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Burning Revenge

After Generations Past,


A Lost Bloodline Visits the Festival

Introduction: The yearly festival of ascension is a time of great celebration on the


Isle of Ashenton. This year's festival is interrupted by the descendant of a long-lost
warlock who is looking for revenge for the destruction of his bloodline.

A 4-6-hour adventure for 6-8th level characters

by Red Rose Raconteurs

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
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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.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Red Rose Raconteurs
Credits
Authors
Stuart McNair, Joshua Roseman

Playtesters
Joshua Ball, Joshua Hammond, Cal Hudson,
Wendy McNair, James Moore, Nick Worswick

Act 1
Burn Everything

Act 2a Act 2b
A Little bit of They Came from
Snooping Below

Act 3
The Lair of
Infernals Call

Conclusion
What’s Next

Throughout this adventure, extra Dungeon Descriptions to be read aloud to the


Master notes are highlighted in shaded players are surrounded by a thin line.
boxes.

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Act 2: A Little Bit of Snooping. After Sylus
Introduction escapes, the players have a few avenues to
explore as well as an opportunity for some
healing.
The town of Ashenton stands on an Isle
uniquely placed to take advantage of the ● Ask around the town about the fire college
four major elemental forces. The tower and the Arlenathor bloodline
colleges grew to teach those with magical ● Search the ruins of the fire tower for the
intent and every year the newly qualified front entrance to Sylus’s lair, Act 2a
students graduate at the festival of ● Check the collapsed sewer tunnel Sylus
ascension. Generations ago the fire tower came from, leading to the back door of
was lost but this year, a young half-elf with Sylus’s lair, Act 2b.
a burning fire contained in his bloodline
seeks to bring back the glory of the fire Act 3: The Lair of ‘Infernals Call’. The
once more, punishing those he feels have players gain entrance to the old lair of
wronged him of his birth right. ‘Infernals Call’ where Sylus, corrupted by the
efreeti patron of the Arlenathor bloodline, is
researching the re-awaking of the volcano
Content Warning and the subsequent devastation of the town
that destroyed his ancestors. The entrance
can be made either from the front,
While no children are harmed in this encountering ‘Bunsen’, an unusually
adventure one of the journal entries mentions intelligent fire elemental, or from the trapped
death and self-sacrifice, if your players are back door through the sewers which are the
uncomfortable with this, this entry can be home of a gelatinous cube feeding on the
omitted. Some of the fire-based creatures are town’s waste.
enslaved or bound. If your players find this
uncomfortable there are other options within
the stat blocks for the creatures.
Adventure Hooks
Overview ● Be Your Most Magical Self. One of the
characters is in Ashenton to attend one of
Act 1: Burn Everything. The adventurers the colleges, either to join or find lost.
arrive at the town of Ashenton and after ● Festival of Ascension. The characters,
settling in and sampling the festival delights hearing of the celebration, have come to
get involved in a fight as Sylus Arlenathor, a visit the town and join in the party
half-elven warlock, makes a fiery entrance atmosphere.
from the sewers beneath the town. ● Magical Market. The characters are part of
Accompanied by 3 Pyre Beasts, cat-like (or own), a stall or attraction that is part of
creatures from the elemental plane of fire, he the festival, making the most of the fair
proceeds to burn everything until he attacks weather and rich trading opportunities.
the mayor, grabs her necklace and vanishes
with the 3 beasts.

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Act 1: Burn Everything Air. Lots of tall buildings some with delicate
towers, very open.
Water. A quarter filled with fountains and
The town of Ashenton is built on an isle in
ponds, some of the buildings surrounded
the middle of the Fire River delta with a large
completely by water or seeming to float on
dormant volcano lying to the north. The town
mirrorlike pools filled with fish.
is split into four main quarters, each
Earth. Streets filled with all types of flowers
influenced by the presence of one of the
or vegetables. Some gardens are carefully
elemental colleges. The most northern quarter
cultivated, others left to go wild.
is now mostly ruined.
Fire. A quarter now mostly in ruins, a few
With the nearby trade routes and the buildings are on the edge of this area, but the
presence of the tower colleges, the town has once-grand quarter is now essentially
flourished and become a major stopover for deserted.
merchants and scholars throughout the land.
The leaders of the various colleges can be
found in the appendices.

Looking around the town of Ashenton it is evident


History. The town history (appendix A1) can be told
that there is a party going on, the streets are lined
by any of the major town inhabitants or bards
with flowers, and bunting hangs between most of
local to the area at the DM’s discretion.
the buildings. Passing newly painted taverns,
shops and residences all roads lead to the town
center where the festival party has been set up.
College of Earth
Stalls and sideshows of all types are here. A couple
of popular games are the water college’s ‘dunk the
Looking more like a large cottage than a
teacher’ and the farrier's horseshoe toss.
tower, the college of earth focuses on life and
creation
The smell of freshly baked goods, sweet and savory
fill the air, the most popular being the town
The halfling Earth Warden Mycah Willowfoot
speciality, ‘Iced Apple Caramel’, a frozen apple
(appendix N9) when not at the festival can be
puree topped with hot caramel sauce and ginger. found tending the gardens.

In the very center, a stage has been set up ready


for the graduation, musicians can be seen
practicing ready for the big event. A large cottage with many extensions sits in the
middle of a beautiful garden, many vines growing
on and even within the stone and timber frame.
You see dogs being chased by children around the
Ashenton Town many vegetable beds or the vast trees surrounding
the building.

It is likely the characters will want to visit a


The winding path leading to the open entrance is
few of the buildings within Ashenton, most of
bordered by rocks of all shapes and sizes, worn
the design and décor of the buildings are
smooth by countless hands that have passed
influenced by the quarter they are in.
within.

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College of Water festival, circulating among guests or
participating in the graduation, his
This college focuses on those who follow the ceremonial attire is within the small hut next
path of the healer or the dreamers, those to the statue.
students who seek the purity of things,
helping cleanse illness and injury.
Surrounded by fountains and ponds, College of Air
waterfalls cascade down the sides of the
tower. The most scholarly of the colleges encourages
clarity of thought and learning, perception
When not teaching within the main tower the and imagination. It is a college of the mind
elven Water Keeper, Relinior Brightstream and as its element would suggest, is the
(appendix N10) can be found calmly tallest of the towers, in fact, it is the tallest
wandering the many pools, feeding the larger building in Ashenton.
fish or meditating under one of the island
pagodas. Graceful spires of intricate stonework reach
far into the sky, open-sided rooms and halls
Adjacent to the college is a shrine to Eldath, giving the entire structure a lacelike look.
home to the town’s healer.
The tiefling Air Caller, Isabella Torvinion
(appendix N11) has a study near the top of
Gazing south you see many small buildings, some one of the spires where she watches and
surrounded by water, others with water cascading catalogues the weather, a specialty of hers
down their walls. As your gaze travels towards the
centre of the college you notice the buildings
getting larger and taller, each connected by bridges
or steppingstones spanning the many ponds, all
eventually connecting to the main tower, a
building that sparkles from the many waterfalls
cascading from its top.

Willows sway in the gentle breeze along the banks


of a gentle brook in which fish can be seen lazing
in the warm water.

On one of the larger islands, you can make out a


statue of a female elf, adorned with a garland of Gazing up at the tower of air you wonder how such
shells. a building can stand with such delicate stonework.
The central spire reaches far into the air, birds
circling the barely visible top. The college of air is
Shrine of Eldath. The elven statue is part of easily the tallest building in the town, even
the shrine to Eldath, goddess of comfort and dwarfing the cliffs on the other side of the Fire
healing. The resident priest is Hollin Yardly River gorge.
(appendix N6), an exceptionally calm male
human. Hollin is a pacifist and will try to A place of higher learning and perception both in
avoid taking life at all costs. If he is not at the both word and location.

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College of Fire Walking inside you first hear, then see a tall
female dwarf who you assume is the watch
Destroyed many generations ago along with captain, issuing orders to her men while pointing
most of the fire quarter, the only evidence of to a map of the town on a large table, quickly
the college is the occasional ruined wall, glancing around the large open area you spot a few
covered with long since faded murals of posters and notes on the walls. A couple of lightly
people dancing and singing.
armed, leather-clad elves appear to be checking
them out.
If the players wish to explore the fire quarter more
fully refer to Act2: The Fire Quarter but ideally,
they should be dissuaded by the imminent
ascension of the tower students. The Towers Inn
A way of doing this would be for them to encounter
‘Old Joe’ (appendix N12) who warns them of the On the coast road just as it leaves the square
dangers as he is walking down a track towards ‘Braks place’ as it’s called locally is a three-
them, fresh combs of honey in a bucket to sell at story inn of good, if a little rustic, quality
one of the vendors. where people can get something to eat and
If they are adamant let them explore, they will hear drink as well as a bed for the night. Well lit, it
the sounds of the celebration around mid- is staffed by a myriad of people of varying
afternoon towards the town center. races, the atmosphere is good, and the prices
are reasonable.

The Watch House The owner, Brak (appendix N7), is an old


gnome, his family scattered around the inn
The town watch and adventurer’s guild are helping. Brak is usually singing, badly.
headquarters is at the northern end of the
trade road with a commanding view of the
main bridge onto the idle. Capt. Krysten The Towers Inn greats you with the welcoming
Bronzestrider (appendix N8), a tall female smell of freshly baked pies, jovial conversation and
dwarf is currently preoccupied with the a slight smell of beer as you enter the large double
security of the festival. A functional building doors.
of two stories, the open ground floor has a
few tables and a desk with a map of the area. The place is full, only a few seats available as the
The top floor is given over to bunks for the band starts up, a song of the sea the first of their
watch or hired help. requests.

Sitting on some steps next to the bar, a short


A freshly painted sign above the double door has
elderly gnome picks up the song, a large smile on
written on it ‘The Watch’ in some fancy lettering,
his face as a few children wince at his singing
obviously a new addition as the rest of the two-
attempt.
story building is almost brutally functional.

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The Docks Festival Food and Games

As well as the trade roads, the town has quite


a large dock towards the southeast. The Be careful here timing-wise.
entrance is marked by a couple of beacons It is very easy for the players to get distracted.
which are magically lit. Most of the boats here Allow one or two games maximum before moving
are coastal merchant vessels or fishing boats, on to ‘Let there be fire’
the exception being a beautiful three-masted
schooner, the ‘Sapphire Queen’, owned by
It’s mid-afternoon and the festival is in full
Lady Beatrice Sapphire who is here selecting
swing. The stalls are busy with many games
a new mage to look after her extensive
being played, and vendors are being kept
gardens.
busy as the many visitors or residents look
for bargains or just something nice to eat.
(food price list is in appendices for Ashenton
Walking to the end of the dock road you see a specials)
small fleet of fishing boats unloading their latest
catch. A couple of medium-sized coastal vessels The half-orc mayor, Gaynor Farseer (appendix
are docked with sails furled as is a larger, N5), is playing games with the children in the
obviously sea-going vessel.
town square, relaxing before the big event of
the day which is set for midafternoon. Even
the watch seems relaxed as they walk among
Birthed on the far side is an elegant deep blue,
the crowds, chatting or giving directions.
three-masted schooner. Looking closer you can
make out the name ‘Sapphire Queen’, her sails of
The college members are easy to spot, with
pale blue are just being dropped, it’s safe to
students and tutors attired in the color of
assume she has not been in port long.
their element, blues of all shades for water,
whites and yellows for air, greens and browns
for the earth.

Example Festival Games

Wagon Runner. Sponsored by the Eastbridge Inn,


each participant has a small barrow and 5 barrels
of beer (colored water) of increasing size.

The idea is to load the smallest on the wagon and


run it to the end of the track, return and do the
same with the next largest until all five are at the
opposite end. Fastest or last man standing wins.
Barrel five is huge. The winner gets a free
‘Eastbridge Amber’ ale at the inn.

Str roll vs DC 10 + barrel number, Barrel 5 roll with


disadvantage due to the unwieldy size and weight.
To go ‘faster’ roll extra disadvantage dice.

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Ranged attack roll (missile or spell) vs DC 10,
Horseshoe Toss. An old staple of summer
successful arcana roll gives advantage due to
gatherings everywhere, the ringing of horseshoes understanding how the wand works. 3 ‘rounds’ with the
hitting the iron pins can be heard amongst the most successes winning, critical (natural 20) counts as
cheering crowd. Each participant is given 5 2, fumble (natural 1) sinks the whale.
horseshoes to throw at a steel pin about 20’ away.
The player can elect to throw the horseshoe at an Egg Heads. A game of dexterity and teamwork
opponent (attack vs AC), if successful their played in pairs. Each pair of players balances an
opponents next throw is made with disadvantage. egg between their foreheads. They then negotiate a
The winner receives a horseshoe shaped cinnamon simple assault course. Six pairs are on the course
flavoured bun. at any one time with the winners getting a free
Spiced Egg Surprise for their troubles.
Dex roll vs DC10, best of 5 wins.
Played with speed (Dex roll with disadvantage) or skill
(straight Dex roll) vs DC 10. 4 ‘rounds’ with the most
Dunk the Teacher. A simple ‘game’ where the successes winning. Both team members roll the number
prize is the dunking of a teacher, an obvious of successes.
favourite with the college students. Each
participant is given three balls to throw at a target 2: move forward 1 obstacle
which when hit releases a catch under the
1: stay put but keep the egg balanced
teacher’s chair spilling them into a trough of water.
0: fall off an obstacle, DEX vs DC5 to get back on.
No special prize except the tutors getting a
drenching. Critical Fail (natural 1): the manoeuvre is misjudged,
breaking the egg, yolk running down the players' faces.
breaking the egg, yolk running down the players' faces.
Dex roll vs DC10

Whale Race. Up to eight people can play at once,


the idea being to move a wooden whale across the
large pond using the supplied wands. Each wand Let There Be Fire!
contains unlimited uses of a highly modified
‘animate water’ cast upon it which will only
animate the colored water within the barrel to After the characters have joined the festival
which it is tethered. Pointing the wand at the properly, had the opportunity to sample some
whale and pressing a brass stud on the side will of the delights on offer, play a few games or
release a jet of water which when aimed correctly interact with any of the townsfolk they hear a
will spout out of the top of the whale and push the fanfare from the direction of the town square
model towards the far end of the pond.
along with a lot of cheering.

Whoever gets their whale to the far side first, Noticing most of the town moving towards the
negotiating the models of rocks, sunken ships and town center the characters realize the
Kraken, wins either an Ascension Whaler (a Rum graduation is about to begin.
cocktail served in a whale-shaped glass) or an
Ascension Sparkle (a fizzy orange and lime drink
with a small ice whale floating on the top keeping
it cool). Making your way to the town square where this
year’s students are going through their Ascension,
you see Mayor Farseer on a wooden stage along
with three other figures, each clothed in one of the
colleges colors.

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With the crowds cheering equally for each student Sylus will attack college members, the watch
she greets each by name, obviously knowing them or the characters if they get involved,
all for some time. directing the Pyre Beasts to attack any who
attack him.
You start to notice another sound, separate from
the crowds and then feel a deep rumbling within The townsfolk present will either flee or help
the earth. Before you or anyone else can make the injured, the chancellors will be too busy
sense of the sound there is a deafening explosion to aid the party against the attack.
in the square as rocks and fire burst from beneath
the town, showering those closest to the newly
After 3 rounds Sylus will spot Mayor Farseer
formed hole with burning debris.
and charge over to her. Knocking her prone
he grabs her around the throat with hands of
Three catlike creatures rush out of the crater, eyes fire, snatches the necklace she is wearing and
of fire and tails to match, hissing, they quickly set vanishes along with the three fire creatures
fire to anything in their path as they run rampant through a portal that appears to be made of
through the market stalls. fire.

If any characters are within 5 feet of the “So, the college signet survived. I’ll be taking that”.
explosion, they are required to make a DC 10
dexterity saving throw or take 1D6
bludgeoning damage (map M2).
The necklace taken is ‘Hearthsong’s Passion’
(appendix I1)
Three Pyre Beasts (appendix N2) leap out of
the hole burning everything and causing as
much damage as possible followed at the end
of the first round by Sylus (appendix N1) who
announces his presence, shouting words of
power and accusations at the colleges. he
joins the mayhem.

Combat ensues, Sylus will arrive at the end of


the first round

Following them, a tall elven man in robes of deep


red rises calmly from the ashes. Terrifying yet
beautiful he turns to those present…

“You thought to deny my legacy, you believed the


line was ended. I am here to prove you wrong and
re-awaken the power of fire. The Arlenathor blood
will NEVER be stopped. But first, a lesson in the
correct use of power”

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Act 2a: A Little Bit of What Were Those Cat Things?
Snooping No one in the town has encountered or knows
anything about the flaming cats.
After the attack by Sylus the players will
hopefully want to investigate further. The
following section contains the information
I don’t know what they were, but they did a lot of
they can find out from the various townsfolk
damage to the stalls, making fires wherever they
and college tutors.
ran. It was almost impossible to get near them,
they were so hot.
Who Was That?

Asking around the town, no one will have any The Pyre Beasts (appendix N2) are catlike
idea who Arlenathor is, most people will creatures from the elemental plane of fire
direct the characters to the colleges as they (arcana roll vs DC 10). They are either bound
have libraries and such. by Sylus through the iron collars they are
wearing or are pets of Sylus’s patron sent to
While no information can be found about look after him.
Sylus, the three towers have a similar
account of the fall of the fire tower and the Reward?
subsequent closing of the college.

After an hour or so the characters notice


A fire demon of immense power was released after signs going up throughout the town offering a
tricking the college elders, fire rained upon the reward for any information regarding
town, destroying the fire quarter entirely in a ‘Arlenathor’ or the ‘Fire Cats’ and to contact
display of cataclysmic power. Mayor Farseer for more details.

The mayor can be found with the watch, in


Our friends went to their deaths, sacrificing
the town square helping after the attack or at
themselves for the good of all, channelling
the town hall. She will explain that the town
everything they had left to end the fiend before it
has little money to offer as most of the wealth
could rampage further.
of Ashenton is learning.

A decision was made, and the college of fire was


disbanded. The temptation to contact the fire
“It shames me to say that we have little in the way
within the mountain was removed from our town.
of money, most of the wealth here is in learning,
the best I can offer is up to 50 gold per person for
the retrieval of the necklace plus board and
If further lore is required the story of lodging at The Towers Inn for the rest of the week”
Ashenton can be told by the mayor Farseer,
Brak at the Towers Inn, any of the college
chancellors or a visiting storyteller.
(appendix A1)

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Where Was the Fire Tower? Fire Quarter Encounter
Day Roll Night Roll Result
1-2 1 Rats
Asking around most of the residents can 3 2 Rabid Dogs
direct the players to the general location of
the fire tower. It’s the biggest pile of rubble in 4 Beggar
the fire quarter, nearest to the square. 3 Thieves
5 4 Ooze
- 5 Ghost
6 6 Red Guard
The Fire Quarter Drake
7-8 7-8 No encounter
The Northern quarter of Ashenton is mostly
ruined with a few areas still covered in old, Rats. You dislodge some fallen stone
now solidified, lava flows. The stones and revealing a swarm of rats feasting on a long-
rumble have been reclaimed by nature with dead snake, with nowhere to go they rush at
the roads and paths being largely overgrown. you biting their way to freedom. (Swarm of
Rats MM pg. 339)
A few desperate beggars live on the fringes of Rabid Dogs. Rounding the corner, you are
the quarter, but it is mostly abandoned and surprised by a starving pack of dogs (half
left to the wilds. party size rounded down xD4). They look at
you hungrily as their next meal. (Mastiff MM
It is rumored to be haunted by the spirits of pg. 332)
the Fire College but whether this is a ruse to Beggar. Sitting against a broken wall a
keep people out by a small local gang of couple of small, bedraggled humans look up
beggars and thieves or is true, no one knows. at you with hope, arms outstretched they
plead for help. (Commoner MM pg. 345)
On the western edge, near the north fork of Thieves. Investigating a side alley, you come
Air Road, lives Tom (appendix N12), a across yet another dead end, turning you are
reclusive man of older years who keeps bees. faced with a small group (1D4) of figures,
His shack is basic but well-made, the slight weapons ready, small crossbows aimed in
trail of smoke from a log burner can be seen your direction. (Bandit MM pg. 343)
against the cliffs over the other side of Fire
River Gorge (Perception vs DC10).
Well, well, well. Looks like we’ve got us some
Spending time in the fire quarter is trespassers boys and girls… hand over your stuff
dangerous, more so at night. If the players and no one will get ‘urt.
spend more than 2 hours here roll 1D8 and
consult the following table.
Perception vs DC10 to spot a few on the
crumbled roofs and behind otherwise the
players are surprised by the hidden thieves.
Ooze. Climbing down over piles of rubble this
part of the fire quarter is flooded, stagnant
pools of water no longer being fed from the
nearby river. Perception vs DC10 to spot 2 x

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Grey Ooze which will attack anything trying Found It!
to cross the area. (Gray Ooze MM pg. 243)
Ghost. As darkness falls you see a flickering After 4 hours of investigating (halved with an
light coming towards you, the ghostly glowing investigation or perception roll against DC10)
outline of a young elven woman approaches, the area will reveal a partially cleared track
arms up to the sky, she seems to be singing coming to the ruins from the north with
although no sound can be heard. If attacked scorch marks evident in the dirt. This track
the ghost retaliates otherwise it will continue ends behind a large boulder.
on its way. (Ghost MM pg. 147)

After spending some time clambering amongst the


moss-covered rubble and now overgrown ruins of
the fire quarter you notice that a track has been
cleared, which leads behind a large boulder.
Behind this boulder is a short winding passageway
cleared out of the rubble leading to a stout oak
door in surprisingly good condition, it is not
locked.

The area and track have been cleaned by


‘Bunsen’ the elemental butler for the Lair
(appendix N3).

A circular stairwell goes down 40 feet, lit with


torches. There is an open door at the bottom
with dim torchlight filling the bottom of the
stairwell.

Opening the large door, you see a circular stairway


of polished stone going down for forty feet. A few
torches light the way to the bottom of the staircase
Red Guard Drake. Nearing the northern where an orange glow spills from another open
edge of the fire quarter, the dormant volcano door onto the immaculately clean stone floor.
towering above, stone from the long derelict
building and roads still radiates heat and in
places emits a soft red glow where lava pools
The doorway at the bottom of the stairs leads
are still being fed from underground. Resting
to the main entrance of the lair
near one of the larger pools is a Red Guard
(Act 3: C1 - Entrance)
Drake, created by the fire college but no
longer having anything to guard, it is no
longer at full strength and sleeps in the
warmth. Seeing the party as food, it will
attack them on sight. Perception vs DC 10.
(Red Guard Drake VG pg. 158)

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Act 2b: They Came the lava river running under the broken
bridge in area B4.
from Below
Knowing that the warlock and his pets came
B1 - Entrance from Town Square
from beneath the town the party decides the
This area is accessed directly from above via a
most obvious route is the best as they head
60ft shaft that has been created by the
down into the sewers.
emergence of Sylas and the Pyre Beasts in Act
1. The force of the explosion has caused
The Sewers rubble to block the normal path of the sewer
water stream south and it is now overflowing
onto the walkways that border the main
The sewers (map M3) run under the entirety
sewer. The intensity of the explosion fused
of Ashenton, mainly covered they gain
most of the rock creating an opening down
diameter as they get nearer to the edge of the
from the Town Square, making a stable route
isle. The major sewers can be accessed from
down into the sewers. This area ends 30ft
covered holes along the main roads and are
from the entrance with a wall going north and
big enough to walk down. Eventually, they all
extends further into the sewers heading east.
lead to the sea.
It has the following features:
Most townsfolk know about them with the
mayor and watch having more details of ● The walkways are made from cobbled stone,
entrances if needed. are 10ft wide and run parallel to the main
water stream.
Asking the mayor or the watch about the new ● The water stream is 5ft wide and isn’t fast-
entrance, neither will know anything about flowing, the depth of the water is about 1ft
the fire or explosion. deep and will only count as difficult terrain
for creatures of small size or lower.
● The water glows fluorescent green from the
Looking down into the crater an obvious scorched algae clinging to the sides of the waterways.
path leads out, some of the smaller rocks are still It provides dim light for 5ft onto the
glowing red hot. In places, the rubble has fused walkways from the water’s edge.
together making the new entrance and associated ● The walls of the sewer are 10ft high and
tunnel seems to be sound and in no danger of made of stone and are moist to the touch.
imminent collapse. ● The roof of the sewer domes towards the
centre of the tunnel and reaches a
maximum height of 15ft at its apex.
After a while, the fused tunnel leads to a
more conventional stone-lined sewer, a small
channel of water running down its centre.

Lighting. The area is dark unless otherwise


stated with no non-natural light. The main
sources of light are fluorescent algae in the
sewer water streams (areas B1 and B2), and

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B2 - Sewer Tunnel ● The ceiling is ~25ft at its highest point and
it’s covered with small stalactites.
This area branches off from A1 coming from ● Towards the south of the cavern is a small
the east and ends in a curved area of fast mound of bones of varying sizes and from
running water to the north where there are 3 varying creatures as well as partially eroded
grates allowing the water to flow further into equipment and weapons. This is where the
the sewer system. The main passage extends Gelatinous Cube rests.
south. There is a small 5ft wide break in the
wall to the east that emits a warm orange Gelatinous Cube. The Cube doesn’t attack
glow into the tunnel south of the branch from
the players unless attacked first, however for
A1. The features are the same as A1 except
every 10 minutes that the players spend
for the following:
within the room it moves 5 ft towards them
with the intent to devour them. (MM pg. 242)
● The area of water to the north is fast-
flowing and counts as difficult terrain, it is
~3ft deep at the wall where the grates are.

B3 - South of the Broken Fire Bridge

This area is accessed from a 5ft breach in the


wall between this hidden cavern and the
sewers. The area is much warmer than the
sewers and is illuminated with a dim orange
light emanating from the lava flow below the
broken bridge towards the north of the area.

It is the beginning of the long-abandoned


secret entrance to the Lair of Infernals Call Treasure. Amongst the remains and
which Sylas used as part of the plan to possessions that the gelatinous cube hasn’t
disrupt the ascension ceremony. It is also the yet completely eroded is 1 item of note, a
current home of Gelatinous Cube which small golden ring glowing with a green hue, a
subsists on creatures and unfortunate Ring of Animal Influence. (DMG pg. 189)
residents of the town that happen to get lost
while exploring the sewer system.

It has the following features:

● The walls are made from a black, almost


obsidian rock and are warm to the touch
● To the north are the remains of one side of
a bridge that used to extend across the lava
flow, it has since been destroyed by rockfall
from above and now only extends 10ft in
the gap above the lava flow

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B4 - Broken Bridge Over the Lava Flow ● To the south is the other end of the broken
bridge that once spanned the gap above the
In the middle of the cavern is a 40ft wide gap lava flow.
extending over a river of lava 50ft below. ● There is a semi-circle burned into the stone
There was once a stone bridge that spanned floor with a 10ft radius originating from the
the gap but due to time or a cave-in, it has stone door, on a DC5
collapsed, only the north and south ends of perception/investigation check the players
the bridge remain, leaving a 25ft gap between notice this stands out from the rest of the
them. The players must make their way black rock the cavern is made from.
across if they wish to progress to the secret ● Recessed into the top of the stone door is a
entrance to the Lair of Infernals Call. It has small red crystal, this is the source of a
the following features: Scorching Ray trap a DC 15 arcana check
will make the players aware of this trap.
● The ends of the bridge are made from a ● A DC 10 investigation/perception check
stone not native to the cavern, the allows the players to notice that the portion
craftsmanship of the bridgework is of the door directly above the top of the
exquisite, hinting that the bridge would volcano carving is again blackened and
have been phenomenally strong, and the scorched. Exposing this area to any source
force taken to sunder it must have been of fire disarms the scorching ray trap and
immense. opens the door.
● The cavern roof above is littered with
stalactites that hang between 3ft and 5ft The door leads to area C12 of the Infernals
from the roof, these are sturdy enough to Call Lair. (Act 3: C12 - Sewer Entrance)
affix some sort of rope to aid in swinging
across the gap. Scorching Ray Trap. Any player that gets
within 10ft of the door is required to make a
DC15 Dexterity saving throw or take 2d6 fire
B5 - Secret Entrance to the Lair of
Infernals Call damage from a scorching ray spell that is
emitted from the red crystal recessed into the
top of the stone door.
Once the players make their way over the lava
flow into this area, they are presented with a
large stone door.

In front of you is a large stone door, simple in


design it has a volcano carved into the centre.
There is no handle or lock mechanism to be seen.

The cavern is similar in design to area A3,


having the same dim orange light emanating
from the lava flow to the south. It has the
following features:

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Act 3: The Lair of ● A fire elemental by the name of Bunsen
(appendix N1) is positioned to greet the
‘Infernals Call’ characters as they descend from the spiral
staircase.
A Short History ● A charred but very expensive and well-made
looking rug
● The walls and floor are clad in an exquisite
This secret sect within fire college was looking stone/marble tiling, spotlessly
researching the summoning of fire demons clean.
and higher elemental beings, the more ● An iron door at the south end of the room
destructive aspect of fire which was banned down a 5-foot corridor is slightly ajar and
in the college. They believed theirs was the leads into the main corridor of the lair.
prime element and they should rule the
colleges and surrounding town.
Bunsen. The fire elemental is lawful neutral,
its current form presents as more human
At volcano’s end, they revealed themselves as
than elemental, however, a distinct flaming
savors, offering the council of life’s flame (the
aura is always present. Bunsen won’t attack
fire college governing body) a way to re-
the characters or prevent them from entering
awaken the volcano.
the lair but will defend himself if attacked.
Bunsen won’t hide any information if
Believing they were contacting the fire beast
questioned but won’t directly give the
within the volcano for help, they were tricked
characters any information either. Bunsen
by the efreeti, Zyrekraz, the ritual shattered
knows the following:
the bindings holding the beast within the
volcano and the infernal demon broke free.
Those within the ritual were incinerated ● The lair has long since been abandoned
instantly, the rest is history. ● There is a relatively new occupant whose
name is Sylus Arlenathor, he has
summoned 3 Pyre Beasts from the
The Lair
elemental plane of fire using knowledge
discovered in the lair’s library.
Lighting. The area (map M4) is in darkness ● It has been 465 years since the eruption.
unless otherwise stated. There are sconces
adorning most of the rooms which, although Lighting. This room is well lit from 3 sconces
ancient, can be easily lit and will burn with on the walls surrounding the spiral staircase
the aid of additional fuel. and a glow radiates from Bunsen.

C1 - Entrance

This room is at the bottom of the spiral


staircase leading down from the fire academy
ruins secret entrance, it is square and has a
single door leading into the main lair and
serves as its primary entrance. It has the
following features:

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C2 - Corridor C3 - Sleeping Quarters

This room is a wide corridor that stretches This area consists of a long narrow corridor
from the entrance of the lair to a group of that branches off into 5 rooms, 4 of which are
study rooms at the far south and provides small and have a single bed and small
access to all the main areas of the lair. The wooden footlocker inside, the last one at the
ceiling is 15 feet from the floor. It has the end of the corridor has 4 bunk beds spaced
following features: evenly throughout the room. The ceiling in
this area is 10 feet from the floor. It has the
following features:
● A wooden door directly to the west of the
entrance room leads into the barracks area
of the lair and is slightly ajar. ● All the furniture in the rooms is rotting and
● Directly opposite this door is another crumbling to the point of almost collapse
wooden door leading to the ● Any belongings that remained in the
kitchen/common area. footlockers or bedding materials have long
● ¾ of the way down the corridor, on either since succumbed to the ravages of time and
side of the room, are 2 sets of double doors, are little more than piles of dust.
both made from wood and carved with a ● The rooms are covered in a thick layer of
very detailed emblem of the fire cult. The dust and cobwebs hang from most corners
set to the east of the corridor leads into the of the rooms.
summoning/spiritual chamber and the set
on the west of the corridor leads into the Treasure. A successful DC 15 investigation
library area, one of the double doors leading check will allow the characters to discover a
into the library area is open. small leather pouch strapped to the
● Listening at the doors into the worship underside of one of the beds in one of the
chamber the characters hear sounds of the rooms, it contains a Potion of Fire Resistance.
Pyre Beasts prowling about and sleeping.
● 3 sets of wooden doors at the far end of the
corridor lead into 3 individual study rooms,
the central door is open.

There are 4 spaces along the walls of the


corridor where paintings were previously
hung, only 1 portrait remains, the subject of
which has had their face burned away leaving
only a black circle in its place. The plaque at
the base of the portrait reads “Most High
Chancellor Esta Earthsong”
● The room is in a state of disrepair, dust and
cobwebs cover the floor and corners of the
room
● A DC 10 perception/investigation check
highlights a set of footprints in the dust
that lead from the doors of the worship
chamber to the doors of the library and
back again.

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C4 - Kitchen and dining area
● There is a pile of discarded books in the
This room is a large common area that is
south corner of the room, clear footprints
used for cooking, eating and relaxing by the
lead from the door to the pile and between
lairs past inhabitants. The door leading to
nearby bookcases which are now mostly
this area is stuck but not locked, a successful
empty. The pile of books once resided on
DC 5 strength check opens the door. It has
those very shelves.
the following features:
● Three plinths with smashed glass cases
occupy the circular western end of the
● There are several round tables and chairs room, these presumably contained relics
scattered throughout the western side of that the fire society held on display but
the main room, some chairs are laying on have since been removed by force from their
the floor and plates and cutlery with some glass cases.
mottled and rotten food are still present on
the tables. Bookcases. A character spending more than
● The area at the back east of the main room
30 minutes perusing the books will find the
is set up as a kitchen with pots and pans, a
following entries of note:
stove and a sink.
● There is a door at the far east of the main
room leading to a storeroom, which is filled ● “Arlenathor, A Bloodline Bound” (appendix
with crates and barrels containing rotten PH1) – an ongoing journal recording details
food, vinegared wine and more plates and of the Arlenathor bloodline, most pages are
cutlery. It is home to a small family of rats damaged beyond repair but the few pieces
which are harmless. that can still be made are obviously written
over a long period of time by different
Treasure. Any character spending longer people.
● “Fire Crafting”, a small notebook on using
than 10 minutes searching the storeroom
the immense heat of fire magic in a
finds a small metal box that contains 2 vials,
blacksmith’s forge.
one is empty, and the other is a potion of
● “The Fire Beneath our Feet”, on a bookshelf
healing.
containing tales and stories is a small
children’s book written by H. Martindale
C5 - Library about a family of fire people who live under
a volcano. There are a few notes scribbled
This room serves as the library, primary in the margins, signed SL, such as “the kids
study area and wealth of knowledge for the love the fire tea party”, and then towards
secret fire academy society. There are rows of the end, “could this actually be based on
bookshelves, some still filled to the brim with fact”?
books and untouched. The flooring in this
room is made from very deep red hardwood, Lighting. There are many sconces on the
which in its prime would have been a sight to walls but only 1 is lit, providing dim lighting
behold. The ceiling forms a central dome to the room. This is the closest one to the pile
overhead, 25 feet above the floor at its highest of discarded books.
point. The faint remnants of a mural can be
seen in the now faded and cracking plaster. It
has the following features:

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C6 - Private Study Rooms large ruby inset within the center
(appendices I2 & X1). There are also several
These rooms were used for private study by burning candles providing dim lighting to
members of Infernals Call, both academic and that end of the room.
practical studies were undertaken here and ● On one corner of the altar, there are books
as such, evidence of charring and damage and papers in an untidy stack. Going
from practical use of magic can be found in through these reveals a scrap of high
the rooms. Only the center room’s door is quality but very old paper, written on this is
open, the other doors have become stuck over a note from the last high ritualist of
time and require a DC 5 strength check to Infernals Call (appendix PH2).
open them. They have the following features: ● 6 pillars of 5-foot diameter are positioned
equidistant from each other and the walls
● All three rooms contain a standing desk between the door and the altar.
with a candle holder, this would have ● 3 Pyre Beasts (appendix N2) are chained to
provided the only light source for the various points on the walls and pillars
rooms. closest to the altar.
● In the western room, there is a large ● There are 3 doors leading out of the room
pentagram burned into the center of the other than the double doors leading in. 2
floor, 10 feet in diameter, otherwise, the doors to the north near the altar lead into
room appears untouched. private sleeping quarters and private office
● The eastern room has 3 circular scorch space respectively. A single stone door to
marks on the back wall equidistant from the south near the altar opens to a
each other and the floor and ceiling. They passageway leading to the sewer entrance
appear to be from a time long past. (see Act 3, S1 – Sewer Entrance). All these
● The center room has no blemishes to the doors are closed.
room itself, but a DC 10 investigation check ● Behind the altar are the remains of 3
reveals that the underside of the desk has tapestries hanging on the wall, they are
been used to carve a count that now fills mainly red fabric with gold embossed
the available space. The count reached is stitching, most of the fabric has been
465. burned away and the fire emblem that
occupied the central motif of the tapestries
has now faded.
C7 - Worship Chamber ● In the northern corner next to the altar is a
small campfire with a cooking pot
This room was used for the society’s most positioned above, there are a few embers
dangerous and involved rituals and for any still within the campfire.
spiritual gatherings. The room has many
markings on the walls and floor from past Pyre Beasts. All 3 Pyre Beasts are chained
rituals, most of these are charred and burned up with 25 feet iron chains, they are resting
into the stone tiles. The roof domes to the but alert. Any character that enters the room
center of the room, 25 feet from the floor at from either the main double doors or the
its highest point. It has the following features: sewer entrance passage not stealthed is
spotted by the Pyre Beasts and immediately
● There is an altar at the far eastern end of attacked. If attacking the characters, the Pyre
the chamber. A signet ring sits in a small Beasts are forceful enough to be able to break
bowl to one side, made from gold there is a free from the chains at a DC 17 strength

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check at the start of their turn. The Pyre
Beasts’ instinct is to kill anything that isn’t Lighting. There is an unlit ornate lamp on
Sylus or Bunsen. the desk containing traces of oil, currently,
the only light in this room is coming from the
Sylus Arlenathor. Sylus is currently resting main worship chamber
inside his vessel, the ruby signet ring on the
altar, if the Pyre Beasts are engaged in
combat he appears from the ring and joins C9 - Private Office:
combat at the beginning of round 3. His
intention will be to kill the assailants but not The private office of the old cult leader, this
at the expense of his own life, opting to flee if room is in disarray, its contents scattered
he is in mortal danger. over the desk, chair and floor. It has the
following features:
Lighting. The candles burning on the altar
provide dim light up to 30 feet within the
● A large deep red and ebony desk containing
chamber near the altar and the Pyre Beasts
drawers that have been forced open.
each have a flaming aura that provides dim
● A stoppered glass inkwell containing a red
light for 20 feet from them.
liquid and a deep red, feathered quill is on
the floor, under the desk. Engraved on the
Treasure. In one corner of the room, a small
bottom of the well is a series of runes.
chest lies on its side, the top has been bashed
Arcana check vs DC 10 to understand the
in. Within is a random assortment of coins
bottle contains a potion of fire breathing.
and small gems; 127cp, 43sp, 80gp, 2 x
(DMG pg. 187)
diamond (50gp), 3 x ruby (50gp) as well as a
● An opulent chair of blood-red leather and
potion of water breathing.
walnut lying on its side. Perception or
Investigation vs DC 15 will reveal a hidden
C8 - Private Bed Chambers compartment in one of the arms, it is now
empty.
This room was the private sleeping quarters ● A once-grand rug embroidered with runes
of the current leader of Infernals Call, it is and symbols in now faded golden thread.
now being used infrequently by Sylus who Lifting the rugs reveals evidence of stones
sleeps here when he no longer wishes to use being lifted but only dirt is underneath
the genie's vessel. It has the following them.
features:
Lighting. There are a couple of ornate
● In a small dusty bookcase, most of the sconces on the wall to the north, now empty
books are missing with a few scattered on and an elaborate candlestick on the desk,
the floor. also empty. Like the bed chamber, this room
● A large wardrobe with doors slightly open is currently only lit with the light from the
containing old dusty robes and everyday worship chamber.
clothes, predominantly in reds and black.
Perception or Investigation vs DC15 to spot
a gold chain that has fallen through a gap
in the stone floor on which the wardrobe
stands (worth 15gp).

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C10 - Private Laboratory C11 - Sewer Side Storage Room

The private laboratory for the cult leader. The This room is used for general storage of
polished stone slabs of the floor fit together things needed for the day to members of the
seamlessly with two tables standing against society. It contains an array of crates and
the southern wall. This room has the barrels, the contents of which have since
following features: rotted or succumbed to the ravages of time.
The characters find nothing of interest in this
room.
● The table nearest the door has papers,
research notes and books on practical
aspects of fire magic and the harnessing of C12 - Sewer Entrance Passageway
elemental fire. Opening any of the more
interesting volumes reveals that pages have This room leads from the sewer entrance to
been torn out. the worship chamber and has 2 doors leading
● The second table contains alchemical into either side of the storage room aligned to
apparatus and other bits and pieces used the north of this passage. It has a rough
for magical research. Most of the equipment stone floor and walls; the ceiling only reaches
is broken except for a couple of empty 10 feet in height from the floor.
flasks and an expensive wine goblet,
stained red inside. Lighting. The passageway is well lit from
● A 4” glass panel on the southern wall burning sconces positioned along the walls
nearest the door. Investigation vs DC 10 for its entire distance.
will reveal it’s some sort of mechanism,
arcana check vs DC 10, will reveal it
triggers a spell connected to water.

As you look at the glass glowing words appear on


the surface ‘Emergency, Break Glass’

● Smashing the glass will cause a rainstorm


to appear in the lab for 5 minutes,
extinguishing all flames as per the ‘create or
destroy water’ spell (PHB pg. 229).

Lighting. Unless light is brought into this


area the only lit area is a small glow nearest
the door from the adjacent room.

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21
Conclusion What’s next?

Depending on the outcome of the characters' Further ideas for Ashenton and the party
encounter with Sylus and the Pyre Beasts in could include the following.
the Lair of Infernals Call the mayor, backed
by the tower chancellors, will offer the Following on from their success the party
following rewards to the party. may have made a major enemy, a
dangerously unstable warlock in league with
an efreeti only too willing to unleash fire on
Rewards
the world.

The Discovery of Infernals Call Lair Sylus may have been killed but his efreeti
patron lives on, plotting a fiery death for
If the lair is discovered but no further action those who once more thwarted its design.
is made or nothing of interest is found the
party will be given 5g each as a finder’s fee. Ashenton, a major trade hub on the coast
and centre of learning would be a good place
Sylus Escapes or is Driven Away for the party to base their adventures,
especially since they are now known to be
If Sylus escapes and the party has some sort more than capable.
of proof such as a Pyre Beasts body, they will
each be given half the fee, 25gp. The colleges, doing research, could hire the
party as guards during expeditions or seekers
Sylus is Killed of lost knowledge.

If Sylus is killed and Hearthsong’s Passion is


retrieved the party will be paid the full 50gp
and from now on the last day of the festival
will be known as Hero’s Day or ‘Party Name’
Day. Each year the characters within the
group will be given free board and lodging at
The Towers Inn for the two weeks on either
side of the festival for the foreseeable future.

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22
Appendices thousands of hands touching and feeling the
vibration of the world.

Stories & Extra Knowledge “Air, the tallest of the four, symbolises clarity
of thought and learning, perception and
imagination. This tower took the longest to
A1: The History of Ashenton complete and looking at its open levels and
delicate architecture it is hard to understand
“It is told thus… how it stands.

“A score or more of generations ago our “Fire, the now missing tower, was a place of
founding fathers, and mothers, came across a wonder, a rich warm glow always present in
unique island where the four elements of its halls which were lit with the fire from the
earth, air, fire and water were uniquely active mountain which now stands cold. This college
and yet still in perfect harmony. It was symbolised creativity, energy and passion.
decided that their wanderings had finally
come to an end and this was where they “And finally, water, surrounded by, and
would make their home, learning all they containing, fountains of many colours, water
could about this place to better understand falling like jewels wherever you look, this is a
our world. college for the healers and dreamers, those
who seek to purify and cleanse.
“Over many years a few cottages became a
village, supporting the ever-growing collage of “Every year the colleges would show their
elements. Trade routes were built, and the best at the graduation of their students and a
small village grew into the new town of yearly festival was born where traders would
Ascension, named after the graduation come from miles around to see the
ceremony of the college student. This new competitions between the elemental colleges’
town became a major stopover for travellers finest pupils who, at the time where the year
who would come to gaze in wonder at the passes its halfway point, would gather at the
building blocks of our world. centre of the amphitheatre between the
towers, proclaiming their knowledge to the
“Such was the desire to learn more of the world, thus completing their graduation.
elements the collage grew and grew until it
was decided to split it into the four towers we “And so it was for many generations,
have today, or at least should have. The town Ascension, as it was then called, became
likewise fell into four distinct sections, or what we now know as Ashenton and the Isle
quads as we now call them, as the roads were where the town stands became known as
laid out by the elders, not through any desire Ashenton Isle. We prospered and all was
for separation for that was not their intent, good, the festival attracted families, rulers
purely for the look and feel of the town, to and even kings who came to recruit or hire
make it a place of wonder and that is what it the best of the best, so well regarded was the
truly became. college of the four towers.

“The earth tower, symbolising life and “And then the fire went out…
creation is low to the ground, surrounded by
lush gardens with rocks polished by

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23
“On that fateful day a college, plunged into had little impact and her glow was small
despair and seeking to save as much as they against the inferno but still, she stood,
could, made a pact to re-awaken the resolute against the power before her and
mountain. Blinded by the fire within the then as if called, one by one, others joined the
elemental creature they so desperately song, strengthening the chorus.
needed, they failed to sense the destruction it
held within. As the tower fell and fire rained “Points of light could be seen throughout the
from the exploding mountain, they knew a fire quarter flaring into existence and joining
terrible mistake had been made. with the High Chancellor on the mound.
Every light added increased the power of the
ritual until there were no sparks left and all
that remained was an outline of a woman
made of light and hope, singing with scores of
voices from the now-dead students and
teachers. The college had sacrificed all for
this one moment of redemption.

“The town watched in awe and as the song


reached a crescendo, Chancellor Astaria
Hearthsong, held aloft by the magic, brought
her arms down upon the demon.

“It is said that the explosion could be heard


in the heavens and hells such was the power
wielded at that moment, shattering the
demon under the light of souls willingly given.

“Our town took many generations to recover,


the loss of the fire college was felt by
everyone, but the town council and the three
remaining towers decided that the presence of
“The beast raged, freed from its mountain
the fire mountain was too dangerous and not
prison its wrath fell upon those under the
knowing what else lay under the earth,
shadow of the volcano, the fire quarter. The
decided not to rebuild the college to the
remaining colleges rallied, protecting as much
fourth element. Students who wished to
as they could, magic cast that day saturated
follow fire were offered placements elsewhere.
everything but still, the essence of hate and
war came. Their spells only slowed the
“Over time the fire quarter has been rebuilt
creature as the town prepared for the
but it is said that on some evenings glowing
inevitable collapse of hastily erected magic
ghostly figures can be seen with mouths open
shields.
as if singing and so the quarter has fallen into
disrepair, rumours of haunting keeping a lot
“And then, atop the rubble of the fire tower, a
of people out of the area.
voice could be heard above the sounds of
destruction. A song of such clarity it cut
“And that brings us to today and what to
through the chaos as the Chancellor for the
expect.
Fire College sang words of power. Her words

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24
“Today is the day the students from the A3: Release the Fire, a Timeline
remaining three towers graduate, the day of
Ascension, and the reason so many of you Although the events in this adventure are not
fine folk are here. directly connected to the cataclysmic
destruction of the fire quarter, the current
Whether it is to join the party or offer a place situation is due to the influence of the efreeti,
in your house to a new mage, it is a day Zyrekraz, over many generations.
celebrating the magic of our world.
-635yrs: The Arlenathor bloodline with
“The finale of this year's event will be the Zyrekraz as patron, arrives at the fire college.
giving of ‘Hearthsong’s Passion’, a ruby
pendant that glows with an inner flame. This Zyrekraz learns of a beast imprisoned within
remnant of Chancellor Asteria’s ring of office the volcano. Unable to release the beast as
is given once every ten years to the most Zyrekraz is imprisoned on its own plane it
giving, selfless member of our town or starts to increase the Arlenathor power.
surrounding area, the person who epitomises
the spirit and sacrifice of the lost fire college. -585yrs: Zyrekraz goes too far and withdraws
Voted on by the entire town this can be when the Arlenathor bloodline is stopped.
anyone within sight of the air tower.
-550yrs: Revisiting the fire college, Zyrekraz
“It could even be one of you… calling itself ‘Infernal’ corrupts part of the
college through dreams and promises of
power. The cult, ‘Infernals Call’ is created.
A2: Zyrekraz - The Arlenathor Patron
-465yrs: Zyrekraz drains the fire from the
Zyrekraz is the efreeti that has been
volcano over time, effectively extinguishing it.
manipulating the Arlenathor bloodline for
many generations. Its goal was to corrupt the
Infernal offers a solution where the cult will
ideals of its minions bringing about the
be saviors of the town “contact the beast to
eventual release of a major fire demon lying
re-awaken the mountain”.
dormant within the volcano at Ashenton.

A bargain is struck with Infernal, a sacrifice


Its task was almost successful but for the
intervention of Astaria Hearthsong. of two willing subjects in exchange for a ritual
to contact the beast. Unknown to the cult, the
Undeterred the efreet has found another ritual releases the efreeti from imprisonment.
subject, this one more than willing to release
the flames from the plane of fire now he has The ritual of contact is also not as intended,
been shown true power. Zyrekraz intends to it breaks the bindings of the beast which is
use Sylus to firstly destroy Ashenton then only stopped by the sacrifice of the true fire
college.
search out further fire plane incursions and
release the fires within upon an unsuspecting
world. Zyrekraz, now free but extremely weak after
the arcane backlash, retreats.
To aid Sylus in the destruction of the town,
Zyrekraz has gifted him with three of his pets, -15yrs: After years of searching, Zyrekraz
Pyre Beasts, from the plane of fire. found Sylus, and a new pact was made.

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Monsters and NPCs

N1: Sylus Arlenathor

Sylus is a tale handsome half-elf, slight of His arms, bare to the shoulders are covered
build with shoulder-length, deep auburn hair. in tattoos of reds and blacks, and his fingers
In any other situation, he would be classed as are covered in rings of mainly red and gold.
beautiful but currently, his hair is matted
and held back by a leather circlet and his A warlock of the Genie, after years of
eyes are wide, tired-looking and terrifying. Zyrekraz’s (appendix A2) patronage and
witnessing his own steadily growing power he
His deep red sleeveless robe, crossed with is now fully committed to helping his patron
black and gold runes is covered in the dust release fire upon the world once the
from the explosion. destruction of the Tower Colleges is complete.

Sylus
Medium humanoid (Half-elf), chaotic evil He knows the following spells:
Armor Class 13 (15 mage amour) Cantrips (at will): eldritch blast, fire bolt, mage
hand, control flames, prestidigitation, light
Hits Points 78 (12d8 + 24) 1st level (4 1st-level slots): mage armor, burning
Speed 30 ft. hands, expeditious retreat, false life, shield,
unseen servant
STR DEX CON INT WIS CHA 2nd level (5 2nd-level slots): levitate, misty
10 (+0) 14 (+2) 15 (+2) 15 (+2) 12 (+1) 18 (+4) step, scorching ray

Saving Throws Con +5, Cha +7 Genie’s Vessel (Ring of Arlenathor). Sylus’
Skills Arcana +5, Deception +7, Intimidation +7, patron has gifted him a ring that grants him a
Persuasion +7 measure of power. It is a tiny object and is used
Damage Resistances fire damage as a spellcasting focus. (Appendix X1)
Senses darkvision 60 ft., passive perception 12
Languages Common, Elvish, Draconic, Abyssal
Challenge 7 (2900 XP) Actions

Innate Spellcasting Sylus’ innate spellcasting Dagger. Melee Weapon Attack: +3 to hit, reach
ability is Charisma. He can innately cast the 5 ft., one target. Hit: 2 (1d4) piercing damage.
following spells (spell save DC 15), requiring no
material components: • At will: false life, Fire Bolt. Ranged Spell Attack: +7 to hit, reach
levitate (self only), mage armor (self only), 120 ft., one target. Hit: 5 (1d10) fire damage. A
expeditious retreat, mage hand, light • 1/day flammable object hit by this spell ignites if it
each: teleport isn’t being carried or worn.

Spellcasting Sylus’ is a 4th-level spellcaster. Eldritch Blast. Ranged Spell Attack: +7 to hit,
His spellcasting ability is Charisma (spell save reach 120 ft., one creature. Hit: 5 (1d10) force
DC 15, +7 to hit with spell attacks). He regains damage. When Sylus casts this spell, it creates
his expended spell slots when he finishes a one beam.
short or long rest.
Scorching Ray. Ranged Spell Attack: +7 to hit,
reach 120 ft., one target. Hit: 7 (2d6) fire
damage. Sylus creates three rays when he
casts this spell and can hurl them at one or
several targets in range.

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Pyre Beast
Medium Monstrosity, lawful evil
Sylus’s Spells
Cantrips Armor Class 13 (natural armor)
Mage Hand (at will) Hits Points 85 (10d10 + 30)
Fire Bolt Speed 40 ft.
Prestidigitation
Control Flames
Eldritch Blast STR DEX CON INT WIS CHA
Light (at will) 18 (+4) 15 (+2) 16 (+2) 6 (-2) 12 (+1) 8 (-1)

Damage Immunities Fire


1st Level (4 Slots) Senses darkvision 60ft., passive perception 11
Mage Armor (at will Languages –
Burning Hands Challenge 3 (700XP)
Expeditious Retreat (at will)
False Life (at will)
Shield Searing Presence. Any creature that starts its
Unseen Servant turn within 10 ft. of the pyre beast takes 5 (2d4)
fire damage. (Dampening – If the Pyre Beast is
2nd Level (5 Slots) in water of any depth ‘’searing presence’ is
Levitate (at will) dampened and only causes 1d4 of damage
Misty Step
Scorching Ray from scalding water rather than fire.)

7th Level Illumination. The Pyre Beast sheds bright light


Teleport (1/day) in a 10 ft. radius and dim light for an additional
5 ft.

Actions

Multiattack. The pyre beast makes two attacks,


one with its flaming tail and one with either its
N2: Pyre Beast bite or its claws.

Looking like a large cat a Pyre Beasts coat Flaming Tail. Melee Weapon Attack: +6 to hit,
ranges in color from pale yellow to deep red reach 10 ft., one target. Hit: 7 (1d6 + 4)
on its shoulders and down its back, flicking bludgeoning damage and 2 (1d4) fire damage.
flames running along its spine from its
Bite. Melee Weapon Attack: +6 to hit, reach 5
flaming ear tips to the whiplike flaming tail ft., one target. Hit: 8 (1d8 + 4) piercing damage.
the beast uses to attack its prey.
Claw. Melee Weapon Attack: +6 to hit, reach 5
These mischievous denizens of the elemental ft., one target. Hit: 11 (2d6 + 4) slashing
plane of fire love nothing more than setting damage.
things on fire.

It is rumored that they have been domesticated


by the higher denizens of the plane of fire and
can be seen in such an environment much as
cats are on the material plane.

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N3: Bunsen

Bunsen is a very old fire elemental; they were Bunsen wears what appears to be a red tunic
originally bound into service to act as a guard over a black shirt and pants. On the tunic is
at the main entrance for the Lair. Over time the symbol of Infernals Call. It is impossible
and exposure to the power and knowledge to tell whether Bunsen is male or female, they
within the Lair, they have developed a greater will answer to either
appreciation of life and the position of fire
within planes and as such, their intelligence Although originally bound Bunsen has
and sense of self have developed learned the spell which would release them,
considerably. but this would also sever their tether to the
Lair, and they are unsure if their ‘self’ will
Using a self-taught limited form of disguise remain on returning to the plane of fire. Not
self, they appear as a dark, fire skinned willing to take the risk of losing themselves
humanoid with orange hair, flames Bunsen has been learning as much as they
constantly flickering in their presence. can and keeping the place clean and ready for
the new occupants.

Intelligent Fire Elemental


Medium Elemental, neutral Additionally, they can enter a hostile creature’s
space and stop there. The first time it enters a
Armor Class 13 creature’s space on a turn, that creature takes
Hits Points 102 (12d10 + 36) 5 (1d10) fire damage and catches fire; until
Speed 50 ft. someone takes an action to douse the fire, the
creature takes 5 (1d10) fire damage at the start
STR DEX CON INT WIS CHA of each of its turns.
10 (+0) 17 (+3) 16 (+2) 16 (+3) 12 (+1) 10 (+0)
Illumination. Sheds bright light in a 30-foot
Damage Resistances bludgeoning, piercing radius and dim light in an additional 30 feet.
and slashing from non-magical weapons
Damage Immunities fire, poison Water Susceptibility. For every 5 feet the
Condition Immunities exhaustion, grappled, elemental moves in water, or for every gallon
paralyzed, petrified, poisoned, prone, of water splashed on it, it takes 1 cold damage.
restrained, unconscious
Senses darkvision 60ft., passive perception 11
Actions
Languages Common, Ignan
Challenge 5 (1,800XP)
Multiattack. The elemental makes two touch
Control Form. They can control their form and attacks.
are now able to ‘turn down’ their inferno doing
no damage although they are still too hot to Touch. Melee Weapon Attack: +6 to hit, reach 5
touch. ft., one target. Hit: 10 (2d6 + 3) fire damage. If
Fire Form.. They can move through a space as the target is a creature or a flammable object,
narrow as 1” wide without squeezing. A it ignites. Until a creature takes an action to
creature that touches or hits it with a melee douse the fire, the target takes 5 (1d10) fire
attack while within 5 feet, takes 5 (1d10) fire damage at the start of each of its turns.
damage.

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N4: Gelatinous Cube Orli who also works at the Inn. With no
children of his own, he sometimes lets the
Surviving on the refuse of the town, the cube local kids get away with more than he should.
patrols the sewers looking for the next easily Dressed in rough cotton work clothes he
digestible meal. wears a stained leather apron.

(Gelatinous Cube MM pg. 242) (Commoner, MM pg. 345)

N5: Mayor Gaynor Farseer N8: Watch Captain, Kyrsten


Bronzestrider
A tall and muscly half-orc female with
greenish-grey skin, long greying hair and Kyrsten is a veteran of many campaigns who
deep green eyes, Gaynor is always smiling has made Ashenton her home. Upon arrival
and full of joy, especially during the festival. she was asked by Gaynor to run the watch, a
She is married to Brandon; a human male task she finds gives her a sense of belonging
baker and they have a couple of young without the inherent dangers of battle or
children. adventuring. An athletic-looking female dwarf
of about 4’6”, Krysten has red hair and deep
During the festival, Gaynor will be wearing an brown eyes, she is currently quite stern and a
elegantly tooled leather vest (AC 11) over a bit stressed due to the number of strangers in
short-sleeved cotton shirt, a knee-length tan- ‘her town’ but is generally pleasant company
colored skirt and leather boots. She wears a and when relaxed has a few tall tales to tell.
large knife (1d6 piercing) on her hip and Not expecting trouble, Kyrsten and the rest of
Hearthsong’s Passion around her neck. the watch guards are all wearing the town
tabard over leather breastplates, they are
(Commoner, MM pg. 345) armed with short swords or hand axes and
daggers.

N6: Priest of Eldath, Hollin Yardly


(Veteran MM pg. 350)

The main healer of the town, Yardly is a


human male cleric of Eldath. He is dressed in N9: Earth Warden Mycah Willowfoot,
blue-green ceremonial robes over which is a Earth College Chancellor and High
scale mail breastplate (AC14) made of abalone Chancellor of the Towers
shell and is armed with an equally ceremonial
harpoon (treat as a spear, 1d6 piercing). He is The male halfling, Earth Warden Mycah is
quiet, content and calm. His shrine to Eldath dressed in his official gardening clothes, as he
is within the water quarter. likes to call them, a soft pale leather jerkin
over a deep green shirt with sandy orange
(Priest, MM pg. 348) pants, he is barefooted. With a slight limp, he
leans on a beautifully carved hoe on which
sits a large brown bird, a small trowel is on
N7: The Towers Inn Owner, Brak one hip, and a pruning knife on the other. He
is circulating the festival arm in arm with his
Brake is a short (for a gnome) old male wife, half a dozen or so children are
Gnome. With salt and pepper hair and a constantly vying for their attention, hoping
short well-trimmed beard. He is married to their mother or father will buy them treats

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from the stalls. He has a mop of curly ginger tanned reddish skin. Golden yellow horns,
hair which covers his brown eyes, laughter pointing skyward through jet black hair, are
lines forming creases on his ever-smiling face. wrapped in places with colored ribbons and
jewels.
Mycah is the current “High Chancellor of
Towers College”, a position taken by one of When not chatting to the festival attendees or
the chancellors, voted on by the town council. students her eyes of deepest black are
focused on the small notebook she carries,
(Druid MM pg. 346)
(Mage MM pg. 347)

N10: Water Keeper Relinior


Brightstream, Water College
Chancellor N12: ‘Old’ Joe, ex-Scout

Relinior arrived at Ashenton a few years after Joe is a human scout of just under 6’ in
the collapse of the fire college. He was height, passed his prime at about 50 years of
contacted by High Chancellor Esta Earthsong age, he is still a formidable foe if roused. He
(the Earth Warden at the time and High returned to Ashenton after spending
Chancellor) who knew him as a great and considerable time alone in the wilderness.
passionate elven healer, someone the town
was in dire need of after the calamity and the Lacking a lot of social graces and not having
untimely death of the previous Water Keeper. many funds he lives on the edge of the fire
quadrant in a small timber shack surrounded
He is dressed in a simple blue and green by Beehives. He trades the honey produced
robe, embroidered with orange and yellow which is particularly sought after for its
fish, tied with a gold braided belt from which unique taste due to the Bees feeding on
hangs a slender, silver shafted mace, carved nectar from the rare Fireash Poppies found
to look like running water. His silver hair is only in volcanic soil.
tied back with a gold cord from which hangs
a large sapphire, centred on his forehead just A large leather hat covers long grey-brown
above his pale blue eyes. hair, he has one blue eye, the other is milky
white and partially blind. He is armed with a
Moving with a stately grace he can be seen short bow, hand axe and large hunting knife.
circling among the crowd or sitting calmly on
the seat prepared for him for the graduation, (Veteran MM pg. 349)

(Priest MM pg. 348) Miscellaneous Townsfolk

N11: Air Caller Issabella Torvinion, Air ● Guards: mix of fighters, fighter rogues,
College Chancellor rangers (Guard, MM pg 347)
● Townsfolk and Merchants: all sorts
‘Izzy’ is a female Tiefling of middle age,
(Commoner, MM pg. 345)
exuding an air of confidence she moves
● Students: (Apprentice Wizard, VGM pg. 209)
everywhere with a purposeful stride. Standing
● College Tutors: (Mage, MM pg 347)
tall at 6’, her palest blue robes, embellished
with yellow, starkly contrast her deeply

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Festival Price List Ascension Whaler (3sp). A strong, deep blue
rum-based cocktail with swirls of orange and
Use the standard price list for most items on honey, made using blueberries from the earth
sale during the festival but add 20%. college gardens.
Ascension Sparkler (5cp). A non-alcoholic
A few festival specialities are listed below. For sparkling orange and lime drink with a small
ease of use, everywhere within Ashenton is ice whale floating on the top.
selling everything at almost the same price for
the duration of the festival unless noted. Items of Note

Food & Drink


I1: Hearthsong’s Passion Pendant
Spiced Egg Surprise (1sp). A soft-boiled egg
A ruby pendant glowing with an inner flame.
surrounded by smoked fish and
This is the remains of the old sigil of the fire
breadcrumbs, the yolk somehow mixed with
college, last worn by Chancellor Astaria
hot mustard.
Curried Catfish Cup (2sp). Lightly curried
It is presented every ten years to the member
local catfish in a crispy coating, drizzled with
of town that epitomises the spirit of the lost
a fruity sauce. 3 pieces per cup.
college.
Forest Fungi Flip (1sp). A thin rolled
pancake cooked quickly filled with rare and Acts as ‘Ring of Fire Resistance’ when worn,
exotic mushrooms. granting resistance to fire damage (half
Crab, Prawn and Rice Wrap (2sp). Fresh damage).
local shellfish steamed, shelled and mixed
with a light citrusy sauce, surrounded by (DMG pg. 192)
sticky rice and wrapped in seaweed.

Iced Apple Caramel (2sp). A frozen apple


I2: Ring of Arlenathor
puree topped with hot caramel sauce and
A gold signet ring inset with a large ruby.
ginger.
Sky Sugar Birds (2sp). Delicate sugar birds
Detect magic will give a positive result, it
flavoured with local berries wrapped around a radiates magic from the school of evocation.
stick of candy as if flying in a spiral.
The ring is Sylus’s ‘Genies Vessel’ (appendix
Fire Ash Mead (8cp). A spiced, honey mead X1).
made by the college of earth using honey
supplied by Tom out of the fire quarter and
herbs gathered from the slopes of the
dormant volcano.
Three Towers Ale (6cp). The local brew from
the Towers Inn. Made using hops from the
college of earth, specially prepared malt from
the college of water and yeast grown at the
top of the college of air.

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Miscellaneous

X1: Genie’s Vessel (Ring of Arlenathor)

Your patron gifts you a magical vessel that The vessel's AC equals your spell save DC. Its
grants you a measure of its power. The vessel hit points equal your warlock level plus your
is a tiny object, and you can use it as a proficiency bonus, and it is immune to poison
spellcasting focus for warlock spells. You and psychic damage.
decide what the object is, or you can
determine what it is randomly by rolling on If the vessel is destroyed or you lose it, you
the Genie's Vessel table. can perform a 1-hour ceremony to receive a
replacement from your patron. This ceremony
While you are touching the vessel, you can can be performed during a short or long rest,
use it in the following ways: and the previous vessel is destroyed if it still
Bottled Respite. As an action, you can exists. The vessel vanishes in a flare of
magically vanish and enter your vessel, which elemental power when you die.
remains in the space you left. The interior of
the vessel is an extradimensional space in the (Genie’s Vessel TCoE pg. 74)
shape of a 20-foot-radius cylinder, 20 feet
high, and resembles your vessel. The interior
is appointed with cushions and low tables
and is a comfortable temperature. While
inside, you can hear the area around your
vessel as if you were in its space. You can
remain inside the vessel up to a number of
hours equal to twice your proficiency bonus.
You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is
destroyed. When you exit the vessel, you
appear in the unoccupied space closest to it.
Any objects left in the vessel remain there
until carried out, and if the vessel is
destroyed, every object stored there
harmlessly appears in the unoccupied spaces
closest to the vessel's former space. Once you
enter the vessel, you can't enter again until
you finish a long rest.
Genie's Wrath. Once during each of your
turns when you hit with an attack roll, you
can deal extra damage to the target equal to
your proficiency bonus. The type of this
damage is determined by your patron:
bludgeoning (dao), thunder (djinni), fire
(efreeti), or cold (marid).

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Player Handouts & Maps

All player handouts and maps are included in


the ‘zipped’ archive as color and black and
white.

M1: Ashenton Area

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M2: Town Square

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M3: Sewers

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M4: Lair

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PH1: “Arlenathor, A Bloodline Bound”
It was with great joy that I, Lore Keeper Wyrlin Lamaker,
These entries are all that can be made out in announced to the council our betrothal, a new dawn for all
the damaged journal titled ‘Arlenathor, A of us is within reach.
Bloodline Bound’, within the library of the The fires of creation are strong within Syrilion, I have been
Lair. It’s obvious where different people have
blessed with twins.
made entries due to changes in the writing.
- Lore keeper Lamaker

Although barely able to walk, the twins play with fire as if


A curious lad came into the college today, Cyrion has a
born to it. The sound of laughter fills the halls as the
great affinity with fire-based sorcery, it’s as if he speaks to it,
he will be a great addition to the college. festival approaches.
- Lore keeper Lamaker
- Vice-Chancellor Jorvand

My heart is ash, the twins have killed their mother, Syrilion,


Together Cyrion and I meditated upon the source of the fire
in a barely contained inferno. The council of colleges is in
during which he came face to face with the hidden patron of
the Arlenathor bloodline, a great and powerful fire spirit, session, I wait in fear for the outcome.
- Lore keeper Lamaker
Zyrekraz, it promises much.
- Vice-Chancellor Jorvand
Judgement is made, willingly I go to my death, the influence
of Zyrekraz must be stopped, the Arlenathor bloodline must
be eradicated.
- Wyrlin Lamaker
After years of learning control, we have been blessed with a
child, a beautiful flame-haired boy, we’ve called him Tylos
after Bethenda’s father.
- Firekeeper Cyrion Arlenathor
A dark day as all colleges grieve. Witness as I was to the
most selfless sacrifice still the tears run. The image of
Wyrlin cradling the children and giving them comfort,
Tylos lost control again today and although he suffered a few whispering words of hope and joy as the conduit to the
burns they should have been much worse. The Arlenathor twins’ fire was opened, knowing full well the outcome.
bloodline is barely containing Z. Tapping the power within the children and the demonic force
- Crystal Stone, Hearthflame they contained, the power was released until in a flash all
that was left was a memory seared on our souls.
- Most High Chancellor Esta Earthsong

76 years have passed without a male heir, but the fire has
resurfaced in Syrilion, the eldest daughter down the bloodline
and it is as strong as ever. Is this a sign? Are the elements My passion is gone, my spirit is as dead as my friend
shifting once more? Wyrlin. I go to my end knowing we did a terrible thing.
- VC Morningwalker Was it worth it?
Did we save the college or damn it?
With much tutoring, Syrilion has mastered the fire and May our children forgive us…
gained dominance over Z. - Chancellor Dormund Smithson
- VC Morningwalker

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PH2: High Ritualist Note

The contact was successful and Infernal


accepted the two lives as payment for the
ritual of contact.

The circle is prepared for the opening. As


was foretold, we have answered Internals
Call and I go to bargain with the beast held
captive within the mountain for the rebirth of
our college.

With the power once more flowing, our


dominance will be assured.

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