Scarlet Halls

by wyken

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Scarlet Halls

Defeat the New Scarlet Army, End the Crusade

Created by James Wiken

Special Thanks to
Blizzard Entertainment

Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com

Dungeon, NPC, and item information, screenshots

GM Binder

Scarlet Halls

The Crusade's fiercest warriors, those who have held their ground and fought to defend the monastery throughout these dark times, are rapidly preparing an army within the Scarlet Halls. These soldiers are bound by their hatred of the unliving, and they are willing to sacrifice everything for their order's righteous cause.

The adventurers have been sent to the Scarlet Halls to prevent this army from being unleashed.

Overview

Scarlet Halls is a dungeon designed for characters from levels 5 to 6. It is meant to be standalone and can be inserted into any campaign.

Situated atop a set of bluffs in eastern Tirisfal Glades is one of the Scarlet Crusade's few remaining bastions, the Scarlet Monastery. Within the many winged complex, the crusade's leaders are plotting to overthrow Lordaeron and slaughter any that inhabit it, living or dead.

A former crusader has turned traitor and has provided intelligence describing a new army being raised and trained within the Scarlet Monastery to carry out the crusade's bloody plans.

The party is to assault the Scarlet Halls to defeat this army before it can grow into a deadly threat. The contact providing the information prompting this attack will meet up with the adventurers inside the monastery to provide further assistance.

Prologue

The Scarlet Crusade is a group of warriors dedicated to the destruction of all undead, and an example of what happens when mad zealots take over a good cause. The Crusade’s members are mostly soldiers — many are Knights of the Silver Hand — who saw such devastation wrought by the Scourge that they resort to extreme measures to destroy the undead. The Crusaders are intolerant of all non-human races, regardless of alliance or affiliation. They believe that any and all outsiders are potential carriers of the undead plague - and must be destroyed.

Since the fall of the Lich King, the Scarlet Crusade has experienced a downfall, losing many of its holdings in the now-recovering Plaguelands to the Argent Crusade, and many of its surviving members, ironically, to undeath.

The Scarlet Monastery is one of the last strongholds in the world belonging to the fanatical Scarlet Crusade. The Scarlet Bastion within the ruins of Stratholme, the town of Hearthglen, the town of Tyr's Hand and the Scarlet Enclave all fell during the last years. Located in the northeast corner of the blighted Tirisfal Glades, the Scarlet Monastery was once a cathedral to the Light, taken over by zealots.

Inside the Scarlet Monastery, the Scarlet Crusade is slowly rebuilding the order. New members have been appointed to lead the Scarlet forces inside, as well as one surviving member of the former leadership, Sally Whitemane, the High Inquisitor of the Scarlet Crusade. Along with Commander Durand, who replaced Renault Mograine as Scarlet Commander - they are responsible for the operations inside and possibly outside the Monastery.

CLASSIC | DUNGEONS | SCARLET HALLS

CLASSIC | DUNGEONS | SCARLET HALLS

Due to the corruption wrought by the dreadlords that were secretly leading the crusade, the Scarlets have become ashamed of their past and have tasked their new archivist and lead mage, Flameweaver Koegler to burn the pages of history.

Scarlet Monastery

Perched on the bluffs overlooking Venomweb Vale in northeastern Tirisfal Glades is the final bastion of the Scarlet Crusade, the Scarlet Monastery. Despite heavy losses across all fronts, the Scarlet Crusade has survived within the Scarlet Monastery. Here, the remaining crusaders prepare to continue their battle against the undead and those they judge guilty of carrying the taint of undeath. However, a mysterious Hooded Crusader seems intent on taking them down from the inside.

Whispering Gardens

Whispering Gardens is located in northeastern Tirisfal Glades, on the hill south of Scarlet Monastery. A great battle was fought here between, what would become, the Scarlet Crusade and a host of Scourge. The spirits of those fallen in battle can still be heard here as faint whispers in the twilight.

To reach the monastery above, the adventurers must make their way up this hill. Several patrols of crusaders walk these haunted grounds, protecting their stronghold above. Roll from this section's Random Encounter Table to determine the patrols.

Random Encounter Table
Roll Monsters
1-2 1 Scarlet Myrmidon, 2 Scarlet Hounds
3-4 1 Scarlet Scourge Hewer, 2 Scarlet Hounds
5-6 1 Scarlet Defender, 2 Scarlet Hounds

At the apex of the climb the party can either enter the monastery, climbing a tall set of stairs into the Grand Vestibule, or they can follow a path wrapping around to the north of the monastery to the Terrace of Repose.

Terrace of Repose

The Terrace of Repose is located on the grounds just north of the Scarlet Monastery. It is one of the very few places in northern Lordaeron where the Plague of Undeath not has reached, and the Scarlet Crusade have been able to grow green hedges and maintain a fountain with water that is fresh rather than stagnant like the rest of Tirisfal Glades.

It is a place of relative peace; despite the bastion of blind hatred it borders. An old, blind crusader sits alone at the fountain.

1. The Grand Vestibule

The Grand Vestibule is the outermost chamber of the Scarlet Monastery. The vestibule itself is decorated with pillars and statues of scarlet warriors. Burning candles atop simple stands cast a yellow light up into the vaulted ceilings of the chamber.

Small groups of crusaders patrol the Grand Vestibule, acting as a first line of defense for the chambers beyond. Roll from this section's Random Encounter Table 1d4 times to determine the groups in this area.

Random Encounter Table
Roll Monsters
1 1 Scarlet Myrmidon, 1 Scarlet Evoker
2 1 Scarlet Scourge Hewer, 1 Scarlet Evangelist
3 1 Scarlet Defender, 1 Scarlet Evoker
4 1 Scarlet Defender, 1 Scarlet Evangelist

In addition to these crusaders, a Hooded Crusader wearing full set of violet plate and an armored hood, conceals herself in the shadows. If the party engages the Scarlet Crusade in the Grand Vestibule and seems overwhelmed, she will reveal herself and assist them in combat. Use the Scarlet Hall Guardian stats to represent her in combat. Otherwise she will reveal herself afterwards.

Once out of combat, she informs the party that she is the traitor that sent for assistance to take down the crusade from the inside. She will lead them to a passage leading south into the Training Grounds of the Scarlet Halls.

Hooded Crusader

"Well met, adventurers. I mean you no harm. I'm here posing as one of the Scarlet Crusade because they have become irredeemably corrupt and evil. I need your help to put an end to them once and for all."

A female human, the Hooded Crusader is encased in a set of violet armor. An armored hood and mask fully hides her face from view. The unmistakable scent of blood and death surrounds her.

The Hooded Crusader will task the adventurers with taking down the nascent army within the Scarlet Halls. Additionally, she seeks the Codex of the Crusade, a document describing the history and members of the Crusade since its founding.

Just for Safekeeping, Of Course

Description

"There is a book of great value to me here in the halls.

Unfortunately, it's in the possession of Flameweaver Koegler. I've tried to get close to him before, but it's never quite worked out.

You might have better luck. Just watch out -- I hear that he's gone well and truly insane. The Flameweaver plans to burn every tome they have in the library.

He'll probably burn the Scarlet Halls down in the process."

Mechanics and Rewards

Part of defeating the Scarlet Crusade is bringing their crimes to light. The Codex of the Crusade is a document which can be used to do just that. Additionally, it should contain the names of the current leaders of the Scarlet Crusade.

Once Flameweaver Koegler is defeated, the party can loot the Codex of the Crusade from his body or his library. Once it is given to the Hooded Crusader, she will point the party towards the Scarlet Monastery.

CLASSIC | DUNGEONS | SCARLET HALLS

Rank and File

Description

"First things first; let's kill us some crusaders.

And when I say kill the Scarlet Crusade, I mean wipe them out, root and branch, rank and file."

Mechanics and Rewards

The new Scarlet army must be defeated in its infancy. The party can loot an insignia off each crusader they defeat. The Hooded Crusader will give the adventurers 4 gp. for each insignia returned to her.

2. Training Grounds

The outermost chambers of the Scarlet Halls are where novices joining the Scarlet Crusade are given their first training. Instructed first in the way of the bow, these novices are allowed deeper into the Scarlet Halls as they become more competent.

2a. Entry Passage

Light shines through ornate windows into the entryway to the Scarlet Halls. This passages is crafted with impeccably cut stone. At various points along the hallway, 1d4 Scarlet Hounds are chained to the walls.

A single patrol walks this passageway, confident that no intruders would dare enter the training grounds of the Scarlet Crusade. Roll from this section's Random Encounter Table to determine the patrol.

Random Encounter Table
Roll Monsters
1-2 1 Scarlet Myrmidon, 4 Scarlet Hounds
3-4 1 Scarlet Scourge Hewer, 4 Scarlet Hounds
5-6 1 Scarlet Defender, 4 Scarlet Hounds

The party can make a DC 12 Perception check to find 1d4 buckets of hound food near the entrance to this hallway. While holding the hound food, Scarlet Hounds will focus on the the wielder. The wielder also gains the following action:


Hound Food. Ranged Weapon Attack: range 25/75 ft., one target. Hit: The target is covered in hound food and any Scarlet Hounds within 50 ft. will focus their attacks on the target. Any hounds that hit the target will fall asleep once it is defeated.

At the eastern end of the Entry Passage, a door leads north out into the Archery Range.

2b. Archery Range

Past the Entry Passage, the party finds itself in an open-aired courtyard nestled within the walls of the Scarlet Monastery. Another patrol walks along the southern end of the courtyard underneath a covered awning that surrounds the entire space. Roll from Entry Passage's Random Encounter Table to determine the patrol.

The courtyard is dominated by a well-trodden field that is currently being used as an archery range to train the new recruits. At the southern end of the filed are 2d2 reinforced archery targets that are about 5 ft. tall. The characters may make a DC 13 Strength check carry these targets in front of them. While carrying them, the adventurers have 3/4 cover but their speed is reduced by 10 ft.

Across the courtyard, at the northern end of the Archery Range are 1d4+4 Scarlet Archers led by Commander Lindon. Once he sees the party, Lindon will direct his subordinates to unleash their arrows upon them. When Commander Lindon is defeated, the adventurers can loot Commander's Compound Crossbow.

A narrow hallway leads north out of the Archery Range into the Huntsman's Cloister.


Commander Lindon

Medium humanoid (human), lawful evil


  • Armor Class 13
  • Hit Points 52 (8d8+16)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

  • Skills Perception +5
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses passive Perception 15
  • Languages Common
  • Challenge 3 (700 XP)

Actions

Staggering Shot. Ranged Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10+3) piercing damage and the target's speed is reduced to 15 ft. until the start of Lindon's next turn.

Fire Bolt. Lindon fires an explosive bolt that creates a 20 ft. pool of flames. When a creature enters this area for the first time on a turn or starts its turn there, it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 10 (3d6) fire damage. On a success, it takes half as much damage. This effect lasts for 30 seconds.

CLASSIC | DUNGEONS | SCARLET HALLS

3. Huntsman's Cloister

The short covered passageway leads out into another open courtyard. A red-roofed awning supported by arched marble pillars rings the grounds of this cloister, covering a paved walkway. Along this elevated path, a few scarlet banners are hung, gently swaying in the breeze.

The courtyard, itself, is carpeted in well maintained grass and contains a few stately trees. In the center of this area stands Houndmaster Braun. A short set of stone steps lead down into this grassy area from each cardinal direction. The north, west, and east stairs are guarded by three Scarlet Hounds each. If the party enters the central courtyard, another pack of three Scarlet Hounds move to guard the southern entrance.

A narrow passage leads east to a small alcove containing the hounds kennel. The place reeks of blood, flesh, and hound excrement. It is otherwise unremarkable.

A archway built into the northern wall of the cloister leads down into the Footman's Armory. Informed of the party's coming, a phalanx of eight Scarlet Defenders form a phalanx blocking entrance down into the next set of chambers. The phalanx grants them all 3/4 cover and resistance to all melee damage.

Once Houndmaster Braun is defeated, the remaining Scarlet Hounds are sent into a frenzy and tear into those that tortured them so long. They throw themselves into the phalanx, casting it into disarray. The hounds and crusaders rip into each other, leaving none on either side fit to fight.

"So many hounds... we can't hold them back!" —Sergeant Verdone

With the stairway cleared, the party is free to descend the darkened stairway into the Footman's Armory.

Houndmaster Braun

"I bleed... haha... but I won't die!"

The quickest and surest way to detect the undead is by the scent of rot they carry, and even the most veteran soldier cannot match the olfactory sense of a hound. Houndmaster Braun has bred and trained a savage pack of canines to aid the crusaders in hunting down their foe--living and undead.

Houndmaster Braun (marked by red skull on the map) trains the hounds of the Scarlet Crusade. He is known for his cruelty both towards his allies and his enemies. He will call upon his hounds in battle.

When Houndmaster Braun is defeated, the party can loot Beastbinder Ring.

4. Footman's Armory

The stairs from the Huntsman's Cloister lead into a series of connected chambers. Unlike the courtyards above, the halls are dimly lit and a thin fog clings the ground. The walls are lined with racks of armor and an assortment of weapons.

The chambers first lead east. In that direction, a group of crusaders await the adventurers. Roll from this section's Random Encounter Table to determine the group.

Behind the group, in the far eastern end of the chamber, are a trio of cannons, manned by three Scarlet Cannoneers. The cannons are pointed west and will be fired at the adventurers when they come in range.


Houndmaster Braun

Medium humanoid (human), lawful evil


  • Armor Class 14
  • Hit Points 90 (12d8+36)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 16 (+3) 11 (+0) 14 (+2) 14 (+2)

  • Skills Animal Handling +6, Perception +6
  • Condition Immunities Charmed, Frightened
  • Senses passive Perception 16
  • Languages Common
  • Challenge 4 (1100 XP)

Bloody Mess. At the start of a creature's turn, it takes 1 piercing damage per stack of Bloody Mess it has. When it would regain hit points, reduce the amount regained by the number of stacks of this effect it has and remove them from the creature.

Call Dog. When Braun is reduced to or below 80, 70, 60, or 50 hit points, he summons a friendly Scarlet Hound to his side. This can summon multiple hounds from a single attack.

Bloody Rage. Wehn Braun is reduced to 40 hit points or fewer, he gains a +1 bonus to his Strength and Dexterity ability scores, gains Multiattack, and Scarlet Hounds are no longer friendly targets.

Actions

Multiattack (Only when Enraged). Braun may make two attacks.

Piercing Throw. Ranged Attack: +5 to hit, all targets in a 40 ft. line. Hit: 7 (1d8+3) piercing damage and the target gains a stack of Bloody Mess.

Death Blossom. Braun disengages and then leaps onto a target within 30 ft. and whirls around, releasing a spray of knives. All targets within 10 ft. must succeed on a DC 15 Dexterity saving throw or take 6 (1d6+3) piercing damage and gain a stack of Bloody Mess. Braun cannot move during this turn.

Random Encounter Table
Roll Monsters
1 2 Scarlet Myrmidons, 2 Scarlet Scourge Hewers
2 2 Scarlet Scourge Hewers, 1 Scarlet Evangelist, 1 Scarlet Evoker
3 1 Scarlet Scourge Hewer, 1 Scarlet Defender, 2 Scarlet Evangelists
4 2 Scarlet Defenders, 2 Scarlet Evokers
5 2 Scarlet Defenders, 1 Scarlet Myrmidon, 1 Scarlet Evangelist
6 1 Scarlet Defender, 1 Scarlet Scourge Hewer, 1 Scarlet Evangelist, 1 Scarlet Evoker
CLASSIC | DUNGEONS | SCARLET HALLS

From this hallway, the armory continues northward. Massive iron portcullis hang over the connections between the chambers. At the intersection, are another trio of cannons, pointing north. The adventurers can man these weapons (they are currently not loaded) and use the actions of a Scarlet Cannoneer. Another group of crusaders (roll from the Random Encounter Table) are to the north.

From this chamber, the halls turn east. Another group of Scarlet Crusade members (roll from the Random Encounter Table) wait for the party to approach in the next room. Another chamber to the north contains another three cannons manned by a trio of Scarlet Cannoneers. They will fire at the party once they come within range.

Having made it through the gauntlet of Scarlet Crusade forces, the adventurers find themselves at the bottom of a narrow set of stairs. At the top of the stairs is an intersection. A large set of wooden doors leads north into the Hall of Champions. A hallway, lined with large ornamented windows, leads west to the Gallery of Treasures.

5. Hall of Champions

A set of open doors lead into a circular chamber, ringed by 11 massive stone statues depicting the fallen Champions of the Scarlet Crusade. Ornamented candelabras and light streaming through blue glass windows cast light and shadows across the hall.

A platform rings around the edge of the room, both directions ramping down towards the ground floor. A set of short stairs on the northern end of the platform leads down to the center of the room and a bare-chested but otherwise clad in scarlet armor brute of a man, Armsmaster Harlan, weaponsmaster of the Scarlet Crusade.

Armsmaster Harlan

"Ah-hah! Another chance to test my might!"

The weapons of the Scarlet Crusade are many, and new initiates must be indoctrinated in the use of blade, hammer, arrow, and shield--effective tools against the undead. Armsmaster Harlan has dedicated his life to the art of wielding these indelicate instruments, and he is pleased to provide a demonstration for the Crusade's blasphemous enemies.

Armsmaster Harlan (marked by a violet skull on the map) will tear through his enemies using the Ravager, his battle-tested greataxe.

When Armsmaster Harlan is defeated, the party can loot The Ravager.


Armsmaster Harlan

Medium humanoid (human), lawful evil


  • Armor Class 16
  • Hit Points 97 (13d8+39)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 11 (+0) 14 (+2) 14 (+2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical sources
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses passive Perception 12
  • Languages Common
  • Challenge 4 (1100 XP)

Berserker Rage. When Harlan is reduced to 50 hit points or fewer, at the start of his turn he gains a +1 bonus to damage rolls. This effect stacks.

Actions

Multiattack. Harlan may make two attacks.

Dragon's Reach. Ranged Attack: +5 to hit, reach 5 ft., all targets in front of him. Hit: 9 (1d12 + 3) slashing damage.

Heroic Leap (Recharge 4-6). Harlan disengages and then leaps up to 30 ft. All targets within 5 ft. must succeed on a DC 14 Constitution saving throw or take 8 (1d10+3) thunder damage. On a success, take half as much damage. Harlan cannot have moved this turn and his speed is reduced to zero.

Blades of Light (only after Heroic Leap). Harlan begins to spin rapidly with his axe. While spinning, all targets must succeed on a DC14 Dexterity saving throw or take 6 (1d12) slashing damage and be carried with him as he continues spinning around the room. Harlan may move up to 30 ft. in a straight line during this attack.

Call for Help (Recharge 6). Roll a d4. Harlan summons aid according to the table below.

| Roll | Help | |:----:|:----:| | 1 | 2 Scarlet Archers | | 2 | 2 Scarlet Scourge Hewers | | 3 | 2 Scarlet Myrmidons | | 4 | 2 Scarlet Defenders |
These crusaders start with a +2 bonus to their AC. Once they take 10 damage, this bonus is lost and they become vulnerable to all damage.

CLASSIC | DUNGEONS | SCARLET HALLS

7. Athenaeum

The Athenaeum is the repository of the crusade's knowledge and teachings. The portraits of the prior chamber have been replaced with densely filled shelves, straining under the weight of countless tomes and scrolls.

Gathered around lecterns are two groups of students being indoctrinated in the intolerant teachings of the Scarlet Crusade. Each group is composed of a Scarlet Scholar and his three Scarlet Pupils. They will defend the Athenaeum and its knowledge with their lives.

At the end of the hall is a circular chamber containing the crusade's most ancient tomes and the records of the crusade's hidden past. Inside is Flameweaver Koegler, currently purging the library of anything that would bring to light the crusade's past misdeeds and failures. The room is thick with smoke and ash from the books that have already been immolated. A few bookshelves, as of yet spared from the flame, ring the chamber.

Flameweaver Koegler

"Everything must burn. None shall know of the Scarlet Crusade's shame!"

Flameweaver Koegler trains the Scarlet Crusade's more magically minded adepts in the subtle applications of the arcane. Fire is his specialty, and he has used his skills to burn the order's historical tomes, erasing the Crusade's past failures. Apart from books, Koegler's flames have rendered many--undead, students, and trespassers alike--into piles of smoking ash.

Flameweaver Koegler (marked by a green skull on the map) is taking it upon himself to purge the records of the Scarlet Crusade's secrets and shames before the adventurers can infiltrate the library. He summons fire magic with blinding speed.

When Flameweaver Koegler is defeated, the party can loot Temperature-Sensing Necklace and Codex of the Crusade.


Flameweaver Koegler

Medium humanoid (human), lawful evil


  • Armor Class 13
  • Hit Points 91 (14d8+28)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 14 (+2) 18 (+4) 12 (+1) 14 (+2)

  • Skills Perception +3
  • Damage Immunities fire
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses passive Perception 13
  • Languages Common
  • Challenge 4 (1100 XP)

Book Burner. Koegler may target bookshelves that are not already burning with Pyroblast (AC 12). On a hit, the bookshelf erupts in flames dealing 10 (3d6) fire damage to all creatures within 15 ft. of it. The bookshelf continues burning for 5 minutes and any creature that starts its turn or comes within 10 ft. of it is dealt 7 (2d6) fire damage.

Quickened Mind. At the start of Koegler's turn, roll a d6. He may cast that roll divided by 2 (rounded up) spells this turn.

Actions

Pyroblast. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.

Fireball Volley. Ranged Spell Attack: +7 to hit, range 120 ft., all targets in range. Hit: 5 (1d10) fire damage.

Dragon's Breath. All targets in a 45 ft. cone must succeed on a DC 15 Constitution saving throw or take 14 (4d6) fire damage and are Blinded until the start of Koegler's next turn. On a success, take half has much damage.

What's Next?

"There are a lot of corpses out there. Nicely done, adventurers. Did you get the codex?" -Hooded Crusader

With Flameweaver Koegler defeated and the Scarlet Halls purged, the Hooded Crusader meets up with the party. The Scarlet Crusade's new army has been decimated and they have been dealt a serious blow. This is only the beginning, however. The purging of the Scarlet Halls has left the leaders of the Scarlet Monastery vulnerable. It is time that they get what they are due.

CLASSIC | DUNGEONS | SCARLET HALLS

Treasure

This section provides descriptions for the treasure found within the Scarlet Halls. The source of each of these items is given in the above sections.

         Beastbinder Ring

            ring, rare (requires attunement)
Once per short rest, you may attempt to charm a beast you can see within 30 ft. You must make an Animal Handling check of DC 10 + CR of the target (minimum 1). This check is made with disadvantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you for one hour or until you or your companions do anything harmful to it. The Charmed creature regards you as its master. When the spell ends, the beast knows it was Charmed by you.

         Commander's Compound Crossbow

            weapon (heavy crossbow), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The crossbow has 4 charges for the following properties. It regains all expended charges daily at dawn.

Staggering Shot. You can use an action to expend 1 of the crossbow's charges to make an attack using the weapon. If the target takes damage from this attack, its speed is reduced to 15 ft. until the start of your next turn.

Fire Bolt. You can use an action to expend 2 of the crossbow's charges to fire an explosive bolt that creates a 20 ft. pool of flames. When a creature enters this area for the first time on a turn or starts its turn there, it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 10 (3d6) fire damage. On a success, it takes half as much damage. This effect lasts for 30 seconds.

         Temperature-Sensing Necklace

            wondrous item, rare (requires attunement)
This necklace adapts the defenses of the wearer against fire and cold damage.

Fire Shield. After the wearer takes fire damage, they become resistant to fire damage and vulnerable to cold damage. When a creature comes within 5 ft. of the wearer for the first time on a turn or starts its turn there, it takes 3 fire damage. This effect ends after the wearer takes cold damage or when they spend an action to end it.

Ice Shield. After the wearer takes cold damage, they become resistant to cold damage and vulnerable to fire damage. When a creature comes within 5 ft. of the wearer for the first time on a turn or starts its turn there, it takes 2 cold damage and its speed is reduced by 10 ft. until the end of its next turn. This effect ends after the wearer takes fire damage or when they spend an action to end it.

         The Ravager

            weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you roll a 19 or 20 on an attack roll and hit, you attack all targets within 5 ft. using this roll. Only the initial target takes the bonus damage from a critical hit.

CLASSIC | DUNGEONS | SCARLET HALLS

Monsters

This section includes stat blocks for all non-boss monsters found in the Scarlet Halls. These monsters can be used either by using the Random Encounter Tables found in each section or building your own encounters.


Scarlet Archer

Medium humanoid (human), lawful evil


  • Armor Class 12
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 13 (+1) 14 (+2) 14 (+2)

  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/2 (100 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Scarlet Cannoneer

Medium humanoid (human), lawful evil


  • Armor Class 12
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 15 (+2) 14 (+2) 14 (+2)

  • Senses passive Perception 12
  • Languages Common
  • Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Fire Cannon. The crusader shoots a nearby cannon at a target within a 300 ft. cone of it. That target must succeed on a DC 14 Dexterity saving throw or take 11 (2d10) bludgeoning damage. The cannon must be reloaded before firing again.

Reload Cannon. The crusader must succeed on a DC 12 Intelligence check to reload a nearby cannon.


Scarlet Defender

Medium humanoid (human), lawful evil


  • Armor Class 16
  • Hit Points 37 (5d8+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Disarm. A creature within melee range must succeed on a DC 14 Strength saving throw or anything it is holding is knocked 1d4x5 ft. away in a direction the crusader chooses.

Shield Barrier (Recharge 5-6). The crusader gains a +4 bonus to AC and advantage on saving throws until the start of the crusader's next turn.

Commanding Shout (Recharges on a Short or Long Rest). All friendly creatures within 15 ft. gain 10 (1d10 + 5) temporary hit points until the start of the crusader's next turn.

CLASSIC | DUNGEONS | SCARLET HALLS

Scarlet Evangelist

Medium humanoid (human), lawful evil


  • Armor Class 13
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 14 (+2)

  • Senses passive Perception 13
  • Languages Common
  • Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Holy Fire. A target within 60 ft. must succeed on a DC 13 Dexterity saving throw are take 4 (1d8) radiant damage. The target gains no benefit from cover for this saving throw.

Fanaticism (Recharge 5-6). A friendly target within 60 ft. may use two actions on its next turn.

Surrender Health. The crusader may transfer up to 10 of its hit points to a friendly target it is touching.
 

Scarlet Evoker

Medium humanoid (human), lawful evil


  • Armor Class 13
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Fireball. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.

Flamestrike (Recharge 4-6). A 20 ft. pillar of flame erupts within 50 ft. Any creatures inside the affected area must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage.


Scarlet Hall Guardian

Medium humanoid (human), lawful evil


  • Armor Class 15
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 16 (+3)

  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Slash Armor. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and the target has a -1 penalty to AC for one minute. This penalty can be applied multiple times to the same target.

Jolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) lightning damage and the target must succeed on a DC 13 Constitution saving throw or are Stunned until the start of the crusader's next turn.

CLASSIC | DUNGEONS | SCARLET HALLS


Scarlet Hound

Medium beast, chaotic neutral


  • Armor Class 12
  • Hit Points 16 (3d8+3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 4 (-3) 12 (+1) 7 (-2)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 1/2 (100 XP)

Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bloodthirsty. The hound focuses its attacks on the creature with the most stacks of Bloody Mess or the lowest health.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.


Scarlet Myrmidon

Medium humanoid (human), lawful evil


  • Armor Class 14
  • Hit Points 30 (5d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Unflinching Resolve. The crusader has advantage on saving throws to resist being Charmed, Exhausted, Feared, or Incapacitated. If it is affected by any of these conditions, they last a maximum of one round of combat.

Actions

Multiattack. The crusader may make two attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Whirlwind (Recharge 4-6). All creatures within 5 ft. must succeed on a DC 14 Dexterity saving throw or take 10 (2d6 + 3) slashing damage.

 

Scarlet Pupil

Medium humanoid (human), lawful evil


  • Armor Class 13
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Beatdown. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. The target takes an additional 2 bludgeoning damage if it has been hit by Beatdown since the end of its last turn.

CLASSIC | DUNGEONS | SHADOWFANG KEEP


Scarlet Scholar

Medium humanoid (human), lawful evil


  • Armor Class 13
  • Hit Points 39 (6d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Scarlet Protection. At the start of the crusader's turn, it makes a friendly creature within 30 ft. (including itself) immune to all damage until the start of the crusader's next turn. A creature may not have the effect applied on them more than one turn in a row.

Actions

Fireball. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.


Scarlet Scourge Hewer

Medium humanoid (human), lawful evil


  • Armor Class 14
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Seal of Blood The crusader deals 2 radiant damage to itself and its target when it hits with a melee attack.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

Inquisition. The crusader deals itself 5 psychic damage to make a creature within 60 ft. succeed on a DC 14 Wisdom saving throw or become vulnerable to radiant damage for one minute.

 

Scarlet Treasurer

Medium humanoid (human), lawful evil


  • Armor Class 13
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 15 (+2) 12 (+1) 14 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Crusader's Zeal. The crusader has advantage on saving throws to resist being Charmed, Exhausted, or Feared.

Actions

Toss Statue. Ranged Attack: +4 to hit, range 40 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage. Hit or miss, the statue then explodes. The target and each creature within 5 feet of the point where the statue exploded must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage.

CLASSIC | DUNGEONS | SCARLET HALLS
 

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