TEXT:  
   
  The Altar of the  
  Smoldering Eye 
   
  A fanatical priest nears completion of an ancient ritual that will transform the residents of 
  Ylraphon’s Old City into yuan-ti. It has been revealed that he hides in a ruined temple in 
  the Flooded Forest. The sands of time quickly slip away as our adventurer’s approach. 
   
  A Two-Hour Adventure for 1st - 4th Level Characters 
   
   
  DAVID MORRIS and SEAN PAYNE 
  Authors 
   
  Adventure Code: CCC-SRCC01-03 
  Optimized For: APL 3 
  Version: 1.0 
   
  Development and Editing: Philip Athans, Jeremy Forbing, Ginny Loveday 
  Cartography John Prichard 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  2 
  Introduction 
  Welcome to The Altar of the Smoldering Eye, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Convention content for Snake River Comic 
  Con. 
   The adventure takes place on the Moonsea in the 
  Flooded Forest, in the Forgotten Realms campaign 
  setting 
   This adventure is designed for three to seven 1st -
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  3 
  Adventure Primer 
  Adventure Background 
  An investigation into a disease that had befallen 
  some citizens of Ylraphon conducted by a group of 
  adventurers has led to a yuan-ti temple in the 
  Flooded Forest. It is here that the pit master Sitalash 
  performs a ritual that concludes his long game to 
  transform those infected into yuan-ti. 
   Now, the ritual builds to a crescendo and there is 
  less than one day remaining to thwart Sitalash and 
  prevent the citizens of Ylraphon from the terrible 
  fate that awaits them. 
  Location and NPC Summary 
  The following NPCs and locations feature in this adventure: 
   
  Sitalash: An older male yuan-ti malison warlock, Sitalash 
  believes his people come first and will do anything to follow 
  the traditional rules of his ancestors 
   
  Flooded Forest: The flooded Forest lies south of 
  Mulmaster and north of Ylraphon and is home to many 
  dangerous creatures. The swampy forest is constantly 
  encroaching on Ylraphon. 
  Adventure Overview 
  The adventurers enter the yuan-ti temple and must 
  brave its traps before facing Sitalash in a deadly 
  confrontation to the death. 
   The adventure is broken down into FOUR parts: 
   Part 1. The characters teleport to an elven watch 
  tower to prepare for their assault on the temple. 
   Part 2. A complex set of locks and traps guard the 
  entrance into the ritual chamber that the 
  adventurers must defeat before moving forward. 
   Part 3. The party is confronted by the angry 
  spirits of orcs who have awakened by the temples 
  desecration. 
   Part 4. The final showdown with Sitalash to end 
  the ritual or fail and see the Old City turned to yuan-
  ti servants. 
  Adventure Hooks 
  Characters who are continuing from SRCC1-1 Down 
  the River of Snakes do not need a special 
  introduction into this adventure, as it continues the 
  quest they have already begun. 
   For characters who have not played the previous 
  episode, use the guidance below to determine how 
  they became involved in these strange events. 
   Previous Adventures. If the characters have 
  previously participated in adventures in and around 
  Ylraphon, they may already be in the area looking 
  for work or helping refugees from other Moonsea 
  cities. The alliance of refugee leaders that governs 
  life in the Old City, where many unfortunate 
  expatriates dwell outside the walls of Ylraphon 
  proper, have recruited the characters on an urgent 
  quest to save many of those living here from a 
  horrific curse. 
   Reinforcements. Characters may have been sent 
  by their faction or another powerful group to help 
  stop an evil ritual that could threaten the region of 
  the southern Moonsea. They reported to Andorran 
  Bree, the ranking priest at the local temple of Selûne, 
  who arranged for them join the quest, and will help 
  teleport them closer to the site of the ritual. 
   Working for Phlan, Mulmaster, Hillsfar, 
  Hulburg, or Another Major Moonsea City. Given 
  recent tumultuous events and political instability in 
  many ports on the Moonsea coast, a large number of 
  refugees have left them to seek safety in Ylraphon. 
  The leaders in one or more of those cities sent the 
  characters to look into the fate of those who fled. 
   On arriving, the characters saw that most refugees 
  live in the Old City, a makeshift village in the ruins 
  outside the Ylraphon walls. They also received word 
  of an eldritch plot that will transform many of the 
  Old City’s residents into crazed yuan-ti if it isn’t 
  stopped. Deribis, a local leader, who fled Phlan 
  herself during the rule of the Maimed Virulence, has 
  recruited the characters for the quest to stop the 
  ritual. 
   Harpers (Faction Assignment). Harper 
  characters see certain symbols disguised in the 
  designs on the border of the note, prompting them 
  to seek a hidden message. The symbols detail a form 
  of simple cypher based on taking the first letter of 
  each word in the note and changing it to a different 
  letter. The secret message is from Andorran Bree, 
  the leader of the temple of Selûne and a high-ranking 
  Harper.  
   The message says that Victor Cire, a refugee from 
  Mulmaster who is also the Lead Chef at a tavern and 
  restaurant called the Vandal’s Vigor, is an informant 
  for the Harpers. He disappeared over two tendays 
  ago after sending a message that he was concerned 
  about yuan-ti activity in his workplace. He may have 
  been taken as a save by the yuan-ti. The characters 
  are advised to look out for Victor, and bring him 
  back alive if they can. 
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  4 
   Lord’s Alliance (Faction Assignment). Lords 
  Alliance characters receive a visit from Ayre 
  Affapanov, daughter of an influential member of 
  their faction, Zor Serge Affapanov. Despite his 
  reputation as an ambitious, unforgiving, and ruthless 
  noble, Serge is also the member of Ylraphon’s ruling 
  merchant council most concerned with the refugees 
  living in the Old City. Ayre tells you the Serge wants 
  the threat of the yuan-ti stopped, and quickly, with 
  no room for error. Having heard of Deribis’s plan, 
  Serge charges Lords Alliance members with making 
  sure they and their companions reach their 
  destination before nightfall, rather than endangering 
  the quest by staying out in the wilds after dark. He 
  expects them to show leadership by keeping their 
  groups focused and on track, rather than getting 
  distracted by extraneous looting or the unnecessary 
  slaughter of random monsters. 
  For Those Just Joining Us… 
  Here is some vital information for characters who 
  did not play the previous episodes in this series of 
  adventures, which is supplied to them in Ylraphon 
  by the refugee leader Deribis, the priest of Selûne 
  Andorran Bree, or another appropriate NPC: 
  • When night falls on the day the adventure takes 
  place, a yuan-ti warlock called Sitalash will 
  perform a ritual to transform many of the 
  residents of Ylraphon’s Old City section into his 
  mad reptilian servants. 
  • The ritual will be performed at a converted yuan-ti 
  temple, the Altar of the Smoldering Eye, once built 
  by orcs as a sacred site for the worship of their 
  god Gruumsh, but later claimed by yuan-ti as a 
  holy shrine to their serpentine deities. 
  • The Altar of the Smoldering Eye is 10 miles away 
  from Ylraphon in the Flooded Forest, an 
  overgrown swamp full of monsters and punishing 
  terrain. 
  • Rather than having to traverse that dangerous 
  wilderness, the characters will be teleported just 
  before sunrise to an old elven tower near the 
  temple. 
  • The teleportation circle in the tower was 
  reactivated by brave adventurers who made the 
  trek on foot. 
  • When the characters complete their quest, the 
  circle will be used to bring them back to Ylraphon. 
  • An enchanted candle created by Andorran Bree 
  will grant the characters immunity to many of the 
  evil spells that protect the Altar of the Smoldering 
  Eye, but the characters must light it exactly at 
  dawn. 
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  5 
  Part 1: Why Does It Always 
  Have to Be Snakes? 
  Expected Duration: 10 minutes 
  If the characters are all continuing from SRCC1-2 
  Down the River of Snakes, this adventure picks up 
  right where that previous episode left out (if the 
  characters did well, they are likely just finishing a 
  long rest). Skip to Part 2: Speak, Friend, and Enter. 
   If one or more characters are beginning this 
  adventure without having played the previous 
  episode: They have been teleported from the 
  Moonwater, the temple of Selûne in Ylraphon. They 
  are transported to an ancient and uninhabited elven 
  watchtower near the Altar of the Smoldering Eye. 
  Thanks to the adventurers who made the trek 
  through the Flooded Forest and scouted out this 
  place, the teleportation circle in the tower is now 
  usable, and arriving characters have a safe spot from 
  which to begin their expedition. 
   However, they came to be here, the characters 
  have been given a magical candle to aid them in their 
  quest, which will only work if they light it at sunrise. 
  If they have lost the candle somehow, or if they fail 
  to light it at the proper time, their quest is much 
  more difficult. 
  The Mongoose Candle 
  The ancient ancestors of the humans of the Shining Lands 
  were the first to craft this single-use consumable magic item, 
  made from the wax of boiling cinnamon and embedded with 
  the teeth of a mongoose that died of natural causes. 
  Mongoose candles were weapons against the various 
  reptilian servitor races of the prehistoric empire of Okoth. 
  When the candle is lit, the characters who participated in the 
  ceremony to light it are immune to permanent location-
  based magical effects created by reptilian humanoids such as 
  the yuan-ti for 1 hour. Whenever a lit mongoose candle stops 
  burning, it melts away. 
   
  This item cannot be retained after the end of the 
  adventure. 
  Read or paraphrase the following at the beginning of 
  this adventure: 
  You stand on the roof of the abandoned elven watchtower, 
  located by the authorities of Ylraphon as a safe site for the 
  beginning of your delve into the yuan-ti temple. From here, 
  you can look down upon the Altar of the Smoldering Eye, 
  only half a mile away. The Flooded Forest is sparser around 
  the temple, and you can see crude etchings on the roof of the 
  half-buried structure portraying the lost eye of the orc god 
  Gruumsh, though he has not been worshipped here in 
  centuries. You see no defenders between you and your 
  destination, but there appear to be no entrances above 
  ground. It appears you must remain cautious. 
  If it is dawn, and the characters were not too late, 
  and now they are following their instructions and 
  activating the special item they were given, read or 
  paraphrase the following text as well: 
  As the sun’s first rays break over the black canopy of the 
  woods, you light the enchanted candle you were given. For a 
  brief moment, the shadows cast by the candle’s light 
  lengthen up into the sky and across the landscape, but the 
  flame does not grow in size. A pleasant smell of cinnamon 
  infuses the air, covering the reek of the swamp. The candle’s 
  magic is ancient and difficult to comprehend, but you’re 
  guessing it has served its purpose and protected you from 
  some of the temple’s wards. You have an hour before the 
  candle will burn out and your immunity to those defensive 
  spells ends. 
  Whether the characters activated the candle or not, 
  read or paraphrase this last bit of text: 
  A scroll you find in the tower’s teleportation circle seems to 
  have been sent as a test of the circle’s magic after the re-
  opening of the tower re-activated it. The note on it is for you, 
  and it explains that after you have completed your mission, 
  you can come back to this tower and wait in safety. At 
  nightfall, anyone in the circle will be teleported back to the 
  temple of Selûne in Ylraphon—since nightfall is when the 
  ritual will be complete, by that time you will almost certainly 
  have already succeeded in stopping it or died trying. 
  Hidden in the border of the letter are the details of 
  the Harper faction mission. The letter itself is signed 
  by Arden Marsh, give any members of that faction 
  the information for their mission. 
   
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  6 
  Leaving the Tower 
  Once all this is done, the characters can exit the 
  tower. However, on their way out of the magical 
  locked door, they find the corpse of a dead orc on the 
  doorstep, riddled with arrows. This orc looks 
  different than most—he is taller and leaner than 
  most members of the species, and he wears 
  immaculately maintained red splint mail that is 
  actually salvageable.  
   A DC 12 Intelligence (Religion) check identifies a 
  symbol of a bloodied blade on the armor as being 
  that of Ilneval, the orc god of battle and strategy. 
  From the looks of it, the orc was trying to get into the 
  tower, but couldn’t get through the magically 
  warded door. DC 11 Wisdom (Medicine) checks 
  show that seven arrows in the dead orc’s flesh were 
  coated with poison from a deadly local swamp 
  snake. 
   In addition to the orc’s armor, he bears a broken 
  shield and a satchel containing a letter. Though the 
  letter mentions an heirloom the orc carried, a 
  silvered scimitar, no such item can be found here. 
  Give your players the letter, which is Player 
  Handout 1: A Letter of Introduction. The letter is 
  written by Arden Marsh, a member of the noble 
  House Marsh, one of Ylraphon’s ruling merchant 
  families. Both the broken shield and letter bear the 
  sigil of House Marsh: a black tree on a blue circle, 
  with a wolf and falling star on one side and raven 
  and moon on the other. 
   The letter beseeches any friends of Ylraphon, 
  servants of good, or champions of civilization to 
  grant assistance and shelter to this orc, whose name 
  is Eglavale, It notes that Eglavale is a member of a 
  tribe of lawful, honorable orcs called blood orcs, who 
  have entered House Marsh’s service. Eglavale was 
  charged with capturing a one-eyed wereboar called 
  Khull Bannon, who ambushed and killed a company 
  of Eglavale’s comrades in the Marsh house militia. To 
  any who aids the orc in discovering who hired Khull 
  for this murder, Arden promises the gratitude of 
  himself, his family, and the larger organization he 
  represents: the Order of the Gauntlet. 
   Characters who played SRCC1-2 Down the River 
  Snakes may have encountered other members of the 
  Bannon clan, but none of the warriors they saw had 
  one eye. 
  Treasure 
  The orc has no weapon, and his shield is useless, but 
  the red splint mail he wears is in great condition, 
  and can be claimed for a character’s use or to be sold 
  for coin. 
  Onward into Darkness 
  All the business at the tower takes about 5 minutes. 
  After that, the characters can travel to the Altar of 
  the Smoldering Eye in about 10 minutes (reducing 
  that time by 25% if they rush, taking a -5 to passive 
  Perception, or increasing that time by 50% if they 
  choose to move stealthily). If they used the candle to 
  protect themselves from the temple’s arcane 
  defenses, this gives them about 45 minutes to enter 
  the temple and stop the ritual before those defenses 
  can affect them once more. 
  The Smoldering Eye’s Defenses 
  Any eldritch protections left by the temple’s orc builders 
  have long since faded, but the yuan-ti who later took over 
  the area have created several more powerful enchantments 
  to defend it.  
   
  Characters who participated in the brief ritual to activate 
  the mongoose candle are immune to these effects for 1 hour. 
  Otherwise, anyone inside the temple or within 50 feet of its 
  underground entrance is subject to the following effects 
  (which work as the equivalent of the hallow and dominate 
  monster spells, both cast using 8th-level spell slots): 
  • As per the hallow spell, celestials, elementals, fey, fiends, 
  and undead can't enter the area, nor can such creatures 
  charm, frighten, or possess creatures within it. Any 
  creature charmed, frightened, or possessed by such a 
  creature is no longer charmed, frightened, or possessed 
  upon entering the area. You can exclude one or more of 
  those types of creatures from this effect. 
  • Any non yuan-ti entering this area reduces any fire damage 
  they inflict on a yuan-ti or snake by half while they remain 
  in the area.  
  • Any non yuan-ti entering this area cannot cause any yuan-
  ti or snake to be frightened while they remain in the area.  
  • No creatures within the area can move or travel using 
  teleportation or by extradimensional or interplanar means 
  (which also prevents teleportation into the area), as per 
  the appropriate effect of the hallow spell. 
  • Any humanoid that is not a yuan-ti who enters the area 
  must make a DC 16 Wisdom saving throw. On a failure, 
  they are magically compelled (as if by a dominate monster 
  spell) not to move any further into the area of The Altar of 
  the Smoldering Eye, and to stop anyone else who tries to 
  enter. 10 minutes later, and again every 10 minutes, they 
  can make the saving throw again, ending the effect on a 
  success. Otherwise it lasts indefinitely, not even ending if 
  the creature is further than 50 feet from the temple. To 
  end the effect, the creature must either succeed on the 
  saving throw or move further than 1 mile away from the 
  temple. Incapacitated creatures are also freed from this 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  7 
  effect. Once a creature succeeds on a saving throw against 
  this magical compulsion, they are immune to it for 1 hour. 
  Due to these defenses, characters who did not use the 
  magical candle (or have taken more than one hour to 
  complete their quest since activating it) will find entering the 
  temple and stopping the ritual much more difficult. 
   
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  8 
  Part 2: Speak, Friend, and 
  Enter 
  Expected Duration: 50 minutes 
  In Part 2 the adventurers must defeat a complex 
  door that Sitalash has constructed, based on 
  sophisticated designs from the ancient empire of 
  Okoth. He considers himself invulnerable behind the 
  door.  
   The door has a complicated lock, with three 
  separate segments that must be operated precisely 
  to open it. Failed attempts to overcome the first 
  segment activate phase 1 of a series of traps, closing 
  the outer door and activating a magical effect that 
  stymies the characters’ efforts. Failed attempts to 
  open the second segment activates phase 2 of the 
  traps, releasing poison darts and gas. Failed 
  attempts to work the third segment activate trap 
  phase 3, activating monstrous constructs that attack 
  the adventurers. 
  Time to Rest? 
  The ritual nears its dark conclusion and there is no time for a 
  respite. The characters may try to take a short rest, but if 
  they do so, the effects of the mongoose candle will fade, and 
  they will be subject to the arcane defenses described in Part 
  1. If the characters attempt to take a long rest, after 1 hour, 
  not only will the mongoose candle stop protecting them from 
  the arcane defenses, but the characters will be ambushed by 
  Sitalash and his minions, who have been alerted to the 
  characters presence by the temple’s wards. If this occurs, 
  Sitalash’s group attempts to approach the resting characters 
  stealthily and gain surprise if possible. 
  Reaching the Entrance 
  General Features 
  The general features of the yuan-ti temple are as follows: 
   
  Light and Visibility. The Foyer has no provided light. The 
  characters must use darkvision or provide their own light. 
  The poison clouds and other features of this encounter have 
  no effect on flames and are not affected by them. 
   
  Smells. The area is a long disused ruin in a swamp. A few 
  malodorous swamp vapors follow the adventurers in, but 
  otherwise the temple only smells musty and old unless 
  otherwise specified. 
   
  Sounds. The area is completely quiet, like a tomb. 
  When the characters arrive at the temple site, read 
  or paraphrase the following: 
  The temple is an ancient orcish ruin, but it is clear the yuan-ti 
  have rebuilt much of it, and it is still well-protected. Much of 
  it is underground, and thick tangles of vines, swamp grass, 
  moss, and mud hide its entrance. Using the map provided by 
  the research of Deribis and her allies in Ylraphon, it is not 
  terribly difficult to find the underground tunnel that leads 
  down to the Altar of the Smoldering Eye, but you doubt you 
  would have found it any other way. 
  Characters protected from the arcane defenses 
  described in Part 1 by the enchantment of the 
  mongoose candle can make their way down without 
  any trouble. Otherwise, the effects described in the 
  sidebar labelled The Smoldering Eye’s Defenses 
  kick in as soon as any characters enter the tunnel, 
  likely requiring immediate saving throws. Resolve 
  any such effects as necessary. 
   Read or paraphrase the following when the 
  characters make their way down: 
  The cacophony of sounds from the swamp above is muted as 
  you make your way carefully down 50 feet of slick spiral stairs 
  until you reach the bottom archway. In many places, you see 
  eye symbols of the orc god Gruumsh, but they have been 
  defaced, often replaced with depictions of serpents or 
  Draconic graffiti. 
   
  As you approach the archway, you notice two ancient 
  doors flanking it, which seem poised to close and lock you in. 
  Looking through the archway, you see a magnificent 
  chamber, 40 feet long and 25 feet wide. 
   
  Ancient tilework from ages past draws your attention to 
  the opposite side of the chamber through the archway, 
  where another, more ornate door stands at the far end. This 
  last door is a great slab of strangely carved stone with a 
  unique design at its center, and the tiles leading up it to are 
  inlaid with arcane designs that occasionally wrap around 
  images of yuan-ti ruling over other races. Sculptures of 
  snakes on the wall and ceiling, in iron, bronze, and alabaster, 
  are covered in cobwebs, yet no dust covers the tile images on 
  the floor, and the great door at the end looks as clean as the 
  day it was made. 
   
  Surely this next room must be the grand entrance 
  chamber. The massive doors on the archway seem designed 
  to prevent retreat or escape, but the urgency of the situation 
  pushes you. There is no way forward but through this room. 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  9 
  The Ophidian Enigma  
  To move beyond the foyer, the party must 
  successfully contend with a complex lock built into 
  the far door.  
  Dungeon Features 
  • The main door has an AC of 10 and 35 HP. It is immune to 
  psychic and poison damage and resists all other damage 
  except bludgeoning. Any attack that deals damage to the 
  door causes the attacker to take 11 (2d10) psychic damage 
  (or 5 (1d10) if the party strength is Very Weak or Weak). 
  • The outside double doors have an AC of 15 and 30 HP 
  each. They are immune to psychic and poison damage and 
  resist all other damage except bludgeoning. 
  • DC 10 Intelligence (Arcana or Religion) checks indicate 
  that teleportation magic does not work in the 
  entranceway. No such spell can be cast in the area and any 
  existing effect is suppressed while the target is in the area. 
  (This smaller, localized effect is not suppressed by use of 
  the enchanted candle.) 
  • DC 13 Wisdom (Perception) checks (made with advantage 
  by those with the Stonecunning trait or proficiency with 
  mason’s tools) reveal that the carvings here are much 
  more recent than the structure. There was probably a 
  different design on the walls when they were first built, 
  though it is unclear whether ancient orc markings were 
  replaced, or more recent yuan-ti ones were carved over 
  the older ones. In any case, it is highly unlikely that orcs 
  built the current major features in this room. 
  • Characters may notice that some of the snake sculptures 
  on the wall or ceiling have rubies in place of eyes. There 
  are twelve rubies (worth 20 gp each), which can be pried 
  out with an appropriate weapon or tool. However, each 
  time a ruby is removed before all three segments of the 
  lock mechanism are solved, the character removing it 
  takes 2 (1d4) lighting damage. After the door is unlocked, 
  prying the rubies out no longer causes damage. 
  Read or paraphrase the following when the 
  characters have fully entered the room: 
  Before you, embedded in the ornate door, you find that what 
  appeared to by some kind of symbol at distance is actually an 
  incredibly intricate mechanism beyond what a dwarf or even 
  a priest of Gond might produce. It looks to be some sort of 
  lock, but arcane runes cover much of its surface. 
   
  The mechanism seems to be ensconced so deeply in the 
  door that it is difficult to tell which pieces are meant to move. 
  Some of it is bronze metalwork with a snake-like appearance, 
  while other segments seem to be portions of the stone of the 
  door itself itself. The visible metalwork is divided into three 
  segments: one outer ring surrrounding a second inner ring, 
  which in turns circles a complicated globe of brass gears and 
  shapes. 
   
  It appears these three segments can be moved, and that 
  they must be properly manipulated to open the lock. 
  At this point, have the players roll initiative for their 
  characters, and begin acting in initiative order. 
  There are no enemies attacking (yet), but the 
  various effects of the door are tracked as if the 
  characters were in combat.   
   The three segments of the lock mechanism can be 
  used to open it, but they can only be operated in 
  order. The second (the inner ring) is locked in place 
  until the first (the outer ring) is correctly positioned, 
  and the third (the central globe) is locked in place 
  until both of the other two are properly used.  
   Opening the lock mechanisms requires each of the 
  three segments to be moved in a particular way, requiring 
  Dexterity (Thieves’ Tools) checks to manage the 
  inner workings of the lock directly, or Intelligence 
  (Religion) checks to read enough symbols to 
  determine how the visible pieces are meant to be 
  moved. The particulars of these rolls (including DCs 
  and how many checks are required) are described 
  under each of the three segments, below. 
  The Painting 
  If any of the characters have the painting from the encounter 
  with Shali in SRCC1-1 Trouble in the Old City, they receive 
  advantage on all Intelligence checks to open the lock. 
  1a. First Section 
  Successfully shifting the first segment of the lock 
  into place requires two successful DC 10 
  Intelligence (Religion) checks to reveal the 
  religious significance of the symbols on each part of 
  the lock, suggesting the beginnings of a pattern and 
  allowing the character(s) succeeding to simply move 
  the piece correctly by hand (as intended by the 
  door’s creators) in a way which advances the lock. 
  Alternately, two successful DC 11 Dexterity 
  (Thieves’ Tools) checks can manipulate this 
  segment in a way that aligns the inner tumblers of 
  the lock. These two kinds of checks are not 
  cumulative with each other; two successful checks of 
  one kind or the other are required. 
   The first time a character fails one of these rolls: 
  Their failure to shift the first segment into place 
  activates phase 1 of the trap. Read or paraphrase the 
  following: 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  10 
  The eyes of the many snakes carved into the walls and 
  ceilings flash, pulsing brightly with ruby red light as a 
  deafening rattle emanates from the wall carvings. The door 
  you came through begins sliding closed on the other side of 
  the room. 
  As described, the outer door begins to close, and it 
  finishes closing and locking on Initiative 20. 
   In addition, all creatures that can see or hear the 
  walls of the room must make a DC 13 Wisdom 
  saving throw. Those who fail have disadvantage on 
  all attack rolls and ability checks for 1 minute. A 
  character subject to this effect can make another DC 
  13 Wisdom saving throw at the end of each of their 
  turns, ending the effect early on a success. 
   The first time a character inflicts damage on the 
  far door: Phase 1 of the trap activates, just as if a roll 
  to manipulate it had been failed as described 
  previously. 
   If two successful DC 10 Intelligence (Religion) or 
  DC 11 Dexterity (Thieves’ Tools) checks are made: 
  The first segment of the lock is resolved, and the 
  second segment can now be manipulated. Read or 
  paraphrase the following: 
  As the last piece of the outer segment clicks into place, the 
  other carvings on the door start to move as well. The pattern 
  on the outer ring of the lock mechanism now creates an 
  image, almost like the planks of a round fence or palisade. 
  The movements of the stone carvings on the door start to 
  look like maybe they too form a picture. Perhaps you’re on to 
  something? 
  Once this is done, move on to the Second Section. 
  1b. Second Section 
  Getting the second segment of the lock arranged 
  properly requires two successful DC 11 Intelligence 
  (Religion) checks to recall the meaning of the larger 
  symbols on this segment of the lock and move its 
  parts correctly, or three successful DC 12 Dexterity 
  (Thieves’ Tools) checks to determine the proper 
  alignment based on the mechanism. These two kinds 
  of checks are not cumulative with each other; two 
  successful Intelligence checks or three successful 
  Dexterity checks are required. 
   The first time a character fails one of these rolls 
  after the first segment of the lock has been 
  successfully completed: Their failure to shift the 
  first segment into place activates phase 2 of the trap. 
  Read or paraphrase the following: 
  A hissing sound near your face draws your attention to a 
  cloud of green vapor coming out of the door you seek to 
  unlock. Even worse, after the ruby eyes of the snake carvings 
  on the wall flash for a moment. 
  As soon as this occurs, the darts strike from the 
  walls. Immediately make an attack roll against each 
  character in the room who is not within 5 feet of one 
  of the doors. This attack works as follows: 
  Wall Dart Trap. Ranged Weapon Attack: +3 to hit, range 
  40/160 ft., one target. Hit: 1 piercing damage plus 2 (1d4) 
  poison damage. 
  As described here, the outer door begins to close, 
  and it finishes closing and locking on Initiative 20.  
   In addition, on Initiative 20, the green cloud 
  issuing from the door builds up around the 
  characters and takes effect. Any creature within 30 
  feet of the door must make a DC 12 Constitution 
  saving throw or take 2 (1d4) poison damage and 
  become poisoned until the start of their next turn. 
   Every time a character fails one of these rolls 
  after the first segment of the lock has been 
  successfully completed: If they failed the roll by 5 or 
  more, that character takes 5 (2d4) psychic damage 
  (or 2 (1d4) if the party strength is Very Weak or 
  Weak). 
   If a creature inflicts damage on the far door 
  after the first segment of the lock has been 
  successfully completed (but before the second 
  segment is done): Phase 2 of the trap activates, just 
  as if a roll to manipulate the second segment had 
  failed, as described previously. 
   If two successful DC 11 Intelligence (Religion) or 
  three successful DC12 Dexterity (Thieves’ Tools) 
  checks are made: The first segment of the lock is 
  resolved, and the second segment can now be 
  manipulated. Read or paraphrase the following: 
  As the next segment clicks into place, portions of the inner 
  ring slide out over the outer ring, interrupting it with 
  cylindrical shapes that resemble towers along a wall. You also 
  see portions of the surrounding door moving, the details 
  becoming clearer as shapes begin to form into an encircling 
  spiral. It now looks like manipulating the globe-shaped center 
  segment will complete the process. 
  Once this is done, move on to the Third Section. 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  11 
  1c. Third Section 
  Operating the final segment of the lock into place 
  requires three successful DC 12 Intelligence 
  (Religion) checks to properly arrange the parts of 
  the globe-shaped mechanism so that symbols 
  representing phases of the moon are in order, or 
  three successful DC 13 Dexterity (Thieves’ Tools) 
  checks re-orient the gears within it to unlock the 
  door. These two kinds of checks are not cumulative 
  with each other; three successful Intelligence checks 
  or three successful Dexterity checks are required. 
   The first time a character fails one of these rolls 
  after the first and second segments of the lock 
  have both been successfully completed: Their 
  failure to shift the first segment into place activates 
  phase 3 of the trap. Read or paraphrase the 
  following: 
  Spiraling shapes unspool from the ceiling and fall on you. It 
  takes a moment to realize they are the iron snake sculptures, 
  suddenly animated and attacking! 
  This swarm of poisonous snakes is made of metal, 
  but is identical to a normal swarm of poisonous 
  snakes except as described below. 
  Iron Snake Swarms 
  The mechanical guardians each have the statblock of a 
  swarm of poisonous snakes, with the following minor 
  changes: 
  • They are a swarm of Tiny constructs instead of Tiny beasts. 
  • They are immune to poison damage, psychic damage, and 
  the poisoned condition. 
  Each round on Initiative 20, all iron swarms of 
  poisonous snakes active in the room attack the 
  characters, but first roll a d6. If you roll a 4, 5, or 6, 
  another iron swarm of poisonous snakes drops 
  down from the ceiling and attacks just before the 
  others. The maximum number of swarms activated 
  in this way cannot exceed the number of characters. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very Weak: Only one iron swarm of poisonous snakes 
  ever enters the room, and no d6 is rolled. 
  • Weak: When you roll the d6 to see if a new swarm of 
  poisonous snakes joins the fight on Initiative 20, a new 
  swarm only appears on a roll of 5 or 6.  
  • Strong: Add one guardian portrait that enters with first 
  swarm of poisonous snakes. 
  • Very Strong: At the beginning of each round until the final 
  segment is successfully placed into position, on initiative 
  20, one swarm of poisonous snakes enters the room, 
  along with one guardian portrait. No d6 is rolled. 
  Every time a character fails one of these rolls after 
  the first and second segments of the lock have both 
  been successfully completed: If they failed the roll by 
  5 or more, that character takes 9 (2d8) psychic 
  damage (or 4 (1d8) if the party strength is Very 
  Weak or Weak). 
   If a creature inflicts damage on the far door after 
  the first segment of the lock has been successfully 
  completed (but before the second segment is done): 
  Phase 3 of the trap activates, just as if a roll to 
  manipulate the third segment had failed, as 
  described previously. 
   If three successful DC 12 Intelligence (Religion) 
  or three successful DC13 Dexterity (Thieves’ 
  Tools) checks are made: The first segment of the 
  lock is resolved, and the second segment can now be 
  manipulated. Read or paraphrase the following: 
  You position the final segment into place, and the 
  centerpiece of the lock transforms, becoming a 
  representation of a walled city, perhaps. The stone carvings 
  on the wall finish shifting and form another image: a bas 
  relief of a giant snake coiled around a city, poised to devour it 
  whole. You can almost hear the screaming of the small 
  people fleeing the town. A flickering glow from the rubies in 
  the eye of the carved snake makes the entire scene look as if 
  it were wreathed in flames. There is a series of clicking noises 
  as the door unlocks. 
  Once the door has been unlocked, any constructs or 
  other creatures attacking in the room cease 
  attacking, returning to the walls and ceiling as if they 
  were once more mere decoration. There is no 
  further danger here. 
  Treasure 
  Rubies in the eyes of the snake carvings can be 
  removed. There are a total of 12 such rubies, each 
  worth 20 gp (for a total of 240 gp). 
   In addition, when the final segment falls into place, 
  an empty glass bottle emerges from a panel in the 
  west wall, held in a stone sconce carved to resemble 
  a snake’s tail. A second mechanism resembling the 
  fanged head of a venomous snake pops out of the 
  wall above the bottle. Liquid drizzles down from its 
  fangs to fill the empty bottle with liquid. The bottle 
  now contains a new potion of healing. The 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  12 
  mechanism cannot be triggered again, and it 
  contains only one dose of the healing potion. 
  Unto the Breach 
  When the characters open the unlocked door, read 
  or paraphrase the following: 
  The door swings open away from you. The corridor 
  beyond the door leads downward to the east. It looks 
  safe enough, for the moment, but who knows what 
  dangers lie beyond? 
   
   
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  13 
  Part 3: Who Ya Gonna Call? 
  The ghosts of orcs angered by the violation of their 
  temple attack the characters as they descend deeper 
  underground. 
   Read or paraphrase the following: 
  At the end of the corridor, you easily open another door of 
  carved stone to reveal a 40-foot wide room with high ceilings 
  and a hexagonal shape. There are five other doors, one on 
  each wall. The entire room is centered around what looks like 
  a metal cage. This structure of iron bars forms a perfect 20-
  foot by 20-foot cube, with two gates to enter it, one facing 
  the western door you opened, the other facing the opposite 
  door to the east. A massive chain with links nearly a foot 
  wide enters the cube through a hole in the top, running down 
  like a pillar to the cage’s floor, and appears to exit again 
  through a second hole and then pass down into a dark 20-
  foot wide shaft the same size and shape as the cage. Within 
  the cage-like structure, the desiccated corpse of a very large 
  beast-like humanoid lies slumped against the chain. 
  DC 11 Wisdom (Perception) checks (made with 
  advantage by those with the Stonecunning trait or 
  proficiency with mason’s tools) discern that most of 
  the room shows the crude cunning of orc design, but 
  the iron structure in the middle is more recent, and 
  likely the work of whoever created the elaborate 
  door in Part 2.  
   Except for the eastern door opposite where the 
  characters enter, all the doors besides the one the 
  characters open into this room are false doors 
  carved into the stone of the walls. The cage is a sort 
  of crude elevator, and it leads down into the 
  underground area where the ritual will be 
  performed. 
   The False Doors. Four of the six doors in this 
  room—the northwest, northeast, southwest, and 
  southeast doors—are false, leading nowhere. They 
  are also traps. Each door appears to be locked to any 
  Wisdom (Perception) check lower than DC 13. A DC 
  15 check reveals that something is off, and a DC 15 
  Intelligence (Investigation) check reveals that the 
  doors are false. Attempting to open the doors reveals 
  nothing, However, any attempt to bash a door down 
  or unlock it causes that door to slam forward like a 
  battering ram, forcing anyone within a 10-foot line 
  emanating towards the center of the room to make a 
  DC 13 Dexterity saving throw. On a failure, they are 
  pushed back 10 feet away from the door and take 
  2d6 bludgeoning damage. On a success, they are 
  merely pushed 10 feet back.   
   The Eastern Door. This door cannot be touched. A 
  barrier of magical force like a wall of force spell 
  prevents anyone from coming within 5 feet of it. The 
  key to opening this door must lie elsewhere (and 
  outside the scope of this adventure). 
   The Cage. The gates to this cunning mechanical 
  structure are unlocked. Once inside, a character can 
  see two very obvious pressure plates in the floor. 
  One says “Up” and one says “Down.” Stepping on the 
  “Down” plate causes the entire cage to move 
  downward through the opening in the floor of the 
  room until it reaches the underground level where 
  the ritual will take place. Stepping on the “Up” plate 
  raises the cage back up to here. The cage only moves 
  up or down as long as there is still weight on the 
  appropriate plate—it stops as soon as the one who 
  activated it steps off.  
   Completely lowering or raising the cage takes a 
  total of five rounds. If someone lowers it, proceed to 
  Going Down, following. 
   The Corpse. The large body next to the chain 
  wears an eyepatch. It can be identified with a DC 13 
  Intelligence (Arcana or Nature) check as that of a 
  wereboar in its hybrid form. Normally, lycanthropes 
  return to their humanoid forms in death, but this 
  one died in some strange way that mummified it 
  instantly, before its body could fully transform. This 
  also makes it impossible to tell how long it has been 
  here. This is Khull Bannon, the mercenary sought by 
  the dead orc the characters found earlier. In addition 
  to his items (described under treasure), Bannon has 
  a note on his person from his employer, which you 
  should give to your players as Player Handout 2: 
  The Werebear’s Orders. 
   This note is from someone named Jhag Bannon, a 
  warchief of the Bannon clan. It says that clerics of 
  both Gruumsh and Malar have ordered Khull to aid 
  in the reclamation of Gruumsh’s temple. The 
  wereboar was ordered to kill three blood orcs from 
  House Marsh’s militia, then drip their blood in this 
  area to awaken the ghosts of other blood orcs bound 
  here. The purpose was to aid in a later exorcism, but 
  power of the ghosts was underestimated, and they 
  killed Khull. 
  Treasure  
  Khull carries 15 gp worth of coin and equipment. 
  Going Down 
  When the characters descend in the elevator, read or 
  paraphrase the following: 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  14 
  There is a great clunking sound and a sudden lurch as the 
  cage-like conveyance begins lowering itself—and you—deep 
  into the earth. The pit into which it descends is as black as 
  midnight and thick with mist. You have an eerie feeling that 
  you are not alone. 
  Even with darkvision, it is impossible to see how 
  wide the shaft is around the cage. It is definitely 
  larger than the elevator itself.  
   It takes 5 rounds (30 seconds) for the conveyance 
  to make it all the way down. During that time, 
  however, the characters will be attacked by angry 
  ghosts. 
   As the characters begin their descent, they 
  immediately begin to see spectral images in the 
  darkness directly beneath their feet. These spirits 
  look much like Eglavale, the dead orc the characters 
  found outside the watchtower, but appear much 
  more decomposed. They are tall orcs with red armor 
  emblazoned with the same symbol. These blood orc 
  ghosts use the statistics of shadows with a couple of 
  differences. 
  Accounting for Time 
  If the trap room took too long, skip this encounter to make 
  sure there is time for Part 4. 
   
  Blood Orc Ghosts 
  The blood orc ghosts have the same statistics as shadows, 
  except for the following added traits: 
  • Aggressive. As a bonus action, the blood orc ghost can 
  move up to its speed toward a hostile creature that it can 
  see. 
  • Eldritch Binding. The blood orc ghosts cannot attack yuan-
  ti. 
  • Rising Shadow. While not in sunlight, the blood orc ghost 
  has a fly speed of 40 feet 
  At the beginning, there are only three shadows. On 
  Initiative 20 of the second round, however, another 
  shadow with the same added traits rises from Khull 
  Bannon’s corpse and attacks. On Initiative 20 of the 
  third round, two more shadows appear and attack. 
   Even though they can fly, memories of their living 
  days make the ghosts appear to be climbing into the 
  elevator from beneath, even as they pass through the 
  bars with their Amorphous trait. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very Weak: There is only one shadow at the beginning of 
  combat, and no more appear in the third round. 
  • Weak: Only one additional shadow appears in the third 
  round.  
  • Strong: There are five shadows at the beginning of the 
  fight instead of three. 
  • Very Strong: There are seven shadows at the beginning of 
  the fight instead of three. 
  Tricks of the Trade 
  Due to being front-line warriors in life, the shadows 
  don’t use their stealthiness to their advantage as 
  they should, but they do make full use of their 
  mobility. They try to confuse and harass the 
  characters at first, capitalizing on how trapped the 
  characters within the 20-foot cube and toying with 
  them before destroying them. Yuan-ti characters 
  likely notice that the shadows are not attacking them 
  at all. 
  Developments 
  On Initiative 20 of the fifth round, whether or not the 
  battle is still happening, another spirit appears in the 
  center of the elevator, its intangible image imposed 
  over the chain. This new spirit has no material form, 
  and it and the characters cannot touch or harm each 
  other.  
   This spirit appears to be another blood orc in red 
  clerical vestments, with brandishing the same sign of 
  a bloody longsword the others display, but 
  brandished as a holy symbol. When it appears, all 
  the shadows vanish, even in mid-fight. If the shadow 
  of Khull Bannon has not been destroyed, the other 
  spirits drag it screaming into a spectral dark 
  doorway which appears. See The Orc Cleric’s 
  Ghost, below. 
  The Orc Cleric’s Ghost 
  When the ghost of this blood orc cleric of Ilneval 
  appears, it simply says, “You are neither orcs of 
  Gruumsh nor vengeful dwarves nor the yuan-ti 
  interlopers. What is your business here?” 
   The ghost hopes the characters can destroy the 
  yuan-ti, whose magic both keeps the blood orc 
  spirits bound here and prevents those spirits from 
  attacking their reptilian jailors. Its name in life was 
  Dulvain, but it considers this of little importance, as 
  it remains in death what it was in life, a humble 
  symbol of Ilneval. It doesn’t talk long, preferring 
  action to conversation, but can relate the following if 
  asked: 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  15 
  • The ghost and his people were blood orcs, 
  members of a special subrace of orcs, bred by the 
  other orcs of the fallen kingdom of Vastar to 
  reconquer these lands for the dwarves.  
  • After winning the war, they wanted to create a 
  more disciplined society, dedicated to the more 
  lawful god Ilneval instead of Gruumsh. 
  • The blood orcs’ attempts to change things were 
  met with betrayal, as they were tricked, divided, 
  lured into various underground ruins, and 
  murdered by shamans of Gruumsh. 
  • The curse binding them to this place was fading 
  when yuan-ti came and made it strong once more. 
  • The ghosts lay in this pit where they were killed in 
  unhappy slumber until the wereboar awakened 
  them with the blood of their kin. The wereboar 
  paid for this in life, and is paying an even more 
  horrible price now. 
  • When the wereboar tied, a silvered scimitar it 
  carried fell through the bars and clattered to the 
  bottom of this pit, where one of the yuan-ti 
  claimed it. 
  • The ghosts cannot harm yuan-ti, though they hate 
  them. 
  • If the yuan-ti are all killed, the blood orc spirits 
  can move on to their final rest. 
  • A spiraling tunnel from the bottom of this pit leads 
  to a deeper and fouler one, where the yuan-ti 
  perform their foul ritual. 
  If the characters give the ghost any answer that gives 
  the ghost reason to believe they will destroy Sitalash 
  and his followers, the ghost grants a spiritual boon: 
  It heals each character for 3d8+9 damage, and 
  reverses any Strength drain the shadows inflicted. 
   The ghost’s directions are correct; the characters 
  can exit the elevator and proceed down the spiraling 
  tunnel to finally confront Sitalash. 
   
   
   
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  16 
  Part 4: What an Incredible 
  Smell You’ve Discovered 
  Sitalash nears the completion of the ritual. Now is 
  the only chance to thwart his vile plans.  
  Expected Duration: 50 minutes 
  The Ritual of Surrender 
  A spiraling tunnel with more serpent imagery painted 
  on its walls leads you deeper underground. A foul, 
  musky reptilian scent lets you know that the ritual site 
  must be close. The passage opens into a large, open 
  chamber with one long serpent painted in a coil on the 
  ceiling. The only other feature is a large pit at least 50 
  feet across and 30 feet deep with sloped sides and 
  steep stairs toward the bottom.  
   At the bottom is a ritual circle with four braziers with 
  red flames that throw an ominous glow over the whole 
  room. You see a human painted in strange symbols 
  strapped to an altar at the bottom of the pit with a 
  Yuan-ti malison standing over them with snake arms 
  raised and chanting.  
   Arranged around the altar are a number of small 
  items you suspect were stolen from the village. 
  Sitalash, a yuan-ti pit master, performs the ritual, 
  while two cultists watch for intruders. The cultists 
  are humans from Ylraphon who have succumbed to 
  the disease and have been granted darkvision. 
   When the characters enter, as soon as they are 
  noticed by the ritualists, read or paraphrase any of 
  the following pieces of text that fit the listed criteria. 
   After Sitalash sees the adventurers: 
  “I see the defenders of the weaker races have come in 
  an attempt to stop me. You are foolish to come so far 
  just to throw away your lives. Kneel before me and I 
  will find a suitable place for you as slaves. Fight me and 
  you will end up as sacrifices.” 
  If there is a yuan-ti character: 
  “How DARE you come and attempt to stop my holy 
  work. You shame your ancestors and your name will go 
  down in the list of those that betrayed the yuan-ti!” 
   
  Sitalash attacks immediately after his initial taunts. 
  If he doesn’t get the chance to finish his words (such 
  as if the character attack before he can say them), he 
  and his cultists are not surprised, and Sitalash will 
  simply speak his threats as he fights. 
   One of the cultists carries the fine silvered scimitar 
  emblazoned with the Marsh family crest (as seen on 
  the orc’s letter and shield). 
   The human on the altar is Victor Cire, a refugee 
  from Mulmaster who was the lead chef at the 
  Vandal’s Vigor in the Old City. His sous chef was 
  Sitalash’s yuan-ti pureblood agent Shali, who 
  decided Victor was a little too curious about the 
  ingredients being added to the dishes, and 
  kidnapped him for Sitalash. 
   On Initiative 20 in the first round, a ritual poison 
  in Victor’s system begins to take effect. He is reduced 
  to 0 hit points, and though unconscious he begins 
  coughing up blood along with a runny green liquid. If 
  he is not stabilized, healed, or given other medical 
  aid before the end of the third round of combat, he 
  will die. Rescuing Victor is a requirement for Harper 
  characters to fulfill their faction assignment. 
   During the battle, Sitalash will antagonize the 
  adventurers with declarations such as: 
  “You attempt to resist the inevitable? You will be ground 
  down like wheat before the harvest.” 
  “Your death will be for the glory of the snake god!” 
   
  “Is that the extent of your fury? You will fall before 
  Merrshaulk’s wrath!” 
  If Sitalash knocks one of the adventurers 
  unconscious, he bellows: 
  “Merrshaulk will take your sacrifice for the glory of the 
  Yuan-ti!” 
  Sitalash 
  In addition to his other statistics, Sitalash gains the following 
  trait: 
  • Legendary Resistance (2/Day). If Sitalash fails a saving 
  throw, it can choose to succeed instead. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very Weak: Sitalash is a yuan-ti broodguard. He does not 
  gain the Legendary Resistance trait described above. 
  • Weak: Sitalash is a yuan-ti broodguard. He gains the 
  Legendary Resistance trait described above, but can only 
  use it once instead of twice. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  17 
  • Strong: Increase the total number of cultists to four 
  cultists. 
  • Very Strong: Add a yuan-ti broodguard. 
  Tricks of the Trade 
  Sitalash and his minions will attempt to capture the 
  adventurers as potential slaves instead of killing 
  them. Any melee attack that reduces a character to 0 
  hp will leave that character unconscious but stable, 
  unless it is a critical hit. A character reduced to 0 in 
  this way does not need to roll death saving throws. 
   If Sitalash knows that the adventurers are about to 
  attack he will cast invisibility on himself and one of 
  the cultists. 
   Sitalash attempts to engage non-dwarf targets in 
  melee. He will use misty step if prevented from 
  reaching melee range until he’s out of spell slots. 
   Remember that Sitalash is a 6th level caster and 
  gets two blasts when he casts an eldritch blast. 
   If there are any yuan-ti in the party, Sitalash 
  condemns them as traitors to the yuan-ti race and 
  attempts to attack them first. 
  Developments 
  Due to their proximity to the ritual, the characters 
  begin to develop temporary reptilian traits as they 
  fight, as follows:  
  • 2nd round: On Initiative 20, all non-yuan-ti 
  creatures present feel their eyes transforming into 
  the slitted eyes of snakes, granting them 60 feet of 
  darkvision for 1 minute.  
  • 3rd round: On Initiative 20, all non-yuan-ti find 
  their skin becoming scalier, granting them a +1 
  bonus to AC for 1 minute.  
  • 4th round: On Initiative 20, all non-yuan-ti feel 
  their limbs become flexible and serpentine, 
  granting them a +1 bonus on attack rolls for 1 
  minute. 
  • 5th round: On Initiative 20, all non-yuan-ti 
  transform completely into serpent human hybrids, 
  with reptilian eyes, snake-like heads, and forked 
  tongues. This grants them immunity to poison 
  damage and the poisoned condition. 
  After 1 minute, or when all enemy creatures have 
  been defeated (whichever comes first), these 
  serpentine mutations fade completely, and the 
  characters return to normal. 
  Treasure 
  Sitalash has a small cache of coin (40 gp) in the ritual 
  chamber. He also has a staff of the Adder, though he 
  believes it is unnecessary to use against such 
  “inferior foes”. 
   Any member or high-ranking retainer of the 
  Marsh family will give the characters an 80 gp 
  reward for the return of the silvered scimitar with 
  their house crest. If they choose to sell it on their 
  own instead, it only sells for 65 gp. 
  Aftermath 
  If the adventurers were captured, that ends the 
  adventure for them. Rather than moving on to the 
  conclusion, read or paraphrase the following: 
  You wake up with all your gear taken and locked in a cell. 
  Some kind of poison or mental power saps your will, and 
  forces you to serve the yuan-ti as a slave. The horrific sights 
  you behold during this time will haunt you in the days to 
  come. It takes several days for you to escape from the yuan-
  ti, but you eventually recover your gear and return to 
  civilization. You occasionally feel some remnant of yuan-ti 
  taint in your flesh, but you also know that the citizens of 
  Ylraphon probably didn’t fare as well as you. 
  If the characters defeat Sitalash while the mongoose 
  candle’s effects are still active, the fetid reptile smell 
  in the room vanishes immediately, and is replaced 
  by the warm cinnamon smell the candle emitted. 
   If Victor was rescued, he is extremely grateful, and 
  asks the characters if there is anything he can do to 
  repay them. He even asks if they have ever thought 
  about opening a tavern or other business, and says 
  he is looking for partners in such a venture  
   Unless something went terribly wrong, the 
  characters should have more than enough time to 
  return to the elven watchtower before nightfall. To 
  enter, they must merely speak the elven passphrase 
  Deribis gave them. So long as they are standing in 
  the teleport circle when the sun goes down, they are 
  instantly teleported back to Ylraphon. Otherwise, 
  they must spend about 8-12 hours traveling back on 
  foot. 
   When the characters return to Ylraphon, proceed 
  to the conclusion. 
   
   
   
   
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  18 
  Conclusion 
  Expected Duration: 10 minutes 
  Read or paraphrase the following: 
  When you arrive back at Ylraphon, Deribris meets in the inner 
  sanctum of the Moonwater, the temple of Selûne. Two 
  others are also present: a red-armored orc of unusually noble 
  bearing called Krim, and Andorran Bree, the High Initiate of 
  the temple. Andorran he offers you healing for any wounds 
  you have suffered. 
   
  “Welcome back,” Deribis says. “I hear you have had quite 
  the adventure. I hope you’ll tell me all about it.” 
  If anyone (including Victor if he made it back) is 
  wounded, Andorran Bree casts mass cure wounds, 
  healing everyone for 3d8 + 5 hit points. If there are 
  Harper characters present, he makes special effort to 
  greet them, and praises their success, especially if 
  they rescued Victor. Andorran then excuses himself 
  to attend to temple business (taking Victor with him 
  if he is present). 
   Krim is only present to ask if the characters saw 
  any sign of his kinsman Eglavale. If told of Eglavale’s 
  fate, he is grateful, if saddened, but pleased that the 
  blood orc likely met his end in battle. Krim can also 
  offer a reward of 80 gp for the return of the silvered 
  Marsh scimitar, and can give Order of the Gauntlet 
  members who want to report to Arden Marsh 
  directions to find him, at the Ylraphon docks aboard 
  a ship called the Blue Phantom. 
   Deribis is eager to hear of the characters’ exploits. 
  If the adventurers tell a tale of their success, she 
  responds as follows: 
  “It seems that I and my fellow refugees owe you a debt of 
  gratitude. I must reward you for saving my people. The 
  coffers of the Old City Alliance have been drained by 
  managing this whole affair, for we are a poor community, but 
  the nobleman Serge Affapanov, leader of the refugees from 
  Mulmaster, has donated 250 gold pieces from his family’s 
  personal wealth to reward you. 
   
  “Thank you again for your great service. You are just the 
  kinds of heroes my people need. Most adventurers dwelling 
  around here stay within the Palisade walls, but out in the Old 
  City with the refugees, we are trying to build a home of our 
  own, and the people there need protection too. If you ever 
  feel compelled to choose a home-base for your life between 
  adventures, I hope you will consider joining our community—
  if you ever want to own land of your own, I can help with that 
  too!”  
  If the adventurers were unsuccessful but escaped, 
  Deribis instead says the following: 
  “It is unfortunate that you were unable to stop the ritual. 
  Clerics from this temple and Morningrise Hall, the Old City’s 
  new shrine to Lathander, were able to save most of the 
  victims but several ran off into the swamps before we could 
  cure them. Unfortunately, most of the money I would have 
  given you was spent curing the afflicted, so I can provide no 
  reward!” 
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  19 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Cultist  
   
   
  100 
  Guardian portrait  
   
  200 
  Swarm of poisonous snakes 
  450 
  Yuan-ti Broodguard 
   
  450 
  Yuan-ti Pit Master 
   
  1800 
  Yuan-ti Pureblood 
   
  200 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Save the town’s chef from being sacrificed 250 
  Foil Sitalash’s plot 
   
   
  200 
   The minimum total award for each character 
  participating in this adventure is 450 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 600 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
   
  GP Value 
  Belongings of the orc Eglavale 
   
  10 
  Eglavale’s splint mail (if sold) 
   
  100 
  Ophidian Enigma rubies 
   
   
  240 
  Khull Bannon’s possessions 
   
  15 
  Snake skins 
   
   
   
  60 
  Sitalash’s stash 
   
   
   
  40 
  Silvered scimitar (if returned to Marshes) 
  80 
  Silvered scimitar (if sold elsewhere)  
  65 
  Deribris’ reward  
   
   
  250
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Potion of Healing 
  Potion, uncommon 
  A description of this item can be found in the 
  Dungeon Master's Guide. 
  Staff of the Adder 
  Staff, uncommon (requires attunement by a cleric, 
  druid, or warlock) 
  You can use a bonus action to speak this staff’s 
  command word and make the head of the staff 
  become that of an animate poisonous snake for 1 
  minute. By using another bonus action to speak the 
  command word again, you return the staff to its 
  normal inanimate form. 
   You can make a melee attack using the snake head, 
  which has a reach of 5 feet. Your proficiency bonus 
  applies to the attack roll. On a hit, the target takes 
  1d6 piercing damage and must succeed on a DC 15 
  Constitution saving throw or take 3d6 poison 
  damage. 
   The snake head can be attacked while it is 
  animate. It has an Armor Class of 12 and 20 hit 
  points. If the head drops to 0 hit points, the staff is 
  destroyed. As long as it’s not destroyed, the staff 
  regains all lost hit points when it reverts to its 
  inanimate form. 
  Red Splint Armor 
  The characters may claim the orc Eglavale’s splint 
  armor. The metal is red, and it bears the symbol of 
  the orc deity Ilneval, god of battlefield leadership 
  and strategy. One character may keep it, or the party 
  may sell it for 100 gp. 
  Silvered Marsh Scimitar 
  If the characters defeat the cultists in Part 4, they 
  may claim the silvered heirloom scimitar the 
  Marshes lent to the orc Eglavale. The party can 
  return it to the Marshes for a reward of 80 gp or sell 
  it for 65 gp, or one character can keep it. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  20 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
   Captured! You have become a servant of the yuan-
  ti Sitalash and must escape. Escaping costs 5 
  downtime days as you and your fellow captives 
  create and execute a daring escape. However, seeing 
  yuan-ti causes you flashbacks to the horrors you 
  experienced. The next time you roll Initiative when 
  yuan-ti are present, you have disadvantage on that 
  Initiative roll. 
   The characters gain this award if Sitalash defeats 
  them. 
   Local Pursuit. You have become involved with a 
  local institution in Ylraphon. You may choose one 
  (and only one) of the “Local Pursuit” story award 
  options described in Player Handout 4Y: Local 
  Pursuits for successfully completing this adventure. 
  This signifies your character having the opportunity 
  to become more involved with day-to-day life and 
  significant institutions in Ylraphon. You may gain 
  only one of the story award options listed for 
  completing this adventure, though you may later 
  gain additional ones if other adventures grant these 
  story award options. 
   This award is available to characters who defeated 
  Sitalash and made it back to Ylraphon. 
   Ylraphon Adventurers Guild. You may join the 
  Ylraphon Adventurers Guild if you defeated Sitalash 
  before nightfall, if you obtained one of the Local 
  Pursuit story awards (as described above), or if you 
  are willing to pay 50 gp initial dues as described in 
  Player Handout 4Z: The Ylraphon Adventurers 
  Guild. This grants access to the Guild Delving 
  downtime activity described in that handout, as well 
  as other benefits to be seen in future modules set in 
  Ylraphon. 
   This award is available to characters who 
  successfully completed this adventure 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of the Harpers who bring Victor back to 
  Ylraphon alive gain one additional renown point. 
   Members of the Order of the Gauntlet who 
  bring back word of the fates of Eglavale and Khull 
  Bannon, or who return the Marsh scimitar, gain one 
  additional renown point. 
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  21 
  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   Sitalash (Sit-all-ash). Sitalash is a yuan-ti with his 
  mind set on overtaking the Moonsea. He has 
  uncovered an ancient ritual that will help bolster his 
  numbers and it all begins in Ylraphon. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  22 
  Appendix. Monster/NPC 
  Statistics 
   
  Cultist 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d6 + 1) slashing damage. 
   
  Shadow 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  13 (+1) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
    
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
  Amorphous. The shadow can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving 
  throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, 
  and the target’s Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. Otherwise, 
  the reduction lasts until the target finishes a short or 
  long rest. 
   If a non-evil humanoid dies from this attack, a new 
  shadow rises from the corpse 1d4 hours later. 
   
  Swarm of Poisonous Snakes 
  Medium swarm of tiny beasts, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 36 (8d8) 
  Speed 30 ft., swim 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
  8 (-1))  
  18 (+4)  
  11 (+0)  
  1 (-5)  
  10 (+0)  
  3 (-4) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10ft., passive Perception 10 
  Challenge 2 (450 XP) 
  Swarm The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny snake. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing  damage if the swarm has 
  half of its hit points or fewer. The target must make a 
  DC 10 Constitution saving throw, taking 12 (4d6) 
  poison damage on a failed saved , or half as much 
  damaged on a successful one. 
   
  Yuan-ti Broodguard 
  Medium humanoid (yuan-ti), neutral evil 
  Armor Class 14 (natural armor) 
  Hit Points 45 (7d8+14) 
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  23 
   15 (+2)  14 (+2)  
  14 (+2)  
  6 (-2)  
  11 (+0)  
  4 (-3) 
  Saving Throws Str +4, Dex +4, Wis +2 
  Skills Perception +2 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Challenge 2 (450 XP) 
  Mental Resistance. The broodguard has advantage on 
  saving throws against being charmed, and magic can't 
  paralyze it. 
  Reckless. At the start of its turn, the broodguard can 
  gain advantage on all melee weapon attack rolls it 
  makes during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Actions 
  Multiattack. The broodguard makes three attacks: 
  one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6+2) slashing damage. 
   
  Yuan-ti Pit Master 
  Medium humanoid (yuan-ti), neutral evil 
  Armor Class 11 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0)  12 (+1)  
  11 (+0)  
  13 (+1)  
  12 (+1)  
  14 (+2) 
  Skills Deception +6, Perception +3, Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Challenge 1 (200 XP) 
  Innate Spellcasting. The yuan-ti’s spellcasting 
  ability is Charisma (spell save DC 12). The yuan-ti 
  can innately cast the following spell s, requiring no 
  material components: 
  At will: animal friendship (snakes only) 
  3/day each: poison spray, suggestion 
  Mental Resistance. The yuan-ti has advantage on 
  saving throws against being charmed, and magic can't 
  paralyze it. 
  Actions 
  Multiattack. The yuan-ti makes two melee attacks 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6+1) piercing damage 
  plus 7 (2d6) poison damage. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  24 
  Appendix. Map 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  25 
  Player Handout 1: A Letter of Introduction  
  The broken signet seal and signature on this letter indicate it was written by Arden Marsh, a member of the noble 
  House Marsh, one of Ylraphon’s ruling merchant families. It also bears the sign of House Marsh: A black tree on a 
  blue circle, with a wolf and falling star on one side and raven and moon on the other. 
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  26 
  Player Handout 2: The 
  Wereboar’s Orders 
  During the course of this adventure, the characters 
  may earn access to the following downtime activity. 
  If you are printing these out for your characters, 
  print as many as you may need to ensure that any 
  eligible character receives a copy: 
  Downtime Activity 
  Lorem ipsum dolor sit amet, consectetur adipisicing 
  elit, sed do eiusmod tempor incididunt ut labore et 
  dolore magna aliqua. Ut enim ad minim veniam, quis 
  nostrud exercitation ullamco laboris nisi ut aliquip 
  ex ea commodo consequat.  
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  27 
  Player Handout 3: Magic Item 
  Staff of the Adder 
  Staff, uncommon (requires attunement by a cleric, 
  druid, or warlock) 
  You can use a bonus action to speak this staff’s 
  command word and make the head of the staff 
  become that of an animate poisonous snake for 1 
  minute. By using another bonus action to speak the 
  command word again, you return the staff to its 
  normal inanimate form. 
   You can make a melee attack using the snake head, 
  which has a reach of 5 feet. Your proficiency bonus 
  applies to the attack roll. On a hit, the target takes 
  1d6 piercing damage and must succeed on a DC 15 
  Constitution saving throw or take 3d6 poison 
  damage. 
   The snake head can be attacked while it is 
  animate. It has an Armor Class of 12 and 20 hit 
  points. If the head drops to 0 hit points, the staff is 
  destroyed. As long as it’s not destroyed, the staff 
  regains all lost hit points when it reverts to its 
  inanimate form. 
   
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  28 
  Player Handout 4X: Story 
  Awards 
  The characters can earn the following story awards 
  during play. 
  Captured! 
  You have become a servant of the yuan-ti Sitalash 
  and must escape. Escaping costs 5 downtime days as 
  you and your fellow captives create and execute a 
  daring escape. However, seeing yuan-ti causes you 
  flashbacks to the horrors you experienced. The next 
  time you roll Initiative when yuan-ti are present, you 
  have disadvantage on that Initiative roll. 
  The characters gain this award if Sitalash defeats 
  them. 
  Local Pursuit 
  You have become involved with a local institution in 
  Ylraphon. You may choose one (and only one) of the 
  “Local Pursuit” story award options described in 
  Player Handout 4Y: Local Pursuits for successfully 
  completing this adventure. This signifies your 
  character having the opportunity to become more 
  involved with day-to-day life and significant 
  institutions in Ylraphon. You may gain only one of 
  the story award options listed for completing this 
  adventure, though you may later gain additional 
  ones if other adventures grant these story award 
  options. 
  This award is available to characters who defeated 
  Sitalash and made it back to Ylraphon. 
  Ylraphon Adventurers Guild 
  You may join the Ylraphon Adventurers Guild if you 
  defeated Sitalash before nightfall, if you obtained 
  one of the Local Pursuit story awards (as described 
  above), or if you are willing to pay 50 gp initial dues 
  as described in Player Handout 4Z: The Ylraphon 
  Adventurers Guild. This grants access to the Guild 
  Delving downtime activity described in that 
  handout, as well as other benefits to be seen in 
  future modules set in Ylraphon. 
  This award is available to characters who successfully 
  completed this adventure. 
   
   
  
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  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  29 
  Player Handout 4Y: Local 
  Pursuits  
  If you successfully completed this adventure, you 
  may choose one “Local Pursuit” story award. This 
  signifies your character becoming involved with 
  significant Ylraphon activities or institutions. You 
  may gain only one of the story award options listed 
  below for completing this adventure, though other 
  adventures may offer additional ones.  
  Local Pursuit: House Affapanov Militia 
  Your deeds City have impressed the leaders of House 
  Affapanov, one of the merchant houses that rule 
  Ylraphon, and you have been offered a commission 
  as an officer in their house militia. Immediately 
  before or after an adventure set in Ylraphon, you 
  may spend 5 downtime days on duty training with 
  Zor Serge Affapanov’s military advisor, a blue-
  horned tiefling and Warlock Knight of Vaasa named 
  Agate. Once during your next game session after this 
  activity, you may inform your DM you are using this 
  benefit to either gain advantage on a single attack 
  roll with a piercing weapon or a cantrip, or on a 
  single Charisma check with a professional soldier or 
  a member of House Affapanov. When you use this 
  benefit on an attack roll, the attack blazes with a 
  violet, starlight glare. 
  Note: You cannot claim this story award if you have 
  another story award that makes you a member of a 
  different house militia in Ylraphon (such as Local 
  Pursuit: House Marsh Militia), and claiming this 
  award prevents you from gaining other such house 
  militia story awards in the future. 
  Local Pursuit: House Marsh Militia 
  Your deeds have impressed some of the leading 
  members of House Marsh, one of the merchant 
  houses that rule Ylraphon, and you have been 
  offered a commission as an officer in their house 
  militia. Immediately before or after an adventure set 
  in Ylraphon, you may spend 5 downtime days on 
  duty training with either the paladin Sir Bresden 
  Marsh or his ally the blood orc Krim Dragul. Once 
  during your next game session after this activity, you 
  may inform your DM you are using this benefit to 
  either gain advantage on a single attack roll with a 
  slashing or bludgeoning weapon, or on a single 
  Charisma check with a professional soldier, a blood 
  orc, or a member of House Marsh.  
  Note: You cannot claim this story award if you have 
  another story award that makes you a member of a 
  different house militia in Ylraphon (such as Local 
  Pursuit: House Affapanov Militia), and claiming this 
  award prevents you from gaining other such house 
  militia story awards in the future. 
  Local Pursuit: Old City Homesteader 
  You have chosen to make a new home in the mix of 
  ruins and residences outside Ylraphon’s Palisade 
  known as the Old City. This story award marks you 
  as a resident of Ylraphon. One time, immediately 
  before or after an adventure set in Ylraphon, you can 
  spend 1,000 gp and 30 downtime days to become 
  the owner of a 10-foot by 10-foot room which you 
  can call entirely your own, which contains a bed, one 
  chest, two chairs, and a very small table. Because you 
  live among them, during adventures set in Ylraphon 
  or the Flooded Forest, you gain advantage on 
  Charisma (Persuasion) checks made to influence 
  refugees from Mulmaster and other Moonsea ports. 
  Local Pursuit: Part-Time Taverner 
  Your experiences in the Old City brought you into 
  contact with a group of would-be tavern owners 
  looking to found their own place outside the 
  Palisade, who offered to bring you in as a partner. 
  Choose a name for the tavern and record the name 
  as part of this story award (“Local Pursuit: Part-Time 
  Taverner (Name of Tavern)”). If you wish, you can 
  write down the same tavern name as other 
  characters who take this story award, making them 
  some of your partners. Immediately before or after 
  an adventure set in Ylraphon, you can spend up to 
  10 downtime days tending to your business, making 
  use of the “Running a Business” downtime activity 
  described on page 129 of the Dungeon Master’s 
  Guide, with a maintenance cost of 2 gp per day for 
  your share of expenses. In addition, if you purchase a 
  meal or drink in Ylraphon during an adventure, the 
  price you pay is never higher than the normal price 
  listed in the Player’s Handbook (this does not affect 
  lifestyle expenses)
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  SRCC01-03 The Altar of the Smoldering Eye 
   
   
  30 
  Player Handout 4Z: Adventurers Guild of Ylraphon 
  The Adventurers Guild of Ylraphon is a loose-knit 
  league of “dungeoneers, tomb-robbers, errant 
  crusaders, swashbuckling mercenaries, and sundry 
  formidable scalawags of all races and vocations” 
  (according to its charter). It represents adventurers’ 
  interests in town and helps regulate the profitable 
  exploration of the surrounding ruins. 
  Joining the Guild 
  To initially join the Adventurers Guild of Ylraphon, a 
  character must speak to Jotan Silverhammer, 
  lieutenant guildmaster and volunteer sergeant of the 
  Town Watch. There is no cost if you discovered the 
  cause of the illness affecting the Old City, or if you 
  obtain one of the Local Pursuit story awards 
  (described in Player Handout 4Y: Local Pursuits or 
  appearing in other adventures), due to your 
  substantial contribution to prosperity of the Old City. 
  Otherwise, initial dues are 50 gp, with additional 
  payments of 12 gp a month. These costs are waived, 
  however, for volunteers either who work three shifts 
  a month for the Town Watch. In game terms, this 
  means a character must spend 50 gp to join, and to 
  remain a member, whenever they spend downtime, 
  they must spend an additional 4 gp for every 10 
  downtime days they spend (though you may be able 
  to substitute downtime for this cost, see below).  
   If a character who owes these dues fails to pay 
  them as soon as they spend downtime, they must 
  pay them by the end of their next game session or 
  they lose all benefits of guild membership, and must 
  pay the 50 gp initial dues again to regain them. 
  Benefits of Membership 
  Members of the Adventurers Guild may delve local 
  ruins in search of treasure. They gain access to the 
  Guild Delving downtime activity before or after any 
  adventure set in Ylraphon. 
  New Downtime Activity: Guild Delving 
  Immediately before or after an adventure set in 
  Ylraphon, you may spend up to 30 downtime days 
  (minimum 10) to attempt to research, find, and 
  explore some of the ruins of Outer Ylraphon in 
  search of treasure. In the presence of the DM, roll 
  percentile dice and add the number of days spent on 
  this downtime activity, comparing the total to the 
  Treasure Seeking Results Table on this page. 
   
  d100 + 
  Downtime 
  Spent 
  Result 
  1-35 
  A fatiguing and fruitless cavern exploration. 
  You spend 10 gp on expenses and gain 4 levels 
  of exhaustion. For each downtime day you 
  spend recovering before your next adventure, 
  you remove one of these exhaustion levels. 
  36-50 
  A difficult and taxing trudge through the 
  Flooded Forest. You gain 2 levels of 
  exhaustion. For each downtime day you spend 
  recovering before your next adventure, you 
  remove one of these exhaustion levels. 
  51-65 
  A strange and discouraging affair. You make 
  only enough to recuperate half of your 
  lifestyle expenses. 
  66-79 
  A lengthy but unremarkable overland trip. You 
  recuperate half your lifestyle expenses and 
  gain 2d12 gp. 
  80-89 
  A profitable expedition to the Underdark. You 
  recuperate half your lifestyle expenses and 
  gain 1d4 x 10 gp. 
  90-99 
  An exciting delve into a lost dwarven tomb. 
  You recuperate half your lifestyle expenses 
  and gain 1d6 x 10 gp. 
  100-109 
  An unexpected discovery of a long-lost 
  merchant house compound. You recuperate 
  all your lifestyle expenses and gain 1d8 x 10 
  gp, as well as a book on the history of a Sword 
  Coast city or town. (Have your DM select a 
  title for it.) 
  110-119 
  A lost shrine. You recuperate all your lifestyle 
  expenses and gain 1d10 x 10 gp as well as a 
  holy symbol for a deity of your choice. 
  120 or 
  Higher 
  Altar of the Ghost Hound. You find a 
  millennia-old shrine to a god you cannot 
  identify, with treasures laid upon an altar 
  deep beneath the ground. You recuperate all 
  your lifestyle expenses and gain 1d12 x 10 gp 
  as well as a potion of healing.  
  If this is the first time you have rolled this 
  result: You also gain a shining copper cloak-pin 
  bearing the image of a flaming spirit hound. 
  Write down “Copper Pin of the Spirit Hound” 
  as a separate story award on your logsheet.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-SRCC01-03 - Altar of the Smoldering Eye (1-4).pdf