Cult of the Sun Lion oneshot
Marketplace Banditry
When the characters visit the local bazaar to do some shopping, they are unexpectedly thrust into drama as cultists attempt to abduct an elderly halfling and her family. Here's how the encounter plays out:- The shopping trip starts uneventfully, with the party gaining access to a limited number of cheap single-use magic items. Suddenly chaos erupts as the marketplace is attacked. Identical twin cultists drag away the grandmother, while their fellows try to capture the halfling children to serve as leverage.
- If the characters attempt to intervene, one of the cultists sets a fire to delay them, while the other produces an ebony fly figurine of wondrous power and flies away with her.
- The cultists will fight to the death unless special efforts are made to subdue them, or they achieve their goal and slip away.
- The twin riding the ebony fly will most likely escape, fleeing before the characters have time to intervene. If the fly or the cultist riding it are shot down, he should be able to steal a camel and make his escape with his captive before the characters can reach him.
- The elderly woman will be taken to the cult enclave, a day's travel from the city, where the cult will extract information she bears about the location of a powerful magic item they have been seeking. It's up to the adventurers to rescue her before that happens.
M1. Arrival Point
When the characters decide to go shopping, they visit a smaller bazaar in town. Read:M2. Nashwa's Tokens
- Death Ward token (10hp false life, requires an action to trigger): 25gp
- Featherfall token (when worn against the skin, automatically triggers featherfall when the wearer falls more than 15 feet): 25gp
- Sustenance token (the bearer does not require food for a week after triggering): 50gp
- Trackless Step token (pass without trace for one day after triggering): 50gp
M3. Halfling Abduction
M4. Fiery Retreat
M5. Archer Overlook
Two cultist archers (use bandit stat blocks) are located on the flat roof of a building to the southwest, using their light crossbows to provide ranged support to their brethren. They have line of sight to area M4 and most of area M3, with only areas directly in front of the intervening awnings providing half cover. If attacked directly they will fight to the death; if their brethren or both the twins are defeated, they will slip away to carry a message to the cult.Battle's Aftermath
The twin likely escaped with their captive, the halfling grandmother Apsia Fairkettle. If the characters succeeded in shooting down the giant fly but did not immediately capture the twin riding it, they arrive on the scene to discover the locals abuzz with the news that the fly transformed into a figurine which he picked up, before stealing a camel and riding out of the city gate before anyone could stop him. The four halfling children are Kallie (the eldest and the only girl), Jabby, Greeby, and Frood (the extremely adventurous youngest, who carries his safety towel everywhere). If the characters saved the grandchildren from abduction, they can learn the following information:- Apsia is a retired adventurer, looking after the children while their parents are away on a trading expedition.
- Members of the cult had visited the family at home, asking Apsia questions and wanting her to give them something.
- Apsia grew extremely angry and shouted at them before throwing them out of the house. She pulled out a map and spent quite some time staring at it, before destroying it.
- The Cult of the Sun Lion are based somewhere around a day's ride to the north-east. They have been attacking caravans in the area, but patrols have been unable to locate their encampment.
- The cult is little more than a group of bandits, but they claim their leader, known as the Shining Man, is able to summon a glowing sun-lion, a lion-like creature with the torso of a muscular man where its head would be, akin to a centaur.
- The cult are rumoured to have been searching for something, but nobody knows what.
Hunting the Cult
The cult enclave is a day’s travel away from the town, and the townspeople can give the characters a direction. If they have captured the bracelet of ebony fly location it will give an accurate direction and approximate distance. The characters can choose to attack at night after travelling all day, or camp partway and attack in the early morning. Depending on the party’s speed of travel and whether they make any attempt at stealth, they may either be ambushed by a group of cultists sent to deal with any pursuit, or evade them. The group consists of five cultists, three cultist archers (use bandit statblocks) and two cult fanatics. The cultists make Perception checks the GM judge appropriate to spot the characters.The Cult Enclave
Attacking the Cult
The Cult of the Sun Lion has six cultists, three cultist archers, two cult fanatics, and surviving white-robed twin(s) scattered in the main 'pavilion' building. The nonhuman figures are illusions. When the characters attack, the twin will take to the air on the ebony fly and drop fireball beads from his necklace of fireballs. After the combat has started, the Shining Man will emerge from the rear temple, having cast mirror image on himself. He makes use of illusions to distract and divert attackers, and will save a spell slot for his invisibility spell. If his allies are killed or close to defeat, he will not hesitate to cast invisibility on himself and flee at full speed.Dark Ravine
If the characters enter the ravine behind the ancient ruins, read:Rescuing Apsia
Having rescued Apsia and destroyed the Cult of the Sun Lion, the party retrieves the following treasure from the lamia's lair:- Two rugs, worth 450gp each, spelled to be permanently clean
- Cubic chest with a pattern of writhing vines, which inspection reveals are snakes. It contains coins and trade bars worth 2,009gp and 1,610sp
- Roll of brilliant turquoise silk, worth 300gp
- A sack containing 4,113 copper pieces
- 10x 50lb bags of salt
- 3x vials of delicately-scented jasmine perfume, worth 15gp apiece
- A cubic foot of sculptural-quality malachite
Appendix A: Magic
Bracelet of ebony fly location
This bracelet allows the wearer to identify the direction of the ebony fly to which it is linked, and the approximate distance. Each of the white-robed twins wears one, so they can find their twin no matter which is using the statuette.Cult of the Sun Lion spellcloth
This loosely-woven undyed cloth bears the insignia of the cult of the Sun Lion: a lion's paw with five claws and a flaming sun in the centre. The symbol does not appear to be dyed or woven into the cloth, but somehow created in the shadow between the threads. It stored a single spell, which has been released.Figurine of Wondrous Power: Ebony Fly
This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again unless 2 days have passed or a special ritual has been carried out, immersing the statuette in the lifeblood of an innocent. This allows the ability to be used again immediately.Appendix B: Creatures
Banded Sand Basilisk CR: 8
STR
20 +5
DEX
16 +3
CON
18 +4
INT
5 -3
WIS
16 +3
CHA
10 +0
Sand Glide. The sand basilisk can burrow through non magical, unworked sand and earth. While doing so, the sand basilisk will only slightly disturb the material it moves through. (DC18 perception) to notice. Sand Flurry. As a distracting manoeuvre the sand basilisk may forgo its attacks in that round and cause a disruptive cloud of sand and dust to rise into the air in a rough sphere 20 foot radius. The cloud of sand totally obscures all vision within the area, and lasts for 1d4 rounds.
Actions
Multiattack. The basilisk makes two melee attacks: one with its spray and one with its bite or two bites. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) 3d6+5 piercing damage plus 10 (3d6) 3d6 poison. The wounds from the sand basilisk's bite often cause lingering stony scars that persist even when healed. Petrifying Venom (Recharge 5-6). The basilisk spits a spray of petrifying venom in a 30 foot long, 5 foot wide line. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature magically begins to turn to sandstone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Suggested Environments
A sand basilisk prefers desert regions with loose sand it can burrow into, and rocks it can camouflage itself and its victims against. Rocky crevasses and ravines on the edges of the desert are particularly favoured.
DMG p 169
Giant Fly
STR
14 +2
DEX
13 +1
CON
13 +1
INT
2 -4
WIS
10 +0
CHA
3 -4
Monster Manual Expanded, p170
The Shining Man CR: 8
STR
18 +4
DEX
14 +2
CON
17 +3
INT
16 +3
WIS
13 +1
CHA
18 +4
The lamia is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, infestation, mage hand, minor illusion, poison spray
1st level (4 slots): chaos bolt, shield, thunderwave
2nd level (3 slots): hold person, invisibility, scorching ray
3rd level (3 slots): catnap, fireball
Sorcery Points. The lamia has 6 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
Quickened Spell: When the lamia casts a spell that has a casting time of 1 action, he can spend 2 sorcery points to reduce the casting time to 1 bonus action.
Subtle Spell: When the lamia casts a spell, it can spend 1 sorcery point to cast the spell without somatic or verbal components.
Magic Resistance. The lamia has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 15). The lamia can innately cast the following spells, without providing material components:
Shapechanger. The lamia can use its action to cast an illusion to change into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Multiattack. The lamia makes two attacks:one with its claws and one with its scimitar or Intoxicating Touch.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 ( 2d10+3 ) slashing damage.
Flaming Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 ( 1d6 ) slashing damage plus 8 ( 2d6 ) fire damage.
Intoxicating Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
Monster Manual Expanded, p162
White-Robed Twin CR: 2
STR
11 +0
DEX
15 +2
CON
12 +1
INT
14 +2
WIS
12 +1
CHA
16 +3
The twin is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): minor illusion, thunderclap, vicious mockery
1st level (4 slots): charm person, dissonant whispers, earth tremor, thunderwave
2nd level (3 slots): blindness/deafness, hold person
3rd level (3 slots): catnap, enemies abound, major image
Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than size, its statistics remain the same. Its equipment isn't transformed, and it reverts to its true form if it dies.
Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Dark Whispers. The jackalwere can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the jackalwere, the target must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the jackalwere on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the jackalwere, the creature can repeat the saving throw. On a success, the effect ends.
Actions
Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) slashing damage.
Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.
Reactions
Vexing Howl (Recharge 4-6). When a creature within 30 feet of the jackalwere (which is visible to the jackalwere and can hear it) makes an attack roll, but before the outcome is determined, the jackalwere can impose disadvantage to the roll. If the attack misses, the creature must succeed on a DC 13 Charisma saving throw or take 13 ( 3d8 ) psychic damage and is knocked prone.
Well-put together!
PANGORIO
andHYPNOSIUM
Thanks! I'm rather pleased with the result, after the great folks over on Discord gave some very helpful BBCode suggestions. :)
Visit the Sundered Lands for RPG worldbuilding, adventures, and other content.