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“There is a poison needle trap on the chest, while the key is under the mattress. The rest of his valuables have been donated to the cult.” The husband, wife, & three grown sons (12. Village Store, pg. 7)

“They have no treasure, save 31 sp in a kitchen jar, having donated their other worldly goods to the cult.” A farmer and his adult son (13. Rundown Farmhouse, pg. 7)

“She, in turn, will keep the clerics informed. All of her possessions of any worth have been donated to the cult.” A woman and her three grown sons (18. Farmhouse and Bar, pg. 8)


In Against the Cult of the Reptile God, the AD&D module from 1982, players investigate the village of Orlane to get to the bottom of a rash of recent disappearances, escalating suspicious behaviors from some of the inhabitants, and a slide into decay for the village itself. Many of the NPCs the players will encounter are cultists, charmed by a spirit naga that moved in nearby a little over a year ago, and figuring out which villages are aligned with the reptile god and which are against it seems like where a lot of fun in this module could be found.

While reading through, the way that cultists were flagged to the DM stood out. There is the very obvious “Cult members!” that starts any location description where they might be found. But more interesting was at the end of the description, where any description of treasure would usually be found, instead there is a constant refrain of how any items have either already been donated or are soon to be donated in fealty to the cult.


“They have donated their worldly goods to the cult, and consequently are penniless.” The five men who aid Derek in abducting inn guests and villagers (11. Cult Member’s Room, pg. 13)

“The smith will use his hammer as a weapon and the sons will grab shortswords that they had hidden in the shop. Because of their leather aprons, all three have an AC of 8. All of their valuables have been donated to the cult.” The smith, his wife, their two sons and daughter (15. Blacksmith’s Shop, pg. 7)

“The carpenter’s treasure, soon to be donated to the cult, is 470 gp, 175 sp, and a 500 gp piece of jewelry.” The carpenter and his wife (14. Carpenter’s Shop, pg. 7)


This consistency works extremely well in presenting a sense of cohesive unease, reminding the reader (and any players set on looking for treasure) that something is off not only spiritually but materially as well while creating a clear reminder of the pull of the reptile god. This unease in reading works best when the discussion of treasure falls at the end of the description, clearly in contrast with the more expected list of items found in non-cultist households, but even when encountered in the middle of other text it still adds clear tension and the nagging question of just where those treasures are going.