Sons of Ignis
Sons of Ignis
Credits
Created by
Benjamin Wilbur
Cover Art by
Gus Medi
Page Design by
Colin Kienitz
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/
or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2017 by Benjamin Wilbur and
published under the Community Content Agreement for Dungeon Masters Guild.
Introduction
Module Overview:
This is a short dungeon that can be inserted into a Random Encounters
pre-existing campaign as a side quest, used as the start
The cave is too small to allow for wandering
to your own homebrewed campaign, or treated as a one
monsters, so ignore them. The cult’s evil plans
shot adventure. Do whatever you want - that’s what pen
come to fruition if more than 24 hours pass
and paper RPGs are all about.
after the party first sets foot inside the cave.
The module is written for a suggested party size of four
level one PCs. If the party size is five or greater you Adventure Hooks:
can add a Fire Sprite to the Cultist Commons and the
The Heralds of Laughter, an improv troupe, never
Sacrificial Chamber. The stat block is in the appendix.
arrived for their performance and haven’t been
The final page of the module features the seen for days. It is assumed that the worst befell
Dungeoncast products that were designed them during travel and it’s up to the party to track
specifically for this module. them down. By following the road they find the
remains of their wagon, looted, along with tracks
Setting Notes: suggesting that they were captured and led to a
nearby cave at the base of a mountain. Below are a
Abandoned Wagon few suggested hooks to get your party involved.
The wagon has been ransacked and all that
remains are crumpled costumes and clothes. Missing Actors
1
Sons of Ignis’ Hideout
Entry Hallway Cultist Commons
As you plunge into the cave you can feel the arid heat Monsters: (1) Son of Ignis
press against your skin like a scalding embrace. Iron
Loot: (5) Handwritten Notes, (12) Sets of Clothes,
sconces hammered into the walls light the sloped corridor
and suggest that this cave is occupied. (6) Instruments, (1d6) Gold Pieces (Per Chest)
(6) Game Sets
A 30 ft sloped corridor guides the party up into the
cave. 20 ft into the corridor a tripwire releases a You see six cots, each with a foot locker. A stocky man
hidden ceiling compartment dropping large rocks is asleep in one of the cots snoring heavily. There’s an
onto the party. assortment of dried meats, fruits, and some bread on
a table with chairs next to a closed cabinet. This room
DC 11 Arcana: You feel a powerful sorcery looks to be a common area.
or magical entity building in power deeper in the cave.
When the players enter into the room they hear
Trap: shouting and screaming from the east side of the room.
DC 14 Perception check to spot tripwire. Party As they move to the east side they realize that the
can step over it or cut the string to disable it. sounds are coming from both the door to the north and
the door to the south.
DC 12 Dexterity save. On a failed save take 1d6
bludgeoning damage as a barrage of stones and Should the party rouse the sleeping man he will flee
broken glass cascade down the corridor. deeper into the temple to warn the others. If the path
is blocked he will flee exiting the cave. If the cultist is
Watchpost surrounded he will surrender and offer to aid the party,
planning to backstab them at an opportune time. If he
Monsters: (2) Sons of Ignis flees the party, and is not pursued, he will inform the
Loot: (1) Deck of Cards, (37) gold Pieces, other cultists of the party and everyone will be on high
(12) Arrows, (2) Shortbow, (2) Short Swords, alert perhaps preparing a trap or ambush.
(1) Pouch of Caltrops
Being people, these cultists each have their own goals,
Two seated figures are in the middle of a heated card desires, and aspirations. Each of the footlockers are
game over a small pile of coins. The table and chairs are locked and filled with personal belongings, like a
rough and mismatched, no doubt snatched away from couple pairs of common clothes, notes and books,
other passing travellers. maybe a game set or an instrument. The cultists each
carry a key to their own chest, though players can
Two robed figures sit at a rough corner table playing smash open the lockers with a DC 14 Strength check
a game of cards unaware of the players, unless the or pick the locks using a set of Thieves Tools with a
trap was triggered. The room is 20 ft x 20 ft and is DC 14 Dexterity check. Below are some examples of
illuminated by wall sconces. The cultists hold the letters that adventurers might find in their footlockers
listed loot except for the gold which is on the table. should they rifle through their chests. At the DM’s
The cultist guards are so enraptured in their card game discretion feel free to add to or alter what you see
that it’s possible for adventurers to sneak past them below. The cultists names are Gregor, Issac, Sindar,
(DC 13 Stealth). Alternatively they could be intimidated Germaine, Walton, Reid, and their leader is Aiden.
into leaving (Persuade/Intimidate DC 14). A more
violent player group might take this opportunity (and
the initiative) to get a surprise round and attack the
oblivious card players.
2
Cultist Jail
Sally, I know this is wrong, but I’ve always thought
Monsters: (2) Fire Wolves
the ends justified the means. I’ll come home soon
and we can start our new life together once I’m Loot: (1) Magic Missile spell scroll, (1) Potion of
finished with these people. Your love, Gregor. Healing, (1) Potion of Fire Resistance,
(1) Iron Key, (1) Copper Ring
Two makeshift jail cells were hastily erected in this room
Issac, what do you think of that new guy? His heart and a chest placed against the opposite wall. Inside
doesn’t really seem into it. He’s a soft one. one jail cell a bruised and battered pair of humans
cling to one another. They are wearing torn and dirty
Reverse side of note actors clothes that match the decoration of the wrecked
wagon. Beside the cell are two guard dogs with fur like
smoldering embers.
Wait until he’s looking down the pointy end of a
There are two jail cells in the room with two watch
blade. He’ll toughen up right quick.
dogs and a chest on the opposite wall.
A key hangs above. The guard dogs will growl
when the players open the door. If the players
Dear diary, I don’t know where I set you down move into the room they begin barking and
last. I don’t want to break my daily entry streak attack. If either of the dogs are still barking in two
so I found a spare sheet of paper. Maybe I’ll glue turns a cultist enters from the Shrine of Ignis.
it inside you when I find you. Anyways, back to
what I was saying yesterday. I’m very surprised Once the threats have been removed the couple
at how quickly I’ve taken to robbing folks on the will ask to be released and explain that they
trail. I was having second thoughts until I ran were captured by strange religious men.
that smarmy merchant through. Who would have The empty cell has an illegible burnt tome with a
thought religious life would be so exciting? folded up scroll of Magic Missile inside. The chest
contains two potions: a Potion of Healing and a
Potion of Fire Resistance with note tied around the
neck of the bottle that reads Fake it ‘til you make it.
If Sindar takes any more of my salt or another one
of my dinner rolls without asking imma gut him Marina and Markov are a small travelling family
right then and there. troupe. They were attacked and captured by crazed
cultists. Moments ago their daughter Anna was
taken to the Altar of Ascension. They beg the party
to save her. If the party asks about a reward Marina
Oh, dearest man of mine, I count the seconds of tells the party to look in the chest for a copper ring.
the minutes of the hours of the days until we can
be together again. As the seasons change my love “Give this ring to Frederick Rocksmith in Waterdeep and
of thee… In poor poetic form the letter drags on tell him ‘a debt owed is a debt paid’. He owes us and it’s
for three fine print pages detailing through an epic the most we can offer you.”
simile how this passionate young couple’s love
Fredrick is a merchant in Waterdeep whom
affair is likened to a fire elemental devouring
the couple helped open his costume shop.
a flour mill.
He’ll offer the party a Bag of Holding or 300
gold pieces upon delivery of the ring.
3
Shrine to Ignis The child on the altar screams out in pain as a vortex of
fire erupts from her body. The flames consume the high
Monsters: (1) Son of Ignis
priest for a moment before they are sucked into his body.
Loot: (2) Blackened Ruby (Worth 25 Gold Pieces Each) Radiating heat waves, the priest raises his arms high
A shrine stands in the center of the circular room. into the air laughing maniacally. “It is done! I have the
Charred bones, flesh, and blackened stones adorn it. The blessing of Ignis!”
idol is hot to the touch.
If the party rescues the girl they can reunite her
If the cultist has not already left the room to with her family. If they failed to rescue the girl, but
investigate why the dogs were barking or to warn killed the cult leader, the family will be disappointed
their leader about an intrusion, read below and roll and heartbroken, but will still be grateful that the
initiative. After taking any damage the cultist will flee adventurers stopped the evil cult from harming
into the final room to warn Aiden, the Sons of Ignis anyone else.
cult leader.
Sacrificial Chamber
Monsters: (2) Son of Ignis, (1) Aiden, Sons
of Ignis Cult Leader
Loot: (1) Ring of Fire Resistance
The cave’s corridor pours into a broad chamber with a
raised dais front and center. You see the rear of the dais
is lined with hideous, smoldering idols. Two cultists flank
their red robed leader standing over a little girl chained
to the altar. You hear her screams pierce through the
two cultists chanting in unison. The cult leader raises
his sacrificial dagger and speaks to his followers: “More
sacrifices for the Insatiable Flame. Bring them to me.”
4
Appendix
Fire Wolf Fire Sprite
Medium beast, unaligned Small elemental, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 6 (-2) 11 (+0) 12 (+1) 7 (-2) 10 (+0) 12 (+1)
5
Son of Ignis Sons of Ignis Cult Leader (Aiden)
Medium humanoid (human), Lawful Evil Medium humanoid (human), Lawful Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 16 (+3)
Skills: Medicine +4, Religion +2 Skills: Medicine +4, Religion +2, Persuade +4
Senses: Passive Perception 12 Senses: Passive Perception 12
Languages: Common, Ignis Languages: Common, Ignis
Immunities: Charmed Immunities: Charmed
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Spellcasting: The cultist is a 1st-level spellcaster. Its Spellcasting: The cultist is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). The cultist has following cleric hit with spell attacks). The cultist has following cleric
spells prepared: spells prepared:
Cantrips (at will): Light, Sacred Flame, Thaumaturgy Cantrips (at will): Light, Sacred Flame (SP: +2 damage),
Thaumaturgy
1st level (3 slots): Bless, Cure Wounds
1st level (3 slots): Bless, Cure Wounds (SP: +2)
Actions
Actions
Obsidian Dagger
Melee Weapon Attack: +3 to hit, reach 5 ft., Obsidian Dagger
one target. Hit: 2 (1d4+1) piercing damage. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 2 (1d4+1) piercing damage (SP: +2 fire damage).
Low ranking cultists are of a weak mind and easily Successful Cultist Variant
swayed. They serve their cult leader with a blind
passion hoping to receive the blessings of whatever Sacrifical Power: Upon sacrificing the little girl,
entity or creature they worship. If you can count Aiden gains the bonuses listed (SP)
on one thing, count on a cultist’s obsessive need When Aiden dies he explodes in a grisly display
for extraplanar validation. of super heated meat chunks and bone. Anyone
within 10 ft of him must take a DC 10 Dex save
or suffer 1d4 fire damage.
6
Map
7
Dungeoncast Sons of Ignis boxed set
This boxed set is a collection of dungeon tiles and accessories that contain everything you need to play the “Sons
of Ignis”. These 1.25” grid tiles are fully compatible with the DIY tiles shown on
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