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!123-4567*18*495*-93:1;*-16<5656- E
TABLE OF CONTENTS
Section Page
Synopsis and Background 3
Blood Moon Rising 4
Moonlit Monastery 5
The Looking Glass 6
Hall of Secrets 7
Meditation Chambers 8
Path of Demons 9
Training Hall 10
Mirror, Fire, Shadow 11
Bloodstained Bloom 12
Aftermath 13
Appendix A: Maps 14
Monastery 14
Beneath the Monastery 15
Appendix B: New Monsters 16
Ras-Godai Acolyte 16
Ras-Godai Monk 16
Ras-Godai Demon Blade 17
Spirit of Manazusa 17
Appendix C: New Magic Items 18
Demonlash 18
Hidden Lore 19
Acknowledgements and Credits 20
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!123-4567*18*495*-93:1;*-16<5656- K
THE LOOKING GLASS
AREA 2: COURTYARD
• The luminous blood moon glows unnaturally
bright over this silent courtyard.
• A pit in the center of the courtyard plunges
down into a moonlit abyss.
• A 40-foot high tower overlooks the
courtyard from the east. Six narrow windows
line its second .loor 20 feet off the ground.
Wide stairs lead up to a pair of iron doors set
in the tower's base.
• Doors lead in all four cardinal directions.
DEVELOPMENT
• A permanent wall of force spell covers the
pit. The pit is 100 feet deep and looks down
upon the single black lotus growing on the
island in Area 13.
• PCs can climb the courtyard walls with a
successful DC 18 Strength (Athletics) check.
• Characters can pass through the narrow
windows on the east tower with a successful
DC 15 Dexterity (Acrobatics) check.
• Two demonic, iron statues with upraised
claws look through the windows from Area 5.
PCs spot them with a DC 18 Wisdom
(Perception) check. Under detect magic, the
northern statue has an enchantment aura.
• Stepping on the stairs without whispering
the password, “Ras-Godai,” activates the
statue’s trap. The statue casts confusion
centered on the triggering creature (Wisdom
save DC 15). The spell spell lasts for 1
minute. The statue can’t be activated again
during that time. Covering the trapped
statue’s eyes deactivates it.
TRANSITION
If the PCs enter the east tower, go to Area 5 in
Path of Demons. The north door leads to Hall of
Secrets. The south door goes to Meditation
Chambers. The west doors lead to Area 1 in
Moonlit Monastery.
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MIRROR, FIRE, SHADOW DEVELOPMENT
• Once every 1d4 rounds, the statue casts
Qirebolt (two bolts, +5 to hit) on a random
AREA 9: THE THREE DOORS target in its line of sight.
• A statue of a grinning, three-armed demon • Characters can leap between the platforms
faces the stairs. It cups a small .lame in one with successful DC 16 Strength (Athletics) or
hand. It clenches a bright mirror in another. Dexterity (Acrobatics) checks. PCs who fail
Its third hand covers its own eyes. must pass DC 15 Dexterity saves, landing
• Three doors lead from the room. prone on the platform on a success. On a
failure, they fall 20 feet down into the blaze,
AREA 10: TRIAL OF THE MIRROR taking 7 (2d6) bludgeoning damage and 11
(2d10) .ire damage. Creatures in the .lames
• The dark halls twist and turn, casting sharp take 11 (2d10) .ire damage each round.
shadows on the stone .loor.
AREA 12: TRIAL OF SHADOW
DEVELOPMENT
• Impermeable darkness .ills the room beyond
• Four demon statues holding mirrors wait in
the door. The air smells of damp and moss.
alcoves out of the characters’ lines of sight.
Shattering the mirrors (AC 19, 10 HP)
prevents the statues from activating. DEVELOPMENT
• When a living creature enters a statue’s line • Permanent darkness spells cover Area 12
of sight for the .irst time, an illusory (see the blinded condition).
duplicate of that creature springs from its • Creatures who step on the spiked pit traps
mirror. The duplicate has the same statistics must pass DC 16 Dexterity saving throws or
and abilities as the creature but one quarter fall in, taking 10 (3d6) bludgeoning damage
of its maximum hit points. Once activated, a and 7 (2d6) piercing damage. PCs .ind the
statue cannot activate again for one day. traps with successful DC 18 Wisdom
• A door lies behind the .inal statue. (Perception) checks, and can disable them
with successful DC 18 Dexterity checks. The
COMBAT traps reset after 1 minute.
• Dispel magic clears a 15-foot radius sphere of
• The duplicates attack the PCs. They last for
darkness, revealing mossy stone .loors and
three rounds before melting into smoke.
walls.
• Casting dispel magic on a duplicate and
passing a DC 15 spellcasting check causes the • Two hunched demon statues each cover one
eye. Covering their other eye clears the
duplicate to melt away.
darkness from the room they overlook.
• A door behind a statue exits the chamber.
AREA 11: TRIAL OF FIRE
• A suffocating wave of heat and ash blasts DRAMATIC QUESTION
from this hellish chamber. The entrance
drops off into a 20-foot deep sea of .ire. Can the characters survive the trials and
• Small stone platforms rise above the .lames. reach the black lotus’s chamber?
• A statue of a howling demon holds its hands
out on the opposite side of the room. Tongues TRANSITION
of .ire race around its palms.
• A door sits behind the statue. All exits from the trials lead to Bloodstained
Bloom. The PCs can also return to Training Hall.
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!123-4567*18*495*-93:1;*-16<5656- EX
blades so she can mount an attack of
AFTERMATH conquest against the Material Plane.
• If the characters have to leave the lotus
ESCAPING THE MONASTERY behind, the Ras-Godai are able to revive
Manazusa. He is a mighty sorcerer and turns
• If you want to play out the characters’
his attention toward expanding the Ras-
retreat from the monastery, they can
Godai’s power and allying himself with
backtrack through the trials in Areas 10-12
demons. He seeks the opportunity to reap
or escape by other creative means.
vengeance against the characters for
Optionally, use an 8-round timer for when
meddling with the black lotus.
the blood moon sets and the monastery
disappears (with the characters inside) back
to its original world. FUTURE ADVENTURE HOOKS
• If the characters betrayed Amara (Area 4) by • The monastery will appear again in ten years
telling the other Ras-Godai of her seditious with a new black lotus ready to harvest. Is
actions against Manazusa, she ambushes there a way to break the monastery’s bond to
them from the rooftops with six Ras-Godai the Material Plane so the Ras-Godai can’t
acolytes before they leave the monastery. She leverage such a powerful arcane component
tries to take the black lotus from the PCs, if any longer?
they have it. • Other black lotuses may grow in the far-.lung
corners of the multiverse. When several are
STUCK IN THE MONASTERY brought together, they could have the power
to bring down empires, destroy mighty
• If the characters don't escape the monastery
artifacts, or even fell gods.
before the blood moon sets, they are trapped
there. They may be able to defeat the • Roga has a great deal of secrets and arcane
knowledge. Could he become a new patron
resident Ras-Godai, but then they will need
for the characters, making them stronger in
to secure the monastery against the horrors
exchange for completing his inscrutable
lurking in the new, shadowy plane they now
missions?
inhabit. Janu (Area 3) might ally with them
for the right price and help them .ind a way
to return to the Material Plane.
MONASTERY
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 6 (-2) 16 (+3) 15 (+2) 17 (+3) 16 (+3) 18 (+4)
Saving Throws Dex +7, Cha +6 Saving Throws Dex +7, Wis +7, Cha +8
Skills Acrobatics +7, Athletics +5, Arcana +4, Perception Skills Arcana +7, Perception +7, Stealth +8
+5, Stealth +10 Damage Resistances acid, .ire, lightning, thunder;
Senses darkvision 60 ft., passive Perception 15 bludgeoning, piercing, and slashing from nonmagical
Languages Abyssal, Common attacks
Challenge 8 (3,900 XP) Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petri.ied, poisoned, prone,
Assassinate. During its .irst turn, the Ras-Godai demon restrained
blade has advantage on attack rolls against any creature Senses darkvision 60 ft., passive Perception 17
that hasn't taken a turn. Any hit the Ras-Godai demon Languages Abyssal, Common
blade scores against a surprised creature is a critical hit. Challenge 12 (8,400 XP)
Sneak Attack. Once per turn, the Ras-Godai demon blade
deals an extra 14 (4d6) damage when it hits a target with
a weapon attack and has advantage on the attack roll, or Incorporeal Movement. Manazusa can move through
when the target is within 5 feet of an ally of the Ras-Godai other creatures and objects as if they were dif.icult
demon blade that isn't incapacitated and the Ras-Godai terrain. He takes 5 (1d10) force damage if he ends his
demon blade doesn't have disadvantage on the attack roll. turn inside an object.
Innate Spellcasting. The Ras-Godai demon blade’s innate Innate Spellcasting. Manazusa’s innate spellcasting
spellcasting ability is Charisma (spell save DC 14, +6 to hit ability is Charisma (spell save DC 16, +8 to hit with spell
with spell attacks). It can innately cast the following attacks). He can innately cast the following spells,
spells, requiring no material components: requiring no material components:
3/day: disguise self, invisibility, misty step At will: magic missile
1/day: Qireball, hellish rebuke, sleep 3/day: cone of cold, invisibility, misty step
1/day: Qireball, hellish rebuke, sleep
ACTIONS
ACTIONS
Multiattack. The Ras-Godai demon blade makes two
demon blade attacks. Multiattack. Manazusa makes two Life Drain attacks.
Demon Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one
one target. Hit: 13 (2d8 + 4) slashing damage, and the creature. Hit: 20 (4d8 + 2) necrotic damage. The target
target must succeed on a DC 13 Constitution saving throw must succeed on a DC 14 Constitution saving throw or its
or gain one level of exhaustion. Levels of exhaustion hit point maximum is reduced by an amount equal to the
gained from this effect last for 1 minute. damage taken. This reduction lasts until the target
.inishes a long rest.
REACTIONS
REACTIONS
Smoke Step. When a creature moves into a space adjacent
to the Ras-Godai demon blade, the Ras-Godai demon Sorcerous Burst. When Manazusa takes damage from an
blade may teleport to an unoccupied space within 15 feet attack, he may cast magic missile at the attacker.
that it can see.
DEMONLASH
Weapon (whip), rare (requires attunement)
A sincere thank you to Justin Molaison for contacting me about a website issue and then
patiently answering my questions back-and-forth until I was able to .ix it. Justin, your
kindness was noticed and appreciated!
This adventure is dedicated to James Mishler, my role model of the best Game Master ever.
Art Credits
Logos, trade dress, and art direction: Jessee Egan / jesseeegan.com
Cartography: OneDayGM / .iverr.com
Cover: Tithi Luadthong / shutterstock.com
Medieval Village: Firstear / shutterstock.com
Lion Statue, Demon Statue: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin
Games
Iron Demon: Camilkuo / shutterstock.com
Scroll: Daniel Comerci / danielcomerci.com
Sorceress: Tithi Luadthong / shutterstock.com
Ninja: Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
Lotus Flower: Bruce Rolff / shutterstock.com