TEXT:  
   
  The Barrows of Solina 
   
  Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything 
  traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the 
  adventurers learn of an ancient danger. 
   
   
  A	Four-Hour	Adventure	for	5th-10th	Level	Characters	
  	
  	
   
  IAM PACE & WILLIAM MURAKAMI-BRUNDAGE 
  Authors	
   
  Adventure Code: CCC-STORM-01 
  Optimized For: APL 8 
  Version: 1.0 
  	
  	
  Art	and	Cartography:	Elven	Tower,	The	Forge	Studios,	The	Forge	Studios	RED,	Juan	Ochoa,	James	Shields,	Wizards	of	the	
  Coast	
  Development	and	Editing	Iam	Pace,	William	Murakami-Brundage	
  Organized	Play:	Chris	Lindsay	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  D&D	Adventurers	League	Administrators:	Lysa	Chen,	Bill	Benham,	Travis	Woodall,	Claire	Hoffman,	Greg	Marks,	Alan	
  Patrick	
  	
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  2 
  Introduction 
  Welcome	to	The	Barrows	of	Solina,	a	D&D	
  Adventurers	League™	adventure,	part	of	the	official	
  D&D	Adventurers	League™	organized	play	system	
  and	the	Tomb	of	Annihilation™	storyline	season.	
  	 This	adventure	takes	place	in	the	farmland	and	
  foothills	around	Hillsfar,	as	well	as	involving	
  exploration	into	grave	barrows.	
  	 This	adventure	is	designed	for	three	to	seven	
  5th-10th	level	characters	and	is	optimized	for	five	
  characters	with	an	average	party	level	(APL)	of	8.	
  Characters	outside	this	level	range	cannot	
  participate	in	this	adventure.	
  Adjusting This Adventure 
  This	adventure	provides	suggestions	in	making	
  adjustments	for	smaller	or	larger	groups,	characters	
  of	higher	or	lower	levels,	and	characters	that	are	
  otherwise	a	bit	more	powerful	than	the	adventure	is	
  optimized	for.	You’re	not	bound	to	these	
  adjustments;	they’re	here	for	your	convenience.	
  	 To	figure	out	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	total	by	the	number	of	
  characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	APL.	To	approximate	the	
  party	strength	for	the	adventure,	consult	the	
  following	table.	
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very Weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very Strong 
  Some	encounters	may	include	a	sidebar	that	offers	
  suggestions	for	certain	party	strengths.	If	a	
  particular	recommendation	is	not	offered	or	
  appropriate	for	your	group,	you	don’t	have	to	make	
  adjustments.	
  Before Play at the Table 
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	yourself	
  of	while	running	the	adventure,	such	as	a	way	
  you’d	like	to	portray	an	NPC	or	a	tactic	you’d	like	
  to	use	in	a	combat.	Familiarize	yourself	with	the	
  adventure’s	appendices	and	handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	you	
  in	running	this	adventure--such	as	notecards,	a	
  DM	screen,	miniatures,	and	battlemaps.	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Playing the Dungeon Master 
  You	have	the	most	important	role—facilitating	the	
  enjoyment	of	the	game	for	the	players.	You	provide	
  the	narrative	and	bring	the	words	on	these	pages	to	
  life.		
  	 To	facilitate	this,	keep	in	mind	the	following:	
  	 You’re	Empowered.	Make	decisions	about	how	
  the	group	interacts	with	the	adventure;	adjusting	or	
  improvising	is	encouraged,	so	long	as	you	maintain	
  the	adventure’s	spirit.	This	doesn’t	allow	you	to	
  implement	house	rules	or	change	those	of	the	
  Adventurers	League,	however;	they	should	be	
  consistent	in	this	regard.	
  	 Challenge	Your	Players.	Gauge	the	experience	
  level	of	your	players	(not	the	characters),	try	to	feel	
  out	(or	ask)	what	they	like	in	a	game,	and	attempt	to	
  deliver	the	experience	they’re	after.	Everyone	should	
  have	the	opportunity	to	shine.	
  	 Keep	the	Adventure	Moving.	When	the	game	
  starts	to	get	bogged	down,	feel	free	to	provide	hints	
  and	clues	to	your	players	so	they	can	attempt	to	
  solve	puzzles,	engage	in	combat,	and	roleplay	
  interactions	without	getting	too	frustrated	over	a	
  lack	of	information.	This	gives	players	“little	
  victories”	for	figuring	out	good	choices	from	clues.	
  Watch	for	stalling—play	loses	momentum	when	this	
  happens.	At	the	same	time,	make	sure	that	the	
  players	don’t	finish	too	early;	provide	them	with	a	
  full	play	experience.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  3 
  Adventure Primer 
  “Alisandra	Solina,	our	Lady	of	Dawnfire,	favored	of	
  the	sun,	our	Lady	of	Grace,	touched	by	the	divine,	
  may	her	spirit	endure,	may	her	deeds	persist	
  untarnished,	unbroken,	unforgotten.”	–	Tomb	of	
  Solina	
  Background 
  The Short of It 
  A	Zhentarim	expedition	learned	of	a	tomb	south	of	
  the	Moonsea	belonging	to	a	deceased	order	of	
  paladins	known	as	the	Dawnfire	Knights,	once	led	by	
  the	paladin	lord	Alisandra	Solina.		
  	 Unbeknownst	to	the	living,	imprisoned	within	is	a	
  death	giant	warlock	named	Vornjolnir	who	seeks	to	
  free	himself.	He	has	twisted	the	spirits	of	the	knights	
  buried	there.	And	when	the	Zhentarim	unearthed	
  the	mausoleum	to	loot	its	treasures,	they	weakened	
  the	wards	binding	the	dead.	The	knights	rose	in	
  vengeance	to	slay	the	intruders	and	all	associated	
  with	them,	regardless	of	innocence.	The	surviving	
  Zhentarim	agents	fled,	hoping	to	escape	with	their	
  stolen	goods.		
  	 Vornjolnir	is	growing	in	strength,	seeking	a	way	to	
  escape	while	the	undead	knights	hunt	the	stolen	
  relics.	And	while	they	are	twisted	in	death,	single-
  minded	in	their	vengeance,	a	part	of	them	remains,	
  waiting	to	be	reminded	of	who	they	were.	
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. 
   
  Barrows of Solina (SOUL-lean-uh). The magical complex 
  built into the ground to house the final remains of the 
  Knights of Dawnfire, a paladin order, and the body of the 
  monsters they vanquished in their last battle. 
   
  Alisandra Solina (Al-is-on-draw SOUL-lean-uh). The 
  aasimar paladin lord who wielded the powerful artifact holy 
  sword Dawnfire and led the templar order The Dawnfire 
  Knights. 
   
  Vornjolnir (VORN-yol-nir). A frost giant raider who became 
  a warlock dedicated to an imprisoned entity only known as 
  the Harrowed King. After Vornjolnir was slain, he was raised 
  as a death giant before his imprisonment. 
   
  The Harrowed King. A mysterious entity imprisoned in 
  glacier of blood and surrounded by a magical blizzard to ward 
  against intrusion.  
   
  Grindan (GRIN-dan). A chaotic neutral human wizard and 
  Zhentarim agent in disguise. 
   
  Brandel (BRAN-del). A chaotic neutral half-elf rogue and 
  fellow Zhentarim agent and long-time partner-in-crime of 
  Grindan. 
  The Long of It   
  Alisandra Solina was the leader of a paladin order called the 
  Dawnfire Knights, named after Solina’s holy sword. The order 
  was tasked with locating dangerous objects, the magical 
  remnants of Netheril and Narfell. and destroying them if 
  possible or imprisoning them if not. Their temple of Cear 
  Coron Llachar, Bright Crown Citadel, served as a vault for the 
  dark relics collected during their crusades. 
   
  While the knights forayed into the Anauroch, Damara, and 
  Narfell, they campaigned primarily around the Moonsea—
  the Cormanthor Forest and the Earthspur Mountains. In the 
  latter, they encountered frost giants  raiding the lowlands. 
  The company vanquished the giants and secured the region. 
  However, one of the marauders, a frost giant named 
  Vornjolnir, survived and swore vengeance upon the order.  
   
  Vornjolnir traveled the mountains in search of allies and 
  crossed into a terrible blizzard to stand upon a lake of frozen 
  blood. There he made a warlock pact with a creature called 
  the Harrowed King, a dread thing imprisoned in a glacier of 
  red ice somewhere in the Southern Galena Mountains. 
  Empowered and emboldened, the giant rallied monsters 
  from the mountainous region and marched once more across 
  the lowlands, razing settlements and capturing slaves to lure 
  out the knights. While the giant thought his conquests were 
  for himself, the Harrowed King subtly manipulated the giant’s 
  course to search for the relics needed to free itself. 
   
  Solina and her templars ambushed the giant’s war band 
  south of the Moonsea between the rivers Lis and 
  Duathamper. The battle was fierce, and many knights fell 
  before the invaders were routed and Vornjolnir slain. In the 
  aftermath, Solina found strange items among the raiders’ 
  supplies, objects of unknown origin: an obsidian cube with 
  inexplicably seven sides, a misshapen bronze orb that 
  vibrated like a heartbeat, and a large skull with gems for eyes 
  and teeth. The paladins gathered the unsettling relics to 
  destroy them, but such a threat to the keys provoked the 
  Harrowed King. That night the King raised Vornjolnir as a 
  death giant and unleashed an army of the dead on the 
  paladins. Weakened and beset on all sides, Solina unraveled 
  the power of the Dawnfire sword, shattering its blade in a 
  storm of light and engulfing the battlefield in flames. The 
  knights were consumed with the undead host. 
   
  After the terrible clash, the allies of the order entombed 
  the paladins near the battlefield with the remains of the giant 
  as a symbolic gesture of the knights continuing their watch 
  over evil even in death. However, this was more literal than 
  anticipated as entombed with them were the relics 
  recovered from the battlefield, the objects sought by the 
  Harrowed King, who continues to seek freedom.  
   
  The relics were unable to be taken to the warded vaults of 
  the Bright Crown as not long after the fateful battle with the 
  frost giant, the citadel was destroyed by a monstrous host led 
  by a strange warlock. The destruction of the keep was so 
  complete nothing of it was left, not a single foundation stone. 
  The barrows are all that remains of the Dawnfire order. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  4 
   
  For centuries, the barrows of Solina lay hidden and silent. 
  The death giant stirs but remains trapped by the wards 
  placed throughout the barrows. Over the centuries, though, 
  the defenders have been corrupted, their oaths twisted as 
  they became bound to their rotting bodies by the malignant 
  will of Vornjolnir. Despite the giant’s influence, he has yet to 
  break the barrows’ wards. 
   
  Farmers in the region unearthed part of the barrows while 
  clearing a field for crops. Rumors spread from there until a 
  curious Zhentarim agent named Nasreet investigated the 
  area’s history. After what was discovered, she dispatched 
  agents to locate the barrows’ resting place and the magical 
  armaments within, such as Solina’s sword, Dawnfire. 
   
  The expedition breached the barrows into the 
  underground tomb complex and begun retrieving the 
  armaments. With the wards weakened by the intrusion, 
  undead began to stir and the paladins rose as vengeful 
  revenants and slaughtered or captured the trespassers.  
   
  In a curious symmetry of fate, Vornjolnir does to the 
  paladins what the Harrowed King once did to him - 
  manipulating the will of others to gather the Harrowed King’s 
  relics. The knights, now twisted in death, only have the desire 
  to regain what was stolen, but part of them does remain, 
  waiting to be reminded of who they were. 
  Behind the Scenes 
  The Harrowed King is not featured in this adventure nor are 
  his relics. Barrows of Solina is the first adventure in a 
  linked series dealing with this mysterious entity. 
  Adventure Overview 
  	 The	adventure	is	broken	down	into	four	parts:	
  	 Part	1.	The	adventurers	rescue	a	caravan	from	
  undead	attackers	and	discover	the	existence	of	
  ancient	barrows	recently	unearthed.	
  	 Part	2.	The	adventurers	come	across	the	caravan	
  wreckage	of	less	fortunate	merchants	circuitously	
  involved	with	looting	the	grave	barrows.	
  	 Part	3.	Traveling	overland,	the	adventurers	arrive	
  at	the	Cord	farmstead,	where	they	learn	about	
  farmers	who	have	been	taken	by	the	undead.	
  	 Part	4.	Entering	the	barrows,	the	adventurers	
  interrupt	the	undead	Solina	conducting	a	trial.	
  Afterwards,	the	adventurers	must	destroy	the	
  wards.	This	triggers	repercussions	from	Vornjolnir,	
  a	powerful	undead	giant.	
  Adventure Hooks 
  	 Traveling	to	and	Fro.	The	adventurers	are	
  traveling	to	Hillsfar,	or	are	otherwise	in	the	southern	
  Moonsea	region,	when	the	adventure	begins.	
  	 Zhentarim	(Faction	Assignment).	As	a	veteran	
  Zhentarim	agent,	you	are	informed	of	Nasreet’s	
  operation	to	loot	the	barrows	of	treasure,	and	the	
  expected	trouble	with	the	undead.	Your	job	is	to	
  destroy	the	scroll	containing	Nasreet’s	orders	to	the	
  expedition.	She	does	not	want	the	Zhentarim’s	
  reputation	damaged	by	the	deaths	of	farmers	and	
  merchants,	and	she	doesn’t	want	the	Black	Network	
  blamed	for	awakening	the	undead.	The	adventurer	
  knows	that	Grindan	and	Brandel	are	loyal	agents	
  and	will	cooperate,	especially	if	they	know	the	
  character	are	Zhentarim	member.	Speak	with	them	
  to	locate	the	papers	and	books.		
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  5 
  Part 1. The Dread Ambush 
  Story Beats 
  As the adventurers travel, they come across a large caravan 
  being ambushed by revenants during dusk. During the battle, 
  the undead reveal bits of information. In the aftermath, the 
  adventurers speak with Captain Aurn and Grindan, where 
  they receive important information on the events of the 
  barrows and the fabled Dawnfire sword. 
  Estimated	Duration:	60	minutes	
  The	adventure	starts	with	the	adventurers	traveling	
  a	road	in	the	southern	Moonsea	north	of	the	
  Cormanthor	Forest.	An	increase	in	pirate	activity	has	
  seen	many	merchants	turn	to	the	old	roads	circling	
  the	sea.	The	exact	direction	and	destination	are	up	to	
  you.	It	is	left	open-ended	so	that	you	may	fit	the	
  adventure	into	an	existing	campaign.	
  General Features 
  The long road of the Southern Moonsea has the following 
  features. 
   
  Terrain. Rocky hills and narrow roads while the sea can be 
  spotted to the north and the Cormanthor forest to the south. 
   
  Weather. The weather is warm but often wet in the 
  morning with a heavy fog clinging to the lands between the 
  forest and sea. 
   
  Light. Twilight leaves dim conditions past 60 feet. It is 
  bright during the day and dark during the night. 
   
  Smells and Sounds. The scent of the sea makes it this far 
  inland, the sharpness of salt and fish mixing with the smells 
  of plants and earth. 
   
  Activity. During the last few days, there have been several 
  other groups moving along the road, mostly armed 
  merchants or nomads. 
  A. The Besieged Caravan 
  Read	the	following:	
  The day grows late as you make your way by road across the 
  Southern Moonsea region upon a trade route connecting 
  Hillsfar with Mulmaster. A beautiful sky of stars is slowing 
  unfurling above 
   
  The road itself has become increasingly rough, causing the 
  route to wind around or over tall hills and rocky protrusion. 
  Periodically, as you crest the knolls, you can see the glittering 
  waters of the Moonsea to the north, the setting sun casting 
  its colors across the flashing waves. To the south of you is the 
  edge of the Cormanthor forest, an ancient woodland holding 
  dead kingdoms and lost wonders. It is a great boundary to 
  another world that encompasses all to the south. 
   
  As you ascend a tall hillock, shouts and panicked screams 
  are heard ahead on the road, which narrows sharply between 
  large hills. 
   
  A caravan comprised of five wooden-roof wagons, each 
  pulled by two horses, is stalled in the narrow pass between 
  the rocky hills.  
   
  The lead wagon appears stuck. Shadowy figures cloaked in 
  tattered black robes menace the driver and passengers. Two 
  horses are dead in their bridles and numerous guards lie 
  motionless. 
   
  As the rearmost wagon begins to slowly pull away from the 
  convoy, drivers struggling to get the horses to walk 
  backwards in their bridles, more figures in ragged black 
  come into view on a path thirty feet up the cliff face and 
  begin to climb down towards the rear wagon. 
  As	the	day	approaches	its	end,	the	sun	slipping	into	
  the	west,	yelling	is	heard	ahead.	A	caravan	of	five	
  covered	wagons	is	being	assailed	and	bottlenecked	
  in	a	narrow	pass	by	two	groups,	each	consisting	of	
  two	wights	and	one	revenant.	One	group	assaults	
  the	front	of	the	wagon	column	while	the	other	
  attacks	the	rear.	They	seek	the	tomb	treasures	stolen	
  by	Zhentarim	agents.	The	agents	are	disguised	as	
  merchants	who	joined	this	caravan.	The	road	is	far	
  too	narrow	for	the	wagons	to	turn	around.	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: Remove one revenant from each group.   
  Weak: Remove two wights from each group.  
  Strong: Add one wight to each group. 
  Very Strong: Add one revenant to each group. 
  Note: Remember there are two groups, one assaulting the 
  front wagon and the other assailing the back wagon in the 
  column. 
  The Caravan Travelers 
  There	are	twenty	terrified	caravan	travelers	
  (commoners)	aboard	the	wagons,	spread	equally	
  among	the	wagons.	The	caravan	guards	have	all	
  been	slain	except	for	one.	
  Battlefield Obstacles and Solutions 
  The	bulky	wagons	clog	the	narrow	lane	and	make	
  movement	on	the	road	difficult	terrain.	A	clever	and	
  acrobatic	adventurer	may	quickly	jump	from	wagon	
  roof	to	wagon	roof	to	get	to	the	front	in	short	order.	
  The	train	of	five	wagons	stretches	120	feet	(that	
  includes	the	two	horses	pulling	each	wagon).	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  6 
  	 Jumping	from	one	wagon	to	the	next	requires	a	DC	
  12	Dexterity	(Acrobatics)	check.	If	adventurers	use	
  the	dash	action	while	leaping,	they	make	the	check	
  with	disadvantage.	
  	 There	is	a	ledge	running	the	length	of	the	northern	
  cliff	30	feet	above.	It	stretches	beyond	the	length	of	
  the	convoy	in	both	directions.	Adventurers	can	climb	
  up,	run	the	length,	and	then	drop	down	behind	the	
  attackers,	or	simply	fire	down	at	the	attackers.	
  Although,	it	is	likely	the	wagons	provide	a	good	
  degree	of	cover.		
  	 The	30-foot	cliffs	require	a	DC	12	Strength	
  (Athletics)	check	to	scale.	The	north	cliff	is	50	feet	
  tall	and	flattens	at	the	top	while	the	southern	cliff	is	
  30	feet	tall	and	flattens	at	the	top.	Checks	to	climb	
  any	of	the	cliffs	are	DC	12.	
  	 The	undead	prefer	to	target	the	caravan	members,	
  as	they	are	the	suspected	grave	robbers.	If	any	
  undead	are	adjacent	to	the	caravan	and	make	a	
  successful	attack	roll	against	AC	10,	they	
  automatically	slay	a	caravan	member.	There	are	
  twenty	caravan	travelers	aboard	the	wagons	(see	
  The	Caravan	Travelers,	above).	
  Tricks of the Trade 
  Interacting with the Terrain. Make it clear to the adventures 
  that terrain elements are available to interact with, 
  including the cliff, ledge, wagons, and wagon-rooftops. 
  Undead Attacking Merchants. The DM may describe the 
  undead attacking the merchant however fits their play 
  style. Examples include dragging merchants from the 
  wagons or hacking them down as they try to run. 
  The Motivations of the Undead 
  The	undead	have	been	sent	to	bring	“justice”	to	the	
  thieves	and	retrieve	the	items	stolen	from	the	
  barrows.	Even	though	only	the	disguised	Zhentarim	
  agents	are	guilty,	the	mere	association	is	reason	
  enough	for	the	undead	to	punish	and	slay	everyone	
  present.	
  	 The	undead	are	merciless	foes,	fighting	to	the	end.	
  The	undead	speak	as	they	fight,	and	can	be	
  conversed	with	during	combat,	revealing	
  information	pertaining	to	who	they	are	and	why	
  they	are	here.	However,	they	cannot	be	dissuaded.	
  Even	if	the	adventurers	discover	Grindan	has	the	
  Dawnfire	sword	and	return	it	to	the	undead,	the	
  undead	may	still	seek	to	punish	those	involved	
  (DM’s	discretion).	However,	if	the	DM	opts	for	a	
  peaceful	resolution	(anything	is	possible),	the	
  adventurers	should	still	be	asked	to	return	to	the	
  barrows	to	speak	with	Solina	and	then	seal	it	to	keep	
  Vornjolnir’s	influence	from	spreading.	
  	 If	the	undead	are	peacefully	negotiated	with,	
  award	full	XP	for	this	encounter.	In	this	case,	the	
  adventurers	are	asked	to	travel	to	the	barrows	after	
  speaking	with	the	caravan.	
  	 If	the	adventurers	quickly	slay	the	undead	and	
  then	kill	Grindan,	have	the	undead	remains	hold,	or	
  the	merchants	provide,	clues	of	the	barrows’	
  location.	
  	 When	the	adventurers	engage	the	undead,	read	or	
  paraphrase	the	following:	
  With raspy, dry voices the undead warn you away, “Come not 
  between us and those who we hunt. 
   
  “We deliver justice, for these greedy mortals have dared 
  transgress against us. All who aid them are guilty. Our actions 
  are holy, our mission sacred. It is our duty to guard the relics 
  lain down in the barrows. 
   
  “All who would compromise our duty are to be purged. We 
  are the Order of Dawnfire, led by our Lady Alisandra Solina.” 
  After	the	undead	speak	in	combat,	adventurers	can	
  make	a	DC	14	Wisdom	(Insight)	roll	to	notice	the	
  undead	are	distracted	and	perhaps	disoriented.	This	
  can	be	exploited	later	in	the	adventure	when	the	
  adventurers	get	a	chance	to	remind	the	undead	of	
  their	mortal	lives	by	reciting	the	ideals	of	heroic	
  chivalry	(see	The	Hall	of	Remembrance).	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  7 
  	 A	cleric	of	Torm	or	Helm,	or	anyone	making	a	DC	
  14	Intelligence	(Religion	or	History)	check,	recalls	
  the	following	about	the	Order	of	Dawnfire:	
  • The	Order	was	mostly	composed	of	paladins	who	
  sought	to	gather	and	secure	evil	relics	and	defend	
  the	settlements	around	the	Moonsea.	
  • The	order	was	named	after	the	sect’s	powerful	
  holy	sword	and	their	keep,	a	bronze	citadel	that	
  would	blaze	at	sunrise.	The	leader’s	name	was	
  Alisandra	Solina.	The	paladins	were	sometimes	
  referred	to	as	the	Knights	of	Solina	or	Dawnfire	
  Knights.	
  • The	order	was	wiped	out	six	centuries	ago	fighting	
  a	frost	giant	leading	a	war	band	from	the	Galena	
  Mountains.	Oddly,	the	old	chronicles	mentioned	
  the	battlefield	being	littered	with	undead	yet	there	
  were	no	known	practitioners	of	arcane	or	divine	
  arts	among	the	frost	giant’s	band.		
  • Solina’s	holy	sword,	from	which	the	order	took	its	
  name,	had	its	blade	shattered	during	the	fateful	
  battle.	The	hilt	is	rumored	to	still	hold	powerful	
  magic.	
  Undead Reinforcements 
  Incorporeal	undead	reinforcements	arrive	three	
  rounds	after	the	adventurers	engage	in	combat.	The	
  dusk	has	grown	dim	enough	to	rob	the	world	of	
  sunlight.		
  	 Read	the	following:	
  The sun dips below the horizon and the shadows deepen and 
  spread. The shadows then move, taking on humanoid shapes. 
  One	wraith	and	five	specters	appear.	Where	the	
  incorporeal	undead	attack	is	up	to	the	DM.	They	can	
  assault	the	rearmost	wagon	in	the	convoy,	the	front	
  wagon,	or	they	can	be	split	between	the	two.	Go	with	
  what	would	be	most	dramatic	without	
  overwhelming	weak	or	wounded	adventurer	parties.	
  	 Also,	if	the	party	is	doing	quite	well,	the	wraith	
  can	raise	additional	specters	from	the	slain	caravan	
  guards.	There	are	twelve	dead	guards.	These	
  additional	undead	don’t	grant	more	experience	
  points,	but	this	may	thematically	increase	the	
  tension	of	the	encounter.	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: Remove five specters. 
  Weak: Remove three specters. 
  Strong: Remove five specters. Add two wraiths. 
  Very Strong: Remove five specters. Add three wraiths. 
  The	battle	concludes	when	all	the	undead	are	
  vanquished.	The	undead	fight	until	destroyed.	
  Searching the Undead 
  The	arms	and	armor	worn	by	the	undead	are	of	an	
  ancient	design	and	features	symbols	of	a	blazing	sun	
  behind	a	drawn	sword.	Their	equipment	is	old	and	
  has	no	value.	
  Tracks 
  If	an	adventurer	investigates	the	northern	ridge	
  above	the	wagons,	the	undead	ambushers	left	tracks,	
  which	lead	to	the	Cord	farm	and	the	barrows.	
  Surviving Merchants 
  Award	an	additional	25	experience	points	for	
  each	survivor	of	the	undead	attack	on	the	
  caravan.	There	are	twenty	potential	survivors	
  for	a	total	of	500	potential	experience	points.	
  B. The Aftermath 
  After	the	battle,	read	or	paraphrase	the	following:	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  8 
  Even with the undead vanquished, the terrified merchants 
  are lighting lamps and torches all around the area as they 
  move to fix the lead wagon and remove the dead horses. A 
  woman kneels by one of the dead guards and weeps. Two 
  men approach you. One is a middle-aged heavyset fellow 
  with more mustache than face and the other is a younger 
  man wearing chain armor with the symbol of Zhentarim. 
   
  The older man speaks first: “Oh, goodness,” he says, his 
  mustache quivering. “You saved us!” The younger man visibly 
  cringes at the other but says nothing for the moment, leaving 
  the older man to speak. “I am the master of this caravan, 
  Albric Von Howtz, at your service.” 
   
  He bows as much as his girth allows. “This here is my guard 
  captain, Callan Aurn,” the captain salutes you but remains 
  silent. “A reward! Yes! A reward is in order, my new friends. 
  Anything else would be rude, just uncouth.” The captain 
  groans as the caravan master shuffles off to his wagon. 
   
  When Albric is far enough for words not to reach, the 
  captain speaks, “Thank you for your assistance. I fear what 
  would have happened without your intervention. Those 
  creatures ambushed us here, which was cunning. 
   
  “I dread to think how long they had been stalking us and 
  planning this assault. I don’t think this attack was one of 
  opportunity, but specifically targeting us. I am not sure why, 
  though, but I have my suspicions.” 
   
  Before Captain Aurn can say more, Albric returns heaving a 
  chest. “Yes, a proper reward, then.” Albric sets the chest on 
  the tailgate of a wagon and carefully unlocks it. He begins to 
  count out silver trade bars, handing them to you one at a 
  time. Captain Aurn doesn’t look pleased by the behavior. 
  The	caravan	master	offers	400	gp	in	silver	trade	bars	
  for	the	rescue,	counting	them	slowly	from	a	chest.	
  On	a	successful	group	DC	12	Charisma	(Persuasion)	
  check,	Albric	can	be	convinced	to	pay	the	
  adventurers	an	extra	100	gp.		After	Albric	pays	the	
  adventuring,	he	immediately	tries	to	sell	them	
  potions	of	healing	for	65	gp	each	(he	can	sell	
  five	total).	
  	 Albric	doesn’t	know	much	of	the	
  current	events	as	he	is	being	left	in	the	
  dark	by	the	Zhentarim	guards	and	
  undercover	agents.	He	knows	the	same	
  information	as	the	rest	of	the	caravan	
  (see	Questioning	the	Merchants	below).	
  	 The	weeping	woman	is	a	half-elf	named	
  Yvette	Mirin	and	she	is	the	last	of	the	
  Zhentarim	guards	under	Captain	Aurn.	She	
  mourns	her	twin	brother,	Vinn	Mirin.	She	asks	if	
  the	adventurers	can	do	anything	for	him.	If	there	is	a	
  divine	caster	among	the	adventures	who	offers	last	
  rights	to	the	deceased,	Captain	Aurn	and	Yvette	
  profusely	thank	them,	and	Yvette	gives	the	
  adventurer	a	ring,	which	is	worth	250	gp.	The	
  adventurers	should	gain	inspiration	for	this	deed,	
  and	they	gain	advantage	on	all	social	rolls	while	
  interacting	with	the	caravan	members,	except	
  Grindan	(see	below).	
  	 If	the	adventurers	raise	Vinn	from	death,	the	DM	
  can	grant	inspiration.	They	are	also	rewarded	an	
  additional	300	gp.	All	the	members	of	the	caravan	
  respond	in	awe,	treating	the	adventurers	with	
  reverence.	
  	 Captain	Aurn	asks	to	speak	with	the	adventurers	
  in	private	as	soon	as	its	convenient.	
  Roleplay Opportunity 
  Captain Aurn, Grindan, Yvette Mirin, and the caravan. The 
  caravan and associated persons are relatively friendly and 
  happy to cooperate, even Grindan under certain 
  circumstances. This encounter is designed to allow the 
  players to move through the caravan and interact with NPCs. 
  Award inspiration for good roleplaying. 
  Questioning the Merchants 
  The	adventurers	can	go	about	asking	questions	of	
  the	other	caravan	members.	They	know	the	
  following:	
  • They	are	carrying	quality	goods,	such	as	cloaks	
  made	from	griffon	feathers,	or	leather	from	
  chimeras.	The	goods	have	been	already	contracted	
  and	they	can’t	sell	any	to	the	adventurers.	
  • They	have	traveled	out	of	their	way	to	meet	with	a	
  second	caravan	for	some	reason.	They	don’t	know	
  why	or	what	was	traded.	Three	new	members	
  joined.	Captain	Aurn	spoke	with	them	privately	for	
  some	time.	The	captain	came	away	looking	angry.	
  That	was	a	day	ago,	and	now	they’ve	been	
  ambushed	by	undead.	
  • 
  The	new	members	kept	to	themselves	and	
  what	they	brought	was	immediately	put	inside	
  one	of	the	wagons.	The	merchants	don’t	
  know	much	beyond	that.	
  Captain	Aurn	wishes	to	converse	in	private.	
  If	he	is	allowed	to,	read	the	following:	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  9 
  “There is another caravan that might be in danger. You see, 
  we, uh,” he scratches the back of his neck, “we met with a 
  smaller merchant convoy and traded goods with them and 
  picked up three additional members. The circumstances 
  around this were unusual, but I am not sure why. Maybe it’s 
  a gut feeling, but when you are in dangerous places, trust 
  your instincts.” 
  Captain	Aurn	goes	on	to	share	the	following:	
  • “The	second	caravan	is	led	by	Ragin	Olwynson,	a	
  seasoned	merchant	familiar	with	the	region.	Ragin	
  told	me	that	he	retrieved	supplies	from	a	
  farmstead	not	far	from	here,	I	think	he	said	it	was	
  owned	by	the	Cord	family.	They	were	heading	
  towards	the	Moonsea,	to	take	a	road	that	follows	
  the	shore.”	Captain	Aurn	gives	the	adventurers	
  directions.	
  • “Ragin	also	picked	up	six	additional	members.	
  Three	of	them	would	go	on	to	join	Albric’s	convoy,	
  our	convoy,	a	day	later,	a	day	before	this	ambush.”	
  • “The	boss	of	the	group	of	the	three	that	joined	us	
  is	named	Grindan.	He	is	a	secretive	sort	of	person.	
  I	don’t	trust	him.”	
  If	pressed	further	and	a	DC	14	Charisma	(Persuasion	
  or	Intimidation)	check	is	made,	or	if	the	adventurers	
  have	raised	Vinn,	Captain	Aurn	reveals	he	is	hiding	
  something	out	of	guilt	and	fear	and	he	explains	the	
  following:	
  • “A	group	of	Zhentarim	agents	disguised	as	
  Mulmaster	archeologists	were	undergoing	a	secret	
  operation	in	an	out-of-the-way	farmstead.	They	
  were	led	by	an	agent	named	Grindan.”	
  • “Grindan	is	alive,	hiding	as	a	merchant	within	this	
  caravan.”	
  • 	“I	think	that	Grindan	and	his	fellows	may	have	
  caused	this	tragedy	to	befall	this	convoy.”	
  • “I	am	a	Zhentarim	member,	but	my	loyalty	is	
  always	to	the	caravans	I	am	contracted	and	
  trusted	to	guard.”	
  • “From	what	little	I’ve	been	told	and	what	I	have	
  put	together,	Grindan	and	his	men	unearthed	
  something	near	the	Cord	family	farm,	and	now	the	
  undead	are	after	them	and	anyone	with	them.	I	
  don’t	know	what	they	unearthed,	only	that	
  Grindan’s	instructions	came	from	high-up	in	the	
  Zhentarim	hierarchy.	You	should	speak	with	him.”	
  Grindan’s Masquerade 
  Grindan	(neutral	human	mage)	is	disguised	as	a	
  merchant.	If	an	adventurer	reveals	to	him	that	he	or	
  she	is	a	Zhentarim	agent,	he	furtively	gives	the	
  Zhentarim	signal.	Otherwise,	Grindan	thinks	these	
  would-be	heroes	might	clean	up	the	undead	mess	
  and	cooperates.	After	all,	why	turn	down	free	help	
  from	do-gooders?	
  You approach a lone figure sitting at the front of a wagon 
  busying himself with a loop of rope. His youthful face is 
  clean-shaven, and his long hair is held in a ponytail. There is a 
  subtle azure glow surrounding him.  
  A	DC	11	Intelligence	(Arcana)	check	reveals	the	spell	
  to	be	mage	armor.	A	successful	DC	16	Intelligence	
  (Investigation)	or	Wisdom	(Perception)	check	
  reveals	that	Grindan	is	a	mage	who	pretends	to	be	a	
  merchant.	
  	 Grindan	reveals	the	following	information:		
  • The	Zhentarim	learned	of	the	location	after	
  investigating	rumors	that	had	spread	from	passing	
  merchants	by	farmers	and	hunters	in	the	area.	
  • He	had	been	ordered	by	Nasreet,	a	powerful	
  diviner	within	the	Zhentarim,	to	gather	loyal	
  operatives	to	locate	and	breach	grave	barrows	and	
  retrieve	the	relics	within.	
  • Nasreet	had	trained	Grindan	and	his	lieutenant	
  Brandel	on	the	wards	and	traps	she	expected	them	
  to	find.	He	had	been	given	extensive	supplies,	
  including	thousands	of	gold	worth	of	magical	
  equipment—mostly	potions	and	oils—to	see	to	
  the	success	of	the	operation.	Most	of	it	was	used	
  during	the	excavation	or	taken	by	fleeing	agents.	
  • Nasreet’s	previous	experiences	with	such	places	
  had	left	her	anticipating	undead	within	the	
  barrows,	but	the	sheer	power	and	number	of	the	
  creatures	had	taken	the	expedition	by	surprise.	
  They	were	quickly	overwhelmed	and	only	a	few	
  escaped	with	grave	goods.	He	and	the	other	
  survivors	are	following	orders,	splitting	up	and	
  heading	to	the	docks	in	Mulmaster.	
  • The	other	half	of	the	expedition	joined	a	smaller	
  caravan.	The	leader	of	the	other	group	was	a	half-
  elf	named	Brandel.	They	are	probably	in	terrible	
  danger.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  10 
  If	asked	about	the	undead	or	the	grave	barrows,	
  Grindan	explains	the	following:	
  • The	barrows	are	the	resting	place	of	an	order	
  called	the	Dawnfire	Knights,	named	after	their	
  leader’s	holy	sword.	Their	leader	was	a	paladin	
  named	Alisandra	Solina.	
  • The	Dawnfire	Knights	were	tasked	with	
  destroying	and	capturing	sinister	magic	items	left	
  by	evil	empires	such	as	Narfell,	Nardusk,	and	
  Netheril.	The	order	was	destroyed	in	a	terrible	
  battle	with	a	frost	giant	death	shaman	named	
  Vornjolnir	(this	isn’t	fully	correct,	but	no	one	is	
  aware	of	the	Harrowed	King’s	influence	on	both	
  past	and	present	events).	
  • Not	long	after	the	fateful	battle	with	the	giant,	the	
  temple	fortress	of	the	Dawnfire	Knights	known	as	
  Bright	Crown	Citadel	was	razed.	The	temple	also	
  served	as	a	vault	that	housed	the	dangerous	items	
  the	order	couldn’t	destroy.	As	far	as	Nasreet	is	
  aware,	the	barrows	are	all	that	remains	of	the	
  Dawnfire	Order,	the	Knights	of	Solina.	Because	of	
  this,	Nasreet	believes	that	a	few	objects	of	power	
  gathered	by	the	knights	were	buried	with	them,	as	
  they	could	not	be	taken	to	Bright	Crown.	
  • The	objects	carried	from	the	barrows	were	mostly	
  ornamental	treasures,	filigreed	antique	arms	and	
  armor.	However,	there	were	a	few	items	of	
  interest	split	among	the	fleeing	operatives:	a	
  perfect	cube	of	obsidian	with	inexplicably	seven	
  sides,	a	misshapen	bronze	orb	that	vibrated	like	a	
  heartbeat,	a	large	skull	with	gems	for	eyes	and	
  teeth,	and	an	ancient	sword	hilt	of	orichalcum	
  encrusted	with	a	ruby	cut	in	the	shape	of	a	blazing	
  sun.	
  	
  The Relics and Future Adventures 
  There are mentions of curious relics that were stored in 
  Solina’s barrows. These relics tie into other adventures and 
  are not immediately relevant. These references help create 
  continuity between adventures and storylines. 
   
  As the DM, redirect the adventurers so they stay focused 
  on the task at hand. If necessary, explain that the relics are 
  long gone (or even the meta-role of the other relics). 
  Grindan	also	explains	why	the	Zhentarim	agents	
  can’t	simply	return	the	grave	objects	to	appease	the	
  undead:	
  • Even	if	the	stolen	items	were	gathered	and	
  returned,	Grindan	doubts	it	would	make	a	
  difference	because	he	believes	something	was	
  wrong	with	the	place	before	it	was	even	
  unearthed.	As	they	worked	on	the	excavation,	the	
  place	seemed	wrong,	too	cold,	too	dark	before	
  they	even	breached	the	buried	doors.	Maybe	
  something	put	in	there	with	the	knights	corrupted	
  the	place,	rotted	it	from	within.	
  • As	Grindan	had	mentioned,	Nasreet	believed	
  Narfell	or	Netheril	objects	made	it	into	the	
  barrows	with	the	bodies	of	the	knights.	There	may	
  be	some	truth	to	this	as	the	wards	were	already	
  weak	when	they	broke	in.	
  • Clearly	something	was	wrong	before	they	got	
  there.	He	mentions	some	of	the	Harrowed	relics	
  (the	cube,	the	heart,	and	the	skull),	saying	how	
  they	seemed	eerie.		
  • There	appears	to	be	something	of	the	knights	left	
  within	the	undead.	During	the	skirmish	at	the	
  barrows,	the	undead	demanded	the	surrender	of	
  my	companions,	capturing	them	alive.	The	undead	
  that	ambushed	the	caravan	here	didn’t	ask	us	to	
  yield.	Whatever	is	darkening	them	is	growing.	
  After	the	adventures	speak	with	Grindan,	or	if	the	
  interaction	stalls	or	starts	to	become	violent,	Captain	
  Aurn	interrupts	(it	is	his	job	to	keep	Grindan	safe)	
  with	a	request	to	the	adventurers	to	locate	the	other	
  caravan	and	then	check	on	the	Cord	farm	or	go	
  directly	to	the	source	of	the	undead	and	confront	it.	
  Grindan	also	mentions	that	there	is	a	shortcut	that	
  circumvents	the	Cord	farm	if	the	adventures	wish	to	
  go	directly	to	the	barrows.	
  Grindan’s Gift 
  Read	the	following:	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  11 
  Grindan peers at you with a somber expression. He reaches 
  into his coat and hands you something heavy wrapped in silk. 
  Within is an ancient sword hilt of orichalcum. In the pommel 
  is a ruby cut in the shape of a blazing sun. 
   
  “This is it,” Grindan says with a sad smile, “The goal of the 
  whole operation. This broken thing. I am sure there is a 
  metaphor or irony in that, but,” he shrugs, “such things tend 
  to be lost on me. 
   
  “This is her sword, you know. Alisandra Solina’s fabled 
  weapon. Once it was an incredibly powerful artifact. Even 
  broken as it is, it still holds such power.” He looks at it with 
  longing, his eyes glinting from the light bouncing from its 
  ruby. He sighs, “Take it. Use it to end this. The Zhentarim 
  really isn’t what it used to be. We have some noble blood in 
  us still.” 
   
  Captain Aurn nods approvingly at him. 
   
  Grindan goes on, fear in his voice, “But, you need to know 
  that something is wrong with the barrows. It isn’t merely the 
  undead, as bad enough as that is. A growing malice clings to 
  it, warping it. And that isn’t the only thing, either.” His voice 
  seems distant, “I saw her, you know, Alisandra Solina 
  adorned in ceremonial white armor and wearing a helmet set 
  with her visage. I watched her in all her beautiful armor 
  slaughter my friends, dragging those who lived into the 
  darkness of the barrows. I ran. I left them. Please, make this 
  right.” 
  The	Dawnfire	sword	was	once	an	artifact	of	power.	
  Even	with	its	blade	shattered,	the	sword	is	a	sun	
  blade;	the	gem	in	the	pommel	sheds	dim	light	in	a	10	
  radius	when	within	60	feet	of	undead.	This	is	
  addition	to	the	illumination	spread	by	the	sun	blade.	
  	 Grindan	also	gives	the	adventurers	a	potion	of	
  superior	healing	to	help	them.	
  	 Any	dwarf,	anyone	proficient	in	smith’s	tools,	or	
  anyone	making	a	DC	10	Intelligence	(History)	check	
  knows	that	orichalcum	is	a	gold-colored	bronze	alloy	
  used	long	ago,	mainly	for	coins	of	long-dead	empires.	
  Zhentarim Faction Assignment 
  	 If	asked	about	Nasreet’s	orders,	he	says	that	the	
  orders	were	carried	by	Brandel	because	the	oaf	
  forgets	things	so	often	and	needs	to	be	frequently	
  reminded.		
  Treasure 
  The	adventurers	gain	possession	of	the	sun	blade	
  and	a	potion	of	superior	healing.	They	also	are	paid	
  400	gp	for	saving	the	caravan	(with	a	potential	of	
  100	gp	extra),	and/or	Yvette	Mirin’s	ring,	worth	250	
  gp.	If	the	adventurers	raise	Yvette’s	brother	from	
  death,	they	are	rewarded	an	additional	300	gp.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  12 
  Part 2. The Wreckage 
  Story Beats 
  The adventurers discover the destroyed merchant caravan 
  and learn of those who have been taken hostage. 
  Estimated	Duration:	15	minutes	
  The	adventurers	can	take	a	long	rest	before	the	next	
  encounter.	The	second	caravan,	which	has	been	
  attacked	and	destroyed,	is	a	day	and	half	away.	
  General Features 
  The trade road has the following features. 
   
  Terrain. The terrain here continues to be rough and hilly. 
  The road is pact dirt.  
   
  Weather. It is springtime. The sky alternates between 
  sunshine and light rain in the afternoon with heavy foggy in 
  the morning. 
   
  Light. It is bright during the day and dark at night with a 
  beautiful sky of stars. 
   
  Smells and Sounds. The scent of the land is strong along 
  the road, the smell of plants and damp earth. 
  You haven’t seen anyone else since the assault on the 
  caravan, which is now making for safer lands after your 
  intervention. 
   
  As you descend into a shallow valley, the cloying stink of 
  death drifts to you. 
   
  Ahead is a grizzly scene of slaughter—brutalized bodies 
  litter the churned earth by several wagons. Most of the 
  bodies have been shredded, but a few have no wounds 
  beyond a face rigid in horror. 
   
  The entire caravan has been ransacked. There are smashed 
  kegs and torn sacks piled at the bases of the three wagons.  
  An	undead	host	from	the	barrows	set	upon	these	
  merchants.	The	undead	were	looking	for	stolen	
  treasures,	particularly	items	associated	with	the	
  Harrowed	King’s	binding	as	Vornjolnir	himself	is	still	
  compelled	to	seek	them	and	now	so	too	are	the	
  fallen	knights	through	the	death	giant’s	will.	
  Tracks 
  There	are	obvious	footprints	traveling	down	the	
  road	and	dragging	someone	or	something	from	the	
  caravan	wreckage.	They	are	heading	through	the	
  Cord	farm	to	the	barrows.	
  	 A	DC	13	Wisdom	(Survival)	check	identifies	
  distinct	patterns	in	the	blood-soaked	mud	around	
  the	wagons.	Along	with	the	frantic	boot	prints	of	the	
  merchants	and	guards	are	the	tracks	left	by	four	
  armored	warriors.	
  	 A	DC	13	Wisdom	(Perception)	check	immediately	
  notices	a	few	things:	
  • While	the	goods	and	supplies	have	been	strewn	
  about	and	ransacked	as	though	violently	searched	
  through,	nothing	appears	to	have	been	taken,	
  including	valuables.	
  • There	are	eleven	bodies,	and	all	seem	unduly	
  brutalized.	A	DC	13	Wisdom	(Medicine)	check	
  shows	that	several	people	were	slain	by	bladed	
  weapons	and	shredded	by	bare	hands,	their	flesh	
  torn.	
  • A	DC	13	Intelligence	(Religion)	check	reveals	that	
  the	bodies	without	wounds	have	had	their	life	
  drained	from	them	by	undead	creatures.	
  The Wagons 
  All	the	wagons	are	marked	with	the	brand	of	a	
  Zhentarim	merchant	company	that	operates	around	
  the	Moonsea.		Aboard	the	lead	wagon	are	papers	
  authorizing	the	movement	of	goods,	specifically	silk.	
  They	are	made	out	to	a	man	named	Ragin	Olwynson	
  and	Co.		
  The Cargo Ledger 
  Near	one	of	the	bodies	is	a	ledger	listening	the	
  caravan’s	merchandise,	supplies,	and	members.	
  There	are	thirteen	names	listed	but	there	are	only	
  eleven	bodies	at	the	massacre.	The	ledger	mentions	
  going	out	of	their	way	to	rendezvous	with	another	
  caravan	to	sell	supplies	and	pick	up	three	new	
  members	including	someone	named	Brandel.		
  The Wagons 
  It	appears	the	wagons	have	been	ransacked,	their	
  gear	and	goods	tossed	to	the	ground.	The	wagons	
  had	been	carrying	numerous	barrels	of	wine	and	
  kegs	of	brandy,	but	they	have	all	been	destroyed.	
  	 The	horses	are	found	not	far	off,	spooked	and	a	
  little	battered	but	healthy.	It	looks	like	they	broke	
  free	from	the	wagons	during	the	battle.	There	are	
  seven	of	them.	
  Treasure 
  There	are	seven	riding	horses,	and	enough	feed	for	
  several	days	fodder	per	horse.	There	is	also	100	gp	
  worth	of	undamaged	trade	goods	(silk,	brandy,	etc.)	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  13 
  Part 3. The Cord Farm 
  (Optional) 
  Story Beats 
  The adventurers come to the Cord farm and learn of the 
  missing Cord children, Sofia and Caleb, the events that have 
  transpired in the area with the “archeologists” and the 
  neighboring farms and families. 
  Estimated	Duration:	20	minutes	
  General Features 
  The Cord farmstead is comprised of several buildings—house, 
  barn, bathhouse, granary, and windmill—built in a verdant 
  valley surrounded by tall hills. The Cormanthor forest looms 
  not far away. 
   
  Terrain. Tall hills rise around a shallow valley of rich soil. 
   
  Weather. The sky is overcast early in the day that burns off 
  in the afternoon. Heavy fog clings to the hills all morning. 
   
  Light. Bright during the day, dark during the night (with 
  occasional dim light from the moon). 
   
  Smells and Sounds. The smell of damp earth and grass. 
  The	undead	retinue	is	comprised	of	three	
  revenants.	They	have	captured	the	two	caravan	
  leaders	and	are	taking	them	back	for	Solina	for	
  questioning	and	judgement.	The	paladins’	
  perceptions	and	oaths	are	warped,	and	they	believe	
  they	are	acting	justly,	even	as	they	slaughtered	the	
  caravan.	
  	 The	grave	barrows	aren’t	far	from	the	Cord	family	
  farmstead	and	the	undead	have	been	moving	within	
  view	of	the	family	house.	They	have	been	active	for	
  three	days	and	during	that	time	they	captured	two	
  members	of	the	Cord	family	who	had	trespassed	
  near	the	barrows	(see	The	Zhentarim	Strategy).	
  Solina	is	holding	them	until	formal	execution.	
  You follow the trail for several hours. It then diverges from 
  the main road and heads south towards the Cormanthor 
  forest, that seemingly endless expanse of ancient woods. The 
  terrain becomes progressively rougher. You travel for half a 
  day until you see tall hills forming a sort of shallow valley of 
  rich soil. Nestled there is a large farmstead. You see a large 
  house, a barn, a bathhouse, a granary, and a windmill. There 
  appears to be a couple of small sheds between the larger 
  buildings. The place is eerily still except for the squeaking of 
  the windmill. 
   
  As you near, you see men and women come out of the 
  house and load stuff onto the wagons. A few stand watch, 
  nervously wielding scythes or pitchforks, but some are 
  wearing short swords or holding crossbows. None of them 
  have armor and some appear to be crying. An unarmed old 
  man with a pipe is directing the activities.  
   
  When they see you, they stop loading the wagons and 
  gathering around, looking tense. The old man with the pipe 
  holds his hands out in greeting and approaches. 
  There	are	ten	family	members	working	together	to	
  hurriedly	load	the	wagons.	After	seeing	undead	
  moving	near	the	farm	during	the	night,	and	having	
  two	family	members	disappear,	the	Cord	family	is	
  preparing	to	flee.	
  	 When	the	adventurers	approach,	the	Cord	
  patriarch,	Grandfather	Murry,	hails	them	over:		
  “You don’t look like them archaeology folk causing trouble. 
  Still, though, you’ve chosen a sore time to visit our farm. I am 
  afraid we can’t offer much hospitality. My kin have been 
  taken and strange things are about. We’re off to Hillsfar to 
  find help. And I caution you to leave this place too.” He sighs. 
  “It has been a hard few days, and I forget my manners. What 
  can we assist you with?” 
  He	knows	the	following:	
  • Last	night,	he	and	his	family	witnessed	several	
  armored	figures	pass	by	the	farm	towing	two	
  disheveled	men	in	the	dark	hours	of	the	morning.	
  • A	month	ago,	Murry’s	son	Murph	was	working	a	
  field	with	thick	topsoil	near	some	hills	when	he	
  unearthed	carved	stone.	Rumors	grew	and	spread	
  from	harmless	conversation	with	neighbors.	A	
  week	ago,	a	score	of	men	showed	up	claiming	to	
  be	from	an	archeological	organization	in	
  Mulmaster.	They	rode	towards	the	forest	border,	
  to	the	largest	hills	in	the	area.	They	were	well	
  geared	and	brought	in	boxes	of	supplies.	They	
  were	there	for	a	week,	coming	and	going	until,	
  three	days	ago,	they	fled.	
  • During	their	time	here,	the	archeologists	would	
  visit	and	make	extravagant	offers	for	provisions	or	
  tools,	paying	many	times	their	value.	They	also	
  bragged	about	having	found	a	massive	treasure	
  hoard,	too	much	for	them	to	carry	and	that	the	
  farmers	in	the	area	could	have	what	they	wanted.	
  • Two	young	family	members,	Sofia	and	Caleb	Cord,	
  were	spying	on	the	operations.	They	had	
  described	digging	into	the	side	of	the	largest	hill	
  near	the	woods,	not	too	far	away.	They	excitedly	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  14 
  talked	about	seeing	lots	of	lights	of	unusual	colors.	
  They	haven’t	been	seen	in	two	days.	Murry	fears	
  the	worst.	
  • After	the	archeologists	fled,	the	Cord	family	began	
  to	see	strange,	silent	figures	moving	through	the	
  night,	following	the	direction	of	the	fleeing	
  archeologists.	Right	before	morning,	they	could	be	
  seen	coming	back,	often	dragging	people	along	
  with	them.	
  • The	Cord’s	farm	is	the	closest	to	the	excavation	
  site.	The	Hardens	and	Shepherds	are	also	near,	but	
  they	evacuated	a	day	or	so	ago.	The	Cord	family	is	
  the	last	to	flee.	All	three	farms	have	lost	family	to	
  the	“night	walkers.”	
  If	the	adventures	offer	to	find	the	missing	Cord	
  members,	Grandfather	Murry	offers	the	adventurers	
  a	100	gp	reward	to	look	for	Sofia	and	Caleb.	
  The Zhentarim Strategy 
  The	Zhentarim	posed	as	archeologists	from	
  Mulmaster	as	they	operated	in	the	area.	The	
  operation	was	conducted	with	the	prediction	that	
  the	undead	would	most	likely	pursue	the	grave-
  robbers,	so	the	Zhentarim	agents	attempted	to	
  scatter	the	grave	goods	to	as	many	people	as	
  possible	to	spread	thin	the	efforts	of	the	undead	and	
  buy	the	agents	more	time	to	flee	the	area.	This	
  strategy	including	tricking	the	local	famers	into	
  visiting	the	excavation	site	and	taking	objects	left	
  there	from	the	Zhentarim’s	exploration	of	the	tomb	
  or	buying	the	goods	at	prices	too	low	to	ignore.	This,	
  predictably,	resulted	in	the	kidnapping	and	
  execution	of	a	number	of	innocent	farmers	in	the	
  area.	
  Treasure 
  Grandfather	Murry	offers	the	adventurers	a	100	gp	
  reward	to	look	for	Sofia	and	Caleb.	
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  15 
  Part 4. The Barrows 
  Story Beats 
  The adventurers come to the barrows where they find the 
  remnants of the Zhentarim dig site. From there they either 
  peacefully go into the barrows to take part in the trial or fight 
  their way in to rescue the accused. After which they are 
  informed of Vornjolnir’s corrupting influence and the wards 
  that must be destroyed to collapse the barrows on the 
  waking death giant, who sends a dreadful creature to stop 
  the adventurers. 
  The	undead	have	begun	to	purge	the	earthworks,	
  campsite,	and	excavation	machines	from	around	
  their	barrows.		
  General Features 
  The terrain around the barrows is a set of five artificial knolls 
  evenly placed around a massive hill, the northern face of it 
  excavated to reveal stone pillars and two bronze doors. They 
  are open. 
   
  Terrain. The terrain is damp with tall grass. There are five 
  steep hills surrounding at equal increments a massive hill at 
  the center. 
   
  Weather. The sky is overcast with light drizzle. 
   
  Light. Gloomy during the day and utterly dark at night with 
  no moon or starlight. 
   
  Smells and Sounds. During the day, the area is rich with 
  bird sounds, especially crows. At night, the hooting of owls, 
  squeaking of large bats, and chirping of insects fills the dark. 
  A. The Outer Barrows 
  (Not on Barrows Map) 
  Estimated	Duration:	15	minutes	
  At the edge of the deep wood rises six great hills, steep and 
  covered in thick grass. Five of the hills circle the largest, 
  which is immense and topped with a crown of standing 
  stones.  
   
  Littered about the area are smashed boxes, scattered 
  supplies, collapsed tents, and even a broken pulley system 
  for shifting heavy objects. The grassy ground has been 
  churned to boggy mud from extensive foot traffic. 
   
  The northern face of the large hill is excavated to reveal 
  stone pillars and two bronze doors. They are open. 
  Tracks:	The	undead	tracks	lead	across	the	muddy	
  ground	to	the	south,	heading	for	the	north	face	of	the	
  large,	central	hill.	A	DC	12	Wisdom	(Survival)	check	
  indicates	that	the	numbers	have	not	changed,	and	
  the	two	caravan	members	are	alive,	for	now.		
  	 There	are	a	number	of	empty	potion	and	oil	
  bottles.	A	DC	14	Intelligence	(Arcana)	check	reveals	
  bottles	that	once	contained	potions	of	healing,	a	
  potion	of	giant	strength,	and	residue	of	oil	of	
  slipperiness.	A	DC	14	Intelligence	(Arcana)	check	
  reveals	that	the	oil	of	slipperiness	was	used	in	
  conjunction	with	the	potion	of	giant	strength	for	part	
  of	the	excavation.	These	vials	are	now	empty.	
  	 Searching	the	camp	produces	a	potion	of	superior	
  healing,	40	days	of	rations,	30	torches,	a	barrel	
  containing	enough	oil	for	10	oil	flasks,	a	thieves’	kit,	
  a	set	of	mason’s	tools,	6	vials	of	holy	water,	200	feet	
  of	rope	in	50	ft	segments,	and	a	few	tents	and	
  bedrolls.	The	rest	of	the	gear	is	too	damaged	to	be	of	
  use	or	recovered.		
  	 A	detect	magic	spell	or	ability	indicates	powerful	
  necromantic	energy	pouring	from	the	barrows.	
  There	is	also	evidence	of	other	magic	in	the	area,	
  possibly	residue	from	spells	cast	by	the	Zhentarim	
  excavation	team.	
  Treasure 
  As	noted	above,	searching	the	camp	produces	a	
  potion	of	superior	healing,	40	days	of	rations,	30	
  torches,	a	barrel	containing	enough	oil	for	20	oil	
  flasks,	a	thieves’	kit,	a	set	of	mason’s	tools,	6	vials	of	
  holy	water,	200	feet	of	rope	in	50	ft	segments,	and	3	
  remaining	tents	and	12	bedrolls.	The	rest	is	
  destroyed.	
  	 Alternatively,	a	DM	my	simply	provide	50	gp	
  worth	of	nameless	supplies,	6	vials	of	holy	water,	
  and	the	potion	of	superior	healing.	
  Solina’s Trial 
  The	undead	still	hold	a	fragment	of	the	paladins	they	
  were	in	life.	Solina	is	proceeding	over	a	trial	for	
  those	captured	by	her	revenants.	Ragin	Olwynson,	
  Brandel,	and	Sofia	and	Caleb	Cord	are	being	tried	as	
  minions	and	conspirators	of	Vornjolnir,	and	as	
  thieves	and	trespassers.	Should	they	be	found	guilty,	
  which	is	highly	likely,	the	punishment	will	be	death	
  (See	Trial	of	the	Dead	below	for	further	
  information).	
  Approaching the Entrance 
  Read	the	following:	
  The heavy bronze doors are caked with dirt. Once, long ago, 
  they must have shone intensely. Embossed into them are an 
  upraised sword set before a blazing sun. They are unsealed 
  now, forced open. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  16 
   
  Behind the doors is a dark tunnel, lightless and chill, with a 
  clinging fog seeping out. 
   
  Faint words can be heard echoing from the darkness, thick 
  with antiquated pronunciation, and with them can be heard 
  pleas for mercy in Common. 
  A	DC	11	Intelligence	(History)	check	reveals	the	
  heavily	accented	words	to	be	that	of	a	judge	
  commencing	a	trial	(See	Trial	of	the	Dead).	
  Trial of the Dead 
   
  Read	the	following	upon	a	successful	History	check:	
  You immediately notice that the system of justice is hundreds 
  of years old. It appears to rely on patronage, meaning that 
  someone isn’t worthy of being given a defense unless others 
  step in to risk themselves to attest to the person’s character. 
  Those who vouch on behalf of the accused become culpable 
  as well and share in the punishment. This form of justice was 
  to ensure that only the innocent would be vouched for as 
  those who testified for the guilty would be punished as well.      
   
  These trials are often overseen by a triumvirate, three 
  judges, who listen to the accused and decide on the severity 
  of the punishment.  
   
  This system of justice is famous, or infamous, for its use of 
  judicial champions and trials by combat, its use of weregild, 
  and its use of zone of truth and mind reading as last resorts. 
  The	justice	system’s	fine	points:	
  • Anyone	can	volunteer	to	argue	in	defense	of	the	
  accused	but	he	or	she	will	suffer	the	same	
  punishment	should	the	accused	be	found	guilty.	
  • Anyone	can	volunteer	to	take	the	place	of	the	
  accused.	
  • Anyone	can	ask	for	the	trial	to	be	done	by	combat	
  with	the	accused	selecting	a	champion.	
  • Weregild	(literally	‘man	gold,’	payments	to	those	
  offended	by	another)	is	accepted	in	this	form	of	
  justice.	
  B. The Inner Barrows Complex 
  Estimated	Duration:	50	minutes	
  The	barrows	complex	is	an	ancient	stone	dungeon	
  set	with	powerful	magic	wards	and	made	by	expert	
  masons.	However,	the	disruptive	presence	of	
  Vornjolnir	has	caused	the	stone	to	crack	and	open	
  up,	flooding	part	of	the	complex	in	his	efforts	to	
  escape.	
  General Features 
  The barrows are centuries-old structures with magic woven 
  into their stones. 
   
  Terrain. The stonework is masterful, built to endure. But 
  despite the best efforts of the builders, unquiet earth has 
  shifted and cracked passages, causing portions of the walls to 
  collapse. 
   
  Weather. The interior of the barrows is icy cold and filled 
  with a chill mist. 
   
  Light. The frost-fog makes conditions dim, even with 
  torches and lanterns or a light spell. 
   
  Smells and Sounds. Indiscernible whispers are heard in the 
  fog along with the trial proceedings.   
  The Desecrated Barrows 
  The	barrows	are	imbued	with	the	unseen	traces	of	
  ancient	evil.	A	detect	evil	and	good	spell	cast	within	
  range	reveals	its	presence.	
  Desecrated Ground 
  Undead standing on desecrated ground have 
  advantage on all saving throws. 
   
  A vial of holy water purifies a 10-foot-square area of 
  desecrated ground when sprinkled on it, and a hallow spell 
  purifies desecrated ground within its area. 
  The Guardians of the Barrows 
  Two	revenants	wait	20	feet	into	the	barrows,	
  flanking	the	entrance	tunnel.	They	don’t	
  immediately	attack	unless	threatened	or	they	catch	
  someone	sneaking	in	or	lying.	The	first	adventurer	
  taking	objects	or	entering	the	tomb	without	
  permission	becomes	a	target	of	vengeance	by	all	
  revenants	within	the	barrows.	
  Muddy tracks enter the barrows. Some are scraped across 
  the stone, as if someone was being dragged. 
   
  Voices echo deep from within. The words becoming 
  clearer as you near. From what can be discerned, a criminal 
  trial is being conducted. 
   
  Two armored figures stand motionless twenty paces into 
  the barrows. They watch you with burning eyes but don’t 
  move. In hollow, deathless voices they ask simultaneously, 
  “Who disturbs our trial? Hast thou come to speak on the 
  behalf of the accused? Speak boldly, that we may hear thee. 
  Allow	another	History	checks	to	reveal	information	
  on	the	trial	(See	Trial	of	the	Dead).	Alternatively,	if	
  the	adventurers	ask	the	guards	what	is	going	on,	the	
  guards	can	relay	the	information	found	in	the	Trial	
  of	the	Dead	section.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  17 
  Parlaying with the Undead 
  The	adventurers	can	peacefully	parlay	with	the	
  undead	and	join	the	trial	as	part	of	the	defense	or	as	
  silent	watchers.	If	they	do	so,	they	are	escorted	to	
  Area	C.	The	Hall	of	Remembrance,	where	they	are	
  told	to	wait	while	a	guard	goes	and	speaks	with	
  Solina.	One	guard	remains	to	watch	the	adventurers.	
  The	adventurers	are	permitted	to	walk	around	the	
  hall	and	study	their	surroundings,	even	interact	with	
  it	to	a	certain	extent	(such	as	Sir	Colville’s	riddle).	
  During	this	time,	an	adventurer	could	sneak	away	to	
  spy	on	the	undead	but	warn	the	adventurer	of	the	
  consequences	of	being	caught	for	the	whole	party.	
  	 After	a	few	minutes	(exact	time	is	up	to	the	DM),	
  the	guard	returns	and	escorts	the	adventurers	to	
  Solina	and	the	trial.	
  	 If	the	adventurers	attack,	the	guards	defend	
  themselves	and	reinforcements	(see	the	Undead	
  Reinforcements	section)	appear	in	two	rounds,	
  instead	of	1	minute.	
  Undead Reinforcements 
  Undead	reinforcements	appear	1	minute	after	
  combat	with	guards	starts,	or	any	part	of	the	
  barrows	is	noticeably	looted	(Sir	Colville’s	riddle	
  treasure	does	not	count).	Two	revenants	and	three	
  wights	charge	the	adventurers.	The	undead	are	
  dressed	in	archaic	armor.	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: Remove two revenants. Add one wight. 
  Weak: Remove two revenants. Add three wights. 
  Strong: Add one revenant. Add one wight. 
  Very Strong: Add two revenants. 
  C. The Hall of Remembrance 
  This	is	the	largest	room	within	the	barrows.	It	is	
  extravagantly	carved	with	beautiful	murals	and	
  engravings.	
  This grand room was built to honor and remember those who 
  have died in the battle against tyranny and villainy. Ten great 
  pillars stretch to touch the ceiling, which holds an elaborate 
  mural of the higher planes, of deities and heroes looking 
  down and welcoming the wary to their halls. The pillars are 
  rare blue marble and carved to represent the ten ideals of 
  heroic chivalry. Along the walls are glittering bronze tablets 
  engraved with the names, titles. and feats of those laid to 
  rest here. 
   
  It appears this room flooded at some point and the 
  chillness of the barrows froze the water. The floor is covered 
  in a thick sheet of red ice, making movement difficult. The 
  surface glitters and shimmers in whatever light touches it, 
  spraying prismatic and crimson refractions across the walls 
  and ceiling. 
   
  Most of the northern wall is collapsed except for a small 
  section containing a heavy stone plinth before it. There are 
  also stone altars towards the back of the chamber against the 
  east and west walls depicting a rising sun. 
  The	chamber	is	approximately	35	feet	wide	(east	to	
  west)	and	55	feet	long	(south	to	north).	
  	 The	altars	against	the	east	and	west	walls	
  depicting	a	rising	sun	are	the	wards	stones	keeping	
  the	barrows	intact.	These	are	two	of	the	three	wards	
  Solina	will	ask	the	adventurers	to	destroy	at	the	end	
  of	part	4.	
  	 A	DC	15	Intelligence	(History)	check	recalls	the	
  ten	ideals	of	heroic	chivalry	(paladins	and	those	with	
  the	appropriate	background	automatically	succeed	
  on	this	check):	bravery,	justice,	mercy,	honesty,	
  perseverance,	empathy,	temperance,	discretion,	
  selflessness,	and	humility.	If	these	are	mentioned	to	
  the	undead	and	a	DC	18	Charisma	(Persuasion)	
  check	is	made,	the	undead	cease	fighting	the	
  adventurers	as	the	knights	are	reminded	of	the	
  ideals	they	valued	in	life	and	can	either	return	to	rest	
  or	assist	the	adventurers	(such	as	in	the	fight	against	
  Vornjolnir’s	minions),	DM’s	discretion.	In	either	case,	
  award	full	experience	for	the	encounter.	
  	 Anyone	with	stonecunning,	proficiency	in	mason	
  tools,	or	making	a	successful	DC	14	Intelligence	
  (Investigation)	check	notices	that	the	extensive	
  damage	to	the	stonework	and	cave-ins	are	caused	by	
  unusual	forces,	not	the	geological	shifts	or	wear	of	
  time.	The	place	for	the	barrows	was	well	chosen	for	
  the	structure	to	endure.	No	natural	events	have	
  caused	the	damage.		
  	 A	detect	magic	followed	by	a	DC	14	Intelligence	
  (Arcana)	check	reveals	sources	of	ward	energy	
  coming	from	the	altars	on	the	east	and	west	walls	of	
  this	chamber	that	weave	a	web	throughout	the	
  barrows.	They	are	fluctuating	oddly,	which	might	
  explain	the	undead	as	the	wards	were	designed	to	
  keep	the	living	out	and	the	undead	in.	It	would	take	a	
  long	time	and	expensive	parts	to	repair.	
  	 The	red	ice	also	emits	necromantic	energy.	A	
  consecrate	spell	or	holy	water	removes	the	
  necromantic	taint	and	the	red	color.	
  	 Here	are	a	few	samples	of	content	for	the	bronze	
  tablets:	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  18 
  • “Odaenathus	Kayn,	guardian	of	the	green	glade,	
  friend	of	the	fey,	bearer	of	the	Emerald	Sword	of	
  Summer.	Single	handedly	slew	the	young	green	
  dragon	Crinnanmorax,	and	defeated	the	Unseelie	
  champion	Shay	Duindae	tel’Orin”	
  • “Varisha	Vihara	Karith,	first	drow	knight	of	the	
  order,	exemplar	and	greatest	of	us	during	her	
  time,	inheritor	of	the	Moon	Tear	Crown.	Huntress	
  of	glabrezu	and	vanquisher	of	he	whose	name	
  shall	be	forgotten.”	
  • “Jalin	Majere,	spellfire	wielder,	and	consummate	
  pessimist,	may	the	lessons	you	learned	with	us	
  guide	you	on	whatever	plane	you	find	yourself	
  wandering.”	
  Also	written	along	the	wall	is	the	story	of	the	fall	of	
  Bright	Crown	Citadel,	the	orders	castle	and	the	vault	
  where	the	dark	objects	they	recovered	were	stored.	
  It	mentions	how	not	even	a	single	foundation	stone	
  was	left	as	though	the	temple	fortress	had	simply	
  ceased	to	exist..	
  	 When	the	adventurers	approach	the	plinth,	read	
  the	following:	
  The plinth in the back of the room appears to be an offering 
  by an ally of the Dawnfire Knights. It says, “To those who 
  have shown us the way with their deeds and deaths, we 
  honor thee.” And it is marked by the name of Sir Colville, 
  grandmaster of the Delian Order, chronicler of ‘Thief’ and 
  ‘Priest.” Beneath is the riddle of the Delian order: “If thou are 
  to keep this, thou must first give it to me.” 
  If	magical	detection	is	used,	the	plinth	radiates	both	
  strong	abjuration	and	evocation	magic.	A	DC	15	
  Intelligence	(Investigation)	check	notices	dangerous	
  runic	markings.	The	plinth	is	trapped,	and	anyone	
  giving	a	wrong	answer	to	the	riddle	triggers	the	trap.	
  	 The	answer	to	the	Sir	Colville’s	Delian	riddle	is	for	
  an	adventurer	to	give	his	or	hers	word,	oath,	
  promise,	etc.	The	plinth	contains	a	secret	
  compartment	that	opens	when	the	riddle	is	
  answered	correctly.	A	successful	DC	16	Intelligence	
  (Investigation)	check	locates	the	secret	
  compartment.	In	this	case,	it	requires	a	DC	16	
  thieves’	tools	check	to	open,	which	triggers	the	trap.	
  	 Within	the	secret	compartment	are	two	scrolls	of	
  daylight,	an	ornate	silver	lamp,	and	a	non-magical	
  silver	martial	weapon	(this	would	typically	be	a	
  silver	longsword,	but	the	DM	can	instead	choose	a	
  martial	weapon	usable	by	the	adventurers).	
  Magical Trap. Glyph of Warding 
  Magical Trap (Levels 5-10 deadly threat) 
  The plinth is protected by runes that activate a glyph of 
  warding and radiates both abjuration and evocation magic. 
   
  Trigger. Any creature who fails to answer the riddle 
  correctly, or who opens the compartment before giving his or 
  hers word, oath, promise, etc., triggers the trap.  
   
  Effect. A series of fiery explosions detonate in the 
  chamber, filling Area C. Each creature in the area must make 
  a DC 15 Dexterity save. A creature takes 31 (7d8) fire damage 
  on a failed save, or half damage on a successful save. The 
  explosion alerts any remaining undead within the barrows. 
  The explosion does not harm the room but can harm the 
  undead. 
   
  The glyph of warding fades after activation or when the 
  riddle is answered correctly. 
   
  Countermeasures. Answering the riddle or a successful 
  dispel magic can deactivate the glyph of warding (cast as a 
  5th level spell slot). 
  Treasure 
  If	the	secret	compartment	is	found,	the	adventurers	
  obtain	two	scrolls	of	daylight	and	a	silver	martial	
  weapon.	The	ornate	silver	lamp	is	worth	100	gp.	
  D. Anteroom and Statue of 
  Solina 
  Read	the	following	when	the	adventurers	enter	this	
  small	anteroom	before	the	stairs	down:	
  The apartment before the circular chamber holds an elegant 
  statue of a beautiful woman wearing plate armor and 
  wielding an intact Dawnfire. The statue is wrought of blue 
  electrum and the plate armor is unmarred alabaster. She 
  holds the sword raised above her head pointed towards the 
  sky and gazes gently forward. 
   
  The base of the statue reads: “Alisandra Solina, our Lady of 
  Dawnfire, favored of the sun, our Lady of Grace, touched by 
  the divine, may her spirit endure, may her deeds persist 
  untarnished, unbroken, unforgotten.. 
   
  The lives she saved were countless. 
   
  The peace she brought was long. 
   
  The evils she slew were legion. 
   
  Her star was brightest, a light undimmed and undaunted 
  even in the darkest of times, in the most dangerous of 
  nights.” 
   
  The words of the trial echo up from below, clear and cold. 
  Beneath them can be heard faint crying.  
  E. The Stairs 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  19 
  The	circular	central	room	of	the	barrows	leads	down	
  into	a	chamber	where	the	senior	members	of	the	
  Dawnfire	Knights	were	entombed,	including	
  Alisandra	Solina.	
  The stairs are cracked and chipped but appear solid. They 
  wrap around the chamber, which is a tall cylinder empty in 
  the middle. Below you is a room more splendidly inscribed 
  than any other thus far seen. The walls are plated with 
  polished bronze, which are etched with electrum.  
  F. The Sarcophagi and Trial 
  When	the	adventurers	enter	the	trial	chamber,	
  either	escorted	or	not,	Solina	greets	them	and	offers	
  a	chance	to	prove	the	innocence	of	the	accused	by	a	
  trial	by	combat,	paying	weregild,	or	arguing	on	
  behest	of	the	accused.	
  	 Even	if	the	adventurers	have	battled	their	way	
  here,	Solina	will	not	immediately	attack	but	attempt	
  to	speak	with	them	and	give	them	a	chance	to	prove	
  their	innocence	and	the	innocence	of	the	accused.	If	
  the	adventurers	refuse,	cast	spells,	or	attack	she	and	
  her	knights	attack	(see	Adjusting	the	Fight	below).	
  If	she	is	defeated	in	this	way,	her	armor	drops	to	the	
  ground	and	her	spirit	speaks	(go	to	After	Solina’s	
  Challenge,	which	should	be	modified	to	reflect	this	
  outcome).	
  	 Give	the	adventurers	Player	Handout	1,	and	read	
  the	following	when	the	adventurers	approach	the	
  circular	room:	
  This level is comprised of two closely connected chambers. 
  The first holds a grand sarcophagus of bronze. Against the 
  northern wall is a stone altar of a rising sun. 
   
  In the next chamber are three figures standing motionless 
  in front of three ornate sarcophagi of bronze. One is wearing 
  ceremonial armor of electrum and alabaster with a full-faced 
  helm shaped as the visage of the beautiful woman portrayed 
  by the statue in the apartment above this chamber. The 
  other two figures are wearing ceremonial bronze armor 
  studded with carnelian gems. 
   
  You see the accused standing in a corner flanked by two 
  undead guards. There is a middle-aged man in rich attire 
  nervously stroking an intricate beard beside a young half-elf 
  in black leather and two teenagers huddled together. 
  All of them look terrified. The half-elf notices you as you 
  enter and forces a smile, “I see more condemned have joined 
  us. It is always nice to be dying in good company.” 
   
  The teenagers whimper at this and the middle-aged man 
  glares at him. “Sorry, Olwynson,” the half-elf says to the man, 
  “I didn’t think it would go this far.” The other man shakes his 
  head. 
   
  The woman in the electrum armor turns to face you. In a 
  voice vibrant and strong even in death, she asks, “Hast thou 
  come to speak on behalf of the accused? Step forward and 
  speak. Be warned they are charged most direly, and you will 
  share their fate if found guilty.  
   
  “What say thee?” 
  On	this	level	is	another	altar	of	a	rising	sun	that	is	
  the	third	ward	stone.	
  	 If	the	adventurers	refuse,	have	Solina	warn	them	
  they	will	face	the	wrath	of	herself	and	her	knights.	If	
  they	continue	to	refuse	or	openly	cast	spells,	Solina	
  attacks	with	her	knights	(see	Adjusting	the	Fight	
  below).	If	the	adventurers	accept,	read	the	following	
  and	proceed	with	the	trial:	
  The figure in the electrum and alabaster armor nods for you 
  to take your place beside the accused. 
   
  “The four here, Ragin Olwynson, Brandel Grey, and Sofia 
  and Caleb Cord, stand accused of heinous deeds and foul 
  pacts with dark things. Each has been found meddling with 
  the holdings of the Dawnfire Order, trespassing on sacred 
  burial grounds, sacrilege and vandalism against the resting 
  place of crusaders, theft of tomb objects, and trafficking in 
  such items. 
   
  “Such actions can only be driven by worship and fealty to 
  Vornjolnir, our ancient enemy who rose in undeath and still 
  seeks to undo what we have done.” 
  Resolving the Trial 
  The	adventures	arrive	just	as	the	four	NPCs	are	
  being	sentenced	to	death.	The	adventures	can	
  intervene	on	their	behalf	and	argue	to	have	the	NPCs	
  released.	
  	 Winning	the	argument	against	Solina’s	triumvirate	
  is	framed	as	a	debate	for	simplicity	and	ease	of	play.	
  The	judges	make	accusations	(the	supposed	crimes)	
  and	the	adventures	simply	punch	holes	in	their	poor	
  logic.	Once	an	adventurer	fields	a	counter,	he	or	she	
  then	rolls	an	Intelligence	(History	and	Religion)	or	
  Charisma	(Persuasion)	(adventurer’s	choice)	check	
  at	DC	16	to	show	the	triumvirate	that	they	are	
  mistaken.	Good	roleplaying	or	knowledge	of	law	or	
  related	history	should	earn	inspiration.	The	undead	
  don’t	care	about	Intimidation	and	being	caught	lying	
  would	end	the	trial	with	a	loss.	A	daring	adventurer	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  20 
  could	use	Deception	(DC	18)	but	warn	the	
  adventurer	of	the	consequences	of	being	caught.	
  	 The	adventurers	may	either	take	turns	arguing	a	
  point	(a	group	check	using	a	relevant	skill)	or	pick	a	
  character	as	lead	arbiter	and	assist	him	or	her	with	
  the	Help	Action.	Spells	can	be	used	but	require	a	DC	
  16	Dexterity	(Sleight	of	Hand)	check	to	hide	the	spell	
  being	cast,	but	if	anyone	is	caught	doing	so,	the	trial	
  ends	in	a	loss	and	the	heroes	are	attacked.	Solina	
  clearly	explains	this	to	the	adventurers.		
  	 Solina	may	sternly	warn	them	once	if	so	caught	
  before	attacking	(DM’s	discretion).	
  	 A	zone	of	truth	spell	cast	before	Solina	and	the	
  judges	forces	them	to	accept	the	innocence	of	the	
  Cord	siblings	and	Olwynson.	However,	Brandel	
  would	be	found	guilty	with	this	method.	The	
  adventurers	would	have	to	do	a	trial	by	combat	to	
  force	Brandel’s	innocence.	
  Solina and the Trial 
  The trial is a role-play method to resolve this conflict. If the 
  adventurers prefer trial by combat, outright melee, or paying 
  the weregild, those are all options. 
   
  As always, assess the route that your group prefers. 
  Roleplaying Alisandra Solina 
  The corrupting influence of Vornjolnir and the Harrowed 
  King’s relics have twisted Solina’s perceptions and beliefs. 
   
  Solina switches between being a diligent moral authority 
  and a perverse torturer, sometimes in the same sentence. 
  She is mostly unaware of the change, but mortal observers 
  immediately notice she’s internally conflicted. 
   
  Quote: “Punishment is justice for the unjust; that which is 
  not just is still law.” 
  Solina	and	the	undead	do	not	distinguish	among	the	
  merchant,	the	Cords,	or	the	Zhentarim	agent	in	
  terms	of	culpability—all	appear	to	be	guilty	in	their	
  eyes.	
  	 This	is	what	the	Cord	siblings	(Sofia	and	Caleb	
  Cord),	Ragin,	and	Brandel	stand	accused	of	the	
  following:	
  • Trespassing	on	sacred	grounds.	
  • Theft	and	sacrilege.	
  • Cavorting	with	dark	powers	to	free	Vornjolnir.	
  • If	found	guilty	for	any	of	these	crimes,	the	only	just	
  punishment	is	execution.	
  Argument	points	the	adventurers	may	field	include,	
  but	are	not	limited	to,	the	following:	
  • How	sacred	can	these	forgotten	grounds	be	with	
  so	many	undead	frolicking	about?	Travelers,	
  explorers,	and	farmers	have	been	moving	through	
  the	location	of	the	barrows	for	centuries.	Are	you	
  going	to	say	all	of	them	are	guilty?	How	can	the	
  Cord	siblings	be	guilty	by	simply	living	close	to	a	
  place	that	is	hidden?	
  • Many	caravans	move	through	the	area,	buying	and	
  selling	all	sorts	of	products.	Any	number	of	them	
  could	have	obtained	items	from	here	any	number	
  of	ways.	Are	all	guilty	by	the	mere	fact	of	being	in	
  the	wrong	place	at	the	wrong	time?	Is	that	justice?	
  • The	Cords	and	Ragin	would	have	no	way	to	
  knowing	if	anything	was	stolen.	The	land	is	
  littered	with	ancient	ruins,	especially	so	close	to	
  Cormanthor	Forest.	Farmers	and	even	city-folk	
  frequently	build	walls	and	homes	from	the	stones	
  of	previous	empires.	
  • By	your	broad	definition	of	theft	and	trespassing,	
  many	scholars,	archeologists,	and	explorers	would	
  be	violators,	which	simply	isn’t	the	case.	The	past	
  must	be	learned	from,	or	would	you	have	us	
  repeat	the	mistakes	of	Netheril?	
  • The	historical	duties	of	the	Dawnfire	were	battling	
  evil	and	securing	dangerous	magical	objects	from	
  the	remains	of	Narfell	and	Netheril.	Why	are	you	
  butchering	petty	thieves?	
  First	Round	
  On	a	success,	Solina	says	that	you	make	valid	points,	
  one	she,	for	some	reason,	did	not	come	to	herself.	
  She	seems	concerned,	and	a	little	bewildered.	
  	 On	a	failure,	Solina	says	she	is	unconvinced	and	
  mentions	as	much.	
  Second	Round	
  	 On	a	success,	she	mentions	your	words	ring	true,	
  yet	something	feels	wrong,	something	she	cannot	
  place,	but	she	wills	you	to	proceed	in	the	name	of	
  justice.	
  	 On	a	failure,	Solina	denounces	the	attempt	as	
  frivolous	and	time	wasting,	questioning	the	honor	of	
  your	efforts.	
  Third	(Final)	Round	
  	 On	a	failure,	she	nods	solemnly	and	explains	that	
  you	have	failed.	She	and	the	other	judges	remain	
  unconvinced	of	their	innocence	and	that	you	shall	be	
  condemned	with	the	guilty	as	well	to	just	execution	
  for	the	safety	of	all	as	minions	of	Vornjolnir	cannot	
  be	permitted	to	operate	less	harm	befall	the	
  innocent,	as	it	did	in	days	gone	by.	
  	 If	the	trial	results	in	failure	for	the	adventurers,	
  one	adventurer	can	instead	elect	to	have	a	trial	by	
  combat	to	decide	the	innocence	of	the	accused.	
  	 The	accused	commoners	will	flee	the	barrows	
  once	combat	begins,	or	if	they	are	found	innocent.	
  The	undead	would	rather	target	the	adventurers	
  than	the	commoners	and	will	not	take	opportunity	
  attacks	against	the	commoners.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  21 
  	 After	the	trial,	see	After	Solina’s	Challenge.	
  Roleplay Opportunity 
  The Trial of the Dead. Running a verbal trial can be difficult. 
  Be willing to avoid it and use a trial by combat if your 
  group would prefer that resolution. A verbal trial can be 
  fun if done well and with preparation. 
  Weregild (Optional) 
  The	adventurers	can	pay	the	debt	of	the	accused.	
  Solina	states	that	the	price	of	freedom	is	200	gp	per	
  head.	
  	 If	the	adventurers	pay	the	weregild,	Solina	orders	
  her	revenants	to	release	the	prisoners,	and	then	
  turns	to	speak	with	the	party.	See	After	Solina’s	
  Challenge,	below.	
  Trial by Combat 
  Should	the	adventurers	choose	a	trial	by	combat,	the	
  adventurer	they	choose	as	champion	will	be	dueling	
  Alisandra	Solina	herself	(a	powerful	revenant,	see	
  Adjusting	the	Fight	for	the	duel).	Even	as	undead,	
  she	is	powerful,	and	this	is	apparent.	Give	the	
  adventurers	ample	warning	that	the	battle	is	not	for	
  the	inexperienced	or	unprepared.	
  	 The	battle	is	a	one	on	one	combat.	It	ends	when	
  one	combatant	is	reduced	to	zero	hit	points.	The	
  duelist	may	use	spells	and	consumable	magic	items.	
  Allies	may	also	secretly	assist	the	duelist,	but	warn	
  of	the	consequences	of	being	caught.		
  	 If	the	adventurer	loses	the	duel,	all	the	living	
  within	the	barrows	are	expected	to	accept	their	
  punishment—execution.	
  	 At	zero	hit	points,	Solina	recovers	to	1	and	yields,	
  go	to	After	Solina’s	Challenge.	If	the	battle	goes	
  badly	for	the	hero,	or	drags	on	too	long,	the	other	
  adventurers	may	join	in.	If	they	choose	to,	progress	
  the	events	to	an	all-out	battle	with	the	other	undead	
  joining	to	support	Solina.	
  Adjusting the Fight (Solina’s Duel) 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. In all cases, Solina has 
  sworn vengeance against her target (see the revenant stats in 
  the Monster Appendix). 
  Very Weak: Solina has 100 hit points. 
  Weak: Solina has 130 hit points. 
  Strong: Solina has 160 hit points and advantage on attacks. 
  Very Strong: Solina has 190 hit points, and has advantage on 
  attacks, initiative, and saving throws. 
  Should	the	adventurers	instead	fight	their	way	to	the	
  trial	and	interrupt	it	with	violence,	Solina	(a	
  powerful	revenant,	see	Adjusting	the	Fight	
  (Solina’s	Duel))	and	the	judges	(two	revenants)	
  attack	with	their	guards	(two	wraiths).	This	also	
  occurs	if	the	duel	is	interrupted	or	an	adventurer	
  who	is	not	a	duelist	is	caught	casting	spells.	Solina	
  may	sternly	warn	them	once	if	so	caught	before	
  attacking	(DM’s	discretion).	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: Remove two revenants. Remove two wraiths. 
  Add four wights. 
  Weak: Remove two revenants. Add two wights. 
  Strong: Add one wraith. 
  Very Strong: Add two wraiths. 
  After Solina’s Challenge 
  If	the	adventurers	have	simply	slaughtered	their	way	
  through	the	tomb	and	attacked	Solina,	what	she	says	
  should	reflect	this.	
  	 Should	Solina	be	defeated	by	combat,	the	
  adventurers	pay	the	weregild,	or	the	adventurers	
  win	the	trial,	read	the	following:		
  In a sad, empty voice, Solina says to you, “I do not 
  understand this. Thou have proven thin selves, yet I feel 
  compelled to execute thee. This is not right. Something,” she 
  seems to struggle, “something is . . . I sense it. Vornjolnir’s 
  influence. Even now my great enemy fights me. Please, 
  destroy this place. Bury us all and make sure his corruption is 
  trapped here with him and he never rises. Seal him beneath 
  stone and time. 
   
  “Please, guard yourselves and make haste. I do not know 
  how long I can stave off his compulsions. I can hold back my 
  knights, but Vornjolnir controls the darkness here, the things 
  that lurk there.” 
   
  Her voice eases, “I sense the Dawnfire. I am glad the blade 
  has found worthy hands at last. Strength yet remains within. 
  Use it to purge this corruption taking hold of our resting 
  place. Use it to bring light to dark places and the 
  downtrodden.  
   
  “Go, and may the dawn find thee, always.” 
  Vornjolnir’s	blind	desire	to	crack	upon	the	barrows	
  and	free	himself	will	be	his	undoing	as	he	has	also	
  made	the	tomb	fragile	and	the	wards	volatile.		
  	 Solina	explains	the	following:	
  • There	are	three	stones	powering	the	wards	and	
  that	they	can	be	overloaded	if	damaged	or	
  disrupted.	
  
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  CCC-STORM-01 The Barrows of Solina 
   
   
  22 
  • Some	of	relics	kept	here	had	to	be	infecting	Solina	
  and	her	legion	in	an	unusual	way.	
  • The	power	left	in	the	Dawnfire	can	override	the	
  wards	and	stop	the	influence	of	Vornjolnir	and	the	
  alien	artifacts	that	had	been	kept	here.	
  Overloading the Wards 
  There	is	one	ward	stone	in	the	crypt	and	two	ward	
  stones	in	the	Hall	of	Remembrance.	There	are	three	
  stones	in	total;	all	must	be	destroyed	to	collapse	the	
  barrows.	
  	 Damaging	the	ward-stones	is	one	way	to	destroy	
  them.	The	ward-stones	have	AC	10,	30	hp,	and	
  immunity	to	psychic	or	poison	damage.	Otherwise,	
  touching	the	Dawnfire	sun	blade	to	a	ward,	or	
  making	a	successful	DC	15	Intelligence	(Arcana)	
  check,	can	cause	a	ward-stone	to	detonate.	
  Possessing	stonecunning	or	proficiency	in	mason’s	
  tools	provides	advantage	on	skills	checks	and	
  attacks	against	the	wards.	
  	 With	each	successful	check,	Vornjolnir	yells	out	in	
  rage.	Read	the	following	after	the	first	ward-stone	is	
  destroyed:	
  An imperious voice echoes within your mind: “Mortal 
  wretches, your efforts will avail you not. I am Vornjolnir, the 
  Foe-hammer of Galena. I defy death; I defy you. I destroyed 
  these knights as I have destroyed countless others, and I will 
  crush you. I am the hand of the Harrowed King who awaits 
  my return. I am his watcher, I am his wrath, I am his warlock 
  for he has blessed unto me immortality.” 
  Read	the	following	after	the	second	ward-stone	is	
  destroyed:	
  Again, the telepathic voice goads you: “Such desperation. 
  Such fear. Struggle as you must, fight as you can. Death is all 
  there is for you, unless you yield. Surrender and I will grant 
  you the honor of serving as my immortal champions. I offer 
  this once, so consider with what little wisdom your 
  misbegotten kind can muster.” 
  When	the	heroes	reach	the	final	stone,	Vornjolnir	
  summons	his	power	to	bring	forth	a	terrible	
  devourer	to	stop	the	heroes.	It	emerges	from	the	
  darkness,	hungry	for	souls.	Read	the	following	when	
  the	adventurers	reach	the	final	ward:	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: Remove one devourer. Add one bodak with 90 
  hit points.   
  Weak: Remove one devourer. Add two bodaks. 
  Strong: Add one bodak. 
  Very Strong: Add two bodaks. 
  With a hateful tone, the voice peals within your mind, “My 
  awakening is certain. I will hunt your descendants and make 
  of them my lifeless slaves. Now face a champion of the 
  Harrowed King, Lord of the Bleeding Throne.” 
   
  From the darkness roils a mass of black flies and blood, 
  which coalesces into a large form. The stomach of the 
  bloated thing’s body pulsates, and within its belly writhes the 
  bodies of the damned. 
  Vornjolnir’s Dark Will 
  Vornjolnir’s malignant will empowers his minions. Until the 
  ward-stones are destroyed and the barrows collapsed, the 
  death giant’s minions, the devourer and bodaks, have 
  advantage on all saving throws. 
   
  Also, his minions gain the following characteristic: 
  Legendary Resistance (3/Day). If a devourer or bodak fails a 
  saving throw, it can choose to succeed instead. 
  Read	when	the	adventurers	successfully	destroy	the	
  last	ward-stone	and	leave	the	barrows:	
  As you flee the barrows, the terrible, grating, deafening 
  sound of cracking rock shakes the earth as the six hills 
  collapse. Magical energy sparks and dances around the hills. 
   
  The stones atop the large central mound explode in a 
  shower of molten rocks. A great gust of dust and debris 
  bursts into the air, leaving the area in a choking storm of grit. 
  Blue fire on the burning mounds gives the dust cloud a 
  strange azure color. 
   
  Soon everything is quiet and the fires fade leaving a field of 
  rubble. 
  If	Brandel	or	the	villagers	are	still	alive	and	have	fled	
  the	barrows,	read	the	following:	
   
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  23 
  	
  “By Helm’s eye,” Brandel says. “You did it!” 
   
  “Aye,” offers Ragin Olwynson. “You did. I thought we were 
  dead for sure. But, but you came and saved us. I don’t know 
  what to say. I have never seen anything like what you’ve 
  done today. Your actions, your deeds are those for the pages 
  of books and songs of bards.” 
   
  The Cord siblings give you a shaky bow, “Th-thank you,” 
  and run off towards home. 
   
  “Well,” Brandel laughs. “I think they have the right idea. 
  Let’s get out of here.” 
  After	his	rescue,	Brandel	will	turn	over	Nasreet’s	
  orders	if	asked.	The	adventurer	carrying	Dawnfire	
  hears	Solina’s	voice	on	the	wind,	thanking	them.	
  	 Each	adventurer	earns	the	Solina’s	Blessing	
  Story	Award	(Handout	3). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  24 
  Conclusion 
  The	commoners	are	thankful	to	have	survived	their	
  ordeal.	With	Solina’s	barrows	sealed	once	more,	the	
  Order	ofDawnfire	once	again	slips	into	the	annals	of	
  history.	
  	 Grindan	and	Brandel,	if	they	survive,	report	the	
  presence	of	Solina’s	barrow	to	their	Zhentarim	
  contacts.	Likewise,	Captain	Aurn	spreads	the	tale	of	
  how	the	adventurers	stopped	an	undead	scourge.	
  	 The	slumber	of	the	Harrowed	King	has	been	
  disturbed,	and	that	shadowy	force	now	stirs	in	the	
  veil	beyond	worlds.	Likewise,	the	death	giant	
  Vornjolnir	has	likely	marked	the	adventurers	for	
  retribution	and	seeks	to	free	his	master.	
  Continuing the Adventure  
  For	more	trouble	caused	by	Nasreet,	see	The	White	
  Well	(Tier	1),	and	for	more	intrigue	with	the	
  Zhentarim	and	Crucia	Cromhel,	see	The	Cornflower	
  Hive	(Tier	1).	To	find	out	what	happened	to	the	Niss	
  Arcindal,	the	seven-sided	obsidian	cube,	see	the	
  Ashen	Scar	(Tier	1).	To	visit	the	infamous	market	
  fortress	of	Glip	Dak	in	Thar,	see	The	Black	Market	of	
  Glip	Dark	(Tier	1).	To	find	out	what	happened	to	the	
  Bright	Crown	Citadel,	home	of	the	Dawnfire	Order,	
  seek	such	answers	in	The	Lost	Citadel	(Tier	1	and	
  Tier	2).	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  25 
  Rewards 
  Make	sure	players	note	their	rewards	on	their	
  adventure	log	sheets.	Give	your	name	and	DCI	
  number	(if	applicable)	so	players	can	record	who	
  ran	the	session.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non-combat	experience,	the	
  rewards	are	listed	per	character.	
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Bodak 
   
   
   
  2,300 
  Devourer 
   
   
  10,000 
  Revenant 
   
   
  1,800 
  Specter  
   
   
  200 
  Wight 
   
   
   
  700 
  Wraith  
   
   
  1,800 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Rescuing caravan survivors 
  25 per survivor 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	4,500	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	6,000	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	
  divided	up	amongst	the	party.	Treasure	is	divided	as	
  evenly	as	possible.	Gold	piece	values	listed	for	
  sellable	gear	are	calculated	at	their	selling	price,	not	
  their	purchase	price.		
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Caravan Reward (Extra) 
   
  100 
  Caravan Reward  
   
  400 
  Raising Vinn Mirin 
   
  300 
  Farmer’s Payment 
   
  100 
  Ransacked Caravan Goods  
  100 
  Yvette Mirin’s Ring 
   
  250 
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	
  magic	item,	the	DM	can	determine	who	gets	it	
  randomly	should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	according	to	
  a	system	detailed	in	the	D&D	Adventurers	League	
  Dungeon	Master’s	Guide.	
  Dawnfire (Sun Blade) 
  Weapon	(longsword),	rare	(requires	attunement)	
  This	item	appears	to	be	a	longsword	hilt.	While	
  grasping	the	hilt,	you	can	use	a	bonus	action	to	cause	
  a	blade	of	pure	radiance	to	spring	into	existence,	or	
  make	the	blade	disappear.	While	the	blade	exists,	
  this	magic	longsword	has	the	finesse	property.	If	you	
  are	proficient	with	shortswords	or	longswords,	you	
  are	proficient	with	the	sun	blade.	See	Player	
  Handout	2	for	more	details.	
  Potion of Superior Healing 
  Potion,	rare	
  This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.		
  Scroll of Daylight 
  Scroll,	uncommon	
  This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
  Renown 
  Each	character	receives	one	renown	at	the	
  conclusion	of	this	adventure.	
  	 Members	of	the	Zhentarim	that	retrieve	and	
  destroy	Nasreet’s	orders	earn	one	additional	
  renown	point.	
  DM Reward 
  In	exchange	for	running	this	adventure,	you	earn	DM	
  Rewards	as	described	in	the	D&D	Adventurers	
  League	Dungeon	Master’s	Guide	(ALDMG).	
  
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  CCC-STORM-01 The Barrows of Solina 
   
   
  26 
  Appendix. Dramatis 
  Personae 
  The	following	NPCs	are	featured	prominently	in	this	
  adventure:	
  	 Alisandra	Solina	(Al-is-on-draw	SOUL-lean-uh).	
  The	aasimar	paladin	lord	who	wielded	the	powerful	
  artifact	holy	sword	Dawnfire	and	led	the	templar	
  order	The	Dawnfire	Knights.	She	worked	for	a	ki-rin,	
  hunting	down	the	corrupting	items	left	by	Narfell	
  and	Netheril.	
  	 Vornjolnir	(VORN-yol-nir).	A	frost	giant	raider	
  who	became	a	warlock	dedicated	to	an	imprisoned	
  entity	only	known	as	the	Harrowed	King.	After	
  Vornjolnir	was	slain,	he	was	raised	as	a	death	giant	
  before	his	imprisonment.	
  	
  
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  CCC-STORM-01 The Barrows of Solina 
   
   
  27 
  Appendix. Monster/NPC 
  Statistics 
  	
  Bodak 
  Medium undead, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  16 (-3) 
  15 (+2) 
  7 (-2) 
  12 (+0) 
  12 (-0) 
   
  Skills Perception +4, Stealth +6 
  Damage Resistances cold, fire, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities lightning, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Abyssal, the languages it knew in life 
  Challenge 6 (2,300 XP) 
  Aura of Annihilation. The bodak can activate or 
  deactivate this feature as a bonus action. While active, 
  the aura deals 5 necrotic damage to any creature that 
  ends its turn within 30 feet of the bodak. Undead and 
  fiends ignore this effect. 
  Death Gaze. When a creature that can see the bodak’s 
  eyes starts its turn within 30 feet of the bodak, the 
  bodak can force it to make a DC 13 Constitution saving 
  throw if the bodak isn’t incapacitated and can see the 
  creature. If the saving throw fails by 5 or more, the 
  creature is reduced to 0 hit points, unless it is immune 
  to the frightened condition. Otherwise, a creature 
  takes 16 (3d10) psychic damage on a failed save. 
  Unless surprised, a creature can avert its eyes to avoid 
  the saving throw at the start of its turn. If the creature 
  does so, it has disadvantage on attack rolls against the 
  bodak until the start of its next turn. If the creature 
  looks at the bodak in the meantime, it must 
  immediately make the saving throw. 
  Sunlight Hypersensitivity. The bodak takes 5 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
   
  Actions 
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 
  (2d8) necrotic damage. 
  Withering Gaze. One creature that the bodak can see 
  within 60 feet of it must make a DC 13 Constitution 
  saving throw, taking 22 (4d10) necrotic damage on a 
  failed save, or half as much damage on a successful 
  one. 
  	
  
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  28 
  Devourer 
  Large fiend, chaotic evil 
  Armor Class 16 (natural armor)  
  Hit Points 178 (17d10 + 85) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+0) 
  20 (+5) 
  13 (+1) 
  10 (+0) 
  16 (-3) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 13 (10,000 XP) 
  Actions 
  Multiattack. The devourer makes two claw attacks and 
  can use either Imprison Soul or Soul Rend. 
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) 
  necrotic damage. 
  Imprison Soul. The devourer chooses a living humanoid 
  with 0 hit points that it can see within 30 feet of it. 
  That creature is teleported inside the devourer’s 
  ribcage and imprisoned there. A creature imprisoned in 
  this manner has disadvantage on death saving throws. 
  If it dies while imprisoned, the devourer regains 25 hit 
  points, immediately recharges Soul Rend, and gains an 
  additional action on its next turn. Additionally, at the 
  start of its next turn, the devourer regurgitates the 
  slain creature as a bonus action, and the creature 
  becomes an undead. If the victim had 2 or fewer Hit 
  Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it 
  becomes a ghoul. Otherwise, it becomes a wight. A 
  devourer can imprison only one creature at a time. 
  Soul Rend (Recharge 6). The devourer creates a vortex 
  of life-draining energy in a 20-foot radius centered on 
  itself. Each humanoid in that area must make a DC 18 
  Constitution saving throw, taking 44 (8d10) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. Increase the damage by 10 for each 
  living humanoid with 0 hit points in that area. 
  Revenant 
  Medium undead, neutral 
  Armor Class 13 (leather armor)  
  Hit Points 136 (16d8 + 64) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  18 (+4) 
   
  Saving Throws Str +7, Con +7, Wis +6, Cha +7 
  Damage Resistances necrotic, psychic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned, stunned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Regeneration. The revenant regains 10 hit points at 
  the start of its turn. If the revenant takes fire or radiant 
  damage, this trait doesn’t function at the start of the 
  revenant’s next turn. The revenant’s body is destroyed 
  only if it starts its turn with 0 hit points and doesn’t 
  regenerate. 
  Rejuvenation. When the revenant’s body is destroyed, 
  its soul lingers. After 24 hours, the soul inhabits and 
  animates another corpse on the same plane of 
  existence and regains all its hit points. While the soul is 
  bodiless, a wish spell can be used to force the soul to 
  go to the afterlife and not return. 
  Turn Immunity. The revenant is immune to effects that 
  turn undead. 
  Vengeful Tracker. The revenant knows the distance to 
  and direction of any creature against which it seeks 
  revenge, even if the creature and the revenant are on 
  different planes of existence. If the creature being 
  tracked by the revenant dies, the revenant knows. 
  Actions 
  Multiattack. The revenant makes two fist attacks. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. If the 
  target is a creature against which the revenant has 
  sworn vengeance, the target takes an extra 14 (4d6) 
  bludgeoning damage. Instead of dealing damage, the 
  revenant can grapple the target (escape DC 14) 
  provided the target is Large or smaller. 
  Vengeful Glare. The revenant targets one creature it 
  can see within 30 feet of it and against which it has 
  sworn vengeance. The target must make a DC 15 
  
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  CCC-STORM-01 The Barrows of Solina 
   
   
  29 
  Wisdom saving throw. On a failure, the target is 
  paralyzed until the revenant deals damage to it, or 
  until the end of the revenant’s next turn. When the 
  paralysis ends, the target is frightened of the revenant 
  for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, with 
  disadvantage if it can see the revenant, ending the 
  frightened condition on itself on a success. 
  Specter 
  Medium undead, chaotic evil 
  Armor Class 12  
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-\5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands all languages it knew in life but 
  can't speak 
  Challenge 1 (200 XP) 
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target 
  must succeed on a DC 10 Constitution saving throw or 
  its hit point maximum is reduced by an amount equal 
  to the damage taken. This reduction lasts until the 
  creature finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  30 
  Wight 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather armor)  
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren't 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages The languages it knew in life 
  Challenge 3 (700 XP) 
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks. It can use its Life Drain in place 
  of one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The 
  target must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. A 
  humanoid slain by this attack rises 24 hours later as a 
  zombie under the wight's control, unless the humanoid 
  is restored to life or its body is destroyed. The wight 
  can have no more than twelve zombies under its 
  control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Wraith 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages The languages it knew in life 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  31 
  Appendix. Caravan Map 
  (1 square = 10 ft) 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  32 
  Appendix. Barrow Map 
  (1 square = 5 ft) 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  33 
  Appendix. Crypt Map 
  (1 square = 5 ft) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  34 
   
  	
  Player Handout 1. The Stairs 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  35 
  Player Handout 2. Magic 
  Item 
  During	the	course	of	this	adventure,	the	characters	
  may	find	the	following	permanent	magic	item:	
  Dawnfire (Sun Blade) 
  Weapon	(longsword),	rare	(requires	attunement)	
  This	item	appears	to	be	a	longsword	hilt.	While	
  grasping	the	hilt,	you	can	use	a	bonus	action	to	cause	
  a	blade	of	pure	radiance	to	spring	into	existence,	or	
  make	the	blade	disappear.	While	the	blade	exists,	
  this	magic	longsword	has	the	finesse	property.	If	you	
  are	proficient	with	shortswords	or	longswords,	you	
  are	proficient	with	the	sun	blade.	
  	 You	gain	a	+2	bonus	to	attack	and	damage	rolls	
  made	with	this	weapon,	which	deals	radiant	damage	
  instead	of	slashing	damage.	When	you	hit	an	undead	
  with	it,	that	target	takes	an	extra	1d8	radiant	
  damage.	
  	 The	sword's	luminous	blade	emits	bright	light	in	a	
  15-foot	radius	and	dim	light	for	an	additional	15	
  feet.	The	light	is	sunlight.	While	the	blade	persists,	
  you	can	use	an	action	to	expand	or	reduce	its	radius	
  of	bright	and	dim	light	by	5	feet	each,	to	a	maximum	
  of	30	feet	each	or	a	minimum	of	10	feet	each.	
  	 The	ruby	in	Dawnfire’s	pommel	sheds	dim	light	
  for	10	feet	when	within	60	feet	of	undead.	
  	 This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
   
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-STORM-01 The Barrows of Solina 
   
   
  36 
  Player Handout 3. Story 
  Award 
  During	this	adventure,	the	characters	may	earn	the	
  following	story	award.	If	you	are	printing	these	out	
  for	your	characters,	print	as	many	as	you	may	need	
  to	ensure	that	any	eligible	character	receives	a	copy:	
  Solina’s Blessing 
  In	the	event	that	you	come	across	Vornjolnir's	
  machinations	or	the	Harrowed	King's	relics,	know	
  that	Solina’s	blessing	is	upon	you. 
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Gamestorm 20 (STORM)/CCC-STORM-01 The Barrows of Solina.pdf