Mark of the Chosen You have been tasked to stop the Clasped Cabal, a misled fringe sect from the Monastery of the Whole from enacting a long-lost ritual. A recent development revealed the perfect opportunity to set up a trap. Ambush, follow, and chase your target through the crowded city streets, to discover the Cabal's temple - and end the ritual. Players: This will be an adventure of epic badass-ery, stealth, drama and intrigue. There are many ways to pursue the story's thread, depending on how ingenious your plans are and how well you can carry them out. You may end up participating in a stakeout, following a mark through the crowded city streets, executing a moonlight stealth strike on the Cabal's headquarters, or just participate in a good ol' fashioned tavern ahem noodle bar brawl. In any case, there actual repercussions for failure: with each screw up future encounters become more difficult. Will you and your team be able save the City from the destruction of Clasped Cabal? Interested in playing? If you're interested in playing, but are a player in a group DO NOT continue reading! Instead, notify your DM. You will need a group of 3-5 players at around 6th level.

Phase 1: The Sting Most of the planning occurs here. PCs have 3 primary choices: destroy the artifact immediately, intercept the courier, or stealthly follow him--which are listed in the order of least risky to the most risky. Any time you fail a risky option, such as stealth, allow the PCs to attempt to then intercept the carrier and/or destroy the artifact. Regardless of what the players choose to do in phase 1, there will always be something that doesn’t go to plan ("Complications"). The players should be allowed to fail in the Phase 1 and 2 intrigue/skill challenges. They cannot fail in a manner that locks out the second section (phases 3 and 4), although it does increase the difficulty by changing the guard behavior, and reducing the amount of time they have. If you want, you can skip the first two phases, as most of the combat comes in the second session, which can stand alone. The magical darkness that encroaches the temple is the main balancing mechanic of the game. Even if you fail to find the location of the temple, you get some idea once the ritual starts. (about an hour later if they have the artifact) Phase 2: The search If they interrogate the messenger, they can learn the location of the temple. If they kill the messenger or fail to interrogate him, and the enemy doesn't have the artifact, they can investigate the body and attempt to figure out where the temple is over the next month. This is where the character hooks come in the most handy. If they succeed they happen up on the temple preparing for the ritual, but without it starting. Once they notice the players, they start a rushed ritual which leads to a different boss fight. Phase 3: Assault on the Temple This is the only phase that require the use of a map. At some point the players will find the temple doors. They can try to scale it from there, or find a better entry point. Due to the magical nature of the temple enchantments, when you enter you appear in one of two spots on the map. If you have 5 PCs (one of them is playing Diane), you should make a note that you leave a message for the Monetary of the Whole that you are going to stop the ritual and to send backup. This is relevant in the soft fail condition in phase 4. The monks in the first half of the temple are designed to have reasonable CR, but quite low defenses. As a result, getting the drop on patrolling groups of guards feels quite impactful, and the module is written assuming the party gains this benefit. In the second part, the encounters are balanced as if the party is discovered and the enemy is prepared for their arrival. Due to the magical darkness, if you're late to the temple and the enemies are on high alert, they also will have trouble detecting you if you are behind schedule as the darkness will help you infiltrate. Finally, the darkness reminds you of the time sensitive nature of the mission - it is the physical embodiment of the "timer" mechanic, which otherwise might not be on player's minds. If darkness overtakes them in a fight, it incentivizes them to move on. If the players spend too long trying to loot a room, remind them of the lengthening shadows. Phase 4: Final Confrontation Everything comes down to the final boss. How quickly the players have gone through the temple encounters influences the boss' health (in addition to whether the ritual "rushed"). It’s a difficult fight but remember the PCs gain the benefits of a short rest before the step into the arena.

Phase 1 1) Stake out the place. Choose 2a or 2b

2a) intercept the steal. If successful and you capture the enemy monk, you interrogate (2a i. If you aren't successful in capturing him, go to 4

2b) observe and confirm the steal, follow them to determine location. If fail, go to phase IIb. If succeed go to Phase III (Low alert, normal ritual)

3a) you know where they, and can launch an attack on them. Go to Phase III (Med alert, slowed ritual)

3b) He doesn't talk. You release him and follow him back. Go to 2b, but increase difficulty

3c) you kill him in the struggle. Go to Phase IIa

4) You botched the sting, and they escape. They know you are coming and they have the artifact. Go to Phase IIa Phase IIa: You destroyed artifact (one month later) 1) They know something is wrong within an hour or so. Play out Phase IIb, but on a failure or partial failure don't go to phase 3, go to 2:

2) Skill checks over the next month to find information. On a success, go to Phase III (low alert, rushed ritual)

3) one month later, no luck. Go to Phase III (High alert, slowed ritual) Phase IIb: They got away w/ artifact (one hour later) 1 You have an hour or so before sunset, which is the earliest the ritual will begin. Find clues to get have some idea about where it is.

2a On a success, go to phase 3 (Medium alert, normal ritual)

2b On a partial failure, go to phase 3 (High alert, normal ritual)

2c on a failure, go to phase 3 with (High alert, accelerated ritual) Phase III: Assault on the temple Inputs: Ritual Amount (normal/rushed/slowed) & Alertness (changes guard behavior)

Outputs: remaining time on ritual. Phase IV: Boss Fight + Conclusions Difficulty scales on remaining time on ritual

If party wipes but boss is sufficiently damaged, the creature rampages in town before it dies.

Phase I: The Sting Complications Regardless of what the players choose to do in phase 1, there will always be something doesn’t go to plan: Intercept 1: disturbance outside, someone go outside to check and the imposter comes in disguised as the person who just left

Intercept 2: when intercepted, the person claims to be a thief hired to steal it and deposit it somewhere else

Intercept 3: Same as #2, but they are lying

Stealth 1: They dip inside a shop: when they exit, twins come out.

Stealth 2: They pass the item from one person to another.

Stealth 3: They have an agreed upon drop-off point Pick the curveball that people are most likely to "survive". E.g. If your party has been religiously checking the identities of people who come by, implement Intercept 1. General Skill checks Read the section in the DMG that describes Skill checks. Generally speaking, here are some useful skills that could be used in this adventure. Feel free to give advantage or disadvantage depending on the player's context. This is not an exhaustive list, but you can attempt to nudge players to do one of these through descriptions of the environment. Skill Action Stealth

(DC15) To remain undetected. On the first failure, the courier becomes suspicious. Right before doing something risky, such as entering the temple or taking the potion, he might make an active check, which would be a contested Wisdom (Perception) vs Dexterity (Stealth) Perception

(DC15) To notice the courier if he is trying to hide himself. Check is at disadvantage if he is invisible or in a large crowd Insight

(DC12) To confirm the courier once he is intercepted Persuasion

(DC5) To persuade a beggar to help you tail them, given then any amount of gold Athletics/ Acrobatics

(DC15) To scale a wall, or jump a gap, swing through clotheslines to access a shortcut. Arcana

(DC10) Recognizing a spell that the courier or a compatriot casts through spell components, such as message Sleight of Hand

(DC20) Attempting to steal the item back - the courier holds the item in his hand, which is in his pocket, making it hard to steal Performance/ Deception

(DC12) Attempting to distract the target. If the players attempt something particularly troublesome, the Courier may attempt an ability context instead.



Running the Chase Once the courier notices that he's being followed, or is headed into an ambush, roll initiative. Everyone keeps track of the distance to the target instead of their exact location. Everyone is effectively running as fast as they can so combat works a bit differently: You can make an Dexterity (Acrobatics) check at the start of your turn to gain movement equal to your roll in feet. You can only do this once. (no action required)

You can make an Strength (Athletic) check of DC 5 or more to add that to your speed (no action required). If you fail, you fall prone.

Attacks cause people to stumble: target must succeed on a Constitution check with a DC equal to 5 or 1/2th the damage taken (whichever is higher) else go prone.

The Courier attempts to slow down his pursuers using obstacles detailed in the next section

If the courier is able to get out of line of sight, he can attempt to hide. Busy Streets - Distractions Pick distractions are listed in order of how much they help the chased monk, with 1-3 being helpful, 4-6 being neutral, and 7-9 helping the PCs. Incite Violence: Smash through a tea shop, or merchant's store, or pick a fight in a bar. The chasing party has to wade through the mess and may take opportunity attacks Thieves tools: The chased runs into a game store, grabs a bag of D4s or marbles, and throws them over his shoulder Precarious Goods: The chased can use an action to create a local hazard that is treated as difficult terrain Expended environment: The chased uses the one available clothesline / ladder which causes it to fall over, while the chasing party needs to make a dangerous jump Quick Disguise: the party chased can attempt to steal a hat / jacket and throw the party that is chasing them off. Cabbage Cart: a cabbage cart moves into the path of either party, requiring some additional movement to traverse, or the destruction of all the cabbages Local Crowd: a large mob of people inhibit movement for the party chased. The party who chases after is only slightly slowed. Also works for doors, destructible terrain (smashing through crates), and dead ends. Jump on a carriage: For those on the roof who are trying to keep up can jump down onto a carriage to hitch a ride. Local shortcut: You spot a shortcut only a local would know of. Requires a knowledge check to realize and might require an athletics, acrobatics, sleight of hand, etc. Courier reaches the temple If you follow the courier all the way through, spawn them at the Dim sum restaurant in the map in part III. The courier goes to knock on the door and then leaves, walks around the corridor, and disappears. This is an illusion. The courier actually just passes through the door and spawns a programmed illusion that walks behind a corner and disappears.

Phase II: the Search Notes on interrogation The monk is not without reason. First players should try to learn more about the monk and what their motivations are. If they find a way to connect those motivations with whatever piece of information they want. Generally, if players found a way to leverage some information that they had to work for Bond Family: Lost his brother and mother to the war, his father doesn't know of his involvement

Clan: his childhood friends and mentors.

Cause: joined his cause after being radicalized Flaw Can't bear to lose more of his friends Ideal (Responsibility) We are all responsible for actions we let pass. Trait see "Clues from the enemy" Specific reactions: Prompt Response Name/ personal info Proud response of Clan name, no personal name given Question loyalty to Clan / Alliance Clan- some degree of shame, but quickly replaced by determination. If you mention that his family had given up their lives for nothing he will break. Bigger picture If you ask him why they are doing this while the reaping tides is happening, he will respond in anger. "We are trying to fight! There is a better way than sending innocents to the front line." Mentions deceased family. Threaten life "If you kill me, you're proving us right." Doesn't want to die but will give up life for the cause Threaten allies If he has other allies that are also subdued but alive, he will be much easier to break. On the other hand, if they really can't figure out a structured way to handle interrogations, just help them out or let them roll for it (and you give them the specific steps). You can also have the monk react to one of the players: Recognizes PC due to similarity with relative that is in the group

Have the monk try to appeal to the PCs to join him.

These failing and after hearing that they plan to kill him, he'll make a run for it. Clues from the enemy There are several clues you can gain from the enemy. Clues are General (DC10 investigation or perception) or Specific (DC15). Shoes: (general) Soot and Mud from the slums

Clothes: (general) Despite relatively clean clothes, a few dead fleas from the slums

Smell: (Specific) Seafood and Baked goods from Steamed prawn buns. If players fail, they may think docks are the correct location.

Magical Aura: (Specific) Although the reality altering enchantments on the temple itself are protected through things like Nystul's magic aura, the residual effects

Stains: (Specific) Beggar making ink out of lamp soot for nearby students. (General) "poor man's ink." grabbed at monk leaving traces on legs

Pockets: (Specific) Marks in the pockets for incense from a nearby temple. Generally, if the players think they're onto something with a line of questioning, try to reward them with a clue. (and change reality to make their clue relevant) How to spend the month: Investigate Investigate The players can head to a mapmaker (if possible, have the chase scene go through a mapmaker's shop to clue this in) to try to find a location. Each subsequent clue drops down the possible locations. 2 General clues get you the part of the city you’re in, and each specific clue gets you +5 to your DC to determine if a certain location is it. Players have enough information to narrow down a location if they have at least 2 clues. Over a course of a week they can stake it out, or investigate it in general. If Khan participates, (see "Character Tie ins" Section) he also gains use of his squire, Watson, which can grant him advantage on most checks. Research The players can learn more about the ritual, now that they have more details about it. If they chose not to destroy the artifact. Pursuing this involves a skill challenge, which needs to be led by Oothra. Succeeding on the skill challenge gets them a general clue (the location of an historical temple was also in what is now the slums), and a specific clue (it was an intersection between some minor ley lines) Inside information Xilli's PC can lead the effort in attempting to track his/her brother. Gaining him as an ally allows you to get some additional information on the Cabal. Pursuing this involves a skill challenge. Alternatively, Ohrn can attempt to contact his war hero friend for advice, who turns out to the leader of the cult. Other Changes to the ritual If you happen upon the temple when they haven’t already started the ritual a couple things can happen: if you don't think the caliphate has realized that you have found the temple, you can proceed to part III except the final boss of the level is a couple of "failed experiment" monks (Mad Monk), perhaps alongside an Adept Golden needle monk.

Otherwise, you use an altered version of the Boss Fight. (see Phase VI)

Phase III: Assault on the Temple Introduction to the Temple: If applicable, when you first approach the temple, have the quest giver appear and have him attempt to take out an initiate - this way your players will know approximately strong one initiate is (you can typically take one out with one turn, if you're lucky). The temple is surrounded with high brick walls and if anyone has the ability to detect magic they can feel some relatively powerful demiplane magic is used (the temple is much bigger on the inside). There is magical darkness that encroaches the temple on all sides once the ritual begins. Depending on the timeliness in which the PCs find the temple, set the magical darkness forward or back 100 feet. Recommended Stealth Rules Stealth check is equal to highest passive perception in the NPC group. Your group succeeds if half or more succeed.

Minor fail : a fail of less than 5, that enemy hears a sound that could be misconstrued as innocuous, or sees a glimpse of movement from the PC with the lowest roll.

: a fail of less than 5, that enemy hears a sound that could be misconstrued as innocuous, or sees a glimpse of movement from the PC with the lowest roll. Major fail: a fail of 5 or more, or a fail that includes a natural 1, one of them spots the PC with the lowest roll. Behavior and Distractions Roll 2d4 plus the NPC's wisdom modifier and choose from the table below. If on low alert, 3d4 drop highest, if on high alert, 3d4 drop lowest. You only have to roll once an enemy sees a PC. Map [add gridded maps + labeled] PC Spawn locations: Dim sum, Street, Front door, or any of the three bamboo steppes. Because the temple is magically larger from within, it’s impossible to access more inner areas. If they are able to avoid the front door, they get a drop on the Perimeter guard. Outer Section This is supposed to feel stealthy, with tension. Darkness encroaches upwards (roughly) at 15 feet per turn. Enemies here will act similar to guards and will do their best to prevent entry. In addition to the set piece encounters, you can have occasional solo guards (initiate) that you get to stealth kill. You get the benefits of a short rest after exiting this area. Inner Section Enemies are less searching for you and will just challenge you to fights if you walk through their area - although they will do their best to prevent you from just running through. Here the fights should feel more heroic and have a "fighting upwards until the final boss" feel. Note that the moonlight slows as it approaches the locus, and proceeds at roughly 10 feet per turn. You get the benefits of a short rest right before approaching the final boss. Predesigned Encounter Array You can build your own encounters using the next section, or use these preselected ones (balanced for a party of 4 lvl 6): Encounter name Location Composition Perimeter Guard Various 3x Initiate (any)

1x Adept (Magi) Bow Sisters Bell Tower 2x Elite (Bow),

3x Initiate (Brute) Food Fight Entry Dojo 2x Adept (Drunk),

1x Elite (Brawler) Training Cherry Pavilion 10x Initiate (10 hp +

no multiattack) Burning Hall Inner Pergola 2x Elite (Fire) Spider Trap Cherry tower 1x Elite (Spider) Release the Prisoner Dojo Dungeon 1x Tattooed Monk,

1x Adept (needle) Guard Behavior Roll Type Minor fail Major fail 1-2 Distracted No reaction One turn later, does a double take 3-4 Afraid Makes a search check. On a success, he becomes "Paranoid" - either way he tries to run back to the group (he doesn't tell them, or they don't believe him) Freezes and tries to figure out if you realized he saw you. If you allow him to, he will tell the others. 5 Reckless Investigates on his own Engages immediately while alerting others 6 Normal Makes a search check. On a success he notifies other that he is going to take a closer look. He cries out for backup and joins his group. 7 Leader All nearby enemies within line of sight of hidden monk act as if they had minor fail Sends out a global alarm if possible, making all normal behavior monks Alert. 8-9 Paranoid He cries out for backup and joins his group. Is frightened, alerts nearby enemies. 10-11 Crafty Pretends to have seen them despite not being sure Raises a silent alarm, or pretends not to notice anything but returns to the area with a group

Monk NPCS and Stat blocks How to use For the temple section, we use the monks generated through templates. Each monk is comprised of the base and a variation. The variation grants the monk flavorful abilities, but only account for about 1/4th of the creature's CR. In any particular set piece or encounter, if you eschew the recommended composition, you can roll for the monks or choose them yourself. We recommend choosing only one or two variations per encounter. Template monks We have provided three monk templates below, one for a scout/initiate, another for a more experienced guard, and lastly the template for the final boss (tiers 1, 2 and 3). Most templates have unarmored defense and unarmored movement, which are listed below and not included in any of the template stat blocks to save space. Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier and uses its Constitution modifier in place of its Dexterity modifier. Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed). Initiate (tier 1) Medium [race], chaotic neutral Armor Class 14 (rags)

14 (rags) Hit Points 21 (6d8-6)

21 (6d8-6) Speed 30

STR DEX CON INT WIS CHA 10 (0) 16 (+3) 9 (-1) 12 (+1) 12 (+1) 10 (+0) Saving Throws Dex +5

Dex +5 Skills Perception +3

Perception +3 Senses passive Perception 13

passive Perception 13 Languages Common

Common Challenge 1 (100 XP) Actions Multiattack. The monk makes two unarmed strikes. If both attacks hit, the monk can make an additional unarmed strike. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Adept (tier 2) Medium humanoid [race], lawful neutral Armor Class 15

15 Hit Points 65 (10d8+20)

65 (10d8+20) Speed 40 ft.

STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0) Saving Throws Con +5, Wis +5

Con +5, Wis +5 Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 2 (450 XP) Actions Multiattack. The monk makes two unarmed strikes. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of their next turn. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage Elite (tier 3) Medium humanoid [race], lawful neutral Armor Class 17

17 Hit Points 85 (13d8+26)

85 (13d8+26) Speed 40 ft.

STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 15 (+3) 12 (+1) 17 (+3) 10 (+0) Senses passive Perception 16

passive Perception 16 Languages Common

Common Challenge 3 (700 XP) Actions Multiattack. The monk makes two unarmed strikes. If both attacks hit the same target, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage Reactions Hard Head. End either the stunned or incapacitated condition afflicting this creature and take 10 psychic damage.



Template Variants A monk gains the Variant features that correspond to its tier and all the tiers below it. For example, an Elite monk gains all of the features listed under its Variant. Features can be additional actions (action), traits (traits), stat block changes (stat), and so on. (multi) refers to effects that alter or add onto the Multiattack feature. Monk Feature name and Description Magi

(Constellation)

(1) Dispelling Fist. (multi) If both unarmed strikes hit, the monk can cast dispel magic on target creature (no action required).

(2) Sense presence (action) 1/day, the monk can cast detect thoughts without expending a spell slot.

(3) Spellcasting. (trait) Spellcasting. After a hit with an melee attack, the monk can cast a spell or cantrip with a bonus action without requiring any components targetting the attacked creature. The monk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The monk has the following spells prepared: Cantrips (at will): shocking grasp, true strike 1st level (4 slots): command, charm person, sleep 2nd level (3 slots): crown of madness, levitate, hold person 3rd level (2 slots): bestow curse, vampiric touch Bow

(Sure Strike)

(1) Bow. (attack) Ranged Weapon Attack: +5 to hit, range 120/240 ft., one target. Hit: [2x unarmed strike] piercing damage and the creature is marked until it breaks line of sight of the monk. An Bow attack with this monk attack on a creature that is marked deals an additional 11 (2d10) damage.

(2) Make Space (attack) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage and the target is pushed back 15 feet. Can be used with Multiattack.

(3) Eagle eye (trait) An attack on a creature that hasn't moved in its last turn is at advantage, and crits on a 18-20.

Brute

(Brute)

(1) Strength Monk. (trait) The monk's strength is 16, and it can attempt to grapple or shove instead of an unarmed strike.

(2) Might (trait) Attacks on grappled creatures are at advantage, and attacks on prone creatures crit if they hit.

(3) Catch Blow. (reaction) The monk uses its reaction to reduce the damage of a melee attack by 11 (2d10). If it reduces the damage to 0, it is considered to be grappling the target. This special form of grapple can end early if the creature drops their weapon. Until the grapple ends, the creature can't attack with the trapped weapon.

Drunk

(Drunken Fist)

(1) Stumble (trait) After any unarmed strike the monk stumbles. The monk moves 5 feet in a random direction after each unarmed strike, without provoking opportunity attacks.

(2) Lucky dodge. (reaction) When the monk is targeted by an attack, it immediately stumbles and can choose to fall prone.

(3) Stumbling gait. (trait) If the monk stumbles into a creature’s space, that creature must make succeed on a DC15 Strength save or be pushed 5 feet back and fall prone.

Brawler

(Brawler)

(1) Throw Junk. (attack) Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: unarmed strike damage, and the target must succeed on a DC15 Strength save or be pushed 5 feet back.

(2) Don't Care (trait) If the monk has disadvantage on the attack roll of an unarmed strike, it gains advantage on that attack roll.

(3) Knock heads (multiattack) If the monk makes its two attacks on different creatures within 5 feet of each other, and hits both, each creature must succeed on a DC 15 Constitution saving throw or stunned until the end of their next turn.

Fire

(Blazing Cinders)

(1) Flame strike. (trait) Unarmed strikes deal an additional 1d4 fire damage.

(2) Ignite (multiattack) If both unarmed strikes hit, the target is on fire and takes 7 (2d6) damage at the start of its turn until it or a creature 5 feet of it uses its action to put it out.

(3) Spreading flames (trait) The monk's unarmed strikes gain 5 feet of reach. When the monk hits an unarmed strike on a creature that is on fire, it can use a bonus action to spread the fire to a creature within 5 feet of the target.

Spider

(Runemarked)

(1) Spellcasting. (trait) Spellcasting. The mage is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): Acid spray, thorn whip 2nd level (3 slots): spider climb, Acid Arrow, Web

(2) Palm Sigil. (Multi) The monk casts three cantrips.

(3) Garrote (trait) If the monk hits with an unarmed strike at advantage, the monk can use a bonus action to grapple the target (escape DC 13). Until the grapple ends, the target can't breathe or talk, and you have advantage on attack rolls against it.

Needle

(Golden Needle)

(1) Golden Needle (attack) Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: unarmed strike damage. Treated as an unarmed strike for purposes of multiattack.

(2) Healing (trait) The monk can target an ally with its Golden Needle Attack. Instead of rolling an attack roll, that creature gains 11 (2d10) temporary health.

(3) Block Chakra. (trait) A target hit with an attack by this monk has disadvantage on their next saving throw from a hostile creature until the end of their next turn.

Handcrafted monks Stoneheart Monk Medium humanoid (goliath), lawful neutral Armor Class 14

14 Hit Points 32 (5d8 + 10)

32 (5d8 + 10) Speed 40 ft.

STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 12 (+1) 14 (+2) 10 (+0) Skills Athletics +5, Perception +4

Athletics +5, Perception +4 Senses tremorsense 10 ft., passive Perception 14

tremorsense 10 ft., passive Perception 14 Languages Common, Giant

Common, Giant Challenge 2 (450 XP) Enlarge (Recharges after a Short or Long Rest). As a bonus action, the monk magically increases in size for 1 minute, along with anything it is wearing or carrying. While enlarged, the monk is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the monk lacks the room to become Large, it attains the maximum size possible in the space available. Stoneheart Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier and uses its Constitution modifier in place of its Dexterity modifier. Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed). Actions Multiattack. The monk makes two melee attacks. If both attacks hit a Medium or smaller target, the target must succeed on a DC 13 Constitution saving throw or stunned until the end of their next turn. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 10 (2d6 + 3) bludgeoning damage while enlarged. Reactions Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.



Tattooed Monk Medium humanoid (human), lawful neutral Armor Class 16

16 Hit Points 52 / 52 / 52 (24d8 + 48)

52 / 52 / 52 (24d8 + 48) Speed 20 ft.

STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 15 (+2) 3 (-4) 11 (+0) 6 (-2) Skills Athletics +5, Perception +4

Athletics +5, Perception +4 Senses tremorsense 10 ft., passive Perception 14

tremorsense 10 ft., passive Perception 14 Languages Common, Giant

Common, Giant Challenge 4 (450 XP) Paragon Fortitude. The monk has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed. Paragon Insanity. The monk may take three additional turns in each round of combat. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order. For each hit point pool that has been reduced to zero, the creature spends one of its turns per round under the effect of the confusion spell. Hallucinations. At the end of its turn, any creature that the monk hit with an attack is invisible to the monk until the end of its next turn. Blurring Speed. This monk's teleportation is considered nonmagical. Actions Multiattack. The monk makes two unarmed strikes. If both attacks hit a Medium or smaller target, the target must succeed on a DC 13 Constitution saving throw or stunned until the end of their next turn. Alpha Strike (Recharge 5-6). The monk teleports up to 25 ft. as many as three times and uses an unarmed strike after each teleport. Roll recharge at the end of each turn. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage.

Phase IV: The Final Confrontation Tattooed Monk Leader (Thresh) Medium humanoid (human), lawful neutral Armor Class 18

18 Hit Points 83 / 83 / 83 (33d8 + 99)

83 / 83 / 83 (33d8 + 99) Speed 20 ft.

STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 17 (+3) 13 (+1) 18 (+4) 6 (-2) Saving Throws Dex+7 Con+8 Int+5, Wis+8

Dex+7 Con+8 Int+5, Wis+8 Skills Athletics +7, Perception +8, Stealth +8

Athletics +7, Perception +8, Stealth +8 Senses darkvision 120 ft., passive Perception 14

darkvision 120 ft., passive Perception 14 Languages Common

Common Challenge 8 (3900 XP) | 3 CR 3 creatures Paragon Fortitude. The monk has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. Paragon Insanity. The monk may take three additional turns in each round of combat. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order. For each hit point pool that has been reduced to zero, the creature spends one of its turns per round under the effect of the confusion spell. Corrupted Wound. When the monk hits a target when on a turn of Paragon Insanity, it can choose to forgo the damage to force the target to make a DC 13 Constitution saving throw. If the target fails, they must make death saving throws at the start of each of their turns. They don't gain one hit point on a roll of a 20, and when they would become stable the effect ends. Enlarge (Recharges after a Short or Long Rest). As a bonus action, the monk magically increases in size for 1 minute, along with anything it is wearing or carrying. While enlarged, the monk is Large, doubles its damage dice on unarmed strikes, and makes Strength checks and Strength saving throws with advantage. If the monk lacks the room to become Large, it attains the maximum size possible in the space available. Hallucinations. At the end of its turn, the monk is blinded to creature that the monk hit with an attack, until the end of the monk's next turn. Death's Door. If all hit point pools are reduced to zero, the monk is dying and starts making death saving throws, but does not fall unconscious. Every time it succeeds on a death saving throw, it gains 20 temporary hit points. Actions Multiattack. The monk makes two unarmed strikes. If both attacks hit a Medium or smaller target, the target must succeed on a DC 14 Constitution saving throw or stunned until the end of their next turn. Alpha Strike (Recharge 5-6). The monk teleports up to 25 ft. as many as three times and uses an unarmed strike after each teleport. Roll Recharge at the end of each turn. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the monk is enlarged, the attack deals 15 (2d10 + 4) bludgeoning damage. Paragon Actions The monk can take one of the below actions using a bonus action 3 times per long rest. Painful Bargain. End one condition afflicting this creature and take 11 (2d10) psychic damage. The monk uses its reaction use Painful Bargain once its first hit point pool is reduced to zero. Reeling Mind The creature becomes frightened of the nearest visible creature until the end of its next turn, and gains 4d10 temporary hit points. The monk uses its reaction use Reeling Mind once its second hit point pool is reduced to zero. Succumb to Madness. While under this effect, the monk rolls two 1d10s and selects the higher one when determining the effect of confusion. The monk must use its action to end this effect if it can. The monk uses its reaction to Succumb to Madness once its third hit point pool is reduced to zero. Environment and Tactics The room that the boss is in is a high-roofed dojo, with some large ornamental lanterns near the center. There are a pile of tattooing tools and ink next to a stool. The locus of the tattoo glows brightly and an attack can only be aimed there if the monk cannot move, but scores a critical hit if it hits. If this area is hit with an acupuncture needle loaded with the magical ink, the monk is poisoned. Each turn it must make a DC10 Constitution saving throw or go to 0 hit points. Changes If the shadows haven't reached the dojo grounds yet, then the ritual isn't complete. For each for remaining, reduce the max health each health pool by 3. If the shadows have made it all the way to the dojo grounds, then the monk loses the hallucinations trait until he's lost one pool of health. If the monk is a result of a risky ritual, then the monk's starts with one pool depleted but its alpha strike's attack allows it to make 6 attacks.

Character Tie ins: The drama of this encounter comes from the character backstories. (see next section) Below is a summary of the identities of each character and what they know, and each of the following pages is a printout you can give to the player, with information agnostic to how they've chosen to implement their character. The campaign is designed to work if you play party of monks but if you don't want to, or if you're playing with a new group, you can use the recommended set. Ohrn, the Veteran Str>Dex>Con>Wis>Cha>Int Idea: Prefers a stealthy approach (least amount of thinking)

Prefers a stealthy approach (least amount of thinking) Background: Soldier from the front lines, well-traveled, knows about the war and the world.

Soldier from the front lines, well-traveled, knows about the war and the world. Secret: Afraid of going back to front lines, sympathizes with the cult. Wolf Totem Barbarian: AC 15, HP 75

Weapon: Great axe

Homebrew Alternative: Legion Barbarian Xilli, the Ninja Dex>Int>Con>Wis>Cha>Str Idea: Can track anyone, wants to follow person back to their temple.

Can track anyone, wants to follow person back to their temple. Background: Spy, double agent for the cabal after being nearly converted.

Spy, double agent for the cabal after being nearly converted. Secrets: Brother still employed Assassin Rogue: AC 16, HP 63

Weapons: endless daggers

Homebrew Alternative: Web assassin Khan, the Samurai Dex Wis Con Str Int Cha Idea: Prefers strategic ambush, Good at noticing things

Prefers strategic ambush, Good at noticing things Background: Knight, honorable clan member who has dwelled in the city for generations. Knows about the city, particularly the inner city and its history.

Knight, honorable clan member who has dwelled in the city for generations. Knows about the city, particularly the inner city and its history. Secret: Partially responsible radicalizing the leader of the cult, needs to regain honor by killing the leader of the cult. Battlemaster Fighter: AC 18, HP 66 Maneuvers: Trip, Precision, Commander's Strike, Parry

Weapon: 2xRapier (katana), Bow, ceremonial greatsword.

Homebrew Alternative: Warforged Fighter Oothra, the Student Cha>Dex>Con>Int>Str>Wis Idea: Prefers stealth or intimidation

Prefers stealth or intimidation Background: Acolyte, Still almost a child, has encyclopedic knowledge of rituals.

Acolyte, Still almost a child, has encyclopedic knowledge of rituals. Secret: Has a morbid fascination of the ritual and kind of wants to see it play out. Had visions about one particular ritual. Great Old One Warlock Tome pact: Spare the dying, Thorn whip, Ray of Frost

AC 15, HP: 51

Invocations: Agonizing Blast, Repelling Blast, One with Shadows

Cantrips: Mage hands, Minor illusion, Eldritch blast

Spells: Fireball, Blink, Misty step, Hunger of Hadar, Hypnotic Pattern, Fear, Remove Curse

AC 15, HP: 51

Homebrew Alternative: Emergent mind by Peanut Diane, the Quest giver Dex>Wis>Con>int>str>cha Idea: Prefers a stealthy approach.

Prefers a stealthy approach. Background: Representative of the Whole. has general knowledge of the group.

Representative of the Whole. has general knowledge of the group. Secret: Has visions of the future to come (if a player has read the guide, you can tell them to metagame as little as possible and play this character) Shadow Monk

AC 15, HP: 66 Effects of Characters Here are some ideas for some of tie ins to the characters: have the Thresh, the leader of the recognize the Samurai

have a random low-CR monk in the first part of phase III recognize the Rogue

have someone appeal to the Veteran in an interrogation scene or in the final boss scene. Pre-generated Character Sheets Ohrn: PHB | Homebrew | Monk (Homebrew) |Monk

Xilli: PHB | Homebrew | Monk (Homebrew) |Monk

Khan: PHB | Homebrew | Monk (Homebrew) |Monk

Oothra: PHB | Homebrew | Monk (Homebrew) |Monk

Diane: PHB | Homebrew | Monk (Homebrew) |Monk

Ohrn the Veteran Traveler Unique Knowledge: The Reaping tides The Reaping Tides is the archaic euphemism for the droves of undead and eldritch horrors that assault the continent constantly. There is no offensive - these attacks seemingly come at random, devastate any villages that are unprepared for the assault. The attacks are from the east and the western shores. Unlike the seas in the north and South, which are actual bodies of water, the eastern and western seas are shallow and stagnant. When the "Reapers" take over land, an unnatural fog takes over and the shoreline moves up. There are outposts, scouts, and armies that are used to defend against these tides, as well as villages they protect. Background (Soldier) You come up from one of these villages. Life in these villages are hard - the land is bountiful and provides enough food for the villagers but there are hefty taxes and there’s always the looming danger of Reaper raids. When you came of age you went to fight for the safety of your people, expecting an honorable battle like in the stories of old, but instead experienced months trudging through knee-high water, ambushes by undead and starvation when supply lines went down. In the years when your compatriots were slaughtered or deserted, you focused your pain and suffering into a cold apathetic rage. The unpredictability of the Reaper attacks reduced you to a wreck of a man, and yet it was the only thing you knew. When you returned to your village, you found the years fighting soured you, and you left, an outcast. In the city you hoped your reputation as a veteran would mean a better life for you, and you swore to get the better of your melancholy to fit in with the rest of the world. With a letter of introduction to one of the lesser nobles of the city, Khan, you hoped for a new start. However, once in the city you've realized how disconnected the people with power were with the front lines and fringe villages. Taxes from your village feed the people, blood from your family line is shed ultimately for These City-dwellers. While you're awarded some degree of respect from those around you, you begin to think you've been taken advantage of. There has to be a better way. Debrief: After meeting each other, you are given the following debrief on the situation by Diane: Your Team You are part of an elite group of monks that have been chosen to deal with this issue. Most other combat worthy are out in the eastern front dealing with the Reaping Tides - It’s a perfect opportunity for the Sect to attempt to steal the artifact and/or attempt the Ritual. The Enemy You Know little about the enemy other than that they are a splinter group called the Clasped Cabal. From what Diane has told you they seem like they could be a threat to the city but only if they are able to pull this stunt off. The City The City bustles with activity, from noodle shops to parlors or dojos and smaller monasteries that are located both inside and outside the City walls. There is an open gate to the city, which is only closed in emergencies, that leads out into the sprawling shanty town, where the streets wind about and open spaces are filled with crowded balconies, clothes lines, signs, staircases etc. Inside the city walls is where the merchants, artists and nobles reside, and the Shogun's Palace. The Ritual The Ritual is an ancient one, and mentioned in Clan Phoenix's lore. The ritual is to strengthen a warrior - normally used to empower a chosen warrior before a crucial conflict. The empowerment causes gradual madness, so the owner of the ritual tattoo usually kills himself. You don't know how the Cabal was able to learn of the ritual - probably because of a defector high in the ranks of the Whole. The Artifact The artifact is a relatively mundane bottle of tattoo ink. It's housed in an ornamental container of significant value, and the ink itself may be hard to identify. However, you know who currently owns the ink a wizened old tattoo artist who gives (nonmagical) tattoos that bring luck. This ink has been handed down for century's, its recipe lost through time, and long ago his family was involved in helping with the ritual. You only recently found out about the true nature of the artifact (seconds ago). The Cabal doesn't know that you know, and you know the Cabal only learned of this information recently as well. The Reaping tides The Reaping tides refers to the central conflict of this world. Everyone has heard of it, and it refers to the constant fighting that occurs near the boundary of the continent with undead, demons, and who knows what else. Luckily, there are plenty of border villages between here and there.

Xilli the Secretive Spy





































The Clasped Cabal They are a varied bunch - they used to be part of the Whole but split off due to differences in their views towards how to deal with the Reaping Tides. You suspect their time in Monastery of the Whole has made them paranoid towards any outsiders, as the Whole has attempted to send spies to infiltrate their ranks. They are led by Thresh, a monk of unknown order or rank, and who you suspect will inherit the Chosen Tattoo. You think that there are at least some people who are willing to die for the Cabal's goal. You hope that none of the people you know have joined the sect, but you cannot be sure. A full-frontal assault from the Whole would crush the enemy if you knew where they were, but all bets are off if the ritual goes unmolested Background (Spy) You're used to the suspicious eyes of those who recognize you under your hood. It doesn’t bother you. If you knew it was going to be like this, you likely wouldn’t have done it. They came to your home one night, knocking at your door with nearly half a platoon of soldiers. You knew what they were here for. Instead of throwing you in jail they offered you a deal: stay in good standing with the clasped cabal and provide them with information once they initiated you, and all would be forgiven. But it was your older sister, Xiala, that they chose to initiate, not you. One day all her stuff was gone, presumably moved into the Cabal's hiding place. Oh, what a tangled web we weave... You've heard of all the team members before. Diane you've never met but she's well known for those who work for or against the Whole. You know Ootra from a previous job. It was enjoyable working with her, but you regret the day when that innocent smile would turn into a practiced one. Anyway, got to concentrate. This job could mean an out for you and your sister. Debrief: After meeting each other, you are given the following debrief on the situation by Diane: Your Team You are part of an elite group of monks that have been chosen to deal with this issue. Most other combat worthy are out in the eastern front dealing with the Reaping Tides - It’s a perfect opportunity for the Sect to attempt to steal the artifact and/or attempt the Ritual. The Enemy You Know little about the enemy other than that they are a splinter group called the Clasped Cabal. From what Diane has told you they seem like they could be a threat to the city but only if they are able to pull this stunt off. The City The City bustles with activity, from noodle shops to parlors or dojos and smaller monasteries that are located both inside and outside the City walls. There is an open gate to the city, which is only closed in emergencies, that leads out into the sprawling shanty town, where the streets wind about and open spaces are filled with crowded balconies, clothes lines, signs, staircases etc. Inside the city walls is where the merchants, artists and nobles reside, and the Shogun's Palace. The Ritual The Ritual is an ancient one, and mentioned in Clan Phoenix's lore. The ritual is to strengthen a warrior - normally used to empower a chosen warrior before a crucial conflict. The empowerment causes gradual madness, so the owner of the ritual tattoo usually kills himself. You don't know how the Cabal was able to learn of the ritual - probably because of a defector high in the ranks of the Whole. The Artifact The artifact is a relatively mundane bottle of tattoo ink. It's housed in an ornamental container of significant value, and the ink itself may be hard to identify. However, you know who currently owns the ink a wizened old tattoo artist who gives (nonmagical) tattoos that bring luck. This ink has been handed down for century's, its recipe lost through time, and long ago his family was involved in helping with the ritual. You only recently found out about the true nature of the artifact (seconds ago). The Cabal doesn't know that you know, and you know the Cabal only learned of this information recently as well. The Reaping tides The Reaping tides refers to the central conflict of this world. Everyone has heard of it, and it refers to the constant fighting that occurs near the boundary of the continent with undead, demons, and who knows what else. Luckily, there are plenty of border villages between here and there.

Khan the Noble Samurai



































The City The City is broken up into several districts. Inside the City walls, there is a merchant district, a government district, the Shogun's palace, the headquarters for the city branch of the monastery of the Whole. Outside, there is the gate district, the docks, the student district, and the slums. You are most familiar with the part of the city inside the city walls, although you have explored man parts of the outer city in your duties as a City guard. The City bustles with activity, from noodle shops to parlors or dojos and smaller monasteries that are located both inside and outside the City walls. There is an open gate to the city, (closed in emergencies) that leads out into the sprawling shanty town, where the streets wind about and open spaces are filled with crowded balconies, clothes lines, signs, staircases etc. Inside the city walls is where the merchants, artists and nobles reside, and the Shogun's Palace. Background (Noble) You've and your family have dwelled in the city for several generations and are considered one of the minor Nobel houses. You finished your training as a Samurai many years ago, and have a squire, Watson. You've recently received a letter of introduction from a veteran from the front lines who wants help getting stationed in the city. Once, you would have considered your life honorable and fulfilling, having spent it loyally defending the city instead of playing the political and corrupt games your coworkers have. Now you wonder: is a man better than the worst thing he's done? It happened one evening, after a long frustrating day of dealing with the corruption of some of your friends. You were approached by a man, sympathetic to your concerns, and after a few cups of wine, you let slip some condemning intel. You don't know who that man was, but you know that you are responsible for the formation of the clasped Cabal. The Monastery of the Whole knows as well, even if Diane, your friend and superior, does not. If you fail to redeem yourself soon you will be given the choice to kill yourself to regain your honor or subject your entire bloodline to exile. Debrief: After meeting each other, you are given the following debrief on the situation by Diane: Your Team You are part of an elite group of monks that have been chosen to deal with this issue. Most other combat worthy are out in the eastern front dealing with the Reaping Tides - It’s a perfect opportunity for the Sect to attempt to steal the artifact and/or attempt the Ritual. The Enemy You Know little about the enemy other than that they are a splinter group called the Clasped Cabal. From what Diane has told you they seem like they could be a threat to the city but only if they are able to pull this stunt off. The City The City bustles with activity, from noodle shops to parlors or dojos and smaller monasteries that are located both inside and outside the City walls. There is an open gate to the city, which is only closed in emergencies, that leads out into the sprawling shanty town, where the streets wind about and open spaces are filled with crowded balconies, clothes lines, signs, staircases etc. Inside the city walls is where the merchants, artists and nobles reside, and the Shogun's Palace. The Ritual The Ritual is an ancient one, and mentioned in Clan Phoenix's lore. The ritual is to strengthen a warrior - normally used to empower a chosen warrior before a crucial conflict. The empowerment causes gradual madness, so the owner of the ritual tattoo usually kills himself. You don't know how the Cabal was able to learn of the ritual - probably because of a defector high in the ranks of the Whole. The Artifact The artifact is a relatively mundane bottle of tattoo ink. It's housed in an ornamental container of significant value, and the ink itself may be hard to identify. However, you know who currently owns the ink a wizened old tattoo artist who gives (nonmagical) tattoos that bring luck. This ink has been handed down for century's, its recipe lost through time, and long ago his family was involved in helping with the ritual. You only recently found out about the true nature of the artifact (seconds ago). The Cabal doesn't know that you know, and you know the Cabal only learned of this information recently as well. The Reaping tides The Reaping tides refers to the central conflict of this world. Everyone has heard of it, and it refers to the constant fighting that occurs near the boundary of the continent with undead, demons, and who knows what else. Luckily, there are plenty of border villages between here and there.

Oothra the Prodigious Child The Ritual The Ritual is an ancient one, and mentioned in Clan Phoenix's lore. The ritual is to strengthen a warrior - normally used to empower a chosen warrior before a crucial conflict. The empowerment causes gradual madness, so the owner of the ritual tattoo usually kills himself. You don't know how the Cabal was able to learn of the ritual - probably because of a defector high in the ranks of the Whole. You do not know how long the ritual typically takes but you know it is much much slower without the ink and the effect is less potent. It seems as if could be done not in the full moon either, but its more risky. Furthermore, the ritual commences as magical darkness engulfs the city and spread inwards towards where the ritual is taking place, and a beam of light descends from the sky making it immediately obvious where it takes place. You have a fascination with rituals and for some reason this one in particular excites you. Although you know that the completion of the ritual could result in the deaths of many innocent lives, you feel as if seeing ancient magic first hand will expand your knowledge. Background (Sage) Another mission? What fun! Parents will be proud... and with Xilli too! You haven't been this excited since you passed your Comprehensives (at a record age, you might add). While you were certainly good at it, you're glad you no longer have to spend months in dusty libraries learning about archaic magics. It’s not like that made you a more approachable Debrief: After meeting each other, you are given the following debrief on the situation to the others: Your Team You are part of an elite group of monks that have been chosen to deal with this issue. Most other combat worthy are out in the eastern front dealing with the Reaping Tides - It’s a perfect opportunity for the Sect to attempt to steal the artifact and/or attempt the Ritual. The Enemy You Know little about the enemy other than that they are a splinter group called the Clasped Cabal. From what Diane has told you they seem like they could be a threat to the city but only if they are able to pull this stunt off. The City The City bustles with activity, from noodle shops to parlors or dojos and smaller monasteries that are located both inside and outside the City walls. There is an open gate to the city, which is only closed in emergencies, that leads out into the sprawling shanty town, where the streets wind about and open spaces are filled with crowded balconies, clothes lines, signs, staircases etc. Inside the city walls is where the merchants, artists and nobles reside, and the Shogun's Palace. The Ritual The Ritual is an ancient one, and mentioned in Clan Phoenix's lore. The ritual is to strengthen a warrior - normally used to empower a chosen warrior before a crucial conflict. The empowerment causes gradual madness, so the owner of the ritual tattoo usually kills himself. You don't know how the Cabal was able to learn of the ritual - probably because of a defector high in the ranks of the Whole. The Artifact The artifact is a relatively mundane bottle of tattoo ink. It's housed in an ornamental container of significant value, and the ink itself may be hard to identify. However, you know who currently owns the ink a wizened old tattoo artist who gives (nonmagical) tattoos that bring luck. This ink has been handed down for century's, its recipe lost through time, and long ago his family was involved in helping with the ritual. You only recently found out about the true nature of the artifact (seconds ago). The Cabal doesn't know that you know, and you know the Cabal only learned of this information recently as well. The Reaping tides The Reaping tides refers to the central conflict of this world. Everyone has heard of it, and it refers to the constant fighting that occurs near the boundary of the continent with undead, demons, and who knows what else. Luckily, there are plenty of border villages between here and there.

Diane the Quest Giver































The Team You've been tasked by your superiors to assemble a team. Each person has been notified to gather at noodle bar and be debriefed. Oothra knows about the ritual, Xilli is your spy for the Cabal, Khan used to be a detective and is loyal to the order, and Ohrn is a veteran who has fought with the cause. You are part of an elite group of monks that have been chosen to deal with this particular issue. Most other combat worthy are out in the eastern front dealing with the Reaping Tides - It’s a perfect opportunity for the Sect to attempt to steal the artifact and/or attempt the Ritual. You know the least about Ohrn, who is just a veteran from the front lines. Regardless of his motivations, he is an excellent combatant and a valuable asset. You know that he's highest on the payroll, partially because of his experience, partially because he wasn't already working for the order. Of the 4 you trust Xilli the least, in that she's a spy. Oothra seems like she could be a liability, but your superiors have warned you not to underestimate her. Khan is, as far as your concerned, your second in command. Background (Urchin) Of the 4 people assembled, you know none match your dedication to the cause. All you know of is serving the Monastery. Your parents, now but distant memories, for whatever reason gave you to the Monastery and you've spent your life being trained into a perfectionist. The Monastery has been for years now one of the most powerful factions in the local area. Initially designed to be an organization where skilled individuals from all clans were welcome, it has grown in power to surpass the minor clans within cities along the eastern shore. When you weren't training in the Monastery’s temples you were out on the streets, learning the ins and outs of the city you swore to serve. Debrief: After meeting your team, you given the following debrief on the situation by Diane: Your Team You are part of an elite group of monks that have been chosen to deal with this issue. Most other combat worthy are out in the eastern front dealing with the Reaping Tides - It’s a perfect opportunity for the Sect to attempt to steal the artifact and/or attempt the Ritual. The Enemy You Know little about the enemy other than that they are a splinter group called the Clasped Cabal. From what Diane has told you they seem like they could be a threat to the city but only if they are able to pull this stunt off. The City The City bustles with activity, from noodle shops to parlors or dojos and smaller monasteries that are located both inside and outside the City walls. There is an open gate to the city, which is only closed in emergencies, that leads out into the sprawling shanty town, where the streets wind about and open spaces are filled with crowded balconies, clothes lines, signs, staircases etc. Inside the city walls is where the merchants, artists and nobles reside, and the Shogun's Palace. The Ritual The Ritual is an ancient one, and mentioned in Clan Phoenix's lore. The ritual is to strengthen a warrior - normally used to empower a chosen warrior before a crucial conflict. The empowerment causes gradual madness, so the owner of the ritual tattoo usually kills himself. You don't know how the Cabal was able to learn of the ritual - probably because of a defector high in the ranks of the Whole. The Artifact The artifact is a relatively mundane bottle of tattoo ink. It's housed in an ornamental container of significant value, and the ink itself may be hard to identify. However, you know who currently owns the ink a wizened old tattoo artist who gives (nonmagical) tattoos that bring luck. This ink has been handed down for century's, its recipe lost through time, and long ago his family was involved in helping with the ritual. You only recently found out about the true nature of the artifact (seconds ago). The Cabal doesn't know that you know, and you know the Cabal only learned of this information recently as well. The Reaping tides The Reaping tides refers to the central conflict of this world. Everyone has heard of it, and it refers to the constant fighting that occurs near the boundary of the continent with undead, demons, and who knows what else. Luckily, there are plenty of border villages between here and there.

Help with your world Mechanical Strengths In terms of strengths, monks can be very good at what they do. At high levels that have incredible DPS and medium levels they are incredible at crowd control (especially a group of them). Solo encounters will be easier than average, and if you have a typical encounter with a couple of bruisers and a couple ranged - they will also excel. Mechanical Weaknesses Here is a list (not comprehensive) of things you can throw at a monk heavy party if they have been rolling through your encounters: A large number of ranged opponents that are hard to reach

Barbarians (pre lvl 5)

Undead (with their undead fortitude they tend to last a bit longer than usual)

Something with stuns

Illusions (low int save)

Banishment (low charisma save) You can often combine these to great effect. An Undead Ogre with a couple levels in Barbarian can survive a long time against some monks. High points That being said, the point of playing dnd is to have fun. Throwing a lot of challenging encounters at the monks, especially if these moments of tension do not match up with storytelling - makes those encounters feel frustrating. It’s a DM's job to understand what their strengths and weaknesses so to provide a compelling experience. Of course, you can't have a group of four monks without having a ridiculous amount of fun. Some of these are likely to be expanded in the Adventures section if it ever comes out, but just to give you some ideas about some adventures you could be having: Incredibly tense and interesting stealth adventures. Get in, steal/assassinate, get out.

Rooftop chases: No one is as good as parkour as monks

Intrigue: Monks aren't great with deception, but it can be incredibly difficult to lie to a party of monks. Throw in some helpful NPCs and intrigue adventures can work well with monks. If you don't have one in the party, a Mask monk or two could be helpful in this regard.

Tavern brawl: you really should be having these once every couple of days.

Boss fights: A lot of the monks here can be converted into monks... maybe enemy monks. In general, monks excel given room and an interactive environment. Having space lets them use their mobility for hit-and-run tactics. Their speed and general athletic/acrobatic nature lets them bypass tricky bits of terrain, which lets them use it to hinder their foes or make a safe escape. Environments littered with improvised weapons are great for monks too. Subclasses with the ability to push around foes make these kinds of environments even more exploitable. An affinity for stealth gives monks some ability to help choose their battleground. Playing in the East Where many worlds of Dungeons and Dragons are set in campaign words bespeaking a western or medieval influence, much of these monks are based on eastern culture. Japanese martial arts, Chinese mysticism, etc. Life of an eastern monk-centered campaign revolves around the prestige of families, clans, and monasteries, as well as personal and institutional honor. While some monasteries may become quite competitive with one another, individual monks may often form bonds of friendship and loyalty with those of other traditions. Here are some ideas for how your campaign starts off. Plot Hooks Someone is sparking clan war: you as a loyal group of friends try to stop it before irrevocable events occur

You must make a journey to the east as a trial of your will and abilities

The ruler of a nearby kingdom has been seduced by an evil spirit - causing the previously just ruler to commit atrocities in her name Player Motivations Honor: Regain it or move up after being brought up without it

Revenge: Tying into honor, players can strive to become strong enough to challenge a foe long ago spurned

Love: A common trope in Chinese literature is love, often forbidden