The Star Chosen

The Star Chosen

Adventure for a level 3-4 party

Overview: A false idol named Rubin has bonded to a Teifling Warlock named Vurgil. He has convinced Vurgil to start a cult called the Star Chosen. The Star Chosen have taken over a small town of Amerilon. Every person in the village has been brainwashed by Vurgil except for a young girl named Miranda and an old prospector named Hop. Vurgil is making the enslaved villagers build a spelljammer ship that will take the cult to the stars.

Setup: The adventurers hear about a small village called Amerilon where people are disappearing. As they get close, they will encounter Miranda who is being chased by her brainwashed family. She will try to enlist the party to aid her. The villagers, including Miranda’s mother, will act as if she’s a wayward child avoiding her chores and ask the players to turn her over.

You’ve heard rumors about Amerilon. It’s a small farming village in the plains. Until a few months ago, trade was fairly regular with Amerilon to all of the neighboring villages. But it has recently cut itself off and anyone who visits the village, doesn’t return. Walking along the road you see corn fields on the left and right. You hear someone shouting in the field to your left. A young girl suddenly bursts out from the corn field. She hides behind you. “You’ve got to help me,” she says. Moments later a dozen people step out. They are farmers. “Miranda,” says a young woman. “Thank the Star King that you are safe. We’ve been looking everywhere for you. Strangers. Thank you for finding my daughter. I’m sorry if she bothered you. Now come on child. You need to come back and finish your chores.” Miranda turns to you. “Please, she says. That’s not my mom. Not anymore. Don’t let them take me.”

There are eight villagers. A successful Insight check DC 12 will reveal that the child is telling the truth. A successful Perception check DC 15 will notice that all of the villager’s eyes have star-shaped irises except for Miranda. There are eight commoners. They can be killed or subdued or the party can follow them back into town (see town map). 

Background: Miranda, The prospector Hop, or any citizen cured of the Star Chosen curse will be able to tell the party how Vurgil took over the town. Father Vurgil appeared five months ago preaching about his Star Chosen. He carries a scepter that he talks to. It began with a few followers and then more and more people joined the cult. Now everyone belongs to it. Four months ago the priest of Chauntea, a woman named Katrin, converted to the Star Chosen and gave over her temple. Since then, the Star Chosen have been working hard on something on the roof of the temple.

The Star Chosen: The villagers of Amerilon will behave normally but will encourage any visitor to speak with Father Vurgil and join the Star Chosen. The Star Chosen serve the Star King. The Star Chosen are going to travel on a flying ship to paradise under the rule of the Star King. Father Vurgil can be found at the Star Temple. All of the Star Chosen have star-shaped irises and serve Father Vurgil unquestioningly. They refer to each other as “Chosen” first name.

The Star Ritual: Anyone who wants to become a member of the Star Chosen must take part in the Star Ritual. This is also used to convert anyone who doesn’t want to become a member. As part of the Star Ritual, the person is stripped of everything but a robe and stands (or locked down) in a ritual circle. Three moon-shaped statues are placed on the edge of the circle. The Star Chosen will surround the person and begin to chant. After three rounds, the statues begin to glow. After five rounds, the statues begin to move around the edge of the circle. After seven rounds the entire ritual circle glows with a blue light and the victim in the center of the circle is magically charmed to obey Father Vurgil. The only way to break the charm is to use a Greater Restoration spell or to kill Father Vurgil. 

The Town of Amerilon: The Town of Amerilon is composed of a number of small houses. There’s a blacksmithy, the Moonlight Inn, the Star Temple, and the Jail. There are 180 citizens in Amerilon and every one of them except Miranda and the prospector Hop is a member of the Star Chosen. The villagers will generally leave the players alone unless they attack someone, try to force or sneak their way into the Star Temple, or Father Vurgil orders their capture. If provoked, the villagers will continue to attempt to subdue the party until they are all killed or knocked out.

The Jail: The town jail is a small building with bars on the door and windows. It is currently empty.

The town sheriff, Chosen Albert, sits outside the door to the jail. He will greet the party and advise them not to cause any trouble in town. He hasn’t had to use the jail in a while but if the party would like to help him, there’s a troublemaker at a nearby mine called the Prospector. He’s a lunatic full of crazy conspiracies. He will gladly give the party 1000 gold pieces if they would bring him the Prospector.

The Mine: You see a ramshackled old hut next to a large mine entrance.

The players can easily find the prospector Hop at the mine. Hop has several wire and pit traps around his place. A successful Perception check DC 14 will spot them. Upon failure each party member will trigger a trap. On a successful Dexterity saving throw DC 14, the player dodges the trap. On a failure, the player takes 1d8 +2 piercing damage. Hop is holed up in his house and will defend it with his two mastiffs (see Monster Manual). The dogs are named Silver and Gold. Hop is willing to talk if the party makes a successful Persuasion check DC 15. If the party has Miranda with them, they can have advantage on the roll. He is a surly old coot who doesn’t want anything to do with the Star Chosen. He can tell the party how the Star Chosen took over Amerilon.

The Moonlight Inn: A sign in front of this two story wood building shows a cow under a moon. The cow was holding a drink but that part has been marked out. The words “The Pasture” has also been marked out and replaced with the name “The Moonlight Inn.”

The innkeeper is a jolly man named Chosen Dru. He no longer serves alcohol. The only drink they have is Starwish, made from the pulp of a root called Mudjoon. The drink tastes terrible and anyone who drinks it suffers disadvantage on all Wisdom saves from 1d6 hours. A successful Nature check (DC 14) will know the effects of the root and be able to recognize it from the drink. The food served at the inn is bread. That’s all they eat. Father Vurgil says that they must purify their bodies before they go to see the Star King so all they can drink is Starwish and all they can eat is dry bread. If the party spends the night in the inn, a group of twenty villagers will attempt to subdue the party and drag them to the temple for the Star Ritual.

The Star Temple – The Star Temple is a large stone structure in the center of town. Five well-armed men stand at the main entrance.

The Star Temple is a converted temple to Chauntea (see Dungeon Master’s Guide). A successful knowledge religion check (DC 14) will identify it. This is where Father Vurgil has his base of operations. On the roof of the building he has begun construction for a spelljammer. If forced to retreat this is where he will go. Anyone who wants to enter must give up all weapons to the guards or force their way through. On the roof of the temple, the villagers have been building a starjammer.

False Idol Rubin

Rubin pretends to hail from the distant stars and promises that his father, “The Star King,” will richly reward anyone who takes him “home.” He weaves tall tales about his home planet, which he describes as a paradise. This is all just a lie and an elaborate ruse. Rubin intends for his followers to sail the stars and recruit more followers for a trip that will really go nowhere. Rubin does know the secrets of making spelljammer ships and can share that with his followers. He hides inside a metal scepter carried by Father Vurgil.

Villager

Medium Humanoid, Alignment varies

Armor Class: 10

Hit Points: 4 (1d8)

Speed:30 ft.

STR DEX CON INT WIS CHA

10(+0) 10(+0) 10(+0) 10(+0) 10(+0) 10(+0)

Senses: Passive Perception 10

Languages: Common

Challenge: 0 (10 XP)

Actions:

  • Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
  • Star Chosen Curse: The villagers are cursed to obey Father Vurgil. They cannot disobey his commands.

Father Vurgil

Medium Humanoid, Lawful Evil

Armor Class:13 (chain shirt)

Hit Points: 27 (5d8+5)

Speed: 30 ft.

STR DEX CON INT WIS CHA

10(+0) 10(+0) 12(+1) 12 (+1) 16(+3) 12(+1)

Skills: Persuasion +3, Religion +5

Senses: Passive Perception +3

Languages: Common, Elven, Dwarven

Challenge: 4 (1,100 XP)

Fanatical: Father Vurgil obeys Rubin unquestionably. He is immune to any charm spells or abilities. He will also protect Rubin with his own life.

Spellcasting: Father Vurgil is a 5th level spellcaster. His spell-casting ability is Wisdom (spell saves 13, +5 to hit with spell attacks). He has the following spells prepared.

Cantrip: Light, Sacred Flame, 

1st Level (4 slots): Bless, Guiding Bolt, Healing Word

2nd Level (3 slots): Calm Emotions, Silence

3rd Level (2 slots): Dispel Magic, Magic Circle

Actions:

Scepter: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Bonus Action:

Starshine: Father Vurgil can cast the Sacred Flame cantrip as a bonus action.

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