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  CCC-GAD01-01 
   
   
  Broken Blade  
  Part II of the Reborn Flame Trilogy 
   
   
   
  On the eve of the Red War, the High Blade of Mulmaster has become incapacitated by a 
  mental assault. To give the city a fighting chance, you must help Selfaril Uoumdolphin 
  confront the shadows of his past and free him from a century-long hatred.  
   
  A Two-to-Four-Hour Adventure for Tier 2 Characters 
  Optimized for APL 8  
   
  CREDITS
  Lead Designer: Y. Michael Zhang 
  Editing: Y. Michael Zhang 
  Art Director & Graphic Designer: Y. Michael Zhang 
  Cover Art: Studio T / Shutterstock.com 
  Cartography: Y. Michael Zhang 
  Interior Art: Patrick E. Pullen, other art provided by 
  Wizards of the Coast 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Lysa Chen, 
  Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan 
  Patrick, Travis Woodall 
   
  Playtesters: Andrew Bahls, John Beres, Christopher Cheng, Gina Dawson, Phil Dawson, John Hanna, Shara Hinkle, 
  Joshua Howell, Heather Joyce, Chris Novelli, Jacob Steberl 
   
  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. 
   
  ©2019 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.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  3 
  Adventure Primer 
  “Like his brother before him, Rassendyll could not 
  bring himself to slay his brother... [instead] 
  imprisoning Selfaril within a gem that Rassendyll had 
  mounted on the gold hilt of his bastard sword.” 
  – Mysteries of the Moonsea 
   
  Broken Blade is the middle adventure of the Reborn 
  Flame Trilogy. It can be played either standalone or 
  as part of the trilogy: 
  1) CCC-ODFC02-02 Palace of the Efreeti 
  2) CCC-GAD01-01 Broken Blade 
  3) CCC-GAD01-02 Red War: Black Phoenix 
  Broken Blade also connects deeply with the story of 
  DDEX02-14 The Sword of Selfaril. 
  Background 
  The RED WIZARDS OF THAY have long been 
  preparing to conquer the city of MULMASTER. They 
  have already ingratiated themselves with the city 
  under the guise of helping Mulmaster recover from 
  its Devastation. Now, they plan to initiate the RED 
  WAR and start a full-scale invasion. 
   RASTOL SHAN, the leader of the Brotherhood of 
  Cloaks, learned about those invasion plans and seeks 
  to warn SELFARIL UOUMDOLPHIN, the HIGH 
  BLADE of Mulmaster, about the imminent attack. 
  Unfortunately, the red wizards have made sure to 
  diminish Rastol Shan’s political power and sever his 
  access to the High Blade. His only hope is to hire 
  adventurers to assist him in warning Selfaril about 
  the Thayan menace. 
   What Rastol Shan doesn’t know is that the Thayans 
  have allied themselves with the BLACK PHOENIX 
  and his CULT OF REBORN FLAME, an organization 
  bent on cleansing Mulmaster in fire. The Black 
  Phoenix is secretly the undead revenant of 
  RASSENDYLL UOUMDOLPHIN, Selfaril’s twin 
  brother, and Rassendyll has hired the CRIMSON 
  COVEN to trap Selfaril in a prison of his own dreams 
  and memories. The only way to rescue Selfaril is to 
  enter his dream and reassemble the pieces of 
  Selfaril’s soul. 
  Episodes 
  The adventure’s story is spread over three episodes 
  that take approximately two hours to play. 
  • Episode 1: Whispers of War. Rastol Shan hires the 
  adventurers to march into the Tower of the 
  Wyvern and warn Selfaril of the coming Red War. 
  This episode features the Call to Action. 
  • Episode 2: Dreams of the High Blade. The 
  adventurers enter Selfaril’s dream prison and 
  attempt to retrieve his soul fragments from the 
  shadows of his past. This episode features Story 
  Objective A. 
  • Episode 3: Confronting the Coven. The Crimson 
  Coven has united to stop the adventurers from 
  stealing their prisoner. This episode features Story 
  Objective B. 
  Bonus Objectives 
  This adventure also includes two, 1-hour bonus 
  objectives that the adventurers can pursue if they 
  have additional time to do so—earning additional 
  advancement and treasure checkpoints in the 
  process. These bonus objectives are found in this 
  adventure’s appendices, as follows: 
  • Bonus Objective A: Elemental, My Dear Selfaril. 
  To retrieve Dmitra Flass’s soul fragment, the 
  adventurers must solve the elemental conundrums 
  barring their way in the Palace of Eltabbar. This 
  bonus objective is found in Appendix 7. 
  • Bonus Objective B: Traitors and Turncloaks. As 
  Rastol Shan chases down Thurndan Tallwand with 
  an unusual fervor, it is up to the adventurers to find 
  the Senior Cloak’s hidden secrets. This bonus 
  objective is found in Appendix 8. 
  Episode Sequence 
  Depending on your time constraints, play style and 
  environment, this adventure takes approximately 
  two-to-four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you use. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by using the bonus objectives.  
   Story Objectives Only. To complete the both of the 
  adventure’s story objectives, the adventurers play 
  Episodes 1 through 3 in order. 
   Bonus Objectives. You can extend this adventure 
  by one or two hours by using the bonus objectives 
  provided in the appendices. Both bonus objectives 
  occur during Episode 2. 
   
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of the 
  different paths that your players may take in reaching their stated objective.  
   
   
    
   
  Whispers of War 
  (Call to Action) 
  1 
  Dreams of the         
  High Blade 
  (Story Objective A) 
  2 
  Confronting the Coven 
  (Story Objective B) 
  3 
  Elemental,                   
  My Dear Selfaril 
  (Bonus Objective A) 
  A 
  Traitors and 
  Turncloaks 
  (Bonus Objective B) 
  B 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  5 
  Episode 1: Whispers of War 
  Estimated Duration: 15 minutes
  Scene A. Tower of Arcane Might 
  The adventure begins at midnight in the office of 
  Senior Cloak Rastol Shan at the Tower of Arcane 
  Might. Shan personally invited some of the 
  adventurers here (those who have worked for him 
  before or are members of the Brotherhood of 
  Cloaks), while others may have been sent here by 
  recommendation from his allies (such as Blade Cora 
  Peytir or the Lord’s Alliance). 
  Rastol Shan 
  Rastol Shan is the leader of the Brotherhood of 
  Cloaks. He wears a black cloak, an ornate mithral 
  mask, and heavy perfumes. Those mundane 
  precautions combined with alter self and Nystul’s 
  magic aura allow him to hide the fact that he is a lich 
  from both mundane and supernatural detection 
  (including Divine Sense). 
   Objectives/Goals. Rastol Shan asks the 
  adventurers to introduce themselves before 
  explaining why he invited them here. He has heard 
  from his spies that Szass Tam intends to attack 
  Mulmaster early tomorrow morning due to 
  provocations from arrogant adventurers in 
  worthless factions. Shan cares about Mulmaster’s 
  wellbeing more than anything, and he needs to 
  ensure that Mulmaster is prepared to defend itself 
  come morning. 
   Unfortunately, red wizards are master 
  manipulators, and the politics of Mulmaster are 
  complicated. The Thayans have wormed their way 
  into High Blade Selfaril Uoumdolphin’s confidence 
  through the guise of helping the city rebuild. In turn, 
  they have snuffed out any influence the Brotherhood 
  of Cloaks have on Mulmaster’s government. Rastol 
  Shan hasn’t been welcome in Selfaril’s presence for 
  months now, so he isn’t able to warn the High Blade 
  of the looming threat. 
   Now, Thayans have corrupted Selfaril’s 
  bodyguards and they control access to the High 
  Blade. To save Mulmaster, Shan’s only choice is to 
  hire adventurers and break through the Thayan 
  cordon around Selfaril with a show of force. Once the 
  adventurers are ready, he commands them to follow 
  him as he marches to the Tower of the Wyvern. 
  Scene B. Tower of the Wyvern 
  The Tower of the Wyvern is a walled keep that 
  serves as the seat and home of the High Blade of 
  Mulmaster. It is only a few blocks away from the 
  Tower of Arcane Might. 
  A Favor for a Favor 
  If any of the adventurers have the Favor of House 
  Peytir story award (from CCC-ODFC02-02 Palace of 
  the Efreeti), Blade Cora Peytir and four of her 
  guards meet up with the group outside the Tower of 
  the Wyvern. She has come to repay her debt to them 
  for rescuing her cousin Ardet and saving the 
  reputation of her house. She will march alongside 
  them to strengthen their forces and help open the 
  way to the High Blade through whatever means 
  necessary. 
  Mulmaster’s Finest 
  A half-dozen members of the Soldiery stand watch at 
  the entrance to the keep. Rastol Shan announces to 
  them that he has an important matter which 
  demands the attention of the High Blade. If Blade 
  Cora Peytir is here with the group, she adds her 
  voice as one of the highest nobles of the city, 
  prompting the guards to open the way. If she is not 
  here, they look uncertain and need additional 
  incentive to allow entry. 
   Objectives/Goals. The guards have been paid off 
  by Vasili Ronn (the red wizard in the keep) to 
  prevent anyone from going in to see Selfaril. 
  However, their loyalty to Ronn is not deep. The 
  adventurers can easily convince them to step aside 
  with a bribe of 40 gp, a DC 15 Charisma check of 
  some kind, or a combination thereof (such as a lower 
  Persuasion check combined with a smaller bribe). 
  Reward player creativity. 
   What Do They Know? The guards know that High 
  Blade Selfaril is in his throne room meeting with the 
  red wizard Vasili Ronn. They don’t know anything 
  about his plans.
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  6 
  Scene C. High Blade’s Throne Room 
  Once the party has gotten past the outer guards, 
  Rastol Shan leads them up several flights of stairs to 
  Selfaril’s throne room. The throne room is a long hall 
  lit brightly by lanterns. The layout of the room can 
  be seen in Appendix 3: Throne Room Map. 
  Creatures/NPCs 
  Selfaril Uoumdolphin rests with his eyes closed 
  upon the throne. His mind is trapped in a dream, so 
  he doesn’t act or respond to anyone. Standing next to 
  him is Vasili Ronn, a red wizard, alongside two 
  Thayan mercenaries. If anyone can see into the 
  Ethereal Plane, they can also spot three shadowy 
  figures surrounding Selfaril, but these figures have 
  merged into Selfaril’s dream and can’t be harmed 
  even from the Ethereal Plane. 
   Objectives/Goals. Ronn has orders from the 
  Thayan embassy to guard Selfaril and keep anyone 
  from interfering with the Crimson Coven’s control 
  over him. However, Ronn is a coward, and he is not 
  willing to fight here if he doesn’t think he can win. 
   What Does He Know? Ronn knows that Selfaril’s 
  mind is held in suspension by an ally of Thay, but he 
  doesn’t know exactly who that is. He knows that the 
  Red War is beginning imminently, and he is willing 
  to taunt the adventurers over the fact that their city 
  will be conquered soon, and it is too late to stop it. 
  Overwhelming Force 
  Rastol Shan tells Vasili Ronn to leave this place, and 
  he warns the adventurers not to waste time and 
  energy fighting a worthless battle when they have 
  more important matters to attend to. Ronn talks 
  tough, but he is very afraid of what Shan and the 
  adventurers can do. He can be convinced to retreat 
  peacefully with a DC 14 Charisma (Intimidation) 
  check or a DC 16 Charisma (Persuasion) check. The 
  adventurers have advantage on the check if Blade 
  Cora Peytir is here presenting a united front. 
   If the adventurers fail to convince him to leave 
  peacefully, he pretends to leave, but as his forces are 
  heading out the main entrance, he casts a fireball 
  spell at the party, forcing everyone in the cluster to 
  make a DC 14 Dexterity saving throw, taking 28 
  (8d6) fire damage on a failed save, or half as much 
  damage on a successful one. Rastol Shan retaliates 
  and kills him with a power word kill. Upon seeing 
  this, the mercenaries drop their weapons and run 
  away. Shan didn’t want to waste magic on this, but 
  time is an even more important resource than magic. 
  I Dreamed a Dream 
  Once Vasili Ronn is gone, Shan goes up to examine 
  Selfaril. Anyone who approaches Selfaril notices that 
  he is unconscious on the throne and occasionally 
  mutters “Brother...” in his sleep. 
   Since Shan has truesight, he can see the shadows 
  of the Crimson Coven surrounding Selfaril, and he 
  uses a few spells and items to examine Selfaril 
  further. He realizes that Selfaril’s mind is held in 
  thrall by powerful enchantment magic trapping him 
  in a dream. He tells the adventurers that such magic 
  can’t be dispelled easily; the only way to save Selfaril 
  is to go into the dream, reassemble Selfaril’s mind, 
  and defeat the spellcasters maintaining the spell. 
  Treasure & Rewards 
  If Blade Cora Peytir is here (due to the Favor of 
  House Peytir story award), she announces that she 
  will return to the city to prepare for the Thayan 
  invasion. Before she leaves, she gives the 
  adventurers an item: 
  • Cora Peytir gives the party a spell scroll of revivify 
  as a final thank you for saving Ardet and House 
  Peytir. 
  We Need to Go Deeper 
  Shan spends a few minutes preparing for a ritual 
  that will allow the adventurers to intrude upon 
  Selfaril’s dream. He warns the adventurers that the 
  ritual is very taxing on him; he will not be able to act 
  much in the dream except in rare circumstances. It is 
  up to the adventurers to enter the dream and look 
  for a way to return Selfaril to his right mind. Time is 
  of the essence. 
   
  Urgency and Rests 
  The adventurers are racing against the clock since the Red 
  War will start very soon. They have enough time to take a 
  single short rest during this adventure, either before entering 
  Selfaril’s dream or in between encounters in Episode 2. If 
  they try to short rest more than once or if they try to long 
  rest, Rastol Shan’s voice tells them that they must press on; 
  they have no time to linger. If they don’t heed his warning, 
  they fail their mission. 
   
   
  
   
   
   
  Episode 2: Dreams of the High Blade 
  Estimated Duration: 60 minutes
   
  Rastol Shan sends the adventurers into the mind of 
  High Blade Selfaril Uoumdolphin to free him from 
  the mental prison. Inside Selfaril’s mind, they find 
  him reliving the worst day of his life. 
  Prerequisites 
  The adventurers must complete the Call to Action in 
  Episode 1 and reach the High Blade’s throne room. 
  Story Objective A 
  To complete Story Objective A, the adventurers 
  must fully explore the dreamscape and attempt to 
  retrieve Selfaril’s three soul fragments (they need 
  not be successful). 
  Area Information 
  Selfaril’s dreamscape has the following features: 
   Dimensions & Terrain. The dreamscape 
  resembles the Tower of the Wyvern as seen in 1375 
  DR (over a hundred years ago). The structure is 
  crafted from the finest marble, and is decorated with 
  large, ornate stained-glass windows. The tower 
  sports none of the damage inflicted during 
  Mulmaster’s Devastation. Most rooms are large and 
  have a ceiling that is 20 feet high. Outside the tower, 
  the city and scenery look indistinct and foggy. 
   Lighting. It is nighttime, but most of the rooms 
  and hallways are brightly lit from abundant lanterns 
  and chandeliers. 
   Alterations to Reality. The dream feels and acts 
  real to everyone inside it. Any wounds taken, items 
  used, and lives lost in the dream carry over to the 
  real world. It is impossible to leave the areas of the 
  dream through magic. Any attempts to teleport or 
  planar travel out of the current area simply fail. 
   Escaping the Dream. The adventurers can leave 
  the dream early if the party as a group decides to 
  quit their mission. Rastol Shan pulls the adventurers 
  safely out of the dream, but doing so dooms  
  Selfaril to the mental prison and ends the  
  adventure. 
  Rassendyll Uoumdolphin 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  8 
  Scene A. Night of Soul’s Betrayal 
  As the adventurers enter Selfaril’s mind, they find 
  themselves in a subtly different version of the same 
  throne room. The throne and marble walls look 
  brighter and newer, and the furnishings look more 
  ornate. This room comes from Selfaril’s memories 
  from a century ago. The layout of the room can be 
  seen in Appendix 3: Throne Room Map. 
   As the adventurers begin to manifest in this dream 
  world, they witness the tail end of a battle between 
  Rassendyll Uoumdolphin and his mercenaries 
  against High Blade Selfaril Uoumdolphin and his 
  bodyguards. Selfaril is unarmored and losing a 
  bloody duel against his twin brother. Rassendyll 
  wears heavy plate armor and carries a massive 
  bastard sword. He slowly wears down his brother 
  and knocks the sword from Selfaril’s hands, while 
  his mercenaries slaughter the bodyguards one by 
  one. During this time, the adventurers are still 
  manifesting in the dream and are unable to interfere. 
   Once Selfaril loses the duel, a pair of mercenaries 
  subdues him and holds him down upon his throne. “I 
  should have killed you when I had the chance, 
  Rassendyll,” Selfaril says, spitting blood. “Don’t 
  worry, brother,” Rassendyll responds, “I will repay 
  your mercy with my own.” 
   Rassendyll beckons and Thurndan Tallwand, a 
  mage wearing the distinctive cloak of the 
  Brotherhood of Cloaks, steps forth. He holds out a 
  large ruby and chants out a spell. Selfaril screams 
  out “Tallwand, you traitor!” as he shrinks down and 
  becomes trapped in the ruby. Thurndan presents the 
  ruby to Rassendyll and bows to the new High Blade. 
   Rassendyll takes the ruby and turns to the arriving 
  adventurers. “It looks like we have company.” He 
  crushes the ruby in his hand and breaks it into three 
  pieces, then hands them to three of his followers: 
  Branislav Semyon (assassin), Dmitra Flass (red 
  wizard), and Thurndan Tallwand (cloaked mage). 
  “Take the pieces of my brother’s soul and guard 
  them well.” All three of them accept the gems, bow to 
  Rassendyll, and leave through the doors to the west, 
  north, and east of the throne, respectively. 
  The New High Blade 
  Once the three followers leave, the characters fully 
  manifest. Rassendyll approaches and speaks with 
  them. His bodyguards remain in the room, but they 
  seem muted and oblivious to the characters. In truth, 
  they are just figments of Selfaril’s nightmare. 
   Objectives/Goals. Rassendyll suspects that the 
  characters have come to free Selfaril from his prison. 
  He would like to find out their true intentions and 
  discourage them from freeing Selfaril if possible. He 
  wants Selfaril trapped and helpless for as long as 
  possible in order to delay the Mulmaster response to 
  his Cult of Reborn Flame’s machinations underneath 
  the city and the imminent attack of the red wizards 
  (with whom he has made a tenuous alliance). 
   Unlike the adventurers and the Crimson Coven, 
  Rassendyll is not here in person. He projects himself 
  into the dream from a distance through magic, so he 
  is only present as an illusory image that can’t harm 
  or be harmed by others. 
   What Does He Know? As Selfaril’s twin brother, 
  Rassendyll knows all about the sordid history 
  between them, and he is more than willing to share 
  his hatred and old grudges. He knows more about 
  the Crimson Coven and the Cult of Reborn Flame, but 
  he refuses to share any truthful information about 
  them for fear of adventurers disrupting his plans. 
  The Uoumdolphin Brothers 
  Selfaril and Rassendyll are identical twins. The two were close 
  siblings with each other until Selfaril slew the old High Blade 
  and ascended to become Mulmaster’s new ruler. Selfaril 
  feared that his brother might become a danger to his throne, 
  so he sent Rassendyll into effective exile as Mulmaster’s 
  ambassador to Waterdeep. Ironically, that act caused his 
  brother to become the very danger that Selfaril feared. 
   
  Rassendyll’s resentment and hatred festered in exile, 
  leading him to form an alliance with the Zhentarim and 
  return to Mulmaster 27 years later. He defeated Selfaril, 
  trapped Selfaril’s soul in a gem, and took up Selfaril’s role as 
  High Blade of Mulmaster. Selfaril remained trapped for over 
  a century until Rastol Shan restored him to the throne. 
  Rassendyll is only here as an illusory 
  image. If any adventurer tries to 
  harm him, he sneers at them and 
  shouts a villainous one-liner before 
  vanishing. His bodyguards are just 
  figments of memory and they 
  vanish if interacted with. 
  If the adventurers study the throne 
  room, the architecture and 
  furnishings all point to a previous 
  period of Mulmaster’s history 
  (about a century ago). Objects and 
  bodies fade away into mist if moved 
  about too far. 
  Rassendyll does his best to mislead 
  and discourage the characters from 
  freeing Selfaril. He makes no effort 
  to hide his hatred of Selfaril and his 
  desire to see his brother suffer. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  9 
  Branching Paths 
  There are three doors leading out of the throne 
  room. The door to the west of the throne leads to 
  Scene B. The door to the north leads to Scene C. The 
  door to the east leads to Scene D. These doors don’t 
  lead to physical passages; instead, when an 
  adventurer opens any of these doors, they trigger a 
  shift for the entire party that carries everyone to a 
  new dream. 
   Once the adventurers leave the throne room, 
  Rassendyll leaves as well. 
  Scene B. Blades in the Dark 
  As the adventurers open the door to the west of the 
  throne, the world vanishes into indistinct grey fog 
  around them as Branislav Semyon comes into view. 
   “I didn’t expect visitors here. This might prove 
  amusing. I am Branislav Semyon. I assume you came 
  for this?” Branislav flashes the ruby shard containing 
  a piece of Selfaril’s soul. “My siblings and I have 
  worked very hard to keep Selfaril here. It would be a 
  shame if someone freed him after all that. But 
  perhaps we can have a little contest? There is a man 
  I would like to assassinate. If you can keep him alive, 
  I will give you the gem. Sounds like fun?” Branislav 
  smiles and vanishes as the world fades into fog. 
  All Manor of Fun 
  The adventurers arrive in a cozy manor room that is 
  brightly lit by two chandeliers and a fireplace. Three 
  suits of armor stand by the doors. The layout can be 
  seen in Appendix 4: Mansion Map. 
   There is a cowering Selfaril Uoumdolphin behind 
  the desk. This version of Selfaril has only his 
  cowardice and paranoia, and he is certain that 
  someone is coming to kill him. 
   The adventurers don’t know it, but they have five 
  minutes to prepare before Branislav’s assassins 
  arrive. Until they arrive, the characters can 
  rearrange the furniture and try to talk to Selfaril. It is 
  a dark and stormy night outside the windows, and 
  none of the windows or doors (including the secret 
  door) can be opened before the assassins arrive. 
  Whodunit? 
  Once five minutes pass, the assassins make their 
  entrance and attack. There are eight potential 
  assassins each arriving in a different manner. Choose 
  a few of them to use depending on party strength. 
  Assassin 
  Type 
  How It Arrives 
  Ambush Mummy 
  Weak 
  Opens the secret door. 
  3x Animated 
  Armor 
  Weak 
  All three suits of armor come 
  to life. 
  Beholder Spawn 
  Weak 
  Breaks through northern 
  window. 
  Deadly Redcap 
  Weak 
  Kicks down the eastern door. 
  Allip 
  Strong 
  Flies through ceiling. 
  Claw Mangler 
  Strong 
  Breaks western window. 
  Demonic Orc 
  Strong 
  Breaks open southern door. 
  Fire Elemental 
  Strong 
  Crawls down chimney and 
  bursts out of fireplace. 
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Choose one weak and one strong assassin. 
  • Weak: Choose two strong assassins. 
  • Average: Choose one weak and two strong assassins. 
  • Strong: Choose two weak and two strong assassins. 
  • Very Strong: Choose two weak and three strong assassins. 
   Extra Challenge: As soon as combat starts, a heavy wind 
  blows in and the fireplace and chandeliers go dark. 
  Surviving the Night 
  If Selfaril dies, the assassins immediately vanish. 
  Branislav arrives to gloat about the adventurers’ 
  failure. He transforms Selfaril’s body into a ruby 
  shard and pockets it before he disappears. 
   If the adventurers defeat the assassins, Branislav 
  appears and transforms Selfaril into a ruby shard. He 
  hands the soul fragment to the adventurers as 
  promised but threatens them before he disappears. 
   In either case, the adventurers can return to the 
  throne room by going through the southern doors. 
  Once they return, if they haven’t yet explored all 
  three rooms, they can enter another room. 
  Otherwise, proceed to Episode 3. 
  The assassins have the goal of killing 
  Selfaril, but Branislav also wants to 
  test the adventurers. The assassins 
  try to focus on adventurers standing 
  between them and Selfaril, but a 
  few might occasionally prioritize 
  Selfaril to frighten the party. 
  The secret door can be found with a 
  DC 17 Intelligence (Investigation) 
  check. The characters can rearrange 
  furniture before the battle. Reward 
  creativity and good planning by 
  delaying or weakening assassins 
  who are inconvenienced. 
  This Selfaril is a paranoid coward 
  with none of his memories, but he 
  can be made to remember parts of 
  himself with the right words and a 
  Charisma check or two. He does not 
  fight or even listen to orders 
  without being inspired to do so. 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  10 
  Scene C. Till Death Do Us Part 
  When the adventurers open the door to the north of 
  the throne, they appear in an exotic city filled with 
  baroque buildings, wide streets, colorful flowerbeds, 
  and winding canals. They are seeing Selfaril’s 
  memories of Eltabbar during his visit, back when it 
  was the capital of Thay over a century ago. 
  Creatures/NPCs 
  The adventurers are in a street filled with Thayan 
  merchants, slaves, and red wizards, all going about 
  their daily lives and ignoring the adventurers 
  completely. Far above them on a palace balcony, the 
  characters can see Selfaril standing next to Dmitra 
  Flass dressed in red robes. Selfaril seems oblivious 
  to the adventurers and talks only to his wife, but she 
  is eager to speak with them. Despite the distance, the 
  characters can converse with her without effort. 
   Due to Dmitra’s control of the dreamscape here, it 
  is impossible for any character to reach the two of 
  them, not even by flight, ranged attacks, or 
  teleportation. Anyone trying to reach them might 
  find themselves hitting an invisible barrier or just 
  flying infinitely yet never getting closer. 
  A Test of Intellect 
  Dmitra Flass is the Tharchion (governor) of 
  Eltabbar, capital of Thay, and she plays that part 
  perfectly. She demands to know why the 
  adventurers followed her to her city and tells them 
  to leave. She is very possessive of Selfaril and refuses 
  to let him (or his soul fragment) go.  
   If you are not using Bonus Objective A, Dmitra 
  tells the adventurers that as much as she would love 
  to entertain them, this is not the place for it. She tells 
  them that she will see them soon enough and 
  banishes them with a wave of her hand. The 
  adventurers arrive back in the throne room. If they 
  haven’t yet explored all three rooms, they can enter 
  another room. Otherwise, proceed to Episode 3. 
   If you are using Bonus Objective A, Dmitra 
  challenges the adventurers to a test of intellect to 
  see if they are worthy of reclaiming the gem. She 
  wants to toy with them, believing that they could 
  never break through her palace wards. The doors to 
  the palace swing open, and she tells them that if they 
  want Selfaril’s soul fragment, they must find their 
  way through the palace and reach the top floor. 
  Dmitra and Selfaril step back inside to rest. Proceed 
  to Bonus Objective A. 
  Scene D. Wearing a False Cloak 
  When the adventurers open the door to the east of 
  the throne, they appear in the Senior Cloak’s office at 
  the Tower of Arcane Might. It looks almost identical 
  to Rastol Shan’s office back in Episode 1, down to 
  the gargoyle statues in the corners of the room. 
   Behind the desk sits Thurndan Tallwand, the 
  Senior Cloak of Mulmaster in 1375 DR. Thurndan 
  calmly introduces himself. He assumes that they are 
  here for Selfaril’s soul fragment, and he tells them 
  that he has it hidden away well, and they will never 
  find it. 
   Suddenly, the tower shakes as Rastol Shan, 
  dressed in his typical cloak and mask, appears in a 
  swirl of frost. “Imposter!” he shouts in anger, “You 
  are not Thurndan Tallwand! Cease this deception at 
  once!” Thurndan looks in horror at Rastol Shan. “H- 
  How did you- Who are you?” he stammers, before 
  turning around, tearing a hole in reality, and running 
  through. 
   If you are not using Bonus Objective B, Rastol 
  Shan turns to the adventurers and says, “I will chase 
  after that imposter. The soul fragment is not here. Go 
  look for one of the others instead.” He also tears a 
  hole in reality and runs after Thurndan. As he does, 
  the dreamscape of the tower collapses, and the 
  adventurers arrive back in the throne room. If they 
  haven’t yet explored all three rooms, they can enter 
  another room. Otherwise, proceed to Episode 3. 
   If you are using Bonus Objective B, Rastol Shan 
  turns to the adventurers and says, “I will chase after 
  that imposter and keep him busy. The soul fragment 
  must be hidden in this room. Look for the platinum 
  amulets, they are the key!” He then tears a hole in 
  reality and runs through, leaving the adventurers 
  alone in the Tower of Arcane Might. Proceed to 
  Bonus Objective B. 
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  11 
  Episode 3: Confronting the Coven 
  Estimated Duration: 45 minutes
   
  The adventurers return to the throne room to face 
  the coven responsible for Selfaril’s prison. 
  Prerequisites 
  The party must have entered all three rooms in 
  Episode 2 and then returned to the throne room. 
  Story Objective B 
  The adventurers complete Story Objective B if they 
  defeat the Crimson Coven. 
  Scene A. Soul Objective 
  The characters have returned to the throne room. 
  Use Appendix 3: Throne Room Map to represent 
  this area. 
  Area Information 
  The throne room has the following features: 
   Dimensions. The throne room is vast, with a 
  ceiling that rises 30 feet overhead. 
   Curtain. There is a curtain hanging between the 
  pillars behind the throne, blocking the view between 
  the north door and most of the chamber. If the 
  characters are returning from that door, the curtains 
  have already been pulled open. 
   Alcoves. There are two alcoves that rise 5 feet up 
  on either side of the chamber. Each alcove has chairs 
  for nobles as well as a short 3-ft. railing. 
   Lighting. There are lanterns hanging from each of 
  the pillars, shedding bright light across almost all of 
  the room. If the curtails are drawn back, the area 
  behind the throne is in dim light. The alcoves on 
  either side of the chamber are also dimly lit. 
  Creatures/NPCs 
  Branislav Semyon, Dmitra Flass, and Thurndan 
  Tallwand appear one by one in the south side of the 
  room. They announce that the characters have done 
  enough, and the Crimson Coven can no longer 
  tolerate their unwelcome presence in the dream. 
  They finally reveal their hag forms (as an annis hag, 
  a green hag, and a green hag, respectively), and 
  prepare to destroy the intruders. 
  The Soul of Selfaril 
  All three soul fragments (including the ones on hags 
  if the adventurers failed to retrieve all of them) 
  unleash motes of energy that fly out and merge on 
  the throne, solidifying into Selfaril Uoumdolphin. 
  With all the chaos and disruption in his dream, his 
  consciousness is reasserting itself. 
  • If the adventurers retrieved all three soul 
  fragments, Selfaril recognizes the adventurers as 
  his allies and fights alongside the party. (Feel free 
  to allow a player to control Selfaril in combat.) 
  • If the adventurers retrieved exactly two soul 
  fragments, Selfaril feels torn to both sides and 
  doesn’t act, staying confused upon his throne. 
  • If the adventurers retrieved one or fewer soul 
  fragments, the hags use their fragments to control 
  Selfaril and force him to fight alongside them. 
  If any of the characters helped Selfaril ascend to 
  the High Blade position in DDEX02-14 The Sword 
  of Selfaril, Selfaril recognizes them and is more 
  inclined to see them as allies. Change Selfaril’s 
  outcome one step in favor of the adventurers (so if 
  he was going to help the hags, he does nothing 
  instead; if he was going to stay neutral, he helps the 
  adventurers instead). If they have all three soul 
  fragments, he also shouts out words of 
  encouragement, giving himself and every adventurer 
  15 temporary hit points. 
  The Crimson Coven 
  While all three hags are alive and present in the dream, they 
  can each cast the following spells from the wizard’s spell list 
  but must share the spell slots among themselves. For casting 
  these spells, each hag is a 12th-level spellcaster with spell 
  save DC 15 and a spell attack bonus of +7. 
   
  0th level (at will): fire bolt, poison spray 
  1st level (4 slots): burning hands, ray of sickness 
  2nd level (3 slots): hold person, misty step, scorching ray 
  3rd level (3 slots): counterspell, lightning bolt, vampiric touch 
  4th level (3 slots): polymorph, wall of fire 
  5th level (2 slots): cloudkill, dream 
  6th level (1 slot): sunbeam 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: The coven only has 2nd level and lower spell 
  slots. 
  • Weak: Replace the annis hag with a night hag. The coven 
  only has 3rd level and lower spell slots. 
  • Average: The coven only has 4th level and lower spell slots. 
  • Strong: Replace a green hag with a night hag. 
  • Very Strong: Replace both green hags with a night hag and 
  an annis hag. 
   Extra Challenge: Due to the power of the dreamscape, 
  even if a hag dies, the coven’s spellcasting powers remain 
  until all three are defeated. 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  12 
  Outcome: Defeat 
  If the adventurers failed to defeat the Crimson 
  Coven, Rastol Shan extricates them from the dream 
  and stabilizes the dying. Selfaril remains trapped in 
  the dream, and this will have devastating 
  consequences when Mulmaster is attacked by Thay. 
  Outcome: Victory 
  If the adventurers managed to defeat the Crimson 
  Coven, they see the dream world falling apart into 
  indistinct mist. If Selfaril died during the battle, he 
  reforms now, sound and whole. Proceed to Scene B. 
  Scene B. Fraternal Love 
  As the dreamscape falls apart, the mist surrounding 
  the room transforms into fire. Rassendyll steps out 
  of the flames and faces Selfaril. 
   “You are not my brother. He is long dead.” Selfaril 
  says, “Who are you really?”  
   “I am Rassendyll Uoumdolphin, the true High 
  Blade of Mulmaster,” Rassendyll responds, and his 
  face melts away, revealing a bare skull. His burning 
  shadow extends and grows into a massive winged 
  creature. “We were family. You were my brother. Yet 
  when you became High Blade and found a small 
  taste of power, you banished me from my home 
  without a second thought. I tried to show you mercy 
  by trapping your soul instead of killing you, but that 
  was foolish. I have been reborn as the Black Phoenix, 
  and I will burn away this entire city until no trace of 
  your betrayal remains. If you want to stop me, find 
  me beneath the city. I will be waiting, brother.” 
   As Rassendyll finishes speaking, the remnants of 
  the dream burn away, revealing the true throne 
  room. Selfaril sits upon the throne, Rastol Shan waits 
  alongside it, and the bodies of three withered hags 
  lie in a pile surrounding the throne. 
  Treasure & Rewards 
  The characters receive the following items: 
  • One of the hags wears the sea hag’s cloak (cloak of 
  the manta ray). 
  • One of the hags carries an oil of etherealness. 
  • An adventurer finds themselves still clutching a 
  piece of Selfaril’s soul gem (ruby of the war mage), 
  which Selfaril allows them to keep. 
  • If any of the adventurers are a member of the 
  Brotherhood of Cloaks, Rastol Shan gives the party 
  a Brotherhood Spellbook as a reward for their 
  accomplishment. 
   
  Wrap-Up: War Never Changes 
  When the dream ends, the sun has already risen, and 
  time is very short. Rastol Shan reports that the 
  Thayans will be ready to attack within the hour. 
  Selfaril needs to remain here to defend his city in the 
  Red War, but he can’t just let Rassendyll act freely in 
  the bowels of the city.  
   Based on intel gathered by the Cloaks, the Black 
  Phoenix leads the Cult of Reborn Flame and has tried 
  to destroy Mulmaster several times already. Now 
  that they know the Black Phoenix is Rassendyll, it is 
  clear he will not stop until he gets his revenge. 
  Selfaril doesn’t know what exactly Rassendyll is up 
  to, but he is certain that Rassendyll has a sinister 
  plot which must be stopped for the good of 
  Mulmaster. 
   Selfaril has no choice but to ask the adventurers to 
  stop his brother. He is grateful that they saved him 
  from the hags, but their job is not done yet. The 
  adventure continues in CCC-GAD01-02 Red War: 
  Black Phoenix. 
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  13 
  Adventure Rewards 
   
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each story objective 
  that they complete, as follows:  
  • Story Objective A: Fully Explore the Dream 
  • Story Objective B: Defeat the Crimson Coven 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each bonus objective 
  that they complete, as follows: 
  • Bonus Objective A: Retrieve Dmitra’s Fragment 
  • Bonus Objective B: Retrieve Thurndan’s Fragment 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlocks 
  Characters completing the adventure unlock: 
   Sea Hag’s Cloak (Cloak of the Manta Ray). This 
  dark green cloak seems to be sewn together out of 
  seaweed and kelp. Its wearer suffers no harm in 
  temperatures as cold as -20 degrees Fahrenheit or as 
  warm as 120 degrees Fahrenheit. This item can be 
  found in Appendix 15.  
   Selfaril’s Soul Gem (Ruby of the War Mage). This 
  jagged piece of ruby was once part of the gem that 
  housed Selfaril Uoumdolphin’s soul. Even now it 
  seems to hold a small piece of his vitality. It 
  functions as a Ruby of the War Mage. This item can 
  be found in Appendix 15. 
  Consumable Items 
  Characters playing the adventure may earn and 
  unlock: 
   Oil of Etherealness. Potion, rare. This item’s 
  description can be found in the Dungeon Master’s 
  Guide. 
   Spell Scroll of Revivify. Scroll, uncommon. This 
  item’s description can be found in the Dungeon 
  Master’s Guide. 
  Spellbooks 
  Characters playing the adventure may earn: 
   Brotherhood Spellbook. This book bears the 
  symbol of the Brotherhood of Cloaks. More 
  information can be found in Appendix 16. 
  Story Awards 
  Characters playing the adventure may earn: 
   A Lich’s Secret. When going through Selfaril’s 
  memories of the past, you discovered Rastol Shan’s 
  secret. He is a lich who was formerly Thurndan 
  Tallwand, the Senior Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his brother Rassendyll. 
  What you do with this secret is up to you. More 
  information can be found in Appendix 17. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints as though 
  you played the adventure, but none of the 
  adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  14 
  Appendix 1: NPC Summary 
   
  The following NPCs feature prominently in this 
  adventure.  
  • Branislav Semyon (BRAN ni slav SEM me on). An 
  annis hag and leader of the Crimson Coven. He is 
  impersonating Branislav Semyon, a ruthless 
  mercenary assassin who served and then betrayed 
  Selfaril on behalf of his brother Rassendyll. 
   Personality: I always toy with my victims before I 
  deal the killing blow. 
   Ideal: All the wealth in the world is not enough to 
  satisfy me. 
   Bond: The other coven members are only a means 
  to an end. I will kill them and find new members if 
  either dare to challenge my leadership. 
   Flaw: Why lift a finger when I can have minions do 
  the job for me? 
  • Crimson Coven. A coven of hags that Rassendyll 
  hired to trap Selfaril in a prison of dreams. All 
  three members are impersonating historical 
  figures from Selfaril’s past inside his dream. Its 
  members are Branislav Semyon (the coven 
  leader), Dmitra Flass, and Thurndan Tallwand. 
  Due to the nature of the dream ritual, the 
  personalities of the historical figures bleed into 
  and merge with the hags themselves. 
   
  • Dmitra Flass (de MEE tra FLASS). A green hag 
  and member of the Crimson Coven. She is 
  impersonating Dmitra Flass, a red wizard who was 
  tharchion (governor) of Eltabbar, the former 
  capital of Thay. She married Selfaril out of political 
  convenience, but then she helped Rassendyll 
  betray and replace her own husband. 
   Personality: I always prefer the subtle approach.  
   Ideal: An oath or bargain should never be broken. 
   Bond: The coven made a pact with Rassendyll. We 
  must fill that pact whatever the cost. 
   Flaw: I always underestimate my enemies. 
  • Rassendyll Uoumdolphin (RASS sen dill oom 
  DOLL fin). The twin brother of Selfaril 
  Uoumdolphin. He imprisoned and replaced Selfaril 
  as High Blade of Mulmaster more than a century 
  ago. Now that Selfaril has returned to lead 
  Mulmaster, Rassendyll’s hatred of his brother 
  caused him to return as an undead revenant 
  fueled by vengeance. He created the Cult of 
  Reborn Flame and took up the persona of the 
  Black Phoenix in his plot to bathe Mulmaster in 
  cleansing fire. 
   Personality: I defend my power with ruthless 
  efficiency. 
   Ideal: Vengeance is all I have left. 
   Bond: My spirit will not rest until my brother has 
  lost everything. 
   Flaw: I have a flair for the dramatic which can lead 
  me to expose my devious plans. 
  • Rastol Shan (RASS toll SHANN). A masked, 
  cloaked, and perfumed wizard who is secretly a 
  lich. He was once Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril and trapped him in a 
  gem.  
   Personality: I use honied words and a pleasant 
  demeanor to cloak my ruthless intentions. 
   Ideal: I will defend Mulmaster to my last 
  (metaphorical) breath. 
   Bond: Selfaril must never learn my true identity. 
   Flaw: I would do anything for power. 
  • Selfaril Uoumdolphin (SELL far rill oom DOLL 
  fin). A man who is the once and current High 
  Blade of Mulmaster. His soul was trapped in ruby 
  for over a century, until Rastol Shan’s 
  machinations restored him to the throne. 
   Personality: I am cunning and pragmatic. 
   Ideal: Only I deserve to rule Mulmaster. 
   Bond: I will obey the letter of every agreement I 
  make. 
   Flaw: Mulmaster is too weak to refuse the aid of the 
  red wizards. 
  • Thurndan Tallwand (THURN dan TALL wand). A 
  green hag and member of the Crimson Coven. He 
  is impersonating Thurndan Tallwand, the Senior 
  Cloak of Mulmaster who betrayed Selfaril and 
  trapped his soul in a gem. 
   Personality: I have a quick wit and a sharp tongue. 
   Ideal: I work to ensure that I am always in control. 
   Bond: The Crimson Coven will be much more 
  powerful once I become the leader. 
   Flaw: I am easily flustered when things don’t go 
  according to plan. 
   
   
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  15 
  Appendix 2: Creature Statistics 
   
  Allip 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  17 (+3) 
  10 (+0) 
  17 (+3) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +6, Wis +5 
  Skills Perception +5, Stealth +6 
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 15 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The allip can move through 
  other creatures and objects as though it were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 
  5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. 
  Whispers of Madness. The allip choses up to three 
  creatures it can see within 60 feet of it. Each target 
  must succeed on a DC 14 Wisdom saving throw, or it 
  takes 7 (1d8 + 3) psychic damage and must use its 
  reaction to make a melee weapon attack against one 
  creature of the allip’s choice that the allip can see. 
  Constructs and undead are immune to this effect. 
  Howling Babble (Recharge 6). Each creature within 30 
  feet of the allip that can hear it must make a DC 14 
  Wisdom saving throw. On a failed save, a target takes 
  12 (2d8 + 3) psychic damage, and it is stunned until the 
  allip’s next turn. On a successful save, it takes half as 
  much damage and isn’t stunned. Constructs and 
  undead are immune to this effect. 
    
  Ambush Mummy (Mummy) 
  Medium undead, lawful evil 
  Armor Class 11 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  12 (+1) 
   
  Saving Throws Wis +2 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The mummy can use its Dreadful Glare 
  and make one attack with its rotting fist. 
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage 
  plus 10 (3d6) necrotic damage. If the target is a 
  creature, it must succeed on a DC 12 Constitution 
  saving throw or be cursed with mummy rot. The cursed 
  target can’t regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours 
  that elapse. If the curse reduces the target’s hit point 
  maximum to 0, the target dies, and its body turns to 
  dust. The curse lasts until removed by the remove 
  curse spell or other magic. 
  Dreadful Glare. The mummy targets one creature it 
  can see within 60 feet of it. If the target can see the 
  mummy, it must succeed on a DC 11 Wisdom saving 
  throw against this magic or become frightened until 
  the end of the mummy’s next turn. If the target fails 
  the saving throw by 5 or more, it is also paralyzed for 
  the same duration. A target that succeeds on the 
  saving throw is immune to the Dreadful Glare of all 
  mummies (but not mummy lords) for the next 24 
  hours. 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  16 
  Animated Armor 
  Medium construct, unaligned 
  Armor Class 18 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages – 
  Challenge 1 (200 XP) 
  Antimagic Susceptibility. The armor is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute. 
  False Appearance. While the armor remains 
  motionless, it is indistinguishable from a normal suit of 
  armor. 
  Actions 
  Multiattack. The armor makes two melee attacks. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
    
   
   
   
   
   
   
   
  Reactions 
  Spell Reflection. If the beholder makes a successful 
  saving throw against a spell, or a spell attack misses it, 
  the beholder can choose another creature (including 
  the spellcaster) it can see within 30 feet of it. The spell 
  targets the chosen creature instead of the beholder. If 
  the spell forced a saving throw, the chosen creature 
  makes its own save. If the spell was an attack, the 
  attack roll is rerolled against the chosen creature. 
  Beholder Spawn (Spectator) 
  Medium aberration, lawful neutral 
  Armor Class 14 (natural armor) 
  Hit Points 39 (6d8 + 12) 
  Speed 0 ft., fly 30 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  14 (+2) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Perception +6 
  Condition Immunities prone 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Deep Speech, Undercommon, telepathy 120 
  ft. 
  Challenge 3 (700 XP) 
  Actions 
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 - 1) piercing damage. 
  Eye Rays. The beholder shoots up to two of the 
  following magical eye rays at one or two creatures it 
  can see within 90 feet of it. It can use each ray only 
  once on a turn. 
  1. Confusion Ray. The target must succeed on a DC 
  13 Wisdom saving throw, or it can’t take reactions until 
  the end of its next turn. On its turn, the target can’t 
  move, and it uses its action to make a melee or ranged 
  attack against a randomly determined creature within 
  range. If the target can’t attack, it does nothing on its 
  turn. 
  2. Paralyzing Ray. The target must succeed on a DC 
  13 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself as a 
  success. 
  3. Fear Ray. The target must succeed on a DC 13 
  Wisdom saving throw or be frightened for 1 minute. 
  The target can repeat the saving throw at the end of 
  each of its turns, with disadvantage if the beholder is 
  visible to the target, ending the effect on itself on a 
  success. 
  4. Wounding Ray. The target must make a DC 13 
  Constitution saving throw, taking 16 (3d10) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Create Food and Water. The beholder magically 
  creates enough food and water to sustain itself for 24 
  hours. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  17 
  Claw Mangler (Star Spawn Mangler) 
  Medium aberration, chaotic evil 
  Armor Class 14 
  Hit Points 71 (13d8 + 13) 
  Speed 40 ft., climb 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  7 (-2) 
   
  Saving Throws Dex +7, Con +4 
  Skills Stealth +7 
  Damage Resistances cold 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened, prone 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Deep Speech 
  Challenge 5 (1,800 XP) 
  Ambush. On the first round of each combat, the 
  mangler has advantage on attack rolls against a 
  creature that hasn’t taken a turn yet. 
  Shadow Stealth. While in dim light or darkness, the 
  mangler can take the Hide action as a bonus action. 
  Actions 
  Multiattack. The mangler makes two claw attacks. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage. If the attack 
  roll has advantage, the target also takes 7 (2d6) psychic 
  damage. 
  Flurry of Claws (Recharge 4-6). The mangler makes six 
  claw attacks against one target. Either before or after 
  these attacks, it can move up to its speed as a bonus 
  action without provoking opportunity attacks. 
   
   
  Deadly Redcap (Redcap) 
  Small fey, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 45 (6d6 + 24) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  9 (-1) 
    
  Skills Athletics +6, Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Sylvan 
  Challenge 3 (700 XP) 
  Iron Boots. While moving, the redcap has disadvantage 
  on Dexterity (Stealth) checks. 
  Outsize Strength. While grappling, the redcap is 
  considered to be Medium. Also, wielding a heavy 
  weapon doesn’t impose disadvantage on its attack 
  rolls. 
  Actions 
  Multiattack. The redcap makes three attacks with its 
  wicked sickle. 
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 9 (2d4 + 4) slashing damage. 
  Ironbound Pursuit. The redcap moves up to its speed 
  to a creature it can see and kicks it with its iron boots. 
  The target must succeed on a DC 14 Dexterity saving 
  throw or take 20 (3d10 + 4) bludgeoning damage and 
  be knocked prone. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  18 
  Demonic Orc (Tanarukk) 
  Medium fiend (demon, orc), chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 95 (10d8 + 50) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  9 (-1) 
  9 (-1) 
  9 (-1) 
   
  Skills Intimidation +2, Perception +2 
  Damage Resistances fire, poison 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, Common, Orc 
  Challenge 5 (1,800 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Magic Resistance. The orc has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The orc makes two attacks: one with its 
  bite and one with its greatsword. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
  Reactions 
  Unbridled Fury. In response to being hit by a melee 
  attack, the orc can make one melee weapon attack 
  with advantage against the attacker. 
  Fire Elemental 
  Large elemental, neutral 
  Armor Class 13 
  Hit Points 102 (12d10 + 36) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  17 (+3) 
  16 (+3) 
  6 (-2) 
  10 (+0) 
  7 (-2) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan 
  Challenge 5 (1,800 XP) 
  Fire Form. The elemental can move through a space as 
  narrow as 1 inch wide without squeezing. A creature 
  that touches the elemental or hits it with a melee 
  attack while within 5 feet of it takes 5 (1d10) fire 
  damage. In addition, the elemental can enter a hostile 
  creature’s space and stop there. The first time it enters 
  a creature’s space on a turn, that creature takes 5 
  (1d10) fire damage and catches fire; until someone 
  takes an action to douse the fire, the creature takes 5 
  (1d10) fire damage at the start of each of its turns. 
  Actions 
  Multiattack. The elemental makes two touch attacks. 
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until a 
  creature takes an action to douse the fire, the target 
  takes 5 (1d10) fire damage at the start of each of its 
  turns. 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  19 
  Gargoyle 
  Medium elemental, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., fly 60 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  11 (+0) 
  7 (-2) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  adamantine 
  Damage Immunities poison 
  Condition Immunities exhaustion, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Terran 
  Challenge 2 (450 XP) 
  False Appearance. While the gargoyle remains 
  motionless, it is indistinguishable from an inanimate 
  statue. 
  Actions 
  Multiattack. The gargoyle makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
    
  Hag, Annis 
  Large fey, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  15 (+2) 
    
  Saving Throws Con +5 
  Skills Deception +5, Perception +5 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Giant, Sylvan 
  Challenge 6 (2,300 XP) 
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately 
  cast the following spells: 
   
  3/day each: disguise self (including the form of a 
  Medium humanoid), fog cloud 
  Actions 
  Multiattack. The annis hag makes three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) slashing damage. 
  Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, 
  and the target is grappled (escape DC 15) if it’s a Large 
  or smaller creature. Until the grapple ends, the target 
  takes 36 (9d6 + 5) bludgeoning damage at the start of 
  each of the hag’s turns. The hag can’t make attacks 
  while grappling a creature this way. 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  20 
  Hag, Green 
  Medium fey, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  14 (+2) 
    
  Skills Arcana +3, Deception +4, Perception +4, Stealth 
  +3 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Draconic, Sylvan 
  Challenge 3 (700 XP) 
  Amphibious. The hag can breathe air and water. 
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: dancing lights, minor illusion, vicious mockery 
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom 
  (Insight) check. 
  Actions 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. 
  Illusory Appearance. The hag covers itself and anything 
  it is wearing or carrying with a magical illusion that 
  makes it look like another creature of its general size 
  and humanoid shape. The illusion ends if the hag takes 
  a bonus action to end it or if it dies. 
   The change wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could appear 
  to have smooth skin, but someone touching it would 
  feel its rough flesh. Otherwise, a creature must take an 
  action to visually inspect the illusion and succeed on a 
  DC 20 Intelligence (Investigation) check to discern that 
  the hag is disguised. 
  Invisible Passage. The hag magically turns invisible 
  until it attacks or casts a spell, or until its concentration 
  ends (as if concentrating on a spell). While invisible, it 
  leaves no physical evidence of its passage, so it can be 
  tracked only by magic. Any equipment it wears or 
  carries is invisible with it. 
   
  Hag, Night 
  Medium fiend, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
    
  Skills Deception +7, Insight +6, Perception +6, Stealth 
  +6 
  Damage Resistances cold, fire; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Condition Immunities charmed 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Abyssal, Common, Infernal, Primordial 
  Challenge 5 (1,800 XP) 
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components: 
   
  At will: detect magic, magic missile 
  2/day each: plane shift (self only), ray of enfeeblement, 
  sleep 
  Magic Resistance. The hag has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Claws (Hag Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing 
  damage. 
  Change Shape. The hag magically polymorphs into a 
  Small or Medium female humanoid, or back to its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. It 
  reverts to its true form if it dies. 
  Etherealness. The hag magically enters the Ethereal 
  Plane from the Material Plane, or vice versa. To do so, 
  the hag must have a heartstone in its possession.  
  Nightmare Haunting (1/Day). While on the Ethereal 
  Plane, the hag magically touches a sleeping humanoid 
  on the Material Plane. If the contact persists, the target 
  has dreadful visions. If these visions last for at least 1 
  hour, the target gains no benefit from its rest, and its 
  hit point maximum is reduced by 5 (1d10). If this effect 
  reduces the target’s hit point maximum to 0, the target 
  dies, and if the target was evil, its soul is trapped in the 
  hag’s soul bag.  
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  21 
  Selfaril Uoumdolphin (Knight) 
  Medium humanoid (human), lawful evil 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
    
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages Common 
  Challenge 3 (700 XP) 
  Brave. Selfaril has advantage on saving throws against 
  being frightened. 
  Actions 
  Multiattack. Selfaril makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, Selfaril can utter a special command or 
  warning whenever a nonhostile creature that he can 
  see within 30 feet of him makes an attack roll or a 
  saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand Selfaril. A creature 
  can benefit from only one Leadership die at a time. 
  This effect ends if Selfaril is incapacitated. 
  Reactions 
  Parry. Selfaril adds 2 to his AC against one melee attack 
  that would hit him. To do so, he must see the attacker 
  and be wielding a melee weapon. 
   
   
   
   
   
   
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  22 
  Appendix 3: Throne Room Map 
   
  
   
   
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  23 
  Appendix 4: Mansion Map 
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  24 
  Appendix 5: Eltabbar Palace Map 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 6: Thurndan’s Office Map 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  26 
  Appendix 7: Elemental, My Dear Selfaril (Bonus Objective A) 
  Estimated Duration: 60 minutes 
   
  This bonus objective occurs when the adventurers 
  try to retrieve Dmitra Flass’s soul fragment. 
  Prerequisites 
  The party must have entered the door to the north of 
  the throne and spoken to Dmitra Flass in Episode 2. 
  Bonus Objective A 
  The adventurers complete Bonus Objective A if 
  they find Dmitra’s soul fragment. 
  The Palace of Eltabbar 
  The adventurers have entered the Eltabbar palace. 
  They must solve the puzzles on the first four floors 
  of the palace to reach Selfaril. Use Appendix 5: 
  Eltabbar Palace Map to represent the area. 
  Area Information 
  The palace has the following features: 
   Lighting. Besides floor 2, the rooms are all 
  brightly lit by magical light with no obvious source.  
   Dimensions. Each room has a ceiling of 15 feet. 
   Exit. The adventurers can always give up and 
  return to the throne room through the double doors 
  on the first floor. 
   Common Features. Each floor contains a lectern, a 
  shrine, an offering bowl, and a statue. There is a 
  colorful mosaic at the center of each room. 
   Puzzle Pieces: Each floor contains four colored 
  tiles each painted with a letter on it. These tiles must 
  be collected to complete the puzzle on floor 4. The 
  tiles should be cut out ahead of time from Appendix 
  9 – Colored Tiles so they can be handed out 
  physically during the game. 
   Penalties. Each floor has a unique penalty for 
  wrong guesses and inappropriate actions. 
  Floor 1. Chamber of Fire 
  The walls of this chamber depict volcanic barrens 
  next to a sea of lava. There is a mosaic of a bonfire at 
  the center of the floor. This room is stiflingly hot. 
  Penalty of Fire 
  A creature that suffers the Penalty of Fire is blasted 
  by a gout of flame and must make a DC 13 Dexterity 
  saving throw, taking 9 (2d8) fire damage on a failed 
  save or half as much damage on a successful one. 
  Lectern of Fire 
  This lectern holds a red tile bearing the letter “U” 
  glued to the wood. Resting on the lectern is a torn 
  page bearing a riddle:  
   “Thin, I am quick. Fat, I am slow. Wind is my foe.” 
   If anyone in the room says “Candle” aloud, the red 
  tile glows briefly and is no longer glued to the wood. 
   Alternatively, a creature can tear the tile from the 
  lectern with a DC 10 Strength check, but that 
  creature suffers the Penalty of Fire. 
  Shrine to Moradin 
  This small shrine holds a red tile bearing the letter 
  “N” glued to the stone. Carved upon the shrine is the 
  symbol of a hammer and anvil (which can be found 
  in Appendix 10 – Holy Symbols F1 & F2) along 
  with the words “Pay Respect.” If the players don’t 
  recognize the symbol, a character can identify it with 
  a DC 15 Intelligence (Religion) check (Dwarves have 
  advantage). 
   If a creature pays respect to Moradin in front of 
  the shrine, the red tile glows briefly and is no longer 
  glued to the shrine. If a creature in front of the 
  shrine offers prayer to a god other than Moradin or 
  shows disrespect for Moradin, that creature suffers 
  the Penalty of Fire. 
   Alternatively, a creature can tear the tile from the 
  shrine with a DC 10 Strength check, but that creature 
  suffers the Penalty of Fire. 
  Offering Bowl of Fire 
  This large offering bowl holds a red tile bearing the 
  letter “B” glued to the stone. Carved upon the rim of 
  the bowl are the words “Make an Offering.” 
   If a creature places an offering related to fire in the 
  bowl (such as a torch, a lit flame, or kindling), the 
  offering vanishes and the red tile glows briefly and is 
  no longer glued to the bowl. If a creature makes an 
  offering not related to fire, the offering does not 
  vanish, and that creature suffers the Penalty of Fire. 
   Alternatively, a creature can tear the tile from the 
  bowl with a DC 10 Strength check, but that creature 
  suffers the Penalty of Fire. 
  Efreeti Statue 
  This statue of an efreeti holds a red tile bearing the 
  letter “R” glued to the stone. Carved upon the 
  statue’s chest are the words “Prove Your Magic.” 
   If a creature casts a spell or uses magic related to 
  fire at the statue, the magic is absorbed without 
  harm and the red tile glows briefly and is no longer 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  27 
  glued. If a creature casts a spell not related to fire at 
  the statue, that creature suffers the Penalty of Fire. 
   Alternatively, a creature can tear the tile from the 
  statue with a DC 10 Strength check, but that creature 
  suffers the Penalty of Fire. 
  Floor 2. Chamber of Earth 
  The walls of this chamber are painted to resemble an 
  underground cavern. There is a mosaic of a stone 
  pyramid at the center of the floor. Unlike the other 
  rooms of the palace, this room is only dimly lit. 
  Penalty of Earth 
  A creature that suffers the Penalty of Earth has a 
  stone spike protrude at them from below. Make a 
  melee weapon attack against them with a +6 attack 
  bonus, dealing 10 (3d6) piercing damage on a hit. 
  That attack has disadvantage against creatures that 
  are flying at least 5 feet in the air. 
  Lectern of Earth 
  This lectern holds a brown tile bearing the letter “I” 
  glued to the wood. Resting on the lectern is a torn 
  page bearing a riddle: 
   “Deep down do they go. Spread out as they grow. 
  Need no light nor air. Grown as fine as hair.” 
   If a creature in the room says “Root” aloud, the 
  brown tile glows briefly and is no longer glued to the 
  lectern. 
   Alternatively, a creature can tear the tile from the 
  lectern with a DC 10 Strength check, but that 
  creature suffers the Penalty of Earth. 
  Shrine to Silvanus 
  This small shrine holds a brown tile bearing the 
  letter “L” glued to the stone. Carved upon the shrine 
  is the symbol of a leaf (which can be found in 
  Appendix 10 – Holy Symbols F1 & F2) along with 
  the words “Pay Respect.” If the players don’t 
  recognize the holy symbol, a character can identify it 
  with a DC 15 Intelligence (Religion) check. 
   If a creature pays respect to Silvanus in front of 
  the shrine, the brown tile glows briefly and is no 
  longer glued to the shrine. If a creature in front of 
  the shrine offers prayer to a god other than Silvanus 
  or shows disrespect to Silvanus, that creature suffers 
  the Penalty of Earth. 
   Alternatively, a creature can tear the tile from the 
  shrine with a DC 10 Strength check, but that creature 
  suffers the Penalty of Earth. 
  Offering Bowl of Earth 
  This large offering bowl holds a brown tile bearing 
  the letter “O” glued to the stone. Carved upon the rim 
  of the bowl are the words “Make an Offering.” 
   If a creature places an offering related to earth in 
  the bowl (such as a rock, a piece of metal, or a 
  shovel), the offering vanishes and the brown tile 
  glows briefly and is no longer glued to the bowl. If a 
  creature makes an offering not related to earth, the 
  offering does not vanish, and that creature suffers 
  the Penalty of Earth. 
   Alternatively, a creature can tear the tile from the 
  bowl with a DC 10 Strength check, but that creature 
  suffers the Penalty of Earth. 
  Dao Statue 
  This statue of a dao holds a brown tile bearing the 
  letter “S” glued to the stone. Carved upon the 
  statue’s chest are the words “Prove Your Magic.” 
   If a creature casts a spell or uses magic related to 
  earth at the statue, the magic is absorbed without 
  harm and the brown tile glows briefly and is no 
  longer glued to the statue. If a creature casts a spell 
  not related to earth at the statue, that creature 
  suffers the Penalty of Earth. 
   Alternatively, a creature can tear the tile from the 
  statue with a DC 10 Strength check, but that creature 
  suffers the Penalty of Earth. 
  Floor 3. Chamber of Water 
  The walls of this chamber are painted with scenes of 
  a massive ocean dotted with islands. There is a 
  mosaic of the water droplet at the center of the floor. 
  Unlike the other rooms, this room feels very cool and 
  humid. 
  Penalty of Water 
  A creature that suffers the Penalty of Water feels 
  the warmth drain out from their body. That creature 
  must make a DC 12 Constitution saving throw, 
  taking 7 (2d6) cold damage on a failed save or half as 
  much damage on a successful one. A creature that 
  rolls 7 or lower on the save also gains 1 level of 
  exhaustion. 
  Lectern of Water 
  This lectern holds a blue tile bearing the letter “D” 
  glued to the wood. Resting on the lectern is a torn 
  page bearing a riddle:  
   “Weight in my belly. Trees on my back. Nails in my 
  ribs. Feet I do lack.” 
   If a creature in the room says “Boat” or “Ship” 
  aloud, the blue tile glows briefly and is no longer 
  glued to the lectern. 
   Alternatively, a creature can tear the tile from the 
  lectern with a DC 10 Strength check, but that 
  creature suffers the Penalty of Water. 
  
   
   
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  Shrine to Umberlee 
  This small shrine holds a blue tile bearing the letter 
  “I” glued to the stone. Carved upon the shrine is the 
  symbol of a pair of crashing waves (which can be 
  found in Appendix 11 – Holy Symbols F3 & F4) 
  along with the words “Pay Respect.” If the players 
  don’t recognize the symbol, a character can identify 
  it with a DC 15 Intelligence (Religion) check. 
   If a creature pays respect to Umberlee in front of 
  the shrine, the blue tile glows briefly and is no longer 
  glued to the shrine. If a creature in front of the 
  shrine offers prayer to a god other than Umberlee or 
  shows disrespect to Umberlee, that creature suffers 
  the Penalty of Water. 
   Alternatively, a creature can tear the tile from the 
  shrine with a DC 10 Strength check, but that creature 
  suffers the Penalty of Water. 
  Offering Bowl of Water 
  This large offering bowl holds a blue tile bearing the 
  letter “P” glued to the stone. Carved upon the rim of 
  the bowl are the words “Make an Offering.” 
   If a creature places an offering related to water in 
  the bowl (such as a liquid, a chunk of ice, or a cup), 
  the offering vanishes and the blue tile glows briefly 
  and is no longer glued to the bowl. If a creature 
  makes an offering not related to water, the offering 
  does not vanish, and that creature suffers the 
  Penalty of Water. 
   Alternatively, a creature can tear the tile from the 
  bowl with a DC 10 Strength check, but that creature 
  suffers the Penalty of Water. 
  Marid Statue 
  This statue of a marid holds a blue tile bearing the 
  letter “R” glued to the stone. Carved upon the 
  statue’s chest are the words “Prove Your Magic.” 
   If a creature casts a spell or uses magic related to 
  water at the statue, the magic is absorbed without 
  harm and the blue tile glows briefly and is no longer 
  glued to the statue. If a creature casts a spell not 
  related to water at the statue, that creature suffers 
  the Penalty of Water. 
   Alternatively, a creature can tear the tile from the 
  statue with a DC 10 Strength check, but that creature 
  suffers the Penalty of Water. 
  Floor 4. Chamber of Wind 
  The walls of this chamber are painted with a vast 
  aerial landscape filled with winged beasts. There is a 
  mosaic of a gust of wind at the center of the floor. 
  Penalty of Wind 
  A creature that suffers the Penalty of Wind gets hit 
  by a strong blast of wind. That creature must make a 
  DC 14 Strength saving throw or else get blasted into 
  a nearby wall, taking 11 (2d10) bludgeoning 
  damage. 
  Lectern of Wind 
  This lectern holds a purple tile bearing the letter “E” 
  glued to the wood. Resting on the lectern is a torn 
  page bearing a riddle:  
   “Lighter than a coin or song, yet few can hold me for 
  long.” 
   If a creature in the room says “Breath” aloud, the 
  purple tile glows briefly and is no longer glued. 
   Alternatively, a creature can tear the tile from the 
  lectern with a DC 10 Strength check, but that 
  creature suffers the Penalty of Wind. 
  Shrine to Talos 
  This small shrine holds a purple tile bearing the 
  letter “L” glued to the stone. Carved upon the shrine 
  is the symbol of three lightning bolts (which can be 
  found in Appendix 11 – Holy Symbols F3 & F4) 
  along with the words “Pay Respect.” If the players 
  don’t recognize the symbol, a character can identify 
  it with a DC 15 Intelligence (Religion) check. 
   If a creature pays respect to Talos in front of the 
  shrine, the purple tile glows briefly and is no longer 
  glued to the shrine. If a creature in front of the 
  shrine offers prayer to a god other than Talos or 
  shows disrespect to Talos, that creature suffers the 
  Penalty of Wind. 
   Alternatively, a creature can tear the tile from the 
  shrine with a DC 10 Strength check, but that creature 
  suffers the Penalty of Wind. 
  Offering Bowl of Wind 
  This offering bowl holds a purple tile bearing the 
  letter “A” glued to the stone. Carved upon the rim of 
  the bowl are the words “Make an Offering.” 
   If a creature places an offering related to wind in 
  the bowl (such as by blowing air into it), it vanishes 
  and the purple tile glows briefly and is no longer 
  glued to the bowl. If a creature makes an offering not 
  related to wind, the offering does not vanish, and 
  that creature suffers the Penalty of Wind. 
   Alternatively, a creature can tear the tile from the 
  bowl with a DC 10 Strength check, but that creature 
  suffers the Penalty of Wind. 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  29 
  Djinni Statue 
  This statue of a djinni holds a purple tile bearing the 
  letter “G” glued to the stone. Carved upon the 
  statue’s chest are the words “Prove Your Magic.” 
   If a creature casts a spell or uses magic related to 
  wind at the statue, the magic is absorbed without 
  harm and the purple tile glows briefly and is no 
  longer glued to the statue. If a creature casts a spell 
  not related to wind at the statue, that creature 
  suffers the Penalty of Wind. 
   Alternatively, a creature can tear the tile from the 
  statue with a DC 10 Strength check, but that creature 
  suffers the Penalty of Wind. 
  Tile Puzzle 
  On the south side of floor 4 is a large stone wall 
  bearing slots into which they can insert their tiles. 
  Carved next to the grid is the question, “What should 
  an adventurer never leave home without?” Give out 
  Appendix 12 – Tile Puzzle. 
   Below the grid is a four-digit combination lock. 
  Each of the digits cycles between 1, 2, 3, and 4. The 
  combination lock can’t be rotated until all sixteen 
  tiles have been inserted into the grid. The correct 
  answer to the grid and combination lock can be 
  found in Appendix 13 – Tile Puzzle Answer. 
   Once the adventurers insert all sixteen tiles 
  correctly into the grid and put “3244” into the 
  combination lock, the stone wall retracts into a 
  secret staircase leading to the next floor. 
  Floor 5. Royal Bedroom 
  This chamber is a lavish bedroom filled with exotic 
  carpets, drapes, and decorations. An adjoining 
  balcony looks out upon the city of Eltabbar. 
   Selfaril is sleeping in the bed. Dmitra Flass sits on 
  the other side of the bed and glances up as the 
  characters come up the stairs. She is extremely 
  surprised that the adventurers managed to outwit 
  her palace defenses and make their way up here. 
   Dmitra honors her bargain and lays a hand upon 
  Selfaril’s forehead. Selfaril shrinks down into a small 
  ruby shard, which Dmitra picks up and hands to one 
  of the adventurers. She warns them that they have 
  not seen the last of her, and then she vanishes. 
   The adventurers complete Bonus Objective B and 
  can go back through the palace doors to return to 
  the throne room. If they haven’t yet explored all 
  three rooms, they can enter another room in 
  Episode 2. Otherwise, proceed to Episode 3. 
   
   
   
   
   
  Dmitra Flass 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  30 
  Appendix 8: Traitors and Turncloaks (Bonus Objective B) 
  Estimated Duration: 60 minutes 
   
  This bonus objective occurs when the adventurers 
  try to find Thurndan Tallwand’s soul fragment. 
  Prerequisites 
  The party must have entered the door to the east of 
  the throne and spoken to Thurndan Tallwand in 
  Episode 2. 
  Bonus Objective B 
  The adventurers complete Bonus Objective B if 
  they find Thurndan’s soul fragment. 
  Scene A. Statue of Limitations 
  After Thurndan Tallwand and Rastol Shan leave, the 
  adventurers find themselves alone in the Senior 
  Cloak’s office. Rastol Shan’s last instructions to the 
  adventurers were to look for the platinum amulets. 
  Use Appendix 6: Thurndan’s Office Map to 
  represent the area. 
  Area Information 
  This area has the following features: 
   Dimensions & Terrain. The office is a spacious 
  chamber with a 20-ft. high ceiling. 
   Lighting. The center of the room is brightly lit by 
  arcane orbs of light floating in the air. The corners of 
  the room are only dimly lit. 
  Creatures/NPCs 
  The four statues in the room are gargoyles. Each 
  gargoyle wears a wide platinum amulet around its 
  neck. The gargoyles all come alive and attack if any 
  of them are harmed or if anyone tries to touch or 
  steal an amulet. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Weak: The gargoyles have +2 to attack and damage rolls. 
  Their attacks are magical. 
  • Average: The gargoyles have +20 hit points and +3 to 
  attack and damage rolls. Their attacks are magical. 
  • Strong: The gargoyles have +30 hit points and +4 to attack 
  and damage rolls. Their attacks are magical. 
  • Very Strong: The gargoyles have +40 hit points and +5 to 
  attack and damage rolls. Their attacks are magical. 
   Extra Challenge: Each gargoyle has three arms and can 
  make a claw attack as a bonus action. 
  Scene B. Cloaking Device 
  Once the gargoyles are defeated, the adventurers can 
  take the platinum amulets. Each amulet is a flat, 
  wide disk which radiates divination magic to detect 
  magic. The back side of each amulet is emblazoned 
  with a letter: A, H, S, or N. The amulets can be cut out 
  from Appendix 14 – Platinum Amulets. 
   The amulets are ridged in such a way that they can 
  lock onto each other when stacked in a pile. If they 
  are stacked in an order that spells “SHAN,” the magic 
  of the amulets activate, turning the centers of all four 
  amulets into transparent glass as long as they are 
  together. (There are few enough combinations that 
  the players can try every combination if they can’t 
  figure out the solution otherwise.) 
   If anyone examines the room through the glass, 
  they spot a hidden compartment on the floor behind 
  the desk, which can only be opened by someone 
  carrying the amulet. Inside the compartment are 
  Selfaril’s soul fragment, three books on lichdom with 
  notes written by Thurndan Tallwand, a bottle of 
  heavy perfume, and an ornate mithral mask. All of 
  these objects, other than the soul fragment, are just 
  figments of the shared dream and disappear if taken 
  out of the room. 
  Rastol Shan Unmasked 
  The mithral mask is clearly identical to the mask that 
  Rastol Shan always wears. If a character sniffs the 
  perfume, they recognize the scent as the heavy 
  perfume that Shan always wears. The handwriting of 
  the notes in the lichdom books match the 
  handwriting of Thurndan Tallwand’s other papers 
  (found in his desk) as well as Rastol Shan’s 
  handwriting (if anyone has correspondence from 
  him). 
   It is not difficult for an adventurer to put together 
  the clues and realize that Rastol Shan was Thurndan 
  Tallwand who transformed himself into a lich. If any 
  adventurer figures out this secret, all of them gain 
  the A Lich’s Secret story award. 
  Return to Sender 
  Once the adventurers have the soul fragment, they 
  complete Bonus Objective B. The double doors lead 
  back to the throne room. If they haven’t yet explored 
  all three rooms, they can enter another room in 
  Episode 2. Otherwise, proceed to Episode 3. 
   
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  31 
  Appendix 9: Colored Tiles 
   
   
   
   
   
   
   
   
   
  U 
  N 
  B 
  R 
  I 
  L 
  O 
  S 
  D 
  I 
  P 
  R 
  E 
  L 
  A 
  G 
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  32 
  Appendix 10: Holy Symbols (F1 & F2) 
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  33 
  Appendix 11: Holy Symbols (F3 & F4) 
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  34 
  Appendix 12: Tile Puzzle 
   
  1 
  2 
  3 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What should an adventurer 
  never leave home without? 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  35 
  Appendix 13: Tile Puzzle Answer 
   
  1 
  2 
  3 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What should an adventurer 
  never leave home without? 
  U 
  N 
  B 
  R 
  I 
  L 
  O 
  S 
  D 
  I 
  P 
  R 
  E 
  L 
  A 
  G 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  36 
  Appendix 14: Platinum Amulets 
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  37 
  Appendix 15: Magic Items 
   
  Adventurers completing this adventure’s objective 
  unlock these magic items.
  Sea Hag’s Cloak                                 
  (Cloak of the Manta Ray) 
  Wondrous item, uncommon 
   While wearing this cloak with its hood up, you can 
  breathe underwater, and you have a swimming 
  speed of 60 feet. Pulling the hood up or down 
  requires an action. 
   This item is found on Magic Item Table B in the 
  Dungeon Master’s Guide. 
   This dark green cloak seems to be sewn together 
  out of seaweed and kelp. Its wearer suffers no harm 
  in temperatures as cold as -20 degrees Fahrenheit or 
  as warm as 120 degrees Fahrenheit. 
   
  Selfaril’s Soul Gem                            
  (Ruby of the War Mage) 
  Wondrous item, common (requires attunement by a 
  spellcaster) 
   Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 10 
  minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   This item can be purchased with 2 Treasure 
  Checkpoints of any tier. 
   This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now it 
  seems to hold a small piece of his vitality. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  38 
  Appendix 16: Spellbook 
   
  Adventurers may earn the following spellbook 
  during the adventure.  
  Brotherhood Spellbook 
  This book bears the symbol of the Brotherhood of 
  Cloaks. It contains the following spells: 
   
   1st level: absorb elements, silent image, unseen 
  servant 
   2nd level: mirror image, shadow blade 
   3rd level: catnap, major image 
   4th level: sickening radiance, summon greater 
  demon 
   5th level: dream, steel wind strike 
   6th level: mental prison 
   7th level: crown of stars 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  39 
  Appendix 17: Story Award 
   
  Adventurers may earn the following story award 
  during the adventure.  
  A Lich’s Secret 
  When going through Selfaril’s memories of the past, 
  you discovered Rastol Shan’s secret. He is a lich who 
  was formerly Thurndan Tallwand, the Senior Cloak 
  who betrayed Selfaril Uoumdolphin on behalf of his 
  brother Rassendyll. What you do with this secret is 
  up to you. 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GAD01-01 Broken Blade (v1.0) 
   
   
  40 
  Appendix 18: Dungeon Master Tips 
   
  This adventure is designed for three to seven 5th-
  10th level characters and is optimized for five 
  characters with an average party level (APL) of 8. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  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. Familiar 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.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  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 
   For Extra Challenge: Some adjustment sidebars 
  include adjustments for extraordinary parties. 
  Suggestions marked this way are options for 
  experienced DMs with players who can handle 
  very difficult encounters. They can be used 
  alongside any other adjustment. Be careful using 
  these options, especially in a time-limited setting. 
  
   
   
   
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be sewn 
  together out of seaweed and kelp. Its 
  wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be sewn 
  together out of seaweed and kelp. Its 
  wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be 
  sewn together out of seaweed and 
  kelp. Its wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be sewn 
  together out of seaweed and kelp. Its 
  wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be sewn 
  together out of seaweed and kelp. Its 
  wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be 
  sewn together out of seaweed and 
  kelp. Its wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be sewn 
  together out of seaweed and kelp. Its 
  wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be sewn 
  together out of seaweed and kelp. Its 
  wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
  Item Unlock: 
  Sea Hag’s Cloak 
  (Cloak of the Manta Ray) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Uncommon (Table B) 
   
  While wearing this cloak with its hood 
  up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. 
  Pulling the hood up or down requires 
  an action. 
   
  This dark green cloak seems to be 
  sewn together out of seaweed and 
  kelp. Its wearer suffers no harm in 
  temperatures as cold as -20 degrees 
  Fahrenheit or as warm as 120 degrees 
  Fahrenheit. 
   
    
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
  Item Unlock: 
  Selfaril’s Soul Gem 
  (Ruby of the War Mage) 
  CCC-GAD01-01 Broken Blade 
   
  Wondrous Item, Common (2 TCP) 
  (Requires attunement by a spellcaster) 
   
  Etched with eldritch runes, this 1-inch-diameter 
  ruby allows you to use a simple or martial weapon 
  as a spellcasting focus for your spells. For this 
  property to work, you must attach the ruby to the 
  weapon by pressing the ruby against it for at least 
  10 minutes. Thereafter, the ruby can’t be removed 
  unless you detach it as an action or the weapon is 
  destroyed. Not even an antimagic field causes it to 
  fall off. The ruby does fall off the weapon if your 
  attunement to the ruby ends. 
   
  This jagged piece of ruby was once part of the gem 
  that housed Selfaril Uoumdolphin’s soul. Even now 
  it seems to hold a small piece of his vitality. 
   
    
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
   
   
   
   
   
   
   
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
   
   
   
   
   
   
   
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
  Story Award: 
  A Lich’s Secret 
  CCC-GAD01-01 Broken Blade 
   
  When going through Selfaril’s 
  memories of the past, you 
  discovered Rastol Shan’s secret. 
  He is a lich who was formerly 
  Thurndan Tallwand, the Senior 
  Cloak who betrayed Selfaril 
  Uoumdolphin on behalf of his 
  brother Rassendyll. What you 
  do with this secret is up to you. 
   
    
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/1d4Con (ODFC)/CCC-GAD01-01 Broken Blade v1.0.pdf