DDEX1-05 The Courting of Fire (5e)
DDEX1-05 The Courting of Fire (5e)
DDEX1-05 The Courting of Fire (5e)
ourtting
g of Firee
AAn exiled cultisst and his kobolld minions are spotted searchhing long-forgottten ruins in th
he Dragonspire e Mountains. Ru umors
ssay he looks forr a precious gift
ft to give to a fearsome dragon
n that dwells th
here. What he h hopes to attain with his gift is
uunknown, but can't
c be good fo
or the citizens of
o Phlan. An ad
dventure for 1stt-4th level charracters.
Adventure Code: DDEX
X1‐5
C
Credits
A
Adventure Design
n: Jobe Bittman
D
Development andd Editing: Claire Hoffman,
H Chris Tulach,
T Travis Wo
oodall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: August 29
9, 2014
R
Release: October 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
W of the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, Du
ungeon
M
Master’s Guide, D&
&D Adventurers Leeague, D&D Enco
ounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aand
th
heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
SA and other counntries. All characteers and their distinctive likenesses are
p
property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c laws of the United Statess of America. Any reproduction or
u
unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
©
©2014 Wizards off the Coast LLC, PO
P Box 707, Rento
on, WA 98057-0707, USA. Manufacttured by Hasbro S
SA, Rue Emile-Boééchat 31, 2800
D
Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M
Middlesex, UB11 1ET, UK.
Not for rresale. Permission granted to print o
or photocopy this document for perrsonal use only.
League
aid you in Dungeon Mastering, such as notecards, a
DM screen, miniatures, battlemaps, etc.
This adventure is official for D&D Adventurers League If you know the composition of the group
play. The D&D Adventurers League is the official beforehand, you can make adjustments as noted
organized play system for DUNGEONS & DRAGONS®. throughout the adventure.
Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
Overview
In Part 1, The Lord Sage of Phlan has learned of a
string of thefts and enlists the characters to bring the
criminal to justice. After some investigation, they 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 characters a map.
In Part 2, the characters 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 the relic scale is a daunting task. The scale
is locked behind a door that can only opened by a
multipart key; each guarded by a series of traps. Given
enough time, Spernik will be able to collect the pieces of
the key and reconstruct it, 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
murder and theft from Mantor’s Library.
The Lord Sage’s Mission. The Lord Sage of Phlan
requests that the party track down the thief and recover
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 7
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 10
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 11
Developments Skovac retells the story of his circle to any who ask.
Should the characters retrieve all four pieces of the key, He views his undeath as a curse; punishment by the
they fit together cleverly and lock into place, creating a gods for the acts he and his brethren committed in
seamless piece of multi-colored metal; wrought in the life.
shape of Tiamat’s holy symbol. He allows the characters to leave the temple
The door to the reliquary may only be opened once the unharmed, provided they do not attempt to take the
characters have obtained all four pieces of the key. It relic with them.
cannot be otherwise be unlocked. He knows of the Cult of the Dragon, but his
Should the characters have the complete reliquary knowledge is centuries old and has no idea of their
key, it fits flawlessly into the dragon’s amulet. When current plans.
placed, read:
Should the characters attempt to take the relic, Skovac
The key clicks into place and the grating roar of mechanical first warns them not to do so. If they ignore his
action fills the air. The door slides down into the floor below warnings, he attacks. Scalebinder Skovac possesses two
revealing the room beyond. scrolls of flame blade, one of which he employs
immediately if the situation goes sour. In order to cast
7. Reliquary the spell, he needs to succeed on a DC 12 Intelligence
(Arcana) check; if he fails, he wades into combat, not
Tiamat’s scale is protected in this area by members of using the other scroll unless given pause to do so.
the Circle of the Scale, cursed with unlife. When the In combat, Scalebinder Skovac uses his life drain
vault door is opened, read: attack grudgingly; despite being wholly evil, he views
undeath as a punishment fit for no one. He uses it only if
The brilliant red and orange tiles covering the walls of this reduced to 10 hit points or less.
room gleam with reflected torchlight and the faint red glow
that emanates from something that floats lazily in the air
Adjusting the Encounter
above a red, stone altar in the middle of the room. Here are recommendations for adjusting this combat
The object is quite large—the size of a large shield—and encounter. These are not cumulative.
looks to be made of polished red metal inscribed with runes. Very weak party: remove the zombies; change Skovac’s hit
points to 30
Before you can get closer to inspect it, however, a cold, distant Weak party: remove one zombie; change Skovac's hit
voice interrupts you “Turn from your path, mortals; lest you points to 30
forfeit your lives.” Strong party: add four zombies
Very strong party: remove the zombies; add two ghasts
Conclusion
up amongst the party. Characters should attempt to
divide treasure evenly whenever possible. Gold piece
Upon returning to Phlan and the Lord Sage, the values listed for sellable gear are calculated at their
characters are paid 50 gp when they report finding and selling price, not their purchase price.
capturing/killing Spernik. Consumable magic items should be divided up
Additionally, Spernik’s journal provides valuable however the group sees fit. If more than one character is
information regarding his mission to recruit Scorlworyx interested in a specific consumable magic item, the DM
to the Cult’s cause. can determine who gets it randomly should the group be
unable to decide.
Rewards Permanent magic items are divided according to a
system. See the sidebar if the adventure awards
Make sure note their rewards on their adventure
permanent magic items.
logsheets. Give your name and DCI number (if
applicable) so players can record who ran the session. Treasure Awards
Item Name GP Value
Experience Payment from the Lord Sage 50
Retrieving the stolen books 100
Total up all combat experience earned for defeated
Giving the relic to the Lord Sage 150
foes, and divide by the number of characters present in
Selling the relic 300
the combat. For non-combat experience, the rewards
Kobold pouches 5
are listed per character. Give all characters in the party
Semi-precious stones from pillars 20
non-combat experience awards unless otherwise noted.
Gold found in Living Quarters 10
Spernik's gem 15
Combat Awards
Spernik's scimitar 100
Name of Foe XP per Foe
Skovac's necklace 50
Scalebinder Skovac 450
Ghast 450
Spernik 200
Ghoul 200
Spy 200
Gray Ooze 100
P
Permanent Magic
M Item Diistribution
D
D&D Adventurerss League has a syystem in place to o determine
w
who is awarded permanent
p magicc items at the endd of a session.
E
Each character’s logsheet contains a column to record
p
permanent magicc items for ease of o reference.
If all the playeers at the table agree on one charracter taking
possession of a permanent magic m item, that character
c gets
the item.
In the event that
t one or more characters indiccate an
interest in poossessing a permanent magic item m, the
character that possesses the fewest
f permanen nt magic
items gets the item. If there iss a tie in the total number of
permanent magic
m items owneed by contesting characters,
the item’s ow wner is determineed randomly by the DM.
R
Renown
A
All faction mem mbers earn onne renown poin nt for
p
participating in this adventure
e.
Z
Zhentarim mem mbers earn onne additional renown
r
p
point for fully exploring
e and mapping
m the Te
emple of the
S
Scale.
D
Downtime
EEach character receives ten downtime
d dayss at the
cconclusion of th
his adventure.
D
DM Rewa
ards
You receive 200
Y 0 XP and ten downtime
d dayss for running
th
his session.
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 18
Appen
A ndix: Monst
M ter/NP
PC Sta
atistiics
saving thhrow, the creatu re is immune to the ghast’s Stench for
B
Banditt Capta
ain 24 hourss.
M
Medium humanoid
d (any race), any noon-lawful alignmen
nt Turning Defiance. The ghhast and any gho
ouls within 30 feeet of it
have advvantage on savin
ng throws against effects that turn
n
A
Armor Class 15 (sstudded leather) undead..
H
Hit Points 65 (10d8 + 20)
S
Speed 30 ft. Actio
ons
STR DEXX CON INT WIS CHA Bite. Meelee Weapon Atta ck: +3 to hit, reacch 5 ft., one creature.
15 (+2) 16 (+
+3) 14 (+2) 14 (+2) 11 (+0
0) 14 (+2) Hit: 12 ((2d8 + 3) piercin g damage.
Claws. MMelee Weapon Atttack: +5 to hit, reeach 5 ft., one tarrget.
SSaving Throws Sttr +4, Dex +5, Wis +2 Hit: 10 ((2d6 + 3) slashinng damage. If thee target is a creature
SSkills Athletics +4
4, Deception +4
other th an an undead, it must succeed o on a DC 10 Consttitution
SSenses passive Peerception 10
saving thhrow or be paralyyzed for 1 minutte. The target can n
LLanguages any tw wo languages
repeat thhe saving throw at the end of eacch of its turns, ennding
CChallenge 2 (450 XP)
the effecct on itself on a ssuccess.
A
Actions
M
Multiattack. The captain makes th
itts scimitar and one
hree melee attacks: two with
o with its daggeer. Or the captain
n makes two
Gho
oul
ranged attacks wiith its daggers. Medium undead, chaotic evvil
S
Scimitar. Melee Weapon
W Attack: +5
5 to hit, reach 5 ft.,
f one target. Armor CClass 12
H
Hit: 6 (1d6 + 3) slashing damage. Hit Poin
nts 22 (5d8)
D
Dagger. Melee or Ranged Weapon Attack: +5 to hit,, reach 5 ft. or Speed 300 ft.
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercin
ng damage.
STR DEX C
CON INT WIS C
CHA
13 (+1)) 15 (+2) 100 (+0) 7 ( 2) 10 (+0) 6 ( 2)
R
Reactions
PParry. The captainn adds 2 to its AC
C against one meelee attack Damagee Immunities poiison
that would hit it. To
T do so, the cap ptain must see th
he attacker Conditioon Immunities ch harmed, exhaustion, poisoned
aand be wielding a melee weapon. Senses ddarkvision 60 ft., passive Percepttion 10
Languagges Common
Challengge 1 (200 XP)
G
Ghast Actio
ons
M
Medium undead, ch
haotic evil Bite. Meelee Weapon Atta ck: +2 to hit, reacch 5 ft., one creature.
Hit: 9 (22d6 + 2) piercing damage.
A
Armor Class 13
H
Hit Points 36 (8d8) Claws. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one tarrget.
S
Speed 30 ft. Hit: 7 (22d4 + 2) slashingg damage. If the ttarget is a creature
other th an an elf or undeead, it must succceed on a DC 10
STR DEXX CON INT WIS CHA Constituution saving throow or be paralyzeed for 1 minute. T The
16 (+3) 17 (+
+3) 10 (+0) 11 (+0) 10 (+0
0) 8 ( 1) target caan repeat the savving throw at the end of each of itts
turns, ennding the effect oon itself on a succcess.
DDamage Resistan nces necrotic
DDamage Immunitties poison
CCondition Immun nities charmed, exhaustion,
e poiso
oned
SSenses darkvision
n 60 ft., passive Perception
P 10
LLanguages Comm mon
CChallenge 2 (450 XP)
SStench. Any creatture that starts itss turn within 5 feeet of the
gghast must succeeed on a DC 10 Constitution
C savinng throw or
bbe poisoned untill the start of its next
n turn. On a su uccessful
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 19
Amorphous. The ooze can move through a space as narrow as 1 Armor Class 13
inch wide without squeezing. Hit Points 7 (3d6 3)
Corrode Metal. Any nonmagical weapon made of metal that Speed 30 ft., fly 30 ft.
hits the ooze corrodes. After dealing damage, the weapon takes
a permanent and cumulative 1 penalty to damage rolls. If its STR DEX CON INT WIS CHA
penalty drops to 5, the weapon is destroyed. Nonmagical 7 ( 2) 16 (+3) 9 ( 1) 8 ( 1) 7 ( 2) 8 ( 1)
ammunition made of metal that hits the ooze is destroyed after
Senses darkvision 60 ft., passive Perception 8
dealing damage.
Languages Common, Draconic
The ooze can eat through 2-inch-thick, nonmagical metal in 1
Challenge 1/4 (50 XP)
round.
False Appearance. While the ooze remains motionless, it is Sunlight Sensitivity. While in sunlight, the kobold has
indistinguishable from an oily pool or wet rock. disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions Pack Tactics. The kobold has advantage on an attack roll
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one against a creature if at least one of the kobold’s allies is within 5
target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid feet of the creature and the ally isn’t incapacitated.
damage, and if the target is wearing nonmagical metal armor,
its armor is partly corroded and takes a permanent and Actions
cumulative 1 penalty to the AC it offers. The armor is
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
destroyed if the penalty reduces its AC to 10.
Hit: 5 (1d4 + 3) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit, one target
directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.
Kobold
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 5 (2d6 2)
Speed 30 ft.
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Apppendiix: Ma
ap of the
t Sttandin
ng Sto
ones
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 23
Appeendix: Map of th
he Tem
mple of the Scalee
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 24