TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
  2019 Dungeons & Dragons OPEN 
  For six 7th-level pre-generated characters 
   
  Will Doyle, James Introcaso, Shawn Merwin 
  Adventure Designers 
  Version 0.1 
   
  Development and Editing: Chris Lindsay 
  Organized Play: 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 
   
  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. 
   
   
  
  Forged in Fire is a Dungeons & Dragons® adventure 
  for the six 7th-level pregenerated characters 
  included with the adventure. Using characters other 
  than those provided is not allowed, as the characters 
  are created to fit specifically into the story and 
  encounters of the adventure.  
   The D&D Open is a competitive event designed 
  for multiple groups playing together. Players 
  participating in the event can earn rewards that 
  can be applied to one D&D Adventurers League 
  character. Rewards can only be applied to a single 
  DDAL character, as described on the official 2019 
  D&D Open reward certificate provided to players 
  at the end of the event (see appendix C). 
   The event runs for approximately 8 hours, with 
  a 1-hour break between the first and second 
  round.  
  In the past, the D&D Open was a highly 
  competitive event where the players vied to "win" 
  by earning the most points within a highly 
  structured scoring system. This new incarnation 
  of the D&D Open is a departure from those early 
  iterations. While competitive aspects of the event 
  remain intact, the event’s main goal has changed: 
  FUN FOR EVERYONE! 
   This D&D Open maintains a scoring system, 
  although the scoring isn't as rigid as D&D Open 
  events of the past, and prizes can be earned in 
  many ways. Not only are prizes given to the 
  groups that get the most points, but additional 
  prizes are possible for roleplaying, problem 
  solving, or just being in the right place at the right 
  time.  
   This D&D Open also adds some theatrical 
  elements that allow the players, DMs, and other 
  volunteers to roleplay at different tables.  
  The event administrators are located at a special 
  table, referred to as Open HQ, with staff also 
  wandering the floor. If you or your players have 
  any questions, flag one of the Open HQ staff or 
  send the table captain to Open HQ on behalf of the 
  table. 
  Three paladins, citizens of the city of Elturel, 
  traveled to Baldur’s Gate to arrest three infernal 
  pact warlocks. The warlocks were hired by 
  Falaster Fisk, a ranking member of Baldur’s Gate’s 
  thieves’ guild, to steal a puzzle box from Elturel’s 
  High Overseer, Thavius Kreeg. After delivering the 
  stolen puzzle box to Fisk, the warlocks were 
  caught and arrested by the three paladins in 
  Baldur’s Gate, though Fisk is in the wind. 
   Using powerful magical shackles, each paladin is 
  chained to one warlock to ensure the warlocks 
  won’t run away before their execution in Baldur’s 
  Gate. Before the execution can be carried out, the 
  paladins and warlocks are pulled into Avernus by 
  a cultist’s ritual. Once in Avernus, the six must 
  depend on each other to survive, as the warlocks 
  have the knowledge needed to navigate the hostile 
  plane, while the paladins have the might. 
   Bai Shui – FEMALE SHOU HUMAN, OATH OF 
  DEVOTION PALADIN. Bai was born in Elturel 
  and made it her mission to become a member of 
  the Companions from the time she was a girl. 
  Bai is well-trained and versed in the word of 
  Torm by High Overseer Thavius Kreeg, who she 
  looks on as a mentor. She is loyal to her city of 
  Elturel, her people, and the High Overseer. The 
  young woman is only in her mid-twenties and 
  has very little experience in the field. Despite 
  her status as a greenhorn, Bai’s connection to 
  Kreeg had her named the leader of the 
  expedition to bring three warlocks back to 
  Baldur’s Gate for justice. Bai respects Xadal’s 
  experience and Forgiveness’ capacity for mercy. 
  She is eager to prove to them she is worthy of 
  the leadership position she has. 
   Xadal Naicaldon – MALE SILVER 
  DRAGONBORN, OATH OF THE ANCIENTS 
  PALADIN. The veteran Xadal has been serving 
  Tyr his entire life. Xadal was orphaned as a child 
  and raised by a human mother, Brithan, who 
  taught him the ways of Tyr. Together they 
  traveled the countryside, righting the wrongs of 
  the world. Even after his mother was torn apart 
  by a warlock’s summoned demons, Xadal 
  continued his work. When he found the 
  Companions, he appreciated the similar mindset 
  the group had and has set about becoming a 
  citizen of Elturel. Xadal tries to guide Bai Shui 
  without taking over as leader and allows 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  3 
  Forgiveness to redeem creatures before using 
  his axe to end evil once and for all. 
   Forgiveness – FEMALE ZARIEL TIEFLING, 
  OATH OF REDEMPTION PALADIN. Forgiveness’ 
  parents came to Elturel when she was a child, 
  though their tiefling heritage has made it 
  difficult for the family to become citizens of the 
  city. With many unwilling to give work to her 
  mother and father, Forgiveness’ family has 
  struggled. Everything changed when 
  Forgiveness was a young adult, traveling with a 
  merchant caravan as a guard. The caravan came 
  across a group of Companions who were 
  besieged by orcs. Forgiveness led the charge to 
  save them and is now on track to be awarded 
  membership in the elite group of warriors. She 
  has learned the way of Ilmater from Favian, her 
  human mentor. Through Ilmater, Forgiveness 
  has learned to forgive the people who 
  mistreated her family. She believes every 
  creature, no matter how evil, can be redeemed - 
  if they are willing. She knows that those who are 
  unwilling must fall before her blade, but she 
  must try to redeem them before delivering a 
  deathblow. She sees wisdom in listening to her 
  friend Xadal, and views great potential in Bai 
  Shui. 
   Tagith Ulkina – FEMALE RASHEMI HUMAN, 
  INFERNAL PACT OF THE TOME WARLOCK. As 
  children, Tagith and her brother Boridar were 
  orphaned and raised as scribes by priests of 
  Torm in Baldur’s Gate. The other children they 
  met were unkind, bullying them. Mother 
  Recinda, the priestess who ran the scriptorium 
  where Tagith and Boridar grew up, was even 
  crueler. One night, while locked in the temple’s 
  cellar yet again for failing to transcribe enough 
  verses, Tagith prayed to any who could hear 
  her. Her prayers were answered by Xalzair, a pit 
  fiend in the service of Zariel. In a promise for 
  her loyalty Xalzair gave Tagith a book of great 
  power, which Tagith used to kill Mother Recinda 
  and escape the temple of Torm alongside her 
  brother. Tagith used her power to slay other 
  corrupt people, save people, and convince those 
  she saved to make the same pledge to Xalzair. 
  Recently, Tagith’s brother Boridar mysteriously 
  disappeared and she is desperate to find him. 
  Her hunt was put on hold when Xalziar told 
  Tagith to take a job from a Baldurian citizen 
  named Falaster Fisk. Tagith, along with her 
  friends Donaris and Rage, were contracted to 
  steal a puzzle box from Elturel’s High Overseer 
  Thavius Kreeg, but the trio of warlocks were 
  captured and brought back to Baldur’s Gate to 
  face the gallows. 
   Donaris Alimbo – MALE HALF-ELF, INFERNAL 
  PACT OF THE BLADE WARLOCK. Donaris was 
  raised Baldur’s Gate in a cult of Falgrath, a pit 
  fiend in the service of Zariel. From the time he 
  was young, it was clear Donaris was chosen for 
  great things. Donaris was even gifted a special 
  sword by Falgrath, with which he formed an 
  arcane bond. Donaris used the sword to find and 
  kill those who worshipped and summoned 
  demons in the Sword Coast and became known 
  as Donaris Demon Slayer. Perhaps it was his 
  fame that saw Donaris chosen by Falgrath for an 
  important mission: Donaris, along with his 
  friends Tagith and Rage, were contracted to 
  steal a puzzle box from Elturel’s High Overseer. 
   Rage – MALE GLASYA TIEFLING, INFERNAL 
  PACT OF THE CHAIN WARLOCK. Rage was born 
  on the streets of Baldur’s Gate and lived a 
  beggar’s life. As a child, a passing human 
  warlock named Galen showed Rage how to 
  contact Bragacon, a pit fiend in the service of 
  Zariel. The pit fiend gave Rage an imp familiar 
  named Ozible - a crafty expert in pickpocketing 
  and theft - in exchange for turning more of the 
  people living on Luskan’s streets to worshipping 
  the pit fiend. As Rage grew, so did his cult and 
  power. The cult was kind to warlocks that 
  passed through the city, which is how Rage met 
  his friends Tagith and Donaris. Bragacon 
  recently told Rage to take a job from a man 
  named Falaster Fisk. Rage, along with his 
  friends Donaris and Tagith, were contracted to 
  steal a puzzle box from Elturel’s High Overseer 
  Thavius Kreeg, but the trio of warlocks were 
  captured and brought back to Baldur’s Gate to 
  face the gallows. Rage has a dark secret. 
  Secretly, he betrayed Tagith’s brother Boridar to 
  Bragacon to gain more power with his patron. 
  Boridar is held in stasis within the amulet Rage 
  wears and Rage draws power from his soul to 
  fuel his magic. If Rage ever chooses to release 
  Boridar's soul, Boridar is returned alive to 
  Baldur’s Gate and Rage immediately loses 
  access to half of his 4th-level spells (player’s 
  choice). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  4 
   
  The event is divided into 2 rounds. Each round is 
  timed and lasts approximately 4 hours. 
  The first round begins with the characters being 
  sent to Avernus and discovering a ritual that can 
  send them home. 
   Episode 1. (60 Minutes). The players are 
  mustered to their tables, have the chance to get 
  acquainted with their characters and each other, 
  and find themselves falling into Avernus after 
  cultists perform a ritual in their presence. The 
  characters must get their bearings and come up 
  with their plan to survive and get back home. 
   Episode 2. (90 Minutes). The characters seek 
  answers and guidance at the home of Xalzair, 
  Tagith’s pit fiend patron. From Xalzair, the 
  characters learn that the arch-devil Glasya is the 
  one who can get them home, as well as the one 
  who can remove the manacles binding them 
  together. The pit fiend also wants the characters 
  to assist him in making a deal to gain the souls of 
  some lost modrons. Depending on the characters’ 
  choice, they might move on to the modrons’ barge, 
  or they might steal the necessary ritual from the 
  library and deal with invading demons. 
   Episode 3. (90 Minutes). To perform the ritual, 
  the characters need a specific sword. The best 
  place to acquire such a weapon locally is the Forge 
  of Falgrath, Donaris’s patron. The characters 
  travel to the forge through the terrible and 
  dangerous Avernus hellscape. The characters can 
  either accept Falgrath’s offer and fight abishai for 
  him, or they can attempt to steal the sword. 
  Round Two starts after a 1-hour break. The 
  characters must find the final ingredient for the 
  ritual and then perform the ritual to get home. 
   Episode 4. (90 Minutes). The characters must 
  get past Bragacon’s infernal guardians and deal 
  with the pit fiend to gain access to a pack of hell 
  hounds. She’s obtained a secret cache of soul coins 
  in a locked box and wants help opening it. The 
  characters can either open the chest or devise a 
  way to steal the hell hounds.  
   Episode 5. (120 Minutes). With all the 
  components acquired, the characters must travel 
  to the top of Mount Yaltomec and perform the 
  ritual to contact Glasya and find their way back to 
  the mortal world. 
   Final Scoring. (30 Minutes). Scores for each 
  table are tallied, and winners are announced. 
  Rewards for individual and group efforts are 
  presented. 
  There are some preparations that you need to 
  make before beginning the game.  
  When you arrive at the event, visit Open HQ to 
  collect your DM Pack.  
  It’s your responsibility to adjudicate the rules of 
  the game fairly and ensure your players have a fun 
  time.  
  Because of the competitive nature of the event, 
  DMs should not adjust to the difficulty of the 
  adventure. While any game of D&D requires the 
  DM to be flexible in responding to the variety of 
  ideas players can employ, the D&D Open should 
  see DMs staying close to the script to ensure all 
  tables have a consistent, even if not identical, play 
  experience. 
   Since this adventure uses pre-generated 
  characters, there is no need to scale encounters up 
  or down based on the strength of the party. All 
  tables playing the adventure should also have 
  exactly six players, one for each character, so no 
  adjustments are required based on the number of 
  players. 
  This adventure operates under strict time limits. 
  Instructions at the start of each part state how 
  much real time is available to complete the 
  objectives. If the players fail to finish in time, their 
  characters still move to the next part, but they 
  receive penalties to their overall score. 
   If your players finish their objectives ahead of 
  time, additional content is provided to keep the 
  players engaged until the end of the time 
  permitted for a part. 
   You can keep the pace throughout by reminding 
  players they’re working against the clock, forcing 
  them to vote if they reach an impasse, and keeping 
  the game moving wherever possible. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  5 
  Combat is likely unavoidable in this adventure. To ensure 
  players keep the action of the adventure moving, consider 
  to the following methods speed up play: 
   Use theater of the mind combat, or hand wave distances 
  on the battlemap instead of counting feet.  
   Don’t roll for enemy initiative. All enemies act on an 
  initiative count of 10 + the Dexterity modifier of the enemy 
  with the highest Dexterity.   
   If any player beats the enemy on initiative, the group 
  acts first. Just start with the player with the highest 
  initiative result, and then circle around the table clockwise 
  from that player. 
   Use average damage for enemy attacks. On a critical hit, 
  roll all the dice as normal. 
  Each part details whether a short or a long rest 
  can be taken at the end of the part. In some cases, 
  refusing to take a rest that is available can provide 
  bonus points to the team. The paladins begin the 
  adventure with specific spells prepared, which are 
  marked on their character sheets. They can choose 
  to prepare new spells during a long rest. 
  When a character dies, Pipyap (see “Pipyap”) can 
  bring the character back to life by making a deal 
  with the soul of the dead character or another 
  character in the party. 
  Maps of some locations are provided for you. You 
  may use theater of the mind or battlemaps or a 
  combination of both. Whatever fits your DM style 
  or the players’ desires is fine. Just remember that 
  theater of the mind is often faster than using 
  battlemaps and minis. 
   Be aware that combat is often used a last resort 
  in this adventure. Using a battlemap to measure 
  precise distances can slow down the action and 
  affect a group’s chances of winning. Please ask the 
  players what their preference is or run theater of 
  the mind as a default. 
  This is a scored event. Points are awarded for 
  completing core objectives – completing 
  encounters, finishing quests, and collecting 
  treasures – with bonus points for different 
  accomplishments, quirky achievements, and even 
  amusing failures. A place for scoring each 
  encounter is included in a separate scoring sheet 
  for each round,  provided as Appendix B.  
   Please do not give players any information 
  about point values for scoring before, during, or 
  after the adventure, unless instructed to do so. 
  This event runs at other shows, so revealing the 
  scoring would be unfair for those who play 
  elsewhere. 
   If you have any questions about scoring, ask 
  Open HQ for help. While scoring should be done as 
  accurately as possible, it is more important to run 
  a fun event for the table than it is to get every 
  point tallied exactly right. That said, do your best 
  to keep track, as this will likely be an important 
  part of the fun for some players. Provide Open 
  HQ with your table's completed scoring sheet 
  at the end of both rounds of play. 
  Don’t remind your players to search for treasure! 
  If they miss items that could aid them later in the 
  adventure, that is a natural consequence of poor 
  decision making. 
  Be sure that you receive your official D&D Open 
  DM reward certificate for volunteering your time 
  in providing a great play experience. Thank you 
  for your efforts! 
  Player rewards are given at the end of the 
  adventure. These rewards are provided as official 
  DDAL certificates.  
   The scoring sheet provides a column indicating 
  which accomplishments earn a certificate. Please 
  make sure you request, collect, and distribute 
  the certificates earned by the party. 
  You do not need to calculate the experience of the 
  event. As detailed on their certificates, all players 
  receive experience that they can apply to one D&D 
  Adventurers League character. 
  You do not need to calculate the treasure for the 
  event. As detailed on their certificates, all players 
  receive treasure that they can apply to one D&D 
  Adventurers League character. 
  Several fiends appear and offer services to the 
  characters in exchange for one of the adventurers’ 
  souls. The rules for giving up a soul are as follows: 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  6 
   A fiend presents a contract on a scroll made 
  from interlocking metal plates that the 
  character must sign to give away their soul. 
   To sign, all a character need to is allow a drop of 
  their own blood to touch the surface of the 
  contract. 
   Each character can only sell their own 
  individual soul and not another. 
   Each character can only sell their soul once. The 
  fiends offering such services have a divine sense 
  about such things and cannot be tricked into 
  accepting and already sold soul. 
   A character who sells their soul fails death 
  saving throws on a result of 14 or lower, as the 
  Nine Hells tries to claim them while dying. 
  [Devils won’t communicate this ‘tugging-on the 
  soul’ effect while making the deal unless 
  specifically asked, and why would they?] 
  One of the event administrators should play 
  Pipyap, a wheeling and dealing imp who moves 
  from table to table, offering deals for spellcasting 
  services, magic items, and other favors. 20 
  minutes after the start of part 1, Pipyap should go 
  around to every table and briefly make 
  introduction and give a sales pitch on the kinds of 
  deals the imp can offer the characters. 
   For the rest of the adventure until the 
  characters leave Avernus, the characters can call 
  Pipyap over whenever they want to make a deal 
  (which can be done by raising a special Pipyap flag 
  or by standing and calling out for the imp). Pipyap 
  is willing to make trades as shown on the 
  “Pipyap’s Deals” table. If a character makes a deal 
  for a spell with a costly material component (such 
  as raise dead), the character must pay for the cost 
  of the component as well.  
   Whenever a character makes a deal with Pipyap, 
  the imp magically conjures forth a contract 
  written in Infernal on interlocking metal plates. 
  Once the contract is signed, the exchange is made. 
   The “Pipyaps Deals” handout in appendix E 
  reveals the services that Pipyap offers – but not 
  their cost!   
  The paladins used manacles of justice to secure the 
  warlocks, chaining one paladin to one warlock to 
  prevent the criminals’ escape. These manacles 
  can’t be removed by any humanoid except the 
  High Overseer of Elturel Thavius Kreeg. 
   The manacles have the following features: 
   The manacles are immune to all damage. 
   Ability checks made to remove or unlock the 
  manacles automatically fail. 
   While wearing the manacles you can’t be more 
  than 10 feet from the other character wearing 
  the same set of manacles. If either of you is 
  forced out of this range, you drag the other 
  character with you. 
   While wearing the manacles your form can 
  magically change (such as with the polymorph 
  or gaseous form spell) but the manacles adapt to 
  remain attached to your new form. 
   If you attempt to teleport while wearing the 
  manacles, the spell or ability fails unless it is 
  capable of teleporting both the caster and the 
  character chained to the caster, such as with a 
  dimension door spell. 
   If the paladin wearing the manacles dies, the 
  warlock attached to the same set of manacles 
  immediately dies as well. 
   If you remove the piece of your body with the 
  manacles attached, you die. If you are raised, 
  when you return, you find yourself attached 
  once more. 
   Handout 1 contains these rules for the players. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  7 
  Pipyap’s Deals 
  Good or Service 
  Cost 
  A potion of greater 
  healing, a potion of 
  resistance, or a spell scroll 
  of 2nd or lower level 
  Pipyap temporarily takes 
  the character’s voice and 
  that character cannot talk 
  or cast spells with verbal 
  components for the next 
  10 minutes of gameplay. 
  The player should describe 
  what their character is 
  doing. 
  An elixir of health, a 
  potion of invulnerability, a 
  potion of mind reading, a 
  spell scroll of 4th or lower 
  level, or Pipyap removes a 
  harmful condition 
  affecting one character 
  Pipyap takes the 
  character’s two remaining 
  highest-level spell slots. 
  Pipyap returns a dead 
  character to life by casting 
  the true resurrection spell 
  Pipyap permanently 
  removes on weapon, tool, 
  or skill proficiency or a 
  spell know from the 
  character who made the 
  deal. 
   
   
  
  It was pride that changed angels to devils; it is humility that makes men as angels. 
   
  —St. Augustine 
  Allotted Time: 1 hour 
   
  The players are seated, the characters distributed 
  and reviewed, and the characters learn about their 
  exploits up to this point. They are then tossed into 
  the fire (of Hell) and must survive their first 
  moments in Avernus. 
  After a brief DM meeting, DMs are sent to their 
  table with the materials the players need: six 
  character packets and handouts. Handout 1 
  describes the mechanical and story implications of 
  being chained to another character. 
   Only share with the players the material 
  they’re allowed to see (at this stage, just 
  handout 1 and the character packets). 
  As players arrive at your table, point them to the 
  character packets. Only allow them to see the 
  cover page of the packets, not letting them flip to 
  the character information on the inside. When six 
  players are at your table, have them choose a 
  character to play. Encourage them to pick quickly 
  so that when the event starts, they are ready.  
   When characters are selected, allow the players 
  to open the packets and get familiar with their 
  characters. Instruct them not to reveal any of 
  the secret information in the packet. Answer 
  any questions they might have. 
   Since the characters are bound together in pairs 
  during a portion of the event, explain that 
  players must sit at the seats where the 
  characters are placed to play those characters. 
  In other words, the player should not move the 
  character packets; instead, they should sit in the 
  spot containing the character they want to play. 
   Characters should be placed, starting at your 
  left, as follows. The arrows show who is chained 
  to whom: RageBai, 
  DonarisForgiveness, TagithXadal. 
   There may be a prop at the table – rope, string, 
  chain, paper, etc. – to reinforce that the 
  characters are bound together in pairs. If the 
  players are comfortable doing so, have them 
  connect themselves using this prop to the 
  characters they are attached to in the game. 
   Draw attention to handout 1, which contains 
  helpful information. 
   Ask the table to pick one person as the table 
  captain. This person makes decisions for the 
  table if a vote does not settle matters, keeps 
  track of paperwork, interacts with Open HQ 
  when necessary, etc. Make sure the table 
  captain has all necessary paperwork and knows 
  the location of Open HQ at the event. If the table 
  cannot pick a captain, it is up to you who gets 
  the job. 
   Inform the warlock characters that the paladin 
  character they are chained to currently carries 
  all of their equipment. 
  Approximately 15 minutes after the event begins, 
  an administrator speaks to everyone: 
  “We are here for this solemn occasion. These three villains 
  – the warlocks known as Rage, Donaris, and Tagith – have 
  been found guilty of consorting with devils, burglary, 
  larceny, and murder! The sentence of death shall be 
  carried out forthwith. We thank these diligent and 
  honorable paladins from the city of Elturel – Bai, 
  Forgiveness, and Xadal – for capturing the criminals and 
  delivering them to us. Let the sentence be carried out!” 
   
  “But first, each of the condemned are allowed final 
  words. And each paladin may offer a prayer on this, the 
  moment of their death.” 
  At this point, the DMs take over. Each warlock can 
  offer their last words, and each paladin can offer a 
  prayer. Give inspiration to each player who says 
  something in character.  
  The proceedings are interrupted as a powerful 
  cultist moves forward and shouts a terrible curse. 
  In a matter of moments, the six who stood at the 
  front of the room disappear in a puff of noxious 
  smoke.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  9 
  As the Baldur’s Gate city guards move forward to place the 
  nooses around the warlocks’ necks, a bevy of black-caped 
  figures move forward, screaming a strange chant. One 
  throws off his cloak, and you notice bloody sigils and glyphs 
  carved into his chest. As he claps his hands, you are struck 
  by a gust of searing wind. 
   
  You find yourselves plummeting, chained together in 
  pairs, through stifling hot air. The landscape rushing rapidly 
  toward you looks much different from where you were. 
  Rather than the city of Baldur’s Gate on the edge of the 
  Sword Coast, you fall toward a terrible hellscape of red 
  earth. Brimstone-filled air forces itself into your nostrils as 
  you fall. 
   
  Directly beneath you, scores of devilish and demonic 
  creatures tear and rend each other’s infernal flesh. 
  Although the whistling wind is quite deafening, you can still 
  make out the gibbering shrieks, cries, howls, and screams 
  of the battling fiends below you. 
  Tell the players they have 2 minutes to ask 
  questions of you, then they have 2 minutes to 
  decide how they are going to stop themselves 
  from striking the ground at terminal velocity. At 
  the end of that time, you are going to ask them 
  what their characters do. If they do not answer, 
  then they do nothing but fall. 
  Below are the most common questions the 
  characters might have, along with answers you 
  can supply: 
   
  How high off the ground are we? 
  High enough so that if you hit the ground at full 
  speed, the last thing to go through your brain will 
  be your feet. Not only will you be hitting the 
  ground hard, you will be falling into the claws, 
  fangs, and weapons of demons and devils. 
   
  Are the chains strong enough that we can hang 
  by them if our linked partner is safe? 
  Yes, if your partner is slowed down or flies, you 
  would be hanging from your partner and share 
  their descent. 
   
  What is in the vicinity? 
  Directly below is a flat plane of earth teeming with 
  demons and devils in battle. To the north there is 
  a crater comprised of bones. In the center of that 
  crater is some sort of red liquid. It would still hurt 
  to hit that, but it would be a softer landing than 
  anything else you can see below 
  Can we control our fall, or at least direct it? 
  By working in tandem with your linked partner, 
  you can direct your descent to some extent. That 
  is, you can move in any of the cardinal directions 
  while you are falling. 
   
  Can we cast spells, touch each other, or 
  otherwise use actions or interact? 
  Yes. You have 3 rounds to act before you go splat. 
   
  Are there other creatures in the air with us? 
  Nothing close enough to reach you, or you reach 
  them, in the next 18 seconds. 
   
  Do the warlocks have their arcane foci or their 
  spell components? 
  No, but the paladin attached to each warlock holds 
  the arcane focus and spell component pouch of their 
  prisoner. 
  After 2 minutes of questions, give the players 2 
  minutes to discuss options. Each chained pair 
  should only be talking to one another. Count down 
  the last ten seconds quietly but loud enough that 
  the players can hear. At the end of that time, 
  starting with the character to your left (Rage), ask 
  what each character is doing. After each character 
  provides directions, play out the scene. Describe 
  what happens based on the actions taken and the 
  outcome of any necessary checks. 
  If any of the pairs hits the ground unimpeded, they 
  die. They can be brought back to life by Pipyap, 
  but they are now very sore and have an extreme 
  phobia of heights. 
  To reach the ichor successfully without using 
  magic or abilities, characters must succeed on a 
  DC 15 Strength (Athletics) or Dexterity 
  (Acrobatics) check. If both members of a chained 
  pair succeed, they take 20 bludgeoning damage 
  when they hit the ichor bog. If one succeeds but 
  the other fails, they take 40 bludgeoning damage. 
  If both fail, they take 60 bludgeoning damage. 
  Regardless of the success or failure, the characters 
  survive and land in the ichor bog. 
  Some of the characters have resources that allow 
  them to either mitigate or eliminate the threat of 
  falling. These solutions, and how to adjudicate 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  10 
  them, are listed below. If the players come up with 
  other solutions, adjudicate them at your best 
  discretion based on the examples below. 
   Aura of the Guardian: This paladin feature can 
  be used as a reaction to allow the paladin to 
  absorb the damage taken by some other 
  creature within 10 feet. 
   Polymorph: This spell can be used, but the chain 
  remains attached to any target of the spell. The 
  best that can be hoped for using this spell is 
  something like a giant eagle, which could fly 
  safely to the ground and carry their chained 
  partner to the ground as well, but no others. 
   Charm Monster: Since the range is only 30 feet, 
  by the time the characters get close enough to a 
  creature that might be able to fly up and carry 
  them or otherwise break their fall, it’s too late. 
  When the characters land, they are likely either 
  touching (or splatting) down amid the battle 
  pitting demons against devils, or they are 
  splashing down in an ichor bog within a bone 
  crater. 
  If the characters land within the wild melee taking 
  place on the plains of Avernus, they must 
  somehow survive the enemies there. The fiends 
  number far too many to fight, so an alternative 
  method is needed. 
   Fight. If the characters insist on fighting, they 
  are overwhelmed and killed by the demons and 
  devils. Pipyap can return them to life after the 
  melee has ended. 
   Intimidation/Deception. A successful DC 20 
  group Charisma (Deception or Intimidation) check 
  allows the characters to hold the fiends at bay 
  while they escape without taking damage. With a 
  successful DC 15 check, the characters escape but 
  each take 15 slashing damage during their escape. 
  With a successful DC 10 check, they each escape 
  with 30 slashing damage during the escape. Less 
  than DC 10, the characters are forced to fight and 
  therefore die. 
   Flee the Fight. A successful DC 20 Dexterity 
  (Stealth) group check allows the characters to 
  blend in and escape without taking damage. With 
  a successful DC 15 check, the characters escape 
  but each take 15 slashing damage during their 
  escape. With a successful DC 10 check, they escape 
  with each taking 30 slashing damage during the 
  escape. Less than DC 10, the characters are forced 
  to fight and therefore die. 
   Other Plans. If the characters try other methods 
  of escaping the melee, use the preceding points as 
  guidance. For example, if Xadal uses his Turn the 
  Faithless feature, give all the characters advantage 
  on their Charisma (Intimidation) checks. 
  Characters that use invisibility might 
  automatically succeed on their Dexterity (Stealth) 
  checks to flee the scene. 
   Soon after they get free of the melee (or die), 
  Mahadi and his Wandering Emporium arrive. 
  Proceed to scene D, “Meeting Mahadi”.  
  If the characters splash-land in the ichor bog, the 
  debilitating properties of the gruesome ichor eat 
  away at the characters’ bodies and minds. 
   Characters entering the ichor bog must first 
  succeed on a DC 15 Strength (Athletics) check to 
  swim out of the ichor. On a failed check, the 
  character slips below the surface. 
   Those slipping below the surface because of a 
  failed check must succeed on a DC 15 Constitution 
  saving throw. On a success nothing happens. On a 
  failed save, the character takes 20 psychic damage 
  as their minds are assaulted by the psychic 
  remnants of all the devils and other lost souls 
  comprising the ichor. 
   Until the character can swim out, or get helped 
  out by an ally, they must continue attempting the 
  Constitution saving throws. A character who is out 
  of the bog can pull out a connected character still 
  in the bog with a successful DC 10 Strength 
  (Athletics) check as an action. 
   After getting clear of the ichor bog, the 
  characters witness Mahadi and his Wandering 
  Emporium’s arrival. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  11 
  After the characters remove themselves from any 
  immediate danger, they meet the inestimable 
  Mahadi, the purveyor of goods and overseer of the 
  Wandering Emporium, an infernal traveling 
  merchant caravan. 
   Mahadi is a rakshasa who appears as a wealthy 
  merchant lord of Turmish descent. He is the 
  proprietor of the Wandering Emporium and a deal 
  broker, privy to all manner of dealings that might 
  otherwise escape the attention of his patron. 
   The Wandering Emporium is the collective 
  name for a dozen or so modified infernal war 
  machines converted to form a dreadful open-air 
  market, bringing all manner of rare and illicit 
  goods to Avernus’s unsavory customers. The 
  vendors who sell their wares or services are all 
  somehow bound to Mahadi. 
   When the characters escape danger, read:  
  As you collect yourselves, an ear-piercing swelling of soul-
  shredding shrieks fill the air. The shrieks are loud and 
  sustained, and they get closer and closer. On the horizon, 
  dust billows in time with the shrieks. Moments later you 
  realize the dust is rising from the wheels of a speeding 
  caravan of wheeled, metal machines, and the noises arise 
  from whatever infernal magic powers them. Before you 
  know it, the caravan is in front of you. From out of the lead 
  vehicle steps a human of Turmish bearing. 
   
  “Allow me to welcome you to Avernus. I hope your short 
  life here is pleasing. I am Mahadi, purveyor of goods. And in 
  your case, perhaps elongator of lives. May I interest you in 
  a scarab-beetle tart?” 
  If anyone takes and eats the tart, it is delicious 
  (when it stops crawling around in their throat and 
  stomach). The tart, however, is not free. Mahadi 
  demands at least 10 gp for it, but he also accepts a 
  magical potion in payment. 
   After introductions, Mahadi gets down to 
  business. He offers a variety of items that might 
  help the characters, but the cost is dear: their very 
  souls. Each bullet costs the low, low price of one 
  soul (and each character can only give up their 
  soul once): 
   Winged boots (DMG) 
   Broom of flying (DMG) 
   6 potions of supreme healing 
  Characters may attempt to steal one or more of 
  the items from Mahadi: but make it clear before 
  they do so that his devils are too powerful to fight 
  if things go wrong! For each theft attempted, the 
  character must succeed on a DC 15 Dexterity 
  (Sleight of Hand) check. On a success, the 
  character takes possession of the item. On a 
  failure, the character is caught and suffers the 
  wrath of Mahadi. 
   Offending characters are overwhelmed and 
  killed by Mahadi’s devils, and the companions are 
  beaten for 20 points of bludgeoning damage. 
  Mahadi, however, spares the life and the beating 
  for the soul of one of the paladins. 
   If the characters do get the item and move on to 
  part 2 with it, Mahadi soon figures it out and sends 
  minions after the players to kill them and retrieve 
  the item. Those minions are described in the later 
  parts. 
  Mahadi can’t help the characters escape the chains 
  that bind them together, nor do they have 
  sufficient tradable goods to pay for him to send 
  them back to their home plane. 
   After the characters take a short rest at the 
  Wandering Emporium, Tagith feels the pull of her 
  patron, Xalzair. She knows that help for the group 
  lay in that direction. The characters can head out, 
  and Mahadi wishes them a short and pleasant 
  death at the hands of the denizens of Avernus. 
   
   
   
  
  Then I’ll see you in Hell. 
   
  —Han Solo, The Empire Strikes Back 
  Allotted Time: 90 minutes 
   
  In this episode the characters make their way to 
  Xalzair’s library, contend with its defenses, and 
  meet with the pit fiend Xalzair. Xalzair has a ritual 
  that can get the characters home, but he only parts 
  with it willingly if the characters do something for 
  him in return. 
  Do not begin this section of the adventure until 
  the lead administrator tells you to begin. 
  Inform the character Tagith Ulkina that she can 
  sense her patron, the pit fiend Xalzair, nearby. 
  This feeling can lead her and the rest of the party 
  to the pit fiend. Tagith knows the following 
  information about Xalzair (which is on the 
  character’s sheet): 
   Xalzair is obsessed with gathering knowledge 
  and has a vast library of unique tomes and 
  rituals. The pit fiend is likely to have an answer 
  that could help the characters get out of 
  Avernus. 
   Xalzair spends most of his time reading in the 
  heart of his library fortress. He hates to be 
  disturbed. 
   Xalzair’s library sits on the River Styx in a 
  weeping salt flat. 
   A weeping salt flat is a shallow lake that 
  stretches for miles. The salty water that covers 
  the plain is comprised of the tears of the 
  damned and trapped within the waters the 
  ghostly agonized faces of countless beings cry 
  over their follies. 
   Tagith’s player can choose to share this 
  information. They can lead the characters to 
  Xalzair’s library, but the journey won’t be easy. 
  When the characters head in the direction of the 
  library, they soon find themselves at the edge of a 
  weeping salt flat. Miles away in the distance a 
  fortress made of volcanic obsidian stands 
  ominously against Avernus’ red sky. Tagith Ulkina 
  knows this fortress is Xalzair’s library. 
  The characters must cross the weeping salt flats to 
  get to Xalzair’s library. 
  The weeping salt flat is a 5-inch-deep lake of 
  saltwater that goes on for miles. 
   Atmosphere. The discordant sounds of wailing, 
  crying, and sobbing fill the air. These noises come 
  from ghostly faces just below the surface of the 
  water and disappear when touched. The air tastes 
  of salt. 
   Illumination. The volcanic activity of Avernus 
  bathes the area in dim red light. 
  Discordant wailing and choking sobs fill the salty air above 
  the murky water before you. Ethereal faces, twisted in 
  baleful sadness, momentarily appear on the surface of the 
  marshy expanse. A short keep stands across these salt flats. 
  The journey to the library from the edge of the salt 
  flat takes 1 hour. Obstacles the characters face are 
  based on their mode of travel. 
   Smooth Flying. Characters with items from 
  Mahadi allowing them to fly have no trouble 
  crossing the weeping salt flats if they use those 
  items, since they can move high enough above the 
  terrain to be unaffected by it. If a character 
  chooses to fly, the chained partner must also have 
  a way to fly, or the flying character cannot fly high 
  enough to avoid the salt flats’ effects. 
   Going on Foot. Characters who can’t fly above 
  the flats must succeed on a DC 15 Wisdom saving 
  throw or gain a random form of short-term 
  madness when they reach the library at the start 
  of scene B (see “Madness” in chapter 8, “Running 
  the Game,” of the Dungeon Master’s Guide). Fiends 
  are immune to the effects of the weeping salt flats. 
   Thieves on the Run. If the characters stole from 
  Mahadi, a bone devil named Karaknathales 
  attacks the characters. The devil owes Mahadi a 
  favor, but isn’t willing to die for the rakshasa. As 
  he attacks, the bone devil says, “Give Mahadi back 
  what is his! He always gets what he is owed.” Later 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  13 
  he might say, “I’m living proof Mahadi always gets 
  his. You think I want to fight you?” Karaknathales 
  fights until reduced to 70 hit points then flees. 
  After traveling through the weeping salt flats, the 
  characters arrive at Xalzair’s library. The library 
  rests where the weeping salt flats meets the River 
  Styx. The map in appendix D shows the layout of 
  the area. 
  The characters must get inside the library. 
  Xalzair’s library is a circular, two-story, 80-foot-
  tall stone structure. The first floor forms a wider 
  base than the second, like an imposing infernal 
  wedding cake. The atmosphere and illumination 
  are the same as scene A, “Weeping Salt Flats.” 
   Front Door. The front door of the library is 
  carved with the stone face of a snarling pit fiend. A 
  detect magic spell reveals the door radiates an 
  aura of evocation magic. Two devils stand guard 
  outside the front door (see “Creatures/NPCs”).  
   When a creature that is not a fiend in the service 
  of Xalzair touches the door, the carving shoots a 5-
  foot-wide, 100-foot-long line of lightning out of its 
  eyes. Creatures in the line must make a DC 14 
  Dexterity saving throw, taking 21 (6d6) lightning 
  damage on a failed save, or half as much lightning 
  damage on a successful one. 
   The door has AC 17, 80 hit points, and immunity 
  to poison and psychic damage. The door’s lock can 
  be picked by characters who make a successful DC 
  15 Dexterity check with thieves’ tools or the door 
  can be forced open by a character who makes a 
  successful DC 20 Strength check. Xalzair, Taradox 
  (see area X1), Davaltius, and Vaderthorp (see 
  below) hold keys to the door. 
   River Styx. The River Styx is 10 feet deep near 
  the library. A creature that touches the water of 
  the river immediately suffers an effect as if they 
  had failed the saving throw against a feeblemind 
  spell (spell save DC 15). 
   Windows and Walls. Climbing the walls of the 
  library without equipment requires a successful 
  DC 15 Strength (Athletics) check. The first floor of 
  the structure has no windows, but the second 
  does. These windows have closed iron shutters 
  and are latched from the inside. The shutters can 
  be opened with a successful DC 15 Dexterity check 
  made with thieves’ tools. The shutters have AC 19, 
  27 hit points, and immunity to poison and psychic 
  damage. 
  Davaltius and Vaderthorp, a pair of female barbed 
  devils in the service of Xalzair, stand guard 
  outside the front door to the library. The pair are a 
  comedy duo of snide hecklers, making jokes at the 
  expense of any creatures they notice, including 
  each other. 
  The characters have options for getting inside the 
  library. They could use a combination of 
  techniques to get inside the library. For instance, 
  four characters could chat with the devils to 
  distract them while the remaining two climb up 
  the side of the library and sneak in through a 
  second-floor window. Characters who are chained 
  together can’t split up. 
   Fight. If the characters try to battle their way 
  through the library’s front door, Davaltius and 
  Vaderthorp fight until one of them falls. The 
  remaining devil opens the door and calls to 
  Taradox in area X1 for help. 
   Sneak. Characters who make successful DC 18 
  Dexterity (Stealth) checks manage to sneak by 
  without the devils noticing. These characters 
  could climb the walls of the library and enter 
  through the windows (see “Area Information”), 
  but they can’t sneak through the front door unless 
  they lure the guards away with a distraction. 
   Talk. If the characters approach the devils in a 
  nonthreatening manner, the devils don’t attack. If 
  the characters claim they have business with 
  Xalzair, a successful DC 18 Charisma (Intimidation 
  or Persuasion) check gets the devils to open the 
  door and grant entry to the characters while 
  warning them, “Remain quiet in the library… or 
  else!” Tagith has advantage on this check. If the 
  check fails, the devils set a trap. They open the 
  door for the characters to enter area X1 but follow 
  behind and shout for Taradox to attack once the 
  adventurers enter the area. 
  The areas of the library refer to the map in 
  appendix D. 
  The characters must find and speak with Xalzair to 
  learn about the ritual that can send them home. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  14 
  The library’s interior looks like the infernal 
  version of a quiet monastery or university. 
   Atmosphere. Silence reigns inside the library. 
  The faint cries of the weeping salt flats can be 
  heard outside, but otherwise the creatures that 
  serve Xalzair make no noise so their master can 
  study. The entirety of the building smells like 
  musty books. 
   Dimensions and Terrain. The library is 80 feet 
  tall. The ceilings in the library are 30 feet tall with 
  20-foot-high doorways connecting rooms. 
   Doors and Walls. The doors and walls of the 
  library have AC 17, 45 hit points, and immunity to 
  poison and psychic damage. Locked doors can be 
  picked by characters who make a successful DC 15 
  Dexterity check with thieves’ tools or forced open 
  by a character who makes a successful DC 20 
  Strength check. Xalzair holds a master key to the 
  doors. Climbing the walls of the library without 
  equipment requires a successful DC 15 Strength 
  (Athletics) check. 
   Illumination. All areas of the library are 
  brightly lit by the continual flame spell cast on 
  torches in sconces. 
  The front door to the library is locked (see “Front 
  Door”). The outer hall of Xalzair’s library has the 
  following features: 
   Taradox, an orthon loyal to Xalzair, stands 
  guard invisibly in the foyer. 
   A shelf of silvery books with titles written in 
  Elvish stands in the north end of the hall. 
   Two iron statues of pit fiends stand at the south 
  end of the hall, gazing down at their palms as if 
  reading invisible books  
   The door to area X2 is locked (see “Pit Fiend 
  Statues”). 
   Elvish Bookshelf. The bookshelf holds a series 
  of religious books about the Seldarine, the elf 
  deities of the Forgotten Realms. There are twenty-
  nine tomes on the shelf, one per god in the 
  pantheon. The books are written in Elvish. Give a 
  character who can read Elvish handout 2, “Evlish 
  Book Titles.” 
   Pit Fiend Statues. A detect magic spell reveals 
  the statues radiate auras of abjuration and illusion 
  magic. The first time a character walks within 5 
  feet of either of the statues, the statues speak a 
  message in Infernal: 
  “Knowledge is our meal. One of us devours outcast elves. 
  The other consumes dreams and death. Which eats which 
  matters not, only that we feast so your own minds can feed 
  on ancient tomes beyond the door.” 
   This message can help the characters unlock the 
  door to area X2 (see “Unlocking the Door”). Give 
  the players a chance to figure out the riddle 
  themselves. If they can’t, a character who succeeds 
  on a DC 15 Intelligence (Religion) check knows 
  that Fenmarel Mestarine is the elf god of outcasts 
  and Sehanine Moonbow is the elf god of dreams 
  and death.  
   Unlocking the Door. The door to area 2B is 
  locked (see “Area Information”). This door is 
  unlocked with an audible click if the books about 
  Fenmarel Mestarine and Sehanine Moonbow are 
  taken from the bookshelf and placed in the hands 
  of the statues. One book should be placed in the 
  hands of each statue, but it doesn’t matter which 
  statue holds which book. 
   Nightmare Trap. If a character touches or tries 
  to damage the door while it is locked or tries to 
  damage a statue, the statues project nightmarish 
  images in their mind. The character must succeed 
  on a DC 15 Wisdom saving throw or take 11 
  (2d10) psychic damage. 
   The statues each have AC 19, 36 hit points, and 
  immunity to poison and psychic damage. If the 
  statues are destroyed, the door unlocks. 
  The snooty Taradox takes his role of guardian and 
  caretaker of Xalzair seriously. He doesn’t want 
  loud noises to interrupt his master’s study. If the 
  characters enter area X1 with the permission of 
  Xalzair or Davaltius and Vaderthorp, Taradox 
  shadows the characters while they move through 
  this area. The first time one of them makes a noise 
  louder than a whisper, the orthon shushes them 
  while remaining invisible. The second time this 
  happens, he gives the characters a whispered 
  warning to shut up because the master is studying. 
  The third time, he attacks. 
   If the characters enter this area without 
  permission, if they are setup by Davaltius and 
  Vaderthorp (see “Getting Inside the Library”), or if 
  they take more than 10 minutes of game time to 
  figure out the statue puzzle or set off the trap (see 
  “Pit Fiend Statues”), the orthon attacks, suspecting 
  the characters of being intruders. Taradox fights 
  until reduced to 40 hit points then flees. 
   A character convinces a captured or cornered 
  Taradox to reveal the answer to the statue puzzle 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  15 
  with a successful DC 15 Charisma (Intimidation) 
  check. A character who has not gotten into a fight 
  with the orthon can convince the devil to help 
  with the statue puzzle with a successful DC 15 
  Charisma (Deception or Persuasion) check. 
  The door to this area from area 2A is locked (see 
  “Pit Fiend Statues” in area 2A). The outer library 
  has the following features: 
   Sidleus, an imp, remains invisible in this 
  chamber. 
   The outer library has long curved bookshelves 
  on its walls that stretch from floor to ceiling. 
   The door to area 2C is locked (see “Area 
  Information”). 
   Bookshelf Trap. The shelves hold Xalzair’s 
  fiction collection, an impressive trove of epic tales, 
  horror stories, poems, plays, mysteries, and more. 
  A character who succeeds on a DC 12 Intelligence 
  (Investigation) checks notices many vampire 
  romance novels in the collection. Every shelf is 
  carved with a message in Infernal that reads, “Do 
  not touch the books.” A detect magic spell reveals 
  the books on the shelves radiate auras of 
  transmutation magic. 
   If a character touches one of the books, all of the 
  texts grow fangs and fly off the shelves, turning 
  into a hostile swarm of vampiric tomes that 
  fights to the death. 
  The imp Sidleus has read many books in Xalzair’s 
  collection to impress her master. She’s a bit of a 
  know-it-all. It’s her job to make sure guests who 
  intend to speak with Xalzair are worthy. 
   When the characters enter, the imp remains 
  invisible. If the characters are hostile, the imp 
  activates the swarm of vampiric tomes (see 
  “Bookshelves”). If the characters aren’t hostile, 
  Sidleus tells the characters in a whisper they must 
  answer three questions to get into area X3. 
   Sidleus’ Test. The characters can answer these 
  questions in two ways: either one or more players 
  know the answer, or if no player knows, allow the 
  characters to make ability checks, determining the 
  answer on a success. Tagith has advantage on 
  these checks. Allow the characters to use spells 
  like charm monster or zone of truth to extract 
  answers from Sidleus. She appreciates such 
  cleverness. 
   The imp asks the following questions: 
   What are the material components used in 
  the fireball spell? The answer is bat guano and 
  sulfur, which a character knows with a 
  successful DC 10 Intelligence (Arcana) check. 
   Which god abdicated his throne of the dead to 
  Bane, Myrkul, and Bhaal? The answer is Jergal, 
  which a character knows with a successful DC 
  12 Intelligence (Religion) check. 
   Who is the ninth king of Mithral Hall? The 
  answer is Gandalug Battlehammer, which a 
  character knows with a successful DC 15 
  Intelligence (History) check. 
  If the characters refuse to answer her questions, 
  take too long to answer, or get an answer wrong, 
  Sidleus activates the swarm of vampiric tomes. 
   If the characters get all Sidleus’ questions right 
  or defeat the swarm, the imp decides that they’re 
  worthy of seeing Xalzair and lets the characters 
  through the door to area X3. 
   Sidleus’ Key. Sidleus holds a key to the door in 
  this room that leads to area X3. 
  The inner library has the following features: 
   Xalzair, a pit fiend, sits in an oversized chair in 
  the center of the room reading a book in 
  Infernal titled, How to Get the Most Out of 
  Warlocks by Graztalack. 
   A circular staircase leads up the second floor of 
  the library. 
   A large bookshelf stretches from floor to ceiling 
  and covers every available surface of wall. 
   Bookshelves. The shelves hold Xalzair’s 
  nonfiction collection. 
  Xalzair is imposing, slick, and extremely 
  knowledgeable. He often quotes his favorite 
  authors and always speaks as if giving a lecture. 
  When he notices the characters, he forgives any 
  transgressions they have made against his guards 
  or harm they have done to his home because he 
  has a job for them. Proceed to scene D, “Getting 
  the Ritual.” 
   Any characters who enter this area from the 
  stairs are greeted with a warning from Xalzair to 
  never go upstairs again. If the characters finish 
  speaking with Xalzair and wish to attempt to 
  sneak up the steps, they can do so. The pit fiend 
  immediately becomes so absorbed in his book that 
  characters who make successful DC 14 Dexterity 
  (Stealth) checks sneak by the pit fiend without 
  him noticing. If this check fails, Xalzair warns the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  16 
  characters to not go upstairs then attacks if they 
  try again. 
   If combat breaks out with Xalzair, he battles the 
  characters until they agree to give up. Hoping they 
  learned their lesson, he sits back down and states 
  the terms of his deal (see scene D, “Getting the 
  Ritual”). 
   Xalzair and Tagith. Xalzair expects much from 
  his patrons. He doesn’t go easy on Tagith and 
  demands the warlock answer inane trivia 
  questions about magic at random times to see if 
  she is “keeping up with her studies.” The following 
  trivia questions (and answers) might be asked of 
  Tagith. Feel free to use your own trivia questions 
  as well. 
   “Who is the halfling god of adventure and 
  thievery?” (Brandobaris) 
   “What is the name of the process in which a 
  humanoid becomes a mind flayer?” 
  (Ceremorphosis) 
   “What color is an amused flumph?” (Pink) 
   “How often does the Great Modron March 
  occur?” (Every 289 years) 
  Xalzair likes to quote from his favorite texts. Let the 
  following quotes inspire your own creations: 
   “Those who ask for nothing without offering anything in 
  return are poor business partners and worse friends.” – The 
  Business of Business by Bayinath the Zoeth 
   “Modrons are not totally bad. They are not totally good 
  either. They are totally organized, annoying, and honest.” – 
  Volo’s Guide to the Planes by Volothamp Geddarm 
   “The greatest generals in the infernal armies are pit 
  fiends. Cross them not, let ye want thy skull turned into a 
  flaming mace.” – On Infernal Armies by Elminster Aumar 
  A red glowing Infernal rune is emblazoned on the 
  ceiling of this hall. A detect magic spell reveals the 
  rune radiates an aura of illusion magic. A 
  character who succeeds on a DC 15 Intelligence 
  (Arcana) check and understands Infernal knows 
  this sigil puts the entirety of the library’s second 
  floor under the effect of a silence spell. Xalzair 
  keeps the second floor under this effect so he 
  doesn’t hear the devils walking around above him 
  while he’s trying to read in the inner library (area 
  2C). 
   Marring the sigil with a tool or weapon causes 
  the sigil to lose its magic. Xalzair comes from area 
  2C to investigate as soon as he hears a noise above 
  him. 
  Xalzair’s personal chambers have the following 
  features: 
   This chamber is under the effect of the silence 
  rune in area 2D. 
   A 10-foot-radius, 5-foot-deep tub of boiling 
  blood stands on the east side of the room. 
   A bookshelf stands on the west wall. 
   A portrait of a magnificent pit fiend wearing 
  armor and wielding a flaming greatsword hangs 
  on the north wall. 
   Blood Tub. Xalzair rests and hides his 
  possessions in the pool of blood. A detect magic 
  spell reveals the pool radiates an aura of 
  transmutation magic. Any liquid placed in it 
  becomes scalding hot. A creature that touches the 
  tub or the blood or starts its turn touching the tub 
  or the blood takes 16 (3d10) fire damage. A 
  character can tip over the tub with a successful DC 
  15 Strength (Athletics) check. 
   Bronze Chest. A character who succeeds on a 
  DC 12 Intelligence (Investigation) check finds a 
  small bronze chest emblazoned with the symbol of 
  Asmodeus in the middle of the pool beneath the 
  blood. The airtight chest contains Xalzair’s most 
  precious belongings (see “Treasure”). 
   Bookshelf. The bookshelf holds many tomes 
  about magic, Xalzair’s favorite subject. 
   Portrait. A character who succeeds on a DC 15 
  Intelligence (Arcana, History, or Religion) check 
  knows that the portrait depicts Bel, the former 
  ruler of Avernus who now serves as the current 
  ruler Zariel’s second-in-command. 
  The bronze chest in the pool of blood contains a 
  scroll containing the ritual needed to summon an 
  agent of Glasya written in Infernal (see Scene D: 
  “Getting the Ritual”), an immovable rod and three 
  potions of greater healing. 
  This place is where the devils who serve Xalzair 
  rest: 
   Ezomul and Witalax, two bearded devils play a 
  card game while sitting on a pair of bunk beds, 
  while Deromore, an imp writes dirty jokes in 
  Infernal on the walls with chalk. 
   This chamber is under the effect of the silence 
  rune in area 2D. 
   A pair of empty bunk beds and one larger bed 
  are perfectly made. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  17 
   Five footlockers stand in rows on the south wall. 
  The devils don’t like being disturbed. They motion 
  for the characters to leave them in privacy then 
  attack if the characters don’t heed the request. The 
  fiends fight until one devil remains, then that devil 
  attempts to flee to area 2C.  
  The footlockers hold the contracts the devils in 
  this room have secured with mortals in the worlds 
  of the Material Planes, plus a potion of 
  invulnerability. 
  This scene begins when the characters find Xalzair 
  in area 2C of the library. Once the characters 
  explain their predicament, he gives them the 
  following information: 
   To get back home to Faerûn, the characters 
  need powerful magic. If anyone can help them, 
  it’s Glasya, ruler of the Nine Hell’s sixth layer, 
  Malbolge. She is adept at getting people out of 
  undesirable situations. 
   Xalzair has a ritual that the characters can use to 
  conjure an agent of Glasya to make a deal, but 
  the pit fiend won’t hand over the ritual for free. 
   Xalzair promises to give the characters the 
  ritual immediately, in exchange for one of the 
  paladin’s souls. A paladin who agrees is 
  promising to serve Xalzair as a devil for eternity 
  after death. 
   If no character is willing to give up a soul, 
  Xalzair offers the characters the ritual in 
  exchange for them convincing a barge of lost 
  modrons on the River Styx to sign over their 
  souls to him (see “Lost Modrons”). 
  The characters must get the ritual to conjure an 
  agent of Glasya from Xalzair. 
  If the characters already have already stolen the 
  ritual from area 2E when they speak to Xalzair, the 
  character in possession of the ritual must succeed 
  on a Charisma (Deception) check opposed by 
  Xalzair’s +4 Wisdom (Insight) check to not give 
  away that they already have the ritual.  
   If the character fails this check, Xalzair demands 
  the ritual back, attacking until the characters give 
  it back or he pries it from their corpses. Xalzair 
  ceases his attack once the ritual is back in hand, 
  and the offers the characters the deals for a 
  paladin’s soul or the modrons’ souls to get the 
  ritual back. 
   If the characters flee from the pit fiend, Xalzair 
  doesn’t chase them beyond the confines of his 
  library as to not leave his books unguarded. If 
  Taradox is still alive, Xalzair sends the orthon 
  after the characters. 
  The characters may refuse any deal with Xalzair. If 
  this is the case, he asks them to think it over and 
  gives them free reign of the first floor of his 
  library, unlocking all doors on this level and 
  ordering his devils on this level to leave the 
  characters alone. This gives the characters a 
  chance to steal the ritual from area 2E if they can 
  make it to the second level of the library. 
  If a paladin takes Xalzair up on the offer and 
  exchanges a soul for the ritual, Xalzair summons a 
  swarm of demonic beetles that each have the 
  terms of the deal carved into their shells in 
  Infernal. The paladin must eat the beetles to 
  finalize the deal. There is no escaping the deal 
  once it is finalized. 
   If the characters take this deal, Xalzair allows 
  them to leave the library with the ritual without 
  further harm. 
  If there are only 5 minutes left in this episode of 
  the adventure and the characters haven’t secured 
  the ritual, Xalzair appears before them wherever 
  they are and demands one of the paladin’s sign 
  over a soul or they do not get the ritual. Inform the 
  characters they have no other choice at this point, 
  and one paladin must give up a soul. 
  If the characters agree to help get the souls of the 
  modrons, Xalzair has them sign a contract made of 
  interlocking metal plates with the following terms: 
   The characters agree to convince the modrons 
  aboard the Logic Clock barge traveling on the 
  River Styx to sign over their souls to Xalzair in 
  exchange for the pit fiend giving the modrons 
  directions home to Mechanus. If the characters 
  do this, Xalzair gives them the ritual. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  18 
   If the characters fail in getting the modrons to 
  sign over their souls, Xalzair still gives them the 
  ritual in exchange for one of the paladin’s souls. 
   The Logic Clock passes by the library 5 minutes 
  after the characters finalize the deal with Xalzair. 
  The Logic Clock is a clockwork barge that is 50 feet 
  long and 20 feet wide. It carries a group of ten 
  quadrones led by one pentadrone. In order to 
  secure the souls of the modrons, the characters 
  must stop or board the barge, then get the 
  modrons to hand over their souls. 
   Stopping the Barge. The characters can stop 
  the barge by appealing to the pentadrone with a 
  successful DC 13 Charisma (Intimidation or 
  Persuasion) check. At your discretion, players who 
  roleplay the scene well can stop the barge without 
  needing to make this check.   
   Boarding the Barge. The characters can 
  attempt to leap aboard the deck of the Logic Clock 
  with a successful DC 13 Strength (Athletics) check. 
  Characters chained together must both succeed on 
  this check. If one character fails, both fall into the 
  River Styx (see “River Styx” in scene B: “Outside 
  the Library”). Characters who leap aboard the 
  barge uninvited are attacked by the modrons. The 
  modrons fight to the death, or until a character 
  succeeds on a DC 15 Charisma (Intimidation or 
  Persuasion) check made as an action to convince 
  the pentadrone to surrender. If the pentadrone 
  dies, the characters can’t make a deal with the 
  quadrones. 
   Convincing the Modrons. The quadrones do 
  whatever the pentadrone orders them to do. 
  Outside of battle, the pentadrone speaks for the 
  group, saying they’re lost and trying to return 
  home to Mechanus. A character who succeeds on 
  DC 13 Charisma (Intimidation or Persuasion) 
  check convinces the pentadrone to take Xalzair’s 
  deal, which all the modrons sign. Failing this check 
  causes the modrons to treat the characters as 
  hostile and attack, fighting to the death. At your 
  discretion, players who roleplay the scene well 
  can convince the pentadrone without needing to 
  make a check.   
   Development. Xalzair intentionally didn’t tell 
  the characters that the Logic Clock is due to pass 
  through Falgrath’s territory, and that pit fiend also 
  desires the souls onboard. If the characters 
  persuade the modrons’ to give their souls to 
  Xalzair, Falgrath takes revenge in part 3. 
  Modrons are all about law and order. They speak with 
  precise language, and take everything literally. Metaphors, 
  sarcasm, and hyperbole are all things modrons do not use 
  or understand. They are also quick to point out and correct 
  mistakes, not to offend another person, but simply because 
  mistakes must be corrected. 
  When the characters have the ritual, they can 
  leave the library. 
  Characters understanding Infernal can read the 
  ritual. To summon Glasya’s agent, the casters must 
  use a blade forged by a pit fiend to sacrifice a pack 
  of six hell hounds atop Mt. Yaltomec, a volcano in 
  Avernus that Glasya threw Juiblex into years ago 
  and now bubbles with demon ichor. 
   It should be obvious to the characters that they 
  need a blade forged by a pit fiend and a pack of six 
  hell hounds to complete the ritual. The character 
  Donaris Alimbo knows that his patron, the pit 
  fiend Falgrath, has a weapon forge nearby and can 
  lead the characters to it. Proceed to episode 3 
  when the lead administrator tells you to do so. 
  If you complete this episode of the adventure and 
  have at least 15 minutes of the allotted time 
  remaining, you can add the following optional 
  encounter. 
   As the characters leave the library, they run into 
  two vrocks from the Abyss that came to Avernus 
  with Yeenoghu to fight the Blood War. These 
  fiends are scouting future battle sites and can’t 
  resist a chance at violence. They attack the 
  characters, fighting to the death or until the lead 
  administrator tells you to proceed to episode 3, 
  whichever comes first. 
  The characters can take a short rest before 
  moving on to episode 3. 
   
   
  
  Those who play with the devil's toys will be brought by degrees to wield his sword. 
   
  —R. Buckminster Fuller 
  Allotted Time: 90 minutes 
   
  The characters try to obtain a sword forged by the 
  pit fiend Falgrath. After braving the perils of the 
  Avernus tar pits, the characters find Falgrath’s 
  forge under attack by demons. The characters can 
  defeat the demons to gain Falgrath’s favor, use the 
  attack as a distraction to gain entry to the forge, or 
  join the demons in the assault. After entering, if 
  the characters make a deal with Falgrath, he has 
  them perform a task for him in exchange for a 
  sword. 
  Do not begin this section of the adventure until 
  the lead administrator tells you to begin. 
  Inform the player of character Donaris Alimbo 
  that the warlock can sense his patron, the pit fiend 
  Falgrath, in the vicinity. This feeling leads him and 
  the rest of the party to the pit fiend. Donaris 
  knows the following information about Falgrath 
  (which is on the character’s sheet): 
   Falgrath prides himself on creating hell-forged 
  blades used in the Blood War against demons. 
  The only thing Falgrath likes more than creating 
  blades to kill demons is using his blades. 
   Falgrath spends most of his time in his forges. 
  He maintains several throughout Avernus, but 
  the closest one is only about 2 hours away from 
  Xalzair’s library. 
   Falgrath’s nearest forge rests within a plain 
  covered in bubbling tar pits. 
   The tar pits that surround Falgrath’s forge are 
  dangerous terrain. Not only are they a physical 
  threat, but the fumes from the bubbling tar also 
  pose a threat to a creature’s mind. 
  Donaris’ player can choose to share this 
  information. They can lead the characters to 
  Falgrath’s forge, but the journey won’t be easy. 
  When the characters head in the direction of the 
  forge, they soon find themselves passing through 
  an area teeming with bubbling tar pits.  
  The characters must cross the plain of bubbling 
  tar pits to access Falgrath’s forge. 
  The bubbling tar pits stretch for miles in all 
  directions. 
   Atmosphere. Pools of scalding, sticky tar boil 
  throughout the flat plain as far as the characters 
  can see. The noxious vapors of the burning tar 
  burn the eyes and corrode the lungs. 
   Illumination. The volcanic activity of Avernus 
  bathes the area in dim red light. 
  A bubbling expanse of noxious tar pits stands between you 
  and flat iron building the billows smoke into the red sky of 
  Avernus. 
  The journey to the forge takes 2 hours. Obstacles 
  the characters face are based on their mode of 
  travel. 
   Smooth Flying. Characters with items from 
  Mahadi that allow them to fly have no trouble 
  crossing the bubbling tar pits if they use those 
  items, since they can move high enough above the 
  terrain to be unaffected by it. If a character 
  chooses to fly, the other character the flying 
  character is chained to must also have a way to fly, 
  or the flying character cannot fly high enough to 
  avoid the tar pits’ effects. 
   Going on Foot. Crossing the plains of bubbling 
  tar pits is a hazardous trek. See “Tar Pits.” 
   Thieves on the Run. If the characters stole from 
  Mahadi, a human warlord named Feonor the Glib 
  attacks the characters. The warlord’s soul is 
  owned by Mahadi, so Feonor does exactly as 
  Mahadi asks. Fortunately for the characters, 
  Mahadi does not want to lose the services of 
  Feonor, so he has instructed the warlord to fight 
  until he has 40 hit points left then retreat. Feonor 
  is immune to the poison effects of the tar pits. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  20 
  Large pits of reeking hot tar bubble and hiss, 
  trapping any who get caught in their viscous and 
  glue-like mires. The tar is mildly combustible, but 
  the off-gassing from the tar is highly flammable, 
  and jets of flame spontaneously erupt into the foul 
  air as gasses build up within each pit and belch to 
  the surface. 
   Rules for the Bubbling Tar Pits: 
   Safe paths through the Tar Pits can be found. 
  Each character that wants to move through 
  them safely, is required to make a successful DC 
  15 Wisdom (Survival) check as they cross the 
  tar pit plain. Three of these checks must be 
  made to cross the plains without incident. If a 
  character fails any of these checks, that 
  character sinks into a tar pit.  
   A tar pit covers the ground in roughly a 10-foot-
  square area and is usually 10 feet deep. When a 
  creature enters the area, it sinks 1d4 + 1 feet 
  into the tar and becomes restrained. At the start 
  of each of the creature’s turns, it sinks another 
  1d4 feet. As long as the creature isn’t completely 
  submerged in tar, it can escape by using its 
  action and succeeding on a Strength check. The 
  DC is 10 plus the number of feet the creature 
  has sunk into the tar. A creature that is 
  completely submerged in tar can’t breathe (see 
  the suffocation rules in chapter 8 of the Player’s 
  Handbook). 
   A creature can pull another creature within its 
  reach out of a tar pit by using its action and 
  succeeding on a Strength check. The DC is 5 plus 
  the number of feet the target creature has sunk 
  into the tar. 
   The first time a creature inhales the gas exuded 
  from the tar pits it must succeed on a DC 15 
  Constitution saving throw to be unaffected. If 
  they fail, they must roll on the Tar Pit Poisoning 
  table and apply the effect. A creature who fails 
  this saving throw must then succeed on a DC 15 
  Dexterity saving throw or fall into the tar pits as 
  they become woozy. 
  Tar Poisoning 
  d4 
  Effect 
  1 
  The creature bursts into uncontrollable laughter 
  as if affected by the Tasha’s hideous laughter 
  spell for 1 minute with a DC 15 Wisdom saving 
  throw to shake off the effects. 
   
  2 
  The creature begins ungodly projectile vomiting 
  and is poisoned for 1d6 rounds. The creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effects on a success. 
  3 
  The creature must succeed on a DC 15 
  Intelligence saving throw or see an illusion of its 
  greatest love which it is compelled to follow as 
  the illusion leads it into the tar pits for 5 rounds. 
  While affected, the creature is stunned, unable to 
  do anything but move its speed. 
  4 
  The creature believes the tar is delicious food. For 
  the next 5 minutes, the creature desires nothing 
  more than to eat the tar. If eaten, the tar deals 7 
  (2d6) poison damage to the creature for each 
  round it spends consuming it. 
  After traveling through the plain of bubbling tar 
  pits, the characters arrive at Falgrath’s forge. The 
  map in appendix D shows the layout of the area. 
  The characters must get inside the forge, which is 
  under siege from demons (see “Creatures/NPCs”). 
  Falgrath’s forge is a large, flat, one-story, 30-foot-
  tall iron structure. Each side of the forge is 120-
  feet long, with large doors in the center of each of 
  the four walls. The atmosphere and illumination 
  are the same as scene A, “Bubbling Tar Pits.” 
   Doors. Each door of the forge is made of iron. 
  The doors are bolted and sealed against demonic 
  attack, and therefore can’t be opened with a 
  simple lock pick. The doors have AC 19, 120 hit 
  points, and immunity to poison and psychic 
  damage. A door can be forced open by a character 
  who succeeds on a DC 24 Strength check. 
   The doors contain a magic that is antithetical to 
  demons. Any demon that touches a door takes 26 
  (4d12) radiant damage. This damage affects only 
  demons and can’t be resisted. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  21 
   Walls. Climbing the walls of the forge without 
  equipment requires a successful DC 15 Strength 
  (Athletics) check. The structure has no windows 
  and there is an entry hatch in the northeast corner 
  of the roof. The hatch is latched and locked from 
  the inside. A character can open it with a 
  successful DC 15 Dexterity check made with 
  thieves’ tools. The hatch has AC 17, 50 hit points, 
  and immunity to poison and psychic damage. 
  Each side of the structure is being assaulted by a 
  squad of demons consisting of two tanarukks and 
  seven maw demons. 
  The devils inside the forge are content to let the 
  demons flail impotently against the impenetrable 
  walls and doors of the forge, occasionally picking 
  off a demon when one of them lets down their 
  guard. 
   The characters can gain access, however, in a 
  variety of ways: fighting a demon squad, sneaking 
  in through the roof hatch, or waiting until the 
  devils open the door. 
   Fight. The demons are undisciplined, each 
  squad working on its own. The characters can 
  fight a squad on one side of the forge without any 
  of the other squads coming to investigate. 
   If the characters defeat a demon squad, the 
  devils inside notice and open a door long enough 
  to let the characters inside. Go to scene C “Inside 
  the Forge.” 
   Sneak. Characters who observe the situation 
  from hiding and succeed on a DC 20 Wisdom 
  (Perception) check notice that every few minutes, 
  a shadowy figure appears on the roof, shoots at 
  the demons, and then disappears before being 
  spotted. This should tell the characters that the 
  roof has an access point. 
   Characters who want to gain access to the roof 
  without being spotted must succeed on a DC 12 
  group Dexterity (Stealth) check then climb up to 
  the roof. 
   If the group is spotted, the nearest squad of 
  demons attacks them and follows them up on the 
  roof if they flee in that direction. 
   Join the Demons. Another tactic, perhaps 
  unwise but still viable, is to join the demons in the 
  attack. Bargaining with the demons requires an 
  initial DC 10 Charisma (Persuasion) check, 
  although if the characters first point out that they 
  might be able to knock down the demon-repellant 
  doors, the check is made with advantage. 
   If the demons accept the characters’ help and 
  the characters can knock down one of the doors, 
  the demons funnel into the forge and attack. The 
  characters might be able to use the confusion to 
  search the forge for a ritual-worthy sword. 
  The areas of the forge refer to the map in 
  appendix D. 
  The characters must acquire a suitable sword to 
  carry out the ritual. (The only swords that fit the 
  specification of the ritual are either wielded by 
  Falgrath or locked inside a chest in area X5.) 
  The forge’s interior glows with the bright lights of 
  many hellish forges, reeking of the worst bits of 
  hell, factories, and smithies. 
   Atmosphere. The forge is loud, smoky, pungent, 
  and hot as the hottest part of hell.  
   Dimensions and Terrain. The outer walls of the 
  forge form a square, 120 feet per side, with 
  ceilings 30 feet tall. Doors between areas within 
  the forge are 20 feet tall and unlocked unless 
  otherwise noted. 
   Illumination. All areas of the library are 
  brightly lit by the glow of the many forges 
  throughout the place. 
  The doors to the forge are locked (see “Area 
  Information”). They each open into a lesser forge. 
  These lesser forges are practically identical, 
  except for the noted difference below. 
  In each of the lesser forges, six hellsmiths (use the 
  knight statistics) work the forges preparing the 
  metal to be formed into a variety of weapons. One 
  of them keeps an eye on the door while the 
  demonic attack continues. 
  There are several items of note in the lesser 
  forges: 
   Working Forges. These forges burn white hot 
  with the fires of hell. Any creature that is pushed 
  into a working forge or starts its turn inside one 
  takes 10 (3d6) fire damage. 
   Unlit Forge. An unlit forge is set into the center 
  of the inner wall of each area. The unlit forge 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  22 
  covers a panel that opens a secret door leading 
  into the inner forge at area 3E. With a successful 
  DC 10 Intelligence (Investigation) check, 
  characters notice scrapes on the floor where the 
  unlit forge is pushed to expose the panel. All of the 
  hellsmiths know the location of the panels and the 
  doors. 
   Walls. A wide variety of weapons cover the 
  walls. Creatures pushed into the wall take 14 
  (4d6) piercing damage. None of these weapons 
  are magical, but almost any normal weapon can be 
  found. 
  Falgrath, a pit fiend, works alone in this inner 
  forge. He ignores any outside sounds to continue 
  working on his blades. He only turns his attention 
  to creatures if his inner forge is breached. 
  Three likely circumstances trigger entry into the 
  inner forge: 
   Characters are Let In. If the characters assist 
  the hellsmiths in dealing with the demons, and the 
  characters don’t anger them, they allow the 
  characters to enter the inner forge. Falgrath is 
  initially angry, but Donaris’s presence calms him. 
  He offers a suitable sword if the characters take 
  care of his abishai problem (see “Passing 
  Abishais”). 
   Characters Infiltrate. If the characters access 
  the inner forge without the permission of the 
  hellsmiths, Falgrath is livid at the interruption. 
  However, a DC 10 Charisma (Persuasion) check 
  gets Falgrath to make a deal to provide the sword 
  in exchange for dealing with the abishai problem. 
  If the check is failed, Falgrath demands that the 
  group give up a paladin’s soul and deal with the 
  abishai problem to obtain the sword (see “Passing 
  Abishais”). 
   Demonic Assault. If the characters helped the 
  demons enter the outer forges, the characters can 
  slip into the inner forge in the chaos. Falgrath 
  deals with the demons easily then threatens to kill 
  the characters. However, a successful DC 20 
  Charisma (Persuasion) check gets Falgrath to 
  make a deal to provide the sword in exchange for 
  dealing with the abishai problem. If the check fails, 
  Falgrath demands that the group give up a 
  paladin’s soul and deal with the abishai problem 
  to obtain the sword (see “Passing Abishais”). 
  The inner forge burns with the flames of hellfire. 
  Creature who move adjacent to the forge take 21 
  (6d6) fire damage. A creature that moves into the 
  forge takes 70 (20d6) fire damage. 
   The Swords. The walls are decorated with the 
  most famous and powerful swords Falgrath has 
  forged. Only two of them contains the touch of 
  silver that meets the requirements of the 
  summoning ritual. If the characters attempt to 
  steal it somehow, they must succeed on a DC 15 
  Intelligence (Investigation) check to find the 
  correct sword. 
  In order to make a deal with Falgrath and acquire 
  a suitable sword, the characters must agree to the 
  following, as described by the pit fiend: 
   Three white abishais are traveling along the 
  shore of the Styx, heading through Falgrath’s 
  territory right now. 
   These abishais have wronged Falgrath and he 
  wants them dealt with. However, he doesn’t 
  want them killed. Instead, he needs them to be 
  tossed into the Styx so that they forget whom 
  they work for. 
   When they’ve done this, the characters can 
  return to the forge to take possession of the 
  sword. 
   If one of the characters falls into the Styx, 
  Falgrath can cure them – but only one. 
  The characters must push all three abishais into 
  the River Styx. 
  The three abishais are walking a path through a 
  hilly plain 40 feet from the edge of the River Styx. 
  The abishais know they’re passing through 
  dangerous territory, so they’re wary of attack. 
  If there are only 5 minutes left in this episode of 
  the adventure and the characters haven’t secured 
  on of Falgrath’s swords, the pit fiend appears 
  before them wherever they are and demands one 
  of the paladin’s sign over a soul and someone give 
  the pit fiend a magic weapon, or the characters do 
  not get the ritual. Inform the characters they have 
  no other choice at this point, and one paladin must 
  give up a soul and one character must hand over a 
  magic weapon. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  23 
  When the characters have the sword, they can 
  leave the forge. Rage feels that his matron devil, 
  the pit fiend Bragacon, is in the vicinity. Bragacon 
  breeds hell hounds, and she might be able to 
  provide some for the ritual. 
  If you complete this episode of the adventure and 
  have at least 15 minutes of the allotted time 
  remaining, you can add the following optional 
  encounter. 
   As the characters leave the forge, they run into 
  three tanarukks that got separated from the rest 
  of the raiding party. They attack the characters, 
  fighting to the death or until the lead 
  administrator tells you to proceed to part 4, 
  whichever comes first. 
  The characters can take a long or short rest before 
  beginning episode 4. 
  This is the end of Round 1. Release the players for 
  a one-hour break and complete the Round 1 
  scoring sheet (and turn it in at HQ) before also 
  taking a break. 
   
   
  
  Those who are in the Fire will cry out to the keepers of Hell… 
    
   
   
   
   
  - Quran 40:49 
  Allotted Time: 90 minutes 
   
  To secure a pack of hell hounds, the characters 
  visit the monstrous menagerie of the pit fiend 
  Bragacon. Before the devil parts with her hounds, 
  she requires the group to perform a small favor 
  for her.  
  Do not begin this episode until the lead 
  administrator tells you to begin. 
  Inform the player of the character Rage that he 
  can sense the presence of his patron, the pit fiend 
  Bragacon. This sensation can lead him and the rest 
  of the party to Bragacon’s menagerie. Rage knows 
  the following information about his patron (which 
  is on the character’s sheet): 
   Bragacon owns a vast menagerie of monsters, 
  many of which she made herself by stitching 
  together tortured souls. A large pack of hell 
  hounds forms part of this menagerie.  
   Bragacon’s imps serve as keepers for her 
  menagerie. Most of them hate her but remain 
  bound to her service. Rage’s own imp, Ozible, 
  originated from here. 
   Bragacon serves Bel, the former Lord of 
  Avernus, and often conspires against her fellow 
  devils. She’s known for having a long-standing 
  feud with Xalzair, Tagith’s patron.  
   Rage’s player can choose to share this 
  information. 
  As the characters explore Avernus, you can use Rage’s imp 
  Ozible to impart fun knowledge about the hellscape and its 
  denizens. As this is a competitive event, try to limit this to 
  simple lore rather than strategic hints unless specified 
  otherwise by the text. 
  Bragacon chiseled her menagerie’s location into a 
  colossal broadsword that plunged into Avernus 
  eons ago when a god fell in battle. The sword 
  gouged a wound across Avernus’s surface as it fell, 
  and the entrance to the menagerie lies at the 
  bottom of this jagged canyon.  
  Descending into the canyon, the characters are 
  assailed by the disgusting stench of excrement and 
  stale sweat. Through the gloom, they see that a 
  vast herd of five hundred nupperibos chokes the 
  area outside the menagerie gate. Steam pours 
  from barred windows set high in the blade of the 
  sword. 
  The players must get past the nupperibos to gain 
  entry to the menagerie.   
  This area is shown on the menagerie map in 
  appendix D. Give the players the “Canyon Map” 
  handout when they enter this area (handout 4 
  from appendix C) 
   Atmosphere. The canyon reeks of dung, death, 
  and body odor. Smoke from the volcanic surface of 
  hell swirls down into the canyon and makes it 
  difficult to breathe.   
   Illumination. Fiery light spills from the 
  menagerie windows, but otherwise the canyon is 
  dark and gloomy. Wisdom (Perception) checks 
  that rely on sight are made with disadvantage, and 
  because of the caustic smoke, even creatures that 
  can see in the dark are disadvantaged. 
   Gate. The closed gate leading into the interior of 
  the broadsword is shaped like a 20-foot-tall 
  guillotine blade and is fitted with dozens of grilled 
  peepholes. See scene B, “Gate Guardian,” for more 
  information.   
   Canyon Walls. The jagged canyon walls are 200 
  feet high and crumbling with soot, requiring a 
  successful DC 15 Strength (Athletics) check to 
  scale to any point. Due to being shackled together, 
  both characters must succeed on this check 
  otherwise they both fall. 
   Dark Rifts. Gaping rifts pockmark the rubble-
  strewn canyon bottom, varying from 5 to 15 feet 
  in diameter. Each of these holes plunges many 
  miles down to Dis, the second layer of the Nine 
  Hells. Any creature that falls into a hole is lost 
  forever (but if a character falls, Pipyap can still 
  raise them from the dead). A nupperibo chasing a 
  meal must succeed on a DC 10 Wisdom 
  (Perception) check to sense the presence of a pit 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  25 
  ahead of it. If the whole herd is moving toward the 
  pit, each check accounts for ten creatures.   
   Windows. The windows are spaced at varying 
  heights along the span of the giant sword blade, 
  with the lowest positioned 50 feet above the 
  ground level of the canyon. Any Medium or 
  smaller creature can easily squeeze through the 
  bars. Rage’s imp Ozible warns that the windows 
  lead directly into the beast pens (see scene C, 
  “Through the Menagerie”).   
  The herd contains five hundred nupperibos. 
  Rage’s imp Ozible will impart the following 
  information about these creatures in a gleeful 
  manner: 
   Nupperibos are blind but can sense the 
  presence of meat nearby. They’re always 
  hungry, and once they smell a meal they never 
  stop pursuing it. 
   The flies surrounding the nupperibos are 
  inextricably linked to the herd and hunger for 
  mortal flesh. If one of them bites you, any 
  nupperibos nearby are drawn to your flesh. 
   Nupperibos are the lowliest of devils and obey 
  any command issued to them telepathically by 
  another devil.  
   The map shows the area of the herd. The 
  players must devise their own plan for bypassing 
  the herd or luring it away. Sneaking past the 
  nupperibos is only possible among the outliers of 
  the herd, although characters trying to sneak have 
  disadvantage on their checks due to being 
  shackled together. In the densely packed areas 
  near the gates, the nupperibos are squeezed four 
  creatures to each 5-foot square. 
   The nupperibos are mindless and charge any 
  mortal creature they detect. The first time the 
  herd moves, allow each character a DC 12 
  Strength (Athletics) check as a reaction to dash 
  ahead of the herd if they see it suddenly moving 
  toward them. If they succeed on this check, they 
  can move their speed in any direction they choose. 
  Characters who fail the check can’t move until it’s 
  their turn. The herd mindlessly chases the closest 
  detected creature in range.   
  A ghastly chimeric monster watches over the 
  menagerie gate. Those who wish to entreat 
  Bragacon must first answer the guardian’s riddle.  
  The characters must appease the gate guardian to 
  gain entry to Bragacon’s menagerie.  
  When the characters approach the gate, one of the 
  peepholes grinds open to reveal a drooling 
  humanoid mouth pressed against the grille. The 
  guardian offers the following warning: 
  “Begone, mortals, lest you incur the wrath of Bragacon, 
  Queen of the Beast Pens.” 
  As the characters question the guardian, a new 
  peephole wrenches open each time the guardian 
  responds, revealing a different body part every 
  time: a bloodshot eye, another mouth, a grasping 
  humanoid hand, and so forth. The creature always 
  answers in a different voice, giving the impression 
  that numerous guardians are pressed against the 
  other side of the gate. In fact, they’re all part of the 
  same creature! 
   The guardian asks the following questions: 
   “Who disturbs Bragacon? Only a fool would dare 
  waste the mistress’s time.”  
   “Where are you from and how dare you bother 
  the mistress?” 
   “I smell the stench of good on some of you. Why 
  should we help you?”   
   “Give me blood. A finger to chew on, perhaps? I’m 
  so hungry.” 
   “Who are you to the mistress? And why are you 
  shackled so?”  
   The guardian refuses entry to the characters 
  until Rage reveals that he has a warlock’s pact 
  with Bragacon. Even after he reveals this, the 
  guardian still demands that the characters prove 
  their worth by answering a riddle. 
  The gate guardian asks the following riddle to 
  allow entry to the menagerie: 
  Six brave adventurers want to stay alive. 
  That’s not a treasure chest! Now there are five. 
  Five brave adventurers find a secret door. 
  Sword and shield break apart. Now there are four. 
  Four brave adventurers, should they turn and flee? 
  Dust, death, stone or rot. Now there are three. 
  Three brave adventurers, scared through and through… 
  One of them hears a scream… Now there are two. 
  Two brave adventurers start to come undone. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  26 
  Mind blasted, brain devoured. Now there’s just one. 
  One brave adventurer hears hooting up ahead. 
  Slashing claws and piercing beak! Now they’re all dead. 
  What happened? 
  The six adventurers were defeated by a mimic, a rust 
  monster, a beholder, a banshee, a mind flayer (illithid), and 
  an owlbear.  
   Give the players time to answer the riddle 
  themselves. If they can’t answer it, any character 
  who succeeds on a DC 17 Intelligence check can 
  figure it out. If a character answers the riddle 
  successfully, the gate guardian raises the gate to 
  let the group through. As they pass through, the 
  characters behold the guardian’s true form: a 
  horrendous blob of stitched-together souls. 
  Proceed to scene C, “Through the Menagerie.”   
   If the characters can’t answer the riddle, the 
  gate guardian greedily demands blood instead. It 
  opens the gate and attacks, using the statistics of a 
  flesh golem with the following modification: it 
  can make four slam attacks instead of two when it 
  uses its Multiattack action option.  
  The hollowed-out interior of the broadsword is 
  packed with beast pens harboring a variety of 
  deadly monsters. To reach Bragacon’s throne 
  room, the group must thread their way through 
  this deadly menagerie (see “Picking a Route”).  
  The characters must plot a way through the 
  menagerie to reach the throne room.  
  This area is shown on the menagerie map in 
  appendix D. The menagerie is built into the 
  hollowed-out interior of the sword, and thus 
  slopes upward at a steep angle. Three parallel 
  staircases ascend to the throne room high above, 
  branching together at balconies set along the 
  length of the blade. 
   Atmosphere. Monstrous stenches assail the 
  characters and the air is filled with bestial roars. 
  Clouds of sweaty vapor drift from the pens, 
  draping the entire area in a sticky haze. Wisdom 
  (Perception) checks that rely on sight are made 
  with disadvantage. 
   Illumination. Roaring flames belch from wall-
  mounted braziers, filling the menagerie with 
  bright, fiery light.  
   Beast Pen. Each pen is carved into a recess 
  within the sword’s adamantine interior and holds 
  a selection of horrible monsters. Titanic barred 
  gates lead into the pens from the staircase 
  balconies, offering unrestricted views of the pens’ 
  inhabitants to anyone passing by. Creatures 
  within the pens can attack out from within if 
  they’re able, though they avoid targeting 
  Bragacon’s devils. 
   The gates are locked with large padlocks. 
  Characters who attempt to pick a padlock must 
  succeed on a DC 18 Dexterity check made with 
  thieves’ tools. If they attempt this check from 
  inside the pen, they have disadvantage due to 
  having to crane through the bars and work blind. 
   Windows. Barred windows set into the walls of 
  the beast pens overlook the canyon below. 
  If the players enter via the main gate, give them 
  the “Menagerie Route Planner” (handout 5 from 
  appendix C) when you begin this scene. This map 
  represents Rage’s imp Ozible’s memories of the 
  menagerie’s layout. If they enter via a beast pen 
  window, only give them the handout if they escape 
  the pen alive. 
   Ozible warns his master that the monsters are 
  known to snatch visitors passing by their pens, so 
  the characters should plan their route carefully. 
  Ozible hints that Bragacon often makes 
  modifications to her menagerie’s layout, hiding 
  secrets that could possibly aid the characters if 
  they choose the correct path to her lair.  
   Tell the players that they must draw a route for 
  each manacled pair of characters from the bottom 
  of the menagerie to the top. Once they’re done, 
  compare their route to your DM’s copy of the 
  menagerie map and run any encounters that occur 
  along the route.  
   Important: Pass a note to warn the character 
  Rage that the dark secret mentioned on their 
  character sheet is probably detailed in the pact 
  records room (area 4e).  
  The main gate into the menagerie is guarded by 
  the monster detailed in scene B, “Gate Guardian.” 
  This is a grotesque flesh golem with the following 
  modification: it can make four slam attacks 
  instead of two when it uses its Multiattack action 
  option.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  27 
   If the guardian allows the characters to enter 
  through the main gate without a fight, the 
  guardian directs them toward the throne room at 
  the top of the stairs but offers no further advice. If 
  they enter via a beast pen window, the guardian 
  attacks on sight if it spots them trespassing.  
  Each of those locations is trapped. When an 
  intruder steps on a hidden pressure plate, a 
  magical gout of flame is released from a hole in a 
  nearby wall. 
   With a successful DC 15 Wisdom (Perception) 
  check, a character spots the pressure plate, as well 
  as scorch marks on the floor and walls. A spell or 
  other effect that can detect the presence of magic, 
  such as detect magic, reveals an aura of evocation 
  magic around the wall.  
   The trap activates when more than 20 pounds 
  of weight is placed on the pressure plate, causing 
  the wall nearby to release a 30-foot cone of fire 
  angled down the staircase. Each creature in the 
  fire must make a DC 13 Dexterity saving throw, 
  taking 22 (4d10) fire damage on a failed save, or 
  half as much damage on a successful one.  
   Wedging an iron spike or other object under the 
  pressure plate prevents the trap from activating. A 
  successful dispel magic (DC 13) cast on the walls 
  destroys the trap in that one location. 
  Each of these pens contains three flesh golems: 
  monstrous constructions crafted by Bragacon’s 
  own hand. Unless distracted, one golem is always 
  by the gate and reaches through the bars to strike 
  any intruders who pass within 5 feet. 
  Each of these pens contains five harpies. If the 
  harpies see intruders through the bars, they use 
  their luring song to draw the characters close to 
  the bars and then try to tear them to pieces with 
  their melee attacks. 
  This chamber contains musty tomes containing 
  details of every pact made between Bragacon and 
  her warlocks. The tomes are stacked on high 
  bookshelves and guarded by a nearsighted 
  bearded devil named Gathrimmek the Unseeing. 
  Gathrimmek shuffles between the shelves, 
  whispering madly to the books. This area is off-
  limits to all, so he attacks anyone he detects. Due 
  to his poor eyesight, he has disadvantage on 
  Wisdom (Perception) checks that rely on sight.  
   Characters who seek out Rage’s pact tome learn 
  a dark secret about the tiefling: Rage imprisoned 
  Tagith’s brother to gain greater power with 
  Bragacon. If the players uncover this information 
  and roleplay the scene well, grant them 
  inspiration! Conversely, grant inspiration to Rage 
  if the player persuades the other players to ignore 
  the room. 
  Each of these pens contains six hell hounds and 
  has a bearded devil stationed on guard outside. 
  The devil interrogates any newcomers it sees. 
  Characters who broke in through a window or 
  killed the gate guardian must succeed on a 
  Charisma (Deception) check opposed by the 
  devil’s Wisdom (Insight) check to spin a 
  convincing yarn. The devils won’t open the pens to 
  anyone unless they receive a direct order to do so 
  from Bragacon.  
   Each devil carries keys to the beast pens. They 
  also carry a ring of six hell hound collars set at the 
  end of ten-foot chains. Any hell hound wearing a 
  collar obeys the commands of whoever holds its 
  chain. Until chained, the hell hounds attack any 
  creature they see that isn’t a devil. 
   See “Stealing the Hell Hounds” under scene D if 
  the characters attempt to steal the hell hounds.   
  Each of these pens contains three basilisks. If the 
  basilisks spot intruders through the bars, they try 
  to target them with their petrifying gaze.      
  A dozen of Bragacon’s imps nest high among the 
  pillars of this hall. If they spot intruders 
  approaching, they turn invisible and hide. 
  Characters who succeed on a DC 12 Wisdom 
  (Perception) check notice crude “nests” made 
  from regurgitated scrolls clustered high about the 
  pillars. Rage’s imp Ozible knows about the nests.  
   The imps hate Bragacon but also have little time 
  for outsiders and deeply resent Ozible for 
  escaping the menagerie. As you roleplay the imps, 
  try to express their hatred for their mistress. 
  Characters who succeed on a DC 15 Wisdom 
  (Insight) discern that the imps could be turned 
  against Bragacon.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  28 
   To win the imps over, the characters must first 
  impress them. The imps say they want to hear a 
  true story of cruelty from each of the characters: 
  either a time they inflicted pain on another 
  creature or had an evil deed committed against 
  them.  
   So long as the stories seem true, the imps cackle 
  in glee to hear the tales. If the group impresses 
  them, the imps reveal that Bragacon recently stole 
  a treasure chest of soul coins from her rival 
  Xalzair, Tagith’s patron. At your discretion, the 
  imps could also be recruited to help the characters 
  steal the hell hounds.  
  Each of these pens contains three wyverns. 
  Unless distracted, one wyvern is always by the 
  gate and reaches its tail through the bars to sting 
  any intruders who pass within 10 feet.   
  A pair of fiercely ornamented adamantine gates 
  stands ajar at the top of the staircase. Characters 
  passing through the gates step direct into 
  Bragacon’s throne room. As they approach the top 
  of the stairs, they hear the pit fiend roaring in 
  displeasure at her imps’ inability to “open my 
  damned treasure chest” Proceed to scene D, 
  “Bragacon’s Bargain.” 
  The characters try to persuade Bragacon to part 
  with a pack of hell hounds. The pit fiend only 
  agrees to do so if the characters agree to one of 
  two terms: part with a paladin’s soul, or 
  successfully open her purloined treasure chest of 
  soul coins.  
  The characters must obtain a pack of hell hounds 
  from Bragacon. 
  Bragacon’s throne room is hollowed out of the 
  giant broadsword’s cross guard. The pit fiend 
  lounges on a rusty throne crafted from old yokes, 
  manacles, and other beast restraints. Five 
  mewling imps desperately struggle to open a 
  large, black iron treasure chest at the foot of 
  Bragacon’s throne. Ten merregons guards stand 
  impassively around the chamber’s perimeter.  
  Bragacon is a vengeful, poison-hearted fiend who 
  sees enemies at every turn. When the characters 
  enter her throne room, she instantly recognizes 
  Rage and demands that he prostrate himself in 
  front of her. Bragacon spends a while teasing Rage 
  by hinting at the terms of his pact (see Area 4E), 
  before demanding to know his business here in 
  Avernus.  
   Hearing the group’s request, Bragacon agrees to 
  part with her hell hounds on one of two 
  conditions: either they part with a paladin’s soul, 
  or successfully open her stolen treasure chest of 
  soul coins. Characters who’ve spoken to the imps 
  in area 4H may know that the chest was stolen 
  from Xalzair, Tagith’s patron.  
   If they raise this with her, Bragacon fumes and 
  promises to flog whoever leaked this information. 
  However, she neither denies it nor changes the 
  terms of her offer. Telepathically, Ozible urges 
  Rage to refuse his patron’s offer and steal the hell 
  hounds instead as it’s surely trap! 
   If the characters refuse Bragacon’s offer, she 
  orders them to leave her menagerie via the same 
  way they came in. They players must now attempt 
  to steal the hell hounds on their way back down 
  (see “Stealing the Hell Hounds”). 
  The “Chest of Soul Coins” in handout 6 from 
  appendix C depicts the treasure chest (note the 
  DMs Map: “Chest of Soul Coins” duplicates this 
  map with the solution included). The chest is 
  huge: 10 feet long, 7 feet high, and 5 feet wide. It 
  has no visible lock. The lid contains an embossed 
  arcane sigil, and four hand-sized holes are spaced 
  around the chest’s body: one in the front, one to 
  each side, and one at the rear. Each hole is filled 
  with impenetrable, illusory darkness that can’t be 
  dispelled or seen through using any magic. 
   If the players can’t identify the sigils themselves, 
  any character who succeeds on a DC 15 
  Intelligence (Arcana) check recognizes them as 
  the symbols for elemental evil air, earth, fire, and 
  water. The configuration of the symbols hint at the 
  solution to the puzzle: fire overcomes air, air 
  overcomes water, water overcomes earth, and 
  earth overcomes fire. 
   If a character puts their hand inside one of the 
  holes, they immediately feel the sensation of one 
  of the four elements: burning heat, cool water, 
  viscous mud, or swirling air. The element that the 
  character feels depends on their alignment:  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  29 
   Evil creatures always feel fire (none of the 
  player characters are evil). 
   Good creatures always feel water (the paladins 
  are all lawful good). 
   Lawful neutral creatures always feel earth 
  (Donaris is lawful neutral).     
   Chaotic neutral creatures always feel air (Rage 
  is chaotic neutral). 
   Neutral creatures feel nothing (Tagith is 
  neutral). 
   To unlock the chest, four creatures must reach 
  into the holes at the same time so that the four 
  separate elements are summoned clockwise 
  around the chest in the order shown on the 
  carving: fire, air, water, earth. It doesn’t matter 
  which holes are used so long as the sequence is 
  arranged correctly in clockwise order around the 
  chest.  
   If two adjacent holes are operated 
  simultaneously using the incorrect elements (e.g. 
  earth next air), both operators take 7 (2d6) 
  necrotic damage for each turn that their hands 
  remain inside the holes. 
   As no character is of evil alignment, the players 
  must persuade an evil creature to help them. 
  (Ozible can perform this role if Rage orders him to 
  do so.) Players who question the imps about their 
  discoveries beforehand learn that the imps only 
  feel fire when they reach inside the holes. 
   If the players succeed in opening the chest, 
  Bragacon greedily scoops up the soul coins 
  contained within and dispatches an imp to fetch 
  the hell hounds. Proceed to scene E, “Leaving the 
  Menagerie.” 
  Characters who try to steal the hell hounds from 
  area 4F risk incurring the wrath of the 
  menagerie’s infernal guardians.  
   If the characters loudly attract attention while 
  stealing the hell hounds, the ten merregons 
  guards from Bragacon’s throne room rush to 
  intercept the group, arriving at the beast pen 
  after five rounds.  
   If the characters fail to escape before the guards 
  arrive, Bragacon mysteriously calls the guards 
  back after a round of combat and lets the 
  characters escape. She instead sends an imp to 
  deliver a message to her rival Xalzair that 
  blames the theft of his treasure chest on the 
  characters. The players begin episode 5 as if 
  they’d succeeded in opening the treasure chest.   
  To control a hell hound, a character must hold a chain in 
  one hand. That hand can’t be used for wielding weapons, 
  holding shields, or casting spells. If a character drops a 
  chain holding a hell hound, the beast runs away and must 
  be tracked down after the combat. The characters who 
  chase down the hell hound must succeed on a DC 15 
  Constitution saving throw or gain a level of exhaustion. 
   
  As an action, a character can order a hell hound to 
  attack. Handout 3 contains the stat block for a hell hound. 
  However, if the characters put the hell hounds in danger, 
  give them a DC 10 Wisdom (Insight) check. On a success, 
  remind that player that six hell hounds are needed to 
  complete the ritual to its fullest potential. If a hell hound 
  dies, the characters can’t accurately complete the ritual. If 
  characters still insist on using the hell hounds in combat, 
  focus monster attacks on the hounds. 
   
  If a hell hound is killed, a devil shows up, willing to sell 
  hell hounds to the characters at the low, low price of one 
  soul per hound. 
  When the characters have the hell hounds, they 
  can leave the forge. They can see their next stop, 
  the volcano called Mt. Yaltomec, off in the 
  distance. 
  If you complete this episode and have at least 15 
  minutes of the allotted time remaining, you can 
  add the following optional encounter.  
   As the characters escape across the hellscape, 
  one of the hell hounds slips its collar and pelts off 
  into a nearby cave. When the players follow the 
  hell hound, they disturb the angry hydra nesting 
  inside the cave and must fight it. 
  The characters can take a short rest before 
  moving on to episode 5. 
  
  “The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict.” 
   
  —Martin Luther King, Jr. 
  Allotted Time: 120 minutes 
   
  The characters make their way through ruins of 
  undead, climb to the top of Mt. Yaltomec, perform 
  the ritual to summon an agent of Glasya, and 
  battle for their lives. 
  Do not begin this section of the adventure until 
  the lead administrator tells you to begin. 
  The march to Mt. Yaltomec from Bragacon’s 
  Menagerie takes 3 hours over rough but fairly 
  innocuous terrain… except for the Marsh of Wrath. 
  This marsh ground holds the rotting bodies of 
  those who perished while succumbing to wrath in 
  life. 
  The Marsh of Wrath has the following features.  
   Atmosphere. The marsh bubbles with noxious 
  gases, and the area is dimly lit with the green glow 
  of toxic hate burning in the sky above. 
   Terrain. The Marsh of Wrath is boggy ground 
  that counts as difficult terrain. Each time a 
  creature attempts to move on its turn in combat, it 
  must make a DC 10 Strength saving throw. On a 
  successful check, the creature can move its speed. 
  On a failed check, the creature can’t move for the 
  rest of that turn. If it attempts another move using 
  a dash action it must make the saving throw again. 
  In the path of the characters, five girallon 
  zombies and one allip linger underneath the 
  surface of the bog, waiting to attack the next 
  creatures that pass. Characters succeeding on a DC 
  15 Wisdom (Survival) recognize the signs of 
  creatures lurking below the bog’s surface waiting 
  to attack. 
   The girallon zombies are actually two humanoid 
  creatures mushed together like some nightmarish 
  conjoined twin, screaming in inconsolable anger. 
  The allip is the specter of a Red Wizard who got 
  angry with some people who refused to serve her 
  and gave away secrets related to Szass Tam that 
  led to the massacre of more than 10,000 people. 
  The allip rages and thrashes while attacking. 
  After crossing the Marsh of Wrath, the characters 
  see the imposing outline of Mt. Yaltomec in the 
  distance. The rest of the trip to the base of the 
  mountain is uneventful, although the climb is 
  rather more exciting. 
  The mountain has the following features.  
   Atmosphere. The heat of the marsh the 
  characters crossed early seems downright 
  temperate as they climb the volcano. The higher 
  they ascend, the warmer it gets. 
   Terrain. The steep sides of the volcano would 
  be difficult to climb under the best of 
  circumstances. With six hell hounds in tow, the 
  crumbling stone, the gouts of lava and ichor, and 
  other hazards make the climb near impossible. 
  The characters, however, have no choice but to 
  risk it. 
  The first half of the ascent is fairly 
  straightforward, if difficult. Natural trails and 
  paths have been formed by lava flows. 
   The first challenge is getting the hell hounds to 
  make the ascent. Each character controlling a hell 
  hound must succeed on a DC 10 Wisdom (Handle 
  Animal) check. On a failure, the character has 
  disadvantage on Strength or Dexterity checks for 
  the rest of the initial ascent. A character 
  controlling more than one hell hound must make a 
  check for each hound controlled. 
   Once the hounds are managed, characters must 
  carefully select a path and make the ascent. Ask 
  the players how they wish to proceed, hinting that 
  they should use their characters abilities to aid the 
  group. The base check to climb is a DC 15 Strength 
  (Athletics) check. Each character can reduce the 
  DC by 2 by making a different ability check 
  beforehand or taking some other action. Here is a 
  list of potential helpful actions, but don’t limit 
  them to just this: 
   A successful DC 15 Intelligence (Nature) check 
  uses knowledge of stonework and gravity to 
  rule out dangerous paths. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  31 
   A successful DC 15 Dexterity (Acrobatics) check 
  scouts ahead and jump away from dangerous 
  areas. 
   A successful DC 15 Wisdom (Survival) check 
  visualizes the potential dangers along the 
  various paths and avoids the worst of them. 
   Spells or abilities that would assist everyone in 
  the party in the ascent, even if it just to get past 
  one trouble spot. 
   After the final DC is established, have the party 
  make a group Strength (Athletics) check. On a 
  success, the characters make the initial ascent 
  with no consequences. If four characters fail, the 
  group (including the hell hounds) takes 14 (4d6) 
  bludgeoning damage as they fall and get 
  pummeled with rocks over the course of the climb. 
  If 5 or more characters fail, they take the damage, 
  plus one of the hell hounds plummets to its death. 
  Fortunately, an imp appears, willing to sell a hell 
  hound to the characters at the low, low price of 
  one soul. It wears a coat denoting rank in Pipyap’s 
  legion, which it is happy to chat about at length. 
  Once they get halfway up the mountain, the 
  characters can see that the trek to the top is not as 
  easy, since no visible path presents itself. 
  However, some help might be at hand. Read: 
  The trek from this point to the summit looks to be much 
  more difficult, as there is no discernible path. A voice from 
  beneath your feet says, “Hell of a climb, eh?” 
  Mt. Yaltomec is formed partially from the souls of 
  creatures whose avarice in life caused their own 
  or someone else’s death. Many of these souls are 
  hardened into fiendish galeb duhr and ground 
  down into the volcano’s cone. 
   One of those fiendish galeb duhr has 
  maintained its integrity in the mountainside, and 
  it is in a position to assist the characters in their 
  final ascent – but at a price. 
   Use the following bullet points to guide the 
  conversation: 
   The galeb duhr was a duergar in life, who 
  practiced slavery in her mining of valuable ores 
  in the Underdark. Many slaves died in her care. 
   After her death, the duergar’s soul got pulled 
  here and cemented into a galeb duhr form. It 
  was stuffed into this mountain, which crushes 
  her for all eternity. The pain is constant and 
  unbearable. 
   If the characters could alleviate the suffering, for 
  even just a few moments, the galeb duhr 
  promises to help them to the summit. 
   Players who doubt the galeb duhr’s sincerity 
  can attempt a DC 15 Wisdom (Insight) check. On 
  a success, they realize the creature is lying, and 
  suspect that it will attempt to flee. Those who 
  learn this gain advantage on checks in the next 
  stage when dealing with the freed creature, 
  including attack rolls. 
   
   To assist the galeb duhr, the characters must 
  complete a series of steps. 
   The galeb duhr is stuck in the mountain and 
  must be dug out. Characters can attempt a DC 
  15 Strength (Athletics) check, do 50 points of 
  damage to the surrounding rock, or use magic to 
  extricate the galeb duhr. 
   Once it’s out, the galeb duhr attempts to flee 
  unless a character succeeds on a DC 15 
  Charisma (Intimidation or Persuasion) check. If 
  they succeed, the galeb duhr keeps its promise. 
  If they fail, the characters must choose between 
  letting the galeb duhr escape and subduing it 
  through combat. 
   The characters each have 1 round to fight the 
  galeb duhr. If they can do 40 points of damage in 
  that round, the living rock surrenders and keeps 
  its promise. 
  If the galeb duhr is convinced or forced to help, it 
  uses its magic to work the living stone of the 
  mountain into a step of stairs that the characters 
  can use to easily ascend. 
   If the galeb duhr escapes, a devil appears and 
  offers to help the characters the rest of the way. 
  This can be done at the low, low price of one soul. 
  When the characters get to the summit of Mt. 
  Yaltomec, they must perform the ritual and 
  contend with a group of fiends sent by one or 
  more devil they’ve angered during their time in 
  Avernus. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  32 
  The top of Mt Yaltomec is hot and dangerous. 
   Atmosphere. The hazy air is thick with the 
  smell of fire and sulfur. The bubbling of demonic 
  ichor mixed with lava fills the air. The 
  temperature in this area is the hottest the 
  characters have ever felt. 
   Dimensions and Terrain. A 10-foot-wide rim 
  encircles the 50-foot-diameter caldera of Mt. 
  Yaltomec. The slopes leading up to the rim are 
  difficult terrain. 
   If a character falls off the rim of the volcano, the 
  character chained to the falling character must 
  make a DC 13 Strength saving throw. On a 
  successful save, the character stands firm, and the 
  falling character can’t fall more than 10 feet away 
  from them. On a failed save, the falling character 
  pulls the other character with them.  
   Creatures that fall off the rim tumble 1d6 x 5 
  feet down the slope and land prone. Creatures that 
  fall into the caldera tumble 30 feet into the 
  bubbling ichor lava below (see “Ichor Lava”). 
   Climbing inner walls of Mt. Yaltomec’s caldera 
  without equipment requires a successful DC 15 
  Strength (Athletics) check. 
   Ichor Lava. When a creature falls into the ichor 
  lava, it takes 22 (4d10) fire damage and must roll 
  for an additional effect on the Ichor Effects table. 
  Ichor Effects 
  d4 
  Effect 
  1 
  The creature has a vision of the infinite horror of 
  the Abyss in their mind’s eye. It must make a DC 
  15 Wisdom saving throw or suffer short-term 
  madness (see “Madness” chapter 8, “Running 
  the Game,” of the Dungeon Master’s Guide). 
  2 
  The creature must make a DC 20 Constitution 
  saving throw or be infected with demonic evil. If 
  the creature fails the save, it instantly makes an 
  inhuman ululation that summons 1d4 hostile 
  shadow demons. 
  3 
  The creature must make a DC 15 Intelligence 
  saving throw. If it fails, the creature can only 
  speak Abyssal and loses understanding of all 
  other languages. This can only be reversed with 
  a remove curse or wish spell. 
  4 
  The creature must make a DC 20 Constitution 
  saving throw. If it fails, over a period of 3 turns, 
  bat wings emerge from the creature’s back in an 
  excruciating metamorphosis. The character 
  gains a flying speed of 25 feet. 
   
   Illumination. The volcanic activity of Mt. 
  Yaltomec bathes the area in bright red light. 
  To summon Glasya’s agent, the characters must 
  perform the arcane ritual they recovered from 
  Xalzair’s library, using the weapon gained from 
  Falgrath to sacrifice Bragacon’s hell hounds. 
  Before they begin, explain the steps of the ritual to 
  the players: 
   First, a character must use Falgrath’s weapon to 
  sacrifice one of the hell hounds. With the tip of 
  the weapon, the character must trace a ritual 
  circle on the ground in its fiery blood. 
   All six characters must then arrange themselves 
  around the circle at different points and chant 
  three magic phrases from the ritual scroll to 
  enchant it. 
   To appease Glasya, a configuration of twelve 
  magic symbols must then be traced through the 
  air between the points of the circle, while the 
  characters chant magic phrases.  
   Enchanting the circle renders the ground within 
  it destructive to mortals, so an infernal creature 
  must trace the symbols – Rage’s imp, Ozible, fits 
  the bill nicely.   
   After each pair of symbols has been traced, the 
  characters must sacrifice another hell hound. If 
  the characters can trace all twelve symbols and 
  sacrifice all the hell hounds within 1 minute, 
  Glasya’s summoned agent is sure to be well 
  pleased! 
  The players perform the ritual using a simple 
  physical game that tests their memory and 
  reflexes. To play the game, you’ll need a 
  lightweight ball with a radius of 1 to 4 inches, a 
  one-minute timer (e.g. a stopwatch), and the 
  twelve numbered ritual card handouts from 
  appendix C. Read the following aloud to explain 
  the rules:  
  This ball represents Ozible the imp. To perform the ritual, 
  you must throw the ball between you to copy the path 
  marked by the arrow on each ritual card i.e. if the arrow 
  passes from Paladin 1 to Warlock 2 to Paladin 3, the ball 
  must be thrown between those players. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  33 
   
  Before you begin, each pair must invent a three-syllable 
  spell word. Whenever you throw the ball to another player, 
  you must call out the correct spell word of that player’s pair 
  as you throw. If you drop the ball, call out the incorrect 
  spell word, or throw the ball to the wrong player you must 
  start the ritual card over from the beginning! You are NOT 
  allowed to write down the spell words or confer during the 
  ritual!  
   
  To represent the clumsiness of the manacles, each of 
  you must hold your dominant hand behind your back while 
  performing the ritual. It’s difficult to guide Ozible if your 
  hands are tied!  
   
  Scoring is based on how many ritual cards you can 
  successfully complete within 1 minute. If you complete all 
  twelve cards, Glasya’s agent will be most pleased. 
  Once everyone is clear on the rules, give them as 
  much time as they need to practice the ritual. 
  However, only show them the top ritual card! 
  The players aren’t allowed to know the upcoming 
  patterns until the ritual is complete. Make sure 
  you note down the spell words for each pair and 
  keep it out of view of the players.  When the 
  players are ready to begin, start the timer!  
  Scoring is based on how many ritual cards that the 
  players successfully complete within the time 
  limit. Each successfully completed ritual card = 1 
  point.  
   Note that it’s highly unlikely that the players 
  complete all twelve cards in 1 minute!  
  Some players may be unable to perform this stage due to 
  mobility issues. They can still participate by calling out the 
  spell words for their partner instead, while their partner 
  throws and catches for their character. Players can always 
  throw and catch for characters other than their own, so the 
  game is still playable if at least three players can throw.  
   
  If enough players are affected by mobility issues that it 
  would not be fun to run the ritual, have each character in 
  the group must make a DC 18 Dexterity check. Every 
  successful check counts as completing two ritual cards. 
  After the ritual is performed, the agent of Glasya 
  appears before the characters in a flash of fire. 
  This agent is a devil of your choice that appears in 
  the Monster Manual or Mordenkainen’s Tome of 
  Foes that is not an archdevil. The agent’s 
  personality traits, ideals, bonds, and flaws are up 
  to you, but the devil should be loyal to Glasya. DMs 
  who dress up as their agent are eligible for the 
  2019 Open Best DM Costume Award (see handout 
  23 in appendix C). 
   The agent makes an introduction then explains 
  to the characters that they were sent to Avernus 
  by cultists of Zariel because they knew too much. 
  The agent keeps things cryptic, explaining that all 
  will be revealed soon enough and that Reya 
  Mantlemorn is too late to stop Zariel’s plans. (This 
  is meant to present a mystery to entice the players 
  about an upcoming D&D product! Keep it cryptic.) 
  The characters’ performance in the ritual (see 
  “Performing the Ritual”) determines the agent’s 
  attitude toward them and the deal the agent can 
  offer: 
   If the characters performed the ritual perfectly 
  and scored all 12 points, the agent of Glasya has 
  incredible respect for them. The devil agrees 
  to send them home in exchange for an 
  uncommon or rarer permanent magic item. 
   If the characters scored 8 to 11 points when 
  they performed the ritual, the agent of Glasya 
  has some respect for them. She agrees to send 
  them home in exchange for a rare or rarer 
  permanent magic item. 
   If the characters scored 4 to 7 points when they 
  performed the ritual, the agent of Glasya is 
  indifferent about them. The agent requires a 
  piece of each characters’ soul to send them 
  home. Each character loses their bond and gains 
  a level of exhaustion from the excruciating 
  process of having a part of their soul torn 
  asunder. 
   If the characters scored 3 or fewer points when 
  they performed the ritual, the agent of Glasya is 
  disgusted by them. The agent requires one of 
  the characters’ souls in order to send them 
  home. This character’s soul cannot have already 
  been signed over to another devil during this 
  adventure. 
   The characters can negotiate a deal with the 
  agent. A character who succeeds on a DC 15 
  Charisma (Persuasion) check changes the devil’s 
  attitude as if the characters had scored 4 more 
  points while performing the ritual (to a maximum 
  of 12). If a character fails this check by 5 or more, 
  the devil’s attitude changes as if the characters 
  had scored 4 fewer points while performing the 
  ritual (to a minimum of 0). Each character may 
  only make this check once during the negotiations. 
  The characters can attempt to use magic to 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  34 
  influence the agent, but if the devil catches them 
  doing so, its attitude changes as if the characters 
  have score 0 points when they performed the 
  ritual. 
   The characters don’t need to take the agent’s 
  deal, but inform them if they refuse, they aren’t 
  going to find another way home soon and likely 
  die in the wastes of Avernus. The adventure ends 
  here if they don’t take the deal. 
  If the characters agree to a deal, the devil 
  summons a lemure with the deal emblazoned in 
  glowing Infernal runes on its skin. To enter the 
  contract, the characters must kiss the lemure. 
  When the final character kisses the lemure, it 
  petrifies and turns into a stone statue with the 
  deal visible on the surface. 
   Once the deal is done, the agent tells the 
  characters to wait at the top Mt. Yaltomec for a 
  portal to appear and their chains to fall off. Then 
  the agent disappears in a puff of smoke. 
  While the characters wait for a portal at the top of 
  Mt. Yaltomec, they are attacked by infernal 
  enemies sent by the devils they’ve angered in 
  Avernus. 
   If the characters stole the ritual from Xalzair or 
  opened the treasure chest of soul coins for 
  Bragacon, Xalzair sends an ice devil to attack 
  the characters. This devil works willingly with 
  any other fiends that arrive to kill the characters 
  and flees when reduced to 20 hit points. 
   If the characters stole a weapon from Falgrath 
  or persuaded the modrons to give their souls to 
  Xalzair, Falgrath sends one barbed devil and 
  two merregons to attack the characters. These 
  devils work willingly with any other fiends that 
  arrive to kill the characters. When only one 
  devil from this group remains, it flees. 
   If the characters stole the hell hounds from 
  Bragacon or wiped the memory of the abishai 
  for Falgrath, Bragacon sends two bearded 
  devils riding nightmares to attack the 
  characters. These fiends work willingly with any 
  other devils that arrive to kill the characters. If 
  both bearded devils are destroyed, the 
  nightmares flee and vice versa. 
   If the characters haven’t made any of the pit 
  fiend patrons angry (by giving over all of the 
  paladins’ souls in exchange for the ritual and 
  components they need), Zariel sends a bone 
  devil and four spined devils to attack the 
  characters, fighting to the death. The bone devil 
  explains that the paladins shouldn’t have signed 
  their souls away, since they are promised to 
  Zariel! (This is meant to present a mystery to 
  entice the players about a future D&D product! 
  Keep it cryptic.) 
  During the battle, the ichor lava in Mt. Yaltomec 
  becomes agitated. Each round on initiative count 
  0, a spout of ichor lava erupts from the pool, 
  targeting a random creature flying above the 
  caldera or perched on the rim. This creature must 
  succeed on a DC 15 Dexterity saving throw or be 
  affected as if it had fell into the ichor lava (see 
  “Ichor Lava”). 
  At the end of the fifth round of combat or when 
  the characters defeat all their enemies, their 
  chains fall off and a swirling blue portal fills the 
  opening of Mt. Yaltomec just above the ichor lava. 
  Characters that enter the portal are transported 
  safely back to Faerûn and can see the city of 
  Baldur’s Gate to the west. 
  Once all the living characters are back in the 
  Material Plane, you can inform them they 
  managed to get out of Avernus and the adventure 
  is now concluded. If you have at least 20 minutes 
  of time left, you can play out one final moral 
  dilemma. 
  Ask the paladin characters, now that they’re safely 
  back in Faerûn, what do they want to do with their 
  warlock prisoners? If the paladins allow the 
  warlocks to go free, the adventure ends with the 
  characters going their separate ways. 
   If the paladins want to arrest the warlocks, ask 
  the warlocks how they react to being arrested 
  again. If the warlocks accept this fate, the 
  adventure ends with the warlocks being hanged 
  for their devil worship as the paladins look on. 
   If the warlocks want to resist being arrested, 
  roll initiative and play out a battle to find out how 
  the adventure ends! 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  35 
  When the adventure is over, ask the players to 
  stick around so they can find out if they won the 
  D&D Open and so you can give them their rewards 
  for playing. Don’t forget to fill out your Round 
  Two Score Sheet (in appendix B) and turn it over 
  to the event administrators. 
  Final scoring should take no longer than 30 
  minutes. If you finish early, let your players know 
  the winners of the D&D Open will be announced at 
  the end of the event once all the tables are finished 
  and the event administrators have had a chance to 
  tally the scores. 
  As event judges tally the final scores, give your 
  players their rewards for playing the game. 
   Every person who participated in the 2018 D&D 
  Open gets the 2019 Open Participant Story 
  Award (see handout 19). 
   If the characters had enough time to complete 
  the “Have Things Changed?” encounter, give those 
  who battled the Ready for Combat Story Award 
  (see handout 20) and those who did not the 
  Friends Over Fights Story Award (see handout 
  21). 
   Any character who sold their soul during the 
  2019 D&D Open gets the Soulless Story Award 
  (see handout 22). 
  Did your group win the 2019 D&D Open? If not, 
  they are now free to leave and enjoy the rest of 
  their day. 
   If your group did win the 2019 D&D Open, then 
  they also get the 2019 D&D Open Winner Story 
  Award (see handout 23). 
  If you dressed up for your informant, you could 
  win the Best Dressed DM Award (see handout 
  24). This award will be announced along with the 
  winning table and is determined by the 
  administrators running the event (or third-party 
  judges selected by the administrators). 
  For running the D&D Open, you get the 2019 D&D 
  Open DM Story Award (see handout 25). 
   
   
  
  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 if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 
  5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. 
  Whispers of Madness. The allip chooses 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 end of its next turn. On a successful save, it takes 
  half as much damage and isn’t stunned. Constructs 
  and undead are immune to this effect. 
   
  Medium fiend (devil), lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 110 (13d8 + 52) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  17 (+3) 
  18 (+4) 
  12 (+1) 14 (+2) 14 (+2) 
   
  Saving Throws Str +6, Con +7, Wis +5, Cha +5 
  Skills Deception +5, Insight +5, Perception +8 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 18 
  Languages Infernal, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
  Barbed Hide. At the start of each of its turns, the 
  barbed devil deals 5 (1d10) piercing damage to any 
  creature grappling it. 
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Multiattack. The devil makes three melee attacks: 
  one with its tail and two with its claws. Alternatively, 
  it can use Hurl Flame twice. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. 
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 
  ft., one target. Hit: 10 (3d6) fire damage. If the target 
  is a flammable object that isn’t being worn or carried, 
  it also catches fire. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  37 
  Medium monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  8 (−1) 
  15 (+2) 
  2 (−4) 
  8 (−1) 
  7 (−2) 
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages — 
  Challenge 3 (700 XP) 
  Petrifying Gaze. If a creature starts its turn within 30 
  feet of the basilisk and the two of them can see each 
  other, the basilisk can force the creature to make a 
  DC 12 Constitution saving throw if the basilisk isn’t 
  incapacitated. On a failed save, the creature 
  magically begins to turn to stone and is restrained. It 
  must repeat the saving throw at the end of its next 
  turn. On a success, the effect ends. On a failure, the 
  creature is petrified until freed by the greater 
  restoration spell or other magic. 
   A creature that isn’t surprised can avert its eyes to 
  avoid the saving throw at the start of its turn. If it 
  does so, it can’t see the basilisk until the start of its 
  next turn, when it can avert its eyes again. If it looks 
  at the basilisk in the meantime, it must immediately 
  make the save. 
   If the basilisk sees its reflection within 30 feet of it 
  in bright light, it mistakes itself for a rival and targets 
  itself with its gaze. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) 
  poison damage. 
   
  Medium fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (−1) 
  11 (+0) 11 (+0) 
   
  Saving Throws Str +5, Con +4, Wis +2 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Infernal, telepathy 120 ft. 
  Challenge 3 (700 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Steadfast. The devil can’t be frightened while it can 
  see an allied creature within 30 feet of it. 
  Multiattack. The devil makes two attacks: one with its 
  beard and one with its glaive. 
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage, and 
  the target must succeed on a DC 12 Constitution 
  saving throw or be poisoned for 1 minute. While 
  poisoned in this way, the target can’t regain hit 
  points. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on 
  a success. 
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 8 (1d10 + 3) slashing damage. If the 
  target is a creature other than an undead or a 
  construct, it must succeed on a DC 12 Constitution 
  saving throw or lose 5 (1d10) hit points at the start of 
  each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the 
  damage dealt by the wound increases by 5 (1d10). 
  Any creature can take an action to stanch the wound 
  with a successful DC 12 Wisdom (Medicine) check. 
  The wound also closes if the target receives magical 
  healing. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  38 
  Large fiend (devil), lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 142 (15d10 + 60) 
  Speed 40 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  16 (+3) 
  18 (+4) 
  13 (+1) 14 (+2) 16 (+3) 
   
  Saving Throws Int +5, Wis +6, Cha +7 
  Skills Deception +7, Insight +6 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Infernal, telepathy 120 ft. 
  Challenge 9 (5,000 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Multiattack. The devil makes three attacks: two with 
  its claws and one with its sting. 
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage. 
  Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage plus 17 
  (5d6) poison damage, and the target must succeed 
  on a DC 14 Constitution saving throw or become 
  poisoned for 1 minute. The target may repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
   
  Medium construct, neutral 
  Armor Class 9 
  Hit Points 93 (11d8 + 44) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  9 (−1) 
  18 (+4) 
  6 (−2) 
  10 (+0) 
  5 (−3) 
    
  Damage Immunities lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren’t adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages of its creator 
  but can’t speak 
  Challenge 5 (1,800 XP) 
  Berserk. Whenever the golem starts its turn with 40 
  hit points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the golem 
  attacks the nearest creature it can see. If no creature 
  is near enough to move to and attack, the golem 
  attacks an object, with preference for an object 
  smaller than itself. Once the golem goes berserk, it 
  continues to do so until it is destroyed or regains all 
  its hit points. 
   The golem’s creator, if within 60 feet of the 
  berserk golem, can try to calm it by speaking firmly 
  and persuasively. The golem must be able to hear its 
  creator, who must take an action to make a DC 15 
  Charisma (Persuasion) check. If the check succeeds, 
  the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might 
  go berserk again. 
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until 
  the end of its next turn. 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Lightning Absorption. Whenever the golem is 
  subjected to lightning damage, it takes no damage 
  and instead regains a number of hit points equal to 
  the lightning damage dealt. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are 
  magical. 
  Multiattack. The golem makes two slam attacks 
  (note: see Gate Guardian sidebar). 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  The gate guardian at Bragacon’s Menagerie has statistics of 
  a flesh golem with the following modification: it can make 
  four slam attacks instead of two when it uses its 
  Multiattack action option.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  39 
  Medium elemental, neutral 
  Armor Class 16 (natural armor) 
  Hit Points 85 (9d8 + 45) 
  Speed 15 ft. (30 ft. when rolling, 60 ft. rolling 
  downhill) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  14 (+2) 
  20 (+5) 
  11 (+0) 12 (+1) 11 (+0) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, 
  poisoned, petrified 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11 
  Languages Terran 
  Challenge 6 (2,300 XP) 
    
  False Appearance. While the galeb duhr remains 
  motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge. If the galeb duhr rolls at least 20 feet 
  straight toward a target and then hits it with a slam 
  attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 16 Strength saving throw or 
  be knocked prone. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  Animate Boulders (1/Day). The galeb duhr magically 
  animates up to two boulders it can see within 60 feet 
  of it. A boulder has statistics like those of a galeb 
  duhr, except it has Intelligence 1 and Charisma 1, it 
  can’t be charmed or frightened, and it lacks this 
  action option. A boulder remains animated as long as 
  the galeb duhr maintains concentration, up to 1 
  minute (as if concentrating on a spell). 
   
  Large undead, chaotic evil 
  Armor Class 11 (natural armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., climb 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  16 (+3) 
  3 (−4) 
  7 (−2) 
  5 (−3) 
   
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses passive Perception 10  
  Languages darkvision 60 ft., passive Perception 8 
  Challenge 3 (700 XP) 
  Aggressive. As a bonus action, the zombie can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the 
  damage is radiant or from a critical hit. On a success, 
  the zombie drops to 1 hit point instead. 
  Multiattack. The zombie makes five attacks: one with 
  its bite and four with its claws. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) slashing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  40 
  Medium monstrosity, chaotic evil 
  Armor Class 11 
  Hit Points 38 (7d8 + 7) 
  Speed 20 ft., fly 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  13 (+1) 
  12 (+1) 
  7 (−2) 
  10 (+0) 13 (+1) 
   
  Senses passive Perception 10  
  Languages Common 
  Challenge 1 (200 XP) 
  Multiattack. The harpy makes two attacks: one with 
  its claws and one with its club. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 6 (2d4 + 1) slashing damage. 
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) bludgeoning damage. 
  Luring Song. The harpy sings a magical melody. Every 
  humanoid and giant within 300 feet of the harpy that 
  can hear the song must succeed on a DC 11 Wisdom 
  saving throw or be charmed until the song ends. The 
  harpy must take a bonus action on its subsequent 
  turns to continue singing. It can stop singing at any 
  time. The song ends if the harpy is incapacitated. 
  While charmed by the harpy, a target is incapacitated 
  and ignores the songs of other harpies. If the 
  charmed target is more than 5 feet away from the 
  harpy, the target can take the Dash action on its turn 
  to move toward the harpy by the most direct route. It 
  doesn't avoid opportunity attacks, but before moving 
  into damaging terrain, such as lava or a pit, and 
  whenever it takes damage from a source other than 
  the harpy, a target can repeat the saving throw. A 
  creature can also repeat the saving throw at the end 
  of each of its turns. If a creature's saving throw is 
  successful, the effect ends on it. A target that 
  successfully saves is immune to this harpy's song for 
  the next 24 hours. 
  Medium fiend, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  14 (+2) 
  6 (−2) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can’t speak it 
  Challenge 3 (700 XP) 
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) 
  fire damage. 
  Fire Breath (Recharge 5–6). The hound exhales fire in 
  a 15-foot cone. Each creature in that area must make 
  a DC 12 Dexterity saving throw, taking 21 (6d6) fire 
  damage on a failed save, or half as much damage on 
  a successful one. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  41 
  Huge monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 172 (15d12 + 75) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  2 (−4) 
  10 (+0) 
  7 (−2) 
    
  Skills Perception +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages — 
  Challenge 8 (3,900 XP) 
  Hold Breath. The hydra can hold its breath for 1 hour. 
  Multiple Heads. The hydra has five heads. While it has 
  more than one head, the hydra has advantage on 
  saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked 
  unconscious. 
   Whenever the hydra takes 25 or more damage in a 
  single turn, one of its heads dies. If all its heads die, 
  the hydra dies. 
   At the end of its turn, it grows two heads for each 
  of its heads that died since its last turn, unless it has 
  taken fire damage since its last turn. The hydra 
  regains 10 hit points for each head regrown in this 
  way. 
  Reactive Heads. For each head the hydra has beyond 
  one, it gets an extra reaction that can be used only 
  for opportunity attacks. 
  Wakeful. While the hydra sleeps, at least one of its 
  heads is awake. 
  Multiattack. The hydra makes as many bite attacks as 
  it has heads. 
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 10 (1d10 + 5) piercing damage. 
  Large fiend (devil), lawful evil 
  Armor Class 18 (natural armor) 
  Hit Points 180 (19d10 + 76) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5) 
  14 (+2 
  18 (+4) 
  18 (+4) 15 (+2) 18 (+4) 
   
  Saving Throws Dex +7, Con +9, Wis +7, Cha +9 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren't 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages infernal, telepathy 120 ft. 
  Challenge 14 (11,500 XP) 
  Devil's Sight. Magical darkness doesn't impede the 
  devil's darkvision.  
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects.  
  Multiattack. The devil makes three melee attacks: 
  one with its spear and one with its tail. 
  Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) piercing damage plus 10 
  (3d6) cold damage. If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw, or for 
  1 minute, its speed is reduced by 10 feet; it can take 
  either an action or a bonus action on each of its 
  turns, not both; and it can't take reactions. The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  Wall of Ice (Recharge 6). The devil magically forms an 
  opaque wall of ice on a solid surface it can see within 
  60 feet of it. The wall is 1 foot thick and up to 30 feet 
  long and 10 feet high, or it's a hemispherical dome up 
  to 20 feet in diameter. 
   When the wall appears, each creature in its space 
  is pushed out of it by the shortest route. The creature 
  chooses which side of the wall to end up on, unless 
  the creature is incapacitated. The creature then 
  makes a DC 17 Dexterity saving throw, taking 35 
  (10d6) cold damage on a failed save, or half as much 
  damage on a successful one. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  42 
  Tiny fiend (devil, shapechanger), lawful evil 
  Armor Class 13 
  Hit Points 10 (3d4 + 3) 
  Speed 20 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 12 (+1) 14 (+2) 
   
  Skills Deception +4, Insight +3, Persuasion +4, Stealth 
  +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Infernal, Common 
  Challenge 1 (200 XP) 
  Shapechanger. The imp can use its action to 
  polymorph into a beast form that resembles a rat 
  (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider 
  (20 ft., climb 20 ft.), or back into its true form. Its 
  statistics are the same in each form, except for the 
  speed changes noted. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form if 
  it dies. 
  Devil’s Sight. Magical darkness doesn’t impede the 
  imp’s darkvision. 
  Magic Resistance. The imp has advantage on saving 
  throws against spells and other magical effects. 
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must make on a DC 11 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on 
  a successful one. 
  Invisibility. The imp magically turns invisible until it 
  attacks or until its concentration ends (as if 
  concentrating on a spell). Any equipment the imp  
  wears or carries is invisible with it. 
  Medium humanoid (any race), any alignment 
  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 any one language (usually Common) 
  Challenge 3 (700 XP) 
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  Multiattack. The knight 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, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can 
  see within 30 feet of it makes an attack roll or a 
  saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand the knight. A 
  creature can benefit from only one Leadership die at 
  a time. This effect ends if the knight is incapacitated. 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  43 
  Medium fiend (devil), lawful evil 
  Armor Class 7 
  Hit Points 13 (3d8) 
  Speed 15 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  5 (−3) 
  11 (+0) 
  1 (−5) 
  11 (+0) 
  3 (−4) 
    
  Damage Resistances cold 
  Damage Immunities fire, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Infernal but can’t speak 
  Challenge 0 (10 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  lemure’s darkvision. 
  Hellish Rejuvenation. A lemure that dies in the Nine 
  Hells comes back to life with all its hit points in 1d10 
  days unless it is killed by a good-aligned creature with 
  a bless spell cast on that creature or its remains are 
  sprinkled with holy water. 
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  Medium fiend (demon), chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  8 (−1) 
  13 (+1) 
  5 (−3) 
  8 (−1) 
  5 (−3) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Abyssal but can’t speak 
  Challenge 1 (200 XP) 
  Rampage. When it reduces a creature to 0 hit points 
  with a melee attack on its turn, the maw demon can 
  take a bonus action to move up to half its speed and 
  make a bite attack. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8 + 2) piercing damage. 
  Medium fiend (devil), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  17 (+3) 
  6 (−2) 
  12 (+1) 
  8 (−1) 
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands Infernal but can’t speak, 
  telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  merregon’s darkvision. 
  Magic Resistance. The merregon has advantage on 
  saving throws against spells and other magical 
  effects. 
  Multiattack. The merregon makes two halberd 
  attacks, or if an allied fiend of challenge rating 6 or 
  higher is within 60 feet of it, the merregon makes 
  three halberd attacks. 
  Halberd. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 9 (1d10 + 4) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 100/400 ft., one target. Hit: 7 (1d10 + 2) 
  piercing damage. 
  Loyal Bodyguard. When another fiend within 5 feet of 
  the merregon is hit by an attack, the merregon 
  causes itself to be hit instead. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  44 
  Large fiend, neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 60 ft., fly 90 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 13 (+1) 15 (+2) 
   
  Damage Immunities fire 
  Senses passive Perception 11 
  Languages understands Abyssal, Common, and 
  Infernal but can’t speak 
  Challenge 3 (700 XP) 
  Confer Fire Resistance. The nightmare can grant 
  resistance to fire damage to anyone riding it. 
  Illumination. The nightmare sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet. 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage 
  plus 7 (2d6) fire damage. 
  Ethereal Stride. The nightmare and up to three willing 
  creatures within 5 feet of it magically enter the 
  Ethereal Plane from the Material Plane, or vice versa. 
  Medium fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  13 (+1) 
  3 (−4) 
  8 (−1) 
  1 (−5) 
   
  Skills Perception +1 
  Damage Resistances acid, cold; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities blinded, charmed, frightened, 
  poisoned 
  Senses blindsight 10 ft. (blind beyond this radius), 
  passive Perception 11 
  Languages understands Infernal but can’t speak 
  Challenge 1/2 (100 XP) 
  Cloud of Vermin. Any creature, other than a devil, that 
  starts its turn within 20 feet of the nupperibo must 
  make a DC 11 Constitution saving throw. A creature 
  within the areas of two or more nupperibos makes 
  the saving throw with disadvantage. On a failure, the 
  creature takes 2 (1d4) piercing damage. 
  Hunger-Driven. In the Nine Hells, the nupperibos can 
  flawlessly track any creature that has taken damage 
  from any nupperibo’s Cloud of Vermin within the 
  previous 24 hours. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  45 
  Large fiend (devil), lawful evil 
  Armor Class 17 (half-plate) 
  Hit Points 105 (10d10 + 50) 
  Speed 30 ft., climb 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  16 (+3) 
  21 (+5) 
  15 (+2) 15 (+2) 16 (+3) 
   
  Saving Throws Dex +7, Con +9, Wis +6 
  Skills Perception +10, Stealth +11, Survival +10 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 120 ft., truesight 30 ft., passive 
  Perception 20 
  Languages Common, Infernal, telepathy 120 ft. 
  Challenge 10 (5,900 XP) 
  Invisibility Field. The orthon can use a bonus action to 
  become invisible. Any equipment the orthon wears 
  or carries is also invisible as long as the equipment is 
  on its person. This invisibility ends immediately after 
  the orthon makes an attack roll or is hit by an attack. 
  Magic Resistance. The orthon has advantage on 
  saving throws against spells and other magical 
  effects. 
  Infernal Dagger. Melee Weapon Attack: +10 to hit, 
  reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing 
  damage, and the target must make a DC 17 
  Constitution saving throw, taking 22 (4d10) poison 
  damage on a failed save, or half as much damage on 
  a successful one. On a failure, the target is also 
  poisoned for 1 minute. The poisoned target can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Infernal Crossbow. Melee Weapon Attack: +7 to hit, 
  range 100/400 ft., one target. Hit: 14 (2d10 + 3) 
  piercing damage, plus one of the following effects: 
  1. Acid. The target must make a DC 17 Constitution 
  saving throw, taking an additional 17 (5d6) acid 
  damage on a failed save, or half as much damage on 
  a successful one. 
  2. Blindness (1/Day). The target takes 5 (1d10) radiant 
  damage. In addition, the target and all other 
  creatures within 20 feet of it must each make a 
  successful DC 17 Dexterity saving throw or be blinded 
  until the end of the orthon’s next turn. 
  3. Concussion. The target and each creature within 20 
  feet of it must make a DC 17 Constitution saving 
  throw, taking 13 (2d12) thunder damage on a failed 
  save, or half as much damage on a successful one. 
  4. Entanglement. The target must make a successful 
  DC 17 Dexterity saving throw or be restrained for 1 
  hour by strands of sticky webbing. A restrained 
  creature can escape by using an action to make a 
  successful DC 17 Dexterity or Strength check. Any 
  creature other than an orthon that touches the 
  restrained creature must make a successful DC 17 
  Dexterity saving throw or become similarly 
  restrained. 
  5. Paralysis (1/Day). The target takes 22 (4d10) 
  lightning damage and must make a successful DC 17 
  Constitution saving throw or be paralyzed for 1 
  minute. The paralyzed target can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  6. Tracking. For the next 24 hours, the orthon knows 
  the direction and distance to the target, as long as it’s 
  on the same plane of existence. If the target is on a 
  different plane, the orthon knows which one, but not 
  the exact location there. 
  Explosive Retribution. When it is reduced to 15 hit 
  points or fewer, the orthon causes itself to explode. 
  All other creatures within 30 feet of it must each 
  make a DC 17 Dexterity saving throw, taking 9 (2d8) 
  fire damage plus 9 (2d8) thunder damage on a failed 
  save, or half as much damage on a successful one. 
  This explosion destroys the orthon, its infernal 
  dagger, and its brass crossbow. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  46 
  Large construct, lawful neutral 
  Armor Class 16 (natural armor) 
  Hit Points 32 (5d10 + 5) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 10 (+0) 13 (+1) 
   
  Skills Perception +4 
  Senses truesight 120 ft., passive Perception 14 
  Languages Modron 
  Challenge 2 (450 XP) 
  Axiomatic Mind. The pentadrone can’t be compelled 
  to act in a manner contrary to its nature or its 
  instructions. 
  Disintegration. If the pentadrone dies, its body 
  disintegrates into dust, leaving behind its weapons 
  and anything else it was carrying. 
  Multiattack. The pentadrone makes five arm attacks. 
  Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Paralysis Gas (Recharge 5−6). The pentadrone exhales 
  a 30-foot cone of gas. Each creature in that area must 
  succeed on a DC 11 Constitution saving throw or be 
  paralyzed for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
   
  Large fiend (devil), lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 300 (24d10 + 168) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   26 (+8) 
  14 (+2) 
  24 (+7) 
  22 (+6) 18 (+4) 24 (+7) 
   
  Damage Resistances Dex +8, Con +13, Wis +10 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 14 
  Languages Infernal, telepathy 120 ft. 
  Challenge 20 (25,000 XP) 
  Fear Aura. Any creature hostile to the pit fiend that 
  starts its turn within 20 feet of the pit fiend must 
  make a DC 21 Wisdom saving throw, unless the pit 
  fiend is incapacitated. On a failed save, the creature 
  is frightened until the start of its next turn. If a 
  creature's saving throw is successful, the creature is 
  immune to the pit fiend's Fear Aura for the next 24 
  hours. 
  Magic Resistance. The pit fiend has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The pit fiend's weapon attacks are 
  magical. 
  Innate Spellcasting. The pit fiend's spellcasting ability 
  is Charisma (spell save DC 21). The pit fiend can 
  innately cast the following spells, requiring no 
  material components: 
  At will: detect magic, fireball 
  3/day each: hold monster, wall of fire 
  Multiattack. The pit fiend makes four attacks: one 
  with its bite, one with its claw, one with its mace, and 
  one with its tail. 
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 22 (4d6 + 8) piercing damage. The 
  target must succeed on a DC 21 Constitution saving 
  throw or become poisoned. While poisoned in this 
  way, the target can't regain hit points, and it takes 21 
  (6d6) poison damage at the start of each of its turns. 
  The poisoned target can repeat the saving throw at 
  the end of each of its turns, ending the effect on 
  itself on a success. 
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 17 (2d8 + 8) slashing damage. 
  Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 15 (2d6 + 8) bludgeoning damage 
  plus 21 (6d6) fire damage. 
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 24 (3d10 + 8) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  47 
  Medium construct, lawful neutral 
  Armor Class 16 (natural armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 10 (+0) 11 (+0) 
   
  Skills Perception +2 
  Senses truesight 120 ft., passive Perception 12 
  Languages Modron 
  Challenge 1 (200 XP) 
  Axiomatic Mind. The quadrone can’t be compelled to 
  act in a manner contrary to its nature or its 
  instructions. 
  Disintegration. If the quadrone dies, its body 
  disintegrates into dust, leaving behind its weapons 
  and anything else it was carrying. 
  Multiattack. The quadrone makes two fist attacks or 
  four shortbow attacks. 
  Arm. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, ranged 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  Small fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 22 (5d6 + 5) 
  Speed 20 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 14 (+2) 
  8 (−1) 
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Infernal, telepathy 120 ft. 
  Challenge 2 (450 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Flyby. The devil doesn’t provoke an opportunity 
  attack when it flies out of an enemy’s reach. 
  Limited Spines. The devil has twelve tail spines. Used 
  spines regrow by the time the devil finishes a long 
  rest. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Multiattack. The devil makes two attacks: one with its 
  bite and one with its fork or two with its tail spines. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) slashing damage. 
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 
  20/80 ft., one target. Hit: 4 (1d4 + 2) piercing damage 
  plus 3 (1d6) fire damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  48 
  Large swarm of Tiny constructs, unaligned 
  Armor Class 16 (natural armor) 
  Hit Points 97 (15d10 + 15) 
  Speed 0 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (–1) 
  18 (+4) 
  12 (+1) 
  1 (–5) 
  10 (+0) 
  1 (–5) 
   
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, slashing 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, prone, poisoned, 
  stunned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages – 
  Challenge 7 (2,900 XP) 
  Antimagic Susceptibility. The swarm is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the swarm must succeed on a 
  Constitution saving throw against the caster's spell 
  save DC or fall unconscious for 1 minute. 
  False Appearance. While the swarm remains 
  motionless, it is indistinguishable from a normal 
  collection of books. 
  Immutable Form. The swarm is immune to any spell 
  or effect that would alter its form. 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny book. 
  The swarm can’t regain hit points or gain temporary 
  hit points. 
  Bite. Melee Weapon Attack: +7 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 11 (2d6 + 4) 
  piercing damage plus 7 (2d6) necrotic damage, or 7 
  (1d6 + 4) piercing damage plus 3 (1d6) necrotic 
  damage if the swarm has half its hit points or fewer. 
  The target's hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and the 
  swarm regains hit points equal to that amount. The 
  reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point 
  maximum to 0. 
   
  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 tanarukk can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Magic Resistance. The tanarukk has advantage on 
  saving throws against spells and other magical 
  effects. 
  Multiattack. The tanarukk 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. 
  Unbridled Fury. In response to being hit by a melee 
  attack, the tanarukk can make one melee weapon 
  attack with advantage against the attacker. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  49 
  Large fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 104 (11d10 + 44) 
  Speed 40 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  18 (+4) 
  8 (-1) 
  13 (+1) 
  8 (-1) 
    
  Saving Throws Dex +5, Wis +4, Cha +2 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
  Magic Resistance. The vrock has advantage on saving 
  throws against spells and other magical effects. 
  Multiattack. The vrock makes two attacks: two with 
  its beak and one with its talons.  
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 10 (2d6 + 3) piercing damage.  
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 14 (2d10 + 3) slashing damage. 
  Spores (Recharge 6). A 15-foot-radius cloud of toxic 
  spores extends out from the vrock. The spores spread 
  around corners. Each creature in the area must 
  succeed on a DC 14 Constitution saving throw or 
  become poisoned. While poisoned in this way, a 
  target takes 5 (1d10) poison damage at the start of 
  each of its turns. A target can repeat the saving throw 
  at the end of each of its turns, ending the effect on 
  itself on a success. Emptying a vial of holy water on 
  the target also ends the effect. 
  Stunning Screech (1/Day). The vrock emits a horrific 
  screech. Each creature within 20 feet of it that can 
  hear it and isn’t a demon must succeed on a DC 14 
  Constitution saving throw or be stunned until the end 
  of the vrock’s next turn. 
   
  Medium humanoid (any race), any alignment 
  Armor Class 20 (plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 12 (+1) 18 (+4) 
   
  Saving Throws Str +9, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8 
  Senses passive Perception 15 
  Languages Common, Giant 
  Challenge 12 (8,400 XP) 
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the start 
  of its turn if it has at least 1 hit point but fewer hit 
  points than half its hit point maximum. 
  Multiattack. The warlord makes two weapon attacks.  
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
  The warlord can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The warlord regains spent 
  legendary actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon attack. 
  Command Ally. The warlord targets one ally it can see 
  within 30 feet of it. If the target can see and hear the 
  warlord, the target can make one weapon attack as a 
  reaction and gains advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets 
  one enemy it can see within 30 feet of it. If the target 
  can see and hear it, the target must succeed on a DC 
  16 Wisdom saving throw or be frightened until the 
  end of the warlord’s next turn. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  50 
  Medium fiend (devil), lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 68 (8d8 + 32) 
  Speed 30 ft., fly 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  18 (+4) 
  11 (+0) 12 (+1) 13 (+1) 
    
  Saving Throws Str +6, Con +7 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't 
  silvered 
  Damage Immunities cold, fire, poison 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Draconic, Infernal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  abishai’s darkvision. 
  Magic Resistance. The abishai has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The abishai’s weapon attacks are 
  magical. 
  Reckless. At the start of its turn, the abishai can gain 
  advantage on all melee weapon attack rolls during 
  that turn, but attack rolls against it have advantage 
  until the start of its next turn. 
  Multiattack. The abishai makes two attacks: one with 
  its longsword and one with its claw. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one creature. Hit: 7 (1d8 + 3) slashing damage, or 
  8 (1d10 + 3) slashing damage if used with two hands. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d10 + 3) slashing damage. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage plus 3 
  (1d6) cold damage. 
  Vicious Reprisal. In response to taking damage, the 
  abishai makes a bite attack against a random 
  creature within 5 feet of it. If no creature is within 
  reach, the abishai moves up to half its speed toward 
  an enemy it can see, without provoking opportunity 
  attacks. 
  Large dragon, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 110 (13d10 + 39) 
  Speed 20 ft., fly 80 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (−3) 
  12 (+1) 
  6 (−2) 
    
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 6 (2,300 XP) 
  Multiattack. The wyvern makes two attacks: one with 
  its bite and one with its stinger. While flying, it can 
  use its claws in place of one other attack. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one creature. Hit: 11 (2d6 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage. 
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one creature. Hit: 11 (2d6 + 4) piercing damage. The 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or 
  half as much damage on a successful one. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  51 
  Use the scoring sheet from appendix B to tally the players’ 
  points. Scoring for episode 1 is calculated as follows: 
   
  Surviving Avernus. Assign from 0 to 50 points for each 
  player, based on their state at the end of part 1: 
   Assign 0 points for a character that died. 
   Assign 10 points a character that did not die but fell 
  unconscious one or more times. 
   Assign 30 points for a character that was damaged but 
  was not reduced to 0 hit points or died. 
   Assign 50 points for characters that took no damage. 
  Total Points: _______________ (0-300) 
   
   
  Bartering with Mahadi.  Give 100 additional points for 
  each of the paladins who still had their soul at the end of 
  episode 1. 
   
  Total Points: ______________ (0-300) 
   
   
  If the players finish early, have the table captain stand so 
  Open HQ knows you have completed this part.  
   
  TOTAL POINTS EPISODE 1. ________ (600 max) 
   
  Use the scoring sheet from appendix B to tally the players’ 
  points. Scoring for episode 2 is calculated as follows: 
   
   
  Scene A: Weeping Salt Flats. Award 10 points for each 
  character who didn’t go mad and took no damage while 
  traversing the weeping salt flats. 
   
  Total Points: _______________ (0-60) 
   
   
  Scene B: Outside the Library. Award 10 points for each 
  character who took no damage while gaining access to the 
  inside of the library. 
   
  Total Points: ______________ (0-60) 
   
   
  Scene C: Inside the Library. Award points for the following 
  outcomes: 
   If the characters unlocked the door in area 2A that leads 
  to area 2B in less than 10 minutes, award 50 points. 
   If the characters took no damage from the pit fiend 
  statues, award 20 points. 
   If the characters avoided a fight with Taradox, award 50 
  points. 
   Award 10 points for each question the characters got 
  right in Sidleus’ test (30 points maximum). 
   Deduct 25 points if the characters activated the 
  bookshelf trap. 
   Award 50 points if the characters found and recognized 
  the portrait of Bel. 
   Award 50 points if the characters stole the immovable 
  rod and potions of greater healing from Xalzair. Award 
  another 50 points if the characters stole these items 
  without taking damage from the blood tub. 
   Deduct 50 points if the characters fought the devils in 
  the devil dorm. 
   
  Total Points: ______________ (–75-300) 
   
   
  Scene D: Getting the Ritual. Award points for the 
  following outcomes: 
  Award the characters 200 points if they successfully stole 
  the ritual from Xalzair. 
  Award the characters 100 points if they obtained the ritual 
  by getting the modrons to sell their souls. 
  Deduct 50 points if a paladin sold their soul to Xalzair to get 
  the ritual. 
   
  Total Points: ______________ (–50-200) 
   
   
  Extras. Award points for the following outcomes: 
   Award 50 points if the characters finished this section 
  with enough time to face the vrocks. 
   Award 50 points if the characters don’t take a short rest 
  at the end of this section. 
   Deduct 10 points for each time a character dropped to 0 
  hit points but didn’t die. 
   Deduct 50 points for each time a character died. 
   
  Total Points: ______________ (up to 100) 
   
   
  If the players finish early, have the table captain stand so 
  Open HQ knows you have completed this part.  
   
  TOTAL POINTS EPISODE 2. ________ (720 max) 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  52 
  Use the scoring sheet from appendix B to tally the players’ 
  points. Episode three is the end of round one, so turn in 
  your Round One Score Sheet (in appendix B) to the event 
  administrators before the break. Scoring for episode 3 is 
  calculated as follows: 
   
   
  Scene A: Bubbling Tar Pits. Award 10 points for each 
  character who didn’t get poisoned or sink in the tar while 
  traversing the tar pits. 
   
  Total Points: _______________ (0-60) 
   
   
  Scene B: Attack on the Forge. Award 10 points for each 
  character who took no damage while gaining access to the 
  inside of the forge. In addition, award the characters 30 
  points if they kill or rout all the demons outside the forge. 
   
  Total Points: ______________ (0-90) 
   
   
  Scene C: Inside the Forge. Award points for the following 
  outcomes: 
   Award 10 points for each character who took no damage 
  while gaining access to the inside of the forge (up to 60 
  points). 
   If the characters avoided a fight with the hellsmiths, 
  award 50 points. 
   If the characters gain access to the inner forge with the 
  hellsmiths’ permission, award 50 points. 
   If Falgrath agrees to let the characters take one of his 
  swords without the need for one of the paladin’s souls, 
  award 50 points. 
   Award the characters 200 points if they successfully steal 
  the sword they need for the ritual from Falgrath. 
   
  Total Points: ______________ (0-410) 
   
   
  Scene D: Passing Abishais. Award points for the following 
  outcomes: 
   Award 10 points for each character who took no damage 
  when confronting the abishais (up to 60 points). 
   Award the characters 100 points if they get all three 
  abishais to enter the River Styx. 
   Deduct 50 points if a paladin sold their soul to Falgrath 
  to get the ritual. 
   Deduct 50 points if a character gave a magic weapon to 
  Falgrath to get the ritual. 
   
  Total Points: ______________ (–100-160) 
   
   
  Extras. Award points for the following outcomes: 
   Award 50 points if the characters finished this section 
  with enough time to face the tanarukks (see “Extra Time”). 
   Award 100 points if the characters don’t take a long or 
  short rest at the end of this section. 
   Deduct 10 points for each time a character dropped to 0 
  hit points but didn’t die. 
   Deduct 50 points for each time a character died. 
   
  Total Points: ______________ (up to 150) 
   
   
  If the players finish early, have the table captain stand so 
  Open HQ knows you have completed this part.  
   
  TOTAL POINTS EPISODE 3. ________ (870 max) 
   
  TOTAL POINTS ROUND ONE: ________ (2190 max) 
   
  DM Name: 
   
   
  Table Number: 
   
   
  
  Players earn points for completing this episode as follows:  
   
  Scene A: Field of Flesh. Award 10 points per character 
  who bypasses the nupperibo horde without taking damage 
  (not counting intentional injury to lure the horde).  
   
  Total Points: _______________ (0-60) 
   
   
  Scene B: Gate Guardian. Award 100 points if the players 
  solve the gate guardian’s riddle without rolling checks. 
   
  Total Points: _______________ (0-100) 
   
   
  Scene C: Through the Menagerie. Award points as 
  follows:  
   Award 100 points if the characters uncover Rage’s dark 
  secret. 
   Award 50 points if Rage’s player takes successful action 
  to prevent the warlock’s dark secret from being uncovered. 
   Award 50 points if the characters impress the imps in 
  area 4h and learn about Bragacon’s theft. 
   Award 100 points if the characters pass through the 
  menagerie without being spotted. 
   Award 50 points if the characters pass through the 
  menagerie without taking damage. 
   Award 200 points if the characters steal the hell hounds. 
   
  Total Points: _______________ (0-550) 
   
   
  Scene D: Bragacon’s Bargain. Award points as follows:  
   Award 50 points if the characters solve the treasure 
  chest puzzle in over 5 minutes. 
   Award 100 points if the characters solve the treasure 
  chest puzzle in less than 5 minutes. 
   Deduct 50 points if a paladin gives their soul to acquire 
  the hell hounds. 
   
  Total Points: _______________ (-50-100) 
   
   
  Extras. Award points for the following outcomes: 
   Award 50 points if the characters finished this section 
  with enough time to face the hydra (see “Extra Time”). 
   Award 50 points if the characters don’t take a short rest 
  at the end of this section. 
   Deduct 10 points for each time a character dropped to 0 
  hit points but didn’t die. 
   Deduct 50 points for each time a character died. 
   
  Total Points: ______________ (up to 150) 
   
   
  If the players finish early, have the table captain stand so 
  Open HQ knows you have completed this part.  
   
  TOTAL POINTS EPISODE 4. ________ (960 max) 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  54 
  Players earn points for completing this episode as follows:  
   
  Scene A: Marsh of Wrath. Award points as follows: 
   Award 10 points per character not surprised by the 
  undead creatures. 
   Award 10 points per character that is not injured by the 
  undead. 
   If the characters dispatch the undead in 3 or fewer 
  rounds, award 50 points. 
   
  Total Points: _______________ (0-170) 
   
   
  Scene B: The Climb. Award points as follows: 
   Award 50 points if the characters complete the initial 
  ascent without taking damage. 
   Award 50 points if the characters complete the Final 
  Ascent without fighting the galeb duhr or selling a soul. 
   
  Total Points: _______________ (0-100) 
   
   
  Scene C: The Summit. Award points as follows:  
   Award 10 points for each ritual card the characters 
  successfully complete. 
   Award 50 points if the agent of Glasya has incredible 
  respect for the characters at the end of their negotiation. 
   Award 25 points if the agent of Glasya has some respect 
  for the characters at the end of their negotiation. 
   Deduct 25 points if the agent of Glasya is disgusted by 
  the characters at the end of their negotiation. 
   Award 10 points per character that is not injured during 
  the battle atop the summit. 
   If the characters dispatch the devils in the final battle in 
  3 or fewer rounds, award 100 points. 
   
  Total Points: _______________ (-25-330) 
   
  Extras. Award points for the following outcomes: 
   Award 100 points if the characters finished this section 
  with enough time to each other (see “Have Things 
  Changed”). 
   Deduct 10 points for each time a character dropped to 0 
  hit points but didn’t die. 
   Deduct 50 points for each time a character died. 
   
  Total Points: ______________ (up to 100) 
   
   
  If the players finish early, have the table captain stand so 
  Open HQ knows you have completed this part.  
   
  TOTAL POINTS EPISODE 5. ________ (700 max) 
   
  TOTAL POINTS ROUND TWO: _______ (1660 max) 
   
  DM Name: 
   
   
  Table Number: 
   
   
  
   
  The following handouts are used during the adventure. 
  The paladins used manacles of justice to secure the 
  warlocks, chaining one paladin to one warlock to 
  prevent the criminals’ escape. These manacles 
  can’t be removed by any humanoid except the 
  High Overseer of Elturel Thavius Kreeg. 
   The manacles have the following features: 
   The manacles are immune to all damage. 
   Ability checks made to remove or unlock the 
  manacles automatically fail. 
   While wearing the manacles you can’t be more 
  than 10 feet from the other character wearing 
  the same set of manacles. If either of you is 
  forced out of this range, you drag the other 
  character with you. 
   While wearing the manacles your form can 
  magically change (such as with the polymorph 
  or gaseous form spell) but the manacles adapt to 
  remain attached to your new form. 
   If you attempt to teleport while wearing the 
  manacles, the spell or ability fails unless it is 
  capable of teleporting both the caster and the 
  character chained to the caster, such as with a 
  dimension door spell. 
   If the paladin wearing the manacles dies, the 
  warlock attached to the same set of manacles 
  immediately dies as well. 
   If you remove the piece of your body with the 
  manacles attached, you die. If you are raised, 
  when you return, you find yourself attached 
  once more. 
  The following books appear on the same shelf in 
  Xalzair’s library: 
   Fertility and Birth: Aerdrie Faenya 
   Angharradh’s Tome of Wisdom and Growth 
   Write Right Runes with Alathrien Druanna 
   Cheers to Alobal Lorfiril 
   The Stars Reveal Araleth Letheranil 
   Ears Have Points Thanks to Corellon Larethian 
   Elves Can Forge Too with Darahl Tilvenar 
   Deep Sashelas Opens Your Mind 
   Grow Your Garden with Elebrin Liothiel 
   Erevan Ilesere Makes You Change 
   Fenmarel Mestarine Won’t Leave You Alone 
   The Book of Gadhelyn 
   Beauty is Nothing without Hanali Celanil 
   Predictions of Kirith Sotheril 
   Remember Labelas Enoreth 
   Melira Taralen Sings the Hits 
   Mythical Mythals of Mythrien Sarath 
   Happy Healing with Naralis Analor 
   Winter is Harsh and so is Rellavar Danuvien 
   The Nature of Rillifane Rallathil 
   The Pages of Sarula Iliene 
   Dream of Sehanine Moonbow 
   Revenge is Good and so is Shevarash 
   Hitting the Target with Solonor Thelandira 
   The Codex of Tarsellis Meunniduin 
   Tethrin Veraldé’s Guide to Swords 
   War and Grief with Vandria Gilmadrith 
   Enchanting Melodies of Ye’Cind 
   Zandilar’s Guide to Love 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  56 
  Medium fiend, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  14 (+2) 
  6 (−2) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can’t speak it 
  Challenge 3 (700 XP) 
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) 
  fire damage. 
  Fire Breath (Recharge 5–6). The hound exhales fire in 
  a 15-foot cone. Each creature in that area must make 
  a DC 12 Dexterity saving throw, taking 21 (6d6) fire 
  damage on a failed save, or half as much damage on 
  a successful one. 
   
   
  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  58 
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  59 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  60 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  61 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  62 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  63 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  64 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  65 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  66 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  67 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  68 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  69 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  70 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  71 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  72 
  Every player who participated in the 2019 D&D 
  Open earns the following story award. If you are 
  printing these out for your characters, print as 
  many as you may need to ensure that any eligible 
  character receives a copy: 
  Thank you for participating in the 2019 D&D 
  Open! For simply having a grand time, you can 
  create a new 5th-level D&D Adventurers League 
  character using this award. You get to skip those 
  pesky first four levels! Congratulations. 
  Players who participated in the 2019 D&D Open, 
  finished the adventure with enough time to 
  complete the optional final encounter, and chose 
  to have their character battle others in that 
  encounter gain the following story award. If you 
  are printing these out for your characters, print as 
  many as you may need to ensure that any eligible 
  character receives a copy: 
  The character you create with your 2019 D&D 
  Open Participant Story Award gains one of the 
  following magic items: 
   +1 armor 
   +2 wand of the war mage 
   +2 weapon 
   Ring of the ram 
   Staff of withering 
  Players who participated in the 2019 D&D Open, 
  finished the adventure with enough time to 
  complete the optional final encounter, and chose 
  not to have their character battle others in that 
  encounter gain the following story award. If you 
  are printing these out for your characters, print as 
  many as you may need to ensure that any eligible 
  character receives a copy: 
  The character you create with your 2019 D&D 
  Open Participant Story Award gains one of the 
  following magic items: 
   Boots of speed 
   Cape of the mountebank 
   Horn of Valhalla 
   Portable hole 
   Staff of healing 
  Players who participated in the 2019 D&D Open 
  and sold their character’s soul at some point 
  during the adventure gain the following story 
  award. If you are printing these out for your 
  characters, print as many as you may need to 
  ensure that any eligible character receives a copy: 
  You can apply the following feature to one of your 
  D&D Adventurers League characters: 
   Soulless. You gain advantage on a Charisma 
  (Deception or Intimidation) check. After you use 
  this feature, all Charisma ability checks you make 
  for the next 24 hours are made with disadvantage, 
  and you cannot use this feature again until the end 
  of that time. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  73 
  If you were part of a group of players that won the 
  2019 D&D Open, you gain the following story 
  award. If you are printing these out for your 
  characters, print as many as you may need to 
  ensure that any eligible character receives a copy: 
  You can create a new 11th-level D&D Adventurers 
  League character using this award. That character 
  can start with one of the following magic items: 
   +2 armor 
   +3 wand of the war mage 
   +3 weapon 
   Ring of regeneration 
   Staff of lightning and thunder 
  You were voted best dressed DM for your devil 
  costume, so you gain the following story award. 
  Glasya would be proud! 
  You can create a new 11th-level D&D Adventurers 
  League character using this award. That character 
  can start with one of the following magic items: 
   +2 armor 
   Belt of stone giant strength 
   Cloak of arachnida 
   Robe of scintillating colors 
   Robe of stars 
  Thank you for being a DM in the 2019 D&D Open. 
  You gain the following story award. 
  You can create a new 7th-level D&D Adventurers 
  League character using this award. That character 
  can start with one of the following magic items: 
   Amulet of health 
   Boots of levitation 
   Cloak of the bat 
   Flame tongue longsword 
   Helm of teleportation 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  74 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  75 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  76 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  77 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDOPEN2019 Forged in Fire 
   
   
  78 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/2019DDOPEN - Forged in Fire.pdf