Back to Gallery

The Obsidian Pact

Desertdark Lv. 6 · 5 players

The Obsidian Pact

A caravan of merchants bearing a sealed artifact has vanished into the Scorched Expanse, leaving only smoke and corpses. The party must track the missing caravan into the heart of a corrupted temple complex where a cabal of cultists has made a pact with a shadow entity to devour the sun itself. Every moment brings them closer to dusk—and the entity's rising.

corruptionrace against timeuncovering conspiracies

Read Aloud

The Scorched Expanse stretches endlessly before you—a sea of burnt ochre and shadow that ripples in the heat. But on the horizon, dark smoke curls skyward in sickly plumes, and the wind carries the stench of burning pitch and charred flesh. As you crest a dune, the remains of a merchant caravan sprawl before you like the ribs of a picked-clean carcass. Overturned carts spill silks and spices across the sand, already half-buried by wind. Bodies—or what remains of them—are arranged in deliberate patterns around a central stone plinth, as if positioned by ritual rather than battle. Scorch marks radiate outward from the plinth, blackening the sand in perfect concentric circles. Most disturbing, a single survivor—a merchant guard with a bandaged arm—sits motionless beside one of the bodies, staring at nothing.

Description

The caravan massacre is a ritual site. The guard, Kess Varim, witnessed the kidnapping of the caravan master and the theft of a sealed obsidian chest bound with silver chains. The cultists arrived at dusk three days ago, summoned by symbols drawn in the sand. The bodies form the points of a massive ritual circle. The plinth bears a symbol of a crescent devouring the sun—the mark of the Obsidian Pact. Kess is traumatized but coherent; DC 10 Wisdom (Insight) reveals he is holding back details about what he saw in the temple to the south. The caravan master, Myros Veth, was a secret merchant of magical artifacts. The obsidian chest held a phylactery-like object of ancient power, and the cultists took it willingly—suggesting Myros was complicit or coerced. Search checks (DC 12 Investigation) reveal a torn map fragment pointing to the Temple of Undying Dusk, three miles south. Scavenger birds (harmless) circle overhead but refuse to land on the ritual ground itself.

DM Notes

Allow the party to roleplay with Kess and gather information. The scene is non-combat but atmospheric. If players push Kess about the details, have him stammer and reveal that the cultists wore robes of living shadow—unsettling but not immediately explainable. He mentions hearing chanting in a language "older than sand itself." Do not reveal the cult's full plan yet; plant seeds. The map fragment and Kess's testimony should make it clear the temple is the destination. Reward players who show mercy to Kess with information about temple layouts (he heard the cultists mention "the Hall of Dusk" and "the Sundial Chamber"). Perception check DC 11 reveals the bodies have an unnatural arrangement—they form the points of a star around the plinth, and the blood patterns suggest they were drained rather than slain. The air around the plinth is noticeably colder than the surrounding desert, despite the intense heat.

Read Aloud

As the sun sinks lower, the desert takes on an eerie violet hue. The Temple of Undying Dusk emerges from the sands like a blackened tooth—a pyramid of cracked obsidian and sandstone, its tip crowned with a massive bronze sundial frozen at 6 o'clock. The air grows cold as you approach, and your shadows seem longer than they should be, stretching ahead of you toward the temple's yawning entrance. Wind whistles through apertures carved into the stone, carrying with it the faint sound of chanting—rhythmic, almost musical, but profoundly wrong. At the temple's base, obsidian statues of robed figures line the entrance, their faces worn smooth by centuries, though fresh gouges in the stone suggest they were recently moved or rearranged. The entrance itself is shrouded by a veil of purple-black shadow that swirls and writhes like living smoke. Where the veil touches stone, frost blooms despite the lingering heat.

Description

This is the entrance to the cult's lair. The sundial at the temple's peak moves imperceptibly closer to dusk throughout the session—it is currently 3 hours until true dusk (the moment of the ritual). The shadow veil is a magical barrier created by the Obsidian Pact ritual; it obscures the interior and grants the cultists advantage on Initiative rolls if the party enters unprepared. The veil deals 3 (1d6) cold damage to any creature that passes through it for the first time on a turn or ends its turn in the veil. The obsidian statues are not animated but are deeply unsettling. Arcana check DC 13 reveals the statues are aligned with ley lines that feed power to the temple. The chanting grows louder as the sun approaches the horizon. Perception check DC 12 reveals fresh footprints leading into the temple (the cultists and Myros, taken within the last 8 hours). The entrance is otherwise unguarded.

DM Notes

Set the mood heavily here. The temporal pressure (3 hours to dusk) should be apparent. If the party hesitates, mention that the chanting intensifies slightly every minute—a ticking clock. The shadow veil is not lethal but is designed to damage anyone who enters carelessly, encouraging tactics. If the Ranger uses Favored Enemy on the veil or cultists (fey, undead, or humanoids), adjust accordingly—favor information that the barrier is tied to the cultists themselves. Allow players to research or observe from a distance before entering. The cold aura extends 30 feet from the temple's entrance. Religious checks (DC 10 Religion) reveal this temple predates the current civilization—it may be 1,000+ years old.