TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Flames of Kythorn 
   During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly 
  blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the 
  mystery before the city burns? An adventure for 1st-4th level characters. 
  Adventure Code: DDEX2-5 
  Credits 
  Adventure Design: John Rossomangno 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
   
   
  Debut: March 27, 2015 
  Release: May 1, 2015 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
  Master’s Guide, D&D Adventurers League, D&D Encounters, D&D Expeditions, D&D Epics, all other Wizards of the Coast product names, and 
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  2 
   
   
  Introduction 
  Welcome to Flames of Kythorn, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Elemental EvilTM storyline 
  season.  
   This adventure is designed for three to seven 1st-4th 
  level characters, and is optimized for five 2nd-level 
  characters. Characters outside this level range cannot 
  participate in this adventure. A player with an ineligible 
  character can create a new 1st-level character or use a 
  pregenerated character.   
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the city of Mulmaster. 
    
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself 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. 
  • 
  Get familiar with the monster statistics in the 
  Appendix. 
  • 
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of order. 
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  3 
   
   
  If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 2nd-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out 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 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
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  4 
   
   
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  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. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in Mulmaster 
  include the following: Bane, Leira, Loviatar, Mystra, Savras, 
  Tempus, Tymora, Velsharoon, and Waukeen.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
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  5 
   
   
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is not available.  
  Adventure Background 
  Nobles of Mulmaster recently began to publicly compete 
  in displays of wealth through art, fostering an unexpected 
  art scene in the otherwise serious and practical 
  population of the city. Much of the artwork produced 
  aggrandizes the artists' patrons, either through flattering 
  portrayals or ostentatious expenditures of materials, but 
  some of the artwork has taken on political overtones. The 
  Blades, Mulmaster's ruling council, have grown 
  concerned over these radical works, even as they conspire 
  to collect them before their rivals. 
   At the same time that the Blades have begun employing 
  the Hawks, devious intelligence-gathering agents of the 
  Soldiery, to stamp out these inflammatory works, a 
  season of oppressive heat and punishing drought has 
  placed the entire city on edge. The stench of the baking 
  city, and the underlying fear of food shortages, stirs anger 
  and resentment among the commoners of Mulmaster. 
  Rumors and worries over riots and the inevitable violent 
  response by the City Watch swirl among Mulmaster's 
  residents. 
   Beneath these overt concerns of the Blades, noble 
  lords, and commoners, cults of Elemental Evil seek to 
  unleash destructive forces on the city. In particular, the 
  Cult of the Eternal Flame sees the unrelenting heat of 
  Kythorn as a fortuitous omen and through an unwitting 
  vessel, the madly inspired artist Andrik Gos, intends to 
  engulf the city in a ruinous conflagration. 
  Overview 
  While attending a party held by a member of the Nobles, 
  the party witnesses an unlikely attack by an even more 
  unlikely assailant. Asked to investigate, they soon learn 
  that a painting gifted to the noble's wife might hold the 
  key to understanding what transpired. 
   Investigating the art, and the artist, soon reveals that his 
  works are inciting dangerous acts throughout the city and 
  inspiring pyromania in those who view them for too long. 
  The party can collect clues from the artist’s home, an art 
  gallery, and a fan of his work. From these clues, they can 
  establish a connection to a single patron who seems 
  surprisingly supportive of the artist's work and who is 
  actually a member of the Cult of the Eternal Flame 
  seeking to spread chaos and destruction in Mulmaster 
  through the artist. 
   
   
   
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  6 
   
   
   The party can confront the patron as he pursues 
  another scheme, only to realize that the artist has painted 
  his masterwork by defacing, and thus animating, the 
  magmins that begins to smash its way through the city 
  until the characters intervene. 
  Adventure Hooks 
  The adventure begins at the Wave and Wink and several 
  hooks stem from the attack on Tiega Gos and the 
  characters' response to the events that follow. The 
  characters might be invited to the party to show the noble 
  family's connections to adventurers and keep rival nobles 
  guessing about their relationship. Alternately, the 
  characters could be party-crashers looking to get some 
  free food and drink or to hobnob with Mulmaster's 
  wealthy and elite. 
   Refer to the opening scene of the adventure for further 
  hooks to introduce characters to the adventure. 
   
   
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  7 
   
   
  Part 1: Smoldering 
  Resentment 
  The adventure begins at the Wave and Wink, a popular 
  dance hall in Mulmaster, where Zor Faltyn Gos hosts a 
  party for his wife's birthday celebration. 
   After the celebration is disrupted by the effects of 
  Andrik's painting, the party begins their investigation into 
  what has transpired and follow up on leads at various 
  locations throughout Mulmaster. 
   Once they have secured enough evidence to direct them 
  further ahead in the story, proceed to Part 2: Burning 
  Deceit. 
  The Wave and Wink 
  The Wave and Wink is a popular dance hall frequented by 
  those with a small sum of disposable income and wealthy 
  folk in search of rowdy times.  
  General Features 
  The building's exterior walls are stone and mortar. 
  Painted in shades of blue that show off a repeating wave 
  motif, it is one of the few structures in Mulmaster that 
  features color beyond the reds and grays of brick and 
  stonework. 
   Its interior walls are wood unless otherwise noted. 
   Ceilings. The ceilings are 10 feet high throughout the 
  establishment, except the main hall and dance floor 
  where they rise to 20 feet. 
   Light. Bright light unless otherwise noted. Large, 
  ornate candelabras hang over the dance floor, their light 
  supplemented by the two large hearths and the wall-
  mounted lamps throughout the Wave and Wink. 
   Sound. Cheers and voices raised in celebration create a 
  din loud enough that it is difficult to hear people speaking 
  in a normal tone of voice unless they are nearby. 
   
  Surrounded by the dull colored buildings typical in Mulmaster, 
  the Wave and Wink's blue-painted wave patterns project an 
  atmosphere of revelry. Patrons file through the large blue doors 
  dressed in brightly colored finery. Each time the doors open, the 
  light tones of music and cheers from within pierce the dullness 
  of the otherwise dour city. 
   
  Despite the noisy atmosphere and the wild abandon of 
  some of the patrons, much of that energy is turned to 
  dance and violence is rare beyond the occasional outburst 
  of jealousy that culminates in a cold slap or a heated 
  shove. Bouncers intervene and escort problematic 
  revelers outside and a threat of calling for the City Watch 
  sends most troublemakers on their way without further 
  incident. 
   The Wave and Wink is crowded most evenings, but 
  tonight's celebration sees the typically noisy dance hall 
  more packed than usual. 
  1. Foyer 
  Normally, entry into the Wave and Wink calls for a 2 sp 
  fee, but the charge has been waived for the evening's 
  festivities. A pair of thugs stand watch inside the front 
  doors, intervening in any trouble they spot or if called 
  upon by other staff members.  
   
  A small throng of revelers makes their way past two burly 
  doormen who politely nod. Stepping into the surprising warmth 
  of the building, a few of their number shed heavy fur-trimmed 
  coats and pass them, with a few coins, across a counter to an 
  attendant in an alcove to the left. 
   Further ahead you see a crowd of patrons gathered around an 
  L-shaped bar, at times three deep as several bartenders see to 
  their needs. From around the corner to the right you hear the 
  rhythmic stamp of feet in time to an upbeat jig and punctuated 
  by excited shouts. 
   
  At the end of the night, or in the event of serious trouble, 
  the front doors can be barred by a heavy wooden beam. 
  Barring the door requires an action. If barred, the door is 
  smashed open with a successful DC 15 Strength check. 
  2. Cloakroom 
  Thanks to the fire of the large hearths and the body heat 
  of the dancers, the Wave and Wink is exceptionally warm. 
  Many patrons deposit their coats, cloaks, and cold 
  weather clothes here and then return for them at the end 
  of the night. They are given a carved wooden token and a 
  matching token is tucked into the garment left behind. 
   It costs the characters 1 cp to leave a coat here. Any 
  character succeeding at a DC 5 Wisdom (Perception) 
  check notices that the cloaks and coats are not so much 
  hung neatly as tossed in a pile in the rear of the room. Any 
  garment so "stored" takes a full two minutes to find. 
  However, if the dwarf is tipped, he keeps the garment 
  readily accessible rather than buried in one of the piles. 
  
    
   
   
   
   
   
   
   
   
   
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  8 
   
   
   The door to the cloakroom is usually locked from the 
  inside, but anyone with a set of thieves' tools can picked 
  the lock with a successful DC 15 Dexterity check. Any 
  character who spends five minutes thoroughly searching 
  the various garments finds a total of 10 gp in coins, 
  trinkets, and baubles. However, if the dwarf is present, he 
  alerts the two bouncers in the foyer to the presence of the 
  thief.  
  3. Main Bar 
  People crowd around the bar throughout the evening, but 
  the two bartenders are quite efficient and fast at doling 
  out the libations. 
   Despite the free drinks provided as part of Zor Gos's 
  celebration, many regulars are tipping a small amount of 
  coin for more attentive service. Although pleased to drink 
  for free, few patrons seem bent on imbibing to excess. 
  4. Dance Hall 
  The Wave and Wink's biggest draw is the large dance 
  hall. Between dances, revelers mingle and chat and the 
  atmosphere, combined with the freely flowing alcohol, 
  encourages many Mulmasterites to let down their guards 
  a bit. 
   The dance hall is an excellent place to gather 
  information and rumors about the social scene in 
  Mulmaster from those in attendance at the evening's 
  festivities. Characters who mingle with the crowd and 
  succeed in a DC 10 Charisma (Persuasion) check learn a 
  fact from the descriptions of the key Personality (listed 
  below) or, based on their questions and your discretion, 
  clues that may be of use further along in the adventure. 
  5. Performers’ Stage 
  The half-elf entertainer, Marim Tem, and his 
  accompanying musicians play nearly every night at the 
  Wave and Wink. The trouper watches the crowd and 
  selects tunes that keep everyone in high spirits and allow 
  for periodic rests with slower numbers. 
   The musicians accepts requests provided they do not 
  run counter to the festive nature of the party with 
  unfashionable or otherwise inappropriate songs. 
   Every so often Marim pauses for a rest and makes his 
  way to one of the tables in the dance hall for a quick drink 
  and to chat with patrons. His troupe continues to play in 
  his absence, however. 
  Roleplaying Marim Tem 
  Marim knows nearly every song from every culture across 
  Faerûn. He is a student of music and art of far flung locales. And, 
  with art among the nobles becoming something of a commodity, 
  Marim's status is quickly on the rise. 
   
  Unfortunately, this attention has gotten the better of him. He 
  is pompous and arrogant and prone to throwing a tantrum if he 
  doesn't get his way. 
   
  Marim knows about the Ironheart Gallery and can direct 
  characters with an interest in art to it. He also knows a great deal 
  about the Briziks' relationship due to his regular presence at the 
  Wave and Wink. He is close with the husband and wife so he is 
  careful not to say anything he thinks could damage their 
  reputations.  
   
  Quote: "Ugh, that piece is so last year." 
  6. Private Balcony 
  This balcony is raised about 10 feet off of the dance floor 
  and has its own bar. Usually, it offers seating for patrons 
  worn out from dancing or seeking someplace to talk in a 
  slightly quieter area. Tonight, however, the entire the area 
  has been reserved for Faltyn Gos. He and his wife Tiega 
  Gos mingle with their personally-invited guests here. 
   Kata Brizik assists the bartender and personally sees to 
  the needs of the nobles. 
   When the timing is right, allow the events of Kata's 
  attack on Tiega to unfold. Refer to Celebration 
  Interrupted at the start of this section. 
   
  A wooden railing with metal balusters in stylized wave patterns 
  separates the balcony from the dance floor ten feet below. Well-
  dressed revelers ring the tall, round tables close to the railing 
  and more guests sit at a collection of tables beside a hearth 
  smaller than the one near the dance hall. 
   A second bar, this one less overwhelmed than the one 
  downstairs, is attended by a gray-haired gentleman. A smiling 
  woman in a red dress assists him from the other side of the bar, 
  delicately handing out drinks and making small talk. 
   Guests gather around a man and woman in carefully tailored, 
  fur-trimmed clothing and admire a painting in an elaborate 
  gilded frame hung near the hearth. 
   
  Even though Faltyn Gos reserved the balcony for special 
  guests no one stands at the base of either staircase to 
  prevent anyone from ascending the stairs. Decorum and 
  courtesy seem enough to prevent the common folk from 
  joining the nobles in this area. 
  
    
   
   
   
   
   
   
   
   
   
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  9 
   
   
   The characters might find their way to the balcony on 
  their own, or be invited there (see Setting the Fire 
  sidebar, below). However, unless they were personally 
  invited by Faltyn as part of the adventure hook, the 
  characters quickly find themselves snubbed and ignored 
  by the noble guests here unless they succeed in a DC 15 
  Charisma (Persuasion) check. If the entire group is here, 
  this check can be made as a group check. Any character 
  with the Noble or Entertainer background makes this 
  check with advantage. 
   If they are well-received, they might be privy to gossip 
  and information known almost exclusively to the nobility 
  of Mulmaster. If the characters have missed any crucial 
  information or clues, this is another opportunity. 
  Andrik’s Painting 
  Faltyn Gos commissioned a portrait of his wife from his 
  nephew Andrik as a gift to her. The painting is touched by 
  the same madness that has consumed Andrik.  
   
  The painting is a masterful rendering of Tiega Gos wearing a 
  formal scarlet gown. A white fur drapes her shoulders, clasped 
  at her neck by a gold brooch. She stands beside an immense fire 
  that could be a large fireplace or even the edges of a bonfire and 
  the painter has captured the light of that fire in the details of her 
  figure, from the reflections in her eyes to the gleam on the metal 
  of her brooch. 
   
  The likeness of Tiega in the painting is uncanny, even if 
  Andrik took several liberties to remove a few of the signs 
  of age that she shows in real life. 
   If asked about the painting, either Tiega or Faltyn 
  confesses that she did not sit for the portrait and that 
  Andrik painted the remarkable piece from memory. The 
  dress and fur are items she has worn in the past but, if 
  specifically asked about the brooch, Tiega pauses in 
  thought for a moment before declaring that she owns no 
  such piece of jewelry. 
   Any character inspecting the piece that succeeds on a 
  DC 15 Intelligence (Investigation) check notices that the 
  fire depicted in the painting received even more attention 
  that Tiega in terms of the number of brush strokes and 
  the startling level of realism. It is almost as if the flames 
  themselves were the subject of the painting and the 
  woman depicted was merely another piece of background 
  scenery. Any character proficient with Painter's Tools 
  makes this check with advantage. 
  Setting the Fire 
  The characters should be present on the balcony to witness the 
  attack on Tiega Gos as detailed in Celebration Interrupted. If they 
  do not go there of their own accord, here are some ideas. 
  • 
  A character's dance partner might be a noble who invites 
  him or her to the balcony. His or her companions might or 
  might not be welcome to follow. 
  • 
  A noble wants to resolve a dispute of some kind and, after 
  spotting the character, assumes (rightly or not) that he or 
  she can lend credibility to his argument. 
  • 
  Faltyn Gos is familiar with the exploits of one or more of the 
  characters and feels that their renown can bolster his own 
  reputation. 
  7. Servers’ Hall 
  This narrow corridor and stairway are not as polished or 
  finished looking as the rest of the Wave and Wink. It is a 
  purely functional area used by the staff to serve the 
  balcony with food from the kitchen without having to 
  navigate the crowded dance hall. 
   If any of the staff observe the characters here they 
  politely escort them back to the public areas of the Wave 
  and Wink. Should their request be ignored, they 
  immediately inform Urdun and the bouncers. 
   Secret Doors. Unknown to everyone but Urdun and 
  Kata Brizik, two sections of wall on opposite sides of the 
  corridor can be swung like doors when a secret catch at 
  the base of the wall is pressed. One of the doors leads to 
  Urdun's office, the other to his private vault. The doors 
  can be detected with successful DC 20 Intelligence 
  (Investigation) check. 
  8. Urdun’s Office 
  Urdun manages his business here during the day when 
  the Wave and Wink is quiet. A desk and chest of drawers 
  hold various ledgers and contracts with suppliers and 
  entertainers. 
   The door from the kitchen is kept locked at all times. 
  Urdun and Kata each have a key. A character with a set of 
  thieves' tools can pick the lock with a successful DC 15 
  Dexterity check, but anyone in the rather busy kitchen is 
  likely to notice the attempt. 
   Urdun keeps a small lockbox in a desk drawer. Anyone 
  with thieves' tools who succeeds at a DC 20 Dexterity 
  check is able to prize open he box and its contents of 25 
  gp. 
   Secret Door. Urdun's paranoia has prompted him to 
  have this escape route installed. From this side, the secret 
  door here still appears as stonework like the rest of the 
  walls, with a catch similar to the one in the servers' hall. 
  The door can be detected with a DC 20 Intelligence 
  (Investigation) check. 
  
    
   
   
   
   
   
   
   
   
   
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  10 
   
   
  9. Urdun’s Vault 
  Part vault, part wine cellar, this area is used by Urdun to 
  store his wealth, much of which is comprised of rare 
  wines and liquors. He has collected many of these bottles 
  over the years and offers some for sale to wealthy 
  patrons. Urdun also keeps the Wave and Wink's incomes 
  here before it is brought to a nearby bank every few days 
  or distributed as payroll to his staff. 
   Nearly 500 bottles of various sizes and shapes 
  comprise Urdun's collection. Stealing the entirety of the 
  collection would prove almost as challenging as locating 
  buyers for each of the bottles without being ferreted out 
  by Urdun or the authorities, though. A character that 
  makes a successful DC 15 Intelligence (Investigation) 
  check is able to locate 50 gp worth of easily concealable 
  bottles. 
   Secret Doors. From this side, the secret doors here 
  appear as stonework like the rest of the walls, with 
  catches similar to the one in the servers' hall. One leads 
  to the server's hall. The other leads to a narrow alley 
  behind the Wave and Wink and cannot be opened from 
  the outside. 
   The doors can be detected with a successful DC 20 
  Intelligence (Investigation) check. Each requires a 
  separate check to locate. 
  10. Kitchen 
  The kitchen of the Wave and Wink is a busy place on any 
  given night. The demands of Faltyn Gos and his noble 
  friends, coupled with Urdun's desire to impress them, 
  have the cooks working at a frantic pace. 
   Due to the activity here, it is possible to move through 
  this area unnoticed by succeeding at a DC 10 Dexterity 
  (Stealth) check. Lingering in the area (to pick the lock to 
  Urdun's office, for example), however, causes the staff to 
  take notice and ask the character to leave before calling 
  for the establishment's guards. 
   There is a door here that leads to the streets of 
  Mulmaster. It is kept barred during the day, but at night 
  the staff usually keeps the door open to let a breeze into 
  the stifling kitchen. The door can be closed and barred 
  from the inside. 
  Treasure 
  Characters searching the cloak room find 10 gp in coins 
  and trinkets should after spending five minutes. 
  Searching Urdun's Office yields 25 gp in a lockbox stored 
  in a desk drawer, and characters are able to secret away 
  25 gp worth of rare liquors and wine from his vault. 
  The Partygoers and Party-
  crashers 
  Faltyn Gos has allowed the Wave and Wink's owner, 
  Urdun Brizik, to keep his establishment open to the 
  public during the party (to reduce the fee for hosting the 
  party for Tiega, his wife) so the revelry extends beyond 
  those with invitations and most people are joining in the 
  celebration, either in the hopes of making a favorable 
  impression on members of the noble family or simply for 
  a free drink. 
   If the adventurers have not been specifically invited by 
  the Gos family (see Adventure Hooks, at the start of the 
  adventure), assume they are visiting the Wave and Wink 
  the evening of the party. 
   Use the keyed locations above—allowing the characters 
  to mingle at the party and come across a few of the party's 
  more important attendees before proceeding to the events 
  of Celebration Interrupted below. It is assumed that 
  characters enter the Wave and Wink through the foyer 
  (area 1). 
  Zor Faltyn Gos 
  Faltyn's dark hair is touched by streaks of gray and his 
  brown eyes are ringed with the reddish hints of frequent 
  late nights spent drinking. The man's large hands are no 
  stranger to the labor of forges (where his family amassed 
  its considerable fortune) and his notable size combines 
  muscle and fat in equal measure. 
  Roleplaying Zor Faltyn Gos 
  As expected, Zor Gos is an insufferable noble. Most 
  conversations with him eventually devolve into sessions of self-
  appreciation, during which he rudely corrects anyone that does 
  not address him by his proper title of Zor Gos. However, if 
  afforded the respect appropriate to his station, he is otherwise 
  cordial. 
   
  Quote: "I assure you, the pleasure is all yours (yawn)." 
  Zora Tiega Gos 
  Tiega married into the Gos family a decade ago but she 
  finds little appeal in the business of metalworking. 
   Despite being several years older than Faltyn, Tiega 
  wears her years well with her black hair untouched by 
  gray. Unlike him, however, a life of luxury affords her little 
  muscle on her short frame. 
   
   
  
    
   
   
   
   
   
   
   
   
   
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  11 
   
   
  Roleplaying Zora Tiega Gos 
  Zora Tiega Gos is the polar opposite of her husband. Where he is 
  arrogant and pompous she is surprisingly down to earth and 
  friendly. Any conversation regarding her status or that of her 
  husband is quickly shooed away towards the interests of 
  whomever Zora Gos happens to be conversing with. She adores 
  art, knowledge, and living life to its fullest—a quality that is 
  something of an embarrassment to the Gos name. 
   
  Quote: "I am not my husband's property!" 
  Urdun Brizik 
  A talented half-elf dancer as well as a competent business 
  owner, along with his wife Kata, Urdun considers himself 
  lucky to have joined his two interests into such a 
  profitable venture in Mulmaster. As a result, Urdun 
  constantly guards against any misstep that could cost him 
  his business and social standing. 
  Roleplaying Urdun Brizik 
  Urdun speaks and moves as if he always in front of an audience 
  full of people to be wooed. He is handsome and flirtatious; it is 
  not uncommon to find Urdun chatting up a female patron while 
  her jealous husband watches on. 
   
  Despite all of this, he is extremely paranoid of being taken 
  advantage or worse yet, robbed. 
   
  Quote: "Why, hello there…" 
  Kata Brizik 
  Kata normally maintains a polished, collected appearance 
  at all times and addresses patrons and staff in a 
  measured and thoughtful tone. Her behavior has begun to 
  change after her exposure to Andrik's painting (see Area 
  6, below) and her normally well-coifed brown hair hangs 
  loose and wild around her face. Her now-wide eyes dart 
  wildly and a manic grin often finds its way to her face and 
  she raises her voice in excitement at strange times. 
  Roleplaying Kata Brizik 
  Kata's talents at dance and business exceed those of even her 
  skilled husband. Her talents are rarely on display, however, as 
  she is relegated to managing the day-to-day of the Wave and 
  Wink while Urdun chats up wealthy patrons each night, a fact 
  that leaves Kata jealous. She hopes that the recent interest in the 
  arts in the city might lead to an interest in dance performances 
  and that she can pursue a life as a dancer and artist and leave the 
  business in her husband's hands. 
   
  Quote: "Have you seen my husband?" 
  Celebration Interrupted 
  Allow the characters to spend some time at the 
  celebration and meet one or more of the prominent 
  attendees. Once the revelry is well underway, ideally 
  when one or more of the characters find themselves on 
  the private balcony (Area 6) in the presence of both Tiega 
  and Kata, this event occurs. 
   The strange power of Andrik's paintings to consume 
  some of its viewers with pyromaniac urges overtakes 
  Kata. 
  Tiega smiles as she takes in the painting. Kata, the co-owner of 
  the Wave and Wink, steps forward with another tall glass of 
  liquor potent enough to be smelled even from a distance. 
  Without warning, she throws the drink in Zora Gos's face. A few 
  stray drops splash on a nearby oil lamp and catch. A heartbeat 
  later, brilliant flames blossom across whatever the spirits have 
  touched—including Zora Gos. 
   Her screams fill the air, mingling with the wretched smell of 
  burning flesh and hair. Guests panic and scramble away from 
  the flames while Kata stares—transfixed by the flames dancing 
  over the burning woman and the painting behind her. 
   "So beautiful. So very beautiful," she says—her voice barely 
  more than a whisper. 
   
  Unless a character acts immediately to put out the flames 
  by either smothering them or dousing Tiega with a large 
  quantity of water, she quickly succumbs to the flames and 
  perishes. Otherwise, she survives, but is horribly burned; 
  whatever beauty she once possessed is raw and charred.  
   The flames throughout the rest of the area, however, 
  spreads quickly across the floor and up the wall to the 
  painting which is also consumed. The panicked guests 
  flee for their lives, beginning a terrified throng of people 
  belting for the front door with shouts of "Fire!" and 
  "Help!" 
   Unless the crowd is calmed in some way by someone 
  taking charge, a number of people are trampled—injured 
  and killed by the crushing number of people trying to 
  avoid perishing themselves as the Wave and Wink burns. 
   Within a round, the flames have spread along the 
  walls—obviously fueled by whatever they have been 
  painted with. It is obvious that the Wave and Wink is lost 
  to the flames. Any character that attempts to fight the 
  flames must make a DC 10 Constitution saving throw or 
  take 3 (1d6) fire damage and gain 1 level of exhaustion 
  from smoke inhalation. The DC of the saving throw 
  increases by 2 each round thereafter. 
  
    
   
   
   
   
   
   
   
   
   
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  12 
   
   
  Accusations 
  Each prominent personality reacts to the events 
  differently: 
   Zor Faltyn Gos. As he recovers, Zor Gos composes 
  himself and demands that the characters restrain Kata 
  and summon the City Watch. If they refuse, a few guests 
  do so instead. He relates the events that transpired, 
  insisting that Kata tried to kill his beautiful wife. If asked 
  why Kata may have wanted to kill his wife, Zor Gos 
  suggestions range from either petty jealousy or her being 
  an assassin paid by another noble family or "the rabble 
  that resents those who rightfully rule Mulmaster."  
   Zora Tiega Gos. If she is still alive, Zora Gos, is wholly 
  unresponsive. Unless magically healed, she is 
  unconscious. Even if she receives healing, she wakes up 
  screaming in agony from the burns that ravage her body 
  and the shock of the events that transpired. 
   Urdun Brizik. Urdun is adamant that his wife is 
  innocent, insisting that there is no way she did anything to 
  intentionally harm Zora Gos. For all he knows, Kata 
  admired the passionate noblewoman. If pressed, Urdun 
  admits that he has shared a few honeyed words with the 
  noblewoman and that if anything, Kata was merely 
  jealous, but the attack is truly not in her nature. 
   Kata Brizik. Kata is unresponsive and does not resist 
  apprehension—her eyes unfocused and turned toward the 
  nearest flame. Nothing seems to be able to snap her out 
  of whatever is affecting her.  
  Investigation 
  Both Zor Gos and Urdun Brizik are unwilling to trust the 
  City Watch to investigate the attack. Faltyn worries that if 
  a rival noble family is involved, the City Watch may also 
  have been paid off and he will never learn who is truly 
  responsible for the attack. Meanwhile, Urdun fears that 
  the City Watch will consider it an open and shut case and 
  execute his wife without his ever having a chance to 
  understand what could have overcome her to do such a 
  thing. 
   Separately, the two distraught husbands are willing to 
  offer the characters a reward for discovering why Kata 
  attacked Tiega. Urdun offers 50 gp for evidence that 
  might exonerate his wife or at least save her from 
  execution. Faltyn promises 100 gp if the characters find 
  whoever is behind the attack and "deal with them like the 
  dogs they are." While he won't outright say it, Faltyn 
  expects the adventures to put his enemies to death but 
  never says so directly. 
   The characters have ample time to talk to witnesses 
  and patrons before the City Watch arrives. Many of the 
  patrons remain, concerned about Tiega (or Faltyn, if his 
  wife died). The mood is somber but people are willing to 
  answer questions. It is important to note that due to the 
  nature of the party, most of those in attendance are 
  somewhat intoxicated. They can still be questioned, 
  however, but any checks made to do so are made with 
  disadvantage, and a failure means that the patron has 
  forgotten or is rude or downright hostile to the 
  adventurers. 
   Characters that question the patrons and staff of the 
  Wave and Wink about the night's events should make a 
  DC 15 Wisdom (Insight), Charisma (Intimidation), or 
  Charisma (Persuasion) check (based on the characters's 
  actions). Allow one check per character, representing the 
  time they have before the City Watch arrives. Each 
  successful check reveals one of the following pieces of 
  information. Each of these clues provides a lead to direct 
  the characters toward Part 2 of the adventure, so make 
  sure they leave with at least one lead to follow up. If the 
  entire party fails to gather any information, a witness 
  steps forward to offer one of these clues to the party: 
   
  • 
  Kata was speaking to a Thayan man, Azak Throm, 
  earlier in the evening. He was not seen anywhere fol-
  lowing the attack. 
  • 
  One witness overheard the Thayan ask Kata how to 
  find the artist. After learning the artist's name, he 
  seemed to observe the painting's effect on Kata, and 
  left. 
  • 
  The staff of the Wave and Wink can provide a good 
  description of him and they know that he lives in a 
  small home near the Thayan Embassy. 
  • 
  Despite the tragic events, several patrons only re-
  mark on the beauty of Andrik's painting, seeming 
  more distraught over its destruction than the injuries 
  or deaths of the evening. 
  • 
  Some people behave strangely when discussing the 
  painting. They are clearly enamored with it—almost 
  to the point of obsession, but this fades as the night 
  goes on. It is clear that the effect does not touch eve-
  ryone, but a successful DC 15 Wisdom (Insight) 
  check reveals that those who are deeply touched by 
  some emotion or passion are more moved by it than 
  others. Kata was known to be an incredibly passion-
  ate person when it came to art, dance, and Urdun's 
  flirtatious behavior. 
  
    
   
   
   
   
   
   
   
   
   
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  13 
   
   
  • 
  The painting was hung in the Wave and Wink early in 
  the morning on the day of the party. Kata oversaw its 
  installation and remarked on its beauty a number of 
  times throughout the day. 
  • 
  Faltyn remarks that he has not seen the artist, his 
  nephew, in over a week. When Faltyn visited Andrik's 
  home several days ago, the artist was not home—
  something that Faltyn did not consider this suspi-
  cious at the time because his nephew is prone to 
  flighty behavior. Faltyn was checking to ensure that 
  the painting he commissioned would be completed. 
  His concerns were dismissed when a courier 
  dropped it off the day before the party with a short 
  note from Andrik, apologizing for the delay and 
  claiming he had to wait for "inspiration to strike." 
  • 
  On a number of previous visits to the Wave and 
  Wink, Tiega Gos regularly danced with Urdun late in-
  to the night. Despite the time spent with Urdun, 
  however, her behavior was not improper in Faltyn's 
  eyes and nothing out of the ordinary for Urdun. Kata, 
  however, was obviously jealous of the attention that 
  Urdun paid Zora Gos. 
  The City Watch Arrives 
  Any willingness people might have had to speak to the 
  characters or answer questions disappears when a patrol 
  of eight City Watch guards storms into area surrounding 
  the Wave and Wink. The patrol's leader, Melori Ostur, is 
  looking to capture someone as quickly as possible, guilty 
  or not—to demonstrate his value to his superiors and 
  other nobles. 
   Unless stopped, they arrest Kata immediately, to 
  Urdun's protest. Once imprisoned, Kata will be jailed and 
  executed in a matter of days unless viable evidence is 
  presented to exonerate her. If any of the characters try to 
  negotiate with Melori and succeed at a DC 15 Charisma 
  (Deception or Persuasion) check that the characters 
  make, Melori agrees to postpone Kata's fate for two days 
  with which the adventurers are able to investigate the 
  attack. Otherwise, she is to be tried and likely hung the 
  following morning. Zor Gos becomes irate at hearing that 
  Kata is to be spared, even temporarily. 
   After ordering Kata shackled and taken away, Melori 
  orders the Wave and Wink closed until the matter is 
  resolved. His patrol then forces everyone out of the bar, 
  using force against anyone who resists. 
  XP Award 
  If the characters extinguish the fires before Tiega dies, 
  award each character 50 XP. 
   If the characters successfully talk the city watch into 
  postponing judgment on Kata, award each character 50 
  XP. 
  Development 
  The characters should end the first part of the adventure 
  with reason to investigate what overcame Kata Brizik and 
  at least one lead to follow up on in Part 2. Based on which 
  lead then pursue, proceed to the appropriate location. 
   
   
   
  
    
   
   
   
   
   
   
   
   
   
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  14 
   
   
  Part 2: Burning Deceit 
  The second part of the adventure details the various 
  locations that the adventurers might investigate in pursuit 
  of answers. Clue might lead them between the various 
  locations or even cause them to return to some places if 
  more information is revealed. 
   Once they have determined Andrik's role in matters and 
  identified Doril Cire, proceed to the final encounters of 
  the adventure in Part 3: Blazing Conflict. 
  1. Andrik Gos’s Home 
  Faltyn can provide the characters with the location of his 
  nephew's home. Family politics left Andrik with little 
  wealth after the deaths of his parents and his sometimes 
  strange behavior meant that no one in the Gos family 
  wanted to take the young man into their household. The 
  artist used his meager funds, to secure a small single-
  room dwelling in a stinking neighborhood close to the 
  harbor. 
   The front door is locked and the window shuttered. No 
  sounds come from within. The lock can be picked by a 
  character with thieves' tools that succeeds at a DC 15 
  Dexterity check or the door can be forced open with a 
  successful DC 15 Strength (Athletics) check. Residents 
  take note of strangers in the area but only call for the City 
  Watch if Andrik's door is bashed in. 
   
  The narrow confines of the single room barely contain the riot of 
  art supplies that litter the floor and rest on nearly every flat 
  surface. The bed frame has been turned over to serve as a low 
  shelf for tinctures of dried out paint and jars of multihued water 
  with floating brushes. 
   Three easels surround a small wooden table blackened by 
  scorch marks and caked in the wax of candles burned down to 
  nubs and the ash and unconsumed twigs and even small pieces 
  of driftwood.  
   Scorched firewood fills the tiny hearth to overflowing, packed 
  so tightly that whatever fire burned there was choked completely 
  out. Balls of blackened paper are wedged amid the wood at the 
  bottom of the stack. 
   
  Andrik stopped working here just over a week ago. After 
  completing the mural in the Zhent Market he was seized 
  by a manic creativity that prevents him from sleeping. He 
  has been wandering the streets, purchasing paints and 
  brushes as the urge seizes him, and painting anywhere 
  and everywhere he pleases. 
   What little food was in a small cupboard has already 
  been consumed by rats and a successful DC 15 
  Intelligence (Investigate) check can determine that Andrik 
  has not been here in over a week. 
   The easels around the table each hold an incomplete 
  painting of flames. These works were abandoned when 
  Andrik felt the flames depicted were too small. His 
  "models" were fires that he set on the table. 
   The papers in the fireplace were part of an attempt to 
  create a bigger fire for Andrik to paint. Among the 
  random scraps of paper, are two items of interest: an 
  invitation to show at the Ironheart Gallery and a charcoal 
  sketch of a large mural. 
  The Gallery Invitation 
  This letter was penned by the curator of the Ironheart 
  Gallery, and was received by Andrik when he still resided 
  here. Half of the letter has been burned away. What 
  remains reads: 
  "…by informed patrons of the arts such as Doril Cire 
  and Tiega Gos. Thus, with great pleasure, I invite you to 
  display your works at the Ironheart Gallery for a period 
  of no less than three months so that Mulmasterites can 
  embrace your genius and we can further engender an 
  interest in true artistry. 
   
  Yours in admiration, Jurina Plem." 
   
  The characters can locate The Ironheart Gallery with 
  little difficulty. They have already met Tiega Gos, but the 
  name Doril Cire is entirely unfamiliar. Any Intelligence 
  checks made to recognize the name Doril Cire 
  automatically fail. However, a character who asks around 
  may attempt a DC 20 Charisma check. Though it is 
  extremely unlikely that they'll run across someone who 
  recognizes the name, but if successful, they learn that he 
  is a rather peculiar patron of the arts. He is virtually 
  unknown outside of very small circles, but is rumored to 
  be a simple—albeit peculiar—glassblower. If the character 
  attempting the check already spoke to Jurina Plem and 
  learned something about him then, the DC of the check is 
  reduced by 10 and is made with advantage. In either case, 
  no one knows where he is from or his presence prior to 
  Andrik Gos's art career. 
  
    
   
   
   
   
   
   
   
   
   
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  15 
   
   
   If the characters choose to look into the invitation or its 
  sender, Jurina Plem, proceed to The Ironheart Gallery, 
  below. If the characters manage to find out about Doril 
  Cire and wish to investigate his activities, proceed to the 
  Glassblower's Shrine (Part 3, below). 
  The Mural Sketch 
  This is an early sketch of the mural that Azak Throm 
  wanted to commission. 
   
  Covered in sooty smudges, this charcoal drawing depicts a 
  hastily drawn neighborhood. A large building in the center of 
  this image is awash in flames but, upon closer inspection, the 
  flames are constrained by the edges of the building, as if the 
  building is adorned by a representation of the flames rather than 
  consumed by them. 
   The words "Azak Throm," followed by a question mark, appear 
  at the edge of the page. 
   
  Andrik met Azak Throm briefly at a party and the Thayan 
  suggested the mural idea while the two discussed art. At 
  the time, Throm suspected Andrik had some peculiar 
  abilities when it came to his artwork and was curious to 
  study something more large-scale. Andrik liked the idea 
  but as his artistic inspiration consumed him, he forgot 
  about Throm but did not forget about the mural idea. 
   Azak Throm. If the characters did not learn about Azak 
  Throm at the Wave and Wink, or meet him since then, a 
  successful DC 10 Intelligence (History) check reveals the 
  name likely to be Thayan in origin. If the characters ask 
  around, a successful DC 15 Charisma check, points the 
  characters in the direction of Throm's home. If they are in 
  the vicinity of the Thayan Embassy when making this 
  check, it is made with advantage. If the characters then 
  choose to investigate, proceed to Azak Throm's Home, 
  below. 
   The Building. Identifying the building in the piece is 
  tricky as it's merely a rough sketch. Any character 
  succeeding at a DC 15 Intelligence (Investigation) check 
  recognizes the building as an aging warehouse in the 
  Zhent Ghettos. Any characters who hails from Mulmaster 
  makes this check with advantage. If the characters 
  choose to investigate it first, refer to The Zhent Market 
  below. 
  2. Azak Throm’s Home 
  Situated in a quiet neighborhood near the Thayan 
  Embassy, Azak Throm's small house stands in a tiny yard 
  surrounded by a low, iron fence. 
   The Thayan comes and goes at all hours of the day and 
  night—a fact any neighbors willingly volunteer if 
  questioned. His neighbors have never observed him doing 
  anything wrong, but they are deeply suspicious of the 
  Thayan man because he's "no doubt one of those filthy 
  necromancers." 
   Unbeknownst to the characters, the Hawks have long 
  suspected Throm of being a spy and have been keeping 
  him under close watch. If the adventurers are observed 
  speaking to him, they are set upon the moment they move 
  out of sight of Azak's house. If the party is observed 
  breaking into the home, the agents pursue them into the 
  home and attempt to capture at least one of them for 
  questioning. 
  Speaking to Azak 
  If Throm is home when the characters arrive, he indulges 
  their questions, but is wary and very guarded in any 
  answers he gives. He does his best to determine the 
  party's motivations, avoid divulging the nature of his work 
  for the Thayan Embassy, and conceal his interest in 
  Andrik's unusual talents. 
   
  • 
  He confesses to being at the Wave and Wink, both on 
  the night of the attack and on previous occasions. He 
  considers Kata a casual acquaintance; the two of 
  them periodically discuss artwork but nothing more. 
  • 
  Azak says he knows of Andrik, but claims to have 
  never met the artist. A character succeeding at a DC 
  15 Wisdom (Insight) check identifies this as a lie. If 
  he is shown the sketch of the mural from Andrik's 
  home or if he is told that he was seen at the mural 
  site at the Zhent Market, Azak admits he became 
  aware of the peculiar affect Andrik's art has on its 
  audience. He believes that power could be used for "a 
  number of useful purposes," but does not elaborate. 
  • 
  The Thayan lost track of the artist over a week ago 
  when Andrik stopped going home. He has since been 
  trying to locate the artist by visiting places where his 
  is on display artwork in the hope that Andrik is there 
  and tell Throm what he is currently working on. To 
  that end, this is why Throm regularly lingers near the 
  Ironheart Gallery and why he also attended the party 
  at the Wave and Wink. 
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  16 
   
   
  Roleplaying Azak Throm 
  Thayan through and through, Azak is calculating and cunning. 
  He has an immense ego which is tempered by incredible 
  patience. His head is shaved, but he wears none of the tattoos 
  commonly associated with red wizards.  
   
  Quote: “I see. However, enlighten me as to how this effects the 
  land of Thay." 
  Searching the Home 
  Azak refuses to allow the characters to search his home 
  and attacks them if they attempt to do so against his 
  wishes. If a fight breaks out, two spies—Hawks surveying 
  Throm—hear the sounds of combat and arrive at the end 
  of the second round. They focus their attacks on the 
  characters before but ensure that Azak is unable to flee. 
  They attack to kill, but ensure that at least one character 
  is alive for questioning. 
   Alternatively, the party can break in when Azak is away. 
  His front and back doors are secured by locks that can be 
  opened by a character with thieves' tools that succeeds at 
  a DC 15 Dexterity check. Inside, his small workspace is 
  covered in boring diplomatic paperwork about developing 
  business and trade ties with Mulmaster. A concealed 
  space beneath a loose floorboard (noticeable with a 
  successful DC 15 Intelligence (Investigation) check) 
  contains a sheaf of documents detailing: 
   
  • 
  The potential provocation of a rebellion in the Zhent 
  Ghettos to weaken the current Counsel of Blades. 
  • 
  "Rassendyll's Sword". Any character that succeeds at 
  a DC 10 Intelligence (History) check identifies Ras-
  sendyll Uoumdolphin as a previous High Blade. 
  • 
  Notes positing that Andrik’s artwork seem capable of 
  influencing an already emotionally-inflamed viewer. 
  Azak has requested funds to sponsor the artist from 
  his handlers in the embassy but to no avail. He is 
  surprised that Andrik painted the mural in the Zhent 
  Market of his own volition, rather than as a commis-
  sioned piece, and now Azak hopes to influence An-
  drik the next time he sees him without offering any 
  payment. 
  The Hawks 
  The special agents of the Mulmaster army are tasked with 
  specialized, often subtle operations, including spying on 
  the population of the city and keeping foreign elements 
  under watch. 
   The Thayans are watched closely and Azak is suspected 
  (rightfully) of being a spy. Hawk agents monitor his 
  movements and home nearly all of the time. They insert 
  themselves into the scene at a potentially inconvenient 
  moment and, suspicious by nature, accuse the characters 
  of working with Thayans. They know nothing about 
  Andrik or the Cult of the Eternal Flame. 
   After leaving Throm's home, two spies begin following 
  the characters, and approach them once out of eyeshot in 
  the hopes to subdue them and bring them in for 
  questioning. Their first inclination is to attack first and 
  ask questions later, but a character that succeeds on a DC 
  11 Charisma (Persuasion) check is able to buy a few 
  moments with which to reason with them. Any character 
  fighting the Hawks with a passive Insight of 13 or higher 
  realizes that the spies appear to be attacking to subdue, 
  rather than kill. 
  Treasure 
  One of the Hawks wears a silver ring worth 20 gp. 
  Adjusting the Encounter 
  If the party fights the Hawks, here are recommendations for 
  adjusting this combat encounter. These are not cumulative. 
  • 
  Very weak party: Replace two spies with three guards 
  • 
  Weak party: Replace two spies with six guards 
  • 
  Strong party: Add one spy 
  • 
  Very strong party: Add two spies 
  3. Ironheart Gallery 
  Formerly a display hall for weapons and armor produced 
  by the Gos family forges, the Ironheart Gallery was 
  recently converted to a gallery for the display of art. 
  Several members of the Gos family foresaw the rising 
  trend in expensive works of art in Mulmaster and wanted 
  to carve out a niche early in an effort to profit from 
  commissions on the expensive items. 
   The gallery is open from midday until just past dusk 
  and is overseen by Jurina Plem—who is there several 
  hours prior to opening the doors to the public and several 
  hours after they are locked. 
   
   
   
   
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  17 
   
   
  The long narrow gallery is lit by a surprising number of lanterns 
  hung from the walls and ceiling. Their light has been carefully 
  directed onto the dozens of paintings that line the walls as well 
  as few small sculptures. 
   In the back of the room are a few stands holding dusty suits of 
  armor and weapons, which now serve as little more than coat 
  pegs and hayracks. 
   A young woman turns away from several men and women 
  excitedly discussing a painting. She hurries toward you, wide-
  eyed, with her odd dress of patchwork fabric rustling about her 
  and the jingle of dozens of bangles around each wrist. 
  "Welcome, art lovers, to the rise of Mulmaster's greatest talent!" 
   
  The majority of the works on display are Andrik's, with 
  other artists' paintings clearly being used to take up space 
  after one his has been sold and taken down. The 
  characters can freely inspect the artwork, although Jurina 
  insists they do not touch them. 
  The paintings nearest the door feature very realistic portraits 
  and landscapes of typical Mulman people and places: a noble in 
  finery lighting a prayer candle to Waukeen, a sweating smith 
  forging a sword, and a neighborhood illuminated by the glow 
  spilling from a foundry's doors. 
   Further into the gallery, the works are of closer details: a hand 
  removing or replacing the glass cover of a brightly burning oil 
  lamp, a fire pit with dozens of feet dancing or running in 
  shadow in the background. 
   At the back of the gallery, the paintings are almost completely 
  abstract works of reds, oranges, and yellows that seems to 
  capture the very essence of a flame, held in complete stillness. 
  Still, the shapes seem to hold other objects: a face here, a 
  building there, but always wreathed in flame. 
   
  A character who inspects the paintings and succeeds in a 
  DC 10 Intelligence (Investigation) check notices the 
  brooch worn by Tiega Gos in her portrait is a common 
  feature in a majority of the paintings. 
   The table at the back of the gallery is used to track 
  buyers of the paintings, deliveries, and receipts. Among 
  the names there are Faltyn Gos (marking the delivery of 
  the portrait to the Wave & Wink), Azak Throm (which 
  includes his address), and a number of paintings 
  purchased by someone named Doril Cire and delivered to 
  a number of homes and businesses as gifts. 
  Jurina Plem 
  The Gos family hired Jurina to sell paintings in the 
  gallery, but her time surrounded by Andrik's work has 
  unhinged her. When she is not preoccupied explaining 
  the artwork to visitors, she lights lamp after lamp. She 
  speaks quickly and gestures wildly, always on the verge of 
  toppling one of the countless oil lamps in the gallery. 
   
  • 
  If asked about Andrik she becomes completely over-
  come with emotion, both laughing and crying, as she 
  counts herself blessed to work with "such a vision-
  ary." She finally had the opportunity to meet him 
  several days ago when his patron, Doril Cire, brought 
  him in and introduced him to her. 
  • 
  She describes Andrik as an artistic genius. She 
  claims he has no interested in what his paintings sell 
  for. In fact, he was only eager to create more but 
  seemed uncomfortable with being paid to do it. Jurina 
  noticed his hands always seem to be moving as if he 
  was still holding a brush. 
  • 
  Jurina overheard him talking to Doril about reaching 
  a broader audience, something his patron whole-
  heartedly encouraged saying, "Give your art away, to 
  the masses, and put it on every street. Engulf the city 
  in your work." She suspects Andrik will begin dis-
  playing his art for free around the city which she de-
  scribes as "the work of a noble and selfless mind!" 
  • 
  She regards Doril as an incredible patron of the arts 
  but, if specifically asked, she admits she had never 
  heard of the man until he suddenly chose to fund An-
  drik with a seemingly unending supply of gold for 
  paints, brushes, and whatever else he required. 
  • 
  If asked where to find Doril, she says she is unsure 
  because he has not stopped into the gallery since he 
  visited with Andrik. She does however, think he 
  might be some sort of smithy or something, because 
  he mentioned to Andrik that the artist might find in-
  spiration staring into the furnace at his shop. If the 
  characters wish to find out more about Doril, proceed 
  to The Glassblower's Shrine (Part 3, below). 
  • 
  She also saw Doril speak to a Thayan man, Azak 
  Throm, about a mural somewhere in the Zhent 
  neighborhoods, but she has not had time to see it yet 
  (much to her disappointment). This mural is in the 
  Zhent Ghettos and is not difficult to locate if the 
  characters ask around in the surrounding neighbor-
  hood. If the characters wish to investigate the mural, 
  proceed to The Zhent Market Mural, below. 
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  18 
   
   
  Keeping the Gallery Safe 
  If anyone enters the gallery at night when Jurina is not 
  present, or if Jurina utters the command word, "smalt", a 
  suit of animated armor and three flying swords attack 
  intruders. The animated guardians attack anyone but a 
  person wearing an enchanted iron ring (currently worn by 
  Jurina). She can call off the weapons but speaking the 
  command word again. 
   In order to activate or deactivate the weapons and suits 
  of armor, a person must wear the ring. 
   Jurina uses the guardians if anyone attempts to steal or 
  destroy the paintings or if she is attacked. Slightly 
  unhinged by the artwork, she places the paintings above 
  the safety of other visitors to the gallery who are also 
  attacked along with the characters. 
  Treasure 
  Amongst the armor and weapons, the characters find a 
  total of 90 gp worth of precious metals and gems. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove three flying swords 
  • 
  Weak party: Remove two flying swords 
  • 
  Strong party: Add one animated armor 
  • 
  Very strong party: Add one animated armor and two flying 
  swords 
  Tracking the Other Paintings 
  If the characters follow up on the paintings on the list 
  from Jurina's work table (or she tells them the names of 
  other buyers), suggest that they pay a visit to Azak 
  Throm's home (if they haven't already) where they can 
  gather additional clues. If they have already been there, 
  they discover that other places that the paintings have 
  been delivered to have met with some fiery end or 
  another: 
   
  • 
  An inn was burnt to the ground in an unexplained 
  fire. 
  • 
  A man set his home ablaze before taking a torch to 
  neighbors’ homes. The City Watch killed him in the 
  street with a crossbow. 
  • 
  A woman painted the entire interior of her small 
  cottage in red flames before disappearing. Her house 
  inexplicably burnt down shortly thereafter. 
   
  This is all part of Doril Cire's plan to sow fiery chaos 
  throughout Mulmaster. If the characters have not yet 
  connected his name to these events, people that they 
  speak to mention the arrival of the paintings from Doril 
  and that he has been hoarding coal and wood at his shop. 
  4. The Zhent Market Mural 
  The Zhent Market is an abandoned warehouse in the 
  middle of the Zhent ghetto that has been converted into a 
  series of stalls. The otherwise shunned and neglected 
  Zhents conduct business and operate small workshops 
  here. Outsiders stand out, but their business (and more 
  importantly, their coin) is not refused. 
   
  The wood of the massive warehouse has gone gray with age. 
  Many of the roof's shingles have peeled away, and its walls lean 
  ominously inward. 
   Within, hucksters haggle in nearly a dozen languages over 
  goods of dubious quality and origin in a number of ramshackle 
  stalls. The caged fowl of a vendor cluck as they are roughly 
  handled. A journeyman blacksmith grinds an edge onto a rust-
  marked blade. 
   At the far end of the marketplace, one gray wall of the building 
  interior has been painted with a mural that reaches to the 
  sagging rafters. At a distance, the small details are not visible, 
  but huge whorls of vividly painted flame bring color to the dingy 
  interior of the market. 
   
  Most vendors and customers in the market only know 
  that the mural appeared overnight, several nights ago, but 
  little beyond that. Most people are suspicious of the 
  characters, afraid that they are agents of the City Watch 
  or Hawks so they do not voice their approval of the 
  artwork, but they never claim to dislike it. 
   Closer to the actual mural, however, people are more 
  filled with the fervor that Andrik's art inspires. 
   
  Nearer to the mural, there are small shrines of candles and 
  blackened kindling set out on tables by the merchants whose 
  stalls sit beneath the massive painting. When not helping 
  buyers, they stare up at the rendering of a city in flames with a 
  slack-jawed expression of wonder. Their eyes weave back and 
  forth over the incredibly minute details. 
   The city, that bears striking similarities to Mulmaster, burns 
  with a small detailed fire consuming each building. People spill 
  out into the streets wrapped in flames but the exacting details of 
  their faces reveal a look of ecstasy. Even the waves washing 
  against the piers are ablaze. 
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  19 
   
   
   
  The merchants with stalls beneath the mural are excited 
  to speak of it. Like other vendors in the Zhent Market, 
  they say that it appeared overnight and that some of the 
  paint was still wet when they arrived in the morning. If 
  interviewed, they reveal the following: 
   
  • 
  Rumor has it that a man named Andrik painted it, but 
  no one witnessed the artist at work. They did see a 
  painted-spattered man (who was, in fact, Andrik) 
  speaking to a Thayan man and pointing at the wall 
  prior to the mural's appearance. Later the same 
  paint-spattered man was back with wealthy-looking 
  man who was overheard saying that he would "pay 
  completely to see you realize your vision." 
  • 
  Neither the presumed artist nor the patron has been 
  seen since, but the Thayan, Azak Throm, has talked 
  to the merchants on multiple occasions since the 
  mural's appearance. He usually repeats the same 
  questions to the same people: How does this artwork 
  make you feel? How do you feel about how the 
  Mulmasterites treat you? 
  • 
  They are unaware of his desire to see rebellion 
  fomented in their ranks, but they are also unaware 
  that their minds are being altered. If asked, most are 
  moved enough by the painting to say they would like 
  to see the city ablaze without fully realizing what they 
  are saying. 
   
  If the characters have not yet been to Azak Throm's 
  house, one of the vendors can direct them there. (The 
  Thayan wanted to interview him in-depth to understand 
  the nature of the effect that the mural was having and 
  invited the man to his home.) 
   If the characters have not already heard of Doril Cire, 
  the wealthy patron is not familiar to them but a vendor 
  suggests that a patron of the arts would likely be known 
  at the Ironheart Gallery. If they have already been there 
  and learned of him, then they immediately recognize the 
  description of the man accompanying Andrik in the first 
  bullet, above. 
  Development 
  By the end of Part 2, the characters should be have 
  gathered the information needed to locate Doril Cire at 
  his shop later that night and to determine that Andrik 
  Gos's artwork is inspiring viewers to pyromania and must 
  be stopped. 
   
   Knowing where and when to locate Doril should allow 
  them some time to prepare and possibly contact Faltyn 
  Gos and Urdun Brizik about their leads. Based on their 
  interactions with the City Watch and the Hawks, it is 
  possible they could request assistance. If they do, refer to 
  Calling for Backup under the Smithy's Shrine in Part 3, 
  below. 
   
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  20 
   
   
  Part 3: Blazing Conflict 
  The final part of the adventure calls for the players to 
  confront Doril Cire at his shop. At their moment of 
  victory, however, they see a massive blaze erupt in the 
  heart of the city. 
   There, Andrik Gos, fully consumed by madness has 
  created his masterwork. His unusual talent has animated 
  a force that could leave Mulmaster a smoldering ruin 
  unless the party quickly intervenes. 
  The Glassblower’s Shrine 
  All month long, Doril has collected a significant amount of 
  coal and driftwood in the rear of his shop. On the final day 
  of the month, the whole thing is set ablaze while he and a 
  handful of other cultists gather around it. Doril Cire and 
  three cultists, devotees of the Cult of the Eternal Flame, 
  intend to use the ceremony to hatch a clutch of two fire 
  snakes to unleash on Mulmaster in conjunction with 
  Andrik's "final masterpiece." 
   The ceremony at the shop begins at dusk and fifty 
  attendees, including Doril Cire and the cultists, gather 
  around the tower of driftwood. 
   
  A shockingly frigid wind yanks cold spray from the crashing 
  waves leaving those worshippers not wrapped in heavy cloaks 
  shivering despite their fervor. Over four dozen men and women 
  ignite torches to be cast into the precarious tower of driftwood 
  the moment the sun disappears beneath the horizon. 
   When the moment arrives, a volley of burning wood sails 
  through the air and the driftwood immediately blazes and 
  crackles above the din of the sea. The flames first climb to its 
  top, forty feet in the air, then rise even higher in a coiling red 
  tornado that lashes the sky. 
   Worshippers of Talos begin to chant and frantically whip their 
  bodies in circles as they parade around the tower of blazing 
  wood that already sways in the wind. 
   
  On a successful DC 15 Wisdom (Perception) check, any 
  characters watching the worshippers as they hurl torches 
  into the fire when the ceremony begins notice that some 
  of the worshippers throw melon-sized spheres into tower 
  of wood instead of torches. The two globes can be seen 
  glowing a brightly, even amid the flames, after only a few 
  moments. These are two fire snake eggs acquired by the 
  Cult of the Eternal Flame (see below). 
   The characters can scan the crowd to attempt to 
  identify Doril, either by a physical description or by 
  spotting the brooch he wears which appears in many of 
  Andrik's paintings with a successful DC 10 Wisdom 
  (Perception) check. 
   Doril and the cultists wait patiently for the eggs to hatch 
  unless the characters interfere in some way. Once the 
  eggs hatch, Doril commands the snakes to attack the 
  passersby who have stopped to watch the events. 
   In combat, Doril shouts like a madman, speaking of the 
  fiery ruin of Mulmaster at the hands of the Cult of the 
  Eternal Flame. Many of the bystanders scatter but some 
  remain behind, awestricken by the flames. 
   The Burning Shop. A creature entering the burning 
  shop takes 5 (1d10) fire damage. 
  Fire Snake Eggs 
  Any creature that spends an action may attempt to 
  remove an egg from the fire. The creature doing so, 
  however, takes 3 (1d6) fire damage as they draw close to 
  the fire and must succeed at a DC 11 Dexterity check or 
  else the egg hatches as it is being removed. A creature 
  succeeding at this check removes the egg without 
  hatching it. 
   A prematurely-hatched egg yields a fire snake but the 
  creature is incapacitated until the end of the following 
  round. It remains in the fire, however, so any creature 
  attacking it with a melee weapon takes 3 (1d6) fire 
  damage in addition to any damage done by its Heated 
  Body. 
   The eggs are AC 15 with 3 hit points. If an egg is 
  deliberately smashed while in the fire, treat it as 
  prematurely hatched—the fire snake have half of its 
  normal hit points. If smashed outside the fire, the fire 
  snake cannot hatch and is considered killed. An 
  unmolested egg hatches normally at the end of the third 
  round. 
   If the cultists see anyone attempting to interfere with 
  the eggs, Doril and his fellow devotees immediately 
  attack. If an egg is removed from the fire but not 
  smashed, the cultists attempt to retrieve it to put it back 
  into the flames. 
  Adjusting the Encounter 
  If the party fights the Hawks, here are recommendations for 
  adjusting this combat encounter. These are not cumulative. 
  • 
  Very weak party: Remove two cultists and one of the fire 
  snake eggs 
  • 
  Weak party: Remove one of the fire snake eggs 
  • 
  Strong party: Add four cultists. 
  • 
  Very strong party: Add two cultists and one fire snake egg 
  
    
   
   
   
   
   
   
   
   
   
  Flames of Kythorn 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  21 
   
   
  Calling for Backup 
  If the characters managed to make arrangements with the 
  City Watch or the Hawks prior to this event a half dozen 
  Watch members or a pair of Hawks are disguised among 
  the bystanders. They refrain from revealing themselves or 
  interfering until it looks like they can attempt to claim the 
  glory of stopping the cult. 
   Use their intervention to offset particularly bad dice 
  rolls on the part of the adventurers but if the characters 
  are going to succeed on their own, let them. The Watch or 
  Hawks then act as if they did the hard part but witnesses 
  to the events quickly spread the word throughout 
  Mulmaster about who was truly responsible for stopping 
  the cultists. 
   If the characters spare Doril's life, he is promptly 
  hauled away by the agents. 
  Development 
  When Doril is reduced to 0 hit points, the clouds above 
  Mulmaster are traced with flickering orange flames. Doril 
  cackles that the party is too late: "Andrik's masterpiece 
  has been completed! Mulmaster shall burn!" 
   The characters can easily follow the shouts and the 
  glow of the fires to locate Andrik Gos in the final scene, 
  Molten Masterpieces. 
  Treasure 
  Doril wears a large amount of gaudy, glass jewelry—likely 
  all items that he has made himself. However, as gaudy as 
  they are, his atrocious acts cause his pieces to be highly 
  sought after. The characters discover that they are worth 
  a startling total of 130 gp. 
  Molten Masterpiece 
  Doril created glass vessels to contain the elemental spirits 
  unleashed by Andrik Gos's painting. Andrik's mad energy 
  has suffused the glass creations with enough power to 
  channel and enacts the destructive desires of the people 
  who hate and fear the High Blade. 
   Andrik runs alongside the magmins as they carve a fiery 
  swath through the city. 
   
  Ahead you hear cries of terror and the crashing sounds of 
  splintering wood and grinding stone. People rush past you to 
  flee the hellish glow of whatever burns so bright behind them. 
  Rounding a tall building you see a handful of figures, dashing 
  through the street. 
   The figures look are man-shaped, but appear to be made of 
  red-hot glass, painted in vibrant colors. As they dance down the 
  street, they leave globs of molten glass spiting and smoking on 
  the street. 
   Running alongside the creatures, Andrik continues to paint 
  them as they move. He places his brush thoughtfully in his 
  mouth before touching it to his pallet and then returning to his 
  art, completely heedless of everything going on around him. 
   
  Andrik, a commoner, is lost completely in the reverie of 
  his art and does not respond to anyone calling for his 
  attention; he is simply unwilling to stop painting 
  voluntarily. As an action, he can paint a magmin within 5 
  feet of him, causing it to regain 1d8 hit points. 
   The four magmins lay waste to everything in their path 
  but turns their focus onto the characters if they attempt to 
  take any actions against it or if they attempt to stop 
  Andrik from painting. 
  Roleplaying Andrik Gos 
  Whatever Andrik was before he became is anyone's guess. Now 
  he is a man possessed. His every thought, desire, and longing is 
  consumed by the movement of a brush on canvas. He is frantic 
  in motion and thought. Nothing else matters. 
   
  Quote: "The flames! I paint the pretty flames!" 
  Adjusting the Encounter 
  If the party fights the Hawks, here are recommendations for 
  adjusting this combat encounter. These are not cumulative. 
  • 
  Very weak party: Remove three magmins 
  • 
  Weak party: Remove two magmins 
  • 
  Strong party: Add two magmins, increase their hit points to 
  18 
  • 
  Very strong party: Add four magmins, increase their hit 
  points to 22 
  Development 
  Unless the characters flee the scene quickly, the city 
  watch arrives, escorting members of the Cloaks, and 
  attempting to detain those remaining along with Andrik (if 
  he is still alive). If the characters explain what happened, 
  particularly if they explain that Watch members or Hawks 
  were present at the shop and witnessed what transpired, 
  they are instead escorted to Faltyn Gos. 
  
    
   
   
   
   
   
   
   
   
   
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  22 
   
   
   Gos vouches for the characters and they are freed. 
  Andrik is released into his uncle's care to be held under 
  permanent house arrest. 
   In the event the magmins are not stopped by the party, 
  a large contingent of the City Watch, supported by the 
  Hawks and Cloaks, destroy them but only after 
  considerable damage to the city and its residents. 
  XP Award 
  If the characters spare Andrik Gos, award each character 
  50 XP. 
  Concluding the 
  Adventure 
  Once word reaches the City Watch about the actions of 
  the characters and the discovery of members of a Cult of 
  Elemental Evil, they are willing to release Kata Brizik as a 
  victim of magical influence rather than being responsible 
  for her own actions. 
   If their demands were satisfied, Urdun and Faltyn both 
  pay their rewards to the party. If the party failed them or 
  double-crossed them in some way, they have made 
  potential enemies of them, although Faltyn and the Gos 
  family is a more dangerous foe than Urdun. 
   Assuming he is not killed, Andrik remains insane but 
  his artistry no longer creates the magical effects it once 
  did now that his greatest work has been completed. His 
  talent flickers and then vanishes completely—leaving him 
  despondent and, for the time being, without purpose. 
   
   
  
    
   
   
   
   
   
   
   
   
   
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  23 
   
   
  Rewards 
  Make sure the players note their character’s rewards on 
  the 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. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Thug 
   
   
   
  100 
  Guard 
   
   
   
  25 
  Spy 
   
   
   
  200 
  Animated armor 
   
   
  200 
  Flying sword 
   
   
  50 
  Fire snake  
   
   
  200 
  Doril Cire  
   
   
  50 
  Cultist 
   
   
   
  25 
  Magmin  
   
   
  100 
  Commoner 
   
   
  10 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Saving Zora Tiega Gos 
   
  50 
  Buying Kata time 
   
   
  50 
  Sparing Andrik Gos  
   
  50 
   
  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. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price. 
   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. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Coatroom trinkets and baubles 
  10 
  Urdun's lockbox 
   
   
  25 
  Stolen liquor bottles  
   
  25 
  Hawks' silver rings  
   
  20 
  Metals and gems from gallery  
  90 
  Doril's jewelry 
   
   
  130 
  Reward from Urdun  
   
  150 
  Reward from Faltyn  
   
  100 
  Brooch of Shielding 
  Wondrous item, uncommon 
  This brooch is fashioned to look like a paint brush whose 
  bristles are aflame. A mad cackling quietly emanates from 
  it every sunset. A full description of this item can be found 
  in the basic rules or the Dungeon Master's Guide. 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character’s logsheet contains a column to record 
  permanent magic items for ease of reference. 
  • 
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
  • 
  In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic 
  items owned by contesting characters, the item’s owner is 
  determined randomly by the DM. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  You receive 200 XP, 100 gp, and ten downtime days for 
  running this session. 
   
   
  
    
   
   
   
   
   
   
   
   
   
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  24 
   
   
  Appendix: Monster/NPC 
  Statistics 
  Thug  
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
  Guard 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
    
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
  Spy 
  Medium humanoid (any race), any alignment 
    
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
    
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
  
    
   
   
   
   
   
   
   
   
   
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  25 
   
   
  Animated Armor 
  Medium construct, unaligned 
    
  Armor Class 18 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  3 (−4) 
  1 (−5) 
    
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 1 (200 XP) 
    
  Antimagic Susceptibility. The armor is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the armor 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the armor remains motionless, it is 
  indistinguishable from a normal suit of armor. 
  Actions 
  Multiattack. The armor makes two melee attacks. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) bludgeoning damage. 
   
  Flying Sword 
  Small construct, unaligned 
    
  Armor Class 17 (natural armor) 
  Hit Points 17 (5d6) 
  Speed 0 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  11 (+0) 
  1 (−5) 
  5 (−3) 
  1 (−5) 
    
  Saving Throws Dex +4 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 7 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Antimagic Susceptibility. The sword is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the sword 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the sword remains motionless and isn’t 
  flying, it is indistinguishable from a normal sword. 
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) slashing damage. 
   
  Fire Snake 
  Medium elemental, neutral evil 
    
  Armor Class 14 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  14 (+2) 
  11 (+0) 
  7 (−2) 
  10 (+0) 
  8 (−1) 
    
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands Ignan but can’t speak 
  Challenge 1 (200 XP) 
   
  Heated Body. A creature that touches the snake or hits it with a 
  melee attack while within 5 feet of it takes 3 (1d6) fire damage. 
  Actions 
  Multiattack. The snake makes two attacks: one with its bite and 
  one with its tail. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage plus 3 (1d6) fire damage. 
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage. 
   
   
  
    
   
   
   
   
   
   
   
   
   
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  Doril Cire, Fire Cultist 
  Medium humanoid (human), neutral evil 
    
  Armor Class 13 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
  11 (+0) 
  12 (+1) 
   
  Skills Deception +3, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
   
  Dark Devotion. Doril Cire has advantage on saving throws 
  against being charmed or frightened. 
   
  Flaming Weapon (Recharges after a Short or Long Rest). As a 
  bonus action, Doril Cire can wreath one melee weapon he is 
  wielding in flame. He is unharmed by this fire, which lasts until 
  the end of his next turn. While wreathed in flame, the weapon 
  deals an extra 3 (1d6) fire damage on a hit. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) slashing damage. 
   
  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. 
   
  Magmin 
  Small elemental, chaotic neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  15 (+2) 
  12 (+1) 
  8 (−1) 
  11 (+0) 
  10 (+0) 
    
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan 
  Challenge 1/2 (100 XP) 
    
  Death Burst. When the magmin dies, it explodes in a burst of fire 
  and magma. Each creature within 10 feet of it must make a DC 
  11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed 
  save, or half as much damage on a successful one. Flammable 
  objects that aren’t being worn or carried in that area are ignited. 
  Ignited Illumination. As a bonus action, the magmin can set 
  itself ablaze or extinguish its flames. While ablaze, the magmin 
  sheds bright light in a 10-foot radius and dim light for an 
  additional 10 feet. 
  Actions 
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d6) fire damage. If the target is a creature or a flammable 
  object, it ignites. Until a creature takes an action to douse the 
  fire, the creature takes 3 (1d6) fire damage at the end of each of 
  its turns. 
  Commoner 
  Medium humanoid (any race), any alignment 
    
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
    
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) bludgeoning damage. 
   
  
    
   
   
   
   
   
   
   
   
   
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  27 
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
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  28 
   
   
  Map: The Wave and Wink 
   
   
   
  
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  29 
   
  DM Appendix: NPC 
  Summary  
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Zor Faltyn Gos (ZORE fall-TEEN GOSS). Insufferable 
  male human noble. Loves talking about himself, but if 
  afforded the respect appropriate to his station, he is 
  otherwise cordial. 
   
  Marim Tem (MAY-rim TEM). Male half-elf trouper. 
  Rumored to know every song ever written. Unfortunately, 
  his reputation has gotten the better of him. He is 
  pompous and arrogant and prone to throwing a tantrum if 
  he doesn't get his way. 
   
  Zora Tiega Gos (ZORE-uh TEE-egg-uh GOSS). Female 
  human noble, wife to Zor Faltyn Gos. Surprisingly down 
  to earth and friendly. She adores art, knowledge, and 
  living life to its fullest--a quality that her husband finds 
  embarrassing. 
   
  Kata Brizik (KAT-uh briz-ICK). Female human. Wife of 
  Urdun Brizik. Although a talented dancer, she is relegated 
  to managing the day-to-day of the Wave and Wink. Jealous 
  of her husband's flirtations. 
   
  Urdun Brizik (ER-dun briz-ICK). Male half-elf. Over of 
  the Wave and Wink. Handsome and flirtatious. Paranoid 
  of being taken advantage or worse yet, robbed. 
   
  Azak Throm (AZ-ack THROW-m). Male human. Thayan 
  through and through, Azak is calculating and cunning. He 
  has an immense ego which is tempered by incredible 
  patience. His head is shaved, but he wears none of the 
  tattoos commonly associated with red wizards.  
   
  Andrik Gos (AND-rick GOSS). The nephew of Zor and 
  Zora Gos. The typical tortured artist, Andrik’s mind is 
  fragile and the boy is easily susceptible to outside 
  influence, as demonstrated in the events that transpire 
  during the course of this adventure. 
   
  Melori Ostur (MEH-lore-ee OH-stir). Human male 
  sergeant among the city watch. 
   
  Jurina Plem (YUR-ee-na PLEM). Human female curator 
  at the Ironheart Gallery—a gallery owned by Zor Gos and 
  used to display and sell art. Passionate about art. 
   
  Doril Cire (DORE-eel SIRE). Human male glassblower. 
  Member of the Cult of the Eternal Flame. Used his skill in 
  blowing glass to create the magmin that run through 
  Mulmaster, setting the city ablaze. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  30 
   
  Results Code: April-May 2015 
  If you are DMing this adventure during the months of April or May 2015, please show your players this page. The QR code 
  below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the 
  future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/DDEX2-05 - Flames of Kythorn.pdf