TEXT:  
   
   
  Streams of Crimson 
   
  The Soulmonger is shattered and its pieces scattered across the peninsula of Chult. Dire forces 
  seek those shards for their own nefarious purposes, and the Red Wizards are rumored to have 
  found a number of them already. Can you wrest those necromantic artifacts from the hands of 
  the dread mages? Part One of the Broken Chains Series. 
   
  A Four-Hour Adventure for 17th-20th Level Characters 
   
   
   
  Iam Pace & William Murakami-Brundage 
  Authors 
   
  Adventure Code: DDAL07-15 
  Optimized For: APL 18 
  Version: 1.3 
   
  Cartography: William Beers 
  Development and Editing: Claire Hoffman, Travis Woodall, Keegan Clements-Housser 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, Greg Marks 
   
  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, 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. 
   
  ©2018 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.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  2 
  Introduction 
  Welcome to Streams of Crimson, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Tomb of Annihilation™ storyline season. 
   This adventure takes place inside of the lava 
  tunnels beneath the Peaks of Flame, the trio of active 
  volcanoes in southern Chult. 
   This adventure is designed for three to seven 
  17th-20th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 18. Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters who are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party     Strength 
  3-4 characters, APL less than    Very Weak 
  3-4 characters, APL equivalent   Weak 
  3-4 characters, APL greater than  Average 
  5 characters, APL less than     Weak 
  5 characters, APL equivalent    Average 
  5 characters, APL greater than   Strong 
  6-7 characters, APL less than    Average 
  6-7 characters, APL equivalent   Strong 
  6-7 characters, APL greater than  Very Strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.). 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League; however, they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  3 
  Adventure Primer 
  “The most recent stories tell of heroes confronting Red 
  Wizards of Thay and other devilry. I pray that this will 
  be the last time such efforts are necessary, but 
  somehow, I think not.” 
  – Far from the Misty Hills, by Aedyn Graymantle 
  Adventure Background 
  The yuan-ti lord Ras Nsi’s followers have captured a 
  shard of Acererak’s Soulmonger, secreting it away to 
  the Obsidian Sanctum, a magical dungeon beneath 
  the Peaks of Flame. They hope to use its power to 
  bring forth Dendar the Night Serpent. But the Red 
  Wizards of Thay move to thwart them, seeking the 
  dread artifact for their own ends.  
   However, the Thayans are not the only ones. Orcus 
  has circumvented an ageless edict and ripped a 
  portal into Chult, unleashing his hordes to secure the 
  Soulmonger, for nothing of necromancy escapes the 
  dominion of the Demon Prince of Undeath. Outside 
  the Obsidian Sanctum, at the feet of the Peaks of 
  Flame, these two formidable forces clashed. Their 
  battle left entire swathes of the jungle as naught but 
  scarred wastelands stripped of life, tainted by 
  rippling magic and haunted by hungry ghosts. 
   The Red Wizards, no strangers to necromancy or 
  demonology, sent the fiends howling back into the 
  darkness. The Thayans, while weakened from their 
  battle, pushed on to the lair beneath the Peaks. They 
  breached the dungeon, confronted the yuan-ti in a 
  second terrible battle. The Thayans forced the 
  serpent folk deeper into their Sanctum. 
   But now the Thayans are blind as they search the 
  complex, as set within is a Chamber of Depthless 
  Mirrors designed to disrupt and mislead even the 
  strongest divination magic. And while the Red 
  Wizards have sought to contact Larloch, an archlich 
  and supposed ally, they have been tricked by the 
  arcane apparatus and have been communicating 
  with something far more powerful.  
   In a curious symmetry of fate, as the yuan-ti have 
  used the Depthless Mirrors to trick the Thayans, so 
  too are they deceived. Unbeknownst to them, their 
  actions were guided by another. Rhaugilath, who 
  struggles under the bonds of Larloch, views the 
  Soulmonger pieces as the means to finally free 
  himself from centuries of imprisonment, but he is 
  unable to act in an obvious fashion. Through dreams 
  he has guided the yuan-ti to hunt and gather the 
  deadly shards to a location warded against the 
  prying eyes of his master’s servants. But as the Red 
  Wizards, allies of Larloch, threaten his plan, he is 
  forced to turn to adventurers to claim the artifact. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
   
  Peaks of Flame. The Peaks are volcanic mountains in 
  southern Chult. They are rumored to hold a door to the Far 
  Realm, where Dendar the Night Serpent waits. 
   
  Obsidian Sanctum. A magical complex hidden beneath a 
  volcano. Within are powerful arcane devices and wards. 
   
  Rashidi al-Zahar ibn Rath (RA-she-dee). An efreeti prince 
  and magic architect who built the Obsidian Complex but was 
  betrayed and imprisoned by the yuan-ti. 
   
  Zonaras Xans (Zo-NAR-as). A Red Wizard archmage who 
  seeks to save his people. 
  Adventure Overview 
  The adventure is broken down into three parts, as 
  well as an appendix of optional encounters. 
   Part 1. After a dream informs the adventurers of a 
  Soulmonger shard, they travel to the Peaks of Flame 
  and enter the Obsidian Sanctum. There, they 
  encounter Red Wizards and yuan-ti in the crumbling 
  dungeon. 
   Part 2. The adventurers find the Orrery in the 
  Room of Depthless Mirrors, which is powered by an 
  imprisoned efreeti prince. 
   Part 3. The adventurers battle Thayan zulkirs and 
  their guardians. During the battle, the Sanctum’s 
  obsidian behemoth awakens and a mighty battle 
  ensues under the volcano. 
   Appendix. Optional Encounters. This contains 
  optional encounters for this adventure. 
  Adventure Hooks 
  The adventurers are sent a dream from Rhaugilath, 
  masquerading as an ally. In the dream, the lich 
  informs them of the Soulmonger shard hidden in the 
  Obsidian Sanctum under the Peaks of Flame. 
   Faction Assignment (Harpers). Divination magic 
  is failing in Chult. While this has many concerned, 
  the Harpers are particularly worried as they heavily 
  rely on such magic. Agents need to obtain at least 
  two pieces of information pertaining to what is 
  distorting divination magic and stop it. 
   Faction Assignment (Zhentarim). With rumors of 
  political turmoil in Thay, Zhentarim members are 
  requested to pursue diplomatic relations with the 
  Red Wizards. Zhentarim members need to make at 
  least two goodwill efforts towards the Thayans. 
   Secret Mission (Order of the Gauntlet).  The 
  Order of the Gauntlet wishes to discover the secrets 
  of the Obsidian Sanctum’s construction so they may 
  use such magic in their own keeps. Agents need to 
  discover the secret of the Sanctum’s architecture. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  4 
  Part 1. The Obsidian Sanctum 
  Estimated Duration: 1 hour, 45 minutes 
  Story Beat 
  In this part, the adventurers learn of the Obsidian Sanctum 
  and are tasked with venturing to it to recover a shard of 
  Acererak’s Soulmonger. They learn they won’t be the only 
  ones pursuing the shard, but they are told of a way to safely 
  contain its power. Finally, they learn there are potential allies 
  in the Sanctum. 
  A. A Dream of the End 
  Read or paraphrase the following: 
  Several nights past you all experienced strange visions as 
  though you had a fever. 
   
  As you slept you dreamed, and it was of the shining cities 
  across the world—the trade states of the Sword Coast, the 
  alliances of the Moonsea, the pyramids of Mulhorand, and 
  more exotic locations, their lights glittering in the night. One 
  by one, they went dark, city after city until all the world 
  faded. Then a black serpent of impossible size wrapped itself 
  around Faerûn and began to squeeze, and squeeze. The 
  image vanished, leaving you standing above your sleeping 
  bodies. 
   
  A frantic voice spoke to you. “Please, I have little time. The 
  yuan-ti have secreted away a shard of the Soulmonger to an 
  ancient stronghold beneath the Peaks of Flame known as the 
  Obsidian Sanctum. They seek to use it in a ritual to unleash a 
  terrible entity upon the world, destroying it so they may 
  reshape it.” 
  The Voice 
  The speaker is Rhaugilath, the archlich. He is well 
  disguised beneath layers of spells, such as mind 
  blank, and other magic to enhance his duplicity. 
   The voice seems to fade with every heartbeat, but 
  it provides the following information: 
  • “You are the few who I have seen capable of 
  stopping this ritual. I have seen others hunting for 
  the shard, hunters in red. They are close to 
  obtaining it.” 
  • This Sanctum lies hidden under powerful wards to 
  prevent divination magic of the highest caliber. To 
  pierce it has cost me dearly. Contact your allies. 
  They will be able to help you where I cannot. 
  • The complex is anchored in the Border Ethereal. 
  The ability to interact with this plane may aid you. 
  • The architect of the magical complex waits 
  imprisoned within. Freeing him may gain you a 
  powerful ally. 
  • “Let me impart to you the location of this magical 
  Sanctum.” Images of fiery mountains come to you. 
  Between two volcanos is a narrow ravine and a 
  hidden obsidian door. 
  • “My scrying, while hampered, has revealed the 
  sigil sequence of a teleportation circle used by red-
  robed wizards to attack the stronghold.” 
  • “I am sorry I can do no more. Searching for the 
  Soulmonger shards has poisoned me with their 
  vile magic and piercing the powerful anti-
  divination field has drained me further. I can only 
  wish you luck.” 
  Read the following after the speaker finishes: 
  After you awoke, you found that several of your allies were 
  contacted in a similar fashion and were awaiting you. They 
  set about deducing the nature of the speaker and these 
  claims. While the speaker was never identified, the 
  information he provided was authenticated by spies and 
  scouts.  
  The adventurers’ factions and allies provide the 
  following information and reconnaissance: 
  • Divination magic is proving problematic and 
  unreliable, just as the voice warned. Some 
  incredible power is disrupting divination spells of 
  the highest order, and this has many of your allies 
  worried. Through mundane means, agents hidden 
  in Thay confirmed that the yuan-ti have hidden a 
  shard in a stronghold near the Peaks of Flame.  
  • The Red Wizards themselves have already 
  mobilized to take it. An operative also reports that 
  the Red Wizards possess an opal amulet capable 
  of safely draining and storing the shards. 
  • But disquiet grows in their ranks, which might be 
  exploited, and allies found among their numbers. 
  • The yuan-ti stronghold’s location has been 
  obtained by field operatives. It is called the 
  Obsidian Sanctum. 
  • Scouts have further confirmed the location of the 
  teleportation circle near the Peaks and found that 
  the stolen sigil sequence works. They stand ready 
  to deliver their strongest strike team—you—to 
  the location to prevent this ritual and stop the 
  Soulmonger shard from falling into the hands of 
  those who would continue to abuse it. 
  • The scouts near the teleportation circle had to 
  retreat because of the Red Wizard activity in the 
  area. Their last report spoke about fiends moving 
  through the region towards the Peaks. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  5 
  Tricks of the Trade 
  What are the Factions Doing? Considering not all the factions 
  give a mission for this adventure, you may want to have 
  the factions that don’t offer missions be the ones that 
  provide the spying and reconnaissance information to 
  make them feel involved, at your discretion. 
  B. The Obsidian Sanctum 
  The Obsidian Sanctum was created long ago by an 
  efreeti prince and his azer architects. 
   Short rests are permitted within the Sanctum, but 
  the volcanic and magical effects interrupt a long rest. 
   Wards and runes empower the glossy stone of the 
  Sanctum, hiding it and protecting it against the 
  volcanic heat and tremors of the Peaks. 
  General Features 
  The Obsidian Sanctum has the following general features: 
   
  Terrain. The magical forces coursing through the obsidian 
  are almost palpable. All the Sanctum is glossy, reflective 
  obsidian. Anyone with the Stonecunning trait or proficiency 
  with mason’s tools recognizes the obsidian as having been 
  magically created. 
   
  Inscriptions. All the writing on their walls, tablets, and 
  artifacts is in Common and Abyssal. 
   
  Light. The runes within the walls shed light that is 
  magnified by the sleek obsidian—the area is well lit. 
   
  Smells and Sounds. In the undamaged sections of the 
  Sanctum, the air is fresh and cool. In the damaged sections, 
  or where there are bodies, the air reeks of baked rock or 
  blood.  
   
  The Sanctum Wards. The Sanctum is under the effects of a 
  forbiddance spell; however, the corruption caused by the 
  shard’s presence is causing it to fail. Corrupted sections of 
  the Sanctum aren’t protected by the ward and are prone to 
  Obsidian Sanctum Effects (see below). 
   
  An entry at the beginning of each area’s description 
  describes whether the wards are intact or corrupted by the 
  Soulmonger—rendering it vulnerable to Obsidian Sanctum 
  Effects. Every half-hour of in-game time, roll a 1d12 and 
  consult the Obsidian Sanctum Effects table below. 
   
  Alternatively, a DM may choose when an effect occurs. 
  Each effect is limited to the immediate area of the 
  adventurers. Pick a 20-foot radius circle centered on the most 
  adventurers. Any effect that requires a saving throw has a DC 
  of 17. 
   
  Planar Travel. Sections where the forbiddance effect has 
  been damaged or corrupted should be viable for navigating 
  through adjacent planes to circumvent obstacles and spy on 
  or surprise enemies. However, each adjacent plane contains 
  its own hazards. 
   
  The adventurers may freely foray into either the Border 
  Ethereal or the Shadowfell. Several clues and rewards exist 
  for those that think to do so.  
   
  Orrery. An arcane device, the Orrery in The Chamber of 
  Depthless Mirrors (see Area M) manipulates divination magic 
  cast within or at anyone or anything in Sanctum. Such spells 
  have either no effect or a misleading one. Deactivating it 
  restores the use of divination magic. 
   
  Dendar Talismans. Being attuned to a Dendar talisman, a 
  black serpent coiled about a blue sphere, grants the wearer 
  the ability to use teleport, plane shift, and cast divination 
  spells within the Sanctum. The talismans also let the attuned 
  creature see the Ethereal Plane and he or she may spend an 
  action to shift into the Ethereal or back. Attuning to a 
  talisman takes a minute. A talisman’s magic fades once the 
  Orrery is deactivated. 
  Obsidian Sanctum Effects 
  The Sanctum is suffused with elemental magic from 
  the ancient volcanos and fire spirits who have 
  formed Chult. The volcanos, however, are 
  responding violently to the presence of the 
  Soulmonger. These effects cannot be counterspelled. 
  Areas are a 20-foot radius circle centered on the 
  most adventurers. 
  Obsidian Sanctum Effects 
  1d12 
  Effect (DC 17) 
  1-2 
  The acrid stench of sulfur issues from a crack. 
  Stinking cloud affects the area.  
  3-4 
  A burst of heat flares from a fissure. Everyone in 
  the area is struck by burning hands. 
  5-6 
  Geysers of flame and lava erupt from the 
  cracked floor. Fire storm affects the area. 
  6-8 
  Your ears pop and ring, and a subtle pressure 
  fills the area. The runes across the smooth 
  obsidian dim. A 7th level dispel magic affects 
  the area. 
  9 
  Caustic fumes pour into the area, clawing at 
  your throat and eyes. Cloudkill affects the area. 
  10 
  An aurora shines through the area. The energy 
  strengthens your mind and will. Every spell 
  caster in the area regains five total levels of 
  spell slots (e.g., one level 5 spell, three level 1 
  and one level 2 spells, etc.). 
  11 
  A slight vibration whispers through, creating a 
  weight against your skin and mind. You feel 
  yourself being closed off to a connection you 
  once had. Each creature within the chamber or 
  hall unattunes from a random magic item. 
  12 
  An understanding of the Weave’s threads 
  settles into your mind. Attuning items requires 
  only a minute. This can also, at the DM’s 
  discretion, undo the Unstable Resonance above. 
  This effect lasts an hour. 
  The Shadowfell 
  The Shadowfell, also called the Plane of Shadow, is a 
  dimension of black, gray, and white. The Shadowfell overlaps 
  the Material Plane. Aside from the colorless landscape, it 
  appears like the Material Plane. Landmarks are recognizable, 
  but they are twisted and distorted reflections of what exists 
  on the Material. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  6 
   
  Complications. The presence of the Soulmonger has 
  caused negative energy to gather in the Shadowfell. 
  Creatures in the Shadowfell are surrounded by clinging 
  blackness (treat as a 5th level darkness spell). Spells that 
  would dispel the darkness instead reduce it to dim light. 
   
  Additionally, adventurers that start their turn within the 
  Shadowfell must succeed on a DC 18 Constitution saving 
  throw or take 16 (3d10) environmental necrotic damage. The 
  creature's hit point maximum is reduced by an amount equal 
  to the necrotic damage taken. The reduction lasts until the 
  target finishes a long rest or leaves the Shadowfell. If the 
  darkness is dispelled, the necrotic damage ceases. 
  The Border Ethereal 
  From the Border Ethereal, a traveler can see into whatever 
  plane it overlaps, but that plane appears muted and 
  indistinct, its colors blurring into each other. Ethereal 
  denizens watch the Material Plane as though peering through 
  distorted and frosted glass; as a result of this distortion, they 
  can’t see anything further than 30 feet into the other plane. 
  Conversely, the Ethereal Plane is usually invisible to those on 
  the overlapped planes, except with the aid of magic. 
   
  Complications: The Border Ethereal subsection for each 
  area is marked with either Calm or Turbulent to indicate the 
  status of the Ethereal realm at that location. Calm areas are 
  safe without additional environmental dangers.  
   
  Turbulent areas have the following effect: The distorted 
  fabric of the Weave has spilled into the Ethereal Plane. After 
  every minute characters spend in the Ethereal Plane, they 
  must succeed on a DC 15 Intelligence saving throw or be 
  shunted into the nearest unoccupied space on the Material 
  Plane, taking 14 (4d6) environmental force damage. 
  Cross Planar Interaction 
  Normally, creatures in the Border Ethereal or Shadowfell 
  can’t attack creatures on the overlapped plane, and vice 
  versa. A traveler on the Ethereal Plane or Shadowfell is 
  invisible and utterly silent to someone on the overlapped 
  plane, and solid objects on the overlapped plane don’t 
  hamper the movement of a creature in the Border Ethereal 
  only. The exceptions are certain magical effects (including 
  anything made of magical force) and living beings. Usually 
  only the Border Ethereal allows creatures to see adjacent 
  planes. However, being attuned to a Dendar talisman allows 
  creatures to view any adjacent plane and spend an action to 
  shift between them. 
  Story Awards Involving the Red Wizards 
  Adventurers with story awards making them foes of 
  the Thayans have disadvantage on Charisma checks 
  while those with story awards making them friends 
  have advantage on Charisma checks. 
  C. Outside the Sanctum 
  Story Beat 
  In this part, the adventurers delve into the Obsidian Sanctum. 
  They meet the friendly Thayans and learn of events in the 
  Sanctum. These allies can provide important information and 
  magical aid.  
   
  The adventurers also learn of the significance of the 
  Dendar talismans. 
  Wards. Intact 
  You step through the glittering air above the glowing 
  teleportation circle. The world warps and stretches and a 
  feeling of weightlessness engulfs you. Time seems to ebb. 
  Suddenly, the Peaks of Flame tower before you as walls of 
  jagged rock. A thick column of smoke pours from the top, 
  lightning dances through it. Ash falls from a blackened sky. 
   
  At the base of the barren mountain is an equally barren 
  plane, stripped of vegetation and life. All around are signs of 
  a magical battle. Craters and fissures scar the area and the 
  torn forms of golems rest in heaps of twisted iron, broken 
  stone, and smashed clay. 
   
  There are reeking piles of dust and sludge dotting the 
  battlefield. 
  This is where the Red Wizards were ambushed by 
  the minions of Orcus. A successful DC 17 Intelligence 
  (Arcana) check reveals that the sludge piles are the 
  remains of scores of defeated fiends. 
   While blood is present, there aren’t any bodies—
  Thayan or otherwise. Instead, tracks lead down into 
  the ravine toward the entrance of the Sanctum, 
  hidden at the bottom of a deep ravine between two 
  volcanic mountains. The Red Wizards collapsed part 
  of it to form a ramp leading to the hidden gates of 
  the Sanctum. 
   As the adventurers reach the ravine, read or 
  paraphrase the following: 
  Just as the dream revealed to you, the entrance to the 
  Obsidian Sanctum rests below, tucked away at the bottom of 
  a narrow ravine between two smoldering mountains. It 
  appears as though part of the ravine has been recently 
  collapsed, forming a ramp towards the Sanctum’s entrance. 
   
  The gates of the Sanctum—once disguised to resemble the 
  surrounding stone—are blasted and broken. 
  As the adventurers reach the bottom of the ravine: 
  The huge antechamber is constructed of perfectly polished 
  obsidian, seamless and uniform as though formed from a 
  single piece. Light sources reflect brightly across the glossy 
  surface.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  7 
   
  Gathered here are a dozen red-robed humans, sitting or 
  lying with bandaged heads, arms, and legs. Three uninjured 
  humans in red are making rounds, administering salves and 
  bandages. Eight heavily damaged constructs are being 
  tended to by two arguing wizards.  
   
  Corpses lie to either side of the chamber: to the east are 
  neatly arranged bodies draped in red, and to the west are 
  serpentine humanoids thrown into a pile. 
  This entry chamber is a circular room 300-feet wide 
  and 150-feet tall. 
   There are seventeen Thayans here: twelve badly 
  wounded red wizards of Thay (all easily identifiable 
  as such due to their ritual tattoos, which designate 
  rank, specialization, family, and religious 
  affiliations), two Thayans administering first aid, and 
  two struggling to repair the damaged golems. They 
  are all overseen by Zonaras Xans. 
   Characters investigating the area that succeed on a 
  DC 15 Intelligence (Investigation) check detect 
  several glyphs of warding (wall of force) placed 
  around the gathering as a safeguard. 
   If the adventurers reveal themselves in a non-
  threatening manner, or agree to a peaceful talk, read 
  the following: 
  The wizards seem startled to see you. A few try to stand, but 
  wince from the effort. A tall man with a shaven head and 
  intricate tattoos sets his staff down and approaches you with 
  his hands held up in a placating gesture. His eyes go wide as 
  he sees your weapons. “I recognize adventurers when I seem 
  them, and successful ones at that. I presume your goal is the 
  same as ours, although for different reasons, certainly. We 
  have no wish for violence or bloodshed, gods know we’ve 
  seen enough today. Perhaps we can peacefully parley. I am 
  not foolish or naive enough to waste your time with an 
  attempt to persuade you from your course, but please 
  understand I am in a difficult position. I am, however, willing 
  to trade valuable information for magical healing for my 
  people.” 
   
  One of the damaged golems attempts to activate but falls 
  forward onto its face. The Red Wizard repairing it sighs. 
  If the adventurers attack, the glyphs activate—
  surrounding the wounded in walls of force. Zonaras 
  Xans (a lawful neutral human archmage) beseeches 
  the adventurers for peaceful resolution. He’s honest 
  and concerned for his people, but also bitter and 
  angry with the Red Wizard leadership. If combat 
  looks unavoidable, Zonaras opens a portal, moving 
  most of the wounded to a safer location (he wears a 
  Dendar talisman allowing him to use such magic). 
  Aiding the Red Wizards 
  Zonaras has no issues with the adventurers 
  eliminating the zulkirs who abandoned him; it’d 
  herald an easy promotion for him. 
   There are twelve seriously wounded Thayans. Any 
  degree of healing stabilizes them. He won’t beg, but 
  Zonaras’ resources are running thin. For each spell, 
  potion, or healer’s kit usage the adventurers provide, 
  Zonaras reciprocates with one of the following. Also, 
  adventurers who succeed on a DC 18 Charisma 
  (Deception, Intimidation, or Persuasion) check gain 
  information. This is a good opportunity to provide 
  inspiration for good roleplaying. 
   In exchange for their aid, he provides the 
  following information: 
  • “The zulkirs and their contingents left us for dead, 
  pressing on and taking most of our supplies.” 
  • “The group within is led by Vallrath Sakar (the 
  zulkir of evocation) and Akhara Nihil (the zulkir of 
  conjuration). Each has their own retinue of 
  knights and golems. There are also about two 
  dozen men-at-arms and a dozen stone golems led 
  by archmagi.” 
  • “Divination magic is acting strangely. Even basic 
  spells such as detect magic provides unusual 
  results. I presume it involves the ward within the 
  walls of the Sanctum. The complex is also 
  protected by forbiddance.” 
  Red Wizards and the Soulmonger 
  If asked about the Soulmonger shard, he may 
  respond with the following: 
  • “The zulkirs are united behind Szass Tam. Our 
  Grand Patriarch has commanded us to capture the 
  Soulmonger or destroy it if capture is impossible. I 
  think Tam fears what such a device could do if 
  modified to target a lich’s phylactery.” 
  • “I believe Akhara Nihil, the zulkir of conjuration, 
  carries an object designed to contain the 
  Soulmonger’s power. I saw the two zulkirs 
  discussing who could be trusted to carry an opal 
  amulet until the time came to use it.” 
  • “The last I heard from the zulkirs, they had come 
  across the dormitories of the yuan-ti and were 
  slaughtering them there.”  
  Red Wizards and the Obsidian Sanctum 
  If asked about the yuan-ti, the Obsidian Sanctum, or 
  the battle outside, Zonaras responds with the 
  following: 
  • “This place is very old with powerful magic woven 
  into the very stone. A few of my fellows have 
  noticed instabilities in the energy flowing through. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  8 
  Something is going on deeper inside, something 
  dramatic enough to damage the wards—a feat 
  unmatched by centuries of volcanic eruptions.” 
  • “The Sanctum itself appears wrought of powerful 
  elemental magic, the kind I’ve only read about 
  performed during the construction of the City of 
  Brass. I wonder if there is a connection. I wish I 
  had more time to study this place.” 
  • “As we prepared to breach the glyphs protecting 
  the gates, we were beset by a horde of fiends and 
  undead. If we weren’t already prepared for battle, 
  we wouldn’t have fared as well as we did.” 
  • “It would appear the soul-stealing quality of the 
  Soulmonger has not gone unnoticed by the princes 
  of the Abyss, and the presence of devourers 
  dispels all doubt as to whom opposes us: Orcus. 
  The Demon Prince of Undeath no doubt casts his 
  gaze upon us.” 
  • “Several yuan-ti purebloods infiltrated our society, 
  stealing our arcane research. Several captured 
  spies led us in the direction of this complex. 
  Locating it once we arrived in Chult was difficult. 
  The wards hiding it truly are impressive.” 
  If asked how the Red Wizards arrived to Chult or 
  found the Sanctum considering it is cloaked from 
  detection, he may respond with the following: 
  • “One of our longtime Chult agents was able to 
  track a pureblood bringing rare spell components 
  to the area of the Obsidian Sanctum. From there 
  we were able to deduce the location.” 
  • “An agent of ours placed a magical beacon close to 
  the Peaks as possible without the Sanctum’s 
  forbiddance disrupting teleportation.”  
  The Red Wizards Asks for Help 
  Zonaras asks the adventurers for help: 
  • “If you come across any wounded, help them and 
  send them back here. Those not part of a zulkir’s 
  personal retinue are here because they had to be. 
  Some won’t be easy to talk with, but please try. 
  • Those with the zulkirs are fanatics. They can’t be 
  negotiated with. But show this to those who 
  aren’t—it may help.” Zonaras hands the nearest 
  character a bronze emblem with the symbol of a 
  circle of seven stars. When shown to Thayans not 
  around the zulkirs, it grants advantage to 
  Charisma (Persuasion) checks. 
  If the adventurers heal all the wounded or raise any 
  of the Thayans from death, Zonaras adds: 
  • “I wish I could do more for you in return, but at 
  least let me tell of you what you might face. The 
  zulkirs’ tattoos feed on magic, bolstering their 
  own. They are accompanied by Thayan knights—
  highly trained bodyguards bound to the zulkirs. 
  The knights emit an aura that protects those 
  around them. If you find yourself pitted against 
  them, separate the wizards from their protectors. 
  And be wary, the men-at-arms are vicious in 
  melee. And by the gods, don’t let them find out I 
  told you this. I feel safe doing so because of how 
  this place distorts divination magic, so Tam can’t 
  find out that way.”  
  • Zonaras hands the adventurers two Dendar 
  talismans (see Treasure, below). “These magical 
  amulets—as best as I can deduce—are bound to 
  the Sanctum. They allow you to peer into and 
  interact with the Ethereal plane. I’m not sure what 
  this means, but I suspect it allows one to move 
  unhindered by traps or other obstacles, or 
  possibly gain access to areas or objects the yuan-ti 
  wish to keep hidden.” A successful DC 25 
  Intelligence (Arcana) check reveals the properties 
  and functions of the talismans, to allow 
  teleportation, divination magic, and planar 
  movement within the Sanctum as well as the 
  ability to perceive and interact with the Ethereal 
  Plane. 
  Investigating the dead beneath the red shrouds 
  shows Thayan casualties. They are under the effects 
  of gentle repose.  
   Investigating the yuan-ti reveals bodies in various 
  states of hybridization, mostly broodguard and 
  abominations. A DC 24 Intelligence (Investigation) 
  check finds one Dendar talisman. 
  Faction Assignment: Zhentarim 
  Assisting Zonaras and the wounded Thayans counts as one of 
  the needed two progression events for this mission. 
  The Final Warning 
  If the adventurers were friendly with the Red 
  Wizards, Zonaras warns them to ward themselves 
  against heat and volcanic gases. When scouting, his 
  familiar saw breaches. 
   If the adventurers kill the wounded Thayans, 
  they earn no experience. If the adventurers attack 
  first but stop and proceed peacefully when Zonaras 
  beseeches them and the adventurers have not killed 
  anyone, or they raise dead those who they killed, 
  award full experience for the encounter.  
  Tricks of the Trade 
  The Adventurer’s Fame. The Thayans in the chamber have 
  heard of the adventurers’ deeds and exploits. They speak 
  honestly and with respect. A few sheepishly inquire about 
  the adventurers’ heroics.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  9 
  Observing the Thayans. These low-ranking wizards are tired 
  and drained from the intense fighting. They appear to be 
  of little threat and are trying to tend to their wounded and 
  emergency golem repairs (which aren’t going well). They 
  have dwindling medical supplies. 
  XP Award 
  If they treat peacefully with the Thayans, award each 
  character 5,000 XP. 
  Treasure 
  If they heal all of the Thayans or raise any of them 
  from death, Zonaras gives the party two Dendar 
  talismans worth 1,000 gp each. A third Dendar 
  talisman is found on the dead yuan-ti. 
  D. Into the Sanctum 
  Wards. Intact 
  You enter a dark hallway, spacious and arched. The glossy 
  obsidian of the passage is flawlessly smooth and spotless, 
  reflecting light dazzlingly. It appears to be carved and 
  polished beyond mere mundane means.  
   
  The hall appears to stretch north hundreds of feet to a set 
  of double doors. They are open. 
  The arched hall is 15-feet tall and 10-feet wide. The 
  passage stretches for 300 feet and then comes to a 
  four-way junction. 
  E. The Dormitory Junction 
  Wards. Intact 
  The double doors are blasted open. This junction is a cross 
  section with doorways directly to the south, where you came 
  from, the west, the east, and the north. All the doors are 
  either smashed or knocked from their frames. The north is 
  the continuation of the long hall from the south while the 
  east and west lead to massive circular chambers. 
   
  Yuan-ti bodies are strewn across the floor, blasted and 
  blistered by powerful spells. Two Thayan stone golems lie 
  toppled in the center of the junction, heads and arms cleanly 
  sheared off by an incredibly sharp blade. 
   
  Also among the remnants of the battlefield are smashed, 
  multi-armed statues of obsidian snake creatures. Each arm 
  ends in an obsidian blade. 
   
  The ringing of metal on metal and screams echo from the 
  eastern chamber. All is silent from the western chamber but 
  for the faint running of water and crackling of fire. 
  This area is  where two halls intersect. The ground is 
  littered with a dozen yuan-ti bodies—mostly those 
  of broodguards and malisons. 
   A successful DC 20 Intelligence (Arcana) check 
  identifies the smashed statues as three destroyed 
  obsidian golems that resembled six-armed snake-
  women with the heads of vipers. Each of their six 
  arms ends with a keen-edged blade. Inspecting the 
  Thayan golems reveals that something 
  supernaturally sharp sheared the golems apart. 
  Treasure 
  Characters searching the yuan-ti corpses recover 
  2,000 gp worth of ornate jewelry. 
  F. The East Dormitory 
  Wards. Intact 
  You enter into an immense hemispherical room, hundreds of 
  feet across with a five-tiered ziggurat carved of green stone 
  rising high from the floor. Smoke pours from its doors and 
  burning tents and bloodied bodies surround the structure. 
   
  A group of humans are clashing with yuan-ti who are 
  retreating up the ziggurat’s stairs. 
   
  Some of the humans wear red robes and are protected by 
  a semi-circle of men-at-arms, while two stone constructs 
  trudge up the stairs after the fleeing yuan-ti. 
   
  All the snake folk present resemble serpents with muscular 
  arms and six heads. 
   
  If either force has noticed you, neither seem to care for 
  the moment as they are focused on the foes before them. 
  The stairs descending from where you stand are wet with 
  blood and littered with yuan-ti bodies and corpses wearing 
  red. 
  The adventurers enter the 600-foot wide chamber 
  on a 60-foot wide landing from which a 15-foot wide 
  staircase descends a further 150 feet to the ziggurat. 
   The Thayan force is led by two archmagi, along 
  with four warlords and two stone golem 
  guardians attuned to the archmagi. 
  Adjusting the Fight (Thayan Forces) 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very Weak: Stone golem guardians’ and warlord’s hit 
  points are each reduced to 100. 
  • Weak: Warlords hit points are reduced to 100. 
  • Strong: Add an archmage and a stone golem guardian. 
  • Very Strong:  Add an archmage, a stone golem guardian, 
  and a warlord. 
  The yuan-ti force is comprised of five anathemas. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  10 
  Adjusting the Fight (Yuan-ti Forces) 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very Weak: Remove two anathemas. 
  • Weak: Remove an anathema. 
  • Strong: Add an anathema. 
  • Very Strong: Add two anathemas. 
  Once the living quarters of prominent yuan-ti, the 
  ziggurat has five, 20-foot levels. The interior has 
  collapsed and is filled with burning rubble. There is a 
  great sandpit for snakes to bathe in and a pond filled 
  with running water fed by a waterfall that crashes 
  from a specialized type of decanter of endless water 
  powered by the Sanctum (removing or stoppering 
  the decanter destroys it). The chamber holds many 
  comforts: clean water, fresh air, waste disposal, a 
  magical larder, and other luxuries. 
  Viewing the Chamber from Other Planes 
  Status. Calm, no save required. 
  Across the walls and domed ceiling are carvings that can only 
  be seen from the Ethereal Plane or Shadowfell, or with the 
  ability to perceive either plane. They are words and images of 
  praise to Dendar. There is also an ornate chest located at the 
  bottom of the ziggurat holding a scroll of regeneration as well 
  as 7,000 gp worth of religious objects. 
  Observing the Battle 
  The yuan-ti and Thayans try to eliminate each other 
  before attempting to murder these new intruders. 
   The Thayans have the upper hand and defeat the 
  yuan-ti in only a few minutes (DM’s discretion), but 
  not without severe losses. If the adventurers let the 
  battle play out, the yuan-ti are killed and the 
  Thayans suffer heavy losses—halving their numbers. 
  The Thayans cast haste on the remaining troops 
  before attacking the adventurers but cast dominate 
  person if a more advantageous opportunity presents 
  itself. The adventurers may attempt diplomacy at 
  any time. 
  Interacting with the Thayans or Yuan-Ti 
  The Thayans are arrogant fanatics and terrified of 
  Szass Tam while the yuan-ti are insane zealots 
  dedicated to Dendar. Parleying with the warring 
  groups should be possible but difficult. It is possible 
  to force a tentative peace between the two groups 
  and convince the Thayans to join Zonaras and the 
  yuan-ti to flee. Both forces know that the fate of the 
  Soulmonger shard is now out of their hands and this 
  skirmish won’t influence it.  
   Negotiating a cease fire requires a successful  
  DC 27 Charisma (Deception, Intimidation, or 
  Persuasion) check—again awarding inspiration for 
  good roleplaying. Afterwards, the adventurers may 
  question either group with a DC 23 Charisma 
  (Persuasion, Deception, or Intimidation) check. Both 
  groups are hesitant to reveal information, but they 
  also don’t want to die. 
  What the Thayans Know 
  Interrogating or questioning the Thayans may 
  provide the following information: 
  • The main Thayan force continued, chasing the 
  yuan-ti towards the heart of the Sanctum. 
  • The zulkirs and knights are still alive. 
  • Vallrath Sakar, the zulkir of evocation, and Akhara 
  Nihil, the zulkir of conjuration, lead the war host. 
  • Information the adventurers missed while 
  speaking with Zonaras may be available here. 
  What the Yuan-Ti Know 
  Interrogating or questioning the yuan-ti may 
  provide the following information: 
  • The yuan-ti lords have moved deeper in to guard 
  the artifact from the red-robed invaders. 
  • “The presence of the blessed artifact is causing 
  problems to the Sanctum. The powerful entropic 
  aura of the shard is eating away at the protective 
  wards, causing the volcanic pressures and heat to 
  crack open the walls and spill in with devastating 
  results. This is a small price to pay as the age of 
  the true people dominating the world is nigh.”  
  If asked about the Obsidian Sanctum, the field of 
  anti-divination, the forbiddance spell, the following 
  can be learned (the adventurers have a second 
  opportunity to learn the following information in 
  The Obsidian Archive later on): 
  • The yuan-ti admit the Obsidian Sanctum was built 
  with the minor aid of an efreeti prince from the 
  City of Brass. His name is Rashidi al-Zahar ibn 
  Rath, a lord of elemental magic who sells his 
  magical services to mortals. The yuan-ti purchased 
  his assistance in crafting the Sanctum by aiding in 
  imprisoning his rival. A suit of armor was chosen 
  as an insult to the imprisoned efreeti sultana as 
  she would be forced to protect mortals, who she 
  disdains. 
  • The Sanctum was to serve as both a secret vault 
  and base used by the yuan-ti and Rashidi’s allies. 
  However, the yuan-ti did not want to share. 
  • As the Sanctum neared its completion, the yuan-ti 
  turned on Rashidi, sealing him within an arcane 
  battery to fuel a device that protects the Sanctum. 
  Both the forbiddance spell and the field misguiding 
  divination magic are controlled by this device.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  11 
  • If the efreeti prince is freed, the device will power 
  down. Also, turning the device off frees Rashidi. In 
  either case, the foolish efreeti will seek vengeance.  
  • The magical item the yuan-ti were supposed to be 
  stewards of was a suit of armor holding the bound 
  spirit of his chief rival. The suit of armor was 
  placed within the room, near enough to Rashidi to 
  taunt him (the yuan-ti laughs, seeming to find this 
  hilarious). 
  • The yuan-ti priests carry Dendar talismans, which 
  permits them access to certain sections of the 
  Sanctum. 
  A DC 25 Intelligence (Arcana or Religion) check 
  reveals that Rashidi al-Zahar ibn Rath was an efreeti 
  lord who indirectly sided with the azer after the 
  building of the City of Brass. 
   He was eventually found out by a rival and, 
  imprisoned for 1001 years (see Roleplaying 
  Rashidi in Area M). 
  Faction Assignment: Zhentarim 
  Intimidating, tricking, or persuading the Thayans to stand 
  down and fall back to the entrance chamber counts as one of 
  the needed two progression events for this mission. 
  Treasure 
  The Thayans carry a total of 5,500 gp worth of spell 
  components and 4,500 gp worth of mundane arms 
  and armor. The yuan-ti carry a total of 5,000 gp of 
  gem-studded jewelry. There are religious relics 
  worth 10,000 gp and three Dendar talismans worth 
  1,000 gp each within the ziggurat. Lastly, characters 
  searching the Ethereal plane in this area find a chest 
  containing 7,000 gp. 
  Roleplay Opportunity 
  Interacting with the Fighting Forces. The yuan-ti are a highly 
  intelligent and pragmatic race, not borne to grudges or 
  anger. The Thayan leaders are genius wizards who value 
  personal safety and power. Neither side wishes to die but 
  both currently see no alternative but battle. The yuan-ti 
  are overly confident in their victory so see it as amusing to 
  reveal information to those who will soon die. 
  G. The West Dormitory and Gardens 
  Wards. Intact 
  You enter a great hemispherical room hundreds of feet 
  across. The chamber is filled with scores of trampled gardens 
  and smoldering huts. It appears this was a small, in-door 
  farming village, but no longer. The room is a shattered mess. 
  Bodies of yuan-ti and red-uniformed men-at-arms litter the 
  floor and stairs and smoke billows from the many burning 
  structures. 
   
  A waterfall streams from the center of the domed ceiling 
  to splash into an artificial pond along the western curve of 
  the chamber.  
  This chamber is 600-feet wide and 300-feet tall. The 
  adventurers enter from a wide ledge with a staircase 
  that descends 150 feet into the room. 
   This was the living quarters of the lower classes of 
  the yuan-ti, mostly purebloods and malisons, who 
  oversaw food production. Before the chamber was 
  devastated, it was as vibrant and flourishing as a 
  jungle, with an underground orchard and many 
  vegetable gardens magically enhanced to yield 
  massive crops. Now, though, the place is a 
  smoldering battlefield. 
   The waterfall feeding the pond and gardens pours 
  from a specialized type of decanter of endless water 
  powered by the Sanctum (removing or stoppering 
  this decanter destroys it). 
  Viewing the Chamber from Other Planes 
  Status. Calm, no save required. 
   
  There are images and words across the walls and ceiling. 
  They are praises to Dendar as well as yuan-ti family trees of 
  purebloods. 
   
  Part of the writing reveals the locations of shrines and 
  offerings from individual families. The adventurers can use 
  the information to locate a hidden chest holding 5,000 gp. 
  Treasure 
  Characters searching the garden chamber that also 
  succeed on a DC 24 Intelligence (Investigation) 
  check find 10,000 gp worth of jewelry and gem-
  studded relics, as well as a potion of flying. Lastly, 
  characters searching the Ethereal plane in this area 
  find a chest containing 5,000 gp. 
  H. The Broken Halls 
  Wards. Corrupted: forbiddance gone, divinations 
  blocked, Obsidian Sanctum Effects occur 
  A terrible heat begins to flood the passage, washing towards 
  you like an open oven. Ahead, sparks flash against the 
  obsidian, appearing so much like a distant lightning storm. As 
  you move ahead, cracks appear in the walls. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  12 
   
  Where the glossy walls have been ruptured, energy spits 
  from the surface as whatever magic flowing through the 
  stone bleeds out. 
   
  An intense heat like a blast furnace pours from the wounds 
  in the stone, causing the air to blur and waver. An acrid, 
  burning smell emits from the fractures. 
   
  Farther down the passage can be seen the angry red of 
  heated stone along with the dancing sparks, which have 
  become more violent, bolts zapping from wall to wall. 
  This hallway is 300-feet long and leads to another 
  hemispherical chamber. 
   Characters proficient in Survival realize that the 
  temperature is dangerously hot, and the air is 
  tainted with poisonous, volcanic gases. 
   Characters proficient in Arcana identify the bursts 
  of sparks and light leaking from the walls as strands 
  of the Weave moving and working in unpredictable 
  ways—causing arcane energy to wax and wane from 
  moment to moment. A DC successful 22 Intelligence 
  (Arcana) check reveals that the powerful magic has 
  been damaged by powerful forces of decay. 
   With the enchantments weakened by the presence 
  of the Soulmonger shard, the volcanic heat and 
  pressure is starting to split open the walls. 
   As the adventurers reach the half-way point of the 
  300-foot passage, read the following: 
  The sweltering heat becomes blistering. Unprotected skin 
  begins to char, and metal armor becomes unbearably hot. 
  The air vibrates and reeks of charred rock and choking gasses. 
  The polished walls crackle with energy around fissures of 
  molten rock, as if struggling to close the red wounds. 
   
  There are also the smoldering remains of a golem and 
  several dead yuan-ti, cooking in the heat. The smell is 
  dreadful. 
  At least two Obsidian Sanctum Effects (roll randomly 
  or choose) occurs as the adventurers move through 
  the tunnel. Shifting to the Shadowfell or Ethereal 
  Plane protects from this danger and allows passage 
  further in, but there are hazards in each plane (see 
  the General Features section). 
  Viewing the Chamber from Other Planes 
  Status. Turbulent, every minute requires a DC 15 Intelligence 
  save or be ejected to the Material Plane, taking 14 (4d6) force 
  damage. 
  Viewing the passage shows the uncontrolled magical energy 
  and bleeding runes as they are slowly unwoven by the 
  presence of the Soulmonger. A DC 24 Intelligence (Arcana) 
  check indicates magical damage of a necromantic nature to 
  the whole complex. 
  I. The Great Rift 
  Wards. Corrupted, forbiddance gone, divinations 
  blocked, Obsidian Sanctum Effects occur more 
  frequently  
  Story Beat 
  During this part, the adventurers see the ever-increasing 
  damage brought to the world by the Soulmonger shard. They 
  explore the rooms to obtain valuable information and 
  treasure. And they deal with the fissure. 
  An immense fissure has split this room. The magic of 
  the Sanctum prevented the destruction of the 
  chamber and preserved the treasures within despite 
  the place being bisected. 
   The contents of each half are still present, knocked 
  over and spilled but unharmed. To continue deeper 
  into the Sanctum, the adventurers must navigate the 
  fissure and cross through each half of the sundered 
  chamber, see Crossing the Fissure and the Lava 
  below. 
   The great fissure is enclosed save for a few cracks 
  in the roof that lead to long shafts to the surface.  
  It is 1,100-feet long, 150-feet deep, and 200-feet 
  across. The bottom of the fissure is covered by a pool 
  of lava. 
   Once the adventurers reach the end of the 300 feet 
  passage, read the following:  
  As you make your way through the damaged passage, the 
  sweltering heat eases and the reek of charred rock fades. 
  Orange light creeps down the hallway towards you, 
  stretching eerily across the glossy surface. You can see the 
  end ahead as it opens into another chamber. But as you near, 
  you see the edifice is split in half by a vast fissure boiling with 
  lava. 
   
  A powerful wind whistle through the space, an updraft 
  from the pools of lava 50 feet below. It tugs at your clothes 
  and hair. The fissure is immense, hundreds of feet long, 
  dozens of feet wide. It reaches 100 feet above you and 50 
  feet below to the glowing pools of lava that seethe across the 
  floor. 
   
  You can see the other half of this chamber across the 
  fissure. There are statues, urns, and shelves. It appears the 
  powerful magic of the Sanctum kept the pieces intact even as 
  this mighty geological event sundered the structure.  
   
  This half of the circular room, the one you stand in, has 
  been neatly cracked by the fissure. Despite the damage and 
  thick covering of volcanic dust, the chamber seems stable.  
  There is a large altar standing against the curve of the 
  western wall. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  13 
  The hemi-spherical chamber is 150-feet wide and 
  150-high at its highest point. A detailed onyx statue 
  of a great serpent coiled around a planet made from 
  a polished sphere of lapis lazuli with malachite 
  continents and islands rests on the altar. 
   Anyone proficient with History knows the planet 
  is Toril while a successful DC 15 Intelligence 
  (Religion) check reveals the snake to be Dendar, the 
  Night Serpent. 
  Viewing the Chamber from Other Planes 
  Status. Turbulent, every minute requires a DC 15 Intelligence 
  save or be ejected to the Material Plane, taking 14 (4d6) force 
  damage. 
  Adventurers see that the lava is cool and solidified on 
  adjacent planes and can be crossed safely. There are no 
  Obsidian Sanctum events on adjacent planes. 
  Treasure 
  The statue is heavy (weighing 500 lbs.) but is worth 
  10,000 gp. Bundles of rare incense have been placed 
  around the altar, worth a total of 2,000 gp. There is 
  also a scroll tube containing a scroll of resurrection. 
  Crossing the Fissure and the Lava 
  The crossing is 200-feet wide and the pool of lava 
  flooding the fissure is 10-feet deep. Two Obsidian 
  Sanctum Effects occur as the adventurers cross the 
  fissure (descriptions may need to be amended to fit 
  the location as there is no floor). 
   Flying or teleporting across the lava is the most 
  obvious choice, but clever thinking can be used here. 
  Characters succeeding at a DC 25 Strength 
  (Athletics) check may be able to hoist huge chunks of 
  stone to create a bridge, while others succeeding on 
  a DC 25 Dexterity (Acrobatics) check may be able to 
  dash across the lava fast enough to avoid damage. 
  Clever characters might even use cold spells to cool 
  the lava enough to safely cross small sections at a 
  time.  
  Lava 
  Direct contact with lava does 44 (8d10) fire damage per turn 
  and counts as quicksand, a DC 10 + 2 for each foot sunk 
  Strength (Athletics) check to escape. An adventurer sinks one 
  foot per turn, two if he or she struggles. A DC 27 Strength 
  (Athletics) check is needed to “swim” through it, failure 
  causes the adventurer to sink. Being within 5 feet of lava 
  does 22 (4d10) fire damage. 
   
  Lava counts as water for the purposes of spells or abilities 
  that allow water walking or water breathing. 
  J. The Serpent Shrine and Archive: North Half 
  of the Chamber 
  Wards. Corrupted, forbiddance gone, divinations 
  blocked, Obsidian Sanctum Effects occur 
  This is the other half of the sundered eastern 
  chamber and it directly across the fissure from its 
  twin. As the adventurers enter, read or paraphrase 
  the following: 
  This broken chamber is the north half of the room across the 
  fissure. The floor is coated in a thick layer of ash. The walls 
  contain dozens of alcoves holding polished obsidian tablets. 
   
  In the western curve of the chamber are nine greenstone 
  slabs, five of which hold elaborate sarcophagi with ornate 
  urns atop them. Each is decorated with distinct images and 
  glyphs. One of the urns is shattered and defiled and the 
  sarcophagi is open and empty. 
   
  At the center of the room is a heavy quartz table scattered 
  with ink bottles and rolled scrolls. 
   
  To the north are a set of double doors. They are open and 
  lead to a long hallway. The stone of this passage is 
  undamaged and the air cool and fresh. 
  The circular chamber is 150-feet wide and 150-tall. 
   Characters proficient in Religion realize that the 
  sarcophagi and urns belong to yuan-ti heroes, and 
  each boasts of the accomplishments of a yuan-ti 
  champion.  Examples include: 
  • Zalhu-Zalha, serpent knight of Dendar, slayer of 
  elves, wielder of the blessed bloodmoon blade and 
  inheritor of the sun-scaled crown. 
  • Sisshava, grand matron and high priestess, mother 
  of legions, she who destroys cities with her great 
  plagues. 
  • Shokosh, peerless assassin and taker of lives, 
  grandmaster of the shadow arts who works 
  Dendar’s will across the Sword Coast. 
  • Talhallianhex, the Saurian-Tor of Delselar, Autarch 
  of the Walking Ziggurat, great summoner and 
  artificer who forges many wonders and weapons 
  for the true people. 
  The fifth is shattered and empty, fragments have 
  most of their images and words scraped away. One 
  word is easily recognizable in Abyssal—"Traitor.” 
   The word “traitor” is repeatedly written over the 
  name “Ishzara.” The broken urn is empty. Harpers or 
  anyone proficient in History recognizes the name. 
  Ishzara is a yuan-ti pureblood who forsook her kind 
  and joined the Harpers. 
   A successful DC 20 Intelligence (Arcana) check 
  reveals the purpose of the sarcophagi and urns. 
  They’re tied to a specific yuan-ti, magically raising 
  them from death. Each urn holds the components 
  required. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  14 
  Trap: The Sarcophagi and Urns 
  Simple trap (level 17–20, dangerous threat) 
  The sarcophagi and urns are protected by dark magic. 
   
  Trigger. Any non-yuan-ti disturbing one of the sarcophagi 
  or urns (except Ishzara’s broken urn) triggers a harm spell. 
   
  Effect. The disturber is targeted by a harm spell (DC 16). 
   
  Countermeasures. A dispel magic (DC 16) removes the 
  trap as does shattering the urns from a distance. Shattering 
  an urn destroys 2000 gp of treasure. 
   The sarcophagi are filled with magically preserved 
  blood. 
   Each of the five urns contains a gem-studded ivory 
  statue of a yuan-ti, along with valuable spell 
  components for various spells. A successful DC 20 
  Intelligence (Arcana) check identifies these as 
  components for spells such as clone, contingency, 
  resurrection, scrying, and locate creature among 
  others. 
  Viewing the Chamber from Other Planes 
  Status. Turbulent, every minute requires a DC 15 Intelligence 
  save or be ejected to the Material Plane, taking 14 (4d6) force 
  damage. 
  The chamber has a hidden chest only accessible from the 
  Ethereal Plane containing five diamonds each worth 1,000 gp 
  and rare ink worth 5,000 gp. Written on the walls in glowing 
  ink are the plans to summon Dendar the Night Serpent to 
  Toril using this Obsidian Complex. Key to this plan is an 
  artifact capable of influencing souls. Also, written on the 
  walls in glowing ink are the plans for the construction of the 
  Orrery. This counts as obtaining information for the 
  Divination Magic, Faction Assignment (Harpers). 
  The Shelves and Tablets 
  The shelves carved into the walls are alcoves holding 
  obsidian tablets. The tablets record the construction 
  of the Obsidian Sanctum and the history of the yuan-
  ti, including prophecies of their return to 
  domination. At the center of the room is a quartz 
  table holding a collection of maps, and jars of rare 
  inks worth 2,000 gp. 
   An adventurer examining the tablet may attempt a 
  DC 22 Intelligence (Arcana) check (being attuned to 
  a Dendar talisman grants advantage on this check) to 
  identify a form of psychic technology akin to Qualith 
  (the “written” language of the mind flayers), but 
  cruder and more dangerous in form.  
  Trap: The Psychic Tablets 
  Simple trap (level 17–20, dangerous threat) 
  The yuan-ti obsidian tablets harbor guarded knowledge. 
  Trigger: Any non-yuan-ti “reading” a tablet must make a DC 
  18 Intelligence save (being attuned to a Dendar talisman 
  provides advantage). 
  Effect: Failure results in 42 (12d6) psychic damage as images, 
  impressions, and emotions bombard the mind. On a 
  successful save, the tablet is mastered, and the information 
  contained within floats gently into the mind. The save is only 
  made once to interact with all the tablets.  
  Countermeasure: A dispel magic (DC 16) removes the trap as 
  does shattering the tablet. Shattering the tablet destroys the 
  information within. 
   The obsidian tablets reveal the following: 
  • The Sanctum was built using elemental magic with 
  the aid of a efreeti prince from the City of Brass. 
  His name is mentioned as Rashidi al-Zahar ibn 
  Rath. The yuan-ti purchased his assisting in 
  crafting the Sanctum by aiding him in imprisoning 
  a rival in a suit of armor. Then, they sealed Rashidi 
  within a great machine. 
  • The tablets cover any information the yuan-ti 
  might have given in the East Dormitory.  
  • The whole of the Sanctum is crafted in the shape 
  of a magical sigil. An especially large room called 
  the Chamber of Depthless Mirrors is mentioned. 
  Within is a device that controls divination magic, 
  the shape of the complex assists with this. 
  • During the time of their ancient empire, the yuan-
  ti record a war with a race of squid-faced 
  creatures aboard flying, tentacled ships. It 
  mentions that these creatures were one of the 
  greatest threats faced by the yuan-ti during the 
  height of their power. They even go so far as to 
  imply they protected humanity from enslavement. 
  This is an odd claim by the yuan-ti who are, 
  themselves, a race of slavers. 
  • Dendar the Night Serpent is mentioned often, by 
  many names: Eater of the World, Spawn of the 
  First Nightmare, Devourer of Foul Visions, and 
  Harbinger of the End. 
  These tablets would be worth a fair amount to any 
  curious scholar, possibly as much as 6,000 gp. 
  Faction Assignment: Harpers 
  Written on the walls in glowing ink that can only be seen 
  from the Ethereal Plane or Shadowfell, or with the ability to 
  perceive either plane, are the plans for the construction of 
  the Orrery. Finding this counts as one of the two needed 
  progression events for this mission. 
  Treasure 
  Components and treasure worth 40,000 gp total, and 
  an additional 10,000 gp worth of treasure hidden in 
  the Ethereal Plane. 
  K. The North Obsidian Passage (the exit from 
  the fissure) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  15 
  Wards. Intact. 
  This is the continuation of the hallway you entered the 
  fissure from. The passage is unusually cool and quiet after 
  the roar of wind and lava. The walls and floor appear 
  undamaged and stretch several hundred feet ahead, coming 
  to a massive double door glowing with sigils. 
  The environmental protections and wards are intact 
  here, filtering out the toxic gases and volcanic heat.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  16 
  Part 2. The Inner Sanctum 
  Estimated Duration: 75 minutes 
  Wards. Intact, forbiddance present, divinations 
  blocked, no Obsidian Sanctum Effects 
  Story Beat 
  In this part, the adventurers deal with the Orrery while 
  avoiding its defenses. They meet the architect of the Sanctum 
  who magically aids the adventurers, gifts them the efreeti 
  chain, and provides information, including progression for 
  faction assignments (Harpers) and the secret mission (Order 
  of the Gauntlet). 
  M. The Orrery and the Chamber of Depthless 
  Mirrors 
  Within this chamber is an arcane Orrery, a massive 
  clockwork machine depicting orbiting planets and 
  moons around a glowing sun. It provides several 
  functions, the first and foremost is the ability to 
  cloak the Obsidian Sanctum in a field that diverts, 
  distorts, or destroys divination magic. Another 
  function of the Orrery is to forecast auspicious 
  moments, such as when Dendar the Night Serpent 
  would be able to invade Faerûn. 
   Read or paraphrase the following when the 
  adventurers enter the room: 
  A massive clockwork machine fills the entire space overhead, 
  hanging hundreds of feet down from the ceiling and 
  spreading hundreds of feet out.  
   
  Giant orbs resembling the cosmos of Toril silently orbit a 
  brilliant sun. They are connected by elegant metal beams to 
  the domed roof. Flashes of lightning jump between the 
  spokes. All along the walls are enormous gears, chains, and 
  other components slowly spinning or swinging.  
   
  Towards the eastern section of the chamber are a pile of 
  yuan-ti corpses. On the other side of the chamber from 
  where you entered is a 50-foot archway holding sealed doors 
  of red obsidian. 
  Every surface of this chamber is flawlessly mirrored, infinitely 
  reflecting the room’s contents. 
  The chamber is 600 feet wide and 300 feet tall, and 
  the machine fills most of the ceiling space. 
  The Orrery Guardians (Obsidian Golems) 
  Four obsidian golems activate to defend the 
  chamber. The golems are created in the shape of six-
  armed women with snake-like features, each with 
  the sigil of Dendar engraved in their foreheads. 
   One of the Red Wizards in Part 3 currently is 
  currently attuned to the hidden control panel and 
  has commanded the golems attack any creature who 
  enters this chamber, including other Red Wizards. 
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very Weak: Remove two obsidian golems. 
  • Weak: Remove an obsidian golem. 
  • Strong: Add an obsidian golem. 
  • Very Strong: Add two obsidian golems. 
   
  Secret Mission (Order of the Gauntlet) 
  If the characters are pursuing the Order of the Gauntlet 
  secret mission, add two obsidian golems. 
  The Chamber of the Orrery 
  Characters inspecting the yuan-ti bodies determine 
  that they fell holding a defensive line—almost as if 
  they were protecting something, yet there is nothing 
  present to protect (this is a hint of where the 
  control console is on the Border Ethereal). 
   The red obsidian doors do not open until the 
  Orrery is disabled or turned off. 
  Viewing the Chamber from Other Planes 
  Status: Calm, no save required. 
  There is a control panel in the Border Ethereal. A successful 
  DC 22 Dexterity check made with a set of thieves’ tools or a 
  successful DC 22 Intelligence (Arcana) check (being attuned 
  to a Dendar talisman grants advantage) deactivates the 
  Orrery, shuts down the golems, or frees Rashidi. 
   
  The Orrery and the strange reflective surfaces of the walls 
  and floor radiant intense magical energy.  
   
  A successful DC 22 Intelligence (Arcana) check reveals the 
  true nature of the chamber—the Orrery draws divination 
  spells and powers into the mirrors, which are depthless to 
  such magic. Once caught within, they can be bent, warped, or 
  lost, depending on the what the controller of the Orrery 
  desires. The chamber can focus on any part of Chult. 
   
  The controller can also opt to enhance their own 
  divination magic by spending a minute attuning to the 
  control panel with a successful DC 22 Intelligence (Arcana) 
  check (having read the tablets in the Obsidian Archive or 
  being attuned to a Dendar talisman grants advantage to this 
  check). Having done so, the Orrery powers down but not 
  before bolstering the adventurer’s divination spells. Spells of 
  such school cast by the adventurer for the next 24 hours 
  count as being under the effects of heightened, distant, and 
  extended metamagic. 
   
  There is also a chest containing magical components for 
  repairing the Orrery in case of damage (see Treasure). 
  Tricks of the Trade 
  The golems have disadvantage on attacks against creatures 
  attuned to a Dendar talisman. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  17 
  Golems have disadvantage on attacks and Dexterity-based 
  saves and checks while balancing on the Orrery or gears. 
  The giant-size gears and chains along the walls and ceiling 
  may be ridden to gain height or used as perches to fire 
  down. A DC 14 Dexterity (Acrobatics) or Strength 
  (Athletics) check is required every turn (this isn’t 
  considered an action) to remain balanced. Failure indicates 
  a potentially long fall. 
  Legendary Trap: The Orrery 
  Complex trap (level 17–20, deadly threat) 
  The Orrery room is a 600-foot-wide, 300-foot-tall 
  hemisphere. The Orrery acts on initiative counts 20, 15, 10, 
  and 5. These events occur until the Orrery is nullified.  
  Individual parts may be targeted to shut off that power. 
   
  Each part has AC 15, 200 hit points, and is immune to 
  poison and psychic damage. AC and hit points may be 
  increased or decreased to suit party strength. 
   
  All powers may be targeted by dispel magic or 
  counterspell, or otherwise negated by spells or abilities. A 
  single dispel or counterspell stops that specific effect on all 
  the golems for that round (e.g., using counterspell on the 
  heal effect stops all golems from being healed for that 
  round). Anyone proficient in Arcana realizes this. 
   
  Trigger: Entering the chamber, touching the Orrery, or 
  damaging the golems. 
   
  Effect: 
  • Golem Teleportation (Initiative 20). An outer planet pulses 
  with purple light and each golem teleports as if it had cast 
  dimension door on itself, moving next to an adventurer. 
  • Lunar Light (Initiative 15). The Tears of Selûne pulse with 
  multicolored light. The Orrery casts faerie fire on the 
  closest adventurer (DC 14). 
  • Orrery’s Wrath (Initiative 10). Electricity dances among 
  the Orrery’s spokes and a shower of sparks sprays the 
  room. The Orrery casts lightning bolt (3rd level, DC 14) 
  targeting the closest non-construct creature not attuned 
  to a Dendar talisman. 
  • Making Whole (Initiative 5). The Toril planetary sphere 
  glows brightly with emerald and sapphire. The Orrery casts 
  heal on each obsidian golem. The spell effect has a 300-
  foot range and effects constructs. 
   
  Countermeasure: A DC 25 Intelligence (Arcana or 
  Investigation) check deduces that the power source is the 
  sun, located in the center of the device. 
   
  Shattering the sun powers the device down and frees 
  Rashidi. It does not stop the golems (only the control panel 
  can do that) but cancels the Orrery abilities. The sun sphere 
  has AC 15 and 250 hit points. It is immune to fire, psychic, 
  and poison damage. Access to the control panel on the 
  Border Ethereal followed by the necessary successful checks 
  also shuts the Orrery down. 
  Shutting Off or Destroying the Orrery 
  There is no obvious off switch for the device as it 
  was never intended to cease functioning, but a 
  hidden one was constructed to shut the Orrery down 
  when repairs or modifications were needed. 
   The Soulmonger has weakened Rashidi’s prison, 
  and he can weave flames into short messages near 
  the sun, asking for assistance and telling the 
  adventurers how to deactivate the Orrery. 
   Shutting down or destroying the Orrery allows 
  divination magic to be cast within the Sanctum again 
  by others not attuned to the control panel. It also 
  renders the Dendar talismans non-magical. 
  The Trapped Efreeti Prince 
  Rashidi al-Zahar ibn Rath is trapped in the sun of the 
  Orrery, where the device draws from his elemental 
  power.  
   Read or paraphrase the following when the Orrery 
  is shutdown or destroyed: 
  A metallic grinding noise vibrates the whole room, shrieking 
  and twisting as the apparatus shudders and stops. The 
  mirrors then dim, seeming less reflective. 
   
  Above you the once bright sun fades to an icy sphere with 
  a burning ember at its heart. A moment later the sphere 
  begins to steam, drip, and melt. A sound of cracking ice fills 
  the chamber then a pillar of fire stretches to the ceiling, 
  blackening the metal, but quickly dies down to reveal a tall 
  humanoid with red skin covered in tattoos that shimmer and 
  dance like oil across water. He wears a set of chain armor 
  studded with crimson gems.  
   
  The figure drifts down to stand before you and bows. 
  Rashidi is quite ecstatic to be freed and profusely 
  thankful. However, he is polite and not prone to 
  effusive shows of emotion. Rashidi can explain or 
  answer a few questions: 
  • “My name is Prince Rashidi al-Zahar ibn Rath, 
  seventeenth son of Rathiman the Wise, who is the 
  Sultan of the Obsidian Mountains and Ruby Palace, 
  Suzerain of the Sparkling Desert, and high vizier of 
  the City of Brass, may his reign remain ceaseless 
  and ever burning.” 
  • Rashidi is a lord of elemental magic and rune craft 
  who sells his magical services and arcane training 
  to mortals. He assisted the yuan-ti with crafting 
  the Sanctum after they aided him in ambushing 
  and imprisoning a rival in an object. A suit of 
  armor was chosen as an insult to the imprisoned 
  efreeti sultana as she would be forced to indirectly 
  protect mortals, who she disdains. 
  • Rashidi gifts his armor (efreeti chain) to the 
  adventurers. Once its recipient is chosen, Rashidi 
  assists the character in donning it—instantly 
  attuning the wearer to the armor in the process. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  18 
  • The Sanctum was to serve as both a secret vault 
  and base used by the yuan-ti and Rashidi’s allies.  
  • As the Sanctum neared its completion, the yuan-ti 
  turned on Rashidi, capturing him and sealing him 
  within his own device where he was used as an 
  arcane battery. This device, the Orrery, controlled 
  a field misguiding divination magic. The field could 
  be focused on any region in the world. 
  • Rashidi can’t assist with the fight with the Thayans 
  or yuan-ti for the Soulmonger shard. He must tend 
  to the Obsidian Sanctum, or it will collapse on 
  everyone due to the effects of the Soulmonger’s 
  proximity. He must tend to emergency repairs. 
  Rashidi can casts mass cure wounds and cure wounds 
  (6th level) once each.  
  Roleplaying Rashidi al-Zahar ibn Rath  
  Rashidi is a merchant of arcane knowledge, selling and 
  trading across the planes. He is overly polite but pragmatic 
  with an appreciation for clever humor. He sided with the azer 
  and was punished for it by a sultana who trapped him within 
  an object where he was forced to grant wishes to mortals. 
  During this time, he came to respect mortals for their 
  tenacity and potential, and he beget a fire genasi bloodline 
  known as the line of Rathiman. 
   
  After winning his freedom, he went about plotting his 
  revenge. With the help of the yuan-ti, he was able to ambush 
  and capture the sultana in a suit of magical armor. In return 
  for their assistance, he constructed the Obsidian Sanctum. 
  However, as it neared its completion, the yuan-ti betrayed 
  and imprisoned him. There he waits still. 
   
  Quote: “You mortals hold the potential to burn as bright as 
  any fire, however brief and bright your flame.” 
   
  Faction Secret Mission and Assignment 
  If asked by the Orrery or the Sanctum, Rashidi provides 
  detailed information on both. This, combined with destroying 
  the obsidian golems, achieves success for the Secret Mission 
  (Order of the Gauntlet) and Faction Assignment (Harpers). 
  Some adventurers may not realize that they can simply ask 
  Rashidi about the place, so prompt them by having Rashidi 
  ask if there is information that would be helpful to them. 
  Tricks of the Trade 
  Interacting with the Efreeti Prince. Rashidi is patient and 
  understanding. He has seen gods die at the hands of 
  mortals who they underestimated, so he carries a prudent 
  respect for them and enjoys interacting with adventurers 
  and scholars. He is thousands of years old and incredibly 
  knowledgeable as one with regular access to the City of 
  Brass and Sigil would be. 
  Treasure 
  There is a chest hidden on the Ethereal Plane with 
  10,000 gp worth of magical parts. Rashidi also gifts 
  the characters with his suit of efreeti chain. The 
  wearer can instantly attune to the armor only if 
  Rashidi assists the character in donning it. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  19 
  Part 3. The Grand Shrine 
  Estimated Duration: 60 minutes 
  Wards. Corrupted, forbiddance gone, Obsidian 
  Sanctum Effects occur very frequently (DM’s 
  discretion) 
  Story Beat 
  In this part, the adventurers must stop the zulkirs from 
  obtaining the Soulmonger shard and teleporting away. During 
  the final encounter, the Sanctum wards fail and the complex 
  begins to crumble. An ancient guardian awakens to thwart 
  both the Red Wizards and adventurers. 
  N. Dendar’s Shrine 
  Read the following when the adventurers enter the 
  final room where the Soulmonger shard is kept: 
  You pass through a doorway to stand in a chamber that is 
  truly enormous, a hemisphere stretching hundreds of feet. At 
  the center is a five-level ziggurat of red stone. A statue of a 
  colossal serpent wraps around each level to rise above the 
  uppermost floor where it looks down at the stairs, its mouth 
  open.  
   
  Upon a glowing dais on the top level is the Soulmonger 
  shard, set before the gaping maw of the statue. The entropic 
  force pouring from the shard is palpable. It fills the whole of 
  the immense chamber with a nauseating sensation. 
   
  The last of the yuan-ti defenders are dead, their bodies 
  strewn around the base of the ziggurat. At the base of the 
  stairs is a squad of Thayan wizards and knights, along with a 
  pair of stone golems. 
   
   Deep cracks mar the domed ceiling and walls, and lava 
  oozes from the wounds as magical energy sparks around it. 
  Large blocks have fallen throughout the chamber. And other 
  sections look ready to collapse. 
  The adventurers enter onto a 60-foot wide landing 
  from which a 15-foot wide staircase descends into a 
  600-foot wide, 300-foot high chamber. A towering 
  ziggurat rises at the center. It has five levels and 
  each level is 20 feet tall. There are four Thayan 
  knights here, along with two Red Wizard zulkirs, 
  and two stone golem guardians. Additionally, the 
  dormant Obsidian Behemoth waits. 
   The fallen blocks may grant full or partial cover or 
  be thrown or otherwise interacted with. The ceiling 
  may also be targeted above enemies to cause a 
  collapse (DM’s discretion, see Battlefield 
  Complications). 
   The entropic force spilling from the Soulmonger 
  shard is palpable here, crumbling the walls, slowing 
  the very heartbeats of living creatures. Any creature 
  within the grand shrine not resistant or immune to 
  necrotic damage becomes vulnerable to necrotic 
  damage (creatures maintain their necrotic immunity 
  or resistance). 
  The Ziggurat 
  A single staircase facing the entrance to the chamber 
  ascends to the top the structure where the 
  Soulmonger shard waits before the gaping maw of 
  the snake.  
  Viewing the Chamber from Other Planes 
  Status: Turbulent, every minute requires a DC 15 Intelligence 
  save or be ejected to the Material Plane, taking 14 (4d6) force 
  damage. 
  This chamber reveals words of praise to Dendar and 
  pronouncements of its dread arrival to Toril. Part of the 
  writing reveals that the massive serpent in the room is 
  imbued with Dendar’s will. This grants advantage on Initiative 
  checks when the Obsidian Behemoth animates. 
   
  Also shown in the Ethereal is where the collapses will 
  occur, or how to cause them. Adventurers seeing this and 
  relaying the information to their companions make it so allies 
  automatically dodge the damage in the Crumbling Ceiling 
  event. They also automatically critically hit the ceiling to 
  cause collapses. 
   
  The zulkirs may also use this against the adventurers, DM’s 
  discretion. 
  Read once the Red Wizards notice the adventurers, 
  which happens automatically once the adventurers 
  enter the chamber unless precautions are taken, 
  such as stealth (the Thayan archmagi have true 
  seeing cast on themselves, so can perceive both the 
  Border Ethereal and invisible creatures): 
  “Of course,” one of the Red Wizard’s sighs. “Why wouldn’t 
  adventurers show up now? Sorry to spoil your heroics but the 
  yuan-ti are dead, their serpent lords defeated. You can leave. 
  We did your work for you.” The Red Wizard studies you for a 
  second, “Wait. I know who you are.” 
  The two zulkirs leading the Red Wizards are Vallrath 
  Sakar (zulkir of evocation), and Akhara Nihil (zulkir 
  of conjuration). Akhara carries an opal amulet 
  capable of drawing and containing the power of the 
  Soulmonger. Each zulkir has 5,000 gp of spell 
  components. 
   Have the Thayan zulkirs mention some of the 
  exploits of the adventurers. At such high levels, the 
  adventurers would have accomplished significant 
  deeds, defeated mighty foes, and recovered 
  renowned treasures. Their exploits are things of 
  legend. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  20 
  Parleying with the Zulkirs 
  The Red Wizards will feign diplomacy, asking for a 
  cease fire, to delay the adventurers as the Red 
  Wizards warband moves into a tactically superior 
  position. A DC 22 Wisdom (Insight) check reveals 
  this. The Red Wizards will answer a few questions to 
  buy themselves time: 
  • If asked why they are here, they say the yuan-ti 
  posed a threat and were trying to summon 
  Dendar, the Eater of Worlds. Also, a number of 
  yuan-ti purebloods had infiltrated Thayan society 
  and the Red Wizards wanted to know what secrets 
  were leaked to them and how many spies they had 
  in Thay (this is actually true). 
  • They work for Szass Tam, the Grand Patriarch of 
  Thay. The Council of Eight Zulkirs are beholden to 
  him. 
  • If asked about the wizards at the entrance, the 
  archmagi pretend concern and ask if they are well. 
  • If asked about the Soulmonger, the archmagi feigns 
  little interest, asking “what could a broken thing 
  be worth? And why are adventurers interested in 
  something like that?” 
  Working under the dangerous and mad Szass Tam 
  has made many of the zulkirs accustomed to acts of 
  sycophancy. The Thayans attempt to flatter the 
  heroes, talking of their deeds and feats. Again, this is 
  merely to buy time for more spells or moving into a 
  tactical position to exploit the adventurers party 
  makeup. If they notice ranged adventurers, they 
  move into full or partial cover. Likewise, if they 
  notice casters, they spread out to avoid area 
  effecting spells, but each archmage stays within 60 
  feet of at least two Thayan knights. If flattery fails, 
  threats are tried. It works well on their slaves and 
  apprentices. 
   Red Wizards, especially archmagi, are incredibly 
  arrogant and narcissistic beings. However, the 
  adventurers are not beings to be trifled with lightly, 
  and the archmagi, with their Intelligence of 20, 
  understand that they need every edge in this battle. 
  After all, how many foes have fallen before these 
  adventurers? 
  Red Wizard Tactics 
  The Thayan zulkirs are mindful of the protections 
  they gain by staying within 60 feet of their knights 
  and will only move away under extreme conditions. 
  The Thayan knights, too, will do their best to stay 
  within 60 feet of their masters. 
   The Thayans try to use the ziggurat’s narrow 
  stairs the to their advantage, summoning barriers 
  and walls, bottlenecking the adventurers, using area 
  of effect spells, knocking the adventurers down, etc. 
   The Thayan force should fight to the bitter end. 
  Facing Szass Tam with failure would provoke a fate 
  far worse than death.  
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very Weak: Remove two Thayan knights. 
  • Weak: Replace a Thayan knight with a stone golem 
  guardian. 
  • Strong: Add two Thayan knights. 
  • Very Strong: Add two Thayan knights and a Red Wizard 
  zulkir. 
  Battlefield Complications 
  In addition to the Obsidian Sanctum Events (which 
  can also affect the Thayans and Obsidian Behemoth), 
  the walls and ceilings of the chamber are weakening. 
   Sections of the walls or ceiling can be also 
  collapsed from an attack. Each 10-foot cubic section 
  has AC 19, 100 hit points, and is immune to poison 
  and psychic damage. 
   This countdown should start once the adventurers 
  enter the chamber but use whatever is most 
  dramatic or most appropriate for the party’s 
  composition (DM’s discretion). 
  Round 2. Crumbling Ceiling  
  At the end of the second round, the following 
  occurs: 
  A quake thunders through the chamber, causing chunks to 
  break and fall from the walls and ceiling. The rocks smash 
  into the floor with an ear-splitting crack and a cloud of dust. 
  Each adventurer must succeed on a DC 16 Dexterity 
  save or takes 35 (10d6) bludgeoning damage and be 
  knocked prone. These chunks can be used as islands 
  when the chamber floods with lava on round 8. 
  Round 4. The Behemoth Awakens 
  At the end of the fourth round, or if the obsidian 
  behemoth is targeted by an attack, the following 
  occurs: 
  The great chamber rumbles a second time, and then before 
  your eyes the statue of the serpent coiled hundreds of feet 
  around the ziggurat begins to shift, then move. Its eyes flare 
  to life with terrible light and it turns its head to look upon you 
  with hate.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  21 
  The obsidian behemoth awakens to guard the 
  Soulmonger shard—attacking the closest target, 
  Thayan or adventurer. The shard can’t be drained by 
  the adventurers or Thayans until the behemoth is 
  defeated. 
  Round 8. The Chamber Floods 
  At the end of the eighth round, the following occurs: 
  A section of a wall splits open and a gout of lava bursts forth. 
  Molten rock begins to flood the chamber. 
  A foot of lava accumulates on the chamber floor at 
  the end of every round after the eighth. Direct 
  contact does 44 (8d10) fire damage. The safest 
  ground is the ziggurat, which is held by the Red 
  Wizards. However, clever adventurers can clog or 
  plug the leaks, stopping the lava, with spells or 
  debris, DM’s discretion. There are 1d6 leaks and 
  allow reasonable strategies to temporarily plug one 
  or more leaks for a few rounds. 
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very Weak: The obsidian behemoth has 375 hit points. 
  • Weak: The obsidian behemoth has 450 hit points. 
  • Strong: The obsidian behemoth has 525 hit points. 
  • Very Strong: The obsidian behemoth has 600 hit points. 
  Round 12. Flight of the Zulkirs 
  If any of the zulkirs remain alive, at the end of the 
  twelfth round read the following: 
  A zulkir reaches the top of the ziggurat and the Soulmonger 
  shard and begins an incantation. The air around the 
  archmage warps and flashes. 
  If the zulkir takes no damage from the characters for 
  an entire round, the zulkir captures the shard’s 
  energy in the opal amulet and casts teleport. 
   If the zulkirs obtain the shard, the adventurers 
  receive In the Hands of the Enemy Story Award. 
  The rest of the adventurer proceeds as written. 
  The Soulmonger Shard 
  Creatures who starts their turn within 10 feet of the 
  shard must succeed a DC 18 Constitution save or 
  take 22 (4d10) necrotic damage (remember the 
  vulnerability to necrotic damage caused by the 
  presence of the foul thing) and find their maximum 
  hit points reduced by an amount equal to the 
  necrotic damage taken. This reduction lasts until the 
  creature finishes a long rest. Creatures whose hit 
  points are reduced to 0 in this manner have their 
  souls devoured and can’t be returned to life except 
  via true resurrection or wish. 
   Protection from evil and good and similar spells 
  may grant advantage on saving throws against this 
  damage. 
   The shard is magically set in place and can’t be 
  removed without dispel magic (DC 19), knock, a 
  chime of opening, or similar effect. 
   When the zulkir’s opal amulet is used on the 
  Soulmonger (takes one action and requires a DC 18 
  Intelligence check), the item glows brightly and 
  draws the power of the Soulmonger into it. When 
  this happens, the shard is deactivated, and the 
  necrotic aura is dispelled. 
   Once the Thayan forces and Obsidian Behemoth 
  are defeated and the Soulmonger shard obtained, 
  read the following: 
  You drain the Soulmonger shard, sealing its power. It no 
  longer pulses with a sick glow. You no longer feel its 
  malignant magic pulling at your life-force, that cold and 
  nauseating sensation twisting your gut.  
   
  The chamber continues to shake, pieces of jagged obsidian 
  falling from the ceiling to splash in the lava below, which 
  continues to seethe and rise. 
  Give the adventurers a chance to make their way out 
  of the crumbling chamber. If they encounter too 
  much difficulty, have Rashidi appear in a burst of 
  flames atop the stairs. He shouts a word of command 
  and the lava slows, dims, and then cools. The 
  chamber stills. 
   Read the following: 
  As you reach the stairs and make your way out of the lava-
  filled room, you find the efreeti lord Rashidi waiting for you. 
  He bows politely. “I am sad to see my work undone, but such 
  is the burden of the immortal. I would be untruthful if I said I 
  do not crave to test the power of that artifact for myself, but 
  death surrounds it, undoing those who seek to exploit it. 
  Many powerful entities pursue it also and I think it prudent 
  not to make myself an enemy of them, or of you.” He bows 
  again. “I am going to bury this Obsidian Sanctum in lava, let it 
  sit until I find the time to repair it. 
   
  “It would appear I was correct to choose you as the new 
  guardians of the armor. I hope it serves you well. Call upon 
  my court when you need my assistance or if you find yourself 
  visiting the City of Brass.”  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  22 
  If he hasn’t already, the efreeti Prince Rashidi al-
  Zahar ibn Rath bestows the suit of efreeti chain upon 
  the adventurers, and thanks them for their 
  assistance. 
   Each adventurer who assists in recovering the 
  zulkir’s opal pendant and capturing the Soulmonger’s 
  energy earns The Opal Pendant Story Award. 
  Tricks of the Trade 
  Shaping the Battlefield. Adventurers should be able to 
  collapse sections of the walls or ceiling to create cover as 
  they approach the Thayans. Alternatively, either group can 
  collapse parts on the other (see Battlefield Complications). 
  Obsidian Behemoth. The Obsidian Behemoth regenerates 
  from fire damage and will swim into the lava when the 
  chamber floods (see Battlefield Complications). 
  Make Peace Not War. While the default encounter with the 
  zulkirs is a fight to the death, if a DM wishes, he or she 
  may allow cooperation to battle the behemoth, possibly 
  having the Red Wizards forfeit this particular shard (there 
  are more) to the adventurers this day. If this occurs, 
  remove the Thayan knights and golems (the DM may 
  describe them as being eaten by the behemoth for 
  dramatic effect) and double the hit points of the 
  behemoth for the party’s current strength (see Adjusting 
  the Fight) to compensate for the zulkirs’ aid. In this case, 
  award experience as if the zulkirs and retinue were 
  defeated by the players. 
  Treasure 
  Each of the two zulkirs carry spell components 
  worth 5,000 gp. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  23 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience (Min/Max: 20,250/27,000 ea.) 
  Total up all combat experience earned for defeated 
  foes and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe          XP Per Foe 
  Archmage           8,400 
  Golem Guardian        5,900 
  Greater Devourer        10,000 
  Obsidian Behemoth       15,000  
  Obsidian Golem         5,900 
  Red Wizard Zulkir        8,400 
  Thayan Knight         3,900 
  Warlord            8,400 
  Yuan-ti Anathema        8,400 
  Non-Combat Awards 
  Task or Accomplishment     XP Per Character 
  Aiding the wounded Thayans   5,000 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name           GP Value 
  C. Outside the Sanctum     3,000 
  E. Dormitory treasure      2,000  
  F. Thayan treasure       10,000 
  F. Yuan-ti treasure       18,000 
  F. Ethereal chest        7,000 
  G. Jewelry and relics       15,000 
  I. Heavy statue and reagents   12,000 
  J. Treasure and components   40,000 
  J. Ethereally hidden treasure   10,000 
  M. Ethereally hidden treasure   10,000 
  N. Zulkir spell components    10,000 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Efreeti Chain 
  Armor (chain mail), legendary (requires attunement) 
  While wearing this armor, you gain a +3 bonus to AC, 
  you are immune to fire damage, and you can 
  understand and speak Primordial. In addition, you 
  can stand on and walk across molten rock as if it 
  were solid ground. 
   This item can be found in the Dungeon Master’s 
  Guide. See Player Handout 3 for more details. 
  Potion of Flying  
  Potion, very rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Scroll of Regenerate 
  Scroll, very rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Scroll of Resurrection 
  Scroll, very rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
   The Opal Pendant. You captured part of the 
  Soulmonger’s energy within a magic opal pendant 
  taken from a Thayan zulkir. At some point in the 
  future, you and your allies will need to deal with this 
  nefarious device permanently. This story award is 
  found in Player Handout 1. 
   In the Hands of the Enemy. You failed to recover 
  the opal pendant from the Thayan zulkirs and lost 
  the Soulmonger fragment. At some point in the 
  future, you and your allies will need to deal with the 
  Soulmonger permanently. Since you don’t possess 
  the opal pendant, you’ll face a greater struggle. This 
  story award is found in Player Handout 2. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  24 
  Player Rewards 
  For completing the adventure, each character 
  receives downtime and renown as described in the 
  D&D Adventurers League Dungeon Master’s Guide 
  (ALDMG). In addition, they may receive additional 
  renown as follows: 
   Members of the Zhentarim that made two 
  goodwill efforts towards the Red Wizards earn one 
  additional renown point. 
   Members of the Harpers that obtained two items 
  or pieces of information pertaining to the Orrery, 
  and then turned it off or stopped it, earn one 
  additional renown point. 
   Members of the Order of the Gauntlet (rank 2 
  or higher) that defeat the Orrery guardians and 
  learn the secrets of the Sanctum’s architecture earn 
  one additional renown point and completion of a 
  secret mission. 
  DM Rewards 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  25 
  Appendix. Dramatis Personae 
  The following NPCs and locations are featured 
  prominently in this adventure: 
    
   Peaks of Flame. The Peaks are volcanic mountains 
  in southern Chult. They are rumored to hold a door 
  to the Far Realm, where Dendar the Night Serpent 
  waits. 
   Obsidian Sanctum. A magical complex hidden 
  beneath a volcano. Within are powerful arcane 
  devices and wards. 
   Zonaras Xans (Zo-NAR-as). A Red Wizard 
  archmage who seeks to save his people. 
   Akhara Nihil (ah-CAR-ah NEE-hill). Red Wizard, 
  archmage, and zulkir of conjuration. Sent along with 
  Vallrath Sakar to retrieve the Soulmonger shard. 
   Vallrath Sakar (VALL-wrath SAH-car). Red 
  Wizard, archmage, and zulkir of evocation. Sent with 
  Akhara Nihil to retrieve the Soulmonger shard. 
   Rashidi al-Zahar ibn Rath (RA-she-dee). An 
  efreeti prince and magical architect who built the 
  Obsidian Complex but was betrayed and imprisoned 
  by the yuan-ti. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  26 
  Appendix. Monster/NPC Statistics 
   
  Archmage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14(+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Senses passive Perception 12 
  Languages Common, Draconic, Elvish, Abyssal, 
  Celestial, Infernal 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage can cast 
  disguise self and invisibility at will and has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, shield, mage armor*, 
  magic missile 
  2nd level (3 slots): blindness/deafness, mirror image, 
  misty step 
  3rd level (3 slots): counterspell, haste, lightning bolt 
  4th level (3 slots): banishment, fire shield, ice storm 
  5th level (3 slots): cone of cold, dominate person, wall 
  of force 
  6th level (1 slot): chain lightning 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): meteor swarm 
  *The archmage casts mind blank and mage armor 
  spells on itself before combat 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  Malagors, Greater Devourer (Devourer) 
  Large fiend (demon), chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 255 (17d10 + 85) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (−5) 
  12 (+1) 
  20 (+5) 
  13 (+1) 
  10 (+0) 
  16 (+3) 
   
  Damage Resistances cold, fire, lightning  
  Damage Immunities poison; immune to bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren't silver 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, Common, telepathy 120 ft. 
  Challenge 13 (10,000 XP) 
  Actions 
  Multiattack. The devourer makes two claw attacks and 
  can use either Imprison Soul or Soul Rend. 
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage plus 36 
  (maximum) (6d6) necrotic damage. 
  Imprison Soul. The devourer chooses a living humanoid 
  with 0 hit points that it can see within 30 feet of it. 
  That creature is teleported inside the devourer’s 
  ribcage and imprisoned there. A creature imprisoned in 
  this manner has disadvantage on death saving throws. 
  If it dies while imprisoned, the devourer regains 25 hit 
  points, immediately recharges Soul Rend, and gains an 
  additional action on its next turn. Additionally, at the 
  start of its next turn, the devourer regurgitates the 
  slain creature as a bonus action, and the creature 
  becomes an undead. If the victim had 2 or fewer Hit 
  Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it 
  becomes a ghoul. Otherwise, it becomes a wight. A 
  devourer can imprison only one creature at a time. 
  Soul Rend (Recharge 4-6). The devourer creates a 
  vortex of life-draining energy in a 20-foot radius 
  centered on itself. Each humanoid in that area must 
  make a DC 18 Constitution saving throw, taking 80 
  (maximum) (8d10) necrotic damage on a failed save, or 
  half as much damage on a successful one. Increase the 
  damage by 10 for each living humanoid with 0 hit 
  points in that area. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  27 
  Obsidian Behemoth 
  Gargantuan construct, unaligned 
  Armor Class 20 (natural armor) 
  Hit Points 420 (20d20 + 200) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   30 (+10) 
  11 (+0) 
  30 (+10) 
  3 (−4) 
  11 (+0) 
  1 (−5) 
   
  Damage Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands Abyssal but can't speak 
  Challenge 16 (15,000 XP) 
  Fire Absorption. Whenever the obsidian behemoth is 
  subjected to fire damage, it takes no damage and 
  instead regains a number of hit points equal to the fire 
  damage dealt. 
  Immutable Form. The obsidian behemoth is immune to 
  any spell or effect that would alter its form. 
  Legendary Resistance (3/Day). If the obsidian 
  behemoth fails a saving throw, it can choose to 
  succeed instead. 
  Magic Resistance. The obsidian behemoth has 
  advantage on saving throws against spells and other 
  magical effects. 
  Magic Weapons. The obsidian behemoth’s weapon 
  attacks are magical. 
  Actions 
  Multiattack. The obsidian behemoth makes three slam 
  attacks. It also makes one bite or uses Poison Breath 
  each turn. 
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., 
  one target. Hit: 26 (3d10 + 10) piercing damage. If the 
  against a Large or smaller creature, it must make a DC 
  19 Dexterity save or be swallowed. While swallowed, 
  the creature is blinded and restrained, it has total 
  cover against attacks and other effects outside the 
  obsidian behemoth, and it takes 56 (16d6) acid damage 
  at the start of each of the obsidian behemoth's turns. If 
  the obsidian behemoth takes 60 damage or more on a 
  single turn from a creature inside it, the obsidian 
  behemoth must succeed on a DC 20 Constitution 
  saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 
  10 feet of the obsidian behemoth. If the obsidian 
  behemoth dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by 
  using 30 feet of movement, exiting prone. 
  Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., 
  one target. Hit: 23 (3d8 + 10) bludgeoning damage. 
  Poison Breath (Recharge 4-6). The obsidian behemoth 
  exhales poisonous gas in a 15-foot cone. Each creature 
  in that area must make a DC 19 Constitution saving 
  throw, taking 45 (10d8) poison damage on a failed 
  save, or half as much damage on a successful one. 
  Legendary Actions 
  The obsidian behemoth can take 3 legendary actions, 
  choosing from the options below. Only one legendary 
  action option can be used at a time and only at the end 
  of another creature's turn. The obsidian behemoth 
  regains spent legendary actions at the start of its turn. 
  • Attack. The obsidian behemoth makes one slam 
  attack. 
  • Move. The obsidian behemoth moves up to half its 
  speed. 
  • Chomp (Costs 2 Actions). The obsidian behemoth 
  makes one bite attack. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  28 
  Obsidian Golem 
  Large construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 255 (17d10 + 85) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  9 (−1) 
  20 (+5) 
  3 (−4) 
  11 (+0) 
  1 (−5) 
    
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Abyssal but can’t speak 
  Challenge 10 (5,900 XP) 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem's weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slashing attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 19 (3d10 + 6) slashing damage. 
  Slow (Recharge 5–6). The golem targets one or more 
  creatures it can see within 10 feet of it. Each target 
  must make a DC 17 Wisdom saving throw against this 
  magic. On a failed save, a target can't use reactions, its 
  speed is halved, and it can't make more than one 
  attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not both. 
  These effects last for 1 minute. A target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  29 
  Red Wizard Zulkir 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Senses passive Perception 12 
  Languages Common, Draconic, Elvish, Abyssal, 
  Celestial, Infernal 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The zulkir has advantage on saving 
  throws against spells and other magical effects. 
  Legendary Resistance (3/Day). If a zulkir fail a saving 
  throw, they can choose to succeed instead. 
  Spell Secrets. When a zulkir cast a spell with a spell slot 
  that deals acid, cold, fire, force, lightning, necrotic, 
  radiant, or thunder damage, the zulkir can substitute 
  that damage type with one other type from that list. 
  Spellcasting. The zulkir is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 
  to hit with spell attacks). The zulkir can cast disguise 
  self and invisibility at will and has the following wizard 
  spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, shield, mage armor*, 
  magic  missile 
  2nd level (3 slots): blindness/deafness, mirror image, 
  misty step 
  3rd level (3 slots): counterspell, fireball, lightning bolt 
  4th level (3 slots): banishment, fire shield, ice storm 
  5th level (3 slots): cone of cold, dominate person, wall 
  of force 
  6th level (1 slot): true seeing* 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): meteor swarm 
  *The zulkir casts mage armor, true seeing, and mind 
  blank on itself before combat 
  Tattoos of Absorption. A Red Wizard zulkir can use a 
  reaction to absorb a spell that is targeting only the 
  zulkir and not with an area of effect. The absorbed 
  spell's effect is canceled, and the spell's energy—not 
  the spell itself—is stored in the zulkir’s magical tattoos. 
  The energy has the same level as the spell when it was 
  cast. The magical tattoos store up to 20 levels of 
  energy. Once the magical tattoos absorb 20 levels of 
  energy, they can't absorb more. If the zulkir is targeted 
  by a spell that the magical tattoos can't store, the 
  magical tattoos have no effect on that spell. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
  Legendary Actions 
  The Red Wizard zulkir can take 3 legendary actions, 
  choosing from the options below. Only one legendary 
  action option can be used at a time and only at the end 
  of another creature's turn. The Red Wizard zulkir 
  regains spent legendary actions at the start of its turn. 
  • Cantrip (Costs 1 Action). The zulkir casts a cantrip. 
  • First-level spell (Costs 1 Action). The zulkir casts a 
  first-level spell. 
  • Second-level spell (Costs 2 Actions). The zulkir casts 
  a second-level spell. 
  • Third-level spell (Costs 3 Actions). The zulkir casts a 
  third-level spell. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  30 
  Stone Golem Guardian 
  Large construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22(+6) 
  9 (−1) 
  20 (+5) 
  3 (−4) 
  11 (+0) 
  1 (−5) 
    
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Abyssal but can’t speak 
  Challenge 10 (5,900 XP) 
  Golem Binding. The golem guardian is magically bound 
  to the Red Wizard that created it.  As long as the golem 
  guardian and its wizard are on the same plane of 
  existence, the Red Wizard can telepathically call the 
  guardian to travel to it, and the guardian knows the 
  distance and direction to the wizard. 
  Golem Shield. When a creature makes an attack 
  against the golem guardian's Red Wizard, as a reaction 
  the golem guardian grants a +2 bonus to the wizard’s 
  AC if the golem guardian is within 5 feet of the wizard. 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem's weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Slow (Recharge 5–6). The golem targets one or more 
  creatures it can see within 10 feet of it. Each target 
  must make a DC 17 Wisdom saving throw against this 
  magic. On a failed save, a target can't use reactions, its 
  speed is halved, and it can't make more than one 
  attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not both. 
  These effects last for 1 minute. A target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Thayan Knight 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 18 (plate) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
   
  Saving Throws Wis +5, Cha +5 
  Skills Athletics +7, Deception +5, Intimidation +5 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 8 (3,900 XP) 
  Aura of Warding. Ancient magic lies so heavily upon 
  the Thayan knights that their aura forms an eldritch 
  ward. A Thayan knight and friendly creatures within 10 
  feet of the knight have resistance to damage from 
  spells. 
  Tattoo Binding. The Thayan knight is magically bound 
  to any Red Wizard zulkir within 60 feet. If the Thayan 
  knight is within 60 feet of a Red Wizard zulkir, the 
  Thayan knight can use his or her reaction to transfer 
  half of any damage the zulkir takes (rounded up) to the 
  Thayan knight. This effect lasts until the beginning of 
  the Thayan knight’s next turn, and the effect ends if 
  the Thayan knight is unconscious, incapacitated, or 
  slain. 
  Spellcasting. The Thayan knight is a 10th-level 
  spellcaster. Its spellcasting ability is Charisma (spell 
  save DC 13, +5 to hit with spell attacks). It has the 
  following paladin spells prepared: 
   
  1st level (4 slots): command, protection from evil and 
  good,  thunderous smite 
  2nd level (3 slots): branding smite, find steed 
  3rd level (2 slots): blinding smite, dispel magic 
  Actions 
  Multiattack. The Thayan knight makes three weapon 
  attacks. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10 + 4) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Dreadful Aspect (Recharges after a Short or Long 
  Rest). The Thayan knight exudes magical menace. Each 
  enemy within 30 feet of the Thayan knight must 
  succeed on a DC 13 Wisdom saving throw or be 
  frightened for 1 minute. If a frightened target ends its 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  31 
  turn more than 30 feet away from the Thayan knight, 
  the target can repeat the saving throw, ending the 
  effect on itself on a success. 
   
  Warlord 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Str +8, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8 
  Senses passive Perception 15 
  Languages Common, Abyssal 
  Challenge 12 (8,400) 
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the start 
  of its turn if it has at least 1 hit point but fewer hit 
  points than half its hit point maximum. 
  Actions 
  Multiattack. The warlord makes two weapon attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Legendary Actions 
  The warlord can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The warlord regains spent 
  legendary actions at the start of its turn. 
  • Weapon Attack. The warlord makes a weapon 
  attack. 
  • Command Ally. The warlord targets one ally it can 
  see within 30 feet of it. If the target can see and hear 
  the warlord, the target can make one weapon attack 
  as a reaction and gains advantage on the attack roll. 
  • Frighten Foe (Costs 2 Actions). The warlord targets 
  one enemy it can see within 30 feet of it. If the target 
  can see and hear it, the target must succeed on a DC 
  16 Wisdom saving throw or be frightened until the 
  end of warlord’s next turn. 
  Yuan-Ti Anathema 
  Large monstrosity, neutral evil 
  Armor Class 16 (natural armor) 
  Hit Points 189 (18d12 + 72) 
  Speed 40 ft., climb 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  13 (+1) 
  19 (+4) 
  19 (+4) 
  17 (+3) 
  20 (+5) 
   
  Skills Perception +7, Stealth +5 
  Damage Resistances acid, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 17 
  Languages Abyssal, Common, Draconic 
  Challenge 12 (8,400 XP) 
  Innate Spellcasting (Anathema Form Only). The 
  anathema’s innate spellcasting ability is Charisma (spell 
  save DC 17). It can innately cast the following spells, 
  requiring no material components: 
   
  At will: animal friendship (snakes only) 
  3/day each: darkness, entangle, fear, haste, suggestion, 
   polymorph 
  1/day: divine word 
  Magic Resistance. The anathema has advantage on 
  saving throws against spells and other magical effects. 
  Ophidiophobia Aura. Any creature of the anathema’s 
  choice, other than a snake or a yuan-ti, that starts its 
  turn within 30 feet of the anathema and can see or 
  hear it must succeed on a DC 17 Wisdom saving throw 
  or become frightened of snakes and yuan-ti. A 
  frightened target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. If a target’s saving throw is successful or the 
  effect ends for it, the target is immune to this aura for 
  the next 24 hours. 
  Shapechanger. The anathema can use its action to 
  polymorph into a Huge giant constrictor snake, or back 
  into its true form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn’t 
  transformed. 
  Six Heads. The anathema has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, or 
  knocked unconscious. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  32 
  Actions 
  Multiattack (Anathema Form Only). The anathema 
  makes two claw attacks, one constrict attack, and one 
  Flurry of Bites attack. 
  Claw (Anathema Form Only). Melee Weapon Attack: 
  +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) 
  slashing damage. 
  Constrict. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one Large or smaller creature. Hit: 16 (3d6 + 6) 
  bludgeoning damage plus 7 (2d6) acid damage, and the 
  target is grappled (escape DC 16). Until this grapple 
  ends, the target is restrained and takes 16 (3d6 + 6) 
  bludgeoning damage plus 7 (2d6) acid damage at the 
  start of each of its turns, and the anathema can’t 
  constrict another target. 
  Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 
  10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage 
  plus 14 (4d6) poison damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  33 
  Map. Sanctum Overview 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  34 
  Map. Area C (Entrance) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  35 
  Map. Area E (Junction) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  36 
  Map. Area F (East Dorm) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  37 
  Map. Area G (West Dorm) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  38 
  Map. Area I/J (Fissure) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  39 
  Map. Area M (The Orrery) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  40 
  Map. Area N (Grand Shrine) 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  41 
  Map. Optional 2 
  (Binding Chamber) 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  42 
  Appendix. Optional Encounters  
  These encounters are optional and increase play 
  time. Each offer roleplay opportunities that impact 
  the adventure by providing mechanical advantages. 
   These optional encounters don’t provide any 
  additional rewards but do provide an additional 
  opportunity to progress a faction assignment. 
  1. Allara, The Thayan Ghost (Optional) 
  Story Beat 
  In this optional encounter, the adventurers meet a ghost 
  seeking help. Her body is lost in the Shadowfell and she seeks 
  to be returned to this world and raised from the dead before 
  it is too late. She offers aid and information in return. 
   
  Navigating environmental dangers:  
  Prime Material: Obsidian Sanctum Effects occur frequently 
  here, as frequent as every 10 minutes. 
  Shadowfell: Dark and lightless. Succeed on a DC 18 
  Constitution save or take 16 (3d10) necrotic damage per turn. 
  This damage reduces maximum hit points. Spells such as 
  daylight guard against the damage.  
  Estimated Duration: 20 minutes 
  Wards. Corrupted, forbiddance gone, divinations 
  blocked, Obsidian Sanctum Effects occur more 
  frequently (DM’s discretion) 
   This encounter may be placed in any hallway with 
  the appropriate modifications to the scenery: 
  damaged walls and planar openings. 
   Before the adventurers have a chance to leave the 
  passageway they are contacted by a desperate ghost. 
   Read the following when the event occurs: 
  Amid the flashes of magical energy and heat distortion, you 
  periodically see the ghostly image of a young woman 
  motioning desperately at you, as if pleading for help. Each 
  appearance of her is proceeded by a profound sadness and 
  painful loneliness, the feelings squeeze at your chest and, 
  even with the heat, a chill runs across your skin. It is clear the 
  woman is in distress. 
  Obsidian Sanctum Effects occur every 10 minutes of 
  in game time in this location. 
  Viewing the Chamber from Other Planes 
  Status: Turbulent, every minute requires a DC 15 Intelligence 
  save or be ejected to the Material Plane, taking 14 (4d6) 
  force damage. 
   
  There are access points between the Shadowfell and 
  Border Ethereal that remain open. The magical damage to 
  the Sanctum is much more apparent in the Ethereal Plane. 
   In the clinging darkness of the Shadowfell lies the 
  body of a Red Wizard who sought to examine the 
  damage to the Obsidian Sanctum, to assess if it was 
  in danger of collapsing and flooding with lava. She 
  was also discerning how the Sanctum’s wards 
  stretched to adjacent realms. 
   She scouted the Ethereal Plane realm and the 
  Elemental Plane of Fire before journeying into the 
  Shadowfell, where she encountered the terrible 
  darkness drawn to the Soulmonger shard. She was 
  ambushed by creatures but managed to battle them 
  back before succumbing to her wounds. Now her 
  ghost clings to her body, refusing to leave it. In the 
  gloom, something hungry pulls at her spirit. 
   Anyone proficient in Perception notices that the 
  woman is wearing Red Wizard robes and is marked 
  by tattoos revealing her to be an abjurer. She is 
  begging for help. 
  Communicating with Allara’s Ghost 
  A DC 15 Intelligence (Religion) check reveals this 
  woman to be a ghost seeking help from the living.  
  She can only speak briefly between flashing between 
  the two planes. She asks an adventurer to let her 
  possess the adventurer so she can speak more 
  clearly. This isn’t a trick. Adventurers may devise 
  other methods to stabilize communication. 
   Her name is Allara Aliskaara (lawful neutral 
  ghost). If they are able to scan her thoughts or 
  emotions, they quickly learn she is sincere and 
  completely terrified and desperate. Despite her 
  dread, she is honest and forthright. She tells them 
  the following after imploring them for rescue: 
  • She frantically pleads for her body to be brought 
  back and raised from the dead. Her body is 
  undamaged, and she has only been dead a few 
  hours, she thinks. 
  • The darkness collecting in the Shadowfell was far 
  greater than she anticipated when she shifted 
  over. Something in it ambushed her. She was able 
  to chase it away but succumbed to her wounds 
  afterwards. 
  • She can sense something in the Shadowfell 
  hungrily pulling at her soul. 
  • If they save her, she will happily assist them in any 
  way she can. She can provide minor magical aid 
  and information. 
  • She was trying to ascertain how long the wards 
  would hold and how deep they spread to keep the 
  Sanctum safe. If the wards touched adjacent 
  planes, such as the Ethereal Plane realm, the 
  Elemental Plane of Fire, and the Shadowfell, the 
  complex could remain functional, and could even 
  be repaired. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  43 
  • Something has caused magical entropy and 
  damage to the wards. It also called the terrible 
  darkness in the Shadowfell.  
  • This same source of necromantic power has torn a 
  hole into the Shadowfell (see Entrance to the 
  Shadowfell below). 
  What Allara Knows 
  If asked about the yuan-ti, the Obsidian Sanctum, or 
  the demons, she may respond with the following. 
  She knows quite a bit, so add what you feel is 
  necessary: 
  • Allara was with the Red Wizard host when they 
  located and moved on the yuan-ti Obsidian 
  Sanctum. She was also present when the Red 
  Wizard forces clashed with a demonic and undead 
  horde also preparing to take the Sanctum. 
  • The Red Wizards learned that the demon princes 
  are actively seeking to capture the Soulmonger 
  shards. 
  • The Red Wizard host consists of several zulkir 
  archmagi, their personal retinues, as well as war 
  golems and Thayan knights (high-level paladins). 
  • The Yuan-ti defenses mostly consisted of magical 
  traps, obsidian golems, and yuan-ti priests of some 
  serpent god. 
  Tricks of the Trade 
  Interacting with the Thayan Ghost. Allara is frantic and 
  frightened, horrified at her new state and the things 
  lurking in the Shadowfell calling her soul. She is sincere 
  and is willing to help the adventurers anyway she can if 
  they save her. 
  Observing the Ghost and Damaged Hall. She phases in and 
  out of the cracked and glowing hallway, whispering and 
  begging for help. 
  Shadowfell Entrance and Allara’s Body 
  In a darkened corner of the tunnel, away from the 
  angry red glow of the fractures and the sparks of 
  magic, is a deep black fissure. It is a portal to the 
  Shadowfell.  
   A DC 15 Wisdom (Medicine) or Intelligence 
  (Religion) check show that she had her life drained 
  away by some undead creature, but its attacks didn’t 
  kill her. She died from physical wounds. 
   Anyone proficient in Religion understands that 
  raise dead, reincarnate, or other magic can be used to 
  bring Allara back as her body is not polluted by the 
  necromantic energies that grant unlife. Such spells 
  simply call her soul to her body, which is not undead.  
   If adventurers retrieve Allara’s body from the 
  Shadowfell, they can raise her in the Material Plane.  
   Once Allara is brought back (lawful neutral 
  archmage), she offers to help the adventurers in 
  what way she can, but she is too weak, and it is far 
  too dangerous to accompany them. She can cast fire 
  shield or true seeing for the adventurers, or other 
  spells from the archmage spell list. 
  Faction Assignment: Zhentarim 
  Saving Allara counts as one of the needed two progression 
  events for this mission. If the adventurers attack her or 
  refuse to help, she vanishes and heart wrenching sobbing 
  echoes through the hallway. 
  2. The Binding Chamber (Optional) 
  Estimated Duration: 15 minutes 
  Wards. Intact, forbiddance present, divinations 
  blocked, no Obsidian Sanctum Effects 
  Story Beat 
  In this optional encounter, the adventurers meet an 
  imprisoned demon seeking freedom. It has information to 
  offer but seeks to trick the adventurers at every turn. 
  This encounter may be placed in any hall or 
  chamber. Simply have the adventurers notice the 
  open doorway. 
   Read the following when the adventurers come 
  across the double doors:  
  Along the wall is a set of doors. They are open. Within is a 
  gently bending hall that turns north. As you follow it, it leads 
  to chamber grandiose in size but eerie in shape. You have 
  entered a great sphere with a circular platform at its center 
  connected and supported by a walkway from the hall you 
  entered from. The platform hangs in the air like a disc with 
  only deep, echoing blackness below. 
   
  Atop the disc lining the edge like a strange wall are daises 
  of varying height and thickness. Atop each are runic circles. 
  On the largest dais is a leering demon far larger than a 
  human. It is corpse thin and covered in pallid flesh. Its ribcage 
  is cracked open and hollow. Its leer changes to a fanged smile 
  as it sees you and in a hideous, inhuman voice it says, 
  “Greetings, givers of freedom. I see you have come to see the 
  beginning of the end of this world.” 
  The chamber is perfect circle 250-feet across and the 
  disc platform at its center is 150-feet across and 7 
  feet thick with numerous columns along the edge, 
  each a different height and thickness.  
   A DC 17 Intelligence (Religion) check identifies the 
  demon as a greater devourer, a fiend of Orcus, the 
  Demon Prince of Undeath. It appears trapped. 
  Anyone proficient with Arcana or Religion can 
  confirm this by the sigils on the daises. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  44 
   If attacked, the wards binding the demon break 
  and release the creature to strike at the adventurers.  
   If asked what the fiend’s name is, it laughs and 
  answers that it is Malagors the Corpse King (this, of 
  course, isn’t its true name but a demonic title. 
  Anyone fluent in Abyssal knows that Malagors 
  means ‘Corpse King’). 
  Viewing the Chamber from Other Planes 
  Status: Clam, no save required. 
   
  Along the walls and floor are glowing glyphs that can only 
  be seen from the Ethereal Plane or Shadowfell, or with the 
  ability to perceive either plane. By taking 1 minute and 
  making a DC 18 Intelligence (Arcana or Religion) check (being 
  attuned to a Dendar talismans grants advantage on this 
  check) identifies the runes as part of a powerful binding. 
   
  This check allows the runes to be activated with an action, 
  which forces extraplanar creatures within the chamber to 
  have disadvantage on all attacks, ability checks, and saving 
  throws for 1 minute. 
  Malagors the Corpse King 
  A DC 24 Intelligence (Religion) check recalls 
  information pertaining to this high-ranking demon: 
  • The Corpse King was said to have been a human 
  priest who committed countless atrocities. Orcus 
  rewarded the priest with demonic ascension. 
  • The Corpse King is a terrifying entity said to have 
  destroyed entire cities. It is infamous for slowly 
  devouring people before their loved ones. 
  Speaking with the Corpse King 
  Malagors offers information in exchange for certain 
  things. The trades should start innocuous and cheap 
  and slowly build to more valuable or personal 
  offerings. Each question should require a trade, but 
  DMs should customize it to suit their needs: 
  • 13 gp 
  • An adventurer’s ideal 
  • A solemn word to not harm Malagors 
  • The full names of any of the adventurers 
  • 653 gp worth of spell components 
  • Any uncommon or higher consumable magic item  
  • A piece of religious treasure from the yuan-ti 
  • A single drop of blood—freely given. 
  • Freedom 
  Malagors and Politics 
  Some information earned via bargaining includes the 
  interesting relationship Orcus, Acererak, and others:  
  • “If you release me, I will assist you in slaying these 
  wizards. They are both our foes. I can also teach 
  you how to safely handle the Soulmonger shard. Its 
  mere presence is anathema to the living, but I can 
  protect you from its soul eating.” A DC 22 Wisdom 
  (Insight) check reveals this to be a trick. 
  • If the adventures release Malagors, he offers them 
  a vial of his blood, claiming this will protect them 
  from the Soulmonger shard. Imbibing the blood 
  causes 40 (8d10) necrotic damage. Malagors 
  attacks once his blood is consumed. Don’t trust 
  demons. 
  • “Acererak, for all his power and knowledge, was 
  blinded by his arrogance and forgot who truly 
  devourers souls. He caused quite the uproar in the 
  Abyss. He will have much to answer for. No soul 
  promised to my lord goes missing without 
  consequence. Acererak will learn this. Again.” 
  • “While the undead raised by Acererak across the 
  planes have pleased Orcus, the two share a 
  tumultuous relationship as the abyssal prince 
  believes Acererak owes fealty to him. Acererak is 
  too powerful to bend to the demon lord’s will, and 
  Orcus can’t subdue or destroy him without leaving 
  himself exposed to his many hated rivals.” 
  • “Acererak considers himself the mightiest of 
  entities not reliant on worship for power. He is 
  contemptuous of other liches, even Vecna. After 
  all, the Lord of the Spider Throne was defeated, 
  however briefly, by Kass. Besides, you don’t hear 
  about a hand of Acererak crawling about, causing 
  trivial mischief.  
  • “Larloch himself has allied, as he has done in the 
  past, with the Red Wizards especially with the 
  Zulkir of Necromancy, Szass Tam, after taking 
  control of Thay, that petty kingdom of magic.”  
  • “My prince will thwart his adversaries, the 
  Demogorgon and that gilded narcissist Graz’zt. 
  When he does, he will send Kel’zull, a Hierophant 
  of Annihilation, to claim the Soulmonger shard.” 
  • “It was the snake blooded fools who sought to 
  bind me here, seeking knowledge of my master’s 
  plans and of the forces of the Red Wizards.” 
  The Soulmonger’s Disruption 
  Malagors can also reveal the wide-reaching impact 
  of the Soulmonger’s ability to steal souls: 
  • As the events of the Soulmonger unfolded upon 
  Toril in the jungles of Chult, the effects the device 
  have had on the Abyss and Hells have been 
  overlooked. These realms feed on souls, devouring 
  the essence of mortals to give birth to the lowest 
  forms of fiends. While both draw souls from 
  countless worlds of the multiverse, those destined 
  for damnation do not escape easily, and never 
  without the attention of the dark lords, for their 
  greed is as endless and their cruelty is ceaseless. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  45 
  • One of the mortals consumed by the Soulmonger 
  had a contract with Asmodeus, and so the soul 
  belonged to him, no one else—it was his to do 
  with as he saw fit, not for another to decide. Yet 
  Acererak’s device stole it. To the perceptions of 
  some, the mortal escaped and proved that deals 
  with Asmodeus can be broken. An infernal duke 
  called into question Asmodeus’s sovereignty, 
  sparking a brief civil war. During the conflict, 
  Asmodeus forbad the dukes from action on Toril 
  until he could restore order and take for himself 
  the Soulmonger.  
  • While the Abyss has ever been a realm engulfed by 
  strife, prone to sudden shifts in power, as its 
  chaotic nature dictates, the Soulmonger’s influence 
  drew many. Seeing an opportunity, Graz’zt 
  preemptively struck at his rivals, waylaying the 
  Demogorgon and Orcus in hopes of weakening his 
  old adversaries. But unfortunately for Graz’zt, the 
  other princes were of a similar mind and launched 
  sudden attacks of their own for the same reason. 
  • It was Orcus who proved the strongest and was 
  able to send forces to Toril to hunt for the shards. 
  • More powers from the planes are mobilizing to 
  capture or destroy the shards, but such beings 
  tend to move slowly as their actions have such 
  wide consequences and there are numerous 
  entities waiting to exploit a rival’s distraction. 
  The Secret Knowledge of Malagors 
  To coerce or persuade the demon requires a DC 25 
  Charisma (Persuasion, Deception, or Intimidation) 
  check. Clever roleplaying may grant advantage. An 
  example is taunting it about letting itself become 
  captured and then promising to take revenge on 
  their mutual enemies. The demon’s vengeful nature 
  will get the better of it: 
  • Malagors knows secrets of the zulkirs that would 
  be damaging to them if others learned of it (such 
  as selling magical secrets to Mulhorand). This 
  information can be used gain advantage on 
  Charisma (Deception or Intimidation) and 
  initiative checks against the zulkirs. 
  • The demon knows of the Room of Depthless 
  Mirrors. It explains how to shut it off or take 
  control to boost divination magic. It also warns 
  that the guardians are empowered by the device. 
  This counts as obtaining information for the 
  Divination Magic, Faction Assignment 
  (Harpers). 
  • The demon knows how to safely handle the 
  Soulmonger shard, which grants the adventurers 
  resistance against necrotic damage in Area N. The 
  Grand Shrine. 
  Faction Assignment: Harper 
  If its price is met, or it is tricked into revealing the 
  information, Malagors can provide details on the machine 
  canceling divination magic. This counts as one of the two 
  needed progression events for this mission.  
  Tricks of the Trade 
  Interacting with the Demon. Malagors the Corpse King is a 
  powerful and duplicitous entity who seeks to sow misery. 
  It will do everything it can for that end, even helping a few 
  if it results in the suffering of many. Malagors seeks the 
  Soulmonger shard and may attempt to pit the adventurers 
  against the Thayans and kill anyone who remains.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  46 
  Player Handout 1. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  The Opal Pendant 
  You captured part of the Soulmonger’s energy within 
  a magic opal pendant taken from a Thayan zulkir. 
   At some point in the future, you and your allies 
  will need to deal with this nefarious device 
  permanently. Perhaps this will aid you when you do. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  47 
  Player Handout 2. Story  
  Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  In the Hands of the Enemy 
  You failed to recover the opal pendant from the 
  Thayan zulkirs and lost the Soulmonger fragment. 
   At some point in the future, you and your allies 
  will need to deal with the Soulmonger permanently. 
  Since you don’t possess the opal pendant, you’ll face 
  a greater struggle. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-15 Streams of Crimson 
   
   
  48 
  Player Handout 3. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Efreeti Chain 
  Armor (chain mail), legendary (requires attunement) 
  While wearing this armor, you gain a +3 bonus to AC, 
  you are immune to fire damage, and you can 
  understand and speak Primordial. In addition, you 
  can stand on and walk across molten rock as if it 
  were solid ground. 
   The efreeti Prince Rashidi al-Zahar ibn Rath 
  transmogrified an efreeti sultana into this delicate 
  suit of crimson chain mail. The wearer of this armor 
  always feels a slight draft, and sometimes finds it 
  hard to stay focused on a task. This item can be 
  found in the Dungeon Master’s Guide. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-15 - Streams of Crimson v1.3.pdf