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Level 11-16 - The Theocracy

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The Theocracy

Break the Holy Vaults


Centuries ago, during the Age of Dragons, a potent and vain blue dragon named Rah-Ziel brought down his final foe, a copper
dragon whose name is lost to time. Believing himself immortal, Rah-Ziel left the body of the dragon as a solemn reminder of his
power. Those who resisted the grip of the tyrant decided to salvage what they could from the corpse of the copper dragon and used
the bones, skin, and horns to create magic items designed to bring about Rah-Ziel's destruction. Now, the characters are hunting
for these relics, one of which is stored in the holy vaults of The Theocracy.
A 5-10 hour Dungeons & Dragons 5e adventure for 11th-16th level characters
by JVC Parry
editor Ken Carcas
cover art Arcana Games

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission
of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET,
UK.
THE THEOCRACY
1
Contents
Introduction .......................................................................3
Tips for the DM .................................................................................3
Adventure Background ................................................................... 3
Hooks ..................................................................................................3
Opening .............................................................................................. 3
Part 1: Gathering Information ...........................4
The Theocracy .................................................................................. 4
The Sound of Silence ......................................................................4
Inside Information ........................................................................... 5
Infiltration .......................................................................................... 5
Part 2: The Heist ................................................................ 6
The Wall ............................................................................................. 6
Buildings ............................................................................................ 6
Temple of Tyr .....................................................................................7
General Features: Temple of Tyr ...................................................7
(#p20)
Map: Temple of Tyr - Ground Floor .............................................. 8
Map: Temple of Tyr - Upper Floors ............................................ 12
Map: Temple of Tyr - Ground Floor ............................................14
Outcomes ................................................................................ 17
Acknowledgements ....................................................... 17
Appendix A ...............................................................................18
High Theocrat Euphemia Goldengage ......................................18
Holy Hound ..................................................................................... 19
Stone Angel .....................................................................................19
Theocratic Paladin ........................................................................ 20
Appendix B ...............................................................................21
Reference Page ...................................................................21

THE THEOCRACY
2
Introduction

T
he Theocracy is a one-shot D&D 5e adventure After a war that lasted for many years, Rah-Ziel bested the
for a party of characters from 11th-16th level. copper dragon. He left its body to rot in a great desert named
It should take 5-10 hours to complete, Bleak Sands. He believed that the corpse would serve as a
depending on which elements you choose to reminder of his power, but those who would oppose him took
use. It can easily be dropped into a campaign their chance at harvesting parts from the magical creature,
set in the Forgotten Realms, in any urban area which they could turn into magic items of tremendous power.
such as Waterdeep or Baldur’s Gate, or placed The resistance forged four legendary relics from the corpse
into the Rise of Tiamat campaign. It gives characters the of the dragon before they were discovered; a suit of copper
opportunity to stage a heist in a high stakes environment. dragon scale mail, a dragonfall horn, an arrow of dragon
slaying and a dragon slayer greatsword. Unfortunately, the
descendants of Rah-Ziel discovered these and scattered them
Tips for the DM so that they could never be reclaimed. The dragonfall horn
As with any adventure, The Theocracy should be adapted to was lost in the forests of Fervedor but was discovered by a
work for your group. If you don’t like the way an element society known as the Sound of Silence, who were
works, please feel free to change it. If encounters are too manipulated into giving it to The Theocracy.
difficult for your players, remove monsters or replace them Currently, the characters are tracking down the relics in a
with an easier, but fitting foe. Similarly, if you would like to vain hope of recovering them and slaying Rah-Ziel. In your
adapt The Theocracy for your world, you can easily substitute campaign, the relics could be used against any powerful foe.
appropriate plot hooks, NPCs, and items. They could be pieces of a staff required to slay a lich, an
In order to deliver an optimum experience for your players, ancient spell scroll that could banish a demon lord back to
it would probably be best to read the adventure, in full, before the Abyss, or weapons to be used against Tiamat.
attempting to run it. There are traps and puzzles that you will
need to understand fully in advance. Hooks
In my opinion, players should not need to level up during Searching for the Relic
this adventure but do so at the DM’s discretion. They may not Your characters are searching for a relic that will help them
have achieved all the necessary xp from combat, but I would defeat their big bad evil guy, be they a dragon, lich, beholder
suggest rewarding players xp for solving puzzles and besting or even a God. In their attempts to defeat their foe, they have
traps to make up the difference. Alternatively, you can use the uncovered the location of an artifact essential for the tyrant's
popular Milestone Levelling System. destruction. It is here in the holy vaults of The Theocracy.
Text to be read aloud is in grey boxes. Feel free to tinker
with this text to fit your needs, but try to keep the original Working for the Wrong Side
message clear as it may contain important information. If one of your characters is a member of the Harpers or a
All monsters, spells, magic items and conditions similar faction, they are contacted by with important news. A
referenced in this adventure appear in a reference page at the small sect of the faction called the Sound of Silence has
end of the product, which details where they can be found. heard of your quest to recover the Dragon Age relics and
Try to have fun running this adventure! It was highly fears they may know the location of one of the artifacts.
enjoyable to create and play with my own group, and I hope
that you can share in that experience! Vive la Resistance!
The characters intend on making a routine stop at a city on
Adventure Background their route to the next adventure. However, when they arrive,
they realise that all is not well. A city-state known as The
This adventure was written for my home group and thus was Theocracy has erupted in the centre of the city and forced its
set in my world of Aemis. The characters are on an isolated way into power. A small faction of the populace are trying to
continent called Northern Tharn, an island nation that has rebel against these tyrannical zealots and need assistance.
little contact with the outside world, thanks to the tyrannical
rule of Rah-Ziel the Devourer, an ancient blue dragon who Opening
patrols the southern coast, destroying any who would dare
contact that island without his express permission. The adventure starts when the characters reach the city that
Centuries ago, during the Age of Dragons, when numerous The Theocracy has overtaken. Although I set this in my
great reptiles ruled over the world and waged wars for homebrew city of Finburgh, from henceforth I will assume
territory and status, Rah-Ziel decided to stake his claim on you are setting this Baldur’s Gate.
Northern Tharn. Previously, the continent had been occupied
by a copper dragon, who had protected the sparse humanoid As you approach Baldur’s Gate, you realise something is off.
colonies on the island from outside invasions. Rah-Ziel Rather than the recognisable slovenly guards half-watching the
decided that this could go on no longer and attacked the North Gate, there are several well-armed individuals searching
protective dragon, whose name has been wiped from history
by the scions of the blue dragon. merchant caravans and carts. These new guards are wearing
iron masks and shining breastplates, engraved with a crest of
balanced scales resting on a warhammer.

THE THEOCRACY
3
Part 1: Gathering Information

S
ince The Theocracy arrived in Baldur’s Gate,
several things have changed in the city. As the Why: The Theocracy worship Tyr, the Lord of Justice. They
characters talk to members of the populace and believe that without his guiding hand, the city will fall back
their contacts within the city, they learn of the into worshipping the dark god, Bhaal. How: The Theocracy
new way of life. This part of the adventure details have evicted almost all other religious buildings and clergy
all you need to know about The Theocracy, and a from the city, leaving Tyr as the singular ruling deity of
little information about the Sound of Silence. Baldur’s Gate. They have forced most of the nobles of the city
– known as the Patriars – into worship. The Theocracy has
also outlawed arcane magic within the city walls and are
The Theocracy openly arresting arcane spellcasters who break the
Who: The Theocracy is both a city-state and a denomination prohibition. Many of those who resisted The Theocracy now
of followers of Tyr. It is led by High Theocrat Euphemia live in the slums of the Outer City.
Goldengage. She is acting as Archpriest to Grand Duke Ulder
Ravengard. She commands a host of theocratic paladins, The Sound of Silence (SoS)
priests, knights and acolytes who each wear a mask to
conceal their identity. The masks are coated with different Who: The Sound of Silence are a sect of The Harpers. They
metals depending on rank; iron, silver, gold, and platinum. are a group of bards whose sole aim is to recover magical
instruments that may fall into the wrong hands. They are led
What: In a physical sense, The Theocracy is a large walled by Merry Finetune (CG male lightfoot halfling bard with a
community found in the Upper City of Baldur’s Gate, not far canaith mandolin). She leads a small unit of bards.
from the North Gate. The towering walls are gilded with gold
and silver, and the buildings within are of white marble. Pride What: Although they have little physical presence save a
of place in the centre of The Theocracy is a temple to Tyr, Faction Hall in the Upper City, the SoS can be found
where the public can come to worship and donate, and where throughout the taverns and performance houses of Baldur’s
the high-ranking priests, paladins, and inquisitors live. Gate.
Where: The Upper City of Baldur’s Gate. Where: Mostly in the Upper City of Baldur’s Gate. The agents
of the SoS travel far and wide in search of magical
When: The buildings in which The Theocracy are housed instruments though and can be found throughout Faerûn.
have been in construction for the past few years, but the walls When: The SoS has been around for almost as long as The
have only come up within the past few months. High Harpers, but they only became relevant to this story in the
Theocrat Euphemia Goldengage has only managed to break past few months.
into a position of true power within the last month. Since
then, the takeover has become almost complete.

THE THEOCRACY
4
Why: The SoS aim to recover magical instruments that Parliament of Peers
might fall into the wrong hands. Like the Harpers, they are For one reason or another, the characters might have access
eager to keep power in the hands of those who deserve it and to the Parliament of Peers; a group of around fifty Baldurians
would use it for good. who meet daily to discuss events that occur in the city and
how to tackle them. They report directly to the Dukes, who
How: The SoS has a vast oral knowledge gathered through the characters might also be able to converse with.
their journeying across the realms. Using this knowledge, Characters that can get into places of political power or
they managed to track down the dragonfall horn. attend these meetings are able to get a full lowdown on the
Unfortunately, due to the ban on arcane spellcasting in state of Baldur’s Gate. Whilst most of the Peers are perfectly
Baldur’s Gate, the dragonfall horn was seized by The happy for The Theocracy to continue as is, there are some
Theocracy and is now locked away somewhere within their who are unhappy with the ruthless tactics of the zealots.
walled community. Several members are uncomfortable with the removal of
other religions, and many worry about the impact of the
prohibition of arcane magic. Despite this, Grand Duke
Inside Information Ravengard saw fit to ‘allow’ The Theocracy to summon an
Depending on the characters’ actions and their connections angel to defend The Theocracy. It is clear that many of the
within the city, your group may be able to uncover some Peers feel uncomfortable speaking out about The Theocracy.
additional secrets pertaining to the whereabouts of the
dragonfall horn, and the state of The Theocracy in Baldur’s Lower City Streets
Gate. After they have uncovered the information, they should Characters with a street urchin or criminal background, or
realise The Theocracy is an extremely powerful faction who who have made contacts in the Lower City of Baldur’s Gate
will be near impossible to take down without the help of a in the past will be able to get information from the
small army. Despite this, they may be able to get the perspective of the lower classes. Many of these folk are
dragonfall horn from the central temple of Tyr using more against the tyrannical Theocracy and believe that the Dukes
underhanded methods. have betrayed the people out of paranoia that Bhaal’s
followers may return. Scores of criminals have already been
The Sound of Silence arrested and punished ruthlessly by the zealots. Punishment
If any of the characters are members of the Harpers (or the ranges from public flogging to removal of hands and tongues.
SoS), then their contacts within Baldur’s Gate feed them the In the most extreme cases, people are put to death. Many of
following information: the paupers on the streets were previously high-ranking
An SoS agent, named Simon Fiddleworth, was arrested by members of other faiths, whose lives have been destroyed by
The Theocracy last week. He intentionally used arcane magic The Theocracy. The only gods acknowledged by The
within the city so that he could scope out the inside of The Theocracy are The Triad; Tyr, Torm, and Ilmater. Any who try
Theocracy. He managed to use a sending stone to tell the to worship other gods are considered criminals.
SoS that he is in the central temple of Tyr within The One expert thief known only as Twinklefingers (NN female
Theocracy and that his pipes of the sewers were taken from half-elf master thief) tells the characters that they can get
him and stored nearby. Simon also discovered that there is a past the walls, under to cover of night, via one of a handful of
planetar angel guarding The Theocracy. Given this small drains that flow beneath the out walls of The
information, the SoS believe that the dragonfall horn must be Theocracy.
somewhere within the central temple. The SoS would highly
appreciate it if the party could retrieve Simon from the Infiltration
prisons of the temple.
If the characters try to infiltrate The
Worshippers of Tyr Theocracy, move on to Part 2: The Heist.
Some of the party might be worshippers of Tyr, and thus
would be able to visit The Theocracy in person under the
pretense of worship. Other characters who are not affiliated
with Tyr might be able to pull the same trick by creating a
suitable disguise. Characters who gain access to The
Theocracy are escorted, like other worshippers, to the central
temple. During daylight hours, they are permitted to access
areas 1 and 7. Characters who have a noble or acolyte
background can also gain access to areas 10 to 13. You might
allow characters to gain access to these areas with a
successful DC 18 Charisma (Performance) check to
masquerade as a someone with an appropriate background.
See “Temple of Tyr” below for more information on the areas
mentioned.

THE THEOCRACY
5
Part 2: The Heist

T
his part of the adventure takes place after the Characters who attempt to sneak in through the drains
characters have realised they will have to must succeed on a group DC 11 Dexterity (Stealth) check or
infiltrate The Theocracy in order to retrieve they will be spotted by members of The Theocracy who live
the dragonfall horn. It details the locations and work inside the walls. Any spotted party member will
within The Theocracy, specifically the central quickly be accosted by a pair of theocratic paladins
temple of Tyr, in which the horn is located. (Appendix A), escorted out through the main gate and barred
Characters can take multiple approaches to from returning. Repeat offenders will be imprisoned in area
retrieving the artifact including, but not limited to, sneaking 25 (see “Temple of Tyr”).
in using stealth, bluffing their way in using disguises and
fighting their way in using brute force. The following
information should assist you to run the adventure no matter Buildings
how the party decides to progress.
Within the walls of The Theocracy are a few dozen buildings
which serve as accommodation for the clergy, libraries,
The Wall shrines, stables and the like. The exteriors of these are much
alike, typically built of blocks of pale stone painted or
Surrounding The Theocracy is a towering white wall decorated
embossed with symbols of Tyr.
with precious metals. There seems to only be one gateway
into the community, which is heavily guarded by paladins in
The adventurers may choose to interact with these buildings
gleaming armour.
to find resources, use them as cover, or locate more
information. An appropriate check should be required for
The Theocracy is surrounded by a 20-foot-high stone wall. each task. The following are examples for you to consider:
This wall has a single, 10-foot-wide gate which is guarded day
and night by four theocratic paladins (Appendix A). The wall Hiding in an empty dormitory from searching paladins
is marked by drains that flow beneath it, which are large might require a successful DC 15 group Dexterity
enough for a Medium sized creature to squeeze through. (Stealth) check.
Characters who attempt to enter through the gate must be Forcing some stolen horses into a gallop to escape could
wearing suitable attire; fine clothes, clerical vestments, require a successful DC 10 Wisdom (Animal Handling)
armour of a paladin of Tyr etc. Characters cannot enter check.
unless they have a suitable reason, such as to visiting the Forcing a cornered librarian to spill some information
temple for prayer, giving a donation, attending a meeting the about the layout of the central temple would require a
clergy etc. Characters attempting to pass themselves off as successful DC 12 Charisma (Persuasion) check.
someone they are not must succeed on a DC 18 Charisma Convincing that same librarian to keep his mouth shut
(Deception) check to get past without being discovered. once the party leaves may require a successful DC 12
Charisma (Intimidation) check.
THE THEOCRACY
6
Temple of Tyr
When the characters approach the temple, read or Temple of Tyr: General Features
paraphrase the following: The Temple of Tyr is a huge marble chapel
dedicated to the Lord of Justice and occupied by
his most zealous worshippers. The temple’s
In the centre of The Theocracy is a towering temple of Tyr. The general features are summarized here:
building has several domed roofs, a towering spire, a Ceilings. Areas 1-19 have 20-foot-high ceilings,
courtyard, a colonnade and multiple small shrines. The except where noted otherwise. Areas 20-29 have
building is made almost entirely from white marble, lavishly 10-foot high ceilings.
Daytime/Night Time Activity. Certain areas of the
decorated with ornate friezes and masonry.
temple have special events that occur during the
day or night. These are detailed in the text.
1. Antechamber Doors. The doors in the temple are made of
granite adorned with bas-reliefs depicting followers
At the very front of this awe-inspiring temple is an open of Tyr. If the characters encounter a locked door,
except where noted otherwise, they can pick the
shrine. In the centre of the antechamber is a painted statue of
lock with a successful DC 16 Dexterity check using
an angel, holding a set of scales in one hand, and a warhammer thieves’ tools, or smash down the door with a
in the other. The angel is blindfolded, but an aura of knowing successful DC 20 Strength check. Except where
emanates from the statue. On the curved back wall are several noted otherwise, each priest and paladin have a key
alcoves in which the public have left donations and offerings
to the locked door.
Echoes. The vaulted ceilings, marble floors and
to The Triad. expansive chambers within the temple lend
themselves to the projection of sound. All
    Daytime Activity. Five times a day, two priests come to the Dexterity (Stealth) checks made to Hide whilst
antechamber to collect donations and take them to area 10. moving are made with disadvantage. All Wisdom
When this occurs, the priests enter through the door in the (Perception) checks that could benefit from the
back wall and permit ten individuals from the crowd entry to echoes are made with advantage.
area 10 to worship. Hallowed Ground. The hallow spell has been cast
throughout the temple at 5th level. Undead cannot
Door. The door in the back wall is locked night and day enter the temple, nor can they charm, frighten or
(see “Temple of Tyr: General Features”), except when the possess creatures within it. Any creature charmed,
priests come to take donations and visitors. frightened or possessed by an undead is no longer
Donations. Any donations of 50gp or more in this area charmed, frightened or possessed by such as
grants the donator a Blessing of Justice. creature upon entering. In addition, no creature can
move or travel using teleportation or by
Blessing of Justice: For the 4 hours , a blessed creature extradimensional or interplanar means within.
has advantage on Wisdom (Insight) checks. A successful Light. During the day, all rooms except areas 20-
DC 15 Intelligence (Religion) check on the statue reveals 29 are lit by brilliant light which shines in through
this. glass roofs and stained-glass windows. Areas 20-
29 are lit by the Daylight effect of a hallow spell.
Clairvoyance. This room is watched by a permanent Patrol. Night and day, the temple is patrolled by
clairvoyance spell. two theocratic paladins (Appendix A). They move
Treasure. If the characters opt to steal donations from this through areas 1 to 14. Each time the characters
room, they can gather 213gp, 103sp, and 89cp. Unless the enter one of these rooms, there is a 10% chance
characters succeed on a DC 20 Dexterity (Sleight of Hand) that the paladins will be inside, as well as any other
check, two theocratic paladins (Appendix A) will be on their occupants.
heels within a minute. Stealing donations from a temple may Public Areas. Areas 1, 7 and 14 are open to the
also anger the gods. As a DM, you should choose how this public at all times. These areas are protected by
impacts the characters. permanent clairvoyance spells, allowing creatures
in areas 5 and 19 to view them through special
stoups (basins) filled with holy water. Creatures
benefitting from a spell such as see invisibility or
that have truesight see a luminous, intangible orb
floating somewhere in these areas (noted in the
text). These areas invariably are filled with pious
acolytes, commoners, nobles and other NPCs.
Windows. Except for areas 20-29, each room has
at least one window or glass ceiling. Many of these
are stained-glass and display scenes of The Triad
and their clergy. These windows have AC 13 and 5
hit points.

THE THEOCRACY
7
Map: Temple of Tyr - Ground Floor
1 square = 5 feet

2. Storeroom 3. Kennels
The door to the storeroom is locked night and day (see The door to the kennels is barred from the outside to stop the
“Temple of Tyr: General Features”). hounds from escaping. The bar can easily be removed.
This somewhat dingy storeroom is filled with crates, barrels, The smell of hay and straw fills your nostrils as you swing open
and boxes and smells strongly of incense and wax. the door. Within are three hulking, golden hounds, their fur
streaked with gleaming silver.
    Treasure. The containers hold supplies necessary for the
temple’s ongoing worship and include 20 blocks of incense    Daytime/Night Time Activity. If at any point during the
(worth 125gp each), 5 boxes of powdered silver and iron adventure the alarm is raised inside the temple, one of the
(worth 100gp each), 1,000 sheets of parchment (1sp each; priests comes to the kennels to let the three holy hounds out
100gp total), 100 bottles of ink (worth 10gp each; 1,000gp to track down the intruders.
total), 10,000 candles (1cp each; 100gp total) and 3 barrels of Creatures. Most of the time (see above) the kennels
fine wine (2,000gp each ). contain three holy hounds (Appendix A). These celestial dogs
are extremely friendly and bark loudly if anyone enters.
Coaxing a hound to perform small acts or tricks requires a
successful DC 10 Wisdom (Animal Handling) check, getting
one to be quiet or stop attacking requires a DC 15 Wisdom
(Animal Handling) check.
Treasure. The crates at the rear of the room contain straw,
hay, and bones for the dogs.

THE THEOCRACY
8
4. Hidden Trove Door. The door in the eastern wall is locked night and day
(see “Temple of Tyr: General Features”), except when the
This area can only be accessed via the secret door hidden priests come to take donations and visitors.
behind the crates in area 3. Characters with a passive Donations. Any donations of 50gp or more in this area
Wisdom (Perception) of 20 or higher notice a slight change in grant the donator a Blessing of Vigilance.
the stonework behind the crates. A successful DC 16
Intelligence (Investigation) check is required to open the door. Blessing of Vigilance: For the next 4 hours , a blessed
creature has advantage on Wisdom (Perception) checks. A
A glittering silver glow outlines a previously hidden door on
successful DC 15 Intelligence (Religion) check on the
the back wall which swings open, revealing a small, dusty
altar reveals this.
chest. Clairvoyance. This room is watched by a permanent
clairvoyance spell.
    Treasure. Inside the chest are two potions of animal Treasure. If the characters choose to steal the donations
friendship and a note which reads: left on the altar they gather 157gp, 211sp, and 94cp. The
gold-plated scales are worth 2,000gp. Unless the characters
succeed on a DC 20 Dexterity (Sleight of Hand) check, two
‘Dear Acolyte; if thou be as vexed with these damnable beasts
theocratic paladins (Appendix A) will be on their heels
as I, may thee benefit most highly from the elixirs within. within a minute. Stealing donations from a temple may also
Father Harrod.’ anger the gods. As a DM, you should choose how this impacts
the characters.
5. Guardroom
8. Armoury
This cramped, oddly shaped room is barely large enough to fit Both doors to the armoury are locked night and day (see
the small table, pair of chairs and bookshelf within it. “Temple of Tyr: General Features”).
    Daytime/Night Time Activity. The guards in this room are Racks of weapons and suits of armour adorn the chamber
those not currently on patrol but are still on duty. They before you. The cold steel and hard marble make the room
respond to any trouble no matter what the time of day. Every seem very cold in contrast to the rest of the temple.
four hours, the guard changes over. The paladins that were
asleep in area 20 come here to wait and those previously    Treasure. The armoury contains eight maces (5gp each;
here begin their four-hour patrol, after which they are 40gp total), eight longswords (15gp each; 120gp total), two
permitted to rest again in area 20. suits of plate armour (1,500gp each) and two shields (10gp
Creatures. This room contains two theocratic paladins each).
(Appendix A). During the change of watch, this room may be
left empty for 1d4 + 1 rounds.
Stoup. In the rear corner of the room is a stoup filled with 9. Tower
holy water that serves as a monitor for the clairvoyance spells The door to the tower is locked night and day (see “Temple of
cast in areas 1, 7 and 14. Tyr: General Features”).
6. Latrine A thin, spiral staircase leads up the spire which spears into the
sky from the front of the temple.
The door before you opens up into a small room used as a
latrine.
The spiral staircase counts as difficult terrain. It leads to the
corridor connecting areas 16-18 and to area 19.
There is nothing of note in this room. The door can be locked
from the inside. 10. Chapel
7. Public Shrine to Tyr The doors to the chapel are only locked at night (see “Temple
of Tyr: General Features”).
To the left-hand side of the great temple is a wide, open
Opening before you is an enormous chapel dedicated to Tyr,
corridor whereby worshippers can gain access to a shrine
the Lord of Justice. The chamber is segmented by low walls
dedicated to the Lord of Justice. The shrine itself is simple
which shelter masterfully painted shrines in alcoves along the
enough; a stone altar, a dozen or so half-melted candles and a
walls. The entire room is bathed in a scintillating, prismatic
gold-plated set of weighing scales.
light that streams in through stained-glass windows depicting

    Daytime Activity. Five times a day, two priests come to the great acts of members of the church.
shrine to collect donations laid upon the altar and take them
to area 10. When this occurs, the priests enter through the
door in the eastern wall and permit ten individuals from the
crowd entry to area 10 to worship.

THE THEOCRACY
9
    Daytime/Night Time Activity. During the day, half a dozen 12. Reliquary
priests conduct services and rituals in the chapel, inviting
members of the public to join them in their worship. These A pair of polished glass display cases decorated with silver
rituals often involve much chanting, the burning of incense
and imbibing of sacred wine whilst being watched over by an filigree stand pride of place in the room ahead. Inside the
angel. cases are several antiques resting on purple cushions.
Creatures. During the day, the temple contains six priests
and a planetar. During worship, there may be dozens of    Daytime Activity. During the daytime, this area is watched
commoners and a handful of nobles present. At night the over by a priest who strolls casually around the room and
chapel is devoid of mortals but the planetar rests here, slowly talks to visitors about the relics.
rotating in the air. Creatures. During the day, the room contains one priest.
Ceiling. The ceiling in this room rises to a height of 50 Occasionally members of the public (acolytes, nobles,
feet. See area 16 for additional information. commoners etc.) come to view the relics.
Treasure. Each glass case contains three relics sacred to
11. Courtyard The Theocracy. The glass cases are locked but can be picked
The doors to the courtyard are only locked at night (see with a successful DC 18 Dexterity check using thieves’ tools.
“Temple of Tyr: General Features”). Each case has AC 13 and 10 hit points. Each case is also
protected by a glyph of warding (DC 18).
Creatures who are not a member of The Theocracy who
You find yourselves in a large, open courtyard on a carpet of open or break the glass cases trigger the spell glyph and
thick, verdant grass. Several pathways lead throughout the cause a blade barrier to encircle the room. The first case
garden to various shrines and doors along the outer walls. contains a silver-plated steel mace with a moonstone set in
Around the edges of the courtyard are well-tended beds of the hilt (worth 750gp), a jewelled gold crown (worth 7,500gp)
white climbing roses. Decorative columns break up the and a silver chalice set with chalcedony stones (worth 750gp).
landscape and cast long shadows throughout. The second case contains a set of silver dentures (worth
500gp), a silk robe with gold embroidery (worth 250gp) and a
2-foot-tall gold statuette of Tyr set with diamonds (worth
The courtyard contains a shrine to Ilmater and a shrine to 10,000gp). Each of these is a relic pertaining to the worship
Torm. of The Triad and would be a hard sell, even on the black
market.
Spiral Staircase. The staircase in this room leads up to
area 15 or down to area 20.
13. Audience Chamber
The door to this chamber is locked at night (see “Temple of
Tyr: General Features”).
Irrespective of the weather outside, sunshine seems to pour
down into this chamber through the domed glass ceiling high
above. This warm light is channelled as to illuminate the
niches set into the walls which are masterfully painted with
depictions of The Triad and their worshippers. At the centre of
the room is a raised, hexagonal dais which is cast in shadow
compared to the walls.

   Daytime Activity. During the day, this room is used for


confessions, trials, and the resolution of conflict. A single
priest attended by a pair of acolytes oversees the affairs, and
stands, shadowed, on the dais.
    Creatures. During the day, this room contains a priest
    and two acolytes, as well as a handful of commoners or
    nobles who are involved in the ceremony taking place.
    Zone of Truth. This chamber is under the effects of a
    perpetual zone of truth (DC 18).
    Ceiling. The ceiling in this room rises to a height of 50
    feet.

THE THEOCRACY
10
14. Crypt Treasure. Much of the furniture in this room is extremely
valuable but would be near impossible to remove. An
On the right-hand side of the temple is a marble staircase
ornamental suit of armour (worth 2,500gp) standing in one
corner could be taken with relative ease. A small glass
which leads up to a mausoleum. Three large sarcophagi take
cabinet up against the southern wall contains a golden idol of
up much of the space, each ornately carved to depict the Tyr (worth 750gp), a gold circlet set with four white
likeness of their owner. gemstones (2,500gp) and a silver and gold brooch depicting
Tyr’s holy symbol (worth 750gp). In amongst the various
    Daytime/Night Time Activity. During the day, this room is books within the bookcase on the southwest wall are eight
guarded by a theocratic paladin who stands atop the raised holy tomes (worth 25gp each), discovered with a successful
platform between the stairs. A few times throughout the day, DC 15 Intelligence (Religion) check.
the priest from area 13 will open the door on the far wall and Euphemia Goldengage carries a solid platinum key on her
invite in the next group of people waiting for a service. The person which is required to open area 29. She places this
paladin steps in should any ruckus occur. At night, three atop her dresser when she sleeps.
ghosts rise from the crypts to deter thieves and the like.
Creatures. During the day, this room is guarded by a 16. Chapel Balcony
theocratic paladin (Appendix A). It is also filled with
members of the public (acolytes, commoners, and nobles). This circular, marble balcony allows a better view of the
At night, three ghosts occupy the room. The ghosts are magnificent painted ceiling of the chapel. A low guide rail
previous High Theocrats of The Theocracy, whose remains encloses the walkway from the long drop below.
can be found within the sarcophagi. The ghosts are Yulgar
Brightborn (male dwarf), Elowenyn Guidingstar (female half-    Ceiling and Floor. The floor of this chamber is 20-feet
elf) and Hanrick Dorn (male human). below the balcony and 50-feet below the ceiling. The ceiling
Clairvoyance. This room is watched by a permanent has a 10-foot-radius glass pane in the top that is locked but
clairvoyance spell. can be opened with a successful DC 12 Dexterity check using
Treasure. Characters can crack open the sarcophagi with thieves’ tools, and rotated (see “Temple of Tyr: General
a successful DC 20 Strength check. Inside each are various Features”). See area 10 for more information.
personal effects that they have been buried with, including Creatures. Any creatures present in area 10 may also be
their old robes, armour, holy symbols and the like. The noted from this area, specifically, the planetar.
combined worth of the items in each coffin are 2,500gp.
15. High Theocrat's Chamber
The door to this room is locked night and day; only High
Theocrat Euphemia Goldengage has the key (see “Temple of
Tyr: General Features”).
The room before you is perhaps surprisingly lavish considering
its setting. A plush, ruby-red carpet is rolled across the floor
beneath a luxuriant four-poster bed covered in cloth of gold
cushions and a thick fur throw. The other furniture in the room
is of incredible quality and has been decorated with expertise.
Standing in the corner by the door is a statue of an angel,
watching over the bedchamber.

    Daytime/Night Time Activity. During the day, Euphemia


Goldengage will be busy with worship, attending political
meetings and essentially running The Theocracy. She may be
encountered inside the temple at the DMs discretion, should
it feel validated. At night she rests here, occasionally staying
up late to study scripture or pray.
Creatures. This room may contain High Theocrat
Euphemia Goldengage (Appendix A) during the day and
almost certainly does at night. Although it may not appear to
be at first glance, the statue in the corner is a stone angel
(Appendix A).

THE THEOCRACY
11
Map: Temple of Tyr - Upper Floors
1 square = 5 feet

17. Sacristy 18. Dormitory


This small room is filled with an assortment of wardrobes and Three modest bunk beds fill this small room. A pair of trunks
dressers, each of which is filled with robes and vestments for against the western wall are the only other contents.
the clergy that live within the temple. In the corner of the
room stands a statue of Torm. There is nothing of note in this room, as the priests who stay
within it lead a modest lifestyle devoid of material wealth.
 Daytime Activity. During the day, the priests of the temple
come into this room to change their robes and prepare 19. Divination Room
themselves for service. The door to this room is locked day and night (see “Temple of
Treasure. The wardrobes are filled with various robes of Tyr: General Features”).
various sizes. There are six sets of fine clothes (15gp each;
90gp total), six cloth of gold vestments (25gp each; 150gp This high chamber is sparsely decorated, save for an organised
total) and twelve sets of priestly robes (1gp each; 12gp total). wooden desk and a row of bookshelves on the western wall. A
thick rope hangs down from the ceiling, in which, high above,
rests a huge bell.

THE THEOCRACY
12
 Ceiling and Bell. The ceiling in this room is 30-feet-high. At
the top of this is a belfry which contains a large bell. Any You make it down into the dungeons of the temple and enter a
creature that pulls the hanging rope rings the bell, which can room lit by some divine light whose source you cannot place.
be heard throughout The Theocracy. The room contains four well-kept bunkbeds, each of which has
Treasure. Atop the desk in this room is a crystal ball of a trunk at the foot of it.
mind reading, a silver mirror (worth 1,000gp) and a
magnifying glass with an ivory handle (worth 300gp), as well
as a holy symbol of Tyr (worth 5gp). Characters who search    Daytime/Night Time Activity. This room serves as the
the bookshelves and succeed on a DC 16 Intelligence base for the paladins that guard the temple. There are eight
(Investigation) check discover that one of the books is false, paladins present in the temple at any one time. They work in
and contains three spell scrolls (clairvoyance, find traps and shifts, meaning that this room will only ever contain four
scrying). paladins. Their rotation is 12 hours sleep, 6 hours patrol, 6
Stoup. On the southern wall of the room is a stoup filled hours rest (in area 5) which they take in pairs.
with holy water that serves as a monitor for the clairvoyance Creatures. Most of the time, this room contains four
spells cast in areas 1, 7 and 14. sleeping theocratic paladins (Appendix A). This might differ
when the watch changes (at the DMs discretion).
20. Barracks Treasure. The footlockers are always unlocked. Sleeping
paladins store their armour and weapons in them (silvered
Preceding the barracks are two corridors. The door to the warhammer 115gp, shield with holy symbol 50gp and plate
first corridor is locked (see “Temple of Tyr: General armour 1,500gp). They also contain worthless personal
Features”). It is also trapped: effects (letter from home, picture of a family member, etc).
Cleansing Glory 21. Workshop
Simple trap (level 11-16, dangerous threat)
The door opens to reveal a cramped workshop, mostly filled by
If the temple of Tyr is ever infiltrated by wrongdoers, this large workbench strewn with various tools. The floor is
enchanted mirror can deter assailants from progressing.
Trigger. Those who openly wear holy symbols of Tyr don’t covered with sawdust and wood shavings.
trigger this trap. Anyone who comes within line of sight of the
mirror causes blinding light to erupt from the reflective    Creatures. During the day, there is a 50% chance that one
surface. priest is working here on some broken item from the temple.
Effect. A 100-foot-long, 5-foot-wide line of brilliant light Treasure. The workbench holds a set of carpenter’s tools
shoots forth from the mirror. When a creature enters the area (worth 8gp), jeweller’s tools (worth 25gp), leatherworker’s
for the first time on a turn, or starts its turn there, it must tools (worth 5gp), smith’s tools (worth 20gp), tinker’s tools
make a DC 15 Constitution saving throw. On a failed save, (worth 50gp) and woodcarver’s tools (worth 1gp). Each of
the creature takes 22 (4d10) radiant damage and is blinded. these has been well used and will likely only sell for half their
On a successful save, it takes half as much damage and isn’t true value.
blinded. In addition, the area counts as difficult terrain. A
creature that cannot see the mirror (blindfold, closed eyes, 22. Well
walking backward, etc.) cannot be blinded by it.
Countermeasures. A successful DC 15 Wisdom You follow the corridor round to a subterranean well, around
(Perception) check reveals scorch marks around the edges of ten feet across.
the door to the corridor and on the walls. A successful DC 15
Intelligence (Religion) check enables a creature to destroy the    Creatures. During the day, there is a 50% chance that one
trap by defacing a key rune on the apex of the mirror whilst priest is here filling a pail. For added drama, have them on
within 5 feet of it; failing this check causes the trap to the other side of the well to the characters, giving them a
activate. A successful dispel magic (DC 15) cast on the mirror chance to run off and warn other members of the clergy.
destroys the trap. The mirror can also be destroyed by Well. Characters can gather fresh, drinkable water from
attacking it (AC 15, 20 hp). The effects of the trap can be the well.
blocked by 2 feet of rock, 2 inches of metal or a thin sheet of
lead.
23. Inquisitor's Shrine
The second portion of the corridor is not locked but is
protected by a permanent guardian of faith spell which There is a dark aura surrounding the shrine on the northern
refreshes every hour. wall of this chamber. Dried blood is spattered over it in places,
and the golden set of scales that rest atop it are stained with
The door to the barracks itself is locked at night (see “Temple the same substance.
of Tyr: General Features”).
   Daytime/Night Time Activity. During the day, this room is
always empty. At night, there is a 50% chance that an
inquisitor (blackguard) is in residence, praying at the shrine
before or after their activities in area 24.

THE THEOCRACY
13
Map: Temple of Tyr - Dungeons
1 square = 5 feet

24. Torture Chamber 25. Prison


The door to this chamber is locked night and day (see The doors to this room are locked night and day (see “Temple
“Temple of Tyr: General Features”). of Tyr: General Features”).
Flickering candlelight barely illuminates this ominous The dingy prison before you contains five barred cells, two of
chamber, glittering off benches stocked with glistening tools which contain a humanoid figure. The walls are bare and the
of torture. You baulk at the sight of the bloodstained chair chamber is lit only by a single hanging lantern in the centre of
bolted down in the centre of the dungeon, trying not to think the vaulted ceiling.
about the pieces of indistinguishable flesh underneath it.
   Illumination. This room is not lit by the hallow spell but by
    Illumination. This room is not lit by the hallow spell, but a hanging lantern. The chamber is dimly lit.
by two candles in sconces. The chamber is dimly lit. Cells. The barred cell doors are made of steel, coated with
Daytime/Night Time Activity. During the day, this room is lead and silver for good measure. Only two of the cells are
always empty. At night, there is a 50% chance that an locked and each contains an inhabitant (see below). The
inquisitor is in residence, conducting interrogation on a locked doors can be picked with a successful DC 20 Dexterity
rogue priest, heretic prophet or captured criminal. After the check using thieves’ tools. The doors can be forced with a DC
business is done, the victim will be taken to area 25 or 30 Strength check. The cells are warded with antimagic,
permanently disposed of. The inquisitor will then undergo a rendering any spells or magical items use on or in them
ritual of cleansing in area 23. useless. The guardian imp has the keys.
Creatures. There is a 50% chance that one inquisitor Creatures. The prison is guarded night and day by an imp
(blackguard) is working in this room on a single prisoner called Pescus who remains invisible. It will transform into a
(acolyte, priest, bandit captain etc. with 5 hitpoints). spider and warn the paladins in area 20 if intruders enter the
Treasure. The torture tools (worth 25gp to the right buyer) prison. The imp serves The Theocracy because they are in
in this room can be salvaged. possession of its true name in an infernal tome (see area 29).
THE THEOCRACY
14
One of the prison cells contains Simon Fiddleworth (CG 28. Storeroom
male Tethyrian human bard), a member of the SoS. He has
been badly tortured and has 4 levels of exhaustion. He has This area can only be accessed via a secret door built into the
not given up his identity despite this treatment. corridor wall. Characters with a passive Wisdom (Perception)
The other occupied prison cell contains a rakshasa who of 20 or higher notice a slight crack in the stonework. A
was captured by The Theocracy after masquerading as a successful DC 20 Intelligence (Investigation) check is
member of their order and attempting to open a gate to the required to open the door.
Abyss. He will bargain for his freedom if offered the chance The door is also protected by a symbol spell which can be
but despises Pescus who has been goading him the entire noticed with a successful DC 20 Intelligence (Investigation)
time. He refers to himself as Father Odo. check. The spell is triggered when a creature opens the
secret door without openly displaying a holy symbol of Tyr.
26. Pantry The spell manifests the ‘Pain’ effect. Characters afflicted with
the pain must succeed on a DC 20 Constitution saving throw
This extensive pantry contains dozens of crates, barrels, and or begin screaming in pain. If this occurs directly outside the
boxes containing all manner of foodstuffs. door to area 20 the paladins inside will awaken, and quickly
come to investigate.
    Treasure. The party can gather whatever they like in the
way of food and drink here. Once inside the hidden strongroom, you can clearly see why it
Creatures. Disturbing any of the larger crates brings forth was hidden. Three velvet-lined chests span the northern wall,
a swarm of rats. the central table is piled high with scripture and artifacts, and
Characters who succeed on a DC 12 Intelligence the bookshelves on the southern wall are stacked with ancient
(Investigation) check whilst searching behind the crates looking tomes. Between these bookcases is a vault, clearly
notice a labyrinth of small tunnels in which the rats live. visible through the platinum bars beyond. Set back into the
These tunnels connect areas 25-27, but are only large enough western wall is a shrine and altar. An eight-foot-tall statue
for a Tiny sized creature. watches solemnly over the entire space.

27. Kitchen    Statue. The statue depicts a theocratic paladin resting


The large stove in the room ahead fills the area with a both hands on its mighty warhammer, which is identical, save
welcome warmth; a vast contrast to the dank tunnels and
for the material from which it is constructed, to that of the
paladins found throughout the temple. Around the base of the
chambers before it. Fragrant herbs hang from wooden racking
statue, written in celestial script, is the phrase:
attached to the ceiling.
‘Place on the shrine that which is mine’.
    Daytime/Night Time Activity. During the daytime, there is
a 50% chance that one priest will be in the kitchen preparing A successful DC 15 Intelligence (Investigation) check reveals
a meal. The characters may have already spotted them from scrape marks around the arm joints of the statue and thin
across the well (area 22). cracks in its lips. If the check succeeds by 5 or more, the
Creatures. There is a 50% chance that one priest is character notices that the shaft of the warhammer is resting
cooking in this room. Whilst engaged in the activity, they have in a hole in the statue’s base.
disadvantage on Wisdom (Perception) checks (passive If the characters place a theocratic paladin’s warhammer
Wisdom (Perception) 8). If the priest is here, they are on the shrine opposite, the statue lifts the hammer above its
accompanied by a fat tabby cat, named Wisp, who keeps head with its left arm, revealing a small hole in the base
away the rats. where the shaft previously rested. Inside the hole is a rolled-
Wisp has a passive Perception of 13 and is eager to meow up scroll and three moonstones. The scroll has the following
and alert the busy priest of anyone sneaking by. If the priest is message written on it in Common:
backed into a corner by the characters, they won’t hesitate to
use the hot pans from the stove as projectiles (Melee or
Ranged Weapon Attack: +2 to hit, reach 5 ft., or range 10/20 ‘Place the stones upon my wounds’
ft., one target. Hit: (2) 1d4 bludgeoning damage plus 3 (1d6)
fire damage). A character can recall the wounds correctly with a successful
Treasure. The kitchen contains a set of cook’s utensils DC 12 Intelligence (History or Religion) check. They can also
(worth 1gp). A successful DC 12 Intelligence (Nature) check find the answer by searching through the books in the room.
can point a character to the more valuable herbs, which are Placing the stones in the statues right hand and over its
worth a total of 3gp. eyes causes them to glow a brilliant white, dispelling the
permanent antimagic field over area 29.
Failing to place the correct item on the shrine or placing a
moonstone on the wrong part of the statue causes the
statue’s mouth to open, and bellow in wrath:
‘Those who would trespass against the Lord of Justice must
turn themselves into his servants’

THE THEOCRACY
15
Any creature in the room must make a DC 25 Constitution In the condition it was found, the book is badly damaged
saving throw. On a failed save, a creature takes 22 (4d10) through use and age. Upon inspection, and a successful DC
thunder damage and is subjected to the geas spell. On a 10 Intelligence (Arcana) check, this is obviously a spellbook
successful save, it takes half as much damage and is of some variety. It contains the true name of Pescus the imp,
unaffected by the spell. The nature of the geas requires a and the spells toll the dead, summon lesser demons,
character to turn themselves in to the Theocracy to pay for summon greater demon and infernal calling. If the rakshasa,
their sins. Father Odo, can get his hands on this, he will.
Shrine. The shrine is made of marble and is decorated
with an ornate engraving. Smoking censers in its corners 29. Holy Vault
cover it with a thin sheet of smoke. A successful DC 15 This room is blocked off from area 28 by enchanted platinum
Intelligence (Investigation) check reveals scuff marks on the bars. The whole area is shrouded by an antimagic field
surface, as if some heavy item is regularly placed upon it. unless steps have been taken in area 28 (see “Statue”).
Apart from its usual function, the shrine is used to dispel the The key that High Theocrat Euphemia Goldengage carries
antimagic field in area 29 (see above). is required to unlock the vault (see area 15). Placing the key
Treasure. All three chests on the northern wall are into the lock has no effect unless the antimagic field has been
unlocked and can be opened with ease. The first contains lifted. If the antimagic field is down, the key, once inserted,
10,000gp and 1,100pp. The second contains a potion of turns in the lock of its own accord, and the platinum bars
vitality, two potions of supreme healing and a potion of speed slide down into the floor.
which are stored in a gold-plated potion stand. The potion
stand can safely hold up to eight potions (worth 350gp). The
final chest contains a decanter of endless water, a necklace of Solid platinum bars prevent you from gaining access to the
fireballs, a stone of good luck and Simon’s pipes of the enormous chest in the southern room. The bars seem
sewers. The worthless belongings of Father Odo and Simon impenetrable, but there is a lock to one side of them. The
are also in the chest. chest within is a masterpiece of craftsmanship. It is covered
Atop the table are three spell scrolls (heal, banishing smite with silver filigree which details The Triad and scenes from
and prayer of healing). Standing atop the table are five silver their history. Tiny moonstones run down every edge of the
candlesticks (worth 25gp each; 125gp total), a golden idol of
Tyr (worth 750gp) and a blessed urn (Appendix B). chest and seem to glitter with their own internal light. You’re
The bookshelves contain ten holy books of moderate worth also convinced that if you listen closely, you can make out the
(30gp each; 300gp total), including one which is possibly sound of an angelic chorus singing glorious hymns.
centuries old and extremely valuable (1,000gp). These books
can be sold for their true value to the right collector. If sold to    Treasure. The amazing chest is priceless but, unless the
a worshiper or another holy place of Tyr, they fetch 3/4 their characters are incredibly inventive, seems impossible to
value, with the party attracting possible adverse investigation remove from the room due to its size and weight. Inside the
as to where these were obtained at some later date (at DM chest are three items:
discretion).
One book that will immediately stick out to characters The ollamh harp, which was in the care of the SoS, and
searching the shelves is a grisly looking tome bound with belongs to the Sprocketcog family, whose only daughter
human hair with a cover of fiend skin. This book is chained to Tullie is eager to retrieve.
the bookshelf with an adamantine chain (AC 23, 20 hit points, The dragonfall horn (Appendix B), which the characters
resistant to all nonmagical damage). It is immediately clear are searching for.
that ripping the book from the chain will destroy it. Any The Book of Exalted Deeds, the holiest artifact that The
attack that misses the chain hits the book (AC 11, 10 hit Theocracy possesses.
points). If the book is destroyed, it replicates the effects of a
fireball spell cast upon itself.

THE THEOCRACY
16
Outcomes Acknowledgements
Depending on why the characters came to The Theocracy, A huge thanks to all of the artists whose work appears in this
who they talked to before arriving, and what they interacted adventure!
with inside the temple, they may have accomplished some of Cover Artwork, Page 4 - Arcana Games
the following: Page 3 - Pixabay
Page 5, 10, 11, 19 & 20 - DMsGuild
Managed to recover the dragonfall horn they were Page 6, 15, 16 & 17 - WikiCommons
searching for. Page 7 - JVC Parry
Got their hands on a host of other powerful magic items. Page 21 - 1manstudio
Got a new pet cat or imp familiar. Cartography - JVC Parry
Formed a dubious allegiance with the rakshasa, Father
Odo.
Displaced the tyrannical leader of The Theocracy; High
Theocrat Euphemia Goldengage.
Entirely destroyed the Temple of Tyr.
Freed Simon Fiddleworth from the prison, and recovered
his pipes of the sewers.

THE THEOCRACY
17
Since The Theocracy found their niche and capitialised on
Appendix A the power, they have outlawed religions other than The Triad,
This appendix details monsters that appear in this adventure banned arcane spellcasters fromt he city and destroyed any
and not in the Monster Manual or Volo's Guide to Monsters. heretics who would dare to question their authority.
The creatures are presented in alphabetical order. Euphemia had a vicious encounter in her past with a mage,
which left the right side of her face badly burned by arcane
High Theocrat Euphemia fire. She is a short, stocky, older halfling woman with pale
white hair, flaring golden eyes and a brash manner.
Goldengage
Euphemia Goldengage is the High Theocrat of The Euphemia's Traits
Theocracy. She is a relentlessly strict, merciless tyrant who Ideal. "The rules of Tyr should be enforced with merciless
has no time for other religions, criminals or those who would justice. His truth is the only truth."
question her divine justice. Although she rarely enforces her Bond. "I draw my power from The Triad. Without my faith I
own rules, her tendrils of power can be found throughout the woulkd be crippled of both my power and my future."
city of Waterdeep, giving her influence over the highest Flaw. "I am terrified of powerful displays of arcane magic."
political spheres.

High Theocrat Euphemia 3rd level (3 slots): beacon of hope, crusader's mantle,
   dispel magic, revivify, spirit guardians, water walk
Goldengage 4th level (3 slots): banishment, freedom of movement,
Small humanoid (halfling), lawful good    guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold
Armor Class 20 (plate armour +2)    monster
Hit Points 116 (21d6 + 42) Stout Resilience. The high theocrat has advantage on
Speed 25ft. saving throws against poison, and has resistance to
poison damage.
STR DEX CON INT WIS CHA
Actions
16 (+3) 10 (+0) 14 (+2) 12 (+1) 17 (+3) 13 (+1)
Multiattack. The high theocrat makes two attacks.
Saving Throws Con +6, Wis +7 Hammer of Tyr. Melee or Ranged Weapon Attack: +10
Damage Resistances poison to hit, reach 5ft. or range 20/60 ft., one target. Hit: 11
Skills Intimidation +5, Religion +5 (1d8 + 6) bludegoning damage plus 7 (2d6) radiant
Senses passive Perception 13 damage.
Languages Celestial, Common, Halfling
Challenge 11 (7,200 XP) Reactions
Guided Strike (Recharges after a Short or long Rest). The
Brave. The high theocrat has advantage on saving high theocrat grants a +10 bonus to an attack roll
throws against being frightened. made by itself or another creature within 30 feet of it.
The high theocrat can make this choice after the roll is
Halfling Nimbleness. The high theocrat can move
made but before it hits or misses.
through the space of any Medium or larger creature.
Lucky. When the high theocrat rolls a 1 on an attack
roll, ability check or saving throw, it can reroll the die
Legendary Actions
and must use the new roll. The high theocrat can take 3 legendary actions,
choosing from the options below. Only one legendary
Special Equipment. The high theocrat wears plate action option can be used at a time and only at the end
armour +2 and wings of flying, and wields the hammer of another creature's turn. The high theocrat regains
of tyr. spent legendary actions at the start of its turn.
Spellcasting. The high theocrat is a 9th-level spellcaster.
Her spellcasting ability is Wisdom (spell save DC 15, Attack. The high theocrat makes one hammer or tyr
+7 to hit with spell attacks). She has the following    attack.
spells prepared: Cantrip. The high theocrat casts a cantrip.
Radiant Flare (Costs 2 Actions). Each creature that can
Cantrips (at will): light, mending, sacred flame, spare see the high theocrat and is within 20 feet of her must
    the dying succeed on a DC 15 Constitution saving throw or take
1st level (4 slots): divine favor, guiding bolt, healing 7 (2d6) radiant damage and become blinded until the
    word, shield of faith end of their next turn.
2nd level (3 slots): lesser restoration, magic weapon,
    prayer of healing, silence, spiritual weapon

THE THEOCRACY
18
Holy Hounds Stone Angel
Holy hounds are celestial spirits sent from the heavens who Stone angels are guardians of temples and shrines bestowed
serve clerics and paladins devoted to their gods. The beasts on the faithful by their heavenly masters. Although they
are winged, and have the ability to shower their foes in a outwardly appear to be statues, they are celestial spirits in
radiant blast of energy with a raucous bark. the form of stone defenders.
These angels have the ability to cast divine spells, and their
weapons are infused with the same divine force that binds
Holy Hound them to the material plane. Not only this, but their stone
wings can flex like flesh, enabling them to take flight to
Medium celestial, lawful good destroy those who would desecrate their holy places.
Armor Class 15 (natural armour)
Hit Points 45 (7d8 + 14)
Speed 50 ft., fly 30 ft. Stone Angel
Medium celestial, lawful good
STR DEX CON INT WIS CHA
Armor Class 17 (natural armour)
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2) Hit Points 95 (10d8 + 40)
Speed 30 ft., fly 20 ft.
Skills Perception +5
Damage Immunities radiant
Senses darkvision 60ft., passive Perception 15 STR DEX CON INT WIS CHA
Languages understands Celestial and Common but 18 (+4) 12 (+1) 18 (+4) 12 (+1) 15 (+2) 10 (+0)
can't speak
Challenge 4 (1,100 XP) Saving Throws Wis +6, Cha +4
Skills Perception +6
Keen Hearing and Smell. The hound has advantage Damage Resistances radiant; bludgeoning, piercing
on Wisdom (Perception) checks that rely on and slashing from nonmagical weapons
hearing or smell. Condition Immunities charmed, exhuastion,
frightened, petrified
Pack Tactics. The hound has advantage on an attack Senses darkvision 120 ft., passive Perception 16
roll against a creature if at least one of the hound's Languages all
allies is within 5 feet of the creature and the ally Challenge 7 (2,900 XP)
isn't incapacitated.

Actions Angelic Weapons. The angel's weapon attacks are


magical. When the angel hits with any weapon, the
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., weapon deals an extra 2d8 radiant damage
one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (included in the attack).
(2d6) radiant damage.
Innate Spellcasting. The angel's spellcasting ability is
Radiant Breath. The hound exhales holy flames in a Charisma (spell save DC 14). The angel can innately
15-foot cone. Each creature in that area must make cast the following spells, requiring only verbal
a DC 12 Dexterity saving throw, taking 21 (6d6) components:
fire damage on a failed save, or half as much
damage on a successful one. At will: detect evil and good
1/day: commune
Magic Resistance. The angel has advantage on
saving throws against spells and other magial
effects.

Actions
Multiattack. The angel makes two mace attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage
plus 9 (2d8) radiant damage.

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19
Theocratic Paladin Paladins are easily identified by their shining, silver-plated
armour, emblazoned with the holy symbol of Tyr; a pair of
Theocratic Paladins are the enforces of law within The scales balanced atop a warhammer. The paladins also wear
Theocracy. They are heavily armoured shock troops, with a masks, plated with a thin layer of platinum to mark their
terrifying control of divine magic that they can use to status and protect their identity.
devastating effect.

Theocratic Paladin Guided Strike. As a reaction, the paladin gains a +10


bonus to an attack roll. The priest can make this choice
Medium humanoid (any race), lawful good
after the roll is made but before it hits or misses.
Armor Class 21 (plate, shield) Divine Smite. When the paladin hits a creature with a
Hit Points 117 (18d8 + 36) melee weapon attack, it can expend one paladin spell
Speed 30ft. slot to deal radiant damage to the target, in addition to
the weapons damage. The extra damage is 2d8 for a
1t-level spell slot, plus 1d8 for each spell level higher
STR DEX CON INT WIS CHA than first. The damage increases by 1d8 if the target is
16 (+3) 10 (+0) 14 (+2) 11 (+0) 13 (+1) 17 (+3) undead or a fiend.
Spellcasting. The paladin is a 9th-level spellcaster. Its
Saving Throws Wis +5, Cha +7 spellcasting ability is Charisma (spell save DC 15, +7 to
Skills Intimidation +7, Religion +4 hit with spell attacks). It has the following paladin
Senses passive Perception 11 spells prepared.
Languages Celestial, Common
1st level (4 slots): armor of Agathys, bless, command,
Challenge 7 (2,900 XP)
    detect evil and good, shield of faith
2nd level (3 slots): find steed, hold person, spiritual
Aura of Conquest. Creatures frightened of the paladin     weapon
that are within 10 feet of it have their speed reduced 3rd level (2 slots): aura of vitality, bestow curse, dispel
to 0, and takes 4 psychic damage at the start of its     magic, fear, revivify
turn.
Aura of Protection. Friendly creatures within 10 feet of Actions
the paladin have a +3 bonus to their savng throws as Multiattack. The paladin makes two attacks with its
long as the paladin is conscious. warhammer.
Channel Divinity (Recharges after a Short or Long Rest). Warhammer. Melee Weapon Attack: +7 to hit, reach
The paladin chooses one of the following options for 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
its Channel Divinity.
Lay on Hands. The paladin has a pool of 45 hit points
Conquering Presence. As an action, the paladin forces which it can restore to a creature by touching it.
each creature of its choice that it can see within 30     Alternatively, the paladin can expend 5 hit points
feet of it to make a DC 15 Wisdom saving throw. On a from the pool to cure the target of one disease or
failed save, the creature becomes frightened of the neutralise one poison affecting it. The paladin can cure
paladin for 1 minute. The frightened creature can multiple diseases and neutralize multiple poisons with
repeat the saving throw at the end of each of its turns, a single use of Lay on Hands, expending hit points
ending the effect on a success. separately for each one.
    This feature has no effect on undead or consructs.

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20
Hammer of Tyr
Appendix B Weapon (warhammer), legendary (requires attunement by a
This appendix contains the magic items required to run this cleric or paladin of Tyr)
adventure. You gain a +3 bonus to attack and damage rolls made with
this magic weapon. It has the thrown property with a normal
Blessed Urn range of 20 feet and a long range of 60 feet. Immediately
Wondrous item, rare after making a ranged attack with this weapon, it flies back to
This ceramic urn is lidded. Any character that places 50gp your hand.
into the urn and closes the lid finds that the gold pieces When you hit with an attack using this weapon, it deals an
disappear, donated to the deity that this urn originated from. extra 2d6 radiant damage or, if the if the target is undead, 4d6
For the next hour, the individual is under the effects of the radiant damage.
bless spell. An individual can benefit from this effect only The weapon has 10 charges. While holding it, you can use
once per day. an action to expend one or more of its charges to cast one of
the following spells from it, using your spell save DC and
Dragonfall Horn spellcasting ability modifier: cure wounds (1 charge per spell
Wondrous item, rare (requires attunement) level, up to 4th), daylight (3 charges), lesser restoration (2
A creature attuned to the dragonfall horn can use an acton to charges), heal (6 charges), mass cure wounds (5 charges),
blow a stunning blast from the instrument and cast the sunbeam (6 charges).
earthbind spell (DC 20) from it. The horn can't be used this The weapon regains 1d6 + 4 expended charges daily at
way again until the next dawn. dawn. If you expend the last charge, roll a d20. On a 1, the
Dragons have disadvantage on the saving throw against staff vanishes in a flash of light, and returns to the hands of
this spell. For the purpose of this item, "dragon" refers to any Tyr.
creature with the dragon type, including dragon turtles and
wyverns.

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21
Reference Page
Acolyte (MM, p342)
Antimagic Field (PHB, p213+)
Bandit Captain (MM, p344)
Banishing Smite (PHB, p216)
Bard (PHB, p 51+)
Blackguard (VGtM, p211)
Blade Barrier (PHB, p218)
Blessed Urn (Appendix B)
Blinded (PHB, p290)
Book of Exalted Deeds (DMG, p222)
Cat (MM, p320)
Canaith Mandolin (DMG, p176)
Clairvoyance (PHB, p222)
Commoners (MM, p345)
Crystal Ball of Mind Reading (DMG, p159)
Decanter of Endless Water (DMG, p161)
Dispel Magic (PHB, p234)
Dragonfall Horn (Appendix B)
Find Traps (PHB, p241)
Fireball (PHB, p241+)
Glyph of Warding (PHB, p245+)
Ghost (MM, p147)
Guardian of Faith (PHB, p246+)
Hallow (PHB, p149)
Hammer of Tyr (Appendix B)
Heal (PHB, p250)
High Theocrat Euphemia Goldengage (Appendix A)
Holy Hounds (Appendix A)
Imp (MM, p76)
Infernal Calling (XGtE, p158)
Invisibility (PHB, p254)
Knight (MM, p347)
Master Thief (VGtM, p126)
Necklace of Fireballs (DMG, p182)
Noble (MM, p348)
Ollamh Harp (DMG, p176)
Planetar (Angel) (MM, p17)
Plate Armour +2 (DMG, p152)
Pipes of the Sewers (DMG, p185)
Potion of Animal Friendship (DMG, p187)
Potion of Speed (DMG, p188)
Potion of Supreme Healing (DMG, p187+)
Potion of Vitality (DMG, p188)
Prayer of Healing (PHB, p267)
Priest (MM, p348)
Rakshasa (MM, p257)
Scrying (PHB, p273)
Stone Angel (Appendix A)
Stone of Good Luck (DMG, p205)
Summon Greater Demons (XGtE, p168+)
Summon Lesser Demons (XGtE, p167)
Swarm of Rats (MM, p339)
Symbol (PHB, p280)
Theocratic Paladin (Appendix A)
Thunderwave (PHB, p282+)
Toll the Dead (XGtE, p169)
Wings of Flying (DMG, p214)
Zone of Truth (PHB, p289)

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22

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