TEXT:  
  Present 
  EldErs’ EyEs Upon yoU 
   
  Rastol Shan has summoned you to the Tower of Arcane Might and told you to be discrete.  The last time the chief of the 
  Cloaks said that, there was a coup in Mulmaster.  This time, something has been stolen that he wants retrieved without 
  the Thayans being alerted. 
   
  A four hour adventure for 11th- 16th level characters . 
   
  Adventure Designer 
  Module Code: CCC-ODFC01-03 
  Version 1.1 
   
   
   
   
   
   
  Producer: James Winfield 
  Convention Adventurers League Organizer:  Darion Smith 
  Editing and Playtesting:  Bruce A, Kenneth B, William C, Ernesto G, Jackin J, Donald M, Michael Zhang 
  Layout: Leigh Smith, Jesse Tudela 
  Cartography: Darion Smith 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Senett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
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  CCC-ODFC01-03 Elders’ Eyes Upon You 
  Page 2 
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  Welcome to Elders’ Eyes Upon You, part of the D&D 
  Adventurers’ League, and the Convention Created 
  Content program.  This adventure premiered at 1d4Con 
  2017, a local gaming convention in Martinsburg, West 
  Virginia.     This adventure is designed for three to 
  seven 11th - 16th level characters, and optimized for 
  five characters of 15th level.  Characters outside of this 
  level range cannot participate in 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 (round an average level of X.5 or greater up, 
  otherwise round 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 make 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 you start play, consider the following: 
   
  Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while the running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like to 
  use in combat.  Familiarize yourself with the 
  adventure’s appendices and handouts. 
   
  WARNING: This adventure makes extensive use of 
  spellcasting monsters which use spells from 
  Xanathar’s Guide to Everything in addition to 
  spells from the Player’s Handbook. 
   
  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 relavant 
  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, other passive 
  skills, etc.) 
  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 the 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 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 players don’t finish too early; provide them 
  with a full play experience. 
  SPELLCASTING SERVICES 
  Players with the acolyte background may call on the 
  following temples during this adventure: 
  Mulmaster: Azuth, Cyric, Loviatar, Mystra, Tymora 
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  A couple of years ago, the Cults of Elemental Evil were 
  causing all sorts of havoc in the area around Mulmaster, 
  as well as within the city itself (DDEX02-01 – DDEX02-
  16), culminating in the Battle of Mulmaster (DDEP2), 
  when all four elemental cults joined forces to assault 
  the city.  Using devastation orbs, they wreaked untold 
  havoc on the once proud city, including the destruction 
  of the valuable harbor and waterfront districts.  
  Hundreds of Mulmaster’s Soldiery, City Watch, and 
  Cloaks died in the battle, along with thousands of 
  Mulmaster’s citizens, as the cults unleashed the 
  elemental fury of the magical bombs known as 
  devastation orbs.  Thus weakened, the city was unable 
  to say ‘No’ when agents of the Thayan Empire offered 
  to help with rebuilding. 
       Unbeknownst to most everyone, a squad of Cloaks, 
  working with some adventurers, captured one of the 
  devastation orbs during the battle.  Somehow, it was 
  damaged in the fight without being set off.  When the 
  Cloaks brought it to Rastol Shan, head of the 
  Brotherhood, he promoted them and swore them to 
  secrecy with magically binding oaths.  The adventurers 
  he executed, except for one, who had fallen in love with 
  one of the Cloaks, and was willing to be magically 
  bound as well.  Shan quickly set the now bound Cloaks 
  to studying the orb, hoping to unlock elemental secrets 
  to improve the effectiveness of elemental spells, or use 
  an understanding of how the orbs directly channeled 
  the fury of the elemental planes into the Prime Material 
  to decrease the magical requirements of opening a 
  planar portal.  He would need any advantage he could 
  get to eventually drive the Thayans from his city. 
       After about a year of study, the leader of the team, 
  Brinora Heartshadow, nee Fogoreth, and the 
  adventurer, Richard Heartshadow, her new husband, 
  slaughtered the team in the middle of a meeting with 
  skills and weapons they had not previously 
  demonstrated, and then fled the Tower of Arcane Might 
  and apparently the remains of the city.  Richard died of 
  his wounds afterwards, but was brought “back” by the 
  primordial powers they had chosen to serve, in the sort 
  of joke cruel gods might play.  Rastol Shan was occupied 
  by first the demonic incursion in the Underdark, and 
  then by retaking Phlan, and the mysterious events that 
  winter, but he did not forgive, and he did not forget.  It 
  took him some time, but using various methods of 
  scrying, he eventually located what he believes to be 
  the two renegades.  Unable to leave the city for any 
  length of time, Shan has decided to call on trusted, 
  powerful adventurers to administer justice. 
       For more information on devastation orbs, consult 
  the Princes of the Apocalypse hardcover adventure.  For 
  more information on Mulmaster and the Brotherhood 
  of the Cloaks, consult the State of Mulmaster for 
  information prior to the Battle of Mulmaster and The 
  City of Danger: Reconstruction for information following 
  the battle.  Both articles are available on the 
  Adventurers’ League website and through the DM’s 
  Guild. 
       During this adventure, the characters receive Shan’s 
  quest to eliminate the Heartshadows, “travel” to the 
  difficult and unforgiving terrain of the high Earthspur 
  mountains, then assault the base the Heartshadows 
  have reinforced with numerous followers before 
  fighting the two traitors for control of the missing orb. 
  MEMBER OF THE CLOAKS 
  As a member of the Brotherhood of the Cloaks, Rastol 
  Shan can demand your presence.  Instead, he has 
  chosen to request it politely.  Give these players the 
  appropriate note. 
  HERO OF MULMASTER 
  Rastol Shan contacts people who have served the city of 
  Mulmaster in the past, most likely in the adventures of 
  Season 2: Elemental Evil, especially people with the 
  Story Award To Wear the Cloak who are not members 
  of the Brotherhood of the Cloaks, or individuals who 
  participated in DDEX2-14: The Sword of Selfaril and did 
  not receive the Persona Non Grata story award, or 
  DDEP2: Mulmaster Undone.  Give these players the 
  appropriate note. 
  FAMOUS MERCENARY 
  Tales of your prowess have reached the ears of one 
  such as this, as has your reputation for getting things 
  done.  As the leader of the Brotherhood of the Cloaks, 
  Rastol Shan commands riches and resources in 
  significant amounts, despite the current state of 
  Mulmaster.  In exchange for service, he’d likely be 
  willing to part with some of them.  Or maybe owe you a 
  favor.  Give these players the appropriate note. 
   
  Faction Hooks:  If the players wish to consult with their 
  faction after receiving Shan’s note, use the following 
  information. 
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  EMERALD ENCLAVE 
  Reports of strange weather patterns and creatures have 
  been coming in from the areas near Mulmaster 
  recently.  Previously, unnatural destruction on a 
  massive scale resulted when such signs were observed.  
  The only thing that could be doing this is magic – see 
  what the leader of the mages in Mulmaster wants, and 
  find out if it has anything to do with what is going on. 
  HARPERS 
  The Brotherhood of the Cloaks contains numerous 
  Harper agents and those sympathetic to the Harper 
  cause.  Additionally, helping Shan can only mean 
  weakening Thay’s grip on the city of Mulmaster, which 
  would not be a bad thing. 
  LORDS ALLIANCE 
  Thay’s grip on Mulmaster is stifling the rightful heirs to 
  the city and its power.  There are rumors Shan wants to 
  move against them, but no one can put stock in such 
  things, can they?  There are always rumors, after all.  
  Find out. 
  ORDER OF THE GAUNTLET 
  Shan is known to be fair and just in his dealings, if 
  suspiciously self-interested.  But he always is looking 
  out for Mulmaster, even if his definition of greater good 
  doesn’t always agree with the Order.  But last time he 
  asked for help, the Church of Bane had a near complete 
  collapse in the City of Danger, so hopefully something 
  good will come of this. 
  ZHENTARIM 
  The goody-two-shoes are sending their agents, and we 
  still have a lot of people left in the ghettos who were 
  hurt hard by the destruction wrought on the city.  If we 
  can make friends with Shan, he can certainly help us 
  help those among the family who need it most.  And 
  besides, he’s not a cheapskate – I bet you get paid really 
  well for whatever it is he wants. 
   
  THINGS TO CHECK FOR: 
  1. Story Awards: 
  a. Persona Non Grata (DDEX2-14) 
  b. To Wear the Cloak (DDEX2-2, 2-3, CCC-CIC-4, 
  possibly others) 
  c. Mushroom of Connection (CCC-ODFC01-01) 
  d. Chaotic Blessing of the Queen of Spiders (CCC-
  ODFC01-02) 
  2. Modules Played 
  a. DDEX2-14 The Sword of Selfaril 
  b. DDEP2 Mulmaster Undone 
  c. DDEP4 Reclamation of Phlan 
   
   
   
   
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  Roleplaying Rastol Shan 
  Rastol Shan has hidden his true self for decades, 
  and is vastly experienced at presenting himself as 
  human.  At no time should the players be given a 
  reason to suspect he is anything but an elderly 
  human mage. 
  He knows almost all the questions the characters 
  might ask of him, and has answers prepared well in 
  advance. If detect magic is used, he does not 
  register as anything but human with some 
  abjuration magic and a few points sources of energy 
  that read as magic items, thanks to a non-detection 
  spell cloaked with a Nystul’s magic aura cast at 8th 
  level.  The two spells also block effects that would 
  return any details of his true nature or alignment, 
  though things capable of affecting him because of 
  his true nature as undead still work normally, such 
  as turn undead.  Should the characters for some 
  reason attempt to confront him over his true 
  nature, he will laugh off the accusation, then decide 
  that maybe they aren’t the right people for the job 
  he has in mind after all. 
  As a powerful lich, he keeps neither his spellbook 
  nor his phylactery on his person, and deliberately 
  keeps his actions purposeful and non-threatening as 
  to avoid confrontations that might expose his 
  nature.  He speaks in a charismatic, resonant 
  baritone, and always wears an ornate, silvery mask.  
  Adventurers at this level, he affords a level of 
  respect he rarely has shown, though he is never 
  anything but polite. 
   
  The cloaked individual is Rastol Shan, and immediately 
  recognizable as such to anyone who has met him 
  before. 
       Shan greets the characters by name, and checks that 
  they all know each other, at least by reputation.  He 
  dismisses the secretary, who closes the door behind 
  him.  Feel free to name drop any character you know of 
  who is a member of the Cloaks of rank 8 or higher that 
  is not playing the module as the secretary’s name, or 
  give him or her a random name. 
       Shan’s briefing is succinct and to the point.  He offers 
  the characters 1000 gp each to travel to a location he 
  has determined by scrying, kill two people located near 
  there, and bring him, if possible, what they stole from 
  the Tower of Arcane Might, and not ever let the 
  Thayans know what happened.  
       When the inevitable follow up questions come, he 
  will elaborate. 
   
  A devastation orb was captured during the Battle of 
  Mulmaster.  He had a team of Cloaks studying it. 
   
  The team was headed by Brinora Heartshadow, an 
  archmage who specialized in abjuration magic.  
  Security was handled by her husband, a swordmage 
  by the name of Richard.  They betrayed the team, 
  killed them all, and stole the orb. 
   
  They took all of their notes with them. 
   
  This took place roughly a year after the Battle of 
  Mulmaster, or roughly a year prior to now. 
  As always, the Tower of Arcane Might stands 
  prominently among the towers of the Blades of 
  Mulmaster, serene, but still wearing its battle scars 
  proudly.  Those with regular access are very aware 
  of the façade, and have seen the organization known 
  as the Brotherhood of the Cloaks charging about in a 
  panic. 
  Today is not one of those days, however.  Members 
  of the organization move confidently about their 
  business, with no more rush than any other 
  bureaucrat in any other city in the Realms.  One such 
  functionary was waiting to greet you at the gate of 
  the facility, and recognized you as you approached 
  with a welcome in your own perfectly pronounced 
  name.  While not sumptuous, the guardroom where 
  he had you wait until the appointed time (and 
  everyone else arrived) was stocked with your 
  favorite drink and a selection of nibbles. 
  Once everyone was present, the secretary took you 
  and your new companions on a winding path 
  through the tower – which you are absolutely 
  certain was not as big outside as in.  The summons 
  from Rastol Shan became more mysterious as you 
  were taken into a room sealed with a number of 
  wards, to which the man knew all the passwords, 
  but the room proved to be empty, except what 
  appeared to be left over remains from some form of 
  arcane experiments.  A door on the far side led to a 
  similiarly distressed office, holding a single cloaked 
  individual. 
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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   
  He had difficulty finding them via his scrying, which 
  is why he’s only called the adventurers now.  There 
  are very strong magical protections in place, as well 
  as something disrupting the Weave in the area. 
   
  If the two have accumulated followers in the 
  intervening time, eliminate the followers as well. 
   
  The Thayans have been sending search teams all 
  over the White Worm Glacier and the Earthspur 
  Mountains looking for artifacts and ruins.  Avoid 
  those teams if at all possible.  Eliminate them if not.  
  The Thayans cannot be permitted to know about 
  the orb, or worse, that the Cloaks had it and 
  allowed it to be stolen.  If a confrontation is unwise, 
  and the Thayans are unaware of the orb, they can 
  be permitted to depart contingent on their 
  continued lack of awareness. 
   
  Any additional information from the adventure 
  background section that doesn’t make him look 
  bad. 
   
  Shan has allies in the area with their own interests.  
  If the party is able to assist those allies directly, it is 
  recommended that they do so.  The assault is being 
  coordinated with those allies, so timing is crucial. 
   
  Shan will open a gate for them in exactly one hour.  
  They will be deployed directly over the combat 
  zone.  As such, he will provide the party with a 
  HALFF (High-Altitude, Low Feather Fall) runestone 
  that he learned of from a wizard over on the Sword 
  Coast.  It can be snapped in half and apply feather 
  fall to up to 7 creatures, including the caster, within 
  60 feet of the person snapping the runestone.  It 
  does not have to be snapped at the beginning of a 
  fall, unlike casting the spell normally.  He admits, if 
  questioned, that the magic is still experimental, and 
  likely will not last longer than 6 hours or so. 
   
  They can purchase any gear needed from the 
  Tower’s quartermaster. 
   
  When he sends you through the gate, remember to 
  breathe out to deal with an abrupt altitude change. 
   
  Once he has answered all of the adventurers’ questions, 
  and they have made any purchases they need to make, 
  Shan will escort them into a larger room where any 
  Large or larger sized allies will be waiting for them.  He 
  gives them a silver hand mirror, with instructions to 
  speak his name into it when the task is done.  He will 
  cast another spell to bring them back to this room.  The 
  head of the Cloaks will then cast a modified version of 
  arcane gate to send the party to the location he has 
  identified and can reach with spells – some 6000 feet 
  directly over the combat zone. 
   
   
  To save time, this information is also included in Player 
  Handout 2. 
  This would an appropriate time to roll a dice for those 
  players with the Chaotic Blessing of the Queen of 
  Spiders from CCC-ODFC01-02.  On an odd number, they 
  have disadvantage on their first d20 roll of the game.  
  On an even, they have advantage. 
  Tower of Arcane Might Quartermaster 
  Armor (PHB p 145): All items available 
  Weapons (PHB p 149): All items available 
  Adventuring Gear (PHB p 150): All items available, 
  with additional items: desert clothing 4gp, sand 
  shoes 5 gp, cold weather clothing 4 gp, snow shoes 
  5 gp, snow goggles 2gp, crampons 2 gp, cross-
  country skis and poles 8 gp, mountaineer tent (2 
  person) 6 gp 
  Tools (PHB p 154): All items available 
  Mounts and Other Animals (PHB p 157): No 
  elephants, add a mountain pony (a pony with long 
  shaggy fur and resistance to cold damage) for 200 
  gp 
  Tack and Harness (PHB p 157): No carriages or 
  chariots.  2 carts, 2 sleds, 1 wagon available.  All 
  other items. 
  Waterborn Vehicles (PHB p 157): Only 1 rowboat 
  available. 
  Spellcasting Components:  Anything under 1000 gp 
  in value.  The quartmaster also issues spell scrolls to 
  members of the Cloaks of sufficient rank if 
  requested. 
  Potions: The quartmaster is willing to exchange a 
  potion of superior healing for a Mushroom of 
  Connection (Story Award from CCC-ODFC01-01 
  Hammer and Anvil).  He has a maximum of three 
  potions. 
   
  Individuals who are not members of the Cloaks pay 
  a 5% surcharge on any purchases of under 1000gp 
  and a 2% surcharge on any purchase over that.  For 
  example, a suit of plate armor is 1500 gp + 50gp (5% 
  first 1000) + 10 gp (2% over 1000) for a total of 
  1560 gp.  Non-Cloak members are given a stern 
  warning about the use of components for arcane 
  spells by the quartermaster. 
   
   
   
  
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  Advice to Dungeon Masters:  It is strongly encouraged 
  that you keep this section moving quickly to heighten 
  the tension and speed of falling from such a height.  
  Using initiative order is not necessary, but going in the 
  order the party would have stepped through the portal 
  would emphasize certain party members being closer to 
  the ground than others.  Consider allowing players no 
  more than 30 seconds (or less) to decide on their course 
  of action.  A falling creature will reach terminal velocity 
  and impact the ground in approximately 20 seconds 
  from 6000 feet. 
   
   
   
  Each character and accompanying creature that 
  breathes must immediately make a DC 12 Constitution 
  saving throw as the abrupt change in air pressure and 
  temperature tries to damage their bodies.  Creatures 
  with pressure or altitude adaptation, such as goliaths or 
  tritons, have advantage on this saving throw.  If the 
  player remembers to state that they are breathing out, 
  the DC of the save is only 10.  Failure on the save is 10 
  (3d6) force damage.  The damage is doubled if they fail 
  the save by more than 5. 
   
  Each character can take 1 action or bonus action as they 
  fall.  If they wish to gain better control of their dive, 
  they can make a DC 15 Strength (Athletics) or Dexterity 
  (Acrobatics) check as their action.  Creatures with a fly 
  speed automatically gain control of their fall if they take 
  an action to do so. 
   
   
   
  Each member of the party gets 1 action at this point to 
  prepare themselves to pass through the battle at an 
  insane downward velocity.  In addition to gaining 
  control of their fall as described previously, reward 
  creative preparations, such as a character with the 
  Shield Master feat placing their shield in front of them 
  and curling up behind it.  At the end of each character’s 
  turn, have them make a Dexterity (Acrobatics) or 
  Strength (Athletics) check.  Creatures which have gained 
  control of their fall have a +5 bonus on this check.  
  Compare the result to the following table: 
   
  20+ 
  The creature passes through the battle 
  without damage. 
  17-19 
  The creature is attacked by one side or the 
  other, decided randomly.  +11 to hit, 8 (1d8+4) 
  piercing damage or +9 to hit, 8 (1d8+4) 
  slashing plus 5 (2d4) acid, cold, fire, lightning 
  or thunder damage. 
  14-16 
  The creature sideswipes one of the griffons, 
  dealing 35 bludgeoning damage to both 
  creatures. 
  10-13 
  As the results of both 14-16 and 17-19. 
  <10 
  The creature slams headlong into one of the 
  griffons, dealing 60 bludgeoning damage to 
  both creatures. (This will kill the griffon – it 
  and its rider join the descent in an 
  uncontrolled manner – they do not live.) 
  Emergence from Rastal Shan’s gate is a violently 
  abrupt change from the sea level of Mulmaster.  You 
  immediately begin to plunge downward through the 
  freezing, thin air with the entirety of the Earthspur 
  Mountain range spread out below you.  It would be 
  a rare bird or even dragon to venture this high above 
  Toril’s surface, but magic is a wonderful, terrible 
  thing.  The peaks of the mountains are over a mile 
  below you, but it won’t be long until your landing, 
  even with Shan’s magic runestone to slow your 
  descent.  Assuming that it works. 
  A flash far below catches your attention – spellfire.  
  The battle has already begun, and you are going into 
  it head first. 
  The battle rushes quickly up towards you, or perhaps 
  you down towards it, as your speed increases and 
  the wind tears at your ears. 
  As the battle approaches, it resolves into things you 
  can identify – griffons with riders swooping and 
  fighting, while avoiding ground fire from the base 
  below that must be your destination.  Two forces 
  clearly are involved – skirmishers in the green cloaks 
  of the Emerald Enclave’s Earthspur Rangers 
  opposing a force of metal clad knights riding barded 
  griffons, whose weapons crackle with elemental 
  energies.  With your extensive combat experience, 
  you know you can add relatively little to the swirling 
  scrum of their melee, but must simply hope to pass 
  through it unscathed and continue to your objective. 
  
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  After each creature makes its skill check, it also must 
  make a Dexterity saving throw with a DC of 15 to avoid 
  the ground fire.  On an even result, the creature falls 
  through a fireball dealing 28 (8d6) fire damage on a 
  failure or half that much on a success.  On an odd result, 
  the creature is nearly struck by one of the ballista bolts 
  being fired upward into the combat.  These deal 36 
  (8d8) piercing damage (or 18 (4d8) bludgeoning damage 
  and the restrained condition (escape DC 14), DM’s 
  choice) on a failure, and no damage on a success. 
   
   
   
  If the character carrying the HALFF runestone is 
  unconscious (possible, but unlikely), add the following 
  text: 
   
   
   
  Any creature that struck a griffon or was damaged by 
  ground fire (fireball or ballista) is out of position and 
  more than 60 feet (the activation radius) from the 
  character with the runestone, and must spend their 
  final turn falling getting back into position.  If they are 
  still not in control of their fall, they must make that 
  check to become so.  Alternatively, a character who is in 
  control of their fall can make a mid-air interception to 
  assist that character in gaining control – consuming 
  both characters’ actions this round.  If necessary, a 
  character in control of their fall can use any ability that 
  they have (such as a monk’s Deflect Missiles ability)  or 
  a DC 12 Dexterity (Acrobatics) check to catch the 
  runestone quickly enough to break it.  The character 
  holding the runestone uses their action to break it and 
  allow the party to land safely (if they want to). 
   
  Any creature not under the effect of feather fall will 
  take 120 (20d6 maximized) bludgeoning damage when 
  they strike the ground.  This damage can be mitigated 
  with appropriate abilities. 
   
  Once the HALFF or other feather fall effect is activated, 
  each creature affected by them can take one additional 
  action before they hit the ground. 
   
  Any creature which does not have control of its fall can 
  gain it automatically during this period as an action if it 
  chooses to do so.  Any creature not in control of its fall 
  will land prone, despite the effects of feather fall. 
  XP AWARD 
  If the characters all survive the approach to the fortress, 
  award each party member 500 XP. 
  You are a mere second or two from the ground, 
  traveling a rate that will surely mean your doom if 
  the HALFF runestone fails in its singular purpose. 
  You have no choice but to assume it will, and 
  prepare for your landing in the snow. 
  As you watch with horror, your companion carrying 
  the runestone falls limply through the air, 
  completely out of control, and the tiny runestone 
  slings free of a hand that can no longer hold it. 
  
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  Move swift as the Wind and closely-formed as the 
  Wood.  Attack like Fire and be still like the Mountain. 
  --Sun Tzu, The Art of War 
  CULTIST GARRISON 
  The cultist garrison guarding the entrance to the 
  mountain fortress consists of the following creatures: 
  32 Elemental Cultists 
  2 Kennel Masters 
  4 Hell Hounds  
  4 Winter Wolves 
  1 Elemental Mage: Hydromancer 
  1 Elemental Mage: Geomancer 
  1 Elemental Mage: Aethermancer 
  1 Elemental Mage: Pyromancer 
  6 Ballista in bunkers (areas B5 and B5.2) 
   
   
  Currently, 2 ballista (in areas B5.2) are pointed skyward 
  to fire at the aerial combat.  It will take 2 rounds to 
  bring them back to where they can fire on ground 
  targets. 
   
  When the party hits the ground, the impacts throw up a 
  great deal of snow, creating conditions that are lightly 
  obscured.  Any party member in control of their descent 
  lands between 25 and 35 feet from the doors of the 
  fortress (area B1), while others land between 35 and 60 
  feet from the doors.  If in control of their descent, they 
  can choose to land further away from the doors than 35 
  feet, but no further than 90 feet, which is where the 
  plateau drops off down the mountainside.  Distance is 
  calculated from the center point of the doors. 
   
   
   
  AT THE END OF THE FIRST ROUND OF COMBAT: 
   
  Any character that is outside the fortress with a passive 
  Wisdom (Perception) of 20 or higher will notice that the 
  rider and the griffin are wearing matching necklaces.  
  Investigation reveals the necklaces to worthless 
  monetarily, but containing abjuration and enchantment 
  magic. 
  GENERAL FEATURES 
  Lighting:  The day is brightly lit, and the sunshine 
  reflects off of the snow and ice here above the world as 
  well, providing disadvantage on Wisdom (Perception) 
  checks to see things more than 120 feet away or on 
  MODIFYING THE ENCOUNTER 
  Adjustments are not cumulative 
  Very Weak: The Elemental Cultists have 9 HP.  
  Remove 2 hell hounds, 2 winter wolves, and 1 
  kennel master.  Remove 2 Elemental Mages of 
  your choice.  4 Ballista are targeted at the aerial 
  combat and take 3 rounds to retarget the ground. 
  Weak:  Remove 4 elemental hounds and 1 kennel 
  master.  Remove 1 Elemental Mage of your choice.  
  3 Ballista are targeted at the aerial combat. 
  Strong: Add 2 hell hounds, 2 winter wolves and a 
  kennel master.  The Ballista take 1 round to 
  retarget the ground. 
  Very Strong: Add 2 hell hounds, 2 winter wolves 
  and a kennel master.  The Elemental Cultists have 
  25 HP.  All Ballista are targeting the ground at the 
  beginning of combat. 
   
  Ballista 
  Large Object 
  AC: 15 
  Hit Points: 50 
  Damage Immunites: poison, psychic 
  Bolt.  Ranged Weapon Attack: +6 to hit, range 
  120/480 ft., one target.  Hit: 16 (3d10) piercing 
  damage. 
  Chain Bolt.  Ranged Weapon Attack: +6 to hit, range 
  120/480 ft., one creature. Hit: Target is restrained 
  (escape DC 14) 
   
  Snow swirls up from multiple impacts as the 
  adventures slam down before the imposing face of a 
  fortress that seems to have been directly shaped 
  from the mountainside.  Dark caverns are pierced 
  with the lethal looking heads of ballista swiveling to 
  meet your sudden presence, and archer’s posts are 
  scattered across the sullen surface.  Imposing doors 
  are sealed to your entry, and before them await a 
  lethal looking pack of giant war dogs. 
  From out of the sky, with a sickening thump, an 
  armored griffin slams into the ground, sending its 
  rider flying like a ragdoll.  Already dead, the figure in 
  heavy plate is a stark reminder that the ground 
  combat is not the only fight here. 
  
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  ranged attack rolls targeting things more than 120 feet 
  away, unless the character has snow goggles. 
  The interior of the cult fortress is brightly lit from 
  continual flame spells on wall decorations. 
  Terrain: The plateau is covered with ice and snow, but 
  used routinely by the cultists here.  Any creature taking 
  the Dash action on their turn while on the ground must 
  make a DC 12 Dexterity saving throw or fall prone at the 
  end of the movement, unless they can ignore difficult 
  terrain posed by ice and snow. 
  Wind:  The curve of the mountain blocks the majority of 
  the wind in the combat area, allowing snow that is 
  churned up to settle in 1 round. 
  Other Senses: The sounds of battle echo from above, 
  and the sounds of men working hard and angry dogs are 
  prevalent on the ground.  Wet dog, snow, and boiling oil 
  are the obvious smells if someone checks. 
  B1. MAIN ENTRY 
  Stout stone doors barricade each end of this small 
  room.  A DC 30 Strength (Athletics) check is required to 
  crack the bars holding each door shut.  A crowbar 
  cannot be used for advantage because of the magical 
  formation of the doors out of solid stone.  The doors 
  have a +10 on saves against effects that would force 
  them open, such as a thunderwave spell, 50 HP, a 
  damage threshold of 15, an AC of 10, and resistance to 
  piercing and slashing damage, as well as immunity to 
  poison and psychic damage. 
   
  The hell hounds and winter wolves form a mixed line 
  15 feet in front of the outer doors, with five to ten feet 
  between them.  The kennel masters are located 
  between the center of each group of 4 dogs and the 
  outer wall of the fortress. 
  B2. BARRACKS HALLWAY 
  Like the rest of the facility, this hallway appears to have 
  been magically formed out of the stone of the 
  mountain. 
  B3. CULTIST BARRACKS 
  These two rooms consist of bunk beds for the rank and 
  file cultists following Brinora’s message.  Each set of 
  beds has a foot locker at either end for the two cultists 
  who use it. 
  TREASURE 
  Each of the 36 footlockers holds a random trinket 
  (determined by a d100 roll on the trinket table in the 
  Player’s Handbook or other AL legal trinket table 
  published by Wizards of the Coast) as well as an average 
  of 10 gp each (360 gp total). 
  B4. OFFICER BARRACKS 
  These rooms are more finely decorated, and are home 
  to more senior members of the cult’s rank and file, 
  including the mages and kennel masters.  Each of these 
  rooms sleeps two cult members, with appropriate 
  facilities. 
  TREASURE 
  Each cultist’s wardrobe contains an average of 50 gp 
  worth of money (400gp total), 2 trinkets (determined by 
  a d100 roll on the trinket table in the Player’s Handbook 
  or other AL legal trinket table published by Wizards of 
  the Coast).  One of the wardrobes contains a potion of 
  superior healing. 
  B5. BALLISTA BUNKER 
  This 15 foot square room contains a ballista with two 
  types of shot.  It is just large enough to hold the ballista, 
  10 bolts (6 standard and 4 chain), and the crew of 5 
  needed to operate the machine quickly.  The ballistae 
  are mounted on a geared apparatus that allows for 
  quick changes in firing angle and elevation, and as such, 
  have a firing arc of 45 degrees off of center. 
       When the crew of five elemental cultists is present, 
  the first two spend their turns loading the ballista, the 
  next aims it, the fourth refines the aim (granting 
  advantage on the attack roll), and the last fires it.  As 
  the cultists die, the aiming refinement stops first, 
  followed by a single cultist loading.  If a single cultist has 
  to load more than 5 rounds on their own, they must 
  make a DC 10 Constitution saving throw for each 
  additional round or suffer a muscle strain, which gives 
  them the effect of being poisoned.  While the cultists 
  are aware of the tiring effects of a single loader, in 
  combat, they do not take the time to switch positions – 
  because of the close quarters in the bunkers, it takes a 
  full turn from everyone present to rearrange the firing 
  team.  Creatures and objects inside the ballista bunker 
  have partial cover (+2 AC) against creatures outside the 
  fortress.  To enter the bunker from the ground outside 
  the fortress requires a DC 10 Strength (Athletics) check 
  to pull oneself to the firing port.  A Small creature 
  makes this check with disadvantage as they have 
  trouble reach the firing port.  A DC 10 Dexterity 
  (Acrobatics) check is required to move through the 
  firing port and land on your feet inside.  A Small 
  creature makes this check with advantage. 
  
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  B5.2 UPPER FLOOR BALLISTA BUNKER 
  These slightly larger bunkers are otherwise identical the 
  downstairs bunkers, except that they also contain an 
  arrowslit along the front wall, next to the opening for 
  the ballista.  These arrowslits provide ¾ cover (+5 to AC) 
  for any creature using them to fight out of.  Elemental 
  Mages may use these as positions to fight from. 
  B6. KENNEL 
  This room is a kennel for the hell hounds and winter 
  wolves, and smells appropriate to that purpose.  The 
  most impressive feature is straw training dummies that 
  have been chewed, burned, and frozen.  They are 
  worthless now. 
  B7. CAULDRON ROOM 
  This room holds two cauldrons that sit over magical 
  fires that quickly bring their contents to a boil on 
  command.  It takes an action to speak the command 
  word “Naxotas” (Orcish for ‘heat’) which activates both 
  fires.  The cauldrons are ready in 5 rounds.  Each 
  cauldron can be dumped as an action, pouring oil onto 
  the 10 x 10 square beneath it in room B1.  If fully 
  heated, the oil does 17 (5d6) fire damage to the 
  creatures it dumps on to, or half as much with a 
  successful DC 15 Dexterity save.  If the oil is not heated 
  for the full five rounds, decrease the fire damage by 1d6 
  for each round it was not heated completely.  Refilling 
  the cauldrons with oil takes two cultists 1 minute, and 
  there is 1 refill for each cauldron present in barrels in 
  the corner of the room.  There are two elemental 
  cultists present normally in this room. 
   
  There are arrowslits in this room, to either side of the 
  barrels.  The arrowslits provide ¾ cover (+5 to AC) to 
  any creature inside against attacks from outside the cult 
  base.  Elemental Mages may use these as positions to 
  fight from. 
  TREASURE 
  With sufficient ability to transport it, the oil in barrels 
  can be sold for 40 gp. 
  B8. ADDITIONAL ARCHER POSTS 
  These tiny hallways are a mere 7 feet long and just 4 
  feet wide.  They link the interior hallways to the cliff 
  face.  Sealed at one end with hidden doors, the outside 
  edge contains simply an arrowslit.  The arrowslits 
  provide ¾ cover (+5 to AC) to any creature inside 
  against attacks from outside the cult base.  Elemental 
  Mages may use these as positions to fight from. 
  R. RESTROOM 
  This room contains fairly advanced bathing and toilet 
  facilities.  It gleams strongly of conjuration, evocation, 
  and transmutation magic when investigated with detect 
  magic. 
   
  
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  Advice to Dungeon Masters:  This section is not meant 
  to contain combat, though it is very possible that many 
  parties engage with intent to kill the Thayans.  If they do 
  so, offer them opportunities during the first round to see 
  that the Thayans are not fighting eagerly, or perhaps 
  attempt to negotiate still.  After that, the Thayans fight 
  with the lethal skill that makes them feared the Realms 
  over.  A full combat could cause this section to drag out, 
  so don’t be afraid to call if it needed. 
  GENERAL FEATURES 
  Lighting:  The interior of the cult fortress is brightly lit 
  from continual flame spells on wall decorations. 
  Terrain: The floor is smooth and dry inside the fortress. 
  Walls: The fortress has been formed out of solid rock.  
  The walls are as smooth as the floors, with shelves 
  formed directly into them where appropriate.  The 
  doors meld into the rock when closed, leaving only a 
  thin line that reveals their presence and a 1 inch gap at 
  the bottom of each door. 
  Detect Magic: Any time the detect magic spell is used 
  inside the fortress, the entire thing glows of strong, but 
  very faded, transmutation magic.  Additionally, 
  evocation is strong where continual flame spells are 
  mounted to provide light.  Various spots in the corners 
  and along the ceilings are also rife with divination 
  magic, as Brinora uses a series of permanent arcane 
  eyes to keep watch on everything.  Additionally, every 
  doorway gleams with abjuration magic, as Brinora has 
  installed permanent alarm spells in every doorway in 
  the complex so that she can monitor the comings and 
  goings of everyone present. 
  VISITOR’S QUARTERS 
   
  In the visitor’s quarters, there is a delegation of Thayan 
  mages present, along with their bodyguards.  They have 
  no quarrel with the party, particularly not if they figure 
  out that the party is from Mulmaster.  They will attempt 
  to negotiate their freedom in preference to fighting 
  their way free. 
       The group consists of a Thayan Necromancer, Urth 
  Jos, a Thayan Acolyte, a Thayan Apprentice, and 4 
  Thayan Knights.  The necromancer does most of the 
  talking.  Urth knows the following information about 
  the situation: 
   
  The Heartshadows have been trying to convert him 
  and his people to their little cult.  It’s amusing, but 
  the only reason he hasn’t left yet is he is pretty sure 
  that there is more information here he could learn 
  from.  The cult hasn’t threatened them either, at 
  least, not yet, so he hasn’t felt like risking the wild 
  magic to cut his way through the cultists to leave. 
   
  Brinora is arrogant and slightly paranoid.  The 
  chapel area is guarded by riddles and magic.  Urth is 
  sure anyone with the tiniest bit of intelligence can 
  figure them out.  He does not share the answers 
  under any circumstances, including threats against 
  his life, though he knows them. 
   
  Brinora is attempting to make weapons.  He’s pretty 
  sure she is planning to destroy most of the major 
  cities she can get her hands on.  Urth isn’t sure how, 
  or why she would want to do this – a conquered 
  people cannot serve if they are all dead, though 
  some could still serve, he supposes. 
   
  Urth has only seen the Unstable Node once.  He 
  won’t admit it, but it scared him (Wisdom (Insight) 
  Unlike all the other rooms you have been in so far, 
  this room is decorated elegantly, if somewhat 
  spartanly.  A number of couches, chairs and tables 
  fill the room, but they have been rearranged in a 
  defensive manner, their normal locations obvious 
  in scuffmarks on the stone floor. 
  Three tattooed humans in the blood red robes of 
  the Thayan mage class stand behind four men in 
  heavy armor, clearly ready for a fight, but not 
  immediately attacking either. 
  “Well, you don’t appear to work for the 
  Heartshadows,” is the calm statement of the 
  oldest, and most tattooed, looking of the three. 
  
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  DC 20).  He knows that Brinora and Richard are 
  somehow connected to it – the regular cultists 
  seemed to bask in the pain in caused them when 
  they touched it, but Brinora and Richard were 
  unaffected by it – walking out of it while totally 
  wreathed in flames.  He also saw the elemental 
  hounds come out of it. 
   
  Urth knows Brinora and Richard stole something 
  valuable from Rastol Shan, but doesn’t know what, 
  currently. 
   
  If it comes to a fight, the Thayans attempt to carve their 
  way to freedom, rather than fight to the death, and 
  Urth will attempt to keep his whole party together.  The 
  Knights are sacrificed to keep the mages alive, though, 
  and if that is not sufficient, the necromancer will 
  abandon the others as well, fleeing in preference to 
  death.  Not totally prepared for flight, though, he will 
  attempt to hide somewhere in the facility so that he can 
  return for equipment to survive the mountains outside. 
  T1. VISITOR’S QUARTERS COMMON ROOM 
  This is where everyone is present if the Thayans are 
  aware of combat in the facility.  If by chance they are 
  not, only the Thayan Apprentice and two Thayan 
  Knights are present when the door is opened, and the 
  furniture is not arranged defensively. 
  T2. VISITOR’S QUARTERS GUARD BEDROOM 
  Each of the Thayan Knights spends their down time 
  here.   
  TREASURE 
  There are 100 gp between the 4 knights, and 4 potions 
  of healing. 
  T3. SENIOR VISITOR’S QUARTERS 
  If Urth Jos is dead, there is a burned book in the middle 
  of the desk in this room, destroyed beyond repair.  Any 
  arcane caster can tell that it was an extensive spellbook.  
  The spellbook is sealed with magic.  Any attempt to 
  open it without the password and Urth Jos’ blood will 
  result in it being destroyed.  Urth Jos can also destroy 
  the spellbook with thought. 
       A DC 15 Intelligence (Investigation) check of the 
  bedroom locates an invisible footlocker.  Dispel magic 
  temporarily suppresses its invisibility, and once visible, a 
  DC 18 Intelligence (Investigation) check reveals a glyph 
  of warding trap set to destroy the chest and the 
  contents inside.  The chest is 3 feet by 2 feet by 2 feet, 
  and made from the wood of a gulthias tree.  A DC 18 
  Dexterity (Thieves’ Tools) or dispel magic targeted at 
  the glyph will deactivate it.  The command words for 
  the various abilities of the chest are ‘Appear’, 
  ‘Disappear’, and ‘Disarm’ spoken in Ancient Netherese. 
  TREASURE 
  The chest is worth 6500gp intact, or 6000gp with the 
  glyph destroyed.  Inside the chest are spell components 
  worth an additional 500gp, a small replica of the chest 
  worth 50gp as an art object, and 2 potions of greater 
  healing.  There is additionally a Thayan codebook, and a 
  journal of Urth Jos’ observations and experiments.  The 
  journal contains all of the information that Urth Jos 
  knows concerning the fortress and its occupants. 
       Additionally, there is an elegant cloth of gold tapestry 
  depicting a siege on the City of Brass in the Elemental 
  Plane of Fire worth 500 gp. 
  T4. VISITING FUNCTIONARY BEDROOM 
  This room has two beds in it.  It appears to be midway 
  in comfort between the almost barracks-like quality of 
  the guard bedroom and the opulence of the Senior 
  Visitor’s quarters.  There are two desks – each has a 
  burned book in the center of the work area if the two 
  junior mages are dead.  If the mages are not dead, 
  these spellbooks have identical protections as the 
  necromancer’s spellbook. 
  TREASURE 
  There are two visible chests containing a total of 350gp 
  worth of coinage and spell components.  There is a 
  potion of healing in 1 chest and a potion of greater 
  healing in the other. 
   
   
  
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  THE AVIARY 
  The Cult of the Eye’s aerial component lives and works 
  in this area.  In the event that the party has moved 
  through the fortress either stealthily or extremely 
  quickly, the Elemental Knights are still getting ready for 
  combat (or even not getting ready at all).  Under most 
  circumstances, the Knights and their Griffons are in the 
  Rookery, ready for combat.  Some of their number will 
  be mounted, but the Rookery is not large enough for all 
  the Elemental Knights to fight inside while mounted. 
   
  You can read the following at any point while the party 
  is exploring the upper floor area: 
   
   
  F1. KNIGHT COMMANDER’S QUARTERS 
  This room is where the commander of the mounted 
  warriors lives most of the time when not training with 
  her knights or their griffons.  The room reflects its 
  occupant with reasonably nice furnishings carved 
  directly out of the mountain. 
  TREASURE 
  Jewelry, gems, and coin in the amount of 100 gp can 
  also be found by searching the room. 
  F2. KNIGHT’S BARRACKS 
  The six senior knights share this room and live here.  
  Any equipment they are not carrying is stored here. 
  TREASURE 
  Jewelry, gems, and coin in the amount of 200 gp can 
  also be found by searching the room. 
  F3. SQUIRE’S BARRACKS 
  The remainder of the aerial forces lives in this room, 
  with considerably less comfort than either the knights 
  or the knight commander.  There is a lot more room per 
  person than the regular barracks on the lower floors. 
  TREASURE 
  Jewelry, gems, and coin in the amount of 200 gp can 
  also be found by searching the room.  Tucked 
  underneath one of the pillows and found with a DC 15 
  Intelligence (Investigation) check is a hand written note 
  in Common – Player Handout 3. 
  F4. GRIFFON HATCHERY 
   
   
  This room is much taller than it is wide or deep, and 
  contains numerous wide ledges on which griffon nests 
  have been constructed.  Entering or leaving the room 
  safely requires one of the knights’ control amulets to be 
  worn, unless the barriers are removed. 
   
  Detect Magic 
  The energy field is actually two separate layers, each of 
  which contains strong abjuration and weak divination 
  magic.  They appear to have been created at a very high 
  level of casting.  Additionally, the griffons on the far side 
  of the barrier appear to have collars with enchantment 
  magic on them. 
   
  Perception or Investigation 
  Perception DC 15: There are two separate layers to the 
  magic. 
  Perception DC 17: The adult griffons on the other side 
  of the barrier are all wearing collars studded with 
  gemstones. 
  Investigation DC 20: There are tiny runes carved all 
  around the edge of the barriers.  Careful and skillful 
  application of deft tools might be able to disrupt them. 
   
  Forcing Your Way Through 
  Simply charging the barriers is an option.  Each time you 
  pass through a barrier, you must make a DC 17 
  Constitution saving throw or take 11 (2d10) force 
  damage and be pushed back along your direction of 
  travel 1 foot.  As the two barriers are 4 inches apart, this 
  can result in being thrown back and forth between the 
  two. 
  As you approach the next door, a voice calls out 
  from behind you.  “Could you assist us?” says a 
  man in the green cloak of the Earthspur Rangers.  
  “We’ve found the captured griffons and the stolen 
  eggs, but we’re unable to get into the room.” 
  He is accompanied by a concerned looking female 
  elf and a male aasimir druid dressed in similar 
  riding leathers to himself, each looking battleworn 
  and spattered with blood. 
  You can see the problem the rangers described 
  immediately on your approach.  A shimmering field 
  of energy blocks the entrance to an area containing 
  a number of unarmored griffons and their nests. 
  A sign next to the door reads ‘Knights Only’ in 
  Common.  As you approach, the female elf kneels 
  down next to a woozy looking male elf with burned 
  armor who is seated by the door. 
  
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  Destroying the Barriers 
  By Force:  The barriers have AC 5, 50 HP, and are 
  immune to all damage except force damage. 
  By Dispel:  Each barrier is considered a 9th level spell. 
  By Trickery:  Anyone proficient with Thieves’ Tools can 
  attempt to destroy the runes.  Four runes must be 
  destroyed for each barrier, with a Dexterity (Thieves’ 
  Tools) check of DC 17 for each one.  Failure on these 
  checks results by more than 5 results in a hand slipping 
  into a barrier, triggering the results of passing through a 
  barrier. 
   
  With a Control Amulet 
  If a control amulet (or more than 1) is retrieved from 
  the bodies of the knights outside the fortress, anyone 
  carrying one is able to pass through the barriers without 
  any trouble. 
   
  If the creature is holding the amulet, the griffons 
  become immediately hostile to them and begin 
  posturing to attack, but do not attack.  A DC 15 Wisdom 
  or Charisma (Animal Handling) check gets them to calm 
  down enough to approach.  A DC 20 check with the 
  same skill will convince the griffons to come with you 
  through the barriers, though one must be taken at a 
  time with the creature with the control amulet touching 
  the griffon the entire time.  If at any point the control 
  amulet is placed on the floor, the griffons lose their 
  hostility, but destroy the amulet.  If someone holding 
  the amulet attempts to put it on, the griffons 
  immediately attack before the action can be completed.  
  They are unable to attack a creature wearing a control 
  amulet.  A creature already wearing an amulet can 
  mentally command the griffons to walk through the 
  barrier with them with no trouble.  The collars worn by 
  the griffons here are not paired, so any amulet can 
  control them. 
   
  The Rangers are able to calm the griffons easily once 
  they are on the other side of the barrier, but also ask if 
  the party can sort out the access tunnel for them so 
  they can bring in the special equipment to move the 
  eggs.   
  XP AWARD 
  Once the griffons are retrieved, award each member of 
  the party 500 XP. 
  F5. GRIFFON ROOKERY 
  The adult griffons sleep here if not monitoring the 
  nests.  There are additionally armor forms for the 
  griffons’ barding, which the creatures are currently 
  wearing in combat outside the fortress. 
  F6. ACCESS TUNNEL 
  This tunnel is carved through the mountain side from 
  the rookery to the outside.  It is closed ten feet from the 
  outside end by a permanent wall of force that can be 
  activated and deactivated by a pair of runes located on 
  the tunnel wall five feet inside the wall of force.  A 
  second copy of these runes is located just inside the 
  rookery at the inside end of the tunnel.  Additionally, a 
  permanent major image spell disguises the entrance 
  from the exterior of the mountain. 
   
   
  U1.  WEST HALLWAY 
  This hallway grants access to the Aviary area. 
  U2. EAST HALLWAY 
  This hallway grants access to the Infirmary, the Armory, 
  Weapons Storage, and the Dining Hall.  Further down 
  the hall leads into the Chapel area. 
  Control Amulets 
  Each griffon mount wears a control amulet around 
  its next that it cannot remove.  Each knight or 
  squire wears a matching amulet.  The amulets have 
  an AC of 20, immunity to psychic, poison, or area of 
  effect damage, and 10 hit points.  While a knight 
  and griffon wear an amulet, the griffon must follow 
  any verbal or telepathic command from the knight.  
  If one or both of an amulet pair is destroyed, the 
  griffon will immediately turn on the knight that 
  wore its amulet if that knight is still alive.  If the 
  knight is already dead, the griffon will attempt to 
  flee.  A DC 15 Intelligence (Arcana) check as an 
  action allows a character to determine the purpose 
  of the amulets and the likely result of their 
  destruction.  If there is (or was) an active shield 
  guardian in the party, this check is made with 
  advantage.  When the Unstable Elemental Node is 
  closed or destroyed, the magic powering the 
  amulets fails.  An amulet can be removed from a 
  cooperative griffin with a DC 25 Strength (Athletics) 
  check or a DC 20 Dexterity (Thieves’ Tools) check. 
   
  
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  U3. INFIRMARY 
  This area contains mundane healing equipment and 
  apothecary supplies. 
  TREASURE 
  The supplies here can be looted for 100 gp if the results 
  are sold on the open market.  It takes ten minutes to 
  sort the useful stuff out of the cabinets if anyone is 
  proficient with Medicine or has the Healer feat.  It takes 
  twenty minutes otherwise. 
  U4. ARMORY 
  This area holds additional weapons and armor for the 
  cultists.  It is mostly empty. 
  TREASURE 
  The weapons and armor here can be sold for 400 gp. 
  U5. WEAPONS STORAGE 
  This room is sealed with an arcane lock spell.  The 
  password is “Vizeran DeVir,” which can be discovered 
  by going through Brinora’s notes in her private 
  chambers. 
   
   
  The orbs are devastation orbs, which anyone who has 
  seen one before immediately recognizes.  A detect 
  magic spell reveals the truth of them, though – they are 
  empty, uncharged shells.  Brinora has not been able to 
  duplicate the rituals required to create them yet, 
  because she has been unable to develop stable 
  elemental weapons yet.  Icicle, Richard’s sword, is her 
  first attempt.  Three others sit in a weapons rack in the 
  center of this room, if the Unstable Node is still active.  
  There is a bow, a glaive, and a warhammer.  Each can be 
  attuned in a minute, but give disadvantage on all 
  attacks against elementals, Brinora, Richard, and their 
  cultists.  Icicle has the same features.  If the Unstable 
  Node has been closed, a pile of ash and mud sit at the 
  base of the weapons rack. 
  TREASURE 
  Lightning Bow (Requires attunement): 
  This magic longbow can be used by anyone proficient 
  with a shortbow or longbow.  Arrows fired by this bow 
  deal an extra 2d6 lightning damage.  Additionally, the 
  attuned wielder gains resistance to lightning and 
  thunder damage, and a fly speed equal to their walking 
  speed.  If the Unstable Node is closed or destroyed, this 
  bow vanishes in a puff of ozone smelling air. 
   
  Fire Glaive (Requires attunement): 
  This magic glaive deals an additional 1d6 fire damage on 
  each hit, and grants fire resistance to the wielder.  It 
  does not have the Heavy property.  While wielding this 
  glaive, as a bonus action, a creature can teleport up to 
  60 feet while standing in a fire their size or larger to 
  another fire of roughly the same size, or as a reaction 
  when they cast a spell that deals fire damage, they can 
  teleport up to 30 feet next to a creature damaged by 
  the spell.  Each teleport takes 1 charge, and the glaive 
  has 4, which refresh at highsun.  If the Unstable Node is 
  closed or destroyed, this glaive vanishes in a flash of 
  flame into ashes that drift away on the wind. 
   
  Earthen Warhammer (Requires attunement): 
  This magic warhammer deals an additional 1d6 force 
  damage with each hit.  It can be activated 4 times a day 
  to when a target is hit to deal an additional 4d10 
  thunder damage.  These charges refresh at dawn.  The 
  wielding also gains tremorsense out to 15 feet, and a 
  burrow speed of 10 feet.  If the Unstable Node is closed 
  or destroyed, this warhammer melts into non-magical 
  mud. 
  U6. DINING HALL 
  This room appears large enough for the entire cult to 
  meet and eat at the same time.  It contains numerous 
  large rectangular tables. 
  U7. KITCHEN 
  This is a kitchen of appropriate size to the fortress and 
  the number of people living in it. 
   
   
   
   
   
   
  With the door opened, this room is horrifying at 
  first glance.  Rack after rack of orbs, each roughly 
  three feet in a diameter, fills this room.  The orbs 
  are carved with arcane glyphs and elemental sigils, 
  and seem to be grouped in sets of four – one for 
  each element. 
  
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  Fire wants to burn 
  Water wants to flow 
  Air wants to rise 
  Earth wants to bind 
  Chaos wants to devour 
  --Cassandra Clare, The Iron Trial 
  C1. CHAPEL APPROACH 
  The corridor to approach the main chapel is rigged with 
  a series of heavy, airtight doors, each bearing two 
  massive runes on their surface.  Additionally, each door 
  is rigged with with a glyph of warding cast by Brinora, 
  which can be disarmed as normal, if seen with an 
  Intelligence (Investigation) of DC 17.  These glyphs are 
  8th-level spells for the purposes of disarming them, 
  requiring either an Intelligence (Thieves’ Tools) check of 
  DC 17 to disarm or a dispel magic spell or similar effect.  
  The first four doors bear the following combination of 
  runes (which can be read by anyone familiar with Giant 
  Rune Magic or can be deciphered by anyone proficient 
  in the Giant Language with an Intelligence (Arcana) 
  check of DC 20): 
  1. Liv (Life) and Ild (Fire) 
  2. Ise (Ice) and Ild (Fire) 
  3. Blod (Blood) and Stein (Stone) 
  4. Uven (Enemy) and Ise (Ice) 
  The two runes on each door form a riddle that gives the 
  password for each door to prevent the glyph from 
  triggering.  As the DM, you can change the order of 
  these four doors at your leisure, particularly if anyone 
  has played the module before.  The answers to the 
  riddles must be spoken in Primordial: 
  1. Air (The life of fire) 
  2. Water (ice plus fire equals) 
  3. Earth (the blood of the stone is) 
  4. Fire (the enemy of ice is) 
  Any triggered glyph deals appropriate damage on a 
  failure: air deals cold damage, water deals acid damage, 
  earth deals thunder damage, and fire deals fire damage.  
  The amount of damage is 45 (10d8), or half of that on a 
  successful DC 20 Dexterity saving throw.  If the party is 
  having difficulty with the riddles, a DC 15 Intelligence or 
  Wisdom check could provide them with a clue or hint.  
  A DC 25 Strength (Athletics) check can be used to force 
  a door open that the party is unable to solve the riddle 
  for, as could something like the knock spell. 
       The final door bears the Kong (King) and the Hellig 
  (Sacred) runes, but both are formally negated.  The 
  answer to this riddle is ‘Chaos’, which again must be 
  spoken in Primordial.  This glyph triggers a prismatic 
  spray spell (DC 17) if the party fails to disarm it. 
  C2. CHAPEL 
   
  Brinora Heartshadow (Renegade Archmage), Richard 
  Heartshadow (Undead Guardian), and Brinora 
  Heartshadow (Minor Simulacrum) await the characters 
  in the chapel with two familiars, a magma mephit and 
  an ice mephit respectively.  Additionally, a random 
  elemental is also present, hidden in the chaos of the 
  Unstable Node.  The Unstable Node starts with a fire 
  connection.   
   
  Advice to DMs:  Note the effects from the spells cast in 
  Brinora and Richard’s stat blocks in a manner that can 
  be erased or changed easily. At this level of play, PCs 
  have options that can affect these precast spells readily 
  available. 
   
  Tactics:   
  Brinora cast the following spells on herself at the 
  beginning of the day:  mage armor, darkvision, and 
  mind blank.  She cast mage armor and darkvision on her 
  simulacrum, and then used Arcane Recovery to restore 
  her 1st and 2nd level spell slots that she used up.  Prior to 
  A huge room stretches out before you, dimly lit as 
  the door creaks open, then flashing into brightness 
  as if welcoming you.  A writhing ball of energy sits 
  in the center of the far end of the room, with an 
  armored man standing before it, two winged 
  creatures flapping gently to either side of his head.  
  His shield and sword gleam with eldritch energies. 
  A soft alto voice echoes clearly in your ears, though 
  you do not see the owner.  “Shan’s lackeys, I 
  presume?  I’m afraid that’s not going to go as well 
  as he might have hoped.” 
  Despite the implicit threat in those words, the 
  energy draws your eye back to it as it pulses out 
  from an orb mounted on some sort of arcane 
  framework at its center.  What have those crazy 
  wizards done now? 
   
  
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  the adventurers entering the chapel, she casts see 
  invisibility (or true seeing if she has observed a lot of 
  illusions being cast) and then greater invisibility the 
  round before they breach the door.  The simulacrum 
  does the same thing.  Richard casts his spells mostly as 
  buffs for the three primary opponents, making sure to 
  have sanctuary cast on each of them to help prevent a 
  crippling attack from loss of initiative, as well as 
  freedom of movement to prevent them from being tied 
  down by grappling and restraining. 
       While invisible, Brinora is not hidden at the start of 
  combat, and will open combat with the highest level 
  chain lightning spell she can muster that hits all the 
  party members, ignoring familiars, mounts, and 
  companions unless she has the extra secondary targets 
  to burn.  She will retain her 9th level slot for 
  emergencies to cast invulnerability.  Other spells are 
  used viciously, particulaly favoring the casting of dispel 
  magic on characters using effects such as mage armor, 
  aura effects, and haste, particularly against parties less 
  well able to absorb large amounts of damage from high 
  level spells. 
       The pair rely on Brinora to counter enemy 
  spellcasting, with the simulacrum saving its spells to 
  counter counterspells directed at Brinora’s counters.  
  Brinora automatically recognizes any spell from the 
  school of abjuration she sees being cast, as well as any 
  spell that manipulates the elements, unless steps are 
  taken to disguise it (such as the Subtle Magic 
  metamagic ability).  For any other spell, she must make 
  an Intelligence (Arcana) check equal to 15 + the spell’s 
  level to recognize it and still have time to counter it 
  appropriately.  (If you use a different rule for identifying 
  spells, feel free to use that rule instead.) 
       Both Heartshadows use the Unstable Node to their 
  advantage, particularly against melee opponents.   
       If there is a Cloak member of the party, and all other 
  considerations are equal, the pair will attack the Cloak 
  by preference.  They will offer the party a chance to 
  surrender and swear fealty if all Cloak members of the 
  party are dead.  Richard fights to subdue non-Cloak 
  party members so that they can be living sacrifices.  The 
  mephits are familiars – they cannot attack, but all their 
  other abilities are available to them. 
   
  Advice to DMs:  For the Unstable Node, it may be useful 
  to preroll a number of rounds of combat for it to help 
  speed it up.  Also, if you’re using a map, make sure that 
  the Node is marked down in a fashion which is easy to 
  change the size of, rather than drawn. 
   
  THE UNSTABLE NODE IN COMBAT 
  On Initiative Count 20, during combat, to determine the 
  Unstable Node’s behavior, roll a d4.  The result of the 
  d4 determines which of the elemental planes the 
  Unstable Node is connected to for that round. 
  D4 Element 
  Investiture Save 
  Damage 
  Light 
  1 
  Fire 
  Flame 
  DEX 
  Fire 
  Bright 
  2 
  Air 
  Wind 
  DEX 
  Lightning Dim 
  3 
  Water 
  Ice 
  CON 
  Cold 
  Dim 
  4 
  Earth 
  Stone 
  CON 
  Thunder 
  Dark 
   
  If the Node selects a new element, it immediately casts 
  the appropriate Investiture of $appropriate_element 
  spell on people that are harmonized to it (Brinora and 
  Richard, but not the simulacrum).  If it does not select a 
  new element, roll a d20.   
   
  d20 
  Roll 
  Result 
  1-
  15 
  The Node attacks a random non-harmonized, 
  non-elemental creature within 30 feet of it, or 
  inside it.  Make a melee spell attack against the 
  target with a +11 bonus to the attack roll.  On a 
  hit, it deals 14 (4d6) damage of the matching type 
  to the current element.   
  16-
  18 
  The Node pulses out of wave of elemental energy 
  that strikes every non-harmonized creature 
  within 30 feet.  Those creatures make a saving 
  throw (DC 19) of the type matching the current 
  element.  The creatures take 10 (4d4) damage of 
  the type matching the current element on a failed 
  save, or half as much on a successful one.   
  19-
  20 
  The Node spawns an elemental of the type 
  matching its current element.  These elementals 
  cannot be banished while in the chapel.   
   
  On the d20 roll, if the roll is odd, the node grows by 5 
  feet in radius.  On an even roll, the node shrinks by 5 
  feet in radius.  The node never grows beyond the 
  confines of the room, though its radius may be less in 
  some dimensions than in others, and never shrinks to a 
  radius of less than 15 feet.   
       Moving in the area of the node is considered to be 
  difficult terrain for creatures not resistant to its current 
  damage type or not harmonized to it.  Creatures inside 
  the node take 10 (3d6) damage of the matching type at 
  the start of their turn or on entering it for the first time 
  on a turn, unless they are harmonized to it.   
  
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  DEVELOPMENT 
  When either Richard or Brinora is reduced to 0 hit 
  points, read the following, adapted as appropriate, if 
  the two have the marriage bond ability: 
   
  When either Richard or Brinora (whichever is killed last) 
  is killed, read the following: 
   
   
  It should be immediately obvious to the characters that 
  the Node exploding will be catastrophic for anything 
  nearby.  The party has five rounds of the Node not 
  being ‘in tune’ with any creature before it explodes.  If 
  combat is still ongoing (perhaps with summoned 
  elementals), closing the Node must be done during 
  combat.  The Node remains in its combat state during 
  this process, but instead makes its melee attack instead 
  of summoning more elementals.  The rounds until the 
  explosion are cumulative, not consecutive. 
  CLOSING THE NODE 
  The Unstable Node can be closed in two ways:  the 
  devastation orb at its heart can either be removed or 
  destroyed. 
       While in the Node, the devastation orb is immune to 
  area of effect spells, poison, psychic, fire, cold, thunder, 
  lightning, acid damage, as well as damage from non-
  magical weapons that are not adamantine.  It resists 
  slashing and piercing damage, but is vulnerable to 
  bludgeoning damage.  The orb has AC 20 and 100 hit 
  points.  Anyone who deals damage to the orb is 
  immediately subject to the Node’s melee attack. 
       A creature can become ‘in tune’ to the Unstable 
  Node via study or prayer.  A creature can tune itself to 
  MODIFYING THE ENCOUNTER 
  Adjustments are not cumulative 
  Very Weak: Brinora (Archmage) and Richard have 
  average (100 and 180) instead of maximum hit 
  points.  Brinora (Simulacrum) is replaced by an 
  Elemental Mage of your choice, which gains 
  Simulacrum Weakness (sidebar below). 
  Weak:  Brinora (Archmage) and Richard have 
  average (100 and 180) instead of maximum hit 
  points.  Brinora (Simulacrum) gains Simulacrum 
  Weakness (sidebar below). 
  Strong: Brinora (Simulacrum) regains its 7th level 
  spell slot.  Replace the starting elemental and every 
  second elemental summoned with an elemental 
  myrmidon of the same type.  Brinora (Archmage) 
  and Richard gain the Marriage Bond (sidebar 
  below). 
  Very Strong: Replace Brinora (Simulacrum) with a 
  Brinora (Archmage) with 81 hit points and no 7th 
  level spell slot.  Replace every elemental with an 
  elemental myrmidon of the same type. The original 
  Brinora (Archmage) and Richard gain the Marriage 
  Bond (sidebar below). 
   
  Simulacrum Weakness 
  Monster Trait 
  As a simulacrum, created by the spell of the same 
  name, this creature can be destroyed by casting 
  dispel magic on it at 7th level or higher. 
   
  Marriage Bond 
  Monster Trait 
  Brinora and Richard used ritual magics to seal their 
  marriage into an unbreakable bond.  The ritual 
  constantly feeds a tiny bit of their life force to each 
  other.  While they are on the same plane, both have 
  the following benefits: 
   They are in constant telepathic contact and are 
  immune to the charmed and frightened 
  conditions. 
   While the other has at least 1 hit point, dropping 
  to 0 hit points does not cause either to fall 
  unconscious or die. 
   They are immune to the detrimental effects of 
  spells cast by the other person. 
   
   
  As the blow (spell) strikes Brinora (Richard), both 
  husband and wife stagger briefly before a surge of 
  energy revitalizes Brinora (Richard), taking away 
  what should have been lethal damage.  Somehow, 
  their partner is keeping them alive! 
  With the death of Brinora and Richard, the 
  Unstable Node begins a madcap swirl.  It stretches 
  out to one side as the other compresses as if struck 
  by an invisible, giant hand.  A wave of energy 
  passes over you, expelled from the Node and 
  pushing you back a few inches.  Without the mages 
  here to control it, the Node seems likely to 
  explode! 
  
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  the node by making a DC 20 Intelligence (Arcana) or 
  Wisdom (Religion) or Wisdom (Nature) check as an 
  action.  To maintain being in tune with the node, a 
  creature must make a DC 15 check of the same type 
  every turn.  If the creature is a spellcaster, it can expend 
  a spell slot to reroll the check if it fails.  After an hour of 
  making these checks, a creature can become 
  harmonized to the Unstable Node.  While ‘in tune’ with 
  the Node, a creature is considered to be concentrating, 
  as if on a spell, and must make concentration saves if it 
  takes any damage.  If a creature becomes harmonized, 
  it is considered to be permanently in tune to the Node 
  until it dies or chooses to give up the harmonization as 
  an action.   
       If at any point a creature that is ‘in tune’ with the 
  Node fails the check to maintain being that status, or 
  loses concentration, it takes 18 (4d8) psychic damage 
  and the node attacks it with its melee spell attack.  
  Additionally, the creature must make a DC 19 Charisma 
  saving throw or become charmed by something on the 
  far side of the node.  While charmed in this way, the 
  creature has no desire to be in tune with the node, and 
  will attack any creature attempting to cause the node to 
  close.  That creature may repeat the saving throw any 
  time it takes damage and at the end of each of its turns.  
  If a player character, the creature additionally gains the 
  And Chaos Stared Back story award. 
       Also, the devastation orb can be removed from its 
  frame with a DC 30 Strength (Athletics) check.  If a 
  creature is in tune with the Node, the DC decreases to 
  25.  The AC of the orb also decreases to 15 if a creature 
  is in tune with the Node. 
       If the orb is destroyed, the Node closes instantly in a 
  flash of light, incapacitating any creature in the room 
  that sees it happen for 1 round.  Any creature inside the 
  boundaries of the Node at that moment that fails a DC 
  15 Dexterity saving throw is sucked into the elemental 
  planes and gains the Chaos Warped story award. 
       If the orb is removed from its frame, though, the 
  Node closes much more sedately.  There is no flash of 
  stunningly bright light, and no overpressure drawing 
  creatures onto other planes.  
       Unless those creatures are an elemental:  all 
  elementals present in the room when the Node closes 
  are immediately returned to their home plane. 
  TREASURE 
  As part of the support structure for the damaged  
  devastation orb, Brinora was charging elemental gems 
  for her soldiers to use.  The gems that are not charged 
  worth 1000 gp.  Warden can be retrieved from Richard’s 
  corpse after the combat, but Icicle melts into a puddle 
  when the Unstable Node is closed or destroyed. 
  C3. ARCANE STUDY 
  This room is closed off from the main chapel by an 
  unlocked door bearing the symbol of the Elder 
  Elemental Eye.  Inside is a magic circle inscribed into the 
  stone floor that also bears a teleportation circle’s sigil 
  sequence.  One corner of the room holds a bookcase 
  with numerous books on it.  Another corner holds what 
  appears to be an alchemy station, and a third holds and 
  hearth and an anvil, along with blacksmith’s tools.  If 
  inspected with detect magic, the circle in the floor holds 
  abjuration and conjuration magic, and the anvil, 
  transmutation. 
  C4. BRINORA AND RICHARD’S QUARTERS 
  This is clearly the bedroom and rest area for Brinora and 
  Richard.  It has a bed, bookcases, an eating area, and a 
  work area, as well as access to a private restroom. 
  TREASURE 
  Brinora’s grimoire is located on the bookcases here, 
  along with numerous books and journals exploring 
  elemental magic, including Elemental Spells: A Treatise 
  on Manipulating Reality, which appears to be her 
  master work on the study of elemental energy through 
  the orb.  Jewelry, gems, spell components, and coin in 
  the amount of 1500 gp can also be found by searching 
  the room for 10 minutes.   
   
  
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  THE PARTY IS DEFEATED 
  If at any point, the player characters are completely 
  overwhelmed and eliminated, the cultists, under orders 
  from Brinora, drag their unconscious bodies into the 
  Chapel, and after a brief ceremony, cast them into the 
  Node itself, which functions as a portal following the 
  ceremony.  Dead characters are thrown in as well.  
  Award each character the Chaos Warped story award. 
  THE ORB IS DESTROYED 
  When you return to Rastol Shan, he is disappointed that 
  the orb is destroyed, and provides the characters with 
  their promised fee.  If the Thayan delegation remain 
  unaware of the specific reasons for your adventure into 
  the mountains, characters which have previously 
  participated in DDEX2-14 The Sword of Selfaril, DDEP2 
  Mulmaster Undone, or have more than 1 copy of the To 
  Wear the Cloak story award receive the story award 
  Shan’s Troubleshooter.   The party must also decide 
  what to do with Elemental Spells: A Treatise on 
  Manipulating Reality.  If consulted, Shan makes the 
  argument that it should belong to the Brotherhood, as it 
  was started as a research project under their direction, 
  but he is not insistent.  He offers to permit any party 
  members who wish to study it with him to do so. 
  THE ORB IS RETURNED TO RASTOL SHAN 
  If the players retrieve the orb and return it to Rastol 
  Shan, he is extremely pleased, particularly if they offer 
  any additional insights or notes developed by Brinora.  
  He gives the each character their promised fee, as well 
  as a bonus consumable magic item – a spell scroll with 
  either elemental bane or locate creature inscribed on it, 
  or a potion of Superior Healing.  If the Thayan 
  delegation remain unaware of the specific reasons for 
  your adventure into the mountains, characters which 
  have previously participated in DDEX2-14 The Sword of 
  Selfaril, DDEP2 Mulmaster Undone, or have more than 1 
  copy of the To Wear the Cloak story award receive the 
  story award Shan’s Troubleshooter.   The party must 
  also decide what to do with Elemental Spells: A 
  Treatise on Manipulating Reality.  If consulted, Shan 
  makes the argument that it should belong to the 
  Brotherhood, as it was started as a research project 
  under their direction, but he is not insistent.  He offers 
  to permit any party members who wish to study it with 
  him to do so. 
   
  THE ORB EXPLODES 
  If Brinora, Richard, and their cultists are defeated, but 
  the characters are unable to control the node 
  sufficiently to deactivate it, the node explodes in a 
  massive burst of elemental energy, unleashing the 
  capabilities of the devastation orb from inside the 
  mountain, except with four times the power of a normal 
  orb, as the energy of each of the primary elemental 
  planes flows into the Prime Material plane.  The 
  massive explosion flattens the top of the mountain and 
  creates an unfortunate cloud of debris that trails off 
  into the upper atmosphere, much like a volcano would.    
  Further, they are unable to escape the blast themselves, 
  but instead of being killed, they are thrown into the 
  elemental planes, and receive the Chaos Warped story 
  award.  If you later return to Rastol Shan for your 
  payment, he is genuinely surprised to see you, but gives 
  over the promised monies, but it seems likely he would 
  need to be desperate to contact you again for a mission. 
   
   
  
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  Make sure players note their rewards on their 
  adventure logsheets.  Give your name and DCI number 
  (if applicable) so players can record who ran the 
  session. 
  EXPERIENCE 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present in 
  the combat.  For non-combat experience, the rewards 
  are listed per character.  Give all characters in the party 
  non-combat experience awards unless otherwise noted. 
  COMBAT AWARDS (MIN/MAX XP: 
  15000/20000 EACH) 
  Name of Foe 
   
   
  XP per Foe 
  Air Elemental 
   
   
  1800 
  Air Elemental Myrmidon 
  2900 
  Brinora Heartshadow 
   
  18000 
  Earth Elemental  
   
  1800 
  Earth Elemental Myrmidon 
  2900 
  Elemental Cultist 
   
  200 
  Elemental Mage 
   
  2300 
  Fire Elemental  
   
  1800 
  Fire Elemental Myrmidon 
  2900 
  Griffon  
   
   
  450 
  Hell Hound 
   
   
  700 
  Ice Mephit 
   
   
  100 
  Kennel Master  
   
  700 
  Magma Mephit  
   
  100 
  Richard Heartshadow 
   
  18000 
  Thayan Acolyte   
   
  2300 
  Thayan Apprentice  
   
  1100 
  Thayan Knight  
   
  700 
  Thayan Necromancer   
  5000 
  Water Elemental 
   
  1800 
  Water Elemental Myrmidon 
  2900 
  Winter Wolf 
   
   
  700 
   
  NON-COMBAT AWARDS 
  Task or Accomplishment 
  XP per Character 
  Safe Landing on Approach 
  500 XP 
  Griffons Rescued 
   
  500 XP 
  Orb Returned to Rastal Shan 
  1000 XP 
  TREASURE 
  The characters receive the following treasure, divided 
  up amongst the party.  Characters should attempt to 
  divide treasure evenly whenever possible.  Gold piece 
  values for sellable gear are calculated at their selling 
  price, not their purchase price. 
  Consumable magic items should be divided up however 
  the group sees fit.  If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group 
  be unable to decide. 
  Permanent magic items are divided according to a 
  system.  See the sidebar if the adventure awards 
  permanent magic items. 
  TREASURE AWARDS 
  Item Name 
   
   
  GP value 
  Cult Garrison 
   
   
  360 
   
  Trade Quantity Lamp Oil 
  40 
   
  Garrison Officers 
   
  400 
   
  Knight Commander 
   
  100 
   
  Elemental Knights 
   
  200  
   
  Squires  
   
   
  200  
   
  Thayan Knights  
   
  100 
   
  Thayan Functionaries 
   
  350 
   
  Thayan Necromancer’s Chest 
  6000 or 6500 
  Replica Necromancer’s Chest 
  50 
   
  Thayan Spell Components 
  500 
   
  City of Brass Tapestry 
   
  500 
   
  Infirmary Supplies 
   
  100 
  Weapons and Armor 
   
  400 
  Uncharged Elemental Gems 
  1000 
   
  Brinora and Richard’s Stash 
  1500   
  Rastol Shan’s Payment  
  1000 each character 
   
   
   
   
   
   
  PERMANENT MAGIC ITEM DISTRIBUTION 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session.  Each character’s logsheet contains a column to 
  record permanent magic items for ease of reference. 
   If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
   In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic 
  items gets the item.  If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item’s owner is determined randomly by the DM. 
   
  
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  WARDEN, SPELLGUARD SHIELD 
  Shield, very rare, requires attunement 
  While holding this shield, you have advantage on saving 
  throws against spells and other magical effects, and 
  spell attacks have disadvantage against you. 
        Created by Brinora for her lover, and later husband, 
  Richard, this shield is made of multicolored glass.  While 
  it appears fragile, it is just as strong as a regular shield.  
  Although the picture that was initially formed was 
  Brinora’s arcane sigil, the pattern rearranges 
  appropriately for the wielder, forming a holy symbol or 
  other simple image of great meaning. 
  POTION OF SUPERIOR HEALING 
  Potion, rare 
  A description of this item can be found in the Dungeon 
  Master’s Guide. 
  SPELL SCROLL OF ELEMENTAL BANE 
  Scroll, rare 
  This spell scroll contains the text and magic of 1 spell 
  from the Xanathar’s Guide to Everything.  A description 
  of this item can be found in the Dungeon Master’s 
  Guide. 
  SPELL SCROLL OF LOCATE CREATURE 
  Scroll, rare 
  This spell scroll contains the text and magic of 1 spell 
  from the Player’s Handbook.  A description of this item 
  can be found in the Dungeon Master’s Guide. 
  BRINORA’S GRIMOIRE 
  The lock on this impressive leather bound tome popped 
  open when Brinora died, and refuses to stay shut, even 
  though you later figured out the magical sequence that 
  was the key.  The book is immune to acid, cold, fire, 
  lightning, and thunder damage, in addition to poison 
  and psychic, and projects a shield of force around itself 
  to prevent objects from striking it.  None of these 
  properties are able to help you in combat, though the 
  contents might, if you can decipher them.  The 
  spellbook is completely full, so no spells can be added. 
  1st: absorb elements, chromatic orb, detect magic, earth 
  tremor, feather fall, identify, protection from evil 
  and good, mage armor, magic missile, shield 
  2nd: blur, darkvision, detect thoughts, earthbind, Melf’s 
  acid arrow, mirror image, misty step, see invisibility 
  3rd: counterspell, dispel magic, fly, fireball, glyph of 
  warding, haste, lightning bolt, Melf’s minute 
  meteors  
  4th: banishment, dimension door, fire shield, greater 
  invisibility, stoneskin 
  5th: cone of cold, scrying, transmute rock, wall of force 
  6th: chain lightning, globe of invulnerability, guards and 
  wards, true seeing 
  7th: prismatic spray, teleport 
  8th: antimagic field, mind blank 
  9th: foresight, time stop 
  DOWNTIME 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  RENOWN 
  All faction members earn one renown point for 
  participating in this adventure.   
   
  Members of the Emerald Enclave earn an additional 
  renown point for returning the griffon eggs and more 
  than half of the adult griffons alive to the Earthspur 
  Rangers and the griffons of the Earthspur Mountains. 
   
  Members of the Harpers OR the Lords’ Alliance who 
  provide the Thayan codebook and Urth Jos’ journal to 
  their faction earn an additional renown point.   
   
  Members of the Brotherhood of the Cloaks advance 
  one rank in that organization.   
  DM REWARDS 
  In exchange for running the adventure, you earn XP, gp, 
  and downtime days in accordance with the guidance 
  prescribed by the Adventurers League Dungeon 
  Master’s Guide.  For that purpose, this is a 4 hour 
  module for APL 15. 
  STORY AWARDS 
  And the Chaos Stared Back.   
  While attempting to maintain control of the Unstable 
  Elemental Node long enough to close it, you saw 
  something in the seething chaos.  At the same time, 
  whatever it was saw you, and when you close your eyes, 
  you can see it still staring at you.  Elementals and other 
  creatures representing the elemental princes or the 
  Elder Elemental Eye (as determined by the DM) will 
  target you by preference in combat, assuming it is not 
  dangerous for them to do so.  In social encounters, their 
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  attitude is one step worse than it otherwise would be 
  (friendly becomes indifferent, indifferent becomes 
  hostile). 
   
  Chaos Warped. 
  You’re not sure how, but you woke up in the middle of 
  one of the elemental planes, totally lost, your mind 
  scrambled, but with only a single thought – you have to 
  get home.  Consult the Adventurers League FAQ for the 
  most up to date information on getting back to the 
  Material Plane. 
   
  Elemental Spells: A Treatise on Manipulating Reality.   
  What did you do with this tome? 
    Gave it to someone else: That’s really sad. 
    Kept it:  Congratulations! You have a dense, academic 
  tome on the study of the elements and their impact on 
  reality.  Wandering about, adventuring, dungeon 
  delving – not really all that conducive to studying, are 
  they?  Perhaps you should keep this at the bottom of 
  your pack until you need a unique book to get in 
  somewhere, like Candlekeep.  Void this award if you 
  ever give up the book. 
    Gave it to Rastol Shan: Shan is delighted with your gift, 
  and offers to let you study the tome with him.  For 
  every 10 downtime days you spend studying the tome 
  with him, he is able to produce a spell scroll of one level 
  of spell from the Elemental Evil Player’s Companion and 
  give it to you.  If you choose to instead wait, multiple 
  units of 10 days can be combined for higher level 
  scrolls.  After 60 days of study, Shan unfortunately has 
  no more time to examine the book.  During your study 
  with him, you are expected to look and act the part of a 
  respected researcher, so you must maintain a wealthy 
  lifestyle, at a minimum. 
   
  Shan’s Troubleshooter.   
  Rastol Shan has taken a personal interest in your career 
  with the Brotherhood of the Cloaks.  He has given you a 
  signet ring that indicates his respect for your talents.  
  You gain an additional rank within the Cloaks 
  organization.  Additionally, you are considered to be a 
  citizen resident of Mulmaster with respect to the 
  Community Service downtime activity. 
   
  
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  AIR ELEMENTAL 
  Large Elemental, neutral 
  Armor Class 15  
  Hit Points 90 (12d10 + 24) 
  Speed 0 ft., fly 90 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (-2) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks. 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran 
  Challenge 5 (1,800 XP) 
  Air Form.  The elemental can enter the hostile 
  creature’s space and stop there.  It can move through a 
  space as narrow as 1 inch wide without squeezing. 
   
  Actions 
  Multiattack. The elemental makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target.  Hit: 14 (2d8 + 5) bludgeoning damage. 
   
  Whirlwind (Recharge 4-6). Each creature in the 
  elemental’s space must make a DC 13 Strength saving 
  throw.  On a failure, a target takes 15 (3d8 + 2) 
  bludgeoning damage and is flung up 20 feet away from 
  the elemental in a random direction and knocked 
  prone.  If a thrown target strikes an object, such as a 
  wall or floor, he target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown.  If the target is 
  thrown at another creature, that creature must succeed 
  on a DC 13 Dexterity saving throw or take the same 
  damage and be knocked prone.   
       If the saving throw is successful, the target takes half 
  the bludgeoning damage and isn’t flung away or 
  knocked prone. 
   
  Source: Air Elemental, Monster Manual 
   
  AIR ELEMENTAL MYRMIDON 
  Medium elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8+36) 
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  9 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, poisoned, 
  prone 
  Senses darkvision 60 ft.,  passive Perception 10 
  Languages Primordial 
  Challenge 7 (2900 XP) 
  Magic Weapons.  The myrmidon’s weapon attacks are 
  magical. 
   
  Actions 
  Multiattack. The myrmidon makes three flail attacks. 
   
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: 8 (1d8+4) bludgeoning damage. 
   
  Lightning Strike (Recharge 6). The myrmidon makes 
  one flail attack.  If the attack hits, it deals an extra 18 
  (4d8) lightning damage, and the target must succeed on 
  a DC 14 Constitution saving throw or be stunned until 
  the end of the myrmidon’s next turn. 
   
  Source: Air Elemental Myrmidon, Princes of the Apocalypse 
   
   
  
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  BRINORA HEARTSHADOW (RENEGADE 
  ARCHMAGE) 
  Medium humanoid (human),  
  Armor Class 12 (15 with mage armor) 
  Hit Points 162 (18d8 +18) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  12 (+2) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistances damage from spells 
  Senses   passive Perception 12 
  Languages Abyssal, Common, Draconic, Infernal, 
  Netherese, Primordial 
  Challenge 12 (8400 XP) 
  War Caster.  Brinora has advantage on Constitution 
  saves to prevent loss of concentration.  She can use a 
  single target, one action spell on a target that provokes 
  an opportunity attack from her. 
   
   Magic Resistance.  The archmage has advantage on 
  saving throws against spells and other magical effects. 
   
  Spellcasting.  The archmage is an 18th-level spellcaster.  
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks).  The archmage can cast 
  shield and misty step at will and has the following 
  wizard spells prepared: 
  Cantrips (at will): acid splash, fire bolt, mage hand, 
  prestidigitation, shocking grasp, thunderclap 
  1st level (4 slots): absorb elements, chromatic orb, 
  mage armor, magic missile 
  2nd level (3 slots): darkvision, earthbind, Melf’s acid 
  arrow, see invisibility 
  3rd level (3 slots): counterspell, dispel magic, fireball, 
  lightning bolt, thunder step 
  4th level (3 slots): greater invisibility, vitriolic sphere 
  5th level (3 slots): cone of cold, transmute rock 
  6th level (1 slots): chain lightning, true seeing 
  7th level (1 slots): prismatic spray 
  8th level (1 slots): mind blank 
  9th level (1 slots): invulnerability 
   
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target.  Hit: 4 (1d4+2) 
  piercing damage. 
   
  Source: Archmage, Monster Manual 
  BRINORA HEARTSHADOW (MINOR 
  SIMULACRUM) 
  Medium humanoid (human) 
  Armor Class 12 (15 with mage armor) 
  Hit Points 84 (13d8+26) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 
  14 (+2) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +8, Wis +5 
  Skills Arcana +8, History +8 
  Senses   passive Perception 11 
  Languages Common, Primordial 
  Challenge 9 (5000 XP) 
  War Caster.  Brinora’s simulacrum has advantage on 
  Constitution saves to prevent loss of concentration.  She 
  can use a single target, one action spell on a target that 
  provokes an opportunity attack from her.  She can cast 
  spells with somatic components while holding things in 
  her hands. 
    
  Arcane Ward.  Brinora’s simulacrum has a magical ward 
  that has 30 hit points.  Whenever it takes damage, the 
  ward takes the damage instead.  If the ward is reduced 
  to 0 hit points, the simulacrum takes any remaining 
  damage.  When the simulacrum casts an abjuration 
  spell of 1st level or higher, the ward regains a number of 
  hit points equal to twice the level of the spell. 
   
  Spellcasting.  The simulacrum is a 13th-level spellcaster.  
  Its spellcasting ability is Intelligence (spell save DC 16, 
  +8 to hit with spell attacks).  The simulacrum has the 
  following wizard spells prepared: 
   
  Cantrips (at will): acid splash, fire bolt, prestidigitation, 
  shocking grasp, thunderclap 
  1st level (4 slots): absorb elements*, chromatic orb, 
  mage armor*, shield* 
  2nd level (3 slots): earthbind, see invisibility 
  3rd level (3 slots): counterspell*, dispel magic*, fireball, 
  lightning bolt 
  4th level (3 slots): banishment*, greater invisibility 
  5th level (2 slots): cone of cold, transmute rock 
  6th level (1 slots): chain lightning, globe of 
  invulnerability* 
  7th level (0 slots): simulacrum 
  *Abjuration spell of 1st level or higher 
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  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. 
   
  Source: Abjurer, Volo’s Guide to Monsters 
   
  EARTH ELEMENTAL 
  Large elemental, neutral 
  Armor Class 17 (natural armor) 
  Hit Points 126 (12d10 + 60) 
  Speed 30 ft., burrow 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  8 (-1) 
  20 (+5) 
  5 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage Vulnerabilities thunder 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks. 
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10 
  Languages Terran 
  Challenge 5 (1,800 XP) 
  Earth Glide.  The elemental can burrow through 
  nonmagical, unworked earth and stone.  While doing 
  so, the elemental doesn’t disturb the material it moves 
  through. 
   
  Siege Monster.  The elemental deals double damage to 
  objects and structures. 
   
  Actions 
  Multiattack. The elemental makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target.  Hit: 14 (2d8 + 5) bludgeoning damage. 
   
  Source: Earth Elemental, Monster Manual 
   
   
   
   
   
   
   
   
  EARTH ELEMENTAL MYRMIDON 
  Medium elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 127 (17d8+51) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, poisoned, 
  prone 
  Senses darkvision 60 ft.,  passive Perception 10 
  Languages Primordial 
  Challenge 7 (2900 XP) 
  Magic Weapons.  The myrmidon’s weapon attacks are 
  magical. 
   
  Actions 
  Multiattack. The myrmidon makes two maul attacks. 
   
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: 11 (2d6+4) bludgeoning damage. 
   
  Thunderous Strike (Recharge 6). The myrmidon makes 
  one maul attack.  If the attack hits, it deals an extra 16 
  (3d10) thunder damage, and the target must succeed 
  on a DC 14 Strength saving throw or be knocked prone. 
   
  Source: Earth Elemental Myrmidon, Princes of the Apocalypse 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ELEMENTAL CULTIST 
  Medium humanoid (any race), chaotic evil 
  Armor Class 14 (leather armor) 
  Hit Points 16 (3d8+3) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Saving Throws Wis +2 
  Skills Deception +3, Stealth +5 
  Damage Resistances one type chosen randomly from 
  acid, cold, fire, lightning, or thunder 
  Senses   passive Perception 10 
  Languages Common, Primordial 
  Challenge 1 (200 XP) 
  Elemental Devotion.  The cultist has advantage on 
  saving throws against being charmed or frightened.  
  While the cultist can see a higher ranking member of 
  the Cult of the Eye friendly to it, it ignores the effect of 
  being charmed or frightened. 
   
  Fanatical Advantage.  Once per turn, if the cultist 
  makes a weapon attack with advantage on the attack 
  roll and hits, it deals an extra 7 (2d6) damage. 
   
  Pack Tactics.  The cultist has advantage on an attack roll 
  against a creature if at least one of the cultist’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Actions 
  Multiattack. The cultist makes two attacks with its 
  scimitar. 
   
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target.  Hit: 6 (1d6+3) slashing damage. 
   
  Source: Dragonclaw, Hoard of the Dragon Queen 
   
   
   
   
   
   
   
   
   
   
   
   
  ELEMENTAL MAGE: AETHERMANCER 
  Medium humanoid (human), chaotic evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +4 
  Skills Arcana +7, History +7, Religion +7 
  Senses   passive Perception 11 
  Languages Common, Draconic, Elvish, Primordial 
  Challenge 6 (2300 XP) 
  Elemental Adept.  Spells cast by a aethermancer ignore 
  resistance to lightning damage.  Additionally, when the 
  spell deals lightning damage, if the dice roll is a 1, the 
  aethermancer treats the dice roll as a 2. 
   
  Spellcasting.  The mage is a 9th level spellcaster.  Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks).  The mage has the following 
  wizard spells prepared: 
  Cantrips (at will): frostbite, gust, light, shocking grasp 
  1st level (4 slots): chromatic orb, mage armor, shield, 
  thunderwave 
  2nd level (3 slots): dust devil, gust of wind, misty step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): greater invisibility, storm sphere 
  5th level (1 slots): control winds 
   
  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. 
   
  Source: Mage, Monster Manual 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ELEMENTAL MAGE: GEOMANCER 
  Medium humanoid (human), chaotic evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +4 
  Skills Arcana +7, History +7, Religion +7 
  Senses   passive Perception 11 
  Languages Common, Draconic, Elvish, Primordial 
  Challenge 6 (2300 XP) 
  War Caster.  The geomancer has advantage on 
  Constitution saves to prevent loss of concentration.  
  The geomancer can use a single target, one action spell 
  on a target that provokes an opportunity attack from it. 
   
   Spellcasting.  The mage is a 9th level spellcaster.  Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks).  The mage has the following 
  wizard spells prepared: 
  Cantrips (at will): chill touch, mold earth, light, poison 
  spray 
  1st level (4 slots): chromatic orb, earth tremor, mage 
  armor, shield 
  2nd level (3 slots): earthbind, hold person, shatter 
  3rd level (3 slots): counterspell, erupting earth, slow 
  4th level (3 slots): greater invisibility, stoneskin 
  5th level (1 slots): wall of stone 
   
  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. 
   
  Source: Mage, Monster Manual 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ELEMENTAL MAGE: HYDROMANCER 
  Medium humanoid (human), chaotic evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +4 
  Skills Arcana +7, History +7, Religion +7 
  Senses   passive Perception 11 
  Languages Common, Draconic, Elvish, Primordial 
  Challenge 6 (2300 XP) 
  Elemental Adept.  Spells cast by a hydromancer ignore 
  resistance to acid damage.  Additionally, when the spell 
  deals acid damage, if the dice roll is a 1, the 
  hydromancer treats the dice roll as a 2. 
    
  Spellcasting.  The mage is a 9th level spellcaster.  Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks).  The mage has the following 
  wizard spells prepared: 
  Cantrips (at will): acid splash, mold earth, light, ray of 
  frost 
  1st level (4 slots): chromatic orb, mage armor, shield 
  2nd level (3 slots): Melf’s acid arrow, misty step, 
  Snilloc’s snowball swarm 
  3rd level (3 slots): counterspell, tidal wave, wall of 
  water 
  4th level (3 slots): greater invisibility, vitriolic sphere, 
  watery sphere 
  5th level (1 slots): 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. 
   
  Source: Mage, Monster Manual 
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ELEMENTAL MAGE: PYROMANCER 
  Medium humanoid (human), chaotic evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 49 (9d8+9) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +4 
  Skills Arcana +7, History +7, Religion +7 
  Senses   passive Perception 11 
  Languages Common, Draconic, Elvish, Primordial 
  Challenge 6 (2300 XP) 
  Elemental Adept.  Spells cast by a pyromancer ignore 
  resistance to fire damage.  Additionally, when the spell 
  deals fire damage, if the dice roll is a 1, the pyromancer 
  treats the dice roll as a 2. 
   
  Spellcasting.  The mage is a 9th level spellcaster.  Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks).  The mage has the following 
  wizard spells prepared: 
  Cantrips (at will): conjure bonfire, control flames, fire 
  bolt, mage hand 
  1st level (4 slots): burning hands, chromatic orb, mage 
  armor, shield 
  2nd level (3 slots): Aganazzar’s scorcher, misty step, 
  scorching ray 
  3rd level (3 slots): counterspell, dispel magic, fireball, 
  Melf’s minute meteors 
  4th level (3 slots): greater invisibility, wall of fire 
  5th level (1 slots):   
   
  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. 
   
  Source: Mage, Monster Manual 
   
   
   
   
   
   
   
   
   
  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 (-2) 
  10 (+0) 
  7 (-2) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks. 
  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 r a flammable object, it ignites.  Until a 
  creature uses an action to douse the fire, the target 
  takes 5 (1d10) fire damage at the start of each of its 
  turns. 
   
  Source: Fire Elemental, Monster Manual 
   
   
   
  
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  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 Primordial 
  Challenge 7 (2900 XP) 
  Illumination.  The myrmidon sheds bright light in a 20-
  foot radius and dim light in a 40-foot radius. 
   
  Magic Weapons.  The myrmidon’s weapon attacks are 
  magical. 
   
  Water Susceptibility.  For every 5 feet the myrmidon 
  moves in water, it takes 2 (1d4) 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).  
   
  Source: Fire Elemental Myrmidon, Princes of the Apocalypse 
   
   
   
   
   
   
   
  GRIFFON 
  Large monstrosity, unaligned 
  Armor Class 12  
  Hit Points 59 (7d10+21) 
  Speed Number. ft., Other Speeds. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  8 (-1) 
   
  Skills Perception +5 
  Senses darkvision 60 ft.,  passive Perception 15 
  Languages - 
  Challenge 2 (450 XP) 
  Keen Sight.  The griffon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
   
  Actions 
  Multiattack. The griffon makes two attacks: one with its 
  beak and one with its claws. 
   
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target.  Hit: 8 (1d8+4) piercing damage. 
   
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target.  Hit: 11 (2d6+4) slashing damage. 
   
  Source: Griffon, Monster Manual 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  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 Infernal 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. 
   
  Source: Hell Hound, Monster Manual 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ICE MEPHIT 
  Small elemental, neutral evil 
  Armor Class 11  
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  13 (+1) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  12 (+1) 
   
  Skills Perception +2, Stealth +3 
  Damage Vulnerabilities bludgeoning, fire 
  Damage Immunities cold, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft.,  passive Perception 12 
  Languages Aquan, Auran 
  Challenge 1/2 (100 XP) 
  Death Burst.  When a mephit dies, it explodes in a burst 
  of jagged ice.  Each creature within 5 feet of it must 
  make a DC 10 Dexterity saving throw, taking 4 (1d8) 
  slashing damage on a failed save, or half as much 
  damage on a successful one. 
   
  False Appearance.  While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  shard of ice. 
   
  Innate Spellcasting.  The mephit can innately cast the 
  following spells, using no material components.  Its 
  spellcasting ability is Charisma (spell save DC 11): 
  1/day: fog cloud 
   
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature.  Hit: 3 (1d4+1) slashing damage plus 2 (1d4) 
  cold damage. 
   
  Frost Breath (Recharge 6). The mephit exhales a 15-
  foot cone of cold air.  Each creature in that area must 
  succeed on a DC 10 Dexterity saving throw, taking 5 
  (2d4) cold damage on a failed save, or half as much 
  damage on a successful one. 
   
  Source: Ice Mephit, Monster Manual 
   
   
   
   
   
   
   
  
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  KENNEL MASTER 
  Medium humanoid (human), chaotic evil 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 +16) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses   passive Perception 10 
  Languages Common, Infernal 
  Challenge 3 (700 XP) 
  Brave.  The kennel master has advantage on saving 
  throws against being frightened. 
   
  Sentinel.  The kennel master can make an opportunity 
  attack if a creature within its reach makes an attack 
  against someone other than the kennel master.  
  Additionally, the kennel master can make an 
  opportunity attack against creatures that have taken 
  the disengage action.  If the kennel master hits with an 
  opportunity attack, the target’s speed is reduced to 0 
  for the remainder of its turn. 
   
  Actions 
  Multiattack. The kennel master makes two melee 
  attacks. 
   
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target.  Hit: 10 (2d6+3) slashing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target.  Hit: 5 (1d10) piercing 
  damage. 
   
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  with 30  feet of it makes an attack roll or a saving throw.  
  The creature can add a d4 to its roll provided it can hear 
  and understand the knight.  A creature can benefit from 
  only one Leadership die at a time.  This effect ends if 
  the knight is incapacitated. 
   
  Reactions 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it.  To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
   
  Source: Knight, Monster Manual 
  MAGMA MEPHIT 
  Small elemental, neutral evil 
  Armor Class 11  
  Hit Points 22 (5d6+5) 
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  12 (+1) 
  12 (+1) 
  7 (-2) 
  10 (+0) 
  10 (+0) 
   
  Skills Stealth +3 
  Damage Vulnerabilities cold 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft.,  passive Perception 10 
  Languages Ignan, Terran 
  Challenge 1/2 (100 XP) 
  Death Burst.  When a mephit dies, it explodes in a burst 
  of lava.  Each creature within 5 feet of it must make a 
  DC 11 Dexterity saving throw, taking 7 (2d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  False Appearance.  While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  mound of magma. 
   
  Innate Spellcasting.  The mephit can innately cast the 
  following spells, using no material components.  Its 
  spellcasting ability is Charisma (spell save DC 10): 
  1/day: heat metal 
   
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature.  Hit: 3 (1d4+1) slashing damage plus 2 (1d4) 
  fire damage. 
   
  Fire Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of fire.  Each creature in that area must succeed 
  on a DC 10 Dexterity saving throw, taking 7 (2d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  Source: Magma Mephit, Monster Manual 
   
   
   
  
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  RICHARD HEARTSHADOW (UNDEAD GUARDIAN) 
  Medium Undead, chaotic evil 
  Armor Class 20 (plate, shield) 
  Hit Points 247 (19d8 + 95) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  11 (+0) 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  18 (+4) 
   
  Saving Throws Dex +6, Wis +9, Cha +10 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, poisoned 
  Senses darkvision 120 ft.,  passive Perception 13 
  Languages Common, Primordial 
  Challenge 17 (18000 XP) 
  Magic Resistance.  Richard has advantage on saving 
  throws against spells and other magical effects.  
  Additionally, spell attacks against him are made at 
  disadvantage. 
   
  Marshall Undead.  Unless Richard is incapacitated, he 
  and undead creatures of his choice within 60 feet of 
  him have advantage on saving throws against features 
  that turn undead. 
   
  Special Equipment.  Richard wields Icicle, a frostbrand 
  sharktooth longsword, and Warden, a spellguard shield.  
  Their effects are already taken into account in this stat 
  block.  
   
  Spellcasting.  Richard is a 19th-level spellcaster.  His 
  spellcasting ability is Charisma (spell save 18, +10 to hit 
  with spell attacks).  He has the following paladin spells 
  prepared: 
  1st level (4 slots): armor of Agathys, command, 
  sanctuary, shield of faith 
  2nd level (3 slots): aid, spiritual weapon 
  3rd level (3 slots):  dispel magic, fear 
  4th level (3 slots): freedom of movement, ice storm 
  5th level (2 slots): destructive wave, holy weapon 
   
  Actions 
  Multiattack. Richard makes three attacks with Icicle. 
   
  Icicle. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target.  Hit: 9 (1d8+5) magical slashing damage, plus 18 
  (4d8) necrotic damage and 3 (1d6) cold damage.  The 
  weapon deals an extra 4 (1d8) magical slashing damage 
  against targets that are not wearing armor. 
   
  Hellfire Orb (1/day). The death knight hurls a magical 
  ball of fire that explodes at a point it can see with 120 
  feet it.  Each creature in a 20-foot radius sphere 
  centered on that point must make a DC 18 Dexterity 
  saving throw.  The sphere spreads around corners.  A 
  creature takes 35 (10d6) fire damage and 35 (10d6) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
   
  Reactions 
  Parry. The death knight adds 6 to its AC against one 
  melee attack that would hit it.  To do so, the death 
  knight must see the attacker and be wielding a melee 
  weapon. 
   
  Source: Death Knight, Monster Manual 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  THAYAN ACOLYTE 
  Medium humanoid (human), lawful evil 
  Armor Class 13 (16 with mage armor) 
  Hit Points 71 (11d8+22) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  14 (+2) 
  18 (+4) 
  14 (+2) 
  10 (+0) 
   
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, Deception +3, Insight +5, Stealth +6 
  Senses Click here to enter text. passive Perception 12 
  Languages Common, Draconic, Infernal, Primordial, 
  Thayan 
  Challenge 6 (2300 XP) 
   
  Spellcasting.  The acolyte is an 11th level spellcaster 
  who uses Intelligence as its spellcasting ability (spell 
  save DC 15, +7 to hit with spell attacks).  The acolyte has 
  the following wizard spells prepared: 
  Cantrips (at will): fire bolt, minor illusion, 
  prestidigitation, shocking grasp 
  1st level (4 slots): chromatic orb, mage armor, magic 
  missile, shield 
  2nd level (3 slots): mirror image*, phantasmal force*, 
  scorching ray 
  3rd level (3 slots): counterspell, fireball, hypnotic 
  pattern* 
  4th level (3 slots): confusion, greater invisibility*, 
  phantasmal killer* 
  5th level (2 slots): hold monster, mislead* 
  6th level (1 slots): Otto’s irresistible dance 
  *Illusion spell of 1st level or higher 
   
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target.  Hit: 4 (1d8) bludgeoning damage. 
   
  Reactions 
  Illusory Self (Recharges after a Short or Long Rest). 
  When a creature the acolyte can see makes an attack 
  roll against him, the acolyte can interpose an illusory 
  duplicate between the attacker and itself.  The attack 
  automatically misses, then the illusion dissipates. 
   
  Source: Rath Moder, Hoard of the Dragon Queen 
   
   
   
   
  THAYAN APPRENTICE 
  Medium humanoid (human), lawful evil 
  Armor Class 13 (16 with mage armor) 
  Hit Points 39 (6d8+12) 
  Speed Number. ft., Other Speeds. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
   
  Saving Throws Int +5, Wis +3 
  Skills Arcana +5, Deception +2, Insight +3, Stealth +5 
  Senses   passive Perception 13 
  Languages Common, Draconic, Infernal, Primordial, 
  Thayan 
  Challenge 4 (1100 XP) 
  Potent Cantrips.  When the apprentice casts an 
  evocation cantrip and misses, or the target succeeds on 
  its saving throw, the target still takes half the cantrip’s 
  damage but suffers no other effects. 
   
  Sculpt Spells.  When the apprentice casts an evocation 
  spell that affects other creatures that it can see, it can 
  choose a number of those creatures equal to 1 + the 
  level of the spell to succeed on their saving throws 
  against the spell.  Those creatures take no damage if 
  they would normally take half damage from the spell. 
   
  Spellcasting.  The apprentice is a 6th level spellcaster 
  that uses Intelligence as its spellcasting ability (spell 
  save DC 13, +5 to hit with spell attacks).  The apprentice 
  has the following spells prepared from the wizard list: 
  Cantrips (at will): fire bolt*, mage hand, light*, 
  shocking grasp* 
  1st level (4 slots): mage armor, magic missile*, shield, 
  thunderwave* 
  2nd level (3 slots): Aganazzar’s scorcher*, misty step, 
  scorching ray* 
  3rd level (3 slots): counterspell, dispel magic, fireball* 
  * Evocation spell 
   
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target.  Hit: 5 (1d4+3) 
  piercing damage. 
   
  Source: Azbara Jos, Hoard of the Dragon Queen 
   
   
   
  
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  THAYAN NECROMANCER 
  Medium humanoid (human), lawful evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8+18) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  13 (+1) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
   
  Saving Throws Int +8, Wis +5 
  Skills Arcana +12, History +12 
  Damage Resistances necrotic 
  Senses   passive Perception 11 
  Languages Common, Draconic, Elvish, Netherese, 
  Primordial, Thayan 
  Challenge 9 (5,000 XP) 
  Grim Harvest (1/turn).  When the necromancer reduces 
  a creature that is neither a construct nor undead to 0 
  hit points with a spell of 1st level or higher, the 
  necromancer regains hit points equal to twice the 
  spell’s level, or three times the spell’s level if the spell is 
  a necromancy spell. 
   
  Spellcasting.  The necromancer is an 12th- level 
  spellcaster.  Its spellcasting ability is Intelligence (spell 
  save DC 16, +8 to hit with spell attacks).  The 
  necromancer has the following wizard spells prepared: 
  Cantrips (at will): chill touch*, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): false life*, mage armor, ray of 
  sickness*, shield 
  2nd level (3 slots): blindness/deafness*, misty step, see 
  invisibility 
  3rd level (3 slots): counterspell, dispel magic, fear, 
  vampiric touch* 
  4th level (3 slots): blight*, greater invisibility  
  5th level (3 slots): dominate person, mislead 
  6th level (1 slots): circle of death* 
  *Spell is a necromancy spell 
   
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target.  Hit: 4 (1d4+2) 
  piercing damage. 
   
  Source: Necromancer, Volo’s Guide to Monsters 
   
   
   
   
  THAYAN KNIGHT 
  Medium humanoid (high elf), lawful evil 
  Armor Class 16 (studded leather, shield) 
  Hit Points 52 (8d8+16) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  8 (-1) 
   
  Saving Throws Str +6, Con +4 
  Skills Arcana +5, Deception +1, Insight +2, Perception 
  +2, Religion +5 
  Senses   passive Perception 12 
  Languages Common, Infernal, Thayan 
  Challenge 3 (700 XP) 
  Fey Ancestry.  The Thayan Knight has advantage on 
  saving throws against being charmed, and magic can’t 
  put it to sleep.  
   
  War Magic.  When a Thayan Knight casts a cantrip using 
  its action, it can make a single weapon attack as a bonus 
  action. 
   
  Weapon Bond.  Provided its longsword is on the same 
  plane, a Thayan Knight can take a bonus action to 
  teleport it to its hand. 
   
  Spellcasting.  A Thayan Knight is a 10th level spellcaster 
  that uses Intelligence as its spellcasting ability (spell 
  save DC 13, +5 to hit with spell attacks).  A Thayan 
  Knight has the following spells prepared from the 
  wizard list: 
  Cantrips (at will): booming blade, lightning lure 
  1st level (4 slots): absorb elements, feather fall, shield 
  2nd level (3 slots): blur, misty step, see invisibility 
   
  Actions 
  Multiattack. A Thayan Knight attacks twice with its 
  longsword or dagger. 
   
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target.  Hit: 8 (1d8+4) slashing damage. 
   
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or ranged 20/60 ft., one target.  Hit: 6 
  (1d4+4) piercing damage. 
   
  Source: Dralmorrer Borngray, Hoard of the Dragon Queen 
   
   
   
  
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  WATER ELEMENTAL 
  Large Elemental, neutral 
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., swim 90 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  18 (+4) 
  5 (-3) 
  10 (+0) 
  8 (-1) 
   
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan 
  Challenge 5 (1,800 XP) 
  Water Form.  The elemental can enter a hostile 
  creature’s space and stop there.  It can move through as 
  space as narrow as 1 inch wide without squeezing. 
   
  Freeze.  If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of 
  its next turn. 
   
  Actions 
  Multiattack. The elemental makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: 13 (2d8 + 4) bludgeoning damage. 
   
  Whelm (Recharges 4-6). Each creature in the 
  elemental’s space must make a DC 15 Strength saving 
  throw.  On a failure, a target takes 13 (2d8 + 4) 
  bludgeoning damage.  If it is Large or smaller, it is also 
  grappled (escape DC 14).  Until this grapple ends, the 
  target is restrained and unable to breathe unless it can 
  breathe water.  If the saving throw is successful, the 
  target is pushed out of the elemental’s space. 
       The elemental can grapple one Large or up to two 
  Medium creatures at one time with this ability.  At the 
  start of each of the elemental’s turns, each grappled 
  target takes 13 (2d8 + 4) bludgeoning damage.  As an 
  action, a creature within 5 feet of the elemental can pull 
  a creature or an object out of it by succeeding on a DC 
  14 Strength check. 
   
  Source: Water Elemental, Monster Manual 
   
  WATER ELEMENTAL MYRMIDON 
  Medium elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 127 (17d8+51) 
  Speed 40 ft., swim 40 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  16 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, poisoned, 
  prone 
  Senses darkvision 60 ft.,  passive Perception 10 
  Languages Primordial 
  Challenge 7 (2900 XP) 
  Magic Weapons.  The myrmidon’s weapon attacks are 
  magical. 
   
  Actions 
  Multiattack. The myrmidon makes three trident 
  attacks. 
   
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: 7 (1d6+4) piercing damage. 
   
  Freezing Strikes (Recharge 6). The myrmidon uses 
  Multiattack.  Each attack that hits deals an extra 5 
  (1d10) cold damage, and the target’s speed is reduced 
  by 10 feet until the end of the myrmidon’s next turn. 
   
  Source: Water Elemental Myrmidon, Princes of the 
  Apocalypse 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  WINTER WOLF 
  Large monstrosity, neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 50 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
   
  Skills Perception +5, Stealth +3 
  Damage Immunities cold 
  Senses   passive Perception 15 
  Languages Common, Giant, Winter Wolf 
  Challenge 3 (700 XP) 
  Keen Hearing and Smell.  The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
   
  Pack Tactics.  The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Snow Camouflage.  The wolf has advantage on 
  Dexterity (Stealth) checks made to hide in snowy 
  terrain. 
   
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target.  Hit: 11 (2d6+4) piercing damage.  If the target is 
  a creature, it must succeed on a DC 14 Strength saving 
  throw or be knocked prone. 
   
  Cold Breath (Recharge 5-6). The wolf exhales a blast of 
  freezing wind in a 15-foot cone.  Each creature in that 
  area must make a DC 12 Dexterity saving throw, taking 
  18 (4d8) cold damage on a failed save, or half as much 
  on a successful one. 
   
  Source: Winter Wolf, Monster Manual 
   
   
  
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  ELEMENTALS 
  AIR ELEMENTAL 
  Large Elemental, neutral 
  Armor Class 15  
  Hit Points 90 (12d10 + 24) 
  Speed 0 ft., fly 90 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (-2) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks. 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran 
  Challenge 5 (1,800 XP) 
  Air Form.  The elemental can enter the hostile 
  creature’s space and stop there.  It can move through a 
  space as narrow as 1 inch wide without squeezing. 
   
  Actions 
  Multiattack. The elemental makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target.  Hit: 14 (2d8 + 5) bludgeoning damage. 
   
  Whirlwind (Recharge 4-6). Each creature in the 
  elemental’s space must make a DC 13 Strength saving 
  throw.  On a failure, a target takes 15 (3d8 + 2) 
  bludgeoning damage and is flung up 20 feet away from 
  the elemental in a random direction and knocked 
  prone.  If a thrown target strikes an object, such as a 
  wall or floor, he target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown.  If the target is 
  thrown at another creature, that creature must succeed 
  on a DC 13 Dexterity saving throw or take the same 
  damage and be knocked prone.   
       If the saving throw is successful, the target takes half 
  the bludgeoning damage and isn’t flung away or 
  knocked prone. 
   
  Source: Air Elemental, Monster Manual 
   
   
  EARTH ELEMENTAL 
  Large elemental, neutral 
  Armor Class 17 (natural armor) 
  Hit Points 126 (12d10 + 60) 
  Speed 30 ft., burrow 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  8 (-1) 
  20 (+5) 
  5 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage Vulnerabilities thunder 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks. 
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10 
  Languages Terran 
  Challenge 5 (1,800 XP) 
  Earth Glide.  The elemental can burrow through 
  nonmagical, unworked earth and stone.  While doing 
  so, the elemental doesn’t disturb the material it moves 
  through. 
   
  Siege Monster.  The elemental deals double damage to 
  objects and structures. 
   
  Actions 
  Multiattack. The elemental makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target.  Hit: 14 (2d8 + 5) bludgeoning damage. 
   
  Source: Earth Elemental, Monster Manual 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  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 (-2) 
  10 (+0) 
  7 (-2) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks. 
  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 r a flammable object, it ignites.  Until a 
  creature uses an action to douse the fire, the target 
  takes 5 (1d10) fire damage at the start of each of its 
  turns. 
   
  Source: Fire Elemental, Monster Manual 
   
   
   
   
  WATER ELEMENTAL 
  Large Elemental, neutral 
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., swim 90 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  18 (+4) 
  5 (-3) 
  10 (+0) 
  8 (-1) 
   
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan 
  Challenge 5 (1,800 XP) 
  Water Form.  The elemental can enter a hostile 
  creature’s space and stop there.  It can move through as 
  space as narrow as 1 inch wide without squeezing. 
   
  Freeze.  If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of 
  its next turn. 
   
  Actions 
  Multiattack. The elemental makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: 13 (2d8 + 4) bludgeoning damage. 
   
  Whelm (Recharges 4-6). Each creature in the 
  elemental’s space must make a DC 15 Strength saving 
  throw.  On a failure, a target takes 13 (2d8 + 4) 
  bludgeoning damage.  If it is Large or smaller, it is also 
  grappled (escape DC 14).  Until this grapple ends, the 
  target is restrained and unable to breathe unless it can 
  breathe water.  If the saving throw is successful, the 
  target is pushed out of the elemental’s space. 
       The elemental can grapple one Large or up to two 
  Medium creatures at one time with this ability.  At the 
  start of each of the elemental’s turns, each grappled 
  target takes 13 (2d8 + 4) bludgeoning damage.  As an 
  action, a creature within 5 feet of the elemental can pull 
  a creature or an object out of it by succeeding on a DC 
  14 Strength check. 
   
  Source: Water Elemental, Monster Manual 
   
   
   
  
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  ELEMENTAL MYRMIDONS 
  AIR ELEMENTAL MYRMIDON 
  Medium elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8+36) 
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  9 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, poisoned, 
  prone 
  Senses darkvision 60 ft.,  passive Perception 10 
  Languages Primordial 
  Challenge 7 (2900 XP) 
  Magic Weapons.  The myrmidon’s weapon attacks are 
  magical. 
   
  Actions 
  Multiattack. The myrmidon makes three flail attacks. 
   
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: 8 (1d8+4) bludgeoning damage. 
   
  Lightning Strike (Recharge 6). The myrmidon makes 
  one flail attack.  If the attack hits, it deals an extra 18 
  (4d8) lightning damage, and the target must succeed on 
  a DC 14 Constitution saving throw or be stunned until 
  the end of the myrmidon’s next turn. 
   
  Source: Air Elemental Myrmidon, Princes of the Apocalypse 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EARTH ELEMENTAL MYRMIDON 
  Medium elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 127 (17d8+51) 
  Speed 30 ft.,   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, poisoned, 
  prone 
  Senses darkvision 60 ft.,  passive Perception 10 
  Languages Primordial 
  Challenge 7 (2900 XP) 
  Magic Weapons.  The myrmidon’s weapon attacks are 
  magical. 
   
  Actions 
  Multiattack. The myrmidon makes two maul attacks. 
   
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: 11 (2d6+4) bludgeoning damage. 
   
  Thunderous Strike (Recharge 6). The myrmidon makes 
  one maul attack.  If the attack hits, it deals an extra 16 
  (3d10) thunder damage, and the target must succeed 
  on a DC 14 Strength saving throw or be knocked prone. 
   
  Source: Earth Elemental Myrmidon, Princes of the Apocalypse 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  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 Primordial 
  Challenge 7 (2900 XP) 
  Illumination.  The myrmidon sheds bright light in a 20-
  foot radius and dim light in a 40-foot radius. 
   
  Magic Weapons.  The myrmidon’s weapon attacks are 
  magical. 
   
  Water Susceptibility.  For every 5 feet the myrmidon 
  moves in water, it takes 2 (1d4) 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).  
   
  Source: Fire Elemental Myrmidon, Princes of the Apocalypse 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WATER ELEMENTAL MYRMIDON 
  Medium elemental, neutral 
  Armor Class 18 (plate) 
  Hit Points 127 (17d8+51) 
  Speed 40 ft., swim 40 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  16 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, poisoned, 
  prone 
  Senses darkvision 60 ft.,  passive Perception 10 
  Languages Primordial 
  Challenge 7 (2900 XP) 
  Magic Weapons.  The myrmidon’s weapon attacks are 
  magical. 
   
  Actions 
  Multiattack. The myrmidon makes three trident 
  attacks. 
   
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.  Hit: 7 (1d6+4) piercing damage. 
   
  Freezing Strikes (Recharge 6). The myrmidon uses 
  Multiattack.  Each attack that hits deals an extra 5 
  (1d10) cold damage, and the target’s speed is reduced 
  by 10 feet until the end of the myrmidon’s next turn. 
   
  Source: Water Elemental Myrmidon, Princes of the 
  Apocalypse 
   
   
   
   
   
   
   
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  PART 3 MAP 
   
   
   
   
   
   
   
   
   
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  PART 4 MAP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  PART 5 MAP 
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
  Page 46 
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
   
  CLOAK MEMBER 
   
  Your assistance is required with a delicate matter.  Be at 
  the Tower of Arcane Might five mornings hence.  Inform the 
  guards on the gate you are present to discuss Brinora.   
  -R.S., Senior Cloak 
   
  HERO OF MULMASTER 
   
  Your assistance is requested with a delicate matter for the 
  future of Mulmaster, which you have served so ably in the 
  past.  If you are of mind to assist, be at the Tower of Arcane 
  Might five mornings hence.  When the guards at the gate 
  ask your business, tell them ‘Brinora’. 
  - R.S., Senior Cloak 
   
  FAMOUS MERCENARY 
   
  Tales of your deeds have reached my ears, and I have a 
  proposition that might be of interest to you.  If you are, be 
  present five mornings hence at the Tower of Arcane Might.  
  When asked your business, reply with only ‘Brinora’.  It will 
  be worth your time. 
  - R.S., Senior Cloak 
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
  Page 47 
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  Individuals who are not members of the Cloaks pay a 
  5% surcharge on any purchases of under 1000gp and a 
  2% surcharge on any purchase over that.  For example, 
  a suit of plate armor is 1500 gp + 50gp (5% first 1000) + 
  10 gp (2% over 1000) for a total of 1560 gp.  Non-Cloak 
  members are given a stern warning about the use of 
  components for arcane spells by the quartermaster. 
   
  Armor (PHB p 145): All items available 
  Weapons (PHB p 149): All items available 
  Adventuring Gear (PHB p 150): All items available, with 
  additional items: desert clothing 4gp, sand shoes 5 gp, 
  cold weather clothing 4 gp, snow shoes 5 gp, snow 
  goggles 2gp, crampons 2 gp, cross-country skis and 
  poles 8 gp, mountaineer tent (2 person) 6 gp 
  Tools (PHB p 154): All items available 
  Mounts and Other Animals (PHB p 157): No elephants. 
  Tack and Harness (PHB p 157): No carriages or chariots.  
  2 carts, 2 sleds, 1 wagon available.  All other items. 
  Waterborn Vehicles (PHB p 157): Only 1 rowboat 
  available. 
  Spellcasting Components:  Anything under 1000 gp in 
  value.  The quartermaster also issues spell scrolls to 
  members of the Cloaks of sufficient rank if requested. 
  Potions: The quartmaster is willing to exchange a potion 
  of superior healing for a Mushroom of Connection 
  (Story Award from CCC-ODFC01-01 Hammer and Anvil).  
  He has a maximum of three potions. 
   
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
  Page 48 
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  To attend Chapel 
   
  In the tongue of the Elders 
   
  Fire 
   
  Water 
   
  Air 
   
  Earth 
   
  Chaos 
   
  Crap!  The order changes.  Have to think 
  now. 
   
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
  Page 49 
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  WARDEN, SPELLGUARD SHIELD 
  Shield, very rare, requires attunement 
  While holding this shield, you have advantage on saving 
  throws against spells and other magical effects, and 
  spell attacks have disadvantage against you. 
       Created by Brinora for her lover, and later husband, 
  Richard, this shield is made of multicolored glass.  While 
  it appears fragile, it is just as strong as a regular shield.  
  Although the picture that was initially formed was 
  Brinora’s arcane sigil, the pattern rearranges 
  appropriately for the wielder, forming a holy symbol or 
  other simple image of great meaning. 
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
  Page 50 
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  The lock on this impressive leather bound tome popped 
  open when Brinora died, and refuses to stay shut, even 
  though you later figured out the magical sequence that 
  was the key.  The book is immune to acid, cold, fire, 
  lightning, and thunder damage, in addition to poison 
  and psychic, and projects a shield of force around itself 
  to prevent objects from striking it.  None of these 
  properties are able to help you in combat, though the 
  contents might, if you can decipher them.  The 
  spellbook is completely full, so no spells can be added. 
   
  1st: absorb elements, chromatic orb, detect magic, earth 
  tremor, feather fall, identify, protection from evil 
  and good, mage armor, magic missile, shield 
  2nd: blur, darkvision, detect thoughts, earthbind, Melf’s 
  acid arrow, mirror image, misty step, see invisibility 
  3rd: counterspell, dispel magic, fly, fireball, glyph of 
  warding, haste, lightning bolt, Melf’s minute 
  meteors  
  4th: banishment, dimension door, fire shield, greater 
  invisibility, stoneskin 
  5th: cone of cold, scrying, transmute rock, wall of force 
  6th: chain lightning, globe of invulnerability, guards and 
  wards, true seeing 
  7th: prismatic spray, teleport 
  8th: antimagic field, mind blank 
  9th: foresight, time stop 
   
   
  
  CCC-ODFC01-03 Elders’ Eyes Upon You 
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  And the Chaos Stared Back.   
  While attempting to maintain control of the Unstable 
  Elemental Node long enough to close it, you saw 
  something in the seething chaos.  At the same time, 
  whatever it was saw you, and when you close your eyes, 
  you can see it still staring at you.  Elementals and other 
  creatures representing the elemental princes or the 
  Elder Elemental Eye (as determined by the DM) will 
  target you by preference in combat, assuming it is not 
  dangerous for them to do so.  In social encounters, their 
  attitude is one step worse than it otherwise would be 
  (friendly becomes indifferent, indifferent becomes 
  hostile). 
   
  Chaos Warped. 
  You’re not sure how, but you woke up in the middle of 
  one of the elemental planes, totally lost, your mind 
  scrambled, but with only a single thought – you have to 
  get home.  Consult the Adventurers League FAQ for the 
  most up to date information on getting back to the 
  Material Plane. 
   
  Elemental Spells: A Treatise on Manipulating Reality.   
  What did you do with this tome? 
    Gave it to someone else: That’s really sad. 
    Kept it:  Congratulations! You have a dense, academic 
  tome on the study of the elements and their impact on 
  reality.  Wandering about, adventuring, dungeon 
  delving – not really all that conducive to studying, are 
  they?  Perhaps you should keep this at the bottom of 
  your pack until you need a unique book to get in 
  somewhere, like Candlekeep.  Void this award if you 
  ever give up the book. 
    Gave it to Rastol Shan: Shan is delighted with your gift, 
  and offers to let you study the tome with him.  For 
  every 10 downtime days you spend studying the tome 
  with him, he is able to produce a spell scroll of one level 
  of spell from the Elemental Evil Player’s Companion and 
  give it to you.  If you choose to instead wait, multiple 
  units of 10 days can be combined for higher level 
  scrolls.  After 60 days of study, Shan unfortunately has 
  no more time to examine the book.  During your study 
  with him, you are expected to look and act the part of a 
  respected researcher, so you must maintain a wealthy 
  lifestyle, at a minimum. 
   
   
  Shan’s Troubleshooter.   
  Rastol Shan has taken a personal interest in your career 
  with the Brotherhood of the Cloaks.  He has given you a 
  signet ring that indicates his respect for your talents.  
  You gain an additional rank within the Cloaks 
  organization.  Additionally, you are considered to be a 
  citizen resident of Mulmaster with respect to the 
  Community Service downtime activity. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-ODFC01-03 - Elders Eyes Upon You.pdf