I am designing a custom mission with a friend's charactor in mind. she is the first dragonborn cleric of Lliira named Alsra and she is being formally ordained at the temple. she and the party are making their way to Neverwinter for this ordination and to celebrate the festival of Lliira. Unknown to the party the current head of the Order of Lliira is a fraud. A elven cleric of Bane named Raloferin who has captured the avatar of Lliira and imprisoned her. preempting her power for his own ends. he has held Lliira in prison for over 200 years. In order to maintain that power though, he has run the Order as if lliira was truly in charge. the ordination cerimony involved drinking a special potion that allows the cleric to experience sustained joy and this potion has a side effect in dragonborns creating an empathic connection with lliira for the effects duration which should lead Alsra and her friends to finding Lliira or failing and coming back. I wanted to see if any of you could give me any advice. Lliira clerics are Level 3 Trickster, Life and Light clerics. Mummers are level 3 trickster clerics/2 monks. Raloferin is a level 10 death cleric mimicking a life cleric.
Our Lady of Joy, Joybringer, the Mistress of Revels
Lliira is a beloved goddess, a deity of contentment, release, joy, happiness, dance, and freedom. As the patron of festivals, she is honored at any celebration, and dance is the primary way to worship her. The Mistress of Revels is said to abhor violence, and any fighting or drawing of weapons (except in ceremony) at a celebration will cause her to withhold her favor. Her priests and priestesses, known as joybringers, take it as their mission to make other people happy, even if just for a moment.
Her faithful always wear at least one clothing item of a bright, cheerful color, and her priests’ vestments have more in common with festival attire than with somber ecclesial garments. Rubies and sapphires are sacred to Our Lady of Joy, and her priests bless anyone they see wearing such adornments.
Lliira’s followers aren’t frivolous, however. To them, divine joy is a very real gift to the world of mortals, and one much needed. To that end, they fight those who would bring misery to others. They are fierce against their foes, and joyous revelers when their work is done.
Lliira (pronounced LEER-ah), known as Our Lady of Joy, was a goodlesser deity and later exarch of Sune responsible for the sphere of joy.
Sune (pronounced SOO-nee<sup id="cite_ref-FRCS3e-251_6-3" class="reference">[7]</sup>), also known as Lady Firehair, was the deity of beauty, with governance also over love. Her dogma primarily concerned love based on outward beauty, with primary importance placed upon loving people who responded to the Sunite's appearance. Her symbol was that of a beautiful woman with red hair.<sup id="cite_ref-***-65_7-2" class="reference">[8]</sup>
<sup class="reference">The Mummers were formed to avenge the murder of Lliira's High Revelmistress in Selgaunt. Their duties included protecting Lliiran temples and battling with Loviatans. Their battle prowess caused their fellows in the church to both fear and respect them</sup>
Formed to avenge the murder of Lliira's High Revelmistress in Selgaunt, the Scarlet Mummers are a militant order within the Church of Joy.
Few in number and highly secretive, the Mummers hide among both clergy and the (purportedly) lay worshippers of Lliira. "Fierce Joy" is the phrase they use to reveal themselves to Lliiran priests, who both fear and revere them (and aid and obey them unhesitatingly). Some Mummers use red roses as 'calling cards' at the sites of their slayings and work and within temples and shrines of Lliira. Holding a single, cut rose has become a wordless signal of membership in the Mummers or a call for Mummers to rally to the holder of the rose and provide aid.
Founded to punish the clergy of Loviatar, the Mummers have swiftly expanded their role to protecting the faithful of Lliira at revel and more solemn worship. They defend Her holy places and kill those who slaughter and oppress Lliirans. From tyrannical officials and rival clergy who seek to stamp out revelry to Loviatans who have been instructed by higher clergy (or inspired by dreams sent by Loviatar herself) to work against the Church of Joy all have cause to fear the Mummers.
The Scarlet Mummers won't hesitate to hire adventurers and other mercenaries to aid them in guarding Lliiran temples, clergy, and worshippers and in attacking or withstanding strong enemy forces. They prefer to act personally and stealthily whenever possible, except when they reach an altar of Loviatar. There they like to dance (protected by the strongest magic they can raise), using their blade-boots (daggers that snap forth out of the soles, projecting beyond the toes) against all Loviatans who come against them.
Scarlet Mummers aren't grim killers. They love to sing, dance, revel, dally, play games, and entertain children -- but unlike most Lliirans, they are always alert for danger and ready to explode into action to deal with it.
The Scarlet Mummers got their name from the disguise used by the first Mummers to descend on Loviatans in Selgaunt. They posed as a traveling troupe of singing, dancing actors and performed right outside the gates of the Loviatan temple, attacking clergy of Loviatar who emerged with whips in hand to "see them off."
Mummers do not wear distinctive uniforms or cleave to formal titles or a specific hierarchy. Among Mummers, there's an informal hierarchy -- overriden by Lliira whenever she sees operational need -- based on merit (past performance as a Mummer).Most hold ranks within the church of the Joybringer, but their roles as Mummers supercede these ranks. When they "step into action" out of their usual duties, or go on missions, they may give orders to any Lliiran cleric, even High Revelmistresses, and expect to be obeyed. They almost always will be.
There are no false Scarlet Mummers. The goddess Lliira pays close personal attention to every Mummer and empowers those who meet other Mummers to be instantly aware and absolutely certain they're dealing with a Mummer operating with Lliira's full approval. By the same token, Lliira keeps close control over Mummers through dream-visions and voiced-in-their-heads answers to prayers and spontaneous warnings or words of guidance. She won't tolerate self-interest or Mummers who straying from her service. Anyone who impersonates a Mummer will swiftly be plunged into quivering, helpless unconsciousness, mentally overwhelmed by rapturous joy sent by the goddess. They remain that way until they die of malnutrition, are imprisoned, hauled away for punishment, or ejected by Lliirans, their impersonation discovered.
Scarlet Mummers value precise work -- slaying, maiming, or wounding only those who have offended against Lliira or intend a threat against Lliirans, not everyone accompanying said sinners. Veteran Mummers recruit good-in-action Lliiran clergy or devout worshippers (that is, individuals who strongly revere Lliira, venerating her before all other deities) to become Mummers. They act as mentors and tutors to those recruits.
Most Mummers are lithe and athletic, even acrobatic, but Mummers can be of any class capable of devoutly worshipping Lliira.
2d4 commoners in 2d12 locations
2d4 Light clerics 2d12 locations
2d4 Life Clerics 2d12 locations
2d4 Trickster Clerics 2d12 locations
redo locations 19-22
3d4 Mummers divided between 2d10/2, 5 and 6 are 15, 16, everything else 18-24 in order
1. Antechamber
This is where the party/cleric enters enters can see barn, meeting room and kitchen area
2. Meeting Room
All the initiate clerics gather here. They mull around and discuss their upcoming full initiation into the order of Lliira.
3. Sanctuary
Where the communion ritual takes place
4. Dorm
place for character to place gear
1d12 starter packs in the room on a DC 10 investigation check
1 commoner-10gp
1 Life Cleric-10 ep
5. Kitchen
various food items. most of the kitchen has been cleaned up or has been taken out. there are few platters of food that have been saved for later. there is also evidence of starting preparation for breakfast in the morning. most of the cooks have left for the night though.
6. Hallway to Northeast Exit/Servants entrance
2 commoner-6gp for 1st 5gp for second
7. Bathroom
1 Trickster Cleric
8. Barn
Includes food animals chickens, and pigs and a cow
1 commoner-13ep
1 Trickster Cleric-3pp
9. Pantry
includes various foodstuffs flour, eggs, cheese, butter, sugar, oil, onions, garlic, potatoes, apples, strawberries, raisins, peanuts, walnuts, almonds, chocolate, various spices
1 Life Cleric-16cp
1 Trickster Cleric-9gp
10. Rectory
Includes Raloferin's bed and other possessions, bookshelf with various spellbooks, books on philosophy, entertainment includes an entrance to the treasury and the sanctuary under raloferin's bed is a trap door leading to the underground river
11. Treasury
400cp
4000sp
1800gp
110pp
110(100gp gems)
1 +1 shield
1 ring of water walking
1 sentinel shield
1 cloak of elvenkind
there is a secret entrance to Lliira's Prison from the treasury it is on the other side of a bookcase on the west side of the room. the bookcase has various accounting books and finding the latch is a DC 20 investigation check. there is also a secret entrance to the river from the treasury to the river
12. Chemist's factory
On an investigation check you can find 1d4 healing potions on a DC 10 Investigation check and 1d4 greater healing on a DC 20 investigation check. as well as random ingredients for various other potions on a DC 10 Nature Check for Common potions DC 20 for uncommon. ingredients need to be used later.
1 Trickster Cleric-19sp
13. Gymnastics training area
A area with floor mats off to the sides hoops and ropes with rings on the ceiling there are also targets on the walls and various ranged weapons off to the side
14. Battle Training area/Library
two areas that are connected, another spread out area this time with weapons on the walls. swords, staffs, axes and other melee weapons. off in the corner is another room with a wide range of books and scrolls. in a large locked case are spell scrolls, with many bard spells and cleric spells. an attempt to open the spellcase reveals the temple has tamed a mimic and it will attack you. if you win you gain access to 1d4 common bard spell scrolls. Other books in the library are on medicine religion and the mythology of Llira
1 commoner-14cp librarian
1 Trickster Cleric-12cp
15. Hall of Mummers
a large hall with a variety of statues of fallen protectors of the temple as well as a story of it's founding written on the walls in celestial
1 Life Cleric-21cp
1 Trickster Cleric-14ep
3 mummer-14ep, 14sp, 10sp
16. Lliira's Prison
a large hole is in the middle of the room with 4 glowing pillars circling the hole. on the walls are bookshelves with books on necromancy, demonology, and on magic to control and manipulate. looking in the hole you see a woman who looks like a celestial in chains she has on an orange and yellow dress where the colors keep changing from yellow to orange to red at random. she has black purple hair a pale face, but she has a dancer's legs and body on the chains you see two symbols. one is Lliira's the other on a DC10 religion check is Loviatar's. there is a barrier over the hole you cannot physically get past but if you attempt to lower down food and water you can. teleportation or dimension door will also work. the person in the hole is Lliira who had been captured over a century before. the chains she wears prevents her from speaking. but she understands you. Alsra seeing the prisoner if she has taken the Llira's potion has she images projected showing ralofarin chaining her up. other checks like Arcana can tell you the pillars have been in place over 200 years. Insite 25 says she is Lliira. Raloferan says she is Loviatar. the girl has a wound that is dripping a into a stream that is also in the hole
17. River Entrance/ Mummer's Tents
a training area and dormitory for the protectors of the temple
2 commoner, 13gp, 18sp
2 Trickster Clerics, 11sp, 13ep
18. Lliira's spring
an Ochre jelly is off to the west side of the river entrance in a hole you can see various pieces of garbage in the jelly and if you give it some food it will leave you alone it will attack if the commoner or mummer sees you it will help by telling you to stop and sending garbage or food down into the hole. The mummer is attempting to hit on the pretty Light Cleric who is asking about the spring. the Mummer says the water from the spring is one of the ingredients in lliira's potion
1 commoner-15sp
1 Light Cleric-11gp
1 Mummer-10ep
19. Escape pond
20. Mushroom farm
This is an area where the temple grows some of it's ingredients. DC 10 nature check gives ingredients for common potions DC 20 for uncommon potions
21. The Backup plan
you find a pile of boxes with various disguises, food, and a bag of holding with 100 gold in it if raloferin has not escaped
22. The Real High Priest
A man dressed as a mummer it tied to a stake at the south east side of the temple he has the same non-communication spell Lliira has.
1 mummer-6pp, potion of healing, potion of greater healing
I feel like there is a question that forgot to be asked in all of that. It seems like you've got a rather involved dungeon built there....so what kind of help or guidance exactly are you looking for?
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I've never done it before I wanted someone to tell me if they think it could be improved or if they think something is missing or how you think it could be improved.
I feel like there's generally too many "commoners" and I'm not understanding the significance of the multiple cleric types. Are you supposed to fight all the people listed? They have gp values attached so...maybe? I get the mimic and the ocher jelly, but I'm not sure why everyone else is there and I've skimmed this thing three times now and I must be missing the boss fight with the fake priest and I'm not sure why there are these "murmurs" everywhere if maybe they are supposed to be on your side?
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
This is supposed to be more of a stealth or mystery mission. The different clerics are fellow initiates and because the nature of the initiation requires the use of a substance that makes them basically drunk for a few days straight. mummers are brought in to act as "designated drivers" to make sure that the initiates don't harm the temple or themselves. Lliira isn't interested in violence unless absolutely necessary and strength has the purpose to help others so that is their goal here. they aren't allies per say, they don't know the people their well enough. A fight if any should occur only when finding Lliira's prison because the party is trying to get into the "holy of holies" for the temple, when fighting a monster, or by accident.
So, I guess what I am asking is, what are the story beats of this adventure? Like, if you were to break it down into like a few highlights, how would it go? Something like:
Party shows up at the temple to celebrate in a religious holiday.
Dragonborn party member gets drunk on ritual juice and starts seeing weird visions of Lliira in trouble.
Party goes snooping around....does their best not to get into any fights.
Party meets some nice seeming murmurs who share in their suspicions and have ideas about the high priest but can't prove anything due to lack of proof.
Party finds Lliira and gets into a weird debate with the head priest.
Party goes to find more proof, but now they have to be more careful because the high priest may be on to them being on to him.
Party finds proof but high priest catches them in the act. There is likely a fight. Maybe murmurs help party fight high priests minions?
A lot of that is correct though depending on the parties choices with Lliira being freed. And it isn't necessary about avoiding fights it's about what the character is fighting for. The Mummers are fighting to maintain the sanctity of the temple and to protect the initiates from what they see as an initiate who is having a bad reaction to Lliira's potion. and that reaction is causing this initiate to try to break into the private sanctuary of the high priest. It is very unlikely the mummers would believe her visions. and will do what they can to restain her and the party. and Raloferin may simply try to frame the party in some way once he realizes what is going on. he is trying to maintain false power so he is trying to manipulate the party into focusing on other priorities if he can. and freeing Lliira from prison isn't the end of the story. its a potential jumping off point. the false high priest has been funneling Lliira's power to Bane as well as the souls of her clerics who some have died over the past 200 years. the chains she wears would be near impossible to get off because they are designed to contain a minor goddess. so this dungeon is meant to be the start of a potential political struggle or the mission to find and bring back these stolen souls.
Yeah, but right now it all still seems pretty vague and undefined and I'm not sure what an ideal end to this specific adventure is supposed to look like. Like, does the party scare off the evil cleric? Do they instead get restrained by the murmurs and hauled off for a private sacrifice later? Like, do the murmurs not know something is wrong? Aren't they directly tied to Lliira?
Honestly, having a bunch of those murmurs around seems to be causing more trouble with the plot than it is worth. I'd excise them from the adventure for the most part and instead have like one or two show up unexpectedly to the party and maybe try to help nudge the party in the right directions. The other inhabitants of the temple are already drinking the kool-aid of the evil priest and don't understand what is going on. Also, if there is going to be an end-fight with the evil priest and you don't want him directly involved in that fight, maybe have him summon up some minor devils or something like Banites like to do.
Also, what level is your party that you want to run them up against a mix of commoners and other NPCs with somewhere around five character levels as well as a 10th level boss? I think you would do better if you just used monster stat blocks for the enemies. Things like Cultist, Cult Fanatic, Acolyte, Guard, and the like....
and I don't think the mummers know anything is wrong they genuinely think they are doing the right thing in the story and having mummers only at the door to Lliira's prison might be a good idea and possibly having Banites in the river area might be fun
4d6 Acolyte 2d12 locations these characters are initiates. they are genuine worshipers of Lliira. will try to stop anyone they see as trying to destroy or desecrate the temple.
1 Mummer you meet this individual during the festivities outside. he is a real Mummer and he and his order have been disturbed by the lack of communication with Lliira. 200 years ago his order was kicked out of the temple for "being too violent" though they rarely use violence. He is trying to find a way into the temple and hopes the party can help him. if the party gets off track or is unwilling to return to the temple the Mummer can come help redirect them or provide an ally if needed.
Cult Fanatic are the guards and enforcers for the policies of Raloferin three are sent to guard Lliira's prison and will only harm initiates if they have to. They were chosen as shepherds of the flock and treat acolytes like sheep. Is more loyal to the high priest than to Lliira, but will say otherwise.
various food items. most of the kitchen has been cleaned up or has been taken out. there are few platters of food that have been saved for later. there is also evidence of starting preparation for breakfast in the morning. most of the cooks have left for the night though.
Includes Raloferin's bed and other possessions, bookshelf with various spellbooks, books on philosophy, entertainment includes an entrance to the treasury and the sanctuary under raloferin's bed is a trap door leading to the underground river
11. Treasury
400cp
4000sp
1800gp
110pp
110(100gp gems)
1 +1 shield
1 ring of water walking
1 sentinel shield
1 cloak of elvenkind
there is a secret entrance to Lliira's Prison from the treasury it is on the other side of a bookcase on the west side of the room. the bookcase has various accounting books and finding the latch is a DC 20 investigation check. there is also a secret entrance to the river from the treasury to the river
12. Chemist's factory
On an investigation check you can find 1d4 healing potions on a DC 10 Investigation check and 1d4 greater healing on a DC 20 investigation check. as well as random ingredients for various other potions on a DC 10 Nature Check for Common potions DC 20 for uncommon. ingredients need to be used later.
A area with floor mats off to the sides hoops and ropes with rings on the ceiling there are also targets on the walls and various ranged weapons off to the side
14. Battle Training area/Library
two areas that are connected, another spread out area this time with weapons on the walls. swords, staffs, axes and other melee weapons. off in the corner is another room with a wide range of books and scrolls. in a large locked case are spell scrolls, with many bard spells and cleric spells. an attempt to open the spellcase reveals the temple has tamed a mimic and it will attack you. if you win you gain access to 1d4 common bard spell scrolls. Other books in the library are on medicine religion and the mythology of Llira
a large hole is in the middle of the room with 4 glowing pillars circling the hole. on the walls are bookshelves with books on necromancy, demonology, and on magic to control and manipulate. looking in the hole you see a woman who looks like a celestial in chains she has on an orange and yellow dress where the colors keep changing from yellow to orange to red at random. she has black purple hair a pale face, but she has a dancer's legs and body on the chains you see two symbols. one is Lliira's the other on a DC10 religion check is Loviatar's. there is a barrier over the hole you cannot physically get past but if you attempt to lower down food and water you can. teleportation or dimension door will also work. the person in the hole is Lliira who had been captured over a century before. the chains she wears prevents her from speaking. but she understands you. Alsra seeing the prisoner if she has taken the Llira's potion has she images projected showing ralofarin chaining her up. other checks like Arcana can tell you the pillars have been in place over 200 years. Insite 25 says she is Lliira. Raloferan says she is Loviatar he makes a deception check for DC. the girl has a wound that is dripping a into a stream that is also in the hole
17. River Entrance/ Mummer's Tents
a training area and dormitory for the protectors of the temple
an Ochre jelly is off to the west side of the river entrance in a hole you can see various pieces of garbage in the jelly and if you give it some food it will leave you alone it will attack if the commoner or mummer sees you it will help by telling you to stop and sending garbage or food down into the hole. The mummer is attempting to hit on the pretty Light Cleric who is asking about the spring. the Mummer says the water from the spring is one of the ingredients in lliira's potion
Here's how I would run it. First thing I would do is shrink down that map a bit. I think you are suffering a little bit from having such a large map that you are borrowing and trying to fill.
Next we need to sort out some encounters and what they mean.
All in all I count thirteen beds on the map in the bunk area 4 and one in area 7 for the boss. Knowing that, I'm going to guess that besides the boss, who won't be fighting at all in this dungeon and will be running away when things go awry, there are 4 Cult Fanatics, 4 Cultists, and 4 Guards, leaving us a spare bed for the helping Mummer, which will use the Spy stat block. The big bad evil cleric will summon up a Bearded Devil and 2 Hell Hounds for the final fight before fleeing. Also milling around drunk on revelry are several commoners, but their stats don't matter because they aren't going to fight.
So....however your players get to go to this party, they have a good time until the dragonborn starts having weird visions. If she voices those concerns, maybe the Mummer overhears and takes the party aside and tells them his concerns. From there the party needs to wander around, sometimes in places they are not supposed to be, to find out what is going on.
With that said, the rooms:
The Main Hall. Not much going on here except people milling around.
sort of a party area. More people milling around, dancing and having a good time at all hours.
The sanctuary to Lliira. The main ritual takes place here. There may be some clues something is amiss in this area.
The bed chambers. Maybe there are some clues that some of the Banite cultists left behind by accident. One of the two wandering groups of 2 Cult Fanatics, 2 Cultists, and 2 Guards might be encountered here?
An empty room, maybe has more commoners milling about.
Store Room and Treasury. Maybe some clues about what is going on can be found here. One of the two wandering groups of 2 Cult Fanatics, 2 Cultists, and 2 Guards might be encountered here if the party lingers too long or gets too noisy.
Raloferan's Room. Generally this is on off-limits area and the party could get caught esily in this room, but there might be some big clues here.
Store Room. Maybe more clues live here? One of the two wandering groups of 2 Cult Fanatics, 2 Cultists, and 2 Guards might be encountered here if the party lingers too long?
Contemplation/Training Room. Maybe a good place for that Mimic you wanted to use?
Kitchen. not much going on here.
Off-Limits Area (Banite Summoning Circle). The door to this location is locked. If the party sneaks into this or any other area after this one, the chances of running across a wandering group of 2 Cult Fanatics, 2 Cultists, and 2 Guards goes way up if there are any of the two groups remaining. Serious clues to something weird going on are here.
Off-Limits Area (Alchemy Nook). As before, chances of meeting a wandering group of enemies is higher here. Maybe the party finds suspicious notes on a work table?
Off-Limits Area (Weird Fountain). Put some odd fountain here that grants magical effects on people who drink from it. Half good/Half bad.
Off-Limits Area (Demonic Statue). Things are getting really weird now.
Off-Limits Area (Actual sanctuary and altar to Bane. This seals it. There's a real problem now.
Off-Limits Area (Some Puzzle Room that opens the door to Area 18).
Off-Limits Area (Cultist Treasury). Here is where all the real treasure is. The party might encounter Raloferan here after leaving Area 18. He will summon up a Bearded Devil and 2 Hell Hounds for the final fight before fleeing through Area 7 to Area 6 and take the secret grate to the river to escape.
Off-Limits Area (Lliira's Prison) Here the party sees the trapped goddess. Realizing they can't free her, they either must move on to find Raloferan and trigger the final fight or move to the next stage in the campaign if Raloferan has escaped to try and figure out how to rescue Lliira from her prison some other way.
Not an important room.
And done.
Don't work harder than you have to on the treasure. Put all the monetary loot in the Store Room, the Treasury, and in Raloferan's room. Don't bother giving the wandering cult groups loot as they don't matter. Maybe sprinkle in some loot with the Mimic like you were going to, that was a good idea.
how did you modify the map? and thanks these are a lot of good ideas thank you! There are parts of this I will want to modify and flesh out but this is really helpful.
I am designing a custom mission with a friend's charactor in mind. she is the first dragonborn cleric of Lliira named Alsra and she is being formally ordained at the temple. she and the party are making their way to Neverwinter for this ordination and to celebrate the festival of Lliira. Unknown to the party the current head of the Order of Lliira is a fraud. A elven cleric of Bane named Raloferin who has captured the avatar of Lliira and imprisoned her. preempting her power for his own ends. he has held Lliira in prison for over 200 years. In order to maintain that power though, he has run the Order as if lliira was truly in charge. the ordination cerimony involved drinking a special potion that allows the cleric to experience sustained joy and this potion has a side effect in dragonborns creating an empathic connection with lliira for the effects duration which should lead Alsra and her friends to finding Lliira or failing and coming back. I wanted to see if any of you could give me any advice. Lliira clerics are Level 3 Trickster, Life and Light clerics. Mummers are level 3 trickster clerics/2 monks. Raloferin is a level 10 death cleric mimicking a life cleric.
Our Lady of Joy, Joybringer, the Mistress of Revels
Lliira is a beloved goddess, a deity of contentment, release, joy, happiness, dance, and freedom. As the patron of festivals, she is honored at any celebration, and dance is the primary way to worship her. The Mistress of Revels is said to abhor violence, and any fighting or drawing of weapons (except in ceremony) at a celebration will cause her to withhold her favor. Her priests and priestesses, known as joybringers, take it as their mission to make other people happy, even if just for a moment.
Her faithful always wear at least one clothing item of a bright, cheerful color, and her priests’ vestments have more in common with festival attire than with somber ecclesial garments. Rubies and sapphires are sacred to Our Lady of Joy, and her priests bless anyone they see wearing such adornments.
Lliira’s followers aren’t frivolous, however. To them, divine joy is a very real gift to the world of mortals, and one much needed. To that end, they fight those who would bring misery to others. They are fierce against their foes, and joyous revelers when their work is done.
Lliira (pronounced LEER-ah), known as Our Lady of Joy, was a good lesser deity and later exarch of Sune responsible for the sphere of joy.
Sune (pronounced SOO-nee<sup id="cite_ref-FRCS3e-251_6-3" class="reference">[7]</sup>), also known as Lady Firehair, was the deity of beauty, with governance also over love. Her dogma primarily concerned love based on outward beauty, with primary importance placed upon loving people who responded to the Sunite's appearance. Her symbol was that of a beautiful woman with red hair.<sup id="cite_ref-***-65_7-2" class="reference">[8]</sup>
<sup class="reference">The Mummers were formed to avenge the murder of Lliira's High Revelmistress in Selgaunt. Their duties included protecting Lliiran temples and battling with Loviatans. Their battle prowess caused their fellows in the church to both fear and respect them</sup>
Formed to avenge the murder of Lliira's High Revelmistress in Selgaunt, the Scarlet Mummers are a militant order within the Church of Joy.
Few in number and highly secretive, the Mummers hide among both clergy and the (purportedly) lay worshippers of Lliira. "Fierce Joy" is the phrase they use to reveal themselves to Lliiran priests, who both fear and revere them (and aid and obey them unhesitatingly). Some Mummers use red roses as 'calling cards' at the sites of their slayings and work and within temples and shrines of Lliira. Holding a single, cut rose has become a wordless signal of membership in the Mummers or a call for Mummers to rally to the holder of the rose and provide aid.
Founded to punish the clergy of Loviatar, the Mummers have swiftly expanded their role to protecting the faithful of Lliira at revel and more solemn worship. They defend Her holy places and kill those who slaughter and oppress Lliirans. From tyrannical officials and rival clergy who seek to stamp out revelry to Loviatans who have been instructed by higher clergy (or inspired by dreams sent by Loviatar herself) to work against the Church of Joy all have cause to fear the Mummers.
The Scarlet Mummers won't hesitate to hire adventurers and other mercenaries to aid them in guarding Lliiran temples, clergy, and worshippers and in attacking or withstanding strong enemy forces. They prefer to act personally and stealthily whenever possible, except when they reach an altar of Loviatar. There they like to dance (protected by the strongest magic they can raise), using their blade-boots (daggers that snap forth out of the soles, projecting beyond the toes) against all Loviatans who come against them.
Scarlet Mummers aren't grim killers. They love to sing, dance, revel, dally, play games, and entertain children -- but unlike most Lliirans, they are always alert for danger and ready to explode into action to deal with it.
The Scarlet Mummers got their name from the disguise used by the first Mummers to descend on Loviatans in Selgaunt. They posed as a traveling troupe of singing, dancing actors and performed right outside the gates of the Loviatan temple, attacking clergy of Loviatar who emerged with whips in hand to "see them off."
Mummers do not wear distinctive uniforms or cleave to formal titles or a specific hierarchy. Among Mummers, there's an informal hierarchy -- overriden by Lliira whenever she sees operational need -- based on merit (past performance as a Mummer).Most hold ranks within the church of the Joybringer, but their roles as Mummers supercede these ranks. When they "step into action" out of their usual duties, or go on missions, they may give orders to any Lliiran cleric, even High Revelmistresses, and expect to be obeyed. They almost always will be.
There are no false Scarlet Mummers. The goddess Lliira pays close personal attention to every Mummer and empowers those who meet other Mummers to be instantly aware and absolutely certain they're dealing with a Mummer operating with Lliira's full approval. By the same token, Lliira keeps close control over Mummers through dream-visions and voiced-in-their-heads answers to prayers and spontaneous warnings or words of guidance. She won't tolerate self-interest or Mummers who straying from her service. Anyone who impersonates a Mummer will swiftly be plunged into quivering, helpless unconsciousness, mentally overwhelmed by rapturous joy sent by the goddess. They remain that way until they die of malnutrition, are imprisoned, hauled away for punishment, or ejected by Lliirans, their impersonation discovered.
Scarlet Mummers value precise work -- slaying, maiming, or wounding only those who have offended against Lliira or intend a threat against Lliirans, not everyone accompanying said sinners. Veteran Mummers recruit good-in-action Lliiran clergy or devout worshippers (that is, individuals who strongly revere Lliira, venerating her before all other deities) to become Mummers. They act as mentors and tutors to those recruits.
Most Mummers are lithe and athletic, even acrobatic, but Mummers can be of any class capable of devoutly worshipping Lliira.
2d4 commoners in 2d12 locations
2d4 Light clerics 2d12 locations
2d4 Life Clerics 2d12 locations
2d4 Trickster Clerics 2d12 locations
redo locations 19-22
3d4 Mummers divided between 2d10/2, 5 and 6 are 15, 16, everything else 18-24 in order
1. Antechamber
This is where the party/cleric enters enters can see barn, meeting room and kitchen area
2. Meeting Room
All the initiate clerics gather here. They mull around and discuss their upcoming full initiation into the order of Lliira.
3. Sanctuary
Where the communion ritual takes place
4. Dorm
place for character to place gear
1d12 starter packs in the room on a DC 10 investigation check
1 commoner-10gp
1 Life Cleric-10 ep
5. Kitchen
various food items. most of the kitchen has been cleaned up or has been taken out. there are few platters of food that have been saved for later. there is also evidence of starting preparation for breakfast in the morning. most of the cooks have left for the night though.
6. Hallway to Northeast Exit/Servants entrance
2 commoner-6gp for 1st 5gp for second
7. Bathroom
1 Trickster Cleric
8. Barn
Includes food animals chickens, and pigs and a cow
1 commoner-13ep
1 Trickster Cleric-3pp
9. Pantry
includes various foodstuffs flour, eggs, cheese, butter, sugar, oil, onions, garlic, potatoes, apples, strawberries, raisins, peanuts, walnuts, almonds, chocolate, various spices
1 Life Cleric-16cp
1 Trickster Cleric-9gp
10. Rectory
Includes Raloferin's bed and other possessions, bookshelf with various spellbooks, books on philosophy, entertainment includes an entrance to the treasury and the sanctuary under raloferin's bed is a trap door leading to the underground river
11. Treasury
400cp
4000sp
1800gp
110pp
110(100gp gems)
1 +1 shield
1 ring of water walking
1 sentinel shield
1 cloak of elvenkind
there is a secret entrance to Lliira's Prison from the treasury it is on the other side of a bookcase on the west side of the room. the bookcase has various accounting books and finding the latch is a DC 20 investigation check. there is also a secret entrance to the river from the treasury to the river
12. Chemist's factory
On an investigation check you can find 1d4 healing potions on a DC 10 Investigation check and 1d4 greater healing on a DC 20 investigation check. as well as random ingredients for various other potions on a DC 10 Nature Check for Common potions DC 20 for uncommon. ingredients need to be used later.
1 Trickster Cleric-19sp
13. Gymnastics training area
A area with floor mats off to the sides hoops and ropes with rings on the ceiling there are also targets on the walls and various ranged weapons off to the side
14. Battle Training area/Library
two areas that are connected, another spread out area this time with weapons on the walls. swords, staffs, axes and other melee weapons. off in the corner is another room with a wide range of books and scrolls. in a large locked case are spell scrolls, with many bard spells and cleric spells. an attempt to open the spellcase reveals the temple has tamed a mimic and it will attack you. if you win you gain access to 1d4 common bard spell scrolls. Other books in the library are on medicine religion and the mythology of Llira
1 commoner-14cp librarian
1 Trickster Cleric-12cp
15. Hall of Mummers
a large hall with a variety of statues of fallen protectors of the temple as well as a story of it's founding written on the walls in celestial
1 Life Cleric-21cp
1 Trickster Cleric-14ep
3 mummer-14ep, 14sp, 10sp
16. Lliira's Prison
a large hole is in the middle of the room with 4 glowing pillars circling the hole. on the walls are bookshelves with books on necromancy, demonology, and on magic to control and manipulate. looking in the hole you see a woman who looks like a celestial in chains she has on an orange and yellow dress where the colors keep changing from yellow to orange to red at random. she has black purple hair a pale face, but she has a dancer's legs and body on the chains you see two symbols. one is Lliira's the other on a DC10 religion check is Loviatar's. there is a barrier over the hole you cannot physically get past but if you attempt to lower down food and water you can. teleportation or dimension door will also work. the person in the hole is Lliira who had been captured over a century before. the chains she wears prevents her from speaking. but she understands you. Alsra seeing the prisoner if she has taken the Llira's potion has she images projected showing ralofarin chaining her up. other checks like Arcana can tell you the pillars have been in place over 200 years. Insite 25 says she is Lliira. Raloferan says she is Loviatar. the girl has a wound that is dripping a into a stream that is also in the hole
17. River Entrance/ Mummer's Tents
a training area and dormitory for the protectors of the temple
2 commoner, 13gp, 18sp
2 Trickster Clerics, 11sp, 13ep
18. Lliira's spring
an Ochre jelly is off to the west side of the river entrance in a hole you can see various pieces of garbage in the jelly and if you give it some food it will leave you alone it will attack if the commoner or mummer sees you it will help by telling you to stop and sending garbage or food down into the hole. The mummer is attempting to hit on the pretty Light Cleric who is asking about the spring. the Mummer says the water from the spring is one of the ingredients in lliira's potion
1 commoner-15sp
1 Light Cleric-11gp
1 Mummer-10ep
19. Escape pond
20. Mushroom farm
This is an area where the temple grows some of it's ingredients. DC 10 nature check gives ingredients for common potions DC 20 for uncommon potions
21. The Backup plan
you find a pile of boxes with various disguises, food, and a bag of holding with 100 gold in it if raloferin has not escaped
22. The Real High Priest
A man dressed as a mummer it tied to a stake at the south east side of the temple he has the same non-communication spell Lliira has.
1 mummer-6pp, potion of healing, potion of greater healing
I feel like there is a question that forgot to be asked in all of that. It seems like you've got a rather involved dungeon built there....so what kind of help or guidance exactly are you looking for?
I've never done it before I wanted someone to tell me if they think it could be improved or if they think something is missing or how you think it could be improved.
I feel like there's generally too many "commoners" and I'm not understanding the significance of the multiple cleric types. Are you supposed to fight all the people listed? They have gp values attached so...maybe? I get the mimic and the ocher jelly, but I'm not sure why everyone else is there and I've skimmed this thing three times now and I must be missing the boss fight with the fake priest and I'm not sure why there are these "murmurs" everywhere if maybe they are supposed to be on your side?
This is supposed to be more of a stealth or mystery mission. The different clerics are fellow initiates and because the nature of the initiation requires the use of a substance that makes them basically drunk for a few days straight. mummers are brought in to act as "designated drivers" to make sure that the initiates don't harm the temple or themselves. Lliira isn't interested in violence unless absolutely necessary and strength has the purpose to help others so that is their goal here. they aren't allies per say, they don't know the people their well enough. A fight if any should occur only when finding Lliira's prison because the party is trying to get into the "holy of holies" for the temple, when fighting a monster, or by accident.
So, I guess what I am asking is, what are the story beats of this adventure? Like, if you were to break it down into like a few highlights, how would it go? Something like:
A lot of that is correct though depending on the parties choices with Lliira being freed. And it isn't necessary about avoiding fights it's about what the character is fighting for. The Mummers are fighting to maintain the sanctity of the temple and to protect the initiates from what they see as an initiate who is having a bad reaction to Lliira's potion. and that reaction is causing this initiate to try to break into the private sanctuary of the high priest. It is very unlikely the mummers would believe her visions. and will do what they can to restain her and the party. and Raloferin may simply try to frame the party in some way once he realizes what is going on. he is trying to maintain false power so he is trying to manipulate the party into focusing on other priorities if he can. and freeing Lliira from prison isn't the end of the story. its a potential jumping off point. the false high priest has been funneling Lliira's power to Bane as well as the souls of her clerics who some have died over the past 200 years. the chains she wears would be near impossible to get off because they are designed to contain a minor goddess. so this dungeon is meant to be the start of a potential political struggle or the mission to find and bring back these stolen souls.
Yeah, but right now it all still seems pretty vague and undefined and I'm not sure what an ideal end to this specific adventure is supposed to look like. Like, does the party scare off the evil cleric? Do they instead get restrained by the murmurs and hauled off for a private sacrifice later? Like, do the murmurs not know something is wrong? Aren't they directly tied to Lliira?
Honestly, having a bunch of those murmurs around seems to be causing more trouble with the plot than it is worth. I'd excise them from the adventure for the most part and instead have like one or two show up unexpectedly to the party and maybe try to help nudge the party in the right directions. The other inhabitants of the temple are already drinking the kool-aid of the evil priest and don't understand what is going on. Also, if there is going to be an end-fight with the evil priest and you don't want him directly involved in that fight, maybe have him summon up some minor devils or something like Banites like to do.
Also, what level is your party that you want to run them up against a mix of commoners and other NPCs with somewhere around five character levels as well as a 10th level boss? I think you would do better if you just used monster stat blocks for the enemies. Things like Cultist, Cult Fanatic, Acolyte, Guard, and the like....
i was going at level 5
and I don't think the mummers know anything is wrong they genuinely think they are doing the right thing in the story and having mummers only at the door to Lliira's prison might be a good idea and possibly having Banites in the river area might be fun
sorry misread yes that is a good idea about summoning minor devils
is this better?
4d6 Acolyte 2d12 locations these characters are initiates. they are genuine worshipers of Lliira. will try to stop anyone they see as trying to destroy or desecrate the temple.
1 Mummer you meet this individual during the festivities outside. he is a real Mummer and he and his order have been disturbed by the lack of communication with Lliira. 200 years ago his order was kicked out of the temple for "being too violent" though they rarely use violence. He is trying to find a way into the temple and hopes the party can help him. if the party gets off track or is unwilling to return to the temple the Mummer can come help redirect them or provide an ally if needed.
redo locations 19-22
Cultist act as administrators and staff
Cult Fanatic are the guards and enforcers for the policies of Raloferin three are sent to guard Lliira's prison and will only harm initiates if they have to. They were chosen as shepherds of the flock and treat acolytes like sheep. Is more loyal to the high priest than to Lliira, but will say otherwise.
1. Antechamber
2 Guard
This is where the party/cleric enters enters can see barn, meeting room and kitchen area
2. Meeting Room
All the initiate clerics gather here. They mull around and discuss their upcoming full initiation into the order of Lliira.
3. Sanctuary
Where the communion ritual takes place
4. Dorm
place for character to place gear
1d12 starter packs in the room on a DC 10 investigation check
1 Cultist-10gp
1 Acolyte-10 ep
5. Kitchen
various food items. most of the kitchen has been cleaned up or has been taken out. there are few platters of food that have been saved for later. there is also evidence of starting preparation for breakfast in the morning. most of the cooks have left for the night though.
6. Hallway to Northeast Exit/Servants entrance
1Guard
2 Cultist-6gp for 1st 5gp for second kitchen staff
7. Bathroom
1 Acolyte
8. Barn
Includes food animals chickens, and pigs and a cow
1 Cultist-13ep
1 Acolyte-3pp
9. Pantry
includes various foodstuffs flour, eggs, cheese, butter, sugar, oil, onions, garlic, potatoes, apples, strawberries, raisins, peanuts, walnuts, almonds, chocolate, various spices
2 Acolyte-16cp, 9 gp
10. Rectory
Includes Raloferin's bed and other possessions, bookshelf with various spellbooks, books on philosophy, entertainment includes an entrance to the treasury and the sanctuary under raloferin's bed is a trap door leading to the underground river
11. Treasury
400cp
4000sp
1800gp
110pp
110(100gp gems)
1 +1 shield
1 ring of water walking
1 sentinel shield
1 cloak of elvenkind
there is a secret entrance to Lliira's Prison from the treasury it is on the other side of a bookcase on the west side of the room. the bookcase has various accounting books and finding the latch is a DC 20 investigation check. there is also a secret entrance to the river from the treasury to the river
12. Chemist's factory
On an investigation check you can find 1d4 healing potions on a DC 10 Investigation check and 1d4 greater healing on a DC 20 investigation check. as well as random ingredients for various other potions on a DC 10 Nature Check for Common potions DC 20 for uncommon. ingredients need to be used later.
1 Acolyte-19sp
13. Gymnastics training area
A area with floor mats off to the sides hoops and ropes with rings on the ceiling there are also targets on the walls and various ranged weapons off to the side
14. Battle Training area/Library
two areas that are connected, another spread out area this time with weapons on the walls. swords, staffs, axes and other melee weapons. off in the corner is another room with a wide range of books and scrolls. in a large locked case are spell scrolls, with many bard spells and cleric spells. an attempt to open the spellcase reveals the temple has tamed a mimic and it will attack you. if you win you gain access to 1d4 common bard spell scrolls. Other books in the library are on medicine religion and the mythology of Llira
1 Cultist-14cp librarian
1 Acolyte-12cp
15. Hall of Mummers
a large hall with a variety of statues of fallen protectors of the temple as well as a story of it's founding written on the walls in celestial
2 Acolyte-21cp, 14 ep
3 Cult Fanatic-14ep, 14sp, 10sp
16. Lliira's Prison
a large hole is in the middle of the room with 4 glowing pillars circling the hole. on the walls are bookshelves with books on necromancy, demonology, and on magic to control and manipulate. looking in the hole you see a woman who looks like a celestial in chains she has on an orange and yellow dress where the colors keep changing from yellow to orange to red at random. she has black purple hair a pale face, but she has a dancer's legs and body on the chains you see two symbols. one is Lliira's the other on a DC10 religion check is Loviatar's. there is a barrier over the hole you cannot physically get past but if you attempt to lower down food and water you can. teleportation or dimension door will also work. the person in the hole is Lliira who had been captured over a century before. the chains she wears prevents her from speaking. but she understands you. Alsra seeing the prisoner if she has taken the Llira's potion has she images projected showing ralofarin chaining her up. other checks like Arcana can tell you the pillars have been in place over 200 years. Insite 25 says she is Lliira. Raloferan says she is Loviatar he makes a deception check for DC. the girl has a wound that is dripping a into a stream that is also in the hole
17. River Entrance/ Mummer's Tents
a training area and dormitory for the protectors of the temple
2 Cultist, 13gp, 18sp
2 Acolyte, 11sp, 13ep
2 Guard one at each entrance
18. Lliira's spring
an Ochre jelly is off to the west side of the river entrance in a hole you can see various pieces of garbage in the jelly and if you give it some food it will leave you alone it will attack if the commoner or mummer sees you it will help by telling you to stop and sending garbage or food down into the hole. The mummer is attempting to hit on the pretty Light Cleric who is asking about the spring. the Mummer says the water from the spring is one of the ingredients in lliira's potion
1 Guard-15sp
1 Acolyte-11gp
1 Cult Fanatic-10ep
19. Escape pond
20. Mushroom farm
This is an area where the temple grows some of it's ingredients. DC 10 nature check gives ingredients for common potions DC 20 for uncommon potions
21. The Backup plan
you find a pile of boxes with various disguises, food, and a bag of holding with 100 gold in it if raloferin has not escaped
22. The Real High Priest
A man dressed as a mummer it tied to a stake at the south east side of the temple he has the same non-communication spell Lliira has.
1 Mummer-6pp, potion of healing, potion of greater healing
Here's how I would run it. First thing I would do is shrink down that map a bit. I think you are suffering a little bit from having such a large map that you are borrowing and trying to fill.
Next we need to sort out some encounters and what they mean.
All in all I count thirteen beds on the map in the bunk area 4 and one in area 7 for the boss. Knowing that, I'm going to guess that besides the boss, who won't be fighting at all in this dungeon and will be running away when things go awry, there are 4 Cult Fanatics, 4 Cultists, and 4 Guards, leaving us a spare bed for the helping Mummer, which will use the Spy stat block. The big bad evil cleric will summon up a Bearded Devil and 2 Hell Hounds for the final fight before fleeing. Also milling around drunk on revelry are several commoners, but their stats don't matter because they aren't going to fight.
So....however your players get to go to this party, they have a good time until the dragonborn starts having weird visions. If she voices those concerns, maybe the Mummer overhears and takes the party aside and tells them his concerns. From there the party needs to wander around, sometimes in places they are not supposed to be, to find out what is going on.
With that said, the rooms:
And done.
Don't work harder than you have to on the treasure. Put all the monetary loot in the Store Room, the Treasury, and in Raloferan's room. Don't bother giving the wandering cult groups loot as they don't matter. Maybe sprinkle in some loot with the Mimic like you were going to, that was a good idea.
how did you modify the map? and thanks these are a lot of good ideas thank you! There are parts of this I will want to modify and flesh out but this is really helpful.
MS Paint. It can do the work in a quick and dirty way. Anyway, glad I could help.