The Tomb of the Sundered Saint
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.
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).
The Road to the Sword Mountains
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.
High Priestess Aranthalei
Half-Elf · Quest Giver / Ally
Cedwin Ashwalker
Human · Guide / Witness
The Desecrated Sepulcher
Read Aloud
The canyon mouth widens into a natural amphitheater of grey stone, and at its far end, a great archway yawns open—the entrance to the tomb. The arch is wreathed in pale green flame that doesn't consume the stone but seems to writhe with unnatural hunger. Carved above the arch in flowing script is a prayer in Celestial: "May the Sun's Grace eternal guide thee home." Below it, that prayer has been defaced with crude slashes and, in dripping black paint, a symbol of Shar—a black crescent moon piercing a dark circle. The ground before the entrance is disturbed—recent footprints from perhaps four or five humanoids heading inward. A shattered holy symbol of Lathander lies in the dirt, its chain snapped. To your left, about thirty feet up the cliff face, you notice a rope hanging from a ledge, swaying slightly in the wind. Your ranger companion, studying the ground, mutters, "They came up through that route. Didn't want to use the main path." The air issuing from the tomb entrance is cold—bone-cold—and carries the scent of turned earth, old stone, and something fouler: decay.
Description
The tomb entrance is a natural cavern mouth with worked stonework dating to the early Sundar Era (approximately 400 years ago). The green flames are a magical effect created by the cultists—illusory but convincing (they shed no heat and cannot harm anyone). The shattered holy symbol is recent. The rope and ledge indicate a secondary approach; Cedwin can tell the party that the rope was placed in the last 48 hours and the cultists likely used it to avoid leaving obvious tracks on the main approach. A DC 16 Perception check reveals fresh blood stains on some of the rope. A DC 13 Investigation check at the tomb entrance finds a discarded purple silk cloak—the garb of a mid-ranking priest of Shar. Searching the cloak yields a journal entry written in Infernal (or the party can use Translation magic): "Priestess Malachaine grows impatient. The ritual chamber glows at midnight. If the seal breaks before then, our god's shadow will consume the blessed light. Sister Morwenna's body will serve well as a phylactery anchor—death magic always needs a vessel." This establishes that the High Priestess Malachaine is the main antagonist, and that Sister Morwenna is likely dead and may be animated.
DM Notes
This is the threshold scene. Encourage the party to spend a moment planning their approach. They can enter through the main arch or attempt the rope route (DC 13 Strength/Dexterity check to climb; a Barbarian might use their resistance to damage if they fall, a Monk can naturally climb, and the Rogue has advantage). The journal entry is a critical exposition dump and should not be withheld—it sets expectations for what lies ahead. The cultists are aware of the party's likely arrival by now (Cedwin informed the Church publicly, and the Church's hiring of adventurers is known in Waterdeep circles). If the party uses Stealth, they can achieve surprise in the first chamber (see Scene 4). If they charge in loudly, cultist scouts will alert Malachaine and enemies will be ready. The green flames are purely atmospheric and will dissipate once the party enters (the cultists' spell is failing due to the profane magic beginning to corrupt the sanctuary).
The Vestry of Fallen Light
Read Aloud
The entrance leads into a vast burial chamber, perhaps 60 feet across and 30 feet high, supported by carved stone columns decorated with relief images of Lathander's holy symbols—suns, rays of light, and celestial imagery. The air is thick with dust and the cloying smell of incense. What strikes you most is the contrast: the carvings are beautiful and reverent, yet the floor is now desecrated. Seven stone sarcophagi are arranged in a semicircle at the far end of the chamber, and three have been pried open and their contents disturbed—bones scattered across the floor in ritualistic patterns. In the center of the chamber stands a crude black iron brazier, still smoldering with dark-purple flames that cast writhing shadows across the walls. The cultists have clearly been using this chamber as a staging ground. Scattered around the brazier are ritual components: bundles of herbs, chalk circles, and what appears to be blood pooled in shallow bowls. As your eyes adjust, you notice movement—near the far right column, a figure in tattered purple robes stands absolutely still, staring at you with hollow, empty eyes. It is a corpse, propped upright against the stone, animated by profane magic. As it sees you, its jaw unhinges and a low, keening wail erupts from its throat—an alarm. From a passageway behind the sarcophagi, you hear urgent footsteps.
Description
This is the Vestry, the primary burial chamber of the tomb. The seven sarcophagi each contain the remains of Sundar-era clerics of Lathander. Three have been desecrated: one body has been animated as a Ghoul, another has been used in a necromantic ritual (body partially cremated), and the third is empty save for bloodstains (this is Sister Morwenna's empty sarcophagus—her body was taken for use elsewhere in the tomb). The black brazier is part of a dark ritual meant to corrupt the tomb's sanctity; if the party can extinguish it, they will prevent one layer of the curse and gain advantage on any saves against undead effects in the tomb. The animated corpse near the column is a Ghoul (see Encounter 1). The keening wail triggers Encounter 1 immediately. The passageway leads to the ritual chamber (Scene 5), where cultists have positioned themselves in ambush. A DC 14 Perception check during the alarm allows the party to ready themselves for combat. A DC 15 Investigation check at the brazier reveals that the ritual is approximately 50% complete and will be finished by midnight tomorrow if the party does not interrupt it.
DM Notes
This is a combat encounter, but it serves also as an exposition scene. The party should have time to take in the desecration before combat begins. If they used Stealth to enter, they have surprise. The ghoul serves as the "alarm" and will immediately flee toward the passageway if it falls below 10 HP, potentially giving the party a chance to intercept it or to pursue. Offer the party a moment to react before rolling initiative—some may want to advance, others to hold position. The brazier is AC 10 and HP 15; extinguishing it requires an action but is trivial (no check needed). If extinguished before the first round of combat, the party gains +1 to their next saving throw against an undead effect in this session. The desecrated sarcophagi are tragic and should prompt role-play—a Cleric or Paladin might be particularly motivated to stop the ritual.
The Corrupted Vestry
mediumMonsters
Tactics
The Ghoul is an undead alarm and moves toward the passageway to warn the deeper cultists. It will engage the party but prioritizes escape. The three Cultist-Spies emerge from the passageway in the second round (or first round if the party does not pursue the Ghoul immediately). The cultists use the stone columns as cover and attempt to flank the party using hit-and-run tactics (shortsword + hand crossbow). They coordinate with Sneak Attack; if flanking is not possible, they focus fire on the party's ranged attackers (Ranger, Rogue). A cultist will attempt to escape back through the passageway if reduced below 5 HP. If all three cultists escape, they will alert the deeper chamber and cause a cascading retreat toward the ritual chamber (Malachaine will activate more defensive magic).
Terrain
The Vestry is a 60-foot-by-30-foot chamber with four stone columns (10 feet tall, 3 feet in diameter) positioned at 15-foot intervals. The seven sarcophagi form a semicircle at the far end (difficult terrain to climb over). The black brazier is in the center of the chamber, 30 feet from the entrance. The passageway behind the sarcophagi is 10 feet wide and extends 40 feet into darkness before opening into another chamber (Scene 5). The floor is dusty but not slippery. The air is thick and visibility is normal—dusty light enters from the tomb entrance.
The Ritual Chamber of Shar's Shadow
Read Aloud
The passageway opens into a lower chamber, clearly not part of the original tomb construction. The walls are rough and unfinished—carved from living rock in haste. The chamber is perhaps 40 feet across and lined with dark violet drapes hanging from crude iron hooks. Candles—dozens of them—cast wavering shadows across the walls. At the far end of the chamber, standing upon a raised stone dais, is a woman in ornate robes of deepest purple and black. Her skin is pale, almost luminescent, and her eyes are completely black—no whites, no pupils, just voids. In her hands she holds a stone seal carved in the shape of a sunburst, now wrapped in black silk. This is High Priestess Malachaine, and beside her lies a withered corpse in a tattered priestess's blue vestment—Sister Morwenna. The corpse's eyes glow with sickly green light, animated but not alive. At the chamber's center, a great stone circle has been carved into the floor, inscribed with profane runes that seem to writhe and shift in the candlelight. Malachaine smiles as you enter, and her voice is like the whisper of a tomb: "The faithful arrive too late. The seal has already begun its transformation. By tomorrow's dusk, every soul in the Dock Ward will taste despair." She raises her hand, and the seven cultists who escaped the Vestry move to block the chamber's exits. From the shadows behind the dais, two hulking shapes move into the candlelight—massive skeletal warriors, their bones bound together with dark chains and black iron, each wielding a greatsword of ancient make.
Description
This chamber is Malachaine's ritual ground, constructed over the past three days by her cultists. The Holy Seal of Dawn sits on the dais, wrapped in black silk and positioned over a phylactery stone (a small onyx cube engraved with Shar's symbol). The seal itself is not guarded—it is bait. Malachaine's true defense is the ritual circle and the two Bone Wraiths (skeletal fiends bound by profane magic, detailed in Encounter 2). Sister Morwenna's animated corpse is a Ghoul under Malachaine's control; if destroyed, it will drop a small silver key (see Treasure section). The seven cultists from the Vestry are positioned between the party and the exits—there are two exits, one leading back to the Vestry and one (sealed by iron bars) leading deeper into the tomb. Malachaine is protected by the ritual circle; any creature that enters it must make a DC 14 Dexterity saving throw or be grappled by dark tendrils (as *Entangle*). The circle has radius of 15 feet from the dais's center. Malachaine will not leave the dais during the encounter; she will continue to cast spells from range and command her minions. If Malachaine is reduced below 20 HP, she will trigger a final corruption and destroy the Holy Seal in a burst of necrotic energy, requiring the party to salvage its fragments (a plot hook for a future session). The phylactery stone, if destroyed, immediately ends Malachaine's regeneration (see NPC stat block) and deals 11 (2d10) necrotic damage to her.
DM Notes
This is the climax encounter and should feel like a proper boss fight. Malachaine is a full statblock NPC with legendary actions. The seven cultists should not all engage immediately; 3-4 will block exits, and 2-3 will attempt to flank the party from the sides. The Bone Wraiths are slow but devastating—they have a 5-foot reach with their greatswords and will focus on the party's most-armored targets first. Malachaine will use her spell slots wisely, not wasting them on low-value targets. If at least 3 cultists are defeated or flee, the remaining cultists will attempt to escape through the barred passage (requiring a successful DC 16 Strength check to break the iron bars or a lockpicking check). Play up the atmosphere: the candlelight, the chanting, the corruption of the Holy Seal. When Malachaine is defeated, the dark energy in the chamber collapses; the candles extinguish, the ritual circle fades, and the Holy Seal returns to its neutral state (no longer corrupted, but severely damaged).
High Priestess Malachaine of the Eternal Dusk
Half-Elf (Sharite Servant) · Primary Antagonist / Boss
The Profane Altar of Shar
hardMonsters
Tactics
Malachaine stays on the raised dais and uses Counterspell to shut down the party's highest-level spells, particularly Healing Word and any turning/banishment effects. She opens with Cause Fear or Crown of Madness to disrupt the party's formation. The Bone Wraiths move forward to engage melee combatants (Barbarian, Monk, Ranger in melee if applicable), while cultist-spies use hit-and-run tactics from the flanks. Malachaine will use Evard's Black Tentacles to control the ritual circle and prevent the party from reaching the dais. If the phylactery stone is targeted, Malachaine will use a Legendary Action to cast Dispel Magic on any magic affecting it (e.g., Mage Hand Legerdemain, Telekinesis). One cultist will attempt to grab the Holy Seal if the party's attention is diverted. Sister Morwenna's animated corpse (Ghoul) will attack from behind if the party's back is exposed. If Malachaine falls below 15 HP and the phylactery remains intact, she will attempt to cast Dimension Door to escape the chamber and trigger a chain reaction: the ritual circle collapses, the temple begins to crumble (the party has 3 rounds to escape before the collapse traps them), and the Holy Seal falls into the rubble.
Terrain
The Ritual Chamber is 40 feet across and 25 feet high. The dais occupies the far 15 feet of the chamber and is 5 feet high. The ritual circle on the floor is a 15-foot-radius magic zone that activates the *Entangle* effect (DC 14 DEX save to resist). The chamber is lit by dozens of candles, providing bright light. The two exits are 10 feet wide: one back to the Vestry (unblocked initially) and one barred with iron (requiring DC 16 Strength to break or a successful lockpicking check, DC 15). The walls are lined with violet drapes that provide no mechanical benefit but obscure the chamber's true dimensions—creatures relying on sound-based navigation (echo location, tremorsense) suffer disadvantage on relevant checks. The phylactery stone sits at the base of the dais, unguarded but positioned as if it is intentional bait. The Holy Seal is held by Malachaine and will be destroyed if she is killed while still holding it (unless a creature uses a reaction to catch it, requiring a DC 14 DEX check). Sister Morwenna's corpse is positioned 10 feet to the right of the dais.
The Seal of Dawn Restored
Read Aloud
The ritual chamber falls silent. Malachaine's corpse lies still, her black eyes fading to a dull grey. The candles extinguish themselves, as if a great breath has been drawn from the chamber. The ritual circle glows a faint gold—the sanctuary's natural light returning—and the profane runes fade. On the ground, surrounded by scattered ritual components, lies the Holy Seal of Dawn. It is cracked—the divine light within it flickering like a candle flame in wind—but intact. The seal pulses with a familiar warmth. Behind you, the passageway back to the Vestry groans and settles; dust falls from the ceiling. Sister Morwenna's corpse crumbles to ash and shadow, finally at peace. If you listen carefully, you might hear a final whisper of gratitude on the wind—the voice of a young priestess, released from darkness. From deeper in the tomb, through the now-broken iron bars, you see a passage descending further into shadow. The air rising from it is cold and ancient, untouched for centuries.
Description
After Malachaine's defeat, the party has secured the immediate victory. The Holy Seal is damaged but salvageable—it will function to restore the Blessing of Mercy when brought back to Aranthalei, though the priestess will note that it requires a week of prayers to fully repair. The phylactery stone, if destroyed by the party, crumbles to dust and reveals the small silver key that Sister Morwenna carried before her death (see Treasure). The iron bars blocking the deeper passage have been damaged during the ritual's collapse and can now be pushed aside (requiring a DC 13 Strength check, or a single successful strike). Beyond the bars, a downward-sloping passage is visible, leading into deeper darkness. Cedwin, if the party sent him word, will be waiting anxiously at the canyon mouth. If the party wishes to press onward into the deeper tombs, they will encounter the final secret of Alendor's burial place—but this is optional and can serve as a hook for a future session. For now, the primary objective is complete: the Seal is recovered, Malachaine is destroyed, and the curse is averted.
DM Notes
This is a resolution scene and gives the party a moment to breathe. Encourage them to search the chamber thoroughly—they may find additional loot (see Treasure section). If the party is curious about the deeper passage, you can hint at what lies below without forcing them to explore: "The air smells of old stone and something else... something almost familiar. If Cedwin were here, he might recognize it as the scent associated with the paladin Alendor—a faint aura of old light, now sleeping." This plants a seed for future sessions. The party should have ample time to complete this scene, gather their treasures, and return to the surface before nightfall. If they rest in the tomb, warn them that the sanctuary's protective wards are no longer active, and they may be attacked by lingering undead during the night watch (optional encounter if you have time).
Treasure & Rewards
A marble seal carved in the shape of a sunburst, deeply cracked but still radiating divine warmth. When brought to High Priestess Aranthalei and blessed by her in a 1-hour ritual, it restores the Blessing of Mercy and grants the Dock Ward one month of protection from disease and despair. After that month, the blessing requires renewal. The seal cannot be attuned or used as a magic item by the party, but Aranthalei will offer a permanent blessing to any character who carried it back: once per week, that character can reroll a failed saving throw after seeing the result. This is not a spell slot or an action—it is a once-per-week blessing. Value: 3,000 gold (priceless to the Church of Lathander; not typically valued in monetary terms).
A blackened silver ring inscribed with Shar's holy symbol. This ring grants the wearer advantage on Stealth checks and allows them to cast *Invisibility* once per day (no spell slot required). However, wearing the ring for more than 8 consecutive hours causes the wearer to gain one level of exhaustion that cannot be recovered while wearing the ring. A *Dispel Magic* spell cast as an action can remove this effect permanently. The ring is cursed and will compel the wearer to act against the interests of lawful good religions (Lathander, Helm, Torm, etc.), but the curse can be lifted by a *Remove Curse* spell or by destroying the ring in the light of a full sun. Value: 750 gold. (Note: A careful party might wish to destroy it rather than keep it; allow this.)
The onyx cube that served as Malachaine's phylactery, now inert. If a character touches it, they must make a DC 14 Charisma saving throw or gain a level of exhaustion and be compelled to whisper the secrets they know to the shadows (a compulsion that takes no action but will interfere with social encounters). The cube can be destroyed by exposing it to sunlight for 1 hour. Value: 50 gold (cursed; most would prefer to destroy it). Inside the cube, the party finds the silver key mentioned earlier.
An ornate silver key with Lathander's sunburst symbol engraved on the bow. This key opens a sealed chamber in the tomb's lower levels, revealed through optional exploration. See Conclusion for details. Value: 100 gold.
A leather-bound journal containing the personal spellbook of one of the cultists. It contains 6 cantrips (Chill Touch, Prestidigitation, Mage Hand, Light, Mending, Message) and 8 first-level spells (Cause Fear, Inflict Wounds, Darkness, Comprehend Languages, Disguise Self, False Life, Sleep, Unseen Servant). A Wizard or Cleric can copy these spells into their own spellbook using standard downtime rules. Value: 200 gold.
Various spell components and ritual materials worth 300 gold total if sold to an apothecary or wizard. Some of these components are tainted by dark magic and will cause minor harm if handled bare-handed (1 point of necrotic damage per round of direct contact), but can be safely transported in a sealed container. The party might also keep them for their own ritual magic.
The cultists' camp contains a hidden purse with 450 gold and jewelry (including amethyst earrings, a pearl necklace, and a small diamond) worth 250 gold total. A DC 14 Investigation check is required to find the hidden purse beneath floorboards near the ritual circle.
Story Hooks
The destroyed phylactery stone hints at deeper necromantic magic binding Malachaine to the cult's purpose. If the party speaks with Aranthalei afterward, she will mention ancient Sundar records suggesting that Shar's priesthood has been attempting to corrupt the tomb for decades—this is merely the latest attempt, and there may be more cults active in Waterdeep. The silver key opens a sealed chamber in the lower tomb levels, where Alendor's final resting place lies. This chamber contains a +1 Holy Longsword, a journal written by Alendor himself, and a magic ring (Evasion, rare) left as a bequest to any worthy paladin or knight who recovers it. This serves as a setup for a future session where the party might explore deeper or might hand the key and journal to Cedwin as a memorial to his fallen captain. The damaged Holy Seal requires a week of Aranthalei's personal attention to repair; during this time, the Dock Ward is vulnerable. The party might be asked to serve as temporary protectors of the ward, defending it against secondary threats (plague rats, minor undead, Shar cultist assassins). This could be a short side-quest in the next session.
Conclusion
Wrap Up
The party returns to the surface as twilight falls over the Sword Mountains. Cedwin greets them with visible relief and helps carry the Holy Seal back to Waterdeep, a three-day journey that passes without major incident. Upon arrival, High Priestess Aranthalei receives the seal with tears of joy and immediately begins the week-long restoration ritual. She publicly thanks the party in the Cathedral's main square, and the Dock Ward's poor gather to see their saviors. Over the following days, the party is invited to several noble houses in Sea Ward and receives commendations from the city guard. Cedwin offers the party the first option to guide any future expeditions he undertakes into the Sword Mountains, at a reduced fee. He also quietly mentions to the party that he will carry word of Alendor's fate to the old knight's remaining relatives and will ensure the silver key and journal reach the proper place of honor. The party completes their mission with 500 gold from Aranthalei, plus any loot they recovered from the tomb. They are known henceforth in Waterdeep as "the Seal-Bearers," and rumors of their victory spread through the city's taverns and streets.
Cliffhanger
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