DDAL00-07 - The Embers of Hate

Download as pdf or txt
Download as pdf or txt
You are on page 1of 33

DDAL00-07

Hatred burns with a fire unlikely any other; and the hotter the flame, the more difficult it is to
stamp it out. Beneath the rubble of Mulmaster, and a group of angry men and women seek to
stoke smoldering embers of hate anew into a raging conflagration. Can you stop them before it is
too late, or will evil rise once more from the ashes—free to burn all it touches?
A Four-Hour Adventure for Tier 1 or 2 Characters. Optimized for APL 3 and 8.
CREDITS
Designer: Travis Woodall

D&D Adventurers League Guildmaster: Chris Lindsay

Cartography: Travis Woodall

D&D Adventurers League Wizards Team: Adam Lee,


Ari Levitch, Chris Lindsay, Mike Mearls

D&D Adventurers League Administrators: Alan


Patrick, Amy Lynn Dzura, Travis Woodall, Lysa Chen,
Claire Hoffman, Greg Marks

Playtesters: All of the fine folks at Winter Fantasy,


Origins, and Gamehole Con 2017.

Special Thanks: Terry Jones

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer
When you’ve had hatred on your tongue for such the characters with assisting the Brotherhood
a long time, you don’t know how to spit it out. of the Cloak in investigating a potential cache
of artifacts—likely associated with the Cults
--Terry Pratchett, Raising Steam of Elemental Evil. This is the Call to Action.
 Part 2: The House that Hate Built. The
This adventure is designed for a group of either characters discover something much more
three to seven 1st-4th level or three to seven insidious is at work when the Zhent Ghettos
5th – 10th level characters. It’s optimized for are beset upon by fire elementals.
five characters with an average party level Investigation of a ruined home reveals an
(APL) of 3 or 8. Characters outside this level entrance to a mysterious subterranean
range cannot participate in this adventure. complex. The characters soon learn the
truth—it is actually an underground complex
Background dedicated to the Imix. Within, they face
cultists of Imix, the Prince of Evil Elemental
In an event what the locals have to come to call Fire. This is Story Objective A.
the UNDOING—all four of the CULTS OF  Part 3: You See Me Hatin’. In the adventure’s
ELEMENTAL EVIL unleashed a coordinated conclusion, they learn that Crannak
attack upon the city. With dozens of ORBS OF Smolderburn has been reborn and must
DEVASTATION at their disposal, the cults battle him and his fearless burn-punchers.
would have been successful were it not for This is Story Objective B.
adventurers and the FIVE FACTIONS.
While CRANNAK SMOLDERBURN, the
insane derro MASTERSMITH and leader of the
CULT OF THE ETERNAL FLAME in
MULMASTER, was defeated in the conflict, his
fire wasn’t completely extinguished, and he’s
risen once more to finish what he started.
Crannak’s forges have once more been stoked
and in the crumbled ruins of the HATEFORGE
beneath the city, Crannak plans and plots.

Parts
The adventure’s story is spread over three
story parts that take approximately four
hours to play. These parts are introduced by a
Call to Action. The adventure also includes two
1-hour bonus objectives that can be played if
time permits, that are introduced anywhere in
the adventure.
If you’re planning to play the entire adventure
at once, you only need to introduce the Call to
Action once. However, if you plan to play them
over several sessions, you’ll want to revisit the
Call to Action each time you play.

 Part 1: Where There’s Smoke, There’s


Probably Fire. Zora Rosealine Culkin charges

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 3
Part 1: Where There’s Smoke, There’s Likely Fire
Estimated Duration: 30 minutes

Setting. Mulmaster: The City of Danger


The characters—for whatever their reason— trade once more beginning to stabilize,
find themselves once more in the City of rebuilding efforts have begun in earnest:
Danger. Perhaps in search of work, glory, or Terrain. Mulmaster is nestled among rocky
simply visiting friends and family. Regardless of mountains that precludes farming. The city’s
why, they are approached by a familiar face; streets are narrow and well-planned; so much
Zora Rosealine Culkin calls upon them and asks so that the awnings and eves of the surrounding
that they grant her an audience. buildings often form a roof over the avenues
below. Most of the buildings are narrow and
 An Old Debt. Characters that have worked multi-storied to capitalize on space.
with Zora Culkin before, or have family or Weather. The air coming down from the
trade connections (such as those with the Earthspur Mountains is cold and dry, and
Noble or Guild Artisan background) are clashes with the warm, wet air from the
instructed to meet with Zora Culkin at the Moonsea. Because of this, rain and snow are
Traveler’s Cloak in Mulmaster. common—brought in on cold, whipping winds.
 Local Boy Done Good. Zora Culkin Today is no different; snow lies on the ground,
personally meets with characters that own a and wind tears through the city’s narrow
residence or place of business in the city and streets. The sky is a single grey cloud overhead.
invites them to dinner at the Traveler’s Cloak. Smells and Sounds. Those typical of such a
 Orders are Orders. Mulmasterite characters huge city. Talking, shouting, and the sounds of
with the Soldier background or those hooves and wheels on cobblestone streets. The
belonging to the Brotherhood of the Cloak are roads are narrow and amplify nearby sound.
ordered by their superiors to meet with Zora The reek of unwashed bodies, rotting garbage,
Culkin at the Traveler’s Cloak the following and nightsoil is everywhere.
morning. She’s in need of adventurers for a
mission sanctioned by the Cloaks. Creature Information
The people of Mulmaster are pessimistic
A Pale Shadow of What It Once Was dynamos. “Take what you can, when you can,
Mulmaster is a pale reminder of its former glory. While because who knows if you’ll see tomorrow,”
it is still a sprawling city, reminders of the Undoing would be their motto. The harsh landscape and
(DDEP2 Mulmaster Undone) are everywhere. Large living conditions as well as the history of the
portions of the city are being rebuilt, the famous city have made Mulmasterites hardnosed,
harbor and her docks are smaller in scale, and the stubborn folk. They are constantly alert for any
Zhent Ghettos—once housing a small sliver of the city’s weaknesses in others, and their minds are
populace—have swollen with those displaced by the
always scheming to further their own positions.
acts of the cults of Elemental Evil.
Mulmasterites are not foolish or reckless, mind
Area Information you; they are (as a rule) single-minded, driven,
Although it has been a couple years since the ambitious, and amoral folk. Mulmasterites wear
Undoing, large portions of the city are still in thick coats lined with fur to stave off the city’s
ruin, though with the city’s food supply and fierce winds and cold. Colors of orange, red,
green, or gold are common in their clothes.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 4
Scene A. The Traveler’s Cloak
Having been summoned by Zora Culkin, the presence of magic beneath the Zhent Ghettos.
characters are in the Traveler’s Cloak Inn. Due to the unrest and the unpopularity of city
officials within the Ghettos, he needs outside
Area Information assistance. She doesn’t know what might be
The inn is a popular respite among adventurers, found beneath the Ghettos and won’t even
or simply those seeking refuge from the wind. speculate. She does know that if Rastol Shan is
Dimensions & Terrain. The common area is concerned, then everyone should be. Like other
large and cozy. A number of tables are crowded Mulmasterites, Zora Culkin has her own
around the immense open fireplace in the prejudices about the Ghettos occupants, but
center of the room. worrying about the well-being of her home is
Light. The room is dimly lit; thick curtains enough to compel her to set them aside.
hang in front of the windows and lamps and
candles provide gentle warmth. Proceeding to the Next Scene
Sounds & Smells. Wood and lamp smoke, Should they agree to the task, Zora Culkin’s
cooking food, spilt ale, pipe smoke. Clink and carriage awaits just outside. Their trip to the
clatter of glass, metal, and stoneware, laughter. Zhent Ghettos takes them through the city
proper—allowing them to see the destruction
Development caused by the Undoing. Such as:
As the characters tuck into their meals:
 The Scar. This wide swathe of charred land
was carved by Crannak Smolderburn’s
A sudden blast of wind upsets the hearth fire and
Hateforged Hellion as it moved through the
even snuffs out a candle or two as the door to the
city, set on the destruction of the Hawks.
inn opens. An older woman in heavy, fur-trimmed
 The Docks. The dock quarter of the city is a
clothing enters, stomps the snow from her boots,
ramshackle memory of the bustling trade hub
and draws the hood of her cloak back.
it once was—only a few of ships can be seen
tethered to the temporary docks.
Enter Zora Culkin—older, with short, jet-black  A Crashed Airship. The identity indiscernible,
hair struck with silver. She wears fine clothing but it is obviously the remnants of an airship.
of Mulmasterite fashion (thick wool, trimmed in It is covered with scaffolding and appears to
fur) in the red and cream of her house. be in the process of being dismantled. A row
of block houses lay in ruins beneath it.
Creature Information  The Murk. A number of sinkholes opened up
Zora Culkin (a human mage) scans the room in this area near the docks and swallowed
and sees the characters. She approaches their many of its buildings. The upper floors of the
table, sits without waiting for an invitation, and taller buildings are inhabited; rope bridges
quickly orders a bowl of piping hot fish stew are used to pass between them and the city.
while drawing a leather-bound journal from an
interior coat pocket. She opens it to a page Call to Action
marked by a broad crimson silk ribbon. The carriage eventually rocks to a halt on the
Objectives & Goals. Zora Culkin is here on the outskirts of the Zhent Ghettos. Zora instructs
behalf of the Brotherhood of the Cloak to the characters to receive a briefing from the
petition the characters to investigate strange City Watchmen—pointing to a chain of
goings-on in the Zhent Ghettos, and to provide uniformed men and women moving rubble
whatever information she has in order to from a ruined building. Proceed to Part 2.
ensure that they do it right.
What Do They Know? Zora Culkin is here on
behalf of Rastol Shan, who has detected the

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 5
Part 2. The House That Hate Built
Estimated Duration: 2 hours and 30 minutes

Scene A1. Flashpoint


The characters learn that the view of the city Cries of alarm and the crashing of stone as a cloud
doesn’t get much better once in the ghettoes. of dust erupts from the wreckage of a nearby
building. The dust is replaced by jets of fire and a
The Zhent Ghetto woman runs into the street—engulfed in flames.
For the most part, the deposed residents of Zhentil The City Watch point into the ruins and run for
Keep reside in the southern-most part of the city in
cover as fiery creatures spill into the area!
sprawling ghettos that hug Mulmaster's outer walls.
They are heavily taxed, denied the rights of citizenship,
and persecuted by the city's government and its The watchmen have triggered a trap that
populace. The Zhent Ghetto are a dangerous place and conjures a number of elemental creatures:
were instrumental in allowing the cults of Elemental
Evil to gain their foothold in Mulmaster.  Tier 1. A firenewt warlock of Imix and four
firenewt warriors emerge from clouds of
Story Objective A smoke.
After discovering and entering the Hateforge,
exploring its depths and uncovering its secrets Adjusting the Encounter (Tier 1)
is Story Objective A. Here are the adjustments for the scene.
 Very Weak: Remove three warriors
Area Information  Weak: Replace warriors with a warlock of Imix
The ghetto has the following general features:  Strong: Add a warlock of Imix.
Buildings. The buildings here are of poor  Very Strong: Replace warriors with three warlocks
design and worse construction—many little of Imix
more than dismantled shipping crates and
pallets that have been nailed together and  Tier 2. A fire elemental myrmidon and a
insulated with rags and blankets. fire elemental burst forth amidst gouts of
flame.
Creature Information
A line of a dozen uniformed city watchmen Adjusting the Encounter (Tier 2)
(guards) pass chunks of excavated stone to the Here are the adjustments for the encounter. They are
end of the line where a wand-wielding Cloak (a not cumulative.
mage) pulverizes them over a reinforced  Very Weak: Replace the myrmidon with two azers
wagon with a casual flick of his wand.  Weak: Replace the myrmidon with a fire elemental
Objectives & Goals. The City Watch are tired,  Strong: Replace the elemental with a myrmidon
sweaty, and grimy—eager to be done. They flee  Very Strong: Replace the myrmidon with two
for cover and hide when the elementals appear. elementals
What do They Know? Very little. They’ve
been told what to do; but not why. Unknown to Treasure
them, they are about to unearth something— One of the destroyed elementals leaves behind
but not what they’re looking for. a fist-sized chunk of obsidian. When crushed
the stone acts as a potion of fire resistance.
Development
Once the characters have had the opportunity
to engage with the watchmen, disaster strikes!

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 6
Scene A2. I Need a Favor! Scene A3. An Oddly-
The City Watch emerges from cover when the Appointed Home
chaos ensued. Moments later, a plain-clothed
man wearing the badge of a Hawk arrives. The This home was owned by a secret member of
Hawk introduces himself as Stabbing Master the Cult of the Eternal Flame; an order of
Ar’soon and wastes no time in assessing the worshippers of Imix, the Prince of Evil
situation and singling out the characters. Elemental Fire.

Creature Information Area Information


Stabbing Master Ar’soon arrives with no-less- The home has the following general features:
than a dozen Soldiery guards (veterans). Terrain. The home is in ruin, but it’s easy to
Objectives & Goals. The Hawks have long see that it was once appointed with fine
suspected that remnants of the elemental cults furnishings, though most were soddened
still survived in the city. Fortunately, the City following the undoing and have gone to rot and
Watch has stumbled onto something rather mold. What was once a kitchen has completely
disconcerting. He’s got reason to suspect it to be collapsed. A slightly ajar door in the living area
a surviving remnant of one of the cults of leads to a basement below. The floor by the
Elemental Evil—the Eternal Flame specifically. door is marked in a strange pattern.
What do They Know? Any remnants of the Light. The upper floor is dimly lit from the
cults must be vanquished before they have the light that reaches in from the outside. Anyone
opportunity to respond to the discovery of their looking downstairs sees a faint orange glow.
hideout. Ar’soon commands the characters to Environment. The upper floor is cool and
venture into the ruins, and root out and destroy humid, but the basement is quite hot.
any cult activities that the characters might Strange Pattern. The floor at the base of the
come across. If the characters appear reluctant door is scorched in a strange, geometric pattern
to accept, he tells them that he promises to (see below). A character that succeeds on a DC
arrange a handsome payment of gold from the 15 Intelligence (Arcana or Religion) check
city’s coffers. If petitioned for an advance, identifies it as a symbol of the Cult of the
however, he raises an eyebrow and asks the Eternal Flame. Detect magic reveals a
characters incredulously if they think him the powerful—though quickly fading—aura of
sort of person to carry around substantive conjuration magic. The symbol was a glyph; it
quantities of gold around the Zhent Ghettos. conjured the elemental creatures when it was
revealed and triggered by the watchmen.
“Look at the rabble here (waves hand around
dismissively); if they thought that I gold on me,
they’d carve out my eyes and eat them…or
whatever it is that poor people do.”

Stabbing Master Ar’soon insists that the


characters report whatever they find to him
before they go and tell “Nosey Zora Fool-kin”—
elbowing the nearest character with a grin and
giggling like a child at his own cleverness.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 7
The Basement forge. These are typically covered with
The characters’s descent into the basement is removable grates because hey—safety first.
ominous and creepy—but largely uneventful. Temperature. Calling this place hot is an
The Altar. The iron slab is blisteringly hot; understatement—it’s hella hot. After spending
any creature touching either with exposed skin an hour in the temple, the characters find their
takes 3 (1d6) fire damage (this damage is clothes saturated with sweat—even breathing
tripled at tier 2). Gloves or gauntlets smolder is uncomfortable here; the characters must
and smoke, but otherwise prevent the damage. succeed on a DC 13 Constitution saving throw
Save for the brazier, the altar is featureless. at the end of each hour in the temple or gain a
The Brazier. This 2-foot wide brass brazier is level of exhaustion. Those that are resistant or
engraved with the same geometric symbol, and immune to fire damage automatically succeed.
full of smoldering coals. Just like the iron slab, Light. Lava and spheres of iron enchanted by
the brazier is painfully hot to the touch. continual flame provide bright, orange light
The Secret Door. Beside the altar is an easy- throughout the complex.
to-find secret door. It was once well-made and Sounds and Smells. Banging, bubbling
difficult to find, but the collapse of the building magma, distant screams of pain, crackling
above ruined that. Though it takes a little flame. Burning hair, skin, wood, oil, meat, etc.
muscle (not enough to justify an ability check),
it opens by sliding into the wall. Creature Information
While some races are pre-disposed to be angry;
Development Imix takes in all sorts. All of Crannak’s
A short hallway beyond the door leads down subordinates here are angry, flighty, and most
into darkness. Proceed to Part 2, below. of all—completely and terrifyingly devoid of
fear (except of Crannak). Nearly every cultist
found here is heavily scarred from ritual and
Scene B. The Hateforge recreational exposure to fire. While the cultists
Unbeknownst to the characters, they find have access to healing magic, their spells leave
themselves in the Hateforge, the temple of Imix behind twisted scars—manifestations of their
founded by the Cult of the Eternal Flame. It’s a dedication to the Prince of Evil Elemental Fire.
place of industry, hate, and sweet, sweet fire. Objectives & Goals. The cultists live to serve
This complex is where the Hateforged Hellion Imix (or at least Crannak’s vision of what Imix).
was created (DDEP2 Mulmaster Undone). They do so without question—they’ve learned
first-hand what disobedience earns.
What Do They Know? They know that
Area Information Crannak was recently returned to life and that
The area has the following general features:
he’s really pissed off. He spends most of his time
Terrain. The hallways are 10-feet wide with
working in his office—emerging only to
equally tall ceilings so as to facilitate movement
discipline wrong-doers or to send underlings
of large equipment through the complex.
away with requisition requests. Soon, the plans
Despite Crannak’s impetuous nature, he runs
for his next project will be complete (insert
a tight ship. The interior is orderly and well-
maniacal laughing)!
maintained. The floors and walls consist of 5-
foot-square plates of black iron. The ground is
free of debris and there are plenty of storage
Random Encounters (Optional)
closets with brooms, hammers, and other The Hateforge is a functioning facility, and the
general maintenance equipment—including potential for running into wandering cultists
extra iron plates used to replace damaged ones. may be an issue for the characters. If you aren’t
Runnels run alongside the walls and across running under any specific time constraints,
the hallways in areas, within which thick consider random encounters. At the end of each
magma flows towards or away from a distant hour within the complex, roll 1d4 at and add

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 8
the total numbers of hours the characters have Trapped Archway. Each of these archways
spent in the Hateforge. bears a complex magical and mechanical trap.
If the result is 4 or greater, they encounter a Detecting the trap isn’t particularly difficult;
group of cultists about 10 minutes later; roll on any creature that spends an action inspecting
the table below. These encounters don’t pose a the archway notices tiny soot-stained nozzles
significant threat; they’re just a reminder that with iris-like mechanisms. A creature that
danger lurks in the complex. However, the succeeds on a DC 11 Intelligence check notices
complex is a functioning factory. If time isn’t an the faint smell of alchemist’s fire (a creatures
issue, these patrols may be encountered in that are proficient with alchemist’s supplies add
greater frequency and may call out for help— their Proficiency bonus to this check). Fully
summoning even more patrols! These patrols disabling the trap takes time; each of the two-
aren’t the true threat here, so don’t let them dozen nozzles must be disabled with a set of
overwhelm the characters. thieves’ tools and a successful DC 13 Dexterity
check (DC 15 at tier 2). Any creature that passes
Random Hateforge Encounters (Tier 1) through the archway after reciting the prayer
Roll Encounter on the placard above triggers the trap.
1 1d3+1 gnolls Similarly, the trap is also triggered if the check
2 A acolyte and 1d3 thugs made to disable it fails by 5 or more.
3 A cult fanatic and a guard When triggered, the nozzles open and fill the
4 Two burn-punchers arch with jets of alchemist’s fire. The triggering
creature must succeed on a DC 11 (DC 13 at tier
Random Hateforge Encounters (Tier 2) 2) Dexterity saving throw, taking 11 (2d10) fire
Roll Encounter damage on a failed save, or half as much on a
1 Two fire elementals
successful one. If at least half of the nozzles
2 A cult fanatic and 1d3 hellhounds
have been disabled, the trap deals only half
3 Two master thieves
damage. In either case, the trap automatically
4 Two burn-punchers
resets after it’s been triggered.

Scene B1. Foyer Treasure


Various types of clothing from nearly every
This is the entrance to the complex.
walk of life hang from the iron pegs—peasant’s
rags, noble finery, and everything in between. A
Area Information character searching the clothing finds a potion
The foyer has the following features: of heroism in a finely made blue velvet coat.
Dimension & Terrain. The walls of this 25-
by-45-foot room are lined with regularly spaced
iron pegs, upon which hang a variety of Scene B2. Sleeping Cells
garments. The center of the floor features a 10- These ten, regularly spaced sleeping cells were
by-10-foot slab of iron in the middle of which is used by ranking cultists who were too badly
an illusory symbol of the Cult of the Eternal scarred to blend into society or whose identity
Flame lined in heatless orange flames. An has been compromised—forcing them to hide.
archway on each of the four walls leads from 1d4 of the doors are barred from the inside
the room. Placards are bolted into the walls and contain the desiccated corpse of a cultist
above the archways to the north, west, and east. that died following the Undoing. They can only
These three archways are trapped. be opened with a successful DC 18 Strength
Placard. These placards of beaten brass read: (Athletics) check—there’s no mechanism to be
bypassed with the use of thieves’ tools.
Offer Praise and Enter!
“Imix Cleanses Our Bodies and Blesses Our Tools!”

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 9
Treasure Objectives & Goals. The cultists live to serve
One of the bodies’ head rests on a pillow. A Imix (or at least Crannak’s vision of what Imix).
potion of healing is tucked under the pillow. They do so without question—they’ve learned
first-hand about what happens to those that
don’t obey—they’re far more scared of Crannak
Scene B3. Barracks than anything that the characters could do.
This is where the rank-and-file members of the What Do They Know? They know that
cult resided during the Hellion’s construction. Crannak was recently returned to life and that
he’s really pissed off. He spends most of his time
working in his office—emerging only to
Area Information discipline wrong-doers or to send underlings
The barracks has the following features:
away with requisition requests. Soon, the plans
Dimension & Terrain. The room is fairly
for his next project will be complete (insert
large and divided into two sections. The
maniacal laughing)!
western section has an altar identical to that in
the basement of the home, above, that the
cultists appear to use as a stove (a cabinet
Treasure
nearby has pots and pans, etc.), a large table, Most of the footlockers contain various knick-
and a few chairs. The eastern section has beds knacks and trinkets (all worthless), except one
consisting of beds made of glossy black stone. which contains a spell scroll of burning hands.
Each bed has a footlocker at its foot. All of the This footlocker is locked and requires a set of
furnishings in this area is scorched. thieves’ tools and a successful DC 15 Dexterity
check. Alternatively, the footlocker can be
 Tier 1. Five razerblast initiates are here forced open with a successful DC 15 Strength
with an eternal flame guardian. (Athletics) check or destroyed (AC 15; 25 hit
points; immune to poison and psychic damage),
Adjusting the Scene (Tier 1) though doing so attracts the attention of two
Here are the adjustments for the scene. patrols (see above) who arrive 3 rounds later—
one from the east and the other from the west.
 Very Weak: Remove three initiates and the
guardian. The initiates deal an additional 3 (1d6) fire
damage with their Spear attacks.
Scene B4. Control Room
 Weak: Remove an initiate and the guardian This room serves as the nerve center of the
 Strong: Replace three initiates with a guardian complex. The door leading in is trapped.
 Very Strong: Replace two initiates with two The door leading to the control room (scene
guardians
B4) is trapped. The trap can be detected with a
 Tier 2. Two razerblasts are here with an successful DC 17 (DC 19 at tier 2) Intelligence
eternal flame priest. (Investigation) check. At tier 1 it can be
disabled with a set of thieves’ tools and a DC 15
Adjusting the Scene (Tier 2) Intelligence check, though at tier 2, however, it
Here are the adjustments for the scene. can only be disabled by dispel magic (DC 15) or
similar effects. Any creature that opens the door
 Very Weak: Remove the priest without first giving the official Smolderburn
 Weak: The priest has no 3rd-level spell slots left hand-gesture (a thumbs-down while making a
 Strong: Add a priest frowny face) triggers the trap.
 Very Strong: Add a razerblast When triggered, each creature within 20 feet
Creature Information of the door facing the characters must succeed
on a DC 11 (DC 13 at tier 2) Constitution saving
The cultists (see above) here are resting
throw, taking 9 (2d8) cold damage on failed
between tasks elsewhere in the complex.
save, or half as much on a successful one.
Creatures that are resistant or immune to fire

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 10
damage make this saving throw with start handing off pencils, clipboards, ledgers,
disadvantage. Further, spells that grant and the like—all while hurriedly (and poorly)
resistance or immunity to fire damage may be explaining the intricacies of the delicate
dispelled by the glyph (+4 bonus at tier 1; +6 at monitoring equipment and stripping off their
tier 2). Creatures that are normally resistant to white coats and passing them to the characters.
fire damage that fail their save lose their They’ve no desire to fight; they plead, beg,
resistance for one hour, while those that are grovel, and lie if they think it may levy their
normally immune to fire damage lose their escape—they aren’t proud. The pastry-owning
immunity and are instead resistant to fire cultist (see Treasure, below) knows where
damage for one hour. they can be bought but refuses to tell anyone
for fear that they’ll be harder to get in the
Area Information future. Even magic can’t compel him; he
The control room has the following features: wouldn’t divulge his jealously guarded secret to
Dimension & Terrain. The control room is a even his most trusted friend—they’re that good.
25-by-15-foot chamber with walls lined with
complex instrument panels. The far wall to the Treasure
east is concave with narrow, grime-stained The cultist holding the clipboard owns a wand
windows over-looking the foundry floor below. of pyrotechnics with the additional property of
A door is set into the western wall to the left of being used like an ink pen, that traces scorched
the main door; this door leads down to the lines on paper instead of ink. The pastry that
foundry floor (Part 3). the technician placed on the console is still
Instrument Panels. These gadgets, dials, and there. It’s gone a bit stale, but it’s got a divine
meters provide readings as to the functioning of apple filling—like crazy good; the apples have
the machinery and forges down below. just the right amount of crunch in them while
still melting in your mouth. Yum.
Creature Information
A half-dozen cultists (all commoners) are here, Proceeding to the Next Part
milling around the room—monitoring a dial,
absent-mindedly pushing a button every time it The other door on the western wall leads the
lights up. One of them, after tapping on a meter, characters down a flight of stairs and down into
thoughtfully jots down a note on his clipboard the foundry below. Proceed to Part 3.
before moving to the next one.

As you enter, a half-dozen white-robed people in


the room all look up from their work and smile.
One of them, a man holding a clipboard, sets
down the pastry he was enjoying and sighs. “Oh,
thank Imix, you’re finally here.”

Objectives & Goals. These cultists here keep


an eye on the foundry’s workings to ensure that
no safety protocols are being violated. They’re
also running on fumes; they’re at the end of a
12-hour shift and are eagerly awaiting the
arrival of the shift coming to relieve them.
What do They Know? They don’t know what
the members of the next shift look like, so are
none the wiser when the characters arrive.
They’re so glad to see them they immediately

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 11
Part 3. They See Me Hatin’
Estimated Duration: 1 hour

Scene A. Crannak Smolderburn


The characters enter the foundry floor and Four burn-punchers slide down the poles
discover who the brains (and brawn) behind (marked “P” on the map found in Appendix 4)
this operation is. once Crannak has activated the alarm.

Story Objective B Adjusting the Scene (Tier 1)


After entering the foundry floor, defeating Here are the adjustments for the scene.
Crannak Smolderburn is Story Objective B.
 Very Weak: Remove the burn-punchers; Crannak
Smolderburn has no lair or legendary actions
Area Information  Weak: Remove three burn-punchers
The ghetto has the following general features:  Strong: Crannak makes two attacks as an action.
Dimensions & Terrain. The foundry floor is  Very Strong: As Strong; add a burn-puncher
absolutely huge—a full 100 feet long, and 80-
feet wide with an 80-foot-tall ceiling. A number
of immense iron plates lean against the walls Adjusting the Scene (Tier 2)
and barrels full of chair-sized iron rivets are
Here are the adjustments for the scene.
stacked all over the place. The room is very,
very hot thanks to the number of forges in the  Very Weak: Remove two burn-punchers; Crannak
room (which happens to be four). The chamber Smolderburn has no lair actions
continues to the north, but the tunnel (which  Weak: Remove two burn-punchers
presumably leads to the surface) ends in a wall  Strong: Add a burn-puncher
of impenetrable rubble. This is where Crannak’s  Very Strong: As Strong; Crannak makes three attacks
Hateforged Hellion burst forth from the ground. with his Multiattack action.
Smoke. A 10-foot thick layer of soot and Objectives & Goals. Crannak is really
smoke clings to the ceiling here. The smoke annoyed that he’s been discovered just when
provides heavy obscurement, but any creature he’s ready to start work again. He’s eager to
that enters the smoke for the first time or pound the distraction (the characters) into
begins their turn in the smoke must succeed on paste so he can begin work on his next project.
a DC 11 (DC 13 at tier 2) Constitution saving The burn-punchers are just excited at the
throw or be poisoned. prospects of getting to turn people into paste—
the why…ehhh, doesn’t really matter.
Creature Information What do They Know? Crannak’s been
A derro with an immense iron fist (Crannak separated from news of the outside world since
Smolderburn) emerges from his office on the the Undoing, and hasn’t a clue about who’s
other side of the chamber after the characters running the show upstairs. But frankly, he
explored for a little bit. doesn’t really give a wet slap about it—he’s
ready to burn it all down.
“You’re too late,” Crannak screams as he slams his
great, iron fist into a large red button on the wall Playing the Pillars
beside his office door. In response, a number of Here are some suggestions for this encounter:
brass poles slide from the ceiling at the end of the Combat. Crannak loves wades into melee with
chamber, slamming to the ground with a clang as shocking zeal and throws his mechanical hand around
a number of soot-stained, fire-scarred, and iron- with glee, while the burn-punchers prefer to spread
fisted humanoids follow and land with a thud. out and use hit and run tactics to isolate spell-casters

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 12
and ranged opponents. The derro prefers not to catch
his underlings in friendly fire but does so without Wrap-Up. Hate Extinguished
hesitation if it’s necessary. Crannak takes special
Upon defeating Crannak, the complex begins to
pleasure in shooting familiars and other flying
collapse. Allow the characters to describe how
combatants out of the sky with his Fireblast—making
sure to pull a mock-crying face at whichever character
they’re fleeing while the ceiling falls down upon
he thinks was controlling the beast after doing so. them—making ability checks and saving throws
Crannak prefers to use his One-Two Slam against as needed. This should be a narrative event,
targets he believes are easy to hit. don’t worry about damaging or killing the
If you really want to lay the hurting on them, when a characters—though characters that insist on
burn-puncher dies, Crannak may, as a reaction, cause dilly-dallying might eventually find themselves
his underling’s body to explode in a spray of bone and buried under a city’s worth of dirt, I tell you.
metal shrapnel. Each creature within 5 feet of the body Zora Culkin (or Ar’soon if the characters
must succeed on a DC 11 (DC 13 at tier 2) Dexterity report to him), are deeply concerned about the
saving throw, taking 3 (1d6) piercing damage (doubled news), and tell the characters they may be
at tier 2) or half as much on a successful save. needed in the future. If the characters go to
Exploration. The machinery, forges, and carts full of Zora Culkin instead of him, Ar’soon approaches
spare parts provide varying degrees of cover—from them later—no matter where they’re at—quite
half to total. The carts also contain no end of things for disappointed in them. He doesn’t necessarily
creatures to grab and throws at their foes. threaten them, but he definitely gives the
Social. Meh—Crannak and his burn punchers aren’t
impression that choosing her over him wasn’t
concerned in the slightest with what the characters
conducive to living a long and happy life.
have to say. They may, however, feign interest if they
think that they can use any hesitation on the
characters’ part to gain an advantage.

Treasure
In one of the loops of his apron, Crannak sports
a short, squat rod of black iron—a weapon of
warning, the form of which is determined when
purchased using treasure checkpoints. Though
the characters might not have time to fully
investigate it, they find plans for various new
machines—all of which have nasty-sounding
names, like the Spite-Spitter, the Vengeance
Engine, and the Eye-For-An-Eye-Cycle, etc.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 13
Adventure Rewards
At the end of the session, the characters each receive rewards based upon their accomplishments. These
rewards include advancement and treasure, and may include player rewards—magic item unlocks, story
awards, or new downtime activities, as follows:

Checkpoints Rewards Dungeon Master Rewards


The characters receive 2 advancement In exchange for running this adventure, you
checkpoint(s) and 2 treasure checkpoint(s) for earn advancement and treasure checkpoints
each story objective that they complete, as and downtime as though you played the
follows: adventure, but none of the player rewards.
However, this adventure may qualify for
 Story Objective A: Fully explore the rewards earned by completing DM Quests. See
Hateforge. the ALDMG (Adventurers League Dungeon
 Story Objective B: Defeat Crannak Master’s Guide) for more information.
Smolderburn.

Player Rewards
The characters earn the following player
rewards for completing the adventure:

Magic Item Unlock


Characters completing the adventure unlock:
Wand of Pyrotechnics. This long, slender rod
of black iron is tipped with a chunk of
smoldering coal. It can be used like an ink pen,
but traces scorched lines on paper instead of
ink. This item can be found in Appendix 5.
Weapon of Warning (Tier 1). This length of
black iron is wrapped in supple, black leather
and gilt in mithral. When found, it takes the
form of any weapon its owner desires. Once its
form has been determined, however, it can
never again take another. While wielding this
weapon, profane runes of pain and hate appear
on the arm that the weapon is wielded in. This
item can be found in Appendix 6.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 14
Appendix 1: Locations & NPCs
The following NPCs and locations feature prominently in this adventure.

 Zora Rosealine Culkin (ROSE uh leen KULL needs. He’s a fast talker and quick with a joke,
kin). Zora Culkin is pretty much what you but he earned his title, and isn’t afraid to
would expect a Mulmaster noble to be. She is show people precisely how.
polite albeit a bit impersonal, and of course,
striking to look at. She is also quite insightful,  Crannak Smolderburn (CRAN uk SMOLE der
able to paint a surprisingly detailed picture of burn). The insane derro Mastersmith and
a person after only a brief conversation. One former leader of the Cult of the Eternal Flame
does not live to a ripe old age in Mulmaster within Mulmaster. Crannak lost his right arm
without a healthy dose of suspicion, and in an accident and had it fitted with a
Culkin intends to live a long, long time. That mechanical replacement of his own
said, she feels a true responsibility to the manufacture (though it took him a while to
people who populate her holdings, and she is make it because he was a righty). His closest
horrified at the deaths that have occurred. confidants, the burn-punchers, have
ceremoniously plunged their non-dominate
What They Want. Zora Culkin is looking for hands into vats of molten iron as a symbol of
someone to investigate the source of the their allegiance. That’s crazy-pants.
magical energy beneath the Zhent Ghettoes.
Noble and Just. Zora Culkin is as tenacious What They Want. Crannak, having been
and just in her political aspirations as she was freshly returned from the dead, is excited to
in her career as an adventuring wizard. begin work on his next project—which
happens to be another great big iron machine
 Stabbing Master Ar’soon (AHR soon). with which he plans to destroy Mulmaster.
Ar’soon is of Calishite descent, but has lived in He’s nothing if not predictable.
Mulmaster for nearly two decades, having All the Hate. Crannak is chock full of piss and
arrived in his early teens with his parents. vinegar and hates damn near everything; each
Recently, however, he fell out of sorts with day is worse than the day before—something
the establishment—largely for his views on that he constantly tells his underlings.
the Thayans and their creeping influence—
and fled the city. He has since been taken in
by the Lords’ Alliance and proven himself to
be an invaluable source of intelligence on
Mulmaster’s workings. He’s a handsome man
with dusky, brown skin, jet black hair, and
piercing green eyes. Though he dresses in the
local style, he wears a keffiyeh—a Calishite
headdress. He strokes the thin mustache.

What They Want. Ar’soon desperately wants


to know what Zora Culkin is trying to find and
for what reason. He suspects Rastol Shan is
up to no-good and knows that the Zora is
loyal to him. He doesn’t like that either.
A Right Bastard. Ar’soon is friendly and
personable, but by no means a friend; he’ll
turn on anyone in a heartbeat if it suits his

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 15
Appendix 2: Creature Statistics
Acolyte Azer
Medium humanoid (any race), any alignment Medium elemental, lawful neutral
Armor Class 10 Armor Class 17 (natural armor, shield)
Hit Points 9 (2d8) Hit Points 39 (6d8 + 12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)

Skills Medicine +4, Religion +2 Saving Throws Con +4


Senses passive Perception 10 Damage Immunities fire, poison
Languages any one language (usually Common) Condition Immunities poisoned
Challenge 1/4 (50 XP) Senses passive Perception 11
Spellcasting. The acolyte is a 1st-level spellcaster. Its Languages Ignan
spellcasting ability is Wisdom (spell save DC 12, +4 to Challenge 2 (450 XP)
hit with spell attacks). The acolyte has the following Heated Body. A creature that touches the azer or hits it
cleric spells prepared: with a melee attack while within 5 feet of it takes 5
(1d10) fire damage.
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary Heated Weapons. When the azer hits with a metal
melee weapon, it deals an extra 3 (1d6) fire damage
Actions (included in the attack).
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one Illumination. The azer sheds bright light in a 10-foot
target. Hit: 2 (1d4) bludgeoning damage. radius and dim light for an additional 10 feet.

Actions
Warhammer. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or
8 (1d10 + 3) bludgeoning damage if used with two
hands to make a melee attack, plus 3 (1d6) fire
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 16
Burn-Puncher (Tier 1) Burn-Puncher (Tier 2)
Medium humanoid (human), neutral evil Medium humanoid (human), neutral evil
Armor Class 15 Armor Class 17
Hit Points 22 (4d8 + 4) Hit Points 82 (15d8 + 15)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 9 (-1) 13 (+1) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+1)

Skills Acrobatics +4, Athletics +3, Perception +4 Skills Acrobatics +5, Athletics +3, Perception +5
Damage Resistance fire Damage Resistance fire
Senses passive Perception 14 Senses passive Perception 15
Languages Common, Ignan Languages Common, Ignan
Challenge 1/2 (100 XP) Challenge 3 (700 XP)
Unarmored Defense. While the burn-puncher is Unarmored Defense. While the burn-puncher is
wearing no armor and wielding no shield, its AC wearing no armor and wielding no shield, its AC
includes its Wisdom modifier (included in its AC). includes its Wisdom modifier (included in its AC).
Unarmored Movement. While the burn-puncher is Unarmored Movement. While the burn-puncher is
wearing no armor and wielding no shield, its walking wearing no armor and wielding no shield, its walking
speed increases by 10 feet (included in its speed). speed increases by 10 feet (included in its speed).

Actions Actions
Unarmed Strike. Melee Weapon Attack: +5 to hit, Multiattack. The burn-puncher makes attacks.
reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
Unarmed Strike. Melee Weapon Attack: +5 to hit,
damage plus 1 fire damage.
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
Reactions damage plus 3 (1d6) fire damage. This is a magical
weapon attack. If the target is a creature, the adept
Parry. The burn-puncher adds 2 to its AC against one can choose one of the following additional effects:
melee attack that would hit it. To do so, the burn-
puncher must see the attacker.  The target must succeed on a DC 13 Strength saving
throw or drop one item it is holding (burn-puncher’s
Roll with the Blow. If the burn-puncher is hit by a choice).
creature within 5 feet, it moves half its speed without  The target must succeed on a DC 13 Dexterity saving
provoking opportunity attacks. throw or be knocked prone.
 The target must succeed on a DC 13 Constitution
saving throw or be stunned until the end of the
adept’s next turn.

Reactions
Parry. The burn-puncher adds 2 to its AC against one
melee attack that would hit it. To do so, the burn-
puncher must see the attacker.
Roll with the Blow. If the burn-puncher is hit by a
creature within 5 feet, it moves half its speed without
provoking opportunity attacks.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 17
Crannak Smolderburn (Tier 1) can be used at a time, and only at the end of another
Small humanoid (derro), chaotic evil creature's turn. Crannak regains spent legendary
actions at the start of its turn.
Armor Class 16 (natural armor)
Hit Points 55 (10d6 + 12)  Imix’s Baleful Eye. One creature that Crannak can
Speed 30 ft. see must succeed on a DC 13 Wisdom saving throw
or be frightened until the end of its next turn. While
frightened, the creature’s speed is 0.
 One-Two Slam (Costs 2 Actions). Crannak makes two
STR DEX CON INT WIS CHA
slam attacks against one creature. If both attacks hit,
16 (+3) 14 (+2) 15 (+2) 12 (+1) 8 (-1) 16 (+3)
the target is pushed 30 feet and falls prone. If the
target is pushed into another creature, the second
creature takes 6 (1d6 + 3) bludgeoning damage and
Saving Throws Con, +4, Wis +1, Cha +5
must succeed on a DC 13 Strength saving throw or
Skills Athletics +5, Deception +5, Perception +1
be knocked prone as well.
Damage Immunities fire
 Apocalypse Kapow! (Costs 3 Actions). Crannak sends
Condition Immunities charmed, frightened
a flaming shockwave from his fist. Any creature in a
Senses darkvision 120 ft., devil’s sight, passive
30-foot cone must succeed on a DC 13 Dexterity
Perception 11
saving throw or take 7 (2d6) thunder damage and fall
Languages Common, Undercommon, Ignan
prone, or half as much damage if successful.
Challenge 3 (700 XP)
Dark One’s Own Luck (1/Rest). When Crannak makes Lair Actions
an ability check or saving throw, it can add a d10 to the
roll. It can do this after the roll is made but before any On initiative count 20 (losing initiative ties), the
of the roll’s effects occur. guardian takes a lair action to cause one of the
following effects; Crannak can’t use the same lair
Devil’s Sight. Magical darkness doesn’t impede action two rounds in a row:
Crannak’s darkvision.
 Collapsing Ceiling. Part of the ceiling collapses above
Fire Absorption. Whenever Crannak is subjected to fire one creature that the guardian can see within 120
damage, he takes no damage and instead regains a feet of him. The creature must succeed on a DC 13
number of hit points equal to half of the damage dealt. Dexterity saving throw or be knocked prone and
Legendary Resistance (3/day). If Crannak fails a saving buried. The buried target is restrained and unable to
throw, it succeeds instead. breathe or stand up (escape DC 10).
 Darkness. Smoky, magical darkness spreads from a
Spellcasting. Crannak is a 2nd-level spellcaster. His
point Crannak chooses within 60 feet of him, filling a
spellcasting ability is Charisma (spell save DC 13, +5 to
5-foot-radius sphere until Crannak dismisses it as an
hit with spell attacks). He knows the following spells:
action, uses this lair action again, or dies. The
Cantrips (at will): eldritch blast, green flame blade* darkness spreads around corners. A creature with
light, mending darkvision can’t see through this darkness, and
1st-2nd level (2 1st-level slots): charm person, hex, nonmagical light can’t illuminate it. If any of the
sleep effects are overlaps with an area of light created by a
spell of 2nd level or lower, the light is dispelled.
Actions  Volcanic Gases. A 10-foot-radius sphere of toxic
fumes spread from a point Crannak can see within
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
120 feet of him. The sphere spreads around corners,
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3
and its area is lightly obscured. It lasts until initiative
(1d6) fire damage. This counts as a melee weapon.
count 20 on the next round. Each creature that
Fireblast. Ranged Spell Attack: +5 to hit, range 30 ft., enters the cloud for the first time, or starts its turn in
one target. Hit: 7 (2d6) fire damage. the cloud must succeed on a DC 11 Constitution
saving throw or be poisoned until the end of its turn.
Legendary Actions
Crannak can take 3 legendary actions, choosing from
the options below. Only one legendary action option

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 18
Crannak Smolderburn (Tier 2) Legendary Actions
Small humanoid (derro), chaotic evil Crannak can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Armor Class 18 (natural armor)
can be used at a time, and only at the end of another
Hit Points 121 (22d6 + 44)
creature's turn. Crannak regains spent legendary
Speed 30 ft.
actions at the start of its turn.
 Imix’s Baleful Eye. One creature that Crannak can
STR DEX CON INT WIS CHA see must succeed on a DC 16 Wisdom saving throw
21 (+5) 14 (+2) 15 (+2) 12 (+1) 8 (-1) 20 (+5) or be frightened until the end of its next turn. While
frightened, the creature’s speed is 0.
 One-Two Slam (Costs 2 Actions). Crannak makes two
Saving Throws Con, +5, Wis +2, Cha +8 slam attacks against one creature. If both attacks hit,
Skills Athletics +8, Deception +8, Perception +2 the target is pushed 30 feet and falls prone. If the
Damage Immunities fire target is pushed into another creature, the second
Condition Immunities charmed, frightened, stunned creature takes 12 (2d6 + 5) bludgeoning damage and
Senses darkvision 120 ft., passive Perception 12 must succeed on a DC 16 Strength saving throw or
Languages Common, Undercommon, Ignan be knocked prone as well.
Challenge 8 (3,900 XP)  Apocalypse Kapow! (Costs 3 Actions). Crannak sends
Dark One’s Own Luck (1/Rest). When Crannak makes a flaming shockwave from his fist. Any creature in a
an ability check or saving throw, he can add a d10 to 30-foot cone must succeed on a DC 16 Dexterity
the roll. He can do this after the roll is made but before saving throw or take 14 (4d6) thunder damage and
any of the roll’s effects occur. fall prone, or half as much damage if successful.
Devil’s Sight. Magical darkness doesn’t impede Lair Actions
Crannak’s darkvision.
On initiative count 20 (losing initiative ties), the
Elemental Adept. Crannak ignores fire resistance. guardian takes a lair action to cause one of the
Fire Absorption. Whenever Crannak is subjected to fire following effects; Crannak can’t use the same lair
damage, he takes no damage and instead regains a action two rounds in a row:
number of hit points equal to the damage dealt.  Collapsing Ceiling. Part of the ceiling collapses above
Legendary Resistance (3/day). If Crannak fails a saving one creature that the guardian can see within 120
throw, it succeeds instead. feet of him. The creature must succeed on a DC 16
Dexterity saving throw or take 10 (4d6) bludgeoning
Spellcasting. Crannak is a 12th-level spellcaster. His damage and be knocked prone and buried. The
spellcasting ability is Charisma (spell save DC 16, +8 to target is restrained or stand up (escape DC 16).
hit with spell attacks). He knows the following spells:  Darkness. Magical, smoky darkness spreads from a
Cantrips (at will): booming blade, eldritch blast, green point Crannak chooses within 60 feet of him, filling a
flame blade, light, mending 15-foot-radius sphere until Crannak dismisses it as
1st-4th level (3 5th-level slots): charm person, an action, uses this lair action again, or dies. The
counterspell, fear, fireball, fire shield, flamestrike, darkness spreads around corners. A creature with
hex, invisibility, mirror image, sleep, wall of fire darkvision can’t see through this darkness, and
nonmagical light can’t illuminate it. If any of the
Actions effects are overlaps with an area of light created by a
spell of 2nd level or lower, the light is dispelled.
Multiattack. Crannak makes two slam attacks or two
 Volcanic Gases. A 10-foot-radius sphere of toxic
Fireblast attacks.
fumes spread from a point Crannak can see within
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 120 feet of him. It lasts until initiative count 20 on
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 the next round. Each creature that starts its turn in
(2d6) fire damage. This counts as a melee weapon. the cloud must succeed on a DC 16 Constitution
saving throw or be poisoned until the end of its next
Fireblast. Ranged Spell Attack: +8 to hit, range 30 ft.,
turn. While poisoned, the creature is incapacitated.
one target. Hit: 14 (4d6) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 19
Cult Fanatic Eternal Flame Guardian
Medium humanoid (any race), any non-good alignment Medium humanoid (human), chaotic evil
Armor Class 13 (leather armor) Armor Class 17 (breastplate, shield; 15 with crossbow)
Hit Points 33 (6d8 + 6) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 15 (+2) 13 (+1) 14 (+2) 8 (-1) 11 (+0) 13 (+1)

Skills Deception +4, Persuasion +4, Religion +2 Skills Intimidation +3, Perception +2
Senses passive Perception 10 Damage Resistances fire
Languages any one language (usually Common) Senses passive Perception 12
Challenge 2 (450 XP) Languages Common
Dark Devotion. The fanatic has advantage on saving Challenge 2 (450 XP)
throws against being charmed or frightened. Flaming Weapon (Recharges after a Short or Long
Rest). As a bonus action, the guard can wreath one
Spellcasting. The fanatic is a 4th-level spellcaster. Its
melee weapon it is wielding in flame. The guard is
spellcasting ability is Wisdom (spell save DC 11, +3 to
unharmed by this fire, which lasts until the end of the
hit with spell attacks). The fanatic has the following
guard's next turn. While wreathed in flame, the
cleric spells prepared:
weapon deals an extra 3 (1d6) fire damage on a hit.
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of Actions
faith Multiattack. The guard makes two melee attacks.
2nd level (3 slots): hold person, spiritual weapon
Longsword. Melee Weapon Attack: +4 to hit, reach 5
Actions ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Multiattack. The fanatic makes two melee attacks. Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
ranged 100/400 ft., one target. Hit: 6 (1d10 + 1)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, piercing damage.
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4
+ 2) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 20
Eternal Flame Priest Fire Elemental
Medium humanoid (any race), neutral evil Large elemental, neutral
Armor Class 12 (15 with mage armor) Armor Class 13
Hit Points 52 (8d8 + 16) Hit Points 102 (12d10 + 36)
Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 16 (+3) 10 (+0) 17 (+3) 16 (+3) 6 (-1) 10 (+0) 7 (-2)

Skills Deception +5, Intimidation +5, Religion +2 Damage Resistances bludgeoning, piercing, and
Damage Resistances fire slashing from nonmagical weapons
Senses passive Perception 10 Damage Immunities fire, poison
Languages Common, Ignan Condition Immunities exhaustion, grappled, paralyzed,
Challenge 3 (700 XP) petrified, poisoned, prone, restrained, unconscious
Spellcasting. The priest is a 5th-level spellcaster. Its Senses darkvision 60 ft., Passive Perception 10
spellcasting ability is Charisma (spell save DC 12, +4 to Languages Ignan
hit with spell attacks). The priest has the following Challenge 5 (1,800 XP)
sorcerer spells prepared: Fire Form. The elemental can move through a space as
narrow as 1 inch wide without squeezing. A creature
Cantrips (at will): control flames*, create bonfire*, fire
that touches the elemental or hits it with a melee
bolt, light, minor illusion
attack while within 5 feet of it takes 5 (1d10) fire
1st level (4 slots): burning hands, shield, mage armor
damage. In addition, the elemental can enter a hostile
2nd level (3 slots): blur, scorching ray
creature's space and stop there. The first time it enters
3rd level (2 slots): fireball
a creature's space on a turn, that creature takes 5
(1d10) fire damage and catches fire; until someone
Actions
takes an action to douse the fire, the creature takes 5
Dagger. Melee or Ranged Weapon Attack: +4 to hit, (1d10) fire damage at the start of each of its turns.
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
Illumination. The elemental sheds bright light in a 30-
2) piercing damage.
foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental
moves in water, or for every gallon of water splashed
on it, it takes 1 cold damage.

Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) fire damage. If the target is a
creature or a flammable object, it ignites. Until the
creature takes an action to douse the fire, the target
takes 5 (1d10) fire at the start of each of its turns.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 21
Fire Elemental Myrmidon Firenewt Warlock of Imix
Medium elemental, neutral Medium humanoid (firenewt), neutral evil
Armor Class 18 (plate) Armor Class 10 (13 with mage armor)
Hit Points 117 (18d8 + 36) Hit Points 33 (6d8 + 6)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 9 (-1) 10 (+0) 10 (+0) 13 (+1) 11 (+0) 12 (+1) 9 (−1) 11 (+0) 14 (+2)

Damage Resistances bludgeoning, piercing, and Damage Immunities fire


slashing from nonmagical weapons Senses darkvision 120 ft. (penetrates magical
Damage Immunities fire, poison darkness), passive Perception 10
Condition Immunities paralyzed, petrified, poisoned, Languages Draconic, Ignan
prone Challenge 1 (200 XP)
Senses darkvision 60 ft., Passive Perception 10 Amphibious. The firenewt can breathe air and water.
Languages Common, Ignan
Innate Spellcasting. The firenewt’s innate spellcasting
Challenge 7 (2,900 XP)
ability is Charisma. It can innately cast mage armor
Illumination. The elemental sheds bright light in a 30-
(self only) at will, requiring no material components.
foot radius and dim light in an additional 30 feet.
Spellcasting. The firenewt is a 3rd-level spellcaster. Its
Magic Weapons. The myrmidon’s weapon attacks are
spellcasting ability is Charisma (spell save DC 12, +4 to
magical.
hit with spell attacks). It regains its expended spell slots
Water Susceptibility. For every 5 feet the elemental when it finishes a short or long rest. It knows the
moves in water, or for every gallon of water splashed following warlock spells:
on it, it takes 1 cold damage.
Cantrips (at will): fire bolt, guidance, light, mage hand,
Actions prestidigitation
1st–2nd level (2 2nd-level slots): burning hands,
Multiattack. The myrmidon makes three scimitar flaming sphere, hellish rebuke, scorching ray
attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., Imix’s Blessing. When the firenewt reduces an enemy
one target. Hit: 7 (1d6 + 4) slashing damage. to 0 hit points, the firenewt gains 5 temporary hit
points.
Fiery Strikes (Recharge 6). The myrmidon uses
Multiattack. Each attack that hits deals an extra 5 Actions
(1d10) fire damage.
Morningstar. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 22
Firenewt Warrior Gnoll
Medium humanoid (firenewt), neutral evil Medium humanoid (gnoll), chaotic evil
Armor Class 16 (chain shirt, shield) Armor Class 15 (hide armor, shield)
Hit Points 22 (4d8 + 4) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 7 (−2) 11 (+0) 8 (−1) 14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2)

Damage Immunities fire Senses darkvision 60 ft., passive Perception 10


Senses passive Perception 10 Languages Gnoll
Languages Draconic, Ignan Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP) Rampage. When the gnoll reduces a creature to 0 hit
Amphibious. The firenewt can breathe air and water. points with a melee attack on its turn, the gnoll can
take a bonus action to move up to half its speed and
Actions make a bite attack.
Multiattack. The firenewt makes two attacks with its
scimitar. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
target. Hit: 4 (1d4 + 2) piercing damage.
one target. Hit: 4 (1d6 + 1) slashing damage.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Spit Fire (Recharges after a Short or Long Rest). The
target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8+2)
firenewt spits fire at a creature within 10 feet of it. The
piercing damage if used with two hands to make a
creature must make a DC 11 Dexterity saving throw,
melee attack.
taking 9 (2d8) fire damage on a failed save, or half as
much damage on a successful one. Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 23
Guard Hell Hound
Medium humanoid (any race), any alignment Medium fiend, lawful evil
Armor Class 16 (chain shirt, shield) Armor Class 15 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)

Skills Perception +2 Skills Perception +5


Senses passive Perception 12 Damage Immunities fire
Languages Common Senses darkvision 60 ft., passive Perception 15
Challenge 1/8 (25 XP) Languages understands Ignan but can’t speak it
Challenge 3 (700 XP)
Actions Keen Hearing and Smell. The hound has advantage on
Spear. Melee or Ranged Weapon Attack: +3 to hit, Wisdom (Perception) checks that rely on hearing or
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + smell.
1) piercing damage. Pack Tactics. The hound has advantage on an attack
roll against a creature if at least one of the hound’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire
damage.
Fire Breath (Recharge 5–6). The hound exhales fire in a
15-foot cone. Each creature in that area must make a
DC 12 Dexterity saving throw, taking 21 (6d6) fire
damage on a failed save, or half as much damage on a
successful one.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 24
Mage Magmin
Medium humanoid (any race), any alignment Small elemental, chaotic neutral
Armor Class 12 (15 with mage armor) Armor Class 14 (natural armor)
Hit Points 40 (9d8) Hit Points 9 (2d6 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 7 (−2) 15 (+2) 12 (+1) 8 (−1) 11 (+0) 10 (+0)

Saving Throws Int +6, Wis +4 Damage Resistances bludgeoning, piercing, and
Skills Arcana +6, History +6 slashing from nonmagical attacks
Senses passive Perception 11 Damage Immunities fire
Languages any four languages Senses darkvision 60 ft., passive Perception 10
Challenge 6 (2,300 XP) Languages Ignan
Spellcasting. The mage is a 9th-level spellcaster. Its Challenge 1/2 (100 XP)
spellcasting ability is Intelligence (spell save DC 14, +6 Death Burst. When the magmin dies, it explodes in a
to hit with spell attacks). The mage has the following burst of fire and magma. Each creature within 10 feet
wizard spells prepared: of it must make a DC 11 Dexterity saving throw, taking
7 (2d6) fire damage on a failed save, or half as much
Cantrips (at will): fire bolt, light, mage hand,
damage on a successful one. Flammable objects that
prestidigitation
aren’t being worn or carried in that area are ignited.
1st level (4 slots): detect magic, mage armor, magic
missile, shield Ignited Illumination. As a bonus action, the magmin
2nd level (3 slots): misty step, suggestion can set itself ablaze or extinguish its flames. While
3rd level (3 slots): counterspell, fireball, fly ablaze, the magmin sheds bright light in a 10-foot
4th level (3 slots): greater invisibility, ice storm radius and dim light for an additional 10 feet.
5th level (1 slot): cone of cold
Actions
Actions Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Dagger. Melee or Ranged Weapon Attack: +5 to hit, target. Hit: 7 (2d6) fire damage. If the target is a
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + creature or a flammable object, it ignites. Until a
2) piercing damage. creature takes an action to douse the fire, the creature
takes 3 (1d6) fire damage at the end of each of its
turns.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 25
Master Thief Razerblast
Medium humanoid, neutral evil Medium humanoid (human), chaotic evil
Armor Class 16 (studded leather) Armor Class 17 (splint)
Hit Points 84 (13d8 + 26) Hit Points 112 (15d8 + 75)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 16 (+3) 11 (+0) 16 (+3) 9 (-1) 10 (+0) 13 (+1)

Saving Throws Dex +7, Int +3 Skills Intimidation +4, Perception +3


Skills Acrobatics +7, Athletics +3, Perception +3, Sleight Damage Immunities fire
of Hand +7, Stealth +7 Senses passive Perception 13
Damage Resistance fire Languages Common, Ignan
Senses passive Perception 13 Challenge 5 (1,800 XP)
Languages Common, Ignan Searing Armor. The razerblast’s armor is hot. Any
Challenge 5 (1,800 XP) creature grappling the razerblast or grappled by it
Cunning Action. On each of its turns, the thief can use takes 5 (1d10) fire damage at the end of that creature’s
a bonus action to take the Dash, Disengage, or Hide turn.
action.
Shrapnel Explosion. When the razerblast drops to 0 hit
Evasion. If the thief is subjected to an effect that allows points, a flaming orb in its chest explodes, destroying
it to make a Dexterity saving throw to take only half the razerblast's body and scattering its armor as
damage, the thief instead takes no damage if it shrapnel. Creatures within 10 feet of the razerblast
succeeds on the saving throw, and only half damage if when it explodes must succeed on a DC 12 Dexterity
it fails. saving throw, taking 21 (6d6) piercing damage on a
failed save, or half as much on a successful one.
Sneak Attack (1/Turn). The thief deals an extra 14
(4d6) damage when it hits a target with a weapon Actions
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the thief that Multiattack. The razerblast makes three melee attacks.
isn’t incapacitated and the thief doesn’t have Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one
disadvantage on the attack roll. target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
piercing damage if used with two hands to make a
Actions melee attack, plus 3 (1d6) fire damage.
Multiattack. The thief makes three attacks with its
shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit,
range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.

Reactions
Uncanny Dodge. The thief halves the damage that it
takes from an attack that hits it. The thief must be able
to see the attacker.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 26
Razerblast Initiate Thug
Medium humanoid (human), chaotic evil Medium humanoid (any race), any non-good alignment
Armor Class 13 (chain shirt) Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2 Skills Intimidation +2


Damage Resistances fire Senses passive Perception 10
Senses passive Perception 10 Languages any one language (usually Common)
Languages Common Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP) Pack Tactics. The thug has advantage on an attack roll
Searing Armor. The razerblast’s armor is hot. Any against a creature if at least one of the thug’s allies is
creature grappling the razerblast or grappled by it within 5 feet of the creature and the ally isn’t
takes 3 (1d6) fire damage at the end of that creature’s incapacitated.
turn.
Actions
Shrapnel Explosion. When the razerblast drops to 0 hit
points, a flaming orb in its chest explodes, destroying Multiattack. The thug makes two melee attacks.
the razerblast's body and scattering its armor as Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
shrapnel. Creatures within 10 feet of the razerblast creature. Hit: 5 (1d6 + 2) bludgeoning damage.
when it explodes must succeed on a DC 10 Dexterity
saving throw or take 7 (2d6) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
Actions damage.
Multiattack. The razerblast makes two melee attacks.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2)
piercing damage if used with two hands to make a
melee attack.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 27
Veteran Worg
Medium humanoid (any race), any alignment Large monstrosity, neutral evil
Armor Class 17 (splint) Armor Class 13 (natural armor)
Hit Points 58 (9d8 + 18) Hit Points 26 (4d10 + 4)
Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 16 (+3) 13 (+1) 13 (+1) 7 (–2) 11 (+0) 8 (–1)

Skills Athletics +5, Perception +2 Skills Perception +4


Senses passive Perception 12 Senses darkvision 60 ft., passive Perception 14
Languages any one language (usually Common) Languages Goblin, Worg
Challenge 3 (700 XP) Challenge 1/2 (100 XP)
Keen Hearing and Smell. The worg has advantage on
Actions Wisdom (Perception) checks that rely on hearing or
Multiattack. The veteran makes two longsword smell.
attacks. If it has a shortsword drawn, it can also make a
shortsword attack. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Longsword. Melee Weapon Attack: +5 to hit, reach 5
target. Hit: 10 (2d6 + 3) piercing damage. If the target is
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
a creature, it must succeed on a DC 13 Strength saving
(1d10 + 3) slashing damage if used with two hands.
throw or be knocked prone.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 28
Appendix 3: Hateforge Map

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 29
Appendix 4: Foundry Floor Map

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 30
Appendix 5: Wand of
Pyrotechnics

Wand of Pyrotechnics
Wand, common
This wand has 7 charges. While holding it, you
can use an action to expend 1 of its charges and
create a harmless burst of multicolored light at
a point you can see up to 60 feet away. The
burst of light is accompanied by a crackling
noise that can be heard up to 300 feet away.
The light is as bright as a torch flame but lasts
only a second.
The wand regains 1d6 + 1 expended charges
daily at dawn. If you expend the wand’s last
charge, roll a d20. On a 1, the wand erupts in a
harmless pyrotechnic display and is destroyed.
This item can be found in Xanathar’s Guide to
Everything.
This long, slender rod of black iron is tipped
with a chunk of smoldering coal. It can be used
like an ink pen, but traces scorched lines on
paper instead of ink,

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 31
Appendix 6: Weapon of
Warning

Weapon of Warning
Weapon, uncommon (requires attunement)
This magic weapon warns you of danger. While
the weapon is on your person, you have
advantage on initiative rolls. In addition, you
and any of your companions within 30 feet of
you can’t be surprised, except
when incapacitated by something other than
nonmagical sleep. The weapon magically
awakens you and your companions within
range if any of you are sleeping naturally when
combat begins. This item can be found on Magic
Item Table F in the Dungeon Master’s Guide.
This length of black iron is wrapped in supple,
black leather and gilt in mithral. When found, it
takes the form of any weapon its owner desires.
Once its form has been determined, however, it
can never again take another. While wielding
this weapon, fiery and profane runes of pain
and hate appear on the arm that the weapon is
wielded in.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 32
Appendix 7: Dungeon Master Tips
New to D&D Adventurers League? spend downtime days and it’s the beginning of
http://dnd.wizards.com/playevents/organized-play an adventure or episode, they can declare their
activity and spend the days now, or they can do
Preparing the Adventure so at the end of the adventure or episode.
Players should select their characters’ spells
Before you start play, consider the following: and other daily options prior to the start of the
adventure, unless the adventure specifies
 Read through the adventure, taking notes of otherwise. Feel free to reread the adventure
anything you’d like to highlight or remind description to help give players hints about
yourself of while running the adventure, such what they might face.
as a way you’d like to portray an NPC or a
tactic you’d like to use in a combat. Familiar
yourself with the adventure’s appendices and
Adjusting This Adventure
handouts. To determine whether you should consider
 Gather any resources you’d like to use to aid adjusting the adventure, add up the total levels
you in running this adventure--such as of all the characters and divide the result by the
notecards, a DM screen, miniatures, and number of characters (rounding .5 or greater
battlemaps. up; .4 or less down). This is the group’s average
 Ask the players to provide you with relevant party level (APL). To approximate the party
character information, such as name, race, strength for the adventure, consult the table
class, and level; passive Wisdom (Perception), below.
and anything specified as notable by the
adventure (such as backgrounds, traits, flaws, Determining Party Strength
etc.) Party Composition Party Strength
3-4 characters, APL less than Very weak
Players can play an adventure they previously
3-4 characters, APL equivalent Weak
played as a Player or Dungeon Master but may
3-4 characters, APL greater than Average
only play it once with a given character. Ensure
5 characters, APL less than Weak
each player has their character’s adventure 5 characters, APL equivalent Average
logsheet (if not, get one from the organizer) 5 characters, APL greater than Strong
with their starting values for advancement and 6-7 characters, APL less than Average
treasure checkpoints, downtime days, and 6-7 characters, APL equivalent Strong
renown. These are updated at the conclusion of 6-7 characters, APL greater than Very strong
the session. The adventure information and
your information is added at the end of the
adventure session—whether the completed the
adventure or not.
Each player is responsible for maintaining an
accurate logsheet. If you have time, you can do a
quick scan of a player’s character sheet to
ensure that nothing looks out of order. If you
see magic items of very high rarities or strange
arrays of ability scores, you can ask players to
provide documentation for the irregularities. If
they cannot, feel free to restrict item use or ask
them to use a standard ability score array.
Point players to the D&D Adventurers League
Players Guide for reference. If players wish to

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL00-07 The Embers of Hate (v.1.1) 33

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy