H.o.B. Divinterre Act
Designed for Levels 1-2
Table of Contents
Dangerous Introductions
The party gets familiar with the functions of the domain and notice key icons within it.
Find Ezmerelda
To help them defeat what lurks at the beacon, they ought to find Ezmerelda.
The Copse Blight
To first prove their worth to her, Ezmerelda insists they defeat the copse blight.
Couteau’s Siege
Tensions begin to rise as Couteau’s patience for the Venezians grows short. Havre and Ezmerelda request the party’s aid to help quell troubled hearts.
Relocation for the Venezians
The party is asked by Captain Havre to find a spot to relocate the Venezians somewhere safe. Unfortunately, one of the prime spots is cursed by Morono. Havre does not know the specifics of the curse and only Valerian would know.
Exposition
Morono, being murdered by Valerian while helping his fellows against kidnapping, put a curse toward Valerian and his soldiers. Should anyone try coming for the fields that they fought in, he and the other fallen from ages past will come to haunt them.
Ridding the Curse
Fighting the Revenants. The party can fight off waves of revenants as Morono calls out to them to take their opportunity.
Valerian’s Punishment. If Valerian is brought to Morono, then the revenant and the undead will attempt to kill him outright. If he has a squadron with him, then he can repel the horde with only a few scratches.
Arcanum Infinitum. Should the party seek out the Arcanum Infinitum for usage, the page opens up to a way of curse removal. A Dictate method is to kill Valerian or one close to him. Take a light of Haven unto the victim. Use the same sword used on Morono and stake it through the heart.
Redemption. Valerian can pursue forgiveness but he will have to suffer the grievances of Venezians and aid them from Couteau’s wrath.
Confronting the Curse
Read, assuming the party is without a Venezian with them:
Atop a hill, a loud howl comes from a decrepit corpse tied to a tree. Arising from the earth are skeletons atop skeletal steeds.
Assuming the party enters the area without a Venezian present, the tied up revenant howls at the arrival of the party and demands justice. Four skeleton conscripts each atop Warhorse Skeletons with the feature: Trampling Charge
Once defeated, along with Morono (35 hit points) dropped to 0 hit points, the curse is lifted enough to be safe.
Uncover the Misty Rider
Divinterre’s Beacon
Guardian of the Beacon
The party confronts a wretch beast. Read on its defeat:
The massive wretch cries out in agony one last time before hitting the ground covered in its own uncertain fluids.
A calm voice then echoes next to it, “The pain is over now. Leave this cruel husk you are bound to and be free.” Triste appears, placing a hand on the wretched thing.
Ethereal wisps begin to rise up from the wounds that soon form into a poor shy and disfigured tiefling. He backs away from the odd cloaked figure. When Triste stretches out both her hand
Beacon’s Lighting
(0.0) Everyone watches as the flames catch onto the kindling. The fires begin to rise up but there is neither heat or smoke that comes off of the pile. Instead, a small radiant glow begins to form above into a sphere that shines a radiant light.
(0.20) For a beacon, it’s rather small for what it is. Triste steps over and places her hands so it hovers between them. She then sings out a haunting melody out into the uncertain darkness, hoping what’s out there listens and hears her call.
(0.41) Sure enough, ethereal sprits from where you came emerge from the darkness. At first they’re hesitant to go but the light’s comfort draws them ever closer. The first few spirits who become one with the beacon causes it to grow brighter and brighter as it grows larger in size.
(1.01) You can see among the coming spirits are a few familiar faces such as Adamari and Mirella. Once they too join the light, the sphere glows with a powerful radiant warmth that shines across these blighted lands. You can rest easy knowing that the Divinter spirits are finally free of their domain.
Triste then provides the party with access to another domain of their choosing.
Creature Stat Blocks
Cardinal Couteau
Cardinal Couteau CR: 4 (1,100)
STR
16 +3
DEX
12 +1
CON
14 +2
INT
13 +1
WIS
14 +2
CHA
18 +4
Aura Against Heresy. Couteau radiates a divine aura. His allies gain bonuses to saving throws equal to his Charisma modifier while within 10 feet of him. Enemies within 10 feet of Couteau treat that area as difficult terrain.
Divine Eminence. As a bonus action, Couteau can expend a spell slot to cause his melee weapon attacks to magically deal an extra 7 ( 2d6 ) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Couteau expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. Couteau is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following paladin spells prepared:
Cantrips (at will): Light
1st level (4 slots): Bane, Command, Cure Wounds, Detect Magic, Hunter’s Mark, Searing Smite, Wrathful Smite
2nd level (2 slots): Hold Person, Lesser Restoration, Misty Step, Zone of Truth
Actions
Multiattack. Couteau can make two weapon attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) slashing damage if used with one hand or 8 ( 1d10+3 ) slashing damage if used with both hands.
Reactions
Relentless Avenger. When Couteau hits a creature with an opportunity attack, he can move up to half his speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Skeleton Conscript
Florenic Worlds
Skeleton Conscript CR: 1 (200 XP)
STR
14 +2
DEX
14 +2
CON
15 +2
INT
6 -2
WIS
8 -1
CHA
5 -3
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 ( 1d10+2 ) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 ( 1d10+2 ) piercing damage.
Wretch Beast
Wretch Beast CR: 4 (1,100)
STR
16 +3
DEX
14 +2
CON
18 +4
INT
7 -2
WIS
12 +1
CHA
9 -1
Oily Boils. Each time the wretch beast takes bludgeoning, piercing, or slashing damage, the area within 5 feet of it becomes difficult terrain until the end of the wretch beast’s next turn.
Stench. Any creature that starts its turn within 10 feet of the wretch beast must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the wretch beast's stench for 24 hours.
Actions
Bile Spray. The wretch beast exhales acid in a 20-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 9 ( 2d8 ) acid damage on a failed save, or half as much damage on a successful one.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 ( 2d4+3 ) slashing damage. On a hit, the target can be pushed up to 10 feet away.
Legendary Actions
The wretch beast can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wretch beast regains spent legendary actions at the start of its turn.
Attack. The wretch beast makes one claw attack.
Detect. The wretch beast Wisdom (Perception) check.

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