The Crimson Pact
Urban intrigue and moral compromise in the cathedral underground.
Beneath Sanctum Luminar’s grand cathedral, a secret order within the church has been feeding an ancient entity for generations. The Crimson Choir doesn’t see themselves as evil — they believe the Pact protects the city from something worse.
They might be right.
Adventure Details
- Level: 4-6
- Players: 3-5
- Sessions: 3-4
- Format: Urban intrigue, social investigation, faction play
What You Get
- Faction system — the Choir, the Church, and the City Watch all want different things from the party
- 5 key NPCs with competing agendas and convincing arguments
- Non-linear investigation — no single ‘right’ path to the truth
- Blood magic mechanics for DMs who want gritty consequences
- Direct connections to events from Module 2; critical setup for Module 4
The Tone
Political thriller meets urban horror. The Pact isn’t a dungeon crawl — it’s a web of alliances, secrets, and uncomfortable truths. The party will need to talk, spy, betray, and ultimately choose a side. Or burn the whole thing down and live with the consequences.






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