Professional Documents
Culture Documents
ourtting
g of Firee
AAn exiled cultisst and his kobolld minions are spotted searchhing long-forgottten ruins in th
he Dragonspire e Mountains. Ru umors
ssay he looks forr a precious gift
ft to give to a fearsome dragon
n that dwells th
here. What he h hopes to attain with his gift is
uunknown, but can't
c be good fo
or the citizens of
o Phlan. An ad
dventure for 1stt-4th level charracters.
Adventure Code: DDEX
X1‐5
C
Credits
A
Adventure Design
n: Jobe Bittman
D
Development andd Editing: Claire Hoffman,
H Chris Tulach,
T Travis Wo
oodall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: August 29
9, 2014
R
Release: October 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
W of the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, Du
ungeon
M
Master’s Guide, D&
&D Adventurers Leeague, D&D Enco
ounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aand
th
heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
SA and other counntries. All characteers and their distinctive likenesses are
p
property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c laws of the United Statess of America. Any reproduction or
u
unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
©
©2014 Wizards off the Coast LLC, PO
P Box 707, Rento
on, WA 98057-0707, USA. Manufacttured by Hasbro S
SA, Rue Emile-Boééchat 31, 2800
D
Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M
Middlesex, UB11 1ET, UK.
Not for rresale. Permission granted to print o
or photocopy this document for perrsonal use only.
League home.
Introduction
Welcome to The Courting of Fire, a D&D Expeditions
TM Preparing the Adventure
adventure, part of the official D&D Adventurers Before you show up to Dungeon Master this adventure
TM
League organized play system and the Tyranny of for a group of players, you should do the following to
DragonsTM storyline season. prepare.
This adventure is designed for three to seven 1st-
4th level characters, and is optimized for five 2nd Make sure to have a copy of the most current
level characters. Characters outside this level range version of the D&D basic rules or the Player’s
cannot participate in this adventure. Players with HandbookTM.
ineligble characters can create a new 1st-level character Read through the adventure, taking notes of
or use a pregenerated character. anything you’d like to highlight or remind yourself
The adventure begins in the bustling frontier town of while running the adventure, such as a way you’d
Phlan, but the adventurers soon find themselves like to portray an NPC or a tactic you’d like to use in
trekking northwest into the treacherous Dragonspine a combat.
Mountains. Get familiar with the monster statistics in the
Appendix.
The D&D Adventurers Gather together any resources you’d like to use to
aid you in Dungeon Mastering, such as notecards, a
League DM screen, miniatures, battlemaps, etc.
This adventure is official for D&D Adventurers League If you know the composition of the group
play. The D&D Adventurers League is the official beforehand, you can make adjustments as noted
organized play system for DUNGEONS & DRAGONS®. throughout the adventure.
Players can create characters and participate in any
adventure allowed as a part of the D&D Adventurers Before Play at the Table
League. As they adventure, players track their Ask the players to provide you with relevant character
characters’ experience, treasure, and other rewards, and information. This includes:
can take those characters through other adventures that
will continue their story. Character name and level
D&D Adventurers League play is broken up into Character race and class
storyline seasons. When players create characters, they Passive Wisdom (Perception)—the most common
attach those characters to a storyline season, which passive ability check
determines what rules they’re allowed to use to create Anything notable as specified by the adventure
and advance their characters. Players can continue to (such as backgrounds, traits, flaws, and so on)
play their characters after the storyline season has
finished, possibly participating in a second or third
Players that have characters outside the adventure’s
storyline with those same characters. A character’s level
level range cannot participate in the adventure with
is the only limitation for adventure play. A player cannot
those characters. Players with ineligible characters can
use a character of a level higher or lower than the level
make a new 1st-level character or use a pregenerated
range of a D&D Adventurers League adventure.
character. Players can play an adventure they previously
If you’re running this adventure as a part of a store
played or ran as a Dungeon Master, but not with the
event or at certain conventions, you’ll need a DCI
same character (if applicable).
number. This number is your official Wizards of the
Ensure that each player has an official adventure
Coast organized play identifier. If you don’t have a
logsheet for his or her character (if not, get one from the
number, you can obtain one at a store event. Check with
organizer). The player will fill out the adventure name,
your organizer for details.
session number, date, and your name and DCI number.
For more information on playing, running games as a
In addition, the player also fills in the starting values for
Dungeon Master, and organizing games for the D&D
XP, gold, downtime, renown, and number of permanent
Adventurers League, please visit the D&D Adventurers
magic items. He or she will fill in the other values and
Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
Overview
In Part 1, The Lord Sage of Phlan has learned of a
string of thefts and enlists the characters to bring the
criminal to justice. After some investigation, they receive
interesting news. The missing thief has been spotted
with a group of kobolds camping at the druid circle ruins
in the foothills of the Dragonspine Mountains, to which
the Lord Sage provides the characters a map.
In Part 2, the characters discover that the cultist and
his kobold minions have gained access to the entry of
the druidic temple. The cultist has set a group of
kobolds to guard the entrance while he and the rest of
his entourage descend into the depths to recover the
relic.
Retrieving the relic scale is a daunting task. The scale
is locked behind a door that can only opened by a
multipart key; each guarded by a series of traps. Given
enough time, Spernik will be able to collect the pieces of
the key and reconstruct it, abscond with the relic, and
make haste for Scorlworyx’s aerie.
Adventure Hooks
Adventurers are flocking to Phlan to seek their fortunes.
The air is positively electric with possibility. The
following adventure hooks can be used to draw the
characters into the story.
Wanted Posters. Posters around Phlan offer a
reward for capturing those responsible for a recent
murder and theft from Mantor’s Library.
The Lord Sage’s Mission. The Lord Sage of Phlan
requests that the party track down the thief and recover
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 7
and allows the party to search the cultists’ room and reveal the details or reasons for the thefts.
other appurtenances. The situation has given the Lord The Lord Sage believes that Spernik possesses
Sage insomnia so he is available at all hours. other stolen books, and may have hidden them in
remote places. Killing him ensures that they won’t
Roleplaying the Lord Sage of Phlan be found.
The Lord Sage is quite old but, thanks to his half-elven blood, The Lord Sage is prepared to offer the adventurers
still retains a bit of youthful vigor. Nevertheless, he is a taciturn a total of 50 gp for bringing the thief to justice. He
and reserved man; slow to display his emotions. It is plain to will also pay an additional 100 gp for the safe return
see, however, that he is not pleased with the theft.
of any other books or tomes that were stolen from
the library.
The Lord Sage briefly describes the problem.
Developments
Two days ago, Spernik and Tibeem--two scribes
If the characters have already visited Stojanow Gate or
newly hired by the library--were caught sneaking out
return to the Lord Sage after doing so, he does not know
of the Lord Sage's Offices. When questioned as to
what to make of the scrap of paper that Tibeem carried,
their purposes, they fled. The Black Fist was
but suggests that may be a shopping list of sorts.
summoned to bring chase.
If the characters have already visited Cockburn's
Spernik and Tibeem had been employed in the
Grocer or return to the Lord Sage after doing so, he
service of the library for just over four months, and
confirms that the reference to a “red scale” in the
while skilled, they were unexceptional workers.
notebook may very well reference the druidic sect
The Black Fist was called, and managed to capture
mentioned in both of the books found in the cultists’
Tibeem, but not before Tibeem slew one of the
chamber.
guardsmen. Spernik, however, escaped.
If the characters indicate to the Lord Sage that they
The Lord Sage searched Spernik and Tibeem's
know where the standing stones are and that they are
room, and found two rare tomes that had previously
planning to go, he offers an additional 150 gp if they
been stored in the Lord Sage's personal library.
bring back any items of significant academic worth
When the books were taken back to be filed, two
(sketches, relics, rubbings, etc.) and recover any other
clever forgeries were already on the shelf in their
works that the thief might have stolen from the library.
place.
The books were found packed in a large haversack Scribe's Hall
along with other equipment typically associated Rows of writing tables and high stools are arranged
with an extended expedition; extra clothes, rope, around the perimeter of the room. The din of quills
food and water, etc. There was, however, only one scratching parchment fills the room as scribes work at
haversack despite the fact that two people lived in their desks, though two are notably empty. The Lord
the room. Sage identifies the desks as being assigned to Spernik
Upon comparing the original tomes to the forged and Tibeem.
copies, each contained subtle factual inaccuracies; Simply by asking some of the scribes, the characters
it seems that the two scribes intentionally changed can glean the following information.
the content of the forgeries.
The original The History of the North had a chapter Tibeem and Spernik had been working in the
referencing the Circle of Scale, a sect of druids that library for months but were very private; they rarely
sought to enslave dragons. This chapter was engaged in conversation with the other scribes.
missing from the forgery. The cultists rarely ate at the library; they took their
The original Lex Geographica contained an entry meals at one of the inns in town.
referring to a circle of standing stones located in the Shhh!
Dragonspine Mountains, at which a group of The cultists’ desks have nothing out of place, but
dragon-worshipping druids once resided. This entry Tibeem’s desk contains a strange item: a pillar
was missing from the forgery. folding compass—a tool most often associated with
Tibeem was arrested after he murdered a guard cartography.
while trying to flee the city. The Lord Sage visited
the thief but Tibeem was tight-lipped and did not
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 10
were m
made about two o days ago and g
gives the exactt
Part 2: Th
he Tem
mple numberr of individualss.
Devellopments
of the Scalee A contin ngent of the Sppernik’s koboldd followers stayyed
T
The Temple of the Scale is loccated in the low
wland behind to guard the en ntrance of the ttemple and figh ht off
fo
foothills of the Dragonspine
D Mountains.
M anyonee who may be fo ollowing Spern nik or investigaating
his crimmes. Eight kobo olds (K) and twwo winged kob bolds
11. The Sta
anding Stones (U) saww the characterrs coming and a are currently hiding
behind the standing s tones and boullders in the are ea
T
The two day tripp to the standinng stones is un
neventful. surroun nding the standding stones. Th he kobolds have e had
F
Finally, the cha
aracters arrive. a fair ammount of time to prepare and d make their
Dexteriity (Stealth) check with advan ntage. Due to th he
T
The rolling hills are
a peppered with large boulders, likely falling numberr of kobolds, m making this check in advance a and in
m
millennia ago from the mountains looming abovee. Finally, you secret m may be warran nted. Roll one ccheck for all the
e
reach a large cleaaring with a 60-fo
oot-wide circle off 20-foot tall koboldss, and one sepaarate check forr all the winged d
sstones standing in
i the middle. koboldss.
Dozens of recen
ntly-made footpriints in the dusty soil lead The kkobolds wait to o attack until th
he party has enttered
to
oward the center of the circle. the circcle of stones in order to attack k from range. Iff the
charactters move to en ngage in melee e with the kobollds,
F
From a distance, the circle of standing stone
es appears the kob bolds spread ou ut and move be ehind other bou ulders
d
deserted, but da
anger lurks behhind the megallithic stones. and con ntinue to attackk from range. TThe kobolds pre efer to
attack ffrom all directions and, when n possible, focuss their
F
Features attackss on targets thaat appear to be unarmored beffore
TThe number of standing stone es and other booulders in movingg onto tougher ffoes. The urd (w (winged kobold ds)
thhe area make obtaining
o coverr fairly easy. Seee the map prefer ttake to the air aand drop rockss on unarmored d foes.
pprovided in the appendix for reference of thiss area. Note that if the charracters arrive d during the day, the
The Circle off Standing Sto ones. Normally, the kobold''s attacks are m made with disad dvantage.
eentrance to the temple is cunn ningly conceale ed in the If thee party waits ann hour or more before enterin ng the
ccenter of the cirrcle of stones, beneath
b a comp plex system circle, tthe guards assu ume the characcters moved on n and
oof shifting stone e; covered by ce enturies of dusst and plant leave thheir hiding placces.
ggrowth. It is now w open, howevver, and a set off stairs—cut
innto the rock—lead down into darkness.
Adjustting the Enccounter
Standing beh hind these stone es provides totaal cover. Here aree recommendatio ons for adjustingg this combat
Boulders. Th here are a numb ber of low boullders in the encountter. These are no t cumulative.
aarea surroundin ng the circle off standing stonees. There Veryy weak party: remmove four kobold ds
aare enough bou ulders in the are ea to the degre
ee that there Weaak party: remove two kobolds
Stroong party: add twwo winged kobold ds
iss no more than n 30 feet of space in-between each.
e Veryy strong party: addd four winged kobolds
These boulde ers provide thre ee-quarters covver to any
SSmall-sized cre eature standing g behind them anda half Treassure
ccover to anyone e Medium-sized d or larger. The kob bolds carry a ccombined treassure of a paltry 5 gp
Light. If the characters
c arrivve during the day, the area in varioous coins alongg with an assorttment of baubles,
iss well-lit. Otherrwise the moon n and stars sheed dim light such ass buttons, piecees of string and
d a dead mouse e.
inn the area.
Tracks. The tracks
t are mosstly those of Sm mall-sized Gen
neral F
Featurees of th
he
ccreatures, but any
a character succeeding at a DC 10
WWisdom (Perce eption) check notices one pairr of tracks Tem
mple off the Sc
cale
bbelonging to a Medium-sized
M creature
c that apppeared to The bullk of the temple is controlled by the reanimaated
bbe wearing boo ots. A ranger or a successful DC D 15 corpsess of the originaal druid inhabita
ants. Unless
Intelligence (Invvestigation) check reveals tha at the tracks otherwi
wise stated, assu ume the following traits aboutt the
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 11
complex. See the map provided in the appendix for a hall, the five zombies closest to the characters turn and
description for reference of the temple complex. attack the newest intruders. The two zombies on the far
Ceilings. The ceilings within the temple are generally side of the room appear to be distracted by something
15 feet high. beyond it and do not move to attack the characters until
Light. The entire temple is lightless except for a few the second round of combat.
key locations. Unless otherwise mentioned, the rooms Any character going near the door on the far wall
are shrouded in complete darkness unless the hears muffled voices on a successful DC 10 Wisdom
characters possess a light source. (Perception) check.
Sound. The complex is as quiet and still as a tomb. Spernik has barred the door to the room on the far
wall. He is paranoid beyond measure and extremely
2. Main Hall difficult to reason with. Any character succeeding on a
DC 20 Charisma (Persuasion or Deception) check may
The druids of the Circle of the Red Scale once used the
be able to convince him that they are willing to help him.
main chamber of the complex for conducting ritualized
Any attempts to intimidate Spernik automatically fail; he
magic. Upon Spernik disturbing the first key fragment,
fears the consequences of failure more than death at the
the long-dead druids rose from the slumber of death.
hands of the characters.
Alternatively, the door may be bashed down on a
This huge room is perhaps 70 feet long and half as wide. The successful DC 15 Strength check. Doing so, however,
ceiling is 30 feet above the wide stone tiles and supported by causes Spernik to attack the characters immediately. If
three pillars that run down the center of the room. Each pillar the character’s initial attempt to burst the door in fails,
is expertly carved to resemble five chromatic dragons, the kobolds form ranks in front of Spernik while he
supporting the ceiling with their forelimbs. You can make out readies an action to cast hold person on the person
faded mosaics on the ceilings and walls depicting colorful breaking the door down in the event the characters are
dragons in flight. The sprawling scene is marred by knotty eventually successful.
roots that have poked through the tile work.
Developments Skovac retells the story of his circle to any who ask.
Should the characters retrieve all four pieces of the key, He views his undeath as a curse; punishment by the
they fit together cleverly and lock into place, creating a gods for the acts he and his brethren committed in
seamless piece of multi-colored metal; wrought in the life.
shape of Tiamat’s holy symbol. He allows the characters to leave the temple
The door to the reliquary may only be opened once the unharmed, provided they do not attempt to take the
characters have obtained all four pieces of the key. It relic with them.
cannot be otherwise be unlocked. He knows of the Cult of the Dragon, but his
Should the characters have the complete reliquary knowledge is centuries old and has no idea of their
key, it fits flawlessly into the dragon’s amulet. When current plans.
placed, read:
Should the characters attempt to take the relic, Skovac
The key clicks into place and the grating roar of mechanical first warns them not to do so. If they ignore his
action fills the air. The door slides down into the floor below warnings, he attacks. Scalebinder Skovac possesses two
revealing the room beyond. scrolls of flame blade, one of which he employs
immediately if the situation goes sour. In order to cast
7. Reliquary the spell, he needs to succeed on a DC 12 Intelligence
(Arcana) check; if he fails, he wades into combat, not
Tiamat’s scale is protected in this area by members of using the other scroll unless given pause to do so.
the Circle of the Scale, cursed with unlife. When the In combat, Scalebinder Skovac uses his life drain
vault door is opened, read: attack grudgingly; despite being wholly evil, he views
undeath as a punishment fit for no one. He uses it only if
The brilliant red and orange tiles covering the walls of this reduced to 10 hit points or less.
room gleam with reflected torchlight and the faint red glow
that emanates from something that floats lazily in the air
Adjusting the Encounter
above a red, stone altar in the middle of the room. Here are recommendations for adjusting this combat
The object is quite large—the size of a large shield—and encounter. These are not cumulative.
looks to be made of polished red metal inscribed with runes. Very weak party: remove the zombies; change Skovac’s hit
points to 30
Before you can get closer to inspect it, however, a cold, distant
Weak party: remove one zombie; change Skovac's hit
voice interrupts you “Turn from your path, mortals; lest you points to 30
forfeit your lives.” Strong party: add four zombies
Very strong party: remove the zombies; add two ghasts
P
Permanent Magic
M Item Diistribution
D
D&D Adventurerss League has a syystem in place to o determine
w
who is awarded permanent
p magicc items at the end d of a session.
E
Each character’s logsheet contains a column to record
p
permanent magicc items for ease of o reference.
If all the playeers at the table agree on one charracter taking
possession of a permanent magicm item, that character
c gets
the item.
In the event that
t one or more characters indiccate an
interest in po
ossessing a permanent magic item m, the
character that possesses the fewest
f permanen nt magic
items gets the item. If there iss a tie in the total number of
permanent magic
m items owneed by contesting characters,
the item’s owwner is determineed randomly by the DM.
R
Renown
A
All faction mem mbers earn onne renown poin nt for
p
participating in this adventure
e.
Z
Zhentarim mem mbers earn onne additional renown
r
p
point for fully exploring
e and mapping
m the Te
emple of the
S
Scale.
D
Downtime
EEach character receives ten downtime
d dayss at the
cconclusion of th
his adventure.
D
DM Rewa
ards
You receive 200
Y 0 XP and ten downtime
d dayss for running
th
his session.
The Co
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ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 18
Appen
A ndix: Monst
M ter/NP
PC Sta
atistiics
saving thhrow, the creatu re is immune to the ghast’s Stench for
B
Banditt Capta
ain 24 hourss.
M
Medium humanoid
d (any race), any noon-lawful alignmen
nt Turning Defiance. The ghhast and any gho
ouls within 30 feeet of it
have advvantage on savin
ng throws against effects that turn
n
A
Armor Class 15 (sstudded leather) undead..
H
Hit Points 65 (10d8 + 20)
S
Speed 30 ft. Actio
ons
STR DEXX CON INT WIS CHA Bite. Meelee Weapon Atta ck: +3 to hit, reacch 5 ft., one creature.
15 (+2) 16 (+
+3) 14 (+2) 14 (+2) 11 (+0
0) 14 (+2) Hit: 12 ((2d8 + 3) piercing damage.
Claws. MMelee Weapon Atttack: +5 to hit, reeach 5 ft., one tarrget.
SSaving Throws Sttr +4, Dex +5, Wis +2 Hit: 10 ((2d6 + 3) slashinng damage. If thee target is a creature
SSkills Athletics +4
4, Deception +4
other th an an undead, it must succeed o on a DC 10 Consttitution
SSenses passive Peerception 10
saving thhrow or be paralyyzed for 1 minutte. The target can n
LLanguages any tw wo languages
repeat thhe saving throw at the end of eacch of its turns, ennding
CChallenge 2 (450 XP)
the effecct on itself on a ssuccess.
A
Actions
M
Multiattack. The captain makes th hree melee attacks: two with
itts scimitar and one
o with its daggeer. Or the captain
n makes two
Gho
oul
ranged attacks wiith its daggers. Medium undead, chaotic evvil
S
Scimitar. Melee Weapon
W Attack: +5
5 to hit, reach 5 ft.,
f one target. Armor CClass 12
H
Hit: 6 (1d6 + 3) slashing damage. Hit Poin
nts 22 (5d8)
D
Dagger. Melee or Ranged Weapon Attack: +5 to hit,, reach 5 ft. or Speed 300 ft.
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercin
ng damage.
STR DEX C
CON INT WIS C
CHA
13 (+1)) 15 (+2) 100 (+0) 7 (−2) 10 (+0) 6 (−2)
R
Reactions
PParry. The captainn adds 2 to its AC
C against one meelee attack Damagee Immunities poiison
that would hit it. To
T do so, the cap ptain must see th
he attacker Conditioon Immunities ch harmed, exhaustion, poisoned
aand be wielding a melee weapon. Senses ddarkvision 60 ft., passive Percepttion 10
Languagges Common
Challengge 1 (200 XP)
G
Ghast Actio
ons
M
Medium undead, ch
haotic evil Bite. Meelee Weapon Atta ck: +2 to hit, reacch 5 ft., one creature.
Hit: 9 (22d6 + 2) piercing damage.
A
Armor Class 13
H
Hit Points 36 (8d8) Claws. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one tarrget.
S
Speed 30 ft. Hit: 7 (22d4 + 2) slashingg damage. If the ttarget is a creature
other th an an elf or undeead, it must succceed on a DC 10
STR DEXX CON INT WIS CHA Constituution saving throow or be paralyzeed for 1 minute. T The
16 (+3) 17 (+
+3) 10 (+0) 11 (+0) 10 (+0
0) 8 (−1) target caan repeat the savving throw at the end of each of itts
turns, ennding the effect oon itself on a succcess.
DDamage Resistan nces necrotic
DDamage Immunitties poison
CCondition Immun nities charmed, exhaustion,
e poiso
oned
SSenses darkvision
n 60 ft., passive Perception
P 10
LLanguages Comm mon
CChallenge 2 (450 XP)
SStench. Any creatture that starts itss turn within 5 feeet of the
gghast must succeeed on a DC 10 Constitution
C savinng throw or
bbe poisoned untill the start of its next
n turn. On a su uccessful
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Not for resale. Pe 19
Amorphous. The ooze can move through a space as narrow as 1 Armor Class 13
inch wide without squeezing. Hit Points 7 (3d6 − 3)
Corrode Metal. Any nonmagical weapon made of metal that Speed 30 ft., fly 30 ft.
hits the ooze corrodes. After dealing damage, the weapon takes
a permanent and cumulative −1 penalty to damage rolls. If its STR DEX CON INT WIS CHA
penalty drops to −5, the weapon is destroyed. Nonmagical 7 (−2) 16 (+3) 9 (−1) 8 (−1) 7 (−2) 8 (−1)
ammunition made of metal that hits the ooze is destroyed after
Senses darkvision 60 ft., passive Perception 8
dealing damage.
Languages Common, Draconic
The ooze can eat through 2-inch-thick, nonmagical metal in 1
Challenge 1/4 (50 XP)
round.
False Appearance. While the ooze remains motionless, it is Sunlight Sensitivity. While in sunlight, the kobold has
indistinguishable from an oily pool or wet rock. disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions Pack Tactics. The kobold has advantage on an attack roll
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one against a creature if at least one of the kobold’s allies is within 5
target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid feet of the creature and the ally isn’t incapacitated.
damage, and if the target is wearing nonmagical metal armor,
its armor is partly corroded and takes a permanent and Actions
cumulative −1 penalty to the AC it offers. The armor is
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
destroyed if the penalty reduces its AC to 10.
Hit: 5 (1d4 + 3) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit, one target
directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.
Kobold
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 5 (2d6 − 2)
Speed 30 ft.
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Apppendiix: Ma
ap of the
t Sttandin
ng Sto
ones
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 23
Appeendix: Map of th
he Tem
mple of the Scalee
The Co
ourting off Fire
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 24