Room One: Entrance
The entrance to the Shrine of the Fallen God is hidden behind a wall in the basement of the building. This building could be a tavern or home, or anything of the like, and the god could be any evil deity really. Opening the entrance requires that the PC’s discover the secret door, and then figure out its opening mechanism. It could be a torch scone that is pulled, a bottle of wine that is pushed, or perhaps a floorstone is depressed.
Room Two: Puzzle or Roleplay
Once the PC’s have entered the actual first chamber, they will enter the cultists barracks so to speak. This room is where the cultists sleep and also welcome other members of the order. They also keep watch. These cultists can be spoken to and possibly tricked into thinking the PC’s are worshippers or followers of the god himself.
If however the cultists are not fooled or tricked, they will attack the PC’s. There is one visible door in the back of the chamber, and that door is locked and trapped. The cultists hold the key, which bypasses the trap itself. The PC’s can gain entrance by tricking the cultists, or killing them.
Room Three: Trick or Setback
This chamber is a room with a large statue of the God. This statue houses the way down to the sacrifical room. There is no visible door in this room as it is hidden under the statue and is found via a secret door on the back of the statue. The statue is also a guard post for the familiar of the head cultist. If the cultists have been tricked, they will enter first and say a specific code phrase which will let the familiar know they are friends. If the code word is not spoken, the familiar will flee down the passageway to Room 4 and let the Head Cultist know intruders have entered, allowing him to prepare for battle.
If the PC’s have made friends with the cultists/tricked them, they will open the way down, and the familiar will stay in the statue.
Room Four: Big Battle
This is the sacrificle chamber of the outpost. When the PC’s arrive, the head cultist is getting ready to sacrifice someone. To really hit home, make the victim someone the PC’s know or love or have made friends with. If the PC’s have tricked the cultists in Room 2, they will come with them down to this chamber. The victim is strapped to an altar in the center, and behind that stands the head cultist. Behind the cultist is a door to his bedchambers. If the cultists have come with the PC’s they will inform the head that these PC’s are friendly, and he will offer to let them watch the sacrifice. If the PC’s attempt to stop him, and unless they are evil they should, the cultists will attack, and he will still attempt to sacrifice the victim. Due to the ritual of sacrifice it should take at least 2 rounds so that the PC’s have a chance to save the victim. After a few rounds of combat, the familiar will come down and join in.
If the PC’s let him sacrifice the victim, or do not stop him from doing so, the entire room will be infused with dark energy which will surpress the PC’s special attacks and abilities. This makes the battle that much harder. Should the PC’s interrupt the ritual, then this does not occur.
If the familiar has informed the head cultist of the PC’s arrival, when they arrive they find that he is already halfway through the ritual, and he will mock them, taunting them and letting the victim plead for his or her life. The familiar will stay in the room as well, ready for combat. If the PC’s are able to stop the cultist they can then rescue the victim.
Room Five: Reward or Twist
This room is the Head Cultists private quarters. Stored here are spare clothing, a bed, and a desk and bookshelf. The bookshelf has various tomes on demons and dark powers. The desk holds the cultists diary. Upon reading it they will discover that this was but one cell of cultists, and that there are more spread out in other towns. The diary might also detail more about the god itself, and its plans that it has reveled. Perhaps one of the cells could be in a PC’s home town which would make them want to revisit it, and see if any strange occurences have happened.
New Submissions



September 17, 2007, 15:30
September 17, 2007, 16:39
I suspect that the cult doesn't keep anything incriminating in the first portions of the hidden shrine, so intruders or guardsmen that violate their sanctuary may be fooled into thinking they're innocuous.
"They seemed kind of unsavory, Captain, but I don't think they're the ones abducting girls for sacrifice..."
September 17, 2007, 17:36
September 18, 2007, 10:59
"I'm sorry, Captain Strongold, but after you framed us for treason, we kind of lost our motivation to save you from the cultists of Bloodthorn. Bye, bye!"
Alternatively, one of the cultists could be needed to complete a prophecy or otherwise save the land. The player characters might be forced to make a deal with the cult in order to prevent a worse evil from rising...
"Only the Death Rite of Bloodthorn will keep the arch-demon Ethalioc within his prison! Dare you allow the terror of ages to escape?"
September 18, 2007, 2:25
Nicely done and superbly plug-and-play.
September 18, 2007, 6:44
As already commented: nicely generic and easy to plug into almost any campaign, just the sort of thing this site is all about.
Not particularly original but a good implementation of an old standby, and a perfectly honourable first post to boot.
3½ / 5 I think.
Nicely done Stomphoof and keep up the good work.
September 18, 2007, 7:20
Welcome aboard indeed!
September 20, 2007, 10:41
Other than that, it's an okay submission. Sadly, the occasional evil cult is a must for any self-respecting game. ;)
September 21, 2007, 9:49
3.25 - I like that it's generic. which adds to a "Good Solid Idea".
Not too much that's unique, but a must for a submission group.
September 21, 2007, 9:56
September 22, 2007, 7:34
September 22, 2007, 7:59