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The Tomb of the Sundered Saint

Forgotten Realmsheroic Lv. 5 · 5 players

The Tomb of the Sundered Saint

The party has been summoned by the Waterdeep Church of Lathander to retrieve the Holy Seal of Dawn from a desecrated tomb in the Sword Mountains. Undead cultists of Shar have seized the sacred relic to corrupt a blessing that protects the city's poor district. The adventurers must navigate the crumbling burial chamber, overcome the undead guardians, and confront the cult's dark priestess before she completes a profane ritual.

redemptionundead horrordivine conflict

Read Aloud

The brass bells of the Cathedral of Lathander toll mournfully as you enter the grand Hall of Dawn. Afternoon light fractures through stained-glass windows, casting blood-red and gold patterns across stone floors slicked with recent blood. Before the marble altar kneels High Priestess Aranthalei, her pale hands trembling as she clutches a shattered reliquary. Her face is drawn—a woman bearing the weight of a thousand prayers unanswered. Behind her, the great doors to the crypt hang open like gaping jaws, and you catch the faint scent of grave-earth and corruption wafting from below. She turns to you, recognition flickering in her eyes, and her voice breaks as she speaks.

Description

The party arrives at the Cathedral of Lathander in Waterdeep's Sea Ward. High Priestess Aranthalei briefs them on the situation: three nights ago, followers of Shar raided the crypt and stole the Holy Seal of Dawn—an artifact that sanctifies the Dock Ward's Blessing of Mercy, which feeds and heals the city's poorest citizens. The priestess has been able to maintain the blessing through prayer for 72 hours, but her strength is failing. The cultists plan to corrupt the Seal in an ancient tomb in the Sword Mountains to invert its blessing and sow plague and despair. She offers 500 gold and a Cleric contact in Daggerford for directions to the tomb. She reveals that the crypt's guardian spirit, a former paladin named Alendor, was destroyed by the cultists, and unholy necromancy now taints the buried tomb. The party must gather supplies and depart within the hour if they are to reach the tomb before tomorrow's midnight—when the corruption ritual completes.

DM Notes

This is a social/information-gathering scene with no checks required unless the party doubts Aranthalei. A DC 16 Insight check reveals she is genuinely desperate and holding back one detail: she sent a junior priestess, Sister Morwenna, to scout the tomb yesterday. The priestess never returned. The party can buy supplies in the Cathedral's merchant hall (mundane gear only), or they can push onward. A DC 14 Religion check identifies that corrupting a Cleric's artifact blessing would require a high priestess-level caster and significant necromantic power—suggesting a serious threat. Aranthalei will not let the party leave until they've eaten and rested (she insists they have at least 1 hour, giving them a short rest if desired).

Read Aloud

The autumn wind cuts across the High Road as you leave Waterdeep's walls behind, the city's white towers shrinking against the purple-grey sky. The Sword Mountains rear ahead like jagged teeth, their peaks already touched with snow despite the season. By nightfall, you reach a small waystone shrine dedicated to Lathander—a stone monument carved in the shape of a rising sun, now weathered and stained with what looks like old blood. A narrow path, barely visible through overgrown grass and bracken, splits off toward a narrow canyon. Carved into a nearby boulder, half-hidden beneath moss and lichen, are two words in ancient Common: "Alendor's Rest." Your guide, a weathered ranger from Daggerford named Cedwin, points toward the canyon and says nothing—he looks afraid.

Description

The party travels from Waterdeep to the foothills of the Sword Mountains, approximately 40 miles north. Cedwin, a ranger hired by the Church, leads them to a narrow canyon where the tomb is situated. As they approach, Cedwin becomes increasingly nervous and reveals that locals speak of lights in the canyon at night—pale green fires that move against the wind. He will not enter the canyon himself but will camp at a safe distance and wait three days for their return. A DC 13 Perception check during the journey notices fresh wagon tracks heading toward the canyon, and disturbed earth suggesting multiple people (the cultists) passed this way within the last two days. A DC 16 Survival check reveals that the tracks include at least two horses and what appears to be ritual components (scattered herbs, chalk, bone dust). The canyon itself is narrow—only 15 feet wide at its widest—with sheer cliff walls on both sides. The party can move single file.

DM Notes

This is a travel scene meant to build atmosphere and provide reconnaissance opportunity. If the party uses spells like *Detect Magic* or *Divine Sense*, they will sense faint auras of death magic coming from the canyon ahead. Encourage the party to ask questions and make Perception/Survival checks—rewarding them with the discovery of the cultist trail. The canyon is defensible terrain; mention this, as it may matter if the party plans a retreat. Cedwin is not hostile or duplicitous, just genuinely frightened. The party reaches the tomb entrance by late afternoon on Day 1, giving them time to scout or rest before entering.