A Test of Faith
A Test of Faith
A Test of Faith
Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact.
Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers
have been charged with returning Marek, preferably alive, and the artifact to the Knights of the
Eternal Order so he can face trial for his crimes
THIS ADVENTURE CONTAINS DANGEROUS CULTISTS AND CUNNING FAY CREATURES. THE AUTHOR IS
NOT RESPONSIBLE FOR MISSING LIMBS OR SHRUNKEN HEADS.
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INTRODUCTION
“Faith does not eliminate questions. But faith knows
where to take them.”
—Elisabeth Elliot
EDMUND LYONS
Edmund Lyons is the lord commander of the Knights of the Eternal
Order. Edmund is a hearty man with a rounded nose and a thick
ABOUT THE ADVENTURE white mustache. He has tired, but warm eyes and a kind, welcoming
air about him. He is also in his 70’s and has known Marek almost his
A Test of Faith is an adventure designed around the idea that there entire life.
is sometimes more to a story than outwardly apparent.
Edmund sought out the party in hopes of keeping the loss of the
Marek the Stalwart has taken the Eye of Vecna after being contacted artifact as quiet as possible. Although he doubts Marek’s allegations
by Kelemvor, his deity. He has slain several paladins of the Knights of of danger from within, he has called in an outside party in the off
the Eternal order, subdued several of the guards and fled the order’s chance that his friend is not merely suffering a bout of madness. He
stronghold. loves Marek, and hopes to have him returned so that his madness
can be treated and this matter can be settled.
The party is charged with returning Marek to the stronghold to face
judgement for his crimes. Edmund Lyons, the lord commander of the
order, prefers that Marek be returned alive. More importantly the EWAN HARPER
Eye of Vecna must be returned, even if it means the death of Marek
the Stalwart. Ewan is second in command of the order. He is in his late 40’s,
slightly balding and has an intimidating and somber presence. Ewan
has a reputation, he is known to unleash swift, decisive judgement
CHARACTERS OF NOTE on those he deems guilty. He is known to be the most powerful of
his order and many members speak of his ferocity and power on the
battlefield. Few wish to cross him, and those who do seldom live to
MAREK THE STALWART tell the tale.
Marek is a human paladin of the Knights of the Eternal Order. He has
Ewan was corrupted by Vecna when coming into contact with a very
devoted himself, and his life to the service of Kelemvor. Many of the
powerful magical text he found in Sylverymoon many years
Knights of the order consider Marek to be one of the most pious
previous. He has spread the taint of Vecna slowly through the order
members of the order and revere the old man. Even in his mid-70’s
in an attempt to liberate the Eye.
he is still one of the strongest and most adept warriors, slower than
he used to be, but still a powerful threat on the battlefield.
Kelemvor
Kelemvor Lyonsbane is known as the Lord of the Dead and
Judge of the Damned. Kelemvor urges that death is natural, and
part of life, and should not be feared. Because of his reverence
for death as a part of life, he holds the undead in extreme
contempt
EDMUND These necklaces signify members of the cult operating inside the
order. If other members of the order are asked about the vials they
Edmund, upon seeing the party moves to greet them. He tells the either don’t know, or pretend not to know what they are.
party that a very powerful magical item that the order has been
protecting for years has been taken, and they believe on of their
own ahs taken it. He quickly confesses to being a good friend of
THE GUARDS
Marek and seems genuinely perplexed by his friend’s betrayal. He If Questioned the guards give similar accounts of the events. They
says this is even more confusing because Marek is often considered say that Marek entered the chamber, turning to close the door
to be the most pious of all Kelemvor’s followers. behind him. He looked as if he hadn’t slept in days, and began
uttering to the guards some madness about a looming threat and a
He tells the party that Marek had spearheaded an expedition into growing cancer. He then apologized to the guards before lifting a
the nearby city of Sylverymoon to root out what he feared was the scroll and uttering a few words, blanketing the room in a magical
beginning of a cult of Vecna worshipers working out of the docking silence. Drawing his sword he made his way towards the Eye of
district. He claimed to have found evidence of the cult in a small Vecna.
mercantile guild called The Voice of the Silent and had been
planning to eventually lead a small group into the city to root out The two Paladins in the room drew their weapons as he approached,
the infestation in the coming weeks. but were no match for the seasoned knight’s abilities. He cut them
down using a combination of superior swordsmanship and magic.
Discovering the existence of a cult in such close proximity to the Eye
of Vecna, Marek had become increasingly erratic and prone to bouts He then worked to subdue the guards. When they came to, the eye
of madness, claiming to be speaking to Kelemvor directly. was gone, and there was no sign of Marek. It seems he was able to
Considering Marek’s advanced age, Edmund insisted that his friend slip out unnoticed.
be attended by the keep’s cleric. The cleric feared Marek was
suffering from the early stages of dementia. Some of the guards, if pressed will confess to feeling as if Marek had
the opportunity to strike them down, but stayed his hand
Edmund also explains that Marek is more than likely accompanied
by a loyalist group, members of the order who see Marek as some
sort of prophet. He urges you to try and return his friend unharmed. MAREK’S QUARTERS
He says Marek must face trial for his transgressions, but ultimately
If the party decide to visit Marek’s quarters they are led through the
he just wants his friend to be treated for his madness. Most
stronghold by armed guards to a modest and room with a beautiful
importantly though, the Eye of Vecna must be found and returned
view of nearby Silverymoon. It has a small cot and a bookshelf next
to the safety of the order’s stronghold.
to a writing desk covered in blank parchment. The drawers contain
several quills and inkwells.
THE BODIES The bookshelf is filled with several religious texts pertaining to
The first corpse is of a 25-year-old half elven female paladin. Her Kelemvor and how he came to be ascended. Other books tell of
face is strikingly beautiful despite the large slash across it, small alchemical formula and the tennants of the order.
splattering blood into her golden hair and cleaving a part of her
nose. She also has a seared hole in her breastplate, and through her They can also find buried in the desk a journal that chronicles his
chain shirt, exposing badly burned flesh beneath at the stomach. Her investigation and discovery of the vecna cult in Silverymoon. He
longsword lays at her side along with a shield bearing the crest of seems to have come to the conclussion that someone within the
the order. order is working dircetly with the cult. But who?
WHISPERS mercantile, locking the door and making his way to the warehouse
and into the back room.
If the party follows the man into the warehouse and enter the back
room they can see 3 Vecna Cultists and a Vecna Priest. (Stat Blocks
SILVERYMOON in Apendix A.) The cultists immediately attack the party on sight.
Often dubbed "the Gem of the North", Silverymoon resembles the After the battle if the party examines the altar they will discover
lost elven city of Myth Drannor. It has rich culture and is known as a everything mentioned before as well as the following letter.
meeting place for all races that are morally inclined towards good.
Even the occasional drow with good intentions can eventually find Although the time grows near we Must work quietly,
hospitality in the city of Silverymoon. remaining a whisper in the darkness. I have tried to
keep our presence a secret, but we have been seen. It
Silverymoon is also famous for being a home to many notable
will be taken soon, this I promise, and we will see our
wizards, sorcerers and other mages. The shining moon bridge is a
staple of the area and blankets the city in a soft glow every night. dark lord that much closer to his re-awakening. You
must begin the preparations
(More information on Silverymoon can be found on pp. 53-54 in the
Sword Coast Adventurer’s Guide.) -The Heart
ON THE ROAD Marek previously led an expedition into the mountains nearby,
clearing out an undead blight that had plagued the local wildlife.
Ever since then, the Dryad has held Marek in the highest regard.
RANSACKED CAMP
After traveling most of the day off the main road the party find
themselves at a clearing. Almost immediately their nose is assaulted MAREK’S CAMPSITE
with the stench of death. Towards the center of the clearing is a
After the encounter with the Dryad Sloane spends the following day
covered wagon tilted forward on one side. As they make their way
tracking Marek. She scouts ahead and disappears for a couple of
around the side of the wagon they begin to see the corpses of
hours before returning to the party. It is now evening, and Sloane
several orcs litterimg the ground. When they make their way to the
informs you she has found Marek’s camp. She says they only left one
other side of the wagon they see a young human couple. The man is
lookout and 2 more men, and Marek are sleeping in their tents. She
mending the wheel of his cart and the woman is swaddling a small
hadn’t seen any movement in their tents for some time.
cooing baby.
When the party reaches the campsite, it is quiet. It appears that the
If questioned they admit to seeing a man that matches Marek’s
knight left on watch is asleep. (He has been killed by a WRAITH
description. They also explain that had it not been for Marek and his
making its way to Marek’s tent.) Anyone with a PASSIVE
party passing by, they would surely be dead. The Orcs had already
PERCEPTION 15 will see the wraith. If the party notices it and acts
set on their wagon when Marek and his group found them. He had
Sloane will yell to warm her father and tell him to run.
rescued the small child from the clutches of an orc mage who
intended to eat the child. The men cut down the orcs and even Otherwise the wraith enters the tent awakening Marek as he is
stopped to heal the wounds of the family. They also gave them the attacked, taking 30 damage in the fight with the wraith. He manages
last of the previous night’s hunt in case they couldn’t make it all the to dispatch it before the party enters his tent. In the darkness
way back to town that evening. flashes of radiant energy begin to illuminate the tent, awakening the
2 sleeping knights. Either way Sloane will try to warn her father of
They apologized for not being able to escort the family back home,
his impending attack.
but they had to continue their travels.
Marek will try to escape and do his best to run from the party calling
From here Sloane can quickly find the groups tracks but is also
out for Sloane to follow him. If the party does catch him he will
concerned with the safety of the family. If the group attempts to
plead with them and begin to tell his story:
mend the wheel of the cart Sloane will do anything she can to help
before urging the party to press onward. The Knights of the Eternal Order have been corrupted. At least some
of them. Several members have fallen victim to the lies of Vecna and
ONE STONE have become his thralls. I’m not sure how many, but I know the
corruption is deep, and the Eye of Vecna is no longer safe with the
Sloane leads the party into a clearing containing a massive boulder Order. Kelemvar came to me in visions. He showed me the growing
20 feet across and 12 feet high, covered in precisely engraved danger and Vecna’s desire to see the eye taken from the order.
tracery. Carved steps ascend the south side of the boulder to the
top. Upon entering the sanctum Kelemvar revealed to me the faces of the
two betrayers guarding the eye. I cut them down and took the eye
the remains of a smoldering fire alludes to a recently abandoned and I intend to deliver it to Citadel Felbarr until a more suitable
campsite. An INVESTIGATION CHECK DC10 of the camp shows that a location can be found. Please help me deliver the eye, I implore you. I
group of maybe 4 or 5 had been here over night. Several skinned cannot allow Vecna to proceed with this disgusting perversion of my
rabbit carcasses show that they took time to hunt. As the party order. Stand with me, or stand against, but make your choice.
If the party survives the encounter, Marek leads them to the Citadel
where they are greeted by several dwarven soldiers accompanying
Parson Glaive, King of Citadel Felbarr. He quickly leads them inside
the fortress, locking the gates behind them.
Once inside the fortress Marek and Parson begin talking quietly to
one another about the implications of Ewan’s betrayal. They turn
back to the party, Marek produces a small lock box, he excuses
himself and walks away holding the box.
Parson introduces himself and tells the party that if they want to
continue on their way, then they will be paid 10,000 gold for their
trouble. He also tells them they will be fed, provisioned and given a
bed for the night if they wish to leave.
STR DEX CON INT WIS CHA Skills insight +3, perception +3, Persuasion +3
15 (+2) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 6 (-2) Senses darkvision 60 ft., passive perception 13
Languages Common
Senses Passive Perception 10 Challenge 4 (1,100 XP)
Languages Common
Challenge 1 (200 XP) SPELLCASTING
Blind Faith Vecna Cultists have advantage on saving throws The Vecna Priest is a 6th level spellcaster whose spellcasting
causing radiant damage. ability is Charisma (Spell Save 14, +6 to hit with spell attacks).
He prepares the following spells:
ACTIONS Cantrips (at will): fire bolt, message
Multiattack. The Cultist makes 3 attacks.
1st level (4 slots): charm person, mage armor, magic missile
Morningstar. Melee Weapon Attack: +4 to hit one target, Hit: 6
(1d8 + 2) piercing damage plus 6 (1d8+2) bludgeoning 2nd level (3 slots): alter self, hold person, suggestion
damage 3rd level (3 slots): fear, fireball
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one
target, Hit: 3 (1d4 + 1) bludgeoning damage
DRYAD ACTIONS
Medium fey, Neutral Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1 d4) bludgeoning damage.
Armor Class 11 (natural armor) 16 (with barkskin)
Hit Points 60 (8d8 + 8) Club (with shillelagh): Melee Weapon Attack: +6 to hit, reach
Speed 30 ft. 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
Fey Charm: The dryad Targets one humanoid or beast that
10 (0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
she can see within 30 feet of her. If the target can see the
Skills perception +4, stealth +5 dryad, it must succeed on a DC 14 Wisdom saving throw or be
Senses darkvision 60 ft., passive perception 14 magically Charmed. The Charmed creature regards the dryad
Languages Elvish, Sylvan as a trusted friend to be heeded and protected. Although the
Challenge 1 (200 XP) target isn't under the dryad's control, it takes the dryad's
requests or actions in the most favorable way it can.
INNATE SPELLCASTING Each time the dryad or its allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself
The dryad's innate spellcasting ability is Charisma (spell save
on a success. Otherwise, the effect lasts 24 hours or until the
DC 14, +6 to hit with spell attacks). The dryad can innately cast
dryad dies, is on a different plane of existence from the target,
the following Spells, requiring no material components:
or ends the effect as a Bonus Action. If a target's saving throw
is successful, the target is immune to the dryad's Fey Charm
At will: Druidcraft
for the next 24 hours.
3/day each: Entangle, Goodberry
The dryad can have no more than one humanoid and up to
1/day each: Barkskin, Pass without Trace, Shillelagh
three Beasts Charmed at a time.
Magic Resistance: The dryad has advantage on saving
throws against Spells and other magical effects.
Speak with Beasts and Plants: The dryad can communicate
with Beasts and Plants as if they shared a Language.
Tree Stride: Once on her turn, the dryad can use 10 ft. of her
Movement to step magically into one living tree within her
reach and emerge from a second living tree within 60 ft. of the
first tree, appearing in an unoccupied space within 5 ft. of the
second tree. Both trees must be large or bigger.
SKILLS SKILLS
Indomitable (2/Day): Ewan can re-roll a saving throw he has Iron Will (3/Day): If Marek fails a saving throw he can choose
failed. instead to pass.
Second Wind (Once per short or long rest): As a bonus
action Ewan can regain 20 hit points.
SPELLCASTING
Marek is a 6th level spellcaster whose spellcasting ability is
SPELLCASTING Charisma (Spell Save 15, +9 to hit with spell attacks). He
prepares the following spells:
Ewan is a 6th level spellcaster whose spellcasting ability is
Charisma (Spell Save 14, +6 to hit with spell attacks). He 1st level (4 slots): wrathful smite, thunderous smite, bless,
prepares the following spells: shield of faith
Cantrips (at will): fire bolt 2nd level (3 slots): branding smite, aid, magic weapon
1st level (4 slots): wrathful smite, thunderous smite 3rd level (3 slots): blinding smite, aura of vitality
2nd level (3 slots): branding smite, hold person, suggestion
ACTIONS
3rd level (3 slots): fear, blinding smite Multiattack: Marek makes three Melee Attacks with his
longsword.
ACTIONS
Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one
Multiattack: Ewan makes two Melee Attacks with his target. Hit: 7 (1d10 + 5) slashing damage.
greatsword.
Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one REACTIONS
target. Hit: 12 (2d6 + 5) slashing damage. Plus 7(2d6) slashing
if Ewan has more than half of his total hit points.
Parry: Marek adds 2 to his AC against one melee attack that
Heavy Crossbow: Ranged Weapon Attack: +6 to hit, range would hit him. To do so he must see the attacker and be
100/400 ft., one target. Hit: 7 (1d10+2) piercing damage. wielding a melee weapon.
SKILLS
Archer’s Eye: As a bonus action, Sloane can add 1d10 to her
next attack or damage roll.
ACTIONS
Multiattack: Marek makes two ranged attacks with her
longbow.
Longbow: Ranged Weapon Attack: +6 to hit, range 150/600
ft., one target. Hit: 8 (1d8+4) piercing damage