TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Embers of Elmwood 
  A derelict raft drifts into Mulmaster’s harbor carrying a young woman. Delirious with hunger, the only words she seems 
  able to speak so far have been “ash and fire.” The only other clue to her identity is an ornate tattoo. Is the woman insane, 
  or is something nefarious at play? An adventure for 1st-4th level characters. 
  Adventure Code: DDEX2-2 
  Credits 
  Adventure Design: Daniel Helmick 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
   
   
  Debut: March 13, 2015 
  Release: April 1, 2015 
   
  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, D&D Encounters, D&D Expeditions, D&D Epics, 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. 
   
  ©2015 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. 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  2 
   
   
  Introduction 
  Welcome to Embers of Elmwood, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Elemental EvilTM storyline 
  season.  
   This adventure is designed for three to seven 1st-4th 
  level characters, and is optimized for five 2nd-level 
  characters. Characters outside this level range cannot 
  participate in this adventure. A player with an ineligible 
  character can create a new 1st-level character or use a 
  pregenerated character.   
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the city of Mulmaster. 
    
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself 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. 
  • 
  Get familiar with the monster statistics in the 
  Appendix. 
  • 
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will 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 XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes 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. 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  3 
   
   
  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 Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 2nd-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out 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 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  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. 
  Try to be aware of running long or short. Adjust the 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  4 
   
   
  pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in Mulmaster 
  include the following: Bane, Leira, Loviatar, Mystra, Savras, 
  Tempus, Tymora, Velsharoon, and Waukeen.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  5 
   
   
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  Adventure Background 
  The city of Mulmaster can best be described as a city of 
  pessimistic dynamism. There is a strong negative energy 
  about the city despite the industrious, hardworking 
  attitude of its people. Mulmasterites are patient, 
  relentless, exploitative people struggling to live as well as 
  they can within a dog-eat-dog city where corruption is 
  widespread and life is cheap. 
   The farming community of Elmwood is two hour’s 
  travel west from Mulmaster. The majority of the holdings 
  in Elmwood were owned by House Culkin, a 
  Mulmasterite noble house. 
   Prior to the events of the adventure, the Cult of the 
  Eternal Flame made plans for a devastation orb—a 
  powerful and destructive magical item—to be delivered to 
  a secret cult chapterhouse in the Zhent ghetto of 
  Mulmaster. While en route to the city, the devastation orb 
  prematurely detonated within the village of Elmwood—
  laying the village low. Ironically, the cultist who was 
  overseeing the orb's transportation was the sole survivor 
  of its destruction. In one fel swoop, the entire village of 
  Elmwood was wiped from the map, and for the next five 
  days, Ravia would drift in and out of consciousness 
  aboard a pile of drifting debris from a destroyed home. 
  Eventually, she would drift into the Bay of Mulmaster and 
  be rescued by the City Watch. 
   After coming to the attention of the corrupt City Watch, 
  a report describing the injured young woman eventually 
  made its way to the Hawks—the secret police of 
  Mulmaster. One Hawk in particular, Sark Tolliver, 
  recognized the description of the unconscious cult fanatic, 
  as Tolliver secretly paid homage to the Eternal Flame. 
  After sending her to a hospice run by lay priests of 
  Ilmater, Tolliver arranged for a guard detail to prevent 
  anyone from reaching or speaking to Ravia until she is 
  deemed healthy enough to be remanded to Toliver's 
  custody. 
   Chafing at the lack of information coming out of 
  Elmwood and knowing full well that captives of the 
  Hawks have a nasty habit of disappearing, Zora Rosealine 
  Culkin hatches a scheme to free the survivor of Elmwood 
  from the Hawks, completely oblivious to the fact that the 
  person she wishes to save is the malefactor to the 
  destruction which has cost Zora Culkin so much already. 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  6 
   
   
  Overview 
  Embers of Elmwood is divided into three parts. 
   Part 1. Breaking the Law. The adventurers have been 
  asked by Zora Culkin to liberate the unconscious Ravia 
  from her captors/healers at the House of Suffering near 
  Southroad Keep, so that her account can be heard before 
  the Hawks have a chance to make her disappear. After 
  conning or defeating the guard detail set to watch over 
  Ravia, the adventurers are spotted by members of the City 
  Watch in the employ of Sark Tolliver, a traitorous Hawk 
  who is working for the Fire Cult. Returning to Culkin 
  Manor, Zora Culkin and the adventurers work to revive 
  Ravia, and find that she is all but insensible and requires 
  more rest before answers are forthcoming. 
   Part 2: A House Divided. Tolliver sends a group of 
  spies and bandits to abduct the recovering Ravia in the 
  dead of night. A protracted battle takes place throughout 
  the manor house, with no less than three groups of 
  operatives seeking to abscond with the lone survivor of 
  Elmwood. It is all but impossible to prevent Ravia’s 
  abduction at this point, but tracking or interrogation of a 
  captured kidnapper yields a location in the Zhent Ghetto 
  where the hirelings were directed to take the 
  convalescing woman. 
   Part 3. Fire in the Underbelly. The adventurers track 
  the kidnappers to a burnt-out temple formerly dedicated 
  to Cyric. A thorough investigation reveals a hidden temple 
  within the temple. After defeating the guardian of the 
  hidden Fire Cult temple, a powerful azer, the adventurers 
  move to confront the head of the temple themselves: 
  Ravia, now revived and in the regalia of a fanatic of the 
  Elemental Cult of Fire. It is only now that the adventurers 
  are introduced to the deadly threat of the Elemental Cult 
  in Mulmaster. 
  Adventure Hooks 
  The player characters can become involved in the story in 
  several ways, some of which involve their character 
  factions. 
    A Call, A Call! Most adventuring companies native to 
  Mulmaster are already in the pay of one group or another. 
  Zora Culkin finds herself in the contradictory position of 
  being unable to trust anyone known to her. For this 
  reason, she would prefer to hire an adventuring group 
  from out of town, as it is less likely that they have any 
  stake or involvement in the destruction of Elmwood. 
  Culkin has visited taverns and inns throughout the city, 
  putting up posters asking interested freelancers to meet 
  her at the Traveler’s Cloak Inn, reasoning that the steep 
  prices to keep out the lower rungs of the adventuring 
  crowd. 
    Work Release. During an earlier adventure in 
  Mulmaster, one of the arcane spellcasters in the party 
  might have been seen casting spells within the city limits 
  without being a member of the Cloaks. Zora Culkin has 
  just enough clout to pull a few strings and have the 
  charges dropped, with a promise of no more unauthorized 
  arcane magic in the city proper. 
   Tradition of Nobility. Zora Rosealine Culkin is a 
  member of the Lords’ Alliance, like her father and 
  grandfather before her. Though not expressly outlawed 
  within Mulmaster, members of the faction know to keep 
  their dealings quiet, as the High Blade traditionally 
  disapproves of his Blades and nobles swearing allegiance 
  to any non-Mulmasterite organizations. Zora Culkin, upon 
  deciding to hire outside help, goes immediately to her 
  contacts in the Lords’ Alliance to provide her with the 
  name of any reputable adventuring parties in the area. 
  Naturally, the player adventurers are the party chosen. 
  Faction assignment: Bring those responsible for the 
  destruction of Elmwood to justice. Success condition: 
  The defeat of the cultists at the hidden Chapterhouse of 
  Eternal Flame in the Zhent Ghetto. 
   Those Who Watch. Due to the devastation wrought 
  over Elmwood and the destruction of the outlying forest 
  area, the Emerald Enclave is concerned with the power 
  such a holocaust would require, and the possibility that it 
  could happen again. As Zora Culkin is the legal owner of 
  most of the private holdings within the village, the higher-
  ups in the Enclave requests any party members from the 
  Enclave to look for answers, perhaps suspecting the 
  involvement of the Zora herself. Faction assignment: 
  Find out how the destruction of Elmwood came about, 
  and who was responsible. Success condition: The 
  discovery of Ravia’s journal outlining the Cult of 
  Elemental Fire’s involvement and the use of a devastation 
  orb. 
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  7 
   
   
  Part 1: Breaking the Law 
  The adventure begins as the heroes are met in the 
  Traveler’s Cloak Inn by Zora Rosealine Culkin, a noble of 
  Mulmaster. (Male and female heads of noble houses in 
  Mulmaster are referred to as zor and zora, respectively.) 
  Mulmaster at Night 
  It is early evening in Mulmaster when the adventure 
  begins. 
  General Features 
  The general features of the streets of Mulmaster at this 
  time of night are as follows: 
   Light. In the main streets and boulevards of the city, the 
  combination of oil-fueled streetlights and the starlight of 
  the open night sky provide dim to bright light, depending 
  on the neighborhood. If the adventurers adhere only to 
  alleyways and side streets, the light is either dim or 
  completely dark, depending on the situation you describe. 
   Sounds. For all of its shortcomings, the city of 
  Mulmaster never sleeps. Crime is everywhere, but wisely 
  kept out of sight. The wealthier residential areas are kept 
  very quiet at night, but the market districts and poor parts 
  of the dock have business and pleasure featured all night. 
  Raucous laughter, loud dancehall music, and merchants 
  hawking wares are all possibilities depending on the 
  route the adventurers choose. Of course, establishments 
  that are fully paid up with the City Watch have guardsmen 
  in the streets outside. The poorer districts have no such 
  luxury. 
  The Traveler's Cloak 
  The Traveler’s Cloak is a high-end inn on the edges of the 
  Docks Quarter that rubs up against the wealthier 
  holdings of Mulmaster. It caters to wealthy merchants 
  and foreign dignitaries, and the prices reflect this—single 
  rooms cost 12 gp a night, and the price for one of the 
  inn’s two suites are five times that. 
  Entering the Traveler’s Cloak is like stepping into a different 
  world from the squalor of the Docks. The bar is a single slab of 
  polished marble, and the furnishings within the common room 
  are finely carved and stained oak of the highest quality. 
   Bordering the common area of the Traveler’s Cloak are a dozen 
  booths, the benches of which are bedecked in plush upholstery. 
  Each booth features a set of heavy velvet curtains for the sake of 
  privacy, and a small bell that can be rung from inside the booth 
  to summon the wait staff. 
   At this time of day, the booths are usually empty. Today is no 
  different; at the far side of the room, surrounded on both sides 
  by empty booths, the adventurers are directed by the slender, 
  smooth-faced young bartender to a booth with the curtains 
  drawn, where a single dark-haired figure sips calmly from a 
  goblet of red wine. 
   
  This is Zora Rosealine Culkin. A tall, lean woman in her 
  mid-thirties, Zora Culkin has short, jet-black hair that 
  frames her pale face. She typically wears an ornate 
  breastplate enameled in the colors of her house; red and 
  cream, with an equally impressive rapier at her hip. Over 
  her armor, she wears a long, fur-trimmed coat of fine red 
  and cream leather. On this occasion, the weather has 
  given her an excuse to go without the cloak she typically 
  wears. She is polite, but distant; friendly, but impersonal; 
  and above all, striking to look at.  
  Roleplaying Zora Rosealine Culkin 
  Zora Culkin is pretty much what you would expect a Mulmaster 
  noble to be. She is polite albeit a bit impersonal, and of course, 
  striking to look at. She is also quite insightful, able to paint a 
  surprisingly detailed picture of a person after only a brief 
  conversation. 
   
  One does not live to a ripe old age in Mulmaster without a 
  healthy dose of suspicion, and Culkin intends to live a long, long 
  time. That said, she feels a true responsibility to the people who 
  populate her holdings, and she is horrified at the deaths that 
  have occurred. 
   
  Players who succeed on a DC 15 Wisdom (Perception) 
  check notice that there are tiny gold runes sewn into the 
  collar of her blouse. If these are pointed out, Zora Culkin 
  explains that she was a member of the Cloaks in her 
  youth, but upon her ascension to the head of House 
  Culkin, she chose to leave the Cloaks and the use of 
  magic (though she does admit to a cantrip now and then). 
  However, she still enjoys studying magical theory and 
  lore, and she continues to use her personal sigils as her 
  signature. 
   After pouring wine for her guests, Culkin outlines the 
  situation, stressing the following points: 
   
  • 
  The village of Elmwood, of which her House owns a 
  fair amount, has been reduced to ash and cinders. No 
  physical or magical sign of what caused the 
  destruction has been found. No natural cause was 
  found to be the cause of the destruction, so it is 
  assumed that the damage was caused by party or 
  parties unknown. 
  • 
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  8 
   
   
  • 
   
  • 
  A single young woman drifted into Mulmaster Bay 
  via the western docks on a makeshift raft made from 
  logs, timbers, and other materials clearly salvaged 
  from the ruined town. She was capable only of 
  feverish, disjointed muttering was taken into custody 
  by the Soldiery and brought to the House of 
  Suffering—a hospice operated by priests of Ilmater 
  near the Southroad Keep. 
  • 
  One of Zora Culkin's contacts in the City Watch has 
  indicated that a high-ranking Hawk, one of 
  Mulmaster’s secret police, have set a guard over the 
  convalescing woman until she revives. At that point, 
  she is to be remanded into their custody. Time is of 
  the essence; she must be secreted away tonight or 
  else it is unlikely that Zora Culkin will never learn the 
  truth of Elmwood's destruction. 
  • 
  Zora Culkin suspects that once the woman is brought 
  into Hawk custody, she won't  be heard from again. 
  This is not groundless paranoia; it is well-known to 
  the citizens of Mulmaster that the Hawks regularly 
  “disappear” undesirables judged to be destabilizing 
  elements. 
  • 
  Any guards of the City Watch are not relieved of their 
  charge easily. Despite this, Zora Culkin would prefer 
  if none were slain; it would not be worth the 
  unimaginable hassle it would cause. 
  • 
  While they may protest, Zora Culkin believes that the 
  priests generally much easier to convince. In fact, 
  they know what fate likely belies this woman in the 
  hands of the Hawks, and are likely to cooperate with 
  requests that are in the woman's best interests. 
  Regardless, they should be spared from any harm at 
  all costs. 
  • 
  Zora Culkin is motivated to discover the truth behind 
  the destruction by any means necessary, as she 
  viewed the people of the community as her wards, 
  and the malefactors should be brought to justice. 
   
  Zora Culkin offers the group a total of 150 gp if they 
  retrieve the young woman and bring her to Culkin 
  Manor—near the Tower of Arcane Might—before the 
  Hawks take her into custody for questioning. She also 
  suggests that once they have liberated the woman they 
  should do their best to move through the city discreetly.  
   
   
   
   
  My Character Wouldn’t Do That! 
  Characters that are lawful in alignment may take issue in the 
  mission. In such a case, stress the fact that Mulmaster’s key 
  organizations maintain their power through the exquisite 
  application of fear upon its citizenry. Lawful good and lawful 
  neutral characters are generally disposed to uphold laws that 
  serve justice and the common weal, not those enacted for the 
  sole purpose of lining the pockets of the rich. 
   
  Similarly, feel free to show the party firsthand the depth of the 
  corruption that is prevalent among the City Watch, who regularly 
  engage in extortion through protection rackets, shaking down 
  citizens according to profile rather than action, and generally 
  solving problems through mindless, brute force as they move 
  through the city on their way to the Hospice. 
  The House of Suffering 
  The House of Suffering has the following general 
  features: 
  General Features 
  The general features of the hospice are as follows: 
   Area. The hospice is a large rectangular building 30-
  feet wide by 50-feet long with a 15-foot high ceiling. The 
  floor consists of planks over hard, packed earth. 
   Furnishings. The entire space of the building is littered 
  with cots and other makeshift beds. More than half of 
  these are full with the injured and infirm. There is little in 
  the way of sophisticated healing equipment here, though 
  if the characters wished they could scrounge up enough 
  materials to make two potions of healing, two healing 
  kits, and two herbalism kits. Not without arousing 
  suspicion, of course. 
   Light. The light inside the hospice comes mainly from 
  candles in six iron stands, strategically placed throughout 
  the building. It is brightly lit inside. It's evening, but the 
  dark, narrow streets are lit with an occasional gaslamp. 
   Sounds. There are a good number of patients here, the 
  building's silence is occasionally broken by the sound of a 
  lay priest attending to one of the patients, or a raucous 
  bout of snoring from a sleeping City Watchman. Groaning 
  and crying of the sick and wounded. 
   Smells. The smell of sickness is countered by burning 
  incense at the small shrine to Ilmater along the southern 
  wall of the hospice. Though it is poor, the shelter is as 
  clean as the lay priests can make it. 
   
   
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  9 
   
   
  The doors of the squat, brick building ahead of you are open, 
  welcoming all into the meager comfort offered within. The two 
  City Watch standing near the entrance show only minor interest 
  in your group as you enter. 
   Within are numerous cots and makeshift beds, more than half 
  of which are occupied. Six tall iron candelabras provide bright 
  light in the scrupulously clean if sparsely furnish room. Several 
  people dressed all in grey with grey skullcaps move about the 
  room. A City Watch guard leans against the wall next to the bed 
  of one of the patients while his partner has commandeer one of 
  the few chairs in the room, with his feet up on the patients’ bed 
  his snores are an odd counterpoint to the groans coming from 
  other areas of the room.  
  The Building 
  The hospice run by the priests of Ilmater (God of 
  Martyrdom and Suffering) is a slapdash, but clean, 
  shelter. The accommodations for the patients are quite 
  spare, with little more than a bed and a chamber pot. At 
  the far end of the building are a number of a 5-foot-by-5-
  foot cells that house the resident priests. Anyone can 
  plainly see that the priests outnumber the cells 2-to-1; 
  likely indicating that the cells are shared and they 
  alternatively sleep and work in shifts. Beyond the cells, a 
  rear door exits into a narrow alley a mere five feet away 
  from the city wall. Piles of soiled bandages are in tidy 
  bundles—likely waiting to be taken away to be 
  laundered—are stacked neatly beside the door. 
  The Guards 
  A total of four guards are stationed at the House of 
  Suffering. Two stand near the entrance facing Southroad 
  Keep while the other two are posted at the bed of one 
  patient in particular. One of them fiddles with a deck of 
  playing cards while the other snores loudly with his feet 
  propped up on the bed's frame. Suffice to say, this patient 
  is likely who the characters are looking for. 
   Convincing the guards to relinquish their charge can be 
  tricky; they're under strict orders to keep an eye on her 
  until she is well enough to be taken to the Southroad 
  Keep and remanded to the custody of the Hawks. Any 
  character succeeding at a DC 12 Charisma (Deception) 
  check successfully manages to dupe the guards into 
  turning her over. The DC is the same for those attempting 
  to use honeyed words or threats, but such characters 
  have disadvantage on such checks; the guards know 
  better than to disobey orders, even if asks them nicely. 
  Luckily for the adventurers, however, the members of 
  Mulmaster's City Watch not particularly principled; they 
  are well known for their corruption. Any Charisma check 
  attempted by a character offering a bribe in excess of a 
  gold piece is made with advantage. If successful, the 
  guards leave the House of Suffering. However, they 
  return 15 minutes later after being admonished for 
  abandoning their post. If they characters are there when 
  they return, the guards attempt to subdue them. If 
  successful, they are taken to Southroad Keep where Zora 
  Culkin bails them out the following morning. 
   Otherwise, the guards stationed here absolutely do not 
  expect any trouble. However, if trouble should arise, they 
  shout an alarm; calling for reinforcements from a watch 
  shack across the street. Backup, consisting of an 
  additional six guards, arrives and enters initiative at the 
  beginning of the third round. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: No backup arrives 
  • 
  Weak party: Only four guards arrive as backup 
  • 
  Strong party: Replace the two guards standing guard at the 
  door with two thugs 
  • 
  Very strong party: Replace the two guards standing guard at 
  the door with two thugs; replace two guards in backup patrol 
  with two thugs 
  The Staff 
  The lay clergy of Ilmater, eight commoners, working at 
  the hospice are kind and gentle. They care only for the 
  wellbeing of those in their care. That said, they are in 
  favor of the characters’ plans to retrieve the patient. Once 
  the guards have been either slain, subdued, or otherwise 
  dealt with, they assist the characters in preparing the 
  young woman for travel. They are willing to provide a 
  litter with which to carry the woman through town, but if 
  the characters have made other plans or arrangements, 
  they assist to the best of their ability. However, they do 
  not leave the hospice with the characters; they provide 
  what help they are able and remain behind. The Ilmatari 
  do have titles other than Brother or Sister. All wear the 
  symbol of Ilmater (two pale hands with a red cord 
  wrapped around the wrists) either as a pin over the heart 
  or a chain around their neck. 
   As easy as convincing the priests to release the woman 
  might be, the characters must assuage their concerns 
  over the harm that she might incur in moving her. The 
  priests insist that, at the very least, she be carried through 
  the street on a litter. Allow the characters to come up with 
  creative ways to convince the priests otherwise. Rolls 
  shouldn't supplant ingenuity here. 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  10 
   
   
   In the unlikely event that the characters attack the 
  unarmed and unarmored clergy for some reason, the fight 
  is over quickly, the priests make no attempts to defend 
  themselves or attack the characters—they only interject 
  themselves between the adventurers and their patients to 
  ensure that no harm befalls those in their care. Any 
  situation that involves the death of the priest at the hand 
  of a character is likely one of outright murder.  
  The Patient 
  The patient is a young human woman who, in addition to 
  many cuts and bruises, has suffered extensive burns over 
  much of the right side of her body. Worse still, it is likely 
  that she has lost her right eye, judging by the bandages 
  that cover it. Any of the staff questioned about the young 
  woman explains that she is in a deep state of shock and 
  was badly dehydrated when found. 
   A close examination of the woman's body also reveals 
  the remnants of a curious tattoo, partially burned away. A 
  successful DC 15 Intelligence (Arcana) check reveals that 
  the tattoo appears to be a modified version of the Old 
  Chondathan rune for “flame.” 
   The woman, Ravia, can be revived. If healed through 
  the use of cure wounds, a healing kit, or any other ability, 
  she wakes up. However, she is still very weak and quite 
  disoriented due to the trauma she has experienced over 
  the last few days. She seems oblivious to what is going on 
  and speaks little. When she does speak, she utters only 
  the words "fire and ash" in little more than a whisper. 
  Despite this, she is able to walk with assistance—albeit 
  rather slowly. This allows the adventurers to transport 
  her to Culkin Manor with a minimum of suspicion, 
  provided they conceal her very, very obvious wounds. 
  Treasure 
  If slain or subdued, the guards have a total of 25 gp 
  among them and one of them wears a gold chain worth 
  50 gp. Two potions of healing, two herbalism kits, and 
  two healing kits can be looted from the hospice, though 
  the potions and kits are likely meant for the patients at 
  the hospice and the Ilmaterians frown on the act. 
  Additionally, if the characters did not kill any of the 
  guards at the hospice, Zora Culkin rewards them with an 
  additional 25 gp. 
  XP Award 
  If the characters are extraordinarily clever in dealing with 
  the guards or manage to avoid combat with the guards, 
  award each character 25 XP. 
  In Transit 
  The adventurers, in possession of the unconscious Ravia, 
  must move her across town to Culkin Manor. Zora Culkin 
  resides more or less on the opposite side of town from the 
  House of Suffering. This represents quite the trek 
  through neighborhoods of various social strata, including 
  passing within eyeshot of the Tower of the Blades and the 
  Black Lord's Altar. 
  How Did They See Us? 
  Despite all precautions, the adventurers are eventually spotted as 
  they make their way toward Culkin Manor. There are just simply 
  many eyes in the city to escape all notice, and too many people 
  on the Hawks’ payroll providing surveillance to the state. Anyone 
  might be taking money from the Hawks, Cloaks, or Blades in 
  exchange for information. Anyone. This is an underlying theme 
  that should begin to color very nearly every NPC interaction in 
  the game. 
   
  The trip from the hospice to Culkin Manor should feel 
  dicey and dangerous regardless of any precautions taken. 
  Describe the gaze of strangers passing across the group 
  no matter their appearance or method of conveyance. If 
  they travel on foot, other pedestrians and guardsmen take 
  notice of the girl shuffling along or carried as if in a 
  stupor. If they hire a carriage or wagon, describe 
  undesirables sizing them up—as if aiming to rob or follow 
  them.  
   When you are ready, proceed to Part 2, below. 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  11 
   
   
  Part 2: A House Divided 
  As the adventurers travel from poorer districts into richer 
  districts, they notice that the ranks of the City Watch are 
  replaced more and more by members of the Soldiery—
  cool and professional in their polished armor and 
  weapons. 
   At this point, word of the adventurers’s whereabouts 
  has found its way to the hands of Sark Tolliver, who is 
  now preparing an attack on Culkin Manor during the wee 
  hours of the night. 
  Culkin Manor 
  Culkin Manor is located in a wealthy neighborhood just 
  near the Tower of Arcane Might in the northwest part of 
  Mulmaster. 
   When the characters arrive at Culkin Manor, read the 
  following. 
   
  Despite the dim light of the evening and your unfamiliarity with 
  the neighborhood, you easily find Culkin Manor. The three-story 
  manor house features large cream and red banners on each 
  wall, emblazoned with the crest of House Culkin. 
   As you set foot on the Culkin grounds, you notice that the 
  interior of the manor house is well lit. A pair of guards at the 
  front of the house nod and open the heavy oak doors for you, 
  stepping aside to let you pass. You are obviously expected. 
   
  Upon arriving at the manor, the adventurers are greeted 
  by Zora Culkin's servant, Dawsom. He escorts the 
  characters to Zora Culkin’s private study on the second 
  floor. He engages in idle banter, but speaks nothing about 
  their arrangement with his mistress. 
  Roleplaying Dawsom 
  Dawsom, by all outward appearance, is a model servant, 
  referring to his mistress as “my lady” and everyone else as “sir,” 
  “madam,” or “miss.” Dawsom is a human male in his early 
  sixties, a shade under six feet, with receding, white hair cut short 
  and a receding hairline. 
   
  However, Dawsom has a secret. He has grown resentful of 
  his family's legacy and wishes for something more. To that end, 
  he has accepted an offer from the Hawks to spy on his mistress 
  and her dealings with the Lords’ Alliance. Because of this, his 
  typical cordiality is cut with an edge of suspicion and unease. 
   
  Despite his betrayals, he still loves Zora Culkin like a family 
  member and is protective of her physical well being. 
  Zora Culkin 
  Zora Rosealine Culkin is currently in her library, pouring 
  over a book when the adventurers arrive. 
   
  This room has tall bookshelves lining the walls, each full of 
  hundreds of books, tomes, and scrolls covering hundreds of 
  different subjects. An oversized chair sits in corner beside a 
  table set with an ornate oil lamp. 
   Zora Culkin is reclining in the chair, pouring over a book when 
  you arrive. “I’m glad you returned.” She says, setting the book 
  on the table. “Dawsom, please prepare rooms for the young 
  woman and our guests. Once you’ve done that, I am sure you 
  could find something for them to eat.” 
   
  Dawsom shuffles away to do as he was bid, and Zora 
  Culkin asks that one or more of the adventurers 
  accompany him with the unconscious woman and secure 
  a place for her to rest. If any of the adventurers stay 
  behind, she briefs them on her expectations, otherwise, 
  she waits until the adventurers return. 
   Because of the lateness of the hour, Zora Culkin invites 
  the adventurers to stay in one or more of the three other 
  disused bedrooms on the second floor as her guests. She 
  had the rooms prepared in anticipation of the success of 
  her plans before her staff left for the day. She doesn't 
  anticipate any trouble with the Elmwood survivor, but 
  would like them on hand in case she is upset when she 
  recovers. Zora Culkin also assures them that their reward 
  will be settled up in the morning. 
   Given the hour, Dawsom prepares a light meal of meats 
  and cheeses for Zora Culkin and the adventurers; it is 
  complete with wine, ale, or whatever else they might like 
  to drink. He even has a bottle of chilled cow's milk—quite 
  the rarity. 
   For the remainder of the evening, the characters have 
  idle time that they may spend as they choose. Here are 
  some suggestions. 
   
  • 
  Any character with the Medicine skill or access to 
  magical healing can tend to Ravia, now worn out 
  from her trip to the manor and fast asleep. 
  Regardless of the extent of their success, she is still 
  suffering from her ordeal; at best, she wakes up and 
  whispers the words "fire and ash" before succumbing 
  to sleep once more. 
  • 
  Zora Culkin is a skilled wizard and enjoys discussing 
  magical theory. Those who wish to indulge her 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  12 
   
   
  endless talking find her an engaging participant in 
  such conversation. 
  • 
  Similarly, the home has a well-appointed library and 
  characters can find no end of interesting things to 
  read. 
  • 
  The kitchen is similarly well-stocked and Dawsom is 
  happy to prepare for them whatever they might like 
  to eat or drink. 
   
  Regardless of how they spend their evening, Zora 
  eventually retires to her chambers for the night. She 
  ensures that the characters know they have free reign of 
  her grounds, but asks only that they keep the noise to a 
  minimum. 
   The adventurers may be expecting trouble. If so, they 
  are free to set a watch. Note where they are when the do 
  so, as it may be important during beginning of the attack 
  on the manor. 
   Once the adventurers have bedded down for the night, 
  proceed to Welcome Intruders, below. 
  Welcome, Intruders 
  Three hours after bedding down for the night, agents of 
  Sark Toliver and the Cult of the Eternal Flame lay siege 
  to Culkin Manor in an attempt to retrieve Ravia from 
  within. While Toliver has a cadre of his own thugs and 
  ruffians in his employ, the Cult of the Eternal Flame has 
  leant their aid in recovering Ravia. 
  General Features 
  Culkin Manor has the following general features. 
   Area. The mansion itself is a rather large, two-story 
  manor, perhaps 100 feet side—including the front 
  landing. 
   Light. The interior of Culkin Manor is well-lit by oil 
  lamps in sconces lining the main hall and staircases. 
   Sounds. None. Zora Culkin resides in the large home 
  alone. Save for her activity and the shuffling feet of 
  Dawsom, her servant, the home is usually utterly silent. 
   Smells. Dusty air. Cooking. Alchemical odors. 
   Furnishings. Couches, chairs, and a variety of tables. 
  Chandeliers hang from the ceilings, and a number of 
  large tapestries from the walls. Any number of these 
  items can be used to thematic effect during combat. 
   Fire. Each encounter area has a few areas of burning 
  debris. These areas are treated as difficult terrain. 
  Additionally, any creatures that enter or starts their turn 
  within the area must succeed at a DC 13 Dexterity saving 
  throw or suffer 3 (1d6) fire damage. 
  During the wee hours of the night, the Cult of the Eternal 
  Flame strikes. 
   
  The night's silence is shattered by a loud crash elsewhere in the 
  manor. The sounds of shouting and clomping boots can be 
  heard reverberating through the home. 
   
  This is the sound of the agents of Sark Toliver and the 
  Cult of the Eternal Flame coming to retrieve Ravia. 
  During this siege, the characters engage in three 
  successive encounters, chosen by the DM at random or by 
  preference. Once an encounter has been chosen, the 
  characters are able to determine where it is occurring 
  without the need for a check. 
  The Adventurers 
  The characters begin this part of the adventure either 
  asleep in one of the three unused bedrooms in the manor 
  or awake in a location of their choosing. However, due to 
  the exceptionally late hour, players should be asked to 
  rationalize what their character is doing if not asleep in 
  bed. When the siege begins, the characters have not yet 
  rested enough to receive the benefit of a long rest. Note 
  that there is no penalty for the characters to sleep in their 
  armor, it is reasonable to assume that they would be 
  doing so while on the job. 
  Ravia's Room 
  One or more characters may wish to remain behind with 
  the woman. Allow this, but in-so-doing, they must "split 
  the party" if they wish to stop Toliver's agents.  
   In such a case, Dawsom shows up accompanied by a 
  pair of house guards wearing the red and cream of House 
  Culkin. After instructing the adventurers to go and fend 
  off whomever is downstairs, he and the guards hurry into 
  Ravia's room. The characters can hear the click of the 
  door's lock and what sounds like furniture being moved to 
  further safeguard Ravia. 
   What the characters don’t realize, however, is that the 
  two guards are actually two spies in the employ of Sark 
  Toliver. They are here to rescue Ravia. And while they 
  would prefer to do so without being noticed by the 
  adventurers, they are not above attacking at an opportune 
  time (such as would arise if the group splits up to both 
  guard the woman and combat the intruders downstairs, 
  simultaneously). 
   The spies's weapons are equipped with slumber resin 
  (see Sidebar, below). If the characters manage to avoid 
  the poison's effects, the spies do not kill them—only 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  13 
   
   
  incapacitate them. As detailed in "Traveling between 
  Encounters", above, characters must succeed on Wisdom 
  (Perception) checks to hear one another if separated by 
  area. 
   If the entire party hunkers down and stays in Ravia's 
  room, the two spies accompanying Dawsom attack. At the 
  same time, the foes contained in an encounter chosen by 
  the DM burst through the door or the room's window (if a 
  flying creature). At the end of the fourth round, the foes in 
  the second encounter follow suit, followed by the foes 
  from the third encounter four rounds after that. 
   Once the spies are alone with Ravia, They flee with her 
  through the room's window and scale a rope down to the 
  street below to a waiting wagon. 
  Slumber Resin 
  The spies's weapons are coated with a thick, viscous poison 
  called slumber resin. When the target takes at least 1 point of 
  slashing or piercing damage from the weapon used to deliver the 
  poison, the target must succeed at a DC 13 Constitution saving 
  throw or be poisoned for 10 minutes. The target is also 
  unconscious while poisoned in this way. The creature wakes up if 
  it takes damage or if another creature takes an action to shake it 
  awake. 
  Encounters 
  Most of the rooms in the manor contain an encounter 
  option once the siege begins. The characters should not 
  encounter each of them. Instead, the DM should choose 3 
  encounters adjusted as follows. Shortly after the 
  adventurers complete an encounter, the next begins. Due 
  to the amount of noise caused by the creatures in the next 
  encounter, the characters are able to figure out what area 
  of the house to travel to next. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this series of combat 
  encounters. These are not cumulative. 
  • 
  Very Weak: 3 easy encounters 
  • 
  Weak: 2 easy encounters, 1 medium encounter 
  • 
  Average: 3 medium encounters 
  • 
  Strong: 2 medium encounters, 1 hard encounter 
  • 
  Very Strong:  3 hard encounters 
   
  Traveling Between Encounters 
  As Toliver's agents enter the home from different places, 
  the characters have to move throughout the home 
  throughout the raid. Any character that leaves one room 
  to go to another spends 2 full rounds doing so. If the 
  destination is on a different floor, the time is doubled. 
  This is also an opportunity for the characters to get 
  creative. If, for example, a character is on the 2nd floor 
  and is racing to an encounter on the first, he may attempt 
  to slide down the bannister or simply leap off the 2nd 
  floor landing. In either case, dispense ability score checks 
  or damage where necessary, but not to excess. If 
  successful, the amount of time needed to get to the next 
  area is cut by half. 
   When dealing with groups that have split their forces, 
  any characters located in a different area than another 
  must succeed at a DC 10 Wisdom (Perception) check, 
  due to the distance between the areas. This check is 
  made with disadvantage due to the sheer amount of noise 
  being made during the siege. 
  Culkin Manor (Ground Floor) 
  The ground floor of the manor is a series of rooms 
  surrounding a large, central gallery. 
  1. The Gallery (Easy) 
  This large room is decorated with busts, paintings and 
  hangings depicting the lives and times of House Culkin. A 
  large, central staircase leads to the second floor landing. 
  An ornate crystal and brass chandelier hangs in the 
  center of the room near the second floor landing. 
   A group of four bandits entered the manor through the 
  front door. Aside from their normal weapons, each of 
  them also carries a torch (treat as a club). When the 
  characters arrive, they are busy lighting wall-hangings 
  and curtains on fire. There are no signs of the guards that 
  had been guarding the doors when the characters entered 
  the manor. 
  2. The Grand Room (Easy) 
  This open room is empty save for a grand piano in one 
  corner beside a large hearth. It is decorated in the typical 
  trappings of wealth. 
   A thug is here with two mastiffs. The mastiffs are 
  wearing leather barding which increases their AC to 13. 
  3. The Kitchen (Medium) 
  A fire burns in the huge hearth on the far wall of this 
  room. A wide counter winds around the wall, with a 
  number of pots, pans, and other cooking implements 
  stacked and hung neatly within reach. A door to the left 
  leads to a modest pantry, well-stocked with food. A 
  trapdoor in the floor of the pantry leads to a cellar, with a 
  number of wine racks. 
   Cultists of the Eternal Flame have summoned five 
  smoke mephits from the burning kitchen. They are 
  torching the place and generally causing mayhem. 
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
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  4. The Dining Hall (Hard) 
  This extravagant dining hall features a large hearth on the 
  far wall and a long table of dark wood in its center. 
  Tapestries of red and cream hang from the wall. An 
  ornate crystal and brass chandelier hangs in the center of 
  the room. 
   An iron-bound wagon carrying three fire snakes and 
  led by two panicking horses has smashed through the 
  wall of the dining hall. The fire snakes have emerged from 
  the wagon and begin wreaking havoc on the place.  
  5. The Library (Medium) 
  This room has tall bookshelves lining the walls, each full 
  of hundreds of books, tomes, and scrolls covering 
  hundreds of different subjects. An oversized chair sits in 
  corner beside a table set with an ornate oil lamp. 
   A cult fanatic and four cultists are here, searching the 
  books for anything of importance and setting the rest on 
  fire. When the characters arrive, much of the shelves and 
  their contents are on fire. The flaming books can be used 
  as an improvised thrown weapon (1d4 bludgeoning 
  damage plus 1 fire damage). 
  6. The Garderobe (Medium) 
  This small, cramped room contains a typical privy and a 
  handsome copper wash basin on a table, full of clean 
  water. Pungent, dried herbs and perfumed wall hangings 
  mask any unpleasant odors one would usually find in 
  such a room. 
   Three magmins have climbed out of the garderobe and 
  are in the hallway separating the library from the parlor. 
  They are covered in the stinking, burning remnants of 
  whatever muck they crawled through to arrive here. Any 
  creature within 5 feet of one of magmin must succeed at a 
  DC 10 Constitution saving throw or be poisoned until 
  they are no longer adjacent. 
  7. The Parlor (Hard) 
  This room is furnished with a number of comfortable 
  looking couches and chairs, all of which are covered in 
  sheets to keep the dust away. It is obvious that Zora 
  Culkin hasn’t had company in a good while. 
   A veteran and a thug are here, hacking away at 
  whatever they can find. Each is armed with a torch in 
  addition to their primary weapon (treat as a club). They 
  ignore the sleeping noblewoman, but the characters must 
  exercise care in not injuring her themselves in the fight. 
  Culkin Manor (2nd Floor) 
  The second floor of the manor is similar to the first, 
  though slightly less used. 
  1, 2, 3, or 4. Unused Bedrooms (Easy) 
  This modestly-sized bedroom is full of furniture, all of 
  which is covered by sheets, likely to protect it from dust 
  and vermin. Unlike previous rooms, no decorations are 
  present. 
   Three steam mephits are here, each carrying a torch 
  and gleefully lighting things on fire. 
  5. Zora Culkin’s Chambers 
  This large room has a beautiful canopy bed of dark wood 
  with fine dressings. A table rests to each side set with an 
  oil lamp. A book lay open, face down on one of the tables. 
   Zora Culkin is asleep in her bed when the characters 
  arrive. Despite their best efforts, they are unable to wake 
  her. Unbeknownst to the adventurers, Dawsom slipped a 
  potion into her wine at dinner that has placed her in a 
  deep, deep slumber. No amount of jostling can wake her. 
  Neither will any spell or ability that removes poison or 
  disease. 
   It is Dawsom's hope that she sleeps through the siege 
  and be spared any violence. 
  6. Zora Culkin’s Office (Hard) 
  This well-furnished room features a desk beside its only 
  window—cramped with piles of paper and books. A large 
  table also sits in the center of the room. 
   A flameskull has been called into support Sark 
  Toliver’s assault on Culkin Manor. The creature is using 
  its fire ray to torch the contents of the room. 
  Burning Down the House 
  As the encounters progress, the fires within the manor 
  begin to burn in earnest. Walls are soon engulfed in 
  flame, the higher spaces near the ceiling are clouded in 
  smoke, etc. 
   Once the characters have succeeded at all three 
  encounters, upon returning to Ravia's room, they find the 
  door (still) locked and barred. No amount of knocking 
  yields any response. After a fair amount of banging and 
  lock picking, they find that she is gone (along with 
  Dawsom and the two house guards that accompanied 
  him, if they were used). If the characters go back for Zora 
  Culkin, they find her safe in her bed—sound asleep. 
    
   
  
    
   
   
   
   
   
   
   
   
   
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   Five minutes (50 rounds) after the commencement of 
  the attack, the house begins to collapse. If, for some 
  reason, the characters are still within the manor, they 
  suffer 3 (1d6) fire damage each round and must succeed 
  at a DC 10 Constitution saving throw or suffer one level of 
  exhaustion from smoke inhalation so long as they are 
  within. If the adventurers do not go back for Zora Culkin 
  by this point, she is consumed in the fire and slain. 
   Once everyone is free from the blazing inferno, the 
  characters need to decide what to do next. It is shortly 
  after 3 bells, so finding a safe place to bed down and 
  finish their long rest would be ideal. Allow them to decide 
  before moving on—it has little impact. 
   If, miraculously, the characters managed to prevent the 
  Toliver's agents or the cult from reclaiming Ravia, she 
  simply disappears during the confusion following the fire. 
  The last character to see her finds only a pile of 
  smoldering cinders in her place. 
  Stopping the Fire 
  The problem for the characters is if they take to much  time to 
  trying to stop the fire before continuing on to the next encounter 
  then the fire in the next encounter would be more advanced. Also 
  at this level there is not much beyond the spell create water that 
  might assist them and using that often means less available 
  healing. That said award those who think of quick or imaginative 
  ways to slow/stop the fire with an additional minute per 
  successful attempt before the house collaspes. 
  XP Award 
  If the characters managed to prevent the Toliver's agents 
  or the cult from reclaiming Ravia, award each character 
  25 XP. 
   
  Where To, Now? 
  The following morning, Zora Culkin (if dead, Pieron 
  Ramdon) rewards the party an additional 100 gp for their 
  part in defending her manor.  
   Zora Culkin (Pieron) presents the following 
  information. 
   
  • 
  Culkin (Pieron) is determined to retrieve Ravia. 
  Unfortunately, between the drug administered to her 
  and smoke inhalation (or, in Pieron's case, his 
  crippled leg), she (he) is in no shape to track down 
  the attackers herself. 
  • 
  A series of wagon tracks indicate that a wagon was 
  parked beneath the window of Ravia's room. They 
  lead away from Culkin Manor. Other members of the 
  Lords Alliance have tracked the wagon's passage to 
  the Zhent Ghettos on the southern edge of town. 
  • 
  The trail went cold there, though. Despite a couple 
  hours of searching, they were unable to find the 
  wagon, let alone its occupants. 
  • 
  The two most obvious methods of tracking down the 
  kidnappers’ destination are following the tracks left 
  by the wagon, or questioning any of the saboteurs 
  that the adventurers took alive during the melee. 
   
  If the characters spared one of the raiders, she divulges 
  the following information. 
   
  • 
  She was paid in coin by a middle man and has no 
  idea who she was working for. She was terrified 
  when she saw some of the monsters that joined in 
  the attack. 
  • 
  She and the other kidnappers were instructed to 
  simply dump the unconscious woman on a trash 
  midden in the alley behind the disused temple to 
  Cyric. 
  • 
  The captive doesn't know why they were sent to fetch 
  the girl, only that they were to torch the place once 
  they did. The “old butler” was supposed to help them 
  get in the manor house. 
  What? Zora Culkin is Dead? 
  If Zora Culkin was slain in the attack, the adventurers are 
  approached by a representative of the Lords Alliance; 
  Pieron Ramdon. 
  Roleplaying Pieron Ramdon 
  Pieron Ramdon is a former soldier from Cormyr who relocated to 
  the Moonsea region to find his fortune. An imposing figure of a 
  man, Pieron walks with a noticeable limp acquired in his more 
  violent years. 
   
  The years since those have been well enough. He looks more 
  or less like the striking man with dark hair and eyes that he was 
  in his youth, except his hair is a bit greyer and his midsection a 
  bit more round. He has a booming voice that is sure to demand 
  obedience. 
   
  Proceed to “Part 3: Fire in the Underbelly” when the 
  adventurers are ready to enter the Zhent Ghetto. 
   
   
  
    
   
   
   
   
   
   
   
   
   
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  16 
   
   
  Part 3: Fire in the 
  Chapterhouse 
  The adventurers travel to the gritty, squalid streets of the 
  Zhent Ghetto in order to find the sole survivor of the 
  destruction of Elmwood. 
  The Zhent Ghetto 
  When Zhentil Keep was destroyed, many Zhents fled to 
  Mulmaster, seeking refuge. Mulmaster, however, had little 
  interest in maintaining their alliance. Despite this, the Council of 
  Blades eventually permitted the refugees to take up residence in 
  the city, though to this day, they are still treated as outsiders. For 
  the most part, they reside in the southern-most part of the city in 
  sprawling ghettos that hug Mulmaster's outer walls. They are 
  heavily taxed, denied the rights of citizenship, and persecuted by 
  the city's government and its populace. 
   
  Whether the adventurers found out about the old temple 
  of Cyric or are simply on the hunt for clues to the 
  kidnappers’s destination, they have to talk to the locals to 
  find what they are looking for, even if it’s just directions to 
  the temple. The streets of the Zhent Ghetto are all but 
  impossible for any outsider to navigate. 
   Getting the locals to open up can be difficult, but the 
  characters eventually figure out where to go. However, if 
  time permits, this is an excellent opportunity to introduce 
  the characters to this area of Mulmaster. Here are some 
  suggestions for possible roleplaying encounters. 
   Non-Zhentish Characters, Nobles, Outlanders. Trying 
  to pry loose answers from the populace earns the 
  characters foul looks and even a glob of spittle or two. 
  Even bribery does not seem to make things better; the 
  locals tell any lie they can dream up for a chance at some 
  quick money. If the adventurers flash too much gold while 
  trying to grease the locals, they may even be led into an 
  ambush, where they can expect to be jumped by a gang of 
  three bandits in a dark alley.  
   Zhentarim Members, Criminals, Urchins. These 
  characters might find that they are treated remarkably 
  well—by everyone but the City Watch, that is. 
   Others. Individuals of this ilk find a comfortable middle 
  ground. It takes a bit of asking around, but once a few 
  coins have been dropped and debts exchanged, these 
  characters are led to the former temple of Cyric without 
  incident. 
   When the party is ready to move on the ruined temple 
  of Cyric and the hidden Chapterhouse of the Eternal 
  Flame located within, go to the section titled “House of 
  Lies” to proceed. 
  House of Lies 
  The small temple dedicated to Cyric has been ruined for 
  decades. Gaining entry into the temple of Cyric is as 
  simple as walking through the front door. Every window 
  was broken decades ago and boarded over, before the 
  boards themselves were removed for firewood, allowing 
  daylight into the ruined structure. The pews suffered a 
  similar fate. Now only braces in the floors indicate where 
  any seating had ever existed. 
   Only one remnant of Cyric’s worship remains: the 
  sacrificial altar to the former Lord of Murder is still there. 
  Destroying pews is one thing, but none are desperate or 
  crazy enough to try stealing the marble altar. It is because 
  of the weight of Cyric’s unholy reputation that the hidden 
  temple beneath the temple has escaped scrutiny for so 
  many years. 
   Finding the secret passage beneath the altar is 
  surprisingly simple. Any character searching around the 
  altar finds sign of recent passage. The dust surrounding it 
  has been disturbed by footprints and what looks like the 
  altar itself sliding to the side. From there, it is simply 
  spotting the secret catch on the back of the marble altar. 
  Activating it causes the massive altar to slide to one side, 
  revealing a staircase leading down into the depths. 
  The Chapterhouse of Eternal 
  Flame 
  Immediately after laying eyes on the hidden chamber 
  beneath Cyric’s temple, it is immediately apparent that 
  the construction is completely different. 
  General Features 
  The chapterhouse has the following general features. 
   Area. The chamber is 40-by-40-foot chamber of 
  exquisite construction. Though it seems to be of dwarven 
  manufacture, it is not—something that dwarves 
  immediately recognize. A number of braziers are set 
  around the room, unlit and empty. 
   Runes. Foot-wide runes cover the wall in orderly rows. 
  Although they appear to have been carved into the wall, 
  closer examination reveals that they have been burned 
  into the stone with remarkable precision. The runes are a 
  form of Ignan; anyone who can read the characters 
  interprets them to be a recounting of a number of 
  different aspects of fire. 
    
   
   
  
    
   
   
   
   
   
   
   
   
   
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   Light. As the player characters enter the hidden 
  Chapterhouse, the entry chamber is pitch black, so the 
  only light is what they bring in with them. Later, as the 
  encounter here unfolds, the elemental symbols of Fire 
  begin to glow dully, casting dim light throughout the 
  temple. 
   Sound. Falling dust. Chittering vermin. Crackling 
  Flame. 
   Smells. Burnt flesh and hair. Smoldering coals. 
  1. The Burning Indoctrination 
  As the adventurers approach the far end of the chamber, 
  they immediately spot one enormous, three-foot-tall rune 
  covering what appears to be a door hewn from a single 
  sheet of volcanic glass, so thin that it is nearly 
  translucent. Anyone able to read Ignan identifies the 
  symbol, which reads “Eye of Flame.” 
   If the characters attempt to touch or otherwise interact 
  with the stone slab, the altar in the temple above suddenly 
  slides smoothly back into place, blocking the exit at the 
  top of the staircase.  
   
  On cue, a low, gravelly voice echoes throughout the chamber, 
  speaking in Common. “WHO WATCHES THE WORLD BURN?” 
   
  The only correct answer to this riddle is the passphrase 
  used by the Cult, “Imix, servant of the Elder Eye,” spoken 
  in Ignan. Any other answer triggers the manifestation of a 
  group of mephits bound to protect the hidden temple. 
   
  The braziers in the room burst into flame and the air becomes 
  full of choking smoke. From the now smoldering bowls, a 
  handful of small, winged figures of fire claw their way free and 
  move towards you, malice burning in their glowing eyes. 
   
  Using the wrong passphrase summons three magma 
  mephits and two smoke mephits, who attack the party. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove two magma mephits, one smoke 
  mephit 
  • 
  Weak party: Remove two magma mephits 
  • 
  Strong party: Add one magma mephit, two smoke mephits 
  • 
  Very strong party: Add three magma mephits, one smoke 
  mephit 
   
  Once the mephits are defeated, the fiery essence of the 
  runes dull back down to the color of normal stone, and 
  the stone slab unseals of its own accord, leading further 
  into the Chapterhouse. 
  Treasure 
  Oddly enough, when slain, gems are recoverable amongst 
  the mephits remains. Warm to the touch, they are worth a 
  total of 50 gp. 
  2. The Cells 
  The door leads into a 10-foot-wide hallway, with three 
  rooms on each side, and a set of iron double doors at the 
  end of the hallway. 
   An investigation of the rooms reveals that they are 
  currently being used as living quarters. Every room 
  contains a crude bunk of wood and hay, a weapon rack, 
  an armor stand, and a metal chest. Three of the chests 
  are empty. Two of the chests are unlocked, revealing 
  nothing more than clothing and a total of 5 gp. However, 
  the iron chest in the last room is locked. Any character 
  using a set of thieves' tools that succeeds at a DC 20 
  Dexterity check unlocks the chest. 
  Treasure 
  Inside are several sets of clothing, a journal bound in 
  oiled leather, 95 gp neatly stacked, a potion of healing. 
  Ravia (see Area 3, below) carries the sole key to this 
  chest. The characters may choose to break the chest 
  open, but it is very difficult and makes a tremendous 
  amount of noise (AC 19, 18 hit points). 
   In addition to the chest, Ravia's staff of charming is 
  leaned against the wall of this cell. 
   The journal makes for interesting reading. The property 
  of Ravia herself, it describes several important entries. 
   
  • 
  Two pages make reference to a devastation orb. 
  Ravia did not know much about the orbs, so the 
  journal is silent on their creation or use, but she does 
  mention the rumor that the items can supposedly 
  summon destructive energies equal to that of a large 
  firestorm or even a volcano. 
  • 
  One page describes Ravia plans to receive cargo in 
  Elmwood and transport into Mulmaster. The 
  timetable fits in with the destruction of Elmwood 
  during Ravia’s visit. 
  • 
  Several entries mention a plan to forcibly recruit 
  worshipers of the Eternal Flame through the use of a 
  magical staff and a ritual circle. Early experiments 
  apparently resulted in the complete annihilation of 
  the subject’s consciousness, but later entries indicate 
  that the process may have finally been perfected. 
  
    
   
   
   
   
   
   
   
   
   
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  18 
   
   
  • 
  One entry mentions a “pet Hawk”, implying that 
  there is a traitor within the organization that may 
  work with the Cult of the Eternal Flame. 
   
  All that remains is the temple proper, located behind the 
  double doors at the end of the hall. The iron doors do not 
  allow much in the way of eavesdropping, but a woman 
  can be heard speaking loudly on the other side, though 
  the words remain indistinct. 
  3. The Temple of Imix 
  This chamber serves as the main body of the temple to 
  Imix. The room is expertly hewn from the same stone, but 
  covered in beaten brass plates. 
   The adventurers emerge into the heart of the 
  Chapterhouse, a temple dedicated to Imix. There, a 
  number of cultists wearing the leather aprons and 
  breeches typical of smiths surround the brazier. On the 
  platform beside Ravia is their life's work; what appears to 
  be a suit of stylized bronze armor.  
   
  This immense chamber is oddly-shaped, almost like a flame. At 
  the far end, an enormous, 10-foot-wide brazier burns fiercely. 
  Surrounding the brazier, a group of people stand chanting—-
  wearing nothing but heavy leather breeches and aprons, and 
  sporting thick, opaque goggles. Sweat courses from their bare 
  shoulders in the stifling room. A familiar-looking woman stands 
  on a raised platform on the far side of the brazier. Beside her on 
  the platform is what appears to be a set of rather large, bronze 
  armor. Seemingly fresh from the forges, it still glows red with 
  heat. 
   A man takes a cautious step toward the armor, but recoils in 
  pain at the last moment—likely from the intense heat. The two 
  workers behind him, however, anticipate the move and shove 
  him bodily into the suit. 
  The gut-wrenching sound and smell of burning flesh and hair 
  fills the air as the suits occupant screams in unfathomable 
  agony. Smoke roils and curls from gaps in the armor as tendrils 
  of flame begin to rise from the neck. Within moments, the 
  cultist’s entire head is wreathed in flame. 
   After a dozen terrible heartbeats the last of his screams fade 
  away. However, to your surprise, the unholy creation animates, 
  and leaps into the brazier—drawing a huge red-hot warhammer 
  from within it before moving in your direction! 
   
  The cultist has been "blessed" by Imix and has become an 
  azer. The azer attacks the party alongside the five cultists 
  (including Ravia), that are present here. Any cultists 
  present attack until slain. 
  Creating Azer the Easy Way 
  Typically, azer are created with a portion of their creator's inner 
  flame, which is then imbued into a body that the creator has, 
  itself, created. In this case, however, Imix has gifted his cult with 
  the ability to encase the spirits of long-dead azer into such 
  bodies through sacrifice and prayer. This is the roughly the 
  equivalent to an animate dead spell—a blasphemy of the natural 
  order of things. Were any azer to bear witness to this atrocity, 
  their rage would be unquenchable. 
  Adjusting the Encounter 
  Here are recommendations for adjusting the combat encounter. 
  These are not cumulative. 
  • 
  Very weak or weak party: Remove five cultists as they are 
  consumed in flame as the azer animates 
  • 
  Strong party: Replace one cultist with one cult fanatic 
  • 
  Very strong party: Remove five cultists, add two cult fanatics 
  Treasure 
  The characters find an iron key that unlocks Ravia's chest 
  on one of the cultist's (or cult fanatic's) bodies. 
  Roleplaying Ravia 
  Ravia is cruel, pernicious, and utterly convinced that she cannot 
  be stopped. Now that she is back within her element, she 
  delights in cruelly taunting the adventurers for their wasted 
  efforts, particularly if Zora Culkin was killed during the attack on 
  Culkin Manor. 
   
  Hoping to rattle them, she also describes, in graphic detail, 
  the destruction wrought on Elmwood by the devastation orb she 
  had in her possession. 
  Conclusion 
  The discovery and defeat of Ravia and her cultists, as well 
  as the revelations contained within her journal, are 
  viewed with hesitant cheer by the adventurers’ patron, 
  whether that patron is Zora Culkin or Pieron Ramdon. 
   
  • 
  If Culkin is alive, she invites the adventurers to stay 
  with her for the night so they can relate to her every 
  detail of their investigation they feel comfortable with 
  sharing. If Culkin Manor survived, she doubles the 
  agreed-upon reward for the liberation of Ravia from 
  the hospice. 
  • 
  In addition, Zora Culkin is thankful for the charac-
  ters's parts in saving her. Any characters that are ar-
  cane spellcasters earn the story award "To Wear the 
  Cloak" (see Favors and Enmities, below). 
  • 
  If Culkin Manor did not survive, or Ramdon is han-
  dling the party, the Lords’ Alliance furnishes Culkin 
  or Ramdon with enough funding to cover the initial 
  cost of the rescue. 
  • 
  Scarcely fifteen minutes after the party sits with their 
  
    
   
   
   
   
   
   
   
   
   
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  19 
   
   
  patron to discuss the best use of the journal, Sark 
  Tolliver arrives at their location with fifteen members 
  of the Soldiery (all veterans) accompanying him. He 
  immediately demands that they turn over the journal, 
  claiming that it is for an internal investigation into 
  the Hawks. Zora Culkin, as frightened as the party 
  has ever seen her, turns it over immediately. In reali-
  ty, as soon as he leaves, he destroys the journal, eras-
  ing all evidence of his involvement. 
  Roleplaying Sark Toliver 
  Sark Tolliver works for the Elemental Cults, but is not truly a 
  member. He has a younger half-brother who was brainwashed 
  into the Fire Cult, and he has received assurances that the 
  younger Tolliver will only survive if Sark cooperates with the 
  Cult’s leadership. This means that he works actively to send 
  reports to the Cult’s leadership and to suppress information that 
  may lead to discovery of the Cult’s existence, whereabouts, and 
  motives. 
   
  Sark Tolliver is not one to shout threats or mince words. Any 
  threats he deigns to make are delivered in his customarily soft 
  voice, though he rarely needs to resort to threats, with the weight 
  of his office behind him. His eyes are hard and bespeak years of 
  horrific sights. Though he has lines in his grim, gaunt face, it is 
  difficult to pinpoint his exact age, partially due to his shaved head 
  and bare face. His weapons evidence years of wear and are 
  practical rather than exotic. 
   
  Rewards 
  Make sure the players note their character’s rewards on 
  the adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who ran the 
  session. 
  Experience 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Guard 
   
   
   
  25 
  Commoner 
   
   
  10 
  Thug 
   
   
   
  100 
  Spy 
   
   
   
  200 
  Bandit 
   
   
   
  25 
  Smoke mephit 
   
   
  50 
  Fire snake  
   
   
  200 
  Mastiff 
   
   
   
  25 
  Cult fanatic 
   
   
  450 
  Cultist 
   
   
   
  25 
  Magmin  
   
   
  100 
  Veteran  
   
   
  700 
  Steam mephit 
   
   
  50 
  Flameskull 
   
   
  1100 
  Magma mephit 
   
   
  100 
  Azer 
   
   
   
  450 
   
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Spared guards at hospice 
   
  25 
  Kept Ravia safe throughout raid 
  25 
  Kept Zora Culkin alive 
   
  25 
   
  The minimum total award for each character 
  participating in this adventure is 450 experience points. 
  The maximum total award for each character 
  participating in this adventure is 600 experience points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price. 
   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. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
   
  GP value 
  Payment from Zora Culkin 
   
   
  150 
  Looting guards at the hospice  
   
  25 
  Gold chain on guard at the hospice 
   
  50 
  Not killing the City Watch at the hospice  
  25 
  Defending the manor 
   
   
  100 
  Mephits's gems 
   
   
   
  50 
  Cultists's cells 
   
   
   
  5 
  Hoard of coins in Ravia’s room 
   
  95 
  Potion of Healing 
  Potion, common 
  A description of this item can be found in the Dungeon 
  Master’s Guide. 
  
    
   
   
   
   
   
   
   
   
   
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  Staff of Charming 
  Staff, rare (requires attunement)  
  This staff is fashioned from a piece of pale, white wood, 
  capped with a falcon made of silver. A description of this 
  item can be found in the Dungeon Master’s Guide. 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character’s logsheet contains a column to record 
  permanent magic items for ease of reference. 
  • 
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
  • 
  In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic 
  items owned by contesting characters, the item’s owner is 
  determined randomly by the DM. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
   
  Lords’ Alliance characters earn one additional renown 
  point for defeating the cultists at the hidden 
  Chapterhouse of Eternal Flame in the Zhent Ghetto. 
   
  Emerald Enclave characters earn one additional 
  renown point for reporting the information in Ravia’s 
  journal outlining the Cult of Elemental Fire’s involvement 
  and the role of a devastation orb in the destruction of 
  Elmwood. 
  Favors and Enmities 
  The characters have the opportunity to earn the following 
  story reward during the course of play. 
   To Wear the Cloak. If your character is an arcane 
  spellcaster, Zora Culkin has offered to sponsor your 
  admittance into the Brotherhood of the Cloak. Though 
  joining the Cloaks is mandatory for any arcanists seeking 
  to stay in Mulmaster for an extended period of time, and 
  sponsorship is not required, Zora Culkin's sponsorship 
  will definitely have its perks. 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  You receive 200 XP, 100 gp, and ten downtime days for 
  running this session. 
   
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  21 
   
   
  Appendix: Monster/NPC 
  Statistics 
  Guard 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
    
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
  Commoner 
  Medium humanoid (any race), any alignment 
    
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
    
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) bludgeoning damage. 
   
  Thug  
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
  Spy 
  Medium humanoid (any race), any alignment 
    
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
    
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  22 
   
   
  Bandit 
  Medium humanoid (any race), any non-lawful alignment 
   
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  Smoke Mephit 
  Small elemental, neutral evil 
    
  Armor Class 12 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Perception +2, Stealth +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Auran, Ignan 
  Challenge 1/4 (50 XP) 
    
  Death Burst. When the mephit dies, it leaves behind a cloud of 
  smoke that fills a 5-foot-radius sphere centered on its space. The 
  sphere is heavily obscured. Wind disperses the cloud, which 
  otherwise lasts for 1 minute. 
  Innate Spellcasting (1/Day). The mephit can innately cast dancing 
  lights, requiring no material components. Its innate spellcasting 
  ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) slashing damage. 
  Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of 
  smoldering ash. Each creature in that area must succeed on a DC 
  10 Dexterity saving throw or be blinded until the end of the 
  mephit’s next turn. 
   
  Fire Snake 
  Medium elemental, neutral evil 
    
  Armor Class 14 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  14 (+2) 
  11 (+0) 
  7 (−2) 
  10 (+0) 
  8 (−1) 
    
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands Ignan but can’t speak 
  Challenge 1 (200 XP) 
   
  Heated Body. A creature that touches the snake or hits it with a 
  melee attack while within 5 feet of it takes 3 (1d6) fire damage. 
  Actions 
  Multiattack. The snake makes two attacks: one with its bite and 
  one with its tail. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage plus 3 (1d6) fire damage. 
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage. 
   
  Mastiff 
  Medium beast, unaligned 
    
  Armor Class 12 
  Hit Points 5 (1d8 + 1) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  12 (+1) 
  3 (−4) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/8 (25 XP) 
    
  Keen Hearing and Smell. The mastiff has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage. If the target is a creature, it must 
  succeed on a DC 11 Strength saving throw or be knocked prone. 
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
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  23 
   
   
  Cult Fanatic 
  Medium humanoid (any race), any non-good alignment 
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
   
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  The fanatic has the following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. 
   
  Cultist 
  Medium humanoid (any race), any non-good alignment 
    
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) slashing damage. 
   
  Magmin 
  Small elemental, chaotic neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  15 (+2) 
  12 (+1) 
  8 (−1) 
  11 (+0) 
  10 (+0) 
    
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan 
  Challenge 1/2 (100 XP) 
    
  Death Burst. When the magmin dies, it explodes in a burst of fire 
  and magma. Each creature within 10 feet of it must make a DC 
  11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed 
  save, or half as much damage on a successful one. Flammable 
  objects that aren’t being worn or carried in that area are ignited. 
  Ignited Illumination. As a bonus action, the magmin can set 
  itself ablaze or extinguish its flames. While ablaze, the magmin 
  sheds bright light in a 10-foot radius and dim light for an 
  additional 10 feet. 
  Actions 
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d6) fire damage. If the target is a creature or a flammable 
  object, it ignites. Until a creature takes an action to douse the 
  fire, the creature takes 3 (1d6) fire damage at the end of each of 
  its turns. 
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  24 
   
   
  Veteran 
  Medium humanoid (any race), any alignment 
    
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Actions 
  Multiattack. The veteran makes two longsword attacks. If it has a 
  shortsword drawn, it can also make a shortsword attack. 
  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. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
  Steam Mephit 
  Small elemental, neutral evil 
   
  Armor Class 10 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (−3) 
  11 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan, Ignan 
  Challenge 1/4 (50 XP) 
    
  Death Burst. When the mephit dies, it explodes in a cloud of 
  steam. Each creature within 5 feet of the mephit must succeed 
  on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. 
  Innate Spellcasting (1/Day). The mephit can innately cast blur, 
  requiring no material components. Its innate spellcasting ability 
  is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. 
  Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of 
  scalding steam. Each creature in that area must succeed on a DC 
  10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed 
  save, or half as much damage on a successful one. 
   
  Flameskull 
  Tiny undead, neutral evil 
    
  Armor Class 13 
  Hit Points 40 (9d4 + 18) 
  Speed 0 ft., fly 40 ft. 
    
   
  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 
  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. 
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  25 
   
   
  Magma Mephit 
  Small elemental, neutral evil 
    
  Armor Class 11 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  12 (+1) 
  12 (+1) 
  7 (−2) 
  10 (+0) 
  10 (+0) 
    
  Skills Stealth +3 
  Damage Vulnerabilities cold 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan, Terran 
  Challenge 1/2 (100 XP) 
    
  Death Burst. When the mephit dies, it explodes in a burst of lava. 
  Each creature within 5 feet of it must make a DC 11 Dexterity 
  saving throw, taking 7 (2d6) fire damage on a failed save, or half 
  as much damage on a successful one. 
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary mound of magma. 
  Innate Spellcasting (1/Day). The mephit can innately cast heat 
  metal (spell save DC 10), requiring no material components. Its 
  innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. 
  Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of 
  fire. Each creature in that area must make a DC 11 Dexterity 
  saving throw, taking 7 (2d6) fire damage on a failed save, or half 
  as much damage on a successful one. 
   
  Azer 
  Medium elemental, lawful neutral 
    
  Armor Class 17 (natural armor, shield) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
   
  Saving Throws Con +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses passive Perception 11 
  Languages Ignan 
  Challenge 2 (450 XP) 
    
  Heated Body. A creature that touches the azer or hits it with a 
  melee attack while within 5 feet of it takes 5 (1d10) fire damage. 
  Heated Weapons. When the azer hits with a metal melee 
  weapon, it deals an extra 3 (1d6) fire damage (included in the 
  attack). 
  Illumination. The azer sheds bright light in a 10-foot radius and 
  dim light for an additional 10 feet. 
  Actions 
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) 
  bludgeoning damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage. 
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  26 
   
   
  Map 1: Culkin Manor 
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
  Embers of Elmwood 
   
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  27 
   
   
  Map 2: The Chapterhouse of the Eternal Flame 
   
   
   
   
   
   
   
  
  Embers of Elmwood 
   
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  28 
   
  DM Appendix: NPC 
  Summary  
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Zora Rosealine Culkin (ZORE-uh rose-uh-LEEN KULL-
  kin). Female human head of a Mulmaster noble house 
  with extensive holdings in the now destroyed village of 
  Elmwood. House colors are cream and red. She is in her 
  mid thirties, tall with short jet black hair and pale 
  complexion, formerly a member of the Cloaks before 
  ascending to head of her house. 
   
  Ravia (rah-VEE-uh). Female human badly wounded 
  member of the Cult of Eternal Flame. She was 
  transporting an devastation orb when it prematurely 
  detonated in the village of Elmwood. She was found 
  floating on debris and unconsious.  
   
  Dawsom (DAW-sum). Male human butler for the Culkin 
  family. Despite being devoted to Zora Culkin he has 
  accepted an offer from the Hawks to spy on the family 
  and its dealings with the Lord's Alliance. This buts him 
  under the power of Sark Toliver (see below) 
   
  Pieron Ramdon (PEER-un RAM-dun). Human male, 
  originally from Corymr, member of the Lord's Alliance. 
  Only appears if Zora Culkin dies. Has a limp and his dark 
  hair is beginning to grey and has a booming voice. 
   
  Sark Toliver (SARK TOLL-ih-ver). Human male 
  member of the Hawks (secret police) his work for the 
  Elemental Cults is done because of coercion rather than 
  belief. His shaved head and gaunt bare face make 
  determine his age difficult, but his eyes are hard. His soft 
  voiced commands usually get instant compliance without 
  resorting to threats. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  
   
  Embers of Elmwood 
   
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  29 
   
  Results Code: March-April 2015 
  If you are DMing this adventure during the months of March or April 2015, please show your players this page. The QR 
  code below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in 
  the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/DDEX2-02 - Embers of Elmwood.pdf