TEXT:  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  2 
   
   
  Red War: Embassy of Evil 
   
  That which must remain lost has been discovered. 
  As magic rains down upon Mulmaster and the city falls to ruin, deep within the inner 
  sanctum of the Thayvian Embassy, Szass Tam’s agents work tirelessly to decipher the Lost 
  Journal of Karsus. Can the heroes stop Szass Tam before he learns the secrets of history’s 
  most notorious Wizard? 
   
  A 4-Hour Adventure for 5th-10th Level Characters 
   
   
   
  K. Jasmine Vernon 
  Author, Artist 
   
  Adventure Code: CCC-ST2-1 
  Optimized For: APL 10 
  Version: 1.2  
   
   
  Development and Editing: K. Jasmine Vernon 
  Special Thanks: Alan Patrick, Angad Grewal, David Hopkins, Eli Gamerman, Garrett Colón, Ginny Loveday, Jay Africa, 
  Jonathan Connor Self, Tosh Le 
  Playtesters: Adrien Ramos, Anthony Dunn, Anthony Taylor, Anton Palikhov, Arden Christiansen, Ben Spagnolo-
  Messinger, Bobby Twilley, Corliss McDaniel, Daniel Eggert II, Daniel Thiel, Eli Gamerman, Graham Pinhey, Ian Kimmel, 
  Johnathan Paine, Justis Disney, Kevin Toovey, Michael Balin, Michael Lanier, Jason Riggs, Robert Soucy, Tayler Neal, Tom 
  Duchaine 
  Organized Play: Chris Lindsay 
   
   
   
  Maps and Art by: K. Jasmine Vernon, or public domain 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Claire Hoffman, Greg Marks, Lysa Chen, 
  Travis Woodall 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  3 
  Introduction 
  Welcome to Red War: Embassy of Evil, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system. 
  This adventure takes place during the events of 
  DDEP00-01 The Red War after the events of the 
  Elemental Evil™ storyline season, and the events of 
  DDAL00-01 Window to the Past. 
   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 
  10. 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 
  adjustments; 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 
  particular 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 notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  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-ST2-1 Red War: Embassy of Evil 
   
   
  4 
  Adventure Primer 
  “Despair is a narcotic. It lulls the mind into indifference.”   
  – Charlie Chaplin 
  Adventure Background 
  The ancient kingdom of Netheril was once a mighty 
  Empire of knowledge and magic, but a long and 
  bitter war with an equally powerful foe threatened 
  its survival.  
   In an act of desperation, Karsus; history’s most 
  powerful wizard – siphoned the divinity of Mystryl, 
  and spelled doom for his people. In order to prevent 
  his folly from repeating, Mystra – the reincarnation 
  of Mystryl rewrote the laws of magic, and banished 
  Karsus’ research to the ends of the universe. 
   Or so it was believed…. 
   
  Six months ago, an expedition of Red Wizards 
  uncovered a long-forgotten Mythal buried beneath 
  the Glacier of the White Wyrm. Hiring adventurers 
  to explore its depths, they uncovered a veritable 
  library of ancient magical lore, which was relocated 
  to Mulmaster for study, but not before Harper agents 
  stole several of the volumes, including 3 pertaining 
  to the forgotten school of Chronomancy. 
   Over the intervening months, Malkyn Fenris – a 
  High Harper and archmage of some repute studied 
  the stolen Chronomancy texts, uncovering a hidden 
  cipher pointing to the location of Karsus’ lost 
  research journals, long thought destroyed by Mystra. 
  Learning of this too late, Malkyn was unable to 
  prevent Szass Tam from acquiring the Lost Journal of 
  Karsus and transporting it to Mulmaster. 
   
  With the dawning of the Red War, the fate of 
  Mulmaster hangs in the balance. Spells rain down 
  upon the city, and undead roam the streets. But all 
  hope is not lost. Malkyn believes the war may prove 
  sufficient distraction to infiltrate the Thayvian 
  Embassy, and destroy the journal before it is 
  deciphered. 
   
  Location and NPC Summary 
  The following NPCs and locations appear prominently in this 
  adventure. 
   
  Mulmaster (MUL-master). The City of Danger was once a 
  cosmopolitan metropolis under the dictatorship of the High 
  Blade, but was devastated by the machinations of the Cults 
  of Elemental Evil. In the years following, it has been 
  rebuilding with the aid of the Mageocracy of Thay.
   
  Szass Tam (ZAZ TAM). While claiming the title of Zulkir of 
  Necromancy, this vile lich rules over Thay and his fellow 
  Zulkirs through power and fear. Extremely paranoid, Szass 
  Tam’s plots always include multiple layered contingencies, 
  and he will not hesitate to sacrifice every living soul in 
  Mulmaster to achieve his goals. 
   
  Malkyn Fenris (MAL-kin FEN-ris). The self-proclaimed 
  “Archmage of Phlan”, this cheerful yet narcissistic gnome is a 
  renowned Open Harper and wizard with an obsession with the 
  color green, and one of the signatories of the Harper 
  Declaration of Support. Being partially responsible for the Red 
  War itself, he seeks to minimize the damage caused to the city 
  of Mulmaster, and prevent Szass Tam from accomplishing his 
  goals at any personal cost. Somewhat unhinged, Malkyn often 
  speaks of things which have yet to occur, and despite evidence 
  to the contrary – refers to himself as a Leprechaun. 
   
  Karsus (CAR-sus). Inventor of the infamous Karsus’ Avatar 
  spell (the only 12th level spell in existence), Karsus was a wizard 
  of great talent and a true genius at the magical arts. 
  Unfortunately, he was wantonly reckless and shortsighted, 
  and his actions resulted in the destruction of Netheril and the 
  death of Mystryl. Despite changes to the weave created by her 
  successor Mystra that prevented the use of 11th level and 
  higher spells, his research notes would be invaluable and 
  highly dangerous in the hands of any wizard. 
   
  Thessyl’k (THES-ilk). While not yet a Zulkir, Thessyl’k is a 
  powerful archmage, enchanter, and master cryptographer. It 
  is his duty to translate the Lost Journal of Karsus, sparing Szass 
  Tam the tedium of doing it himself. 
   
  Adventure Overview 
  The adventure is broken down into three parts: 
   Part 1. Trapped within Mulmaster, the heroes 
  battle against a small contingent of Red Wizards 
  before being recruited to assist Malkyn Fenris in 
  destroying the Lost Journal of Karsus.  
   Part2. With the aid of Malkyn, the characters 
  infiltrate the Thayvian Embassy in search of the 
  journal, while attempting to avoid detection. 
   Part3. Locating the journal, the characters must 
  battle Master Thessyl’k and destroy the tome before 
  the magic binding the Embassy unravels. 
  Adventure Hooks 
  For whatever reason, the characters find themselves 
  in the city of Mulmaster just as the Red War against 
  Thay begins.  
   A call to arms. Answering the call of war, you 
  volunteered to assist your Faction in ridding 
  Mulmaster of the Thayan scourge. 
   Just unlucky I guess. Unaware that war was 
  brewing, you were unlucky enough to get swept up 
  in the Red War while engaged in more mundane 
  business within the city.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  5 
  The Red War 
  This adventure takes place during the events of 
  DDEP00-01 The Red War. As a result, the following 
  additional rules are in effect for the duration of this 
  adventure. 
  Szass Tam’s Necrotic Kiss 
  With the assistance of Zulkir Dar’lon Ma – Szass Tam 
  has blanketed the city of Mulmaster in a series of 
  enchantments.  
   All living humanoids other than those specified in 
  this adventure are immediately afflicted with the 
  following curse (this includes player characters): 
  Szass Tam’s Necrotic Kiss (Curse) 
   Any living creature that ends its turn within 5 feet of this 
  creature must succeed on a DC 12 Constitution saving 
  throw or else immediately gain one level of exhaustion. 
  Levels of exhaustion gained as a result of this curse are 
  healed at a rate of one per week. 
  Removing the Curse. This curse cannot be removed, 
  dispelled, or delayed by any known spell or effect – 
  including wish. The curse ends automatically at the 
  conclusion of this adventure (but is also present in other 
  adventures set during the Red War). 
  Non-Humanoid Creatures. Living non-humanoid creatures 
  (beasts, elementals, summoned fey, etc.) are not afflicted 
  with the curse, but are not immune to its effects. If any 
  such creature (including the character’s own mount, if any) 
  ends its turn adjacent to an afflicted humanoid, they must 
  make the saving throw or suffer 1 level of exhaustion from 
  the Necrotic Kiss.  
  DMs should describe the effect after the first save is 
  made. While this curse is an ever-present challenge 
  for the duration of this adventure, it should not 
  remain unexplained. 
   
  For example 
   Myralk moves adjacent to a Red Wizard, and ends 
  his turn. He does not need to make a saving throw 
  against the Necrotic Kiss as Myralk is not adjacent 
  to himself, nor is the Red Wizard afflicted. 
   Saluri moves adjacent to Myralk and the Red 
  Wizard, and ends her turn. Saluri must now make 
  a saving throw against the Necrotic Kiss because 
  Bob is afflicted. 
   Red Wizard dances wildly, and ends their turn. 
  The Red Wizard does not need to make a save 
  because Red Wizards are immune to the effect.  
   At the end of Myralk’s next turn, if Myralk is still 
  adjacent to Saluri he too will need to make a 
  saving throw, as Saluri herself is afflicted. 
   If the adventurers move so that there’s 10 feet of 
  space, no save is needed by either character. 
  Cancerous Magic 
  The Thayans have been toiling away in an effort to 
  harness the rifts into the elemental plane. These rifts 
  are an abomination in the fabric of the Weave, and 
  magic has begun to behave erratically as a result.  
   The following effects apply for the duration of this 
  adventure:  
  Cancerous Magic 
   Spells (Wild Surge). Every spell (including cantrips) cast by 
  the characters and their allies automatically triggers a wild 
  surge. Roll on the Wild Surge table in the Player’s 
  Handbook (p104). 
   Necrotic Kiss. Any creature afflicted with Szass Tam’s 
  Necrotic Kiss has disadvantage on the first saving throw 
  they make each round. 
  Red Wizards and their Allies 
  NPC Red Wizards, and Thayan Warriors present in 
  this adventure are: 
   Immune to the Necrotic Kiss. They are not 
  afflicted with this curse, and do not need to make 
  saving throws if they end their turn adjacent to an 
  afflicted humanoid. 
   Immune to the effects of Cancerous Magic. NPC 
  Red Wizards may cast all spells freely, without any 
  risk of triggering a wild surge. 
  Exhaustion 
  The following excerpt describes the effects of each 
  level of exhaustion. For full details, please see 
  sidebar on p291 of the player’s handbook, or p105 of 
  the player’s basic rules. 
  Exhaustion 
   
  Level 
  Effect 
       1 
  Disadvantage on Ability Checks 
       2 
  Speed halved 
       3 
  Disadvantage on attack rolls and saving throws 
   
  4 
  Hit point maximum halved 
   
  5 
  Speed reduced to 0 
   
  6 
  Death 
   
   
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  6 
  Part 1. Blood, Death, and Fire 
  Estimated Duration: 1 hour. 
  The adventure begins with the characters trapped 
  within the city of Mulmaster as Szass Tam launches 
  his attack. 
  The Siege of Mulmaster 
  A crack of thunder rolls across the sky, as an unnatural storm 
  swiftly blankets the city of Mulmaster in shadow. Crimson 
  flashes of lightning erupt within the broiling clouds, lancing 
  the sky with malice.  
   
  Surging toward you, a panicked stampede of civilians flees 
  from an unseen terror to the north, forcing you to duck into a 
  nearby blind alley or risk being crushed by the throng.  
   
  You watch in horror as numerous citizens are struck dead 
  by a mysterious force that seems to ripple through the crowd 
  like a plague; their emaciated bodies decaying rapidly before 
  your very eyes.  
  General Features 
  Mulmaster has the following features during the invasion: 
   
  Terrain. The city has cobbled streets and narrow alleys. 
  Rubble and debris clog streets and alleys making most areas 
  difficult terrain. Enormous chasms and sinkholes split 
  buildings and roads in two. Swirling vortices of elemental fire 
  burn continuously. 
   
  Structures. Most buildings are damaged, and in various 
  states of repair. The city still bears the scars of the Elemental 
  Cults, and has yet to heal. 
   
  Weather. A dark, unnatural storm rages overhead blotting 
  out the sun. Violent red lightning arcs across the sky.
   
  Light. During the day the area is dim light, and creatures 
  with aversion to sunlight suffer no penalties within the city. 
   
  Smells and Sounds. Screams of panic, the roar of thunder, 
  and the ring of battle create a cacophony of sound. The 
  stench of blood, decay, and burning flesh assail the senses. 
  A. Thayan Patrol (Social; Combat) 
  One red wizard evoker, two Thayan warriors, 
  and one Ogre zombie pause near the mouth of the 
  alley to animate several of the nearby corpses.  
  Tricks of the Trade 
  Ambush. As the patrol is unaware of the characters hiding 
  within the blind alley, they have an opportunity to ambush 
  the patrol. If the characters initiate combat, each character 
  must make a DC 12 Dexterity (Stealth) check. If all 
  characters succeed, the patrol is surprised. 
  Communicate. If the characters initiate dialogue, the evoker 
  is momentarily surprised but quickly recovers their 
  composure. The Thayans stall for time so that MuLen can 
  complete their spell. See Social Interlude below. 
  Hide and Wait. If the characters wait for the patrol to leave, 
  the evoker completes their spell. Add three ghouls to the 
  encounter under the evoker’s command. With the help of 
  the newly animated ghouls, the patrol begins work 
  constructing a barricade and checkpoint, and shows no 
  sign of leaving the area. While they wait, each character 
  may make a DC 12 Dexterity (Stealth) check. If successful, 
  they are hidden. 
  Social Interlude 
  If the characters speak to the patrol, the red wizard 
  introduces themself as MuLen Xiph (LE non-binary 
  human evoker, 29) and greets the characters warmly.  
   Their companions are Alec (LE male human, 46) 
  and Zaneth (LE male human, 23).  
   MuLen makes idle, yet polite conversation, but 
  does not offer any information of value to the 
  characters. 
  Insight. Characters with passive Wisdom (Insight) of 13 or 
  higher, realize they are simply stalling for time, so that 
  they can complete their spell. 
  Create Undead. If MuLen completes their spell (1 minute), 
  add three ghouls to the encounter under their command. 
  Roleplaying MuLen Xiph (Moo-len ZIFF) 
  LE non-binary human red wizard evoker, 29.  
   
  Personality. MuLen is quiet, soft-spoken and incredibly 
  perceptive and insightful. They like to collect facts about 
  those around them, and ask leading questions to ferret out 
  information, while revealing as little about themself as 
  possible. 
   
  Appearance. MuLen wears a non-descript red robe, 
  numerous pouches, and a hooded mantle that is drawn up 
  over their bald head. Blue tattoos that glow softly can be 
  seen on their forehead, and shaven scalp.  
   
  Quote: “That is most fascinating. Please go on.” 
   
  Spellcasting. MuLen has the following spells prepared:  
  Cantrips (at will): chill touch, fire bolt*, light*, Toll the Dead XGE  
  1st level (3 slots): burning hands*, mage armor, magic missile* 
  2nd level (3 slots): scorching ray*, mirror image, shatter* 
  3rd level (3 slots): counterspell, fireball*, lightning bolt* 
  4th level (3 slots): greater invisibility, ice storm* 
  5th level (2 slots): Bigby’s Hand*, enervation XGE  
  6th level (1 slot): chain lightning*, globe of invulnerability 
  * Evocation Spell 
   
  XGE: Spell comes from Xanathar’s Guide to Everything. DMs who lack 
  this book may replace these spells with equivalent spells from the 
  player’s handbook. 
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  7 
  Combat  
  When combat occurs, consider the following. 
  Thayan Warriors. The Thayan warriors engage in melee, 
  creating a shield wall near the mouth of the alley. 
  Red Wizard. MuLen avoids melee, and casts greater 
  invisibility at their first opportunity. They counterspell 
  damaging area spells.  
  Undead. Ogre zombies obey MuLen’s spoken command. If 
  the ghouls are present, MuLen can compel their actions by 
  spending a bonus action as if they had cast a modified 
  create undead.  
  Random Events 
  At the start of each round of combat, roll on the table 
  below to determine a new situation, or hazard for 
  the encounter. Each event occurs only once. 
  Random Events 
  d20 
  Hazard, or Event 
  1  
  Fireball. A stray fireball explodes adjacent to one 
  enemy (DC 15). 
  2-4 
  Minor Rift. A minor elemental rift forms in a 10-
  foot cube and lasts until the end of the round. Any 
  creature which starts or ends its turn adjacent to, 
  or within the rift must make a DC 12 Dexterity 
  saving throw or take 7 (2d6) cold, fire, or lightning 
  damage, and be knocked prone.  
  5-8 
  Allies. Two friendly veterans come to the 
  characters aid. Roll initiative for the veterans. They 
  remain for the duration of the combat. 
  9-12 
  Volley. A volley of arrows arcs overhead. This acts 
  as a 3rd level hail of thorns targeting one random 
  creature (DC 15; +8 to hit, 1d8+4 piercing damage 
  plus hail of thorns). 
  13-16 
  Smoke. Thick choking smoke creates a 20-foot area 
  of heavy obscurement, and persists until dispersed. 
  17-19 
  Stampede. Terrified citizens afflicted with the 
  Necrotic Curse fill a 40-foot cube at the east end of 
  the street, and moves west at 30 feet per round. 
  Creatures within the area must succeed on a DC 12 
  Strength saving throw or become restrained by the 
  press of bodies until the mob passes (Escape DC 12)  
  20  
  Red Lightning. Crimson lightning crashes from the 
  sky. Make 3 ranged spell attacks (+8 to hit). On a 
  hit, each bolt deals 7 (2d6) lighting damage. 
   
   
   
   
  Adjusting This Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative: 
   Very Weak: Remove the Ogre Zombie. MuLen has the 
  statistics of a Red Wizard mage instead. 
   Weak: MuLen has the statistics of a Red Wizard mage 
  instead. 
   Strong: Add one additional Ogre Zombie. 
   Very Strong: Add one additional Ogre Zombie, and one 
  Red Wizard mage. 
  Treasure 
  The patrol carry a collective treasure of 200 gp 
  worth of coins and gems. MuLen also carries their 
  spellbook in a leather case (see Player Handout 5).  
  Development 
  Let the characters process the outcome of the battle, 
  and assess the situation. Be sure to describe the 
  ongoing war raging around them: 
   Swarms of undead rampage through the streets. 
   Citizens flee southward in a mad panic. Many 
  succumbing swiftly to the Necrotic Kiss. 
   Volleys of arrows impale friend and foe alike. 
   Stray spells whiz overhead, while fireballs and 
  other spells explode nearby. 
   Etc. In short – pandemonium. 
   
  Proceed to Conscripted below. 
  B. Conscripted (Social) 
  Pushed further south by the mass of people, you fight your 
  way through streets choked with the dead, dying, and 
  undead in your attempt to seek refuge. 
   
  After perhaps an hour, you come upon a battle-weary 
  gnome dressed in bright green armor struggling against a 
  half-dozen Red Wizards.  
   
  “Ah! Reinforcements. Ye timing be perfect!” exclaims the 
  gnome. Raising his mithril-clawed staff, the gnome hurls a 
  ball of scorching green flame to detonate in the enemies 
  midst. Suddenly outnumbered by your arrival, the surviving 
  wizards make a hasty retreat.  
  The gnome introduces himself as the High Harper 
  Malkyn Fenris and requests their aid on a mission 
  of extreme urgency.  
   He casts Mordenkainen’s magnificent mansion and 
  beckons the characters to follow him inside, so they 
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  8 
  may talk freely. Once inside, he supplies the 
  following information:  
   The Red Wizards have been collecting arcane 
  artifacts and relics from all over Faerun and have 
  been transporting them to Mulmaster. 
   Among those artifacts are several large pulsating 
  crystals called Writhing Batteries, as well as the 
  shattered remains of the Soulmonger – the device 
  responsible for the Death Curse. 
   Malkyn believes the Red Wizards are using these 
  artifacts to control the Elemental Rifts in 
  Mulmaster, and that combined – they provide 
  Thay with a near limitless source of magical 
  energy. 
   It has come to his attention that Szass Tam has 
  come into possession of the research journal of the 
  legendary wizard Karsus.  
   Should Szass Tam unlock its arcane secrets, 
  Malkyn fears he will gain enough knowledge to 
  divert the currents of the Weave, cutting off all 
  non-Red Wizards from the source of All Magic. He 
  fears not even Mystra herself may be able to stop 
  him if successful. 
   He offers the characters 200pp in exchange for 
  helping him locate and destroy the Lost Journal of 
  Karsus, which he believes is located here, within 
  the Thayvian Embassy. 
  Arcana or History. Characters proficient in Arcana or History 
  and who succeed on a DC 15 Intelligence (Arcana) check or 
  Intelligence (History) check recall the history of Karsus (see 
  The Legend of Karsus sidebar). Characters proficient in 
  both skills know this information automatically (no check 
  required). 
  Insight. Characters who succeed on a DC 17 Wisdom (Insight) 
  check realize that Malkyn knows more than he is letting 
  on. If questioned, he reveals the following additional 
  information.  
   Malkyn recently participated in an expedition to 
  the Glacier of the White Wyrm, in which he stole 
  several tomes (12 total) from an ancient 
  Netherese Catalog.  
   While studying these tomes, Malkyn stumbled 
  upon a hidden cipher buried within the texts. A 
  cipher created by none other than Karsus himself.  
   The cipher pointed to the location of a secret 
  demiplane in which Karsus kept his most valuable 
  possessions, including all of his research. Most 
  intriguing, the coordinates were both spatial, and 
  temporal, revealing the demiplane’s location 
  during a specific moment in time. 
   
   Malkyn knows for certain that Szass Tam has 
  entered Karsus’ hidden demiplane, and has 
  recovered the journal – but does not elaborate 
  further how he knows this fact. 
   
  The Legend of Karsus 
  Karsus was the most powerful wizard in history. A true 
  prodigy, he invented his own school of magic as well as more 
  than a dozen 10th level or higher spells. Karsus’ Avatar is his 
  most infamous spell, and the only 12th level spell in existence. 
   
  Karsus’ Folly. In -339 DR, Karsus stole the divinity of 
  Mystryl – goddess of magic, and briefly obtained godhood. 
  This event caused the death of Mystryl, and the destruction 
  of Netheril. Mystra, the reincarnation of Mystryl rewrote the 
  laws of magic and banished all knowledge of the Karsus’ 
  Avatar spell to the ends of the universe. 
   
  Harpers (Faction Assignment). Malkyn pulls aside 
  any Harper characters (rank 2 or higher) and makes 
  a personal request. He reveals the following 
  additional information in secret. 
   Several Writhing Batteries have been recently 
  discovered – at least one of which is in possession 
  of the Red Wizards. 
   The Writhing Batteries contain the fragmented 
  essence of the Elder Evil Kyuss – an undead 
  abomination feared by even the gods. 
   In an effort to stop the Thayans, Malkyn has been 
  studying a small collection of texts relating to the 
  Writhing Batteries, but his research has come to 
  an impasse.  
   Malkyn knows the Thayans possess the remainder 
  of the books on the subject, and asks if the 
  characters find any, that they deliver them to him 
  so he can complete his research. He knows they 
  are located somewhere within the Embassy. 
   The books he seeks come in sets of three; are 
  made of metal and stone; and bear a distinctive 
  diamond sigil. 
   Malkyn has previously acquired the books for the 
  schools of abjuration, conjuration, transmutation, 
  and the lost school of chronomancy. He seeks the 
  books relating to the remaining five schools (four 
  of which feature in this adventure).  
  Faction Assignment: Harpers 
  To complete their assignment, Harper characters need to 
  provide Malkyn with at least one complete set of books 
  belonging to a single school. 
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  9 
  Malkyn Fenris 
  Roleplaying Malkyn Fenris 
  Male CN. forest gnome archmage, 139. 
   
  Personality. Malkyn is a cunning, hedonistic, narcissist, and 
  a brilliant tactician. He is spendthrift and generous with his 
  wealth, living a life of wanton excess. Extremely loyal to his 
  friends, he sees himself as a champion of the common folk, 
  yet is more than willing to parlay with evil, so long as they 
  aren’t an immediate threat. 
   
  Malkyn speaks in a thick high-pitched voice and is 
  obsessed with the color green.  
   
  Appearance. The Necrotic Kiss has left Malkyn’s skin ashen 
  and grey, and his ginger hair and beard streaked with white. 
   
  Quote: “Care for a wee nip o’ fire spirits? I brewed a whole 
  batch!”   
   
  Development 
  The characters are safe and may take a short rest if 
  they desire. When they are ready, proceed to Part 2. 
   
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  10 
  Part 2. Like Rats in a Maze 
  Estimated Duration: 2 hours. 
  In this section the characters explore the maze-like 
  Embassy in search of the Lost Journal of Karsus. 
  Pacing and Options 
  The majority of this adventure takes place within the depths 
  of the Embassy. Allow the characters a few moments to 
  explore the courtyard and outlying buildings, but do your 
  best to shift their direction toward the Mansion itself. 
   
  This part is a stealth mission, and characters are 
  encouraged not to linger in any given location longer than 
  necessary. 
   
  Running behind. As a stealth mission, Part 2 of this 
  adventure is not intended to be combat-heavy. Players who 
  waste time fighting endless waves of red wizards can easily 
  run short on time.  
   
  If 90 minutes remain before the end of the module, and 
  the characters have not yet completed all three required 
  rooms, the gong is silenced suddenly and no further search 
  parties harass the characters. The characters should 
  immediately progress through the remaining required 
  encounters in sequence, and then proceed immediately to 
  Part 3. 
  The Thayvian Embassy 
  After an hour of travel through back alleys and side-
  roads, the characters reach the Thayvian Embassy 
  without issue.  
  Surrounded by 15-foot walls of tightly-packed grey stone, the 
  Thayvian Embassy is an impressive compound. Its gates lie 
  open and unmanned, and the courtyard itself is impossibly 
  clean. Arcane sigils dominate the flagstone courtyard, and 
  several small structures flank an opulent white mansion. The 
  mahogany double-doors opposite the gate, are closed. 
   
  It is quickly apparent that the smaller structures are sealed 
  tight by magic, and that the mansion itself is your only point 
  of entry. 
  Arcana. A successful DC 20 Intelligence (Arcana) check 
  reveals that the entire structure is a modified 
  Mordenkainen’s magnificent mansion spell.  
  Glyph of Warding. The arcane runes in the courtyard form a 
  permanent spell glyph that makes the mansion and 
  surrounding structures impervious to harm. 
  Dispel Magic. The glyphs cannot be dispelled.  
   
   
   
  Mansion Rooms 
  Each room of the mansion is a separate demiplane, 
  and the mansion itself contains a near-infinite 
  number of them. The rooms should convey a sense 
  of displacement and disjunction, with characters left 
  feeling disorientated while traversing the mansion. 
   Each room in the mansion has but two functional 
  doors – one entrance and one exit. Others may exist, 
  but they are merely well-made decorations and 
  serve no purpose. 
   Finally, when all characters leave a room, the door 
  slams shut behind them, and reopening the door 
  connects to a different location instead of the 
  preceding room. 
  General Features 
  Unless otherwise specified, all locations within the Thayvian 
  Embassy have the following general features. 
   
  Size. Room sizes vary, with most rooms being at least 40-
  feet on a side. 
   
  Terrain. The floors and steps are made of fitted stone. 
  Plush crimson carpets. Decorated filigree banisters and 
  railings. Windows are lined with red velvet curtains. The 
  walls, floors, and doors are all constructed of raw planar 
  essence, regardless of description. 
   
  Doors. Doors are closed but not locked. Most doors appear 
  to be made of fine mahogany, iron, or bronze, and are of 
  standard size, but are actually made of raw planar essence. 
   
  Décor. Expensive tapestries line the walls. Furniture is of 
  the highest quality wood with plush comfortable cushions. 
  Candelabras, vases, paintings, and other decorative objects. 
   
  Light. Candles, and ever-burning torches illuminate most 
  rooms with bright light, with dim light in the shadows. 
   
  Smells and Sounds. As each room is its own separate 
  demiplane, sounds do not pass between rooms unless the 
  door is open. Characters listening at doors hear eerie silence. 
  The smell of incense, musty paper, bubbling alchemical 
  brews, and spices. 
  Investigation. Characters who investigate any of the doors 
  can make a DC 20 Intelligence (Arcana) check. If successful, 
  the character spots dozens of nearly-invisible runes 
  inscribed around each door. These runes form a cipher 
  allowing someone to traverse the mansion with purpose. 
  Learning this cipher is impossible without the use of wish 
  however. 
  The Space between Spaces 
  Zulkir Dar’lon Ma took care and spared no expense in the 
  construction of his mansion. Customized versions of 
  demiplane, Mordenkainen’s magnificent mansion, and other 
  spells. The following rules are in effect while the characters 
  are present in the mansion: 
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  11 
   Demiplanes & teleportation. Teleportation effects are 
  limited to the same room only, as each room is in effect its 
  own demiplane. If a door is open and the character can see 
  another room, teleportation effects work within line of 
  sight and all creatures affected by that teleportation effect 
  take 11 (2d10) force damage; a successful DC 15 
  Constitution saving throw reduces this damage by half. 
   Communication. Most forms of communication – including 
  telepathy – are restricted to the affected creatures being 
  on the same plane of existence. As the rooms are each a 
  unique demiplane, this may become important! 
   Time is funny here. The Red Wizards have been 
  experimenting with chronomancy, and now time behaves 
  oddly. Resting and other physical activities take twice the 
  normal amount of time, but magic operates at twice the 
  normal speed. For example, if a spell would last until the 
  caster’s next turn, it instead only lasts until the end of the 
  current round; a spell that lasts 1 minute instead lasts ½ a 
  minute (5 rounds); and so on. Additionally, all casting 
  times longer than 1 action are doubled (ex: most rituals 
  would take 20 minutes instead of 10, and the effects only 
  persist for half the normal time). 
   Abnormal building materials. The walls, floors, ceiling, and 
  doors are all constructed of raw planar essence. Even if 
  described as stone, wood, or something else they cannot 
  be affected by stone shape, passwall or similar magics. 
  Their described appearance is akin to an illusion, which 
  cannot be bypassed without truesight (which is beyond the 
  power of most characters at this level).  
   
  Any character that is proficient with the Arcana skill should 
  be aware of the basic elements of the above points without 
  need for an ability check. 
  Proceeding through the Mansion 
  Upon entering the mansion, the characters find 
  themselves in Area A – The Foyer.  
   Each time the party opens a door to a new 
  location, choose one of the following locations (or 
  roll randomly) to determine which room they 
  discover. Excluding the Chapel of the Dead, all 
  other locations are repeatable. 
  d12 
  Room Location 
  1  
  Allied Encounter 
  2 
  Arcane Repository* 
  3-5 
  Chapel of the Dead* (not repeatable) 
  6 
  Holding Cells 
  7  
  Laboratory 
  8-9 
  Mundane Room 
  11  
  VIP Prisoners 
  12 
  Shattered Battery* 
  * Required encounters. In order to proceed to part 3, the 
  characters must complete these encounters. 
  Bronze Gong 
  Most rooms contain a conspicuously placed bronze gong. 
  While characters may believe these to be separate gongs, 
  they are actually the same gong which has been magically 
  duplicated throughout the structure. If the gong is rung in 
  one location, it rings in all locations simultaneously, and acts 
  as an alarm system throughout the Embassy. 
  Search Parties  
   
   
   
   
  If the alarm is raised, Szass Tam dispatches several dozen 
  search parties to search for the intruders. Each search party 
  consists of one Red Wizard mage and two Thayan Warriors.  
   
  Bronze Gong. The search parties only search locations 
  containing the Bronze Gong. If characters linger in such 
  locations, a search party discovers them in 1d4+1 rounds. 
   
  Combat. The Thayan Warriors use nonlethal attacks when 
  possible, while the mage(s) casts spells as normal. They seek 
  to capture, rather than kill the characters – show little 
  concern for accidental death. 
   
  Reinforcements. One Red Wizard mage, and two ghouls 
  arrive every three rounds until the characters flee. 
   
  Pursuit. The patrols do not prevent characters from fleeing 
  into adjoining rooms, nor do they give pursuit. 
  Actions  
   
   
   
   
     
  With the alarm sounded, all Red Wizard NPCs in this 
  adventure gain the following additional action. 
   
  Imprison. The Red Wizard plane shifts one unconscious or 
  dead character to a private cell elsewhere in the Embassy (no 
  save). Award the character the Prisoner of Thay story award 
  (see Player Handout 3).  
   If all characters are imprisoned in this way, the adventure 
  ends in failure. Proceed immediately to the Prisoners of 
  Thay (failure) conclusion. 
  A. Foyer (Combat) 
  This entry chamber is well-appointed with mahogany wood 
  paneling, silver and brass candelabra’s, and a marble-topped 
  storage cabinet. Plush crimson carpets cover the floors, and 
  an ornate double-door stands closed at the far end of the 
  room. A conspicuously placed bronze gong stands near the 
  far door. 
   
  An undulating swarm of maggots near a discarded robe 
  draws your attention. Swiftly, the mass fills the robe, 
  coalescing into a vaguely humanoid form which turns toward 
  you as the door to the courtyard slams shut.  
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  12 
  The creature is a star spawn larva mage. Knowing 
  it poses extreme danger to the characters, Malkyn 
  urges them to flee through the adjoining room while 
  he fights the abomination. 
   Bronze Gong. The gong stands prominently near 
  the inner door to this room.  
  Development 
  If the characters leave, Malkyn defeats the creature 
  without raising the alarm, but becomes separated 
  from the party and does not return until the 
  adventure’s conclusion. 
   If the characters stay and help fight the creature, 
  Malkyn objects. See Combat below. 
  Combat 
  At the start of the 2nd round, two Red Wizard 
  mages – El’vymik (CE female human mage, 37) and 
  Khulmirr (NE male human mage, 44) investigate the 
  commotion. 
  Star-spawn larva mage. This creature focuses its attacks on 
  Malkyn, deeming him the larger threat. Note that the larva 
  mage is not immune to the effects of Cancerous Magic. 
  Alarm raised. As soon as they discover the characters, the 
  Red Wizards sound the alarm by ringing the bronze gong, 
  before joining the fray. Roll initiative for the mages. 
  Red Wizard mages. The mages hang back and cast damaging 
  area spells at a distance. They are not allied with the larva 
  mage, and seek to include it and Malkyn in the area of 
  effect when possible. 
  Malkyn Fenris. Malkyn uses a green Bigby’s hand against the 
  larva mage, while counterspelling damaging area spells 
  that include two or more characters. Describe the effects 
  of his actions narratively. 
  Escape. After the first search party arrives, Malkyn 
  encourages the characters to escape while he holds off 
  pursuit.  
  Victory. With the alarm raised, Malkyn fears the mission has 
  been compromised. He decides to use himself as bait to 
  draw off pursuit, and no longer accompanies the party. 
  Malkyn Fenris (Combat) 
  As a powerful archmage, Malkyn could easily overshadow the 
  characters in this encounter, making them feel insignificant. 
  As such, it is best to use Malkyn as a plot device, and describe 
  his battle with the larva mage narratively. 
   
  Spellcasting. Malkyn’s complete spell-list is not necessary for 
  this encounter. His favored spells include counterspell, 
  fireball, polymorph, animate objects, Bigby’s hand and 
  sunbeam. Choose other spells that seem appropriate. He 
  does not cast 7th level or higher spells during this battle. 
  For the love of green. Note that the majority of Malkyn’s 
  spells are colored a distinct green. The specific shade and 
  intensity varies by spell. 
  B. Allied Encounter (Social, Combat) 
  If the party has not yet triggered the alarm: 
  Opening the door, your nostrils are assailed by the smell of 
  freshly cooked venison, spitted pork, and garlic sausages.  
  If the party has triggered the alarm, read or 
  paraphrase the following: 
  Steam pours from a recently doused campfire in the center of 
  this room. Four veteran adventurers wearing faction 
  emblems have readied a makeshift barricade near one corner 
  of the room, weapons drawn at the ready. The corpses of 
  two Red Wizards, and three skeletons lie scattered near the 
  figures. Seeing you, they call out for you to join them before 
  reinforcements arrive. 
  If the party has not triggered the alarm, instead read: 
  Gathered around a makeshift campfire in the center of this 
  otherwise nondescript room, you are greeted warmly by a 
  party of veteran adventurers as they soothe their aching 
  bones by the fire. 
  In both cases, the four adventurers introduce 
  themselves as Talek (LG male half-elf cavalier, 214), 
  Rhogen (NG male dwarf fighter, 72), Whistledawn 
  (N female tabaxi druid, 36), and Molkaar (LG male 
  human cleric of Lathander, 27). 
   These adventurers are high ranking members of 
  the Lords Alliance, and the Order of the Gauntlet, 
  and are part of a larger force that has invaded the 
  Thayvian Embassy in search of Szass Tam.  
   Their own mission prohibits them from joining the 
  characters on their quest. In compensation, 
  Molkaar offers to cast either mass cure wounds or 
  two castings of greater restoration, as needed. 
   Bronze Gong. The gong hangs from a peg near the 
  center of the left wall. 
   Search parties. With the veterans’ assistance, the 
  characters make short work of any search parties. 
  Narrate these encounters, but do not waste time 
  resolving combat.  
   Short Rest. If the alarm has not been sounded, this 
  location is safe and the characters may take a short 
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  13 
  rest which takes 2 hours to complete. The veterans 
  offer them some of their food, and sit with the party 
  for several minutes before departing. 
   
  C. Arcane Repository (Exploration) 
  Massive wooden shelves line this grand and enormous library 
  from floor to ceiling. Each shelf is dedicated to a different 
  subject, and appears to be arranged in some kind of alpha-
  numeric catalog. 
   
  Large sweeping staircases at regular intervals allow easy 
  access to five separate floors. Large, 15-foot double doors 
  inlaid with bronze stand majestically at either end of the 
  ground floor. 
  General Features 
  Size. The central area easily measures 200-feet on a side. 
  Each floor is divided into two or three separate wings, each 
  more than 100-feet x 50-feet, with 20-foot ceilings. Staircases 
  are 10-feet wide and curve gently. 
   
  Contents. Valuable books on almost every subject. Massive 
  lexicons and librams resting on stone or wooden rostrums. 
  Marble busts of more than a dozen zulkirs. An enormous 30-
  foot x 60-foot painting of Szass Tam. Magically sealed 
  cabinets containing a multitude of magic items and art 
  objects. 
   
  Doors. The bronze-inlaid doors are closed but not locked.  
   
  Light. Bright light that seems to emanate from the walls, 
  and shelves themselves. 
   
  Smells and Sounds. The smell of aging books, and burning 
  incense. Eerie and unnatural silence.  
  Magic Items. This room contains hundreds of magic 
  items of almost every imaginable type. Magical 
  protections on this room prevent anyone who isn’t 
  an NPC Red Wizard from removing them from the 
  room however. Nothing the characters can do can 
  circumvent these wards. 
   Stone books. An entire wing on the third floor of 
  this repository is filled with hundreds of thick, heavy 
  books made of metal and stone. Each book in this 
  section measures 30 inches x 18 inches, is 10 inches 
  thick, and weighs 25 lb. 
  Investigation. Unless the characters know what they are 
  looking for, searching the repository for anything useful 
  would take more time than the characters have. 
  Harper Assignment 
  Harper characters who spend 10 minutes searching 
  the stone books easily locate a shelf marked with the 
  diamond sigil they seek. There are 12 books in total 
  on this shelf, grouped in sets of three (see below). 
  Netherese Tomes 
  The 12 tomes on this shelf are of unusual interest. Made of 
  thin sheets of pressed metal and stone, each tome measures 
  18 inches x 30 inches, is 10 inches thick, and weighs 25lbs! 
   Arcana. Characters proficient in arcana notice that each 
  book is arranged in a set of three volumes, with each set 
  bearing the arcane sigil for one of four schools: Divination, 
  enchantment, evocation, and illusion. Books relating to 
  other schools are conspicuously absent. 
  Comprehend Languages. These books are written in ancient 
  netherese. Characters who cast comprehend languages 
  learn that the titles of each tome is as follows: 
  Adjustments for this School Pre-Battery, Incorporating the 
  Battery, and Post-Battery Findings.  
  The Life and History of Karsus 
  If the characters have been sent here to learn more 
  about Karsus, read or paraphrase the following: 
  It takes nearly 10 minutes of searching the 4th floor, but you 
  eventually find the book Goryck described in the eastern 
  wing. The thick, leather-bound tome appears to be in 
  excellent condition given its age. 
   
  Written in a flowing, precise script, the book details the 
  complete life and history of Karsus. The author’s name has 
  been defaced, but the exquisite detail presented in the book 
  make it quite apparent that the author was intimately 
  familiar with the wizard – perhaps one of his students or 
  acolytes. 
  The Life and History of Karsus is carefully indexed for 
  each period of Karsus’ life, and details each of his 
  myriad accomplishments. It does not take long to 
  locate a description of the journal they seek.  
   
  “Karsus keeps all his most valuable research in his 
  personal journal. A massive vellum tome wrapped in 
  the hide of an ancient gold dragon – the book easily 
  measures 5-feet x 3-feet, and is more than 1-foot thick.  
   Many times I sought to peer within its pages and 
  marvel at its secrets. Alas, the day I finally managed – 
  all I found was mundane cooking recipes, and a daily 
  log of his activities. I soon realized that the journal 
  was encrypted, but to my chagrin, I never unlocked its 
  cipher.” 
  Treasure 
  Should the characters take the book, the Life and 
  History of Karsus is highly valuable. It can be sold to 
  a collector for 250gp. 
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  14 
  D. Chapel of the Dead (Social, Combat) 
  You enter what appears to be a chapel. Well over 100 lesser 
  undead are seated in rows of wooden pews facing a central 
  dais. A large bronze door engraved with fantastic beasts sits 
  in an alcove in the center of the right wall.  
   
  Leaning heavily behind a wooden lectern, a bedraggled 
  and nearly-comatose wizard wearing filthy red-robes 
  mumbles nonsense at the assembled crowd. As he drones on, 
  the undead clap and cheer in silent applause.  
   
  As the door swings shut behind you, you hear the sound of 
  metal upon metal as a bolt slides into place. 
  Elated at the prospect of rescue, the mage introduces 
  himself as Goryck (LN male human Red Wizard 
  necromancer, 62). He provides the following 
  information readily.  
   He is a prisoner of Szass Tam. As a cruel joke, Tam 
  has ordered the undead in this chapel to tear him 
  apart if he leaves his podium, or stops talking for 
  more than a few minutes. 
   The undead are no threat to the characters as long 
  as he keeps speaking.  
   The room is warded against teleportation and 
  planar travel.  
   It is obvious to Goryck that the characters are here 
  to cause mischief. He has valuable information he 
  is willing to provide if they agree to rescue him.  
   He is desperate, and offers the characters a scroll 
  of animate dead and a potion of greater healing as 
  an incentive to rescue him. 
   
  Goryck has no love of Szass Tam, and readily agreed 
  to assist Dar’lon Ma in claiming power. He questions 
  the characters about their mission in the belief that 
  by helping them, he can exact his revenge on the lich. 
   
  Throughout the conversation, the characters should 
  learn the following additional information. 
   Navigating the Embassy. Goryck knows how to 
  navigate the Embassy. He reveals that each door 
  acts as a nexus of inter-connected demiplane 
  portals which are controlled by a cipher etched 
  around its frame.  
   Portal Combinations. Goryck knows the 
  combinations to access the Arcane Repository, 
  Laboratory, and the Shattered Battery and 
  provides these freely. 
   The Secret Project. Goryck overheard Szass Tam 
  conspiring with Master Cryptographer Thessyl’k 
  about a secret project. Goryck followed Thessyl’k 
  to the Shattered Battery hoping to learn more. 
  Unfortunately, Thessyl’k entered a secured 
  demiplane, isolated from the nexus. Without 
  knowing the nature or contents of the demiplane, 
  Goryck was unable to follow the cryptographer 
  further. 
   The Journal of Karsus. If the characters tell 
  Goryck they are searching for the journal, his eyes 
  widen at its mention. He is certain that the secret 
  project involves the journal, but does not know 
  what it looks like.  
   The Life and History of Karsus. He suggests the 
  characters search the 4th floor of the Arcane 
  Repository for the Life and History of Karsus. He 
  believes it should contain the information they 
  seek. 
  Goryck 
  Goryck cannot be saved in this encounter, regardless 
  of the characters actions. 
  Slay the Wizard. In his weakened condition, if the characters 
  attack Goryck, they slay him without effort (do not resolve 
  combat).  
  Solve the Puzzle. Should the characters solve the puzzle 
  below, the entire undead swarm stands up immediately 
  and swarms Goryck before he has a chance to react – 
  tearing him to pieces. 
  Rescue Goryck. All attempts to rescue Goryck fail, causing the 
  undead to swarm him before he can escape. Treat the 
  entire swarm as having Readied an action to attack Goryck 
  if any of their trigger conditions are met. 
  Goryck’s Death. As soon as Goryck dies, the door to the room 
  swings open (even if the puzzle has yet to be solved). The 
  swarm completes their meal in 1 round. Then, 120 pairs of 
  eyes swivel to stare malevolently at the characters. They 
  attack any character who lingers in the room, but do not 
  pursue them to the adjoining location. 
  Roleplaying Goryck 
  Goryck has been driven half-mad with fatigue, and is barely 
  able to keep his eyes open. He is desperate for rescue, and 
  terrified of the party abandoning him to his plight.  
   
  Goryck is quick to lose his train of thought, and frequently 
  falls asleep mid-sentence, startling awake moments later. 
   
  Quote: “Hrrmm…(yawns). What was I saying again?” 
   
   
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  15 
  Undead 
  The undead are under Szass Tam’s personal control, 
  and are immune to being turned.  
  Turn Undead. The undead in this encounter are immune to 
  Turn Undead. If any character attempts to turn the 
  congregation, a skeleton turns to face the character, raises 
  a finger to its mouth and shushes them. It then returns 
  back to face the podium. 
  Area Damaging Spells. Seated undead are immune to 
  damage. Spells appear to destroy them, but they simply 
  reform in irritation moments later. 
  Surreal behavior. Highlight the odd and unnatural behavior 
  of the undead. Characters should feel threatened and 
  uncertain what to expect. 
  Goryck. The undead swarm Goryck if he leaves the podium, 
  stops speaking for more than 10 minutes, or if he is slain. 
  They consume his corpse in as little as 1 round, after which 
  120 pairs of eyes turn and stare malevolently at the 
  characters.  
  Development 
  To escape this room, the characters must either 
  solve the puzzle on the bronze door, or kill Goryck.  
   If the characters approach the door, give them 
  Player Handout 1 and read or paraphrase the 
  following: 
  This bronze door features eight removable cubes surrounding 
  a central button. Made of bronze, each cube is carved with 
  the image of a different fantastic beast: A froghemoth, 
  dragon, chimera, hydra, aboleth, beholder, gorgon, and an 
  earth elemental. It is obvious that the position of the cubes 
  form some kind of combination lock. 
  Combination Lock. To solve the puzzle, the 
  characters must re-order the cubes alphabetically in 
  a counter-clockwise fashion starting with the top-
  left slot. (See sidebar for solution).  
   Button. Pressing the central button causes all 
  cubes in the correct positions to glow faintly. If all 
  cubes are in the correct position, the bronze door 
  swings open silently, causing the undead to swarm 
  Goryck – tearing him to pieces.  
   Trap. The bronze door is trapped. Pressing the 
  button triggers a permanent spell glyph on each of 
  the eight cubes. 
  Combination Lock (Solution) 
   
  Top Row: Aboleth, Hydra, Gorgon 
   
  Middle Row: Beholder, Button, Froghemoth 
   
  Bottom Row: Chimera, Dragon, Elemental 
  Spell Glyphs 
  Each cube has a modified spell glyph on one of its faces. 
  These glyphs are triggered whenever the button on the 
  bronze door is pressed, and activate a dominate monster 
  effect targeting one (or more) undead in the congregation.  
   
  All glyphs are triggered simultaneously. 
   
  Correct Position. For each cube in the correct position, one 
  skeleton swivels its head to face the characters ominously. 
  It remains seated, but no longer applauds Goryck. 
  Incorrect Position. Count the number of cubes incorrectly 
  positioned and find that number on the table below. The 
  indicated undead stand, draw their weapons (if any), and 
  attack the character who triggered the glyphs.  
   
  Number of Cubes Undead 
  1-2 
   
  1 beholder zombie, or 2 wights. 
  3-4 
   
  1 wight, 2 ogre zombies, or 4 ghouls. 
  5-6 
   
  1 ogre zombie, or 2 ghouls 
  7-8 
   
  1 ghoul, or 4 skeletons or zombies. 
   
  Arcana. Characters searching for traps can make a DC 17 
  Intelligence (Arcana) check. If successful, they spot the 
  nearly invisible spell glyph on one of the face of one of the 
  cubes. Investigating the remaining cubes finds the spell 
  glyph on a random face of each cube. 
  Offer clues. While this is a simple logic puzzle, if the 
  characters struggle, feel free to offer the characters a clue 
  of they succeed on a DC 10 Intelligence (Insight) check.  
  Dispel Magic. The spell glyphs can be temporarily dispelled 
  with a dispel magic or similar effect (DC 18). Each round, 
  one of the spell glyphs reactivates. While disabled, cubes 
  in the correct positions do not glow. 
  Combat 
  If combat occurs, consider the following. (See 
  Appendix. Map –The Chapel of the Dead).  
  Use Object. During combat, characters may swap the 
  position of any two cubes as a Use Object action. The 
  character may also press the button as part of the same 
  action. 
  Undead. The undead focus their attacks on whichever 
  character triggered the glyph this round. If no character 
  triggered the glyph this round, or the creature is unable to 
  reach the target, they attack the closet character instead. 
  The undead do not attack unconscious or dying creatures. 
  Compounding Failure. Individually, the undead pose little 
  threat to the characters. However, successive failures may 
  result in the characters being overwhelmed.  
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  16 
  Treasure 
  If the characters agree to rescue Goryck, he gives 
  them the promised scroll of animate dead and potion 
  of greater healing up front, in the hopes that the 
  characters will honor their end of the bargain. 
  XP Reward 
  If the characters solve the puzzle-lock without 
  assistance, award each character 500 XP. Characters 
  who bypass the puzzle by slaying Goryck do not 
  receive this XP. 
  E. Holding Cells (Exploration, Combat) 
  Dozens of small iron-barred cells line this chamber 
  which has been enchanted with a permanent silence 
  effect. More than three dozen civilians of all ages are 
  held within the cells.  
   An iron-bound door stands closed at both ends of 
  this 30-foot hall. 
   Bronze gong. The gong hangs on a wall at the far 
  end of the room. If the alarm is triggered, the gong in 
  this room vibrates silently. 
   Search parties. Red wizards that enter this room 
  are unable to cast any of their spells. Characters 
  which are knocked unconscious are dragged from 
  the room into an adjoining chamber before being 
  plane shifted to their magical prison. 
  Perception. Characters with passive Wisdom (Perception) of 
  15 or higher notice the gong ringing silently. Characters 
  who look directly at the gong after the alarm sounds notice 
  this automatically (no check required). 
  Locked. The doors to each cell are locked and trapped. 
  Characters can pick the lock with a successful DC 20 
  Dexterity (Thieves Tools) check.  
  Trap. If the door of any cell is opened without the correct 
  key, it triggers the alarm. This trap cannot be dispelled, or 
  bypassed in any way. 
  Investigation. Characters searching for traps find no visible 
  clues that would reveal the trap, however a detect magic 
  spell reveals that the cell doors are enchanted with weak 
  abjuration magic. 
  F. Laboratory (Exploration, Combat) 
  This large 40-foot square chamber is made of fitted 
  stone. Beakers of acrid liquid bubble on wrought 
  iron workbenches, and large 5-foot diameter vats of 
  fat, and other fluids line the walls. A censer of 
  incense burns quietly upon one desk – no doubt to 
  mask the fetid smell. Small stone windows adorn the 
  far wall, but do not provide a point of egress. 
   An iron-bound crimson door in the far wall 
  provides the only other exit from this room. 
   Bronze Gong. This room contains the bronze 
  gong, which rests against one corner of the room. 
   Corrosive. The beakers and vats are filled with a 
  variety of corrosive substances.  
  Acid. Any creature exposed to these liquids must make a DC 
  15 Dexterity Saving Throw, or take 22 (4d10) acid damage 
  on a failed save, and half-damage on a successful save. 
  Treasure 
  Characters who investigate the room locate a 
  detailed book of human, animal and fey anatomy 
  worth 50 gp. The book contains detailed sketches of 
  dissections, and other experiments.  
  Medicine. Characters who spend at least an hour reading the 
  book gain advantage on all Wisdom (Medicine) checks 
  until their next long rest. Characters may choose to keep 
  this book for use in future adventures. 
  G. Mundane Room (Exploration) 
  The characters stumble across one of the countless 
  mundane utility rooms scattered throughout the 
  Embassy.  
   Bronze gong. Each of these mundane rooms 
  contains the bronze gong, somewhere prominently.  
   Occupied. The rooms may be occupied or 
  unoccupied. Occupied rooms usually contain 
  servants, slaves, or mindless undead pursuing 
  menial tasks. None of these figures raises the alarm. 
   
  Consider the following examples:  
   Wizards Quarters: You come upon a private 
  sleeping chamber, or common room for lower 
  ranking Red Wizards. Characters who explore the 
  room may find trinkets and other personal effects of 
  no monetary value. 
   Galley Kitchen: A well-stocked kitchen and larder 
  with all manner of herbs, cheese, dry goods, and 
  hanging meat.  
   Mess Hall: A long dining hall with several 
  mahogany long-tables resting on plush crimson 
  carpets. Brass candelabras, and crystal chandeliers 
  provide ample light. 
   Utility Closet: A simple utility closet with buckets, 
  mops, and other janitorial supplies. 
   Barracks: A military-style barracks. Footlockers 
  containing personal effects and other trinkets, 
  decorative weapons, and practice dummies line the 
  room.  
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  17 
  H. VIP Prisoners (Exploration, Combat) 
  Fitted, grey stone blocks line the walls of this small 
  immaculate dungeon. Instead of doors, narrow bars 
  of force line the front of each cell. These act as a 
  modified wall of force, and allow small objects to be 
  passed through the bars.  
   Captured. Any characters who are captured by the 
  Red Wizards (see Bronze gong sidebar) are plane 
  shifted to their own private cell in this chamber. 
   NPC Prisoners. Several NPC faction members 
  occupy cells in this room. They offer little in the way 
  of useful information, and ask the characters about 
  how the war is progressing. 
   Bronze gong. The bronze gong stands near one of 
  the two iron-bound doors in this room. 
  Explosive Runes. A glyph of warding is inscribed upon the 
  floor of this room. It triggers if any character who isn’t an 
  NPC Red Wizard casts dispel magic in this room. All 
  characters must succeed on a DC 19 Dexterity saving throw 
  or take 25 (5d8) thunder damage on a failed save, and 
  half-as much damage on a successful save. This triggers 
  the alarm. The glyph resets automatically after 10 minutes. 
  Time moves swiftly. Time moves faster in this location. 
  Characters who were captured have experienced several 
  weeks of torture prior to the characters arrival, and have 
  already obtained the Prisoner of Thay story award. 
  Escape 
  This location primarily serves to allow characters 
  who were captured by the Red Wizards to have an 
  opportunity to escape and continue the adventure.  
   DMs are encouraged to reward creativity in this 
  encounter. Any reasonable idea should be sufficient 
  to allow characters to escape. Consider the following 
  examples as suggestions: 
  Dispel magic. A single dispel magic can suppress (but not 
  dispel) one, or all of the walls of force in this room for 1 
  minute but triggers the glyph of warding (see above). 
  Teleportation. This location is not warded to prevent 
  teleportation spells or effects. A simple misty step is an 
  easy means of escaping through the wall of force. 
  Polymorph. The bars of force are too closely spaced to allow 
  small or larger creatures to pass. They are large enough to 
  allow small objects, and tiny creatures to pass unhindered. 
  Portable Hole. Characters can easily pass a folded portable 
  hole through the narrow bars, allowing a trapped prisoner 
  to climb inside the hole. The portable hole can then be 
  retrieved, rescuing the character. 
   
   
  I. Shattered Battery (Combat, Dilemma) 
  A massive, pulsating shard of crystal floats near the center of 
  this room. Six stone workbenches etched with arcane runes 
  encircle the gem. Six children bound to the tables writhe in 
  silent agony as their bodies are slowly consumed by glowing 
  arcane webs. 
   
  A hulking creature made from the skeletons of more than 
  a dozen creatures stands motionless near the bronze gong at 
  the far end of the room. 
   
  Echoing throughout the chamber, an ominous rhythmic 
  thumping beats in time with the crystal, making your skin 
  crawl.  
   
  The only other exit from this room is to your left, up a 
  short flight of stairs. 
  The creature is a bone golem, tasked to ensure that 
  the transformation ritual is not disturbed. (See 
  Appendix. Map – The Shattered Battery 
   Bronze Gong. The bronze gong stands against the 
  back wall within arms-reach of the golem. 
  Writhing Battery. Characters who have previously played 
  DDAL00-01 Window to the Past immediately recognize the 
  floating crystal as a large piece of a broken Writhing 
  Battery – the prisons that contain the fragmented essence 
  of Kyuss; the Worm That Walks. 
  Arcana. Characters who are proficient in Arcana, and who 
  attempt to determine the purpose of the experiment can 
  make a DC 20 Intelligence (Arcana) check. If successful, the 
  character realizes that the broken crystal is draining the 
  children’s life-force, and converting their very souls into 
  raw magical energy. 
  Medicine. Characters who approach the stone tables and 
  assess the children’s condition can make a DC 20 
  Intelligence (Medicine) check. If successful, they discover 
  that the children are beyond saving, and are being 
  artificially sustained beyond their body’s natural limits by 
  magic. In the character’s medical assessment, the children 
  should already be dead.  
  To Rescue, or Not? That is the Question. 
  This encounter is intended to present a moral 
  challenge to the party. The plight of the helpless 
  children being tortured by the Red Wizards is 
  intended to evoke moral outrage, and disgust. 
   Consider the following suggestions: 
  Rescue the Children. Any attempt to rescue the children is 
  doomed to failure. Children that are removed from the 
  magical field surrounding them die within moments, 
  choking on their own blood and vital fluids as their organs 
  had already liquefied prior to the characters arrival.  
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  18 
  Mercy Killing. Some characters may determine the best 
  course of action is to end the children’s suffering. Mercy 
  killing each child takes one action, but is automatically 
  successful.  
  There is no “Wrong” Choice. Regardless of alignment, all 
  choices (including ones in which the party abandons the 
  children to their fate) are valid options in this encounter. 
  Players should not feel punished in their decision beyond 
  the golem responding to their actions (or not).  
  The Choice is Difficult. Elaborate on the suffering of the 
  children, and try to make certain the players struggle with 
  their decision. Be careful not to overdo it however, or you 
  risk forcing the outcome. 
  Reward Moral Indecision. Characters who struggle with the 
  moral dilemma should be rewarded with inspiration. This 
  encounter is intended to force characters to make tough 
  moral choices, and that difficulty should be rewarded. 
  Development 
  The bone golem ignores the characters unless they 
  attempt to kill or rescue the prisoners, cast any 
  hostile spells, or attack the golem or crystal. If a 
  battle occurs, consider the following: 
  Bone Golem. The golem rings the gong before striding forth 
  to attack the closest threat. It does not make opportunity 
  attacks or prevent characters from leaving the area. It 
  obeys the spoken command of all enemy Red Wizards. 
  Search parties. Red wizards can spend a bonus action to 
  command the bone golem. Otherwise, the golem attacks 
  the closest threat. 
  Attacking the Crystal. The crystal has 100 Hit points, and AC 
  15. It is immune to psychic, and poison damage; and 
  bludgeoning, piercing, or slashing damage from non-
  magical weapons. It has vulnerability to bludgeoning 
  damage from magical weapons, however. If shattered, the 
  magic sustaining the children falters, and they die in 
  horrible agony. 
  XP Reward 
  If the party leaves the prisoners to their fate, award 
  each character 200 XP.  
   Characters who struggle with the moral decision 
  earn an additional 300 XP, regardless of outcome. 
  Development – Exiting the Maze 
  The Shattered Battery provides the exit to Part 3. In 
  order to exit the maze from this location, the 
  characters must accomplish the following: 
   
  Speak with Goryck (Chapel of the Dead). 
   During the conversation, characters learn that 
  Thessyl’k entered a secured demiplane from this 
  location. This requires the characters to know the 
  nature and contents of the demiplane itself. 
  Read the book (Arcane Repository). 
    Characters who have read the Life and History of 
  Karsus discover a detailed description of the object 
  they seek. Without a proper description, the 
  characters are unable to properly visualize the 
  journal, and cannot access the secured demiplane. 
  Exiting the Maze 
  Captured. If any characters were captured by the 
  Red Wizards, and the characters have not yet visited 
  the VIP Prisoners location, DMs are strongly 
  encouraged to complete that encounter before 
  proceeding to Part 3. 
   Otherwise, characters who have completed both 
  tasks may proceed to Part 3 through either door of 
  the Shattered Battery. 
  XP Reward 
  If the characters successfully exit the maze without 
  triggering the alarm, award each character 1,500 XP. 
   
   
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  19 
  Part 3. Journal of a Mad Mage 
  Estimated Duration: 1 hour. 
  The characters must defeat Thessyl’k and his 
  servants in order to recover, and destroy the Lost 
  Journal of Karsus.  
  A. The Master Cryptographer (Combat) 
  The characters arrive just as Master Thessyl’k 
  completes a conversation with Szass Tam.  
  The door to this chamber opens upon an ornate study. 
  Bookshelves, paintings and expensive tapestries line the 
  walls. Marble busts rest on pedestals, and an ornate 
  mahogany desk occupies the room. 
   
  From behind a nearby bookcase, you hear a sepulchral 
  voice filled with scorn. 
   
  “Thessyl’k! I grow tired of your incompetence. The Journal 
  of Karsus cannot be so difficult to decipher as you make out. 
  The partial translation you sent me is the only reason you still 
  breathe!” 
  From their vantage point, the characters are unable 
  to see the figures, or the larger portion of the room. 
   When the characters approach the edge of the 
  bookshelf, read or paraphrase the following: 
  Peering around the corner, a marble plinth dominates the 
  center of the chamber. Surrounded by motes of arcane light, 
  the Lost Journal of Karsus lies open on a large stone rostrum. 
   
  Kneeling prostrate near this enormous book, a visibly 
  shaken wizard dressed in ornate crimson robes pleads for 
  mercy from the ghostly image of Szass Tam himself. Two 
  bronze statues stand motionless in front of the plinth. 
   
  Glowering in fury, the image of Szass Tam looks up, as if 
  listening to a distant sound.  
   
  “Bother me no longer. I have guests arriving, and must 
  prepare the dragon”.  
   
  Moments later, the ghostly image fades and Thessyl’k rises 
  to his feet, still shaking from the ordeal and returns to his 
  work deciphering the journal. 
  Thessyl’k (CE m. human Red Wizard, 58). Thessyl’k 
  is a master cryptographer and skilled enchanter, 
  well on his way to becoming a Zulkir in his own 
  right.  
   The bronze statues are actually two bronze 
  guardians created by Thessyl’k and which act as his 
  personal bodyguard.  
    
   
  The Journal of Karsus 
  This heavy, dragon-leather tome weighs over 600 lbs. Karsus 
  has enchanted the journal with numerous spells, making it 
  incredibly durable and difficult to destroy. 
  Hit points. The journal of Karsus has 150 hit points. 
  Armor Class. The journal has an AC of 10. 
  Immunities. Psychic, poison; bludgeoning, piercing, or 
  slashing damage from non-magical weapons. 
  Resistances. All damage. 
  Spell immunity. The journal is immune to disintegrate. A 
  dispel magic spell can suppress this effect for 1 minute with 
  a successful DC 20 spellcasting ability check. 
   
  Arcana or History. Characters who succeed at a DC 20 
  Intelligence (Arcana) or Intelligence (History) check know that 
  Mystra historically banishes all of Karsus’ research from the 
  universe. The journal’s existence in the present is a paradox, 
  and that there must be some method by which history can be 
  corrected. 
   
  Portable Hole. While exceedingly heavy and difficult to 
  move, characters who have the ingenious idea to put the 
  journal into a portable hole succeed in removing it from the 
  protective enchantments keeping it in the present. As the 
  journal is placed within the portable hole, it disappears – 
  returning to its original point in space-time. 
  Arcane Wards 
  Etched around the circumference of the plinth, are a 
  network of arcane sigils made from powdered silver 
  and ruby dust. Complex geometric shapes crisscross 
  the center of the plinth. Potent abjurations have 
  been woven into the marble dais, protecting the 
  journal from harm. The following spells protect the 
  journal from harm: 
  Globe of Invulnerability. A permanent globe of invulnerability 
  is etched into the 20-foot diameter plinth. This spell is cast 
  at its normal level and blocks spells of 5th level or lower.  
  Time Stop. Szass Tam has enchanted the tome with a 
  modified time stop and planar binding spell in order to 
  anchor the journal in the present, but only while the tome 
  remains within the area of the globe of invulnerability. If 
  the journal is removed from this area, the spells unravel – 
  and the journal snaps back to its location in the past.  
  Development 
  While combat is inevitable, Thessyl’k is in no rush to 
  kill the intruders, and is more than willing to speak 
  to the characters.  
   Conversation. If the party speaks with the 
  cryptographer, Thessyl’k is drunk on his own power 
  and ego, and willingly reveals the following: 
   The characters are too late. Szass Tam has already 
  received a full and complete translation of the 
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  20 
  journal. Characters who succeed on a DC 12 
  Wisdom (Insight) check with advantage, know this 
  to be a half-truth, based on the overheard 
  conversation between Thessyl’k and Szass Tam. 
   Through their mastery of Chronomancy, the Red 
  Wizards were able to summon the Lost Journal of 
  Karsus from a hidden demiplane, lost in the distant 
  past, bringing the journal to the present to be 
  studied. 
   The journal is held in temporal stasis by a modified 
  time stop spell, and without such powerful magic – 
  the journal would instantly return to its original 
  point in space, and time. 
   If this occurs, Karsus will eventually use the tome 
  to steal the divinity of Mystryl, resulting in his 
  well-documented folly. 
  Roleplaying Thessyl’k 
  Thessyl’k is a cunning, and shrewd wizard. More than willing 
  to supplicate himself to get ahead, this conniving wizard has 
  wormed his way into Szass Tam’s inner circle through guile, 
  wit, and considerable arcane talent. He believes his act has 
  convinced Szass Tam that he poses no threat to the Zulkir. 
   
  Quote: “No please! I beg you. I can be useful….. Fool! Did 
  you honestly believe me?” 
  Combat 
  Regardless of outcome, combat is inevitable. (See 
  Appendix. Map – The Journal of Karsus.  
  Thessyl’k. Thessyl’k looks for opportunities to use his tattoos 
  of absorption, but does not hesitate to enter the globe of 
  invulnerability in order to protect the journal. Thessyl’k 
  counterspells damaging area spells, and spells that directly 
  or indirectly target the journal. If his stoneskin fails, he 
  casts illusory dragon or dominate person at his next 
  opportunity, relying mostly on his damaging spells. He 
  considers his bronze guardians expendable. 
  Bronze guardians. These creatures are based on gnomish 
  designs, and act as Thessyl’k’s personal guard. They remain 
  close at his side, and use their Intercept Attack ability to 
  defend Thessyl’k from attack. The bronze guardians obey 
  Thessyl’k’s spoken commands. 
  Thessyl’k, Master Cryptographer (Red Wizard) 
  CE male human, 58. Except where noted, Thessyl’k has the 
  statistics of a Red Wizard zulkir. 
   
  Hit Points: 144 (18d8 + 18).  
  Languages. Add Ancient Netherese. 
  Damage resistances bludgeoning, piercing, and slashing 
  damage from non-magical weapons (from stoneskin). 
   
  Cryptography. Thessyl’k is a master cryptographer, and gains 
  advantage on any Intelligence check to decipher codes, or 
  ciphers. Through raw skill alone, Thessyl’k can parse the 
  meaning of written words as if he was under the effect of a 
  permanent comprehend languages spell. 
  Spell Secrets. Thessyl’k lacks this ability. 
  Tattoos of Absorption. Thessyl’k can only absorb 10 spell 
  levels at a time.  
  Foresight (Spell). Thessyl’k has advantage on attack rolls, 
  ability checks and saving throws. All other creatures have 
  disadvantage on attack rolls made against him. 
   
  Spellcasting. Replace the zulkir’s spell list with the following: 
  Cantrips (at will): chill touch, fire bolt, friends, light, Toll the 
  DeadXGE 
  1st level (4 slots): cause fearXGE, charm person, detect magic, 
  mage armor* 
  2nd level (3 slots): hold person, misty step, suggestion  
  3rd level (3 slots): counterspell, dispel magic, fireball 
  4th level (3 slots): greater invisibility, sickening radianceXGE, 
  stoneskin*  
  5th level (3 slots): cone of cold, dominate person, wall of  
   force 
  6th level (1 slot): true seeing* 
  7th level (1 slot): finger of death 
  8th level (1 slot): Illusory DragonXGE 
  9th level (1 slot): foresight* 
   
  XGE: Spell comes from Xanathar’s Guide to Everything. DMs who lack 
  this book may instead use spells from the Red Wizard zulkir instead. 
   
  *Thessyl’k casts mage armor, foresight, stoneskin, and true seeing on 
  himself before combat. Thessyl’k does not possess a simulacrum. 
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative: 
   
  Very Weak. Thessyl’k has 99 hit points, and uses the 
  archmage stat-block (except where noted above). Note the 
  absence of legendary resistance and legendary actions.  
   
  Weak. Thessyl’k has 99 hit points, and does not possess 
  the Tattoos of absorption ability. 
   
  Strong. The bronze guardians have 20 AC, and 77 HP each. 
  Treasure. 
  Thessyl’k wears a thayvian mantle of spell resistance 
  (see Player Handout 4). His black, leather spellbook 
  can be found on a nearby shelf, containing each of 
  his prepared spells (see Player Handout 6).  
  Development 
  This adventure has several distinct endings. Proceed 
  to Conclusion below, and read (or paraphrase) any 
  of the conclusions that apply. 
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  21 
  Conclusion 
  Prisoners of Thay (Failure) 
  If the entire party is captured by the Red Wizards: 
  Despite being warned, you drew the attention of the Red 
  Wizards. Staying and fighting when you should have fled, one 
  by one you became Szass Tam’s guests of honor. Before long, 
  a bruised and bloodied Malkyn materializes in an empty cell, 
  shaking his head in dismay. 
   
  Several hours pass before the ruler of Thay graces you with 
  his presence.  
   
  “That was a pathetic showing. I honeyed the trap, and you 
  entered willingly. I sent my agents to herd you deeper within, 
  and in your hubris you challenged them. Did you honestly 
  think you could win? I have an army within these demiplanes 
  and you are but a band of fools! 
   
  “Fear not – I shall put the Journal of Karsus to excellent 
  use. You should feel honored. You will be the first test 
  subjects in my latest experiment.” 
  Szass Tam Ascendant (Failure) 
  If the characters fail to destroy the journal, or return 
  it to the past for any reason (such as by being 
  captured, or failing to defeat Thessyl’k): 
  Months pass, and Szass Tam gains great magical power and 
  insight through his studies of the Lost Journal of Karsus. With 
  newfound power, Szass Tam revels in his ascendancy as the 
  fate of Faerun grows darker. 
  The Paradox Resolved (Success) 
  If the characters defeat Thessyl’k and destroy the 
  journal in the present: 
  Destroying the journal in the present sends ripples 
  throughout history changing events in minor ways. Finding 
  his journal absent from its resting place, Karsus uses his 
  cipher and steps backward in time. 
   
  Arriving in his demiplane simultaneously with Szass Tam, 
  the two wage a bitter magical duel that goes on for several 
  hours, leaving both weakened and injured. Victorious, Karsus 
  retrieves his journal and other belongings, and collapses the 
  demiplane, and destroys all copies of his cipher. History 
  returns to the one people remember. 
   
  Fleeing to the present, Szass Tam is infuriated that Karsus 
  seemingly pre-empted his arrival – Szass Tam plots his next 
  move. Changes in the timeline robbing him of even the 
  partial translation he possessed in an alternate timeline. 
  A Wrinkle in Time (Partial Success) 
  If the characters defeats Thessyl’k but return the 
  Journal to the past: 
  Returning the Lost Journal of Karsus to the past restores the 
  timeline and resolves the paradox – or so it seems. With 
  Karsus unaware that his demiplane has been discovered in a 
  future time, it remains intact – and continues to pose a great 
  threat. 
   
  Angered at the theft of the journal, Szass Tam knows he 
  cannot risk another trip into the past for fear of conflict with 
  his past self. Retreating to his sanctuary, Szass Tam glances 
  down at the partial translation waiting to be studied. What 
  foul secrets will Szass Tam learn only time will tell.  
  Zhentil Keep (Success, Continued) 
  If the characters achieve either victory conclusion: 
  Your mission a success, your thoughts turn to escape before 
  you face the wrath of Szass Tam himself. You don’t have long 
  to ponder this before the magics holding this labyrinthine 
  pocket dimension unravel in destructive, yet cinematic 
  fashion. 
   
  Blinking in sunlight, you find yourself standing in the 
  remains of a stronghold near Zhentil Keep, far to the west of 
  Mulmaster. More than a dozen Faction heroes stand in the 
  courtyard, looking bewildered. Among them – Malkyn can be 
  seen cheerfully waving in your direction. 
  The demiplanes unraveled at the precise moment 
  that other brave heroes (elsewhere in the Embassy) 
  struck their final blow against Szass Tam.  
   Mulmaster. Mulmaster is devastated once more 
  and the remaining population has turned against the 
  Factions, siding with Thay out of fear more than 
  loyalty. Hundreds of refugees flood south from the 
  city, bitter at the Factions for drawing them into this 
  conflict.  
   Story Award: Each character earns the Favor of 
  the Harpers story award (see Player Handout 2).  
  Treasure 
  If the characters succeed in defeating Thessyl’k – 
  Malkyn pays them 200 pp as promised. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  22 
  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 (Min/Max XP: 6,750/9,000 Ea.) 
  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 
  Archmage 
   
   
  8,400 
  Red Wizard Zulkir  
   
  8,400 
  Red Wizard Evoker 
   
  5,000 
  Red Wizard Mage  
   
  2,300 
  Thayan Warrior  
   
  450 
  Bronze Guardian  
   
  1,100 
  Bone Golem 
   
   
  5,900 
  Skeleton  
   
   
  50 
  Zombie  
   
   
  50 
  Ogre Zombie 
   
   
  450 
  Beholder Zombie  
   
  1,800 
  Ghoul 
   
   
   
  200 
  Wight 
   
   
   
  700 
   As a result of Malkyn’s assistance, the Star Spawn 
  Larva Mage or its resulting swarm of insects does 
  not grant XP. 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Puzzle Lock 
   
   
  500 
  Abandon Prisoners 
   
  200 
  Struggle with Moral Dilemma 
  300 
  Never triggered Alarm 
   
  1,500 
   The minimum total award for each character 
  participating in this adventure is 6,750 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 9,000 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 
  Malkyn’s Reward  
   
  2,000 
  Thayan Patrol Coins & Gems 
  200 
  The Life and History of Karsus 
  250 
  Anatomy Book 
   
   
  50 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character 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. 
  Thayvian Mantle of Spell Resistance 
  Wondrous Item, rare (requires attunement) 
  You have advantage on Saving Throws against Spells 
  while you wear this cloak.  
   This crimson cloak is embroidered with golden 
  sigils of Thay. When the wearer of this cloak is 
  presented with an opportunity to act in a selfish or 
  malevolent way, this item heightens the bearer’s 
  urge to do so. 
   This item can be found in Player Handout 4. 
  Potion of Greater Healing 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Scroll of Animate Dead 
  Scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  23 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story awards: 
   Favor of the Harpers. You have earned the 
  personal debt of a High Harper. The next time you 
  visit Phlan, Malkyn invites you to a banquet in your 
  honor at his estate.  
   In addition, Malkyn gifts you with a letter of 
  introduction, marking you as an honored ally of the 
  Harpers, which may aid you in future interactions 
  with the Harper Faction. More information can be 
  found in Player Handout 2. 
   Prisoner of Thay. Captured by the enemy, you 
  were subjected to horrific magical experiments that 
  have left you branded with arcane runes, and small 
  throbbing shards of crystal embedded in your flesh.  
   If you are hiding, these crystals alert NPC Red 
  Wizards within 10 feet of your location to detect you 
  automatically (as if they had succeeded on their 
  Perception checks).   
   You can spend 10 downtime days to have the 
  pulsating crystal shards removed. Removing the 
  crystals in this way removes the ability for Red 
  Wizards to detect your presence, but leaves you with 
  small superficial scars that cannot be healed, or 
  disguised even by disguise self or similar spells. More 
  information can be found in Player Handout 3. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of Harpers (rank 2 or higher) that 
  retrieve one or more sets of books from the Arcane 
  Repository belonging to a single school, and return 
  them to Malkyn earn one additional renown point.  
  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). 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  24 
  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   Malkyn Fenris (MAL-kin FEN-ris). One of the 
  founding members of the Open Harper movement, 
  Malkyn is a major figure in the Red War having been 
  a signatory of the Harper Declaration of Support, and 
  delegate at the Stillwater Summit of the Five 
  Factions. As an Open Harper, Malkyn considers it his 
  duty to protect his fellow Harpers by using himself 
  as leprechaun bait – in an effort to fracture and 
  fragment the forces of Thay.  
   Malkyn is a friendly, gregarious wizard with an 
  obsession with the color green. While a brilliant 
  tactician and shrewd judge of character, Malkyn is 
  peculiar, and has numerous quirks. He considers 
  himself to be a leprechaun despite all evidence to the 
  contrary. 
   He speaks in a pitched lilting accent, peppered 
  with contractions that sometimes makes him hard to 
  understand. He is obsessed with the color green. 
  When not dressed for battle, he wears a tailored 
  green suit complete with tails and top hat and 
  carries his signature staff of power.  
   Malkyn is hedonistic, and extremely narcissistic. 
  He is aromantic, and asexual, never having shown 
  any interest in pursuing such relations despite his 
  hedonism.  
   Karsus (CAR-sus). The legendary Netherese 
  Wizard who invented the first (and only) 12th level 
  spell – Karsus’ Avatar. This same spell was 
  responsible for the destruction of Netheril and the 
  death of Mystryl. His personal research journal has 
  fallen into the hands of Szass Tam, and serves as the 
  focal point of this adventure. 
   Szass Tam (ZASS TAM). The ruthless, and 
  tyrannical ruler of Thay. After numerous defeats, 
  Szass Tam has set his sights on conquering 
  Mulmaster. It is his current goal to simultaneously 
  crush the upstart rebellion lead by Malkyn Fenris, 
  Tick Tary Tanner, and the other Faction Leaders as 
  well as deal with his rebellious underling Dar’lon Ma 
  who sought to usurp his authority. 
   Thessyl’k (THES-ilk). While not yet a Zulkir, 
  Thessyl’k is a powerful archmage, enchanter, and 
  master cryptographer. It is his duty to translate the 
  Lost Journal of Karsus, sparing Szass Tam the tedium 
  of doing it himself. Portraying himself as a sibilant 
  and obedient sycophant, this is merely an act 
  intended to make him appear nonthreatening so that 
  he avoids unwanted attention. Calculated, and 
  deliberate, Thessyl’k takes after his former master 
  Dar’lon Ma, and has goals of standing as one of the 
  eight zulkir’s of Thay.  
   Dar’lon Ma (DAR-lon MA). LE male human Red 
  Wizard zulkir. Dar’lon Ma is the zulkir of 
  enchantment, and the one responsible for the 
  construction of the Thayvian Embassy. It was his 
  intention to use the Writhing Batteries in 
  combination with the Elemental Rifts to somehow 
  usurp Szass Tam. His plans were dashed by the Red 
  War, and the arrival of Szass Tam in Mulmaster. 
   Kyuss (KEE-oos). In a time of antiquity, the 
  mortal Kyuss transformed himself into an undead 
  abomination comprised of a shifting mass of 
  maggots and worms. As a semi-divine being, the 
  Worm that Walks threatened the privileged 
  positions of the gods, who rallied together to defeat 
  him, trapping him within a powerful artifact called 
  the Dark Obelisk. The artifact was then shattered, 
  and its many fragments were scattered across all the 
  known worlds.  
   Each fragment of the Dark Obelisk contained a 
  single aspect of Kyuss, which railed against its 
  imprisonment. Over time, these fragments became 
  known as the Writhing Batteries due to their 
  rhythmic thumping, and the intense arcane energies 
  they possessed.  
   While most of these Writhing batteries are lost to 
  time, several have been discovered in recent years – 
  and shattered – releasing the aspects of Kyuss into 
  the world. 
   MuLen Xiph (MOO-len ZIFF). MuLen is a 
  moderately successful evoker, whose success has 
  allowed them to slowly but surely climb the ranks of 
  the Red Wizards to a place of minor value and 
  importance. They are accompanied by their 
  subordinates who act as their personal servants, and 
  bodyguards. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  25 
  Appendix. Monster/NPC 
  Statistics 
   
  Archmage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8+18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; bludgeoning, 
  piercing, and slashing damage from nonmagical 
  attacks (from stoneskin) 
  Senses passive Perception 12 
  Languages any six languages 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage can cast 
  disguise self and invisibility at will and has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp. 
  1st level (4 slots): detect magic, shield, mage armor*, 
  magic missile 
  2nd level (3 slots): blindness/deafness, mirror image, 
  misty step 
  3rd level (3 slots): counterspell, haste, lightning bolt 
  4th level (3 slots): banishment, fire shield, stoneskin* 
  5th level (3 slots): cone of cold, dominate person, wall 
  of force 
  6th level (1 slot): chain lightning 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): meteor swarm 
  *The archmage casts mind blank, mage armor, and 
  stoneskin on itself before combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
  Bone Golem (Stone Golem) 
  Large construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 178 (17d10+85) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   22 (+6) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5) 
   
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing damage from nonmagical 
  attacks that aren’t adamantine. 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Common, Thayan, Draconic, 
  Infernal, Abyssal, Celestial but can’t speak.  
  Challenge 10 (5,900 XP) 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8+6) bludgeoning damage. 
   
  Slow (Recharge 5 – 6). The golem targets one or more creatures 
  it can see within 10 feet of it. Each target must make a DC 17 
  Wisdom saving throw against this magic. On a failed save, a 
  target can’t use reactions, its speed is halved, and it can’t make 
  more than one attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not both. These 
  effects last for 1 minute. A target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a 
  success. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  26 
  Bronze Guardian (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 Ancient Netherese 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. 
   
   
   
   
   
   
   
   
   
   
  Ghoul 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  6(-2) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  9 (2d6+2) piercing damage. 
   
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4+2) slashing damage. If the target is a creature other 
  than an elf or undead, it must succeed on a DC 10 Constitution 
  saving throw or be paralyzed for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending the effect 
  on itself on a success. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  27 
  Red Wizard Evoker 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 66 (12d8+12) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, History +7 
  Damage Resistance bludgeoning, piercing, and slashing 
  damage from nonmagical attacks (from stoneskin) 
  Senses passive Perception 11 
  Languages Common, Thayan, Draconic, Ignan 
  Challenge 9 (5,000 XP) 
  Spellcasting. The evoker is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The evoker has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire boltE, prestidigitation, ray of frostE 
  1st level (4 slots): burning handsE, mage armor*, magic 
  missileE 
  2nd level (3 slots): mirror image, misty step, shatterE 
  3rd level (3 slots): counterspell, fireballE, lightning boltE 
  4th level (3 slots): ice stormE, stoneskin* 
  5th level (3 slots): Bigby’s handE, cone of coldE 
  6th level (1 slot): chain lightningE, wall of iceE 
  EEvocation spell. 
   
  *The evoker casts mage armor, and stoneskin on itself 
  before combat. 
  Sculpt Spells. When the evoker casts an evocation spell 
  that forces other creatures it can see, it can choose a 
  number of them equal to 1 + the spell’s level. These 
  creatures automatically succeed on their saving throws 
  against the spell. If a successful save means a chosen 
  creature would take half damage from the spell, it 
  instead takes no damage from it. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) 
  bludgeoning damage if used with two hands. 
   
  Red Wizard Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages Common, Thayan, Draconic, Elvish 
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The mage has the following 
  wizard spells prepared: 
   
  Cantrips (at will): chill touch, mage hand, 
  prestidigitation  
  1st level (4 slots): detect magic, mage armor*, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (3 slots): cone of cold 
  *The mage casts mage armor on itself before combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  28 
  Red Wizard Zulkir 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8+18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Senses passive Perception 12 
  Languages Common, Thayan, Draconic, Abyssal, 
  Celestial, Infernal 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Legendary Resistance (3/Day). If a zulkir fails a saving 
  throw, they can choose to succeed instead. 
  Spell Secrets. When a zulkir casts a spell with a spell 
  slot that deals acid, cold, fire, force, lightning, necrotic, 
  radiant, or thunder damage, the zulkir can substitute 
  that damage type with one other type from that list. 
  Spellcasting. The zulkir is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 
  to hit with spell attacks). The archmage can cast 
  disguise self and invisibility at will and has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp. 
  1st level (4 slots): detect magic, shield, mage armor*, 
  magic missile 
  2nd level (3 slots): blindness/deafness, mirror image, 
  misty step 
  3rd level (3 slots): counterspell, fireball, lightning bolt 
  4th level (3 slots): banishment, fire shield, ice storm 
  5th level (3 slots): cone of cold, dominate person, wall 
  of force 
  6th level (1 slot): true seeing* 
  7th level (1 slot): simulacrum* 
  8th level (1 slot): mind blank* 
  9th level (1 slot): meteor swarm 
  *The zulkir casts mage armor, mirror image, true 
  seeing, simulacrum, and mind blank on itself before 
  combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
  Reactions 
  Tattoos of Absorption. A Red Wizard zulkir can use a reaction to 
  absorb a spell that is targeting only the zulkir and not with an 
  area of effect. The absorbed spell’s effect is canceled, and the 
  spell’s energy – not the spell itself – is stored in the zulkir’s 
  magical tattoos. The energy has the same level as the spell when 
  it was cast. The magical tattoos can store up to 20 levels. The 
  zulkir’s can cast spells using spell levels stored in this way. 
  Legendary Actions 
  The Red Wizard zulkir can take 3 legendary actions, choosing 
  from the options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s turn. 
  The Red Wizard zulkir regains spent legendary actions at the 
  start of its turn. 
   
  Cantrip (Costs 1 Action). The zulkir casts a cantrip.  
  First-level spell (Costs 1 Action). The zulkir casts a first-level 
  spell. 
  Second-level spell (Costs 2 Actions). The zulkir casts a second-
  level spell. 
  Third-level spell (Costs 3 Actions). The zulkir casts a third-level 
  spell. 
   
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
   
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
   
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak. 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
   
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 +2) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  29 
  Star Spawn Larva Mage 
  Medium aberration, chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 168 (16d8 + 96) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   17 (+3) 
  12 (+1) 
  23 (+6) 
  18 (+4) 
  12 (+1) 
  16 (+3) 
   
  Saving Throws Dex +6, Wis +6, Cha +8 
  Skills Perception +6 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nongmagical attacks 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, poisoned, restrained 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Deep Speech, Thayan 
  Challenge 16 (15,000 XP) 
  Innate Spellcasting. The larva mage’s innate 
  spellcasting ability is Charisma (spell save DC 16, +8 to 
  hit with spell attacks). It can innately cast the following 
  spells, requiring no material components:  
   
  At Will: eldritch blast (3 beams, +3 bonus to each 
  damage roll), minor illusion 
  3/day: dominate monster 
  1/day: circle of death 
  Return to Worms. When the larva mage is reduced to 0 
  hit points, it breaks apart into a swarm of insects in the 
  same space. Unless the swarm is destroyed, the larva 
  mage reforms from it 24 hours later. 
  Actions 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 7 (1d8+3) bludgeoning damage, and the target must succeed 
  on a DC 19 Constitution saving throw or be poisoned until the 
  end of its next turn. 
   
  Plague of Worms (Recharge 6). Each creature other than a star 
  spawn within 10 feet of the larva mage must succeed on a DC 19 
  Dexterity saving throw or take 22 (5d8) necrotic damage and be 
  blinded and restrained by masses of warming worms. The 
  affected creature takes 22 (5d8) necrotic damage at the start of 
  each of the larva mage’s turns. The creature can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. 
  Reactions 
  Feed on Weakness. When a creature within 20 feet of the larva 
  mage fails a saving throw, the larva mage gains 10 temporary hit 
  points. 
  Legendary Actions 
  The larva mage can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The larva 
  mage regains spent legendary actions at the start of its turn. 
   
  Cantrip (Costs 2 Actions). The larva mage casts one cantrip. 
  Slam (Costs 2 Actions). The larva mage makes one slam attack. 
  Feed (Costs 3 Actions). Each creature restrained by the larva 
  mage’s Plague of Worms takes 13 (3d8) necrotic damage, and 
  the larva mage gains 6 temporary hit points. 
   
  Swarm of Insects (Star Spawn Larva Mage) 
  Medium swarm of Tiny beasts, Chaotic Evil 
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  damage from nonmagical attacks. 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages – 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny insect. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in 
  the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) 
  piercing damage if the swarm has half of its hit points or fewer. 
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  30 
  Thayan Warrior 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 52 (8d8+16) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Common, Thayan 
  Challenge 2 (450 XP) 
  Pack Tactics. The warrior has advantage on an attack 
  roll against a creature if at least one of the warrior’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The warrior makes two melee attacks. 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing 
  damage if used with two hands. 
   
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., 
  or range 30/120 ft., one target. Hit: 6 (1d6 +3) piercing damage. 
   
  Wight 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d10+18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks that 
  aren’t silvered. 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The wight makes two longsword attacks or two 
  longbow attacks. It can use its Life Drain in place of one 
  longsword attack. 
   
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6+2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. 
   A humanoid slain by this attack rises 24 hours later as a zombie 
  under the wight’s control, unless the humanoid is restrored to 
  life or its body is destroyed. The wight can have no more than 
  twelve zombies under its control at one time. 
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing 
  damage if used with two hands. 
   
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8+2) piercing damage. 
   
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8+9) 
  Speed 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands all languages it knew in life but 
  can’t speak. 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6+1) bludgeoning damage. 
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  31 
  Zombie (Beholder Zombie) 
  Large Undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 93 (11d10+33) 
  Speed 0 ft., fly 20 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  8 (-1) 
  5 (-3) 
   
  Saving Throws Wis +2 
  Damage Immunities poisoned 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Deep Speech and 
  Undercommon but cannot speak.  
  Challenge 5 (1,800 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  14 (4d6) piercing damage. 
   
  Eye Ray. The zombie uses a random magical eye ray, choosing a 
  target that it can see within 60 feet of it. 
   
   1. Paralyzing Ray. The targeted creature must succeed on a DC 
  14 Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
   2. Fear Ray. The targeted creature must succeed on a DC 14 
  Wisdom saving throw or be frightened for 1 minute. The target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
   3. Enervation Ray. The targeted creature must make a DC 14 
  Constitution saving throw, taking 36 (8d8) necrotic damage on a 
  failed save, or half as much on a successful one. 
   4. Disintegration Ray. If the target is a creature, it must 
  succeed on a DC 14 Dexterity saving throw or take 45 (10d8) 
  force damage. If this damage reduces the creature to 0 hit 
  points, its body becomes a pile of fine grey dust. 
   If the target is a Large or smaller nonmagical object or creation 
  of magical force, it is disintegrated without a saving throw. If the 
  target is a Huge or larger nonmagical object or creation of 
  magical force, the ray disintegrates a 10-foot cube of it. 
   
   
   
   
   
   
  Zombie (Ogre Zombie) 
  Large undead, neutral evil 
  Armor Class 8 
  Hit Points 85 (9d10+36) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   19 (+4) 
  6 (-2) 
  18 (+4) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Common and Giant but can’t 
  speak. 
  Challenge 2 (450 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8+4) bludgeoning damage. 
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  32 
   
  Appendix. Map – The Chapel of the Dead 
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  33 
   Appendix. Map – The Shattered Battery   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  34 
  Appendix. Map – The Journal of Karsus 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  35 
  Appendix. DM Handout. 1 
  This handout compiles various sidebars and other 
  information required for the following NPC, and is 
  intended for ease of use: 
  MuLen Xiph (MOO-len ZIFF) 
  LE non-binary human Red Wizard evoker, 29. 
   MuLen is a moderately successful evoker, whose 
  success has allowed them to slowly but surely climb 
  the ranks of the Red Wizards to a place of minor 
  value and importance. They are accompanied by 
  their subordinates who act as their personal 
  servants, and bodyguards. 
  Roleplaying MuLen Xiph 
  The following information is intended to help DMs 
  roleplay this NPC.  
   Personality. MuLen is quiet, soft-spoken and 
  incredibly perceptive and insightful. They like to 
  collect facts about those around them, and ask 
  leading questions to ferret out information, while 
  revealing as little about themself as possible. 
   Appearance. MuLen wears a non-descript red 
  robe, numerous pouches, and a hooded mantle that 
  is drawn up over their bald head. Blue tattoos that 
  glow softly can be seen on their forehead, and 
  shaven scalp.  
   Quote: “That is most fascinating. Please go on.” 
  Statistics 
  MuLen has the statistics of Red Wizard evoker.  
   Weak/Very Weak. If the party is weak (or very 
  weak), MuLen has the statistics of a Red Wizard 
  mage instead, and lacks the ability to cast 6th level 
  spells. 
   
  Spellcasting 
  MuLen has the following spells prepared:  
  Cantrips (at will): chill touch, firebolt*, light*, Toll the 
  Dead XGE  
  1st level (3 slots): burning hands*, mage armor, magic 
  missile* 
  2nd level (3 slots): scorching ray*, mirror image, 
  shatter* 
  3rd level (3 slots): counterspell, fireball*, lightning 
  bolt* 
  4th level (3 slots): greater invisibility, ice storm* 
  5th level (2 slots): Bigby’s Hand*, enervation XGE  
  6th level (1 slot): chain lightning*, globe of 
  invulnerability 
  * Evocation Spell 
  XGE: Spell comes from Xanathar’s Guide to Everything. 
  DMs who lack this book may replace these spells 
  with equivalent spells from the player’s handbook. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  36 
  Appendix. DM Handout 2 
  This handout compiles various sidebars and other 
  information required for the following NPC, and is 
  intended for ease of use: 
  Thessyl’k (THES-ilk) 
  CE male human Red Wizard zulkir, 58. 
   While not yet a Zulkir, Thessyl’k is a powerful 
  archmage, enchanter, and master cryptographer. It 
  is his duty to translate the Lost Journal of Karsus, 
  sparing Szass Tam the tedium of doing it himself. 
  Portraying himself as a sibilant and obedient 
  sycophant, this is merely an act intended to make 
  him appear nonthreatening so that he avoids 
  unwanted attention. Calculated, and deliberate, 
  Thessyl’k takes after his former master Dar’lon Ma, 
  and has goals of standing as one of the eight zulkir’s 
  of Thay.  
  Roleplaying Thessyl’k 
  Thessyl’k is a cunning, and shrewd wizard. More 
  than willing to supplicate himself to get ahead, this 
  conniving wizard has wormed his way into Szass 
  Tam’s inner circle through guile, wit, and 
  considerable arcane talent. He believes his act has 
  convinced Szass Tam that he poses no threat to the 
  Zulkir. 
   Quote: “No please! I beg you. I can be useful….. Fool! 
  Did you honestly believe me?” 
  Statistics 
  Thessyl’k has the statistics of a Red Wizard zulkir 
  except where noted below. 
   Very Weak. If the party is very weak, Thessyl’k 
  has the statistics of a Red Wizard archmage 
  instead. 
  Hit points. 144 (18d8+18. If the party is weak or very 
  weak Thessyl’k has 99 hit points instead. 
  Languages. Add ancient netherese. 
  Damage resistances. Bludgeoning, piercing, and 
  slashing damage from non-magical weapons (from 
  stoneskin).  
  Cryptography. Thessyl’k is a master cryptographer, and 
  gains advantage on any Intelligence check to 
  decipher codes, or ciphers. Through raw skill alone, 
  Thessyl’k can parse the meaning of written words as 
  if he was under the effect of a permanent 
  comprehend languages spell. 
  Spell Secrets. Thessyl’k lacks this ability. 
  Tattoos of Absorption. Thessyl’k can only absorb 10 
  spell levels at a time. If the party is weak or very 
  weak, Thessyl’k lacks this ability.  
  Foresight (Spell). Thessyl’k has advantage on attack 
  rolls, ability checks and saving throws. All other 
  creatures have disadvantage on attack rolls made 
  against him. 
   
  Spellcasting 
  Thessyl’k has the following spells prepared, 
  regardless of stat-block. 
  Cantrips (at will): chill touch, fire bolt, friends, light, 
  Toll the DeadXGE 
  1st level (4 slots): cause fearXGE, charm person, detect 
  magic, mage armor* 
  2nd level (3 slots): hold person, misty step, suggestion  
  3rd level (3 slots): counterspell, dispel magic, fireball 
  4th level (3 slots): greater invisibility, sickening 
  radianceXGE, stoneskin*  
  5th level (3 slots): cone of cold, dominate person, wall 
  of force 
  6th level (1 slot): true seeing* 
  7th level (1 slot): finger of death 
  8th level (1 slot): Illusory DragonXGE 
  9th level (1 slot): foresight* 
   
  XGE: Spell comes from Xanathar’s Guide to Everything. DMs who 
  lack this book may instead use spells from the Red Wizard zulkir 
  instead. 
   
  *Thessyl’k casts mage armor, foresight, stoneskin, 
  and true seeing on himself before combat. Thessyl’k 
  does not possess a simulacrum. 
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  37 
  Player Handout 1. – Bronze Door Puzzle 
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  38 
  Player Handout 2. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. 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: 
  Favor of the Harpers 
  You have earned the personal debt of a High Harper. 
  The next time you visit Phlan, Malkyn invites you to 
  a banquet in your honor at his estate.  
   In addition, Malkyn gifts you with a letter of 
  introduction, marking you as an honored ally of the 
  Harpers, which may aid you in future interactions 
  with the Harper Faction.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  39 
  Player Handout 3. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. 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: 
  Prisoner of Thay 
  Captured by the enemy, you were subjected to 
  horrific magical experiments that left you branded 
  with arcane runes, and small throbbing shards of 
  crystal embedded in your flesh.  
   If you are hiding, these crystals alert NPC Red 
  Wizards within 10 feet of your location to detect you 
  automatically (as if they had succeeded on their 
  Perception checks).   
   You can spend 10 downtime days to have the 
  pulsating crystal shards removed. Removing the 
  crystals in this way removes the ability for Red 
  Wizards to detect your presence, but leaves you with 
  small superficial scars that cannot be healed, or 
  disguised even by disguise self or similar spells. 
   
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  40 
  Player Handout 4. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Thayvian Mantle of Spell Resistance 
  Wondrous Item, rare (requires attunement). 
  You have advantage on Saving Throws against Spells 
  while you wear this cloak.  
   This crimson cloak is embroidered with golden 
  sigils of Thay. When the wearer of this cloak is 
  presented with an opportunity to act in a selfish or 
  malevolent way, this item heightens the bearer’s 
  urge to do so. 
   This item can be found in the Dungeon Master’s 
  Guide. 
   
   
  
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  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  41 
  Player Handout 5. Spellbook 
  During the course of this adventure, the characters 
  may find the following spellbook: 
  MuLen’s Travelling Spellbook 
  This crimson, leather spellbook has seen better days. 
  Dog-eared, stained, and with the binding starting to 
  go, it is obvious that MuLen has been less than 
  careful with this spellbook. 
   MuLen’s travelling spellbook contains the 
  following spells. 
  1st level (3 slots): burning hands, mage armor, magic 
  missile 
  2nd level (3 slots): scorching ray, mirror image, shatter 
  3rd level (3 slots): counterspell, fireball, lightning bolt 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (2 slots): Bigby’s Hand, enervation XGE  
  6th level (1 slot): chain lightning, globe of 
  invulnerability 
   
  XGE: Spell comes from Xanathar’s Guide to Everything. DMs who 
  lack this book may instead use spells from the Red Wizard zulkir 
  instead. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ST2-1 Red War: Embassy of Evil 
   
   
  42 
  Player Handout 6. Spellbook 
  During the course of this adventure, the characters 
  may find the following spellbook: 
  Spellbook of Thessyl’k 
  This black, leather spellbook is exquisitely crafted. A 
  large oval topaz has been affixed to the center of the 
  cover, which is decorated with silver scrollwork. A 
  decorated silver clasp holds the cover closed. 
   The spellbook of Thessyl’k contains the following 
  spells: 
  1st level (4 slots): cause fearXGE, charm person, detect 
  magic, mage armor 
  2nd level (3 slots): hold person, misty step, suggestion  
  3rd level (3 slots): counterspell, dispel magic, fireball 
  4th level (3 slots): greater invisibility, sickening 
  radianceXGE, stoneskin  
  5th level (3 slots): cone of cold, dominate person, wall 
  of force 
  6th level (1 slot): true seeing 
  7th level (1 slot): finger of death 
  8th level (1 slot): Illusory DragonXGE 
  9th level (1 slot): foresight 
   
  XGE: Spell comes from Xanathar’s Guide to Everything. DMs who 
  lack this book may instead use spells from the Red Wizard zulkir 
  instead. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Saving Throw (STS)/CCC-STS2-1 - Red War - Embassy of Evil v1.2.pdf