The Cultist Shrine
SocialCombatArea O3 — The Cultist Shrine
The smell of candle wax hangs heavy in the cavern. A rough altar has been built from old burial stones, and faded murals cover the surrounding walls. Someone has painted over the original carvings with scenes of pale figures stepping calmly from their own bodies while unseen hands reach up to welcome them. Around the altar, two dozen villagers kneel in silence. Most look frightened rather than devoted.
Standing before them is Brother Alms (NE male human cult leader 4), a gaunt man in worn Pharasmin vestments. The spiral on his stole has been carefully cut away, leaving only the outline where it once was. His voice is gentle, almost comforting, as he speaks.
"They told us suffering has meaning. They told us the dead are judged fairly. I buried my wife. Then my daughters. Then I buried people who had done no wrong at all. If this is justice, perhaps justice deserves to end."
Brother Alms does not see himself as a murderer or a prophet. He believes he has finally found an answer to a question Pharasma refused to answer. The people gathered here follow him because grief has left them willing to believe almost anything that promises peace.
The encounter does not have to begin with violence. Alms listens to anyone willing to speak honestly, though he dismisses empty threats or sermons. The heroes can attempt to break his conviction through several avenues:
- Exposing the Veilbreaker (DC 22 Religion check): Showing him evidence that the Veilbreaker destroys souls rather than releasing them is the strongest argument the party can make. Reduce this to DC 20 if the heroes present physical proof gathered in Thornwick.
- Revealing the Soul-Hunger (DC 24 Diplomacy check): Convincing him that the missing villagers have become food for the creature below requires tangible evidence and careful debate.
- Defending Pharasma's Justice (DC 26 Religion check): Appealing strictly to divine law or Pharasmin doctrine is possible, but it is the hardest path to reach his hardened heart.
If talks collapse, Brother Alms reluctantly orders his followers to defend the shrine. He fights using 3rd-rank harm spells and a +1 striking scythe, while six cultists rush to protect him. If reduced below 20 Hit Points, he abandons the shrine rather than die for it. Should the heroes capture him—or simply break the certainty that has sustained him—he reveals what he knows of the third veil-tear beneath the Threshold of Souls.
Area O3 Tactics: The Flock (Severe 4 Encounter)
Fighting Brother Alms (Level 5) alongside six Cultist Guards (Level 2) represents a Severe 4 encounter (160 XP). To keep combat dynamic and prevent overcrowding the grid, run the guards in two tactical waves:
- Initial Deployment (Round 1): Brother Alms stands near the altar while 3 Cultist Guards form a defensive screen directly in front of him. These initial guards use their Fanatical Interposition reaction to body-block the first melee strikes or ranged shots aimed at Alms.
- Reinforcements (Round 2): At the start of the second round, the remaining 3 Cultist Guards rush in from the southern mural passage, drawn by the commotion. They enter initiative immediately and target the party's backline with Alchemist's Fire to pressure spellcasters and ranged combatants.
- Brother Alms's Priorities: Alms opens by casting fear or darkness to disrupt the party's formation. He conserves his 3rd-rank harm spells for his Cleric Divine Font, using them to burst-heal his guards or punish clustered adventurers.
- Morale & Surrender: The cultists' resolve is entirely tied to Alms. If Brother Alms flees (upon reaching 20 HP) or is rendered unconscious/killed, all remaining guards immediately drop their weapons and surrender, overcome by grief and fear.
BROTHER ALMS CREATURE 5
[UNIQUE] [MEDIUM] [HUMAN] [HUMANOID]
Grief-stricken former Pharasmin priest leading the Veilbreaker's Flock.
Perception +14
Languages Common, Requian
Skills Religion +15, Diplomacy +13, Deception +11, Medicine +13
Str +3, Dex +1, Con +2, Int +0, Wis +4, Cha +2
AC 21; Fort +11, Ref +10, Will +15
HP 72
Speed 25 feet
Melee ◆ Scythe +14 (trip, two-handed d10), Damage 1d10+5 slashing plus 1d6 void.
Divine Prepared Spells DC 22, attack +14; 3rd harm (×3), bind undead; 2nd darkness, dispel magic, silence; 1st fear, sanctuary, sure strike; Cantrips (3rd) daze, divine lance, guidance, read aura, shield
Cleric Divine Font ◆◆ (divine, void) Range 30 feet.
Alms casts a 3rd-rank harm spell to either target one living creature or emit a 30-foot emanation that targets all living and undead creatures. Deals 3d8 void damage (DC 22 Fortitude save).
Desperate Retreat
When reduced below 20 Hit Points, Brother Alms' conviction wavers. He abandons the shrine, fleeing toward the lower warrens rather than fighting to the death.
CULTIST GUARD CREATURE 2
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A desperate villager driven by grief, wielding improvised weapons to protect the shrine.
Perception +7
Languages Common
Skills Athletics +8, Intimidation +6, Stealth +7
Str +3, Dex +2, Con +2, Int -1, Wis +1, Cha +0
AC 18 (padded armor); Fort +8, Ref +8, Will +5
HP 30
Speed 25 feet
Melee ◆ Rusty Sickle +9 (agile, trip), Damage 1d6+3 slashing.
Ranged ◆ Alchemist's Fire (Lesser) +8 (alchemical, bomb, consumable, fire, infused, range increment 20 feet), Damage 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Fanatical Interposition ▯ (reaction)
Trigger: An enemy targets Brother Alms with a melee or ranged attack while the Cultist Guard is adjacent to Brother Alms.
Effect: The Cultist Guard swaps places with Brother Alms, becoming the target of the attack instead.
Moderate treasure hoard
- +1 striking scythe (Brother Alms' weapon)
- Potion of healing (moderate) ×3
- Religious paraphernalia (30 gp in silver candlesticks and censers)
- The Veilbreaker's Missive — A letter revealing the third tear's location: "The Threshold of Souls awaits. Plant the final seed where the crusaders fell highest."
- 85 gp in donations from desperate villagers