TEXT:  
  Not for resale. Permission granted to print or photocopy 
   this document for personal use only.  
   
   
  CCC-SCAR02-01 Glister by Dark v1.0 
   
   
   
   
   
  1 
   
   
   
   
  Part 3 of Kossuth’s Kiss 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The mining town of Glister is under siege. Unprepared and short of supplies, the siege threatens 
  to starve out the town. The mine has provided the only path that may provide some help; a 
  collapsed tunnel has revealed an unknown cave that runs deep into the mountain. 
   
   A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
  
   
  Not for resale. Permission granted to print or photocopy 
   this document for personal use only.  
   
   
  CCC-SCAR02-01 Glister by Dark v1.0 
   
   
   
   
   
  2 
   
  Lead Designer: Phil Allison 
   
  Editing: Maxine Henry 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Phil Allison 
  Cover Art: Jordan Grimmer 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill Benham, 
  Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, 
  Greg Marks 
   
  Playtesters: Kevin Blaes, Valerie Blaes, Chris Blasch, Paul De 
  Santis, Maxine Henry, Jay Howe, Krystian Howe, Abi Howe, 
  Nichole Jackildone, Brian Kelley, Paul Kelley, Jason Norman 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0 
   
   
   
   
   
  3 
  It is well known that a vital ingredient of 
  success is not knowing that what you're 
  attempting can't be done. 
  —Terry Pratchett, Equal Rites 
    
  Welcome to SCAR02-01 Glister by Dark, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and Convention Created Content for SCARAB 2019. 
   This adventure is the final module in a series 
  called The Kiss of Kossuth. It is set in and around 
  Glister, a mining town between the Thar moorland 
  and the Galena Mountains. 
   The town of GLISTER is under siege. Orcs from the 
  Burning Daggers tribe along with a contingent of 
  ogres have been camped outside the gate for two 
  days now, demanding the return of an artifact they 
  call the KISS OF KOSSUTH. The town does not have 
  this artifact, but the orcs are convinced that Glister is 
  the key to getting it back. The Kiss of Kossuth, one of 
  their most precious ritual daggers, has been missing 
  for decades, and they feel Kossuth has turned a blind 
  eye on the tribe because of it.  
   
   The town council is working hard to recover from 
  an initial attack and to also conserve food stores to 
  feed the town. During the attack a collapsed tunnel 
  revealed a hidden cave system backing up to the 
  mine. The council would like the adventurers to 
  explore the system and see if there is any evidence 
  the artifact may have gone that way, or if there is a 
  way out of the caves that will allow food in or people 
  to escape.  
   
  Episode 1: Pressed for Time. The town is starting to 
  run low on food supplies, and people are feeling 
  cramped. The orcs are pressing for the artifact and 
  the council fears the new tunnel could be a boon or a 
  bust.  
  Episode 2: Min Thelbur. The adventurers explore 
  the caverns and caves beneath Glister, eventually 
  coming to Min Thelbur, and encountering a Lost Orc 
  party. 
  Episode 3: Temple to Jergal. A temple above Min 
  Thelbur holds the artifact, and the enmity of a 
  revenant seeking her revenge on the party.  
  Episode 4: Return to Glister. The party returns to 
  Glister, with news of a lost city and potentially a 
  Death Knight and the found Artifact.  
  Depending on your time constraints and play style, 
  this adventure will take approximately 4 hours to 
  play.  
   
   
   
   
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  4 
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  5 
   
   
   
   
   
  Estimated Duration: 45 minutes 
  Synopsis. The party meet with the town council, are 
  tasked with exploring the tunnels under glister, and 
  wend their way to find the lost city of Min Thelbur. 
   Depending on whether the players have played 
  the prior adventures, their starting point may be 
  different: 
  • Played Previous Adventure. The characters are 
  inside the sieged town of Glister, seeing the people 
  waiting and hoping. 
  • Did not play Previous Adventure. Characters 
  have made their way to Glister only to find the city 
  under siege. Use the Pre-scene below if you like.  
   If characters did not play the previous adventure, 
  they need a way to get into the sieged town. The 
  characters have found themselves outside of Glister 
  and can see the city is under siege by orcs and ogres. 
   A group of dwarves find the adventures and offer 
  to help them find a way into the town if they will 
  deliver a small package to Kjolm Harehelm, a dwarf 
  within the city. The way in will take a half-day’s 
  journey up and above the city, while avoiding any 
  orc patrols.  
   Once the characters and dwarves reach the cliff 
  tops, the dwarves offer to help lower the characters 
  down through a fissure, giving them instructions on 
  which fissure to take half way down. The characters 
  will need three DC 13 Athletics checks while 
  descending the fissure. Any failure result in a ten-
  foot fall, and that character taking 3 (1d6) 
  bludgeoning damage. This check has advantage if the 
  dwarves are helping lower the characters. 
   The fissure leads to the back of a mine tunnel 
  where other dwarves are congregated. These 
  dwarves take the package for Kjolm and take the 
  characters to meet any other characters already in 
  the city. 
   The adventurers receive a summons and meet 
  with the town council to discuss the current 
  situation and a need for urgency. 
  The Town Hall features: 
   Setting. The town hall is crowded with wounded 
  and people looking to stay out of range of the 
  occasional volley of arrows that comes randomly 
  over the walls. The siege has been going on for two 
  days now. Food supplies are short due to the wagons 
  taken, the siege, and storage bins destroyed during 
  the attack on the town. 
  The town council now consists of Lands Master 
  Caroline DeMourne, Mines Master Grixia Soulbane,  
  and Crafts Master Karathia Newhouse. Caroline has 
  replaced her husband who was killed while hiding 
  during the orc attack on the town. 
   Caroline DeMourne. The wife of the now 
  deceased Lord Adalard DeMourne is a practiced 
  public speaker, drawing others to her cause. She ran 
  the lands master position behind the scenes for her 
  husband. 
   Grixia Soulbane. A fair skinned, dark haired 
  human woman just shy of her middle years, Grixia 
  handles all things to do with the mining operations 
  of Glister. She is very hands on and does not rely 
  enough on her subordinates. 
   Karathia Newhouse. She is a slender woman in 
  her early 30’s and relatively new to Glister. She cares 
  about the merchanting in the city and tries to pull 
  more business into the town. She is very likeable, 
  but ultimately interested in making sure commerce 
  continues to flow. 
   The council thinks that now that the collapse in 
  the mine has been shored up, it may be safe to send 
  the characters down in there. The council ask them if 
  they are willing to go. 
   All information the players gathered before 
  seemed to indicate that Taenbrok Jacus – who was 
  last thought to have the dagger – may have ventured 
  into the mines decades ago. With the new tunnel 
  open, the council would like the party to explore and 
  see if anything can be found. Either the dagger itself, 
  or a way to get people to safety.  
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  6 
   Grixia is willing to lead the players into the mines 
  to the new tunnel and will supply them with some 
  equipment as well. Each player that wishes can get  
  • 50’ of hempen rope 
  • 5 pitons 
  • 3 torches 
  • a service pick (small axe with a pick on one end, 
  and hammer on the other). 
  The council is desperate for a solution and offer the 
  party a prized potion of healing for their journey.  
  Grixia leads the party into the mines and back to the 
  collapsed tunnel and opened mystery tunnel 
  The Mines features: 
   Setting. The mines house many injured and 
  hungry here. Many elderly and children are here as 
  well. They are being tended to by Rolaer Dolan and 
  the priests of the house of Tymora. 
   The tunnel. No light comes from the tunnel. It is 
  rough cut and runs parallel to a mining tunnel for 
  about 50 feet with many gaping holes before curving 
  off into the darkness. a DC 14 Investigation check 
  shows that it is part natural and part carved.  
  Grixia has accompanied the party into the mines and 
  to the tunnel, past the more active parts of the mine 
  that are currently well lighted and full of townsfolk. 
  They may also encounter Jarle Heimlin.  Jarle is a 
  dwarf who has been mining here for a few months. 
  He is secretly working to uncover 
  artifacts of dwarven origin. 
   Just as the party starts off, a dwarf 
  comes up to them. His name is Jarle 
  Heimlen. He represents an interest 
  from a group of dwarves further into 
  the Galena Mountains. They have been 
  in the area looking for evidence of their 
  ancestors. Jarle asks if the adventurers 
  can bring him news or evidence of any 
  dwarven artifacts or works. He would 
  be appreciative in a very real and 
  helpful sense. He is not exactly sure 
  what they might find but anything that 
  looks dwarven would be helpful; a cast-
  off pickaxe, an old helmet or whatever. 
  And if possible, a way to find the area they found it 
  in. 
  Jarle offers the party a potion of protection from 
  poison if they are willing to try and bring back any 
  evidence of dwarves. 
  The party wanders through many winding tunnels, 
  possibly getting lost or backtracking their steps. 
   Setting. The tunnels are dark and rough. They 
  vary in size from barely 5 feet across to about 10 feet 
  across. Occasionally they open into large chambers 
  up to 60 feet across with 40-foot ceilings. The 
  tunnels lead down for miles. 
   The Right Way.  The players will need to make 3 
  Wisdom (Survival) checks to find their way out of 
  the tunnels and on to Episode 2. The DC is 14.  
  A success of 21 or greater reveals a pattern that 
  allows the party to find a marked path, requiring no 
  further checks. Each failure results in an additional 
  hour spent in the tunnels. Two failures cause a level 
  of exhaustion to the party.  
   In one of the larger chambers, two phase spiders 
  have set up residence and attack the party once they  
  enter.  
  The spiders recently killed a lost 
  miner. The miner’s remains are off to 
  one side of the area and contain a 
  potion of invisibility.  A DC 16 
  Intelligence (investigation) check 
  also find a fractured piece of rusted 
  armor with what looks like very old 
  dwarven writing on it.  A dwarf has 
  advantage to recognize the writing as 
  an older form of dwarven writing. It 
  says “… of the falls…”. 
   
   
  Here are some suggestions for adjusting this scene 
  NPC 
  VW 
  W 
  A 
  S 
  VS 
  Phase spider 
  1 
  1 
  2 
  2 
   
  Roper 
   
   
   
   
  1 
  Roper. Adjust HP Maximum to 50. 
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  7 
   
   
   
   
   
   
   
   
  Estimated Duration: 1 hour 
  Synopsis. The party find the lost dwarven city of Min 
  Thelbur, as well as some old enemies and some new 
  ones. They must make their way to the temple of 
  Jergal above the city. 
  Out of the tunnels and into the cavern. 
   The twisting cavern tunnels open out into into a 
  hallway that is old, but well carved; about 200 feet 
  long, it is the work of dwarven smiths over a 
  thousand years ago. At the end it opens up into a 
  huge underground cave. The ceiling falls away into 
  darkness above. The floor of the cave is about 30 feet 
  below their current level and littered with crumbling 
  structures that evince a once grand city was here.  
  The cave is about a third of a mile wide and just over 
  a half mile long. On one end of the cave a huge 
  waterfall pours into an ice-cold river that bisects 
  that end of the cave in two. Set above the waterfall 
  into the wall of the cave is a structure whose front is 
  carved into the stone, with a long path leading up to 
  it, about 100 feet above the floor of the cave and the 
  ruins. 
   Lighting The whole of the lower cave is dimly lit 
  with phosphorescent and bioluminescent organisms, 
  both in the river and among the fungi that appears to 
  be all over the ruined city.  
   Sights. Just below where the adventurers come 
  into the giant cavern, there is a short, wide stairwell 
  that leads down to streets that are crowded with 
  stone structures, some toppled over onto others, and 
  some still intact. Doorways and arches seem to be 
  carved into the natural formations of the cave and 
  augmented with dwarf-made stonework as well. 
  Stalagmites are all over the place, showing buildup 
  since the abandonment of the city. It is a network of 
  streets crisscrossed by narrow alleys. Old carts and 
  crates litter the streets. 
   These are the ruins of Min Thelbur (dwarvish for 
  Paradise Falls), a lost dwarven city. For more 
  information on the city, see appendix 7. 
   Survival. DC 15: the city looks as if it was 
  abandoned in a hurry.  
   Perception – DC 15: Things are moving in the 
  streets! Various undead roam in groups around the 
  city. DC 18: There are sounds of a fight going on 
  about 100 yards away, just out of view around a 
  corner.  
   Investigation Architecture – DC 15 older dwarven 
  ruins with some signs no longer used or seen in 
  dwarven language.  
   Depending on your timing, the party may explore 
  the ruins a bit before the encounter in scene C if you 
  wish. The entire city in inhabited by roaming groups 
  of undead (see scene C undead party makeup). A 
  passive perception of 12 or better will spot a 
  roaming patrol somewhere along a street or alley. 
  Any time the party is close to a roaming group of 
  undead, they must either duck quickly and quietly 
  into an empty property, or else make a group 
  Dexterity (stealth) check of DC 14. The undead do 
  not generally go into the abandoned buildings, 
  although they can. 
   Here are some things the party could possibly find. 
   Library. This building has beautiful work out front 
  and stands mostly intact. Inside are rows upon rows 
  of crumbling books and scrolls. Any scrolls of actual 
  magic are no longer here. A few references to Min 
  Thelbur and its construction can be found among the 
  shelves, giving characters a clue to the city they have 
  found. All of the scrolls are in an old dialect of 
  dwarvish. It is a DC 16 Intelligence (Investigation) to 
  be able to understand any of the information. 
  Anyone who speaks dwarvish has advantage on this 
  check. 
   Hall of Records. Similar to the library, this 
  building has much information and numbers on the 
  construction and origins of the dwarves that built 
  Min Thelbur. All documents are in an old dialect with 
  the DC 16 Intelligence (Investigation) check to 
  decipher them.  
   Empty Houses. There are many dwelling places 
  spread throughout the city. Many have rotted or 
  decaying wood and moisture. They appear to have 
  been left in a hurry.  
  Signs of undead. There are also signs of undead 
  often; roaming patrols, sounds of shuffling.  
   
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  8 
   At some point while in the city, the party hears 
  guttural shouts and the clashing of steel. Around a 
  street corner about 50 yards away orcs are fighting 
  off undead. Dead bodies of orcs and undead litter the 
  street. There are an Orog and, 2 orcs left, and 5 
  zombies, a flameskull and a specter attacking 
  them: 
   
   Join the orcs - strengthen the orcs and fend off the 
  undead. The orcs will agree to an alliance with a 
  successful DC 5 persuasion check. 
   Wait for victors - once one group kills the other, 
  they can attack or try to talk to the remaining group. 
  If the undead win, they will attack the party next. If 
  the orcs win, they will try to defend themselves and 
  flee into the surrounding area. The orcs may call a 
  truce (but never surrender) on a successful DC 8 
  Charisma (persuasion) check. 
   Avoid the Fray - If not spotted (stealth vs 
  perception; orcs and undead have disadvantage), the 
  characters can find another street and avoid the 
  fight entirely. The adventurers must make a group 
  DC12 Dexterity (Stealth) check in order to not be 
  noticed by either the undead or the orcs. If the party 
  avoids the fray, they have an increased chance of 
  encountering other undead within the city. The orcs 
  will be victorious in the battle and eventually pursue 
  the party.   
   With the Orcs If the characters talk to the orcs 
  after the undead are vanquished, someone must 
  persuade the orcs to create or continue a truce with 
  a Charisma (Persuasion) of 10 or better. This check 
  is rolled with advantage if the party helped defeat 
  the undead. A result of 15 or better and the orcs 
  become neutral to the party.  If a truce is reached, 
  the party can learn the following:  
  • the orcs were searching for a way into Glister but 
  became lost in the tunnels and ended up in the 
  cavern.  
  • They had just begun to explore when they were 
  attacked. They originally had more orcs with 
  them, but the others died in combat.  
   If they leave the bodies there and come back later, 
  the orc bodies are gone. 
  If the party chose to stealth around the fight, they 
  eventually are set upon by undead out of a building 
  or side street as they move through the city. Use the 
  same undead group makeup as above.  
  The zombies have an old scroll of Identify and a 
  potion of healing. The dead orcs have no loot on 
  them. 
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  The characters can engage in the 
  fight and either help the orcs or 
  attack both the orcs and undead. 
  The orcs will ally with the players 
  during combat on a DC 5 Charisma 
  (persuasion) check. 
  The players can seek to avoid the 
  situation and sneak past with a 
  successful group Dexterity (stealth) 
  check of DC 12, going down a 
  different alley. They have a higher 
  chance of encountering undead in 
  the streets if they choose this 
  option. 
  If the orcs survive the attack, the 
  party may offer to ally with them. 
  They are weak, but may prove 
  useful allies.  
   
  Here are some suggestions for adjusting this scene 
  NPC 
  VW 
  W 
  A 
  S 
  VS 
  Zombie 
  4 
  4 
  5 
  5 
  5 
  Flameskull 
   
  1 
  1 
  1 
  2 
  Specter 
  1 
   
  1 
  1 
  1 
  Ghast 
  1 
   
   
  1 
   
  For Strong or weaker parties, the Flameskull has no level 3 
  spells left when the players join the battle. 
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  9 
   As the players move through the city, they will 
  start seeing signs of phosphorescent plants. The 
  plants lead them in the direction of the path up to 
  the temple. The temple is about 100 feet up the side 
  of the cavern wall at the top of a wide switchback 
  path. 
   
  Emerging on the other side of the ruined city, the sound of 
  the falls is almost deafening here. A path lighted by 
  phosphorescent plants with tall stalks line either side of the 
  winding path. 
   Once the adventurers start up the road to the 
  temple, because they are not undead, the plants and 
  fungi will release spores into the air as they climb. 
  These spores will consist of two different toxins, and 
  adventurers will need three separate saves.  
   The first two saves are DC 12 Constitution saving 
  throw or be poisoned for 1d4 hours. If they make the 
  save the first time, they are immune to the effect for 
  8 hours. This toxin affects players who breathe or 
  have their eyes open. If they hold their breath, and 
  close their eyes (or wear goggles), they do not need 
  to make the checks. 
   The last save is for spores of a different toxin, and 
  the adventurers must make a DC 14 Constitution 
  saving throw or be paralyzed for 1d10 minutes.  This 
  toxin is contact based, any exposed skin causes the 
  need to roll to save against it.  
   The party can successfully individually or as a 
  group stealth past the plants with a Dexterity 
  (stealth) check of 16 or higher. Invisibility has no 
  effect (the plants have a weak tremorsense). The 
  party can avoid the plants and climb the area next to 
  the falls. It requires a DC 12 strength check for every 
  20 feet (5 checks for each party member), with 
  advantage if moving at half speed. A failed check will 
  require a DC 12 strength or dexterity check to catch 
  themselves within 10 feet, otherwise taking 1d6 
  bludgeoning each 10 feet climbed prior to falling. 
   If the orcs are accompanying the party, they refuse 
  to go up the path. They inform the party that they 
  will stay here and guard from undead following the 
  party. If this is a point of contention with the players, 
  have some undead start wandering up to emphasize 
  the point.  
   The adventurers are standing before a large 
  framed doorway carved intricately into the cavern 
  wall. the path continues beyond the doorway a short 
  distance towards the edge of the water falls and 
  drops off 100 feet sheer to the city below. The area 
  in front of the temple door is damp, but not slick. 
  The continued path however is very slick with the 
  water from the falls and algae growing on the stones.  
   Sounds The sound of the roaring water is very 
  loud. Normal talking cannot be heard more than 15 
  feet away, shouting can only be heard up to 30 feet 
  away.  
   If the players walk close to the falls, they must 
  either walk at half speed, or make a DC 12 Dexterity 
  (Acrobatics) saving throw, slipping and falling on a 
  fail. If they fall, they must make a DC 12 Strength 
  (Athletics) check to catch themselves, or else fall 100 
  feet taking 35 (10d6) bludgeoning damage. 
   For more information on the temples, see 
  appendix 7. 
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  10 
   
    
   
   
   
   
   
   
   
   
   
   
  Estimated Duration: 1 hour 30 minutes 
  Synopsis. The party explore the temple, find the 
  artifact and the resistance of Farela, and talk to 
  Taladel, potentially freeing him from his bonds. 
  The following npcs will be encountered in the 
  temple. See appendix 1 for pronunciation guides. 
  Farela Keldodrai is a revenant and orc-hater who 
  was killed on the road to Glister and holds extreme 
  hatred for any who watched her die.  
  Taenbrok Jacus is now a zombie. He is the one who 
  had the artifact in his possession when coming 
  through Glister decades ago.  
  Taladel Brixen is a death knight who serves Jergal 
  and is bound to Min Thelbur as a guardian of the 
  tomb of one of Jergal’s old forgotten enemies. 
   If the orcs are allied with the party, they do not 
  actively participate in the exploration or solving of 
  the Entryway puzzle/trap. They should be at the 
  bottom of the ramp up still.  
   The temple entrance is in an open landing area 
  with double doors made of beaten bronze at the 
  back approximately 10 feet wide and 10 feet tall.  
   The stone framework around the doorway has 
  distinct carvings 
  • The base of the framework has an anvil with a 
  flame tongue on top.  
  • Halfway up each side of the frame is an upright 
  sword with flame spiraled around the blade.  
  • At the top is a pair of intertwined silver rings 
  carved into the mantle.  
  • On each door is a beaten relief of a skull with 
  something that looks like a scroll in its mouth, and 
  a quill upon its head. The skulls are approximately 
  4 feet tall.  
   
   The skulls represent the symbol of Jergal, the 
  seneschal of the dead, who keeps records of the 
  dead. Any adventurer proficient in religion can make 
  a DC 13 Intelligence (Religion) check to recognize 
  the skull symbols.  
   A DC 14 Intelligence (Religion) will recognize the 
  symbols on the frame. The anvil is the symbol of 
  Moradin, chief god of dwarves. The upright sword is 
  a symbol of Haela Brightaxe the dwarven goddess of 
  battle and luck. The silver rings are the symbol of 
  Berronar Truesilver, the Reverend Mother. Dwarves 
  make this check with advantage. 
   
   If anyone spends time investigating the door and 
  frame. They can discover with a DC 16 Intelligence 
  (Investigation) that the doors are newer than the 
  frame, though both are old. 18 or better reveals that 
  doors were not part of the original construction at 
  all. A 20 or better notices that the threshold has a 
  small gap beneath doors. The doors are not locked 
  or trapped. 
  The doors both open outward together when one or 
  the other is opened. When the doors swing open, 
  there is a sound as if someone let out a very loud, 
  low moan. It can be heard by everyone within 30 
  feet of the door, even over the roar of the falls.  
   The entryway into the temple is 20 by 20 feet with 
  10-foot ceilings and has beaten bronze overlays all 
  around the walls. There are six alcoves along the 
  walls, each with a 4-foot tall plinth holding a pile of 
  bones. A skull with a scroll or quill in its mouth sits 
  atop each bone pile.  On the walls are various scenes 
  depicting lines of people and record keeping (scenes 
  of Jergal taking records and account of the dead). 
  There is another set of doors leading out of this area 
  into the next room. These doors have an open scroll 
  on one and a quill on the other.  
   Behind each plinth about three feet above the 
  floor is a 4-inch by 4-inch hole in the wall of the 
  
   
   
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  11 
  alcove. In the back of each of these alcoves is a 
  bronze plate that can be pushed in about an inch. 
  Each plate has either a scroll, quill, or skull on it.  
   Adventurers may look 
  around the room using 
  Wisdom (Perception) or 
  Intelligence (Investigation). 
  13+: notices 4x4 inch holes 
  about 3 feet above the 
  floor in the alcove walls 
  directly behind the 
  plinths. Looking into these 
  holes, it goes back 12 
  inches and ends in a 
  bronze panel with a scroll, 
  quill or skull on it.  
  18+: notices a 4-inch gap 
  between the ceiling and 
  walls. 
   
   
  Skulls. If any player decides to play with the skulls, 
  they can easily be removed from the plinths. Once 
  they are left alone, they roll back into place on top of 
  the bone pile on the plinth. If a player tries to knock 
  the bones around, they actually move to avoid being 
  touched. They spill on the floor, or push back against 
  the wall, like a magnet with reverse polarity. Once 
  left alone, they will rattle themselves back to the top 
  of the plinth, the skull settling back on them.  
  The inner doors are trapped against the living. The 
  trap can be triggered under two conditions: 
  1. As soon as any living creature touches the 
  inner doors,  
  2. Two of the panels in the holes are pressed and 
  are not in the correct order (see Solution). 
   If an undead creature touches the inner doors, 
  they swing open. The trap does not go off.  
   As soon as the trap triggers, the outer doors snap 
  shut – an amazing feat for such large doors. Anyone 
  in their path needs a DC 16 Dexterity save or they 
  take 1d6 bludgeoning damage. If someone tries to 
  stop the doors, they must succeed a DC 30 strength 
  check or take 1d6 bludgeoning damage.  
   Once the doors close, they settle into the groove at 
  the bottom of the frame, sealing the chamber. All the 
  skeleton heads turn to face the outer doors.  
  Starting over the inner doors, water will cascade 
  down and around until it is pouring out over the 
  outer doors as well. Effectively, the entire room has 
  water pouring in from the gap around the top. The 
  water has a reddish-brown (rust) tinge to it, causing 
  vision to be obscured beyond 5 feet underwater. The 
  walls create a seal and the room is filling at a rate of 
  1 foot per round.  
   
  Solution. There are two solutions to the trap.  
  1) Utter the pass phrase ‘Jergal takes note’. It can be 
  spoken in any tongue, including common. There 
  is nothing indicating this passphrase exists to the 
  players, so they likely will not know it. 
  2) The doors leading in have a scroll and a quill on 
  them. Pressing a scroll panel and then a quill 
  panel in the holes opens the inner doors. The 
  order does not matter as long as only those two 
  tiles are pressed.  
   As soon as a scroll or quill panel is pressed, the 
  skeleton heads all turn and face across. If a panel 
  with the proper symbol is pressed next, the heads 
  turn and face the inside doors and the water starts 
  flowing out. The inner doors are now unlocked and 
  fall slightly open. If a different panel is pressed (or 
  the same panel twice), the heads turn back to face 
  the outer doors and the rate of water flow increases 
  by 1 foot per round.  
   If the doors were not touched, it is possible no 
  water flows into the room and the inner doors are 
  unlocked if two panels are pressed in the proper 
  order.  
  For a summary of pre-assigned plates and flow of 
  how the trap works see Appendix 4. 
   Just outside the entry chamber is a 30-foot long 
  hallway carved out of stone. It is ten feet wide and 
  ten feet high. On the walls, some beaten bronze 
  friezes are mounted every few feet. They depict 
  various scenes of death, from an old man on his 
  deathbed, to human sacrifice. All of them represent 
  ways that people die, and ultimately come to Jergal. 
  Immediately next to the entry chamber doors is a 2-
  foot grate that runs across the hallway. Any water 
  that was in the room runs into this grate. The holes 
  in the grate are 2x2 inches and looking through 
  them, shows a roughly worked drainage system. 
  At the end of the hallway are two bronze doors 
  similar to the original temple doors.  
  
   
   
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  12 
   There is not really anything significant here. The 
  hallway leads to the altar room. It is incomplete; 
  originally it was intended to act as one more guard 
  against people coming in. The doors at the end or 
  not locked or trapped. 
  On an Intelligence (Investigation) 
  12+: The bronze pieces are attached to the wall, and 
  not part of the original design. If someone tries to 
  remove one, it will take a DC 25 Strength check to 
  pry it off the wall. The DC is lowered to 20 if they 
  have a crowbar or some other leverage implement 
  (e.g. a handpick). Behind the bronze are murals 
  depicting the benevolence of the dwarven gods to 
  their people on one side, and a stylized 
  representation of Min Thelbur and the great falls 
  running the full length of the hall on the other.  
  On a Wisdom (Perception) 
  12+: There are small holes about a quarter inch in 
  diameter placed within various spots in the 
  friezes. Taladel had them designed to implement a 
  dart trap but became bored with the process and 
  never finished the triggers. If anyone digs in one of 
  the holes, they will find a dart, but it has no 
  projection method. 
   The room is 20x40 feet with 15-foot ceilings. It is 
  well lit with torches in sconces all along the walls. 
  Gold edged bronze lines the walls all around. There 
  is a dais at the east end of the room with what 
  appears to be a black marble altar on it, against the 
  back wall. Above the altar balanced in a stand is a 
  black iron flaming dagger, matching the description 
  of the Kiss of Kossuth.  
   Atop the altar are other various implements; 
  symbols of other gods, other weapons, jewels. There 
  is also a rope of climbing. 
   
   At the front on the step of the dais sits a robed 
  figure hunched over. Next to the dais, looking at the 
  altar, stands a zombie. It is swaying slightly. The  
  The artifact the orcs are seeking to recover is a flame dagger 
  given to their clan by Kossuth, the God of Fire. It resembles a 
  black flaming dagger that stands in the rift to the Plane of 
  Fire that is deep within their caverns. The dagger in the rift is 
  visible but untouchable. The artifact is smaller but has the 
  symbol of Kossuth emblazoned on the hilt. They are hoping 
  that by recovering it they will again grow in numbers and 
  become a strong clan within Thar. 
   
  This is a Flame Tongue dagger. It deals 2d6 fire damage on a 
  hit. There is no command word. The dagger must be drawn 
  to ignite and sheathed to go out. This weapon also possesses 
  a curse; anyone who attunes to it gains a level of exhaustion 
  on their first short or long rest after attuning to it. On a long 
  rest, the character will both lose and gain a level of 
  exhaustion, effectively nullifying the effects of a long rest on 
  exhaustion.  
  sitting figure is Farela Keldodrai, now a revenant. 
  The zombie is what is left of Taenbrok Jacus, he is 
  fully a zombie but some inner part of him still longs 
  for the dagger. Taladel left Taenbrok attuned to the 
  dagger so that the flame continues to burn.  
   Social. Farela has been waiting here, knowing the 
  characters were coming once they set foot in the 
  temple. She will engage the characters in 
  conversation for a bit, especially if any of them 
  played in CCC-SCAR01-01 Corrupted Artery and 
  watched her die. If one of them is carrying her +1 
  dagger and brandishes it, she demands its return.  
   She may also regale the party with how Taladel 
  told her to wait, and they would come to her. 
  Eventually Farela will bore of the conversation and 
  attack the group, seeking her vengeance. 
    
   Once the fight begins, Taenbrok will grab the 
  dagger and join in the attack on the party. Since he is 
  attuned to it, it does the damage as flame tongue 
  dagger. See his stat block in appendix 2. As soon as 
  he dies, the artifact flames go out.  
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Farela is looking for a fight. She has 
  been waiting for the players to 
  come to her for a few days now. 
  This is a temple to Jergal erected by 
  Taladel around the tomb of an 
  ancient foe of Jergal. Taladel is 
  bound here until the released by 
  Jergal or the altar is destroyed. 
  Farela is willing to talk with the 
  players for a bit, and toy with them, 
  but ultimately, even if they try to 
  talk their way out of things, she will 
  attack, especially those who were 
  there when she died.  
   
  
   
   
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  13 
   There are various valuables atop the altar, most of 
  them are articles of religious significance but cannot 
  be sold. There is also a rope of climbing. Farela has 
  nothing of worth on her.  
  Kiss of Kossuth 
   Also, there is the Kiss of Kossuth, which is 
  extinguished if Taenbrok is slain. If it is not 
  extinguished, anyone touching it takes 2d6 fire 
  damage each round they hold onto it. The scabbard 
  for it lays on the table amongst the other implements 
  there. It has a matching mark of Kossuth and is also 
  wrought iron. Sheathing the dagger will douse the 
  flames. If Taenbrok is not killed he will follow the 
  adventurer who has the dagger. He will not attack, 
  but simply follow. He must be killed in order to 
  unattune the dagger.  
  If the adventurers sanctify or destroy the altar, it will 
  crumble into ruins, and a desiccated skeleton is 
  exposed. Its bones begin crumbling when it is 
  exposed to the air. 
   This scene takes place while the characters are 
  still in the temple. As the party finishes up what they 
  are doing in the alter room, Taladel – a Death 
  Knight – walks in. The party may wish to fight him, 
  but it should not be encouraged. He is here to talk, as 
  he has had no live company in many many decades. 
   Taladel was set here to guard the remains under 
  the altar; those of Halrind Gloweye, a foe of Jergal. 
  While the altar is intact, he is under oath to remain 
  here. In return for his service, Jergal gave him the 
  city of Min Thelbur to rule as he likes. While bound, 
  he cannot range beyond the city proper or cross the 
  river.  
   He has been here for countless centuries. And uses 
  his powers to raise undead in his service and 
  populate the city. Now he passes the time waiting for 
  nothing. If the altar is destroyed, he is released and 
  will take his minions and leave Min Thelbur. The 
  consequence of course being that a Death Knight has 
  been released into the world. But the party may see 
  this as an opportunity to clear out Min Thelbur.  
   Taladel holds no animosity towards the 
  adventurers. He knows that one day, they too will 
  meet Jergal.  
   If asked about Taenbrok, Taladel will relay that his 
  body was discovered a few decades ago, his hand in 
  a rictus grip on a black dagger. Taladel knew what 
  the artifact was and had some hope that it might lure 
  many orcs here to provide entertainment or 
  information. However, Taenbrok would not leave 
  the artifact alone. So Taladel worked out how to 
  attune him to it, causing it to burst into flame.  
   When Farela showed up, he knew that someone 
  must come soon. All he had to do was keep her 
  content to remain below. They have provided 
  entertainment, and he thanks them.  
   As the party departs, Taladel offers some advice, 
  “find your city’s dwarven miners. They will want to 
  know about your discovery here.” 
   If the altar was destroyed, the undead do not 
  bother the adventurers as they leave. If the altar is 
  still intact, the party is likely to run into roaming 
  parties of undead within the city. They can work to 
  avoid the undead. Use your discretion and consider 
  timing for this.  
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  It is not advised that a tier 1 group 
  try to fight a Death Knight.  
  n/a 
  The Death Knight wishes to talk with the 
  party, and is looking for release from 
  Min Thelbur. If they destroy the altar he 
  is thankful and allows them to leave 
  without being bothered by the undead. 
   
  Here are some suggestions for adjusting this scene 
  NPC 
  VW 
  W 
  A 
  S 
  VS 
  Revenant 
   
   
  1 
  1 
  1 
  Zombie 
   
  1 
  1 
  2 
   
  Wight 
  1 
  1 
   
   
  1 
  For a Very Weak or Weak party, make Farela a Wight and 
  Taenbrok does not use the dagger. 
  For a Very Strong party make Taenbrok a Wight. 
   
  
   
   
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  14 
   
   
   
   
   
   
  Estimated Duration: 45 minutes 
  Synopsis.  Return the Kiss of Kossuth to the council, 
  report to the dwarves, negotiate a treaty with the 
  orcs. 
  The following npcs are important in this scene. 
   The council. see Episode 1 for the members. 
   Kjolm Harehelm. A dwarven miner and 
  representative of the Ironspur dwarven settlement, 
  looking to find any information on ancient dwarven 
  ruins in the area and quickly wanting to lay claim to 
  Min Thelbur once the news reaches the surface. 
   Jarle Heimlin. A dwarven miner who interacts 
  with the characters  
   Once the adventures resurface from the tunnel 
  into the mines, they are greeted by a couple miners 
  who were posted to wait on them. Anyone with a 
  passive perception of 12 or higher notices a couple 
  of dwarven miners lounging nearby.  
   If the orcs are with the party, they hope to 
  accompany them to the surface, since they became 
  completely lost in the tunnels. They cannot find their 
  own way back out. If the orcs accompany the party 
  members back into the mines, there will be serious 
  objections. Grixia will immediately be sent for. The 
  party and orcs will be asked to wait until she shows 
  up.  
   Grixia needs convincing that the orcs and the 
  characters themselves are safe. The party need a 
  Charisma (Persuasion) check of 16 or better to 
  convince her. If they reveal that they are in 
  possession of the artifact, this roll is made with 
  advantage. Even on a success, they are given an 
  escort of four guards “for their protection”.  
   The orcs are not allowed to roam freely in Glister 
  or to leave the town at all until everything is settled 
  with the town council. 
   This could be a situation of conflict anywhere in 
  town. An alternative might be to keep the orcs in the 
  tunnel until the players have talked to the council. As 
  the DM, consider if you want this to be a roleplay 
  moment and the time you have left.  
   The dwarves are listening to hear anything about 
  what the adventurers found below. If the 
  adventurers relay any information to the miners 
  about Min Thelbur, one dwarf immediately proceeds 
  to find Kjolm Harehelm, their head miner, who is a 
  delegate from the Sprogdurst family, part of the clan 
  that settled Ironspur. The other dwarf – Jarle 
  Heimlin – comes over to talk with the party. 
   Alternatively, the party may wish to seek Jarle out 
  to tell him of their findings. He is close by, so they do 
  not have to go far. 
   
   If the party do not mention Min Thelbur at all but 
  shows Jarle the piece of dwarven material they 
  found, he is impressed and asks questions about 
  how they got to where they found it.  
   If the party mentions Min Thelbur, Jarle is almost 
  beside himself with disbelief. It would be a huge 
  discovery and Kjolm Harehelm would need to talk to 
  the town council immediately. Jarle will send 
  another dwarf to relay a message to Kjolm. 
   For any evidence of dwarven artifacts, Jarle 
  gratefully awards the party a Clockwork Amulet 
  (see appendix 6).  
   If news of the lost city has been discussed since 
  the characters return, then when the party arrives at 
  the council, Kjolm Harehelm is there already. He 
  represents the interests of the dwarves of Ironspur. 
  He has already heard rumor that the party has the 
  dagger and possibly made a great discovery. 
  
   
   
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  15 
   If the orcs are with the party, it will be easy to 
  convince the council members that the dagger they 
  have is indeed the one the clan seeks. The orcs are 
  already convinced. They wish to immediately go out 
  and tell their chieftain. 
   If no one is attuned to the dagger, it does not blaze 
  up when unsheathed. If there are no orcs with the 
  party, the council will likely want to see it on fire 
  before believing it is the right one. They can be 
  convinced with a Charisma (persuasion) check of 14 
  or better, at advantage if someone is attuned to the 
  dagger and it is on fire when unsheathed.  
   Kjolm is more interested in the things they found 
  about ancient dwarves. He will ask many questions, 
  especially if there is evidence that the party went 
  through Min Thelbur but they do not mention it.  
  Kjolm will relay the following information to the 
  council and party about the lost city. 
  • The Lost city Min Thelbur is a legend within his 
  clan. Many people talk about it with wonder and 
  admiration.  
  • It was a supposedly a grand dwarven city of the 
  undergraound. It was a place between the 
  underdark and the surface. They were not 
  duergar, but dwarves who preferred the dark to 
  the light. Some duergar clans may have their 
  origins in that city. 
  • The city is rumored to have been lost forever to 
  the dwarves. They were cast out by an evil 
  presence and forbidden to return. 
   Kjolm wants the city to cede full rights to the 
  ancient city and all its treasures to him and his 
  dwarves to excavate. In exchange, they will provide 
  further mining facilities to the town and share a 
  portion of any treasures recovered from Min 
  Thelbur with the Glister. They will also pledge to 
  help work to keep peace between the orcs of Thar 
  and Glister. If orcs are present at this discussion, 
  they may have other thoughts about the city, but do 
  not speak for the Burning Dagger clan.  
   The council have no issues with Kjolm’s request 
  except for Adelard. She is hesitant, as she thinks 
  about the possibilities of selling the city to the 
  dwarves but relents.  
   The council arrange to go out and meet with 
  Qo’Thuk’s representatives. If orcs are with the party 
  on their return to Glister, they also go out and vouch 
  for the party and their aid in the retrieval of the Kiss 
  of Kossuth.  
   After the dagger’s return, the Burning Daggers 
  clan agree to lift the siege and go back home. The 
  ogres part company with them and return to their 
  own tribes. 
   
  A tentative  peace falls once more on the thriving 
  town of Glister.
   
   
  
   
   
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  16 
   
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  The characters receive two advancement 
  checkpoints and two treasure checkpoints for each 
  objective completed: 
  • Main Objective: Retrieve and return the Kiss of 
  Kossuth to the Glister town Council 
  • Secondary Objective: Deliver information about 
  Min Thelbur or the piece of dwarven armor to the 
  dwarves of Glister. 
  Characters completing adventure’s main objective 
  unlock this magic item. 
   Rope of Climbing. This item can be found in 
  Appendix 5. 
  Characters completing the adventure’s secondary 
  object unlock this common magic item. 
   Clockwork Amulet. This item can be found in 
  Appendix 6. 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  17 
  The following NPCs and locations feature prominently in this adventure. 
  Caroline DeMourne (Kare-O-line Dee-Morn). 
  Caroline is a practiced public speaker, able to 
  draw people to her cause. She is from a noble 
  family and represents their interest in Glister. She 
  has taken the place of her recently deceased 
  husband on the Glister town council. 
  Personality: I am haughty. I do not joke. 
  Ideal: Everyone should know their place. 
  Bond: You understand what I mean? Great! 
  Flaw: I cannot see beyond what is important to me. 
  Farela Keldodrai (Far-ella Kel-DOH-Dry). An orc-
  hater who was killed on the road to Glister 
  because she attacked an orc party that intercepted 
  the caravan. She is now a revenant because of her 
  hatred toward the party. She is motivated by 
  revenge and hatred for all things living now. 
   
  Grixia Soulbane (Grick-see-ah Sole-bane). Grixia 
  is a fair skinned and dark-haired human woman 
  not quite in her middle years. She is constantly on 
  her feet, trying to handle too much at once. She 
  sees to a lot of the mining operations herself, even 
  though she has many competent foremen to 
  handle most things for her. 
  Personality: I am quick with a smile, but anxious that 
  things go right. 
  Ideal: I always try to help those in need. 
  Bond: Everything I do is for the common people. 
  Flaw: I don’t feel important unless I am directly 
  involved in what I oversee. 
  Jarle Heimlin (Yar-luh Hi-mlan).  Jarle is a dwarf 
  who has been mining here for a few months. He 
  has a ruddy complexion, and a dark but well-oiled 
  beard. He is secretly working to uncover artifacts 
  of dwarven origin. 
  Personality: Nothing bothers me for long. 
  Ideal: The riches of the earth are to be shared by all. 
  Bond: I must behold and preserve the natural beauty 
  of places below the earth. 
  Flaw: I jealously guard my secrets, because I think 
  others will take advantage of me if they learn what I 
  know. 
  Karathia Newhouse (Car-AH-thee-ah Nu-haws). 
  Karathia is a mid-height, slender woman in her 
  early 30’s and relatively new to Glister. She has 
  quickly risen in popularity because of her ability 
  to handle people and business and see that 
  agreements are reached. She is genuinely likeable, 
  but ultimately is interested in making sure the 
  wheels of commerce stay greased. 
  Personality: I always want to know how things work 
  and what makes people tick.. 
  Ideal: I work hard to be the best there is at my craft. 
  Bond: I owe my guild a great debt for forging me into 
  the person I am today.. 
  Flaw: I would kill to acquire a noble title. 
  Kjolm Harehelm (Kyohlm Har-helm). A dwarven 
  miner and representative of the Ironspur dwarven 
  settlement, looking to find any information on 
  ancient dwarven ruins in the area and quickly 
  wanting to lay claim to Min Thelbur once the news 
  reaches the surface. 
  Personality: I see omens in every event and action. 
  The gods try to speak to us, we just need to listen. 
  Ideal: The ancient traditions must be preserved. 
  Bond: I would die to recover an ancient relic of my 
  people that was lost long ago. 
  Flaw:  I am suspicious of strangers and expect the 
  worst of them. 
   
  Min Thelbur (Men Thel-burr). This underground 
  city, whose name means ‘city under the falls’ was 
  built a long time ago by dwarves. It was a grand 
  society in its day, being a hub between the surface 
  and the underdark. The dwarves were forced to flee 
  from it over a century ago when Jergal himself came 
  and laid claim to the city during a fight with one of 
  his foes. 
  Taenbrok Jacus (Ten-brock Jack-us). Now a 
  zombie, he is the one who had the artifact in his 
  possession when coming through Glister decades 
  ago. He is still enthralled to it and is attuned to it.  
   
  Taladel Brixen (Tahl-a-dale Bricks-on). A death 
  knight who serves Jergal and is bound to Min 
  Thelbur as a guardian of the tomb of one of 
  Jergal’s old forgotten enemies. 
  Personality: I run from nothing. 
  Ideal: I have a dark calling that puts me above the 
  law. 
  Bond: All I do is in service to Jergal. 
  Flaw: I am a purveyor of doom and gloom who lives in 
  a world without hope. 
   
  The Temple to Jergal (Jehr-Gaul). Originally the 
  Temple of Glory when dwarves occupied Min 
  Thelbur, this temple was repurposed by Taladel as a 
  place for him to honor Jergal.  
   
  
   
   
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  18 
  Large monstrosity, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 32 (5d10+5) 
  Speed 30 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  15 (+2) 
  12 (+1) 
  6 (-2) 
  10 (+0) 
  6 (-2) 
  Skills Stealth +6 
  Senses Darkvision 60 Ft., passive Perception 10 
  Challenge 3 (700 XP) 
  Ethereal Jaunt. As a bonus action, the spider can 
  magically shift from the Material Plane to the Ethereal 
  Plane, or vice versa. 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: (1d10 + 2) piercing damage plus 
  (4d8)poison damage. The target must make a dc on a 
  failed save, or half as much damage on a successful one 
  If the poison damage reduces the target to 0 hit points, 
  the target is stable but poisoned for 1 hour, even after 
  regaining hit points, and is paralyzed while poisoned in 
  this way. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Large monstrosity, neutral evil 
  Armor Class 20 (Natural Armor) 
  Hit Points 93 (5d10+5) – reduce to 45 
  Speed 10 ft., climb 10 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  8 (-1) 
  17 (+3) 
  7 (-2) 
  16 (+3) 
  6 (-2) 
  Skills Perception + 6, Stealth +5 
  Senses Darkvision 60 Ft., passive Perception 16 
  Challenge 5 (1,800 XP) 
   
  False Appearance. While the roper remains motionless, it 
  is indistinguishable from a normal cave formation, such as a 
  stalagmite. 
  Grasping Tendrils. The roper can have up to six tendrils at 
  a time. Each tendril can be attacked (AC 20; 10 hit points; 
  immunity to poison and psychic damage). Destroying a 
  tendril deals no damage to the roper, which can extrude a 
  replacement tendril on its next turn. A tendril can also be 
  broken if a creature takes an action and succeeds on a DC 15 
  Strength check against it. 
  Spider Climb. The roper can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Multiattack. The roper makes four attacks with its 
  tendrils, uses Reel, and makes one attack with its bite. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: (4d8 + 4) piercing damage. 
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., 
  one creature. The target is grappled (escape dc 15) 
  Until the grapple ends, the target is restrained and has 
  disadvantage on Strength checks and Strength saving 
  throws, and the roper can't use the same tendril on 
  another target 
  Reel. The roper pulls each creature grappled by it up to 
  25 ft. straight toward it. 
   
   
   
   
   
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  19 
  Tiny undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d4 + 18) 
  Speed 0 ft., fly 40 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 (-5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  Skills Arcana +5, Perception +2 
  Damage Resistances lightning, necrotic, piercing 
  Damage Immunities cold, fire, poison 
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned, prone 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 4 (1,100 XP) 
   
  Illumination. The flameskull sheds either dim light in a 
  15-foot radius, or bright light in a 15-foot radius and 
  dim light for an additional 15 feet. It can switch 
  between the options as an action. 
  Magic Resistance. The flameskull has advantage on 
  saving throws against spells and other magical effects. 
  Rejuvenation. If the flameskull is destroyed, it regains 
  all its hit points in 1 hour unless holy water is sprinkled 
  on its remains or a dispel magic or remove curse spell 
  is cast on them. 
  Spellcasting. The flameskull is a 5th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It requires no somatic or 
  material components to cast its spells. The flameskull 
  has the following wizard spells prepared: 
   
  Cantrip (at will): mage hand 
  1st level (3 slots): magic missile, shield 
  2nd level (2 slots): blur, flaming sphere 
  3rd level (1 slot): fireball 
  Actions 
  Multiattack. The flameskull uses Fire Ray twice. 
   
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) fire damage. 
   
  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 the 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-SCAR02-01 Glister by Dark v1.0  
   
  20 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 (-5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  Damage Resistance Acid, Cold, Fire, Lightning, 
  Thunder; Bludgeoning, Piercing, And Slashing From 
  Nonmagical Weapons 
  Damage Immunities Necrotic, Poison 
  Condition Immunities Charmed, Exhaustion, Grappled, 
  Paralyzed, Petrified, Poisoned, Prone, Restrained, 
  Unconscious 
  Senses Darkvision 60 Ft., passive Perception 10 
  Languages Understands All Languages It Knew In Life 
  But Can't Speak 
  Challenge 1 (200 XP) 
   
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: (3d6) necrotic damage. The target must 
  succeed on a DC 10 Constitution saving throw or its hit 
  point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the creature 
  finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0. 
   
   
   
   
   
   
   
   
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  17 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
  Damage Resistance necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses Darkvision 60 Ft., passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Stench. Any creature that starts its turn within 5 ft. of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to 
  the ghast's Stench for 24 hours. 
  Turn Defiance. The ghast and any ghouls within 30 ft. 
  of it have advantage on saving throws against effects 
  that turn undead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: (2d8 + 3) piercing damage. 
   
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: (2d6 + 3) slashing damage. If the target is a 
  creature other than an 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. 
   
   
   
   
   
   
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  21 
  Medium humanoid (orc), chaotic evil 
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (−2) 
  11 (+0) 
  10 (+0) 
  Skills Intimidation +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
   
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d12 + 3) slashing damage. 
  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. 
   
  Medium humanoid (orc), chaotic evil 
  Armor Class 18 (Plate) 
  Hit Points 43 (5d8 + 20) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  Skills Stealth +7 Survival +2 Intimidation +5 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
   
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Multi Attack. The orog makes two greateaxe attacks. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 10 (1d12 + 4) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage. 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 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 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 restored 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. 
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  22 
  Medium undead, neutral 
  Armor Class 13 (leather armor) 
  Hit Points 136 (16d8 + 64) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  18 (+4) 
  Saving Throws Str +7, Con +7, Wis +6, Cha +7 
  Damage Resistances necrotic, psychic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned, stunned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Regeneration. The revenant regains 10 hit points at the 
  start of its turn. If the revenant takes fire or radiant damage, 
  this trait doesn't function at the start of the revenant's next 
  turn. The revenant's body is destroyed only if it starts its turn 
  with 0 hit points and doesn't regenerate. 
  Rejuvenation. When the revenant's body is destroyed, its 
  soul lingers. After 24 hours, the soul inhabits and animates 
  another corpse on the same plane of existence and regains 
  all its hit points. While the soul is bodiless, a wish spell can be 
  used to force the soul to go to the afterlife and not return. 
  Turn Immunity. The revenant is immune to effects that 
  turn undead. 
  Vengeful Tracker. The revenant knows the distance to and 
  direction of any creature against which it seeks revenge, even 
  if the creature and the revenant are on different planes of 
  existence. If the creature being tracked by the revenant dies, 
  the revenant knows. 
  Actions 
  Multiattack. The revenant makes two fist attacks. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. If the 
  target is a creature against which the revenant has 
  sworn vengeance, the target takes an extra 14 (4d6) 
  bludgeoning damage. Instead of dealing damage, the 
  revenant can grapple the target (escape DC 14) 
  provided the target is Large or smaller. 
  Vengeful Glare. The revenant targets one creature it 
  can see within 30 feet of it and against which it has 
  sworn vengeance. The target must make a DC 15 
  Wisdom saving throw. On a failure, the target is 
  paralyzed until the revenant deals damage to it, or 
  until the end of the revenant's next turn. When the 
  paralysis ends, the target is frightened of the revenant 
  for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, with 
  disadvantage if it can see the revenant, ending the 
  frightened condition on itself on a success. 
   
  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 the 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 
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage + 7 (2d6) fire 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  23 
  
   
   
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  CCC-SCAR02-01 Glister by Dark v1.0  
   
  24 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC-SCAR02-01 Glister by Dark v1.0 
   
   
   
   
   
  25 
   
   
  This 60-foot length of silk rope weighs 3 pounds and can hold up to 
  3,000 pounds. If you hold one end of the rope and use an action to 
  speak the command word, the rope animates. As a bonus action, you 
  can command the other end to move toward a destination you choose. 
  That end moves 10 feet on your turn when you first command it and 
  10 feet on each of your turns until reaching its destination, up to its 
  maximum length away, or until you tell it to stop. You can also tell the 
  rope to fasten itself securely to an object or to unfasten itself, to knot 
  or unknot itself, or to coil itself for carrying. 
   
  If you tell the rope to knot, large knots appear at 1-foot intervals 
  along the rope. While knotted, the rope shortens to a 50-foot length 
  and grants advantage on checks made to climb it. 
   
  The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 
  minutes as long as it has at least 1 hit point. If the rope drops to 0 hit 
  points, it is destroyed. 
   
   
  This 60-foot length of silk rope weighs 3 pounds and can hold up to 
  3,000 pounds. If you hold one end of the rope and use an action to 
  speak the command word, the rope animates. As a bonus action, you 
  can command the other end to move toward a destination you choose. 
  That end moves 10 feet on your turn when you first command it and 
  10 feet on each of your turns until reaching its destination, up to its 
  maximum length away, or until you tell it to stop. You can also tell the 
  rope to fasten itself securely to an object or to unfasten itself, to knot 
  or unknot itself, or to coil itself for carrying. 
   
  If you tell the rope to knot, large knots appear at 1-foot intervals 
  along the rope. While knotted, the rope shortens to a 50-foot length 
  and grants advantage on checks made to climb it. 
   
  The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 
  minutes as long as it has at least 1 hit point. If the rope drops to 0 hit 
  points, it is destroyed. 
   
   
  This 60-foot length of silk rope weighs 3 pounds and can hold up to 
  3,000 pounds. If you hold one end of the rope and use an action to 
  speak the command word, the rope animates. As a bonus action, you 
  can command the other end to move toward a destination you choose. 
  That end moves 10 feet on your turn when you first command it and 
  10 feet on each of your turns until reaching its destination, up to its 
  maximum length away, or until you tell it to stop. You can also tell the 
  rope to fasten itself securely to an object or to unfasten itself, to knot 
  or unknot itself, or to coil itself for carrying. 
   
  If you tell the rope to knot, large knots appear at 1-foot intervals 
  along the rope. While knotted, the rope shortens to a 50-foot length 
  and grants advantage on checks made to climb it. 
   
  The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 
  minutes as long as it has at least 1 hit point. If the rope drops to 0 hit 
  points, it is destroyed. 
   
   
  This 60-foot length of silk rope weighs 3 pounds and can hold up to 
  3,000 pounds. If you hold one end of the rope and use an action to 
  speak the command word, the rope animates. As a bonus action, you 
  can command the other end to move toward a destination you choose. 
  That end moves 10 feet on your turn when you first command it and 
  10 feet on each of your turns until reaching its destination, up to its 
  maximum length away, or until you tell it to stop. You can also tell the 
  rope to fasten itself securely to an object or to unfasten itself, to knot 
  or unknot itself, or to coil itself for carrying. 
   
  If you tell the rope to knot, large knots appear at 1-foot intervals 
  along the rope. While knotted, the rope shortens to a 50-foot length 
  and grants advantage on checks made to climb it. 
   
  The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 
  minutes as long as it has at least 1 hit point. If the rope drops to 0 hit 
  points, it is destroyed. 
   
   
  This 60-foot length of silk rope weighs 3 pounds and can hold up to 
  3,000 pounds. If you hold one end of the rope and use an action to 
  speak the command word, the rope animates. As a bonus action, you 
  can command the other end to move toward a destination you choose. 
  That end moves 10 feet on your turn when you first command it and 
  10 feet on each of your turns until reaching its destination, up to its 
  maximum length away, or until you tell it to stop. You can also tell the 
  rope to fasten itself securely to an object or to unfasten itself, to knot 
  or unknot itself, or to coil itself for carrying. 
   
  If you tell the rope to knot, large knots appear at 1-foot intervals 
  along the rope. While knotted, the rope shortens to a 50-foot length 
  and grants advantage on checks made to climb it. 
   
  The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 
  minutes as long as it has at least 1 hit point. If the rope drops to 0 hit 
  points, it is destroyed. 
   
   
  This 60-foot length of silk rope weighs 3 pounds and can hold up to 
  3,000 pounds. If you hold one end of the rope and use an action to 
  speak the command word, the rope animates. As a bonus action, you 
  can command the other end to move toward a destination you choose. 
  That end moves 10 feet on your turn when you first command it and 
  10 feet on each of your turns until reaching its destination, up to its 
  maximum length away, or until you tell it to stop. You can also tell the 
  rope to fasten itself securely to an object or to unfasten itself, to knot 
  or unknot itself, or to coil itself for carrying. 
   
  If you tell the rope to knot, large knots appear at 1-foot intervals 
  along the rope. While knotted, the rope shortens to a 50-foot length 
  and grants advantage on checks made to climb it. 
   
  The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 
  minutes as long as it has at least 1 hit point. If the rope drops to 0 hit 
  points, it is destroyed. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SCAR02-01 Glister by Dark v1.0 
   
   
   
   
   
  26 
   
  This copper amulet contains tiny interlocking gears and 
  is powered by magic from Mechanus, a plane of clockwork 
  predictability. A creature that puts an ear to the amulet 
  can hear faint ticking and whirring noises 
  coming from within. 
   When you make an attack roll while wearing the 
  amulet, you can forgo rolling the d20 to get a 10 on the die. 
  Once used. this property can’t be used again until the 
  next dawn. 
   
  This copper amulet contains tiny interlocking gears and 
  is powered by magic from Mechanus, a plane of clockwork 
  predictability. A creature that puts an ear to the amulet 
  can hear faint ticking and whirring noises 
  coming from within. 
   When you make an attack roll while wearing the 
  amulet, you can forgo rolling the d20 to get a 10 on the die. 
  Once used. this property can’t be used again until the 
  next dawn. 
   
  This copper amulet contains tiny interlocking gears and 
  is powered by magic from Mechanus, a plane of clockwork 
  predictability. A creature that puts an ear to the amulet 
  can hear faint ticking and whirring noises 
  coming from within. 
   When you make an attack roll while wearing the 
  amulet, you can forgo rolling the d20 to get a 10 on the die. 
  Once used. this property can’t be used again until the 
  next dawn. 
   
  This copper amulet contains tiny interlocking gears and 
  is powered by magic from Mechanus, a plane of clockwork 
  predictability. A creature that puts an ear to the amulet 
  can hear faint ticking and whirring noises 
  coming from within. 
   When you make an attack roll while wearing the 
  amulet, you can forgo rolling the d20 to get a 10 on the die. 
  Once used. this property can’t be used again until the 
  next dawn. 
   
  This copper amulet contains tiny interlocking gears and 
  is powered by magic from Mechanus, a plane of clockwork 
  predictability. A creature that puts an ear to the amulet 
  can hear faint ticking and whirring noises 
  coming from within. 
   When you make an attack roll while wearing the 
  amulet, you can forgo rolling the d20 to get a 10 on the die. 
  Once used. this property can’t be used again until the 
  next dawn. 
   
  This copper amulet contains tiny interlocking gears and 
  is powered by magic from Mechanus, a plane of clockwork 
  predictability. A creature that puts an ear to the amulet 
  can hear faint ticking and whirring noises 
  coming from within. 
   When you make an attack roll while wearing the 
  amulet, you can forgo rolling the d20 to get a 10 on the die. 
  Once used. this property can’t be used again until the 
  next dawn. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SCAR02-01 Glister by Dark v1.0 
   
   
   
   
   
  27 
   When Min Thelbur was built, the dwarves wanted 
  places for worshipping the gods that were apart 
  from the city itself. To that goal they made a 
  pathway up and cut the temples into the cave walls. 
  The Temple of Glory was shared by clerics and 
  priests of Moradin, Haela Brightaxe, and Berronar 
  Truesilver. The Temple of Mercy was built to 
  Sharindlar, Marthammor Duin, and Clangeddin 
  Silverbeard on the other side of the falls. However, 
  the pathway up has crumbled, and the temple is 
  likely not spotted unless someone looks specifically 
  for it. There is also a Temple of Darkness hidden 
  beneath the falls to Dumathoin. The dwarves built it 
  using a naturally formed cave there.  
   During his height of power, Jergal chased a 
  relentless foe throughout and beneath the Galena 
  Mountains. That foe–Halrind Gloweye–was cornered 
  and defeated in Min Thelbur. Parts of the town were 
  destroyed during their struggle, killing some of the 
  city dwarves, and putting much fear in many of the 
  survivors. After his victory, Jergal cleared out the 
  Temple of Glory and entombed Halrind’s body there. 
  Jergal then bound one of his servants—a death 
  knight named Taladel Brixen—to the tomb, 
  commanding him to guard the body lest Halrind be 
  resurrected. Taladel erected an altar atop the 
  sarcophagus and a shallow temple around it, 
  blocking out the main dwarven temple.  
   Taladel began to draw undead to himself and the 
  remaining dwarves of Min Thelbur abandoned the 
  city to the death knight and his minions. 
   Now, many centuries later, Halrind is forgotten by 
  all except his sentinel. Taladel, still bound, cannot 
  leave unless the sarcophagus is destroyed, breaking 
  his bond. He is bored and forgotten by his master, so 
  he fills his time by finding dead in the area and 
  raising them to the undead life, sending them out to 
  find more, or to guard, or to simply wander Min 
  Thelbur and the tunnels nearby.  
   Farela Keldodrai. When raised, her hatred and 
  passion brought her back as a revenant. She had a 
  hunger for vengeance against those who had 
  wronged her. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SCAR02-01 Glister by Dark v1.0 
   
   
   
   
   
  28 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure.  
  http://dnd.wizards.com/playevents/organized-play  
    
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range.  
  Before you start play, consider the following:  
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts.  
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps.  
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.)  
   
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face.  
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration.  
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below.  
  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 
   
  The sidebar contains notations for the number of 
  creatures that should be present based on party 
  strength. If a block is empty, there are no creatures 
  of that type. The abbreviations are as follows: 
   
  VW  
  – Very Weak 
  W  
  – Weak 
  A   
  – Average (the default) 
  S   
  – Strong  
  VS  
  – Very Strong 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/SCARAB/CCC-SCAR02-01 - Glister By Dark.pdf