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Published by Chris Chris, 2023-05-29 08:04:36

Return of the Azure Bonds 5ed

Return of the Azure Bonds 5ed

Return of the Azure Bonds Credits Writing & Design: Bryan Holmes @FallenWyvern, Kerry Jordan @kandidkerry, Chad M. Lensch @ddsDnD, Gordon McAlpin @gmcalpin, Steve “Jaspor” Orr @AgentJaspor Producer: Steve “Jaspor” Orr Cover Artist: Nikki Dawes, @nikkidawesdraws Interior Artist: Victoria Blackmore @OneDMtoAnother www.OneDMtoAnother.com Cover Design: Gordon McAlpin Interior Layout: Kari Jo “Kage” Freudigmann @RageKagexRugger www.ragekagerugger.com Editing: Kari Jo “Kage” Freudigmann, Kerry Jordan, Steve “Jaspor” Orr Cartographer: Dyson Logos Some artwork © 2021 Dean Spencer, used with permission. All rights reserved. Pixabay (www.pixabay.com); used with permission under the Pixabay License. Dominoes Dice image by Mettu provided by CleanPNG and used under public domain license. Interior illustrations found in DMs Guild Creator Resources provided by the Dungeon Masters Guild. Aarakocra Skyhunter by Matthew Lee Myers used with permission. Version 1.0 - November 23, 2021 www.wizardsleevestudios.net Acknowledgments This adventure was inspired by the original Curse of the Azure Bonds novel, adventure, and Gold Box video game. The following material provided some concepts and inspiration: Collins, Andy, Skip Williams, James Wyatt, and others. Draconomicon: The Book of Dragons. Wizards of the Coast. 2003. Greenwood, Ed. Volo’s Guide to the Dalelands. TSR Inc. 1996. Gregersen, Anne. Monster Loot, Vol. 1: Monster Manual. Dungeon Masters Guild. 2019. Grubb, Jeff and Kate Novak. Azure Bonds. TSR Inc. 1988. Grubb, Jeff and George MacDonald. Curse of the Azure Bonds. TSR Inc. 1989. Lee, Adam, Bill Benham, and others. Baldur’s Gate: Descent into Avernus. Wizards of the Coast. 2019. Myers, Matthew Lee. Cormyr: Land of the Purple Dragon. Dungeon Masters Guild. 2019. Wizards RPG Team. Lost Mine of Phandelver. Wizards of the Coast. 2019. On the Cover An adventurer marked with the Azure Bonds contemplates his next move while cultists perform a mysterious ritual around an obsidian obelisk.


1 Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Bryan Holmes, Kerry Jordan, Chad Lensch, Gordon McAlpin, and Steve Orr and published under the Community Content Agreement for Dungeon Masters Guild. Contents Producer’s Note ............................. 2 Introduction................................... 3 Story Overview ............................................. 3 Running the Adventure............................... 4 Adventure Flowchart................................... 5 Chapter 1: The Appearance of the Bonds ...................................... 10 Background .................................................. 10 Chapter Summary ...................................... 10 Rise and Shine ..............................................11 Around the House .......................................12 The Campsite................................................15 The Search for Answers .............................15 Chapter 2: Redemption by Fire .....16 Background .................................................. 16 Chapter Summary ...................................... 16 Enter Suzail...................................................17 Special Delivery .......................................... 18 Making Headlines....................................... 19 Confront the Fire Knives .......................... 22 What Happens Next................................... 29 Chapter 3: The Hive of Dragons . 30 Background ..................................................30 Chapter Summary .......................................31 The Village of Hap ...................................... 32 Haptooth Hill............................................... 36 The Tower of Dracandros .........................44 Coda ...............................................................48 Chapter 4: An Eye for an Eye ...... 50 Background ..................................................50 Chapter Summary ......................................50 The Public Eye..............................................51 More Than Meets the Eye......................... 54 Catching Someone’s Eye ...........................64 What Happens Next................................... 67 Chapter 5: Cult of Chaos ............ 68 Background ..................................................68 Chapter Summary ......................................68 Never Talk to Strangers ............................69 Follow the Dotted Line.............................. 72 Raid the Nest ............................................... 77 Face the Cult of Chaos ..............................82 Run Free! ......................................................89 Chapter 6: Rebirth of Tyranthraxus ............................... 90 Background ..................................................90 Chapter Summary ...................................... 91 Returning the Egg...................................... 91 The Fell Shadow of Tyranthraxus .......... 93 Evil Undone..................................................95 Epilogue ........................................................98 Appendix A: Magic and Unique Items ................................. 99 Appendix B: Monsters and NPCs 101 Appendix C: Magic Spells ............123


2 Producer ’ s Note Back in 1988, a gold box sitting on the shelf of my local video game store caught my attention: Official Advanced Dungeons & Dragons Computer Product - Pool of Radiance. The orange sticker on the front of the box showed the outline of a 5-and-a-quarter-inch floppy disk and said “C-64/128.” I just so happened to own a Commodore 64 computer. I made the purchase, raced home, and became fascinated with the Dungeons & Dragons world brought to the computer. I’d tried playing D&D before, but it didn’t last very long. None of my friends really wanted to be the Dungeon Master. But now I could make my own characters, dive into the story, lose myself in the Forgotten Realms, and my trusty Commodore 64 would be the DM. A year later, the sequel, Curse of the Azure Bonds, was released. It even allowed you to import your same characters from Pool of Radiance into this game, a concept that was somewhat groundbreaking for video games at the time. I found the story even more compelling with the mysterious factions, variety of creatures, and new spells my characters obtained while leveling up. It was around that time that I realized the creative and amazing things that could be done on a computer. It helped me decide to pursue a career in software development. More than 30 years later, I continue to work in software development and love the creative aspects of it. And while I’ve never professionally worked on a video game, I’ve been a part of teams that have done some pretty cool stuff with software. Return of the Azure Bonds is an opportunity to revisit that adventure that meant so much to me and plenty of other Dungeons & Dragons fans. The idea was to pay homage to the original story while putting our own spin on it. We wanted to include some names and faces that would be familiar to those who know the original, but we also wanted to include some new characters and factions. Most importantly, we wanted to create a compelling and original adventure that would appeal to both those fans who know the original and those who are discovering D&D for the first time with 5th Edition. The team worked long and hard to bring you an adventure we hope you find as interesting and memorable as the original that inspired it. My thanks to Bryan, Chad, Gordon, Kage, Kerry, Nikki, and Victoria for everything they contributed to this project. —Steve “Jaspor” Orr Content Warning This adventure is based upon scenarios where the Azure Bonds curse compels the characters to perform certain tasks. This is similar to spells such as charm person and suggestion and may not be suitable for players uncomfortable with mind control effects. There are also scenes that involve: harm in front of children; blackmail; body mutilation (eyes being removed); missing persons; and human sacrifice.


Introduction 3 Introduction The party wakes up from a deep sleep to find themselves marked with strange blue tattoos. These are no ordinary tattoos, as the azure ink shimmers with a deep magic. Five distinct symbols, aligned on the sword arm of each character. The group has no recollection of how they got there, but feels a deep sense that these marks serve an insidious purpose. Who put them there and why? How can they be removed? These answers await as the group embarks on the adventure Return of the Azure Bonds. This Dungeons & Dragons adventure is written as the spiritual successor to Curse of the Azure Bonds, a second edition Advanced Dungeons & Dragons adventure module that was also a popular novel and Gold Box video game. While the high level concept of mysterious magic tattoos remains the same, the details and way the story unfolds is a completely original adventure. Designed for an adventuring party of four to six 6th-level characters, Return of the Azure Bonds takes place in the kingdom of Cormyr in the Forgotten Realms. By the end of the adventure, characters should be 8th level or higher. Story Overview The adventure begins with the party waking up in an unfamiliar house with no recollection of how they got there. They soon notice the magic tattoos on their bodies, with no clue how they got there. Before long, the owner of the house returns and explains that he found them unconscious on the side of the road, so brought them back here to safety. While he cannot help decipher the symbols of the tattoos, he suggests the characters go to the city of Suzail to consult the scholars there. In Suzail, as the party tries to learn more about their bonds, the Fire Knives observe their actions. Before long, the group is compelled to read and follow the instructions on special notes. These notes direct the characters to locate and plant evidence on citizens around the city, effectively framing them for crimes they did not commit. In an attempt to end their servitude to the notes, the party locates the Fire Knives hideout and deals with those behind the plot. From there, assorted visions and dreams help determine which bond the party investigates next. One of the marks leads them to the town of Hap, a settlement known for the hill that houses dozens of dragons. Guided by the bond, the characters navigate their way through the hill and up to its top where a ruined tower sits overlooking the town. Within the tower rests a powerful spell and the dragon egg required to fuel it, but the bonds may have a surprise in store when it comes time to determine who the spell and egg are delivered to. The next bond leads the group back to Suzail, this time seeking out members of the Xanathar Guild. A disrupted wedding, a missing person, and a spy within the Guild helps the party infiltrate their ranks. An unlikely ally helps the characters get closer to the creature leading this faction of the Xanathar Guild—a wounded beholder who hopes to exact revenge. A staged rescue scene engages the party with a member of the faction controlling another one of the bonds. A cult attempting to free a long-banished demon lord uses their bond to coerce the characters to kidnap an aarakocra


Introduction 4 shaman. The shaman is to be sacrificed as part of a ritual utilizing the power of a mysterious obsidian obelisk. The characters must resist the power of the bond and stop the ritual to avoid unleashing a dangerous demon lord upon the world. In the final chapter, the party is invited to return to Suzail under the pretense of being honored with a statue for dealing with several troublesome factions in the region. Soon after arriving, Tyranthraxus reveals himself and divulges his sinister plot. Part of the town is whisked away to the Shadowfell, where Tyranthraxus begins a dark ritual that, if completed, will grant him immeasurable power. It’s up to the heroes—and any allies they may have made along the way—to disrupt the ritual and defeat Tyranthraxus. Running the Adventure To run this adventure, you’ll need the fifth edition Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Text that appears like this is meant to be read aloud or paraphrased for the players when a specified moment or event occurs as described in each section. Magic items mentioned in this book can be found in the Dungeon Master’s Guide and are presented in italics type. Unique magic and mundane items introduced within this book can be found in appendix A. The Monster Manual contains stat blocks for most of the monsters and NPCs found in this book. When a monster’s name appears in bold type, that’s a visual cue pointing you to the creature’s stat block in the Monster Manual. Original creatures or NPCs, or those from sources other than the Monster Manual, are included in appendix B of this book. Chapters 3, 4, and 5 are designed to be completed in any order. All of them must be completed before proceeding to the final chapter of the story. A visual representation of that can be seen in the Adventure Flowchart.


Introduction 5 Adventure Flowchart Chapter 1: The Appearance of the Bonds The party wakes up in an unfamiliar house and finds themselves marked with strange blue tattoos. Chapter 2: Redemption by Fire The characters make their way to the city of Suzail to learn more about the bonds, and find themselves compelled to frame innocent citizens. Chapter 3: The Hive of Dragons A tower resting atop a hill filled with dragons contains the prize they seek. Chapter 4: An Eye for an Eye The Xanathar Guild operating within Suzail uses the party in an experiment with a nefarious purpose. Chapter 5: Cult of Chaos Looking to free a long imprisoned demon lord, a diabolical cult hopes to kidnap and sacrifice a shaman to complete a dark ritual. Chapter 6: The Final Bond The party is led to the Shadowfell where they come face to face with the evil force pulling the strings all along.


Introduction 6 The Azure Bonds The unusual tattoos that appear on each character are magic markings. These brands are made up of five symbols, each representing a faction that worked with others to bind the party to their cause. The designs appear to be made of a bright blue ink that glows faintly in the dark. The bonds cause a variety of effects on the characters. Each faction has a different goal and its bond compels the party to assist toward those objectives. The bond effects are described in more detail throughout the adventure, including how characters may be able to resist them. A character afflicted by the bonds who isn’t actively advancing at least one faction goal doesn’t receive any benefits after finishing their next short or long rest, as the bonds cause a restless and uneasy sleep. Ultimately, you decide whether the characters are advancing the bonds’ goals. If the party is actively traveling towards one of the specified sites, conducting research for a bond objective, or following orders from a bond faction, then the bonds don’t disturb their rest. When the bonds punish the party, read or paraphrase the following: When you settle down to rest, the strange magic markings glow, their blue symbols pulsing under the surface of your skin. You feel a searing pain emanate from the tattoos as disjointed images and thoughts flood your mind, pointing you towards your next destination. These disconcerting effects prevent you from gaining any of the usual benefits from the rest. Spells such as detect magic reveal that the bonds originate from the enchantment school of magic. Trying to remove the bonds by magical (or other) means triggers a violent defense (see effects below). Severing the marked limb causes the bonds to reappear on another limb on the next dawn. (And if all the creature’s limbs are removed, the bonds appear on its torso.) Casting dispel magic, remove curse, or similar spells in an attempt to remove the bonds has the following effects: • The spellcaster is targeted by a magic missile spell originating from the bonded character. The number of blue glowing darts equals the number of bonds on the bonded character. Each dart deals 3 (1d4 + 1) force damage. • A shatter spell originates from the character the spell was cast upon. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Constitution saving throw. A creature takes 13 (3d8) thunder damage on a failed


Introduction 7 save, or half as much damage on a successful one. • The bonded character must succeed on a DC 13 Wisdom saving throw or become enraged. The enraged character must try to kill the spellcaster. The character has advantage on attack rolls but disadvantage on saving throws. The rage lasts 1d6 rounds. Once the rage ends, the character regains their wits and realizes what they did, but understands that they had no control over their actions. The Azure Bonds have been created by a collection of individuals and factions who hope to use their power to compel the heroes to carry out their will. The factions did not join together out of friendship. Each faction believed the binding promised them success without risk and needed the others to complete the ritual. Those behind the bonds and what they hope to accomplish with each are: • The Fire Knives operate from the shadows and manipulate an order of paladins to eliminate targets. They use the bonds to force the party to plant evidence on their targets, effectively carrying out assassinations by framing people for crimes they did not commit. • The Xanathar Guild is experimenting with the power of the bonds to determine how useful they may be in the future. However, a vengeful rival within the Guild has their own goal in mind. • The Cult of Chaos seeks to perform a dark ritual powered by a mysterious obsidian obelisk. By sending the heroes to capture an aarakocra shaman for ritual sacrifice, they believe they can free the demon lord, Miska the Wolf-Spider, from his prison on the Plane of Pandemonium. • The Arcane Brotherhood hopes to retrieve the secret of a powerful spell and the dragon egg that fuels it. Previous groups had been sent to retrieve the secret hidden within a ruined tower upon a hill infested with dragons. They never returned. The Brotherhood hopes the party is more successful. Tyranthraxus uses the other factions for his own goals. Unbeknownst to the other holders of the bonds, Tyranthraxus maneuvers the party to eliminate threats and gather artifacts and knowledge so that he can possess a creature worthy of his power. Discovering and Confronting the Alliance A variety of clues, dreams, and visions guide the party towards their next destinations throughout the adventure. The bond factions constantly seek to forward their goals, so the bonds pressure the characters to stay on course. Heroes chaff at servitude and presumably the characters seek to remove the bonds throughout the adventure. This means that the characters need to understand each bond, what it’s trying to get them to do, who is behind it, and how to remove it. This varies from bond to bond and faction to faction. As previously mentioned, the middle chapters of this adventure can be completed in any order. The exact order is left up to the party, but may be influenced by random visions that are caused by the bonds. The ends of chapters 2, 3, and 4 offer opportunities for the characters to decide their next destination.


Introduction 8 Which Bond Is Next? When the story calls for a vision, each character rolls 1d4 during the next short or long rest. The result determines the vision the character experiences (reroll a result for a completed chapter’s vision). Next Vision d4 Imagery Chapter 1 This character does not experience a vision. 2 The Rage of Dragons 3 3 The Hunger for Retribution 4 4 The Power of Chaos 5 The characters should discuss what they each saw and collectively decide where to venture next. If they have already removed one of the referenced bonds, then that vision no longer appears to them, and any player experiences no vision or one of the remaining visions instead, at the Dungeon Master’s discretion. You do not want to get into a situation where the party has not experienced any visions and therefore do not know their next destination. Rage of Dragons. For characters who witness this vision, read or paraphrase the following: The dream begins in darkness. You see nothing and hear nothing but a faint breeze and your own breathing. Then the chattering and scraping sounds start, and you grow nervous. You are pulled forward, accelerating quickly. It’s a relief, at first, when you see a light at the end of the tunnel: a faint, purple haze. As you approach, the scraping and chattering noises get louder. Something hisses at you as you pass by it. The light grows and brightens as you approach it, and soon you can discern details of the tunnel around you. You realize that you can’t see the walls anywhere: all you can see is the writhing backs of an endless mass of dragons, climbing and scraping their way through the tunnel around you. There’s a flash of purple light and when your eyes adjust, you see a massive cavern, teeming with dragons of all species: chromatics, metallics, and even gemstone dragons. Then, they take off in an explosion of energy and blot out the light once again. All of you jolt awake at the same time, your minds spiraling around the same thought: “We must journey to the Tower of Dracandros, near the village of Hap, where we must retrieve the dead wizard’s spellbook and an amethyst dragon egg.” Hunger for Retribution. For characters who witness this vision, read or paraphrase the following: Your consciousness leaves your body and slowly sails up into the starless night sky. As your weightless spirit travels higher, the moon slowly expands and metamorphoses into a pale, cloudy eye. Six stars slowly spiral around the moon, blinking as they twist and turn in a hypnotic pattern. The black heavens collapse upon themselves, shrinking towards the moon and forming a black circle around the sightless orb. The blind eye focuses on you, and blinks. When the eye opens again, it is no longer white and sightless, but rather, it glows red like a hot coal, with a tiny black dot as a pupil. Hoarse laughter erupts from below. As you look down, a giant earthquake rends the earth, slowly contorting into a crooked, fang-filled smile. The mouth speaks: “Come to me. I require your assistance. I must deliver retribution!” The mouth opens, and you are pulled impossibly fast into the chasm. You awake with a start, not knowing how much time actually passed, but you do know that you must travel to Suzail and find the Xanathar Guild.


Introduction 9 Power of Chaos. For characters who witness this vision, read or paraphrase the following: In rapid flashes, you live through a multitude of deaths: all violent ends at the hands of a variety of foes. Goblins swarm over you with vicious stabs. A troll grapples you with its claws before you feel its bite. An ogre breaks you with a huge club. A djinn’s scimitar slices you in two. Faster and faster the scenes progress, blurring together into a world of pain and death. Then, just as a giant is raising his axe for the death blow, it is set upon by beasts with the bodies of spiders and the heads of wolves. They swarm the giant, pulling him down and devouring him. You hear a deep voice say, “With the right allies, strong warriors need never fall. But first, an alliance must be made and a prison broken.” You suddenly find yourself hovering in a vast cavern before a great sphere of swirling, vibrantly-colored mist. Howling winds burst from countless tunnels to deafen you. Within the sphere, you can see the vague shape of some monstrous spider beating at the sides. A beam of dark energy from out of nowhere strikes the mist. As a result, the mist begins to dissipate. A spider’s leg as large as your body punches free before you awaken with a start. You feel the need to journey to the town of Minroe near the Storm Horn Mountains. When all the other bonds are removed, the final bond will lead the characters towards Tyranthraxus, the villain behind the entire bond alliance. Character Advancement Characters who begin at 6th level advance to 7th level after removing two of the five bonds. Characters should be 8th level prior to the final confrontation with Tyranthraxus in chapter 6. Story Hooks This adventure is designed for 6th-level characters. As such, they’re probably experienced adventurers in an ongoing campaign. Placing this adventure into an existing campaign is fairly easy since it begins with the party waking and missing recent memories. Below are a few possible scenarios to help smoothly transition into this adventure. Total Party Knockout A combat encounter that ends with all characters dropping to 0 hit points is a good way to explain how they wind up unconscious in a strange place. Rather than a total party kill, the Dungeon Master ends the game session as a cliffhanger with the fate of the characters unclear. The next session introduces this adventure by describing the party waking up in the unfamiliar house. Waking Up in a Strange Place The adventure hook doesn’t need to be violent. The characters simply fall asleep and wake elsewhere. No explanation needed. If the party normally keeps a watch, the guard uncharacteristically dozes off (perhaps due to magical influence). What Did I Drink Last Night? It’s not unheard of for adventurers to blow off some steam and indulge in several alcoholic beverages after a harrowing adventure. It’s also not improbable that those adventurers overdo things a bit and find themselves with blurry vision and foggy memories. One such night makes an excellent segue into waking in an unknown house with no recollection of how they got there.


Chapter 1: The Appearance of the Bonds 10 Chapter 1: The Appearance of the Bonds The adventure begins with the party waking up in a small house in the countryside. They have no recollection of how they got there and soon realize they are marked with strange tattoos. These markings just underneath the surface of their skin are of a magical nature and drag the party into a journey to discover who is behind them and what they mean. Background The party are subjects of the azure bond experiment and this is where the experiment begins. They wake up with no recollection of how they got here. Their seemingly gracious host, Aphior Idelis, is not only an accomplice to the plot, but is the main antagonist, Tyranthraxus, in disguise. The evil spirit inhabits a human body. He placed the azure markings on the characters while they were unconscious, binding them to the will of himself and the other bond factions. Aphior provides sympathy and comfort for the characters while also emphasizing that he doesn’t understand why they were unconscious for so long or how the markings got there. He claims the tattoos were already present when he found the characters. While he subtly urges the party in the direction to fulfill the bonds’ purpose, he is careful to not reveal his own involvement. Chapter Summary This chapter introduces the party to the Azure Bonds and raises questions about them. After waking up in an unfamiliar house, the characters notice the markings on their skin and realize they have no recollection of how they got there. In fact, they’ve been there for a full tenday. Exploring the house reveals that it has been well taken care of and they find all their equipment nearby. While they don’t find anybody else in the house, they do find a note hinting at what may have happened. Before long, the homeowner, Aphior Idelis, returns with fresh supplies, explains how he found them unconscious at a nearby campsite, and brought them to the safety of his own home when his attempts to awaken them failed. Aphior answers what questions he can, but he has limited knowledge. Well, limited knowledge regarding what he will actually reveal to the party, since he is not quite what he seems. Once the party regains their bearings, they set out to discover the secret of the Azure Bonds.


Chapter 1: The Appearance of the Bonds 11 A Familiar Face The identity of the helpful NPC homeowner can be adjusted by the Dungeon Master. It might be more convincing or engaging if the party is met by someone they know from their previous adventures. Connecting this part of the story in such a way can help tie this adventure to the broader campaign. However, keep in mind that regardless of the identity of this helpful NPC, they are still controlled by Tyranthraxus. When that is revealed at the end of the story, it can certainly create a more dramatic—and tragic—moment. Rise and Shine To begin this adventure, read or paraphrase the following: The sun shining through a nearby window feels warm on your face as you open your eyes from a very deep sleep. You find yourself in a strange bed inside an unfamiliar house. As you shake the cobwebs of slumber from your mind, you realize you have no memory of how you got here. Looking around the room, you see members of your adventuring party also awakening with confused looks as you all come to the same understanding. The character with the highest passive Perception score is the first to notice the presence of the Azure Bonds. (If more than one character has the same highest score, they simultaneously notice the markings.) Each character notices the markings within seconds of the previous character in order by descending passive Perception score. When all of the characters are aware of their identical markings, read or paraphrase the following: Strange blue markings shimmer on the skin of your dominant arm. Five strange arcane symbols you do not recognize stretch from elbow to wrist. As the characters examine the markings, the symbols from wrist to elbow are: • A dagger inside a flame • An oblong diamond shape with two v-shaped lines across its bottom • A circle with ten small spokes around its outside and a round dot in the middle • A spider with the head of a wolf • An upside-down flame with a rune within it The party’s equipment is neatly arranged and packed nearby. All of their items and money are present and accounted for. Aphior Idelis believes he will gain their trust if none of their possessions are missing. Characters who succeed on a DC 12 Intelligence (Investigation) or Wisdom (Perception) check to better understand their situation notice subtle changes within their body—longer fingernails, unshaven facial hair, a fierce hunger— that indicate they’ve been unconscious for nearly an entire tenday. After an adequate amount of time to regain their bearings (as much as they can with no recollection of how they got there) has passed, the Dungeon Master mentions that they smell something delicious cooking downstairs and how that scent elicits a rumble within their hungry stomachs.


Chapter 1: The Appearance of the Bonds 12 Around the House As the characters explore the house, they find nobody else, but discover an interesting detail or two. The Villa House The house was built many years ago but is well-maintained and clean. It feels like a cozy home. The characters awake in location H1. As the players move from the bedrooms, they smell a meal simmering downstairs. H1. Bedrooms Each of these bedrooms has one or more clean, comfortable beds. Windows allow warm sunlight to brighten the room. In the bedrooms where characters woke up, their equipment is arranged neatly on a piece of nearby furniture. H2. Storage Closets These closets contain items like extra blankets, cleaning supplies, old clothing, and other household necessities. There is nothing of much value in these closets. H3. Master Bedroom This door is locked. A successful DC 14 skill check with thieves’ tools is required to open the lock. Inside is the master bedroom. Three large windows overlook the serene forest outside. A large wooden armoire against the north wall has a drawer that contains a small bag with 25 gp inside, an emerald worth 200 gp, and a dagger, +1 that has a leather-wrapped handle with small runes engraved into the blade. H4. Upstairs Hallway The hallway connects several of the storage closets and bedrooms. The stairs here lead downstairs. The aroma of food wafts up the staircase. H5. Parlor This room connecting several bedrooms contains a table holding a Dragonchess set, two comfortable lounge chairs, and a small side table with a smoking pipe and an open history book on it. H6. Powder Room This room contains a large round mirror on one wall and a privy against the other. It smells surprisingly fresh. H7. Downstairs Hallway This hallway opens up to several rooms on the lower floor. Stairs lead up to the second floor. H8. Library Several bookshelves line the walls of the library. Characters who succeed on a DC 14 Intelligence (History) check find a rare volume of a popular work of fiction, The Planar Wars, worth 500 gp. Otherwise, the books are a fairly common collection of history books, novels, cookbooks, and atlases. H9. Living Room Light fills this room through three large bay windows on the eastern wall. Two plain-looking armchairs sit near each other. Several less comfortable wooden chairs are scattered about the room. There is a large luxurious couch against the northern wall and a small cabinet holding wine bottles against the southern wall. H10. Kitchen A simple kitchen contains several cabinets and counters for storing and preparing food. The source of the savory aroma, a large pot of beef stew, simmers over a low flame. A set of wooden bowls and spoons is stacked next to the pot. The cabinets contain a small vat of fresh water, three bottles of wine, six pints of ale, and a pitcher of apple juice.


Chapter 1: The Appearance of the Bon d s 13 H5. Parlo r This room connecting several bedrooms contains a table holding a Dragonchess set, two comfortable lounge chairs, and a small side table with a smoking pipe and an open history book on it. H6. Powder Room This room contains a large round mirror on one wall and a privy against the other. It smells surprisingly fresh. H7. Downstairs Hallw a y This hallway opens up to several rooms on the lower floor. Stairs lead up to the second floor. H8. Librar y Several bookshelves line the walls of the library. Characters who succeed on a DC 14 Intelligence (History) check find a rare volume of a popular work of fiction, The Planar Wars, worth 500 gp. Otherwise, the books are a fairly common collection of history books, novels, cookbooks, and atlases. H9. Living Room Light fills this room through three large bay windows on the eastern wall. Two plain-looking armchairs sit near each other. Several less comfortable wooden chairs are scattered about the room. There is a large luxurious couch against the northern wall and a small cabinet holding wine bottles against the southern wall. H10. Kitchen A simple kitchen contains several cabinets and counters for storing and preparing food. The source of the savory aroma, a large pot of beef stew, simmers over a low flame. A set of wooden bowls and spoons is stacked next to the pot. The cabinets contain a small vat of fresh water, three bottles of wine, six pints of ale, and a pitcher of apple juice.


Chapter 1: The Appearance of the Bonds 14 H11. Dining Room The large wooden table in the dining room is surrounded by eight wooden chairs. A note sits conspicuously on the table. When the characters examine the note, read or paraphrase the following: A small note written in common sits in the middle of the dining room table. It reads: If you are reading this, that means you’ve woken up by now. Great news! I’m sure you are famished, so I prepared some stew just in case you got up before I returned. I just ran to town for some supplies and won’t be long. I’ll explain everything when I get back. In the meantime, help yourself to a nice warm meal! - Aphior Examining the note further does not reveal any additional information. H12. Entrance Hallway The main entrance into the house has a coat rack, small bench, and painting of a mountain landscape hanging from the wall. Aphior Returns After the characters have enjoyed a hearty meal and had some time to discuss the situation, read or paraphrase the following: You hear a door open from the front of the house and a voice calling out. “Hello? Do I detect some voices? Could it be that you’ve finally awoke?” In the next moment, a middle-aged human appears and smiles broadly. “Ah, praise the gods, you have, you have!” He does a small jig of joy. “Ah, and with an appetite, too, I see. Good, good! My name is Aphior Idelis and I am your humble host. We have some things to talk about, for sure! Like how you got here!” Aphior does an excellent job representing himself as a simple and kind man. It requires a successful DC 25 Wisdom (Insight) check to detect that he isn’t quite what he seems, but the party discovers no more details in that regard. After serving himself a bowl of stew (if the party didn’t eat it all) and a glass of wine, he invites the group to sit with him in the dining room while he explains how they got here. Aphior reveals the following: • He was walking along the path to town when he noticed black smoke coming from a campsite not far away. The brush was dry, so he went to make sure a large fire hadn’t started. • Upon arriving at the campsite, he found the party unconscious as if sleeping. He attempted to wake them, but failed. He even splashed water on their faces, and they didn’t even flinch! He worried that they were dead, but he determined that they were still breathing. • He realized he couldn’t just leave the party at the campsite. Bandits, wolves, or something worse might soon come across them. It took him some time (and more than one trip), but he loaded their unconscious bodies into his wagon and brought them to his house. • The characters have been unconscious for ten days. Aphior checked on them regularly and dribbled apple juice into their mouths to keep them sustained until they woke up. • He noticed the blue tattoos on their arms, but didn’t think much of them. It’s not unusual for people in the same guild or clan to have identical tattoos. The characters have no recollection of the campsite or why they are in this region. This story is a lie. Tyranthraxus—possessing the body of Aphior—arranged the events which


Chapter 1: The Appearance of the Bonds 15 brought the characters to this house and marked them with the Azure Bonds. If the characters ask Aphior about the meanings of the symbols, he examines them carefully, strokes his chin while deep in thought, and proclaims he does not recognize any of them. He suggests the party travel to the city of Suzail, the nearest major metropolis, where surely the sages and scholars who reside there can make sense of the tattoos. If the characters ask Aphior personal questions, he reveals that he was once a successful tailor, but moved to the countryside to care for his wife when she fell ill. She passed away about a year ago. He’s considering returning to work, but has been stalling as he enjoys the solitude to meditate and read. Aphior offers the characters a place to stay to continue recovery, but also politely explains that he cannot afford to feed the entire party for an extended period of time. If the party offers to pay for their own food, he happily accepts. However, after two days have passed, the bonds compel them toward their mission. Refer to the details about uneasy rest in The Azure Bonds section of the Introduction. The Campsite If the party insists on seeing the campsite where Aphior found them, he leads them there. The site is only an hour from the house along a seldom-traveled road. As they walk, Aphior explains that he does not expect any clues to be found since it has been several days since he found them and it has rained since then. The campsite is unremarkable. A makeshift fire pit rests in the middle of a small clearing among several tall trees. Characters who search the area and succeed on a DC 14 Intelligence (Investigation) or Wisdom (Survival) check find tracks that confirm Aphior’s story—several sets of footprints that match the group’s coming into the area, with only a single set of prints (that match Aphior) going out, along with some signs of bodies being moved or dragged slightly. Aphior shrugs and sympathetically mentions that he’s sorry there was no evidence to be found here to better help them solve the mystery of what happened. He then leads them back to his house so they can prepare to depart from the area. The Search for Answers The party finds no clues to discover more information about the markings. Whether or not the group examines the campsite, Aphior directs the party toward Suzail to learn more. He reiterates that the wisest and smartest loremasters in the region reside there, and surely one of them can make sense of the symbols. Aphior provides the party with a map and shows them the best route to Suzail. Aphior also provides rations for the trip. He waves farewell as they vanish into the distance and returns inside, grinning to himself now that the wheels have been set in motion to execute his grand scheme.


Chapter 2: Redemption by Fire 16 Chapter 2: Redemption by Fire Background In ages past, the assassins guild known as the Fire Knives were a grave threat to all of Cormyr (and its neighbors). The guild was even so bold as to attempt to assassinate the king, but in their hubris they were exposed and the majority of their members (nobility of the Cormyrian court, no less) were exiled. It’s now the modern day, and their descendants have struck up an order called The Redeemers. These paladins have dedicated themselves to rooting out evil wherever it hides, under the banner that they’re trying to redeem the honor their families once held. To accomplish this, they’ve come to various Cormyr cities and used their powers of detection to sniff out evil. When they suspect they’ve found somewhere evil festers, they search for proof of evil and then execute the guilty. What isn’t known is that these “evildoers” are actually assassination targets of the Fire Knives, whose agents are responsible for planting the evidence on the accused. The main noble houses who are still involved with the Fire Knives are Bleth, Cormaeril, and Tem, although there are certainly others. The Fire Knife Bond The Guildmaster wants to use the bond to force the characters to plant evidence of wrongdoing on nobles. Redeemers find this evidence, execute the noble, and reclaim the item for the guild. This is working in Tyranthraxus’s favor as other agents working on his behalf will steal one of the artifacts planted by the characters. Tyranthraxus doesn’t care for the Fire Knives or their goals, he only wants the artifact. If the characters plant multiple artifacts, simply choose which one would carry the most emotional impact for them. Azure Bond - Fire Knife When a bonded character sees specially-dyed orange paper, they are compelled to read it (they can resist it for an hour with a successful DC 16 Wisdom saving throw. If characters try to resist it, they gain a level of exhaustion regardless of the saving throw). Each piece of paper has a location where an object can be found, a description of the object, and a location to place the object. Additionally, the bond forces a saving throw each time they try to show someone their orange papers, or if they try to tell anyone of their plight. Success allows them to share information, but at the cost of exhaustion. An example letter might read: Barrel behind The Laughing Lass - Silver Longsword - Somewhere visible with the appearance of trying to hide it within House Huntcrown’s Lodge. Chapter Summary The chapter is relatively open, allowing characters to discover things at their own pace. The general flow of the adventure will look something like this: First, the heroes will enter Suzail to inquire about their bonds. While here, the Fire Knives will spy on the characters and send them instructions for the bonds to enforce. How they deal with the drawbacks to ignoring these instructions is up to the characters, but should they


Chapter 2: Redemption by Fire 17 follow them, the characters will be endangering the nobility of Suzail. After recognizing that the instructions will not stop coming, the heroes should investigate their bonds and discover that the Fire Knives have a hideout somewhere in the sewer where they will confront the leader of the Fire Knives and have their bonds removed. Enter Suzail When the party begins this chapter, read or paraphrase the following: Suzail is the brightest gem in Cormyr’s crown and an important port on the Dragonmere for trading and security. The city isn’t as large as some of those found on the Sword Coast, but the intrigue runs deep both in the courts and out. For weary travelers, there are only a few things that must be taken care of first: you must be registered with the local barracks; any non-Cormyrian currency must be exchanged for Cormyrian Lions; and all weapons need to be peace-bonded. Once these tasks are out of the way, finding an inn of repute should be the next task. The mystery of the bonds will likely take some investigation in town and that means staying for a few days. The barracks can be found by asking any local townsfolk. Once at a barrack, the Purple Dragon knight in charge peace-bonds any weapons. Peace-bonded weapons are defined as blades larger than a dining knife and blunt instruments that aren’t simple tools or walking sticks. The weapon is tied with a purple ribbon and wrapped in a series of secret knots that are impossible to redo without knowing the process. Any attempts would take an hour and require six successful Intelligence (Investigation) checks at DC 25. If three failures are rolled, then the process is not understood and another attempt cannot be done until the character levels up. All self-described adventurers are then registered, a process with no associated costs. From there, they should head to a money lender found in the Promenade. This strip of road runs east to west, wall to wall. The large thoroughfare allows wagons and pedestrians to move together. The shopping in the Promenade is unlike any in Faerûn and the characters are likely to shop here. In short, if there’s something mundane they want, it is likely to be found here. Information about people who sell magic items can also be obtained here, and a few merchants may even have such items among their wares on a good day. The Towers of Good Fortune is a temple to Tymora in which all money exchanges are done at cost. Lastly, any of the inns found within town are suitable: The Dragon’s Jaws, The Leaning Post, The Nightgate Inn, The Hidden Lady, or Roving Dragon (the innkeeper insists there is no “the” in his inn’s title). Because this adventure visits the Hidden Lady, this is a highly recommended location for locals to suggest.


Chapter 2: Redemption by Fire 18 Oh Barkeep! Here is a short list of inn owners and their valued employees: The Dragon’s Jaws. Owned by the former bartender, Milo Dudley (dwarf, he/him), who inherited the bar from the previous owner who wanted nothing to do with it. It’s not uncommon to find Yellana Tallin, a halfling waitress and “den-mother” who works wonders ensuring the inn is never found to be sloppy. The Leaning Post. An inn belonging to the Hawklin family for centuries, it is a quiet location often chosen by mercenaries to ply their trade. Under the owner, Hannelore Hawklin (human, she/her) is Grolin Bh’eeg (orc, he/him), one of the most protected non-nobles in the city. He ensures privacy, secrets, and other clandestine actions stay that way. The Nightgate Inn. Located nearly an hour outside of Suzail, Nightgate was once a fort and it shows. The inn is often chosen by Purple Dragons as a “lucky stop” whenever working outside the city. Run by Adam Lechard (human, they/them) who insists that should war fall on Suzail, all that will remain is the Nightgate. Adam prefers to be more hands on, overseeing all operations themself. The Hidden Lady. Run by the Green family, the Hidden Lady has been in Suzail forever. Talia Green (human, she/ her) is an elderly woman who has run the tavern since the passing of her father. Assisting her is Gromwell Leatherbelt (halfling, they/them), a cook from Halruaa with no magical capabilities at all (according to them). Roving Dragon. Owned and operated by Cornelius Ithbeck (human, he/him), this inn and tavern holds the best view of the royal gardens from anywhere a non-royal could sit. When Cornelius isn’t around, Shada Sunstar (elf, she/ her) is there to serve customers. The inn is notable for being a safe haven to anyone fleeing persecution. Ithbeck prides himself on being able to protect his customers and mediate disputes. Special Delivery Once the characters have spent at least a little while investigating their marks (see the section Must Go Faster below for ideas on how to do that), or when they are back at whichever inn they preferred, and night has fallen, read or paraphrase the following: While in the middle of conversation, one of the waitstaff walks over and excuses themself. “This was brought to the front door by a messenger. Says it’s for you all! Sorry, didn’t get a name but as you can see, we’re quite busy tonight!” The message is wrapped in an envelope made of paper that has been dyed a brilliant pumpkin orange. Immediately upon seeing it, there’s a tingle in your arm, right where the tattoo of the knife on fire sits. The tingle becomes more intense, increasing, as though anticipating you opening the letter. (Characters can attempt to resist opening it with a successful DC 16 Wisdom saving throw. If they do, they gain a level of exhaustion but aren’t compelled to read it again for an hour). Once the envelope is opened, there is a small bit of perplexing text: Wooden crate marked “Fragile - Mr Tencopper” located near the Hidden Lady Black Dragonspeaker Mask Blacksilver Manor - Front Garden work shed The party likely does not know what any of this means (unless they’ve visited Suzail before). If the party has dealt with the Cult of the Dragon in the past, they may know what a Dragonspeaker Mask is, but they’ll need to ask around. Most citizens understand where both the Hidden Lady and Blacksilver Manor can be found and how to best direct the characters to those locations.


Chapter 2: Redemption by Fire 19 When the characters find the Hidden Lady, there absolutely is a crate marked as indicated, with the mask inside. It’s secretly being watched by the Fire Knives (in disguise as Redeemers). Should characters decide to try and make others aware of their situation, Redeemers “take authority of the case.” Examples include the players becoming talkative about their marks, the Fire Knives, or Redeemers. Each hour that passes wherein the characters do not seek the crate, acquire the mask, or plant it in the work shed, they must succeed on a DC 16 Wisdom saving throw or gain a level of exhaustion. If they have five levels of exhaustion, they pass out but do not need to make more saving throws. They also must make this saving throw each time they decide to show the orange letter to anyone who is not a Fire Knife or Redeemer. When the party possesses the mask and reaches the Blacksilver Manor grounds, read or paraphrase the following: The immaculate grounds are stunning. Topiaries adorn the main walkway. Towards the eastern edge of the property, a small well-kept shed is visible. The vine-covered sides are only trimmed back far enough to expose an open window. Small streams of smoke billow out of it. Within the shed, the groundskeeper (Althar Foom, human, he/him) enjoys an evening smoke from his pipe. If he observes the characters planting the mask, he’ll be able to call them out to the Purple Dragons (he doesn’t trust Redeemers). If the characters can get him to temporarily leave, and place the mask within, it remains semi-hidden until a Redeemer finds it. Once the characters have planted it, the letter incinerates itself. Making Headlines The next day, one of two things happen: either the characters return to Blacksilver Manor or they don’t. If they do, read or paraphrase the following boxed text. Three paladins carrying shields with the Redeemers’s mark (a wax seal embossed with a peace-bond knot) are holding back a crowd which is forming in front of the Blacksilver Manor. Behind the crowd, one of the Redeemers reads out various crimes against the crown: inciting known evil cults, working with the Cult of the Dragon (a sworn enemy of the Purple Dragon knights), and so on, while a middle-aged man kneels quietly with a scowl. When asked, “Do you have any last words before this lawful execution commences?” his only answer is, “Like ages past, your families continue to be a cancer on all Cormyr. I only hope that soon, you’re found out for who you truly are.” Faster than you imagined it would happen, his head is rolling on the ground. The body is picked up by Redeemers (for investigation using speak with dead) while his family members console themselves on the side. The crowd disperses, but you get the uneasy feeling that not all within town feel good about this justice brought to bear. If the party does not return to Blacksilver Manor, town criers (youths looking to make a few silver to repeat the news) talk about how the Cult of the Dragon has infiltrated Suzail and Rendar Blacksilver was executed for crimes against the crown. At this juncture there are a few things which may happen. Listed in parenthesis is the next section to visit based on the party’s decision. If they make a decision


Chapter 2: Redemption by Fire 20 not on the list, use your best judgment to determine which (if any) applies: • The characters have fallen unconscious due to resisting orders. If this happens, they’re captured by the Fire Knives and awaken in their hideout. (You’re Finally Awake) • The characters aren’t keen on more orders coming their way. Their investigations are hurried. (Must Go Faster) • The characters are fine with what has occurred, and await their next set of orders. (Expect . . . The Unexpected) • The characters realize the Fire Knives are behind the Redeemers and are trying to figure out how to get to them. (The Game is Afoot) You’re Finally Awake The characters have exhausted themselves by resisting their orders or the Redeemers placed blame on them and arrested the party for evildoing and “take them in.” Read or paraphrase the following: The quiet drip of water can be heard in the distance. The cold, dimly-lit cell is insufferable. A plate of mushy food, or what you presume to be food, sits in front of your cell door. Either you escape this prison or die trying. Escaping the prison is relatively easy. The hubris of the noble assassins prevent them from acknowledging anyone could possibly have skill and forethought to outwit them. The jail cells are in the same room as all the party’s belongings and the guards (F11) present forks and spoons to eat with (makeshift thieves’ tools) and get within arms reach of the bars (should someone want to grapple the guard to take their keys). The characters can rest a few days here, regaining their strength. Because there’s nothing to do but rest, they’ll lose two levels of exhaustion each day (for a total of 2–3 days for full recovery). The Fire Knives leadership wants to know more about the other bonds on the arms of the characters, only having expected their own. Because of this, they want the characters captured alive. Once the characters have escaped, you can continue with The Game is Afoot. Must Go Faster The characters are bound to receive another set of orders, sooner rather than later. They must finish their investigations before they can continue. There are a few avenues they can take, with each group check taking one hour. Ask the players about the ways they want to apply their investigation skills. Who are they asking questions of? How are they going to phrase their questions? Each group check has a list of two skills that can be used, each member can choose which of these skills to use. Investigate the Redeemers If the party states they wish to investigate the paladins, they need to make a group Intelligence (Investigation) or Intelligence (History) check against a DC of 15. Characters with backstories setting them in Cormyr or a noble background have advantage on this check. On a success, they learn that all of the Redeemers belong to houses that were infamous for housing noble assassins. These assassins were collectively called the Fire Knives. If the whole party succeeds on their checks, they also learn the Fire Knives used to call themselves the “Redeemer’s Guild.” Ask about the Fire Knives If the party wishes to find out more about the Fire Knives, they need to make a group Intelligence (Investigation) or


Chapter 2: Redemption by Fire 21 Intelligence (History) check against a DC of 17. Characters who have ties to thieves guilds or a criminal background have advantage on this check. On a success, they learn that the Fire Knives were pushed to Westgate from their old hideout in the sewers. If the whole party succeeds on their checks, they also learn that the Fire Knives survived in Westgate. Ask about the Bonds If the party wishes to find out more about the bonds, they need to make a group Intelligence (History) or Intelligence (Arcana) check against a DC of 13. Characters with ties to arcane or historical societies, or with the sage background have advantage on this check. On a success, they learn the bonds happened in the past before, tying multiple groups together, including the Fire Knives (a local group of noble assassins). If the whole party succeeds on their checks, they also learn that the Cult of Moander, The Red Wizards of Thay, and Fzoul Chembryl of the Zhentarim were also involved. If the characters fail all three skill checks, they’ll be sent another orange letter. Eventually they end up succeeding on their skill checks, become exhausted due to resisting orders, or get “caught” while executing their orders and are turned over to the Redeemers, who take them directly to the Fire Knives hideout in the sewers, under a church of Torm. Regardless, all of these fall under You’re Finally Awake. Expect . . . the Unexpected As with all games of Dungeons and Dragons, your players might go off book. Should they enjoy working for the Fire Knives, continue giving them jobs until they’re caught. When caught, they’re handed over to the Redeemers. Upon noticing bonds other than the fire knives on their arms, the Redeemers think it’s best to bring the characters into the Fire Knives hideout to investigate that further. The Fire Knives are insanely secretive, to the point they would rather house the characters in their underground jail cells than risk letting them roam free. This scenario continues with You’re Finally Awake.


Chapter 2: Redemption by Fire 22 Random Job Ideas d10 Item Location Item Where Is It to Be Placed? 1 Outside the Dragon’s Jaws A bone hairpin, marked with the insignia of the Red Wizards of Thay In the entryway of Ambershields Manor 2 On a second story windowsill of a noble mansion A badge with a flying snake, denoting the Zhentarim Anywhere on the second floor of the magnificent Bleth Manor 3 Under a bridge just outside of town A shield with a skull, surrounded by blood drops: the sign of Bhaal In a drawer in a bedroom within house Zathchos 4 Behind the mantle at The Nightgate Inn A book carrying the title Entropy and Chaos: How Order Will Fall, written by a well known cultist In the opulent kitchen within Magnoir Manor 5 Under a rock near a Purple Dragon Knight barrack A dried, shrunken heart on a thin chain made from sinew. It’s inscribed with sigils that radiate evil The resplendent garden of Merendil Manor 6 Under a hat placed on a statue near the city gate A blue/black crystal shard roughly formed into the mark of Levistus The generous guest house of Greenmantle Manor 7 In a waterproof bag in the bathroom of The Leaning Post An amulet with a horned face, its wide mouth agape in an empty black void The sturdy storehouse of house Nelduks 8 In the stables behind the Tavern’s Tellings print shop A hat with a dozen fake eyestalks, and one giant eye in the front. The back is embroidered: “Xanathar Sends His Regards” The mantle in the odorous smokeroom of house Lionsyn 9 In a barrel outside the Temple of Tyr A spherical gemstone containing an eyeball within it. The eye seems to follow you no matter how the sphere is spun Under a basement stair within Hardcastle Manor 10 Under a potted plant in the Promenade. An obsidian figure of a spider with the head of a woman. It feels warmer than it should Within a window garden box on beautiful Blackwagon Manor The Game Is Afoot Understanding the hideout is below the church, it should be easy enough (no checks required) to find it in the sewers or to use the church above and find ladders descending below. The sewer entrance leads to F1 while the church leads to F3. Once the party is geared up and ready to chase down whoever caused the bonds to appear on their arms, read or paraphrase the following: The Redeemers, the Fire Knives, these magical bonds . . . whoever is behind all of this surely rules at the top of the chain of command. You’re in the bowels of their hideout and no one here will stop you from finding out the truth. Confront the Fire Knives Guildmaster Marliir The Guildmaster is the youngest to take his position within the guild. He is a stern man with a thin goatee, raven black hair, and a steep nose. He speaks with eloquence, even to his enemies, feeling himself their better (a combination of bravado from his position as a noble and assassin). The Guildmaster only wanted to use the characters to help further the goals of the guild, but Tyranthraxus has been using him. One of the artifacts planted by the party on a noble family is actually important to Tyranthraxus’s goals (how and why is known to him, you


Chapter 2: Redemption by Fire 23 can figure out which item is important and how it reached him later). The Guildmaster is only encountered in whatever “final” room the party works in. Perhaps you want to have them engage Marliir on the way out or over the bodies of his dead guildmates. Ideally, he works best as an “add in” to a combat sequence. Once all the combat looks done, the Guildmaster attacks while the characters are weakened. You can add a pair of Fire Knife murderers or a Fire Knife executioner to provide the Guildmaster some assistance, depending on the strength of the party. When the Guildmaster appears, read or paraphrase the following: “You couldn’t obey like the simple dogs you are, could you? All I wanted was to execute our targets without raising suspicion. Plant something evil onto a noble, let the Redeemers pick it back up, and do it all over again with someone else. But you had to ruin it. What did you do with the artifact? Did you hawk it, or do one of you have the item on yourself right now? Tell you what, whoever produces the artifact will be spared the fate of your comrades. Go on, don’t play dumb with me. It might seem like it was a trinket, but getting our hands on objects of power takes time and resources and I’ve no patience for those who want to waste mine.” The Guildmaster has no idea the artifact was stolen by agents of Tyranthraxus and wants to put all of the blame on the characters who are likewise bewildered. When on the ropes, the Guildmaster explains to the characters that if they spare his life, he can remove their bonds via a ritual. Once the Guildmaster has been defeated (either killed or captured), the players can remove their bond by visiting the Oricary. If he’s dead, all the Fire Knife bond tattoos disappear. If he’s still alive, he can perform a special ritual to remove the Fire Knife bond from their arms. When he does this, he looks sickly, like the ritual has taken a toll on him. Fire Knives Hideout - General The Fire Knives may be assassins, but they are also nobles. The hideout is clean: the floors are raised and regularly cleaned. Each room is lit with a variety of scented candles (to keep the stench away) providing dim light everywhere, and most walls have luxurious tapestries hanging to block the cold of the brickwork. The ceilings in the hideout are 10 feet tall. Most walls are thick enough to block sounds more than a room or two away. As nobility, each Fire Knife is likely to have a good amount of coin on hand: 11 (2d10) gold, 13 (3d8) silver, and 17 (5d6) copper pieces. If you feel a Fire Knife needs something extra in their pockets (in addition to their weapons and armor), use the table below to determine a trinket one might find on these noble assassins. When the players have cleared the final room, the Guildmaster Marliir shows up (add a Fire Knife murderer or a Fire Knife executioner to make this battle tougher, although the Guildmaster on his own should be tough enough) and complains to the players that they’re supposed to work for the fire knives and that they’ll pay for their hubris.


Chapter 2: Redemption by Fire 24 Fire Knife Trinkets d10 Fire Knife Trinket 1 A small medallion with a knife on fire, on a chain 2 A book of handwritten symbols and their meanings, local to this Fire Knives guild 3 A mummified elf hand (left) 4 A golden pocket watch, inscribed with a love note to someone named Gerald 5 A small relief made of a dog from ivory d10 Fire Knife Trinket 6 A set of thieves’ tools that have been monogrammed with the initials K.L. 7 A deck of cards, hand painted with the noble faces of Cormyr for the royal cards 8 Small metal gong 9 A silk handkerchief embroidered with the image of an owlbear 10 A golden bag used to hold liquor bottles with a Purple Dragon embroidered upon it. It’s filled with an assortment of dice


Chapter 2: Redemption by Fire 25 F1. Sewer Entrance The filth of the sewers behind them, the characters are finally in the bowels of the guild hideout. When the party enters the room, read or paraphrase the following: The scent of lilac and lavender fills your nose, a welcoming change from the mucky sewers behind you. You step into a room with eight pillars, four in the center and four nearer the corners. Three statues stand in alcoves, of beautiful people you aren’t familiar with, while a fourth statue lays crumbling in another alcove. Each has a small plaque with their name: Guildmaster Marliir, Guildmaster Rallyhorn, and Guildmaster Tilthars. The fourth statue had the name removed. A large pool of water with a fountain stands before you, and two doors flank it to the north and south. Guildmaster Marliir (full name: Arthas Solyan Marliir) is the current leader of the Fire Knives and one of the only members who knows what has happened to the characters. If the characters do not specify they’re being quiet, as they approach the hideout, one Fire Knife murderer for each character in the party hides here waiting in ambush. F2. Sleeping Quarters After the hallway (F4), the characters may enter the sleeping area. If they fought Fire Knives in F1, roll a d20. On a 14 or higher, the Fire Knives here are awake. When the party enters the room, read or paraphrase the following: This quiet room has no candles burning, only the light from the hallway statue is reaching within. Six beds are firmly entrenched into cavernous voids in the walls. Footlockers built into the woodwork of each bed shows exquisite craftsmanship. There is a Fire Knife murderer, and a Fire Knife executioner currently resting in here. If they’re awake, they’ve quickly filled their beds with stuffing to create the illusion of rest, and they hide themselves within the other alcoves (flat on their stomachs, their speeds are halved in the first round of combat). To notice hidden enemies, characters must have a passive Perception of 20 or higher to determine the beds are stuffed. F3. Redeemers’ Quarters Beyond the statue at F4 connects directly to the basement of the Redeemers church. There are three sets of beds, one in each 10 ft. × 10 ft. room, each room equipped with a ladder that extends up into the church under the beds of the Redeemers in the rooms above. This is potentially another point of entry for the characters, and the only one by


Chapter 2: Redemption by Fire 26 which they can catch the Fire Knives completely unaware. At night, the Redeemers typically rest above, so these rooms mostly go unused. When the party enters the room, read or paraphrase the following: These rooms are eerily silent. Three areas are each connected to the hallway with nothing more than a silk screen for privacy. Each room has a ladder going up to a horizontal wooden door. Each room is outfitted with a bed covered in silks, and a table with a single thick candle for light. On the table in the center room, a calligraphy set with a large stack of orange paper is left out, ready for use. A bar of sealing wax and a metal seal with the mark of the Redeemers also sits nearby. The hallway that connects these rooms together runs from east to west. No Fire Knives are likely to be found here, unless circumstances otherwise dictate that they should (alarms are sounding, messages are sent to Redeemers in the church above, etc). The evidence on the table is enough to cast doubt onto the Redeemers among the citizens of the city. The hallway south of the three rooms connects to F4 and F5. F4. Statue A statue hiding a secret. When the party enters the room, read or paraphrase the following: This statue is built like others you’ve seen—stone shaped by some of the finest artisans in Cormyr. The name plaque displays Grandmaster Grossman. His arms are wide, cape spread wide, and nearly fills the hallway. Two stairwells descend away from the statue going both east and west. If characters possess a passive Perception of 15 or higher, add the following to the description above: Despite not being an open air corridor, you feel the rapid passage of air here. Characters who succeed on a DC 15 Perception (Wisdom) check find a secret door behind the statue. F5. Training Hall When the party enters the room, read or paraphrase the following: Several figures are practicing combat maneuvers against each other. A few senior operatives watch their progress from the sides of the room. Weapon racks adorn the walls, and in the center of the room a rope ascends to the ceiling. Two doors on the west side of the room are matched by a door and a curtain on the eastern edge. The south wall is dominated by stairs that ascend into a room with a long dining table. Three Fire Knife murderers and six bandits train in here. The murderers try to engage in melee while bandits attack from afar. If three bandits are slain, the other three run to get help from other rooms. The wall racks contain mundane weapons of all sorts. The first attacks by the bandits are made with crossbow bolts coated with carrion crawler mucus (appendix A). Players damaged by those bolts must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the character is paralyzed. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.


Chapter 2: Redemption by Fire 27 F5-A. Equipment Cache There is no light in the storage closet. When the party enters the room, read or paraphrase the following: This room is filled with crates of all sorts. Each seems to contain arms or armor, as well as a few crates with skulls painted onto them. Mundane weapons, armor, and supplies of any sort can be found in the crates, as well as six bottles of crawler mucus poison (Dungeon Master’s Guide, chapter 8), and three bottles of burnt othur fumes poison (Dungeon Master’s Guide, chapter 8). F6. The Leader’s Office When the party enters the room, read or paraphrase the following: A large desk on the east wall is flanked by two short statues. One statue is of a large viper, and the other is a large scorpion. Two large elaborate wooden doors adorn the south wall. If creatures touch the door without speaking the passphrase (known only to Grandmaster Marliir and the cooks in the kitchen), the statues animate and become a giant constrictor snake and a giant scorpion with the following changes: their type is changed to construct and they possess resistance against bludgeoning, piercing, and slashing damage from nonmagical attacks. If fighting the Grandmaster in this room, he’ll use a bonus action to touch the door, purposely animating the guardian statues. F6-A. Leader’s Quarters When the party enters the room, read or paraphrase the following: An enormous four-poster bed, complete with exotic silk canopy, dominates one side of the room. A dresser stands beside it on the north wall of the room. Due to the size of each of these massive bits of furniture, there is little room for anything else. The dresser contains at least six sets of noble’s clothing and 46 gp in a small leather pouch. Characters who succeed on a DC 16 Investigation (Intelligence) or Perception (Wisdom) check find a secret compartment. In it are handwritten notes on how to apply an azure tattoo. These instructions grant advantage on any ability check made in recognizing azure tattoos or instruments and materials related to their construction. F7. Oricary When the party enters the room, read or paraphrase the following: Stepping into this room is a bit disorienting at first. The floor, ceiling, and walls are all magically projecting a vast field of stars. “Below” you, a planet gently rotates against this backdrop. You can barely make out the identifying features of the globe, but it seems to be Toril. The tattoo on your arm gets warmer after a few moments—not uncomfortable, but noticeable. Doors stand on the east, north, and south sides of this room, giving you a clear sense of where the actual walls are. Touching the tattoo on their arm, the image rapidly flies towards the globe. Characters must succeed on a DC 15 Constitution saving throw or be poisoned for an hour due to motion sickness. When the globe zooms in, it shows an overhead


Chapter 2: Redemption by Fire 28 view of the town, as though a bird were hovering above them. One blue dot for each party member shows to be under the church of the Redeemers. It seems this room is going to be used to spy on their agents and is likely how they found out where the characters were sleeping. They can also concentrate on anyone or anything known to them and roll an Intelligence (Arcana) or Intelligence (Religion) check. On an 11 or higher, the room shows them what they’re looking for. If they roll 10 or lower, they suffer 7 (2d6) psychic damage instead. F8. Kitchen When the party enters the room, read or paraphrase the following: Four stoves fill the room with delicioussmelling food. Two cabinets sit on the east wall. An opening in the north wall leads directly into another room, dominated by a long table with fancy silverware. Several members of the kitchen staff busy themselves about. If they are aware of your presence, they don’t show it. Kitchen staff are actually semi-physical illusions which have been permanently created in the kitchen and dining room. Their outfits change to suit their needs, so one might wear a chef’s apron in the kitchen but as they move to a bedroom, it changes to that of a maid or butler. The magical beings are unaware of non-Fire Knives and do not raise alarms. The far cabinets contain foodstuffs cooked by the staff, as well as a locked cabinet (a successful DC 10 Dexterity check to unlock with thieves’ tools) with the magic components needed to create the azure bonds. F9. Dining Hall When the party enters the room, read or paraphrase the following: Long tables are set with expensivelooking silverware. No food is currently presented, but the sounds and smells of food preparation wafts from the room to the south. On the west wall is a small alcove that feels like warmth is radiating from it, possibly as a food warming area. Four cabinets on the east wall hold yet more silverware. This room has no doors, but a hallway extends eastward, while openings from the north and south go into a training area and kitchen, respectively. The silverware in the cabinet can be sold in town for a total of 1,000 gp. F10. Cleansing Room When the party enters the room, read or paraphrase the following: Heavy perfume scents flow from this area, and the sound of water lapping gently against stone can be made out. A bath, long enough to hold a dozen bodies, is warmed by some unseen source. On the other side of the pool, a large cabinet stands with oils, lotions, and ointments. Beside that cabinet, there is a walledoff section of the room for private needs, with holes through the wall going directly into sewer water. If the players wish to examine the cabinet, they can traverse across the pool (which is difficult terrain) to reach it.


Chapter 2: Redemption by Fire 29 F10-A. The Cabinet When the party enters the end of the room, read or paraphrase the following: This large cabinet has nearly fifty bottles of perfume, ointments, oils, and lotions. Additionally, there are numerous clean towels, hand cloths, face cloths, and robes for members to use. A dial here controls the heat of the pool. A successful DC 16 Wisdom (Perception) or Intelligence (Investigation) check reveals a hidden compartment. Within is a poisoner’s whip, +1 (this functions as a dagger of venom, but is a whip). F11. Prison When the party enters the room, read or paraphrase the following: This room is largely divided in two. Thick iron bars with a door in the center lock away a room with six freestanding cots. Discarded trays, coated in a film of dried food, are stacked in one corner. To the east and west of the entrance sit softlooking chairs. The chair to the east is covered with the personal effects of any prisoners within the jail. Two Fire Knife murderers and one Fire Knife executioner (the executioner holds the key) guard the cells most of the time. Every six hours, shifts need to be changed. As previously noted in the section regarding the characters being captured: the jail cells are in the same room as all the belongings, the guards present forks and spoons to eat with (makeshift thieves’ tools) and get within arms reach of the bars (should someone want to grapple the guard to take their keys). What Happens Next With the first of their bonds removed, characters should be looking forward to removing the rest of their bonds. In the adventure Introduction, under the Which Bond Is Next? section, you can roll on a long rest to see which vision or dream the characters experience next, or you can simply choose to give them all a new vision at this time.


Chapter 3: The Hive of Dragons 30 Chapter 3: The Hive of Dragons Maccath the Crimson is the Arcane Brotherhood’s foremost expert on dragons and dragonrelated magic, serving as an instructor at the guild’s Host Tower in Luskan. Many months ago, the tiefling arcanist learned that a long-dead, outcast Red Wizard of Thay known as Dracandros of the Crimson (no relation) had developed a spell that conjures powerful dragons by magically hatching a dragon egg from the same species and aging it to adulthood. This spell alone would be the find of a lifetime for any arcane scholar, and yet Dracandros considered the spell a failure due to its short duration—a property he hoped to make permanent through further experimentation. The Red Wizard was saving one exceptionally rare egg for exactly that occasion: an amethyst dragon egg. Maccath dispatched a team of Arcane Brotherhood agents to acquire these items from the Tower of Dracandros— but the Tower can only be accessed through an ever-changing, dragonwyrmling-infested labyrinth of caves and tunnels below it. The agents never returned. The Arcane Brotherhood sent a more experienced team into the Hill, and again none returned. Reluctant to lose more members to Maccath’s research interests, the guild referred the red tiefling to an elf named Laerinnis, a “fixer”; he contracts adventurers, thieves, or mercenaries for missions too dangerous (or illegal) for his clients. Unknown to Maccath and the Arcane Brotherhood, however, Laerinnis is also a bonded servant of the Flamed One. Tyranthraxus plans to keep the Red Wizard’s spellbook and egg for himself, to conjure an amethyst dragon’s body and inhabit it—permanently. Maccath the Crimson Maccath wears a blazing, crimson red cloak fastened with a silver brooch in the shape of the symbol of the Arcane Brotherhood. She is haughty toward anyone who isn’t a powerful spellcaster— unless she needs something from them or she’s angry. When she meets the characters in this chapter’s Coda (see below), she is both. The tiefling previously appeared in The Rise of Tiamat, an adventure designed for 8th-level characters. There, the characters encounter Maccath while the tiefling researcher is imprisoned by the Cult of the Dragon. Depending on the characters actions, Maccath and the Arcane Brotherhood may help the characters in their fight against the evil Dragon Queen. If you wish to run The Rise of Tiamat with one or more of the same characters in the future, their actions in this adventure may affect Maccath’s attitude toward the characters when she meets them in Oyaviggaton (Episode 2, “The Sea of Moving Ice”). Background Hap occupies an obscure corner of the Dalelands. Decades ago, the Tower of Dracandros served as the stronghold for Dracandros of the Crimson, an outcast Red Wizard of Thay obsessed with driving all of the dragons across Faerûn into a mindless, destructive frenzy called a Flight of Dragons. From his Tower atop Haptooth Hill, he conducted his research into dragons, while his dracolich ally Crimdrac and its drow minions ruthlessly subjugated the region.


Chapter 3: The Hive of Dragons 31 The heroes of the original Curse of the Azure Bonds adventure encountered Dracandros in their search for the Helm of Dragons, an artifact they believed would help them in their fight against Tyranthraxus. After Dracandros and Crimdrac were defeated, his minions abandoned the caves beneath the tower. The drow returned to the Underdark, collapsing the tunnels behind them, and the surviving adult dragons left to found new lairs. However, the dragon wyrmlings under Dracandros’s care remained in the Hill, and, strangely, their numbers grew. Unknown to anyone in the town, in order to amass his small but formidable dragon army, Dracandros enchanted his Tower with a lesser mythal that compels dragons from miles around to lay and abandon their eggs on its roof. (Abandoning eggs once they’re hatched is common for chromatic dragons, even without the effects of the lesser mythal.) Hatched wyrmlings are compelled to remain nearby, using the caves beneath the tower as a lair and feeding on animals from the surrounding forest. (They have, for the most part, learned to stay clear of Hap itself.) Eventually, by the time a dragon reaches seven years of age, it becomes resistant to this feature of the mythal, and the now-young dragon leaves to found its own lair. The booming population of dragon wyrmlings burrow tunnels throughout the Hill, intertwining with an existing, natural cave network and artificial caves dug by the dark elves. These tunnels shift and collapse regularly, and they are burrowed anew just as often, making it impossible to travel through the cave network up to the Tower using the same route—that is, unless you happen to be cursed with a magical, azure bond that allows you to navigate the tunnels unerringly, to and from the Tower of Dracandros. Chapter Summary The characters awaken with a compulsion to travel to Haptooth Hill, find the Spellbook of Dracandros and the amethyst dragon egg, and deliver them to . . . someone . . . ? The more they try to focus their thoughts on the name of the recipient, the more they draw a blank. Unless the characters resist the bond, they travel to the tiny village of Hap, which they use as a base of operations for this mission. Entering the Hill, they must navigate an ever-changing maze of tunnels to reach the Hill’s summit, where they find the Tower of Dracandros. Inside the tower, the characters find Dracandros’s spellbook and the egg. As soon as they do so, their bond abruptly disappears, and the symbol of Tyranthraxus flares up in its place . . . and yet their thoughts are still preoccupied by Dracandros’s spellbook and the egg. The Arcane Brotherhood’s spies soon learn of Laerinnis’s betrayal and they don’t take the double-cross lightly. Some time after the characters acquire the spellbook and the egg, Maccath the Crimson comes for them. How the characters handle the encounter can earn them an ally in their final battle against Tyranthraxus—or make a powerful new enemy for another day. The Village Evolved After Dracandros’s defeat in 1357 DR, the village of Hap was freed from his ally Crimdrac’s tyranny. It knew peace for a few years, but the growing “hive” of dragon wyrmlings in the Hill above would come to present its 120 hardy souls with new challenges—and new opportunities.


Chapter 3: The Hive of Dragons 32 The War Watchers defend the town from any unruly wyrmlings or bandits in town, but they don’t venture into the Hill themselves, opting to leave that dangerous work to the town’s everpresent, rotating roster of sellswords. For their part, the wyrmlings have learned not to bother the citizens of Hap. When a wyrmling dares to approach the town too closely, one of the War Watchers’ ballistae—mounted on the roofs of the larger buildings—makes short work of the fool. As magical creatures, dragons’ body parts and eggs are highly sought-after alchemical ingredients, and the relative ease with which dragon wyrmlings can be captured or killed in the Hill’s caves has made Hap the hub of a growing dragon-hunting industry. Adventurers from across the Dalelands enter the Hill in hopes of killing one or two wyrmlings, and finding whatever remains of Crimdrac’s treasure hoard—maybe even a dragon egg. Most of these visitors escape with their lives, but none who venture deeper into the cave return. The Village of Hap The chapter begins with the Rage of Dragons vision described in the Introduction. When the characters decide to actively pursue this bond objective, they are led toward Haptooth Hill in Battledale. The characters spot the hill from miles away: a grayish-white spike rising up abruptly from the otherwise forested region. At the base of the massive volcanic plug’s sheer southern face lies the village of Hap. As the characters approach Hap, they see two dozen or so buildings huddled closely together in what passes for a town square. It looks like most villages of this size, save for a couple of ballistae stations built on the roofs of the larger buildings. But these unusual fortifications are easily explained by looking up toward the Hill. High above the town, on the summit of Haptooth Hill, stands the Tower of Dracandros. And high above the tower, dragons are circling. Encounter: Interlopers When the characters reach Hap, they see three black dragon wyrmlings flying toward the town: too close to town. 5 (2d4) commoners scramble for shelter in the nearby buildings. Four War Watchers are already on the scene: three knights fire at the dragons with their heavy crossbows, while a veteran dashes for one of the ballistae. One of the wyrmlings tries to grab a teenage boy (commoner) while the other two attack the characters and the War Watchers. As soon as the first


Chapter 3: The Hive of Dragons 33 wyrmling is killed, the dragons fly away toward the Hill. If the characters helped, the War Watchers are friendly to them. They offer no reward, but characters can learn the following information about the town and its dragons from any of the guards: • The dragons rarely attack like this, and when they do, they are easily kept at bay. • The dragons here (he points toward the Hill) are exclusively very young. They are animalistic, stupid, and aggressive—but also pretty weak on their own. It’s the numbers you have to worry about. • No one knows why, but the dragons leave by the time they reach adolescence and become a real threat. • Their commander is named Valler. He is at their headquarters (V3). • If the characters are here to hunt dragons, like most of the adventurers that come to Hap, they should speak with Valler. Hap Location Descriptions The following locations refer to the Map of Hap. The village looks . . . sturdy. It’s clearly prospering, thanks to its nascent dragon hunting industry. V1. The Millery Inn The Millery Inn offers a limited range of food and lodging at standard rates to travelers and locals alike. The Millery Inn Rates Quality Price/Day Poor 4 sp Modest 2 gp Comfortable 3 gp Wealthy 5 gp The proprietor, Shanna Genk (human commoner), has run the Inn since her grandfather Silas died. She is an outgoing woman, but she knows little about Haptooth Hill beyond the basics: here there be dragons. If asked about the Hill or the dragons, she suggests the characters visit Delmuth in area V2. The dwarf has lived through much of Hap’s history. Spies of the Arcane Brotherhood. At the Millery Inn, the characters may encounter two of Maccath the Crimson’s associates, Kelvan Shirlig and his twin sister Kira Shirlig (human illusionist and human master thief, respectively; see Volo’s Guide to Monsters). The pair keep an eye on the characters at the Inn and just-so-happen to turn up at other locations in Hap. If the characters approach the spies, they claim to be adventurers waiting to meet up with the rest of their party (in a few days’ time, so they say). If either of the Shirlig twins is confident that their cover is blown, they leave town to report to Maccath. V2. Delmuth’s Barrel This large and well-stocked general store is owned by Delmuth, a curmudgeonly dwarf whose days as an adventurer are centuries in the past. The Barrel carries all of the nonmagical equipment, equipment packs, and tools described in chapter 5 of the Player’s Handbook. Delmuth may be perpetually annoyed, but he doesn’t hesitate to answer any questions about the town and its history to the best of his knowledge, which is extensive. V3. The War Watchers’ Headquarters A small poster pasted next to this stone building’s front door says: “Now Seeking: Dragon Hunters! Sellswords and Sorcerers Alike. Inquire Within!”


Chapter 3: The Hive of Dragons 34 Commander Valler. Inside the building is a small front office: the headquarters of the War Watchers, the dozen or so soldiers that keep the dragons—and adventurers—from tearing apart the town. Behind a desk in this front room, sits the War Watchers’ commander, Valler (human champion). Valler is serious but polite and has no problem with the characters so long as they don’t stir up any trouble in town. If the characters helped the War Watchers in the Encounter: Interlopers encounter above, he rewards one of them with a Lightbringer weapon (appendix A), which can be any weapon available in the Player’s Handbook. DMs are encouraged to select the favored weapon of one of the characters. (What a coincidence!) Wanted: Dragon Parts. The War Watchers are in the market for dragon eggs and parts! While they don’t hunt for the parts themselves, this trade attracts mercenaries, adventurers, and bandits eager to make a quick buck. Dragon parts are always in high demand with alchemists and other arcane researchers, and the Watchers pay a respectable (if not generous) fee to anyone with parts to sell—as long as they don’t make trouble. Would-be dragon hunters venture into the hill regularly, but due to the nature


Chapter 3: The Hive of Dragons 35 Commander Valler. Inside the building is a small front office: the headquarters of the War Watchers, the dozen or so soldiers that keep the dragons—and adventurers—from tearing apart the town. Behind a desk in this front room, sits the War Watchers’ commander, Valler (human champion). Valler is serious but polite and has no problem with the characters so long as they don’t stir up any trouble in town. If the characters helped the War Watchers in the Encounter: Interlopers encounter above, he rewards one of them with a Lightbringer weapon (appendix A), which can be any weapon available in the of the ever-changing caves, the farther you go into the cave, the harder it is to find your way out. Most hunting parties that enter the Hive of Dragons only go in as far as they need to find and kill one group of wyrmlings. The bravest adventurers try to reach the lair of (the long-dead) Crimdrac in area H2. None have made it all the way to the Tower of Dracandros and returned to tell the tale. See the Harvesting Dragon Parts section for more details, including pricing and harvest yields. V4. Glarth’s Anvil Glarth’s Anvil offers nonmagical weapons and armor described in chapter 5 of the Player’s Handbook. The town blacksmith is busy, thanks to the cottage industry forming around the so-called Hive of Dragons. The current owner is Maive, Glarth’s daughter. (Glarth passed away a few years ago.) Her work is utilitarian but well-crafted. V5. Lathander’s Open Hand A tiny shrine to Lathander was destroyed by dragons two decades ago. Its replacement is a large, stone structure that looks more like a school or meeting hall than a place of worship, save for the Blood of Lathander floating high above. This glowing drop of the dawn god’s blood is suspended in amber and amplifies the divine spellcasting powers of priests of Lathander, If removed from the area, the Blood of Lathander turns to dust. The shrine is managed by Dawnmaster Friega Dovaer, a radiant woman of nearly 80 years of age (use stats for war priest from Volo’s Guide to Monsters). She and her assistants offer spellcasting services to those in need. Characters short on gold are encouraged to inquire with the War Watchers (V3) about selling harvested dragon parts. Spellcasting Services Spell Cost Cure wounds (1st level) 10 gp Identify 20 gp Lesser restoration 40 gp Prayer of healing (2nd level) 40 gp Remove curse 90 gp Speak with dead 90 gp Divination 210 gp Greater restoration 450 gp Raise dead 1,250 gp The First One’s Free The first time that one or more of the characters is killed by the dragons of Haptooth Hill, the character awakens miraculously at the shrine to Lathander, raised from the dead by Dawnmaster Dovaer. She gently mentions that donations equal to the value of their spellcasting services for the raise dead spell (1,250 gp per character) are greatly appreciated but she does not press the matter again. V6. Pharlyn’s Woodworks The local sawmill is run by a fire genasi named Arno Pharlyn. In addition to dressing boards for the local woodcutters, the artisan’s simple but impeccably-crafted furniture is accented with their trademark fire-etched geometric patterns, and this makes up the bulk of their business. However, they do offer some equipment of interest to adventurers—wooden weapons, (nonmagical) wands and staves, and spellcasting foci—as a concession to the constant flow of adventurers through the time. The store currently has a twofor-one sale on torches (that is, two torches cost 1 cp).


Chapter 3: The Hive of Dragons 36 Haptooth Hill To reach the Tower, the characters must brave the cave network within Haptooth Hill. If the characters try to scale the Hill or approach the Tower by air they are swarmed by 14 (4d6) dragon wyrmlings and 5 (2d4) young dragons. (If that doesn’t force them to turn back . . . they’ve earned it.) The Cavern Entrance Along the eastern face of the volcanic plug, a 30 ft. × 30 ft. space is carved out of the rock wall. The (former) main entrance to the Hill has collapsed, but 1d4 + 1 ten-foot-diameter tunnels have been burrowed by the Hill’s residents. The azure bonds treat this location as the main entrance into the Hill. Every route into or out of the caves passes through here. Each time the characters visit this location, however, the location and number of tunnels into the Hill changes. Traversing the Cave The caves within Haptooth Hill are windy, indirect, and always changing, but because of the characters’ azure bonds, they cannot get lost—as long as they listen to the bonds. Their goal, the Tower of Dracandros, is on the summit (see Level 6: The Summit below). The characters reach the summit by reaching Level 6 of the Hill. If the characters are either on Level 5 and traveling to the Summit, any result that moves the characters up 1 level brings them to the Summit. Likewise, if the characters are on Level 1 and traveling toward the Cavern Entrance (effectively level 0), any result that takes the characters down 1 level brings them to the Cavern Entrance. Generating the Cave When the characters wish to progress through the cave secretly roll a d20 and consult the following table. Additional tables (reproduced from appendix A of the Dungeon Master’s Guide) are included to help flesh out these areas.


Chapter 3: The Hive of Dragons 37 Haptooth Hill Cave Location d20 Cave Location 1–3 Precarious tunnel, down 1 level 4–6 Random chamber, roll once on the Hive of Dragons Encounter table 7–9 Random tunnel, roll once on the Hive of Dragons Encounter table 10–14 Key location 15+ Precarious tunnel, up 1 level Key Location The characters arrive at the key location for their current level of the Hill. That is, if they are on the 3rd level, they arrive at area H3. Lair Overlook. The bonds do not lead the characters in circles, however; once the characters visit a key location, if you roll the key location result, instead of revisiting the key location, the characters instead arrive at the key location for the next level closer to their destination that they have not yet visited. For example, after visiting areas H3 and H4, if you roll the key location result while the characters are on Level 3, they move up two levels and arrive at area H5 instead. Precarious Tunnel The characters pass through a 10-footradius tunnel burrowed by one of the Hill’s dragons. This area accounts for roughly 60 feet of tunnel in length. When the characters enter this location for the first time, roll a d20. On a 1, the ceiling collapses on the characters. Each of them must succeed on a DC 12 Dexterity saving throw or take 11 (2d10) bludgeoning damage on a failure. The rubble turns the area into difficult terrain, but it remains passable for now. Random Chamber Roll once on the Chambers table to determine this area’s approximate size and shape. See each level’s description for determining details of each random chamber. Chambers d20 Chamber Dimensions 1–2 Square, 20 ft. × 20 ft. 3–4 Square, 30 ft. × 30 ft. 5–6 Square, 40 ft. × 40 ft. 7–9 Rectangle, 20 ft. × 30 ft. 10–12 Rectangle, 30 ft. × 40 ft. 13–14 Rectangle, 40 ft. × 50 ft. 15 Rectangle, 50 ft. × 80 ft. 16 Circle, 30 ft. diameter 17 Circle, 50 ft. diameter 18 Octagon, 40 ft. × 40 ft. 19 Octagon, 60 ft. × 60 ft. 20 Trapezoid, roughly 40 ft. × 60 ft. Roll or choose from the following table to determine a feature for each chamber location.


Chapter 3: The Hive of Dragons 38 General Features d100 Item 01 Arrow, broken 02–04 Ashes 05–06 Bones 07 Bottle, broken 08 Chain, corroded 09 Club, splintered 10–19 Cobwebs 20 Coin, copper 21–22 Cracks, ceiling 23–24 Cracks, floor 25–26 Cracks, wall 27 Dagger hilt 28–29 Damp ceiling 30–33 Dampness, wall 34 Dried blood 35–41 Dripping blood 42–44 Dung 45–49 Dust 50 Flask, cracked 51 Food scraps 52 Fungi (common) 53–55 Guano 56 Hair or fur 57 Hammer head, cracked 58 Helmet, badly dented 59 Iron bar, bent and rusted d100 Item 60 Javelin head, blunt 61 Leather boot 62–64 Leaves and twigs 65–68 Mold (common) 69 Pick handle 70 Pole, broken (5 ft. long) 71 Pottery shards 72–73 Rags 74 Rope, rotten 75–76 Rubble and dirt 77 Sack, torn 78–80 Slime (harmless) 81 Spike, rusted 82–83 Sticks 84 Stones, small 85 Straw 86 Sword blade, broken 87 Teeth or fangs, scattered 88 Torch stub 89 Wall scratchings 90–91 Water, large puddle 92–93 Water, small puddle 94–95 Water, trickle 96 Wax blob (candle stub) 97 Wax drippings 98–00 Wood pieces, rotting Random Tunnel Roll once on the Tunnel Width table (below) to determine this area’s approximate width. Each tunnel area accounts for roughly 120 feet of tunnel in length (not necessarily in a straight line). Refer to each level’s description for determining the features of a random chamber. Tunnel Width d20 Chamber Dimensions 1–3 20-foot-radius tunnel 4–7 15-foot-radius tunnel 7–13 10-foot-radius tunnel 13–16 10-foot-radius tunnel, difficult terrain 17–20 5-foot-radius tunnel


Chapter 3: The Hive of Dragons 39 A Sample Cave Network The following table lists an example of one randomly-generated sequence of locations. As always, the characters start at the Cavern Entrance (above). Random Cave Locations d20 Location Level n/a Cavern Entrance 0 13 Drow Quarters 1 15 Precarious tunnel, up 1 level 2 8 Tunnel 2 11 Key location (Crimdrac’s Lair) 2 15 Precarious tunnel, up 1 level 3 20 Precarious tunnel, up 1 level 4 13 Key location (The Heart of the Hive) 4 10 Key location (Chromatic Caves) 5 8 Tunnel 4 16 Precarious tunnel, up 1 level 5 9 Random tunnel 5 5 Random chamber 5 15 The Summit 6 “Mapping” the Cave Assuming the characters try to head straight to the Tower (or retreat back to the Cave Entrance) on every turn, you can make some of these rolls in advance to save time—but the characters’ actions may change the equation! Jot down notes for each location that the characters visit. They may need to come back the way they came. If the characters retrace their steps for any reason, any surviving dragons from their previous visit remain, but do not roll on the Hive of Dragons Encounter table again. Hive of Dragons Encounters Roll or choose from the following table when a Haptooth Hill Cave Location table result instructs you to do so. Hive of Dragons Encounter d12 Result 1 1d6 dragon wyrmlings, sleeping 2 1d4 dragon wyrmlings, hunting 3 1 dragon wyrmling, hunting 4 Corpse 5–6 1 dragon wyrmling 7–12 None Corpse. A partially eaten corpse lies on the ground here. Roll on the following table to determine the corpse’s identity, including stats in case the characters raise them from the dead or search the body. Corpse Identity d8 Identity 1 Citizen of Hap (commoner) 2–4 Adventurer (any generic NPC with a Challenge Rating of 6 or lower) 5–7 Bandit (bandit or bandit captain) 8 War Watcher (knight or veteran) Sleeping (Dragons). A successful DC 14 group Dexterity (Stealth) check allows the character to pass through the area without conflict. On a failure, the dragons wake up. They are hostile but surprised. Hunting (Dragons). The area appears empty when the characters enter. These dragons attempt to sneak up on the characters from the shadows. Characters succeeding on a DC 14 Wisdom (Perception) check spot them coming. These dragon wyrmlings are very hungry.


Chapter 3: The Hive of Dragons 40 Dragon Species Throughout this chapter, whenever a dragon or dragon egg’s species (or color) is not specified, roll or choose from the Chromatic Dragon Species table to determine the species. To keep things simple, use the same color for all of the dragons and eggs found in one location. The characters and the dragons both have reason to move about the caves quietly, so each species’ Dexterity score, Perception bonus, and Stealth bonus are included on the table for your reference. Chromatic Dragon Species d4 Species Dexterity Perception Stealth 1 Black 14 +4 +4 2 Blue 10 +4 +2 3 Green 12 +4 +3 4 Red 10 +4 +2 Roleplaying the Dragons Dragons’ minds develop much differently than humanoid species. Wyrmlings are, essentially, feral creatures for their earliest years, and due to their isolation, the dragons of Haptooth Hill are more animalistic, aggressive, and hungry than most. Unlike other young dragons, the young dragons in the Hill cannot speak or understand Common—yet. (No dragon wyrmling understands Common.) Characters fluent in Draconic can try to communicate with the dragons, but Charisma checks are made with disadvantage. To the dragons of the Hill, anything in the Hill that isn’t a dragon is food. For that matter, sometimes the other dragons are also food. Proceeding with Caution Before leaving any location, one or more of the characters can make a DC 12 Wisdom (Perception) check. On a success, do one of the following: • If they are heading toward the Summit, add the characters’ highest Wisdom modifier to their next roll on the Cave Network Location table. • If they are heading toward the Cavern Entrance, subtract the characters’ highest Wisdom modifier to their next roll on the Cave Network Location table. Turn Back! Be sure to save the results for the characters’ route while they are still in the cave! If the characters turn back to Hap for any reason, for each tunnel location they return to, roll on the following table to determine whether it has changed. Tunnel Event d8 Result 1 Cave-in! 2 Rerouting . . . 3–4 Collapsed tunnel (passable) 5–7 Unchanged 8 Wandering wyrmling Cave-in! A portion of this tunnel collapses as the characters pass through it. Each character must make a successful DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage. Roll once on the Hive of Dragons Encounter table. Rerouting. . . . This tunnel has completely collapsed. There is no way through without digging a completely new tunnel, so the azure bonds lead the characters down a new path. This new tunnel takes the characters down 1 level. If they are already on the 2nd level or below, they emerge at the Cave Entrance. For the remainder of the route out, roll on the Haptooth Hill Location Table, but wherever a result says the characters


Chapter 3: The Hive of Dragons 41 proceed up one level, they proceed down one level instead. Collapsed Tunnel (Passable). A portion of this tunnel has collapsed, but you can see the other side. By spending ten minutes and succeeding with a DC 15 Strength (Athletics) check, you can clear enough space to pass through. Roll once on the Hive of Dragons Encounter table. Unchanged. This area is as the characters left it. Any living creatures are still present. Wandering Wyrmling. One dragon wyrmling passes through the area. This is instead of any creatures present in the area when the characters were here originally. The wyrmling is aware of the characters but uninterested in them for now. It leaves the area in 30 seconds unless the characters interact with it in any way, in which case it becomes hostile. Harvesting Dragon Parts A character can spend 1 hour and make a successful Intelligence (Nature) or Wisdom (Survival) check to attempt to harvest parts from dragon carcasses. The DC for this check is 10 + the dragon’s CR, and this check is made with disadvantage unless the character is using and proficient with alchemist’s supplies, cook’s utensils, or leatherworker’s tools. DMs should bear in mind that not all players (or characters) will be into the hunting and harvesting dragons for parts. This element of the characters should be entirely optional—although dragon parts do make up the bulk of the “loot.“ Harvesting Dragon Wyrmlings (<5 years) d6 Part 1 1d8 claws 2 1 fang 3 1 hide 4 1d4 scales 5 2d6 teeth 6 1d4 rations Harvesting Young Dragons (5+ years) d8 Part 1 1 small dragon skull 2 2d6 claws 3 1d2 fangs 4 1d2 hides 5 2d4 scales 6 4d6 teeth Preparing Dragon Parts for Sale Dragon eggs do not need special preparation or cleaning to sell, but body parts cannot simply be pulled off a cadaver. The War Watchers only buy prepared (thoroughly cleaned and dried) parts, according to the table below. The characters may spend 1 hour to prepare up to 75 gp worth of parts, which then need 1 day to dry. The prep work can be performed during a short or long rest. These prices are not negotiable.


Chapter 3: The Hive of Dragons 42 Selling Dragon Parts Dragon Part Value Dragon claw 5 gp Dragon fang 40 gp Dragon hide 100 gp Dragon scale 5 gp Dragon skull 80 gp Dragon tooth 15 gp Young black dragon wing 40 gp Young blue dragon wing 60 gp Young green dragon wing 40 gp Young red dragon wing 80 gp Dragon Eggs Eggs acquired by the characters have a 50% chance of being viable. Characters can cast the detect magic spell to determine whether an egg is viable or not; the embryos glow faintly due to the dragon’s magical nature. Selling Dragon Eggs. Viable dragon eggs can be sold for 1,250 gp apiece to the War Watchers and/or traded to Friega Dovaer at the shrine to Lathander (V5) in exchange for spellcasting services. Delmuth pays up to 100 gp apiece for up to 6 nonviable eggs. He resells them at his shop and a merchant friend in Daggerdale at a hefty markup. Hive of Dragons Location Descriptions Below are general descriptions for locations on each of the Hill’s five levels. Descriptions of the levels’ key locations are also provided. Level 1: Drow Chambers Random locations on the 1st level of the caves are cool and dry. Chambers were once used by Dracandros’s drow mercenaries. H1. Drow Quarters. The tunnel opens up into a 50 ft. × 30 ft. drow elf structure lined with rotten, wooden bunks. This was the barracks for the drow army that once occupied this land. Level 2: Crimdrac’s Lair The air on the 2nd level of the caves is stale and a slight draft cuts through the tunnels. H2. Crimdrac’s Lair. This massive cavern was once home to the dracolich Crimdrac. Crimdrac’s treasure has long since been claimed by adventurers, but the corpses of an adventuring party and one black dragon are scattered around the room. Dragons. 3 (1d4 + 1) green dragon wyrmlings approach stealthily if the characters remain here for more than a few minutes. Treasure. Only bones remain of the dragon (one skull, two fangs, and three teeth are in good enough condition to sell; they do not need to be prepared beforehand). The adventurers’ equipment has mostly been destroyed by the wyrmlings, but one of the corpses clutches a dragon slayer weapon . . . for all the good it did them. See the dragon slayer from the Dungeon Master’s Guide, but this magic weapon can be any melee weapon that deals piercing or slashing damage. Level 3: Crimdrac’s Lair, Continued The air on the 3rd level of the caves is musty and warm. H3. Lair Overlook. The path opens up to a sheer drop-off overlooking area H2. Crimdrac’s Lair. The characters can climb down to the lair by succeeding on four DC 15 Strength (Athletics) checks before making two failures. These checks


Chapter 3: The Hive of Dragons 43 are made with advantage if they have climbing equipment. Level 4: The Salamanders’s Spring Chambers and tunnels on the 4th level of the Hill are unusually warm and dry. The scent of smoke permeates this entire level. H4. The Heart of the Hive. This large, warm cave is the red dragons’ favorite spot. A hot mud spring bubbles away in the northwest corner. This area was previously the home to a clan of salamanders subservient to Dracandros, but they have long since disappeared. Dragons. One young red dragon and one red dragon wyrmling are resting but awake in the center of the chamber. Treasure. One red dragon egg rests atop the mud spring. The young red dragon relentlessly attacks any creature that tries to take the egg under its watch. Level 5: The Chromatic Caves The characters arrive at one of three favored caves of one of the species in the area. Favored Caves d6 Area Location 1–2 H5a Black Dragon Cave 3–4 H5b Blue Dragon Cave 5–6 H5c Green Dragon Cave See each location description for the characteristics of the area and the creatures found there. Treasure. Roll once on the Hive of Dragons Treasure table below. Hive of Dragons Treasure d20 Result 1–4 Roll once on the Treasure Hoard: Challenge 0–4 table (Dungeon Master’s Guide, chapter 7) 5–10 Roll once on the Individual Treasure: Challenge 0–4 table (Dungeon Master’s Guide, chapter 7) 11–20 Nothing Additionally, each of the wyrmling caves has an optional dragon egg treasure, the details for which are included with each location description. Because dragon eggs are quite valuable, once the characters find an egg, consider omitting the other optional dragon eggs from the other chromatic caves. H5a. Black Dragon Cave. The air is humid and so acrid it stings the characters’ nostrils. A sickly green mist hangs in the air. This 40 ft. × 40 ft. cavern is the favored sleeping area of the Hill’s black dragons. Puddles of acid eat away at the bones of their most recent meals, rendering any equipment found within it unusable. Dragons. There are 2 (1d4) black dragon wyrmlings here. Dragon Egg (Optional). Characters making a successful DC 17 Wisdom (Perception) check see a black dragon egg submerged just below the surface of an acidic pool. H5b. Blue Dragon Cave. The air feels electric with ozone in this 70 ft. × 50 ft. cavern, the favored sleeping area for the Hill’s blue dragons. In contrast with the pitch-black caves elsewhere, a shaft of light from an opening about 60 feet up provides bright light throughout the area. It also provides a constant, gentle breeze throughout the area. Characters daring enough to climb up to it emerge 1,000 ft. above the ground.


Chapter 3: The Hive of Dragons 44 Dragons. There are 2 (1d4) blue dragon wyrmlings here, playing with the skull of some kind of humanoid. They have disadvantage on Wisdom (Perception) checks to notice the characters. Dragon Egg (Optional). A blue dragon egg is partially buried under loose gravel and soil. If the characters unearth this egg, they find two broken eggs next to it. H5c. Green Dragon Cave. Purple phosphorescent moss sheds dim light throughout this 30 ft. × 60 ft. cavern. It is damp, and filled with thorny, purple bushes. Dragons. There is one young green dragon here, sleeping. A successful DC 14 group Dexterity (Stealth) check allows the characters to pass through the area without conflict. Dragon Egg (Optional). A green dragon egg is entwined within 4 feet of dense thorny branches (AC 15, 20 hp). Hacking at the branches wakes the dragon. Level 6: The Summit When the characters reach Level 6 of the cave, they emerge on its summit. The Tower of Dracandros is not the only building on the Summit, but the others are utterly destroyed and exposed to the elements and ineffective as shelter. Rubble and sun-bleached, broken bones fill the surface. 7 (2d6) poisonous snakes are scattered amid the rubble (half of them are visible), but they ignore the characters unless disturbed or attacked. There are 2 (1d4) caves entering the Hill, including the route the characters took. The other caves are dead ends, offering a relatively safe place for the characters to rest. If the characters attempt to take a short or long rest, roll a d10. On a 1, they are attacked by one dragon wyrmling. The Tower Courtyard When the characters approach the ruined tower, read or paraphrase the following: As you approach the tower, you can make out more details of its current state. A massive hunk of rock looks like it has been hurled into the tower, destroying much of the lower levels. Scorch marks and melted stone suggest that a battle once took place here, long ago. The characters can see four or more dragons flying far above the Tower. These dragons take no notice of the characters unless provoked; they are busy surveying their surroundings before flying off to hunt, fighting (or sometimes playfighting) each other. The Tower of Dracandros The ruined Tower of Dracandros consists of four 90-foot-diameter levels plus its roof. It is not well-insulated due to the damage, yet intact enough to keep out the dragons. The Tower’s once-ornate wooden furniture and rugs are now covered with mold, moss, fungus, and dust. On the first two floors, footprints and other signs of recent activity are easily spotted. Someone has been living here for a few weeks (T2). The 2nd through 4th floors are better preserved. On these floors, the only sign of life is bird dung. T1. Welcome Hall The door is barred from the inside. It has an unsettling number of scratches dug into its surface, but it appears to be very sturdy. Characters who succeed on a DC


Chapter 3: The Hive of Dragons 45 15 Strength (Athletics) check can break the door open—shattering the wooden bar keeping it shut. Doing so attracts a green dragon wyrmling from above. Once the door is bashed in, the characters must be clever to bar the door again from the inside. Characters can search the rubble in the room and find something suitable by making a successful DC 18 Intelligence (Investigation) check. The first floor is partially destroyed: walls separating the foyer (the Welcome Hall) from a larger banquet hall have collapsed, and the kitchen is utterly destroyed. A black dragon wyrmling has been partly butchered in the center of the front room. Treasure. Strips of the black dragon’s flesh are hanging to dry on a makeshift rack. 2 (1d4) rations are ready to eat. They’re chewy and taste disgusting, but they’re safe to eat. A battered tray next to this rack holds ten dragon claws, three fangs, two hides, twelve scales, and nine teeth. These parts are cleaned and dried. T2. The Library of Dracandros This room was once Dracandros’s selfcongratulatory trophy room: mounted creatures, plaques for academic expertise, ribbons, and other awards line the walls. Additionally, there is a well-stocked library of books on arcane subjects. If the characters are being stealthy, have them make a DC 10 group Dexterity (Stealth) check. On a failure, or if the characters are not attempting to be stealthy, a goliath skald (appendix B) named Tchioma Songsmith Uttakhani wakes up suddenly and leaps to his feet, shortsword in hand and an uneasy blend of relief and distrust on his face. Otherwise, Songsmith is asleep. Treasure. There is little of interest here beyond books. Characters making a successful DC 15 Intelligence (Arcana, History, Investigation, or Nature) check find 5 (2d4) books worth 25 gp apiece. Songsmith the Survivor Songsmith uses stats for the bard from appendix B of Volo’s Guide to Monsters, but with the goliath’s racial traits and goggles of night. The adventurer was hired as an escort for the Arcane Brotherhood’s second attempt to reach the Tower, but his party was attacked by a group of red dragon wyrmlings. Only Songsmith survived. The goliath has been trapped on the Summit for roughly a month using his magic—particularly the invisibility spell— to stay alive, foraging for edible moss or fungi when the dragons are distracted, or killing one when he has been cornered, as he was by the black dragon wyrmling in area T1 two days ago. Songsmith has given up on trying to return to Hap through the Hill (at least for the time being) after too many failed attempts—and climbing down the side of the Hill is even worse, with all the dragons circling overhead. Songsmith hasn’t been able to explore the Tower above the 2nd floor because of the collapsed wall blocking the stairs. If the characters escort Songsmith out of the Hill, he rewards them with a red dragon wyrmling egg he has hidden in his pack. He has used it to keep his hands warm. Songsmith doesn’t know Maccath the Crimson and was only vaguely aware of his team’s connection to the Brotherhood.


Chapter 3: The Hive of Dragons 46 Going Up? The stairway up to the third floor is blocked by hundreds of pounds of rubble. The characters can either clear the rubble, or if any characters of Small size or smaller are present, Songsmith suggests that a particularly agile climber may be able to climb from a 2nd-floor window to one on the 3rd-floor. Climb up the Outside. To climb the outside of the tower, a character must succeed on four Strength (Athletics) and/ or Dexterity (Acrobatics) checks before incurring two failures. The base DC for these checks is 10. After two successes, the character attracts the attention of a blue dragon wyrmling. The character has time to make two ability checks before the wyrmling attacks them, unless the other characters are able to distract or defeat the wyrmling first. Either window can be shut firmly to prevent the wyrmling from following. If the character incurs two failures first, they plummet to the ground outside the Tower, taking 21 (6d6) bludgeoning damage from the fall. Digging Through. If the characters try to dig through, Songsmith helps by aiding any Strength checks that the characters make. (He tried to dig through before but only made it worse. Of course, he didn’t have help.) To remove the debris blocking the path up, the characters must succeed on a total of five ability checks before incurring three failures. The base DC for these checks is 15. Possible checks could include Strength (Athletics) checks to remove rubble, Dexterity (Acrobatics) checks to squeeze into tight places, Intelligence (Investigation) checks to determine the best place to dig or support the structure, or Wisdom (Perception) checks to notice dangerous areas threatening to collapse further. The use of spells or other abilities may result in automatic successes, at the DM’s discretion. If the characters incur three failures first, the stairway they are clearing collapses. The character who incurred the third failure and any character aiding them is caught in the collapse must make a DC 15 Dexterity saving throw. They take 16 (3d10) bludgeoning damage on a failure, or half damage if they succeed, and they are pinned by the rubble, prone. On a failure, the stairs collapse, leaving a large hole in the ceiling. The characters can reach the next floor through this hole by climbing 40 feet up the walls inside the tower. (Grappling hooks are useful.) T3. The Laboratory of Dracandros Dracandros’s lab is filled with work benches covered with alchemical equipment, beakers with strange crystalline remnants of unidentifiable liquids, and a few piles of bone and muck. A successful DC 15 Intelligence (Arcana or Nature) check identifies the bones as dissected dragon embryos. Treasure. The Spellbook of Dracandros rests on a book stand next to one of the workbenches. Next to the book are a wand of disintegration (see appendix A) and a wand of lightning bolts.


Chapter 3: The Hive of Dragons 47 The Spellbook of Dracandros This ostentatious tome is bound in red dragon leather and inlaid with gold. It includes the following spells: 1st level: burning hands, detect magic, identify, magic missile, shield 2nd level: Aganazzar’s scorcher, arcane lock, darkness, continual flame, flaming sphere, mirror image, pyrotechnics 3rd level: counterspell, fireball, glyph of warding, magic circle, protection from energy 4th level: fire shield, Mordenkainen’s private sanctum, stoneskin, wall of fire 5th level: conjure dragons (see appendix C), conjure elemental, hold monster, wall of force 6th level: contingency, flesh to stone 7th level: delayed blast fireball The rest of the spellbook is filled with research notes beyond the understanding of the characters. A character making a successful DC 18 Intelligence (Arcana) check ascertains that Dracandros had been developing a more powerful version of the conjure dragons spell, but had not managed to stabilize it before his notes end. T4. The Bedroom of Dracandros A shattered window exposes Dracandros’s chambers to the elements. Mold, bird dung, or dust cover most of what used to be an absurdly overstuffed feather bed. Exits. In addition to the stairway leading down, there are two other exits from this chamber: a smashedin door leading into what looks like a large closet and a stairway leading up to another sturdy door at the top of the stairs. Treasure. A rotting chest contains a few badly deteriorated wizard’s robes and one wand of fireballs. Beyond the smashed-in door is what was once Dracandros’s treasure room. Some random trinkets (roll seven times on the Trinkets table in chapter 5 of the Player’s Handbook) and 6 (1d12) silver pieces lie scattered on its floor—all that remain of the Red Wizard’s hoard. T5. The Roof of Dracandros The door to the roof is locked. The lock has a base DC 15 against ability checks to break or pick it, but is further secured with an arcane lock spell (for a total of DC 25) and a glyph of warding. Any creature that touches the doorknob—from either side—takes 18 (4d8) lightning damage and is stunned for 6 seconds. The reinforced door can be smashed in without affecting this ward (AC 15, 25 hit points). Unless the door is destroyed, it locks itself automatically when shut and regenerates 1 hit point per minute. The Dragon Clutch. Adult dragons leave clutches of eggs in a small, partially destroyed structure at the center of the tower. There are several eggs in a small pile of rubble and wood, refashioned by visiting dragons into a makeshift nest. Roughly 8 (2d6 + 1) eggs are visible inside the clutch: one-third are crimson eggs (red dragon), one-third are cobalt blue eggs (blue dragon), and any remaining eggs are deep green (green dragon). The crimson eggs have a lumpy, leathery surface and are uncomfortably warm to the touch. A character making a successful DC 12 Intelligence (Investigation or Nature) check deduces that the warmth from the red dragon eggs incubates the other eggs in the clutch. The amethyst dragon egg is inside the egg cup of Dracandros, an ornately


Chapter 3: The Hive of Dragons 48 decorated egg cup hidden in the rubble (see appendix A). Characters casting detect magic spot the egg cup. Otherwise, characters searching through the rubble find it by succeeding on a DC 15 Intelligence (Investigation) check—but digging it out attracts the attention of four dragons (see below). Acquiring the Egg Once the characters acquire Dracandros’s spellbook and the egg, their Arcane Brotherhood bond flares up briefly, then disappears with an itchy, tingling sensation. But then, suddenly, the symbol of Tyranthraxus begins to glow. Strangely, however, the characters’ thoughts remain focused on Dracandros’s spellbook and the egg. The message is vague: They must deliver the spellbook and the egg to . . . someone . . . They feel that more will be revealed in time. But they have no time to ponder the mystery, as the tingling in their arm subsides, they realize they’ve attracted the attention of four dragons from above: a young black dragon, a blue dragon wyrmling, a young green dragon, and a green dragon wyrmling descend and attack. Returning to Hap After the dragons have been dealt with (or evaded), you can either allow the characters to return to Hap uneventfully, or—if you want to stretch things out— they can retrace their path through the Hill, with their new objective being the Cave Entrance rather than the Summit. For each tunnel that the characters passed through, roll on the Tunnel Event table (see Turn Back! above). Coda Sooner or later, Maccath the Crimson finds the characters. This meeting can take place just outside the village of Hap, immediately after the characters have acquired Dracandros’s research, or after a longer period of time, such as after running chapter 4 or 5. Read or paraphrase the following: You hear a voice from behind you. A stern tiefling with blood red skin holds out her hand. “I’m told that you have some things that belong to me. Dracandros’s research. And the egg. Hand them over.” If Maccath is given the opportunity, she calmly presents her case: she commissioned Laerinnis to acquire the goods. That was the Arcane Brotherhood’s symbol on the characters’ arms, after all. (The Brotherhood’s spies have noted the bonds, whether or not the characters make an effort to hide them from view.) The Brotherhood is unaware of Tyranthraxus’s involvement, or of the nature of the azure bonds, but Maccath suspects a connection if she sees the characters’ bonds. If the encounter remains peaceful, she asks to cast identify on them. She may also wonder aloud why one of their bonds looks the same as Laerinnis’s tattoo—a symbol unfamiliar to her, but one that the characters may recognize: the symbol of Tyranthraxus. Maccath is uneasy toward the characters but not immediately hostile. The characters’ actions—voluntary or otherwise—determine how she and her allies react. Characters succeeding on three DC 14 Charisma (Deception or Persuasion) checks can convince Maccath that they do not mean her harm. These checks are made with advantage if they tell her they are delivering Dracandros’s materials to someone else and offer to help the Arcane Brotherhood acquire them once the characters complete this bond.


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