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CCC-GAD01-02

Red War:
Black Phoenix
Part III of the Reborn Flame Trilogy

The Cult of Reborn Flame initiates its most devastating plot against Mulmaster even as Thayans
are invading the city. You must navigate the planar tunnels beneath Mulmaster and stop the
Black Phoenix before a sea of fire engulfs the entire city, killing Thayans and Mulmasterites alike.

A Two-to-Four-Hour Adventure for Tier 2 Characters


Optimized for APL 8

CREDITS
Lead Designer: Y. Michael Zhang D&D Adventurers League Guildmaster: Chris Lindsay
Editing: Y. Michael Zhang and Martín Rodriguez D&D Adventurers League Wizards Team: Adam Lee,
Art Director & Graphic Designer: Y. Michael Zhang Chris Lindsay, Mike Mearls, Matt Sernett
Cover Art: Refluo & releon8211 / Shutterstock.com D&D Adventurers League Administrators: Lysa Chen,
Cartography: Y. Michael Zhang Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan
Interior Art: Romolo Travani / Shutterstock.com and Patrick, Travis Woodall
provided by Wizards of the Coast
Playtesters: Andrew Bahls, John Beres, Brad Besson, Russell Besson, Christopher Cheng, Gina Dawson, Phil Dawson,
Shara Hinkle, Joshua Howell, Heather Joyce, Jacob Steberl

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer • Episode 2: War Above, Fire Below. The
adventurers trudge through the sewers of
“There is a new order in Mulmaster – my order. For too Mulmaster trying to reach the Zhentarim Ghettos.
long, we have allowed ourselves to be second to powers This episode features Story Objective A.
like Zhentil Keep and Hillsfar. Under my guidance, • Episode 3: Ashes of the Phoenix. The adventurers
Mulmaster will soon rise to become the dominant force finally confront the Black Phoenix beneath the Sea
in the Moonsea!” of Fire. This episode features Story Objective B.
– High Blade Rassendyll “Selfaril” Uoumdolphin,
Mysteries of the Moonsea Bonus Objectives
This adventure also includes two, 1-hour bonus
Red War: Black Phoenix is the conclusion to the objectives that the adventurers can pursue if they
Reborn Flame Trilogy. It can be played either have additional time to do so—earning additional
standalone or as part of the trilogy: advancement and treasure checkpoints in the
process. These bonus objectives are found in this
1) CCC-ODFC02-02 Palace of the Efreeti
adventure’s appendices, as follows:
2) CCC-GAD01-01 Broken Blade
3) CCC-GAD01-02 Red War: Black Phoenix • Bonus Objective A: An Explosive Entrance. Before
the adventurers can set off, the Cult of Reborn
Background Flame pays a visit to the Tower of the Wyvern and
makes an explosive entrance. This bonus objective
The RED WAR has begun! RED WIZARDS OF THAY is found in Appendix 6.
are launching a full-scale invasion of the city of • Bonus Objective B: A Cry for Help. A psychic voice
MULMASTER. But despite the enormity of the stakes calls out through the sewers, asking the
involved, the Red War is not the only concern on the adventurers to save three Mulmasterites trapped in
mind of SELFARIL UOUMDOLPHIN, High Blade of an ancient dwarven saferoom. This bonus objective
Mulmaster. is found in Appendix 7.
For the past few months, the CULT OF REBORN
FLAME, led by the mysterious BLACK PHOENIX, has
worked to undermine Mulmaster. They first tried to
Episode Sequence
form an alliance with an efreeti pasha (in CCC- Depending on your time constraints, play style and
ODFC02-02 Palace of the Efreeti), and then they environment, this adventure takes approximately
trapped Selfaril in a dream prison on the eve of the two-to-four hours to play.
Red War (in CCC-GAD01-01 Broken Blade).
In truth, the Black Phoenix is the undead revenant How Will You Play?
of RASSENDYLL UOUMDOLPHIN, Selfaril’s twin The duration of your session depends on how much
brother. Rassendyll bears a grudge against his of this adventure you use. At the very least, your
brother from over a century in the past. Now, twisted session will last approximately 2 hours. However, if
by hatred, he seeks to complete a ritual that would you wish, you can provide a longer experience for
tear open the boundary between Mulmaster and the your players by using the bonus objectives.
Elemental Plane of Fire and drown the city in lava. Story Objectives Only. To complete the both of the
Selfaril must lead the defenses of Mulmaster adventure’s story objectives, the adventurers play
against the Thayan invasion, so he has no choice but Episodes 1 through 3 in order.
to turn to adventurers once more to deal with the Bonus Objectives. You can extend this adventure
machinations of his undead brother. by one or two hours by using the bonus objectives
provided in the appendices. Bonus Objective A occurs
Episodes in between Episodes 1 and 2, and Bonus Objective B
occurs during Episode 2.
The adventure’s story is spread over three episodes
that take approximately two hours to play.
• Episode 1: A Flame Reborn. As the Red War
begins, Selfaril orders the adventurers to seek out
and stop the Black Phoenix. This episode features
the Call to Action.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 3
Episode Flowchart
This section provides a basic understanding of not only the flow of the adventure, but also the outline of the
different paths that your players may take in reaching their stated objective.

A Flame Reborn
(Call to Action)

An Explosive Entrance
(Bonus Objective A)

2 B
War Above,
A Cry for Help
Fire Below
(Bonus Objective B)
(Story Objective A)

Ashes of the Phoenix


(Story Objective B)

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 4
Episode 1: A Flame Reborn
Estimated Duration: 10 minutes

Scene A. Tower of the Wyvern


The adventure begins in the throne room of the High saw a vision of Mulmaster engulfed in flames. He
Blade of Mulmaster at the Tower of the Wyvern. also sensed the Black Phoenix’s real location
somewhere in the sewers beneath the Zhentarim
• Played the previous adventure: Adventurers
Ghettos. He believes that the Black Phoenix
who played CCC-GAD01-01 Broken Blade are in the
intends to use the Red War as a distraction to
throne room after rescuing Selfaril’s soul from a
unleash some magical calamity upon Mulmaster.
hag coven in the employ of Rassendyll
• About the Black Phoenix’s Identity: Selfaril saw
Uoumdolphin, Selfaril’s long dead brother. The
during his dream that the Black Phoenix is an
adventurers have gotten a long rest thanks to
undead revenant of his twin brother Rassendyll,
Rastol Shan conjuring a fast time demiplane, but
who died a century ago. Rassendyll hates Selfaril
all of his recent feats of magic have drained Shan
for an old betrayal, and his hatred caused him to
enough to force him to retreat before the battle.
return from the dead and attempt vengeance upon
• Didn’t play the previous adventure:
his brother’s city. Any adventurer who played
Adventurers who didn’t play CCC-GAD01-01
CCC-GAD01-01 Broken Blade knows this history. If
Broken Blade have been called up by an
the adventurers are not aware of his identity,
emergency declaration ordering powerful
Selfaril refuses to speak of it unless someone
adventurers to gather at the Tower of the Wyvern
makes a DC 16 Charisma (Persuasion) check.
for an important assignment.
The Uoumdolphin Brothers
Selfaril Uoumdolphin Selfaril and Rassendyll are identical twins. The two were close
Selfaril Uoumdolphin is the High Blade of siblings with each other until Selfaril slew the old High Blade
Mulmaster. He introduces himself and the situation and ascended to become Mulmaster’s new ruler. Selfaril
to the group as a pair of servants fit him for battle. feared that his brother might become a danger to his throne,
He exaggerates his devotion to Mulmaster and its so he sent Rassendyll into effective exile as Mulmaster’s
people to convince the adventurers to support him. ambassador to Waterdeep. Ironically, that act caused his
Objectives/Goals. Selfaril wants to defend brother to become the very danger that Selfaril feared.
Mulmaster and maintain his iron grip upon the city Rassendyll’s resentment festered in exile, leading him to
at all cost. The red wizards are threatening to eventually return to Mulmaster, trap Selfaril’s soul in a gem,
conquer the city, but the if the Black Phoenix has his and impersonate Selfaril as High Blade of Mulmaster.
Rassendyll died a century ago, but when Selfaril returned to
way, there wouldn’t even be a city to fight over. He
rule Mulmaster, Rassendyll’s hatred returned him as well.
needs the adventurers to stop the Cult of Reborn
Flame while he sees to Mulmaster’s defenses.
What Does He Know? Selfaril knows from Should You Choose to Accept It
intelligence gathered by Rastol Shan that the Red Selfaril directs the adventurers to go into the cellar
Wizards of Thay will attack within the hour, and use a secret passage to enter the city sewers.
initiating the Red War. He will need to rally They must navigate the sewers, avoiding conflict on
Mulmaster’s meager defenses against the Thayan the surface, and reach the Zhentarim Ghettos with all
threat, but he fears that there is an even greater due haste. Once they reach the Ghettos, they need to
danger brewing beneath the city. find the Black Phoenix somewhere underneath the
city, stop his nefarious plans, and ensure that he is
• About the Cult of Reborn Flame: This elemental
no longer a threat to the High Blade.
cult has caused a lot of trouble in the last few
If they can put an end to the Black Phoenix and the
months, most recently by trapping Selfaril inside a
Cult of Reborn Flame, Selfaril will repay their efforts
mental prison to stop him from responding to the
tenfold as soon as Mulmaster is secure.
Red War (see CCC-GAD01-01 Broken Blade for
If you are using Bonus Objective A, Selfaril tells
details). Their leader is the Black Phoenix.
the adventurers that he has something that might
• About the Black Phoenix: Selfaril met an image help them on their mission. When they enter the
of the Black Phoenix while he was trapped in the cellar, they should look underneath the fourth barrel
mental prison. Their minds connected, and Selfaril on the left side of the chamber.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 5
Scene B. Red War Dawns Urgency and Rests
As soon as the adventurers have their orders, Selfaril The adventurers are racing against Rassendyll’s ritual even as
urges them to hurry down to the cellar. Outside the the Red Wizards are invading Mulmaster. Time is of the
Tower of the Wyvern, the adventurers hear the essence. They can rest in place for 10 minutes without issue,
crack of thunder and Szass Tam’s terrifying voice but they don’t ever have time to rest any longer than that,
announcing an attack upon Mulmaster. The Red War preventing them from taking a short or long rest during this
has begun. adventure (unless they have features that would shorten a
rest to 10 minutes or less).
• If you are using Bonus Objective A, the
adventurers head for the cellar and encounter a
rude surprise. Proceed to Bonus Objective A.
• If you are not using Bonus Objective A, the
adventurers reach the cellar without issue and
find the secret passage out into the sewers.
Proceed to Episode 2.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 6
Episode 2: War Above, Fire Below
Estimated Duration: 45 minutes

The adventurers must traverse the sewers of Getting Hot in Here


Mulmaster to hunt down the Black Phoenix while As the adventurers travel toward the Zhentarim
the Red War wages above. Ghettos, they feel the temperature rising and see
tunnels that are completely engulfed in raw
elemental fire. The northwestern section of
Prerequisites
Mulmaster suffered greatly from the Cult of Eternal
The adventurers must complete the Call to Action in
Flame during the Devastation. The Cloaks have yet to
Episode 1. If you are using Bonus Objective A, the
clean up many of the remnants of that conflict.
adventurers must also defeat or circumvent the
In addition, the adventurers also hear sounds of
Reborn Flame cultists in the cellar.
warfare coming from above, including screams,
explosions, and monstrous cries. Occasionally, entire
Story Objective A tunnels collapse from surface eruptions, forcing the
To complete Story Objective A, the adventurers adventurers to reroute around the obstruction.
must reach the Zhentarim Ghettos and strike a deal After an hour of travel (or longer if the
with Kessara the Enchanted. adventurers had difficulty navigating the sewers),
the adventurers realize that elemental fire and
Scene A. Blazing a Trail collapsed tunnels have completely blocked the way
forward. Even with powerful magic, such
The adventurers have entered the Mulmaster sewers obstruction would take hours or days to remove.
through the tower cellars. The only way they can continue toward the
Zhentarim Ghettos is to risk climbing to the surface
Area Information to circumvent the obstruction.
The Mulmaster sewers have the following features:
Dimensions & Terrain. Each sewer tunnel is 15 Scene B. City at War
feet wide and 10 feet high. There is a 5-feet-wide
sewage channel in the middle of the tunnel, with There is a ladder near the obstruction which leads to
occasional bridges over it at intersections. an open city square. Use Appendix 4 – City at War
Lighting. The tunnels are completely dark. Map to represent this area. The adventurers climb
out of the manhole on the northwestern side of the
Finding the Path map. To continue, they need to climb down the
The Mulmaster sewers are a confusing maze of manhole on the southeastern side of the map. The
winding and intersecting tunnels. Navigating to the Red War is going strong, so it is dangerous to go
Zhentarim Ghettos through these sewers is no easy even such a short distance through the city.
feat. Have the party make a DC 15 group Wisdom
(Survival) check, with the following modifications:
• If the adventurers completed Bonus Objective A
and successfully interrogated a cultist about the
Black Phoenix’s whereabouts, they each have
advantage on the check.
• Adventurers with the City Secrets background
feature (from the urchin background) have
advantage on the check.
• Adventurers who are intimately familiar with
Mulmaster’s sewers (such as those who have
played DDEX02-08 Foulness Beneath Mulmaster)
have advantage on the check.
Mark down whether at least half of the party
succeeded on the check. Failure leads to delays on
the journey which will worsen the War Events in
Scene B (since the battle gets worse over time).

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 7
Area Information War Events Table
The city square has the following features:
Lighting. It is daytime, and the sun shines bright. d20 War Event
Elemental Fire. This area of the city has You feel Szass Tam’s necrotic curse afflict you. You
1 or
must make a DC 14 Constitution saving throw or
permanent areas of elemental fire leftover from the less
gain 1 level of exhaustion.
Devastation. Whenever a creature enters an area of
A new monster (DM’s choice) arrives at the edge of
fire or ends its turn in it, it takes 7 (2d6) fire damage.
2 the map to help the Thayan forces. After rolling this
Sewer Access. The manhole on the southeastern result twice, no new monsters can arrive.
side is stuck, requiring a DC 14 Strength (Athletics) A hand made of rock rises from the ground and
check as an action to lift open. Adventurers who attempts to grab you. You must make a DC 14
climb down that manhole no longer need to roll Strength saving throw. On a failed save, you are
for War Events. The Thayans don’t bother to chase 3
grappled by the hand (escape DC 14) and you are
anyone into the sewers. restrained as long as you remain grappled. The
hand disperses at the end of your next turn.
War Events A magical wave of water sweeps across the
This square is the site of some contentious fighting. battlefield and slams into you. You must make a DC
At the start of each adventurer’s turn, if they are 14 Dexterity saving throw. On a failed save, you
4
take 18 (4d8) bludgeoning damage and fall prone.
on the surface, roll d20 on the War Events Table.
On a successful save, you take half that much
Subtract 2 from the d20 if the party failed the group
damage and you don’t fall prone.
Wisdom (Survival) check in Scene A.
A distant red wizard fires three beams of fire at
5 you. Each beam has a +6 attack bonus and deals 7
Creatures/NPCs (2d6) fire damage on a hit.
Scattered around the square are three Thayan A torrent of wind blows across the battlefield. You
apprentices, three skeletal abominations, and two must make a DC 14 Strength saving throw or be
Thayan captains. They have orders to attack pushed 20 feet in a direction of the DM’s choice.
6
anyone not dressed in Thayan uniforms or robes. The wind continues blowing during your turn,
causing movement against the direction of the wind
Adjusting the Scene to count as difficult terrain.
Here are some suggestions for adjusting this scene: A stray arrow flies at you. It has a +7 attack bonus
7
and deals 10 (1d8 + 6) piercing damage on a hit.
• Very Weak: Remove a Thayan apprentice, a skeletal All the magic flying around causes a strange
abomination, and a Thayan captain. 8–
reaction. You must roll on the Wild Magic Surge
• Weak: Remove a Thayan apprentice and a skeletal 10
table (Player’s Handbook p.104).
abomination. 11 – The war rages on, but nothing special happens to
• Strong: Add a Thayan captain. One of the Thayan 13 you.
apprentices has 40 HP, three 3rd level slots, and prepared A helpless civilian screams for help from a nearby
counterspell, lightning bolt, and shield. location of the DM’s choice. That civilian is trapped
• Very Strong: Add a Thayan captain. Two of the Thayan under rubble and facing imminent danger from a
apprentices have 50 HP, three 3rd level slots, and prepared 14 collapsing building or spreading fire. They will die in
counterspell, lightning bolt, and shield. 1 round unless someone saves them with magic or
 Extra Challenge: The skeletal abominations are blazing uses an action to make a DC 11 ability check of
skeletons which are immune to fire and deal an additional some sort. Whoever saves them gains inspiration.
7 (2d6) fire damage on each hit. A helpful sniper fires an arrow at a villain of the
15 DM’s choice, dealing 20 (1d8 + 16) piercing damage
to that creature.
Treasure & Rewards A friendly cleric turns their attention in your
One of the Thayan captains carries a potion: 16 –
direction. A creature of your choice regains 12 (3d4
17
• The captain carries a potion of growth at her belt. + 5) hit points.
Allied forces distract a villain of the DM’s choice.
That creature spends its next action attacking off-
Return to the Depths 18 –
map combatants (sparing your party as a result). In
Once the adventurers climb back down into the 19
addition, the next attack against that creature has
sewers, they can use the relative safety of the sewer advantage.
tunnels to continue toward the Zhentarim Ghettos. Thayans forces in a nearby street are being pushed
Proceed to Bonus Objective B if you are using it. 20 back. A villain of the DM’s choice leaves this
Otherwise, continue to the next scene. battlefield to help its comrades there.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 8
Scene C. Out of the Frying Pan Scene D. Friendly Fire
After a few minutes of travel, the adventurers start The adventurers continue down sewer tunnels, and
to see a stream of lava filling the sewage trench at the lava channel is starting to overflow onto the
the center of the tunnel. As they continue toward the walkways, leaving only a very narrow ledge of
Zhentarim Ghettos, this stream of lava grows until it walkable path on either side of the tunnel.
fills the trenches completely. By this point, the heat is getting extremely
uncomfortable. Have each character in the party
Area Information make a DC 8 Constitution saving throw. Creatures
The Mulmaster sewers have the following features: with resistance or immunity to fire automatically
Dimensions & Terrain. Each sewer tunnel is 15 succeed on the save. Those who fail the saving throw
feet wide and 10 feet high. There is a 5-feet-wide gain 1 level of exhaustion.
channel filled with lava in the middle of the tunnel, At the next intersection, the other tunnels are
with occasional bridges over it at intersections. simply gone. The end of the tunnel opens to the sea
Lighting. The lava sheds bright light. of lava that the adventurers glimpsed before, with a
Lava. Any creature that touches lava or ends its massive vortex of lava spinning in the distance.
turn touching it takes 22 (5d8) fire damage. Above the sea is an endless red sky and a blazing hot
sun. They are not in Mulmaster anymore.
Flood Zone
A few more minutes of travel later, the tunnel comes Creatures/NPCs
to an area flooded with lava. A stretch of walkway Floating toward the opening is an efreeti woman
here fell apart, leaving a 40-foot-long corridor that is with fiery red hair, coal-black skin, and wearing
covered in lava with no walkway across. jewelry of ruby and gold all over her body. She
There are a few intact stone blocks poking out of carries a long golden rod in one hand. This is
the lava, allowing characters to jump from stone to Kessara the Enchanted, a noble efreeti who the
stone cross the area with a DC 14 Dexterity adventurers recognize if they played CCC-ODFC02-02
(Acrobatics) check. Palace of the Efreeti.
Objectives/Goals. Kessara’s father is Razim the
• Those who succeed on their check reach the Incandescent, one of the six pashas in charge of
other side without touching lava. efreet on the Prime Material Plane. Razim detected
• Those who fail but roll 9 or more on their check abnormal magic near his palace in this part of the
manage to burn themselves for 9 (2d8) fire Sea of Fire, so he sent Kessara to investigate it.
damage before reaching the other side. Kessara is enraged that the Cult of Reborn Flame
• Those who fail and roll less than 9 on their would use her plane in their machinations after they
check fall into the lava, taking 22 (4d8) fire sent annoying emissaries to pester her father a few
damage before they climb out the other side. tendays ago (see CCC-ODFC02-02 Palace of the
Efreeti for details). She wants to punish the cult for
As the adventurers cross the flooded area, they have
their impudence, but she is shocked by their
strange visions of the tunnel walls vanishing to
increased power on this plane, and she is too
reveal an endless sea of lava surrounding them and a
prideful to fly home to call for her father’s aid. She
burning red sky above. The visions quickly fade, but
would prefer the adventurers do her dirty work.
characters who have been to the Elemental Plane of
What Does She Know? Kessara found several
Fire recognize the Sea of Fire. The last character to
portals to Mulmaster scattered around the area, and
cross the area also sees an indistinct floating efreeti
she has been steadily closing them as she found
waving a rod right as the vision vanishes.
them. She realized soon enough that someone was
What’s All This Then? using a ritual to break through the weak boundary
between the Zhentarim Ghettos and the Elemental
This tunnel houses a portal to the Elemental Plane of Fire,
one of the many that Rassendyll is trying to open across
Plane of Fire in order to open numerous portals
Mulmaster’s sewers. The portal is not fully open yet, which is beneath Mulmaster. She doesn’t yet know who is
why the adventurers only get a brief glimpse of the other side behind the plot.
as they cross. On the other side, Kessara is flying from portal She interrogates the adventurers, asking what
to portal trying to close them all. they know about the portals and freely sharing her
knowledge. Once she learns that the Cult of Reborn
Flame or the Black Phoenix is behind the ritual, she
put together all the pieces:

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 9
The Black Phoenix is performing a ritual that • As they are battling the Black Phoenix, she will
would conjure portals to the Elemental Plane of Fire continue closing the portals outside.
in Mulmaster’s sewers. Normally, such a large
If the adventurers took to be in poor shape, or if they
concentration of magic beneath the city would draw
drive a hard bargain (with a DC 17 Charisma
the attention and ire of the Brotherhood of Cloaks,
[Persuasion] check), Kessara is also willing to heal
but they are far too busy fighting the Red War to
them to full hit points and cure one level of
stop him now. When the ritual is complete, all those
exhaustion from one creature.
portals would fully open, flooding the city sewers
with lava from the Sea of Fire. The entire city would
be incinerated, inhabitants and invaders alike. Servant of the Pasha
If any of the adventurers has the Servant of the
Full Speed Ahead Pasha story award (from CCC-ODFC02-02 Palace of
the Efreeti), Kessara whispers to them that her
Kessara knows that the Black Phoenix is performing
father has great plans for them, so she will make
the ritual in a sheltered bubble underneath the
sure to take good care of his property. Those
vortex in the Sea of Fire. She wants to punish the cult
adventurers get a special blessing for 1 hour which
for their arrogant actions, so she would make a
grants them a fly speed of 60 feet and heals them for
bargain with the adventurers. If the party is willing
5 hit points at the start of each of that character’s
to kill the Black Phoenix and give her his head as a
turns.
trophy, she provides them with the following boons:
• She will provide safe transportation through the The Final Battle
lava to enter and leave the ritual shelter. Once the party accepts Kessara’s terms, she warns
• She grants the blessing of Hastsezini to each them to get ready. As soon as they are, proceed to
adventurer, giving them resistance to fire for the Episode 3.
next hour.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 10
Episode 3: Ashes of the Phoenix
Estimated Duration: 65 minutes
This Isn’t Even My Final Form
The adventurers enter the vortex beneath the Sea of
Rassendyll Uoumdolphin is an undead revenant driven
Fire and face the Black Phoenix once and for all.
purely by thoughts of revenge. He has the following features:
• Rassendyll is immune to fire.
Prerequisites • Rassendyll has Legendary Resistance (3/Day).
The party must have reached the Zhentarim Ghettos • As long as there are reborn warriors or Rassendyll’s
in Episode 2 and taken up Kessara’s offer. dragon nearby, Rassendyll cannot be reduced below 1 HP.
All excess damage is dealt to one of his minions instead.
Story Objective B
The adventurers complete Story Objective B if they Adjusting the Scene
defeat the Black Phoenix.
Here are some suggestions for adjusting this scene:
• Very Weak: Remove two reborn warriors.
Crucible of Fire • Weak: Remove a reborn warrior.
Kessara transforms the adventurers into flowing • Strong: Add a reborn warrior.
lava and sends them into the Sea of Fire. They feel • Very Strong: Add two reborn warriors.
themselves slithering through the warm sea before  Extra Challenge: Rassendyll has three Legendary Actions
emerging and transforming back into themselves and can spend one to make a weapon attack.
(still resistant to fire). Use Appendix 5: Crucible of
Fire Map to represent this area. The adventurers
emerge next to the lava anywhere they like. Haughty Dragon Yearns to Slay
Once all the reborn warriors are defeated,
Area Information Rassendyll unleashes his secret weapon. The ceiling
The Crucible of Fire has the following features: lava parts briefly to reveal Rassendyll’s dragon, a
Dimensions. The crucible is a dry pentagon of fiendish-looking dragon with black and red scales.
land surrounded by sheer walls of lava on all five Rassendyll shouts an insult as he teleports onto the
sides. The walls rise 30 feet high before sloping into dragon’s saddle and sheds his shield.
a domed ceiling of lava that doesn’t drip down. Note that the dragon is wearing a saddle of the
Lighting. The entire area is brightly lit from lava. cavalier. Attacks against it have disadvantage while
Lava. Any creature that touches a lava wall takes it bears a rider, and the rider can’t be dismounted
22 (5d8) fire damage. Lava is dense, so it is not unwillingly while conscious.
possible to swim into the walls.
Features. At the center of the shelter is an Adjusting the Scene
obsidian platform that protrudes 5 feet up. Around Here are some suggestions for adjusting this scene:
that platform are five obsidian pillars which rise all • Very Weak: Rassendyll’s dragon has AC 15 and 100 HP.
the way to the ceiling. The obsidian is magically • Weak: Rassendyll’s dragon has AC 16 and 120 HP.
enhanced and exceedingly difficult to break. • Average: Rassendyll’s dragon has AC 17 and 140 HP.
• Strong: Rassendyll’s dragon has 160 HP.
Creatures/NPCs • Very Strong: Rassendyll summons another reborn warrior.
Rassendyll Uoumdolphin stands at the center of  Extra Challenge: Rassendyll has three Legendary Actions
the pentagon, eyes aglow. He has been expecting and can spend one to make a weapon attack.
adventurers to show up, but he is disappointed that
his brother Selfaril didn’t come. He is willing to
Kessara’s Aid
engage in conversation and explain his motives and
hatred for his brother, but it is clear that he would Kessara is keeping an eye upon the battle through the Sea of
never give up his plans to destroy Mulmaster. As Fire. Twice during the battle, she can provide healing for the
party: She can heal every adventurer for 25 HP, or she can
combat begins, Rassendyll immediately uses his Call
restore a single character to full HP. She is very reluctant to
to Honor ability, ignoring its restriction, to summon
perform this service, so she only heals them if the party is in
four reborn warriors. (This uses up the ability and great need, such as if an adventurer is about to die or if
he can’t summon more warriors this day.) multiple characters are unconscious.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 11
Phoenix Rises from Ashes Gray
Once Rassendyll is reduced to 0 HP, his body falls,
but his spirit rushes forth as a phoenix composed of
hateful black flames. Rassendyll transforms into
Rassendyll, Black Phoenix and makes one last
effort to destroy the adventurers.
Note that his Legendary Resistances are shared
with his previous form (so if he already used two of
them, two are still expended now). Also remember
Kessara’s Aid (see sidebar above) and the fact that
the adventurers are resistant to fire.

Adjusting the Scene


Here are some suggestions for adjusting this scene:
• Very Weak: Rassendyll has AC 12 and 90 HP.
• Weak: Rassendyll has AC 14 and 110 HP.
• Average: Rassendyll has AC 16 and 130 HP.
• Strong: Rassendyll has 150 HP.
• Very Strong: Rassendyll has 180 HP.
 Extra Challenge: The central platform recedes into the
ground and becomes a pentagonal depression 5 feet deep.
Lava pours down from the ceiling, filling up that Wrap-Up: Pyrrhic Victory
depression and turning it into a pit of lava.
Kessara returns the party to the sewer tunnel in
Once Rassendyll, Black Phoenix finally falls, the Mulmaster, keeping Rassendyll’s skull for herself.
walls become unstable and the entire pocket starts She praises them for how much amusement they
collapsing. Kessara arrives through the lava, have brought her, says her farewells, and closes the
stabilizes any dying adventurer, grabs Rassendyll’s last portal.
head, and transports everyone back through the Sea Mulmaster is safe from the Cult of Reborn Flame,
of Fire to safety. but the Red War still rages. If any adventurer intends
to play another Red War adventure, they can head
Treasure & Rewards for the surface and rejoin the fighting.
The adventurers can loot Rassendyll and his dragon Otherwise, the adventurers return only to find
before they leave: that red wizards have successfully conquered
Mulmaster. Most of the citizens did escape the city
• Rassendyll wears a dread helm, which Kessara lets thanks to the heroic efforts of other adventurers.
the adventurers take off his head and keep.
Because of the party’s accomplishment, there is still
• Rassendyll’s dragon wears a dragonhide saddle a Mulmaster for the refugees to return to, if they can
(saddle of the cavalier). one day wrest the city away from Thay.

The Price of Failure Treasure & Rewards


If Rassendyll defeats the adventurers, he completes Any adventurer that successfully completed the
his ritual and buries much of Mulmaster in lava. entire Reborn Flame Trilogy of CCC-ODFC02-02
Kessara manages to recover the bodies of the Palace of the Efreeti, CCC-GAD01-01 Broken Blade,
adventurers and return them to the Prime Material and CCC-GAD01-02 Red War: Black Phoenix are
Plane. recognized as true heroes of Mulmaster and have the
High Blade’s gratitude.
• Each adventurer gains the High Blade in Your
Debt story award. Though everyone gains this
award, it doesn’t take effect for characters until
they complete the entire Reborn Flame Trilogy.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 12
Adventure Rewards
At the end of the session, the characters each receive
rewards based upon their accomplishments. These Story Awards
rewards include advancement and treasure, and Characters playing the adventure may earn:
may include player rewards—magic item unlocks, High Blade in Your Debt. You prevented an
story awards, or new downtime activities, as follows: alliance between an efreeti pasha and the Cult of
Reborn Flame, you rescued Selfaril Uoumdolphin
from a mental prison woven by a hag coven, and you
Advancement and Treasure prevented the people and city of Mulmaster from
Checkpoints being engulfed in lava by the Black Phoenix. For
these deeds and more, the High Blade of Mulmaster
The characters receive 1 advancement checkpoint is in your debt. With his city overrun by Thayans,
and 1 treasure checkpoint for each story objective Selfaril cannot repay that debt now, but perhaps that
that they complete, as follows: may change one day. This story award doesn’t take
• Story Objective A: Reach the Zhentarim Ghettos effect until you successfully complete the Reborn
• Story Objective B: Defeat the Black Phoenix Flame Trilogy. More information can be found in
Appendix 9.
The characters receive 1 advancement checkpoint
and 1 treasure checkpoint for each bonus objective
that they complete, as follows: Dungeon Master Rewards
• Bonus Objective A: Defeat the Cultists In exchange for running this adventure, you earn
advancement and treasure checkpoints as though
• Bonus Objective B: Save the Three Mulmasterites
you played the adventure, but none of the
adventure’s player rewards.
Player Rewards However, this adventure may qualify for rewards
The characters earn the following player rewards for earned by completing DM Quests. See the ALDMG
completing the adventure: (Adventurers League Dungeon Master’s Guide) for
more information about DM Quests.
Magic Item Unlocks
Characters completing the adventure unlock:
Dragonhide Saddle (Saddle of the Cavalier). This
saddle is made primarily out of the hide and bones of
a red dragon. The saddle never gets dirty even in the
grimiest of environments. This item can be found in
Appendix 8.
Dread Helm. The jagged horns on this helmet look
quite intimidating. This item can be found in
Appendix 8.

Consumable Items
Characters playing the adventure may earn and
unlock:
Potion of Mind Reading. Potion, rare. This item’s
description can be found in the Dungeon Master’s
Guide.
Potion of Growth. Potion, uncommon. This item’s
description can be found in the Dungeon Master’s
Guide.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 13
Appendix 1: NPC Summary
The following NPCs feature prominently in this • Rassendyll Uoumdolphin (RASS sen dill oom
adventure. DOLL fin). The twin brother of Selfaril
Uoumdolphin. He imprisoned and replaced Selfaril
• Cult of Reborn Flame. An elemental cult built up
as High Blade of Mulmaster more than a century
from the remnants of the Cult of Eternal Flame in
ago. Now that Selfaril has returned to lead
Mulmaster.
Mulmaster, Rassendyll’s hatred of his brother
Personality: We are fanatical in our beliefs. caused him to return as an undead revenant
Ideal: We have absolute faith in our leader: the fueled by vengeance. He created the Cult of
Black Phoenix. Reborn Flame and took up the persona of the
Bond: Mulmaster will be cleansed in fire! Black Phoenix in his plot to bathe Mulmaster in
Flaw: We have a tendency toward friendly fire. cleansing fire. He previously appeared in CCC-
GAD01-01 Broken Blade.
• Kessara the Enchanted (kess SAR uh). A noble
efreeti who is outwardly young and innocent, but Personality: I defend my power with ruthless
inwardly a cunning schemer who enjoys using efficiency.
people in her plots. She previously appeared in Ideal: Vengeance is all I have left.
CCC-ODFC02-02 Palace of the Efreeti. Bond: My spirit will not rest until my brother has
lost everything.
Personality: I see people as tools to be
Flaw: I have a flair for the dramatic which can lead
manipulated.
me to expose my devious plans.
Ideal: Life is not worth living if it is boring.
Bond: I am loyal to my father, Pasha Razim the • Red Wizards of Thay. A nation of evil wizards,
Incandescent. primarily necromancers, led by the lich Szass Tam.
Flaw: My pride will be my downfall. They started the Red War in hopes of conquering
Mulmaster and making it an outpost of Thay.
• Laal (LAWL). A flumph who lives in Mulmaster’s
sewers. As a flumph, she can sense the emotions Personality: People are just resources to be
and thoughts of others. She previously appeared in harvested.
DDEX02-08 Foulness Beneath Mulmaster. Ideal: We will be acknowledged as the true power
in Mulmaster.
Personality: I am a kind and selfless person.
Bond: The five factions will pay for daring to
Ideal: The guilty deserve justice. The innocent
challenge our power.
deserve happiness.
Flaw: Nothing can ever come close to our magical
Bond: Elemental cultists killed my husband.
might!
Flaw: I am physically weak and afraid of coming to
harm. • Selfaril Uoumdolphin (SELL far rill oom DOLL
fin). A man who is the once and current High
Blade of Mulmaster. His soul was trapped in ruby
for a long time, until Rastol Shan’s machinations
restored him to the throne. He first appeared in
DDEX02-14 The Sword of Selfaril.
Personality: I am cunning and pragmatic.
Ideal: Only I deserve to rule Mulmaster.
Bond: I will obey the letter of every agreement I
make.
Flaw: I trusted the red wizards until it was too late.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 14
Appendix 2: Creature Statistics
Burning Fire Worm (Young Remorhaz) Cult Fire Mage (Eternal Flame Priest)
Large monstrosity, unaligned Medium humanoid (human), neutral evil
Armor Class 14 (natural armor) Armor Class 12 (15 with mage armor)
Hit Points 93 (11d10 + 33) Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 3 (-4) 10 (+0) 4 (-3) 12 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 16 (+3)

Damage Immunities cold, fire Skills Deception +5, Intimidation +5, Religion +2
Senses darkvision 60 ft., tremorsense 60 ft., passive Damage Resistances fire
Perception 10 Senses passive Perception 10
Languages – Languages Common, Ignan
Challenge 5 (1,800 XP) Challenge 3 (700 XP)
Heated Body. A creature that touches the burning fire Spellcasting. The mage is a 5th-level spellcaster. Its
worm or hits it with a melee attack while within 5 feet spellcasting ability is Charisma (spell save DC 13, +5 to
of it takes 7 (2d6) fire damage. hit with spell attacks). It knows the following sorcerer
spells (XGE means from Xanathar’s Guide to Everything):
Actions
Cantrips (at will): control flamesXGE, create bonfireXGE,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one fire bolt, light, minor illusion
target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) 1st Level (4 slots): burning hands, expeditious retreat,
fire damage. mage armor
2nd Level (3 slots): blur, scorching ray
3rd Level (2 slots): fireball

Actions

Cult Guardian (Eternal Flame Guardian) Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
Medium humanoid (human), chaotic evil 2) piercing damage.
Armor Class 17 (breastplate, shield)
Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 14 (+2) 8 (-1) 11 (+0) 13 (+1)

Skills Intimidation +3, Perception +2


Damage Resistances fire
Senses passive Perception 12
Languages Common Actions
Challenge 2 (450 XP)
Multiattack. The guardian makes two melee attacks.
Flaming Weapon (Recharges after a Short or Long
Longsword. Melee Weapon Attack: +4 to hit, reach 5
Rest). As a bonus action, the guardian can wreath one
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
melee weapon it is wielding in flame. The guardian is
unharmed by this fire, which lasts until the end of the Javelin. Melee or Ranged Weapon Attack: +4 to hit,
guardian’s next turn. While wreathed in flame, the reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +
weapon deals an extra 3 (1d6) fire damage on a hit. 2) piercing damage.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 15
Rassendyll, Black Phoenix (Phoenix) takes 5 (1d10) fire damage at the start of each of its
turns.
Gargantuan elemental, neutral
Fiery Talons. Melee Weapon Attack: +13 to hit, reach
Armor Class 18 15 ft., one target. Hit: 17 (2d8 + 8) fire damage.
Hit Points 175 (10d20 + 70)
Speed 20 ft., fly 120 ft. Legendary Actions

STR DEX CON INT WIS CHA The phoenix can take 3 legendary actions, choosing
19 (+4) 26 (+8) 25 (+7) 2 (-4) 21 (+5) 18 (+4) from the options below. Only one legendary action
option can be used at a time and only at the end of
Saving Throws Wis +10, Cha +9 another creature’s turn. The phoenix regains spent
Damage Resistances bludgeoning, piercing, and legendary actions at the start of its turn.
slashing from nonmagical attacks Peck. The phoenix makes one beak attack.
Damage Immunities fire, poison Move. The phoenix moves up to its speed.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, stunned Swoop (Costs 2 Actions). The phoenix moves up to its
Senses darkvision 60 ft., passive Perception 15 speed and attacks with its fiery talons.
Languages –
Challenge 16 (15,000 XP)
Fiery Death and Rebirth. When the phoenix dies, it
explodes. Each creature within 60-feet of it must make
a DC 20 Dexterity saving throw, taking 22 (4d10) fire
damage on a failed save, or half as much damage on a
Rassendyll’s Dragon (Young Red Dragon)
successful one. The fire ignites flammable objects in Large dragon, chaotic evil
the area that aren’t worn or carried. Armor Class 18
Fire Form. The phoenix can move through a space as Hit Points 178 (17d10 + 85)
narrow as 1 inch wide without squeezing. Any creature Speed 40 ft., climb 40 ft., fly 80 ft.
that touches the phoenix or hits it with a melee attack
while within 5 feet of it takes 5 (1d10) fire damage. In STR DEX CON INT WIS CHA
addition, the phoenix can enter a hostile creature’s 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
space and stop there. The first time it enters a
creature’s space on a turn, that creature takes 5 (1d10) Saving Throws Dex +4, Con +9, Wis +4, Cha +8
fire damage. With a touch, the phoenix can also ignite Skills Perception +8, Stealth +4
flammable objects that aren’t worn or carried (no Damage Immunities fire
action required). Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 18
Flyby. The phoenix doesn’t provoke opportunity
Languages Common, Draconic
attacks when it flies out of an enemy’s reach.
Challenge 10 (5,900 XP)
Illumination. The phoenix sheds bright light in a 60-
foot radius and dim light for an additional 30 feet. Actions
Legendary Resistance (3/Day). If the phoenix fails a Multiattack. The dragon makes three attacks: one with
saving throw, it can choose to succeed instead. its bite and two with its claws.
Siege Monster. The phoenix deals double damage to Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
objects and structures. one target. Hit: 17 (2d10 + 6) piercing damage plus 3
(1d6) fire damage.
Actions
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Multiattack. The phoenix makes two attacks: one with one target. Hit: 13 (2d6 + 6) slashing damage.
its beak and one with its fiery talons.
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., 30-foot cone. Each creature in that area must make a
one target. Hit: 15 (2d6 + 8) fire damage. If the target is DC 17 Dexterity saving throw, taking 56 (16d6) fire
a creature or a flammable object, it ignites. Until a damage on a failed save, or half as much damage on a
creature takes an action to douse the fire, the target successful one.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 16
Rassendyll Uoumdolphin (Sword Wraith Reborn Warrior (Sword Wraith Warrior)
Commander) Medium undead, lawful evil
Medium undead, lawful evil Armor Class 16 (chain shirt, shield)
Armor Class 18 (breastplate, shield) Hit Points 45 (6d8 + 18)
Hit Points 127 (15d8 + 60) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 10 (+0)
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
Damage Resistances necrotic; bludgeoning, piercing,
Skills Perception +4 and slashing from nonmagical attacks
Damage Resistances necrotic; bludgeoning, piercing, Damage Immunities poison
and slashing from nonmagical attacks Condition Immunities exhaustion, frightened,
Damage Immunities poison poisoned, unconscious
Condition Immunities exhaustion, frightened, Senses darkvision 60 ft., passive Perception 9
poisoned, unconscious Languages the languages it knew in life
Senses darkvision 60 ft., passive Perception 14 Challenge 3 (700 XP)
Languages the languages it knew in life Martial Fury. As a bonus action, the reborn warrior can
Challenge 8 (3,900 XP) make one weapon attack. If it does so, attack rolls
Martial Fury. As a bonus action, Rassendyll can make against it have advantage until the start of its next turn.
one weapon attack, which deals an extra 9 (2d8)
necrotic damage on a hit. If he does so, attack rolls Actions
against him have advantage until the start of his next Longsword. Melee Weapon Attack: +6 to hit, reach 5
turn. ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
Turning Defiance. Rassendyll and any reborn warriors (1d10 + 4) slashing damage if used with two hands.
within 30 feet of him have advantage on saving throws Longbow. Melee Weapon Attack: +3 to hit, range
against effects that turn undead. 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Actions
Multiattack. Rassendyll makes two weapon attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
(1d10 + 4) slashing damage if used with two hands.
Longbow. Melee Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Call to Honor (1/Day). To use this action, Rassendyll
must have taken damage during the current combat. If
he can use this action, he gives himself advantage on
attack rolls until the end of his next turn, and 1d4 + 1
reborn warriors appear in unoccupied spaces within 30
feet of him. The warriors last until they drop to 0 hit
points, and they take their turns immediately after
Rassendyll’s turn on the same initiative.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 17
Skeletal Abomination (Minotaur Skeleton) Thayan Apprentice (Evil Mage)
Large undead, lawful evil Medium humanoid (human), lawful evil
Armor Class 12 (natural armor) Armor Class 12 (15 with mage armor)
Hit Points 67 (9d10 + 18) Hit Points 22 (5d8)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Damage Vulnerabilities bludgeoning Saving Throws Int +5, Wis +3


Damage Immunities poison Skills Arcana +5, History +5
Condition Immunities exhaustion, poisoned Senses passive Perception 11
Senses darkvision 60 ft., passive Perception 9 Languages Common, Draconic, Dwarvish, Elvish
Languages understands Abyssal but can’t speak Challenge 1 (200 XP)
Challenge 2 (450 XP) Spellcasting. The apprentice is a 4th-level spellcaster.
Charge. If the skeleton moves at least 10 feet straight Its spellcasting ability is Intelligence (spell save DC 13,
toward a target and then hits it with a gore attack on +5 to hit with spell attacks). It has the following wizard
the same turn, the target takes an extra 9 (2d8) spells prepared:
piercing damage. If the target is a creature, it must
Cantrips (at will): light, mage hand, ray of frost,
succeed on a DC 14 Strength saving throw or be
shocking grasp
pushed up to 10 feet away and knocked prone.
1st Level (4 slots): mage armor, magic missile
Actions 2nd Level (3 slots): hold person, misty step

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., Actions


one target. Hit: 17 (2d12 + 4) slashing damage.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.
target. Hit: 13 (2d8 + 4) piercing damage.

Thayan Captain (Hobgoblin Captain) Actions


Medium humanoid (human), lawful evil Multiattack. The captain makes two greatsword
attacks.
Armor Class 17 (half-plate)
Hit Points 39 (6d8 + 12) Greatsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Speed 30 ft.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
STR DEX CON INT WIS CHA reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For
Senses darkvision 60 ft., passive Perception 10 1 minute, the captain can utter a special command or
Languages Common, Goblin warning whenever a nonhostile creature that it can
Challenge 3 (700 XP) see within 30 feet of it makes an attack roll or a saving
Martial Advantage. Once per turn, the captain can throw. The creature can add a d4 to its roll provided it
deal an extra 10 (3d6) damage to a creature it hits with can hear and understand the captain. A creature can
a weapon attack if that creature is within 5 feet of an benefit from only one Leadership die at a time. This
ally of the captain that isn’t incapacitated. effect ends if the captain is incapacitated.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 18
Appendix 3: Cellar Map

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 19
Appendix 4: City at War Map

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 20
Appendix 5: Crucible of Fire Map

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 21
Appendix 6: An Explosive Entrance (Bonus Objective A)
Estimated Duration: 60 minutes
Objectives/Goals. The cultists have orders to
This bonus objective occurs after the adventurers cause mayhem at the Tower of the Wyvern in the
receive their mission briefing and head for the hope of diverting Selfaril’s attention.
cellars. What Do They Know? The cultists are aware that
their leader, the Black Phoenix, hides in the sewers
Prerequisites underneath the Zhentarim Ghettos. They know that
The party must have received the Call to Action in he is preparing to finally cleanse Mulmaster in flame,
Episode 1. but they don’t know his exact plans.

Adjusting the Scene


Bonus Objective A
Here are some suggestions for adjusting this scene:
The adventurers complete Bonus Objective A if
they defeat or circumvent the cultists invading the • Very Weak: Remove the cult fire mage. Each of the
Tower of the Wyvern. burning fire worms has 45 hit points.
• Weak: Remove the cult fire mage.
• Strong: Add a burning fire worm.
Tower of the Wyvern Cellar • Very Strong: Add a cult fire mage and a burning fire worm.
Just as the adventurers reach the cellar, the Cult of  Extra Challenge: The explosion causes smoke and dust to
Reborn Flame launches an attack upon the tower. fill the room, leaving the entire room heavily obscured
The back wall of the cellar explodes outward, during the first round of combat (the burning fire worms
revealing an opening to the city sewers. Use have tremorsense).
Appendix 3: Cellar Map to represent the area.
A Refreshing Discovery
Area Information If the adventurers look underneath the fourth barrel
The cellar has the following features: on the left side as Selfaril directed, they find an
Lighting. A light spell illuminates each of the arcane inscription carved on the floor.
cultists. The burning fire worms each shed 20 ft. of If the inscription is read aloud inside this room,
bright light and 20 ft. of dim light beyond that. The every creature in the cellar becomes enchanted with
cellar is otherwise dark. magic that speeds up their body’s recovery. The next
Rubble. The explosion haphazardly scattered time those creatures take a short rest within 24
debris across the floor near the far wall, creating hours, they gain the benefits of that short rest after
areas of difficult terrain. The burning fire worms only 1 minute of resting. After the inscription
can ignore the rubble. unleashes its magic, it loses its power and can no
longer be activated.
Creatures/NPCs
The dust settles to reveal a cult fire mage and two Into the Sewers
cult guardians. During the first round of combat, Once the adventurers defeat or circumvent the
two burning fire worms erupt out of the ground cultists, they can go through the new opening and
without warning. press on into the sewers. They successfully complete
Bonus Objective A and enter Episode 2.

The burning fire worms burrow out If the adventurers follow Selfaril’s Captured cultists will answer
amid the party, allowing them to direction and look underneath the questions after a successful DC 14
harass the back line. Cult fire mages fourth barrel on the left side, they Charisma (Intimidation) check. They
attack from afar while cult find an extremely helpful reward. know the layout of the sewers,
guardians stay behind to guard See A Refreshing Discovery above granting advantage on Wisdom
them. for details. (Survival) checks in Episode 2,
Scene A if they talk.

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CCC-GAD01-02 Red War: Black Phoenix (v1.0) 22
Appendix 7: A Cry for Help (Bonus Objective B)
Estimated Duration: 60 minutes
Objectives/Goals. Laal is a kindhearted individual
This bonus objective occurs as the adventurers are who wants to help people in need. She sensed
traveling through the Mulmaster sewers. distress coming from three people trapped in an
ancient chamber, and since she couldn’t rescue them
Prerequisites herself, she used her telepathy to seek out someone
The party must have successfully completed who could.
Episode 2, Scene B – City at War and returned to What Does She Know? There are three people
the Mulmaster sewers. trapped in an ancient dwarven chamber. She tried to
contact them with telepathy, but they seemed
frightened and suspicious of both her and each
Bonus Objective B
other. She is hoping that the adventurers can
The adventurers complete Bonus Objective B if
convince them to work together and find a way out.
they help the three Mulmasterites escape the
She knows that those inside are decent people just
chamber.
trying to survive.

Scene A. Voice in My Head Scene B. Trapped in Here with You


As the adventurers travel through the sewers, they
Next to Laal is an adamantine door that leads to an
start hearing telepathic pleas for help, which become
ancient dwarven saferoom. The door and walls of
more desperate over time. If an adventurer responds
the saferoom are adamantine and enchanted with
to the voice, it tells them that three people are
powerful magic, preventing them from being
trapped in a chamber and need rescue. The voice can
unlocked, broken, or even circumvented via magic
telepathically guide the adventurers through the
such as passwall. They radiate abjuration magic to
maze of tunnels to its location.
detect magic.
Inside the chamber are three Mulmasterites who
Creatures/NPCs fell through the earth due to earthquakes caused by
The voice belongs to Laal. She is a flumph – a the Red War. Rubble has since blocked the ceiling, so
jellyfish-like creature with a round body, a mass of they are running out of air. Despite their desperate
barbed tentacles protruding from below, and a pair circumstances, they don’t trust each other.
of eyestalks jutting from above. Adventurers who The only way for the Mulmasterites to escape the
have played DDEX02-08 Foulness Beneath Mulmaster chamber is if the adventurers can figure out the
recognize her. mechanism that unlocks the door and convince them
to work together to escape. Laal can allow an
adventurer to contact any of the Mulmasterites from
the other side of the wall through her telepathy.

A-Laal Me to Help
As a flumph, Laal can read the thoughts of the Mulmasterites
on the other side of the door. Hence, she can provide the
names and physical descriptions of the three NPCs there,
share what those NPCs can see on the other side, and even
give roleplaying suggestions to the adventurers based on an
NPC’s desires and emotional state.
She can use her telepathy to establish contact between
any one adventurer and any one of the Mulmasterites at a
time. They are all initially suspicious of the adventurers, but
they can each be convinced to follow the party’s instructions
through specific methods of influence, which Laal may hint at
if the adventurers are struggling to decide what to do.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GAD01-02 Red War: Black Phoenix (v1.0) 23
Nebin, Cloak of Mulmaster Door Mechanism
Nebin is a halfling wizard who has recently joined The door opens via a pully system connected to a
the Cloaks of Mulmaster. He is a shy bookworm with wheel through a pair of gears (basic diagram above).
strong social anxiety. He is afraid of the other two. The only way to get it all working is if the three
Mulmasterites cooperate. All the components
• Recruitment: An adventurer can convince Nebin
radiate transmutation magic to detect magic.
to trust them with a DC 11 Charisma
(Intimidation) check or a DC 14 Charisma • Wheel: The old metal wheel is rusty and hard to
(Deception or Persuasion) check. They have turn. Only Magda has the strength to turn it.
advantage if they are a sage or a member of the • Gears: There are two large metal gears, one linked
Brotherhood of Cloaks. Alternatively, he can be to the wheel and one linked to the pully. The two
bribed with promise of a book or scroll. gears are close and facing each other with a hole in
• Skills: Nebin can cast detect magic. He can also fit the middle of each. If the wheel is rotated, the first
into small places. gear turns, but the second doesn’t turn unless the
connector (Kilian’s metal bar) is placed between
Magda, City Guard the two gears. Only Nebin is small enough to slip
Magda is a human who is a member of the between the gears to insert the connector.
Mulmaster City Guard. She is lazy and corrupt, just Kilian needs to give up the connector to Nebin and
like most members of the Guard. She doesn’t like allow Nebin to insert it between the two gears. (If
wizards, and she really doesn’t like criminals. necessary, Magda and Nebin together can overpower
• Recruitment: An adventurer can convince Magda Kilian and take the connector by force.) Once Nebin
to trust them with a DC 13 Charisma check of inserts the connector between the gears, Magda can
some sort. They have advantage if they are a noble turn the wheel, which turns both gears and causes
or have some military or constabulary rank. the pully to open the door.
Alternatively, she can be bribed with promise of
15 gp or more. Scene C. Unity, Precision, Perfection
• Skills: Magda is muscular and strong.
Once the three Mulmasterites are free, they demand
whatever the adventurers promised them, though
Kilian, Zhent Criminal they have no realistic way to enforce those promises.
Kilian is a human who belongs to the Hangmen, a Laal is ecstatic at seeing them saved, and she
criminal gang that operates out of the Zhent Ghettos. promises to lead them, as well as any other refugees
He’s an experienced thug who despises authority, she meets, to the safety of the Underdark.
leading him to distrust both of the others. He is
currently injured and bleeding from his left arm.
Treasure & Rewards
• Recruitment: An adventurer can convince Kilian Before she leaves, Laal thanks the adventurers for
to trust them with a DC 13 Charisma (Deception or saving the Mulmasterites:
Persuasion) check or a DC 16 Charisma
(Intimidation) check. They have advantage if they • Laal hands them a small flumph egg which
are an urchin, a criminal, or a member of the functions as a Potion of Mind Reading.
Zhentarim. Alternatively, he can be bribed with
promise of healing. Back into the Sewers
• Skills: Kilian found a metal bar which he is using Once the adventurers free the Mulmasterites, they
as an improvised club. He is reluctant to give up can return to the sewers and continue their main
his only weapon. The bar radiates transmutation mission. They successfully complete Bonus
magic to detect magic. He is too injured to perform Objective B and return to Episode 2, Scene C.
most physical activities.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GAD01-02 Red War: Black Phoenix (v1.0) 24
Appendix 8: Magic Items
Adventurers completing this adventure’s objective
unlock these magic items.

Dragonhide Saddle
(Saddle of the Cavalier)
Wondrous item, uncommon
While in this saddle on a mount, you can’t be
dismounted against your will if you’re conscious,
and attack rolls against the mount have
disadvantage.
This item is found on Magic Item Table B in the
Dungeon Master’s Guide.
This saddle is made primarily out of the hide and
bones of a red dragon. The saddle never gets dirty
even in the grimiest of environments.

Dread Helm
Wondrous item, common
This fearsome steel helm makes your eyes glow
red while you wear it.
This item can be purchased with 2 Treasure
Checkpoints of any tier.
The jagged horns on this helmet look quite
intimidating.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GAD01-02 Red War: Black Phoenix (v1.0) 25
Appendix 9: Story Award
Adventurers may earn the following story award
during the adventure.

High Blade in Your Debt


You prevented an alliance between an efreeti pasha
and the Cult of Reborn Flame, you rescued Selfaril
Uoumdolphin from a mental prison woven by a hag
coven, and you prevented the people and city of
Mulmaster from being engulfed in lava by the Black
Phoenix. For these deeds and more, the High Blade
of Mulmaster is in your debt. With his city overrun
by Thayans, Selfaril cannot repay that debt now, but
perhaps that may change one day.
This story award doesn’t take effect until you
successfully complete the Reborn Flame Trilogy:
• CCC-ODFC02-02 Palace of the Efreeti
• CCC-GAD01-01 Broken Blade
• CCC-GAD01-02 Red War: Black Phoenix
If you have not yet completed the entire trilogy, you
gain the full use of this story award after you
successfully complete the missing adventures.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GAD01-02 Red War: Black Phoenix (v1.0) 26
Appendix 10: Dungeon Master Tips
This adventure is designed for three to seven 5th- documentation for the irregularities. If they cannot,
10th level characters and is optimized for five feel free to restrict item use or ask them to use a
characters with an average party level (APL) of 8. standard ability score array.
Characters outside this level range cannot Point players to the D&D Adventurers League
participate in this adventure. Players Guide for reference. If players wish to spend
downtime days and it’s the beginning of an
New to D&D Adventurers League? adventure or episode, they can declare their activity
http://dnd.wizards.com/playevents/organized-play and spend the days now, or they can do so at the end
of the adventure or episode. Players should select
To DM an adventure, you must have 3 to 7 players—
their characters’ spells and other daily options prior
each with their own character whose level is within
to the start of the adventure, unless the adventure
the adventure’s level range. Characters playing in a
specifies otherwise. Feel free to reread the
hardcover adventure may continue to play to but if
adventure description to help give players hints
they play a different hardcover adventure, they can’t
about what they might face.
return to the first one if they’re outside its level
range.
Adjusting This Adventure
Preparing the Adventure When combat is a possibility, the adventure will
provide a sidebar that helps you to determine the
Before you start play, consider the following:
best mix/number of opponents to provide them with
• Read through the adventure, taking notes of to create an appropriate challenge. While you’re not
anything you’d like to highlight or remind yourself bound to these adjustments; they’re here for your
of while running the adventure, such as a way convenience and consideration.
you’d like to portray an NPC or a tactic you’d like To determine whether you should consider
to use in a combat. Familiar yourself with the adjusting the adventure, add up the total levels of all
adventure’s appendices and handouts. the characters and divide the result by the number
• Gather any resources you’d like to use to aid you of characters (rounding .5 or greater up; .4 or less
in running this adventure--such as notecards, a down). This is the group’s average party level (APL).
DM screen, miniatures, and battlemaps. To approximate the party strength for the
• Ask the players to provide you with relevant adventure, consult the table below.
character information, such as name, race, class,
and level; passive Wisdom (Perception), and
Determining Party Strength
anything specified as notable by the adventure Party Composition Party Strength
(such as backgrounds, traits, flaws, etc.) 3-4 characters, APL less than Very weak
3-4 characters, APL equivalent Weak
Players can play an adventure they previously 3-4 characters, APL greater than Average
played as a Player or Dungeon Master, but may only 5 characters, APL less than Weak
play it once with a given character. Ensure each 5 characters, APL equivalent Average
player has their character’s adventure logsheet (if 5 characters, APL greater than Strong
not, get one from the organizer). The players fill out 6-7 characters, APL less than Average
the adventure name, session number, date, and your 6-7 characters, APL equivalent Strong
name and DCI number. In addition, the player also
6-7 characters, APL greater than Very strong
fills in the starting values for advancement and
treasure checkpoints, downtime days, and renown.
 For Extra Challenge: Some adjustment sidebars
These values are updated at the conclusion of the
include adjustments for extraordinary parties.
session.
Suggestions marked this way are options for
Each player is responsible for maintaining an
experienced DMs with players who can handle
accurate logsheet. If you have time, you can do a
very difficult encounters. They can be used
quick scan of a player’s character sheet to ensure
alongside any other adjustment. Be careful using
that nothing looks out of order. If you see magic
these options, especially in a time-limited setting.
items of very high rarities or strange arrays of ability
scores, you can ask players to provide

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GAD01-02 Red War: Black Phoenix (v1.0) 27
Item Unlock: Item Unlock: Item Unlock:
Dragonhide Saddle Dragonhide Saddle Dragonhide Saddle
(Saddle of the Cavalier) (Saddle of the Cavalier) (Saddle of the Cavalier)
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

Wondrous Item, Uncommon (Table B) Wondrous Item, Uncommon (Table B) Wondrous Item, Uncommon (Table B)
While in this saddle on a mount, While in this saddle on a mount, you While in this saddle on a mount,
you can’t be dismounted against can’t be dismounted against your you can’t be dismounted against
your will if you’re conscious, and will if you’re conscious, and attack your will if you’re conscious, and
attack rolls against the mount have rolls against the mount have attack rolls against the mount have
disadvantage. disadvantage. disadvantage.
This saddle is made primarily out of This saddle is made primarily out of This saddle is made primarily out of
the hide and bones of a red dragon. the hide and bones of a red dragon. the hide and bones of a red dragon.
The saddle never gets dirty even in The saddle never gets dirty even in The saddle never gets dirty even in
the grimiest of environments. the grimiest of environments. the grimiest of environments.

Item Unlock: Item Unlock: Item Unlock:


Dragonhide Saddle Dragonhide Saddle Dragonhide Saddle
(Saddle of the Cavalier) (Saddle of the Cavalier) (Saddle of the Cavalier)
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

Wondrous Item, Uncommon (Table B) Wondrous Item, Uncommon (Table B) Wondrous Item, Uncommon (Table B)
While in this saddle on a mount, While in this saddle on a mount, you While in this saddle on a mount,
you can’t be dismounted against can’t be dismounted against your you can’t be dismounted against
your will if you’re conscious, and will if you’re conscious, and attack your will if you’re conscious, and
attack rolls against the mount have rolls against the mount have attack rolls against the mount have
disadvantage. disadvantage. disadvantage.
This saddle is made primarily out of This saddle is made primarily out of This saddle is made primarily out of
the hide and bones of a red dragon. the hide and bones of a red dragon. the hide and bones of a red dragon.
The saddle never gets dirty even in The saddle never gets dirty even in The saddle never gets dirty even in
the grimiest of environments. the grimiest of environments. the grimiest of environments.

Item Unlock: Item Unlock: Item Unlock:


Dragonhide Saddle Dragonhide Saddle Dragonhide Saddle
(Saddle of the Cavalier) (Saddle of the Cavalier) (Saddle of the Cavalier)
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

Wondrous Item, Uncommon (Table B) Wondrous Item, Uncommon (Table B) Wondrous Item, Uncommon (Table B)
While in this saddle on a mount, While in this saddle on a mount, you While in this saddle on a mount,
you can’t be dismounted against can’t be dismounted against your you can’t be dismounted against
your will if you’re conscious, and will if you’re conscious, and attack your will if you’re conscious, and
attack rolls against the mount have rolls against the mount have attack rolls against the mount have
disadvantage. disadvantage. disadvantage.
This saddle is made primarily out of This saddle is made primarily out of This saddle is made primarily out of
the hide and bones of a red dragon. the hide and bones of a red dragon. the hide and bones of a red dragon.
The saddle never gets dirty even in The saddle never gets dirty even in The saddle never gets dirty even in
the grimiest of environments. the grimiest of environments. the grimiest of environments.
Item Unlock: Item Unlock: Item Unlock:
Dread Helm Dread Helm Dread Helm
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

Wondrous Item, Common (2 TCP) Wondrous Item, Common (2 TCP) Wondrous Item, Common (2 TCP)
This fearsome steel helm makes This fearsome steel helm makes This fearsome steel helm makes
your eyes glow red while you your eyes glow red while you your eyes glow red while you
wear it. wear it. wear it.

The jagged horns on this helmet The jagged horns on this helmet The jagged horns on this helmet
look quite intimidating. look quite intimidating. look quite intimidating.

Item Unlock: Item Unlock: Item Unlock:


Dread Helm Dread Helm Dread Helm
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

Wondrous Item, Common (2 TCP) Wondrous Item, Common (2 TCP) Wondrous Item, Common (2 TCP)
This fearsome steel helm makes This fearsome steel helm makes This fearsome steel helm makes
your eyes glow red while you your eyes glow red while you your eyes glow red while you
wear it. wear it. wear it.

The jagged horns on this helmet The jagged horns on this helmet The jagged horns on this helmet
look quite intimidating. look quite intimidating. look quite intimidating.

Item Unlock: Item Unlock: Item Unlock:


Dread Helm Dread Helm Dread Helm
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

Wondrous Item, Common (2 TCP) Wondrous Item, Common (2 TCP) Wondrous Item, Common (2 TCP)
This fearsome steel helm makes This fearsome steel helm makes This fearsome steel helm makes
your eyes glow red while you your eyes glow red while you your eyes glow red while you
wear it. wear it. wear it.

The jagged horns on this helmet The jagged horns on this helmet The jagged horns on this helmet
look quite intimidating. look quite intimidating. look quite intimidating.
Story Award: Story Award: Story Award:
High Blade in Your Debt High Blade in Your Debt High Blade in Your Debt
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

You prevented an alliance between an efreeti You prevented an alliance between an efreeti You prevented an alliance between an efreeti
pasha and the Cult of Reborn Flame, you rescued pasha and the Cult of Reborn Flame, you rescued pasha and the Cult of Reborn Flame, you rescued
Selfaril Uoumdolphin from a mental prison woven Selfaril Uoumdolphin from a mental prison woven Selfaril Uoumdolphin from a mental prison woven
by a hag coven, and you prevented the people and by a hag coven, and you prevented the people and by a hag coven, and you prevented the people and
city of Mulmaster from being engulfed in lava by city of Mulmaster from being engulfed in lava by city of Mulmaster from being engulfed in lava by
the Black Phoenix. For these deeds and more, the the Black Phoenix. For these deeds and more, the the Black Phoenix. For these deeds and more, the
High Blade of Mulmaster is in your debt. With his High Blade of Mulmaster is in your debt. With his High Blade of Mulmaster is in your debt. With his
city overrun by Thayans, Selfaril cannot repay that city overrun by Thayans, Selfaril cannot repay that city overrun by Thayans, Selfaril cannot repay that
debt now, but perhaps that may change one day. debt now, but perhaps that may change one day. debt now, but perhaps that may change one day.
This story award doesn’t take effect until you This story award doesn’t take effect until you This story award doesn’t take effect until you
successfully complete the Reborn Flame Trilogy: successfully complete the Reborn Flame Trilogy: successfully complete the Reborn Flame Trilogy:
CCC-ODFC02-02 Palace of the Efreeti CCC-ODFC02-02 Palace of the Efreeti CCC-ODFC02-02 Palace of the Efreeti
CCC-GAD01-01 Broken Blade CCC-GAD01-01 Broken Blade CCC-GAD01-01 Broken Blade
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix
If you have not yet completed the entire trilogy, If you have not yet completed the entire trilogy, If you have not yet completed the entire trilogy,
you gain the full use of this story award after you you gain the full use of this story award after you you gain the full use of this story award after you
successfully complete the missing adventures. successfully complete the missing adventures. successfully complete the missing adventures.

Story Award: Story Award: Story Award:


High Blade in Your Debt High Blade in Your Debt High Blade in Your Debt
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

You prevented an alliance between an efreeti You prevented an alliance between an efreeti You prevented an alliance between an efreeti
pasha and the Cult of Reborn Flame, you rescued pasha and the Cult of Reborn Flame, you rescued pasha and the Cult of Reborn Flame, you rescued
Selfaril Uoumdolphin from a mental prison woven Selfaril Uoumdolphin from a mental prison woven Selfaril Uoumdolphin from a mental prison woven
by a hag coven, and you prevented the people and by a hag coven, and you prevented the people and by a hag coven, and you prevented the people and
city of Mulmaster from being engulfed in lava by city of Mulmaster from being engulfed in lava by city of Mulmaster from being engulfed in lava by
the Black Phoenix. For these deeds and more, the the Black Phoenix. For these deeds and more, the the Black Phoenix. For these deeds and more, the
High Blade of Mulmaster is in your debt. With his High Blade of Mulmaster is in your debt. With his High Blade of Mulmaster is in your debt. With his
city overrun by Thayans, Selfaril cannot repay that city overrun by Thayans, Selfaril cannot repay that city overrun by Thayans, Selfaril cannot repay that
debt now, but perhaps that may change one day. debt now, but perhaps that may change one day. debt now, but perhaps that may change one day.
This story award doesn’t take effect until you This story award doesn’t take effect until you This story award doesn’t take effect until you
successfully complete the Reborn Flame Trilogy: successfully complete the Reborn Flame Trilogy: successfully complete the Reborn Flame Trilogy:
CCC-ODFC02-02 Palace of the Efreeti CCC-ODFC02-02 Palace of the Efreeti CCC-ODFC02-02 Palace of the Efreeti
CCC-GAD01-01 Broken Blade CCC-GAD01-01 Broken Blade CCC-GAD01-01 Broken Blade
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix
If you have not yet completed the entire trilogy, If you have not yet completed the entire trilogy, If you have not yet completed the entire trilogy,
you gain the full use of this story award after you you gain the full use of this story award after you you gain the full use of this story award after you
successfully complete the missing adventures. successfully complete the missing adventures. successfully complete the missing adventures.

Story Award: Story Award: Story Award:


High Blade in Your Debt High Blade in Your Debt High Blade in Your Debt
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix

You prevented an alliance between an efreeti You prevented an alliance between an efreeti You prevented an alliance between an efreeti
pasha and the Cult of Reborn Flame, you rescued pasha and the Cult of Reborn Flame, you rescued pasha and the Cult of Reborn Flame, you rescued
Selfaril Uoumdolphin from a mental prison woven Selfaril Uoumdolphin from a mental prison woven Selfaril Uoumdolphin from a mental prison woven
by a hag coven, and you prevented the people and by a hag coven, and you prevented the people and by a hag coven, and you prevented the people and
city of Mulmaster from being engulfed in lava by city of Mulmaster from being engulfed in lava by city of Mulmaster from being engulfed in lava by
the Black Phoenix. For these deeds and more, the the Black Phoenix. For these deeds and more, the the Black Phoenix. For these deeds and more, the
High Blade of Mulmaster is in your debt. With his High Blade of Mulmaster is in your debt. With his High Blade of Mulmaster is in your debt. With his
city overrun by Thayans, Selfaril cannot repay that city overrun by Thayans, Selfaril cannot repay that city overrun by Thayans, Selfaril cannot repay that
debt now, but perhaps that may change one day. debt now, but perhaps that may change one day. debt now, but perhaps that may change one day.
This story award doesn’t take effect until you This story award doesn’t take effect until you This story award doesn’t take effect until you
successfully complete the Reborn Flame Trilogy: successfully complete the Reborn Flame Trilogy: successfully complete the Reborn Flame Trilogy:
CCC-ODFC02-02 Palace of the Efreeti CCC-ODFC02-02 Palace of the Efreeti CCC-ODFC02-02 Palace of the Efreeti
CCC-GAD01-01 Broken Blade CCC-GAD01-01 Broken Blade CCC-GAD01-01 Broken Blade
CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix CCC-GAD01-02 Red War: Black Phoenix
If you have not yet completed the entire trilogy, If you have not yet completed the entire trilogy, If you have not yet completed the entire trilogy,
you gain the full use of this story award after you you gain the full use of this story award after you you gain the full use of this story award after you
successfully complete the missing adventures. successfully complete the missing adventures. successfully complete the missing adventures.

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