The Monastery of Radiance
Place Campaign 3On the southernmost point of the Cape of Serenity stands the well known ruins of the Monastery of Radiance.
Dedicated to The Radianc ( Sune) it is symbolised by flame shaped rubies, all of which have been dug away since the location fell into ruin.
Secretly though below this facility is an as yet un-accessed dungeon with horrific beasts bleeding in or trapped here from other planes.
This dungeon is a lost operating base for a Cult of The Shattered Mirror (Besheba)
Scattered throughout the ruins are formerly ruby endowed tiles that appear to be smashed, closer inspection will reveal that they are in fact glazed like that. Collecting them will allow them to be assembled into as semblance of a mirror. Connecting them will create a mirror freestanding in space that is a milky silver texture and can be walked through.
The party will then need to do the same on the other side, but there are known hell portals here

| Room | Monster(s) | Quantity | Reason for Portal Opening by The Cult of The Shattered Mirror |
|---|---|---|---|
| Wandering Monsters | Dretch (demon) | 12 | The Cult sought to harness the chaotic energy of demons to destabilize the material plane, luring adventurers into traps. |
| Wandering Monsters | Vampire Spawn | 5 | Vampire Spawn were summoned for their ability to create more undead, spreading terror and weakening the region's defenses. |
| Wandering Monsters | Chaos Beast | 5 | The unpredictable nature of Chaos Beasts was deemed useful in creating confusion among the Cult's enemies. |
| Wandering Monsters | Vrock (demon) | 1 (two separate encounters) | Vrocks' powerful demonic presence was intended to scout and eliminate significant threats to the Cult's secrecy. |
| Room # | Monster(s) | Quantity | Portal Opening Reason by The Cult of The Shattered Mirror |
|---|---|---|---|
| 1 | - | - | - (Room serves as an initial test or barrier, showcasing the Cult's protective measures and their affinity for dark, otherworldly powers.) |
| 2 | - | - | - (Designed to challenge or deter intruders with traps, emphasizing the Cult's cunning and the dangerousness of trespassing into their domain.) |
| 3 | - | - | - (May contain puzzles or lore, providing insights into the Cult's philosophies or the nature of their dark rituals.) |
| 4 | 7 x Half-Fiend Orc Warrior | 7 | These warriors are a testament to the Cult's experiments with corruption and their efforts to create powerful guardians by blending demonic essence with mortal forms. |
| 5 | - | - | - (Focused on traps and dark rituals, hinting at the Cult's willingness to employ any means to protect their secrets and further their goals.) |
| 6 | - | - | - (Could offer narrative elements or challenges that reveal more about the Cult's objectives and their worship practices.) |
| 7 | 11 x Dretch (demon) | 11 | Used as disposable guards, the presence of Dretches indicates the Cult's direct links to the Abyss and their reckless summoning practices. |
| 8 | (Inhabited by Room 4 Monsters) | - | - (Connection to Room 4 implies the Half-Fiend Orc Warriors play a significant role in defending crucial areas or artifacts.) |
| 9 | - | - | - (This trap-laden room might function as a deadly deterrent, showcasing the Cult's mastery over dark magics and their readiness to eliminate intruders.) |
| 10 | - | - | - (Strategically important, possibly housing key pathways or secrets vital to the Cult's plans.) |
| 11 | - | - | - (Likely contains important mechanisms or lore related to the Cult's operations, including their connections to other realms.) |
| 12 | 12 x Vargouille | 12 | The Cult utilizes Vargouilles to instill terror, their nightmarish appearance and abilities reflecting the Cult's embrace of chaos and fear. |
| 13 | (Inhabited by Room 7 Monsters) | - | - (The influence of Room 7's Dretches extends here, reinforcing the theme of demonic guardianship within the dungeon.) |
| 14 | - | - | - (Trap-focused, potentially symbolizing the lethal consequences of prying into forbidden knowledge or the Cult's sanctum.) |
| 15 | - | - | - (May serve as a ritual space, revealing the extent of the Cult's dabbling in extraplanar summonings and their collection of alien artifacts.) |
| 16 | - | - | - (Suggests a space for darker rites or communications with entities beyond the material plane, perhaps even as a trial area for Cult initiates.) |
| 17 | 1 x Vrock (demon) | 1 | Selected for its formidable combat prowess, the Vrock guards critical areas, symbolizing the Cult's pact with demonic forces and their high-level protection. |
| 18 | - | - | - (Might be used for major rituals or as a gateway for summoning more potent demonic entities, with advanced traps hinting at the significant dangers within.) |
| 19 | 1 x Gibbering Mouther (aberration) | 1 | Chosen for its maddening presence, the Gibbering Mouther guards secrets meant only for the Cult, its aberrant nature echoing the chaos they worship. |
| 20 | 9 x Shadow | 9 | Employed for their stealth and deadly touch, Shadows guard this area against unwelcome intruders, perfectly embodying the Cult's manipulative and unseen influence. |
| 21 | (Inhabited by Room 17 Monster) | - | - (The presence of the Room 17 Vrock underscores the dungeon's theme of demonic guardianship, emphasizing the dangers lying in wait for those who delve too deep.) |
Also known as The Monastary of Radiance.
Connections 5
Connections as a list
- Beshaba · mentions
- Xinstock · God of
- Sune · mentions
- The Hall of Radiance · God of
- The Abyss · mentions