The Shrine of the Dormant Husk
Adventures in Brinesia
The Shrine of the Dormant Husk
-
Where cultists has been driven mad by a time displaced shrine to a long lost entity
Score 643
03/13/25A desperate fight to stop a dark ritual at the edge of the Blooming Savanna.
Setting
At the border of the Blooming Savanna and the Mubian Desert, a ruined shrine sits half-buried in time and corruption. Once a place of worship for a forgotten, deity of rot, death and rebirth, it now echoes with the twisted hymns of a mad cult.
Inside the shrine’s central chamber, three captives lie bound and gagged atop an ancient stone dais, their bodies marked with glowing glyphs. At the heart of the shrine, a hulking, half-formed entity of bone and shadow—the Dormant Husk—shudders within its stone cocoon, awaiting its master’s call.
The Cult of the Reborn Maw believes the Husk to be an avatar of renewal, a divine force that reclaims flesh and spirit in a cycle of death and rebirth. They seek to complete the sacrifice and unleash the Dormant Husk, believing it will consume the wicked and restore the land.
The shrine is not merely old—it is unstuck from time itself. It is a scar on reality, a place where past, present, and future slip over each other like shifting sands, appearing only when the Dormant Husk stirs.
For centuries, it has remained hidden, locked in a state of temporal drift, appearing at random intervals—sometimes for minutes, sometimes for weeks—before vanishing again, swallowed by the rift in time that birthed it.
The Corruption of the Unlucky Bandits
Early in the eighth month of 640, by sheer, terrible luck, a group of bandits—starving, desperate, and fleeing bounty hunters—sought shelter among the rocky outcrops at the edge of the Mubian Desert. They stumbled into the shrine’s crumbling halls just as it surfaced from the void, walking unknowingly into the grasp of the Dormant Husk.
At first, the shrine seemed like a forgotten ruin, a perfect hiding place from their pursuers. But the moment they entered, they were no longer alone.
- Time unraveled around them—they saw reflections of themselves, older, younger, figures that had never existed.
- They heard their own voices speaking back to them, but with words they had not yet spoken.
- The Dormant Husk, even dormant, reached out, and they were unable to leave.
For days, they remained trapped, their minds eroding, their bodies warping as the Husk’s whispers filled their thoughts. They began to see the past, the ancient rites that had once taken place here—and they believed themselves chosen to restore them.
By the time the shrine resurfaced fully, the bandits were no longer the same men who had stumbled in. They had become something else—devoted zealots of a dead god, convinced that they had always been its disciples.
Their first act was to find the purest sacrifices they could—children, innocents, the untouched—to complete the ritual that would bring the Dormant Husk one step closer to calling another fragment of Auru-Khet into the world.
Thus, they raided Sunspire Ranch, setting the events of the adventure into motion.
The Shrine’s Final Disappearance
Once the party has defeated the cultists, rescued the children, and interrupted the ritual, the ruin will not remain.
A day or two after the Husk is silenced, the shrine will slip away once more, as if it had never existed.
- The stone pillars will crack and collapse into dust.
- The blackened bones of the Dormant Husk will disintegrate, carried away by an unfelt wind.
- Any markings left behind—footprints, bloodstains, the remnants of battle—will fade from the earth as though time itself has erased them.
If the players return to the site, they will find nothing—only empty savanna, unmarked rock, and no sign that a ruin ever stood there.
To all but the party, it will become just another legend, an old story of a phantom shrine that hunts those who find it.
But the truth remains:
One day, the shrine will return, and another unfortunate soul will stumble into it once more.
Encounter Breakdown (For Four Level 4 Characters)
The Cultists & Their Servants
Acolyte of the Maw (Cult Leader, CR 3) – Master of the Ritual
- A once-respected priest, now pale and gaunt, eyes burning with divine zealotry.
- Twisted Blessing: At the start of combat, casts Bless on all cultists.
- Dark Sacrifice (Lair Action, Round 3): If left unchecked, the Acolyte completes the sacrifice, empowering the Husk. If the ritual is interrupted, the Husk remains weak.
- Healing Through Pain: When any creature takes damage near the altar, the Acolyte gains 5 temporary HP.
2x Huskbound Disciples (CR 1 each, Fanatic Cultists)
- Former bandits, now devoted zealots with burned runes carved into their arms.
- Death’s Favor: If reduced to 0 HP, they make a free attack before dying.
- Bloodletting Strike: Their daggers deal extra necrotic damage (1d6) if the target is below half HP.
2x Shrine Revenants (CR 1 each, Undead Guardians)
- Mummified remnants of past sacrifices, now bound to the shrine’s will.
- Baleful Chant: DC 12 Wisdom Save or become Frightened for 1 round.
- Grasp of the Reclaimed: Melee attack deals necrotic damage and reduces healing on the target for 1 minute.
1x Dormant Husk (CR 2, Awakened on Round 3)
- A mass of bones, sinew, and black smoke, partially merged into the shrine walls.
- Unfinished Form: Starts with half HP unless the sacrifice is completed.
- Devour Essence: Gains temporary HP when it reduces a creature to 0 HP.
- Lashing Limbs: Can attack two targets at once with shadowy tendrils.
Tactical Elements
The Shrine’s Power
-
Ritual Timer:
- If the Acolyte is left alone, the sacrifice is completed in 3 rounds, fully awakening the Husk at full power.
- Players can interrupt by killing the Acolyte or freeing at least one captive.
-
Dark Altar (Center of the Shrine):
- Cultists draw power from it.
- Destroying it (AC 12, 15 HP) weakens all enemies, giving them -2 to attack rolls and saving throws.
-
Unstable Husk:
- If the ritual is interrupted, the Husk awakens, but weakened (half HP and loses Devour Essence).
Captives & Player Choices
- Three captives (two herders, one wandering scholar) are bound to the shrine.
- Players can free a captive with an Action (DC 12 Sleight of Hand or Strength Check).
- For every captive freed, the Husk loses 5 HP when awakened.
Treasure & Rewards
- Bloodstained Ritual Dagger (+1, Necrotic, 1d4+1 damage): Grants advantage on Intimidation but whispers dark thoughts to the wielder.
- Scroll of Turn Undead (1 use): Can drive away minor undead creatures.
- Blessing of the Reclaimed Spirits (if shrine is purified): One-time use of Lesser Restoration and resistance to necrotic damage for 24 hours.
Aftermath
Victory Scenarios
- If the Acolyte is slain before the ritual is completed, the Husk collapses into dust, and the shrine’s curse weakens.
- If the Husk is fully awakened, but the party still wins, darkness lingers in the shrine.
- If the shrine is cleansed, the land heals, but the party receives a warning dream from the spirits—the cult is larger than it seems.
Failure
- If the ritual completes, the Husk is fully awakened, and the party must flee or die.
- The Cult’s power spreads, and the savanna’s spirits grow restless.
Connections
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
New Card