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MBK01-01

Adventure Tier: 2
Optimized For: APL 8
Version: 1.0

Autumn Burns Red


Part One of The Sanguineous Gambit Trilogy
A welcome respite at the annual Harvesttide Festival suddenly becomes the backdrop of incursion of
an otherworldly army! The people of Splondar call for anyone to save them from the destructive wake
of this aberrant legion’s march! Why are they here? or better yet- Who leads them? Who has the
courage to find out and warn the cities of The Border Kingdoms?

A Four to Six Hour Adventure for Tier 2 Characters. Optimized for APL 8.

Designer: Marcello De Velazquez


Lead Designer: Rick O’Donnell
Editing: Tim Mangan and Ethan Yen.
Layout: Dave Zajac and Tim Mangan
Cover Art: Matthew Sargant
Interior Art: Wizards of the Coast
Cartographer: Rick O’Donnell
Border Kingdoms Map and Lore: Wizards of the Coast and Ed Greenwood
Playtesters: Terry Barney, Dan Beam, James Bowen, “Big” John Reitz, Brian Clift and C Thomas Scott, my Thursday DISCORD-ians
Special Thanks: James Bowen, Phillip Carpenter, Luis Ricardo Da Costa, Erik Hawley, Aaron Pavao, Dave Rosser Jr. Jessica
Scheirer, Max Walker
D&D Adventurers League Guildmaster: Chris Lindsay
D&D Adventurers League Wizards Team: Brandy Camel, Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Travis Woodall, Bee Zelda

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characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

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Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Welcome to the A Note About Encounter Scaling
This adventure is optimized for a party of five characters.
Border Kingdoms! When running an adventure at a large convention such as
Gamehole, it is common to have seven players at a table,

a
which has the potential to affect encounter balance.
ccording to the sage Meriadas of Westgate:
Players tend to bring their best and brightest to gatherings
“The Border Kingdoms are the most favored
like Gamehole, and a group of seven optimized characters
destination for adventurers who want to can easily overpower the recommended party strength. As a
proudly and boldly conquer a realm or DM, you can—and should—adjust each encounter’s difficulty
establish their own new kingdom. Lords, counts, to present a challenge for your players.
dukes, kings and emperors rise, proclaim If the characters are overcoming combats too easily,
themselves, and are swept away with the speed and increase the recommended strength level of the encounters
regularity of waves crashing upon a shore.” by a step (from average to strong, for example). If needed,
This tumultuous land lies between the Lake of you can also increase the number of monsters or maximize
Steam and the Shaar in the Forgotten Realms. their hit points to make things a little harder. In some cases,
Gamehole Con has been granted exclusive rights to you may even need to increase the difficulty by two steps.
develop Adventurers League content in this region Just be careful not to make things unwinnable.
and our offerings include adventures, source Remember, adjusting or improvising is encouraged, so long
material, and short stories. For more Border as you maintain the adventure’s spirit!
Kingdoms content, visit the DMs Guild!
Border Kingdoms content at the DMs Guild

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 3
Adventure Primer

W Overview
ELCOME TO TRUST NO ONE, A D&D
Adventurers League™ adventure that
is part of the official D&D The adventure’s story is spread over three parts and
Adventurers League™ organized play takes approximately six hours to play. Among these
system and the Partner Organization program. parts there is guidance on how to shorten certain
This adventure is designed for three to seven 5th – encounters to reduce the time to play to four hours.
10th-level characters and is optimized for five The adventure begins with a Call to Action scene.
characters with an average party level (APL) of 8.
Characters outside this level range cannot participate ● Part 1: Party Crashers. During the annual
in this adventure. Splondaran Harvestide Celebration a strange,
The adventure occurs in the Border Kingdom city of terrifying army attacks! Heroes rescue who they
Derlusk. The Coinseats Council must be warned of the can, aid the villagers’ escape and discover the
oncoming Thayan invasion, but some members of the army’s motives. This is The Call to Action.
council may not be who they seem. ● Part 2: …Like Your Life Depended On It! The party
evades their pursuers and their weird weapons
Themes: Paranoia, intrigue while leading villagers into the hills. This is Story
Objective A.
In my dreams, ● Part 3: Knowing is Half... Adventurers sneak into
fall gold-red leaves. the enemy camp to learn what can about the enemy
From trees below star-filled night. and report back their findings. This is Story
The nightmarish screams, Objective B.
blow old-dead leaves-
as flames sweep new autumn’s site. Adventure Hooks
—Author, Unknown The Border Kingdoms draw many to its lands with
the hope of fighting monsters, discovering lost
Background treasure, and earning holdings and lordly titles. Ask
SZASS TAMM, the lich-lord ruler of THAY, orders each player what brings their character to these
HALAEDRA KREN, the THARCHION OF GAUROS in lands. Have them share what brings them to the
Thay to launch a military campaign against key Harvestide Festival here in Splondar. If they like, they
eastern trade-route towns in the Border Kingdoms. may consider the following adventuring hooks.
Szass Tamm provides Kren with recovered Far Realm Trading Joes. Characters may be traveling along
WARPED BEINGS and STRANGE WEAPONS to use in the Border Kingdoms eastern trade routes to
her efforts. Kren’s fascination with amalgamation, familiarize themselves with their layout for future
abjuration magic and Far Realm discoveries have ventures.
resulted in the creation of aberrant DRAMs, strange Sour Taste in Your Mouth. The heroes were in
organisms that imbue her army with extraordinary Splondar during the last harvest festival (CCC-GHC-
abilities. BK3-06) and return in hopes that there is not a
Tamms’s motives are unknown—However, it is of chaotic repeat of events.
little importance. The opportunity to gain favor with Festive Spirits. Characters with Performer, Soldier
Thay’s overseer cannot be passed up. Kren’s or Artisan Backgrounds may be working at the
enhanced THAYAN ARMY is the hallmark of her festival. Minstrels, merchants or bouncers are
strategic mind, arcane acumen and monster-making. examples of jobs.
A fearsome force ready for action! The Cure for What Ales You. The festival brings
Kren’s innovation has also created THAYAN WARP the best brew-masters together to showcase their
CIRCLES, an unstable fusion of magic and planar signature ales. The chance to sample them all
energy, that transports her army to the Border cannot be passed up.
Kingdoms eastern reaches. The army will then march
upon the port city of DERLUSK to lay siege to it! The
army is powerful enough to destroy any unsuspecting
force. The warpath will first take the army through
the highland village of SPLONDAR, where an annual
harvest festival is currently taking place.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 4
Part 1: Party Crashers (Call to Action)
Estimated Duration: 15 minutes fruit spritzer. RED ROOT beer is a local favorite non-
alcoholic beverage.
When our adventure begins, our heroes are enjoying Tables. Four rows of large tables are set in the
a respite at the annual harvest festival in Splondar. center.
They have arrived early enough to obtain one free Buildings. All buildings are closed, but characters
pour ticket to each ale tent in the village center, proficient with thieves' tools can gain entry with a
where the festival occurs. While they are in the successful DC 10 Dexterity check.
swing of popular harvest hymns and swigs of the
Sights and Sounds. Merriment, children playing
year’s showcased suds, the village is attacked!
in leaves, sizzling skewered meat. Belching and
Splondar and The Harvest Festival slurring. Dogs are barking. Critical conversation
about this year’s brews.
The village which holds the region’s popular festival
is spread over a two-mile stretch of rolling hills and Character Introductions
sparse forests. At the outskirts, travelers spot flocks At this time, have players share their character
of goats or sheep grazing near their farms. They background with others. Ask them where they are
can’t miss the floating earthmote that hovers over on the festival’s grounds when they are not at their
the western edge of the village. table. What type of ale do they try? Do they enjoy the
Once here, one sees village cottages, decorated in music? Award Inspiration and renown items after
autumn splendor. Each home has displays of harvest each player introduction. This also is a good time to
bounty in their gardens. The homes are comfortably discuss gameplay safety measures in place.
spaced along the path leading to the town center, When ready, read or paraphrase the following:
where a caravan campground in the off-season
The skies above erupt with bursts of red, orange and gold. The
serves as the site for the harvest festival.
harvest fireworks show begins! For the next few moments,
The Harvest Festival brings visitors from all
festival-goers ooh and ahh at each brilliant barrage. Cheers are
around the regions to enjoy Splondarran hospitality, abruptly cut short. A deafening explosion rocks tents, upturns
woodland views, eclectic entertainment and of tables and shatters flagons! Seconds later, an intense blast of
course, the ales. Regional brew-masters bring “first heat sweeps through, setting buildings aflame! Floored
looks” of their new libations here for festival goers, patrons look around in confusion and shock. Sights and sounds
who often boast that they were the first to sample are slow-moving and silent.
them. The festival also provides the opportunity to
purchase Splondarran wools, cheese and milk at Characters must succeed on a DC 14 Dexterity saving
hometown prices, make it well worth the 1cp entry throw or take 9 (2d8) force damage and are knocked
price and additional 1cp for each pour ticket. prone (half damage on successful save and are not
knocked prone). Characters must also succeed on a
The Harvest Festival Grounds DC 14 Wisdom saving throw or are slowed (see
below). Roll for initiative.
Area Information
For reference, see the map, Splondarren Harvest NPC and Creature information
Festival, in Appendix B. Halaedra Kren’s army has arrived. The explosion is
The main road and walking paths all lead to the the result of an Incursion Blast (see below) which
festival grounds. The festival grounds have the precedes the arrival of each wave of the invaders.
following features: As hundreds of warped creatures and mercenaries
Dimensions and Terrain. The 120-foot-by-120- march upon Splondar, the party gains the attention
foot area festival grounds are covered in autumn of one wave: 4 tendril organisms (use the stats for
leaves and leaf piles. giant octopus), 2 elite dread warriors each with
Weather and Light. Bright afternoon skies are an Invigorating dram (use the stats for helmed
blessed with a cool autumn breeze, perfect for the horror) and one warped zombie (use the stats for
spirit of the festival. spawn of kyuss). Some festival-goers (40
Stage. A local band, The Harmony, has festival commoners) are still frozen in terror.
goers, clapping, dancing and singing to their fired-up
folk music.
Ale Tents. Four tents pour the showcase spirits:
L.L. FINGER, a light, frothy beer. ICHOR US, a thick,
dark ale. VADA VOOM, a pepper brew and X, an exotic
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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 5
Drams, Mingling of Magic and
Monster
Retreat and Recharge
A marvel of aberration, amalgamation and the arcane.
Halaedra Kren has created small-tentacled cyst-like implants It should become apparent that enemy waves will overwhelm
imbued with magic-fused puss that, upon command, releases the party, and they may not be able to save everyone here. If
the mixture and grants a single-use magical effect that lasts the characters continue to test their mettle, it will be a short
until the end of the next turn of the creature who used it. game. As you describe the party’s actions, also bring
Using a dram is a bonus action. Once the dram is used, it is attention to the creatures that are continuing to march
absorbed into the recipient’s flesh. onward past them. Reach into character backgrounds for
Cognitive Dram. Grants truesight and advantage to all themes that can convince them to consider retreat.
Wisdom-based checks and saving throws. Retreating and recharging can give them a chance to learn
Invigorating Dram. Grants haste-like effect (as the 3rd level more about this army.
transmutation spell without the lethargic effect.)
Nimble Dram. Grants invisibility (as the 2nd level illusion Call to Action
spell) or pass without trace (as the 2nd-level abjuration spell). As festival goers flee, they continue to implore the
party, “The army is too large to defeat. Flee! Get us to
the safety of the hillside!” This situation is dire-and
At the start of each round, the Incursion Blast their need, genuine.
sweeps the festival grounds in a powerful magical
effect. Players must succeed on a DC 14 Dexterity
saving throw or take 9 (2d8) force damage and are Treasure
knocked prone (half damage on successful save and Any mention of compensation while villagers flee for
are not knocked prone). All but the Thayan army in their lives is met with derision and disgust.
this area must succeed a DC 14 Wisdom saving However, one of the visitors, a merchant from
throw or be subject to the slow spell (As the 3rd lvl nearby Derlusk is willing to “talk about it later” if the
spell). party helps get the villagers to safety.
At the start of each round after the first, a new
wave appears. The creatures destroy anything in its
Development
path: adventurer, structure and villager. They do not With militant, drone-like purpose, the aberrant army
parley. continues the razing of Splondar. The party has
At the end of each round, 5 (1d10) commoners either ran for their lives, perished, or decided to aid
manage to escape the festival grounds. As they flee, the villagers by rushing off to safety. Make a note of
they implore the party, “There are too many of them! how many of the 40 villagers were left behind or
Help us get to safety!” killed. This will come into play later.

Adjusting the Encounter


This encounter is already adjusted for a strong party. This
was done intentionally to capture the deadliness of the army.
Consider the following adjustments based on party strength:
Weak: Remove an elite dread warrior. Remove a tendril
organism.
Average: Remove an elite dread warrior.
Very Strong: Remove all tendril organisms. Add an elite dread
warrior.

As an action, characters may attempt one of the


following checks during the battle:
● A character that makes a successful DC 12
Intelligence (Arcana) check realizes that the
blast effects are beyond normal magic limits.
● A character that makes a successful DC 12
Wisdom (Perception) check notes that the
creatures were likely beasts, constructs or
undead, but are something else now.
Something abberant.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 6
Part 2. …Like Your Life Depended on it
Estimated Duration: 2 hours “They’re coming!”, a villager screams as he runs. Beams of red
light pierce through curtains of dark smoke, fire and blowing
Our heroes wisely guide the retreat from the town leaves, scanning for enemies. The aberrant soldiers close in.
center! The aberrant army continues their march
forward, but an aggressive contingent breaks off the Run to the Hills!
main force to hunt them down! While enemies give Four Thayan warriors with a cognitive dram and
chase, our heroes rush the villagers along forest an elite dread warrior (helmed horror) pursue,
paths, through burning woods and past destroyed while above, an allip and four perytons attack
homes until they reach safety. There may be flyers. Villagers (commoners; number rescued in
villagers to rescue and more obstacles to avoid, but Part 1) are rushing to escape!
there will be attacks from the ground and the sky! Beginning the Chase. Scanning lines of light emit
from the pursuers as they assess enemy locations.
From Center to Countryside Characters have a 30-foot head start on their
pursuers! After rolling initiative (don’t forget to roll
From the festival grounds, several wagons-sized
for the villagers’’ initiative) players can consider the
paths wind from the village center. They run north-
following actions:
to-south through woodlands and hillocks until they
reach open grasslands, leading to the port city of ● Dash. Quicker movement can be exhaustive, but
Derlusk and the grassland town of Syrnt . Others once in the hills, they can regroup. The villagers
head west to meet the outer-lying road that encircles can only dash twice and then move 30 feet per
Splondar and the high topped, deep saddled turn.
countryside. The nearby forest and hills are aflame! ● Spells & Attacks. Complication elements could be
The autumn wind fans the flames and rising smoke! used for cover, terrain, spells targets and attacks
to those perceptive or resourceful enough to use
Story Objective A them.
The heroes must rescue what villagers they can, ● Protecting the Villagers. A character may use
evade the pursuers and reach the safety of the their reaction to take any damage meant for
countryside. villagers. For every 5 points of damage to the
villagers, remove a villager from the total number
A. Expeditious Retreat or Judicious of rescued villagers.
Rescue? Chase Complications. At the end of each
The people’s withdrawal has not escaped the army’s participant's turn, they roll a d12 and consult the
notice; creatures are in pursuit! During the chase chart below. If there are 30 or more rescued
(see Chapter 8 of the Dungeon Masters Guide for villagers add 2 to the roll. The complication affects
chase rules), purple-streaked, magical projectiles the next participant in the initiative order at the
descend from the skies, strike, and detonate, start of their turn. Ignore repeats. Consider player
bursting into ebbing rings of energy that quickly ingenuity in creating complications.
dissipate. Burning forest trees fall; scorching leaves
blow; fear-stricken villagers are their own worst
enemies and the regions creatures have been roused
from their roosts. These events create deadly
complications.
Some complications may have our heroes
encounter more villagers in need of help. The party
must then choose: Rescue or Run? Two rescue
opportunities are available below. If the characters
wish to run, continue the chase, then proceed until
chase conditions are met. Rescued villagers impact
the chase and encounters.
When the party is ready, read or paraphrase the
following:

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 7
RUN TO THE HILLS! COMPLICATIONS
d12 Complication
Adjusting the Chase
1 A leathery, egg-like projectile explodes in Here are some suggestions for adjusting this chase:
your path, releasing a mind-wracking Very Weak: Remove the elite dread warrior, two perytons.
energy. Make a DC 14 Intelligence saving Reduce complication damage by one die (e.g., 2d4 becomes
throw or take 13 (3d8) psychic damage. 1d4).
Weak: Remove one hayan warrior and one peryton.
2 The howls of a flight of allip reaches your
Strong: Increase all DCs by 2.
ears from above! Make a DC 14 Wisdom
saving throw or take 10 (2d6+3) psychic
damage. You miss your turn.
Ending the Chase. The pursuit ends when the party
3 A comet-like streak strikes the ground and and the villagers successfully hide from their
detonates! Make DC 14 Dexterity saving pursuers (DC 14 Dexterity (Stealth) check with
throw. On a failed save take 9 (2d8) modifiers per DMG, Chapter 8), everyone is 120 feet
bludgeoning damage, or half damage on a or more away from the closest pursuer at the end of
successful save. a chase round, or the pursuers are defeated. If time
permits, present one of the remaining rescue
4 A roused peryton hopes to capture prey, encounters, before moving on to the conclusion of
diving down at you! Make a DC 14 this part. Those reduced to 0 hp and not rescued
Strength (Athletics) or Dexterity before the chase ends are kept alive long enough be
(Acrobatics) check to fend it off! On a fed to the army’s creatures!
failed check, you take 10 (2d6+3) slashing
damage.
B. Rescue encounters
5 Frantic villagers gather near a burning
When a Rescue or Run event is rolled on the Run to
building! People are trapped! Rescue or
the Hills! Complication table, pause the chase. Ask
Run?
the players what they collectively wish to do. If they
6 A burning tree is falling! Make a DC 12 decide to run, continue the chase where you left off.
Wisdom (Perception) check. On a success, If they decide to rescue villagers, then select one of
you avoid it. On a failed check, you fall the encounters below to run. At the end of each
prone. You miss your turn. encounter, the Development section gives guidance
on how to proceed.
7 Hot winds blow burning leaves into you!
Make a DC 12 Dexterity saving throw or B1. Warm Brew
take 5 (2d4) fire damage! Heroes risk capture to save a brewer and their staff
from a foolish attempt to defend their livelihood
8 The final cries of the captured are too
against invaders.
much to bear! Make a DC 12 Wisdom
saving throw. On a failed save, your
movement is halved this turn as you shake
off the screams.
9 Frantic villagers break from the chase to
help others in peril! Rescue or Run?
10-12 No complications.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 8
AREA INFORMATION Adjusting the Scene
For reference, see the map, Warm Brew, in Here are some suggestions for adjusting this scene:
Appendix B. Very Weak: Remove two perytons.
The area has the following features: Weak: Remove a peryton.
Dimensions & Terrain. The 20-foot-by-40-foot Strong: Add a peryton.
cabin serves at the keg stores of The Sodden Seagull, Very Strong: Perytons use Dive Attacks.
the local brewhouse. It sets in a clearing surrounded
by burning forest on three sides! Fallen trees have Playing the Pillars. Suggestions for this encounter:
crashed onto the roof, opening a 10-foot hole in
Combat. The perytons will not attack anyone inside
ceiling and feeding the flames.
the warehouse but will attack anyone outside with
Lighting. The fire burns bright; however, black
gore and talon attacks. The last peryton flees.
smoke lightly obscures the inside of the warehouse,
Characters may use their reactions to protect the
billowing forth from the 10-foot square entrance and
villagers (as in chase). The party’s pursuers are
hole in the roof.
thrown off their trail for now. Gorestar and the
Hazards. Fire deals 3 (1d6) fire damage a round
apprentices have 5 hp left. They take one point of
to any who touch it. Additionally, characters must
damage from smoke, fire, and debris, each round.
make a DC 10 Constitution saving throw, taking an
Exploration. Players that cover their mouths have
additional 2 (1d4) fire damage a round on a failure
advantage to smoke saving throws. Perception
due to the smoke. Burning debris piles challenge
checks have disadvantage unless the smoke is
searches and require a successful DC 12 Strength
cleared. If there are 30 or more rescued villagers,
(Athletics) check to move. Every two rounds,
then they help clear burning debris, venting the
another part of the roof falls, dealing 3 (1d6) fire
smoke in two rounds.
damage to those inside that fail a DC 10 Dexterity
Social. Heroes that yell for anyone inside may rouse
saving throw. The warehouse collapses at the
those trapped. A successful DC 12 Wisdom
beginning of the sixth round.
(Perception) check made by apprentices or
Creature Information Gorestar give a spark of hope-they cough and call
Onlooking villagers (equal to the number of rescued for help in faint, raspy voices.
villagers; commoners) plead with the party to Treasure
rescue Vim Gorestar, the owner of The Sodden
If rescued, Gorestar is thankful as are his
Seagull and his four apprentices (commoners), who
apprentices. Add 5 villagers to the number of
rushed into the warehouse to save what kegs of
rescued villagers. Gorestar has a flask filled with
Ichor Us Ale they could. The fire caught up with
watered down Dark Vespers Ale, which serves as a
them, and now are trapped inside. To make matters
potion of greater healing, as does each of his
worse four perytons are lured by the fire and the
apprentices- they are more than willing to offer
prey!
these to the party along with what coin they
managed to earn at the festival.
Vim Gorestar (VIHM)
Neutral Good human bard Development
This middle-aged, rugged, dark-haired, and bearded crooner It is not long after saving the brew-masters, that the
is the motley mixture of brewmaster and bard. He is the party or the villagers spot the red beams of light of
owner of The Sodden Seagull Brewery, Splondar’s only local their strange pursuers. Return to the chase at the
brewing house. point where you left off and continue or if pressed
What They Want. When the shock wore off, Vim rushed to for time continue to the conclusion of this part.
save the thing he cares about more than music— his ale. If
he saves some of his ale, he may be able to regain lost
renown.
Sad Song. Vim is obsessed with redemption from last year’s
festival debacle. An ingredient in his brew, Dark Vespers
Ale, caused a violent frenzy among patrons at last year’s
festival.

Vim and the apprentices are semi-conscious in the


areas indicated on the map, trapped under debris
and rubble. Those that go inside face the hazards in
Area Information.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 9
B2. Where there’s A well, there’s a way ground trait to cover as much ground as possible.
Our heroes spot villagers swept in confusion and Any villager successfully attacked by a mouther
despair. They teeter deadly close to well holes. while adjacent to a well hole, falls into a well hole.
Exploration. A character who makes a successful DC
Area Information 12 Intelligence (Nature) check recalls that
For reference, see the map, Where There’s a Well, in gibbering mouthers are not very intelligent. They
Appendix B. could use this to their advantage. The wells are
The area has the following features. wide enough to trap the aberrant creatures.
Dimensions & Terrain. The escape path provides Social. The distressed villagers’ despair is
a view of a 40-foot clearing surrounded by smoking exacerbated by the mouthers’ mind-wrenching
forest fringe. chatter. Any Charisma-based check against them is
Lighting. Dim light flitters in the scorched forest made at disadvantage.
fringe, however, autumn dusk casts bright light into
the clearing. Treasure
Wellholes. Three 10-foot wide, 30-foot deep holes At one well-bottom is a pile of coins, the remnants of
encircled by wood and rock debris are all that villagers, festival-goers’ and traveler’s wishes.
remain of destroyed wells.
Development
Sights and Sounds. Deep purple-and-pink hued
Villagers saved from the gibbering mouthers join the
sky. Nonsensical muttering, hysterical laughter, cries
number of rescued villagers. As thanks are
of denial & despair. Distant army creatures roar and
exchanged, scanning light beams alert the party to
explosions.
the presence of their pursuers. Return to the chase
Creature Information at the point where you left off and continue, or if
Five distressed villagers (commoners) look pressed for time continue to the conclusion of this
erratically about, their wits diminished in shock and part.
fear of their pursuers. At the well’s edge, they defend
themselves against the source of their hopelessness- C. Conclusion
three gibbering mouthers that close in from the The party and rescued villagers rush into the
forest fringe. surrounding hills, putting as much distance from
them and Splondar as possible. Those sparing a
Adjusting the Scene glance behind them can see that their monstrous
Here are some suggestions for adjusting this scene: pursuers have stopped at the edge of town and no
● Very Weak: Remove all gibbering mouthers. longer pursue. Splondar burns, from the ground and
the air. From this distance, the true size of this
● Weak: Remove a gibbering mouther.
● Strong: Add a gibbering mouthers. strange army is realized:…thousands. The leeward
● Very Strong: Add two gibbering mouthers. side of steep hills and wide saddles provide enough
concealment for a long rest. Throughout the night,
Playing the Pillars. Suggestions for this encounter: those keeping watch greet stragglers too exhausted
and frightened to comprehend their loss. Proceed to
Combat. The gibbering mouthers attack the Part Three.
distressed villagers or attack any who prevent
them from doing so. They use their aberrant

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 10
Part 3. Knowing is Half ....
Estimated Duration: 3 hours
5 A hungry peryton quickly swoops down to
Morning comes soon enough. Even at a safe distance attack!
remaining plumes of black smoke rise from the
Splondar. The invaders appear to have set up camp. 6 A purple wormling rumbles from a burrows!
Immediately upon waking, the party is told that
another thirty Splondar refugees arrived in the
night. Among them, a captain of the Derlusk Watch A. Essendra Ashar
who wishes to speak to them. Grateful refugees point and The Plan
the party to the captain and her retinue.
Read or paraphrase the following:
Story Objective B
Sneak into the enemy camp to gather what A refugee points up to a nearby hilltop, where soldiers look out.
information they can and return the information to One holding a spyglass, peers over the hill for a moment. then
shuffles down the hill. and approaches. She says, “I’m Captain
Captain Essendra Ashar.
Essendra Ashar of the Derlusk Watch. I need your help.”
the Surrounding Hills Creature Information
The ground gained in the flight from Splondar was Essendra Ashar (human knight) and her retinue (a
difficult to see in the evening. However, dawn’s light druid and two veterans) were observing Splondar
reveals the devastation as reality. From this area, the from afar while the refugees and the party were at
refugees will have to determine their next step, but as resting.
fortune has it-an officer from the Derlusk army is Captain Ashar shares that she was detailed to the
among the refugees. escort of a Derluskan noble to the Splondarran
Harvest Festival along with three others. They set out
Area Information from Derlusk a day ago. As they neared Splondar,
For reference, see the map, Thayan Camp, in their party was attacked by a group of “things”; her
Appendix B. group fled into the hills. Sadly, the noble was killed.
The area has the following features. She foregoes the gory details. The others say nothing-
Dimension and Terrain. Splondar’s surrounding only nodding as Captain Ashar tells the tale.
lands consist of grassy knolls whose slopes provide
half-cover and dips, three-quarters cover from the Essendra Ashar (ess-SEND-druh
ground. Small streams snake out from the Qurth ASH-arr)
Woods, a few hours travel. It is common to come
Neutral Good human knight
across burrows and on rare occasions, a poorly Essendra Ashar is a Captain in the Derlusk Watch in her mid-
buried or hidden cache. 30’s. Her long curly ebony hair is kept up when in uniform. Her
Lighting. Dawn light has just peeked. It will be a devotion to duty is tempered with a naturally inquisitive
few hours before dim light becomes bright light. nature.
Burrows (optional). For every hour of travel in the
hills, roll a d6. On a roll of one, a burrow is What They Want. Essendra wants to learn all she can about
discovered. Consult the Burrow Encounter Table. the invading army and find volunteers to reconnoiter the
camp.

Burrow Encounter Table I, Spy. The long-time officer has become so by not taking too
d6 Result many risks. She knows that the Derlusk Watch is no match for
this strange army but knows that more must be learned from
1-2 A giant badger snarls from its burrow!
it if they are to be successful in defeating of their enemies.
3 Ankle-breaker pit! A successful DC 13
Wisdom (Perception) check to spot; make Captain Ashar learned of the party’s heroism from the
a DC 13 Dexterity saving throw. On a filed villagers. She believes that the party is best suited to
save, take 1d6+1 dmg and movement is sneak into the camp. The captain uses any means
halved until damage is healed. available to guile the characters into the task. She
hopes the party discovers what this army is, what
4 Two swarms of poisonous snakes slither they can do, any weaknesses and most importantly,
about! where they come from.

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Treasure Watching the Camp
Ashar promises coin and an audience with Derlusk’s While observing the camp from afar, the party may
COINSEATS COUNCIL for the party’s assistance. The glean information helpful to their approach. Any
council’s recognition carries a great influence in the character who succeeds on a Wisdom (Perception)
region- a treasure in itself. check discovers or confirms the following. The results
below are cumulative.
Development
If the party wants nothing to do with this, Captain DC 12 Several prominent hills leading to the camp
Ashar is disappointed, but wishes them well. The perimeter have rock piles that can provide cover.
refugees plead with the party to reconsider. If they
undertake the task. Captain Ashar is relieved. She DC 14 The patrols emerge and return to-from the
states, “You do the people of Derlusk and Splondar a barrier in random locations, but in hourly waves.
great deed”. When ready, proceed to the next section.
DC 16 The shadow of the earthmote and the
B. the enemy encampment skirting woods beneath it could provide concealment.
The heroes are then taken to a hillcrest where they
find a low-lying Captain Ashar and her retinue. Here, DC 18 The iridescent barrier is not solid; it’s multi-
they point out areas of interest. Ashar offers her hued make-up is formed from a surge point in the
spyglass to look on if they wish. Read or paraphrase camp’s center.
the following:
Consider allowing another check halfway through
“Flights of those flying wisps are patrolling the skies from the their approach to capture anything missed.
earthmote. They’ve done something to the perytons too. That Characters may use other checks to glean the same
camp could house thousands; if we could only see past that information at your leisure.
colored-light barrier, we’d know for sure.”.
Approaching the Camp
Area Information Captain Ashar advises proceeding at a slow pace- to
The following features are prominent throughout: permit stealth and to make use of any observed
Dimensions & Terrain. The lookout point is advantage. A normal pace would get the party to the
located a mile west of the enemy camp, the earthmote barrier quickly, but likely gain patrol notice (See
and the outskirts of ruined Splondar. Any path back to Creature Information). A fast pace will certainly
this area will likely involve crossing over open bring their task to end quickly if not masked in some
grasslands and hillocks. The massive camp spans way. Of course, the characters are free to use
1000 feet. out from its center. whatever other means they have. If the characters
Light and Weather. Skies are gray; however, a have nothing to aid them, perhaps the druid in
dome-like, prismatic cloud surrounds the camp and Ashar’s retinue provides them an enchanted stone
casts a pulsating, unnatural bright light to the area. that provides a one-time pass without trace effect.
Earthmote. An oblong, shaped mass of earth and This stone's magic fades at the end of the day, used or
stone floats 40 feet off the ground. Fortress ruins and not.
debris cover its surface. A maze of tunnels exists The party must succeed a series of group DC 15
below. It is overrun with the armies flying creatures. Dexterity (Stealth) checks to arrive at the border
Spore Cloud Dome. A 30-foot. high, opaque, dome- unmolested. If they fail any of their group checks,
shaped cloud of multi-colored spores give off a they are spotted! A patrol attacks!
brilliant aura. The spores float throughout the camp,
revealing the presence of magic. Its otherworldly
source lies at the camps center.
Camp “Rings”. Within the barrier, the camp layout
consists of two concentric rings of tents, war
materials and camp center. Each ring houses army
contingents and clues to their intent.
Patrols. From the earthmote and from spots in the
camps border, creatures watch the skies and
countryside.

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Creature Information confirm what is already known. Most rests will be
Attacking patrols can come from the camp or the broken by a patrol’s arrival. Any long rest will have
earthmote; however, the one thing common to all of the party awaken to find the strange army long gone
them is that they have a cognitive dram within them. and on the move towards Derlusk; their opportunity
Select one of the patrol compositions below. taken from them!
If the party arrives undetected, they can walk right
up to the barrier. It is clear to see that the barrier is a
● Patrol One: One elite dread warrior (helmed solid cloud, filled with multi-colored spores, whose
horror), two archers, one veteran. haze blurs anything beyond it. Ongoing sounds of
● Patrol Two: one allip and four perytons. activity lend nothing to purpose from outside the
● Patrol Three: one warped zombie (spawn of cloud opaque nature.
kyuss) and two spectators.
C. Outer Camp Ring
The patrols attack with one purpose: the destruction
It becomes apparent that when this army set up
of all life. Their behavior is drone-like. They
camp, they ensured that the outer ring was defended
concentrate on the most powerful threat, scan, then
from the earthmote to the spore barrier. Our heroes
reengage (see below). If defeated, they melt into a
must search this area without being discovered to
purple-gray sludge.
learn what they can about the army’s strange soldiers.
Adjusting the Scene Area Information
Consider the following adjustments based on party strength: In addition to the previous area features, the camp’s
Very Weak: Remove one veteran and one archer, three outer ring presents the following:
perytons or both spectators. Dimensions & Terrain. This 400-foot area
Weak: Remove one archer and one veteran, two perytons, or surrounds the middle ring and camp center. The
remove one spectator. ground is dry and cracked, its moisture sapped away
Strong: Add a veteran, remove two perytons and add an allip by something yet unseen. Hundreds of tents are
or add a spectator. uniformly aligned, permitting patrols to march,
Very Strong: All creatures have an Invigorating dram imbued.
assemble and
Light. Within the camp, bright light shines from
thousands of multi-colored spores that float about.
Playing the Pillars. Suggestions for this encounter:
Spore Cloud Haze. The barrier of spores creates a
Combat. After patrol creatures have reduced an haze that changes colors in the vicinity of magic. Its
enemy to 0 hp, patrol creatures who have not gone otherworldly source lies further within the camp
yet pause and spend the rest of the round scanning rings.
for the next enemy. Initiative continues until all Patrols. Patrols consisting of outer ring soldiers
characters have a turn. At the start of the next and inner ring creatures assemble, deploy, and return
round, patrol creatures act in initiative. hourly.
Exploration. Perceptive characters might notice a Tents. Each tent consists of a 5-foot square, 10 feet
common cyst-like growth upon the skin of the tall tent whose canvas is covered in spores and
creatures (drams). When the drams are used, they festooned with tight-knotted rope. Inside each tent is
would see the cyst fluid disappear into the skin and a creature and metal waste can.
the swollen area flatten.
Social. If the droning nature of the creatures is Sneaking Through The Outer Ring
revealed, Characters that succeed on a DC 15 Moving between the tents undetected is challenged
Charisma (Performance) check could “play dead” to by the spore cloud haze. Characters under any spell
trigger their pause as above. effects that have a passive Perception of 14 notice
color changes in spores that they pass through. The
Development spores temporarily change into a solid color before
If the party defeats the patrol, they notice that, oddly reverting to their prismatic colors. Characters that
enough, there is no alarm raised. There appears to be succeed a DC 12 Intelligence (Arcana) check may
no contingency response to the battle. Depending on relate the change to one of the eight schools of magic:
when the party arrived at the camp’s edge, there is a Abjuration—Blue, Conjuration—Yellow, Divination—
chance that another patrol is launched (at DM’s Silver, Enchantment—Pink, Evocation—Red,
discretion). Any prolonged lingering will likely Illusion—Purple, Necromancy—Gray, and
require additional Dexterity (Stealth) checks and Transmutation—Green. The army is ‘attuned’ to

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 13
spore disturbances; Dexterity (Stealth) checks in this cognition dram emerge from the tents to investigate
area are made at disadvantage. Have characters make any disturbance. If attacked in tents, a patrol arrives
a group DC 13 Dexterity (Stealth) check after every at the start of the next round of combat to aid the
minute searching this camp ring and after every stop isolated creature.
to investigate something of interest. On a success, the They do not pursue anyone into the middle camp
characters or party advances their movement ring or camp center; however, they do pursue anyone
undetected. On a failure, a patrol (below) is from anywhere in the outer ring to the hills. The party
dispatched to them. Each failed check results in then would find itself in a chase situation until they
another patrol being dispatched, making sneaking defeat or evade the patrol.
about more challenging. The patrols attack with plain purpose: the
destruction of the party. Their behavior is drone-like.
Searching Within The Outer Ring They concentrate on the most powerful threat, scan,
There are clues here that reveal the nature of the then re engage (see below). If defeated, they melt into
army but they require a search of the tents. Any a purple-gray sludge.
character who succeeds on a DC 13 ability check
while in a tent discovers a clue. The results below are Adjusting the Scene
cumulative.
Consider the following adjustments based on party strength:
DC 13 The tent occupants do not carry any Very Weak: Remove the veteran and one archer.
equipment. There is no presence of food nor Weak: Remove one archer and one veteran
weapons. If a helmed horror is the occupant, their Strong: Add a veteran
shield is present, the eye-like growth at its center is Very Strong: All creatures have an Invigorating dram imbued.
shut.
Playing the Pillars. Suggestions for this encounter:
DC 15 Flesh patches covered in stubby tentacles are Combat. Within the camp, patrols don’t scan or
grafted over most of the humanoid skin of the tent’s pause. They are drawn to enemies by disturbances
occupant. They are aberrations now. in the spore clouds and attack with a clear, deadly,
efficiency.
DC 17 The tent occupants are not those that were Exploration. Tents offer little in the way of room.
flying about the skies, nor the grotesque creatures They fit no more than two medium-sized beings.
pursuers. They must be located further within. The waste cylinders contain excrement and globs of
necrosed flesh. A successful Intelligence
DC 19 The half-skull plate covering and the solid (Investigation) check reveals clues as to the
red eye of the occupant is other-worldly, perhaps creatures natures (see the table above)
planar. Social. Playing dead here might work, but since
patrols do not scan or pause, the DC 15 Charisma
Characters may use other checks to glean the same (Performance) check would likely affect only one of
information at your leisure. Those investigating the patrol creatures.
around or near tents must do their best to remain
silent, or they risk rousing the tents occupant. Development
Consider requiring Dexterity (Stealth) checks as If the party defeats the patrols or evades them, they
needed. can uncover clues here or continue further within the
camp. All their discoveries thus far barely speak to
Creature Information the nature of some of their enemies, but not all of
Each tent houses one of the eight-hundred humanoid them. Where does this army come from? How did
and construct contingent; an elite dread warrior they get here, and who leads them? If the players
(helmed horror), a veteran or an archer camped decide to move further into the camp, move on to the
here. Inside, they stand in a state of stasis, until they Middle Camp Ring or Camp Center.
activate to join a patrol, receive orders to act, are
D. Middle Camp Ring
attacked, or sense a disturbance in the spore cloud.
As the party approaches this area of the camp, they
You decide which creature they encounter in any one
soon see and feel the deadly, otherworldly power of
tent.
this army. If they can continue to navigate the sights
A patrol of an elite dread warrior with a
and threats here, they may unravel the nature of the
cognition dram, (helmed horror), two archers
army’s strength.
each with a nimble dram and one veteran with a

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 14
Area Information Sights for Sore Eyes (And Minds)
In addition to the previous area features, the camp’s Each rift is an experimental, planar,-and-magic
middle ring presents the following: suffused gateway to this army’s resources. They are
Dimensions & Terrain. This 400ft. area of sparse unstable, blinking in-and-out of existence and
grasses and cracked earth surrounds the camp center. erratically displaying sentience. Peering into their
Grass and loose earth move erratically back and forth, void-like darkness may betray its creators or bring a
pulled by the vacuum of the unstable Thayan Warp mental assault of terrifying images accompanied by
Circles. Paths between the rifts barely permit two to blaring, wincing screech. Roll a d8. Consult the Let’s
move abreast. Do the Mind Warp table below.
Light. Bright light glimmers from the spore cloud.
Spore Cloud Haze. The spore’s haze is thickest Let’s Do the Mind Warp Table
here. It lightly-obscures the area. In addition to its d8 Result
previous properties, the spores are corrupted by their
proximity to the warp circles, becoming intrusive. See 1 A dark cavern tunnel rotates in nauseous
below. spin; Bone-spur contours along its walls
Thayan Warp Circles. Many shifting, starry, void- slither about.
like, rifts swirl horizontally from the ground. They 2 You lay restrained by tentacles! An illithid
pull in streams of air and at anything not grounded to comes into view holding a tool, which it
them. lowers towards your eyes.
Sights and Sounds. Slow, churning of power,
continuous trembling from the ground. Bursts of 3 A chamber is filled with green-crystalline
static muffle haunting voices. Protean, lighting-like cages. Each one holds a maw-covered,
discharges from the rift’s edges. Distant, monstrous tentacled monster.
cries and the rattling of chains. 4 In a white stone chamber, small leathery
Sneaking Through The Middle Ring eggs are being filled with a strange
glowing fluid by strange, umbilical tubes.
The party finds that if they move slowly along the
open ground between the rifts, they manage to keep 5 A hulking creature cuts flesh off a dead
quiet; but they quickly hear beguiling whispers, beholder and eats it voraciously.
urging them closer to the portal’s edges. The
scintillating spores do more than reveal magic's 6 Along the surface of a vast, green stone
presence here. They cause these area effects: cavern hundreds of fanged-tooth maws
and eyelids open and close.
● For every hour in the spores the party must 7 Robed beings observe a magic experiment
succeed on a DC 13 Constitution saving throw One yells, “The warp circles function, but
or be stricken by a confusion-like delirium (as they are unstable!”.
the spell of the same name). If this effect moves
them into a portal edge, they suffer the damage 8 You hear a shrilly, sultry voice say, “The
described below. cat spawn is in place on the council,
● Every minute the party moves through the area Master.”.
they must succeed on a DC 15 Wisdom saving
throw or be drawn to the rift's edge, where
they reach out to the rift and gaze into it, taking
22 (4d8+4) psychic damage, and are knocked
prone. Their turn ends.

To observers, victims unrepining walk to a portal’s


edge and stare blankly into a rift. Moments later, they
violently whip their heads back, stagger and fall
prone. Those that approach, gaze, or touch the rift
willingly make the above Wisdom saving throw at
disadvantage, taking damage as above. What they see
may be shocking and terrifying; or it may offer
valuable insight into the army’s composition (below).

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 15
Creature Information Development
If a rift is attacked or the same result is rolled on the The warp circle visions, or its denizens can offer the
table above, then the rift awakens. Now a living party insight into the nature of their enemy and the
demiplane, it attacks any enemies it senses around price may be high. However, the identity of the army’s
them. Those caught in their extradimensional leader, who they represent, and their motives still
chamber find a warped zombie with an eludes them. Once the party has moved through this
Invigorating Dram (spawn of kyuss) and its two area of the camp, they arrive at the camp’s center and
spectators each with a cognitive dram custodian. come closer to the identity of the army’s leader. When
ready. proceed to Camp Center.
Adjusting the Scene
E. Camp Center
Here are some suggestions for adjusting this scene:
Very Weak: Remove the warped zombie.
Moving beyond the rift-strewn stretch brings the
Weak: Remove one spectator. heroes to the camp’s center where they may discover
Strong: Remove spectators. Add a warped zombie. Add a who leads this strange army and even more
gauth with a cognitive dram that acts as the spectators would. important-why are they here? The party will have to
Very Strong: Remove spectators. Add a warped zombie. Add a move quickly and quietly as the tent is heavily
gauth with a cognitive dram that acts as the spectators would. guarded and the behavior of this ineffably revolting
The spawn of kyuss has 108 HP. The gauth has 99 HP. mold thing is erratic.
Read or paraphrase as the following as you see fit:
A powerful stink comes from excreted remains of
prisoners consumed by it. The spawn believes the A tall, armored humanoid guards a majestic pavilion
party is sustenance. The spectators were ordered by tent. It steps aside as two dark-robed beings step
their creator to protect the spawn until their arrival forward from the tent and then vanish. A turbulent
to a place called Derlusk. They’ve seen their creator’s blast of colorful spores shoots skyward from a mass
minions place eggs inside the monsters. They do not of mold and waste.
know their creator’s name, but do know that they are
away, but its personal guard are in camp center.
Area Information
Playing the Pillars. Suggestions for this encounter: The camp’s middle ring presents the following:
Dimensions & Terrain. A 400-foot area of cracked
Combat. The warped zombie believes the party is
earth has large, alien-like roots snaking towards Far-
captured food. The spectators use their eye rays to
Realm Fungi. A large sutler tent sets in the center of
protect the spawn, but if the spawn is killed, the
open ground.
spectators could be parlayed with. Should the living
Light. Bright light glimmers from the spore stream
demi-plane be destroyed, the spawn is also
cloud.
destroyed.
Roots. Thick purple-pink roots drain moisture from
Exploration. In the viscera of past meals are an
the ground to feed the Far Realm Fungi.
assortment of hidden items. Have each player roll
Far Realm Fungi. This larger mound of multi-hued
on the Hidden Item Table in appendix C, Any who
mold spews spores cloud straight into the sky,
search and succeed on a DC 10 Intelligence
cascade over this area and descend into the other
(History) check identify trinkets as from the
camp regions.
Splondaran Harvest Festival. A successful DC 12
Tent. A double-sized tent of lavish quality houses
Intelligence (Investigation) check discovers
the possessions of the army leader. It covers a 20-foot
valuables.
square area.
Social. The spectators may share with the party what
Sights and Sounds. Jets of varicolored spores
they know, but a DC 15 Charisma (Persuasion)
launched in a steady stream from the fungi. A light
check can convince them to share that the creator is
smell of sulfur hangs in the air. Heartbeat emanating
away. Any attempt to intimidate them fails. They fly
from pulsating roots.
away.
Sneaking in the camp center
Treasure
Anyone that takes a few moments to observe notices
In addition to the trinkets, several silver-capped teeth
that after the departure of the robed beings, the tent
and a palm-sized molted gold nugget remain in
guard resumes its position at the entrance. Large
crushed skull.
roots in this area could offer some cover or
concealment. The party should proceed at a slow pace

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 16
and succeed a group DC 15 Dexterity (Stealth) check Within her notes, Halaedra Kren describes her
or use any other means at their disposal in their experimentation with teleportation portals and
search for clues or alert the creatures to their planar power. She describes a warping effect that can
presence. There appears to be only one tent guardian. transport masses across great distances with little
A successful DC 15 Wisdom (Insight) check deduces error. She also notes that there is a minor effect that
that whoever leads this army must not think that challenges the mental resiliency of those who
anyone would ever breach the camp this far or that approach or pass through, and an “odd anomaly of
this guard or the fungus is sufficient to protect the sentience”. Lastly, a series of entries speak about the
tent. Once inside the tent, the characters may find out effective employment of agents to Derlusk to ease the
more. Coinseats Council surrender.
Tables. On the tables are three glass jars filled with
An In-Tents Search clear fluid. Inside two of them floats a small-bloated
Inside the tent, the party discovers that the occupant organism. A plate on each jar labels them as
is someone of high station. Beautiful tapestries, Experimental Dram #1 and Experimental Dram #2,
elegant furniture and a queen-sized bed speak to respectfully. Stacked near the jars is a tri-folded piece
stark contrast of comfort to anywhere else in the of gray leather flesh tied with desiccated tentacle of
camp. In a smaller area of the tent a long table sets, some sort. A hand-sized case holds four eye-shaped
where chairs sit in front of papers and tomes along rubies. Red hued leather pouches contain a variety of
and other disturbing oddities can be found. spell components (See Treasure).
Tapestries. Tapestries depict images of war: giant
tortoises carrying fortresses level a jungle battlefield. Treasure
Undead armies lay siege to a walled port city, ablaze Each jarred organism holds one experimental dram,
beyond its walls. A clash between legions of undead which can be treated as one potion of invulnerability
and soldiery around walls of blue-fire. A successful and one potion of psychic resistance. Within the fold of
DC 15 Intelligence (History) check recognizes these dead balhannoth flesh are several spine-like talons
images of Thayan historic battles. that hold a shadowfell brand tattoo. Each ruby fetches
Bed and Vanity. A successful DC 15 Intelligence standard pricing. The experimental spell components
(Investigation) check reveals a craftsman’s mark allow each spell caster to recover one spell slot of 4th
upon a bedpost, a leg on the vanity stand and its plush level or lower the spell components rot away in 8
stool. A similar successful DC Intelligence (History) hours or the end of the adventure, whichever occurs
check reveals this furniture was crafted in Gauros, a first,
territory in Thay. In the vanity’s single drawer, are
makeups, powders, and eyeliners. Creature Information
The unmade bed betrays it’s two occupants. The far realm fungi (use the stats for adult oblex)
Underneath the bed is a balled-up sultry-cut, silk and the tent guardian (champion) with a cognitive
bathrobe that looks like it was thrown underneath dram and nimble dram are left behind as Halaedra
the bed in a hurry. In its private pocket is a folded Kren (abjurer) and a thayan apprentice depart to
piece of stationary, which reads, “I have never known seek council of ‘others’.
a devotion like yours, General Halaedra Kren. You are
ten times the leader your mother was. Enjoy the
comforts that the rule of Gauros brings. S.T.'' Adjusting the Scene
Kren’s Notes. In the smaller area, orderly stacked Here are some suggestions for adjusting this scene:
tomes are covered in runes, which a successful DC 15 Very Weak: Remove the champion. Add a veteran with an
Intelligence (Arcana) check reveals that they make up Invigorating Dram who acts as the champion would.
an unfinished treatise that talks about the Weak: Remove the champion. Add a blackguard with an
amalgamation of Far Realm specimens with Invigorating Dram who acts as champion would.
Strong: Add four oblex spawn, spawned by the Far Realm
volunteers. Those with some knowledge of the planes,
Fungi.
know that the Far Realm is a place of aberrations,
Very Strong: Add four oblex spawn, spawned by the Far Realm
alien-like anomalies, and things beyond Fungi. Give the champion an Invigorating Dram.
comprehension.
The tomes are warded. A detect magic spell reveals The far realm fungi is a pet organism of Halaedra
the presence of abjuration magic on the book. If not Kren, who acquired the planar culture through an
dispelled (DC 15), this ward sends a silent alarm that illithid acquaintance. The Red Wizard has cared for it,
alerts every creature in the camp, in the warp circles and it is protective and envious of its mistress. It
and at the Earthmote, of the intruders’ presence. continues to feed the spore cloud until told otherwise.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 17
It speaks in a commanding, sultry voice and mimics Clues in the tent finally reveal that the army of
the visage and personality of Halaedra Kren and pines strange creatures and weapons are an instrument of
for compliments. It knows that Kren is away speaking The Red Wizards of Thay, and that their leader is
to her master and that the army may not leave for a Halaedra Kren, Tharchion of Gauros. Also, they learn
few hours after their return. that Thayan agents may already be in influence of the
The tent guardian is Haledra Kren’s first successful elite Coinseats Council in Derlusk. Furthermore,
amalgamation of a thayan warrior and a captured star characters may learn that the army will not advance
spawn creature. Its loyalty is unwavering and duty for a few hours yet. Finally, it is apparent that they
unfaltering. It does not willingly permit anyone to must get this information back to Captain Ashar and
pass into Kren’s tent. Neither creature is permitted figure out their next move. If they are not able to
inside the tent. sneak out safely, they will have to contend with an
alerted army. Staying and fighting the entire alerted
Thay Ain’t Here right now! army is a death sentence. Facing Halaedra Kren’s
Halaedra Kren is major antagonist in The Sanguineous army head on is better realized with the strength of
Gambit trilogy. Although the party sees her for a brief moment the Derlusk Army. Proceed to Breaking Camp.
and hear her at the adventure’s end. She is not encountered in
this adventure. However, if your group is not participating in F. Breaking Camp
Gameholecon 2021 Border Kingdom Events, then consider After acquiring the valuable information, the party
modifying the narrative so that an encounter with Kren and must now leave the camp to deliver it back to Captain
her apprentice is possible. Essendra Ashar. If they have not alerted anyone to
their present yet, then use the “Sneaking Through the
Middle Ring,” “Sneaking Through the Outer Ring,” and
Playing the Pillars. Suggestions for this encounter: “Approaching the Camp” sections to present the
challenges of sneaking back out and returning to
Combat. If the tent guardian hears or spots enemies.
camp.
It leaves its post and proceeds directly to the attack.
If the party attempts any rest, magical or otherwise,
On its initiative it activates its Invigorating dram
their rest is interrupted, and they are attacked by one
and attacks without mercy. The roots of the far
patrol composed of the creatures in that section of
realm fungus act as its pseudopods. Once it attacks,
the adventure. They attack or pursue until evaded
it ceases fueling the spore cloud. The cloud takes
with a successful group Dexterity (Stealth) check and
three rounds before it dissipates.
some distance put between them and their pursuers.
Exploration. The battle may act as a distraction to
If they escape, proceed to the conclusion of this part.
permit others to sneak into the tent. Those outside
If the party sets off the alarm in Haledra Kren’s tent,
during combat may notice the spore clouds clearing
her entire army is alerted and on the lookout for the
up, revealing the sky as a potential escape option.
intruders. However, without Haledra Kren and her
Social. Anyone that gets close enough to the far realm
apprentice here to monitor the Warp Circles erratic
fungus or its sulphorus impersonation may be able
natures, the Warp Circles become uncontrollable.
to flatter the creature into a passive posture. Those
that attempt to and fail incur the full brunt of its ire.
Read or paraphrase as the following as you see fit:
That’s Great, That’s Just Great! Now What?
If the magic alarm has been set off, the tent guardian A swirling mass of flying things are approaching from
activates its cognitive dram and holds an action to the earthmote. The flat warp voids are erratically
strike the first person that comes out of the tent. The shifting about-with their prisoners at the verge of
far realm fungus uses its sulphorus impersonation to release! The drone-like creatures on camps fringe
form the figure of Halaedra Kren. It cries out for the move about wildly now. Make your move.
intruders to come out. It threatens to destroy them if
they do not leave. It does not want to incur the wrath Area Information
of its mistress for allowing intruders into her tent. If the Far Realm Fungi is destroyed, each ring no
It can beguile the tent guardian to stand down, but longer has features related to the spore cloud or
does not control the Warp Circles, the soldiers in the spore cloud haze. The roots of the far realm fungi are
Outer Camp Ring or earthmote. It’s up to the party to gone. Consider the following as our characters depart
find a way to escape here. the camp:
Dimensions & Terrain. The characters must press
Development or sneak through an 800-foot area of camp, by air or
by ground. They may dodge or dive into warp circles,

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 18
wandering forces from the ground and air to get back attempt this check as long as there are portals
to the hills. present.
Light. Sunlight casts bright light on the escape. If the party uses a portal in this manner
successfully, proceed to the conclusion of this part.
Time to Leave Outer Ring Guards. In the Outer Ring, the party
The party must navigate around erratic Warp Circles, encounters a wall of elite dread warriors (helmed
wandering leaderless contingents of warped horrors) and veteran. Their scanning lights flicker
zombies (helmed horrors), veterans and archers, in-and-out and they shamble about aimlessly.
or allips and perytons, whose numbers are too many Sneaking through the area is still possible. At the start
to capture in any single combat. Progress is captured of each character’s turn, if they are in the Outer Ring,
through a series of ability checks and saving throws they can attempt a DC 14 Dexterity (Stealth) check to
depending on the character’s means of escape. move undetected forward. On a failed check, the
Combat is possible, but direly consequential. character is spotted. Roll initiative for the veteran
Roll for initiative. In initiative order, characters with a cognitive dram. Place it in initiative order.
may move through or above the camp rings. Once Escape from Above. Those that take to the skies
they clear the Middle Ring (400 feet) and Outer Ring are quickly met by a massive flight of allips and
(400 feet), they are considered to have escaped. The perytons. They buffet their enemies with touch and
creatures do not pursue beyond the camp borders. talons, trying to rip them from the sky. At the start of
Once all surviving players have escaped, proceed to each character’s turn, if they are skybound, they must
the conclusion of this part. succeed a DC 14 Dexterity saving throw or a DC 14
Erratic Warp Circles. In this alerted and agitated saving throw using their spell casting ability or take
state, the Warp Circles have become unstable, 23 (8d4+3) psychic damage. Their flying speed is
erratically ‘shifting’ location within the middle ring, halved until the end of their turn.
with no discernible pattern to them. However, the
party could weave through the blinking portals. At Playing the Pillars. Suggestions for this encounter:
the start of each characters’ turn, they must succeed a
DC 14 Dexterity saving throw or be struck by a warp Combat. Attacking the Warp Circles evokes sentience,
circle, taking 24 (8d4+4) psychic damage. They then turning them into living demiplane with an
can take their turn. The warp circles remain in the imprisoned spectator with an Invigorating dram.
middle ring. When the living demiplane is defeated, the
Perceptive adventurers may spot an alternative to character is tossed at the middle ring’s edge. Those
escape. The bound essences of the Weave and the Far that stand their ground quickly see that a veteran
Realm of these portals are abruptly shifting their with a cognitive dram joins combat every round.
incursion and destination points. This manifests as a The Outer Rings’ forces’ number 400.
strobing flash of destinations within each of the Exploration. Insightful players may recall that the
portals. Characters with a passive Perception of 15 or spore cloud is not there to guide the soldiers or
higher may spot in the disruptive display of planar reveal the use of stealth-aiding magic. The tent
locations and prisons the familiar grassy knolls canvases or poles could aid escape. Glances at the
outside of Splondar. warp circles can reveal glimpses into any number
Once spotted, a successful group DC 15 Dexterity of the Inner or Outer Planes and possibly, another
(Acrobatics) or Strength (Athletics) gets the party to route of escape.
the Warp Circle that transports them to the Social. Cleverly disguised characters could confuse or
grasslands beyond the reach of the Thayan army. On a delay enemies with Performance or Persuasion
failed check, each adventurer takes 24 (8d4+4) checks.
psychic damage and the portal closes. The party can

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 19
Conclusion travel towards Derlusk. Slowly growing tremors
With important clues in their clutches, the heroes preceded their arrival. When they come aground,
race from the Thayan camp, eager to get this their burrow occupies a 40-foot square. Their orders
information into Captain Essendra Ashar’s hands. As are simple—leave no one alive.
the break into the safety of the hillside, read or
paraphrase the following: Playing the Pillars: Suggestions for the encounter:
Combat. The purple wormlings destroy anything in
A thunderous boom erupts from the center of the their path (including the commoners). Once
Thayan Camp. An angry, shrilly female voice, clearly combat starts, they no longer burrow, and they
enhanced by magic, speaks: “Forces! Prepare for stay within 15 feet of each other. When rolling for
Derlusk!” Halaedra Kren has returned from counsel initiative, roll initiative for the commoners. On
with her superiors. The Thayan Army moves with their turn, they attack as a mob (Hit on 10 or
militant purpose and urgency. higher; deals 2 bludgeoning for every two
commoners in mob), distract as a mob (provide
Their purpose seems clear, but our heroes return to the Help action to one character this round), or
the refugee camp to find Captain Ashar, her retinue take the Dodge action. For every 4 points of
and a few refugees welcoming you back. She simply damage taken by the commoner mob, a commoner
says, “Rest, friends. You have more than earned that. dies.
We’ll talk later.” Exploration. Any character that succeeds on a DC 14
Wisdom (Perception) check or DC 14 Intelligence
(Nature) check notices that the purple wormlings
F. CAPTAIN’S CALL stay close together, as if some type of bond exists
between them.
After a rest, Essendar Ashar listens intently to what Social. The purple wormlings find Halaedra Kren’s
the adventurers wish to share, with every bit of voice soothing. If mimicked, it could keep them at
information given, her expression grows grim. She bay long enough to get away. Adventurers that call
asks questions about each challenge the heroes out to Captain Ashar during the battle find her
faced and how they overcame them. taking notes. awestruck at the sight of the monsters!
Splondarans and Harvest Festival guests offer a
collection of coins and trinkets unique to the Border
Kingdoms in thanks. If the treasure in Halaedra
Adjusting the Scene
Kren’s Tent was not discovered, Captain Ashar’s Here are some suggestions for adjusting this scene:
Weak and Very Weak: Remove one purple wormling.
retinue provides them to the party, claiming they
Strong: Add one purple wormling with an Invigorating dram.
were recovered from their encounter with the
Very Strong: Add a Nimble Dram to each purple wormling.
Thayan scouting party.
Captain Ashar is notified by her retinue that the
Thayan Camp is still preparing for departure. She Development
makes a bold decision. She will escort the refugees With Halaedra Kren’s creatures defeated, Captain
as quickly as they can for Derlusk. She is adamant Ashar urges everyone forward. After a few hours
that the Coinseats Council must be warned of more, they camp. The night is restless for most.
Halaedra Kren and the army she brings. She stresses Those on watch can hear distant monster roars and
that the party’s account will greatly influence the a faint, storm -like rumbling to the south.
council. And besides, they will want to meet the ones Wrap up: Homeward, to Derlusk
who bravely acquired this information. She implores
After two days of travel, the exodus arrives in
the party to come.
Derlusk, ahead of the advancing army. The city
Oh, No Worming Your Way Out of This! seems calm, oblivious to the impending danger. The
The characters follow Captain Ashar and the refugees are relieved. Each refugee rescued by the
Splondar refugees to Derlusk. However, Halaedra party provides coins and trinkets worth 10gp. This
Kren cannot risk word getting to Derlusk of the is an optional form of Treasure Award. Award
Thayan’s Army’s arrival. While she bring the treasure as in Adventure Rewards if you wish.
invasion force to task, she dispatches four sibling Captain Essendra Ashar is also pleased. While safe
purple wormlings each with an invigorating dram for the moment, our heroes know that it is only a
and 65 hp each after the spies. The monster's matter of time before chaos and destruction descend
augmented tremorsenses allow them to track the upon Derlusk and their autumn burns red.
refugees and their escort during the first day of

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 20
Adventure Rewards
At the end of the session, the characters receive
rewards based upon their accomplishments.
Dungeon Master Rewards
For running this adventure, you earn a DM Reward.
Character Rewards See the Adventurers League Dungeon Master’s Guide
for more information.
The characters earn the following rewards:
Advancement
A character participating in this adventure gains one
level. Players must tick the box to show this reward
has been claimed.

Optional: Declining Advancement


Each player can decline advancement if they so choose; this
has its benefits. It is possible for a character to advance
outside of an adventure’s level range, meaning that they’d be
unable to play an adventure as planned. Similarly, advancing
too quickly means that a character won’t earn as much gold
as their peers.
Conversely, remind them that the amount of gold that
their characters can earn per level is limited; characters
declining advancement might reach a point where they no
longer earn gold.

Gold
DM’s may award gold within the minimums and
maximums listed below at their discretion. The
values listed below represent the total gp value of all
treasure for the table, not per character.
Tier GP Minimum per Level GP Maximum per Level
1 100 gp 500 gp
2 1000 gp 5000 gp
3 10,000 gp 50,000 gp
4 50,000 gp 100,000 gp
Magic Item(s)
If found during the adventure, the characters can
keep the following magic items; these items are
described in Appendix E:
● Shadowfell Brand Tattoo
● Potion of Invulnerability
● Potion of Resistance-Psychic

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 21
Dramatis Personae & Locales
The following NPCs and locations feature
prominently in this adventure. ● Halaedra Kren (Huh-LAY-Druh KREN)
The tharchion of Gauros is a second-generation
NPCs politician and a Red Wizard. She is a natural
strategist and studied abjurer. The opulence of
● Essendra Ashar (ess-SEND-druh ASH-arr). governance funds her fascination with
Essendra Ashar is Captain in the Derlusk Watch. amalgamation and Far Realm knowledge &
She is a seasoned veteran-cunning and charismatic objects. She accentuates her beauty through her
in every way. the captain is an expert in facial aberrant graft.
subterfuge and the use of magics of utility. Like What They Want. Halaedra Kren demonstrates to
others, she is shocked by recent events. her master that she is her ancestor’s superior. She
What They Want: Ashar wants to learn all she can delights in showcasing her army’s might. Kren
about the invading army and needs volunteers to hopes to someday lead Szass Tamm’s armies and
reconnoiter the camp. Every bit of information is ascend to the rank of zulkir.
valuable and can be important in dealing with the Conned-fidence. Blinded by arrogance and
threat at Derlusk. ambition, the tharchion believes that her ingenuity
I, Spy. The long-time officer has become so by not and strategies are unmatched. Kren often
taking too many risks. She knows that the Derlusk dismisses concerns until the consequences of
Watch is no match for this strange army and uses ignoring them become more dire.
anything she gets from the heroes to give allies the
upper hand in Derlusk.

● Vim Gorestar (VIHM) Locations


This middle aged, rugged, dark-haired and bearded
● Splondar. This small place of many trees and
crooner is the motley mixture of brewmaster and
garden stands in the heart of a cluster of goat and
bard. He is the owner of The Sadden Seagull
sheep farms. It is easily recognized by a floating
Brewery, Splondar’s only local brewing house. He
earthmote floating about forty feet off the ground
is clearly rattled by the strange invaders.
and a tangled stand of trees just west of the
What They Want. When the shock wore off, Vim
village. The village hosts an annual Harvestide
rushed to save the one thing she cares about more
Festival which draws in visitors from the
than music-his ale. If he saves his beloved brew, he
surrounding regions. Local laborers, adventurers
may be able to gain renown from last year’s
and nobility alike come to sample the newest ales
festival.
concocted by regional brewmasters!
Sad Song. Vim is obsessed with redemption from
Last year’s Harvesttide Festival was foaming with
last year’s debacle. An ingredient in his Dark
controversy. A local ale submission was sabotaged,
Vespers Ale caused a violent frenzy among patrons
sweeping patrons in a berserker-like frenzy,
and townsfolk.
wreaking havok on property and people. It’s
brewer. Vim Gorestar, seeks retribution through
providing a new, natural brew and the performers
for this year’s celebration.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 22
Creature Statistics
Abjurer
Medium Humanoid (any race), any alignment
Armor Class 12 (15 with mage armor) Halaedra Kren, Tharchion of
Hit Points 84 (13d8+26) Gauros
Speed 30ft. The 2nd generation Thayan ruler has a mind for military
STR DEX CON INT WIS CHA strategy and natural acumen of the arcane. Her love of
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0) amalgamation and Far Realm discoveries manifested in the
Saving Throws Int +8 Wis +5 frightening army she leads and the Thayan warp circles that
Skills Arcana +8, History +8 transport them. She has the following adjustments:
Senses passive Perception 11 ● Morphic Grafts. Kren’s hand contains a psyche-linked
Languages any four languages graft, that upon command, morphs into a quarterstaff
Challenge 9 (5,000 XP) hewn of alien flesh and bone that deals psychic damage
Spellcasting. The abjurer is a 13th-level spellcaster. Its only.
spellcasting ability is Intelligence (spell save DC 16, +8 ● Drams. Kren implanted an alien abscess within her that
contains a magic-infused ichor, conferring temporary
to hit with spell attacks). The abjurer has the following
effects.
wizard spells prepared:
● Aberrant Graft. Kren’s greatest success is the graft of
spectator skin and eye stalks on one side of her face. The
Cantrips (at will): blade ward, dancing lights, mending, graft grants her truesight 60ft and immunity to psychic
message ray of frost. damage while she lives.
1st level (4 slots): alarm,* mage armor, * magic missile,
shield*
2nd level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell, *dispel magic, * fireball
4th level (3 slots): banishment, * stoneskin*
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability
7th level (1 slot): symbol, * teleport
*Abjuration spell of 1st-level or higher.
Arcane Ward. The abjurer has a magical ward that has
30 hit point. Whenever the abjurer takes damage, the
ward takes the damage instead. If the ward is reduced
to 0 hit points, the abjurer takes any remaining
damage. When the abjurer 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.
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach
5ft. one target. Hit:2 (1d6-1) bludgeoning damage, or
3 (1d8-1) bludgeoning damage if used with two
hands.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 23
Adult Oblex a short or long rest or until it benefits from the greater
Medium ooze, lawful evil restoration or heal spell. Constructs, oozes, plants, and
Armor Class 14 undead succeed on the save automatically. While
Hit Points 75 (10d8 + 30) memory drained, the target must roll a d4 and sub-
Speed 20 ft. tract the number rolled from any ability check or
STR DEX CON INT WIS CHA attack roll it makes. Each time the target is memory
8 (-1) 19 (+4) 16 (+3) 19 (+4) 12 (+1) 5 (-2) drained beyond the first, the die size increases by one:
Saving Throws Int +7, Cha +5 the d4 becomes a d6, the d6 becomes a d8, and so on
Skills Deception +5, Perception +4, plus one of the until the die becomes a d20, at which point the target
following: Arcana +7, History +7, Nature +7, or Religion becomes unconscious for 1 hour. The effect then ends.
+7 When an oblex causes a target to become memory
Condition Immunities blinded, charmed, deafened, drained, the oblex learns all the languages the target
exhaustion, prone knows and gains all its proficiencies, except for any
Senses blindsight 60 ft. (blind beyond this distance), saving throw proficiencies.
passive Perception 14
Languages Common plus two more languages Far Realm Fungus
Challenge 5 (1,800 XP) This otherworldly ooze was gifted to Halaedra Kren by Szass
Amorphous. The oblex can move through a space as Tamm. The tharchion has magically-merged the otherworldy
ooze with monstrous molds, resulting in an innate talent to
narrow as 1 inch wide without squeezing.
release the magic-revealing spore cloud and a desire to
Aversion to Fire. If the oblex takes fire damage, it has
impersonate Kren and other Thayan caretakers with its
disadvantage on attack rolls and ability checks until Sulphorous Impersonation.
the end of its next turn.
Innate Spellcasting. The oblex's innate spellcasting
ability is Intelligence (spell save DC 15). It can innately
cast the following spells, requiring no components:
3/day each: charm person (as 5th-level spell), color
spray, detect thoughts, hold person (as 3rd-level
spell)
Sulfurous Impersonation. As a bonus action, the oblex
can extrude a piece of itself that assumes the
appearance of one Medium or smaller creature whose
memories it has stolen.
This simulacrum appears, feels, and sounds exactly like
the creature it impersonates, though it smells faintly
of sulfur. The oblex can impersonate 1d4 + 1 different
creatures, each one tethered to its body by a strand of
slime that can extend up to 120 feet away. For all
practical purposes, the simulacrum is the oblex,
meaning that the oblex occupies its space and the
simu-lacrum's space simultaneously. The slimy tether
is immune to damage, but it is severed if there is no
opening at least 1 inch wide between the oblex's main
body and the simulacrum. The simulacrum disappears
if the tether is severed.
Actions
Multiattack. The oblex makes one pseudopod attack
and uses Eat Memories.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
plus 5 (2d4) psy-chic damage.
Eat Memories. The oblex targets one creature it can
see within 5 feet of it. The target must succeed on a
DC 15 Wisdom saving throw or take 18 (4d8) psychic
damage and become memory drained until it finishes
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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 24
Archer Saving Throws Wis +5, Cha +5
Medium humanoid (any race), any alignment Skills Athletics +7. Deception +5, Intimidation +5
Armor Class 16 (Studded Leather) Senses passive Perception 12
Hit Points 75 (10d8 + 30) Languages any one language (usually Common)
Speed 30 ft. Challenge 8 (3,900 XP)
STR DEX CON INT WIS CHA Spellcasting. The blackguard is a 10th-level spellcaster.
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) Its spellcasting ability is Charisma (spell save DC 13, +5
Skills Acrobatics +6, Perception +5 to hit with spell attacks). It has the following paladin
Senses passive Perception 15 spells prepared:
Languages Any one language (usually Common)
Challenge 3 (700 XP) 1st-level (4 slots): command, protection from evil and
Archers Eye (3/day). As a bonus action, the archer can good, thunderous smite
add 1d10 to its next attack or damage roll with a 2nd-level (3 slots): branding smite, find steed
longbow or shortbow. 3rd-level (2 slots): blinding smite, dispel magic
Actions Actions
Multi-attack. The archer makes two melee attacks with Multiattack. The blackguard makes three attacks with
its longbow. its glaive or its shortbow.
Shortword. Melee Weapon Attack: +6 to hit, reach 5ft., Glaive. Melee Weapon Attack: +7 to hit, reach 10ft.,
one target. Hit: 7 (1d6+4) piercing damage. one target. Hit: 9 (1d10+4) slashing damage
Longbow. Ranged Weapon Attack: +6 to hit, range Shortbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft. One target. Hit: 8 (1d8+4) piercing damage. 80/320 ft., one target. Hit: 5 (1d6 +2) piercing damage.
Dreadful Aspect (Recharges after a Short or Long
Warped Beings and Strange Rest). The blackguard exudes magical menace. Each
Weapons enemy within 30 feet of the blackguard must succeed
The archers are an amalgamation of Far Realm organisms and
on a DC 13 Wisdom saving throw of be rightened for 1
Thayan experiments; a visage of mottled, tentacled flesh, minute. If a frightened target ends its turn more than
stitches and molted armor scraps. They have these 30 ft. away from the blackguard, the target can repeat
modifications: the saving throw, ending the effect on itself on a
Their creature type is aberration. success.
Morphic Grafts. Within the creature arms are experimental
psyche-linked grafts, that upon command, undulate, twist
and morph into weapons formed of bone and sinew! This
Warped Beings and Strange
creature’s weapons (under Actions heading) deal psychic Weapons
damage only. The blackguard is an amalgamation of Far Realm organisms
Drams. Tharchion Kren has implanted aberration-like and Thayan experiments; a visage of mottled, tentacled flesh,
abscesses within each creature that discharges a magic- stitches and molted armor scraps. They have these
infused ichor, conferring a variety of temporary effects to modifications:
its recipient. Their creature type is aberration.
Ovaloid Oculus. One of the creature's eyes has been replaced Morphic Grafts. Within the creature arms are experimental
with a red ovaloid stone, that emits a scanning light beam psyche-linked grafts, that upon command, undulate, twist
on an enemy within line-of-sight, revealing its enemy’s AC and morph into weapons formed of bone and sinew! This
and hp. A removed stone is valuable. Its function cannot creature’s weapons (under Actions heading) deal psychic
be replicated. damage only.
Drams. Tharchion Kren has implanted aberration/alien-like
abscesses within each creature that discharges a magic-
Blackguard infused ichor, conferring a variety of temporary effects to
Medium humanoid, (any race), any non-good its recipient.
alignment Ovaloid Oculus. One of creature’s eyes has been replaced
Armor Class 18 (plate) with a red ovaloid stone, that emits a scanning light beam
Hit Points 153 (18d8 +72) on an enemy within line-of-sight, revealing its AC and HP.
A removed stone is valuable. Its function cannot be
Speed 30 ft.
replicated.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 25
Champion Commoner
Medium humanoid, (any race), any alignment Medium humanoid, any race, any alignment
Armor Class 18 (plate) Armor Class 10
Hit Points 143 (22d8 +44) Hit Points 4
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Saving Throws Str +9, Con +6 Senses passive Perception 10
Skills Athletics +9, Intimidation +5, Perception +6 Languages any one language (usually Common)
Senses passive Perception 16 Challenge 0 (10 XP)
Languages any one language (usually Common) Actions
Challenge 9 (5,000 XP)
Club. Melee Weapon Attack: +2 to hit, reach 5ft., one
Indomitable(2/day). The champion rerolls a failed target. Hit: 2 (1d4) bludgeoning damage.
saving throw.
Second Wind (Recharges after a Short or Long Rest).
As a bonus action, the champion can regain 20 hit
points. Druid
Actions Medium Humanoid (any race), any alignment
Armor Class 11 (16 with Barkskin)
Multiattack. The champion makes three attacks with
Hit Points 27 (5d8+5)
its greatsword or its shortbow.
Speed 30 ft.
Greatsword. Melee Weapon Attack: +9 to hit, reach
STR DEX CON INT WIS CHA
5ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
(2d6) slashing damage if the champion has more than
Skills Medicine +4, Nature +4, Perception +4
half of its total hit points remaining.
Senses passive Perception 14
Light Crossbow. Ranged Weapon Attack: +6 to hit,
Languages Druidic plus any two other languages
range 80/320 ft., Hit: 6 (1d8+2) piercing damage, plus 7
Challenge 2 (450 XP)
(2d6) piercing damage if the champion has more than
half of its total hit points missing. Spellcasting. The druid is a 4th-level caster. Its
spellcasting ability is Wisdom (spell Save DC 12, +4 to
Warped Beings and Strange hit with soell attacks). It has the following spells
prepared:
Weapons
Cantrips (at will): druidcraft, produce flame, shillelagh
The champion is an amalgamation of Far Realm organisms
1st-level (4 slots): entangle, longstrider, speak with
and Thayan experiments; a visage of mottled, tentacled flesh,
stitches and molted armor scraps. They have these
animals, thunderwave
modifications: 2nd-level (3 slots): animal messenger, barkskin
Their creature type is aberration. Actions
Morphic Grafts. Within the creature arms are experimental Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit
psyche-linked grafts, that upon command, undulate, twist with shillelagh). reach 5ft. one target. Hit 3 (1d6)
and morph into weapons formed of bone and sinew! This bludgeoning damage, or 4 (1d8) bludgeoning with
creature’s weapons (under Actions heading) deal psychic
shillelagh of if wielded with two hand.
damage only.
Drams. Tharchion Kren has implanted aberration/alien-like
abscesses within each creature that discharges a magic-
infused ichor, conferring a variety of temporary effects to
its recipient.
Ovaloid Oculus. One of the creature’s eyes has been replaced
with a red ovaloid stone that emits a scanning light beam
on an enemy within line-of-sight, revealing its enemies AC
and HP. A removed stone is valuable. Its function cannot
be replicated.

Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK1-01 -- Autumn Burns Red Ver. 1.1 26
Gauth Actions
Medium aberration, lawful evil Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one
Armor Class 15 (natural armor) target. Hit: 9 (2d8) piercing damage.
Hit Points 67 (9d8+27) Eye Rays. The gauth shoots three of the following
Speed 0ft., fly 20 ft. (hover) magical eye rays at random (reroll duplicates),
STR DEX CON INT WIS CHA choosing one of three targets it can see within 120 feet
10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) of it.
Saving Throws Int +5, Wis +5, Cha +4 1. Devour Magic Ray. The targeted creature must
Skills Perception +5 succeed a DC 14 Dexterity saving throw or have one of
Condition Immunities Prone its magic items lose all magical properties until the
Senses darkvision 120 ft., passive Perception 15 start of the gauth’s next turn. If the object is a charged
Languages Deep Speech, Undercommon item, it also loses 1d4 charges. Determine the affected
Challenge 6 (2,300 XP) item randomly, ignoring single use items such as
Stunning Gaze. When a creature that can see the potions and scrolls.
gauth’s central eye starts its turn within 30 feet of the 2. Evervation Ray. The targeted creature must make a
gauth, the guath can force it to make a DC 14 Wisdom DC 14 Constitution saving throw, taking 18 (4d8)
saving throw if the guath isn’t incapacitated and can necrotic damage on a failed save, or half as much
see the creature. A creature that fails the save is damage on a successful one.
stunned until the start of its next turn. Unless 3. Pushing Ray. The targeted creature must succeed on
surprised. A creature can avert its eyes at the start of a DC DC 14 Strength saving throw or be ushed up to 15
its turn to avoid the saving throw. If the creature does feet directly away from the gauth and have its speed
so, it can’t see the gauth until the start of its net turn. halved until the start of the gauth’s next turn.
When it can avert its eyes again. If the creature looks 4. Fire Ray. The targeted creature must succeed a DC
at the gauth in the meantime it must immediately 14 Dexterity saving throw of take 22 (4d10) fire
make the save. damage.
Death Throes. When the gauth dies. The magical 5. Paralyzing Ray. The targeted creature must succeed
energy within it explodes, and each creatures within on a DC 14 Constitution saving throwor be paralyzed
10 feet of it must make a DC 14 Dexterity saving for 1 minute. The target can repeat the save throw at
throw, taking 13 (3d8) force damage on a failed save, the end of each of its turns, ending the effect on a
or half as much damage on a successful one. success.
6. Sleep Ray. The targeted creature must succeed on a
DC 14 Wisdom saving throw or fall asleep and remain
unconscious for 1 minute. The target awakens if it
takes damage or another creature takes an action to
awake it.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 27
Giant Octopus Gibbering Mouther
Large beast, unaligned Medium Aberration, Neutral
Armor Class 11 Armor Class 9
Hit Points 52 (8d10 +8) Hit Points 67 (9d8 +27)
Speed 10ft., swim 60ft Speed 10 ft., swim 10ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3) 10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)
Skills Perception +4, Stealth +5 Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 10
Languages --- Languages ---
Challenge 1 (200 XP) Challenge 2 (450 XP)
Hold Breath. While out of water, the octopus can hold Aberrant Ground. The ground in a 10-foot radius
its breath for one hour. around the mouther is dough like difficult terrain. Each
Underwater Camouflage. The octopus has advantage creature that starts its turn in that area must succeed
on Dexterity on a DC 10 Strength saving throw or have its speed
(Stealth) checks made while underwater. reduced to 0 until the start of its next turn.
Water Breathing. The octopus can only breath Gibbering. The mouther babbles incoherently while it
underwater. can see any creature that isn’t capacitated. Each
Actions creature that starts its turn within 20ft of the mouther
Tentacles. Melee Weapon Attack: +5 to hit, reach 15ft, and can hear the gibbering must succeed on a DC 10
one target. Hit: 10 (2d6+3) bludgeoning damage. If the Wisdom saving throw. On a failure, the creature can’t
target is a creature, it is grappled (escape DC 16). Until take reactions until the start of their next turn and rolls
the grapple ends, the target is restrained, and the a d8 to determine what it does during its turn. On a 1
octopus can’t use its tentacles on another target. to 4, the creature does nothing. On a 5 or 6 the
Ink Cloud (Recharges after a Short or Long Rest). A 20 creature takes no action or bonus action and uses all of
foot radius cloud of ink extends all around the octopus its movement to move in a random direction. On a 7 or
if it is underwater. The area is heavily obscured for 1 8, the creature must make a melee attack against a
minute, although a significant current can disperse the randomly determined creature within its reach or does
ink. After releasing the ink, the octopus can use the nothing if it cannot make the attack.
Dash action as a bonus action. Actions
Multiattack. The gibbering mouther makes one bite
Tendril Organism attack, and if it can, uses it Blinding Spittle.
These orb-shaped creatures were gifted to Halaedra Kren by Bites. Melee Weapon Attack. +2 to hit, reach 5 ft., one
Szass Tamm for loyal service. The tharchion nurtured the creature. Hit: 17 (5d6) piercing damage. If the target is
alleged Far-Realm specimens to maturity and instilled Medium or smaller, it must succeed on a DC 10
unfettered loyalty in them. These creatures have the Strength saving throw or be knocked prone. If the
following modifications: target is killed by the damage, it is absorbed into the
Their creature type is aberration. monster.
Replace swim speed 60ft. with fly speed 60ft.
Blinding Spittle (Recharge 5-6). The mouther spits a
Remove Hold Breath and Water Breathing attributes
Describe the Ink Cloud as an, “opaque, nebulous miasma of chemical glob at a point it can see within 15 ft. of it.
endless dark space, interspersed with stars and despair”. The glob explodes in a flash of light on impact. Each
creature within 5 feet of the flash must succeed on a
DC 13 Dexterity saving throw or be blinded until the
end of the mouther’s next turn.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 28
Helmed Horror
Medium construct, neutral
Armor Class 20 (plate, shield) Warped Beings and Strange
Hit Points 60 (8d8 +24) Weapons
Speed 30ft. fly 30 ft. The helmed horrors are an amalgamation of Far Realm
STR DEX CON INT WIS CHA organisms and Thayan experiments; a visage of mottled,
18 (+4) 13 (+1) 16 (+2) 10 (+0) 10 (+0) 10 (+0) tentacled flesh, stitches and molted armor scraps. They have
Skills Perception +4 these modifications:
Damage Resistances bludgeoning, piercing and Their creature type is aberration.
slashing from non-magical weapons Morphic Grafts. Within the creature arms are experimental
Damage Immunities force, necrotic, poison psyche-linked grafts, that upon command, undulate, twist
Condition Immunities blinded, charmed, deafened, and morph into weapons formed of bone and sinew! This
creature’s weapons (under Actions heading) deal psychic
frightened, paralyzed, petrified, poisoned, stunned
damage only.
Senses blindsight 60ft. (bind beyond this radius), Drams. Tharchion Kren has implanted aberration/alien-like
passive Perception 14 abscesses within each creature that discharges a magic-
Languages understands the language of its creator but infused ichor, conferring a variety of temporary effects to
can’t speak its recipient.
Challenge 4 (1,100 XP) Ovaloid Oculus. One of creature’s eyes has been replaced
Magic Resistance. The helmed horror has advantage to with a red ovaloid stone, that emits a scanning light beam
on an enemy within line-of-sight, revealing its enemy’s AC
saving throws against spells and other magical effects.
and HP. A removed stone is valuable. Its function cannot
Spell Immunity. The helmed horror is immune to three be replicated.
spells chosen by its creator. Typical immunities include Modified Spell Immunity. Halaedra Kren’s experimentations
fireball, heat metal and lightning bolt. have imbued these helmed horrors with immunity to
Actions Banishment, Dissonant Whispers and Fireball spells.
Multiattack. The helmed horror makes two longsword Shield of Eyes. The helmed horrors shields are covered in an
attack. alien growth of eyes and eyestalks of differing sizes. The
eyes and eyestalks crumble into dust when the helmed
Longsword. Melee Weapon Attack: +6 to hit, reach
horror is defeated or the shield is separated from them.
5ft., one target. Hit: 8 (1d8+4) slashing damage, or 9
(1d10 +4) slashing damage if used with two hands.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 29
Knight Living Demiplane
Medium humanoid, any race, any alignment Medium construct, unaligned
Armor Class 18 (plate) Armor Class 10
Hit Points 52 (8d8 +16) Hit Points 31 (7d8)
Speed 30 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+1) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 1 (-5) 10 (+0) 10 (+0) 1 (-5) 10 (+0) 1 (-5)
Saving Throws Con +4 Wis +2 Damage Immunities poison
Senses passive Perception 10 Condition Immunities blinded, deafened, charmed,
Languages any one language (usually Common) exhaustion, frightened, grappled, paralyzed, petrified,
Challenge 3 (700 XP) poisoned, prone restrained, stunned, unconscious
Brave. The knight has advantage on saving throws Senses darkvision 60 ft., passive Percetion 10
against being frightened. Languages ---
● Actions Challenge 0 (10 XP) Proficiency Bonus +2
Multiattack. The knight makes two melee attacks. Dimensional Form. The living demiplane can enter
Greatsword. Melee Weapon Attack. +5 to hit, reach another creature’s space and vice-versa, and it can
5ft., one target. Hit: 10 (2d6+3) slashing damage. move through a space as narrow as 1 inch wide
Heavy Crossbow. Ranged Weapon Attack. +2 to hit, without squeezing. The living spell can’t detach from a
range 100/400ft., one target. Hit: 5 (1d10) piercing solid surface, such as a wall ceiling or floor. If it has no
damage. surface to attach to the living spell is destroyed (see
Leadership (Recharges after a Short of Long Rest). For “Planar Destruction” below).
1 minute, the knight can utter a special command or Extradimensional Chamber. When the living spell
warning whenever a non-hostile creature that it can enters another creature’s space (or vice versa) for the
see within 30 feet of it makes an attack roll or a saving first time on a turn, the other creature must succeed
throw. The creature can add a d4 to its roll provided it on a DC 10 Dexterity saving throw or be pulled into the
can hear and understand the knight. A creature can living spell’s extradimensional space, an unfurnished
benefit from only one Leadership die at a time. This stone chamber 30 feet in every dimension. A creature
effect ends if the knight is incapacitated. too big to fit in this space succeeds on the saving throw
automatically. Creatures in the chamber never run out
Warped Beings and Strange of breathable air. Magic that enables transit between
the planes, such as plane shift, can be used to escape
Weapons
the chamber, which has not exits otherwise.
The knights are an amalgamation of Far Realm organisms and
Creatures trapped inside the extradimensional
Thayan experiments; a visage of mottled, tentacled flesh,
stitches and molted armor scraps. They have these chamber can’t see, target or deal damage to the living
modifications: spell; however, they can damage the room around
Their creature type is aberration. them. Each 5-foot-square-section of the floor, wall and
Morphic Grafts. Within the creature arms are experimental ceiling in the chamber has an C 157, 50 hit point,
psyche-linked grafts, that upon command, undulate, twist immunity to bludgeoning, piercing, and slashing
and morph into weapons formed of bone and sinew! This damage that is nonmagical. If any section is reduced to
creature’s weapons (under Actions heading) deal psychic 0 hit points, the living spell and its chamber are
damage only. destroyed (see “Planar Destruction” below).
Drams. Tharchion Kren has implanted aberration/alien-like
Magic Resistance. The living spell has advantage on
abscesses within each creature that discharges a magic-
infused ichor, conferring a variety of temporary effects to saving throws against spells and other magical effects.
its recipient.
Ovaloid Oculus. One of the creature's eyes has been replaced
with a red ovaloid stone that emits a scanning light beam
on an enemy within line-of-sight, revealing its enemy’s AC
and HP. A removed stone is valuable. Its function cannot
be replicated.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 30
Planar Destruction. The living spell is destroyed when Peryton
it or a 5-foot-square section of its extradimensional Medium monstrosity, chaotic evil
chamber is reduced to 0 hit points, or when the living Armor Class 13 (natural armor)
spell has no surface to attach to. When the living spell Hit Points 33 (6d8+6)
is destroyed, the contents of its extradimensional Speed 20ft., fly 60 ft.
chamber as expelled, appearing as close to the living STR DEX CON INT WIS CHA
spell’s previous location as possible. Each expelled 16 (+3) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0)
creature appears in a randomly determined Skills Perception +5
unoccupied space, along with whatever it is wearing or Damage Resistances bludgeoning, piercing and
carrying. slashing from nonmagical weapons
Senses passive Perception 15
Thayan Warp Circles Languages understands Common and Elvish but can’t
These living demiplanes are Tharchion Kren’s successful, but speak
unstable fusion of Far Realm planar energy and conjuration Challenge 2 (450 XP)
magic. When not serving as teleportation circle spell foci to
Dive Attack. If the peryton is flying and dives at least
the Thayan Doomvault (See ‘Dead in Thay’, from Tales from
30 feet straight towards a target and then hits it with a
the Yawning Portal) the constructs serve as pens for her
warped creatures. melee weapon attack, the attack deals an extra 9 (2d8)
damage to the target.
Flyby. The peryton does not provoke an opportunity
Oblex Spawn attack when it flies out of an enemy’s reach.
Tiny ooze, Lawful Evil Keen Sight and Smell. The peryton has advantage on
Armor Class 13 Wisdom (Perception) checks that rely on sight and
Hit points 18 (4d4+8) smell.
Speed 20ft. Actions
STR DEX CON INT WIS CHA Multiattack. The peryton makes one gore attack and
8 (-1) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 10 (+0) one talon attack.
Saving Throws Int +4, Cha +2 Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Conditions Immunities blinded, charmed, deafened, target. Hit: 7 (1d8+3) piercing damage.
exhaustion, prone Talons. Melee Weapon Attack: +5 to hit, reach 5ft., one
Senses Blindsight 60 ft. (blind beyond this distance) target. Hit: 8 (2d4+3) piercing damage.
Passive Perception 12
Languages ---
Challenge 1/4 (50 XP)
Amorphous. The oblex can move through a space as
narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage it has
disadvantage to attack rolls and ability checks until the
end of its next turn.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 5 (1d4+3) bludgeoning damage
plus 2 (1d4) psychic damage.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 31
Purple Wormling enemy’s AC and HP. If removed from its mouth they might
Large monstrosity, unaligned be sold; however, its function cannot be replicated.
Armor Class 12 (natural armor)
Hit Points 42 (5d10+15)
Speed 20ft.
STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)
Senses Blindsight 30ft., Tremorsense 30ft.
Languages ---
Challenge 2 (450XP)
Actions
Multiattack. The wormling makes two attacks: one
with its bite and one with its stingers.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 7 (1d8+3) piercing damage, and if the target
is a small or smaller creature it must succeed on DC 13
Dexterity saving throw or be swallowed by the
wormling. A swallowed creature is blinded and
restrained, it has total cover against attacks and other
effects outside of the wormling, and it takes 3 (1d6)
acid damage at the start of each of the wormling’s
turns.
If the wormling takes 10 damage or more on a single
turn from a creature inside it, the wormling must
succeed DC 21 Constitution saving throw at the end of
that turn or regurgitate all swallowed creature, which
fall prone in a space within 10 feet of the wormling. If
the wormling dies a swallowed creature is no longer
restrained by it and can escape from the corpse by
using 5 feet of movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +5 to hit, reach
5ft.., one creature. Hit: 5 (1d4+3) piercing damage, and
the target must make a DC 13 Constitution saving
throw. Taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.

Warped Beings and Strange


Weapons
The purple wormlings are an amalgamation of Far Realm
organisms and Thayan experiments; a visage of mottled,
tentacled flesh, stitches and molted armor scraps. They have
these modifications:
Their creature type is aberration. The understand Common.
Morphic Grafts. The creature’s stinger is embedded with
experimental psyche-linked spurs! This creature’s stinger
deals psychic damage, but its poison damage remains
unchanged.
Drams. Tharchion Kren has implanted aberration/alien-like
abscesses within each creature that discharges a magic-
infused ichor, conferring a variety of temporary effects to
its recipient.
Ovaloid Mandibles. Several of the monster’s teeth are
replaced with red ovaloid stones that emit scanning light
beams upon an enemy within line-of-sight, revealing its

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 32
Spectator Swarm of Poisonous Snakes
Medium aberration, lawful neutral Medium swarm of tiny beasts, unaligned
Armor Class 14 (natural armor) Armor Class 14
Hit Points 39 (6d8 + 12) Hit Points 36 (8d8)
Speed 0 ft., fly 30ft. (hover) Speed 30 ft., swim 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)
Skills Perception +6 Damage Resistances bludgeoning, piercing, slashing
Condition Immunities prone Conditions Immunities charmed, frightening, paralyzed,
Senses Darkvision 120 ft., passive Perception 16 petrified, prone, restrained, stunned
Languages Deep Speech, Undercommon, Senses blindsight 10ft., passive Perception 10
Telepathy 120 ft. Languages ---
Challenge 3 (700 XP) Challenge 2 (450 XP)
● Actions Swarm. The swarm can occupy another creature’s
Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one space and vice versa, and the swarm can move through
target. Hit: 2 (1d6-1) piercing damage. any opening large enough for a Tiny snake. The swarm
Eye Rays. The spectator shoots up to two of the can’t regain hit points or gain temporary hit points.
following magical eye rays at one or two creatures it Actions
can see within 90 feet of it. It can use each ray only Bites. Melee Weapon Attack: +6 to hit, reach 0ft., one
once on a turn. creature’s in the swarm’s space. Hit: 7 (2d6) piercing
1. Confusion Ray. The target must succeed on a DC damage, or 3 (1d6) piercing damage if the swarm has
13 Wisdom saving throw of it can’t take reactions until half of its hit points or fewer. The target must make a
the end of its next turn. On its turn the target can’t DC 10 Constitution saving throw taking 14 (4d6) poison
move, and it uses irs action to make a melee or ranged damage on a failed save, or half as much damage on a
attack against a randomly determine creature within successful one.
range. If the target can’t attack, it does nothing on its
turn. Spawn of Kyuss
2. Paralyzing Ray. The target must succeed on a DC Medium undead, chaotic evil
13 Constitution saving throw or be paralyzed from 1 Armor Class 10
minute. The target can repeat the saving throw at the Hit Points 76 (9d8 + 36)
end of its turn, ending the effect on itself on a success. Speed 30ft.
3. Fear Ray. The target must succeed on a DC 13 STR DEX CON INT WIS CHA
Wisdom saving throw pr be frightened for 1 minute. 16 (+3) 11 (+0) 18 (+4) 5 (-3) 7 (-2) 3 (-4)
The target can repeat the saving throw at the end of Saving Throws WIS +1
each of its turns, with disadvantage if the spectator is Damage Immunities poison
visible by the target, ending the effect on itself on a Conditions Immunities exhaustion, poisoned
success. Senses Darkvision 60ft., passive Perception 8
4. Wounding Ray. The target must succeed on a DC Languages understands the languages it knew in life
13 Constitution saving throw, taking 16 (3d10) necrotic but can’t speak
damage on a failed save, or half as much damage on a Challenge 5 (1,800 XP)
success. Regeneration. The spawn of Kyuss regains 10 hit points
Create Food and Water. The spectator magically at the start of its turn if it has at least 1 hit point and
creates enough food and water to sustain itself for 24 isn’t in sunlight of a body of running water. If the
hours. spawn takes acid, fire or radiant damage, this trait
Reactions doesn’t function at the start of the spawn’s next turn.
Spell Reflection. If the spectator makes a successful The spawn is destroyed only if it starts it’s turn with 0
saving throw against a spell, or a spell attack misses, hit points and doesn’t regenerate.
the spectator can choose another creature (including
the spellcaster) it can see within 30 feet of it. The spell
targets the chosen creature instead of the spectator. If
the spell forced a saving throw, the chosen creature
makes its own save. If the spell was an attack, the
attack roll is rerolled against the chosen creature.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 33
Worms. If the spawn of Kyuss is targeted by an effect Thayan Apprentice
that causes disease or removes a curse, all the worms Medium humanoid (human), any non-good alignment
infesting it wither away and it loses it Burrowing Armor Class 12 (15 with mage armor)
Worm action. Hit Points 27 (5d8+5)
Actions Speed 30 ft.
Multiattack. The spawn of Kyuss makes two attacks STR DEX CON INT WIS CHA
with its claws and uses Burrowing Worm. 10 (+0) 14 (+2) 12 (+1) 15 (+2) 13 (+1) 11 (+0)
Burrowing Worm. A worm launches from the spawn Skills Arcana +5
of Kyuss at one humanoid that the spawn can see Senses passive Perception 11
within 10 feet of it. The worm latches onto the target’s Languages Common, Thayan
skin unless the target succeeds on a DC 11 Dexterity Challenge 2 (450XP)
saving throw. The worm is a Tiny undead with AC 6, 1 Doomvault Devotion. Within the Doomvault, the
hit poin, a 2 (-4) in every ability score and a speed of 1 apprentice has advantage on saving throws against
foot. While on the target’s skin, the worm can be killed being charmed or frightened.
by normal means or scraped off using an action (the Spellcasting. The apprentice is a 4th-level spellcaster.
spawn can use this action to launch a scraped off It’s spellcasting ability is Intelligence (spell save DC 12,
worm at a humanoid it can see within 10 feet of the +4 to hit with spell attacks). It has the following wizard
worm. Otherwise, the worm burrows under the spells prepared:
targets skin at the end of the targets next tur, dealing Cantrips (at will): fire bolt, mage hand, prestidigitation,
1 piercing damage to it. At the end of each of its turns shocking grasp.
thereafter, the target takes 7 (2d6) necrotic damage 1st level (4 slots): burning hands, detect magic, mage
per worm infesting it (maximum of 10d6). A worm- armor, shield
infested target dies if it drops to 0 hit points, then rises 2nd Level (3 slots): blur, scorching ray
10 minutes later as a spawn of Kyuss. If a worm- Actions
infested creature is targeted by an effect that cures Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., or
disease or removes a curse, all of the worms infesting range 20/60ft., one target. Hit: 4 (1d4+2) piercing
it wither away. damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) Thayan Warrior
necrotic damage.
Medium humanoid (human), any non-good alignment
Armor Class (chain shirt, shield)
Warped Beings and Strange Hit Points 52 (8d8 + 16)
Weapons Speed 30 ft.
These Spawn of Kyuss are an amalgamation of Far Realm STR DEX CON INT WIS CHA
organisms and Thayan experiments; a visage of mottled, 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 11 (+0)
tentacled flesh, stitches and molted armor scraps. They have
Skills Perception +2
these modifications:
Their creature type is aberration.
Senses passive Perception 12
Drams. Tharchion Kren has implanted aberration/alien-like Languages Common, Thayan
abscesses within each creature that discharges a magic- Challenge 2 (450 XP)
infused ichor, conferring a variety of temporary effects to Doomvault Devotion. Within the Doomvault, the
its recipient. warrior has advantage on saving throws against being
Ovaloid Oculus. One of the creature's eyes has been replaced charmed or frightened.
with a red ovaloid stone that emits a scanning light beam
Pack Tactics. The warrior has advantage on an attack
on an enemy within line-of-sight, revealing its enemy’s AC
roll against a creature if at least one of the warrior’s
and hp. A removed stone is valuable. Its function cannot
be replicated. allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Multiattack. The warrior makes two attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 7 (1d8+3) slashing damage, or 8
(1d10 +3) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft., range 30/120ft., one target. Hit: 6 (1d6+3)
piercing damage.
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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 34
Veteran
WARPED BEINGS AND STRANGE WEAPONS Medium humanoid (any race), any alignment
The Thayan Warriors are an amalgamation of Far Realm Armor Class 17 (splint)
organisms and Thayan experiments; a visage of mottled,
tentacled flesh, stitches and molted armor scraps. They have
Hit Points 58 (9d8 + 18)
these modifications. Speed 30 ft.
Their creature type is aberration. STR DEX CON INT WIS CHA
Morphic Grafts. Within the creature arms are experimental 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+1) 10 (+0)
psyche-linked grafts, that upon command, undulate, twist Skills Athletics +5, Perception +2
and morph into weapons formed of bone and sinew! This Senses passive Perception 12
creature’s weapons (under Actions heading) deal psychic Languages any one languages (usually Common)
damage only.
Challenge 3 (700XP)
Drams. Tharchion Kren has implanted aberration/alien-like
abscesses within each creature that discharges a magic- Actions
infused ichor, conferring a variety of temporary effects to Multiattack. The veteran makes two longsword
its recipient. attacks. If it has a shortsword drawn, it can also make a
Ovaloid Oculus. One of the creature's eyes has been replaced shortsword attack.
with a red ovaloid stone that emits a scanning light beam Longsword. Melee Weapon Attack: +5 to hit, reach
on an enemy within line-of-sight, revealing its enemy’s AC
5ft., one target. Hit: 7 (1d8+3) slashing damage or 8
and hp. A removed stone is valuable. Its function cannot
be replicated. (1d10 +3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.

WARPED BEINGS AND STRANGE WEAPONS


The veterans are an amalgamation of Far Realm organisms and
Thayan experiments; a visage of mottled, tentacled flesh,
stitches and molted armor scraps. They have these
modifications.
Their creature type is aberration.
Morphic Grafts. Within the creature arms are experimental
psyche-linked grafts, that upon command, undulate, twist
and morph into weapons formed of bone and sinew! This
creature’s weapons (under Actions heading) deal psychic
damage only.
Drams. Tharchion Kren has implanted aberration/alien-like
abscesses within each creature that discharges a magic-
infused ichor, conferring a variety of temporary effects to
its recipient.
Ovaloid Oculus. One of the creature's eyes has been replaced
with a red ovaloid stone, that emits a scanning light beam
on an enemy within line-of-sight, revealing its enemy’s AC
and hp. A removed stone is valuable. Its function cannot
be replicated.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 35
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Appendix B: Splondarren Harvest Festival

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 37
Appendix B: Warm Brew

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Appendix B: Where There’s a Well

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Appendix B: Map of Thayan Camp

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Appendix C: Hidden Items Table
This chart is from Chapter 4 of The Border Kingdoms. When a Hidden Item is found roll a d20 and consult the table:
1-Vial of Mysterious Liquid. An adult-human hand-sized on, looking to her right head of a unicorn painted on the
rectangular wooden-box containing an irregular-shaped, breastplate; the painting bears minor enchantments that
human-chest sized scrap of black linen around a cork- protect its surface from crazing or cracking and from stains
stoppered, wax-sealed, labeled glass vial of a scarlet colored if something strongly-hued is splashed over it, and that
liquid of unknown original. makes the eyes seem to follow anything that moves from
2-Frog Statuette. An ugly ceramic frog statuette about the side to side of the front of the painting, within 10 feet of it.
size of an adult human fist. A cork is jammed into a hole at 12- Wyvern figurine. A roughly-carved, figurine of a
its base leading into a cavity where a scrap of coarse-woven rampant, jaws agape and claws raised and open to menace,
hempen clot is wrapped around four steel coins, each snarling Wyvern, made of soapstone, about as large and tall
hailing from a nearby kingdom that was conquered four- as two adult human fists stacked atop each other.
hundred years prior. They are in pristine condition. 13-Iron birdcage. A birdcage made of black-anti-rust paint
3-Tarnished Tin Tray. A tarnished old tin serving tray. scrap Iron with a ring on one end by which it is affixed to 60
Affixed to the bottom side of it with glue is a folded running feet of finely-made-swivel-jointed chain. The
rectangle of Canvas (forming a protective envelope around birdcage appears to have be retrofitted to function like a
four old property deeds to plots of land in the vicinity makeshift lantern.
including the building it is found in). 14-Strange smelling vial. A small, black (opaque) glass
4-Jar of strange paste. A crumbling-rusty (reddish-brown, vial, glass stoppered and wax-scaled; contains the sour
extremely fragile) sallet helm, containing a wadded up old smelling remnant of some thick and viscous liquid.
dun-colored tunic, wrapped as wadding around a 3-inch- 15-Preserved tentacle. A cylindrical glass vial about 2 feet
diameter (‘hockey puck-shaped”) glass of some unknown long and 3 inches in diameter, with thick glass stoppers to
paste that smells faintly of honey. both ends sealed in place with copious black wax; the vial
5-Blood-stained knife. A blood-stained knife of fine make. contains a murky greenish liquid with much sediment in it,
It’s not really bloodstained; the dried flaking crimson and what appears to be a severed tentacle. It is; a
coating that look like dried old blood is actually a protective marinated Octopus Tentacle stolen from a fine eatery in
tarnish-not paint intended to keep the knifes silver-coating Ocampur in the mistaken belief that it was magical; still
from tarnishing; it has worked perfectly. edible thanks to the marinade and being sealed away from
6-Old Coins. A rotting, filthy old leather pouch (that may the air, but it is rather gooey.
split if given rough handling) that clinks if moved; it 16-4 doorknobs. A hempen sack contains 4 scraps of old
contains old coins of old Shiertalan and Tashalan minting. cloth, each wrapped around an ornate but well-worn, small
7-Inscribed Hand Mirror. A silvered metal hand mirror as human- fist-sized doorknob; they were all stolen from
large as an adult human hand, rectangular but with doors elsewhere.
rounded corner; on the non-reflective black surface words 17-Chain of 12 keys. A stout iron ring on which twelve
have been scratched: “Belongs to Damra Lathlo/Under the threaded twelve large iron keys (to cells or large doors), all
third tree/Beware: the nail is poisoned”. unlabeled.
8-Mummified hand. A small leather bag with a leather 18-Painted gorget. A dull brown-painted gorget (plate of
thong drawstring (tied tightly); inside a mummified human throat armor) affixed to a leather snap-latch-fastening
left-hand forefinger, in “straight” pose, with a six-pointed neckband; on the inside of the plate are two metal sheaths,
star tattoo on the fingertip; around it is wrapped a scrap of one that is empty and the other holding a key (to an
old parchment paper bearing the Common words: “Finger unknown door).
of the wizard Nandar/Needed for the Spell-Locked Door.” 19-Toy swordsman. A pierced wood-and-cord jumping jack
9-Thigh garter. An adjustable (buckle and row of tang- toy (faux [painted on] armored figure with a pull cord
holes) thigh garter (black leather strap with black lace trim) coming out of his head,; pull it and the jointed arms and legs
that has an empty row that looks like it could hold jerk), with a toy sword (whittled wooden weapon) that fits
lockpicks, but does hold two skeleton keys, and 3 small keys through a “handgrip” hole its hands, and a hole through the
(to coffers) is sewn on sheaths in its surface. center of its body; his back piece can be slid off, sideways, to
10-Intruiging Note. A rolled-up cutting of fine leather, reveal an empty cavity suitable for holding coins.
about a foot square, one side unfinished and blank. But on 20- Vial inside a jar. An old, dusty green-glass jar
the “dressed” side is burned the drawing of a distinct door, (handblown, dark green, translucent but hard to see
“row of three small panels top and bottom, with a large through) without a lid but stuffed full of an old scrap of
stone oval panel in the center, and the words, in Common:” leather, which is wadding wrapped around a cork-
Seek ye this door, but mind the traps”. stoppered, wax-sealed, unlabeled, and empty glass vial.
11- Rolled-up parchment. A large, hollow, dried-out
thighbone (from and ox or a large horse) with a rolled-up
parchment inside it: a well-done painting of an attractive
brunette woman in full coat-of-plate armor with the side-

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 41
Appendix D: Character Rewards
If found during the adventure, the characters can keep the following magic items; it’s suggested that you print off
enough copies of this page to be able to give one to each of your players (crossing off rewards they didn’t receive
during the session):

Balhannoth Flesh Fold (Shadowfell Experimental Dram No.1


Brand Tattoo) (Potion of Invulnerability)
Wondrous item (tattoo), rare (requires attunement)
Potion, rare
Produced by a special needle this magical tattoo is
For 1 minutes after you drink this potion, you have
dark in color and abstract.
resistance to all damage.
Tattoo Attunement. To attune to this item, you hold
A hand-sized, oval-shaped, alien-organism is riddled
the needle to your skin where you want the tattoo to
with -stubby tentacles. Underneath its otherworldly
appear, pressing the needed there throughout the
carapace is a cyst-like sac containing a mauve-
attunement process. When the attunement is
colored, syrupy substance. If ruptured, the abscess’
complete, the needle turns into the ink that becomes
ichor confers the potion’s effect.
the tattoo, which appears on the skin. If your
attunement to the tattoo ends, the tattoo vanishes,
and the needle reappears in your space.
Experimental Dram No. 2
(Potion of Resistance -Psychic)
Shadow Essence. You gain darkvision with a range
Potion, uncommon
of 60 feet, and you have advantage on Dexterity
(Stealth) checks. When you drink this potion, you gain resistance to
psychic damage for 1 hour.
Shadowy Defense. When you take damage, you can
use your reaction to become insubstantial for a This clear, liver-like organ was extracted from a
moment, halving the damage you take. creature whose name, if spoken, would hurl its
utterer's mind beyond the frayed ends of sanity.
The folded piece of leathery, gray-mottled Beyond its stitched-closed orifices, is a stardust-
aberration’s flesh is tied shut by a thin, desiccated filled gel that holds the potion’s effect.
tentacle. Upon its inner folds the words “For Thay”
are emblazoned into the skin in Deep Speech. Within
the folded skin is a 5-inch long, sharp, needle-like
bristle containing a purple-hued ink. While
activated, the image of a vast cosmic expanse strobes
in the user’s mind accompanied by the echoing
growl of an unspeakable Far Realm evil that
seemingly grows closer.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 42
Appendix E: A Sanguineous Gambit Outline
This appendix contains a brief outline of the A Sanguineous Gambit trilogy to provide Dungeon Masters an idea of
how NPCs, story awards, and plot elements carry throughout the adventure. Dungeons Masters will then have an
idea of which aspects of the adventure to focus on, and which aspects they may modify at their discretion, allowing
players to have a more consistent and cohesive experience between adventures and dungeon masters.

PO-BK1-01 AUTUMN BURNS RED


Szass Tamm, lich-lord ruler of Thay, orders Halaedra Kren, Tharchion of Gauros in Thay, to launch a military
campaign against key eastern trade-route towns in the Border Kingdoms. Szass Tamm provides Kren with
recovered Far Realm warped beings and strange weapons to use in her efforts. The army's mission is to march upon
the port city of Derlusk to lay siege to it. The warpath first takes the army through the village of Splondar, where an
annual harvest festival is currently taking place, which the characters are attending. The characters, quickly
realizing this battle cannot be won, retreat while saving as many festival goers as they can. They join forces with
Essendra Ashar, a captain of the Derlusk watch traveling through the area. With Essendra's help the characters
reconnoiter the Thayan camp then escort the survivors to Derlusk through a countryside teeming with Thayan
scouts.

PO-BK1-02 TRUST NO ONE


Having safely reach Derlusk, the characters must warn the city of the impending Thayan army. However, from their
reconnaissance the characters learned that the Thayans have infiltrated the Derlusk ruling Coinseats Council with
spies and assassins. Through investigation and intrigue the characters discover Councilor Troy Grove is actually a
monstrous agent of the Thayans. Afterward they find a council member they can trust and use them to approach the
Coinseats Council with evidence of the Thayan infiltration. The Thayan spies, knowing they are cornered, spring a
desperate ambush at the council meeting, hoping to cause enough destruction that it hamstrings the Derlusk
defense. The characters thwart the ambush and defeat the Thayan assasins. Because of these heroics, the Coinseats
Council heeds the characters' warnings and resolve to form a plan to stop the Thayan advance.

PO-BK01-03 RED MASKS


The Derlsuk Coinseats Council draws up a bold plan to stop the advancing Thayan army. Under a city-wide
evacuation order, citizens begin fleeing by ship. Meanwhile, tasked with finding capable volunteers for the Derlusk
army, the characters locate and recruit five additional adventurers or soldiers to act as a diversionary force. As the
desperate defense force marches forward, the characters help keep up morale as well as well as deal with Thayan
advance scouts. Finally, in a dangerous gamble, the characters, again with the assistance of Captain Essendra Ashar
of the Derlusk watch, travel behind enemy lines and strike at Halaedra Kren and the rest of the Thayan leadership.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 43
Appendix F: Dungeon Master Tips
To run an adventure as a DM, you can have 5-7 Each player is responsible for maintaining an
players, each with their own character within the accurate logsheet. If you have time, you can do a
adventure’s level range (see the “Adventure Primer” quick scan of a player’s character sheet to ensure
section at the start of the adventure). that nothing looks out of order. If you see magic
items of very high rarities or strange arrays of ability
New to D&D Adventurers League? scores, you can ask players to provide
documentation for the irregularities. If they cannot,
Information about the Adventurers League, including finding
places to play, organizing events, and a list of supporting feel free to restrict item use or ask them to use a
resources and documents, can be found here: standard ability score array.
http://dnd.wizards.com/playevents/organized-play Point players to the D&D Adventurers League
Players Guide for reference. If players wish to spend
downtime days and it’s the beginning of an
New to the Border Kingdoms adventure or episode, they can declare their activity
Storyline? and spend the days immediately, or they can do so at
Gamehole Con has been granted the ability to develop CCC the end of the adventure or episode. Players should
(Convention Created Content) adventures for the Border select their characters’ spells and other daily options
Kingdoms. No other convention or organization outside of prior to the start of the adventure, unless the
Wizards of the Coast has been granted this ability. Their adventure specifies otherwise. Feel free to reread
region guide was written by Ed Greenwood and you can get the adventure description to help give players hints
your copy on dmsguild.com. Border Kingdoms adventures about what they might face.
can be run just the same as any other Adventurers League-
approved content.
New Players? No Problem!
With starter adventures like this one, it’s possible that you
Preparing the Adventure might have players who are new to D&D, or to ensure that
these players have fun with the game, and that they learn the
Before you start play, consider the following: basics of how to play. At this level, having fun is more
● Read through the adventure, taking notes of important than learning every rule exactly right. Be gentle
anything you’d like to highlight or remind yourself with new players who make mistakes. Make sure to keep
your players smiling and rolling dice. Be positive and
of while running the adventure, such as a way
enthusiastic when describing the action, and you’ll notice
you’d like to portray an NPC or a tactic you’d like
that they’ll quickly follow suit. If you are a new DM, then
to use in a combat. Familiar yourself with the welcome—and thank you! New DMs are the lifeblood of the
adventure’s appendices and handouts. D&D community. To help you run your game, some
● Gather any resources you’d like to use to aid you adventures include sidebars like this one that provide an
in running this adventure--such as notecards, a explanation of the game’s rules as they’re used in the
DM screen, miniatures, and battlemaps. adventure.
● Ask the players to provide you with relevant
character information, such as name, race, class,
and level; passive Perception score, and anything
the adventures specifies as notable (such as
backgrounds, traits, flaws, etc.)

A player can play an adventure they previously


played as a player or Dungeon Master but may only
play it once with a given character. Ensure each
player has their character’s adventure logsheet (if
not, get one from the organizer) with their starting
values for level, magic items, gold and downtime
days. These are updated at the conclusion of the
session. The adventure information and your
information are added at the end of the adventure
session—whether the completed the adventure or
not.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 44
Adjusting This Adventure
To determine whether you should consider
adjusting the adventure, add up the total levels of all
the characters and divide the result by the number
of characters (rounding .5 or greater up; .4 or less
down). This is the group’s average party level (APL).
To approximate the party strength for the
adventure, consult the table below.
Determining Party Strength
Party Composition Party Strength
3-4 characters, APL less than Very weak
3-4 characters, APL equivalent Weak
3-4 characters, APL greater than Average
5 characters, APL less than Weak
5 characters, APL equivalent Average
5 characters, APL greater than Strong
6-7 characters, APL less than Average
6-7 characters, APL equivalent Strong
6-7 characters, APL greater than Very strong

Safety Tools
Safety tools help to ensure that players aren’t pushed beyond
their comfort levels. These tools let your play-ers know that
you want them to have a positive experience. Some common
safety tools are provided below, each with a summary of how
they work. An article about one such safety kit is provided to
help with further information. Ensure that you discuss these
tools with your players before the game:
• Code of Conduct. This is a group agreement for play. It
outlines desired and prohibited behaviors, confidential
reporting, and possible consequences.
• Pre- and Post-game Discussions. Use time before the game
to explain content warnings, set boundaries, and collaborate
on a safety plan. Then decompress and discuss
improvements at the end of the game.
• Be Welcoming. Welcome and encourage respectful and
open conversations about issues as they arise. Show that you
are listening by avoiding defensive responses.
• Confidentiality. Provide contact information for private and
confidential conversations between players and DM. Only
disclose another player’s name if that player gave
unpressured permission for you to do so.
• Safety Tools. Learn about the safety tools that TTRPG
community members have created and compiled. A broad
range of such safety tools
are available for you and your players online,
or you can get more information by reaching
out to your event organizer or
community@dndadventurersleague.org.

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PO-BK1-01 -- Autumn Burns Red Ver. 1.1 46

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