ConquerorThe Fall of Seraphiel
Seraphiel is broken, and her cold light is slowly devouring the valley

Show stat block
Starlight Sword. Seraphiel's sword illuminates a 30-foot radius around her and deals extra radiant damage on a hit.
Broken Oath. The first time Seraphiel drops to half her maximum hit points or lower in combat, she gains a one-time surge of rage: +2 to attack rolls and damage until the end of the combat.
Scorched Wings. Seraphiel can fly, but her burned wings make her noisy; she has disadvantage on Dexterity (Stealth) checks while flying.
Multiattack. Seraphiel makes two attacks with her Starlight Sword.
Starlight Sword. Attack roll +9, reach 5 ft., one target. Hit: 2d8+5 slashing damage plus 2d6 radiant damage.
Betrayer's Grasp. Attack roll +9, reach 5 ft., one target. Hit: 2d6+5 necrotic damage. The target must make a Wisdom saving throw (DC 16) or be frightened for 1 minute.
Heavenly Dive (Recharge 5-6). Seraphiel dives from the sky in a 60-foot line. Each target in the line must make a Dexterity saving throw (DC 16); on a failure, 4d10 radiant damage, or half as much on a success.
The Story
Above the valley, eternal snow lies over a temple that was once a beacon of light. Pilgrims who climb the mountain pass do not return. Below, the crops freeze dead in summer, the springs wither, and the cattle cry to the mountain at night. You climb upward to find what is slowly murdering the valley.
The temple's guardian is Seraphiel, the Fallen Watcher, an angel sent long ago to protect this sanctuary. When the faith died and the last believers abandoned her, something broke. She keeps watch still, but her light has turned cold and her judgment merciless: every mortal who comes is treated as a thief or a liar. She is not evil. She is broken, and that is more dangerous.
You piece together what happened here from murals, abandoned journals, and the ghosts of pilgrims. You can choose: fight her in a storm of starlight and ice, or seek the harder road, remind her of who she was, give her a reason to forgive, bring her to peace without a single blow.
The turn: the source of her fall lies buried beneath the altar, a betrayal the last priest dealt her, one Seraphiel has never been able to release. In the climax, as her cold light cracks the temple apart, you must decide what redemption is worth. Heal her, and the valley thaws open again. Fail at both, and her light goes out, and with it the last warm thing this valley had left.
Ambience playlist
Hit play and just stay on this page.
Frequently asked questions
What language is this adventure in?
This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
Which edition is it for?
The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
What do I get after buying?
An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.
How long does it take to play?
A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
What if I'm not happy?
Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.