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scenario_c_cultist_lair

Cultist Lair

Level 3 Combat Scenario

Captives huddled in the northern corner of the chapel await their sacrificial execution within this horrid candlelit chapel. Demon-worshipping cultists prepare for the ceremony while guarding against any intrusion.

This scenario is a solid end to a rescue mission side quest, or it works fine as a locale of interest placed within a broader dungeon crawl. Change the location and Adversary flavoring to reuse the scenario as a battle against any level-appropriate group of people.

Setup

The chapel is secluded within a dark place, such as sewers, caves, or ruins (or alternatively, a structure, but it's currently nighttime). Sections labeled C are lit by candles; remaining sections are shadowy (so don't place any of the Adversaries on the map that start there unless a PC has Darkvision, Low-light Vision, or Sightless Vision).

The PCs enter the chapel from the south; this is the only exit. Draw additional sections based on where you have placed this chapel in your game.

The entry to this small chapel is likely tight. Even if the PCs were able to stay on mounts up to this point, they may need to dismount to enter the chapel. This scenario is easier if you allow the PCs to fight while mounted.

  C
0   0
  C
0   0
  C
Adversary Rank Role HP Init
Cultist Enforcer Mini-boss Defender 40 1d8
Cultist Fanatic Mook Brawler 10 1d8
Cultist Killer Mook Artillery 9 1d10
Cultist Votary Mook Support 10 1d10

Three Players

  • Cultist Fanatic x2
  • Cultist Killer x2
  • Cultist Votary x2

Four Players

  • Cultist Enforcer
  • Cultist Fanatic
  • Cultist Killer
  • Cultist Votary x2

Five Players

  • Cultist Enforcer
  • Cultist Fanatic x2
  • Cultist Killer x2
  • Cultist Votary x2

Starting Positions

  • The PCs begin in the southern section.
  • The Cultist Enforcer begins in the middle section.
  • Cultist Killers begin in the north two shadowy sections.
  • Cultist Votaries begin in the north two shadowy sections.
  • One Cultist Fanatic is hidden outside the chapel and will enter the PCs' starting section on its first turn.
  • Any remaining Cultist Fanatic begins in the middle section.

Tactics

Votaries and Killers will stay in the relative safety of darkness, harassing the PCs with their ranged Actions. They will retreat if their sections are lit in order to minimize attacks against themselves, assuming they still have targets within range. The Votaries perform an audible chant when incanting, so the PCs should be able to tell which section(s) the noise is coming from. Votaries prefer to impose Debilitated on Archers and Brutes, Weakened on Sorcerers and Shamans, and Vulnerable on Swashbucklers, Healers, and Warriors, but they are smart enough to adjust the effects based on how events unfold.

The Enforcer (and/or Fanatic) will block the north section border, doing battle with any PC that advances. They will only advance south if the PCs rely on reach and range. If there's both an Enforcer and Fanatic, the Fanatic tries to stay with the Enforcer for added protection.

The Fanatic on the south side will go after caster PCs that may be vulnerable if melee protectors have already advanced forward. It may be up to this Fanatic to interrupt Incantations since the Killers have such short range.

Victory

The cultists are defeated, permitting the PCs to rescue the captives. The cultists might be slain or taken prisoner to face justice depending on whatever is more appropriate for your adventure. The PCs should be rewarded for the safe escort of the captives back to civilization.

Defeat

The PCs are forced to flee, suffering an Injury. By the time they return, the ceremony is complete, the captives sacrificed to the cult's foul demon. This could result in terrifying new adventures, or it could simply result in a failed side quest and a loss of reward.

Tweaks

Depending on the terrain and how the PCs got here, you might let them find and dispatch the Fanatic outside the chapel before entering and beginning this scenario. The loss of a single mook probably won't change the difficulty too much, though any spellcasters or archers present may have an easier time. In this case the Killers will have to advance forward into the light to take shots; this may leave the Votaries safer from PC Area Attacks, so it's not necessarily a bad move.

If the PCs are able to find and kill the Fanatic, you might have it screech a warning. In this case, give all (remaining) Adversaries +1 level to Initiative dice, and have the Votaries start with 1 Incantation charge as they begin their chants immediately.

If you want to include the Enforcer against three players, you should pair it with two Killers or a Killer and a Votary. In this case there is no Fanatic waiting in hiding outside the chapel.

More level 3 combat scenarios

scenario_c_cultist_lair.txt · Last modified: 2018/12/19 10:53 by triptycho