Azrael's Guide To The Apocalypse (Red Panda) - Linx3Q

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© 2023 Red Panda Publishing
Credits About
Revelation is the final book of the Bible and the epic
Cover Art:
conclusion to the sacred scriptures of the Christian faith. Within
Iceey Art (Zahid Lagumdžić) the pages of this mystical book we find some of the most
terrifying imagery in the entire Bible, including monsters such
Creature Illustrations: as the Antichrist and the Four Horsemen of the Apocalypse.
DreamCatcher81, Dryan Rafal, Freshtyan, Iceey Art These characters have inspired countless works of fiction
(Zahid Lagumdžić), Shredderdima, Syeda Farrwa. and captured the imagination of popular culture for decades.
However, this book is more than a collection of scary monsters
Scene Illustrations: and world-ending catastrophes; it is predominantly a message
of hope.
Alifka Hammam, Iceey Art (Zahid Lagumdžić),
Exiled on the remote island of Patmos, the prophet named
Syeda Farrwa John wrote the book of Revelation as a love letter to a Church
living in a world fraught with violence and political corruption.
Item Illustrations: While the disturbing images in Revelation were highly symbolic,
Lydia Schwab, Modefact they were not meant to be read as a prediction of things to
come so much as reminder of things already known. At its
Cartography: core, Revelation is a symbolic reminder that there will always
Agustina Elizondo, Alec McKinley, Freshtyan be corruption and persecution, but (in the end) God wins, good
triumphs over evil, and wrongs are righted.
Lead Designer:
The adventure in this book is fictional, but attempts to
Ben Maerzke capture the spirit of the book of Revelation. Instead of focusing
on the events of the end times (as far too many books and
Concept Design: movies have done already), this adventure will explore the
Dale Critchley, Michael Schwab, Zahid Lagumdžić spiritual realities beyond the veil: the battle for the soul that
rages on the front lines of spiritual warfare. Yes, this is an
Editors: adventure about fighting the Antichrist and the Four Horsemen,
Danielle Adams, Heather Phelps, Matthew Bautista, but (perhaps more importantly) it is also an adventure
about hope, redemption, and forgiveness: themes that are
Michael Schwab.
unfortunately absent in most works of fiction that claim to be
based on the book of Revelation.
Playtesters: Many creative liberties were taken in order to weave the
Benjamin Davidson, Harvey Gollins, Heather Phelps, disjointed vignettes of Revelation into a cohesive story (and
Isaac Wurmbrand, Lydia Schwab, Matthew Bautista, several more were taken simply to add some surprises and
Michael Schwab, Rev. A James Patron Bell fun). Where we have taken these liberties, we have done so
carefully and in a way that (we hope) respects the spirit of the
text, if not the letter. We hope that you enjoy this book for what
it is: not a rote recitation of the book of Revelation, but a fun
Join Our Discord Server and fantastical adventure that calls the player to examine the
Scan the QR code at right or themes of John’s visions just as it calls the player’s character
search “Red Panda Publishing”
to face the cosmic horrors of the spiritual realm. Reading this
to find our Discord server for
content discussion, GM tips, adventure is not for the faint of heart, but then again neither is
and even a dedicated “Looking reading the Bible.

The Cover
For Group” channel!

Notice of Open Game Content:


This book contains Open Game content from the System Reference
Document 5.1. All Open Game Content has been indicated when it
appears within the text of the book. Open Game Content may only be
used under and in terms of the Open Game License version 1.0a.
Product Identity:
The following items are designated Product Identity, as defined in
Section 1(e) of the Open Game License Version 1.0a, are subject to the
conditions set forth in Section 7 of the OGL, and are not Open Content:
Logos (including the Red Panda Publishing logo) dialogue, plots, story
elements, artwork, cartography, graphics, sidebars, and trade dress.
Elements that have previously been designated as Open Game Content
are not included in this declaration.
Open Game Content:
The open content in this book includes the monster names, descriptions, The front cover features Zahid Lagumdžić’s cosmic reimagining of
statistics, and abilities; spell names, descriptions, and mechanics; Revelation 12. We see the “Woman of the Apocalypse” depicted here
Subclass descriptions, abilities, and mechanics. No portion of this work with a crown of stars and a moon rising from beneath her feet. In the
other than the material designated as Open Game Content may be foreground, we see the cloaked and shadowy figure of Azrael, the
reproduced in any form without permission. titular guide for this adventure, preparing himself to defend her. In the
background, we see the looming figure of the seven-headed Dragon.

2
Table of Contents
Table of Contents.......................................................................... 3 Chapter 7: The Seven Trumpets
Welcome to the Apocalypse........................................................... 4 To Arms!................................................................................111
Adventure Summary...................................................................... 4 The Plague Bringers.............................................................. 112
Setting Overview........................................................................... 6 The Real Battle Begins..........................................................115
What is “The Veil”?........................................................................ 7 Battle for the Citadel............................................................116
Creating a Character...................................................................... 9 Chapter 8: Wrath and Famine
Eternal Trait Tables....................................................................... 10 Picking up the Pieces............................................................118
New Subclasses............................................................................11 Call of the Garden.................................................................119
Cleric: Exorcism Domain.........................................................11 The Tree of Life.....................................................................119
Fighter: Commando............................................................... 12 The Bowls of Wrath.............................................................. 120
Monk: Way of the Pilgrim....................................................... 15 Map: Garden of Eden..................................................... 121
Paladin: Oath of the Templar.................................................. 16 Map: Ruins of Eden....................................................... 123
Warlock Patron: The Watcher................................................. 18 Famine Arrives.................................................................... 125
Chapter 1: The Reapers Chapter 9: Death Waits
You are Dead........................................................................ 20 Death Waits........................................................................ 126
The Reapers......................................................................... 23 Defeating Death.................................................................. 127
The Lampstands................................................................... 24 Map: World’s End.......................................................... 128
Guard Her Heart....................................................................27 Resolution........................................................................... 130
Map: Church of Wayward Souls...................................... 28 Waking up............................................................................ 131
Running the Encounter......................................................... 30 Philadelphia........................................................................ 132
The Chase............................................................................ 32 The Scroll Restored............................................................. 132
Meeting Gethsemani............................................................ 34 The War Room..................................................................... 133
Ashmedai’s Lair.................................................................... 36
Map: Chamber of Wine.................................................. 37 Chapter 10: Babylon
Map: Ashmedai’s Lair..................................................... 38 Running the Nightmare........................................................ 135
Dream Scenes..................................................................... 135
Chapter 2: The Woman Combat with Babylon.......................................................... 140
The Elders............................................................................ 42 Map: The Dream Realm.................................................. 141
Find the Path........................................................................ 44
Resist the Dragon................................................................. 45 Chapter 11: The Battle of Armageddon
The Combat......................................................................... 46 A New Day........................................................................... 142
The Chase............................................................................ 46 The Plan of Attack............................................................... 143
Consequences..................................................................... 48 The Battle of Armageddon................................................... 144
A Place Prepared................................................................... 51 The Big Picture.................................................................... 144
World’s End.......................................................................... 52 Front Lines.......................................................................... 145
Covert Operations............................................................... 149
Chapter 3: Desecration Tel Megiddo........................................................................ 149
A Visit to Eternity.................................................................. 54 Map: Tel Megiddo......................................................... 150
Desecration ......................................................................... 56 The Eye of the Storm.................................................... 153
A Difficult Choice................................................................. 57 Holding Ground................................................................... 153
Map: City Block............................................................. 60 Unto the Breach.................................................................. 154
The Shamir............................................................................ 61 The Final Battle................................................................... 156
A Lesser Incarnation............................................................. 62 Map: Jerusalem............................................................ 157
Unity Tower.......................................................................... 62 Throne Room of the Beast.................................................... 158
Face to Face..........................................................................74 Map: Throne Room....................................................... 159
Chapter 4: Faithful Unto the End Chapter 12: The Dragon
Return to the Lampstands..................................................... 76 The Last Lampstand............................................................ 160
Scene 1: “Two Witnesses”......................................................77 The Savior and the Serpent.................................................. 162
Scene 2: “Vault Heist”.......................................................... 79 The Dragon......................................................................... 163
Scene 3: The Great Deception............................................... 80
Chapter 5: The Seven Seals Ending the Story
Ending Scene...................................................................... 165
Setting the Scene................................................................. 82 Alternate Ending................................................................. 166
Getting to Unity Memorial..................................................... 82 TPKs and Early Deaths......................................................... 166
Unity Memorial..................................................................... 83 Dark Bargain Ending............................................................ 166
Map: Unity Memorial Lower............................................ 84
Map: Unity Memorial Upper........................................... 86 Appendix A: Magic Items............................................ 167
Combat with the Antichrist................................................... 87 Appendix B: Creatures................................................ 180
Chapter 6: The Citadel Vehicles............................................................................. 228
Wandering the Veil................................................................ 92 Appendix C: Elders and Heroes............................. 231
A Curious Occurrence........................................................... 93 The Story Tracker..................................................... 248
Citadel of the Glassy Sea...................................................... 93 OPEN GAME LICENSE............................................................... 250
Map: Citadel of the Glassy Sea........................................ 94
Meeting Sophia.................................................................... 97
Back to the Lampstands........................................................ 98
What happens Now?............................................................. 98
Seeking Wisdom.................................................................. 100
The Horseman of War...........................................................101
Running the Combat.............................................................101
Summer 1944............................................................... 102
Autumn 216.................................................................. 104
Winter 2002................................................................. 106
Summer 1099............................................................... 108
Defeating War......................................................................110

3
Welcome to the Apocalypse
This adventure begins and ends on the Material Plane, do not come from monstrous demons or otherworldly
but quickly transitions into an apocalyptic adventure villains, but from their own backstories.
throughout a spiritual realm known as “the Veil.” This
book is a spiritual successor to the Adventurer’s Guide to Adventure Structure
the Bible, but it is not a direct sequel, and can therefore This adventure follows a linear structure and is broken
be played as a standalone, high-level campaign, or up into distinct “Chapters.” Each chapter has its own
even inserted as the climax to an ongoing, mid-level miniature story arc, but also progresses the overall story
campaign. toward its conclusion in Chapter 12 at level 20. Each
The information in this book is intended to be read by chapter is balanced for 4-6 players of a specified level,
the Game Master (GM) only, as it contains all story points and it is important to play out the events of each chapter
and monster stats. If your intention is to play this game in order. An included “Story Tracker” prompts you to
with someone else serving as your GM, then stop reading take note of important decisions made by the player
now! characters. These decisions will shape reality itself by
level 20.
Adventure Summary Chapter Overview
This story begins with the deaths of the main Chapter 1 begins with the death of each player
characters, who will form the adventuring party. As the character, and introduces them to Azrael, the Angel of
characters enter the spiritual realm, they are greeted Death, as well as to the liminal realm known as the Veil.
by Azrael, the Angel of Death, who serves as the guide The characters will need to bond together quickly as a
throughout a realm fraught with spiritual warfare known group, as they are soon confronted with the realities
as the Veil. of spiritual warfare. This adventure uses milestone
This adventure loosely follows the structure and events leveling, with the adventuring party gaining a level at the
of Revelation, the final book of the Christian Bible, but conclusion of each chapter.
does so in a way that forms an allegory for the player Chapters 2-3 immediately escalate the stakes by
characters themselves. Although they will be thrust into throwing the player characters into combat against
the cosmic horrors of this present darkness, the most deadly enemies and revealing that an important artifact
dangerous encounters the player characters will face has been stolen by the forces of Evil!

4
Chapters 3-5 will bring the player characters back to a Eschatology
fantasy-modern version of the Material Plane they once It is important to remember that there are wildly
called home and face to face with Senator Jeremiah different interpretations of the book of Revelation within
Resh, the Antichrist himself. The player characters will Christianity. These interpretations range from those who
need to make some critical decisions when dealing with believe that the visions in the book are purely allegorical
Resh and recovering the lost artifact. to those who believe that the events of Revelation are
Chapters 6-9 reveal that the Four Horsemen of the literal descriptions of events that will one day come to
Apocalypse have been unleashed to wreak havoc on the pass. It is equally important to remember that this is a
world, and the player characters also learn an important fantasy role-playing game and that, despite the religious
revelation about their guide, who is revealed to be the significance of the source material, the story you are
fourth horseman: Death itself. The player characters telling at the table is fictional.
must find a way to confront and bind each of the four The adventure contained in this book does its best
horsemen, this time without a guide to mentor them. to stay true to the vivid imagery, message, and “spirit”
Chapters 10-12 are the culmination of the campaign, of the book of Revelation. However, many liberties
with the player characters facing their worst fears in have also been taken in order to turn these vignettes
a dream realm and fighting on the front lines of a final into a cohesive adventure for a role-playing game. It is
battle between good and evil. our ardent hope that this adventure is one that can be
The Story Ends with the player characters returning enjoyed by people of all faith backgrounds, and that
to the moment of their own deaths and making an the players at your table can all join together in a fight
important final decision about their own self-worth. The against evil regardless of their personal beliefs about the
entire adventure has been leading up to this moment, so book of Revelation or the events of the end times. Great
- as the GM - you may want to start your campaign prep efforts have been made in the writing of this campaign
by reading “Ending the Story” on page 165. This should to avoid topics that often trigger debate amongst
give you a good idea of where the campaign is headed Christians, but even so, it is a good idea to speak to your
and the confidence to run a campaign where player players, out of character, before the game begins to
character death is inevitable. set expectations for how this religious content will be
handled in the fiction of your personal game.
Important Notes Content Sensitivity
The book of Revelation represents a foundational
On that note, it is also important during this out-
spiritual text that is part of the canon of scripture to
of-game discussion to talk about hard and soft limits
billions of people worldwide. We have approached this
for what kinds of content your players are okay with
source material with the utmost respect, not only out
including in your game. Your players may have phobias
of consideration for Christians (for whom this book is a
and triggers that you are not aware of. Given the
part of the Bible), but for Muslims, Jews, and people of
nightmarish quality of some of the scenes in Revelation,
many other faiths who may not consider Revelation to be
it will be important to review the material in this
scriptural, but still see their culture and history reflected
adventure before running it so that you have time to
in its symbolism and rhetoric.
make adjustments to the content for your players. If a
An “Apocalypse” topic or theme makes a player at your table feel unsafe,
Despite what popular culture says, the word it should not be included. If a topic or theme makes a
“apocalypse” does not refer to the end of the world but player nervous but they give you consent to include it,
rather to a “revealing” or “uncovering” of the truths do so with care. In a game where the players are battling
beyond the veil. Sometimes God chooses to reveal small against evil in order to save the universe, it is good for
truths to our hearts that help guide our interactions to be them to feel stressed or anxious about the plot of the
more loving, and sometimes the Cherubim rend the sky story, but a player should never feel unsafe or in danger
asunder to reveal glimpses of the eternal war between of reliving a past trauma while playing the game.
good and evil that are so awesome and terrible that they
cause mortal minds to break. The latter is certainly more Running the Adventure
fun, but both examples can equally and correctly be To run this adventure, you will need to be familiar with
termed an “apocalypse.” how to use the Fifth Edition (5e) role-playing system.
This adventure is an apocalypse in almost all senses of If you are unfamiliar with this system, there are many
the word. It is apocalyptic in the sense that each of the resources available online, such as the Adventurer’s Guide
player characters will get to examine the consequences to the Bible: Player’s Guide and Gazetteer, which provides
of their actions on the road to becoming level 20 a simplified overview of how to play the game, and the
characters. It is also apocalyptic in the sense that the System Reference Document 5.1, which includes the core
adventure will allow the party to explore and interact with rules and a basic list of monsters and spells. This module
the struggle of spiritual warfare that is hidden from the will assume that you have a basic familiarity with the 5e
Physical Realm. And yes, it is apocalyptic in the sense system moving forward.
that it implies events to come at the end of time. The names of monsters and non-player characters
(NPCs) that appear in this adventure appear in bold

5
typeface. This is a visual cue to you, the GM, to prepare
the creature’s stat block before reaching that point in the
Items Under 1,000 gp
This is a high-level adventure, and there are no “merchants”
adventure. The stats of a creature let you know how the or other opportunities to purchase necessary nonmagical
party is able to interact with it. Spells and magic items items. It is highly recommended to allow players to simply
will appear in italic typeface. The monsters, spells, and conjure items such as ammunition and spell components
magic items that appear in this adventure can be found (see “The Physics of the Veil” on page 8 for more) rather
in the appendix of this book, or else can be found in the than tracking the usual costs associated with these items. For
System Reference Document (SRD) or The Adventurer’s items costing 1,000 gp or more, use the table below to esti-
Guide to the Bible (AGttB). mate a required Act of Virtue to purchase the item.

Text that appears in a box like this one is meant to


Value or Cost Required Act of Virtue
be read aloud or at least paraphrased at the table.
1,000 gp Act of Piety. Recite, from memory, a prayer you
Usually, it will set the scene for the players when the Common learned in childhood.
characters arrive in a new location, but it may also
2,000 gp Act of Diligence. Spend your next short or long
share important information that the players should Uncommon rest in prayer and meditation (you will not gain
know during a scene. the benefits of that rest).
5,000 gp Act of Patience. Do nothing (no movement or
Rare actions) for one round of a combat encounter.
Sidebars and Notes 10,000 gp Act of Kindness. Show mercy to someone who
Text that appears in solid-color sidebars like this are for the Rare or Very Rare does not deserve it.
Game Master’s eyes only! Usually, these sidebars will provide
more context about the story, information about a location, 20,000 gp Act of Repentance. Find a way to contact
or motivations for a character. They will also sometimes pro- Very Rare someone you wronged during your life. Make a
vide helpful tips for how to approach a situation as the GM, sincere apology to them.
perhaps offering combat strategies for a particular enemy or 50,000 gp Act of Charity. Give away all of your other magic
role-play advice for a complex NPC. Legendary items.
50,000 gp or more Act of Humility. Lose one level. If you have levels
Artifact in more than one class, you may choose which
class loses a level.
Text that appears in sidebars with the “Story
Tracker” logo, like this one, are used to point out Languages
important moments as the adventure unfolds. Although all of the characters will come into the game
Usually, these boxes will either ask you to make a note of with their own backgrounds and language proficiencies,
something, or else refer to a note you previously made, in “The
including any number of languages from world history,
Story Tracker” on page 248. It is highly recommended that
you make use of the Story Tracker, even if you have a good upon arriving in the Veil, all creatures also realize that
memory, as it is designed to make sure that each character’s they can innately speak and understand a shared
narrative arc comes to a satisfying conclusion. language that is universal to creatures in the Veil. For
simplicity, this language will be referred to in this module
as “Common.”
Setting Overview Creature types
This adventure will subvert some of the expectations The stat blocks for monsters and NPCs in the Fifth
of the traditional adventure model. Traveling through Edition system include a tag for their “creature type.”
the realms beyond our understanding in a spiritual war A monster’s creature type can help set expectations
for the salvation of the universe will obviously introduce about where a creature comes from or how it might
some new vocabulary and new ways of thinking about act, but most importantly, it denotes how a creature is
mechanics. See below for an overview of these ideas. affected by spells or other effects. For example, certain
Currency and Trade creature types might be vulnerable to a certain spell or
Player characters will quickly learn that money has ability, while others might be immune. This adventure
no value in the Spiritual Realm. There will be very few introduces two new creature types, to reflect the strange
occasions for player characters to “purchase” magic environment of the Spiritual Realm.
items in this adventure, but if they do wish to strike a deal Enigma. Creatures with the “Enigma” creature type
with a celestial to gain a magic item, they may discover are mysterious beings who are native to the Spiritual
that celestials in the Veil use a “virtue-based” barter Realm. Enigmas are not born, and they are not even
system for trade. Some NPCs will be happy to “sell” “created” in the classical sense. They are manifestations
player characters a valuable magic item in exchange for of pure willpower and incarnations of ideas. Examples of
an “Act of Virtue,” which is a kind of spiritual currency of Enigmas include The Woman and the Four Horsemen of
its own. If a character performs the required action, the the Apocalypse. These creatures are not simply devoted
requested item immediately appears in their hands. to ideas, they are ideas. The Horseman of Death is not an
emissary of death; it is an incarnation or manifestation of
death... it is death.

6
Amalgams. Creatures with the “Amalgam” creature Azrael, the Angel of Death, and will also be the primary
type are fusions of two distinct creature types that are setting for this adventure. General information for
fully represented in one creature. An example of an navigating this Realm can be found in this section.
Amalgam is the Antichrist, who is both a “humanoid”
as well as a “fiend.” If a creature has the “Amalgam” Entering the Veil
creature type, then it will also list two other creature When a creature on the Material Plane dies, the
types. For the purposes of game mechanics, assume connection between its body and soul is severed. The
that if a spell can detect or affect one of an Amalgam’s body remains behind in the Material Plane, and the soul
creature types, then it can affect the Amalgam. For suddenly finds itself adrift in the Veil. Because the Veil
example, the detect evil and good spell would reveal that is, among other things, the manifestation of mortal
the Antichrist is a fiend, since that is one of his creature yearnings and expectations, the soul of the recently
types. deceased person will instinctively and spontaneously
create a body for itself that appears lying in the same
Realms and Planes spot that it died on the Material Plane. Thus, the soul
Classic Fifth Edition rules allow player characters (which has spent a lifetime learning how to live and
to travel in between different “Planes of Existence” move and have its being within the context of its body)
through spells like plane shift. This adventure will draw a awakens into the afterlife in a body very much like the
distinction between “Planes” and “Realms.” one that it left, albeit an idealized version of that body.
Planes. A Plane is a different dimension within a Realm.
For example, the “Feywild” or “Shadowfell” are Planes Moments in Time
that exist in a different dimension from the Material When a creature enters the Veil (usually by dying),
Plane, and you can move in between these Planes using it finds the Veil to be a hazy reflection of the world at
a natural portal called a “crossing,” or by casting a the moment of its death. The physical space is nearly
powerful spell, such as plane shift. identical to that which it left, and the shadowy souls
Realm. For the purposes of our adventure, a “Realm” of creatures still living move sluggishly through the
represents an entirely different manifestation of reality. landscape. However, time in the Veil exists as a series of
For example, “Physical Realm” refers to the Realm independent planes of existence, with each plane being
of the living (the Material Plane, the Feywild, and the an isolated snapshot of a single moment in time. When
Shadowfell), while “Spiritual Realms” like Heaven and a creature dies and enters the Veil, time ceases to move
Hell exist in a reality all their own, and may even be made forward at a predictable rate, and the creature finds
up of their own Planes of Existence. Thus, casting plane itself in a shadowy reflection of the world as it was at the
shift can allow a creature to navigate the Planes within a moment of its death. By casting plane shift, a creature
Realm, but cannot allow transportation between Realms. will find that it is able to travel through a near-infinite
The majority of this adventure takes place in a Liminal catalogue of moments in time. A creature’s journey
Realm known as “the Veil.” through the Veil happens in an instant (at the exact
moment of its death), but this journey may feel to the
Interdimensional Travel creature like days, months, years, or thousands of years
Within a given Realm, the plane shift spell allows you to travel as it reflects on its life and visits moments from its life or
in between the different Planes of that Realm, but does not scenes from human history.
allow you to move between Realms. For example, a character
that casts plane shift while in the Realm of Heaven can easily The Veil and Redemption
move throughout the infinite planes of existence that make Azrael’s secret goal is to lead departed souls to confront
up the Heavenly Realm, but CANNOT use this spell to return their own flaws and let go of earthly attachments. However,
to life on Earth (or to any other Realm of Existence). A creature he also knows that the best way to do this is by showing
can only move between Realms on very rare occasions, and them the consequences of their actions. This is why the Veil
only through the use of powerful magic or divine intervention. exists - to provide one last opportunity for a soul to reflect on
the decisions it made during important moments of its life.
What is “the Veil”? Ultimately, a creature’s salvation is determined by the choices
it makes here in the Veil, for better or worse. For more on this,
In Christian theology, the “veil” generally refers to the see “Ending the Story” on page 165.
separation between the physical and spiritual realms of
existence. The Veil in this adventure exists as a kind of Creatures and Souls
“Liminal Realm;” it is neither part of the Spiritual Realm While buildings, objects, and cars exist in the Veil, the
nor part of the Physical Realm. This crossing place is souls of creatures on the Material Plane are only visible
a hazy reflection of the physical world where mortal as hazy, shadowy outlines in this plane. A creature’s soul
understandings of time, space, and reality do not apply. cannot be touched, felt, or physically interacted with,
The Veil is a neutral ground in the ongoing war between and is immune to all damage. A creature’s soul is tied
celestials and fiends and a place of reflection for lost inextricably to its body. As a mortal moves through the
souls. Since the concept of time breaks down here, Material Plane, going about its day-to-day life, its soul
The Veil also serves as a last opportunity for souls to be moves with it, wandering through the Veil and mirroring
redeemed before they “officially” pass into the Spiritual the movements of its body.
Realm and their eternal destination. The Veil is home to A soul is an important part of a creature’s identity,

7
but it is not a creature on its own. A spell or ability that the Physical Realm.
targets a creature cannot target a soul. Even though the For example, a creature can use a nearby chair as an
souls of creatures on the Material Plane are visible here improvised weapon, smash through the window of a
in the Veil, it is impossible for player characters to harm, building, or use a parked car for half cover. These objects
manipulate, or interact with the souls of living creatures all function as you would expect them to, but using,
in any way. displacing, or even breaking these objects does not
affect their true forms in the Physical Realm, since these
Space and Movement are just reflections of the real objects. In most cases, if
The Veil occupies the same physical space as the an object is displaced or damaged, these effects will be
Material Plane, and purely physical objects such as reversed within a few seconds, unless the object is still
rocks, buildings, and vehicles are present here in the being carried or used.
Veil. Because this realm is shaped, in part, by mortal For example, suppose that a creature knocks over
expectations, player characters can move and interact a table, smashes through a window, and uses a car to
with their environment exactly as they would expect to drive away on its turn during combat. On initiative count
normally. This means that a creature’s movement speed, 20 of the following round, the table will magically right
jump distance, and ability to cast spells works much the itself and the window will stitch itself back together
same here as it would in the Material Plane. to reflect its true state in this moment in time in the
The same goes for physical travel. A spell or ability Physical Realm. In this example, the car would continue
that allows characters to travel through the world (such to be displaced so long as the creature continues to use
as teleport or misty step) functions exactly as it normally it. Once the car is abandoned, it would also reappear in
would in the Material Plane, altering a creature’s position the exact location from whence it was taken on initiative
relative to its understanding of the three-dimensional count 20 following the round in which it is no longer being
universe. However, a spell or ability that allows for carried or used.
interdimensional travel (such as plane shift) will function
differently than expected. For more on this, see the Manipulating Reality
sidebar entitled “Interdimensional Travel” on the A creature can use its bonus action to make a DC 18
previous page. Intelligence check to bend the physics of the Veil to their will.
If the check is successful, they can momentarily alter the laws
The Physics of the Veil of physics in one way that suits their purposes. The extent to
By default, the physics of the Material Plane apply which a character can alter physics is up to the GM, but the
to the Veil. However, the Veil is not the Material Plane, following options would be acceptable:
and this will become apparent to any creature that • Double their movement speed for one round
spends enough time here. Aspects of the physical • Pass through one nonmagical barrier (as though by the
landscape may be interacted with and damaged, but etherealness spell)
such interaction does not change the true nature of the • Gain a fly speed for one round
object, which is merely a reflection of its counterpart in • Create a nonmagical object worth up to 1,000 gp

8
Creating a Character
This story revolves around a party of 4-6 characters eternity.
who have recently died. Given the setting of the Veil, Flaw. Some characters may be so flawed that their soul
these characters may be from wildly different cultures is in jeopardy of damnation. In these cases, Azrael may
and time periods, but they will all be thrown together on choose to call this character on an adventure through
an epic quest to fight against the forces of evil at work in time for the primary purpose of giving the character one
the cosmos. If you are playing this adventure as a sequel last chance to recognize their faults and seek repentance
to The Adventurer’s Guide to the Bible or other ongoing before passing on to their final judgment. Examples of
campaign, you can easily continue the adventure with Eternal Flaws usually require a lack of regret (or a failure
the same characters, skipping ahead to their eventual to recognize the flaw to begin with) on the part of the
deaths (or beginning after an unforeseen TPK). However, character.
this adventure can be played as a standalone adventure Talent. Some characters die with no unfinished
with new characters just as easily. business and are perfectly content to pass on into the
Spiritual Realm. However, some of these characters
Why Are We Here? may have so much talent that Azrael requests that
A question that may rightly arise during the first few they remain with him for a time to help save more souls
sessions is: why are we here? Why don’t our characters before passing on. In this case, the player character
simply enter Heaven after dying? Why does Azrael, is chosen based on their ability to help others (either
the Angel of Death, choose to lead characters through souls still in the Material Plane, or possibly their fellow
this adventure rather than simply guiding them to player characters), rather than because they need help
their eternal rest? The answer will be different for each themselves.
character, but it can be summed up by saying: they aren’t
ready to pass on yet.
Flawed Perspectives
Many, if not most, of the examples in these tables represent
It is important to create or modify characters to make flawed perspectives and unhealthy relationships with God.
sure that they are either intrinsically flawed or have deep This is deliberate, as it will provide for interesting narrative
bonds and attachments to the Physical Realm. Speak moments in the story and give room for character growth.
to your players before the beginning of the campaign to However, it may be a good idea to discuss with your players
make sure that each of them chooses an Eternal Trait the fact that these bonds, ideals, and flaws are designed to
for their character. Eternal Traits are described below, lead toward an interesting story and are not intended to be
and they are essential driving forces behind the story as admirable qualities in the characters.
it unfolds.
Starting Equipment
Eternal Traits This adventure mostly takes place in the Veil, where
Characters typically have certain “traits” that define the player characters’ bodies are manifestations of their
who they are and how they interact with the world. In this own idealized versions of themselves. To reflect this,
adventure, a character’s Eternal Trait not only defines characters should begin this adventure equipped with
their identity, but also helps explain why they have tools and weapons appropriate for level 10 adventurers.
been chosen by Azrael for this adventure to begin with. If you are playing this adventure as a continuation of an
Regardless of the Eternal Trait chosen, it is this trait that ongoing campaign, you can allow player characters to
will become the driving motivation for player characters keep any equipment or magic items they have already
in this story, for better or worse. You can choose whether collected. If you are starting this adventure with brand
to reveal the importance of these traits to the players new players at level 10, then allow each player to spend
during character creation, or save it as a narrative up to 12,000 gp on equipment, weapons, armor, or other
surprise during the adventure. All player characters items* during character creation to represent a lifetime
should have at least one, but no more than two, of the of being a proficient adventurer. This money can even be
following traits. An Eternal Trait replaces any existing used to purchase magic items during character creation,
traits on the player’s character sheet, and may be chosen using the following pricing guide for magic items. Money
by the player or determined randomly using the table on that is not spent during character creation is lost, as
the next page. money has no purpose in the Veil and will remain on the
Bond. All characters have bonds, but for some, Material Plane.
their bond may be so all-encompassing that it literally
prevents their soul from resting. Examples of an Eternal Cost Item Rarity
Bond might include the desire to protect a family 10,000 gp Very Rare
member who is still living, or a piece of important
5,000 gp Rare
unfinished business.
Ideal. An ideal is something that the character stands 2,000 gp Uncommon
for. A character might develop an Eternal Ideal if they feel 1,000 gp Common
that their death was, in some way, a failure to uphold a *Items can be purchased from those available in the System Reference Document 5.1,
certain standard or principle, and now strive to do so into Adventurer’s Guide to the Bible, or any other source book, at the discretion of the GM.

9
Eternal Trait Tables
d10 Eternal Bonds d10 Eternal Flaws
1 I died before meeting my newborn daughter. I don’t think my 1 Lust. I am addicted to the pleasures of the flesh. I don’t think
soul will be able to rest until I have held her in my arms for the eternity has any joy to offer that I can’t have several times over
first time. on a good night out.
2 My spouse was murdered, and I never found the killer. I won’t 2 Greed. In life I was wealthy, respected, and powerful... now I
be able to look my spouse in the eyes when I reach Heaven have nothing, and I feel an emptiness.
unless I know justice has been served.
3 Gluttony. I spent my life chasing highs from alcohol, drugs, and
3 I was mistreated by a member of the clergy in my church. I think partying. All I can think about is where my next fix is coming
I’ve always held a grudge against God because of it, and I don’t from.
think I’m ready to enter Heaven until I’ve forgiven God.
4 Sloth. Once I found out that I could talk my way out of work (and
4 I did something very wrong during my life. I know God has into promotions), I made a career of lying.
forgiven me, but I don’t think I’ve forgiven myself yet...
5 Pride. I never back down from a challenge, even if I know I
5 An orphanage took me in when my parents died. I always should.
thought one day I would repay them for the kindness they
showed me, but I died before I had the chance. 6 Wrath. All I have ever known is war and violence. It’s the
quickest way to any solution.
6 I died before delivering a very important piece of information.
I continue to carry this undelivered message like a weight on 7 Envy. My heart is restless - when I see someone who is happy, I
my soul. want what they have.

7 I feel like all I ever wanted was for my parents to be proud of me. 8 Pride. When I first meet someone, I make a mental note of how
They died before I could prove myself to them. I cannot meet I am better than them.
them in the afterlife without first doing something worthy of 9 Greed. I spent my life pursuing power through any means
their approval. necessary. I see no reason that I should spend eternity
8 I had a chance at finding love, but our parents did not approve differently.
of our relationship. Even in death, all I can think about is how I 10 Wrath. I spent my life following the 10 Commandments and
wish we had had the courage to run away together. being a good Christian. Now I look forward to seeing everyone
9 I never met my birth mother, and I always wondered why she else burning in hell.
was never in my life. I don’t think death can stop my desire to
find her one day.
10 I died saving a child from danger. I now feel bound to protect d10 Eternal Talents
that child from beyond the Veil.
1 I was trained as a warrior, and combat comes naturally to me. If
saving souls means killing demons, count me in.
2 I am an excellent speaker, and I can be persuasive when I want
d10 Eternal Ideals to be. I would love one more chance to witness my faith to
someone.
1 People. I can’t enter Heaven knowing that there are still people
struggling on Earth. I won’t rest until we all rest. 3 I understand the natural world and its creatures better
than most. I could be a valuable resource when it comes to
2 Beauty. This is one more step in a journey that never ends. Why navigating the natural (and unnatural) elements of the cosmos.
would I pass on when there is so much left to see here?
4 I have spent a lifetime studying strategy and the art of warfare. I
3 Power. Eventually, I will be powerful enough to accomplish my have more practical knowledge of battle than most angels, and
goals, but I’m not strong enough yet. the Heavenly Hosts could use me in the coming war against
darkness.
4 Logic. The vastness of the cosmos is mind-boggling, but
eventually, I will understand it with enough study. 5 I am a wanderer at heart, and I have an innate instinct for finding
lost things. If you need something, I can find it.
5 Aspiration. I think I can earn my way into Heaven, but I don’t
think I’ve earned it yet. 6 I have a talent for stealth and thievery. I always wondered why
God gave me the gifts of an evildoer, but now I realize that I was
6 Independence. All my life, people have been telling me what to
being prepared as a covert agent of the army of light.
do. God is just one more name on that list.
7 People may not describe me as a leader, but I am a team
7 Faith. I have faith that God always puts us where we are needed.
player, and I know how to hold a group together. I can tell when
If this is where I am, it must be for a reason.
someone is struggling emotionally, and I am here to help.
8 Redemption. I think there is good in everyone, and if I can still
8 I don’t know what talents I have to offer, but I have faith in God’s
help people find their goodness, I’m not ready to pass on.
plan. Here I am; send me.
9 A Good Death. I did not stand up for what I knew was right in
9 I bring creativity and beauty into the world. It doesn’t matter
the moment of my death. I would do anything to have another
where I go, I will always share my talents with those who need
chance at that moment... to die again, but this time for the
them.
right reasons.
10 I am a natural leader and a quick decision-maker. I don’t know
10 Revenge. The world is full of acts of despicable evil, and now I
why we’re here, but I can lead us through this.
see clearly that demons are the masterminds of it. I won’t rest
until the devil himself lies dead at my feet.

10
New Subclasses
Introduction surrender its autonomy to the whims of another being.
When demons take possession of wayward souls and
This adventure module introduces five new subclasses. powerful magic corrupts the hearts of those in its thrall,
These character archetypes represent a diverse spread the Exorcist will be the first to wade knee-deep into the
of human history and culture, from the ancient to the murky waters of the unknown and stand face to face with
modern. Just as the adventure in this book is not bound the powers of evil.
by time or space, neither are the subclass options for Exorcists tend to be lone adventurers who seek out evil
player characters. All new subclasses are balanced in where it hides among the ordinary people of the Material
accordance with Fifth Edition rules, and you may also Plane. Although individual Exorcists might belong to one
choose to play a subclass from other Fifth Edition source of many different religious orders or denominations, they
books without unbalancing this adventure. share a kinship with one another. When the darkness of
the Abyss spills into the mortal realm, it is always the
Class New Subclass
Exorcists who stand against the tide of evil when all
Cleric Exorcism Domain others flee before it.
Fighter Commando Archetype
Domain Spells
Monk Way of the Pilgrim
Paladin Oath of the Templar
Cleric Level Spells
1st Detect Evil and Good, Protection from Evil and Good
Warlock Pact of the Watcher
3rd Gentle Repose, See Invisibility

Cleric: Exorcism Domain 5th Dispel Magic, Remove Curse

The Exorcist is an enigmatic and highly trained cleric. 7th Banishment, Guardian of Faith
While most religious orders busy themselves with the 9th Dispel Evil and Good, Greater Restoration
affairs of their local communities or the rituals of the
church, some clerics recognize that there is more to this Bonus Proficiencies
world than meets the eye. The Exorcist is aware of the When you choose this domain at 1st level, you learn
battle between good and evil that rages on in the liminal Infernal and one other language of your choice. You also
spaces and haunted corners of reality. More importantly, gain proficiency with the Herbalism kit.
the Exorcist is prepared for the eventuality that this war
spills over into the Physical Realm. Exorcist Tools
Above all else, the Exorcist is the sacred protector When you choose this domain at 1st level, you have
of free will. There is nothing so repugnant to a Cleric learned to employ special tools in the fight against
of the Exorcism Domain as a creature that is forced to evil. You have access to an expanded list of objects
that you may use as a spellcasting focus for your cleric

11
spells, in addition to your holy symbol. While holding that can hear you within 30 feet of you. If the creature is
your spellcasting focus, you know the Thaumaturgy frightened, charmed, or possessed, this condition ends
cantrip. If your spellcasting focus is lost or destroyed, for it.
you can create a new one after spending 1 hour in Moreover, if the frightened, charmed, or possessed
prayer or meditation. Creating a new spellcasting focus condition originated from a creature within 60 feet of
instantly destroys your old one. You may chose one of you that can hear you, that creature must make an
the following objects as a spellcasting focus, or roll to Intelligence saving throw, taking an amount of psychic
determine it randomly. damage equal to twice your Cleric level on a failed save,
d6 Exorcist Spellcasting Focus or half as much on a success.
1 A specially crafted incense burner that constantly emits the Divine Vigilance
subtle scents of sage, sandalwood, and frankincense. Additionally at 6th level, you gain the following
2 A crystal vial containing Holy Water from a sacred site benefits:
• You cannot become charmed or possessed
3 An ancient iron ciborium containing salt that was blessed by a
saint from ages long past
• You have advantage on saving throws against
becoming frightened.
4 The words of a scripture passage or a mantra of exorcism,
tattooed on the surface of your forearms using blessed ink Potent Spellcasting
5 A crucifix with a hidden compartment containing a powerful Starting at 8th level, you add your Wisdom modifier to
relic. the damage you deal with any cleric cantrip.
6 A Tibetan singing bowl that rings with the sound of church
bells when struck.
Liberating Avenger
Starting at 17th level, you become an unstoppable
force for free will.
Turn Unholy • You cannot become frightened.
As an Exorcist, when you use your Channel Divinity
• If you are targeted by an effect that would charm or
feature to “Turn Undead” or “Destroy Undead,” your
possess you, the effect fails and the creature that
feature’s effects are expanded to affect fiends as well
targeted you instead takes an amount of psychic
as undead. Fiends are turned or destroyed as if they are
damage equal to twice your cleric level.
undead when you use this feature.
• When you deal damage to a creature that has
Channel Divinity: Word of Exorcism the ability to cause the charmed, frightened, or
Starting at 6th level, you gain the ability to thwart a possessed condition, you deal an extra 2d8 radiant
creature’s attempt to control the will of another. As an damage (when you roll damage against a creature,
action, you speak a word of exorcism to one creature the GM indicates whether the creature has such an
ability, but does not specify what the ability is).

Fighter: Commando
Wielding weapons and tactics that may seem unusual
or otherworldly to more “traditional” adventurers, the
Commando is a new breed of fighter. Gone are the days
when armies would line up and charge at each other with
swords drawn. With the advancement of technology and
increased cooperation between nations came a more
complex kind of warfare. Commandos are trained to
perform in extreme and unpredictable situations, such
as the extraction of hostages, the assassination of a
terrorist leader, or the securing of a high-value asset.
Because they operate in situations that include
innocent bystanders as well as hostile forces, a
Commando must be incredibly disciplined and well-
trained: able to recognize the difference between
a hostage and a hostile with surgical precision.
Commandos are used to operating in teams where each
member of the team holds a certain specialty. From the
sharpshooter to the artillerist to the demolitions expert,
each Commando may have a very different set of skills,
but what they all share in common is an unwavering faith
in each other’s abilities to get the job done, no matter the
obstacles.
In some ways, Commandos are ideally suited for
combat in the Veil. Since they have spent their lives

12
training to perform in unpredictable environments magical for the purpose of overcoming resistance and
against unknown enemies, the concept of fighting immunity to nonmagical attacks and damage.
demons in another plane of existence is just another day
at the office for them. The Commando is team-oriented, Situational Awareness
and knows better than to take on the forces of darkness By 10th level, your training allows you to instinctively
alone. Their first priority will be finding a new group of recognize the presence of danger. You gain the following
adventurers who can function well as a team. benefits as long as you are not incapacitated.
• You cannot be Surprised.
Firearm Proficiency • Whenever you make a Wisdom (Perception) check to
Starting when you choose this archetype at 3rd level, look for danger, treat a roll of 7 or lower on the d20 as
you gain proficiency in firearms. an 8.
Weapon Specialty Careful Aim
It takes years of training to use some weapons When you reach 15th level, you can discern friend
effectively. As a Commando, you have access to a list of from foe in fractions of a second, and you can react
specialty weapons that other fighters do not, but in order accordingly. When you force creatures in a certain area
to use one of these weapons you must first “specialize” to make a saving throw, such as with an automatic rifle’s
in its use. When you gain this feature at 3rd level, “Burst” property or a fragmentation grenade’s explosive
you gain two Weapon Specialties of your choice (See radius, you can avoid damaging friendly creatures inside
“Specialty Weapons” below). of the weapon’s area of effect. Choose a number of
You gain an additional Weapon Specialty of your choice creatures up to your Dexterity modifier (minimum of one
when you reach certain levels in this class: 7th, 10th, creature). A chosen creature takes no damage from your
15th, and 18th level. Each time you gain a new Weapon weapon, but must still make a saving throw to avoid other
Specialty, you also have the option to replace an existing effects, such as becoming stunned or poisoned.
Specialty you have with a new one.
Vigilant Tactics
Weapon Cost Starting at 18th level, when you are in combat, you gain
Once a player character gains a Weapon Specialty, it is the following benefits:
up to the GM how the player character acquires the weapon • Creatures provoke opportunity attacks from you
and ammunition. If you are using the Commando in a modern if they move more than 5 feet while within your
setting, then the weapon and ammunition may be purchased weapon’s normal range.
from a merchant (using the costs listed in the Weapon • You gain an additional reaction each round that may
Specialty Table), or “discovered” at the end of an encounter. only be used to make an opportunity attack. This
However, for this campaign (which does not use currency), it
allows you to take up to two reactions per round of
is recommended to simply allow the character to “conjure”
a new weapon as described in the “Manipulating Reality” combat, but only one per turn.
sidebar on page 8.
Weapon Properties
Modern firearms and explosives are handled using the
Tactical Stance standard mechanics of Fifth edition. Unless otherwise
Starting at 3rd level, when a hostile creature’s stated, firearms are treated as ranged weapons, use
movement provokes an opportunity attack from you, Dexterity for determining attack and damage rolls, and
you may choose to use your reaction to make a ranged otherwise follow all the standard rules of combat. If a
weapon attack instead of a melee weapon attack against weapon or ability causes a creature to make a saving
the provoking creature. throw, the DC for the saving throw is equal to 8 + your
Adaptive Tactics Dexterity Modifier + your Proficiency Bonus. Specialty
Starting at 7th level, your Specialty Weapons count as Weapons in this section are also subject to the following
properties.

13
Ammunition. The ammunition of a firearm is destroyed reloaded using an action or bonus action (the character’s
upon use. For practical purposes, assume that each choice). A character is limited by the amount of
weapon uses its own unique kind of ammunition. ammunition held by a weapon, regardless of the number
Burst Fire. A weapon that has the burst fire property of attacks they can normally make on their turn.
can make ranged weapon attacks as normal, or (as Special. A weapon with the special property has
an action) it can spray a 10-foot-cube area within unusual rules governing its use, explained in the text
normal range with shots. Each creature in that area below the table in which it appears.
must succeed on a Dexterity saving throw or take the
weapon’s normal damage. This action uses ten pieces of Specialty Weapons
ammunition. The Weapon Specialty feature allows you to gain
Reload. A limited number of attacks can be made Weapon Specialties at certain levels. The options
with a weapon that has the reload property. Once this available to you depend on your fighter level, and are
ammunition is expended, the weapon must then be shown in the table below.

Weapon Specialty Table


Fighter
Level
Specialty Weapon Damage
Dice
Properties Weapon
Cost
Ammo Cost

3 Combat Pistol 2d6 Ammunition (range 50/150), Light, Reload (15), Special 50 gp 1 gp (15)

3 Grenade (Gas) -- Thrown (range 60), Special -- 25 gp (1)


3 Light Carbine 2d6 Ammunition (range 50/240), Burst Fire, Reload (30), Two-handed 200 gp 1 gp (10)
3 Silenced Pistol 2d4 Ammunition (range 50/150), Light, Reload (15), Special 75 gp 1 gp (15)
7 Automatic Rifle 2d8 Ammunition (range 50/240), Burst Fire, Reload (30), Two-handed 300 gp 1 gp (10)
7 Grenade (Fragmentation) 5d8 Thrown (range 60), Special -- 50 gp (1)
7 Precision Rifle 2d8 Ammunition (range 120/360), Reload (5), Special, Two-handed 350 gp 1 gp (10)
7 Shotgun 2d8 Ammunition (range 30/90), Reload (6), Special, Two-handed 275 gp 2 gp (10)
7 Stun Gun -- Ammunition (range 35), Light, Reload (1), Special 60 gp 2 gp (10)
10 Breach Charge -- Special -- 300 gp (1)
10 Flamethrower 8d8 Reload (1), Special, Two-handed 525 gp 150 gp (1)
10 Grenade (Stun) -- Thrown (range 60), Special -- 125 (1)
10 Sniper Rifle 2d10 Ammunition (range 360/1000), Reload (5), Special, Two-handed 750 gp 2 gp (10)
15 Anti-Material Rifle (AMR) 5d6 Ammunition (range 360/1000), Reload (5), Special, Two-handed 1,000 gp 4 gp (10)
15 Automatic Shotgun 4d8 Ammunition (range 30/90), Burst Fire, Reload (20), Special, Two-handed 875 gp 2 gp (10)
15 Heavy Machine Gun 2d12 Ammunition (range 50/240), Burst Fire, Reload (100), Two-handed 1,500 gp 3 gp (10)
15 Tranquilizer Rifle -- Ammunition (range 120/360), Reload (5), Special, Two-handed 350 gp 4 gp (10)
18 Demolition Charge -- Special -- 1,500 gp (1)
18 Grenade Launcher -- Ammunition (range 120), Reload (6), Special 325 gp --
18 Rocket Launcher -- Ammunition (range 240), Reload (1), Special, Two-handed 300 gp 500 gp (1)
18 Executioner 4d6 Ammunition (range 600/2000), Reload (7), Special 2,750 gp 5 gp (10)

Anti-Material Rifle. This large caliber rifle deals double and, if planted on a nonmagical wall or door, instantly creates
damage to vehicles, and ignores bonuses to AC granted by half an opening 8 feet wide and 8 feet tall which grants access to
cover and three-quarters cover. the other side.
Automatic Shotgun. When you use the “Burst Fire” action, Combat Pistol. Being within 5 feet of a hostile creature
the area of effect is increased to a 20-foot-cube. Additionally, does not impose disadvantage on your ranged attacks with this
When you hit a Large or smaller target with this weapon, the weapon.
target must succeed on a Strength saving throw or be pushed Demolition Charge. Planting this charge takes 1 minute,
15 feet away from you and knocked prone. and can be triggered from up to 1 mile away. The explosion
Breach Charge. This charge must be planted on a flat from this charge deals 150 points of thunder damage in a
surface such as a door, wall, vehicle, or object not being worn or 100-foot-diameter sphere. Creatures within this area may make
carried. Planting this charge takes one action. You can trigger a Constitution saving throw to take half damage. Vehicles and
the charge using a bonus action from up to 400 feet away, constructs in this area have disadvantage on this saving throw
causing damage in a 20-foot-radius sphere. Any creatures in and take double damage. Nonmagical objects and structures in
the area must make a Dexterity saving throw, taking 10d10 fire this area take triple damage.
damage on a failed save, or half as much on a success. The Executioner. You gain a +2 bonus to attack and damage
Breach Charge deals double damage to objects and structures rolls with this specialized weapon. When you hit a target with

14
an attack, if it has fewer than 100 hit points remaining after Constitution saving throw against your DC or fall unconscious
taking the damage from your attack, it must succeed on a for 1 hour, until it takes damage, or until someone uses an action
Constitution saving throw against your DC or die instantly. to shake or slap it. Undead and creatures with immunity to
Flamethrower. As an action, you expend all of this weapon’s Poison damage are immune to this effect.
fuel in a stream of flammable liquid that takes to the shape of a
60-foot-cone. All creatures in this area must make a Dexterity
saving throw against your DC, taking 8d8 fire damage on a Monk: Way of the Pilgrim
failure, or half as much on a success. The fire spreads around Monks of the Way of the Pilgrim embrace the mystery
corners. All flammable objects in this area are ignited if they of life to the fullest, seeking to find meaning in the
aren’t being worn or carried. journey, rather than the destination. Such Monks may
Grenades. As an action, you throw a grenade to a point you belong to a religious order or nomadic community that
choose within 60 feet, where in explodes in a 20-foot-radius
encourages long leaves of absence, but more often
sphere. All creatures in this area must succeed a saving throw
against your DC or be subjected to the grenade’s effect. pilgrims are encountered as solitary wanderers. A pilgrim
Throwing a grenade requires your full action, regardless of how will occasionally join an adventuring party or venture out
many attacks you can make with the Attack action. on quests that strike them as worthwhile, but they will
• Fragmentation. All creatures in the area must make a never stay in one place for long, as the heart of a pilgrim
Dexterity saving throw, taking 5d8 piercing damage on a is eternally restless.
failure or half as much on a success. A follower of the Way of the Pilgrim does not fear
• Gas. The area becomes heavily obscured, and creatures change or hardship or even death, since death itself
must succeed on a Constitution saving throw or become may present the greatest journey of all. While some see
poisoned for 1 minute. Creatures poisoned in this way may
Heaven and Hell as permanent destinations, the Pilgrim
repeat the saving throw at the end of each turn, ending the
effect on a success. sees even the afterlife as just one more pathway in the
• Stun. Creatures must succeed on a Constitution saving eternal journey of the soul.
throw or become stunned for 1 minute. Creatures stunned
in this way may repeat the saving throw at the end of each
Pilgrim’s Destiny
turn, ending the effect on a success. It is not always clear what drives the soul of a Pilgrim,
Grenade Launcher. This ranged weapon launches Grenades and no two wanderers will have the same motivations.
as its ammunition. Grenades function as normal, but using Use the table below for possible “destinies,” or invent
this weapon increases the range of the grenade to 120 feet, your own.
and firing a grenade requires 1 Attack, rather than 1 Action. Any
Grenade may be used as ammunition for this weapon, provided
that you are also specialized in the use of the Grenade type.
Precision Rifle. You gain a +1 bonus to attack and damage
rolls with this specialized weapon. Additionally, If you hit a
creature with this weapon, it must succeed on a Strength
saving throw against your DC or drop one item of your choice
that it is holding.
Rocket Launcher. When you attack with this weapon, you
fire a guided missile to a point you choose within 240 feet,
where in explodes in a 30-foot-radius sphere. All creatures in
this area must make a Dexterity saving throw against your DC,
taking 10d8 piercing damage plus 5d6 fire damage on a failure
or half as much on a success.
Shotgun. When you hit a Large or smaller target with this
weapon, the target must succeed on a Strength saving throw or
be pushed 10 feet away from you and knocked prone.
Silenced Pistol. This firearm is only audible to creatures
within a 10-foot-radius, and deals double damage to a creature
that is surprised by the attack.
Sniper Rifle. You gain a +3 bonus to attack and damage rolls
with this specialized weapon.
Stun Gun. This light pistol fires leads of nonlethal conducted
energy to incapacitate a target. If you hit a creature with this
weapon, it must succeed on a Constitution saving throw
against your DC or be stunned. Creatures with immunity to
lightning damage are immune to this effect. The target remains
stunned as long as you remain within 35 feet of it and use your
action each turn to maintain the effect. Maintaining the effect
does not use additional pieces of ammunition. The effect ends
at the end of the creature’s next turn after you fail to use your
action to maintain the effect or move more than 35 feet from
the target.
Tranquilizer Rifle. You gain a +1 bonus to attack rolls with this
rifle, which uses a specialized dart as ammunition. Additionally,
If you hit a creature with this weapon, it must succeed on a

15
d6 Pilgrim’s Destiny check. If you are using the optional “Grace Score” from
1 You have received many blessings in your life. You plan to The Adventurer’s Guide to the Bible, then a Grace check
journey until you have paid them forward seven-fold. can be made instead of a Wisdom check.
2 You seek perfection in the simplest things. Your journey will end
On a successful check, your group arrives safely at the
if you ever experience a truly “perfect” day. named destination. On a failure, the group arrives at the
wrong location, determined by the GM or by rolling on
3 You wish to spend your life having one meaningful conversation
per day, and then to spend your afterlife the same way. the table below.
4 You live for experiences, and will not stop traveling until you d8 Trasna Destinations
have sampled from every culture in the cosmos. 1 The last place you willingly told a lie
5 You love to debate with religious leaders, and do so wherever 2 The entrance to a dungeon containing a long-lost artifact
you go. You hope one day to have a debate with God.
3 In the presence of a creature who has just summoned you using
6 You are searching for a place that your mind can be at peace a ritual, and has important news to share.
and your heart can be at rest. Until then you wander.
4 The surface of a desolate but hospitable moon, circling a
distant and unknown planet
Art of the journeyman
Starting when you choose this tradition at 3rd level, 5 The sanctuary of a small chapel, standing before a child who is
you can use your Ki to duplicate the effects of certain praying for help
spells. As an action, you can spend 2 Ki points to cast 6 A council room where an important political decision is about to
Blur, Find Steed, Longstrider, or Misty Step without be made
providing material components. Additionally, you gain 7 In the midst of a combat encounter (determined by the GM),
the Druidcraft cantrip if you don’t already know it. just in time to save a hopeless situation.

Step of Faith 8 In the presence of a hostile creature (determined by the GM),


who offers an unthinkable choice.
At 6th level, you learn how to alter reality to traverse
seemingly impossible obstacles. When you use Step
of the Wind, you gain a fly speed equal to your walking
speed until the beginning of your next turn. You start to
Paladin: Oath of the Templar
The military order known as the Order of Solomon’s
fall at the beginning of your next turn unless you use Step
Temple (often shortened to “Templar”) was created with
of the Wind again.
the sole purpose of defending innocent travelers and
Insight of the Wanderer pilgrims from bandits along the dangerous roadways of
Beginning at 11th level, you learn to listen and respond the Middle Ages. These highly trained fighters, known for
instinctively to the movement of the Ki in your body, their distinctive white tabards and red cross (a symbol
allowing it to lead you in your travels. If you spend a of their readiness to die for others), swore off earthly
short rest focusing on a person, object, or location, you possessions and spent their lives safeguarding the
gain the effect of a find the path spell that lasts for 1 day vulnerable.
(or until you end your concentration on it, as though The Templars’ vow of poverty meant that they relied
concentrating on a spell). This feature mimics the effects on donations from generous patrons to fund their
of the find the path spell, except you do not need to be order. Ironically, this attracted so much attention and
familiar with the destination, the destination can be on admiration that the Templars quickly gained status within
any plane of existence, and the destination can be a the Church, rising to become one of the most respected
creature or object, in addition to a location. Creatures, and influential orders of the Middle Ages. Jealous of the
objects, or locations that are warded against divination order’s popularity, the King of France conspired to turn
are immune to this effect. public opinion against the Templars, even threatening
Once you have used this feature, you cannot do so violence against the Pope if he did not officially condemn
again until you finish a long rest. the order. Betrayed and finding themselves abandoned
Step of the Crossing Place even by the leaders of the Church they had vowed to
Beginning at 17th level, you can open a portal into serve, many Templars were arrested, tortured, and
Trasna, a labyrinthine dimension known only to true executed. As the elderly leader of the Templars was
Pilgrims. The entire landscape of Trasna is heavily burned at the stake, his hands folded in prayer, he
obscured by mist and filled with twisting, rotating prophesied that God would punish those responsible
staircases that seem to defy logic, gravity, and physics. for the betrayal. Both the King of France and the Pope
Trasna can take you to any location on any plane of who betrayed the Templars died under mysterious
existence, but only if you can find your way first. circumstances shortly afterward.
As an action, you can name a location as your The remaining knights of the order were outlawed
desired destination and expend 7 Ki points to transport and hunted, but a Templar does not abandon their
yourself and up to 10 willing creatures into Trasna. This oath. According to legend, the Templars who evaded
destination does not need to be familiar to you, as long arrest continue to wander throughout the world, quietly
as you can describe it. Leading the group through the and steadfastly living out the tenets of their oath and
shifting staircases of Trasna requires a DC 15 Wisdom protecting the vulnerable wherever their journey takes

16
to an oath spell, you always have it prepared. Oath
spells do not count against the number of spells you can
prepare each day. If an oath spell does not appear on the
paladin spell list, it is nonetheless a paladin spell for you.

Paladin Level Oath of the Templar Spells


3rd Compelled Duel, Sanctuary
5th Find Steed, Warding Bond
9th Crusader’s Mantle, Revivify
13th Death Ward, Find Greater Steed
17th Covenant*, Holy Weapon
*This spell is described in the Adventurer’s Guide to the Bible

Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options. When you use
your Channel Divinity, you choose which option to use.
You must then finish a short or long rest to use your
Channel Divinity again. If an effect requires a saving
throw, the DC equals your paladin spell save DC.
Turn the Violent. You can use your Channel Divinity
to inspire fear in those who prey upon the weak. As an
action, you reveal the symbol of the Templar and force
each creature of your choice that is hostile to you within
30 feet to make a Wisdom saving throw. On a failed save,
a creature becomes frightened of you for 1 minute. A
frightened creature may repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
them. Most Templars still wear the armor of their order, Divine Providence. You can use your Channel Divinity
considering it part of their oath, although they cover to call upon God to provide for you. As an action, you
themselves with cloaks to avoid being recognized as they invoke your vow of poverty and pray for God to provide
travel from place to place. It is only when they rise to you with material aid. The type of aid you receive is
defend the innocent and the vulnerable that they reveal determined by the GM, but you may request what form it
the white tabard and red cross, a symbol that strikes fear takes. For example, a stranger may offer to pay for your
into the hearts of those who would prey on the weak. meal or room at an inn, a wandering merchant might lend
you the use of a magic item on the eve of an important
Tenets of the Templar mission, or a noble might extend you a favor on behalf
A paladin who takes this oath is a sworn protector of
of a grateful kingdom. Use the table below to determine
the vulnerable and is held to a high standard of conduct.
the limits of what this feature can provide, based on your
Faith. It was to God that you swore your oath, and so it
paladin level. Any physical items, including magic items
is only God that can command you. You owe allegiance to
gained through this feature must be returned to their
no flag, kneel to no throne, and bow to no authority but
rightful owners before you may use this Channel Divinity
that of the Most High.
option again. Favors, such as a free meal or passage
Courage. A Templar does not retreat. You must
abroad a ship, do not need to be repaid.
be prepared to stand for your beliefs in the face of
overwhelming odds, in the face of sure defeat, in the face Level Gold Limit Rarity Limit Favor Limit
of death.
3rd 25 gp Common A meal and a room at an inn
Poverty. A Templar carries no money and claims
ownership of no treasure. With the exception of the tools 5th 75 gp Uncommon Passage aboard a ship
and weapons of your trade, you rely on the kindness of 9th 250 gp Rare A letter of recommendation
strangers for sustenance and shelter. 13th 1,000 gp Very Rare The use of a fortress or land
Protect the Vulnerable. A Templar is the last line of
17th 5,000 gp Legendary A favor from the King or Pope
defense for the poor, the vulnerable, and the weary. If
you do not stand in their defense, who else will?
Aura of the Martyr
Oath Spells Starting at 7th level, your willingness to put yourself in
You gain oath spells at the paladin levels listed in the harm’s way inspires hope in those around you. Whenever
Oath of the Templar Spells Table. Once you gain access you take damage, friendly creatures within 10 feet of

17
you gain a number of temporary hit points equal to half of the will of God and bring humankind further from grace.
the damage you received, rounded up. The Watchers who remained faithful to God could not,
At 18th level, the range of this aura increases to 30 however, remain faithful to their vow to simply watch,
feet. and began looking for ways to gift worthy mortals with
invocations of their own celestial magic.
Steadfast Defender Whether fallen or unfallen, the Watchers are
Starting at 15th level, your mere presence causes your mysterious and treacherous. To try and discern the will
enemies to lose focus. When a creature makes an attack and intentions of a Watcher can easily lead the average
roll against a target other than you that is within 10 feet mortal to madness, and so the foundational texts of
of you, it must first make a Wisdom saving throw. On a almost every major religion advise against seeking them
failed save, it must target you with the attack instead. If out. However, many stories throughout history tell of the
it is unable to make its attack roll against you, the attack power of the Watchers, and it is enough to make some
is lost. of the more curious and ambitious mortals go looking.
At 18th level, the range of this aura increases to 30 Pacts with Watchers are usually made in alleyways beside
feet. cathedrals, in the shadows cast by church steeples,
Savior of the Downtrodden in chapels that are closed for renovation, or in other
At 20th level, you can intervene on behalf of others places symbolic of their desire to be near (but not fully in
when they are at their lowest point. You can use your obedience to) the will of God.
action to gain the following benefits for 1 hour: Expanded Spell List
• All allies within 30 feet of you have advantage on The Watcher lets you choose from an expanded list of
saving throws. spells when you learn a warlock spell. The following spells
• When a creature other than you that you can see are added to the warlock spell list for you.
within 60 feet fails a saving throw, including a death
saving throw, you can use your reaction to allow the Spell Level Spells
creature to reroll the saving throw, this time with a +8
bonus. 1st Detect Magic, Healing Word
• All enemies within 30 feet have disadvantage on 2nd Augury, Spiritual Weapon
attack rolls against you and your allies. 3rd Bestow Curse, Spirit Guardians
Once you have used this feature, you cannot do so
4th Divination, Pillar of Fire*
again until you finish a Long Rest.
5th Commune, Walk in Shadow*
Warlock Patron: The Watcher *This spell is described in the Adventurer’s Guide to the Bible

Your patron is one of the powerful and


enigmatic celestials from the Heavenly Radiant Form
Realm known only by the mysterious title At 1st level, you allow aspects of your patron’s celestial
“Watcher.” According to several mystical radiance to manifest in your own body. As a bonus action,
texts from ancient times, including the you can take on a radiant form for 1 minute. Your eyes
prophet Daniel and the apocryphal glow, your body becomes wreathed in blue flame, and
books of Enoch, the Watchers were you gain the following benefits while in your radiant form:
a special race of celestials that were • You hover 5 feet above the ground as you move and
placed on Earth at the time of Adam you are immune to being knocked prone.
and Eve. These beings had one • Whenever you take damage of any type but psychic,
simple job: to watch over the word each creature of your choice within 5 feet of you
of mortals without interfering. In takes Radiant damage equal to your Charisma
this mission, the Watchers failed. modifier (minimum of 1).
Some of the Watchers fell • You gain a +5 bonus to Wisdom (Perception) checks.
so in love with the human • You gain darkvision out to 30 feet. If you already have
race that they gave up their darkvision, its range is extended by 30 feet.
immortality in order to stay You can assume your Form of Radiance a number of
on Earth, marrying human times equal to your Charisma modifier and you regain all
spouses and giving birth to expended uses when you finish a long rest.
the beautiful race of half-
human celestials known The Watcher’s Pact Boons
as the Nephilim. Other At 3rd level, your patron bestows upon you a pact boon
members of the Watchers of your choice. In addition to the normal features of your
sided with Lucifer pact boon, you gain the following enhancements to your
during the fall and boon when you have a Watcher patron.
now use their cunning Pact of the Blade. Your pact weapon takes on a
powers to subvert shimmering and ethereal appearance. You can choose
whether your weapon deals its standard damage type or

18
radiant damage, and you can change which type it deals
each time you summon it.
Pact of the Chain. Your patron grants you a special
familiar, a Chalkydri Fledgling, which is available to you
when you cast the Find Familiar spell.
Pact of the Tome. Your Book of Shadows contains
chaotic scrawlings in an Enochian script that appear to
be the legends of heroes and angels long past, written
by a long-dead prophet. After each long rest, you notice
that the stories of your adventures in service to your
patron have been added to this anthology, as though
they are part of ancient history. While you are holding
this tome, you may double your proficiency bonus for one
ability in which you are already proficient, chosen
when you chose the Pact of the Tome.
Eye of the Watcher
At 6th level, your patron has gifted you with a
means of celestial sight. As a bonus action, you
can create an invisible, magical eye that hovers
in an unoccupied space of your choice within 30
feet. You can see and hear in all directions through the
eye, which has darkvision out to 30 feet. As a bonus
action, you can move the eye up to 30 feet. The eye can
pass through an opening as small as 1 inch in diameter,
but is blocked by a solid barrier. The eye cannot travel
more than 100 feet away from you; if your move further
than 100 feet from the eye, the eye moves with you to
stay within 100 feet.
The eye disappears after 1 hour, if someone casts dispel
magic on it, or if you loose concentration on it (as though
concentrating on a spell). You can summon your Eye of Apocryphal Blade
the Watcher a number of times equal to your Charisma Prerequisite: Pact of the Blade feature
modifier and you regain all expended uses when you You can use your pact weapon as a spellcasting focus
finish a long rest. The eye is intrinsically linked to your for your warlock spells. In addition, your pact weapon
patron. Anything seen or heard by this eye is also innately grants a +1 bonus to your spell attack rolls and spell save
seen and heard by the Watcher that gifted you with this DC.
power.
Celestial Conduit Song of Sunrise
Prerequisite: Pact of the Chain feature
At 10th level, your transformations become more Whenever you are required to make a saving throw
potent. While in your Radiant Form, you gain the while your familiar is within 100 feet of you, you may make
following benefits: the roll with advantage. You cannot do so again until you
• You gain a fly speed equal to your walking speed, and finish a short or long rest.
can hover at any height.
• You have resistance to radiant and necrotic damage. Atlas of the Wanderer
Prerequisite: Pact of the Tome feature
All-Seeing Eye A new page appears in your Book of Shadows. With
At 14th level, your Eye of the Watcher feature gains the your permission, a creature can use its action to write
following benefits: its name on that page, which can contain a number of
• Your magical eye has darkvision out to 120 feet, and names equal to your proficiency bonus.
Truesight out to 30 feet. You can cast the locate creature spell, targeting the
• There is no limit to the number of times you can creatures whose names are on the page, without using
summon your eye. a spell slot and without using material components. The
• There is no limit to the distance the eye can travel ink on the page begins to shift and reshape itself into a
from you. crude map of the surrounding area, with the names on
the page moving to indicate the positions of the named
Eldritch Invocations creatures if they are within 1,000 feet. The ink returns to
At 2nd level, a warlock gains the Eldritch Invocations normal after 1 hour.
feature. Here are new options for that feature, in addition As an action, you can magically erase a name from the
to those available in other Fifth Edition source books. page by touching it.

19
Chapter 1: The Reapers
Chapter Overview You are Dead
Chapter 1 begins with the deaths of the player The story begins with the introduction of the first
characters. Each character is given a death scene and is player character. Each player character will be given their
introduced to Azrael as they find themselves in the Veil own unique- death scene, which will frame the narrative
for the first time. The player characters are informed that arc for their story. However, the first scene is especially
they are now part of Azrael’s elite team, known informally important because it will introduce the player characters
throughout the Veil as “the Reapers.” to the campaign setting of the Veil, and to the concept of
After making introductions, the Reapers are quickly the afterlife in general.
thrown into the harsh realities of spiritual warfare as Begin by asking the player character to describe what
they are tasked with their first mission: protecting the was happening on the day they died. As they describe
soul of a young girl who is at a spiritual and emotional the characters, environment, and events of that fateful
crossroads. During the ensuing combat encounter, the day, you, as the GM, should step into the role of some
identity of a powerful demon, Ashmedai, is revealed, of these important NPCs and play out the scene as it
leading the Reapers to track him back to his lair. leads up to the character’s death. Let the character take
Arriving in a time and place far from the one they control of this scene as much as possible, as this part of
left, the Reapers meet a local guide, Gethsemani, who their backstory is the most important driving motivation
aids them in tracking Ashmedai to his hidden lair in the for the character in this adventure.
mountains. Cornering him there, Azrael and his Reapers
subdue Ashmedai and trap him inside of a prison gem.
Having completed their first mission successfully, the Who Goes First?
Reapers take a long rest and enjoy down time, as Azrael
Because this opening death scene is important for setting
departs to escort Ashmedai to the prison of World’s the mood of the campaign and introducing the mysterious
End, which will become significant later in the story. The setting, try to choose a player who enjoys roleplay, will take
player characters should all advance to level 11 at the the scene seriously, and who will ask good questions without
conclusion of chapter 1. derailing the scene by becoming overly curious or silly.

20
You should already be aware of the player
character’s Eternal Traits from character creation. If
you haven’t already, make sure to mark these down in
“The Story Tracker” on page 248. As you play out the scene
of each character’s death, take careful notes of descriptive
details that the player uses. You will be responsible for
remembering and using this descriptive language in Chapter
12 when we revisit each death scene and the story ends. It
may be a good idea to skim through “Ending the Story” on
page 165 before you play session 1, just to make sure you are
equipping yourself for a satisfying ending.

Meeting Azrael
Once you are finished playing out a death
scene and you have finished allowing the
player character to describe their final
moments on the Material Plane, read the
boxed text below.

Your consciousness fades as your last thoughts


drift through your mind. You feel one last surge of
emotion that you can’t quite place... almost like
walking into a room and then forgetting why you’re
there. Then there is nothing, and the world goes black.
[pause]
A moment later, you slowly become aware of a
soft, gray light coming from a source you cannot
see, and the form of someone leaning over you. You
feel yourself regaining awareness of your limbs as a
warm, comforting voice asks:
“Are you ready?”

At this point, allow the player to describe


themselves physically (again). This description may be
the same as their original form on the Material Plane, or
it may be radically different. As a soul manifests a new
body for itself here in the material plane, it becomes an
“idealized version” of how the player character viewed Once the character has finished describing their new
themselves. This may mean that an elderly character form, continue by reading the text below.
becomes youthful again, or that a physically disabled
character has their disability removed. On the other The voice asks again, this time more assertively:
hand, if the character viewed its age or its disability as “Are you ready?”
an important part of its identity, then these aspects of You now become fully aware of the creature
itself will remain in its glorified form. This new form has hovering above you. A tall, well-muscled man with
no impact on the character’s ability scores or other stats. black robes reaches out a hand to help you to your
Regardless of the character’s level at the time of its feet. A hood obscures the top half of his face, but
death, all characters will enter the Veil at level 10 as they what you can see of his dark-skinned, square-jawed
take on their new, glorified, bodies in this Liminal Realm. visage appears friendly and somehow almost
familiar to you... like he is an old friend whose
Glorified Bodies? name you can’t quite remember. As you struggle to
In 1 Corinthians 15:42-49, Paul briefly ponders what bodies remember why he looks familiar to you, he speaks
will look like when we awaken in the Spiritual Realm, saying, again.
“there are heavenly bodies and earthly bodies, but the glory of “My name is Azrael, the Angel of Death. If you
the heavenly is one thing, and that of the earthly is another.”
Basically, no one knows what our bodies will look like in the
haven’t realized it yet, you are dead. I don’t wish to
world to come, but it is reasonable to assume they will be an press you for an answer, but we are short on time...”
“idealized version of ourselves,” whatever that means to the
individual. “Are you ready?”

21
to prepare the player characters to enter the afterlife, but
he also wants them to come to this decision naturally.
Thus, he will keep his true motives secret for as long as
possible. You may improvise this conversation, using the
following answers as a guide.
What is the Veil?
“The Veil is a liminal realm between your old world,
and the world that is to come. It is the crossing place
of lost souls. It is a dangerous place, but it is also a
place of reflection. Take a look around you: everything
you see is as it was in the moment of your death.”
Who are these shadowy figures?
“These are souls: the souls of those still living in
the Physical Realm. They cannot hear you, and you
cannot touch them or interact with them. It is my job
Welcome to the Veil to watch over them and protect them in the moment
At this point, the player character will probably have of their passing, just as I was here to watch over and
questions about where they are and what is going on.
protect you.”
They may ask if they are in Heaven or Hell, or if this is
some kind of illusion. They will also likely be resistant to Why didn’t I go straight to (Hell/Heaven)?
the idea of “passing on,” because of the Eternal Traits Why am I here?
chosen during character creation. Use the boxed text
below for describing the Veil. Azrael smiles and gestures for you to follow him as
he begins walking away. He is silent for a moment and
As you take in your surroundings, you are surprised appears thoughtful before finally speaking again.
to notice that everything looks very similar to the “I’d like to show you some things first and, if you’re
space in which you died, with one exception. A willing, I could use your help on the road ahead.”
shadowy mist seems to cover everything in the What do you need help with?
vicinity, and although there is no sun in the sky, a Why is the Veil dangerous?
dim light seems to come from everywhere at once, Where are we going?
sparkling through the hazy mist of the liminal space in
which you find yourself. Dark, shadowy figures move All manner of creatures inhabit the Veil, and there
lazily, as though in slow motion through this ghostly are many that seek to corrupt and devour souls at
landscape. Azrael gestures to your surroundings, the moment of death. It is my job to protect souls
“Welcome to the Veil.” as they pass on to their eternal life. On some rare
occasions, I will ask someone like yourself to join me
Allow the player character to ask any questions they in this quest. Those who aid my purpose in the Veil
wish, but keep Azrael’s answers somewhat vague. are known as ‘Reapers.’ But this is your decision: will
Remember that Azrael’s true mission in this adventure is you accompany me as a Reaper?

22
The Reapers
Try not to let this scene drag on for too long. If the
player character starts to ask too many questions,
or hesitates for too long after Azrael invites them to
become a “Reaper,” transition to the next scene using
the text below.

Azrael suddenly becomes tense as his hand flies to


a leatherbound book at his side.
“We have to go; there’s a soul in jeopardy!”
Azrael draws a pocket watch covered in ornate
etchings from his belt and turns toward you.
“Take my hand.”

Azrael will use his magical artifact, Timekeeper, to


cast plane shift and teleport simultaneously. Time and blind violence and chaos. They have been drawn here by
space will bend and realign themselves jarringly as both the smell of celestial blood, and will attack any creature
Azrael and his new Reaper appear in a place and time within their reach.
completely different from the one they left. Here, as
before, the shadowy figures of souls move in slow motion
Combat Tips
This combat is not meant to be challenging, so don’t try
through the shadowy mist of the Veil, and one soul in to draw it out or make it suspenseful. More than anything,
particular is clearly in the last moments of its life. Azrael this encounter gives the player characters an opportunity
will signal to the Reaper to take up a defensive position to showcase their skills and abilities, which will make the
and be ready for trouble as he bends over the soul that is following conversation more interesting.
about to enter the Veil.
Assembling the Team
Who’s Next? Once the combat is concluded, allow the characters
The next character to be introduced will have their scene a chance to formally introduce themselves, and give
interrupted by a combat encounter. Ideally, try to choose a the new player character a chance to ask any questions
player who is less interested in roleplay, and more interested of their own about the Veil. Once introductions are
in combat for this character introduction.
finished, offer this character, too, an invitation to join the
adventuring party known as “the Reapers.”
At this time, allow the next player character to
Next, continue this process until all of your player
introduce themselves and narrate their death scene, just
characters have been introduced, following the same
as the first character did. Again, make sure to note any
basic format for each introduction:
details or characters of interest in this character’s profile
• Azrael uses the timekeeper to transport the Reapers
box on page 248. When the character finally dies, read
to a new place and time in history.
the following text.
• The next player narrates their character’s death
scene and enters the Veil.
Your consciousness fades as your last thoughts • The player describes their character’s appearance in
drift through your mind, and a voice asks: their new, glorified body.
“Are you ready?” • Azrael’s first words to each character should be the
But before you have time to answer his question or same: “Are you ready?”
even take in your surroundings, there is an unearthly • Finally, each character should be formally invited to
shriek. You have a brief glimpse of a dark, hooded join the Reapers.
figure offering you a hand before the world erupts Once all player characters have been introduced, draw
into violence. their attention to each other’s characters, if this has not
already happened. The Reapers will likely be made up of
an eclectic group of adventurers from different eras of
Soulreaver Attack human history and different cultures around the word.
A group of 2 Soulreavers and 4 Bloodfiend Furies
They will probably enjoy getting to know each other.
charge from the shadows and attack. These creatures
seem to have different motives, but have a nonetheless Conversation Starters
symbiotic relationship. The Soulreavers are innately • What do you think of each other’s clothing?
attracted to souls on the verge of death, and this newly • Do you have any shared languages? (other than “Common”)
departed soul has attracted them to the scene. They will • Do anyone’s weapons or abilities seem strange to you?
be entirely focused on the newly arrived player character. • Are you experiencing any “culture shock?”
The Bloodfiend Furies, on the other hand, are agents of • How are you feeling about your new role as a “Reaper?”

23
Your footsteps echo eerily around this 45-foot-
As the characters get to know each other a little long chamber as you enter. The stonework of this
better, make sure to take note of anything interesting chamber seems ancient, and something about the
that you didn’t already know about the characters magic of this place gives you the uneasy feeling that
in their profile box on page 248, especially any bonds or this room is old... older than history... maybe older
earthly attachments.
than time.
The room is unadorned except for seven pillars that
Roleplaying Azrael line the perimeter of the room, each topped with
Bond. I wear the mantle of Death itself. I am the guide and
a flaming brazier that sheds dim light in the space
protector of departed souls. I am a servant of the Most High,
and the bringer of the endings. around it. Each of these lampstands is engraved with
Ideal. Redemption. Everyone deserves a chance to make a name just below its flaming top.
things right, and sometimes people just need a nudge in the You have only moments to take all of this in before
right direction. you become aware of a presence so vast and eternal
Flaw. I keep my true motives secret even from my closest
companions. This can sometimes make me appear untrust-
that it knocks the breath from your lungs. You see
worthy. Azrael drop to his knees as a voice echoes forth.
Quirks. I will never ask about this on my own, but if a char- The voice seems to speak both from the flaming
acter brings up their bonds, ideals, or flaws in conversation, I lampstands, but also from inside of your own mind
cannot help but ask pointed questions like “Why do you feel
as you hear:
that way?” or, “What would you do differently if you could?”
“I Am Who Am.
Azrael’s Goals I am the Beginning and the End.
Azrael’s goals are often different from he says that they are.
During the events of this adventure, Azrael and his Reapers
Who is, and was, and who is to come.
will go on many missions together under the guise of “saving Whoever has ears, let them hear:
the world.” However, for Azrael, this adventure is not really For thus do I send you.”
about saving the world, since the world is destined to come to
an end anyway. For Azrael, the only goal that matters is giving
the player characters opportunities for growth. He believes so
Lampstands: General Features
This room is 45 feet long and wide, with a central
ardently that the characters can be saved, that he is willing to
die to prove it to them. walkway of red carpet that is 7 feet wide. The ceiling is
domed at the center of the room, and the ceiling height
is 20 feet around the sides of the room, and 50 feet at the
The Lampstands center. The only apparent door into or out of the room
is the doorway to the teleportation circle, but a DC 18
Once the characters have had a chance to bond as a
Perception check will reveal that there is a hidden door at
group, any character with a passive Perception score of
the opposite end of the room. This door is hidden behind
14 or higher will notice that a special button appears on
the central lampstand and there is no apparent way of
the side of Azrael’s pocket watch and begins to glow and
unlocking or opening this door. The player characters
pulse with radiant light.
have no way of knowing this, but this room is actually
located in the highest tower in the Citadel of the Glassy.
Azrael notices the pulsing button on his pocket
See Area 14 in the “Citadel of the Glassy Sea” on page
watch and his posture changes, suddenly becoming 94 for more.
rigid and formal. He beckons the group closer and Each lampstand is a medium object with an AC of
says, “Reapers, it is time for our first assignment.” 12 and immunity to all damage. If a creature targets
a lampstand with an attack, spell, or ability that
Azrael will press the button on Timekeeper, and the deals damage, the creature must first make a DC 25
Reapers will be instantly transported to a teleportation Constitution saving throw, taking 10d10 radiant damage
circle in a small, dimly lit room. The walls here are simple and being knocked prone on a failed save, or half as much
stone construction of vaguely medieval architecture, and damage on a successful one. If a creature uses any magic
the ceilings are 10 feet high. This room is unfamiliar to from the school of divination while in this chamber,
the Reapers, but a stark change in air pressure combined such as true seeing, detect thoughts, detect evil and good,
with a sense of ambient magic gives them the uneasy etc., the creature is immediately overwhelmed by the
feeling that they are now far from where they started, mysteries of the universe and the paradox of existence.
perhaps even in a new realm altogether. Azrael will lead There is no saving throw against this effect. A creature
the Reapers into an adjoining room with slow, respectful that is subjected to this effect becomes stunned for the
movements. Everything about his mannerisms gives the next 24 hours. While stunned in this way, the creature
player characters the impression that they are entering a is incapacitated, is unaware of its surroundings, cannot
sacred space. As they enter the adjoining chamber, read move, and can only speak falteringly as it babbles about
the boxed text. life, the universe, and the vastness of eternity.
Each lampstand has a name engraved on its stone

24
“I turned to see whose voice it was that spoke
to me, and I saw seven lampstands.”
-Revelation 1:12

surface just below the brazier of fire. If a player character As soon as the message finishes, the lampstand
investigates these engravings, they will find the following engraved with “Laodicea” is extinguished. Azrael will
names, each engraved on one of the seven lampstands: waste no time in moving to the teleportation circle, which
Ephesus, Smyrna, Pergamum, Thyatira, Sardis, is glowing with divine energy and appears to be preparing
Philadelphia, and Laodicea. A DC 16 History check will to send the Reapers on their first mission. Continue the
reveal that these are the names of some of the first ever mission with “Guard Her Heart” on the next page, or use
Christian churches, but it is not immediately clear why the following answers as a guide if the player characters
these names would be etched into the lampstands in this try to ask questions.
sacred place. What are the lampstands?
The Mission
After a few moments of silence in this sacred place, six The lampstands are the Voice of the Most High and
of the lampstands grow dimmer, and one blazes brighter, the place where we receive missions as Reapers.
filling the chamber with bright light.
That message was confusing.
The pillar engraved with the name “Laodicea” How do you know what we’re being told to do?
flares brighter, and Azrael draws closer to it, listening Where are we now? Where are we going?
intently as the voice fills your mind again. Whose heart are we supposed to guard?

“I am standing at the door, knocking. We do not need to understand, we only need faith.
Those who hear my voice and open Even I do not always understand these missions at
the door will join the feast in Heaven. first, but the answers will become clear when the
Today I send you to a soul, poor in spirit. time is right. For now, faith leads us, and we follow.
Hers is the kingdom of Heaven,
but great is her distress in this moment. Why did the lamp go out after giving us the mission?
You know her name; What happens when they all go out?
now guard her heart.”
Each of these lampstands is a mission from God.
As the voice finishes speaking, the teleportation These missions maybe in any time or place in human
circle behind you glows brightly, and Azrael draws history. When the last lampstand goes out, it is
his sword, saying, “We have to hurry!” finished.... Everything... is finished.

25
“Our struggle is not against enemies of flesh and blood,
but against the cosmic powers of this present darkness.”
-Ephesians 6:12

26
Guard Her Heart Arriving at the Church
This encounter is intended to take place in a Christian
The teleportation circle will immediately transport the church, and the map is based on standard semi-modern
Reapers to the parking lot of a church. The shadowy mist church architecture. However, depending on the identity
should immediately tell them that they are back in the of the girl in question and era of human history (both
Veil, and that this church is a reflection of a real church in of which are up to you), this encounter could easily
the Physical Realm, although what era of human history be modified to take place inside an ancient Jewish
they have arrived in is still unclear. As the Reapers enter synagogue in Nazareth, the prayer chapel in a hospital,
the church, they will notice one soul - the soul of a young or any other location that suits the action in the scene
girl kneeling in prayer in one of the pews of the otherwise you have designed. Upon entering the church, read the
abandoned church. They can only make out glimpses following text.
of her physical form, but the state of her soul makes it
immediately clear that this girl is going through deep, The worship space of this church is abandoned
emotional distress. The Reapers do not know it yet, but
except for a teenage girl on her knees near the front
they are about to experience the horrors of Spiritual
Warfare firsthand. of the church. The shadowy outline of her soul flickers
and writhes violently, and you are immediately aware
that, although this girl’s physical body appears to be
What Is Going On? The identity of this girl kneeling peacefully in the Physical Realm, her mind
has been left ambiguous so that you, as the GM, and soul are in turmoil.
can weave her into the backstory of one of your
player characters. Review the Eternal Bonds and earthly Azrael will approach the teenager and kneel next to
attachments of your player characters in “The Story Tracker” her. For a few moments, he will appear to be absorbed
on page 248. Who this girl is, why she is going through
in prayer, and will not reply, even if the player characters
a time of crisis, and why this crisis is of pivotal importance
to the story are completely up to you, but you may use the try to speak to him. Then, Azrael will look into the
following suggestions for inspiration as you prepare the writhing soul next to him and speak softly to the player
encounter. Regardless of how you choose to weave her into characters.
this adventure, make sure to take note of her identity in
“Box 1” on page 249. “Her soul is in agony, and her faith is in a moment of
crisis. We cannot do anything to ease her suffering,
but we can give her a fighting chance. The enemy is
d8 The Girl’s Identity
on the way to claim her soul for their own, but we
1 She is the mother of one of the player characters, and she has won’t give her up without a fight. Reapers, prepare
just discovered that she is pregnant (with the player character).
This pregnancy was unplanned, and she feels alone and scared for combat!”
as she tries to decide what to do next.
Ask the players to roll initiative and allow them two free
2 She is the daughter of one of the player characters. She is
mourning the death of the player character and losing faith in rounds to get into strategic positions, cast spells, and
God because of it. prepare reactions, if they wish. The combat encounter
3 She is the spouse of one of the player characters (perhaps will begin on the third round after initiative has been
before they met). She is contemplating a deeply held secret rolled. The following sections provide an overview of
(perhaps a secret that the player character is unaware of). the areas that may come into play during the encounter.
4 She is a famous character from human history. This is when she To skip to the encounter itself, go to “Running the
is still a young girl (before she has accomplished anything) and Encounter” on page 30.
she is debating whether to persevere or give up hope.
5 She is a stranger that a player character had a chance meeting
Area 1: The Parking Lot
with once. The player character did not realize until now that The church has a sizable parking lot that wraps around
the girl is struggling with depression. both sides of the church. All enemies for this encounter
will begin in Area 1 and will have to gain entry to the
6 She is Mary, the mother of Jesus. She is fearing for her life, as
she has just told Joseph that she is pregnant, and if he turns church through one of 5 entry points, indicated on
her over to the authorities in Nazareth, she will be put to death the map with an “E.” If a player character proposes a
in the morning (in this scenario, the encounter happens in a reasonable way to barricade one of these 5 entry points,
synagogue, rather than a church, but the layout can remain the
they may use their action to make a Survival check to
same).
set the barricade’s effectiveness. For an enemy to break
7 She is another victim of a villain from a player character’s through the barricade, the enemy must use its action to
backstory. The player character never realized that this villain
had other victims until now. make an Athletics check contested by the barricade’s
Survival check in order to gain entry.
8 Her identity is not important; all souls are sacred in the eyes of
The exterior of the church is made of stone and brick. A
God, and even a random teenager deserves the protection of
the Reapers. creature that wishes to climb the exterior of the building
to get onto the roof must make a DC 16 Athletics check.
The roof is 60 feet off of the ground.

27
Map: Church of Wayward Souls

28
Area 2: The Narthex Souls in Combat
After passing through the foyer from the parking lot, As a reminder, souls cannot be physically harmed or
visitors to the church will find themselves in an open interacted with in any way. Even if the girl is subjected
narthex. This space is comfortable and warm, with to the blast radius of a fireball, it will have no effect on
religious symbolism adorning the walls, and tables the girl’s soul or body. Only abilities that specifically
arranged with pamphlets and booklets for visitors to take mention a “soul,” such as a Soulreaver’s “reave soul”
on their way in for worship services. The ceilings in this ability can have an effect on the girl.
space are 10 feet high. Two bathrooms are available in Re-read “Creatures and Souls” on page 7 if you
this area, and a supply closet next to the main entrance need a review of how souls can be affected from the Veil
houses a variety of supplies, including spare candles, before combat begins.
collection baskets, and extra worship aids. Two plate-
glass double doors open from the narthex into the nave the girl as they do fighting against the Reapers.
(Area 4), and an elevator rises from the narthex to the
choir loft (Area 3). Area 6: Baptismal Font
A large, eight-sided baptismal font is situated near the
Area 3: Elevator entrance of the nave from the narthex. This baptismal
A dated but functional elevator is available to carry font was designed to be large enough for full-immersion
members of the choir with mobility impairments from baptism ceremonies and is filled to the brim with crystal-
the narthex (Area 2) to the choir loft (Area 7). Using this clear holy water (SRD). If a Fiend or Undead is forced into
elevator requires a creature’s action, and the elevator or fully submerged in the holy water, it immediately takes
does not reach its destination (up or down) until the end 14 (4d6) radiant damage. It continues to take this damage
of the creature’s next turn, at which point the doors open, at the end of each of its turns while submerged in the
and remain open for the next round. baptismal font.
Area 4: nave The baptismal font is a Large object with an AC of 15,
The nave is 70 feet from the narthex entrance to the 25 hit points, and an immunity to poison and psychic
sanctuary steps, and the ceilings are 50 feet high. Rows damage. If the baptismal font is reduced to 0 hit
of pews use this space efficiently to provide seating. A points, all 500 gallons of holy water is spilled. The water
creature can move at its normal speed when moving in spreads across the ground for 20 feet in all directions,
between rows of pews. If a creature wishes to move by extinguishing unprotected flames in this area and
jumping over pews, treat movement in this direction as spreading under doors and around corners. A Fiend or
difficult terrain. Undead that enters this area for the first time on a turn,
Colored light pours into this space from numerous or ends its turn there, takes 7 (2d6) radiant damage.
stained-glass windows around the perimeter of the If the water in the baptismal font is manipulated
church. Each of these windows may be opened to through a spell that controls water or transformed
provide a view of the parking lot, and a creature peering into a Water Elemental (SRD), it functions as normal
through an open stained-glass window has three- except that it deals an additional 7 (2d6) radiant damage
quarters cover against attacks from outside of the because it is holy water.
church. Ranged attacks may be made through these Area 7: Choir Loft
windows, but the openings are too narrow to provide A raised platform is situated in the rear of the nave
an entrance or exit for a creature that is size medium or (Area 4), rising 30 feet off of the ground. A wooden
larger. staircase allows access to the choir loft from Area 4, and
Area 4A: Christ Crucified an old elevator (Area 3) can be used to reach the narthex.
The central window on this wall is a stained-glass This loft provides an excellent view of the nave. Ranged
portrayal of Christ crucified. The colored light from this Attack rolls against creatures in the nave (Area 4) or the
window casts an eerie reflection of the crucifix across east parking lot (Area 1B) may be made with advantage
the floor of the nave, reaching almost to where the girl is from the choir loft.
kneeling. Area 8: The Sanctuary
Area 5: The Girl The sanctuary is a raised platform at the front of the
The girl is kneeling in a pew near the center of the nave. nave. The altar, pulpit, tabernacle, and other various
Her soul is clearly visible here in the Veil, but to make out liturgical implements can be found here. A detect evil and
her physical features requires a DC 18 Perception check. good spell will reveal that the sanctuary here has been
Any creature that succeeds on this check can discern consecrated by divine magic. A fiend or undead that
what the girl looks like. A creature with whom she has a enters this space for the first time on its turn, or ends
connection (see “The Girl’s Identity” on page 249) has its turn here, takes 7 (2d6) radiant damage and must
advantage on this check, and can identify her if the check succeed on a DC 16 Strength saving throw or be knocked
is successful. prone.
The girl is the focus of this encounter, and all enemies Area 9A: The Sacristy
will spend as much effort forcing negative emotions on The sacristy contains a variety of altar cloths, boxes of

29
candles, and seasonal decor (such as Christmas wreaths) “Hold your positions; this isn’t over. They’ll be back,
in storage. The items in this room are mostly nonmagical and stronger this time.”
items, but a DC 20 Investigation check will reveal that
one of the candles in storage here is a lawful good candle If it hasn’t already come up, this may be a good
of invocation (SRD). opportunity for Azrael to discuss the nature of fiends,
Area 9B: The Vestibule especially soulreavers, and what they can do if they get
The vestibule is filled with priestly garments for a close enough to the girl.
variety of occasions, as well as a Priest’s Pack (SRD). A
successful DC 15 Investigation check in this room will Descriptive Language
reveal 3 vials of Holy Water. As combat subsides, describe how any damage to the
environment, such as broken doors or toppled tables,
Running the Encounter slowly begin to repair themselves and move back into
their correct positions to reflect the truth of the Physical
This combat encounter will play out in waves. During a
Realm here in the Veil.
wave, enemies attack the church in an attempt to reach
the vulnerable soul of the young girl (Area 5). Meanwhile,
the Reapers do their best to defend the church and Second Wave
protect the girl as she prays.
The telltale sign of clanking armor and the
Combat Tips guttural growling of fiends signals the arrival of
Keep in mind that the demons’ goal in this encounter reinforcements. A loud, hateful voice sneers audibly
is to reach the girl and corrupt her thoughts. Demons from the parking lot, “Alright, no mercy this time!”
like Soulreavers, for instance, will probably try to use
stealth to avoid combat altogether, while larger, louder Any character that is keeping watch at a window can
demons will try to draw the Reapers’ attention away clearly see an Infernal Warlord flanked by 4 Infernal
from the girl. Legionaries marching toward one of the side doors
(Area E3). However, a DC 16 Perception check will reveal
Use initiative count 20 of each round to narrate the 2 Soulreavers moving stealthily through the shadows of
status of the girl and the state of her soul instead of the parking lot toward one of the rear doors (Area E4).
rolling initiative for her. The girl uses commoner (SRD) The Warlord and his Legionaries will breach the side
stats, and does not add any bonuses to this saving throw. door (Area E3) loudly and violently. The Legionaries will
Also, as a reminder, the girl’s soul cannot be targeted by rush into melee combat as quickly as they can, while the
spells or other abilities. This means that she is immune to Warlord circles the perimeter of combat, firing his Hellfire
all damage during this combat, but it also means that she pistol into the fray. However, all of this is a ploy to draw
cannot be aided through the use of common defensive the attention of the Reapers. The true attack will come
spells, such as bless or sanctuary. from the rear door (Area E4) where the 2 soulreavers
will use their full movement speed to rush and attach
Winning the Encounter themselves to the girl’s soul, preferably without being
The encounter is considered a “failure” if the girl noticed.
fails three saving throws as a result of soulreaver When the second wave ends, you can briefly exit
attacks. These failures do not need to be consecutive. combat and fall out of initiative order. There is not
The encounter is considered a “success” if the girl enough time for a Short Rest, but enough time for the
succeeds on three saving throws, or if all enemies have characters to heal, move to new positions, and prepare
been defeated. Either way, transition immediately to for a new round of attacks.
“Resolving the Encounter” on page 32.
Third Wave
First Wave
The first wave consists of 4 Infernal Legionaries The headlights of vehicles flash across the windows
leading 4 Soulreavers. The fiends are overconfident in of the church, and the rumbling of engines comes
their mission and are not expecting to find any resistance to a stop. Through the church windows, you can
at the church. The entire group will likely attempt to see a group of humanoid figures exiting from three
enter through the front doors (Area E1). This wave will armored vehicles and loading automatic rifles.
pose little threat to the Reapers, who have the element
of surprise and the tactical advantage of defending the
The three vehicles that arrive are Marked AFVs, which
church. Once the combat starts, the soulreavers will
park in Area 1A. A group of 12 Marked Shock Troopers
disperse and use their actions to attempt to hide and
assemble behind the cover of their vehicles and are
get closer to the girl using stealth. Even so, it is unlikely
clearly preparing for an assault on the building. The
that they will get close to her. When the final enemy falls,
player characters may be confused by the humanoid
Azrael calls out:

30
appearance and modern weapons of these new enemies. then try to hold the position as long as possible. If all
They may even wonder if these are allies of some kind. 4 Shock Troopers in a team are reduced to 0 hit points
Azrael can clear up this confusion. or otherwise Incapacitated, the soulreaver will be
automatically released and will attempt to use the chaos
“Do not be deceived by appearances. The Devil has of combat to hide and approach Area 5 stealthily.
equipment and weapons from every era of human Lair Actions. For this wave, in addition to narrating the
history. These are not humans like you; these are just status of the girl at the beginning of each round, a new
well-prepared monsters.” lair action is introduced.

From outside you can hear the rotary cannon


When the third wave is about to begin, read the box
below. thunder to life again, and a torrent of bullets rip
through the stone walls of the church sending shards
A handsome man in a well-tailored suit steps out of stained glass windows and jagged pieces of stone
of the driver’s seat of one of the vehicles. He appears zipping through the air.
human in almost every way, except for the elegantly
curved devil’s horns that protrude from his head and On initiative count 20 of each round, the rotary cannon
the glimmering gold color of his irises. He surveys the sprays the church with shots again. Each creature inside
church and calmly takes a couple of puffs from his the church (including the shock troopers) must make a
cigar before speaking. DC 15 Dexterity saving throw, taking 13 (2d12) piercing
damage on a failed saving throw, or half as much on a
“I know you’re in there, Azrael! Do any of your success. A creature that is lying prone is immune to the
damage from this lair action.
Reapers want to surrender before we get started?
No? Alright then.” Descriptive Language
At the conclusion of this wave, describe how the
He flicks his cigar to the ground and, with a swift bullet holes in the walls disappear and the stained glass
movement, climbs into the gunner position and windows stitch themselves back together.
turns a massive rotary cannon toward the church.
Fourth Wave
The handsome man operating the rotary cannon is If the third wave does not successfully corrupt the girl
Ashmedai, an infamous demon under the employ of the in Area 5, Ashmedai will become visibly frustrated.
Antichrist. As the large caliber gun whirs to life, offer
the player characters a choice. They can either use their
reaction to dive to the ground and lie prone to avoid the
incoming attack, or maintain line of sight on the enemies
who are about to approach the church.
The Rotary Cannon sprays the entire church with
shots. Any creature inside the church must make a DC 15
Dexterity saving throw, taking 13 (2d12) piercing damage
on a failed saving throw, or half as much on a success. A
creature that is lying prone is immune to this damage.
At the same time, the Shock Troopers split into 3 teams
of 4 and rush the church, using a Dash action to get
into position. A creature that is watching through the
windows can see the teams as they move into position.
A creature that is lying prone cannot see the teams
moving into position.
The Combat. Each team of 4 Shock
Troopers approaches a different door
and prepares to enter at the same
time at Areas E1, E2, and E4. The
teams all act on the same initiative
and each team moves as a unit,
trying to get as close to the girl (Area
5) as possible. Each team of shock
troopers is equipped with a Bag of
Holding (SRD) containing 1 Soulreaver.
If a team is able to reach the girl in Area
5, they will release their soulreaver and

31
The handsome man calmly lights another cigar and Failure. If the girl fails three saving throws during the
begins pacing atop the roof of the armored vehicle in course of the encounter, read the text below.
the parking lot.
The soul of the girl seems to darken as a
“Alright friends,” he chuckles, as though he has not a
hopelessness takes root in her mind. Even though
care in the world. “Let’s talk.”
this is just a single moment in time, and there is
Ashmedai will compliment the Reapers on their abilities much left to this girl’s story, you can see her begin
and ask their names. He might even flirt with any of the to move toward the door of the church, her prayers
player characters that he finds attractive. He might also abandoned in the darkness behind her.
imply that Azrael is lying to them or offer to make a trade
in exchange for the girl’s soul. Of course, he doesn’t
expect any of this bargaining or flattery to work, and a
Regardless of the outcome, make sure to mark
DC 23 Insight check will reveal that he is merely stalling the success or failure of this encounter in “Box 1” on
for time. A DC 20 Perception check will reveal that 3 page 249, as it will be important later in the story.
Soulreavers are stealthily preparing to enter through the
rear door (Area E5) while Ashmedai is wasting time. Once
Ashmedai is satisfied that the soulreavers are in position,
or if he is attacked while monologuing, read the text
The Chase
below to initiate the final wave. As the girl completes her prayer and this moment
comes to an end, you hear the voice from outside
He smirks and says, “Don’t worry, I’m not out of
again, this time with a slightly more frantic tone.
tricks yet.” With one smooth motion, he draws his
“That’s my cue to leave! You two hold them off for
hand out of his pocket and smashes a gemstone
me!”
to the ground. The gemstone shatters, and in its
place appears the hulking form of a creature from Ashmedai will turn and flee the church parking lot,
the depths of hell. At least 15 feet tall even with its leaving behind 2 Marked Agents who look at each
hunched posture, and covered in jagged skin that other, confused. The agents were Ashmedai’s personal
resembles cooling magma. The creature bellows and bodyguards. He has left them to die, and they are as likely
begins rampaging toward the church on all fours. to run as they are to stand and fight.
Azrael lingers for a moment, watching the girl’s
The creature spawned from this gemstone is an slow, fluid movements as she drifts toward the door
Infernal Dreadnaught, which charges straight at the of the church. Then, with anger in his voice, he turns
church and crashes through the exterior wall featuring
his attention toward the parking lot and growls,
the stained glass window of the Crucified Christ (Area
4A). Any creatures within 10 feet of this section of wall “Don’t let him get away!”
must succeed on a DC 20 Dexterity saving throw or take
18 (2d10 + 7) bludgeoning damage and be knocked prone Optional Encounter: Car Chase
as this section of wall collapses. On a successful saving If you think it would be fun for your players, you can
throw, a creature takes half as much damage and is not conduct a car chase here. Ashmedai will hop into the
knocked prone. driver’s seat of one of the Marked AFVs and drive out
The Dreadnaught will cause as much mayhem as it can of the parking lot at a high speed. If the Reapers act
(more out of instinct than strategy). Meanwhile, the 3 quickly, they can take one or both of the remaining two
soulreavers will attempt to quietly attach themselves to AFVs and give chase, initiating a car chase encounter. If
the girl to continue forcing her to make saving throws. none of the player characters in your group know how to
drive a modern vehicle, but you still want to run the car
Resolving the Encounter chase, Azrael can take the driver’s seat. This car chase
Success. If the Reapers successfully defeat all enemies is optional, and you can easily skip ahead to “Tracking
before the girl fails three saving throws, read the text Ashmedai” below.
below. Running a Car Chase. If the Reapers chase Ashmedai
using one of the abandoned AFVs, begin by asking what
The soul of the girl seems to visibly settle and seat each of the player characters is going to sit in. The
become less turbulent. Even though this is just a “Driver” will need to use their action to maintain control
single moment in time, and there is much left to this of the car, and the “Gunner” can use their action to
girl’s story, you can see a kind of serene expression operate the rotary cannon. “Passengers” can assist the
settle on her face. Her body begins to slowly move Driver by keeping track of Ashmedai’s movements and
into a relaxed position and her prayer comes to an taking the Help action, or by casting spells or using other
end. abilities. Review the stats for the Marked AFV before
running the chase.

32
You can run the chase as a “Skill Challenge,” playing Tracking Ashmedai
out the developments in the table below, in order. If
the characters split into two vehicles, each vehicle Azrael pulls the old leatherbound book from his
must attempt each of these challenges separately. belt again, and the pages fly open of their own
Splitting the group into two cars increases the chances accord, stopping somewhere in the middle. As Azrael
of successfully catching Ashmedai, but it also makes it surveys the pages, apparently looking for something,
more likely that half of the group may be left behind. you notice that the ink on the page is moving and
Car Chase Development DC shifting, apparently at random. Symbols and words
in a language you do not recognize drift randomly
Someone in the vehicle must attempt a Survival or Perception 14
check to look for tread marks on the road to track Ashmedai’s along the surface of the pages, as lines move and
movements. connect between them, apparently indicating their
You catch sight of Ashmedai’s brake lights in the distance. 18 relationship to each other.
Someone in the vehicle must make an Insight check to guess Azrael notices your interest and explains. “This
which direction he is going to turn so that you can take a
shortcut through an alley.
is the Book of Souls. It is constantly recording the
location, choices, and destinies of every creature in
Ashmedai suddenly swerves down one road and then another, 17
making high-speed turns to try to lose you. The driver must the universe. See, mortals think that your ‘destiny’
make a Sleight of Hand check to maintain careful control of the is fixed, that it cannot be changed, but nothing is
vehicle around these tight corners.
further from the truth.”
The streets in this city are laid out like a maze. Someone in the 19 Azrael turns the book to show you the shifting and
vehicle must attempt a History check to make a reasonable
guess what intersections are likely coming up.
evolving ink patterns more clearly.
“Your destiny is your own; it is written by every
Ashmedai is aware that he is being followed. Someone in the 18
vehicle must attempt a Deception or Stealth check to point choice you have made and every choice you ever will
out a way to drive in Ashmedai’s blind spot so that he doesn’t make.”
see your vehicle approaching.
You have an opportunity to ram Ashmedai’s vehicle and cause 16 Azrael will use the Book of Souls to determine what
it to spin out of control. The driver must make an Athletics or
plane of existence Ashmedai has traveled to. Since each
Acrobatics check to maintain control of the steering wheel as
the two vehicles collide. plane of existence in the Veil is a moment in time, the
question is actually when and not where Ashmedai is
Keep Everyone Involved hiding out.
A car chase can easily become all about the driver
of the vehicle. Keep everyone involved by encouraging
A Chase Through Time And Space
Remember that time in the Veil works differently from time
passengers to make some of the skill checks, such as in the Physical Realm. Thus, plane shifting through different
the History or Insight checks. Also, allow the gunner to moments in time is not the same as “time travel,” since time
make attacks on Ashmedai’s vehicle during each round, in the Veil continues to move forward at the same rate.
perhaps granting advantage to the driver when they If your players become confused by the concept of chasing
deal damage to Ashmedai’s car. Ashmedai through time and space in human history, Azrael
may take some time to explain the complexities of planes
Development: Ashmedai Escapes! Ashmedai escapes of existence in the Veil. Review “Moments in Time” on page
if the Reapers fail 3 checks before succeeding on 3. If 7 for more information.
this happens, skip ahead to “Tracking Ashmedai.”
Development: Ashmedai Crashes! The Reapers
successfully catch up to Ashmedai if they succeed on
3 checks before failing 3. If this happens, Ashmedai’s
vehicle crashes, either from the actions of the Reapers
or from his own error. At this point, you can choose to let
Ashmedai stand and fight briefly, using the rotary cannon
on his vehicle; but more likely, Ashmedai will simply flee
the scene on foot. Either way, he will not allow himself
to be caught (yet). He will produce a spell scroll (SRD)
from his pocket and use it to cast the spell plane shift,
traveling through time in the Veil to the ancient past and
immediately returning to his lair in the mountains.

33
Azrael’s Book of Souls will isolate Ashmedai’s location the street, having been murdered by a vigilante mob with
to a moment of time in the year 29 CE; however, the the approval of the town elders.
book will be unable to give his specific location on Earth.
Azrael can explain that this is likely because Ashmedai What was the Problem with Ari?
is hiding out in one of his lairs, which is warded against This part of the story has been left ambiguous so that you,
as the GM, can give Gethsemani’s story similarities to one of
divination magic.
your player characters. Gethsemani and Ari lived during a time
Snapping the book shut, Azrael beckons for you fraught with discrimination, and their relationship could have
been condemned for any number of reasons, the most likely
all to gather around. “It looks like we’re headed to
being race (Ari was an immigrant), sex (Ari was also a girl), or
Jerusalem.” religion (Ari was a different faith).
The reason for this discrimination is not important, but
Meeting Gethsemani ideally the story will resonate with one or more of your player
characters who have had a similar experience. Thus, try to
In a flash, the party will find themselves in a green make Gethsemani’s backstory one that your player characters
valley. The distant hillsides are dotted with the forms of will immediately latch on to and identify with.
grazing sheep, and Cyprus trees sway lazily in the warm
breeze that carries the smell of sea water from the west. Tragedy or Conspiracy? Gethsemani was distraught to
Azrael explains: find out about Ari’s murder, but she soon discovered that
there was even more to the story. Lost and confused,
“This is Judea in the year 29. We’re a few miles north Gethsemani traveled to a small cottage in the hill country
of Jerusalem on a road called the Via Maris. I know to seek the wisdom of the Witch of Endor (AGttB). The
that Ashmedai’s lair is somewhere near here, but we Witch revealed that Ari’s death was not merely the result
need more information. Luckily, I know a mortal who of discrimination, but that it was actually orchestrated
should be coming this way any moment now.” by a manipulative demon named Naamah (AGttB), a
demon of lust dedicated to seeking and destroying
Azrael will use Timekeeper’s ability to cause the rate loving relationships by any means necessary. The Witch
of time in the Physical Realm to pass normally, thus of Endor then gifted Gethsemani with the Ring of Dark
making it possible to wait for his ally to arrive. After Glass, which first exposed her to the realities of spiritual
a few moments, a young woman in traveler’s clothes warfare.
appears over a hill and approaches along the path. She Ruthless Revenge. Gethsemani spent several years
has light brown skin and dark hair falling in loose curls in mourning for her lost love, but eventually realized
from beneath a traditional headscarf. Flecks of gold glint that Ari would not want her to waste her life in sadness.
in her deep, brown eyes, and a DC 13 Insight check will Driven by the desire to one day meet Ari in Heaven and
reveal that she is a Nephilim. If this check succeeds by 5 fueled by a hatred for demons, Gethsemani set out on a
or more, it will further reveal a kind of sadness behind her quest of revenge. She was never able to exact revenge
eyes. As though she carries a weight on her soul. on Naamah, who died at the hands of another group of
This woman’s name is Gethsemani, and she is an old adventurers some years later, but she has nonetheless
acquaintance of Azrael’s. She is still alive in the Physical persevered in her quest to find and destroy demons
Realm, but she is equipped with a Ring of Dark Glass wherever they hide. Normally, the Nephilim undergo a
which allows her to become innately aware of celestials process called the “diluvium” every century or so, which
and other creatures in the Veil. For more information on erases painful memories of the past and allows them
Gethsemani, her motivations, and her backstory, see to begin life anew. However, Gethsemani has forsworn
“Roleplaying Gethsemani” below. Gethsemani has a the diluvium, and has vowed to live with the pain of Ari’s
tragic backstory, and one that makes her a strong ally death forever, using it as the motivation to overcome any
of the Reapers. Although she is a still-living mortal, obstacle in her path.
Gethsemani is also a Nephilim (AGttB), and does not age.
Thus, she may be encountered in many times and places Gethsemani
throughout this adventure. Bond. Ari. It was always Ari.
Ideal. Revenge. They took my heart; no amount of demonic
Roleplaying Gethsemani blood will slake my thirst for revenge.
Tragic Backstory. Gethsemani has a tragic backstory Flaw. I am blinded by a rage that sometimes leads me to
of lost love. When she was still very young, she was attack when I should stop and plan.
very much in love with someone from her home town
named Ari. However, her family and, indeed, her entire
community, disapproved of her relationship with Ari.
They were able to keep their relationship a secret for
some time, but eventually the elders of the town found ring of dark
out about their secret meetings. Gethsemani returned glass
from a trip to the market to find Ari’s body lying dead in

34
The Road to Gennesaret
The young woman continues traveling north along
the path until she draws within a few feet of you.
Suddenly, she stops and becomes alert. To your
surprise, she slowly turns her head in your direction,
as though sensing your presence in the Veil. With a
wave of her hand, a window springs into existence,
and you are suddenly staring face to face with - not
just the shadowy outline of her soul - but with the
actual physical form of this beautiful young woman.
She smiles wryly and says, “Hello again, Azrael. Who
are your friends?”

Because Timekeeper has synchronized the flow of time


between the Physical Realm and the Veil, the characters
and Azrael are able to travel with and talk to Gethsemani
in a relatively normal way, even though she is still alive
and in a different realm. Allow the players to introduce
themselves as much as they would like, and use the
following text for Gethsemani:

“My name is Gethsemani. I know - it’s a little weird;


my parents named me after a garden near where I
was born. You can call me “Gigi” for short. That’s what
Ar- I mean, what my... friends... call me.”

Azrael will convey to Gethsemani that the Reapers are


on the hunt for the elusive demon known as “Ashmedai,”
and that he is known to have a lair somewhere nearby. Gethsemani (Young)
Gethsemani will confirm that she knows the location Medium Celestial, Neutral Good
of Ashmedai’s lair, but warns that it is guarded by an Armor Class: 13 (Shield)
ancient Shamir, a legendary creature with the ability Hit Points: 17 (3d10)
to manipulate stone and disintegrate its enemies. She Speed: 30 ft.
agrees to lead the Reapers to the entrance to the lair in
the mountainous region of Gennesaret. STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 13 (+1) 11 (+1) 12 (+1)
A Short Rest
Resting in the Veil. While on their journey north to Skills: Perception +3, Survival +3,
Gennesaret, the Reapers and Gethsemani may stop to Senses: Passive perception 13
take a Short Rest. Around this time, the player characters Languages: Common, Hebrew, Celestial
may start to realize that, although they need to take time Challenge: 1/8 (25 XP) Proficiency: +2
to recover their abilities, they don’t feel tired the way Features
that they used to when they were mortals in the Physical
Innate Spellcasting: Gethsemani can cast the following
Realm. Their glorified bodies don’t seem to feel the aches spells, requiring no material components, and using Charisma
and pains that they were used to in the physical world. as her spellcasting ability (DC 11, +3 to hit).
They also realize that they do not need to eat or drink to At Will: Sacred Flame
keep up their strength, although they may choose to do 1/Day: Detect Evil and Good
so if they wish. A player character must still take time Never Again: If an ally within 5 feet is targeted by an attack
for Short and Long Rests in order to recover hit points, roll, Gethsemani can use her reaction to become the target
abilities, and spell slots; they just do not feel tired or instead. If the attack misses her, She can then make one
fatigued as they used to, and do not need to eat or sleep weapon attack for free against the creature that made the
while traveling in the Veil. attack.
Campfire Stories. As the group takes time to rest, Actions
Gethsemani will use her Ring of Dark Glass to reopen Shortsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one
the window and start a conversation with her new target. Hit: 5 (1d6+1) slashing damage.
companions. Read the boxed text on the next page to
initiate this conversation.

35
“When I was a little girl, we always used to tell inspection that a 5-foot-wide and 8-foot-tall opening
scary stories around the fire, but you all are basically reveals itself.
guardian angels now... does anything scare you?” Gethsemani indicates the hidden entrance and
then gathers her equipment and prepares to
continue on her journey north.
This has the appearance of an innocent question “This was certainly an unexpected encounter; it’s
in a casual conversation, but it is also a sneaky way not every day you meet the Angel of Death and his
for you, as the GM, to collect information about your
player characters that you can use later. As Gethsemani Reapers! If you don’t mind, I would ask that you
prompts each character in turn for their worst fears, write please pray for me; I have a long journey ahead, and
down each character’s answer under “Greatest Fears” in their I bet God listens to your prayers more than mine...”
character profile on page 248. This information will be used
later to construct a nightmare sequence. If the party asks where she is headed next, Gethsemani
may share a mysterious prophecy she heard recently,
If any of the players think to ask Gethsemani what
called the “Prophecy of the Beast.” A powerful Magi
scares her, she might share a bit about her backstory, her
named Melchior recently advised her that this prophesy
relationship with Ari, and how she fears letting anyone
may be foretelling the coming of a powerful entity who
else she cares about come to harm.
would seek to destroy all religions and convert the world
The Man on the Mount to the worship of demons. Gethsemani is headed north
After finishing their Short Rest, Gethsemani leads the into Europe to look for more clues about this villain.
Reapers into the Gennesaret hill country, where they
“Oh, and one last thing,” Gethsemani warns. “Be
encounter a strange sight. A man is preaching from atop
careful of the Shamir. According to the ancient
a small hill, surrounding by thousands of enraptured
listeners. legends, it could disintegrate you with a single glance,
and it’s had over a thousand years to hone its power.”
The shadowy forms of the many souls on the
hillside swirl and undulate as they absorb the words
of this man’s sermon, but that’s not what catches Ashmedai’s Lair
your eye. The man on the mount is... solid, whole; as Deep beneath the Gennesaret Mountains is the lair to
though physically present here in the Veil, as well as an ancient and powerful demon known as Ashmedai.
being physically present in the Physical Realm at the While Ashmedai may have joined Lucifer’s rebellion and
same time. broken his vow to God, his motivations come from a very
different place. While most fiends are dedicated to the
As you pass by the scene a few hundred feet away,
corruption and downfall of humanity, Ashmedai’s feelings
the man turns and gives a slight nod of recognition toward humans are mostly indifferent. He certainly
to Azrael, who returns the gesture and continues works in cooperation with other fiends when it serves his
walking past. purposes, but he has been known to work with humans
against his fellow fiends on a number of occasions as
A DC 14 History check will reveal that the man on the well. His true motives are often complex and inscrutable
mount is Jesus, and this encounter gives the player and, while he is certainly evil, his evilness manifests in a
characters a chance to discuss and think about the way that leans more heavily toward the pursuits of selfish
concept of Jesus’s dual natures, as they can clearly see pleasures and luxuries, rather than toward harming
that he is fully present in the world as a man, but also others. For more about Ashmedai’s motivations in this
has a tangible, glorified presence here in the Veil. If the adventure, see page 182.
characters ask Azrael about this encounter, he will most
likely reply: Safehold of the Shamir
According to legend, Ashmedai is the only demon who
He is known by many names, but now is not the was able to locate and control an ancient and powerful
time to speak to him. For now, we have work to do. creature known as the Shamir. His lair was hewn from
the bedrock beneath the Gennesaret mountains with the
As a still-living mortal, Gethsemani does not notice help of the Shamir, and the security of this layer has been
anything odd about Jesus, who appears to her as a breached only once, by an adventurer named Benaiah,
simple preacher, and she does not come close enough to but that is another story (see page 39 for more).
be alerted by detect evil and good. Thus, unless the party
speaks to her about Jesus, she will likely pass by this Ashmedai’s Lair: General Features
encounter without comment. Light. Unless otherwise noted, these underground
Finally, Gethsemani will lead the Reapers to an passages are in total darkness.
outcropping near the top of one of the rocky crags of Halls and Walls. The passageways in this underground
the mountainous region of Gennesaret. The entrance to lair vary between 5 and 10 feet wide. The walls of the
Ashmedai’s lair is well hidden by a series of rocks that entire tunnel system appear to be hewn from solid rock,
give the illusion of a flat surface. It is only upon closer although the smooth and asymmetrical texture of the

36
Map: Chamber of Wine
effect (other than the standard adverse
effects of drinking wine).
Area 3: Wine Vessels
Around the perimeter of the room are
three alcoves, each holding a vessel of
solid gold. Each appears to be designed
to hold about 30 gallons of liquid, and
each is full to overflowing with red wine,
which cascades over the brim and down
into the pool below (Area 2). The vessels
are identical with the exception of a
large symbol carved into the surface of
each.
Interacting with the Vessels. Each
vessel is a medium object with an AC
of 12, 10 hit points, and immunity to all
damage. Furthermore, a DC 16 Arcana
check or a detect magic spell will reveal
that these vessels are imbued with a
powerful field of conjuration magic,
and that they will continue to produce
new wine until certain conditions are
met. The vessels cannot be knocked
over or lifted by magical or nonmagical
means. A creature can use its action
to rotate a vessel 180 degrees, thereby
either hiding or revealing the symbol on
the front. When the vessel is reversed,
an audible click can be heard from a
walls makes it unclear what tool could have possibly been mechanism beneath, indicating that these vessels are a
used to carve out these passageways. combination lock of some kind.
Ceilings. Unless otherwise noted, all ceilings are 8 feet Solving the Puzzle. Each wine vessel is engraved
high. with a Hebrew letter (See image below). From left to
Floor. Like the walls, the floor is made of smooth, solid right, these letters are tav (‫)ת‬, mem (‫)מ‬, and aleph (‫)א‬.
bedrock, apparently carved with the same mysterious A creature that succeeds on a DC 15 History or Religion
tool. check can discern that these letters spell the Hebrew
word for “truth” (Emeth). If the creature rolls an 20 or
Area 1: Entrance Tunnel higher on this check, they can also recall that removing
The sunlight of the Gennesaret valley quickly gives way
the first letter, aleph (‫)א‬, from this word would leave
to total darkness in this tunnel. The entrance tunnel is 15
you with the word “death” (Meth). A creature that is
feet wide, and the sounds of trickling liquid, like a faucet
proficient in Hebrew automatically knows both pieces
that has been left running, can be heard echoing eerily
of information as though they had rolled an 20 or higher.
from the chamber up ahead.
This puzzle is considered “solved” if a creature turns
Area 2: Chamber of Wine the vessel marked with the aleph (‫ )א‬in Area 3C so that
The passage suddenly opens up into a wide and tall the letter is no longer visible, thus changing the visible
chamber roughly 100 feet across with 20-foot ceilings. word from “truth” to “death.” Once these conditions are
The floor abruptly drops off, and 5 feet below is the met, read the boxed text below as the Reapers continue
glimmering surface of a dark, blood-red liquid. A strong deeper into Ashmedai’s lair.
smell of fermented fruit fills the air in this chamber, and Puzzle: Wine Vessels
a DC 10 Nature or Perception check will reveal that this
liquid is an ancient vintage of red wine. The surface of
this pool of wine is mostly placid, but a DC 14 Perception
or Investigation check will reveal a small swirling pattern
at the center of the pool hinting that the wine is slowly
draining into a lower chamber, apparently at the same
rate that new wine is flowing into the pool. Although this
pool appears ominous, the wine itself is ordinary and a
creature can drink or swim in the wine with no adverse

37
Map: Ashmedai’s Lair

38
As the vessel clicks into the reverse position, a loud chamber. As soon as any character enters the chamber
thud can be heard echoing from the depths of the or otherwise disturbs anything in this room, read the text
below.
pool of wine. Instantly, the swirling of the wine grows
faster and more forceful as the fragrant beverage The translucent blue form of a ghostly Hoopoe rises
is drained through an opening at the bottom of the from the altar at the center of the room. Hovering
pool revealing a passage to the chamber below. above the altar, she gazes at you quizzically and
chirps: “Are you here for the Shamir?”
Alternate Solutions
Hints. This puzzle is very easy to solve simply by trial and error, even If any character answers “yes” or seems to be
if none of the characters succeed on their check to read the Hebrew interested in the Shamir, the Hoopoe will attack. Read
symbols. As much as possible, try to let the players take the lead on
solving puzzles, but if they become visibly frustrated by the Hebrew the text below to initiate combat.
letters, then perhaps Azrael could relay the meaning of the Hebrew
words to them. “I have failed in my oath once,” her ghostly voice
Spells. Casting knock will work only if it targets the trap door at twitters, “I shall not do so again.” She dives into the
the bottom of the pool, and has no effect if cast on the vessels altar, and the ground itself rumbles to life as the earth
themselves. Stopping or diverting the flow of wine (such as by dispel
magic or control water) will slowly drain the chamber to reveal the and stone of this chamber lift up and take the form
(locked) trap door at the bottom. of a massive, stone bird. The eyes of this monstrous
stone Hoopoe glow red as they fix on you, and the
A creature that is swimming in the wine when the creature lumbers forward to attack.
trapdoor is triggered must succeed on a DC 17 Strength
saving throw or take 28 (5d10) bludgeoning damage as it This creature uses the stats of a Stone Golem (SRD),
is pulled into Area 4, landing prone. with the following changes. Its creature type is undead,
and its alignment is lawful good. It has 200 hit points,
Area 4: Drainage chamber and its “Slam” attack is replaced with a “Beak” attack,
The wine plunges through a newly opened trapdoor
dealing piercing damage rather than bludgeoning
from Area 2, cascading into this empty chamber and
damage.
rushing in a torrent deeper into this underground network
Avoiding Combat. This Hoopoe has sworn an oath to
of passages. Any creatures that are not pulled into this
protect the Shamir from those who seek to use its power.
room when the pool of wine drains can easily climb down
If the characters persuade the ghost of the Hoopoe
when the rushing liquid subsides. Most of the wine from
that they are not here for the Shamir (DC 17 Persuasion),
the chamber above will drain out after a few seconds, but
she will let them pass in peace. Even after combat has
a continual stream of wine will continue to trickle in from
started, a character may use their action to attempt the
any vessels that are still active. Thus, the rivers of wine
DC 17 Persuasion check to convince the Hoopoe of their
which permeate the rest of this lower level will continue
intentions, ending combat on a success. The Hoopoe has
to move gently downhill, filling the lower crevices and
no loyalty to Ashmedai, and actually resents that he uses
eventually making their way out through cracks in the
the Shamir for selfish purposes. Any attempt to pass
mountainside.
by the Hoopoe nonviolently will therefore be made with
Wine Rivers. Unless otherwise noted, the path of the
advantage if the character reveals itself to be Ashmedai’s
wine rivers are 5 feet wide, 3 feet deep, and considered
enemy.
difficult terrain.

What’s Going On? What’s Going On?


This encounter is also based on Gittin 68a-b. According to
This encounter is inspired by a story in the Talmud (Gittin
this story, the Shamir was originally entrusted to a female
68a-b) in which an adventurer named Benaiah filled an upper
Hoopoe, who swore an oath to keep the Shamir hidden away
chamber with wine and then drained it into Ashmedai’s lair
in the Garden of Eden, safe from the prying eyes of those
below. This was done by order of King Solomon as a tactic to
who would abuse its power. After Ashmedai tricked her and
capture Ashmedai in hopes of commissioning the aid of the
stole the Shamir for his own purposes, the Hoopoe strangled
Shamir in the construction of the temple.
herself, ashamed to have failed in her oath as guardian.

Area 5: Tomb of the Guardian If the Reapers successfully avoid combat with the
The gently flowing river of wine trickles its way into Hoopoe, she will assist them by telling them that there
this chamber where it abruptly splits into two different is a two-part key to unlock the door to Ashmedai’s
directions. At the center of this chamber, on a raised residence where he keeps the Shamir. The key was in
platform of hewn stone, is a square altar with an this chamber under her guard, but when the wine came
engraving that reads, “Here lies the guardian.” Lying rushing through, both pieces of the key have been swept
on the smooth stone surface of this altar is the ancient away. She doesn’t know where they are now.
skeleton of a small bird. A DC 14 Nature check will reveal
that this bird was a Hoopoe (AGttB). The small skeleton Area 6: Flooded Chamber
has a noose tied around its neck, and it appears to have The river of wine grows deeper in this chamber, and
died from being strangled. Two tunnels lead out of this characters will need to swim to traverse to the next

39
tunnel where the depth levels out again. The wine is 10 Area 9: Dead End Tunnel
feet deep in this chamber, and a creature that swims
to the bottom of the floor and succeeds on a DC 16 The wine river flows into a corner here, where it
Investigation check will discover one half of an amulet seems to work its way into thin cracks in the wall,
that appears to be broken down the middle. This is a part probably making its way deeper into the lower
of the “Passkey Amulet” that unlocks the doors in Area crevices of the mountain. A glint of gold catches your
10. In order to function properly, this amulet must be eye in one of the shallow pools here. A fragment of a
reunited with its counterpart in Area 9. golden amulet lies on one of the wine-stained stones.
Area 7: Levitated Landslide This is a part of the “Passkey Amulet” that unlocks the
A faintly glowing purple mist swirls and glitters in doors in Area 10. In order to function properly, this amulet
the air ahead of you. To your right, an alcove slopes must be reunited with its counterpart in Area 6.
steeply up at a nearly 45 degree angle. This alcove Area 10: Doors to the Hideout
is completely filled with rocks, boulders, and other
A highly decorative but sturdy door obstructs
natural debris that appears to be on the verge of
passage out of this tunnel. The door seems to be
collapsing and permanently blocking this passage. As
made of solid lead, and a decorative lock is installed
you look more closely, you notice the same glowing
in its center. The shape of the lock implies that an
purple mist surrounding some of the larger pieces of
amulet-shaped key must be used to open this door.
rubble. It seems whatever this mist is ahead of you, it
is magically holding a deadly landslide in place. This door is a Large object with an AC of 12, 100 hit
points, and immunity to poison and psychic damage.
This mist (Area 7A) emits a strong field of both
Ashmedai has a routine of snapping the “Passkey
divination and transmutation magic. A DC 17 Arcana
Amulet” in half. That way, it is useless unless until
check can confirm that the cloud of mist blocking
he casts mending on it to reunite the halves. If the
this passage is enchanted to detect the presence
characters have discovered both halves of the Passkey
of creatures that are not Ashmedai. If triggered, the
Amulet and cast mending to reunite the halves, they can
permanent telekinesis spell holding back the landslide
open this door with an action. If they do not have access
(Area 7B) will be suppressed, and 1,000 pounds of rubble
to the mending spell, they can attempt a DC 17 Sleight
will collapse this tunnel. Any creature in the area of
of Hand check to hold the halves together as they place
the mist when this happens must succeed on a DC 18
the amulet into the lock, opening the door on a success.
Dexterity saving throw or take 55 (10d10) bludgeoning
If they do not have the Passkey Amulet, a character with
damage and be trapped (escape DC 19) beneath the
thieves’ tools can attempt to pick the lock (DC 19) or a
rubble.
spellcaster can unlock the door with the knock spell. If all
Avoiding the Trap. Casting dispel magic on the mist
else fails, destroying the door may take several attacks,
will disable the enchantment, but this will also trigger
but is also a solution.
the landslide. A creature can avoid the trap in one of
two ways. First, the mist does not seem to penetrate As the door opens, Azrael whispers in an urgent tone,
the surface of the wine. A creature that submerges “Stay sharp, Ashmedai is one of the most cunning
itself in the wine and swims beneath the mist will not and manipulative demons I have known. We need
be detected. Second, a creature that changes its to work together to make sure he doesn’t slip away
appearance to look like Ashmedai (such as by the disguise
again.”
self spell) will not trigger the trap.
Clearing the Collapsed Tunnel. If the Reapers wish to
clear the tunnel after it has been filled with rubble, each Area 11: Ashmedai
character in the party may make an individual Athletics The inside of this hideout is brightly lit and lavishly
check, attempting a combined total of DC 60. decorated (in stark contrast to the dark, bleak
Area 8: Trapped Entrance tunnels that led you here). A stylish fire pit at the
This passage leads directly toward the side entrance center of the room emits a welcoming warmth
of Ashmedai’s hideout. He rarely uses this entrance, and and illuminates the overstuffed velvet furniture
so it is trapped with a powerful glyph of warding spell. A and shelves of decorative relics, rare liquors, exotic
creature with a passive perception score of 17, or who chocolates, and a humidor of cigars. Lounging in one
succeeds on a DC 17 Investigation check, will notice the of the comfortable love seats in a well-tailored suit
glyph. A creature that comes within 10 feet of the glyph
is Ashmedai.
triggers the glyph, which explodes in a 20-foot-spere.
Each creature in this area must make a DC 18 Dexterity “Welcome, friends!” he says.
saving throw, taking 45 (10d8) lightning damage on a
failed saving throw, or half as much on a success. Ashmedai will invite the Reapers to sit and enjoy
themselves. His mannerisms are extremely friendly and

40
welcoming, but mostly he is toying with the characters
before the inevitable combat.
Combat with Ashmedai. Azrael has little patience for
Ashmedai’s games, and has held a grudge against him
since the days that they were archangels together. If
no other characters initiate combat, Azrael is likely to
do so on his own. Ashmedai is a formidable opponent,
but defeating him might be easier than the characters
expect it to be. Even as he fights, Ashmedai will maintain
a playful attitude, and may even use bonus actions
on his turn to pour himself a drink or engage in small
talk with player characters. He will seem to treat the
entire situation as a trivial setback, even as he loses
the combat. A DC 18 Insight check will reveal that
Ashmedai is not interested in winning the fight, and
is mostly resisting to test the Reapers’ abilities. If this
check succeeds by 5 or more (DC 23), a character learns
that Ashmedai actually wants to be captured by Azrael,
although why he wants this is unclear.

What’s Going On?


Ashmedai is part of a much larger conspiracy than Azrael realizes.
He is currently working in partnership with Wormwood to steal the
Scroll of the Seven Seals from the Heavenly Realm. Ashmedai has
returned to his lair to collect the Shamir (which is secretly stored
inside of one of his gemstones) before allowing himself to be
captured. Both Ashmedai and Wormwood are really just a pawns in a
much larger game (orchestrated by the Antichrist, Jeremiah Resh),
but Ashmedai knows how to play his part, and right now his part is
getting captured and imprisoned at World’s End.
tobacco, and tea leaves; coffee; chocolates; and a variety
of other exotic snacks and deserts - some the characters
Avoiding Combat. If a player character wishes to
recognize, and some they have never even heard of.
intimidate or persuade Ashmedai to turn himself in,
Treasure and Clues. When Ashmedai is defeated (or
Ashmedai will play along. The character will still need
surrenders), his dagger, Spell-Splitter, will clatter to
to come up with a convincing reason (DC 20 Persuasion
the floor. This magic weapon can be claimed by any
or Intimidation), but since Ashmedai’s goal is to be
character that would make use of it. By searching the
imprisoned, he is open to playing along with the charade
chamber here, the players can also learn that Ashmedai
of surrendering (which seems suspicious with a DC 23
seems to have been experimenting with methods of
Insight check).
magically sealing items or creatures inside of gemstones
Resolution and Reward for ease of transportation. This explains how Ashmedai
Capturing Ashmedai. If Ashmedai is reduced to 0 hit was able to release an Infernal Dreadnaught during the
points or otherwise surrenders, Azrael will use a glowing combat at the church, and might also raise the question
red Prison Gemstone from Ashmedai’s own inventory of what else he may be carrying in his pockets.
(See “Treasure and Clues” below) to trap Ashmedai The player characters will also find a handwritten letter
inside. He will then inform the characters that he is on a coffee table that hints at a devious plan in the works.
going to deposit Ashmedai in a celestial prison known
as “World’s End.” Azrael also advises the characters to The letter reads:
enjoy the comforts of Ashmedai’s lair and take a Long “Ashmedai,
Rest, since they are due to return to the Lampstands I am pleased to hear everything is going according to
for a new assignment at dawn the next day. Azrael will plan. Be ready to move when Wormwood makes the
then teleport away, leaving the player characters to their drop off. I will not tolerate any more distractions.
downtime activities. - J.R.”
Ashmedai’s Stash. Ashmedai’s hideout is replete with
a collection of food and drink from every era of human
history, from ancient to modern, and every culture on Level Up
Earth. By exploring his hideout, the characters can The Reapers should advance to level 11 after taking a Long
quickly learn that Ashmedai has an obsession with Rest here in Ashmedai’s Lair.
earthly pleasures and has collected in this hideout
an assortment of anything that pleased his senses,
including smoked cheeses; cave-aged meats; a massive
selection of beers, wines, and liquors; dried cannabis, Spell-Splitter

41
“A great Dragon appeared in the heavens,
and its tail swept down a third of the stars.”
-Revelation 12:3

Chapter 2: The Woman


The Elders The pillar engraved with the name “Sardis” flares
When the Reapers have finished their Long Rest and brighter and Azrael draws closer to it, listening
Azrael has returned from depositing Ashmedai at World’s intently as the voice fills your mind again.
End, they will be called to immediately return to the “Wake up, for this has all been
presence of the Lampstands. The layout and general to strengthen what remains of your conviction.
features of this room have not changed. To review the The Woman labors to give birth to The Child.
layout of this space, see “Lampstands: General Features” She is protected by Michael the Archangel,
on page 24. But it is not enough.
You arrive in the teleportation circle and find the Behold, the ancient serpent, The Dragon,
ancient shrine just as it was when you were last here... Comes with the dawn to destroy her.
with one exception. The lampstand marked with the Find the Path.
word “Laodicea” sits in darkness, a reminder that one Resist The Dragon.
of your last seven missions have been completed. Protect The Woman.”
Azrael will again walk into the large torch-lit chamber As the voice finishes speaking, the flames begin to
and drop to one knee out of reverence. A few moments dim, but do not extinguish immediately. Then after
pass in silence, during which Azrael might advise the a few moments, the flame flickers again, and the
Reapers to prepare themselves for the day’s mission, or voice speaks one last time.
discuss strategy. He will also praise their work in helping
“The power of The Dragon is far beyond your own,
to apprehend Ashmedai, but remind them that there are
far more dangerous and evil forces in the world that they
but ask, and it will be given to you.
may be called to face, and it would be unwise to become One of the Elders of the Heavenly Host
overconfident. will join you: name your champion.”

42
As the voice finishes speaking, the remaining fire of to this group if there is a particular character from the
the “Sardis” lampstand leaps to the center of the room Bible or from history that your group is fond of - or
and burns white hot, opening a portal to an otherworldly perhaps you may even want to add an NPC from one of
sight. the player characters’ backstories to tie this mechanic
into the narrative. To do this, you can either “re-skin” a
Through the newly opened portal you see a scene monster with a Challenge Rating of around 10, or else
that is so brilliantly white that it hurts your eyes. You create a character using the standard rules of character
can barely make out a group of figures, clothed head creation at level 15.
to toe in white, with golden crowns floating over their How Does it Work? The adventure will specify when
heads. Ripples emanate across the surface beneath the Reapers are allowed to recruit an Elder for a mission,
their feet, which appears to be water. As the portal and how many Elders may be recruited. Once a particular
opens, the figures turn to face you, and seem to be hero is named, that Elder is granted a special, one-time-
waiting for you to speak. only permission to cross back from the spiritual realm
“These are the Elders,” Azrael explains. “They are into the Veil (or sometimes even into the physical realm).
The Elder serves as an NPC along with the Reapers for
martyrs, leaders, heroes from history. They have
one mission, and one mission only. At the conclusion
been crowned as a reward for their faithfulness, and of the mission (or if killed during a mission), the Elder is
have been invited to enter Heaven.” called back to the Heavenly Realm permanently. Thus,
“But these,” he gestures to the figures waiting once an Elder has been recruited for a mission, they
on the other side of the portal, “have refused their are forever removed from the pool of options for future
crowns, and have asked to remain behind, to serve missions.
in one last mission for the glory of God before they
rest.” Playing NPCs
As Azrael speaks these last words, the Elders cast As the GM, you have a lot on your plate. To keep things
moving at the table, it may be a good idea to make a copy of
down their golden crowns, which plunge into the
a recruited hero’s stat block and give it out to an experienced
glassy water beneath them. Then, each figure in player at the table. This way the players take full control of
turn removes their white outer garment, and you the Elder so that you don’t have to.
see standing before you an eclectic group of heroes,
from every age and people, who all stand at the Choosing an Elder. Choosing which Elder joins for a
ready, waiting for you to speak their name. mission is a critical choice, not only because they have
different skills sets that can contribute to the success of
a mission, but because choosing them eliminates them
Recruiting an Elder from being chosen for future missions! Because of this,
This adventure module introduces a new “recruiting”
players should be thoughtful in their choices. Feel free to
mechanic, that allows the player characters to call
allow players to view the entire stat block for the Elders
forth an NPC to assist them with particularly important
to get an idea of what their specialties are. Pro Tip: Some
missions. There are 14 options available in this book
Elders have much higher Challenge Ratings than others,
in “Appendix C: Elders and Heroes” on page 231. An
but that doesn’t automatically make them “better.”
expansion to these Elders, called Heroes of the Heavenly
Missions will succeed or fail based more on whether
Host is also available for purchase online and in select
the heroes involved are well-suited to the task at hand,
game stores. However, you can also add your own heroes
rather than on their sheer power in combat.

“The Elders were dressed in white robes, with


golden crowns on their heads.”
-Revelation 4:4

43
Name your Champion have the satisfaction of flexing some of their character
abilities. However, if this scene stretches on too long or
Recruit an Elder the party finds themselves at a dead end, then initiate
The players may now choose one (1) Elder to accompany the optional skill challenge below.
them for the upcoming mission. Acceptable Solutions. The Woman might be
successfully located using any of the following methods.
This chapter allows the Reapers to recruit an Elder from • The player characters are now level 11, which means
those that are available in your game. If your players have that bards, clerics, and druids have just gained
trouble making a decision or ask for guidance, remind their first 6th level spell slot. If any of them can cast
them that their mission is “Find the Path. Resist The find the path, this spell will automatically lead to
Dragon. Protect The Woman.” Their decision must be The Woman’s location.
made using only this information. As soon as they agree • A Way of the Pilgrim monk has also just gained the
as a group and speak the name of the hero they wish ability to cast a version of find the path, although
to join them, that person steps through the portal into they must take a Short Rest to do so.
the chamber of Lampstands and the portal immediately • A player character might think to suggest using
closes behind them. This NPC is now a member of the the Book of Souls to track Michael, rather than The
Reapers until they die or until the end of Chapter 2. Woman. This will work, and traveling to Michael will
also lead them to the Woman.
Find the Path • A cleric might attempt the use of their class ability
Azrael will immediately gather the Reapers into the “Divine Intervention” by rolling an 11 or lower on a
adjacent teleportation chamber and return to the Veil. d100.
However, they must now figure out where they are • A spellcaster might use a spell such as commune
going. Azrael can relay that Michael is an old friend, one or divination to learn the Woman’s location. They
of the Seven Archangels that stand before the throne, might also attempt to use “Physics of the Veil”
and a very powerful and trustworthy warrior. If asked (described on page 8) to bend the rules of
about “The Woman,” Azrael will pause, unsure of how to spellcasting and empower a lower level spell from
answer. the school of divination. Temporarily extending
the range of a spell such as locate creature to reach
“She is something... old, ancient even. She is an thousands of miles requires an Arcana check with a
enigma of the outer planes. She is faith; she is hope; DC equal to 25 minus the level of the spell used.
but she is also more than those... If she is giving Optional Encounter: Skill Challenge. If the players
birth to a child, it is truly a significant event for the cannot locate the Woman on their own, run the following
universe. The problem is... no one knows where she skill challenge. If they succeed on three challenges
resides, or how to find her. before failing three, then they arrive in time to prepare to
face The Dragon. If they fail three before succeeding on
To read more about The Woman, see page 225. three, then they arrive after combat has started, to find
The Woman’s true identity for your story is up to you, as Michael fighting a losing battle against The Dragon alone.
the GM, but it is best to leave her identity a mystery, at
least for the time being. The encounter with the Woman
and the Dragon should be powerful, mysterious, and Search Development DC
confusing, and in some ways this encounter is better left An old scripture verse or prophecy comes into one of your 18
to the interpretation of the player characters than given heads. Something about a “morning star.” You can’t explain
why, but you feel like it might be relevant. This player must
an explanation. attempt a Religion or History check.
Where is the Woman? One of you notices that the movements of the symbols and 19
The Woman is hiding out in the Veil, hovering in the void lines in Azrael’s book, which are usually random and chaotic, are
moving in a way that appears predictable and organized, only to
of space in a distant galaxy hundreds of light-years away you. This player must attempt a Perception or Survival check
from Earth. Michael is already with her, serving as her to discern why the patterns are important.
protector until she can give birth to her mysterious child.
A set of symbols in Azrael’s book rearrange themselves to 19
However, the Woman is a powerful and ancient creature, form a star constellation that one of you recognizes. This
and her enigmatic nature makes her impossible to locate player must attempt a Nature check to start plotting out other
using the Book of Souls. Azrael will hastily flip through constellations as they form.
the pages of his book, but will become visibly frustrated You realize that the book is trying to communicate the Woman’s 17
as he is unable to locate her. Indicate to your players location to you. Someone must attempt an Insight check to try
that time is short, and ask them how they would like to and figure out how to use these constellations to find out where
she is.
go about searching for her. There is no set “solution” to
this task, but there are a variety of ways that the players The book has arranged itself into a star map! Someone who 20
might come up with a solution on their own. The most understands the stars must attempt a Nature or Survival
check to connect the constellations and narrow down the
likely solutions are listed below. Try your best to allow Woman’s location to a single position in the universe.
your players to find her on their own so that they can

44
Resist the Dragon Running the Combat
With a crack like thunder, a gargantuan rift opens
Nothing could have prepared you for this. As the
in the midst of the swirling galaxy below you. A
teleportation spell delivers you to your destination,
shockwave sends a few of you reeling as your bodies
you are immediately hit with a lightness in your
spin weightlessly through the void. As you struggle
stomach and a weightlessness in your limbs. You
to regain your orientation, you glimpse the form of
find yourselves floating in the endless void of space,
an eldritch horror rising from the hazy purple nebula
hovering above a swirling blue-purple sea of planets
below you. A seven-headed dragon appears, its form
and stars in a distant galaxy. Hovering in space before
so large that its body is obscured by the galaxy
you is the Woman. Although she has the appearance
below, and entire solar systems seem to be swept
of a young woman, she towers above you, probably
out of existence as its tail thrashes through the void
30 or 40 feet tall, with a crown of 12 radiant stars
of space.
encircling her head. The youthful beauty of her face
Only Michael seems to keep his composure in the
is marred by the look of pain in her eyes, and as you
face of this threat, calling out, “We only have to hold
arrive, she turns to look at you with a look of pleading.
it off for a few moments! Don’t let it get to her!”
If the Reapers used a short or long rest before finding
the Woman, or if they failed the Skill Challenge to Setting up the Encounter. There is no battle map for
locate her, then they arrive to find that combat has this encounter, since it happens in a void of cosmic
already begun, with Michael and the Woman already emptiness. You may feel free either to run this combat in
having taken damage from the Dragon. If the Reapers the “theater of the mind” where players simply describe
succeeded on the Skill Challenge, or located the woman their movement and actions, or you can create a battle
rather efficiently, then they will have time to prepare map if your players prefer to have something to look at.
themselves before the Dragon arrives. In either case, assume that The Woman is at the center
of the map and that The Dragon attacks from one
Preparing for Combat direction. Michael will place himself between the Woman
Despite the fact that they are floating in the void of and The Dragon, and will immediately move to be in
space, the characters find that they can breathe, and melee range to hold the dragon off. Begin by asking the
that they are not too cold. Remember, they are still in players where they would like to position themselves with
the Veil, and so the laws of physics are similar to, but relation to the Woman or to the Dragon.
not the same as, the material plane. For the purposes Goals of this Encounter. This is a special encounter,
of movement, treat a creature suspended in the void of as the goal is not to defeat the Dragon (which would
space as though it is under the effects of a levitate spell. be impossible), but simply to protect the Woman
Thus, in order to move effectively during this encounter, long enough to allow her to escape. As such, this isn’t
a character will need to give themselves a “Fly” speed, or a “combat” encounter as much as it is a “survival”
else find a way to push or pull themselves in the direction encounter. The real goal for this encounter is to introduce
they wish to travel. the Dragon and some of its abilities, so that the Reapers
The player characters have a variety of ways to achieve get a sense of what they are up against. Make sure to
a fly speed, such as by casting the fly spell, or by using a take opportunities to highlight how powerful both the
bonus action each turn to bend the laws of physics (see Woman and the Dragon are - since the only reason this
“Manipulating Reality” on page 8). However, if there combat is survivable is because the Woman is using her
is a player character that would benefit from it, Azrael will action to neutralize the Dragon’s power. See “Balancing
gift one of the player characters a Mantle of the Reaper. Notes” below.
Meeting Michael. As the Reapers arrive, they will be
greeted by Michael, who is relieved to see them. He will Balancing Notes
explain that this is a moment of dire importance, and that Both The Woman and The Dragon have extremely long
The Dragon has discovered them and is on the way to and complicated stat blocks. Don’t be overwhelmed; you will
destroy the Woman once and for all. He will call upon the barely use them! The Woman cannot concentrate on spells for
Reapers to form a defensive position around the Woman. this encounter, and The Dragon’s “Preeminent Suppression”
feature will eliminate her Legendary Actions. On top of this,
The Woman should use her “Suppress Power” action each
What is going on? turn, so you never need to think about what action she would
The birth of this child is of cosmic importance, and both take on her turn.
The Woman and her child are the mortal enemies of The The Dragon, in turn, will also have its Legendary Actions and
Dragon. This encounter has been placed in the void of space Legendary Resistances suppressed because of the Woman,
during an unknown moment in time to leave the interpretation which means that you only need to worry about using its Bite
of this event ambiguous. For a list of possible identities of The and Call of the Unworthy attacks each turn.
Woman and interpretations of what the birth means for the
universe, see page 225.

45
The Dragon. The Dragon is a “Gargantuan” creature,
because this is the maximum size in Fifth Edition
The Birth
mechanics. However, its true size is much larger. If you At the end of the third round of combat, the child is
are planning to run this encounter using a standard grid born.
battle map, it may be more accurate to portray each of You suddenly become aware of a radiant light
the seven heads as a separate creature with a size of
behind you, and the faint sound of a whimpering
“Huge.” The Dragon is still treated as a single creature
mechanically, but tracking each head’s position will newborn child can be heard in the midst of combat.
be helpful for determining distances and reach. If you The Dragon hisses and lunges forward, its mouths
decide to run the Dragon this way, give each head its revealing countless fangs that pulse with necrotic
own movement (50 ft) during the Dragon’s turn. energy.
Optional Rule: Area Control. The Reapers have no You barely have enough time to see the small form
chance of actually killing The Dragon, and their main goal of the infant child wrapped in swaddling clothes
is simply to protect the Woman. This may make some of before a flash of light streaks through the midst of
the high-damage-dealing players feel a bit useless to the scene, and Michael appears at the Woman’s side.
the situation. Consider implementing this optional rule With only a moment of sorrowful hesitation, the
for the encounter, so that damage-dealing characters
Woman hands the child to Michael.
can feel more involved. With this rule, when a character
would deal damage to a target, they can choose instead Michael then spreads his wings and turns to call
to impose an effect from the table below, at the cost out to Azrael. “I’ll take the child; can I count on the
of exchanging the requisite amount of damage. The Reapers to protect the Woman?
character can also choose to deal some damage and
trade some in for an extra effect. The damage exchanged Having finished giving birth, the Woman will start to
must come from a single attack or spell. fall unconscious. However, she will first use a bonus
Damage Effect action to cast mass healing word at 8th level, restoring
25 hit points to all characters, and then use her action to
9 or less The target is annoyed, and must make its next attack “Change Shape,” instantly reducing her size to medium.
against you.
She will then collapse into Azrael’s arms, who will call to
10-14 The target has disadvantage on its next attack roll. the Reapers to retreat.
15-19 The target is moved 20 feet in a direction of your
choice. While still holding the limp form of the girl in his
arms, Azrael pulls the pocket watch from the chain on
20-24 The target is moved 20 feet in a direction of your
choice, and its movement speed is halved until the his hip, and in a flash of light you feel yourself pulled
start of your next turn. along in the wake of a powerful magic portal. You feel
25-29 The target is stunned until the start of your next turn. your speed accelerating faster and faster as planets,
30 or more The target is stunned for 1 minute.
stars, and entire galaxies zip by at an impossibly fast
rate. Your face and body are buffeted back and forth
as though you are being dragged through a cosmic
The Combat wind tunnel.
This encounter will last for three rounds, and then You squint your eyes and look up ahead to see
transition into a chase sequence. During this combat, Azrael, holding the Woman tightly in his arms, and
The Woman is required to maintain concentration on leading you toward an unknown destination. As you
giving birth to her child, as though concentrating on take a moment to look back behind you, your heart
a spell (she is thus unable to cast spells that require drops. The Dragon has somehow hitched a ride in the
concentration, and will use her turn each round to
slipstream of this magical current, and it is quickly
“Suppress Power”). If there are any characters in the
group that do not use their concentration for other
catching up to you.
abilities, The Woman might request that this character
use its concentration to pray, thereby empowering her
“Armor of the Faithful.”
The Chase
The Dragon is attempting to kill the Reapers and reach This encounter continues as a modified Skill Challenge.
the Woman. Each turn, the Dragon will use its “Call of Just like a normal Skill Challenge, this chase sequence
the Unworthy” action, and then take two Bite attacks will play out over a number of rounds. Each round will
against Michael. It will then take 5 more Bite attacks, introduce a development or complication, and will come
split between the Reapers and Azrael. The Reapers don’t down to a single ability check made by a character in the
stand a chance of seriously damaging the CR 30 Dragon, group. Any member of the group (including any NPC)
but If they make good decisions they should be able to may volunteer to become the “Active Player” and make
distract it for three rounds (enough time for the Woman the ability check on a given round, adding any applicable
to give birth to her child). bonuses to their roll (see “Skill Challenge Bonuses”

46
below). Round 5
Success and Consequences. There are nine rounds As you exit the field of glimmering interstellar clouds,
outlined below, but you probably won’t play through all something occurs to you. There was an old scripture
of them. If the group succeeds on 6 of these challenges, passage - or maybe something you read in a history
The Dragon is ejected from the magical current, and the book - about demons and stars. Maybe The Dragon has
group escapes to safety. However, if the Active Player a weakness you could exploit? The Active Player must
in a round fails a check, that player character falls out of make a Religion check or a History check (to recall the
the magical current instead and is lost to time and space specific quote that could be useful). This Challenge is a
(resolve player failures after the conclusion of the Skill DC 19.
Challenge by skipping to “Consequences” on the next
page). If a character is eliminated in this way, they are no Round 6
longer able to assist in the challenge. Stars streak past you like street lights in a speeding
car. The Active Player must make a Perception check to
Skill Challenge Bonuses maintain their bearings and stay in the path of Azrael’s
Each round of a “Skill Challenge” comes down to one check magic current. This Challenge is a DC 20.
that either succeeds or fails. However, the Active Player for
the round may take a full turn of actions leading up to this Round 7
check that might grant bonuses to their challenge roll. These Azrael plots a course that will take you alongside a
bonuses are outlined below. collapsing neutron star. Your field of vision glows red
• If they interact with the environment or use a tool in a and you feel yourself being pulled by the gravitational
creative way, they may add 1d4 to their roll. collapse of this dying star. The Active Player must make a
• If they use a 1/Short Rest feature, or cast a spell of 3rd Survival check or a Nature check (to fly close enough to
level or lower, they gain advantage on the roll. the neutron star so that The Dragon will be caught in its
• If they use a 1/Day feature, or cast a spell of 4th level or gravitational field, without being pulled in yourself). This
higher, they automatically succeed on their roll.
Challenge is a DC 18.

Round 1 Round 8
The Dragon surges forward, its serpentine neck The Dragon is off-balance and struggling to stay in
undulating in the wake of Azrael’s magic current. The the path of the magical current. The Active Player must
Active Player must make an Arcana check (to deduce make an Athletics check or Acrobatics check (to drop
how The Dragon is following them) or an Insight check backwards and attempt to slam The Dragon off course).
(to figure out The Dragon’s plan of attack). This Challenge This Challenge is a DC 19.
is a DC 16. Round 9
Round 2 Azrael calls back to signal that you are out of time.
Your best guess is that The Dragon is closely observing This is your last chance. The Active Player must make an
your movements and attempting to follow your every Athletics check to grapple the Dragon and knock it off
move to stay on your trail. The Active Player must make course once and for all. Offer the Active Player a choice:
an Acrobatics check (to move quickly back and forth • The DC is 15, but if you fail, The Dragon will use your
in a pattern The Dragon will not be able to follow) or a momentum to push itself forward and send ALL
Performance check (to begin spiraling and dancing in a remaining characters spinning off course with a final
way that draws The Dragon’s attention). This Challenge is sweep of its neck. OR...
a DC 17. • You can automatically succeed in knocking the
Dragon out of the portal, but doing so will throw you
Round 3 dangerously off balance. You must then make a DC
Your interstellar journey leads you streaking through 21 Dexterity saving throw check to save yourself.
a massive field of glimmering blue and orange clouds of
cosmic gas, and you realize that there is an opportunity Resolving the Encounter
here for escape. The Active Player must make a Stealth The Reapers should be able to succeed in escaping The
check (to guide the group covertly through the most Dragon before round 9, and if the chase does extend to
hidden parts of the clouds) or a Deception check (to round 9, one of the player characters can make a heroic
change course at the last moment before vanishing into sacrifice to end the encounter with a success. Azrael and
the clouds). This Challenge is a DC 18. the remaining Reapers will complete their interstellar
journey and arrive at a safe haven in the Garden of Eden.
Round 4 The characters that were knocked off course during the
Azrael calls out for help. The Woman, who now appears chase now have a difficult journey ahead of them. Since
small and frail in Azrael’s arms, has taken several levels it is likely that the group has been separated by the end
of exhaustion and her health is failing. The Active Player of this encounter, continue the story by first resolving
must make an Investigation check (to hover next to the individual encounters of the lost characters (see:
Azrael and check her vital signs) or a Medicine check “Consequences”) before continuing the adventure as a
(to call out instructions to Azrael to stabilize her). This group in Eden (see: “A Place Prepared” on page 51).
Challenge is a DC 17.

47
Consequences 2. Lost in the Dream Realm
The player character finds themselves in a mysterious
If the Active Player fails a challenge during the chase, and misty realm. They are instantly aware that this is
read the following text: not the Veil or the Physical Realm, but something about
You feel a moment of disorientation as your body this place is sickeningly familiar. The landscape is rocky
careens off course and you topple out of Azrael’s and mountainous, and a purple haze lightly obscures
magic current. With a sound like shattering glass you the entire horizon, causing all Perception checks that
rely on sight to be made with disadvantage. This player
feel yourself plunging through the barriers of different
character has unfortunately entered the Dream Realm,
planes of existence as the planets and stars of untold the domain of Babylon. For more on this, see “Chapter 10:
galaxies fly past you. You suddenly feel awash in the Babylon” on page 134.
freezing cold void of space as your body streaks like Her Name is a Mystery. After a few hours spent
a comet toward an unknown destination and you are searching the rocky crags of the Dream Realm, the
lost in the vast mazework of space and time. player character will begin to hear dissonant whispers
reverberating in the misty purple haze. A DC 16
Resolve the skill challenge before continuing this Perception check will make out the words: “Her name
character’s journey. When you are ready to continue this is a mystery.” Although there are occasional flashes
part of the story, choose a fate for each character who of shadows moving in the mist, no other creatures are
was lost during the skill challenge, or determine their immediately apparent here. A character that succeeds
fate randomly by asking them to roll a d6 (rerolling fates on a DC 18 Religion or Nature check can identify this as
already used, if more than one character is lost). the Dream Realm.
Escaping the Encounter. Once per hour, the player
d6 Fate character may attempt an ability check to find a way
1 A Bat out of Hell to escape from this realm and rejoin their companions.
2 Lost in the Dream Realm The player can choose what ability to use, so long as
they can justify how this ability would be useful. The
3 Haunted by the Past
DC for this check is 18. Each time the check fails, the
4 The Empty Planet character takes 4 (1d6) points of psychic damage, and
5 Old Friends, New Enemies the landscape of this realm begins to tear itself apart:
large chucks of earth rising into the air and creating large
6 The International Unity Project
chasms in the surface of the ground. On a successful
check, the character awakens to find themselves lying in
1. A Bat out of Hell a grassy field in Eden, within view of the rest of the party
The player character feels themselves smashing only a short walk away.
through the barriers between different planes of
existence, and even realms of existence; one moment
flying through the void of space, then falling past the A character who experiences this encounter
tops of skyscrapers in a city they do not recognize, then will gain advantage on all checks and Saving Throws
eventually landing with a thud into the scorched earth during the encounter with Babylon in “Chapter 10:
of an infernal landscape. Gouts of flame erupt from the Babylon.” Make a note of this under “Boon” in the player’s
ground all around them, and unearthly screams can be profile in “The Story Tracker” on page 248.
heard in the distance. The character sits up and sees a
series of swirling red portals about 500 feet away, which 3. Haunted by the Past
seem to be the only way of escaping this hellish realm, The player character eventually crash-lands on a
but reaching them may present a challenge. distant planet. They take in their surroundings and realize
Bloodfiend Attack! As soon as the character lands, that they have somehow, miraculously, landed back in the
they are attacked by 3 Bloodfiend Furies, who are Veil, on Earth. More than this, they even recognize some
attracted by the smell of fresh blood. landmarks, which means they are in a familiar place! This
Infernal Eruption! When the character draws within may be comforting at first, until they realize the specific
100 feet of the portals, the ground erupts in flame. The place and time that they have arrived in.
character must make a DC 16 Dexterity saving throw, Recursive Memories. The traumatic events of the
taking 7 (2d6) fire damage on a failed saving throw, or half confrontation with The Dragon have caused heightened
as much on a success. emotions in the character that they haven’t felt for
Escaping the Encounter. If the player character some time. Awash in the endless sea of time and space,
successfully reaches the portals and jumps into one of these emotions have drawn them, like a gravitational
the swirling red vortexes, they are magically transported field, to arrive here, in a powerful moment from their
to another random location. The player must reroll their own past. The character arrives to see a younger version
“Fate” roll on the table above, replacing this encounter of themselves on the material plane, in the midst of
with a direct arrival in Eden. an important event from their own backstory. Review
the character’s Eternal Traits in “The Story Tracker” on

48
page 248. This event can play out however you want, 4. The Empty Planet
but should cause the character to confront a powerful The player character builds up speed, streaking
memory from their past, a conversation with a lost loved through numerous alien solar systems before eventually
one, or a bad decision they made in life. colliding with an unknown planet. The character slams
into the ground, only taking 17 (3d10) bludgeoning
Make it Matter damage on impact, as the gravity on this planet seems
This scene is an opportunity for character development.
If you are unsure of how to design this scene, you can even
to be substantially less than that of earth’s. Taking a
ask the character to narrate what happens by prompting: look around, the character notices that this planet is
“Describe the most pivotal moment of your life on Earth.” completely barren and empty, with dull, orange sand
stretching as far as they eye can see in all directions.
Escaping the Encounter. The character is trapped in Two suns illuminate the sky of this strange world, their
this moment in time. Each time this important event rays scorching the sands of this desert landscape. Apart
ends, the nature of the Veil causes time to revert and from an occasional dry breeze, this world is completely
the memory plays out again... over and over. In order to and utterly silent, empty, and dead. Allow the player time
escape this moment in time, the player character needs to explore their surroundings and take in this emptiness
to confront their own thoughts and motivations. At this before reading:
point, ask the player to name two conflicting emotions
inside themselves, one that is negative and encourages
Just as you become convinced that you are totally
them to stay the same, and one that is positive, and and completely alone, destined to die, again, on
recognizes their own need for growth. Now the player this alien world, you see a figure approaching in the
must roll a Deception check (to lie to themselves), distance. A lone rider on a gaunt, black horse strides
contested by an Insight check (to recognize their need slowly across the sand dunes toward you. A tall
for growth). Each time the Deception check equals or staff is held aloft in one of their hands, with a set of
exceeds the Insight check, the player character takes measuring scales at its top. As the rider draws within
7 (2d6) psychic damage that cannot be reduced in any 30 feet of you they abruptly stop, surveying you with
way, and the memory repeats. If the Insight check beats serene and unblinking pale eyes. With an eerily gaunt
the Deception check, the character recognizes their
hand, the horseman gestures at the desolate world
weaknesses and the memory ends as they are shunted
out of the Veil and into Eden.
around you and remarks:
“I love it here, don’t you?”

A character who succeeds on this Insight check This mysterious rider is Famine, one of the Four
may reduce, remove, or modify one of their “Eternal Horsemen of the Apocalypse. Famine is one of the most
Traits.” Make a note of this under “Eternal Traits” in the deadly creatures in the known universe, but luckily for the
player’s profile in “The Story Tracker” on page 248. player character, this is not a combat encounter. Famine
is currently bound by the Scroll of the Seven Seals and has
not yet been released. The Horsemen have been dormant
for a long time, and Famine has spent these years in exile
wandering the universe and enjoying the bleak solitude
of barren planets such as this one.

49
This is an opportunity for you to introduce the A character who speaks with Gethsemani during
Horsemen, and allow the player character to have a brief this encounter gains a new perspective about how
conversation with Famine, before the Horsemen are the world works. The player can choose one: they
unleashed later in the story. During this conversation, it either learn a new language; or they gain a bonus proficiency,
is important to convey to the player that the Horsemen choosing from: Arcana, History, Investigation, or Religion.
are not villains, but inevitable and unstoppable forces
of neutrality. Famine will be polite and cordial with the 6. The International Unity Project
character, but will also openly admit that the Horsemen The player blinks and suddenly finds themselves
will not hesitate to kill them if the time comes. cowering in a dark alleyway, surrounded by a dozen or so
Escaping the Encounter. This conversation can last as men, women, and children, who are all apparently hiding.
long as you would like it to. When you are ready to end These refugees do not react to the player character’s
the encounter, Famine will wish them luck on their quest arrival, and even speak to the character as though they
and remind them that their next meeting will likely not be are familiar with them. The character will furthermore
a friendly one, before teleporting the character instantly realize that they are in an entirely different body! The
to Eden, reuniting them with the rest of the Reapers player character suddenly comprehends that they are
there. somehow magically reliving the memories of a human
who has recently died.
What is Going On? The player character is reliving the
A character who meets Famine during this final moments in the life of a Christian refugee, hiding out
encounter gains advantage on all attack rolls and during the reign of The Antichrist. Even though this is a
saving throws made during the combat encounter memory of events that have already happened, allow the
with Famine in Chapter 8. Make a note of this under “Boon” player to make decisions and even ability checks during
in the player’s profile in “The Story Tracker” on page 248.
the encounter. For this encounter, the player rolls using
Commoner (SRD) stats, adding +0 to all checks. The
5. Old Friends, New Enemies group hiding out in the alleyway are members of an illegal
After an hour or two of drifting through the blackness church group, and the player character is reliving the
of space, the player feels a powerful surge of magic memories of the group’s pastor. The secret church has
tether to them, and they are pulled sideways at a blinding just been raided by agents of The “Marked” Taskforce
speed. A massive blue vortex opens in the void of space, and they are on the run. Shock Troopers are patrolling
and they are pulled through it, exiting prone on the other the entire city block, and shooting Christians on sight.
side. The character stands up to find themselves in a Escaping the Encounter. This group of refugees all use
cozy little sitting room with a previous acquaintance. Commoner stats, and they have no weapons. Their only
Gethsemani Returns. Gethsemani has used a Candle hope is to escape to an underground network of tunnels
of Invocation to summon the player character here several blocks away in the city, but they have little chance
by speaking “I summon one of the Reapers for aid!” of making it there. As the Marked Shock Troopers close
Gethsemani is hard at work tracking the movements of in, give the player character an opening to sacrifice
demonic cults in the material world, and desires to ask themselves as a distraction so that the other members
the character for some advice. In the timeline of the of the community can escape out of the other side of
Material Plane, this encounter takes place at some point the alleyway. The Shock Troopers will shoot the pastor
during the 1500s - 1600s, which is apparent because of on sight. In their last moments, as the pastor lies dying
the architecture of the building, and Gethsemani’s new in the street, they hear a woman’s voice cut through the
wardrobe. If it becomes necessary for Gethsemani to static on one of the Shock Trooper’s radios.
make an ability check, use the stats for “Gethsemani
(Young)” on page 35. This encounter is designed to “This is Melissa Mendax with an executive order.
make the player character feel useful and powerful, so By command of Jeremiah Resh, once you execute
Gethsemani should ask questions that the player will be
the rebels, leave their bodies in the street as a
able to easily answer based on earlier encounters, such
as:
message to any other resistance groups in the area.
• How are demons able to manipulate human emotions The International Unity Project does not tolerate
from the Veil? those who do not take the Mark.”
• I found a note in one of the cultist hideouts that was
signed “J.R.;” Does this mean anything to you? When the memory ends, the player character finds
• I think I might have located the lair of a demon here themselves, unharmed, in Eden.
in the Material Plane. Do you have any advice for
fighting demons?
A character who experiences this memory gains
Escaping the Encounter. After 1 hour, the summoning
a new sense of vengeance. They now have advantage
spell will end, and a gate will open to allow the character on all attack rolls and saving throws made during
to rejoin the Reapers in Eden. combat with any members of the “Marked” Taskforce for the
rest of the adventure. Make a note of this under “Boon” in the
player’s profile in “The Story Tracker” on page 248.

50
A Place Prepared If the characters come within 60 feet of the Tree of
life, it will great them each telepathically in their minds.
After escaping the Dragon, Azrael’s magic portal brings The Tree of Life has near-infinite focus, and can hold
the Woman and the Reapers to the Realm of Eden, a separate conversations with each member of the party
safe haven that has been waiting to protect the Woman simultaneously. These conversations all take place inside
ever since Adam and Eve were cast out shortly after the each individual character’s head, and only the character
beginning of time. having the conversation is aware of what is being said.
Where is Eden? The Garden of Eden, also known as As the player characters approach the tree, a clear and
the Sacred Grove, is a land of immaculate beauty and the soothing voice fills their heads.
pure innocence of new creation. Although at first glance
this grove appears to be utterly normal, with grass, trees, Welcome to the Sacred Grove, travelers. I have
and wildlife, the glistening landscape of Eden actually been awaiting your arrival for some time, for here a
exists on a demi-plane of its own making. When Adam
place has been prepared for The Woman. She can
and Eve committed the first sin and were cast out of
Eden, they weren’t just told to leave this place, this place
rest here and restore her strength. I, and the other
also left the Material Plane. Eden severed itself from creatures of Eden, will protect and watch over her
the physical world, and now this sliver of God’s original for one thousand, two hundred, and sixty days. Then
creation lives on in its own realm: a beautiful and lonely we shall meet again, but our reunion will not be a
memory of what creation was intended to be. happy one.
The Tree of Life. The center of the Garden of Eden is
dominated by two trees of great religious significance. Allow the conversation to continue from here, and
The Tree of Life stands at the very center of the Garden, allow each player character to branch into separate
and from beneath its roots bubbles up the source of the telepathic conversations with the Tree, if they wish. The
four rivers that travel north, south, east, and west to Tree of Life is aware of their surface thoughts and fears,
water the fertile soil of the realm. The Tree of Life stands and might address these with the character if it becomes
around 40 feet tall, and its massive, twisting trunk gives relevant. If a player character asks about the Tree’s
the impression that this tree is beyond ancient - perhaps cryptic message, or about what happens in 1,260 days,
older than time itself. A soft glow seems to emanate read:
from its bark as its branches sway in an unfelt breeze, and
motes of twinkling light fill the air around it out to a radius A time of tribulation approaches; a time of
of 60 feet. great violence. Just as all things have a beginning,
Arriving at the Tree. As the party arrives, Azrael will all things must come to an end. Even Eden is no
guide them to the center of the Garden, and lay The exception. The Woman may remain here for 1,260
Woman in the shade of the Tree of Life, cradled in its days, but no longer.
roots. Any characters that were previously separated
from the party during the chase will rejoin the group at The Tree of Life is prophesying the arrival of Famine
this time, assuming that they survived their encounter in in Chapter 8, but will not elaborate on this prophesy
the “Consequences” section. any further, since it is not time for the characters to
understand this yet.

“And the Woman fled into the wilderness,


to a place prepared by God.”
-Revelation 12:6

51
“The sun became black as sackcloth, and
the full moon became like blood.”
-Revelation 6:12

World’s End Azrael will explain that he has brought the players here
because of an anomaly in his Book of Souls. He can’t
No sooner will the characters have completed their explain why, but something feels “off” to him, as though
mission in Eden than they are whisked away again. there is a presence here he cannot explain. At this point,
Azrael will pull his book from his belt, and check give the players the freedom to explore the wasteland of
a page that seems to be glowing brightly. Azrael World’s End on their own to look for clues.
will seem alarmed, and then summon the player Large iron structures protrude from the ground
characters, telling them that they are needed in various places in this wasteland. It takes a few
elsewhere. They will leave the Woman in the embrace moments before you realize their purpose. They are
of the Tree of Life before teleporting away to World’s vault doors, each stretching 15 to 20 feet across and
End. glowing with angelic runes. These are prison cells.
The place you arrive in could not be more
different than the one you left. The surface of the If the players wish to visualize this space, use “Map:
earth is charred black and desolate. A blood-red World’s End” on page 128. A player that investigates
moon looms in the sky overhead, giving the entire the surface of the prison doors will find them locked by
powerful celestial magic, and a DC 18 Arcana check will
world a dull crimson glow, and a constant shower
reveal that nothing short of a wish spell could open these
of flaming meteors rain down from the sky above. doors. This is just as well, since the names on the doors
You first assume that you have arrived on another reveal that the prisoners are some of the most dangerous
planet, before Azrael tells you the sickening truth. demons from history. A character that reads the writing
“This is Earth,” he explains. “We are back in the Veil, on the prison doors will find the names Lilith, Abaddon,
and have traveled to a moment in time just before Ashmedai, and Naamah, among others.
the end of the universe itself. There is no life here,
as the tribulation prophesied by the Tree of Life has Make it Matter
The characters should recognize the name of Ashmedai, and
already come to pass.” Naamah too, if they spoke to Gethsemani about her backstory.
If you are playing this adventure as a sequel to Adventurer’s
“We, the archangels, call this place and time Guide to the Bible, then your players will also recognize the
‘World’s End,’ and it is a prison. Whenever a demon names of Lilith and Abaddon, as these are demons who were
defeated at great cost earlier in the adventure. However, feel
is deemed too dangerous to be bound by normal free to change the names to whatever names will have the
means, we bring it here, to be bound at Word’s End.” greatest impact on your players.

52
The Horseman
After a few minutes of investigating World’s End,
the cause of the anomaly becomes apparent with the
appearance of the Horseman. A character with a passive
perception score of 16 or higher will notice that one of
the meteors is glowing bright white, rather than dull red
like the others, and is traveling toward the earth at a
much faster speed. With the sound of crashing thunder
and a flash of radiant light, the Horseman of Conquest
arrives here at World’s End. Her presence will make
Azrael visibly nervous, and he will whisper a warning
to the player characters not to attack her. He will
also step forward and challenge Conquest:
Your time has not yet come, Horseman.
Why are you here?

Conquest rides with a confidence that is hard to


put into words. She is poised and balanced, and
every movement she makes appears calculated
and effortless. She is more than regal, because
even a queen has fears of being overthrown.
Conquest, however, carries herself with the
authority of a creature that has power beyond
reckoning. She lifts her chin reproachfully in
answer to Azrael, and her brilliant white horse
takes a few steps forward before she speaks.
I am not here for violence, and if I was, I would be
veiled. The Archangel of Death should know better.
Who are the Horsemen?
Conquest sneers the word “archangel,” as though We are balance. We are inevitability. We are
implying some hidden meaning that only she and Azrael recompense. We are the end.
understand. At this point, allow the conversation to
evolve organically. The point of this encounter is to let Why are you here?
the player characters get to know Conquest in a cordial
setting, before the Horsemen are unleashed later in the I await the day when I am loosed to conquer.
story. Feel free to let Azrael ask questions of Conquest if Until that day, I wait. I have come here, because I
there is information you want to reveal at this point in the have felt... an unbalancing... a betrayal. Something
story and the players fail to ask the right question. is about to happen in this place, and I have come to
Ending the Encounter. The conversation can last as bear witness. To bear witness, and nothing more.
long or short as you would like. Whenever you are ready
to move the story forward, Azrael and the Reapers will be
What do you mean by “I would be veiled?”
summoned back into the presence of the Lampstands for
their next mission. I am not hatred; I am not revenge; I am Conquest.
Conversing With Conquest. Use the answers at right My violence is not personal - it is never personal.
for navigating questions that the player characters When my time comes, I will be shrouded in a veil:
might ask Conquest. No matter what, Conquest will
faceless and unbiased. When I eventually kill you -
remain poised and confident. She does not dislike the
characters, but she is also aware that she could crush and I will - just remember... it will not be personal.
them like insects, and she will even tell them as much, if
they become disrespectful. What is your relationship to Azrael?
Why did you call him “Archangel?”
Level Up The celestials and the demons wage their war for
The Reapers should advance to level 12 at the end of this
right and wrong. I care little for these words. Right
encounter.
and wrong have little consequence at the end, when
the world becomes what you see around you. I call
him “Archangel,” because it is what he is, what he
chooses to be. But all things must come to an end.

53
“A great star fell from heaven. The
name of the star is Wormwood.”
-Revelation 8:10

Chapter 3: Desecration
A Long Rest The pillar engraved with the name “Thyatira” flares
The Reapers should take a Long Rest before beginning
brighter and that same voice fills your mind again.
chapter 3. This can either happen after their conversation “For you, in order that you might
with Conquest at World’s End, or else after they return know that that your last works
to the Lampstands for their new mission. The player are greater than your first,
characters should be level 12 before you run chapter 3. I invite you to witness the glory
of the Lamb who is worthy.
Called Home But stay vigilant, for even in Heaven
If the elder that accompanied the Reapers as an NPC
for chapter 2 has survived up until this point, then their
there are those who follow
final journey is now at an end. Allow the characters to say the deep things of Satan.
goodbye, and give the NPC one last chance to impart some
wisdom, based on the roleplay information in their bio. When
the conversation is concluded, a portal opens, and the Elder A Visit to Eternity
enters into eternal rest. This hero is no longer able to join the When Thyatira finishes delivering this message,
party on future missions. Azrael seems taken aback, and even seems to relax, as
though he had been expecting the mission to be much
A New Mission more dangerous. As the lampstand of Thyatira dims
Once the Reapers have rested, said their goodbyes, and extinguishes, a portal opens in its place, and the
and prepared themselves for a new mission, they return characters are granted temporary access to the Spiritual
to the chamber of the Lampstands, which appears Realm, and a brief visit to Heaven.
as it was before, except now with two of the pillars Entering Heaven. The player characters exit into a
extinguished. space that is highly symbolic and ethereal. As they step
through the portal, they will find themselves in a large
gathering hall.

54
The hall you step into is designed similar to a throne d12 Encounter
room, with a raised dais at one end, and banquet 1 The Keeper of Keys
tables arranged around the room with seats facing
2 Michael the Archangel
the dais. The floor, walls, and ceiling of this Heavenly
3 Karubiel the Cherubim
hall are so brilliantly white that it is hard to look
too long at any one surface. Upon the dais, where a 4 Gabriel the Archangel

throne would normally sit is a platform with a chest 5 Patience the Virtue
that appears to be magically sealed with celestial 6 Peter the Apostle
runes similar to those you investigated at World’s 7 Raphael the Archangel
End.
8 Uriel the Archangel
This space is filled with creatures, some humanoid
9 The Elders
in appearance and some monstrous in appearance,
but all appear to be Celestial in nature. These various 10 The Martyrs
creatures move fluidly around the hall and appear 11 Barachiel the Archangel
to be talking excitedly, occasionally glancing at the 12 Moses and Elijah
dais, as though waiting for an event to begin.
1. Keeper of Keys. The angel that will introduce itself
as “Keeper of Keys” is actually Wormwood, a powerful
Heavenly Hearsay fiend in disguise. If the party speaks to Wormwood,
A major historical event is about to begin. This
the fiend will seem disgruntled and try to end the
room is filled with incredibly powerful and important
conversation early. A DC 21 Insight check will reveal that
Celestials of the Heavenly Host who have gathered to
the “Keeper of Keys” is nervous, and does not share
witness the Scroll of the Seven Seals being opened and
the excitement of the other Celestials here. However,
read. According to ancient prophecies, this artifact
Wormwood’s “Supreme Disguise” feature means that
is incredibly powerful, and is sealed such that only a
its true identity cannot be revealed by Truesight, and it
particular person can open it:
is unlikely that the characters can learn its true identity
before it is too late.
“Only he who has humbled himself
2. Michael the Archangel. Michael is a powerful
to share in our humanity, archangel and the leader of “The Seven” who stand
who has become sin, before the throne. His celestial plate armor glints as
who has suffered, died, and he moves around the room. Michael might thank the
was buried, and then rose again Reapers for their aid in Chapter 2, and reassure them that
in fulfillment of the scriptures. the child was “taken to its rightful place.” Michael seems
Only he may open the scroll at ease, and is confident that the opening of the Scroll
and read its contents.” means that the war against demons is at an end.
3. Karubiel the Cherubim. Karubiel is easily the most
If the player characters ask any of the gathered powerful creature in the room. He is not only a Cherubim
Celestials what is going on, they can relay the prophecy (AGttB), but he is in fact THE Cherubim that guards
above, and also tell the party that the day has finally the only known portal into the realm of Eden, and has
come that the Son of Man will accept the Scroll, break done so unfailingly since the expulsion of Adam and
the seven seals, and read its contents. Everyone is very Eve. Karubiel stands roughly 15 feet tall, with a muscular
excited. In addition to this news, the player characters humanoid torso and four heads that keep watch in all
might meet a variety of other characters who may have directions (the heads of a human, a bull, an eagle, and
news of their own to share. Allow the player characters to a lion). Karubiel seems watchful and impatient. He is
explore the space and talk to some of the other Celestials excited for the reading of the scroll, but he has heard
before continuing with the story. There is no map for troubling prophecies from the other Cherubim that
this encounter, since it only involves roleplay, and you foretell of coming danger.
can feel free to describe the space and the characters 4. Gabriel the Archangel. Gabriel is the bearer of the
here in any way that will be compelling for your players. Trumpet of God, and one of “The Seven” archangels that
As the player characters relax and prepare to take their stand before the throne. She is dressed in full plate armor
seats here in the grand hall, you can either describe the of pure gold, that appears to be as functional as it is
creatures present and allow the players to take the lead beautiful. She was the archangel who first delivered the
in approaching them, or else determine what creatures news of Christ’s birth to the people of Earth, and she is
they meet randomly by rolling on the following table. excited to see the prophecies finally come full circle.
5. Patience the Virtue. Patience is a Virtue, and seems
thrilled to be a part of the gathering. Patience is dressed
in a beautiful sparkling floor-length ballgown with slits
cut into the back for her wings. She has an excited way

55
of talking that comes across as slightly immature and have both worked many wonders on behalf of God, but
childish, but this is just because of her nature as a Virtue. they aren’t finished yet. According to the prophecies of
She will be most excited to meet the Reapers and might old, Moses and Elijah will return to earth one last time to
ask them questions about what they do, although most complete their ministry before the end. Moses and Elijah
of what the characters say will be lost on her. are the original Elders.
6. Peter the Apostle. Peter is perhaps the most
underdressed person at the assembly. Having spent The Jewish Carpenter
the first half of his life as a laborer, and the second half Soon, all of the creatures gathered here will make their
being persecuted for spreading the Gospel, Peter is not way to their seats, and the characters will notice that
comfortable at formal events, and might be happy to there is a table reserved for “the Reapers” near the back
see the Reapers if he notices that they are also dressed of the room. Once the characters are seated, a hush
like adventurers. Some of the other Celestials here seem falls over the crowd and there is an intense feeling of a
to give Peter sideways glances, unsure of why a simple holy, maybe even divine, presence in the room. All eyes
fisherman in traveler’s clothes is attending this event. fix themselves on the dais, waiting for what will happen
Peter is an Elder (see page 43), and is unwilling to next. Read the following to one of the player characters.
enter Heaven until he has been sent on one last mission.
Peter struggles with feelings of unworthiness, rooted
As you wait in suspense, an average-looking man
in his denial of Jesus, and is hoping to make amends taps you on the shoulder. “Do you mind scooting over
through his last mission as an Elder. so I can pull up a chair?”
7. Raphael the Archangel. If you are playing this The man is brown-skinned with dark, piercing
adventure as a sequel to Adventurer’s Guide to the Bible, eyes. He is wearing work boots, a well-worn pair of
then the characters may already know Raphael. Either jeans, and a flannel button-up shirt with the sleeves
way, Raphael will discuss how he has recently returned rolled up to the elbow. Flecks of paint stain the tips
from an undercover mission on the Material Plane. of his calloused fingers and a thin layer of sawdust
8. Uriel the Archangel. Uriel is a mysterious figure covers the backs of his hands and his forearms.
whose piercing eyes seem to see right into your soul.
The man looks as if he just came from working at a
Uriel will be fairly tight-lipped with the players, other than
to share that there is word going around the gathering
construction site. He is also - you realize at the last
that one of the guests is not who they appear to be. moment - Jesus.
9. The Elders. One of the tables here is occupied by
Azrael will stare at the new arrival with an expression
a group of several other Elders, who are busy eating,
of shock, his mouth hanging slightly open. However, no
drinking, and sharing stories of their adventures from
other creature in this room will react to Jesus’s sudden
life on Earth. Like the Reapers, this table is comprised
appearance, almost as though he is only visible to Azrael
of characters from all different eras of human history,
and the Reapers. Jesus will apologize for being late and
who all seem to have different talents. Use this as
might engage in small talk with members of the Reapers
an opportunity to introduce 2 or 3 new options from
before the event starts, if this is something you are
“Appendix C: Elders and Heroes,” so that your players
comfortable with, as the GM. The Adventurer’s Guide to
can get to know them a little better before the next
the Bible has a section on page 210 that may be helpful to
opportunity to recruit an NPC.
review before roleplaying Jesus in this scene.
10. The Martyrs. Seated at a nearby table is a group
of humans dressed all in white, which the players may
learn is symbolic of the fact that they were killed for their
Desecration
faith. If any of the player characters experienced “The A Cherubim holding a flaming sword steps
International Unity Project” encounter in Chapter 2, then forward and gestures toward the chest on the dais.
they may notice that the pastor whose memories they In a booming voice, the Cherubim proclaims: “Who is
shared is seated at this table. These characters are eager
worthy to open the scroll and break its seals? I call
to enter Heaven, but will also take the time to speak with
upon the Keeper of Keys to prepare the Scroll for the
the Reapers, and might even offer some helpful words
of wisdom if they sense that any of the characters are Lamb that was Slain.”
struggling. Jesus abruptly stops speaking and presses a
11. Barachiel the Archangel. The only creature who is finger to his lips, saying, “oh, watch! You don’t want
openly wielding a weapon here is Barachiel. The youngest to miss this.”
member of “The Seven,” Barachiel is a warrior at heart. If
the characters speak to him, he will convey his eagerness At the command of the Cherubim, Wormwood steps
to crush the demonic hordes, and hopes that opening forward and uses its “Keys of the Abyss” ability to unlock
the Scroll will begin the final battle of Armageddon that the chest and lifts the Scroll of the Seven Seals high into
was prophesied. the air for all to see. The gathered crowd draws an audible
12. Moses and Elijah. Two older, bearded men sit in a breath and begins looking around expectantly, awaiting
corner talking animatedly. These are Moses and Elijah, the arrival of Jesus. What comes next happens in a flash,
the two most famous prophets of all time. Although they before anyone has time to react.

56
The beautiful form of the robed and hooded Just before you teleport away, you look back
figure holding the Scroll melts away, revealing a to see Jesus making an announcement. “In light of
foul, demonic creature on the dais. Still clutching Wormwood’s shocking betrayal,” he says, without a
the Scroll of Seven Seals in one of its clawed hands, hint of shock in his voice, “I hereby pass the title of
the creature screeches: “Whose power can rival the ‘Keeper of Keys’ to Peter.”
Beast, and who can fight against it?” A light smattering of applause does not hide the
In a flash, the demon transforms into blazing astonishment on the faces of the many celestials
beam of light and blasts skyward, carving a path up gathered here as Jesus hands a set of glimmering
and through the ceiling, and vanishing into a rift in golden keys to the simple human fisherman.
the sky.
The creatures in this room are horrified by this
A New Elder
Once Peter accepts the title of “Keeper of Keys,” he
desecration, and most of them sit motionless, while becomes unlocked as an option to be recruited for future
some of the more prepared veterans, such as Michael, missions as an Elder. His new “Keeper of Keys” stat block is
Barachiel, and Karubiel, immediately take to the sky in on page 243.
pursuit of Wormwood. If any members of the Reapers
make a movement to chase Wormwood, Jesus will
gesture to stop them. A Difficult Choice
As soon as the Reapers arrive at World’s End, they find
Standing up, Jesus motions calmly for the a startling sight.
creatures in this room to be seated. If the gathered
creatures here were shocked at Wormwood’s You arrive to see Wormwood, the traitor to
betrayal, it is nothing compared to the shock on the heavenly throne, handing a small briefcase to
their faces at suddenly realizing that Jesus is in their Ashmedai, who has been released from his prison
midst, dressed in commoner’s clothes. cell! Ashmedai looks at you, raises one hand in a
“Have faith,” Jesus speaks softly, his voice friendly greeting, and then teleports away.
commanding the attention of all in this room, even at Shocked at your arrival, Wormwood reaches out
a volume no louder than a whisper. “All things happen and touches the nearest prison cell door, which
for a reason, and we have matters to attend to. Peter, creaks open and begins to emit smoke from the
please join me at the dais.” shaft below, like the smoke of a great furnace. As
the door lifts open, you catch a glimpse of the name
As Peter stumbles to his feet with a shocked look of his etched on its surface: “Abaddon.”
face, Jesus turns back to the Reapers and leans in close
to whisper:
At this point, the Reapers need to make an important
“Wormwood is headed to World’s End. If you choice. Present these options clearly to the player
move quickly, you can stop him there.” characters, since the choice they make here will
Jesus nods at Azrael’s pocket watch. determine consequences to come later in the story.
It may also be a good idea to indicate to your players
“Time moves differently here in Heaven than it
that splitting up would be unwise, as it will require the
does in the Veil. With a little luck, I bet you will be combined abilities of the Reapers to follow any one of
back here with the scroll before I even reach the these paths.
front of the room.” 1. Abaddon has been released, and his power
cannot be allowed into the world. If you confront him
Azrael will nod slowly as he begins to comprehend now with your combined abilities, you could destroy
what Jesus has said. A creature that succeeds on a DC him or bind him permanently.
18 Nature or Religion check can deduce that Heaven 2. Wormwood is planning to slip away while you
is on a completely different timeline than other deal with Abaddon. If you follow and destroy him now,
realms, and that days, months, years, or you could prevent him from causing more trouble in
maybe even an eternity in the Veil or in the future. However, this would allow Abaddon into
the Physical Realm are but a mere the world.
moment in the Heavenly Realm. 3. You could allow both Abaddon and Wormwood to
If the player characters escape, and immediately pursue Ashmedai.
are confused by this
phenomenon, Azrael can take Use the following guides to play out the
a moment to explain it to consequences of their choice to its conclusion, making
them as he prepares to use sure to mark the outcome in “Box 2” on page 249 if
Timekeeper to transport the necessary.
Reapers back to World’s End.

57
1. Binding Abaddon and are pulled along in its wake. This chase will be very
similar to the chase with the Dragon in chapter 2, this
Thick, billowing smoke fills the atmosphere time with the players pursuing, rather than fleeing.
of World’s End, and the fluttering of thousands Run the following skill challenge, mindful of any “Skill
of insectoid wings can be heard filling the smoky Challenge Bonuses” as described on page 47. Play
air. First one, then hundreds, then thousands of out all four developments below. In order to catch
chittering voices can be heard as the locusts begin Wormwood, the Reapers must succeed on all four
their chant: “ABADDON, ABADDON, ABADDON.” checks; if they fail any of them, Wormwood escapes.
A clawed, dessicated forearm emerges from the Chase Development DC
smoking pit as Abaddon, the Destroyer, archdemon The first person to leap into the magical current must attempt 17
of Wrath, emerges from his prison. an Athletics check or Acrobatics check to maintain balance as
they are accelerated through space and time.
If you are playing this adventure as a sequel to Wormwood looks back to see if it is being followed. Someone 18
Adventurer’s Guide to the Bible, then this is not the first must attempt a Stealth check or Deception check to avoid
time the characters have faced Abaddon. However, detection.
this version of Abaddon has been festering in prison Wormwoods suddenly veers to the side, attempting to mislead 18
for thousands of years, and his power has only grown you. Someone must attempt an Insight check or Nature check.
since his earlier days. The stat block for Abaddon Wormwood crashes down on an alien planet, plunging into a 19
(Resurrected) is on the following page. There is no map large sea to hide beneath the waves. Someone must make a
included for this combat, which takes place at World’s Perception or Investigation check.
End. If you feel like you would benefit from a map, you
can reference the map for “World’s End” on page 128. If the party succeeds in catching the treacherous fiend,
Once the party has killed Abaddon or found a way to initiate a combat encounter with Wormwood: Keeper
force him back into his prison, skip the Shamir encounter of Keys. Once they have killed or bound Wormwood, or
on pages 60-61 and continue the adventure by tracking if the chase is a failure, Azrael will use the Book of Souls
Ashmedai to Unity Tower with “A Lesser Incarnation” on to locate Ashmedai entering Unity Tower, and the story
page 62. continues with “A Lesser Incarnation” on page 62.

2. Chasing Wormwood 3. Catching Ashmedai


Wormwood transforms in its “Fallen Star” form and If the party allows Wormwood and Abaddon to escape,
once again streaks off into a magical portal through and immediately follows Ashmedai instead, continue
space and time. The party leaps into the magical current with “The Shamir” on page 61.

58
Abaddon (Resurrected)
Huge Fiend, Chaotic Evil
Armor Class: 14 (natural armor) “Wormwood opened the shaft of the bottomless
Hit Points: 136 (16d8 + 64) pit, and from the shaft rose smoke like that of a
Speed: 40 ft., Fly 60 ft. great furnace. From the smoke came locusts...
and the noise of their wings is like the noise of
chariots rushing into battle. They have tails
STR DEX CON INT WIS CHA like scorpions, with stingers, and in their tails
18 (+4) 20 (+5) 19 (+4) 14 (+2) 15 (+2) 19 (+4) is the power to harm people for five months.
They have as a king over them the angel of
the bottomless pit; his name in Hebrew is
Saving Throws: Dex +10, Wis +7, Cha +9
Skills: Perception +7, Stealth +10 Abaddon.”
Damage Resistances: bludgeoning, piercing, and slashing -Revelation 9:2-11
from nonmagical attacks
Damage Immunities: fire, necrotic
Senses: darkvision 120 ft., passive perception 17.
Languages: Infernal, Hebrew
Challenge: 16 (15,000 XP) Proficiency: +5

Features
Aura of the Swarm: A swarm of fiendish locusts buzz around
Abaddon, chanting his name, in a 20-foot-radius sphere. The
swarm moves with Abaddon, centered on him. A creature that
enters this aura for the first time on its turn, or starts its turn
there, must make a Dexterity saving throw, taking 10 (4d4)
piercing damage on a failed save, or half as much on a success.
As Abaddon takes damage, more and more locusts detach
from his body and join the swarm. The amount of damage dealt
by the swarm increases as Abaddon’s hit points decrease.
• 100-135 HP - 10 (4d4) piercing
• 65-99 HP - 15 (6d4) piercing
• 30-64 HP - 20 (8d4) piercing
• 0-29 HP - 25 (10d4) piercing
Legendary Resistance (3/Day): If Abaddon fails a saving
throw, he can choose to succeed instead.
Smoke of the Fiery Furnace: A 20-foot-radius of smoke
extends from Abaddon in all directions. This area is considered
Heavily Obscured and, unless the smoke is dispersed (by
wind or a similar effect), all attack rolls against Abaddon have
disadvantage, and all creatures inside this radius are blinded.
Spellcasting: Abaddon is a 13th-level spellcaster. His spell-
casting ability is Charisma (+9 to hit, DC 17), and he has the
following spells prepared.
At will: fire bolt (3d10), infestation (3d6)
1st level (4 slots): burning hands, fog cloud*
2nd level (3 slots): scorching ray, see invisibility
3rd level (3 slots): counterspell, dispel magic
4th level (3 slots): blight, giant insect* Legendary Actions
5th level (3 slots): destructive wave, insect plague* Abaddon can take 3 Legendary Actions, choosing from the
options below. Only one Legendary Action option can be
6th level (1 slot): globe of invulnerability,* harm used at a time, and only at the end of another creature’s turn.
7th level (1 slot): reverse gravity* Abaddon regains spent Legendary Actions at the start of his
*This spell requires concentration turn.
Cantrip: Abaddon casts a cantrip.
Actions
Swell Swarm (Costs 2 Actions): Abaddon loses 11 (2d10) hit
Cursed Claw: Melee Weapon Attack +10 to hit, reach 10 ft., one
points as a flurry of locusts detach from his body and join
target. Hit: 11 (2d6 + 5) slashing damage plus 23 (5d8) necrotic
the swarm. The radius of Abaddon’s “Aura of the Swarm”
damage and the target must succeed on a DC 17 Constitution
permanently increases by 10 feet.
saving throw or be Cursed. A Cursed target cannot regain
hit points. The Curse lasts until dispelled by remove curse or Teleport (Costs 2 Actions): Abaddon magically teleports to
similar magic. an unoccupied space within 60 feet.

59
Map: City Block

60
“City Block” General Features The Shamir
Souls. The streets and sidewalks are filled with the souls of
people going about their daily lives. Neither the Shamir nor You exit through a rift in space and time to find
the player characters have any way of interacting with these yourself on a busy street in a sprawling city. The hazy
souls, and the souls are unaware of the combat going on in forms of human souls are frozen in time as they travel
the Veil. to and fro on the sidewalks, and the streets are filled
Vehicles and Object Interaction. The cars in this city block
are all considered Large objects (1,000 pounds) with an AC of with cars that creep in slow motion down the busy
12, 60 hit points, and immunity to poison and psychic damage. street. Although this is clearly a thriving human city
The cars can be used as cover and otherwise physically on Earth, you do not immediately recognize what
interacted with (see “The Physics of the Veil” on page 8), city or even what country you are in.
but moving or damaging them does not affect their true
positions or status on the Material Plane. All damage to the
About two blocks away, you catch sight of
environment will revert to normal after this encounter. Ashmedai sprinting toward a large skyscraper at
Buildings and Rooftops. The buildings in this city block are the end of the street, still holding the briefcase. As
between 20 and 60 feet tall. Climbing the exterior of a building he hears you arrive, he tosses a small gem over his
requires a DC 19 Athletics check. If you need to determine shoulder, which shatters on the ground, and a truly
the roof height, features, or interior of a particular building,
choose an option or roll on the table below. massive creature erupts from it. The writhing form
swells to its true size, towering above the buildings
d8 Building Features Roof around it, as you behold the glowing eyes undulating
1 Convenience store with people shopping 20 ft. body of a creature as old as the Garden of Eden. The
2 Office building with cubicles and meeting rooms 80 ft. Shamir, slithers forward to attack.
3 Apartment building with four floors of dwellings 40 ft.
The characters will need to defeat the Shamir before
4 A “Marked” Taskforce district headquarters 30 ft. they can follow Ashmedai into the building and continue
5 Fuel station, which explodes (10d6 fire) if damaged 20 ft. the chase. Use “City Block” map at left to run this
6 A post office filled with people waiting in line 20 ft.
combat with the Shamir. If the Reapers successfully
defeat the Shamir, they are rewarded with the Staff of the
7 A parking garage filled with vehicles 60 ft. Shamir, which magically appears in the place where the
8 A bar or pub, filled with patrons. 30 ft. Shamir was killed.

61
At this point, make sure to mark down whether headquarters, which presents a unique opportunity
Abaddon, Wormwood, or the Shamir have been to learn about what the enemy is up to. Take any
killed or imprisoned in “Box 2” on page 249. If any of opportunity you can to gather information, which
these creatures are still active, they will return later in the could help us in the future.
story to complicate matters.
Making a Plan
It may be a good idea to plan to end your session here and
A Lesser Incarnation start your next session with the infiltration of Unity Tower
below. The physical bodies created by the Book of Souls will
As you approach the tower that Ashmedai be 3rd level, so your players will need time to create their new
disappeared into, Azrael suddenly looks concerned. level 3 stats, and they might also appreciate some time to
“Something is wrong,” he says.“This building is warded make a plan before beginning the mission.
by powerful magic that will not allow us to enter
through the Veil. If we are going to follow Ashmedai Unity Tower
inside, we are going to need to do something... a little A single tower rises from the bustling city capital
weird.” that sprawls out in all directions below it. This is the
headquarters of the International Unity Project and the
Azrael will explain to the player characters that they seat of power of Senator Jeremiah Resh, the Antichrist
will need to take on a physical, human form in order to himself. To read more about the history and motivations
bypass the security wards that protect the building. He of this villain, see “The Antichrist” on page 180. The
will also explain the “Lesser Incarnation” ability of the Book following encounter takes place inside of Unity Tower,
of Souls, as described on page 167. He will also briefly which is the central landmark of a capital city that has
share the following information before the encounter been left ambiguous. This is the most powerful city in
begins: the world, but where this city is located is up to you.
• Ashmedai is treacherous, but working with Furthermore, the time period has been left open to
Wormwood is out of character for him. He is likely interpretation, but is assumed to be at some point in
working with a creature that is far more powerful and the “near future.” Use the maps and information on the
more dangerous. following pages as the characters explore Unity Tower.
• The new, human forms will be much weaker and Goals
will not have any weapons. The characters will be The Reapers will enter this encounter with the goal of
hopelessly overpowered and should avoid combat at recovering the Scroll of the Seven Seals. However, they will
all costs. ultimately fail in this quest. The real goal of this encounter is
• Taking human form will make it very difficult to detect simply to let them explore Unity Tower and learn about the
Antichrist before they attempt the heist in Chapter 4. Before
demonic influences. Be careful who you talk to, since
you begin this encounter, skip ahead and read “Face to Face”
many of the people in this tower are likely demons in on page 74 so that you can be preparing for this final
disguise as humans. encounter in Area D7.
• This building seems to be some sort of demonic

62
General Features First Floor: Developments
Rising just over 2,000 feet into the air, Unity Tower is Ashmedai will approach the receptionist and whisper,
the tallest building in the capital and the symbolic seat “I have a delivery for Mr. Resh’s auction.” He will then be
of power of the International Unity Project. An invisible directed to follow a member of the waitstaff into the private
barrier surrounds the tower, shielding everything inside dining room (Area A7), to speak to Lieutenant Morcos. After
from divination magic (as though by the nondetection confirming that Ashmedai has the package, Morcos will lead
spell). The barrier extends into the Ethereal Plane and him through the kitchens to access the staff elevator entrance
(Area A9) where they will ascend to the upper levels.
into the Veil, preventing creatures from entering the
If the party stopped to fight Abaddon, Wormwood, or the
tower by any spiritual or ethereal means. The barrier does Shamir, then Ashmedai will likely already be in the V.I.P. lounge
not prevent a creature with a physical body from entering of Canto 5 (Area B4). If the party has been following Ashmedai
the tower. closely (or if you think it would be more fun), then they may be
Hallways. Unless otherwise noted, all hallways are 10 able to follow each of these interactions as they happen.
feet wide.
Ceilings. Unless otherwise noted, all ceilings are 20 to smoke in the rear parking lot, (Area A11), this may be an
feet high. opportunity for the Reapers to acquire a set of badges
Light. Unless otherwise noted, all rooms are brightly lit. for themselves.
Doors. Many doors are locked by a high tech security
system, and require Key Cards to open them. There A2. Reception Hall
are three levels of security in Unity Tower. A Level One
Key Card can open any “level one” locked door. A Level
A grand reception hall opens before you. Complex
Two Key Card can open any “level one” or “level two” glasswork chandeliers hang from the 40-foot ceilings,
locked door, and so forth. Doors can also be picked by and ever-trickling fountains provide ambiance to the
a character with thieves’ tools, by making one of the quiet sitting areas for patrons. Three desks dominate
following Sleight of Hand checks, based on the lock level: this space, which are marked “reception,” “security,”
• Level One lock: DC 14 and “concierge.” A large, self-standing display in front
• Level Two lock: DC 18 of the reception desk reads: “Charity auction today:
• Level Three lock: DC 21 Main Ballroom.”
A knock spell can also unlock any lock by making a
successful Arcana check to circumvent the electronics, The security desk is staffed by a Marked Agent. If there
with the DC equal to the lock pick difficulties above. is any disturbance or signs of violence, the security desk can
Unless otherwise noted, a door is a Large object with trigger an alarm, and 10 Marked Shock Troopers will come
an AC of 12, 50 hit points, and immunity to poison and from the security office (Area A10). Elevators and an emergency
psychic damage. staircase lead to the upper floors of the building from the
reception hall. A door to the right of the elevators, marked
Avatar of Satan “staff only,” leads into Area A9, and is locked (Level One). Most
One of the unpaid interns in Resh’s employ is actually an of the guests are moving from the reception hall either to the
Avatar of Satan. Satan likes to keep tabs on his allies using right, toward the Unity Dining Hall, or to the left, to the Main
this form, and not even Resh himself is aware of his intern’s Ballroom.
true identity.
Each time the player characters interact with a member of A3. Main Ballroom
the staff (such as a bartender, waiter, or secretary) that is not The Main Ballroom is a multi-purpose venue that
otherwise named, there is a 25% chance that this person is hosts many events throughout the year, but today it is
actually the Avatar of Satan. This will have no effect on the
arranged for a Charity Auction. Admission to this charity
adventure, however, as Satan desires to observe rather than
interact. Satan is amused by the goings on at Unity Tower, but event costs 25 gp per person, or 100 gp for a table. The
will avoid getting involved in any situations that arise, and will event will be a combination sealed-bid and open auction
even feign injury or death if attacked. (depending on the lot that is up for bid). All items that
will be auctioned today are on display in the Gallery walk
A1. The Front Entrance (Area A5).
A pair of ornate, 8-foot-tall doors lead from the busy Developments. The Event coordinator for the Charity Auction
downtown street into the Reception Hall (Area A2). 2 is Gigi Johnson. A character that succeeds on a DC 13 History
Marked Agents are stationed outside the front doors. check can recall that “Gigi” was Gethsemani’s nickname for
These agents are well dressed in tailored suits, and are Gethsemani, and if the players encounter Gigi here, they will
mainly here for show. Many of the events at Unity Tower certainly recognize their old friend, Gethsemani. Gethsemani
is fighting a losing battle against the tyranny of the Antichrist,
are open to the public, and so the agents pay very little
but has managed to infiltrate the organization here, earning a
attention to who comes and goes. As long as the Reapers position as head event coordinator for Unity Tower events. She
do not make a scene, they should be able to walk right is actively looking for an opportunity to kill or expose Jeremiah
past these agents. Resh. This Gethsemani is thousands of years older than she
Developments. Both of these agents have Level One was when the Reapers last spoke to her, and she now uses the
Key Cards, granting them access to restricted areas in Gethsemani (Modern) stat block. Gethsemani is not likely
Unity Tower. Since they occasionally abandon their posts to recognize the Reapers in their temporary human bodies,

63
Gethsemani (Modern)
Medium Celestial, Neutral Good
Armor Class: 16 (concealed vest)
Hit Points: 44 (8d10)
Speed: 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 10 (+0) 14 (+2) 15 (+2) 14 (+2)

Skills: Deception +5, Perception +5, Survival +5,


Senses: Passive perception 15
Languages: Common, Hebrew, Celestial
Challenge: 3 (700 XP) Proficiency: +3
Features
Innate Spellcasting: Gethsemani can cast the following
spells, requiring no material components, and using Charisma
as her spellcasting ability (DC 13, +5 to hit).
At Will: Sacred Flame
1/Day: Detect Evil and Good
Never Again: If an ally within 5 feet is targeted by an attack
roll, Gethsemani can use her reaction to become the target
instead. If the attack misses her, She can then make one
weapon attack for free against the creature that made the
attack.
Actions
Multiattack: Gethsemani makes two weapon attacks.
Dagger (+2): Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d4+5) piercing damage.
Silenced Pistol: Ranged Weapon Attack: +6 to hit, range
50/150 ft., one target. Hit: 8 (2d4 + 3) piercing damage. This
specialized firearm is only audible to creatures within 10 feet.

64
but if they make themselves known to her, she can share the
d4 Gallery Gossip
following information.
1 “There are some amazing pieces of art up for auction today, but
• Jeremiah Resh is the “Antichrist” who was foretold by the I heard the really rare pieces are all kept in Resh’s private vault.”
prophets of old.
2 “There was a raid in my neighborhood last week. I can’t believe
• The world has all but fallen under his control, and there are there’s still Christians in our own communities!”
very few religious groups still fighting against his power.
3 “Gigi Johnson is doing a great job with this event, but there is a
• The charity auction today in the Main Ballroom is a cover rumor that she doesn’t get along with Melissa Mendax.”
for the real auction, which is happening on the top floor of
Unity Tower. 4 “Someone on the kitchen staff was complaining that Morcos
shouldn’t be drinking so much while on the clock.”
• Resh is likely planning to auction off the Scroll of Seven
Seals to one of his demonic associates.
and is centered around a central wet bar. Seating here
• Reaching the top floor, the secret auction, and Resh’s
is open, and drinks can be purchased for 2 sp each.
office requires Key Cards, which are carried by members of
the security force or high-level executives. The Dining Room, which adjoins the Cocktail Lounge is
brightly lit with floor-to-ceiling windows that open to a
• Gethsemani has hidden weapons and equipment around
view of downtown. Tables here are usually available be
the building, which the Reapers can make use of, if they
need to, including spellcasting equipment (Area A4),
reservation only, but a last-minute reservation can be
firearms (Area B9), and martial weapons (Areas B14 & C3). made for 25 gp for a table in the main dining area, or 50
gp for a table in the private dining room (Area A7).
• Gethsemani will recommend that they find a more private
Developments. The Cocktail Lounge and Dining Room
place where they can speak freely. She will ask the
Reapers to meet her in the “Canto 5” nightclub on the top
are filled with wealthy patrons and business partners of
floor of Unity Tower in two hours. Jeremiah Resh. Almost everyone here is drinking, eating,
and enjoying themselves. A character can attempt a
A4. Southwest Bathroom DC 14 Sleight of Hand check to pick a target’s pocket.
Gethsemani has stashed some items here in case This check may be made with advantage if the target is
of emergency. One of the toilet stalls, marked “out of distracted. There is a 25% chance that a target has a Level
order,” is concealing a Spell Component Pouch (SRD), a One Key Card in its pocket.
Spellcasting Focus (SRD), a Holy Symbol (SRD), and a purse A7. Private Dining Room
containing 500 gp. This small room has only four tables, and is designed
A5. The Gallery Walk for small, private conversations. A door on one side
A series of 4 rooms are open for visitors wishing to take of the room leads into the kitchens. One of the tables
a closer look at the items that will be up for auction today is occupied by the head of security of Unity Tower:
in the Main Ballroom (Area A3). Two Marked Agents, Lieutenant Morcos (Marked Ironclad stats). If Ashmedai
who appear bored, are keeping watch at the far end of has already spoken to Morcos, then they may have
the hall to ensure that none of the lots are damaged already moved to the upper floors. An assortment of
or stolen. Each of these four rooms contains different other men and women in business suits sit and talk
assorted items from history, and the player characters business in this room. Each of these characters has
may be shocked to see some of the items that will be up a Level One Key Card, and is planning to attend Resh’s
for auction, including: private auction later in the day.
• A fragment of the “Pieta” sculpture, recovered from A8. Kitchens
the rubble after the destruction of Vatican City. The kitchens are active and bustling with activity, since
• An original copy of the “Treatise to Abolish they are serving both the regular patrons in the Dining
Democracy,” signed by the inductees to the Hall as well as catering the auction in the ballroom. This
“Consolidated Nations.” area is off-limits to the characters, but there is also a
50% chance that the kitchen staff will ignore trespassers,
• A spire from the top of one of the minarets of the since they have so much to do.
Hagia Sophia: “a trophy of the abolition of religion in
the middle east.” A9. Laundry and Deliveries
The laundry room is currently unoccupied, with several
• A framed canvas painting of a seven-headed leopard:
industrial-sized machines washing tablecloths and
“hand-painted by Senator Jeremiah Resh himself.”
other linens. A large door for deliveries opens into the
Additionally, while exploring the Gallery Walk, a rear alleyway (Area A11), and there is staff access to the
character may eavesdrop on a variety of conversations, elevators from this room as well. Using the elevators
shown in the “Gallery Gossip” table below. from this side will carry the characters to Area B8, rather
than B1 The only other exit from this room is locked (Level
A6. Unity Dining Hall One), and leads to Area A10.
This large room is split into two halves. The “Cocktail
Lounge” area is dimly lit with small, intimate seating, A10. Security Office
This room is usually staffed by 10 Marked Shock

65
Troopers, but this security team will leave the
room empty if they are responding to a disturbance
Nightclub: Developments
Ashmedai and Morcos will exit the elevators via Area
somewhere else in the building. This room contains
B8. Morcos will use his Level Three Key Card to access
computers that give direct access to all security cameras
the private elevator in Area B11 to take the briefcase up
in the building, and they can even remotely lock and
to the rooftop (Area C6). Ashmedai, having completed
unlock doors connected to the security system.
his task, will retire to his reserved V.I.P. Lounge (Area B4)
Developments. A character can attempt to turn any
to relax.
electrical system in the building on or off (or lock or
Combat and Conflict. As the characters climb higher
unlock any door) with a DC 14 Investigation check. The
in the tower, the danger of being discovered is greater.
character attempting the check may make the check with
Try your best to give the player characters windows of
advantage if they have previous experience with modern
opportunity to succeed; ideally, they should be able
technology, and must make the check with disadvantage
to make it all the way to the top of the tower by using
if they are from a time period before modern technology
their ingenuity. However, if the players attempt to use
was invented.
violence or force, they will be quickly defeating by the
A11. Rear Alleyway superior strength of Resh’s people. In this case, try to
The rear alleyway and loading dock is only used for capture the characters, instead of killing them, and
deliveries to the Laundry and Kitchen (Area A9). However, then bring them before Resh in Area D7, so that they
Senator Jeremiah Resh also uses it as his private parking can come face to face with their enemy before they die.
spot, and a very expensive sports car is currently double
parked in the fire zone. Both the door for deliveries, as per night), they will likely take the elevators all the way to
well as the fire exit door to the Gallery Walk (Area A5) are the top. The main elevators (and emergency staircase)
locked (Level One). only reach as high as the “Nightclub Level” on the 186th
Developments. There is a 50% chance that the two floor of Unity Tower. This level is mostly open to the
agents from Area A1 are relaxing and smoking in the rear public, but security becomes increasingly tight in areas
alleyway, presenting an opportunity to steal two Level that are restricted.
One Key Cards. If a character wants to steal Jeremiah Area B1: The Commons
Resh’s car, use Marked AFV stats, with the following The elevators rise from the ground floor all the
changes: The capacity is 4 medium creatures, its speed way to their destination here at the Nightclub Level.
is 150 ft., and it does not have a Rotary Cannon or a The atmosphere is starkly different from the formal
“Gunner” seat. professionalism of the ground floor. As soon as guests
Area B: Nightclub Level step off of the elevator, they are greeted by the beat
Although there are other, mid-level floors the of the base notes from the “Canto 5” Nightclub (Area
characters can visit, which mostly contain offices and B2 and B3), and the air is filled with the acrid smell of
rooms for overnight guests (which can be rented for 5 gp smoke drifting down the hall from the Cigar Lounge

66
(Area B6). Guests lounge in this common area drinking Gethsemani on the first floor, then they may have an
and chatting. Everyone on this floor is dressed in stylish appointment with her here. Gethsemani will meet them
club attire, and the soft lighting somehow just makes in the lounge side (Area B3), and then lead them to a V.I.P.
everyone look and feel more attractive. Lounge (Area B5) to speak to them in private. See Area
B5 for how this conversation might develop.
Area B2 and B3: Canto 5
Canto 5 is the premiere nightclub experience in the Area B4: V.I.P. Lounge
Unity Tower metropolitan area. The club is owned and Two identical V.I.P. Lounges are situated in the
operated by Ashmedai, who can be found in the V.I.P. southeast corner of Canto 5. Two Marked Agents stand
Lounge (Area B4), when he isn’t dancing and flirting with guard outside of these lounges, only providing entry to
his guests. those who have made reservations. This lounge (Area B4)
Live music mixes are performed every night by Canto has been reserved by Gethsemani for the evening. If the
5’s in-house entertainer: DJ Murmur. DJ Murmur serves player characters met Gethsemani in Area B3, then she
two roles in the nightclub, as he is also on the payroll of will lead them here to this lounge for some privacy. read
Jeremiah Resh, in addition to being a talented performer the following text when they arrive in the lounge for the
and musician. DJ Murmur keeps the music thumping first time.
and the guests happy, and if any of Resh’s enemies
show up... he makes sure they never leave the dance It takes your eyes a moment to adjust to the dim
floor. DJ Murmur’s speaker system is wired throughout light of this smaller and more intimate space. This
all of Canto 5, giving him innate magical influence over private lounge is much quieter, completely insulating
the entire nightclub. He uses most of this influence to you from the talk and laughter of people in the club
keep his guests happy by exhibiting dance moves they outside, and only the muffled thumping of the music
didn’t even know they were capable of, but can easily
making its way through the walls. The entire space
turn the dance floor into a lethal weapon if necessary. DJ
Murmur and his musical equipment are set up on a raised
is lit by an undulating blue light that filters down
platform against the western wall of Area B2. from the frosted glass ceiling 10 feet above you. It
A large and fully stocked bar is constantly serving a takes you a moment to realize that this glass ceiling
variety of mixed drinks and functions as the beating is actually the bottom of a swimming pool, and that
heart at the center of Canto 5. The dance floor (Area B2) the hazy, undulating forms that drift above your
is constantly packed with the writhing, sweating bodies heads are people swimming in the water.
of people dancing, while the lounge side (Area B3) is
more relaxed. Although the music is just as loud on this Breaking the Glass Ceiling. The glass ceiling is a Huge
side of the nightclub, tables and lounge furniture provide object with an AC of 8, 65 hit points, and immunity to
a place to recline and rest during a night of dancing. poison and psychic damage. If the ceiling is reduced to
Both sides of Canto 5 (Areas B2 and B3) feature 0 hit points, the entire contents of the pool above will
balconies where guests can step outside for some fresh come crashing into Areas B4 and B5. Each creature in
air. Canto 5 is almost 2,000 feet in the air, nearly at the the pool (Area C1) or in the lounge (Areas B4 and B5)
top of Unity Tower, and these balconies provide an must make a DC 18 Strength saving throw. On a failed
incredible view of the city below.
Developments. If the player characters spoke to

67
saving throw, a creature takes 44 (8d10) bludgeoning maintenance rooms to find a staircase to Resh’s
damage and is pushed 30 feet in a random direction. offices.
On a successful save, the creature takes half as much • There may or may not be a Level Three Key Card
damage and is pushed 15 feet in a direction of its choice. stashed on top of one of the bookshelves in the utility
If the creature is pushed out of one of the windows in closet (Area C4).
Area B4 or B5, it falls to the street below, taking 70 (20d6) • The Scroll is probably stored in Jeremiah’s personal
bludgeoning damage from the fall. Vault, which requires two Level Three Key Cards.
Developments. This room is fully stocked with snacks
and champagne on ice, and is the perfect place for a Area B6: Cigar Lounge
relaxed, private conversation. Gethsemani will let down The music from Canto 5 fades into the background of
her guard once they have shut the door, and share the this cozy, smoke-filled room. Well-dressed guests lounge
following information: in overstuffed, red leather chairs around mahogany
• She has been working undercover in Unity Tower for tables, and most are sampling a glass of expensive
several months. bourbon, an exotic cigar, or both. The acidic smell of
• She is aware of a maximum security vault on the very tobacco seems to be baked into every surface of this
top of the building. Resh is likely keeping the Scroll room, and the guests (mostly older men in business suits)
there, along with other items of untold value. converse jovially about the “good ol’ days.” All of the
• She will help as much as she can, but does not want guests in the Cigar Lounge are associates of Jeremiah
to break her cover either. Resh, and so each of them is in possession of a Level Two
• DJ Murmur and Madam Rahovart are powerful Key Card. A spiral staircase leads upwards from the Cigar
demons, hired to guard the upper floors from Lounge to the rooftop patio; however, a security guard
intruders. (Marked Shock Trooper) stands at the bottom of the
After sharing this information, Gethsemani will add: staircase, only granting passage to guests who have the
verbal consent of either Ashmedai or Madam Rahovart.
I can’t believe I’m saying this, but you might be Madam Rahovart. The proprietress and hostess of
the Cigar Lounge is Madam Rahovart, an extremely
able to make a deal with Ashmedai, for the right price.
dangerous and conniving fiend. Rahovart is the other
I’ve been watching him, and he mostly just wants to half of Resh’s security detail on this floor of Unity Tower
have a good time and keep enjoying himself here in (along with DJ Murmur). Rahovart appears to be a poised
Canto 5. If you can convince him that the Antichrist’s and sophisticated woman in her early 30s. However, this
plans to destroy the world will bring an end to this is just a mask for an ancient creature of ruthlessness
lifestyle, I think he might work with us. ambition. For more about Madam Rahovart see page
214.
Area B5: Ashmedai’s Lounge Developments. There is a 50% chance that Madam
This V.I.P. Lounge is an identical setup to Area B4, Rahovart is here in the Cigar Lounge when the player
except that it is on the corner of the building, providing characters arrive, since she is equally likely to be found
an even better view of the sprawling metropolis below. in Area B11, guarding the private elevator. If the Reapers
This is Ashmedai’s private lounge, and he can be found do anything suspicious or draw attention to themselves
here when he is not flirting with humans he finds while in Rahovart’s presence, she will gesture for them
attractive in Area B3. Ashmedai is not usually alone to join her at her table for a polite conversation. If a
here, since he takes pleasure in the company of others, character compliments her, flirts with her, or otherwise
and a half dozen of attractive humans from across the gives the impression that they are corruptible, she will
spectrum of race, gender, and body type recline about regard the creature as a non-threatening and will not
the room, in various states of undress. question them further. If a character insults her, causes
Developments. If the player characters draw any a scene, or otherwise arouses her suspicion further,
attention to themselves in Canto 5, or if they specifically Madam Rahovart will invite the character (and their
ask to see him, Ashmedai will summon them here to friends) to follow her to the top floor, where she will
his lounge. Ashmedai is aware that the Reapers are introduce them to Resh for a “conversation.”
now using the stats of 3rd-level characters, and so his Area B7: Pantry and Humidor
arrogance will be on full display. Ashmedai is aware The upper pantry is a minimally stocked kitchen that
that Jeremiah Resh is the Antichrist, but does not mostly serves as a place to prepare finger-foods, snacks,
fully realize the extent of Resh’s plan to usher in the and other basic tavern-style plates. A wide selection of
end of the world. If a player character succeeds on a bourbons are arranged on shelving units near the pantry
DC 16 Charisma (Persuasion) check, Ashmedai might doors, and a humidor filled with exotic tobacco products
be persuaded to share some or all of the following is attached to this pantry area.
information:
• You can access the rooftop patio with a spiral Area B8: Maintenance Closets
staircase in the Cigar Lounge (Area B6). Two maintenance closets grant access to the “staff-
• If you can find a way to get access to the storeroom only” elevator entrances here. Using the elevators from
of the rooftop bar (Area C2), you can use the this side carries the characters to Area A9 rather than

68
Area A2. This room is a disorganized mess of plumbing radios, and sound equipment will continue to function as
equipment, electrical parts and assorted tools. normal.
Server System. A set of computer systems in one
of these maintenance closets is the backbone of the Area B9: Storeroom
electrical system to all of Unity Tower. A character can This large room is dimly lit and packed full of sturdy
attempt to turn any electrical system in the building on or metal shelving units. A variety of old crates and bins are
off (or lock or unlock any door) with a DC 14 Investigation stored in here, mostly spare audio equipment from Canto
check. The character attempting the check may 5 (Area B2).
make the check with advantage if they have previous Treasure. DC 18 Investigation check will reveal that
experience with modern technology, and must make the one of these old crates contains a Combat Pistol, a Light
check with disadvantage if they are from a time period Carbine, and a Gas Grenade (page 14). A creature can
before modern technology was invented. This system find these items without making the Investigation check
additional grants access to many of the client computers if they were told the location by Gethsemani.
in Unity Tower, including Jeremiah Resh’s personal Area B10: Wine Cellar
computer. A DC 16 Investigation check will reveal one The smell of oak and fermented fruits permeates this
piece of evidence or one interesting clue about Resh or room, which is filled, floor to ceiling, with racks of barrels,
his organization, as though by the Legend Lore spell. bottles, decanters, and many rare vintages of wine. This
Crash the System! The Server System is a Large object wine stock is Jeremiah Resh’s private collection, and
with an AC of 10, 15 hit points, immunity to poison and cannot be purchased by guests of Unity Tower. However,
psychic damage, and vulnerability to lightning damage. the bartender in Area B11 is under orders from Resh to
Destroying the Server System will cause the entire offer a glass of wine to any guests who access Area B11
building to lose internet access, and may cause internal by using a Level Two Key Card.
systems to behave unpredictably. Key Cards will no longer
open locked doors, and all security camera and alarms Area B11: Executive Board Room
will permanently shut down until rebooted. Crashing the This room is only accessible by invitation of Jeremiah
system does not shut down electrical equipment; lights, Resh, as it is where most of his business meetings are
conducted. The doors to enter this space form the
Private Rooms (Area B12) are locked (Level Two), and

69
normally only his usual business associates are granted right under the enemy’s nose. If a player character
access. However, today he has extended the invitation experienced the “International Unity Project”
to a great many esteemed business partners, who will memories on page 50 as a consequence during
be joining him today for the secret auction happening in Chapter 2, then they may recognize these young
Area C9. A bartender (Marked Agent) is under orders to people as survivors of the church raid from the
offer a glass of wine and a comfortable chair any guests memories of the slain pastor.
who enter with a Key Card, and then direct them to the
private elevator when the secret auction is about to Area B13: Security Guards
begin. There is a 50% chance that Madam Rahovart is Two muscular security guards (use Marked Shock
here when the Reapers arrive. Trooper stats) in ill-fitting, dark blue suits keep
watch over the hallway here, ready to respond to any
Area B12: Private Rooms disturbance in the nightclub level. These guards are
These rooms are reserved for private conversations, under orders not to let any pass into Area B11 or B12
and can be rented for 5 gp for 1 hour, by speaking to the unless they are on the reservation list. A character can
security guards in Area 13. Each room is partitioned and reserve one of the private rooms in Area B12 for 5 gp per
sound-proofed for maximum privacy and the comfort hour from these security guards. However, a spot on the
of guests. A doorway at the north end of the hall here list for Area B11 is by invitation only.
is locked (Level Two). There are four rooms in this area, Developments. If the party has drawn unnecessary
which contain the following, if explored. attention to themselves by the time they speak to the
1. This room is empty, and may be rented for 5 gp by security guards here, Jeremiah Resh may have learned of
speaking to the security guards in Area B13. their presence in the tower. In this case, Jeremiah Resh
2. A pair of guests are having a romantic moment in this may have personally added their names to the list for
room, and would prefer not to be disturbed. Area B11, and instructed the security guards here to hand
3.Three young men in expensive, tailored suits are each of them a Level Two Key Card.
unconscious and snoring loudly, surrounded by empty
bottles of champagne. Each of them is clearly wearing Area B14: Southwest Stairwell
a lanyard around their neck with a Level Two Key Card The emergency stairwell here opens into a quiet
dangling from it. Removing a key card from around the landing in the nightclub floor. Although the thumbing
neck of these drunk men requires a DC 5 Sleight of of the base in Area B2 is audible through the walls of
Hand check. Canto 5, there are very few patrons in this area, since
4.This room contains a group of young men and most guests use the bathrooms in the main hallway
women who are praying together. They are part of (Area B1). As a result these bathrooms are less cared for,
an underground resistance movement, and they with flickering florescent bulbs illuminating the graffiti-
rent out one of these private rooms every week as a covered walls with an unflattering, blue light.
way to covertly host improvised church gatherings, Treasure. DC 16 Investigation check will reveal a few
useful items stashed underneath one of the sinks: a

70
Longsword (+1), a Dagger (+1), and a Level Two Key Card. location by Gethsemani.
A creature can find these items without making the
Investigation check if they were told the location by Area C4: Storage Closet
Gethsemani. This small closet contains a variety of secular holiday
decorations and vases of fake flowers, probably used for
Area C: The Rooftop decorating the stage in Area C9 for different occasions.
The rooftop level is off limits to all guests that are not Treasure. A DC 16 Investigation check will reveal a Level
expressly invited to be there. This level is the location of Three Key Card on top of one of the shelving units here.
Resh’s secret auction (Area C9), and so most guests are Ashmedai stashed this card here in case he ever felt like
either personal friends of Resh, or are business partners betraying Resh. A creature can find these items without
who have traveled to attend his auction. making the Investigation check if they were told the
location by Ashmedai.
Rooftop: Developments
At this point, Lieutenant Morcos will take the briefcase Area C5: Backstage
up the stairs in Area C8 directly to Jeremiah Resh’s This space is kept clean and open, and is used for
office (Area D7), where Resh and Morcos will wait for preparing props to go on stage. Today, this area is used
the Reapers to arrive. to prepare lots for display before they are wheeled out on
As before, if the players characters are captured stage during the private auction.
before reaching the top floor, the security team will Lots up for bid are currently on display in Area C8, but
bring the characters to Resh’s office so that he can have will be taken up the stairs and across the Spire Courtyard
a word with them before killing them. (Area D1), and then back down the stairs to be prepped in
Area C5 before the auction begins.
Area C1: Rooftop Patio Area C6: Rooftop Gardens
This patio is open to the sky, and incredibly well lit This open, well-manicured garden is open to the sky
(either by natural sunlight, during the day, or by ambient above. Three Marked Agents are stationed around the
mood lighting at night). Numerous guests in revealing garden, keeping a watchful eye for disturbances, and
swimwear (Commoner stats) lounge by the pool side or a handful of well-dressed associates of Jeremiah Resh
swim lazily in the pool or hot tub. A “tropical” themed are taking a stroll to admire the greenery. A character
rooftop bar serves a variety of fruity, mixed drinks. A with a passive perception score of 16 or higher will also
door behind the bar leads to a storeroom (Area C2). The notice that 2 Marked Snipers are keeping watch from a
bartender (Marked Agent) will not allow guests behind watchtower (Area D2) in the spire that extends upward
the bar willingly, but also occasionally leaves his post to from the central structure of the tower’s peak.
deliver drinks to guests by the pool. A character with a Pushed off the Roof. A character that is pushed off of
passive perception score of 16 or higher will notice that 2 the roof here falls 2,000 feet to the street below, taking
Marked Snipers are keeping watch from a watchtower 70 (20d6) bludgeoning damage on impact.
(Area D2) in the spire that extends upward from the
central structure of the tower’s peak. Area C7: Antechamber
A character that explores the bathrooms here and The music of a grand piano echoes beautifully in the
succeeds on a DC 15 Investigation check can also acoustics of this large antechamber. Men and women
discover a loose vent cover, which provides a covert in fashionable, formal eveningwear parade through this
passage into the maintenance closet (Area C4). space making small talk. These are Jeremiah Resh’s
Pushed off the Roof. A character that is pushed off of personal guests (Noble stats), who have flown in from
the roof here falls 2,000 feet to the street below, taking countries all over the world for his private, secret auction.
70 (20d6) bludgeoning damage on impact. Developments. If the player characters enter the
antechamber, they will be offered a flute of champagne
Area C2: Bar Storeroom and will be invited to Area C8 to peruse the lots up for bid
This storeroom contains an ice chest and various this evening.
supplies and ingredients for stocking the bar. An
adjoining door leads into the pump house. Area C8: Black Market Gallery
This pristine gallery walk contains six display cases
Area C3: Pump House aligned down the center of the hall, each displaying a
This room contains all of the mechanisms for priceless relic that will be auctioned off this evening.
circulating and filtering the pool water, as well as all These items all have religious significance, and are
chemicals associated with pool maintenance. technically “illegal,” since the New Consolidated States
Treasure. A character can easily find Alchemist’s Tools passed a treaty to ban all forms of religious worship.
(SRD) here. Additionally, a variety of poisons can be However, Jeremiah Resh has an obsession with religious
concocted from the pool supplies by a character with relics, which he considers to be trophies of his conquest
proficiency with a poisoner’s kit. A DC 16 Investigation against people of faith. These items have immense
check will reveal a Longbow (+1), a quarterstaff (+1), and historical significance:
a shield (+1). A creature can find these items without 1. The tabernacle from the Church of the Holy
making the Investigation check if they were told the Sepulchre.

71
2. “The Shroud of Turin.” A length of linen that bears encounter is described in Area D7.
bloodstains of a crucified man, long thought to be Falling From the Spire. If a character falls from the
Jesus himself. spire, landing in the rooftop gardens (Area C6) or the
3. A large fragment of limestone, with an embossed rooftop patio (Area C1) 100 feet below, the character
plague: “one of the largest remaining fragments takes 35 (10d6) bludgeoning damage on impact. If the
of the Western Wall, recovered after the air strike character instead falls from the helipad (Area D3), they
against the rebel groups hiding out at the Temple fall over 2,000 feet into the city below, taking 70 (20d6)
Mount in Jerusalem bludgeoning damage on impact.
4. The original Nuremberg printing of the “Ninety-five
Theses,” preserved as a placard. Area D1: The Spire Courtyard
5. “The Last Bible,” along with a certificate of An open concrete platform extends out around the
authenticity and an official statement from the base of the spire as it continues to rise skyward to its
Marked Task Force that every other copy of the peak. A pair of Watchtowers (Area D2) are arranged
written word has been destroyed. to keep watch over this courtyard as well as the lower
6. One of the three Holy Nails, recovered from the site rooftop (Areas C6 and C1).
of Jesus’s crucifixion. Area D2: Watchtowers
Area C9: Auditorium These two watchtowers are 20 feet above the Spire
A lavishly decorated auditorium is in the process of Courtyard (Area D1) and 120 feet above the lower
being prepared for Resh’s secret auction. Members of rooftops (Areas C6 and C1). Each watchtower is staffed
the Tower staff (Marked Agents) Are busy arranging by two Marked Snipers who keep watch for signs of
the podium on the front stage, and placing “reserved” enemies, both within Unity Tower as well as in the city
signs on some of the chairs. The staff here will pay little streets below.
attention to the characters if they enter, since they will Area D3: Helipad
assume that the characters have been invited for the Senator Jeremiah Resh in known to come and go from
auction. Unity Tower using his own private Rotorcraft, which is
Area D: The Spire currently parked here on this Helipad, which protrudes
The “spire” rises above even the rooftop level of Unity from the base of the spire of Unity Tower. Resh’s
Tower, and is off-limits to all but Resh, Mendax, and the Rotorcraft uses Marked Rotorcraft stats, with the
members of their personal security team. If the player changes indicated in the box on the next page.
characters are caught trespassing in the spire, they will Area D3: Spire Balcony
be immediately arrested and brought before Resh in The spire balcony is raised 10 feet above the spire
Area D7. Even if the characters manage to use stealth courtyard, and wraps around the interior offices.
or deception to infiltrate the spire, they will eventually
end up in the presence of Resh, one way or another. This

72
Features Dismantling the Taskforce. If a character uses
Distinctive: Resh’s private Rotorcraft has a custom paint job the database in Area D7 to deceive the taskforce or
and a sleek design. It has Advantage on Intimidation checks delete the database, mark these actions in “Box 3” on
and Disadvantage on Stealth checks. page 249.
Exposing the Antichrist. If a character uses the computer
Seats in Resh’s office (Area D7) or Resh’s private rotorcraft (Area
Executive Chair: The Executive has full cover against attacks D3) to access sensitive documents that could expose Resh’s
and other effects outside the vehicle. The Executive can take identity, mark this information down in “Box 3” on page 249.
the following special actions from this seat.
Internet Connectivity: As an action, the executive
can access any files, banking information, or electronic Doing so permanently cripples the taskforce’s ability to
documents associated with the International Unity coordinate and operate efficiently. Any member of “The
Project, or Jeremiah Resh’s personal accounts. “Marked” Taskforce (this includes agents, snipers,
Mini Fridge: As a bonus action, the executive can pour shock troopers, and ironclads), take a -5 penalty to
themselves a cold beverage from the built-in mini fridge. all Wisdom checks and Wisdom saving throws for the
remainder of the adventure.
Area D5: Mendax’s Office Area D7: Resh’s Office
This is the office of Melissa Mendax, the False
This is the office Senator Jeremiah Resh, The
Prophet, and Resh’s right hand. Melissa is highly
Antichrist himself. Very few people have been invited
intelligent and deceptive, and will know at once if the
to enter his personal office here, and even fewer have
characters are pretending to be someone they are not.
been allowed to leave alive. The semi-circular office is
Developments. If the Reapers are caught and
decorated with and array of framed newspaper clippings
arrested, they will be brought here, to Mendax’s office,
and philanthropic awards, celebrating Resh’s career as
where she will lead them in to have a conversation
a politician. His office also features an assortment of
with Resh himself. If the player characters manage to
religious artifacts, taken as trophies of his victories over
use deception (such as by disguising themselves as
various religious groups. When the player characters
members of the staff), Melissa will play along with their
arrive here, one way or another, skip ahead to “Face to
ruse and ask if they have an appointment, or would like to
Face” on page 74 to play out their first encounter with
meet with Resh for a tour of the building. Neither Mendax
Resh.
nor Resh has any intention of letting the Reapers escape,
Secrets and Clues. One of Resh’s bookcases in this
but they may still enjoy the chance to talk to the Reapers
room functions as a secret passage to Area D8, providing
before killing them and sending them back to the Veil.
Resh with a quick means of travel between his office
Treasure. Melissa Mendax has a Level Three Key Card in
and vault. Furthermore, Resh’s laptop computer sits
a secret compartment in her desk drawer. Finding this
open on his desk. A DC 13 Investigation check will reveal
compartment requires a DC 20 Investigation check.
documents that prove that Resh has been blackmailing
Area D6: Taskforce Headquarters and manipulating other world leaders. These documents
This is the central headquarters for The “Marked” can also provide evidence of the atrocities committed
Taskforce. The taskforce is Resh’s private paramilitary by Resh’s taskforce, which can be used to expose the
taskforce, which provides security for Unity Tower, International Unity Project, without the protection of
as well as serving as the law enforcement here in the Melissa Mendax’s silver tongue.
city. The Marked Agents appear human in almost every Level Three Key Card. Resh has left his Level Three Key
way, but something about their eyes and the way Card sitting out on his desk.
they carry themselves reveals their true nature. The
taskforce operatives, including the security personnel
Area D8: The Armory
This immaculately organize room is used to store a
in Unity Tower, are amalgams: they are fiends who have
wide assortment of modern weapons. These military
manifested humanoid bodies to be able to move and act
grade weapons have been stockpiled here for use by
under the orders of the Antichrist here on Earth.
the Marked Taskforce to exterminate rebel groups
The Taskforce Database. A set of computers in this
and religious dissidents within the jurisdiction of the
room monitor live feeds of agents and units of Shock
International Unity Project. There are always 2 Marked
Troopers all over the city. A character can give units
Ironclads on duty, guarding the vault door here.
in the field new orders with a DC 14 Deception check.
Opening the Vault. The vault door here is opened
This check may be made with advantage if broadcast
by two independent electronic locks (Level Three),
from the restricted radio frequency here in Unity Tower.
positioned on either side of the vault door. Unlocking
Additionally, a DC 16 Investigation check will allow a
the vault door requires both locks to be unlocked at the
character to access the taskforce’s database of classified
same moment, which requires two Level Three Key Cards.
information.
One of the two Marked Ironclads on duty always carries
Delete the Files! If a character succeeds on the
one Level Three Key Card. The Vault door is a Huge object
Investigation check to access the database, they can
with an AC of 12, 120 hit points, and immunity to cold, fire,
delete the entire database of files (no check required).

73
poison and psychic damage. Destroying the vault door Resh then explains that the entire chase up until this
triggers an alarm that alerts all security personnel, unless point has been a charade: a performance designed
the alarm system has been disabled. to lure the Reapers here as a show of his power and
Treasure. Among the modern weaponry in this room influence.
is a Tactical Scope. Additionally, a character of the Resh will then lead the characters through the secret
“Commando” archetype will recognize some of the passage to tour of his vault (Area D9) and the items in his
specialized weapons here. If this character spends 15 possession.
minutes studying one of the weapons in this armory,
they may acquire one new “Weapon Specialty” from “Beautiful, isn’t it?” Resh spreads his arms wide,
their Specialty Weapons table in addition to the number gesturing at the display cases around him. “As you
of specialties allowed by their class level, otherwise can see, I already have your precious scroll in my
following the normal requirements for acquiring a collection, as well as a few other artifacts you didn’t
weapon specialty. even know existed.” He gently caresses a display case
Area D9: The Vault containing a small amulet that seems to enclose a
This pristine room is brightly lit with pure white walls vial of seawater.
and floor tiles. A series of glass trophy cases positioned “As you can see, I am not ‘trying to end the world;’
at the center of the room beautifully display Resh’s most I can end the world whenever and however I choose.”
prized relics. Opening a display case requires an action
and a Level Three Key Card. Each display case is a Medium
Resh may or may not explain the significance of the
object with an AC of 10, 15 hit points, and immunity to
Talisman of the First Sea, before leading the characters
poison and psychic damage. Destroying a display case
out to the edge of the building (Area D1).
triggers an alarm that alerts all security personnel, unless
the alarm system has been disabled.
Treasure. The vault contains the following magic items, at the
“Do you want to know why I’ve waited? Why I
discretion of the GM: haven’t ended your precious world yet?”
• Holy Nail (page 171) Resh gestures out to the city below you.
• Orbital Strike Remote (page 172) “I am not going to end the world until every single
• Ring of Symbiosis (page 173) soul in this world has lost hope; until the last of the
• Scroll of the Seven Seals (page 174)
• Talisman of the First Sea (page 178) faithful is dead at my feet; until every knee shall
bend and every tongue confess that I am their Lord,
Face to Face to the glory of the Dragon that they fear more than
One way or another, the players will eventually end up your God.”
in Resh’s office (Area D7). This will happen either because “You think you are powerful because you are
they were caught by tower security and brought here ‘angels of death.’ I’ll show you what real power looks
against their will, because they used deception and like. Real power is this: when they find your bodies
stealth to climb the tower looking for the briefcase, or, lying in the street tomorrow, it won’t even make
most likely, a combination of both. Begin this scene by the evening news, because I am the Beast, and who
allowing the players who made it here successfully to would dare stand against me?”
have a conversation with Resh on their own terms, then,
when you are ready to end the encounter, members of
At this point, Resh will signal his Shock Troopers to
tower security will enter with the captured characters in
kill the player characters. You can run this encounter
tow.
as a combat sequence if you wish, but it may be more
The scene begins once all of the Reapers are present in
efficient to simply narrate that the player characters are
the room, and 8 Marked Shock Troopers arrive.
killed, since (as 3rd level characters) they have no chance
Senator Jeremiah smiles at you and takes a sip of winning or escaping this encounter. The temporary
human bodies of the player characters are quickly killed
of brandy as he leans back in his chair. “This has
and thrown from the top of Unity Tower, and their visit to
been an entertaining day, but I think it’s time for the Earth comes to an end.
performance to come to an end.”
He gestures at Azrael. “I know who you are, Return to the Veil
Archangel. Honestly, from what I have heard of your Once killed, the player characters return to their
‘Reapers,’ I expected more from them. You have come original bodies (with their original equipment) in the Veil.
Being killed in the Physical Realm has not harmed their
all this way for this...” he taps the briefcase lying on
spiritual bodies, but they return with a new sense of
his desk... “well, I hate to disappoint you, but...” he vengeance.
opens the briefcase... “you’ve wasted your time.”
The briefcase is empty. Level Up
The Reapers should advance to level 13 as they return to the
Veil after their encounter with the Antichrist.

74
“In amazement the whole earth followed the
Beast... saying, ‘Who is like the Beast, and
who can fight against it?”
-Revelation 13:4

75
Chapter 4: Faithful Unto the End
Return to the Lampstands The pillar engraved with the name “Smyrna” speaks,
that ancient voice echoing in your mind as the flames
As the Reapers return to the Veil, they may notice that
Azrael seems utterly defeated. The group may now take flicker.
a Long Rest, and Azrael can take the time to answer any “Hear my voice and open the door.
questions the player characters may have, and fill in any For to succeed, you will need to separate.
missing information including: Seek and find the missing scroll,
• Jeremiah Resh looks like a human man, but he is this time with the full power of the Reapers
actually one of the most dangerous creatures in and the aid of three Elders...
the universe: a creature of pure sin and corruption
foretold by the prophets for thousands of years. And as the voice speaks, the rift opens in space to
• Resh is actively seeking the corruption of souls in reveal the Elders once again, who cast down their
service to the Dragon.
golden crowns and wait for you to call them by name.
• The Reapers have failed to retrieve the Scroll of the
Seven Seals, but they should begin making plans in
case they have another opportunity to try again. However...
Once they have completed a Long Rest, Azrael’s pocket For two of you, this will be the end of your journey.
watch, Timekeeper, will summon the Reapers to return to Two will be given the power of prophecy,
the presence of the Lampstands. the power to save souls in need of hope,
The power to oppose the Beast.
Two Quests But for these two, there will be no return,
The Reapers arrive in the Lampstand chamber to find
three of the lights permanently extinguished, and four And by their sacrifice, the rest might succeed.
remaining. The lampstand engraved with the name Be faithful unto the end.
“Smyrna” flares brightly and assigns a new mission as
the characters arrive. However, unlike in the past, this Split the Party
mission will require the party to split into two groups, and At this, Smyrna flickers and the flames jump from the
one of these groups, it would seem, is going to come to a lampstand into a corner of the room where they split,
tragic end. opening two burning portals into the Physical Realm.

76
If the player characters seem confused by Smyrna’s confrontation with the Antichrist. The rest of the party
instructions, Azrael can clarify: must make a plan to infiltrate Unity Tower and take
control of the Vault during the window of opportunity
“We don’t stand a chance of taking over Unity while Jeremiah Resh is murdering the Two Faithful
Tower while the Antichrist is guarding it... but there Witnesses on the other side of town.
is something he cares about more than protecting
his vault... Two portals, wreathed by the flames of Smyrna,
An ancient prophecy has foretold of two Faithful stand open before your party. One calls to two of
Witnesses who would appear during the reign of the you, and through it you can see crowds of people
Antichrist to proclaim the Word of God one last time. going about their daily lives on a busy downtown
The prophecy also foretells that these witnesses street corner.
will die by the hand of the Antichrist, but that by The rest of you are called to the second, and through
their sacrifice thousands of souls will be converted. it you see a deserted alleyway, and a few hundred
Perhaps this would also give us a brief window of feet away, the entrance to Unity Tower.
time in which to breach the vault and recover the
Before beginning this encounter, make it clear to your
Scroll?
players that they will be entering the Physical Realm
Several of the Elders will also speak up and volunteer to as themselves with 13th-level stats, rather than taking
die as a Faithful Witness: on lower-level human bodies. However, there are no
second chances this time; dying on this mission means
• Joan of Arc: “I already died once for Christ. I’m ready dying permanently. Ask the players if they have any last
to do it again.” words to one another before the party splits, since one
• Elijah: “I was carried off in a chariot instead of dying, of these groups will not be coming back. Once they are
and I’ve been waiting here ever since. It seems fitting ready to begin, use the following instructions to run this
that I should die at least once before the end.” encounter.
• Peter: “I denied him when I was tested. Let me be
tested once more. Let me be the one to die.” Split the Party
The action of this chapter is split into two “scenes.” These
• Moses: “I led God’s people out of slavery once scenes are called “Two Witnesses” and “Vault Heist,” and
before. I could do it once more.” each is outlined in its own section on the following pages.
You can run these scenes in whatever order you wish (or
Someone is Going to Die even simultaneously, by cutting back and forth), but it is
Make it clear to the players that the characters who volunteer recommended to play out “Two Witnesses” to its conclusion
to be the Two Witnesses are guaranteed to die. This mission is before beginning “Vault Heist.” If the “Two Witnesses” are
not to defeat the Antichrist, it is to survive as long as possible both NPCs, you can allow some or all of your players to take
while also witnessing to faith. The characters who volunteer to control of the NPCs to play out their fateful last moments, or
become Witnesses are going to permanently die. The player skip this scene altogether. If one or both of the Witnesses are
characters may not feel like they are prepared to end their player characters, make sure to play out this combat in full,
stories, which is fine, since several of the Elders are eager to allowing these characters to have epic death scenes and go
volunteer, for various reasons. However, there may also be a down as heroes. The “Two Witnesses” scene is likely to go
player character that feels like this could be a fitting ending quickly, and if one or more player characters are killed during
to their story, and that’s fine too! Just make it clear (out of this scene, then allow those players to take control of NPCs
character), that this is a one-way mission, so that the player during the “Vault Heist” scene (which is longer), so that these
doesn’t feel caught off guard when their character is killed. players don’t feel left out of the action.
The Witnesses in the Bible. Revelation chapter 11 records
the last stand of the Two Faithful Witnesses. The Bible never
names them, and so there is no “right” or “wrong” answer as to
Scene 1: “Two Witnesses”
who the Witnesses are. Traditional Christianity will often refer As the Two Faithful Witnesses step through the portal
to these final Witnesses as Moses and Elijah - the two great for their last mission, a gift will be conferred upon them.
prophets of old, returned to Earth one last time. However, in Each of these two characters may choose a Gift of the
your game, it’s up to your players! Spirit, which appears hovering in a tongue of fire above
their head.
For this mission, the Reapers may recruit three (3)
Elders to join them (refer to the rules for “Recruiting
You step through the portal and feel your feet
an Elder” on page 43), becoming temporary
“Reapers” until the end of Chapter 5. Ask your players
touch down on the firm concrete sidewalk of the city
to discuss amongst themselves, and then nominate street. Somehow, you innately sense the fear and
which three elders they will be recruiting. Next, the hopelessness of the people of this city as first one,
players must decide how they will be dividing the party. then two, then hundreds of innocent people stop in
Two characters must volunteer to become the “Two their tracks and turn to stare at the two of you. When
Faithful Witnesses” and go to their deaths in a direct you begin to speak, everyone listens.

77
The people living under the rule of Senator Jeremiah The Witnesses and the Antichrist are competing
for the souls of the audience that watches this
Resh and the International Unity project may have vague
encounter. The progression of successes should be
memories from a time of religious freedom, but Resh’s marked using “Box 4” on page 249. The crowd here is
plan has been in the works for decades, and there are currently under the sway of the Antichrist’s propaganda. To
precious few who still speak of the ideas and faiths of signify this, begin this encounter by marking 7 successes for
that time. Most of the people on this street corner are “The Antichrist,” and leaving all 7 of “The Witnesses” boxes
not evil, they are simply following the status quo of the blank.
culture they find themselves in, and many have never Each time one of the Witnesses succeeds on a Persuasion
been exposed to different ways of thinking or believing. check, add one success to their total. Each time the Antichrist
Remind the player character(s) who are leading this succeeds on a Deception check, add one success to his
total. If a check succeeds by 5 or more, add two successes
scene that many of the people here are unaware of
instead of one. Neither side can gain more than 7 successes
Resh’s true identity, and that it has been decades since or fall below 1 success. If either side would gain a success and
anyone was allowed to talk openly about faith. If a player already has a total of 7, they can instead remove a success
character is unsure how to begin “proclaiming God’s from their opponent’s total.
Word,” remind them that even sharing parts of their Each success represents hundreds of human hearts who
own personal story or growth as a character will be an are being swayed by the contested Persuasion/Deception
effective tactic. checks. Be sure to record the total successes of this
encounter. This result will be important in “Chapter 11: The
Battle of Armageddon.”
What’s the Goal?
It may be helpful to discuss the goal of this encounter with
the player(s) that are involved in it. Ultimately, the Antichrist If it becomes necessary to use a battle map for this
is going to arrive and murder both Witnesses, leaving their encounter, use the “City Block” map on page 60.
bodies in the street as a message. However, before this
happens, the player characters have an opportunity to convert Round 1
as many hearts and minds as possible. Resh has not shown up yet, and the crowd is gathered
Doing this requires sacrificing action economy, so this to listen. Nevertheless, ask the player character(s) to roll
will be a combination between combat encounter and skill initiative to determine the passing of time. You should
challenge, depending on how the players want to use their also add The Antichrist to the initiative, even though he
actions. For example, one character may use all their actions to
has not yet arrived. Since there is no clear and present
fight the Antichrist while the other uses their actions to make
persuasion checks. Or, perhaps they want to simply make
danger, the characters may choose to use all of their
as many persuasion checks as they can without engaging in action economy (see “Encounter Mechanics” on left) to
combat at all. How the player(s) engage with this encounter make Persuasion checks and begin marking successes as
is up to them, but will have severe consequences later in the described in the “Story Tracker” box above. However, the
story. characters may also wish to use some of their actions or
bonus actions to cast spells or make other preparations
Encounter Mechanics for the coming conflict. The crowd is still impressionable
Each round, a character may take an Action, a Bonus and open to new ideas; the DC for this round is 17.
Action, and a Reaction. For this encounter, a character
may sacrifice one or more of their actions during a round
Round 2
Another round passes with no sign of the enemy. The
to make a Charisma (Persuasion) check, proclaiming
characters are free to continue preparing for combat or
the truth to the people gathered in the streets to watch
make another round of Persuasion checks. The DC for
the encounter. Alternate uses of these actions for this
this round is 18.
encounter are shown below.
Action Alternate Use
Round 3
Action Make a Persuasion Check A sarcastic voice rises from the midst of the
Bonus Action Make a Persuasion check with disadvantage gathered crowd, which parts to reveal Senator
Reaction Grant advantage to the next Persuasion check Jeremiah Resh as the speaker.
“Impressive! That was quite a moving speech. When
Additionally, a character may add 1d6 to a Persuasion my associates informed me that there were a couple
check if they use any of the following tactics. of ‘prophets’ preaching on the street corner - right
• Provide reasonable evidence of Resh’s true identity outside my own building no less - I didn’t believe
or goals, such as information gathered in “Box 3”
them! Needless to say, I came as fast as I could;
(page 249).
• Perform a “miracle” to demonstrate the power of
and I have not been disappointed! You speak so
God (by casting any spell of 5th level or higher). eloquently, but let’s put the power of your ‘god’ to the
• Recall an old scripture passage from memory, test, shall we? Surely, if you are prophets of the ‘Most
to appeal to those in the audience who might High,’ then your God will protect if you are attacked in
remember it (by making a DC 20 Religion check as a broad daylight with all these people watching...”
free action).

78
With that, Jeremiah Resh (Antichrist stats) will attack, a chance to voice their final words or final thoughts, if
entering combat during his turn in initiative. Resh will that seems appropriate here.
attack the character that looks the most threatening Once a player character dies, consider whether to play
first, using his Multiattack and “Drag to Hell” action. out the final encounter in “Ending the Story” on page
Resh’s primary goal will be to kill the characters as fast 165. Either way, try to highlight ways the character
as possible, but if the Two Witnesses make too much has changed during the adventure up to this point as a
progress on their Persuasion checks, he may start using contrast to how they died the first time.
some or all of his Legendary Actions to begin making If both of the Two Witnesses were NPCs, then there is
Deception checks to maintain his control of the crowd. no need to wrap up this scene neatly, and you can even
However, as charismatic as he is, Resh also knows that pre-roll the persuasion checks to determine the outcome
killing the Witnesses quickly is in his best interest. of the encounter before you begin the session, and then
The crowd seems shocked at the sudden display of simply narrate the deaths of the Two Witnesses when it
violence, but onlookers still seem genuinely interested in becomes relevant while running the “Vault Heist” with
what both parties have to say. The DC for this round is the players.
19.
Round 4: Scene 2: “Vault Heist”
Resh will continue attacking the Witnesses, but his cool The goal for the rest of the Reapers is very simple:
and confident demeanor has now faded, and a savage reach the top of Unity Tower and gain access to the Vault
rage appears in his eyes. Most people in the gathered to retrieve the Scroll of the Seven Seals. The Reapers are
crowd have started to take sides, and swaying their already familiar with the Tower, which will make their job
opinions becomes noticeably harder at this point. The easier; however, since Resh has left the tower to deal
DC for this round is 20.
Round 5:
If he hasn’t yet, Resh should use power word kill to
eliminate one of his opponents. His expensive suit is now
wrinkled and bloodstained as he turns his attention on
the last Witness, ready to finish the job. Many people in
the crowd are starting to look away from the violence in
horror; the DC for this round is 21.
Round 6:
It is unlikely that the encounter will last this long, but
Resh will brutally murder the final Witness as he makes
his final argument to the crowd, accusing the Witnesses
of being terrorists or false prophets. If either Resh or the
final Witness is still making checks at this point, the DC
for this round is 22.

Make it Personal
Don’t be afraid to be ruthless and evil when playing Resh in
this scene. Watching him mercilessly kill their friends will give
the players more incentive to seek revenge, and will lead to a
more exciting and fun combat encounter in Chapter 5.

Concluding the Encounter


If the encounter lasts more than 6 rounds, you
can continue to play it out by increasing the DC
by 1 each round. If, somehow, the Witnesses
gain the upper hand and the Antichrist is in danger
of being killed, he will summon his security team
(10 Marked Shock Troopers), who emerge from
the crowd and quickly finish off the Witnesses.
If one or both of the Witnesses were player
characters, make sure to give them heroic death
scenes and, if possible, incorporate some of the
descriptive language from their original death
scenes (recorded in the character’s profile in “The “When the two witnesses have finished their
Story Tracker” on page 248), as a call-back to the testimony, the Beast will kill them, and their
dead bodies will lie in the street.”
first time that they died. Be sure to also offer them
-Revelation 11:7

79
with the Two Witnesses, some extra security measures The Rooftops (Area “C”)
have been taken. • The rooftop gardens (C6) and patio (C1) are each
It is up to the players to plan and execute this heist with patrolled by 5 Marked Agents and watched from
the knowledge available to them. Use the information above by 2 Marked Snipers in the watchtowers (D2).
and maps for “Unity Tower” on pages 62-74 to run this Additionally, there are now 2 Marked Rotorcraft
encounter, with the following changes. circling the gardens and patio. If Tower security
Protective Barrier is aware of a security breach, they will deactivate
• An extra feature of the force field that surrounds the force field surrounding the tower so that the
the building has been activated. This force field Rotorcraft can open fire on the rooftops.
now mimics the effects of a wall of force, preventing • The artifacts in Area C8 have been sold or moved to
unauthorized access to the building from the air or the vault for more secure storage.
through windows. The doors on the ground level, The Spire (Area “D”)
however, are not warded. This force field can be • A team of 8 Marked Shock Troopers led by
dispelled by hacking or crashing the Tower security Lieutenant Morcos (Marked Ironclad) are in full
system, or by casting disintegrate on it. combat gear and patrolling the rooftops (Area D1).
• Each watchtower (D2) contains 2 Marked Snipers,
Teleport and Divination unless they have already been killed.
The party likely has access to 6th and 7th level spells by • Melissa Mendax is nowhere to be found, and her
level 13, and you should prepare in advance for a couple of office (D5) is empty.
things the characters might try.
• Jeremiah Resh is also not in his office (D7), which is
Teleport. First, a dedicated spellcaster has just gained
access to the teleport spell, and might attempt to use this
empty.
spell to bring the party directly into the Vault. Before the • The taskforce headquarters (Area D6) is guarded by
players commit to this, remind them that the vault is locked an Infernal Warlord, 5 Marked Shock Troopers,
from the outside, and they can only use teleport once per and a Marked Ironclad.
day, so it may be best to save the spell as a means of escape, • The door of the vault is guarded by 4 Marked
rather than entry. Ironclads.
Divination Spells. A variety of low-level spells, such as
augury, commune, locate object, or divination could cause The Vault (Area D)
problems if you are not prepared. If a character attempts The Vault is filled with the same selection of powerful
to use any of these spells, remind them that Unity Tower magic items that were there when Resh gave the Reapers
is warded against divination magic, and so any attempt at a tour of the vault, with two exceptions: the Scroll of the
divination is likely to fail.
Seven Seals and the Talisman of the First Sea are missing.

First Floor (Area “A”) Scene 3: The Great Deception


• 2 Marked Agents are posted at the front door (and
2 at the back door); these Agents are awaiting Resh’s Suddenly the televisions in every room of Unity
return and are on high alert for danger. Tower turn on, all tuned to the same news broadcast.
• The Reception hall (Area A2) is completely locked Melissa Mendax appears on screen, apparently in the
down by a team of 10 Marked Shock Troopers middle of making a statement to the press.
and 2 Marked Snipers who have all taken strategic “Moments ago,” she says, speaking with perfect
positions in the hall and are waiting for the Reapers diction that has clearly been rehearsed, “Senator
to arrive.
Jeremiah Resh was the victim of an attack from two
Nightclub Level (Area “B”) religious fanatics as he was walking outside of Unity
• The party in Canto 5 has spilled into the halls (Areas Tower. Fortunately, he escaped with his life and is
B13 and B14), which are now dangerously choked with recovering well.”
people dancing and considered difficult terrain. DJ Mendax looks directly into the camera as she
Murmur is still performing from his stage in Area B2, continues.
but he has switched on external speakers in the halls
“This is exactly what we have come to expect from
which extends the reach of his abilities to Areas B13
and B14.
these violent extremists. But there is also good
• Ashmedai will try his best to stay out of the conflict, news. Tomorrow morning at dawn, Senator Resh will
remaining in his lounge (Area B5) unless he sees that be making a special appearance at this very podium
one side has a clear advantage (in which case he will here at Unity Memorial, where he will open and read
join the winning side at the last moment). from... this.”
• The Cigar lounge (Area B6) is mysteriously empty. Melissa Mendax reveals, from beneath her podium,
Madam Rahovart has seized the opportunity to the Scroll of Seven Seals. She winks at the camera.
consume the souls of her regular patrons, and she “We will not be stopped.”
is now waiting here in the lounge (Area B6) for the
Reapers to arrive, so she can claim their souls, too.
With that, the camera cuts to a live feed of news

80
reporters in the street outside of Unity Tower, showing How do we get there?
footage of the dead bodies of the Two Witnesses. The Unity Memorial is a famous landmark in the city, and it
camera also catches a brief glimpse of Jeremiah Resh will be easy to locate using any available resources (no
climbing into the back seat of a car. Before the security check required), even if the player characters have never
team closes the door, Resh gives the camera a knowing heard of it. You can offer the following options to the
look, as though he knows the Reapers are watching the players:
news feed, and smirks.
Unity Memorial is a well-known landmark built
What Happens Now? on the edge of a waterfall. The only form of public
The way forward should be clear at this point; the transportation is an subway system that brings
Reapers need to catch up with Resh and recover the
passengers directly to the memorial by an underwater
Scroll before he can read from it. It is up to the players
whether to travel there immediately or to rest first. railway car. Alternatively, you could fly or swim to it.
Remind the players that the announcement does not
happen until tomorrow at dawn, so there is time to take
a Long Rest if they wish. If the Reapers decide to take a
Level Up
The surviving members of the Reapers should advance to
Long Rest, then Resh and his allies also gain the benefits level 14 before traveling to Unity Memorial. Any Elders who
of a Long Rest. If the Reapers travel directly to Unity have been recruited for this mission may remain with the
Memorial without resting, then Resh does not gain the Reapers until the end of Chapter 5
benefits of a rest either.
Developments. It may also be wise for the Reapers to
do some research or make preparations before heading
to Unity Memorial. For example, they may wish to attune If DJ Murmur, Madam Rahovart, or Gethsemani
were killed or imprisoned during the “Vault Heist”
to the new magic items that they recovered from the
make sure to mark them as “eliminated” in “Box 2” on
vault, or use the computers in Resh’s office (Area D7) page 249.
or the taskforce headquarters (Area D6) to do some
investigating or sabotage before continuing on.

81
Chapter 5: The Seven Seals
Setting the Scene players. He wants to see the player characters become
It may be helpful to take a moment and review the redeemed, but he also knows that they will need to make
following plot points before beginning this chapter, so the journey on their own after this encounter.
that the stakes are clear to the players. Azrael can help
by recapping the story thus far, if needed. Getting to Unity Memorial
• Jeremiah Resh is the “Antichrist” that was foretold The most common way of traveling to Unity Memorial
by the prophets to usher in the end times. is by way of a subway system that leads to an underwater
• He has stolen the Scroll of the Seven Seals, an railway station below Unity Memorial, but there are
artifact that has the power to unleash the Four several approaches the characters may take to get there.
Horsemen of the Apocalypse. It is completely up to the characters how and when to
• The False Prophet, Melissa Mendax, has publicly travel to Unity Memorial, but the following paragraphs
claimed that Resh is planning to open the Scroll will outline the hazards they are likely to encounter along
during a public event at Unity Memorial. the way.
• He shouldn’t be able to open it, given the prophecy:
Subway Tunnels
“Only he who has humbled himself The subway system is crowded with hundreds of
to share in our humanity, people making their way to different destinations in the
who has become sin, city. The railway cars are clean and efficient, and a series
of mounted television screens play a non-stop loop of
who has suffered, died, and
some of the best speeches from Melissa Mendax (the
was buried, and then rose again False Prophet).
in fulfillment of the scriptures. If the Reapers choose to take the subway cars to Unity
Only he may open the scroll Memorial, they will encounter 2 Marked Agents who
and read its contents.” prowl suspiciously through the crowded railway car, as
though looking for trouble. The Reapers should have no
• Regardless of whether or not he can open the scroll, trouble either evading or eliminating this threat, but if
Senator Jeremiah Resh is a murderer, and it is time they fail to do so quietly, an Agent can use its action to
to avenge our friends. alert the taskforce to the Reapers’ location.
Saying Goodbye? The players do not know this, but Walking in the Tunnels. If, for some reason, the player
this is likely to be the last social interaction they have characters end up traveling the subway tunnels on foot,
with Azrael. Azrael may even be aware of this, and might use the “Railway Hazards” sidebar on page 84 to
use this opportunity to give cryptic, final advice to the determine dangers they may encounter.

82
If the players ride a railway car (or walk in through the bloody war against any and all faiths of the world. This
subway tunnels), they will arrive at the Unity Memorial caused many religions (who had previously held grudges
station (Area 5 on the following page). against one another) to set aside their differences
and band together in opposition of the Antichrist, but
Approaching by Air ultimately they lost the war. Resh used the combined
The Reapers might decide to attack Unity Memorial military strength of the New Consolidated Nations
by air, either by “borrowing” Jeremiah Resh’s personal to suppress the resistance groups, and successfully
Rotorcraft, or by the use of magic. If this happens, a fleet invaded Vatican City, Jerusalem, Mecca, and countless
of 7 Marked Rotorcraft will intercept the Reapers in the other sacred sites. Resh demolished cathedrals, temples,
air and engage them in an airborne combat encounter. mosques, and synagogues as he went,but not before
Approaching by air has the added danger of attracting claiming certain choice artifacts for his own collection.
the attention of Melissa Mendax’s snipers, once the Once the idea of religious freedom was firmly a thing of
characters draw within range of the memorial (see the the past, Resh commissioned the construction of Unity
False Prophet stat block on page 202). Mendax’s Memorial, a monument literally built from pieces of the
snipers have taken positions on opposite banks of Unity past.
Harbor, and the characters will likely take damage from Resh commanded that pieces of destroyed places of
several rounds of sniper rifle attacks before they reach worship should be recovered and brought to the capital
the airspace above Unity Memorial. in order that Unity Memorial could “symbolize the new
Approaching by Water world order.” In Resh’s words: “the religions that once
Unity Memorial is built on the edge of an artificial divided us have been set aside in order that we can
waterfall in Unity Harbor. The Reapers may attempt come together to build a new and unified community.
to approach stealthily either by boat or underwater A character that succeeds on a DC 14 History or
from the harbor. Doing so will avoid line of sight from Religion check will undoubtedly notice architectural
Mendax’s snipers, but will attract the attention of the elements from many sacred sites from history, including
taskforce, who have placed an elite aquatic tactical unit the Hagia Sophia, Saint Peter’s Basilica, the Tempio
in the water for this very reason. This unit is wearing Maggiore, the Western Wall, and many others. Although
underwater breathing equipment and firearms modified he publicly refers to Unity Memorial as a “symbol of
for underwater combat. The tactical unit consists of 5 unity,” he privately considers it to be a trophy room to
Marked Ironclads and 1 Infernal Warmage. commemorate his victories over people of faith.
In the center of the Grand Rotunda (Area 14), as a final
Approaching by Magic mockery to the corpse of these forgotten faiths, is a
Unity Memorial is 1,000 feet from shore, which puts it beautifully sculpted statue of a seven-headed dragon,
out of range of spells like arcane gate or dimension door. designed and commissioned by Resh himself.
However, it is still potentially reachable by way of higher Ceilings. Unless otherwise noted, all ceilings are 20
level spells such as etherealness or teleport. Resh has feet tall.
not prepared any special defenses to prevent magical Light. Unless otherwise noted, all rooms are brightly lit.
entry, but the Reapers may still encounter danger as Doors. Unless otherwise noted, a door is a Large object
they arrive, depending on what area of the memorial they with an AC of 12, 50 hit points, and immunity to poison
enter. and psychic damage.
Windows. Unless otherwise noted, a window is a Large
Adjusting the Encounter object with an AC of 12, 5 hit points, and immunity to
This encounter is designed with the assumption that the poison, psychic, and radiant damage.
characters will arrive using the Subway or the underwater
entrance. If they instead approach from the air or travel by Area 1: Unity Harbor & Reservoir
magic so that they arrive in the Courtyard (Area 16), switch the Unity Harbor is a major shipping port for the capital
positions of Mendax and Resh so that the encounters happen city. On the edge of the metropolitan center, a dam has
in this order instead: been constructed as an energy source as well as a means
• Melissa Mendax is making announcements in Area of maintaining the water level in the harbor. The upper
15 preparing to welcome Resh to the podium. Run the
basin of the reservoir is constantly spilling over into Unity
combat with Mendax in the Courtyard instead of the
Gallery. Harbor by way of an artificial waterfall that is colloquially
• Resh is strolling through the Gallery (Area 11) admiring referred to as “Unity Falls.” The subway system runs
his life’s work. Combat with Resh takes place here in the through the center of this dam, leading to Unity Memorial
Gallery instead of in the Courtyard. which sits atop the turbine system that powers the city
and overlooking the harbor below.
Water Inlets. If the Reapers manage to bypass Resh’s
Unity Memorial elite aquatic tactical unit in the reservoir, they may find
Unity Memorial is a grand monument to triumph two water inlets that pull water from the reservoir (Area
over religious freedom. As Jeremiah Resh and his 1) into the Turbine Room (Area 2). These inlets are 10 feet
“International Unity Project” gained power in the wide and 10 feet tall, and water is constantly flowing into
worldwide political arena, they waged an aggressive and them to travel toward the turbines.

83
Map: Unity Memorial Lower

Area 2: Dam Turbines Railway Hazards


Three massive turbines have been installed here in the Subway Cars. For each round during combat, it becomes
turbine room. As the water passes through this room, the increasingly likely that a speeding subway car will come around
force causes the turbines to rotate, generating enough the bend and slam into any creature that is standing on the
electricity to power most of the city. tracks. On initiative count 20 of each round, roll a d6. During
Sucked into a Turbine! A creature that enters the the first round of combat, the subway car arrives on a roll of 1
water in Area 2 for the first time on its turn, or ends its or lower. During the second round of combat, the subway car
turn there, must succeed on a DC 18 Strength saving arrives on a roll of 2 or lower, and so forth. When the subway
car arrives, each creature standing in the path of the car must
throw or be pulled 10 feet toward the nearest turbine.
succeed a DC 20 Dexterity saving throw or take 88 (16d10)
If a creature starts its turn within 5 feet of a turbine, it bludgeoning damage and be knocked prone. A creature that
must immediately repeat the saving throw or be sucked succeeds on the saving throw takes no damage, but also falls
into the turbine, taking 33 (6d10) bludgeoning damage, prone to avoid being struck. Once a subway car passes by,
and exiting through the outlets where it will continue to continue to roll a d6 each round, resetting the likelihood of the
plummet down the waterfall into Area 8. next car’s arrival to 1.
Third Rail. A “third rail” exists to provide continuous electrical
Area 3: Maintenance Platforms power to the subway cars in the system. A creature that moves
Stairs lead up from the water level near the turbines into the third rail’s space for the first time on a turn, or ends its
onto maintenance platforms. There is 1 Marked Shock turn there, must make a DC 18 Dexterity saving throw, taking
Trooper patrolling this platform as a lookout. Two 35 (10d6) lightning damage on a failed saving throw, or half as
maintenance doors lead out from the maintenance much on a success. Each 5-foot section of rail is considered a
Medium object with an AC of 10, 15 hit points, and immunity to
platform into the Subway Station platform across the lightning, poison, and psychic damage. Destroying a section of
tracks from Area 5. the “third rail” immediately cuts power to the subway system,
and all railway cars stop where they are. If the “third rail” is
Area 4: Railway Tracks subjected to lightning damage, it takes no damage, and all
The tracks for the subway car are 6 feet below the edge railway cars accelerate: raise the likelihood of a railway car’s
of the platform, and the two sides of the platform are arrival (see above) by 3.

84
separated by a 10 foot gap. A creature with a Strength Harbor below. A creature that falls from this height takes
score of 20 or higher can jump across the tracks without 70 (20d6) bludgeoning damage as it plunges into the
taking a running start. Other creatures will need to drop basin at the base of the falls.
down onto the tracks (careful to avoid the “third rail”) and
climb up the other side. Climbing off of the tracks onto Area 9: Entrance Alcove
the platform costs 10 feet of movement. Visitors exit from the main elevator and stairwell into
Railway Hazards. Creatures that choose to traverse this entry alcove. The Alcove opens into the first of two
the railway tracks (or are forced onto them), might need galleries on the main level (Area 10).
to deal with extra hazards in this area. See the “Railway Area 10: First Gallery
Hazards” sidebar for more information about this. This first of two galleries gives a visual history of
Area 5: Subway Station the International Unity Project and its campaign of
If the characters arrive by way of the subway system, oppression in the name of “cooperation.” Elegantly
this is where the subway car doors will open. There framed newspaper clippings detail how Resh’s policies
may or may not be extra enemies to contend with here, banned and persecuted not only religion, but even
depending on choices made earlier in the adventure. ethnic holidays, languages, and other forms of cultural
Check “Box 2” on page 249. If DJ Murmur or Madam expression. Resh clearly carried out a successful
Rahovart (or both) are still active, then they have deception over the last three decades: destroying
relocated here to provide security for Resh in the Subway religion, culture, and diversity in the name of “a more
Station. They will keep a low profile here in the Station unified human race.”
Platform until the Reapers arrive. If they are here, read Area 11: Second Gallery
the boxed text below before initiating combat.
You enter the second gallery to find a gut-wrenching
The Subway Station here seems utterly normal as collection of statues, crucifixes, paintings, and other
people move to and fro in the excitement for Resh’s religious works of art, all mounted here in this room
public announcement. In one corner of the Station like the heads of animals in a hunter’s “trophy room.”
platform, a group of people are gathered to watch Many of these works of art - such as the partially
a street performer who is playing music. In another destroyed fragments of Michelangelo’s fresco “The
shadowy corner, a group of people in business suits Last Judgment” - are from famous churches that have
sit on benches smoking cigars. since been destroyed. All of these art pieces have been
In the instant before combat begins, you have beautifully mounted in the gallery so that natural light
from the windows will illuminate them for best display.
a sickening feeling that you have heard that music
As you enter the gallery, a figure steps out from
before... and you recognize the smell of those cigars. behind one of the statues to block your path. Standing
in front of you is the “False Prophet,” Melissa Mendax.
DJ Murmur and Madam Rahovart are accompanied by Every inch of her appearance, from her pencil skirt
2 Marked Shock Troopers. If Rahovart and Murmur have to her tight bun of blond hair is squared away and
been previously eliminated, then this platform is only professional as she nonchalantly threatens you.
guarded by the two Shock Troopers. “This is your last chance to leave.”
Area 6: Observation Deck
After passing through the turnstiles to exit the Subway Melissa Mendax, the False Prophet, is not surprised
Station, visitors to Unity Memorial find themselves in the at the arrival of the Reapers and has researched each of
open and well-lit Observation Deck. Massive floor-to- the player characters extensively in preparation for this
ceiling windows provide an unobstructed view from the encounter. Refer to Mendax’s stat block on page 202
top of the falls, as water is ejected from the outlets of before you run this encounter so that you can have time
the dam and crashes continuously down into the body of to think in advance about how she will use her abilities
water hundreds of feet below (Area 8). and whom she might have kidnapped prior to this
On the opposite wall from the observation windows are encounter. Mendax will also try to stay near the center
an assortment of vending machines for refreshments, of the room where her team of snipers can aim clearly
and a row of flat screen televisions with a live feed of the through the windows into the Second Gallery.
Colonnade (Area 15) where a podium stands prepared for Area 12: Administrative Office
Resh to make his public appearance. This area is off-limits to visitors, and is the private
Area 7: Elevator and Stairwell study of Resh and Mendax. Shelves of books and tomes
A main elevator shaft and stairwell carry visitors up and line the walls of this circular chamber, which has a 40-
down between the Observation Deck (Area 6) and the foot tall ceiling. A staircase winds its way up amidst the
main level (Area 9) bookcases to a door 30 feet in the air, which leads to the
balcony (Area 13). This office is otherwise empty.
Area 8: The Waterfall Treasure. One of the ancient tomes in this office is a
The artificial waterfall referred to as “Unity Falls” spellbook, which contains the following spells:
plunges over 600 feet from the top of the dam into Unity 1st level: detect evil and good, unseen servant

85
Map: Unity Memorial Upper

2nd level: mirror image, spider climb These rituals involve a repeated casting of the animate
3rd level: remove curse, slow objects and contact other plane spells at a high level. Her
4th level: greater invisibility, pillar of fire† rituals have allowed Satan to possess this statue for brief
5th level: create golem†, legend lore periods of time each day, and it is through this statue
6th level: guards and wards that Satan communicates his instructions to Resh and
7th level: symbol †
Mendax. While possessing the statue, Satan’s abilities
This spell is described in the Adventurer’s Guide to the Bible
are highly limited. The dragon statue uses the Adult Red
Area 13: Balcony Dragon (SRD) stat block, with the following changes:
This balcony is 30 feet above the ground and overlooks • Its creature type is “Construct.”
the Courtyard (Area 16). • Its alignment is Lawful Evil.
• It does not have a flying speed.
Area 14: Grand Rotunda • It has immunity to poison damage instead of fire
The grand rotunda would be beautiful if it was not so damage, and it has vulnerability to thunder damage.
sinister. The domed ceiling rises 160 feet high at the • It speaks all languages.
apex, and features a highly detailed mosaic of a seven- • Its “Frightful Presence” action is replaced by the
headed dragon. At the center of the room is a massive “Compel Worship” action, described below.
statue of the same dragon, which rises from a pool of
sparkling blue water. Visitors to Unity Memorial often Compel Worship: Each creature of the statue’s choice within
feel a strange admiration for this statue, and can spend 120 feet must succeed on a DC 19 Wisdom saving throw or
hours in its presence. Although there is no official religion become frightened for 1 minute. While frightened in this way
under Resh’s policies, many people who live in the capital a creature’s movement becomes 0 and it is considered prone
as it drops to its knees in awe of the statue’s power (the
will make pilgrimages to visit this dragon statue, which
creature may still take actions). A creature can repeat the
has become, for many, a kind of pseudo-faith. saving throw at the end of each of its turns, ending the effect
A Living Statue. Unbeknown to most people in the on itself with a success. If the saving throw is successful or
city, Melissa Mendax has been conducting a series of the effect ends for it, the creature is immune to the statue’s
dark rituals here in the rotunda over the past few years. “Compel Worship” for 24 hours.

86
Combat With the Statue. If the characters do not move their actions to take the scroll away from him, or perhaps
through the rotunda stealthily (DC 23 Stealth), the statue even to attempt to destroy it (which is not possible).
will be alerted to their presence and will attack. However, Resh’s attunement to the scroll means that
he can open the seals whether or not the scroll is in his
Area 15: Colonnade possession. The only way to end the encounter and
A series of doors connect the exterior Courtyard (Area prevent more seals from opening is to kill Jeremiah Resh.
16) to the Rotunda (Area 14) by way of a grand colonnade.
Currently, a podium has been erected at the center of the 1. The First Seal
Colonnade, and Senator Jeremiah Resh (Antichrist) is As soon as combat begins, Resh will open the first seal.
standing center-stage, preparing to address the crowd Mechanically, this happens on initiative count 20 of the
gathered in the Courtyard. first round of combat, losing initiative ties.
Adjusting the Encounter. If the Reapers arrive at Unity
Memorial by air or magic, then switch the positions of Resh winks at Azrael, and for the first time you
Resh and Mendax so that the encounter with Mendax notice that your angelic companion seems fearful.
happens first. With that simple gesture, one of the seals on the
Combat with Resh. When the party confronts Resh, surface of the Scroll breaks, and the Scroll begins to
the encounter will quickly move to combat. See “Combat unravel.
with the Antichrist” below for lair actions and other Flashes of lightning rip though the sky as a rift opens
notes. in the clouds a few hundred feet away. Bounding
Area 16: Courtyard through this rift and through the sky above appears
An open courtyard surrounds the memorial, providing a brilliant white horse with a figure astride its back
a spectacular view of the city skyline and overlooking the wielding a golden bow. The Horseman of Conquest
falls into the basin below. An overlook extends out over turns and looks at you for a brief moment. Then,
the falls, and in the center of the courtyard overlook is a setting her face with a firm and resolute expression,
larger-than-life sculpture of Jeremiah Resh, gesturing she lowers a white veil to cover her face, nocks an
confidently forward with one hand. A plaque on the arrow into her bowstring, and turns to ride off into
statue reads “Toward unity, a new world order, and a the city away from you.
brighter tomorrow.”
It only takes a few moments before you hear the
Falling from the Courtyard. A creature that falls into
the reservoir must succeed on a DC 18 Strength saving sounds of screams and police sirens in the distance.
throw or be pulled 10 feet toward the edge of the falls,
and must repeat this saving throw each round. A creature This lair action does not trigger any extra effects.
that is pulled over the edge of the waterfall or is forced 2. The Second Seal
off of the section of the Courtyard that extends over the
edge of the waterfall, falls into Unity Harbor taking 70 Resh again makes a quick gesture with a finger, as
(20d6) bludgeoning damage. though conducting an orchestra, and the next seal
breaks open. There is a crash of thunder as a massive
Combat with the Antichrist red horse with an armor-clad warrior on its back
Jeremiah Resh is planning to exploit a blasphemous comes falling from the sky.
loophole in the prophecy of the Seven Seals that allows The horse and its rider land nearby with a
him to break the seals of the scroll and unleash the Four thunderous crash, entirely flattening a distant wing
Horsemen of the Apocalypse. of Unity Memorial, before leaping off into the city.
Lair Actions As the Horseman of War disappears into the
On initiative count 20 of each round (including the first distance, the clattering of its hooves are suddenly
round), a new seal is broken. Read the boxed text that joined by discordant bursts of gunfire somewhere in
corresponds to the new seal to reveal what happens, and the city.
how the broken seal effects combat moving forward.
Resh also has access to a Legendary Action that allows Each creature inside Area 9, or within 10 feet of the
him to accelerate this process. It is likely that this walls in Area 9, must succeed on a Dexterity saving throw
combat will last around 3 rounds, with 1-2 lair actions per or take 28 (5d10) bludgeoning damage as the wing of the
round, depending on Resh’s tactics. Descriptions of 8 building collapses.
lair actions have been provided, which should be more
than enough. If Resh is still alive after 8 rounds, he will 3. The Third Seal
be instantly killed by the earthquake, and the surviving
player characters will be instantly returned to the Veil
The next seal opens and suddenly the air feels drier
(See “Ending the Encounter” on page 91). and the color seems to leech from the environment.
Taking the Scroll. Resh will begin combat holding There is no lightning or thunder, but you are
the Scroll of the Seven Seals in his hands. This combat suddenly aware that, somewhere in the distance, the
encounter will likely be complicated by characters using Horseman of Famine has arrived.

87
“I looked, and there was a white horse! Its
rider had a bow, and came out conquering.”
-Revelation 6:2
“When he opened the fourth seal... I looked and
there was a pale green horse! Its rider’s name
was Death, and hell followed with him.”
-Revelation 6:7
Each creature (including the Antichrist and his allies) 6. The Sixth Seal
takes 4 (1d6) Psychic damage as reality begins to shift
and waver in the presence of the Horseman of Famine. The sixth seal opens. The sky instantly becomes jet
black, dotted with stars more clearly visible than you
4. The Fourth Seal can remember seeing in your lifetime. For a moment,
As the fourth seal springs open, you brace yourself, it seems like a peaceful night sky... and then the stars
but nothing seems to happen. A moment passes begin to fall.
before you notice a skeletal green horse standing First one, then thousands, then every star in the
about 30 feet away, with no rider in sight. The empty sky simply seems to wink out of existence and the
sockets of its eyes stare expectantly, not at you, but world is plunged into darkness.
at... Azrael.
Azrael sees the horse and screams, “NO!” as As the stars fall, the lighting for this encounter changes
Jeremiah Resh begins to laugh. to total darkness.
In a horrifying instant, before you have time to act, 7. The Seventh Seal
Azrael, the Angel of Death, drops to his knees and
At first it seems like the seventh seal opened
begins a violent transformation. His skin withers
quietly, but then you realize that you are hearing
and his appearance becomes gaunt, as though he is
no sound at all. You can see the mouths of nearby
rapidly aging. His armor and wings become distorted
people open as though screaming, and you can see
and angular, and his sword elongates and twists,
flashes of explosions distantly in the city, but still
taking shape as a massive black scythe.
you hear no sound.
Resh’s laughter, which is now hysterical, fills the air
Aside from this silence, there is something else; a
as the creature you once knew as Azrael slowly rises
feeling that a great desecration has occurred, and
to stand, now towering about 8 feet tall, and turns to
that the world is about to take vengeance on this
look at you with a blank, skeletal face.
unnatural occurrence.
There is no recognition of friendship in the empty
sockets of his eyes as the Horseman of Death mounts The entire world has become subject to the effects
his horse and trots away through the air. of a silence spell (infinite range). Spells that require a
As the Horseman of Death moves away through verbal component do not function, and it is impossible to
the city, a wake of absolute silence follows him communicate except through non-verbal means.

Azrael is no longer an NPC in this story, as he has


8. Final Round
It is unlikely that the combat will last 8 rounds. But
become the Horseman of Death. There is no extra
if, for some reason, Resh lives long enough to open all
consequence of this lair action.
seven seals, the final event will take place, ending the
5. The Fifth Seal encounter.

Reality continues to shatter as the fifth seal is The silence fades, and is slowly replaced by a
opened. The barrier between the Physical Realm rumbling from deep in the Earth’s core. Suddenly
and spiritual realm becomes thin as ethereal human the floor beneath you tears and opens, and then the
shapes start to take form in the air around you. Earth rips itself in half as a mighty earthquake rends
At first they are barely visible, but then they come the city. Unity Memorial is torn asunder, and the dam
into focus and you recognize the faces of hundreds beneath it opens, draining the water of Unity Harbor
of people who have been killed during the Antichrist’s in a matter of seconds.
reign of terror. You even recognize the faces of some As Unity Memorial begins to crumble and fall into
of your friends among them. the chasm below, you are struck by the feeling that
These ghostly forms are not tangible, but their this was not an isolated event: that all the world, and
voices echo throughout the space as they cheer you perhaps all the universe has been rent by this same
on, crying, “Lord, how long before you avenge our earthquake at the same moment.
blood!”
The entire world has become subject to the effects of
The ethereal forms gather to watch the end of the an earthquake spell (unlimited range). This will likely kill
combat, cheering on the player characters. All creatures Resh, ending the encounter. But the player characters
gain advantage on attack rolls that target the Antichrist, have more pressing concerns. Immediately continue with
and the Antichrist has disadvantage on all saving throws. “Ending the Encounter” below.

90
“And there came a violent earthquake. The
great city was split into three parts, and the
cities of the nations fell.”
-Revelation 16:19

Release the Horsemen! may still be making death saving throws, or possibly
It is not important to play out all of the seven seals being already dead. At this point, you can continue with the
opened. However, it is important that at least the first four initiative order to give other characters the chance to
seals are opened, releasing the Four Horsemen. This will likely cast revivify or similar. Once all of the characters are
happen during combat anyway, but in the event that Resh is stable, continue the story with “Where do we go now?”
killed before the fourth seal is opened, simply skip ahead and below. The player characters may also have questions at
narrate the events for the “The Fourth Seal” anyway as Resh this point, and Azrael is no longer here to answer them.
dies. The later chapters of this adventure presume that at least
Use the FAQ below if necessary:
the Four Horsemen have been released, if not the rest of the
seals.
How did Resh open the seals? A DC 18 Religion check
will reveal that he exploited an ancient loophole in the
magic of the artifact. He is a dark reflection of Jesus, and
Ending the Encounter therefore met the requirements of attunement - in his
As Resh’s lifeless human body is crushed beneath the own blasphemous way.
rubble of the collapsing Unity Memorial, his body begins Is Azrael dead? A DC 16 Religion check will reveal that
to twitch and convulse on the ground. Resh’s jaw will Azrael wore the mantle of the Horseman of Death. The
distend as a Foul Frog Spirit emerges from his throat Scroll has called upon him to fulfill this identity. He is not
and bounds off into the sky. dead, but he isn’t coming back either.
Is Resh dead? A DC 12 Medicine check will reveal that
Although the lips on Resh’s corpse do not move, Jeremiah Resh is truly and permanently dead. However,
you suddenly hear his voice in the air around you, his death seems to have released a more dangerous and
coming from everywhere at once. The voice sounds evil version of his consciousness called “The Beast.”
like the Antichrist that you knew, but somehow now What do we do now? A DC 10 Nature check will reveal
that you are back in the Veil. Where you go next is up to
more guttural and bestial.
you.

“You ‘Reapers’ think you’ve won, but you have Where Do We Go Now?
only played into my hands. I am the Beast that was The player characters now find themselves back in the
prophesied, but I have humbled myself to share in Veil, which should be familiar territory. However, they are
your humanity. I am sin. I have suffered and died...” now (for the first time in the story) without their guide.
Azrael is not coming back, and the rest of the adventure
will be up to the choices made by the players.
You watch as more rubble falls, burying Resh’s Azrael’s Last Gift. Azrael is gone, leaving the Reapers
lifeless body... adrift and clueless in the emptiness of the Veil. It is
not clear whether he has done so intentionally, but he
“...and now I have risen again. I have opened your appears to have left behind one last gift for them. The
precious scroll, and behold; I will assemble the player characters return to the Veil to find three artifacts
powers and the principalities for battle. I am coming lying at their feet:
like a thief in the night.” • The Book of Souls (page 167)
• Scroll of the Seven Seals (page 174)
“I am the Beast; who can stand against me?” • Timekeeper (page 179)

At this, a portal opens as though by the gate spell, and Level Up


the Reapers are pulled through it, finding themselves The surviving members of the Reapers should advance to
back in the Veil. It is likely that some of the characters level 15 before continuing the adventure in Chapter 6.

91
“Before the throne of God stretches
a great sea of glass, like crystal.”
-Revelation 4:6

Chapter 6: The Citadel


encounter table for events they may encounter in the
Called Home Veil. When you are ready to continue with the adventure,
If the elders that accompanied the Reapers as NPCs for
chapters 4 & 5 have survived up until this point, then their skip ahead to “A Curious Occurrence” on page 93.
journeys are now at an end. Allow the characters to say
goodbye, and give the NPCs one last chance to impart some d6 Random Encounters in the Veil
wisdom, based on the roleplay information in their bios. When
the conversation is concluded, a portal opens, and the Elders 1 A horrible sin is being committed in the Physical Realm. A group
enter into eternal rest. These heroes are no longer able to join of 4 Infernal Legionaries are watching it play out from the Veil,
laughing and cheering as it happens.
the party on future missions.
2 You see a murder being committed in the Physical Realm. As the
blood spills onto the ground, it seems to leak into the Veil and
Wandering the Veil take on a life of its own, coalescing into a Bloodfiend Onslaught.
The Reapers now have the Book of Souls and 3 You happen to notice Gethsemani passing by, in slow motion,
Timekeeper. These two magic items essentially allow in the Physical Realm. If the player with Timekeeper uses its
“Second Button” feature, the characters might even be able to
the player characters to travel to any place (by teleport)
speak with her, although she will not be aware of events that may
and time (by plane shift) in the universe. You may wish happen in her future.
to review “What is The Veil?” on page 7 so that you
4 As the sun rises above the horizon in the Physical Realm, you
are prepared for whatever the characters might try. The suddenly notice a Chalkydri, mirroring its path through the sky
Reapers are allowed to travel throughout time and space, here in the Veil.
exploring different facets of human history, but keep
5 A boastful demon appears and mocks your party, implying that
in mind that they are not able to change anything! While you are nothing without Azrael. It challenges you to nominate
traveling in the Veil, the Reapers are passive observers your best fighter to face it in single combat. The demon uses
to the events that have transpired in the Physical Infernal Warlord stats.
Realm. They can feel free to combat the machinations 6 You encounter a wounded Archangel (AGttB) who has recently
of demons in the Veil, as they did in Chapter 1, but they survived an attack from a demonic raiding party. The celestial
cannot directly alter the flow of history (such as killing advises you to be careful, as the demons have recently become
more aggressive and fearless here in the Veil.
Hitler or saving Jesus). If the players are excited to simply
to stretch their wings and explore, use the following

92
A Curious Occurrence existence. Thus, even if a creature has the ability to travel
between Realms (see “Realms and Planes” on page
Allow the Reapers to travel throughout space and time 7 for more), it cannot enter Heaven proper without
as long as the players are having fun. When you are ready first navigating the Glassy Sea. The sea itself is endless
to move the story forward, read the following boxed text and bottomless, leading some Cherubim (AGttB) to
to the player whose character is attuned to the Book of speculate that the Glassy Sea might eventually conjoin
Souls. and intermingle with both the plane of elemental chaos
and the four rivers of Eden. Except, where the plane
Suddenly, for no apparent reason, the Book of of elemental chaos churns in a perpetual state of pre-
Souls flies to hover in front of you of its own accord, creation (as the waters of Genesis 1:1), the Glassy Sea is
and opens to a page you have never seen before. eternally tranquil and ordered as God intended, endlessly
Strangely, these pages unfold beyond the edges of fed by the rivers of life that emanate from the roots of
the book binding, and a strange symbol glows and the Tree at the center of the Garden of Eden. However,
pulses here in this hidden page. these are merely theories, since even the eldest of the
Cherubim have never traversed the breadth of the Glassy
Then, read the following boxed text to the player whose Sea.
character is attuned to Timekeeper. The Citadel. A grand fortress of pure white stone -
clearly of celestial construction - rises from the mist of
You haven’t had Timekeeper for long, but you are
the Glassy Sea. This fortress, referred to as simply “The
almost certain that it has always had two buttons. Citadel of the Glassy Sea,” is a celestial outpost which
Now, mysteriously, you notice that there is a third serves as both a safe haven for wandering celestials, as
button, which seems to have appeared from well as a first line of defense for the gates of Heaven. The
nowhere. This third button bears an inscription of Citadel was once a strategic military outpost during the
a symbol that matches the one on the page of the war in Heaven (Revelation 12:7). Michael the Archangel
Book of Souls. Both symbols seem to be glowing and and his allies waged a long and hard-fought war in the
pulsing in unison. skies above the Glassy Sea, but Satan and the armies of
darkness were eventually cast out of Heaven entirely.
A DC 18 History or Nature check can reveal that the After the fall of Satan, no fiend has since attempted an
book and watch are indicating travel to a location in a invasion into celestial territory.
different Realm of existence. A DC 25 Religion check can
deduce that this location exists somewhere between Sophia
the Realm of Heaven and the Veil, and is only accessible After the War in Heaven subsided, the need for a
by way of the “third button” on Timekeeper. The third military fortress in Heaven faded. Several millions of
button on Timekeeper will remain active for the rest of the years (in human time) have passed since then, and the
adventure. If it is pushed, read the following boxed text. Citadel is now overseen by a lonely caretaker, Sophia
(CG Virtue). Over these long millennia alone in the
Instantly there is a blinding flash of light, and you Citadel, Sophia has converted it from a fortress of war
all feel yourselves briefly lifted off of your feet. Then, into a place of rest. For more roleplay information about
as though waking from a dream, the light fades and Sophia, and to continue the story, skip ahead to “Meeting
you all find yourselves seated in a little wooden Sophia” on page 97.
rowboat, gently drifting through an endless body of
water. Locations in the Citadel
The water is so still that it almost seems to be Use the following information for exploring or running
made of glass, and even your little rowboat causes encounters in the Citadel of the Glassy Sea.
no ripples in its perfect surface. A thick, cloud-like Citadel: General Features
fog surrounds you, making it difficult to see where Ceilings. Unless otherwise noted, all ceilings are 20
you are headed. Your rowboat continues forward feet high.
with a mind of its own for several minutes until, Light. Unless otherwise noted, all rooms are brightly lit.
without warning, the glimmering peaks of a pure Doors. Unless otherwise noted, a door is a Large object
white fortress rise from the haze in front of you. The with an AC of 12, 50 hit points, and immunity to poison
rowboat soon comes to rest at a stone dock, and and psychic damage.
you find yourselves on the doorstep of the massive Area 1: the Glassy Sea
walled structure that now looms above you. The surface of the water is mysteriously calm and
tranquil. Even if disturbed, the ripples will dissipate and
return to normal at a startling rate.
Citadel of the Glassy Sea Visibility. A marine layer limits visibility surrounding
The “Glassy Sea” straddles the Veil and the Heavenly the Citadel. The fog causes the surface of the water
Realm, creating a plane of existence all its own, which within 120 feet of the Citadel to be Lightly Obscured, and
serves as a barrier between Heaven and other Realms of everything beyond this range to be Heavily Obscured.

93
Map: Citadel of the Glassy Sea

94
Falling into the Water. The Sea is bottomless, but Area 5: The Promenade
creatures that fall into the water will find themselves The grand staircase in the entrance hall leads up to
unnaturally buoyant in the Glassy Sea. Even creatures the Promenade: a large, open balcony that overlooks the
wearing heavy armor will not sink below the surface entrance hall below. The Promenade is 30 feet above the
unless they desire to. A creature that desires to swim floor of the entrance hall, and 20 feet below the ceiling
below the surface may do so, but never sinks more than of the entrance hall. Two sets of ornate double doors
it desires. lead out of the Promenade, one into the Great Hall (Area
Area 2: the Landing 9), and one into the Courtyard Gardens (Area 7). There is
A stone staircase rises from the surface of the Glassy also a narrow staircase leading up into the Crow’s Nest
Sea up to a landing. The landing is 10 feet above the (Area 6a), and two wide hallways that lead deeper into
surface of the water. A 3-foot-tall parapet surrounds the the Citadel.
landing and provides half cover (+2 bonus to AC) to any Area 6: Watchtowers
creature taking a defensive position here. Three watchtowers have been placed to give an
An entry bridge slopes gently upward and rises to meet unobstructed view of the area surrounding the Citadel.
the front gates of the Citadel. The front gates are 30 feet A small staircase at the base of each tower leads into the
above the surface of the water. shaft of the tower, and an interior spiral staircase leads
Area 3: Entrance Hall upwards to the top of the tower. Each tower is a different
A beautifully appointed entrance hall welcomes height, but all three provide half cover (+2 bonus to AC)
visitors to the Citadel. A fountain at the center of the and grant advantage on ranged attack rolls made against
room bubbles with water from the Glassy Sea itself and creatures at a lower altitude.
a grand piano sits in one corner of hall, occasionally 6a. The Crow’s Nest. The Crow’s nest is the tallest
playing music of its own accord, as it is enchanted with watchtower in the Citadel at 120 feet in height, and
a permanent unseen servant spell, and can play any tune provides a 360 degree view of the Glassy Sea, out to a
that is requested of it. range of 120 feet. Climbing up or down the tower uses
Chandelier. The ceilings here are 50 feet high and 100 feet of movement. Jumping from the Crow’s Nest to
feature a beautiful crystal chandelier which hangs above land in the Balcony (Area 10) requires a DC 15 Athletics
the space. The chandelier is a Huge object (1,000 pounds) check and the creature takes 25 (7d6) bludgeoning
with an AC of 10. Dealing damage of any type other than damage from the fall.
poison or psychic causes the chandelier to crash to the 6b. The Gatehouse Tower. The Gatehouse Tower is 60
floor, dealing 35 (10d6) piercing damage to each creature feet tall. Climbing up or down the tower uses 40 feet of
in a 20-foot-radius cylinder, centered on the fountain at movement.
the center of the room. 6c. The Rampart Tower. The Rampart Tower is 60
Grand Staircase. A grand staircase descends in two feet tall, and level with the Rampart walls that encircle
elegantly sloping curves from the Promenade. the Courtyard Gardens (Area 7). Traveling between the
The Front Gate. The front gate was part of the original Bedroom Corridor (Area 8) and the rampart wall requires
construction of the fortress, and was designed to no extra movement. An enclosure on the opposite side
barricade entry from enemies. The front gate is a Huge of the rampart wall is designed to provide total cover
object with an AC of 15, 100 hit points, and immunity against damage and other negative effects outside of
to cold, fire, poison, and psychic damage. Locking and the enclosure.
unlocking the front gate requires an action. Area 7: Courtyard Gardens
Developments. When the Reapers arrive for the first A beautifully tended garden area fills this space, which
time, they are greeted here in the entrance hall by is open to the sky above.
Sophia, who descents the staircase from the Promenade
(Area 5). “This is my favorite spot in the Citadel,” Sophia says
cheerfully, spreading her arms wide and breathing in
Area 4: The Gatehouse the fresh air. “All of these flowers were planted from
A small room is accessible to the side of the entrance
seeds taken from the Garden of Eden itself!”
hall. Sophia will introduce this as the “coat room,” but it
is clear that the architecture of this room was designed Plants. The plants here look ordinary, but the leaves
for a different purpose. Arrowslits in the forward- are almost too green, and the flowers and fruits are
facing wall provide three-quarters cover (+5 bonus to almost too vibrant. Something about them calls to mind
AC) to creatures inside, and allow line of sight to the memories from childhood, and a character that can
front of the Citadel. Additionally, a DC 17 Investigation speak with or sense the intentions of plants will find them
check will reveal that mechanisms in this room were to be helpful and more intelligent than plants normally
designed to raise and lower a much more heavily fortified are, if a little naive.
secondary gate that used to straddle the entry bridge.
This secondary gate has since been removed, since the
Area 8: Bedroom Corridor
The hallway that encircles the Courtyard wraps around
Citadel is no longer a military stronghold and, in Sophia’s
into a corridor lined with bedroom chambers. When
opinion, the gate ruined the calming ambiance of the
Sophia first meets the characters, she will inform them
Citadel.

95
that a bedroom has been prepared for them here. There half cover (+2 bonus to AC)
are enough bedrooms in this corridor for each character
to have their own room. Area 11: The Library
Characters’ Rooms. The bedrooms here are magically The Citadel Library is enchanted by a modified version
enchanted to be a reflection of the soul of the character of the unseen servant spell. Any books or maps that are
that is staying their. For example, a character who enjoys left unattended will quickly levitate into the air, catalog
reading might find that their bedroom is furnished with and sort themselves, and then fly back to their rightful
bookshelves like a library. Furthermore, the character places in the library. This feature greatly annoys Sophia
will notice even their flaws reflected in this room; for because, although you can request the library to leave
example, a character that is obsessed with revenge unfinished work alone, she never remembers to make this
might notice a portrait of their sworn enemy hanging on request, and has had several of her projects ruined by the
the wall. organization protocol of the library, which Sophia refers
to as a “busybody.”
Decorating the Bedrooms 11a. The Stacks. The Stacks are where the bulk of books
Review each character’s “Eternal Traits” in the “Story are stored. The rows divide the books up by category,
Tracker” on page 248, and think about what decorations and although the library is not very large, the books in
and furnishings might fill each character’s room before they stock here are constantly being magically shuffled and
arrive. Give each character a “scene” in which to roleplay their changed out, depending on the intent of the creature
thoughts and feelings as they explore their room. You can perusing the library. As a result, the shelves are filled with
even collaboratively design each room by asking each player
a discordant mix of ancient and modern titles, but all of
to decide what their character’s room might look like.
them are at least somewhat interesting to the creature
Azrael’s Room. If the characters do some snooping, currently looking at them.
they may discover that the last bedroom in this corridor 11b. The Nook. The Nook is designed for light
is furnished for Azrael, who would frequently come to reading. The shelves here function as they do in the
stay here with Sophia. The closet in this room contains Stacks, except that the content caters more toward
a Mantle of the Reaper, which can be claimed by any “entertainment,” and might feature anything from fiction
character that would make use of it. The room is novels to comics to coloring books.
otherwise neat and tidy, and the bed is made. The only 11c. The Archive. This room features shelves of ancient
other item in the room is a worn paperback copy of “The tomes and scrolls, the writings of Magi from thousands
Lion, the Witch, and the Wardrobe” by C.S. Lewis. If asked of years ago, and the testaments of prophets. The
about this book, Sophia will only say: information in the archive is generally considered to
be potentially “dangerous,” but can also be useful for
He loved that book. He always used to say that researching the enigmatic beings of the far realms. See
Edmund was his favorite character, although that “Researching the Horsemen” on page 98 for more on
never made sense to me. Wasn’t Edmund the one how this room might be used.
that was always making bad decisions?
Area 12: The Treasury
The Treasury is filled with all manner of useful magic
items on beautiful display. As the Antichrist pursued
If one of the characters decides to keep Azrael’s his campaign to destroy or desecrate items of religious
copy of “The Lion, the Witch, and the Wardrobe,” significance, Sophia was able to rescue some of them
mark down which character has it in “Box 5” on page and bring them here for safekeeping in the Citadel
249.
treasury.
“Earning” a Magic Item. These items are not just for
Area 9: Great Hall display, and Sophia will gladly encourage the player
This large room is kept warm and cozy by a massive characters to help themselves to any items they wish...
fireplace at one end of the hall. A 30-foot-long dining but there’s a catch. The magic items in this treasury will
table is arranged and the center of the room, and imbued not allow a creature to attune to them until the creature
with a powerful conjuration enchantment. Whenever a has proven itself through an act of virtue. See the table
creature that is hungry takes a seat at the table, the table in “Currency and Trade” on page 6 for examples
instantly creates whatever food they would most enjoy. of some appropriate acts of virtue, or design your own
The food vanishes after one hour. There are three doors based on the specific flaws or ideals of your player
in and out of the Great Hall, leading to the Bedroom characters. The higher the rarity of the magic item, the
Corridor (Area 8), the Promenade (Area 5), and the more difficult the act of virtue should be. The player
hallway to the Library (Area 11), respectively. character should declare the item they are interested in
Area 10: Balcony before being assigned an act of virtue to perform. When
This balcony was not part of the original design of the the act of virtue is complete, the declared item instantly
Citadel, as it would have been a strategic weak point, but appears in the character’s hands, and they automatically
was added later by Sophia herself. The balcony is 60 feet become attuned to it, if required. There is no way
above sea level, and the railing can be used to provide to “cheat” this process, since it is the magic items
themselves, and not Sophia, who are the arbiters of the

96
process, and they are innately aware of the characters’ plan, or spend very long thinking about what to do next.
intentions. Virtues act on intuition and insight with blind faith in
The items that are currently available in the treasury (at God’s plan.
the discretion of the GM) are listed below.
Roleplaying Sophia
Rarity Item Quirks. I am easily distracted when talking to
Rare Benedictine Shield (page 167)
smart people who use big words, or when I notice an
opportunity to start dancing.
Legendary Censer of Intercession (page 169) Bond. My sketchbook. I like to draw things that catch
Very Rare Chains of Solomon (page 169) my attention or that inspire me.
*rarity varies Gift of the Spirit (page 170) Ideal. Faith. God has a plan; everything will work out in
the end.
Legendary Holy Lance (page 171)
Flaw. I easily get confused by complicated ideas, and I
Legendary Holy Nail (page 171) am bad at sticking to a plan.
Rare Ring of Heavenly Protection (page 173)
Welcome to the Citadel!
Legendary Staff of the Cross (page 176) Sophia will greet the Reapers when they first arrive in
the Entrance Hall (Area 3).
Area 13: The Scala
A simple wooden door that you might first assume to “Welcome, friends!”
be a closet in the Library leads to the Scala. This 10-foot- A young woman with long, dark hair descends the
wide staircase winds its way through the forgotten grand staircase in front of you, her voice bubbling
corners and unused spaces of the Citadel architecture with excitement.
before eventually reaching the highest tower (and holiest “What took you so long to get here?”
location) in the Citadel: the Lampstand Chamber.
She has been expecting the Reapers and is excited to
Area 14: The Lampstand Chamber give them a tour of the Citadel, which has mysteriously
This room is 45 feet long and wide, with a central been prepared for them in advance. Sophia will waste
walkway of red carpet that is 7 feet wide. The ceiling is
domed at the center of the room, and the ceiling height
is 20 feet around the sides of the room, and 50 feet at
the center. Only two doors lead out of this chamber: one
down the Scala to the Library (Areas 11 and 13) and one to
the teleportation circle (Area 15).
Developments. When the player characters first arrive
in this chamber, they will receive a mission from the
“Pergamum” lampstand. They are free to return to this
chamber as often as they would like, but a new mission is
not assigned until the previous has been completed.
Area 15: The Teleportation Circle
This small room is unadorned, save for the
teleportation circle inscribed on the floor at its center.
This room functions as a way to summon (and send out)
Azrael and his “Reapers” when beginning and ending
their missions.

Meeting Sophia
Sophia is a Virtue, and the celestial
caretaker of the Citadel of the Glassy Sea.
Virtues are manifestations of a certain
type of virtue, and are innately linked to a
domain of divine magic that corresponds
to this virtue. Sophia’s “Virtue Type” has
been left open to interpretation, and you
can choose which type best suits your story
or characters. Like all Virtues, Sophia has a
whimsical and carefree personality that may
at first come across as childish. Since she has
a direct link to the wellspring of God’s divine
wisdom, she never feels a need to strategize,

97
no time in showing the characters to their individual The pillar engraved with the name “Pergamum”
bedrooms and giving them a tour of the Citadel. She will flares to life.
encourage the player characters to think of this Citadel
“The time is now, for death is upon you.
as their new base of operations
The Horsemen have been unleashed.
Where’s Azrael? The Beast has accomplished his goal.
At some point Sophia will remember to ask after Azrael, But take heart, and do not be afraid,
since she is not yet aware of what transpired at Unity There is still hope.
Memorial. Once she is informed of Azrael’s fate, she will
become visibly upset, and may even withdraw to the
Take your rest, and prepare yourselves well,
Courtyard Gardens (Area 7), for some time alone. Sophia
will not give up hope that Azrael might be returned, but
For your next task will not be easy,
she is clearly saddened and worried that the Reapers And this path you must now walk alone:
will have to carry on without him. Learning that the Defeat the Horsemen.
Horsemen have been released will also prompt Sophia Repair the Seals.
to suggest that the Reapers seek out help to prepare Restore the Scroll.
for their coming encounters. See “Seeking Wisdom” on Return here when the Scroll is complete.
page 100 to continue the adventure.
Sophia’s Sketchbook. Sophia is too shy to share
her drawings, but a character that succeeds on a DC What happens Now?
20 Persuasion check (or steals it), will find that the As the fire of Pergamum fades, instead of the
sketchbook is mostly filled with drawings of flowers from teleportation circle coming to life (as has happened
the gardens, but also includes some portraits of Azrael, in the past), the door to the Scala (Area 13) opens,
hinting that Azrael and Sophia may have known each beckoning the Reapers to return to the Citadel and to
other for some time. Sophia.
Azrael and Sophia Down Time
Learning some or all of this information may cause players to This marks the halfway point in the adventure, and
jump to the conclusion that Azrael and Sophia had a romantic is also the only place that “down time” is built into the
relationship. The true nature of their relationship has been narrative. The player characters should take a long
left somewhat ambiguous (and can be determined by the rest and begin making plans and preparations for their
GM); however, it is important to note that the relationships of
inevitable encounters with each of the Four Horsemen.
celestials are different from human relationships. What might
appear “romantic” to human eyes may have far more to do Give the player characters approximately three days of
with similarities in energy and purpose in the spiritual realm. down time before moving on with the story. It is up to
Azrael and Sophia are very different from one another, but the players to decide how to spend their time, but the
also strangely represent two sides of the same coin. While following options are advisable. When you are ready to
Azrael was the vigilant keeper of the domain of death, Sophia move on with the story, skip ahead to “The Horseman of
is the whimsical epitome of the joy of life. Where Azrael War” on page 101.
was analytical, Sophia is chaotic; while Azrael served as a Recuperating. Characters can use this time to remove
symbol that all things must end, Sophia reminded him that levels of exhaustion, or recover from a debilitating
things can also have new beginnings. Together, Azrael and
negative effect, such as a disease, a condition that
Sophia symbolize the natural order of life and death, and this
relationship is far more ancient and important than a simple prevents a character from regaining hit points, or a
romance. lingering injury.
Crafting. Player characters that have the ability to craft
a tool or item can use this time to do so. Characters that
Back to the Lampstands use a spellbook can also use this time to copy or prepare
The Lampstand Chamber will likely be the final stop spells.
on Sophia’s tour of the Citadel. After leading the player Exploring. Some characters might want to continue
characters up the long climb of the Scala (Area 13) to the exploring and adventuring in the Veil in the meantime, or
Chamber (Area 14), Sophia will wait outside, insisting: may wish to otherwise visit and observe certain events
from their backstory. Use the “Random Encounters”
“Only Reapers are permitted to enter into the table on page 92 to handle random exploring.
presence of the Lampstands.” Research. Characters may also wish to use the Archive
(Area 11c) to research the Horsemen before the upcoming
Upon entering the chamber, the player characters
encounters. Use the optional rules below in “Researching
will likely be shocked to find that the chamber of the
the Horsemen.”
lampstands is here in the Citadel. Upon entering into the
chamber (this time from the opposite direction), they Tracking the Horsemen
may also be surprised to see the next lampstand flare The Horsemen have the ability to travel throughout the
brighter and speak to them, in the same voice as always. Veil, and could be hiding in any place or time in human
history. If the players attempt to seek out the Horsemen

98
immediately or use the Book of Souls to isolate their 9 War War is most likely to be encountered in locations
location, read the following boxed text. in the Veil where bloody battles of human history
took place.
As you sift through the pages of the ancient tome,
10 Conquest Conquest is careful and calculated. She won’t
searching for the locations of the Horsemen, you reveal herself unless the odds are stacked in her
occasionally notice signs of their presence. First on favor.
this page, then that page, and sometimes on several 11 Famine Famine tends to target and attack locations of
pages at the same time. It seems that, at least for the abundance, prosperity, or wealth.
time being, it is impossible to pin down the location 12 Death Death has 5 Legendary Resistances
of a particular Horseman. 13 War War has 3 Legendary Resistances
However, you also get the sense that if a Horseman 14 Conquest Conquest has 3 Legendary Resistances
stays in one place for too long, their presence
15 Famine Famine has 3 Legendary Resistances
will become obvious, and your book will alert you
automatically. Until then, there does not seem to be 16 Death Death is Immune to Necrotic Damage

a way to proactively look for them, and the best thing 17 War War is immune to Thunder Damage
you can do, right now, is make sure that you and your 18 Conquest Conquest is immune to Force damage
companions are prepared for when they finally show 19 Famine Famine is Immune to Psychic damage
themselves.
20 Death Death’s combat strategy tends to lean on
summoning minions and uses massive area of
Researching the Horsemen effect abilities.
If a player character uses the Archive (Area 11c), or 21 War War is reckless and unpredictable. His strategy
another appropriate place to gather information, they will be to spread confusion and make sure the
can attempt to learn information about the Horsemen battlefield is constantly changing.
that could be useful in the encounters to come. 22 Conquest Conquest never fights alone. She is probably
Using the Research Table. The table below includes using her time to assemble an army, and will not
some hints and clues about each of the four horsemen. ride into battle until she has superior numbers.
For each day of down time spent researching the 23 Famine Famine is a spellcaster, and can use Legendary
Horsemen, a character has a chance to learn one piece of Actions to cast spells.
information about a Horseman. To make a research roll, 24 Death Death can cast Power Word Kill.
the character must first name one of the Four Horsemen:
25 War War thrives on violence. The more blood that
Conquest, War, Famine, or Death. They can then roll a is shed in his presence, the more powerful he
d20, adding their Intelligence (Investigation) modifier. On becomes.
a given roll, the character learns one piece of information
26 Conquest Conquest has deadly accuracy with her bow, and
about the Horseman named with a DC equal to or lower is most effective at long range.
than the number rolled. If a character has already learned
27 Famine Famine is Immune to spells of 3rd level or lower.
all information about the Horsemen that is equal to or
lower than the number rolled, then no new information is 28 Death Death’s attacks ignore resistance and immunity
to Necrotic damage.
learned during this session.
29 War War is a melee combatant, and is most effective
HORSEMEN RESEARCH TABLE at close range.
DC Horseman Discovery 30 Conquest Conquest is playing a game of chess, and her
power is in her ability to command her allies.
1 War The Horsemen are incarnations of primal ideas; Focus on taking her pawns off the board before
Their creature type is “Enigma.” you try to face her directly.
2 Conquest The Horsemen cannot be bargained with, and are 31 Famine Famine can summon minions if dealt damage
“Neutral” in alignment. from a spell.
3 Famine A Horseman cannot be separated from its mount 32 Death There are two things that will be useful in facing
against its will. Death: area of effect abilities to deal with minions,
4 Death Death has a particular hatred of creatures with and the revivify spell.
the “Undead” creature type.
5 War War has the most hit points of the Four Horsemen,
but also the lowest Challenge Rating. Avoiding “Metagaming”
A lot of the information in this table gives explicit information
6 Conquest Conquest is the most cautious and strategic of
from the stat blocks of the Horsemen. This information is
the Four Horsemen.
meant to reward a character that puts time into research, but
7 Famine Releasing the Horsemen was not random; the if either you or your players prefer to avoid “Metagaming”
Antichrist likely has a plan for each of them. (using knowledge of the stat block to strategize), then feel
8 Death Most of Death’s abilities deal Necrotic damage. free to use more ambiguous or mysterious language that still
gives the player hints about how to plan and prepare for the
coming encounters.

99
Seeking Wisdom the locations to fit the more ancient setting.
Meeting the King. The character that is attuned to
If a player character asks Sophia for advice or for help Timekeeper can use its second button to synchronize
in researching the Four Horsemen, she might reply: the timelines of the Veil and the Physical Realm,
“I was never really very good at solving puzzles; allowing a brief moment of conversation with Solomon.
Solomon is equipped with a Ring of Dark Glass, and can
that was always Azrael’s thing. But I can tell you this:
open a window to converse with the Reapers, just as
whenever Azrael wasn’t sure what to do next, there
Gethsemani was able to do. The Reapers meet King
was always one person he would go to for advice... Solomon, who is flanked by his body guard, Benaiah,
and have the opportunity to ask for his wisdom. There
...King Solomon.” have been prophecies of the Horsemen since the early
years of Israel, and so Solomon is no stranger to these
Sophia will suggest that the player characters use powerful beings.
Timekeeper and the Book of Souls to travel through Solomon’s Gifts. If this meeting goes well, and the
the Veil to ancient Jerusalem, around the year 950 player characters are respectful to King Solomon, he will
BCE. Sophia can travel with the players to help make assist them by offering three gifts to aid in their quest:
introductions, if they wish. 1. Ring of Solomon. Solomon will gift them the Ring of
King Solomon. Solomon was arguably the most Solomon, which magically vanishes from his hand,
prosperous and influential King of Israel during the appearing with the player characters in the Veil.
era of the united kingdoms. Solomon forged many 2. Boon of Research. Solomon will confer upon one
strong alliances and trade relationships, most notably character (the character who will take the lead in
with powerhouse nations like India, Sheba, and Egypt. making research checks) a boon, which grants a
Solomon was gifted with preternatural knowledge and +5 bonus to all rolls made on the “Researching the
wisdom from God, making him the wisest and most Horsemen” table on page 99.
intelligent ruler in the Bible. 3. Aid of an Elder. Solomon will offer the services of
Touring Jerusalem. The player characters will arrive his personal bodyguard, for one mission. Benaiah
in a Jerusalem unlike many of them will have known: a is now able to be recruited as an Elder, whenever
Jerusalem in its prime. The grand Temple has recently the Reapers are given the option to recruit an Elder,
finished construction, and every inch of the city conveys following the rules for “Recruiting an Elder” on
its status as one of the most powerful nations in the page 43.
world. If any of your players are playing a character from
ancient Israel, this could be a chance to let them take the
lead as the group explores the city. For a map of the city If a character receives Solomon’s Boon of
of Jerusalem, you can use the map and locations in The Research, make a note of this under “Boon” in the
player’s profile in “The Story Tracker” on page 248.
Adventurer’s Guide to the Bible, and simply revise some of

100
The Horseman of War How Does it Work?
The following pages feature 4 battle maps layered
When the player characters are sufficiently rested and
on top of one another. Each time the Horseman of War
you feel it is time to move the story forward, read the
uses his “Battlefield Shift” Legendary Action, he shifts
following boxed text to the player whose character is
himself and all player characters from one battlefield into
attuned to the Book of Souls.
another. The characters maintain their positions relative
Suddenly your book flies up to hover in front of to one another and their coordinates on the map, but
you, open to a page that shows multiple different otherwise find themselves in a completely new terrain
fates and relationships colliding in a massive (imagine the character token falling through the map
and landing in the exact same square on the map below).
disturbance. While these scribblings look like
Each map features different advantages, disadvantages,
nonsense to everyone else around you, your innate
hazards, and obstacles, but the ever-changing nature of
connection with the book makes this message clear: the encounter will make it difficult for characters to gain
the Horseman of War has emerged. a foothold. Each map also features unique lair actions
As you watch, an aura of violence seems to play and enemy NPCs called Warbound. The Warbound, the
out in the ink of the book’s pages, manifesting first lair actions, and the hazards are hostile to the player
in the year 1944 CE, then in 216 BCE, then in 2002 CE, characters as well as to the Horseman of War.
then in 1099 CE. Each time there is a disturbance, the
ink around it becomes twisted and jagged, indicating
Lair Actions
Lair actions occur on initiative count 20 of each round
a surge in violence. The movement appears random of combat. The specific action that occurs depends
at first, until you realize what is happening: the on the active battlefield, and is described on the page
Horseman is jumping in between major wars in opposite the battlefield that is currently in play.
human history.
His focus seems to be on 4 dates in particular, and
Warbound
The “Warbound” are manifestations of fear and rage,
you think that this may present an opportunity to spawned by the violent nature of the battlefield on the
intercept and defeat him. material plane. War’s “Aura of Violence” gives physical
form to these manifestations in the Veil. Although they
Preparing for the Encounter might seem human in appearance or in the weapons
The combat with War has a Challenge Rating of 21, they wield, the Warbound are not human but rather
and the Reapers can no longer rely on the assistance of dark reflections of the violence that manifested them.
Azrael in combat. If there are 5 or more player characters A Warbound may look like a human from the battlefield
in your group, they should be able to handle this that created it, but it has no soul, no conscience, and no
encounter on their own. If there are 4 or fewer players, intellect. As such, a Warbound will lash out and attack
then allow them to recruit one Elder for this encounter, ANY creature within its range, including the Horseman
using the rules for “Recruiting an Elder” on page 43. who spawned them. Each battlefield spawns 4 Warbound
that are unique to that battlefield. The Warbound may
Arriving at the Battlefield move and take actions during the “Lair Action” phase.
The Reapers must choose between the four dates
There are 16 Warbound in total (4 for each battlefield),
that War seems to be frequenting. When they first
but only the 4 associated with the active battlefield may
arrive, allow them to explore their surroundings a bit
move and take actions during the “lair action” phase.
before beginning combat. Make sure to use descriptive
language and give them a good sense of the flavor
of the battlefield. This combat will be confusing and
disorienting, so making sure that the players have a good
Combat Tips
War’s Tactics. War is reckless and chaotic. Don’t worry
sense of the different battlefields is important before about coming up with a complex strategy, or plan out your
beginning. Read over “Running the Combat” below moves in advance. The best way to approach this combat is
before beginning, so that you can adequately make simply to have fun with it. It is likely that War will take damage
preparations for the encounter. from his own Lair Actions, and this is fine. His Challenge Rating
is calculated with the assumption that this chaos will hurt him
Running the Combat as much as it hurts the players.
Using the Warbound. Don’t think of the “Warbound” as your
The combat encounter with the Horseman of War
allies in this combat, since they are as likely to attack you as
will feature a constantly-changing environment. There they are to attack the players. Instead, use them as a free and
are four different battlefields in total, each featuring easy way to fuel War’s “Violent Regeneration” feature. If no
different terrains, hazards, and obstacles. War can player characters are nearby, just attack a nearby Warbound
spend 3 Legendary Actions to swap out battlefields at to regain some free Hit Points!
any time, thus constantly changing the terrain to keep Using a Battle Map. If you plan to run this combat using a
things confusing and make sure the terrain shifts to his battle map and miniatures, consider preparing 4 maps in
advantage. advance, and using a labeled grid to track token positions
when shifting battlefields.

101
Map 1: Summer 1944 CE
Under different circumstances, this beach may
have been quite beautiful. However, the picturesque
Lair Actions
scene is ruined by the horror of the battlefield here. When the combat first shifts to this battlefield, 4
Warbound Riflemen (see stat block below) appear
Landing ships continue to deposit soldiers in the
in the spaces marked by an orange “X.” On initiative
shallow waters of this beach, yet most never reach count 20 of each round, two of them will use their turn
the shore. Gunfire and explosions fill the air, mixed (movement and dash) to attempt to reach the machine
with the cries of the wounded and dying on the gun nests. The other two will use their actions to attack
bloodstained beach. the creatures closest to them.

Where are we?


This combat map is based on the Normandy landings in the
Summer of 1944, during World War 2. American, British, and
Canadian forces landed on the beaches in France attempting
to invade the German-controlled territory. If you would like
to do more research before running this encounter, look up
“Operation Overlord.”
Content Sensitivity. Some players may be very interested
in the historical influences of this battle. On the other hand,
some players may prefer not to think about real-world politics,
discrimination, and injustice in their role-playing games, and
some may even have relatives that fought and died in these
conflicts (which would be important to know before diving
into the encounter). It is important to make sure that you are
running encounters that are fun for your players. If you prefer
to avoid talking about real-world violence in your game, you
can change the environment of your encounter to better suit
your table, or simply skip this battlefield altogether.

Battlefield Locations
A1. The Shallows
The water here is 3 feet deep with light waves. The
shallows are considered Difficult Terrain.
A2. The Beach
The beach is filled with iron barricades and razor wire,
and there are even some landmines buried on the beach
here. The Landmines (marked with a “T” on the map)
explode in a 10-foot-radius sphere if a creature comes
within 5 feet of them. Any creatures in this sphere must
make a DC 15 Dexterity saving throw, taking 23 (5d8)
piercing damage on a failed saving, or half as much on
a success. Any squares that contain barricades or razor
wire are treated as Difficult Terrain. Warbound Rifleman
Medium Enigma, Chaotic Evil
A3. The Escarpment Armor Class: 12
A long, steep, rocky slope extends up from the beach Hit Points: 27 (6d8)
to the upper plateau. The escarpment is considered Speed: 30 ft.
difficult terrain.
STR DEX CON INT WIS CHA
A4. Machine Gun Nest
Two machine gun nests are positioned overlooking the 10 (+0) 15 (+2) 10 (+0) 0 (--) 14 (+2) 7 (-2)
beach below. Each machine gun is a Medium object with
an AC of 15, 25 hit points, and immunity to poison and Senses: passive perception 12
Challenge: 1 (200 XP) Proficiency: +2
psychic damage. A creature that climbs into one of the
nests can use an action to spray a 15-foot-cube within Actions
240 feet with shots. Each creature in this cube must Multiattack: The Warbound makes 2 attacks.
make a DC 15 Dexterity saving throw, taking 13 (2d12) Rifle: Ranged Weapon Attack: +4 to hit, range 50/240 ft., one
piercing damage on a failed saving, or half as much on a target. Hit: 11 (2d8 + 2) piercing damage.
success.

102
103
Map 2: Autumn 216 BCE
The sound of trumpets signals a charge as two
massive armies face off in this grassy field. To the
south, legions of Roman soldiers march forward in
formation, while to the north, the Carthaginian army
descends upon them, the charge led by armored
combat elephants.

Where are we?


This combat map is based on the Battle of Cannae, in which
70,000 Roman soldiers were slaughtered by the superior
tactics of Carthage, making it one of the bloodiest battles of
human history. If you would like to do more research before
running this encounter, look up “Battle of Cannae.”
Content Sensitivity. Some players may be very interested
in the historical influences of this battle. On the other hand,
some players may prefer not to think about real-world politics,
discrimination, and injustice in their role-playing games. It
is important to make sure that you are running encounters
that are fun for your players. If you prefer to avoid talking
about real-world violence in your game, you can change the
environment of your encounter to better suit your table, or
simply skip this battlefield altogether.

Battlefield Locations
B1. Ruined Fort
A ruined structure here provides three-quarters cover
(+5 bonus to AC) to creatures inside.
B2. Dirt path
This wide dirt path was originally designed to be a
supply route for the Roman army, before Carthage
arrived and cut off these supplies.
B3. The Grassy Field
The grassy field is open and flat, with ranks of infantry
marching into combat from either side.

Lair Actions
When the combat first shifts to this battlefield, 4
Warbound Centurions (see stat block below) appear in
Warbound Centurion
Medium Enigma, Chaotic Evil
the spaces marked by an orange “X.” On initiative count
20 of each round, they will use their actions to attack the Armor Class: 18 (heavy armor and shield)
creatures closest to them. Hit Points: 33 (6d8+6)
Speed: 30 ft.
Elephant Charge. On initiative count 20 of each round,
reality flickers and cracks, and for a brief moment, the
STR DEX CON INT WIS CHA
trampling charge of Carthaginian elephants stampedes
into the Veil! Each creature standing on the Dirt Path 15 (+2) 10 (+0) 12 (+1) 0 (--) 14 (+2) 7 (-2)
(Area B2) must succeed on a DC 16 Strength saving throw
or take 22 (4d10) bludgeoning damage and be knocked Senses: passive perception 12
Challenge: 2 (450 XP) Proficiency: +2
prone.
Archers’ Arrows. On initiative count 20 of each round, Actions
reality flickers and cracks, and several arrows from Multiattack: The Warbound makes 2 attacks.
Carthaginian archers magically enter the Veil! Each Gladius: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
creature in the Grassy Field (Area B3) must make a DC 14 Hit: 6 (1d6 + 2) slashing damage.
Dexterity saving throw, taking 18 (4d8) piercing damage
Pilum: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one
on a failed saving throw, or half as much on a success. target. Hit: 7 (1d8 + 2) piercing damage.

104
105
Map 3: Winter 2002 CE
You find yourself in a mazework of streets and devices (IEDs). An IED is triggered if creature comes
alleyways in a city of modern design. The thumping within 5 feet of the trapped car. An IED explodes in a
of helicopter blades and discordant gunfire from 15-foot-radius sphere. Each creature within this radius
automatic weapons echo distantly in the cold must succeed on a DC 16 Dexterity saving throw, taking
night air as you try to get your bearings. You have 28 (8d6) piercing damage on a failed saving throw, or half
as much on a success.
lost track of both the Horseman and your friends in
this cityscape, and the shadowy outlines of souls
in the Physical Realm scurry back and forth on the
Lair Actions
When the combat first shifts to
street, although it is not immediately clear if they are
this battlefield, 4 Warbound
combatants, civilians, or a mix of both. Commandos (see stat block
below) appear in the spaces
marked by an orange “X.” On
Where are we? initiative count 20 of each
This combat map is not based on a specific incident or
battle, but generally symbolizes the state of modern warfare. round, two of them will use their
In contrast to the other three maps, in which opposing forces turn (movement and dash) to
line up on opposite sides of the battle field, here in this city attempt to reach the Tanks
battle has become claustrophobic and confusing. Attacks (Area C1). The other two
can come from any direction, and there are innocent civilians will stalk the alleyways or
caught in the crossfire as well as enemy soldiers. If you would climb onto rooftops to
like to do more research before running this encounter, look up
make ranged attacks at
“War in Afghanistan” as one example of how modern warfare
the creatures nearest
has become complex.
Content Sensitivity. Some players may be very interested to them.
in the historical influences of this battle. On the other hand,
some players may prefer not to think about real-world politics,
discrimination, and injustice in their role-playing games, and
some may even have loved ones that fought and died in these
conflicts (which would be important to know before diving
into the encounter). It is important to make sure that you are
running encounters that are fun for your players. If you prefer
to avoid talking about real-world violence in your game, you
can change the environment of your encounter to better suit
your table, or simply skip this battlefield altogether.

Battlefield Locations
Light. This battlefield is Dimly Lit by dull streetlamps.
C1. Tank Barricades
Two tanks are parked in the road here, blocking traffic
and acting as a barricade. Each tank is a Huge Object
with an AC of 20, 150 hit points, and immunity to poison
and psychic damage. A creature that climbs inside the
Warbound Commando
Medium Enigma, Chaotic Evil
turret of the tank can use its action to make one attack
with the main gun. Armor Class: 16 (Combat armor)
Main Gun: Ranged Weapon Attack: +6 to hit, range 300 Hit Points: 39 (6d8 + 12)
Speed: 30 ft.
ft., one target. Hit: 33 (6d10) bludgeoning damage plus
14 (4d6) fire damage.
STR DEX CON INT WIS CHA
C2. Alleyways 12 (+1) 15 (+3) 14 (+2) 0 (--) 14 (+2) 7 (-2)
10-foot-wide alleyways create a claustrophobic
mazework throughout the city. All rooftops are 30 feet Senses: passive perception 12
high in this section of the city. Challenge: 2 (450 XP) Proficiency: +2

C3. Street Actions


Two streets intersect at the center of the map, and are Burst Fire: The Warbound sprays a 10-foot-cube within 50
filled with the hazy outlines of the souls of frightened feet with shots from its automatic rifle. Each creature in this
area must make a DC 13 Dexterity saving throw, taking 12 (2d8
civilians running for cover. Several abandoned cars litter
+ 3) piercing damage on a failed save or half as much on a
the streets here. Two of these abandoned cars (marked success.
with a “T”) have been rigged with improvised explosive

106
107
Map 4: Summer 1099 CE
A massive stone wall separates two armies here.
Outside the wall, the heavily armored European
knights lay siege to the city. Inside the wall, a
community of Jews and Muslims prepare to defend
the city against the overwhelming odds gathering at
their gates. It takes you a moment to realize that you
recognize these walls; this is Jerusalem.

Where are we?


This combat map is based on a brutal battle during the
Crusades. Both sides of this conflict viewed it as a “Holy War,”
which led to widespread violence, discrimination, and political
corruption throughout Europe and the middle east. If you
would like to do more research before running this encounter,
look up “Siege of Jerusalem.”
Content Sensitivity. Some players may be very interested
in the historical influences of this battle. On the other hand,
some players may prefer not to think about real-world politics,
discrimination, and injustice in their role-playing games. The
violence of the Crusades can be an upsetting topic, and it
is important to make sure that you are running encounters
that are fun for your players. If you prefer to avoid talking
about real-world violence in your game, you can change the
environment of your encounter to better suit your table, or
simply skip this battlefield altogether.

Battlefield Locations
D1. Jerusalem
The cobblestone square inside the city walls is lined
with houses. The souls of frightened families huddle
together inside this houses, preparing for the violence to
come.
D2. City Wall
The walls around the city of Jerusalem are 40 feet
tall, and 10 feet wide. Staircases inside the city provide
access up and down from the battlements. A creature on
the top of the walls has half cover (+2 bonus to AC). The Warbound Crusader
main gate is flanked by a gatehouse and tower on either Medium Enigma, Chaotic Evil
side. A creature inside the gatehouse can use its action Armor Class: 18 (full plate)
to open or close the main gate. Hit Points: 52 (8d8 + 16)
Speed: 30 ft.
D3. Gehenna
The valley outside of the city walls is overcrowded with STR DEX CON INT WIS CHA
knights in full armor, preparing to invade the city. Among
15 (+2) 9 (-1) 14 (+2) 0 (--) 14 (+2) 7 (-2)
these knights are members of the Templars. Although
the Templars were created to be the defenders of the Senses: passive perception 12
innocent, many of these knights were later deceived by Challenge: 3 (700 XP) Proficiency: +2
the notion that God desired a “Holy War.” Features
Lair Actions Aggressive: As a bonus action, the Warbound can move up to
its speed toward an enemy it can see or hear.
When the combat first shifts to this battlefield, 4 Actions
Warbound Crusaders (see stat block below) appear in
the spaces marked by an orange “X.” On initiative count Multiattack: The Warbound makes 2 attacks.
20 of each round, they will attack the creatures closest to Greatsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one
them. target. Hit: 9 (2d6 + 2) slashing damage.

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109
Defeating War Unpacking the Encounter
When the Horseman of War is reduced to 0 hit points, The encounter with War is designed to take players on a tour
read the boxed text below. through the history of human warfare. The environments are
designed to showcase the worst aspects of violence, so that
As the Horseman of War falls to the ground, the evolving horrors of war are on full display. It is vital to check
defeated, his armor begins to dent inward as though in with your players before running this encounter, to ensure
that they will be comfortable with the content; however, it
his form is imploding. With a final burst of light and could also be a good idea to take the emotional temperature
the sound of rolling thunder in the distance, the after the encounter is over.
Horseman disintegrates, leaving behind only his Conversation Starters. If you ever lead conversations
massive greatsword, which continues to thrum with to “unpack” a session, feel free to pose these questions as
conversation starters after the combat with War is concluded.
power as it lies on the ground.
1. What did you notice about the way war has changed
As you watch, a mote of dull, red light streaks from throughout history? How has it stayed the same?
the Sword of War into the Scroll of Seven Seals. One 2. Do you think your character’s viewpoint of war has
of the seven seals magically reseals itself as the changed, now that they have seen the spiritual side of
essence of the Horseman of War is once again bound warfare in the Veil?
3. Now that you have faced the Horseman of War, how
by the magic of the Scroll. have your expectations changed going into future
encounters with the Horsemen?
Resolution and Reward 4. (For Templar Paladins) How do you think your character
The Horseman’s essence is returned to the Scroll of felt seeing that their order was corrupted and deceived
the Seven Seals, which is now one seal closer to being into killing innocent civilians in the name of God?
restored, and the mission one step closer to being 5. (For Commandos) How do you think your character felt
complete. The Horseman of War has also left behind being briefly back in a setting of modern warfare?
the Sword of War, which can be claimed by any player
character that would make use of it. If none of the player
characters would make use of the sword, you might allow Return to the Citadel
them to exchange the Sword of War for one item with After defeating and binding the Horseman of War, the
a rarity of Legendary or less, when they return to the Reapers should return to the Citadel of the Glassy Sea
Citadel of the Glassy Sea in “Area 12: The Treasury” on for a Long Rest and to continue their search for the rest
page 96. of the Horsemen. If the Reapers recruited an Elder for
this encounter, the Elder returns to Heaven at the end of
Level Up this encounter, and can no longer be chosen for future
The surviving members of the Reapers should advance to missions.
level 16 before continuing the adventure in Chapter 7.

110
“Now the seven angels who had the seven
trumpets made ready to blow them.”
-Revelation 8:6

Chapter 7: The Seven Trumpets


Back at the Citadel To Arms!
The Reapers have now returned to the Citadel and Sophia does not know what is happening, but she can
taken a long rest. They can spend the next day preparing alert the player characters that something is wrong.
or researching the Horsemen further in the library
archive. Sophia might even take this opportunity to lead “That’s a Celestial war trumpet... I haven’t heard
some of the characters out into the Courtyard to show that sound since... since Lucifer...”
them the different plants that are growing here, and
explain that the plants in the Citadel were planted with Before Sophia has time to explain, there is a sound like
seeds taken from the Garden of Eden itself. The Reapers the crashing of thunder, and Michael the Archangel
should be at level 16 before beginning Chapter 7. When appears standing in the Citadel with the party.
you are ready to begin, read the boxed text below.
“They are invading the Physical Realm,” Michael
A low rumble in the distance slowly rises in volume. begins without preamble or introduction.
One by one, you each pause your conversations and “Somehow they have opened portals all across the
halt your activities to listen. You soon recognize Veil and their forces are pouring into the Material
the sound as a distant but enormous trumpet Plane. The Archangels have launched a counterattack,
reverberating through the heavens. After a moment, but their numbers are massive; Uriel estimates their
the trumpet blast subsides and there is a moment of cavalry alone to be over two hundred million.”
silence. Then another trumpet blast sounds, starting Michael gestures to Sophia, “Lock down the Citadel
as a low rumble and slowly rising in pitch and volume and summon the Chalkydri.”
as the resonant sound waves wash over the Glassy Then he looks at your group, “The Archangels are
Sea outside. You hold your breath as you listen and stretched thin, we need to mobilize the Reapers.”
count. Seven... Seven blasts in total echo across the
cosmos.
Michael is likely already aware that Azrael has become

111
The Plague Bringers
The Reapers will enter the portal to find themselves
in the Veil on the outskirts of a city on the bank of the
Euphrates river. In terms of Earth’s timeline, this appears
to be within a year following Jeremiah Resh’s death and
the release of the Horsemen at Unity Memorial.

You arrive in the Veil, on the outskirts of a small


but densely populated human city. However, there
is something here you have never seen before. A
series of 10-foot-radius portals are standing open,
providing unobstructed travel in between the Veil
and the Physical Realm!
You arrive just in time to witness a demonic cavalry
charge through the open portals and descend on
the human settlement in the Physical Realm. The
riders are cloaked and hooded, and a dull red glow
emanates from beneath their dark blue breastplates.
the Horseman of Death, but is calling the remaining
The riders are intimidating, but their horses are the
members of the Reapers to action. He can explain
further, if need be, that the demonic forces of evil have
stuff of nightmares; long distended jaws filled with
somehow breached the barrier between the Veil and the jagged teeth make them appear more like demonic
Physical Realm, and that hordes of Plague Bringers are lions than horses, and their tails are replaced by long
pouring through into the Material Plane. wriggling, fanged serpents.
As the common people flee before the charging
This is Weird cavalry, a few brave men and women stand their
Emphasize to your players that this is an unprecedented
event. Demons are known to try and corrupt or possess
ground, prepared to give their lives so that their loved
humans and occasionally even to cross over into the Physical ones have more time to escape.
Realm to manipulate people, but demons have NEVER
attempted a mass invasion of Earth using military force. Make If Gethsemani has not been killed earlier in the
sure that the players understand how significant this event is, story, then the Reapers will notice that she is among
but leave an air of mystery about why this is happening.
the humans that are attempting to hold off the
Is This in the Bible? This encounter is based loosely on the
events of the Seven Trumpets in Chapter 8, and specifically on attack. This Gethsemani appears different than their
the release of the Chained Devourers and Plague Bringers previous encounter with her, as she is now armed for
in Revelation 9:14-21. combat and seems to have been surviving the events
of the apocalypse for some months since the death
Michael will give one last, brief instruction before of Jeremiah Resh. She now uses the Gethsemani
teleporting away. (Apocalypse) stat block on the next page.

“Their incursions are quick and violent, and they Running the Combat
There is no battle map for this encounter. The Reapers
seem to be focusing their attacks on locations with
arrive to see a horde of 10 Plague Bringers riding at full
high populations and low defenses to maximize speed toward the edge of the city. The city is 200 feet
human casualties...” away, across an open beach on the bank of the Euphrates
Michael looks enraged as he continues, “in other river, and the Plague Bringers have already covered half
words, they are targeting communities that are poor of this distance.
and vulnerable. Another wave of cavalry is incoming; The Plague Bringers will charge across this open beach
we don’t need to defeat them, we just need to hold and attempt to invade the city. Once they travel this 200-
off the attacks long enough for the communities to foot distance, the city is protected by Gethsemani and 4
retreat.” Commoners (SRD).
Michael waves his hand and opens a portal in The Reapers have the advantage of surprise (and
attacking from behind) during this combat, but even so, it
space. “Sophia will secure the Citadel; the other
is unlikely that they can prevent all of the Plague Bringers
Archangels and I are already warding off attacks in from reaching the city and attacking Gethsemani.
major cities around the world. I need the Reapers to Ultimately, the Reapers will win this encounter, but it
cover this village in the Euphrates river valley.” is highly unlikely that Gethsemani (a mere mortal) will
Michael gestures into the open portal and then survive it as well. Refer to “Gethsemani’s Death” on the
teleports away, leaving a portal open in front of you. next page for more on how to handle this event.

112
Lair Actions
This combat is set in the Physical Realm after the
Seven Seals have been opened (Rev. 6) and the Seven
Trumpets have been blown (Rev. 8). As such, the Physical
Realm is reeling from the apocalyptic events of the past
several months, and these effects are reflected in the
Lair Actions that accompany this encounter. These Lair
actions are a result of the movements of the natural
world; the Plague Bringers have no control over them and
have no immunity to these effects.
Lair Actions. On initiative count 20 (losing initiative
ties), the apocalypse causes a lair action to take effect;
the same effect cannot be used two turns in a row. These
effects have an unlimited range.
• Hail rains down from the sky, erupting into flame
as it strikes the Earth. Each creature must make
a DC 14 Dexterity saving throw, taking 7 (2d6)
bludgeoning damage plus 4 (1d6) fire damage on a
failed saving throw, or half as much on a success.
• A mountain range in the distance collapses into the
Euphrates river, causing a massive wave to wash
across the beach. As the wave emanates from
the collapsed mountain, the water turns to blood.
Each creature on the beach of the Euphrates must
succeed on a DC 16 Strength saving throw or be
Gethsemani (Apocalypse)
Medium Celestial, Neutral Good
pushed 20 feet away from the river and knocked
Armor Class: 18 (Tactical Armor)
prone. A creature that succeeds on the saving throw
Hit Points: 59 (9d10 + 9)
is not knocked prone and is not pushed. Speed: 30 ft.
• A great eagle (Sunwing stats, AGttB) appears in
the sky and cries out, in a human voice, “Woe, woe, STR DEX CON INT WIS CHA
woe, to the inhabitants of the Earth!” Each creature
within 500 feet of the eagle must succeed on a DC 17 (+3) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 14 (+2)
16 Wisdom saving throw or become frightened for 1
Skills: Deception +6, Perception +7, Survival +7,
minute. A frightened creature can repeat the saving Senses: Passive perception 17
throw at the end of each of its turns, ending the Languages: Common, Hebrew, Celestial
effect on itself with a success. Challenge: 4 (1,100 XP) Proficiency: +4
• The sun and moon are blotted out, plunging the Features
world into Total Darkness.
Innate Spellcasting: Gethsemani can cast the following
• The form of a gargantuan monster rises up from
spells, requiring no material components, and using Charisma
the Earth, hundreds of miles in the distance. Its
as her spellcasting ability (DC 14, +6 to hit).
silhouetted form is clearly many times larger than At Will: Sacred Flame
the mountains around it, and as it walks, massive 1/Day: Detect Evil and Good
chains drag the ground behind it, each link as
Never Again: If an ally within 5 feet is targeted by an attack
large as a building. (This lair action has no effect, but roll, Gethsemani can use her reaction to become the target
foreshadows the arrival of the Chained Devourer) instead. If the attack misses her, she can then make one
weapon attack for free against the creature that made the
Gethsemani’s Death attack.
Gethsemani is outmatched and will be slain by the
Plague Bringers during this encounter. This should be the Actions
end of Gethsemani’s story, and she will be happy to die Multiattack: Gethsemani makes two Shotgun attacks.
defending the innocent people in this city. At this point, Shotgun: Ranged Weapon Attack: +7 to hit, range 30/90
the Reapers will have countless ways of reviving a slain ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the
companion, but this actually is not what Gethsemani target is a Large or smaller creature, it must succeed on a
would want. Once combat is over, try to use this as DC 15 Strength saving throw or be pushed 10 feet away from
an opportunity to initiate a discussion between the Gethsemani and knocked prone.
characters about the nature of death and the concept Fragmentation Grenade: Gethsemani throws a grenade
that death is not “bad” or something to be feared or to a point she can see within 60 feet, where it explodes in a
run from. There are a couple of ways to initiate this 20-foot-radius sphere. Each creature in this area must make
conversation, but here are some examples: a DC 15 Dexterity saving throw, taking 23 (5d8) fire damage
• Death Scene. Give Gethsemani a death scene. This on a failed saving throw, or half as much on a success.

113
“A third of humankind was killed, by
the fire and smoke and sulfur coming
from the mouths of the horses.”
-Revelation 9:18

114
requires a group of players who enjoy roleplay and
won’t become too focused on mechanics. In this
The Real Battle Begins
death scene, Gethsemani can share some final After resolving the combat encounter and
goodbyes or advice with the characters. This allows Gethsemani’s death scene, read the boxed text on the
Gethsemani herself to explain that she has lived her next page to the player whose character is attuned to the
life for a purpose, and now that this purpose has Book of Souls.
been fulfilled she is ready to be reunited with Ari.
Gethsemani should emphasize that she does not fear Now that you have a moment to think, you realize
death and is eager for eternal life. that something has been bothering you about this
• Book of Souls. The character that is attuned to the invasion. Hordes of demons attacking defenseless
Book of Souls will notice that the book has magically humans doesn’t make any sense; there’s no strategy
opened to a page showing Gethsemani’s destiny. or reason to do it, unless...
Although the destiny of each soul is constantly You suddenly remember something that Michael
evolving over time, the character notices that said, about how the Archangels are being stretched
Gethsemani’s choices have led her to this fate, and thin.
that she has embraced this moment as “her time” to
Is it possible that these attacks are a distraction,
finally die.
• Player Character Intervention. This option also and that the real attack is happening somewhere
requires a player that is a talented role-player. If one else, while the Archangels are scattered?
of the player characters has a backstory or Eternal Just as this thought comes into your head, the Book
Trait that involves a regret of not having died a “good of Souls opens to reveal the fold-out page indicating
death” or having failed to stand up for beliefs, you the Citadel of the Glassy Sea. To your horror, the
can prompt this player to recognize that Gethsemani scrawlings in the book reveal that an army of demons,
has achieved something that their character never led by the Horseman of Conquest, has breached the
could; she died for what she believed in and wouldn’t Heavenly Realm, and is marching toward the Citadel.
have it any other way. Allow this player to intervene
on Gethsemani’s behalf and take the lead in a
conversation about embracing death, rather than
fearing it.
Of course, if the player characters are insistent on
reviving her, do not stop them. But at least allow this
moment as a place to start the conversation. If a player
character shows growth during this conversation, you
can even allow them to change or remove an Eternal Trait
from their profile in “The Story Tracker” on page 248.

A New Elder
If Gethsemani finally dies during this (or a previous)
encounter, she becomes unlocked as an option to be
recruited for future missions as an Elder. Her new stat block is
Gethsemani on page 236.

115
Return to the Citadel for. Some characters might wish to use this time to take
The Reapers can instantly return to the Citadel using a Long Rest (and prepare different spells) while other
the third button on Timekeeper, which can magically characters might use this time to fortify their defenses:
teleport them either to the rowboat in which they first barricading doorways and setting traps.
arrived, or else to the teleportation circle (Area 15) in the Aid From the Elders. At some point during this period
Citadel of the Glassy Sea. Sophia will allow the Reapers of preparation, a portal opens, revealing that the Elders
to enter, but she has also locked all exterior doors to the can send aid. The player characters can recruit one Elder
Citadel for safety. Additionally, there are now 2 Chalkydri to aid in the defense of the Citadel of the Glassy Sea.
Dawnbringers flying in slow, fluid circles through the
airspace around the Citadel. Once the Reapers have Recruit an Elder
arrived, read the boxed text below. The players may recruit one (1) Elder to accompany them in
the defense of the Citadel.
Only moments after you arrive you start to hear
the sounds of clanking armor and cackling laughter in Initiating Combat Early. If the player characters
launch an attack or show any other signs of aggression,
the distance. Peering out of the arrowslits, you catch
Conquest will simply launch her invasion early.
a glimpse of the invading army. Hundreds of demonic
creatures march out of the mist, apparently walking Battle for the Citadel
on the surface of the Glassy Sea, and at the front of
The Battle for the Citadel of the Glassy Sea will begin
this army, her posture as poised and emotionless at dawn following the Reapers’ return. Conquest is well
as the first time you met her, is the Horseman of aware that she is facing significant defenses in the
Conquest. Citadel, and thus will send her troops in waves. Each
wave is designed to breach another layer of the Citadel’s
Preparing for Battle defenses, with her ultimate goal being to reach the
The army will draw to a halt as they come within 120 Chamber of the Lampstands in Area 14. The exterior
feet of the Citadel and wait for orders from Conquest. walls of the Lampstand Chamber are warded to prevent
Conquest will stride forward several steps before entry from the ethereal plane. Thus, the only way to
speaking loudly and confidently, her voice echoing reach the final chamber is by climbing the Scala (Area 13),
clearly throughout every room of the Citadel. and entering through the doors. For example, a Plague
Bringer cannot simply use its “Phase Walk” ability to
“Occupants of the Citadel of the Glassy Sea. You enter the chamber.
are outnumbered and your allies are scattered. You Conquest’s Strategy. Conquest is not looking for
can willingly allow my companions access to your a quick and easy solution. Her plan is to break down
lampstands, or you can die pointlessly and we will the Citadel’s defenses one at a time. When he opened
take them anyway. You have until dawn.” the Scroll and broke the Seven Seals, Jeremiah Resh
commanded Conquest to use her talents to seize control
of the Lampstand Chamber and turn it over to the
Conquest’s ultimatum gives the players two key pieces
demons. She is working with the demonic forces because
of information. First, the demons’ goal is to reach the
she has been commanded to by the power of the Scroll,
Lampstand Chamber (Area 14). Second, Conquest is
but she holds no love for the demons personally, and is
planning to wait until dawn to launch the attack. This
therefore willing to sacrifice wave after wave of demons,
means essentially that the player characters have time
so long as she accomplishes her goal.
(about 12 hours) to prepare and know what to prepare

116
directly for the front gate and attack the Citadel head-
Combat Tips on. The second team will ride toward the ramparts
Treat each “wave” as a separate encounter, and wait until
an encounter is fully resolved before beginning a new wave. surrounding the Courtyard and use their “Phase Walk”
You can even temporarily exit combat between waves if ability to breach the ramparts of the Courtyard, gaining
you wish. Taking a break between encounters gives player access to the gardens inside (Area 7). From there they
characters extra time to heal and prepare for a new wave, but will attempt to breach the doors into the Bedroom
it also means that they will lose limited-duration spells like Corridor (Area 8) or Promenade (Area 5). Any Plague
beacon of hope or bless. As such, a pause during combat has Bringers that survive the initial attack will reunite in the
both advantages and disadvantages. Promenade and ride together to attack the library.
Combat General Features. Use the map and Wave 4
information for the “Citadel of the Glassy Sea” on page At this point, Conquest will assume that the Reapers
94 for running this combat. Conquest and her army have been pushed to fall back into defensive positions
have assembled in Area 1, about 120 feet from the deeper in the Citadel, and will order her advance guard
Citadel. to start sweeping the front of the Citadel looking for any
remaining traps and to engage any hostiles that have not
Wave 1 retreated to the library.
When the battle begins, Conquest first orders a charge The advance guard consists of:
from the following creatures: • 1 Infernal Warlord
• 2 “Hellfire Dragons” (Adult Red Dragons, SRD) • 1 Infernal Priest
• 2 Infernal Dreadnaughts • 2 Infernal Warmages
The 2 dragons will engage with the 2 Chalkydri The advance guard will split up and explore the halls
Dawnbringers midair in a fight to the death, while the 2 of the Citadel looking for traps or barricades to clear out
Dreadnaughts charge straight for the front gate. before Conquest enters. They will explore the Citadel
Cheat Sheet independently at first (which will provide the Reapers
Assuming average dice rolls, you can use the following an opportunity to pick them off one at a time, if they do
information to speed up play at the table and reduce the so quietly), and then join up once they are satisfied that
headache of doing math in real time. the path is clear up to a point. They will assemble at the
Dragons. The fight between the dragons and chalkydri will door of whatever room the Reapers have retreated to and
end with both chalkydri being killed during the second round blast the door open, attempting to blaze a path further
of combat. One of the dragons will be killed, and the other will into the Citadel.
survive with 42 hit points remaining, and will regain its breath
weapon during its turn in round 3. Wave 5
Dreadnaughts. The two dreadnaughts will charge straight Satisfied that the Citadel defenses are cleared and the
for the front gate and attempt to knock it down. Each Reapers are weakened, Conquest resolves to finish the
dreadnaught can deal 46 points of damage per round (doubled job herself and rides alone into the Citadel.
to 92 because of “Siege Monster”) to the door, which will
• 1 Horseman of Conquest
easily be destroyed in the first round that they attack it.
Resolving the Encounter
Unless the player characters are significantly more The Reapers are outnumbered, but they have the
prepared than Conquest anticipated, the first wave will tremendous advantage of being prepared and defending
end with both Chalkydri Dawnbringers dead, and the a location with which they are familiar. If the players make
front gate destroyed, which leads into the second wave. smart choices, they should have no problem succeeding
Wave 2 in this encounter.
Assuming that the front gate has now been breached,
Conquest orders an attack from a raiding party of:
With this final blow, the Horseman of Conquest
• 12 Infernal Legionaries smiles and whispers, “I underestimated you.”
• 1 Infernal Warlord A mote of sparkling gold energy streaks into the
This raiding party attacks aggressively and confidently, Scroll of Seven Seals as the essence of Conquest is
but Conquest does not intend for them to succeed. Her once again bound by its magic, leaving behind only
main reason for send this raiding party is to trigger any her bow, which hovers in the space she was defeated.
traps that the Reapers may have prepared, and to drain
the characters’ resources before the real battle begins. The Horseman of Conquest has left behind her Bow of
Conquest, which can be claimed by any player character
Wave 3 that would make use of it, or exchanged (at the discretion
Once the sound of combat subsides, Conquest orders
of the GM) for one item with a rarity of Legendary or less
the attack on the Citadel to begin in earnest. She signals
in the Treasury (page 96).
to her cavalry to advance:
• 14 Plague Bringers
The cavalry of Plague Bringers will separate into two Level Up
The surviving members of the Reapers should advance to
teams of 7. The first team of 7 Plague Bringers will ride
level 17 before continuing the adventure in Chapter 8.

117
“But the earth came to the help of the Woman.”
-Revelation 12:16

Chapter 8: Wrath and Famine


9th Level Spells Called Home
Now that the player characters have reached level 17, any The Elder that joined the Reapers in defending the citadel is
full spellcasters have now gained access to 9th level spells. now called back to the spiritual realm. As before, this Elder is
These spells are game-changing, and will fundamentally alter no longer eligible to be recruited for future missions.
the way encounters play out for the rest of the adventure. It
is impossible to fully prepare for all of the ways that player
characters might bend the laws of the universe from now on, Picking up the Pieces
but here are some ways that specific spells can be used to The Reapers have now successfully defended the
interact with this adventure: Citadel of the Glassy Sea, but at a cost. The Citadel likely
Gate. (Cleric, Sorcerer, Wizard) The standard use of the gate sustained heavy damage during the siege, and needs to
spell is to summon beings from other planes of existence.
be repaired. The characters will also be in need of a Long
In this adventure, this spell can be used to recruit the aid of
Rest. Allow the characters to have some “down time” at
an additional Elder at any time, for any reason. The Elder is
summoned using the mechanics in the spell description, but this point as they help Sophia rebuild and refortify the
the rules for recruiting an elder (page 43) still apply. The Citadel of the Glassy Sea. Some characters may also wish
Elder returns to Heaven at the end of the day in which they to make use of this time by researching the Horsemen
were summoned using gate, and cannot be recruited again. in the Archive, making plans to earn items from the
Imprisonment. (Warlock, Wizard) The imprisonment spell Treasury, or by pursuing other down time activities.
can be used to bind a creature indefinitely. In this adventure,
imprisonment can be used to bind a Horseman in the Scroll Michael Returns
of the Seven Seals, without defeating it first. However, with a At some point, Michael the Archangel returns
casting time of 1 minute, this will require some planning. to the Citadel to check in with Sophia. He has heard
True Resurrection. (Cleric, Druid) This spell usually returns about the attack from Conquest and is coming to share
a deceased character to life in the Physical Realm. However, information. If any player characters wish to be involved
this adventure is predominantly set in the Veil, so the same
in this conversation, Michael can share the following:
rules do not apply. For this adventure, True Resurrection can
• The Archangels were able to launch a counter-
be used to recruit an Elder in the same way that gate can, but
cannot restore a permanently deceased character (such as a offensive and successfully drive back the incursion
loved one) to life, since the soul must be willing to return, and of demons.
the only souls that are ready and willing to return from Heaven • The mortal population sustained heavy casualties
are the Elders. Whether or not a PC can be returned to life by during the raids from the Plague Bringers. Celestial
this spell is up to the GM (and the player in question). intelligence estimates that about one third of the
Wish. (Sorcerer, Wizard) At the discretion of the GM, wish human race was wiped out in this attack.
may be able to perform one or more of the abilities mentioned • The purpose of the incursion seems to have been
above.

118
simply to draw defenses away from the Citadel. be enough to prompt the characters to move to the
The demons planned to access and desecrate the Courtyard. If not, simply continue with the next section,
Chamber of the Lampstands. assuming that each of the characters is pulled into the
• Since the incursion, the movements of demons portal from wherever they are currently located. Or, if
have been erratic and unpredictable. They will surely you wish to add a sense of mystery, you can also feel free
launch another attack soon, but it is becoming to teleport only the characters in the Courtyard, leaving
difficult to predict where they will strike next. the rest behind to locate their friends and travel to the
• The Archangel Uriel has been covertly collecting Garden of Eden by their own means.
intelligence on the enemy forces, and currently
has a theory that the demons are acting at the Return to Eden
command of a creature called “The Beast.” The The flowers in the courtyard begin to sway faster
Beast is the ascended form of Jeremiah Resh, the as the breeze intensifies. Flower petals whip through
Antichrist. the air around you and you begin to feel vines
• The Beast’s whereabouts are currently unknown,
growing up from the ground to ensnare your feet.
but the Archangels will be embarking on an
interdimensional search for him soon. For a moment the swirling vortex of flower petals
Once the meeting is concluded, Michael will teleport becomes so intense that it obscures your vision and
to rejoin “The Seven” and the elite team of Archangels then, all at once, it stops.
will continue on their search for The Beast and his allies. You blink and find yourselves transported into
Before he leaves, he will issue the final warning: a serene landscape of verdant beauty. You are no
longer in the Citadel, there are no flower petals in the
Make yourselves ready and stay vigilant; I believe
air, and no vines grow across your feet. Instead, grassy
the Reapers will be called upon to act soon.
fields and meadows of flowers stretch as far as the
eye can see. A nearby grove of trees, heavily laden
Call of the Garden with fruit, seems familiar to you, and in an instant
If the characters heed this warning, they will make wise you recognize where you are; you have returned to
decisions when preparing their spells and abilities before the Garden of Eden.
their next Long Rest. The following day begins without
incident, and the player characters are free to wander The Reapers have been here once before, and should
the Citadel and continue in their down time activities. If be able to navigate to the Tree of Life on their own. If they
a player character enters the Courtyard Gardens (Area do not, the Garden will guide them there. The geography
7), initiate the next part of the story. Otherwise, you can of the Garden is magical, and the landscape can
prompt a player character by having Sophia ask them to sometimes change in order to suit the Garden’s whims.
check ramparts for damage or investigate some other Thus, regardless of the characters’ movements, they will
aspect of the Citadel. be led inextricably to the Tree of Life and the Garden’s
You are once again struck by the beauty of the center.
flowering plants here, which Sophia claims were
grown from seed from the Garden of Eden. As you
The Tree of Life
watch the flowers sway in the gentle breeze from the The Tree of Life is situated at the very center of the
Garden, and from beneath its roots bubbles up the
Glassy Sea, you notice something strange.
source of the four “Rivers of Life.” These four rivers
The flowers are all turned to face directly at flow out from the Tree in different directions, eventually
you. Even as you take an experimental step to one emptying into other Realms of existence. It is these
direction, and then the other, every flower in the rivers that endlessly feed the Elemental Plane of Water,
Garden rotates slowly... as though watching you. the Glassy Sea, the Physical Realm, and even other
dimensions beyond human comprehension. For more
As soon as this happens, narrate the following text information about Eden or the Tree of Life, see “A Place
to the player whose character is attuned to the Book of Prepared” on page 51.
Souls: The Woman is standing in the shade of the Tree of Life
(still in the shape of a “Medium” sized humanoid) when
The Book of Souls flies open in front of you, its pages the player characters approach, and the two of them
unfolding to reveal a disturbance. There appears to seem to be waiting for their arrival.
be a portal opening from another Realm of existence,
located in the Courtyard Gardens here in the Citadel! The Woman radiates an ancient power even as she
appears in the form of a young girl, barely five feet
What is Going On? in height. She speaks as you approach, “Welcome,
The Reapers are about to be summoned to return to friends. The time of rest is at an end.”
the Garden of Eden. The odd encounter with the flowers
The Tree of Life also speaks to the characters as they
combined with the alert from the Book of Souls should

119
arrive. The Tree of Life communicates telepathically, Running the Encounter
and can hold multiple conversations at one time. The Begin by rolling initiative for this encounter, which will
characters may branch off into different conversations play out over 9 rounds. This encounter will be comprised
with the Tree simultaneously, if they wish, and the Tree partially of combat, and partially with surviving the
of Life will likely take this opportunity to ask pointed events of the Bowls; nonetheless, keep track of initiative
questions of specific characters regarding their Eternal order and play out rounds in order to track the passing
Traits. For example, the Tree might ask “What are you of time, even if no enemies are present at the end of
seeking?” or “Where do you consider your home?” a round. Each round will introduce the consequences
Since these conversations happen in the privacy of of a new Bowl of Wrath being poured out, which might
the character’s own mind, they may feel more at liberty introduce new enemies, new challenge developments,
to discuss some of their concerns with the Tree of Life. or both. Enemies introduced during this combat have no
Allow these conversations to continue as long as you immunity to the Bowls of Wrath other than immunities
want, using the answers below as a guide for how either already included in their stat blocks.
the Woman or the Tree may respond. When you are ready
to begin the next encounter, skip ahead to “The Bowls of Battle Positions
Wrath” below. Battle Positions. You can use the map on the next page
How did we get here? as a reference for positions during this encounter.
1. The Tree of Life. The Tree of Life sits atop a hill that is
When the Garden is in great need, it has a way of 20 feet above ground level. The Tree of Life is not likely
summoning those who can help it. to be involved in the first few waves of the encounter,
since most of the fighting will take place out of its 60-
Why are we here? foot spell range. However, the Tree can prepare some
There is a time for peace and a time for war. The preliminary defenses, such as casting guardian of faith
Bowls of Wrath are about to be poured out. or moonbeam in preparation for when combat inevitably
reaches the escarpments.
What are the “bowls of wrath?” 2. Escarpments. Two sudden changes in elevation
separate the Tree of Life from ground level. As a rule of
According to the ancient prophets there are seven thumb for calculating distance relative to the Tree of Life,
Bowls filled with Wrath that must be poured out assume that the first escarpment is a 30-foot-radius
upon the Earth. Once they are empty, the time of from the Tree, and the second is a 60-foot-radius from
Famine will be at hand. the Tree. Most of the Tree’s spell effects, as well as its
ability to communicate telepathically, have a range of
What is the danger?
60 feet. Each escarpment rises 10 feet and is treated as
Karubiel watches over the entrances to the Garden, Difficult Terrain. Thus, scrambling up each escarpment
but even the Cherubim are no match for a Horseman. requires 20 feet of movement.
We will need your help defending the Garden. 3. Grassy Field. The Woman will encourage the
Reapers to take up defensive positions here in the open
What is Famine’s Goal? Where is Famine? field. Several large boulders here can provide half or
three-quarters cover (at the discretion of the GM), and
The Horseman of Famine is approaching, but we a creature standing on top of a boulder has advantage
know not from where. They will try to reach the center on attack rolls against creatures on the ground. The
of the Garden and bring desolation to life itself. Woman’s goal is to protect the Tree from incoming
dangers, and to keep the fight isolated to this field. She
What do we do next? is not a combatant, but will use her turns to reduce the
The Bowls of Wrath are about to be poured out. effects of the Bowls of Wrath and keep the Reapers
Prepare yourselves for combat, for when the seventh feeling healthy.
4. Shelter Wood. A grove of Trees mark the edge of
bowl is empty and the plagues have ended, the
a thickly wooded section of Eden known as “Shelter
Horseman arrives. Wood.” It was in Shelter Wood that Adam and Eve
first hid themselves from God after they sinned, and
The Bowls of Wrath now, ironically, it is from Shelter Wood that the enemy
When the conversation has ended and you are ready to approaches to destroy Eden once and for all.
begin, read the boxed text below: Round 1: Boils and Sores
A great sign appears in the sky and you see the “The first bowl was poured out on the Earth,
and a foul and painful sore came on those who
spectral form of a great bowl about to be poured out worshiped the Beast.”
from the heavens above. The Woman looks skyward -Revelation 16:2
and steps forward, gesturing for you to follow.
When all characters have taken their positions and
rolled initiative, begin the encounter by reading the

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Map: Garden of Eden

121
boxed text below. damage plus 22 (3d10) radiant damage on a failed saving
throw, or half as much on a success.
With a crack of thunder, a rift opens in the tree
line about 150 feet away, and chaos pours out of it. Combat Tips
A badly wounded Cherubim, who you recognize to be This event will reduce most enemies on the battlefield to 0
Karubiel, the Guardian of Eden, is forced through the hit points. If The Woman has not yet used her mass heal to
return the Reapers to full strength, now might be a good time
rift, having failed to hold off the invasion. Karubiel to do so.
falls to the ground prone as the forces of Hell trample
over his lifeless body and the first Bowl of Wrath is Round 5: Time Expires
poured out in the sky above. “She is nourished in the wilderness
for a time, and times, and half a time.”
A wave of 1 Pit Fiend (SRD) and 6 Plague Bringers -Revelation 12:14
enter from the tree line (Area 4) and attack.
On initiative count 20 of the first round of combat On initiative count 20 of the fifth round of combat
(losing initiative ties) the spectral Bowl tips forward and (losing initiative ties), read the following text:
is poured out. Each creature must succeed on a DC 20
Constitution saving throw or become diseased. Evil- The Fifth Bowl appears in the sky, but hovers in
aligned creatures must make this saving throw with place, as though waiting for something to happen.
disadvantage, and good-aligned creatures can make the Flower petals once again start to swirl in the air
saving throw with advantage. A creature diseased in this around you as they did in the Courtyard of the
way instantly develops foul and painful sores on its body, Citadel, and vines sprout up from the ground, this
and has vulnerability to all damage. The disease lasts time covering the feet of the Woman. The voice of
for 1 year, or until removed by an effect that removes a the Tree of Life echoes in your mind as you recall the
Disease. words it spoke when Azrael led you here so long ago:
Round 2: Blood Rain “The Woman may remain here for 1,260 days, but
“The seas became like the blood of a corpse, and no longer.”
every living thing in the sea died.” You suddenly realize that her time of safety has
-Revelation 16:3 expired, and that the Garden does not want her to
On initiative count 20 of the second round of combat be here for what happens next. The Woman looks
(losing initiative ties) another Bowl of Wrath appears in at you as she realizes what is happening to her, and
the sky and pours itself out. Rancid blood rains from the opens her mouth to speak.
sky. Each creature must succeed on a DC 18 Dexterity
saving throw or take 14 (4d6) acid damage as drops of
If the The Woman has not yet used her “Restore Faith”
corrosive blood fall on its skin.
action, she will use it now to encourage the character
Round 3: Rivers Run Red she feels could use it most. Otherwise, she might use
“The rivers and springs became blood.” her “Bolster Fortitude” or cast one last spell before
-Revelation 16:4 speaking her final words to the players characters and
then vanishing.
On initiative count 20 of the third round of combat
(losing initiative ties) another Bowl of Wrath appears in
the sky and pours itself out. Blood ceases raining from
In the last moments before her form is obscured
the sky, and in the eerie calm that follows, the rivers by the whirlwind of flower petals, the Woman
of life that emanate from the Tree of Life transform speaks one last plea to you:
into bubbling currents of the same corrosive blood. A “Protect the Tree.”
creature that moves (or is forced) into the river’s space Then in an instant she is gone, and the fifth Bowl
for the first time on a turn, or ends its turn there, takes 28 of Wrath, tips and pours itself out, plunging the
(5d10) acid damage from the blood. world into darkness.
Round 4: Fire Storm
“The kingdoms were plunged into darkness;
“The fourth bowl was poured out on the sun,
people gnawed their tongues in agony.”
and it was allowed to scorch people with fire.”
-Revelation 16:10
-Revelation 16:8
As the fifth Bowl of Wrath is poured out, the entire
On initiative count 20 of the fourth round of combat
world becomes subjected to the effects of a Darkness
(losing initiative ties) the fourth Bowl of Wrath appears
spell. There are no other major events during this round,
hovering above the sun and pours itself out. The sun
and the characters may use this time to heal themselves
flares in a burst of radiant light, and a blast of fire
and prepare for the next round, but must do so in magical
scorches the surface of the Earth. Each creature must
darkness. Only light created by a spell of 3rd level or
make a DC 20 Dexterity saving throw, taking 22 (3d10) fire

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Map: Ruins of Eden

123
“I looked, and there was a black horse!
Its rider held a pair of scales.”
-Revelation 6:5

higher can pierce this magical darkness. • Each creature that is touching the ground
and concentrating must succeed on a DC 22
Round 6: Creeping Darkness Concentration saving throw or its concentration is
“The sixth angel poured its bowl on the great broken.
river Euphrates, and its water was dried up.” • Each creature touching the ground must succeed on
-Revelation 16:12 a DC 22 Strength saving throw or be knocked prone.
The magical darkness from the previous round remains • A total of 1d6 fissures open in the ground, in locations
in place as the sixth Bowl of Wrath is poured out. In the chosen by the GM. Each fissure is 10 feet wide and
midst of this darkness, a Fallen Virtue quietly rises from 1d10 x 10 feet deep. A creature standing on the spot
the shadows and slinks toward the characters. where a fissure opens must succeed on a DC 20
Dexterity saving throw, moving with the fissure’s
Combat Tips edge on a success, or falling in on a failure.
The Fallen Virtue will use its “Claw of Silence” to attack
stealthily first. If the darkness has been dispelled or stealth Round 8: Hailstones
fails, it will use its “Necrotic Burst” to deal area effects. “Huge hailstones, each weighing about a hundred
pounds, dropped from the heavens.”
Round 7: Earthquake -Revelation 16:21
“There came flashes of lightning, thunder, and a On initiative count 20 (losing initiative ties), the seventh
violent earthquake, such as had never occurred.” and final Bowl of Wrath is emptied, and impossibly large
-Revelation 16:18 hailstones rain down from the skies. Each creature must
On initiative count 20 (losing initiative ties), flashes make a DC 19 Dexterity saving throw, taking 72 (13d10)
of lightning illuminate the skies above, and the darkness bludgeoning damage on a failed saving throw, or half as
effect is finally dispelled. The world is now lit by dim light much on a success.
from the lightning storm that rages overhead. Round 9: Calm
Additionally, the ground is rocked by a seismic event
of biblical proportions. An earthquake rends Eden to its “The cities of the nations fell. The islands fled
foundations as the demiplane begins to collapse. The away. No mountains were to be found.”
entire demiplane of Eden becomes subjected to an 8th -Revelation 16:19
level earthquake spell, which causes the following effects On initiative count 20 (losing initiative ties), a
during initiative count 20 of this round: foreboding calm falls over the destroyed landscape.
• All ground is treated as difficult terrain for this round The Bowls of Wrath are finished. At this point, allow the
of combat.

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combat to resolve and give the characters a chance to the Tree of Life. Nevertheless, Famine will not hesitate
recover from the recent events. to attack and kill any characters that stand in the way of
Treasure. A character that succeeds on a DC 13 this goal, fighting with a calm and dispassionate posture.
Perception check may notice that Karubiel the Cherubim There is no hatred or malice in this combat, only a pure
dropped his Sword of the Cherubim when he was killed and unbiased inevitability.
by the invading demons. A further DC 18 Religion check Resolution and Reward. The Reapers have the
will reveal that Sword of the Cherubim is considered a advantage of position and numbers in this conflict,
sacred item by the Celestials of the Heavenly host, and but the Tree of Life is also exceptionally vulnerable
most would consider it sacrilegious for a non-Cherubim to Famine’s abilities. The outcome of this combat is
to attune to such a weapon. However, Karubiel’s Sword uncertain. It is highly likely that the Reapers will defeat
of the Cherubim was forged for the singular purpose of and bind Famine, but there is also a very good chance
defending the Garden of Eden, and it desires to give its that Famine will kill the Tree of Life before the combat
attunement to any creature that would pursue this quest is over. Once Famine is reduced to 0 hit points, read the
in Karubiel’s stead. boxed text below.
Famine Arrives Even as Famine is defeated, the look of calm
Once the player characters have had a moment to inevitability never leaves their eyes. The form of the
recover, and possibly discover Karubiel’s weapon, the Horseman dissolves into a mote of gray-blue smoke
voice of the Tree of Life sounds in their minds beckoning
that floats lazily through the air, and eventually
them to come closer. As the Reapers climb the hill and
settles on the Scroll of Seven Seals. Famine is once
step closer, read the following boxed text.
again bound by its magic, leaving behind only a staff,
“The Horseman is approaching - from the south which hovers in place, gently emanating a gray-blue
- I can feel it in my roots. They will be here in the mist from the scales at its top.
next hour; we cannot defeat Famine on our own, but
perhaps with help... Scales of Famine. The Horseman of Famine has left
behind the Scales of Famine, which can be claimed by any
The Tree of Life offers to use its True Resurrection spell player character that would make use of it, or exchanged
to summon an Elder to aid in the fight against Famine. (at the discretion of the GM) for one item with a rarity of
Legendary or less in the Treasury (page 96).
Recruit an Elder Talisman of the First Earth. At the conclusion of this
The players may name one (1) Elder to join them in combat encounter, the Tree of Life will offer the Reapers the
against the Horseman of Famine. Talisman of the First Earth for safekeeping. If the Tree
of Life has been killed during this encounter, then the
Preparing For Combat. Allow the characters 1 hour Reapers discover it hidden beneath the roots of the
to prepare for the coming encounter. They can use this dessicated remains of the Tree’s corpse. If the Tree of
time to cast ritual spells, set traps, attune to a new magic Life survives the encounter, then the talisman will be
item, or erect defensive barricades around the Tree. given freely to the Reapers as the Tree of Life utters a
When you are ready to initiate the final combat with the final word of advice:
Horseman of Famine, read the boxed text:
“Use it only in great need. You will know when the
In the distance you catch sight of the small, frail time is right.”
figure of Famine, riding slowly through what is left of
Eden, and as the Horseman arrives, the world dies. Tree of Life? The fate of the Tree of Life is actually not
relevant to the end of the story. Since the final chapters
Combat with Famine. Famine’s aura causes most are ultimately building up to the end of the world anyway,
plant and animal life to simply shrivel up and die as the what happens in Eden during this Chapter has little
Horseman approaches. Famine is indifferent toward the consequence.
Reapers and is focused on the singular goal of killing

Make a note of which character has possession


Don’t forget to check the player’s “Boons” in of the talisman in “Box 6” on page 249
their profiles in “The Story Tracker” on page 248
before this encounter begins, since a character that
may have previously encountered Famine during Chapter
2 will have advantage on all attack rolls and saving throws Level Up
during this combat. This character also gains the ability to The surviving members of the Reapers should advance to
attempt a DC 25 Persuasion check to convince the Horseman level 18 before continuing the adventure in Chapter 9.
of Famine to voluntarily allow itself to be bound once again to
the Scroll of Seven Seals, thus ending the encounter.

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“The last rider’s name was Death.”
-Revelation 6:8

Chapter 9: Death Waits


At this point you can clarify to your player characters
Called Home (if it is not obvious) that they now know the location of
Any Elders that joined the Reapers for combat in the Garden
of Eden are now called back to the spiritual realm. As before, the final Horseman. The Horseman of Death is waiting
these Elders are no longer eligible to be recruited for future for them to arrive at “World’s End,” the high security
missions. celestial prison where they first met Conquest, and
later witnessed the release of Abaddon. Furthermore,
Back to the Citadel the characters know that defeating and binding Death
will restore the Scroll of the Seven Seals, thus (finally)
The Reapers can use the “third button” of Timekeeper
completing their mission and fulfilling the promise they
to return to the Citadel at this point. Whether they
made to Jesus to return the scroll intact.
choose to do so or not, continue with “Death Waits” once
the player characters have finished their next Long Rest. Wasting Time
However, the characters also know that Death is
Death Waits waiting for them, which gives them time to prepare.
Read the following boxed text to the player whose Some characters may wish to do some last minute
character is attuned to the Book of Souls: research on Death (using the rules for “Researching the
Horsemen” on page 99). Some characters may wish
You awaken the next morning to find that the to make combat preparations (such as casting heroes’
Book of Souls is lying open to a page you have never feast). Some heroes may even wish to spend an extra
seen before: the very last page at the very end of the day adventuring in the Veil in order to complete an “act
book. In stark contrast to the other pages, which are of virtue” to earn a legendary weapon from the “The
Treasury” (page 96) in the Citadel of the Glassy Sea
covered with indecipherable scrawlings, this final
(use “Random Encounters in the Veil” on page 92 for
page is completely blank apart from two words in running these side quests).
the center of the page. The words are written in your Death is Waiting... Taking time to do these things
language, and what appears to be your handwriting, will make the characters more prepared when the time
though you have no recollection of writing them. The comes to face Death, but what they don’t realize is that
words read: this wasted time also has consequences...
“Death Waits.”
A chill runs down your spine as your attunement
to the Book reveals to you that the last Horseman If the characters choose to immediately depart
to face Death, then ignore this box and continue with
and your former friend, the Horseman of Death, is the encounter on the next page. However, for each
waiting for you at the end of the world, at the end extra day they spend preparing for the encounter, check off
of time. You feel like you might have time to prepare, another checkbox in “Box 7” on page 249. Each box adds a
but when you are ready, Death is waiting. new lair action to the encounter once it finally begins.

126
following creatures:
Recruit an Elder • 1 Avatar of Death
If your group has 3 or 4 player characters, they may recruit
one (1) Elder to join them in combat against the Horseman of • 6 “Shadow Hounds” (Dire Wolf stats, SRD)
Death. If your group has 5 or 6 players, they do not receive The Reapers might be surprised at how easily they are
help from an Elder (or they can spend their 9th level spell to able to win, but this is not Death, only its Avatar. Death
summon one) has arranged this encounter with its Avatar as a tactic to
drain the Reapers of their resources and abilities. Once
Defeating Death they have defeated these enemies, the real combat
begins.
Read the following boxed text out loud to the player
whose character is attuned to Timekeeper.
As the skeletal form is cut down, it withers and
With your companions gathered around you, turns to dust that blows away in the cosmic winds of
you remove Timekeeper from its chain and set the the destroyed landscape. But something is wrong...
dials to a setting you have never used before. The An icy chill fills the air, and the shadows grow longer
hands on the face of the device spin and then stop and darker. The Book of Souls flies open to reveal the
indicating that you are about to be transported to page at the end of the book that reads “Death Waits,”
the very edge of the Veil: to the last moment before and before your eyes the ink grows darker, saturating
the collapse of the universe: to the end of time and the page until it drips with black ink.
the domain of death. In the distance, shrouded in a corona of green
“Wait,” a voice stops you. haze, the Horseman of Death reveals itself and rides
Sophia timidly steps forward, her sketchbook forward. This was just a test; the real battle is just
clutched tightly in her arms. beginning.
“I... I want to come with you.” Allow the player characters one “free” round of combat
as the Horseman of Death arrives. During this “free”
Sophia (CG Virtue) will join in this encounter as an NPC. round, all characters can move and use actions to heal
To make things easier on yourself, you may wish to make or prepare, but cannot harm the Horseman. Likewise,
a copy of Sophia’s stat block and hand it out to a player the Horseman of Death can move and take actions to
to run during the combat. If, for some reason, Sophia prepare, but cannot attack during this free round.
was killed during the conflict with Conquest or does not
have a good relationship with the Reapers, then allow the Combat Tips
players to recruit one additional Elder instead of Sophia Death’s “Summon Minions” action is a great way to fill the
for this encounter. battlefield with allies and distract the Reapers. However,
keep in mind that Sophia can annihilate the minions with one
Time and space hurtles by around you, and you use of her “Burst” ability. As such, you may want to focus on
exit through a portal into the scorched and dying knocking out Sophia and any other characters who can inflict
area damage before summoning minions.
landscape of World’s End. The gravitational field of
the Earth seems to be collapsing as large chunks of
the planets seem to break off and simply float into
Check “Box 5” on page 249 before beginning
space. The dull, red light of the blood illuminates this combat. If a player character is in possession
the large iron doors here, revealing that, even in the of “The Lion, the Witch, and the Wardrobe,” and
collapse of the universe, the celestial prisons remain they reveal this book to Death, they may attempt a DC 25
intact. Persuasion check to convince the Horseman of Death to
voluntarily allow itself to be bound once again to the Scroll of
Standing in the midst of these prisons, is the Seven Seals, thus ending the encounter without combat.
8-foot-tall, skeletal figure of Death. The expression Regardless of whether this check succeeds or fails, a
on the skeletal face never changes as Death slowly glimmer of Azrael’s personality recognizes the book. If the
raises a massive Scythe and prepares for combat. Horseman of Death targets the creature that is holding this
book with an attack, it must first succeed on a DC 25 Wisdom
saving throw or choose a different target.
The Avatar of Death
When the players arrive they see the skeletal form Lair Actions
of the Avatar of Death waiting for them, flanked by a On initiative count 20 of each round of combat (losing
pack of “Shadow Hounds.” A “Shadow Hound” uses to initiative ties), Death can take a lair action to cause
the Dire Wolf (SRD) stat block, with the following one of the following magical effects; Death can’t use the
changes. Its creature type is Enigma, rather than Beast, same effect two rounds in a row. Death automatically has
and its alignment is Lawful Neutral. Its Bite attack is access to three lair actions, shown in the “Lair Actions”
magical, deals Necrotic damage, and ignores resistance table below. Check “Box 7” on page 249. Depending
to Necrotic damage. This encounter consists of the on the number of days the characters waited before

127
Map: World’s End

128
beginning this encounter, Death may have access to Check “Box 2” on page 249. If Wormwood
more and more powerful lair actions. Make a note of has not yet been eliminated (either by being killed or
which lair actions Death is able to make use of before imprisoned), then it will make a reappearance during
beginning the encounter. this combat.

Days
Wasted Lair Action Option Wormwood’s Prison Break
0 The stars in the sky flicker, momentarily throwing During initiative count 20 of the first round of
the world into darkness. A moment later they come combat with Death (but after resolving the lair action),
back, but Death has vanished. Death remains Wormwood appears in an unoccupied space near the
invisible (as though by the spell) until the start of
its next turn. center of the battlefield. Wormwood has no interest in
the outcome of the combat, and will not even retaliate
0 Meteors shower down from the sky, striking a if attacked. Instead, it will use its movement and
creature on the battlefield (determined randomly). action to get to as many prison cells as it can and free
The target must make a DC 18 Dexterity saving the imprisoned titans of evil. This has all been part of
throw, taking 16 (3d10) bludgeoning damage on a Jeremiah Resh’s plan from the beginning: if the Reapers
failed save, or half as much on a success. are too busy fighting Death, they won’t be able to stop
0 Death regains one of its “3/Day” spell slots Wormwood.
Stopping Wormwood. Wormwood must maintain
1+ Tremors shake the ground as the Earth continues concentration on a cell door for a full round of combat
to crumble. Each creature must succeed on a DC 21 to unlock a door. Therefore, the player characters do not
Constitution saving throw or have its concentration
need to kill Wormwood to prevent the prison break; they
broken.
simply need to use an attack to break its concentration
1+ A new fissure opens beneath a creature that is once per round. This may sound simple, but dividing
touching the ground. The fissure is 10 feet wide, focus between the combat with Death and Wormwood’s
30 feet long, and 30 feet deep. When it opens, the jailbreak could easily lead to a TPK. The player characters
target must make a DC 20 Dexterity saving throw,
may decide it is prudent to ignore Wormwood and focus
moving with the edge of the fissure on a success,
and falling into it on a failure.
on Death for now, and deal with the consequences of the
prison break later. The decision is theirs.
2+ For a moment the voices of deceased loved ones Consequences. Each time Wormwood is successfully
can be heard crying out in the darkness. Each able to open a prison cell, narrate the form of an eldritch
creature must succeed on a DC 19 Wisdom saving
horror rising from the depths and escaping into the
throw or become frightened. A creature frightened
by this effect must subtract 1d4 from its next
darkness. The monsters released during this encounter
saving throw. will return later (see page 154 for more developments).
2+ Death regains one of its “1/Day” spell slots

3+ For a moment Death appears to dissolve into For each prison cell that Wormwood successfully
immaterial shadow. Death is immune to all damage opens, add a check mark to “Box 8” on page 249.
from the next attack that targets it.
3+ The sun erupts in a blinding shockwave of light
as it dies. Each creature within the solar system
(including Death) becomes subjected to the
effects of an 8th level sunburst spell.
4+ The moon becomes caught in the Earth’s
gravitational pull, and the two celestial bodies
collide. Both the moon and the Earth are obliterated
and each creature (including Death) takes 28
(5d10) bludgeoning damage and is shunted into
the void of space. Combat now continues without
gravity. The prison cells are now each located on a
different asteroid that drifts in the weightlessness
of space. For each unopened prison cell, roll a
d6. On a roll of 1 or 2, the cell is destroyed and its
prisoner is released.

Battle Map
It is up to you, as the GM, whether to run this combat in
“theater of the mind” or use a battle map. If you feel that
a battle map would be helpful for tracking distance and
orientation, use the map of “World’s End” on the left.

129
Resolution in the Lion, the Witch, and the Wardrobe that shows growth
as a result of his actions, eventually redeeming himself
Once Death is defeated, the characters probably have in the story, and this is what Azrael wants for the player
some business to attend to before they exit initiative. characters, too.
For example, they may wish to use their turn to cast Resolution and Reward. At some point in the
revivify on a slain companion or heal an ally at 0 hit points. conversation (probably as Azrael is in the middle of
Also, if Wormwood is still active, they may wish to turn saying something important), the vision abruptly ends,
their attention to stop the elusive fiend before any more and the player character awakens in their bedroom back
prisoners are released. Allow these actions to resolve in the Citadel of the Glassy Sea. They are holding the
before continuing. same worn copy of Azrael’s book, and a DC 14 Perception
Read the following boxed text only once you conclude check will reveal an inscription inside the front cover that
combat and exit initiative: they never noticed before. A handwritten note, in Azrael’s
handwriting: “The story is in your hands now.” The player
As you approach the final Horseman with the Scroll, character that experiences this scene may remove an
a shockwave of pure necrotic energy emanates from “Eternal Flaw” from their character profile. If they do not
its fallen form. First the sun, then some nearby stars, have an “Eternal Flaw,” they gain an “Eternal Talent.”
then every star in the universe fades and dies as you
feel yourselves buffeted by the wave of necrotic
The Scroll of Bittersweetness
energy and carried through a planar barrier and into A wave of salty water slaps the side of your face,
a new Realm of Existence: a realm beyond the end of suddenly jolting you awake. You sit up to find yourself
time. The realm of Death itself. Your vision fades to lying on a beach, your body half-submerged in the
black as you lose consciousness. blue waters. The sky is clear above and it appears
to be a bright, warm, sunny day. Looking out to the
Scenes Unfold. At this point, each character sea, you can see only clear waters reflecting the light
experiences a different scene chosen by you, the GM,
of the sun, and looking toward the land, only rolling
or determined randomly by rolling on the table below.
dunes of sand. Standing next to you, about 30 feet
These scenes provide a moment of character growth
as the player characters transition to the next part of away, is the towering figure of Karubiel, the Cherubim
the adventure. If a character was killed (and was not that died defending Eden.
able to be revived) during the combat with Death, these Karubiel stands almost 12 feet tall, and his hooved
transitional scenes could also be used as final death bull’s feet straddle the beach, with one feet on the
scenes for the character. Otherwise, these scenes sandy shore, and one foot in the sea, submerged up
merely serve to transition into the climax of the story. to his ankle.
d6 Scene
Karubiel looks at you with sadness in his eyes, and
when he speaks, his voice echoes through the sky
1 The Lion, the Witch, and the Wardrobe
like thunder.
2 The Scroll of Bittersweetness “There will be no more delay, the mystery of God
3 The Censer of Intercession will be fulfilled, and you will be its prophet.”
4 Death’s Heir Karubiel then extends his hand to you, which is
5 The Gift of the Spirit
holding a small scroll that appears to be blank.
“Take it, and eat.”
6 The Woman

The Lion, the Witch, and the Wardrobe With another crash of thunder, the character sits bolt
upright in bed. They are back in their room in the Citadel
Your eyelids flutter open, and you find yourself of the Glassy Sea, and their sheets are drenched with
sitting in an armchair next to a lit fireplace. In an sweat... or maybe sea water?
identical armchair sitting across from you is... Azrael. Resolution and Reward. As they awaken, they notice a
He sits in a relaxed posture, reading a worn copy of Scroll of Bittersweetness lying on their dressing table.
The Lion, the Witch, and the Wardrobe. The Censer of Intercession
He smirks as he notices you watching him and
gestures to his book: “Edmund was always my You experience wave after wave of painful
favorite character in this story. Do you know why?” memories as you all at once become aware of the
prayers of the faithful throughout different moments
After this comment, allow the conversation to flow in history crying out for help. You feel yourself being
organically. Azrael will not have a lot of advice to share filled with rage as your awareness expands to contain
about the current state of the adventure, but would the infinite breadth of injustice in the world, and the
prefer to talk about the player character’s personal goals divine magic primed to oppose it.
(and possibly their flaws). Edmund is the only character

130
Eventually these painful visions subside as they surface of the water, they sit up to find themselves in
become replaced by the simple smell of incense. The their bed in the Citadel of the Glassy sea. The character
smell of incense remains even as the character awakens has also received a Gift of the Spirit of their choice.
in their bed in the Citadel of the Glassy Sea.
Resolution and Reward. As they awaken, they find The Woman
themselves attuned to the Censer of Intercession, which You suddenly realize you are sitting under the
is sitting on their dressing table. If a character has shade of a tree. But not just any tree; with a start,
previously earned the censer of intercession through an you realize that this is the Tree of Life, and you are
Act of Virtue, then this reward may be replaced with
sitting the Garden of Eden. The Garden is green and
another suitable item of “Legendary” or lesser rarity.
healthy around you, and the sun shines brightly in
Death’s Heir the sky. Sitting next to you is the Woman, currently
You suddenly find yourself standing in front of appearing in the form of a young teenage girl.
a colossal black obelisk. The ground around you is Noticing your shocked expression, she smiles.
made of finely crushed black stone, and a barren “I know... you’re probably wondering if this is real,
wasteland of this black stone gravel reaches as far as or if its a dream, or maybe if you’re dead.”
the eye can see in all directions. The only landmark She pauses and closes her eyes before continuing.
in this entire realm seems to be the obelisk in front “I think that’s the problem sometimes. We get so
of you. The sky above roils with think black clouds tied up in our own logic that we miss out on some of
that flash with occasional sparks of green lightning. the most beautiful moments. Look at this...”
Looking to your left, you suddenly become aware of She gestures out at the beauty of the garden
the skeletal figure of Death standing next to you. around you.
Wordlessly, Death lifts a finger to its lips, and “A thing doesn’t have to be ‘real’ to be beautiful.”
then uses an open skeletal hand to gesture at the She turns to look at you.
landscape around it. Something about this simple “And just because this moment might be a dream,
act of reverence communicates meaning to you: this doesn’t mean that it isn’t important.”
is the realm of Death.
The Woman then leans in to whisper something in the
Again without making a sound, Death raises
player character’s ear, something that will have meaning
its Scythe in a salute and hands it to you before to that character, based on their “Eternal Trait.”The
turning and wordlessly stepping into the surface Woman might then use her “Restore Faith” ability or cast
of the obelisk as though it was made of liquid and any spells that the player character would benefit from,
vanishing. Again, although no words were spoken, such as heal or greater restoration.
you feel as though you understand. The Horseman Resolution and Reward. Once the scene has ended,
was defeated, but Death is eternal, and the mantle the character wakes up in their bed in the Citadel of
of Death has now passed to you. the Glassy sea, having been returned to full health and
possibly given other permanent benefits.
The character awakens in its bed in the Citadel of the
Glassy Sea.
Waking up
Resolution and Reward. As they awaken, they find that After concluding each individual scene, the player
they are attuned to the Scythe of Death, which is propped characters all find themselves returned to their rooms in
in the corner of the room. the Citadel of the Glassy Sea having taken a Long Rest
and many of them having also received new boons or
The Gift of the Spirit magic items.
Sophia’s Fate. There is a good chance that Sophia will
You find yourself walking along the bank of a river
be killed during the combat with Death. If she does not
in a lush, green valley, with the sun shining brightly
return, the player characters are now the sole inhabitants
overhead. A small, pure-white dove sits on the branch of the Citadel. If Sophia does survive the encounter, or if
of a cedar tree nearby, and seems to be watching you she is revived by one of the characters after the combat
intently. has ended, then she also awakens to find herself back
here in the Citadel.
The dove cannot speak, but will attempt to
communicate with the character through gestures. The Called Home
dove will do its best to communicate to the character Any Elders that joined the Reapers for the combat with
that they should descend the bank and wade into the Death, including any additional Elders summoned by way of a
waters of the river. If the character does so, the dove will spell such as Gate or Wish are now called back to the spiritual
realm. As before, these Elders are no longer eligible to be
further communicate (using gestures and mime) that the
recruited for future missions.
character should submerge themselves in the water.
Resolution and Reward. As the character breaks the

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What Happens Next? The first four seals of the Scroll a host of Archangels circling the skies overhead, still
of the Seven Seals has now likely been restored, and any looking for the traitor.
spellcasters can now take whatever additional time they What Time is It? Days or maybe even weeks may have
need to restore the remaining seals by expending spell passed for the player characters as they have hunted
slots (if there are no spellcasters in the party, you can down and defeated the Four Horsemen to restore the
either skip this step altogether, or else simply create a seals of the Scroll of the Seven Seals; however, because
side quest for the player characters to seek out an NPC these events took place in a different Realm of existence,
who can restore the seals for them). Once the scroll is almost no time has passed at all here in the Heavenly
fully restored, the player characters can return to the Realm. Despite this, Jesus has a sorrowful look in his eye
Lampstands whenever they are ready to continue. The as he approaches the Reapers. It seems that he is already
adventure continues with “Philadelphia” below. aware of the deaths of Azrael, Gethsemani, the Two
Witnesses, and any other characters who died during the
Philadelphia events of Chapters 4-9.
When the player characters arrive in the Chamber of
the Lampstands (Area 14 in the Citadel of the Glassy Sea), The gathered crowd gasps as you appear through
read the boxed text below. the portal holding the Scroll of Seven Seals. One of
the Cherubim in the room calls out:
It feels like a lifetime has passed since you last Worthy are you , Lord
stepped foot into this chamber. Only two, lonely to open the seals and
lampstands remain lit now, throwing half of the read from the scroll!
room into shadow. The pillar engraved with the name
“Philadelphia” flares to life as you enter, and the Jesus takes the scroll in his hands and looks at it
Scroll of the Seven Seals begins to glow. carefully. Then he lowers the scroll and looks out at
“Open your eyes and see, the gathered crowd. “Worthy,” he says, slowly. “What
You have kept my word does it mean to be ‘worthy’?”
and not denied my name. The crowd sits in silence, and some people start
The Scroll has been restored lowering their heads as though worried they are
return it now to the city of God about to be called on to answer. Then Jesus turns to
and to the lamb that was slain. you. “What does ‘worthy’ mean to you?”

As the torch speaks these words, a glimmering white


portal opens in space, and through it, you recognize
the Heavenly throne room where Wormwood first
stole the Scroll and started this mess. As you move
to walk through it, the flame of Philadelphia speaks
one last word to you:
“A word of caution to the faithful.
The army of darkness is on the move:
They have claimed Jerusalem as their own,
and the Beast has assembled his armies.
Let anyone who has an ear listen.
War is coming.”

The Scroll Restored


The Reapers step through the portal to find themselves
standing on the dais at the front of the Heavenly Throne
room they visited in “A Visit to Eternity” on page 54.
Jesus, still wearing the clothing of a simple construction
worker, is making his way to the front of the room, and
the gathered hosts of Heaven are still reeling in shock
at his most recent announcement that Peter has been
promoted to the Celestial rank of “Keeper of Keys.”
A hole is still blasted through the ceiling of this celestial
hall (from where Wormwood made its escape after
stealing the scroll), and the player characters can see

132
At this point you should ask each of the players what Room.” Since Azrael has been lost, the Reapers will be
their character is thinking about, and how their character taking his place in the council of “The Seven.” Once the
would likely answer this question. However, before major celestial leaders are present, an Archangel named
anyone else has time to speak, there is an interruption. Uriel will present the following information, in a clear and
efficient way.
The War Room • The Beast has invaded the Veil and has desecrated
the holy city of Jerusalem.
Suddenly there is a crack of thunder and Michael • The forces of the Heavenly Host have a dedicated
the Archangel is standing in the center of the room. portal in the Veil in the town of Nazareth, and can use
“My apologies for the interruption,” he says, slightly that region to assemble the Heavenly Legions.
out of breath, “But the enemy has taken Jerusalem, • The demons currently control a strategic fortress at
and they are marching on Tel Megiddo.” Tel Megiddo. Before liberating Jerusalem, the forces
The crowd here gasps in horror, as there is apparently of Heaven will need to seize control of Tel Megiddo.
• The Elders are being called into action, but many
more significance to this announcement than you
of the Archangels are recovering from other recent
understand.
battles in the Veil, and most of the spellcasters in the
“The prophecy has come to pass. We need to Heavenly army are requesting a Long Rest in order to
prepare for war.” prepare combat spells.
A lot of things will happen very quickly at this point. The
more combat-oriented celestials will immediately move “Get some rest,” Uriel concludes. “The battle of
into action, preparing themselves for war. Other lesser Armageddon will begin at dawn.”
angels will also move quickly here and there, delivering
messages and trying to be helpful. At some point during
the confusion, Jesus seems to vanish into the crowd and Level Up
The surviving members of the Reapers should advance to
is nowhere to be seen.
level 19 as they enter the Dream Realm in chapter 10.
Michael the Archangel will summon the Reapers to
follow him and some of the other Archangels in the “War

133
Chapter 10: Babylon
purple haze. It is a place where dreams, and especially
Introduction nightmares, become vividly tangible obstacles.
As the player characters retire to their beds for Dying in the Dream Realm. The Dream Realm is not
a Long Rest, they are probably excitedly preparing “real” in the way that other realms of existence are. The
themselves for the battle that is coming the next day. physical aspects of this Realm (including the physical
However, their sleep is about to be interrupted by a bodies of creatures within it) are constructs of each
carefully constructed nightmare. This chapter will be creature’s imagination. As a result, any damage taken
unlike any other chapter in the adventure because this while in the Dream Realm does not transfer to the true
entire chapter plays out inside of the Dream Realm, and bodies of the players characters that are asleep in the
features heavily symbolic imagery. Citadel of the Glassy Sea. However, other conditions
(such as Curses) are indelibly marked on the creature’s
The Dream Realm consciousness, and do stay with the creature into the
The Dream Realm is a realm of existence made up of
following morning.
the hopes, desires, fears, and doubts that fill a creature’s
mind as it falls asleep. The Dream Realm is the domain So... What are the Stakes?
of Babylon, Mother of Abominations, the embodiment There is no danger of dying during this encounter, and
of human doubt and faithlessness. Babylon is an ancient you can make this clear to the player characters as the
and powerful Enigma who draws her magic from the dream begins. This chapter is not about life and death,
fears and doubts of creatures caught in her nightmarish but perhaps about something even more important. The
landscape. The Dream Realm is an entirely different conflict here will bring each player character’s flaws and
Realm of Existence from the Veil, but the rules for “The fears into sharp focus, and in some ways this dream will
Physics of the Veil” on page 8 still apply here, since represent the “emotional climax” of the adventure. If the
the Dream Realm is also a manifestation of human player characters are able to overcome the obstacles
expectations and desires. However, unlike the Veil, the of this nightmare, they will receive a significant boon as
Dream Realm is entirely devoid of recognizable features. they enter into the final Battle of Armageddon tomorrow.
It is an endless landscape of jagged rock formations and If they are killed during the dream, they will simply

134
awaken back to reality, but any Curses or character flaws nightmarish scenes to build an atmosphere of dread.
they gain during the dream must be carried with them as Second, the characters all arrive in a final confrontation
they awaken back into the real world. with Babylon, Mother of Abominations. This final scene is
a combat encounter, but the consequences of the earlier
Setting the Scene scenes will figure heavily into whether or not the group
When they players begin their Long Rest, read the will be successful.
boxed text below:

As you drift off to sleep, your mind is filled with


Dream Scenes
The first phase of the dream sequence involves a series
anticipation of the conflict that will come in the
of short encounters. Following the initiative order, the
morning. And there is something else... a feeling of Active Player must roll on the “Dream Scene” encounter
fear or doubt at the back of your mind that you can’t table below, and play out the scene described on the
quite place. And then you fall asleep. following pages. Each scene concludes with a check or
Or...at least you think you are asleep. You find yourself challenge, giving the Active Player a chance to succeed
standing in a barren, rocky landscape surrounded or fail in their individual encounter. Track the total
on all sides by an opaque, purple haze that makes it successes made by the group below. Once the player
impossible to see more than 20 feet in any direction. characters have achieved 7 successes in total, the first
You cannot see your friends anywhere, but you are part of the dream sequence ends and combat begins,
overcome with a feeling that they are somewhere skipping ahead to “Combat with Babylon” on page 140.
nearby, also lost in this purple haze. You feel certain
that this is a dream, but it is somehow more vivid Check “Box 1” on page 249. If the Reapers
and real than any dream you have experienced were successful in protecting the girl in Chapter 1,
before. You also have a creeping sensation that there then all players add 1d4 when rolling on the Dream
are dangers here. That there is something else here... Scene encounter table. Furthermore, if a player character
has a special relationship to the girl, that player rolls with
something hiding in the haze just outside of your
advantage (higher rolls lead to more favorable encounters).
field of vision.

At this point you should clarify a few points for your SUCCESSES
players:
• This is a dream sequence, but there will still be dire
consequences (it is up to you whether to tell your
players that there is no danger of death, or let them d20 Dream Scene
wonder). 1 Frozen
• Characters regain their abilities (as though having 2 Falling
taken a Long Rest) at the beginning of the dream,
3 Weightless
even though they are still technically asleep.
• They are unable to wake up, and although the 4 Denial
mechanics of spells and other effects appear to 5 Guilt
function normally here, any spell or effect that allows
6 Redemption
for planar travel (such as plane shift, astral projection,
or wish) will fail when cast in the Dream Realm. In 7 Worthiness
other words, they are stuck in this dream until they 8 Lost
can navigate its obstacles. 9 Mortality
• Likewise, neither the Book of Souls nor Timekeeper can
10 Regret
be used to escape this encounter, as these items are
barred from entering the Dream Realm, and remain 11 Trust
behind in the Veil. 12 Foundations
• No Elders can be recruited for this encounter, and
13 Reflections
spells like Gate or True Resurrection, which can
normally recruit an Elder, will fail when cast in the 14 Failure
Dream Realm. 15 Idolatry

Running the Nightmare 16 Sermon


17 Unspoken
Ask the players to roll initiative at the beginning of the
dream. This initiative order will be used to determine 18 Home
turn orders throughout the entire dream, both during 19 Forbidden
and outside of combat. This dream sequence consists of 20+ The Girl
two parts. First, the characters take turns encountering

135
I often find myself falling in What if none of this matters?
dreams. Why is that?

Could i have done any better? Why don’t I take responsibility


for my actions?

What does it mean to be What if this isn’t what it seems?


‘Worthy?’

if I die in a dream, Maybe everything I’ve done


do I die in real life? in life was just luck.

Who am I, really? Is that the best I can do?

Am I worthy of praise? Am I the villain?

Using Paper Handouts


If the Active Player in a Dream Scene fails their encounter,
What does “Home” mean to me? they should receive a note with a question of self-doubt. If you
are playing at the table (in person), make a copy of this page
and cut out the slips of paper to hand out to players during the
scene. If you are playing remotely, send the player a private
message with the question, but announce to the other players
that a secret message is being sent.
What was the first sin? Creating Atmosphere. Make it obvious when you hand
out one of these notes, but do not explain what its purpose
is. Simply say: “Don’t share this with anyone.” The players
will undoubtedly be confused, but refuse to answer their
questions, except to say: “You don’t have to do anything now,
but what is written there is important.” Handing out these slips
of paper one-by-one will create an atmosphere of growing
Which came first, dread and curiosity at the table, because players can see that
my actions or my guilt? something is happening, even if they don’t know what it is yet.
Empowering Babylon. As a side effect, these questions
are designed to inspire confusion and doubt amongst the
players, thus creating the perfect environment for Babylon’s
combat encounter. The more questions the party enters the
If I had a second chance, would I battlefield with, the more confused the players will be and
just make things worse? stronger Babylon becomes. See “Doubt and Difficulty” on
page 141 for more on this.

136
Check the “Boons” in the player’s profiles in way to release themselves from this predicament, such
“The Story Tracker” on page 248. A character that as by giving themselves a fly speed, casting dispel magic,
has previously encountered the Dream Realm (during or using a tool or ability in a creative way.
chapter 2), has advantage on all checks and saving throws Failure! If the character is unable to escape from the
while navigating these encounters. levitation, pass this player a note that reads: “What if
none of this matters?” (See pg. 136). They then drift back
1. Frozen to the ground and can continue on their way.
The Active Player may notice that the ground under 4. Denial
their feet grows cold and slippery as they walk. Eventu- The haze clears to reveal a path forward into a crowded
ally they arrive at a life-size statue of ice, carved into the city square. The Active Player is suddenly surrounded by
shape of a person. The person appears to be reaching people dressed in first century middle eastern clothing.
toward a doorway about 90 feet away, also carved out As the Active Player catches sight of what has gathered
of ice. After a moment, they will realize that this is not a the crown here, they are suddenly aware that they are
statue at all, but an actual person frozen in ice, and that standing at the trial of Jesus. Just as they realize this, a
it is they themselves that are trapped inside the ice. A servant girl approaches the Active Player and says “You
voice on the wind whispers: also were with Jesus, the Galilean.” Suddenly the crowd
turns hostile and several people start accusing the Active
You think you’re making progress... but maybe Player of being an accomplice of Jesus. The Active Player
you’re just frozen in the past. must succeed on a DC 21 Charisma saving throw or deny
Jesus, just as Peter did.
The frozen version of themselves then comes to life Success! Mark one success if the Active Player
and attacks. The frozen look-alike is an Ice Devil (SRD) succeeds on the saving throw.
with the following changes. Its “Tail” attack is replaced Failure! If the Active Player fails the saving throw, pass
by a weapon attack, using the preferred weapon type them a note that reads: “Could I have done any better?”
of the player character, but deals the same amount of (See pg. 136).
damage, in a damage type of the preferred weapon.
Success! Mark one success if the player character 5. Guilt
defeats Ice Devil, or if the player character is able to The player character blinks to find themselves in a
reach the doorway (90 ft. away) and go through it. small wooden cabin. Their hands are stained with fresh
Failure! If the player character is killed during this blood and a body is lying on the floor. The dead body is
encounter, they exit the Dream Realm and do not return someone from the character’s backstory, and likely their
for the rest of chapter 10. Eternal Bond, if they have one. Navigating this encounter
is up to the creativity of the player and the discretion
2. Falling of the GM. The Active Player must suggest a skill that
The purple haze presses in tightly around the Active they would like to use to resolve this encounter. Any skill
Player. Suddenly the ground crumbles beneath their feet may be used, as long as it can reasonably by applied to
and they begin to fall. The character may attempt a DC the situation. The DC for the check is 20. Alternatively,
22 Dexterity saving throw to grab on to the edge of the casting a spell of 5th level or higher may be counted as a
cliff. success.
Success! Mark one success if the Active Player Success! Mark one success if the Active Player
succeeds on their saving throw. successfully resolves the encounter.
Failure! If the Active Player fails the saving throw and Failure! If the Active Player fails the encounter, pass
does not do anything else to impede their fall, they them a note that reads: “Why don’t I take responsibility
eventually take 70 (20d6) bludgeoning damage as they for my actions?” (See pg. 136).
land on a lower tier of the Dream Realm. If the character
falls, pass them a note that reads: “I often find myself 6. Redemption
falling in dreams, why is that?” (See pg. 136). The player character runs through the purple haze to
eventually find themselves running down an alleyway in
3. Weightless a modern city. 3 Marked Rotorcraft are circling in the
The Active Player becomes subjected to the effects of skies above, and firing shots down into the city. A group
a levitate spell, and is suspended 20 feet off the ground, of 7 Commoners (SRD) flee from the Rotorcraft in a
surrounded on all sides by purple haze that heavily nearby street, and the player character realizes that they
obscures their vision. While trapped in this way, they are back in the city during the reign of the Antichrist, and
start to notice some eerie details taking effect around that they have a chance to defend these people from the
them. persecution of the Taskforce. Run a combat between the
player character and the rotorcraft.
Check the player character’s “greatest fears” on page
Success! Mark one success if the Active Player defeats
248. Try to find a way to incorporate these details in the
scene as they are suspended and unable to move.
the 3 Rotorcraft, or else finds an alternative way to
protect the people in the street.
Success! Mark one success if the Active Player finds a Failure! If the people are killed, pass the Active Player

137
a note that reads: “Which came first, my actions or my Collaboratively narrate this scene, first asking the Active
guilt?” (See pg. 136). Player to play it out as it happened the first time. Then,
play out the scene again, this time offering the player
7. Worthiness character the chance to do things differently. The check
The player character is suddenly lost in a recent for this encounter is determined by the GM, based on
memory. They are standing on the dais in the Heavenly what skill is most applicable to the situation. The DC for
throne room, and Jesus is asking “What does it mean this check is 18.
to be worthy?” The character can feel a room full of Success! Mark one success if the Active Player
judgmental eyes pressing on them from the gathered succeeds on the check, and the memory plays out as
crowd, and are overcome with the feeling of being asked they has hoped it would.
a question by a teacher and not knowing the answer. Failure! If the Active Player fails the check, something
Regardless of the player character’s response to the goes wrong (again) in this memory. Pass the Active Player
question, they must make a DC 19 Persuasion check. a note that says “If I had a second chance, would I just
Success! Mark one success if the Active Player make things worse?” (Page 136).
succeeds on the check.
Failure! If the check fails, pass the Active Player a note 11. Trust
that says “What does it mean to be worthy?” (page 136). The player character finds a way through the haze
and meets up with the other members of the Reapers!
8. Lost The reunion is happy for a moment, but then something
The player character passes by a strange rock goes wrong. The other characters begin aggressively
formation. No matter what direction they run, they questioning the player character about their backstory
continue to find themselves returning to the same rock and past choices (particularly about their flaws, if
formation over and over. they have any). After a few moments of this, the other
Check the player character’s “greatest fears” on page characters begin to violently transform into mutilated
248. Try to find a way to incorporate these details into the versions of themselves. The Active Player now enters
shape of the rock formation or its surroundings. combat against 3 Bloodfiend Berserkers.
Success! Mark one success if the Active Player
Navigating this encounter is up to the creativity of the survives the encounter by defeating or escaping from the
player and the discretion of the GM. The Active Player bloodfiends.
must suggest a skill that they would like to use to escape Failure! If the player character is killed during this
from the encounter. Any skill may be used, as long as it encounter, they exit the Dream Realm and do not return
can reasonably by applied to the situation. The DC for the for the rest of chapter 10.
check is 19.
Success! Mark one success if the Active Player finds a 12. Foundations
way to escape from the encounter. The player character finds themselves trapped in
Failure! If the Active Player fails the check, pass them a a memory. Begin this encounter by asking the Active
note that says “What if this isn’t what it seems?” Player to describe an important moment in their life, such
as the moment they decided to become an adventurer.
9. Mortality Collaboratively narrate this scene, focusing on the
The player character notices that an electrical storm is achievements and skills of the player character. When
rolling toward them. Flashes of purple lightning roil in the the scene is concluded, the player character must make
clouds that gather around them, along with a barrage of a DC 17 Wisdom Saving throw to avoid framing their
dissonant whispers. achievements in a negative light.
Check the player character’s “greatest fears” on page
Success! Mark one success if the Active Player
248. Try to find a way to incorporate these details into succeeds on the saving throw.
sounds and whispers in the gathering storm. Failure! If the Active Player fails the saving throw, pass
them a note that says “Maybe everything I’ve done in life
The Active Player must make a DC 17 Dexterity saving was just luck” (See page 136).
throw, taking 44 (8d10) Lightning damage on a failed
saving throw, or half as much on a success. 13. Reflections
Success! Mark one success if the Active Player The player character eventually finds a wooden
succeeds on this saving throw. doorway in the purple haze. Passing through it, they
Failure! If the Active Player fails the saving throw, pass find a long corridor that appears to be part of a large
them a note that says “If I die in the dream, do I die in real mansion. As they explore the corridor, they find the
life?” (see page 136). walls covered in mirrors of all shapes, sizes, and designs.
Catching sight of their reflection in these mirrors they
10. Regret notice that their reflection changes depending on which
The player character finds themselves trapped in a mirror they look into. These reflections include versions
memory. Begin this encounter by asking the Active Player of themselves from the past as well as various versions
to describe a moment of regret from their character’s of themselves from possible futures. They might see
past: a moment they wish could have done differently. themselves as a child, as a young adventurer, as an evil

138
tyrant, a war hero, or a town elder. There is no limit to the Check the player character’s “greatest fears” on page
versions of themselves that they might see, since the 248. Try to find a way to incorporate these details into
mirrors are reflections of their own potential and show sermon in the form of accusations and condemnations.
the infinite directions that their life could have taken. Ask
the Active Player which mirror they feel most drawn to Allow the situation to evolve uncomfortably at first,
(you can even ask them to describe what the reflection with the other members of the congregation slowly
in this mirror looks like). Then ask them to make a DC 17 turning to stare at the player character. Once the
Insight check. character takes action or speaks up, the encounter turns
Success! Mark one success if the Active Player to combat. The priest who is giving the sermon reveals
succeeds on the saving throw. itself to be a Infernal Priest and attacks.
Failure! If the Active Player fails the check, pass them a Success! Mark one success if the Active Player defeats
note that says “Who am I, really?” (See page 136). the Infernal Priest or escapes from the church.
Failure! If the player character is killed during this
14. Failure encounter, they exit the Dream Realm and do not return
The player character finds themselves trapped for the rest of chapter 10.
in a memory. Begin this encounter by asking the
Active Player to describe the moment that they first 17. Unspoken
experienced failure: likely an event from their childhood. The player character searches the mist to find
Collaboratively narrate this scene, focusing on the themselves face to face with their Eternal Bond (if the
emotions of the player character in the memory. When character’s Bond is not a person, then revise this scene
the scene is concluded, the player character must make to otherwise address unfinished business). Allow the
a DC 17 Wisdom Saving throw, taking 28 (5d10) Psychic character to have a brief conversation with this illusory
damage on a failed saving throw or half as much on a version of their Eternal Bond, specifically allowing them
success. to speak words and ideas that had been left unspoken
Success! Mark one success if the Active Player during the character’s life. At the end of the encounter,
succeeds on the saving throw. the Active Player must make a DC 16 Charisma saving
Failure! If the Active Player fails the saving throw, pass throw. On a success, the scene concludes peacefully,
them a note that says “Is that the best I can do?” (See and on a failure, the scene ends in an unsatisfying way.
page 136). Success! Mark one success if the Active Player
succeeds on the saving throw.
15. Idolatry Failure! If the Active Player fails the saving throw, pass
The player character eventually finds the doors to a them a note that says “Am I the villain?” (See page 136).
massive temple constructed of marble. Entering inside,
they find worshipers gathered in the space, who all 18. Home
seem to be praying to a large, marble idol that has been The player character travels through the mist only to
erected at the front of the worship space. As the player arrive at the doorstep of their childhood home. Allow
character draws nearer, they realize that this idol has the Active Player to take the lead in describing what this
been carved in their likeness, and that this is a temple home looked like, and prompt them with questions that
to themselves. Navigating this encounter is up to the ask not only what the interior rooms looked like, but what
creativity of the player and the discretion of the GM. The emotions are attached to these rooms for the character.
Active Player must suggest a skill that they would like to Once the tour is complete, ask the Active Player to make
use to escape from the encounter. Any skill may be used, a DC 15 Wisdom saving throw. On a success, they notice
as long as it can reasonably by applied to the situation. a cherished toy or item from their childhood (ask the
The DC for the check is 16. Alternatively, casting a spell of player what this item is). On a failure, each room of the
2nd level or higher may be counted as a success. house becomes filled with nightmarish features that
Success! Mark one success if the Active Player reflect the character’s worst fears.
successfully resolves the encounter.
Check the player character’s “greatest fears” on page
Failure! If the Active Player fails the encounter, pass 248. Try to find a way to work these fears into the pictures
them a note that says “Am I worthy of praise?” (See page on the walls, the layout of the rooms, and the items scattered
136). on the floor of the rooms.
16. Sermon Success! Mark one success if the Active Player
The player character wanders the mist to eventually succeeds on the saving throw.
find themselves walking past rows of pews in a church. Failure! If the Active Player fails the saving throw, pass
They suddenly find that they are in a Christian church, them a note that says “What does ‘home’ mean to me?”
in the middle of a sermon. The other people seated in (See page 136).
the pews listen attentively, and do not respond if spoken
to. The sermon begins normally, but as it progresses, it 19. Forbidden
gradually becomes more pointed, calling out the failings As the player character walks through the mist, they
of the player character. look down and realize that they are suddenly naked.
Looking back up, they see that a fruit tree is growing right

139
in front of them. The fruit looks ripe and tempting, but
a thought in the back of their mind reminds them that
Combat with Babylon
they are not supposed to eat this fruit. As they admire Once the Reapers have achieved a total of 7 successes,
the fruit, a snake slithers down from the branches and they find themselves thrust into the midst of a final
encourages them to eat the fruit as well. Something combat encounter with Babylon. Babylon has the
about this scene strikes the character as familiar, but advantage of terrain in this encounter, and the player
they cannot exactly think of why. The Active Player must characters enter the combat in isolated positions.
make a DC 14 Intelligence saving throw. On a success,
the player character realizes that they were momentarily The purple haze clears and you finally catch sight
trapped in the memories of Adam and Eve as they of your companions, spread across the horizon of
continue to walk through the mist. On a failure, they a surreal landscape. Dozens of platforms, made of
take a bite of the forbidden fruit, taking 24 (5d8) psychic jagged chunks of stone, are levitating hundreds of
damage as the memories of Adam and Eve recognize feet in the air, above a roiling electrical storm. Each of
that they are naked for the first time. you stands on a small, 5-foot-wide platform, slowly
Success! Mark one success if the Active Player orbiting a central platform on which sits a colossal
succeeds on the saving throw. figure. A woman, larger than a mountain, is seated on
Failure! If the Active Player fails the saving throw, pass
a makeshift throne at the center of this nightmarish
them a note that says “What was the first sin?” (See
page 136). domain. She is draped in purple and gold, and in her
hand she holds a large golden chalice, filled to the
20+. The Girl brim with what appears to be fresh human blood.
The player character blinks and suddenly finds
themselves kneeling in the church from chapter 1. To
their left they see the girl, not as a hazy shadow, but the
Dream Realm: General Features
Light and visibility. The entire encounter is lit by
real person, praying next to them.
dim light from the purple lightning that arcs below the
Review the girls identity in “Box 1” on page 249. How platforms. The purple haze has dissipated at the start of
this scene plays out will change slightly depending on who the encounter, and the Realm is no longer obscured.
the girl is, but the important exchange is spelled out in the Jumping Between Platforms. A creature with a
box below. Strength score of 10 or higher can leap up to 5 feet (1
square) with a standing jump and 10 feet (2 squares) with
a running jump. A creature with a Strength score of 20 or
The girl opens her eyes and notices you kneeling
higher can leap up to 10 feet (2 square) with a standing
next to her. She seems surprised to see you. jump and 20 feet (4 squares) with a running jump.
“It’s... you! Are you an angel? Mobility Impairments. A character who is not able to
jump, or who cannot jump far enough, might still be able
She then explains that she has a vague memory of a to advance their position by luck. At the beginning of
dream where she was being attacked, and a small group their turn, a character can roll a d6, and on a roll of 5 or
of angels were defending her. She may also elaborate on 6, another platform drifts by close enough to them that
her personal struggles at this point, depending on her they can move from one to the other without jumping.
identity, as determined earlier in the story. You can allow Falling Into the Storm. A roiling electrical storm is
this social interaction to unfold naturally, but if the player raging 500 feet below the levitating platforms. A creature
character reveals that they are trapped in the Dream that enters the storm for the first time on its turn, or ends
Realm or asks the girl for advice, read the following boxed its turn there, must make a DC 21 Constitution saving
text to conclude the encounter: throw, taking 55 (10d10) lightning damage on a failed
saving throw, or half as much on a success. The storm is
The girl’s face grows grim. “You’re in the Dream endless and bottomless; a creature that is falling inside
Realm with... her.” the storm will continue falling, taking damage each round
until it dies.
“Her name is a mystery, and she is the mother of Area 1
abominations.” The player characters each start on a different small
platform, spread out at the perimeter of the map,
The girl grasps your hand, “She feeds on doubt; indicated by the number “1.” Characters will need to
don’t let her put questions in your mind!” jump from platform to platform to gain a better tactical
position, but their movement is limited by the position
and distance of the other platforms.
The vision abruptly ends here, as though the
connection to the girl was severed by an external force. Area 2
Success! Mark one success if the Active Player The central platform is the throne of Babylon, and the
encounters the girl in this vision. space where her Bloodfiends are summoned.

140
Map: The Dream Realm

Resolution and Reward Doubt and Difficulty


When Babylon is killed, her Bloodfiends will scatter in The difficulty of this encounter can vary greatly. Babylon’s
different directions. If at least one player character is “Armor of the Faithless” makes this encounter almost more of
still alive at the end of combat, they can claim her Cup a puzzle than it is a combat. It is possible that the characters
of Iniquity from where she drops it in Area 2. Whether or will all be killed without damaging Babylon at all, and it is
not the players succeed in this encounter, they will all equally possible that they solve Babylon’s weakness quickly
awaken, unharmed, back at the Citadel. and defeat her within the first two rounds.
When Babylon uses her “Manifest Doom” ability, feel free
If any players gain an “Eternal Doubt” from to continue using the Dream Scene encounter table for
Babylon during this combat, make a note of it under inspiration (skipping any of the encounters that deal damage
Curses, in “The Story Tracker” on page 248. or create enemies). If your players become visibly frustrated
by this combat (as is very possible), try to hint that they should
focus on self-reflection while trapped in Babylon’s illusions.
Level Up After all, demonstrating faith or hope during a “Manifest
Regardless of the outcome, he Reapers should advance to Doom” illusion can quickly turn the tide of the combat.
level 20 as they wake up from the Dream Realm

141
“The demonic spirits assembled their forces for battle...
at the place that in Hebrew is called Harmagedon.”
-Revelation 16:14

Chapter 11: The Battle of Armageddon


Additionally, if the combat with Babylon was successful,
Welcome to level 20 the Reapers may have acquired the Cup of Blessing, which
Reaching level 20 is a feat most player characters never
achieve, and the abilities gained along the way are truly they will likely wish to use before heading into battle. This
Earth-shattering. Clerics now automatically succeed on a call will be one of the last quiet moments of the campaign, so
for divine intervention, Fighters have 4 attacks per action, it may also be a good idea to guide the roleplay scenes of
Barbarians have unlimited rages, spellcasters have their 9th the player characters toward conversations about their
level spells, and don’t forget about all the magic items! Eternal Traits, and how they are feeling as they near the
At this point in a campaign, it can start to feel like the party end of their journey in the Veil.
is invincible... and in many ways this is true. The mechanics at
level 20 are designed this way on purpose; the players should
feel invincible, because they’ve overcome a lot of obstacles to
Clash at Nazareth
get to this point. When the player characters are ready to join Michael
Don’t worry too much about making every encounter feel and the legions of Heaven on the battlefield, they can
dangerous. This chapter might start out with a single character use the teleportation circle (Area 15 of the Citadel) to
killing 500 enemies with one action... and that’s awesome! Let directly access the celestial portal in Nazareth.
the players enjoy feeling powerful for once during the Battle
of Armageddon; the real challenge will come later, once their You step through portal and find yourselves - still in
resources are drained. the Veil - in a small human village. In the immediate
vicinity of the portal, hundreds of angels, archangels,
A New Day and even members of the Elders are preparing to
fight. In the distance to the south, a demonic legion
The Reapers awaken in their beds in the Citadel of the
Glassy Sea. Regardless of the outcome of the dream with far superior numbers has gathered and appears
sequence, each player character has gained the benefits to be preparing a preemptive strike here at Nazareth.
of a Long Rest. However, any negative effects, such as Michael the Archangel is hovering above the
Curses, that the characters received from Babylon in battlefield on the front lines of the heavenly soldiers,
Chapter 10 remain. and when he sees you arrive, he signals for you to join
Allow the player characters 1 hour of “down time” him at the front.
before the battle begins. The player characters have
not yet had a chance to discuss the events of the Michael will share the following information as the
previous night, and several of the character probably player characters arrive:
have preparations to make before they enter battle. • A demonic legion is assembling in the valley outside
of Nazareth.

142
• They are led by a ruthless Pit Fiend (SRD) named advance into it, such as wall of fire, circle of death, or
General Sabnock spirit guardians.
• Sabnock is eager to prove himself to the other If the party does not have the ability to deal damage
demons, and his legion is planning to attack before to a large area (such as if the entire party is made up of
the forces of Heaven can organize here in Nazareth. martial characters), then run the combat as normal, using
• Michael wants the Reapers to accompany him to the the stat block on the next page for the “Infernal Legion.”
center of the battlefield to negotiate with Sabnock. This stat block simplifies combat so that you do not need
to track 1,000 individual Cultists.
Negotiations Sabnock is as cowardly as he is prideful; there is an
Michael the Archangel, flanked by the Reapers, will equal chance that he might fight to the death along with
meet in the center of the battlefield with Sabnock (CE Pit his legion or flee the battle once he sees how things are
Fiend). The negotiations will be short. going.
Michael speaks out with a voice like thunder.
“Sabnock, does your arrogance know no bounds?
The Plan of Attack
Once the Reapers have eliminated the threat of
We are joined here by the Reapers, the heralds of Sabnock’s legion, they will be invited to join Uriel in
Death itself. This battle can only end poorly for you.” a makeshift tent to discuss the plan of attack. Uriel
Sabnock sneers at the Michael and eyes you will begin by outlining the forces on either side of the
appraisingly before speaking. conflict (see “Story Tracker” box below). Then he will
“Do you think I’m afraid of these so-called ‘Reapers’ ask the player characters where their forces should be
when, from what I’ve heard, Azrael himself was slain assembled, and which Elder should be put in command
rather easily? I have superior numbers and superior of each legion. See the “Story Tracker” box below for
resolve.” how many Elders may join in this battle. Once the plan of
With a sudden flurry, Sabnock takes to the air and attack has been established, move on to “The Battle of
Armageddon” on the next page.
flies clumsily toward the rear of his legion, calling
out the order to charge. The infernal legion under
his command surges forward as hundreds, perhaps
thousands of demonic footsoldiers charge toward As the armies of Heaven and Hell gather on
you. this fateful day, the player characters may notice
faces that they recognize from earlier in the story.
Some of the younger angels behind you look nervous Along with the Angels and Archangels, legions of the faithful
and prepare to fight, but Michael raises a hand to departed have gathered here to fight. Like the Elders, these
stop them. people has forsworn Heaven until they have fought in this last
“Stay your weapons. We have all the strength we battle.
Many of those gathered in the legions of Heaven were
need on the battlefield already.”
converted because of the preaching of the Two Witnesses
Michael sighs, as though bored, and turns to you. in Chapter 4. Review “Box 4” on page 249, which has the
As the advancing legion draws within 2,000 feet, he following consequences for this battle:
gestures toward them and says, 1. The hosts of Heaven have a number of legions under their
“Show them what happens when you command equal to the number of successes achieved by
“The Witnesses” in Box 4 (minimum of 1).
underestimate the Reapers.” 2. The hosts of Hell have a number of legions under their
command equal to the number of successes achieved by
The Combat “The Antichrist” in Box 4 (minimum of 1).
Sabnock’s legion consists of 1,000 minor demons (use 3. The Reapers may recruit a number of Elders as generals
Cultist stats, SRD) charging across 2,000 feet of open in the coming conflict equal to half (rounded up) of
successes achieved by “The Witnesses” in Box 4.
field toward the player characters. This encounter is not
intended to be challenging, but rather an opportunity for
the player characters to demonstrate their power. The Assembling the Legions
players likely have many ways to annihilate Sabnock’s Once you have established how many legions are under
forces, but the following are most likely. the command of the Reapers, describe or share a copy
• Casting a large area-of-effect spell like meteor swarm of “Uriel’s Map,” shown on the next page. The Infernal
or hail and fire (AGttB). legions of Hell will assemble to the right of the Valley of
• Using the Censer of Intercession, if a character is in Megiddo, blocking the path forward toward Jerusalem.
possession of it. Uriel will emphasize that taking control of the fortress at
• Using the Orbital Strike Remote taken from Resh’s Tel Megiddo is a top priority, because that means there
vault. will be an opportunity to rest and reorganize before
• Any spell or effect that deals at least 9 points of launching the attack to retake Jerusalem.
damage to a large area, or can be used to repeatedly Ask the players to decide where to assemble the
and consistently deal this damage as enemies legions under their command (see the “Story Tracker”

143
sidebar on the previous page to determine how many
legions are under the command of Heaven and Hell, Armageddon
respectively). Next, inform the players how many Elders Armageddon comes from the Hebrew word Harmagedon
they can recruit for this battle. Each Elder may be placed which means “Hill of Megiddo.” Megiddo was a hill or tel in
in command of a legion, and will grant that legion an the Jezreel Valley north of Jerusalem that once served as a
advantage in the conflict. strategic military stronghold. Over time the fortress there
Some of your players may really enjoy military strategy, fell into disuse and became an irrelevant relic of the past, but
according to the prophets of old, Tel Megiddo will become the
and will love the opportunity to think about where to
site of the last and greatest battle the world will ever know:
assemble their forces and which Elders would be best to the Battle of Armageddon. Here in the valley of Armageddon,
put in command of which legion. If your group does not the faithful, led by the Celestial hosts of Heaven, will face
enjoy this, feel free to skip ahead to the action with “The off against the powers and demonic forces of this present
Battle of Armageddon” below. darkness in a final confrontation.

The Battle of Armageddon The Big Picture


The Battle of Armageddon will take place on two levels,
summarized below as the “Big Picture” and the “Front There are many options for running large-scale
Lines.” The battle will be massive, and will occupy huge combat in Fifth Edition as well as many other systems.
swaths of land in the Valley of Armageddon. There will Once the players have assembled their legions, you are
be far too much going on for the player characters to encouraged to use the mechanics that you are most
be involved in all of it. The “Big Picture” will track the comfortable and familiar with using. To simplify things,
progression of the battle overall, while the “Front Lines” the following mechanics are suggested.
will focus on the action of what is happening in the thick • Treat each “legion” as a swarm, using the stat blocks
of battle for the player characters. on the next page.
• Lay out the large scale combat as the players have
Uriel’s Map instructed, pitting one swarm against another.
Uriel uses a crudely drawn map as a visual aid. If you think it • If an Elder was placed in command of a particular
would be fun for your players, consider making copies of this swarm, add that Elder’s “Features” and “Actions” to
map to hand out at the table for live strategy sessions. the stat block of the legion they are commanding.

144
• Run the combat as normal, treating each legion as an
individual monster (swarm).
Front Lines
The combat between these “legion” stat blocks Even though the player characters wield impressive
simulates the outcomes of a massive war involving powers, once battle begins they will only be able to focus
thousands of celestials and fiends spread out over miles on what is right in front of them, and will not be aware
of countryside on the ground. There is a simultaneous of the outcomes from “The Big Picture” until after their
battle raging in the skies above, as Michael leads his encounters on the front lines of battle. Begin by asking
“Airborne Battalion” of angels in a high-elevation combat the player characters where on the battle field they
against the flying fiends. The actual attack damage would like to position themselves. If the players choose
and hit points of this war is much greater than what is to join a specific legion, use the outcome of the “Front
reflected in these stat blocks, which are simply intended Lines” encounters to determine the success of that
to simulate the outcomes of the player’s strategies. legion. This encounter is balanced with the assumption
that the player characters will remain together. If they
Cheat Sheet insist on splitting up, the following encounter will need to
These stat blocks are identical, so you can quickly determine be rebalanced to account for this.
the winner in a 1-on-1 conflict by a 50/50 roll of “odd” or “even.” Waves of Combat. The reality of the situation is that
If a stat block has been enhanced by the abilities of an Elder, the player characters will be charging into battle against
it has a significant advantage, and you can simply assume thousands of enemies on all sides of them. However,
that the Elder’s legion will be victorious in a 1-on-1 conflict.
from a practical perspective, the only enemies that
Likewise, a legion that is flanked or otherwise outnumbered
will almost certainly be defeated, even if it is led by an Elder. matter on the battlefield are those right in front of the
Making these assumptions will cut down on a lot of time and player characters. Thus, this combat encounter will be
math at the table. If it is important to your group to run these broken into “waves” of enemies that face off against the
conflicts live at the table, consider at least pre-rolling damage Reapers. These enemies only represent a small part of
or using average damage for attacks. the forces of evil on the other side of the conflict, so the
Reapers cannot gain assistance from Michael, the Elders,
While the battle rages between legions on the ground
or any other allies, since these allies are also wrapped
and in the sky in the “Big Picture,” the player characters
up in their own simultaneous waves of encounters.
are meanwhile absorbed in “Front Line” combat.

Heavenly Legion Infernal Legion


Gargantuan swarm of Medium Celestials, Lawful Good Gargantuan swarm of Medium Fiends, Chaotic Evil
Armor Class: 12 (natural armor) Armor Class: 12 (natural armor)
Hit Points: 210 (20d20) Hit Points: 210 (20d20)
Speed: 30 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 19 (+4) 10 (+0) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

Senses: passive perception 10 Senses: passive perception 10


Condition Immunities: charmed, frightened, grappled, Condition Immunities: charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned paralyzed, petrified, prone, restrained, stunned
Languages: Celestial, Common Languages: Infernal, Common
Challenge: 9 (5,000 XP) Proficiency: +2 Challenge: 9 (5,000 XP) Proficiency: +2
Features Features
Swarm: The legion can occupy another creature’s space and Swarm: The legion can occupy another creature’s space and
vice versa, and the legion can move through any opening large vice versa, and the legion can move through any opening large
enough for a medium creature. The legion cannot regain hit enough for a medium creature. The legion cannot regain hit
points or gain temporary hit points. points or gain temporary hit points.

Actions Actions
Multiattack: The legion uses Whelm, and then makes 6 Multiattack: The legion uses Whelm, and then makes 6
attacks with its Sword or Shortbow. attacks with its Sword or Shortbow.
Sword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Sword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 4) slashing damage. Hit: 8 (1d6 + 4) slashing damage.
Shortbow: Melee Weapon Attack: +2 to hit, range 80 ft., one Shortbow: Melee Weapon Attack: +2 to hit, range 80 ft., one
target. Hit: 4 (1d6) piercing damage. target. Hit: 4 (1d6) piercing damage.
Whelm: Each creature in the legion’s space must make a DC 14 Whelm: Each creature in the legion’s space must make a DC 14
Strength saving throw. On a failure, a target takes 13 (2d8 + 4) Strength saving throw. On a failure, a target takes 13 (2d8 + 4)
bludgeoning damage and is grappled (escape DC 14). Until the bludgeoning damage and is grappled (escape DC 14). Until the
grapple ends, the target is restrained. On a successful saving grapple ends, the target is restrained. On a successful saving
throw a target takes half as much damage and is not grappled. throw a target takes half as much damage and is not grappled.

145
“And a war broke out in heaven; Michael and his
angels fought against the Dragon. The Dragon and
his angels fought back, but they were defeated.”
-Revelation 12:7

146
147
Nevertheless, you can use the success or failure of the These flashbacks will conclude at the beginning
Reapers to determine the success or failure of their of Chapter 12. For now, take note of any memorable
legion as a whole in the “Big Picture” of the conflict. Use details, and specifically the last words or last feelings
the information below to run the waves of “Front Line” of the flashback before it abruptly ends. Note these details
encounters. for each characters in “Box 9” on page 249.
Calm Before the Storm. The legions of Heaven will
spend at least an hour marching into battle. Allow the Waves of Enemies
Reapers to make any preparations they would like before There are 8 options below for enemy waves, but you will
combat begins. not run them all. The first “wave” occurs as the Reapers
Leading the Charge. Roll initiative once the enemy lead the charge into combat, and each subsequent wave
front lines are 500 feet away, thus allowing artillery starts immediately as the previous wave is resolved.
combatants and spellcasters to choose advantageous Each wave begins with a partial flashback, as described
positions, if they wish. There are no breaks in between in “Waves of Memory” on the left side of this page.
waves once battle begins. Choosing the Wave. Only run as many “waves” as there
Waves of Memory are flashbacks. As much as possible, try to choose a wave
There will be a number of waves equal to the number of that can serve as an allegory for the flashback that was
player characters. Before each new wave begins, choose just narrated. For example, a character that experienced
a player in your group (or select them randomly with a a flashback that evoked emotions of sadness might lead
dice roll). The chosen player character experiences a into a combat with Fallen Virtue, which uses abilities that
flashback as the wave of enemies attacks. You can run inherently feed on emotions like sadness, thus creating
this flashback from a first-person perspective: a combat encounter where the character is quite literally
fighting against their own feelings as much as against
Time seems to slow down in the heat of battle, and the enemies.
for a moment the world goes quiet. For some reason, Emotion Enemy Wave
you recall a memory from your past...
Anger / Chaos • 6 Bloodfiend Furies
• 4 Bloodfiend Berserker
...or from a third-person omniscient perspective: • 1 Bloodfiend Onslaught
Revenge • 2 Marked Ironclads
As [character’s name] charges into battle, we • 10 Marked Shock Troopers
suddenly see a younger version of them, from much Sadness / Darkness • 1 Fallen Virtue
earlier in their story...
Overwhelmed • Phalanx of 12 Infernal Legionaries

Either way, encourage the player to help you construct Faith / Doubt • 2 Infernal Priests
• 1 Infernal Warlord
this scene collaboratively, using your notes from the
character’s profile in “The Story Tracker” on page 248. Mourning / Loss • Cavalry charge of 5 Plague Bringers
Use the table below for prompts to inspire this scene. Overcoming odds • 1 Marked Combat Tank with
• 1 Marked Rotorcraft hovering overhead
d8 Flashback
Resolve / • 1 Infernal Warmage riding on the
1 The time you first met your [bond]. Determination shoulders of:
• 1 Infernal Dreadnaught
2 A formative moment from your childhood, and the event that
inspired your [ideal].
3 The first time you gave in to your [flaw]. The events and
Ending the Combat
characters that surrounded that moment. Once each character has experienced a flashback
(followed by a subsequent wave of enemies), read the
4 A flashback to your first conversation with Azrael, or your first
conversations with the other player characters.
boxed text below as combat subsides.

5 A moment of failure from your life, and the moment that As you cut down the last enemy in front of you,
strengthened your resolve to achieve [ideal]. you catch sight of the fortress of Tel Megiddo in the
6 A flashback to an encounter in the Dream Realm that was distance ahead. The Heavenly legion at your back
impactful for the character. lets out a cheer of victory and surges ahead.
7 A memory of the first time you realized you had a [talent]. As the first of your troops begin the charge to lay
8 The last time you spoke to your [bond]. What did you say, and siege to Tel Megiddo, a destructive wave of magical
why were those words ironic or poetic? energy pulses outward from somewhere in the
depths of the fortress. As this blast wave washes
Ending the Scene. End the scene abruptly, before it
is finished. The player will have another opportunity to over you, your legion is completely obliterated.
complete the scene in the next chapter. As you reach the Hundreds of Heavenly soldiers all around you are
climax of the scene, immediately cut back to the action reduced to dust in the wake of the blast, and you are
of the battle and begin the combat encounter. left standing alone in the Valley of Armageddon.

148
As you stand there in shock, somehow unharmed, were improved to be nearly impregnable. The entire
the voice of Michael magically enters your minds. fortress sits on the top of a steep embankment, and
40-foot-high walls surround the fortress. A dirt path
“Some kind of blast just hit our airborne battalion.
leads up to the front gate, which is the only access
We need to pull our forces back away from Megiddo! point in the outer walls.
Regroup with Uriel at the Jezreel encampment so we • During the reign of Israel, King Ahab dug a massive
can plan our next move!” well deep into the earth to provide access to fresh
water in the event of a siege. This water system is
Covert Operations no longer used, but still exists. It is possible that
there could be another way into the city through
The player characters will arrive at the Jezreel subterranean tunnels.
encampment to find a badly injured Michael having a • The artifact emanated a powerful magic field, unlike
conversation with Uriel and the surviving members of the anything Uriel has seen before. It is likely that the
Elders, who each report on the status of their legion. At artifact will be guarded by a very powerful mage.
this point you can convey to the players the outcome of
the other legions in the conflict. If the “Big Picture” (page
144) resulted in a massive victory for Heaven, then the
Tel Megiddo
remaining demonic soldiers are now fleeing to the shelter History. The Fortress of Tel Megiddo was designed
of Tel Megiddo. If the legions of Hell were victorious, then and built to be a safe haven and watchtower along a
the heavenly legions are outnumbered and desperate narrow pass in a trade route that would one day become
as the overwhelming forces of Hell are marching toward known as the “Via Maris,” an important highway in
their encampment here. Either way, this outcome is the infrastructure of the Roman Empire. The fortress
simply “background flavor” since the next step of the changed hands many times throughout history, receiving
combat will require the Reapers to go on alone. its most significant improvements and fortifications
Are You Okay? Michael will immediately ask how the under the control of Israel. However, after the fortress
Reapers managed to survive the blast that killed all but was conquered by the Babylonians in 587 BCE, Tel
the strongest angels in his airborne battalion. Once Uriel Megiddo remained a relic of the past for millennia
notes that the Reapers were unharmed, read the boxed to come. Now, at the end of time, the armies of Hell
text below: have seized control of the fortress and modernized its
defenses, preparing to wage war against the forces of
Uriel, realizing that you were unharmed by the blast, Heaven, as was foretold by the prophets.
begins to outline a plan. General Features
“The demons are holed up in the fortress of Megiddo, Light. Depending on when the players decide to begin
and they seem to have some kind of artifact that the encounter, Megiddo is lit by bright light (day) or dim
is able to target and destroy creatures of Heaven. light (night). All indoor spaces are brightly lit by magical
Fortunately for us, the demons have overlooked one torchlight.
detail...” Doors. Unless otherwise noted, all doors are medium
objects with an AC of 12, 50 hit points, and immunity to
Uriel smiles wryly at you.
poison and psychic damage.
“The Reapers are wanderers of the Veil... they are Approaching by Air. An airborne guard of 1 “Hellfire
not yet creatures of Heaven.” Dragon” (Adult Red Dragon, SRD) and 6 Marked
Rotorcraft are patrolling the skies above Tel Megiddo.
The Objective. Uriel will explain that there is only one
way forward at this point. The Reapers will need to: 1. Escarpments
1. Infiltrate the Fortress of Tel Megiddo The fortress rises 60 feet above the Valley of
2. Locate the artifact or weapon Armageddon below. This sharp increase in height is
3. Deactivate it or destroy it achieved by two escarpments which each rise 30 feet. A
4. Find a way to signal to Michael that it is safe to creature can climb one escarpment by succeeding on a
launch the attack. DC 18 Athletics check and spending 2 feet of movement
The Plan. Uriel will leave it up to the Reapers to for every 1 foot climbed. A creature that climbs both
determine the best plan of action, since they have escarpments finds itself at the base of the outer wall
been working as a team for some time, and know what (Area 3).
strategies work best for them. However, Uriel can share
the following information as the Reapers make their 2. Entrance Road
plans. Only one dirt path is carved into the hillside, creating
• The demons at Tel Megiddo are well-fortified and a gentle slope up to the main gate (Area 4). This road is
well-prepared, with an assortment of defenses clearly visible to creatures along the outer wall (Area 3).
ranging from magical to modern. A direct attack on 3. Outer Wall
the fortress is possible, but not advisable. The outer wall is 12 feet wide at the base and 40 feet
• During the reign of King Solomon, the fortifications tall. Battlements along the top of the wall provide half

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Map: Tel Megiddo

cover (+2 to AC) to creatures patrolling the top of the to breach the fortress. The gates can only be opened
wall. by a creature inside one of the watchtowers in the gate
Enemies. In any given 100-foot-section of outer wall, complex (Area 5).
there is a Marked Sniper keeping watch on the area
outside the fortress. If a sniper detects danger, it can 5. Outer Watchtowers
alert the airborne cavalry (see general features, above) Four watchtowers surround the gate complex, and
to attack. There are a total of 12 snipers, positioned four more are spread throughout the outer walls (Area 3).
throughout the outer walls. Each watchtower is 50 feet off of the ground, and 10 feet
above the top of the outer wall. Creatures positioned in a
4. Gate Complex watchtower have half cover (+2 to AC) and advantage on
The gate complex is the weakest point in the outer perception checks made to detect enemies outside the
wall, but also the most heavily guarded. The gates fortress.
were designed by King Solomon to be wide enough to Enemies. Unless otherwise noted, each watchtower is
allow large vehicles to enter, but strategically built to occupied by 2 Marked Shock Troopers and 1 Infernal
be defensible. The gate complex consists of two large Warmage.
gates, an outer gate, and an inner gate. The gates are
surrounded on all sides by watchtowers (Area 5). 6. Fortress Commons
Gates. Both gates are gargantuan objects with an AC A network of well-used dirt paths snake throughout
of 20, 100 hit points, and immunity to poison and psychic the interior field within the fortress. Platoons of
damage. The inner gate, also called the “Solomic Gate” demonic footsoldiers march to and fro making combat
(because its construction is alluded to in 1 Kings 9:15) Is preparations. For each 10 minutes that passes, there is
actually a series of gates designed such that an enemy a 50% chance than a platoon (12 Infernal Legionaries)
would need to destroy three “layers” of gates in order marches past.

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7. Prison depending on an Investigation check. A check that
An infernal prison has been designed to contain meets or exceeds a DC listed in the table below reveals
celestial prisoners of war here in the fortress. The walls the discovery on that line of the table, as well as all
of the prison are currently imbued with abjuration magic discoveries of a lower DC.
to insulate the celestial prisoners against the blast radius
DC Investigation Discovery
from the Orb of Xenocide in Area 17. The entrance foyer of
the prison is guarded by 4 Marked Ironclads. 15 A note from a general in the field indicates that a prisoner has
been captured and is being held in the prison here.
Developments. If the Heavenly legions were mostly
victorious during the “The Big Picture” on page 144, 17 A message in a sealed envelope indicates that there is a
lich (SRD) named Gamigin in residence somewhere here in
then these prison cells are empty. If one of the legions
the fortress. Furthermore, it seems that Gamigin has been
that was led by an Elder was defeated, that Elder has obsessively searching for information on how enshrine his
been brought here to be tortured for information. The immortality by permanently imprisoning Death itself.
Elder is conscious and stable with 1 hit point. If the 19 Some drawings and schematics in a binder on one of the desks
players have already deactivated the Orb of Xenocide in seem to suggest that the entrance hall of the main Keep (Area
Area 17, the Elder will gladly join them. However, if the Orb 13) is trapped with a symbol spell.
of Xenocide is still active, then the Elder will not be able to 21 A short-wave radio has been left out on a desk. This radio
leave the prison without triggering another blast. seems to be tuned to the frequency of all members of the
Marked Taskforce. A creature with the radio can use an action
8. Armory to make a DC 18 Deception check. On a success, the creature
An armory in the center of the fortress houses all can mislead the members of the Taskforce. On a failure, the
Marked Taskforce becomes aware of the presence of enemies
manner of weapons and armor, from magical to modern.
inside the fortress and begins to search. This deception
A player character can find an assortment of +1 items in is made with advantage if the Marked Taskforce is already
the armory, no roll required. A character that succeeds weakened in some way (see “Box 3” on page 249).
on a DC 18 Investigation check might also discover a Very 23 Correspondence between Gamigin and General Malphas
Rare magic item, determined by the GM. Additionally, the suggests that Gamigin is in possession of an item called the
Marked Taskforce is storing a wide selection of military Orb of Xenocide and is holding it in the top floor of the tower in
grade weapons here. A character with at least 15 levels the Main Keep (Area 17).
of the “Commando” archetype will recognize these 26 A handwritten note hidden inside of an old tome belonging to
weapons. If this character spends 10 minutes studying Gamigin indicates that the traps in his lair can be deactivated
by speaking the password: “Netzach”
one of the weapons in this armory, they may acquire one
new “Weapon Specialty” from their Specialty Weapons
table, in addition to the number of specialties allowed 11. Inner Walls
by their class level, following the normal rules of the A barrier of inner walls separate the Fortress Commons
Weapon Specialty class feature. from the more heavily fortified Upper Bailey. The inner
walls are 30 feet tall and 5 feet wide. There are also four
9. Barracks additional watchtowers flanking the gates to the upper
This building houses the sleeping quarters of the bailey, restricting access to the Main Keep. A total of 3
soldiers here. At any given time, there is 1 Infernal Infernal Warlords and 3 Infernal Priests patrol along
Warlord and 15 Infernal Legionaries occupying this the top of the inner walls and keep watch at the four inner
structure. towers.
10. Administrative Building Inner Gate. The inner gate is a Huge object with an AC
This building is reserved for the officers and generals of 15, 75 hit points, and immunity to poison and psychic
of the infernal legions. damage. The gate can only be opened by a creature
Enemies. At present, there is a heated exchange inside one of the inner watchtowers.
happening between two demons in one of the offices. 12. Upper Bailey
General Malphas (LE Infernal Warlord), who speaks The upper bailey is a small courtyard outside of the
with an annoying, high pitched voice, believes that the most heavily guarded and fortified Keep in the fortress.
Heavenly Hosts are planning to attack Tel Megiddo soon, The Upper Bailey is only accessible by way of the gate in
and feels the best course of action is to fortify defenses the inner walls, and leads directly to the front doors of
here. General Gremory (CE Pit Fiend, SRD), on the other the Main Keep.
hand, is enraged at the lack of action and demands that
the demons march with full strength now to attack while
the angels are weakened from the last blast.
The Main Keep
Developments. The player characters might try to The main keep is also the lair of a lich named Gamigin
search the administrative rooms here for information. that is working with the demons here in Megiddo. Built
They can find an array of maps, journal entries, and on the foundations of an ancient palace, the Main Keep
battle plans drawn up in these rooms, although most is the most secure structure in Megiddo. Gamigin has
refer to preparations for the battle in the Valley of warded the walls of the Keep against entry from the
Armageddon, which has already happened. Additionally, ethereal plane and against any forms of planar travel. He
the player characters might find more useful information, has also prepared a host of surprises for intruders.

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13. Entrance Hall infernal legions. Currently, the room is occupied by a
The wide and spacious entrance hall is devoid of group of Gamigin’s loyal acolytes: 6 Infernal Priests.
enemies when the player characters arrive. A magical 17. The Orb Tower
glyph is etched into the center of the floor in this hall. The This Tower is the most secure room in the entire
glyph can be noticed by any creature that succeeds on a fortress, and is warded against incursion from almost
DC 20 Perception check. A creature that steps foot into every kind of magic. The tower is devoid of any kind of
the hall triggers the glyph, which begins to glow brightly. decorations or furniture, and a glowing orb pulses with
The glyph can be deactivated by casting dispel magic at energy on a pedestal at the center of the room.
6th level, or casting at 3rd level and succeeding on a DC The Orb. The orb at the center of the room is an Orb of
16 Arcana check. The glyph can also be deactivated by Xenocide, and is the source of blast that wiped out the
speaking the password: “Netzach.” Heavenly legions. The orb is a medium object with an AC
Effects of the Glyph. If glyph is triggered, it radiates of 12, 10 hit points, immunity to poison, psychic, cold, and
dim light that fills the entire space of the entrance hall). fire damage, and vulnerability to force damage.
Each creature in this area when the effect is triggered Developments. If the orb is destroyed or deactivated,
must succeed on a DC 20 Wisdom saving throw or the forces of Heaven are free to launch an attack on Tel
become frightened for 1 minute. While frightened in this Megiddo. Alternatively, the player characters have an
way, the creature must use its movement each turn to opportunity to recalibrate the orb, tuning it to target
run as far from the Main Keep as possible. “fiends,” and thereby decimating the enemy forces here
14. Gamigin’s Library in the fortress. Either way, securing the orb represents
This arcane library is filled with cursed and evil tomes the success of the mission, and now all that remains is
of information. It is Gamigin’s favorite room, and he is finding a way to signal Michael to launch the attack.
reading in the library when the player characters arrive. 18. Staging Grounds
Gamigin. Gamigin is a lich (SRD), and the entire Main An open field near the cistern is used for marshaling
Keep is considered his lair. Gamigin has access to lair troops, landing aircraft, and loading and unloading
actions, as described in the SRD, giving him a Challenge vehicles. Currently the staging grounds are occupied
Rating of 22. Gamigin is allied with the demons (for by 2 Marked Combat Tanks (currently unmanned), and
now) and will attack the characters on sight, unless the 8 Marked Shock Troopers. The shock troopers are
characters appeal to his obsession with immortality (see relaxed and not currently attentive to their surroundings.
below). However, if they become alerted to danger, they will
Developments. Gamigin is desperately searching immediately move to climb inside the combat tanks,
for a way to bind or imprison the Horseman of Death which then roar to life and begin paroling the Fortress
(whom he perceives as his mortal enemy). If the player Commons (Area 6) looking for threats.
characters offer to assist Gamigin in his quest, they may
make a DC 22 Charisma (Persuasion or Deception) check. 19. Cistern
On a success, Gamigin will allow them to access his A massive shaft descends 100 feet into the earth here
tower and show them how to deactivate or recalibrate his in the staging grounds. This cistern was dug out by order
Orb of Xenocide, on the condition that they only use it to of King Ahab in the 9th century BCE, and a crude staircase
destroy the fiends here, and then assist him in locating is carved into the outer wall of the shaft, leading down to
and binding the Horseman of Death. the cistern to provide access to clean water in the event
Treasure. Gamigin is always carrying his spellbook, of a siege. Water constantly replenishes itself thanks to
which contains the following spells: a long subterranean tunnel (Area 20) that allows water to
1st level: magic missile, shield flow in from a natural spring.
2nd level: detect thoughts, invisibility Falling In. A creature that falls 100 feet to the bottom
3rd level: induce greed†, induce wrath† of the shaft takes 35 (10d6) bludgeoning damage on
4th level: blight, dimension door impact.
5th level: scrying, walk in shadow†
6th level: mark of cain† 20. Subterranean Tunnel
7th level: plane shift A 5-foot-wide, 230-foot-long tunnel stretches from a
8th level: weave sin† natural spring near the Via Maris into the cistern at the
9th level: time stop † bottom of the shaft in Area 19. A creature that succeeds
This spell is described in the Adventurer’s Guide to the Bible on a DC 20 Investigation check can locate the hidden
entrance to the tunnel, and possibly gain covert access
15. Gamigin’s Quarters to Tel Megiddo by way of the cistern shaft in Area 19. The
This lavish bedroom was arranged to be Gamigin’s
demons are unaware of this tunnel, and it is currently
sleeping quarters, but the bed appears to be seldom (if
unguarded.
ever) slept in.
16. Meeting Room The Eye of the Storm
This room is used by Gamigin for private meetings with Once Michael and Uriel arrive with reinforcements,
members of his cohort or high-ranking generals of the the matter of taking control of Tel Megiddo will be trivial.

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The forces of Heaven now control the most strategic Heavenly host. The Saint-Slayers consists of:
fort in the region, and can begin preparations to launch • 2 Infernal Warlords
an attack on the remainder of the Beast’s army in the • 1 Infernal Dreadnaught
morning. There is relative safety here for now, and the • 1 Infernal Warmage
player characters can take a Long Rest if they need to. • 1 Infernal Priest
• 6 Infernal Legionaries
Holding Ground
In the morning, Michael and Uriel will talk to the player
GM Note
If the players chose to recalibrate the Orb of Xenocide, then
characters about their new plan. this wave might be over before it starts. Even if they do not
• Uriel has a way to create a permanent teleportation make use of the orb, this is a new day and the characters have
circle in Gamigin’s tower, which would provide a regained their high-level abilities. The Saint-Slayers probably
way for all Heavenly allies to travel into Tel Megiddo won’t even reach the gates before they are eliminated, but
quickly and safely. they will, at least, trigger effects, such as the Orb of Xenocide,
• The Beast is probably planning to launch a counter- to clear a path for future waves.
attack on Tel Megiddo soon.
• The Reapers (and any Elders who survived the battle Second Wave: The Taskforce
on the previous day) should try to secure the fortress As the Saint-Slayers are defeated, maintain the
so that Uriel has time to work. initiative count and immediately begin the next wave.
• Creating the teleportation circle will take 8 hours. The second wave is the elite paramilitary unit that the
The Reapers and their allies just need to defend the Beast employed while ruling the world as Jeremiah
fortress until then. Resh: The “Marked” Taskforce. The Taskforce has been
The Objective. As soon as The Beast receives dispatched on countless missions in the past to eradicate
word that Tel Megiddo has fallen to the Reapers, he resistance groups in the area. This team has not let
will instantly mobilize an assortment of allies in other down the Beast yet, and they are quick to respond with a
regions to make the journey here and launch an attack. tactical strike on Tel Megiddo. This wave consists of:
The Reapers need to defend the fortress against these • 1 Marked Combat Tank
attacks while Uriel creates the teleportation circle. The • 1 Marked AFV
attacks will come in waves, as outlined below. • 2 Marked Rotorcrafts
Preparing Defenses. The Reapers can prepare • 4 Marked Ironclads
whatever defenses they wish (which may include • 2 Marked Snipers
repairing damage that they themselves inflicted on • 12 Marked Shock Troopers
the fortress). Uriel will be occupied with creating the Combat Tactics. The Marked Taskforce will attempt a
teleportation circle and will not participate in the defense two-pronged approach to breach Tel Megiddo. The Tank
of the fortress. Michael will likely stay near Uriel and will drive straight up the main road (Area 2), followed
guard the inner fortifications; however, he could also closely by the AFV. The tank’s “main gun” and “crush”
be persuaded to take up a defensive position on the attacks should have no trouble destroying the gates
outer wall if the Reapers request him to (leaving Uriel in the gate complex (Area 4), at which point the AFV
unguarded). The Reapers, along with any other allies, will deploy its cargo of 4 Ironclads who will continue
will be responsible for defending the outer walls from further into the fortress on foot. The two Rotorcraft will
the incoming attacks. If any Elders or other “Heavenly immediately fly to hover above the fortress, dropping
Legions” survived the Battle of Armageddon, then you their cargo of 12 Shock Troopers (6 into Area 12 and 6
can assume that they arrived with Michael after the into Area 6). The Rotorcraft will then circle the airspace
Reapers secured Tel Megiddo. These allies can also assist and make attacks on any creatures in the open. The 2
in the defense of the city by taking up other positions Snipers will hide in the trees surrounding the fortress.
around the fortress. As usual, the characters might also If they are able to reach the outer walls without being
choose to summon addition Elders at this time through seen, either (or both) of these snipers can use an action
the use of the gate spell or similar magic. to plant a breach charge (see the Commando’s “Specialty
Waves of Enemies. There will be three waves of Weapons”). Once planted, a sniper can use a bonus
enemies. After that, there may or may not be more action to detonate it, destroying a 20-foot section of the
waves, depending on how many prison cells were opened outer wall, which collapses in that section.
during the combat with Death in Chapter 9.
First Wave: The Saint-Slayers
The first wave to initiate the Beast’s counter-offensive Before this wave begins, check “Box 3” on
is an elite group of demons who refer to themselves as page 249. If the Reapers previously deleted the
the “Saint-Slayers.” The Slayers are a tactical unit of the Taskforce database OR if they sowed disinformation
that might cause miscommunications amongst members of
infernal legions that are often sent on inflitration and
the Taskforce, then ALL members of the Taskforce take a -5
assasination missions in the Veil. They are an infamously penalty to Wisdom checks and Wisdom saving throws during
ruthless and violent group of demonic soldiers that this encounter.
are universally known and feared by members of the

153
Third Wave: Unchained As the remaining legions of Heaven begin the march
As the Taskforce is defeated, maintain the initiative toward Jerusalem, Michael pulls you aside.
count and immediately begin the next wave. A massive
form appears on the horizon. A gargantuan creature, “The Beast will have amassed an army in Jerusalem,
taller than the mountains here in the Jezreel Valley, and the city has been fortified with infernal defenses
is silhouetted by the early morning light. This titanic here in the Veil. Uriel says that the Beast has
monster might be familiar to the characters, as they saw constructed for himself a replica of King Solomon’s
a similar shape during their skirmish in the Euphrates throne room on the site of the original palace, and is
river valley in Chapter 7. A Chained Devourer has come commanding his forces from the desecrated throne.
to lay waste to Tel Megiddo.
Combat Tips. This is a starkly different kind of Michael’s eyes narrow, apparently enraged at
encounter from the attack of the Taskforce. The Chained Beast’s arrogance, before continuing.
Devourer will likely attack from the direction in which the “When Gabriel signals the charge, I want the
fortress defenses are the weakest. Even if the Chained Reapers on the front lines with me.”
Devourer is defeated, it will likely deal a catastrophic
amount of damage to the outer walls of the fortress,
and may even reach the Upper Bailey or Main Keep. The Arrival in Jerusalem
Reapers and their allies will ultimately be victorious, but When the forces of Heaven draw within sight of the
will also probably be driven back to the Main Keep. holy city, Michael will marshal the celestial troops for
battle. Once preparations have been made, read the
boxed text below.
At this point check “Box 8” on page 249. If
Wormwood was defeated before opening any of the Legions of demons are assembled along the
prison cells at World’s End, then this encounter is over, ramparts of Jerusalem, and towering above all of
and the story continues with “The Beast” below. However, If them is the Beast himself. The Beast bellows in a
there are one or more check marks in Box 8, then there are voice that is reminiscent of Jeremiah Resh, but
an additional number of waves equal to the number of boxes
checked. See below for additional waves.
somehow more guttural, and as it speaks, its words
cause an icy chill to fill the air, and leave a greasy
feeling on your skin.
Additional Waves (Optional) “I told you once before: I can end your world
There are a number of extra waves equal to the number
of prison cells opened by Wormwood in Chapter 9. The whenever I choose to do so. Now you will bear
table below lists some options for additional waves. witness.”
Ideally, you should choose waves that will have a special With this the Beast raises a small amulet above
significance to your player characters or present a his head, and for a moment you recognize it as the
challenge that will be fun to play. You might also simply same one that was stored in Jeremiah Resh’s vault
chose them randomly by rolling. - the Talisman of the First Sea. Then, with a swift
movement, the Beast dashes the talisman to the
d8 Enemy Wave
ground and, to the west, a sound like an erupting
1 • Abaddon (if he has not been previously defeated)
volcano echoes in from the Mediterranean Sea.
2 • The Shamir (if it has not been previously defeated) “The forces of Heaven have proven themselves
3 • Lilith (AGttB) and Beelzebub (AGttB) capable, but there is nothing that can rival the power
4 • 1 Chained Devourer of the Leviathan!”
5 • 2 Fallen Virtues, which rise from the cistern shaft (Area 19) With the destruction of the Talisman of the First Sea,
6 • A “Fallen Seraphim” (use Ancient Red Dragon stats, SRD) the Beast has awakened the Leviathan (AGttB) from its
7 • 15 Plague Bringers
slumber. According to legend, the world will finally come
to an end during a battle between the Leviathan and its
8 • Any creature of the GM’s choice of CR 21 - 23
mortal enemy, the Behemoth (AGttB). Check “Box 6”
on page 249. The player character that is in possession
Unto the Breach of the Talisman of the First Earth will probably realize that
this is the time to destroy the Talisman and release the
Once the final wave has ended, Uriel will finish with
Behemoth. If they do not, you can narrate the advancing
the teleportation circle, and the final stage of the war
Leviathan to create narrative pressure, or else outright
will begin. The final wave of Celestial reinforcements
tell the player that this is likely the reason that the Tree
will arrive via Uriel’s teleportation circle, and Michael
of Life gifted them the talisman in the first place. If the
will assemble the remaining forces of Heaven outside
player character has lost the talisman, or refuses to
the gates of Megiddo. The player characters may take
destroy it, simply continue with the encounter below,
a Short Rest at this point, and then the march toward
ignoring any lair action effects that would emanate from
Jerusalem begins.
the Behemoth.

154
“The Dragon gave the Beast his power and
throne and great authority... in amazement
the whole earth followed the Beast.”
-Revelation 13:2

155
With a flash, the Beast vanishes from the front d12 Lair Action
lines. Uriel signals the charge, and the forces of 1 The Leviathan unleashes a blast of fiery breath that consumes
Heaven and Hell charge into battle from the north the area around you. All creatures in the area must make a DC
25 Dexterity saving throw, taking 84 (24d6) fire damage on a
and south as the titans of destruction, the Leviathan
failed saving throw, or half as much on a success.
and Behemoth, descend from the East and West. The
2 The massive feet of the Behemoth crash down nearby,
final battle has begun. completely flattening a nearby building. All creatures must
As you charge forward toward the walls of Jerusalem, succeed on a DC 21 Strength saving throw or take 37 (6d8 + 10)
Michael calls out to you. bludgeoning damage and be knocked prone. A creature that
succeeds on its saving throw takes half as much damage and
“Try to find a weak spot in the defenses! If we can is not knocked prone.
find a way into the city, we can corner the Beast in
3 A fierce lightning storm rages in the area surrounding the
his throne room and strike him down once and for Leviathan. A stray bolt of lightning strikes down at a randomly
all!” determined space. All creatures within 20 feet of this space
must succeed on a DC 21 Dexterity saving throw, taking 22
(4d10) lightning damage on a failed saving throw, or half as
The Final Battle much on a success.
4 The Behemoth lets out a thunderous bellow. All creatures that
The player characters should recognize the outer walls can hear must make a DC 20 Constitution saving throw, taking
of Jerusalem, as this is the same battlefield where they 14 (4d6) thunder damage on a failed saving throw, or half as
faced the Horseman of War earlier in the story. A copy of much on a success.
the map has been provided on the next page, relabeled 5 The Leviathan sweeps its tail through the sea, causing a tidal
for this encounter. wave to wash over the Jordan river valley. All creatures must
The Objective. The Reapers and Michael are going to succeed on a DC 20 Strength saving throw or take 18 (4d8)
bludgeoning damage and be knocked prone. A creature that
travel together as a unit. This is NOT a combat encounter, succeeds on the saving throw takes half as much damage and
since the goal is not to defeat all of the enemies, but is not knocked prone.
simply to gain entry into the city.
6 A fissure opens in the ground in a randomly determined
Running the Encounter. Start by rolling initiative, just location. The fissure is 10 feet wide and 1d10 x 10 feet deep. Any
like a normal combat encounter. It is up to the player creature standing on the spot where the fissure opens must
characters whether to fight their way through, to use succeed on a DC 20 Dexterity saving throw or fall in.
stealth to hide in the fray of battle, or to use magic to 7-8 The Behemoth slams its weight into the Leviathan, and
accelerate their travel. Either way, the goal of this first tremors shake the ground for miles in every direction. Any
encounter is to reach the open courtyard (Area 8) and creature touching the ground must make a DC 19 Constitution
saving throw or have its concentration broken.
begin the search for the Beast’s throne room. Emphasize
to your players that the goal is to gain entry to the city 9-12 The Behemoth and Leviathan continue to battle in the
and kill the Beast (not to engage in the battle directly). background, but there is no extra effect for this round.
Enemy Tactics. Remember that the Reapers are not
charging into battle alone. For the purposes of this Area 1:
encounter, assume that all enemies are preoccupied The Reapers and Michael start here, leading the charge
with the battle as a whole, and are not focused only on of the forces of Heaven into the final battle.
the player characters. As a rule of thumb, if the Reapers Area 2:
come within 30 feet of a group of enemies, those A phalanx of 40 Infernal Legionaries is assembled on
enemies will make attacks (or attacks of opportunity as the ground in front of the main gate.
they pass by). However, enemies will not abandon their
post on the outer wall or pursue the player characters Areas 3 & 6:
into the city. Hence, the Reapers only need to bypass 6 Marked Snipers are positioned along the walls on
these enemies, not defeat them. each side of the gate (Areas 3 & 6).
The Leviathan and Behemoth. The full stat blocks
for the Leviathan and Behemoth are included in the Area 4:
Adventurer’s Guide to the Bible. However, to simplify This tower is occupied by an Infernal Warmage and an
matters in this adventure, we will assume that the Infernal Priest.
Leviathan and Behemoth are preoccupied fighting Area 5:
each other. As these two titans fight to the death in the This tower is occupied by 2 Infernal Warlords.
background of these final encounters, the consequences
of their battle will spill over in the form of “lair actions,” Area 7:
recorded at right. On initiative count 20 of each round An Infernal Dreadnaught and another 40 Infernal
(losing initiative ties), ask a player to roll on the table at Legionaries are waiting inside the main gate. Once the
right to determine how the Leviathan and Behemoth gate is breached, the Dreadnaught will lead the charge
affect the encounter moving forward. The Leviathan and into the fray.
Behemoth are not allied with the forces of Heaven or Area 8:
Hell, and so these lair actions affect all creatures equally. This open courtyard leads into a mazework of buildings

156
Map: Jerusalem

157
once known as Jerusalem’s “upper market.” Once the
Reapers reach this courtyard, maintain the initiative
Throne Room of the Beast
order and immediately begin the next encounter with Once the Reapers have succeeded on 4 checks, the
“Navigating the City” below. Skill Challenge has concluded and they successfully
locate the throne room. This room will be familiar to them
Airborne Threats: from Chapter 6, as the Beast has constructed it as an
2 Marked Rotorcraft and 2 Hellfire Dragons (use Adult exact replica of Solomon’s throne room. Except now,
Red Dragon stats, SRD) are hovering above the combat instead of Solomon, the player characters find The Beast
on the ground. They will attack enemies on the ground seated on the throne.
randomly, but if Michael and the Reapers try to fly over The Beast has a Challenge Rating of 27, and would
the main gate, their attacks will focus on the new flying normally outmatch the player characters. However, they
enemies. are now joined by Michael the Archangel to even the
odds, and any characters who have saved a 9th-level
Navigating the City spell slot might also choose this moment to summon one
The Reapers have now entered Jerusalem proper, and of the Elders through the use of the gate spell or similar
are no longer in the direct line of fire. Read the boxed text magic.
below to begin the next encounter. Use the map at right to run this encounter. The Beast
begins combat seated on the throne at the top of the
As you move deeper into the city, the sounds map, while Michael and the Reapers enter through the
of pitched combat fade into the distance behind main doors at the bottom of the map. Maintain the
you. The clanging of swords and shields mix initiative order and run this final combat encounter,
anachronistically with the reports of gunfire as continuing to use the lair actions from the Leviathan and
Behemoth on the previous page.
warriors from all eras of history wage war against
the forces of this present darkness here in the city Combat Tips
of Jerusalem. Flashes of light throw harsh, angular The Beast. The Beast would ideally like to maintain a
shadows across the deserted city streets as combat distance of 40 feet from its enemies. Although some of its
abilities have a range of 30 feet, its most powerful abilities
rages in the skies above. Bursts of flame and flashes
(Pride’s Visage and Lust’s Visage) have a range of 60 feet. Thus,
of lightning briefly illuminate the silhouettes of the Beast would prefer not engage in melee combat, and
archangels and Hellfire dragons dueling in the midst will use dimension door to avoid being pinned down by melee
of gathering storm clouds above. And, of course, the combatants.
gargantuan figures of the Leviathan and Behemoth The Beast will rely heavily on its Legendary Actions, but can
also use its spells like telekineses to restrain any creatures that
cast their shadows across the whole scene as their are causing problems (such as monks and rogues).
combat threatens to rend the foundations of the The Beast will attempt to use Pride’s Visage as soon as
world. possible (while the Reapers are still grouped closely together),
Michael snaps your attention back to the present as to stun as many of them as possible. After that, it will use the
visages of Lust and Wrath to keep the Reapers confused and
he calls out:
preoccupied as much as possible.
“Find the throne room! We have to end this!” Michael. Michael will Pronounce Judgment as soon as he
can. After that, he will continue to use subsequent turns trying
to close to melee distance with the Beast, since Eskaton is his
Finding the Throne Room strongest attack.
The Reapers must locate the throne room and kill The
Beast. However, they must first find the palace in the
midst of the chaos around them. Maintain the initiative End of Combat.
order as you transition to this Skill Challenge. Once each Read the following boxed text as the Beast is finally
round, any player can volunteer to attempt a DC 20 killed.
ability check. Any skill may be used, so long as the player
can justify how this skill would be useful in locating the As the Beast is struck down, its body seems to
throne room (or avoiding danger along the way). Locating writhe and unravel as dissonant whispers fill the air.
the Beast’s throne room requires 4 successes. There is “The Beast was, and is not,
no consequence for a failed check, but each round also and goes to destruction.”
triggers a new lair action from the battling Leviathan and A doorway opens in the wall behind the throne of
Behemoth (continue to use the same lair actions from the Beast, and seems to beckon to you to enter.
the previous page). Once an ability has been used during
this Skill Challenge, if another player wishes to attempt
the check using the same ability, they must do so with Level Up?
disadvantage. Any player character that may reasonably Any player character that (due to an Act of Humility) is still at
level 19 may now reach level 20. All characters that are already
be familiar with the city’s layout may make all of their
at level 20 may instead receive an Epic Boon, Blessing, or Gift
checks with advantage during this Skill Challenge. of the Spirit at the conclusion of this encounter.

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Map: Throne Room

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“The Dragon took his stand on the sand of the seashore.”
-Revelation 12:18

Chapter 12: The Dragon


Introduction “Dark Bargains” on page 200.

This final chapter is highly symbolic and calls the player The Last Lampstand
characters to confront The Dragon directly in a climactic
The previous chapter ends with the player characters
combat encounter. This is a Challenge Rating 30 combat
slaying the Beast and being confronted with an open
encounter, as the Dragon is arguably the most powerful
doorway behind the throne room of the Beast. The
creature in the created universe. Depending on the
player characters already know that the Beast built this
choices made earlier in the story, the player characters
throne room as a reconstruction of Solomon’s palace,
may or may not be victorious in this final conflict.
and a DC 18 History or Religion check will reveal that
However, the result of this combat is less important than
this doorway would have originally led in the direction of
what it symbolizes.
the Temple Mount, the holiest location in Jerusalem. If
This final combat encounter most importantly
the player characters are hesitant to enter through the
symbolizes a final confrontation with the player
doorway, Michael can encourage them to walk through
characters’ internal struggles. Their outward combat
it. Otherwise, the continued battling of the Leviathan
with the Dragon is merely a trivial allegory for the real
and Behemoth will leave the player characters with few
conflict, which is happening in their own hearts. One way
options other than to continue forward. Once the player
or the other, this encounter ends with the permanent
characters enter the doorway, you can exit initiative and
deaths of the player characters, and their final answer to
the lair actions finally come to an end.
the question: “Are you ready?”
As the player characters enter the chamber, read the
The Dragon is also doomed to its final destination, but
boxed text below.
will do all in its power to corrupt the player characters
in its last moments as well. By using its “Dark Bargain”
As you step through the doorway, expecting to find
Legendary Action, the Dragon can craft irresistible offers
to try and compel the player characters to give in to their yourself in an inner chamber of the Beast’s palace,
deepest attachments to the physical world. Before you you are surprised to find yourself in a very familiar
run this combat encounter, make sure to read over The room. The room where it all started: the chamber of
Dragon’s stat block and the sidebars concerning the the Lampstands.

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Ephesus 2. Bread and Wine
As the Reapers return - one last time - to the chamber
of the lampstands, read the boxed text below. The scene once again returns to the naked man
and woman, and as they pick fruit from the tree, the
Although the chamber is familiar to you, it is now scene once again transforms. The hilltop on which
shrouded in darkness as all but one last lampstand you are standing stays the same, but the man and
has been extinguished. Only the lampstand marked woman vanish and the tree contorts and transforms
“Ephesus” remains, at the far end of the chamber, into a wooden altar. The serpent lurches to one side
struggling to illuminate the space with its lone flame. as the altar takes shape, and scowls as a wizened
Unlike your previous visits, however, there is a new old man climbs the hill and approaches the altar.
creature in this space. A venom-green serpent lies The serpent slinks into the shadows of some nearby
writhing at the base of the lampstand. The serpent undergrowth to hide, as the old man reaches the
appears to be in pain, as though being scorched by altar and appears to make an offering of bread and
the soft light of the lampstand above it. Yet, even in wine to God.
its agony, it lashes out at anything that approaches.
As this point, the scene should transition to the
conclusion of one of the player character flashbacks. If
Then the serpent hisses as the flame glows more possible, try to pair this scene with a character flashback
brightly and Ephesus speaks to you. that involves making amends or repenting for past sins
“A new day is dawning. (Gn 14:18).
I know your works,
your patient endurance; 3. The Offering
but remember from what you have fallen.” In a flash you are back at the altar with the old
man. In an instant the vision flickers and shifts. The
Then, with a flash, you are caught up in a memory. wooden altar collapses and catches fire, and the old
man’s face and clothing changes. A different old man
now stands before you, and instead of holding aloft
bread and wine, he wields a dagger in his hands, as a
Before beginning this encounter, review your young boy lies bound at his feet.
notes from the flashbacks of each character in “Box
9” on page 249. These flashbacks will conclude As this point, the scene should transition to the
during this encounter. conclusion of one of the player character flashbacks. If
possible, try to pair this scene with a character flashback
From what you have fallen that focuses on sacrifice or familial bonds, to parallel
Abraham’s willingness to sacrifice his own son (Gn 22:10).
This encounter presents a series of “scenes.” A total
of 6 scenes are presented here. Each scene will play 4. The Dream
out quickly with a brief narration, and should lead into
the conclusion of one of the character flashbacks
You return to the disturbing vision of the old man
from Chapter 11. After each scene, return to one of the about to kill a young boy bound at his feet, but before
flashbacks (review “Box 9” on page 249), and allow the he can strike, the vision shifts again. The old man
memory to come to a satisfying conclusion. The scenes vanishes and the burning pyre extinguishes itself,
are described below. but again the hilltop remains the same. The form of
the young boy changes into that of a young man, no
1. The Fall longer bound, but sleeping peacefully with his head
As you stare at the lampstand, it suddenly contorts resting on one of the stones that had formed the
into the shape of a fruit tree, and the chamber around base of sacrificial pyre a moment ago. As he dreams,
you transforms into a verdant garden. The serpent at an ethereal ladder appears next to him that seems
the base of the tree no longer seems to be in pain, to extend infinitely into the clouds above.
and a wry smile spreads across its reptilian lips. As
you watch, a naked man and woman approach the As this point, the scene should transition to the
tree. The serpent whispers something to the couple, conclusion of one of the player character flashbacks. If
and they begin to reach for the fruit. possible, try to pair this scene with a character flashback
that includes a search for meaning or purpose as a
As this point, the scene should transition to the parallel to Jacob’s dream (Gn 28:12).
conclusion of one of the player character flashbacks. If
possible, try to pair this scene with a character flashback
What is Going on?
According to tradition, the famous events in these visions all
that involves temptation or guilt to parallel the fall of occurred on or near the hilltop on which the characters are now
Adam and Eve (Gn 3:6). standing; and it is on this same hilltop that the story comes to an end.

161
5. The Cross The serpent hisses in pain and rage as it strikes
back at the foot of the man restraining it, sinking its
The vision of the sleeping young man wavers and
fangs again and again into the soft flesh of Jesus’s
changes, the form of the ladder rearranging itself
unprotected ankle. Jesus winces with pain as the
into a bloodstained wooden cross. At the sight of
serpent continues to strike at his heel, the veins of
the cross, the serpent once again lunges from the
his lower leg pulsing black as venom makes its way
shadows, appearing gleeful at the sight of this torture
through his body. But although clearly in pain, his
device. Hanging on the cross is the form of a man,
voice is soft and compassionate as he leans closer
mutilated beyond the point of recognition. The man
to the writhing creature and speaks:
whispers, breathlessly, “Eloi, Eloi, lama Sabachtani,”
“I never wanted it to end this way, you know? You
and then goes limp.
were created to do great and beautiful things, but
The scene should now transition to the conclusion of somehow we keep ending up here. Even now it’s not
one of the player character flashbacks. If possible, try to too late. If I said I would welcome you back home
pair this scene with a character flashback that involves after all of this, would you accept my forgiveness?”
sacrifice, pain, guilt, or repentance to parallel the The serpent shows no response to these words,
symbolism of Jesus’s death on the cross (Mk 15:34). continuing to strike at the bleeding wound on
6. The Lampstand Jesus’s heel. As you look up from the violence at
his feet, you suddenly realize that Jesus is staring
The vision shifts one last time, and the mutilated directly at you. For a terrifying moment you wonder
body of the man vanishes. The cross shrinks and whether his words had been meant for you as well as
alights with a radiant flame as it takes the shape of the serpent, but before you have time to ponder this,
the lampstand once more. The hill on which you are Jesus stands to his full height and speaks again. This
standing, which has remained the same throughout time when he speaks, the voice of the lampstand
each vision, fades from your view as walls spring up of Ephesus speaks with him. As their voices echo in
around you, and you find yourself back in the chamber unison throughout the chamber of the lampstands,
of the lampstands once again. The serpent, which you realize that this is your final mission as a Reaper,
appears to have journeyed through these various and that your time in the Veil is about to come to an
visions with you, now turns its attention back to you end.
and bears its fangs as though preparing to attack. “I am the first and the last. Let those who do right
continue to do right; let those who do evil continue
As this point, if there are any characters remaining who to do evil.”
have not concluded their flashbacks, they should do so
The force of these words shatter the stone floor
now. If possible, try to pair this scene with character(s)
whose flashbacks involve anxiety about the future or a
beneath your feet and you look down to see an
fear of the unknown. If all characters’ flashbacks have endless expanse of stars and galaxies; the final
been concluded already, then immediately proceed to moments of a universe in the hour of its death. The
the final scene below: “the Savior and the Serpent.” serpent hisses and begins to fall, and as it falls, it
takes on a hideous shape you have seen only once
The Savior and the Serpent before: the massive form of a seven-headed dragon.
This final encounter begins with an extended narration “It is time for the old world to pass away, and
to set the scene. These words have been chosen behold, I am the beginning and the end.”
carefully to set the tone and create an air of mystery As he speaks these words, Jesus produces the
leading into the final conflict, but feel free to revise or Scroll of the Seven Seals. He looks directly at you
rewrite this narration in a way that better suits your game once more, his eyes filled with a deep sadness, as
or players. The final combat encounter begins on the
the lampstand of Ephesus speaks its final command
next page with “The Dragon.”
to you:
“Bind The Dragon.”
The serpent lunges from the base of the last With these words, you feel yourself begin to fall
lampstand toward you, but its momentum is through space and time, streaking toward the
suddenly halted by the sandaled foot of a man who cosmic form of The Dragon below you, but you are
steps out of the shadows in the dimly lit chamber not alone. A crash of thunder echoes through the
and stomps down on the serpent’s midsection. The cosmos as you suddenly become aware that Jesus
waning fire of Ephesus casts a flickering light on the has opened the Scroll of the Seven Seals. Riding into
face of Jesus, who beholds the serpent beneath his battle alongside you as you fall toward The Dragon,
foot with an unmistakable look of pity in his eyes. are the Four Horsemen of the Apocalypse.

162
The Dragon
This scene initiates the final encounter of the campaign “Remember from what you have fallen; repent, and do
and (one way or the other) the end of the adventure. The the works you did at first. If not, I will come to you and
Dragon has a Challenge Rating of 30 and victory is not remove your lampstand from its place, unless you repent.”
guaranteed, but there is an even greater danger in this -Revelation 2:5
encounter than the threat of death. The characters will
be confronted with a choice between doing what is right
or giving in to their attachments to the Physical Realm.
Use the information on this page for preparing and
running this final combat encounter.
Long Rest
As the flame of Ephesus issues the command “Bind
The Dragon,” the player characters are suddenly
refreshed and empowered for the final conflict. They
receive the benefits of a Long Rest, including the option
to prepare different spells, if they choose. However, this
happens instantaneously, so they do not have the ability
to make longer preparations, such as casting ritual spells.
Terrain and Movement
This entire combat encounter happens in a state of
free fall. The Dragon, the Reapers, and the Horsemen
are hurtling at blinding speed toward the center of the
universe as the Physical Realm implodes in on itself.
There is no battle map provided for this encounter, but
you can use the following mechanics as a rule of thumb
for gauging movement.
Movement in Free Fall. As the characters in this
encounter plummet into the void of space, treat all
characters as though they are under the effects of
a sustained levitate spell. That is, even as they fall at
blinding speeds, you can assume that all creatures are
falling at the same speed and maintaining their distance
with respect to one another. Furthermore, you can
assume that a creature without a fly speed can only move
itself by pushing or pulling against another object or
creature in free fall. A creature with a fly speed can use
its speed to change its orientation in three dimensional
space as normal, but otherwise continues to fall at the
same rate as all other creatures.
The Dragon
The Dragon is a size “Gargantuan” creature, because
that is the maximum size allowed by Fifth Edition rules.
However, the Dragon’s actual size is much larger than
the 4x4 grid that a Gargantuan creature would occupy
on a standard grid battle map. If you are planning to
run a combat with the Dragon using a standard grid
battle map, treat each of the Dragon’s seven heads as
a separate “Huge” creature. On the Dragon’s turn, the
“central” head can use the Dragon’s full movement
speed, with the other heads moving with it, maintaining
positions within 50 feet of the central head. The heads
are treated as separate creatures for the purpose of
tracking positions and distance, but the Dragon is
otherwise mechanically treated as a single creature.
Combat Tips. The Dragon will not waste its “Unholy
Insight” or “Dark Bargain” abilities on the Four
Horsemen, since they are entirely devoted to their ideals

163
and cannot be corrupted. Instead, the Dragon will focus 3 You fall through the debris of a planet that is crumbling into
its “Bite” attacks on the Horsemen in an attempt to pieces. 1d6 asteroids appear in locations chosen by the GM.
remove them from the encounter quickly, while saving its Each asteroid is a Huge object (1,000 pounds), and can be used
to provide half or three-quarters cover, at the discretion of the
psychological attacks for the player characters.
GM. Asteroids remain on the battlefield until a new lair action
The Horsemen takes effect.

The Horsemen will fight to the death against the 4 You fall past the Behemoth and Leviathan, still locked in combat
Dragon, not only in service to Jesus (who opened the even as they drift into the emptiness of a destroyed universe.
As you fall past, the Behemoth lashes out with its tail at one
scroll), but because the Dragon is offensive to their creature (determined randomly). Melee Weapon Attack: +18
ideals of neutrality and balance. However, the Dragon’s to hit, reach 10 ft., one target. Hit: 30 (3d12 + 10) bludgeoning
“Legendary Preeminence” feature will remove each damage.
of the Horseman’s Legendary Actions and Legendary 5 The universe enters a state of “heat death.” The stars are
Resistances. This will greatly reduce their effectiveness extinguished and a layer of frost covers the surface of your
in combat, reducing their Challenge Ratings to around skin. Each creature must make a DC 25 Constitution saving
throw, taking 35 (10d6) cold damage on a failed saving throw, or
19 or 20. The “Unlegendary” stat blocks for the Four
half as much on a success.
Horseman are on page 246 and 247. Without their
legendary features, these stat blocks are greatly 6 You fall past the event horizon of a black hole. Reality bends
and shifts as even light and sound are pulled into the center of
simplified; it may be helpful to make copies of these the black hole. All creatures are Deafened, and creatures are
pages and hand them out to players as they prepare for unable to communicate using sound. Furthermore, any spell
this final combat encounter. This lessens the burden on or ability that requires a verbal component automatically fails.
you, as the GM, and gives players the chance to control These effects last until a new lair action takes effect.
their favorite Horseman in battle! 7 Your path crosses an interdimensional ripple in spacetime.
Note: A spell for the Horseman of Famine has been As each creature falls through the ripple, it is teleported to
a randomly determined space within 120 feet of where it
changed. The spell earthquake (which is useless in the
started. A creature that is moved in this way does not provoke
void of space) has been replaced by the spell mind blank. opportunity attacks.
This new spell will be incredibly useful if cast on a player
8 The flow of time is altered. For each creature involved in the
character, which should make up for the fact that the combat, roll a d4. On a roll of 2 or 3, the creature may act
Dragon has immunity to most of Famine’s other spells. normally. On a roll of 4, the creature gains the benefits of the
haste spell. On a roll of 1, the creature is under the effects of a
The Holy Nail (Optional) slow spell. These effects last until a new lair action takes effect.
The Dragon is doomed to its eternal fate one way or
the other. However, if you would like to add an extra layer The Ending
of complexity to this encounter, inform the players that If the player characters are victorious, then they
the Dragon can only be defeated if it is reduced to 0 hit witness the defeat of the Dragon just before their fall
points AND a Holy Nail is driven into its heart before the comes to an end and they die along with the universe.
start of its next turn. This will force the players to think If they are killed during the combat with the Dragon,
more strategically about their action economy and turn then they die having resisted their attachments to their
order, increasing the difficulty of this encounter. The Eternal Traits once and for all. And, of course, some of
player characters have had opportunities to acquire the characters may have even accepted a Dark Bargain
a Holy Nail earlier in the adventure, but if they do not from the Dragon, ending their story on a foreboding note,
possess one yet, then Jesus can give them one before and being returned to an earlier time in their life.
they fall from the lampstand chamber into the final Regardless of the outcome, the story ends with the
combat. deaths of the player characters and the destruction of
the universe. Refer to “Ending the Story” on the next
Lair Actions (Optional) page for notes on how to run the ending scene, and
If you would like to add even more complexity to the various interpretations of the adventure as a whole.
encounter, you can choose to use “lair actions” during
this final combat. Lair actions occur on initiative count 20 End of Revelation?
(losing initiative ties). Lair actions can affect The Dragon This adventure ends with the defeat of the Dragon (Satan),
as well as the characters: they add complexity, but do not which reflects the events of Revelation chapter 20. There are
necessarily increase the challenge of the encounter. two more chapters to the book of Revelation, which include
the creation of a new Earth, a new Eden, and a new Jerusalem,
d8 Lair Action thus ending Revelation on an optimistic note. These chapters
1 You fall into a cloud of glimmering blue-purple cosmic gas.
are not included in this adventure module, partially to leave the
Each creature must succeed on a DC 20 Constitution saving descriptions of Heaven up to the imaginations of the players,
throw or be blinded until the start of its next turn. but also to make sure the focus stays on the player characters.
See “Ending the Story” for more on this.
2 You fall past the gravitational field of a collapsing neutron
star. Each creature must succeed a DC 22 Strength saving
throw or take 28 (5d10) bludgeoning damage and be pulled
50 feet toward the center of the massive star. A creature that
succeeds on the saving throw takes half as much damage and
is pulled 25 feet.

164
“The first things have passed away.”
-Revelation 21:4

Ending the Story


Beginnings and Endings Your consciousness fades as your last thoughts
The story will end as it began: with the deaths of the drift through your mind. You feel one last surge of
player characters. Continue below with “Ending Scene” emotion that you can’t quite place... almost like
for notes on how to end the campaign with a return to walking into a room and then forgetting why you’re
death; if a player instead ends their character’s story by there. Then there is nothing, and the world goes black.
accepting a “Dark Bargain” from the Dragon, then skip [pause]
ahead to “Dark Bargain Ending” below. A moment later, you slowly become aware of a
soft, gray light coming from a source you cannot
Ending Scene see, and the form of someone leaning over you. You
As a character dies, try to use descriptive language feel yourself regaining awareness of your limbs as a
that parallels that character’s original death scene. warm, comforting voice asks:
Review your notes on each character’s death scene (as “Are you ready?”
described by the player) in “The Story Tracker” on page
You now become fully aware of a man with black
248. Once the characters finally die, read the boxed
text to the right.
robes reaching out a hand to help you to your feet.
A hood obscures the top half of his face, but he
What is Going On? appears friendly and somehow almost familiar to
This scene clearly parallels the opening scene of you... like he is an old friend whose name you can’t
the adventure in Chapter 1. There are several ways quite remember. As you struggle to remember why
to interpret this ending, and your group can feel free
he looks familiar to you, he speaks again.
to discuss which interpretation they prefer, or even
construct an interpretation of their own. The most likely
“My name is Azrael, the Angel of Death. Are you
interpretations are outlined below. ready?”
1. Eternity in a Moment. In this interpretation, the entire
adventure takes place in the moment of the character’s result, Azrael has taken the character on a journey of self
death. There are numerous hints throughout the story discovery in hopes that the character will be redeemed
that time works differently in different Realms. In this by the end. In this version of the story, the character
interpretation, the entire adventure takes place in the may have embarked (and may still embark) on this very
blink of an eye, as the character(s) lay dying, and each adventure hundreds of times over, each time learning a
villain and obstacle throughout the story was a necessary little more about themselves and working toward a state
step on the spiritual journey of the character overcoming of self-acceptance that will allow them to enter Heaven.
their flaws and becoming ready to pass on to eternity. It is important to note that in this version of the ending it
2. Delayed Redemption. In this interpretation of the is not God that is preventing the character from entering
story, the character’s own flaws or ideals (see: Eternal Heaven, but their own inhibitions, as shown in their
Traits) have prevented them from entering Heaven. As a “Eternal Traits.”
3. Recursive Realms. In this interpretation, everything

165
in this story was literal; nothing was symbolic. The
adventure was literally about the end of the world, and
TPKs and Early Deaths
when the player awakens to see Azrael welcoming them, Regardless of which ending or interpretation you use,
it is because they have passed on into the Heavenly the ending should be a fun revelation for the players.
Realm and are being welcomed there by Azrael, whose Because of this, it is probably a good idea to save
essence also passed on when he was claimed by the this ending scene until the end of the campaign. If a
mantle of the Horseman earlier in the story. character dies early in the story, you can leave their fate
4. It Never Happened. In this interpretation, the entire somewhat unanswered until the end, where they are
adventure was a fantasy created in the character’s own reunited with the party and take part in the final scene.
mind as they died. This interpretation is similar to option You can also hint at the ending scene during an early
1, except that the characters in the story weren’t “real,” player character death, such as by a comment like: “as
but rather symbolic incarnations of the character’s own you die you hear a familiar voice.” However, it is probably
flaws, ideals, virtues, and vices. The story then becomes not a good idea to run the full ending scene before the
an “Apocalypse of Self.” campaign is over, because it raises several questions that
are better left unaddressed until the end of the story.
What Happens Next? The same goes for total party kills (TPKs). If the party
Regardless of which interpretation you embrace, the is killed near the end of the story, such as in the Battle of
common thread is that this is a story about the player Armageddon or fighting the Dragon, you can simply end
characters on their path to redemption. The key is in the the adventure there. If, however, the TPK occurs earlier in
question: “Are you ready?” the story and you intend to continue the adventure with
The characters likely avoided answering this question new characters, it is better to save the ending for the
(or else answered “no”) in Chapter 1, due to their own end, at which point you can give characters killed in the
holdups and inhibitions. The adventure was designed as earlier TPK their own ending scenes, if necessary.
a road to redemption for the characters, during which
they are forced to confront these flaws and (hopefully)
overcome them. At this point, you can feel free to leave
Dark Bargain Ending
If a character accepts a “Dark Bargain” from the
the scene “open-ended” and conclude the adventure
Dragon (see page 200), the terms of the bargain are
with this question. However, you can also press the
instantly fulfilled. Most of these bargains involve being
player characters for an answer, if you wish. If the
returned to life in some fashion, and all of them appeal
character answers “yes,” their story ends with them
to the character’s flaws, bonds, or ideals (see the
finally entering eternal rest (a scene which you can allow
character’s “Eternal Traits” on page 248).
the player to narrate for themselves). If the character
These dark bargains are not “tricks;” they really do give
answers “no,” instead narrate the character being invited
the character exactly what they ask for (as though by the
to join Azrael as a “Reaper,” just as they did in Chapter
wish spell). Satan (The Dragon) keeps his promises, but
1, and their story of redemption continues, starting over
he is also getting what he wants out of the deal; the more
from the beginning.
a character embraces their attachments to earthly life,
Alternate Ending the more they are led astray from Heaven. Thus, this is a
If you would prefer not to bring Azrael back for the “tragic” ending for a player character, even though they
ending, or if you would like to change things up for each instantly get everything they want.
character’s death scene, you can also use this ending, Running the Scene. Narrate this scene collaboratively
which includes a revelation about the Lampstands. with the player, incorporating as many characters and
details of their backstory as possible. The character
As your last thoughts flash through your mind, you awakens back to life on Earth, the terms of the bargain
fulfilled. Read the boxed text as you resolve the scene.
recall the words of the Lampstands. First Laodicea,
then Sardis, and then the rest flash through your At first you can’t quite believe that this is all real,
mind one after another in quick succession. As these but it is. You take a breath, savoring the sounds
memories tumble through your mind you realize that and smells around you. It is all just as you imagined
the first line of each Lampstand’s message had an it would be. It is everything you ever wanted. It is
additional meaning, and that these words had been perfect. But...
right in front of you the whole time... There is a prickle at the back of your mind, like the
Laodicea: I am standing at the door, knocking feeling that something, somewhere, has been left
Sardis: wake up, for this has all been undone: a project left unfinished.
Thyatira: for you, in order that you might You push these thoughts from your head and try to
Smyrna: hear my voice, and open the door focus on what is real right here in front of you. But as
Pergamum: The time is now, for death is upon you. you fall back into the routines of your day to day life,
Philadelphia: Open your eyes and see, you can’t shake this feeling that there is something,
Ephesus: A new day is dawning. or someone, out there watching you, waiting...

166
Appendix A: Magic Items
Benedictine Shield of Death. The pages of the book are filled with lines,
Shield, Rare (Requires Attunement)
symbols, and other scrawlings in an Enochian script that
The emblem emblazoned on the surface of this shield shift, move and change unceasingly. These malleable
was designed and blessed by Benedict, the legendary markings are indecipherable to a creature that is not
founder of the Benedictine monastic order. The attuned to the Book of Souls.
sequence of letters engraved across the surface of the The book has many abilities, but its primary purpose
emblem spell out the “Vade Retro Satana,” an ancient is in tracking the locations, movements, and evolving
formula of Christian exorcism that reads: destinies of every creature in the universe. When you
“May the Cross be my light. attune to this item, you gain the ability to locate any
May the Dragon never be my guide. creature, as though by the locate creature spell (unlimited
Get behind me, Satan. range). By speaking the creature’s name, the pages of the
Do not tempt me with your vanities. book fly open to a page that reveals the precise location
What you offer me is evil. of a creature in the Physical Realm or in the Veil. The Book
Drink of that poison yourself.” of Souls cannot locate creatures that are warded against
-Vade Retro Satana divination magic (such as by the nondetection spell), or
This symbol has a long history of use in exorcisms, creatures in other Realms of existence (such as Heaven
and is often found engraved into the walls of churches or Hell). In addition to its location, you also gain insight
and monasteries. According to legend, no dark magic into the state of the creature’s soul, its relationships to
or curse has ever been able to penetrate the walls of a other creatures, its current temptations, and events that
Benedictine monastery, which are always engraved with are possible to occur in the near future. Although this
the Vade Retro Satana. information is sometimes referred to as the creature’s
You gain a +1 bonus to AC when wielding this magic “destiny” it is also important to remember that the
item. Additionally, you cannot become Cursed while your creature has free will, and thus these relationships,
attunement to this shield lasts. temptations, and destinies are always changing and
shifting because of the choices made by the creature.
Book of Souls Thus, the ink of the Book of Souls is not permanent, which
Wondrous Item, Artifact (Requires Attunement) is why it is always rewriting itself and shifting to reflect
This leatherbound book is as old as time, its cover the evolving destinies of every creature in the universe.
emblazoned with the symbol of the harvest: the crossed The Book of Souls also has other abilities, outlined below.
scythes. This book is rightful property of the Angel Limited Sentience. The book is not fully sentient, but it

167
benedictine bow of
shield conquest

book of
souls

Bow of Conquest
Longbow, Legendary (Requires Attunement)

“The rider of the White Horse had


a bow, and came to conquer.”
-Revelation 6:2
has an innate understanding of its own purpose, and can
alert the creature attuned to it if it senses a disturbance. Forged from the sheer willpower of
If it senses something, somewhere in the universe is out the Horseman of Conquest, this gold
of place or in need of attention, it flies open of its own and white bow is made up of independent
accord and hovers in front of its wielder, to present a fragments that hover in place, magically
page that outlines the problem or disturbance. Usually maintaining their shape and function. The
such a disturbance is cause by demonic activity in the surface of the bow has an iridescent sheen, and
Veil, but it is up to the GM to determine if an event is a soft glow radiates from both the bow and its arrow.
significant enough to draw the book’s attention. The Bow of Conquest is an incarnation of the Horseman’s
Lesser Incarnation. As an action, you can grant consciousness and willpower, and thus, even if the
yourself and up to eight willing creatures a brief physical Horseman is destroyed, the bow will live on, seeking a
to the Material Plane. A burst of transmutation magic new host to carry out its mission.
emanates from the Book of Souls, and each creature is You gain a +3 bonus to attack and damage rolls made
given a temporary physical body, which appears in an with this magic weapon. The Bow of Conquest also
unoccupied space in the Physical Realm, on the Material functions as a weapon of warning (SRD). In addition, you
Plane. The physical body created by this ability appears can use a bonus action to cast Crusader’s Mantle from
utterly unremarkable in every way. Its height, weight, it. When cast in this way, the spell’s aura deals force
clothing, and every other aspect of its appearance take a damage rather than radiant damage. Once you use this
form that causes it to completely blend in to the culture feature, you cannot use it again until the following day at
and time period in which it is created. In this new form, a dawn.
creature retains its alignment; languages; proficiencies; Returning Arrow. The Bow of Conquest has one arrow,
and Intelligence, Wisdom, and Charisma scores. Its which is attached to a length of magical golden thread
statistics and capabilities are otherwise replaced with a that magically coils itself around the forearm of your
creature of level 3 of the same class and subclass as its bowstring arm when you attune to the weapon. After
own. If a creature has levels in more than one class, its each attack, the arrow is magically retracted, returning
new form can have levels in one or all of these classes, to you over any distance. The thread cannot be severed,
so long as its overall character level is equal to 3. All but a creature hit by the arrow may attempt to restrain
equipment (including the Book of Souls) remains behind in the arrow by using its reaction to make a DC 24 Strength
the Veil, and each creature appears in its new body with check. If the arrow is restrained, you are unable to make
no items other than the clothing it is wearing. A creature your next attack. Each time you take the Attack action, a
stays in this new form for 24 hours, until it is killed, or creature restraining the arrow must repeat the check to
until it dismisses its new form as an action. After that, maintain its grip on the arrow.
the creature returns to its body in the Veil, regaining Sentience. The Bow of Conquest is a sentient lawful
its original character level and equipment. Once this neutral weapon. It has hearing and darkvision out to a
feature has been used, the magic of the Book of Souls is range of 120 feet, and can communicate telepathically
significantly drained, and it is unable to use this feature with its wielder using images and feelings, but not
again until 2d12 dawns have passed. language. If the Bow of Conquest is required to make an

168
Intelligence, Wisdom, or Charisma check, it uses the Properties of the Censer. The Censer of Intercession
stats of the Horseman of Conquest. is powered by the prayers of the saints. Whenever a
Personality. The Bow of Conquest desires to strategize person of faith cries out in a time of need, their fear,
and conquer. When its wielder encounters a new anger, and righteous fury are distilled and added to the
situation for the first time, their mind will flood with magical power of the censer. As an action, you can cast
images and ideas form the Bow of Conquest, which storm of vengeance from the censer. When cast in this
instinctively notes the positions of enemies in the way, the spell does not require your concentration, as
space, the number of entrances and exits, and possible the concentration is held by the prayers of billions of
locations of traps or secret passages. The Bow does saints throughout history simultaneously. Once you have
not have any special knowledge other than what it can used this feature, you cannot do so again until you have
perceive, but it often has good instincts and can grant returned the favor by seeking out a creature in prayer
the Help action to its wielder on Investigation, Insight, (using the “Prayer Intention” table above), and helping to
and Perception checks. fulfill the intentions of that creature’s prayer, if possible.
You regain the ability to cast storm of vengeance once
Censer of Intercession a creature feels that its prayer has been answered or
Wondrous Item, Legendary (Requires Attunement)
“An angel with a Golden Censer came... and the smoke of the otherwise accepts that its prayer has been resolved in
incense with the prayers of the saints rose before God... and another way.
there were peals of thunder, lightning, and an earthquake.” Chains of Solomon
-Revelation 8:3-5 Wondrous Item, Very Rare
“Benaiah threw the chain around
This beautifully wrought censer with gold filigree
Ashmedai, and enclosed him within it.”
appears delicate, but its celestial construction makes it
-Gittin 68a (Babylonian Talmud)
nearly indestructible. Soft wisps of smoke emanate from
the vents in the censer, which smell strongly in a way that This length of chain was forged by the order of
is familiar to you, but that you can’t quite place. King Solomon himself. The links of the chain bear an
This censer can be used as a spellcasting focus or holy inscription with the letters of the tetragrammaton: the
symbol, and you gain a +1 bonus to spell attack rolls and holy name of God given to Moses. This ancient chain was
your spell save DC while you wield this magic item. first given to Benaiah, who used it to capture Ashmedai
Prayers of the Saints. When you attempt to attune on the orders of King Solomon during the construction of
to this item for the first time, you must make a DC 20 the First Temple.
Wisdom saving throw as you suddenly become aware of As an action, you can speak the command word and
the whispered prayers of the faithful crying out for help throw the chain at a Huge or smaller creature within
all over the world, from different eras of human history. 60 feet. The target must succeed on a DC 22 Strength
On a failed saving throw, you take 22 (4d10) psychic saving throw or become Restrained as the chains wrap
damage and become confused (as though by the spell) themselves around the target and bind them in place.
for one turn. On a successful saving throw, you gain A creature (including the target) may use its action to
immunity to this effect as the whispers settle into your attempt a DC 22 Athletics check to allow the target to
mind. Once you have successfully attuned to this item, escape. If the target’s saving throw is successful or the
you can use an action to focus on one prayer at a time. target escapes its bindings, the chains fall to the ground,
When you focus on a prayer in this way, you become landing neatly in a coiled bundle once more. If the target
aware of the name, location, and prayer intention of is still restrained after it has made three attempts to
the creature that is praying. Roll on the table below to escape, it must finish a Long Rest before attempting to
determine the identity and intention of the creature that escape again.
is currently praying.
Cup of Blessing
Wondrous Item, Artifact (Requires Attunement)
d8 Prayer Intention
“The Cup of Blessing that we bless,
1 A child needs help locating a missing toy.
is it not a sharing in the blood of Christ?”
2 A widow doesn’t know how she is going to feed her children. -1 Corinthians 10:16
3 A small group of refugees is hiding out in the sewers, and will The cup of blessing is a simple clay drinking bowl that
probably die soon. was crafted as part of a dinner set in ancient Judea.
4 A teenager is trying to work up the courage to ask their crush There were no innate magical properties to this set of
out on a date. drinking vessels until the night they were used during a
5 A man is angrily shouting in an empty church; he is angry at God celebration of the Seder (Passover) meal by the Messiah
because his child has died. himself. As is customary at Seder meals, Jesus drank
6 A university student is worried about exams. from four cups, representative of the four expressions of
deliverance in Exodus 6:6. However, during this particular
7 A group of innocent people are praying together; they are being
held hostage during a bank robbery. Seder, when Jesus raised the fourth cup, he instituted
a new celebration that would be called by Christians the
8 A whispered prayer intention reveals important information,
determined by the GM.
“Lord’s Supper.” This simple clay drinking bowl became
imbued with divine magic on that day, becoming the Cup

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censer of
intercession cup of
blessing

chains of
solomon
cup of
iniquity

gift of the
spirit

of Blessing. for its magic believed it to be a singular, beautiful, golden


Attunement. If an evil-aligned creature attunes to the chalice. The magic of their combined greed and ambition
Cup of Blessing, it magically transforms into the Cup of manifested an object of their heart’s desire: the cup of
Iniquity. iniquity.
Properties of the Cup. The Cup of Blessing has the Attunement. If a good-aligned creature attunes to the
following properties: Cup of Iniquity, it magically transforms into the Cup of
• If you fill the cup with water, the water becomes Blessing.
blessed with divine magic. A creature that drinks Properties of the Cup. Each time a person of faith is
the water gains the effects of the greater restoration murdered for their beliefs, the Cup of Iniquity magically
spell. The water can be shared by up to 6 creatures, fills with a little more blood. As an action, you can
and any water that isn’t consumed after one hour expend a spell slot and spill blood from the cup into
vanishes. Once used, this property cannot be used unoccupied spaces within 10 feet. The blood transforms
again until the next dawn. into a number of Bloodfiends equal to the levels of the
• If you fill the cup with wine while calling to mind spell slot expended. A Bloodfiend Fury costs 1 level, a
the events of Jesus’s suffering and death, the wine Bloodfiend Berserker costs 3 levels, and a Bloodfiend
becomes blessed with divine magic. A creature that Onslaught costs 6 levels. The Bloodfiends follow your
drinks the wine gains the effects of the heroes’ feast mental commands during the first round in which they
spell. The wine can be shared by up to 6 creatures, are created. After that, you have no control over their
and any wine that isn’t consumed after one hour actions, and they indiscriminately attack the creature
vanishes. Once used, this property cannot be used nearest to them. The Bloodfiends remain for 1 hour or
again until the next dawn. until reduced to 0 hit points.
• As an action, you can present the cup to a creature Destroying the Cup. The cup is a tiny object with an
within 120 feet. If the target can see the cup, it must AC of 15 and 1 hit point. It is immune to damage from any
succeed on a DC 25 Wisdom saving throw or drop to source other than the sword of the spirit (AGttB).
one knee out of respect for the relic. The affected
creature is considered prone and its movement Gift of the Spirit
Blessing, rarity varies
speed becomes 0 until the end of its next turn. “There are many gifts, but the same Spirit.”
Destroying the Cup. The cup is a tiny object with an -1 Corinthians 12:4
AC of 15 and 1 hit point. It is immune to damage from any
source other than the sword of the spirit (AGttB). A gift of the spirit is not an item, but rather a spiritual
blessing that is conferred upon a creature by the grace of
Cup of Iniquity God. Usually, but not always, a gift of the spirit is signified
Wondrous Item, Artifact (requires attunement)
by a tongue of fire which appears to hover above the
“Holding in her hand a golden cup of abominations.” creature’s head. However, these tongues are fire are
-Revelation 17:4 symbolic, and are not considered objects, as the true gift
The cup of iniquity is an ornate golden chalice, born resides within the creature’s heart. Thus, an effect that
from the avarice of human corruption and lack of faith. would suppress a magic item (such as an antimagic field)
During the middle ages, many knights set out on quests has no effect on a Gift of the Spirit.
for the “Holy Grail,” which they believed to be a relic of Receiving a Gift of the Spirit. Receiving a gift of the
great magical power. In truth, there were four, simple, spirit happens instantaneously when the Spirit of God
clay drinking vessels used during the “Last Supper,” but chooses to confer grace on a creature. A creature may
the greedy adventurers who sought the Holy Grail only request a specific gift, which might require it to perform

170
an act of virtue (see page 6), but ultimately a gift the story he had previously been blind). Seeing clearly,
cannot be “earned;” it can only be given to a creature he uttered the now-famous words: “truly, this man
that the Spirit of God deems to be worthy. A gift of the was God’s Son!” Longinus and his weapon parted
spirit then remains indefinitely, or until the creature ways that day, and both went on to have legendary
disavows it. stories. Longinus became a prolific evangelist,
Types of Gifts. Many types of gifts exist, each with and his weapon, which later become known as the
distinct properties and rarities. Holy Lance (sometimes also the Spear of Destiny),
• Wisdom (Very Rare). Wisdom illuminates the heart would pass through the hands of many heroes and
and provides clarity of purpose. Your Wisdom score adventurers in Christian history.
increases by 2, to a maximum of 25. You gain a +3 bonus to attack and damage rolls
• Understanding (Legendary). Understanding reveals made with this magic weapon, and you cannot
supernatural truths and enhances the understanding become blinded while you wield it.
of scripture. You gain Truesight out to a range of When you roll a 20 on an attack roll against an
60 feet, and you have Proficiency in Religion. If you evil-aligned creature, the target becomes blinded.
already had Proficiency in Religion, your Proficiency A creature blinded in this way can only be cured by a
becomes Expertise. wish spell, or by attuning to the holy lance.
• Counsel (Very Rare). Counsel allows for quick and
efficient judgment in difficult situations. You can Holy Nail
Dagger, Legendary (Requires Attunement)
cast augury once per Short Rest without material “They crucified him.”
components, and without expending a spell slot. -John 19:18
Additionally, whenever you make a Wisdom (Insight)
check to judge a creature’s intentions, you treat a roll This 8-inch long spike was once driven through
of 14 or lower on the d20 as a 15. the hand or foot of Jesus as he was crucified on the
• Fortitude (Very Rare). Fortitude prepares you to cross. What was once only a simple nail was then
stand up for what is right in the face of suffering, elevated to one of the Arma Christi, or “Weapons of
both mental and physical. Your Constitution score Christ.” Although they may not have been weapons
increases by 2, to a maximum of 25. in the traditional sense, the tools used to crucify
• Knowledge (Very Rare). Knowledge elevates the Jesus became symbols of triumph over sin and
mind to perceive the world as God perceives it. Your death, and feared weapons of legendary power to
Intelligence score increases by 2, to a maximum of the forces of darkness. It is unclear whether there
25. are 3 or 4 Holy Nails in existence (depending on the
• Piety (Legendary). Piety instills trust and inspires a style of crucifixion), but finding even one of these
reliance on the will of God. Your Grace score (AGttB) legendary relics is more than most adventurers
increases by 2, to a maximum of 25. Additionally, achieve in a lifetime.
whenever you make a roll to determine a random Once attuned to this item, it functions as a
outcome, such as a roll on a Random Encounter “dagger” when wielded against evil-aligned
table, a percentage check (like a Cleric’s Divine creatures. You gain a +3 bonus to attack and damage
Intervention feature), or a “luck check” ( common rolls with this magic weapon. Additionally, if you hit
house rule), you may roll twice and choose the more a creature with an attack from the Holy Nail on the
favorable outcome. Additionally, you learn one spell same turn that it is reduced to 0 hit points, the
of 5th level or lower from the Cleric spell list. You creature’s essence is permanently bound to the
always have this spell prepared, but it does not count Realm of Hell, and it cannot be returned to life in
against the spells you know. any other Realm of existence by any means. This
• Fear of the Lord (Legendary). Fear of the Lord even suppresses any features in the creature’s stat
opens your mind to the vastness of the cosmos and block that would ordinarily allow it to be returned to
the God that is above it all. You gain immunity to life, such as the “Undying” or “Rejuvenation” features.
Psychic damage and are immune to being charmed,
frightened, or possessed.
Holy Lance
Weapon (javelin, lance, or spear), Legendary (Requires Attunement)
“One of the soldiers pierced his side with a spear.”
-John 19:34
holy
This weapon began life as a common spear (known as holy lance
a pilum), that was wielded by a soldier named Longinus nail
in the Roman army. Longinus was on duty during the
execution of Jesus, and was ordered to pierce Jesus
through the ribcage to ensure that he was dead. As a
result, Longinus and his weapon were bathed in the blood
of Jesus, and his eyes were opened (in some versions of

171
orb of
Xenocide

orbital strike
remote

mantle of
the reaper

The Orb of Xenocide is currently calibrated


to target “Creatures of the Heavenly Host.” If a
creature of the specified type comes within
120 feet, the orb automatically emits a
blast of magical energy in a 1,000-foot-
radius. Each creature of the specified type
within this area must make a DC 20 Constitution saving
throw, taking 55 (10d10) force damage on a failed saving
throw, or half as much on a success. Creatures that are
not of the specified type are immune to this damage.
Once this feature has been used, the orb must recharge
for 1 hour before it can be triggered again.
A creature with tinker’s tools (SRD) can spend 1 hour
attempting to recalibrate the orb. At the end of the hour,
the creature may make a DC 25 Arcana check. On a
success, the creature can specify a new target to trigger
and take damage from the orb. The specified target can
be broad (such as “good-aligned creatures”) or specific
(such as “adult blue dragons”).
Orbital Strike Remote
Wondrous Item, Legendary (Consumable)

Mantle of the Reaper Jeremiah Resh designed this complex device during
Wondrous Item, Uncommon his campaign to eliminate all religions in the world and
“The snares of Death encompass me; unite all nations under the banner of the mark of the
the pangs of Sheol laid hold of me.” beast. Many of the rebel groups that opposed him
-Psalm 116:3 were in heavily fortified areas and it was taking days
This sinister looking cowl is jet black and emblazoned for his troops to make any progress. It was then that he
with the symbol of Death: the crossed scythes of the commissioned the launch of the Orbital Strike Satellite
harvest. A creature wearing a Mantle of the Reaper is known as codename: “Operation Fiery Furnace.” The
branded as a member of Azrael’s elite team of operatives satellite was launched into space, and now orbits the
in the Veil known as the Reapers. earth carrying its payload: a live nuclear warhead. Resh
As a bonus action, you can speak the mantle’s planned to use this weapon as leverage against his
command word to cause a pair of enormous black enemies, but by the time his plans came to fruition, there
feathered wings to sprout from your back. You gain a were no enemies left to use it on. The satellite now drifts
flying speed equal to your walking speed for 1 hour. Once in the stillness of outer space, waiting for the command
you use this feature, you cannot do so again until you to release its payload.
finish a short or long rest. As an action, you can attempt use this handheld
remote to enter coordinates and command the satellite
Orb of Xenocide to unleash its payload. Successfully entering the launch
Wondrous Item, Legendary coordinates requires a DC 19 Intelligence (Investigation)
This orb was constructed as a careless experiment check. If the check fails, the warhead does not launch
by an ancient race of Celestials known as “Watchers.” and your action is wasted. If the check is a success, the
This relic was never meant to be used, but over time it nuclear warhead mimics the effects of the meteor swarm
was lost, and eventually fell into the hands of demonic spell, except the damage is nonmagical. If you roll a 1
entities who repurposed it as a magical weapon of mass on the check, the warhead targets you. Once you have
destruction. successfully launched the warhead, the satellite self-
destructs, and the handheld remote is useless.

172
Ring of Dark Glass ring of dark
ring of heavenly
protection
Ring, Rare glass
“For now we see as though a glass, darkly.”
-1 Corinthians 13:12
This ring appears to have been hewn from a black,
glass-like substance. While wearing it, you are innately
aware of the presence of celestials and fiends, as though
by the detect evil and good spell. As an action, you can
open a window to peer into another Realm of existence,
ring of ring of
allowing you to see the activity and influences of symbiosis Solomon
celestials and fiends in the Veil.
The window is 8 feet wide and tall. Opening this
window only allows you to see and hear creatures in the
Veil, as though through a pane of dark glass; creatures
and objects are not able to pass through the window
from either side, and you cannot casts spell through it.
You can close the window with a bonus action.
Ring of Heavenly Protection Ring of Solomon
Ring, Rare (Requires Attunement) Ring, Very Rare (Requires Attunement)
“You, O Lord, will protect us.” “Give me the ring with God’s name engraved
-Psalm 12:7 on it, and I will show you my strength.”
You gain a +1 Bonus to AC while you wear this magic -Gittin 68b (Babylonian Talmud)
ring. This signet ring has a storied history, and according to
This ring has 2 charges. As a bonus action, you can some legends, granted King Solomon the ability to locate
expend a charge and a burst of heavenly energy radiates demons and command them to do his bidding. The
out from you in a 30-foot-radius-sphere. All creatures surface of the ring is engraved with the Hebrew letters
that are hostile to you within this area must succeed on of the tetragrammaton (the true name of God), and was
a DC 17 Strength saving throw or be pushed 15 feet from originally forged to fit on the finger of King Solomon,
you and knocked prone. A creature moved in this way can although it magically resizes to fit the wearer. The ring
spend its reaction to avoid becoming prone. Fiends and has changed hands many times throughout history, and
undead have disadvantage on the saving throw. at one time was even wielded by the demon Ashmedai
himself, for his own inscrutable goals. However, in one
Ring of Symbiosis way or another, it has come to be in your hands.
Ring, Rare (Requires Attunement)
While attuned to this ring, you know the surface
Your blood sustains the ring and together you thrive. By thoughts of all fiends within 120 feet, as though by the
allowing the ring to drain some of your life force, you can detect thoughts spell.
gain a temporary boost to your abilities. Additionally, you can cast the dominate monster spell
After you make an attack roll, ability check, or saving (Save DC 22) from the ring, targeting fiends only. Once
throw, but before the GM tells you whether the roll you have used this feature, you cannot do so again
succeeds or fails, you can use your reaction to roll a until you finish a short or long rest. If you target a non-
d6 and add it to the roll. You then lose a number of hit fiend with this feature, the spell fails and the feature is
points equal to the roll of the d6. Once you have used this expended.
feature, you must finish a short or long rest before you do
so again. Scales of Famine
Staff, Legendary (Requires Attunement by a spellcaster)
Additionally, if you are reduced to 0 hit points, but do
“The third Horseman held a pair of scales.”
not die outright, on a day in which you have used the ring
-Revelation 6:5
at least once, the ring restores some of your life force
and you instead drop to 1 hit point. If you are reduced to Forged from the sheer willpower of the Horseman
0 hit points on a day in which you have not used the ring, of Famine, this metal staff is cold to the touch and is
the ring instead drains your remaining life force and you topped with an ancient pair of scales (used by merchants
die immediately. in ancient times to weigh currency and merchandise).
If the ring goes three days without use, it falls off your Wisps of gray-blue smoke emanate from the scales
finger and becomes lost. You can attempt an Intelligence at the top of the staff, which is an incarnation of the
check (DC = 10 + the number of days it has been missing) Horseman’s consciousness and willpower. Thus, even if
to recall the general location you had the ring last, but the Horseman is destroyed, the staff will live on, seeking
when you return you may find that it has been claimed by a new host to carry out its mission.
a more willing host and is gone forever. This staff can function as a spellcasting focus, and you
gain a +1 bonus to spell attack rolls and your spell save
DC while you wield this staff. The staff has 20 charges for

173
the following properties. The staff regains 3d8 expended but rather stems from an obsession with balance and
charges daily at dawn. If you expend the last charge, equilibrium: a natural state of harmony wrought by the
roll a d20. On a 1, the staff vanishes and teleports to a ravages of a blighted world. The staff cares not for right
location determined by the GM. On a 20, it regains all of and wrong - only the equality of ruin.
its charges.
Balance. As an action you can slam the staff into the Scroll of Bittersweetness
Scroll, Very Rare (Consumable)
ground and expend 7 charges to reverse the fortunes of “I took the scroll and ate it; it was sweet as honey in my
all creatures within a 10 mile radius. Within this radius, all mouth, but when I had eaten it, my stomach was made bitter.”
copper pieces become gold pieces, and all gold pieces -Revelation 10:10
and platinum pieces disintegrate into ash. Furthermore,
all creatures find their quality of life changed to Scrolls of Bittersweetness are created by the manifested
“modest,” regardless of their previous lifestyle. A intellect of the Cherubim (AGttB). Creating a Scroll of
creature that already had a “modest” lifestyle finds Bittersweetness can take thousands of years, and involves
its quality of life unchanged. Once you have used this distilling the magic of prophecy into a tangible object. No
feature, you cannot do so again until you have finished words of any kind appear on this scroll, as it is not meant
1d6 Long Rests to be read; the scroll is meant to be eaten, digested, and
Spells. While holding the staff, you can use an action absorbed by its user.
to expend 1 or more of its charges to cast one of the If you eat this scroll you will find that it tastes incredibly
following spells from it, using your spell save DC and sweet, with a flavor similar to that of honey. However, the
spell attack bonus: blight (4 charges), blindness/deafness scroll turns bitter in your stomach. You become poisoned
(2 charges), contagion (5 charges), control weather (7 for 24 hours. When the poisoned condition ends, choose
charges), fog cloud (1 charge) insect plague (5 charges), one: Intelligence, Wisdom, or Charisma. This score
ray of sickness (1 charge). increases by 2, as does your maximum for that score.
Sentience. The Staff of Famine is a sentient neutral Scroll of the Seven Seals
weapon. It has hearing and darkvision out to a range of Scroll, Artifact (Requires attunement by a creature that fulfills the prophecy)
120 feet, and can communicate telepathically with its “Who is worthy to open the scroll and break its seals?”
wielder using images and feelings, but not language. If -Revelation 5:2
the Staff of Famine is required to make an Intelligence,
This scroll is magically sealed by seven seals, which
Wisdom, or Charisma check, it uses the stats of the
cannot be opened except by a creature that fulfills the
Horseman of Famine.
specific prophetic requirements:
Personality. The Staff of Famine desires to bring
“Only he who has humbled himself
poverty, drought, and ruin to the wealthy, prosperous,
to share in our humanity,
and powerful. The staff is comforted in environments of who has become sin,
emptiness or desolation, and cannot abide the arrogance who has suffered, died, and
of people in positions of power or privilege. The staff’s was buried, and then rose again
motivation to bring down the mighty and lift up the lowly in fulfillment of the scriptures.
Only he may open the scroll
is not altruistic,
and read its contents.”

Scales of Famine

scroll of the
seven seals
Scroll of
bittersweetness

174
If a creature meeting the requirements of the prophecy are proficient with it when you wield it. The Scythe of
attunes to the Scroll of the Seven Seals, they gain innate Death is an incarnation of the Horseman’s consciousness
control over it, and can break open a seal as an action, and willpower, and thus, even if the Horseman is
even if the scroll is not in their possession, or is on destroyed, the scythe will live on, seeking a new host to
another Plane of existence. The scroll has seven seals, carry out its mission.
each has a different property. You gain a +2 bonus to attack and damage rolls with
Breaking the Seals. The seven seals must be broken in this magic weapon, which deals an extra 2d6 necrotic
order, and each has a different effect. damage to any target it hits. Additionally, the Scythe of
1. The Horseman of Conquest is released. The wielder Death ignores any resistance or immunity to necrotic
of the scroll may issue one telepathic command to damage the target might have. Furthermore, you have
the Horseman, which the Horseman is compelled to advantage on attack rolls made against Undead, and you
follow. After that, the Horseman acts on its own will. deal double damage to undead creatures.
2. The Horseman of War is released. The wielder of Spells. The Scythe allows your spells that deal necrotic
the scroll may issue one telepathic command to the damage to ignore any resistance or immunity to necrotic
Horseman, which the Horseman is compelled to damage that a target might have. Additionally, when you
follow. After that, the Horseman acts on its own will. attune to the Scythe, you may choose a spell of 5th level
3.The Horseman of Famine is released. The wielder or lower that you are able to cast and that deals damage
of the scroll may issue one telepathic command to other than necrotic. That spell is now modified to deal
the Horseman, which the Horseman is compelled to necrotic damage rather than its normal damage type
follow. After that, the Horseman acts on its own will. when you cast it.
4.The Horseman of Death is released. The wielder Power Word Kill. As an action, you can cast power word
of the scroll may issue one telepathic command to kill from the scythe. Once you have used this feature,
the Horseman, which the Horseman is compelled to you cannot do so again until you have finished 1d4 Long
follow. After that, the Horseman acts on its own will. Rests.
5. The barrier between the Physical Realm and the Veil Necrotic Transfiguration. If you die while attuned
becomes thin, allowing the martyrs a brief moment to the Scythe of Death, you must make a choice. You
to appear in spectral form and deliver a message. can allow your soul to finally pass on to its eternal rest,
6. The universe is subjected to the effects of the or you can offer your soul as a vessel to the Scythe of
darkness spell (infinite range), for a half hour. Death. If you offer your soul to the Scythe, your body is
7. The universe is subjected to the effects of the silence permanently transfigured into an Avatar of Death. Your
spell (infinite range) for a half hour and then the class abilities, alignment, and personality are lost, and
earthquake spell (infinite range). are replaced by the stat block of the Avatar of Death,
Restoring the Seals. Once broken, the seals are which rises in the space where you died with full hit
incredibly difficult to restore. The seals may be restored points. At the discretion of the GM, you may continue
in any order, and a creature does not need to be to play using the stats of the Avatar of Death, but
attuned to the scroll to repair a seal. Seals 5-7 may be this transformation is irreversible and your character’s
restored by using an action to expend a spell slot of traits, desires, and personality are replaced by the traits,
a level equal to the number of the seal (for example, desires, and personality of the Scythe of Death (see
restoring the seventh seal requires a 7th level spell slot below). Only once you are slain in your new form does
to be expended). Restoring seals 1-4 is substantially your soul finally regain its identity and pass on.
more difficult, as the Horsemen are not likely to be Sentience. The Scythe of Death is a sentient Lawful
bound willingly. However if a Horseman is reduced to Neutral weapon. It has hearing and darkvision out to a
0 hit points within 60 feet of the scroll, their essence range of 120 feet, and can communicate telepathically
is returned to it, as though by the imprisonment spell, with its wielder using images and feelings, but not
and their corresponding seal is restored. Alternatively, language. If the Scythe of Death is required to make an
a Horseman can be bound by casting the imprisonment Intelligence, Wisdom, or Charisma check, it uses the
spell (using the seal as the material component) or, (in stats of the Horseman of Death.
rare circumstances) a Horseman can even choose to be Personality. The Scythe of Death sees itself as the
bound to the scroll willingly. protector of the natural order and the guardian of
the domain of death. The Scythe is not malicious or
Scythe of Death bloodthirsty, but also has no compassion. In the eyes of
Weapon (Glaive), Legendary (Requires Attunement)
“The rider’s name was Death.” the Scythe, all creatures have a right to life, but when it
-Revelation 6:8 is a creature’s time to die, nothing should stand in the
way of its demise. The Scythe usually has a cold and
Forged from the sheer willpower of the Horseman of logical personality, but is driven to senseless rage by the
Death, this weapon’s natural form is that of a massive presence of creatures of the “Undead” creature type.
scythe can be wielded as a magic glaive (1d10 slashing) by Creatures that seek immortality by perverting the natural
a creature attuned to it. However, when you first attune order (such as liches) are the mortal enemy of the Scythe
to it, you can choose that it take the form of a different of Death.
melee weapon. Regardless of the form that it takes, you

175
Spell-Splitter
Dagger, Rare (Requires Attunement)

You gain a +1 bonus to attack and damage rolls with this


magic weapon. Spell-Splitter has 3 charges. When you hit
a target with an attack roll, you may expend a charge to
cast dispel magic from Spell-Splitter at 3rd level, targeting
the same target as the attack. If an ability check is
required, Spell-Splitter’s bonus is +1. Spell-Splitter regains
1 charge daily at dawn.
Staff of the Cross
Staff, Legendary (Requires Attunement)

Many adventurers throughout history spent their lives


searching for the “True Cross,” the wooden beams used
scythe of to crucify Jesus. Many conflicting legends exist, and
death some adventurers even believed that the cross had been
found for a time. However, the truth is that the “True
Cross” no longer exists, at least in its original form. At the
end of the crucifixion, a terrible storm rolled in, and the
Roman soldiers, in a hurry to finish their duties, disposed
of the corpses of the crucified criminals and hastily cast
aside the timbers used in the crucifixion. These wooden
beams, which were simple scraps to begin with, were
dismantled and repurposed for various projects over the
staff of years, taking new forms in a variety of alternative uses.
the shamir
Most of these fragments of the original cross were lost
over time, but one piece remains: a traveler’s staff. The
Staff of the Cross was carved to be a walking stick by a
simple shoemaker named Matathias from Jerusalem.
staff of Matathias had been present for the crucifixion of
the cross Jesus but was not a believer. In the years that followed,
Matathias was overcome by a deep yearning for the
meaning of life and, after shaping the Staff of the Cross
from some discarded timbers, he set out on a journey.
The ultimate fate of Matathias is unknown, as is the
reason that this staff has arrived in your possession.
This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made with
it. While holding it, you gain a +2 bonus to AC and saving
throws.
Additionally, the staff has 10 charges for the following
properties. The staff regains 2d6 expended charges daily
at dawn. If you expend the last charge, roll a d20. On a 1,
you are teleported to a random location determined by
spell-splitter rolling on the “Trasna Destinations” table on page 16.
On a 20, it regains all of its charges.
Spells. While holding the staff, you can use an action
to expend 1 or more of its charges to cast one of the
following spells from it: dimension door (4 charges),
expeditious retreat (1 charge), heal (6 charges), sending (3
charges), tiny hut (3 charges).
Unfailing Wanderer. You can use an action to expend
10 charges and speak the name of a destination and find
yourself transported there immediately, as though by
the teleport spell (self only). When you travel by way of
this feature, there is no chance of a mishap or arriving
somewhere unexpected, and locations that are warded
against planar travel or teleportation cannot prevent
you from entering. Once you have used this feature,
you cannot do so again until you have finished 1d4 Long
Rests.

176
sword of the cherubim

sword of war

Staff of the Shamir and most celestials among the heavenly host would see
Staff, Very Rare (Requires Attunement by a spellcaster) it as sacrilegious for a non-Cherub to attempt to attune
The Staff of the Shamir is topped with a greenish to a Sword of the Cherubim. In most cases, attuning to
translucent stone that encases the eyeball of the such a weapon would be impossible anyway, but on rare
Shamir. The eyeball rotates freely within in the stone occasions a Sword of the Cherubim might allow a creature
of its own accord, turning its gaze in whatever direction to attune to it in order to complete the mission of its
catches its attention. previous owner. Such occasions are nearly unheard of,
This staff can function as a spellcasting focus, and you and could only happen in the event that a Cherub falls
gain a +1 bonus to spell attack rolls and your spell save and becomes a demon (leaving its sword behind), or else
DC while you wield this staff. The staff has 11 charges for is killed in battle.
the following properties. The staff regains 2d6 expended As a bonus action, you can speak the command word
charges daily at dawn. If you expend the last charge, roll a of the Sword of the Cherubim, causing it to burst into
d20. On a 1, the staff targets you with a disintegrate spell. flame and hover in the air. When you first activate the
On a 20, it regains all of its charges. sword, and then again as a bonus action on each of your
Spells. While holding the staff, you can use an action turns, you can mentally command the sword to move
to expend 1 or more of its charges to cast one of the up to 30 feet and attack a target within 5 feet of it. The
following spells from it, using your spell save DC and spell sword uses your attack roll and adds your ability score
attack bonus: disintegrate (6 charges), meld into stone (3 modifier to damage rolls. The Sword of the Cherubim is a
charges), passwall (5 charges), stone shape (4 charges), magic greatsword (2d6 slashing) that deals an additional
wall of stone (5 charges). 2d6 fire damage on a hit.
The Sword of the Cherubim cannot move more than 60
What is the Shamir? feet away from you. If your movement would carry you
The stories in the Babylonian Talmud tell the tale of the outside of this range, the Sword of the Cherubim moves
“shamir,” which can disintegrate almost any substance with
with you, hovering to stay within 60 feet of you. The
its gaze. In most interpretations of this legend, the shamir is a
worm-like creature (see: Shamir on page 221). However, in sword continues to hover until you command it to return
some versions, the shamir is a greenish stone-like substance, to your hand as a bonus action.
which has the same powers. This module includes both
versions of the tale, with the Shamir reflecting the legends of
Sword of War
Sword (Any Sword), Legendary (Requires Attunement)
the creature, and the Staff of the Shamir reflecting the version
“The second Horseman was given a great sword.”
of the stone.
-Revelation 6:4
Sword of the Cherubim Forged from the sheer willpower of the Horseman
Greatsword, Legendary (Requires Attunement) of War, this weapon’s natural form is that of a massive
“East of Eden was placed a Cherubim, greatsword. However, this sword resizes to fit the hand
with a flaming revolving sword.” of a creature that attunes to it, and can even take the
-Genesis 3:24 form of a different style of sword, chosen by the wielder
The Sword of the Cherubim is a greatsword forged during attunement. Regardless of the form it takes, you
from the pure willpower of the Cherubim (AGttB) and are proficient with it when you wield it. The Sword of War
intrinsically bound to its soul. A Cherub’s sword follows is an incarnation of the Horseman’s consciousness and
the mental commands of its creator without question, willpower, and thus, even if the Horseman is destroyed,

177
the sword will live on, seeking a new host to carry out its
mission.
You gain a +1 bonus to attack and damage rolls with this
magic weapon.
Blood Frenzy. The Sword of War is driven into a ecstatic
frenzy by the sight of blood. While you wield it, you have
advantage on melee attack rolls against a creature that
does not have all of its hit points.
Violent Regeneration. The Sword of War absorbs a
portion of the power of those slain by its blade, and can
transfer some of this strength to you. When you reduce a
creature to 0 hit points, you regain a number of hit points
equal to half of the target’s hit point maximum. Talisman of
the first earth
Sentience. The Sword of War is a sentient Chaotic
Neutral weapon. It has hearing and darkvision out to a
range of 120 feet, and can communicate telepathically
with its wielder using images and feelings, but not
language. If the Sword of War is required to make an
Intelligence, Wisdom, or Charisma check, it uses the Talisman of
the first sea
stats of the Horseman of War.
Personality. The Sword of War thrives on random
violence. Like the Horseman who created it, the Sword
believes that peace and stability are the root of some of
the greatest corruptions in human history. It is in times
of peace that the treachery and manipulation of politics,
commerce, and discrimination creep in to take advantage
of the weak. In the eyes of the Sword of War, the only way
to prevent the inherent corruption of these peacetime
machinations is to keep the mortal realm in a perpetual use it again.
state of violence, fear, and war. War brings balance. War Destroying the Talisman. As an action, you can throw
is honest. War is fair. the talisman to the ground, shattering the vial within
and desecrating its contents. Doing so releases the
Talisman of the First Earth Behemoth from its magical slumber, and it erupts
Wondrous Item, Artifact
from the earth to usher in the apocalypse of the
In the beginning the earth was a formless void and created universe. The Behemoth is nearly invincible,
darkness covered the face of the Deep. This plane of and according to legend can only be challenged by the
elemental chaos was in habited by three titans that Leviathan. The talisman gives you no special control over
dominated the realms of air, water, and earth. the Behemoth, which acts according to its destructive
One of these titans was the Behemoth (AGttB). The nature.
Behemoth is the primordial titan of the element of
earth, and a symbol of the chaos of pre-creation. The Talisman of the First Sea
Wondrous Item, Artifact
Behemoth was bound by the power of God on the third
day of creation, and fell into a deep slumber. This titan In the beginning the earth was a formless void and
of destruction now lies dormant deep within the earth darkness covered the face of the Deep. This plane of
where it awaits the day it will be awakened. According elemental chaos was in habited by three titans that
to legend, in the final days both the Behemoth and the dominated the realms of air, water, and earth.
Leviathan will awaken and do battle... and as these titans One of these titans was the Leviathan (AGttB). The
clash, the universe will crumble beneath them, returning Leviathan is the primordial titan of the element of water,
once again to what it was at the beginning: a dark and and a symbol of the chaotic seas of pre-creation. The
formless void. Leviathan was bound by the power of God on the second
The Talisman of the First Earth is a magical artifact that day of creation, and fell into a deep slumber. This titan
was spontaneously created in the moment that the first of destruction now lies dormant in a canyon at the
dry land appeared, and the Behemoth was bound to the bottom of the Great Sea, where it awaits the day it will be
order of God’s new creation. The pendant of this talisman awakened. According to legend, in the final days both the
encases a glass vial containing a pinch of dirt taken from Behemoth and the Leviathan will awaken and do battle...
the first dry land that appeared during the creation of the and as these titans clash, the universe will crumble
universe. beneath them, returning once again to what it was at the
Properties of the Talisman. As an action, you can cast beginning: a dark and formless void.
move earth from the talisman. Once you have used this The Talisman of the First Sea is a magical artifact that
feature, you must finish a short or long rest before you was spontaneously created in the moment that God

178
stilled the raging seas of the primordial chaos, and the
Leviathan was bound to the order of God’s new creation.
The pendant of this talisman encases a glass vial
containing a few drops of water taken from the first seas
that were calmed during the second day of creation.
Properties of the Talisman. As an action, you can cast
timekeeper
tehom (AGttB) from the talisman. Once you have used
this feature, you must finish a short or long rest before
you use it again.
Destroying the Talisman. As an action, you can throw
the talisman to the ground, shattering the vial within
and desecrating its contents. Doing so releases the
Leviathan from its magical slumber, and it rises from
the depths of the sea to usher in the apocalypse of the
created universe. The Leviathan is nearly invincible,
and according to legend can only be challenged by
the Behemoth. The talisman gives you no special
control over the Leviathan, which acts according to its
destructive nature.
Tactical Scope
Wondrous Item, Uncommon

This scope can be affixed to a firearm as an action or allowing you to observe events as they happen, rather
used independently. than being tethered to an isolated moment in time.
When looking through this scope, you can discern small Third Button (Hidden). If Timekeeper senses a moment
details up to 1 mile away with no difficulty, and you can of great need, a third button appears on its surface. This
see in dim light as though it is bright light and darkness button can instantly transport you and up to eight willing
as though it is dim light. creatures to the Citadel of the Glassy Sea in the spiritual
Timekeeper realm. Once this third button has revealed itself, it
Wondrous Item, Artifact (Requires Attunement) remains visible, and can be used to travel back and forth
between the Citadel and the Veil at will.
The clockwork components of this silver pocket watch
Veiled Existence. Timekeeper can only exist in the
were forged by celestial artisans from pieces of the first
Veil. If some magic pulls you into another Realm
star that was created when God spoke the cosmos into
(such as Heaven or the Physical Realm), Timekeeper
existence. Its core thrums with the raw essence of time
ceases to be in your possession as it is shunted into an
itself. The inner clock face is an indecipherable jumble of
extradimensional space where it awaits your return. You
celestial symbols and spinning components, but when
maintain your attunement to Timekeeper while traveling
you attune to Timekeeper, you become aware that these
in other realms, and Timekeeper magically returns to your
components are innately tracking the movements of
possession when you re-enter the Veil.
all celestial bodies, in all galaxies, simultaneously. This
Destroying Timekeeper. Timekeeper is an artifact
pocket watch does not just tell the time in the Physical
forged from time itself, and destroying it can have
Realm; it is time. There are two buttons on the surface
unpredictable consequences. Timekeeper is immune to
of Timekeeper, each with a different ability to manipulate
all damage, but can be destroyed if a creature that is
the appearance of time while in the Veil.
attuned to it uses an action to smash it on the ground.
First Button. As an action, you can press the first
Determine the consequences of destroying Timekeeper
button on Timekeeper’s surface and simultaneously cast
by rolling on the table below.
plane shift and teleport to travel to any location in the
universe, during any moment in time in the history of d4 Timeline Consequence
creation. You cannot use Timekeeper to travel farther
1 The creature that destroyed Timekeeper disappears, and all
into the past than the moment God spoke “let there be memories of the creature are erased. The creature is held in a
light,” and you cannot travel farther into the future than location determined by the GM until returned to the timeline by
the destruction of the universe at the end of existence. a Wish spell.
Using plane shift in the Veil moves through the catalogue 2 Each creature within 120 feet is transported to a different
of moments in time in the Physical Realm, but does not moment in time in the Veil, as though by the plane shift spell.
affect the flow of time as it exists in the Veil itself. 3 One creature within 120 feet (determined randomly), becomes
Second Button. As an action, you can tap the the target of the time stop spell.
second button on Timekeeper, causing the clockwork
4 One creature within 120 feet (determined randomly), becomes
components to sync up with the timeline of a current trapped in a recurring loop of deja vu, reliving a single moment in
moment. This allows the passing of time in the Veil to time over and over, taking 144 points of psychic damage.
match the passing of time in the Material Plane, thus

179
Appendix B: Creatures
Introduction starting his career as a world-renowned lobbyist
and philanthropist. No one is exactly sure how many
The book of Revelation is filled with many terrible international organizations and governments Jeremiah
and wonderful creatures. The creatures used in this Resh is connected with, but by far the most influential is
adventure are organized alphabetically in the pages the International Unity Project.
that follow. Each entry introduces the creature and International Unity Project. Senator Jeremiah Resh
includes a biography and information for how it appears founded the International Unity Project as an initiative
in this adventure, as well as a stat block of its abilities. following a series of domestic terrorist attacks that
All of these creatures are inspired by stories either from seemed to have religious motivations. He argued that
the book of Revelation itself, or else from other early a great many of the world’s problems could be solved
Christian writings. In some cases, creative liberties if we set aside our differences and worked together for
were taken in this adventure, either in the creature’s the good of the new world order. The International Unity
description or in how it appears in this story. In these Project gathered momentum and soon many of the
cases, the creature biography should also include a world’s governments were pledging allegiance to the new
sidebar with more information. initiative, guided by the vision of Senator Jeremiah Resh.
The reach of this movement spread until nearly 90% of
The Antichrist the world’s wealth, military, and political decision-making
“Children, it is the last hour! As you have power found itself in the hands of puppet governments
heard that the Antichrist is coming.” that reported directly to Senator Resh himself.
-1 John 2:18 Dark Motivations. What no one has yet realized is
that Senator Jeremiah Resh is none other than the
The Great Deceiver. The Antichrist may not be the
prophesied Antichrist, and that he owes much of his
most powerful enemy of God, but he may very well be
success to the dark powers gifted to him by his spiritual
the most manipulative. The Prophets of the Most High
and political patron: The Dragon. Although his public
have long foretold of his coming, the rise of the one who
speeches about unity and international cooperation
would deny Jesus, betray humankind, and give rise to a
seem like a good idea, his motivations are much more
new world order. Those who heed the words of scripture
sinister. Senator Resh has used the crimes of religious
have long awaited his arrival, but like a true politician,
extremism to slowly justify the abolishment religion
the Antichrist knows how to operate from the shadows,
altogether; he has outlawed all but one language in the
deceiving even the most vigilant believers.
name of “international cooperation;” he has suppressed
“He takes his seat in the Temple of God most cultural celebrations in order to “encourage the
and declares himself to be God.” unity of citizens;” and he has forced those loyal to
-2 Thessalonians 2:1-4 the International Unity Project to wear a “mark” as a
Shrouded Origins. It is unknown when, where, or sign of their loyalty to his ideals. In the name of unity,
even if Jeremiah Resh was born. There seem to be very Senator Jeremiah Resh is systematically destroying
few documents about him in public archives, either diversity. Only a few smaller countries have refused to
because he led a relatively uneventful life until recently, pledge loyalty to the International Unity Project. These
or because he has systematically erased his true identity countries have been marked as “anti-unity factions,” and
from the public record. What is known about him is that there is growing support among the Unified Nations to
he has had a long and successful career in the world use military force against them.
of politics, having been elected to several consecutive Harbinger of the End. Senator Jeremiah Resh is
terms as a senator in his home country before eventually intelligent, charismatic, manipulative, and preternaturally
focused on achieving his goals. Although some have
spoken out against him, it is effectively too late. The
The Real Antichrist? reign of the Antichrist has begun, and there are none
The concept of “False Prophets” are no rarity in the Christian powerful enough to stand against him. Having achieved
scriptures, but the “ἀντίxριστός” (anti - christos) has distinction near absolute political power, Senator Jeremiah Resh has
among them. This enigmatic figure is never named, but there only one goal left. Using the undisputed power he wields
are several warnings scattered throughout the epistles of the in the Material Plane, he is hunting down religious relics in
New Testament warning not to be led astray by them. The
an attempt to find a way to bring about the end of time,
interpretation of the Antichrist remains disputed, with various
Christian denominations occasionally claiming to have
as it was prophesied in the scriptures. Resh may pretend
knowledge of its “true identity.” Most early Christian churches to enjoy his political power and the luxuries of his mortal
advised against trying to theorize about the Antichrist’s true life, but his only true joy comes from the destruction of
identity, and instead just focus on living a virtuous life. The human temples and the genocide of God’s faithful.
character “Jeremiah Resh” was invented for the purpose of
this adventure and is purely fictitious. No identification with
actual persons (living or deceased), places, buildings, or
political affiliations is intended or should be inferred.

180
At Will: eldritch blast (x4), false life, levitate, mage hand
3/day each: detect thoughts, dimension door, dispel magic,
telekinesis
1/day each: globe of invulnerability, mass suggestion, power
word kill
Actions
Multiattack: The Antichrist attacks twice with his Hand of
Sin, and then uses his Drag to Hell ability if available.
Hand of Sin: Melee Spell Attack: +12 to hit, reach 5 ft., one
target. Hit: 17 (4d6 + 3) necrotic damage and the target
must succeed on a DC 20 Charisma saving throw or become
Cursed. While Cursed in this way, fiends are automatically
aware of the Cursed creature’s position if it is within 60 feet.
The Curse ends only if it is targeted by a remove curse spell and
the spellcaster succeeds on a DC 20 Arcana check.
Drag to Hell (Recharge 5-6): The Antichrist targets one
creature within 120 feet that is Cursed by his Hand of Sin ability.
The target instantly vanishes as it is dragged through a portal
into the bottomless Abyss of hell long enough to come face to
face with the Dragon itself. The creature takes 10d10 psychic
damage from the experience, and returns to the space from
which it left at the end of the Antichrist’s next turn.

Reactions
Unholy Counterspell: The Antichrist interjects sacrilegious
whispers to interrupt a creature he can see that is casting a
spell. If the spell is 3rd level or lower, the spell fails and has no
The Antichrist effect. If the spell is 4th level or higher, the Antichrist makes
Medium Amalgam (Humanoid & Fiend), Lawful Evil an Intelligence check (DC 10 + the spell’s level). On a success
Armor Class: 17 (natural armor) the spell has no effect. Regardless of the spell’s level, the
Hit Points: 135 (18d8 + 54) Antichrist regains 1 Legendary Action if the spell fails.
Speed: 30 ft. Legendary Actions
STR DEX CON INT WIS CHA The Antichrist can take 3 Legendary actions, choosing from
the options below. Only one legendary action option can be
15 (+2) 14 (+2) 16 (+3) 22 (+6) 16 (+3) 20 (+5) used at a time and only at the end of another creature’s turn.
The Antichrist regains spent legendary actions at the start of
Saving Throws: Con +10, Int +13, Cha +10 his turn, but can have no more than 3 Legendary actions at
Skills: Deception +12, History +13, Perception +10, Religion +20 one time.
Damage Resistances: fire, lightning, necrotic
Attack: The Antichrist makes one attack with his Hand of Sin
Damage Immunities: bludgeoning, piercing, and slashing
attack.
from nonmagical attacks
Condition Immunities: charmed, exhaustion, frightened, Cantrip: The Antichrist casts a cantrip.
paralyzed Deception: The Antichrist makes one Deception check.
Senses: Truesight 120 ft., passive perception 20
Languages: All languages Blasphemous Word (Costs 2 Actions): The Antichrist utters
Challenge: 21 (33,000 XP) Proficiency: +7 a blasphemous word. Each creature within 10 feet of the
Antichrist that can hear the magical utterance must succeed
Features on a DC 18 Constitution saving throw or be stunned until the
Legendary Resistance (3/Day): If the Antichrist fails a saving end of the Antichrist’s next turn.
throw, he can choose to succeed instead.
Break Seal (Costs 2 Actions): The Antichrist breaks open the
Foul Demise: If the Antichrist is killed, his essence coalesces next seal on the Scroll of the Seven Seals, if he is attuned to it.
into the form of a Foul Frog Spirit, which emerges from his
Desecrate (Costs 2 Actions): A wave of dark energy
mouth. The Spirit immediately skitters away to deliver a
washes out from the Antichrist for 60 feet in all directions,
message to a predetermined target. After 1d6 hours the Spirit
spreading around corners. All sources of dim light in this
disintegrates and the Antichrist’s essence is returned to life in
area are extinguished, and all sources of bright light shed
its true form: The Beast.
dim light. Creatures in this area cannot regain hit points, and
Innate Spellcasting: The Antichrist can innately cast one of must make saving throws (including death saving throws)
the following spells, requiring no material components and with disadvantage. These effects last until the start of the
using Charisma as the spellcasting ability (DC 20, +12 to hit). Antichrist’s next turn.

181
Ashmedai
Medium Fiend (Demon), Neutral Evil
Armor Class: 17 (natural armor)
Hit Points: 175 (14d10 + 98)
Speed: 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 21 (+5) 25 (+7) 23 (+6) 21 (+5) 26 (+8)

Saving Throws: Dex +10, Wis +10, Cha +13


Skills: Deception +13, Insight +10, Perception +10, Persuasion +13
Damage Resistances: cold; fire; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses: truesight 30 ft., passive perception 20
Languages: Common, Infernal, Arabic, Hebrew, English,
Greek, Latin, Mandarin.
Challenge: 15 (13,000 XP) Proficiency: +5
Features
Supernatural Dishonesty: Ashmedai is immune to magical
effects that would force him to tell the truth, and magic cannot
reveal whether he is being truthful.
Lucky (3/Day): Ashmedai can reroll a roll he dislikes.
Magic Resistance: Ashmedai has advantage on saving throws
against spells and other magical effects.
Sage Advice (1/Day): Ashmedai draws on his innate
connection to divination magic to learn one forgotten piece
of lore, such as the location of an artifact or the identity of a
rival villain. Ashmedai freely shares this information with those
who seek it, but will always leave out crucial information or
otherwise twist the facts to his own advantage. When doing
so, Ashmedai makes his Deception check with advantage.
Innate Spellcasting: Ashmedai can innately cast the follow-
ing spells, requiring no material components (+13 to hit, DC 21)
At Will: charm person, detect magic, disguise self, mending
3/Day Each: misty step, invisibility, divination
1/Day Each: dominate person
Actions
Multiattack: Ashmedai makes two attacks with Spell-Splitter,
and then casts a spell.
Spell-Splitter (Dagger): Melee Weapon Attack: +11 to hit, reach
5 ft., one target. Hit: 9 (1d4 + 6) piercing damage plus 11 (3d6)
force damage, and the target is targeted by the dispel magic
spell (3rd level), originating from the dagger.

Ashmedai revenge for being cast out of Heaven, Ashmedai’s


driving motivation is really just to have a good time. His
There is no creature in the cosmos more adept at obsession with self-indulgence makes him a liability to
manipulation than Ashmedai. He began his existence as his fellow demons, since he is just as likely to ally with
an Archangel of the Heavenly Host, and was even briefly humans as he is to betray them.
a member of the elite order of Archangels known as Ashmedai makes many appearances in ancient
“The Seven.” During Lucifer’s rebellion, Ashmedai sided Christian and Jewish writings, where he usually appears
with the Fallen, and was cast out of Heaven by Michael in the role of an advisor to kings or mages who seek him
and the other Archangels. Ashmedai continues to be a out for information. One story even claims that Ashmedai
powerful operative in Satan’s army of darkness, but (as is played an instrumental role in helping to build Solomon’s
the case with powerful demons) his own true motives are temple, as he was able to locate and harness the powers
somewhat divorced from his fellow fiends. of the Shamir, the only creature that could carve stone
Hedonistic and Treacherous. While Satan and his without using tools. Ashmedai always seems helpful and
cohorts seek the corruption of the human race as cooperative, but he is also always scheming, and never

182
enters alliances where we will not come out on top.
Making a Deal with Ashmedai. Ashmedai is a smooth-
talker and a consummate flirt. His pursuit of pleasure has
led him to spend most of his time at a nightclub called
“Canto 5” at the top of Unity Tower, which is overseen by
Senator Jeremiah Resh, the Antichrist himself. In return
for his decadent and worry-free lifestyle, Ashmedai is
occasionally required to carry out tasks on behalf of
Resh. However, Ashmedai holds no loyalty to Resh (or
even Satan himself), and in many ways, Senator Resh’s
desire to bring about the end times is in conflict with
Ashmedai’s personal goals. In order to preserve his life of
self-indulgence, Ashmedai is more than happy to betray
the Antichrist. This might present an opportunity to the
player characters to ally with him, but Ashmedai is always
playing the angles, and will not hesitate to betray them
too, if the opportunity presents itself. Ashmedai never
loses, because he always joins the winning side (often at
the last moment).

Ashmedai in the Bible?


Ashmedai is found in many old stories in Christianity, Juda-
ism, and Islam. While he is known by “Ashmedai” in Judeo-Is-
lamic lore, most Christian references to him (including those
in the Bible) refer to him using the hellenized version of his
name: “Asmodeus.” Both names are equally valid, but since
the name “Asmodeus” has frequently been used in other
works of fiction (including other Fifth Edition source-books),
we thought it was prudent to use the name “Ashmedai” to
Avatar of Satan
Medium construct, Lawful Evil
avoid confusion with other characters.
Frequently referred to as the “prince of demons,” Ashme- Armor Class: 10
dai is usually associated with the sin of lust. Most ancient ac- Hit Points: 1
counts of his activity describe him as mischievous rather than Speed: 30 ft.
downright evil, with one exception being his appearance in
the book of Tobit where he murders Sarah’s suitors (although STR DEX CON INT WIS CHA
some theologians have suggested that he does this because
10 (+0) 10 (+0) 10 (+0) 30 (+10) 26 (+8) 30 (+10)
of their lustful intentions with Sarah, since Tobias survives
his encounter after praying to be free of carnal desire). In any Saving Throws: Int +20, Wis +17, Cha +19
case, Ashmedai is a quick-witted and manipulative fiend, who Skills: Deception +28, Insight +18, Perception +18, Religion +28
shows up in many early religious texts, and his stat block is Damage Immunities: all damage other than force.
designed to reflect his role in these stories. Condition Immunities: all conditions.
Senses: Truesight 120 ft.
Languages: All languages
Challenge: 0 (10 XP) Proficiency: +10
Avatar of Satan Features
Satan is technically confined to another realm of Irrelevant Demise: If Satan’s Avatar is destroyed using Force
existence, but through sheer force of will he is able to damage, or dispelled through the use of a Wish spell or divine
generate a human avatar that allows him the limited intervention, Satan can create a new Avatar, which appears in
ability to interact with the Physical Realm. Satan rarely an unoccupied space of Satan’s choice on the Material Plane.
reveals his true identity while inhabiting this form (even Innate Spellcasting: Satan’s Avatar can innately cast the fol-
to his own allies). Instead, he uses it to passively keep an lowing spells, requiring no material components (+19 to hit, DC
eye on the world and stay informed of important events. 27)
Currently, the Avatar of Satan is working as an unpaid At will: message, minor illusion, prestidigitation
3/Day Each: sleep, dispel magic
intern at Unity Tower, under the supervision of Senator
Jeremiah Resh (the Antichrist). While here, Satan plans Actions
to keep a low-profile, and not even Resh is aware of the Touch of Temptation: Melee Weapon Attack: +10 to hit, reach 5
true nature of his intern. ft., one target. Hit: the target must succeed on a DC 19 Wisdom
saving throw or have its confidence shaken. A target effected
in this way must make its next ability check with disadvantage,
and is more susceptible to temptations for the next 8 hours.

183
Azrael, Angel of Death
Azrael is one of the elite Archangels of the
Heavenly Host known as “The Seven.” Each of
these archangels oversees a different domain,
and Azrael is the Angel of Death. As such, Azrael
wanders the mysterious liminal realm known as
“The Veil,” greeting souls as they die and enter
eternity. Officially, Azrael is the protector and
guide of the recently departed as he leads
them through the battlefield of spiritual
warfare and on to their eternal resting place.
Unofficially, however, Azrael is much more
than this. Azrael takes his job as “protector
of souls” to the extreme, often inviting
wayward souls to experience apocalyptic
visions during the waning hours of their life
in an effort to reconcile them with God’s
plan before their souls enter eternity.
In some ways, Azrael sees himself as a
spiritual guide as much as a physical one.
In Persona Mortis. Azrael has another
identity, and one that is not known even to
his fellow Archangels. Azrael currently wears
the mantle of the Fourth Horseman of the
Apocalypse: Death himself. As the Angel
of Death, it is Azrael’s job to become the
incarnation of Death itself if ever the Seven
Seals are opened and the Four Horsemen
are called forth. Until that day, Azrael quietly
carries out his duties as an Archangel, and
does what he can to comfort the dying and
guide the departed.

hears spoken (but not of one written down).


Azrael Special Equipment: Azrael is equipped with the Scythe of
Medium Celestial (Archangel), Lawful Good
Death (currently in the form of a longsword), Timekeeper, and
Armor Class: 18 (Celestial Plate) the Book of Souls. If he looses one or more of these items, he
Hit Points: 152 (16d8 + 80) also looses access to its abilities.
Speed: 30 ft., Fly 90 ft.
Necrotic Transfiguration: If Azrael dies, he instantly trans-
forms into the Avatar of Death (stat block on the next page)
STR DEX CON INT WIS CHA
with full hit points.
21 (+5) 17 (+3) 20 (+5) 14 (+2) 16 (+3) 18 (+4) Actions
Saving Throws: Wis +8, Cha +9 Multiattack: Azrael makes two melee attacks.
Skills: Insight +8, Perception +8, Religion +7 Scythe of Death (Longsword): Melee Weapon Attack: +10 to
Damage Resistances: bludgeoning, piercing, and slashing hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage
from nonmagical attacks plus 14 (4d6) necrotic damage. The Scythe of Death ignores any
Damage Immunity: radiant, necrotic resistance or immunity to necrotic damage that the target may
Senses: Darkvision 120 ft., passive perception 18 have.
Languages: All spoken languages
Timekeeper: Azrael uses the Timekeeper to transport himself
Challenge: 10 (5,900 XP) Proficiency: +5
and up to eight willing creatures to another moment of time
Features within the Veil, as though by the plane shift spell, or to another
Magic Resistance: Azrael has advantage on saving throws location in the universe, as though by the teleport spell.
against spells and other magical effects. Book of Souls: Azrael is aware of the location of any creature
Magic Weapons: Azrael’s weapon attacks are magical. on the material plane, and is also aware of any creature that is
in the process of dying.
Truth Sense: Azrael is automatically aware of any lie that he

184
Avatar of Death
Large Celestial (Titan), Lawful Neutral
Armor Class: 15 (natural armor)
Hit Points: 189 (18d8 + 108)
Speed: 30 ft., Fly 90 ft.

STR DEX CON INT WIS CHA


21 (+5) 14 (+2) 22 (+6) 14 (+2) 26 (+8) 18 (+4)

Saving Throws: Wis +15, Cha +11


Skills: Insight +15, Medicine +9, Religion +9
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunity: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
poisoned
Senses: Darkvision 120 ft., passive perception 18
Languages: Understands all languages but rarely speaks.
Challenge: 18 (20,000 XP) Proficiency: +7
Features
Eternal Nature: The avatar does not require air, food, or sleep.
Legendary Resistance (3/Day): If the avatar fails a saving
throw, it can choose to succeed instead.
Magic Weapons: The Avatar’s weapon attacks are magical.
Inevitable Reaper: The Avatar of Death has advantage on
attack rolls against Undead, and deals double damage to Un-
dead creatures.
Innate Spellcasting: The Avatar of Death can innately cast
the following spells, requiring no material components and us-
ing Wisdom as the spellcasting ability (+14 to hit, DC 22).
At Will: chill touch (4d8), spare the dying, gentle repose
3/Day Each: circle of death, speak with dead, raise dead
Actions
Multiattack: The avatar makes two melee attacks.
Scythe of Death: Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 17 (4d6 + 5) necrotic damage. The Scythe of
Death ignores any resistance or immunity to necrotic damage
that the target may have.
Legendary Actions
The Avatar of Death can take 3 Legendary actions, choosing
from the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
turn. The Avatar of Death regains spent legendary actions at
the start of its turn.
Attack: The Avatar of Death makes one melee attack.
Spell (costs 2 actions): the Avatar of Death casts a spell.
Reap (costs 3 actions): The Avatar of Death points at a crea-
ture it can see within 30 feet. If the creature has fewer than
50 hit points, it must succeed on a DC 22 Constitution saving
throw or die instantly.

185
Babylon “On her forehead was written a name, a Mystery...
and I saw that she was drunk on the blood of the saints.”
Her Name is a Mystery. Babylon, the Mother of -Revelation 17:5-6
Abominations, is an entity of the Dream Realm and the Cup of Iniquity. The source of Babylon’s strength is
personification of doubt itself. As tall as a mountain, and a powerful artifact called the Cup of Iniquity, a golden
wielding power that defies even the laws of magic, few chalice that is filled to the brim with blood. Whenever a
have experienced the sheer terror that accompanies creature is killed for its faith on the Material plane, more
being in her presence, and far fewer have returned to blood is added to the chalice. Because of this, the chalice
speak her name. is constantly overflowing, and Babylon is strengthened
“She was clothed in purple and adorned in gold,
and held in her hand a cup full of abominations.” Armor of the Faithless
-Revelation 17:4 Babylon’s “Armor of the Faithless” feature is fueled by the
innate doubt in a creature. Usually this ability is triggered by
In many ways, Babylon is a dark perversion of the in-character comments made by the player, such as “what is
Woman. Where the Woman is the personification our plan of attack?” or “I don’t think this is going to work.”
of faith, chastity, and steadfastness, Babylon is her Questions expressed out-of-character, such as “would
you pass me the snacks?” or “what do I add to this roll?” are
counterpart: a perfect incarnation of doubt, adultery, and
considered “table talk,” and do not trigger this ability. However,
betrayal. She is fueled by the innate doubt of creatures if a player expresses frustration or confusion out loud during
in her presence, and she is even immune to damage and the encounter, (example: “this encounter is impossible!”)
other negative effects that come from a creature that this may reflect the inner doubt of their character and thus
has even a flicker of doubt in its soul. However, she has a could trigger Babylon’s damage immunity. Whether or not a
weakness too: Babylon is mortally wounded by an act of player’s comments represent their character’s inner thoughts
faith made in her presence. is determined by the GM.

Babylon a perversion of their Bonds and Ideals. The target can escape
from the illusion by using their action to make an DC 20 ability
Gargantuan Enigma, Neutral Evil check. The target can choose which skill to use when making
Armor Class: 15 (natural armor) this check, as long as they can justify how using the skill would
Hit Points: 207 (18d8 + 126) aid their escape.
Speed: 50 ft. Invoke Doubt: Babylon points at a creature she can sense within
120 feet. The target must succeed on a DC 20 Wisdom saving
STR DEX CON INT WIS CHA throw or become Cursed. While Cursed in this way, a creature
permanently gains a doubt, chosen by the GM or determined
21 (+5) 12 (+1) 25 (+7) 13 (+1) 10 (+0) 20 (+5)
randomly by rolling on the “Eternal Doubt” Table. This Curse
may be removed by any magic that removes a Curse, only if it
Saving Throws: Str +12, Con +14, Wis +7
is accompanied by a successful DC 20 Arcana or Religion check
Skills: Athletics +12, Insight +7, Perception +7
from the caster.
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, poisoned. Sunder Fortitude: Melee Weapon Attack: +12 to hit, reach 15
Senses: Blindsight 120 ft. (blind beyond this radius) ft., one target. Hit: 42 (4d20) psychic damage and the target
Languages: Common, Telepathy 120 ft. (does not speak) must succeed on a DC 20 Intelligence saving throw or become
Challenge: 23 (50,000 XP) Proficiency: +7 Frightened for 1 minute. A creature Frightened in this way may
Features repeat the saving throw on each of its turns, ending the effect
on itself with a success.
Armor of the Faithless: If a creature within 120 feet of Babylon
holds in its mind a doubt, a fear, a question, or an uncertainty, Legendary Actions
Babylon becomes immune to all damage and other negative Babylon can take 3 Legendary actions, choosing from the
effects (including spells) that originate from that creature until options below. Only one legendary action option can be used
the end of the creature’s next turn. at a time and only at the end of another creature’s turn. Babylon
regains spent legendary actions at the start of her turn.
Eternal Presence: Babylon is immune to any spell or effect that
would alter her form or change her location, such as polymorph, Spill Blood: Four drops of blood fall from the rim of Babylon’s
banishment, or gate. goblet, transforming into 4 Bloodfiend Furies that hover in
unoccupied spaces within 10 feet and join combat (Furies act
Virtue Vulnerability: If a creature within 120 feet of Babylon
on their own initiative as a group).
uses an action to demonstrate faith, forgiveness, or personal
growth, she suffers 49 (14d6) Psychic damage. If the creature Decant Blood (costs 2 actions): Babylon pours a gout of blood
takes this action while trapped in Babylon’s Manifest Doom from her goblet onto an unoccupied space within 10 feet, where
illusion instead of trying to escape, this damage is doubled. it transforms into a Bloodfiend Berserker that joins combat
Actions (Berserkers act on their own initiative as a group).

Manifest Doom: Babylon targets one creature she can sense Cascade of Blood (costs 3 actions): Babylon pours a river of
within 120 feet. They are immediately engulfed in an illusory blood from her goblet into an unoccupied space within 10 feet,
scene that they can touch, smell, see, and hear. The illusion and from it rises a Bloodfiend Onslaught that joins combat
fills a 20-foot-cube, and is a reflection of their worst fears, and (Onslaughts act on their own initiative as a group).

186
by the knowledge that her progeny are hard at work on
the Material Plane, sowing doubt and slaying people of
faith.
The blood in the Cup of Iniquity is not the actual blood
of the martyrs; it is a symbolic incarnation of the reality
of martyrdom in another realm of existence. However, in
the Dream Realm, symbols take on a reality of their own.
When Babylon channels the power of the Cup of Iniquity,
she has the power to create Bloodfiends, powerful
abominations bent on the destruction of Babylon’s
enemies.

d8 Eternal Doubt Table


1 Is there even a God if things like this can happen? Your Wisdom
score decreases by 1, but cannot fall below 10.
2 Nothing I do works; why should I keep trying? You gain 1 level of
Exhaustion, which cannot be removed by a Long Rest.
3 Why am I wasting my time when I know how to get what I want?
Your Flaw is increased in a way chosen by the GM.
4 Would my friends be better off without me? You no longer engage
in small talk, and avoid forming connections with others.
5 The thought of making a mistake causes me to hesitate. You suffer
a permanent -5 penalty to initiative rolls.
6 People compliment my talents, but I still feel like I am “faking” it.
You lose one of your proficiencies (player’s choice).
7 I am not worthy. Your Charisma score decreases by 1, but cannot
fall below 10.
8 Sometimes I replay conversations in my head and think about what
I should have said differently. You take 1d4 psychic damage each
time you speak.

Babylon in the Bible


Babylon appears in chapter 17 of the book of Revelation
where she is described as a “great whore” who has committed
fornication with the kings of the earth. This language is often
viewed as misogynistic by modern sensibilities, but the sexual
language used to describe her meant something very specific
to Judeo-Christian theology in the first century.
From the earliest stories in the Bible, humanity’s relationship
to God was thought of and described through the language
of romance and courtship, where God and God’s people are
lovers. Any time a group of people turn away from God or
demonstrate a lack of faith, they are often described using
the language of sexual infidelity. In fact, the concepts of
“adultery” and “idolatry” are so interchangeable in ancient
theology that it is sometimes difficult to know whether certain
Bible verses are talking about literal or figurative adultery.
The otherworldly entity called “Babylon” is the symbolic
pinnacle of faithlessness, and is thus labeled the “great
whore” since early Christians were accustomed to using
sexual language in their theology. The true identity of Babylon
is, as Revelation 17:5 suggests, a mystery. Ancient Christians
would have viewed her as symbolic of Rome, the antagonist of
Christianity; however, she is more than this. Mystery, Babylon
the Great, Mother of Abominations, is symbolic of the cult
and culture of faithlessness. Any time a society not only turns
away from faith, but goes so far as to mock, persecute, and
even kill people for their faith, it has become a new Babylon.

187
The Beast symbol of salvation, The Beast is an incarnation of pure
evil, and the first servant of Satan. However, The Beast
“I saw a Beast with ten horns and seven heads, is not a true fiend as are the other members of Satan’s
and on its heads were blasphemous names.” army. The Beast is sin personified - an enigma of cosmic
-Revelation 13:1 proportions.
The Antichrist may be evil in human form, but Wounded but Never Killed. The Beast has seven heads,
“person” known as Jeremiah Resh is only a mask worn each horrific in its own way, and each marked with a
by one of the oldest and most horrific creatures in the glowing infernal glyph on the forehead. Each glyph is
cosmos. The Beast is a dark perversion of the Messiah. symbolic of one of the Seven Deadly Sins, and it is the
Where Jesus is the ultimate incarnation of God’s love and magic of these sins that The Beast wields in combat,

The Beast Legendary Actions


The Beast can take a number of Legendary actions equal to
Large Enigma, Neutral Evil
its number of active heads (maximum of 7), choosing from the
Armor Class: 17 (natural armor) options below. Only one legendary action option can be used at
Hit Points: 375 (30d12 + 180) a time and only at the end of another creature’s turn. The Beast
Speed: 50 ft. regains spent legendary actions at the start of its turn.

STR DEX CON INT WIS CHA Gluttony’s Visage: The Beast reveals an oozing, bloated face to
all creatures within 30 feet. Each creature in this area that can
20 (+5) 17 (+3) 23 (+6) 22 (+6) 16 (+3) 20 (+5) see the face must make a DC 22 Constitution saving throw or
feel its intestines begin to hemorrhage, taking 11 (2d10) poison
Saving Throws: Con +15, Int +15, Cha +14 damage.
Skills: Deception +19, Insight +17, Perception +12, Religion +24
Damage Resistances: fire, lightning, poison Greed’s Visage: The Beast causes all Rare or rarer magic items
Damage Immunities: necrotic, bludgeoning, piercing, and to be pulled 20 feet straight toward itself. Any creature wearing
slashing from nonmagical attacks or carrying such an item that does not voluntarily drop the
Condition Immunities: charmed, exhaustion, frightened, item must succeed on a DC 22 Strength throw or be pulled the
poisoned. same distance. A creature that succeeds on the saving throw
Senses: Truesight 120 ft., passive perception 22 maintains possession of the item and is not pulled.
Languages: All languages. Sloth’s Visage (costs 2 actions): The Beast reveals a face with
Challenge: 27 (75,000 XP) Proficiency: +9 distorted glowing eyes that exude dim light in a 60-foot-cone.
Features Each creature in this area that can see the face must succeed
on a DC 22 Dexterity saving throw or its speed becomes 0 until
Legendary Resistance (3/Day): If the Antichrist fails a saving the end of its next turn.
throw, he can choose to succeed instead.
Envy’s Visage (costs 2 actions): The Beast lifts its veil to reveal
Limited Magical Immunity: Unless it wishes to be affected, a gaunt and smirking smile. Each creature within 60 feet must
The Beast is immune to spells of 3rd level or lower. It has succeed on a DC 22 Intelligence saving throw or become unable
advantage on saving throws against all other spells and magical to cast spells that have beneficial effects (including restoring
effects. hit points) until the end of its next turn.
Multiple Heads: The Beast has 7 heads. If The Beast fails a saving Wrath’s Visage (costs 3 actions): The Beast lifts its veil to
throw against an effect that would render it incapacitated, reveal a hideous face that resembles that of a twisted and
paralyzed, petrified, stunned, unconscious, or put it to sleep, savage leopard. A wave of rage and violence washes out from
only one of its heads is affected by this condition. The Beast has The Beast, causing each creature within 30 feet to make a
a number of Legendary Actions equal to its number of active DC 22 Wisdom saving throw. On a failed save, the creature
heads. regards all creatures it can see as enemies until the end of its
Innate Spellcasting: The Beast can innately cast one of the next turn. Until then, each time the affected creature makes
following spells, requiring no material components and using an attack against a target, it must roll a d6. On a roll of 5 or 6,
Charisma as its spellcasting ability (save DC 22, +14 to hit). the attack targets its desired enemy; on a roll of 4 or lower the
attack targets another creature that it can see within range,
3/day each: dimension door, dispel magic, levitate, telekinesis
determined randomly. If no other targets are within its normal
Actions range on a roll of 4 or lower, the attack is lost.
Multiattack: The Beast uses its Frightful Presence and then Lust’s Visage (Costs 4 Actions): The Beast lifts its veil to reveal
makes two Claw attacks or casts a spell. a strikingly beautiful human face. One creature of The Beast’s
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. choice within 60 feet must succeed on a DC 22 Charisma saving
Hit: 19 (4d6 + 5) slashing damage plus 13 (2d12) Necrotic damage. throw or be charmed by The Beast (as though by the dominate
person spell) until the end of its next turn.
Frightful Presence: Each creature of The Beast’s choice
within 60 feet must succeed on a DC 22 Wisdom saving throw Pride’s Visage (Costs 4 Actions): The Beast lifts its veil to
of become frightened for 1 minute. A creature can repeat the reveal a monstrous head that oozes blood from a mortal wound.
saving throw at the end of each of its turns, ending the effect on Each creature in a 60-foot-cone that can see the visage is
itself with a success. If a creature’s saving throw is successful stunned (no saving throw), until the end of its next turn. Once
or the effect ends for it, the creature is immune to The Beast’s a creature has been stunned in this way, it is immune to Pride’s
Frightful Presence for the next 24 hours. Visage for 24 hours.

188
to devastating effect. It’s central head, marked with
the symbol of “pride” is its most powerful, but it is also
appears fatally wounded. Although it is clearly a mortal
wound, The Beast continues to live on, given life and
strength by the magic of sin and the power given to it by
The Dragon.

A Mortal Wound?
The origin of this “mortal wound” is left up to interpretation
in Revelation, and has been left deliberately ambiguous in this
story. Perhaps this wound was received when it was killed in
its human form as the Antichrist; perhaps this wound has
relevance to an early part of the adventure (See “Story Tie-
ins” below); or, perhaps this wound has significance to a
particular character’s backstory. The interpretation of this
wound is up to the GM.

Servant of the Dragon. The Beast is the servant of


The Dragon, and owes a good deal of its magical power
to its infernal patron. Once The Beast has achieved
its goals on the Material Plane,
it will discard its mortal mask
and assume its true form in the
Spiritual Realm. According to
the Prophets of old, when The Beast
assumes its true form, it will be the beginning
of the end. The walls of Jerusalem will fall to
the forces of evil, and all of creation will crumble
in the last clash of spiritual warfare: the Battle of
Armageddon.
“I saw The Beast and the kings of the earth and
their armies gathered together to wage war”
-Revelation 19:19

Story Tie-Ins
The Beast is an incarnation of pure sin. If you are playing
Azrael’s Guide to the Apocalypse as a continuation of the
Adventurer’s Guide to the Bible, then the player characters
will have already met (and defeated) the archdemons of the
“Fellowship of the Beast.” Lilith, Abaddon, Naamah, and the
rest of the archdemons were each associated with one of the
Seven Deadly Sins. If the party has already confronted and
defeated these seven demons in (AGttB), then perhaps they
have a mystical connection to The Beast that is only revealed
in combat. For instance, maybe each of The Beast’s seven
heads bears a striking resemblance to one of the defeated
archdemons of sin. Or, perhaps The Beast is innately aware of
any knowledge that was known to the archdemons while they
were tethered to the Material Plane. Or, maybe the mortal
wound to The Beast’s central head resembles the killing blow
that struck down Lilith.
If you have chosen to use Azrael’s Guide to the Apocalypse as
a sequel to the Adventurer’s Guide to the Bible, then the combat
encounter with The Beast should feel like a continuation and
culmination of the party’s ongoing struggle with evil.

189
Bloodfiends
Bloodfiends are manifestations of raw destructive
power and quite literally the stuff nightmares are made
of. Whenever blood is spilled on the Material Plane, there
is a 10% chance that a Bloodfiend is spawned in the
Spiritual Realm. The newly spawned creature, which rises
from the spot where the blood fell, is fueled by the raw
emotions that caused the blood to be spilled in the first
place. Although they may take various forms, these are
creatures of hate, violence, and pure destruction; they
have no intellect of their own, they cannot be reasoned
with, and they do not stop. The three most common
types of Bloodfiends are outlined on these pages;
however, there are as many types of Bloodfiends as there

Bloodfiend Berserker
Medium Fiend, Chaotic Evil
Armor Class: 16 (natural armor)
Bloodfiend Fury
Small Fiend, Chaotic Evil
Hit Points: 68 (9d8 + 33)
Speed: 40 ft., Armor Class: 12 (natural armor)
Hit Points: 13 (3d8)
Speed: 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 1 (-5) 10 (+0) 3 (-4) STR DEX CON INT WIS CHA

Damage Immunities: psychic 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)


Condition Immunities: charmed, exhaustion, frightened
Senses: blindsight 30 (blind beyond this radius) Damage Immunities: psychic
Languages: -- Condition Immunities: charmed, exhaustion, frightened
Challenge: 3 (700 XP) Proficiency: +2 Senses: blindsight 30 (blind beyond this radius)
Languages: --
Features Challenge: 1/2 (100 XP) Proficiency: +2
Blood Frenzy: The Bloodfiend has advantage on attack rolls Features
against any creature that is missing any of its hit points.
Blood Sense: The Bloodfiend can sense the presence of a
Blood Sense: The Bloodfiend can sense the presence of creature that has blood within 120 feet. It can pinpoint the
a creature that has blood within 120 feet. It can pinpoint the creature’s location if the creature is missing any of its hit
creature’s location if the creature is missing any of its hit points. points.
Actions Actions
Multiattack: The Bloodfiend makes two claw attacks.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage, and the Bloodfiend regains a
Hit: 8 (1d8 + 4) slashing damage number hit points equal to this damage.

190
are types of hatred in the world, and each Bloodfiend
will have a slightly different appearance and abilities as it
becomes the embodiment of the malice that spawned it.
Fueled by Hatred. A bloodfiend does not need to eat,
drink, sleep, or breathe.
An Ancient Bloodline. According to legend, the first
bloodfiend was spawned when Cain killed his brother,
Abel. The Bloodfiend spawned by this murder is an
ancient creature of legendary power. The path of
destruction that it wreaked through the Spiritual Realm
is the stuff of legend. No one is sure what became of the
original Bloodfiend, or where it is now, as even the eldest
of the Archangels refuse to speak of it.

Bloodfiend Onslaught Blood Sense: The Bloodfiend can sense the presence of a
creature that has blood within 120 feet. It can pinpoint the
Large Fiend, Chaotic Evil creature’s location if the creature is missing any of its hit points.
Armor Class: 14 (natural armor) Rampage: If the Bloodfiend reduces a creature to 0 hit points
Hit Points: 114 (12d10 + 48) with a melee attack on its turn, it can use a bonus action to
Speed: 30 ft., move up to half its speed and make an additional Claw attack.
Regeneration: If the Bloodfiend has at least 1 hit point, it
STR DEX CON INT WIS CHA
regains 10 hit points at the start of its turn.
19 (+4) 11 (+0) 19 (+4) 1 (-5) 10 (+0) 3 (-4)
Actions
Damage Immunities: psychic Multiattack: The Bloodfiend makes two claw attacks and one
Condition Immunities: charmed, exhaustion, frightened bite attack.
Senses: blindsight 30 (blind beyond this radius)
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Languages: --
Hit: 11 (2d6 + 4) slashing damage
Challenge: 6 (2,300 XP) Proficiency: +2
Features Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) piercing damage
Blood Frenzy: The Bloodfiend has advantage on attack rolls
against any creature that is missing any of its hit points.

191
Chained Devourer defeated and chained in a celestial prison beneath the
Euphrates River here on earth. However, their celestial-
“Release them.” wrought chains had an expiration date. On a precise
-Revelation 9:14 year, month, and day known only to God and the eldest
of the Cherubim, the chains would be loosed and the
The history of the Chained Devourer is shrouded in
four Chained Devourers would be set free once more.
mystery. Only four of their kind exist, and it is unclear
According to legend, the vengeance they will wreak upon
what kind of angel they might have been before the
the earth will be terrible to behold, and they will not be
fall, so corrupted and monstrous is their form. The
slain until a third of humanity lies dead in their wake.
many-limbed form of a Chained Devourer towers above
even the tallest of human-built structures, with great,
leathery, bat-like wings extending from its back: vestiges
of their once-celestial nature. Perhaps the most striking
and disturbing feature of the Chained Devourer are the
massive, clanking chains it carries with it at all times.
Shortly after the fall, all four Chained Devourers were

Chained Devourer creature grappled by the Chained Devourer, that creature is


swallowed and the grapple ends. While swallowed, the creature
Gargantuan Fiend, Chaotic Evil is blinded and restrained, it has total cover against attacks
Armor Class: 18 (natural armor) and other effects outside the Chained Devourer, and it takes
Hit Points: 276 (19d12 + 152) 42 (12d6) fire damage at the start of the Chained Devourer’s
Speed: 50 ft., fly 40 ft. turns. If the Chained Devourer takes 50 damage or more on a
single turn from a creature inside it, the Chained Devourer must
STR DEX CON INT WIS CHA succeed on a DC 25 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall prone in
30 (+10) 11 (+0) 27 (+8) 8 (-1) 18 (+4) 20 (+5) a space within 10 feet of the Chained Devourer. If the Chained
Devourer dies, a swallowed creature is no longer restrained by
Saving Throws: Str +17, Dex +7, Con +14 it and can escape from the corpse using 15 feet of movement,
Damage Immunities: fire; bludgeoning, piercing, and slashing exiting prone.
from nonmagical attacks
Inevitable Presence: Each creature of the Chained Devourer’s
Condition Immunities: frightened
choice that is within 120 feet and aware of it must succeed
Senses: Darkvision 120 ft., passive perception 14
on a DC 20 Wisdom saving throw or become Frightened for 1
Languages: Infernal
minute. While Frightened in this way, a creature’s movement
Challenge: 23 (50,000 XP) Proficiency: +7
becomes 0 and it has disadvantage on attack rolls and ability
Features checks. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If the
Aggressive: as a bonus action, the Chained Devourer can move
creature’s saving throw is successful or if the effect ends for it,
up to its speed toward an enemy.
the creature is immune to the Chained Devourer’s Inevitable
Hellfire Core: A creature that hits the Chained Devourer with a Presence for the next 24 hours.
melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Fling: One Huge or smaller object held or creature grappled
In addition, when the Chained Devourer dies, its core erupts in a
by the Chained devourer is thrown up to 60 feet in a random
burst of hellfire. Each creature within 20 feet of it must succeed
direction and knocked prone. If a thrown target strikes a solid
on a DC 18 Dexterity saving throw, taking 28 (8d6) fire damage
surface, the target takes 4 (1d6) bludgeoning damage for every
on a failed save, or half as much on a successful one.
10 feet it was thrown. If the target is thrown at another creature,
Legendary Resistance (3/Day): If the Chained Devourer fails a that creature must succeed on a DC 18 Dexterity saving throw
saving throw, it can choose to succeed instead. or take the same damage and be knocked prone.
Siege Monster: The Chained Devourer deals double damage to Legendary Actions
objects and structures.
The chained Devourer can take 3 Legendary actions, choosing
Actions from the options below. Only one legendary action option can
Multiattack: The Chained Devourer can use its Inevitable be used at a time and only at the end of another creature’s turn.
Presence, and then makes four slam attacks, each of which it The creature regains spent legendary actions at the start of its
can substitute with one use of Fling. turn.

Slam: Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Detect: The Chained Devourer makes a Perception check.
Hit: 20 (3d6 + 10) bludgeoning damage and the target is grappled Attack: The Chained Devourer makes one Slam or Fling attack.
(escape DC 18). Until this grapple ends, the target is restrained.
Wing Attack (Costs 2 Actions): The Chained Devourer beats
The Chained Devourer has four arms, each of which can grapple
its wings. Each creature within 15 feet of it must succeed on a
one target.
DC 24 Dexterity saving throw or take 19 (2d8 + 10) bludgeoning
Bite: Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: damage and be knocked prone. The Chained Devourer can then
41 (7d8 + 10) piercing damage. If the target is a Huge or smaller fly up to half its flying speed.

192
“And so the four of them were released, who had
been held ready for the hour, the day, the month,
and the year, to kill a third of humankind.”
-Revelation 9:15

193
Chalkydri
“The solar elements, the Phoenixes, and the Chalkydri
burst into song... rejoicing at the giver of light.”
-Apocrypha of Second Enoch

The origins of the Chalkydri are lost to history.


Chalkydri are often grouped together with the Phoenix
due to their similar appearance and the fact that they are
often mentioned together in ancient texts. However, the
Chalkydri is a celestial (Phoenixes are elemental), and
the Chalkydri have an alignment of good (Phoenixes are
usually neutral). These graceful and mysterious celestials
are almost always found in places bathed in sunlight, and
are associated with the first rays of the sunrise.
Harbingers of Song. As true celestials, Chalkydri
usually reside in the Spiritual Realm, but occasionally in
Liminal Realms such as the Veil). According to legend,
the Chalkydri only cross over into the Physical Realm for
a brief moment during the first light of the morning, and
it is the song of the Chalkydri that causes the birds of the
Physical Realm to join with their voices in thanksgiving
for the new day.
Mysterious Wanderers. Little is known about the
lives and habits of the Chalkydri, and they are only
recorded in some brief apocryphal works in the Christian
tradition. These majestic creatures are described as
being iridescently blue-purple in color, with reptilian
snouts and long, flowing feathers that shimmer in the
sunlight. It is unclear what role the Chalkydri play in the
divine cosmology, with only the second book of Enoch
commenting: “they accompanied the sun, carrying
Chalkydri Fledgling
Small Celestial, Chaotic Good
heat and dew and whatever is commanded by God.” To
Armor Class: 13 (natural armor)
further complicate this mystery, the Chalkydri seem to Hit Points: 22 (4d10)
have had an affinity with the Watchers, the ancient and Speed: 10 ft., Fly 60 ft.
infamous race of celestials who broke their oath not
to interfere in the affairs of mortals. It is unclear what, STR DEX CON INT WIS CHA
if any, relationship exists between the Chalkydri and
6 (-2) 12 (+1) 10 (+0) 7 (-2) 13 (+1) 10 (+0)
the Watchers now, as both species have faded into the
forgotten ages of history. Skills: Perception +3, Survival +3
Companions of the Sun. The Chalkydri are always Damage Immunities: radiant
written about in relationship to a sun, and seem to Senses: darkvision 120 ft., passive perception 13
inhabit solar systems that contain life with the same Languages: understands Celestial but cannot speak
frequency as solar systems that do not. Some scholars Challenge: 1/4 (50 XP) Proficiency: +2
have suggested that the Chalkydri are the guardians of Features
the sun and sunlight, while others have theorized that Eternal Rebirth: When the Chalkydri dies, it explodes,
the Chalkydri are dependent on it. What we do know is dealing 4 (1d6) radiant damage to all creatures within 10 feet.
that, wherever a sun rises, the Chalkydri accompany it, The Chalkydri’s essence is then absorbed into the universe,
and wherever they fly, the sun is soon to rise. The eldest and is reborn in physical form at dawn the following day.
of the Chalkydri are known as “Dawnbringers.” It takes Flyby: The Chalkydri does not provoke opportunity attacks
millennia for most Chalkydri to reach this status, as they when it flies out of an enemy’s reach.
do not age in the same way that beasts of the Material
Guiding Light: The Chalkydri can innately cast guidance as a
Plane do. Chalkydri are also immortal; if one is slain bonus action, targeting a creature within the 20-foot-radius
during the course of spiritual warfare, its life cycle begins of its “Illumination” feature.
anew as a fledgling the following day at dawn.
Illumination: The Chalkydri sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
Actions
Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d4+1) slashing damage.

194
Chalkydri Dawnbringer Flyby: The Chalkydri does not provoke opportunity attacks
when it flies out of an enemy’s reach.
Gargantuan Celestial, Neutral Good
Guiding Light: The Chalkydri can innately cast guidance as a
Armor Class: 18 (natural armor) bonus action, targeting a creature within the 90-foot-radius of
Hit Points: 175 (10d20 + 70) its “Illumination” feature.
Speed: 20 ft., Fly 120 ft.
Illumination: The Dawnbringer sheds bright light in a 60-foot
radius and dim light for an additional 30 feet.
STR DEX CON INT WIS CHA
Magic Resistance: The Virtue has advantage on saving throws
17 (+3) 26 (+8) 25 (+7) 7 (-2) 21 (+5) 18 (+4) against spells and other magical effects.
Saving Throws: Wis +10, Cha +9 Actions
Skills: Perception +10, Survival +10 Multiattack: The Dawnbringer makes two claw attacks
Damage Resistances: fire; bludgeoning, piercing, and
Claw: Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
slashing from nonmagical attacks.
Hit: 17 (2d8 + 8) radiant damage.
Damage Immunities: radiant
Condition Immunities: exhaustion, grappled, paralyzed, Legendary Actions
petrified, poisoned, prone, restrained, stunned. The Dawnbringer can take 3 Legendary actions, choosing from
Senses: darkvision 120 ft., passive perception 20 the options below. Only one legendary action option can be
Languages: understands Celestial but cannot speak used at a time and only at the end of another creature’s turn.
Challenge: 16 (15,000 XP) Proficiency: +5 The Dawnbringer regains spent legendary actions at the start
Features of its turn.
Eternal Rebirth: When the Chalkydri Dawnbringer dies, it Bite: Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
explodes, dealing 14 (4d6) radiant damage to all creatures Hit: 22 (4d6 + 8) piercing damage.
within 60 feet. The Dawnbringer’s essence is then absorbed Move: The Chalkydri moves up to its speed.
into the universe, and is reborn as a Chalkydri Fledgling at
dawn the following day, and its life cycle starts over from the Swoop (Costs 2 Actions): The Chalkydri moves up to its speed
beginning. and makes one Claw attack.

195
DJ Murmur
Murmur was once a great celestial of the heavenly
host, and a composer of the sacred music sung by the
celestial choirs. After the fall, Murmur joined Lucifer’s
efforts to corrupt the hearts of humanity using the
most powerful tool he knew: music. Some say that
it was Murmur that taught the first Bards how to
use the innate magic of heavenly music, not as a
generous gift, as he pretended, but as a means
to manipulate the hearts and minds of people
for his own purposes.
A Musical Mercenary. Although Murmur is not an
imposing creature on his own, if he has time to prepare
his musical equipment he is truly a force to be reckoned
with. Murmur is currently in the employ of Jeremiah
Resh, the Antichrist himself, as an entertainer in the
wildly popular nightclub “Canto 5” where he headlines
as “DJ Murmur.” However, Murmur’s true purpose here,
like most in Resh’s employ, is to serve the whims of the
Antichrist and sow chaos in the ongoing efforts to bring
about the downfall of humanity. For Murmur, there is
nothing so poetic as using the God-given gift of music
as a means of subverting and contaminating God’s own
divine plans.

DJ Murmur Actions
Feel the Beat: DJ Murmur mixes a new music track with a
Medium Fiend, Chaotic Evil
hypnotic beat that just makes everyone feel like dancing. All
Armor Class: 17 (natural armor) creatures of DJ Murmur’s choice within 60 feet that can hear
Hit Points: 152 (16d10 + 64) the music must succeed on a DC 18 Wisdom saving throw or
Speed: 30 ft. become charmed for 1 minute. While charmed in this way, a
creature must use 20 feet of movement each turn to dance
STR DEX CON INT WIS CHA to the beat of the music without leaving its space. A charmed
10 (+0) 17 (+3) 18 (+4) 15 (+2) 17 (+3) 22 (+6) creature may use its action to repeat the saving throw, ending
the effect on itself on a success.
Saving Throws: Dex +6, Wis +7, Cha +10 Light Show: DJ Murmur triggers a light show complete with a
Skills: Perception +11, Performance +14 smoke machine and strobe lights. The area within 30 feet of DJ
Damage Resistances: cold, bludgeoning, piercing, and Murmur becomes Heavily Obscured for all creatures other than
slashing from non magical attacks that aren’t silvered. DJ Murmur until the end of his next turn.
Damage Immunities: fire, poison
Condition Immunities: charmed Legendary Actions
Senses: Darkvision 120 ft., passive perception 21 DJ Murmur can take 3 Legendary actions, choosing from the
Languages: Common, Infernal options below. Only one legendary action option can be used at
Challenge: 12 (8,400 XP) Proficiency: +4 a time and only at the end of another creature’s turn. DJ Murmur
Features regains spent legendary actions at the start of his turn.
Devil’s Sight: Magical darkness does not impede DJ Murmur’s Move to the Rhythm: One creature charmed by DJ Murmur
darkvision. must use its reaction move 10 feet toward the center of the
Magic Resistance: DJ Murmur has advantage on saving throws dance floor. A creature that is already at the center of the dance
against spells and other magical effects. floor is immune to this effect.

Special Equipment: DJ Murmur relies on his audio equipment Dance off: Any number of charmed creatures chosen by DJ
for his special abilities, and is rendered useless without it. His Murmur must make a Performance check as a free action to
setup always includes a sound mixer and six speakers, mounted showcase who is the best dancer. The creature with the lowest
around the perimeter of the room in which he is performing. If check takes 11 (3d6) psychic damage as it becomes magically
necessary, he can maintain control of his mixer from up to 60 ashamed to have lost the dance off.
feet away through an app on his phone. His mixer is a medium Crowd Crush (Costs 2 Actions): A 20-foot-square area of the
object with an AC of 5 and 75 hit points; each speaker is a small dance floor becomes brutally over-crowded. All creatures of DJ
object with an AC of 10 and 1 hit point; DJ Murmur’s phone is Murmur’s choice in this area must succeed on a DC 18 Strength
a tiny object with an AC of 15 and 1 hit point. All equipment is saving throw or take 18 (4d8) bludgeoning damage and become
immune to poison and psychic damage. If DJ Murmur loses the Restrained (escape DC 14). A creature that succeeds on the
ability to play music (at the discretion of the GM), he reverts to saving throw takes half as much damage and is not restrained.
his true form (an Imp), and attempts to flee.

196
Murmur in the Bible? Satan and Violence
There is no character named “Murmur” in the Bible. This Satan is easily the most powerful being in the created
character is based on a demon mentioned in the Lesser Key universe, and so the question may rightly arise: “if Satan is so
of Solomon who was said to appear to the sound of trumpets, powerful, why doesn’t he just kill everyone?” Remember that
and used music to corrupt its victims. Satan’s goal is to maintain his status. If a human is slain and
enters Heaven, it becomes glorified in ways that Satan finds

The Dragon repulsive. His mission, then, is not to kill humans, but quite
the opposite. Satan wishes for all humans to live a long and
healthy life filled with distractions and opportunities to sin.
“A war broke out in Heaven;
His goal is to slowly lead humans to their own damnation and,
Michael and his angels fought against he Dragon. thus, prevent God’s precious creations from being united in
The Dragon and his angels fought back.” Heaven for eternity.
-Revelation 12:7 For this reason, many of the actions Satan will take (and
Once upon a time, before God spoke the cosmos into even most of his “Dark Bargains”) seem utterly selfless and
therefore all the more tempting. Satan will only enter combat
existence, there was a celestial named Lucifer. Lucifer
as a last resort; however, if this happens, be prepared for the
was one of the Seraphim; a supremely powerful and foundations of the cosmos to be rent asunder by the power
intelligent species of celestial that is often described he wields.
as having serpentine bodies and six wings. Like most
Seraphim, Lucifer did not concern himself with the affairs become something else entirely. All of the celestials that
of the Material Plane, but instead confined himself to the fell became corrupted - their physical forms becoming
Upper Planes where he was known among the celestials manifestations of their vices, rather than their virtue -
to be the most beautiful, most intelligent, and most and a new creature type was born: the fiend. Satan was
powerful of God’s creations. preeminent among them, and wholly dedicated to the
Let There Be Light. Lucifer’s lofty position among the corruption of the human race.
Heavenly Host earned him titles like “Morning Star” and “The Dragon made war on those who
“Light Bringer,” and so it somewhat ironic that his fall keep the commandments of God.”
began with the words, “let there be light.” When God -Revelation 12:17
spoke the Material Plane into existence, and created
The Dragon. Satan’s power is vast, and he has the
Adam and Eve as the pinnacle of this new creation,
ability to take on many different forms, but perhaps the
Lucifer realized something was wrong. When Lucifer
most recognizable of these forms is that of a gargantuan
looked at these “humans,” he saw little more than the pile
seven-headed serpent known as simply “The Dragon.”
of dust they had been created from; he saw playthings to
The Dragon is a perversion of his celestial form; while
be manipulated and thrown away at the end of the day.
some of his serpentine features are preserved, there
However, there was something different about the way
is no more beauty in them. While The Dragon is a
God looked at them; there was something different in the
formidable - some say unbeatable - opponent, it rarely
way God said that they were “very good.”
appears in the flesh. The Dragon is the architect of the
Non Servium. Heaven is an interesting place,
sinister plan, preferring to gift its power to those who
and in some ways the creatures that live there are
carry out its work on the other planes of existence.
manifestations of their own virtues. Lucifer was the most
powerful and most beautiful because he possessed the “They worshiped The Dragon,
strongest will, but for all his power, there was something for he had given his power to the Beast.”
that these lowly humans had that he did not: faith. Faith -Revelation 13:4
can be casually defined as “belief without proof.” Since
celestials (including Lucifer) abide in the presence of Dark Bargains. By far the most powerful ability wielded
God and have absolute proof of the existence of God and by The Dragon is its ability to offer a creature a “Dark
knowledge of a divine plan, it is impossible for them to Bargain.” These bargains offer a monumental choice
truly possess faith the way that a human can. As a result, to a creature, with seemingly very little downside. The
even the lowliest of humans will one day enter eternal life Dragon does not offer any form of payment for the
with power and glory surpassing the highest of celestials. bargains offered, and bargains made with creatures
This was a reality that Lucifer was not prepared to in the Veil usually involve returning the creature to its
accept. It was with full knowledge of the consequences mortal life on the Material Plane, often with certain other
of his actions when Lucifer spoke the words “I will not desirable benefits thrown in. Such a deal may seem too
serve.” good to be true, but refer to the sidebar above titled
The Enemy. It was a lowly Archangel named Michael “Satan and Violence” for further insight into The Dragon’s
who was first to object to Lucifer’s words, and in an motivations for offering such a bargain in the first place.
instant, a war had broken out in Heaven. Lucifer and
the other celestials that had rebelled against God’s
plan were cast out of Heaven, and Lucifer took a new
name for himself: “Satan,” a Hebrew word meaning
“the enemy.” This new identity consumed him, and he

197
The Dragon Call of the Unworthy: A hauntingly beautiful melody emanates
from the Dragon. Each creature of the Dragon’s choice within
Gargantuan Fiend, Lawful Evil 120 feet that can hear this melody becomes Frightened as it calls
to mind memories of past sins and feelings of deep despair. A
Armor Class: 20 (natural armor)
creature Frightened in this way must succeed on a DC 25 Wisdom
Hit Points: 666 (31d20 + 341)
saving throw at the end of each of its turns or take 14 (4d6) psychic
Speed: 60 ft., fly 120 ft. damage as it slowly begins to realize that it is unworthy of love,
and can never be redeemed. If the saving throw is successful or
STR DEX CON INT WIS CHA the effect ends for it, the creature is immune to the Call of the
Unworthy for the next 24 hours.
30 (+10) 10 (+0) 32 (+11) 30 (+10) 26 (+8) 30 (+10)
Legendary Actions
Saving Throws: Str +19, Wis +17, Cha +19 The Dragon can take a number of Legendary actions equal to its
Skills: Deception +28, Insight +18, Perception +18, Religion +28 number of active heads (maximum of 7), choosing from the options
Damage Resistances: cold, lightning. below. Only one legendary action option can be used at a time and
Damage Immunities: fire, necrotic, bludgeoning, piercing, and only at the end of another creature’s turn. The Dragon regains spent
slashing from nonmagical attacks. legendary actions at the start of its turn.
Condition Immunities: blinded, charmed, deafened, frightened,
poisoned, prone. Unholy Insight: The Dragon locks eyes with a creature that it can
Senses: Truesight 240 ft., passive perception 27 see within 60 feet, instantly learning that creature’s greatest fears
Languages: All spoken languages and desires (page 248). If the creature can also see the Dragon,
Challenge: 30 (155,000) Proficiency: +9 it becomes Marked, and does not receive the benefits of its next
Long Rest.
Features
Dispel Magic (Costs 2 Actions): The Dragon casts dispel magic at
Legendary Resistance (6/Day): If the Dragon fails a saving throw, 6th level, using Charisma as its spellcasting ability.
it can choose to succeed instead.
Tail Sweep (Costs 2 Actions): The Dragon sweeps tail through the
Limited Magical Immunity: Unless it wishes to be affected, The space of a 60-foot-cone. Each creature in this space must succeed
Dragon is immune to spells of 6th level or lower. It has advantage on on a DC 25 Strength saving throw or take 17 (2d6 + 10) bludgeoning
saving throws against all other spells and magical effects. damage and be knocked prone. A creature that succeeds on the
Magic Weapons: The Dragon’s weapon attacks are magical. saving throw takes half as much damage and is not knocked prone.
Multiple Heads: The Dragon has 7 heads. If The Dragon fails a Dark Bargain (Costs 3 Actions): The Dragon telepathically
saving throw against an effect that would render it incapacitated, offers a bargain to a creature that has been Marked by its Unholy
paralyzed, petrified, stunned, unconscious, or put it to sleep, only Insight (See “Dark Bargains” on the next page). The target may
one of its heads is affected by this condition. The Dragon has a use its reaction to accept the bargain, if it so chooses. If the target
number of Attacks, Reactions, and Legendary Actions equal to its accepts the bargain, 1d2 of the Dragon’s heads become stunned
number of active heads. for 1 minute, and the target immediately vanishes from reality,
finding itself returned to life and the terms of the bargain fulfilled,
Preeminent Suppression: All creatures of the Dragon’s choice
as though by the wish spell.
within 240 feet of it are unable to use features or abilities that contain
the word “legendary,” including their Legendary Resistances and Rend Reality (Costs 4 Actions): The Dragon utters a secret phrase
Legendary Actions, if they have any. that is a perversion of the Word of God spoken on the first day of
creation. The Dragon may choose one of the following effects,
Sinful Immortality: If the Dragon is reduced to 0 hit points or
which immediately takes effect:
dies, its essence returns to Hell where it is returned to physical
form with full hit points at the start of its next turn. A Wish spell or • The flow of time is altered. All creatures become 1d12 years
Divine Intervention can delay this ability for 24 hours. If a Holy Nail older or younger (chosen at random), and all creatures
is driven into The Dragon’s heart after it is reduced to 0 hit points, (including the Dragon) must reroll initiative. A creature whose
but before the start of its next turn, its essence is unable to regain age falls below 0 or above its lineage’s average life expectancy
its physical form, and its consciousness is bound in the depths of is killed instantly.
hell for eternity. • The Dragon speaks the name of location (such as a city,
mountain range, or forest) no larger than a 1-mile-cube that is
Truth Sense: The Dragon knows if it hears a lie.
beloved or sacred to a creature within 240 feet. This location
Actions is magically teleported into the sky above the dragon, where it
Multiattack: The Dragon uses its Call of the Unworthy. It then is destroyed before the target’s eyes. All creatures must make
makes a number of Bite attacks equal to its number of active heads a DC 18 Dexterity saving throw, taking 7 (2d6) bludgeoning
(maximum of 7). damage on a failed save, or half as much on a success as
rubble from the destroyed location comes raining down from
Bite: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 17 the sky. The creature to whom this location was beloved or
(2d6 + 10) piercing damage plus 7 (2d6) necrotic damage. sacred takes an additional 7 (2d6) psychic damage.
Breath Weapon (Recharge 5-6): Each of the Dragon’s active • Each creature with fewer than 100 hit points within 240 feet is
heads exhales a torrent of unholy water, each in a 120-foot-line that subjected to one of the following effects, based on its creature
is 10 feet wide. Each creature in one of these lines must succeed type. Celestials, fey, and fiends are forced back to their plane
on a DC 24 Dexterity saving throw or take 11 (2d10) bludgeoning of origin (Nephilim are immune to this effect); elementals,
damage plus 35 (10d6) necrotic damage and be pushed 20 feet in constructs, and undead are destroyed.
the path of the line. On a successful saving throw a creature takes • Creation begins to unravel for all planets and stars within a
half of this damage and is pushed only 10 feet. A creature in the area 5-lightyear-radius. All sources of bright light become dim
of more than one torrent of unholy water is affected only once. light, and sources of dim light are extinguished. Beasts and
Plants with fewer than 50 hit points are killed instantly.

198
“From the mouth of the Dragon poured
water like a river after the Woman, to
sweep her away with the flood.”
-Revelation 12:15

Multiple Heads and Movement


If you are planning to run a combat with the Dragon using
a standard grid battle map, treat each of the Dragon’s seven
heads as a “Huge” creature. On the Dragon’s turn, the “central”
head can use the Dragon’s full movement speed, with the
other heads moving with it, maintaining positions within 50
feet of the central head. The heads are treated as separate
creatures for the purpose of tracking positions and distance,
but the Dragon is otherwise mechanically treated as a single
creature. This approach is a more accurate representation
of The Dragon’s true size, and might make it easier to track
conditions (such as stun) which affect only one head at a time.

199
Dark Bargains d12 Dark Bargains
Choosing a Dark Bargain. Satan is not omniscient,
but he is incredibly knowledgeable about human wants 1 Person. You fight for eternity, and yet what is Heaven without
and desires, and has likely been watching the player your [Bond]? If you wish it, I can return you to life right now. You
can see your [Bond] again, live a full life, and wait to enter Heaven
characters for their entire lives (and afterlives) up once you can do so together?
until this point. As such, any Dark Bargain offered by
2 Pride. Aren’t you tired of following orders from a God that won’t
The Dragon is going to be specially crafted for that
even speak to you in person? I may fight for your destruction, but
character. Although these options are laid out in a table, at least I do so face-to-face. Say the word and I will return you
they should not be chosen randomly; a Dark Bargain to life on the Material Plane, in an era of your choosing, this time
should be specially crafted to be as tempting as possible with riches and power.
to a player character. This should not be an easy choice; 3 Revenge. You fight with anger, but your anger is not with me.
it should be a choice between doing the right thing, or I am not the one who caused you pain in life. Doesn’t it bother
getting the one thing you’ve always wanted. you that you are dead and the one who wronged you still walks
the earth? Say the word, and I will return you to the mortal plane,
What is Possible? The GM has great latitude in where you will find your enemy kneeling at your feet.
determining what is possible to offer in a Dark Bargain.
4 Failure. You can keep lying to your friends, but you can’t lie to
For mechanical purposes, assume that The Dragon can
yourself. You and I know the truth; you’re a failure. No amount
offer one use of the wish spell, per character. Use the of success here today can atone for what you couldn’t do in life.
tables at right for examples of Dark Bargains, and refer What would you give for a second chance? What would you say if
to the player character’s Eternal Traits (marked in “The I could rewind time, and return you to that moment, to try again?
Story Tracker” on page 248) for inspiration. A Dark 5 Desire. What is your goal here? You are serving at the whims of
Bargain should always be a fulfillment of a character’s a God who doesn’t even understand you. God says that you are
deepest desire, and something they never knew was loved, but if that’s true, then why doesn’t God ever give you what
you want? I know what you want; what you want is [desire]. I can
even possible. give you that, just say the word.
Combat Mechanics The Dragon can offer a Dark
6 Integrity. I can see that you are above corruption. Above bribery.
Bargain as a Legendary Action option. Once the bargain
I can see that you are exceptionally skilled at [talent] and that
has been offered, the player character can choose to nothing I can say will tempt you away from God’s path. But let
accept the bargain as a free action. It is up to the GM me ask you this: what happens when you are gone? Isn’t it better
whether this decision must be made immediately, or that you remain behind? Think how many souls you could save if
you were given more time on earth. Heaven can wait; the world
whether the character can wait to make the decision
still needs you... don’t you think?
until the beginning of their next turn. If a Dark Bargain
is accepted, the character immediately vanishes from 7 Lost Love. They say that love is the most important force in
the universe - that it holds the universe together. They say God
the battlefield and the terms of the Bargain are fulfilled. is love. How can you possibly hope to enter Heaven without
Accepting a Dark Bargain signals the end of that experiencing what true love feels like even once? You had your
character’s journey. See “Ending the Story” on page chance of course, but you failed... just like you always do. What
138 for how to end a character’s story this way. If a would you say if you had one more chance at that moment? What
would you say to another life with [bond]?
character rejects a Dark Bargain, combat continues as
normal. A Dark Bargain is only valid if a character willingly 8 Protection. After all you’ve done; it wasn’t enough. Your [bond]
is in danger at this moment, and you aren’t there to protect
and truthfully accepts it. Make sure to clarify that a player
them... but you could be...
character is telling the truth if they accept a bargain,
since The Dragon is automatically aware of lies. 9 Combat. Do you think the war ends here? Even now my hordes
descend on the gates of Heaven, and your attempts to bind me
will be in vain. Say the word and I will send you where you can put
Am I Selling My Soul? your skills to real use.
Popular Culture has invented the concept of “selling your 10 Repentance. You can keep trying, but you’ll never be worthy of
soul” because it makes for an interesting plot device in stories. Heaven, not someone with your list of sins. But you can change
In reality, Satan’s goal is much more despicable. He does not that, you know. Just say the word, and I can return you to life,
want to trick or trap his victims into being sent to hell, he before you did any of those things. You keep saying that you
wants to put them in a position where they welcome hell with would do things differently: why don’t you prove it?
open arms. This does not come from a one-time decision to 11 Readiness. Do you know what happens if you defeat me? It ends.
“sell” a soul or accept a bargain; this comes from a lifetime of It ALL ends. No more wandering; no more searching; no more
choosing to do what is easy or what is attractive, rather than wonder. Doesn’t Heaven sound boring? You and I can change
choosing to do what is right. that... just say the word.
You may notice that the majority of these Bargains offer 12 Reward. Why are you here? Doesn’t it make you wonder? You
the player character a chance to return to life, and mostly were always taught that when you died you went to Heaven
for “good” reasons. This is because Satan can tell that the or Hell. No one ever said anything about running errands for
character is on the brink of salvation, and by returning them a God that can’t be bothered to leave the luxury of a heavenly
to life, he is giving himself an extra few decades to offer throne. If God cared about you, you’d be in Heaven right now. If
them temptations and lead them away from God once again. Azrael cared about you, he would have told you the truth from
the beginning. None of them love you. You are an experiment
If a player character accepts a Dark Bargain, they are not
gone wrong, just like me. Join me, and together we will break the
guaranteeing their damnation, but it does represent a lack system and show them all what we are truly capable of.
of trust in God’s plan. For more information on how to end a
character’s story with a Dark Bargain, see “Ending the Story”
on page 165.

200
Fallen Virtue
When Lucifer was cast out of Heaven, many celestials
fell with him, becoming fiends and corrupting their
once-radiant features. There are as many types of fiends
as types of celestials, but an exceptionally rare type of
fiend is the Fallen Virtue. Virtues are among the most
graceful, faithful, and innocent of all celestials, and as
such it would take extraordinary circumstances for one
to fall victim to Lucifer’s deceptions. However, Lucifer
was the most intelligent and manipulative creature
in the universe, and even a small number of the Virtues
were led astray by the Prince of Lies.
Twisted Nature. Just as true Virtues are led by instinct,
a Fallen Virtue has an innate understanding of magic that
it does not even understand itself. Becoming a fiend
has robbed the Fallen Virtues of their ability to cast
spells, and their lack of intelligence prevented
them from learning spells on their own.
However, their instinctive grasp on
the weave of magical energy
grants them abilities that
are unheard of even
to some of the most
accomplished casters, making a
Fallen Virtue a truly formidable
opponent.

FALLEN Virtue Necrotic Burst (3/Day): The Fallen Virtue channels its willpower
and life force into a burst of magical energy. Each time it uses
Medium Fiend, Chaotic Evil this ability before finishing a Long Rest, its life force is poured
Armor Class: 17 (natural armor) out and the effect is different, as detailed below. Each creature
Hit Points: 210 (20d8 + 120) of the Fallen Virtue’s choice within 120 feet of it must make a DC
Speed: 40 ft., Fly 40 ft. 21 Constitution saving throw.
First Burst: Each creature that fails its saving throw is
STR DEX CON INT WIS CHA pushed 20 feet in a straight line away from the Virtue and
takes 7 (2d6) bludgeoning damage plus 13 (2d12) necrotic
10 (+0) 20 (+5) 22 (+6) 11 (+1) 20 (+5) 25 (+7)
damage, landing prone. On a successful save, a creature
takes half as much damage, is pushed 10 feet, and is not
Saving Throws: Con +12, Wis +22, Cha +13
knocked prone.
Skills: Animal Handling + 11, Insight +11, Nature +7, Religion +7
Damage Resistances: necrotic; bludgeoning, piercing, and Second Burst: Each creature that fails its saving throw
slashing from nonmagical attacks. takes 26 (4d12) necrotic damage and is blinded for 1 minute.
Condition Immunities: charmed On a successful save a creature takes half as much damage
Senses: darkvision 120 ft., passive perception 15 and is not blinded.
Languages: all, telepathy 120 ft. (cannot read or write) Third Burst: Each creature that fails its saving throw takes
Challenge: 18 (20,000 XP) Proficiency: +6 76 (12d12) necrotic damage and is marked with shadowy
Features dim light for 1 minute. Attack rolls made against a marked
Devil’s Sight: Magical darkness does not impede the Fallen creature have advantage. This effect drains the remaining
Virtue’s darkvision. life force from the Fallen Virtue, which drops to 0 hit points
and must immediately make its first death save.
Magic Resistance: The Virtue has advantage on saving throws
against spells and other magical effects. Reactions
Actions Taint Spell: The Fallen Virtue interrupts a creature it can see
Claw of Silence: Melee Weapon Attack: +11 to hit, reach 5 ft., one that is casting a spell. If the spell is 3rd level or lower, the spell’s
target. Hit: 41 (8d8 + 5) necrotic damage, and the target must intended purpose is reversed. A spell that was intended to
succeed on a DC 21 Charisma saving throw or be Cursed for 24 restore hit points instead deals half as much necrotic damage
hours. While Cursed in this way, the target is unable to utter a to its target(s), and a spell that was intended to deal magical
sound, and cannot cast spells that require a verbal component. damage instead restores half as many hit points to its target(s).
A spell of 4th level or higher is not interrupted by this ability.

201
“The False Prophet exercised all the authority
of the first Beast on its behalf, and made the earth
and its inhabitants worship the Beast.”
-Revelation 13:11

Features
Legendary Resistance (4/Day): If the False Prophet fails a
saving throw, she can choose to succeed instead.
Sadistic Preparation: The False Prophet can take one
reaction per turn in combat.
Security Team: Anywhere the False Prophet travels, she is
followed by her security team of 4 Marked Snipers who hide
from sight on rooftops 300 feet away in the surrounding area.
If the False Prophet is killed, her Security Team immediately
retreats to report to their superiors. A sniper may be noticed
by a character who succeeds on a DC 18 Wisdom (Perception)
check. If a sniper is killed, reduce the number of Sniper Rifle
attacks the False Prophet can make by 1.

Actions
Command Snipers: The False Prophet commands her team
of snipers to attack. There are 4 snipers, each of which may
make one ranged attack against a creature it can see with its
Sniper Rifle.
Sniper Rifle: Ranged Weapon Attack: +12 to hit, range
360/1000 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Innate Spellcasting: The False Prophet can innately cast one
of the following spells, requiring no material components and
using Charisma as the spellcasting ability (save DC 20, +12 to
hit).
1/day each: animate objects, arcane gate, glibness, heal

Reactions
The False Prophet can take one reaction per turn in combat.
Defensive Shot: When a creature targets the False Prophet
with an attack, the False Prophet signals to one of her Snipers,
who may first use its reaction to make one Sniper Rifle attack
against the creature making the attack.
Infernal Immunity (1/Day): The False Prophet uses her
reaction to gain immunity to all damage received from one
attack.
Legendary Transference: When an ally within 60 feet fails
a saving throw, the False Prophet may spend one use of
her Legendary Resistance to choose that the ally succeeds
False Prophet instead.
Medium Amalgam (Humanoid & Fiend), Lawful Evil Reveal Hostage (1/Day): When a creature moves within 15
Armor Class: 10 feet of the False Prophet, she may use her reaction to show
Hit Points: 189 (18d10 + 90) the target a live video feed on her phone. The video shows
Speed: 30 ft. that a loved one is being held hostage by a Marked Agent in a
location with which the target is familiar. A DC 14 Insight check
STR DEX CON INT WIS CHA will reveal that this not a deception.
As part of this Reaction, the False Prophet casts arcane
10 (+0) 13 (+1) 20 (+5) 22 (+6) 18 (+4) 25 (+7) gate and opens a portal to the location of the hostage, offering
the target a choice. If the target enters this portal, the portal
Saving Throws: Dex +6, Int +11, Cha +12 immediately closes and combat continues as usual, with the
Skills: Arcana +11, Deception +17, Insight +9, Religion +11 target using its turns to try and save its loved one. If the target
Senses: passive perception 14 refuses this deal or takes any action against the False Prophet,
Languages: Any 7 languages. the False Prophet will use her next turn in combat to order the
Challenge: 16 (15,000 XP) Proficiency: +5 Marked Agent to execute the hostage.

202
The False Prophet Foul Frog Spirit
Melissa Mendax is the Public Relations all-star and “Foul spirits like frogs came from the mouth of
“Queen of Spin” that serves as the Chief of Staff to none the Dragon, the Beast, and the False Prophet,
other than Jeremiah Resh, the Antichrist, himself. But assembling the forces of darkness for battle.
Mendax is more than just an accomplished politician; -Revelation 16:13
she is a creature of ancient evil, the False Prophet that
was foretold. In many ways, Mendax is a more calculated Infernal Messengers. Barely creatures in their own
and dangerous creature than Resh himself. While Resh right, Foul Frog Spirits have a fleeting existence. They
possesses the drive and ambition to serve the Dragon are usually summoned by fiends or dark mages for the
and bring about the end times, Mendax is his executor. purpose of delivering messages. Because their nature
She is an unrivaled planner, a ruthless manipulator, and a makes the immune to damage for the duration of their
flawless public speaker. mission, Foul Frog Spirits serve as unfailing couriers for
Right Hand of Evil. As the prophets of old had foretold, the army of darkness. Some powerful beings, such as
the Antichrist did not rise to power alone. As influential liches, even choose to use Foul Frog Spirits as their
and visionary as Resh was on his own, he never would phylacteries; infusing their souls into the indestructible
have gained the unwavering faith of the public without bodies of the spirits. The only downside to this is that
Mendax serving as his Director of Communications. a Foul Frog Spirit looses its damage immunity upon
There is no politician corrupt enough, no plot evil reaching the destination that was determined at its
enough, that Melissa Mendax cannot make it seem good summoning.
and even necessary through the power of words. Resh Herald of Armageddon. According to the prophets,
has introduced plans to invade peaceful nations and when the Antichrist is
genocide religious and cultural groups, and all of these finally slain, his essence
decisions have been met with applause and adulation by will be infused into the
the majority of the population thanks to the silver tongue body of a Foul Frog Spirit,
of his False Prophet. which will emerge from
Sadistic Preparation. Melissa Mendax is well aware his mouth. This sign
of the plans of her enemies, both mortal and celestial, will herald the coming of
and has been keeping tabs on the player characters the end times, since this
since long before they died. If confrontation ever occurs, particular spirit will travel
you can bet that Mendax is not just prepared for the to assemble the forces
confrontation, but that her preparations will leave her of darkness for the final
enemies begging for mercy before it is all over. It is likely confrontation between
that Mendax will have identified and captured a hostage good and evil: the Battle
long before any confrontation would happen. Mendax of Armageddon.
has the uncanny ability to locate the loved ones of a
player character regardless of how well hidden they are,
and in some cases, she might even discover a relative
that the player did not know they had. See the table Foul Frog Spirit
below for inspiration when deciding on the identity of this Tiny Fiend, Chaotic Evil
hostage. Armor Class: 11
Hit Points: 1
d6 Hostage Identity Speed: Fly 50 ft.
1 Your spouse or significant other
STR DEX CON INT WIS CHA
2 Your child or descendant
3 An NPC who helped you (such as Gethsemani) 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 1 (-5)

4 An NPC you saved earlier in the story (such as the girl from the Skills: Perception +1, Stealth +3
chapel in chapter 1) Senses: darkvision 120 ft., passive perception 11
5 Friends or acquaintances from your backstory Condition Immunities: paralyzed, petrified, restrained
Challenge: 0 (10 XP) Proficiency: +2
6 A family member (sibling or parent) from your backstory
Features
Invulnerability: The Foul Frog Spirit is immune to all damage
Running the Hostage Encounter until it reaches its predetermined target
The Hostage is being guarded by a Marked Agent, which
poses no danger to a player character. Rescuing the hostage Incorporeal Movement: The Foul Frog Spirit can move
is not intended to be difficult, and if a player character through other creatures and objects as if they were physical
chooses to do this, they should be allowed to have a heroic terrain.
moment rescuing their loved one. The mechanical purpose of Actions
this choice (for Mendax) is that choosing to save the hostage
is also a choice to abandon the party during an important Innate Spellcasting: The Foul Frog Spirit can cast plane shift
combat encounter. and teleport on itself at will, requiring no material components.

203
The Horsemen golden thread, which wraps around her arm, allowing her
to magically draw the arrow back to her when fired.
The Four Horsemen are primeval incarnations of ideas.
They are neither celestial nor fiend, neither good nor
War
evil, but serve as inevitable and eternal forces of balance “Out came another horse, bright red; its rider took
peace from the earth, so that people would slaughter
and neutrality throughout the cosmos. Although the each other; and he wielded a great sword.”
carnage and destruction that they bring is often viewed -Revelation 6:4
as “evil,” by the casual observer, the wake of conquest,
Sower of Chaos. The second Horseman is the
war, famine, and death is often what upsets the systems
incarnation of chaos and bloodshed. While Conquest and
of privilege and oppression, bringing down the mighty
War may seem similar on paper, nothing could be further
from their thrones, and lifting up the lowly. In fact, it is
from the truth. War thrives on bloody violence, hurling
often by surviving the hardships wrought by a Horseman
himself into the front lines of conflict with reckless
that some individuals come to know redemption. A
abandon. War is known to travel at random throughout
Horseman does not discriminate; it does not know mercy,
time and throughout the cosmos, randomly inciting
but neither does it not know malice. Whether by intention
violence and aggression wherever he goes.
or by chance, the ravages of the Horsemen are often the
War’s Tactics. War feels that his greatest strength
closest thing to “justice” that a cruel and sinful world will
is his unpredictability, and will do all he can to keep a
ever know.
battlefield chaotic and his enemies off-balance.
Eternal Enigmas. The Horsemen often appear in the
form of humanoid creatures astride mighty steeds; Famine
however, these are simply manifestations of ideas, and “There was a black horse. It’s rider held a pair of
the true essence of a Horseman is as old and terrible scales... saying, ‘a quart of wheat for a day’s pay,
as the idea it represents. The Four Horseman are truly and three quarts of barley for a day’s pay...’”
fearsome to behold in combat, and if they ride into -Revelation 6:5
battle together, they are a nigh unstoppable force. The Great Equalizer. There is perhaps no greater
However, even if one of them is isolated and defeated, force of balance than Famine. No nation is immune to its
its death is not permanent. As long as Conquest, War, ravages, and the effects of Famine are felt alike by plant
Famine, and Death exist in the world, there will always and animal, rich and poor, slave and free person. Famine
be manifestations of these ideas; there will always be is the smallest of the four Horsemen, usually appearing
Horsemen. as a diminutive and unassuming human riding on a
Servants of the Seals. The Horsemen are magically small dark horse. Famine appears in fine clothing that is
bound to the Scroll of the Seven Seals. If a creature somewhat weathered, with features that are neither male
uses its action to break the seals, the Horsemen are nor female, symbolic of how famine and hardship affect
released into the world, they unquestioningly follow the all people, regardless of status or gender. A tattoo of
instructions of the creature that released them. Luckily, shifting, blue ink covers the right side of Famine’s body,
an ancient prophecy foretells that “only the Son of Man, changing to appear in the language of the reader, and
firstborn of the virgin, who became sin and died by always spelling out “A quart of wheat for a day’s pay...”
human hands” can open the scroll and read its contents. Famine’s Tactics. Wherever Famine goes, a desolate
wasteland follows. Moving calmly and inevitably, Famine
Conquest travels alone. When engaged in combat, Famine will try
“First, came a white horse. It’s rider had a bow to keep enemies at a distance and use spells to bring
and a crown, and it came to conquer.”
-Revelation 6:2 destruction to large areas at once.

Faceless Conquerer. The first Horseman, Conquest is Death


the most intelligent and cunning of her kind. Wielding the “I looked and there was a pale green horse. Its rider’s
Bow of Conquest, she rides into battle with remorseless name was Death, and hell followed with him.”
efficiency. Conquest is poised and confident, carrying -Revelation 6:5
herself with the regal air of an empress. She usually takes The Inevitable End. Death is the oldest and most
the form of a tall, beautiful, dark-skinned woman with powerful of the Horsemen. While many are affected by
piercing brown eyes and an authoritative voice. However, famine, and even more affected by war, all will eventually
when combat begins, She lowers her veil to hide her meet Death. Death harbors no resentment for the living,
face, becoming an impersonal, ruthless, and emotionless and takes no pleasure in killing; rather Death exists as the
conquerer. final chapter in the natural order of the universe: all are
Conquest’s Tactics. Conquest does not have the born, and all will one day die.
weakness of hubris that many villains have. She never Death’s Tactics. Death reaps without passion, and does
underestimates her enemies and never rides into a battle not hold any hatred for its victims... with one exception.
were victory is not assured. She will take up a position Death will become furious in the presence of Undead
in the rear of the battlefield where she can command creatures (particularly liches), and will hunt them down
her legions and strike from long range with her bow. with a mindless hatred, as they are offensive to the
Conquest only has one arrow (symbolic of her brutal natural order of the world.
efficiency) which is attached to a length of indestructible

204
Innate Spellcasting: The Horseman can innately cast one of
the following spells, requiring no material components and
using Charisma as the spellcasting ability (DC 20, +12 to hit).
At Will: bane, conjure volley, wall of fire
Legendary Resistance (3/Day): If the Horseman fails a
saving throw, it can choose to succeed instead.
Mounted Rider: The rider and its horse are treated as one
creature, and the rider cannot be dismounted against its
will. If the horseman chooses to dismount, both the rider and
horse continue to share hit points, stats, and a telepathic link.
Returning Arrow: The Horseman’s weapon attacks are
magical. The Horseman’s arrow is attached to a length
of magical golden thread. After each attack, the arrow is
magically retracted, returning to the Bow of Conquest. The
thread cannot be severed, but a creature hit by the arrow
may attempt to restrain the arrow by using its reaction to
make a DC 24 Strength check. On a success, the Horseman
cannot take any more attacks on this turn. This check must
be repeated each time the Horseman takes the Attack action.
Actions
Multiattack: The Horseman makes four attacks with its Bow
of Conquest.
Bow of Conquest: Ranged Weapon Attack: +15 to hit, range
150/600 ft., one target. Hit: 13 (1d8 + 8) piercing damage plus
11 (2d10) force damage, and the Horseman may choose one
extra effect from the list below.
Blinding Strike. The target takes an extra 7 (2d6) radiant
damage, and must succeed on a DC 20 Constitution
saving throw or be blinded until the end of its next turn.
Branding Strike. The target becomes visible if it is
invisible, and the next attack against it has advantage.
Commanding Strike. The Horseman calls out to an ally,
who may use its reaction to make one weapon attack.
Piercing Strike. A creature within 5 feet of the target
Horseman of Conquest must succeed on a DC 24 Dexterity saving throw or take
the same damage as the target.
Large Enigma, Lawful Neutral
Armor Class: 18 (natural armor) Slaying Strike. The target must make a DC 24
Hit Points: 216 (16d10 + 128) Constitution saving throw, taking 14 (4d6) force damage
Speed: 60 ft. on a failed save or half as much on a success.
Vortex Strike. The target must succeed on a DC 20
STR DEX CON INT WIS CHA Charisma saving throw or be magically teleported to an
unoccupied space of the Horseman’s choice within 20
18 (+4) 26 (+8) 27 (+8) 20 (+5) 25 (+7) 21 (+5)
feet of where it started.
Saving Throws: Int +12, Wis +14, Cha +12
Skills: Perception +14 Legendary Actions
Damage Resistances: bludgeoning, piercing, and slashing The Horseman can take 3 Legendary actions, choosing from
from nonmagical attacks the options below. Only one legendary action option can be
Damage Immunities: force used at a time and only at the end of another creature’s turn.
Condition Immunities: charmed, exhaustion, frightened, The Horseman regains spent legendary actions at the start of
poisoned. its turn.
Senses: truesight 120 ft., passive perception 24
Languages: all languages, telepathy 120 ft. Identify Weakness: The Horseman gives itself advantage on
Challenge: 22 (41,000 XP) Proficiency: +7 its next attack roll against a creature or object that it can see.
Features Quick Strike: The Horseman makes one attack with its Bow
of Conquest, dealing only its piercing damage and without
Aura of Conquest: An aura extends from the Horseman for adding its usual extra effect.
60 feet in all directions. Creatures of the Horseman’s choice
within this area are unaffected by difficult terrain and can Spell (costs 2 actions): The Horseman casts a spell from its
move across any liquid surface as if it were solid ground. list of known spells.

205
Blood Frenzy: The Horseman has advantage on melee attack
rolls against a creature that does not have all its hit points.
Innate Spellcasting: The Horseman can innately cast one of
the following spells, requiring no material components and
using Charisma as the spellcasting ability (DC 20, +12 to hit).
At Will: confusion, destructive wave
Legendary Resistance (3/Day): If the Horseman fails a
saving throw, it can choose to succeed instead.
Mounted Rider: The rider and its horse are treated as one
creature, and the rider cannot be dismounted against its
will. If the horseman chooses to dismount, both the rider and
horse continue to share hit points, stats, and a telepathic link.
Sword of War: The Horseman’s weapon attacks are magical.
Violent Regeneration: If the Horseman deals damage to
at least one creature with a melee attack during its turn, it
regains 20 hit points at the end of that turn.

Actions
Multiattack: The Horseman makes two attacks with its
Sword of War.
Sword of War: Melee Weapon Attack: +15 to hit, reach 10 ft.,
one target. Hit: 17 (2d8 + 8) slashing damage plus 11 (2d10)
thunder damage.
Hooves: Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 15 (2d6 + 8) bludgeoning damage.
Reckless Trample: The Horseman rears back on its hind legs
and makes a powerful stomp with its hooves. Each creature
within 30 feet of the Horseman must succeed on a DC 23
Strength saving throw or take (8d6) thunder damage and be
knocked prone. On a successful save a creature takes half as
much damage and is not knocked prone. This attack leaves
the Horseman off balance and vulnerable. All attacks against
it may be made with advantage until the start of its next turn.

Bonus Actions
Horseman of War Aggressive: As a bonus action, the Horseman can move up to
its speed toward an enemy it can see or hear.
Large Enigma, Chaotic Neutral
Armor Class: 20 (natural armor) Legendary Actions
Hit Points: 276 (19d12 + 152) The Horseman can take 3 Legendary actions, choosing from
Speed: 60 ft. the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
STR DEX CON INT WIS CHA The Horseman regains spent legendary actions at the start of
its turn.
27 (+8) 15 (+2) 27 (+8) 16 (+3) 16 (+3) 21 (+5)
Fortify: The Horseman braces itself for an attack, causing its
Saving Throws: Str +15, Con +15, Cha +12 AC to become 22 until the start of its next turn.
Skills: Athletics +15, History +17, Survival +10 Thunderwave: The Horseman sends a wave of thunderous
Damage Resistances: bludgeoning, piercing, and slashing force sweeping out in a 15-foot-cube, centered on itself. Each
from nonmagical attacks creature in this area must make a DC 20 Constitution saving
Damage Immunities: thunder throw, taking 9 (2d8) thunder damage on a failure or half as
Condition Immunities: charmed, exhaustion, frightened, much on a success.
poisoned.
Senses: truesight 120 ft., passive perception 13 Hooves (Costs 2 Actions): The Horseman makes one attack
Languages: the languages of any creature that has ever been with his Hooves.
killed within 100 feet of where the Horseman is standing. Battlefield Shift (Costs 3 Actions): The Horseman
Challenge: 21 (33,000 XP) Proficiency: +7 immediately transports itself and all creatures within 250 feet
to another time and place within the Veil. The destination must
Features be the scene of a bloody conflict from human history with
Aura of War: An aura extends from the Horseman for 60 feet which the Horseman is familiar. Although this action causes
in all directions. All creatures on the Material Plane within the terrain to change dramatically, all creatures transported
this area become irrationally aggressive and prone to acts of in this way maintain their positions relative to each other on
brutal violence. the battlefield.

206
Legendary Resistance (3/Day): If the Horseman fails a
saving throw, it can choose to succeed instead.
Limited Magical Immunity: Unless it wishes to be affected,
the Horseman is immune to spells of 3rd level or lower. It
has advantage on saving throws against all other spells and
magical effects.
Mounted Rider: The rider and its horse are treated as one
creature, and the rider cannot be dismounted against its
will. If the horseman chooses to dismount, both the rider and
horse continue to share hit points, stats, and a telepathic link.
Relentless: If the Horseman takes 20 damage or less that
would reduced it to 0 hit points, it is reduced to 1 hit point
instead.
Scales of Famine: The Scales of Famine allow the Horseman
to cast more spells than its spell slots would normally allow
(included in its Spellcasting ability below)

Actions
Spellcasting: The Horseman is a 20th-level spellcaster. Its
spellcasting ability is Charisma (+15 to hit, DC 23), and it has
the following spells prepared.
At will: poison spray, resistance, thorn whip
1st level (4 slots): fog cloud, ray of sickness, shield
2nd level (4 slots): blindness/deafness
3rd level (4 slots): counterspell, dispel magic, fear*
4th level (4 slots): blight, dimension door
5th level (4 slots): contagion, insect plague*
6th level (3 slots): disintegrate, harm, wall of thorns*
7th level (2 slots): fire storm, teleport
8th level (2 slots): control weather*, earthquake
9th level (1 slot): foresight
*This spell requires concentration

Horseman of Famine Legendary Actions


Large Enigma, Neutral
The Horseman can take 3 Legendary actions, choosing from
Armor Class: 14 (natural armor) the options below. Only one legendary action option can be
Hit Points: 238 (19d8 + 152) used at a time and only at the end of another creature’s turn.
Speed: 60 ft. The Horseman regains spent legendary actions at the start of
its turn.
STR DEX CON INT WIS CHA Cantrip: The Horseman casts a cantrip.
10 (+0) 11 (+1) 27 (+8) 20 (+5) 25 (+7) 28 (+9) Spell (Costs 2 Actions): The Horseman casts a spell of 4th
level or lower.
Saving Throws: Con +15, Wis +12, Cha +16
Skills: Insight +14, Nature +12, Survival +14 Move (Costs 2 Actions): The Horseman shimmers as though
Damage Resistances: bludgeoning, piercing, and slashing being seen through a heat wave, and may move up to half
from nonmagical attacks its speed. While moving in this way, the Horseman does not
Damage Immunities: psychic provoke opportunity attacks, and can move through creatures
Condition Immunities: charmed, exhaustion, frightened, and objects as though they are difficult terrain.
poisoned.
Senses: truesight 120 ft., passive perception 17
Reactions
Languages: the languages of the creature that possesses the Blighted Rebuke: If the Horseman takes damage from a
most material wealth within 120 feet. spell, it immediately summons Twig Blights, which rise
Challenge: 24 (62,000 XP) Proficiency: +7 from the ground in unoccupied spaces within 10 feet of the
Horseman. The number of Twig Blights summoned is equal
Features to the level of the spell that dealt damage to the Horseman.
Aura of Famine: An aura extends from the Horseman for 240 The Twig Blights are hostile to the creature that cast the spell,
feet in all directions. All plants in this area with fewer than 10 and indifferent to all other creatures.
hit points are instantly killed. All remaining plants have their
hit point maximum halved.

207
Inevitable Reaper: The Horseman has advantage on attack
rolls against Undead, and deals double damage to Undead
creatures.
Innate Spellcasting: The Horseman can innately cast one of
the following spells, requiring no material components and
using Charisma as the spellcasting ability (DC 25, +17 to hit).
At will: chill touch (4d8), speak with dead
3/day each: circle of death, finger of death
1/day each: power word kill, resurrection
Legendary Resistance (5/Day): If the Horseman fails a
saving throw, it can choose to succeed instead.
Necrotic Preeminence: The Horseman’s weapon attacks are
magical. Moreover, all of the Horseman’s spells and weapon
attacks ignore any resistance or immunity to necrotic damage
that the target may have.
Mounted Rider: The rider and its horse are treated as one
creature, and the rider cannot be dismounted against its
will. If the horseman chooses to dismount, both the rider and
horse continue to share hit points, stats, and a telepathic link.

Actions
Multiattack: The Horseman makes two attacks with its
Scythe of Death.
Scythe of Death: Melee Weapon Attack: +17 to hit, reach 10 ft.,
one target. Hit: 31 (4d12 + 5) necrotic damage.
Unerring Bolt: Ranged Spell Attack: automatically hits a
creature Death can see within 120 feet. Hit: 42 (4d20) necrotic
damage
Summon Minions (1/Day): The Horseman conjures 24
spectral skeletons which rise from the ground in unoccupied
spaces within 120 feet. These minions use the Skeleton stat
block, except their creature type is Celestial, rather than
Undead. The spectral skeletons are hostile to the Horseman’s
enemies, and remain until they are destroyed or until the
Horseman dismisses them with a bonus action.

Legendary Actions
Horseman of Death The Horseman can take 3 Legendary actions, choosing from
the options below. Only one legendary action option can be
Large Enigma, Lawful Neutral
used at a time and only at the end of another creature’s turn.
Armor Class: 19 (natural armor)
The Horseman regains spent legendary actions at the start of
Hit Points: 275 (22d8 + 176)
its turn.
Speed: 60 ft., Fly 90 ft.
Attack: The Horseman makes one Scythe of Death attack.
STR DEX CON INT WIS CHA Cantrip: the Horseman casts a spell from its “at will” spells.
20 (+5) 14 (+2) 27 (+8) 20 (+5) 26 (+8) 28 (+9) Confront Iniquity (costs 2 Actions): The Horseman points
to a creature it can see within 60 feet, causing its life to flash
Saving Throws: Con +16, Wis +16, Cha +17 before its eyes. The target must succeed on a DC 25 Wisdom
Skills: Insight +16, Medicine +24, Religion +21 saving throw or become stunned until the end of its next turn.
Damage Resistances: bludgeoning, piercing, and slashing While stunned in this way, the creature must use its turn to
from nonmagical attacks voice an honest answer to the question: “have you lived a
Damage Immunities: necrotic good life?” Once a creature has been affected by this ability,
Condition Immunities: blinded, charmed, exhaustion, it is immune to it for the next 24 hours.
frightened, poisoned.
Wing Attack (costs 2 actions): the Horseman beats its
Senses: truesight 120 ft., passive perception 18
wings. Each creature within 15 feet must succeed on a DC 19
Languages: Understands all languages but rarely speaks.
Strength saving throw or take 12 (2d6 + 5) bludgeoning dam-
Challenge: 25 (75,000 XP) Proficiency: +8
age and be knocked prone. The Horseman can then move up
Features to half its flying speed.
Aura of Death: An aura extends from the Horseman for 240 Shadow Beasts (costs 2 actions): Wild beasts made of
feet in all directions. Any Undead creatures of the Horseman’s ethereal wisps of shadow emerge from dark corners and at-
choice in this area with a Challenge Rating of 2 or lower tack before vanishing again into darkness. Each creature
are instantly destroyed. All other Undead in this area have within 120 feet of the Horseman must succeed on a DC 25
disadvantage on attack rolls and saving throws. Dexterity saving throw or take 14 (4d6) necrotic damage.

208
Infernal Dreadnaught
Huge Fiend, Chaotic Evil
Armor Class: 19 (natural armor)
Hit Points: 225 (20d12 + 160)
Speed: 40 ft.

STR DEX CON INT WIS CHA


25 (+7) 10 (+0) 26 (+8) 9 (-1) 10 (+0) 12 (+1)
Infernal Dreadnaught Saving Throws: Str +12, Con +13
Damage Immunities: fire, bludgeoning
It is not clear what Dreadnaughts were when they
Senses: darkvision 120 ft., passive perception 10
resided as a part of God’s heavenly host. After the fall Languages: Infernal
from grace, the fallen celestials (now called “fiends”) Challenge: 16 (15,000 XP) Proficiency: +5
of Satan’s army quickly gained many selfish interests
in the pursuit of dark power. For the Dreadnaught,
Features
nothing was as important as physical strength. Setting Siege Monster: The Dreadnaught deals double damage to
aside any wisdom or intelligence it may have once had, objects and structures.
the Dreadnaught quickly became one of the strongest Trampling Charge: If the Dreadnaught moves at least 20
and most reckless creatures in the Veil. Quick to enter feet straight toward a creature and then hits it with a gore
combat, and seldom known to retreat, the Dreadnaught attack on the same turn, that target must succeed on a DC
is all power with little strategy. 20 strength saving throw or be pushed 20 feet and knocked
prone.
Combat Tips. The Dreadnaught may not be a strategist,
but that doesn’t mean that it cannot be used for strategy. Legendary Resistance (1/Day): If the Dreadnaught fails a
Fiends like the Infernal Warlord or Infernal Warmage saving throw, it can choose to succeed instead.
will gladly allow a Dreadnaught to quickly close to melee Actions
range to keep the pressure off of the spellcasters and
Multiattack: The Dreadnaught makes one gore attack and
artillerists, who are then free to take up strategic ranged
two slam attacks.
positions around the battlefield. A Dreadnaught might
be struck down due to its reckless aggression, but its Gore: Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 18 (2d10 + 7) piercing damage.
sacrifice will provide a window of opportunity to its
fiendish allies in the heat of battle. Slam: Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 14 (2d6 + 7) bludgeoning damage.

209
Infernal Legionary
When Lucifer rebelled against God’s plan, many
celestials of the heavenly host joined his cause and fell
from grace. As spiritual creatures, these fallen celestials
soon found their very bodies twisted into gruesome
reflections of their selfish intentions.
Messengers No More. The Infernal Legionaries were
once simple Angel Messengers who chose to give
up their identity as divine messengers and take up
arms against the mortals they once vowed to protect.
Unlike most fiends, Infernal Legionaries found
themselves weaker after the fall, rather than
stronger. In part this is because their power
had always come from channeling God’s grace
directly, rather than relying on their own wisdom or
intelligence for power.
Footsoldiers of Armageddon. The Infernal
Legionaries now eagerly await the day when they
can exact revenge on the hosts of Heaven.
They may be the weakest in power and least
intelligent among the forces of evil, but
legionaries make excellent footsoldiers, and
are exceptionally talented at following orders.
Until the day of the final battle arrives, Infernal
Legionaries can be found traversing the Veil in
a role quite similar to the one they left behind:
delivering messages.

Infernal Legionary Magic Weapons: The legionary’s weapon attacks are magical.
Sycophant: The legionary automatically succeeds on saving
Medium Fiend, Neutral Evil
throws against being Frightened if it is aware of the presence
Armor Class: 13 (natural armor) of one of its superiors.
Hit Points: 44 (8d8 + 8)
Speed: 30 ft. Actions
Multiattack: The creature makes two attacks with its infernal
STR DEX CON INT WIS CHA longsword
16 (+3) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 9 (-1) Infernal Longsword: Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 3) slashing damage plus 7 (2d6) fire
Saving Throws: Dex +4, Con +3, Wis +2 damage
Damage resistances: fire
Tamper Soul: The legionary touches a soul within 5 feet while
Senses: darkvision 120 ft., passive perception 10
in the Veil, forcing the creature to whom the soul belongs on
Languages: Infernal
the Material Plane to make a DC 15 Wisdom saving throw. On
Challenge: 3 (700 XP) Proficiency: +2
a failure, the creature immediately becomes aware of a small
Features opportunity to commit a sin. If the saving throw fails by 5 or
more, the sinful opportunity directly relates to the creature’s
Devil’s Sight: Magical darkness does not impede the legion- flaw, if it has one.
ary’s darkvision.

210
Infernal Priest
The clerical vestments give a somewhat
human appearance to a creature that
has, in all other ways, entirely denounced
its humanity. During the final years under
the reign of the Antichrist, a new religion
was born: one designed for the worship
of the devil himself. Some of the priests of
this faith had such strong conviction in their
newfound faith, that not even death could stop
their campaign of corruption. Upon reaching
the gates of oblivion, the Infernal Priest did not
ask for forgiveness, but committed itself anew
to the service of the Prince of Darkness. These
Priests now answer to the whims of their fiendish
masters, serving an eternal sentence in the ranks of
the infernal legions, their priestly garb a dark mockery
of the faith they spent their lives seeking to destroy.

Infernal Priest
Medium Fiend, Lawful Evil
Armor Class: 12
Hit Points: 75 (10d8 + 30)
Speed: 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 16 (+3)

Skills: Deception +6, Religion +6


Senses: passive perception 13
Languages: Infernal, Common
Challenge: 6 (2,300 XP) Proficiency: +3

Features
Dark Devotion: The priest has advantage on saving throws
against being charmed or frightened.

Actions
Spellcasting: The priest is a 10th-level spellcaster. Its
spellcasting ability is Wisdom (+6 to hit, DC 14), and it has the
following spells prepared.
Make it Matter!
If the party encounters an Infernal Priest in the adventure,
At will: message, sacred flame, thaumaturgy refer to the character’s backstories (See Story Tracker on page
1st level (4 slots): healing word, ray of sickness 9) and events earlier in the story for ways to make this
monster’s presence more meaningful and terrifying. Maybe
2nd level (3 slots): darkness*, silence* the clothing of the Infernal Priest reminds a character of its
3rd level (3 slots): dispel magic, spirit guardians* childhood pastor (was this pastor a positive or negative role
model?) or maybe this priest was previously encountered in
4th level (3 slots): banishment*, black tentacles*
the Material Plane as a servant of the Antichrist who has since
5th level (2 slots): cloudkill, mass cure wounds died and joined the spiritual warfare in the Veil. Whatever the
*This spell requires concentration
case may be, try to make its presence scary and unsettling:
the very opposite of what a cleric is supposed to be.

211
Infernal Warlord
Like the Infernal Legionaries that serve under their
command, Infernal Warlords were once celestials of the
heavenly host. Most often, warlords came from the ranks
of Archangels, with their specialty being a prowess for
spiritual warfare. Like all fiends, the choice to fall from
grace came with major changes for the Infernal Warlord.
No longer gifted with the divine grace of celestial magic,
the warlords now wield martial weapons of infernal
design, and serve as generals in the ongoing war against
Heaven. Infernal Warlords are skilled warriors in their own
right, but their greatest strength lies in knowing when not
to fight.
Combat Tips. Warlords often take up positions out
of harm’s way to be able to call out instructions to their
subordinates, and dole out punishment at range with
their hand-held cannons. A warlord will only engage in
direct hand-to-hand combat with the enemy as a last
resort - or, occasionally, if persuaded to join combat
through insults to its pride.

Infernal Warlord Magic Weapons: The legionary’s weapon attacks are magical.

Large Fiend, Lawful Evil Actions


Armor Class: 19 (Infernal Plate) Multiattack: The Warlord makes two attacks, either with its
Hit Points: 142 (15d10 + 60) greatsword or its Hellfire Pistol. It may substitute one or both
Speed: 40 ft., Hover 40 ft. of these attacks for a Command action.
Greatsword: Melee Weapon Attack: +8 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) slashing damage.
18 (+4) 16 (+3) 18 (+4) 14 (+2) 13 (+1) 15 (+2) Hellfire Pistol: Ranged Weapon Attack: +7 to hit, range 60 ft.,
one target. Hit: 14 (4d6) fire damage and each creature within
Saving Throws: Wis +5, Cha +6 5 feet of the target must make a DC 15 Dexterity saving throw,
Skills: Athletics +8, Intimidation +6 taking half as much damage on a failure and no damage on a
Damage Resistances: bludgeoning, piercing, and slashing success.
from nonmagical attacks
Command: The Warlord targets a friendly creature within 60
Damage Immunities: fire, cold
feet. If the creature can hear it, it may use its reaction either to
Senses: darkvision 120 ft., passive perception 11
make one weapon attack or to move up to half its speed.
Languages: Infernal, Common
Challenge: 8 (3,900 XP) Proficiency: +4 Reactions
Features Parry: The Warlord adds 5 to its AC against one attack that
would hit it. To do so, the Warlord must see the attacker and be
Devil’s Sight: Magical darkness does not impede the legion-
wielding a melee weapon.
ary’s darkvision.

212
Infernal Warmage
Arcane Practitioners. After the fall, some angels were
content to take up arms as footsoldiers in the ranks of
the army of darkness, serving as Infernal Legionaries.
However, some angels were not content to give up their
access to magic so easily. After losing their access to
divine grace, some angels pursued the use of magic
through their own intellect, resulting in a new breed of
intelligent and magically talented fiend known as the
Infernal Warmage.
Unholy Glass Cannons. The physical form of the
Infernal Warmage has become diminished and fragile as
a result of their prideful intellectual pursuits. The process
of seeking magical prowess came at the cost of their
bodily constitution; Warmages are among the weakest
members of the army of darkness. However, what they
may lack in physical strength, they make up for in deadly
efficiency on the battlefield.
Combat Tips. Infernal Warmages epitomize the
stereotype of the “glass cannon.” They can deal massive
amounts of damage, but cannot survive focused attacks
from their enemies. As a result, Infernal Warmages
will only engage in combat if accompanied by allies.
Warmages will stay at the fringes of the battlefield,
dealing damage from range while allowing their sturdier
allies to rush into melee with the enemy.

Infernal Warmage Magic Sense: The warmage knows the exact location of every
spellcaster, magic item, and active spell within 120 feet.
Medium Fiend, Lawful Evil
Armor Class: 12
Actions
Hit Points: 42 (12d6) Spellcasting: The warmage is a 12th-level spellcaster. Its
Speed: 30 ft., Hover 30 ft. spellcasting ability is Intelligence (+9 to hit, DC 17), and it has
the following spells prepared.
STR DEX CON INT WIS CHA At will: fire bolt, mage hand, message, produce flame
10 (+0) 14 (+2) 10 (+0) 20 (+5) 14 (+2) 10 (+0) 1st level (4 slots): magic missile, shield
2nd level (3 slots): misty step, scorching ray
Saving throws: Int +9, Wis +6
Skills: Arcana +9, History +9, Perception +6 3rd level (3 slots): counterspell, fireball, slow*
Damage Resistances: bludgeoning, piercing, and slashing 4th level (3 slots): polymorph*, wall of fire*
from nonmagical attacks
Damage Immunities: cold, fire 5th level (2 slots): cone of cold, telekinesis*
Condition Immunities: poisoned, petrified, prone 6th level (1 slot): chain lightning
Senses: blindsight 60 ft., passive perception 16 *This spell requires concentration
Languages: Infernal and any 6 other languages
Challenge: 9 (5,000 XP) Proficiency: +4 Reactions
Warcaster: When a hostile creature’s movement provokes
an opportunity attack, the Warmage can use its reaction to
Features cast a spell at the creature, rather than making an opportunity
Magic Resistance: The warmage has advantage on saving attack. The spell must have a casting time of 1 action and must
throws against spells and other magical effects. target only that creature.

213
Madam Rahovart A Mercenary with Class. Rahovart is currently
employed as a bodyguard to Senator Jeremiah Resh
Manipulator of Aristocracy. Rahovart is an ancient (the Antichrist himself) in the top of Unity Tower. This
and devious creature with a talent for manipulating a is an especially comfortable job for Madam Rahovart,
particular type of mortal victims. Since ancient times, as it provides her direct access to her preferred victims.
Rahovart has observed that the wealthy and privileged Madam Rahovart is the owner and operator of the
class in a society are especially vulnerable to temptation premiere cigar club in the city, and her esteemed patrons
and corruption. Rahovart has taken many forms are among the most wealthy and elite businessmen
throughout many eras of human history, but the game anywhere in the world. Madam Rahovart spends her days
is always the same: seeking out and manipulating the rubbing elbows with the senior members of this “Old
nobility, especially older, wealthy men. Boy’s Club” and cajoling her customers into telling stories
of the “good ol’ days.” Madam Rahovart has corruption
down to a science, and entices her victims to become
more and more selfish through flattery, flirtation, and
force of personality. She has no interest in their money
or influence, of course, which gives her the illusion of
having pure intentions. However, it is her intention to
create prideful and greedy misers who will do nothing to
help the less fortunate and perpetuate the systems of

Features
Unusual Nature: Madam Rahovart does not need to eat,
drink, sleep, or breathe.
Immutable Form: Madam Rahovart is immune to any spell or
effect that would alter her form.

Actions
Cinder Strike: Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) fire damage and the target must
succeed on a DC 17 Constitution saving throw or be blinded
for 1 minute. A blinded creature may repeat the saving throw
at the end of each of its turns, ending the effect on itself with
a success.
Breath Weapon: Madam Rahovart exhales cigar smoke in a
30-foot-cone. Each creature in that cone must make a DC 17
Strength saving throw. On a failure, a creature takes 7 (2d6)
bludgeoning damage and is pushed 20 feet in a straight line
away from Madam Rahovart. On a success, a creature takes
half as much damage and is pushed 10 feet.
Smoke Plume (Recharge 5-6): Madam Rahovart transforms
into a thick plume of cigar smoke that occupies a 10-foot-di-
Madam Rahovart ameter sphere, and moves up to 60 feet, reappearing in an
unoccupied space. While moving in this way, Madam Rahovart
Medium Fiend, Lawful Evil
does not provoke opportunity attacks, and she can move
Armor Class: 16 (natural armor)
through a space as narrow as one inch without squeezing.
Hit Points: 136 (13d10 + 65)
Each creature in the path of her movement must make a DC
Speed: 30 ft.
17 Constitution saving throw. On a failure, a creature takes 24
(5d8) poison damage and is poisoned until the end of its next
STR DEX CON INT WIS CHA turn. On a success, a creature takes half as much damage and
10 (+0) 16 (+3) 21 (+5) 14 (+2) 18 (+4) 25 (+7) is not poisoned.

Saving Throws: Dex +7, Int +6, Wis +8 Reactions


Skills: Deception + 11, History +6, Insight +8, Medicine +8 Soul Purse: If a creature dies within 30 feet of Madam Raho-
Damage Resistances: cold; bludgeoning, piercing, and vart, she can use her reaction to capture the soul of the slain
slashing from nonmagical attacks. creature, trapping it in her soul purse. A soul captured in this
Damage Immunities: fire, poison way is not able to enter the Veil until it is released. Madam
Condition Immunities: grappled, paralyzed, petrified, poi- Rahovart’s soul purse is a small object with an AC of 15, 1 hit
soned, prone, restrained point, and immunity to psychic and poison damage. If the soul
Senses: darkvision 120 ft., passive perception 14 purse is destroyed, all of Madam Rahovart’s captured souls
Languages: Common and any 4 other languages are released and she takes 21 (6d6) psychic damage as the
Challenge: 11 (7,200 XP) Proficiency: +4 souls shout for joy and evaporate into the afterlife.

214
oppression that already exist in her society. International Unity Project, wherever they find it, but
Taker of Souls. Most demons that wander the Material there’s more to them than meets the eye.
Plane are simply looking for ways to tempt and corrupt Dark Amalgams. It is not clear by what dark ritual they
their mortal victims, but Madam Rahovart leaves nothing were created, but the “Marked” are Amalgams: a sinister
to chance, and has a card up her sleeve for even those mix of humanoids and fiends. Certainly, the Antichrist
victims who resist her temptations. If she has the has many allies in the infernal realm, but fiends are not
slightest inkling that one of her victims (who are usually able to enter the Material Plane without causing a stir
older men) is considering an act of charity or generosity, (and revealing Resh’s true identity in the process). To
she will arrange their untimely death before they can combat this, Resh has developed a way to contain the
leave the cigar club. Since this would ordinarily cause the essence of a fiend in the flesh of a humanoid form. As
victim’s soul to immediately enter the Spiritual Realm, a result, these dark amalgams possess both creature
the conniving demon has a sadistic fail-safe. Madam types: humanoid and fiend. For more on how amalgams
Rahovart has a small, black handbag that she carries on function mechanically, see “Creature types” (page 6).
her at all times. This handbag is actually a “soul purse”
that allows her to capture the souls of recently deceased
creatures inside before they can enter the afterlife. If
her temptations fail, Rahovart is committed to stopping
souls from entering Heaven, one way or another. Michael the Archangel
Perhaps the most iconic hero among the celestials
Rahovart in the Bible? of the heavenly host is Michael the Archangel. As
There is no character named “Rahovart” in the Bible. This
character is based on a renaissance legend recorded in the an Archangel (Stats in AGttB), Michael was tasked
Dictionnaire Infernal in which a pipe-smoking demon named with watching over the mortals of the material plane.
Rahovart is said to collect the souls of evil rich people in a It was not an exactly glorified position, but Michael
basket, where they are held until the day of judgment. performed it to the best of his ability, developing an
intimate understanding of mortal culture and a love for
these creatures created by God’s plan. When the great
The “Marked” Taskforce Seraphim named Lucifer spoke out against God’s plan to
The Hands and Feet of the Antichrist. Senator raise up the lowly, it was Michael who first stepped up to
Jeremiah Resh has risen to power, and with Melissa challenge him. A lowly Archangel would ordinarily be no
Mendax as his right hand, he is the unquestioned match for a Seraphim, but Michael was strengthened by
authority in this new and last era of the Material Plane. his faith, and joined by the other celestials loyal to God,
However, when his mandates need to be enforced or and together they cast Lucifer and his followers out of
insurgent groups of Christians need to be stamped out, Heaven.
Resh turns to his legion of loyal footsoldiers: the Marked Empowered by Identity. Michael’s name comes from
Taskforce. The Marked are specially trained paramilitary his war cry: “Who is like unto God?” (Hebrew: “‫= ”לֵאָכיִמ‬
organization that follow Resh’s orders without question. “Mikha’el” = “Michael”). As spiritual beings, a celestial’s
Their weapons and armor emblazoned with the “mark” form, clothing, and even weapons are manifestations of
of loyalty to Resh’s new Consolidated Nations, these its own identity and willpower. As such, Michael is not
operatives seek and destroy the enemies of the just stronger than the average Archangel, he is whole-
heartedly driven to be the challenger of the infernal and
the protector of the vulnerable. It is not just what he
does, it is who he is.
A Legendary Weapon. Michael’s act of faith
spontaneously created a legendary weapon, a longsword
named “Eskaton.” This longsword is arguably one
of the most powerful weapons in existence, but its
whereabouts are currently unknown. During a later battle
with The Dragon, while protecting The Woman Michael
dropped Eskaton, and the legendary longsword was
swallowed up by an interdimensional portal and was lost.

Michael in the Bible


Aside from his role in the War in Heaven (Revelation 12:7),
Michael is also mentioned by the prophet Daniel and appears
briefly in the book of Jude. He usually appears in the role
of antagonist to evil forces (Satan or other fiends), and
seems particularly concerned with safeguarding the human
population. He is usually depicted standing astride a defeated
dragon, holding a sword or a spear.

215
Marked Ironclad
Medium Amalgam (Humanoid & Fiend), Lawful Evil
Armor Class: 18 (Ballistic Armor & Shield)
Hit Points: 126 (12d10 + 60)
Speed: 30 ft.

STR DEX CON INT WIS CHA

Marked Agent 18 (+4) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 9 (-1)

Medium Amalgam (Humanoid & Fiend), Lawful Evil Skills: Intimidation +6, Perception +3
Armor Class: 12 (bulletproof vest) Senses: passive perception 13
Hit Points: 9 (2d8) Languages: Common, Infernal
Speed: 30 ft. Challenge: 5 (1,800 XP) Proficiency: +3
Features
STR DEX CON INT WIS CHA Dark Devotion: The Marked have advantage on saving throws
10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 9 (-1) against being charmed or frightened.
Actions
Skills: Intimidation +6
Multiattack: The Ironclad makes two Shotgun attacks.
Senses: passive perception 10
Languages: Common, Infernal Shotgun: Ranged Weapon Attack: +6 to hit, range 30/90 ft.,
Challenge: 1/4 (50 XP) Proficiency: +2 one target. Hit: 12 (2d8 + 3) piercing damage, and if the target
Features is a Large or smaller creature, it must succeed on a DC 14
Strength saving throw or be pushed 10 feet away from the
Dark Devotion: The Marked have advantage on saving throws Ironclad and knocked prone.
against being charmed or frightened.
Wrist Flamethrower: The Ironclad sends a blast of fire in a
Actions 30-foot-cone. All creatures in this area must make a DC 14
Silenced Pistol: Ranged Weapon Attack: +4 to hit, range Dexterity saving throw, taking 14 (3d8) fire damage on a failure
50/150 ft., one target. Hit: 7 (2d4 + 2) piercing damage. This or half as much on a success. The fire spreads around corners.
specialized firearm is only audible to creatures within 10 feet. All flammable objects in this area are ignited if they aren’t
being worn or carried.

216
Marked Sniper
Medium Amalgam (Humanoid & Fiend), Lawful Evil
Armor Class: 14
Hit Points: 22 (4d8 + 4)
Speed: 30 ft.

Marked Shock Trooper STR DEX CON INT WIS CHA


Medium Amalgam (Humanoid & Fiend), Lawful Evil
10 (+0) 18 (+4) 12 (+1) 12 (+1) 11 (+0) 9 (-1)
Armor Class: 13 (Kevlar Armor)
Hit Points: 67 (9d8 + 27) Skills: Perception +4, Stealth +8
Speed: 30 ft. Senses: passive perception 14
Languages: Common, Infernal
STR DEX CON INT WIS CHA Challenge: 3 (700 XP) Proficiency: +2
14 (+2) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 9 (-1) Features
Ambusher: The Sniper has advantage on attack rolls against
Skills: Intimidation +6 a creature that is not aware of its presence.
Senses: passive perception 10
Languages: Common, Infernal Dark Devotion: The Marked have advantage on saving throws
Challenge: 2 (450 XP) Proficiency: +2 against being charmed or frightened.
Features Superior Camouflage: The Sniper has advantage on checks
made to hide.
Dark Devotion: The Marked have advantage on saving throws
against being charmed or frightened. Actions
Actions Sniper Rifle: Ranged Weapon Attack: +9 to hit, range 360/1000
ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Automatic Rifle: Ranged Weapon Attack: +5 to hit, range
50/240 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Gas Grenade: The Sniper throws a grenade to a point it can
see within 60 feet, where it emits gas in a 20-foot-sphere.
Burst Fire: The Shock Trooper sprays a 10-foot-cube within
This area is Heavily Obscured, and all creatures in this area
50 feet with shots from its automatic rifle. Each creature in
must succeed on a DC 14 Constitution saving throw or be-
that area must make a DC 13 Dexterity saving throw, taking 12
come poisoned for 1 minute. Creatures poisoned in this way
(2d8 + 3) piercing damage on a failed save or half as much on
may repeat the saving throw at the end of each turn, ending
a success.
the effect on a success.

217
Michael
Large Celestial (Archangel), Lawful Good
Armor Class: 21 (Celestial Plate)
Hit Points: 243 (18d10 +144)
Speed: 40 ft., Fly 120 ft.

STR DEX CON INT WIS CHA


26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 26 (+6)

Saving Throws: Int +14, Wis +14, Cha +13


Skills: Perception +14
Damage Resistances: necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities: radiant
Condition Immunities: charmed, exhaustion, frightened
Senses: Darkvision 120 ft., passive perception 24
Languages: All spoken languages (cannot read)
Challenge: 21 (33,000 XP) Proficiency: +7

Features
Magic Resistance: Michael has advantage on saving throws
against spells and other magical effects.
Magic Weapons: Michael’s weapon attacks are magical.
Truth Sense: Michael is automatically aware of any lie that he
hears spoken (but not of one written down).
Innate Spellcasting: Michael’s spellcasting modifier is Cha-
risma (+13 to hit, save DC 21), and can innately cast the follow-
ing spells, requiring no material components:
At will: calm emotions, detect evil and good, guiding bolt
3/Day Each: commune, flame strike, plane shift, teleport
1/Day Each: resurrection, sunburst

Actions
Multiattack: Michael makes three attacks with Eskaton.
• All weapon attacks that deal damage to the target
Eskaton (Longsword): Melee Weapon Attack: +18 to hit, reach
deal an extra 7 points of radiant damage.
5 ft., one target. Hit: 20 (2d8 + 11) slashing damage. A creature
hit by Eskaton cannot regain hit points for 24 hours. A creature Legendary Actions
that is killed by an attack from Eskaton cannot be returned
to life by any means, as its soul and essence is bound to its Michael can take 3 Legendary actions, choosing from the op-
eternal fate. tions below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Michael
Healing Touch (3/Day): As an action, Michael can regains spent legendary actions at the start of his turn.
touch a living creature. This touch restores 40 hit points, and
removes all of the following conditions: cursed, poisoned, Attack: Michael makes one attack with Eskaton.
blinded, deafened, frightened, paralyzed. Move: Michael moves up to his speed, without provoking
Pronounce Judgment (1/Day): Michael speaks words with opportunity attacks.
divine authority, condemning a creature he can see within Wall of Force (Costs 2 Actions): Michael creates an invisible
120 feet that has refused to repent of its evil ways. The target wall of force as though by the wall of force spell. The wall van-
suffers one of the following effects, chosen by Michael, for 1 ishes at the start of his next turn.
minute:
Spell (Costs 2 Actions): Michael casts a spell from his Innate
• The target has disadvantage on saving throws.
Spellcasting list.
• All attack rolls against the target have advantage.

218
Plague Bringer Marauders and Murderers. When the Plague Bringers
are released, the time for subtlety is over. No longer
are these fiends concerned with manipulation or
“The number of their cavalry was 2 hundred million...
temptations; they come for one purpose: to lay waste
The heads of their horses were like lions, and fire and
to humankind. The prophets predict that their rampage
smoke came from their mouths, and their tails are like
will sweep across all lands on earth, devastating smaller
serpents, having heads, and with them they do harm.”
towns and villages and even threatening the defenses of
-Revelation 9:16-19
larger human strongholds. Plague Bringers are merciless
The Cavalry of Darkness. A massive and unstoppable and unstoppable, working in units that use vast numbers
cavalry has been bound, waiting for the day of the Battle to their advantage. They may not exercise advanced
of Armageddon. A fiendish horde of creatures known tactics, but their numbers and ruthlessness are often
as Plague Bringers have been designed by the forces of enough to overcome and defeat even very organized
evil for one purpose: to bring ruin and destruction to the military units.
created world.
Creatures of Foul Intent. While Plague Bringers may
appear to be mounted cavalrymen, the humanoid rider is Plague Bringers in the Bible
actually little more than a distraction. The true mind and The “cavalry” mentioned in Revelation 9 is likely highly
soul of a Plague Bringer is the mount itself: a nightmarish symbolic, with riders wearing breastplates of blue, red, and
monstrosity that seems to be part horse, part snake, and yellow -- colors which correspond to the plagues: smoke,
all malice. These hideous horses create for themselves fire, and sulfur. We took some creative liberties with how to
humanoid constructs that appear to be riding and portray these colors and abilities, while also trying to stay true
controlling them, when in fact these “riders” are simply to the spirit of the text.
manifestations of the horse’s own willpower and evil
intentions. If one of these riders is killed or incapacitated,
a Plague Bringer can instantly summon a new “rider” for
itself.

“By these three plagues a third of humankind was


killed, by the fire and smoke and sulfur
coming out of their mouths.”
-Revelation 9:16-19

219
Combat Tips. Plague Bringers tend to attack in groups
Plague Bringer to overwhelm their targets. To keep encounters from
becoming monotonous or boring, try to change up which
Large Fiend, Chaotic Evil
abilities each Plague Bringer uses, such as by alternating
Armor Class: 16 (natural armor)
Hit Points: 94 (11d10 + 33) between melee and breath weapon attacks, and never
Speed: 50 ft. using the same breath weapon twice. You can add
even more variety to battles by using the variants listed
STR DEX CON INT WIS CHA below. These variants can be swapped in and out without
changing the Challenge Rating of the Plague Bringer,
19 (+4) 17 (+3) 16 (+3) 8 (-2) 10 (+0) 16 (+3)
or unbalancing an encounter. The features and actions
Saving Throws: Con +6, Cha +1 of the variant are added in addition to the features and
Damage Immunities: poison actions in the standard stat block.
Condition Immunities: exhaustion, frightened, poisoned.
Senses: darkvision 120 ft., passive perception 10 Variant Plague Bringer:
Languages: infernal (telepathy 120)
Challenge: 6 (2,300 XP) Proficiency: +3 Champion
Features Features
Charge: If the Plague Bringer moves at least 20 feet toward a Reckless: Wielding the Infernal Greatsword makes the
target and then hits it with and Infernal Longsword attack, the champion more vulnerable to attacks. All attack rolls made
target takes an additional 7 (2d6) slashing damage. against the champion have advantage.

Manifested Rider: The rider and its horse are treated as Actions
one creature, sharing stats and hit points. If the rider is
Multiattack: The champion makes two attacks with its
dismounted against its will, it ceases to exist and a new rider
Infernal Greatsword.
emerges from the horse, taking position in the saddle.
Infernal Greatsword: Melee Weapon Attack: +7 to hit, reach 5
Phase Walk (1/Day): The Plague Bringer can briefly enter the
ft., one target. Hit: 18 (4d6 + 4) slashing damage plus 7 (2d6)
ethereal plane, as though by the etherealness spell. This allows
necrotic damage.
it to move in any direction (including up and down) and through
solid surfaces such as walls. Once used, this feature lasts for
one turn (rather than 1 hour), and cannot be used again until
the following day at dawn. If the Plague Bringer ends its phase
walk inside of a creature or solid object, it is shunted into the Variant Plague Bringer:
nearest unoccupied space, taking force damage equal to Spellcaster
twice the number of feet it is moved.

Actions Features
Spellcasting: The Plague Spellcaster is a 7th-level spellcast-
Multiattack: The Horseman makes two attacks, one with its er. Its spellcasting ability is Charisma (+6 to hit, DC 14), and it
Infernal Longsword and one with its tail. has the following spells prepared.
Infernal Longsword: Melee Weapon Attack: +7 to hit, reach 5 At will: fire bolt, mage hand, poison spray, thaumaturgy
ft., one target. Hit: 9 (1d8 + 4) slashing damage plus 7 (2d6)
necrotic damage. 1st level (4 slots): longstrider, magic missile
Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 2nd level (3 slots): darkness*, flame blade*
Hit: 9 (2d4 + 4) piercing damage plus 7 (2d6) poison damage. 3rd level (3 slots): call lightning*, fly*
Breath Weapon (Recharge 5 - 6): The Plague Bringer uses 4th level (1 slot): ice storm
one of the following breath weapons. *This spell requires concentration
Fire Breath. The Plague Bringer exhales fire in a 60-foot-
cone. Each creature in that cone must make a DC 15
Dexterity saving throw, taking 28 (8d6) fire damage on a
failed save, or half as much on a success. Variant Plague Bringer:
Smoke Breath. The Plague Bringer exhales a dark plume
of smoke in a 60-foot-cone. Each creature in that cone Dark Scion
must succeed on a DC 15 Constitution saving throw or Features
be blinded for 1 minute. A blinded creature may repeat
the saving throw at the end of each of its turns, ending Psionic Abilities: The Dark Scion has innate telepathic
the effect on itself with a success. abilities that allow it to mimic the effects of certain spells.
Sulfur Breath. The Plague Bringer exhales a cloud of These abilities use the same mechanics as the spells they
thick yellow vapor that smells strongly of sulfur in a mimic (+6 to hit, DC 14), but do not require material, verbal,
60-foot-cone. Each creature in that cone must succeed or somatic components, and cannot be dispelled by magical
on a DC 15 Constitution saving throw or take 7 (2d6) means.
Acid damage and be poisoned for 1 minute. A poisoned At Will: detect thoughts*, fear*, knock, mage hand, walk in shadow*†
creature may repeat the saving throw at the end of each *This spell requires concentration
of its turns, ending the effect on itself with a success. †
This spell is described in the Adventurer’s Guide to the Bible

220
Shamir
Long ago, during the reign of King Solomon, the
Israelite people were tasked with building the great First
Temple in the holy city of Jerusalem. Since this temple
was to be a symbol of peace, King Solomon felt that it
would be inappropriate to use tools in its construction
that could also be used in times of war. Therefore, he
had the difficult task of finding a way to cut and shape
stone without the use of cutting tools.
A Fiendish Ally. According to legend, help came in
the form of the conniving and manipulative demon,
Ashmedai. Ashmedai is the only creature in the
history who seems to know how to locate and
capture the elusive Shamir, a mysterious worm-like
creature with the innate ability to cut, disintegrate, and
shape stone. In some versions of the legend, Ashmedai
is captured as forced into revealing the location of the
Shamir, while in others, Ashmedai simply appears and
gives the Shamir to King Solomon as a gift (although
this was, no doubt, part of a larger scheme on
Ashmedai’s part).
Lost to History. After the destruction of the First
Temple and during the reign of Nebuchadnezzar, the
whereabouts of both the Shamir and Ashmedai were
lost to history, along with other important artifacts
such as the Ark of the Covenant. The Shamir in
Solomon’s time was said to be quite small, but that Shamir in the Bible?
was thousands of years ago, and one The Shamir comes from stories in the Talmud which
describe it either as a worm whose gaze can disintegrate
must wonder how large the Shamir
stone, or sometimes as a type of greenish stone itself. In this
would be now, if indeed it has survived adventure, the Shamir exists as both a monster (the Shamir)
in the comfort of Ashmedai’s lair? and magic item (the staff of the shamir), to reflect both versions
of the story in the Talmud.

Shamir Actions
Disintegrating Gaze (Recharge 5-6): The Shamir’s eyes flash
Gargantuan Monstrosity, unaligned
with blue-green light as they fix on a target the Shamir can see
Armor Class: 18 (natural armor) within 120 feet. If the target is a creature, it must succeed on
Hit Points: 247 (16d20 + 112) a DC 18 Constitution saving throw or take 75 (10d6 + 40) force
Speed: 40 ft., Burrow 40 ft. damage. A creature takes no damage on a successful save; an
object or structure automatically fails this save. If this damage
STR DEX CON INT WIS CHA reduces the target to 0 hit points, it becomes a pile of fine,
28 (+9) 7 (+3) 25 (+7) 1 (-5) 11 (+0) 4 (-3) gray dust.
Manipulate Stone: The Shamir focuses on the stones in an
Saving Throws: Con +11, Cha +2 area no larger than a 30-foot-cube within 120 feet. Any rock or
Senses: blindsight 30 ft., tremorsense 120 ft., passive stone in this area rearranges itself in a manner chosen by the
perception 10. Shamir. How this effect takes place is entirely up to GM, but
Challenge: 16 (15,000 XP) Proficiency: +5 any of the following are valid options.
Features • The stone arranges itself into a barrier as though by the
wall of stone spell (no concentration required).
Magic Resistance: The Shamir has advantage on saving
throws against spells and other magical effects. • The stone takes on a specific shape or creates a
structure, as though by the stone shape spell.
Siege Monster: The Shamir deals double damage to objects
and structures. • A building collapses, raining down rubble in a 30-foot-
cube. Each creature underneath the falling building
Stone Glide: The Shamir can burrow through nonmagical
must succeed on a DC 19 Dexterity saving throw or it
earth, stone, concrete, iron and even diamond. While doing
takes 55 (10d10) bludgeoning damage and is restrained
so, the Shamir does not disturb the material it moves through,
(escape DC 16) underneath debris. On a successful
and leaves no tunnel in its wake. Lead is immune to this trait,
saving throw a creature takes half as much damage and
and the Shamir is unable to pass through a lead barrier of any
is not restrained.
thickness.

221
Soulreaver Soulreaver
Medium Fiend, Neutral Evil
The shadows grow longer and a quiet skittering can be
heard in the abandoned corners of the room. Soulreavers Armor Class: 13 (natural armor)
Hit Points: 32 (5d10 + 5)
strike with stealth speed and sinister efficiency.
Speed: 40 ft., climb 40 ft.
While most demons rely on temptations and subtle
manipulations to lead their prey into sin, the Soulreaver STR DEX CON INT WIS CHA
has the distinction of being able to affect the soul of a
creature directly. 15 (+2) 15 (+2) 12 (+1) 5 (-3) 10 (+0) 6 (-2)
Unseen Violence. The Soulreaver can attach itself to
Skills: Stealth +6
a soul in the Veil, piercing its life essence with its razor
Senses: darkvision 60 ft., passive perception 10
sharp teeth and claws. Although this attack looks violent Languages: Understands Infernal but cannot speak
and horrific in the Veil, the Soulreaver’s victim on the Challenge: 3 (700 XP) Proficiency: +2
Material Plane is physically unharmed. The only sign of a
Soulreaver attack on the Material Plane is that its victim
Features
may seem ever so slightly crestfallen, as though it has Devil’s Sight: Magical darkness does not impede the
Soulreaver’s darkvision
just - inexplicably - received some bad news. The truth of
the situation, however, is far more dark. Soulreavers have Spider Climb: The Soulreaver can climb difficult surfaces,
the despicable ability to sap the optimism and joy out of including upside down on ceilings, without needing to make an
their victim’s souls, leaving them only with thoughts of ability check.
sadness and despair. A Soulreaver cannot directly force Soul Sense: The Soulreaver is aware of the exact location of
its victim to commit a sin, but the effects of its attack any soul within 60 feet.
are often enough to make a creature begin to lose faith in Actions
God. Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Tools of Spiritual Warfare. Soulreavers do not pose 9 (2d6 + 2) piercing damage and the target must make a DC 12
much threat to their celestial enemies, but they are Charisma saving throw, taking 17 (3d10) psychic damage on a
among the most deadly and effective weapons in the failed save, or half as much on a success.
army of darkness. While the more powerful fiends Reave Soul: The Soulreaver attaches itself to a soul, sinking
engage in combat with the celestials, the real war for its teeth and claws into its life essence. At the end of each
the salvation of souls is being fought in stealth: in the of the creature’s turns, as long as at least one Soulreaver is
dark corners of rooms where Soulreavers stalk their prey. attached to its soul, the creature must make a Wisdom saving
Soulreavers are often found in places where creatures on throw, where the DC = 12 + the total number of Soulreavers
the Material Plane go to be alone with their thoughts, and currently attached to its soul. After failing three of these
where they are more prone to give in to negative thinking. Saving Throws, the creature falls into despair and gives up all
hope. If the creature succeeds on three saving throws before
They are also known to attack the souls of creatures who
failing three, each Soulreaver attached to its soul takes 7 (2d6)
are dying, in a last, desperate attempt to corrupt its mind radiant damage and is forced into the nearest unoccupied
before it reaches eternity. Because of this, Soulreaver’s space. Otherwise, the Soulreaver remains attached to the soul
are the mortal enemy of Azrael, the Angel of Death, as until it chooses to release as a bonus action, it is reduced to 0
it is his duty to offer dying creatures one last chance at hit points, or another creature uses an action to make a DC 12
repentance. Athletics check to pry it loose.

222
Tree of Life
The Tree of Life may look like just another ancient
fixture of Eden, but it is actually one of the oldest and
wisest creatures apart from ancient Cherubim and
Seraphim. The wide and deep roots of
the Tree of Life straddle the Spring
of Life, which in turn feeds the
Four Rivers of Creation that
wend their way throughout
Eden and eventually into
the Material Plane. Through
these life-giving waters, the
Tree of Life feels the ebb and
flow of all life in the universe, and
has an innate understanding of the
divine plan.
Protector of Life. The Tree of Life is devoted
to preserving the life of those entrusted to
its care. When Adam and Eve were cast out,
the Tree of Life became a surrogate parent to the
other plants and animals that remained behind in
this realm. Although, as a true tree, the Tree of Life
never travels from its station at the Spring of Life, it is
nevertheless very in tune with the wants and needs of
the inhabitants of the universe through its connection to
the waters of life, and the tree considers it to be its duty
to care for all creatures, great and small, that come to it
for aid.

Tree of Life Features


Legendary Resistance (5/Day): If the Tree of Life fails a saving
Huge Plant, Lawful Good
throw, it can choose to succeed instead.
Armor Class: 18 (natural armor)
Hit Points: 247 (16d8 + 128) Immutable Form: The Tree of Life is immune to any spell or
Speed: 0 ft. effect that would alter its form.
Infinite Focus: The Tree of Life can hold telepathic conversations
STR DEX CON INT WIS CHA with multiple creatures simultaneously. There is also no limit
to the number of spells the Tree of Life can concentrate on
0 (--) 0 (--) 26 (+8) 20 (+5) 27 (+8) 30 (+10)
simultaneously.
Skills: Insight +16, Nature +13, Religion +13 Magic Resistance: The Tree of Life has advantage on saving
Damage Resistances: radiant throws against spells and other magical effects.
Damage Immunities: poison; psychic; bludgeoning, piercing,
and slashing from nonmagical attacks Actions
Damage Vulnerability: necrotic
Innate Spellcasting: The Tree of Life’s spellcasting modifier
Condition Immunities: blinded, charmed, deafened,
is Charisma (+18 to hit, save DC 26), and can innately cast the
frightened, poisoned, prone, stunned, exhaustion
following spells, requiring no material components:
Senses: blindsight 120 ft., tremorsense 5 miles, passive
perception 18. 3/Day Each: greater restoration, healing word
Languages: telepathy 60 ft. (all languages) 1/Day Each: grasping vine, guardian of faith, mass cure wounds,
Challenge: 18 (20,000 XP) Proficiency: +8 moonbeam, shield of faith, true resurrection

223
Virtue
Seven types of Virtues exist, and each is innately linked
to a certain domain of divine magic. The cognition or
thought process of a Virtue is instinctual; it is linked to Virtue Type Innate Spells
the wisdom of God’s divine plan in a way that leads it to
act without thinking. A Virtue cannot explain why it makes Chastity 1/Day Each: forbiddance, guardian of faith
the choices it does, as it is always guided by complete Temperance 1/Day Each: cenacle*, heroes’ feast
and blind faith. This often gives Virtues the appearance Charity 1/Day Each: do unto others*, creation
of being thoughtless or reckless, or even a bit childish.
Diligence 1/Day Each: freedom of movement, pillar of cloud*
Cherubim in particular are known to look down on
Virtues, whom they see as having inferior intellects. Kindness 1/Day Each: heal, dispel evil and good
While it is true that Virtues have a lower intelligence than Patience 1/Day Each: greater restoration, time stop
other celestials (and may even appear child-like at times),
Humility 1/Day Each: commune, paraclete*
there is no greater judge of character and no creature
*This spell is described in the Adventurer’s Guide to the Bible
with stronger faith in God’s plan than a Virtue.

Virtue Actions
Healing Touch (3/Day): The Virtue touches another creature.
Medium Celestial, Chaotic Good
The target magically regains 30 (6d8 + 3) hit points and is freed
Armor Class: 17 (natural armor) from any curse, disease, poison, blindness, or deafness.
Hit Points: 179 (17d8 + 102)
Speed: 30 ft., Fly 90 ft. Holy Burst (3/Day): The Virtue channels its willpower and
life force into a burst of magical energy. Each time it uses this
STR DEX CON INT WIS CHA ability before finishing a Long Rest, its life force is poured out
and the effect is different, as detailed below. Each creature
10 (+0) 20 (+5) 22 (+6) 9 (-1) 30 (+10) 25 (+7) of the Virtue’s choice within 120 feet of it must make a DC 21
Constitution saving throw.
Saving Throws: Con +12, Wis +22, Cha +13
Skills: Animal Handling + 16, Insight +16, Nature +5, Religion +5 First Burst: Each creature that fails its saving throw is
Damage Resistances: radiant; bludgeoning, piercing, and pushed 20 feet in a straight line away from the Virtue and
slashing from nonmagical attacks. takes 7 (2d6) bludgeoning damage plus 13 (2d12) radiant
Condition Immunities: charmed, exhaustion. damage, landing prone. On a successful save, a creature
Senses: darkvision 120 ft., passive perception 20 takes half as much damage, is pushed 10 feet, and is not
Languages: all, telepathy 120 ft. (cannot read or write) knocked prone.
Challenge: 15 (13,000 XP) Proficiency: +6 Second Burst: Each creature that fails its saving throw
Features takes 26 (4d12) radiant damage and is blinded for 1 minute.
On a successful save a creature takes half as much damage
Innate Spellcasting: The Virtue can innately cast spells, and is not blinded.
requiring no material components and using Charisma as the
spellcasting ability (save DC 21, +13 to hit). The spells a Virtue Third Burst: Each creature that fails its saving throw takes 76
can cast depends on its Virtue Type, shown in the table above. (12d12) radiant damage and is marked with mystical glittering
light for 1 minute. Attack rolls made against a marked
Magic Resistance: The Virtue has advantage on saving throws creature have advantage. This effect drains the remaining
against spells and other magical effects. life force from the Virtue, which drops to 0 hit points and
Truth Sense: The Virtue knows if it hears a lie. must immediately make its first death saving throw.

224
The Woman
“A great sign appeared in the heavens: a woman
clothed with the sun, with the moon under her feet.”
-Revelation 12:1
Apocalyptic Enigma. The “Woman” is an enigma
of ancient and eternal importance. She is faith made
manifest, a symbol of rebirth, and a beacon of hope for
those who are on the verge of despair. Although she
is one of the most powerful forces in the universe, she
is also a servant of God’s ultimate plan. Thus, where
and when she chooses to appear is a mystery. Even the
Cherubim, who pride themselves as being the most
intelligent of the created beings in the universe, do not
know her true identity, or even how the Woman fits into
the divine plan. Some creatures are too vast, ancient, and
inscrutable to be comprehended by mortal minds, and
among these beings, the Woman is preeminent.

But who is she, really?


“The Woman” who appears in Revelation 12 is never named,
other than to be referred to by her title, “The Woman.” Her
identity is then left up to the interpretation of the reader (and
who she is in your game is up to the GM) but the following
interpretations are the most common, and all are valid for the
plot of this adventure:
Eve. The title of “The Woman” is first given to Eve, the
mother of the human race in the book of Genesis. Genesis also
prophesies that the Woman and the Serpent will eternally be
at war with one another (Gn. 3:15). Could The Woman be the
final form of Eve as she attempts to correct her wrongdoing
in Eden by finally slaying the final form of her mortal enemy?
Mary. The only other person in the Bible who is called by
the honorific title of “The Woman” is Mary, the mother of
Jesus (Jn 2:4). Furthermore, The Woman is first introduced
as a scared, pregnant, young girl, which should immediately
remind us of Mary. This epic combat between the Woman and
the Dragon then becomes a symbolic manifestation of the
battle between good and evil on the Material Plane, with Mary
giving birth to the savior of humankind.
Israel. The Woman is crowned with twelve stars, clothed
with the sun, and standing on top of a moon. This and other
imagery all parallels the dreams of Joseph (Gn 37:9) with
the stars representing the twelve tribes of Israel. In this
interpretation, The Woman is the embodiment of the nation of
Israel itself, as it is from the line of Israel that a messiah would
be born.
The Church. Another possible interpretation is that The
Woman represents the Christian Church on earth (the twelve
stars symbolizing the apostles spreading the Gospel). In this
interpretation, the child being born symbolizes those who will
remain faithful to God, even through the hardship to come.
All of the Above? Sometimes we, as simple mortal beings,
are too quick to want answers and definitions to things we
don’t immediately understand. Perhaps the most appropriate
interpretation of the Woman is also the most confusing: she
is all of the above and more. Giving The Woman just one,
single identity from this list puts her in a box that she doesn’t
deserve to be put in. She is a powerful symbol of hope that
bookends the darker earlier chapters of the Bible; she is the
antithesis and glorified reflection of Lady Babylon. She is Eve,
but she is also Mary. She is Israel, but she is also the Church.
She is an ancient and powerful force that defies definition by
mortal minds; a manifestation of everything true and good in
creation, and the eternal enemy of The Dragon.

225
The Woman
Gargantuan Enigma, Lawful Good
Armor Class: 16 (natural armor)
Hit Points: 238 (25d8 + 125)
Speed: 40 ft., Hover 60 ft.

STR DEX CON INT WIS CHA


22 (+6) 25 (+7) 20 (+5) 20 (+5) 30 (+10) 27 (+8)

Saving Throws: Wis +15, Cha +16


Skills: Animal Handling +18, History +13, Persuasion +16
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities: radiant
Senses: truesight 120 ft., passive perception 20.
Languages: telepathy 120 ft. (all languages)
Challenge: 25 (20,000 XP) Proficiency: +8

Features
Armor of the Faithful: If at least one creature within 120 feet
of the Woman maintains concentration on a prayer to God (as
though concentrating on a spell), the Woman has Resistance
to all forms of damage.
Eternal Presence: The Woman is immune to any spell or
effect that would alter her form or change her location, such
as polymorph, banishment, or gate.
Restore Faith (1/Day): The Woman whispers to a willing
Legendary Resistance (5/Day): If the Woman fails a saving creature that can hear her. The words of her message
throw, she can choose to succeed instead. are imbued with magical energy, and take the form of an
Limited Magical Immunity: Unless she wishes to be affected, encouraging phrase or affirmation that is exactly what the
the Woman is immune to spells of 6th level or lower. She target needed to hear in this moment. The target permanently
has advantage on saving throws against all other spells and gains one of the following effects (chosen by the GM). A
magical effects. creature may only benefit from this ability once in its lifetime.
• One of its flaws is reduced or removed.
Preeminent Passage: The Woman can open and close portals • One of its ability scores increases by 1.
to any location, on any Plane of Existence, in any Realm, at will. • It gains a new proficiency.
Spellcasting: The Woman is a 20th-level spellcaster. Her • It gains a random Boon or Blessing
spellcasting ability is Wisdom (+18 to hit, DC 26), and she has Change Shape: The Woman magically polymorphs into a
the following spells prepared. medium humanoid, or back into her true form. In her new form,
At will: guidance, light, mending, spare the dying the Woman’s radiance fades, and she appears as a simple,
teenage girl in commoner’s clothing. The Woman’s stats are
1st level (4 slots): bless†, healing word, magnificat† unaffected by her new form.
2nd level (3 slots): calm emotions*, lesser restoration
Legendary Actions
3rd level (3 slots): mass healing word, remove curse
The Woman can take 3 Legendary actions, choosing from the
4th level (3 slots): banishment*, guardian of faith options below. Only one legendary action option can be used
5th level (3 slots): greater restoration, paraclete† at a time and only at the end of another creature’s turn. The
Woman regains spent legendary actions at the start of her
6th level (2 slots): heal, pillar of cloud*† turn.
7th level (2 slots): resurrection, transubstantiation† Bolster Fortitude: The Woman speaks words of
8th level (1 slot): holy aura* encouragement to a creature she can see within 60 feet,
granting it a +5 bonus to its next Saving Throw.
9th level (1 slot): mass heal
*This spell requires concentration Crown of Stars (Costs 2 Actions): Ranged Spell Attack: +18 to

This spell is described in the Adventurer’s Guide to the Bible hit, range 120 ft., one target. Hit: 26 (4d12) radiant damage.
Actions Spell (Costs 2 Actions): The Woman casts a spell of 5th level
or lower.
Suppress Power: A wave of tranquility washes out from the
Woman a 240-foot-sphere. Each creature of her choice in “Let it be done.” (Costs 3 Actions): The Woman breathes
this area is unable to use features or abilities that contain the words of complete surrender to God’s plan. Until the start of
word “legendary” (including its Legendary Resistances and her next turn, each creature of her choice within 60 feet gain
Legendary Actions) until the start of the Woman’s next turn. advantage on all attack rolls, ability checks, and saving throws.

226
Wormwood: Keeper of Keys
A Great Betrayal. It is truly a great loss whenever a
Celestial choses to disobey God and follow the path
of evil, but in the case of Wormwood, the betrayal
was even greater. Wormwood was once one of the
Seven Archangels who stand before the throne of God
(alongside the likes of Michael, Gabriel, and Azrael).
In particular, Wormwood was the “Keeper of Keys,” and
was the only Archangel of the heavenly host who had
been entrusted with the knowledge of how to bind and
unbind any of the ancient seals from times long past.
Unfortunately, this even included the celestial prisons of
some of the most ancient and powerful evil creatures in
the cosmos. Some of these terrible beings (such as the
Chained Devourers) have been locked up for millennia,
and so the betrayal of Wormwood throws the future of
the cosmos into question. We can only speculate what
would happen if even one of these imprisoned titans was
unleashed upon the world, and Wormwood has the keys
to unleash all of them.

“A great star fell from Heaven. The name of the star


is Wormwood, and he was given the key to the shaft of
the bottomless pit.”
-Revelation 8:10, 9:1

The Fallen Star. Wormwood’s ability to travel in the


form of a falling star creates an elusive problem. The
whereabouts of this fiend are currently unknown, but
Wormwood must be stopped at all costs, for the sake of
the universe.

Wormwood Spectral Key: Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 28 (8d6) radiant damage and the target must
Large Fiend, Neutral Evil succeed on a DC 18 Charisma saving throw or be magically
Armor Class: 16 (natural armor) teleported to an unoccupied space of Wormwood’s choice
Hit Points: 110 (13d8 + 52) within 60 ft. and stunned until the end of its next turn.
Speed: 40 ft., Fly 40 ft. Keys of the Abyss: As an action, Wormwood touches an
object (such as a lock or door) that is locked or closed, and
STR DEX CON INT WIS CHA begins concentrating on it (as though concentrating on a
spell). If Wormwood maintains concentration until the start of
14 (+2) 17 (+3) 18 (+4) 20 (+5) 16 (+3) 13 (+1)
its next turn, a spectral key appears in its hand, and the object
becomes unlocked or opened. This ability can unlock or open
Skills: Arcana +10, Deception +11, Sleight of Hand +8
anything that can be unlocked or opened by the casting of a
Damage Immunities: bludgeoning, piercing, and slashing
wish spell, and dispels any spells or magical effects keeping
from nonmagical attacks.
the object locked or closed.
Senses: darkvision 120 ft., passive perception 13
Languages: Common, Celestial, Infernal Fallen Star: Wormwood magically polymorphs into a mote of
Challenge: 11 (5,900 XP) Proficiency: +5 radiant light, or back into its true form. In its Fallen Star form,
Features its size becomes Huge, it has a Fly speed of 300 ft., and it can
cast plane shift and teleport at will. While moving in this way,
Magic Resistance: Wormwood has advantage on saving all bodies of water within 500 miles becomes poisoned. A
throws against spells and other magical effects. creature that touches or drinks the poisoned water becomes
Actions poisoned for 7 (2d6) days.
Supreme Disguise: Wormwood magically disguises itself as a Reactions
Celestial (Archangel). If its new disguise is based on its original
form (before the fall), then its disguise cannot be detected by Limited Spell Immunity (Recharge 5-6): Wormwood uses its
Truesight. reaction to gain immunity to one spell cast against it.

227
Vehicles

Marked AFV SEATS


Armored Fighting Vehicles (AFVs) have been an integral Driver: The driver has three quarters cover against attacks
part of the peacekeeping efforts in the new regime of and other effects outside the vehicle. The driver can take the
Senator Jeremiah Resh (the Antichrist). These heavily following special actions:
armored vehicles allow Marked Shock Troops to Ram: If the vehicle moves at least 20 feet toward a
transport units safely even in hostile territory, and the target, the target must succeed on a DC 12 dexterity
ballistic tires are ideal for traversing difficult terrain when saving throw or take 26 (4d12) bludgeoning damage
invading enemy territory. and be knocked prone.
Swerve: As a reaction, the driver can give the vehicle
advantage on a dexterity saving throw.
Marked AFV Gunner: The gunner has half cover against attacks and other
Huge Vehicle (Capacity: 10 Medium Creatures)
effects outside the vehicle. The gunner can take the following
Armor Class: 19 special actions:
Hit Points: 175 Rotary Cannon: The gunner sprays spray a 20-foot-
Speed: 100 ft. cube area within 120 feet with shots. Each target in that
area must make a DC 15 Dexterity saving throw, taking
STR DEX CON INT WIS CHA 13 (2d12) piercing damage on a failed saving throw, or
half as much on a success.
20 (+5) 10 (+0) 20 (+5) 0 (--) 0 (--) 0 (--)
Passenger: The passenger has total cover against attacks
Damage Immunities: poison, psychic and other effects outside the vehicle. The passenger can take
Condition Immunities: blinded, charmed, deafened, fright- the following special actions:
ened, paralyzed, petrified, poisoned, stunned, unconscious Deploy: The rear hatch opens, allowing passengers to
make a tactical exit from the vehicle. After taking this
Features action, all passengers gain 10 extra feet of movement
Prone Vulnerability: If a Vehicle is knocked prone, it is for one round, and gain advantage on their next attack
incapacitated until lifted upright with a DC 25 Strength check. roll.

228
Features
Marked Rotorcraft Prone Vulnerability: If the rotorcraft is knocked prone, it
Rotorcraft represent the ultimate vehicle for begins to plummet out of the sky. The pilot may attempt a DC
20 Dexterity check (with proficiency if trained in vehicles) to
maneuverability. They have a limited carrying capacity,
avoid crashing.
but they make up for this with their ability to make
vertical take-offs and landings, making it possible to SEATS
quickly and stealthily insert elite tactical teams into Pilot: The pilot has half cover against attacks and other
strategic positions. effects outside the vehicle. The pilot can take the following
special actions:
Marked Rotorcraft Stealth Mode (1/Day): As an action, the pilot can give
the vehicle a +10 bonus to Stealth checks for the next
Huge Vehicle (Capacity: 8 Medium Creatures) hour.
Armor Class: 18 (13 while stationary) Swerve: As a reaction, the driver can give the vehicle
Hit Points: 50 advantage on a dexterity saving throw.
Speed: 200 ft.
Gunner: The gunner has total cover against attacks and other
STR DEX CON INT WIS CHA effects outside the vehicle. The gunner can take the following
special actions:
15 (+2) 17 (+3) 20 (+5) 0 (--) 0 (--) 0 (--) Mounted Rifle: Ranged Weapon Attack: +8 to hit, range
120 ft., one target. Hit: 13 (2d12) piercing damage.
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, fright- Passenger: The passenger has full cover against attacks and
ened, paralyzed, petrified, poisoned, stunned, unconscious other effects outside the vehicle.

229
Steel Treads: This Vehicle ignores the effects of difficult
Marked Combat Tank terrain.

While AFVs are ideally suited for utility and SEATS


transportation, when it comes to open warfare, the Commander: The commander has three quarters cover
Marked Combat Tanks are called in. Many religious against attacks and other effects outside the vehicle. The
dissidents and sacred places of worship have been commander can take the following special actions:
crushed beneath the wheels of Jeremiah Resh’s fleet of Call Instruction: Until the start of your next turn, each
paramilitary combat tanks. other creature that can hear you may add 1d4 to attack
rolls and saving throws.

Marked Combat Tank Driver: The driver has total cover against attacks and other
effects outside the vehicle. The driver can take the following
Gargantuan Vehicle (Capacity: 12 Medium Creatures)
special actions:
Armor Class: 22 Crush: If the vehicle moves at least 20 feet toward a
Hit Points: 250 target, the target must succeed on a DC 12 dexterity
Speed: 50 ft. saving throw or take 39 (6d12) bludgeoning damage
and be knocked prone.
STR DEX CON INT WIS CHA
Gunner: The gunner has total cover against attacks and other
25 (+7) 8 (-1) 20 (+5) 0 (--) 0 (--) 0 (--) effects outside the vehicle. The gunner can make two attacks
with the Main Gun:
Damage Immunities: fire, cold, poison, psychic
Main Gun: Ranged Weapon Attack: +6 to hit, range 300
Condition Immunities: blinded, charmed, deafened, fright-
ft., one target. Hit: 33 (6d10) bludgeoning damage plus
ened, paralyzed, petrified, poisoned, stunned, unconscious
14 (4d6) fire damage.
Features Passenger: The passenger has total cover against attacks
Armor Vulnerability: This vehicle has an AC of 17 and and other effects outside the vehicle. The passenger can take
vulnerability to piercing damage if attacked from behind. the following special actions:
Prone Vulnerability: If a Vehicle is knocked prone, it is Lookout: The passenger may use the Help action to
incapacitated until lifted upright with a DC 30 Strength check. give another creature advantage on its next roll.

230
Appendix C: Elders and Heroes
Heaven can Wait chapter, unless otherwise specified. At the conclusion
of this mission, Elders return to Heaven and are
For the average Christian, following Christ - and being permanently removed from the pool of available options
persecuted for one’s faith - can be a heavy burden to for future missions. Most of the Elders are highly
bear. Doing the right thing can lead to a lifetime of specialized, with some being better suited for combat,
sacrifice, pain, and loss, and those who receive eternal others better suited for social interactions, and so on.
rest are usually grateful of the chance to become Players should be made aware of this, and should make
unburdened by life’s misery. However, there are a select their decisions carefully.
few for whom Heaven is not enough.
For some, it is not enough simply to reach Heaven
alone. Some Christians have the hearts of warriors and
Who Are They?
The characters included in this appendix are almost
will not rest until they have saved as many souls as they
all based on real people from different eras of history
can from the clutches of Evil. These soldiers of faith do
(see the sidebar below). Their stats and abilities are also
not stopping praying - do not stop fighting - until every
completely based on the miracles, descriptions, and
last mortal has died and the war for souls is over. While
stories that have been recorded about them. However,
most Christians will stop to catch their breath upon
many of the details in these stories cannot be verified,
reaching the afterlife, a few will reach for the nearest
and have likely been exaggerated for symbolic purposes
weapon and hurl themselves into the front lines of a new
in different Christian communities throughout the years.
battleground: the spiritual war for the salvation of souls.
Some of these characters are well-known faces from
This is not a war against flesh and blood, but against
history, while others may be lesser-known characters
the principalities, powers, and rulers of the darkness of
from regional legends. The one thing that all of these
this world, against the evil that descends from the high
characters share (whether or not the details of their
places. This is a war where prayers are as powerful as
stories are completely factual) is an undying faith in God
swords, and mortals lock shields with angels. The brave
and concern for protecting other people. Some of these
mortals who spend their Heaven fighting for the souls of
characters went so far as to state on their deathbed that
Earth are known as the Heroes of the Heavenly Host.
they would keep praying and keep fighting for the souls
How to Use this Section still struggling on Earth. Their inclusion in this book is
not a statement that they are “better” or “holier” than
The following pages describe a selection of Heroes any other soul who has died, but that they possessed a
that may be used during the course of the adventure. distinct perspective about the afterlife; that they wished
Wherever the player characters are allowed to recruit an to join in the fight against Evil until there was no evil left
Elder as an NPC, they may select a character from the to fight.
options listed in this section. This section lists 14 Elders,
but an expanded list of Elders are also available in the Real or Fictional?
expansion: Heroes of the Heavenly Host, sold separately. A Fictional Characters. Gethsemani, Rodney, Rodriguez, and
few of the Elders in this section also list a “prerequisite,” Sophia are all completely fictional and have been created
strictly for narrative purposes.
which usually indicates narrative landmarks or other story
Historical Characters. The rest of the characters in this
conditions. These conditions must be met before the
book are real characters from history, either taken from the
Elder is available to be named as an option. Bible, recorded in ancient legends, or else passed down as
Once chosen, an Elder may join the player characters stories in various Christian communities throughout the world
for one mission, usually lasting until the end of the over time.

231
Benaiah
Benaiah began his career as one of David’s “Mighty
Warriors,” an elite fighting force of ancient Israel
analogous to a modern day special forces unit. Among
the Mighty Warriors, Benaiah had distinction as one of
the best fighters and most prolific assassins in their
ranks. Although he was not bloodthirsty or cruel, Benaiah
had a methodical and dispassionate approach to combat.
He did not take joy in the deaths of his enemies, but he
was also entirely prepared to do what was necessary for
the greater good.
Benaiah’s proficiency as a combatant earned him a
position as head bodyguard when David ascended to
the throne. Later in life, Benaiah continued to serve
the throne of Israel under King Solomon. According
some legends, Benaiah even succeeded in
defeating and capturing the demon Ashmedai,
and then compelling him into revealing the
location of the Shamir on behalf of King
Solomon during the construction of the
Temple.
Even after death, Benaiah has
continued his sworn oath to serve
the throne of Jerusalem. When
Benaiah heard that Jerusalem would be
conquered by the Antichrist for a time before
the creation of the New Jerusalem at the end
of time, he chose to remain behind as an Elder
as his soul could not be at peace until the last enemies of
Jerusalem have been defeated.
Roleplaying Benaiah. Benaiah has silent and efficient
mannerisms that are well-suited to a man of his trade.
He rarely engages in conversation with his adventuring
party, and spends his down time cleaning and preparing
his weapons. Everything from his dark eyes to his posture
convey the resolve of someone prepared to do whatever
Prerequisite
is necessary at a moment’s notice. Benaiah is not available to be recruited until his services have
been offered to the player characters in Chapter 6.

Evasion: If Benaiah is subjected to an effect that allows him


Benaiah to make a Dexterity saving throw to take only half damage, he
Medium Humanoid, Lawful Neutral instead takes no damage on a successful saving throw, and
Armor Class: 16 (leather armor) only half damage on a failure.
Hit Points: 152 (16d10+64) Indomitable (1/Day): Benaiah can reroll a failed saving throw.
Speed: 30 ft. He must finish a Long Rest before using this feature again.
Sneak Attack: Once per turn, Benaiah deals an extra 14 (4d6)
STR DEX CON INT WIS CHA
damage when he hits a target with a weapon attack and has
15 (+2) 18 (+4) 18 (+4) 11 (+0) 14 (+2) 8 (-1) advantage on the attack roll, or when the target is within 5
feet of an ally and Benaiah does not have disadvantage on the
Saving Throws: Str +7, Dex +9 attack roll.
Skills: Athletics +7, Stealth +9, Survival +7
Senses: passive perception 12 Actions
Languages: Common, Hebrew Multiattack: Benaiah makes two attacks with his Longbow or
Challenge: 10 (5,900 XP) Proficiency: +5 Shortsword.
Features Longbow: Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
Assassinate: During his first turn, Benaiah has advantage on one target. Hit: 9 (1d8 + 4) piercing damage.
attack rolls against any creature that hasn’t taken a turn. Any Shortsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one
hit Benaiah scores against a Surprised creature is a critical hit. target. Hit: 8 (1d6 + 4) slashing damage.

232
Cecilia
Cecilia was a Roman noblewoman and an avid lover
of music during her life. According to legend, when
the musicians played at her wedding, she joined them
in singing rather than listening quietly (which would
have been the proper thing to do). Cecilia and her new
husband were later discovered to be Christians and
executed by the Roman authorities.
Cecilia has been remembered fondly by Christians
throughout history as the “patron saint of music,” and
there have been numerous music festivals held in her
memory over hundreds of years and throughout many
different genres of music.
Cecilia as an Elder. Cecilia’s greatest regret in dying
so young was that she never got to experience all the
different types of music that the world had to offer. Since
dying, Cecilia has spent much of her time in eternity
sampling different instruments and styles of music. If
you were to ask Cecilia what her favorite song was, she
would reply that, the more songs she hears, the harder it
becomes to choose a favorite.
Roleplaying Cecilia. Cecilia is a consummate artist.
She notices music wherever she goes, and usually can’t
help but play a couple of notes on any instrument she
passes by. Cecilia is a team player and knows how to
work toward a goal, but she is also easily distracted if she
comes across an instrument or style of music she has
never encountered before.

At will: dancing lights, minor illusion, vicious mockery


Cecilia 1st level (4 slots): charm person, thunderwave
Medium Humanoid, Chaotic Good
Armor Class: 14 2nd level (3 slots): shatter, enhance ability
Hit Points: 72 (16d8) 3rd level (3 slots): dispel magic, hypnotic pattern
Speed: 30 ft.
4th level (3 slots): confusion, dimension door

STR DEX CON INT WIS CHA 5th level (2 slots): mislead, hold monster
6th level (1 slot): irresistible dance
10 (+0) 18 (+4) 11 (+0) 14 (+2) 13 (+1) 21 (+5)
7th level (1 slot): forcecage
Saving Throws: Dex +9, Cha, +10
8th level (1 slot): mind blank
Skills: History +12, Performance +15, Persuasion +15
Senses: passive perception 11 Actions
Languages: Common, Latin, Italian, German, French
Challenge: 10 (5,900 XP) Proficiency: +5 Learn Instrument: If Cecilia spends 1 minute touching an
instrument, she gains proficiency with it. If she uses this ability
Features on an object that is not an instrument, she nonetheless finds
Bardic Inspiration (5/Day): As a bonus action, Cecilia strums a way to make improvised music with it. Either way, the object
a chord imbued with magical energy, targeting a creature may be used as her spellcasting focus for the next hour, or until
within 60 feet who can hear her. This creature gains one Bardic she uses this ability again.
Inspiration die, a d12. Secret Chord (Recharge 5-6): As an action, Cecilia unleashes
Special Equipment: Cecilia carries a custom guitar, which a powerful blast of music from her guitar. Each creature of
was crafted for her by a famous deceased musician who has her choice within 60 feet that can hear must make a DC 21
continued to build instruments in Heaven as a hobby. This guitar Intelligence saving throw, taking 35 (10d6) psychic damage on
grants Cecilia a +3 bonus to her spell attack rolls and spell save a failed saving throw, or half as much on a successful one. If the
DC (already included in her spellcasting feature). damage taken from this effect is equal to or greater than half of
a target’s remaining hit points, that target must also succeed
Spellcasting: Cecilia is a 16th-level spellcaster. Her spell-
on a DC 21 Constitution saving throw or be Stunned until the
casting ability is Charisma (+13 to hit, DC 21), and she has the
end of its next turn.
following bard spells prepared.

233
Elijah
Alongside Moses, Elijah is easily one of the
greatest miracle-workers in history. His many
wondrous works include raining fire down from
heaven and raising the dead, but he is perhaps
best known for being carried into heaven, body
and soul, by a chariot of fire. His dramatic exit
from the Physical Realm (along with other
prophesies) has led many to speculate that
Elijah will return again before the end of time,
entering the Material Plane one last time to
convert as many hearts as possible before he
dies.

Elijah
Medium Humanoid, Neutral Good
Armor Class: 12
Hit Points: 94 (17d8+17)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 20 (+5) 23 (+6) 14 (+2)

Saving Throws: Con +7, Wis +12, Cha +8


Skills: Arcana +11, Persuasion +8, Perception +12, Survival +12
Condition Immunities: charmed, frightened
Damage Immunities: psychic
Senses: passive perception 22
Languages: Common, Akkadian, Hebrew
Challenge: 12 (8,400 XP) Proficiency: +6
Features
Chariot of Fire: If Elijah dies, a chariot made of pure fire
appears in his space to carry him into the Realm of Heaven.
When it appears, any creatures hostile to Elijah must succeed Actions
on a DC 23 Constitution saving throw or be Blinded until the
Spellcasting: Elijah is a 17th-level spellcaster. His spell-
end of their next turn.
casting ability is Wisdom (+12 to hit, DC 20), and he has the
Raven Familiar: Elijah can summon a Raven as though by following Cleric spells prepared.
the find familiar spell, which provides him with the following
At will: sacred flame, spare the dying, thaumaturgy
benefits:
• While the raven is within 100 feet, Elijah can communicate 1st level (4 slots): bane, every knee shall bend*
with it telepathically, see through its eyes, and hear what 2nd level (3 slots): continual flame, scorching ray
it hears.
• Elijah can cast a spell with a range of “touch” through the 3rd level (3 slots): create food & water, fireball, revivify
raven as though it had cast the spell. 4th level (3 slots): control water, wall of fire
• Whenever Elijah becomes hungry, the raven descends
from the sky to deliver him food, wherever he is. 5th level (2 slots): flame strike, greater restoration

Divine Protection: When Elijah casts a spell that affects 6th level (1 slot): heal, investiture of flame
creatures he can see, he can choose to protect up to 7th level (1 slot): fire storm, resurrection
6 creatures from the spell’s effects. These creatures
8th level (1 slot): control weather, incendiary cloud
automatically succeed on their saving throw, and take
no damage if they would normally take half damage on a 9th level (1 slot): pentecost*
successful save. *Spell described in the Adventurer’s Guide to the Bible.

234
Francis The wolf bowed its head, and from that
day forward lived among the people of
Francis was born into a wealthy family, and spent Gubbio as their protector in order to
his youth surrounded by luxury. Francis was known for atone for its past transgressions. It is said
wearing brightly colored clothing and participating that Francis’s presence could still be felt
in all activities typical of rich young men. However, in the mountains of Assisi hundreds of
after having an encounter with a beggar in the street, years after his death, as travelers report
Francis began to reevaluate his life. Francis swore off his unusually friendly animals and abundantly
inheritance and left behind his wealthy lifestyle to seek a fertile plant growth in the area of the ruined
closer relationship with God through nature. chapel that Francis rebuilt.
While praying in the ruins of a forgotten chapel in
the mountains, Francis had a vision in which Jesus
appeared to him and said “Francis, repair my Church.”
Francis mistook this vision as a command to rebuild
the ruined chapel, and spent years reconstructing it
stone by stone. It was not until later that Francis
understood that the actual meaning of the vision
was a call to repair the Christian Church as a
whole, which was falling into the corruption the
politics of the Dark Ages. Francis spent the rest
of his life repairing the Church not only through
reformations within Christianity, but by building
bridges between people of different faiths in a time
filled with discrimination and religious violence.
Throughout all of this, Francis held a close
relationship with nature. Despite his position of power
as a Christian leader, Francis always wore a simple
brown robe, tended to the plants in his garden, and
was said to have had a special affinity with animals.
According to legend, there was once a massive wolf that
had been carrying out raids on a town called Gubbio.
The Wolf of Gubbio had killed countless innocent
people and the townsfolk appealed to Francis for help.
Unarmed, Francis approached the den of the monster
and commanded it to submit in the name of God.

At will: druidcraft, mending, produce flame


Francis 1st level (4 slots): cure wounds, entangle, speak with
Medium Humanoid, Chaotic Good
animals
Armor Class: 16 (hide armor)
Hit Points: 83 (15d8+15) 2nd level (3 slots): animal messenger, beast sense
Speed: 30 ft. 3rd level (3 slots): conjure animals, speak with plants
4th level (3 slots): dominate beast, locate creature
STR DEX CON INT WIS CHA
5th level (2 slots): commune with nature, wrath of nature
10 (+0) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0)
6th level (1 slot): sunbeam, transport via plants
Saving Throws: Int +6, Wis +10 7th level (1 slot): fire storm
Skills: Animal Handling +10, Nature +6, Perception +10
8th level (1 slot): control weather
Senses: passive perception 20
Languages: Common, Druidic, Sylvan, Italian, Latin
Challenge: 11 (7,200 XP) Proficiency: +5 Actions
Features Wolf of Gubbio (Recharges after Short or Long Rest): Fran-
Mighty Summoner: When Francis summons a creature, such cis summons a Dire Wolf, which appears in an unoccupied
as with Conjure Animals or Wolf of Gubbio, summoned crea- space within 30 feet. While summoned, the wolf follows all of
tures have 10 more hit points than they normally would, and Francis’s commands without question. This wolf remains for
their natural weapons are considered magic weapons. one hour, until it is reduced to 0 hit points, or until dismissed
as a bonus action. Once Francis has used this feature, he
Spellcasting: Francis is a 15th-level spellcaster. His spell-
must finish a short or long rest before doing so again.
casting ability is Wisdom (+10 to hit, DC 18), and he has the
following druid spells prepared.

235
murdered by a vigilante mob with the approval of the
Prerequisite town elders.
Gethsemani is not available to be recruited until she has been Ruthless Revenge. This murder was later revealed by
killed (likely in Chapter 7). the Witch of Endor (AGttB) to have been orchestrated
by the archdemon of Lust, and from that day forward,
Gethsemani set out on a quest of revenge. She was
Gethsemani never able to exact revenge on that specific demon,
Tragic Backstory. When she was still very young, but she has nonetheless persevered in her quest to
Gethsemani was very much in love with someone find and destroy demons wherever they hide. Normally
from her home town named Ari. However, her family the Nephilim undergo a process called the “diluvium”
and, indeed, her entire community, disapproved of every century or so, which erases painful memories of
her relationship with Ari. They were able to keep their the past and allows them to begin life anew. However,
relationship a secret for some time, but eventually the Gethsemani has forsworn the diluvium, and has vowed
elders of the town found out about their secret meetings. to live with the pain of Ari’s death forever, using it as the
Gethsemani returned from a trip to the market to find motivation to overcome any obstacle in her path.
that Ari’s body lying dead in the street, having been Gethsemani as an Elder. By the time Gethsemani
becomes an Elder, she will have already met the player
characters several times, and may even have formed
special friendships with some of them. Gethsemani will
be eager to rejoin her old friends as an Elder, and even
more eager to set out on one last mission to engage
demons in battle. Gethsemani fights without fear or
hesitation, after all, if she is slain in battle, it just means
that she gets to be reunited with Ari that much sooner.

Gethsemani
Medium Celestial, Neutral Good
Armor Class: 20 (Celestial Plate)
Hit Points: 128 (17d10 + 34)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 14 (+2)

Saving Throws: Str +10, Dex +10, Cha +8


Skills: Athletics +10, Deception +8, Perception +10, Survival +10
Senses: Passive perception 20
Condition Immunities: charmed, frightened
Languages: Common, Hebrew, Celestial, English, Infernal
Challenge: 9 (5,000 XP) Proficiency: +6
Features
Innate Spellcasting: Gethsemani can cast the following
spells, requiring no material components, and using Charisma
as her spellcasting ability (DC 16, +8 to hit).
At Will: Sacred Flame
1/Day: Detect Evil and Good
Never Again: If an ally within 5 feet is targeted by an attack
roll, Gethsemani can use her reaction to become the target
instead. If the attack misses her, she can then make one
weapon attack for free against the creature that made the
attack.
Actions
Multiattack: Gethsemani makes 3 attacks with Redemption.
Redemption (+3 Longsword): Melee Weapon Attack: +13 to
hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) slashing damage.
Heavy Machine Gun: Gethsemani sprays a 20-foot-square
area with shots. Each creature in this area must make a DC 18
Dexterity saving throw, taking 17 (2d12 + 4) piercing damage
on a failed saving throw, and half as much on a success.

236
Jael
Jael was the original rogue. In a time when combat
was dominated by men who boasted openly about feats
of strength and armies would march into battle across
open fields, Jael introduced a new approach to combat:
deception and stealth.
After the commander Sisera was defeated by
Deborah, in open combat, he successfully
evaded capture and fled and the battlefield.
However, as he slept that night, his skull was
pierced by a tent stake wielded by Jael, who
effectively won the war for Israel with the
assassination of a single target.
Roleplaying Jael. Jael did not have the
ambition to train as an assassin until she realized
how many lives she saved on that fateful night.
In the moment of Sisera’s death, she came
to realize that the lives of
hundreds of her people may
have been spared by her actions,
while the only life she risked was her own. She
has carried this sentiment into eternity and, upon
realizing the horrors of spiritual warfare, has sought to
become and instrument of death for the celestial hosts,
risking her life in the battlefield of the Veil in order to
protect the souls of the living from future corruption.

Cunning Action: Jael can use a bonus action to take the Dash,
Jael Disengage, or Hide action.
Medium Humanoid, Neutral
Sneak attack (1/Turn): Jael deals an extra 28 (8d6) damage
Armor Class: 15 (leather) when she hits a target with a weapon attack and has advantage
Hit Points: 72 (16d8) on the attack roll.
Speed: 30 ft.
Special Equipment: Jael is equipped with Jael’s Dagger (AGttB).
This magic weapon’s bonuses are already added to her attack.
STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 11 (+0) 10 (+0) 13 (+1) 10 (+0)
Actions
Jael’s Dagger: Melee or Ranged Weapon Attack: +12 to hit, reach
Saving Throws: Dex +9, Int +5 5 ft. or range 20/60 ft., one target. Hit: 10 (1d4 + 7) piercing
Skills: Acrobatics +9, Deception +10, Stealth +14 damage and the creature must succeed on a DC 17 Constitution
Senses: blindsight 10 ft., passive perception 11 saving throw or take an additional 21 (6d6) piercing damage.
Languages: Common, Hebrew, Thieves’ Cant
Challenge: 9 (5,000 XP) Proficiency: +5 Reactions
Features Uncanny Dodge: Jael halves the damage that she takes from
an attack that hits her. She must be able to see her attacker to
Assassinate: During her first turn, Jael has advantage on attack
do this.
rolls against any creature that hasn’t taken a turn. Any hit Jael
scores against a Surprised creature is a critical hit.

237
Joan of Arc Roleplaying Joan. Joan is not a theologian or a
strategist; she is a fighter. Her strengths are on best
Joan was born to a simple peasant family living in display in pitched combat, and she becomes impatient
France in the 1400s. When she was only 17 years old, with complex plans that do not involve rushing straight at
Joan had a vision of Michael the Archangel and was the enemy. Joan struggles with taking orders, especially
inspired to take up arms in defense of the people in a if these orders are being given by a man (which would
neighboring city, which was under siege. Convinced by represent a power structure she has been at odds with
her faith and her conviction, the King of France allowed her entire life).
Joan to ride into battle in defense of the people of
France.
Despite only being a teenager, Joan quickly rose to
become a military champion and led her people to many
more victories on the battlefield. During an attempt to
rescue yet another besieged city, Joan was captured as
a prisoner of war and handed over to the English. Joan
was accused of heresy and blasphemy by a pro-English
Bishop because she wore men’s clothing and refused to
submit to any authority but God’s. Joan was convicted
of heresy and burned at the stake in 1431, at only 19 years
old.

Joan of Arc
Medium Humanoid, Neutral Good
Armor Class: 18 (plate)
Hit Points: 147 (14d10+70)
Speed: 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 21 (+5) 10 (+0) 14 (+2) 15 (+2)

Saving Throws: Str + 10, Con +10, Cha +7


Skills: Athletics +10, Persuasion +7
Condition Immunity: Frightened
Senses: passive perception 12
Languages: Common, French, English
Challenge: 11 (7,200 XP) Proficiency: +5
Features
Indomitable (3/Day): Joan may reroll a failed saving throw.
Rampage: When Joan reduces an enemy to 0 hit points with
a melee attack, she can use a bonus action to move up to her
speed and make an extra melee attack against a new target.
Second Wind (Recharges after Short or Long Rest): As a
bonus action, Joan regains 25 hit points.
Stumbling Strike (1/Turn): When Joan hits a creature with a
melee attack, its speed is reduced by 10 feet until the start of
her next turn.
Superior Critical: Joan scores a critical hit on a roll of 18-20.

Actions
Multiattack: Joan makes three attacks with her Greatsword
or crossbow.
Greatsword: Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 5) slashing damage.
Light Crossbow: Ranged Weapon Attack: +7 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

238
Katherine of Alexandria
Katherine was a princess of Egypt during the reign of
the Roman empire. She was said to be breathtakingly
beautiful and exceptionally intelligent. As Alexandria was
a cultural crossroads and a hub of information, Katherine
was exposed to many different ways of thinking and
had unlimited access to the greatest library in the
world at the time. When the emperor Maxentius began
persecutions against Christians, she challenged him
to a philosophical debate. Maxentius invited 50 of the
most intelligent and respected philosophers in Rome
to oppose her in a public debate, but Katherine won the
debate so decidedly, that several of her opponents were
convinced to convert to Christianity on the spot.
Impressed by her beauty and intelligence, Maxentius
proposed marriage to Katherine. She refused, and
Maxentius promptly ordered her execution by way of
torture. During the torture process, several instruments
of torture shattered at her touch, and her wounds
seemed to miraculously heal overnight. Katherine was
finally killed by beheading.
Roleplaying Katherine. Katherine is charismatic and
sharp-witted. People who meet her for the first time find
her easy to talk to, and her vast breadth of knowledge
allows her to speak with confidence on almost any
subject. Katherine is a brilliant strategist and often
thinks of solutions to problems that no one else can
see. She rarely sees violence as an efficient use of time
or energy, and believes most obstacles can be solved
through debate and logic rather than brute force.

3/Day each: charm person, cure wounds, shatter


Katherine of Alexandria 1/Day each: greater restoration, mass cure wounds
Medium Humanoid, Lawful Good
Silver Tongue: When Katherine makes a Charisma (Persuasion
Armor Class: 10 or Deception) check, she can treat a d20 roll of 9 or lower as a
Hit Points: 68 (15d8) 10.
Speed: 30 ft.
Actions
STR DEX CON INT WIS CHA Stunning Logic: As an action, Katherine crafts an infallibly
logical argument to appeal to the mind of a creature that
10 (+0) 10 (+0) 10 (+0) 22 (+6) 18 (+4) 18 (+4)
can hear and understand her within 60 feet. The target must
Saving Throws: Int +11, Wis +9, Cha +9 succeed on a DC 21 Intelligence saving throw or be Stunned for
Skills: History +16, Persuasion +14, Religion +16 1 minute as Katherine’s superior logic causes it to hesitate. A
Condition Immunities: charmed, possessed creature with an Intelligence score of 6 or lower is immune to
Senses: passive perception 14 this effect. A creature Stunned in this way may repeat the saving
Languages: Common, Coptic, Greek, Latin, Old Egyptian throw at the end of each of its turns, ending the effect on itself
Challenge: 8 (3,900 XP) Proficiency: +5 with a success. If the creature’s saving throw is successful or
the effect otherwise ends early for it, the creature is immune to
Features Katherine’s Stunning Logic for the next 24 hours. If the creature
Innate Spellcasting: Katherine can innately cast the following remains Stunned for the full minute, it becomes friendly to
spells, requiring no material components, using Wisdom as her Katherine and may even provide aid to her allies or hinder her
spellcasting ability. (+9 to hit, DC 17). enemies, at the discretion of the GM.

239
Li
Around the turn of the 20th century, hundreds of
Chinese Christians from nearly every denomination
of Christianity were killed during a series of violent
uprisings in China. The nature of these uprisings were
complicated and dealt with a range of political issues
that had very little to do with religion; but unfortunately
Christians became caught in the crossfire of this volatile
conflict, and an era of Christian persecution began.
According to stories passed down by survivors, Li gave
shelter to a community of Christian families who were on
the run from anti-Christian vigilantes. When a group of
these armed men came and demanded that she turn over
the refugees, she refused. Li stood in the doorway of her
home, armed only with the basic martial arts training she
had received from a wandering Shaolin monk. She was
outnumbered and unarmed, but she was also prepared to
die defending the vulnerable.
With superior numbers and weaponry, the attackers
overpowered and killed Li, but her sacrifice gave some of
the families the chance to escape through the back door
and live to tell their story.
Li as an Elder. After her death, Li desired to become an
Elder rather than enter eternal rest. She did all she could
in life to protect the innocent, but she cannot help but
feel that what she did was not enough. Since her death,
she has spent many ages wandering the Veil and seeking
out instruction from famous martial arts masters of ages
long past. Her discipline has improved, and she eagerly
awaits the day that she will be called upon to once again
put herself in harm’s way to protect others.

Li Actions
Medium Humanoid, Lawful Good Multiattack: Li makes one Maneuvering Strike, one Protective
Strike, and one Stunning Strike.
Armor Class: 18 (unarmored defense)
Hit Points: 83 (15d8+15) Maneuvering Strike: Melee Weapon Attack: +9 to hit, reach 5
Speed: 55 ft. ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage and the
target must succeed on a DC 17 Strength saving throw or be
STR DEX CON INT WIS CHA pushed 10 feet in a direction of Li’s choice.
Protective Strike: Melee Weapon Attack: +9 to hit, reach 5 ft.,
10 (+0) 18 (+4) 12 (+1) 11 (+0) 18 (+4) 14 (+2)
one target. Hit: 9 (1d8 + 4) bludgeoning damage and a creature
Saving Throws: Dex +9, Wis +9 of Li’s choice within 5 feet of her gains a +2 bonus to its AC.
Skills: Acrobatics +9, Athletics +5, Perception +9 Stunning Strike: Melee Weapon Attack: +9 to hit, reach 5 ft., one
Damage Resistances: poison, psychic target. Hit: 9 (1d8 + 4) bludgeoning damage and the target must
Senses: passive perception 19 succeed on a DC 17 Constitution saving throw or be Stunned
Languages: Common, Chinese, Russian until the end of Li’s next turn.
Challenge: 8 (3,900 XP) Proficiency: +5 Reactions
Features Deflect Missiles: When Li takes damage from a ranged weapon
Unarmored Defense: While Li is wearing no armor and wielding attack, she can use her reaction to reduce the damage by 25
no shield, her AC includes her Wisdom modifier. (1d10 + 19). If this reduces the damage to 0 and she has a free
Magic Weapons: Li’s unarmed strikes are considered magical hand, she catches the projectile.
for the purpose of overcoming resistance and immunity to Slow Descent (3/Day): If Li falls, she can use her reaction to
nonmagical attacks. slow her descent, taking no damage from the fall.

240
Moses Moses had his flaws and occasionally his faith wavered,
but he still went down in history as one of the greatest
Moses is easily the most famous and powerful miracle- prophets the world has ever known. According to
worker in the history of the Bible. After answering the some legends, he will return (along with Elijah) again to
call from God in the form of a burning bush, Moses took proclaim the word of God one last time.
up the staff imbued with divine power and confronted
the might of the Egyptian empire. Along with his brother,
Aaron, Moses performed great miracles to convince the
Pharaoh to release the enslaved Hebrew people. The
most famous of these miracles were the 10 plagues of
Egypt, which wrought terrible destruction throughout the
nation; and the parting of the Res Sea, which allowed the
Hebrew people to escape unharmed from Egypt. Moses
was also responsible for receiving the original stone
tablets of the ten commandments and successfully led
his people to the promised land, even if he didn’t quite
make it there himself.

Moses
Medium Humanoid, Lawful Good
Armor Class: 12
Hit Points: 128 (17d8+51)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 16 (+3) 16 (+3) 22 (+6) 8 (-1)

Saving Throws: Con +9, Wis +12, Cha +5


Skills: Animal Handling +12, History +9, Perception +12,
Survival +12
Condition Immunities: charmed, frightened
Senses: passive perception 22
Languages: Common, Hebrew, Old Egyptian
Challenge: 14 (11,500 XP) Proficiency: +6
Features
Special Equipment: Moses is equipped with the Staff of
Moses (AGttB), which gives him additional spell slots (included
in his spellcasting ability).

Actions
Spellcasting: Moses is a 17th-level spellcaster. His
spellcasting ability is Wisdom (+15 to hit, DC 23), and he has
the following druid spells prepared.
At will: guidance, druidcraft, dancing lights, thaumaturgy
1st level (4 slots): manna and quail*, purify food and
drink
2nd level (4 slots): lesser restoration, locate object
3rd level (4 slots): pillar of fire*, sending
4th level (3 slots): control water, secret chest
5th level (2 slots): greater restoration, mass cure
wounds
6th level (2 slots): globe of invulnerability, wind walk
7th level (2 slots): hail and fire*, divine word
8th level (1 slot): mind blank
9th level (1 slot): time stop
*Spell described in the Adventurer’s Guide to the Bible.

241
Moses the Thief at first, and still had the heart of an adventurer. One
night, the monastery was attacked by a group of bandits.
Moses was a slave to an Egyptian noble in his early Moses single-handedly defeated and restrained them,
years, until he was eventually cast out for stealing from before dragging them into the chapel to apologize -
his master. He soon took up with an infamous band of much to the shock of the monks who were there praying.
thieves and assassins who terrorized travelers along the When Moses eventually became an elder in his
Nile river valley and eventually became renowned as an monastic community, he set an example for his fellow
unparalleled thief and close-quarters fighter. It was not monks in forgiveness, saying that he could not judge
until one of his heists went wrong that his life took a very anyone for their mistakes, when he had made so many in
different turn. his own life. When he was 75 years old, Moses received
While on the run from the authorities after a failed warning that his monastery was about to be attacked
heist, Moses hid in desert monastery to lay low. While by marauders. Moses commanded the monks in the
hiding in shadows, he observed the devotion and faith community to escape, which they did. However, Moses
of these desert monks and was overcome with a desire chose to remain behind as the hordes descended on
to learn more about their faith. Almost overnight, Moses him, stating that, as he had lived his previous life by the
gave up his life of crime, was baptized a christian, and sword, that it was a fitting end that he should die by the
joined that very monastery as a monk. sword. Moses was killed as the first rays of dawn broke
Moses had some trouble fitting in with the other monks over the horizon on July 1, 405 CE.

Moses the Thief


Medium Humanoid, Chaotic Good
Armor Class: 16 (leather armor)
Hit Points: 77 (14d8 + 14)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 13 (+1) 10 (+0) 15 (+2) 9 (-1)

Saving Throws: Dex +10, Int +5


Skills: Acrobatics +10, Sleight of Hand +10, Stealth +10
Senses: passive perception 12
Languages: Common, Greek, Latin, Thieves’ Cant
Challenge: 9 (5,000 XP) Proficiency: +5
Features
Cunning Action: Moses can use a bonus action to take the
Dash, Disengage, or Hide action.
Evasion: If Moses is subjected to an effect that allows him to
make a Dexterity saving throw to take half damage, he instead
takes no damage if he succeeds and half damage if he fails.
Sneak Attack (1/Turn): Moses deals an extra 25 (7d6)
damage when he hits a target with a weapon attack and has
advantage on the attack roll.

Actions
Multiattack: Moses makes three attacks with his dagger.
Dagger: Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 8 (1d4 + 5) piercing damage.

Bonus Actions
Quick Fingers: Moses targets one creature within 5 feet
of him that he can see and makes a Sleight of Hand check,
where the DC = 1 + the target’s Passive Perception score. On
a success, Moses steals any object weighing 1 pound or less,
without the target noticing the theft.

Reactions
Uncanny Dodge: Moses halves the damage that he takes
from an attack that hits him. He must be able to see his
attacker to do this.

242
While his faith was strong, Peter was also prone to
Prerequisite fall back into his old habits, and struggled more than
Peter is not available to be recruited until he has been named most of the other disciples to accept Jesus’s teachings
“Keeper of Keys” in Chapter 3. of patience and compassion. It may have taken him
longer to get there in the end, but Peter’s courage under
pressure and perseverance in the face of the adversity of
Peter, Keeper of Keys persecution from the Roman empire led him to become
Peter was a simple fisherman in the port city of one of the greatest early leaders of the Christian church.
Capernaum for most of his life. He was not well educated, “I will give you the keys of the Kingdom.
was known to use vulgar language, and was quick to whatever you bind on Earth will be bound in Heaven,
start fights in the local taverns. It must have been quite a whatever you loose on Earth with be loosed in Heaven.”
surprise for the members of his community when Jesus -Matthew 16:19
called him to be a disciple. Peter left everything and
followed Jesus that day. Peter as an Elder. Despite having been martyred for his
faith, Peter still feels guilt for his three denials of Jesus.
He feels that staying behind as an Elder is a small form of
Peter, Keeper of Keys repentance for his lapse in faith.
Medium Humanoid, Chaotic Good
Armor Class: 16 (unarmored defense)
Hit Points: 173 (15d12+75)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 20 (+5) 8 (-1) 12 (+1) 9 (-1)

Saving Throws: Str +9, Dex +6, Con +10


Skills: Athletics +9, Nature +4, Religion +4, Survival +6
Damage Resistances: bludgeoning, slashing
Senses: passive perception 11
Languages: Common, Hebrew
Challenge: 10 (5,900 XP) Proficiency: +5
Features
Evangelist: Peter has advantage on Persuasion checks when
sharing his faith with other creatures.
Innate Spellcasting: Peter can innately cast the following
spells, requiring no material components.
1/Day Each: greater restoration, power word kill, raise dead
Magic Weapons: Peter’s weapon attacks count as magical,
and deal one extra die of their damage type.
Reckless: At the start of his turn, Peter can give himself
advantage on all attack rolls for that turn, but attack rolls
against him have advantage until the start of his next turn.
Tavern Brawler: Peter’s life in the rough-and-tumble port
city of Capernaum grant him proficiency with improvised
weapons and improve the damage of his unarmed strikes
(included in his attack).

Actions
Multiattack: Peter makes three attacks with his fist.
Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
Keys of the Kingdom: As an action, Peter touches an object
(such as a lock or door) that is locked or closed, and begins
concentrating on it (as though concentrating on a spell). If
Peter maintains concentration until the start of his next turn,
a spectral key appears in his hand, and the object becomes
unlocked or opened. This ability can unlock or open anything
that can be unlocked or opened by the casting of a wish spell,
and dispels any spells or magical effects keeping the object
locked or closed.

243
Rodney “Beautiful Feet” Watts
Rodney was a 16 th Century English artist who traveled around
Europe. When entering a village, he drew small portraits of
those interested, and with their permission, used the walls of
their homes to paint murals of fantasy stories filled with Gospel
allegory, singing them as ballads while he painted. Legends
spread that his performances seemed almost magical, but
he insisted that the true magic is in the love of Christ. While
traveling, he rescued a child who had wandered too close to a
badger’s den, but his left leg was wounded in the process and
was amputated as infection spread. After acquiring a prosthetic
leg, he continued, using the leg as a canvas, and keeping worn
out or damaged ones, each painted or carved with a different
story, which inspired his nickname, Beautiful Feet. While visiting
each village, he served however needed, whether repairing
storm damage, harvesting crops, or defending against bandits.
He continued this ministry until, at age 50, he came to a village
afflicted with the plague. He saw people who needed hope like
no others and entered, spreading hope and joy through art and
service until the disease finished the workmanship that was his
life.
Roleplaying Rodney. Rodney enjoys communicating hope and
value, emphasizing that our value comes from Christ regardless
of our abilities. He considers his prostheses a blessing and
emphasizes that we get to be the hands and feet of Jesus no
matter our body shape. He turns every situation into a parable of
hope and love and weaves stories or ballads even in the heat of
combat. He sometimes polymorphs himself, partly for combat
effectiveness, but mostly for the allegory he tells afterward.
When Rodney polymorphs himself, the new form has an
analogous prosthetic limb that reflects the beast’s nature and
appearance.

Song of Rest. All allies that spend hit dice to regain hit points
Rodney Watts during a Short Rest rest gain an additional 10 hit points.
Medium Humanoid, Lawful Good
Spellcasting: Rodney’s spellcasting modifier is Charisma
Armor Class: 18 (Mage Armor) (DC 18, +10 to hit) and can innately cast the following spells,
Hit Points: 104 (16d8 + 32) requiring no material components:
Speed: 30 ft. 3/Day Each: greater invisibility, polymorph, sleep
2/Day Each: beacon of hope, greater restoration
STR DEX CON INT WIS CHA 1/Day Each: chain lightning, heal, power word stun
9 (-1) 17 (+3) 15 (+2) 11 (+0) 14 (+2) 20 (+5) Actions
Sword Cane: Melee Weapon Attack: +10 to hit, reach 5 ft., one
Saving Throws: Dex +8, Cha +10 target. Hit: 9 (1d8 + 5) piercing damage.
Skills: History +10, Insight +12, Performance +15
Senses: passive perception 12 Beautiful Feet (1/Day): Colorful light emanates from Rodney’s
Languages: Common, English, French, German prosthetic. Each creature in a 60-foot cone that can see him
Challenge: 9 (5,000 XP) Proficiency: +5 must succeed on a DC 15 Wisdom saving throw or be stunned
until the end of its next turn.
Features
Swift Kick (1/Day): Rodney’s leg transforms into light and
Bardic Inspiration (5/Day): As a bonus action, Rodney gives streaks toward a target he can see within 120 feet. The target
an ally a Bardic Inspiration die, a d10. must make a DC 15 Dexterity saving throw, taking 36 (8d8)
Missing Left Leg: Without a prosthetic leg or mobility device, radiant damage on a failed save, or half on a success. The leg
he must succeed on a DC 12 Dexterity saving throw or fall prone returns the following day at dawn.
after a Dash action and has disadvantage on Dexterity checks Reactions
to balance.
Kickback: If he is hit by an attack that deals necrotic damage,
Special Equipment: Rodney is equipped with a set of three Rodney can use his reaction to reduce the damage taken by
prosthetic legs, each imbued with magical properties, and a 14 (4d6). The enemy that made the attack takes an amount of
+2 rapier, which functions as a cane when he is not wearing a radiant damage equal to this reduction.
functional prosthetic.

244
Disability in the Afterlife
In 1 Corinthians 15:42-49, Paul briefly ponders what bodies
Rodriguez
will look like when we awaken in the spiritual realm, saying Rodriguez always dreamed of growing up to be a
“there are heavenly bodies and earthly bodies, but the glory of pilot, and when she was old enough, she enlisted in the
the heavenly is one thing, and that of the earthly is another.” military, becoming a combat pilot. During a training
Basically, no one knows what our bodies will look like in the mission early in her career, an accident left her paralyzed
world to come, but it is reasonable to assume they will be an
from the waist down. This injury led to a dark period in her
“idealized version of ourselves,” whatever that means to the
individual. For many people, this likely means an end to their
life as she reevaluated everything she had once believed
physical and mental disabilities. in. However, these years of reflection also led her to a
However, our minds and bodies have a way of shaping our renewed appreciation of her faith. Rodriguez went on
identity - our sense of who we are. For example, one person to use her talents as a pilot to support various charity
may feel that their reliance on a prosthetic is a hindrance, organizations. Her new aircraft (which was modified to
another person may feel that their prosthetic is an extension allow her wheelchair to integrate with the cockpit) went
of their own body, and an integral part of their physical identity. on to save many lives by delivering medical supplies to
As a result, the diversity of human bodies in the afterlife is hospitals in remote locations, and evacuating victims of
likely to be diverse as it is in the Physical Realm, with some
natural disasters from danger zones.
people choosing to be freed from aspects of their physical
form that they did not like, and others choosing to embrace
Rodriguez as an Elder. In keeping with the re-imagined
their disability as an eternal part of who they are. This is why mission for her life, Rodriguez has desired to remain
some people (like Rodney or Rodriguez) may appear in this behind as an Elder to serve as a pilot for, as she imagines
adventure with a disability, even though they have already it, the “final air evacuation.” Rodriguez’s specialized
entered the afterlife. aircraft, which she always considered an extension of her
body, is also along for the ride.

Rodriguez
Medium Humanoid, Lawful Good
Armor Class: 9
Hit Points: 72 (16d8)
Speed: 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 9 (-1) 10 (+0) 16 (+3) 16 (+3) 12 (+1)

Saving Throws: Dex +4, Int +8, Wis +8


Skills: Medicine +8, Perception +8, Survival +8
Senses: passive perception 13
Languages: Common, English, Spanish
Challenge: 9 (5,000 XP) Proficiency: +5
Features
Special Equipment: Rodriguez is always accompanied by a
specially modified aircraft (Rotorcraft stats). She can pilot
this aircraft as normal by docking her wheelchair with the
cockpit; however, she can also pilot the aircraft remotely
using the controls on her wheelchair and a specialized display
on her glasses.
Tech Specialist: Rodriguez has expertise in vehicles and
modern technology. She gains a +13 bonus to any checks that
involve vehicles or manipulating technology systems.
Wheelchair: Rodriguez uses a specially designed wheelchair
for mobility, which has the following features:
• She has advantage on saving throws made against
effects that would knock her prone.
• Moving in difficult terrain costs her 2 extra feet of
movement speed (moving 1 foot costs 4 feet of speed).
Actions
Air Strike (4/Day): Rodriguez signals her aircraft to launch
a missile at a point she can see within 240 feet, where the
projectile explodes in a 40-foot-sphere. Each creature in this
area must make a DC 20 Dexterity saving throw, taking 27
(6d8) piercing damage plus 18 (5d6) fire damage on a failed
saving throw, or half as much on a success.

245
Conquest (Unlegendary) War (Unlegendary)
Large Enigma, Lawful Neutral Large Enigma, Chaotic Neutral
Armor Class: 18 (natural armor) Armor Class: 20 (natural armor)
Hit Points: 110 (13d10 + 52) Hit Points: 276 (19d12 + 152)
Speed: 30 ft., swim 30 ft. Speed: 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 26 (+8) 27 (+8) 20 (+5) 25 (+7) 21 (+5) 27 (+8) 15 (+2) 27 (+8) 16 (+3) 25 (+7) 21 (+5)

Saving Throws: Int +12, Wis +14, Cha +12 Saving Throws: Str +15, Con +15, Cha +12
Skills: Perception +14 Skills: Perception +14
Damage Resistances: bludgeoning, piercing, and slashing from Damage Resistances: bludgeoning, piercing, and slashing
nonmagical attacks
from nonmagical attacks
Damage Immunities: force
Condition Immunities: charmed, exhaustion, frightened, poisoned. Damage Immunities: thunder
Senses: truesight 120 ft., passive perception 24 Condition Immunities: charmed, exhaustion, frightened,
Languages: all languages, telepathy 120 ft. poisoned.
Challenge: 18 (20,000 XP) Proficiency: +7 Senses: truesight 120 ft., passive perception 24
Features Languages: the languages of any creature that has ever been
killed within 100 feet of where the Horseman is standing.
Aura of Conquest: An aura extends from the Horseman for 60 feet in
Challenge: 19 (22,000 XP) Proficiency: +7
all directions. Creatures of the Horseman’s choice within this area are
unaffected by difficult terrain and can move across any liquid surface
as if it were solid ground.
Features
Aura of War: An aura extends from the Horseman for 60 feet
Innate Spellcasting: The Horseman can innately cast one of
the following spells, requiring no material components and using in all directions. All creatures on the Material Plane within
Charisma as the spellcasting ability (DC 20, +12 to hit). this area become irrationally aggressive and prone to acts of
At Will: Bane, Conjure Volley, Wall of Fire brutal violence.
Mounted Rider: The rider and its horse are treated as one creature, Aggressive: As a bonus action, the Horseman can move up to
and the rider cannot be dismounted against its will. If the horseman its speed toward an enemy it can see or hear.
chooses to dismount, both the rider and horse continue to share hit
points, stats, and a telepathic link. Blood Frenzy: The Horseman has advantage on melee attack
rolls against a creature that does not have all its hit points.
Arrow of Conquest: The Horseman’s weapon attacks are magical.
The Horseman’s arrow is attached to a length of magical golden Innate Spellcasting: The Horseman can innately cast one of
thread. After each attack, the arrow is magically retracted, returning the following spells, requiring no material components and
to the Bow of Conquest. The thread cannot be severed, but a creature using Charisma as the spellcasting ability (DC 20, +12 to hit).
hit by the arrow may attempt to restrain the arrow by using its reaction At Will: Confusion, Destructive Wave
to make a DC 24 Strength check. On a success, the Horseman cannot
take any more attacks on this turn. This check must be repeated each Mounted Rider: The rider and its horse are treated as one
time the Horseman makes an attack. creature, and the rider cannot be dismounted against its
Actions will. If the horseman chooses to dismount, both the rider and
horse continue to share hit points, stats, and a telepathic link.
Multiattack: The Horseman makes four attacks with its Bow
of Conquest. Sword of War: The Horseman’s weapon attacks are magical.
Bow of Conquest: Ranged Weapon Attack: +15 to hit, range Violent Regeneration: If the Horseman deals damage to
150/600 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus at least one creature with a melee attack during its turn, it
11 (2d10) force damage, and the Horseman may choose one regains 20 hit points at the end of that turn.
extra effect from the list below.
Actions
Blinding Strike. The target takes an extra 7 (2d6) radiant damage,
and must succeed on a DC 20 Constitution saving throw or be Multiattack: The Horseman makes two attacks with its
Blinded until the end of its next turn. Sword of War.
Branding Strike. The target becomes visible if it is invisible, and Sword of War: Melee Weapon Attack: +15 to hit, reach 10 ft.,
the next attack against it has advantage. one target. Hit: 17 (2d8 + 8) slashing damage plus 11 (2d10)
Commanding Strike. The Horseman calls out to an ally, who may thunder damage.
use its reaction to make one weapon attack. Hooves: Melee Weapon Attack: +15 to hit, reach 10 ft., one
Piercing Strike. A creature within 5 feet of the target must target. Hit: 15 (2d6 + 8) bludgeoning damage.
succeed on a DC 24 Dexterity saving throw or take the same
damage as the target.
Reckless Trample: The Horseman rears back on its hind legs
and makes a powerful stomp with its hooves. Each creature
Slaying Strike. The target must make a DC 24 Constitution saving within 30 feet of the Horseman must succeed on a DC 23
throw, taking 14 (4d6) force damage on a failed save or half as
Strength saving throw or take (8d6) thunder damage and be
much on a success.
knocked prone. On a successful save a creature takes half as
Vortex Strike. The target must succeed on a DC 20 Charisma much damage and is not knocked prone. This attack leaves
saving throw or be magically teleported to an unoccupied space the Horseman off balance and vulnerable. All attacks against
of the Horseman’s choice within 20 feet of where it started.
it may be made with advantage until the start of its next turn.

246
Famine (Unlegendary) Death (Unlegendary)
Large Enigma, Neutral Large Enigma, Lawful Neutral
Armor Class: 14 (natural armor) Armor Class: 19 (natural armor)
Hit Points: 238 (19d8 + 152) Hit Points: 275 (22d8 + 176)
Speed: 60 ft. Speed: 60 ft., Fly 90 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 11 (+1) 27 (+8) 20 (+5) 25 (+7) 28 (+9) 20 (+5) 14 (+2) 27 (+8) 20 (+5) 26 (+8) 28 (+9)

Saving Throws: Con +15, Wis +12, Cha +16 Saving Throws: Con +16, Wis +16, Cha +17
Skills: Insight +14, Nature +12, Survival +14 Skills: Insight +16, Medicine +24, Religion +21,
Damage Resistances: bludgeoning, piercing, and slashing Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical attacks from nonmagical attacks
Damage Immunities: psychic Damage Immunities: necrotic
Condition Immunities: charmed, exhaustion, frightened, Condition Immunities: charmed, exhaustion, frightened,
poisoned. poisoned.
Senses: truesight 120 ft., passive perception 24 Senses: truesight 120 ft., passive perception 20
Languages: the languages of the creature that possesses the Languages: Understands all languages but rarely speaks.
most material wealth within 120 feet. Challenge: 20 (25,000 XP) Proficiency: +8
Challenge: 19 (22,000 XP) Proficiency: +7
Features
Features Aura of Death: An aura extends from the Horseman for 240
Aura of Famine: An aura extends from the Horseman for 240 feet in all directions. Any Undead creatures of the Horseman’s
feet in all directions. All plants in this area with fewer than 10 choice in this area with a Challenge Rating of 2 or lower
hit points are instantly killed. All remaining plants have their are instantly destroyed. All other Undead in this area have
hit point maximum halved. disadvantage on attack rolls and saving throws.
Limited Magical Immunity: Unless it wishes to be affected, Inevitable Reaper: The Horseman has advantage on attack
the Horseman is immune to spells of 3rd level or lower. It rolls against Undead, and deals double damage to Undead
has advantage on saving throws against all other spells and creatures.
magical effects.
Innate Spellcasting: The Horseman can innately cast one of
Mounted Rider: The rider and its horse are treated as one the following spells, requiring no material components and
creature, and the rider cannot be dismounted against its using Charisma as the spellcasting ability (DC 25, +17 to hit).
will. If the horseman chooses to dismount, both the rider and At will: chill touch (4d8), speak with dead
horse continue to share hit points, stats, and a telepathic link. 3/day each: circle of death, finger of death
Relentless: If the Horseman takes 20 damage or less that 1/day each: power word kill, resurrection
would reduced it to 0 hit points, it is reduced to 1 hit point Necrotic Preeminence: The Horseman’s weapon attacks are
instead. magical. Moreover, all of the Horseman’s spells and weapon
Scales of Famine: The Scales of Famine allow the Horseman attacks ignore any resistance or immunity to necrotic damage
to cast more spells than its spell slots would normally allow that the target may have.
(included in its Spellcasting ability below) Mounted Rider: The rider and its horse are treated as one
creature, and the rider cannot be dismounted against its
Actions will. If the horseman chooses to dismount, both the rider and
Spellcasting: The Horseman is a 20th-level spellcaster. Its horse continue to share hit points, stats, and a telepathic link.
spellcasting ability is Charisma (+15 to hit, DC 23), and it has
the following spells prepared. Actions
Multiattack: The Horseman makes two attacks with its
At will: poison spray, resistance, thorn whip
Scythe of Death.
1st level (4 slots): fog cloud, ray of sickness, shield
Scythe of Death: Melee Weapon Attack: +17 to hit, reach 10 ft.,
2nd level (4 slots): blindness/deafness one target. Hit: 31 (4d12 + 5) necrotic damage.
3rd level (4 slots): counterspell, dispel magic, fear* Unerring Bolt: Ranged Spell Attack: automatically hits a
4th level (4 slots): blight, dimension door creature Death can see within 120 feet. Hit: 42 (4d20) necrotic
damage
5th level (4 slots): contagion, insect plague*
Summon Minions (1/Day): The Horseman conjures 24
6th level (3 slots): disintegrate, harm, wall of thorns* spectral skeletons which rise from the ground in unoccupied
7th level (2 slots): fire storm, teleport spaces within 120 feet. These minions use the Skeleton stat
block, except their creature type is Celestial, rather than
8th level (2 slots): control weather*, mind blank
Undead. The spectral skeletons are hostile to the Horseman’s
9th level (1 slot): foresight enemies, and remain until they are destroyed or until the
*This spell requires concentration Horseman dismisses them with a bonus action.

247
The Story Tracker
Player Character #1 Player Character #2 Player Character #3
Name: Name: Name:
Eternal Traits: Eternal Traits: Eternal Traits:

Death Scene Notes: Death Scene Notes: Death Scene Notes:

Greatest Fears: Greatest Fears: Greatest Fears:

Boon: Boon: Boon:

Curse: Curse: Curse:

Note: Note: Note:

Note: Note: Note:

Player Character #4 Player Character #5 Player Character #6


Name: Name: Name:
Eternal Traits: Eternal Traits: Eternal Traits:

Death Scene Notes: Death Scene Notes: Death Scene Notes:

Greatest Fears: Greatest Fears: Greatest Fears:

Boon: Boon: Boon:

Curse: Curse: Curse:

Note: Note: Note:

Note: Note: Note:


Box 1 Box 2
Protecting the Girl in the Church Status of Major NPCs (check box if eliminated)
Success Failure Ashmedai Wormwood Abaddon The Shamir Gethsemani
The Girl’s Identity: DJ Murmur Madam Rahovart
Notes on NPCs:

Box 3
Dismantling the Taskforce
Database Deleted? Box 4
(-5 penalty to Wisdom checks and saves)
PREACHING TO THE MASSES:
Information gathered: 1 2 3 4 5 6 7
THE WITNESSES
THE ANTICHRIST

Disinformation sown:
Box 5 Box 6
Who has “The Lion, the Witch, Who has the
and the Wardrobe?” Talisman of the First Earth?

Box 7 Box 8
DEATH IS WAITING... Wormwood’s Prison Break:
Days Wasted: Cells Opened:

Box 9
FLASHBACK NOTES
PLAYER #1 PLAYER #2 PLAYER #3 PLAYER #4 PLAYER #5 PLAYER #6
OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the
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the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
4. Grant and Consideration: In consideration for agreeing
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
to use this License, the Contributors grant You a perpetual,
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
worldwide, royalty-free, nonexclusive license with the exact
based on original material by E. Gary Gygax and Dave Arneson.
terms of this License to Use, the Open Game Content.
The Adventure’s Guide to the Bible Copyright 2022, Red Panda
5.Representation of Authority to Contribute: If You are
Publishing; Author: Ben Maerzke.
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/ Azrael’s Guide to the Apocalypse Copyright 2023, Red Panda
or You have sufficient rights to grant the rights conveyed by this Publishing; Author: Ben Maerzke.
License.
Bolster your Ranks
The Heroes of the Heavenly Host expansion
includes NPC cards and extended roleplay
information for all Elders, and expands
the selection of Elders from the 14
included in this book to a total of 48! Give
your players the best chance of surviving
the apocalypse with this expanded list
of NPCs. Cards are organized for quick
reference at the table, and can be easily
handed out to players to make preparation
easier for the GM. Heroes of the Heavenly
Host is available as both a physical card
deck and digital booklet.

www.RedPandaPublish.com
251
Want More Like This?
The Adventurer’s Guide to the Bible is a full campaign setting
for Fifth Edition that includes dozens of new subclasses,
spells, and feats for player characters and a horde of new
monsters, lairs, and encounters for the GM. All maps, magic
items, and monsters are inspired by the Bible and based on
historical records from the first century. The result is an
adventure that is incredibly immersive and rooted in real
history, while still being easy to run for the GM.

www.RedPandaPublish.com

252

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