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Adventures in The Forgotten Realms Episode 1
Adventures in The Forgotten Realms Episode 1
T
wo Red Wizards of Thay have undertaken Pursuing the Red Wizards leads the adventurers
a secret mission into the High Moors east to a barrow mound in the wild grasses of the High
of the Sword Coast. They are searching for Moors. At the barrow, they discover the remnants
something or someone. Whatever their goal out of a wizards’ sanctum still being plundered. The
there in the cold and windswept hills, if the Red fate of its lore and treasures is up to the characters.
Wizards want to keep it secret then it is probably Without caution, things may get out of hand.
best uncovered swiftly for the good of everyone This Dungeons & Dragons® adventure is written
else. Even the mercenaries who escorted them to suit four to six characters of 8th level. With this
into the wilderness earlier agree: someone should text and the core D&D manuals, you have every-
stop them. thing you need to play. You may also benefit from
the Sword Coast Adventurer’s Guide to learn more
about the High Moors of Faerûn.
2 IN SCARLET FLAMES
before a sect of wizards moved in, plundered it for
Start of a Series treasure, discarded the dead inside the barrow, and
This adventure is written as the first in a multi-part used their magic to reshape the place into a remote
series. Whether you’re playing this as part of our lair. For years, the wizards used this place as a
adventure series or weaving this adventure into an- sanctum, laboratory, library, and eventually a tomb
other campaign, read “Part 3: What’s Next?” to get for members of their small order. Whatever became
an idea of where some of these threads lead—and of the final members of the order, they never re-
how you can change those threads to accommodate turned to this place.
a different campaign. For decades, it stood quietly.
This adventure foreshadows the role of a recur- Then, a few days ago, Tyreus arrived with ele-
ring villain but does not fully explain his motives, mentals in his service. The elementals dug into the
history, or plans. These are matters for the follow- ground near the barrow to get access to its lowest
ing adventures. If you prefer not to wait, or if you reaches. That created the sinkhole just east of the
want to substitute another villain in for ours, this barrow, into area 15. From there, Tyreus and his
adventure can easily foreshadow a villainous NPC minions stormed the library in area 14.
of your own. For two days, Tyreus searched the library for
By combining the immediacy of the players’ items of value. When Morwena and Malivar arrived,
choices with the mysterious histories and ambi- they confronted him in a brief skirmish of spells be-
tions of key NPCs, you can explore questions of fore choosing to parley.
loyalty, ambition, and knowledge in dramatic ways. Morwena, intrigued by the roving wizard and hun-
Future adventures in this series expand on this to gry for the power he offered, chose to abandon her
explore the past of the Sword Coast and the conse- mission and join Tyreus. Malivar thought it was a
quences of the players’ choices in each adventure trick. It wasn’t.
along the way. Malivar, afraid and heartbroken, threatened them
both but was no match for either. Struck by Tyreus’s
Background spells, he fled the library, deeper into the barrow,
A lone mage roams the land. He is a visitor from and collapsed on the verge of death. (He is likely
another world. He has come to the Sword Coast still in area 13 when the adventurers arrive.)
in pursuit of legends and lore, in the footsteps of Morwena suggested they let Malivar go, as she
others who came here long ago. He is called Tyreus, wasn’t worried about reprisal from the Red Wizards
though few here know him by name. anymore. She and her new ally teleported away with
His explorations caught the attention of the Red their treasures, leaving the elemental minions to
Wizards of Thay, who dispatched a pair of their own close up the barrow again and burn the library to
wizards to find the roving mage. These searchers— cover their master’s tracks.
Morwena and her apprentice, Malivar—tracked the The lead minion, a fire spirit called Exul, toils un-
wizard to the High Moors east of the Sword Coast. der a geas from the roving wizard. He has gathered
They surmised (correctly) that their quarry was and piled scrolls and books from the library to burn
looking for a site of arcane power. them but has stopped to read all he can before he
To find their way through the High Moors and destroys them.
stay on Tyreus’s trail, the Red Wizards hired local
mercenaries to guide them, led by a former bandit Adventure Hook
called Lothar. Adventurers passing through the village of Sec-
When the Red Wizards drew close to their target omber might hear about the Red Wizards and their
at a site colloquially called the Wizard’s Barrow, mission by chance. For some adventurers, interfer-
Lothar and his mercenaries abandoned the whole ing with Red Wizards or uncovering lost treasure
enterprise out of fear. They fled back to the village may be enough motivation to continue.
of Secomber, on the edge of the High Moors, where If coincidence isn’t enough, consider the following
they tell anyone who will listen that bad things are adventure hooks and how they can get adventurers
afoot out at the Wizard’s Barrow now. to Secomber.
“Wizards hunting wizards can lead to no good,”
Lothar says. Pursuit of the Red Wizards
An ally or patron of the adventurers hears word that
two Red Wizards have ventured toward the High
KASIA ‘KAFIS’ ZIELINSKA
The Story at the Barrow Moors in search of something. Perhaps that ally has
a fraught history with the Red Wizards; perhaps the
The Wizard’s Barrow started as a proper barrow
adventurers already do too.
and stood quietly in the High Moors for centuries
IN SCARLET FLAMES 3
Lost Lore Part 2:
A historian, sage, or other learned figure asks the
adventurers to investigate the legends of the Wiz- The Wizard’s Barrow
ard’s Barrow in the High Moor. “Start in the village When the adventurers arrive, the barrow has al-
of Secomber,” they say. “Someone there might re- ready been entered (twice) and partly plundered.
member rumors of wizards roaming the moors.” The barrow’s three levels, and a side view, are pre-
sented in the included maps (See Appendix).
Part 1:
Entryway
The Village of Secomber The main entryway to the barrow was the only
The village of Secomber sits with its back against entrance into the site until Tyreus arrived. Located
a riverside cliff made of pink granite. The village at the western end of the structure and marked by
center is mostly modest cottages and shops, with two large standing stones etched with faded spiral
homes and farms lining the roads out of town sigils, the entrance is a weather-worn set of stairs
and the top of the cliffs overlooking Hark River. interrupted by an upright stone slab. It was never a
Across the water, green hills rise to become the door, but a seal.
High Moors. Morwena and Malivar forced the seal open when
Whatever brings the characters to Secomber, they they arrived. Now the barrow stands open to the
hear word of Lothar and his party’s recent return winds and gathering rains of the High Moors. Any-
from the High Moors. Whether he drinks nearby or one can descend the steep, worn steps and enter.
tells his story out on the street, Lothar brags about
how lucky he and his crew are to be alive “after al- General Features
most being murdered by Red Wizards.” After its origins as a barrow grave in ancient times,
the interior of the Wizard’s Barrow has been refash-
The Mercenaries’ Accounts ioned with magic and more modern crafting tech-
Lothar Stoutsmark (male human, chaotic neutral, niques. The top level remains the oldest in fashion,
bandit captain) is a forty-year-old braggart who val- combining original stone slabs with mortar and
ues survival above all else. His “gold” teeth are fake. stones from about a century ago.
He and his crew (Gordo, Vic, and Rora) consider The second and third levels of the site consist of
themselves adventurers but tend toward sordid gray, cut stones slowly giving way after decades
work and skullduggery. Lothar is one lean month without maintenance—made all the worse by side
away from returning to highway robbery, and his effects of the sinkhole opening up outside. Cracks
allies (all spies) are one bad day from abandoning and gaps now reach into the second level of the site.
him, unbeknown to Lothar. Some areas are in danger of collapsing into the
Lothar knows the following information about the library below. Clever adventurers may find a way to
Red Wizards and their mission: take advantage of these dangers; others may suc-
cumb to them.
• “Those Red Wizards are called Morwena and Mali-
var. He used to be her apprentice and she still puts Ceilings. Each level features rough, uneven ceilings
him in his place, you know? He doesn’t like it.” about 8 feet high, left unfinished for cosmetic ef-
• “Morwena, she said the barrow they were looking fect by the wizards of old.
for might contain great treasure. She seemed to Doors. On the first level, doors are ramshackle,
doubt it was a barrow at all, though. She called it rotten things, lightweight and easily opened or
a ‘sanctum.’” broken. Except where otherwise noted, doors of
• “She maybe meant the Wizard’s Barrow, which the lower two levels are sturdy but small for their
was used for strange rites for decades—thunder, frames, unlikely to stick in place even after all
lightning—but apparently never opened.” these years.
• “Anyway, them Red Wizards, they’re chasing some- Light. The first level has no usable, surviving light
one. Another wizard, from a rival group, maybe? sources. The second and third levels feature peri-
Sounded like they wanted him alive.” odic wall sconces housing glassy stones magically
• “We made good time, crossing the hills. I know enchanted to give off dim light. Most of them
good trails. But one night, Morwena told Malivar still work.
she didn’t think they needed guides anymore. So Sound. The barrow would be silent if not for intrud-
we left, before they could kill us.” ers. Since the sinkhole damaged the site, sound
now carries from the second level to the third
Lothar can point the way to the Wizard’s Barrow: it where the floors are cracked and giving way.
is a mere 6-hour hike into the High Moors, about 18
miles southeast of Secomber.
4 IN SCARLET FLAMES
(4d10) lightning damage, or half as much damage
1. Guard Chamber with a successful save.
The wizards meant for this chamber to be a guard The lightning ignites flammable objects in the
post, but rather than bring people out here who area that aren’t being worn or carried. This stele
weren’t wizards in their little sect, they later opted can emit lightning a total of five times before be-
to trap the chamber with an experimental magic coming nothing more than inert stone.
glyph. (The wizards mostly came and went by tele-
portation circles in the library anyway.) Medallion of Safe Passage
The medallion is silver-plated copper engraved
with the same glyph as the stele, so the medallion
The winds and the chill from outside make their way
appears coppery. Any creature wearing or visibly
into this chamber. The remains of wooden stools and a
carrying one of these medallions does not trigger
rack of rotten spears suggest this was a guard station a trapped stele. The medallion is not magical. It is
once. A squat stele, about three feet tall, stands in simply recognized by the steles, throughout the bar-
the center of the chamber now, marked with a single, row, granting safe passage past their traps.
deeply etched glyph of bright blue. A silver medal-
lion hangs from the top of the stele, partly blocking
2. Moldering Supplies
the glyph.
A few open crates, rotten sacks of grain, and scattered
heaps of straw stand against the wall here. These sup-
The stele is marked with a glyph akin to a glyph of
warding, but it differs in important ways. Several plies could’ve lasted weeks, once. An iron crowbar sits
of these trapped steles can be found throughout rusting atop the only closed crate.
the barrow.
Wooden scraps or detritus in this chamber catch The floor angles down here before leveling off in the
fire if the trap goes off, but the fire has nowhere passage and chambers. This room was once the
to spread. supply cache and pantry for the site. Most of what
The medallion was set on the stele long ago to was left here has rotted to waste.
prevent its trap from going off. The trap cannot see
Treasure. The closed crate contains five golden oil
around the medallion. Removing the medallion
lamps, porcelain wares, and three copper ingots
makes the stele’s trap active again, though who-
altogether worth 140 gp.
ever wears or carries the medallion does not trig-
ger the trap. 3. Rotten Common Room
Morwena and Malivar ignored the stele and the
medallion in their rush to reach the library.
Ornately woven red rugs cover much of the uneven
Trapped Steles floor of this chamber, held down by deep, leather chairs
The barrow’s trapped steles were crafted with ef- and a split, collapsed table. One wall boasts a gold-
fects not unlike a glyph of warding. However, the painted frame and a smoke-darkened painting of Sword
steles’ glyphs are plain to see even in dim light. Coast cliffs. The sideboard practically bows from the
Each trapped stele can be activated multiple times;
weight of silver goblets, tea pots, and more.
exactly how many depends on the individual stele.
When the stele detects a trespasser in front of its
glyph it immediately emits a stroke of lightning at This chamber was once a common room and dining
the trespasser. If a targeted trespasser does not area for the site. The furnishings that once made it
leave the area, the stele emits lightning again on ini- comfortable are still here, caked with dust, damp,
tiative count 20 (losing initiative ties). and debris.
Anyone not named when the stele was crafted is Treasure. The silver wares, tea pots, and serving
considered a trespasser unless they wear or carry a trays here are collectively worth 310 gp. The land-
medallion of safe passage. scape painting is a lost work by a beloved Waterd-
Guard Chamber Trapped Stele. This trapped stele havian artist named Saraque Skyhill worth 1,200
detects trespassers in a 30-foot cone in front of its gp if properly conserved.
glyph. It has a passive Perception score of 18. To
disarm or dispel the trap requires a successful
DC 18 check. Any creature that triggers the trap
and fails a DC 15 Dexterity saving throw takes 22
IN SCARLET FLAMES 5
4. Abandoned Quarters 6. Descent Passage
The painted plaster walls continue into this area,
The air in here is damp and chill. It smells like hay depicting robed wizards headed toward the stairs
left to rot. down to area 8. But here, the wizards’ robes are
multi-colored.
Each of these chambers was a private room for a
member of the sect who visited or worked on site The robed figures on these walls wear detailed,
regularly. Personal effects have mostly been re- multi-colored robes with cuffs and hems adorned with
moved, leaving these feeling more like cells than
magic words and sigils. Some of these figures wear
bedrooms. Forgotten bedrolls and empty, unlocked
long beards or long braids; others are clad in buckled
chests are all that remain in most rooms.
bands of leather and sleek leggings. Each one is de-
4A: Hidden Shrine picted carrying treasures or offerings toward the stairs
This chamber hides a secret door leading to a hid- that descend deeper ahead.
den shrine.
The secret door is little more than a hatch behind
The stairs down to the second level mark the start
this room’s empty chest, hidden by dried mud and
of the finer, more modern stonework of the site’s
a slab meant to look like part of the wall. The door
lower two levels.
can be spotted with a DC 13 Intelligence (Investiga-
tion) or Wisdom (Perception) check or passive score. 7. Observer’s Chamber
Wizards used this chamber to observe newcom-
A little stone altar just two feet wide stands here buried ers to the sect as they performed rites and recited
in black dirt at the foot of a narrow chimney that seems chants in the ceremonial entryway (area 5) and de-
to have fallen in. Something glints amid the dirt. scended the stairs (area 6).
The hidden shrine itself is half-buried in dirt and From inside, the northern and eastern walls of this
loam at the bottom of a once-empty chimney, meant room appear translucent, though hazy and smeared,
to allow the shrine to see the stars. Whatever deity
like peering through rainy glass.
was once honored here, all that remains are melted
candles, 1 sp, and a medallion of safe passage.
The walls are quite solid to the touch. Anyone in
5. Ceremonial Entryway this room can focus their attention to see and hear
into areas 5 and 6. The passive Perception scores of
The north, east, and west walls are made of plas-
creatures in this chamber suffer a –5 penalty while
ter adorned with colorful but smoke-faded murals.
observing the adjoining chambers.
Each mural depicts figures in stark robes—some
red, some green, some blue—painted as if they are 8. Second-Level Passageways
part of a procession carrying trays of fire, lit in-
These passages of fitted stone blocks are sturdy
cense, and silver toward the doorway to area 6.
and intact throughout much of the second level—but
not all of it. Between the ritual chambers (areas 10,
Murals along three walls portray figures in bright robes 11, and 12), the floor has been shaken and cracked
of green or red or blue marching in file through an ab- by side effects from the sinkhole collapse nearby.
stract environment suggesting perhaps a bright garden Everything in area 8 is capable of supporting the
and stained glass. These figures are all human in size weight of the adventurers but can also reveal light
but depicted in various fashions and styles beneath and carry sound to Exul in the grand library below
(area 14).
their robes. The south wall is bare, unfinished slabs of
Creatures in area 14 have disadvantage on Wis-
stone, marking the original outer edge of the barrow. dom (Perception) checks to peer up into this area
and a –5 penalty to passive Perception to idly notice
The secret door to area 7 is a narrow wooden sec- things in this area.
tion hidden under the plaster, decorated by a figure Adventurers attempting to observe the grand li-
in green robes with one hand over his eyes. The brary through the flooring here also have disadvan-
door can be found with a successful DC 15 Intelli- tage on their checks, unless they get down on the
gence (Investigation) or Wisdom (Perception) check. floor to peer through gaps.
6 IN SCARLET FLAMES
9. Component Vault 10. Ritual Casting
Chamber (North)
This sturdy wooden door, bound in iron straps and
hinges, has stood strong against the passage of time. The floor is etched deep with overlapping geometries,
but much of the stone in the floor looks rough, ragged,
This door is locked (DC 16 to pick the lock) and and upset. Cracks in the north and east walls suggest
well built (Strength DC 20 to break it down) but
the structural damage runs deep into the earth.
the chamber’s primary defense is the trapped
stele inside.
Wizards used this chamber to cast ritual spells
Vault Stele. This trapped stele detects trespassers without distraction, to perform rites sacred to the
it can see in a 60-foot cone in front of its glyph. It old sect, and to observe apprentices as they prac-
has a passive Perception score of 16. To disarm or ticed their work.
dispel the trap requires a successful DC 16 check. Any checks to sneak through this chamber with-
Any creature that triggers the trap and fails a out attracting the attention of creatures in area 14
DC 15 Dexterity saving throw takes 22 (4d10) are made with disadvantage.
lightning damage, or half as much damage with a The etchings along the wall are instructions for
successful save. casting detect magic and identify as a ritual, but
The lightning ignites flammable objects in the no power has been imbued within the words, so
area that aren’t being worn or carried. they are little more than mnemonics for appren-
This stele can emit lightning a total of three times tice wizards.
before becoming nothing more than inert stone.
Ritual Casting Stele. This trapped stele detects
Beyond the stele, this place is a kind of ar-
trespassers it can see in a 60-foot cone in front of
cane pantry.
its glyph. It has a passive Perception score of 16.
To disarm or dispel the trap requires a successful
This chamber houses clay urns, glass jars, and wooden DC 16 check. Any creature that triggers the trap
boxes arranged haphazardly on wall-mounted shelves and fails a DC 15 Dexterity saving throw takes 22
and caked in years of dust. (4d10) lightning damage, or half as much damage
with a successful save.
Treasure. These containers once held spell compo- The lightning ignites flammable objects in the
nents. Most have been carried off or have rotted area that aren’t being worn or carried.
away, but one urn still holds 440 gp worth of This stele can emit lightning a total of three times
diamond dust and a wooden box contains a coil before becoming inert stone.
of gold twine almost 3 feet long, worth 290 gp. A
medallion of safe passage hangs from a hook on
11. Ritual Casting
the southern wall. Chamber (South)
Collapsing Floors Various hooks and pegs suggest this large room once
The floors in areas 10, 11, and 12 are precarious. For housed tapestries and other finery. The floor is etched
every 20 feet of movement across these floors by a
with geometric shapes, but the stones of the floor look
creature bearing more than 100 pounds (including it-
self), there is a 25 percent chance that the floor groans sunken and loose. Deep cracks in the floor have broken
and crumbles away into area 14. If a trapped stele ac- whole stones apart.
tivates in these areas, there is a 50 percent chance the
floor immediately collapses.
A successful DC 10 Strength (Athletics) check allows
someone to collapse the floor intentionally. A crowbar On the southern wall hang three evenly spaced golden
or other leverage grants advantage on the check. discs, shaped like serving plates and studded with red
Creatures in or beneath the area when the floor col- gems. Beneath them stands a stout stele marked with a
lapses must attempt a DC 15 Dexterity saving throw,
bright blue glyph.
taking 22 (4d10) bludgeoning damage on a failure, or
half as much on a success. A creature that succeeds on
the saving throw within 5 feet of the walls can choose Like area 10, this chamber was used for rituals,
to cling to the nearest wall to avoid damage and a fall. rites, and practice. Unlike that chamber, this room
Otherwise, any creature in this area when the floor is still adorned with precious trinkets leftover from
gives way tumbles down into area 14. some past rite.
Falling Steles. Any trapped stele that tumbles into
area 14 survives the fall and continues to function
normally. The DM decides the facing of such steles;
they may fire into area 14 or up into other areas, de-
pending on how they land. IN SCARLET FLAMES 7
Any checks to sneak through this chamber with-
out attracting the attention of creatures in area 14
13. Common Catacomb
are made with disadvantage.
The passage here is rough stone, a gravel floor, and
Ritual Casting Stele. This trapped stele detects
glimpses of white cloth—and yellowed bone. It’s a cat-
trespassers it can see in a 60-foot cone in front of
acomb, without much fanfare or adornment. A human
its glyph. It has a passive Perception score of 16.
To disarm or dispel the trap requires a successful skull stares at you from a nearby shelf.
DC 16 check. Any creature that triggers the trap
and fails a DC 15 Dexterity saving throw takes 22 This rough-hewn catacomb is lined with three inset
(4d10) lightning damage, or half as much damage shelves for the dead. Here the wizards interred the
with a successful save. original inhabitants of the barrow above, as well as
The lightning ignites flammable objects in the servants and some other friends and allies of the
area that aren’t being worn or carried. site who passed away during its years in operation.
This stele can emit lightning a total of three times Each was wrapped in gray or white cloth and put in
before becoming inert stone. place without grave goods or treasures. (Wizards of
Treasure. The three golden plates on the southern the sect are in area 16.)
wall were part of some rite or ritual, now forgot- Malivar is here, likely unconscious, after almost
ten. Each plate, worth 300 gp, is a thin disc of gold being killed by Tyreus’s spells. He has 1 hit point.
inset with five red garnets. If awakened, he tries to assess his situation rather
than immediately fight or flee.
12. Laboratory Chamber Malivar reveals the following bits of information
if the adventurers talk with him. If threatened, he
Stray stones and dirt have been scattered across the attempts to keep quiet.
floor by seismic activity or some other serious dam- • The wizard they pursued here is called Tyreus.
age. Heavy-duty wooden tables and empty wooden • Tyreus is a powerful archmage from another
bookcases still stand here, but the stones beneath world. He’s here looking for an ancient site of mys-
them look shaken, cracked, and uneven. The air smells tical power. “We tried to recruit him.”
• He had a hefty tome bound in white leather with
like raw clay.
five sigils on the front, held close to him. “That’s
what he came for, whatever it is.”
This used to be a laboratory, but aside from the • Morwena’s allegiance to the Red Wizards has
heavy tables, shelves, and trapped steles, this place been wavering. She felt they were holding her
has been tidily cleaned out. The steles were made back from the kind of arcane power she really
here; the two that remain are functional but appear wanted. “I wish I wasn’t surprised that she turned
unfinished. on me. I mean, us.”
Any checks to sneak through this chamber with-
out attracting the attention of creatures in area 14 14. Grand Library
are made with disadvantage.
Laboratory Steles. These two trapped steles detect A grand chamber sprawls out here in contrast to the
trespassers they can see in 60-foot cones in front confines of any common barrow. Between the sagging
of their glyphs. Each has a passive Perception stone ceiling and the polished stone floor stand at least
score of 15. To disarm or dispel either trap re- a dozen wooden shelves holding stacked scrolls and
quires a successful DC 15 check. Any creature
bound tomes. The wood here is polished almost red,
that triggers the trap and fails a DC 15 Dexterity
saving throw takes 22 (4d10) lightning damage, or from the shelves to the wide tables and chairs scattered
half as much damage with a successful save. throughout.
The lightning ignites flammable objects in the
area that aren’t being worn or carried.
Each of these steles can emit lightning twice be- But the place has been ransacked. Furniture is on its
fore becoming inert stone. side, papers are scattered everywhere, and bits of ma-
sonry lie about here and there. The center of the room
is a huge heap of open, damaged books and unfurled
scrolls. The place smells like smoke.
BRAM SELS
8 IN SCARLET FLAMES
IN SCARLET FLAMES 9
This was the heart of the site, when the wizards Treasure. To historians, sages, and collectors in a
used it so many years ago. Many texts were gradu- college or university, the value of the library’s non-
ally removed as the sect’s power dwindled, but most magical collection is up to 5,500 gp. Three spell
of it remains here. The last of the wizards didn’t scrolls also remain in the collection: one scroll
know they were never coming back when they left of chain lightning, one scroll of Otiluke’s freezing
for the last time. sphere, and one scroll of wall of stone.
Tyreus and Morwena left hours ago after ordering
the fiery humanoid elemental, named Exul, the de- The Burning Library
stroy the library’s collection. (Tyreus is simply cov- In this library—littered with stray pages, tables,
ering his tracks.) This order is part of a geas Tyreus chairs, and rugs—fire spreads 5 feet in any direc-
cast upon Exul. tion on initiative count 20 (losing initiative ties), as
Tyreus left with an arcane tome in hand and Mor- sheets of fiery paper flit about on fire-hot winds.
wena at his side but didn’t tell Exul where they were Each 5-foot square that is burning deals 3 (1d6) fire
going. Exul’s service ends with the destruction of damage to the library, to a maximum of 42 (12d6)
the library. fire damage each turn.
A creature that starts its turn in a burning space
The Fire Spirit. Exul kills time here while he can, takes 3 (1d6) fire damage. A creature without resis-
reading what he is about to burn. He sits atop a tance to fire damage has disadvantage on Wisdom
pile of scrolls and books in the middle of the room (Perception) checks to see through the smoke and
and allows himself to be distracted by his reading fire here.
unless intruders catch his attention. He thinks The chamber survives the fire even if it is a
Malivar has died or fled and acts as if he has the charred husk billowing smoke into upper levels and
barrow to himself and his elementals. While dis- into area 15 and the open air.
tracted by his reading, he has a –5 penalty to his It is the collection that’s in jeopardy. The library
passive Perception score. collection has 300 hit points and no damage thresh-
If he suspects he is no longer alone, he carries on old. Consult the Collection Damage Results table to
idly reading and burning texts but no longer al- determine what survives based on damage suffered
lows himself to be distracted. by the collection.
If he knows intruders are present, he summons an
elemental to defend him—probably a fire elemen- Fighting the Fire
tal, as it can help him burn the library or slip into What the adventurers use to combat the flames is
area 15 to aid the elementals there, as needed. As up to them. Water is not plentiful here, but earth
he can, Exul resumes his task of burning the li- and dirt are in great supply.
brary so he can leave without taking damage from Presume any ability check to put out fire by non-
the geas upon him. magical means requires a successful DC 15 check,
Exul is a cunning, unfair combatant. He uses in- the ability of which depends on what the characters
visibility to protect himself. He hurls fire and casts are trying to do. Success on such a check puts out
wall of fire to accelerate his work. If either he or fire in a 10-foot square or equivalent area.
the library has fewer than 25 percent of their hit If cold damage caused in any 5-foot-square area
point maximum, Exul may attempt to flee by cast- exceeds the damage being dealt in that area by
ing plane shift and traveling alone to the Elemen- the blaze, that 5-foot square’s fire goes out. Per-
tal Plane of Fire. He might do this even if his task sistent ice or other lingering effects keep fire from
is incomplete, risking damage from Tyreus’s geas. spreading.
Exul is smart but reckless. He leaves any elemen-
tals behind to combat the adventurers. Collection Damage Results
Damage Suffered Result
Teleportation Circles. Two teleportation circles
used to serve this chamber and the wizards who 0–50 hp Minor losses: Only lore and
kept this collection. The northern circle has been legends are burned, and the
damaged by the sinkhole’s collapse. (It used to value of the collection is reduced
lead to a now-ruined wizard’s tower overlooking by 500 gp.
the Sword Coast.) The southern circle leads to an 51–100 hp Moderate losses: One spell scroll
abandoned townhouse in Waterdeep; the circle is destroyed, and the value of the
collection is reduced by 1,500 gp.
there is beneath the floorboards in the attic. (See
“Part 3: What’s Next?” for additional options.) 101–200 hp Major losses: Two spell scrolls are
destroyed, and the value of the
collection is reduced by 3,000 gp.
10 IN SCARLET FLAMES
Otherwise, an area might burn again if fire of that fresco has fallen away with Tyreus’s arrival,
spreads and the collection still has hit points revealing bare, gray stone underneath—a wall that
remaining. hides a door, which was never meant to be opened.
A successful DC 15 Intelligence (Investigation) or
Chaos in the Collection Wisdom (Perception) check reveals the door amid
Between collapsing stone, errant lightning, and the rubble.
spreading flames, things can get messy here in a hurry.
Add in Malivar, Exul, and other elementals and things
The gray, unadorned passage beyond the fresco hangs
go beyond hectic. The players’ choices might well
make things easier or more difficult for them—that’s with an eerie, dusty fog.
fair. All these moving parts are here to create options
and unexpected interactions. The passage and crypts beyond the door are simple
If circumstances do turn against the adventurers, and spare. The sarcophagi in areas 16A through
it can be dire. Depending on the monsters involved,
a battle in the library can become an encounter of
16D are simply carved to depict the various, forgot-
Deadly magnitude. ten wizards inside. No grandeur. Each is depicted in
Keep in mind that defeating the adventurers isn’t a a simple robe.
goal of the NPCs or monsters here. Combat isn’t an Alas, some of the dead wizards interred in these
essential outcome. Anyone might be driven to flee if crypts, stirred by anger and unrest, rise to defend
things go sideways—even the elementals. If the library the crypts. These 1d4 + 2 mummies are not sandy,
burns to ash, then it does. arid creatures but gaunt, gray horrors clad in gray
robes, but their rotting fists remain deadly.
Each mummy moves to escape its crypt and attack
15. Processional Hall trespassers, whether that means the adventurers,
elementals, Malivar, or anyone else. They return
Bits of curved marble and stone discs that used to form to their crypts if they cannot find targets within
columns suggest a place that was important once. Now 100 feet of the crypts’ secret door, returning as
it is smashed to ruin. necessary to drive off intruders. They do not seal
themselves in and do not open the door of their
own accord.
Some of the stones move about on their own, picking Treasure. The crypts are fairly sparely appointed,
through the rubble. as the wizards interred here left their belongings
to the library and their apprentices. Still, a few
This wide passage was once a memorial site of silver vases, golden urns, and goblets, altogether
gray stone and white marble details. The arrival of worth 300 gp, can be found here. Area 16C in-
Tyreus and his elementals shattered the columns, cludes a small obsidian statue of a medusa with
arches, and mosaics. All that remains are drab emerald eyes worth 425 gp.
heaps of stone dotted with bits of tile and marble.
The floor is essentially a pit of rubble now, gathering
soil, rocks, and grasses from the sinkhole collapse
all around.
This whole area is difficult terrain. The doors to
area 14 are loose on their hinges and blocked by a
slab of stone that keeps them from opening. Tyreus
didn’t want to be followed. The stone requires a suc-
cessful DC 20 Strength (Athletics) check to move
aside or a successful DC 14 Dexterity (Acrobatics)
check to wiggle past.
This area is inhabited for now by two earth ele-
mentals lingering here after helping Tyreus reach
this place. They are not afraid to engage in combat,
but neither is willing to die here. They flee into the
earth if reduced to 25 percent of their hit points,
possibly to return days later for further exploring.
IN SCARLET FLAMES 11
sect. One led to the attic of the master’s board-
Part 3: What’s Next? ed-up, derelict townhouse. The other is damaged
The adventurers may have treasure to sell and lore and presumably not working—or you can use it to
to lend, or questions in mind and wounds to tend. plug into your campaign elsewhere.
The aftermath of this adventure is a bundle of ques-
tions, so focus on the characters and what they want The Missing Villains
to do next, perhaps with downtime activities. If they Tyreus and Morwena magically transported to one
want to chase down Tyreus and Morwena, that trail of Tyreus’s hidden sanctums. Tyreus got what he
might simply go cold—for now. Their threads reap- wanted from the barrow: a tome of magic with a hid-
pear in the next adventure: The Hidden Page. den key inside. For now, he and Morwena are work-
ing on their magic, getting to know one another, and
The Barrow Wizards planning their next moves. The adventurers haven’t
Gifting or selling the library’s remains, and any seen the last of them yet.
other treasures, might occupy the adventurers until
the next adventure. The barrow, or what’s left of it,
might be of interest to sages—or the adventurers
might keep it for themselves. Appendix:
Investigations into the identities and fates of the
barrow wizards doesn’t reveal tremendous secrets Maps, Monsters, & NPCs
but neither does it yield many answers. The follow- This section details game statistics for the key
ing items of lore are important for the next adven- NPCs who interact with the adventurers in
ture, but much about those old wizards is left for this scenario.
you to decide, customize, or leave in mystery.
Malivar
• The leader of the barrow wizards’ sect was a trav- Malivar Kresk is a Red Wizard of Thay, a conjurer,
eler from “a faraway place” or “a distant world.” and recent apprentice to the treacherous Red Wiz-
• She came to the Sword Coast “looking for an- ard named Morwena. Young, pale white, plain, and
swers” and to “study the magic of the Realms.” slender, Malivar usually hates his own appearance
Her followers were scholarly wizards. but hopes his red robes and smooth scalp give him
• She lived in a townhouse in Waterdeep some- a “lean and mean” look.
times, but left it walled up when she returned to Now alone on his mission, Malivar doesn’t hesi-
her homeland. The sect fell apart without her. tate to use or abuse the trust of others if it means he
Teleportation Circles. The teleportation circles in can get revenge, return to Thay alive, and report on
the library led to places helpful for the wizards’ Morwena’s betrayal.
Malivar Cantrips (at will): acid splash, mage hand, poison spray,
prestidigitation
Medium humanoid (human), chaotic evil
1st level (4 slots): mage armor, magic missile, un-
Armor Class 12 (15 with mage armor) seen servant*
Hit Points 40 (9d8)
2nd level (3 slots): cloud of daggers,* misty step,* web*
Speed 30 ft.
3rd level (3 slots): fireball, thunder step*
STR DEX CON INT WIS CHA 4th level (3 slots): Evard’s black tentacles,* stoneskin
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 17 (+3)
5th level (2 slots): cone of cold,* conjure elemental*
Saving Throws Int +6, Wis +4 *Conjuration spell of 1st level or higher
Skills Arcana +6, History +6
Senses passive Perception 11 Benign Transportation (Recharges after Malivar Casts a Conju-
Languages Common, Draconic, Ignan, Infernal ration Spell of 1st Level or Higher). As a bonus action, Malivar
Challenge 6 (2,300 XP)
teleports up to 30 feet to an unoccupied space that he can see.
Proficiency Bonus +3
If he instead chooses a space within range that is occupied by
a willing Small or Medium creature, they both teleport, swap-
Spellcasting. Malivar is a 9th-level spellcaster. His spellcasting ping places.
ability is Intelligence (spell save DC 14, +6 to hit with spell at-
tacks). He has the following wizard spells prepared: Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage
12 IN SCARLET FLAMES
Exul
With his skin aglow like searing coal, a beard like
sheafs of burnt paper, and hair billowing like smoke, Exul serves Tyreus not out of loyalty, but due to a
Exul’s physical form does nothing to hide his ele- geas. Exul bears Tyreus only a little ill will, however,
mental nature. He was born as a spirit of earth and as occasional “arrangements” with mortal wizards
flame. This physical manifestation is a dalliance of are no great hassle. Exul resents and avoids the
mere decades, he hopes. pain of the geas, ideally, but has no intention of dy-
ing for Tyreus’s petty, mortal ambitions.
Elemental Demise. If Exul dies, his body disintegrates in a flash Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one
of fire and puff of smoke, leaving behind only the equipment he target. Hit: 17 (5d6) fire damage.
was wearing or carrying.
IN SCARLET FLAMES 13
14 IN SCARLET FLAMES
WA N T T O C O N T I N U E T H E A D V E N T U R E ?
Credits
Adventure Writing & Maps: Will Hindmarch
Adventure Graphic Designer: Bree Heiss
Illustrators: Alayna Danner, Bram Sels, Kasia ‘Kafis’ Zielinska
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