TEXT: Bowl of Sin: Charity
  Bowl of Sin: Charity
  Bowl of Sin: Charity
  Bowl of Sin: Charity
  Bowl of Sin: Charity
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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  1. Overview
  Then. The Bowl of Sin is a massive volcano caldera, long
  since dormant. In ancient times, the goodly gods sent their
  angels to this caldera and prepare trials for their mortal
  champions. The trials were designed to help prepare heroes
  for the evils they’d face in the world. The trials were difficult,
  and as the years wore on the angels created increasingly more
  impossible tasks for the faithful to face. The caldera became a
  place of suffering, where men and women went to die in the
  name of their gods.
  Now. Eventually the goodly gods realized the error of their
  ways and put a stop to the trials. The angels that oversaw the
  place had their divinity taken away, and the land was shrouded
  in shadow so the gods would not have to look upon their
  greatest failure. The Bowl of Sin now lies in perpetual night,
  roamed by the broken remnants of its caretakers. Legends
  swirl around the caldera, and every year the desperate, the
  faithful and the sinful make journeys to the Bowl of Sin. None
  ever return.
  Why Would Anyone Go Here?
  Absolution. Legends say that those seeking absolution for
  past crimes could find it in the caldera by overcoming a trial.
  Perhaps the heroes have a deed that needs atoning for, or a
  sin from their past that hounds them. Perhaps they’re being
  paid handsomely to escort the elderly Grand-Priest Varonius,
  a rich elven priest, who wishes to atone for his many sins
  before old age claims him.
  Divine ingredients. The horrors that lurk in the bowl of sin
  were once divine. Fundamental components from their body
  still contain magic essential for potions of youth, philosopher’s
  stones, cure-all for magical disease or the like. Maybe the
  heroes need such an ingredient for their quests. Perhaps the
  archmage Shaol-Dun is hiring them to find such an
  ingredient.
  Treasure. Legends say that emperors, dragons and heroes
  all made sojourns to the caldera and left their gold hoards
  there as tribute. Those greedy for gold and with a strong
  enough sword arm could claim a fortune for themselves, if
  they survive.
  2
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  2. Mouth of Sin
  The jagged, broken peaks that make up the slopes of the
  caldera are practically impossible to scale. There is only one
  commonly known entrance: a daunting mountain pass known
  as the mouth of sin.
  When the heroes are approaching from the outside world,
  read the following:
  The mountains have been visible for days – great gray
  monoliths rising out of the earth as though rejected by the
  world. Their black peaks are wreathed with storm clouds day
  and night, and as you approach the Mouth of Sin vegetation
  grows sparser until its only loose gravel crunches underfoot.
  You spot a break in the jagged and impassable peaks - a
  mountain pass sloping downwards into the bowl of sin. The
  sun is unable to penetrate the thick mantles of cloud that cover
  the land before you. It becomes as twilight past this point.
  A small squat hut rests along the side of the road, its interior
  lit by flickering firelight. Closer to you, a standing stone rests,
  tilted to one side. On the surface its scrawled some text,
  though its hard to make out at this distance.
  Etched into the stone's surface with crude tools is the
  following:
  beyond are the black lands 
  hopeless realms where night holds sway
  turn back now fools 
  to these dark gods you cannot pray
  The Hermit
  A mad nameless hermit lives in the hut, a former adventurer
  broken in his attempts to raid the Bowl.
  Purpose. He keeps a record of all who enter the Bowl and
  their reason for coming scrawled on the wooden walls of his
  hut. If the heroes enter his hut he will eagerly offer his fire,
  hoping to find out their names and reasons for coming. In
  truth, he is filled with the feeling that salvation waits for him
  in the bowl, but he too scared to venture forth and too filled
  with guilt to retreat. He doesn’t remember why.
  What happened to him. The hermit is afflicted by a
  permanent madness, and any probing questions about the
  contents of the bowl send him into a hysterics. A greater
  restoration will restore a measure of his sanity. If this
  happens, he can speak somewhat lucidly about his
  experience. Him and his friends were sell-swords, and
  decided to raid the Bowl hoping to find enough treasure to
  retire. They had a map to a place called Hope’s Fall, and the
  djinn who sold them the map claimed there was a vault of
  treasure there. All the hermit can remember from those black
  days was endless nighttime, a forest of stone and tentacles in
  the mist. He fled, leaving his friends to die.
  Hut's origin. Another hermit possessed the hut before the
  current occupant. The hut was empty when the current
  hermit managed to crawl out. In truth, the hut has passed
  hands, been destroyed and rebuilt several times.
  Searching the hut. The hut contains a scant 3 days of food
  and water and near-useless odds and ends. Creatures making
  a DC15 investigation check can find some loose floorboards
  where a scroll tube was buried long ago. Inside is a scroll of
  raise dead, left long ago before the current occupant.
  3
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  3. Trial Road
  The lands between trials are known as the Trial Road. There
  are traces of a road, but the constant tectonic shifts have
  ruined any contiguous path. Markers left by past penitents can
  be found, pointing in confusing and misleading directions. The
  caldera itself its 24 miles in radius, meaning that it takes a
  week of marching on uneven, rough terrain to cross. Due to
  the constant and radical tectonic shifts, distances are always
  varying and adventure sites are in motion in the bowl. One
  never knows for sure where they will end up.
  Look. Darkness, gravel, mist, decaying waymarkers, and
  cyclopean standing stones.
  Sound. Distant thunder strikes, occasional earth rumbling.
  Smell. Brimstone, cold sweat, chalky
  Feel. Blowing, cold winds. Scalding patches of earth. Tremors.
  Weather. Occasional freezing rainfall. Mist on still days.
  Blowing gravel that stings the eyes on windy days.
  Read the following:
  Darkness envelopes you descend into the bowl. Soon the
  mountains on either side fade into twilight, and all you can see
  is the ring of light you’ve created in these nightlands.
  The temperature dips until you can see your breath. The ground
  is loose gravel that slides in and shifts under your feet, making
  each step treacherous and tiring. You find no vegetation, no
  sign of game. The pools of water you come across are black
  and stink of brimstone. The land is hilly and uneven and
  occasionally you must go around cyclopean shards of stone
  that jut from the earth as though the ground heaved them
  forth.
  It smells of cold sweat when the air is still. Sometimes the wind
  picks up fiercely, blowing shards of the gravel underfoot into
  your face and hands, stinging exposed flesh. The Bowl is a
  treacherous place, one that threatens to exhaust and destroy
  you.
  4
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  Journey In The Bowl
  For each journey into the Bowl of Sin, have players take up
  journey roles and make a corresponding check: one navigator,
  one lookout, one forager. Then resolve an journey encounter.
  Then arrive at your destination.
  One navigator: Make a Wisdom (survival) check to not get
  turned around. The outcome of this roll really determines how
  many supplies are consumed.
  DC
  Result
  1-14
  Get lost, arrive at desired location in 2d6*10 days.
  15-19 Arrive at desired location in 1d4*10 days.
  20
  Arrive at desired location in 10 days.
  One lookout: Wisdom (perception) check to spot danger.
  DC
  Result
  1-14
  Don’t spot danger.
  15-19 Spot danger at the same time it happens.
  20
  Spot danger up ahead, can choose to circumvent.
  One forager: Can find supplies while traveling.
  DC
  Results
  1-14
  Find nothing.
  15-19 Find enough for 1 person for the journey.
  20
  Find enough for +Wis people for the journey.
  Foraged rations are: scattered supplies amongst a
  ruined campsite, a dead flock of birds, emaciated
  game limping in the darkness or rotten smelling
  fruit that grows off thorny bushes.
  Journey Encounters
  The players always encounter something on their way into the
  bowl. Roll a d6 and have the heroes encounter one of the
  following, adjusting the introduction whether or not the
  lookout has spotted the encounter beforehand:
  1. Angels in the Outfield
  Read the following:
  You come upon what can only be a battlefield. Bones are
  scattered everywhere in the loose gravel, rusted and ruined
  swords, shields and armor lying in piles. Tattered banners flap
  from rotten pole sticking from the earth. Here and there, great
  craters mar the terrain. This place stinks of death, and the only
  sound is bones occasional rattling together when a strong wind
  blows through.
  A DC15 Intelligence (Investigation) yields the narrative behind
  the battlefield: a force of a dozen mounted humans did battle
  with one or more giant-sized winged humanoids. Casting
  Speak with Dead gives nothing - the human remains have had
  their souls taken.
  2. Mirror Darkly
  Four adventurers, lost and starving.
  If spotted, they are huddled around a pitiful fire of glowing
  coals bickering in the dark about what possessions to burn .
  If spotted at the same time, they stumble wild eyed into the
  players firelight, cautious but hopeful of help.
  If not spotted, they lie in ambush between two cyclopean
  stones to kill or capture the heroes.
  The party consists of Celi and Deli the half-elf archer siblings,
  the human gladiator Pontius, and their halfling enchanter
  Zimer. They want: food and water, then to leave the bowl and
  have no desire to venture deeper. In their possession is a map
  to Hope's Fall. It is hopelessly incorrect.
  If they travel with the party, after 1d4+1 days Pontius becomes
  convinced one of the party is trying to kill him.
  Tactics
  Archers fall back and focus fire on the least armored held
  targets, using archer’s eye to damage. Try and stay at 150ft
  feet. Flee if Gladiator dies.
  Gladiator uses shield bash to prone someone then attacks
  with spear.
  Enchanter If 2 or more heroes are being affected by hold
  person, cast fireball. If less, cast hold person at level 5 to affect
  as many targets as possible. If all allies dead, cast invisibility
  and flee.
  3. Tectonic Action
  Read the following:
  The earth around you starts to shift and crack, with great
  geysers of heated gas pouring out, blinding and choking. From
  the cracks, red-hot glowing magma starts to ooze forth as the
  ground shifts, quickly cutting off safe avenues of escape. What
  do you do?
  Skill Challenge. Players must pass a DC15 skill check to
  overcome each danger. Spells can grant advantage or a free
  success (DM determines). Appropriately sacrificing gear
  grants advantage. The players get advantage on the first check
  if their lookout succeeded, and disadvantage if they failed.
  Blinding and choking gas. Failure incurs 4d10 poison
  damage and blindness for a minute.
  Roiling magma cutting off escape. Failure incurs 4d10 fire
  damage.
  Thorn-covered cliff blocking progress. Failure causes an
  important supply (rations, potions, scrolls) to become
  snagged and tumble back down the cliff into lava.
  [Flyers only] Sprays of lava lancing into air. Failure
  incurs 4d10 fire damage.
  5
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  4. Dust Bowl
  Read the following:
  Over an hour period you notice the wind speed picking up.
  More and more dust and gravel is being picked up, stinging
  your lungs and slapping against exposed skin. A duststorm is
  coming.
  Nearly hurricane speed winds and loose gravel form what is
  known as a razorstorm. One is coming. Have the heroes make
  a Wisdom (Survival) ability checks, to identify an incoming
  razorstorm, the result determining how far out it is when they
  notice it.
  Roll
  Time to Razorstorm
  25
  20 minutes
  20
  5 minutes
  15
  2 minutes
  1-14
  Number of rounds equal to roll
  Read the following:
  The wind is howling, so strong you have to lean low and heavily
  against it to avoid being blown away. The nightlands around
  you are filled with loose dirt, reducing visibility down to 30ft.
  The loose gravel is picked up and flung at you like your being
  pelted by an angry mob, stinging any exposed flesh, irritating
  your eyes and filling your lungs with dust. Traveling any further
  while this storm is raging will be slow, dangerous business.
  During the razorstorm. Winds reach 60 mph and visibility is
  reduced to 30ft. Gases immediately disperse and unprotected
  flames are extinguished. The storm will last 2d6 days.
  Traveling. One day’s march yields ½ days progress to their
  destination during the storm. For each hour that a character is
  exposed to a sandstorm it must make a DC 15 Constitution
  check and a DC 15 Dexterity check. (8 checks total per
  character for marching a full day.)
  If a creature fails the Constitution check it suffers 1d10
  slashing damage, mostly to its respiratory system and
  lungs, and if it fails on a roll of 1 then it also acquires one
  level of exhaustion and must make another DC 15 saving
  throw to avoid contracting a random disease.
  If the creature fails its Dexterity check then it is blinded
  until such time as this condition is reversed by appropriate
  magic (e.g., Lesser Restoration) or it subjected to three
  successful daily DC 15 Wisdom (Medicine) checks. It three
  of these daily checks are successful the creature will have
  its sight restored and if three fail before this happens then
  it will remain blinded until this condition can be reversed
  magically.
  Combat. Within unsheltered areas, all ranged weapon attacks
  are at disadvantage. Anyone engaging in combat must make
  an DC15 Athletics check at the start of the round or be
  knocked prone. Small creatures are also blown 1d4x10 feet in
  the direction of prevailing wind. Flying creatures are also
  blown back 2d6x10 feet in the direction of prevailing wind.
  Hunkering Down. Finding a suitable shelter, perhaps in a
  shallow cave or amongst some standing stones requires a
  DC20 Wisdom (Survival) check. Failure yields an hour of
  fruitless searching and another round of saves. Creating a
  shelter magically is the easiest option.
  With the right materials the players may be able to build a
  shelter, such a shack would require 3 successful checks to
  build and there are scant resources in the Trial Road to do so.
  5. Monument
  Read the following:
  A giant sized winged humanoid figure slowly emerges from the
  darkness up ahead, still and waiting.
  A passive perception 15 realizes that this is merely a 20 foot
  tall statue, otherwise have players roll initiative.
  It soon becomes clear this is a finely carved statue of a regal
  angelic figure with broad chest, flowing hair. The angel has a
  greatbow on its back and a greatsword in one hand, planted
  into the earth.
  Scattered around the base of the monument are offerings:
  2d12 gold worth of coins, bone necklaces, bowls of food long
  turned to dust, withered and browned flowers. The inscription
  on the statue base is in an ancient language, but a DC15
  Intelligence check reveals the following: “Mannion, angel of
  strength. Foremost of the trial builders. Only those of true
  heart and conviction should proceed past this point. All
  others, turn back.”
  6
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  6. Mannion’s Black Fury
  The solar Mannion patrols the Trial Road from 500ft in the
  air, looking for light sources. He is regal and terrible to behold,
  his red skin flawless but his tunic dirt smeared, his wings
  black and tipped blood red. His equipment is rusted and
  dented.
  If the lookout spots Mannion, it’s because a glint of light
  reflects off the horn on his belt or they hear the faint flapping
  of his wings. The heroes can attempt a DC 24 Stealth check
  to avoid his notice.
  If Mannion spots the heroes or the heroes are just unaware
  of the solar, he will engage.
  If Mannion slays someone, he will produce his horn of dawn
  let loose a mournful, horrible blast that shakes the earth and
  is nearly deafening to those close to it. He then flees the area,
  tearfully wailing that he must be punished.
  Mannion will not use his legendary/paragon actions
  Tactics
  First Round. If the players are using light Mannion fires his
  slaying longbow from 500ft in the air. He attacks from 120ft in
  the air if they travel in darkness. A passive perception of 24 is
  required to not be surprised.
  Second Round. Mannion lets loose another arrow before
  stowing his bow and landing before the group. His face is
  twisted in a wrathful snarl. He demands that the heroes tell
  him why they’ve come to his realm. He knows if he hears a lie,
  and any insolence from the party will make him demand a
  sacrifice to allow them to continue.
  Third Round. If the heroes managed to placate Mannion with
  a DC20 Persuasion check, the solar will warn them that the
  trials are for the worthy, and the party is better of leaving his
  realm. He then will fly off. Otherwise he produces his rusted
  greatsword and wades into them, attacking whoever hit him
  last or has made him angry. If reduced to half hp, he will
  disengage and fly away, returning to his roost to recover.
  4. Trial of Charity
  Appproaching the Ruins
  Read the following:
  You come apon a lake. Pitch black water stands against a shore
  of razor-sharp shale. The ruins of a village can be seen on the
  shores of the lake. A nearby wooden sign fallen on the loose
  gravel earth proclaims this place as 'Charity'. Moving into the
  village, the only intact structure appears to be a town hall or
  church of some kind.
  Ruins Entrance
  Entering the structure, character's discover this is some kind
  of workshop. Read the following:
  Workbenches sized for a giants line the walls. Drills, saws,
  hammers and lie scattered about. Piles of metal plates, hooks,
  cogs and gear are stacked against walls. Pulleys support strange
  plates of metal, some riveted together to form massive pieces
  of overlapping plates similar to scale mail. The walls are
  papered with designs. Your eyes are drawn to glowing runes
  written in celestial that adorn one wall.
  Anyone who can read celestial discover the runes say the
  following:
  I wanted it all. To be the greatest fighter, to be the richest, to
  be the most respected inventor. I have succeeded, and I have
  failed. My greatest creation, my magnum opus, is finished too
  late. Already the sky has darkened and the divine no longer give
  me the power needed to bring my machine to life.
  The only option left is to power it with my own soul. Let it be
  so. To you who read this, I've already become greater than any
  being can. Look on mortal, and covet what I have become.
  Investigating the drawings requires a DC20 Arcana check.
  Success reveals designs for a kind of war machine that self-
  repairs and adapts. The units are layered, one larger machine
  digs and is for large-scale battle. One smaller machine can be
  deployed for anti-personnel use.
  Paragon of Greed
  Read the following:
  The ground begins to rumble and shake. Something big is
  coming.
  Have players roll initiative. On the servant's turn, it will attack
  with Ruin in its Wake.
  The building buckles and explodes upward as a gargantuan
  creature burrows from below, sending earth and stone flying
  into the air. You can see this creature is like a snake or worm,
  its body composed of segmented plates that overlap one after
  the other. In between the plates you see a fiery glow, and
  lightning races up and down the creature in great arcs. It has no
  eyes and its maw is a glowing red pit, lined with mechanical
  wheels that whirl and grind earth into rubble. A deep, core-
  wrenching horn blast emits from its mouth.
  When the first form is defeated, read the following:
  The worm thrashes and shakes as small explosions and
  lightning arc of its body. As it begins to grow still you see a
  metal dog-like creature emerge from the worms mouth,
  dripping fiery liquids and glowing red hot. The small dog-like
  creature opens its mouth and lets out the deep, core
  wrenching horn blast you heard earlier before pouncing to
  attack, its tail lashing too and fro.
  7
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  8
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Servant of Greed:
  Devour / Take
  gargantuan / huge , lawful evil
  Armor Class 17
  Hit Points 150/150 (intake 100, stinger 100)
  Speed 50ft, burrow 30ft / 40ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +9/+0
  -3/+2
  +5
  -5
  -1
  -5
  Saving Throws Con +9, Wis +3 / Dex +6, Wis +4
  Damage Resistances psychic, cold, bldg pier and slash
  from nonmagical attacks.
  Damage Immunities fire, poison
  Condition Immunities Charmed, deafened, exhaustion,
  frightened, paralyzed, poisoned, unconscious
  Senses tremorsense 60ft, darkvision 120ft, passive
  perception 9
  Languages Understands celestial but can't speak
  Challenge 10 (5,900 XP)
  Immutable Form. The servant is immune to any spell or
  effect that would alter its form.
  Magic Resistance. The servant has advantage on saving
  throws against spells and other magical effects.
  Actions
  Shake It Off. The servant can spend their action to end
  any conditions/spells affecting it, taking 5 damage per
  condition/spell.
  Multiattack. [Devour Only] The servant makes two
  attacks: one with its intake and one with its stinger.
  Intake. [Devour Only] melee weapon attack: +13, reach
  10ft, one target. Hit 18 (2d8 + 9) piercing damage. If
  the target is a Large or smaller creature, it must succeed
  on a DC 17 Dexterity saving throw or be swallowed by
  the servant. A swallowed creature is blinded and
  restrained, it has total cover against attacks and other
  effects outside the servant, and it takes 16 (2d6 + 9)
  split between lightning, poison and fire damage at the
  start of each of the servant's turns.
  If the servant takes 30 damage or more on a single turn
  from a creature inside it, the servant must succeed on a
  DC 19 Constitution saving throw at the end of that turn
  or regurgitate all swallowed creatures, which fall prone
  in a space within 10 feet of the servant. If the servant
  dies, a swallowed creature is no longer restrained by it
  and can escape from the corpse by using 20 feet of
  movement, exiting prone.
  Stinger. [Devour Only] melee weapon attack: +13, reach
  10ft, one target. Hit 16 (2d6 + 9) piercing damage and
  the target must make a DC 17 Constitution saving
  throw, taking 30 (6d6 + 9) poison damage on a failed
  save, or half as much damage on a successful one.
  Ruin in its Wake. The servant moves up to its speed in a
  straight line. During this move, it can enter creatures'
  spaces. A creature whose space the servant enters must
  make a DC 16 Dexterity saving throw. On a successful
  save, the creature is pushed 5 feet to the nearest space
  out of the servant's path. On a failed save, the creature
  falls prone and takes 21 (6d6) bludgeoning damage.
  If the servant remains in the prone creature's space, the
  creature is also restrained until it's no longer in the
  same space as the servant. While restrained in this way,
  the creature, or another creature within 5 feet of it, can
  make a DC 16 Strength check. On a success, the
  creature is shunted to an unoccupied space of its
  choice within 5 feet of the servant and is no longer
  restrained.
  Covetous Weapons. [Take Only] The servant chooses one
  of the following effects:
  Intake Blast. The servant emits a 60ft cone of lightning
  and sound from its intake. Each creature in the cone
  must make a DC18 Constitution saving throw, taking 16
  (3d10) lightning damage and 5 (1d10) thunder damage
  and are pushed back to the end of the cone on a failed
  save, or half damage on a success and are not moved.
  Byproduct Exhaust. The servant spews flaming exhaust
  from its stinger. Each creature within 30ft of the servant
  must make a DC18 Dexterity saving throw or are coated
  in flaming poison exhaust. At the end of each of their
  turns, they take 5 (1d10) fire damage and 9 (2d8)
  poison damage. A creature can spend an action to
  remove the burning exhaust.
  Jet Propulsion. Melee slam attack: +9, reach 10ft. Hit: 13
  (3d8) bludgeoning damage and 18 (4d8) fire damage.
  The servant then emits a 30ft cone on the opposite side
  of itself from the target. Creatures within the cone must
  make a DC18 Dexterity saving throw, taking 18 (4d8)
  fire damage on a failed save, or half as much on a
  success.
  Paragon Traits
  Paragon Fortitude. The servant has multiple pools of hit
  points, each which is tracked separately. Damage and
  healing only applies to the current hit point pool. When
  a pool is depleted of all hit points, it becomes inactive.
  When this happens, the servant immediately saves
  against all ongoing conditions and effects. If all hit point
  pools are inactive, the servant dies.
  Paragon Rage. The servant rolls initiative with advantage.
  The servant starts with 0 paragon actions. If a hit point
  pool is depleted, the servant gains a paragon action.
  Each paragon action grants the servant an additional
  turn on initiative count 10.
  Multipart Monstrosity. The paragon has an intake and
  stinger, each of which has its own pool of hit points, as
  shown in the hit points entry above. When a creature
  makes a melee or ranged attack against the paragon that
  creature may choose to target a specific body part by
  suffering disadvantage on the attack roll. When a body
  part suffers damage, paragon suffers the same amount
  of damage. Conditions and effects inflicted on the body
  part apply to the whole creature. When a body part is
  reduced to 0 hit points, that body part is destroyed.
  
  Paragon of Greed
  History. Quel'Qo the angel of invention was the
  second in command of the Bowl. He was the
  strongest advocate for continual development and
  improvement of the trials, driven by an urge to be
  the best and supplant Mannion as master trial
  builder. When darkness fell on the bowl, many
  blamed Quel'Qo's greed for their punishment. He
  fled to a local village and finally perfected his
  machine, sacrificing his life in the process.
  First Stage Tactics
  The servant will try and pin as many people as possible with
  ruin its its wake and follow-up with its multi-attack. If a
  character goes down inside its gullet it may spend its turn
  disengaging and simply burrowing away, waiting for its target
  to be slain before returning to the fight.
  Second Stage Tactics
  The servant should use ruin in its wake to pin some, then use
  coat everyone in byproduct exhaust, then use intake blast,
  then use jet propulsion.
  Mannion’s Witness
  When the second stage of the battle begins, Mannion will
  arrive on the scene and remain visible. If attacked, he will fly
  away. When the servant is defeated, he will let loose a
  mournful horn blast. He will then congratulate the players on
  their prowess and dedication. He invites them to meet him on
  his perch, saying he will leave a light on to guide their way. He
  will then fly off.
  Treasure
  When the final form is slain, the servant melts into a molten
  pile of steel. A glowing crystal rises to the surface of the liquid,
  shinning with a white light. This crystal is suffused with divine
  energy and can be used to craft any very rare item, completely
  supplying the gold cost and material component requirements
  of the item. Picking through the ruins of the forge, characters
  can find 34,000gp worth of schematics for machines of war,
  tools, blessed steel ingots, high-grade adamantine plates.
  These objects weigh in total 65,000lbs.
  Other stuff
  Legal:
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s Handbook,
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast
  in the USA and other countries. All characters and their
  distinctive likenesses are property of Wizards of the Coast.
  This material is protected under the copyright laws of the
  United States of America. Any reproduction or unauthorized
  use of the material or artwork contained herein is prohibited
  without the express written permission of Wizards of the
  Coast.
  Credits
  Adventure Design by Taylor Seely-Wright
  Paragon monsters Inspired from Angry GM
  Cover Art by Gustave Dore
  Overview Art The Enigma by Gustave Dore
  Hermit Art Inferno Canto 7 lines 8-9 by Gustave Dore
  Trial Road Art A Celestial Light by Gustave Dore
  Mounement Art Gates of Paradise by Gustave Dore
  Paragon art provided by DM's Guild.
  The Brimming Bowl
  This adventure will only present one destination in
  the Bowl, Charity, but we only have one left now.
  See you next time! Taylor
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Bowl of Sin - Charity.pdf