TEXT: OUT of TIME
  An Original Adventure by The Role Initiative
  Years ago, a young wizard looked out over the walls of his city and saw a vision in 
  the winds–a vision of fire, conquest and glory. Now, his hour of destiny is at hand, 
  and it may well spell disaster for the world. Can he be stopped before it’s too late?
  A Four-Hour Adventure for 5th–10th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  Peter Harris
  Adventure Designer 
  Adventure Code: CCC-TRI-31 TIME1-1
  Optimized For: APL 7
  Version: 1.1
  Editor: Kerry Boaen
  Formatting and Layout: Derek Ruiz
  Senior Editor: David Jedlinsky
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Lysa Chen
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  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 
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  CCC-TRI-31 Out of Time
  2
  Introduction
  Welcome to Out Of Time, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and an 
  original adventure by The Role Initiative.
  This adventure takes place in the city of Hulburg 
  on the Moonsea coast, the foothills of the Galena 
  Mountains, and the outskirts of the Elemental Plane 
  of Fire.
  This adventure is designed for three to seven 
  5th–10th level characters and is optimized for five 
  characters with an average party level (APL) 
  of 7. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust-
  ments; they’re here for your convenience.
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  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
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Before Play at the Table
  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. Familiarize 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 note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter 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.)
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience.
  
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  CCC-TRI-31 Out of Time
  3
  Adventure Primer
  Those who cannot remember the past are con-
  demned to repeat it.
  —George Santayana, The Life of Reason, Vol. 1, 
  Reason in Common Sense
  Adventure Background
  Years ago, a young Halruaan mage named Jerath 
  Zorastryl looked out over the walls of his city and 
  saw a vision in the winds. Convinced that it spelled 
  out a glorious destiny for him, he became consumed 
  by what he saw. He dedicated his life to seeing his 
  vision to fruition.
  When he came to the Moonsea, Jerath heard 
  legends of a location called the Everforge—a lost 
  dwarven foundry deep in the Galena Mountains, 
  powered by a dimensional rift to the Elemental 
  Plane of Fire. He immediately knew that he had 
  found the Where of his vision. It did not take him 
  much longer to figure out the When.
  With time enough to make preparations, Jerath 
  robbed and tricked his way around the Moonsea to 
  Hulburg. He arrived early enough to commission a 
  few items that he’d need for his destined moment—a 
  set of dimensional shackles and a few constructs. 
  Fortunately, Jerath arrived in Hulburg just in time 
  for the Festival of the Forge, and he had his pick of 
  the most talented metalworkers in the region.
  The work done, Jerath ventured into the Galena 
  Mountains. The plan was simple—draw a passing 
  efreeti through the dimensional rift at the foreseen 
  time, and subdue it with the help of his constructs. 
  Once incapacitated, he would bind it with a com-
  bination of the dimensional shackles and a planar 
  binding spell, and exact a wish from it.
  Unfortunately for Jerath, the Everforge was 
  not unguarded. A garrison of dwarves from the 
  Stouthammer clan had laid claim to it, their chief-
  tain having recently rediscovered its location. Jerath 
  was forced to kill the garrison, but not before one 
  member managed to send an SOS to their chieftain, 
  Grif Stouthammer, back in Hulburg.
  When the appointed hour came, Jerath found 
  himself at odds with a party of adventurers hired by 
  Grif to reinforce the Stouthammer garrison. A fierce 
  battle ensued, but the party was ill-prepared and 
  ill-equipped to handle the threat. Jerath was able 
  to subdue them with ease, and now stands on the 
  brink of destiny.
  Location and NPC Summary
  The following NPCs and locations feature prominently in this 
  adventure.
  Hulburg (HUL-burg). A town on the North coast of the 
  Moonsea.
  Tradegarten (TRADE-garten). A park in Hulburg that hosts 
  seasonal festivals and markets.
  The Everforge (EVER-forge). A long-lost dwarven foundry in 
  the Galena Mountains, built over a planar rift.
  Jerath Zorastryl (JER-ath zor-AST-ryl). A Halruaan Diviner, 
  on a quest to fulfill what he sees as his great destiny at any 
  cost.
  Glimwick Periwhipple (GLIM-wick PERI-wipple). An 
  eccentric but brilliant gnome tinkerer.
  Rueful-Eddies-In-The-Current (ROO-ful ED-ees in the 
  CUR-rent). A Tabaxi con artist passing off mundane weapons 
  as magical blades.
  Grif Stouthammer (GRIFF STOUT-hammer). The no-
  nonsense chieftain of the dwarven Stouthammer clan, in 
  Hulburg to orchestrate the reclamation of the Everforge.
   Luff Stouthammer (LOOF STOUT-hammer). A member of 
  the garrison sent to secure the Everforge in advance of the 
  clan’s arrival.
  Adventure Overview
  The adventure is broken down into 4 parts:
  Part 1. Be Careful What You Wish For—10 
  minutes. Beaten and broken, the characters watch 
  as a Diviner, Jerath Zorastryl, gloats over them and 
  a captive Efreeti. They have moments to take stock 
  of the situation before a slip of the tongue sends 
  them back in time.
  Part 2. A Little Too Familiar—120 minutes. Cast 
  back to the final days of the Festival of the Forge in 
  Hulburg, the characters must pick up Jerath’s trail. 
  They must rediscover how they came to the brink 
  of defeat, and figure out where this Rift chamber is 
  located.
  Part 3. Forging Ahead—50 minutes. Armed 
  with knowledge, the characters make their way to 
  the Everforge, in the Galena Mountains. They must 
  explore the familiar site, navigating a series of nasty 
  traps left behind by Jerath.
   Part 4. Once More, With Feeling—60 minutes. 
  In the searing heat of the Everforge, the characters 
  battle Jerath and his constructs once again. The 
  battle spills out onto the Elemental Plane of Fire 
  itself.
  Adventure Hooks
  All the Fun of the Fair. The Festival of the Forge 
  has become a popular event over the past few years, 
  drawing metalworkers, merchants, and customers 
  from all around the Moonsea region. Characters 
  may be in town taking advantage of the festival to do 
  some shopping for high-quality arms and armor.
  
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  CCC-TRI-31 Out of Time
  4
  On the Hunt. A spate of crimes has been plaguing 
  the Moonsea region of late, all perpetrated by a 
  mysterious magic-user who has stubbornly evaded 
  capture. The reward for this person is substantial, 
  and rumor has it that he was last seen near 
  Hulburg. 
  
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  CCC-TRI-31 Out of Time
  5
  Part 1. Be Careful What You Wish 
  For
  Against stupidity, the gods themselves contend in 
  vain.
  —Friedrich Schiller, The Maid of Orleans, 
  Act III, Scene vi
  Estimated Duration: 10 minutes
  Before Starting Play
  Before describing any of this adventure, have the players 
  update their character sheets to reflect the following.
  Hit Points. Have the players roll 1d10. The result of that 
  roll is the number of hit points their character has.
  Exhaustion. Have the players roll 1d4. The result of that roll 
  is the number of levels of exhaustion that their character is 
  suffering.
  Magical Items. Any magical items that the characters 
  possess are depleted of all charges, where applicable.
  Spell Slots. Any spellcasting characters have expended all 
  of their spell slots.
   Special Abilities. Any characters who have abilities with 
  daily limits (such as Wild Shape, ki points, sorcery points, 
  etc.) have exhausted these abilities for the day.
  This adventure opens with the characters defeated 
  at the end of a long, arduous battle. They have little 
  choice but to watch helplessly and take in their 
  surroundings as Jerath Zorastryl stands over them, 
  musing over his victory.
  Once the players have made the necessary 
  changes to their character sheets, as detailed in the 
  sidebar, the adventure can begin.
  You all lie, broken and exhausted, scattered at the 
  bottom of a shallow hexagonal pit in a huge stone 
  chamber. In the center of this pit, the Rift shimmers 
  in midair, framed by its stone archway. It radiates an 
  intense, dry heat that’s making you struggle to breathe. 
   The man who brought you to this point, the mage 
  you’ve come here to hunt down, is standing at the top 
  of a stairway that overlooks the Rift. He has his back 
  to you, and is addressing someone you can’t quite see 
  from here. 
    “There. The final piece of prophecy fulfilled. Did I not 
  promise that they would lie prostrate before me?”
  General Features
  The Rift Chamber has the following general features.
  Planar Rift. The center of the chamber is taken up by a 
  ten-foot-deep hexagonal pit with six staircases leading into it. 
  At the center of the pit is a rift to the Elemental Plane of Fire. 
  Characters beginning their turn within 10 feet of the Rift must 
  succeed at a DC 15 Constitution saving throw, or suffer 5 
  (1d10) fire damage and gain a level of exhaustion.
  Temperature. Due to the planar rift, the temperature in 
  the room is in excess of 200°F. The air is dry and difficult to 
  breathe.
  Light. The planar rift sheds bright light in a 30 foot radius, 
  and dim light an additional 30 feet beyond that. Besides the 
  rift, there are no light sources.
   Smells and Sounds. The dry air is tinged with the scent of 
  exotic spices, emanating from the captive efreeti. Despite the 
  flame-like appearance of the Planar Rift, it makes no sound, 
  making the chamber eerily quiet.
  At this stage, players should be given as little 
  context as possible. Their characters are aware of 
  the following:
  • If they have chosen the “On The Hunt” adventure 
  hook, they know that this mage is the same one 
  that has been committing crimes across the 
  Moonsea region.
  • The Rift in this chamber is a portal to the 
  Elemental Plane of Fire.
  • The heat pouring from this Rift is responsible for 
  the exhaustion that they are suffering.
  • Beyond that, their memory is oddly hazy – an 
  effect of the wish spell echoing back in time.
  Allow players a few moments to decide on a course 
  of action. Make it clear that they do not have a lot of 
  time—they know that Jerath is planning something 
  terrible, although they can’t quite remember what.
  Characters attempting Wisdom (Perception) 
  checks from the bottom of the pit notice only the 
  following:
  • The stone archway surrounding the Rift is cov-
  ered in carved Dwarvish runes. Characters who 
  speak Dwarvish can attempt a DC 15 Intelligence 
  (Arcana) check to learn that these runes capture 
  and channel the rift’s heat.
  • The archway is capped by a thick stone pillar that 
  disappears up into the shadowy distance. Near 
  the top of the chamber, smaller pipes split and 
  branch off from the central trunk. They are all 
  covered in the same runes as the archway.
  Characters must climb one of the staircases out of 
  the pit if they wish to see more.
  Developments
  Jerath’s attention is focused entirely on the efreeti 
  that he has captured. He is holding a one-sided 
  conversation with the creature, musing on how 
  
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  CCC-TRI-31 Out of Time
  6
  to spend his wish, and characters will have no 
  difficulty sneaking up on him if they choose.
  • He ignores any attempt at conversation, too 
  wrapped up in his moment of glory.
  • Should any characters attempt to attack him, he 
  retaliates immediately and without mercy. He has 
  no qualms about killing the offending character.
  • For the purposes of this encounter, assume that 
  Jerath has all of his hit points and spell slots 
  remaining.
  Once characters emerge from the pit, read the 
  following:
  From here, you can see the creature that this mage 
  is addressing. It’s an efreeti, kneeling in the center of 
  a magic circle. Its head is bowed, and its hands are 
  manacled together. It snarls wordlessly as the mage 
  mutters, 
   “Ruination on my enemies? Unimagined wealth? 
  Godhood? If only the winds had shown me my deci-
  sion . . .” 
   This alone is bizarre enough, but there are a few 
  other odd sights that catch your eye.
  Have the characters each make a Wisdom 
  (Perception) check. Make a note of each character’s 
  result, as this will affect their Wisdom (Insight) 
  checks later in the adventure.
  Characters notice the following based on the 
  results of their rolls:
  DC 8. Characters only notice what they would 
  have seen at the bottom of the pit—the archway, the 
  branching column, and the runes carved into both.
  DC 12. There is a dented, empty suit of armor on 
  the other side of the chamber. It’s decorated with 
  gaudy, bright designs.
  The mage is wearing scraps of odd silvery 
  garments over his robes. As the characters watch, 
  these garments are evaporating away in the heat of 
  the Rift.
  The efreeti’s shackles are made of a bright metal, 
  connected by a chain. They’re patterned with a 
  blocky, austere design.
  DC 15. The mage is wearing a white flower 
  pinned to his robes. It’s still fresh and alive despite 
  the withering heat.
  The mage is carrying a dagger, thrust into his belt. 
  The hilt is inlaid with a stylized image of a griffon, 
  worked in gold.
  Once characters have made their Wisdom 
  (Perception) checks, Jerath begins to laugh.
  “Decisions, decisions! All this time, and I still find 
  myself spoiled for choice! I’m sorry,” he turns to look 
  at you all. “I’m sure this isn’t nearly as amusing to you. 
  I’ve just . . . if only you could all understand how much 
  I’ve given up for this moment!” 
   He gazes into the Rift with an enraptured expression. 
  “All the sacrifice, all the killing, all the destruction . . . but 
  I must admit that it was all worth it, for this moment 
  alone. 
   “To finally achieve one’s destiny is a euphoria like 
  none other. I honestly wish that I could do it all again, if 
  only to . . .” 
   He stops mid-sentence. The color drains from his 
  face. He whirls around to face the captive efreeti, which 
  lifts its head and gives a malevolent grin. The creature 
  utters a single word: 
   “Done.” 
    It claps its manacled hands together. With an 
  immense surge of arcane energy, your world turns a 
  blinding white, and then—
  
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  CCC-TRI-31 Out of Time
  7
  Part 2. A Little Too Familiar
  Dwarves are very argumentative, sir. Of course, 
  many wouldn’t agree.
  —Cheery Littlebottom, The Fifth Elephant
  Estimated Duration: 100 minutes
  1. This Again?
  —you hear a shout from somewhere in the crowded 
  tavern, “TO THE FORGE!” 
   A raucous cheer rings out your fellow patrons of 
  the Keelbreaker Inn, and you all raise your drinks in 
  celebration. Halfway through the movement, though, 
  you feel a sense of disorientation that almost makes 
  you stagger. Your drinks slop out of your tankards, to 
  some grumbles from the people around you.
  The characters have been sent three days back 
  in time by the efreeti’s casting of wish. They are 
  now back in the town of Hulburg, in a tavern full of 
  happily inebriated townsfolk, on the second-to-last 
  night of the Festival of the Forge.
  The Festival of the Forge
  Held annually in Hulburg’s Tradegarten, this tenday-long 
  festival is a celebration of metalwork, smithing, and all things 
  related. Over the past couple of years, it has blossomed into 
  a hugely popular event. Smiths, jewelers, and armorers come 
  from far and wide, not only to sell their wares, but also to 
  make names for themselves, show off their skills, and build 
  their reputations. Adventurers and travelers flock to the 
  festival from across the Moonsea region to take advantage 
  of the beautiful, finely-crafted metalwork on display, from 
  weapons and armor to intricate jewelry.
   Given the festival’s popularity, it can be difficult to find 
  accommodation in town. Lucky merchants can take over the 
  rare intact building in the ruined outskirts of Hulburg, but 
  most have to make do with living and working out of their 
  wagons in the Tent City for the duration.
  The Keelbreaker Inn
  The Keelbreaker Inn is a large establishment in 
  the Harbor District of Hulburg. The characters 
  have been staying here for several days during the 
  Festival.
  It’s a cold night outside, but the inn is crowded 
  and warm, lit by the glow of oil lamps and filled with 
  merry festival-goers of various races. Everybody 
  has a drink in hand, and every so often another 
  toast is raised to the forge, the smiths, or some 
  other festival-appropriate cheer. Some groups of 
  people playfully try to out-do each other, calling 
  out ever more elaborate toasts to rival factions of 
  metalworkers.
  The inn’s staff are bustling around with drinks and 
  empty tankards with barely a pause.
  Characters immediately recognize the carnival 
  atmosphere, and their surroundings. As far as 
  they’re aware, though, the festival ended a full day 
  ago.
  Looking around, characters can see a wooden 
  notice board behind the bar. They also notice that a 
  harried-looking server is heading straight towards 
  them.
  Memory Triggers
  Because they were at the epicenter of the wish when it 
  was cast, characters can remember their last few minutes 
  in the Everforge. Even these moments seem foggy and 
  dreamlike to them; any characters attempting to make a skill 
  check to further understand what they saw now do so with 
  disadvantage. For now, any attempt to recall details beyond 
  those last few minutes are futile.
  As the adventure continues, characters will encounter 
  events and sights that call to mind events that they have 
  forgotten. At these Memory Triggers, have all characters 
  make a Wisdom (Insight) check.
  The difficulty of this check may vary based on the success 
  of each character’s Wisdom (Perception) check made in part 
  1 of the adventure. Characters who noticed key details there 
  will have an easier time remembering some events of the 
  original three days.
  As the characters draw closer to the time and place in 
  which wish was originally cast, the Memory Trigger DC will 
  lower as their memories come more easily.
  Refer to the appendix, “Adventure Flowchart—Original 
  Timeline,” for a rundown of the events that transpired 
  before this adventure began. Characters have no difficulty 
  remembering details of the original timeline up until this 
  evening. However, any attempt to ‘remember’ details of 
  the upcoming days without a trigger is extremely difficult; a 
  successful DC 22 Wisdom (Insight) check will provide only 
  the vaguest of details.
   Characters may also wish to try remembering whether 
  a specific event that they witness happened in the original 
  timeline, or if it is a deviation. They can do so with a 
  successfully DC 18 Wisdom (Insight) check.
  Memory Trigger
  Have the characters attempt a DC 15 Wisdom 
  (Insight) check. On a success, they remember that 
  one of the servers rushing by is about to trip and 
  spill several drinks in their direction. Sure enough, 
  if they do not move in time, they are doused in warm 
  ale as the server falls.
  The Noticeboard
  One of the pictures on the board is immediately 
  recognizable. The face of the mage who just 
  defeated them stares out from a Wanted poster.
  The poster gives the man’s name as Jerath 
  Zorastryl.
  
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  CCC-TRI-31 Out of Time
  8
  Jerath is wanted, Dead or Alive, for “Murder, 
  Robbery, and Abuses of Arcane Power (including, 
  but not limited to, Improper Enchantments, 
  Property Damage, and Counterfeiting)”.
  The reward listed for his capture or confirmed 
  execution is 1,500 gp.
  After characters have had a little time to come 
  to grips with the situation, they hear a sudden 
  commotion:
  From somewhere outside, you suddenly hear a loud 
  explosion. Shouts and cries sound out in the distance 
  moments later. Several of the inn’s patrons take notice, 
  and rush out into the cold night.
  Once outside, characters are treated to the sight 
  of an elaborate fireworks display. Vividly-colored 
  explosions light up the night sky above the harbor 
  of Hulburg, and as people rush out of the tavern 
  they turn their faces up to the twinkling lights with 
  excited looks.
  Memory Trigger
  Have the characters attempt a DC 15 Wisdom 
  (Insight) check. On a success, they remember seeing 
  this exact display two days ago. The fireworks were 
  a one-night-only event, and they know with certainty 
  that it is early evening on the penultimate day of the 
  festival.
  Out in the street, a mass of people are chattering 
  excitedly and streaming down along the docks for a 
  better look at the fireworks display. Every so often 
  the crowd ‘oohs’ and ‘aahs’ as a colorful flash of light 
  illuminates the night.
  The street around you is quickly clearing as the crowds 
  of people make their way through the Harbor district, 
  heading to the docks for a better view. A young human 
  girl, no more than eight years old, is particularly 
  excited; she rushes through your group, jostling against 
  you. Behind, a human woman calls at the girl: 
    “Ellie! Slow down, sweetheart, you’ll knock someone 
  over!”
  Memory Trigger
  Have the characters attempt a DC 15 Wisdom 
  (Insight) check. On a success, they remember with 
  certainty that the child is about to run out into a 
  cross-street, where a runaway cart will knock her 
  over. The characters have moments to prevent this 
  from happening.
  If characters are successful in stopping the girl. 
  The mother catches up to the party and scoops her 
  daughter up in a hug. She thanks the characters 
  profusely before heading away with the crowd, 
  chastising her daughter.
  If characters are unsuccessful in stopping the 
  girl. She is clipped by the cart and knocked to the 
  ground as it rolls out into the street. She is not badly 
  hurt, but the mother’s panicked yells are distressing 
  to hear. In the aftermath, characters clearly remem-
  ber having seen this happen before.
  2. Glimwick’s Gallant Guardians
  At this point, the characters should be aware that 
  they have been sent back in time, and the precise 
  day that they are re-living.
  Allow the characters a moment to discuss their 
  situation and their next move. They are interrupted 
  before they can begin their investigation, though:
  Almost inaudible over the roar of the fireworks and 
  the crowd, there’s a shattering noise. It takes you a 
  moment before you notice that this sound doesn’t 
  trigger that odd sense of déjà vu that you’ve been 
  feeling. 
   Moments later, the shouts of the crowd take a differ-
  ent tone. People begin to surge around you, fleeing in 
  terror from something further up the street.
  Two mechanical constructs (use helmed horror 
  statistics) have burst out of a nearby shop window 
  approximately 40 feet away.
  As terrified citizens flee the area, the constructs 
  notice the party and attack immediately, with 
  single-minded purpose.
  Setting up the Encounter
  Very Weak, Weak
  • Helmed Horror: AC 20, 60 hp, Init +1
  Average
  • Helmed Horror (2): AC 20, 60 hp, Init +1
  Strong
  • Helmed Horror (3): AC 20, 60 hp, Init +1
  Very Strong
  • Helmed Horror: AC 20, 60 hp, Init +1
  • Shield Guardian: AC 17, 142 hp, Init −1
  Tricks of the Trade
  The constructs ignore all festival-goers and focus 
  their attention on the party. Jerath has given this 
  specific instruction with the intent of slowing or 
  incapacitating the characters before they can 
  become a problem.
  The helmed horrors are programmed with immu-
  nity to fireball, heat metal, and lightning bolt.
  Memory Trigger
  Characters can attempt a DC 18 Wisdom (Insight) 
  check. Characters who successfully noticed the 
  empty armor in the Everforge (DC 12) make this 
  check with advantage.
   On a success, characters recognize the garish 
  design of these constructs as identical to the armor 
  they saw on the opposite side of the Rift.
  
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  CCC-TRI-31 Out of Time
  9
  Developments
  When the constructs are subdued, it’s an easy 
  matter to find where they came from. The glass 
  display window of a nearby shop has been shattered 
  from the inside. A sign over the door shows a 
  cartoonish, smiling helmet and reads “Glimwick’s 
  Gallant Guardians—Safe as Houses!”
  The door to the shop is locked, but can be 
  unlocked with a successful DC10 Dexterity 
  (Thieves’ Tools) check. Characters can also enter 
  through the broken window.
  Inside the shop is a scene of barely-ordered chaos. 
  Metal cogs, springs, and other esoteric items litter 
  most visible surfaces. A narrow aisle runs down the 
  center of the room, with wooden workbenches on the 
  left side. 
   On the right side are several large containers made 
  of metal and glass with velvet-lined bases. Each one of 
  these containers has been shattered, and broken glass 
  litters the floor, along with other debris. 
   At the far end of the room, a small figure is lying 
  unmoving on the ground. Next to him, a ladder 
  has been propped up against one of the shattered 
  containers.
  The shop’s proprietor is a gnome named Glimwick 
  Periwhipple. He is unconscious, but not otherwise 
  hurt, and it’s an easy matter to wake him up.
  Roleplaying Glimwick Periwhipple
  Glimwick is an eccentric, but brilliant, elderly gnome inventor 
  and tinkerer. His latest passion project is to reverse-engineer 
  constructs called Runehelm Guardians and sell them as 
  bodyguards or servants, which he calls Glimwick’s Gallant 
  Guardians. These Runehelm Guardians were used to 
  terrorize the city of Hulburg not too long ago, but Glimwick is 
  convinced that if he can put the right spin on it and persuade 
  people that his creations are not dangerous, he stands to 
  make a great deal of money. As a result, he’s more upset at 
  the blow to public perception of his work than he is about the 
  attack and theft.
  When Glimwick comes to, he is able to explain the 
  following:
  • He was attacked by a customer of his—a human 
  man. This man had commissioned work from him 
  a few days ago.
  • The exact items commissioned by Jerath will 
  vary based on the party’s strength. See “Setting 
  up the Encounter” in part 4.1 to confirm which 
  items were ordered.
  • It was surprising to see the man appear so late—
  he could have sworn that he’d locked the shop’s 
  door—but the man seemed in a great hurry.
  • He kept demanding the constructs that he’d 
  ordered, saying that he could not wait a second 
  longer.
  • When Glimwick protested that the work wasn’t 
  quite finished, the man said that he “couldn’t 
  afford to take any chances this time,” and knocked 
  out the gnome.
  • Glimwick cannot provide a good description of the 
  man—he wore robes with a hood that obscured 
  his features. If shown the Wanted poster with 
  Jerath’s face, he hazards a guess that it might be 
  the same person, but he can’t say for sure.
  At the news that his creations were attacking the 
  festival crowds, Glimwick is distraught. Pulling 
  at the wispy tufts of white hair at his temples, he 
  bemoans that the public won’t forget this—they’ll 
  never see Glimwick’s Gallant Guardians as anything 
  more than dangerous monsters now.
  “You know the worst of it?” He moans, sliding down 
  the shop’s counter to a sitting position on the floor. 
  “I never got the chance to finish the work. Unfinished 
  work, out in the world. People will think I’m negligent! 
  Sloppy!” He shakes his head back and forth and holds 
  his tiny hands over his face. “The shame of it!”
  If asked what he means about unfinished work, 
  Glimwick explains that the man wasn’t supposed 
  to pick up the constructs until tomorrow, the final 
  day of the festival. As a result, one of the constructs 
  stolen by Jerath suffers from a fault.
  The exact description of this fault varies based on 
  the party’s strength, as follows:
  Very Weak, Weak. One of the animated armors 
  has unfinished plating, and is less well-armored.
  Average. One of the helmed horrors was not 
  programmed with immunity to wall of fire, and is 
  instead immune to lightning bolt.
  Strong. The shield guardian lacks a regenerative 
  ability.
  Very Strong. The helmed horror was not 
  programmed with immunity to wall of fire, and 
  is instead immune to lightning bolt. The shield 
  guardian lacks a regenerative ability.
  Deadly. One of the shield guardians lacks a 
  regenerative ability.
  If one of the constructs described uses the statistics 
  of a helmed horror, Glimwick adds the following:
  “Fire. He was very insistent about that. He wanted his 
  Guardians to be resistant to as many kinds of magical 
  fire as possible. Garl knows what he’s planning to do 
  with that. I did my best, but . . . well, like I told him, I 
  wasn’t quite finished with the work.”
  
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  If characters search the interior of the shop, they 
  find the following:
  • The containers that once held Glimwick’s 
  Guardians were smashed from the outside.
  • Among the broken glass on the floor are several 
  cards that list prices and customization options. 
  The Guardians are exorbitantly expensive, in 
  the realm of thousands of gold pieces for a basic 
  model.
  • A white flower is lying on the floor near where 
  Glimwick was found. It has been crushed in the 
  commotion, but is otherwise remarkably fresh. 
  Characters who succeed at a DC 15 Intelligence 
  (Arcana) check recognize the work of druid 
  abjuration magic.
  Memory Trigger
  Have the characters attempt a DC 18 Wisdom 
  (Insight) Check. For characters who successfully 
  noticed the flower that Jerath was wearing in the 
  Rift Chamber (DC 15), this check is made with 
  advantage.
  On a success, characters recognize the flowers 
  as identical to the one pinned to Jerath’s robe in the 
  Rift chamber. They also remember having seen a 
  young girl selling similar flowers from a stall in the 
  festival’s market.
  If asked about the flower, Glimwick says that he’s 
  seen several people wearing similar flowers in the 
  past few days. He believes that they’re being sold at 
  the festival’s market, in the Tradegarten.
  Glimwick has no knowledge of the Rift chamber 
  in which the characters started the adventure. If it’s 
  described to him, he says that it does indeed sound 
  like dwarven design.
  He mentions that there’s a large contingent of 
  dwarves—some clan or other—that have come for 
  the festival. Some of them have come to his shop to 
  purchase machinery parts.
  When the characters are ready to leave, Glimwick 
  begs them to track down this man and recover his 
  property. He offers a substantial discount on future 
  purchases if they’re able to do so.
  Though he has no leads himself, he recommends 
  that they try asking around at the Tradegarten 
  tomorrow; he’s sure that somebody will know 
  something.
  If characters attempt to question any festival-goers 
  outside, they have little success. Everybody was too 
  distracted by the fireworks to see what happened 
  before the constructs broke out of the shop window.
  If characters attempt to follow any tracks left by 
  Jerath and his constructs, they have no success. 
  Jerath left Glimwick’s shop using a teleport spell.
  3. To Catch a Killer
  Thanks to centuries of conflict in the region, the 
  town of Hulburg has been razed to the ground and 
  rebuilt many times over. The way to the Tradegarten 
  from the Harbor District is an uphill walk through 
  abandoned neighborhoods with houses and build-
  ings in various states of disrepair.
  As you make your way uphill through the ruined 
  outskirts of Hulburg, you see that you’re not alone. The 
  streets are teeming with people, many of them proudly 
  wearing shiny new jewelry or armor, or ostentatiously 
  flashing the freshly-forged weapons they’re carrying.
  The crowd is mostly made up of humans, with 
  plenty of elves, half-elves, and dwarves thrown in for 
  good measure. There are a handful of more exotic 
  races as well—half-orcs, tieflings, and even a few 
  tabaxi.
  Characters also notice that, among the dwarves in 
  the crowd, a large contingent seem to be connected 
  with each other. Their mannerisms, accents, and 
  fashion all mark them out as belonging to the same 
  clan.
  Asking around easily reveals that these dwarves 
  are all members of the Stouthammer clan; an 
  ambitious group who have come to the festival en 
  masse to publicize their brand.
  Making Inquiries.
  Characters may wish to ask passersby for 
  information about Jerath and the Rift chamber. 
  The following are some examples of responses the 
  characters might receive, depending on who they 
  talk to:
  Asking Hulburg citizens about the Rift. Nobody 
  will be able to offer useful information. Some people 
  might tentatively suggest that there are abandoned 
  tunnels and warrens underneath most of the old 
  town, but they’ve never heard of a planar rift of the 
  kind the party describes.
  Asking Stouthammer dwarves about the Rift. 
  Characters might connect the dwarven runes 
  surrounding the Rift with the visiting clan. Asking 
  any Stouthammer except Grif about the Rift results 
  in blank stares and claims of ignorance.
  A Wisdom (Insight) check (opposed by the dwarf’s 
  Charisma (Deception) check) will reveal that 
  they know more than they’re letting on, but they 
  stubbornly refuse to talk.
  Asking Stouthammer dwarves what they 
  are doing in town. If asked this question, any 
  Stouthammer dwarf will claim to be here for the 
  festival, and for the opportunity to make a name for 
  their clan.
  
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  A successful DC 12 Wisdom (Insight) check will 
  confirm that they are being completely honest about 
  this.
  Revealing their story. Any mention of time travel 
  or genies will get the characters laughed at openly. 
  People might well question their sanity and sobriety.
  Asking about Jerath Zorastryl. Characters may 
  encounter fellow bounty hunters on the lookout for 
  Jerath, as word has spread that he was last seen in 
  this area. Unfortunately, there have been no con-
  firmed sightings of the man; he has been magically 
  disguising himself since first arriving in Hulburg 
  days ago.
  The Tradegarten
  After a further half-hour of walking, the characters 
  reach the top of the plateau and the ever-expanding 
  district of hastily-erected buildings still known as 
  the Tent City—the latest ongoing attempt to restore 
  Hulburg to its former glory.
  The heart of the Festival of the Forge lies in the long 
  strip of parkland known as the Tradegarten. Every 
  inch of space on this grassy field has been taken up 
  by hastily-erected stalls, carts, and wagons, all lit by a 
  myriad of multicolored lanterns. There are hundreds 
  of people here, and there’s barely space to squeeze 
  through the crowd in places. 
   Each merchant flies a brightly-colored banner above 
  their stall that sports their trade mark. Every kind of 
  metalwork imaginable is on display, from intricate 
  jewelry, to weapons and armor of all shapes and sizes, 
  and even to metal sculptures. Merchants clamor for 
  attention above the noise of the crowd, and the air 
  is heavy with the smell of frying food, mud, and hot 
  metal.
  The merchants of the Tradegarten are selling armor 
  and weapons of all kinds. Characters can find and 
  purchase all of the Weapons and Armor listed in the 
  Player’s Handbook, in any style to suit their tastes.
  The Tradegarten is a kaleidoscope of sights and 
  sounds and smells. Despite the bustle, there are a 
  few items that may catch the characters’ attention. If 
  time is short, skip to the section “A Familiar Sign.”
  The Flower-Girl
  Near the entrance to the market, a half-elf girl is 
  selling white flowers from a small hand cart for 
  2 sp each. She proudly boasts that the flowers are 
  guaranteed to stay fresh for weeks. Characters who 
  succeed on a DC 15 Intelligence (Arcana) check 
  recognize the work of druid abjuration magic.
  If they did not notice the flower in Glimwick’s 
  shop, have the characters attempt a DC 18 Wisdom 
  (Insight) check. Characters who successfully noticed 
  the flower that Jerath was wearing in the Rift cham-
  ber (DC 15) make this check with advantage.
  On a success, characters recognize the flowers as 
  identical to the one pinned to Jerath’s robe.
  The young druid doesn’t remember ever having 
  sold a flower to anybody matching Jerath’s descrip-
  tion. She does not recognize his picture from the 
  Wanted poster. If pressed, she says apologetically 
  that she’s sold hundreds of flowers over the past 
  tenday, and that nothing stands out in her mind.
  Too Good To Be True
  A tabaxi is sitting at a stall with a brightly-painted 
  sign above it. The sign says “Rueful Ed’s Magical 
  Weapons—Cheapest You’ll Find!”
  Rueful-Eddies-in-the-Current is selling +1 martial 
  melee weapons at 150% of the regular weapon’s 
  price. For 200%, characters can select a weapon 
  that will also deal 1d6 fire, cold, or lightning 
  damage.
  The weapons appear obviously magical; they glow 
  and crackle with elemental energy. A successful 
  DC 12 Intelligence (Arcana) check or use of detect 
  magic only confirms the clear evocation aura.
  In fact, the weapons are fakes. Rueful Ed has cast 
  Nystul’s magic aura on mundane weapons to dupe 
  unsuspecting shoppers into buying expensive duds. 
  A successful Wisdom (Insight) check (opposed by 
  Rueful Ed’s Charisma (Deception) check) will reveal 
  that he is running a scam.
  If characters try to remember whether they 
  encountered Rueful Ed in the original timeline, they 
  recall having originally purchased one of Rueful 
  Ed’s weapons with a successful DC 18 Wisdom 
  (Insight) check. They get the sense that wielding the 
  dud weapon actually contributed to their defeat.
  A Familiar Sign
  A large section of the market at one end of the 
  Tradegarten has been taken over by dwarven mer-
  chants. They all belong to the insular Stouthammer 
  clan.
  In addition to the usual weapons and armor, 
  the Stouthammer dwarves seem to specialize in 
  baffling pieces of machinery. Though unfamiliar 
  to the characters, they resemble crude versions of 
  combine harvesters, cotton gins, and other such 
  proto-industrial devices.
  Notably, one of the stalls is empty. Above it flies 
  a black banner decorated with a stylized golden 
  griffon.
  Memory Trigger
  Have the characters attempt a DC 18 Wisdom 
  (Insight) Check. For characters who successfully 
  noticed the dagger that Jerath was wielding in the 
  Rift chamber (DC 15), this check is made with 
  advantage.
  
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  • On a success, characters recognize that the 
  griffon on the banner matches the one on Jerath’s 
  dagger. Furthermore, they remember clearly 
  seeing a stern, silver-bearded dwarven woman 
  manning that stall on this last day of the festival. 
  There’s no sign of her now.
  • Characters who noticed Jerath’s dagger in the Rift 
  chamber but do not pass the Wisdom (Insight) 
  check have no memory of the stall, but still rec-
  ognize the that the griffon on the banner matches 
  the one on Jerath’s dagger.
  • If no characters noticed Jerath’s dagger in the Rift 
  chamber, they instead overhear the neighboring 
  merchants muttering amongst themselves how 
  out of character it is for the chief to be late. If they 
  succeeded at the Wisdom (Insight) check for this 
  Memory Trigger, they recall seeing the dwarven 
  woman manning the stall in the original timeline.
  If questioned, the nearby Stouthammer merchants 
  confirm that this stall belongs to their chieftain, Grif 
  Stouthammer. She’d gone to her residence around 
  noon to pick up some supplies, but hasn’t returned 
  since. Nearby dwarves re-iterate that this is very out 
  of character for her.
  If the characters show no sign of looking for Grif, 
  one of the dwarves asks the party to do so. They’d 
  send someone to do it themselves, but with the 
  amount of business being done on the festival’s final 
  night, they can’t spare a soul.
  The Stouthammer dwarves give the party 
  directions to a location in the ruins surrounding the 
  Tent City.
  4. The Griffon’s Nest
  Based on the Stouthammer dwarves’ directions, 
  Grif Stouthammer has set up residence on the very 
  opposite end of the city. It takes the characters at 
  least two hours to make their way there through the 
  ruined streets. By this time, it’s approaching late 
  evening.
  Though long abandoned, this particular area 
  appears to have been spared the worst of Hulburg’s 
  latest round of destruction.
  The squat, one-story building doesn’t look like much. 
  It’s certainly not where you’d expect a dwarven chieftain 
  to stay. Ivy and vines cover the entire front of the stone 
  building, even crawling up the single chimney, and in 
  places you can see that their roots have started to pull 
  apart the masonry. Despite this, though, the building 
  appears to be intact. 
   There are no windows to look through—no openings 
  at all, except for a tall set of wooden double-doors with 
  a rusted horseshoe dangling by one nail above them.
  This building was once a farrier’s stable. Jerath has 
  already been here, and has taken the time to cast 
  two instances of glyph of warding on the doors. The 
  glyphs are set to trigger the spell summon greater 
  demon when the doors are opened or destroyed.
  The glyphs are inscribed on the inside of the 
  doors and therefore cannot be seen if the characters 
  inspect from the outside. However, a character 
  casting detect magic does sense two nodes of 
  abjuration magic.
  Characters listening in at the doors hear faint 
  scratching and muffled noises—the sounds of Grif 
  Stouthammer frantically trying to free herself and 
  stop the doors from being opened.
  The following happens as soon as the characters 
  open the doors:
  As the doors swing open, you see that the interior of 
  the building is lit by a brightly glowing forge. A wooden 
  worktable with tools strewn about, a long horse-trough, 
  and a row of empty stables take up the left half of the 
  single room. More implements are hanging from nails 
  on the walls. 
   The forge at the far end of the room is huge. There’s 
  a bed of glowing coals in front of it, and a large anvil. 
  Tied to the anvil is a dwarven woman with a long grey 
  beard. 
   Her mouth is covered by a tightly-wound cloth, but 
  her eyes are wide as she watches the doors swing open. 
  She shakes her head frantically, but her screams are 
  muffled and incomprehensible. 
    As soon as the doors open fully, twin points of 
  light flare from their inner sides. A moment later, two 
  shapes rush at you from the shadows of the smithy.
  Triggering the glyphs summons a tanarukk and 
  a mezzoloth. The demons attack the characters 
  immediately.
  Setting up the Encounter
  Very Weak
  • Tanarukk: AC 14, 45 hp, Init +1
  • Mezzoloth: AC 18, 35 hp, Init +0
  Weak Party
  • Tanarukk: AC 14, 65 hp, Init +1
  • Mezzoloth: AC 18, 55 hp, Init +0
  Average
  • Tanarukk: AC 14, 95 hp, Init +1
  • Mezzoloth: AC 18, 75 hp, Init +0
  Strong
  • Tanarukk: AC 14, 115 hp, Init +1
  • Mezzoloth: AC 18, 95 hp, Init +0
  Very Strong
  • Tanarukk: AC 14, 130 hp, Init +1
  • Mezzoloth: AC 18, 110 hp, Init +0
  
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  CCC-TRI-31 Out of Time
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  Tricks of the Trade
  Jerath has laid this trap with the intention of slowing 
  or killing the characters. As such, the two demons 
  initially focus their attacks on the party. However, 
  Jerath’s control is subject to the limitations of the 
  spell that summoned them.
  At the end of each demon’s turn, they roll a 
  Charisma saving throw against Jerath’s spell 
  save DC 15. On a success, the demon is free of 
  Jerath’s commands and may decide to attack Grif 
  Stouthammer, given that she is helpless and there-
  fore easier prey.
  For the purposes of the battle, Grif Stouthammer 
  uses the statistics of a berserker.
  Developments
  Once the demons are defeated, characters are able 
  to easily untie Grif Stouthammer. Though grateful 
  for the rescue, she is a little irritated that the charac-
  ters triggered the trap in the first place. She is also 
  furious at herself for letting herself be taken captive.
  Though the characters may not yet realize it, Grif 
  can lead them directly to Jerath. They must ease her 
  suspicions during the following encounter, so that 
  she confides in them and points the way to the Rift 
  chamber (which, she reveals, is deep in a ruined 
  complex known as the Everforge).
  If Grif dies. The characters find papers on a desk 
  detailing the work that’s being done to excavate 
  the Everforge, along with details of its history. 
  These notes summarize the information that Grif 
  Stouthammer would otherwise impart below. There 
  is also a detailed map to the Everforge’s location in 
  the Galena Mountains.
  Characters will need to search the lockbox tucked 
  behind the forge for the fire-resistant garments, but 
  should not be prompted to do so.
  Memory Trigger
  Have the characters attempt a DC 18 Wisdom 
  (Insight) Check. Characters who succeed the check 
  have a clear memory of meeting Grif tomorrow, the 
  day after the festival.
  In your memory, this dwarf sat across a table from you 
  in a tavern, and handed you a pouch of gold with words 
  of caution. 
     “A retainer. For information, first. And if yeh can find 
  what’s done this and exact a measure o’ justice, there’ll 
  be double that when yeh return. Just remember to keep 
  this to yourselves. You breathe a word to anyone, and 
  the deal’s off.”
  Characters who recall this now know that whatever 
  happened last time around, they were originally sent 
  on their mission by this dwarf.
  Roleplaying Grif Stouthammer
  Grif is the no-nonsense chieftain and matriarch of the 
  Stouthammer clan. She is cunning and proud, and has good 
  cause for both. She is also an excellent blacksmith, and takes 
  as much pride in her craft as she does in her clan.
   Recently, she discovered something in an old family history 
  that could potentially put her clan’s name into the history 
  books: the location of the legendary Everforge.
    Grif has orchestrated an elaborate plan to secure the 
  Everforge. While most of Clan Stouthammer has descended 
  on Hulburg en masse, ostensibly to participate in the 
  Festival of the Forge, a handful of key warriors have gone on 
  ahead to confirm its location. When the festival ends, the 
  Stouthammers will march out of Hulburg, and claim their 
  prize.
   Grif has no intention of letting the Everforge fall into 
  any hands outside of her clan’s, and reacts with shock and 
  suspicion when the characters seem to know something 
  about it.
  Grif can provide the following information about her 
  capture:
  • She was attacked a few hours ago by a human 
  who had at least one mechanical construct in tow.
  • The man had commissioned a pair of dimensional 
  shackles from her a few days previously.
  • Grif was initially confused by his appearance, 
  because when they first met, he had disguised 
  himself. If he’s described to her, or if she’s shown 
  the Wanted poster, she confirms that it was 
  Jerath’s face she saw tonight.
  • When he burst in, the man seemed extremely 
  agitated, and demanded that Grif give him the 
  shackles immediately.
  • Grif refused, insisting that the work was 
  unfinished, but he cast detect thoughts on her 
  to determine that the remaining work was only 
  cosmetic (the shackles work perfectly, but one 
  of the manacles is undecorated). Grif not only 
  considered this a violation, but took issue with the 
  idea that they are complete simply because they 
  are functional.
  • The man ignored Grif’s repeated refusals to hand 
  over unfinished work. He attacked her, incapaci-
  tated her, and tied her to the anvil.
  • He then spent two hours casting glyph of warding 
  on the doors to lay a trap for people he claimed 
  might be following him.
  • One phrase of his stands out in her mind: “They’ll 
  be there, one way or another. I have seen it. But 
  not before I’m ready, no . . . no mistakes this time.”
  • She has no idea where he might have gone 
  to—when she asked, he would only say, “back to 
  where the winds guided me.”
  Based on what Jerath had been saying, Grif 
  already suspects that the characters are somehow 
  
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  connected to him, and has a few questions of her 
  own:
  • How do the characters know the man who 
  attacked her?
  • If he was in such a hurry, why did he take the time 
  to prepare a trap for them?
  • Where do they think he might be headed?
  • Have they spoken to the rest of her clan? Have her 
  clansmen been targeted in any way?
  • If characters describe the dagger that Jerath was 
  wearing in the Rift chamber or the dimensional 
  shackles holding the Efreeti, she asks how they 
  could possibly know about that—neither item had 
  ever left her workshop, and both were taken by 
  her attacker.
  Grif is eager to learn what the characters know 
  about Jerath, so that she can exact her own 
  vengeance on him. However, if characters reveal 
  that they have traveled back in time, she bluntly tells 
  them she doesn’t believe a word of it.
  It’s not until the characters describe the Rift 
  chamber and their battle there that her attitude 
  changes. She goes quiet for a moment, and when 
  she does speak, it’s in a measured tone:
  “Now I know that yeh’r spoutin’ slag.” Grif’s expres-
  sion is carefully neutral. “What yeh’r describin’ is just 
  a legend. A legend that’s gone by many names. Where 
  I’m from, folk call it the Everforge.”
  Grif can provide the following information about the 
  Everforge. She speaks entirely in hypotheticals and 
  refers to it as though it were fictional, still unsure 
  whether to trust the party:
  • The Everforge refers to both a location and an 
  artifact, the former built around the latter.
  • The forge itself was an artifact “of great power 
  and undying flame.” Legend says that it harnessed 
  a planar portal to create an unending source of 
  heat that powered an entire foundry.
  • Items created on the forge were superlative in 
  their quality. Some say that the forge’s energy 
  even imbued those items with magical powers.
  • Grif dismisses the last detail as embellishment—
  she suspects that such a foundry’s astoundingly 
  high output would give birth to such a rumor.
  • The Everforge’s location—if it ever did exist—was 
  lost centuries ago, thanks to centuries of chaos 
  created by invading armies of giants and rampag-
  ing orc hordes.
  A DC 10 Wisdom (Insight) check easily reveals that 
  Grif is holding something back.
  Persuading Grif
  Grif is still extremely suspicious of the characters’ 
  story, and is unwilling to simply divulge the location 
  of the Everforge to a group of strangers. To get 
  her to open up, the characters must roll a group 
  Charisma (Persuasion) check.
  The base DC for this check is 25. Apply the 
  following modifiers as applicable:
  • If the characters reveal that Grif originally hired 
  them to investigate the Everforge, the DC is 
  lowered by 5.
  • If the characters describe the dimensional 
  shackles worn by the efreeti or the dagger worn 
  by Jerath, the DC is lowered by 5.
  • If the characters have attempted to intimidate Grif 
  or her clan at any point, the DC increases by 5.
  If the characters succeed at the check
  Grif believes their story completely and reveals her 
  true motives:
  • She has indeed recently rediscovered the location 
  of the Everforge. It’s a few hours north of Hulburg, 
  in the Galena Mountains, and the Stouthammers 
  are in town to claim it for their own.
  • She apologizes for the secrecy, but explains that if 
  it was publicly known that the Everforge had been 
  found, it would cause chaos as different factions 
  competed for the legendary prize.
  • By bringing most of her clan here under the cover 
  of the Festival, Grif hopes to quickly seize and 
  excavate the site before there’s any contest. She 
  has already sent a contingent of ten warriors to 
  secure the location ahead of time.
  Concerned for what the characters’ story implies 
  for the Stouthammer garrison at the Everforge, she 
  gives the party detailed directions to the site. She 
  then quickly writes a letter that they can show to the 
  garrison, vouching for their presence.
  As she goes through her supplies, Grif uncovers a 
  strange set of metallic garments.
  Memory Trigger. Have the characters attempt a 
  DC 18 Wisdom (Insight) Check. For characters who 
  successfully noticed the silvery garments that Jerath 
  wore in the Everforge (DC 15), this check is made 
  with advantage.
  Characters who succeed at the check recognize 
  that Jerath wore a pair of these garments in the 
  Everforge. If asked, Grif explains what they are:
   “These are a protective garment of me own design. 
  The Everforge itself is by all accounts hot as a furnace, 
  and a person would tire quickly in that kind of heat. 
  These ought to go some way to helpin’ with that.”
  These are heat-resistant coverings that function 
  exactly like a potion of fire resistance, and have the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-31 Out of Time
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  added benefit of protecting against heat exhaustion. 
  Characters who succeeded at the Wisdom (Insight) 
  check realize that their lack of protection from the 
  Everforge’s heat would have contributed to their 
  exhaustion and defeat.
  Grif is happy to provide a set for each of the 
  characters, but cautions them that they will degrade 
  quickly, and won’t last longer than an hour. Once 
  donned, they degrade even if they are put away 
  again.
  Grif also confirms that Jerath did not take a set 
  from her, although the garrison are equipped with 
  their own set. This only deepens her concern for her 
  clansmen.
  With that, Grif urges the party to hurry to the 
  Everforge at first light the next day. If asked about 
  payment, she stonily reminds them that her kin 
  could be in mortal peril – should the party ensure 
  their safety, they can discuss payment when the job 
  is done.
  If the characters do not succeed at the check
  At this point, Grif is not sure whether to believe 
  the characters’ story. On the one hand, it sounds 
  impossible, and it’s much more likely that one of her 
  clan has been blabbing to outsiders. She also hasn’t 
  received any emergency notice from the garrison via 
  a sending stone in her possession.
  On the other hand, given her captivity and the 
  party’s description of the Rift, they could just be 
  telling the truth.
  On balance, Grif decides to play it safe. Swearing 
  the characters to secrecy, she provides them with 
  directions to the Everforge and a signed letter, but 
  takes care to keep the heat-resistant garments 
  hidden. She tells the characters to satisfy their 
  curiosity, and hers.
  If asked about payment, she scoffs that she’s 
  already entrusted the characters with a secret that 
  plenty would kill for. That’s as generous as she’s 
  willing to be, for now.
  As characters leave the smithy, Grif calls out to 
  them one last time:
  “About that dagger . . .” She pauses, and grimaces. 
  “That mad, smooth-chinned mayfly said he’d already 
  paid for it once, but that blade wasn’t made for the 
  likes of him. If yeh can see yer way to returnin’ that to 
  me, I’d be most grateful.”
  The dagger holds no deep significance, but Grif 
  considers it one of her finest pieces of work. The 
  thought of a man like Jerath wielding it disgusts her.
  Once characters have finished talking to Grif, they 
  are free to return to the Keelbreaker Inn for a night’s 
  rest. The following morning, they leave Hulburg and 
  head north, to the Everforge.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-31 Out of Time
  16
  Part 3. Forging Ahead
  Time is a flat circle.
  —Rustin Cohle, True Detective
  Estimated Duration: 80 minutes
  It takes most of the day for characters to reach the 
  Everforge from Hulburg.
  Your map quickly leads you off established roads and 
  into the wilderness of the Galena Mountains. The 
  journey is a difficult one; you climb treacherous slopes 
  of shale and ice, creep along the sides of steep ravines, 
  and pick your way across a desolate landscape of snow-
  streaked rock. 
    The sun is starting to set behind the peaks when 
  you reach your destination: an ancient doorway, carved 
  into the side of the cliff face and partially hidden by a 
  landslide. Hot, dry air is drifting out from the opening, 
  and the ice and snow around it have melted.
  This opening was once a little-used side entrance 
  to the Everforge. A long square spiral staircase 
  descends hundreds of feet into the mountain. 
  Although crumbling in places, there are signs that it 
  has been recently cleared.
  The Everforge consists of three sections: 
  the Western Administrative Wing, the Foundry 
  Complex, and the Hall of the Everforge.
  Heating Up
  As characters descend into the Everforge complex, 
  the heat grows with each step they take, quickly 
  climbing past 150°F. Characters who are not 
  wearing the heat-resistant garments provided 
  by Grif Stouthammer must succeed on a DC 10 
  Constitution saving throw, or suffer from one level of 
  exhaustion.
  If the characters put on the heat-resistant 
  garments, remind them that they will last no more 
  than one hour.
  Characters can attempt a DC 15 Wisdom (Insight) 
  check to recall that, though certainly warm, the 
  majority of the Everforge complex was not this hot 
  when they first came here.
  When they reach the bottom of the stairs, the 
  characters find a stone doorway that leads into the 
  Everforge.
  General Features
  The Everforge complex has the following general features:
  Terrain. The floor here is made of level, smooth paving 
  stones.
  Ceilings. Unless otherwise specified, the ceilings in the 
  rooms and hallways are 10 feet high.
  Walls and Doors. Unless otherwise specified, the walls are 
  decorated with simple, geometric patterns in bas-relief. All 
  doors are made of stone.
  Temperature. The complex is extremely hot, due to Jerath’s 
  tampering with the arcane runes that channel the planar rift’s 
  heat. Temperatures hover around 150°F unless otherwise 
  specified.
  Light. There is no light here save for that which the 
  characters brought with them, unless otherwise specified.
   Smells and Sounds. An eerie, oppressive silence pervades 
  the abandoned halls and chambers. The air smells of dust, 
  tinged with ash.
  Memories of the Everforge
  As characters approach the time and location at which wish 
  was cast, their memories of the original timeline become 
  clearer. Any Wisdom (Insight) checks to recall details from 
  the original timeline are now made at DC 15.
  Characters can also attempt a DC 15 Wisdom (Insight) 
  in any part of the Western Administrative Wing (area 1), the 
  Smelting Chamber (area 2A) and the Ore Offloading Platform 
  (area 2B). On a success, they remember the approximate 
  layout of any immediately-adjoining areas, and have a vague 
  sense of their distinguishing features.
  If the area’s layout or contents deviate from the original 
  timeline, this will be noted in the area’s description.
   Note that this does not apply to the Template Storage (area 
  2C), the Central Transportation Shaft (area 2D), and the Hall 
  of the Everforge (area 3). The party did not explore these 
  areas in the original timeline.
  Jerath Zorastryl’s Motives
  Jerath is playing a waiting game. He needs to be at the planar 
  rift at a very specific time to accost the passing efreeti and 
  force it into submission. But based on his knowledge of 
  arcana, he also knows that the characters will remember 
  some details of the original timeline (because of their 
  proximity to the wish when it was cast).
   His aim is to slow the characters down enough for him 
  to capture the efreeti before their arrival. To this end, he has 
  tampered with the runes surrounding the planar rift, causing 
  a buildup of arcane energy that makes the entire Everforge 
  complex unbearably hot. He has also changed the locations 
  of some glyphs of warding that he cast in the original timeline.
    Jerath is confident that the characters will reach the 
  Heart of the Everforge no matter what happens, because 
  the conditions of his prophecy must be met again. He is 
  therefore not worried about how deadly his traps might be.  
  As far as he’s concerned, his prophecy has yet to be fulfilled, 
  and the characters are in no danger of dying at any hands but 
  his own.
  1. Western Administrative Wing
  1A. Junction Hall
  This small chamber is simple and unadorned, 
  except for four doorways set into the walls and a 
  small circular bench in the middle of the room.
  
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  CCC-TRI-31 Out of Time
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  Memory Trigger. Have the characters attempt 
  a DC 15 Wisdom (Insight) check. On a success, 
  characters remember that the northeast doorway 
  leads to an office that overlooks the Foundry 
  Complex, and the northwest door leads to a series 
  of administrative offices. They also recall that the 
  entrance to the Heart of the Everforge (and the 
  planar rift) lay behind a secret door somewhere in 
  this administrative wing.
  1B. Ruined Passage
  This long hallway stretches 20 feet before turning to 
  the east. A successful DC 15 Wisdom (Perception) 
  check reveals that the ceiling in the hallway is 
  unstable.
  Developments. Characters moving 15 feet into 
  the corridor must succeed on a DC 15 Dexterity 
  saving through or take 14 (4d6) bludgeoning 
  damage as they are crushed beneath falling debris. 
  The cave-in renders the hallway impassable.
  1C. Overseer’s Office
  A short flight of stairs leads up to a doorway with 
  the words “Overseer’s Office” carved on it in 
  dwarven runes.
  Inside is a large rectangular room lined with 
  stone desks and shelves. Any records have long 
  since degraded into mulch or are desiccated to the 
  point where they disintegrate at a touch.
  The north wall is almost entirely taken up by 
  a window of thick crystal that looks out over the 
  Foundry Complex’s Smelting Chamber (area 2A). 
  The brilliantly-glowing runes covering the furnaces 
  shed dim light into this office.
  A metal lockbox is tucked under a desk in the 
  northeast corner of this room. It is locked, but 
  can be opened with a successful DC 10 Dexterity 
  (Thieves’ Tools) check.
  Developments. Jerath has trapped the doorway to 
  this office with a glyph of warding (explosive runes) 
  that deals 22 (5d8) cold damage. In the original 
  timeline, this doorway was not trapped.
  Characters who touch the metal lockbox 
  barehanded must succeed on a DC 8 Dexterity 
  saving throw or take 2 (1d4) fire damage from the 
  searing-hot metal.
  Treasure. Inside the lockbox is a preserved sheaf 
  of papers concerning the Heart of the Everforge and 
  the planar rift within it, and the engineering involved 
  in harnessing its energy. These papers mention that 
  the access route to Heart of the Everforge is located 
  in the Clerical Offices (area 1H).
  The lockbox also contains a pouch of uncut gems 
  worth 200 gp, and a pair of inch-long ingots of 
  mithral worth 70 gp each.
  1D. Mess Hall
  The center of this room is taken up by several long 
  stone tables. The dessicated remains of wooden 
  benches line the tables.
   Several bedrolls and blankets are scattered 
  around the floor, and it’s clear that the garrison has 
  been using this room as a base of operations. There 
  is no sign of the dwarves themselves, however.
  There are doors set into the north and east walls.
  1E. Kitchen and Storage Room
  This small room was a combined kitchen and stor-
  age area. The north and west walls are lined with 
  counter tops, and various pieces of kitchenware still 
  lie scattered about. The metal implements have not 
  rusted in the dry environment.
   The storage room is a partitioned area in the 
  northwest corner of the kitchen. Stone shelves line 
  the walls, and the floor is covered in the remains 
  of crates and barrels. Some foodstuffs still remain, 
  mummified in the dry heat.
  1F. Worker’s Passage
  This hallway contains doors in the north, west, and 
  east walls. The walls themselves are carved with 
  bas-relief murals showing industrious dwarves 
  wielding hammer and tongs over anvils. Geometric 
  spirals seem to suggest some sort of energy radiat-
  ing through and from the anvils.
  Developments. Jerath has trapped the northern 
  door with a glyph of warding (explosive runes) that 
  deals 22 (5d8) thunder damage. In the original 
  timeline, this doorway was not trapped.
  1G. Staging Room
  Parts of the ceiling in this room have collapsed, 
  leaving large portions of the room covered in rubble. 
  These areas are difficult terrain.
  Three alcoves in the east wall contain stone doors 
  that lead to the Smelting Chamber (area 2A). In the 
  original timeline, each of these doors was trapped 
  with explosive runes that did cold, lightning, and 
  thunder damage. None of them are trapped now.
   Metal racks lie scattered around the floor, along 
  with the remnants of hammers, tongs, heavy leather 
  aprons and elbow-length gloves—the sort of tools a 
  blacksmith might use.
  Two dwarves are standing in the center of the 
  room. They are members of the Stouthammer gar-
  rison, and are under the influence of the spell mass 
  suggestion. Jerath has spared their lives so that they 
  can slow the party down.
  The dwarves use the stat block of berserkers. 
  They attack the party immediately on sight, and do 
  not respond to anything the party says.
  
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  CCC-TRI-31 Out of Time
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  Setting up the Encounter
  Very Weak
  • Berserker (2): AC 13, 35 hp, Init +1
  Weak
  • Berserker (2): AC 13, 43 hp, Init +1
  Average
  • Berserker (2): AC 13, 52 hp, Init +1
  Strong
  • Berserker (2): AC 13, 63 hp, Init +1
  Very Strong
  • Berserker (2): AC 13, 77 hp, Init +1
  Stouthammer Dwarf (Berserker)
  The Stouthammer dwarves have the following adjustments to 
  the berserker statistics:
  • Speed halved
  • Disadvantage on attack rolls
  • Disadvantage on saving throws
  • Disadvantage on ability checks
  Tricks of the Trade. Both dwarves are suffering 
  from three levels of exhaustion—their speed is 
  halved, and they have disadvantage on attack rolls, 
  saving throws, and ability checks. Characters can 
  attempt a DC 12 Wisdom (Medicine) check as an 
  action to confirm this.
  Characters can also attempt a DC 15 Intelligence 
  (Arcana) check to confirm that the dwarves are 
  under the influence of the spell mass suggestion. 
  This check is made with advantage if characters 
  have already told the dwarves that they were sent by 
  Grif Stouthammer.
  Developments. Killing the dwarven garrison 
  members earns the characters the “Enmity of the 
  Stouthammers” story award, and affects their inter-
  action with Grif Stouthammer in the adventure’s 
  conclusion.
  If the spell mass suggestion is dispelled, 
  the dwarves collapse to the ground. They are 
  exhausted, confused, and almost incoherent, but 
  they can provide the following information:
  • They were surprised here the previous night by 
  a wizard of some sort. He quickly charmed them 
  and ordered them to attack any intruders. They’ve 
  been standing in this room since.
  • They do not know what’s become of the other 
  members of their garrison.
  • One of the other garrison members carried a 
  sending stone that they could use to get a mes-
  sage back to Hulburg. Its counterpart is in Grif 
  Stouthammer’s possession.
  • The heat has been increasing steadily over the 
  past few hours, but they don’t know the cause.
  • They can tell the players the general layout of 
  the Western Administrative Wing and Foundry 
  Complex, but are in no state to go into detail.
  • They do not know where the entrance to the 
  Heart of the Everforge is.
  Whether knocked out or freed from Jerath’s 
  influence, the dwarves must be taken out of the 
  Everforge complex soon, or the heat will kill them. If 
  characters make no attempt to move them to safety, 
  they are considered to be killed for the purposes of 
  the aforementioned story reward.
  1H. Clerical Offices
  This area was the administrative hub of the 
  Everforge complex. Stone desks have been carved 
  out of the floor in the center of this room to provide 
  space for clerks and engineers to work.
  Three doors in the west wall lead to adminis-
  trative offices and the Records Archive (area 1I). 
  A door in the southeast wall leads to the Hall of 
  Ancestors (area 1L).
  A secret door leading to the Heart of the 
  Everforge is hidden in the northwest wall. Finding 
  it requires a DC 15 Wisdom (Perception) check. If 
  characters are already aware of the door’s presence, 
  but not its precise location, this check is made with 
  advantage.
  If characters have succeeded at a Wisdom 
  (Insight) check to recall the exact location of the 
  door, they find it without the need for a Wisdom 
  (Perception) check.
  Developments. Jerath has trapped the door in the 
  southeast wall with a glyph of warding (explosive 
  runes) that deal 22 (5d8) lightning damage.
  Jerath has trapped the secret door with a glyph of 
  warding (explosive runes) cast at 4th-level that deals 
  27 (6d8) acid damage.
  Beyond the secret door is a descending staircase. 
  However, it is completely blocked with rubble—
  Jerath has collapsed the passageway. It is now 
  impassable, and would require several days of work 
  to clear.
  1I. Records Archive
  This square room is lined with rows and rows of 
  stone shelves. Books and scrolls line the shelves, 
  although any exposed parchment has long since 
  crumbled to dust.
  Characters who can read Dwarvish can tell from 
  the remaining book spines that these were account-
  ing records, spanning centuries of activity. There 
  are also documentations of work and engineering 
  proposals that cover a similar period of time.
  Treasure. One scroll case, tucked behind a row of 
  books, contains an intact spell scroll of stone shape.
  
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  CCC-TRI-31 Out of Time
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  1J. Chief Engineer’s Office
  One large stone desk takes up most of the space in 
  this room. The north wall is carved with a bas-relief 
  depicting a hunched-over dwarf in a robe, holding a 
  book.
  A successful DC 12 Intelligence (Religion) check 
  reveals that this is Dugmaren Brightmantle, dwar-
  ven god of invention, discovery, and knowledge.
  Treasure. A drawer in the desk contains a set of 
  tinker’s tools, and a small clockwork cat made of 
  tarnished bronze. The cat is a marvel of engineer-
  ing, and can be sold for 100 gp.
  1K. Minor Office
  This office contains a pair of stone desks. The walls 
  are plain and unadorned.
  1L. Hall of Ancestors
  This long hall is lined with slender, fifteen-foot-high 
  columns. Each column is banded with rings of 
  metal that start from iron at the bottom, then 
  become progressively rarer and more expensive as 
  they climb higher. The top band of each column is 
  made of mithral. The bands are set deep into the 
  stone of the columns, and cannot be removed.
   The walls are carved from floor to ceiling with 
  elaborate murals. They depict a variety of scenes; 
  dwarves battling orcs and giants with elaborate 
  weapons; dwarves working great bellows and 
  forging huge creations of metal; dwarves proudly 
  building wonders of architecture and engineering; 
  dwarves kneeling before the gods Moradin and 
  Berronar. They are all beautifully intricate, and 
  are styled with the same geometric patterns as the 
  carvings in other rooms.
  The beauty of the room is offset by its contents. 
  The bodies of eight dwarves lie in the center of the 
  hall, surrounded by a pool of dried blood.
  A successful DC 12 Intelligence (Medicine) check 
  reveals that the dwarves have been killed in the past 
  twenty-four hours, and by magical means.
  The dwarves were not wearing any heat-resistant 
  garments. If their bodies are searched, one is 
  carrying a cracked sending stone. It was broken in 
  the attack and cannot be repaired.
  2. Foundry Complex
  2A. Smelting Chamber
  This huge chamber is an awe-inspiring sight. The 
  ceiling is 50 feet high, and shaped in a vaulted 
  arch. Four doorways in the west wall lead to the 
  Western Administrative Wing, and there is a set of 
  double-doors in the southeast corner of the room 
  that lead to the Template Storage (area 2C).
   Five immense smelting furnaces, carved from 
  stone in the shape of stern, bearded dwarf heads, 
  take up the majority of the room. The largest, to the 
  north, is set into a semicircular alcove. A twenty-
  foot-high walkway with a low railing surrounds it. 
  It is accessible via a ladder on the western end, 
  and three platforms jut out over the open top of the 
  furnace.
   Stone troughs run out of this furnace’s eyes, 
  leading to the smaller furnaces to the east and 
  west. These, in turn, have troughs coming out of 
  their open mouths, which extend over a final pair of 
  furnaces. At the base of this last pair, channels lead 
  into a long, shallow pool.
   In centuries past, molten slag would have flowed 
  along these troughs and channels, gradually puri-
  fying in each successive furnace until pure metal 
  collected in the pool.
  At the south end of the pool, tiny channels lead to 
  four stone platforms with square-shaped indenta-
  tions, no more than five feet to a side.
  Furnaces, troughs, channels and pool are all 
  covered with dwarven runes in their interior. These 
  runes shine with a brilliant white glow that bathes 
  the chamber in dim light. The heat radiating from 
  them is intense, enough to make the air shimmer.
  Memory Trigger. Have the characters attempt 
  a DC 15 Wisdom (Insight) Check. On a success, 
  characters recognize these runes as being identical 
  to the ones covering the archway and column that 
  surrounded the planar rift.
  Moreover, characters remember that when they 
  first explored this area, the runes were dull and 
  dark, and the heat was not nearly as intense.
  Developments. Jerath has cast magic mouth on 
  the largest head-shaped furnace, at the north end of 
  the chamber. When characters enter the Smelting 
  Chamber, its mouth opens and it speaks with a 
  familiar voice:
  “I knew that you’d remember. The winds have guided 
  you here again, as they did me. Just remember your 
  place in what is to come.”
  Its message delivered, the mouth closes, and the 
  furnace falls silent.
  2B. Ore Offloading Platform
  This area is accessed via the walkway surrounding 
  the largest furnace. This walkway opens out to a 
  wider staging area that has been carved into the 
  rock twenty feet above the floor of the Smelting 
  Chamber.
   A narrow rail track follows the curve of the wall 
  and disappears into a collapsed tunnel. There is an 
  iron mine cart at the end of the tracks, piled high 
  with ore.
  Treasure. Characters searching the ore can make 
  a DC 12 Intelligence (Investigation) check. On a 
  success, they find a chunk of stone containing a 
  diamond worth 600 gp.
  
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  CCC-TRI-31 Out of Time
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  2C. Template Storage
  The ceiling in this room has mostly collapsed, filling 
  the entire eastern half with rubble.
  Scattered around the room and stacked against 
  the walls are several thick squares of metal, five 
  feet to a side. They have various shapes cut into 
  them—mostly ax-heads, sword blades, and sections 
  of armor. These templates were fitted into the 
  platforms in the Smelting Chamber, so that molten 
  metal could flow into the appropriate shape.
  Developments. A dry, lichen-like mold has begun 
  growing in the piles of rubble. It releases a cloud 
  of spores if disturbed. Characters who dig through 
  the crushed stone must succeed on a DC 12 
  Constitution saving throw, or take 5 (1d10) poison 
  damage and become poisoned for 1 hour.
  2D. Central Transportation Shaft
  This southern section of the Foundry Complex is 
  mostly taken up by a large elevator platform oper-
  ated by a long lever. A complex assemblage of gears, 
  metal cables, and pulleys surrounds the platform, 
  and disappears up into a dark shaft that stretches at 
  least one hundred feet. At the top of the shaft, any 
  passage leading out has long since been blocked by 
  collapsed masonry.
  South of the elevator is the doorway to the Hall of 
  the Everforge.
  Developments. The mechanism to work the 
  elevator is in dangerous condition. If characters 
  attempt to activate it, there’s a loud metallic groan-
  ing noise, followed by a crashing sound from above.
   Characters standing on the platform must 
  succeed on a DC 15 Dexterity saving throw or take 
  14 (4d6) bludgeoning damage as they are crushed 
  by falling wreckage.
  3. The Hall of the Everforge
  An immense, twenty-foot-high stone door blocks this 
  area off. Wisps of steam leak out from underneath 
  it. The door is unlocked, and can be rolled aside 
  with a DC 15 Strength check.
  As you slide the door into the wall, billowing clouds of 
  steam roll out over you from the chamber beyond. The 
  entire area is bathed in an eerie, diffuse glow. Through 
  the cloying, hot mist, you can hear a muffled roaring 
  noise coming from the far end of the room.
  At the far end of this semicircular room, a waterfall 
  crashes into a pool of water from a narrow opening 
  near the ceiling thirty feet above. There are wide 
  grooves set into the floor that channel the water, 
  creating a moat around the five-foot-high podium in 
  the center of the room.
  Characters immediately notice that the steam is 
  coming from one area. Part of the pool beside the 
  central podium has collapsed, and water is spilling 
  into the area below. The room is filled with the 
  steam that billows out of the hole.
  Four alcoves are spaced along the curved wall. 
  Set into each one is a small forge and an anvil. The 
  anvils are dark, but all the forges except one are 
  covered in glowing runes on the inside and radiate 
  heat.
  The forge in the southwest corner of the room is 
  cracked and broken, its runes dark.
  Four flights of stairs radiate out from the central 
  podium and lead to the alcoves. Small stone bridges 
  cross the moat along these paths.
  At the top of the central podium is another anvil, 
  much larger than the others. The floor surrounding 
  it is covered in a linework of metal bands etched 
  with shining runes. These web out from the anvil 
  and sink into the stone. The anvil itself is glowing 
  white-hot.
  The entire area is lightly obscured by thick steam, 
  imposing disadvantage on any Wisdom (Perception) 
  checks that rely on sight.
  Treasure
  Inside the broken forge are three platinum ingots 
  worth 175 gp each.
  Developments
  The humid air of this room is so hot that even pro-
  tective clothing cannot guarantee safety. Characters 
  who are not wearing heat-resistant garments must 
  succeed on a DC 15 Constitution saving throw 
  when they enter this room, or gain one level of 
  exhaustion. For characters wearing the heat-resis-
  tant garments, the DC is reduced to 8.
  Once the door is opened, the steam dissipates 
  after one minute. After this minute, the air is clear 
  and characters do not need to make a Constitution 
  saving throw after entering.
  Except for the waterfall itself, the water in this 
  room is scalding-hot. Characters who come into 
  contact with the water take 3 (1d6) fire damage 
  every round they are immersed.
  The anvil on the podium has been absorbing 
  immense amounts of arcane energy for hours, and 
  is critically unstable. The slightest touch will cause 
  the anvil to unleash this energy in a fiery blast, 
  casting fireball centered on the anvil (spell save DC 
  13).
  When characters investigate the hole in the pool, 
  six steam mephits fly out of it and attack.
  
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  CCC-TRI-31 Out of Time
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  Tricks of the Trade
  The steam mephits should present little more than 
  an annoyance to the party, and an indication that 
  they are on the right track. After one round, the 
  mephits fly out into the Foundry Complex.
  The opening in the floor leads to a small cave and 
  a rough, narrow tunnel that descends to the north. 
  This is not part of the Everforge complex itself, but a 
  sinkhole that the waterfall has eroded into existence 
  over the centuries.
  The tunnel twists and turns, leading deeper 
  underground, and the air grows hotter with each 
  step the characters take. After a few hundred feet, 
  characters emerge from a collapsed wall into a 
  hallway that is immediately recognizable.
  At the far end of this hallway is a large door 
  carved with an ancient symbol for the Elemental 
  Plane of Fire. Behind this door lies the Heart of the 
  Everforge.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
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  Part 4. Once More, With Feeling
  Such a vision the winds have shown me. A gate of 
  fire, long forgotten. A mighty creature, bound to my 
  service. Heroes and champions, prostate before me. 
  What could this foretell, if not glory?
  —Jerath Zorastryl
  Estimated Duration: 60 minutes
  General Features
  The Heart of the Everforge has the following general features.
  Planar Rift. The center of the room is taken up by a 
  ten-foot-deep hexagonal pit with four staircases leading into 
  it. At the center of the pit is a rift to the Elemental Plane of 
  Fire. Characters beginning their turn within 10 feet of the Rift 
  must succeed at a DC 15 Constitution saving throw, or take 5 
  (1d10) fire damage and gain 1 level of exhaustion.
  Characters wearing the heat-resistant garments take half as 
  much damage, and do not suffer from exhaustion.
  Temperature. Due to the planar rift, the temperature in 
  the room is in excess of 200°F. The air is dry and difficult to 
  breathe. Characters wearing the heat-resistant garments find 
  themselves able to breathe more easily in the heat.
  Light. The planar rift sheds bright light in a thirty foot 
  radius, and dim light an additional thirty feet beyond that. 
  Besides the rift, there are no light sources.
  Smells and Sounds. The dry air has no scent to it. Despite 
  the flame-like appearance of the Planar Rift, it makes no 
  sound, making the chamber eerily quiet
   Rubble. The southwest and northeast corners of the room 
  have collapsed, and rubble is strewn over the floor. These 
  areas count as difficult terrain.
  1. Out of the Frying Pan . . .
  The Heart of the Everforge is almost exactly as 
  the characters remember it, with one notable 
  difference:
  The runes covering the stone arch are glowing with 
  their own light now. Rough gouges in the rock have 
  erased them in patches, and in other places new arcane 
  marks have been carved out. There is also no sign of 
  the efreeti. 
   As soon as you enter, Jerath snarls at you from the 
  other side of the chamber. “No chances this time, 
  heroes! The winds said you’d lie at my feet—they didn’t 
  say you’d be alive!”
  Jerath shouts a word of command, and his con-
  structs rush towards the players as he begins to cast 
  a spell, beginning combat.
  Setting up the Encounter
  If characters are suffering from exhaustion, consider 
  adjusting the party’s strength to compensate.
  Very Weak
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Has no spell slots above Level 6
  • Animated Armor: AC 15, 33 hp, Init +0
  • Animated Armor: AC 18, 33 hp, Init +0
  Weak
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Has no spell slots above Level 7
  • Animated Armor: AC 15, 33 hp, Init +0
  • Animated Armor: AC 18, 33 hp, Init +0
  Average
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Replace arcane eye with sickening radiance
  • Animated Armor: AC 18, 33 hp, Init +0
  • Helmed Horror: AC 20, 60 hp, Init +1 
  Immunity to fireball, heat metal, lightning bolt
  • Helmed Horror: AC 20, 60 hp, Init +1 
  Immunity to fireball, heat metal, wall of fire
  Strong
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Replace arcane eye with sickening radiance
  • Helmed Horror: AC 20, 60 hp, Init +1 
  Immunity to fireball, heat metal, wall of fire
  • Shield Guardian: AC 17, 142 hp, Init −1 
  No regeneration ability 
  absorb elements stored at level 4
  Very Strong
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Replace arcane eye with sickening radiance
  • Helmed Horror: AC 20, 60 hp, Init +1 
  Immunity to fireball, heat metal, lightning bolt
  • Shield Guardian: AC 17, 142 hp, Init −1 
  No regeneration ability 
  absorb elements stored at level 4
  • Stone Defender: AC 16, 52 hp, Init +0
  Jerath Zorastryl (Diviner)
  • Replace locate object with magic mouth
  • Replace fly with glyph of warding
  • Replace Rary’s telepathic bond with planar binding
  • One 1st-level spell slot has been used for mage armor
  • One 2nd-level spell slot has been used for magic mouth
  • All 3rd-level spell slots have been used for glyphs of warding
  • One 4th-level spell slot has been used for glyph of warding
  • One 6th-level spell slot has been used for mass suggestion
  
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  CCC-TRI-31 Out of Time
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  Deadly
  Deadly is an optional choice for DMs and players who decide 
  to take on an additional challenge.
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Replace arcane eye with sickening radiance
  • Shield Guardian: AC 17, 142 hp, Init −1 
  No regeneration ability 
  absorb elements stored at level 4
  • Shield Guardian: AC 17, 142 hp, Init −1 
  absorb elements stored at level 4
  • Stone Defender: AC 16, 52 hp, Init +0
  Tricks of the Trade
  In each round, on initiative count 20, the planar rift 
  itself pulses brightly for a moment. A successful DC 
  18 Intelligence (Arcana) check lets characters know 
  that the rift is unstable due to Jerath’s tampering.
  Jerath does his best to keep at a distance from the 
  characters, casting spells from across the chamber. 
  He attacks quickly and brutally, using area-of-effect 
  spells to do as much damage as possible in the 
  opening rounds of the encounter.
  His constructs attempt to focus their attacks on 
  spellcasters. If possible, Jerath keeps one beside 
  him for additional defense.
  If Jerath has a stone defender with him, it does 
  not engage in battle, but stays within five feet of him 
  at all times. If Jerath is attacked in melee, it deals 
  with the offending character to the best of its ability.
  Constructs that use the shield guardian statistics 
  are not linked to an amulet. As such, Jerath does not 
  gain the benefit of the construct’s Bound ability.
  Developments
  After 3 rounds of combat, the planar rift explodes. 
  Everybody in the Heart of the Everforge, including 
  Jerath and his constructs, is flung into the outskirts 
  of the Elemental Plane of Fire.
  2. . . . Into the Fire
  When the light fades, you find yourself in a desolate 
  landscape, on a spit of scorched land surrounded by a 
  lake of lava. The hot air is thick with sulfur and ash, and 
  the sky is a roiling mass of black and red clouds.
  This area is in the very outskirts of the Elemental 
  Plane of Fire. Because of this, it is almost a mirror 
  of the Prime Material Plane, and the area resembles 
  the general layout of the Heart of the Everforge. The 
  lava follows the contours where walls had collapsed 
  in that chamber, and there is a five foot depression 
  in the ground that roughly corresponds to the pit.
   Characters remain in the same positions relative 
  to the planar rift as the landscape changes around 
  them.
  If characters are concentrating on a spell that 
  has a sustained area of effect (such as ice storm 
  or sickening radiance), they have a chance to keep 
  the spell active thanks to the area’s similarity to 
  the Everforge. On a successful DC 15 Constitution 
  saving throw, the spell’s area of effect is carried over 
  to the corresponding location relative to the planar 
  rift.
  General Features
  The Elemental Plane of Fire has the following general 
  features.
  Planar Rift. The rift is nowhere to be seen. Though it still 
  exists on the Prime Material plane, it is a one-way conduit 
  and does not exist in the Elemental Plane of Fire.
  Temperature. The air here is in excess of 200°F. The air is 
  dry and difficult to breathe.
  Characters wearing the heat-resistant garments find 
  themselves able to breathe more easily in the heat.
  Light. Though the cloud cover is thick, there is an ambient 
  red light that is as bright as daylight. The lava also sheds 
  bright light.
  Smells and Sounds. The air reeks of noxious gases and 
  charred soil. A scorching breeze whispers through the air.
   Lava Lake. Falling into this lava can be deadly. Creatures 
  take 44 (8d10) fire damage if they fall into the lava, and an 
  additional 44 (8d10) fire damage when they begin their turn 
  in it.
  Jerath and his constructs do not pause in their 
  assault, and combat resumes immediately.
  Developments
  Each round, on initiative count 20, one of the six 
  patches of ground marked on the map erupts into 
  rainbow-colored flame. Roll 1d6 to determine which 
  spot does so.
   Any creatures standing in that spot must succeed 
  on a DC 12 Dexterity saving throw or take 3 (1d6) 
  fire damage.
  If Jerath is killed, his constructs fall still and stand 
  in a neutral position. Without anybody to command 
  them, they are of no further threat.
  Jerath dies without fanfare; no speeches, no 
  posturing. As the characters watch, the last vestiges 
  of his heat-resistant garments wisp away as they 
  succumb to the heat, and the fringes of his robes 
  begin to smolder.
  Treasure
  Characters will need to move quickly to loot Jerath’s 
  body before it begins to burn. He is carrying a 
  diamond worth 1,000 gp (an ingredient for the spell 
  planar binding), a perfectly-balanced dagger with 
  a gold griffon inlaid on the hilt, and a set of dimen-
  sional shackles with one undecorated manacle.
  
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  CCC-TRI-31 Out of Time
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  After characters have recovered these items from 
  Jerath’s body, they hear a booming voice behind 
  them:
  “I see that I have tarried too long to exact my own 
  vengeance.” 
   An immense figure towers over you from behind. His 
  skin is as red as the clouds above, and he holds a huge 
  curved sword. He stares at you all with white-hot eyes, 
  then sighs and sheathes his blade. 
   “Very well. It is so. My honor passes to you.” He 
  kneels in the cinders. “My name is J’mash al-Bakhtiar, 
  Kaahn of the Flamekeepers, Third heir to the Gleaming 
  Spires, Sepah-Salaar of the Searing Hordes.” The 
  efreeti looks up at you all and grins. “But you, friends, 
  may call me Jim.
  Jim is extremely grateful to the party for vanquish-
  ing this foe.
  • If asked what happened during the original 
  timeline, he glowers at Jerath’s smoldering corpse. 
  “I was merely passing by. This one drew me 
  through the Gate with honeyed words and empty 
  promises, to my lasting shame. It is fortunate for 
  all of us that he could not still that silvered tongue 
  when he should, no?”
  • He laughs if asked about Jerath’s prophesy. 
  “He told me of this, before. He foresaw heroes 
  prostrate before him. He foresaw me bound to his 
  service. The winds spoke true to him. All that he 
  saw was fulfilled, before his wish.”
  • If asked to grant a wish, Jim regretfully informs 
  the characters that he will be unable to do so for 
  some time. “Greater nobility than I can manage 
  more. For myself, it will be at least a year before I 
  can summon such power again.”
  Jim tells the party that should they ever find them-
  selves in the City of Brass, they will find a friend 
  there. He then casts plane shift to send the party 
  back into the Heart of the Everforge, noting that 
  they will not survive long if they remain here. He 
  does not send back any remaining constructs.
   Characters earn the “Friend in Hot Places” story 
  award.
  
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  CCC-TRI-31 Out of Time
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  Epilogue
  Back in the Heart of the Everforge, the runes 
  surrounding the planar rift are no longer glowing. 
  The buildup of energy has been released for now, 
  and the rift itself seems much more stable than it 
  was before.
  The characters encounter no trouble getting 
  out of the Everforge and making their way back to 
  Hulburg.
  On their way back through the Galena Mountains, 
  they meet a large contingent of dwarves—the 
  remaining members of the Stouthammer clan, led 
  by Grif herself.
  If the characters dealt with the Stouthammer 
  garrison members without killing them. Grif 
  expresses her gratitude. She allows the characters 
  to keep the dimensional shackles, and pays them 
  a total of 500 gp for their services. If characters 
  return the dagger, she gives them an additional 200 
  gp in thanks.
  If the party have killed the Stouthammer 
  garrison members. Grif is incensed beyond belief 
  and flatly refuses any attempted explanation. She 
  refuses to pay the characters a single copper. 
  Spitting at them that they’ve made enemies for life, 
  she leads the Stouthammer clan away from the 
  characters before any further blood is shed. She 
  leaves the dagger and dimensional shackles behind, 
  forgetting all about them in her grief and fury. 
  Characters earn the “Enmity of the Stouthammers” 
  story award.
  On their return to Hulburg, the characters find 
  the city a little subdued, now that the festival is over. 
  There, they can collect their reward of 1,500 gp 
  for killing Jerath Zorastryl, so long as they provide 
  some proof.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-31 Out of Time
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  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Animated Armor  
   
  200
  Helmed Horror  
   
  1,100
  Shield Guardian  
   
  2,900
  Mezzoloth 
   
   
  1,800
  Tanarukk 
   
   
  1,800
  Berserker 
   
   
  450
  Steam Mephit 
   
   
  50
  Diviner  
   
   
  3,900
  Stone Defender  
   
  1,100
  Non-Combat Awards
  Task or Accomplishment  
  XP Per Character
  Save the Garrison 
   
  1,000
  The minimum total award for each character 
  participating in this adventure is 3,750 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 5,000 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
  GP Value
  Uncut gems 
   
   
  200
  Mithral ingots 
   
   
  140
  Clockwork Cat 
   
   
  100
  Diamond Ore 
   
   
  600
  Platinum Ingots  
   
  525
  Grif’s Dagger 
   
   
  200
  Diamond 
   
   
  1,000
  Grif’s Reward 
   
   
  500
  Jerath’s Bounty  
   
  1,500
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Dimensional Shackles
  Wondrous item, rare
  This set of shackles is unfinished. The left manacle 
  is intricately decorated, but the right is made of 
  roughly-hammered metal.
   This item can be found in Player Handout 2.
  Scroll of Stone Shape
  Scroll, rare
  This item can be found in the Dungeon Master’s 
  Guide.
  Story Awards
  During the course of this adventure, the characters 
  may earn the following story awards:
  Emnity of the Stouthammers. There may have 
  been extenuating circumstances, but your part in 
  the death of the Stouthammer garrison has earned 
  you the enmity of their clan. You are not welcome 
  at the Everforge, and any Stouthammer dwarf you 
  meet in the world will consider you a foe.
  More information can be found in Player 
  Handout 1.
  Friends in Hot Places. Your actions today have 
  earned you the gratitude of a very powerful creature. 
  Should you ever find yourself back on the Elemental 
  Plane of Fire and visiting the City of Brass, you will 
  be welcomed as a friend.
  More information can be found in Player 
  Handout 1.
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure.
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
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  CCC-TRI-31 Out of Time
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  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
   Jerath Zorastryl (JER-ath zor-AST-ryl). A 
  Halruaan Diviner, on a quest to fulfil what he sees 
  as his great destiny at any cost.
   Glimwick Periwhipple (GLIM-wick PERI-
  wipple). An eccentric but brilliant gnome tinkerer.
  Rueful-Eddies-In-The-Current (ROO-ful ED-ees 
  in the CURrent). A Tabaxi con artist passing off 
  mundane weapons as magical blades.
   Grif Stouthammer (GRIFF STOUT-hammer). 
  The no-nonsense chieftain of the dwarven 
  Stouthammer clan, in Hulburg to orchestrate the 
  reclamation of the Everforge.
  Luff Stouthammer (LOOF STOUT-hammer). A 
  member of the garrison sent to secure the Everforge 
  in advance of the clan’s arrival.
  
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  CCC-TRI-31 Out of Time
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  Appendix. Monster/NPC Statistics
  Animated Armor
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  3 (−4) 
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages —
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The armor is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the armor remains 
  motionless, it is indistinguishable from a normal suit 
  of armor.
  Actions
  Multiattack. The armor makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage.
  
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  CCC-TRI-31 Out of Time
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  Diviner
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 67 (15d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +7, Wis +4
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages any four languages
  Challenge 8 (3,900 XP)
  Spellcasting. The diviner is a 15th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The diviner has the following 
  wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, message, 
  true strike
  1st level (4 slots): shield, fog cloud, mage armor
  2nd level (3 slots): detect thoughts,* locate object,* 
  scorching ray
  3rd level (3 slots): clairvoyance,* fly, fireball
  4th level (3 slots): arcane eye,* greater invisibility, ice 
  storm
  5th level (2 slots): Rary’s telepathic bond,* scrying*
  6th level (1 slot): mass suggestion, true seeing*
  7th level (1 slot): delayed blast fireball, teleport
  8th level (1 slot): maze
  *Divination spell of 1st level or higher
  Portent (Recharges after the diviner casts a Divination 
  Spell of 1st Level or Higher). When the diviner or a 
  creature it can see makes an attack roll, a saving throw, 
  or an ability check, the diviner can roll a d20 and 
  choose to use this roll in place of the attack roll, saving 
  throw, or ability check.
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, 
  or 3 (1d8 − 1) bludgeoning damage if used with two 
  hands.
  Source: Volo’s Guide to Monsters
  Helmed Horror
  Medium construct, neutral
  Armor Class 20 (plate, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Skills Perception +4
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  adamantine
  Damage Immunities force, necrotic, poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The helmed horror has advantage on 
  saving throws against spells and other magical effects.
  Spell Immunity. The helmed horror is immune to three 
  spells chosen by its creator. Typical immunities include 
  fireball, heat metal, and lightning bolt.
  Actions
  Multiattack. The helmed horror makes two longsword 
  attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands.
  
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  CCC-TRI-31 Out of Time
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  Mezzoloth
  Medium fiend (yugoloth), neutral evil
  Armor Class 18 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  16 (+3) 
  7 (−2) 
  10 (+0) 
  11 (+0)
  Skills Perception +3
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., 
  passive Perception 13
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The mezzoloth’s innate 
  spellcasting ability is Charisma (spell save DC 11). 
  The Mezzoloth can innately cast the following spells, 
  requiring no material components:
  2/day each: darkness, dispel magic
  1/day: cloudkill
  Magic Resistance. The mezzoloth has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The mezzoloth’s weapon attacks are 
  magical.
  Actions
  Multiattack. The mezzoloth makes two attacks, one 
  with its claws, and one with its trident.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +7 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing 
  damage when held with two claws and used to make a 
  melee attack.
  Teleport. The mezzoloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see.
  Shield Guardian
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (−1) 
  18 (+4) 
  7 (−2) 
  10 (+0) 
  3 (−4)
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Languages understands commands given in any 
  language but can’t speak
  Challenge 7 (2,900 XP)
  Bound. The shield guardian is magically bound to an 
  amulet. As long as the guardian and its amulet are 
  on the same plane of existence, the amulet’s wearer 
  can telepathically call the guardian to travel to it, and 
  the guardian knows the distance and direction to the 
  amulet. If the guardian is within 60 feet of the amulet’s 
  wearer, half of any damage the wearer takes (rounded 
  up) is transferred to the guardian.
  Regeneration. The shield guardian regains 10 hit points 
  at the start of its turn if it has at least 1 hit point.
  Spell Storing. A spellcaster who wears the shield 
  guardian’s amulet can cause the guardian to store one 
  spell of 4th level or lower. To do so, the wearer must 
  cast the spell on the guardian. The spell has no effect 
  but is stored within the guardian. When commanded 
  to do so by the wearer or when a situation arises that 
  was predefined by the spellcaster, the guardian casts 
  the stored spell with any parameters set by the original 
  caster, requiring no components. When the spell is cast 
  or a new spell is stored, any previously stored spell is 
  lost.
  Actions
  Multiattack. The guardian makes two fist attacks.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Reactions
  Shield. When a creature makes an attack against the 
  wearer of the guardian’s amulet, the guardian grants a 
  +2 bonus to the wearer’s AC if the guardian is within 5 
  feet of the wearer.
  
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  CCC-TRI-31 Out of Time
  31
  Steam Mephit
  Small elemental, neutral evil
  Armor Class 10
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (−3) 
  11 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, Ignan
  Challenge 1/4 (50 XP)
  Death Burst. When the mephit dies, it explodes in 
  a cloud of steam. Each creature within 5 feet of the 
  mephit must succeed on a DC 10 Dexterity saving 
  throw or take 4 (1d8) fire damage.
  Innate Spellcasting (1/Day). The mephit can innately 
  cast blur, requiring no material components. Its innate 
  spellcasting ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire 
  damage.
  Steam Breath (Recharge 6). The mephit exhales a 
  15-foot cone of scalding steam. Each creature in that 
  area must succeed on a DC 10 Dexterity saving throw, 
  taking 4 (1d8) fire damage on a failed save, or half as 
  much damage on a successful one.
  Stone Defender
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  17 (+3) 
  3 (−4) 
  10 (+0) 
  1 (−5)
  Damage Immunities poison; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks that 
  aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but 
  can’t speak
  Challenge 4 (1,100 XP)
  False Appearance. While the stone defender remains 
  motionless against an uneven earthen or stone surface, 
  it is indistinguishable from that surface.
  Magic Resistance. The stone defender has advantage 
  on saving throws against spells and other magical 
  effects.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage, and if 
  the target is Large or smaller, it is knocked prone.
  Reactions
  Intercept Attack. In response to another creature 
  within 5 feet of it being hit by an attack roll, the stone 
  defender gives that creature a +5 bonus to its AC 
  against that attack, potentially causing a miss. To use 
  this ability, the stone defender must be able to see the 
  creature and the attacker.
  Source: Mordenkainen’s Tome of Foes
  
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  CCC-TRI-31 Out of Time
  32
  Tanarukk
  Medium fiend (demon, orc), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 95 (10d8 + 50)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  9 (−1) 
  9 (−1) 
  9 (−1)
  Skills Intimidation +2, Perception +2
  Damage Resistances fire, poison
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common, Orc
  Challenge 5 (1,800 XP)
  Aggressive. As a bonus action, the tanarukk can move 
  up to its speed toward a hostile creature that it can see.
  Magic Resistance. The tanarukk has advantage on 
  saving throws against spells and other magical effects.
  Actions
  Multiattack. The tanarukk makes two attacks: one with 
  its bite and one with its greatsword.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Reactions
  Unbridled Fury. In response to being hit by a melee 
  attack, the tanarukk can make one melee weapon 
  attack with advantage against the attacker.
  Source: Volo’s Guide to Monsters
  
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  CCC-TRI-31 Out of Time
  33
  Appendix. Encounter Setup
  Glimwick’s Gallant Guardians
  Very Weak Party Strength (1,100 XP)
  • Helmed Horror: AC 20, 60 hp, Init +1
  Weak Party Strength (1,100 XP)
  • Helmed Horror: AC 20, 60 hp, Init +1
  Average Party Strength (2,200 XP)
  • Helmed Horror (2): AC 20, 60 hp, Init +1
  Strong Party Strength (3,300 XP)
  • Helmed Horror (3): AC 20, 60 hp, Init +1
  Very Strong Party Strength (4,000 XP)
  • Helmed Horror: AC 20, 60 hp, Init +1
  • Shield Guardian: AC 17, 142 hp, Init −1
  Griffon’s Nest
  Very Weak Party Strength (3,600 XP)
  • Tanarukk: AC 14, 45 hp, Init +1
  • Mezzoloth: AC 18, 35 hp, Init +0
  Weak Party Strength (3,600 XP)
  • Tanarukk: AC 14, 65 hp, Init +1
  • Mezzoloth: AC 18, 55 hp, Init +0
  Average Party Strength (3,600 XP)
  • Tanarukk: AC 14, 95 hp, Init +1
  • Mezzoloth: AC 18, 75 hp, Init +0
  Strong Party Strength (3,600 XP)
  • Tanarukk: AC 14, 115 hp, Init +1
  • Mezzoloth: AC 18, 95 hp, Init +0
  Very Strong Party Strength (3,600 XP)
  • Tanarukk: AC 14, 130 hp, Init +1
  • Mezzoloth: AC 18, 110 hp, Init +0
  
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  CCC-TRI-31 Out of Time
  34
  Staging Room
  Very Weak Party Strength (900 XP)
  • Berserker (2): AC 13, 35 hp, Init +1
  Weak Party Strength (900 XP)
  • Berserker (2): AC 13, 43 hp, Init +1
  Average Party Strength (900 XP)
  • Berserker (2): AC 13, 52 hp, Init +1
  Strong Party Strength (900 XP)
  • Berserker (2): AC 13, 63 hp, Init +1
  Very Strong Party Strength (900 XP)
  • Berserker (2): AC 13, 77 hp, Init +1
  Stouthammer Dwarf (Berserker)
  The Stouthammer dwarves have the following adjustments to 
  the berserker statistics:
  • Speed halved
  • Disadvantage on attack rolls
  • Disadvantage on saving throws
  • Disadvantage on ability checks
  Hall of the Everforge
  Very Weak Party Strength (300 XP)
  • Steam Mephit (6): AC 10, 21 hp, Init +0 
  Disengages and flees after 1 round of combat
  Weak Party Strength (300 XP)
  • Steam Mephit (6): AC 10, 21 hp, Init +0 
  Disengages and flees after 1 round of combat
  Average Party Strength (300 XP)
  • Steam Mephit (6): AC 10, 21 hp, Init +0 
  Disengages and flees after 1 round of combat
  Strong Party Strength (300 XP)
  • Steam Mephit (6): AC 10, 21 hp, Init +0 
  Disengages and flees after 1 round of combat
  Very Strong Party Strength (300 XP)
  • Steam Mephit (6): AC 10, 21 hp, Init +0 
  Disengages and flees after 1 round of combat
  
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  CCC-TRI-31 Out of Time
  35
  Heart of the Everforge
  Very Weak Party Strength (4,300 XP)
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Has no spell slots above Level 6
  • Animated Armor: AC 15, 33 hp, Init +0
  • Animated Armor: AC 18, 33 hp, Init +0
  Weak Party Strength (4,300 XP)
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Has no spell slots above Level 7
  • Animated Armor: AC 15, 33 hp, Init +0
  • Animated Armor: AC 18, 33 hp, Init +0
  Average Party Strength (6,300 XP)
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Replace arcane eye with sickening radiance
  • Animated Armor: AC 18, 33 hp, Init +0
  • Helmed Horror: AC 20, 60 hp, Init +1 
  Immunity to fireball, heat metal, lightning bolt
  • Helmed Horror: AC 20, 60 hp, Init +1 
  Immunity to fireball, heat metal, wall of fire
  Strong Party Strength (7,900 XP)
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Replace arcane eye with sickening radiance
  • Helmed Horror: AC 20, 60 hp, Init +1 
  Immunity to fireball, heat metal, wall of fire
  • Shield Guardian: AC 17, 142 hp, Init −1 
  No regeneration ability 
  absorb elements stored at level 4
  Very Strong Party Strength (9,000 XP)
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Replace arcane eye with sickening radiance
  • Helmed Horror: AC 20, 60 hp, Init +1 
  Immunity to fireball, heat metal, lightning bolt
  • Shield Guardian: AC 17, 142 hp, Init −1 
  No regeneration ability 
  absorb elements stored at level 4
  • Stone Defender: AC 16, 52 hp, Init +0
  Jerath Zorastryl (Diviner)
  • Replace locate object with magic mouth
  • Replace fly with glyph of warding
  • Replace Rary’s telepathic bond with planar binding
  • One 1st-level spell slot has been used for mage armor
  • One 2nd-level spell slot has been used for magic mouth
  • All 3rd-level spell slots have been used for glyphs of warding
  • One 4th-level spell slot has been used for glyph of warding
  • One 6th-level spell slot has been used for mass suggestion
  Deadly Party Strength (10,800 XP)
  Deadly is an optional choice for DMs and players 
  who decide to take on an additional challenge.
  • Jerath Zorastryl: AC 12 (15 with mage armor), 
  67 hp, Init +2 
  Replace arcane eye with sickening radiance
  • Shield Guardian: AC 17, 142 hp, Init −1 
  No regeneration ability 
  absorb elements stored at level 4
  • Shield Guardian: AC 17, 142 hp, Init −1 
  absorb elements stored at level 4
  • Stone Defender: AC 16, 52 hp, Init +0
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-31 Out of Time
  36
  Appendix. Adventure Flowchart—Original Timeline
  Day 1 (Penultimate day of the Festival):
  Jerath Zorastryl has come to Hulburg to take advan-
  tage of the excellent blacksmiths in town for the 
  Festival of the Forge. He has commissioned a set 
  of dimensional shackles from a renowned dwarven 
  smith (Grif Stouthammer), and a specially-worked 
  set of constructs from a gnome tinkerer (Glimwick 
  Periwhipple). He spends this day laying low in 
  disguise waiting for his items to be completed. At 
  some point during the day, he buys a flower from a 
  pretty druid at the market.
  The characters are in town to enjoy the Festival—
  known throughout the region as an opportunity to 
  purchase armor of exquisite craftsmanship. They 
  explore the marketplace during the day, then spend 
  the evening in the Harbor District, watching the 
  fireworks and drinking into the early morning.
  Day 2 (Final day of the Festival):
  Immediately before leaving Hulburg, Jerath picks up 
  his commissioned items (paying in counterfeit coin). 
  As an afterthought, he also purchases an elaborate 
  dagger from Griff Stouthammer. He then follows his 
  visions to the Everforge. When he arrives, he kills 
  the Stouthammer garrison there and heads inside 
  to prepare for the efreeti’s arrival. Unbeknownst to 
  him, one garrison member survives and sends an 
  SOS message to his clan chief in Hulburg.
  After a day of carousing, the characters are 
  approached that evening by Grif Stouthammer, who 
  hires the party to investigate what has happened 
  to the garrison of her clansmen. They are advised 
  to gather what they need tonight and set out the 
  following morning.
  Day 3:
  Preparations complete, Jerath passes through the 
  Planar Rift and lures the efreeti into the forge, 
  where the constructs wait to attack. With their help, 
  he incapacitates the Efreeti, slips the dimensional 
  shackles onto him, and begins casting the spell 
  planar binding.
  The party arrives at the Everforge, but find 
  themselves unprepared for the withering heat and 
  Jerath’s traps. They quickly become exhausted. 
  They arrive in the heart of the Forge just as Jerath 
  is completing the ritual of planar binding to enslave 
  the efreeti. In the ensuing battle, they manage 
  to destroy Jerath’s constructs, but are ultimately 
  defeated.
  
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  CCC-TRI-31 Out of Time
  37
  Appendix. Map of the Griffon’s Nest 
  
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  CCC-TRI-31 Out of Time
  38
  Appendix. Map of the Everforge 
  Complex
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-31 Out of Time
  39
  Appendix. Map of the Heart of the 
  Everforge
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-31 Out of Time
  40
  Appendix. Map of the Elemental 
  Plane of Fire 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-31 Out of Time
  41
  Player Handout 1. Story Awards
  During the course of this adventure, the characters 
  may earn the following story awards. If you are 
  printing these out for your characters, print as 
  many as you may need to ensure that any eligible 
  character receives a copy:
  Story Award
  Enmity of the Stouthammers. There may have 
  been extenuating circumstances, but your part in 
  the death of the Stouthammer garrison has earned 
  you the enmity of their clan. You are not welcome 
  at the Everforge, and any Stouthammer dwarf you 
  meet will consider you a foe.
  Friends in Hot Places. Your actions today have 
  earned you the gratitude of a very powerful creature. 
  Should you ever find yourself back on the Elemental 
  Plane of Fire and visiting the City of Brass, you will 
  be welcomed as a friend.
  
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  CCC-TRI-31 Out of Time
  42
  Player Handout 2. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Dimensional Shackles
  Wondrous item, rare
  You can use an action to place these shackles on 
  an incapacitated creature. The shackles adjust to 
  fit a creature of Small to Large size. In addition to 
  serving as mundane manacles, the shackles prevent 
  a creature bound by them from using any method of 
  extradimensional movement, including teleportation 
  or travel to a different plane of existence. They 
  don’t prevent the creature from passing through an 
  interdimensional portal.
   You and any creature you designate when you 
  use the shackles can use an action to remove them. 
  Once every 30 days, the bound creature can make a 
  DC 30 Strength (Athletics) check. On a success, the 
  creature breaks free and destroys the shackles.
  This set of shackles is unfinished. The left mana-
  cle is intricately decorated, but the right is made of 
  roughly-hammered metal.
  This item can be found in the Dungeon Master’s 
  Guide.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-31 - Out of Time v1.1.pdf