TEXT:  
  DDAL00-07 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hatred burns with a fire unlikely any other; and the hotter the flame, the more difficult it is to 
  stamp it out. Beneath the rubble of Mulmaster, and a group of angry men and women seek to 
  stoke smoldering embers of hate anew into a raging conflagration. Can you stop them before it is 
  too late, or will evil rise once more from the ashes—free to burn all it touches? 
  A Four-Hour Adventure for Tier 1 or 2 Characters. Optimized for APL 3 and 8.  
   
   
   
  
  CREDITS 
   
  Designer: Travis Woodall 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Cartography: Travis Woodall 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Lysa Chen, 
  Claire Hoffman, Greg Marks 
   
  Playtesters: All of the fine folks at Winter Fantasy, 
  Origins, and Gamehole Con 2017. 
   
  Special Thanks: Terry Jones  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  3 
  Adventure Primer 
  When you’ve had hatred on your tongue for such 
  a long time, you don’t know how to spit it out. 
  --Terry Pratchett, Raising Steam 
  This adventure is designed for a group of either 
  three to seven 1st-4th level or three to seven 
  5th – 10th level characters. It’s optimized for 
  five characters with an average party level 
  (APL) of 3 or 8. Characters outside this level 
  range cannot participate in this adventure. 
  Background 
  In an event what the locals have to come to call 
  the UNDOING—all four of the CULTS OF 
  ELEMENTAL EVIL unleashed a coordinated 
  attack upon the city. With dozens of ORBS OF 
  DEVASTATION at their disposal, the cults 
  would have been successful were it not for 
  adventurers and the FIVE FACTIONS.  
    While CRANNAK SMOLDERBURN, the 
  insane derro MASTERSMITH and leader of the 
  CULT OF THE ETERNAL FLAME in 
  MULMASTER, was defeated in the conflict, his 
  fire wasn’t completely extinguished, and he’s 
  risen once more to finish what he started. 
  Crannak’s forges have once more been stoked 
  and in the crumbled ruins of the HATEFORGE 
  beneath the city, Crannak plans and plots. 
  Parts 
  The adventure’s story is spread over three 
  story parts that take approximately four 
  hours to play. These parts are introduced by a 
  Call to Action. The adventure also includes two 
  1-hour bonus objectives that can be played if 
  time permits, that are introduced anywhere in 
  the adventure. 
   If you’re planning to play the entire adventure 
  at once, you only need to introduce the Call to 
  Action once. However, if you plan to play them 
  over several sessions, you’ll want to revisit the 
  Call to Action each time you play. 
   Part 1: Where There’s Smoke, There’s 
  Probably Fire. Zora Rosealine Culkin charges 
  the characters with assisting the Brotherhood 
  of the Cloak in investigating a potential cache 
  of artifacts—likely associated with the Cults 
  of Elemental Evil. This is the Call to Action. 
   Part 2: The House that Hate Built. The 
  characters discover something much more 
  insidious is at work when the Zhent Ghettos 
  are beset upon by fire elementals. 
  Investigation of a ruined home reveals an 
  entrance to a mysterious subterranean 
  complex. The characters soon learn the 
  truth—it is actually an underground complex 
  dedicated to the Imix. Within, they face 
  cultists of Imix, the Prince of Evil Elemental 
  Fire. This is Story Objective A. 
   Part 3: You See Me Hatin’. In the adventure’s 
  conclusion, they learn that Crannak 
  Smolderburn has been reborn and must 
  battle him and his fearless burn-punchers. 
  This is Story Objective B. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  4 
   
   
   
   
   
   
  Part 1: Where There’s Smoke, There’s Likely Fire 
  Estimated Duration: 30 minutes 
  Setting. Mulmaster: The City of Danger 
  The characters—for whatever their reason—
  find themselves once more in the City of 
  Danger. Perhaps in search of work, glory, or 
  simply visiting friends and family. Regardless of 
  why, they are approached by a familiar face; 
  Zora Rosealine Culkin calls upon them and asks 
  that they grant her an audience. 
   An Old Debt. Characters that have worked 
  with Zora Culkin before, or have family or 
  trade connections (such as those with the 
  Noble or Guild Artisan background) are 
  instructed to meet with Zora Culkin at the 
  Traveler’s Cloak in Mulmaster. 
   Local Boy Done Good. Zora Culkin 
  personally meets with characters that own a 
  residence or place of business in the city and 
  invites them to dinner at the Traveler’s Cloak. 
   Orders are Orders. Mulmasterite characters 
  with the Soldier background or those 
  belonging to the Brotherhood of the Cloak are 
  ordered by their superiors to meet with Zora 
  Culkin at the Traveler’s Cloak the following 
  morning. She’s in need of adventurers for a 
  mission sanctioned by the Cloaks.  
  A Pale Shadow of What It Once Was 
  Mulmaster is a pale reminder of its former glory. While 
  it is still a sprawling city, reminders of the Undoing 
  (DDEP2 Mulmaster Undone) are everywhere. Large 
  portions of the city are being rebuilt, the famous 
  harbor and her docks are smaller in scale, and the 
  Zhent Ghettos—once housing a small sliver of the city’s 
  populace—have swollen with those displaced by the 
  acts of the cults of Elemental Evil. 
  Area Information 
  Although it has been a couple years since the 
  Undoing, large portions of the city are still in 
  ruin, though with the city’s food supply and 
  trade once more beginning to stabilize, 
  rebuilding efforts have begun in earnest: 
   Terrain. Mulmaster is nestled among rocky 
  mountains that precludes farming. The city’s 
  streets are narrow and well-planned; so much 
  so that the awnings and eves of the surrounding 
  buildings often form a roof over the avenues 
  below. Most of the buildings are narrow and 
  multi-storied to capitalize on space. 
   Weather. The air coming down from the 
  Earthspur Mountains is cold and dry, and 
  clashes with the warm, wet air from the 
  Moonsea. Because of this, rain and snow are 
  common—brought in on cold, whipping winds. 
  Today is no different; snow lies on the ground, 
  and wind tears through the city’s narrow 
  streets. The sky is a single grey cloud overhead. 
   Smells and Sounds. Those typical of such a 
  huge city. Talking, shouting, and the sounds of 
  hooves and wheels on cobblestone streets. The 
  roads are narrow and amplify nearby sound. 
  The reek of unwashed bodies, rotting garbage, 
  and nightsoil is everywhere. 
  Creature Information 
  The people of Mulmaster are pessimistic 
  dynamos. “Take what you can, when you can, 
  because who knows if you’ll see tomorrow,” 
  would be their motto. The harsh landscape and 
  living conditions as well as the history of the 
  city have made Mulmasterites hardnosed, 
  stubborn folk. They are constantly alert for any 
  weaknesses in others, and their minds are 
  always scheming to further their own positions. 
  Mulmasterites are not foolish or reckless, mind 
  you; they are (as a rule) single-minded, driven, 
  ambitious, and amoral folk. Mulmasterites wear 
  thick coats lined with fur to stave off the city’s 
  fierce winds and cold. Colors of orange, red, 
  green, or gold are common in their clothes. 
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  5 
  Scene A. The Traveler’s Cloak 
  Having been summoned by Zora Culkin, the 
  characters are in the Traveler’s Cloak Inn. 
  Area Information 
  The inn is a popular respite among adventurers, 
  or simply those seeking refuge from the wind.  
   Dimensions & Terrain. The common area is 
  large and cozy. A number of tables are crowded 
  around the immense open fireplace in the 
  center of the room.  
   Light.  The room is dimly lit; thick curtains 
  hang in front of the windows and lamps and 
  candles provide gentle warmth. 
   Sounds & Smells. Wood and lamp smoke, 
  cooking food, spilt ale, pipe smoke. Clink and 
  clatter of glass, metal, and stoneware, laughter. 
  Development 
  As the characters tuck into their meals: 
  A sudden blast of wind upsets the hearth fire and 
  even snuffs out a candle or two as the door to the 
  inn opens. An older woman in heavy, fur-trimmed 
  clothing enters, stomps the snow from her boots, 
  and draws the hood of her cloak back. 
  Enter Zora Culkin—older, with short, jet-black 
  hair struck with silver. She wears fine clothing 
  of Mulmasterite fashion (thick wool, trimmed in 
  fur) in the red and cream of her house. 
  Creature Information 
  Zora Culkin (a human mage) scans the room 
  and sees the characters. She approaches their 
  table, sits without waiting for an invitation, and 
  quickly orders a bowl of piping hot fish stew 
  while drawing a leather-bound journal from an 
  interior coat pocket. She opens it to a page 
  marked by a broad crimson silk ribbon. 
   Objectives & Goals. Zora Culkin is here on the 
  behalf of the Brotherhood of the Cloak to 
  petition the characters to investigate strange 
  goings-on in the Zhent Ghettos, and to provide 
  whatever information she has in order to 
  ensure that they do it right. 
   What Do They Know? Zora Culkin is here on 
  behalf of Rastol Shan, who has detected the 
  presence of magic beneath the Zhent Ghettos. 
  Due to the unrest and the unpopularity of city 
  officials within the Ghettos, he needs outside 
  assistance. She doesn’t know what might be 
  found beneath the Ghettos and won’t even 
  speculate. She does know that if Rastol Shan is 
  concerned, then everyone should be. Like other 
  Mulmasterites, Zora Culkin has her own 
  prejudices about the Ghettos occupants, but 
  worrying about the well-being of her home is 
  enough to compel her to set them aside. 
  Proceeding to the Next Scene 
  Should they agree to the task, Zora Culkin’s 
  carriage awaits just outside. Their trip to the 
  Zhent Ghettos takes them through the city 
  proper—allowing them to see the destruction 
  caused by the Undoing. Such as: 
   The Scar. This wide swathe of charred land 
  was carved by Crannak Smolderburn’s 
  Hateforged Hellion as it moved through the 
  city, set on the destruction of the Hawks. 
   The Docks. The dock quarter of the city is a 
  ramshackle memory of the bustling trade hub 
  it once was—only a few of ships can be seen 
  tethered to the temporary docks. 
   A Crashed Airship. The identity indiscernible, 
  but it is obviously the remnants of an airship.  
  It is covered with scaffolding and appears to 
  be in the process of being dismantled. A row 
  of block houses lay in ruins beneath it. 
   The Murk. A number of sinkholes opened up 
  in this area near the docks and swallowed 
  many of its buildings. The upper floors of the 
  taller buildings are inhabited; rope bridges 
  are used to pass between them and the city. 
  Call to Action 
  The carriage eventually rocks to a halt on the 
  outskirts of the Zhent Ghettos. Zora instructs 
  the characters to receive a briefing from the 
  City Watchmen—pointing to a chain of 
  uniformed men and women moving rubble 
  from a ruined building. Proceed to Part 2. 
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  6 
  Part 2. The House That Hate Built 
  Estimated Duration: 2 hours and 30 minutes 
  Scene A1. Flashpoint 
  The characters learn that the view of the city 
  doesn’t get much better once in the ghettoes.  
  The Zhent Ghetto 
  For the most part, the deposed residents of Zhentil 
  Keep reside in the southern-most part of the city in 
  sprawling ghettos that hug Mulmaster's outer walls. 
  They are heavily taxed, denied the rights of citizenship, 
  and persecuted by the city's government and its 
  populace. The Zhent Ghetto are a dangerous place and 
  were instrumental in allowing the cults of Elemental 
  Evil to gain their foothold in Mulmaster. 
  Story Objective A 
  After discovering and entering the Hateforge, 
  exploring its depths and uncovering its secrets 
  is Story Objective A.  
  Area Information 
  The ghetto has the following general features: 
   Buildings. The buildings here are of poor 
  design and worse construction—many little 
  more than dismantled shipping crates and 
  pallets that have been nailed together and 
  insulated with rags and blankets. 
  Creature Information 
  A line of a dozen uniformed city watchmen 
  (guards) pass chunks of excavated stone to the 
  end of the line where a wand-wielding Cloak (a 
  mage) pulverizes them over a reinforced 
  wagon with a casual flick of his wand. 
   Objectives & Goals. The City Watch are tired, 
  sweaty, and grimy—eager to be done. They flee 
  for cover and hide when the elementals appear. 
   What do They Know? Very little. They’ve 
  been told what to do; but not why. Unknown to 
  them, they are about to unearth something—
  but not what they’re looking for. 
  Development 
  Once the characters have had the opportunity 
  to engage with the watchmen, disaster strikes! 
  Cries of alarm and the crashing of stone as a cloud 
  of dust erupts from the wreckage of a nearby 
  building. The dust is replaced by jets of fire and a 
  woman runs into the street—engulfed in flames. 
  The City Watch point into the ruins and run for 
  cover as fiery creatures spill into the area! 
  The watchmen have triggered a trap that 
  conjures a number of elemental creatures: 
   Tier 1. A firenewt warlock of Imix and four 
  firenewt warriors emerge from clouds of 
  smoke. 
  Adjusting the Encounter (Tier 1) 
  Here are the adjustments for the scene. 
   Very Weak: Remove three warriors 
   Weak: Replace warriors with a warlock of Imix 
   Strong: Add a warlock of Imix. 
   Very Strong: Replace warriors with three warlocks 
  of Imix 
   Tier 2. A fire elemental myrmidon and a 
  fire elemental burst forth amidst gouts of 
  flame. 
  Adjusting the Encounter (Tier 2) 
  Here are the adjustments for the encounter.  They are 
  not cumulative. 
   Very Weak: Replace the myrmidon with two azers 
   Weak: Replace the myrmidon with a fire elemental 
   Strong: Replace the elemental with a myrmidon 
   Very Strong: Replace the myrmidon with two 
  elementals 
  Treasure 
  One of the destroyed elementals leaves behind 
  a fist-sized chunk of obsidian. When crushed 
  the stone acts as a potion of fire resistance. 
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  7 
  Scene A2. I Need a Favor! 
  The City Watch emerges from cover when the 
  chaos ensued. Moments later, a plain-clothed 
  man wearing the badge of a Hawk arrives. The 
  Hawk introduces himself as Stabbing Master 
  Ar’soon and wastes no time in assessing the 
  situation and singling out the characters. 
  Creature Information 
  Stabbing Master Ar’soon arrives with no-less-
  than a dozen Soldiery guards (veterans). 
   Objectives & Goals. The Hawks have long 
  suspected that remnants of the elemental cults 
  still survived in the city. Fortunately, the City 
  Watch has stumbled onto something rather 
  disconcerting. He’s got reason to suspect it to be 
  a surviving remnant of one of the cults of 
  Elemental Evil—the Eternal Flame specifically. 
   What do They Know? Any remnants of the 
  cults must be vanquished before they have the 
  opportunity to respond to the discovery of their 
  hideout. Ar’soon commands the characters to 
  venture into the ruins, and root out and destroy 
  any cult activities that the characters might 
  come across. If the characters appear reluctant 
  to accept, he tells them that he promises to 
  arrange a handsome payment of gold from the 
  city’s coffers. If petitioned for an advance, 
  however, he raises an eyebrow and asks the 
  characters incredulously if they think him the 
  sort of person to carry around substantive 
  quantities of gold around the Zhent Ghettos. 
  “Look at the rabble here (waves hand around 
  dismissively); if they thought that I gold on me, 
  they’d carve out my eyes and eat them…or 
  whatever it is that poor people do.” 
   Stabbing Master Ar’soon insists that the 
  characters report whatever they find to him 
  before they go and tell “Nosey Zora Fool-kin”—
  elbowing the nearest character with a grin and 
  giggling like a child at his own cleverness. 
  Scene A3. An Oddly-
  Appointed Home 
  This home was owned by a secret member of 
  the Cult of the Eternal Flame; an order of 
  worshippers of Imix, the Prince of Evil 
  Elemental Fire. 
  Area Information 
  The home has the following general features: 
   Terrain. The home is in ruin, but it’s easy to 
  see that it was once appointed with fine 
  furnishings, though most were soddened 
  following the undoing and have gone to rot and 
  mold. What was once a kitchen has completely 
  collapsed. A slightly ajar door in the living area 
  leads to a basement below. The floor by the 
  door is marked in a strange pattern. 
   Light. The upper floor is dimly lit from the 
  light that reaches in from the outside. Anyone 
  looking downstairs sees a faint orange glow. 
   Environment. The upper floor is cool and 
  humid, but the basement is quite hot.  
   Strange Pattern. The floor at the base of the 
  door is scorched in a strange, geometric pattern 
  (see below). A character that succeeds on a DC 
  15 Intelligence (Arcana or Religion) check 
  identifies it as a symbol of the Cult of the 
  Eternal Flame. Detect magic reveals a 
  powerful—though quickly fading—aura of 
  conjuration magic. The symbol was a glyph; it 
  conjured the elemental creatures when it was 
  revealed and triggered by the watchmen. 
   
   
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  8 
  The Basement 
  The characters’s descent into the basement is 
  ominous and creepy—but largely uneventful. 
   The Altar. The iron slab is blisteringly hot; 
  any creature touching either with exposed skin 
  takes 3 (1d6) fire damage (this damage is 
  tripled at tier 2). Gloves or gauntlets smolder 
  and smoke, but otherwise prevent the damage. 
  Save for the brazier, the altar is featureless. 
   The Brazier. This 2-foot wide brass brazier is 
  engraved with the same geometric symbol, and 
  full of smoldering coals. Just like the iron slab, 
  the brazier is painfully hot to the touch. 
   The Secret Door. Beside the altar is an easy-
  to-find secret door. It was once well-made and 
  difficult to find, but the collapse of the building 
  above ruined that. Though it takes a little 
  muscle (not enough to justify an ability check), 
  it opens by sliding into the wall. 
  Development 
  A short hallway beyond the door leads down 
  into darkness. Proceed to Part 2, below. 
  Scene B. The Hateforge 
  Unbeknownst to the characters, they find 
  themselves in the Hateforge, the temple of Imix 
  founded by the Cult of the Eternal Flame. It’s a 
  place of industry, hate, and sweet, sweet fire. 
  This complex is where the Hateforged Hellion 
  was created (DDEP2 Mulmaster Undone). 
  Area Information 
  The area has the following general features: 
   Terrain. The hallways are 10-feet wide with 
  equally tall ceilings so as to facilitate movement 
  of large equipment through the complex.
   Despite Crannak’s impetuous nature, he runs 
  a tight ship. The interior is orderly and well-
  maintained. The floors and walls consist of 5-
  foot-square plates of black iron. The ground is 
  free of debris and there are plenty of storage 
  closets with brooms, hammers, and other 
  general maintenance equipment—including 
  extra iron plates used to replace damaged ones. 
   Runnels run alongside the walls and across 
  the hallways in areas, within which thick 
  magma flows towards or away from a distant 
  forge. These are typically covered with 
  removable grates because hey—safety first. 
   Temperature. Calling this place hot is an 
  understatement—it’s hella hot. After spending 
  an hour in the temple, the characters find their 
  clothes saturated with sweat—even breathing 
  is uncomfortable here; the characters must 
  succeed on a DC 13 Constitution saving throw 
  at the end of each hour in the temple or gain a 
  level of exhaustion. Those that are resistant or 
  immune to fire damage automatically succeed. 
   Light. Lava and spheres of iron enchanted by 
  continual flame provide bright, orange light 
  throughout the complex. 
   Sounds and Smells. Banging, bubbling 
  magma, distant screams of pain, crackling 
  flame. Burning hair, skin, wood, oil, meat, etc. 
  Creature Information 
  While some races are pre-disposed to be angry; 
  Imix takes in all sorts. All of Crannak’s 
  subordinates here are angry, flighty, and most 
  of all—completely and terrifyingly devoid of 
  fear (except of Crannak). Nearly every cultist 
  found here is heavily scarred from ritual and 
  recreational exposure to fire. While the cultists 
  have access to healing magic, their spells leave 
  behind twisted scars—manifestations of their 
  dedication to the Prince of Evil Elemental Fire. 
   Objectives & Goals. The cultists live to serve 
  Imix (or at least Crannak’s vision of what Imix). 
  They do so without question—they’ve learned 
  first-hand what disobedience earns. 
   What Do They Know? They know that 
  Crannak was recently returned to life and that 
  he’s really pissed off. He spends most of his time 
  working in his office—emerging only to 
  discipline wrong-doers or to send underlings 
  away with requisition requests. Soon, the plans 
  for his next project will be complete (insert 
  maniacal laughing)! 
  Random Encounters (Optional) 
  The Hateforge is a functioning facility, and the 
  potential for running into wandering cultists 
  may be an issue for the characters. If you aren’t 
  running under any specific time constraints, 
  consider random encounters. At the end of each 
  hour within the complex, roll 1d4 at and add 
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  9 
  the total numbers of hours the characters have 
  spent in the Hateforge. 
   If the result is 4 or greater, they encounter a 
  group of cultists about 10 minutes later; roll on 
  the table below. These encounters don’t pose a 
  significant threat; they’re just a reminder that 
  danger lurks in the complex. However, the 
  complex is a functioning factory. If time isn’t an 
  issue, these patrols may be encountered in 
  greater frequency and may call out for help—
  summoning even more patrols! These patrols 
  aren’t the true threat here, so don’t let them 
  overwhelm the characters. 
  Random Hateforge Encounters (Tier 1) 
  Roll 
  Encounter 
  1  
  1d3+1 gnolls 
  2  
  A acolyte and 1d3 thugs 
  3  
  A cult fanatic and a guard 
  4  
  Two burn-punchers 
  Random Hateforge Encounters (Tier 2) 
  Roll 
  Encounter 
  1  
  Two fire elementals 
  2  
  A cult fanatic and 1d3 hellhounds 
  3  
  Two master thieves 
  4  
  Two burn-punchers 
  Scene B1. Foyer 
  This is the entrance to the complex. 
  Area Information 
  The foyer has the following features: 
   Dimension & Terrain. The walls of this 25-
  by-45-foot room are lined with regularly spaced 
  iron pegs, upon which hang a variety of 
  garments. The center of the floor features a 10-
  by-10-foot slab of iron in the middle of which is 
  an illusory symbol of the Cult of the Eternal 
  Flame lined in heatless orange flames. An 
  archway on each of the four walls leads from 
  the room. Placards are bolted into the walls 
  above the archways to the north, west, and east. 
  These three archways are trapped. 
   Placard. These placards of beaten brass read: 
  Offer Praise and Enter! 
  “Imix Cleanses Our Bodies and Blesses Our Tools!” 
   Trapped Archway. Each of these archways 
  bears a complex magical and mechanical trap. 
  Detecting the trap isn’t particularly difficult; 
  any creature that spends an action inspecting 
  the archway notices tiny soot-stained nozzles 
  with iris-like mechanisms. A creature that 
  succeeds on a DC 11 Intelligence check notices 
  the faint smell of alchemist’s fire (a creatures 
  that are proficient with alchemist’s supplies add 
  their Proficiency bonus to this check). Fully 
  disabling the trap takes time; each of the two-
  dozen nozzles must be disabled with a set of 
  thieves’ tools and a successful DC 13 Dexterity 
  check (DC 15 at tier 2). Any creature that passes 
  through the archway after reciting the prayer 
  on the placard above triggers the trap. 
  Similarly, the trap is also triggered if the check 
  made to disable it fails by 5 or more. 
   When triggered, the nozzles open and fill the 
  arch with jets of alchemist’s fire. The triggering 
  creature must succeed on a DC 11 (DC 13 at tier 
  2) Dexterity saving throw, taking 11 (2d10) fire 
  damage on a failed save, or half as much on a 
  successful one. If at least half of the nozzles 
  have been disabled, the trap deals only half 
  damage. In either case, the trap automatically 
  resets after it’s been triggered. 
  Treasure 
  Various types of clothing from nearly every 
  walk of life hang from the iron pegs—peasant’s 
  rags, noble finery, and everything in between. A 
  character searching the clothing finds a potion 
  of heroism in a finely made blue velvet coat. 
  Scene B2. Sleeping Cells 
  These ten, regularly spaced  sleeping cells were 
  used by ranking cultists who were too badly 
  scarred to blend into society or whose identity 
  has been compromised—forcing them to hide. 
   1d4 of the doors are barred from the inside 
  and contain the desiccated corpse of a cultist 
  that died following the Undoing. They can only 
  be opened with a successful DC 18 Strength 
  (Athletics) check—there’s no mechanism to be 
  bypassed with the use of thieves’ tools. 
  
   
   
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  Treasure 
  One of the bodies’ head rests on a pillow. A 
  potion of healing is tucked under the pillow. 
  Scene B3. Barracks 
  This is where the rank-and-file members of the 
  cult resided during the Hellion’s construction. 
  Area Information 
  The barracks has the following features: 
   Dimension & Terrain. The room is fairly 
  large and divided into two sections. The 
  western section has an altar identical to that in 
  the basement of the home, above, that the 
  cultists appear to use as a stove (a cabinet 
  nearby has pots and pans, etc.), a large table, 
  and a few chairs. The eastern section has beds 
  consisting of beds made of glossy black stone. 
  Each bed has a footlocker at its foot. All of the 
  furnishings in this area is scorched. 
   Tier 1. Five razerblast initiates are here 
  with an eternal flame guardian. 
  Adjusting the Scene (Tier 1) 
  Here are the adjustments for the scene.  
   Very Weak: Remove three initiates and the 
  guardian. The initiates deal an additional 3 (1d6) fire 
  damage with their Spear attacks. 
   Weak: Remove an initiate and the guardian 
   Strong: Replace three initiates with a guardian 
   Very Strong: Replace two initiates with two 
  guardians 
   Tier 2. Two razerblasts are here with an 
  eternal flame priest. 
  Adjusting the Scene (Tier 2) 
  Here are the adjustments for the scene.  
   Very Weak: Remove the priest 
   Weak: The priest has no 3rd-level spell slots left 
   Strong: Add a priest 
   Very Strong: Add a razerblast 
  Creature Information 
  The cultists (see above) here are resting 
  between tasks elsewhere in the complex. 
   Objectives & Goals. The cultists live to serve 
  Imix (or at least Crannak’s vision of what Imix). 
  They do so without question—they’ve learned 
  first-hand about what happens to those that 
  don’t obey—they’re far more scared of Crannak 
  than anything that the characters could do. 
   What Do They Know? They know that 
  Crannak was recently returned to life and that 
  he’s really pissed off. He spends most of his time 
  working in his office—emerging only to 
  discipline wrong-doers or to send underlings 
  away with requisition requests. Soon, the plans 
  for his next project will be complete (insert 
  maniacal laughing)! 
  Treasure 
  Most of the footlockers contain various knick-
  knacks and trinkets (all worthless), except one 
  which contains a spell scroll of burning hands. 
  This footlocker is locked and requires a set of 
  thieves’ tools and a successful DC 15 Dexterity 
  check. Alternatively, the footlocker can be 
  forced open with a successful DC 15 Strength 
  (Athletics) check or destroyed (AC 15; 25 hit 
  points; immune to poison and psychic damage), 
  though doing so attracts the attention of two 
  patrols (see above) who arrive 3 rounds later—
  one from the east and the other from the west. 
  Scene B4. Control Room 
  This room serves as the nerve center of the 
  complex. The door leading in is trapped. 
   The door leading to the control room (scene 
  B4) is trapped. The trap can be detected with a 
  successful DC 17 (DC 19 at tier 2) Intelligence 
  (Investigation) check. At tier 1 it can be 
  disabled with a set of thieves’ tools and a DC 15 
  Intelligence check, though at tier 2, however, it 
  can only be disabled by dispel magic (DC 15) or 
  similar effects. Any creature that opens the door 
  without first giving the official Smolderburn 
  hand-gesture (a thumbs-down while making a 
  frowny face) triggers the trap.  
   When triggered, each creature within 20 feet 
  of the door facing the characters must succeed 
  on a DC 11 (DC 13 at tier 2) Constitution saving 
  throw, taking 9 (2d8) cold damage on failed 
  save, or half as much on a successful one. 
  Creatures that are resistant or immune to fire 
  
   
   
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  damage make this saving throw with 
  disadvantage. Further, spells that grant 
  resistance or immunity to fire damage may be 
  dispelled by the glyph (+4 bonus at tier 1; +6 at 
  tier 2). Creatures that are normally resistant to 
  fire damage that fail their save lose their 
  resistance for one hour, while those that are 
  normally immune to fire damage lose their 
  immunity and are instead resistant to fire 
  damage for one hour. 
  Area Information 
  The control room has the following features: 
   Dimension & Terrain. The control room is a 
  25-by-15-foot chamber with walls lined with 
  complex instrument panels. The far wall to the 
  east is concave with narrow, grime-stained 
  windows over-looking the foundry floor below. 
  A door is set into the western wall to the left of 
  the main door; this door leads down to the 
  foundry floor (Part 3).  
   Instrument Panels. These gadgets, dials, and 
  meters provide readings as to the functioning of 
  the machinery and forges down below. 
  Creature Information 
  A half-dozen cultists (all commoners) are here, 
  milling around the room—monitoring a dial, 
  absent-mindedly pushing a button every time it 
  lights up. One of them, after tapping on a meter, 
  thoughtfully jots down a note on his clipboard 
  before moving to the next one. 
  As you enter, a half-dozen white-robed people in 
  the room all look up from their work and smile. 
  One of them, a man holding a clipboard, sets 
  down the pastry he was enjoying and sighs. “Oh, 
  thank Imix, you’re finally here.” 
   Objectives & Goals. These cultists here keep 
  an eye on the foundry’s workings to ensure that 
  no safety protocols are being violated. They’re 
  also running on fumes; they’re at the end of a 
  12-hour shift and are eagerly awaiting the 
  arrival of the shift coming to relieve them. 
   What do They Know? They don’t know what 
  the members of the next shift look like, so are 
  none the wiser when the characters arrive. 
  They’re so glad to see them they immediately 
  start handing off pencils, clipboards, ledgers, 
  and the like—all while hurriedly (and poorly) 
  explaining the intricacies of the delicate 
  monitoring equipment and stripping off their 
  white coats and passing them to the characters. 
  They’ve no desire to fight; they plead, beg, 
  grovel, and lie if they think it may levy their 
  escape—they aren’t proud. The pastry-owning 
  cultist (see Treasure, below) knows where 
  they can be bought but refuses to tell anyone 
  for fear that they’ll be harder to get in the 
  future. Even magic can’t compel him; he 
  wouldn’t divulge his jealously guarded secret to 
  even his most trusted friend—they’re that good. 
  Treasure 
  The cultist holding the clipboard owns a wand 
  of pyrotechnics with the additional property of 
  being used like an ink pen, that traces scorched 
  lines on paper instead of ink. The pastry that 
  the technician placed on the console is still 
  there. It’s gone a bit stale, but it’s got a divine 
  apple filling—like crazy good; the apples have 
  just the right amount of crunch in them while 
  still melting in your mouth. Yum.  
  Proceeding to the Next Part 
  The other door on the western wall leads the 
  characters down a flight of stairs and down into 
  the foundry below. Proceed to Part 3. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Part 3. They See Me Hatin’ 
  Estimated Duration: 1 hour 
  Scene A. Crannak Smolderburn 
  The characters enter the foundry floor and 
  discover who the brains (and brawn) behind 
  this operation is. 
  Story Objective B 
  After entering the foundry floor, defeating 
  Crannak Smolderburn is Story Objective B. 
  Area Information 
  The ghetto has the following general features: 
   Dimensions & Terrain. The foundry floor is 
  absolutely huge—a full 100 feet long, and 80-
  feet wide with an 80-foot-tall ceiling. A number 
  of immense iron plates lean against the walls 
  and barrels full of chair-sized iron rivets are 
  stacked all over the place. The room is very, 
  very hot thanks to the number of forges in the 
  room (which happens to be four). The chamber 
  continues to the north, but the tunnel (which 
  presumably leads to the surface) ends in a wall 
  of impenetrable rubble. This is where Crannak’s 
  Hateforged Hellion burst forth from the ground. 
   Smoke. A 10-foot thick layer of soot and 
  smoke clings to the ceiling here. The smoke 
  provides heavy obscurement, but any creature 
  that enters the smoke for the first time or 
  begins their turn in the smoke must succeed on 
  a DC 11 (DC 13 at tier 2) Constitution saving 
  throw or be poisoned. 
  Creature Information 
  A derro with an immense iron fist (Crannak 
  Smolderburn) emerges from his office on the 
  other side of the chamber after the characters 
  explored for a little bit. 
  “You’re too late,” Crannak screams as he slams his 
  great, iron fist into a large red button on the wall 
  beside his office door. In response, a number of 
  brass poles slide from the ceiling at the end of the 
  chamber, slamming to the ground with a clang as 
  a number of soot-stained, fire-scarred, and iron-
  fisted humanoids follow and land with a thud. 
  Four burn-punchers slide down the poles 
  (marked “P” on the map found in Appendix 4) 
  once Crannak has activated the alarm. 
  Adjusting the Scene (Tier 1) 
  Here are the adjustments for the scene.  
   Very Weak: Remove the burn-punchers; Crannak 
  Smolderburn has no lair or legendary actions 
   Weak: Remove three burn-punchers 
   Strong: Crannak makes two attacks as an action. 
   Very Strong: As Strong; add a burn-puncher 
   
  Adjusting the Scene (Tier 2) 
  Here are the adjustments for the scene.   
   Very Weak: Remove two burn-punchers; Crannak 
  Smolderburn has no lair actions 
   Weak: Remove two burn-punchers 
   Strong: Add a burn-puncher 
   Very Strong: As Strong; Crannak makes three attacks 
  with his Multiattack action. 
   Objectives & Goals. Crannak is really 
  annoyed that he’s been discovered just when 
  he’s ready to start work again. He’s eager to 
  pound the distraction (the characters) into 
  paste so he can begin work on his next project. 
  The burn-punchers are just excited at the 
  prospects of getting to turn people into paste—
  the why…ehhh, doesn’t really matter. 
   What do They Know? Crannak’s been 
  separated from news of the outside world since 
  the Undoing, and hasn’t a clue about who’s 
  running the show upstairs. But frankly, he 
  doesn’t really give a wet slap about it—he’s 
  ready to burn it all down. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. Crannak loves wades into melee with 
  shocking zeal and throws his mechanical hand around 
  with glee, while the burn-punchers prefer to spread 
  out and use hit and run tactics to isolate spell-casters 
  
   
   
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  and ranged opponents. The derro prefers not to catch 
  his underlings in friendly fire but does so without 
  hesitation if it’s necessary. Crannak takes special 
  pleasure in shooting familiars and other flying 
  combatants out of the sky with his Fireblast—making 
  sure to pull a mock-crying face at whichever character 
  he thinks was controlling the beast after doing so. 
  Crannak prefers to use his One-Two Slam against 
  targets he believes are easy to hit. 
   If you really want to lay the hurting on them, when a 
  burn-puncher dies, Crannak may, as a reaction, cause 
  his underling’s body to explode in a spray of bone and 
  metal shrapnel. Each creature within 5 feet of the body 
  must succeed on a DC 11 (DC 13 at tier 2) Dexterity 
  saving throw, taking 3 (1d6) piercing damage (doubled 
  at tier 2) or half as much on a successful save. 
   Exploration. The machinery, forges, and carts full of 
  spare parts provide varying degrees of cover—from 
  half to total. The carts also contain no end of things for 
  creatures to grab and throws at their foes. 
   Social. Meh—Crannak and his burn punchers aren’t 
  concerned in the slightest with what the characters 
  have to say. They may, however, feign interest if they 
  think that they can use any hesitation on the 
  characters’ part to gain an advantage. 
  Treasure 
  In one of the loops of his apron, Crannak sports 
  a short, squat rod of black iron—a weapon of 
  warning, the form of which is determined when 
  purchased using treasure checkpoints. Though 
  the characters might not have time to fully 
  investigate it, they find plans for various new 
  machines—all of which have nasty-sounding 
  names, like the Spite-Spitter, the Vengeance 
  Engine, and the Eye-For-An-Eye-Cycle, etc. 
  Wrap-Up. Hate Extinguished 
  Upon defeating Crannak, the complex begins to 
  collapse. Allow the characters to describe how 
  they’re fleeing while the ceiling falls down upon 
  them—making ability checks and saving throws 
  as needed. This should be a narrative event, 
  don’t worry about damaging or killing the 
  characters—though characters that insist on 
  dilly-dallying might eventually find themselves 
  buried under a city’s worth of dirt, I tell you. 
   Zora Culkin (or Ar’soon if the characters 
  report to him), are deeply concerned about the 
  news), and tell the characters they may be 
  needed in the future. If the characters go to 
  Zora Culkin instead of him, Ar’soon approaches 
  them later—no matter where they’re at—quite 
  disappointed in them. He doesn’t necessarily 
  threaten them, but he definitely gives the 
  impression that choosing her over him wasn’t 
  conducive to living a long and happy life. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Adventure Rewards 
  At the end of the session, the characters each receive rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and may include player rewards—magic item unlocks, story 
  awards, or new downtime activities, as follows: 
   
  Checkpoints Rewards 
  The characters receive 2 advancement 
  checkpoint(s) and 2 treasure checkpoint(s) for 
  each story objective that they complete, as 
  follows:  
   Story Objective A: Fully explore the 
  Hateforge. 
   Story Objective B: Defeat Crannak 
  Smolderburn. 
  Player Rewards 
  The characters earn the following player 
  rewards for completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Wand of Pyrotechnics. This long, slender rod 
  of black iron is tipped with a chunk of 
  smoldering coal. It can be used like an ink pen, 
  but traces scorched lines on paper instead of 
  ink. This item can be found in Appendix 5. 
   Weapon of Warning (Tier 1). This length of 
  black iron is wrapped in supple, black leather 
  and gilt in mithral. When found, it takes the 
  form of any weapon its owner desires. Once its 
  form has been determined, however, it can 
  never again take another. While wielding this 
  weapon, profane runes of pain and hate appear 
  on the arm that the weapon is wielded in. This 
  item can be found in Appendix 6. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you 
  earn advancement and treasure checkpoints 
  and downtime as though you played the 
  adventure, but none of the player rewards. 
   However, this adventure may qualify for 
  rewards earned by completing DM Quests. See 
  the ALDMG (Adventurers League Dungeon 
  Master’s Guide) for more information. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 1: Locations & NPCs 
  The following NPCs and locations feature prominently in this adventure.  
   
   Zora Rosealine Culkin (ROSE uh leen KULL 
  kin). Zora Culkin is pretty much what you 
  would expect a Mulmaster noble to be. She is 
  polite albeit a bit impersonal, and of course, 
  striking to look at. She is also quite insightful, 
  able to paint a surprisingly detailed picture of 
  a person after only a brief conversation. One 
  does not live to a ripe old age in Mulmaster 
  without a healthy dose of suspicion, and 
  Culkin intends to live a long, long time. That 
  said, she feels a true responsibility to the 
  people who populate her holdings, and she is 
  horrified at the deaths that have occurred. 
  What They Want. Zora Culkin is looking for 
  someone to investigate the source of the 
  magical energy beneath the Zhent Ghettoes. 
  Noble and Just. Zora Culkin is as tenacious 
  and just in her political aspirations as she was 
  in her career as an adventuring wizard. 
   Stabbing Master Ar’soon (AHR soon). 
  Ar’soon is of Calishite descent, but has lived in 
  Mulmaster for nearly two decades, having 
  arrived in his early teens with his parents. 
  Recently, however, he fell out of sorts with 
  the establishment—largely for his views on 
  the Thayans and their creeping influence—
  and fled the city. He has since been taken in 
  by the Lords’ Alliance and proven himself to 
  be an invaluable source of intelligence on 
  Mulmaster’s workings. He’s a handsome man 
  with dusky, brown skin, jet black hair, and 
  piercing green eyes. Though he dresses in the 
  local style, he wears a keffiyeh—a Calishite 
  headdress. He strokes the thin mustache. 
  What They Want. Ar’soon desperately wants 
  to know what Zora Culkin is trying to find and 
  for what reason. He suspects Rastol Shan is 
  up to no-good and knows that the Zora is 
  loyal to him. He doesn’t like that either. 
  A Right Bastard. Ar’soon is friendly and 
  personable, but by no means a friend; he’ll 
  turn on anyone in a heartbeat if it suits his 
  needs. He’s a fast talker and quick with a joke, 
  but he earned his title, and isn’t afraid to 
  show people precisely how. 
   Crannak Smolderburn (CRAN uk SMOLE der 
  burn). The insane derro Mastersmith and 
  former leader of the Cult of the Eternal Flame 
  within Mulmaster. Crannak lost his right arm 
  in an accident and had it fitted with a 
  mechanical replacement of his own 
  manufacture (though it took him a while to 
  make it because he was a righty). His closest 
  confidants, the burn-punchers, have 
  ceremoniously plunged their non-dominate 
  hands into vats of molten iron as a symbol of 
  their allegiance. That’s crazy-pants. 
  What They Want. Crannak, having been 
  freshly returned from the dead, is excited to 
  begin work on his next project—which 
  happens to be another great big iron machine 
  with which he plans to destroy Mulmaster. 
  He’s nothing if not predictable. 
  All the Hate. Crannak is chock full of piss and 
  vinegar and hates damn near everything; each 
  day is worse than the day before—something 
  that he constantly tells his underlings. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  
   
   
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  Appendix 2: Creature Statistics 
   
  Acolyte 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 
   
  Skills Medicine +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The acolyte has the following 
  cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Azer 
  Medium elemental, lawful neutral 
  Armor Class 17 (natural armor, shield) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 
   
  Saving Throws Con +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses passive Perception 11 
  Languages Ignan 
  Challenge 2 (450 XP) 
  Heated Body. A creature that touches the azer or hits it 
  with a melee attack while within 5 feet of it takes 5 
  (1d10) fire damage. 
  Heated Weapons. When the azer hits with a metal 
  melee weapon, it deals an extra 3 (1d6) fire damage 
  (included in the attack). 
  Illumination. The azer sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
  Actions 
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 
  8 (1d10 + 3) bludgeoning damage if used with two 
  hands to make a melee attack, plus 3 (1d6) fire 
  damage. 
  
   
   
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  Burn-Puncher (Tier 1) 
  Medium humanoid (human), neutral evil 
  Armor Class 15 
  Hit Points 22 (4d8 + 4) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 
  9 (-1) 
   
  Skills Acrobatics +4, Athletics +3, Perception +4 
  Damage Resistance fire 
  Senses passive Perception 14 
  Languages Common, Ignan 
  Challenge 1/2 (100 XP) 
  Unarmored Defense. While the burn-puncher is 
  wearing no armor and wielding no shield, its AC 
  includes its Wisdom modifier (included in its AC). 
  Unarmored Movement. While the burn-puncher is 
  wearing no armor and wielding no shield, its walking 
  speed increases by 10 feet (included in its speed). 
  Actions 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning 
  damage plus 1 fire damage.  
  Reactions 
  Parry. The burn-puncher adds 2 to its AC against one 
  melee attack that would hit it. To do so, the burn-
  puncher must see the attacker. 
  Roll with the Blow. If the burn-puncher is hit by a 
  creature within 5 feet, it moves half its speed without 
  provoking opportunity attacks. 
  Burn-Puncher (Tier 2) 
  Medium humanoid (human), neutral evil 
  Armor Class 17 
  Hit Points 82 (15d8 + 15) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+1) 
   
  Skills Acrobatics +5, Athletics +3, Perception +5 
  Damage Resistance fire 
  Senses passive Perception 15 
  Languages Common, Ignan 
  Challenge 3 (700 XP) 
  Unarmored Defense. While the burn-puncher is 
  wearing no armor and wielding no shield, its AC 
  includes its Wisdom modifier (included in its AC). 
  Unarmored Movement. While the burn-puncher is 
  wearing no armor and wielding no shield, its walking 
  speed increases by 10 feet (included in its speed). 
  Actions 
  Multiattack. The burn-puncher makes attacks. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage plus 3 (1d6) fire damage. This is a magical 
  weapon attack. If the target is a creature, the adept 
  can choose one of the following additional effects: 
   The target must succeed on a DC 13 Strength saving 
  throw or drop one item it is holding (burn-puncher’s 
  choice). 
   The target must succeed on a DC 13 Dexterity saving 
  throw or be knocked prone. 
   The target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  adept’s next turn. 
  Reactions 
  Parry. The burn-puncher adds 2 to its AC against one 
  melee attack that would hit it. To do so, the burn-
  puncher must see the attacker. 
  Roll with the Blow. If the burn-puncher is hit by a 
  creature within 5 feet, it moves half its speed without 
  provoking opportunity attacks. 
   
  
   
   
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  Crannak Smolderburn (Tier 1) 
  Small humanoid (derro), chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 55 (10d6 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 15 (+2) 12 (+1) 
  8 (-1) 
  16 (+3) 
   
  Saving Throws Con, +4, Wis +1, Cha +5 
  Skills Athletics +5, Deception +5, Perception +1 
  Damage Immunities fire 
  Condition Immunities charmed, frightened 
  Senses darkvision 120 ft., devil’s sight, passive 
  Perception 11 
  Languages Common, Undercommon, Ignan 
  Challenge 3 (700 XP) 
  Dark One’s Own Luck (1/Rest). When Crannak makes 
  an ability check or saving throw, it can add a d10 to the 
  roll. It can do this after the roll is made but before any 
  of the roll’s effects occur. 
  Devil’s Sight. Magical darkness doesn’t impede 
  Crannak’s darkvision. 
  Fire Absorption. Whenever Crannak is subjected to fire 
  damage, he takes no damage and instead regains a 
  number of hit points equal to half of the damage dealt. 
  Legendary Resistance (3/day). If Crannak fails a saving 
  throw, it succeeds instead. 
  Spellcasting. Crannak is a 2nd-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  hit with spell attacks). He knows the following spells: 
  Cantrips (at will): eldritch blast, green flame blade* 
  light, mending 
  1st-2nd level (2 1st-level slots): charm person, hex, 
  sleep 
  Actions 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 
  (1d6) fire damage. This counts as a melee weapon. 
  Fireblast. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 7 (2d6) fire damage. 
  Legendary Actions 
  Crannak can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time, and only at the end of another 
  creature's turn. Crannak regains spent legendary 
  actions at the start of its turn. 
   Imix’s Baleful Eye. One creature that Crannak can 
  see must succeed on a DC 13 Wisdom saving throw 
  or be frightened until the end of its next turn. While 
  frightened, the creature’s speed is 0. 
   One-Two Slam (Costs 2 Actions). Crannak makes two 
  slam attacks against one creature. If both attacks hit, 
  the target is pushed 30 feet and falls prone. If the 
  target is pushed into another creature, the second 
  creature takes 6 (1d6 + 3) bludgeoning damage and 
  must succeed on a DC 13 Strength saving throw or 
  be knocked prone as well. 
   Apocalypse Kapow! (Costs 3 Actions). Crannak sends 
  a flaming shockwave from his fist. Any creature in a 
  30-foot cone must succeed on a DC 13 Dexterity 
  saving throw or take 7 (2d6) thunder damage and fall 
  prone, or half as much damage if successful. 
  Lair Actions 
  On initiative count 20 (losing initiative ties), the 
  guardian takes a lair action to cause one of the 
  following effects; Crannak can’t use the same lair 
  action two rounds in a row: 
   Collapsing Ceiling. Part of the ceiling collapses above 
  one creature that the guardian can see within 120 
  feet of him. The creature must succeed on a DC 13 
  Dexterity saving throw or be knocked prone and 
  buried. The buried target is restrained and unable to 
  breathe or stand up (escape DC 10).  
   Darkness. Smoky, magical darkness spreads from a 
  point Crannak chooses within 60 feet of him, filling a 
  5-foot-radius sphere until Crannak dismisses it as an 
  action, uses this lair action again, or dies. The 
  darkness spreads around corners. A creature with 
  darkvision can’t see through this darkness, and 
  nonmagical light can’t illuminate it. If any of the 
  effects are overlaps with an area of light created by a 
  spell of 2nd level or lower, the light is dispelled. 
   Volcanic Gases. A 10-foot-radius sphere of toxic 
  fumes spread from a point Crannak can see within 
  120 feet of him. The sphere spreads around corners, 
  and its area is lightly obscured. It lasts until initiative 
  count 20 on the next round. Each creature that 
  enters the cloud for the first time, or starts its turn in 
  the cloud must succeed on a DC 11 Constitution 
  saving throw or be poisoned until the end of its turn. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  19 
  Crannak Smolderburn (Tier 2) 
  Small humanoid (derro), chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 121 (22d6 + 44) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 14 (+2) 15 (+2) 12 (+1) 
  8 (-1) 
  20 (+5) 
   
  Saving Throws Con, +5, Wis +2, Cha +8 
  Skills Athletics +8, Deception +8, Perception +2 
  Damage Immunities fire 
  Condition Immunities charmed, frightened, stunned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Common, Undercommon, Ignan 
  Challenge 8 (3,900 XP) 
  Dark One’s Own Luck (1/Rest). When Crannak makes 
  an ability check or saving throw, he can add a d10 to 
  the roll. He can do this after the roll is made but before 
  any of the roll’s effects occur. 
  Devil’s Sight. Magical darkness doesn’t impede 
  Crannak’s darkvision. 
  Elemental Adept. Crannak ignores fire resistance. 
  Fire Absorption. Whenever Crannak is subjected to fire 
  damage, he takes no damage and instead regains a 
  number of hit points equal to the damage dealt. 
  Legendary Resistance (3/day). If Crannak fails a saving 
  throw, it succeeds instead. 
  Spellcasting. Crannak is a 12th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 16, +8 to 
  hit with spell attacks). He knows the following spells: 
  Cantrips (at will): booming blade, eldritch blast, green 
  flame blade, light, mending 
  1st-4th level (3 5th-level slots): charm person, 
  counterspell, fear, fireball, fire shield, flamestrike, 
  hex, invisibility, mirror image, sleep, wall of fire 
  Actions 
  Multiattack. Crannak makes two slam attacks or two 
  Fireblast attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 
  (2d6) fire damage. This counts as a melee weapon. 
  Fireblast. Ranged Spell Attack: +8 to hit, range 30 ft., 
  one target. Hit: 14 (4d6) fire damage. 
  Legendary Actions 
  Crannak can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time, and only at the end of another 
  creature's turn. Crannak regains spent legendary 
  actions at the start of its turn. 
   Imix’s Baleful Eye. One creature that Crannak can 
  see must succeed on a DC 16 Wisdom saving throw 
  or be frightened until the end of its next turn. While 
  frightened, the creature’s speed is 0. 
   One-Two Slam (Costs 2 Actions). Crannak makes two 
  slam attacks against one creature. If both attacks hit, 
  the target is pushed 30 feet and falls prone. If the 
  target is pushed into another creature, the second 
  creature takes 12 (2d6 + 5) bludgeoning damage and 
  must succeed on a DC 16 Strength saving throw or 
  be knocked prone as well. 
   Apocalypse Kapow! (Costs 3 Actions). Crannak sends 
  a flaming shockwave from his fist. Any creature in a 
  30-foot cone must succeed on a DC 16 Dexterity 
  saving throw or take 14 (4d6) thunder damage and 
  fall prone, or half as much damage if successful. 
  Lair Actions 
  On initiative count 20 (losing initiative ties), the 
  guardian takes a lair action to cause one of the 
  following effects; Crannak can’t use the same lair 
  action two rounds in a row: 
   Collapsing Ceiling. Part of the ceiling collapses above 
  one creature that the guardian can see within 120 
  feet of him. The creature must succeed on a DC 16 
  Dexterity saving throw or take 10 (4d6) bludgeoning 
  damage and be knocked prone and buried. The 
  target is restrained or stand up (escape DC 16). 
   Darkness. Magical, smoky darkness spreads from a 
  point Crannak chooses within 60 feet of him, filling a 
  15-foot-radius sphere until Crannak dismisses it as 
  an action, uses this lair action again, or dies. The 
  darkness spreads around corners. A creature with 
  darkvision can’t see through this darkness, and 
  nonmagical light can’t illuminate it. If any of the 
  effects are overlaps with an area of light created by a 
  spell of 2nd level or lower, the light is dispelled. 
   Volcanic Gases. A 10-foot-radius sphere of toxic 
  fumes spread from a point Crannak can see within 
  120 feet of him. It lasts until initiative count 20 on 
  the next round. Each creature that starts its turn in 
  the cloud must succeed on a DC 16 Constitution 
  saving throw or be poisoned until the end of its next 
  turn. While poisoned, the creature is incapacitated. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  20 
  Cult Fanatic 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 13 (leather armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to 
  hit with spell attacks). The fanatic has the following 
  cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 
  + 2) piercing damage. 
  Eternal Flame Guardian 
  Medium humanoid (human), chaotic evil 
  Armor Class 17 (breastplate, shield; 15 with crossbow) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 13 (+1) 14 (+2) 
  8 (-1) 
  11 (+0) 13 (+1) 
   
  Skills Intimidation +3, Perception +2 
  Damage Resistances fire 
  Senses passive Perception 12 
  Languages Common 
  Challenge 2 (450 XP) 
  Flaming Weapon (Recharges after a Short or Long 
  Rest). As a bonus action, the guard can wreath one 
  melee weapon it is wielding in flame. The guard is 
  unharmed by this fire, which lasts until the end of the 
  guard's next turn. While wreathed in flame, the 
  weapon deals an extra 3 (1d6) fire damage on a hit. 
  Actions 
  Multiattack. The guard makes two melee attacks. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 2) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  ranged 100/400 ft., one target. Hit: 6 (1d10 + 1) 
  piercing damage. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  21 
  Eternal Flame Priest 
  Medium humanoid (any race), neutral evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 16 (+3) 
   
  Skills Deception +5, Intimidation +5, Religion +2 
  Damage Resistances fire 
  Senses passive Perception 10 
  Languages Common, Ignan 
  Challenge 3 (700 XP) 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). The priest has the following 
  sorcerer spells prepared: 
  Cantrips (at will): control flames*, create bonfire*, fire 
  bolt, light, minor illusion 
  1st level (4 slots): burning hands, shield, mage armor 
  2nd level (3 slots): blur, scorching ray 
  3rd level (2 slots): fireball  
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  Fire Elemental 
  Large elemental, neutral 
  Armor Class 13 
  Hit Points 102 (12d10 + 36) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 17 (+3) 16 (+3) 
  6 (-1) 
  10 (+0) 
  7 (-2) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., Passive Perception 10 
  Languages Ignan 
  Challenge 5 (1,800 XP) 
  Fire Form. The elemental can move through a space as 
  narrow as 1 inch wide without squeezing. A creature 
  that touches the elemental or hits it with a melee 
  attack while within 5 feet of it takes 5 (1d10) fire 
  damage. In addition, the elemental can enter a hostile 
  creature's space and stop there. The first time it enters 
  a creature's space on a turn, that creature takes 5 
  (1d10) fire damage and catches fire; until someone 
  takes an action to douse the fire, the creature takes 5 
  (1d10) fire damage at the start of each of its turns. 
  Illumination. The elemental sheds bright light in a 30-
  foot radius and dim light in an additional 30 feet.  
  Water Susceptibility. For every 5 feet the elemental 
  moves in water, or for every gallon of water splashed 
  on it, it takes 1 cold damage. 
  Actions 
  Multiattack. The elemental makes two touch attacks. 
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until the 
  creature takes an action to douse the fire, the target 
  takes 5 (1d10) fire at the start of each of its turns. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  22 
  Fire Elemental Myrmidon 
  Medium elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 18 (+4) 15 (+2) 
  9 (-1) 
  10 (+0) 10 (+0) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities fire, poison 
  Condition Immunities paralyzed, petrified, poisoned, 
  prone 
  Senses darkvision 60 ft., Passive Perception 10 
  Languages Common, Ignan 
  Challenge 7 (2,900 XP) 
  Illumination. The elemental sheds bright light in a 30-
  foot radius and dim light in an additional 30 feet. 
  Magic Weapons. The myrmidon’s weapon attacks are 
  magical.  
  Water Susceptibility. For every 5 feet the elemental 
  moves in water, or for every gallon of water splashed 
  on it, it takes 1 cold damage. 
  Actions 
  Multiattack. The myrmidon makes three scimitar 
  attacks. 
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage. 
  Fiery Strikes (Recharge 6). The myrmidon uses 
  Multiattack. Each attack that hits deals an extra 5 
  (1d10) fire damage. 
   
  Firenewt Warlock of Imix 
  Medium humanoid (firenewt), neutral evil 
  Armor Class 10 (13 with mage armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1)  11 (+0)  12 (+1)  9 (−1)  11 (+0)  14 (+2) 
   
  Damage Immunities fire 
  Senses darkvision 120 ft. (penetrates magical 
  darkness), passive Perception 10 
  Languages Draconic, Ignan 
  Challenge 1 (200 XP) 
  Amphibious. The firenewt can breathe air and water. 
  Innate Spellcasting. The firenewt’s innate spellcasting 
  ability is Charisma. It can innately cast mage armor 
  (self only) at will, requiring no material components. 
  Spellcasting. The firenewt is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): fire bolt, guidance, light, mage hand, 
  prestidigitation 
  1st–2nd level (2 2nd-level slots): burning hands, 
  flaming sphere, hellish rebuke, scorching ray 
  Imix’s Blessing. When the firenewt reduces an enemy 
  to 0 hit points, the firenewt gains 5 temporary hit 
  points. 
  Actions 
  Morningstar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  23 
  Firenewt Warrior 
  Medium humanoid (firenewt), neutral evil 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 13 (+1) 12 (+1) 
  7 (−2) 11 (+0) 
  8 (−1) 
   
  Damage Immunities fire 
  Senses passive Perception 10 
  Languages Draconic, Ignan 
  Challenge 1/2 (100 XP) 
  Amphibious. The firenewt can breathe air and water. 
  Actions 
  Multiattack. The firenewt makes two attacks with its 
  scimitar. 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Spit Fire (Recharges after a Short or Long Rest). The 
  firenewt spits fire at a creature within 10 feet of it. The 
  creature must make a DC 11 Dexterity saving throw, 
  taking 9 (2d8) fire damage on a failed save, or half as 
  much damage on a successful one. 
   
  Gnoll  
  Medium humanoid (gnoll), chaotic evil  
  Armor Class 15 (hide armor, shield)  
  Hit Points 22 (5d8)  
  Speed 30 ft.  
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
   14 (+2)  12 (+1)  11 (+0)  
  6 (-2)  10 (+0)  7 (-2)  
   
  Senses darkvision 60 ft., passive Perception 10  
  Languages Gnoll  
  Challenge 1/2 (100 XP)  
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack.  
  Actions  
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.  
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8+2) 
  piercing damage if used with two hands to make a 
  melee attack.  
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.  
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  24 
  Guard  
  Medium humanoid (any race), any alignment  
  Armor Class 16 (chain shirt, shield)  
  Hit Points 11 (2d8 + 2)  
  Speed 30 ft.  
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
   13 (+1)  12 (+1)  12 (+1)  10 (+0)  11 (+0)  11 (+0)  
   
  Skills Perception +2  
  Senses passive Perception 12  
  Languages Common  
  Challenge 1/8 (25 XP)  
  Actions  
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage.  
  Hell Hound 
  Medium fiend, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 12 (+1) 14 (+2) 
  6 (−2) 13 (+1) 
  6 (−2) 
    
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Ignan but can’t speak it 
  Challenge 3 (700 XP) 
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire 
  damage. 
  Fire Breath (Recharge 5–6). The hound exhales fire in a 
  15-foot cone. Each creature in that area must make a 
  DC 12 Dexterity saving throw, taking 21 (6d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  25 
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The mage has the following 
  wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
  Magmin 
  Small elemental, chaotic neutral 
  Armor Class 14 (natural armor) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  15 (+2) 12 (+1) 
  8 (−1) 11 (+0) 10 (+0) 
    
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan 
  Challenge 1/2 (100 XP) 
  Death Burst. When the magmin dies, it explodes in a 
  burst of fire and magma. Each creature within 10 feet 
  of it must make a DC 11 Dexterity saving throw, taking 
  7 (2d6) fire damage on a failed save, or half as much 
  damage on a successful one. Flammable objects that 
  aren’t being worn or carried in that area are ignited. 
  Ignited Illumination. As a bonus action, the magmin 
  can set itself ablaze or extinguish its flames. While 
  ablaze, the magmin sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
  Actions 
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until a 
  creature takes an action to douse the fire, the creature 
  takes 3 (1d6) fire damage at the end of each of its 
  turns. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  26 
  Master Thief 
  Medium humanoid, neutral evil 
  Armor Class 16 (studded leather) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 
    
  Saving Throws Dex +7, Int +3 
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight 
  of Hand +7, Stealth +7 
  Damage Resistance fire 
  Senses passive Perception 13 
  Languages Common, Ignan 
  Challenge 5 (1,800 XP) 
  Cunning Action. On each of its turns, the thief can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action. 
  Evasion. If the thief is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, the thief instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails. 
  Sneak Attack (1/Turn). The thief deals an extra 14 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the thief that 
  isn’t incapacitated and the thief doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The thief makes three attacks with its 
  shortsword. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage. 
  Reactions 
  Uncanny Dodge. The thief halves the damage that it 
  takes from an attack that hits it. The thief must be able 
  to see the attacker. 
   
  Razerblast 
  Medium humanoid (human), chaotic evil 
  Armor Class 17 (splint)  
  Hit Points 112 (15d8 + 75) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 11 (+0) 16 (+3) 
  9 (-1) 
  10 (+0) 13 (+1) 
   
  Skills Intimidation +4, Perception +3 
  Damage Immunities fire 
  Senses passive Perception 13 
  Languages Common, Ignan 
  Challenge 5 (1,800 XP) 
  Searing Armor. The razerblast’s armor is hot. Any 
  creature grappling the razerblast or grappled by it 
  takes 5 (1d10) fire damage at the end of that creature’s 
  turn. 
  Shrapnel Explosion. When the razerblast drops to 0 hit 
  points, a flaming orb in its chest explodes, destroying 
  the razerblast's body and scattering its armor as 
  shrapnel. Creatures within 10 feet of the razerblast 
  when it explodes must succeed on a DC 12 Dexterity 
  saving throw, taking 21 (6d6) piercing damage on a 
  failed save, or half as much on a successful one. 
  Actions 
  Multiattack. The razerblast makes three melee attacks.  
  Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) 
  piercing damage if used with two hands to make a 
  melee attack, plus 3 (1d6) fire damage. 
   
  
   
   
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  27 
  Razerblast Initiate 
  Medium humanoid (human), chaotic evil 
  Armor Class 13 (chain shirt)  
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
   
  Skills Intimidation +2 
  Damage Resistances fire 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Searing Armor. The razerblast’s armor is hot. Any 
  creature grappling the razerblast or grappled by it 
  takes 3 (1d6) fire damage at the end of that creature’s 
  turn. 
  Shrapnel Explosion. When the razerblast drops to 0 hit 
  points, a flaming orb in its chest explodes, destroying 
  the razerblast's body and scattering its armor as 
  shrapnel. Creatures within 10 feet of the razerblast 
  when it explodes must succeed on a DC 10 Dexterity 
  saving throw or take 7 (2d6) piercing damage. 
  Actions 
  Multiattack. The razerblast makes two melee attacks.  
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) 
  piercing damage if used with two hands to make a 
  melee attack. 
   
  Thug  
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
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  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Worg 
  Large monstrosity, neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 26 (4d10 + 4) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 13 (+1) 13 (+1) 
  7 (–2) 11 (+0) 
  8 (–1) 
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Goblin, Worg 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Smell. The worg has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone. 
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
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  Appendix 3: Hateforge Map  
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
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  Appendix 4: Foundry Floor Map 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
  31 
  Appendix 5: Wand of 
  Pyrotechnics 
   
  Wand of Pyrotechnics 
  Wand, common 
  This wand has 7 charges. While holding it, you 
  can use an action to expend 1 of its charges and 
  create a harmless burst of multicolored light at 
  a point you can see up to 60 feet away. The 
  burst of light is accompanied by a crackling 
  noise that can be heard up to 300 feet away. 
  The light is as bright as a torch flame but lasts 
  only a second. 
   The wand regains 1d6 + 1 expended charges 
  daily at dawn. If you expend the wand’s last 
  charge, roll a d20. On a 1, the wand erupts in a 
  harmless pyrotechnic display and is destroyed. 
  This item can be found in Xanathar’s Guide to 
  Everything. 
   This long, slender rod of black iron is tipped 
  with a chunk of smoldering coal. It can be used 
  like an ink pen, but traces scorched lines on 
  paper instead of ink,  
   
   
  
   
   
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  DDAL00-07 The Embers of Hate (v.1.1) 
   
   
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  Appendix 6: Weapon of 
  Warning 
   
  Weapon of Warning 
  Weapon, uncommon (requires attunement) 
  This magic weapon warns you of danger. While 
  the weapon is on your person, you have 
  advantage on initiative rolls. In addition, you 
  and any of your companions within 30 feet of 
  you can’t be surprised, except 
  when incapacitated by something other than 
  nonmagical sleep. The weapon magically 
  awakens you and your companions within 
  range if any of you are sleeping naturally when 
  combat begins. This item can be found on Magic 
  Item Table F in the Dungeon Master’s Guide. 
   This length of black iron is wrapped in supple, 
  black leather and gilt in mithral. When found, it 
  takes the form of any weapon its owner desires. 
  Once its form has been determined, however, it 
  can never again take another. While wielding 
  this weapon, fiery and profane runes of pain 
  and hate appear on the arm that the weapon is 
  wielded in.  
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 7: Dungeon Master Tips 
   
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such 
  as a way you’d like to portray an NPC or a 
  tactic you’d like to use in a combat. Familiar 
  yourself with the adventure’s appendices and 
  handouts. 
   Gather any resources you’d like to use to aid 
  you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, 
  class, and level; passive Wisdom (Perception), 
  and anything specified as notable by the 
  adventure (such as backgrounds, traits, flaws, 
  etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may 
  only play it once with a given character. Ensure 
  each player has their character’s adventure 
  logsheet (if not, get one from the organizer) 
  with their starting values for advancement and 
  treasure checkpoints, downtime days, and 
  renown. These are updated at the conclusion of 
  the session. The adventure information and 
  your information is added at the end of the 
  adventure session—whether the completed the 
  adventure or not. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to 
  ensure that nothing looks out of order. If you 
  see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If 
  they cannot, feel free to restrict item use or ask 
  them to use a standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to 
  spend downtime days and it’s the beginning of 
  an adventure or episode, they can declare their 
  activity and spend the days now, or they can do 
  so at the end of the adventure or episode. 
  Players should select their characters’ spells 
  and other daily options prior to the start of the 
  adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about 
  what they might face. 
  Adjusting This Adventure 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels 
  of all the characters and divide the result by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party 
  strength for the adventure, consult the table 
  below. 
  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 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S00 - Season-Agnostic/DDAL00-07 - The Embers of Hate.pdf