TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.   
  CORE 2-2 Songs of Law & Chaos  
  1 
   
   
  SONGS OF LAW & CHAOS 
   
  Omens speak of an old and forgotten power located within a played-out diamond mine in the 
  foothills of Thar, and some believe that might be a solution to the current problems facing 
  Melvaunt—or possibly the cause of them. With danger closing in, someone has to investigate. 
   
  A 4-hour adventure for 1st-4th level characters 
   
   
   
  ALAN PATRICK 
  Adventure Designer 
  Adventure Code: CORE 2-2 
   
   
  Producer: Baldman Games 
  Core Administrator: Shawn Merwin 
  Development, Editing and Layout: Encoded Designs 
  Cartography: Jay Africa 
  Organized Play: Chris Lindsay  
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett  
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan 
  Patrick 
   
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  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. 
   
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  CORE 2-2 Songs of Law & Chaos  
  2 
  Introduction 
  Welcome to Songs of Law & Chaos, a D&D 
  Adventurers League adventure. 
   This adventure is designed for three to seven 1st -
  4th level characters, and is optimized for five 3rd 
  level characters. 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in and around the city of 
  Melvaunt. 
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that continues their story.  
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI 
  number. This number is your official Wizards of the 
  Coast organized play identifier. If you don’t have a 
  number, you can obtain one at a store event. Check 
  with your organizer for details.  
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to use 
  to create and advance their characters. Players can 
  continue to play their characters after the storyline 
  season has finished, possibly participating in a 
  second or third storyline with those same characters. 
  A character’s level is the only limitation for 
  adventure play. A player cannot use a character of a 
  level higher or lower than the level range of a D&D 
  Adventurers League adventure.  
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare. 
   Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook.  
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat.  
   Get familiar with the monster statistics in the 
  Appendix.  
   Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps.  
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level  
   Character race and class  
   Passive Wisdom (Perception)—the most common 
  passive ability check  
   Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.)  
  Players that have characters outside the adventure’s 
  level range cannot participate in the adventure 
  with those characters. Players with ineligible 
  characters can make a new 1st-level character or use 
  a pregenerated character. Players can play an 
  adventure they previously played or ran as a 
  Dungeon Master, but not with the same character.  
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for experience, gold, downtime, 
  renown, and number of permanent magic items. He 
  or she fill in the other values and write notes at the 
  conclusion of the session. Each player is responsible 
  for maintaining an accurate logsheet.  
  
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  CORE 2-2 Songs of Law & Chaos  
  3 
   If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high 
  rarities or strange arrays of ability scores, you can 
  ask players to provide documentation for the 
  irregularities. If they cannot, feel free to restrict item 
  use or ask them to use a standard ability score array. 
  Point players to the D&D Adventurers League Player’s 
  Guide for reference.  
   If players wish to spend downtime days and it’s 
  the beginning of an adventure or episode, they can 
  declare their activity and spend the days now. 
  Alternatively, they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to 
  the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to 
  help make adjustments for smaller/larger groups, 
  and characters of higher/lower levels than the 
  optimized group.  Most of the time, this is used for 
  combat encounters. 
   You may adjust the adventure beyond the 
  guidelines given. For example, if you’re playing with 
  a group of inexperienced players, you might want to 
  make the adventure a little easier; for very 
  experienced players, you may want to make it a little 
  harder.  Therefore, five categories of party strength 
  have been created for you to use as a guide. Feel free 
  to use a different adjustment during the adventure if 
  the recommended party strength feels off for the 
  group. 
   This adventure is optimized for a party of five 
  3rd-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
   Add up the total levels of all the characters 
   Divide the total by the number of characters 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down 
   
  You’ve now determined the average party level 
  (APL) for the adventure.  To figure out the party 
  strength for the adventure, consult the following 
  table: 
  Determining Party Strength 
  Party Composition 
   
  Party Strength 
  3-4 characters, APL less than 
  Very Weak 
  3-4 characters, APL equivalent 
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than 
  Average 
  6-7 characters, APL equivalent 
  Strong 
  6-7 characters, APL greater than 
  Very Strong 
  Running the Adventure 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group:  
   Make decisions and adjudications that enhance 
  the fun of the adventure when possible.  
   To reinforce this golden rule, keep in mind the 
  following: 
   
   You are empowered to make adjustments to the 
  adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time.  
   Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game and being overwhelmed makes for a 
  frustrating one. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give everyone a 
  chance to shine.  
   Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, 
  since play loses momentum when this happens. At 
  the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. Try to be aware of running long or 
  short. Adjust the pacing accordingly  
  
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  CORE 2-2 Songs of Law & Chaos  
  4 
   Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
   Give the players appropriate hints so they can 
  make informed choices about how to proceed. 
  Players should be given clues and hints when 
  appropriate so they can tackle puzzles, combat, 
  and interactions without getting frustrated over 
  lack of information. Doing so helps to encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out good choices from 
  clues.  
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game environment for 
  the players. The Dungeon Master’s Guide™ has more 
  information on the art of running a D&D game. 
   
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days 
  of downtime. The player records the downtime 
  spent on the adventure logsheet. The following 
  options are available to players during downtime 
  (see the D&D basic rules or the D&D Adventurers 
  League Player’s Guide for more information): 
   Catching up 
   Crafting (exception: multiple characters cannot 
  commit to crafting a single item)  
   Practicing a profession  
   Recuperating  
   Spellcasting services  
   Training  
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities.  
   In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs are 
  per day, so a character that spends ten days of 
  downtime also spends ten days of expenses 
  maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  Spellcasting Services  
  Spell  
   
   
   
  Cost  
  Cure wounds (1st level)  
   
  10 gp  
  Identify   
   
   
  20 gp  
  Lesser restoration  
   
  40 gp  
  Prayer of healing (2nd level)  
  40 gp  
  Remove curse  
   
   
  90 gp  
  Speak with dead   
   
  90 gp  
  Divination  
   
   
  210 gp  
  Greater restoration  
   
  450 gp  
  Raise dead  
   
   
  1,250 gp 
  Acolyte Background  
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any.  
   
  Disease, Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might not 
  have the same characters return from session to 
  session, here are the rules when bad things happen 
  to characters.  
  Disease, Poison, and Other Debilitating 
  Effects  
  A character still affected by diseases, poisons, and 
  other similar effects at the conclusion of an 
  adventure can spend downtime days recuperating 
  until such time as he or she resolves the effect to its 
  conclusion (see the recuperating activity in the D&D 
  Basic Rules).  
   If a character doesn’t resolve the effect between 
  sessions, that character begins the next session still 
  affected by the debilitating effect.  
  Death  
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  
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  CORE 2-2 Songs of Law & Chaos  
  5 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide.  
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new character. 
  The new character does not have any items or 
  rewards possessed by the dead character.  
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member. 
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
  The Situation in Melvaunt 
  The walls of Melvaunt resemble Swiss cheese, but 
  the city still stands. While the Orc Baron of Thar and 
  his forces assaulted the city, a portal that was part of 
  a modron plot to take over Melvaunt was 
  miraculously moved outside the walls by a brave 
  group of adventurers with the assistance of 
  Truushee the Sage. That portal unleashed the 
  modron legion into the orc forces just after the 
  marauders breached the city walls in several 
  locations. The ensuing battle between the orcs and 
  modrons allowed the forces of Melvaunt to 
  successfully defend the city. 
   In the aftermath of the battle, Melvaunt is in 
  turmoil politically. The City Watch has been 
  depleted, with many of their best and brightest 
  killed in the recent events. The people of Melvaunt 
  have hastily patched up the walls and are doing their 
  best to repair them to their former strength. Beyond 
  the walls, bands of orcs and modrons still roam the 
  area, occasionally attacking the weak spots. While 
  the orcs and modrons are no longer a threat to the 
  city itself, citizens and travelers in the area have 
  been killed. Occasionally groups of modrons, 
  trapped away from their home, still attempt to 
  follow their last orders of taking over Melvaunt. A 
  pentadrone called “Sleepie” (SL33P13-773P) has 
  broken away from the modron collective and is 
  assisting the City Watch in dealing with the modrons 
  in the area. 
   Then there are the Lords. Political power has a 
  way of moving hands in the wake of disastrous 
  events. The Lord of Keys and The Lord of Waves 
  have declared themselves the temporary rulers of 
  Melvaunt, but murmurs are already starting to 
  cascade around the Merchant’s Council. Is this just a 
  temporary situation or a power play by the two 
  Lords to wrest all the power and wealth of Melvaunt 
  for themselves? To make matters worse, a Red 
  Wizard of Thay was killed during the recent events, 
  and the Red Wizards don’t approve of their own 
  being killed. An emissary of the Red Wizards has 
  been sent to determine what happened and who 
  might be to blame. 
   While Melvaunt has dodged the executioner’s axe 
  this time, the city’s head still looks like it might be on 
  the chopping block. 
  
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  CORE 2-2 Songs of Law & Chaos  
  6 
  Adventure Background 
  There are growing concerns among the people of 
  Melvaunt that the strife of the Moonsea may soon be 
  upon them – or that it already is. The Maimed 
  Virulence laid siege to Phlan, and though it was 
  rebuffed, the damage will be evidenced for years. 
  Demons assaulted Hillsfar and the surrounding 
  region. Mulmaster has been brought low by 
  elemental cults and is now firmly under the thumb 
  of the nation of Thay. 
   A gnomish family called the Cloisternooks recently 
  re-purchased one of their old mines, Darkglitter 
  Depths, from the city of Melvaunt under the guise of 
  introducing new methods of extracting diamonds 
  from the tapped-out veins. However, the old 
  patriarch – Fizzlebottom Cloisternook –knows more 
  than he let on, and he took right away to establishing 
  an arcane teleportation engine deep inside 
  Darkglitter Depths. Further exploration revealed an 
  open vent that leads deep into the Underdark, letting 
  the gnomes tunnel through solid stone in some 
  places and muddy rooms in others. Unlike most 
  mining operations, there was no consistent 
  environment – and this typically represents both 
  danger and the potential of great, unnatural riches! 
  Fizzlebottom is no fool, though, and has backup 
  plans for his backup plans. 
   Meanwhile, a cult of Cyric seeks to bring an avatar 
  of that mad god into the world. They have learned of 
  Fizzlebottom’s new creation and wish to pervert it 
  for their own uses; they believe that if they can twist 
  the runic engine to their own ends, they may be able 
  to open a portal that will allow the God of Deceit to 
  walk the world once more. Their methods are 
  desperate and made all the more dangerous for it. 
   Should the faithful of Cyric gain unrestricted 
  access to the engine, Melvaunt may be in for a world 
  of trouble. 
  Overview 
  This adventure is divided into multiple parts. 
   Part 1. By chance or divine fortune, the characters 
  come upon Fizzlebottom Cloisternook, a cranky old 
  gnome that recently purchased the defunct diamond 
  mine Darkglitter Depths. He is drunk out of his mind 
  and babbling about “the cur” and “wormy little splat.” 
  Once sober he begs for help from the characters, 
  saying that cultists of Cyric have taken his children 
  and nephews hostage and that nobody in Melvaunt 
  will listen. 
   Part 2. The land surrounding the mine is 
  shrouded in permanent illusions and enchantments 
  that hide the true location and condition of the mine 
  from prying eyes and passers-by. Once the maze can 
  be navigated, though, the true nature of the area 
  becomes apparent: the mine is active and slowly but 
  surely excavating diamonds and other valuable ores. 
  However, the automatons that provide the labor 
  send the materials deeper into the earth, and no 
  wagons or trade caravans are present. 
   As they descend into the depths, the characters 
  quickly find that others have been here recently. A 
  petrified cultist of Cyric and the appearance of an old 
  friend provides strength for Fizzlebottom’s earlier 
  comments (or a hook for those that may have 
  otherwise missed his conversation). Dodging cave-
  ins and horrific beasts, the adventurers must find 
  their way to the end of the complex! 
   Part 3. Now deep within Darkglitter Depths, the 
  characters find that Fizzlebottom’s teleportation 
  apparatus has been tampered with and that 
  something is attempting to enter this world. 
  Seemingly powered by the life energy of the gnomes 
  and the enthralled cultists of Cyric, this arcane 
  engine represents a glimpse of a fate much worse 
  than death. 
  
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  CORE 2-2 Songs of Law & Chaos  
  7 
  Adventure Hooks 
   Played CORE 2-1.  Characters that have already 
  played CORE 2-1 are contacted by Parabald the 
  Maimed. He has spotted Fizzlebottom Cloisternook, 
  the eldest of the Cloisternook gnomes, sprawled 
  upon the steps to the Purple Portals, the primary 
  temple to Gond in this region. The gnome is drunk 
  (more so than normal, which is no small feat) and 
  babbling about the abduction of his family. 
   Worshipers of Gond.  While paying their respects 
  to the Wonderbringer in Melvaunt, the characters 
  are asked to remove a drunken and disorderly 
  gnome from the front steps of the temple. 
   Wealthy or Aristocratic Lifestyle. Characters that 
  have wealthy or aristocratic lifestyles have heard 
  that the Cloisternook gnomes are seeking to reopen 
  their recently-acquired diamond mine, Darkglitter 
  Depths. More information can be had at the temple 
  of Gond the Wonderbringer, where it is said that the 
  gnomes often congregate. 
   Keepin’ it Weird.  Some characters may not be in 
  the city at all or meet the above hook notes. In that 
  case skip Part 1 “My God Says…” and proceed 
  directly to Part 2. Please note that this may cause 
  some players to have a less-than-satisfactory 
  experience, so you are strongly encouraged to move 
  the roleplay notes and background information into 
  the rest of the adventure as needed. NOTE: this hook 
  may work well for time-sensitive environments like 
  convention play, or for tables that have expressed a 
  lessened interest in roleplaying. 
  Designer’s Notes 
  This adventure plays best when your players have 
  already experienced CORE 2-1 Tales of Good & Evil. If 
  they have not, or if they are intending to play that 
  adventure after this one, some story elements may 
  be lost on the players. It is strongly recommended 
  that you pay close attention to the sidebars in the 
  roleplay encounters here, and that you favor 
  character-centered events and comments over the 
  prescribed text in these encounters. 
   Using this adventure as a framework from which 
  you build a customized experience for your group of 
  players is not only expected, but it is highly 
  encouraged! 
   Lastly, this adventure deals with a very niche deity 
  of the Forgotten Realms: Kezef the Chaos Hound. 
  The final encounter features an agent of this 
  nefarious being, but the focus should be on the 
  matter-at-hand, not the history of the deity itself. In 
  short: Kezef seeks to devour the souls of those that 
  revere one deity above all others; characters that are 
  more accepting or freely worship at multiple 
  temples are simply less appealing. 
   
   
  
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  CORE 2-2 Songs of Law & Chaos  
  8 
  Part 1. My God Says… 
  The Purple Portals: Science for Fun 
  and Prophet 
  Expected Duration: 30 minutes 
  Fizzlebottom Cloisternook, a very drunken gnome, sits 
  upon the stairs to the Purple Portals, the temple of 
  Gond. This building serves many purposes, including 
  lecture hall, library, research laboratory, magical 
  academy (of sorts), but most importantly as a place 
  where citizens and visitors can worship Gond the 
  Wonderbringer, god of artifice, craft, and construction. 
  General Features 
  The general features of Melvaunt are as follows: 
   Light and Visibility.  There is a permanent low-
  hanging smog cloud around this city thanks to the 
  plethora of blacksmith shops and smelters. Though 
  this is considered normal light, everything is covered 
  in soot and grime. 
   Smells and Sounds.  The city smells of sweat, 
  burning metal, industry, and grime. The cursing calls 
  of warehouse workers can be heard all over the city, 
  and the streets ring with the clack of wagon wheels 
  and trade. 
  A dirty, drunken gnome sprawls across the steps that lead to 
  the doors of the Purple Portals. Though this place is a temple 
  to Gond the Wonderbringer, the language that the gnome is 
  spouting is not divine in any sense; he utters curses and 
  threats while choking back tears. For someone who is lying 
  down, his volume is actually quite impressive. A large 
  brownish splash can be seen on the steps, with a broken mug 
  in the middle. 
  Characters that choose to listen to the gnome’s rant 
  can hear the following: 
   (In Gnomish) “Those stinking sons of… have my 
  chil’ren!” 
   (In Common) “Help!  Neee’ heeeeeeeeeeellllp… !” 
   He sings snippets from a gnomish funeral dirge. 
   (In Common) “Cyric be damned. DAMNED! Needs 
  to be put down, I tell ya, PUT DOWN!” 
   Create appropriate babble as befitting a 
  belligerent, drunken gnome  
  Any character that played through CORE 2-1 Tales of 
  Good & Evil will likely have interacted with 
  Fizzlebottom Cloisternook and recognize him 
  immediately. He looks pretty bad off, even for him. The 
  cranky old gnome has been crying for quite some time; 
  his eyes are puffy and red. 
   Give the characters time to consider their options. If 
  the characters fail to interact with the gnome, or simply 
  spend too much time debating on what to do, read the 
  following: 
  Three humans clad in scale mail and sporting razor-sharp 
  longswords approach the gnome. While he plays at being a 
  deadweight, two of the men lift him by his arms, causing his 
  feet to dangle helplessly. The third man proceeds to read him 
  a list of violations: 
   
  “Gnome, you are hereby placed under arrest for the 
  following transgressions: disturbing the peace, disturbing the 
  faithful, street-calling without a permit, being drunk in public, 
  defacing a holy temple, truancy, verbal assault, harassment, 
  and being a nuisance. Perhaps a trip to the Livestock Pens will 
  clear your head.” 
   
  They walk away, the gnome’s legs spinning as if he is trying 
  to run but unable to touch the flagstones. He catches your 
  eyes and mouths “help me” while giving his most pitiful face. 
  Those that witness this interaction should make a 
  DC 10 Wisdom (Insight) or Intelligence (History) 
  check. If they succeed, they can tell that this is a 
  trumped-up list of charges, and the “guards” are not 
  official representatives of any power group in 
  Melvaunt. All characters also know that the 
  “Livestock Pens” in Melvaunt are not actually for 
  livestock, but rather for open-air slave sales and 
  auctions. 
   In the rare circumstance that the characters allow 
  Fizzlebottom to be taken to the Livestock Pens, they 
  earn the Enmity of the Cloisternooks story award; 
  do not hand this out until the end of the game 
  session. The adventure does not end here, though – 
  simply proceed to Part 2 and advance as though the 
  characters had taken the Keepin’ it Weird story 
  hook. It is a safe assumption that the characters 
  would leave Melvaunt eventually, and finding a holy 
  symbol of Cyric on the road should garner some 
  attention from intrepid adventurers! 
   Should the characters choose to intervene, the 
  “guards” are willing to release Fizzlebottom for the 
  cost of 25 gp; the gnome nods his head no matter the 
  cost and blurts out that he will “make it worth their 
  while!”. 
   This is not intended as a combat encounter, but 
  these fake guards are followers of Cyric, and they 
  want to take the gnome for their own purposes. 
  They unceremoniously drop the gnome and attack 
  the characters if it looks like any opposition is going 
  to be put forward. They use the stats of bandit 
  captains and use longswords instead of scimitars. 
  Characters should be informed that combat with 
  these men is likely to be dangerous and life-
  
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  CORE 2-2 Songs of Law & Chaos  
  9 
  threatening; very strong tables can offer double the 
  stated ransom to avoid combat, but only during the 
  first turn of combat. 
  Tactics 
  Should the characters attack the guards, they bellow 
  out “For the glory of the Black Sun!” and attack. No 
  Religion check is needed for the characters to know this 
  is a reference to Cyric, the God of Trickery and Lies.  
   If the Cyric worshippers defeat the adventurers, they 
  simply leave the unconscious characters on the street. 
  Fizzlebottom is escorted away. 
  Adjusting the Encounter  
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. Fizzlebottom 
  Cloisternook is too drunk to fight. 
   Very strong party: the guards seek to kill the characters, 
  informing citizens in the area that “these foul cultists must 
  be put down” 
   All other parties: the guards deal nonlethal damage and 
  attempt to run away when possible 
  But *I* Worship Cyric, Too! 
  If one or more of the characters worships Cyric, they 
  can take possession of Fizzlebottom by simply flashing 
  their holy symbol and crafting an appropriate lie about 
  why he is important to their plans. Allow the worshiper 
  of Cyric to make a DC 10 Intelligence (Religion) or 
  Charisma (Persuasion/Deception) check; they have 
  advantage on this roll. On a failure, the guards attack, 
  saying “Your deception is simpler than a child’s!” Even 
  on a success, Fizzlebottom does not trust this character 
  and may be slow to trust the other characters in this 
  encounter. 
  Development 
  Once Fizzlebottom’s freedom has been secured and he 
  sobers up a bit, he can give the following information to 
  the characters: 
   A dozen well-dressed nobles showed up at the 
  mine yesterday, promising great riches if he would 
  sell them the mine. When he refused, the men 
  simply told him “A Dark Sun rises over this place.” 
  and took him and his family hostage. 
   He managed to escape by wriggling out of their 
  grip and running to the ore transporter deep 
  inside the mine, but he is ashamed that he could 
  not protect his family. The men spoke of “breaking 
  the egg” and held a scroll inscribed with arcane 
  formulae that seemed to have a dual focus of 
  teleportation and conjuration (he slurs out that he 
  was a wizard until he learned better). 
   “Get to the ore transporter – the machine, you’ll 
  know it when you see it - and follow the sigils. No 
  magic needed! I made it so that any thick-skulled 
  dwarf could use it.” He goes on to explain that ‘the 
  machine’ teleports ore and gems from the mine 
  directly to the workshops within the Purple 
  Portals, and that a set of instructions for the sigils 
  can be found in the foreman’s office at the mine. 
   DC 16 Charisma (Persuasion): “The machine sits 
  upon a nexus of energies, deep within the world. I 
  plan to use it as a node to interface with other 
  teleportation circles around the world. Just 
  imagine the ores in the Underdark that we could 
  harvest with the just the click of a button! The 
  good that we can do!” 
  Fizzlebottom promises riches to the characters if they 
  can recover his family and secure his mine. He blurts 
  out “diamonds!” if the characters ask him for specifics 
  about these riches. He can describe the location of the 
  mine and tells the characters how to quickly navigate 
  the illusions surrounding the place. 
   Should any of the characters admonish him for 
  endeavoring to establish a teleportation network so 
  close to Melvaunt – and well-hidden – he responds 
  simply with “Gond’s plan protects us all.” 
  Roleplaying Fizzlebottom Cloisternook 
  Fizzlebottom Cloisternook is old, kind, smart, and often 
  intoxicated. When it comes to his family’s secrets he’s rather 
  tight-lipped, but when he’s drunk, he can’t resist dropping a 
  few hints. While roleplaying Fizzlebottom, you might: 
   Speak in a gravelly, slightly slurred voice. 
   Tell a lot of corny jokes. 
   Laugh very loud and slap your knee when something funny 
  happens. 
   Whisper conspiratorially when sharing hints about the 
  Cloisternook family’s secrets. 
  Fizzlebottom rummages into his pockets and 
  produces three beautiful obsidian stones, saying 
  “these are yours, and more where they came from—
  just get my family back”. 
  XP Awards 
  If the characters successfully negotiate for the 
  peaceful release of Fizzlebottom Cloisternook, award 
  each character 100 XP. 
  Treasure 
  Fizzlebottom’s three pieces of obsidian are worth 
  100 gp each. The guards carry no valuable treasure, 
  though each of their longswords has a holy crest of 
  Cyric set into the pommel.
  
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  CORE 2-2 Songs of Law & Chaos  
  10 
  Part 2. Darkglitter Depths 
  Mine or Hole in the Ground, it’s 
  Home! 
  Expected Duration: 3 hours total 
  The adventurers arrive at Darkglitter Depths, a 
  diamond mine owned by the Cloisternook Gnomes. 
  General Features 
  The land surrounding Darkglitter Depths has the 
  following characteristics: 
   Light and Visibility.  The sun shines brightly in 
  the late morning sky. Visibility is normal on this very 
  comfortable, casual day. 
   Sounds.  Generic wildlife calls can be easily heard. 
  Characters that pass a DC 15 Wisdom (Insight) check 
  realize that the sounds of the wildlife are actually on 
  a repeated loop. 
  The road continues in a generally eastern direction away 
  from Melvaunt, with nothing seemingly out of the ordinary – 
  until you notice the etched sigil of Cyric, god of lies and 
  betrayal, in the center of the road. Roughly hewn, it is 
  unmistakable in design and is oriented in such a way to 
  indicate passage off the road. 
  If the characters have encountered the Cloisternook 
  gnomes in CORE 2-1 Tales of Good & Evil or received 
  instruction from Fizzlebottom Cloisternook earlier 
  in this adventure, read the following: 
  The home of the Cloisternook gnomes is nearby, and the 
  presence of the holy symbol of Cyric is particularly 
  troublesome. You quickly navigate the mundane and 
  repeated trees and paths as you trek away from the road 
  towards Darkglitter Depths. After nearly an hour, you arrive 
  in the camp. 
  If the characters have not spoken with Fizzlebottom, 
  have not played CORE 2-1, or otherwise find 
  themselves out here with no other explanation, read 
  the following: 
  Once you leave the road, the terrain becomes unfamiliar very 
  quickly. Oddly, though, for every several dozen steps you 
  take you find that you are looking at similar environments to 
  those you just walked through; you see the same trees and 
  hear the same animal calls over and over. It is as if someone 
  has gone to great trouble to place a significant number of 
  illusion spells over this place. 
  Allow the players some creative license here; if they 
  have inventive skill checks or wish to use spells, you 
  should not only confirm that they are indeed 
  walking through illusory terrain, but that they are 
  walking in circles. If they simply proceed in a 
  straight line to the north, they will find the 
  operations area of Darkglitter Depths – and further 
  evidence of the cultists of Cyric – after one hour. 
  Otherwise, it takes them four hours of travel (and 
  causes them to very likely be incredibly bored). 
  Operations and the Surface 
  Expected Duration: 20 minutes 
  Colorful tents dot the area here, and only one building has 
  been erected. Beyond those, a huge circular pit has been 
  painstakingly dug into the ground. It is easily a quarter-mile 
  across, and you can see the screw-like path that winds down 
  into the depths, clinging to the side of the pit. This must be 
  Darkglitter Depths. 
  A DC 15 Intelligence (Nature) check can be made 
  here; on a success, that character recognizes the size 
  of the mine to indicate that it is quite old, and this 
  sort of appearance often indicates that it has been 
  tapped out. Any character that has experience as a 
  miner or is a dwarf automatically succeeds on this 
  check. Additionally, anyone that played CORE 2-1 
  spots the tip of a large drill poking from one of the 
  tents; this is Big Billy, the drilling rig that the gnomes 
  engineered to be fueled by a special moonshine 
  concoction. It appears to have been mostly repaired, 
  but is still non-functional for the purposes of this 
  adventure. 
   An investigation of the tents and surrounding area 
  reveals little of value. The symbol of Cyric has been 
  marked on the door of the foreman’s building, and 
  another one has been constructed by assembling 
  rocks near the edge of the pit. Inside the foreman’s 
  office, the characters automatically find Handout 1. 
  This is an arcane schematic that details a modified 
  teleportation circle; a spellcaster can record this 
  information by taking the schematic (or coming back 
  later) and spending 1 downtime day studying the 
  runes and sigils. If they do, and they have already 
  found the physical location of the circle deep 
  underground, they can mark this in their adventure 
  log as a teleportation circle for future use. If they do 
  not spend a downtime day, this schematic serves no 
  purpose. 
   There are four bottles marked Recipe 44 and one 
  wax-sealed bottle marked Recipe 45 in the 
  
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  CORE 2-2 Songs of Law & Chaos  
  11 
  foreman’s office. While being close in quality to 
  moonshine, these potent alcohols are also extremely 
  flammable and can be used as alchemist’s fire if so 
  desired. Five sets of climbing gear can be recovered 
  from the office, as well as a healer’s kit (only three 
  uses remain) and an ornate holy symbol of Gond 
  worth 15 gp if the characters choose to take it. 
   In each of the tents and in several other places 
  around the camp, signs of a struggle can be plainly 
  seen. The tracks – human and gnomish – lead to the 
  pit. Characters that succeed on a DC 10 Wisdom 
  (Survival) check can tell that four humans and five 
  gnomes made these tracks about two days ago, and 
  that they were accompanied by a large number of 
  scampering kobolds. 
  Optional/ Variable Encounter 
  If the characters arrived here without first speaking with 
  Fizzlebottom Cloisternook in Melvaunt, they may need some 
  convincing that this mine is worthy of their investigative 
  efforts. If the characters are a strong or very strong party, 
  run one of the following encounters, even if they spoke with 
  the gnome already:  
   Melee-strong party: one bandit captain and two cult 
  fanatics of Cyric 
   Magic-strong party: two bandit captains, two cultists of 
  Cyric, and three kobolds. 
   Evenly-balanced party: one bandit captain, one cult 
  fanatic of Cyric, four cultists of Cyric 
  All of the humans wear the sign of Cyric of upon their robes 
  and armor, and the bandit captains function the same way as 
  the guards in Part 1. None of these enemies carry any 
  appreciable wealth, and they have standard holy symbols of 
  Cyric. 
  Descending Beneath the Earth 
  When the characters decide to descend into the 
  depths, read the following: 
  Peering over the edge into Darkglitter Depths, the wind lets 
  out a mournful howl. The scent of something foul wafts up to 
  greet you, and the yawning hole in the earth seemingly 
  beckons you to come down. 
  Following the winding path around the mine’s edge 
  and into the depths isn’t particularly taxing, though 
  the dirt is quite loose – particularly near the edges. If 
  the characters wish to walk around the path, there is 
  no challenge presented but it does take two hours. If 
  the characters decide to expedite the trip and move 
  from the top of the mine directly toward the mine 
  entrance nearly 100 ft. below, they can – but they 
  will each need to succeed on a DC 14 Dexterity 
  (Acrobatics) check or else lose their footing in the 
  loose stones, sending them tumbling 2d6 x 10 ft. and 
  taking necessary falling damage. Any character using 
  climbing gear or taking necessary precautions 
  (typically involving the expenditure of resources) 
  has advantage on this check. 
  Development 
  Once the characters reach the bottom of the pit, they 
  can enter the mineshaft directly with no further 
  issues. 
  Sublevel One 
  Expected Duration: 30 minutes 
  Darkglitter Depths, now that you’ve entered it, is a much 
  prettier name than the location. An unmistakable smell of 
  stale dust mixes with the foul, oily smell of poorly-
  extinguished torches. The mine is dark, and the path extends 
  into the distance. From somewhere far off, the echoing 
  rumble and groan of a cave-in rise to greet you. 
  The timber-lined wide passageway is dotted every 
  twenty feet by low-quality torches that appear to 
  have been hastily extinguished; the carbon and 
  creosote buildup from the pine tar upon them causes 
  the stench.  
   Several rooms dot this level, including a staging 
  chamber, excavation chamber one, excavation 
  chamber two, and the sorting room. 
  General Features 
  The general features of the Darkglitter Depths are as 
  follows: 
   Light.  There is no natural light in the mine, but if 
  a character uses anything brighter than a torch (such 
  as a light spell), the diamond dust embedded in the 
  walls sparkles wildly, casting beautiful rainbows of 
  reflected and refracted bright light throughout the 
  entire area. This effect is more pronounced the 
  deeper they go in the mine. 
   Visibility. Due to the recent cave-ins, the mine has 
  a cloud of stale dust everywhere. Vision is limited to 
  20 feet, and anything between 20 ft. and 30 ft. away 
  is considered to be so concealed by the dust that 
  ranged attacks against them are made at 
  disadvantage. Nothing is visible beyond this range. 
   Smells and Sounds.  The stink of stale dust and 
  the sharp tang of burning carbon and creosote 
  residue from old, poorly-made torches permeates 
  the mine. The characters occasionally hear the 
  scraping of rocks and small clicks of tiny stones 
  contacting each other. 
  
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  CORE 2-2 Songs of Law & Chaos  
  12 
  Darkglitter Staging Chamber 
  A number of warning posters cover one wall, and several 
  wooden crates are piled atop the three tables in the middle 
  of this large room. Many shovels and picks can be seen. 
  If the adventurers inspect the posters, they can 
  plainly see the following (all written in gnome): 
   “Safety first! Listen for stones, and heed their 
  warnings!” Above the text appears to be a 
  cartoonish pile of large stones falling on a silly 
  gnome’s head. 
   “Excavation Chamber Two is dangerous. Stay quiet, 
  stay alive!” Above this text is a large skull and 
  crossbones symbol. 
   “Respect the automatons!” Above this text are six 
  empty suits of armor, swinging picks and shovels. 
   One of the posters is a clearly-marked map of the 
  mine. 
   
  The crates hold basic climbing kits, crowbars, 200 
  feet of iron chain, 500 feet of hemp rope, three dozen 
  candles, three sets of flint & tinder, two hooded 
  lanterns, and five flasks of oil. Another crate holds 
  three pouches of gnomish rations, which smell like 
  an oddly delicious mix of chocolate and mushrooms. 
  Each pouch contains 10 days of rations. 
  Excavation Chamber One 
  This round chamber has smooth walls, and upon first glance 
  it appears that six miners have stopped moving in mid-swing. 
  You soon realize that these aren’t miners – they’re constructs 
  capable of swinging picks. Six very large piles of rubble and 
  debris dot the chamber, likely the material that these 
  machines have pulled from the walls and floor. 
  The six animated armors were excavating ore and 
  gemstones from the walls but have fallen into disuse. 
  These armors are not magically animated, though; 
  they are clockwork creations. They have not been 
  wound in several days and will not be able to work 
  again until this happens. Unfortunately, the key is 
  missing. Characters that attempt to make 
  Intelligence (Arcana or Investigation), or other 
  similar checks, learn that these are clockwork 
  creatures and that their repair is outside the ability 
  of the characters at this time. 
  Treasure 
  Each pile of rubble contains roughly 300 cubic feet 
  of material and takes thirty minutes per person to 
  search. If the characters choose to dedicate time to 
  searching the piles, the following can be found by 
  rolling a d6 (re-roll if duplicate results are found): 
   1: 20 gp worth of diamond dust 
   2: silver flakes worth 10 gp 
   3: six roughly spherical orbs of tiger eye (worth 10 
  gp if polished and retained as a set) 
   4: a fist-sized but poor quality chunk of hematite 
  worth 10 gp 
   5: coal, worth 0 gp 
   6: a tiny piece of quartz that looks like a cat’s paw, 
  worth 10 gp 
  Excavation Chamber Two 
  The ceiling in this chamber has begun caving in, likely in the 
  last two ten-days or so. The edges of the rocks are still sharp, 
  and the quiet of the room is pierced by the menacing sound 
  of settling and scraping stones from above. 
  This room provides nothing of value for the 
  characters early in the adventure. If they choose to 
  dig into the pile of rubble or dally in this place for 
  more than a few minutes, warn them a second time 
  about the groaning stones. A DC 8 Intelligence 
  (Nature) or Wisdom (Survival) check confirms that 
  another cave-in is imminent, and it would likely 
  dwarf the one that already happened. Continued 
  activity triggers the collapse of the chamber, which 
  quickly cascades into the hallway beyond – sealing 
  the rest of the mine and further sublevels. Short of 
  magic or many hundreds of gold worth of explosives, 
  the characters cannot proceed. While the cave-in 
  gives plenty of warning (thus requiring no saving 
  throws), this results in the players being trapped 
  outside of the lower levels… or in the unfortunate 
  position where they may be trapped in the lower 
  levels with no other escape route. If the characters 
  are trapped inside the mine, you are strongly 
  encouraged to allow the characters creative license 
  in their escape methods; asking them to use ten days’ 
  worth of rations each (or risking starvation) is not 
  out of the question. This should not be a character-
  killing event though. 
   Later in the adventure, the characters may desire 
  to trigger the cave-in in order to seal the lower areas 
  of the mine from prying eyes. This is a perfectly 
  viable tactic at that time but likely requires some 
  careful negotiation with Fizzlebottom later on. 
  
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  CORE 2-2 Songs of Law & Chaos  
  13 
  Sorting Room 
  Many long sorting tables line the walls here, with a belt-
  driven mechanized apparatus that appears to shake and 
  presort much of the rubble that is placed upon its tray in the 
  middle of the room. Though it is not currently active, two 
  men are inspecting it and seem at once impressed and 
  disdainful. 
  Unless the characters are taking great care to move 
  stealthily, the cult fanatic of Cyric and cultist of 
  Cyric here are not surprised. They have a loyal 
  phase spider as well, which is currently in the 
  ethereal plane. The cultists fight to the death, but the 
  spider flees into the ethereal plane to escape if 
  reduced to 10 hp or less. 
   If the characters subdue either of the faithful of 
  Cyric and attempt to question them, they soon find 
  that the cultists are utterly devoted to their god. 
  They blurt out curses and quips, often saying that 
  “The Dark Prince would have his hound devour us 
  all!” or “The Dark Sun has risen o’er you!”. They 
  provide no useful information. 
  Adjusting the Encounter  
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative.  
   Very weak party: remove the phase spider 
   Strong party: Replace the cultist of Cyric with one more 
  cult fanatic of Cyric 
   Very strong party: as Strong party, and add one more 
  phase spider 
  Treasure 
  The cultists each carry a potion of healing, as well as 
  an obsidian and silver holy pendant of Cyric worth 
  10 gp. 
  Moving On 
  There is a platform equipped with a rope & pulley 
  system along one side of the room. It can be 
  operated by those riding on it, and descends to 
  Sublevel Two. 
  Sublevel Two 
  The stone of this lower section of Darkglitter Depths seems 
  much more structurally stable, with tiny web-like veins of 
  precious metals running as far as you can see.  
  This portion of the mine does not have timber or 
  additional supports. The tunnels are carved from a 
  single massive stone – impossibly huge, but a single 
  stone nonetheless. A DC 10 Intelligence (Nature) 
  check confirms that the tunnels are indeed 
  structurally sound (though any dwarf character 
  knows this automatically). A DC 15 Intelligence 
  (History) check brings to mind some ancient legends 
  about how some of the mythical titans would 
  become a single piece of stone when they died; 
  further checks in this mode of thinking do not reveal 
  any additional information. 
   Several rooms dot this level, including a 
  malachite cavern, mud pits, and the massive 
  cavern. Lastly, the characters will need to open the 
  passage to Kezef’s sanctuary. 
  General Features 
  The general features of the Darkglitter Depths are as 
  follows: 
   Light.  As Sublevel One. 
   Visibility. As Sublevel One, but visibility is slightly 
  increased. Anything between 40 ft. and 60 ft. away is 
  considered to be so concealed by the dust that 
  ranged attacks against them are made at 
  disadvantage. Nothing is visible beyond this range. 
   Smells and Sounds.  The stink of stale dust has 
  largely been replaced but the smell of wet earth and 
  corroded copper, but the sounds of falling stones – 
  both large and small – can still be occasionally heard. 
  Darkglitter Malachite Cavern 
  Massive stalactites hang from the ceiling of this place, their 
  faces a swirl of deep green and light-sucking black. Several 
  have been broken and reveal that these formations are 
  indeed huge pieces of malachite.  
  An elevator – really just a simple wooden platform 
  with a rope and pulley system – can ferry the 
  characters back up to Sublevel One. 
   Hidden behind one of the stalactites is the body of 
  Parabald the Maimed, a one-armed dragonborn 
  mage that the characters may have encountered in 
  another adventure. If the characters spent one hour 
  or less at the mine, Parabald is hiding in fear; if the 
  characters have spent two to four hours at the mine, 
  he is injured but still has 5 hp remaining. Otherwise, 
  
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  CORE 2-2 Songs of Law & Chaos  
  14 
  he has turned to stone due to bites from the 
  cockatrices that infest this space; this effect will 
  naturally heal in 24 hours unless the characters have 
  alternate means that they can employ to remove his 
  condition. If Parabald is alive, the characters can 
  hear his whimpers and ragged breaths on a Passive 
  Perception score of 10 or above. 
   If the characters move to interact with Parabald or 
  spend more than three rounds in this space, four 
  cockatrices emerge from the holes in the walls and 
  streak out to attack! 
  Adjusting the Encounter  
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative.  
   Very weak party: remove one cockatrice 
   Strong party: add one more cockatrice 
   Very strong party: as Strong party, and the entire chamber 
  is sloped down towards the pit (instead of only the 
  indicated portion on the map) 
   
  After the combat, should the characters revive him 
  or interact with him, Parabald tells them that he had 
  bluffed his way into the entourage of the cultists of 
  Cyric when he learned of their desire to “bring out 
  the hound”, and while he believes this to be a 
  reference to some sort of extraplanar summoning 
  ritual he is not exactly certain what it means. He 
  adds that they became aware of his status as a 
  Harper, and had laced his rations with a mild 
  psychotropic drug which caused him to start hearing 
  voices while the walls trembled. The cultists merely 
  laughed at his reaction and left him here, 
  presumably to die. 
  Roleplaying Parabald the Maimed 
  Parabald the Maimed is intelligent, crafty, and serious. His 
  family had been killed by cultists of Cyric, and he sought to 
  become a Harper so that he could protect others from similar 
  events. He is unwilling to speak about his missing limb, other 
  than stating “Sometimes there is a price that must be paid for 
  the good we do.” While roleplaying Parabald the Maimed in 
  this adventure, you might: 
   Speak in a low voice with a gravely tone. 
   Be very cautious in your dealings with others. 
   Remember your family with anger and sorrow. 
   Rarely smile. 
  Of course, he is affected by a mild mind-affecting drug during 
  his time in Darkglitter Depths and may not be entirely 
  coherent. 
  Once he has been comforted appropriately, Parabald 
  may be willing to share the following with the 
  characters – especially if any of them are Harpers: 
   The cult of Cyric believes that they have found a 
  way to summon and bind an agent of a lesser deity 
  named Kezef the Chaos Hound. 
   Worship of Kezef is not common in the Realms, as 
  he primarily busies himself with prowling the 
  planes and devouring the souls of “The Faithful” – 
  those that revere one deity above all others. 
   The cultists believe that if they can harness one of 
  Kezef’s emissaries in this world, they could set it 
  loose in the temples of the gods that oppose Cyric. 
   In order to summon the emissary, they needed a 
  powerful teleportation engine; essentially, a vastly 
  more powerful teleportation circle. By perverting 
  the purpose of this device, they could reach into 
  the far planes and capture an agent of the Chaos 
  Hound. He does not know where this may be 
  located, though. 
  Parabald is in no condition to walk out of the mine, 
  but is also unable to accompany the characters. He 
  begs them to stop the cultists. In the unfortunate 
  circumstance where he may already be dead when 
  the characters find him, all of the above information 
  is conveniently scribed inside his journal (along with 
  some elegant and complex chess gambits). 
  Treasure 
  There are four cockatrice eggs among the statues. 
  They won’t hatch, but are worth 10 gp each in a 
  major city like Melvaunt, Hillsfar, or Mulmaster as an 
  exotic spell component. 
  Mud Pits 
  Several very smelly pits of bubbling, muddy liquid churn and 
  sputter on the floor of this cavern. The walls appear to be 
  sweating, and this cavern is easily twenty degrees warmer 
  than the corridor outside and the previous chambers. 
  A dozen kobolds frolic in the filthy liquid and do not 
  immediately take notice of the characters. If the 
  characters attack immediately, they gain a surprise 
  round. If they delay one round or more (or attempt 
  to open the very squeaky unlocked gate), the 
  kobolds become aware and combat proceeds as 
  normal. They gleefully fling handfuls of the thick and 
  slightly acidic mud at each other, the walls, and the 
  characters (dealing 1d3 points of damage to 
  characters but none to kobolds), and chirp away in 
  Draconic about how much they hate gnomes. 
  
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  CORE 2-2 Songs of Law & Chaos  
  15 
  Adjusting the Encounter  
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative.  
   Very weak party and weak party: the characters are 
  granted surprise regardless of the number of rounds they 
  use to prepare 
   Strong party: add two more winged kobolds 
   Very strong party: as Strong party, and the kobolds are 
  aware of the characters immediately (no chance of 
  surprise round) 
  Treasure 
  The mud can be bottled up and serves as a slightly-
  weaker vial of acid for the rest of the adventure, 
  dealing 1d3 points of damage on a hit. Once the mud 
  has spent more than one hour out of the pits, though, 
  it loses its potency and becomes inert, normal 
  (though smelly!) mud. 
  Massive Cavern 
  This huge open chamber sports a nearly forty-foot tall ceiling 
  and measures nearly a hundred feet wide, while measuring 
  almost twice that in distance. The flat floor is dotted with 
  crates, hand tools, and sorting tables; this must have been 
  the most recent worksite for the Cloisternook gnomes. 
  Scaffolding covers the walls and it can be plainly seen where 
  the miners had been digging. 
   
  The center of the chamber is open and free of clutter. 
  There is a small depression here, but the contents – if any – 
  cannot be spied from the entryway. 
  When the characters enter this chamber, a couple of 
  different things may take place: 
   If the characters have been in the mine four 
  hours or less: two cultists of Cyric stand near the 
  center of the room, and are accompanied by two 
  kobolds and one winged kobold. 
   If the characters have been in the mine for 
  more than four hours: there is a dead cultist in 
  the depression, surrounded by the corpses of two 
  dead kobolds and one winged kobold. The 
  remaining cultist is hiding in one of the mining 
  crates, and has used minor illusion to create the 
  image of a pile of raw ore on top of herself 
  (attempts made to find her are made at 
  disadvantage unless she reveals herself by talking 
  or casting spells with a verbal component). 
  The depression in the center of the room has a large 
  locked grate (DC 15) at the bottom. The lock used is 
  non-standard, though, and requires a holy symbol of 
  Cyric in order to unlock the grate (this can be found 
  earlier in the mines, or upon the hiding cultist; there 
  is a chance that a character may have one as well 
  from another source).  Using a holy symbol in this 
  way destroys it. Once the grate is unlocked and 
  moved aside, a steel ladder can be easily seen 
  descending further into the depths and towards the 
  next section. A clattering, whining sound can be 
  heard far below. 
   The cultist is named Li Tansu and, once hidden, is 
  not eager to fight the characters, much preferring to 
  stay hidden and safe until such time as she can leave 
  the area. If discovered, she verbally stumbles into 
  every apology she can think of: she was tricked into 
  joining the clergy of Cyric; she regrets everything; 
  she never meant to hurt anyone; she is quitting 
  “RIGHT. NOW.” If the characters let her live, she 
  follows through with this – she leaves the Moonsea 
  and travels to Neverwinter where she hopes that she 
  can disappear quietly and enjoy the rest of her life. 
  In the rare situation that she may be placed in 
  combat with the emissary of Kezef (see Part 3: Feast 
  of the Hound), she uses the stats for a cult fanatic of 
  Cyric but the emissary ignores her – in truth, her 
  twin allegiances to Deneir and Cyric keep her safe 
  and hidden from the beast. Before she leaves the 
  characters, she tells them that the cultists took “the 
  egg” below, and that it is apparently some kind of 
  holy relic – “but it’s so squirmy and gross; it scares 
  me.”  
  Adjusting the Encounter  
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative.  
   Strong party: add one more winged kobold 
   Very strong party: as Strong party, and change the cultists 
  of Cyric to cult fanatics of Cyric 
   
  Roleplaying Li Tansu 
  Li is a woman of few summers but many stories. While she is 
  slow to trust, she instinctively knows that there is more to 
  the world than she has seen – and she wants to understand it 
  all! Formerly from Neverwinter (by way of the Hordelands), 
  she is not eager to fight. She has spent much of her life in 
  study and pious reflection, but recently forsake her oaths to 
  Deneir, the god of literature. She still feels his call and is torn 
  between her twin allegiances. 
  Treasure 
  The cultists each carry a black and silver holy 
  symbol of Cyric worth 10 gp, though if the cultist in 
  the depression is already dead when the characters 
  arrive, his holy symbol is gone – claimed by the 
  remaining cultist that is hiding elsewhere in the 
  chamber. 
  
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  CORE 2-2 Songs of Law & Chaos  
  16 
   
   
  
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  CORE 2-2 Songs of Law & Chaos  
  17 
  Part 3. Feast of the Hound 
  Kezef’s Sanctuary 
  Expected Duration: 30 minutes. 
  General Features 
  The general features of Kezef’s sanctuary are as 
  follows: 
   Light and Visibility.  As with other portions of 
  Darkglitter Depths, this space is dark. Light sources 
  cause the diamond veins to sparkle brightly. 
   Sights.  The walls, floor, and ceiling here are rough, 
  natural stone that are marbled with glittering veins 
  of low-grade diamonds. An arcane machine stands in 
  the center of the chamber. 
   Smells and Sounds.  The stark aroma of wet earth 
  and the scent of corroded copper coins permeates 
  this space.  
  The rough-hewn walls of the mine open into a large natural 
  cavern. The diamond veins are pushing through the walls 
  here and glitter madly when light hits them. Half a dozen 
  humanoid figures can be seen, their shoulders slumped as 
  they stare listlessly at an alien, whirring apparatus that spins 
  crazily in the center of the room. 
  The center of the room is dominated by the presence 
  of the clacking and whirring relic of Kezef the Chaos 
  Hound. This ancient deity is currently trapped 
  elsewhere, but the cultists of Cyric have perverted 
  the invention of the Cloisternooks that was 
  originally intended to allow for moving ore from the 
  depths of the mine directly back to Melvaunt. This 
  machine is highly technical but is aided by complex 
  teleportation rituals.  
   The breaking of the teleportation rituals allowed 
  for the emissary to enter this world, but its power 
  quickly overcame the cultists and it is now setting 
  about to harvest them in order to more permanently 
  open the portal so that Kezef himself may come 
  through. 
   The noise of the arcane machine is a severe 
  detractor from Perception checks. Wisdom 
  (Perception) checks made in the area are made at 
  disadvantage, and Passive Perception scores are 
  lowered by 5. As the machine whirs and spins in its 
  maddening rhythm, strange symbols can be faintly 
  seen. If the characters state that they are checking 
  the symbols, they must succeed on a DC 10 
  Intelligence (Religion) check. If they do, they can 
  identify the symbols as those of Kezef the Chaos 
  Hound, a rarely discussed deity that feasts upon the 
  souls of the “faithful” (i.e. those that revere one deity 
  above all others) in the upper plane known as the 
  Beastlands. 
   There are 3 gnomes and 3 cultists here (they all 
  use the stats of a commoner for simplicity), 
  entranced by the machine. They have been prepared 
  by the emissary of Kezef, and their hit points have 
  been reduced to 1 point each. The characters should 
  be aware that these six survivors all appear to be in 
  terrible shape, and although they are standing they 
  are otherwise unresponsive. 
   If the adventurers make it a point to stare at the 
  apparatus while the symbols take shape (whether or 
  not they attempt the Religion check), they are 
  surprised when the emissary of Kezef attacks. 
  Adjusting the Encounter  
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative.  
   Very weak party: As Weak party, and the emissary of 
  Kezef only has half of its maximum hp 
   Weak party: The emissary of Kezef cannot use its 
  legendary actions 
   Strong party: Add a 2nd emissary of Kezef 
   Very strong party: As Strong party, and increase arcane 
  bolt damage to 2d4 + 2 
  Tactics 
  The emissary spends the first two rounds of combat 
  harrying the characters, in an attempt to drive them 
  closer to the arcane machine. 
   Any character that begins their turn adjacent to 
  the arcane machine must make a DC 10 Constitution 
  saving throw or their maximum hit points are 
  reduced by 5 (10 for strong or very strong parties) 
  as the machine attempts to drain their life energy. 
  Clerics and paladins make this saving throw at 
  disadvantage, as the magic of the machine has been 
  perverted by the combined magic of Cyric and Kezef. 
   
   
  
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  CORE 2-2 Songs of Law & Chaos  
  18 
  Interacting with the Machine 
  The characters can use their actions to delay the machine’s 
  transformation throughout the combat. These options should 
  be made clear to the characters:  
   Eliminate a sigil of Kezef: there are a number of sigils 
  equal to twice the number of party members. If all sigils 
  are destroyed, it shuts down 
   Damage the machine: AC 8, hp 70; resistant to damage 
  from weapons; immune to poison, disease, sleep, and 
  psychic damage and conditions. 
   
  Interacting with the machine using the above methods 
  prevents it from using its arcane bolt ability on the next turn 
  in which it would normally do so. 
  Round 3 and Beyond 
  The machine shudders and screeches as it picks up speed. 
  The symbols flare into clearer view, and tendrils of wispy 
  white and black energy leap out from the center of the 
  machine to every living creature in the room! 
  Tactics 
  The emissary fights to the death. Its sole purpose 
  here on Faerûn is to harvest souls for Kezef, and it 
  does not stray from its mission. 
   Due to the tendrils of energy in the room, 
  invisibility and similar effects do not function as 
  expected: while a creature affected by invisibility 
  cannot be seen, there is a visual cue marking their 
  position. Mechanically speaking, such characters 
  should be granted a modified three-quarters cover 
  (+5 AC) for the duration of that effect. Note that if a 
  creature is not considered to be living, the tendril 
  does not connect; characters with the Touched by 
  the Mists story award are also unaffected by the 
  tendrils. 
  Escalation/Round-by-Round 
  At the beginning of the fourth round of combat, 
  every living creature adjacent to the machine must 
  make a DC 10 Constitution saving throw. On a failure, 
  their maximum hit points drop by 10 as the machine 
  drains their life force (note that this means that 
  dying characters may still be affected, as they are not 
  yet dead). Additionally, one of the entranced gnomes 
  or cultists dies as their maximum hit points are 
  reduced to 0. 
   When the arcane machine successfully drains for 
  the 20th time, it goes into overload mode. The 
  emissary of Kezef howls with glee as it gains the 
  reckless attack feature as if it were a barbarian and 
  must use it every turn, and, on initiative count 20 
  (losing ties), the machine sends out two randomly-
  targeted arcane bolts (no attack roll, living targets 
  only; 1d4 + 1 force and necrotic damage) against 
  targets within 10 feet of it. As above, characters with 
  the Touched by the Mists story award cannot be 
  targeted by this attack. 
  XP Award 
  If the adventurers complete this encounter without 
  allowing any of the survivors to die to the emissary 
  or the corrupted machine, grant them an award of 
  500 XP. If they instead save the lives of either all of 
  the gnomes or all of the cultists, grant them an 
  award of 100 XP (this does not stack with the 
  previous reward of 500 XP). Any of the gnomes or 
  cultists that die in this encounter cannot be raised, 
  as Kezef has consumed their souls. 
   If any of the characters die due to their maximum 
  hit points being reduced to 0, they earn the Feast of 
  the Hound story award if they are ever returned to 
  life. 
   Destroying all of the sigils of Kezef that are 
  inscribed upon the apparatus earns the characters a 
  reward of 100 XP each. 
  Treasure 
  Unfortunately, the diamond veins embedded in the 
  walls are outside the ability of the characters to 
  extract – these are very rough and, although pretty, 
  of exceedingly low quality. An investigation of the 
  area shows a number of dead bugs and what appears 
  to be a crudely-made, leathery sack that has been 
  split open. 
  Conclusion 
  Once the characters have erased all of the sigils of 
  Kezef, they can use the symbols from Handout 1 to 
  activate it appropriately and teleport whatever is on 
  the pad directly to the Purple Portals in Melvaunt. 
  Fizzlebottom Cloisternook waits there patiently, 
  hoping that his daughters will be returned to him! 
   If the characters destroyed the machine, they will 
  need to return to Melvaunt on foot and explain to the 
  drunken gnome what happened down in the mines, 
  including the status of his beloved machine. He may 
  shed a gnome-ly tear if the characters are not 
  delicate in their delivery of this news. 
   Returning Parabald the Maimed to Melvaunt is 
  likely to earn the characters some good will, 
  especially among the Harpers. If Parabald is 
  returned to the city, the characters each have 
  
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  CORE 2-2 Songs of Law & Chaos  
  19 
  advantage on the next Charisma-based skill check 
  they attempt with him. 
   If Li Tansu was discovered and yet lives, she may 
  play a role in later adventures. If the characters ask 
  about her upon their return to Melvaunt, they learn 
  that she was last seen leaving the city and heading 
  west toward Phlan with a group of Denieran 
  scholars. She had mentioned eventually heading to 
  Neverwinter. 
   Lastly, the local priests and clerics know nothing 
  about the religious significance of “the egg”. If any of 
  the characters worship Cyric, they have a sensation 
  that bad things are in the works (though they may 
  revel in this fact).  If, during the course of the 
  character’s inquiry, they mention that “the egg” is 
  something that the cultists of Cyric have been using, 
  other clerics and sages may be able to respond that 
  oftentimes an egg represents the promise of new life 
  – but as with anything pertaining to the God of Lies, 
  this is likely nothing more than the first of many 
  tricks. 
  That night, as you lay down to rest, an image comes 
  unbidden to your mind: a large, leathery egg splits open and 
  spills forth a gout of insects and worms. A silver skull lies 
  inside, radiating waves of solid black flame. It is quickly 
  encompassed in a swirl of ghosts, spirits, and other 
  incorporeal menaces. 
  Treasure 
  Fizzlebottom follows through with his offer from 
  earlier in the adventure. He presents the characters 
  with a sack filled with 250 gp worth of raw 
  diamonds. If the characters have never met 
  Fizzlebottom before, he insists that they take the 
  gems anyways, or else he will “donate it to those 
  dirty, dirty Harpers”. 
   He also asks about the holy symbol of Gond in the 
  foreman’s office at Darkglitter Depths, saying that it 
  is a family heirloom and very special to him. If the 
  characters took it and do not take this opportunity 
  to return it, they earn the Enmity of the 
  Cloisternooks story award. 
   If he had previously been taken to the Livestock 
  Pens, he has gotten free but he really does not want 
  to talk about how this happened. If the characters 
  had previously earned Enmity of the Cloisternooks 
  due to his capture, but have successfully returned 
  his daughters, the characters lose that story award. 
   
   
  
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  CORE 2-2 Songs of Law & Chaos  
  20 
  Rewards 
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Animated Armor 
  0 
  Cultist of Cyric 
  25 
  Cult Fanatic of Cyric 
  450 
  Phase Spider 
  700 
  Cockatrice 
  100 
  Kobold 
  25 
  Winged Kobold 
  50 
  Emissary of Kezef 
  1,100 
  Non-Combat Awards 
  Task or Accomplishment 
  XP per Character 
  Saved Parabald the Maimed 
  100 
  Saved all 6 survivors 
  500 
  Saved all 3 gnomes 
  100 
  Saved all 3 Cultists 
  100 
  Destroyed sigils of Kezef 
  100 
   The minimum total award for each character 
  participating in this adventure is 900 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 1,200 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever possible. 
  Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
   Permanent magic items are divided according to 
  a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name/Location 
  GP Value 
  Fizzlebottom’s offer 
  300 
  Holy Symbol of Gond 
  15 
  Diamond Dust 
  20 
  Silver Flakes 
  10 
  Set of Tiger’s Eye Orbs 
  10 
  Hematite 
  10 
  Coal 
  10 
  Quartz Catspaw 
  10 
  Cyric Holy Pendant 
  10 
  Cockatrice Eggs 
  10 
  Cyric Holy Symbol 
  10 
  Raw Diamonds 
  250 
  Emerald Kidgloves (Gloves of Thievery) 
  Wondrous item, uncommon 
  These delicate, goatskin gloves are colored with a 
  bright green pigment and slip onto the wearer’s 
  hands effortlessly.  While wearing these gloves, the 
  wearer experiences irresistible generosity, 
  expressing compliments to those around them and 
  spending coin for the benefit of others without 
  hesitation.  Unlike conventional gloves of thievery, 
  these gloves do not turn invisible when worn, but 
  shrink or grow to accommodate a small or medium 
  wearer’s size. 
  Potion of Healing 
  Potion, uncommon 
  A description of this item can be found in the Player’s 
  Handbook. 
  Renown 
  Each character receives one point of renown. 
  Downtime 
  Each character receives 10 downtime days at the 
  conclusion of this adventure. 
  
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  CORE 2-2 Songs of Law & Chaos  
  21 
  Story Awards 
  Characters have the opportunity to earn the 
  following story awards during this adventure. 
   
  Enmity of the Cloisternooks. You have done 
  something to grievously wound the gnomish 
  Cloisternook family. Perhaps you insulted their 
  honor, or perhaps you caused irreparable damage to 
  Darkglitter Depths. Maybe you even sold one of them 
  into slavery. Word travels fast in the gnomish 
  communities, though, and as a result you have 
  disadvantage on all social skill checks when dealing 
  with Cloisternook gnomes and clerics of Gond. 
   
  Feast of the Hound. The corrupted machine deep in 
  the Darkglitter Depths drew in your essence, and in 
  those terrifying final moments you saw something: 
  an emaciated hound, gargantuan in size, feasting 
  upon the souls of those that arrived before you. It 
  gleefully tore them asunder, and then turned to you. 
  As its teeth sank into your metaphysical flesh and 
  you felt the hot stink of its breath wash over you, 
  you were pulled back to the world – but not without 
  a reminder: you have the scars of a dog’s bite 
  somewhere on your body, and sometimes those 
  scars stink and fester when in the presence of clerics 
  and paladins. 
   
  DM Rewards 
  For running this adventure, you receive 300 XP, 143 
  gp, and ten downtime days. 
  DM Appendix: NPC Summary 
   
  The following NPCs appear or are mentioned in this 
  adventure. 
   
  Fizzlebottom Cloisternook (FIZ-el-BOT-um CLOY-
  stir-nook). Gnome male. The old, kind, smart, and 
  often intoxicated patriarch of the Cloisternook 
  family. The Gond-worshipping clan has more than a 
  few secrets and Fizzlebottom knows them all. 
   
  Parabald the Maimed (par-uh-BALD). Dragonborn 
  male. A one-armed mage who feigns madness while 
  hunting cults of Cyric. 
   
  Li Tansu (LEE tahn-SOO). Human (Shou) female. A 
  woman of roughly 30 years, but wise beyond her 
  years. While slow to trust, she has set out in the 
  world to develop a deeper understanding of 
  “everything”. She recently broke her oaths to Deneir 
  and took up with the cult of Cyric for reasons known 
  only to her, but still feels the call of her former 
  patron. 
   
   
  
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  CORE 2-2 Songs of Law & Chaos  
  22 
  Appendix.  NPC/Monster 
  Statistics 
   
  Bandit Captain 
  Medium humanoid (human), neutral evil 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages Common, Gnome 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its longsword and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  Cockatrice 
  Small monstrosity, unaligned 
  Armor Class 11 
  Hit Points 27 (6d6 + 6) 
  Speed 20 ft., fly 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  12 (+1) 12 (+1) 
  2 (-4) 
  13 (+1) 
  5 (-3) 
  Senses darkvision 60ft., passive Perception 11 
  Languages – 
  Challenge 1/2 (100 XP) 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d4 + 1) piercing damage, and the 
  target must succeed on a DC 11 Constitution saving 
  throw against being magically petrified. On a failed 
  save, the creature 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 for 24 hours. 
   
  Cult Fanatic of Cyric 
  Medium humanoid (human), neutral evil 
  Armor Class 13 (leather leather) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
  Dark Devotion. The cult fanatic of Cyric has advantage 
  on saving throws against being charmed or frightened. 
  Spellcasting. The cult fanatic of Cyric is a 4th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save 
  DC 11, +3 to hit with spell attacks). The cult fanatic of 
  Cyric has the following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The cult fanatic of Cyric makes two melee 
  attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage  
  
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  CORE 2-2 Songs of Law & Chaos  
  23 
   
  Cultist of Cyric 
  Medium humanoid (human), neutral evil 
  Armor Class 12 (leather leather) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 
  Skills Deception +4, Religion +2 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/8 (25 XP) 
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d8) slashing damage. 
   
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  Kobold 
  Small humanoid (kobold), lawful evil 
  Armor Class 12 
  Hit Points 5 (2d6 - 2) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  7 (-2) 
  15 (+2) 
  9 (-1) 
  8 (-1) 
  7 (-2) 
  8 (-1) 
  Senses Darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
   
  Kobold, Winged 
  Small humanoid (kobold), lawful evil 
  Armor Class 13 
  Hit Points 7 (3d6 -32) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  7 (-2) 
  16 (+3) 
  9 (-1) 
  8 (-1) 
  7 (-2) 
  8 (-1) 
  Senses Darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/4 (50 XP) 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage. 
  Dropped Rock. Ranged Weapon Attack: +5 to hit, one 
  target directly below the kobold. Hit: 6 (1d6 + 3) 
  bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.   
  CORE 2-2 Songs of Law & Chaos  
  24 
   
  Phase Spider 
  Large monstrosity, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 32 (5d10 + 5) 
  Speed 30 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 15 (+2) 12 (+1) 
  6 (-2) 
  10 (+0) 
  6 (-2) 
  Skills Stealth +6 
  Senses Darkvision 60 ft., passive Perception 10 
  Languages - 
  Challenge 3 (700 XP) 
  Ethereal Jaunt. As a bonus action, the spider can 
  magically shift from the Material Plan to the Ethereal 
  Plane, or vice versa. 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to -
  make an ability check. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 18 (4d8) poison damage on a failed save, or half 
  as much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
   
  Emissary of Kezef 
  Large monstrosity, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0) 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Abyssal, telepathy 60 ft. 
  Challenge 4 (1,100 XP) 
  Legendary Resistance (1/Day). If the emissary fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 8 (3d4 + 1) piercing damage plus 7 (3d4) 
  poison damage. 
  Caustic Spittle (1/Day). The emissary spews forth a 
  gruesome shower of spit and vomit in a 30-foot cone. 
  Each creature in that area must succeed on a DC 12 
  Dexterity saving throw or take 1d6 acid damage at the 
  start of each of the emissary’s turns. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Infestation Spores (1/Day). The emissary releases 
  spores that burst out in a cloud that fills a 20-foot-
  radius sphere centered on it, and the cloud lingers for 1 
  minute. Any flesh-and-blood creature in the cloud 
  when it appears, or that enters it later, must make a DC 
  12 Constitution saving throw. On a successful save, the 
  creature can’t be infected by these spores for 24 hours. 
  On a failed save, the creature comatose but frozen in 
  place. While infected in this way, the creature can’t be 
  re-infected, and it must repeat the saving throw at the 
  end of every 24 hours, ending the infection on a 
  success. On a failure, the infected creature’s body is 
  slowly taken drained of all vital energy, and after three 
  such failed saves, the creature dies and rises 1d4 hours 
  later as a shadow. 
  Legendary Actions 
  The emissary can take 2 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 emissary regains spent 
  legendary actions at the start of its turn. 
  Bite. The emissary makes a bite attack. 
  Devour Faith. The emissary absorbs faith and spell 
  energy from a creature within 10 feet of it, regaining 
  1d8 + 2 hit points unless that creature sacrifices an 
  unused spell slot of 1st level or higher. This ability has 
  no function against creatures with no spell slots 
  (creatures that have used all of their spell slots are not 
  immune). 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.   
  CORE 2-2 Songs of Law & Chaos  
  25 
   
  Handout 1: Instructions for the Machine 
   
   
   
  Our plans proceed apace. 
   
  Stay at your post and watch over the goods.  
  We make our move when the protestors’ cries 
  echo throughout the city.  I will be at the 
  Outcast’s Sanctuary, preparing something 
  special for the occasion. 
   
  Lord Yestral is incredibly pleased with the 
  progress we’ve made.  When the smoke clears, 
  your rewards will exceed anything you can 
  imagine. 
   
  By the full moon’s glow, 
  E.M. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.   
  CORE 2-2 Songs of Law & Chaos  
  26 
   
   
  Player Handout 2: Emerald Kidgloves 
  Emerald Kidgloves (Gloves of Thievery) 
  Wondrous item, uncommon 
  These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. 
  Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to 
  accommodate a small or medium wearer’s size. 
   While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made 
  to pick locks.  Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them 
  and spending coin for the benefit of others without hesitation. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-05 CORE 2-2 Songs of Law & Chaos.pdf