The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

The Adventurer's Guide to the Bible for 5E

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by goroiamanuci, 2023-01-05 09:32:31

The Adventurer's Guide to the Bible for 5E

The Adventurer's Guide to the Bible for 5E

“Even though I walk through the valley of the d6 Mark
shadow of death, I fear no Evil.”
-Psalm 23:4 1 Your skin bears a tattoo of patterns and letters in a language
that is not familiar to you. You have no memory of receiving
The rising empires of Rome, Parthia, India, and China this tattoo, and each time you roll a 1 on an ability check,
had healthy appetites for luxury, and a thriving network attack roll, or saving throw, it expands as new signs and
of trade routes called the “Silk Road” meant that a great symbols are magically added to it.
amount of money could be made by merchants willing to
make long journeys. However, along with these journeys 2 A demon whose identity is known to the GM has marked you
came all new risks. Leaving the safety of the city walls for death. No matter how far you travel or where you hide,
meant stepping into the realm of monsters. servants of this demon always eventually catch up with you.

Enter the Vanguard. This elite conclave of Rangers 3 During a night time expedition into an abandoned Ziggurat,
is well-versed in the hazards of the world, both physical you were cursed by a shadowy figure. Ever since that day,
and supernatural. Vanguards are experienced adventurers there is a 10% chance that you awaken during the night at the
who have seen more of the world and traveled more of exact time you were cursed years ago.
the Silk road than most merchants will in their lifetime.
Vanguards have learned through costly life experiences not 4 During a combat encounter with a group of bandits, you were
only how to keep themselves alive, but how to protect their struck with a strange weapon, which left you with a physical
companions from the dangers of the road. scar. Your scar tingles every time you visit a particular city
(chosen by the GM), and you don’t know why.
Class Features Feature
Level 5 You once came to the aid of a traveler who was trapped under
an overturned wagon. This traveler turned out to be an Angel
3rd Preternatural Instincts, Vanguard Magic Messenger, who spoke a cryptic proverb to you before
vanishing. This proverb has guided you ever since.
7th Protective Strike
11th Evasive Maneuvers 6 You were once paid to protect a high-ranking Roman official.
During the journey you stopped an ambush from a group
of Sicarii freedom fighters. This organization has labeled
you as a Roman-sympathizer and posted a reward for your
assassination.

15th Preternatural Defenses This mysterious encounter has also caused certain magic
to manifest itself in you. You learn an additional spell
Preternatural Instincts when you reach certain levels in this class, as shown in the
Vanguard Magic table. Each spell counts as a ranger spell
At 3rd level, your senses are honed to detect the for you, but it doesn’t count against the number of ranger
presence of danger. You cannot be Surprised, and all of
your weapon attacks deal an extra 1d8 damage of the spells you know.
weapon’s damage type during the first round of combat.
Level Spells
Vanguard Magic
3rd Protection from Evil and Good
“You, O Lord, will protect us;
you will guard us.” 5th See Invisibility
-Psalm 12:7
9th Dispel Magic
By 3rd level your position as a vanguard has often put
you in harm’s way, and on more than one occasion you 13th Death Ward
have found yourself dealing with threats from otherworldly
forces beyond your understanding. One of these encounters 17th Dispel Good and Evil
left you changed, and you now carry with you a mark from
that encounter. Choose your mark from the table below, or Protective Strike
determine it randomly.
At 7th level, when an enemy you can see makes an
attack roll against a creature other than you, you can use
your reaction to first make a weapon attack against that
enemy. You must choose whether to make this attack before
learning whether the enemy’s attack hits or misses.

Evasive Maneuvers

“The clever see danger, and avoid it.”
-Proverbs 22:3

At 11th level, your reflexes and tactics allow you to
effortlessly stay out of harm’s way. As a bonus action on
your turn, you can cast the Freedom of Movement spell

44


with this feature, without expending a spell slot, but the quick exits.
duration of the spell is reduced to 1 minute. Once you use
this feature, you cannot use it again until you finish a Long The Zealots used a specially designed dagger called a
Rest. “Sica.” The curved blade was designed for circumventing
the otherwise impenetrable shields of the Roman legion.
Preternatural Defenses
Class Features Feature
At 15th level, your instincts for defense make you and Level
your friends nearly untouchable. During the first round
of combat, you gain a bonus to your AC equal to your 3rd Bonus Proficiencies, City Secrets, Unnoticed
Proficiency Bonus. 9th Elusive Dash

After initiative has been rolled, but before the first round 13th Quick Reflexes, Stir up the Crowds
of combat, you call out a special command to your allies 15th Ambush Strike
to coordinate a defensive formation. Choose a number of
creatures equal to your proficiency bonus (one of which Bonus Proficiencies
can be you). Each of these creatures may use their reaction
to move up to half of their movement speed. Attacks of When you choose this archetype at 3rd level, you gain
opportunity may still target a creature that moves in this proficiency with the disguise kit and the forgery kit.
way. Once you have used this feature, you must finish a
long or short rest before using it again. City Secrets

Rogue: Zealot You are familiar with the layout of cities and the patterns
of pedestrian movement. When you are not in combat and
you are leading the way, your group can travel twice as fast
through cities and crowded gatherings as your speed would
normally allow.

“We bow only to God.”
-Judas of Galilee

As the imperial forces of Rome and Parthia descend
upon the Middle Kingdoms, most civilizations are left
crushed and subjugated in their wake. Overseen by
Proconsuls and Spahbeds who do not understand their
way of life, subjects of the empires must scrape a living
out from under the thumb of heavy taxes and imperial
oversight. Most people keep their heads down and allow
oppressive systems to flourish. Zealots are not most people.

While they may lack the numbers, training, or weaponry
to present a legitimate military threat to the empire, Zealots
know their people, and they know their city. Zealots use
propaganda and cloak-and-dagger techniques to cause
rioting in the streets and assassinate high-ranking targets in
the midst of the chaos, before slipping away unnoticed in
the busy city streets.

To communicate with the common people secretly,
the Zealots use specially minted silver coins that bear the
image of a branch with three pomegranates. Although the
symbol seems innocuous enough to any Roman soldiers
that might see it, the symbol of the pomegranate (Judea’s
native fruit) carries a powerful message of revolution to
Jews. Zealots can use these coins to coordinate strategic
rioting, and even control the direction and flow of foot-
traffic in city streets, allowing for stealthy entrances and

45


Unnoticed The Angry Mob is friendly to you and any number
of creatures you designate, and hostile to your enemies.
You can seamlessly fall into step with a group of people, The Mob is united for the goal you specified, but does
blending into the crowd to avoid detection. You may use not follow your commands once it has been created. The
your Cunning Action to Hide if there are at least two other Angry Mob lasts for 24 hours, or until it is reduced to 0 hit
humanoids within 5 feet of you that are not hostile to you. points. Once the mob is reduced to 0 hit points, it becomes
While Hidden in this way, you gain the following benefits. a scattered crowd of Commoners with the Frightened
condition, who will each flee combat as quickly as possible.
• A creature that can see you regards you as an
anonymous member of the group you are Hidden in, Ambush Strike
and cannot discern your true identity.
Beginning at 15th level, when you use your Sneak
• A creature that can see you only considers you to be Attack feature, you may use your bonus action to make an
additional weapon attack. If this attack targets a different
hostile if it considers one or more other members of creature, you may use your Sneak Attack again.

the group to be hostile. Wizard
• You have advantage on Charisma (Deception) checks
Order of Magi
made while acting as part of this group.
You remain Hidden in this way until you cast a spell, Behold, mystics from the east, the Magi, came to
make an Attack, or move more than 10 feet away from the Jerusalem saying, “we have seen the rising of the star

group. of the Messiah.”
-Matthew 2:1
Elusive Dash
The frail old frame of Caspar darts to and fro in his
At 9th level, you gain the ability to move swiftly and observatory with an unnatural speed and dexterity for his
age. Barking orders to his assistant in excited tones, he
strategically in dangerous situations. When you use your makes a few hurried notes in the margins of his star map
Cunning Action to Dash, you gain the following benefits: and heads for the door. Trouble is brewing on the horizon.

• Your movement speed increases by 10 feet until the Balthazar flicks his wrist, causing a wall of fire to spring
end of this turn. to life, surrounding the caravan. A group of bandits stop in
their tracks, unsure of what to do. Balthazar searches the
• Your movement does not provoke opportunity attacks. group to identify the leader and locks eyes with him. “Your
• After moving, you gain advantage on your next move,” the Magus sneers.

weapon attack roll. In the dark recesses of a cave in Essene territory, a figure
sits hunched over an Egyptian codex and a pile of Hebrew
Once you have used this feature, you cannot do so again scrolls. Melchior, senior record keeper of the Magi, takes a
until finishing a long or sort rest. sip of cold coffee and makes another note in his spellbook
by the light of a single candle.
Quick Reflexes
The Magi, translated as “wise men” or “kings” in some
Beginning at 13th level, you have advantage on versions of the Bible, belong to an order of scribes and
mystics from ancient Media, and were the most respected
Initiative rolls. leaders of their time. After Media fell to foreign invaders,
the Magi scattered across the map, becoming scavengers
Stir up the Crowds of esoteric knowledge. As followers of the Zoroastrian
faith, they believe in one God, but this faith manifests itself
Also at 13th level, you gain mastery over the art of through the study of the stars, alchemy, and ancient magic,
propaganda and revolution. If you spend three days rather than through prayer, meditation, or ritual. For the
distributing silver pieces with an encoded message in an Magi, there is no one, right way to learn, and any two Magi
will have vastly different skill sets and areas of interest.
urban environment, you can inspire a group of common
The Magi are renowned for their practice of Namburbu,
citizens to take up arms for your cause. At the end of the an ancient fusion of divination and abjuration. By

third day, an group of angry protesters congregates in an

predesignated meeting place. This meeting place must be

within 1 mile of where you distributed your silver pieces.
This group of people uses the Angry Mob stat block with
the following changes. Your Angry Mob has a number of
hit points that relates to the amount of silver you spent over

your three days of recruiting, shown in the table below.

Silver Spent Mob Hit Points

250 sp 50 HP
500 sp 90 HP
750 sp 120 HP
1,000 sp 165 HP

46


watching the cosmos for signs future events, the Magi have
developed ways to harness these omens and guide the flow
of destiny toward more favorable outcomes. For the Magi,
fate is not something unavoidable; it is as fluid and ever-
changing as the night sky.

Class Features Feature
Level

2nd Written in the Stars, Gift of the Magi

6th Omens Foretold

10th Fate Unraveled

14th Destiny Reshaped

Written in the Stars Gift of the Magi

When you choose this arcane tradition at 2nd level, you Starting when you choose this arcane tradition at 2nd
have learned to employ special tools in your study of the level, you learn to recognize two Namburbu signs of your
planets and stars, and special dice called Omen Dice, that choice from the “Namburbu” section below.
you use manipulate the flow of fate.
Omens Foretold
Tools of the Trade. You can use the following objects
as a spellcasting focus for your wizard spells. Choose one At 6th level, your travels have unlocked a variety of
from the table below or roll to determine it randomly. secret knowledge. You gain the following benefits.

d6 Magi Spellcasting Focus • Your Omen dice turn into d6s.
• You learn one additional Namburbu sign of your
1 An olive wood staff, with star charts engraved into every inch
of its surface choice.

2 A magnifying lens with small etchings that line up with the Fate Unraveled
constellations
At 10th level, you gain the following benefits.
3 A Babylonian astrolabe
• You gain an additional Omen die.
4 A gnomon inscribed with Akkadian calculations • When you use your “Arcane Recovery” feature to

5 An “Ivory Prism” used to calculate and predict the trajectories recover spell slots, you also recover one Omen die.
of planets and stars • You learn one additional Namburbu sign of your

6 A sphere of polished onyx that reflects the night sky choice.

While you are holding your spellcasting focus, you Destiny Reshaped
know the Guidance cantrip. If your spellcasting focus
is lost or destroyed, you can create a replacement after At 14th level, your study of ancient prophecies and
spending a Short Rest observing the night sky.
secret magic begins to manifest itself in your subconscious.
Namburbu. You are now a practitioner of an ancient You gain the following benefits.
arcane discipline known as “Namburbu.” By watching the
stars for omens, you can discern truths about the universe • You gain an additional Omen die.
and even use your knowledge to prevent certain evil futures • Your Omen dice turn into d8s
from becoming reality. • You learn two additional Namburbu signs of your

Omen Dice. Your Omen dice represent your prowess choice.
in the discipline of Namburbu. You have three Omen dice,
which are d4s. An Omen die is expended when you use
it. You regain all of your expended Omen dice when you
finish a long rest.

Your Omen dice become d6s at 6th level, and d8s at
14th level. You gain an extra Omen die at 10th level and
one more at 14th level.

47


Namburbu die to its attack roll. If the attack hits, it deals extra damage
of the weapon’s damage type equal to one roll of your
The signs associated with the omens of the Namburbu
Omen die.
are listed in the order of the minimum wizard level at which
Sign of the Scorpion. (Prerequisite: Wizard level 6) A new
you can choose them.
sign appears in the heavens that shows you the prefect
Sign of the Crooked Path. (Prerequisite: Wizard level 2)
Certain signs in the stars offer advice on how to handle moment to strike at your enemy’s weakness. When an
delicate situations. As an action, you can expend one Omen enemy you can see within 60 feet makes a saving throw,
you can use your reaction to expend any number of Omen
die and give special instructions to a creature you can see dice, subtracting them from the enemy’s saving throw. You
within 30 feet. The creature adds your Omen Die to all must choose how many Omen dice to expend after the
Charisma and Wisdom checks for the next hour.
enemy’s roll, but before you learn whether the roll succeeds
Sign of the Stag. (Prerequisite: Wizard level 2) You decipher
a warning of danger in the near future. As an action, you or fails.
Sign of the Star. (Prerequisite: Wizard level 10) You expend
can expend one Omen die and give a warning to a number
of creatures equal to your proficiency bonus that can hear three Omen dice and speak the name of a creature, object,
you within 30 feet. These creatures add your Omen Die to or location such as “the Queen of Sheba,” “the Temple of
an initiative roll made in the next hour. Fire,” or “the nearest tavern.” A star appears on the horizon,
hovering above the creature or thing you named. The star
Sign of the Overseer. (Prerequisite: Wizard level 2) An is only visible when you have a clear view of the sky. If the
creature or object moves, the stars moves with it. The star
omen appears in the sky over a creature you choose within remains for 24 hours, or until you use this feature again.

30 feet. As an action, you can expend one Omen die and Sign of Balance. (Prerequisite: Wizard level 10) You learn
how to synchronize your spellcasting with the movement
anoint this creature with oil from the Myrrh tree. The
of the cosmos. When you cast a spell that requires material
anointed creature adds your Omen die to all saving throws.
This effect lasts until the bonus from your Omen Die causes components, you can expend one of your Omen die in place
the anointed creature to succeed on a saving throw, or until
of a single material component with a gold cost of 1,000 gp
dawn the following day.
or less.
Sign of the Twin. (Prerequisite: Wizard level 6) A mysterious
Sign of the Scroll. (Prerequisite: Wizard level 10) The
constellation teaches you how to conserve your energy
movement of the heavenly bodies reveals hidden truths
during the day. As an action, you can expend one Omen die to the observant eye. If you spend a short rest in a place
within view of the night sky, you can expend any number
and recover a spell slot of 3rd level or lower.
Sign of the Scimitar. (Prerequisite: Wizard level 6) You have of Omen dice in exchange for answers from the cosmos.
You may ask the GM a number of yes/no questions equal to
learned to watch for signs that teach you how and when to the number of Omen dice expended, to which the GM will
strike down your enemy most efficiently. When a creature offer a truthful reply.
who can hear you within 60 feet makes an attack roll, you
can use your reaction and expend an Omen die to call out a

special word of guidance. The creature may add your Omen

New Feat Options

Demon Slayer feel the need to share the good news with others. You are
This is not your first time running into beings from a prolific speaker and people often enjoy interacting with
the spiritual realm. You have experience entering combat you, even though they think you’re a little crazy. You gain
against dark forces that grant you the following benefits: the following benefits:

• You can speak and read Infernal. • Your Charisma score increases by 1
• You are automatically aware of the presence of fiends • You gain proficiency in Religion and Persuasion.
• You learn the Message cantrip.
within 60 ft. • You have advantage on all Persuasion checks.
• You have advantage on attack rolls against fiends.
Faith Healer
Evangelist Whenever you cast a spell that restores hit points, roll
Your passion for your faith is overwhelming, and you
the healing dice twice and use either total.
48


Peacemaker of items or treasure you find, you may roll twice and
You are committed to avoiding violence whenever choose one of the two results rolled.
possible. Your skills of nonviolence are legend, and you
gain the following benefits: Visionary
You have a strange relationship with a mysterious
• Your Charisma score increases by 1. Angel. Although this celestial creature has never appeared
• You learn the Calm Emotions spell and can cast it to you physically, it sometimes manifests in dreams to give
you advice or cryptic messages.
once without expending a spell slot. You regain the
ability to cast it in this way after taking a short or Once per long rest, there is a chance that this angelic
long rest. Charisma, Intelligence, or Wisdom is your messenger might appear. When you sleep, roll a d6. If you
spellcasting modifier for this spell (chosen when you roll a 5 or 6, your messenger appears to you in a dream and
take this feat). leads you through a prophetic vision of great importance.
• When you use the Dash action, you do not provoke This vision is chosen by the GM or determined randomly
opportunity attacks. by rolling on the “Visions” table on page 136.

Poor in Spirit Ward of the Raven
Despite how far you have come, you still recognize your
need for God in your life. You recognize and accept your The famous prophet Elijah is a distant relative of yours,
past failings, resolve to do better, and gain the following and something about your connection to him has earned
benefits: you the favor of ravens. You gain the following benefits:

• Your Wisdom score increases by 1. • Your Intelligence, Wisdom, or Charisma score
• You learn the Enhance Ability spell and can cast it increases by 1 to a maximum of 20.

once without expending a spell slot. You regain the • Ravens mysteriously congregate around you, flying
ability to cast it in this way after taking a short or long overhead while you travel and perching on rooftops
wherever you stay.
rest. Wisdom is your spellcasting ability for this spell.
• Whenever you are hungry or thirsty, Ravens appear to
Sheol Touched bring you whatever food or water you need, no matter
A brush with death has left traces of Sheol in your soul. where you are. This feature can only provide enough
You gain the following benefits: food to sustain one creature.

• Your Intelligence, Wisdom, or Charisma score • Once per day, when a creature you can see makes
increases by 1, to a maximum of 20. an attack roll against you, you can use your reaction
to impose disadvantage on the roll as nearby ravens
• You gain Darkvision out to 60 feet. If you already scatter into the air in a distracting flurry. You must use
have Darkvision, increase its range by 30 feet. this feature before knowing whether the attack hits or
misses. Once you use this feature, you cannot use it
• When you are in dim light or darkness, you may again until you finish a short or long rest.
use your bonus action to teleport 60 feet to an
unoccupied space you can see that is also in dim light

or darkness. Once you have used this feature, you
cannot use it again until finishing a long or short rest.

Treasure Hunter
You are skilled at finding hidden treasures. You gain the
following benefits:

• Your Intelligence score increases by 1, to a maximum
of 20.

• When you are searching for something specific (such
as the solution to a puzzle, enemy footprints, etc.), you

gain a +5 bonus to one Investigation check. Once you
have used this feature, you cannot do so again until

finishing a long rest.
• When you find gold as the result of an Investigation

check, you gain additional gold equal to 25% of the
total gold found.

• Whenever you roll on a table to determine what kind

49


The Story Begins...

Prologue does not have the money to pay them up front, but he is
well known to be a man of his word, and they have each
Cleopatra is dead. The reign of the Pharaohs has been promised 25 gp, to be paid upon arrival in Teredon,
officially come to an end, as has Egypt’s position as the in exchange for providing protection for Tobias on the
undisputed world power. The conquests of Alexander journey. At the beginning of session 1, read the following
the Great have done much to unite the Middle text out loud:
Kingdoms, cultivating new trade routes, spreading
the Common tongue across the map, and instituting The cries of gulls flying overhead mingle with the
a standard form of currency, yet conflict looms on voices of dockworkers shouting in several different
the horizon. Caught in a tense standoff of military languages as you approach Nineveh’s South Docks. The
escalation between the Roman empire in the west and air is filled with the smell of fish and driftwood as you
the Parthian empire to the east, the Middle Kingdoms make your way to a small fishing vessel tied at the end of
the last pier. Checking the note from your employer, you
struggle to maintain a sense of their own identity. step aboard the boat and meet your new crew-mates.
Worse still, a kind of creeping darkness has taken
Session 1 should begin at the Nineveh docks. The
root in cities across the map, a pull toward selfish adventuring party consists of Tobias (NG Commoner);
pursuits, and a loss of love for one another. Once, the his faithful dog, Ava (Canaan Dog); their guide, Azarias
kingdoms looked to the prophets of old for guidance, (Angel Messenger); and the player characters. As the ship
and hoped for a day when the Most High would rid is being readied to set sail, allow the characters
the world of evil once and for all. But it has been over time to introduce themselves and meet
100 years since the last prophet, and even the sacred Tobias for the first time.
order of mystics known as the Magi have begun to lose
hope. Chasing stars in the twilit sky, three of the wisest Tobias
Magi of their order set out to the west in search of an
ancient prophecy. They never returned. The world Tobias just recently celebrated his 19th
needs answers, and heroes brave enough to seek them. birthday, and is excited for the journey.
He used to read about adventures in the wide
Chapter 1: The Journey world at the library in Nineveh, but has never
traveled outside of the city himself.
The adventure begins in the kingdom of Nineveh on the He loves his father and his mother
(Anna), but longs to build a life of his
Tigris river. The player characters have been hired to escort own, and he sees this trip to Teredon
as a chance to do this. Tobias is
a young man named Tobias by boat down the Tigris river to an enthusiastic young man who
seems hard-working and eager to
the city of Teredon in the far south. The party’s employer is help, but clearly also has no real
experience of the outside world
a well-known and wealthy merchant named Tobit, who also or its dangers.

happens to be Tobias’s father. Due to blindness and old age, Secretly, Tobias also hopes
Tobit has lost the ability to work. Unable to earn income for to find love on this journey. He
himself, he is cashing in on an investment he made several will not share this information
with the party, but he has been
decades ago with a bank in Teredon. Since the money must exchanging letters with a girl
named Sarah who lives
be claimed by a blood relation, and Tobit cannot make the in Teredon. Sarah and
her parents visited Nineveh
journey himself, he is sending his only son, Tobias, to make

the journey in his stead. The characters are aware that Tobit

50


several years ago, and she and Tobias instantly connected. Bond - I am the wielder of the light of the Most High,
They have been keeping in touch by writing letters ever and sworn protector of the human, Tobias of Nineveh.
since, unbeknownst to their parents.
Ideal - None shall interfere with the will of God. I show
Bond - I haven’t told her, but I am in love with Sarah. no mercy to the forces of evil in this world.
Ideal - Honor, I keep my word, and I hope one day my
word will be respected like my father’s. Flaw - I have little understanding of mortal culture or
Flaw - I see the good in everyone and everything. the nuances of conversation. Much of what they say is lost
Sometimes I trust people that I shouldn’t. on me.

Tobias in Conversation Azarias in Combat

Your players may be unsure what to say when they In combat, Azarias prefers to let the characters do
start session 1 (especially if they are new players). Tobias what they do best. He will mostly use his actions to heal
can help with this! He loves to meet new people and he wounded characters with his Restorative Touch action or
is excited to get to know the characters, whom he sees as cast Bless, and will avoid revealing the full force of his
his new friends: power unless the threat being faced is greater than his
desire to lay low.
• How do you know my father, Tobit?
• Why did Tobit hire you? Roles Aboard the Ship
• What special skills do you have?
• How did you come to be passing through Nineveh? The journey from Nineveh to Teredon should take 6
• Have you been on any exciting adventures? days. Before setting sail, ask the player characters to assign
themselves roles aboard the ship. A single character can
Azarias take on multiple roles, and not every role needs to be filled.
Modify, add, or remove roles to suit the size and makeup of
Tobias’s mysterious guide appears to be a simple your party as needed. Azarias and Tobias are glad to help,
traveler. He was supposedly hired by Tobit because he has but will take on whatever roles are left over, or assist in
been to Teredon many times and knows the route. There roles already spoken for.
is nothing exactly suspicious about him, but he seems to
speak only when spoken to, and his answers are short and Captain - Makes all important decisions
to the point. He tends keep to himself, avoiding casual
conversation with other members of the party. for the party while sailing. All other crew take
orders from the captain.
Azarias appears of average height and build. His
features seem utterly normal apart form his eyes, which Navigator - Responsible for plotting a
convey a piercing strength that seems to read the soul
of anyone who meets his gaze. Azarias is, in fact, an course down the Tigris. Uses their keen survival
Archangel named Raphael who is disguised as a human skills to avoid danger on the voyage.
traveler in order to stay close to Tobias and provide
protection. As it turns out, dark forces are working hard to Lookout - Keeps watch during their shift.
ensure that Tobias and Sarah never meet, and Azarias has
been sent by God to balance the scales. Uses their perception skills to spot trouble in the
water ahead.
Azarias is a very powerful Archangel in the spiritual
realm but, in order to assume this human form, much Rigger - A physically demanding job, but a
of his power is lost. Azarias uses the stats of an Angel
Messenger, and will only return to his true form if his good rigger can shave hours or even days off its
physical form is reduced to 0 hit points. While in this form, journey.
Azarias appears human in every way, and even needs to eat
and sleep to maintain his temporary physical body. Security - The security officer’s entire focus

Azarias will not share his identity with the party. Even is making sure the cargo arrives at its destination
if he is discovered to be a Celestial through the use of a in one piece.
Detect Evil and Good spell or similar, he will not admit it
or discuss it further. Tobias does not know Azarias’s true Carpenter - Oversees the maintenance of
identity. If the party attempts to confront Tobias about
Azarias’s identity, he will simply shrug and say that he the ship, and makes repairs if the ship sustains
trusts his father’s judgment. damage.

51


For each day that passes on the journey, follow this The Voyage Continues...
rough outline:
Keep the adventure moving! Only play out the roles
1. The Navigator rolls on the table below. This roll aboard the ship as long as everyone is having fun. If it
should happen at the beginning of each day. Since seems like the players are getting tired of their time on
the higher numbers are generally better than the
lower ones, the Navigator should add their Survival the water, feel free to skip ahead to the next interesting
score to the roll. plot point. A journey by boat takes 6 days of travel time,
but not every day needs to include an encounter. For the
2. The Lookout rolls a Perception check (DC 13). sake of keeping things fun and moving forward. It is best
On a success, the party has advanced warning of the to limit this journey to 2 or 3 days with encounters on the
coming encounter. The amount of information they Tigris. For the rest, simply narrate that “several days go
receive from this check depends on how successful by without incident,” and then skip to Chapter 2: “The
it is. On a failure, the encounter begins without Secret.”
warning, or else passes by unnoticed.
The trip down the river should be an opportunity for
3. Whenever trouble arises, remind the Captain to
give orders. It is also the Captain’s responsibility the party to bond. None of the challenges in the table
to decide when to stop and rest. Sailing through
the night will cut travel time in half, but the crew below should be life-threatening if the players make
will also gain a level of exhaustion for each night
without sleep. smart decisions. The purpose of these encounters is to

4. At the end of each day, the Rigger to rolls an give the group opportunities to roleplay their characters
Athletics check (DC 10). On a success, the journey
proceeds on schedule. If they succeed by more than and learn how to work as a team, which will be needed on
5, it is shortened by a full day. On a fail, add a half the road ahead. The players will also benefit from some
day to the journey. down time on the boat for conversation and may choose

this time to reveal parts of their characters’ backstories.
Do not feel like every day needs to packed with action,
but if the players seem anxious for the story to move
forward, jump ahead to Chapter 2.

d20 Events on the Tigris

1-3 Dark clouds form on the horizon as a storm sweeps in out of nowhere. The ship is partially destroyed and must be
4-6 rebuilt. The Carpenter must roll a Survival check (DC) 18 to repair the damage. The Carpenter may roll once per
7-9 day, with advantage if being assisted by the party. Each failed roll means another day lost.
10-12
The ship runs aground on jagged rocks. The hull damage needs to be repaired to continue. The Carpenter must
13-15 roll a Survival check (DC) 15 to repair the damage. The Carpenter may roll once per day, with advantage if being
assisted by the party.
16-18
19+ A ship appears on the horizon behind the party, catching up with aggressive speed. On board is a raiding party of
5 Bandits. Once they catch the party they will attempt to board the ship and kill all aboard and plunder whatever
goods are in the cargo hold.

A merchant ship has run aground on the shore of the river and is signaling for help. These merchants are actually
a team of 4 Bandits waiting to attack unsuspecting travelers on the river. A character can spot the deception with
a DC 14 Insight check. The bandits can see that they are outnumbered and would lose a fight. If the party lets
their guard down, the bandits will grab Tobias and hold a knife to his throat, offering to exchange his life for all
the gold they carry.

Cargo from a wrecked ship floats by on the current of the river. If the Lookout succeeds the DC 13 Perception
check, they see the blurry outline of the cargo ship at the bottom of the river. There appears to be valuable cargo
still on board, but there is also a group of 2d6 Quippers circling the wreckage looking to attack anything that
swims too close. The ship is 30 feet below the surface of the water, and on board is a chest containing 50 gp and
1d4 precious stones worth 25gp each.

A merchant ship passes by heading north to the Silk Road connection. At the discretion of the GM, these mer-
chants may have interesting news to share, and may even be selling valuable items.

Weather is beautiful, and a light breeze keeps the ship moving steadily. The Rigger may roll with advantage.

52


Chapter 2: The Secret Solving Puzzles

After a day or two of travel, the party will probably If your players enjoy solving puzzles at the table as a
notice that, while Tobias is energetic and cheerful while group, print out a copy of Sarah’s letter (available in the
carrying out his duties during the day, he becomes sullen “Handouts” PDF that you received along with your book)
and introspective in the evenings, withdrawing from the and hand it out to the players at the table. They may really
group to sit by himself on the prow of the ship. Holding a
crumpled piece of paper in his hands, he stares out to the enjoy working out the secret message for themselves.
south (toward Teredon). Ava sits next to him, faithfully
resting her head on his shoulder and whimpering softly. If On the other hand, some groups prefer to solve puzzles
the player characters attempt to talk to Tobias during these
times, he will hastily wipe tears from his eyes and share the through rolling ability checks and moving on with the
following information:
story. With this and all puzzles in this module, do what
• He is in love with a girl named Sarah with whom he
has been corresponding for the last 6 years. works best for your group!

• He had planned to tell her how he felt when he
reached Teredon.

• Just before the party set sail for Teredon, Tobias
received a strange letter from Sarah, seemingly to
end their relationship.

• The letter is definitely in her handwriting, but the
words took Tobias by surprise, since he always
thought they had a strong friendship.

The letter reads:

Dearest Tobias, Sometimes it’s harder to admit
than it should be that we are not right for

eachother. I want you to stop writing to me and
stop leading me on. Since I am happiest being

alone, I hope to never hear from you again.
Goodbye, Sarah.

Tobias is distraught because he thought Sarah might

have had feelings for him too, and he is now struggling

with the idea that their relationship was all in his head. A
character who examines the letter can, with a DC 14 Insight
check, tell that this letter was written under duress. A DC
15 Investigation check will also reveal that Sarah was able
to hide the following message in her letter:

“SHE IS WATCHING
PLEASE HELP ME”

A character who succeeds a Perception check (DC 13)
might notice that Azarias (who normally seems uninterested
in their conversations) has taken an active interest in the
letter. If the party is able to decode the hidden message,
Azarias will become visibly enraged, but will refuse to
reveal why he is angry.

53


The Deepmaw Ambush Azarias. Azarias recognizes the danger of this situation
and will not hold back on any of his attacks, using his
As the party nears the end of their voyage they will have Lightning Strike action to deal damage while using his
a dangerous encounter with a corrupted Deepmaw sent by concentration to maintain Bless on the party. If Tobias is
forces of darkness. This creature is a Deepmaw, but the killed during combat (which is likely, unless the party has
necrotic forces of evil have corrupted its body, causing it been taking precautions), Azarias will use Revivify to bring
to enter combat with half of its usual hit points (61 HP). him back.
This deepmaw is seeking to find and kill Tobias before he
can reach Teredon. This encounter can happen at a time and Tobias will help in the fight as much as he is able,
place that you feel is most convenient or exciting, but the though the party would probably prefer to keep him out of
following locations are the most likely: the way. Ava knows she is out of her depth, and will only
attack the deepmaw if Tobias is in danger.
• The deepmaw lunges from the water and heaves its
body onto the deck of the ship. Cut Out the Heart

• The deepmaw creeps up the shore to where the party When the deepmaw has been defeated and the party is
has made camp on land. stabilized, Azarias makes a strange request. He asks the
characters to help him cut out the heart of the deepmaw.
• The deepmaw attacks the hull of the ship, waiting to If asked why, he will only say that there are forces of evil
strike until the party stops to make repairs or until the at work in the world, and that the heart of this corrupted
ship eventually sinks. creature may be a powerful weapon on the road ahead.

Combat Level Up
The party should advance to level 2 before starting Chapter 3.
Deepmaw. The deepmaw will focus its attack on Tobias
if it can, biting and attempting to swallow him. If the party Chapter 3: The Garden
is careful to shield Tobias from danger, the deepmaw
attacks anyone within its reach. Upon arriving at the docks in Teredon, Tobias is
overcome with a fresh burst of courage. He makes up
Combat Tips his mind to tell Sarah how he feels, regardless of the
consequences. If any of the characters have established a
The encounter with the deepmaw is going to be challenging for good relationship with him, or if any of them investigated
a party of level 1 characters, and one successful bite attack from Sarah’s letter, Tobias will offer to double their pay if they
the deepmaw will be enough to knock most characters unconscious first help him track down Sarah in the city and help her
(and even kill Tobias outright), so try to attack a different character if she is in danger. If Tobias does not trust the party or if
each round to spread out the damage. they have not made an effort to connect with him, he and
Ava will simply run off alone while the rest of the party is
docking the ship. If this occurs, Azarias will immediately
begin to search for him in the city, regardless of what the
party does.

The party has strong reasons to follow this story to its
conclusion, since they will not receive payment for their
services until Tobias reaches the bank. However, if the
characters are not interested in pursuing Tobias and Sarah’s
story, skip to the city map in Chapter 4 to continue the
adventure however the party chooses to move forward.

Finding Sarah

In her letters to Tobias, Sarah often mentions that she
enjoys visiting the Temple Gardens that overlook the
seaside cliffs in the southeast quarter of the city. Tobias is
unfamiliar with the city, but with the party’s help it should
be easy enough to find the gardens outside the Temple of
Fire. When the party draws within sight of the gardens,

54


Azarias will pull aside one of the characters and whisper, Seraphine draws pleasure from watching humans
despair and take their own lives, and Sarah’s naturally
“The enemy draws close; cheery personality was too tempting of a target for
prepare yourselves for blood.” Seraphine to pass up. Each evening, Seraphine brings Sarah
out to the balcony in the temple gardens and whispers
Azarias will also take the opportunity to cast Bless discouraging thoughts into her head while Sarah is under
on the three characters who will most benefit from it in the influence of her Charm effect. Seraphine believes
combat. her plan is working and is unaware of the message Sarah
concealed in her last letter. Convinced that Sarah has given
What is going on? up all hope, Seraphine intends for Sarah to despair and
take her own life by jumping from the balcony. Sarah’s
Sarah is being manipulated by a demonic creature of faith in God and hope that Tobias received her message
ancient power. This demon entered her life by posing as a has shielded her from Seraphine’s magic, and allowed her
lost traveler asking for directions. The kind-hearted Sarah to stave off despair for these past few months, much to the
invited the demon to stay in her home, and over the past demon’s frustration.
few years has fallen more and more under the creature’s
influence. Azarias is fully aware of what has been going on,
since he was sent to earth for this exact purpose. As the
The demon (whose true name is Naamah) is disguised party enters the gardens he is under no illusions that this
as a beautiful woman in her late 30s who calls herself situation might be resolved peacefully. He intends to reveal
Seraphine. Seraphine is tall and elegantly dressed, with Seraphine’s true identity, and kill her if possible.
long black hair, olive skin, and faintly Egyptian features.

55


The Confrontation Combat

As the party enters the Agiary gardens, read the boxed Seraphine. Seraphine will attempt to defeat the party
text: by dividing their strength. She knows that at least some of
the party will prioritize saving Sarah over dealing damage,
The singing of exotic birds and rustling wind in so as soon as combat begins she will turn to Sarah and
the trees above mask your quiet footfalls as you move command her to jump off of the balcony. Sarah will turn
silently through the temple gardens. Presently, the toward the edge of the balcony with glazed eyes and lean
beautifully arranged cobblestone path opens into a wide over the edge, but cannot act until Seraphine’s next turn,
space dominated by a large fountain at its center. Beyond which gives the party a full round of combat to reach Sarah
the fountain, the cobblestone path continues to a stone and prevent her from jumping.
staircase that rises to a picturesque balcony perched
atop a rocky outcropping that looks down on the seaside For several reasons, it is unlikely that Sarah will actually
cliff below. jump; however, Seraphine’s true motive here is to divide
their focus. While they are rushing to save Sarah, Seraphine
Two female figures are leaning on the railing to look will use her Charm ability to target the character she sees
out at the sea. The younger woman is wrapped in brightly as the most threatening (other than Azarias) and command
colored clothing and jewelry that looks homemade, with them to attack their companions.
skin that is bronzed from the Teredian sun. As she leans
on the railing of the balcony staring wistfully out at the Tobias. Tobias will likely run to Sarah’s aid and try to
sea, an older woman, who is tall and shapely with olive keep her away from danger. However, he and Ava will also
skin and faintly Egyptian features leans down to whisper use their actions to help in the fight against Seraphine once
in her ear. As you approach, you are just able to make Sarah is safe if they see the opportunity.
out that the younger woman is crying before the older
woman turns and descends the staircase confidently to Azarias. Azarias will use his first turn in combat to
greet you. ignite his Censor of Atonement as an action, using the
heart of the Deepmaw he procured in Chapter 2 as the
Tobias will immediately recognize the younger woman material component. The smoke from the censor will
to be Sarah (CG Commoner); however, as she is currently deal massive amounts of damage to Seraphine (who is a
under the effects of Seraphine’s enchantment, she will not simulacrum held together by the power of sin) each round,
respond to any attempts to get her attention. With her face as long as she stays in the garden.
set in a self-satisfied smirk, Seraphine will meet the party
at the fountain and make a show of being disgusted at their Naamah The Seducer
presence.
Once Seraphine is destroyed, the true form of Naamah
Seraphine will tell the party that she is an old friend of the Seducer is revealed. Furious that her identity has been
Sarah’s, and that Sarah only wants to be left alone. She will revealed, Naamah will cast Word of Recall to immediately
say that Tobias has been making inappropriate advances vanish and retreat to her lair.
toward Sarah, who is not interested in him. Seraphine may
even use her influence over Sarah to force her to lie to the Wu Mei to the Rescue
party. However, these lies are not convincing. A DC 12
Insight check will reveal that Sarah does not mean what This encounter should be dangerous in order to give the party a
she is saying, and a character that succeeds in a Perception sense of how powerful demons can be. Ideally, the party should feel
check (DC 15) will discover, through Seraphine’s outmatched and overwhelmed. However, if things become too deadly
subtle hand gestures and mouth movements, that she is and it seems like Seraphine is going to defeat them. Help can come
concentrating on a spell over Sarah. in the form of Wu Mei. Wu Mei (LG Magi Researcher) is the high
priestess of the Temple of Fire, and so it is reasonable that she might
This interaction will shake Tobias’s fragile confidence, be in the Gardens here. Encountering Wu Mei here may also help give
and he will look to the party for advice. Allow the players the party direction, since speaking with her initiates the next quest.
to take charge in handling the situation, but if they hesitate
for too long or begin to negotiate with Seraphine, Azarias Chapter 4: The Future
will lose patience and initiate combat, saying:
Freed from the enchantment, Sarah will embrace
“I am the wielder of the light of the Most High; Tobias as the friend that he is. Tobias will ask her, his
I call you by your true name, Naamah the Seducer; voice trembling with nervous energy, if they can speak in
private because there is something he wants to ask her. The
and by the power of God I do rebuke thee!” young lovers will wander off into a corner of the garden for
privacy, leaving the party alone with Azarias.

56


Azarias Reveals his Identity However, Sarah will offer to show them around Teredon,
if they so desire. Sarah is familiar with all locations and
Azarias will begin by apologizing to the party for his people in Teredon, and can answer any questions they
have. If asked about the “Keeper of the Eternal Flame,”
deception, and reveal that he is actually Raphael, one of the she will direct them to Wu Mei in the Temple of Fire.
Archangels that stand before the throne of the Most High.
As the story of Tobias and Sarah is nearly complete, he What Happens Next?

feels no more need to keep secrets and will share with the The most direct path to move the story forward is
to speak to Wu Mei at the Temple of Fire and begin to
party the following information: search for the three missing Magi. However, from this
point forward the party should feel free to explore and
• Naamah is an Archdemon of Lust, and one of seven make decisions that advance the plot on their own terms.
Characters should take time to rest, shop, and prepare in
demons currently disguised in the world. Teredon before moving on to the next part of the adventure.

• Naamah is still alive, and has retreated to her lair to Regardless of what the party wishes to do, they will
heal. He does not know the exact location of the lair, find themselves a little short on coin for making any
but believes it is somewhere in Egypt. difficult journeys either by land or sea. Teredon offers
several smaller quests that will allow the party to fill their
• He intends to travel to Egypt at once to destroy pockets with some coin and magic items before venturing
Naamah once and for all. forward with the larger story. Use the following pages for
information on the people, places, and quests that Teredon
• He does not know the locations or identities of the has to offer.
other demons.

Raphael is, like most angels, extremely goal oriented.
He will answer any questions about Naamah and his
mission, but becomes confused by questions about other

demons, prophecies, or anything else going on in the world.

Raphael trusts unwaveringly in God’s plan, and only has

patience to discuss matters that pertain to the immediate

next steps of his mission.

A Call to Adventure

Before leaving, Raphael will ask the party where they
intend to go next. He respects their answer no matter what
it is, but if they intend to continue adventuring, Raphael
will ask them if they would consider joining in the fight
against the forces of darkness in the world. He thinks
they have shown themselves to work well as a team, and

believes that they may have what it takes to stand against
these demons, either by his side in Egypt or on their own.

If the party declines, Raphael takes his leave and
teleports to Egypt without another word to search for
Naamah. If they agree, Raphael will gift them with his Staff
of the Messenger and encourage them to find him in Egypt
when they feel ready. He will then utter the following
words before teleporting himself away:

“This war is not with flesh and blood,
but with the power of darkness lurking in our midst.

Speak to the keeper of the Eternal Flame,
she will guide your next steps.

May God bless you and keep you, Goodbye.”

Endings and Beginnings

As Raphael vanishes into thin air, Tobias and Sarah

return, holding hands. Neither of them can stop smiling,
and Tobias offers to take the party to the bank to pay them
at once. After receiving payment for their services, their

professional relationship with Tobias comes to an end.

57


Welcome to Teredon

Level Up The boat used by the party in Chapter 1 technically
The party should advance to level 3 before exploring Teredon. belongs to Tobias, and the dock security will not allow
the boat to leave without his signature of approval. If the
Introduction party would like to purchase passage on a merchant ship
departing from Teredon, they may do so for the following
Palm trees sway over the clear blue waters cost per person:
along the gulf coast, and the air is filled with the songs
of colorful birds that fly in from the Lotus Marshes to the 12gp - Malgium (1 day travel)
north. Sounds of music and enthusiastic conversation 50gp - Babylon (4 days travel)
fill the air, and a salty breeze from the east always 60gp - Nineveh (6 days travel)
provides a welcome break from the heat of the sun.
Welcome to Teredon. 60gp - Mari (6 days travel)
150gp - Gaza (2 weeks travel)
The city of Teredon is situated on the Gulf of Persia.
The people here are friendly and welcoming to outsiders, The two stone bridges that connect the docks to the
and most speak Common. Teredon hosts a lively network mainland are 10 feet wide and continually busy with
of young entrepreneurs in its main market, which has merchants and dock workers moving goods back and forth.
given the city its own unique style of dress. Citizens here Any character who knows Thieves’ Cant will notice a
are adorned with colorful patchwork robes and bulky marking on one of bridges leading into town that says:
handmade pieces of jewelry, all of which give the bustling
crowds of the main thoroughfare a discordant, quirky, and MEET AT CLIFFSIDE
vibrant aesthetic. JOB

When Teredon was annexed as a vassal of the Parthian GOOD PAYOFF
empire, its status as an independent kingdom ended. This
loss of political power may have been damaging to the 2. The Vispa
morale of some of the neighboring kingdoms, but the Upon crossing the bridge and entering Teredon proper,
city of Teredon continues to thrive. In fact, with Parthia most roads eventually lead to the Vispa. This large, open
calling the shots, most citizens welcome the absence of plaza hosts most of the public service buildings in town,
politics in their daily life. Although Teredon is a vassal of and also partially serves as an unofficial, open-air market
Parthia, there is also a notable absence of Parthian control for street vendors. Due to its central location in the city,
here. With tensions growing in the north, and a vast desert most traffic moves through the Vispa at some point, and so
separating it from its nearest enemy, Parthia sees no need it is usually quite crowded and confusing to those who are
for military presence in Teredon. And so, people here not natives of Teredon.
continue about their lives, all but forgotten by imperial
politics. Visitors to Teredon are usually required to check in at
the Vispavada, the central authority in the city. However,
1. The Docks due to a generally relaxed approach of most Teredian
Assuming the party arrives in Teredon by boat, they law enforcement officers, this tends to be voluntary. The
will enter the city through the docks. The Teredian docks Vispa also provides convenient and centralized access to
are located on a small island that connects to the mainland the stables, large religious buildings, and Ishtar’s Inn and
by way of two 30-foot bridges of rigid stone construction. Tavern.
As most visitors to Teredon arrive by boat, this island is
usually a hub of chaotic activity. The only structures here A group of trained soldiers known as the Arizanti (use
are simple stone dwellings in desperate need of repair that Guard stats) serve as law enforcement officers and city
house the dock workers and local fishermen. security. Arizanti wear sashes of colorful pinks and blues,
and can be seen scattered throughout the city, socializing
58 and patronizing local businesses. Due to an unusually low
crime rate in Teredon and next to no outside threats, the
Arizanti tend to be very relaxed and it is not unusual to find
them napping at their posts.

The one transgression that does occur (and occurs quite


often) here in the Vispa is pick-pocketing from Teredian
children. None of the families in Teredon are truly poor,
and children in the Vispa pick-pocket for fun rather than
out of desperation. Each time a character visits the Vispa,
they must succeed on a DC 13 Perception check or lose 1d6
gp as colorfully dressed children run giggling past them
and vanish into a narrow alleyway.

If characters attempt to report a case of pick-pocketing
to the Arizanti, they will be met with laughter. The games
of children in the Vispa are a unique social quirk of the
city, and no one native to the area views it as a crime. As a
result, those who live in the city and those who travel here
frequently have learned to store their coin in less accessible
places. If Sarah is serving as the party’s guide to the city,
she can warn them to secure their money before entering
the Vispa.

2a. The Vispavada
The central decision-making and law enforcement office,
the Vispavada, is technically the seat of political power in
the city. However, despite the fact that this building was at
one time an opulent palace, it now appears much more like
an office building. Grand throne rooms have been broken
up by partitions into smaller quarters for meeting areas,
financial transactions, barracks for the Arizanti, and even
some prison cells that sit perpetually empty. Under Parthian
rule, the people of Teredon have gone about daily life
without a need for a king, or even a formal ruling body.

Decisions on matters of public policy, which rarely need
to be made, are decided by a body of 6 elders. These elders,
known as the Rhagae, are usually found in the Vispavada
debating topics of philosophy, art, and other unrelated and
trivial matters.

Quest for the Missing Children. If the party makes
their presence known in Teredon, they will be summoned to
the chambers of the Rhagae at the Vispavada. An estate on
the edge of town overlooking the seaside cliffs has played
home to a series of families over the years, but a curse
seems to hang over this home, which is known as the Zūrak
estate. Several children have mysteriously vanished while
living here. The children have ranged in age and gender,
and there is no apparent connection between the different
families that have lived here. The Rhagae would like this
matter investigated.

Resolution and Reward. The children have been
devoured by a Murex infestation in the sea caves below
the property of the estate. The Rhagae will pay each of
the characters 10 gp upon accepting the job, and will add
another 10 gp each if the party can recover the children’s
bodies for a proper burial.

Considering the dark reputation of Zūrak and the
superstition of the Teredian people, it is unlikely that

59


60


any locals will want to inhabit the estate ever again. The of columns. This interior chamber is the sanctuary, which
Rhagae will offer the entire property of the Zūrak estate to houses the Holy of Holies. This part of the Synagogue is
the party, provided they can remove the Murex infestation. reserved for the priests who perform rituals on behalf of the
Jewish people, and the party will not be allowed to enter
2b. Central Banking and Lending beyond the outer court.
Teredon hosts a large community of young
entrepreneurs, as well as a multitude of import and export Rabbi Zakkai will invite the party to join him in prayer
businesses. As such, there are many opportunities for
those who have coin to spare to become patrons to up-and- here in the outer courtyard as priests in the inner courtyard
coming businesses in the area. It is this patron-to-small- read aloud from the Torah. If the party spends an hour in
business relationship that has allowed Teredon to flourish prayer with Rabbi Zakkai, they may add a d4 to all ability
the way that it has over the last 20 years. A man named check rolls for the next hour, as though under the effects of
Gabael runs this banking and lending service, and has been the Guidance cantrip.
very good at pairing young entrepeneurs with potential
patrons. Rabbi Zakkai’s Quest. The scholars here at the
Synagogue of Teredon are attempting to form a collection
Tobias’s Mission Comes to an End. When Tobias’s
father, Tobit, was last in Teredon, he left a rather large of rabbinical teachings and writings from other Rabbis
sum of money with Gabael, who made a series of smart
investments in local businesses. Tobias has been sent to spread out throughout Babylonia. A courier was recently
collect on the interest of this loan, which has yielded a
considerable amount of money. If the party visits this bank sent from a synagogue in Babylon carrying a copy of
with Tobias, Gabael will return the loan with interest, and writings from the famous Jewish scholar named Hillel the
Tobias will pay the party for their services at once. Elder. This courier was last seen stopping to rest in the
abandoned city of Ur, but has not been heard from since.
2c. Livery and Stables Zakkai is offering a reward for the recovery of the writings,
Merchants who arrive in Teredon by land can board their and will pay to have them either safely returned to Babylon,
livestock here for 1 sp per day. If the party wishes to make
a long journey across the desert of Zin, camels and other or to have them brought to their destination in Teredon.
accessories are also sold here. The party may also purchase Resolution and Reward. Tracking down the courier
Wagons outfitted for desert travel, which can carry up
to 400 pounds of weight. Bedouin tents are also a useful may take a day or two at an easy pace, but it is not a
tool for protection against the harsh desert sun and raging
sandstorms. challenging journey to make on foot. The courier is being
held by a Shedim cult at the abandoned ziggurat in Ur. It is
Cost Item up to the party how to handle this threat. Rabbi Zakkai does
not have access to a lot of money, but can pay the party 20
3 gp Bedouin Tent gp for a successful mission. In addition, Zakkai will offer
them an Amulet of Priestly Blessing.
7 gp Saddle, Harness, and Saddlebags
2e. Ishtar’s Inn and Tavern
35 gp Wagon (with desert modifications) Situated on the Northwest corner of the Vispa, Ishtar’s
Inn is a large an perpetually busy establishment. The
50 gp Arabian Camel ground floor has an open air patio for patrons who wish to
watch the world pass by in the Vispa while enjoying their
2d. Jewish Synagogue food and drink. Just inside the first floor is a large tavern
A series of gates grant entry from the Vispa into the area with vaulted ceilings and tables and chairs of Persian

outer courtyard of this large building of traditional Jewish design. Numerous pieces of eclectic artwork cover the
architecture; however, only one of the gates at the far
left hand side entering from the Vispa is currently open, walls of the tavern, an impressive display of the array of
talents the city has to offer.
above which hangs a plaque which reads, in Hebrew and
Common, “General Entrance.” If the party enters the outer The establishment is owned by an older woman named
courtyard, they will be met by Rabbi Zakkai (LG Priest) Ishtar (LN Commoner). She has dark skin, graying hair,
who welcomes them to the Synagogue. Through a second and North African facial features. Although the day-to-day
operations are now overseen by a staff of younger managers
gate the party can see a set of 12 steps that rises to an and bartenders, Ishtar likes to keep busy by talking to
interior chamber lit by torchlight and lined with a series patrons and working in the kitchens.

The second floor opens into a long, narrow corridor
lined with well-furnished bedchambers and small meeting

rooms. Merchants and travelers passing through Teredon
can rent rooms here for 2 gp per day.

Ishtar’s Quest. If the party spends any time in the

61


tavern area, Ishtar may ask them for a private conversation. different merchants. Some of these vendors operate out of
Taking them to one of the private meeting rooms on the stone structures that are permanent fixtures in the Teredian
second floor, Ishtar will confide in the party that she heard community, but just as many vendors can be seen selling
a rumor that they were capable adventurers and will offer
them a job. their wares in alleys between larger buildings or from

Ishtar recently fired a man named Saeed Yasriq who was temporary roadside kiosks.
caught overcharging customers and pocketing the profits.
Enraged, Saeed stole whatever valuables he could find in The sheer amount of activity in the Grand Bazaar can be
the staff room on his way out the door. Among these items overwhelming on a first visit. Those who are inexperienced
was a locket that was gifted to Ishtar by her granddaughter. with the Teredian Bazaar should be prepared to be jostled
Ishtar believes Saeed is hanging around the Cliffside tavern about by the crowd, as foot traffic seems to shift and change
in area 15, and is willing to pay the party to retrieve the directions at random. Products sold in the Bazaar include
stolen locket. incense and perfumes from Sheba, silk from China, spices
from India, and various pieces of art and jewelery from
Resolution and Reward. Saeed Yasriq is indeed hiding local artisans. However, due to the disorganized and ever-
out at the Cliffside tavern. If the party confronts him there, changing layout of the vendors, characters may need to
he will try to distract them or run away, but will not attempt make Investigation checks simply to go shopping.
to fight if captured. Saeed will immediately surrender the
locket and give in to the party’s demands. However, after Haggling is considered the normal way of conducting
this business is concluded, he may try to persuade the party business here in Teredon. Most vendors will quote
to join him in his own ambitious venture.
prices much higher than the item’s worth, assuming that
Ishtar is not concerned with money. She will pay the
party 35 gp to return the locket to her. On top of this, she customers will haggle the price down.
says they can keep whatever other money or valuables
they can squeeze out of Saeed, since everything he has was 4a. Kazem’s Cordials and Components
probably stolen anyway.
The largest establishment on a prominent corner of the
3. North Gate
The North Gate of Teredon is rarely used, and the Grand Bazaar is an emporium for oddities run by Kazem
Arizanti who guard this entrance can usually be found
sleeping at their post. A simple dirt path winds its way to Fravarti. Kazem has built a reputation for himself in
the north-west, circumventing the dangerous terrain of Teredon by trafficking in strange and wondrous items from
the Lotus Marshes. At one time, this road was used for across the continent. Characters can find interesting and
trade between Teredon and Ur, but after the city of Ur was useful items at Kazem’s establishment, and may wish to
abandoned, there was little to no reason for anyone to use
this overland road. conduct some business here before moving on.

This dirt path, which has no name, winds northward The chart below is a sample of the kinds of items the
with the foreboding darkness of the Lotus Marshes to the characters may find at Kazem’s Cordials and Components.
east, and the rolling dunes of Zin to the west. Using this The prices marked in the chart are considered “fair.”
path and traveling at a normal walking pace, the party can
reach the abandoned city of Ur in only a few days. An Cost Item
additional week of travel at normal walking speed beyond
Ur will bring the party past the ruins of the Tower of Babel, 15 gp ea. Persian Arrow
and another week beyond the tower at normal walking
speed will bring them to the city of Babylon. 50 gp Potion of Healing

4. The Grand Bazaar 65 gp Dust of Disappearance
A large section of the Teredian residential district
is dedicated to the Grand Bazaar. This long, wide, and 175 gp Eversmoking Bottle
open-air market hosts vendors from all across Arabia,
Africa, and Asia. Canopies of vibrant colors stretch out 250 gp Bag of Holding
from permanent structures overhead, shielding patrons
from the harsh sunlight and advertising the identities of 300 gp Gem of Brightness

325 gp Gloves of Swimming and Climbing

4b. Sarah’s Boutique
Sarah makes custom jewelery, and runs a fairly
successful small business here in the Grand Bazaar. Her
jewelery is mostly traditional Persian-style bead-work, and

it is all very colorful. Sarah’s items are mostly mundane

items, but she does occasionally collaborate with Kazem
to produce items that grant magical effects in addition to
being pretty to look at. Sarah is currently selling a Periapt
of Health and Sarah’s Lucky Necklace. If she is on good

62


terms with the party, she will sell either of these items at the Lydia has savings to fall back on, but she will not stay in
highly discounted price of 45 gp. business without access to purple dye. She is willing to pay
the party to investigate the sea caves (area 6a) and to bring
4c. Lydia, Seller of Purple her venom sacks from the Murex. She will pay extra if they
One of the most iconic businesses in the Grand Bazaar can bring back proof of what happened to Cassius.
is a two story building with a facade of Greek-style
stonework. This business stands apart from the others, not Resolution and Reward. Cassius has been killed by
only because Greek architecture is seldom seen this far the Murex in the sea caves in area 6a, but if the party can
east, but because the entryways are covered with canopies procure venom sacks from slain Murex bodies, Lydia will
of royal purple. This color is world-famous because of its pay them 60 gp per intact venom sack. She will pay them
rarity and high cost of production. Few apart from true an additional 50 gp if they bring back proof of Cassius’s
royalty can afford fabric of such a beautiful and vibrant demise. If they bring her more than 3 venom sacks, Lydia
hue, hence the name “royal” purple. will be grateful enough to give the party Lydia’s Purple
Cloak as a bonus.
Inside this building the party will find two floors packed
with exotic fabrics from all over the world. This fabric store 5. City Well
is run by a merchant from Thyatira named Lydia. Lydia The well is located in an easily accessible square at the
is a middle-aged woman whose smile lines do nothing west end of the Grand Bazaar. The well is a great place to
to diminish her youthful beauty. She has made a difficult socialize and hear gossip. If the characters spend down time
journey to Teredon in order to start a business selling royal in the city of Teredon, they will eventually need to visit the
purple garments. Once she has sourced raw materials here well for water, and may hear one or more of the following
in Teredon, she hopes to set sail for Corinth or Philippi pieces of gossip, chosen by the GM or determined
where fabrics of such color are in high demand. randomly by rolling on the table below.

Lydia’s Quest. The dye Lydia uses to make royal d6 Gossip/Rumor
purple garments is made using Murex venom. These large
predatory snails are known to infest the rocky seaside caves 1 Three Magi from the Temple of Fire never returned from their
along the coast of Teredon. Lydia has been paying a retired research trip to Judea! Wu Mei seems concerned...
Roman Centurion named Cassius to take on the dangerous
task of procuring Murex venom. Things were going well 2 The Zūrak Estate is cursed. Children who play on the property
for a few weeks, until one day Cassius did not return. keep going missing.

Lydia 2 A courier was expected at the Synagogue several days ago.
of Thyatira Rabbai Zakkai is worried something has happened to him.

3 Sarah has been sad ever since her fiancé left her a few years
back. She seems happier now, but no one knows why!

4 There was an assassination attempt in Sheba last week. The
attempt failed, but the Queen is tightening border security.

5 Parthia has been strengthening its military presence in Nineveh.

6 Lydia, the Seller of Purple, was out of purple fabric last week.
Do you think she’s going out of business?

5a. Sarah’s House
Sarah has recently moved out of her parent’s house

(after a dispute involving some name-calling from her

parents’ maid). She now lives in a large house that she
has all to herself, paid for by the profits of her jewelery
boutique. She has two guest rooms on the second floor, and
will offer to let the party stay with her during their time
in Teredon, if they wish. One of these rooms was recently

inhabited by Naamah’s simulacrum, Seraphine, and Sarah

has not yet been able to work up the courage to clean out
the demon’s possessions. In this guest room the party will
find an assortment of very fine Egyptian-style clothing,
and two items that can be investigated further, if the party

desires.

63


Letter to Seraphine. A letter lies open on the writing notice a children’s toy on the path, confirming that the
table in the corner. This letter contains only some missing children went exploring beyond the gate. If the
uninteresting financial records, but is addressed to “Madam party follows the path to the bottom, they will discover the
Seraphine.” The letter is written in Coptic, and frequently sea caves in area 6a.
references payment from “clients.” The letter is signed
from a woman named “Safiya” and the return address 6a. The Sea Caves
seems to be adjacent to the temple of Karnak in Thebes. If
the players intend to pursue Naamah and aid Raphael, they As you descend the goat path along the rocky
cliff face, you have the eerie feeling that someone, or
may decide to investigate this location in the future. something, is watching you. Upon reaching the bottom of
Ring of a Murdered Man. Among Naamah’s the path, the mouth of a cave opens before you. Waves
crash against the rocks just below the entrance and,
possessions the party will find an ordinary ring of Greek although the inside of the cave appears dry, you have a
design that bears markings of betrothal rituals. Sarah can sense that a change in the tides could completely flood
the inside of the caves here.
identify this as the engagement ring of a man she had been
A small network of caves at sea level open ominously
betrothed to a few years prior, but who had gone missing into the rocks below the Teredian cliff face. These caves are
home to an infestation of Murex, and if the players enter
shortly before the day they were to be married. Finding this the caves, they will be walking into an ambush.
ring will confirm a dark suspicion that Sarah has held in the
back of her mind. Her ex-fiancé did not leave her; he was Cave Features. The passageways within the cave
murdered by the demon living in her guest room. Tobias is are 8 feet wide and 8 feet tall. Stalactites hang in jagged
peaks from the ceiling above, in some places so low that
not aware that Sarah had actually been betrothed when they characters will have to stoop to pass through. The ground
first met as young teenagers in Nineveh. Whether the party is damp underfoot, and the sounds of gushing water echo
shares this information with him is up to them. through the caves as an occasional larger wave crashes
against the cave entrance from the sea. Dim light extends
6. The Zūrak Estate into the cave for about 20 feet, but the rest of the cave is
This grand estate was originally built as a summer shrouded in total darkness. A character who does not have
darkvision will need to create a light source to investigate
home by a wealthy merchant family, and boasts elaborate further into the caves.

Babylonian architecture. A spacious veranda opens onto a Cave entry. 20 feet into the cave entrance the tunnel
lawn that overlooks the cliffs of the Persian Gulf. This is splits in opposite directions. Two Murex are lurking from
a luxurious and spacious estate, but upon taking a closer above, clinging to the ceiling in the entryway. The spines
along their shells blend in with the jagged stalactites that
look, there are some ominous signs of the estate’s dark cover the ceiling, and only a DC 18 Perception check will
reveal their presence.
secret.
Investigating the Disappearances. It is immediately As you step cautiously into the open maw of
the cliff face, you see that the tunnel almost immediately
obvious that the previous residents of this home left in splits in two directions. To the left, you hear the echoing
hurry. Clothing and other possessions are strewn about of water lapping against the cave walls. To the right, the
the property. Particularly disturbing is the presence of tunnel slopes gently upward, and you catch a glint of
something metallic reflecting your torchlight.
children’s toys in the back yard that have been left behind.
The party can, with relative ease, confirm that the children The Ambush. Regardless of which direction the party
of the family that lived in this house mysteriously vanished chooses to go, they will be attacked from behind by the two
Murex clinging to the ceiling above the entrance. The pair
before the family moved out. of murex will wait until the party is distracted (either by
Children’s Room. If they players investigate the Cassius’s body or the chest, depending on which direction
they go), and then strike from the ceiling above.
abandoned children’s room, they will find a series of
drawings done with charcoal on parchment. Most of these Flooded Chamber. This 15-foot wide, 45-foot long
chamber is submerged 3 feet deep in sea water. Characters
drawings are what you would expect from a child, but one

in particular is noteworthy: a rough sketch of a seaside cave

and a monster covered in spikes living inside.
The Backyard. The backyard is mostly fenced in to

prevent children from venturing too close to the cliffs, but
a character who investigates the area may find a section
of the fence where bars are missing, leaving a hole large

enough for a child to slip through.
The Goat Path. Through the hole in the fence, the

party will find a small goat path that winds precariously
down the cliff-face toward the sea below. Along the way,
a character who succeeds a DC 14 Perception check will

64


moving through this chamber move at half their normal Murex Den. In the deepest chamber of the caves, the
party arrives to find 3 Murex devouring the remains of
speed. There is also a Murex in this room, mostly several children. The ground here is littered with bones,
submerged in the rising tide waters. Its spines protrude
above the water level, but only a DC 18 perception check and it is not hard to deduce that this is

will distinguish them from the jagged stalagmites around where the Murex drag their victims

them. This Murex attacks anything that wades into the after killing them.
water in this area. A character who succeeds in a DC 15 High Tide (Optional). If the
Perception check will notice a wooden chest floating in one
corner of the room. The chest, which most likely floated encounter feels like it is moving too
into the caves after a shipwreck, is locked (DC 14), and
inside the party will find 2d6 x 5 gp and two gems worth 50 slowly, or if it feels right to add some
extra flavor to the final combat
gp each. encounter... maybe it’s time

Cassius’s Body. In the tunnel to the right of the for the tide to come in! Once
entrance, the party will find the dead and partially
decomposed body of Cassius, a retired Roman Centurion. high tide starts, the water level
Two Murex are feeding on his body, and will immediately
attack any creatures that enter this chamber. Cassius’s throughout the sea caves begins to
armor and shield are damaged beyond repair from his fight rise. If the party is not already engaged
in combat, roll initiative when high tide
with the Murex, but if the party searches his remains they begins. On initiative 20 of each round, the
water level rises 2 feet. Once the water
will find 2 gp, 12 sp, a receipt of payment from Lydia in the level reaches 6 feet, characters must begin
Grand Bazaar, and a Gladius of the Centurion. swimming. Once the water level reaches

the ceiling (10 feet), any characters still in

65


the cave must begin holding their breath. in corner tables, speaking in hushed tones in groups of two
or three. Sitting at a table by himself, grinning and counting
7. Dinah’s Kitchen out coins from a pouch is a man named Saeed Yasriq (NE
Famous for its unique style of cuisine and expansive Bandit Captain) if he sees the party enter, he will wave
menu of seafood dishes, travelers have been known to excitedly for them to come join him. Saeed has recently
make long journeys from Sheba and Babylon just to eat come into some money by stealing from Ishtar’s Inn and
at this restaurant. Featuring a patio with ample outdoor Tavern, and is hoping to fund his next big venture. It was
seating, Dinah’s Kitchen can host up to 100 customers at Saeed who left the message in Thieves’ Cant at the docks,
once. It is not the cheapest meal one can buy in Teredon, hoping to attract an adventuring party to help him.
but it is certainly the best. In particular, Dinah’s kitchen is
known for its fresh-caught Dreamfish. Saeed’s Quest. Saeed Yasriq will introduce himself
and explain that he was hoping to hire some help for a
Fish of Dreams? job. He explains that he was recently playing games at the
“Fortune’s Reach” gambling hall in Malgium. While there,
The Dreamfish (Sarpa Salpa) was so named because it contained he had a little too much to drink and was banned from the
toxins that induced a dream-like hallucinogenic effect not different premises. However, he explains that he had stored some
from modern LSD when eaten. These effects were well-known to the possessions of considerable sentimental value in a lock box
people of Teredon, who consumed the fish recreationally when they located in the basement of the gambling hall, and has not
could afford it. A fillet of oven-baked Dreamfish would cost around 1 been allowed to return to Fortune’s Reach to retrieve them.
gp. See the “Visions” table on page 136 for hallucinations if needed. He is willing to pay the party 150 gp to help him sneak in
and retrieve what belongs to him. If the party agrees to take
If the party has trouble finding Tobias and Sarah after this job, use the maps and layouts in the “Tournament of
parting ways with them, chances are they can be found Champions” encounter on page 144 to run the heist (the
having a romantic meal together here in the outdoor dining target is the main vault in area C12).
area. The young couple will give the party a friendly
greeting, but they have trouble taking their eyes off one Resolution and Reward. Saeed will pay the 150 gp
another for any prolonged period of time. up front and pay for the party to travel to Malgium by
boat, but he is lying about his true intent. Once they have
Tobias’s Quest. Tobias has made up his mind to stay successfully gained entry to the underground corridors,
here with Sarah, but he still has an obligation to his father, Saeed will reveal that he never had any possessions stored
who is blind and in need of support. If the party is planning here, and isn’t even interested in the small lock boxes.
to head north, he will gift them with his boat if they agree Instead, his target is the Fortune’s Reach main vault, which
to deliver Tobit’s fortune to him. Furthermore, Tobias will could hold as much as 5,000 gp in winnings from the
request that Tobit and Anna journey to Teredon to spend the gambling hall above.
remainder of their days here with Tobias and Sarah. If the
party also safeguards their passage back to Teredon, Tobias Whether or not the heist goes well, Saeed will attempt to
will pay each of them 75 gp. betray the party and frame them for masterminding the plot.
He will wait until after he has used their skills to carry out
Resolution and Reward. If the party agrees to take on a successful robbery, and then look for any opportunity to
this quest, Tobias will, of course, make good on his word. lock them in the vault and alert the authorities.
However, this conversation will need to be continued on
another day, since Sarah recommended that Tobias try the 9. South Gate
Dreamfish shortly before the party arrived.
The lush greenery of the Teredian landscape
8. Cliffside Tavern slowly gives way to the blistering sands of Zin, and a
In stark contrast to the bright and friendly restaurant winding dirt road eventually becomes little more than a
across the street, this run-down building is dingy and camel path along the crests of rolling sand dunes to the
clearly in a state of disrepair. There are no windows along south. Only unforgiving desert lies ahead of you.
the exterior walls, and no signs to indicate what purpose
the building serves, but locals will tell you that this is the The south gate of the city of Teredon is the eastern
tavern known to Teredians simply as “Cliffside.” Cliffside terminus of the “Spice Road,” the only known route that
is known to be a meeting place for thieves, swindlers, and crosses the scorching 700 mile expanse known as the
even bandits traveling up the rivers or across the desert. Wilderness of Zin. However, in order to cross the entire
Most well-respected citizens of Teredon try to keep their desert, travelers will need to rely on the protection of
distance from the tavern. Sheba, the great kingdom at the heart of the desert.

Inside, the tavern is dimly lit by torchlight on the stone A Difficult Journey. If the party wishes to pursue Wu
walls. The few patrons who occupy the space sit hunched

66


Mei’s quest to find the missing Magi, or if they wish to Wu Mei
follow Raphael to aid in the battle against Naamah, the
Spice Road is the most direct route to reach either Egypt or is currently occupied by only one person: Wu Mei (LG
Judea. Traveling west from Teredon, it is a 12 day journey Magi Researcher), high priestess of the order of the Magi,
on foot to the next nearest city, Ma’rib. This travel time is who enters as the party arrives.
reduced to 7 days if each character is riding a camel. On
top of this, each character needs 1 gallon of water per day An middle-aged woman appears from behind
of travel. Water can be procured from the city well for free, the embroidered curtain. She is of east Asian descent,
but carrying the extra weight requires each camel to be with graying hair and dark, piercing eyes. Wordlessly,
outfitted with saddlebags, or for one of the camels to pull a and with ceremonial precision, she adds a log of cedar
wagon. Alternatively, the party may try to offer to provide wood to the urn, and then turns to greet you. “Welcome
protection to merchants already traveling in that direction. to the Temple of Fire; we have much to discuss!”
This is possible, but may take up to a week or two before
the next caravan is scheduled to depart from Teredon for The Prophecy. Wu Mei has been expecting the party
Ma’rib. to arrive, and wastes no time in catching them up on a
prophecy that she believes is coming to pass. Moving
10. Temple Gardens quickly and speaking with authority, Mei leads the party
The temple gardens are a testament to the natural into the temple archives and begins pulling scrolls and star
beauty of Teredon. According to legend, after an ancient charts from the shelves. She shares what little information
Babylonian king took a Teredian woman to be his wife, it she has about the prophecies (next page), and the Magi
was her homesickness that inspired him to build a garden who were studying them. She further explains that the 3
for her. It was his attempt to recreate the beauty of Teredon Magi who traveled west to research these prophecies never
that led to the construction of the Hanging Gardens of returned.
Babylon, one of the 7 Wonders of the world.
Wu Mei’s Quest. Wu Mei believes that the fate of
11. The Temple of Fire the world hangs in the balance, and that the 3 missing
The Temple of Fire is the headquarters for the order of Magi may hold the key to deciphering the prophecies.
mystics known as the Magi. This grand building sits atop She believes that these Magi are still alive but have either
the sea cliffs at the highest point in the city. The central chosen not to return or have been prevented from returning.
structure of the Temple is not only the most important Wu Mei would like the party to pursue the 3 three missing
religious building to the people of Teredon, it is also the Magi, learn what they can from them, and if possible aid in
only place in Teredon apart from the Vispavada that holds the fight against evil.
any form of written documents. As the party enters the
Agiary, read the text in the box below: Resolution and Reward. Wu Mei does not have any
money to pay the party for undertaking this quest, but
Your footsteps echo on the polished marble wishes them well in the coming war against the tide of
floors as you enter the sacred space before you. The darkness. If there are any magic users in the party, she will
grand entryway leads you into a small prayer space with offer them her Staff of the Pilgrim.
a bubbling font of water. To the right, carved doors of
olive wood open into a study lined with ancient scrolls 67
and tomes that do not look familiar to you. To the left, a
curtain embroidered with fine Persian filigree is pulled
to one side, revealing a massive metal urn out of which
flickers a soft orange flame. The sweet smell of burning
cedar fills the air as you enter the prayer space.

The urn contains the “Eternal Flame,” which is tended
to by the order of the Magi. The flame is never allowed to
expire, and has been kept burning by the Magi in Teredon
for close to one thousand years. To the order of Magi, the
fire symbolizes purity and their connection to God. The
cleansing power of fire is an integral part of the Zoroastrian
religion of the people here in Teredon. The Temple of Fire


68


The Prophecy

The Three Missing Magi troubling of all: “Immortal still, no wound can kill, ‘til
Three of the wisest Magi in Wu Mei’s order of blood of God runs red.” The Magi believe that this means
that the Archdemons are immortal and powerful enough
mystics were studying a series of prophecies. Believing even to kill God if they are not stopped.

they had decoded some important information, all three The Prophecy of the Star
Another prophecy discovered by Balthazar seems to
immediately left the Temple of Fire and headed west have a more optimistic prediction. This document was
across the desert. Wu Mei’s contacts in Jerusalem report originally written in Hebrew but has been translated into
that the three Magi briefly met with the King of Jerusalem. Common, and Wu Mei points out that the handwriting
Shortly after their arrival, King Herod of Jerusalem locked changes from line to line, as though translated by multiple
down the region and began killing anyone associated with authors, or by the same author at different times. This
prophecy predicts someone being born under a star who
the prophecy, including children. No one knows what is referred to as the “anointed.” The prophecy goes on
was said during the meeting between King Herod and to say that this person will have the power to defeat the
the Magi, and the Magi have not been seen or heard from darkness once and for all, but unfortunately the prophecy
is incomplete. The parchment is torn, and half of the
since. Nevertheless, Wu Mei believes that the Magi are prediction has been lost. However, the last partial lines
say that the anointed one will “save his people...” from
alive, and can share the following about each of them: something, and there is a reference to using a sword.
• Balthazar - specializes in combat strategy and
demonology. He has a safe house in Sheba where he Because of this partial information, Balthazar is
serves as chief advisor to the Queen. If he was able to convinced that the prophecy means this person will be a
make it out of Jerusalem, Sheba is where he would go. mighty warrior who will fight against evil by the sword in
• Caspar - is the wisest of the three, but can sometimes order to save humanity from the demons.
be a little absent-minded. He specializes in reading the
stars for clues about what is going on in the world. If Caspar’s Notes
he is still alive, he will most likely be found at a high The only other documents left behind by the Magi are
a complicated star chart of stars in the western sky, and
altitude with clear views of the sky. a small scrap of parchment with three words, written in
• Melchior - can always be found with his nose buried Caspar’s handwriting, and left behind the night the three
Magi departed. The star chart seems ordinary, and an
in ancient tomes. Whenever he is confronted with a Investigation check (DC 14) will reveal that Caspar had
been cross-referencing stars by observation to check for
problem, his solution is to read a book. Assuming he anomalies in his records. The scrap of parchment contains
only the words: “STAR,” “JUDEA?” and “MESSIAH.”
avoided capture, he has likely found refuge with one
The party can easily deduce that this means Caspar had
of his many connections in universities or ancient located a strange star over the region of Judea, and that this
is the most likely place the Magi were headed. The word
library archives. “Messiah” is in quotation marks, and is unfamiliar to Wu
Mei, but she can point out that it appears to be Hebrew. A
The Prophecy of the Beast character that speaks Hebrew knows that Messiah is the
The first prophecy was written by Magi hundreds of Hebrew word for “anointed.”
years ago and shares an ominous message. The prophecy
Footsteps of the Magi
foretells of a beast with seven heads, and goes on to name
Copies of these documents are available in the “Handouts” PDF,
each of them. The Magi believe that this prophecy (which If you would like your players to take an active role in deciphering the
Prophecies for themselves.
bears striking resemblance to another ancient prophecy
from the Hebrew prophet Daniel), is not describing a literal
beast, but seven individual creatures, whose names are

Lilith, Abbadon, Legion, Moloch, Mammon, Beelzebub,
and Naamah. Before he vanished, Melchior was able to find
ancient references to these names in the Hebrew scriptures,
and thus concluded that these beings are likely demons that

have somehow gained entrance into the physical world. The
party should recognize the name “Naamah,” whom they
fought in the Temple Gardens, and can now recognize as

the youngest (and least powerful) of the seven Archdemons.

The last two lines of this prophecy are the most

69


The Adventure Continues

An Open World traveling, what treasures the party may find in important
This campaign setting is meant to give players the feel locations, and what information they might be able to
of an open world waiting to be explored. Although the learn at a library or other place of learning. It is impossible
most direct path forward for the story is to seek the missing to predict what the party will want to do during their
Magi, no matter where the party chooses to go after leaving adventure, and random tables give the GM one less thing
Teredon, adventure awaits. There is no one “right” path to to improvise during the session. In general, refer to the
follow from here on, and the locations in the “Adventure following categories for improvised adventuring:
Atlas” section can be explored in any order. Use the
following information to guide the story forward from this • The party goes somewhere you weren’t expecting.
point on. Create an Encounter by rolling on the Random
Encounters table on page 119.
Foreshadowing the Fellowship
Although there are many human adversaries in this • The party searches somewhere that could reasonably
adventure, the central villain of this story is the Fellowship contain treasure. Generate Treasure by rolling on the
of the Beast. Even if the party pursues a variety of different Random Discoveries table on page 130.
side quests, everything should feel like it ties back into
this central thread. The party may (rightly) feel that they • The party attempts to find information in a library,
are not yet strong enough to face an ancient demon, and archive, or somewhere that hard-to-find documents
will therefore spend time seeking out magic items and could reasonably be stored. Reveal Information by
befriending allies, but all of this should feel as though it is rolling on the Research table on page 131.
building toward a final conflict with the demons.
Traveling and Encounters
Using the Adventure Atlas Most major story events happen in marked locations on
The following section is the “Adventure Atlas.” It the map, but the party will also spend a significant amount
contains information and maps for bringing the world to of time traveling in between important locations. To keep
life as the party travels. Since there is no way to predict the party on their toes, roll on the “Random Encounters”
what direction the party may travel next, the Adventure table on page 119 to determine what interesting situations
Atlas is laid out alphabetically by location name on the might face the party on their journey.
pages that follow. When they arrive in a new location,
review the information provided in this section to see Long Journeys
what people, places, and events the party may discover on
arrival. Many of these locations contain major story events, Generally the party should have a random encounter once each
in which case you may be referred to the “Events and day they spend in travel, but if they are undertaking a journey of
Encounters” section later in the book. several days or more, it is probably better just to speed up travel with
only one or two random encounters per week on the road.
Preparing for Sessions
Typically, you can roll for one event on the Random
The party may never visit some of these locations, and so it is not Encounters table when one of the following things happens:
necessary to acquaint yourself with every city and dungeon before
sitting down to play. However, when you are finished playing a • The party stops for a short or long rest.
session, it may be helpful to ask your players where they intend to go • The party is getting off track or loosing focus on their
next. This allows you, as the GM, to focus your attention on only the
cities and monsters that they may reasonably encounter. goals.
• The party draws unnecessary attention to themselves
Using Random Tables
Pages 119 - 131 include random tables for encounters, when they should be laying low.
items, and research. The purpose of these tables is to • The party travels through a dangerous section of
determine what sorts of things the party may see while
wilderness.
• The game is moving slowly, or the party is unsure

what to do next.

70


Atlas Locations A-Z

Alexandria The death of Cleopatra has left Egypt without a Pharaoh,
and Rome’s presence here is a passive one. Roman
Situated on the Nile delta overlooking Egypt’s harbor, Legionaries can be seen on casual patrol, but the city of
and flanked on all sides by the Nile river itself, Alexandria Alexandria lacks any form of direct leadership. The de
brings to mind the strength and majesty of Egypt in its facto commander here is a Roman Centurion named
prime. A 450 foot tall lighthouse stands sentinel over the Caius Blandus, who cares little for the people of Egypt
Great Harbor, guiding in trade ships from allied nations, and does not take an active interest in his role as regional
and sending a strong warning to enemies not to approach. commander. In the absence of orders coming to him from
his Prefect stationed in Memphis, Caius is content to spend
Aside from the great lighthouse, the most impressive his days relaxing. If the players ask who is in charge (or
seek him out directly) they will find the Centurion soaking
feature of the city lies in the Bruchium quarter, where in Cleopatra’s personal baths in the Palace of Regia. He
is accompanied by 4 Roman Legionaries who will not
the Library and Museum of Alexandria stands taller and hesitate to protect him from danger.

somehow even more majestic than the Palace of Regia The Alexandria Inn. Just inside the Gate of the Sun is
itself. Alexandria is officially under the control of Rome, the comfortable and welcoming Alexandria Inn. 20 years
so check the party’s status with Rome in the “Factions” ago, this Inn provided refuge to several Jewish families
section (page 139) before they arrive. who fled Bethlehem to avoid Herod’s massacre of young
children associated with a prophecy that threatened his
Local politics here are complicated. While the city does
not pulse with the nervous energy found at Egypt’s capital power. Once they were welcomed to Alexandria, some of
of Memphis, there is nonetheless a listlessness here that
71
lies just below the pleasantries of everyday conversation.


them chose never to return to their original home. Thus, a The Great Port. If the players would like to purchase
large Jewish population occupies the neighborhood nearby passage on one of the many ships coming in and out of the
to the inn, and many of the Jews who live here are now Great Port every day, they may do so for the following cost
employees of the Alexandria Inn. per person, by destination:

The Bruchium Marketplace. The Marketplace in the 10 gp - Gaza (1 day travel)
Bruchium quarter boasts vendors from all over Africa and 25 gp - Cyprus (3 days travel)
even some from India and China. Below is an example 50 gp - Antioch (4 days travel)
of some magical items likely to be encountered in the 60 gp - Tarsus (5 days travel)

Bruchium, at the discretion of the GM: The Library of Alexandria. The primary reason
people make the journey into Alexandria is to visit the
Cost Item Library. The Library of Alexandria is the world’s largest
repository of information. The Library and Museum is
50 gp Potion of Healing overseen by a short, rotund man named Balbillus the Wise
(LE Noble). Despite his self-appointed moniker, Balbillus
350 gp Boots of Chinese Silk is actually quite dim. In fact, his position as curator is
the result of his connections with the Roman nobility,
400 gp Egyptian Armor rather than his wisdom or appreciation for the knowledge
contained in the Library. Balbillus spends his days strutting
425 gp Bracers of Archery about the grounds of the library and museum with a
self-important attitude and chatting with the museum’s
450 gp Efficient Quiver

500 gp ea. Bead of Force

2,000 gp Mantle of Spell Resistance

74


esteemed clientele. a team of 6 Roman Legionaries to follow the party at a
If the party visits the library or museum, Balbillus distance. They are under orders to wait outside the library
until the job has been completed, and then to publicly
will speak to them condescendingly, but he will not make execute the party as “Parthian spies,” thus erasing any
connection between Melchior’s death and himself. A
trouble for them. For each day of downtime spent in the characters that succeeds a DC 13 Perception check will
library, a character may roll once on the “Doing Research” notice that they are being followed on the way to the
table on page 131. If the party is attentive, they may also library. If the players avoid the library and attempt to
discover that Melchior (NG Magi), one of the three missing leave Alexandria, the Legionaries are ordered to kill them
Magi, is here. anyway as a show of strength.

The party can find Melchior doing research, buried Antioch
behind a stack of ancient scrolls and codices in a forgotten
corner of the Library basement archives. He has been The ramshackle wooden gates creak open as
arduously researching the prophecies of old, along with you approach, accompanied by a gust of salty sea air.
The sounds of laughter and shouting in languages you
a fellow scholar whom he met here at the library named have never heard mingle with the crashing of waves
echoing up from the docks. Welcome to Antioch.
Strabo. Strabo and Melchior have clearly been here for

some time, and have taken up residence in the basement

where they are safe from the prying eyes of the curator
they have dubbed “Balbillus the Annoying.” If the party
ventures into the basement, read the boxed text below:

The basement archives are dark and musty, As the overland terminus for the Silk Road, the Royal
and a strong smell of parchment fills the cool air. Lacking Road, and the Via Maris, Antioch is Rome’s prime shipping
any formal organization, a labyrinth of old wooden port in this region, and features loading docks second in
shelves meander beneath the vaulted stone ceiling of size only to Gaza. Antioch is well-used and well-traveled,
this underground archive, lit dimly by candlelight. As and its buildings show it. Most buildings are of modest
you peruse the collection of ancient scrolls and Egyptian construction, with far greater emphasis being placed upon
tomes, you suddenly overhear the voices of two scholars function, rather than form. A simple 10-foot high wall made
in one of the adjoining private research rooms. As you of wooden planks surrounds the perimeter of the city to
provide protection at night, and a closer inspection of this
listen, you hear “Melchior, come look at this!” wall will reveal that it is constructed from discarded pieces
of shipping vessels.
Melchior and Strabo are very excited to see the party,
and invite them to join the cramped and cluttered research Antioch is officially under the control of Rome, so check
room. When the party finds Melchior, run the “Finding the party’s status with Rome in the “Factions” section (page
Melchior” event on page 160. 139) before they arrive.

“Kill the Magi.” If the party fails to keep a low profile Circus of Antioch. The one exception to this patchwork
while visiting Alexandria, then Roman Centurion Caius aesthetic is the impressive Circus of Antioch, where
Blandus sends two Roman Legionaries to intercept them athletes compete in challenges of skill and blood. If the
and beckon them to the palace. Once there, Caius languidly players wish to compete in the games, run the “Tournament
explains that there is a Magi stirring up trouble at the of Champions” encounter on page 144.
Library and offers them a reward in exchange for ending
this trouble. Too “busy” to deal with this problem himself, Dock and Shipyard. If the players wish to secure
he offers them 150 gp to assassinate the Magi. passage aboard a ship they can do so at the harbor for the
following costs per person.
In actuality, the Magi in question (Melchior) is only
providing advice and council to the leaderless citizens of 10 gp - Cyprus (1 day travel)
Alexandria, but Caius sees this as a threat to his authority 10 gp - Tarsus (1 day travel)
in the city. Furthermore, he sees the players as third party 25 gp - Gaza (3 days travel)
mercenaries who can be manipulated into doing his dirty 50 gp - Alexandria (4 days travel)
work, and has no intention of paying them.
The Spice and Silk Inn. On the main road between
Whether or not they accept his offer, he intends to kill the town gate and the docks lies a large and unadorned
them. Shortly after they leave his palace, he dispatches building with a wooden sign that reads “The Spice and
Silk Inn and Tavern.” The inn is so named for the lucrative
silk and spice trades that keep it in business, and rooms are

75


usually only rented for one night, as most visitors are just notice Decimus add poison to the glass.
passing through. The inn and tavern keeper here is named Decimus is a coward at heart. If captured, he will
Antonia (LN Commoner). Her gruff, no-nonsense attitude
is necessary for handling rowdy sailors and traveling immediately reveal any information that he believes will
merchants, and she does not suffer any lewd behavior in her save his life, including:
tavern.
• He is a member of the Shadow of the Beast.
If the players visit the Spice and Silk tavern for a drink, • The demon named Moloch ordered the assassination.
they will find three patrons there, all sitting at different • Germanicus was a respected elder in the Roman
tables.
Empire, and had the power to effect change.
• Zarmarus (LG Priest), a Buddhist monk from India, • Many of the social reforms Germanicus would have
sits at a corner table. His eyes are bright and alert as
he sits with perfect posture, surveying the room. He is suggested would have directly hurt Moloch’s plans.
drinking what appears to be tea of his own making out of • He receives orders from Moloch through a middle-
a simple clay mug. He is traveling as an emissary from
India to plead with Caesar Augustus to stop the religious man named “Captain Gula.”
persecution of Buddhists in Roman territory. He is traveling • Captain Gula always meets him at the Tarsus docks,
with a leatherbound scroll, which is a mark of prestige that
allows him to speak for India. He speaks Sanskrit, Latin, and sails a ship called the “Laimargia.”
and Common. He is open and honest about his business,
and if they players talk to him, he seems glad of the Assur Wastes
company.
The lush greenery of the Parthian landscape
• Germanicus (LG Roman Centurion) is a retired suddenly gives way to a barren and rocky wasteland.
Roman general renowned for his victories in battle against Even the sky above seems to darken slightly, and the
the Germanic tribes in the far north. Now an elderly man, dry, dusty air leaves a stale taste in your mouth. It might
his body covered in the scars of his career as a soldier, have been your imagination, but you swear you heard an
he sits hunched over a pitcher of beer. Germanicus is
traveling back to Rome after a visit in Galilee, where unearthly scream in the distance.
he recently met a man named Jesus from the town of
Nazareth. This meeting seems to have had a profound Travelers rarely stray from the Silk road, let alone
impact on Germanicus, who is excited to return to Rome wander this far into the rocky crags of Assur. Strange
and use his position as a celebrity to argue for social sounds can be heard at night: unearthly screams and cries of
reforms at the senate. If asked about his business, his eyes creatures from beyond imagination. Myths and tales abound
light up and he begins to talk about caring for the poor, about the foothills of the imposing Mt. Ararat, stories of
and how forgiveness is a vital part of any community… alien beasts that descend from the cursed mountain that
strange words coming from a man with his reputation and God has forsaken.
appearance.
The truth is just as strange. Atop the jagged peak of Mt.
• Decimus (NE Shadow Cultist) sits nervously at Ararat lies the ruined hull of a massive ship once known as
the bar, drinking water. A disheveled-looking man who the “Ark.” Thousands of years earlier, a great flood covered
seems to have missed a few nights of sleep, he casts the face of the earth, and the mythic beasts of a time long
nervous glances around the room. Decimus is a member forgotten were wiped out… save for those aboard the
of the Shadow of the Beast cult, and has been following Ark. In the time since the flood, many of these creatures
Germanicus since he left Galilee. A perception check (DC have flourished and multiplied to fill the earth once again,
16) will reveal a “666” tattoo on the back of Decimus’ but some creatures have dwindled toward extinction, and
right hand. The demon named Moloch despises the idea of the few that remain now haunt the unforgiving landscape
social reform, and has ordered Decimus to kill Germanicus known as… the Assur Wastes.
before he can set sail for Rome. Decimus is waiting for
Germanicus to order another drink, at which point he will If the players are level 4 or higher they discover the
drop poison in the glass before Antonia can serve it. A ruined remains of an old city. Any player that succeeds on
player who succeeds on a DC 18 Perception check will a History check (DC 13) knows that these are ruins from
Assyria, the old nemesis of Babylonia. Any player that
succeeds a perception check (DC 15) notices that as they
explore the ruins, they are being stealthily webbed in by
4 Feign Spiders, who make slow, wide circles around the
party, trailing their dangerous webs between buildings and

76


rocky crags to make escape impossible. Once the party King Mithridates (LN Noble), who can be found at the
grand palace known as the “Marvel of Mankind,” on the
discovers that their path is blocked by the webbing, it is east bank of the Euphrates.

too late. The spiders lunge in from the dark corners of Laws here are enforced by the king’s personal guard
known as the Order of Blades (use Parthian Spahbed
abandoned buildings, attacking the party on all sides. stats). The Order was once well known for being ruthless
If the players are level 6 or higher they enter the
warriors, but there has been little use for them in over a
wastes to find another adventuring party under attack from
a Zenido. Before they can do anything, the dragon uses decade and, like the rest of the city, they have fallen into
its “Fire Breath” attack and obliterates the group. It then
circles and begins flying toward the players. The party can complacency. King Mithridates is seldom seen outside of
hide from the Zenido’s passive perception with a successful
DC 14 group stealth check. If the party examines the the Marvel of Mankind with the exception of weekends,
remains of the adventuring party killed by the dragon, they
find a partially burned map that seems to lead to Mt. Ararat, when he takes long walks through the lower tier of the
and one item from the Random Discoveries table on page Hanging Gardens. Wherever he goes, Mithridates is always
accompanied by 4 elite members of the Order of Blades.
130. Babylon
Babylon is officially under the control of Parthia, so
People travel from miles around to visit the picturesque check the party’s status with Parthia in the “Factions”
section (page 139) before they arrive. In order to gain
beauty of the city of Babylon and its crown jewel that access to Babylon, visitors are searched and questioned
rises from the city center: The Hanging Gardens. Once the
capital city of a great nation, Babylon is now subject to the by the Order of Blades at one of the eight entry gates.

rule of the Parthian empire. Power in Babylon lies with Babylon boasts impressive security measures around the
city. A glistening moat, fed by the Euphrates itself, encircles
the city. Visible beneath the surface are Nile Crocodiles
that swim in lazy circles around the city. These monstrous

77


reptiles have been enticed to stay close to the city by the more information on dealing with this threat, refer to the
“Tending to the Garden” event on page 197.
guards who often throw food scraps into the moat as a treat.
Each gate is accessible by way of a drawbridge, and the The Marvel of Mankind. So named for its impressive
massive reinforced wooden doors bar entry to intruders. construction, this palace is the seat of power in Babylonia.
Despite this, the party will find it relatively easy to gain Here, the party can find King Mithridates (LN Noble)
entry to Babylon. Although the guards will question them, and his trusted advisor, the sorcerer Atomos (LN Mage).
Both Mithridates and Atomos are under the influence of
the party will be allowed to enter as long as their status Beelzebub’s Aura of Sloth, and are extremely apathetic to
with Parthia is not “hostile.” any warnings from the party of demonic influence. This
may work to the party’s benefit, however, as they can easily
The Hanging Gardens of Babylon. One of the Seven gain permission from the king to explore even parts of
Wonders of the World towers above ships that pass along Babylon that are normally off limits.
the Euphrates through the city of Babylon. Originally built
as a gift to an ancient Babylonian queen, The Hanging River’s Rest Inn. This grand and luxurious inn is
Gardens are a series of raised platforms that form an positioned so that guests’ rooms overlook the glistening
impossibly tall ziggurat. Each tier of the structure houses waters of the Euphrates river. Rooms here cost 1 gp per
large open-air gardens filled with perfectly manicured night. The River’s Rest also features one of the best eateries
greenery from around the world, much of it imported from in the city, with a Garum (fermented fish sauce) that is
made in-house with a secret recipe that is well known
Median cities like Teredon. The Archdemon of Sloth,
throughout the region. The drink of choice for Babylonians
Beelzebub, Lord of the Flies has infected the upper levels
of the Hanging Gardens, and wanders its pristine pathways is a special red wine blend made from grapes grown in the
under the guise of his simulacrum, “The Gardener.” For

78


Parthian region of “Shiraz” near Malgium. important documents to Teredon. If the party is able to
Temple of the Dragon. This grand temple is hundreds recover the documents and return them to the synagogue,
they will be paid 100 gp. See “Ur” later in this section for
of years old, and was originally constructed to be the lair more information about this quest.
of a Mušhuššu who had convinced the people of Babylon
that he was a divine incarnation of the god Marduk. The A Missing Noble. If King Mithridates becomes aware
mušhuššu was eventually slain by the prophet Daniel, and that the party is visiting Babylon, he may send the Order of
the temple was never repurposed. The bones of the massive Blades to summon them to the Marvel of Mankind. He will
inform them that a high-ranking noble of the palace court
dragon still lie in the temple to this day, left as a reminder named Lord Merodach recently went missing. Mithridates
will offer to pay the party 300 gp up front if they agree to
to the people of Babylon not to be misled by false prophets. search for the missing noble.
The Royal Circus. This grand arena was constructed by
Resolution and Reward. The party will be given access
Alexander the Great during his last visit to Babylon. The to Lord Merodach’s estate, and it will become immediately
apparent where he has gone. Letters, diaries, and other
Greek architecture of the circus stands out oddly among documents in Lord Merodach’s estate all reference the
beauty and allure of the Hanging Gardens, and how
the surrounding Babylonian neighborhood, but serves sometimes he just wished he could stay there forever.
The party can easily deduce that the gardens are a likely
as a welcome source of entertainment for the people of location to begin the search. For more information, see the
Babylon. If the players wish to visit or compete in games at “Tending to the Garden” event on page 197.
the circus, refer to the “Tournament of Champions” event
on page 144. Merodach has in fact been dead for some time, but if
the party can deliver proof of Merodach’s death, King
The Lion’s Den. A massive pit stands next to the Royal Mithridates will pay them an additional 500 gp for their
Circus and houses the lions used in the gladiatorial games. trouble.
The prophet Daniel was once thrown into this pit during an
attempted execution. He survived and was released, but not Bethany
before leaving behind a token of his great faith. If the party
explores the bottom of the Lion’s Den, they will find the Bethany is barely large enough to be considered a
Ring of Daniel’s Faith. “town,” existing primarily as a suburb of Jerusalem, whose
skyline is visible just over the crest of the nearby Mount
Nabonassar’s Emporium. The one person in Babylon of Olives. The Mount and the surrounding arable land are
who does not seem to be under the influence of Beelzebub’s used to grow both figs and olives: the two major sources of
lethargy is a shopkeeper named Nabonassar (CG Mage). income for the farmers who live here. Despite the simple
Moving excitedly around his shop and greeting patrons way people live in Bethany, the town is remarkably clean,
comfortable, and well-cared for. Considering that the
(most of whom move slowly and lazily and do not share his farmers of Bethany are no better off financially than the
shepherds of Bethlehem it is surprising how much nicer the
cheery demeanor), Nabonassar is a very successfully trader town appears, and how much friendlier its citizens are.
in magic and exotic items. If the party visits Nabonassar’s
Emporium, they may be able to find the following items, at The buildings here are of simple stone and thatch-roof
the discretion of the GM. construction, and there are few shops or vendors, as most
who live in Bethany do their shopping in Jerusalem only
Cost Item a short walk away. A simple bed & breakfast stands at one
corner of the town, and simple but comfortable rooms can
15 gp ea. Persian Arrow be rented for only 2 cp per night. The establishment is run
by two sisters, Mary (CG Commoner) and Martha (LN
50 gp Potion of Healing Commoner). Mary, who sits daydreaming on the front
porch, will wave excitedly at any travelers she sees passing
250 gp Goggles of Night through town and invite them in.

335 gp Periapt of Health Martha. It is immediately obvious that Martha is the

350 gp Pearl of Power

600 gp Persian Chain

Jewish Synagogue. This house of worship was
constructed by Jews who chose not to return to their
homeland after they were released from captivity. Many
generations later, Jews represent the largest minority
population in Babylon, and have a thriving subculture of
their own in the city. If the party visits the Synagogue,
they may be commissioned by one of the scholars to

look into the disappearance of one of their couriers, who
went missing in the city of Ur on his way to deliver some

79


more responsible of the two sisters. While the party is stories of their adventures!
• Flaw. My head can be in the clouds sometimes, and I
staying at the bed and breakfast, Martha will do all of
the cooking, cleaning, and bed making. If the party talks forget to help out with the chores around the house.
to her, she will speak quickly, as though there is always
Martha and Mary have a brother name Lazarus, who is
somewhere else she needs to be. currently staying at the House of Affliction, a large stone
• Bond. I must take care of my family, which means structure that serves as the local hospital. Lazarus has been
staying focused and paying the bills. growing increasingly ill, which is a subject of some concern
• Ideal. Working hard is the most important thing a for Martha and Mary.
person can do with their life.
• Flaw. I am driven by busyness, and I think less of Next to the House of Affliction is the home of another
people who do not work as hard as I do. of its frequent visitors: a man known by the unfortunate
Mary. In stark contrast to her sister, Mary wishes name Simon “the Leper” (NG Commoner). Simon’s skin
condition has progressed to a disturbing degree and he has
nothing more than to set her chores aside and spend time taken to wearing face coverings in public. However, while
with people. If the party visits the sisters, Mary will invite he may have been shunned or even stoned in other parts
them to join her in the sitting room to tell stories of their of the world, the town of Bethany seems to have accepted
travels. Having never traveled far from home herself, Mary him. A successful merchant in his younger years, Simon
is easily amused by the most mundane of stories as she enjoys throwing parties for his friends and neighbors, often
hiring Martha and Mary, who are close friends of his, to
listens, wide-eyed, to anything the party has to say. cater for him.
• Bond. I love my family more than anything.
• Ideal. I love spending time with people and hearing Garden of Gethsemane. At the foot of the Mount

80


of Olives, on the road into Jerusalem lies the beautiful place for Israelite travelers. Over time this meeting place
and chaotic Garden of Gethsemane. Twisting growths evolved into the town of Bethlehem.
of forgotten olive trees grow alongside wild patches of
Hyssop, Star thistle, Jasmine, and Blood Lilies. The shade David’s Childhood Home. Outside of a simple
of the larger trees encourages a feeling of restfulness, and farmhouse near the Fields of Jesse is a plaque that reads
the subtle smells of something you cannot quite place from (in Aramaic) “on this spot was anointed by Samuel, David,
your childhood make you feel comfortable and at home. It the king of the Israelite people.” A player who succeeds a
is a beautiful, quiet, and foreboding place. History check (DC 8) knows that David is the most famous
and widely considered the greatest king in Israelite history.
Just across the street on the edge of town is an open- For 1 cp, players can purchase a tour of David’s childhood
front building that serves as a shop for perfume and oils home. The tour is a bit underwhelming (David was a simple
from the byproducts of Bethany’s agricultural business. In shepherd at the time he lived here), and it quickly becomes
a small field behind this shop is tied a young donkey. This clear that the town of Bethlehem is simply trying to cash
animal is supposed to help farmers who tend to the olive in on the celebrity of a famous king who just happened to
groves on the north side of town, but he has been very be born here. Nevertheless, travelers passing through seem
disobedient lately. Unable to control him, his owners leave eager to pay the fee, and players may have to wait in line
him tied in this field while they try to figure out what to to take the tour since there is only one tour guide, a teenage
do with him. The donkey can be tamed with a successful boy named Ariel (CN Commoner). Ariel seems to really
animal handling check (DC 25). Jesus of Nazareth want to give patrons their money’s worth, spinning long
automatically succeeds this check. tales about features of the house that clearly cannot be true.

If the party has not yet encountered Jesus, this is a Iram’s Inn. The town boasts only one inn: a ramshackle
likely place where he would be found. Jesus often visits building with four available rooms, which can be rented
his friends, Mary and Martha, and is also known to for 5 sp per night. The inn (which, as the only inn in town,
dine with Simon. If you are interested in having a more does not have name) is run by an old man named Iram (NG
relaxed atmosphere for the party’s first encounter with Commoner), who has worked the front desk for nearly
Jesus, Bethany is an excellent place to rest and have 30 years and seems to have put off making repairs to the
conversations. building in at least that much time. Next to Iram’s inn is
a series of stables carved into the hillside where livestock
Bethlehem are kept. The stables are filthy and smell of animal dung,
but mounts or other animals can be boarded here for 2 cp
While Bethany subsists on the cultivation and sale of per day. If the players decide to ask the innkeeper about
olives and figs, Bethlehem works mainly with livestock. the three missing Magi, he will recall their visit in a long-
Aside from the simple stone cottages there is little here winded tale that includes far too many extra details. Iram
but pastures in which animals can be seen grazing. The also has a habit of getting distracted and branching off into
buildings here are of modest and sometimes careless unrelated stories whenever he thinks of them. If he can
construction, and the gutters along the main street are stay focused for long enough, he can recall the following
littered with garbage and animal droppings. Although the information:
town is little more than a suburb of Jerusalem, people here
bustle about as though they have important things to do, • He was overbooked on the year of the census, and
and any conversations the players may try to have with some people were even sleeping on the streets during
people here will be short and unfriendly… a stark contrast the month it took place.
to the inviting little town of Bethany which is only a short
walk away. • Three strangers dressed in eastern clothing arrived in
the middle of the night (he remembers because they
Tomb of Rachel. Near Bethlehem’s west gate stands woke him up, and they were strangely dressed).
the tomb of Rachel, famous matriarch of the Jewish people
who, along with her sister Leah, mothered the 12 tribes • They were searching for someone, but he cannot
of Israel. A character who succeeds in a History check remember who.
(DC 17) remembers that Rachel died on the journey to
Jerusalem. The small stone structure that formed her tomb • He remembers watching them visit the stables (to
was elaborate for its time, and became a popular meeting make sure they didn’t steal anything).

• After staying in the stables for a brief time, they left in
different directions and seemed to be avoiding travel
on main roads.

81


Caravanserai

A single-story inn with a large, open courtyard sits at Welcome to the Society. Since the party is likely to
the confluence of the King’s Highway and the Silk road have a “neutral” status with the Society before they arrive,
halfway between Nineveh and Antioch. The official purpose they may be summoned to an audience with Vox Collegii,
of Caravanserai is to provide rest to merchants making
long overland journeys, but as this inn is neither in Roman or Voice of the Society. The Vox Collegii are a group of
nor Parthian control, it enjoys a neutral status where trade
can happen tax-free and without political interference. masked men and women who represent the interests of the
Caravanserai enjoys an anonymous status, and doesn’t even
appear on most maps of the area. Society, and are interested in the party’s capabilities. The

In the absence of imperial presence, Caravanserai is the inner chamber where the party is summoned is guarded by
headquarters of the Society, a powerful guild of merchants 3 Spartan Mercenaries sent by the Skiritai as security.
and black market agents who hold sway over much more
of the politics in the Middle Kingdoms than they would The Society’s Quest. The Society is not interested
ever admit. What they lack in military strength, the Society in money as much as they are in the party’s efficiency.
makes up for with money, and lots of it. This powerful The Society may ask the party to prove their worth by
guild of merchants uses hired Skiritai mercenaries as
security for the region, and they ensure that their trade completing a mission. A crate containing the rightful
empire is not interfered with by greasing the palms of property of Society merchants is being held in Damascus
any politicians who become a little too interested in their by King Philip, who is demanding much higher taxes than
territory. Check the party’s status with both the Society were originally agreed upon. The Vox Collegii, will offer
and the Skiritai on page 139 before the party arrives in to hire the party as an extraction team: gain access to the
Caravanserai. Damascus warehouse, secure the crate, and return it safely
to Caravanserai.
Rare and exotic items may be found in Caravanserai
that cannot be found anywhere else, and often for much Resolution and Reward. The warehouse in Damascus
lower prices. See the table below for examples of items and is a simple stone building guarded by 6 Guards who work
prices. in shifts. The party should have no trouble gaining access
to the building and finding the crate if they decide to do so.
Cost Item If the party succeeds on this mission, the Society will pay
them 200 gp, and their status with both the Society and the
20 gp Potion of Healing Skiritai will change to “Allied.”
80 gp Bag of Holding
150 gp Catacombs of Kadesh
185 gp Wind Fan
225 gp Persian Chain Shortly after the Israelites escaped from slavery in Egypt
650 gp Shield of the Spartan over 1000 years ago, the Pharaoh, Ramses II, engaged in
Carpet of Flying open warfare with the Hittite Empire, led by their king,
Muwatalli II. A turning point in this war occurred at the
In addition to these listed items, if the party is “allied” Battle of Kadesh on the edge of the Wilderness of Zin. A
with the Society, they may also gain access to black market
couriers, who can find just about anything upon request. If bloody war fought mainly by charioteers in the desert sands
a party member describes the type of item they are looking
left thousands dead, and neither kingdom could claim a
for to a Society black market courier and makes a down clear victory. Eventually the Egyptians and Hittites signed
payment of 500 gp, the courier can find the desired item a peace treaty, but not before thousands of fallen soldiers
through black market connections within 1 week. Items were lying dead in the desert sands. Having fallen too far
that can be found on the black market include any item that from their homeland to be returned home, the bodies of

is sold in a market in any major city, or any item on the the fallen were interred in a series of tunnels under the
“Random Discoveries” table on page 130.
desert sands of the Wilderness of Zin. These natural rock
caves were expanded by the Egyptians and Hittites to form
what became known as the Catacombs of Kadesh. Here, in
these catacombs, the Egyptians performed their embalming
rituals and laid their dead to rest.

After many decades lost in the desert, the Israelites, led
by Moses, accidentally discovered these catacombs, and
buried many of their own dead here (although in a different
area and in according with different practices than the

82


Egyptians). Moses himself was allowed to see the promised who venture too close. A band of 4 Roman Centurions
land from the peak of Mt. Nebo, but died before he could is waiting for groups of travelers to investigate the caves,
enter it. As he was dying, Moses asked that his body be
buried with his brother and sister, Miriam and Aaron who at which time they set up an ambush and wait to kill
had died in their wanderings through Zin. His successor,
Joshua, returned his body to the Catacombs of Kadesh the travelers when they exit the caves. Once the party
and laid the body of the legendary hero to rest. Over time is cornered, the leader, Septimus Siculus (CE Roman
the catacombs faded from memory until they were utterly Centurion) announces that he and his band intend to
forgotten by any who once knew they existed. Though simply wait outside for the travelers to either face death
many treasure-seekers and historians have searched for the in combat or starve to death in the “safety” of the cave.
burial place of Moses, none have yet delved into the depths Septimus and his gang are acting on their own, having
of the Catacombs of Kadesh.
defected from the Roman army several months ago because
Lilith’s Lair. Lilith and Abaddon are hiding out in the they “weren’t having enough fun.”
deep recesses of the catacombs where they will not be
bothered by intruders. The party is not likely to discover Not long ago, Septimus and his band of murderers came
Kadesh until they reach level 10, at which point they should into contact with some Cursed Silver Pieces, and they now
be prepared for the fight of their lives. Run the “Catacombs serve the will of Legion, a demon hiding in the Caverns
of Kadesh” encounter on page 234 to end the campaign. below the Dead Sea. Legion has been encouraging his new
recruits to corner and kill travelers in the caves here to
Cave of Horror
serve his own agenda. Obsessed with collecting religious
A slow death awaits anyone unfortunate enough to
wander astray from the King’s Highway. A network of relics and silver pieces, Legion raids the bodies of those
caves set into the cliff side overlooking the Dead Sea
look innocent enough, but an ambush is waiting for any slain in the caves using a secret passage that connects to his

lair in the salt caves below.
Players who venture into the caves find dozens of bodies

of men, women, and children. The oldest of these bodies

clearly bear the armor of the Maccabees, and appear to

have died here long before the time of Septimus Siculus,

indicating that Legion may have been playing this game

longer than anyone realizes. Littered among the bodies are

diaries and notes etched on broken pottery: the last words

of those who died here, listing their names and asking to be

83


remembered. One of the victims here is dressed as a warrior Cave of Scrolls
and died holding the Hammer of Maccabeus. A player
who succeeds an Investigation check (DC 14) can also roll Near the rocky cliff face of the fortress of Petra, set into
on the “Random Discoveries” table on page 130. In the the crags that overlook the Dead Sea is a well-hidden cave.
pockets of the deceased, the party can also find 12 gp and A player who ventures inside the cave will find a trove of
54 cp. There is a noticeable absence of silver pieces among documents in various states of organization. Written on
the bodies, especially since silver is the most commonly a variety of materials (including papyrus, parchment and
even copper plates), a player who succeeds in a Religion
traded form of currency in the world. check (DC 13) will recognize this as the secret library of
the Essenes, a religious sect of Jews who took vows of
The two tunnels beyond the mouth of the cave are celibacy and dedicated their lives to collecting and studying
narrow (only 5 feet wide) and are shrouded in total these documents.
darkness. A series of traps await those foolhardy enough
to venture further in. The south tunnel winds for 20 feet This network of caves is extensive and packed with
before it comes to a spike pit built by Septimus and his scrolls in different languages. For each day spent searching
men. Covered with loose palm branches and dirt, a player the Cave of Scrolls, a player may roll for “Doing Research”
can notice and avoid this trap with sufficient light and a using the table on page 131.
DC 15 perception check. If the players continue down this
tunnel for another mile or so, it eventually empties by way Citius
of a small vent shaft into the Cave of Scrolls. Septimus and
his men are not aware of this exit, having only ventured far The port city of Citius carries itself with an air of
importance and regal splendor, but it is noticeably smaller
enough into the cave to build the trap. and less busy than any of the mainland ports. While the
island is beautiful, it no longer plays a pivotal role in the
The north tunnel descends in a fairly straight line lucrative spice and silk trades. Thus, the impressive port of
Citius sits unused save for the occasional cargo ship that
downward before it appears to end in a shear rock face. brings goods from the mainland.
Inscribed upon the dead end is a Glyph of Warding spell,
which will be triggered if any creature other than Legion If the players arrive in the port of Citius, they will likely
himself approaches within 5 feet of the wall. A player who be greeted by a Roman Centurion named Marcus Cato,
succeeds in a Perception check (DC 18) will notice the who will summon the party to an audience with Sergius
glyph inscribed on the wall. The glyph can be disarmed Paulus (LG Noble), at the Palace of Paphos. If they refuse,
with a Dispel Magic or similar spell. If triggered, the Glyph Marcus summons 12 Roman Legionaries and they attempt
erupts in a bolt of lightning that blasts in a 5-foot wide to arrest the newcomers.
line through all 100 feet of the tunnel. Any creature in the
tunnel must make a DC 14 Dexterity saving throw, taking Once the party arrives at the Palace of Paphos, they must
28 (8d6) lightning damage on a failed save, and half as deal with the delicate politics at play on this Island (for an
much on a successful one. overview of these politics, read the section on “Cyprus”
below). Proconsul Sergius is honestly curious to know
If a player physically inspects the dead end and succeeds what their business is on the island, as Cyprus has received
on an Investigation check (DC 20), they will discover a fewer visitors over the years and their border security
secret door that leads further down into a massive cavern has grown increasingly tight. The reason for this soon
below the Dead Sea. If the players continue further in, run becomes apparent as Sergius’s chief advisor, Simon “the
the “Caverns of Salt and Silver” encounter on page 226. Sorcerer” Elymas (LE Mage) speaks up. Simon indicates
to Sergius that these newcomers are clearly spies and must
Caves of Rest be imprisoned or exiled immediately. Simon has no proof,
of course, but Sergius is accustomed to taking his advice.
Despite the jagged cliff face and foreboding entrance The players may make a Persuasion check, contested by
that greets visitors to these caves, the interior is strangely Simon’s Deception check, in order to convince Sergius that
they are here for peaceful reasons. Marcus Cato does not
warm and comforting. Flowers bloom here even though care whether the players are telling the truth or not; he will

there is no direct sunlight, and tiny motes of light drift

lazily through the air. A Detect Evil and Good spell will

reveal that this cave has been consecrated by divine magic.
The interior of the cave is considered Holy Ground, and
for more on how it affects creatures that enter it, see page
262. If the party (or any of their allies) are looking for a
place to hide out for an extended period of time, this cave

is ideal.

84


simply enforce the will of Proconsul Sergius. Cyprus
If Simon wins the contested Persuasion check, Sergius
The island nation of Cyprus was a province of Egypt
will politely ask the players to book travel back to the for hundreds of years. Then, upon the death of Cleopatra,
mainland as soon as possible, and will offer them a Rome dispatched troops led by the Roman Centurion
comfortable room at the Citius inn (under the watch of a Marcus Cato to seize control of the island. Now under
Roman Legionary, of course) while they wait. Roman military leadership, the island looks to proconsul
Sergius Paulus (LG Noble) for guidance. Sergius takes
If the players are able to persuade Sergius of their his job seriously and tries to involve himself in the affairs
intentions, he gives them free access to the island, including of the island as much as possible. Although he is loyal to

free rooms at the inn (not under a guard) as an apology Rome, his top priority is caring for native citizens of the
for the inconvenience. If this happens, Simon the Sorcerer
will approach the players after the meeting and attempt island under his control.
to bribe them. If they agree to leave the island as soon as
possible he will pay them each 150 gp. Simon will keep This is a view that is not shared by his trusted advisor,
his word, since his position of power is more important to Simon Elymas (LE Mage). Simon “the Sorcerer” Elymas
is an accomplished mage, but his ambition drives him to
him than money. Simon will not divulge his reasons for this
want more. Obsessed with power, he seeks to control and
bribe, and will do all in his power to remove the meddling manipulate those who will not obey him. He sees the island
strangers from his island. If the party refuses, Simon of Cyprus as his domain, and views Sergius as a mere
will attempt to have the party followed and, if possible, pawn to be manipulated. As top advisor to Sergius in the
capital port city of Citius, Simon uses his influence to feed
assassinated. Sergius misinformation in order to accomplish his own
If the party seeks passage on a ship departing from the
goals. Sergius, eager to learn from the wisdom of others,
port in Citius, they can do so for the following cost per
person: does not yet realize that Simon often bends the truth.

15 gp - Antioch (1 day travel) Whenever newcomers arrive at the island, Simon is quick
15 gp - Tarsus (1 day travel)
20 gp - Gaza (2 days travel) to be suspicious of them, fearing that new ideas might alter
60 gp - Alexandria (3 days travel)

85


the status quo in which he has been living quite happily. Troodos. He has heard that a wise old hermit lives at the
top of the mountain, and wants to ask for his advice.
For more on how this might play out at the table, read the
Kyrenia. A small fishing village sits on the north side of
section on “Citius” above. the island. If the party visits this village, see the section on
Palace of Paphos. Proconsul Sergius Paulus currently “Kyrenia” later in this chapter.

resides in the grand palace of Paphos on the west coast of Damascus

the Island. After the destruction of Salamis and subsequent As a frequently used rest stop for merchants on the
invasion from Rome, Paphos has risen from a once small Silk Road and King’s Highway, Damascus has become
a grand melting pot. Even from a distance, travelers will
fishing village to the new center of island politics. Simon note an incongruent mix of Chinese, Sabean, Jewish, and
“the Sorcerer” Elymas also lives in residence here, keeping Roman architecture in the Damascus skyline. Some of
a watchful eye over his domain from the Sorcerer’s Tower the buildings, decades old, seem to have been built in one

just outside of the main palace complex. style but, as they fall into disrepair, the renovations are
conducted in a completely different style. Once arriving
Ruins of Salamis. Salamis was the capital and largest here, the busy main street (called the “Cardo”) bustles with
port city of the island during the reign of the Pharaohs. noise and excitement, and raucous voices can be heard
shouting in several different languages, including Chinese,
However, a massive earthquake rocked the island several Latin, Aramaic, and Greek. Street merchants here sell a
decades ago, devastating Salamis. During reconstruction,
Marcus Cato seized control of the island, moving political variety of goods ranging from exotic to mundane: from
control to Citius and halting reconstruction of the historic
capital. The destruction caused by the earthquake is still cheaply made souvenirs to rare magic items (chosen by the

apparent to visitors in the city today, and even though the GM from the random discoveries table on page 130).
Incorporated into the Roman “League of Ten Cities,”
citizens of Salamis have once again begun to rebuild the
Damascus is overseen by an ambitious politician named
port city, it no longer holds a position of influence on the Philip the Tetrarch (LN Noble). Despite his old age, Philip
island. is eager to prove himself to the Roman procurators in the
region of Judea. Philip is married to the much younger
Citius. Citius is the headquarters of Marcus Cato (LN Salome (who appears young enough to be his daughter).
Roman Centurion) and the Roman Legionaries under his Salome (NE Enchantress) holds powerful sway over
command. Easily the largest and most beautiful city on the Philip’s decision-making in Damascus. If the players need
island, Citius was once an important stop for ships on the to deal with these rulers for any reason, use the following
Silk Road. For more information on Citius, see the section
entitled “Citius” on the previous page. information for role-playing:
Philip. As the brother of King Herod in Jerusalem,
Fort Kythrea. Although the fort stands in a state of
disrepair from the aftershocks of the Salamis earthquake, Philip feels a secret competitiveness to prove the worth
of Damascus in the eyes of the Roman empire. He carries
the mountainous citadel of Fort Kythrea serves an himself with a regal air and speaks with authority. In
conversation, Philip will often interrupt those with whom
important role on the Island. A spring of fresh water feeds a
large cistern housed in the fort, and a network of aqueducts he is speaking, as though he knows what they are going to

carries this water to the larger cities around the island. say and doesn’t want to waste his time.
• Bond. I am devoted th my wife, Salome. I will do
Mt. Troodos. The serene mountain rises above the almost anything she asks without question.
chaos of local politics here at the heart of the island. The • Ideal. The greatest achievement one can earn is to be
both respected and feared.
climb to the top is difficult, but those who make the journey • Flaw. I will not admit to my mistakes. To admit a
may discover the isolated observatory of Caspar, one of the mistake is to show weakness.
3 Missing Magi at its peak. If the party ventures here, run Salome. At only 16 years old, Salome gives every
the “Finding Caspar” encounter on page 162.
outward appearance of a naive teenage girl. In truth,
Barnabas’s Estate. A wealthy man named Barnabas Salome is one of the most intelligent, calculated, and
(NG Noble) lives in a beautiful country home surrounded ruthless political figures in Judea.
by olive trees in this secluded corner of Cyprus. His estate
houses a small press for producing olive oil (one of the • Bond. My mother, Herodias, is the only family I have
known, and the only person I truly love.
island’s main exports), and the revenue it brings in allows

Barnabas to live here comfortably. If the party visits the
estate, they will find Barnabas walking listlessly through
his property with a worried expression on his face. Having
reflected on his life, Barnabas feels that he wants to do
more than simply sell olive oil. He wants to do something
important and meaningful. If the party visits the estate,
Barnabas will ask them to accompany him to the top of Mt.

86


• Ideal. My beauty is my greatest strength. To be young Salome’s Quest. When she meets the party, Salome will
and beautiful is to be powerful. give every outward indication of a frightened young girl
who needs protection. She may even attempt to flirt with
• Flaw. I feel insecure around people who are not members of the party who she feels may be attracted to
sexually attracted to me. her. She will explain to the party that she and her mother
are being harassed by a man who is envious of them, and
If the party is level 6 or higher, it is likely that Salome’s that she is worried about what this man may do next. Since
spies will have heard of their deeds in other cities. She there is a public festival occurring in Damascus soon, she
will send her personal guards to find the party as they pass would like to hire to party to protect her mother and herself
through Damascus and request a meeting. by killing or arresting the man if and when he makes an
appearance at the event.

“I will no longer suffer John the baptizer
to live. Bring me his head on a platter.”

-Queen Salome, 28 CE

87


What’s Going On? The man in question is an itinerant The Deep
preacher and druid named John the Baptist (CG Itinerant
Baptist). In truth, John is completely harmless and has A massive whirlpool in the Great Sea, known for
simply been preaching about the evils of several politicians swallowing ships whole, is called “Tehom” by Judean
sailors. “Tehom” in Hebrew is translated to “The Deep” in
in the area, Salome and Philip included. Since she knows Common, or “Realm of Tiamat” in Akkadian. A player who
John often visits Damascus around this time of year, she succeeds a Religion check (DC 15) knows that Tiamat is
is hoping to use the party to silence him before he gains the Babylonian goddess of the sea, a symbol of primordial
the support of the people. John lives a nomadic lifestyle chaos. The Hebrew concept of “Tehom” was very similar,
in the desert, and is very wild and unkempt in appearance. with the waters of the sea taking an oppositional role of
Salome is hoping to use John’s wild appearance (in contrast
to her own youthful beauty) to create the illusion that he is chaos as God imposed the order of creation in the book of
Genesis. However you chose to translate it, The Deep is the
a lunatic and she is a victim. swirling embodiment of these ideas.
Resolution and Reward. Salome will pay the party
A creature or water vehicle that enters within the 100
200 gp up front to stand near her during the festival. When foot radius of The Deep, or starts its turn there, must make
she sees John wander in from the desert, she will order the a DC 16 Strength saving throw, or be pulled 10 feet in a
party to attack. John will defend himself if attacked, but line toward the center of the whirlpool. Flying creatures,
will also attempt to convince the party to stop fighting. If
the party kills or arrests John, Salome will pay them a 400 or creatures not in contact with the water, are immune to
gp bonus. If the party realizes who John really is, or if they this effect. A creature that begins its turn at the center of the
are otherwise convinced to let him go, Salome will reveal maelstrom is pulled to the bottom of the Great sea.

her evil nature, ordering her guards to arrest and execute Below the murky depths of the Great Sea, resting in a
both John and the party.
great undersea canyon, is a beast of mythic proportions:
The Dead Sea The Leviathan. Legend tells that only one of these
creatures exists, and that it was born from the chaos of
As the name suggests, the Dead Sea is completely the universe before first day of creation. As the waters
devoid of life in its depths. The Sea is continuously fed were tamed by the divine forces of order on the third day
with salt water from the Jordan river, but without a natural
outlet, the water of the Dead Sea evaporates over time, of creation, Leviathan fell into a deep slumber, its body
leaving the salt behind. Thus after thousands of years of drifting listlessly into the depths. It is the snoring of the
influx, the salt content of the lake is so high that no plants Leviathan that causes the maelstrom on the surface of the
or animals can survive.
Great Sea.
This abundance of salt has led to the formation of The Leviathan is one of two mythic beasts who are

expansive subterranean salt caves around the perimeter prophesied to bookend the existence of creation itself.
Neither the Behemoth nor the Leviathan are part of the
of the sea. Some of these caves are miles long, and one in created world, but instead exist as sleeping symbols of the

particular connects with multiple other tunnel networks in destruction and chaos of a universe before God intervened.

the area to make the largest network of salt caverns in the As creatures of another reality, they are neither male nor
female; they are neither aligned to good nor to evil. They
world. merely exist as forces of balance, destruction, and chaos.
If a player decides to swim in the Dead Sea, they will
These mythic beasts were stilled during creation by the
immediately notice that the water here is denser, making
hand of God, but will one day awaken. Legend says that at
them feel naturally more buoyant. The salty water is also
the time of new beginnings, when it is the accorded for the
very healthy for the skin and helps close open wounds.
Any creature that bathes in the water regains 1 hit point. If old world to pass away, the Leviathan and the Behemoth
the players explore beneath the surface of the water, they
find murky darkness devoid of life. A DC 22 Perception will do battle, and that their battle will crumble the cities
check may reveal an open cavity leading to an underwater
of the earth to dust. Only when the battle is ended and both
passage. A character that can hold their breath for at least
2 minutes can swim through the narrow passage, which creatures are dead will the new earth be realized, out of the
eventually opens into a flooded cavern inside the largest of
the nearby salt caves. If the players reach this location, run dust of the old.
the “Caverns of Salt and Silver” encounter on page 226. If the players explore the bottom of this underwater

canyon they will find the sleeping Leviathan, surrounded
by a myriad of shipwrecks. An inspection of the shipwrecks
will yield: 4d8x100 gp, 3d6 precious stones, and three
items from the Random Discoveries table. While asleep,

88


the Leviathan is immune to all damage and can only be purpose. Each wall is marked with banners in the respective
color of the district it encircles, so even from a distance the
awakened by a Wish spell, Divine Intervention, or similar.
layout of the city is clearly visible.
Den of Serpents White District. The area just inside the White Gates

Lurking between the rolling sand dunes of the is really more of a military encampment than a true
district. Large swathes of verdant fields are dotted with
Wilderness of Zin lies death for those who lose their way. tents and other temporary structures. Large detachments

A network of small crevices and subterranean tunnels is of cataphracts move back and forth the training grounds,
home to thousands of Saraph Serpents, whose lethal bite
has claimed hundreds of lives over the years. A player who their horses in lock step with each other, and the sounds
succeeds in a History check (DC 14) can recall that these
snakes claimed the lives of many Hebrews as Moses led of blacksmiths forging weapons of war clang through the
his people out of slavery in Egypt and through Zin as they air. The officer in command here in the White District is a
searched for Judea. This evil was eventually thwarted by general named Surenas (LN Parthian Spahbed). Surenas
the power of God, who gifted Moses, Aaron, and Miriam may be past his prime, but he has the respect of those under
the Staff of the Bronze Serpent which protected the his command, and here in the White District, his word is
people of Israel from the serpents, and cured those who law. Check the party’s status with Parthia in the “Factions”
had been bitten. If players venture into this area, they may section (page 139) before they arrive. If they are not
discover that these caverns have been claimed by a Shedim “Allied” with Parthia, they will be brought to Surenas for
and her cohort of loyal Shadow of the Beast cultists. They questioning before they can enter the city.

are currently holding one of the 3 missing Magi, Balthazar, Black District. Inside the next wall is the black district,
captive here. When the players arrive here, run the “Blood which is the residence of slaves and peasants. People here
and Sand” Encounter on page 155. live in what can most easily be described as “slums.”
Slaves are required to wear black garments that indicate
Ecbatana
their station, and are only allowed passage out of the Black
Situated at the top of a large hill in fertile lands east of District to attend to their duties in other districts. Slaves
the Tigris, the wondrous city of Ecbatana rises skyward, who work in Splendor’s Envy have the worst job, since
gleaming like a jewel to those who catch sight of it from they must walk several miles uphill to fulfill their duties
the distant Silk Road. Ecbatana was once the capital of each day. Since everyone (even the nobility) needs to pass
Media, but when the Medes fell to the Parthian Empire, the through the Black District to reach the higher districts,
King of Kings laid claim to the great city as his own seat of a series of grand bridges have been created that span the
power. Ecbatana now stands as the true seat of power to the width of each district. In this way, nobles can pass through
leader of the Parthian Empire: King of Kings Artabanus II. the city with ease without being subjected to the squalor of

The land within 25 miles of Ecbatana is heavily the lower districts... so long as they don’t look down.
patrolled by Parthian Cataphracts, and only those Red District. Artists, poets, and craftspeople reside in
“Allied” with Parthia can pass unimpeded into the city
gates (check page 139 for the party’s status with Parthia). the next district. This mazework of neighborhoods is alive
The outer walls of the city, known as the “White Gates”
are constructed at the base of the hill, and the rest of the with a vibrant culture all its own, and boasts restaurants and
city is divided into “districts” that rise in concentric circles,
each towering above the one before it. Each district has its taverns that rival those in the wealthier districts. Although
own protective wall, so an invading army would need to
this is clearly a lower-income district, people here seem
breach 7 walls in total before conquering the city. At the
happy going about the work that they enjoy. There is a
top of the hill, within the last wall, a grand palace known policy in Ecbatana that “entertainers” such as poets and
as “Splendor’s Envy” stands opulently above the rest of storytellers have license to pass into the upper districts as
the city, with spires topped with gold pinnacles that reflect often as they would like. It is therefore not uncommon to
dazzling light down upon the lower districts in the midday see Red District residents working as street performers
even in the neighborhoods of the nobility.
sun.
Each district is designed for a specific purpose, with Blue District. This is the beating heart of Ecbatana.
Businesses and even residences in this district proudly
architecture and even clothing styles that reflect this display doors and roofs painted in a “Parthian Blue.”
This district is home to bankers, merchants, healers,

practitioners of law, and soldiers. The vast

majority of Parthian citizens

live in either the Red or Blue
districts. Due to the population
density of the Blue District, there

89


are many two and three story dwellings to capitalize on King of Kings Artabanus II. The Parthian empire
is ruled by King of Kings Artabanus II (LN Noble).
space. Some homes and businesses are even built into the Artabanus views himself as a charismatic leader who is in
touch with the needs of his people, but this is far from the
rock wall of the exposed hillside in places. These taller case. Although he rules everything east of the Euphrates
river, he seldom travels outside of Splendor’s Envy. As the
buildings provide a spectacular view of the countryside Parthian policy is to allow each vassal kingdom to govern
beyond the city walls. Ecbatana is built on a hilltop, but itself, there is little communication or knowledge of what
there is nothing but gentle slopes of green as far as the eye goes on in the kingdoms of Nineveh, Babylon, Teredon,
or any of the rest. Artabanus relies on his top advisor, a
can see in most directions. sorcerer named Ara to keep him informed of world events.
Orange District. The orange district is a beautiful
High Sorcerer Ara. Ara (N Mage) is as intelligent as
display of well-manicured lawns and stately dwellings. she is manipulative, and although she is not malicious, she
It is home to the nobility and representatives of foreign enjoys the feeling of control she gets from making subtle
kingdoms. comments that eventually snowball into imperial mandates.
She has recently been spending a lot of time tutoring Prince
Silver District. The silver district contains only Gotarzes. Although he is not the heir apparent, Ara suspects
a few sprawling mansions and luxury palaces. These that Gotarzes has the ambition and ruthlessness to one day
become king, and she plans to form a close relationship
establishments serve as home for members of the royal with him in the event that he one day becomes ruler of
family who do not live in Splendor’s Envy, as well as spas Parthia. In the last few weeks, she has been making subtle
and pleasure resorts for the royalty to enjoy.

Gold District. The last wall, sporting banners of gold, is
not really a district at all, as it contains only one structure:
the palace of Splendor’s Envy. The royal family lives here,
along with a small council of advisors and any servants

who can be trusted with imperial secrets.

90


suggestions of ways that Gotarzes could supplant Vardanes Prince
as the next King of Kings. Gotarzes

Prince Vardanes. Prince Vardanes (NG Noble) is the
eldest son of Artabanus, and is currently in training to
become King of Kings himself one day. Vardanes is timid
and unassuming. Although he knows it is his responsibility
to take the throne and do his best to lead his people, he
secretly wonders if he is up to the task. The more he studies
the wisdom of philosophers, the more he thinks that a king
should be chosen based on wisdom, rather than birthright.

Prince Gotarzes. Prince Gotarzes (NE Noble) is the
adopted son of King of Kings Artabanus, who owed a
dept to Gotarzes’s father who died when Gotarzes was
very young. Raised in the luxury of the Silver district,
Gotarzes has become obsessed with power. Although he
has been provided every privilege and luxury imaginable,
he continues to want more. Because his brother, Vardanes
(whom he views as a sniveling whelp) is set to inherit the
throne, his hopes at kingship seem, for the time being, to
be lost. Prince Gotarzes is accompanied at all times by
his loyal bodyguard, a retired Spahbed named Raxš (LN
Spahbed). Raxš does not speak, and is always prepared to
fight to the death in defense of Gotarzes.

If the party enters the city of Ecbatana, a series of Meherdates of Nineveh were to find himself without ears,
intricate magical wards will immediately alert High that he would be deemed unfit to rule. Gotarzes could then
Sorcerer Ara to their presence. Within hours of their arrival, step in as regent to the vassal of Nineveh, placing himself
they will be summoned to Splendor’s Envy by Prince in the position to inherit all of the Parthian empire if
Gotarzes, who will offer them a job. anything were to happen to his brother, Vardanes.

Gotarzes’s Quest. Gotarzes will explain to the party (in Resolution and Reward. Gotarzes will gladly pay
a manner not unlike that of a petulant child) that one of the the party for their services if Meherdates is dethroned.
vassal kings, Meherdates, has been plotting to overthrow Gotarzes will instantly arrange to have himself declared
his father and claim the Parthian throne. As a preemptive regent of Nineveh in Meherdates’s stead. Once he assumes
measure, Gotarzes promises to pay the party 5,000 gp the throne, “King” Gotarzes of Nineveh will once again
to make an example of him. Gotarzes wants the party to summon the party to his presence (this time in the Palace
abduct Meherdates (the King of Nineveh), cut off his ears, of Sennacherib of Nineveh). Flanked by his allies, Ara and
and leave him bleeding in the middle of the street, thus Raxš, Gotarzes will greet the party as old friends, and ask
sending a message to any who would oppose the rule of them for “one more job.” He will offer to pay them 10,000
Parthia. gp to assassinate both King of Kings Artabanus and Prince
Vardanes, thereby ensuring that he ascends the throne of
What is going on? Gotarzes was sulking during his the Parthian Empire. Regardless of the party’s answer,
studies one day, when a side comment made by his tutor, they now have too much information that could be used
the High Sorcerer Ara, gave him an idea. Apparently the against him, so Gotarzes will not allow them to live. After
King of the highest ranking vassal stands to inherit the they succeed in the assassinations, or after they refuse the
throne in the event of the royal family’s death, regardless offer, Gotarzes will make a show of allowing them to leave
of their birthright. Ara further commented that a law peacefully, but will send Ara (Mage) and Raxš (Spahbed)
in Nineveh (which happens to be the highest ranking to attack the party during the night.
vassal) forbids anyone to sit on the throne who does not
“have ears with which to hear the needs of his people.”
At these remarks, Gotarzes quickly realized that, if King

91


Eden

Deep in the Forest of Sumer, shrouded in secrecy
and long forgotten, lies the Garden of Eden. When the
first humans were created by the hand of God, they were
lovingly placed here in this garden. As sin entered the
picture, the world has become more corrupt, but this garden
stands as a reminder of what the world was supposed to be,
and a promise of what may yet come.

If the players manage to navigate the magic of the Forest
of Sumer (see “Forest of Sumer” for more information
about its hazards), they eventually arrive at the perimeter
of Eden. However, just as they glimpse the clearing ahead
of them, they are confronted by a Cherubim tasked with
guarding the realm of Eden.

No matter what direction the players approach from,
the Cherubim instantly appears in from of them, holding a
flaming sword. The celestial sternly warns the party:

“I am the Keeper of the Sacred Grove and Wielder
of the flaming sword, by the power of the Most High, I

command you to leave this place.”

If the players refuse or become aggressive, the cherubim
will fight to subdue them. Bound not to take a mortal
life, the celestial guardian will fight only until the party
surrenders, leaves, or is knocked unconscious. In the event
the entire party is knocked out, they awaken together in
Ishtar’s Inn and Tavern in Teredon with all of their hit
points restored, having taken a Long Rest. Their rooms will
have been paid for, but Ishtar has no memory of when they
arrived or who paid for their rooms.

In the unlikely event that the party manages to kill
or circumvent the Cherubim, they still cannot access the
Garden of Eden, which technically resides on another plane
of existence that is only accessible with the consent of the
Cherubim tasked with guarding it.

When Adam and Eve brought corruption into the
Garden, they were not only cast out, but Eden was also
taken to a special demiplane for protection, where it
continues to wait for the day of new creation when it can be
returned to the mortal world once again. Until that day, the
Cherubim guards the entrance to the garden steadfastly. The
only way for a mortal to enter the demiplane of Eden is to
speak the true name of the Cherubim guardian.

Entering Eden. A Cherubim guards its true name from
even other Cherubim. Thus, the only way a mortal could
learn the true name of this guardian is by divine revelation
directly from God. If a mortal commands the Cherubim,
using its true name, “Karubiel,” it will step aside without
question, opening a portal to the realm beyond the veil.

92


Only mortals who pass with Karubiel’s permission can Forest of Sumer
safely pass through the portal.
The lively forest of Sumer filled with the songs of
The garden itself is a serene meadow of long green birds you can’t immediately identify, and sunlight filters
grass that seems to ripple gently in the presence of unfelt down through the greenery above, making you feel as

wind. Motes of light glimmer in the tree line, and the though this forest doesn’t really belong on this planet.
air is noticeably cooler after the heat of the Forest of The waters of the Tigris and Euphrates keep the flora here
Sumer. Strange sights greet the party as they enter: a great well-watered, and the lush forest is home to all manner of
powerful lion sleeping calmly next to a young lamb; crystal
clear streams that trickle in a winding fashion that seems to wildlife that a traveler from the west may not recognize.
ignore the rules of gravity; colorful birds whose songs echo
melodically through the clearing. The entire realm of Eden More importantly, the verdant forest hides a long-forgotten
is considered Holy Ground for the purpose of receiving the secret: Eden. This legendary garden now sits as a refuge for
benefits detailed on page 262. animals so ancient that time has forgotten about them. For
more information, see “Eden.”
Egypt
Although animals may be allowed to pass freely, mortals
Egypt was once the undisputed world power, and held
that title longer than any other nation in history. However, are not welcome. The surrounding forest is infused with
following the death of Cleopatra, the once great empire has
fallen under the control of a new superpower to the north: powerful divine magic. Any humanoid that comes within
5 miles of Eden must make a Wisdom saving throw (DC
Rome. Proconsul Lucius Galerius has taken up residence 18). A creature that fails this save becomes confused and
in Memphis, and legions of Roman soldiers now patrol the disoriented (even if they have the “Keen Mind” feat). If
streets of Egypt’s legendary capital. more than half of the party fails this save, the entire party
becomes lost in the forest, eventually circumventing Eden
However, the vestiges of the once-imposing empire entirely.
remain. The Great Pyramids loom on the horizon, visible
from the sprawling capital of Memphis; the temples of Galilee
Karnak and Luxor stand as pinnacles of memory for the
people of Thebes; the 450-foot lighthouse on the coast of A player who succeeds on a DC 14 History check knows
Alexandria is second to no other. Visitors to Egypt may that Galilee was built upon the ruined foundations of what
notice a lack of highways connecting major cities. This is was once the Northern Kingdom of Israel. Conquered
due partially to the difficulty of building on the sands of and destroyed by Babylon 600 years ago, Israel never
the Egyptian desert, and partially because the Nile river returned to its former glory. Instead, the meager refugees
provides fast and convenient travel by boat. who managed to return home rebuilt their lives from what
materials they could find. Some elements of Galilee (a
Euphrates River stone wall here, an archway there) seem out of another

Over 1,000 miles long, 750 feet from shore to shore, and time, as though they belonged in a much grander city.
over 50 feet deep, the Euphrates is a water superhighway. However, the majority of Galilee is home to low-income
Connecting the Silk road to Babylon and then continuing laborers, and there is a high rate of homelessness and
on to the Persian Gulf, the river is often used by shipping
unemployment here. Galileans are rough around the edges,
merchants, as well as pedestrian vessels simply desiring to and most seek employment as builders or fishermen. Food
travel somewhere new. Traveling with the current, it takes and liquor are cheap and easy to find here, although most
about a day to sail from the Silk Road Crossing at Mari to taverns really only serve fish (the most abundant cheap
downtown Babylon, and another three days to reach the food source in the area).
Persian Gulf and the port of Teredon. Traveling north takes
The poorest and worst of these slums is Nazareth,
about double this time.
The water here is dangerous. Deepmaws are known which has unfortunately become the butt of many local
jokes. “Can anything good come out of Nazareth?” is
to lurk in the depths, and Giant Crocodiles (while not as common expression, usually used when residents of Cana
common as they are in Egypt) have been seen here from or Capernaum hear about a crime being committed in
time to time, especially in proximity to the city of Babylon. Nazareth, or when a homeless Nazarene wanders in to their

local tavern.
If the characters visit Galilee, refer to the “Welcome to

Galilee” section on page 202.

93


Click to View FlipBook Version