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2019DDOPEN - Forged in Fire
2019DDOPEN - Forged in Fire
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,
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Forged in Fire is a Dungeons & Dragons® adventure
Three paladins, citizens of the city of Elturel,
for the six 7th-level pregenerated characters
traveled to Baldur’s Gate to arrest three infernal
included with the adventure. Using characters other
pact warlocks. The warlocks were hired by
than those provided is not allowed, as the characters Falaster Fisk, a ranking member of Baldur’s Gate’s
are created to fit specifically into the story and thieves’ guild, to steal a puzzle box from Elturel’s
encounters of the adventure. High Overseer, Thavius Kreeg. After delivering the
The D&D Open is a competitive event designed stolen puzzle box to Fisk, the warlocks were
for multiple groups playing together. Players caught and arrested by the three paladins in
participating in the event can earn rewards that Baldur’s Gate, though Fisk is in the wind.
can be applied to one D&D Adventurers League Using powerful magical shackles, each paladin is
character. Rewards can only be applied to a single chained to one warlock to ensure the warlocks
DDAL character, as described on the official 2019 won’t run away before their execution in Baldur’s
D&D Open reward certificate provided to players Gate. Before the execution can be carried out, the
at the end of the event (see appendix C). paladins and warlocks are pulled into Avernus by
The event runs for approximately 8 hours, with a cultist’s ritual. Once in Avernus, the six must
a 1-hour break between the first and second depend on each other to survive, as the warlocks
round. have the knowledge needed to navigate the hostile
plane, while the paladins have the might.
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DDOPEN2019 Forged in Fire 3
Final Scoring. (30 Minutes). Scores for each
table are tallied, and winners are announced.
Rewards for individual and group efforts are
The event is divided into 2 rounds. Each round is
presented.
timed and lasts approximately 4 hours.
The first round begins with the characters being There are some preparations that you need to
sent to Avernus and discovering a ritual that can make before beginning the game.
send them home.
Episode 1. (60 Minutes). The players are
mustered to their tables, have the chance to get When you arrive at the event, visit Open HQ to
acquainted with their characters and each other, collect your DM Pack.
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. It’s your responsibility to adjudicate the rules of
Episode 2. (90 Minutes). The characters seek the game fairly and ensure your players have a fun
answers and guidance at the home of Xalzair, time.
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 Because of the competitive nature of the event,
who can remove the manacles binding them DMs should not adjust to the difficulty of the
together. The pit fiend also wants the characters adventure. While any game of D&D requires the
to assist him in making a deal to gain the souls of DM to be flexible in responding to the variety of
some lost modrons. Depending on the characters’ ideas players can employ, the D&D Open should
choice, they might move on to the modrons’ barge, see DMs staying close to the script to ensure all
or they might steal the necessary ritual from the tables have a consistent, even if not identical, play
library and deal with invading demons. experience.
Episode 3. (90 Minutes). To perform the ritual, Since this adventure uses pre-generated
the characters need a specific sword. The best characters, there is no need to scale encounters up
place to acquire such a weapon locally is the Forge or down based on the strength of the party. All
of Falgrath, Donaris’s patron. The characters tables playing the adventure should also have
travel to the forge through the terrible and exactly six players, one for each character, so no
dangerous Avernus hellscape. The characters can adjustments are required based on the number of
either accept Falgrath’s offer and fight abishai for players.
him, or they can attempt to steal the sword.
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DDOPEN2019 Forged in Fire 4
Please do not give players any information
Combat is likely unavoidable in this adventure. To ensure about point values for scoring before, during, or
players keep the action of the adventure moving, consider after the adventure, unless instructed to do so.
to the following methods speed up play: This event runs at other shows, so revealing the
scoring would be unfair for those who play
Use theater of the mind combat, or hand wave distances
on the battlemap instead of counting feet.
elsewhere.
Don’t roll for enemy initiative. All enemies act on an If you have any questions about scoring, ask
initiative count of 10 + the Dexterity modifier of the enemy Open HQ for help. While scoring should be done as
with the highest Dexterity. accurately as possible, it is more important to run
If any player beats the enemy on initiative, the group a fun event for the table than it is to get every
acts first. Just start with the player with the highest point tallied exactly right. That said, do your best
initiative result, and then circle around the table clockwise to keep track, as this will likely be an important
from that player. part of the fun for some players. Provide Open
Use average damage for enemy attacks. On a critical hit, HQ with your table's completed scoring sheet
roll all the dice as normal. at the end of both rounds of play.
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DDOPEN2019 Forged in Fire 5
A fiend presents a contract on a scroll made Ability checks made to remove or unlock the
from interlocking metal plates that the manacles automatically fail.
character must sign to give away their soul. While wearing the manacles you can’t be more
To sign, all a character need to is allow a drop of than 10 feet from the other character wearing
their own blood to touch the surface of the the same set of manacles. If either of you is
contract. forced out of this range, you drag the other
Each character can only sell their own character with you.
individual soul and not another. While wearing the manacles your form can
Each character can only sell their soul once. The magically change (such as with the polymorph
fiends offering such services have a divine sense or gaseous form spell) but the manacles adapt to
about such things and cannot be tricked into remain attached to your new form.
accepting and already sold soul. If you attempt to teleport while wearing the
A character who sells their soul fails death manacles, the spell or ability fails unless it is
saving throws on a result of 14 or lower, as the capable of teleporting both the caster and the
Nine Hells tries to claim them while dying. character chained to the caster, such as with a
[Devils won’t communicate this ‘tugging-on the dimension door spell.
soul’ effect while making the deal unless If the paladin wearing the manacles dies, the
specifically asked, and why would they?] warlock attached to the same set of manacles
immediately dies as well.
If you remove the piece of your body with the
One of the event administrators should play manacles attached, you die. If you are raised,
Pipyap, a wheeling and dealing imp who moves when you return, you find yourself attached
from table to table, offering deals for spellcasting once more.
services, magic items, and other favors. 20 Handout 1 contains these rules for the players.
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!
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DDOPEN2019 Forged in Fire 6
Pipyap’s Deals
Good or Service Cost
A potion of greater Pipyap temporarily takes
healing, a potion of the character’s voice and
resistance, or a spell scroll that character cannot talk
of 2nd or lower level 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 Pipyap takes the
potion of invulnerability, a character’s two remaining
potion of mind reading, a highest-level spell slots.
spell scroll of 4th or lower
level, or Pipyap removes a
harmful condition
affecting one character
Pipyap returns a dead Pipyap permanently
character to life by casting removes on weapon, tool,
the true resurrection spell or skill proficiency or a
spell know from the
character who made the
deal.
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DDOPEN2019 Forged in Fire 7
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 Draw attention to handout 1, which contains
and reviewed, and the characters learn about their helpful information.
exploits up to this point. They are then tossed into Ask the table to pick one person as the table
the fire (of Hell) and must survive their first captain. This person makes decisions for the
moments in Avernus. table if a vote does not settle matters, keeps
track of paperwork, interacts with Open HQ
when necessary, etc. Make sure the table
After a brief DM meeting, DMs are sent to their captain has all necessary paperwork and knows
table with the materials the players need: six the location of Open HQ at the event. If the table
character packets and handouts. Handout 1 cannot pick a captain, it is up to you who gets
describes the mechanical and story implications of the job.
being chained to another character. Inform the warlock characters that the paladin
Only share with the players the material character they are chained to currently carries
they’re allowed to see (at this stage, just all of their equipment.
handout 1 and the character packets).
As players arrive at your table, point them to the Approximately 15 minutes after the event begins,
character packets. Only allow them to see the an administrator speaks to everyone:
cover page of the packets, not letting them flip to
the character information on the inside. When six “We are here for this solemn occasion. These three villains
players are at your table, have them choose a – the warlocks known as Rage, Donaris, and Tagith – have
character to play. Encourage them to pick quickly been found guilty of consorting with devils, burglary,
so that when the event starts, they are ready. larceny, and murder! The sentence of death shall be
When characters are selected, allow the players carried out forthwith. We thank these diligent and
to open the packets and get familiar with their honorable paladins from the city of Elturel – Bai,
characters. Instruct them not to reveal any of Forgiveness, and Xadal – for capturing the criminals and
the secret information in the packet. Answer delivering them to us. Let the sentence be carried out!”
any questions they might have. “But first, each of the condemned are allowed final
Since the characters are bound together in pairs words. And each paladin may offer a prayer on this, the
during a portion of the event, explain that moment of their death.”
players must sit at the seats where the
characters are placed to play those characters.
At this point, the DMs take over. Each warlock can
In other words, the player should not move the
offer their last words, and each paladin can offer a
character packets; instead, they should sit in the
prayer. Give inspiration to each player who says
spot containing the character they want to play.
something in character.
Characters should be placed, starting at your
left, as follows. The arrows show who is chained
to whom: RageBai,
The proceedings are interrupted as a powerful
DonarisForgiveness, TagithXadal.
cultist moves forward and shouts a terrible curse.
There may be a prop at the table – rope, string, In a matter of moments, the six who stood at the
chain, paper, etc. – to reinforce that the front of the room disappear in a puff of noxious
characters are bound together in pairs. If the smoke.
players are comfortable doing so, have them
connect themselves using this prop to the
characters they are attached to in the game.
As the Baldur’s Gate city guards move forward to place the Can we control our fall, or at least direct it?
nooses around the warlocks’ necks, a bevy of black-caped By working in tandem with your linked partner,
you can direct your descent to some extent. That
figures move forward, screaming a strange chant. One
is, you can move in any of the cardinal directions
throws off his cloak, and you notice bloody sigils and glyphs
while you are falling.
carved into his chest. As he claps his hands, you are struck
by a gust of searing wind. Can we cast spells, touch each other, or
You find yourselves plummeting, chained together in otherwise use actions or interact?
pairs, through stifling hot air. The landscape rushing rapidly Yes. You have 3 rounds to act before you go splat.
toward you looks much different from where you were.
Rather than the city of Baldur’s Gate on the edge of the Are there other creatures in the air with us?
Sword Coast, you fall toward a terrible hellscape of red Nothing close enough to reach you, or you reach
earth. Brimstone-filled air forces itself into your nostrils as them, in the next 18 seconds.
you fall.
Directly beneath you, scores of devilish and demonic Do the warlocks have their arcane foci or their
creatures tear and rend each other’s infernal flesh.
spell components?
No, but the paladin attached to each warlock holds
Although the whistling wind is quite deafening, you can still
the arcane focus and spell component pouch of their
make out the gibbering shrieks, cries, howls, and screams prisoner.
of the battling fiends below you.
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DDOPEN2019 Forged in Fire 9
them, are listed below. If the players come up with escape. Less than DC 10, the characters are forced
other solutions, adjudicate them at your best to fight and therefore die.
discretion based on the examples below. Other Plans. If the characters try other methods
of escaping the melee, use the preceding points as
Aura of the Guardian: This paladin feature can
guidance. For example, if Xadal uses his Turn the
be used as a reaction to allow the paladin to
Faithless feature, give all the characters advantage
absorb the damage taken by some other
on their Charisma (Intimidation) checks.
creature within 10 feet.
Characters that use invisibility might
Polymorph: This spell can be used, but the chain automatically succeed on their Dexterity (Stealth)
remains attached to any target of the spell. The checks to flee the scene.
best that can be hoped for using this spell is Soon after they get free of the melee (or die),
something like a giant eagle, which could fly Mahadi and his Wandering Emporium arrive.
safely to the ground and carry their chained Proceed to scene D, “Meeting Mahadi”.
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 If the characters splash-land in the ichor bog, the
creature that might be able to fly up and carry debilitating properties of the gruesome ichor eat
them or otherwise break their fall, it’s too late. away at the characters’ bodies and minds.
Characters entering the ichor bog must first
succeed on a DC 15 Strength (Athletics) check to
When the characters land, they are likely either swim out of the ichor. On a failed check, the
touching (or splatting) down amid the battle character slips below the surface.
pitting demons against devils, or they are Those slipping below the surface because of a
splashing down in an ichor bog within a bone failed check must succeed on a DC 15 Constitution
crater. 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
If the characters land within the wild melee taking remnants of all the devils and other lost souls
place on the plains of Avernus, they must comprising the ichor.
somehow survive the enemies there. The fiends Until the character can swim out, or get helped
number far too many to fight, so an alternative out by an ally, they must continue attempting the
method is needed. Constitution saving throws. A character who is out
Fight. If the characters insist on fighting, they of the bog can pull out a connected character still
are overwhelmed and killed by the demons and in the bog with a successful DC 10 Strength
devils. Pipyap can return them to life after the (Athletics) check as an action.
melee has ended. After getting clear of the ichor bog, the
Intimidation/Deception. A successful DC 20 characters witness Mahadi and his Wandering
group Charisma (Deception or Intimidation) check Emporium’s arrival.
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
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DDOPEN2019 Forged in Fire 10
souls. Each bullet costs the low, low price of one
soul (and each character can only give up their
After the characters remove themselves from any soul once):
immediate danger, they meet the inestimable
Mahadi, the purveyor of goods and overseer of the Winged boots (DMG)
Wandering Emporium, an infernal traveling Broom of flying (DMG)
merchant caravan. 6 potions of supreme healing
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 Characters may attempt to steal one or more of
broker, privy to all manner of dealings that might the items from Mahadi: but make it clear before
otherwise escape the attention of his patron. they do so that his devils are too powerful to fight
The Wandering Emporium is the collective if things go wrong! For each theft attempted, the
name for a dozen or so modified infernal war character must succeed on a DC 15 Dexterity
machines converted to form a dreadful open-air (Sleight of Hand) check. On a success, the
market, bringing all manner of rare and illicit character takes possession of the item. On a
goods to Avernus’s unsavory customers. The failure, the character is caught and suffers the
vendors who sell their wares or services are all wrath of Mahadi.
somehow bound to Mahadi. Offending characters are overwhelmed and
When the characters escape danger, read: killed by Mahadi’s devils, and the companions are
beaten for 20 points of bludgeoning damage.
As you collect yourselves, an ear-piercing swelling of soul- Mahadi, however, spares the life and the beating
shredding shrieks fill the air. The shrieks are loud and for the soul of one of the paladins.
sustained, and they get closer and closer. On the horizon, If the characters do get the item and move on to
dust billows in time with the shrieks. Moments later you part 2 with it, Mahadi soon figures it out and sends
minions after the players to kill them and retrieve
realize the dust is rising from the wheels of a speeding
the item. Those minions are described in the later
caravan of wheeled, metal machines, and the noises arise
parts.
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 Mahadi can’t help the characters escape the chains
life here is pleasing. I am Mahadi, purveyor of goods. And in that bind them together, nor do they have
your case, perhaps elongator of lives. May I interest you in sufficient tradable goods to pay for him to send
a scarab-beetle tart?” them back to their home plane.
After the characters take a short rest at the
Wandering Emporium, Tagith feels the pull of her
If anyone takes and eats the tart, it is delicious patron, Xalzair. She knows that help for the group
(when it stops crawling around in their throat and lay in that direction. The characters can head out,
stomach). The tart, however, is not free. Mahadi and Mahadi wishes them a short and pleasant
demands at least 10 gp for it, but he also accepts a death at the hands of the denizens of Avernus.
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
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DDOPEN2019 Forged in Fire 11
Then I’ll see you in Hell.
—Han Solo, The Empire Strikes Back
Allotted Time: 90 minutes
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DDOPEN2019 Forged in Fire 13
“Knowledge is our meal. One of us devours outcast elves.
The library’s interior looks like the infernal The other consumes dreams and death. Which eats which
version of a quiet monastery or university.
matters not, only that we feast so your own minds can feed
Atmosphere. Silence reigns inside the library.
on ancient tomes beyond the door.”
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 This message can help the characters unlock the
study. The entirety of the building smells like door to area X2 (see “Unlocking the Door”). Give
musty books. the players a chance to figure out the riddle
Dimensions and Terrain. The library is 80 feet themselves. If they can’t, a character who succeeds
tall. The ceilings in the library are 30 feet tall with on a DC 15 Intelligence (Religion) check knows
20-foot-high doorways connecting rooms. that Fenmarel Mestarine is the elf god of outcasts
Doors and Walls. The doors and walls of the and Sehanine Moonbow is the elf god of dreams
library have AC 17, 45 hit points, and immunity to and death.
poison and psychic damage. Locked doors can be Unlocking the Door. The door to area 2B is
picked by characters who make a successful DC 15 locked (see “Area Information”). This door is
Dexterity check with thieves’ tools or forced open unlocked with an audible click if the books about
by a character who makes a successful DC 20 Fenmarel Mestarine and Sehanine Moonbow are
Strength check. Xalzair holds a master key to the taken from the bookshelf and placed in the hands
doors. Climbing the walls of the library without of the statues. One book should be placed in the
equipment requires a successful DC 15 Strength hands of each statue, but it doesn’t matter which
(Athletics) check. statue holds which book.
Illumination. All areas of the library are Nightmare Trap. If a character touches or tries
brightly lit by the continual flame spell cast on to damage the door while it is locked or tries to
torches in sconces. 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 front door to the library is locked (see “Front The statues each have AC 19, 36 hit points, and
Door”). The outer hall of Xalzair’s library has the immunity to poison and psychic damage. If the
following features: statues are destroyed, the door unlocks.
Taradox, an orthon loyal to Xalzair, stands
guard invisibly in the foyer.
A shelf of silvery books with titles written in The snooty Taradox takes his role of guardian and
Elvish stands in the north end of the hall. caretaker of Xalzair seriously. He doesn’t want
Two iron statues of pit fiends stand at the south loud noises to interrupt his master’s study. If the
end of the hall, gazing down at their palms as if characters enter area X1 with the permission of
reading invisible books Xalzair or Davaltius and Vaderthorp, Taradox
shadows the characters while they move through
The door to area X2 is locked (see “Pit Fiend
this area. The first time one of them makes a noise
Statues”).
louder than a whisper, the orthon shushes them
Elvish Bookshelf. The bookshelf holds a series while remaining invisible. The second time this
of religious books about the Seldarine, the elf happens, he gives the characters a whispered
deities of the Forgotten Realms. There are twenty- warning to shut up because the master is studying.
nine tomes on the shelf, one per god in the The third time, he attacks.
pantheon. The books are written in Elvish. Give a If the characters enter this area without
character who can read Elvish handout 2, “Evlish permission, if they are setup by Davaltius and
Book Titles.” Vaderthorp (see “Getting Inside the Library”), or if
Pit Fiend Statues. A detect magic spell reveals they take more than 10 minutes of game time to
the statues radiate auras of abjuration and illusion figure out the statue puzzle or set off the trap (see
magic. The first time a character walks within 5 “Pit Fiend Statues”), the orthon attacks, suspecting
feet of either of the statues, the statues speak a the characters of being intruders. Taradox fights
message in Infernal: until reduced to 40 hit points then flees.
A character convinces a captured or cornered
Taradox to reveal the answer to the statue puzzle
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DDOPEN2019 Forged in Fire 14
with a successful DC 15 Charisma (Intimidation) What are the material components used in
check. A character who has not gotten into a fight the fireball spell? The answer is bat guano and
with the orthon can convince the devil to help sulfur, which a character knows with a
with the statue puzzle with a successful DC 15 successful DC 10 Intelligence (Arcana) check.
Charisma (Deception or Persuasion) 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.
The door to this area from area 2A is locked (see
Who is the ninth king of Mithral Hall? The
“Pit Fiend Statues” in area 2A). The outer library
answer is Gandalug Battlehammer, which a
has the following features:
character knows with a successful DC 15
Sidleus, an imp, remains invisible in this Intelligence (History) check.
chamber. If the characters refuse to answer her questions,
The outer library has long curved bookshelves take too long to answer, or get an answer wrong,
on its walls that stretch from floor to ceiling. Sidleus activates the swarm of vampiric tomes.
The door to area 2C is locked (see “Area If the characters get all Sidleus’ questions right
Information”). or defeat the swarm, the imp decides that they’re
Bookshelf Trap. The shelves hold Xalzair’s worthy of seeing Xalzair and lets the characters
fiction collection, an impressive trove of epic tales, through the door to area X3.
horror stories, poems, plays, mysteries, and more. Sidleus’ Key. Sidleus holds a key to the door in
A character who succeeds on a DC 12 Intelligence this room that leads to area X3.
(Investigation) checks notices many vampire
romance novels in the collection. Every shelf is
carved with a message in Infernal that reads, “Do
The inner library has the following features:
not touch the books.” A detect magic spell reveals
the books on the shelves radiate auras of Xalzair, a pit fiend, sits in an oversized chair in
transmutation magic. the center of the room reading a book in
If a character touches one of the books, all of the Infernal titled, How to Get the Most Out of
texts grow fangs and fly off the shelves, turning Warlocks by Graztalack.
into a hostile swarm of vampiric tomes that A circular staircase leads up the second floor of
fights to the death. the library.
A large bookshelf stretches from floor to ceiling
and covers every available surface of wall.
The imp Sidleus has read many books in Xalzair’s Bookshelves. The shelves hold Xalzair’s
collection to impress her master. She’s a bit of a nonfiction collection.
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 Xalzair is imposing, slick, and extremely
invisible. If the characters are hostile, the imp knowledgeable. He often quotes his favorite
activates the swarm of vampiric tomes (see authors and always speaks as if giving a lecture.
“Bookshelves”). If the characters aren’t hostile, When he notices the characters, he forgives any
Sidleus tells the characters in a whisper they must transgressions they have made against his guards
answer three questions to get into area X3. or harm they have done to his home because he
Sidleus’ Test. The characters can answer these has a job for them. Proceed to scene D, “Getting
questions in two ways: either one or more players the Ritual.”
know the answer, or if no player knows, allow the Any characters who enter this area from the
characters to make ability checks, determining the stairs are greeted with a warning from Xalzair to
answer on a success. Tagith has advantage on never go upstairs again. If the characters finish
these checks. Allow the characters to use spells speaking with Xalzair and wish to attempt to
like charm monster or zone of truth to extract sneak up the steps, they can do so. The pit fiend
answers from Sidleus. She appreciates such immediately becomes so absorbed in his book that
cleverness. characters who make successful DC 14 Dexterity
The imp asks the following questions: (Stealth) checks sneak by the pit fiend without
him noticing. If this check fails, Xalzair warns the
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DDOPEN2019 Forged in Fire 15
characters to not go upstairs then attacks if they
try again.
If combat breaks out with Xalzair, he battles the Xalzair’s personal chambers have the following
characters until they agree to give up. Hoping they features:
learned their lesson, he sits back down and states This chamber is under the effect of the silence
the terms of his deal (see scene D, “Getting the rune in area 2D.
Ritual”). A 10-foot-radius, 5-foot-deep tub of boiling
Xalzair and Tagith. Xalzair expects much from blood stands on the east side of the room.
his patrons. He doesn’t go easy on Tagith and A bookshelf stands on the west wall.
demands the warlock answer inane trivia A portrait of a magnificent pit fiend wearing
questions about magic at random times to see if armor and wielding a flaming greatsword hangs
she is “keeping up with her studies.” The following on the north wall.
trivia questions (and answers) might be asked of
Tagith. Feel free to use your own trivia questions Blood Tub. Xalzair rests and hides his
as well. possessions in the pool of blood. A detect magic
spell reveals the pool radiates an aura of
“Who is the halfling god of adventure and transmutation magic. Any liquid placed in it
thievery?” (Brandobaris) becomes scalding hot. A creature that touches the
“What is the name of the process in which a tub or the blood or starts its turn touching the tub
humanoid becomes a mind flayer?” or the blood takes 16 (3d10) fire damage. A
(Ceremorphosis) character can tip over the tub with a successful DC
“What color is an amused flumph?” (Pink) 15 Strength (Athletics) check.
“How often does the Great Modron March Bronze Chest. A character who succeeds on a
occur?” (Every 289 years) 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
Xalzair likes to quote from his favorite texts. Let the
following quotes inspire your own creations: precious belongings (see “Treasure”).
Bookshelf. The bookshelf holds many tomes
“Those who ask for nothing without offering anything in about magic, Xalzair’s favorite subject.
return are poor business partners and worse friends.” – The
Portrait. A character who succeeds on a DC 15
Business of Business by Bayinath the Zoeth
Intelligence (Arcana, History, or Religion) check
“Modrons are not totally bad. They are not totally good
either. They are totally organized, annoying, and honest.” –
knows that the portrait depicts Bel, the former
Volo’s Guide to the Planes by Volothamp Geddarm ruler of Avernus who now serves as the current
“The greatest generals in the infernal armies are pit ruler Zariel’s second-in-command.
fiends. Cross them not, let ye want thy skull turned into a
flaming mace.” – On Infernal Armies by Elminster Aumar
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:
A red glowing Infernal rune is emblazoned on the “Getting the Ritual”), an immovable rod and three
ceiling of this hall. A detect magic spell reveals the potions of greater healing.
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 This place is where the devils who serve Xalzair
floor under the effect of a silence spell. Xalzair rest:
keeps the second floor under this effect so he Ezomul and Witalax, two bearded devils play a
doesn’t hear the devils walking around above him card game while sitting on a pair of bunk beds,
while he’s trying to read in the inner library (area while Deromore, an imp writes dirty jokes in
2C). Infernal on the walls with chalk.
Marring the sigil with a tool or weapon causes This chamber is under the effect of the silence
the sigil to lose its magic. Xalzair comes from area rune in area 2D.
2C to investigate as soon as he hears a noise above A pair of empty bunk beds and one larger bed
him. are perfectly made.
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DDOPEN2019 Forged in Fire 16
Five footlockers stand in rows on the south wall. 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
The devils don’t like being disturbed. They motion ritual back.
for the characters to leave them in privacy then If the characters flee from the pit fiend, Xalzair
attack if the characters don’t heed the request. The doesn’t chase them beyond the confines of his
fiends fight until one devil remains, then that devil library as to not leave his books unguarded. If
attempts to flee to area 2C. Taradox is still alive, Xalzair sends the orthon
after the characters.
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DDOPEN2019 Forged in Fire 17
If the characters fail in getting the modrons to persuade the modrons’ to give their souls to
sign over their souls, Xalzair still gives them the Xalzair, Falgrath takes revenge in part 3.
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. 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
The Logic Clock is a clockwork barge that is 50 feet or understand. They are also quick to point out and correct
long and 20 feet wide. It carries a group of ten mistakes, not to offend another person, but simply because
quadrones led by one pentadrone. In order to mistakes must be corrected.
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 When the characters have the ritual, they can
the barge by appealing to the pentadrone with a leave the library.
successful DC 13 Charisma (Intimidation or
Persuasion) check. At your discretion, players who
roleplay the scene well can stop the barge without Characters understanding Infernal can read the
needing to make this check. ritual. To summon Glasya’s agent, the casters must
Boarding the Barge. The characters can use a blade forged by a pit fiend to sacrifice a pack
attempt to leap aboard the deck of the Logic Clock of six hell hounds atop Mt. Yaltomec, a volcano in
with a successful DC 13 Strength (Athletics) check. Avernus that Glasya threw Juiblex into years ago
Characters chained together must both succeed on and now bubbles with demon ichor.
this check. If one character fails, both fall into the It should be obvious to the characters that they
River Styx (see “River Styx” in scene B: “Outside need a blade forged by a pit fiend and a pack of six
the Library”). Characters who leap aboard the hell hounds to complete the ritual. The character
barge uninvited are attacked by the modrons. The Donaris Alimbo knows that his patron, the pit
modrons fight to the death, or until a character fiend Falgrath, has a weapon forge nearby and can
succeeds on a DC 15 Charisma (Intimidation or lead the characters to it. Proceed to episode 3
Persuasion) check made as an action to convince when the lead administrator tells you to do so.
the pentadrone to surrender. If the pentadrone
dies, the characters can’t make a deal with the
quadrones. If you complete this episode of the adventure and
Convincing the Modrons. The quadrones do have at least 15 minutes of the allotted time
whatever the pentadrone orders them to do. remaining, you can add the following optional
Outside of battle, the pentadrone speaks for the encounter.
group, saying they’re lost and trying to return As the characters leave the library, they run into
home to Mechanus. A character who succeeds on two vrocks from the Abyss that came to Avernus
DC 13 Charisma (Intimidation or Persuasion) with Yeenoghu to fight the Blood War. These
check convinces the pentadrone to take Xalzair’s fiends are scouting future battle sites and can’t
deal, which all the modrons sign. Failing this check resist a chance at violence. They attack the
causes the modrons to treat the characters as characters, fighting to the death or until the lead
hostile and attack, fighting to the death. At your administrator tells you to proceed to episode 3,
discretion, players who roleplay the scene well whichever comes first.
can convince the pentadrone without needing to
make a check.
Development. Xalzair intentionally didn’t tell The characters can take a short rest before
the characters that the Logic Clock is due to pass moving on to episode 3.
through Falgrath’s territory, and that pit fiend also
desires the souls onboard. If the characters
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DDOPEN2019 Forged in Fire 18
Those who play with the devil's toys will be brought by degrees to wield his sword.
—R. Buckminster Fuller
Allotted Time: 90 minutes
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DDOPEN2019 Forged in Fire 20
Walls. Climbing the walls of the forge without If the demons accept the characters’ help and
equipment requires a successful DC 15 Strength the characters can knock down one of the doors,
(Athletics) check. The structure has no windows the demons funnel into the forge and attack. The
and there is an entry hatch in the northeast corner characters might be able to use the confusion to
of the roof. The hatch is latched and locked from search the forge for a ritual-worthy sword.
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. The areas of the forge refer to the map in
appendix D.
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DDOPEN2019 Forged in Fire 21
covers a panel that opens a secret door leading
into the inner forge at area 3E. With a successful The inner forge burns with the flames of hellfire.
DC 10 Intelligence (Investigation) check, Creature who move adjacent to the forge take 21
characters notice scrapes on the floor where the (6d6) fire damage. A creature that moves into the
unlit forge is pushed to expose the panel. All of the forge takes 70 (20d6) fire damage.
hellsmiths know the location of the panels and the The Swords. The walls are decorated with the
doors. most famous and powerful swords Falgrath has
Walls. A wide variety of weapons cover the forged. Only two of them contains the touch of
walls. Creatures pushed into the wall take 14 silver that meets the requirements of the
(4d6) piercing damage. None of these weapons summoning ritual. If the characters attempt to
are magical, but almost any normal weapon can be steal it somehow, they must succeed on a DC 15
found. Intelligence (Investigation) check to find the
correct sword.
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DDOPEN2019 Forged in Fire 22
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.
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DDOPEN2019 Forged in Fire 23
Those who are in the Fire will cry out to the keepers of Hell…
- Quran 40:49
Allotted Time: 90 minutes
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DDOPEN2019 Forged in Fire 25
Mind blasted, brain devoured. Now there’s just one. Illumination. Roaring flames belch from wall-
One brave adventurer hears hooting up ahead. mounted braziers, filling the menagerie with
bright, fiery light.
Slashing claws and piercing beak! Now they’re all dead.
Beast Pen. Each pen is carved into a recess
What happened?
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’
The six adventurers were defeated by a mimic, a rust
monster, a beholder, a banshee, a mind flayer (illithid), and inhabitants to anyone passing by. Creatures
an owlbear. within the pens can attack out from within if
they’re able, though they avoid targeting
Give the players time to answer the riddle Bragacon’s devils.
themselves. If they can’t answer it, any character The gates are locked with large padlocks.
who succeeds on a DC 17 Intelligence check can Characters who attempt to pick a padlock must
figure it out. If a character answers the riddle succeed on a DC 18 Dexterity check made with
successfully, the gate guardian raises the gate to thieves’ tools. If they attempt this check from
let the group through. As they pass through, the inside the pen, they have disadvantage due to
characters behold the guardian’s true form: a having to crane through the bars and work blind.
horrendous blob of stitched-together souls. Windows. Barred windows set into the walls of
Proceed to scene C, “Through the Menagerie.” the beast pens overlook the canyon below.
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 If the players enter via the main gate, give them
flesh golem with the following modification: it the “Menagerie Route Planner” (handout 5 from
can make four slam attacks instead of two when it appendix C) when you begin this scene. This map
uses its Multiattack action option. 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.
The hollowed-out interior of the broadsword is
Ozible warns his master that the monsters are
packed with beast pens harboring a variety of
known to snatch visitors passing by their pens, so
deadly monsters. To reach Bragacon’s throne
the characters should plan their route carefully.
room, the group must thread their way through
Ozible hints that Bragacon often makes
this deadly menagerie (see “Picking a Route”).
modifications to her menagerie’s layout, hiding
secrets that could possibly aid the characters if
they choose the correct path to her lair.
The characters must plot a way through the
Tell the players that they must draw a route for
menagerie to reach the throne room.
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
This area is shown on the menagerie map in
menagerie map and run any encounters that occur
appendix D. The menagerie is built into the
along the route.
hollowed-out interior of the sword, and thus
Important: Pass a note to warn the character
slopes upward at a steep angle. Three parallel
Rage that the dark secret mentioned on their
staircases ascend to the throne room high above,
character sheet is probably detailed in the pact
branching together at balconies set along the
records room (area 4e).
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, The main gate into the menagerie is guarded by
draping the entire area in a sticky haze. Wisdom the monster detailed in scene B, “Gate Guardian.”
(Perception) checks that rely on sight are made This is a grotesque flesh golem with the following
with disadvantage. modification: it can make four slam attacks
instead of two when it uses its Multiattack action
option.
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DDOPEN2019 Forged in Fire 26
If the guardian allows the characters to enter limits to all, so he attacks anyone he detects. Due
through the main gate without a fight, the to his poor eyesight, he has disadvantage on
guardian directs them toward the throne room at Wisdom (Perception) checks that rely on sight.
the top of the stairs but offers no further advice. If Characters who seek out Rage’s pact tome learn
they enter via a beast pen window, the guardian a dark secret about the tiefling: Rage imprisoned
attacks on sight if it spots them trespassing. 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
Each of those locations is trapped. When an if the player persuades the other players to ignore
intruder steps on a hidden pressure plate, a the room.
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 Each of these pens contains six hell hounds and
as scorch marks on the floor and walls. A spell or has a bearded devil stationed on guard outside.
other effect that can detect the presence of magic, The devil interrogates any newcomers it sees.
such as detect magic, reveals an aura of evocation Characters who broke in through a window or
magic around the wall. killed the gate guardian must succeed on a
The trap activates when more than 20 pounds Charisma (Deception) check opposed by the
of weight is placed on the pressure plate, causing devil’s Wisdom (Insight) check to spin a
the wall nearby to release a 30-foot cone of fire convincing yarn. The devils won’t open the pens to
angled down the staircase. Each creature in the anyone unless they receive a direct order to do so
fire must make a DC 13 Dexterity saving throw, from Bragacon.
taking 22 (4d10) fire damage on a failed save, or Each devil carries keys to the beast pens. They
half as much damage on a successful one. also carry a ring of six hell hound collars set at the
Wedging an iron spike or other object under the end of ten-foot chains. Any hell hound wearing a
pressure plate prevents the trap from activating. A collar obeys the commands of whoever holds its
successful dispel magic (DC 13) cast on the walls chain. Until chained, the hell hounds attack any
destroys the trap in that one location. 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 flesh golems:
monstrous constructions crafted by Bragacon’s
own hand. Unless distracted, one golem is always Each of these pens contains three basilisks. If the
by the gate and reaches through the bars to strike basilisks spot intruders through the bars, they try
any intruders who pass within 5 feet. to target them with their petrifying gaze.
Each of these pens contains five harpies. If the A dozen of Bragacon’s imps nest high among the
harpies see intruders through the bars, they use pillars of this hall. If they spot intruders
their luring song to draw the characters close to approaching, they turn invisible and hide.
the bars and then try to tear them to pieces with Characters who succeed on a DC 12 Wisdom
their melee attacks. (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
This chamber contains musty tomes containing for outsiders and deeply resent Ozible for
details of every pact made between Bragacon and escaping the menagerie. As you roleplay the imps,
her warlocks. The tomes are stacked on high try to express their hatred for their mistress.
bookshelves and guarded by a nearsighted Characters who succeed on a DC 15 Wisdom
bearded devil named Gathrimmek the Unseeing. (Insight) discern that the imps could be turned
Gathrimmek shuffles between the shelves, against Bragacon.
whispering madly to the books. This area is off-
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DDOPEN2019 Forged in Fire 27
To win the imps over, the characters must first
impress them. The imps say they want to hear a Bragacon is a vengeful, poison-hearted fiend who
true story of cruelty from each of the characters: sees enemies at every turn. When the characters
either a time they inflicted pain on another enter her throne room, she instantly recognizes
creature or had an evil deed committed against Rage and demands that he prostrate himself in
them. front of her. Bragacon spends a while teasing Rage
So long as the stories seem true, the imps cackle by hinting at the terms of his pact (see Area 4E),
in glee to hear the tales. If the group impresses before demanding to know his business here in
them, the imps reveal that Bragacon recently stole Avernus.
a treasure chest of soul coins from her rival Hearing the group’s request, Bragacon agrees to
Xalzair, Tagith’s patron. At your discretion, the part with her hell hounds on one of two
imps could also be recruited to help the characters conditions: either they part with a paladin’s soul,
steal the hell hounds. 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.
Each of these pens contains three wyverns. If they raise this with her, Bragacon fumes and
Unless distracted, one wyvern is always by the promises to flog whoever leaked this information.
gate and reaches its tail through the bars to sting However, she neither denies it nor changes the
any intruders who pass within 10 feet. 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!
A pair of fiercely ornamented adamantine gates If the characters refuse Bragacon’s offer, she
stands ajar at the top of the staircase. Characters orders them to leave her menagerie via the same
passing through the gates step direct into way they came in. They players must now attempt
Bragacon’s throne room. As they approach the top to steal the hell hounds on their way back down
of the stairs, they hear the pit fiend roaring in (see “Stealing the Hell Hounds”).
displeasure at her imps’ inability to “open my
damned treasure chest” Proceed to scene D,
“Bragacon’s Bargain.” 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
The characters try to persuade Bragacon to part huge: 10 feet long, 7 feet high, and 5 feet wide. It
with a pack of hell hounds. The pit fiend only has no visible lock. The lid contains an embossed
agrees to do so if the characters agree to one of arcane sigil, and four hand-sized holes are spaced
two terms: part with a paladin’s soul, or around the chest’s body: one in the front, one to
successfully open her purloined treasure chest of each side, and one at the rear. Each hole is filled
soul coins. with impenetrable, illusory darkness that can’t be
dispelled or seen through using any magic.
If the players can’t identify the sigils themselves,
The characters must obtain a pack of hell hounds any character who succeeds on a DC 15
from Bragacon. Intelligence (Arcana) check recognizes them as
the symbols for elemental evil air, earth, fire, and
water. The configuration of the symbols hint at the
Bragacon’s throne room is hollowed out of the solution to the puzzle: fire overcomes air, air
giant broadsword’s cross guard. The pit fiend overcomes water, water overcomes earth, and
lounges on a rusty throne crafted from old yokes, earth overcomes fire.
manacles, and other beast restraints. Five If a character puts their hand inside one of the
mewling imps desperately struggle to open a holes, they immediately feel the sensation of one
large, black iron treasure chest at the foot of of the four elements: burning heat, cool water,
Bragacon’s throne. Ten merregons guards stand viscous mud, or swirling air. The element that the
impassively around the chamber’s perimeter. character feels depends on their alignment:
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DDOPEN2019 Forged in Fire 28
Evil creatures always feel fire (none of the deliver a message to her rival Xalzair that
player characters are evil). blames the theft of his treasure chest on the
Good creatures always feel water (the paladins characters. The players begin episode 5 as if
are all lawful good). they’d succeeded in opening the treasure chest.
Lawful neutral creatures always feel earth
(Donaris is lawful neutral).
Chaotic neutral creatures always feel air (Rage To control a hell hound, a character must hold a chain in
is chaotic neutral). one hand. That hand can’t be used for wielding weapons,
Neutral creatures feel nothing (Tagith is holding shields, or casting spells. If a character drops a
neutral). chain holding a hell hound, the beast runs away and must
To unlock the chest, four creatures must reach be tracked down after the combat. The characters who
chase down the hell hound must succeed on a DC 15
into the holes at the same time so that the four
Constitution saving throw or gain a level of exhaustion.
separate elements are summoned clockwise
As an action, a character can order a hell hound to
around the chest in the order shown on the attack. Handout 3 contains the stat block for a hell hound.
carving: fire, air, water, earth. It doesn’t matter However, if the characters put the hell hounds in danger,
which holes are used so long as the sequence is give them a DC 10 Wisdom (Insight) check. On a success,
arranged correctly in clockwise order around the remind that player that six hell hounds are needed to
chest. complete the ritual to its fullest potential. If a hell hound
If two adjacent holes are operated dies, the characters can’t accurately complete the ritual. If
simultaneously using the incorrect elements (e.g. characters still insist on using the hell hounds in combat,
earth next air), both operators take 7 (2d6) focus monster attacks on the hounds.
necrotic damage for each turn that their hands If a hell hound is killed, a devil shows up, willing to sell
remain inside the holes. hell hounds to the characters at the low, low price of one
As no character is of evil alignment, the players soul per hound.
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 When the characters have the hell hounds, they
feel fire when they reach inside the holes. can leave the forge. They can see their next stop,
If the players succeed in opening the chest, the volcano called Mt. Yaltomec, off in the
Bragacon greedily scoops up the soul coins distance.
contained within and dispatches an imp to fetch
the hell hounds. Proceed to scene E, “Leaving the
Menagerie.” If you complete this episode and have at least 15
minutes of the allotted time remaining, you can
add the following optional encounter.
Characters who try to steal the hell hounds from As the characters escape across the hellscape,
area 4F risk incurring the wrath of the one of the hell hounds slips its collar and pelts off
menagerie’s infernal guardians. into a nearby cave. When the players follow the
hell hound, they disturb the angry hydra nesting
If the characters loudly attract attention while inside the cave and must fight it.
stealing the hell hounds, the ten merregons
guards from Bragacon’s throne room rush to
intercept the group, arriving at the beast pen The characters can take a short rest before
after five rounds. moving on to episode 5.
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
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DDOPEN2019 Forged in Fire 29
“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
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DDOPEN2019 Forged in Fire 31
Illumination. The volcanic activity of Mt.
The top of Mt Yaltomec is hot and dangerous. Yaltomec bathes the area in bright red light.
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 To summon Glasya’s agent, the characters must
characters have ever felt. perform the arcane ritual they recovered from
Dimensions and Terrain. A 10-foot-wide rim Xalzair’s library, using the weapon gained from
encircles the 50-foot-diameter caldera of Mt. Falgrath to sacrifice Bragacon’s hell hounds.
Yaltomec. The slopes leading up to the rim are Before they begin, explain the steps of the ritual to
difficult terrain. the players:
If a character falls off the rim of the volcano, the First, a character must use Falgrath’s weapon to
character chained to the falling character must sacrifice one of the hell hounds. With the tip of
make a DC 13 Strength saving throw. On a the weapon, the character must trace a ritual
successful save, the character stands firm, and the circle on the ground in its fiery blood.
falling character can’t fall more than 10 feet away All six characters must then arrange themselves
from them. On a failed save, the falling character around the circle at different points and chant
pulls the other character with them. three magic phrases from the ritual scroll to
Creatures that fall off the rim tumble 1d6 x 5 enchant it.
feet down the slope and land prone. Creatures that To appease Glasya, a configuration of twelve
fall into the caldera tumble 30 feet into the magic symbols must then be traced through the
bubbling ichor lava below (see “Ichor Lava”). air between the points of the circle, while the
Climbing inner walls of Mt. Yaltomec’s caldera characters chant magic phrases.
without equipment requires a successful DC 15 Enchanting the circle renders the ground within
Strength (Athletics) check. it destructive to mortals, so an infernal creature
Ichor Lava. When a creature falls into the ichor must trace the symbols – Rage’s imp, Ozible, fits
lava, it takes 22 (4d10) fire damage and must roll the bill nicely.
for an additional effect on the Ichor Effects table. After each pair of symbols has been traced, the
Ichor Effects characters must sacrifice another hell hound. If
d4 Effect the characters can trace all twelve symbols and
sacrifice all the hell hounds within 1 minute,
1 The creature has a vision of the infinite horror of
Glasya’s summoned agent is sure to be well
the Abyss in their mind’s eye. It must make a DC
pleased!
15 Wisdom saving throw or suffer short-term
madness (see “Madness” chapter 8, “Running
the Game,” of the Dungeon Master’s Guide).
The players perform the ritual using a simple
2 The creature must make a DC 20 Constitution physical game that tests their memory and
saving throw or be infected with demonic evil. If reflexes. To play the game, you’ll need a
the creature fails the save, it instantly makes an lightweight ball with a radius of 1 to 4 inches, a
inhuman ululation that summons 1d4 hostile one-minute timer (e.g. a stopwatch), and the
shadow demons. twelve numbered ritual card handouts from
3 The creature must make a DC 15 Intelligence appendix C. Read the following aloud to explain
saving throw. If it fails, the creature can only the rules:
speak Abyssal and loses understanding of all
other languages. This can only be reversed with This ball represents Ozible the imp. To perform the ritual,
a remove curse or wish spell. you must throw the ball between you to copy the path
4 The creature must make a DC 20 Constitution marked by the arrow on each ritual card i.e. if the arrow
saving throw. If it fails, over a period of 3 turns, passes from Paladin 1 to Warlock 2 to Paladin 3, the ball
bat wings emerge from the creature’s back in an must be thrown between those players.
excruciating metamorphosis. The character
gains a flying speed of 25 feet.
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DDOPEN2019 Forged in Fire 32
Before you begin, each pair must invent a three-syllable to you, but the devil should be loyal to Glasya. DMs
spell word. Whenever you throw the ball to another player, who dress up as their agent are eligible for the
2019 Open Best DM Costume Award (see handout
you must call out the correct spell word of that player’s pair
23 in appendix C).
as you throw. If you drop the ball, call out the incorrect
The agent makes an introduction then explains
spell word, or throw the ball to the wrong player you must to the characters that they were sent to Avernus
start the ritual card over from the beginning! You are NOT by cultists of Zariel because they knew too much.
allowed to write down the spell words or confer during the The agent keeps things cryptic, explaining that all
ritual! will be revealed soon enough and that Reya
To represent the clumsiness of the manacles, each of Mantlemorn is too late to stop Zariel’s plans. (This
you must hold your dominant hand behind your back while is meant to present a mystery to entice the players
performing the ritual. It’s difficult to guide Ozible if your about an upcoming D&D product! Keep it cryptic.)
hands are tied!
Scoring is based on how many ritual cards you can
successfully complete within 1 minute. If you complete all The characters’ performance in the ritual (see
twelve cards, Glasya’s agent will be most pleased. “Performing the Ritual”) determines the agent’s
attitude toward them and the deal the agent can
offer:
Once everyone is clear on the rules, give them as
much time as they need to practice the ritual. If the characters performed the ritual perfectly
However, only show them the top ritual card! and scored all 12 points, the agent of Glasya has
The players aren’t allowed to know the upcoming incredible respect for them. The devil agrees
patterns until the ritual is complete. Make sure to send them home in exchange for an
you note down the spell words for each pair and uncommon or rarer permanent magic item.
keep it out of view of the players. When the If the characters scored 8 to 11 points when
players are ready to begin, start the timer! 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
Scoring is based on how many ritual cards that the permanent magic item.
players successfully complete within the time If the characters scored 4 to 7 points when they
limit. Each successfully completed ritual card = 1 performed the ritual, the agent of Glasya is
point. indifferent about them. The agent requires a
Note that it’s highly unlikely that the players piece of each characters’ soul to send them
complete all twelve cards in 1 minute! 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.
Some players may be unable to perform this stage due to
mobility issues. They can still participate by calling out the
If the characters scored 3 or fewer points when
spell words for their partner instead, while their partner they performed the ritual, the agent of Glasya is
throws and catches for their character. Players can always disgusted by them. The agent requires one of
throw and catch for characters other than their own, so the the characters’ souls in order to send them
game is still playable if at least three players can throw. home. This character’s soul cannot have already
If enough players are affected by mobility issues that it been signed over to another devil during this
would not be fun to run the ritual, have each character in adventure.
the group must make a DC 18 Dexterity check. Every The characters can negotiate a deal with the
successful check counts as completing two ritual cards. 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
After the ritual is performed, the agent of Glasya
of 12). If a character fails this check by 5 or more,
appears before the characters in a flash of fire.
the devil’s attitude changes as if the characters
This agent is a devil of your choice that appears in
had scored 4 fewer points while performing the
the Monster Manual or Mordenkainen’s Tome of
ritual (to a minimum of 0). Each character may
Foes that is not an archdevil. The agent’s
only make this check once during the negotiations.
personality traits, ideals, bonds, and flaws are up
The characters can attempt to use magic to
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DDOPEN2019 Forged in Fire 33
influence the agent, but if the devil catches them devil and four spined devils to attack the
doing so, its attitude changes as if the characters characters, fighting to the death. The bone devil
have score 0 points when they performed the explains that the paladins shouldn’t have signed
ritual. their souls away, since they are promised to
The characters don’t need to take the agent’s Zariel! (This is meant to present a mystery to
deal, but inform them if they refuse, they aren’t entice the players about a future D&D product!
going to find another way home soon and likely Keep it cryptic.)
die in the wastes of Avernus. The adventure ends
here if they don’t take the deal.
During the battle, the ichor lava in Mt. Yaltomec
becomes agitated. Each round on initiative count
If the characters agree to a deal, the devil 0, a spout of ichor lava erupts from the pool,
summons a lemure with the deal emblazoned in targeting a random creature flying above the
glowing Infernal runes on its skin. To enter the caldera or perched on the rim. This creature must
contract, the characters must kiss the lemure. succeed on a DC 15 Dexterity saving throw or be
When the final character kisses the lemure, it affected as if it had fell into the ichor lava (see
petrifies and turns into a stone statue with the “Ichor Lava”).
deal visible on the surface.
Once the deal is done, the agent tells the
characters to wait at the top Mt. Yaltomec for a At the end of the fifth round of combat or when
portal to appear and their chains to fall off. Then the characters defeat all their enemies, their
the agent disappears in a puff of smoke. 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
While the characters wait for a portal at the top of Baldur’s Gate to the west.
Mt. Yaltomec, they are attacked by infernal
enemies sent by the devils they’ve angered in
Avernus. Once all the living characters are back in the
If the characters stole the ritual from Xalzair or Material Plane, you can inform them they
opened the treasure chest of soul coins for managed to get out of Avernus and the adventure
Bragacon, Xalzair sends an ice devil to attack is now concluded. If you have at least 20 minutes
the characters. This devil works willingly with of time left, you can play out one final moral
any other fiends that arrive to kill the characters dilemma.
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
Ask the paladin characters, now that they’re safely
Xalzair, Falgrath sends one barbed devil and
back in Faerûn, what do they want to do with their
two merregons to attack the characters. These
warlock prisoners? If the paladins allow the
devils work willingly with any other fiends that
warlocks to go free, the adventure ends with the
arrive to kill the characters. When only one
characters going their separate ways.
devil from this group remains, it flees.
If the paladins want to arrest the warlocks, ask
If the characters stole the hell hounds from
the warlocks how they react to being arrested
Bragacon or wiped the memory of the abishai
again. If the warlocks accept this fate, the
for Falgrath, Bragacon sends two bearded
adventure ends with the warlocks being hanged
devils riding nightmares to attack the
for their devil worship as the paladins look on.
characters. These fiends work willingly with any
If the warlocks want to resist being arrested,
other devils that arrive to kill the characters. If
roll initiative and play out a battle to find out how
both bearded devils are destroyed, the
the adventure ends!
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
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DDOPEN2019 Forged in Fire 34
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.
For running the D&D Open, you get the 2019 D&D
Open DM Story Award (see handout 25).
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDOPEN2019 Forged in Fire 35
Medium undead, neutral evil Medium fiend (devil), lawful evil
Armor Class 13 Armor Class 15 (natural armor)
Hit Points 40 (9d8) Hit Points 110 (13d8 + 52)
Speed 0 ft., fly 40 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3) 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
Saving Throws Int +6, Wis +5 Saving Throws Str +6, Con +7, Wis +5, Cha +5
Skills Perception +5, Stealth +6 Skills Deception +5, Insight +5, Perception +8
Damage Resistances acid, fire, lightning, thunder; Damage Resistances cold; bludgeoning, piercing, and
bludgeoning, piercing, and slashing from slashing from nonmagical attacks that aren’t
nonmagical attacks silvered
Damage Immunities cold, necrotic, poison Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, Condition Immunities poisoned
frightened, grappled, paralyzed, petrified, Senses darkvision 120 ft., passive Perception 18
poisoned, prone, restrained Languages Infernal, telepathy 120 ft.
Senses darkvision 60 ft., passive Perception 15 Challenge 5 (1,800 XP)
Languages the languages it knew in life Barbed Hide. At the start of each of its turns, the
Challenge 5 (1,800 XP) barbed devil deals 5 (1d10) piercing damage to any
Incorporeal Movement. The allip can move through creature grappling it.
other creatures and objects as if they were difficult Devil’s Sight. Magical darkness doesn’t impede the
terrain. It takes 5 (1d10) force damage if it ends its devil’s darkvision.
turn inside an object.
Magic Resistance. The devil has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 15 (+2) 2 (−4) 8 (−1) 7 (−2) 16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0)
Senses darkvision 60 ft., passive Perception 9 Saving Throws Str +5, Con +4, Wis +2
Languages — Damage Resistances cold; bludgeoning, piercing, and
Challenge 3 (700 XP) slashing from nonmagical attacks that aren’t
Petrifying Gaze. If a creature starts its turn within 30 silvered
feet of the basilisk and the two of them can see each Damage Immunities fire, poison
other, the basilisk can force the creature to make a Condition Immunities poisoned
DC 12 Constitution saving throw if the basilisk isn’t Senses darkvision 120 ft., passive Perception 10
incapacitated. On a failed save, the creature Languages Infernal, telepathy 120 ft.
magically begins to turn to stone and is restrained. It Challenge 3 (700 XP)
must repeat the saving throw at the end of its next Devil’s Sight. Magical darkness doesn’t impede the
turn. On a success, the effect ends. On a failure, the devil’s darkvision.
creature is petrified until freed by the greater Magic Resistance. The devil has advantage on saving
restoration spell or other magic. throws against spells and other magical effects.
A creature that isn’t surprised can avert its eyes to
Steadfast. The devil can’t be frightened while it can
avoid the saving throw at the start of its turn. If it
see an allied creature within 30 feet of 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. Multiattack. The devil makes two attacks: one with its
beard and one with its glaive.
If the basilisk sees its reflection within 30 feet of it
in bright light, it mistakes itself for a rival and targets Beard. Melee Weapon Attack: +5 to hit, reach 5 ft.,
itself with its gaze. 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
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
points. The target can repeat the saving throw at the
target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)
end of each of its turns, ending the effect on itself on
poison damage.
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.
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DDOPEN2019 Forged in Fire 37
Condition Immunities charmed, exhaustion,
Large fiend (devil), lawful evil frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Armor Class 19 (natural armor) Languages understands the languages of its creator
Hit Points 142 (15d10 + 60) but can’t speak
Speed 40 ft., fly 40 ft. Challenge 5 (1,800 XP)
Medium construct, neutral Multiattack. The golem makes two slam attacks
(note: see Gate Guardian sidebar).
Armor Class 9 Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Hit Points 93 (11d8 + 44)
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Speed 30 ft.
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DDOPEN2019 Forged in Fire 38
Medium elemental, neutral Large undead, chaotic evil
Armor Class 16 (natural armor) Armor Class 11 (natural armor)
Hit Points 85 (9d8 + 45) Hit Points 59 (7d10 + 21)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling Speed 30 ft., climb 30 ft.
downhill)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 3 (−4) 7 (−2) 5 (−3)
20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0)
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and Condition Immunities poisoned
slashing from nonmagical attacks Senses passive Perception 10
Damage Immunities poison Languages darkvision 60 ft., passive Perception 8
Condition Immunities exhaustion, paralyzed, Challenge 3 (700 XP)
poisoned, petrified Aggressive. As a bonus action, the zombie can move
Senses darkvision 60 ft., tremorsense 60 ft., up to its speed toward a hostile creature that it can
passive Perception 11 see.
Languages Terran
Undead Fortitude. If damage reduces the zombie to 0
Challenge 6 (2,300 XP)
hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the
False Appearance. While the galeb duhr remains damage is radiant or from a critical hit. On a success,
motionless, it is indistinguishable from a normal the zombie drops to 1 hit point instead.
boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet
straight toward a target and then hits it with a slam Multiattack. The zombie makes five attacks: one with
attack on the same turn, the target takes an extra 7 its bite and four with its claws.
(2d6) bludgeoning damage. If the target is a creature, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
it must succeed on a DC 16 Strength saving throw or target. Hit: 7 (1d6 + 4) piercing damage.
be knocked prone.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) slashing damage.
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).
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DDOPEN2019 Forged in Fire 39
Medium monstrosity, chaotic evil Medium fiend, lawful evil
Armor Class 11 Armor Class 15 (natural armor)
Hit Points 38 (7d8 + 7) Hit Points 45 (7d8 + 14)
Speed 20 ft., fly 40 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 13 (+1) 17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDOPEN2019 Forged in Fire 40
Huge monstrosity, unaligned Large fiend (devil), lawful evil
Armor Class 15 (natural armor) Armor Class 18 (natural armor)
Hit Points 172 (15d12 + 75) Hit Points 180 (19d10 + 76)
Speed 30 ft., swim 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2) 21 (+5) 14 (+2 18 (+4) 18 (+4) 15 (+2) 18 (+4)
Skills Perception +6 Saving Throws Dex +7, Con +9, Wis +7, Cha +9
Senses darkvision 60 ft., passive Perception 16 Damage Resistances cold; bludgeoning, piercing, and
Languages — slashing from nonmagical weapons that aren't
Challenge 8 (3,900 XP) silvered
Hold Breath. The hydra can hold its breath for 1 hour. Damage Immunities fire, poison
Condition Immunities poisoned
Multiple Heads. The hydra has five heads. While it has
Senses darkvision 120 ft., passive Perception 12
more than one head, the hydra has advantage on
Languages infernal, telepathy 120 ft.
saving throws against being blinded, charmed,
Challenge 14 (11,500 XP)
deafened, frightened, stunned, and knocked
unconscious. Devil's Sight. Magical darkness doesn't impede the
Whenever the hydra takes 25 or more damage in a devil's darkvision.
single turn, one of its heads dies. If all its heads die, Magic Resistance. The devil has advantage on saving
the hydra dies. throws against spells and other magical effects.
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 Multiattack. The devil makes three melee attacks:
regains 10 hit points for each head regrown in this one with its spear and one with its tail.
way.
Spear. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Reactive Heads. For each head the hydra has beyond one target. Hit: 14 (2d8 + 5) piercing damage plus 10
one, it gets an extra reaction that can be used only (3d6) cold damage. If the target is a creature, it must
for opportunity attacks. succeed on a DC 15 Constitution saving throw, or for
Wakeful. While the hydra sleeps, at least one of its 1 minute, its speed is reduced by 10 feet; it can take
heads is awake. 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
Multiattack. The hydra makes as many bite attacks as turns, ending the effect on itself on a success.
it has heads. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
one target. Hit: 10 (1d10 + 5) piercing 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.
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DDOPEN2019 Forged in Fire 41
Tiny fiend (devil, shapechanger), lawful evil Medium humanoid (any race), any alignment
Armor Class 13 Armor Class 18 (plate)
Hit Points 10 (3d4 + 3) Hit Points 52 (8d8 + 16)
Speed 20 ft., fly 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth Saving Throws Con +4, Wis +2
+5 Senses passive Perception 10
Damage Resistances cold; bludgeoning, piercing, and Languages any one language (usually Common)
slashing from nonmagical attacks that aren’t Challenge 3 (700 XP)
silvered Brave. The knight has advantage on saving throws
Damage Immunities fire, poison against being frightened.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common Multiattack. The knight makes two melee attacks.
Challenge 1 (200 XP)
Greatsword. Melee Weapon Attack: +5 to hit, reach 5
Shapechanger. The imp can use its action to ft., one target. Hit: 10 (2d6 + 3) slashing damage.
polymorph into a beast form that resembles a rat
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
(20 ft., climb 20 ft.), or back into its true form. Its range 100/400 ft., one target. Hit: 5 (1d10) piercing
statistics are the same in each form, except for the damage.
speed changes noted. Any equipment it is wearing or Leadership (Recharges after a Short or Long Rest). For
carrying isn’t transformed. It reverts to its true form if 1 minute, the knight can utter a special command or
it dies. warning whenever a nonhostile creature that it can
Devil’s Sight. Magical darkness doesn’t impede the see within 30 feet of it makes an attack roll or a
imp’s darkvision. saving throw. The creature can add a d4 to its roll
provided it can hear and understand the knight. A
Magic Resistance. The imp has advantage on saving creature can benefit from only one Leadership die at
throws against spells and other magical effects. a time. This effect ends if the knight is incapacitated.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 Parry. The knight adds 2 to its AC against one melee
to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing attack that would hit it. To do so, the knight must see
damage, and the target must make on a DC 11 the attacker and be wielding a melee weapon.
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.
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DDOPEN2019 Forged in Fire 42
Medium fiend (devil), lawful evil Medium fiend (devil), lawful evil
Armor Class 7 Armor Class 16 (natural armor)
Hit Points 13 (3d8) Hit Points 45 (6d8 + 18)
Speed 15 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 5 (−3) 11 (+0) 1 (−5) 11 (+0) 3 (−4) 18 (+4) 14 (+2) 17 (+3) 6 (−2) 12 (+1) 8 (−1)
Damage Resistances cold, fire, lightning Loyal Bodyguard. When another fiend within 5 feet of
Damage Immunities poison the merregon is hit by an attack, the merregon
Condition Immunities charmed, frightened, poisoned causes itself to be hit instead.
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.
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DDOPEN2019 Forged in Fire 43
Large fiend, neutral evil Medium fiend (devil), lawful evil
Armor Class 13 (natural armor) Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24) Hit Points 11 (2d8 + 2)
Speed 60 ft., fly 90 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 16 (+3) 11 (+0) 13 (+1) 3 (−4) 8 (−1) 1 (−5)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDOPEN2019 Forged in Fire 44
3. Concussion. The target and each creature within 20
Large fiend (devil), lawful evil feet of it must make a DC 17 Constitution saving
throw, taking 13 (2d12) thunder damage on a failed
Armor Class 17 (half-plate) save, or half as much damage on a successful one.
Hit Points 105 (10d10 + 50)
4. Entanglement. The target must make a successful
Speed 30 ft., climb 30 ft.
DC 17 Dexterity saving throw or be restrained for 1
STR DEX CON INT WIS CHA
hour by strands of sticky webbing. A restrained
22 (+6) 16 (+3) 21 (+5) 15 (+2) 15 (+2) 16 (+3) creature can escape by using an action to make a
successful DC 17 Dexterity or Strength check. Any
Saving Throws Dex +7, Con +9, Wis +6 creature other than an orthon that touches the
Skills Perception +10, Stealth +11, Survival +10 restrained creature must make a successful DC 17
Damage Resistances cold; bludgeoning, piercing, and Dexterity saving throw or become similarly
slashing from nonmagical attacks that aren’t restrained.
silvered 5. Paralysis (1/Day). The target takes 22 (4d10)
Damage Immunities fire, poison lightning damage and must make a successful DC 17
Condition Immunities charmed, exhaustion, poisoned Constitution saving throw or be paralyzed for 1
Senses darkvision 120 ft., truesight 30 ft., passive minute. The paralyzed target can repeat the saving
Perception 20 throw at the end of each of its turns, ending the
Languages Common, Infernal, telepathy 120 ft. effect on itself on a success.
Challenge 10 (5,900 XP) 6. Tracking. For the next 24 hours, the orthon knows
Invisibility Field. The orthon can use a bonus action to the direction and distance to the target, as long as it’s
become invisible. Any equipment the orthon wears on the same plane of existence. If the target is on a
or carries is also invisible as long as the equipment is different plane, the orthon knows which one, but not
on its person. This invisibility ends immediately after the exact location there.
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 Explosive Retribution. When it is reduced to 15 hit
effects. 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)
Infernal Dagger. Melee Weapon Attack: +10 to hit, fire damage plus 9 (2d8) thunder damage on a failed
reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing save, or half as much damage on a successful one.
damage, and the target must make a DC 17 This explosion destroys the orthon, its infernal
Constitution saving throw, taking 22 (4d10) poison dagger, and its brass crossbow.
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.
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DDOPEN2019 Forged in Fire 45
Fear Aura. Any creature hostile to the pit fiend that
Large construct, lawful neutral starts its turn within 20 feet of the pit fiend must
make a DC 21 Wisdom saving throw, unless the pit
Armor Class 16 (natural armor) fiend is incapacitated. On a failed save, the creature
Hit Points 32 (5d10 + 5) is frightened until the start of its next turn. If a
Speed 40 ft. creature's saving throw is successful, the creature is
immune to the pit fiend's Fear Aura for the next 24
STR DEX CON INT WIS CHA
hours.
15 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 13 (+1)
Magic Resistance. The pit fiend has advantage on
Skills Perception +4 saving throws against spells and other magical
Senses truesight 120 ft., passive Perception 14 effects.
Languages Modron Magic Weapons. The pit fiend's weapon attacks are
Challenge 2 (450 XP) magical.
Axiomatic Mind. The pentadrone can’t be compelled Innate Spellcasting. The pit fiend's spellcasting ability
to act in a manner contrary to its nature or its is Charisma (spell save DC 21). The pit fiend can
instructions. innately cast the following spells, requiring no
Disintegration. If the pentadrone dies, its body material components:
disintegrates into dust, leaving behind its weapons At will: detect magic, fireball
and anything else it was carrying. 3/day each: hold monster, wall of fire
Multiattack. The pentadrone makes five arm attacks. Multiattack. The pit fiend makes four attacks: one
Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one with its bite, one with its claw, one with its mace, and
target. Hit: 5 (1d6 + 2) bludgeoning damage. one with its tail.
Paralysis Gas (Recharge 5−6). The pentadrone exhales Bite. Melee Weapon Attack: +14 to hit, reach 5 ft.,
a 30-foot cone of gas. Each creature in that area must one target. Hit: 22 (4d6 + 8) piercing damage. The
succeed on a DC 11 Constitution saving throw or be target must succeed on a DC 21 Constitution saving
paralyzed for 1 minute. A creature can repeat the throw or become poisoned. While poisoned in this
saving throw at the end of each of its turns, ending way, the target can't regain hit points, and it takes 21
the effect on itself on a success. (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.
Large fiend (devil), lawful evil
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Armor Class 19 (natural armor) one target. Hit: 17 (2d8 + 8) slashing damage.
Hit Points 300 (24d10 + 168)
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Speed 30 ft., fly 60 ft.
one target. Hit: 15 (2d6 + 8) bludgeoning damage
STR DEX CON INT WIS CHA plus 21 (6d6) fire damage.
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) Tail. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 24 (3d10 + 8) bludgeoning damage.
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)
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DDOPEN2019 Forged in Fire 46
Medium construct, lawful neutral Small fiend (devil), lawful evil
Armor Class 16 (natural armor) Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4) Hit Points 22 (5d6 + 5)
Speed 30 ft., fly 30 ft. Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (−1)
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DDOPEN2019 Forged in Fire 47
Large swarm of Tiny constructs, unaligned Medium fiend (demon, orc), chaotic evil
Armor Class 16 (natural armor) Armor Class 14 (natural armor)
Hit Points 97 (15d10 + 15) Hit Points 95 (10d8 + 50)
Speed 0 ft., fly 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (–1) 18 (+4) 12 (+1) 1 (–5) 10 (+0) 1 (–5) 18 (+4) 13 (+1) 20 (+5) 9 (-1) 9 (-1) 9 (-1)
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DDOPEN2019 Forged in Fire 48
Large fiend (demon), chaotic evil Medium humanoid (any race), any alignment
Armor Class 15 (natural armor) Armor Class 20 (plate)
Hit Points 104 (11d10 + 44) Hit Points 229 (27d8 + 108)
Speed 40 ft., fly 60 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1) 20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4)
Saving Throws Dex +5, Wis +4, Cha +2 Saving Throws Str +9, Dex +7, Con +8
Damage Resistances cold, fire, lightning; bludgeoning, Skills Athletics +9, Intimidation +8, Perception +5,
piercing, and slashing from nonmagical weapons Persuasion +8
Damage Immunities poison Senses passive Perception 15
Condition Immunities poisoned Languages Common, Giant
Senses truesight 120 ft., passive Perception 11 Challenge 12 (8,400 XP)
Languages Abyssal, telepathy 120 ft. Indomitable (3/Day). The warlord can reroll a saving
Challenge 6 (2,300 XP) throw it fails. It must use the new roll.
Magic Resistance. The vrock has advantage on saving Survivor. The warlord regains 10 hit points at the start
throws against spells and other magical effects. of its turn if it has at least 1 hit point but fewer hit
points than half its hit point maximum.
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DDOPEN2019 Forged in Fire 49
Medium fiend (devil), lawful evil Large dragon, unaligned
Armor Class 15 (natural armor) Armor Class 13 (natural armor)
Hit Points 68 (8d8 + 32) Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 40 ft. Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 13 (+1) 19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2)
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DDOPEN2019 Forged in Fire 50
Award 10 points for each question the characters got
right in Sidleus’ test (30 points maximum).
Use the scoring sheet from appendix B to tally the players’ Deduct 25 points if the characters activated the
points. Scoring for episode 1 is calculated as follows: bookshelf trap.
Surviving Avernus. Assign from 0 to 50 points for each Award 50 points if the characters found and recognized
player, based on their state at the end of part 1: the portrait of Bel.
Award 50 points if the characters stole the immovable
Assign 0 points for a character that died.
rod and potions of greater healing from Xalzair. Award
Assign 10 points a character that did not die but fell
another 50 points if the characters stole these items
unconscious one or more times.
without taking damage from the blood tub.
Assign 30 points for a character that was damaged but
Deduct 50 points if the characters fought the devils in
was not reduced to 0 hit points or died.
the devil dorm.
Assign 50 points for characters that took no damage.
Total Points: _______________ (0-300)
Total Points: ______________ (–75-300)
Bartering with Mahadi. Give 100 additional points for
Scene D: Getting the Ritual. Award points for the
each of the paladins who still had their soul at the end of
following outcomes:
episode 1.
Award the characters 200 points if they successfully stole
the ritual from Xalzair.
Total Points: ______________ (0-300)
Award the characters 100 points if they obtained the ritual
by getting the modrons to sell their souls.
If the players finish early, have the table captain stand so
Deduct 50 points if a paladin sold their soul to Xalzair to get
Open HQ knows you have completed this part.
the ritual.
TOTAL POINTS EPISODE 1. ________ (600 max)
Total Points: ______________ (–50-200)
Scene B: Outside the Library. Award 10 points for each If the players finish early, have the table captain stand so
character who took no damage while gaining access to the Open HQ knows you have completed this part.
inside of the library.
TOTAL POINTS EPISODE 2. ________ (720 max)
Total Points: ______________ (0-60)
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DDOPEN2019 Forged in Fire 51
Scene D: Passing Abishais. Award points for the following
Use the scoring sheet from appendix B to tally the players’ outcomes:
points. Episode three is the end of round one, so turn in Award 10 points for each character who took no damage
your Round One Score Sheet (in appendix B) to the event when confronting the abishais (up to 60 points).
administrators before the break. Scoring for episode 3 is Award the characters 100 points if they get all three
calculated as follows: abishais to enter the River Styx.
Deduct 50 points if a paladin sold their soul to Falgrath
Scene A: Bubbling Tar Pits. Award 10 points for each to get the ritual.
character who didn’t get poisoned or sink in the tar while Deduct 50 points if a character gave a magic weapon to
traversing the tar pits. Falgrath to get the ritual.
Scene B: Attack on the Forge. Award 10 points for each Extras. Award points for the following outcomes:
character who took no damage while gaining access to the
Award 50 points if the characters finished this section
inside of the forge. In addition, award the characters 30
with enough time to face the tanarukks (see “Extra Time”).
points if they kill or rout all the demons outside the forge.
Award 100 points if the characters don’t take a long or
short rest at the end of this section.
Total Points: ______________ (0-90)
Deduct 10 points for each time a character dropped to 0
Scene C: Inside the Forge. Award points for the following hit points but didn’t die.
outcomes: Deduct 50 points for each time a character died.
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DDOPEN2019 Forged in Fire 52
Total Points: ______________ (up to 150)
Players earn points for completing this episode as follows: If the players finish early, have the table captain stand so
Scene A: Field of Flesh. Award 10 points per character Open HQ knows you have completed this part.
who bypasses the nupperibo horde without taking damage
(not counting intentional injury to lure the horde). TOTAL POINTS EPISODE 4. ________ (960 max)
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DDOPEN2019 Forged in Fire 54
The following handouts are used during the adventure.
The paladins used manacles of justice to secure the The following books appear on the same shelf in
warlocks, chaining one paladin to one warlock to Xalzair’s library:
prevent the criminals’ escape. These manacles
Fertility and Birth: Aerdrie Faenya
can’t be removed by any humanoid except the
High Overseer of Elturel Thavius Kreeg. Angharradh’s Tome of Wisdom and Growth
The manacles have the following features: Write Right Runes with Alathrien Druanna
Cheers to Alobal Lorfiril
The manacles are immune to all damage. The Stars Reveal Araleth Letheranil
Ability checks made to remove or unlock the Ears Have Points Thanks to Corellon Larethian
manacles automatically fail. Elves Can Forge Too with Darahl Tilvenar
While wearing the manacles you can’t be more Deep Sashelas Opens Your Mind
than 10 feet from the other character wearing Grow Your Garden with Elebrin Liothiel
the same set of manacles. If either of you is Erevan Ilesere Makes You Change
forced out of this range, you drag the other Fenmarel Mestarine Won’t Leave You Alone
character with you. The Book of Gadhelyn
While wearing the manacles your form can Beauty is Nothing without Hanali Celanil
magically change (such as with the polymorph Predictions of Kirith Sotheril
or gaseous form spell) but the manacles adapt to
Remember Labelas Enoreth
remain attached to your new form.
Melira Taralen Sings the Hits
If you attempt to teleport while wearing the
Mythical Mythals of Mythrien Sarath
manacles, the spell or ability fails unless it is
Happy Healing with Naralis Analor
capable of teleporting both the caster and the
Winter is Harsh and so is Rellavar Danuvien
character chained to the caster, such as with a
dimension door spell. The Nature of Rillifane Rallathil
If the paladin wearing the manacles dies, the The Pages of Sarula Iliene
warlock attached to the same set of manacles Dream of Sehanine Moonbow
immediately dies as well. Revenge is Good and so is Shevarash
If you remove the piece of your body with the Hitting the Target with Solonor Thelandira
manacles attached, you die. If you are raised, The Codex of Tarsellis Meunniduin
when you return, you find yourself attached Tethrin Veraldé’s Guide to Swords
once more. War and Grief with Vandria Gilmadrith
Enchanting Melodies of Ye’Cind
Zandilar’s Guide to Love
Keen Hearing and Smell. The hound has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Medium fiend, lawful evil Pack Tactics. The hound has advantage on an attack
Armor Class 15 (natural armor) roll against a creature if at least one of the hound’s
Hit Points 45 (7d8 + 14) allies is within 5 feet of the creature and the ally isn’t
Speed 50 ft. incapacitated.
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DDOPEN2019 Forged in Fire 56
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DDOPEN2019 Forged in Fire 58
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DDOPEN2019 Forged in Fire 59
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DDOPEN2019 Forged in Fire 60
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DDOPEN2019 Forged in Fire 61
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DDOPEN2019 Forged in Fire 62
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DDOPEN2019 Forged in Fire 63
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DDOPEN2019 Forged in Fire 64
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DDOPEN2019 Forged in Fire 65
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DDOPEN2019 Forged in Fire 67
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DDOPEN2019 Forged in Fire 69
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DDOPEN2019 Forged in Fire 70
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DDOPEN2019 Forged in Fire 71
Every player who participated in the 2019 D&D
Open earns the following story award. If you are Players who participated in the 2019 D&D Open,
printing these out for your characters, print as finished the adventure with enough time to
many as you may need to ensure that any eligible complete the optional final encounter, and chose
character receives a copy: 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
Thank you for participating in the 2019 D&D many as you may need to ensure that any eligible
Open! For simply having a grand time, you can character receives a copy:
create a new 5th-level D&D Adventurers League
character using this award. You get to skip those
pesky first four levels! Congratulations. The character you create with your 2019 D&D
Open Participant Story Award gains one of the
following magic items:
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DDOPEN2019 Forged in Fire 72
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:
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DDOPEN2019 Forged in Fire 73
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DDOPEN2019 Forged in Fire 74
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DDOPEN2019 Forged in Fire 75
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DDOPEN2019 Forged in Fire 76
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DDOPEN2019 Forged in Fire 77
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DDOPEN2019 Forged in Fire 78