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  CCC-JGD-01 
   
   
   
   
   
  Left Black & Blue 
  A Red War Story 
   
   
  With Red Wizards and fouler things about, a power struggle among forgotten foes draws  
  adventurers into peril. A Two-Hour Adventure for Tier 3 Characters. Optimized for APL 13. 
   
   
   
  
  CREDITS 
  Lead Designer: Fenway Jones, Ben Heisler
  Designer:   
  Editing: Robert Scott 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  Art Director & Graphic Design: Rich Lescouflair 
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill 
  Benham, Alan Patrick, Travis Woodall, Lysa Chen, 
  Claire Hoffman, Greg Marks 
  Playtesters: 
  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. 
  
   
   
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  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  3 
  Adventure Primer 
  The enemy of my enemy is my friend 
  – Sanskrit Proverb.  
  Background 
  While all eyes of the heroic factions have been 
  focused on the Thayans, who they believe to be a 
  menace and a corrupting influence, an older source of 
  troubles for the people of Mulmaster has been 
  allowed to regain strength: the elemental evil cults. 
  Quickest to rise was the Cult of Eternal Flame, who 
  experienced a schism that resulted in a flame cultist 
  taking the lead of the Cult of Black Earth. Following 
  their reorganization, they were swift to make deal 
  with the Thayans who sought to control the 
  elemental rifts throughout Mulmaster. 
          Now the old master of the Cult of Eternal Flame 
  leads the Cult of Black Earth, but not all are happy 
  about the change in leadership. One among the black 
  earth members, YARSHA STONEMELDER, recalls 
  how adventurers were hired to slay her previous 
  leader, Marlos Unrayle. No longer a cultist,Yarsha has 
  headed for the TRAVELER’S CLOAK INN to find a 
  group of adventurers to do her own dirty work – 
  which just happens to also ruin the plans of the 
  Thayans. 
  Episodes 
  The adventure’s story is spread over three story 
  episodes that take approximately two hours to play 
  in total. The adventure begins with a Call to 
  Action scene. 
          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. 
   
  • Episode 1: Hone-stony Will Get You 
  Everywhere. The characters are recruited to pierce 
  the STONEVAULT by entering at the HAMMER-
  FELLED TREE. This is the Call to Action. 
  • Episode 2: Stone-Faced Killer. Within the 
  reclaimed Stonevault, the characters may 
  encounter the Thayan overseer and gain proof of 
  the pact between the Red Wizards and the cultists – 
  which would be in useful to turn Mulmasterites 
  against the Thayans. This is Story Objective A. 
  • Episode 3: We Who Are About to Rock Salute You. 
  The characters press into the central sanctum to 
  defeat the Black Earth Hierophant and stop the cult 
  from controlling the EARTH RIFT. This is Story 
  Objective B. 
  Bonus Objectives 
  However, this adventure also includes two, 1-hour 
  bonus objectives that the characters can pursue if 
  they have additional time to do so—earning 
  additional advancement and treasure checkpoints 
  in the process. These bonus objectives are found in 
  this adventure’s appendices, as follows: 
  • Bonus Objective A: Objective Title. Between a 
  Rock and a Hard Place. At the HAMMER-FELLED 
  TREE, the characters meet other former Cult of 
  Black Earth members and are able to gain 
  information from them that is invaluable to 
  piercing the STONEVAULT. This bonus objective is 
  found in Appendix 3. 
  • Bonus Objective B: Gneiss to Meet You. Within the 
  STONEVAULT, the characters find war machine 
  forges going strong – and their operation blocks the 
  way to the main sanctum. The characters must 
  disrupt the operations and obtain the secret plans 
  to press on. This bonus objective is found in 
  Appendix 4. 
  Episode Sequence 
  Depending on your time constraints, play style and 
  environment, this adventure takes approximately 
  two-to-four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by utilizing the bonus objectives.  
   Story Objectives Only. To complete the both of the 
  adventure’s story objectives, the characters play in 
  Episodes 1 through 3 in order. 
   Bonus Objectives.  You can extend this adventure 
  by one- or two- hours by utilizing the bonus 
  objectives provided in the appendices. These 
  objectives branch off Episode 2 and 3, but their order 
  is fluid—they set the scene for the final episode and 
  may even have an impact on the events that 
  transpire. 
  On the Precipice of War! 
  At the beginning of the adventure, Hierophant Lucratsio has 
  begun to use the Earth Rift in a worship chamber found in the 
  heart of the Stonevault to summon Ogremoch’s agent, Urthok 
  the Endless, a titanic earth elemental and a primary antagonist 
  in The Red War. After eight uninterrupted hours of the 
  casting, the ritual will release the monstrosity to pierce the rift 
  and move into the material plane, where it will begin to 
  destroy the city so it can return to the natural earth (outside 
  Thayan controlled areas, at least). If the characters take a long 
  rest during the adventure, the evil will be let loose upon 
  Mulmaster.
  
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  CCC-JGD-01 Left Black & Blue (v.1.0)
  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of the 
  different paths that your players may take in reaching their stated objective.  
  
   
   
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  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  5 
  Episode 1: Hone-stony Will Get You Everywhere (Call to Action) 
  Estimated Duration: 15 minutes 
  Setting: The Traveler’s Cloak Inn 
  The adventure begins in the Traveler’s Cloak Inn, 
  where the characters are introduced to Yarsha 
  Stonemelder by the proprietor, Dela. How the 
  characters came to be at the Traveler’s Cloak may be 
  one of the following options: 
  • Faction Activity. Characters with the Safe Haven 
  background feature have likely found themselves 
  here as it is a frequent meeting place for the 
  factions of adventurers who are planning to strike 
  against the Thayans.  
  • Excellent Place to Spend Coin. The Traveler’s 
  Cloak is one of the finest establishments in 
  Mulmaster, and one of the best places for 
  adventurers to find work. Catering to a wide 
  variety of sell-swords means a wide variety of high 
  quality food and drink at premium prices.  
  Area Information 
  The Traveler’s Cloak Inn has the following general 
  features: 
   Dimensions & Terrain. The Traveler’s Cloak 
  makes its bread and butter on successful 
  adventurers, merchants, and nobility. Its opulence 
  and prices are reflective of that, at 20 gp a night 
  (plus 5 gp per stabled animal). The common room 
  has space for 20 tables, and offers a wide selection of 
  foods prepared by a Waterdhavian chef as well as an 
  ale and wine cellar tended to by a master dwarven 
  brewer and sommelier. The tables are well spaced 
  apart and in a somewhat haphazard pattern to 
  disrupt the energies of the Weave and to provide 
  privacy here. 
   Lighting. The Traveler’s Cloak is well appointed 
  with a grand fireplace that illuminates the common 
  area, and affixed driftglobes provide soothing light 
  to the private tables. 
   Sounds. The inn has a resident bard, exceptional 
  firbolg harpist Sheyanla, serving as the house 
  entertainment. Characters attempting to earn free 
  room or board as entertainment must beat 
  Sheyanla’s Charisma (Performance) check of +14. 
  The androgynous firbolg is graceful and reserved in 
  victory or defeat. 
  Creatures/NPCs 
  Dela, a human woman, is the owner of the Traveler’s 
  Cloak Inn, and a fixer of some renown in Mulmaster. 
  When a patron paid for the evening with a thumb-
  sized emerald, she knew that they had the kind of 
  problems that adventurers should handle. Dela is 
  supported by a vibrant redheaded woman human 
  with a vicious tongue named Grace and a handsome, 
  self-centered triton named Sebastyen. 
          Yarsha sits at a table to the side with an 
  excellent view of Sheyanla’s performance. She has 
  asked for a large table – another sign to Dela that she 
  expects company. 
   Objectives/Goals. Dela’s goal is to connect a 
  serious set of adventurers with Yarsha. Yarsha’s goal 
  is to hire capable adventurers. To that end, she’s 
  paid Dela well and positions herself at an open table 
  with three to seven open seats. 
   What Do They Know? Dela knows Yarhsa has 
  been here for about an hour and is clearly waiting 
  for sellswords. Yarsha knows the following: 
  • The cults of Fire and Earth have been able to rise 
  again because local authorities have been busy 
  working to keep the peace with the Thayans. 
  • The Water and Air cults have not yet regained a 
  foothold in Mulmaster. 
  • The Earth cult has new, ambitious leadership with 
  allies in the Fire cult and must be stopped. 
  • She suspects that the Thayans are working with 
  the elemental cults but has no proof – otherwise 
  she’d go to the Hawks and the Blades instead of 
  looking for adventurers to check it out. 
  • Yarsha knows that the Earth cult is planning 
  something terrible that could happen any day 
  now and encourages the Adventurers to act with 
  haste. 
  • Yarsha doesnt know exactly what is happening but 
  she kows that there is something terrible 
  happening in the Stonevault. 
  • If pressed about how she knows these things, she 
  will reluctantly admit she is a former Black 
  Earth cultist. She refuses to join the adventurers 
  in their mission. 
  Call to Action 
  Yarsha charges the characters with two tasks:  find 
  proof that the Thayans and the Cult of Black Earth 
  are in cahoots and dissipate the Elemental Earth Rift 
  in the Stonevault. To that end, she gives the 
  characters a map to the abandoned Hammer-Felled 
  Tree, a former pub with an entrance into the 
  Stonevault. 
   
  
   
   
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  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  6 
  Episode 2: Stone-Faced Killers (Story Objective A) 
  Estimated Duration: 60 minutes 
  Setting: The Sanctum of Sorrow 
  Within the reclaimed Stonevault, the first large 
  chamber has been claimed by Kyros, a Thayan 
  serving as overseer to make sure that the Cult of 
  Black Earth performs well. And if they don’t, they’ll 
  make excellent zombies in the ranks of the Thayan 
  armies. 
  Prerequisites 
  The characters must complete the Call to 
  Action before beginning this episode. 
  Story Objective A 
  Within Kyros’s sanctum are contracts and 
  documents that prove that the Cult of Black Earth is 
  receiving support from Thayan allies. However, as 
  the Thayan project manager, the archmage Kyros is 
  unwilling to give them up. 
  In order to dismantle the cult’s war machine, the 
  characters must put an end to both workshops and 
  stop the flow of stones down the chutes so they can 
  access the Earth Rift in the chamber above. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Kyros’s sanctum is near 
  the entrance, as he likes to keep an eye on the 
  comings and goings of the cultists that he considers 
  under his purview. The area is made of stone and 
  marked with mosaics and icons to Ogremoch, which 
  Kyros has largely ignored. Thick, black metal chains 
  hang from the walls and across the floor, making 
  many areas difficult terrain. 
    
   
   
   
  Sounds & Smells. The area smells of old earth, and 
  the gentle rattle of chains can be heard. 
   Flammable. While some of Kyros’s relics are fire 
  resistant, many his maps, notes, and diagrams are 
  written on paper. If there is area of effect fire 
  damage, it may be difficult to prove anything of note. 
   Lighting. The lighting in this area is provided by 
  ambient bright blue light from the cave walls. 
  A Red War Story 
  The following two effects are in play as soon as the 
  characters enter the Stonevault as it has been a test area for 
  Thayan magic. 
   
  Szass Tam’s Necrotic Kiss 
  Szass Tam – with the aid of Zulkir Dar’lon Ma – has used the 
  Stonevault as testing ground for a series of enchantments 
  that will blanket the city of Mulmaster. All living humanoids 
  other than those intentionally excluded by Szass Tam and the 
  Zulkir are immediately afflicted with the following curse: 
  Szass Tam’s Necrotic Kiss. Any living creature that ends its 
  turn within 5 feet of this creature must succeed on a DC 14 
  Constitution saving throw or else immediately gain one level 
  of exhaustion. 
   
  Cancerous Magic 
  The Thayans have been toiling away in an effort to harness 
  the rifts into the elemental plane. These rifts are an 
  abomination in the fabric of the Weave, and magic has begun 
  to behave erratically as a result. Every spell that is cast by the 
  characters and their allies automatically triggers a wild surge 
  as per the chaos magic archetype for wizards in the Player’s 
  Handbook. Furthermore, any creature afflicted with Szass 
  Tam’s Necrotic Kiss has disadvantage on the first saving 
  throw they make each round. NPCs in the Stonevault are not 
  subject to these effects 
   
   
  Playing the Pillars 
  COMBAT 
  Kyros focuses on castings of 
  counterspell (accompanied by 
  quips of his superiority) and 
  spells such as banishment to 
  reduce the number of foes. His 
  allies punish grouped 
  adventurers in non-difficult 
  terrain. 
  EXPLORATION 
  Investigating the area can 
  unearth  enough documents (if 
  unburned) that provide proof 
  of collusion between the Red 
  Wizards and the Cult of Black 
  Earth. 
  SOCIAL 
  Kyros is a proud and imperious 
  Thayan archmage. If 
  interrogated, he is willing to 
  monologue and share details of 
  Szass Tam’s plan to take over 
  the city.
  
   
   
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  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  7 
  Scene A. Sanctum of Sorrow 
  Proceed here if the scene moves to combat.
  Creatures/NPCs 
  Kyros the Thayan archmage is here overseeing the 
  activities of the Cult of Black Earth and conferring 
  with a chain devil that serves as the mage’s 
  enforcer. The chain devil’s pet bulette lurks nearby, 
  always hungry for those that fail Kyros.  
          Objectives/Goals. Kyros’s main goal is to see the 
  Cult of Black Earth rise to be an important tool of the 
  Red Wizards - and to gain the prestige of managing 
  the cultists. 
          What Do They Know? Kyros knows that the Cult 
  of Black Earth is trying to use their earth rift to cause 
  trouble in Mulmaster, but he frankly doesn’t care, as 
  long as it does more harm to the factions and nobles. 
  He also knows that Szass Tamm and Zulkir Dar’lon 
  Ma have placed great importance in the Stonevault 
  as an area to test their greater plans for Mulmaster, 
  including powerful war machines and unstoppable 
  magics. If these nosey adventurers know what’s 
  good for them, they’ll flee the city before it is too 
  late. 
  Due to a permanent alarm spell, Kyros is 
  immediately alerted to anyone entering his sanctum. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Strong: Add a second chain devil in Kyros’s service. 
  • Very Strong: Add a second and third chain devil (total of 
  three) in Kyros’s service. 
   
  Treasure & Rewards 
  If Kyros and his servitors are defeated, the 
  characters find: 
  • Provided they weren’t burned during combat, 
  documents proving that the Thayans rallied the 
  Cult of Black Earth and put Slabneck 
  Ingotbeard from the Cult of Eternal Flame in 
  charge. This is Story Objective A. 
  • Kyros’s spellbook (see his stat block and add the 
  gate spell) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-JGD-01 Left Black & Blue (v.1.0)
  8 
  Episode 3: We Who Are About 
  to Rock Salute You (Story 
  Objective B) 
  Estimated Duration: 45 minutes 
  Setting: The Stonevault Worship Chamber 
  The Adventurers come face to face with the 
  unleashed elemental’s might and its fervent 
  followers as they do battle with one of the new cult 
  leaders. 
  The Grand Worship Chamber 
  The heart of the and renovated Stonevault is its 
  worship chamber. Here, Hierophant Lucratsio and 
  his flock commune with the earth rift that the 
  Thayans taught them to stabilize while seeking 
  guidance from Ogremoch. 
  Prerequisites 
  This episode follows Bonus Objective B in Appendix 
  4 if it is included in the playthrough. 
  Story Objective B 
  The Adventurers must find a way to deactivate the 
  Earth Rift and defeat Hierophant Lucratsio. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The worship chamber is 
  40 feet high, 50 feet wide, and 35 feet long. It 
  features a number of stone pews which can provide 
  cover against ranged attacks, and the center is 
  dominated by the 20 feet high 15 feet wide 2 feet 
  long earth rift. The area is primarily unworked stone 
  that has been modified through spell and devotion, 
  and much of it is difficult terrain save for a few spots.
   Focusing Crystals. Arrayed around the earth rift 
  are five focusing crystals - translucent, dark minerals 
  which just about a foot up from the ground. These help 
  to stabilize the rift and have 60 HP, immunity to 
  psychic and poison damage, vulnerability to thunder 
  damage, and an AC of 14. If one is destroyed, the rift 
  begins to escalate wildly (see The Rift Destabilized). If 
  all are destroyed, the rift is destroyed as well. In 
  addition, a Strength (Athletics) check of 26, an 
  Intelligence (Arcana) check of 24, or a Dexterity 
  (Thieves’ Tools) check of 24 can disable one crystal as 
  an action. 
   Lighting.  6 Braziers hanging on the wall that glow 
  blue with arcane intensity provide bright light. 
  Scene A. Call to Ore-Ship 
  The Adventurers must find a way to deactivate the 
  Earth Rift and defeat Hierophant Lucratsio. 
  Objectives 
  The Hierophant’s objective is to continue reverent 
  worship of the earth rift to keep it stable until 
  Ogremoch sends his agent to crush the city and bring 
  it back to rubble. 
  What Do They Know? 
  It is only through the Hierophant’s focus and the 
  support of his faithful that they are able to use the 
  Thayan crystals to stabilize the link to Ogremoch. 
  This requires them to hold their concentration. If it 
  is broken, one of the focusing crystals shatters, and 
  the rift begins to destabilize. 
  The Rift Destabilized 
  When the rift is destabilized, the connection to the 
  elemental plane of earth is disrupted and two earth 
  elemental myrmidons and a bulette are ejected 
  into the worship chamber. They and Lucratsio 
  immediately attack the party (unless Lucratsio was 
  convinced otherwise). 
  At the start of every round after the first, refer to the 
  destabilization table below: 
  D4 
  Destabilization 
  1 
  The rift and the mymridon change to be of air 
  element. The rift spirals out of control if it was 
  not air before. The rift activates an additional 
  time this turn - immediately - and one of the 
  focusing crystals is destroyed. 
  2 
  The rift and the myrmidons change to be of 
  water element. 
  3 
  The rift and the myrmidons change to be of 
  fire element. 
  4 
  The rift and the myrmidons change to be of 
  earth element. The rift stabilizes, and its next 
  effect is at +2 to the save difficulty or attack 
  roll, and the damage increases one step if not 
  already deadly. 
  
   
   
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  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  9 
  After the rift is closed, the Stonevault begins to 
  collapse - proceed to Episode 6. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak or Weak: Remove an earth elemental 
  myrmidon. 
  • Strong or Very Strong: Add an earth elemental 
  myrmidon and change the faithful to cultists. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  This objective can be 
  completed violently by simply 
  killing all enemy combatants 
  and destroying the focusing 
  crystals. 
  EXPLORATION 
  While none of the focusing 
  crystals are disturbed, the 
  Hierophant and his flock are 
  undisturbed by the presence of 
  Adventurers as they rightly 
  know that keeping the rift 
  stable requires their full 
  attention. 
  SOCIAL 
  The Hierophant is devoted to 
  Ogremoch but also is beginning 
  to have doubts about whether 
  the Thayans have aided the cult 
  or are merely using the faithful 
  for their own nefarious ends. If 
  the Adventurers take a social 
  approach, they can turn 
  Lucratsio to their side - making 
  him an ally in the combat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  10 
   
  Wrap-Up: Concluding the Adventure 
  When the Adventurers reach the door to the 
  Stonevault after defeating the faithful and 
  deactivating the rift, they find any of the surviving 
  exiles huddled together in the cellar of the Hammer-
  Felled Tree. These exiles are the same ones from 
  Bonus Objective A.  “The dead surround us, and Thay 
  has brought war to Mulmaster! Nowhere is safe!” 
  If the characters magically escaped, a character 
  nearby native to that area gives the same 
  information - the Red War has begun! 
   
   
  
   
   
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  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  11 
  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: 
  Advancement and Treasure Checkpoints 
  The characters receive 1 advancement checkpoint(s) 
  and 2 treasure checkpoint(s) for each story 
  objective that they complete, as follows:  
  • Story Objective A: < Defeat the Archmage> 
  • Story Objective B: <Destroy the Rift> 
  The characters receive 1 advancement checkpoint(s) 
  and 2 treasure checkpoint(s) for each bonus 
  objective that they complete, as follows: 
  • Bonus Objective A: <Solve the Puzzle> 
  • Bonus Objective B: <Interact with the Dao> 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   +2 Stone Plate. Made so that it cannot be affected 
  by the heat in the dungeon and can be worn by 
  druids. This item can be found in Appendix 6. 
   
   
   
   
   
   
   
   
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  12 
  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure.  
  • Yarsha Stonemelder (YAR-sha Stone Mel DER). 
  She may know more than she lets on – she may be 
  a fanatic following an evil god, but she knows not 
  to let that on to the people she’s trying to hire. 
  She’s got a stone-cold poker face, and a convincing 
  web to weave.  
   
   
  
   
   
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  13 
  Appendix 2: Creature Statistics 
   
  Air Elemental Myrmidon 
  Medium Elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8+36) 
  Speed 30 ft. Fly 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  14 (+2) 
  9 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances Lightning, Thunder; Bludgeoning, 
  piercing, and slashing from non magical weapons 
  Damage Immunities Poison 
  Condition Immunities Paralyzed, petrified, poisoned, 
  prone 
  Senses Darkvision 60ft 
  Languages Auran and a language of the creator’s 
  choice. 
  Challenge 7 (2,900 XP) 
  Actions 
  Multiattack. The myrmidon makes three flail attacks. 
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage. 
  Lightning Strike (Recharge 6). The myrmidon makes 
  one flail attack. If the attack hits, it deals an extra 18 
  (4d8) lightning damage, and the target must succeed 
  on a DC 14 Constitution saving throw or be stunned 
  until the end of the myrmidon’s next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Archmage 
  Medium Humanoid, chaotic neutral 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8+18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistances Damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from Stoneskin) 
  Senses Passive Perception 12 
  Languages Any six languages. 
  Challenge 12 (8,400 XP) 
  Actions 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage can cast 
  disguise self and invisibility at will and has the 
  following wizard spells prepared: 
   
  • Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, identify, mage armor*, 
  magic missile 
  • 2nd level (3 slots): detect thoughts, mirror image, 
  misty step 
  • 3rd level (3 slots): counterspell, fly, lightning bolt 
  • 4th level (3 slots): banishment, fire shield, stoneskin* 
  • 5th level (3 slots): cone of cold, scrying, wall of force 
  • 6th level (1 slot): globe of invulnerability 
  • 7th level (1 slot): teleport 
  • 8th level (1 slot): mind blank* 
  • 9th level (1 slot): time stop 
  * The archmage casts these spells on itself before 
  combat. 
   
  Dagger Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Dagger Ranged Weapon Attack: +6 to hit, reach 
  20/60ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  14 
  Bulette 
  Large Monstrosity, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 94 (9d10+45) 
  Speed 40 ft. Burrow 40ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (+0) 
  21 (+5) 
  2 (-4) 
  10 (+0) 
  5 (-3) 
   
  Skills Perception +6 
  Senses Darkvision 60ft, Tremorsense 60ft, Passive 
  Perception 16 
  Languages Terran and a language of the creator’s 
  choice 
  Challenge 7 (2,900 XP) 
  Magic Weapons The myrmidon’s attacks are magical 
  Actions 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: (4d12 + 4) piercing damage. 
  Deadly Leap. If the bulette jumps at least 15 ft. as part 
  of its movement, it can then use this action to land on 
  its feet in a space that contains one or more other 
  creatures. Each of those creatures must succeed on a 
  DC 16 Strength or Dexterity saving throw (target's 
  choice) or be knocked prone and take 14 (3d6 + 4) 
  bludgeoning damage plus 14 (3d6 + 4) slashing 
  damage. On a successful save, the creature takes only 
  half the damage, isn't knocked prone, and is pushed 5 
  ft. out of the bulette's space into an unoccupied space 
  of the creature's choice. If no unoccupied space is 
  within range, the creature instead falls prone in the 
  bulette's space. 
   
  Chain Devil 
  Medium fiend, lawful evil 
  Armor Class 16 (natural) 
  Hit Points 85 (10d8+40) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Saving Throws Con +7, Wis +4, Cha +5 
  Damage Resistances Cold; Bludgeoning, piercing, and 
  slashing from onmagical wWeapons that aren't 
  silvered 
  Damage Immunities Fire,Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 120ft, Passive Perception 8 
  Languages Infernal, Telepathy 120 ft. 
  Challenge 8 (3,900 XP) 
  Devil’s Site Magical darkness doesn't impede the 
  devil's darkvision 
  Magic Resistance The devil has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes two attacks with its 
  chains. 
  Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: (2d6 + 4) slashing damage. The target is 
  grappled (escape DC 14) if the devil isn't already 
  grappling a creature. Until this grapple ends, the target 
  is restrained and takes 7 (2d6) piercing damage at the 
  start of each of its turns. 
  Animate Chains (Recharges after a Short of Long Rest) 
  Up to four chains the devil can see within 60 feet of it 
  magically sprout razor-edged barbs and animate under 
  the devil's control, provided that the chains aren't 
  being worn or carried.  Each animated chain is an 
  object with AC 20, 20 hit points, resistance to piercing 
  damage, and immunity to psychic and thunder 
  damage. When the devil uses Multiattack on its turn, it 
  can use each animated chain to make one additional 
  chain attack. An animated chain can grapple one 
  creature of its own but can't make attacks while 
  grappling. An animated chain reverts to its inanimate 
  state if reduced to 0 hit points or if the devil is 
  incapacitated or dies. 
  Reactions. Unnerving Mask. When a creature the devil 
  can see starts its turn within 30 feet of the devil, the 
  devil can create the illusion that it looks like one of the 
  creature's departed loved ones or bitter enemies. If the 
  creature can see the devil, it must succeed on a DC14 
  Wisdom saving throw or be frightened until the end of 
  its turn 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  15 
  Champion 
  Medium Humanoid, any alignment 
  Armor Class 18 (plate) 
  Hit Points 143 (22d8+44) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  14 (+2) 10 (+10) 14 (+2) 
  12 (+1) 
   
  Saving Throws Str +9, Con +6 
  Skills Athletics +9, Intimidation +5, Perception +6 
  Languages any one language (usually Common). 
  Challenge 9 (5,000 XP) 
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw. 
  Second Wind (Recharges after a Short or Long Rest). As 
  a bonus action, the champion can regain 20 hit 
  points. 
  Actions 
  Multiattack. The champion makes three attacks with 
  its greatsword or its light crossbow. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 
  (2d6) slashing damage if the champion has more than 
  half of its total hit points remaining. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d8+2) piercing 
  damage, plus 7 (2d6) piercing damage if the champion 
  has more than half of its total hit points remaining. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Commoner 
  Medium Humanoid, neutral 
  Armor Class 10 (none) 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Actions 
  Maul. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: (1d4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  16 
  Cultist 
  Medium Humanoid, any alignment 
  Armor Class 12 (leather) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +2, Religion +2 
  Senses Passive Perception 10 
  Languages Any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Dark Devotion The cultist has advantage on saving 
  throws against being charmed or frightened. 
   
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: (1d6 + 1) slashing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dao 
  Large Elemental, neutral evil 
  Armor Class 18 (natural) 
  Hit Points 187 (12d10+105) 
  Speed 30 ft. Burrow 30 ft, Fly 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
   
  Saving Throws Int +5, Wis +5, Cha +6 
  Condition Immunities Petrified 
  Senses Darkvision 120 ft., Passive Perception 11 
  Languages Terran. 
  Challenge 11 (7,200 XP) 
  Earth Glide The dao can burrow through nonmagical, 
  unworked earth and stone. While doing so, the dao 
  doesn't disturb the material it moves through. 
  Elemental Demise If the dao dies, its body 
  disintegrates into crystalline powder, leaving behind 
  only equipment the dao was wearing or carrying. 
  Innate Spellcasting The dao's innate spellcasting ability 
  is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components: 
  At will: detect evil and good, detect magic, stone shape 
  3/day each: passwall, move earth, tongues 
  1/day each: conjure elemental (earth elemental only), 
  gaseous form, invisibility, phantasmal killer, plane shift, 
  wall of stone 
  Sure-Footed. The dao has advantage on 
  Strength and Dexterity saving throws made 
  against effects that would knock it prone. 
  Actions 
  Multiattack. The dao makes two fist attacks or two 
  maul attacks. 
  Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage. 
  Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 20 (4d6 + 6) bludgeoning damage. If 
  the target is a Huge or smaller creature, it must 
  succeed on a DC 18 Strength check or be knocked 
  prone. 
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  17 
  Earth Elemental Myrmidon 
  Medium Elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 127 (17d8+51) 
  Speed 30 ft. Fly 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances Bludgeoning, piercing, and 
  slashing from non magical weapons 
  Damage Immunities Poison 
  Condition Immunities Paralyzed, petrified, poisoned, 
  prone 
  Senses Darkvision 60ft 
  Languages Terran and a language of the creator’s 
  choice. 
  Challenge 7 (2,900 XP) 
  Magic Weapons The myrmidons attacks are magical 
  Actions 
  Multiattack. The myrmidon makes two maul 
  attacks. 
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Thunderous Strike (Recharge 6). The myrmidon 
  makes one maul attack. If the attack hits, it deals an 
  extra 16 (3d10) thunder damage, and the target must 
  succeed on a DC14 Strength saving throw or be 
  knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Evoker 
  Medium Elemental, neutral 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 66 (12d8+12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, History +7 
  Languages Any four languages. 
  Challenge 9 (5,000 XP) 
  Spellcasting The evoker is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks). 
  The evoker has the following wizard spells prepared: 
  Cantrips (at will): fire bolt, light, prestidigitation, ray of 
  frost* 
  1st level (4 slots): burning hands, mage armor, magic 
  missile 
  2nd level (3 slots): mirror image, misty step, shatter* 
  3rd level (3 slots): counterspell, fireball, lightning bolt 
  4th level (3 slots): ice storm*, stoneskin 
  5th level (2 slots): Bigby’s hand, cone of cold 
  6th level (1 slot): chain lightning, wall of ice 
  *Evocation spell 
  Sculpt Spells When the evoker casts an evocation spell 
  that forces other creatures it can see to make a 
  saving throw, it can choose a number of them equal 
  to 1+the spell’s level. These creatures automatically 
  succeed on their saving throws against the spell. If a 
  successful save means a chosen creature would take 
  half damage from the spell, it instead takes no 
  damage from it. 
   
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 
  (1d8-1) bludgeoning damage if used with two hands. 
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  18 
  Fire Elemental Myrmidon 
  Medium Elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8+36) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  18 (+4) 
  15 (+2) 
  9 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances Lightning, Thunder; Bludgeoning, 
  piercing, and slashing from non magical weapons 
  Damage Immunities Fire,Poison 
  Condition Immunities Paralyzed, petrified, poisoned, 
  prone 
  Senses Darkvision 60ft 
  Languages Ingan and a language of the creator’s 
  choice. 
  Challenge 7 (2,900 XP) 
  Actions 
  Multiattack. The myrmidon makes three Scimitar 
  attacks. 
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage. 
  Fiery Strikes (Recharge 6). The myrmidon uses 
  Multiattack. Each attack that hits deals an extra 5 
  (1d10) fire damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Salamnder 
  Large Elemental, neutral evil 
  Armor Class 15 (natural) 
  Hit Points 90 (12d10+24) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Vulnerabilites Cold 
  Damage Resistances Bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities Fire 
  Senses Darkvision 60ft, Passive Perception 10 
  Languages Ignan 
  Challenge 5 (1,800 XP) 
  Heated Body A creature that touches the salamander 
  or hits it with a melee attack while within 5 ft. of it 
  takes 7 (2d6) fire damage. 
  Heated Weapons Any metal melee weapon the 
  salamander wields deals an extra 3 (1d6) fire damage 
  on a hit (included in the attack) 
  Actions 
  Multiattack. The salamander makes two attacks: one 
  with its spear and one with its tail. 
  Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: (2d8 + 4) piercing damage plus (1d6) fire 
  damage. Two handed. 
  Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: (2d6 + 4) piercing damage plus (1d6) fire 
  damage. 
  Spear. Ranged Weapon Attack: +7 to hit, reach 20/60 
  ft., one target. Hit: (2d6 + 4) piercing damage plus 
  (1d6) fire damage. 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: (2d6 + 4) bludgeoning damage plus (2d6) 
  fire damage. The target is grappled (escape DC 14). 
  Until this grapple ends, the target is restrained, the 
  salamander can automatically hit the target with its 
  tail, and the salamander can't make tail attacks against 
  other targets. 
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  19 
  War Priest 
  Medium Humanoid, any alignment 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8+36) 
  Speed 30 ft. Fly 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  13 (+1) 
   
  Saving Throws Con +6, Wis +7 
  Skills Intimidation +5, Religion +4 
  Languages Any two languages. 
  Challenge 9 (5,000 XP) 
  Spellcasting The priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). It has the following cleric spells 
  prepared: 
  Cantrips (at will): light, mending, sacred flame, spare 
  the dying 
  1st level (4 slots): divine favor, guiding bolt, healing 
  word, shield of faith 
  2nd level (3 slots): lesser restoration, magic weapon, 
  prayer of healing, silence, spiritual weapon 
  3rd level (3 slots): beacon of hope, crusader’s mantle, 
  dispel magic, revivify, spirit guardians, water wall 
  4th level (3 slots): banishment, freedom of movement, 
  guardian of faith, stoneskin 
  5th level (1 slot): flame strike, mass cure wounds, hold 
  monster 
  Actions 
  Multiattack The priest makes two melee attacks. 
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 +3) bludgeoning damage. 
  Reactions 
  Guided Strike (Recharges after a Short or Long Rest). 
  The priest grants a +10 bonus to an attack roll made by 
  itself or another creature within 30 feet of it. The priest 
  can make this choice after the roll is made but before it 
  hits or misses. 
   
   
   
   
   
   
   
   
  Water Elemental Myrmidon 
  Medium Elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 127 (17d8+51) 
  Speed 40 ft. Swim 40ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances Acid; Bludgeoning, piercing, and 
  slashing from non magical weapons 
  Damage Immunities Poison 
  Condition Immunities Paralyzed, petrified, poisoned, 
  prone 
  Senses Darkvision 60ft 
  Languages Aquan and a language of the creator’s 
  choice. 
  Challenge 7 (2,900 XP) 
  Magic Weapons The myrmidons attacks are magical 
  Actions 
  Multiattack. The myrmidon makes three tridant 
  attacks. 
  Tridant. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage. 
  Freezing Strikes (Recharge 6). The myrmidon uses 
  Multiattack. Each attack that hits deals an extra 5 
  (1d10) cold damage, and the target’s speed is reduced 
  by 10 feet until the end of the myrmidon’s next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  20 
  Xorn 
  Medium Elemental, neutral 
  Armor Class 19 (natural) 
  Hit Points 73 (7d8+42) 
  Speed 30 ft. Burrow 30 ft, Fly 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  22 (+6) 
  11 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Perception +6 Stealth+3 
  Condition Immunities Petrified 
  Damage Resistances Piercing and slashing from 
  nonmagical weapons that aren't adamantine 
  Senses Darkvision 60ft, Tremorsense 60 Ft, Passive 
  Perception 16 
  Languages Terran. 
  Challenge 5 (1,800 XP) 
  Earth Glide The xorn can burrow through nonmagical, 
  unworked earth and stone. While doing so, the xorn 
  doesn't disturb the material it moves through. 
  Stone Camouflage The xorn has advantage on 
  Dexterity (Stealth) checks made to hide in rocky 
  terrain. 
  Treasure Sense The xorn can pinpoint, by scent, the 
  location of precious metals and stones, such as coins 
  and gems, within 60 ft. of it. 
  Actions 
  Multiattack. The xorn makes three claw attacks and 
  one bite attack. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: (3d6 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: (1d6 + 3) slashing damage 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-JGD-01 Left Black & Blue (v.1.0) 
   
   
  21 
   
  Appendix 3: Between a Rock 
  and a Hard Place (Bonus 
  Objective A.) 
  Estimated Duration: 45 minutes 
   
  In this section, the Adventurers find themselves 
  drawn to the Hammer-Felled Tree pub, a former 
  frequent haunt for Phlan refugees in Mulmaster. 
  Now it’s home to a clientele of beggars and the 
  weak-willed that are obsessed with earning their 
  way back into the Stonevault. 
  Stone Vault Door 
  The first challenge they encounter in the Stone 
  Vaults, and must solve the puzzle to obtain access to 
  the stone vaults. 
  Prerequisites 
  The characters must have completed the Call to 
  Action. 
  Area Information 
  The Hammer-Felled Tree pub quickly closed up shop 
  when it became public knowledge that Aleyd Burral 
  had become a member of the Cult of Black Earth. 
  Aleyd had use the Pub as her recruitment base, and 
  with that partnership and the knowledge that the 
  Black Earth Cultists aren’t the most legal of people, 
  she ruined the bar’s reputation. As such, the tavern 
  and its secret entrance to the Stonevault in the wine 
  cellar have become a frequent place for exiled and 
  desperate cultists to congregate in the hopes that 
  they will be allowed re-entry. They tell the 
  characters that they know that the puzzle must've 
  changed since they were last there, but  it used to 
  have something to do with the deities important to 
  the Thayans. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This area features: 
   Dimensions & Terrain. The Hammer-Felled Tree 
  pub was boarded up and left to rot. 
   
   Lighting. Only the light which makes its way 
  through the boarded up windows. Darkness in the 
  cellar. 
   Smell.  The place smells of old, spilled beer, the 
  unwashed, and desperation. 
   
   A 6 ft by 4 ft by 3 ft obsidian altar. It has a singular 
  phrase inscribed on it, written over and over in 
  almost every different language: “Grant Ogremoch 
  your gift and receive the stone lord’s thanks.” 
  occupies the middle of the room. 
  The Door. The Stonevault door is marked by 32 
  runes. It is near impregnable (120 HP, resistance to 
  all, vulnerability to thunder, immunity to acid, 
  psychic, and poison), but a Wish would do the trick. 
  The lock has a large circle with eight runes upon it. 
  There are two in each of the 12, 3, 6, and 9 o’clock 
  positions. Within the two choices, there is a rune for 
  a god of the Thayans and a god of their slaves. The 
  times on the circle each represent a season of the 
  year. The characters must choose the correct rune 
  that signifies the god that the Thayans worship 
  during that time of the year. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  22 
   
   
  Playing the Pillars 
  COMBAT 
  While the exiles are incredibly 
  suspicious of one another, they 
  realize they are a family of 
  sorts and will quickly give up if 
  pressed into combat or if 
  torture is brought to bear. 
  EXPLORATION 
  While getting through the door 
  takes socializing or powerful 
  magic, getting around it is 
  another matter. A spell such as 
  Transmute Rock or Passwall 
  allows characters to simply 
  circumvent the door, as does 
  good ol’ digging. 
  SOCIAL 
  Refer to episode as written. 
   
   
  When an incorrect set of runes is selected, a gush of 
  acidic water spews forth (+16 to hit for 3d10 cold 
  and 3d10 acid damage) and each time an incorrect 
  set is entered after, the amount of acid damage 
  increases by 2d10.  
  A possible way to bypass the puzzle, if they are 
  unable to figure it out from the patrons of the tavern 
  or by themselves, is to sacrifice a magic item or 
  sentimental item to Ogremoch on the altar in the 
  center of the room. 
  The altar is a large piece of black obsidian, with a 
  carving on the top. The message says: “Place your 
  most valuable item here if you wish to survive. 
  Ogremoch thanks you.” 
   
  The exiled cultists cling to the Stonevault door in a 
  mix of cooperation and competition to reopen it, 
  suspicious but needing one another to uncover the 
  clues. The survivors have been told that help is 
  coming in a vision from Ogremoch that will stamp 
  out the flames – and let them all back in. As such, 
  they are exceptionally eager to trade the characters 
  information for specific things they think will help 
  them once inside, so long as they don’t share their 
  secrets with the others. 
   
   
  
   
   
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  23 
  Appendix 4: Gneiss to Meet 
  You (Bonus Objective B.) 
  Estimated Duration: 60 minutes 
  The Forged Stones 
  Setting Description 
  Within the reclaimed Stonevault, the first large 
  chamber after the interaction with the mage has 
  been devoted to the Forge Stones, where many of the 
  Cult of Black Earth’s war machines are made. It is 
  one of the areas most perverted by the Cult of 
  Eternal Flame, where Efreet have begun to encroach 
  on the assembly lines of the stalwart. Normal cultists 
  are rarely seen here, other than to collect the 
  apocalyptic creations that will remake Faerûn in 
  their image. 
  Prerequisites 
  The characters must have completed the Call to 
  Action before beginning this episode. 
  Bonus Objective B 
  In order to dismantle the cult’s war machine, the 
  characters must put an end to both workshops and 
  stop the flow of stones down the chutes so they can 
  access the Earth Rift in the chamber above. 
          The scenes that follow provide suggested 
  encounters to how the characters can do that, but 
  you’re not limited to these scenes; if the characters 
  think of other ways to disrupt the workshops, let the 
  characters take the lead: 
  ●  The Dao Workshop. The characters learn more 
  about the war machine and unhappy workers in 
  Scene A. 
  ●  The Efreeti Workshop. The characters encounter 
  brutish Efreet in Scene B. 
  ●  The Ruined Library. The characters encounter 
  cultists dissatisfied with the new leadership who 
  may be able to help them in Scene C. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area Information: 
   Dimensions & Terrain. The Forge Stones are deep 
  underground, with vaulted stone ceilings 20 feet 
  high. The dao’s area is kept impeccably clean, while 
  the efreeti’s area is a mess of slag and molten 
  stone. There are separate two rooms, one that the 
  Efreeti run and one that the Dao run.  To both sides, 
  stones frequently tumble down chutes toward their 
  workshops. 
    
   Chutes and Ladders. 10-foot-wide chutes lead 
  from the ceiling down into the workshops and are 
  the only way up to the worship chamber above. Each 
  workshop also has a lever which can be used to 
  pause the flow. 
   Heat.  The temperature here is uncomfortably hot 
  due to both workshops. 
   Lighting.  The lighting in this area is provided by 
  ambient bright blue light emitting from the cave 
  walls. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  24 
  Playing the Pillars 
  COMBAT 
  This area can be completed 
  violently by defeating the Deem 
  sisters or Forge Tyrant 
  Qwathye in combat. If either is 
  defeated, the other claims 
  victory in the arms race and 
  allows the characters to reach 
  the worship chamber while 
  they take a much-needed 
  break. 
  EXPLORATION 
  Should the characters choose to 
  explore other areas nearby, 
  they can find the ruined library 
  where they can retrieve the 
  Deem sisters’ contract, which 
  would give them power to shut 
  down or free the Dao. 
  SOCIAL 
  Should the characters speak 
  with the Deem sisters, they 
  may be able to work out many 
  ways for them to escape their 
  contract. One of which for the 
  dao is to forge their essences 
  into a piece of equipment 
  which the characters can take 
  away from the Stonevault and 
  later free them.
   
   
   
  
   
   
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  Scene A. Sedimntary, Dear Watson 
  The nearest workshop is that belonging to the dao 
  Xarvra Deem (and her identical sister Xadra). There, 
  she is working on creating armored plates and 
  unlike the efreeti, does not attack immediately. 
  Creatures/NPCs 
  Xavra and her sister Xadra Deem are dao that have 
  been in the service of the Cult of Black Earth since 
  the Marlos Unrayle led the organization. 
   
   Objectives/Goals. While the Deem sisters are 
  contractually shackled to the will of the Cult’s 
  Hierophant Lucratsio, they have worked at a 
  breakneck pace to match the efreeti. They believe 
  they are only empowering the Earth  cult and seek to 
  be freed from their contract. 
    
   What Do They Know? The Deem sisters know that 
  terrible things have happened to the Cult of Black 
  Earth since Slabneck Ingotbeard took control in a 
  coup. Slabneck has filled the ranks of the Cult 
  hierarchy with former Eternal Flame Cultists and 
  displaced most of the loyal Black Earth Cultists. He 
  has also summoned forth efreet to create terrible 
  war machines that will be unleashed upon 
  Mulmaster. Ingotbeard had the worship chamber 
  above excavated, where a massive rift to the 
  elemental plane of earth is spewing out high-quality 
  material as long as it is worshipped and fed with 
  sacrifices. If they can be freed from their contract, 
  the Deem sisters will share their masterwork armor 
  with the adventurers and shut down the flow of 
  earth down the chute, which will allow the 
  adventurers to access to the worship room above. 
   
  Complication: Best in Show (Optional).  
   In addition to being master armor and weapon smiths, the 
  Deem sisters are champion xorn breeders and trainers. Two 
  blue ribbon-winning xorn - Sonia and Ruth - are present in 
  the workshop with them and are well-behaved unless they 
  smell the lure of fine gems. The xorn, while well trained, 
  know that gems only come out as a treat so they immediately 
  rush any characters that have gems upon them to paw and 
  lick at them hungrily.  
  If the characters react with violence, so do the xorn and the 
  dao. If the characters react calmly, the Deem sisters quickly 
  get their xorn under control. 
   
   
   
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak or Weak: Remove an xorn. 
  • Strong or Very Strong: Add xorn, Oberon. 
  Scene B. Ba-salt of the Black Earth 
  On the far side of the chamber across a ten-foot-wide 
  river of magma, the efreeti’s workshop is 
  maddeningly hot and busy with activity. Forge 
  Tyrant Qwathye (an efreeti) whips its thirty slaves 
  (commoners) to the bone to meet demands 
  imposed by the leaders of the Cult of Black Earth. 
  Creatures/NPCs 
  The Forge Tyrant and its two salamander servants 
  have spared no time to celebrate after finishing the 
  Hatemonger and are already working on 
  improvements to it. They are consumed by their task 
  and have no time or interest in interruptions. 
   
   Objectives/Goals. Work uninterrupted to 
  outperform the dao. Slay or enslave any nuisances. 
    
   What Do They Know? The efreet and their 
  servants will only speak to one of the higher-level 
  cultists, such as the Hierophant (or someone dressed 
  at the Hierophant, as all puny mortals look alike). If 
  presented as such, they will complain about not 
  having enough space to work and that they could 
  work much better if they had the daos’ space, too. 
  Anyone who pesters them without proper clothing is 
  in for trouble, to be beaten into submission and 
  turned into a new slave. 
   
  Complication: RIOOOOT! (Optional).  
   If the adventurers come by and are humanoid and not in 
  cultist garb, a set of slaves plead for the adventurers to free 
  them. Unless the slaves can be quieted by a successful DC 18 
  Charisma check, they’ll make enough racket to quickly attract 
  the attention and anger of The Forge Master. 
  Scene C. Gem-tleman and a Scholar 
  Down a side passage that has been excavated, the 
  adventurers come to an active dig site in a ruined 
  library. Rather than restore it, the new Hierophant 
  has decided that it is better for harvesting rich 
  volcanic ash than for storing the holy scriptures of 
  Ogremoch. 
      Each scene uses the Area Information, 
  Creature/NPC, or Treasure & Rewards sections as 
  needed. 
  
   
   
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  Creatures/NPCs 
  Godandukk and Nawinglach (war priests) did not 
  worship and prostrate themselves before Ogremoch 
  to do manual labor. The two are both armed with 
  shovels and up to their knees in ash, shoveling for 
  Hierophant Lucratsio’s mud bath for after the 
  summoning is completed. 
   
   Objectives/Goals. Godandukk and Nawinglach 
  begrudge Hierophant Lucratsio for selecting them 
  for grunt work. They’d very much like to stop 
  working and get the respect they deserve - and if 
  someone else is willing to dig, they’ll supervise a 
  short while before wandering off for more important 
  business. That would leave the treasures of the study 
  – a few volumes that could be saved and a stone 
  tablet with the contract for Xavra and Xadra Deem’s 
  service unguarded. 
    
   What Do They Know? The two here are some of 
  the old Black Earth guard from before members of 
  the Cult of Eternal Flame joined the Earth ranks and 
  have lived this long by selling out anyone under 
  them they can. They haven’t had the opportunity to 
  stop to examine the volumes because Hierophant 
  Lucratsio’s soldiers come by often to collect the ash-
  rich dirt. 
   
  Complication: Collections (Optional).  
   At an inappropriate time, Hierophant Lucratsio’s personal 
  guards (champions) emerge from the walls to demand the 
  next load of earth for the Hierophant. Should they find non-
  cultists, they will attack immediately as will Godandukk and 
  Nawinglach for fear of being exiled.\ 
   
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak or Weak: Godandukk flees (remove one war 
  priest). 
  • Strong or Very Strong: The ensorcelled walls of the 
  Stonevault negate the first counterspell cast every round 
  and grant the champions resistance to all bludgeoning, 
  slashing, and piercing damage but vulnerability to thunder 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  27 
  Appendix 5: Stone Door Challenge (Player Handout 1) 
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 6: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  +2 Stone Plate (Table 1) 
  Heavy Armor, Very Rare 
  You have a +2 bonus to AC while wearing this armor. 
  This item is found on Magic Item Table I in the 
  Dungeon Master’s Guide. 
  This suit of plate armor was created by Cultists of 
  the Black Earth and is fashioned from slabs of stone 
  (instead of metal). The armor resizes to fit its 
  wearer.
   
   
  
   
   
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  29 
  Appendix 7: Dungeon Master Tips 
   
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such 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 handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   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 spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Jasper's Game Day (JGD)/CCC-JGD-01 - Left Black and Blue - A Red War Story.pdf