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Trials of the Burning Tiger

L
ocals on the edge of a mountain range are One calmed, the man Yer Ta reveals his son had been saying
being harassed by brutal monks and their giant for days he was going to run into the hills and find a bandit
tiger pet. Tracking the monks, the players find gang to join. He’s finally done it, and the farmer knows this
the hidden monastery of the Burning Tiger: an spells death for the foolish boy. He wants the players to go
evil order of monks that only respect strength. find his son San and bring him home. He’ll say the best place
To end the threat, the players must undergo 4 to look for bandits or sign of San is along the roads, probably
life-or-death trials to test their mettle. the western road as it’s the most commonly travelled in
summer.
Can the players unravel the mystery, and survive the Trials of
the Burning Tiger? Based on an encounter for 3.5th edition
D&D written by Eric Cagle for Wizards of the Coast. 3. Finding the Order
A 1-2 session adventure for 6-8th level characters The hills around the waystation quickly give way to
mountains, and there are several paths one can take.
Getting Started The players may attempt to track the young man or the
tiger, or ask around in the waystation if anyone’s seen
If you're short on time, begin the adventure at the 'Monastery' something. Folk saw San or the tiger on the westernmost
section. Tell the players they've been contracted to confront a path. A DC12 Wisdom (Survival) check can allow players to
group of bandits as an old monastery and convince them to track the young man. It rained recently and his sign is fresh
leave the area. and clear.
If your players are the altrustic defend the weak types, skip No matter the road they take, while travelling players hear
directly to 'Finding the Order' for the players to encounter the cries and the sound of a bell coming from up ahead.
monks on the road and get pulled into the adventure. Rounding a bend, they see the following:
If they're the type to need gold incentive, or you just want to
take your time, start at 'Waystation'. Two hundred feet down the road, at the top of a rise, you spot
a half-orc man in the road, swinging a staff with a bell attached.
Waystation A group of six men, dressed in red and black robes stand
before him, laughing at his ineffectual defence. A dozen sheep
You find yourself in a nameless waystation on the edge of a stand behind him, mewling and milling about.
mountain range. The area is rugged and dangerous, populated
Out of the surrounding rocks, a massive beast surges
by many beasts. Scant few farmers and herders make this place
forward, bowling the shepherd over and snapping up a sheep
their home. This mountain range has many roads cutting
in its jaws. The creature is a giant cat, covered in orange and
through it, leading to a vast desert on the opposite side.
black stripes. It flashes you a glare before bounding off.
This waystation sees many traders, coming from distance
lands beyond the desert to trade their exotic goods. The monks are 5 Initiates of the Burning Tiger and 1
The hub of activity in this small waystation is an inn called Master of the Burning Tiger. (see Appendix D) They will
Edge of the World. It’s run by a family of locals and their stand their ground before the players. If questioned, they will
strong-armed sons and daughters. assert they’re inedible right to take from those weaker,
including this shepherd and his flock.
The inn is run by a half-orc named Kap Huntinghawk, and his Developments. If the players speak to the monks they can
half-elf wife Talca. Kap and Talca are willing to discuss local learn that the tiger belongs to the monks. If the players want
rumours. It’s said that a giant, exotic cat has been seen in the the order to stop raiding or ask to meet their leader they will
hills. It’s been killing local livestock and the farmers of the willingly lead players to the monastery. But only if one of the
area have pooled together to have it killed. Kap says he can players can best an initiate in one-on-one combat.
get the gold from the farmers once the players bring the pelt If the players slay the monks, they can follow the blood and
here. There’s also rumours of bandits hitting caravans in the tracks left by the tiger back to the valley the monastery is
mountains. located in.
For a bit of roleplaying, you can ask the characters to
describe the most foreign land they’ve ever visited.
Once you’re ready,
The door bursts open and a human enters the inn.
"Please, it’s my son!” He cries. The man has the rough look
of a farmer about him, rough wool clothes and sun-beaten
face. “He’s gone!”
Monastery Dozens of men and women fill this courtyard, of all creeds.
They wear identical black and red robes, varying slightly in
The Monastery is set in a hidden valley, many miles away
from any roads. It's surrounded by rough stone walls adorned style. It seems you’ve just interrupted their training, as
with watchfires and red banners. Watchtowers are set on everyone turns towards the doors as they swing open. They are
each corner of the walls, rising 20ft up and giving a a tense, imposing crowd.
commanding view of the area. Flip walks forward and presents the courtyard with a sweep
Small watchtowers are on each corner of the walls, The of the arm. “Welcome,” he says, with a sly smile that vanishes
watchtowers are doorless, and inside a rotted wooden quickly. “To the Monastery of the Burning Tiger.“
staircase leads up another twenty feet, where a creature The doors close behind you.
could peer out the windows to spot targets a long way off.
First Approach Give the players a moment to react, and appreciate how
much trouble they are potentially in.
As the players approach, read the following:
The crowd parts like a red sea, leaving a path open to cross the
As you travel through the valley, the climate shifts unnaturally, courtyard. Past a curious iron circle in the centre of the yard,
Beads of sweat trace your brows and backs as temperatures against the south wall, is a raised stone area with five steps
increase dramatically. The plants transition from grass to leading up to it. Sitting cross-legged on a mat atop this
choked yellow weeds, and dry ground is loose and dusty. platform appears to be an old man, hairless and staring blankly
Watchfires and red banners bearing a black, roaring tiger ahead with two milky white eyes.
adorn the outside perimeter of this walled monastery. “Abbot Magoum invites you to approach,” says the tiefling,
Approaching the entrance, the oak doors of the monastery his face unreadable.
draw open with a groan. A tiefling steps out, marked by his
dark hair, red skin and cat-like eyes. His robes are like the If the players don’t react, Flip invites them to approach the
other monks, black and red. He gives you an odd martial bow, master again.
fist against palm. Magoum will play the stern but gracious host initially. He
“Greetings.” He says. “My name is Master Flip. State your tells the players he’s overheard their discussion with Flip and
purpose, before the initiates on the wall open fire.” is willing to listen to their requests.
As he says this eight monks spring into view, pointing
Up close, you can tell he's seen many years: his face is rough,
javelins with burning rags in your direction.
hairless and scarred. He's also definately blind, both eyes are

Master Flip is cautious, but coy and sly. He is a master milky white and stare in your general direction but clearly don't
fighter and has no fear on these strangers. focus on anything.
He’ll willingly admit that the order has been attacking "I am Abbot Magoum, the Burning Tiger.You are very far
caravans and the tiger that's harassing farmers belongs to from friends or safety."
him. He won’t divulge the order's name or their past. Coy
silence is his favourite tactic. Magoum listens politely to the player's case. After they’ve
He’ll invite the players inside to discuss matters further made their pleas, he calmly explains the monks of the
with Magoum, the Abbot and leader of the order of the burning tiger follow a code. The strong can take from the
burning tiger. He warns them not to draw their arms, as the weak as they please. Achieving strength is the only worthy
Abbot does not take threats lightly. goal, and strength is the only thing the Burning Tiger’s will
Now that the players are within sight of the monastery they respect. Pathetic mewlings for mercy should be met with
cannot be allowed to leave. The whole monastery will hunt fists.
them down if they flee now. (see “Execution Order”) Flip will
admit this if the player’s indicate they might run.
Inside the Monastery
If players enter the courtyard, they see the full might of the
monastery laid out before them:
You enter a large, open courtyard completely enclosed by
walls.
Training dummies, platforms, panelled screens, weapon
racks, braziers and fighting rings dot the area.
But, he says, If the players are willing to undergo the Trials of Otherwise, the players may assist the candidate in many
the Burning Tiger, the monks will recognise their strength ways. Bards can provide inspiration, players can toss
and perhaps heed their request as equals. candidates jugs of water, weapons, or warn the candidate of
enemy locations. They can try and subtly cast spells, or take
He refuses to explain the trials. The tiger faces the unknown other actions that may assist. The key here is to let players be
and masters it. He does not nervously shrink at the sight of it. inventive, and move from observers to participants. Make
Either the players are willing to prove themselves, or not. sure to make it clear the monks not participating are doing
If the players accept, then the trial of burning arrows begins the same thing: calling out a candidate’s position, throwing
immediately (See Trial of the Burning Arrows") weapons to help their allies, or perhaps giving inspiration
with throat singing and chanting.
If they reject Magoum’s offer, he warns this is not a
negotiation. They will take the trial or be executed now. Trial of Burning Arrows
Further refusal will cause the monastery to attack and
subdue them, stripping all their gear and giving them three Two monks pull aside iron sheeting in the centre of the arena,
days without food or water. They will agree to the trials or die revealing a 20ft diameter, 10ft tall pit.
of thirst. A set of doors opens on the east side of the courtyard. A
monk in long red and black garb bears a curious jade pedestal
Before the Trials Begin to Magoum and sets it behind him. Atop the pedestal is a foot-
The trials are short encounters meant to challenge long rod, a deep red and capped with dark iron. Magoum rises
candidates. Magoum allows the players to choose who will and stands before this rod.
participate. “The Trial of the Burning Arrows tests your defences. Those
who cannot defend their lives have no right to keep it.”
Scaling He gestures with one arm towards the pit. “The candidate
Magoum will accept multiple people taking the trial at the
same time. Simply multiply the number of monks involved in will descend into the pit empty-handed. They must remain in
the number of players in these cases. For the Trial of the the pit for one minute. These are the only rules.” He lowers his
Hunt, add masters until all masters are participating, then an arm and gives a dark smile that does not reach his sightless
add swarms of initiates for each person in the trial beyond eyes.
that.
The candidate is placed at the bottom of a 20 feet diameter,
Failure 10 feet tall pit. It’s impossible to see anyone not standing
If candidates fail a trial his life is forfeit in Magoum’s eyes. At within 5 feet of the pit. The bottom of the pit is covered in
best the candidate will be stripped of all belongings and be paraffin soaked planks. They stink terribly.
left to fend for themselves in the wild, at the mercy of Ravool
the tiger. At worst Magoum will order the candidate’s When the trial begins, five initiates step forward and stand
immediate execution.(See the Execution section) out of sight of the candidate in the pit. The other observer
monks assist these initiates by supplying them javelins,
Players make be able to bargain with Magoum in the event of attaching oily rags and lighting them.
a failure. Magoum may allow candidates to retake a failed
test if the ante is changed. (players offer all their lives if they Roll initiative for the five monks, the candidate, and one
fail again, or they’ll do some favour for Magoum.) They may collective initiative for the player bystanders and enemy
even be able to threaten him privately about revealing he’s a bystanders. Every round, a monk will approach the edge of
puppet of Flip. the pit to throw a javelin at the candidate.
Rod When a burning javelin misses, it can deal damage to the
Before the beginning of every trial, the rod of the burning wood. See where a missles scatters by rolling a d10. Once the
tiger replica is brought out and placed on display. floor has received 10 points of fire damage is catches fire,
and deals 1d6 damage per round once lit to anyone in the pit.
Interfering with the trials The trial ends when the candidate is dead or ten rounds have
If a non-candidate players directly attack another monk passed. The candidate can attack the monks, try and avoid
during the trials, Magoum will warn them that any further the arrows, intentionally block or catch them, knock down the
interference will forfeit all their lives. jugs but cannot leave the pit. The player bystanders can do
Another direct attack on another monk will cause Magoum to whatever they want except attack a monk.
execute them all. See the “Execution” section.
After The Trial of Burning Arrows Flaming torches and braziers dot the area, providing pools of
illumination in the night. The central pit is filled with logs and
Magoum is impressed and will let the players spend the night
while the temple prepares the next trial. He says they can go lit. It quickly creates a great bonfire in the centre of the yard,
wherever they want but warns them not to leave. If they do, sending a plume of smoke up into the sky. It only serves to
the whole order will hunt them down. They won’t make it 5 deepen the shadows around the training yard.
miles. He won’t answer questions about the next trial. Magoum stands before the rod once more. He passes his
sightless gaze over the crowd before speaking.
The players can move about the monastery, investigating
areas and speaking with the monks as they wish. See the “The candidate must prove their wisdom and skill in the
'Knowledge' section at the end for what the monks know. See face of overwhelming odds. The candidate must gain a red
the Appendix E for the various area's of the monastery, and ribbon. He must start the trial empty-handed. These are the
the schedule of the monks. only rules.” The light bounces off the monks of the temple,
cutting imposing figures as they bear silent witness to the trial.
During the sleep hours, four additional monks will be Three masters step forward, each bearing a weapon. One
working in the yard cutting logs and building the platform
needed for Trial of Ferocity. No matter what, the next trial unarmed master stands behind them, a long red ribbon tied
begins at noon tomorrow. around their wrist.
An initiate hands Magoum a small black jar. With a flick of
Make sure to use the Encounters in-between and during trials the wrist, the abbot throws the jar in the burning pit, and a
as neccesary. bright flash of light and smoke explode outwards, momentarily
blinding everyone watching.
Trial of Ferocity
The candidate and masters start on opposite sides of the pit,
Magoum stands before the rod and looks down at you. which is filled with burning logs. Have everyone roll initiate.
“The candidate must prove their might, grace, and cunning.
The candidate will climb to the top of this tower, empty- The three masters will immediately rush the candidate, one
handed." leaping over the burning pit and the other’s circling around
"Initiates trained in the martial art of the tiger will accost the
the sides. They will relentlessly pursue the candidate, and try
candidate with all their precision and power. Anyone who
and prevent them from reaching the ribboned master.
touches the dirt is disqualified from the trial. These are the The fourth master bearing the ribbon will attempt to hide
only rules." somewhere in the courtyard. He is carrying three flash jars
and can use one with a bonus action, allowing him to take the
The candidate is led to a 20 feet square, 10 feet tall bamboo Hide action (and make a Dexterity (Stealth) check.)
platform. Nearby there are also unused bamboo poles 10ft in Black pots are placed all around the monastery, filled with a
height, training dummies, flaming braziers, weapon racks noxious powder. When this powder is thrown into the fire it
and other objects a creature could stand on with a Dexterity creates a bright flash and noxious smoke. Creatures can
(Acrobatics) DC10-15 check, depending on the object. attempt to Hide as free actions when this occurs. Maybe have
The candidate must climb the platform. A monk climbs up observing players spot this fact, and recognise the pots as the
the platform every 1d6 rounds to fight the candidate. A same one Magoum used moments ago.
creature is defeated when it touches the ground or is knocked Grabbing the ribbon off the master requires the player to
unconscious. The trial ends when the candidate has been make an unarmed attack and hit the monks AC. Once they’ve
defeated or defeats all 10 monks. hit, they can cut the ribbon with a bladed weapon, or attempt
Once there are only 1/3 of the monks left all the remaining to tear the ribbon away with an opposed Strength check. The
monks will climb 5ft up the platform. Bystander monks will player might think to shoot a missile at the ribbon, which
toss them bladed weapons, which they’ll use to break the legs should only work if the master is somewhere where it can be
of the platform. pinned. The ribbon has AC equal to the Master.
Once complete they’ll try and leap to a nearby object and After Trial of the Hunt
continue the fight. Magoum will shout “Enough!” Once the player has gained the
ribbon. The Trial of the Will begins immediately.
After the Trial of Ferocity
Magoum will declare the next trial will begin later that day
after Meditation. From noon to 7, the players can do what
they like.
Some of the monks are in the armoury, mixing the black
powder needed for the Trial of the Hunt.

Trial of the Hunt


If they continue to refuse, the monks attack as one. See the
Trial of the Will ‘Execution’ section.
Magoum oversees the scene, his face inscrutable.
He raises an arm and calls out. “Monks of the Burning Tiger,
Trial of the Master
you have witnessed what strength of body means. Now you A player can challenge Magoum to a duel at any time during
will understand the strength of will. “ their stay. Magoum descends from his seat to fight the
“Monks, select the weakest among you for execution.”
candidate:
With that, scuffles break out all over the courtyard as monks
A deadly silence fills the air. Magoum has an inscrutable
shove and grab one another.
expression on his face. He stands lithely, throwing off his
robes. Wiry, taunt muscles covered in burns and scars are laid
Have the players make three Strength or Dexterity checks.
Anyone who fails all three is shoved out of the crowd. bare. A massive string of onyx beads rests on his bare chest.
Otherwise, read the following: He takes a step down from the platform, away from the rod.
“In this trial, the candidate must face the master. The contest
One of the newest initiates gets pushed out of the ranks and is over when one of us is dead, or forfeits. These are the only
into the arena. Jeers break out from the crowd, calling the boys rules.”
name in mockery. “San! San!”
San throws himself back at the crowd, trying to push his He does not, however, wield the rod of the burning tiger.
way through. The monks from an unyielding wall and he’s Doing so would reveal it a fake. Magoum will then say the
thrown back into the dirt.
fight will begin in the pit in the training yard. This is a ruse,
the battle can begin any time, and no area is off limits. The
Desperately, San pulls himself to his knees and cries “Just
fight is over when the candidate is defeated, or Magoum
let me leave, please! I want to go home! “ declares the contest over.
Magoum silences him with a clap of his hands. San’s left
quivering on his knee’s, bleeding from the face. If Magoum is defeated or ends the contest, he agrees that the
The monks will bring out two additional captives: a dirty candidate is a worthy adversary and can be allowed to leave
man with a bag on his head and an aged grandmother.
with their lives. If the players hold his life in their hands and
threaten him, he’ll begin to concede that the monks will end
The braziers roar as Magoum surveys the scene with his
the raids. Just as he’s uttering these treasonous words, Flip
milky, sightless eyes. will finish him off with a Flaming Dart to the throat.
He folds his wiry arms behind him and says “The bagged
man is a spineless thief and was destined to be beheaded. The If Magoum is killed, then Flip is forced to reveal himself as
old one is a holy woman, supplicant before a soft and forgiving the true Abbot. He will produce the rod of the burning tiger as
god. This monk is one who aspires to strength but doesn’t
proof. Without defeating Flip, the temple is still under his
control and the raids will not stop. He’ll command the monks
have the will to attain it. All three have lived shams of a life,
to slay the intruders, and bring If Ravool is still alive, he’ll
and do not deserve to continue. “ come to Flip’s side and aid him in battle.
“Candidate, choose the most poetic way for each of these
wretches to die and perform the act yourself. I will judge your Once revealed, Flip will order the monks to the other heroes,
choices, and decide if you have the will to follow our way.
and Flip will take on the candidate himself.
These are the only rules.”
Trial of Flip
If the candidate executes these three in suitable manners, If the players challenge Flip, he will accept:
Magoum congratulates them. They have succeeded the trial.
A deadly silence fills the air. Flip gives a coy smile, “Now why
Success would you want to do something like that?”
The players are either a promising new pupil or respectable
adversaries. He will let the players leave with their lives but He undoes his robes, and they fall away revealing his bare
will continue to raid the surrounding area. The players may chest covered in scars. Tucked into his belt loop is a long
have thought they had some kind of deal, but the strong do wooden rod capped on both ends. Dark flames dance along its
not bend. Magoum is master, and he says the raids will length as it takes it into his hands.
continue. The trials were to see if they kept their heads, With a twist of the wrist, the rod separates into a pair of
nothing more. bladed sickles. From the shadows Ravool the tiger emerges,
and it gives a mighty roar. “So be it. All of you. Versus me and
Refusal
If they refuse to execute the prisoners (or refuse to leave after mine.”
succeeding) Magoum warns that as undisputed master, he
will order the monks to slaughter everyone here if they do not
finish the trial(or try to leave.)
Flip will fight any number of the players with the assistance
of Ravool. The fight begins immediately and can go anywhere Knowledge
in the monastery. If the players try to flee the monastery, Flip Part of this adventure is mystery – discovering the origins and
will order their execution. The fight ends when one side is secrets of the monks.
dead.
With many opponents, Flip will focus on using his incredible Initiate Knowledge
mobility to move to a high vantage point and rain down History
burning darts. He’ll use his Master Art as often as he can, and
attempt to down someone immediately. Ravool will take the Magoum, Flip and the other master monks arrived at this
assist action or go after a spellcaster. monastery 2 years ago. No one knows where they came
from.
Execution Order This building was formerly a pacifist retreat, but the
monks have worked hard to shape it to their needs since
Magoum or Flip orders the monks to execute the players. arriving.
Any monks defeated or incapacitated from previous trials The courtyard was once a tranquil garden. The foolish
or from other situations don’t join the fight and should be monks who lived here before believed in pacifism. The
subtracted from the following maximums: burning tiger monks quickly scorched the earth to make
3 Swarms of Initiates. There are 5-9 initiates in a swarm. their training ground. They now water the ground with the
If the swarm starts with less than 9, half its starting hp. blood of the unprepared.
There should be 36 initiates total. If there are no enough Monks
initiates to make another swarm, they simply operate as
independent monks. All the initiates are vagabonds, orphans and runaways.
4 Initiates on the walls, two manning ballistae. Some of the initiates have participated in raids to prove
6 Masters of the Burning Tiger themselves.
Ravool (stats as saber tooth tiger) Any monk can be challenged to a fight, even Magoum.
Master Flip Magoum oversees each fight and declares a winner at the
Abbot Magoum end.
If the players flee the monastery, the monks will organise in Magoum and Masters
groups and pursue. Ravool gives the monks advantage on Training is brutal but fair under the master monks.
their tracking, and the order has no qualms assaulting the Magoum’s tutelage is harsh and cruel. Failure or
waystation if the players flee that far. disobedience results in severe punishments.
Trials
Ending
If Flip is slain, the monastery wavers. Application of Any weak captives or enemy combatants taken in raids are
Persuasion or Intimidation might break the initiates will to given the option to take the Trials or be executed. They
fight. The master's fight to the bitter end. If a master survives both amount to the same thing: no one has ever survived
the ordeal, they’ll acquiesce to players demands but secretly the Trial of the Burning Arrows.
plot their revenge. Monk Challenges
If all the masters are slain, it’s likely the order will fall apart. Magoum has only been challenged once, by an initiate
The remaining monks will take their things, and begin a named Bera. Bera was a runaway noble and was tired of
sojourn out of the valley. The raids will end and the players being treated poorly.
will have succeeded. Bringing Ravool’s pelt back to the Flip fought Bera instead. He said if Bera couldn’t defeat
waystation will net the players 1,000gp. the abbot’s best student, he’d have no chance against the
master himself. Flip broke the monks back like a twig.
Normally there are harsh punishments for killing or
crippling other monks.
Master Monk Knowledge
Master monks know what initiates know. In addition, they
have the following privileged information:
They know the task required in the next trial. They won’t
describe beyond that.
Most of the master monks were trained in Krak’kora (the
monk's homeland) less than 5 years ago.
All the original monks of the burning tiger were slain 6 Use this after Trial of Burning Arrows or after Trial of
years ago. Only Magoum and Flip survived. The two Ferocity. A raiding party returns, bearing a cart full of
trained all the current master monks. medicine and warm clothes. The cart was part of a holy
One of the master monks might confide that he was the mission to a town in need. The cart itself is covered with holy
first initiate recruited after the slaughter. His first task was banners.
to throw the slain monks off the walls of the monastery With them are two captives. One captive is a criminal
and leave them for the animals. named Piter (male half-elf thug), who had been conscripted to
A particularly brave monk might be coaxed into revealing help with this holy mission to avoid being beheaded. He’s not
that Magoum is about on a level with the rest of the sure what to make of the monks but wants to join them if it
master monks. It is an unspoken truth that Flip is the means he’ll get out of chains. If questioned he’ll say he just
strongest fighter but does not challenge Magoum for wants to see his wife again.
leadership. The monks assume this is due to a misplaced The other captive is an old woman named Holana (female
sense of loyalty. gnome cleric). She is a priest of a good aligned god on a
No master has been brave enough to challenge Magoum mission of charity, to deliver medicine and warm clothes to an
since witnessing Flip’s prowess. area recently subjected to an earthquake. She considers
One of the braver masters has dared touched the rod of these monks monsters, and will not give them the satisfaction
the burning tiger. Its mysteries must be great, it felt of seeing her weep.
weightless when he picked it up, and he couldn’t figure out The monks hit the convoy on the road and killed the six
how to deploy any of its weapons or abilities. Magoum other members of the caravan including Holana’s husband.
noticed the rod had been moved and beat all the masters
as punishment, not even asking who had done it. Want to go home
San’Ta, the young man who ran away from home to join
Encounters the monks, is weeping in a secluded area. If questioned, he
Ravool Attacks will confide that monastery life is harder than he thought.
The masters are cruel and punish his every mistake. The
Use during a trial, or when a player is alone. Ravool is sly other initiates disrespect him. But he cannot leave. The last
and cunning. He prefers to hit and run attacks on strong initiate who tried to run was brought back and hung from
opponents and toys with weak ones. He’s only ever killed their ankles in the courtyard for staff practice.
monks that anger him. Ravool might attack a player whose
alone, or he might strike during a trial while the player is Private Lessons
distracted. Make a Dexterity (Stealth) check for Ravool, trying
to beat that player’s passive perception. If Ravool beats the Use this between Trial of the Burning Arrows or Trial of
player’s perception, they’re surprised as Ravool pounces to Prowess. One who Flip considers a promising pupil is
execute his attack and flee’s. selected from the party. That character is invited for a private
lesson with Magoum. Flip will observe the lesson. This is a
Old Grudge good chance for a player to speak with Magoum one on one
and perhaps learn some info.
If the players are somewhere alone with Flip: a dirty,
ragged band of monks attempt to sneak up and assassinate Challenge Issued
Flip. There is one Master of the Burning Tiger per player
present. These monks are original burning tiger monks from A monk challenges someone. Perhaps a monk of the
Krak’kora. At the time of the slaughter many years ago, they monastery is slighted by one of the players. Perhaps one
were out of the monastery getting supplies. Since that day, initiate challenges a master, desiring his rank. Maybe one
these monks have been pursuing Flip seeking vengeance for initiate simply challenges another.
the original Magoum. They mistake the heroes for a band of A fight takes place in the courtyard for all to see. This
fresh recruits and see this as the best opportunity to take Flip might be a good chance for the heroes to size up the abilities
down. of the masters of the temple.
Have the monks attempt to beat the player’s (and Flip’s)
passive perception. Assassination Attempt.
The monks will focus on killing Flip. If the players During a trial, an unhinged initiate named Garit tries to
intervene, the assassins will fight them too. If given a moment assassinate Magoum. The player with the highest passive
to talk, the assassins reveal that Flip killed their Abbot, perception notices this monk approaching Magoum from
Magoum. These monks are unaware that the blind man has behind with a kama. If the player doesn’t interfere, the monk
taken Magoum’s name. Flip will say these monks broke in gets a blow on Magoum before initiates swarm to grab him.
training and went mad. Abbot Magoum was forced to cast Magoum commands that he be gagged immediately. (This is
them out of the order. Flip will then re-engage the fight, to try to prevent him from issuing a challenge to a duel. All of the
and prevent more details from getting out. monks are aware of the fact that any challenge must be
If no parlay happens, the master will curse Flip with his answered.)
dying breath for murdering his master. Talking with Garit reveals Magoum killed his lover Bera in
a training ‘accident’. Magoum simply dismissed the dead
Raid Returns. monk as not raising his guard well enough, and had him
thrown over the walls to be eaten.
Garit is executed later that day in the training yard. He’s The locals are unaware that the monks are living in the
placed in a burlap sack and suspended. Initiates take turns mountains. The monastery is in a remote area with few
practising their quarterstaff or dart skills on him. By the end resources. The monks have begun raiding the surrounding
of the day, the bag is shapeless and soaked red and tossed countryside for supplies. Any raids the monk execute leave no
over the monastery walls for Ravool to consume. witnesses. All are killed or indoctrinated.

Appendix A: Adventure Appendix B: Monk Names


Background Players have ample opportunity to converse with the monks.
Here are a few names you can use:
The Order of the Burning Tiger is a brutal group of evil Masters: Byagra, Golin, Ketra, Tal’zun
monks. They believe the strong have the right to dominate Initiate: Olga, Logain, Ricardo, Bendrick, Gwen
the weak, and mastery of body and mind is the one true path
to strength.
The leader of the order, Magoum, found a young tiefling
Appendix C: Magic Items
named Flip abandoned in the wilderness outside the Rod of the Burning Tiger Weapon (club), Rare, requires
monastery. Magoum was about to kill the scrawny creature in attunement.
contempt when a tiger leapt from the bush to defend Flip. This weapon must be wielded two-handed, has the finesse
The abbot took the tiger as a sign and let the boy live, property, deals 1d8 bludgeoning damage and 1d8 fire
bringing him back to the monastery. damage on hits. The rod possesses a number of unique
abilities:
Flip survived his brutal training and proved to be a Rod’s Shape. As a bonus action, the wielder of the rod can
prodigy in the ways of the fist. As he grew into a man Flip change the appearance of the rod to any simple weapon or
was marked as the abbot’s favourite. But Flip was power suitable exotic monk weapon. The damage type of the rod
hungry and did not have the patience to fully master the can change to slashing, bludgeoning or piercing, but the
burning tiger fighting style. He coveted the power and respect damage and properties remain the same as the original rod.
Magoum had earned and plotted to take it for himself. Rod’s Dart. As a bonus action, a thin stake-like dart to be
pulled from the base of the rod and thrown using a creature’s
Flip murdered the abbot in his sleep and claimed the rod attack action. This dart has the properties of a regular dart
of the burning tiger, the artefact of their order. He proclaimed except it deals an additional 1d8 fire damage. This dart
himself Abbot. The monks of the temple rejected him. Flip magically re-appears inside the rod after use.
had not faced Magoum in combat and thus could never prove Rod’s Magic. Once per day, recharging at dawn, the
he was strongest and deserving of being Abbot. In a rage, Flip wielder of the rod of the burning tiger can use a bonus action
killed every monk in the order. The only survivor was the to invoke one of the following spells: Haste, Enhance Ability,
blind stablehand, a master that had fallen from grace in the Magic Weapon, targeting only themselves or the rod.
order. The old man surrendered and proclaimed Flip Abbot.
Flip tried to rebuild the decimated Burning Tigers, but he
could not equal Magoum. He was a poor teacher and
gathered followers slowly. Soon the order was forced to
abandon their monastery and flee west or be destroyed by a
rival order of monks.
The Burning Tiger monks sojourned for a year before
settling in softer lands, occupying a monastery hidden in a
mountain valley.
Now they seek to rebuild their ranks. The new order of the
burning Tigers only recruits' runaways, orphans and those
they abduct on the road. Once in the monastery, no member
may quit the order. Any who try and flee in the night are cut
down.
The blind stable hand has taken Magoum’s name and
assumed the position of Abbot. The true master of the
monastery is Flip, who enjoys a privileged position and rules
from the shadows.
Flip has raised a feral tiger as his personal pet. The
creature is sly and manipulative. It regularly torments the
initiates of the temple, ambushing them at any time and any
place and leaving them wicked scars to remind them: be
always vigilant.
Appendix D: Statblocks
Trials of the Burning Tiger Statlines
Initiate of the Burning Tiger
Medium humanoid (any type), lawful evil
Tiger Actions
Armor Class 14 Multiattack. The initiate makes two attacks: one
Hit Points 39 (7d8 + 7) Unarmed Strike and one Burning Strike.
Speed 30ft Unarmed Strike. Melee Weapon Attack: +4 to hit, reach
Saves Dex +4 Wis +3 Cha +1 5ft., one target. Hit 6 (1d8+2) bludgeoning damage.
Senses passive Perception 14
Languages Common Burning Strike. Melee Weapon Attack: +4 to hit, reach
Skills Athletics +3 Acrobatics +4 Insight +4 Perception 5ft., one target. Hit 9 (2d8) fire damage
+4 Burning Javelin. Ranged Weapon Attack: +4 to hit,
Challenge 1 (200 XP) Thrown (range 30/120) ., one target. Hit 5 (1d6+2)
piercing damage and 3 (1d6 fire damage)
Unarmored Defense. While the initiate wears no armor
and wields no shield, its AC includes its Wisdom Reaction
Modifier.
Parry. The initiate adds 2 to its AC against one melee
Tiger Leap. The burning tiger initiates learn to channel attack that would hit it. To do so they must see the
their ki into physicality. Their jump distance is tripled. attacker.
Dextrous Javelin Thrower. The burning tiger monks use a
curious javelin style that allows them to wield javelins
as finesse weapons.
Actions

Swarm of Burning Tiger Tiger Leap. The burning tiger initiates learn to channel
their ki into physicality. Their jump distance is tripled.
Initiates
Medium humanoid (any type), lawful evil Actions
Multiattack. The initiate makes two Pack Attacks.
Armor Class 14
Hit Points 138 (25d8 + 25) Pack Attack. Melee Weapon Attack: +5 to hit, reach 5ft.,
Speed 30ft one target. Hit 11 (2d8+2) bludgeoning damage and
Saves Dex +5 Wis +5 9(2d8) fire damage or 6 (1d8+2) amd 4 (1d8) fire
Senses passive Perception 15 damage if the swarm is below half hp.
Languages Common
Skills Athletics +4 Acrobatics +5 Insight +5 Perception Reaction
+5
Challenge 6 (2,300 XP) Parry. The initiate adds 2 to its AC against one melee
attack that would hit it. To do so they must see the
attacker.
Unarmored Defense. While the initiate wears no armor
and wields no shield, its AC includes its Wisdom
Modifier.
Master of the Burning Actions
Tiger Multiattack. The master makes two attacks: one
Unarmed Strike and one Burning Strike.
Medium humanoid (any type), lawful evil
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
Armor Class 15 5ft., one target. Hit 6 (1d8+3) bludgeoning damage.
Hit Points 72 (11d8 + 22)
Speed 30ft Burning Strike. Melee Weapon Attack: +5 to hit, reach
Saves Dex +5 5ft., one target. Hit 9 (2d8) fire damage
Senses passive Perception 15 Tiger's Fury (Recharge. 5-6). Melee Weapon Attack: The
Languages Common master makes two unarmed strike and a burning strike.
Skills Athletics +4 Acrobatics +5 Perception +5 Hit For every strike that hits, the target must make a
Challenge 4 (1,100 XP) DC 14 Strength or Dexterity check, or be knocked
prone in addition to any damage taken.
Unarmored Defense. While the master wears no armor
and wields no shield, its AC includes its Wisdom Reaction
Modifier.
Parry. The master adds 2 to its AC against one melee
Tiger Leap. The burning tiger masters learn to channel attack that would hit it. To do so they must see the
their ki into physicality. Their jump distance is tripled. attacker.

Actions
Monastery Population
Flip, The Burning Tiger Masters Art. 5-6 Recharge. Melee Attack: Flip incases his
hand in flaming ki, launching a devastating open-palm
Medium humanoid (tiefling), lawful evil
blow. +12 to hit, reach 5ft Hit 40 (9d8) fire damage. If
Armor Class 15 struck the target must make a DC15 Strength check or
Hit Points 153 (18d8 + 72) be moved 10ft. away from Flip and knocked prone.
Damage Resistances fire
Speed 40 ft. Bonus Actions
Saves Dex +9 Wis +4 Rod's Magic. Once per day, the rod of the burning tiger
Senses passive Perception 14 can be invoked to produce one of the following spells:
Languages Common Haste, Enhance Ability, Magic Weapon
Skills Athletics +6 Acrobatics +9 Stealth +9 Religion +4
Perception +4 Deception +6 Rod's Shape. The rod of the burning tiger is a two
Challenge 11 (7,200 XP) handed weapon, dealing 1d8 bludgeoning plus 1d8 fire
damage and has the finesse property. As a bonus
Improved Evasion. If Flip makes a successful Dexterity action, the weilder can shift the damage type of the rod
saving throw against an attack that deals half damage between slashing, bludgeoning and piercing and make
on a successful save, he instead takes no damage. In a cosmetic change to the rod consistent with the
addition, he takes only half damage on a failed save. damage type. This cosmetic change can turn the rod
into nunchuks, kamas, lajatang, three-sectioned-staff,
Slow Fall. If within arms reach of a wall, Flip can slow his quarterstaff or any other suitably monk-ish weapon.
descent while falling. The monk takes damage as if the
fall were 50ft shorter than it actually is. Reaction
Fast Movement. Flip moves 10ft. faster than normal. Arrow Catching. If an arrow or similar object is hurled at
Flip he can, with a successful DC 16 Dexterity saving
Unarmored Defense. While Flip wears no armor and
throw, catch the missile and take no damage from it.
wields no shield, its AC includes its Wisdom Modifier.
Tiger Leap. Flip has learned to channel their ki into Parry. Flip adds 2 to its AC against one melee attack
physicality. Their jump distance is tripled. that would hit it. To do so they must see the attacker.

Actions Legendary Action


Multiattack. Flip makes three strikes with the Rod of the Flip can take 3 legendary actions, choosing from the
Burning Tiger options below. Only one legendary action can be used
at a time and only at the end of another creature's turn.
Rod of the Burning Tiger. Melee Weapon Attack: +9 to Master flip regains spent legendary actions at the start
hit, reach 5ft., one target. Hit 8 (1d8+4) bludgeoning of its turn.
damage and 4 (1d8) fire damage
Rod of the Burning Tiger. Flip makes one attack with the
Burning Dart. Melee Weapon Attack: +9 to hit, Range Rod of the Burning Tiger.
(20/60), one target. Hit 6 (1d4+4) piercing damage
and 4 (1d8) fire damage Blazing Move. Flip moves 40ft, not provoking attacks of
opportunity and his jump distance is doubled for the
turn.
Burning Dart. Flip makes a ranged attack using his
Burning Dart.
is multipurpose flat space. Hot coals are sometimes placed
Appendix E:Monastery here to intensify training, but otherwise, it is open and clear
for monks to practice their drills with one another in long
Layout & Schedule rows, or put their form on display. There are three poles with
Monk’s Schedule. The monks live by a strict schedule. Use the burning tiger banner affixed to them in this area.
this table to determine the occupants of an area of the
monastery at a given time. Area 3
consists of training equipment. Sturdy wood panelling used
Monk's Schedule for climbing practice, tall poles with wires strung between,
Schedule Time large pots meant to be pulled or filled with water, and racks of
Sleep 7:31pm – 3:30am steel balls meant to be tied on, lifted or thrown.
Forms/Inspection 3:31am – 5:00am
Area 4
Breakfast 5:01am – 5:30am is where martial weapons are practised. It contains weapon
Training 1 5:31am – 12:00am racks of various monks weapons, both bound wood training
objects and iron. Training dummies, and open rings for
Lectures, Trials or Challenges 12:01am – 1:00pm fighting dot the remaining space.
Training 2 1:01pm – 6:00pm
During forms/ inspection, the monks perform their
Supper 6:00pm – 6:30pm technique in the various areas for the Abbot’s inspection and
Meditation 6:31pm - 7:30pm correction. He regularly singles out students with a poor form
to humiliate and hurt them with live demonstrations.
If a fight breaks out in the monastery, monks will flock to During training hours, most of the monks can be found in
the scene in the following pattern: this area. They are performing drills and tests devised by the
master monks, while the abbot retires to the private dojo.
In X rounds... During meal hours, lecture hours and sleep hours this
ROunds Events area are mostly deserted, save a scant few monks with special
2 (1d4) 1 swarm of initiates arrive on the scene lead by 1 tasks like cleanup or patrol. Monks bring out weapons after
rounds. Master of the Burning Tiger to break up the fight. waking and stow them during meditation hour to perform
maintenance and repair. A few select monks are sent to fetch
5 (2d4) Ravool and Flip arrive with 1 swarm of initiates.
rounds
water from streams during meditation and bring the water to
large clay pots in this area.
10 Magoum arrives with 1 swarm of initiates If there is a trial or challenge to be had, it occurs here.
rounds
Smithy/Armoury
Training Yard This square room is where all the equipment is stored at
The training yard is a square area of dry, loose dirt night. Certain monks are tasked with maintaining the gear
surrounded by the thick monastery walls. All of the areas of and do so here during forms or meditation. There are forge
the monastery are accessible by doors set in these walls. A and bellows here, as well as other workshop equipment. This
set of stairs leads up to the walls, where monks patrol day room is sweltering while in use.
and night. A set of oak double doors is the only method of
leaving the monastery. Private Dojo/Master Chambers
At ground level, a cobblestone path rings the outside of the This private dojo is where Magoum and Flip sleep and train.
training yard. The path also splits the yard down the centre, It’s dominated by an open 20x20 room, with a small alcove
from the front door to a raised stone platform on the opposite adjoining for the master to sleep.
side. There is a steel-covered pit in the centre of the yard. The During sleep and meditation, this area is occupied by the
steel sheets are removed when the pit is needed abbot and Flip. The abbot has a private alcove, and Flip
sleeps on a feather-stuffed mattress on the floor of the dojo.
The grounds are split into 4 areas, each used for a different His Tiger has a 25% chance of being here at night.
purpose. The common feature amongst all these areas are During meal times and inspection this area is deserted.
braziers, either stone or made of wood poles that are kept lit During training, Magoum is here. Flip is here in the
day and night. mornings either explaining his desires or training with the
blind man. After lectures, Flip goes to instruct, and other
Area 1 master monks train with Magoum.
is used for ranged target practice. It’s dotted with standing
logs, stuffed training dummies and weapon racks for ranged
weapons like darts, javelins and crossbows. There are also
barrels filled with oily rags here.
Area 2
Meal Hall
This room consists of four long, low tables where the monks
sit to eat. There is a head table where the abbot eats alone. To
the left, there is a small cooking space and a door leading to
the pantry.
The meals of the monks are simple – unspiced rice, stew,
flatbreads and cuts of salted meat. Anything quickly and
easily made.
Certain monks are given breaks from training to get meals
ready in time. These monks are looked down on as soft by the
other initiates.
During mealtimes, most of the monks are here. At other
times, there are 1d4-1 monks here, taking meals at irregular
hours due to their duties. Meditation Hall Here is where the
monks meditate, and the injured remain here to recover.
They do so to focus on their failure and grow stronger. The
injured must drag them to meal hall, or go without food or
water.
In the morning initiates or those who are injured light
fires in this room, and by meditation time the room is
sweltering and smells strongly of wood smoke.
On a jade pedestal on the far end of the room, a fake rod of
the burning tiger rests. The rod is left there to remind the
monks to meditate on domination. Only Magoum and Flip
are aware this is fake. Few have dared ever handle it. Any
creature who picks up and handles the rod can make a DC14
Intelligence (Investigation) check to determine It's an ornate
but solid stick that could function as a club but little else.
At all other times, this room is empty.
Bunks
There are two identical dorm rooms. One is for master
monks, and the rest are for initiates and trained members.
These are subterranean rooms built underneath the walls of
the monastery and consist of bunk beds stacked three high
with straw-stuffed mattresses. There are shared bedpans
underneath each bed, and any scant personal possessions the
monks have managed to hide are stuffed into their
mattresses.

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