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Scarlet Monastery Put Down the Scarlet Leaders, End the Crusade

Overview Prologue Scarlet Monastery Whispering Gardens Terrace of Repose The Grand Vestibule Forlorn Cloister The Graveyard Honor's Tomb Sealed Hall Chapel Gardens Lower Courtyard Upper Courtyard Crusader's Chapel Sanctuary Whitemane's Chamber The Crusade Defeated Treasure Monsters Created by James Wiken

Special Thanks to Blizzard Entertainment

Original dungeon design and characters, quest and adventure journal text, art assets, maps wowhead.com

Dungeon, NPC, and item information, screenshots Natural Crit

Developed using Homebrewery

Scarlet Monastery

T

he Crusade's fanatical leaders direct their followers from the Scarlet Cathedral, at the heart of the monastery grounds. This heavily guarded location functions as the order's headquarters, and some of the most zealous and intolerant crusaders roam the halls of this once-hallowed place. The adventurers have been sent to the Scarlet Monastery to finally put an end to this bloody crusade.

Overview

Scarlet Monastery is a dungeon designed for characters from levels 6 to 7. It is meant to be played after Scarlet Halls, but it can also be played standalone and inserted into any campaign. Situated atop a set of bluffs in eastern Tirisfal Glades is one of the Scarlet Crusade's few remaining bastions, the Scarlet Monastery. Within the many winged complex, the crusade's leaders are plotting to overthrow Lordaeron and slaughter any that inhabit it, living or dead. A former crusader has turned traitor and has provided intelligence describing a new army being raised and trained within the Scarlet Monastery to carry out the crusade's bloody plans. With the army being mustered within the Scarlet Halls decimated, the leaders of the Scarlet Crusade are vulnerable to attack. The party is to assault the heart of the Scarlet Monastery to end this deadly threat, once and for all. The Hooded Crusader who assisted the adventurers in the Scarlet Halls will provide further assistance.

Prologue

The Scarlet Crusade is a group of warriors dedicated to the destruction of all undead, and an example of what happens when mad zealots take over a good cause. The Crusade’s members are mostly soldiers — many are Knights of the Silver Hand — who saw such devastation wrought by the Scourge that they resort to extreme measures to destroy the undead. The Crusaders are intolerant of all non-human races, regardless of alliance or affiliation. They believe that any and all outsiders are potential carriers of the undead plague - and must be destroyed. Since the fall of the Lich King, the Scarlet Crusade has experienced a downfall, losing many of its holdings in the now-recovering Plaguelands to the Argent Crusade, and many of its surviving members, ironically, to undeath. The Scarlet Monastery is one of the last strongholds in the world belonging to the fanatical Scarlet Crusade. The Scarlet Bastion within the ruins of Stratholme, the town of Hearthglen, the town of Tyr's Hand and the Scarlet Enclave all fell during the last years. Located in the northeast corner of the blighted Tirisfal Glades, the Scarlet Monastery was once a cathedral to the Light, taken over by zealots. Inside the Scarlet Monastery, the Scarlet Crusade is slowly rebuilding the order. New members have been appointed to lead the Scarlet forces inside, as well as one surviving member of the former leadership, Sally Whitemane, the High Inquisitor of the Scarlet Crusade. Along with Commander Durand, who replaced Renault Mograine as Scarlet Commander - they are responsible for the operations inside and possibly outside the Monastery.

CLASSIC | DUNGEONS | SCARLET MONASTERY

3

Scarlet Monastery

Perched on the bluffs overlooking Venomweb Vale in northeastern Tirisfal Glades is the final bastion of the Scarlet Crusade, the Scarlet Monastery. Despite heavy losses across all fronts, the Scarlet Crusade has survived within the Scarlet Monastery. Here, the remaining crusaders prepare to continue their battle against the undead and those they judge guilty of carrying the taint of undeath. However, a mysterious Hooded Crusader seems intent on taking them down from the inside.

Whispering Gardens

Whispering Gardens is located in northeastern Tirisfal Glades, on the hill south of Scarlet Monastery. A great battle was fought here between, what would become, the Scarlet Crusade and a host of Scourge. The spirits of those fallen in battle can still be heard here as faint whispers in the twilight. To reach the monastery above, the adventurers must make their way up this hill. Several patrols of crusaders walk these haunted grounds, protecting their stronghold above. Roll from this section's Random Encounter Table to determine the patrols. Random Encounter Table Roll

Monsters

1-2

1 Scarlet Centurion, 2 Scarlet Initiates

3-4

1 Scarlet Judicator, 2 Scarlet Initiates

5-6

1 Scarlet Fanatic, 2 Scarlet Initiates

At the apex of the climb the party can either enter the monastery, climbing a tall set of stairs into the Grand Vestibule, or they can follow a path wrapping around to the north of the monastery to the Terrace of Repose.

Terrace of Repose

The Terrace of Repose is located on the grounds just north of the Scarlet Monastery. It is one of the very few places in northern Lordaeron where the Plague of Undeath not has reached, and the Scarlet Crusade have been able to grow green hedges and maintain a fountain with water that is fresh rather than stagnant like the rest of Tirisfal Glades. It is a place of relative peace; despite the bastion of blind hatred it borders. An old, blind crusader sits alone at the fountain.

1. The Grand Vestibule

The Grand Vestibule is the outermost chamber of the Scarlet Monastery. The vestibule itself is decorated with pillars and statues of scarlet warriors. Burning candles atop simple stands cast a yellow light up into the vaulted ceilings of the chamber. Small groups of crusaders patrol the Grand Vestibule, acting as a first line of defense for the chambers beyond. Roll from this section's Random Encounter Table 1d4 times to determine the groups in this area.

4

CLASSIC | Encounter DUNGEONS | SCARLET Random Table MONASTERY

Random Encounter Table Roll

Monsters

1

1 Scarlet Judicator, 1 Scarlet Purifier

2

1 Scarlet Fanatic, 1 Scarlet Zealot

3

1 Scarlet Centurion, 1 Scarlet Purifier

4

1 Scarlet Centurion, 1 Scarlet Zealot

In addition to these crusaders, a Hooded Crusader wearing full set of violet plate and an armored hood, conceals herself in the shadows. If the party engages the Scarlet Crusade in the Grand Vestibule and seems overwhelmed, she will reveal herself and assist them in combat. Use the Scarlet Hall Guardian stats to represent her in combat. Otherwise she will reveal herself afterwards. Once out of combat, she informs the party that she is the traitor that sent for assistance to take down the crusade from the inside. She will lead them to a passage leading north into the Forlorn Cloister of the Scarlet Monastery. Skip the above section if the party has completed the Scarlet Halls, and proceed directly to the Forlorn Cloister. Hooded Crusader

"Well met, adventurers. I mean you no harm. I'm here posing as one of the Scarlet Crusade because they have become irredeemably corrupt and evil. I need your help to put an end to them once and for all." A female human, the Hooded Crusader is encased in a set of violet armor. An armored hood and mask fully hides her face from view. The unmistakable scent of blood and death surrounds her. The Hooded Crusader will task the adventurers with taking down the crusade's leaders within the Scarlet Monastery. Additionally, she seeks the Blades of the Anointed, a pair of swords said to prevent any they slay from returning to life.

Blades of the Anointed Description "The problem with the Scarlet Crusade is that they keep coming back, even after death. Behind those resurrections is High Inquisitor Whitemane. With her death, so goes the Crusade. To give her the final rest, we need two swords of legend, each with a lost but storied history. Luckily for me... er, us, these two Blades of the Anointed are at rest here within the monastery. Find them and once you've killed Whitemane, plunge the blades into her corpse to make the death permanent."

Mechanics and Rewards To permanently end High Inquisitor Whitemane, leader of the Scarlet Crusade, the party must collect the two Blades of the Anointed from within the Scarlet Monastery. One can be found within Honor's Tomb and the other in the Chapel Gardens. Once both swords are collected, the party receives the Blades of the Anointed and immediately receive the quest, "Unto Dust Thou Shalt Return".

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2. Forlorn Cloister

Even the last bastion of the Scarlet Crusade is not safe from the taint of the undead. Rising from his tomb, Thalnos the Soulrender now leads an invasion of zombies from the monastery's graveyard. Fire-wielding members of the crusade frantically attempt to stem the tide before it spills out into other wings of the monastery.

2a. The Graveyard

The party enters what was once used as a graveyard for the Scarlet Crusade. The acrid smell of smoke and burning flesh assault their senses as a horrific scene opens up before them. This once peaceful place is now a scorched and blighted battlefield. A paved path leads down the center of the courtyard, to the west. On either side, blackened husks of trees loom over exhumed gravesites. Two mausoleums also flank this path, their entrances caved in to prevent the rise of more undead within the walls of this cloister. The bodies that were once buried here have been dug up and piled into 1d4+2 Piles of Corpses distributed around the cursed grounds. A squad of crusaders comprised of two Scarlet Centurions and a Scarlet Flamethrower are engaged with each Pile of Corpses, furiously attempting to stem the flow of Zombified Corpses rising from them. At the far end of the Forlorn Cloister is the ruins of Honor's Tomb, surrounded by a twisted iron fence, darkened by the soot and ash that clings to every surface of this courtyard. Before this gate, the paved path also forks south to a set of locked doors leading to the Sealed Hall.

2b. Honor's Tomb

Before the adventurers stands the crumbling ruins of Honor's Tomb and the source of the undead assault, Thalnos the Soulrender. The skeletal mage is currently engaged in a ritual extracting souls from the bodies trapped within the broken tomb. Between the party and the former bloodmage is a swarm of 1d4+2 Frenzied Spirits, preventing anyone from ending the ritual. Thalnos will attack any who dare enter his domain. Behind Thalnos, atop a sarcophagus at the entrance to the tomb, lays the first of the Blades of the Anointed. The sword glows a fiery red in your hand. Magical runes forming the word, "Unquenchable", are inlaid along the blade. Thalnos the Soulrender

"My endless agony shall be yours, as well!" Thalnos earned repute in the Scarlet Crusade for the brutal torture methods he used to "purify" new recruits. Ultimately the sadistic mage contracted the plague of undeath and arose as a fearsome skeletal being. The vengeful Thalnos now prowls the monastery's graveyard commanding apparitions and zombified creatures to attack anyone who trespasses on his unholy domain. Thalnos the Soulrender (marked by a violet skull on the map) is a talented mage, skilled in the art of necromancy. He currently leads an undead invasion of the Scarlet Monastery and will summon many ghouls and spirits to assist him in battle. When Thalnos the Soulrenger is defeated, the party may loot Mantle of the Forgotten Bloodmage. 6

CLASSIC | DUNGEONS | SCARLET MONASTERY

Thalnos the Soulrender

Medium undead, chaotic evil Armor Class 14 Hit Points 91 (14d8+28) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

11 (+0) 12 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0) Damage Resistances slashing and piercing from nonmagical sources Damage Immunities necrotic, poison Condition Immunities Charmed, Exhaustion, Frightened, Poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 6 (2300 XP)

Actions Spirit Gale. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) necrotic damage. Hit or miss, a 5 ft. pool of necrotic energy forms at the target's feet. When a creature enters this area for the first time on a turn or starts its turn there, it takes it 7 (2d6) necrotic damage. Evict Soul. A hostile creature within 60 ft. succeed on a DC 15 Wisdom saving throw or take 9 (2d8) necrotic damage and an Evicted Soul appears within 5 ft. of the target. It is friendly to Thalnos and will obey his commands. On a success, take half as much damage. Raise Fallen Crusaders (Recharge 5-6). Thalnos raises 1d4+1 Fallen Crusaders within 50 ft. of him. They are friendly to him and will obey his commands. Summon Empowering Spirit (Recharge 5-6). Thalnos summons an empowering spirit within 5 ft. of him. It is friendly to him and will obey his commands.

Evicted Soul

Empowering Spirit

Medium undead, chaotic evil

Medium undead, chaotic evil

Armor Class 11 Hit Points 16 (3d8+3) Speed 30 ft.

STR

DEX

CON

Armor Class 12 Hit Points 26 (4d8+8) Speed 15 ft.

INT

WIS

CHA

12 (+1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0) Damage Resistances bludgeoning, slashing, and piercing from nonmagical sources Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1/2 (100 XP)

Body and Soul. The soul can't attack or damage the creature it was created from.

Actions Soul Blast. The soul targets a hostile creature within 45 ft. All creatures within 5 ft. of the target must succeed on a DC 12 Constitution saving throw or take 4 (1d8) necrotic damage.  

Fallen Crusader Armor Class 12 Hit Points 16 (3d8+3) Speed 30 ft.

DEX

CON

DEX

CON

INT

WIS

CHA

11 (+0) 12 (+1) 14 (+2) 14 (+2) 12 (+1) 10 (+0) Damage Resistances bludgeoning, slashing, and piercing from nonmagical sources Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1 (200 XP)

Actions Empower Zombie. When touching the corpse of a Fallen Crusader, the spirit can kill itself to raise the crusader as an Empowered Zombie.  

Empowered Zombie Large undead, chaotic evil Armor Class 14 Hit Points 52 (7d10+14) Speed 30 ft.

Medium humanoid (human), lawful evil

STR

STR

STR

DEX

CON

INT

WIS

CHA

16 (+3) 10 (+0) 15 (+2) 4 (-3) 10 (+0) 4 (-3) INT

WIS

CHA

11 (+0) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 14 (+2) Senses passive Perception 12 Languages Common Challenge 1/2 (100 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions Mind Rot. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) psychic damage and the target must succeed on a DC 12 Wisdom saving throw or take 3 (1d6) necrotic damage.

Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP)

Actions Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Smash. All targets within 5 feet must succeed on a DC 13 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage.

Empowering Spirit

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2c. Sealed Hall

A pair of locked and barred doors keeps the adventurers from entering this hall from the Forlorn Cloister. Inside the hall are two old, blind Scarlet Judicators, veterans of the Northrend campaign, who will open the doors for any Scarlet Crusade members to return to the safety of the Chapel Gardens. The hall is simply furnished with wooden tables and benches. Light streams into the room through stained glass windows. The adventurers can safely rest in this hall before proceeding deeper into the Scarlet Monastery. A passageway leads from this hall to the Chapel Gardens. At the end of the hallway are a group of crusaders, a Scarlet Zealot, a Scarlet Purifier, and a Scarlet Fanatic, who will prevent any from outside the crusade from invading their protected sanctum.

3. Chapel Gardens

In stark contrast to the cloister before it, the Chapel Gardens are a haven of the Light. A sprawling open courtyard surrounding an elaborate fountain filled with crystal clear water prefaces the Crusader's Chapel. In this sacred place, the elite members of the Scarlet Crusade engage in training and meditation, preparing to unleash their merciless crusade.

3a. Lower Courtyard

The northern end of the Chapel Gardens is a sprawling courtyard paved with grey flagstones. It is centered around a shallow fountain filled with crystal clear water, a rarity in these lands. While the courtyard is largely stone, a few trees and shrubs dot the grounds. Ringing the west, north, and east ends of the courtyard is a covered awning supported by marble columns. Arrayed about the grounds are 1d4+2 sets of training dummies and targets. At them, groups of crusaders sharpen their skills and provide instruction to zealous initiates. Roll from this section's Random Encounter Table to determine the composition of each group. Random Encounter Table Roll

Monsters

1 1 Scarlet Judicator, 1 Scarlet Purifier, 1 Scarlet Fanatic 2 1 Scarlet Judicator, 1 Scarlet Purifier, 1 Scarlet Zealot 3

1 Scarlet Judicator, 1 Scarlet Fanatic, 1 Scarlet Zealot

4

1 Scarlet Purifier, 1 Scarlet Fanatic, 1 Scarlet Zealot

Two 50 ft. statues of armored crusaders stand atop brick walls on the far end of the courtyard. Between them are two sets of stairs leading to the Upper Courtyard. They flank a crafted waterfall, over which spills the water filling the fountain below. In the center of the fountain is a water-stained statue of an abbot with his arms outstretched. In those arms, lies the second Blade of the Anointed. Six marble fish heads spout arcs of water around the central statue. With one blade already in your possession, you move to take the other. An inscription on the statue behind the sword reads, "The Hand of Providence."

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CLASSIC | DUNGEONS | SCARLET MONASTERY

Unto Dust Thou Shalt Return Description

Mechanics and Rewards The adventurers must assault the Crusader's Chapel and defeat High Inquisitor Whitemane. Once she is defeated, plunge the Blades of the Anointed into her heart to prevent her from ever returning to life. This should put an end to the crusade, once and for all.

3b. Upper Courtyard

The stairs from below lead the party into a second courtyard. Unlike the paved area below, the Upper Courtyard is largely covered in grass and plants. Rows of lush, ornamental trees line the grounds. To the west and east are raised, paved areas covered with awnings similar to those in the Lower Courtyard. At the center of the gardens, a multi-tiered fountain sits in the middle of a pond, providing the water source for the fountain below. Just like the Lower Courtyard, these grounds are used to train the Scarlet Crusade's elite forces. Training dummies are arrayed around the courtyard, two on each side of the pond, where crusaders hone their chosen method of combat. Roll from the Lower Courtyard's Random Encounter Table to determine each of these groups. At the southern end of the courtyard stands the grandiose facade of the Crusader's Chapel, its tall resolute doors firmly shut. Standing before the steps of the chapel is a crusader in the garb of a martial arts master, Brother Korloff. He is flanked by three of his most prized students. He will bar any invaders from entering the chapel behind him. Once Brother Korloff and his students are defeated, the party may proceed into Crusader's Chapel. Brother Korloff

"I will break you." Brother Korloff first learned of the monk's deadly arts from pandaren ambassadors as they journeyed through Azeroth. When the crusader demonstrated this martial style to his superiors, they unanimously ordered Korloff to train an entire generation of initiates in the ways of the monk. Brother Korloff (marked by a violet skull on the map) is schooled in the ways of martial arts. He will assault his foes with fists and flames. He will first send his students, three Scarlet Fanatics, against any enemies that challenge him. Once his pupils are defeated he will join the fray. When Brother Korloff is defeated, the party can loot Scorched Earth Cloak.

4. Crusader's Chapel

Brother Korloff

At the heart of the Scarlet Monastery stands the Crusader's Chapel, the final bastion of the Scarlet Crusade. Inside, Commander Durand and High Inquisitor Whitemane are guarded by the most loyal and zealous amongst the crusade's ranks. Even in death they will serve the Scarlet Crusade.

Medium humanoid (human), lawful evil Armor Class 15 Hit Points 120 (16d8+48) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0) Damage Resistances fire Condition Immunities Charmed, Exhaustion, Frightened Senses passive Perception 13 Languages Common Challenge 6 (2300 XP)

Mystical Body. Brother Korloff has advantage on saving throws against spells and other magical effects and his attacks are magical. Rising Flame. After Korloff deals fire damage for the first time each turn, he gains a stack of Rising Flame. For each stack he has, he deals 1 bonus fire damage whenever he deals fire damage. He loses one stack of this effect the first time he is dealt cold damage each round. Scorched Earth. When Korloff is at or below 60 hit points he leaves behind a 5 ft. wide trail of flame wherever he moves. When a creature enters this area for the first time on a turn or starts its turn there, Korloff deals it 7 (2d6) fire damage.

Actions Multiattack. Brother Korloff may make two attacks. Blazing Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6+4) bludgeoning damage plus 3 (1d6) fire damage. Korloff may use his bonus action to make a Blazing Fists attack. Firestorm Kick. Korloff disengages and flies towards a hostile creature within 45 ft. All creatures within 15 ft. of the target must succeed on a DC 14 Dexterity saving throw or take 13 (3d8) fire damage. On a successful save, it takes half as much damage.

4a. Sanctuary

The adventurers enter into a expansive room lit by scores of low burning candlabras and chandeliers. Thick stone pillars hold up a vaulted ceiling painted with scenes from the crusade's storied history. These murals are obscured by a thick cloud of smoke and ash from the thousands of candles burning within the Sanctuary. In the center of the ceiling, a massive brazier holding an eternal flame contributes to the light and smoke filling the room. Bold Scarlet banners hang from every wall, flanked by proud statues of the monastery's forerunners. Amongst the pews and pillars are the crusade's elite. They stand resolute, ready to protect their leaders from any who would attack them. The defenders organize themselves into two waves to repel the adventurers. Roll from this section's Random Encounter Table to determine the composition of each. Random Encounter Table Roll

Monsters

1 1 Scarlet Judicator, 2 Scarlet Purifier, 1 Scarlet Fanatic 2 2 Scarlet Judicator, 1 Scarlet Purifier, 1 Scarlet Zealot 3

1 Scarlet Judicator, 1 Scarlet Fanatic, 2 Scarlet Zealot

4

1 Scarlet Purifier, 2 Scarlet Fanatic, 1 Scarlet Zealot

At the far end of the chapel is a raised platform. Atop it stands Commander Durand, deep in meditation and waiting to challenge the intruding characters. He stands before a stone altar topped with several burning candles. Before the platform, the sanctuary splits into two wings. In the west wing, a Scarlet Zealot leads 1d4+2 Scarlet Initiates. Behind them is an adjoining room that is unremarkable except for a suspicious torch on the wall. The adventurers can make a DC 13 Perception check to see if they notice the torch. If the characters rotate the torch, it will open a secret door leading to an adjoining room. Inside is a long slain undead man, dressed in the robes of a High Inquisitor of the Scarlet Crusade. In the east wing, a Scarlet Purifier and Scarlet Judicator stand over 1d4+2 slain Scarlet Judicators. If the adventurers approach them, the Purifier will immediately use Resurrection on one of his slain compatriots. Two small rooms connect to this wing. The each containing a sarcophagus covered in lit candles, but little else.

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Commander Durand

"To think you've come so far, only to perish here. I'll honor you with clean deaths." During the war between the Alliance and Horde and the discovery of Pandaria, Commander Durand helped High Inquisitor Sally Whitemane to rebuild the order. As a result, he has taken the mantle that Commander Mograine use to hold, leader of the Scarlet Crusade in Scarlet Monastery. Commander Durand (marked by a yellow skull on the map) charges into his enemies, assaulting them with quick flashes of his longsword. Once he is defeated, High Inquisitor Whitemane will emerge from her chambers to avenge him. When Commander Durand is defeated, the party may loot Dashing Strike Treads.

Commander Durand Medium humanoid (human), lawful evil

DEX

CON

"Arise, my champion!" At a young age, Sally Whitemane witnessed her family succumb to the horrific plague of undeath as they were traveling through northern Lordaeron. She was then forced to destroy her parents and siblings when they rose as mindless Scourge minions, leaving her racked by guilt and rage. Ever since that day, the fearsome priestess has found fulfillment and pleasure in only one thing: the destruction of undead. High Inquisitor Whitemane (marked by a yellow skull on the map) will emerge from her chamber and attack any who defeat Commander Durand. She is skilled in the ways of the Light and is known for her ability to return the dead to life. When High Inquisitor Whitemane is defeated, the party can loot Triune Signet.

High Inquisitor Whitemane

Armor Class 16 Hit Points 97 (13d8+39) Speed 30 ft.

STR

High Inquisitor Whitemane

Medium humanoid (human), lawful evil INT

WIS

CHA

18 (+4) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 15 (+2) Damage Resistances fire Condition Immunities Charmed, Exhaustion, Frightened Senses passive Perception 12 Languages Common Challenge 6 (2300 XP)

Blessed Weapon. Commander Durand's attacks are magical.

Actions Multiattack. Durand may make two attacks. Flash of Steel. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage. Durand may disengage and make a Flash of Steel attack against another target within 20 ft. Dashing Strike. Durand disengages and charges towards a hostile creature within 45 ft in a straight line, moving through all targets in the way. All creatures in his path must succeed on a DC 14 Dexterity saving throw or take 11 (2d10) slashing damage. On a successful save, it takes half as much damage.

Armor Class 14 Hit Points 84 (13d8+26) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

11 (+0) 12 (+1) 14 (+2) 14 (+2) 18 (+4) 14 (+2) Damage Immunities radiant Condition Immunities Charmed, Exhaustion, Frightened Senses passive Perception 14 Languages Common Challenge 5 (1800 XP)

Last Stand. When Whitemane is reduced to 25 hit points or fewer she immediately becomes immune to all damage and conditions until the end of her next turn. At the start of her next turn, she resurrects Commander Durand and restores him and herself to their maximum hit points. This effect can only happen once.

Actions Holy Smite. A target within 60 ft. must succeed on a DC 13 Dexterity saving throw are take 13 (3d8) radiant damage. The target gains no benefit from cover for this saving throw. Power Word: Shield. A friendly creature within 50 ft. gains 11 (2d10) temporary hit points that are removed first when taking damage. It gains a +1 bonus to AC while it has these hit points. Mass Resurrection (Recharge 6). 1d4 dead friendly creatures within 200 ft. of Whitemane are returned to life with half of their maximum hit points. They must be CR 2 or lower. This can only be used after Last Stand has been activated.

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CLASSIC | DUNGEONS | SCARLET MONASTERY

4b. Whitemane's Chamber

Behind the altar is a secret door leading into Whitemane's inner sanctum. Inside is a circular chamber at least several stories high. The room is cast in a sickly red pallor as light streams in through scarlet colored stained glass windows covering much of the tall walls. Ringing the room are decorated sarcophagi, containing the bodies of some of the crusade's greatest champions. It seems that Whitemane was working on a ritual to bring these fearsome warriors back to the land of the living and restore the Scarlet Crusade to its former glory. It is good that Whitemane was slain before she was able to complete this act.

The Crusade Defeated

With Whitemane and Durand defeated the Hooded Crusader returns to the party. She reveals herself as an undead, Lilian Voss. She asks to take the Blades of the Anointed so she can continue her fight. With the Scarlet Crusade all but defeated, she looks to now punish the other faction responsible for destroying her life. The Scourge is now in her deadly sights. Specifically, she is after Darkmaster Gandling, an infamous necromancer and headmaster of Scholomance.

Lilian's Revenge It is done. You did it, adventurers. And now enough of this deception. Hello, my name's Lilian. You don't mind if I take those blades, do you? Yes, these will do quite nicely. They feel almost as if they were meant for me all along. With Whitemane gone for good, the Scarlet Crusade is finished. It's just a matter of sweeping up the refuse. Thank you, . Not just for myself, but for everyone opposed to mindless hatred and bigotry. And, thank you for these two new blades. Anointed anew in her blood, they should serve me well as I take the fight to Scholomance and deal with Darkmaster Gandling. I bid you adieu for now.

CLASSIC | DUNGEONS | SCARLET MONASTERY

11

Treasure

This section provides descriptions for the treasure found within the Scarlet Monastery. The source of each of these items is given in the above sections.          Blades of the Anointed

            Weapon (shortsword), rare (requires attunement) The blessed blades, Unquenchable and the Hand of Providence, are collectively known as the Blades of the Anointed. You gain a +1 bonus to attack rolls made with these magic weapons. Attacks made with these weapons deal 2 bonus radiant damage. As an action, you may plunge both swords into the heart of a defeated humanoid or undead creature of CR 5 or lower. When you do, they cannot be resurrected by any means.          Dashing Strike Treads

            Wondrous item, rare (requires attunement) These supple leather boots are imbued with divine quickness Once per short rest while wearing these boots, you may use your Move and Action to charge in a straight line for up to your speed + 10 ft. Opportunity attacks cannot be made against you and you may move through spaces occupied by large or smaller creatures while using this action. Any creature you move through must succeed on a Dexterity saving throw of DC 8 + your bonus to hit with a weapon you are wielding or they are dealt damage as if you hit them with that weapon.          Forgotten Bloodmage Mantle

            Wondrous item, rare (requires attunement) The wearer of this crimson mantle is imbued with the power of blood magic. When you deal at least twice your character level in damage with a single spell, you regain hit points equal to your proficiency bonus. You may reroll any number of dice when dealing damage with a spell. If you do, deal yourself necrotic damage equal to the number of dice rerolled squared. This damage cannot be reduced in any way.          Scorched Earth Cloak

            Wondrous item, rare (requires attunement) Stylized flames are woven into this violet silk cloak. Once per short rest while wearing this cloak, you leave behind a 5 ft. wide trail of flame wherever you move until the end of your turn. When a creature enters this area for the first time on a turn or starts its turn there, it takes 7 (2d6) fire damage. This trail lasts for 30 seconds.

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CLASSIC | DUNGEONS | SCARLET MONASTERY

         Triune Signet

            Ring, rare (requires attunement) This ornate ring has three triangular gemstones set in it. While wearing this ring you may spend an action to activate one of the following properties. Only one property may be active at a time and it cannot be reactivated until dawn the next day. The effect is lost when you are Incapacitated, remove the ring, or take a Long Rest. Triune of Power. You gain a +1 bonus to your Strength and Dexterity ability scores and gain proficiency in Strength and Dexterity saving throws. You are immune to Exhaustion. Triune of Courage. You gain a +1 bonus to your Constitution and Charisma ability scores and gain proficiency in Constitution and Charisma saving throws. You are immune to being Feared. Triune of Wisdom. You gain a +1 bonus to your Intelligence and Wisdom ability scores and gain proficiency in Intelligence and Wisdom saving throws. You are immune to being Charmed.

Monsters

This section includes stat blocks for all non-boss monsters found in the Scarlet Monastery. These monsters can be used either by using the Random Encounter Tables found in each section or building your own encounters.

Frenzied Spirit

CON

INT

Armor Class 13 Hit Points 75 (10d10+20) Speed 0 ft.

DEX

CON

INT

WIS

CHA

10 (+0) 4 (-3) 15 (+2) 2 (-4) 2 (-4) 2 (-4)

Armor Class 12 Hit Points 27 (5d8+5) Speed 30 ft.

DEX

Large undead, chaotic neutral

STR

Medium undead, chaotic neutral

STR

Pile of Corpses

WIS

CHA

11 (+0) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0) Damage Resistances bludgeoning, slashing, and piercing from nonmagical sources Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1 (200 XP)

Frenzied. When the spirit deals damage to a target it gains a +1 bonus to attack and damage rolls against it. This effect stacks and all bonuses are lost if it goes an entire turn without damaging that target.

Actions Spectral Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) necrotic damage.

Damage Vulnerabilities fire, radiant Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 6 Languages — Challenge 3 (700 XP)

Actions Animate Corpse. The pile deals itself 4 (1d8) psychic damage to spawn 2d2 Zombified Corpses.  

Zombified Corpse Medium undead, chaotic evil Armor Class 11 Hit Points 16 (3d8+3) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0) Damage Vulnerabilities fire, radiant Damage Immunities necrotic, poison Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 1/4 (50 XP)

Actions Zombie Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

CLASSIC | DUNGEONS | SCARLET MONASTERY

13

Scarlet Centurion

Scarlet Fanatic

Armor Class 14 Hit Points 46 (8d8+8) Speed 30 ft.

Armor Class 14 Hit Points 52 (8d8+16) Speed 30 ft.

Medium humanoid (human), lawful evil

STR

DEX

CON

INT

WIS

Medium humanoid (human), lawful evil

CHA

STR

DEX

CON

INT

WIS

CHA

16 (+3) 13 (+1) 13 (+1) 11 (+0) 14 (+2) 10 (+0)

12 (+1) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

Senses passive Perception 12 Languages Common Challenge 2 (450 XP)

Damage Resistances fire Senses passive Perception 12 Languages Common Challenge 2 (450 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Cleave. Melee Weapon Attack: +5 to hit, reach 5 ft., two targets. Hit: 7 (1d8+3) slashing damage.

Hands of Purity. The crusader's hands are engulfed in flames, causing their attacks to deal a bonus 2 fire damage.

Reactions

Actions

Retaliation. When the crusader is dealt damage from a melee attack, it may immediately make a Cleave attack against the target that dealt it damage.

Multiattack. The crusader may make two attacks. Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. Fanatical Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus the target and the crusader both take 5 (1d4+3) radiant damage.

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CLASSIC | DUNGEONS | SCARLET MONASTERY

Scarlet Flamethrower

Scarlet Judicator

Medium humanoid (human), lawful evil

Medium humanoid (human), lawful evil

Armor Class 14 Hit Points 46 (8d8+8) Speed 30 ft.

Armor Class 15 Hit Points 52 (8d8+16) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

13 (+1) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 10 (+0)

16 (+3) 13 (+1) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

Damage Resistances fire Senses passive Perception 12 Languages Common Challenge 2 (450 XP)

Senses passive Perception 12 Languages Common Challenge 2 (450 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared. Explosive. When the crusader is dealt fire damage, roll a d10. On a 10, the flamethrower explodes killing the crusader and dealing 22 (4d10) fire damage to all targets within 30 ft. of it.

Actions

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions Multiattack. The crusader may make two attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Flamethrower. All creatures within a 30 ft. cone must succeed on a DC 13 Dexterity saving throw or take 13 (3d8) fire damage. On a successful save, take half as much damage.  

Scarlet Initiate

Medium humanoid (human), lawful evil Armor Class 11 Hit Points 27 (5d8+5) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

11 (+0) 12 (+1) 12 (+1) 12 (+1) 15 (+2) 14 (+2) Senses passive Perception 12 Languages Common Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions Smite. A target within 60 ft. must succeed on a DC 13 Dexterity saving throw are take 4 (1d8) radiant damage. The target gains no benefit from cover for this saving throw. Heal. A friendly creature within 50 ft. regains 3 (1d6) hit points.

CLASSIC | DUNGEONS | SCARLET MONASTERY

15

Scarlet Purifier

Scarlet Zealot

Medium humanoid (human), lawful evil

Medium humanoid (human), lawful evil

Armor Class 13 Hit Points 45 (7d8+14) Speed 30 ft.

Armor Class 13 Hit Points 45 (7d8+14) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

11 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2)

11 (+0) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 14 (+2)

Damage Resistances fire, radiant Senses passive Perception 11 Languages Common Challenge 2 (450 XP)

Damage Immunities radiant Senses passive Perception 13 Languages Common Challenge 2 (450 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Redemption. When the crusader is defeated, a friendly Spirit of Redemption appears over its body.

Purifying Flames. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage plus 5 (1d10) radiant damage.

Actions

Flamestrike. A 20 ft. pillar of flame erupts within 50 ft. Any creatures inside the affected area must succeed on a DC 13 Dexterity saving throw or take 13 (3d8) fire damage.

Smite. A target within 60 ft. must succeed on a DC 13 Dexterity saving throw are take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw. Heal. A friendly creature within 50 ft. regains 5 (1d10) hit points. Resurrection. A friendly creature who has died within the last 24 hours is returned to life with half of their maximum hit points.  

Spirit of Redemption Medium undead, lawful neutral Armor Class 12 Hit Points 22 (5d8) Speed 0 ft.

STR

DEX

CON

INT

WIS

CHA

8 (-2) 10 (+0) 11 (+0) 14 (+2) 16 (+3) 10 (+0) Damage Resistances bludgeoning, slashing, and piercing from nonmagical sources Damage Immunities necrotic, poison, radiant Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1 (200 XP)

Actions Heal. A friendly creature within 50 ft. regains 11 (2d10) hit points. The spirit deals itself psychic damage equal to the amount it just healed.

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CLASSIC | DUNGEONS | SCARLET MONASTERY