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  A4 
  Holy Mandate 
  A Dungeons & Dragons Adventure Series 
  Chapter 4: Puzzling Encounters 
   
   
   
  
  About GND Adventures 
  Holy Mandate is part of a new series of adventures designed to be easy to read, easy to run, 
  and a blast to play. They focus on detailed world building that grows alongside the characters. 
  In these pages, players will find cunning intrigue, intricate puzzles, crafty combats, and grand 
  adventures. The Dungeon Master will find easily accessible information, full stat-blocks for any 
  monsters, creatures, or NPC’s, and well laid out content that makes your job easier. 
  In the course of this adventure, some text appears in Bold. Any text, outside of a stat block, 
  appearing in bold should be read or paraphrased to the PC’s. 
    
  Stat Blocks 
  Full Stat Blocks are enclosed for each creatures or NPC used in this adventure. Abbreviations 
  are used in some places. An explanation of the stat blocks and those abbreviations is listed 
  below. 
  Example: 
  8 Brick Skeletons (Number and type of creature appearing in the encounter) 
  Atk (Attack): Shortsword +4 1D6+2 Dmg (P) (Damage amount and type; (B) Bludgeoning, (P) Piercing, 
  (S) Slashing), HP: 15, AC: 14, Speed: 30; Saves: (+0,+2,+2,-2,-1,-3) (Save values for Strength, Dexterity, 
  Constitution, Intelligence, Wisdom, and Charisma in that order); M (Size. (S) Small, (M) Medium, (L) 
  Large) Undead, LE (Alignment) 
  Vul: (Vulnerabilities) Bludgeoning, Imm: (Immunities) Poison, Exhaustion, Poisoned. Darkvision 60 ft. 
  Perception 9. CR ¼ 
  NPC’s 
  Key NPC’s are described in detail, but random and minor NPC’s have stat blocks that tell their 
  gender, race, age, and general character traits. They appear as such: 
  M/HE/25/Random and Aloof. 
  Explanation 
  Gender (M(Male), F(Female))/Race (Hu(Human), HE(Half-Elf), Dw(Dwarf), E(Elf), G(Gnome), 
  Hl(Halfling), HO(Half-Orc), DB(Dragon Born), TF(Tiefling))/Age(years old in 
  appearance)/Character traits(How they usually interact with the world.) 
  
   
  Introduction 
  Just outside the Lonely Desert, on the edge of civilized lands stands a massive 200 ft., black 
  cube known as The Brick. Glyphs and symbols adorn The Brick, etched into its impossibly 
  hardened sides in an ancient forgotten language. Some say The Brick is a doorway between 
  the living and the dead. Some say it is a gateway to another plane. Still others claim that it is 
  the foundation for the entire world and discovering its secrets will unlock the keys to the 
  multiverse.  
  Every night, as the sun falls below the horizon, the glyphs on The Brick blaze to life in a 
  hundred different hues. The Brick can be seen for miles and is a dazzling display, that is, 
  before it vomits forth it's horde of undead. A seemingly steady stream of zombies, skeletons, 
  and worse exit The Brick and roam the night, venturing out only as far as it would take them 
  to return by the time the sun makes its appearance in the morning. Even worse, at random 
  intervals throughout the year, The Brick releases a violent, negative shock-wave that destroys 
  anything in its path. Tress, animals, even rocks are destroyed by this wave. Those that fall, 
  rise again as undead versions of their past self.  
  Into this unique landscape clerics and holy orders of all types come to The Brick to train in 
  destroying and controlling undead. The vast majority of the undead are lowly skeletons, 
  zombies, and other common types, but every once in a while, a truly intelligent undead will 
  venture out and compel the undead waves to a specific task. 
   What secrets does The Brick hold? What treasure might be uncovered within its black sides? 
  Gather your companions, grip your holy symbols, and bring light into true darkness as you 
  come face to face with the mysteries of The Brick.  
    
  Γ Ν Δ 
   This series of adventures takes place in and around the Town of Safepoint, an area about two 
  miles south of The Brick. It is the furthest point that a shock-wave has ever been recorded and 
  is heavily fortified by holy orders that train in fighting off the undead. Once the PC's have 
  gathered enough experience and power, they will find themselves entering The Brick itself in an 
  effort to discover its lost secrets. The adventure is broken up into 12 parts and designed to start 
  with first level characters. Each Chapter is set-up to run in one evening and should give the PC's 
  enough experience to advance to the next level. They are designed as a fast paced, hack and 
  slash adventure with problem and mystery elements. 
  
  Chapter Synopsis 
  Chapter 4 has the PC’s trying to decipher the strange glyphs from The Brick. They start out 
  retreiving one from an expert before heading over to meet with the mayor and retrieving hers. 
  They can then find another glyph out in No Man’s Land and attempt to assemble them into one, 
  strange glyph. On the way they must fight off undead determined to retrieve the glyphs for 
  their dark masters.  
   
  What’s really going on. 
  A powerful Lich emerged one evening from The Brick several months past. Since then she has 
  established herself as a reputable citizen and even manipulated events to get herself elected 
  mayor. She is building a following of cult members to help undermine the town’s defenses. 
     
  Hooks 
  There are many reasons why the PC’s might head to Safepoint. Here are a few ideas if needed. 
  One of the PC’s is here to train fighting undead. Safepoint is renowned as the safest way to 
  learn how to fight the undead. 
  One of the PC’s has a close relative or friend who lives in or near Safepoint and needs 
  assistance. 
  The PC’s have heard legends of a rare relic inside The Brick and go looking for information on it. 
  The PC’s came into possession of one of the glyphs on their journeys and come to Safepoint to 
  figure out what it does.  
    
   
   
   
  
  Key NPC’s 
    
  Delila Norsh, young, mid-20’s. Female 
  human. Curly brown hair and green eyes. 
  The current leader of the Templar’s of Light. 
  This is her first post and she second guesses 
  herself constantly. She is currently looking 
  for a partner in life and will target one of 
  the PC’s that exhibit the tenants of Pelor; 
  good, strength, light. She’ll pursue the PC 
  throughout the story arc, though she is very 
  shy. She’ll give what healing she has daily 
  for those that pay lip service to Pelor. The 
  DM should do their best to cultivate this 
  NPC-PC relationship throughout the 
  adventure arc. Doing so will make decisions 
  in the final chapter much more interesting 
  and satisfying for the story.  F/Hu/24/Shy 
  and Nice 
  Lady Falow Parson. Looks early 30’s or late 
  20’s, Human, female, strawberry blonde 
  hair, pretty. Smiles and laughs easily. Her 
  eyes seem older. Current elected mayor of 
  the town. Will seem very helpful to the PC’s 
  investigations. However, she is really known 
  as The Falow Princess, a Lich in disguise 
  from The Brick. She will attempt to 
  manipulate the PC’s into causing discontent 
  in the town. Her goal is to bring about the 
  destruction of Safepoint and raise it’s 
  residents as her army. Note that Lady Falow 
  wears a ring of mind shielding and is 
  excellent at deception. Falow will do 
  everything in her power to hide her true 
  form from the PC’s. On a practical note, if 
  the PC’s find out the truth and try to take 
  her on too early, she would be way too 
  strong. F/Hu/28/Helpful and Sweet 
  Trevadeer Unison. Late 50’s Human Sage 
  that has devoted his entire life to studying 
  the glyphs on The Cube. He gladly shares his 
  knowledge and loves to discuss the glyphs 
  and discover their powers. He isn’t much of 
  a fighter, but has a cunning mind when it 
  comes to tactics. M/Hu/58/Intelligent and 
  Curious 
  Referki. A young Halfling with red hair and 
  soothing blue eyes. He has been obsessed 
  with the Negative Energy Wave ever since 
  his traveling companion, Gorod, was turned 
  into a zombie through it’s influence. He 
  likes people, hates undead, and also loves 
  wine. Go Team People! M/Hl/23/Witless 
  and Flighty 
  Freden Towerstand, is a rough, Dwarven 
  weaponsmith. He also is a Floor Master at 
  the Holy Order of the Vanguard and teaches 
  people and groups how best to survive 
  undead encounters. A Paladin of Moradin 
  he is exceedingly polite and proper, in his 
  own Dwarven way.  M/Dw/31/Respectful 
  and Serious.
   
   
  
  Random NPC’s 
  Peri Bluestring Barkeep; red blonde braided in a loose fishtail and a smattering of freckles dot 
  her cheeks; F/Ha/45/warm and impatient 
  Zinnia Griffenglass Sorcerer; tawny-haired with walnut brown skin, weaving a series of tiny pale 
  flowers into her hair; F/G/35/ Light-hearted and mischievous 
  Breagan Zalavaris Rogue; arms and hands wrapped in black cloth strips under cloak, can still 
  see a few brass scales. M/DB/63/quick hands, even quicker mind, trusts his instincts about 
  people, drawn to mysteries and the unexplained, compelled to seek the truth lying beneath. 
  Ralf Thoulso Noble; rather large with bulbous nose and wears red painted combat armor at 
  almost all times; skin is unnaturally pale, very tight haircut with blue lively eyes; M/Hu/56 
  speaks confidently about a variety of topics with grace; is clearly well-traveled and educated 
  Milla Adleem Aristocrat; late middle aged in decent physical shape; has no hair, including 
  eyebrows, has gleaming, smiling green eyes. F/Hu/52 Friendly and accommodating 
  Sim L'Fondant Warrior; average looking, tends to wear a large green jacket, lengthy black hair 
  with brown eyes M/Hu/36 extremely passionate and proud; pride in being thorough and never 
  missing a detail 
  Hubert Paxton Commoner; wears professional attire; hair is silver, silky, and of moderate 
  length; has brown eyes M/Hu/52 extraordinarily eccentric; kind towards friends- Others will 
  generally need to prove themselves to him. 
  Argren Wing Adept; stands about 5'4" and prefers to wear red pants and tee shirts; left leg 
  appears badly burned and disfigured; His gray eyes dart from person to person to random 
  spaces in the air M/HO/28 Bit of a stoner and generally out of it 
  Immereth Ethrotha Expert; scrawny and has patchy brown stubble; majority of his body 
  covered in plate; moppish brown hair is in a traditional bowl cut and tends to wears goggles to 
  shield his eyes M/E/115 considers himself a man of culture and sophistication; likes a good 
  challenge to his wits 
  Syllin Ostsrithi Warrior; relatively dark skin and very physically imposing due to abundance of 
  muscles; black hair is unkempt and raggedy F/E/99 quiet and unassuming; ignores others and 
  carries on with the job 
   
  
  Investigations 
  Investigations are tidbits of information PC’s might learn from NPC’s as they investigate the 
  town. Not all of them are true; some don’t even make much sense. They exist to add flavor or 
  foreshadow future events. Each time the PC’s are looking for clues or other guidance; have 
  them roll Investigate Checks, DC 10. Success rewards one of the following rumors, which may or 
  may not be true. 
   
  ● The undead that come out of The 
  Brick remember their past lives. You 
  can see it in their eyes just before 
  you kill them, or they kill you.  
   
  ● The glyphs and runes on The Brick 
  were created by a powerful Lich a 
  millenia ago in order to slowly turn 
  the world into an undead domain.  
   
  ● Sometimes when the town is quiet, 
  you can hear the undead stirring 
  right below our feet! 
   
  ● Undead are all afraid of black cats. 
  Bring one with you whenever 
  traveling and they’ll avoid you.  
   
  ● There is a vampire in town. He 
  turned my friend’s, brother’s, cousin 
  into a vampire spawn. Watch who 
  you invite into your house at night.  
   
  ● People have complained about high-
  pitched ringing in their ears lately, 
  pretty sure there is a psychic dragon 
  with a lair near town.  
   
  ● Legends says a hundred years or so 
  ago a horde of thousands of orcs 
  stormed The Brick. They all died.  
   
   
   
   
   
   
   
   
  
  Prologue 
  Some say the Negative Energy Waves that 
  is unleashed from The Brick is one of the 
  most beautiful, but terrifying things to 
  behold. Today you got to decide for 
  yourself. You find yourself standing on the 
  outer walls as the last undead fall to the 
  city garrison. The injured are tended to 
  and people congratulate one another with 
  clasped hands. Suddenly, a loud chime 
  splits the sky and your ears begin to ring. 
  Looking outward you see a helisphere, 
  ripple of force erupt from The Brick in all 
  directions. Moon and starlight reflects off 
  it as it goes, sending motes of light dancing 
  in a hundred directions. The wave of force 
  rushes out at impossible speeds, 
  obliterating the bodies and bones of the 
  undead that have fallen. Today, the ripple 
  ends 300 ft. short of the walls. It passes as 
  fast as it came. Any joy that came from a 
  hard fight washes away with the wave. For 
  while this was another victory, what can 
  mortals do against such a force? You join 
  the throngs of warriors and other 
  adventures and head off to a good night’s 
  sleep.  
   
   
   
  
  Safepoint City Map 
   
   
  : Major Roads                                            
  : Walls 
  1: Skeletal Fitting                                                    
  7: Six Holy Arms 
  2: Sam’s Serious Sundries                                      
  8: Temple of Discipline 
  3: Last Knight Inn                                                    
  9: Templar’s of Light 
  4: Poundin’s Pete’s Pastries                                   
  10: Holy Order of the Vanguard 
  5: The Old Ones                                                       
  11: Ehlonna’s Stand   
  6: Secrets and Lies                                                
  12: The Stand 
   
  
  Locations Detailed 
  1: Skeletal Fittings: A wealthy clothing shop 
  that makes designer clothing as well as 
  fitted light armor. Ran by a thin, frail man 
  named Wyarm with beady, black eyes. 
  M/Hu/58/Quiet and Misunderstood. 
  2: Sam’s Serious Sundries: Ran by a 
  woman, Samantha Doorkeel, who took over 
  the business when her father, Nigel, passed 
  away several years ago. She secretly buried 
  him, as he wished, rather than cremate him 
  as is required by town law. She sells most 
  common items, rations, and other bulk food 
  for long journeys. F/Ef/24/Loud and 
  Anxious. 
  3: Last Knight Inn: A large inn always with a 
  bard ran by, Den Freeman, a former 
  member of the Holy Order of the Vanguard. 
  He opened this place after exploring the 
  first level of The Brick. He does not talk 
  about what he saw. But the ordeal broke 
  him, made him not want to adventure 
  anymore. He stays here because he feels 
  like he owes The Order something. 
  Members can always stay for free. The 
  Order has a saying, “Going Den.” Which 
  means you saw something that was too 
  much for you to bare. M/Hu/29/Broken and 
  Sad. 
  4: Poundin’ Pete’s Pastries: A small inn and 
  tavern run by Poundin’ Pete, an adventurer 
  who retired after his group found a large 
  cache of treasure. Quaint place known for 
  Delina Cakes, an invention of his late wife, 
  who died of disease. He likes to help 
  sometimes with nightly raids. 
  M/Hu/40/Honest and solemn. 
   5: The Old Ones: A lively tavern run by the 
  elected mayor, Lady Falow Parson. Looks 
  around 30 years old, but her eyes seem 
  older. Rumor has it that she has consumed 
  a great many Potions of Longevity, which 
  has kept her young. Actually, she is a Lich 
  and the true power behind what has been 
  going on in town. She is polite and loves a 
  good joke. She plans to make all of 
  Safepoint her undead domain. She gives 
  food to the downtrodden and lets people 
  stay in front of the hearth if they can’t pay 
  for a room. F/Hu/28/Helpful and flirty, 
  actually F/Lich/?/Cunning and Evil 
   
  6: Secrets and Lies: A two-story tavern ran 
  by Uri Povyin’, a semi-retired rogue. He 
  does not get along with the holy orders. 
  They always assume if something went 
  missing, he did it. Sometimes they are right. 
  He has dirt low prices on food and lodging. 
  The right person could buy poison’s here. 
  M/Hl/27/Personable and Annoyed. 
   7: Six Holy Arms: A weapon shop and smith 
  run by Lilith Farstride. She purchased the 
  shop two months ago from the former 
  owner who left town. They make and sell 
  custom weapons. Has five workers that are 
  all scared of her. She is actually a Marilith in 
  disguise. She was summoned here by Lady 
  Fallow and likes the ruse. She has a ring of 
  mind shielding as well. She is great at 
  deception and makes any Deception checks 
  
  at +12 and with advantage. F/Hu/36/Stern 
  and Impulsive, actually 
  (F/Marilith/?/Deceptive and Cruel) 
   
   8: Temple of Discipline: The house of 
  Cuthbert is built like a fortress with a wall 
  surrounding the inner house and two 
  towers protecting the walls. The Temple of 
  Discipline organizes the nightly defenses. 
  The Order is very strict with no alcohol use 
  and chastity proclamations. Currently ran 
  by Commander House Loring. 
  M/Dw/36/Disciplined and Polite 
   
  9: Templar’s of Light:  The temple of Pelor 
  is a two story brick building with a blazing 
  sun statue at the top. They provide healing 
  at half cost to those that at least give lip 
  service to Pelor. They sell minor healing 
  potions and scrolls. Currently run by Delila 
  Norsh F/Hu/24/Shy and Nice young 
  10: Holy Order of the Vanguard: This 
  square, one story building is home to a 
  small knightly order made up mostly of 
  good aligned paladins, clerics, and fighters. 
  They train specifically in fighting undead 
  and hate the abominations. They sell holy 
  water at half price. They will also cure any 
  disease inflicted by an undead for the cost 
  of the material components of the spell. 
  Currently ran by Sir Gladus Fellstone, Long, 
  curly black hair, muscular. Wears rich 
  clothing. M/Hu/50/Disciplined and Polite 
   11: Ehlonna’s Strand: In the exposed zone 
  stands a ring of shaped trees with a 
  thatched roof. Serving as both a temple to 
  Ehlonna and a way stop for those that pray 
  to her, it is informally organized and 
  frequented by Druids, Rangers, and Monks. 
  Those at balance with nature can use it free 
  of charge, although no metal is allowed 
  through the doors. Caretaker is Terif 
  Gorinhide who loves philosophy and 
  meeting new people. M/HE/28/Calm and 
  Ugly.   
   
  12: The Stand: At the center of town stands 
  the largest structure, a four story, round, 
  stone tower topped with an emblazoned 
  open eye. The Temple of Boccob allows 
  anyone into their first floor to buy minor 
  scrolls or talk magic. The second level is a 
  lounge specifically for those that work on 
  the arcane arts to trade spells or discuss 
  arcane matters. The third and fourth levels 
  are for members only and are off limits to 
  most travelers, though members can stay 
  on the third level as they will. The tower 
  mostly stays out of town affairs, though 
  they practice spells on the undead hordes 
  each evening and would come to the town 
  aid if ever necessary. The fourth level is the 
  home of the Tower First, Yamik Klav, the 
  wizard who runs the place. He is largely 
  over weight and eats a lot. M/Gn/41/Cocky 
  and overweight.   
   
   
   
   
  
  Act 1: Explosive 
  Investigations 
  This adventure revolves around the glyph 
  the PC’s now have in their possession. If 
  they started the adventure here and did not 
  play the previous adventure, they could 
  have come into possession in some manner 
  that the DM finds to be most organic. If the 
  PC’s need prompting to investigate the 
  glyph.  
  As you walk the streets, a quiet humming 
  vibrates from your pack. (whomever has 
  the glyph) Searching for the source you 
  find The Brick glyph you recently came into 
  possession of, vibrating softly.  
  The PC’s now have in their possession one 
  of the glyphs that litter the side of The 
  Brick. The glyph is shaped as such;        and 
  constantly sends out a low, almost 
  imperceptible hum. When the sun sets, it 
  blazes with brilliant green energy for five to 
  ten minutes. It gives off both necromantic 
  and abjuration magic, but doesn’t seem to 
  have any specific use, if an Identify spell is 
  cast on it. The PC’s will most likely want to 
  seek out an expert on the glyph, and while 
  several people are working on the 
  mysteries of the glyphs, only one true 
  expert exists in town, Trevadeer Unison, 
  who works out of his house in the south of 
  the city. The PC’s can find this information 
  with an DC 10 Investigation Check, although 
  any of their contacts at the temples will 
  know of him as well.  
  Once the PC’s decide to head over to 
  Trevadeer’s house, read or paraphrase the 
  following.  
  You find the house you are looking for 
  situated along the back wall of Safeton. 
  The plots around the home have been 
  cleared giving the house a wide berth. The 
  house looks run down and appears to be 
  falling apart. As you set foot in the yard 
  you can feel a dark presence coming from 
  the small, stone house. 
   Despite the outside appearance, 
  Trevadeer’s home is actually quite new and 
  he is quite pleasant. He is very excited to 
  see a removed glyph and will answer any of 
  the PC’s questions to the best of his ability. 
  Have him engage in friendly banter and 
  drop the bits of information below into the 
  conversation. His unique knowledge is listed 
  below.  
  ● “The glyphs have a limited 
  necromancy power.” 
  ● “While each one has some power, 
  their true power comes when they 
  are combined. The more that are 
  combined, the greater the effect. It 
  has been my life goal to try to find 
  as many of them as possible so that 
  if the day comes, we can combine 
  many of them into a weapon to stop 
  any great evil that emerges from 
  The Brick.” 
  ● “Removing a glyph from The Brick is 
  nearly impossible and I’ve only ever 
  seen six of the removed from the 
  surface.” 
  ● “Lady Falow had one given to her 
  from a someone close to her. Hers 
  had the power to stun an undead.” 
  ● “A member of the Holy Order of the 
  Vanguard had one a few years back. 
  I think his name was Referki.” 
  
  ● “I’ve developed a small ritual to see 
  what, if any, power the glyphs have. 
  I can teach it to one of you learned 
  in the Arcane if you’d like?”  
   
  After this last bit of information, have the 
  PC’s make a Perception Check. A DC 17 
  indicates they “feel” something is not quite 
  right. If they succeed they are not surprised 
  in the following combat.  
  You watch as this normally tranquil room 
  is thrown into chaos. The wind picks up 
  and papers are tossed from side to side. A 
  tiny, dark green dot flickers into being, 
  then rapidly expands into a large sphere 
  shape. The sphere zaps out if existence and 
  a group or 4 men appear out of it. Their 
  skin hangs unnaturally from their arms and 
  their hands end in vicious claws. “Kill them 
  all.” One of them spits behind sharp teeth. 
  4 Brick Ghasts 
  Atk: Bite +4, 2D8+3 (P) and Claws +6 2d6+3 
  (S) + DC 10 Con or Paralyzed 1 min. HP: 44, 
  AC: 14, Speed: 30, Saves: 
  (+4,+4,+1,+1,+1,0); M Undead, CE 
  Imm: Poison, Charm, Exhaustion. Resist: 
  necrotic. Darkvision 60 ft. Percep 10. CR 2 
  Turning Defense: Adv. on Saves to be 
  turned.  
  Stench: Any creature starting within 5 ft., 
  DC 10 Con. or poisoned until start of next 
  turn. If save, immune for 24 hours.  
  Tactics: Three of the Ghasts will engage the 
  PC’s while the last moves to try to take out 
  Trevadeer and acquire the glyph. Trevadeer 
  is not much of a fighter, but will use the 
  glyph as a bludgeoning weapon against the 
  undead. He also has access to several vials 
  of Holy Water.  
  For simplicity, if a PC makes any save 
  against any one of the Ghast’s Stench, they 
  are immune to any of them for the next 24 
  hours.  
  After the fight, if Trevadeer lives he can 
  teach a PC the Identify Glyph spell. It is 
  similar to the Identify spell, but works only 
  on runes of The Brick. If he dies, the ritual 
  can be found in one of his books with a 
  Investigate Check DC 15. If no one is trained 
  in the Arcane skill he will cast it himself and 
  give the PC’s 3 scrolls of the spell.  
  When the glyph is identified, the PC’s can 
  learn all the information about it as 
  identified in the appendix. The PC’s most 
  likely have enough to go on to try to gather 
  more of the glyphs from the sources 
  Trevadeer mentioned. If Trevadeer is alive, 
  he will suggest they seek out other glyphs, 
  combine them, and build up their power 
  against the undead.  
   
   
   
   
   
   
   
  
  Act 1: Making Friends 
  Depending on which part the PC’s head to 
  next, this Act might be done in either order.  
  Part IA 
  The PC’s head over to find the mayor, Lady 
  Fallow and ask her about her glyph. A little 
  bit of asking will allow the PC’s to find her at 
  the Inn she owns and runs, “The Old Ones”. 
  When the PC’s head over there read or 
  paraphrase the following.  
  Most places in Safepoint have an upbeat, 
  pleasant demeanor, as if attempting to 
  fight off the evil with joy. But “The Old 
  Ones” is on another level entirely. As you 
  enter, your senses are assaulted with 
  invigorating music, pleasant smelling 
  spices, and cozy warmth from dueling 
  fireplace hearths. One of the many comely 
  young women clad in gold colored dresses 
  skips over with a smile and takes you by 
  the arm. “A table for you are your 
  friends?” she asks happily before escorting 
  you over to a sturdy looking table with 
  comfortable padded chairs. “Have a seat 
  and I’ll bring you out some refreshments, 
  love.”  
  The PC’s are free to take in the sights and 
  sounds of the Inn. At almost all hours, it is 
  bustling with activity. The servers all have a 
  similar look; petite, young, attractive, and 
  female, though it does not seem out of the 
  ordinary. In reality, they make look demur 
  and docile, but they are all trained 
  assassins. Someone trained in Sleight of 
  Hand with a DC 18 Perception Check would 
  notice the servers all seem to be very agile, 
  light on their feet, with dexterous hand 
  movements. After a few minutes, food 
  arrives. If the PC’s request to see Lady 
  Fallow, she is happy to make an 
  appearance.  
  Lady Fallow is sly, cunning, and intelligent. 
  She never acts on emotion and considers 
  her course of action before making any 
  moves. She will observe the PC’s from a 
  hidden room for several minutes and 
  deduce that they are adventures, which she 
  is always careful with. Of course this is her 
  true self, the role she is playing is flirtatious, 
  happy, and with a generous and sunny 
  disposition. She will talk about her Inn, her 
  family (her staff), and anything the PC’s 
  would like to discuss. She’ll even give them 
  the glyph if they promise to use it for the 
  good of the city and return it, if they can, 
  when they are done. A friend gave it to her 
  several months ago and it has just been 
  sitting in her room collecting dust. She 
  doesn’t know what the glyph does, but 
  would be happy to know if the PC’s find out. 
  If the PC’s request it, they can do an Insight 
  Check on her, but her abilities make it 
  nearly impossible to deduce her true 
  motivations. An Insight DC 30 reveals that 
  every now and then, her smile slips slightly 
  or her eyes reveal a hidden truth. If 
  confronted she’ll deny it, but if pressed 
  make up a story about a former lover that 
  gave her the glyph, only to die from an 
  undead attack a few weeks after. She has 
  always felt guilty about having it when it 
  might have saved him. The glyph is shaped 
  like a capital “M”. (See appendix A) 
   
   
  
  Part 1B 
  If the PC’s seek out Referki, from the Holy 
  Order of the Vanguard, they’ll probably 
  head over to their headquarters. If so, read 
  or paraphrase the following.  
  You find the headquarters of the Holy 
  Order of the Vanguard bustling with 
  activity. The place resembles a large 
  square, with wide, open entrances on each 
  side. In the middle dozens of people train 
  with mock swords, shields, fighting 
  dummies, or just bare fisticuffs. Others 
  stand around instructing or watching, 
  cheering on each other. Each corner of the 
  building has office rooms each filled with 
  desks and files. As you walk around a 
  burley dwarf with a beard nearly down to 
  his knees walks up to you. “Help ye, lads?” 
  He says cheerily.  
  This is Freden Towerstand, a Floor Master 
  here. He is a Paladin of Moradin and 
  exceedingly polite and proper, in his own 
  Dwarven way. He’ll help the PC’s in any way 
  he can. The Holy Order of the Vanguard is a 
  military order, set up to train and educate 
  common folk on how to deal with undead. 
  He’ll happily give a few quick lessons that 
  generally boil down to trying to avoid being 
  touched by their “Damned cold hands!” 
  Holy water is for sale at half price in one 
  room and any undead disease is healed for 
  free. If asked about Referki, read or 
  paraphrase the following.  
  “Yea, yea, everyone knows Referki. Damn 
  sodden good war cleric, even if he is crazy. 
  He had a theory about The Brick that 
  involved exposing healing potions to the 
  energy explosions. So he went and set up 
  shop out in No Man’s Land. Dug a hole and 
  has been doing experiments ever since. If 
  you are going out there, you should talk 
  with Delila, that sun girl, she knows the 
  way.” 
  Freden will talk with the PC’s as long as they 
  want. He interrupts them every now and 
  then to correct someone who is nearby in 
  their position or technique. He is referring 
  to Delila Norsh, with whom the PC’s should 
  already know and have a good relationship. 
  Part 2 
  If the PC’s head over to find Delila she is 
  thrilled to see them. More thrilled to see 
  the individual whom she has singled out as 
  a possible spousal candidate. She can offer 
  the following advice.  
  ● Referki is a Halfling who has some 
  interesting theories on The Brick and 
  its powers.  
  ● He has an underground lab, heavily 
  defended and warded against 
  undead about a half a day’s walk 
  north.  
  ● Referki makes the journey back to 
  get supplies about every month or 
  so.  
  ● He only travels at night, as the 
  Energy Waves never go off at the 
  night. Traveling there during the day 
  could lead to instant death.  
  ● Before he left he gave her three 
  scrolls of a spell derived from the 
  Locate Creature spell designed to 
  find him if he is ever lost. She is 
  happy to share them with the party.  
   
  
  If she is still in good standing with her 
  spousal candidate, she will ask him for a 
  minute alone and bring him to her quarters. 
  She’ll use this as special alone time, telling 
  and showing him how much she cares for 
  him and for him to be careful. How far this 
  goes is up to the DM’s digression, but she is 
  very much interested in the PC at this point. 
  She’ll give him a wand of cure light wounds 
  with 6 charges in it, but requests he return 
  it when he comes back. She also makes him 
  promise to only journey there in the night, 
  as she can’t bear the thought of losing him 
  to the undead hordes. 
   
   
   
   
   
   
   
  
  Act 3: Saving Cleric Referki 
  You come to the edge of Safepoint. In the 
  distance is a flat ground where nothing 
  moves or lives. The ground itself has been 
  pressed flat by the destructive wave and 
  even the wind seems to die here. In the 
  distance The Brick flashes to life and the 
  night begins.  
  If the PC’s decide to find Referki, they 
  should go at night. It is the only way to be 
  sure to avoid the energy waves that would 
  utterly destroy them. The waves have been 
  as far apart as 30 days, but as close 
  together as 5 minutes, so there is no telling 
  when one will go off. If the PC’s try to travel 
  during the day, have a perimeter guard 
  warn them and then warn them again, and 
  then, warn them one more time. Because of 
  the nature of the land, horses and other 
  domesticated animals refuse to enter the 
  land. Wild animals know instinctively to 
  avoid the area all together. Any summoned 
  creature, magical or otherwise, has similar 
  feelings.  
  If the PC’s still attempt to leave during the 
  day, there is a 5% chance per hour traveled 
  that a wave goes off. Have one of the PC’s 
  roll this, AFTER WARNING THEM ONE FINAL 
  TIME ABOUT THE DESTRUCTIVE POWER OF 
  THE WAVE. If the PC’s do not roll their 5% 
  chance, yea, they live and can continue. 
  They will avoid the next fight completely. If 
  they DO roll their destruction, read or 
  paraphrase the following.  
  You travel along in dead silence, nothing 
  moves, nothing breathes. Even you… You 
  stop for a second as your vision clouds 
  over in a brilliant green. Why aren’t you 
  breathing? You look down in time to see 
  parts of your flesh fall away. The day 
  darkens and your vision slips from green to 
  black, then back to a dull grey. Your mind 
  falters and confusion sets in. What was 
  your name? Who are you? You put your 
  hands to your face and feel only bony, 
  skeleton-like remains. A voice, soft, gentle, 
  female, whispers in your mind, “Welcome 
  to my army, young ones.”  
  The PC’s are dead, victims to the negative 
  energy wave everyone warned them about 
  a dozen times. The DM can move forward 
  as he wishes. Maybe the PC’s can find a 
  “living” as their new, lawful-evil undead 
  forms. They lose all class abilities and start 
  at level 1 as whatever type of low-level 
  undead you want them to start as. Or, have 
  the PC’s roll new characters and pick up 
  where the last left off. Good luck.  
   
  As such, the only thing the PC’s can do is 
  make a run for it. If they cast the Locate 
  Creature scroll, the spell lasts for 24 hours 
  and gives the general direction of Referki. 
  Note that this spell only work on him as it 
  was specifically designed to last longer and 
  work only on him.  
  Referki is 2 hours from Safepoint. The Brick 
  is 4 hours from Safepoint. That means the 
  PC’s must move fast in order to make it to 
  Referki’s before the undead reach them!  
  If the PC’s move any slower than a base 
  speed of 25 and do not hurry, they will be 
  see the undead hordes at least a half mile 
  before reaching Referki’s point and should 
  be encouraged to head back. If they don’t, 
  more and more undead will join them in 
  
  combat each round. (2-3 Brick Zombies or 
  Brick Skeletons each round)  
  If the PC’s move 25 and attempt to hurry, 
  move fast, or run, they must make 
  Constitution Checks DC X after 1 hour. 
  Failure means they gain one level of fatigue. 
  After 2 hours they must make a second 
  Constitution Check DC X, failure means they 
  gain one level of fatigue.  
  Exhaustion 
  Some special abilities and environmental 
  hazards, such as starvation and the long-
  term effects of freezing or scorching 
  temperatures, can lead to a special 
  condition called exhaustion. Exhaustion is 
  measured in six levels. An effect can give a 
  creature one or more levels of exhaustion, 
  as specified in the effect's description. 
  Level Effect 
  1 
  Disadvantage on ability checks 
  2 
  Speed Halved 
  3 
  Disadvantage on Attack rolls and  
               saving throws 
  4 
  Hit Point Max Halved 
  5 
  Speed reduced to 0 
  6 
  Death 
  If an already exhausted creature suffers 
  another effect that causes exhaustion, its 
  current level of exhaustion increases by the 
  amount specified in the effect's description.  
  A creature suffers the effect of its current 
  level of exhaustion as well as all lower 
  levels. For example, a creature suffering 
  level 2 exhaustion has its speed halved and 
  has disadvantage on ability checks.  
  An effect that removes exhaustion reduces 
  its level as specified in the effect's 
  description, with all exhaustion effects 
  ending if a creature's exhaustion level is 
  reduced below 1.  
  Finishing a long rest reduces a creature's 
  exhaustion level by 1, provided that the 
  creature has also ingested some food and 
  drink. 
   
  If the PC’s can move at 40 or greater speed, 
  they arrive without having to make any 
  checks. Once the PC’s have arrived, read or 
  paraphrase the following.  
  The spell in your head gives you a final 
  ping and in the distance, about 1000 feet 
  or so away, you can see a large, steel grate 
  open on the ground. Nearby are several 
  vials of liquid tied to sticks in the ground. 
  Unfortunately, several undead figures are 
  approaching the grate. They get a few 
  hundred feet toward it and it slams shut 
  with a resounding thud. Confused they 
  look around. 
   If the PC’s are attempting to hide, have 
  them make Stealth Checks DC 14. If one PC 
  fails, they are spotted and the undead rush 
  them, three rounds away. If the PC’s 
  successfully hide, the Undead will mill 
  about by the potions. The PC’s should 
  engage them before more undead arrive.  
   
   
   
  
  7 Brick Skeletons 
  Atk: Shortsword +4 1D6+2 Dmg (P), HP: 15, 
  AC: 14, Speed: 30; Saves: (+0,+2,+2,-2,-1,-3); 
  M Undead, LE. 
  Vul: Bludgeoning, Imm: Poison, Exhaustion, 
  Poisoned. Darkvision 60 ft. Perception 9. CR 
  1/4 
  1 Brick Ogre Zombie 
  Atk. Morningstar +7 2D8+5 (B), HP: 85, AC: 
  9, Speed: 30; Saves: (+5,-1,+5,-3,-1,-2); L 
  Undead, NE 
  Imm: Poison. Darkvision 60 ft. Perception 9. 
  CR 2. Undead Fortitude: If reduced to 0 HP, 
  Con save DC 5+ Dmg taken to instead drop 
  to 1 HP, unless Dmg. is radiant or from a 
  critical hit.  
   
  The last undead falls and you look up to 
  see the distant fog clear and hundreds of 
  undead come stumbling out with gowns 
  and yells of death. The metal hatch swings 
  up and a tiny voice yells, “Get down here!” 
  from the hole.  
  If the PC’s stay, they will fight wave after 
  wave of undead until they are 
  overwhelmed. If the run, they can reach the 
  hatch and the hole in the ground. Read or 
  paraphrase the following.  
  You reach the hole and slide into a tunnel 
  leading into the ground. The hatch swings 
  shut on a mechanical, chain and a dirt-
  covered rug is pulled across the opening. 
  The tunnel leads down into the earth and 
  you hear a high-pitched voice yell, “Down 
  here.” 
  When the PC’s follow.  
  You descend into the small burrow as the 
  sounds of groans and shuffling feet pound 
  overhead. The burrow goes down another 
  20 ft. or so and opens into a spacious, 
  perfectly squared room about 30 feet 
  across. Several sitting chairs, tables laden 
  with all types of concoctions, and 
  miscelanious gear lay scattered around. A 
  young halfling wearing a chain shirt with 
  messed up blond hair turns as you enter 
  from looking inside a tube that extends 
  into the ceiling. “Hi-ya folks. Glad you 
  could make it. What did you bring me?”  
  Referki is looking through a periscope-like 
  device to observe the movements of the 
  undead. A lever on one wall connects to the 
  chain device that automatically lowers and 
  raises the front gate, as well as the floor 
  mat. Referki assumes Delila sent them with 
  supplies, since no one else really come out 
  here. He’ll be generous with his knowledge 
  and answer the PC’s questions, although he 
  is distracted for the time being with the 
  movements of the undead. Here is some 
  information he can share. 
  ● He has been out here for just over 4 
  months. 
  ● He came here with the intention of 
  trying to see what effect the 
  destructive wave has on magic items 
  as well as to observe the 
  movements of the undead.  
  ● He has been experimenting with 
  magic potions and scrolls mostly. So 
  far when one of them survives the 
  wave, its composition is changed 
  with an influx on necromantic 
  magic. A Bless potion became a 
  
  Bane potion, a Light scroll became a 
  Darkness scroll, but oddly enough of 
  Healing Potion became more 
  powerful.  
  ● The undead’s movements are not 
  random. They seem to be organized 
  somehow, although he can’t figure 
  out how. The majority head for 
  Safepoint while other, smaller 
  groups, usually the more intelligent 
  undead, head off other ways.  
  ● He only has difficulty with undead 
  when the smart ones figure out a 
  way to get through. There was a 
  vampire spawn a while back that 
  eventually found his way in. Luckily, 
  he was able to deal with him with 
  the help of his glyph. 
  ● The glyph he has is able to paralyze 
  undead.  
   
  If the PC’s want his glyph, they will have to 
  convince him. It is one of the few reasons 
  he counts himself still alive from the last 
  attack. A Persuasion Check DC 18 is 
  required. The glyph is shaped like thus:  
  (See Appendix A)  
  If the PC’s have all three glyphs, they can 
  begin to try to put them together, although 
  the puzzle is difficult. When all three touch 
  there is a spark of energy and their edges all 
  become jagged, like puzzle pieces. This lasts 
  for about 15 seconds before the edges 
  again become smooth.  
  10 successful Skill Checks are required to 
  “fit” them all together. However, 4 failures 
  make the glyphs “reset” so their edges are 
  again smooth. If they are brought back 
  together, they again return to form jagged 
  edges, but the edges look different than last 
  time, effectively resetting the puzzle. 
  Additionally, the puzzle resets about every 
  15 seconds, making each PC only able to 
  help once before it resets.  
  Any PC attempting to help put them 
  together can assist in the following manner.  
  ● An Arcna Check DC 17 allows a PC to 
  determine rudimentary arcane 
  energy sources that match from one 
  part of a glyph to the next.  
  ● A History Check DC 20 reveals a 
  story about a similar puzzle that will 
  help.  
  ● An Investigation Check DC 21 allows 
  someone to clue together what 
  pieces might fit where.  
  ● A Sleight of Hand Check DC 18 
  allows a PC to feel where a piece 
  might go.  
  ● A Perception Check DC 20 allows a 
  PC to locate a possible solution.  
   
  Finally, an Intelligence Check DC 10 
  indicates that the puzzle would become 
  easier with additional pieces. Referki is 
  happy to have the PC’s and will share some 
  food and wine with them. He suggests they 
  return to Delila as maybe she has more 
  information or can help now that there are 
  three pieces.  
  if the PC’s wait for the morning to leave, 
  Referki will all but forbid it as he does not 
  want to see them turned into undead by a 
  stray energy wave. However, he will not 
  stop them by force if they insist. If they 
  travel by day, see the chances of forever 
  being lost above. If they travel by night, 
  read or paraphrase the following.  
  
  You bid Referki farewell and head off 
  south, knowing full well that you have only 
  four hours before the undead catchup and 
  smash onces again into Safepoint.  
  Unless the PC’s doddle or wish to do 
  something else, they will easily make it back 
  to Safepoint in about two hours.  
  Your journey through the strange, silent 
  land is nearly complete. In this distance 
  you can see the lights of Safepoint and 
  know there are only a few more miles 
  between you and a warm bed. Of course, 
  things are rarely that easy. The wind 
  suddenly picks up as it did before in 
  Trevadeer’s house and in front of you, 60 
  ft. or so away another tiny green dot blinks 
  into existence. It expands into another 
  sphere before disappearing, dropping out 
  a group of undead. They hiss, point at you 
  with angry howls and race toward you.  
  This is a straight up fight. The PC’s can try to 
  avoid it, but the undead will most likely run 
  them down with their increased speed.  
  3 Brick Ghouls 
  Atk: Bite +3 2D6+2 (P) and Claws +4 2D4+2 
  (S) (Con Save DC 10 or Paralyzed 1 minute, 
  repeat Save end of each round), HP: 24, AC 
  13, Speed: 30; Saves: (+1,+2,+1,-2,+0,-2); M 
  Undead, CE 
  Imm: Poison, Charm, Exhaustion. Darkvision 
  60ft. Perception 10. CR 1. 
  1 Minotaur Skeleton 
  Atk: Greataxe +7 2d12+5 (S) and Gore +7 
  2d8+5 (P), HP: 76, AC: 13, Speed 40, Saves: 
  (+5, +1, +3, -1,0,-2); L Undead. LE 
  Vul. Bludgeoning, Imm. Poison, Exhaustion, 
  Darkvision: 60 ft. Perception 10. CR 2.  
  Charge: If moves at least 10 in straight line, 
  Gore does +2d8 Dmg and target must 
  succeed at Str. Save DC 14 or be pushed 10 
  ft. back and knocked prone.  
   
  The last undead falls, you look through 
  their possessions and pocket what looks 
  interesting before hurrying home. The 
  walls of safepoint are full of combatants 
  for the nightly fight. Cheers and lively 
  hollers of excitement and laughter are 
  supported by a chorus of “Welcome back!” 
  or “Your on the wrong side of the wall!” 
  You pass through the gates to wide grins 
  and beaming smiles.  
  If one of the PC’s has been reciprocating 
  Delilia’s advances add the following to that 
  PC. 
  Delila is there, handing out vials of healing. 
  She sees you enter and a massive smile 
  takes over her face. She runs over and 
  without thinking jumps up to you 
  embracing you in a deep kiss. The gathered 
  crowd whoops and hollers. A moment 
  passes between the two of you, just a 
  moment, where there is no one else 
  around. Then, the moment passes, Delila 
  looks around and a streak of crimson 
  flushes her cheeks in embarasement. She 
  takes your hand and rushes you off to a 
  more private spot to get better 
  reacquainted.  
  
  Denouement 
  This ends chapter 4 of Holy Mandate. 
  Reward the PC’s enough experience to 
  advance to level 5. The PC’s are now have 
  access to a powerful magic item against the 
  forces of the undead. However, The Cult of 
  Withering Rebirth has noticed their actions 
  and have already begun to set a trap. 
  Chapter 5 will pit the PC’s against a very 
  different kind of enemy. If the PC’s are 
  willing, Freden Towerstand will offer to 
  train them for one week. During that time 
  the PC’s will spend 10 hours a day learning 
  better tactics against undead. Anyone that 
  participates in the training is awarded the 
  Undead Tactics feat. (See Appendix 1)  
  Did something unexpected or amazing 
  happen? Was there an especially epic or 
  noteworthy encounter? Drop us a line at 
  geeksnextdoorftw@gmail.com. We would 
  love to hear from you. We will talk about it 
  on our Geeks Next Door podcast and maybe 
  even use your encounter as an NPC to liven 
  up the world.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Appendix 1 
  Full NPC Blocks 
  Referki, Cleric Lvl 3 
  Atk: Mace +3 1D8+2 (B), HP: 23, AC: 15, Speed: 25, Saves:(+1,+3,+1,+0,+5,+4); S Humanoid, CG 
  Str: 12, Dex: 16, Con: 12, Int: 11, Wis: 15, Cha: 13 
  Skills: Arcana +6, Religion +5, Perception +5, History +3 
  Spellcasting: Referki is a 3rd level spellcaster. Usually he has the following spells prepared.  
  Cantrips (at will): Light, Sacred Flame, Spare The Dying,  
  1st level (4 slots): Cure Wound, Guiding Bolt, Sanctuary, Command 
  2nd level (2 slots): Lesser Restoration, Silence, Augury 
  Abilities: Divine Domain (Knowledge), Blessing of Knowledge: Knows Undercommon and Draconic 
  languages, Channel Divinity (Turn Undead) Each undead within 30 ft. Wisdom save DC 13 or Turned for 1 
  minute. 
  Equipment: Chain Shirt, Shield, Mace, Backpack, (5) minor healing potions, Holy Symbol 
  Description: A young Halfling with red hair and soothing blue eyes. He has been obsessed with 
  the Negative Energy Wave.He likes people, hates undead, and also loves wine. Likes to 
  experiment with items in the Negative Energy Wave. Witless and Flighty 
   
   
  Freden Towerstand, Paladin Lvl 6 
  Atk (2): +7 Battleaxe 1D8+4 (S), HP: 61, AC: 17, Speed: 20, Saves:(+4,-1,+4,+0,+6,+6); M Humanoid, LG 
  Str: 18, Dex: 8, Con: 18, Int: 10, Wis: 16, Cha: 16 
  Skills: Athletics +7, Religion +6, Knowledge Tactics +3  
  Spellcasting: Freden is a 6th level spellcaster. Usually he has the following spells prepared.  
  1st level ( 4 slots): Bless, Cure Wounds, Heroism, Divine Favor 
  2nd level (2 slots): Aid, Lesser Restoration 
  Abilities: Divine Sense: Sense Evil Within 60 ft. (3/day), Lay on Hands: Heal 30 hp. divided as you choose, 
  Fighting Style (Defensive), Divine Smite: Expend Spell Slots to do extra Radiant Dmg. (2d8 for 1st lvl spell 
  slot +1d8 per spell slot lvl above 1st. +1db vs Undead or Fiend), Divine Health: Immune to Disease, Aura 
  of Protection: You or friend within 10 ft. gain +2 to Saving Throws, Channel Divinity (Sacred Weapon): +2 
  to Atk rolls with weapon for 1 minute, Channel Divinity (Turn Undead): Each undead within 30 ft. 
  Wisdom save DC 13 or Turned for 1 minute. 
  
  Equipment: Scalemail, Shield, Battleaxe, Holy Symbol, Javelins (5), Book of Tactics 
  Description: Dwarven weaponsmith and Floor Master at the Holy Order of the Vanguard. 
  Teaches people and groups how best to survive undead encounters. A Paladin of Moradin he is 
  exceedingly polite and proper, in his own Dwarven way.  Respectful and Serious. 
   
  Trevadeer Unison, Sage Lvl 7 
  Atk (1): +2 Dagger 1D4+1 (S), HP: 7, AC: 9, Speed: 30, Saves:(+1,-1,+0,+3,+3,+0); M Humanoid, NG 
  Str: 12, Dex: 8, Con: 10, Int: 16, Wis: 14, Cha: 11 
  Skills: Arcana +7, History +7, Investigation +7, Religion +7. 
  Spellcasting: None 
  Abilities: None 
  Equipment: Robes, dagger, Glyph from the Brick 
  Description: A sage in his late 50’s, trevadeer has devoted his entire life to studying the glyphs 
  on The Cube. He gladly shares his knowledge and loves to discuss the glyphs and discover their 
  powers. He isn’t much of a fighter, but has a cunning mind when it comes to tactics. M/Hu 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  New Spells 
  Identify Glyph 
  1st-level divination 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (blood from a wounded creature) 
  Duration: Until dispelled 
  Similar to the Identify spell, but uniquely shaped to the glyphs of The Back, Identify Glyph allows you to 
  determine the basic magical properties of the glyphs. Additionally, It bestows advantage on any check 
  made to assemble or join glyphs and any success to do so is counted as 2 successes. During the casting, a 
  living creature must be injured by the caster for 5 Hit Points worth of damage. The creature damaged 
  must be whole, alive, and not a summoned entity. This spell has no effect on any other object other 
  than a glyph from The Brick. 
   
   
   
   
   
   
   
   
   
   
  
  Magic Items 
  Wand of Cure Light Wounds, minor 
  Wand, uncommon 
  This wand has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to 
  cast the cure wounds spell from it. For 1 charge, you cast the 1st-level version of the spell. You can 
  increase the spell slot level by one for each additional charge you expend.  
  The wand regains only 1expended charge daily at dawn. If you expend the wand's last charge, roll a d20. 
  On a 1, the wand crumbles into ashes and is destroyed. 
   
  Holy Water 
  As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up 
  to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, 
  treating the holy water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant 
  damage. A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour 
  to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. 
   
  Brick Glyphs 
  The Glyphs that emblazoned The Brick are in themselves powerful magic items. Each has a unique ability 
  undo themselves. Additionally, each gains power and possibly additional powers when joined together. 
  However, joining the glyphs together is a difficult and ribosome trial. The glyphs hum with a low, almost 
  unperceivable tone. Each evening when the sun sets, the glyphs flare into a bright, green glow for 
  roughly 5-10 minutes. The light sheds dim light out to 30 feet. Undead sense the presence of the glyphs 
  and do everything in their power to recover them. Mindless undead will prioritize glyph wielders over 
  others, but will not endanger themselves for such.  
  Current Glyphs and Powers 
  Ceta 
  Ceta glyph is shaped as such     and allows its bearer to cast Shield once per day as a reaction. When 
  combined in a chain of three glyphs the spell can be cast twice per day. If combined in a chain of 5 
  glyphs this increases to 3 times per day. If combined in a chain of 7 glyphs the AC Bonus to the granted 
  Shield spell increases to +6 (from +5). If combined in a chain of 10 it grants the owner the Parry ability, 
  whereas the wielder can as a reaction increase their AC by their Dexterity Score Bonus  
   
  
  Ctheta 
  Ctheta glyph is shaped like an M and allow its bearer to increase or decrease the light level in a 60 ft.  
  area once per day. Dark areas become either deep dark or dim, dim areas become either dark or light, 
  and light areas become either dim or bright. When combined in a chain of three glyphs the ability can be 
  used twice per day. If combined in a chain of 5 glyphs this increases to 3 times per day. If combined in a 
  chain of 7 glyphs the effect increases to 120 ft. If combined in a chain of 10 it grants the owner the 
  ability to completely change the light levels in a 120 ft. to whatever level they chose from Magical 
  Darkness to Bright Sunlight.   
   
  Ciota 
  Ciota glyph is shaped as such       and allows wielder to paralyze an undead with its touch. The wielder 
  must successfully touch the undead to with a melee attack to apply the effect. The attack automatically 
  paralyzes any unintelligent undead for 1 round. Intelligent undead are granted a Wisdom saving throw 
  DC 15 to avoid the effect. However, once an undead successfully saves against the effect, it is immune to 
  it for the next 24 hours. When combined in a chain of three glyphs the Wisdom save to avoid the effect 
  increases to 16. If combined in a chain of 5 glyphs the Wisdom save to avoid the effect increases to 17 
  and the duration increases to 2 rounds. If combined in a chain of 7 glyphs the effect can be used at a 
  range of 30 feet as well. If combined in a chain of 10 it grants the owner to target a second undead with 
  the paralyzing effect.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Credits 
  Written by: CJNB 
  Art Design: D1 
  Layout Design: Adubz 
  Web Support: Ron 
  Play Testing Coordination: D2 
  The World of Tahalas 
   
   
   
   
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Guanyu15 - Holy Mandate - Explosive Investigations.pdf