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The Burning Shrine

Forgotten Realmsheroic Lv. 5 · 1 players

The Burning Shrine

The party is hired by a desperate cleric to rescue survivors trapped in a holy shrine that has been besieged by a cult of fire elementalists. After discovering the cult's leader has summoned an infernal patron, the paladin must choose between a costly rescue and a dangerous ritual that could collapse the shrine on all of them.

redemptionheroismmoral choice

Read Aloud

The common room of the Wayward Wyvern reeks of spilled ale and smoke, but your quiet corner table shatters as a woman in singed white robes bursts through the tavern door, her face streaked with soot and desperation. Sister Meredith, a cleric you've heard whispers about, staggers toward the bar before spotting you—perhaps the only one here who bears the mark of faith. She approaches with trembling hands, her voice cracking as she begs: the Shrine of Eternal Dawn, sacred to the goddess Amaunator, has been surrounded by cultists since dawn. Her brothers and sisters are barricaded inside with refugees. The flames are spreading. She can pay, but more importantly, she needs a champion who understands the weight of holy ground.

Description

Sister Meredith is desperate and disheveled, having fled the shrine when the cult's forces overwhelmed the outer courtyard. She can provide the party with basic directions (the shrine is three leagues northwest, in the foothills) and tell them the cult's numbers (roughly a dozen robed figures, though she couldn't count precisely). She knows the cult chants in Infernal and calls their leader "the Seared Prophet." She offers 75 gold pieces from the shrine's modest coffers, plus a promise of gratitude from the temple hierarchy. The party can use Insight checks (DC 12) to sense she's hiding something about the shrine's true condition—she's afraid to speak of the spreading fires directly. A successful Religion check (DC 13) reveals that Amaunator worship is less common now, and this particular shrine is a place of pilgrimage for older clerics seeking contemplation.

DM Notes

This is the hook. Don't oversell it; let Meredith's fear do the work. If the party asks probing questions about the cult, offer hints but no certainties—the mystery should feel real. If they ask about payment, she can offer modest coin but should emphasize the spiritual weight. A Paladin will likely feel the pull of protecting innocents and holy ground; lean into that. If they're suspicious, Meredith can produce a holy symbol of Amaunator (a golden sun disk) as proof. The tavern itself is neutral ground; no one will interrupt them, but onlookers might remember the party was hired by a holy woman.

Read Aloud

The Shrine of Eternal Dawn crowns a rolling hillside, and you smell the smoke long before you see it. What should be a serene temple of white stone and golden trim is instead wreathed in orange flame. The courtyard walls, once pristine, are now blackened and crumbling, with scorch marks that climb toward the central dome. A dozen robed figures encircle the shrine, some chanting in harsh Infernal, others tending bonfires that feed the unnatural flames licking at the building's flanks. The fires burn with a sickly intelligence—purple at their hearts. As you crest the final ridge, one of the cult members points, and all eyes turn toward you. The chanting stops. Silence. Then a voice, smooth as silk and twice as venomous, calls down from the shrine's highest tower: "At last. The goddess sends her dog."

Description

The shrine is a three-story stone structure shaped like a cross, with a domed central chamber and four wings. The courtyard occupies the 100-foot square before it. The cult (Cult of the Infernal Flame—a splinter sect devoted to Mephistopheles) has established two bonfire camps, one on each flank of the main entrance, and stationed two guards at the door itself. The voice from the tower belongs to Thereus the Seared Prophet, the cult's leader, who stands 80 feet up, visible only from certain angles. Smoke fills the courtyard to 10 feet high, providing half-cover. Inside the shrine, the party can hear faint crying and prayers—evidence of trapped survivors. The fires spread along the shrine's wooden supports; if left unchecked for more than one hour, the entire eastern wing will collapse. The party gains this time pressure through careful observation (Perception DC 13) of the structural damage or by asking Sister Meredith. A successful Survival check (DC 12) reveals a partially collapsed section of the courtyard wall on the southern flank—a possible entry point that bypasses the main guards.

DM Notes

This is a classic siege approach. The party has several options: (1) Stealth approach via the southern wall breach; (2) Direct confrontation; (3) Attempt negotiations. The cult will not negotiate in good faith, but Thereus will taunt the party, buying time for something (see Scene 4). The smoke is tactically interesting—it hampers vision but also provides cover. Sister Meredith will hang back unless the party is in obvious dire peril; she's a non-combatant. Thereus's boast about the goddess sending her dog is a taunt calculated to provoke a Paladin. Let the player feel the weight of this moment without forcing a single path. If they ask about the survivors, make clear that the cries are real but distant—inside the shrine. The party should understand that their primary objective is not just defeating cultists but saving lives and stopping the fire spread.