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DDEX1-5 - The Courting of Fire (LVL 1-4) (Playtest)

The adventure involves tracking down a cultist who stole rare tomes from Mantor's Library in Phlan. The PCs are hired by the Lord Sage to find the cultist, Spernik, who has fled the city. Clues indicate Spernik seeks a powerful relic hidden in ruined druid temples in the mountains. If not stopped, Spernik will use the relic to gain favor with the dragon Scorlworyx. The PCs must hunt Spernik through Phlan and then venture into the mountains to prevent him from retrieving the relic.

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0% found this document useful (0 votes)
73 views15 pages

DDEX1-5 - The Courting of Fire (LVL 1-4) (Playtest)

The adventure involves tracking down a cultist who stole rare tomes from Mantor's Library in Phlan. The PCs are hired by the Lord Sage to find the cultist, Spernik, who has fled the city. Clues indicate Spernik seeks a powerful relic hidden in ruined druid temples in the mountains. If not stopped, Spernik will use the relic to gain favor with the dragon Scorlworyx. The PCs must hunt Spernik through Phlan and then venture into the mountains to prevent him from retrieving the relic.

Uploaded by

juanma42
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© © All Rights Reserved
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Confidential information of Wizards of the Coast LLC.

Do not distribute.

The Courting of Fire


Introduction the ruins themselves. To learn more, they
dispatched Tibeem and Spernik, to Mantor’s
The Courting of Fire is a Dungeons & Dragons® Library in Phlan to learn more. In the months
adventure for four to five characters of 2nd level. following, the two cultists would eventually
During the course of the adventure, the discover the site of the ruins located in the
characters may advance to 3rd level. The mountain foothills to the west. With the relic in
adventure is set in the untamed northern their possession, the cultists hope to deliver it to
Moonsea region of the Forgotten Realms. the red dragon, Scorlworyx and gain her support.
To run The Courting of Fire, you will need a
copy of the Dungeons & Dragons® 5th Edition Tibeem and Spernik
rules. The story begins in the bustling frontier The Library is a busy place and there is always
town of Phlan, but the adventurers soon find work to be done. To that end, it is known to
themselves trekking northwest into the traveling scribes that the Library is an easy place
treacherous Dragonspine Mountains. to earn a few coins. The Lord Sage frequently
hires such scribes to perform more menial (but
Background ever increasing) tasks such as transcription. In
exchange, the Library provides room, board and
The northern Moonsea region has a long and a small stipend.
troubled history with dragons much of it caused And so it was nothing out of the ordinary when
by secret cabals. two scribes named Tibeem and Spernik showed
up looking for work. They were given a room to
The Circle of the Scale share, and nothing more was thought about it.
The Circle of the Scale was a sect of druidic For nearly four months, the scribes scoured
dragon worshippers who resided in the foothills the library for information regarding the Circle.
of the Dragonspine Mountains. The Circle was When discoveries were made, they created
led a self-titled Scalebinder named Skovac who forgeries of the tomes; changing the contents of
claimed that he could subvert the will of dragons the works to prevent others from discovering
with nothing but his voice. In truth, he their secrets. Two days ago, they finally
possessed a powerful relic, which legend held to discerned the location of the Circle’s temple
be a scale from Tiamat herself. hidden away within the contents of a pair of
Using magic and the labors of kobolds from the exceptionally rare tomes. As before, they stole
local area, they excavated a vast subterranean the books and fled. It was not until then that the
complex deep within the mountains in an plot to Lord Sage discovered what had happened.
a lure a dragon within and enslave it. The Tibeem was found and arrested before he was
dragons of the region, however, would not be so able to escape the city. The Black Fist
easily subjugated. imprisoned him and when he refused to reveal
Amassing a large host of orcs and kobolds, the Spernik’s and his plans, he was hung. Spernik,
red dragon Scorlworyx attacked the complex and however, escaped and is now at trapped within
destroyed the sect within. The relic, however, the temple, trying to figure out how to retrieve
lay beyond her reach and remains lost within the the relic.
ruins to this day.

The Cult of the Dragon Overview


Recently, the Cult of the Dragon has learned In Part 1, The Lord Sage of Phlan has learned of a
about the fate of both the Circle of the Scale and string of thefts and enlisted the PCs to bring the
the relic, but were unable to find the location of criminal to justice. After some investigation, they

©2013 Wizards 1
Confidential information of Wizards of the Coast LLC.
Do not distribute.

receive interesting news. The missing thief has


been spotted with a group of kobolds camping at
the druid circle ruins in the foothills of the
Dragonspine Mountains, to which the Lord Sage
provides the PCs a map.
In Part 2, the PCs discover that the cultist and
his kobold minions have gained access to the
entry of the druidic temple. The cultist has set a
group of kobolds to guard the entrance while he
and the rest of his entourage descend into the
depths to recover the relic.
Retrieving Tiamat’s scale is a daunting task.
The scale is locked behind a door that can only
opened by a multipart key which is hidden in a
complex covered in traps, warded by undead
guardians, and partially overrun by a myconid
colony. Given enough time, the cultist will
reconstruct the key, abscond with the relic, and
make haste for Scorlworyx’s aerie.

Adventure Hooks
Adventurers are flocking to Phlan to seek their
fortunes. The air is positively electric with
possibility. The following adventure hooks can
be used to draw the characters into the story.
Wanted Posters. Posters around Phlan offer a
reward for capturing those responsible for a
recent theft from Mantor’s Library.
The Lord Sage’s Mission. The Lord Sage of
Phlan approaches the party and requests that
they recover the scrolls stolen by the cultists
before the forgeries are discovered.
Vendetta. An item the characters left at
Mantor’s Library has been stolen by cultists.
Now, they must hunt down the perpetrators.

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Part 1: Man Hunt  The sign displays a list of charges such as theft,
breach of the peace, aiding and abetting the
enemies of Phlan and a slew of others.
In Part 1 of the adventure, the PCs approach the  The sign reads “Reward Promised by the Lord
Lord Sage of Phlan to assist in tracking down a Sage of Phlan” and bears his seal.
scribe who absconded with a rather rare tome.
During this portion of the adventure, the
adventurers have the opportunity to gather
General Features
information that may later help locate the cultist. The story begins a few hours before dusk in the
The characters should know enough about Phlan streets of Phlan.
by this time to navigate to any points of interest. The Streets. The avenues and byways are
If, after an evening’s worth of investigation, the packed with townsfolk returning home from
PCs are unable to piece together Spernik’s work or heading to taverns for the night. Wanted
location, the Lord Sage provides just the posters for the cultist at large are posted at most
information the PCs need. intersections.
The adventurers may begin their investigation Light. After sunset, the streets are lit by soft
anywhere they wish. The most obvious place to orange lamplight.
start is Mantor’s Library. From there, visiting Inns & Taverns. The Laughing Goblin (inn),
the Stojanow Gate to speak to the Black Fist or The Cracked Crown (inn), Nat Wyler’s Bell
Spernik’s accomplice or any number of different (tavern), The Bitter Blade (inn), The Velvet
locations within the city. However, the clock is Doublet (festhall).
running against them, so each minute wasted is a Trade. Cockburn’s Grocery (adventuring gear),
minute that Spernik has to retrieve the Scale. Matteo the Weaponsmith, Ernst’s Livery, Jerome
Read: of Malvaunt (fence).
Market. Podoi Plaza (bazaar).
Cool, early-evening air blows through a narrow
street in Phlan bustling with famished laborers Mantor’s Library
out for a meal, vendors hawking their wares, and
grimy sailors looking for moorage at barstools. It is likely that the PCs will begin their search at
The evening’s peace is broken as a burly Black Mantor’s Library; specifically with the Lord Sage.
Fist guard pushes his way through the rabble
with grim determination. He drives a nail Sun-bleached colonnades frame the austere
through a sheet of parchment, affixing it to a façade of Mantor’s Library. A solitary bench sits
signpost, and continues down the road. The next to a tranquil pond at the fore of this
throng of onlookers surges toward the poster. It property just off Scholar’s Square. The grounds
bold, black print it reads “Wanted for Thievery are well manicured and festooned with blooming
Most Cunning”. flowers and other local flora.

Provide or paraphrase the following Mantor’s Library is the most prominent


information: institution in the Scholar’s Square. The Lord Sage
of Phlan has a seemingly inexhaustible reserve of
 The signpost has a number of similar signs energy which he devotes to curating and
nailed to it. expanding the library’s vast collection of
 The most recent addition describes the crimes encyclopediae, treatises, and compendiums.
and misdeeds of a man named Spernik. Mantor’s Library is funded by donations and the
 The sign bears the caricature of a a male modest fees collected for performing research,
human of indeterminate age. He appears to transcribing, translating; and from donations
have protruding, rat-like ears and beady eyes. from the city’s wealthier citizenry.
How much of this is artistic liberty is unknown.

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The Lord Sage of Phlan seeking, the Lord Sage offers an additional
The Lord Sage of Phlan is a half-elven male of @@gp.
surpassing age. The Lord Sage’s primary
concern is recovering the tomes and other Scribe's Hall
papers stolen by the cultists. To that end, he Rows of writing tables and high stools are
answers any questions he can and allows the arranged around the perimeter of the room. The
party to search the cultists’ room and other din of quills scratching parchment fills the room
appurtenances. The situation has given the Lord as scribes work at their desks, though two are
Sage insomnia so he is available at all hours. The notably empty. The Lord Sage identifies the
Lord Sage relates the following: desks as being assigned to Spernik and Tibeem.
Simply by asking some of the scribes, the PCs
Roleplaying the Lord Sage of Phlan can glean the following:
The Lord Sage is quite old but, thanks to his half-elven
 Two days ago, they didn’t show up for work.
blood, still retains a bit of youthful vigor. Nevertheless,
he is a taciturn and reserved man; slow to display his  Tibeem and Spernik were very private; they
emotions. It is plain to see, however, that he is not rarely engaged in conversation with the other
pleased with the theft. scribes.
 The cultists rarely ate at the library; they took
The Lord Sage briefly describes the problem. their meals at one of the inns in town.
Paraphrase the following:  Shhh!
 The cultists’ desks have nothing out of place,
 Spernik and TIbeem have been working as
but Tibeem’s desk contains a strange item: a
scribes at the Library for four months, but
pillar folding compass—a tool most often
disappeared a couple days ago.
associated with cartography.
 Their room was searched, and two books from
the Library was found inside. When the book
was taken back to the Library to be put away, a The Missing Scribes’ Chamber
forgery was already on the shelf in its place. The Lord Sage has preserved the rogue scribes’
 The forged tomes contain two factual room in the state they left it. He alone escorts the
inaccuracies; it seems that the two scribes PCs into their room.
intentionally changed the books.
 The room is rather small and furnished with a
 The true copy of The History of the North had a bunk bed, a narrow desk, and a dresser.
placeholder marking a chapter referencing a
 The desk contains what appears to be a list of
sect of druids that worshipped dragons—the
things to be purchased from some of the stores
forgery was missing that chapter.
in Phlan.
 The original Lex Geographica held a
 The two forged books were found hidden in
placeholder at a section referencing a sect of
the desk.
druids called the Circle of the Scale and a circle
 A successful DC 15 Intelligence (Investigation)
of standing stones. The forgery makes no
check reveals a false panel in the dresser
mention of the standing stones.
containing two sets of black robes; each
 If the PCs have the scrap that Tibeem carried,
emblazoned with the livery of a low-ranking
he does not know what to make of it, but does
member of the Cult of the Dragon.
state that it looks like a shopping list of sorts.
 If the PCs have Tibeem’s notebook, he confirms
that the reference to “red” and “scale” may
Developments
If the PCs possess the scrap of paper that Tibeem
very well reference the Circle of the Scale
had in his possession, the Lord Sage doesn’t
mentioned in both of the books found in the
know what to make of it, but suggests that it
cultists’ chamber.
looks like an invoice of sorts, or maybe a
 Should the PCs recover whatever, if any, items
shopping list.
or information of interest that the Cult may be

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If the PCs have retrieved Tibeem’s notebook,  The only thing of note that Tibeem had on his
the Lord Sage suggests that the map may person was a scrap of paper. It reads: “Sheaf of
indicate where the standing stones referenced in velum (1), chalk dust (1lb sack), leather case.”
Lex Geographica may be located.  If asked about the paper, Lieutenant Bolver
shrugs and suggests that is a shopping list of
Stojanow Gate some sort.

The Stojanow Gate is the headquarters of the Developments


Black Fist and houses the few prisoners that If the PCs ask Lieutenant Bolver about the
notebook found at Cockburn’s Grocery, he
The massive walls of Valjevo Castle tower above shrugs and states “I’m not a cartographer, pal.
you. The massive iron-bound doors of Stojanow Go find yourself one.”
Gate are spread wide open as they have been for
over one hundred years. From the top of the
wall, bodies hang from thick rope; twisting
The Laughing Goblin
slowly in the breeze while ravens peck away at The Laughing Goblin is one of Phlan’s oldest and
the tastier morsels. A long line of people are most famous inns. The quality of the food is
lined up at a desk where a stoic guardsmen second to none and has no less than 3 different
thumbs through an enormous ledger. brews on tap at any given time and, of course,
their famous cabbage soup.
The Knights of the Black Fist protect the
Stojanow Gate, the only entrance to Valjevo Merry pipes and thumping drums can be heard a
Castle, and act as keepers of the gatehouse’s block away from a tall timber-framed building.
crammed jail cells. Unless the characters have Your mouth waters as the smell of roast duck,
the favor of the Black Fist or succeed at a DC 15 flowing ale, and pipe smoke wafts from the
Charisma (Deception, Intimidation, or brightly lit entrance. A woodblock sign hangs
Persuasion) check, they will have to wait in line over the entry carved in the likeness of a
which grants 1 plot point to Spernik. grinning goblin’s head. Every table, bench and
stool is crowded with boisterous patrons and
Roleplaying Knight Lieutenant Bolver covered in flagons of ale.
Lieutenant Bolver wields a lot of power in this back
water town, and anyone who knows what’s good for Durnham Goblinkicker is the Laughing Goblin’s
them respects that. He gets a lot of pleasure out of his current owner and proprietor. He is a stout
job, and isn’t afraid to take a bribe. He’s got a sharp wit dwarf with a booming laugh who gets just as
and a sharper tongue. rowdy as his clientele as the hour grows late.
 A guardsman sits at a table with a long line of Durnham is always ready with a jest. When the
frustrated people standing before him. characters enter, he will be at the till behind the
 The guardsman is Knight Lieutenant Cron bar.
Bolver.
 Most of the people in line are trying to do what Roleplaying Durnham Goblinkicker
they can to purchase their loved ones’ freedom. Durnham’s family has owned the Laughing Goblin for
 Lieutenant Bolver confirms that Tibeem was centuries. He guards the secret recipe for the inn’s
arrested and with a laugh, points to one of the cabbage soup nearly as tightly as he hides his fondness
bodies hanging from the Gate. for the drink. Usually in various stages of drunkenness,
Drunham is loud, boisterous and friendly nearly to the
 Tibeem was interrogated for two days, but
point of being annoying.
divulged none of the Cult’s secrets.
 He has heard reports of a man fitting Spernik’s  If asked about the missing scribe/cultist, he
description heading north along the Stojanow will say, “I seem to recall something about
towards the Dragonspine Mountains.

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those two… For one, they forgot to pay their  The map leads to a location in the foothills of
tab.” the Dragonspine Mountains; approximately 2
 Bils Grieglund, a drunk patron at the end of the days travel away.
bar, waves the characters over. The lush
heavily slurs his words, but confirms that
Tibeem and Spernik dined at the Laughing
Goblin often.
 Bils also recalls that the pair arrived in Phlan a
little over four months ago in the same caravan
as he did.

Cockburn’s Grocery
This grocer has been in business for quite a
while, is the owner, Tad Staslep, is the largest
provider of provisions in Phlan.

The sign over the entrance of this building


simply, Grocery. Inside, exposed framing
buttresses the high ceiling. The walls are stacked
with shipping crates, sundry equipage, and
milling clients. A middle-aged man with thinning
grey hair beams a wide smile as you enter.
“Welcome to Cockburn’s Grocery.”

Roleplaying Tad Staslep


Tad is a portly man with a big appetite. He is usually
seen chewing on something or at least on his way to get
something to chew on. That aside, he’s a pleasant man
who knows he’s got a good thing going on, so he seldom
risks being discourteous or disrespectful.
 Poor old Cockburn has been forced to run the
store alone for the last year due to unfortunate
circumstances. His wife mysteriously vanished
without a trace.
 While he doesn’t remember the man from the
wanted poster, he does remember a man who
made several orders over the last few months.
 Retrieving a ledger, Cockburn, points out a few
of the orders: vellum, chalk dust and a
waterproof scrollcase.
 Two days ago, after his last visit, the man
inadvertently left a notebook in the shop.
 The notebook has several pages ripped out
and the rest of the pages are blank, save for the
last one, onto which a crude map has been
drawn. If the PCs have it, the torn paper from
Stojanow Gate perfectly matches one of the
missing pages.

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Part 2: The Standing 1. Entrance


Stones The two day trip to the standing stones is
uneventful. Finally, the PCs arrive.
The standing stones are located in the lowland
foothills of the Dragonspine Mountains. Read Your journey is blessedly free of worry and with
text below when the players are ready to start: a couple days, you arrive at the location on your
map. The rolling hills are peppered with large
After two days travel, you reach the spot in the boulders, likely falling millennia ago from the
foothills of the Dragonspine Mountain dictated mountains looming above. Finally, you reach a
by your map. A raised earthen mound is large clearing with a circle of 20-foot tall stones
encircled by 20’ tall stone monoliths. There are standing in the middle.
no signs of activity from the mound.
From a distance, the circle of standing stones
More expository. appears deserted, but danger lurks behind the
megalithic stones.
General Features
Features
The bulk of the temple is controlled by the The number of standing stones and other
reanimated corpses of the original druid boulders in the area make obtaining cover fairly
inhabitants. Unless otherwise stated, assume the easy.
following traits about the complex. The Circle of Standing Stones. Normally, the
Ceilings. In the temple areas, the ceilings are entrance to the temple is cunningly concealed in
10’ high. They are 15’ in cave areas. the center of the circle of stones, beneath a
Light. The entire temple is lightless except for complex system of shifting stone; covered by
a few key locations. Unless otherwise mentioned, centuries of dust and plantgrowth. It is now open,
the rooms are shrouded in complete darkness however, and a set of stairs—cut into the rock—
unless the PCs possess a light source. lead down into darkness.
Sound. The complex is as quiet and still as Standing behind these stones provides total
death. cover.
Boulders. There are a number of large
Reliquary Key boulders in the area surrounding the circle of
standing stones. There are enough boulders in
After the Dragonspine Dwarves infiltrated the the area to the degree that there is no more than
druids’ temple, the Order of the Red Scale was in 30 feet of space in between each.
dire straits. The druids’ leader Skovac decreed These boulders provide three-quarters cover
the relic must be protected at all costs. The key to any Small-sized creature standing behind
to the vault was divided into four equal-sized them and half-cover to anyone Medium-sized or
key pieces; each placed on a trapped altar of the larger.
black, blue, green, and white chromatic dragons.
The reliquary key parts are engraved with Development
indications of how the keys fit together. Rotating
A contingent of the Spernik’s kobold followers
a key component into the proper position and
stayed behind to guard the entrance of the
pressing firmly is enough to snap the key parts
temple and fight off anyone who may be
into place.
following Spernik or investigating his crimes. 10
kobolds and 2 winged kobolds saw the PCs
coming and are currently hiding behind the
standing stones and boulders in the area.

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They wait to attack until the party has entered  Six recently-dead kobolds lay about the room.
the circle of stones. If the PCs notice the kobolds
and attack from range, the kobolds emerge from Development
hiding and reciprocate. 8 zombies rose after Spernik disturbed the first
If the party waits an hour or more before key piece in the Area 3. Upon the PCs entering
entering the circle, the guards assume the PCs the main hall, the zombies turn and attack the
moved on and will leave their hiding places. newest intruders.
Any PC going near the door on the far wall
Treasure hears muffled voices on a successful DC 10
The kobolds carry a combined total of @@gp in Wisdom (Perception) check.
various coins. Spernik has barred the door to this room. He
is paranoid beyond measure and extremely
2. Main Hall difficult to reason with. Any PC succeeding on a
DC 20 Charisma (Persuasion or Deception) check
The druids of the Circle of the Red Scale once may be able to convince him that they are willing
used the main chamber of the complex for to help him. Any attempts to intimidate Spernik
conducting ritualized magic. Upon Spernik automatically fail; he fears failure more than
disturbing first key fragment, the long-dead death.
druids rose from the slumber of death. Alternatively, the door may be bashed down
on a successful DC 15 Strength check. Doing so
This huge room is perhaps 80 feet long and half causes Spernik to attack the PCs immediately.
as wide. The ceiling is 30’ above the wide stone
tiles and supported by five, evenly-spaced pillars Treasure
that run down the center of the room. Each A cursory examination of each of the pillars
pillar is expertly carved to resemble a chromatic statue reveals the eye sockets of each of the 5
dragon supporting the ceiling with its forelimbs. heads are set with gemstones corresponding to
You can make out faded mosaics on the ceilings the color of each chromatic dragon (onyx, lapis
and walls depicting colorful dragons in flight. lazuli, jade, garnet, and topaz).
The sprawling scene is marred by knotty roots Climbing the statues is simple enough, but the
that have poked through the tile work. aged stone is extremely brittle. Each time a PC
climbs a pillar, there is a 1-in-6 chance that a
 Due to the number of rotted chairs and tables portion of it crumbles under the weight. A
in the room, it is easy to deduce that this room successful DC 15 Dexterity check allows the
once functioned as a great hall, used for eating climber to grab onto the statue before falling 20’
and perhaps even ceremonial events. to the floor, taking 7 (2d6) bludgeoning damage).
 There are three doors that lead off from this The gems are worth @@gp in total.
room on the left, right and far walls.
 The doors are made of wood and bound in 3. Living Quarters
rusted iron. Though faded with time, it is still
obvious that the planks of the doors were once The druids lived a strictly regimented life. The
brightly painted in the five colors of chromatic living quarters were required to be kept in
dragons. immaculate order and, although time has taken
 The door to the right leads to Area 3, the its toll on the contents of the room, the contents
druids’ former living quarters. are still neat and organized.
 The door to the left leads to the temple’s crypt
and an underground lake the druids used as a
water supply.
 The door at the far end of the hall is framed by
a detailed stone carving of Tiamat.

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The walls of this 100-foot long hallway are lined 5. Crypt


with a number of evenly-spaced doors. The
hallway ends in a set of double doors, one of The druids of the Circle burned their dead, but
which fell from its hinges long ago. There are a interred their bones here; decorating the walls
number of stone shelves carved into the walls and pillars of the room with the charred remains
the contents of which, despite the centuries of of the members of their order.
dust, are tidily arranged.
This large room is perhaps 80 feet on a side with
There is nothing of use in this room that is still a 20-foot high ceiling. The floor extends 40 feet
functional. Wooden objects have rotted away to into the room before dropping into a large pool
nothing and any metal goods are rusted to the of dark water. A 10-foot wide ledge surrounds
point of crumbling to dust at the faintest touch. the entire room. Two wide pillars set in the pool
There are a total of 12, 10-foot by 10-foot support the ceiling. As your light falls upon the
rooms along the hallway. Each room has the pillars and the walls, you see that they are
rotted remains of a bed and a dresser. decorated with charred and blackened bones.

Treasure The druids interred their dead in this room and


Each room has a faded, embroidered robe used the naturally-occurring pool as a water
hanging on a peg or folded neatly away in the source. Though stagnant and slightly brackish,
ruins of a dresser. The robes are beautifully the water is clean enough to drink.
sewn garments of each of the five colors of Upon entering the room, 6 lacedons emerge
chromatic dragons. Half of these robes crumble from the water and attack the party.
to dust when handled but the remaining half are
still sufficiently intact to be worn. 6. The Circle of the Circle
Should the entire party wear these robes, the
visual will spark a faint memory in the minds of Beyond the door decorated with the carving of
the long-dead druids. During the first round of Tiamat lay the druids’ primary space of worship
combat, any undead creature in the complex has and ritual.
disadvantage on their attacks against the PCs
while they continue to wear the robes. This round room is about 120-foot in diameter
with walls beautifully decorated in stunning,
4. Kitchen colorful mosaics depicting stylized dragons in a
number of different activities. A large door of
This area was once used as a kitchen for the red metal rests in the facing wall, while four
druids. openings are spaced evenly around the room.
The room is littered with bones.
This 40-foot by 20-foot room was likely used as a
kitchen, if the two stone fire pits are any This room is the antechamber to the Reliquary,
indication. A door on the far wall leads to a which can only be opened with a key. The key in
small, empty larder. The room is dry and dusty question is broken into four parts, each of which
except for a few wet patches of the cobbled, is housed in a shrine dedicated to four of the five
stone floor. types of chromatic dragon; black, blue, green and
white.
Nothing of use or value remains in this hall, the Spernik and 6 kobolds are in this room when
wooden furniture has rotted long ago, and any the PCs arrive. If the PCs managed to persuade
metal goods have been dissolved by the oozes. him to open the door, he will converse with them
The wet patches on the floor are actually 3 briefly before realizing that he must kill them if
gray oozes. They do not attack until examined he is to succeed on his mission. If the PCs break
closer or trod upon.

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down the door, he and the kobolds attack trap slew them. Because of the mist, however, he
immediately. is unsure of the exact nature of the trap. He
hasn’t sent any other kobolds in and was too
Roleplaying Spernik scared to go in himself.
Spernik is terrified at the prospects of failing in mission. There is a scythe blade trap on the steps
He is sweats profusely and is constantly looks around leading to the altar. The trap is triggered by a
nervously. He is scared of the PCs, but not as scared as pressure plate on the first step. When triggered,
he is of his masters. a pair of razor-sharp blades scissor from a
narrow niche in the step above causing 5 (2d4)
Spernik will indulge in discussion briefly while
slashing damage; the damage is halved if the
he decides the best way to deal with the PCs.
character makes a successful DC 15 Dexterity
 He acknowledges his crimes in Phlan, but saving throw. The pressure plate is discovered
refuses to answer any question that would with a successful DC 15 Intelligence (Search)
reveal his motives. check and can be disarmed with a DC 15
 He acknowledges being a member of the Cult Dexterity check.
of the Dragon, but refuses to divulge any The piece of the key rests on the altar. It can
additional information. be safely retrieved, and is quite cold to the touch.
 He asks the PCs to leave and forget they ever Upon being removed from the altar, mist stops
saw him here. flowing from the key piece.
 He divulges that the red door requires a four
part key and that each shrine contains one of The Black Shrine
the four parts.
 He also reveals that all four of the shrines are Black stairs descend to a sunken floor. This room
trapped, and that he was only able to bypass is hewn from the same stone as the hallway
two of them. outside, but the walls are decorated in stylized
 He refuses to surrender the two pieces of the mosaics comprised of glossy, black tiles. A short
key that he has already claimed. altar of black stone rests atop a low triangular
 Should the PCs retrieve the key piece from the platform at the opposite end of the chamber. A
white or the blue room, he attacks them in an kobold lays at the foot of the altar, its features
attempt to steal it. melted beyond further recognition.
 He sweetens the deal with a gem worth “a
king’s ransom”. If the PCs refuse this final offer, Spernik currently has the black piece of the
he attacks. reliquary key. It was retrieved by his kobold
minions, but not before one of them was slain by
The White Shrine the now-inert acid trap.

A bone-chilling, knee-deep white mist clings to The Blue Shrine


every nook of this 20 by 20-foot chamber. The
walls are of the same grey stone as the rest of the This room is equal in size to the other shrines,
complex, but decorated with a pattern of glossy, but the floor is made from a single piece of
white tiles perhaps a hand’s width across. A hammered copper. Shiny, blue tiles line the
short set of stairs leads to a raised dais, upon walls and an altar of polished blue stone rests
which an altar carved from a single piece of atop a dais. Small bolts of electricity arc
white stone, veined with grey. The mist that fills between something resting atop the altar and a
the room seems to be flowing from something number of copper studs in the wall,
resting on top of the altar.
This was the last room that Spernik investigated.
Spernik sent a few kobolds into this room to get By the time he got to doing so, he had only a half
the white piece of the reliquary key, but the dozen kobolds left in his service. Because of this,

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he has made no attempt to retrieve the blue creating a seamless piece of multi-colored metal;
piece of the reliquary key that lay on the altar. wrought in the shape of Tiamat’s holy symbol.
The key piece is grounding the arcs of
electricity that emanate from the the copper Development
studs. Removing the key triggers the room’s The door to the reliquary may only be opened
electricity trap. When triggered, electricity arcs once the PCs have obtained all four pieces of the
to the floor, dealing 7 (2d6) lightning damage to key. It cannot be otherwise be unlocked.
everyone in the room. Anyone struck by the
electricity who succeeds on a DC 10 Dexterity This door is made of hammered, red metal and
saving throw suffers only half damage. embossed with the image of a rearing red
The blue piece of the key rests upon the altar dragon. The dragon wears an amulet with the
and can be removed safely. Holding it causes central piece missing.
some of the wearer’s hair stand on end and emit
tiny shocks when they touch other creatures. Should the PCs have the complete reliquary
key, it fits flawlessly into the dragon’s amulet.
The Green Shrine When placed, read:

The air in this room is acrid and sour-smelling. The key clicks into place and the grating roar of
A set of stairs descends 8 feet to the floor below. mechanical action fills the air. The door slides
A dozen or so dead kobolds lay strewn about; down into the floor below revealing the room
their bodies strangely contorted as if they died in beyond.
abject agony. An altar of green stone lay against
the far wall.
7. Reliquary
Spernik currently has the green piece of the
Tiamat’s scale is protected in this area by
reliquary key. A dozen of his kobold guards
members of the Circle of the Scale, cursed with
succumbed to the poisonous gas in retrieving it.
unlife. When the vault door is opened, read:
The room is filled with a poisonous gas that is
heavier than air and difficult to see. PCs
succeeding at a DC 15 Wisdom (Perception) The room is large—perhaps 60 feet on a side.
check notice a faint mist filling the sunken Brilliant Red and orange tiles gleam with
portion of the room. reflected torchlight and the faint red glow that
Anyone descending to the floor below suffers 4 emanates from something that floats lazily in the
(1d8) poison damage per round spent in the air above a red, stone altar in the middle of the
room. This damage is halved on a successful DC room.
15 Constitution saving throw. The object is fairly large, perhaps the size of a
serving platter and looks to be made of polished
red metal. Before you can get closer to inspect it,
Treasure however, a cold, distant voice interrupts you
Spernik has both the green and black piece of
“Abandon your path, mortals; lest you forfeit
the reliquary key, a gem worth @@gp and a
your lives.”
ring of fire resistance on his person. Also, his
scimitar is silvered.
Lastly, Spernik carries a journal that provides The speaker is a wight, Scalebinder Skovac,
details regarding his mission to deliver the relic who, in life, led the Circle of the Scale. He and 2
to the red dragon Scorlworyx; who lives in the ghouls are in this room.
Dragonspine Mountains.
Should the PCs retrieve all four pieces of the Roleplaying Scalebinder Skovac
key, they fit together cleverly and lock into place, Skovac is solely dedicated to ensuring that the relic is
not disturbed. Anything else is trivial. He is bitter in

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undeath and resents the living, which is reflected in his


choice of words.
 Skovac retells the story of his circle to any who
ask.
 He views undeath as a curse; punishment by
the gods for the acts he and his brethren
committed in life.
 He will allow the PCs to leave the temple
unharmed, provided they do not attempt to
take the relic with them.
 He knows of the Cult of the Dragon, but his
knowledge is centuries old and has no idea of
their current plans.

Should the PCs attempt to take the relic, Skovac


will first warn them not to do so. If they ignore
his warnings, he attacks. In combat, he uses his
life drain attack grudgingly; despite being wholly
evil, he view undeath as a punishment fit for no
one. He will use it only if reduced to half hit
points or less and if all of the zombies are slain.

Development
The relic can be removed simply by plucking it
from the air.
The relic appears to be a large red dragon scale
intricately carved with line upon line of runes.
Despite the rumors, the relic is simply a red
dragon scale worth more as an art piece than
any font of power.

Treasure
The scale is an art object worth @@gp to the
right buyer, namely the Lord Sage.

Conclusion
Upon returning to Phlan and the Lord Sage, the
PCs are paid @@gp when they report finding
and capturing/killing Spernik.
Additionally, Spernik’s journal provides
valuable information regarding his mission to
recruit Scorlworyx to the Cult’s cause.
Favor of the Black Fist. If the PCs apprehend
Spernik instead of killing him, they may turn him
over to the Black Fist. Should they do so,
Lieutenant Colver thanks the PCs for their
service.

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Appendix 1. Monster
Pack Tactics. The kobold has advantage on attack rolls
against a creature if another enemy of that creature is

Statistics
within 5 feet of it and isn’t incapacitated.

Actions
Dagger. Melee Weapon Attack. +3 to hit, reach 5 ft.,
Part 2, Area 1 one target. Hit: 3 (1d4 + 1) piercing damage.

Sling. Ranged Weapon Attack. +3 to hit, one target


Kobold directly below the kobold. Hit: 3 (1d4 + 1) bludgeoning
Small humanoid (kobold), neutral evil damage.
Armor Class 11
Hit Points 2 (1d6 – 1)
Speed 30 ft.
Part 2, Area 2
Str 7 (–2) Dex 12 (+1) Con 8 (–1)
Int 8 (–1) Wis 7 (–2) Cha 8 (–1) Zombie
Medium undead, neutral evil
Special Senses darkvision 60 ft.
Languages Common, Draconic Armor Class 8
Challenge ## (#### XP) Hit Points 22 (3d8 + 9)
Speed 20 ft.
Light Sensitivity. While in sunlight, the kobold has Str 13 (+1) Dex 6 (-2) Con 16 (+3)
disadvantage on attack rolls. Int 3 (–4) Wis 6 (-2) Cha 5 (-3)
Saving Throws Wis +0
Pack Tactics. The kobold has advantage on any attack Special Senses darkvision 60 ft.
roll it makes against a creature that is within 5 feet of at Damage Immunities poison
least one of the kobold’s friends who isn’t incapacitated. Condition Immunities poisoned
Languages understands the languages it knew in life but
Actions can’t speak
Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., Challenge 1⁄8 (25 XP)
one creature. Hit: 3 (1d4 + 1) piercing damage.
Undead Fortitude. If damage reduces the zombie to 0
Sling. Ranged Weapon Attack: +1 to hit, range 30 hit points, unless the damage is radiant or from a critical
ft./120 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning hit, it must make a Constitution saving throw with a DC
damage. of 5 + the damage taken. On a success, the zombie
drops to 1 hit point instead.

Winged Kobold (Urd) Actions


Small humanoid (kobold), lawful evil
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Armor Class 11 target. Hit: 3 (1d4 + 1) bludgeoning damage.
Hit Points 7 (2d6)
Speed 30 ft., fly 30 ft.
Str 7 (–2) Dex 12 (+1) Con 10 (+0) Part 2, Area 4
Int 8 (–1) Wis 7 (–2) Cha 8 (–1)
Special Senses darkvision 60 ft. Gray Ooze
Languages Common, Draconic Medium ooze, unaligned
Challenge $ ($ XP)
Armor Class 7
Hit Points 22 (3d8 + 9)
Sunlight Sensitivity. While in sunlight, the kobold has
Speed 10 ft., climb 10 ft.
disadvantage on attack rolls and Wisdom (Perception)
Str 12 (+1) Dex 5 (-3) Con 16 (+3)
checks that rely on sight.
Int 1 (–5) Wis 6 (–2) Cha 2 (–4)

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Special Senses blindsight 60 ft. (blind beyond this Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
radius) target. Hit: 7 (2d4 + 2) slashing damage. If the target is a
Damage Resistances acid, cold, fire living creature other than an elf, it must succeed on a
Condition Immunities blinded, charmed, deafened, DC 10 Constitution saving throw or be paralyzed for 1
frightened, prone, unconscious minute. The creature can repeat the saving throw at the
Languages -- end of each of its turns, ending the effect early on a
Challenge ## (#### XP) success.

Amorphous. The ooze can move through a space as


narrow as 1 inch wide without squeezing.
Part 2, Area 6
Corrode Metal. Any nonmagical weapon made of metal
Spernik (Cult Fanatic)
Medium humanoid, neutral evil
that hits the ooze corrodes, taking a permanent and
cumulative -1 penalty to damage rolls. If its penalty Armor Class 11 (leather)
drops to -5, the weapon is destroyed. Nonmagical Hit Points 22 (4d8 + 4)
ammunition made of metal that hits the ooze is Speed 30 ft.
destroyed. Str 10 (+0) Dex 10 (+0) Con 12 (+1)
The ooze dissolves through 2-inch-thick, nonmagical Int 11 (+0) Wis 11 (+0) Cha 14 (+2)
metal in 1 round. Skills Deception +4, Persuasion +4, Religion +2
Languages Common, Draconic
False Appearance. The ooze resembles wet rock. A Challenge $ ($ XP)
creature that can see the ooze and succeeds on a DC 15
Intelligence (Nature) check ascertains what the ooze Dark Devotion. The fanatic has advantage on saving
really is. throws against being charmed or frightened.

Actions Spellcasting. Spernik is a 4th-level spellcaster that uses


Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., Charisma as his spellcasting ability (save DC 12, +4 to hit
one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) with spell attacks). Spernik has the following spells
acid damage. prepared:
Cantrips (at will): message, produce flame

Part 2, Area 5
1st level (4 slots): command, inflict wounds
2nd level (2 slots): hold person, suggestion

Lacedon Actions
Medium undead, chaotic evil Multiattack. Spernik makes two melee attacks.
Armor Class 12
Hit Points 22 (5d8) Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Speed 30 ft., swim 30 ft. one target. Hit: 4 (1d6 + 1) force damage.
Str 13 (+1) Dex 15 (+2) Con 10 (+0)
Int 7 (–2) Wis 10 (+0) Cha 6 (-2)
Special Senses darkvision 60 ft.
Kobold
Damage Immunities poison Small humanoid (kobold), neutral evil
Condition Immunities charmed, poisoned, unconscious Armor Class 11
Languages Common Hit Points 2 (1d6 – 1)
Challenge 1⁄2 (100 XP) Speed 30 ft.
Str 7 (–2) Dex 12 (+1) Con 8 (–1)
Actions Int 8 (–1) Wis 7 (–2) Cha 8 (–1)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Special Senses darkvision 60 ft.
creature. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) Languages Common, Draconic
piercing damage to an incapacitated target. Challenge ## (#### XP)

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Light Sensitivity. While in sunlight, the kobold has This reduction to a creature’s hit point maximum lasts
disadvantage on attack rolls. until the creature finishes a long rest.
A humanoid slain by this attack rises 24 hours later as
Pack Tactics. The kobold has advantage on any attack a zombie under the wight’s control.
roll it makes against a creature that is within 5 feet of at
least one of the kobold’s friends who isn’t incapacitated. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage.
Actions
Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., Longbow. Ranged Weapon Attack: +4 to hit, range 150
one creature. Hit: 3 (1d4 + 1) piercing damage. ft./600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Sling. Ranged Weapon Attack: +1 to hit, range 30


Ghoul
ft./120 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning
Medium undead, chaotic evil
damage.
Armor Class 12
Part 2, Area 7 Hit Points 22 (5d8)
Speed 30 ft.
Str 13 (+1) Dex 15 (+2) Con 10 (+0)
Wight Int 7 (–2) Wis 10 (+0) Cha 6 (–2)
Medium undead, neutral evil Special Senses darkvision 60 ft.
Armor Class 14 (chain shirt) Damage Immunities poison
Hit Points 33 (6d8 + 6) Condition Immunities charmed, poisoned, unconscious
Speed 30 ft. Languages Common
Str 15 (+2) Dex 12 (+1) Con 13 (+1) Challenge ## (#### XP)
Int 10 (+0) Wis 13 (+1) Cha 15 (+2)
Skills Perception +4, Stealth +4 Actions
Special Senses darkvision 60 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Resistances necrotic; bludgeoning, piercing, creature. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2)
and slashing from nonmagical weapons that aren’t piercing damage to an incapacitated target.
silvered
Damage Immunities poison Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Condition Immunities poisoned creature. Hit: 7 (2d4 + 2) slashing damage. If the target
Languages the languages it knew in life is a living creature other than an elf, it must succeed on
Challenge $ ($ XP) a DC 10 Constitution saving throw or be paralyzed for 1
minute. The creature can repeat the saving throw at the
Sunlight Sensitivity. While in sunlight, the wight has end of each of its turns, ending the effect early on a
disadvantage on attack rolls and Wisdom (Perception) success.
checks that rely on sight.

Actions
Multiattack. The wight makes two attacks, either with
its longsword or longbow. It can use Life Drain in place
of one other attack.

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one creature. Hit: 9 (2d6 + 2) necrotic damage, and the
creature must succeed on a DC 13 Constitution saving
throw or its hit point maximum is reduced by an amount
equal to the damage taken. If this effect reduces a
creature’s hit point maximum to 0, the creature dies.

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