of Egypt to
of wrath to increase his deadly powers of combat. As his drive an obsession with physical possessions and financial
gain. Hiding out in the network of secret passageways
methods are too violent and unpredictable to be trusted below the Great Pyramid, Mammon coordinates with her
network of cultists in Memphis to keep the people in Egypt
in major cities, Lilith prefers to keep Abaddon close as greedy, and keep her own profits rolling in.
a guardian of her lair. As nations around the world are Beelzebub. The famed “Lord of the Flies” wants
preparing for war, the violent momentum of the world’s nothing more than for his victims to lie back and relax.
wrath has given Abaddon unthinkable strength. He may not
be the wisest of the demons, but he is unquestionably the Given power by the sin of sloth, Beelzebub encourages the
residents in the region of Babylon’s Hanging Gardens to
most deadly.
Naamah. Obsessed with the power lust holds on
the human heart, Naamah seeks to corrupt all in her
18
take a leisurely stroll, maybe sit down for a nap, and, who ( )“The Gardener” ( )“The Buried Queen”
Beelzebub Mammon
knows, stay there forever? The ancient demon lies dormant
below the moss-covered stones of the garden itself, while
his simulacrum, called “The Gardener,” acts as his eyes and
ears in the world above.
The Shadow of the Beast. A radical cult of
mortals calling themselves the “Shadow of the Beast” have
become devoted to Lilith and the fellowship. Recruited
by the Shedim and operating secretly in the world, these
cultists assist the demons in the search for the Messiah,
carrying out whatever tasks the demons give them without
question. Few mortal members of the Shadow cult have
ever met the archdemons themselves, but a cohort of
lesser demons (mostly Shedim and Goat Demons) deliver
messages to these subservient mortals.
Abaddon ( )“The Collector” ( )“Seraphine” ( )“Captain Gula”
Legion Namaah Moloch
Lilith, Mother of Darkness
19
Running the Adventure
Things to Look Out For Tips for the GM
Whenever the party may encounter a creature that they
can interact with, the creature’s name will appear in bold Text that appears in a sidebar like this is intended to give
type. This is a signal to you, the GM, that you should advice to the GM for running the game or give further insight
probably look up the statistics for that creature before the into the history of a place or character. For now, just keep doing
party encounters it. The statistics for all monsters, villains, a great job! Your players definitely appreciate the extra work
NPCs, and creatures that appear in this adventure can be you are putting in to run the adventure for them.
found in the back of this book.
the Bible, maybe your players are headed in the wrong
Whenever the text references a spell, the name of direction because of something you said. No matter what
the spell will appear in italic type. Spells unique to this the problem is, start by taking a deep breath. It is more
adventure can be found in the back of this book. All spells, important to keep the story moving and your players having
including those not original to this adventure, can be found fun than to make sure you get every little detail right. If it is
in the back of the Player Guide and Gazetteer. Any magic a major problem, you can always amend it after the game is
items found in this adventure also appear in bold type. over, but most of the time no one will even notice, and you
Descriptions for magic items can also be found in the back can just keep playing like nothing happened!
of this book.
Text that appears in a box like this is meant to Using Maps
be read out loud during the game. It may contain Campaign Map. This adventure book contains a
descriptions of locations or other information that should campaign map at the beginning of the “Adventure Atlas”
section. This map contains some locations that should not
be made public to the players at the table. be made public to the players, such as the Catacombs of
Kadesh, the Den of Serpents, or the Spring of Tears. There
Story Encounters is a duplicate map that appears in the Player Guide and
This is a fairly open-world adventure that encourages Gazetteer that has these locations removed. If you would
players to explore the world in search of adventure. The like to share a world map with your players as they travel, it
“Adventure Atlas” (pages with a green border) offers a brief is suggested that you use this alternate version of the map.
overview of the many locations players may visit in this
setting. This section is useful for planning the framework of City and Dungeon Maps. There are also maps of cities
your story, whether you are running the adventure included and dungeons that the party may visit over the course of the
in this module or inventing your own, original story! adventure. These maps are intended for your eyes only, as
they contain information that the players should not have
If you are running the adventure included in this access to, such as traps, NPCs, and secret passageways.
module, you will notice that several locations direct you Some of the city maps have been included in the Player
to run special “Story Encounters” when the players arrive Guide and Gazetteer for player reference, but with much of
in these locations. Story Encounters can be found in the the information removed.
“Events and Encounters” section in the back of the book
(pages with the light blue border). If you are running your New Character Options
own adventure, you can incorporate these events into your The next section of this book lays out the new character
own story, use bits and pieces, or ignore them altogether as options available for players in this campaign setting.
best suits your story. You may share this section (pages with the orange border)
with your players if you are comfortable allowing these
Making Mistakes backgrounds, lineages, subclasses, and feats in your game.
Everybody makes mistakes. From time to time you may
realize that you got something wrong. Maybe you mixed up
a Fifth Edition rule, maybe you misquoted something from
20
Creating a Character
Choosing a Background party for the campaign. You can certainly allow a player to
This campaign setting introduces some new options create a character using the Nephilim traits and still present
for character backgrounds, described on the following the character as a human. The statistics of each lineage are
page. Although any preexisting backgrounds may be used, balanced for gameplay, but should not stand in the way of
these are intended to expand the standard options and give how a player wants their character to look or feel. The same
details to help immerse characters in the world of this goes for any other lineage from this or other sources. As
campaign setting. always, the GM has the final say on what is allowed.
Choosing a Lineage Choosing a Class and Subclass
This campaign setting will introduce some new playable Any standard fantasy classes or subclasses may be used
lineages, outlined in the table below. However, the world in this setting without modification to their class features.
of the Bible is predominantly inhabited by humans, and In addition to the standard subclasses available in other
references to non-human peoples in the Bible are few campaign settings, this module offers several new options
and far between. If your goal in creating a character is to for subclasses that fit the theme of the Biblical setting.
remain true to the Biblical setting, choose either a human, These subclasses are listed in the table below.
or one of the lineage options provided in this module.
As with lineages, it is a good idea to sit down with
Lineage Description
the players in your group and have a conversation about
Human Ambitious and ubiquitous peoples of the world
Giant what subclasses you will include or not include in your
Massive humanoids feared for their strength and game. Perhaps you want to run a “no magic” campaign
Nephilim prowess in battle in which all players play as fighters or rogues, or maybe
you want players to choose classes that compliment each
Rephaim Descendants of celestial watchers who possess
unnatural beauty and talent other. Whatever your expectations are for the game, it is
Guardians of Sheol, the realm of death important to communicate them up front, before players
create their characters.
Class New Subclass Option
Using Other Lineages. The lineages above are the Barbarian Path of the Nazirite
only options that appear in the Bible. However, the goal
of playing games at the table is to have fun. There are no Bard College of Parables
elves, dwarves, or orcs in the Bible, but there certainly
could be in your game, if you think that could be fun for Bard College of Psalms
your players. Lineages (also called “Races”) from other
sources may be used without unbalancing the game, but Cleric Prophecy Domain
you should begin by talking to the other players in your
group about their expectations for the setting and narrative. Druid Circle of the Baptist
It could be a lot of fun to run an alternate reality or high
fantasy version of the Bible, but that may also ruin the Fighter Spartan Archetype
experience or be considered sacrilegious by some of the
players at the table. Talk openly about what lineages Ranger Vanguard Conclave
will be allowed in your game before players create their
characters. Rogue Zealot Archetype
Modifying Lineages. It is also possible to modify Wizard Order of Magi
existing traits and change the appearance of lineages
without changing the way the game works. For example, Optional Feats
a player may wish to play using the features and traits of a Some GMs allow their players to take “feats” instead
Nephilim, but your group has decided to play an all-human of other standard score increases when their character
levels up. If you are allowing players to take feats for
this adventure, there are a list of new feats for this setting
following the class descriptions on page 48.
21
Alignment and Redemption
The 5th Edition rules set uses the term “alignment”
to broadly classify a character or creature’s moral and
personal attitude. Alignment is a combination of two
factors: with the first describing the character’s morality
(good, neutral, evil), and the other describing their attitude
toward society and order (lawful, neutral, chaotic). Thus
there are nine possible combinations of alignment that
are possible (lawful good, chaotic evil, chaotic neutral,
etc.) This alignment is used as a reference to help a player
make authentic choices for their character at the table, and
the alignment is also used occasionally for mechanical
reasons during gameplay. This module is not seeking to
eliminate the alignment mechanic, but it does suggest a
new way to use alignments. By using a mechanic called a
“Grace Score,” a player can chart a redemptive arc for their
character. This allows players more freedom to create good,
chaotic, evil, or lawful characters without feeling locked
into one way of acting for an entire campaign. In the real
world, people’s alignments and attitudes change as a result
of their experiences, and this mechanic allows character
alignments to reflect this reality without feeling binary.
Grace Score
A character’s Grace score is a reflection of their
relationship with God, society, and other people, and how
much they allow morality to dictate their decision-making.
A character who begins at level one should be assigned an
extra ability score called their “Grace Score.” This score
should be of 8 for an evil character, 10 for neutral, or 12 for
good. If a character is ever asked to roll a “Grace Check,”
this score functions like other ability scores, with a 10
giving a +0 bonus, 12 giving a +1 bonus, and so forth.
Unlike other ability scores, Grace cannot be raised with
normal ability score increases. Instead, a PCs Grace score is
raised or lowered in accord with the decisions and actions
they make during the course of a game. If, for example, a
character goes out of their way to give money to a beggar
on the street or spend time in prayer and reflection, you
may decide to increase their Grace score by 1. Similarly, if
a player character steals money or denies their faith when
questioned by a Roman Legionary, you may lower their
Grace score by 1. As with other ability scores, Grace cannot
exceed 20 or fall below 1. This system allows a character’s
alignment to shift from good to evil and back again as
an evolving reflection of their actions. It is also used in
certain situations to determine outcomes. For instance, if a
character prays for God’s intervention or encounters Holy
Ground (page 262), a “Grace Check” is a more accurate
reflection of a character’s spiritual orientation than a
Religion check, because it is a measure of the character’s
devotion to good rather than their Intelligence.
22
New Background Options
Forsaken Feature: Underground Network
You are an outcast from society. You travel the world Your life of exclusion has caused you make connections
less out of a need for adventure, and more because you with various other communities of outcasts. If you spend at
know that you will never truly be accepted no matter where least one day in a major city, you learn the location of the
you go, or what you do. Maybe you will travel with a party local leper colony, criminal hideout, secret gambling hall,
of adventurers for a time, but these relationships never or other local community of outcasts. This underground
seem to last. Your faith has also been a struggle. You feel network can provide you with information that is not
no sense of connection to your deity, and your prayers go known to the common people of the city, including
unanswered. methods of secret travel (tunnels, alleyways, rooftops, etc.)
through the city, locations of safe commerce (black markets
Those who are forsaken can come from any city, or thieves guilds that will still do business with you), and
religion, or walk of life. Rich or poor, young or old, allies within the establishment (doctors, politicians, or
sometimes people just fall on hard times. Begin by guards who are sympathetic to your situation).
choosing the cause of your misfortune. Choose from the
table on the next page, roll to determine it randomly, or Gladiator
invent your own!
Nothing feels more like home to you than the roar of
d8 Misfortune the crowds in the Circus arena. Maybe you are a retired
soldier from the Roman legion and you compete to feel the
1 You have contracted leprosy. This debilitating skin condition thrill of combat once more. Maybe you were once a slave
will continue to grow worse, and will eventually kill you. You meant for execution, but you surprised the crowds (and
are unwelcome in all cities unless you hide your appearance. yourself) by besting your opponents and eventually earning
your freedom in the eyes of the empire. Or perhaps you just
2 Your family is dead, your friends have abandoned you, and enjoy putting on a good show and love hearing the crowds
your land was seized by Roman soldiers. You were once a cheer your name.
highly respected citizen... now you’re just looking for answers. Gladiators come in all shapes and sizes, and from all
walks of life. The most successful in their field understand
3 You are a slave from the grand palace of Splendor’s Envy in that victory in the arena has as much to do with putting on
the central district of Ecbatana. Since you were a witness to a good show as it does with one’s talent as a fighter. The
many high-profile conversations in the palace chambers, your Gladiators who are paid to perform at festivals and other
escape has landed you on a most-wanted list for both the Par- large events often have catchy names, signature weapons,
thian and Roman authorities. Nowhere is safe for you. memorable colors, or unique armor.
4 You were born with a physical deformity or disability. Because Skill Proficiencies: Athletics, Performance
of the widespread belief in most societies that your appearance Tool Proficiencies: Chariots, Land Vehicles
is a punishment from God for a serious sin your parents must Equipment: One exotic weapon of your choice or a
have committed, there are very few cities that will tolerate shield marked with your emblem, a letter from a talent
your presence. scout inviting you to perform at a festival in a city you have
never been to, and a pouch containing 12 gp.
5 Your father was a tax collector for the Roman empire who
allegedly stole a great fortune from the treasury. He was exe- Signature Look
cuted, but the Roman authorities now hold you responsible for
his debt, believing that you are in possession of this fortune. In order to gain renown in your field, you have
developed a signature look that allows fans to easily
6 When you were a child an angel appeared to you and asked if recognize you in the arena. This may be brightly colored
you were ready to have your faith in God tested. Ever since armor or unique weaponry, a distinctive mark or scar you
you replied “yes,” you have had a string of unexplainable bad display, or a unique finishing move you use in combat.
luck. You patiently await the day that it all finally makes sense.
Skill Proficiencies: Deception, Survival
Tool Proficiencies: A musical instrument of your
choice, thieves’ tools
Equipment: Disguise kit, a Bedouin tent, a pouch
containing 5 gp.
23
Whatever it is, make sure your signature look sets you apart d6 Pilgrimage Destination
from your competitors.
1 You desire to pray on the Temple Mount in Jerusalem
Feature: Local Champion
2 You feel called to find and safeguard the
Your performance in the arena can sometimes earn you Ark of the Covenant
renown among the locals. If you put on a good show at a
public event, local establishments will let you eat and drink 3 You were taken as a slave from your homeland long ago.
for free, and sometimes provide a place to stay at a local You seek to return home.
inn. Also, it is likely that you will be recognized on the
street, and local citizens who watched your performance 4 You have a recurring dream of a distinctive landmark.
are more likely to help you. You have advantage on all You cannot rest until you locate it.
Charisma checks while interacting with people in a city
where you have competed in an arena. 5 Your sister never returned from a long journey. You seek
to bring her home, dead or alive.
6 A stranger once paid you a kindness. You cannot rest
until that kindness is repaid.
Variant Gladiator: Charioteer Feature: Expanded Holy Ground
Charioteers often travel in the same circles as gladiators, Your faith is rewarded. If you succeed in reaching
and perform at the same events. Although a charioteer is your pilgrimage destination, that site is considered Holy
not solely focused on combat, chariot racing can be just as Ground for you, regardless of how mundane it may be for
dangerous, and races frequently end in death for unlucky others. For more information about Holy Ground, see page
charioteers. When using the charioteer variant, replace 262.
Athletics with Animal Handling in your skill proficiencies.
Silk Road Merchant
Pilgrim
Some view the treacherous seas and deadly deserts as
There has always been a restlessness in you: a yearning places they would never willingly go; you just call them
in your soul that has not yet been filled. You have visited home. The prolific spice, silk, incense, and glass trade
various holy sites around the world, but you haven’t yet across the continent has exploded in the years following
found what you are looking for. Whatever it is, you know it the conquests of Alexander the Great, and there is an
is out there; and so you continue searching. impressive amount of gold to be made for those willing to
brave the journey. An expansive network of routes through
Pilgrims are seekers. Perhaps you seek a distant holy the desert now connect China, India, Sheba, and Rome, but
site where you believe your prayers will be heard. Perhaps just because these routes have been charted does not mean
you seek to perform a specific act of generosity to make up they are without danger.
for sins in your past. Perhaps you are on a search for your
own identity. Whatever it is that you seek, your journey is a Perhaps your skills as a linguist made you ideally suited
spiritual one, and it is what drives you to keep searching. to conduct business in foreign lands. Perhaps you have
always loved bartering and the thrill of finding a good deal.
Skill Proficiencies: Religion, Survival Or maybe you just love seeing the world and experiencing
Tool Proficiencies: Calligrapher’s Supplies or one type new cultures. Silk Road Merchants enter the business for
of musical instrument a variety of reasons, but all share a common love of travel
Languages: Two of your choice and commerce.
Equipment: Calligrapher’s Supplies or one type of
musical instrument of your choice, a staff, traveler’s Skill Proficiencies: Persuasion, Survival
clothes, a prayer book or diary, and a pouch containing 5 Tool Proficiencies: Cartographer’s Tools
gp. Languages: Choose two from Chinese, Sanskrit,
Aramaic, Sabaic
Pilgrimage Destination Equipment: Cartographer’s Tools, a staff, traveler’s
clothes, and a pouch containing 15 gp.
What is the reason for your life of searching? Where are
you currently headed? Do you have a destination in mind, Feature: Merchant’s Discount
or are you simply wandering aimlessly? Work with your
GM to determine what you might be looking for. You can Because of your connections as a merchant, other
also use the following table for ideas of possible pilgrimage merchants and vendors are eager to do business with you
destinations, or even determine it randomly. and are more likely to offer you discounted rates. When
24
shopping in markets and bazaars in major cities, you may d8 Region Primary Export
make a Persuasion check to lower the price of an item
significantly, even if haggling is not normally allowed 1 Judea Honey, Olive Oil, Perfume
in your location. If your haggling concerns your Trade 2 China Ink, Paper, Rice, Silk
Specialty (see below), this check is made with advantage.
3 Egypt Barley, Papyrus, Parchment, Wheat
GM Tips: Haggling 4 India Cinnamon, Hashish, Pearls, Pepper
5 Nomadic Tribes
In general, use the following model when a character rolls a 6 Parthia Beadwork, Pottery, Weaving
Persuasion check to haggle over price. On a roll of 15 or higher, the 7 Rome Carpets, Fabric, Dyes, Opium
price is reduced by 10%. On a roll of 20 or higher, the price is reduced 8 Sheba Glassware, Iron, Leather, Wine
Cloves, Frankincense, Myrrh
by 25%.
Trade Specialty
Merchants along the Silk Road often specialize in
transporting and selling a particular commodity. What
item are you most accustomed to transporting? What first
drew you to this product? How have you tried to make
connections with vendors in different kingdoms to establish
trade relations? Choose your trade specialty, or choose
it randomly using the table below. Tip: it is helpful to
choose your specialty before choosing your two language
proficiencies to ensure that your languages are spoken by
those with whom you frequently do business.
New Lineage Options
Choosing a Lineage felt that the term “lineages” best described the inherited
strengths and weaknesses that a character possesses from
While a character’s “Background” defines the skills its ancestors.
they have picked up during their lifetime, and their
“Class” refers to their vocation, focus, and aspirations, the What About Ability Scores?
character’s “Lineage” refers to the aspects of their identity
that they had no control over: how they came into the There are many different theories about the best way
to distribute ability scores, including not tying them to a
world. When building your character, don’t feel pressured character’s lineage at all. We love this idea, but you will
to choose the “right” combinations of lineage and class. find that the lineage options contained in this book still
Just because Giants are the biggest and strongest does use the original method of inherent score increases tied to
not mean that they have to be a Barbarian or a Fighter. a character’s lineage. Additionally, you may find that your
favorite version or variant of a certain lineage has not been
Sometimes unexpected combinations can be interesting to included in this module.
explore through the story you tell. There are several reasons for this. First, we are bound
(legally) to the character creation options in the Open
Why “Lineage?” Gaming License, which uses the original method of tying
ability scores to race. Secondly, we want to make sure that
This aspect of your character’s build is often called its the options in this book are compatible with any version
“Race” in other fifth edition modules. With good reason, of other fifth edition rule books. We fully expect and
there is an ongoing discussion in the tabletop community encourage Game Masters to allow their players to modify
about the problematic nature of using the term “race” for the rules of character creation in whatever way allows
this aspect of character creation. There is a lot we can player to create the characters they want to create.
learn from listening to what others have to say on this 25
issue, and we will not contribute to the conversation here.
For the purposes of character creation in this module, we
Human
Then God said “Let us make humankind in our guideline for choosing your character’s name.
image, according to our likeness.”
-Genesis 1:26 Parthian Peoples. The culture of the people of
Parthia is eclectic. Once a world power in their own right,
Humans are the pinnacle of God’s creation. While the Parthia had dealings with people from all over the map,
order and life that preceded humans in the creation story all of whom left their mark on the Parthian way of life.
was all “good,” only human beings were created in the Babylonians and Medes tend to have colorful clothing with
“image” and “likeness” of God. This means that humans Persian-influenced jewelery.
are called to a higher standard of morality. Humans are
called to do what is right, no matter the cost. Unfortunately, Parthian Names: (Male) Beltschazzar, Balathu,
the race of humankind has a history of falling short of this Merudach, Meshach, Pacorus, Zaidu; (Female) Davcina,
call. Esther, Ia, Kishar, Mylitta, Opis, Shala, Tayma, Zirrat.
Endowed with no supernatural gifts, humans walk by Egyptian Peoples. The Egyptians held a position
faith; spending their short lives trying to accomplish as of undisputed world power for over 2000 years. Their
much as possible. As such, humans generally have talents architecture and artwork are unrivaled in beauty and sheer
in many areas rather than mastering any one particular skill. scale. Egyptian names are an interesting mix of ancestral
names from ancient history and more modern, Greek-
A History of Conflict influenced names.
Due to the competitive nature of human civilization, Egyptian Names: (Male) Amam, Areius, Horos,
most groups of humans have the unfortunate trait of Imhotep, Ptolemy, Theon, Zopyrus; (Female) Anit,
becoming extremely tribal. This tendency has led to conflict Charmion, Eboni, Iras, Isi, Nefertari, Rashida, Sati,
and war between even neighboring kingdoms, with many Sotep, Sslama, Taimhotep
humans harboring deep prejudices based on race, religion,
culture, and language. Hebrew Peoples. The story of the Bible takes place
predominantly in Judea and involves the Hebrew people.
The recent conquests of Alexander the Great made great This people goes through several name changes over time.
strides toward uniting the human race under a common During the height of their kingdom, they were known as
language and opening up trade between distant kingdoms.
Nevertheless, it is unfortunately true of most kingdoms that
outsiders are often treated with suspicion and sometimes
outright discrimination.
Increasingly Diverse
Despite this history of prejudice, relationships and even
marriages between people of different cultures is becoming
increasingly common. Many humans have now grown
accustomed to the idea of traveling to new kingdoms and
learning new languages, and each new generation is feeling
more comfortable with the idea of searching for a spouse
outside of the boundaries of their home town.
The result of this is an increasingly diversified
community of people, with children who feel at home in
the cultures of both of their parents. By the first century,
virtually every kingdom on the map had become a melting
pot, with main streets filled with examples of every culture,
religion, language, and ethnicity.
Creating a Human Character
Consider the cultural influences of the character you
are creating. Review the different people groups in the
introduction to decide your character’s background,
religion, and language. Use the following information as a
26
the “Israelites.” However, by the first century the twelve Creature Type. You are a Humanoid.
tribes have become scattered, with only the tribe of Judah Ability Score Increase. Your ability scores each increase
returning to the promised land. Thus, these people are by 1.
known henceforth simply as “Jews.” Age. Humans were considered to become adults at the
age of 13, and could live into their late 70s.
Hebrew/Jewish Names: (Male) Josiah, Tovi, Size. Humans vary widely in height and build, from
Samuel, Simon, Uzziel; (Female) Ayala, Diana, Eliora, barely 5 feet to over 6 feet tall. Regardless of your position
Gal, Ra’aya, Rachel. in that range, your size is medium.
Speed. Your base walking speed is 30 feet.
Roman Peoples. The empire of Rome hails from across Languages. You can speak, read, and write in Common
the Great Sea and stretches as far north as modern day and one extra language of your choice. Typically this
London. Romans tend to have fairer skin than those native language will be that of the people you live among or
to this area. Romans also tend toward lawful alignments commonly deal with.
due to the highly organized structure of their culture and
respect for authority. This race is derived from the “Human” in the SRD 5.1 and reproduced under the OGL.
Roman Names: (Male) Agrippa, Cassius, Kaeso, Giant
Lar, Marcus, Maximus, Quintis, Titus; (Female) Aurelia,
Auria, Cornelia, Livia, Lucia, Maria, Portia, Vesuvia For he was one of the descendants of the Giants, and
his spear weighed three hundred pieces of bronze.
Nomadic Peoples. The people of Midian, Petra, and -2 Samuel 21:15
other smaller tribes through the border regions of Zin
are nomadic by necessity and are often overlooked for Referred to in some Biblical translations as the
not having a “kingdom” of their own. Nonetheless, these “Anakim,” the Giants are a well-known and feared race of
people celebrate their own vibrant culture through weaving, massive humanoids in the middle kingdoms. Giants appear
dance, and storytelling. in the records of all major nations at the time, although
little is known about their origin. Some historians believe
Nomadic Names: (Male) Arkaan, Eldan, Jaasir, that the Giants mentioned in these ancient texts were
Khaalid, Ohad, Rajab, Sar-El, Shila, Zaahir; (Female) simply humans of above-average height. However, the
Ameena, Gaitha, Namira, Neshama, Sabira, Salma, heights recorded in the Bible range from 10 to 25 feet tall,
Sanaa, Sinaya well beyond the physical limits of a human being.
Sabean Peoples. The people of Sheba are dark-skinned, The most famous of these ancient beings was, of
powerfully built, and tend to be above average in height. course, the legendary champion known as Goliath of Gath.
They are known for being articulate speakers and prolific However, many other Giants appear both in the Bible as
traders. well as other ancient texts from the time. Giants almost
always appear in the role of warlord or military champion,
Sabean Names: (Male) Ibrahim, Kabede, which adds to the mystery and renown of their race.
Mamdooh, Mubarak, Mulugeta, Obi, Rashaad; (Female)
Azeezah, Delina, Eden, Ifrah, Kendi, Laila, Naila, Retta Formidable Fighters
Greek Peoples. The Greeks tend to be average height Today I defy the ranks of Israel! I challenge a man
with olive skin. Greeks can be found in any city on the to come and face me, that I may give his flesh to the
map, and thanks to Alexander the Great, their cultural
influences are also visible around the world. The Greek birds of the air.
tribe of Sparta are known to speak in short, to-the-point -Goliath of Gath
sentences.
Due to their great size and physical strength, the Giants
Greek Names: (Male) Agis, Anaxandridas, of the Bible are known for one thing only: combat. Each
Leonidas, Lycurgus, Lysander, Menelaus, Nabis; time a Giant is mentioned, it is always in association with
(Female) Cynisca, Electra, Gorgo, Helen, Ismene, their ferocity in battle and thirst for blood. This does not
Magda mean that all Giants were bloodthirsty killers, of course;
however, as you create your Giant character, be aware that
Human Traits this reputation will follow you throughout your journeys,
even if the Giant you create is gentle and kind.
Due to diversity of the human race, it is hard to make
generalizations about them. Your human character has these
traits.
27
Creating a Giant Character
Consider the background of you Giant character. Where
are you from? Have you been accepted into a human
society, or are you an outcast that has to stay on the move
looking for work? Do you know any other Giants, or do
you feel alone in your size and reputation?
Giants tend to be known by a given name, a clan name,
and an earned name. The clan name is their only connection
to their Giant ancestors, and generally refers to the region
their ancestors originally called home. The earned name
tends to be the name by which they are recognized by
enemies on the battlefield or by crowds of cheering fans
at gladiator pits. Giants tend to guard their given names
from all but their trusted comrades, and will generally
introduce themselves in new cities or to new people using
their earned name and their clan name, for example: “The
Axe of Anak” or “Skullcrusher of Edom.”
Giant Names: (Male) Gad, Gilgath, Joroch, Saph,
Nob, Og; (Female) Ada, Axlith, Atarah, Hedva, Huldah,
Lahmi, Vashti.
Clan Names: Anak, Anunaki, Ashdod, Edom,
Gath, Gaza
Earned Names: Kingslayer, The Landslide, The
Barricade, Gatesmasher, Shieldbreaker, The Tower
Isolated and Feared Giant Traits
“When they saw the Giant, they fled from him and Giants can vary wildly in size, shape, and personality.
were very much afraid.” Your giant character has these traits.
-1 Samuel 17:24
Creature Type. You are a Humanoid.
According to the Hebrew scriptures and other ancient Ability Score Increase. Your Strength score increases by
sources, the land of Canaan was once inhabited by entire 2, and your Constitution Score increases by 1.
civilizations of Giants. However, by the first century, very Age. Giants learn to fend for themselves at an early
few of these civilizations remain. Giant tribes tend to be
isolated, either living in the ruins of the Assur Wastes, age. A Giant is considered an adult by the age of 10, and
or on the outskirts of desert regions. Living in these
harsh conditions is difficult, and most giants find it easier their life expectancy is less than 100 years, although giants
embracing their stereotype as warrior and seek fortune by
fighting in the Roman gladiator contests. In many ways almost always die in combat before they reach old age.
this becomes a self-fulfilling prophecy that only further Size. Giants are between 8 and 12 feet tall. Your size is
feeds into the general assumption that giants are violent by
nature. Medium.
Powerful Build. You count as one size larger when
On rare occasions, Giants can be found trying to make
a peaceful living in a major city. However, Giants are so determining your carrying capacity and the amount you can
feared by humans that they are cast out of most societies.
Thus, most giants end up becoming lone wanderers, or push, lift, or carry.
joining the ranks of an adventuring party that may accept Speed. Your base walking speed is 40 feet.
them. Languages. You can speak, read, and write in Common
and one extra language of your choice. Typically this
language will be that of the people you live among or
commonly deal with.
Feared and Unwelcome. You have proficiency in the
Intimidation skill. Because Giants are seldom integrated
into society, you may be required to make Persuasion
checks simply to be allowed past the gates of major cities.
Siege Monster. You deal double damage to objects and
structures.
28
Nephilim Nephilim in the Bible
The Nephilim were on earth in those days and also Details about the nature and history of the Nephilim in the
afterward. These were the heroes of old, men and Bible are scarce. Aside from their celestial lineage, little is
recorded about their culture (if separate from that of humans)
women of renown. and activity. In some places, the Bible even seems to conflate
-Genesis 6:4 the Nephilim and Anakim, seeming to lump them together as
simply “giants.” Even less information is recorded about them
The Nephilim are referenced in several places following the Great Flood, except the cryptic reference to their
throughout the Bible (and in other ancient texts) as a existence “after” the time of the Flood, which seems to imply
special race of beings that possessed preternatural beauty that at least some of them survived it.
and talent. These people appeared human in every way
other than their unnatural beauty and unnaturally athletic In this module, many creative liberties have been taken,
bodies. According to legend, these attractive features come based loosely on a few ancient apocryphal writings. The version
from a celestial heritage. of Nephilim that you will find in these pages is a combination of
details taken from the Bible, the apocryphal Book of Jubilees,
In the earliest days of creation, the Bible references the apocryphal Book of Enoch and characteristics invented to
a special group of angelic beings known as “Watchers.” fit the mechanics of a role-playing game. This lineage exists for
Unlike other celestial beings who reside in the spiritual fun, and is not meant to be an authentic interpretation of who
realm, the Watchers were unique in that they were given the Nephilim really were, as that is a topic of much debate and
physical bodies to walk among the humans. The Watchers conflicting opinions.
were entrusted with the role of guarding the physical world
of God’s new creation against corruption or attacks from height, and built to the proportions of nearly perfect human
Lucifer and the other fallen angels. Living among humans, specimens. The Nephilim also tend to be natural athletes,
the Watchers were to set examples for how to live a life whether or not they pursue these skills. Gifted with natural
devoted to God. As humanity fell deeper into sin, the grace and strength, athletic competition seems to come
Watchers eventually failed in this mission. naturally to them.
The role of the Watchers on earth officially came to an Immortal Wanderers
end after the Great Flood destroyed all civilizations on
earth. In the wake of the flood, the humans who survived Nephilim children age and mature at the same rate
were given a second chance, the Watchers were called to as regular human children. However, when a Nephilim
return to the spiritual realm. However, some chose to reaches the age of idealized maturity and physical
remain behind with the humans they had grown
to love. Some of these even married human perfection, their body ceases aging forever. A Nephilim
spouses and had children with them. These is physically immortal and will live until killed.
children become known as the Nephilim. Many of the Nephilim have been walking the earth
since just after the Great Flood, but few would
These were the children of the most beautiful remember this. Although their bodies are as
among the humans and the most powerful of timeless as their celestial parents, they possess
the intellect of mortals and rarely hold on to
the Watchers. memories for more than 100 years at a time.
-The Book of Jubilees
Forgotten Memories
Beautiful and Talented
The prospect of living forever, only to
The Watchers, who are also watch everything one loves and cares for
called the “Sons of God” in some pass away is too much for most Nephilim.
translations of the Bible, were
endowed with the power and grace of When the weight of a lifetime of pain
the angels and, according to legend, and loss becomes too much to bear, a
the humans they married were very Nephilim undergoes a process called “the
physically beautiful as well. Their Diluvium.”
children, the Nephilim, have both of
these qualities. Nephilim are nearly The Diluvium washes away all
indistinguishable from regular humans, memory from the Nephilim, who
but tend to be extraordinarily beautiful. awakens one morning to find that
They are of average to above average their memories of the past are fading
away. The process takes several days
as these memories of the past, like
29
half-remembered dreams, slowly fade to nothing. Most Natural Talent. You gain proficiency in Athletics and
Nephilim welcome the Diluvium, which offers a chance at one other skill of your choice.
a fresh start. However, there are others who live thousands
of years before accepting the gift of forgetfulness. Since Languages. You can speak, read, and write in Common
the Diluvium is triggered by a Nephilim’s desire to start and one other language of your choice.
anew, it will occur at different intervals of time for different
Nephilim, but usually occurs every 60 to 100 years, and Forgotten Past. You gain proficiency in one skill and
usually coincides with the deaths of loved ones. one language you do not already have proficiency in. These
proficiencies are echoes of your life before your most
A Nephilim will often retain their name and some recent Diluvium. You are aware of these proficiencies, but
learned skills from their previous life, but otherwise all do not recall why you have them or anything from the life
memories of people and places are gone forever. Since during which they were learned.
Nephilim tend to withdraw and become antisocial as the
Diluvium approaches (sometimes even moving to a new Rephaim
city or even continent), they rarely have chance encounters
with someone who would recognize them from their past Below, Sheol is all astir,
life. Preparing for your coming.
The Rephaim prepare to greet you,
Nephilim Names for you have been cut down.
Nephilim live in human societies and take human -Isaiah 14:9
names. Nephilim will usually retain one name until that
name becomes unfashionable, at which point they may The Rephaim are an enigmatic race of extra-planar
choose a new name for themselves. beings. Their appearances are scattered throughout
the Bible, and their descriptions tend to be mysterious
Nephilim Traits and inconsistent. The prophet Isaiah describes them as
guardians of Sheol, the world inhabited by spirits of
Your Nephilim character has the following traits. the dead, and in some translations of the Bible they are
referred to as “shades.” Yet they also seem to periodically
Creature Type. You are a Celestial. show up on earth, as though they can move back and forth
Ability Score Increase. Your Charisma score increases between the Sheol and the world of the living. Similar to
by 2 and either your Strength or Dexterity score increases the realm of Sheol itself, the Rephaim also seem to lack
by 1 (your choice). any clear alignment. They are neither creatures of pure
Age. Nephilim are immortal, but most appear to be in good (like the angels) nor are they devoted to evil (like
their late teens to early 30s (whatever age they consider the demons). Naturally suited to be hunters of the Undead,
themselves mature) for their entire lives. these neutral beings stand in the gateway between life and
Size. Nephilim appear as beautiful and athletic humans. death, ensuring that no shades escape back into the physical
Your size is medium. world. However, it seems that Rephaim occasionally pursue
Speed. Your base walking speed is 30 feet. lives of adventure among the mortals of the material plane.
Celestial Awareness. You can cast the Detect Good and
Evil spell once with this trait and regain the ability to do so Shades of Gray
after finishing a short or long rest. You may also cast this
spell using any spell slots you have. He had six fingers on each hand and six toes on each
Holy Light. You know the Sacred Flame cantrip. foot, for he was descended from the Rephaim.
Charisma, Intelligence, or Wisdom is your spellcasting -2 Samuel 21:20
ability for it (chosen when you take this lineage).
These “six-fingered” beings are often described as
Handling the Diluvium being frightening in appearance. Overall, their appearance
tends to resemble that of regular humans, but with a barely
For obvious reasons, players probably will (and should) visible aura of darkness that hints at their otherworldly
choose to play a Nephilim that has recently undergone the origin. Rephaim are accustomed to the darkness of the
Diluvium. However, in the event that a Player Character underworld, and possess preternaturally fast reflexes and
decides to undergo the Diluvium during the adventure, this superior darkvision.
choice should first be discussed with the GM, as it represents
a major life event for a Nephilim. The GM may decide to have This physical prowess is used for evil as often as it is
the character roll to determine which skills are remembered, used for good. Rephaim are just as likely to be remembered
as evil warlords and assassins as they are noble protectors
start from a lower level, or create a new character altogether. of the realm of the dead.
30
People of Two Realms Rephaim in the Bible
The Rephaim’s ability to move between the realm of The Bible contains two conflicting descriptions of who the
Rephaim are. Many passages seem to depict them as a another
Sheol and the realm of the living is the reason that some race of giants that live alongside the Anakim, while other
translations of the Bible refer to them simply as “the passages describe them as ethereal guardians of Sheol (the
Travelers.” This ability comes in handy when Rephaim realm of the dead).
need to get somewhere that regular humans cannot, using
There have been various attempts to explain these
their connection to the shadow world to pass through conflicting descriptions of the Rephaim from the Bible,
and this module takes no stance on which interpretation is
obstacles. For a limited amount of time, a Rephaim can “correct.” However, for the purposes of creating a consistent
narrative and the best player experience, the stats and
take the form of a shadow on the wall, slinking under descriptions of this lineage reflect the latter interpretation:
locked doors or over creaky floorboards without making a Rephaim as guardians of Sheol.
sound.
When you cast with this feature, the duration of the spell
Creating a Rephaim Character is reduced to 1 turn. Charisma, Intelligence, or Wisdom is
your spellcasting ability for these spells (Chosen when you
Consider the history of your Rephaim. Why have they take this lineage).
left Sheol? What do they hope to gain from venturing
Languages. You can speak, read,
through the world of the living? and write in Common and one
extra language of your
Rephaim Traits choice.
Your Rephaim character has the following traits.
Creature Type. You are a humanoid.
Ability Score Increase. Your Dexterity score increases
by 2 and your Constitution score increases by 1.
Age. Rephaim reach adulthood at the age of 12 and
live less than 100 years. The aging process is slowed and
sometimes stopped altogether while a Rephaim inhabits
Sheol in the role of a guardian of the realm.
Size. Rephaim are usually about 6 feet tall. Your size is
medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You have Darkvision up to 120
feet.
Sheol Sight. Your eyes are instinctively drawn to the
tinges of magic that may be affecting the material world.
You can cast the Detect Magic spell once with this trait
and regain the ability to do so after finishing a short or
long rest. You may also cast this spell using any spell
slots you have.
Guardian of Death. You are resistant to Necrotic
damage.
Shade Magic. You know the Chill Touch cantrip.
When you reach 3rd level, you can cast the Walk in
Shadow spell once with this trait and regain the ability
to do so after finishing a Long Rest. When cast with
this feature, the duration of the spell is reduced
to 1 minute. When you reach 5th level, you
regain your ability to cast Walk in Shadow
after finishing a Short Rest. When
you reach 10th level, you can cast
the Etherealness spell once
with this trait and regain
the ability to do so after
finishing a Long Rest.
31
New Subclass Options
Barbarian
Path of the Nazirite
“The chariot must be that of Jehu, soaked ground.
for he drives like a maniac.” Barbarians are characterized by their brazen and often
-2 Kings 9:20
reckless approach to combat, their feats of strength and
A man with long braided hair and rippling muscles athleticism, and their bursts of primal rage that allow them
strides through the wilderness of Philistia, a greataxe over to push beyond their normal physical limitations. The Bible
one shoulder. Hearing the swift footfalls of a hunting holds no shortage of such warriors, from the brutality of the
lion behind him, he lets out a laugh and turns to face his Woman of Thebez to the righteous fury of Jehu. However,
attacker. Throwing his weapon aside, he grins and charges the quintessential reckless and rage-fueled warrior in
the lion armed only with his bare hands. scripture is undoubtedly Samson, the Nazirite.
A woman lets out a primal roar as she lifts a millstone Class Features
high above her head. The traitorous Abimelech thought he
would conquer the small town of Thebez with ease. Only as Level Feature
the woman brought her crude weapon down on his skull did
he realize his error. 3rd Vow of the Nazirite, Indomitable Strength
Driving a chariot forward with reckless abandon, the 6th Unbreakable Will
warrior strikes down or tramples the dark forces that flee
before him. Reaching the tower of the evil sorceress, he 10th Eyes of Faith
charges forward with disregard for the many injuries he has
sustained. Only when the body of his foe lies broken at the 14th Slayer of Thousands
base of the tower does he finally sit and rest on the blood-
32
The Vow of the Nazirite Breaking the Vow
“When a man or woman takes the vow, they may A Nazirite that breaks their vow immediately loses all
neither drink wine, nor let a razor touch their hair.” subclass features. In order to restore the vow, a Nazirite must
shave their head as a symbol of the broken vow and spend 24
-Numbers 6:2-5 hours reconsecrating themselves in a holy location. Subclass
features are then immediately restored, but the hair must be
Meaning literally “avowed,” Nazirites were people regrown, since uncut hair is the symbol of the unbroken vow.
consecrated to a sacred mission in service to God. Endowed
with charismatic gifts, the Nazirites were specially (including maximum load and maximum lift) is doubled
equipped to lead, and sometimes to take up arms in and you have advantage on Strength checks made to push,
defense of their communities. Born into a world fraught pull, lift, or break objects.
with combat and conflict, heroes of the Nazirite vow
embraced danger as a way of life, and were often gifted Additionally, when you use your Reckless Attack
with supernatural strength and resolve as a result of their feature, any creature you hit during your turn takes extra
devotion to God. damage of your weapon’s damage type equal to half your
Barbarian level (rounded up).
A Nazirite takes their vow seriously, and treats
adherence to the vow as a symbol for their faith in God. Unbreakable Will
When you choose to follow the Path of the Nazirite starting
at 3rd level, you must also vow to do the following things: Beginning at 6th level, your dedication to your vow
is stronger than any fears or temptations that may cloud
• Serve the will of God, and defend the innocent your mind. While you are raging you are immune to being
• Abstain from consuming alcohol Charmed or Frightened. If you are already Charmed or
• Abstain from cutting your hair Frightened, entering a rage ends this condition.
The Nazirite Vow Eyes of Faith
Historically, this vow was not always taken as a lifelong Beginning at 10th level, your faith grants you awareness
commitment. Some Nazirites only took the vow for a month of your surroundings, regardless of any impediments to
or two, often as a means of repentance or period of meditation. your sight. You gain Blindsight out to a range of 10 feet.
Others, like Samson and Samuel, were Nazirites for life, and While you are raging, your Blindsight extends to a range of
their vow defined them. This lifelong devotion to the will of 60 feet.
God is reflected in this subclass.
Slayer of Thousands
OPTIONAL RULE. Often (but not always), the Nazirite
vow includes a promise never to touch a dead body. This rule “With the jawbone of a Donkey
may not be fun for everyone, but GMs may choose to institute I have slain a thousand men.”
rules such as “no looting corpses” to Nazirite PCs. -Samson
Indomitable Strength Starting at 14th level, you gain the ability to stand
against the tides of evil, regardless of how numerous the
“Samson rose at midnight, approached the city gate, enemy. As an action, you may make a single melee attack
and tore it loose from its frame.” against any number of creatures. Each target must be within
-Judges 16:3 your weapon’s range, and each requires a separate attack
roll.
Your dedication to the will of God fills you with
strength beyond that of normal human limitations, giving
you the power to overcome obstacles in your path. When
you choose this path at 3rd level, your carrying capacity
33
Bard
College of Parables
“I will open my mouth in Parable; Inspiring Proverb
I will utter dark sayings from of old.”
“The mind of the intelligent appreciates Proverbs.”
-Psalm 78:2 -Sirach 3:29
The village elder recites proverbs to a young boy who When you join the College of Parables at 3rd level,
excitedly writes down her words. The old mystic’s eyesight you gain the ability to embolden your allies with a simple
may be failing, but her wisdom, recorded in the boy’s phrase. As a bonus action, you can expend one use of your
parchment, will inspire generations to come. Bardic inspiration to call out to your friends, reminding
them of a meaningful phrase or the moral of a story you
A rabbi from a simple hamlet in the hill country tells a previously shared. Choose a number of creatures equal
story of betrayal and redemption as the enthralled crowd to your Proficiency Bonus within 60 feet that can hear
listens with rapt attention. The elders of the Sanhedrin you. Each of these creatures gains a number of temporary
who had come to argue with him quietly take their leave; hit points equal to your Charisma modifier plus your
although they will not admit it, this simple story had shown Proficiency Bonus.
them a truth that they were not prepared to admit.
Additionally, when you use this feature, you can pass
A soldier on the eve of battle regales his comrades with a message to any allies that can hear you within 60 feet.
stories from back home. Although many of them may die This message is hidden within the proverb you utter; it is
tomorrow, tonight they share a laugh together. understood by your allies, but not recognizable to your
enemies.
The examples above are all vastly different from each
other, but each show unique ways in which the power of Stunning Proclamation
storytelling can effect change in the hearts and minds of
those who listen. “You are that man!”
-2 Samuel 12:7
The Power of Storytelling
When you reach 6th level, you have learned to use the
“This is why I speak to them in Parables, drama of the moment to stun your audience with a dramatic
because they look but do not see.” twist, an accusation of guilt, or a shocking declaration. As
-Matthew 13:13 an action, you can shout a proclamation at a creature within
60 feet, forcing it to make a Charisma saving throw against
To a Bard, the line between truth and fiction is blurred, your spell save DC. The creature must be able to hear you,
and one does not preclude the other. Some of the greatest
lies in history were told without uttering an untrue word,
and some of the most important truths in the universe are
only realized in fictional stories. Bards weave magic into
the words of their stories to enthrall and entertain their
audiences, but more importantly to reveal important truths
to those whose minds are open. These stories are called
“parables,” and they use fictional characters and situations
to lead listeners into a deeper understanding of truth.
Class Features Feature
Level
Inspiring Proverb
3rd Stunning Proclamation
6th
14th Enthralling Narrative
34
but does not need to share a language with you. On a failed dance. Although some nearby onlookers smirk at his
save, the creature is Stunned until the end of your next turn.
performance, his body continues to move with shameless
While Stunned, the creature is Incapacitated, cannot abandon, unperturbed by their sarcastic comments. He
move or speak, automatically fails all Strength and dances for the Lord with all his might.
Dexterity saving throws, and all attack rolls made against
the creature have advantage. You can use this feature Young lovers exchange poems of romance, thanking
a number of times equal to your Charisma modifier God for the beauty of creation and the sense of belonging
(minimum of 1). You regain all uses of this feature after they find in the union of their bodies.
finishing a Long Rest.
The examples above are all vastly different from each
Enthralling Narrative other, but each show unique ways in which the power of
“They listened with amazement to his teaching.” words, music, and dance, can be used to inspire others and
-Mark 1:22 call upon the power of the Most High. This is the specialty
of the Bard. Bards of the college of Psalms use their unique
When you reach 14th level, your storytelling comes
to life for a listener. As an action, choose a creature skills to compose hymns, poems, and spiritual songs that
that can hear you within 60 feet of you. It must make a inspire the downcast, uplift the soul, and bring confidence
Wisdom saving throw against your spell save DC. On a in times of trouble.
failed save it is Charmed or Frightened (depending on the
genre of story you tell) by you for 1 minute or until your Words and Music
concentration is broken (as though concentrating on a
spell). While the creature is Charmed or Frightened in this The breath of God swept over the chaos,
way, the characters and world of your story spring to life, and God said, “Let there be light.”
taking the form of an illusion that only the creature can -Genesis
see. The creature continues to move and take actions on
its turn, but can only see and hear the events of the story Bards believe that God spoke the universe into
you are narrating (although it can hear your voice as the existence, that the reverberation of the divine voice brought
narrator, if you allow it to). How this story looks and feels order and creation out of the chaos. To a bard, words and
to the creature is up to you, and you can choose whether music are not just sounds, but echoes of God’s voice that
the creature is an active character in the story, or merely a still resound throughout creation. A bard is the master
passive observer to the events of the story. of words, music, and the subtle weaving of the magic
contained within them. A bard’s greatest aspiration is to
If the creature takes any damage, it may repeat the play just the right note, a secret chord, that joins in perfect
saving throw with advantage. Once you have used this harmony with the song of the Seraphim, the echoes of
feature, you may not use it again until you have finished a creation, the voice of God.
Short or Long Rest.
From Deborah to King David, many bards have
Bard attempted to capture the essence of this sacred music.
Called “Psalms,” these transcribed pieces of music and
College of Psalms poetry are more than just songs, they are the attempt of
the bard to capture a few notes of heavenly music, and the
“Let us sing praise with tambourine and dance, with divine magic contained therein.
strings and pipe!”
-King David Class Features Feature
Level
A woman raises her tambourine aloft and begins to sing. Bonus Proficiencies, Psalmistry
The scars of slavery cover her arms and back, but they do 3rd Singing is Praying Twice
not impede the movement of her body any longer. Inspired 6th
by her performance, hundreds of thousands of freed slaves 14th Movement of the Soul
follow her example, voices joining in songs of rejoicing as
they make their way into the desert. Bonus Proficiencies
A man dressed in loose-fitting linen robes begins to When you join the College of Psalms at 3rd level, you
gain proficiency in Religion and Insight.
You carry a book of Psalms (called a “psalter”) with you
at all times. You may use the psalter as a spellcasting focus
for your bard spells.
35
Psalmistry d? Psalms
“Awake, Deborah! Utter a Song!” 1 Confidence. You recite a simple stanza reminding the tar-
-Judges 5:12 get of God’s faithfulness. The target may reroll one ability
check. They may choose to reroll after seeing the roll, but
When you join the College of Psalms at 3rd level, before learning if the roll succeeds or fails.
the Spirit of God begins to move you to compose songs,
hymns, and spiritual songs. If you spend a short rest in 2 Thanksgiving. You sing praise to the Most High for all
meditation with your psalter, you may expend one use of you are grateful for. Three creatures of the target’s choice
your Bardic Inspiration and roll on the Psalms table using gain temporary hit points equal to one roll of your inspi-
your Bardic Inspiration die to determine the type of Psalm ration dice.
you are inspired to compose. At the end of the short rest,
choose one target you can see within 30 feet to receive the 3 Hymn. A simple melody begins to take shape in your
effects of the Psalm. The target can be you. mind, and before you know it, everyone is singing. The
target has advantage on their next saving throw.
The Psalm takes hold of the target immediately, but in
some cases the target must spend an action, reaction, or 4 Protection. You offer prayers for safety that take shape and
bonus action to trigger the effect of the Psalm. Either way, manifest on the target. The target can use its reaction to
gain a +5 bonus to its AC until the start of its next turn. The
36 target can only do this once.
5 Lament. You hum a sad melody that carries notes of hope.
As a bonus action, the target may regain a number of hit
points equal to one roll of your Bardic Inspiration die plus
your Charisma modifier. The target can only do this once.
6 Song of Songs. You weave poetry charged with sensual
imagery. The target gains one use of the Charm Person
spell, using your spell save DC.
7 Praise. You sing a joyful song praising God’s majesty. A
divine light seems to emanate from within the target. The
next attack roll made against the target must be made with
disadvantage.
8 Wisdom. You are moved by the spirit to speak words of
wisdom. The target can use an action to give itself advan-
tage on Wisdom checks and Wisdom saving throws for the
next 10 minutes. The target can only do this once.
9 Imprecatory. You recite a poem invoking the vengeance
of God on your enemies. As an action, the target chooses
any number of creatures within 30 feet, forcing them to
make a Dexterity saving throw against your spell save DC.
A creature takes radiant damage equal to three rolls of your
inspiration dice on a failure, and half as much on a success.
The target can only use this attack once.
10 Royal. Your music becomes authoritative and majestic.
The target can use an action to give itself advantage on all
Charisma checks and gains a bonus to all Charisma checks
equal to your Proficiency bonus for the next hour. The tar-
get can only do this once.
11 Prophetic. What begins as a simple rhyme takes shape as
a prophecy. Roll a d20 and record the number rolled. The
target may replace any attack roll, saving throw or ability
check made by a creature it can see with the number rolled.
This choice must be made after seeing the creature’s roll,
but before knowing the outcome of the roll.
12 Transcendence. A choir of angels join their voices with
yours as you sing in the celestial tongue. As a bonus action,
the target chooses up to 6 creatures, one of which can be
itself. These creatures sprout spectral wings and gain a fly
speed equal to their walking speed for 8 hours.
the target retains the Psalm in their mind until they finish huddled together. A hand stretches out to offer them water
a Long Rest, at which time the words and effects of the as a clear voice speaks from beneath the cloak: “those who
Psalm fade, regardless of whether they have been used. walk in darkness will see a great light.”
A target can only retain one Psalm at a time. If you Prophets are enigmatic and unpredictable figures that
choose the same target twice before they finish a Long defy definition. Rarely seen in the company of other
Rest, the effects of the first Psalm end before the effects prophets, these wanderers travel alone (or in the company
of the second take hold. More than one target may benefit
from the effects of a Psalm at the same time, but each of other adventurers) to seek out injustice and confront
requires a separate Short Rest and a separate roll on the
Psalms table. it head on. Sometimes this means reaching out and
comforting those who are being persecuted; sometimes this
Singing is Praying Twice means confronting persecutors. A prophet is just as likely
“Where two or three are gathered together in my to spend their day caring for a sick child as they are to
name, there I am with them.” anoint a new king or call down fire from heaven to destroy
-Matthew 18:20 an entire city. The only thing that all prophets share in
At 6th level, you can lead a short praise and worship common is the pursuit of justice through the proclamation
session that also helps you recover some of your abilities.
Once per Short Rest, you can lead a worship session with of God’s word.
a number of creatures equal to or less than half your bard
level (rounded up). At the conclusion of the session, these
creatures gain a number of temporary hit points equal to
one roll of your Bardic Inspiration die.
In addition, you regain a spell slot of a level equal to or
less than your proficiency bonus.
Movement of the Soul
At 14th level, your ability to compose Psalms becomes
unmatched in its versatility. Whenever you use your
Psalmistry feature to roll on the Psalms table, roll your
Bardic Inspiration die twice and choose which psalm to
compose from the two options rolled.
Cleric
Prophecy Domain
“Here I am. Send Me.”
-Isaiah
A young girl stands resolute before the king of the
Persian empire. Unafraid of the thousands of armed
soldiers that surround her, she meets the eyes of the
genocidal tyrant and demands justice.
A wiry old man turns to the angry mob that is
approaching him. With a furrowed brow and sadness in
his eyes, he stretches out a hand toward the heavens. A
column of fire cascades from the clouds above, enveloping
the world in flame until all that remains of his attackers are
ashes.
A cloaked figure kneels beside a group of orphans
37
Class Features Feature complete your sacred mission, a messenger from God
Level appears to you in a dream, congratulates you, and then
assigns you a new sacred mission. Often, this new mission
1st Domain Spells, Bonus Proficiencies may relate to developments your success has caused. Other
times, it is completely unrelated, on the opposite side of the
2nd Channel Divinity: Prophesy world.
6th Purity of Thoughts, Domain Spells
Channel Divinity: Pronounce Judgment Level
8th Potent Spellcasting, Channel Divinity improvement Spells
14th Truth Sense
17th Incorruptible Soul 1st Do Unto Others, Every Knee Shall Bend
3rd Blindness/Deafness, Zone of Truth
Sacred Mission 5th Clairvoyance, Remove Curse
“If God is for us,
who can stand against us?” 7th Aura of Purity, Pillar of Fire
-Paul
9th Covenant, Dream
The most notable feature that sets prophets apart from
other clerics is their sacred mission. Ordained by God, a Bonus Proficiencies
prophet’s mission is a compulsion that must be attended
to. A prophet can feel free to travel with a party and carry At 1st level you gain proficiency in Religion and
out other tasks, but if a sacred mission is ignored for Persuasion. You also learn two additional languages of your
long enough, providence will intervene in the form of choice.
coincidental meetings, prepaid passage on ships, or strange
symbols on trees or in the clouds. If a prophet outright Spiritual Tongue
rejects the mission given by God, the entire fabric of the
universe may start to realign itself until the mission is Starting at 1st level when you accept God’s call to
carried out, for better or worse (just ask the prophet Jonah). become a prophet, you gain a spiritual gift that allows you
to be understood no matter where your journey takes you.
When you create your character, discuss your sacred As an action, you can speak in a Spiritual Tongue. While
mission with your GM. Your mission could be agreed upon speaking in this way, any creature within 30 feet that can
in advance or it could be kept secret by the GM, to be understand a language can understand what you say. This
revealed during gameplay. A prophet’s sacred mission can includes creatures with impairments to their hearing, such
be anything, but the following table gives some ideas that as creatures that attempt to plug their ears, creatures that
happen to fit well into the world of the Bible as it exists in are deaf, or creatures inside the area of a Silence spell.
this module.
Your Spiritual Tongue lasts for 1 minute, or until you
A prophet’s work is never done. If you successfully choose to end it. You can use this feature a number of times
equal to your Wisdom modifier (minimum of 1). You regain
d8 Sacred Mission all uses of this feature after finishing a Long Rest.
1 Women are being used as objects in the city of Thebes. Find the Channel Divinity: Prophesy
cause of this immorality and convince the people to repent.
Then the Lord said to me,
2 A leader named Sergius Paulus on the island of Cyprus needs “prophesy, mortal.”
advice. Help him make the best decisions for the people there. -Ezekiel
3 Seven teenagers in the city of Tarsus are in danger. Find them Starting at 2nd level, you can use your Channel
and escort them safely out of the city before time runs out. Divinity to receive prophetic visions of grave importance.
You spend 1 minute in prayer or meditation, asking for
4 The Ark of the Covenant is in danger. Find it and then seek out God’s guidance. At the end of the ritual you receive a
someone worthy to protect it. vision determined by the GM or chosen randomly using
the “Visions and Dreams” table on page 136. By default,
5 A false prophet has been walking the streets of Nineveh. Put a the vision will usually provide extra insight or detail that
stop to these lies and offer him one last chance to leave town. pertains to your sacred mission. However, you may instead
request that the vision give advice for overcoming an
6 The city of Ecbatana is corrupt. Call the leadership to repent, and obstacle, such as how to escape from a prison cell or where
if they do not, destroy the city once and for all. to find an important document. Visions are always truthful,
but often their meanings are veiled in cryptic symbolism.
7 The Queen of Sheba mourns the loss of her friend and advisor.
Rescue him if he is alive, or else anoint a worthy replacement.
8 The people of Galilee have lost hope. Travel to the region and
perform at least one miracle in each town. When you do so, an-
nounce to the people that the coming of the Messiah is at hand.
38
When the vision ends, you may ask one clarifying Druid
question about the vision, to which the GM offers a truthful
reply. The question must relate to the vision that was just Circle of the Baptist
received. The GM’s answer to this question is limited to
one word. “Who warned you to flee
from the wrath to come?”
When you reach 8th level, the GM’s answer to your
clarifying question expands to 10 words. -John the Baptist
Purity of Thoughts For the druid, connection to God is not something found
in a temple or through study, but by surrounding oneself
Starting at 6th level, your commitment to your sacred with the power and beauty of God’s creation in nature. One
mission grants you special abilities: type of druid in particular, the “Baptist,” finds the strongest
connection to God through water.
• You gain resistance to Psychic damage.
• You have advantage on Saving Throws against being “Who is this, that even
the sea obeys him?”
Charmed or Frightened. -Mark 4:41
Channel Divinity: Pronounce Judgment Water was a particularly powerful element in the
theology of the ancient world. Most often associated with
“I have already pronounced judgment.” storms at sea or floods that leveled cities, water was a
-1 Corinthians 5:3 symbol of chaos and destruction. People in the ancient
world saw water as something to be feared. The baptist,
At 6th level, you can use your Channel Divinity to however, chooses to view water in a
pronounce judgment on a creature that has refused to turn different way.
away from the path of wickedness. As an action, choose
one creature that you can see within 60 feet of you. That
creature suffers one of the following effects, chosen by you
as you pronounce judgment upon it:
• For the next minute, the target has disadvantage on all
saving throws.
• For the next minute, all weapon attack rolls against the
target are made with advantage.
• For the next minute, all weapon attacks that deal
damage to the target deal extra Radiant damage equal
to your proficiency bonus.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
Incorruptible Soul
At 17th level, your unwavering faith is rewarded:
• You gain immunity to Psychic damage.
• You cannot be Charmed or Frightened, and magic
cannot put you to sleep.
• If you fail your third Death Saving throw, a
chariot made of pure fire appears and carries
your body into the heavenly realm before you
can die. Any creatures of your choice that can
see the chariot when it appears
must succeed on a DC 23
Constitution saving throw or be
blinded until the end of their
next turn.
39
Destruction and New Life Circle Spells
The word baptism means “to be immersed” or “to sink Your connection to the waters of creation grant you the
into.” Through water, a druid is reminded of the power of ability to cast certain spells. At 3rd, 5th, 7th, and 9th level
God’s creation. They see the power to heal, cleanse, and you gain access to nature’s innate magic found in water.
wash away evil to begin anew. Where others see only chaos Once you gain access to a circle spell, you always
have it prepared, and it does not count against the number
and destruction, the druid sees the divine magic of God’s of spells you can prepare each day. If you gain access to
a spell that does not appear on the druid spell list, it is
redemptive powers. nonetheless a druid spell for you.
Living in the Judean wildlands and eating only locusts
Level Spells
and wild honey, John “the Baptist” was an enigmatic and
eccentric figure. Some called him a prophet, some called 3rd Calm Emotions, Zone of Truth
him crazy, but no one could deny the power of his message.
John called hundreds to be “baptized:” to willingly 5th Deluge, Torrent of Water
submerge themselves in water as a sign of surrender to the
power of God’s creation. More importantly, John foretold 7th Control Water, Bind with Water
of the coming of the Messiah, the one who would one day
9th Paraclete, Tehom
restore justice and order to the natural world.
Baptism of Water Transcendent Form
It is important to note that the ritual of “baptism” at this At 2nd level, you gain the ability to channel the Spirit
time was not a Christian initiation, and neither John nor any of God as divine magic courses through your body. As an
other “baptist” was baptizing in the name of Jesus. Instead,
these baptisms were rituals that symbolized a person’s turning action, you can expend a use of your Wild Shape feature to
away from sin and embracing a rebirth through the waters of take on your transcendent form, rather than turning into a
God’s creation. In time, a similar practice would be adopted by beast form. While in your transcendent form, you gain the
the followers of Jesus, but this Christian baptism had not yet following benefits:
been established.
• Your skin gives off a luminescent glow as divine
Class Features Feature energy pulses through you. Your transcendent form
Level sheds bright light in a 10-foot radius and dim light for
Circle Spells, Transcendent Form
2nd Baptism, Wade in the Water an additional 10 feet.
6th Waters of New Life • You gain a number of temporary hit points equal to 5
10th Become the Flood
14th times your druid level.
• You have advantage on all Charisma checks.
• You gain advantage on Constitution saving throws
made to maintain concentration on a spell.
These benefits last for 10 minutes, until you loose all of
your temporary hit points, or until you use your Wild
Shape feature again.
Water Source Baptism Effect
A spring born from As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see. You can do
a mother’s tears this a number of times equal to your Proficiency Bonus, and regain all uses after a Short Rest.
The Jordan River If you fail a Constitution saving throw roll to maintain concentration on a spell,
you may use your reaction to reroll the saving throw.
A natural hot spring You gain resistance to one of the following damage types of your choice:
The Pool of Bethesda acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder
Your Strength, Dexterity, or Constitution score increases by 2, to a maximum of 20.
The pool where Solomon Your Intelligence, Wisdom, or Charisma score increases by 2, to a maximum of 20.
was anointed king Your base walking speed increases by 5 feet.
The Dead Sea
The reservoir known as The first time you would drop to 0 hit points as a result of taking damage, you drop to 1 hit point
“The Myrrh Oasis” instead. Once you have used this feature, you cannot do so again until after finishing a Long Rest.
The place where You learn two cantrips of your choice from any spell list. Intelligence, Wisdom, or Charisma is
Moses parted the sea your spellcasting ability for these spells (chosen by you at the time of the baptism).
40
Baptism effects, any creatures who automatically succeed on their
saving throw because of your “Wade in the Water” feature
At 6th level, you can perform a ritual to baptize a also regain a number of hit points equal to half your druid
willing creature in water. The ritual takes 1 minute to level (rounded up).
perform, and must be performed in waters of sacred Become the Flood
significance (outlined in the “Waters of Baptism” table).
The locations of these waters is not always clear, and At 14th level, when you turn into your transcendent
may require research and effort to locate them. However, form, you gain the following additional benefits:
the benefits of being baptized in a location of spiritual
significance outweigh the costs. • When you cast a spell that deals damage, the spell
deals extra Radiant damage equal to half your druid
During the ritual, the target calls to mind its sins and level (rounded up).
resolves to better itself in the future. At the conclusion
of the ritual, the target instantly gains the benefits of the • You gain a bonus to all saving throws equal to your
baptism. You cannot baptize yourself. Baptisms must be Wisdom modifier.
performed in the location of the sacred waters; any water
removed from a sacred location becomes mundane water 1 Fighter: Spartan
minute after it has been removed from its source. “A Spartan does not ask how many are
The effects gained from the baptism depend on the the enemy, but where are they.”
-Plutarch
waters used in the ritual, and are outlined in the Waters of
Baptism table. All of these waters hold sacred significance, Mortally wounded and seeing that his soldiers are
but many may be hard to locate, hard to gain access to, or overwhelmed, King Agis commands his men to retreat.
both. Once a creature is baptized, the effects last forever, or Rising to his knees, he holds the enemy back to give his
until the creature undergoes another baptism. A creature can people time to reach safety. One against many, King Agis
only benefit from the effects of one baptism at a time. If a dies the death of a true Spartan.
baptized creature chooses to be re-baptized, the effects of
the first baptism fade before the effects of the second take Cynisca steps into the grand arena of the Olympic
hold. Once you have baptized a creature with this feature, games to sounds of laughter and jeering. It does
not bother her that no woman has ever won an
you must wait 1d4 days before using this feature to baptize Olympic event before. She is not intimidated
by the men she will be competing against.
another creature. She is Spartan.
Baptizing in Mundane Waters A traveling merchant turns to leave
the city of Sparta. “By the way,” he
You may always call creatures to repentance and symbolic
baptism in mundane waters. A baptism using mundane waters
requires 1 action, rather than 1 minute, and there is no restriction
on how often you can perform these baptisms. A creature that
participates willingly in such a baptism is cleansed from any
attachment to sin, and any effect caused by the magic of sin
ends for a baptized creature.
Wade in the Water
At 6th level, your control over the destructive power
of water allows you to create pockets of safety to avoid
hurting your friends. When you cast a spell that uses water
to cause damage or other negative effects (such as Deluge
or Control Water), choose a number of creatures equal to
your proficiency bonus. The chosen creatures automatically
succeed on their saving throws against the spell, and they
take no damage if they would normally take half damage
on a successful save.
Waters of New Life
At 10th level, you use the life-giving water of creation
to heal your friends as well as harm your enemies. When
you cast a spell that uses water to cause damage or negative
41
stops to ask King Agesilaus, “why is it that Sparta does
not have walls like the other great cities?” King Agesilaus
smirks and points to a group of young Spartans lifting
weights in the courtyard. “These are Sparta’s walls.”
The Spartans were once considered the greatest warriors
on the planet. For some cultures, war interrupted their way
of life; to Spartans, war was their way of life. From an early
age both girls and boys were required to undergo military
and athletic training. Because of their rigorous physical
training and their advanced military tactics, Spartans
quickly became renowned for their ability to overcome
staggering odds.
However, as the war between Rome and Parthia
escalates, the Spartans find themselves out of the military
spotlight for the first time. Having no allegiance to either
side of the conflict, most Spartans now earn their living as
mercenaries and adventurers. Given Sparta’s reputation for
swift and effective violence, many nobles and upper class
merchants will pay a high price to have even one Spartan
on their personal security team.
Class Features Feature
Level
Shield Combatant
3rd
7th Phalanx
10th Battle Cry
15th Ferocity in Battle
18th Valor in Death
Shield Combatant Phalanx “Take your stand with feet
“With it, or on it.” rooted like oaks in the ground.”
-Traditional Spartan farewell
-Tyrtaeus of Sparta
When you choose this archetype at 3rd level, you have
At 7th level you have completed your training in
mastered the Spartan’s trademark weapon. No piece of the Spartan art of the “phalanx.” By working as a team,
Spartans know how to protect one another, and stop the
equipment was more valuable to the Spartan military enemy in their tracks. You gain the following benefits:
strategy than the shield, as it protected not on the wielder • You can now protect one additional creature with
but also the soldier to their left. You gain the following your shield. Up to two creatures of your choice within
benefits while you are wielding a shield: 5 feet of you gains a bonus to its AC equal to your
shield’s AC bonus.
• One creature of your choice within 5 feet of you gains
a bonus to its AC equal to your shield’s AC bonus. • When you successfully Shove a creature with your
• As a bonus action, you may make a Bash attack with Shield Bash, the creature’s speed is reduced by 10 feet
your shield. Your Shield uses a d4 for damage. If your
Bash attack hits, you may also attempt to shove the for the rest of the turn.
target. If you have the Shield Master feat, your Bash
attack damage increases from 1d4 to 1d6.
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Battle Cry “Feel no fear.” Ranger
-Spartan Proverb
Vanguard
At 10th level, you learn how to inspire courage in your
“We will take up arms as a vanguard...
companions, calling them to face danger as Spartans do. As until we have brought them to their place.”
a bonus action, you let out a Spartan battle cry to rally your -Numbers 32:17
allies. Any number of other creatures (not including you) of For most people, the untamed wildlands of regions like
your choice within 60 feet of you that can hear you gain the the Wilderness of Zin or the Assur Wastes represent danger.
following benefits until the start of your next turn: These are places where bandits attack, where mythic beasts
hunt, and where even the natural landscape seems to wish
• Advantage on Charisma and Wisdom saving throws. death upon all who traverse it. For the Ranger, these places
• Advantage on all attack rolls. are home.
• Immunity to being Frightened or Charmed. If the
creature is already Frightened or Charmed, the
condition ends for the creature.
These effects fade at the start of your next turn. Once
you use this feature, you cannot use it again until you finish
a long rest.
Ferocity in Battle
At 15th level, your skill in battle becomes perfection.
When you would roll damage for a melee weapon attack,
you may forgo rolling and use the maximum number for
your damage dice. Once you have used this feature, you
cannot use it again until you finish a long or short rest.
Valor in Death
Beginning at 18th level, being reduced to 0 hit points
does not cause you to fall unconscious. You must still make
death saving throws and you still suffer the effects of taking
damage while at 0 hit points. However, you may move and
take actions as normal on your turn until you fail your third
death save, at which point you finally die.
Spartans in the Bible
From slavery in Egypt to war with Babylonia, the Jewish
people faced many powerful enemies in the Bible, but the one
nation that seems to have always been their ally was Sparta. The
book of Maccabees records an exchange of letters between the
Jewish high priest, Jonathan, and the King of Sparta, Arius. As
the region of Judea is under attack, Jonathan writes to request
aid from Arius. The Spartans agree, saying in their return letter:
“we are brothers and are of the family of Abraham.”
Although they did not share the same faith, it is recorded
that the Jews would offer prayers at the temple for the Spartans,
and the Spartans likewise always came the aid of Jerusalem
in times of conflict. On one occasion, the king of an invading
army warned Sparta not to interfere with his invasion, writing
in a letter, “if we are victorious, you will be slaves forever.” The
Spartans replied with a letter than contained only one word:
“If.”
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