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The Missing Idol
The Missing Idol
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Kuo-Toa flood wave raid. Recently (1 or 5 days When the monsters from the deep attacked,
ago, depending on the characters’ entry into Amanda knocked her brother out, took her
the story), a giant wave hit the temple which is cultist equipment and fled to her cult’s secret
normally too far away to be affected by the hide-out.
sea. The wave disrupted the temple security
and carried a raiding party of Kuo-Toa into the Finding out the Truth
premises. The fishmen started killing and While tracking down the Kuo-Toa will
defiling immediately. Early on, the priest was eventually reveal that the marauders have not
knocked out. When he woke up again, he found stolen the idol, there will be signs early-own
the idol stolen, and his son and daughter that something is amiss. The rumors about
missing. Kay’s divine powers are not wrong but his
Stolen idol. The temple was famed for its powers are not the straight-forward magic of
statue of a local saint of the faith. St. Gantil spellcasting. However, these gifts allow him to
was a known healer and the statue contains a send subtle messages to those who search for
shard of his soul. Those who touch the statue the idol putting the heroes on Amanda’s trail
and are divine spellcasters of the same faith (see Signals of the Saintly Brother on page 5).
can heal any disease in a single person once
per week without expending a spell slot.
Fate of the children. Kay and Amanda are The Temple Site
missing, presumably abducted by the fishmen. If the party decides to spend some time
However, if the party asks for confirmation, investigating the temple site, let them make an
there is nobody who has actually seen them appropriate check (Investigation, Perception,
being abducted. Insight, depending on the type of action they
are taking) to find out more about what
happened. What they find out depends on how
What Really Happened good they rolled. If you feel that a certain
Though the facts available to the party seem action would not reveal the given fact, alter the
more or less clear, there is actually more to information given according to your
this raid than meets the eye. While it seems as judgement. It is not crucial for their enjoyment
if the Kuo-Toa were sent to steal the idol, they of the adventure that the players receive all of
are actually not responsible for its theft. (In this information.
fact, the idol’s power was not known to them.) Basic information (roll of 7 or less). The
Instead, the fishmen’s order by their Aboleth attackers seemed to be intent on defiling the
masters was to destroy as many temples as temple as many religious symbols have been
possible. Sagar’s temple was chosen as the damaged. One of the attackers, a female Kuo-
initial target due to its popularity but is only Toa with a red skull tattoo on her face, was
the first target on a list of many temples. killed and her body can be found near the
The Idol’s Fate temple entrance. If questioned with Speak with
Dead, the corpse reveals that it was slain by
Instead, the raid has been a demon-sent gift Amanda, who was carrying away the
for another sinister force that has long been unconscious Kay. Note that the corpse will be
interested in the idol. Amanda, the adopted unwilling to help the party with catching the
daughter of the priest Sagar has always been raiding party, so it will answer no questions
the black sheep in the family. The cause of that would help with this task.
good was deeply abhorrent to her and she Average information (roll of 8 to 15). Kay’s
started to consort with demons at an early age. room is damaged by combat but there are no
For years the demons have been whispering signs of struggle in Amanda’s room. The
into her ear that she should secretly remove attackers seemed to be intent on defiling the
the idol from the temple for a ritual to turn its temple as many religious symbols have been
powers to evil. Also, she would need a pure damaged. One of the attackers, a female Kuo-
soul as a sacrifice and it was clear to her early Toa with a red skull tattoo on her face, was
on that her child-like brother would be a killed from behind and her body can be found
perfect candidate. Up to now, the task proved near the temple entrance. If questioned with
to be impossible – until the temple was Speak with Dead, the corpse reveals that it was
attacked and the perfect cover was created! slain by Amanda. It can also describe that it
was slain with a serrated dagger that was
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covered by strange runes. (If the player’s come Possible Actions
up with some plausible means to identify the
runes, they will turn out to be vile prayers Asking people (Diplomacy): Eyewitness tell
written in Abyssal.) the party where they saw strange lights or
Good information (roll of 16+). As above but bizarre creatures. These testimonies lead the
the party also finds that there is a hidden character’s to the next temple that the
compartment in Amanda’s room. The fishmen violated.
compartment is empty but there is a faint Discovering tracks (Investigation,
residue of necromantic energy that registers Perception): The PCs discover lost loot, tracks
with Detect Magic. (The compartment was used etc. that help them track down the enemy.
by Amanda to store her ritual cultist items.) There are also many actions which grant
Also, while the attackers seemed to be intent advantage on the checks above. Many of these
to destroy all religious symbols, there is no are derived from good ideas of the players. For
damage near the place where the missing idol example, if the party realizes that the
stood. marauders concentrate on temples and
shrines, they could focus their attention on
those sites. Also, there are some spells which
The Chase might help in the search.
If the party tries to chase down the marauders, Intelligence Gathering Spells
they will have to find clues and act quickly to
avoid further atrocities in the country-side. The Arcane Eye (lv 4). The range of this spell is too
marauders move from temple to temple, fully short to provide anything but short-range
intent on weakening the influence of the gods scouting.
in Impiltur. Augury (lv 2). Augury judges the result of a
Instead of tracking the exact movement of the particular action and is thus too fine-grained to
raiders and the party and deducting time for be of any use in the chase.
investigations, the details of the chase are Claivoyance (lv 3). This spell can be honed to
handled abstractly. However, the DM is known or obvious locations within a mile. Thus,
encouraged to embellish the chase with good it will probably not help in the search but might
storytelling and to create the illusion that the help to prepare the assault on the raiders once
party is actually following the enemy on the their location is more or less clear.
map provided. Commune (lv 5). This spell allows the party to
If the players profess a specific interest in the fate of Amanda ask a few yes/no questions to their deity. The
and start to look for her tracks specifically, let them make an spell is useful in a hunt in that certain places
appropriate check against DC 20. If they make the check, they can be ruled out (“Have the raiders visited
will find out that Amanda’s tracks are separate from those of town X?” ) or routes chosen can be identified
the raiders. They will be able to follow these tracks to reach (“Have the raiders gone left at this
the keep where Amanda is hiding (see page 8). intersection?”). If the questions are chosen
wisely, advantage should be granted on the roll
to follow the raiders. In extreme cases, you
Hunting the Marauders might even grant one or more automatic
The party can take a series of actions to close successes. However, bear in mind that the
in on the fishmen which are described below. If deity does know the future course of the
you feel the players take a particularly clever raiders or their goals.
approach, you can grant advantage on the roll, Commune with Nature (lv 5). This spell can be
if you feel their approach is inferior or useful to understand the overall layout of the
circumstances act against them, grant area (water, terrain, buildings), the presence of
disadvantage. The heroes need three powerful celestials, fey, fiends, elementals, or
successes (DC: 13) to catch up with the enemy. undead, as well as influences from other
After each roll (successful or not) they will planes of existence. This means that they
reach a new waypoint. cannot detect the presence of the fishmen
(who are none of the above) but will sense the
presence of powerful fiends (conjured by
Amanda).
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Contact Other Plane (lv 5). The caster get five Speak with Dead (lv 3). There will be many
one-word answers which can go beyond yes or dead to speak to. Since they were victims of
no but which do not reveal concrete places. the fishmen, they will be willing to help the
This makes this spell slightly more effective party and provide some basic information
than Commune. If the questions are chosen (advantage on skill check.)
wisely, advantage should be granted on the roll Speak with Plants (lv 3). Plants will be less
to follow the raiders. In extreme cases, you helpful than animals but you can still grant
might even grant one or more automatic advantage on the skill check.
successes. However, bear in mind that the True Seeing (lv 6). Since there are no illusions
entity contacted does know the future course or other deceptions in place, this spell will not
of the raiders or their goals. provide any benefit.
Detect Thoughts (lv 2). The short range makes Zone of Truth (lv 2). This spell can be used by
the spell useless unless the players want to paranoid PCs to ensure that witnesses are
extract secrets from somebody there are speaking the truth. However, since nobody is
talking to. The spell might be interesting when interested in lying to the PCs, the spell will not
they want to interrogate the fishmen about the be useful in this context.
idol.
Legend Lore (lv 5). The spell provides the lore
and legends surrounding a particular person, Failing to Catch Up
place, or object. This includes secret lore. The If the players fail one of their rolls, you can
caster will know that the stolen idol is coveted consult the table below to describe why and
by demon cults and there have been previous how they failed.
attempts to steal it over the last 500 years.
Locate Creature (lv 4). The PCs can get the D6 Effect
general direction of a creature they have seen 1-2 Party gets lost and ends up in the
before within 1’000 feet or of the nearest wrong place
creature of that type. Again, the spell could be
quite useful to speed things up at the end of 3-4 For some reason (bad weather,
the chase. It could grant advantage on the last road blocked by herd of animal),
roll during the hunt or help the party to gain the party is slowed down.
surprise.
Locate Animals or Plants (lv 2). Since the 5 Difficult terrain. The party can
raiders are not associated with animals or turn this into a success if they do
plants, this spell has no use. a forced march. (Constitution save
Locate Object (lv 2). The PCs can get the vs. 10 or gain a level of fatigue)
general direction of the idol (if they have seen 6 Accident (landslide, falling tree,
it before) or a similar type of idol (otherwise). or pothole) incapacitates a horse.
However, the range of 1’000 feet makes it Unless the players use healing
unlikely that the spell will have any effect, magic or get a new horse, they do
except as a confirmation that they are getting all future checks in this chase with
close. In this case, the spell results might disadvantage.
actually confuse the players when it states that
the idol is not with the raiding party!
Scrying (lv 5). This spell can be used to find
out about the actions and plans of the fishmen.
Signals of the Saintly Brother
For her plans to corrupt the idol, Amanda
However, they gain a +5 on their Will save
needs to sacrifice an innocent soul to her
since the characters only have heard of them demonic master. Early on, she has decided that
and have never seen them. If the caster speaks her brother Kay would be perfect, especially
Deep Speech (possibly via Comprehend since she has always despised him.
Languages ), he might hear how the fishmen However, she has underestimated his mystical
discuss their next target, which grants powers. Subconsciously, Kay is sending out
advantage on the skill check (or even messages to those who search for the idol or
automatic success, if you like). follow the raiders. However, Kay’s powers are
Speak with Animals (lv 1). The party has mysterious and intuitive rather than the logical
additional witnesses they can talk to, which magic of spellcasters, so the messages are
grants them advantage on their skill check. conveyed subtly. This means that the messages
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are somewhat cryptic in the beginning. How encounter, using two dice and choosing the
the party reacts to these messages is up to lower result.
them. However, as soon as they start to follow Hidden Signal: The party finds a torn-up book
the clues, they will find more concrete signs to in the farm house. The pages are covered with
follow and will reach the site where Amanda the repetition of one word – “Amanda”.
performs her ritual rather quickly. Whether to
stop hunting the Kuo-Toa is also a moral Monument of Torm
decision: If the party stops following the This open shrine with its mighty statue of Torm
fishmen, they will destroy 1d6 temples and is visible from far away. There is little
shrines before the party can pick up their trail devastation here except for the altar which has
again. been defiled. The shrine is made of white
marble and adorned with lions and chivalric
Waypoints symbols. The local priest is a young man called
Dimas Lionbrave, who managed to rescue a
The marauders are tasked with sacking small
country-side shrines. The earlier the party few peasants but had to leave the shrine as a
stops the fishmen, the less damage they deal. result. He is currently working on repairing the
For each waypoint, the players reach, pick one altar. Roll on the Curious Circumstances table
the temples below (ideally in the given order). to flesh out this encounter.
For the waypoint where the heroes catch up Hidden Signal: At a cross-road, there are two
with the Kuo-Toa, use the Fortress Shrine of road-signs. The one pointing in the direction
Tyr, which is described in more detail and has a the party is following reads “fishmen”. The
map. other (pointing north) says “Amanda”.
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Further Temples 6 1d10 locals with horses offer their
help in the search. They are not good
Should the party not have caught up by now, fighters but if the players come up
roll twice on the table below to determine the with a good story how to use these
features of further temples. There will be no volunteers in the search, they might
more hidden signals. get advantage on their next skill
check in the chase.
D6 Deity Remarkable Feature
7 Roll twice and combine effects.
1 Tyr Attached graveyard
8 The attack has drawn other
Built into flank of large witnesses (travelling traders, a
2 Torm rock carnival etc.). These people did not
Iluminated by eternal dare to help but saw the direction
3 Ilmater flame into which the attackers
disappeared. (Advantage on next
Triad (Tyr, Two old priests that skill check in the chase.)
4 Torm and resent and blame each
other for the raid 9 The defenders where able to drive
Ilmater) off the attacker and capture one of
5 Torm Attached hospice the raiders, a young Kuo-Toa warrior.
(The party can use Intimidation with
Built on the ruins of advantage to reach next waypoint or
6 Ilmater another temple. use various spells on the creature.)
10 Defenders have a friendly attitude
Curious Circumstances towards the party. The grateful
priest/priestess provides 1d3 healing
To add a bit of a random element, use the potions for the heroes.
following table. These circumstances might
negate some of the original temple
description. In this case, adapt is accordingly. The Kuo-Toa Marauders
When the players have successfully passed
D10 Curious Circumstances three checks, the next waypoint will be a
1 All dead (disadvantage if using fortress shrine of Tyr where the raiders are
diplomacy to reach the next currently located. The fishmen have just
waypoint). defeated the local priest and her acolytes. If
they spot the party in time (see below), they
2 One survivor is hiding (Perception will take up defensive positions within the
DC: 12), will not come out unless fortress shrine. If not, they will be distracted
found. and the party has advantage on the stealth
check required to surprise them.
3 Initial attitude of the defenders is
hostile as they are afraid that the Kuo-Toa Preparation
party are robbers which want to take
advantage of their weakened state. Somewhere during the chase, one of the Kuo-
Toa archpriests will cast Divination to
4 A carrion crawler has been attracted determine whether they are being followed.
by the dead and the survivors have The spell will only reveal the existence of the
barred the door to be safe from the PCs but not more. Using Scrying, the priest will
creature. then try to determine the whereabouts of the
5 The heroes meet an old party and their goals. The character who is
acquaintance, e.g. an NPCs from their target of the spell will gain +5 on his saving
background or a previous adventure. throw since the Kuo-Toa does not know
(If no suitable NPC exists, treat this anything about him/her. Depending on what
as a roll of 6.) the fishmen find out this way, they might
prepare an ambush for the party.
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Marauder Forces If it suits your style of play, you can also rule that the party
never finds out about the idol. Amanda will perform her
The size of the surviving marauder forces ritual and return it to the hands of the priesthood. It will
depends on the size of the party. work its evil afterwards. (See below for more explanation on
To allow scaling the adventure to different party sizes, the the idol and its corruption.)
size of the marauder force depends on the total number of
characters in play. Additionally, if you favor a “kick in the
door” style of play you can do the following: Should the party
Amanda and the Idol
In order to retrieve the idol, the party will have
have split up to follow both the clues and the trail of the
to trace down Amanda, who has hidden in the
fishmen, adjust the encounter accordingly. For example, if
three characters went after the demon cult the remaining
ruins of an old fort. If they follow the secret
three face a smaller force of fishmen.
signs left by Kay, they will arrive at the fort. It
would be most dramatic to let the party arrive
just on time to interrupt the ritual performed
Number of Raiding Party Size to corrupt the idol. However, if the party was
Players very slow, it might be that the ritual is already
3 1 Kuo-Toa Archpriest, 2 Kuo- done, Kay is dead, and the idol is resting in a
Toa Whips, 3 Kuo-Toa corner while the cult celebrates its corruption.
4 2 Kuo-Toa Archpriests, 3 Kuo-
Toa Hints that Something is Wrong
There are several clues which point to the fact
5-6 1 Kuo-Toa Archpriest, 2 Chuul, that Amanda is not a nice person even before
3 Kuo-Toa the party finds that the Kuo-Toa did not steal
the idol. The party can find out about this
information by asking people who frequented
Tactics the temple.
The Kuo-Toa will try to use the temple as a Amanda’s personality. The daughter is not
defensible position. If there is time, the priests well-liked. She spent some time with never-do-
cast Spirit Guardians and Spiritual Weapon in wells and is accused of being mean to old
advance. people when nobody was looking. Others
believe people were jealous of her good looks
Treasure and dismiss these stories. (These people fell
victim to her manipulative personality.)
The Kou-Toa carry the following items of value: Relationship of Amanda and Kay. Amanda
A weapon +1 suitable for the tastes of one of seemed to be jealous of her brother, who was
your PCs, Oil of Etheralness as well as 2 well-liked despite his disabilities.
diadems depicting unholy rites (can be sold at Witnesses along the road. Nobody has seen
material value of 250 gp). the daughter with the raiding party and will be
The Stolen Idol surprised if the party asks about a young
woman and man.
The Kuo-Toa do not have the relic and will state
that the daughter took it and ran away with it
during the confusion of the combat. She killed
The Ritual
one female warrior and incapacitated the whip Amanda has long planned the corruption of
who tried to stop her. The raiders were not the idol and thus was able to quickly assemble
able to catch up with her but did not see the her followers at the ruins of the Fallen Keep. As
need to do so. a first step, she has conjured a series of
If the fishmen are all slain, the party might be demons in the service (or in some cases pay) of
puzzled by the fact that neither Amanda nor her master. The demon worshippers plan a
the idol are to be found. If the party does not ritual to defile the idol (see below for the
find a way to find the next clue, it would be effect of this desecration). The following
good to drop a very direct hint in the form of creatures are present at the castle when the
an astral projection of Kay that pleads for help party arrives.
before his soul is consumed.
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Number of Demon Cult by it suffer an additional 3
Players (1d6) poison damage.
3 2 Succubi, Amanda, 2 Cultists
Kostchtchie Amanda looks like an ice
4 1 Succubus, Amanda, 1 Night queen. She can chose
Hag, 2 Cultists whether her aura and blast
deal necrotic or cold
5-6 1 Succubus, Amanda, 2 damage.
Mezzoloths, 2 Cultists
Orcus Amanda wears robes
made of flayed human
As the master worshipped by the cultists you skin. She has resistance to
can pick a demon lord you like or that you feel non-magical slashing,
is appropriate to the party’s history. piercing and bludgeoning
damage.
Demon Lord Trappings/Effects Yeenoghu Amanda has bloodshot
Baphomet Amanda has bloodshot eyes and wears a hyena-
eyes and wears a horned head as a hood. She can
cap. When she dodges, she attack three times with her
can make an immediate multi-attack.
pact blade attack against
her attacker.
Dagon Amanda wears a robe of Amanda
fish scales. She fights with
Amanda is the leader of her cult cell. She is a
a trident. Her Abyssal Blast
causes one level of fatigue human with some magical powers granted by
her pact.
to those who fail the
saving throw as water fills
their lungs. However, once
Armor Class: 14 (Leather Armor)
a target has gained one Hit Points: 80
Speed: 30 ft.
level of fatigue this way,
successive blasts will not
Stats: Str: 8 (-1), Dex: 17 (+3), Con: 13 (+1), Int: 15
(+2), Wis: 12 (+1), Cha: 18 (+4)
cause additional fatigue.
Skills: Deception +8, Insight +5, Perception +5,
Demogorgon Amanda’s blast deals Persuasion +8, Arcana +6
psychic damage as insane Senses: Passive perception 15
ideas flood the victims’ Challenge: 4 (1,100)
brains.
Damage Resistances (with Armor of the
Fraz-Urb'luu Amanda can create three Abyss): cold, fire, lightning, poison, necrotic
illusionary copies of
herself once per combat as Languages: Common, Abyssal
bonus action – same as
the spell Mirror Image Armor of the Abyss. As a bonus action,
Graz’zt The cultists are young and Amanda can activate a dark swirling aura of
sensual people and demonic apparitions with a radius of 5 feet.
especially Amanda looks Anybody within the aura suffers 13 (3d8) points
really appealing in her of necrotic damage. Furthermore, the armor
revealing gowns. She can grants the damage resistances listed above.
use Charm once per The armor can be dispelled or be prevented by
combat (save DC 15). a counterspell. In this case, the armor cannot
be used activated again for 1d10 turns.
Jubilex/ Amanda’s pact blade looks
Zuggtmoy like a piece of bone
growing from a handle of
mold and fungus. Those hit
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Actions: to the priesthood, claiming to have saved it
from the Kuo-Toa. According to her story, Kay
Multi-Attack. Amanda can attack twice with died covering her escape.
her pact blade. Effect of defilement. If the idol is defiled
successfully, the demon master of Amanda will
Pact Blade. Melee Weapon Attack: +5 to hit, imbue it with a host of demons. Each time the
reach 5 ft, one target. Hit: 9 points (1d6+3) of idol is used to heal somebody, that person will
slashing damage. become possessed by a demon and will work
to further the goals of the cult. Of course
Abyssal Blast. Ranged spell attack, cone 25 demons lack the discipline of devils so at some
feet. All targets must make a Dexterity Save vs. point one of them will do something evil just
16 or suffer 20 (3d10+4) points of necrotic for fun and inadvertently point the church to
damage. this plot.
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Appendix
There are a series of documents which can
(and should) be used during the course of this
adventure. Also, the appendix contains some
information useful for the DM.
Map Folio
The map folio contains the following
· Fallen Keep: This is the hiding place of
Amanda. No scale is provided for this
map. You can assume that each of the
outside towers has a diameter of 30
feet and the walls are about 30 feet
talls. The various towers are between
50 and 90 feet tall.
· Fortified Shrine of Tyr: This is where
the final battle against the fishmen
takes place. One of the double doors on
the ground floor is 10 feet wide, which
should allow you to measure the scale.
Each story of the temple is 9 feet tall.
· Implitur – The Easting Coast: This map
can be used to track the chase of the
raiding party. Fallen Keep is marked on
the map, the various temples are too
small to show up at this scale.
Playtest Credits
I would like to thank my playtesters from the
Tanelorn forum for their valuable feedback:
Siouxy, Bobibob Bobsen, and KyoshiroKami.
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