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Emberdeep Mines
Embers of Hope
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### # Table of Contents ###
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2
Chapter 1: The World
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2
The Ember Deep Mines
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2
Ironclad Mountains
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2
Mount Scintilla
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2
The Town of Moltenheart
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3
Magma Chambers
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3
Fort Deeplight
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3
The Depths
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The Chamber of Creation
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Wardens of Stone
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4
Flame Elementals
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4
Magma Maulers
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4
Outsiders
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4
Stonewarden Dwarves
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5
Character Creation Options
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5
Races
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5
Backgrounds
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6
Feats
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7
Chapter 2: Embers of Hope
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Introduction
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Adventure Summary
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Running the Adventure
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7
Background
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7
Adventure Hook
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Part 1 : Gunthers Trial
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Announcement in the City Square
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Trial by Combat
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9
Maps and Supplies
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10
Into the Tunnels
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Part 2: Lost Chambers
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Risks and Dangers
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Cross Roads
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Messy Rescue
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Pushing On
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Part 3: Light in the Depths
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Final Stretch
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Arriving at For Deeplight
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Possible Endings
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Appendix: Monsters and NPCs
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Monsters
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Red Mauler
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Flame Elemental Soldier
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Flame Elemental Scout
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Flame Elemental Captain
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Non-Player Characters
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Rodrick Deepdelver
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Belra Flamefoot
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Gunther Blackstone
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20
Premade Characters
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A Special Thanks to Dungeon Master's Toolkit for the setting and Game Master Engine for sponsoring the Emberdeep Mines Homebrew Design Contest that inspired me to make this Module.
To run this game with all of the Character Creation Options you will need the Dungeons and Dragons fifth edition Players Hand Book.
Embers of Hope | TOC
\pagebreakNum # Chapter 1: The World This adventure Module starts in the town of Moltenheart in the depths of the volcano Mount Scintilla in the Ironclad Mountain Range. The town is part of a sprawling network of towns, fortresses, and cities carved into the depths of the mountains. This vast society is that of the Stonewarden Dwarves. Dwarves that burrow deeper than any other, so deep that the ambient temperature is harmful to most regular creatures. Having learned to coexist with the magma flows and the strange creatures of the depths, Stonewarden Dwarves are no strangers to heated situations. Recently, something seems to have awoken in the depths of Mount Scintilla's Magma Chambers. Flame Elementals have been swarming out of the depths, causing many injuries as they conflict with the deepest settlements and fortresses of the Stonewarden Dwarves. The cause of this sudden and catastrophic change is as of yet, unknown. ## The Emberdeep Mines The Emberdeep Mines as a setting takes place inside and around the Volcano Mount Scintilla. The deep magma chambers and complex tunnel systems are the backdrop for the majority of adventures in the Emberdeep Mines. Some adventurers may venture out to the surface, fighting atop the volcano's caldera next to the Lava Filled Great Conduit, or even exploring the surrounding Ironclad Mountain Range. In this underground backdrop, there is almost always a consistent dim light throughout from the gentle glowing of liquid rock. Many Stonewarden Mines and Settlements are further illuminated by Magic Stones, which provide bright light without using a flame, as a sign of respect for the liquid fire that they live with in their daily life and a shortage of flammable materials. There are three main groups that inhabit the Emberdeep Mines. The First are the Flame Elementals who live in streams and flows of lava and magma, gathering into tribes and mostly sticking to their own territory. Recently however, Flame Elementals have started pushing into Dwarvish territory. Second are Dwarves, who carve out the stone and rock to form homes and cities, most adventurers will spend the majority of their time in the Emberdeep Mines interacting with Dwarves. Magma Maulers are wild beasts that hide by disguising themselves as rocks or sitting beneath streams of magma and ambush both elementals and unsuspecting miners, these monsters may be uncommon near Dwarven cities or Elemental gatherings, but the twisting caverns and shafts of the mines are their domain. ### Ironclad Mountains The Ironclad Mountain Range is the largest scene any Emberdeep Mines adventure takes place in. These mountains are defined by rough terrain and jagged peaks, reminiscent of chunks of Raw Iron. Within these mountains lie many ancient secrets, waiting to be found. The sides of the Ironclad Mountains are covered in dense forests reaching as much as four fifths the way up the tallest peaks, meaning that despite the warm climate, the ground is cool over most of the mountain range. The forests are inhabited by the types of animals one would expect, though there are notably large populations of Giant Owls and other beasts one would usually associate with the Fae. There are several well known peaks in the Ironclad Mountains, Mount Vernis is known for its weather polished surface stones while Mount Kalagor is known for the ruins of an ancient Elvish city surrounding its peak. ### Mount Scintilla The most well known peak of the Ironclad Mountain Range, is Mount Scintilla, the Large Valcano in the heart of the Ironclad Mountains. Once the lair of a Red Dragon whose whereabouts have been unknown for centuries, the depths of this mountain is home to the Stonewarden Dwarves and Flame Elementals. The Surface is marked by a wide caldera, Lava sitting calmly inside while small lava flows can be found around the mountain. As one descends into the holds and chambers below the surface, the mountain quickly gets more complicated, filled with chasms, empty magma tubes, and small channels. Although the depths are still full of liquid stone, Mount Scintilla is a dying volcano, Massive, Vertical chambers, once filled with magma now serve as locals to cities carved into the walls while Small and intricate tunnels that once carried molten rock from one chamber to another now carry people and supplies from one city to another. The Dwarves treat the magma, as they call it "unborn rock" with great respect. They understand that the magma is slowly cooling, and the volcano is slowly dying. Without the heat of the magma or the light it provides, they would not survive here, and many among them understand that. ### The Town of Moltenheart Embers of Hope starts in a small town called Moltenheart. One of the deepest settlements established by the Stonewarden Dwarves, Moltenheart is named after the Pool of Molten magma in the center of town, which roils and occasionally erupts like a small geyser. Although spectacular, this is a sight best appreciated from a safe distance. Being such a deep settlement, Moltenheart is considered a frontier town, even by the Stonewarden Dwarves who live there. Moltenheart was also one of the first places to notice the difference in behavior of the Flame Elementals, and many residents volunteered and moved to Fort Deeplight to join the fight against the Flame Elementals. The Residents of Moltenheart are generally welcoming and hospitable to outsiders, knowing how harsh the environment around their home is. However, many have been on edge since the conflict with the Flame Elementals began and may show frustration or aggression towards those who make light of the conflict. Further, the people of Moltenheart are likely to be unwelcoming, though not outright shun, people with a connection to elementals, such as Genasi or Genie Warlocks.
Embers of Hope | Chapter 1
\pagebreakNum ### Magma Chambers The Bulk of Embers of Hope takes place in the Magma Chambers. These are twisting tunnels that vary in size from just a few feet around to more than a hundred feet tall. Interspersed between the tunnels are large chambers, some still hold magma while others may be partially, or even fully empty. Occasionally, several large chambers may be close enough together that the rock separating them gives way to create large chasms. While moving through this environment, adventurers must always be wary of magma flows. These nearly unstoppable flows of liquid stone are not difficult to avoid, however being caught in one unexpected is a sure-fire death sentence to all but the most prepared adventurers. Although magma flows may be the most life-threatening thing in the Magma Chambers, the most prevalent are the Magma Maulers. Born of a combination of Rock and Magma, these distant relatives of the oozes one might find higher up are ambush predators. Capable of absorbing the fiery energy of Flame Elementals and devouring the flesh of Dwarves, Magma Maulers hide under pools of magma or disguised as rocks in tunnels and chambers, waiting for their prey to get close enough before leaping out to attack them. While Magma Maulers might be good at hiding themselves, Gas pockets can be undetectable until it's too late. Pockets of poisonous or noxious gases are a common occurrence and miners or other explores must always be wary of buildups of gas when opening or exploring new tunnels and chambers. Although rarely fatal by themselves, prolonged exposure to gases can leave one in an endangered state. Issues such as passing out in a room of gas can lead to permanent injury or death. So called "Fire Fog" is a rare gas which usually appears as a thin fog with a slight greenish tint. It burns the skin on contact and can quickly damage eyes, throats, and other soft tissue on contact. In a complete opposite fashion to the nearly undetectable gases, tunnel collapses can often be heard reverberating for miles throughout the complex tunnel system. An unexpected tunnel collapse can quickly leave unsuspecting victims stranded with no way back except to venture into the unknown tunnels ahead of them, assuming they aren't crushed in the collapse itself. ### Fort Deeplight Fort Deeplight is a frontier Fort carved into the stone. Originally built to prevent any Magma Maulers or stray Flame Elementals from getting to the settlements behind it, it now serves as a bulkhead in the defensive war against the incursion of Flame Elementals. The Stonewarden Dwarves of Fort Deeplight keep themselves busy and cheerful with regular feasts and festivities, keeping up morale in the seemingly endless fight against the Flame Elementals. However, doing so requires a great deal of resources and despite having the support of the many towns it protects, those are only frontiers towns, and they struggle to produce the supplies needed to support Fort Deeplight. Messages have been sent to the larger cities higher up requesting support, but getting resources has been slow and difficult, with many in the upper echelons brushing off the severity of the attacks. \columnbreak ### The Depths The Depths are the tunnels and chambers beyond the reach of even the Stonewarden Dwarves. These twisting tubes of magma and vast chasms still full with the blood of the earth are the domain of the Flame Elementals, and contained within are a vast number of mysteries about the origins of the elementals, and even the origins of the volcano. Here noxious gases go from rare to abundant, and tunnel collapses happen constantly, as the topology of the region changes constantly, one tunnel closing and another getting wider. This region also has the majority of Magma Maulers, including some of the oldest ever spotted by the Stonewarden Dwarves. Any adventurers wishing to venture into The Depths must take extreme precautions and prepare very thoroughly before even attempting to explore these uncharted systems of tunnels and flows. Even for seasoned explorers The Depths act like a kind of exclusion zone, a place no one wants to go. It's written that, historically, traitors or those who commit treason against the Stonwarden Dwarves have been stripped of their equipment and tossed into The Depths, left to their own devices to struggle for survival. None have ever made it back. There is a legend that the first ruler of the Stonewarden Dwarves made it to the bottom of The Depths and found an alter to the God of Fire there. Praying, he made a deal with the God to grant his people protection from the heat and to grant them reprieve from the horrors of the deep. In return, they would ward off outsiders from above from ever finding the Alter, keeping it safe until their people were no more. ### The Chamber of Creation The Chamber of Creation is the Stonewarden Dwarves name for the central conduit of magma and lava that rises through Mount Scintilla. This incomprehensibly deep shaft is full of magma and lava which spreads out and provides light and warmth to the entire underground of Mount Scintilla. The Magma then hardens and creates new rock, thus the Stonewarden Dwarves' name for it. It is also rumored that the bottom of this shaft is where new Flame Elementals are born, though no one is crazy enough to even try checking the validity of that particular rumor. Many of the Stonewarden Dwarves festivals include The Chamber of Creation in some way, whether it be making offerings to it or simply dancing and partying near it. Either way, the Chamber is a central part of the Stonewarden's culture.
Embers of Hope | Chapter 1
\pagebreakNum ## Wardens of Stone The many creatures that live in the bowels of Mount Scintilla can be split into 4 groups, Flame Elementals, Magma Maulers, Outsiders, and Stonewarden Dwarves. Each group has their own stories in the setting of Emberdeep Mines, and each can make for great adventures. Embers of Hope takes the side of the Stonewarden Dwarves in the story of their conflict with the Flame Elementals. ### Flame Elementals The Main antagonist of Embers of Hope, Flame Elementals are a prideful bunch that gather in groups called Tribes. The Tribes are lead by a tribunal of the most power warriors and smartest tacticians. After millennia of conflict with Magma Maulers, they have gotten used to conflict and have a rather militant societal order. Capable of igniting flammable objects with a touch, even unarmed Flame Elementals can be lethal foes if cornered. Although Flame Elementals have the ability to harm people by standing inside them, they deem such an act beneath them, and will only use their bodies as a weapon in such a way in the most dire of circumstances. Flame Elementals are known to compete in races through the magma filled tunnels for sport and entertainment. ### Magma Maulers Magma Maulers are the prevalent monsters of the Emberdeep Mines. Although they don't play a major role in the Embers of Hope module, Magma Maulers are a consistent fact of life for all residents, explorers, and visitors. Magma Maulers are born with a reddish hue that gets lighter as they get older and stronger, roughly mimicking the color changes of metal or flames as they get hotter, going from dull red, to orange, to yellow, to blueish, to white. The Oldest recorded Magma Mauler has a semi-transparent appearance like that of a crystal or gemstone. Magma Maulers are typically solitary creatures, although younger ones have been observed working together to hunt more challenging prey. How Magma Maulers reproduce is a topic of mystery and contention between researchers and scholars, however their population seems relatively stable, with the more numerous younger Magma Maulers higher in the Magma Chambers and The Depths while the lesser oder Magma Maulers typically stay confined in the deeper parts of the Depths. ### Outsiders Outsiders are rare in the depths of the Emberdeep Mines, those that visit the Stonewarden Dwarves tend to stay in the upper cities although some do venture deeper either to earn favor, accomplish tasks, or just to prove themselves. The Stonewarden Dwarves are often welcoming to Outsiders, but may become wary if they express an interest in searching The Depths, aware of their ancient oath to protect The Depths from Outsiders that may wish to discover the secrets it hides. Some Outsiders have stayed in the Emberdeep Mines after coming to visit, becoming a resident alongside the Stonewarden Dwarves. These Outsiders are rare but are usually given extra respect by their fellows for choosing to stay when they could have left. It is possible for some of characters in Embers of Hope to be outsiders, but only if they have the Resident of the Depths background or have gained the trust and respect of the Stonewarden Dwarves either in their backstory or through previous adventure(s). ### Stonewarden Dwarves The main residents players will interact with over the course of Embers of Hope are the Stonewarden Dwarves. These dwarves dig to depths that other dwarves don't even dream of. Living inside and underneath a volcano they have wills of Iron and are ready and willing to defend their own from any perceived threat, physical, social, or political. As short as any other dwarf and with Grayish Black skin covered in Red-Orange lines, Stonewarden Dwarves resemble their molten rocky surroundings. They grow thick mustaches and Hair, usually of Red or Brown, but many lack the grand beards that are commonplace among other dwarves. Stonewarden Dwarves love to celebrate and have many festivals and parties whenever they can. They produce a special type of alcohol that is fermented using the heat and gas of the magma to produce a unique flavor. Stonewarden Dwarves revere magma and lava as clerics might revere holy water. They feel it is their duty to watch over the "unborn rock". It's not an uncommon pastime among Stonewarden Dwarves to sit and watch magma cool into stone. As they mine out and expand tunnels for use Stonewarden miners work in teams, and often their bonds and trust in their teammates is more extreme than their bond and trust in their own family. Miners have been known to take extreme risks to try and save their teammates either from poisonous gas or from tunnel collapses. Stonewarden Dwarves have many bloodline abilities they can awaken, ranging from being able to emit light to healing rapidly like how flowing magma fills in a hole in the stone floor. A common ability is to "cool" their red-orange birthmarks, causing them to become the same color as the rest of their skin while magically offsetting bodily harm they may have taken.
Embers of Hope | Chapter 1
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## Character Creation Options
While making a character for the Embers of Hope, consider the following character creation options when designing your character. The following are not the only character options available, and you may make a character with other options at your Dungeons Masters approval. If you do so, you should try to explain in the characters backstory why they are in the Emberdeep Mines and what their motivation to help is. Most of the options listed here are from the Dungeons and Dragons fifth edition Players Hand Book, however the mechanics of the Stonewarden Dwarf race, Resident of the Depths background, and Elemental Bane and Stones Blessing feats are my own homebrew creations. ### Races ##### Dwarves Among the Various races that inhabit the Stonewarden Dwarves cities, the most populous is naturally Dwarves themselves, with the largest majority being Stonewarden Dwarves, although some Mountain or Hill Dwarfs may be found fairly easily as well. The Emberdeep Mines introduces a new subclass of Dwarf, the Stonewarden Dwarf as outlinned below. #### Stonewarden Dwarf As a stone warden dwarf, you are descended from the protectors of the depths, watching over the new rocks as they form and drawing power and knowledge from the fresh earth. You gain the following additional features. **Ability Score Increase.** Your Strength Score increases by 1. **Warden of Stone.** You have resistance to fire damage and are acclimated to the high temperatures and pressures of the depths of the earth. ##### Dragonborn Among those non-dwarves that have chosen to reside in the Emberdeep Mines the most common are Dragonborn who felt at home in the overwhelming heat of the magma tunnels. Among these dragonborn, you're most likely to see are Red, Brass, Gold, and Crystal Dragonborn. ##### Halflings An unexpected sight to many, there is a notable population of Halflings in the Emberdeep Mines, drawn in by the welcoming atmosphere and warm hospitality the Stonewarden Dwarves show to Outsiders. ##### Humans Humans are ever present throughout the world, and the Emberdeep Mines are no exception. Although a small minority of the population, Humans are not strangers in the larger Stonewarden cities. \columnbreak
### Backgrounds Although there are ways to make almost any background work in Embers of Hope, there are a few backgrounds worth considering above others when making your character. The Emberdeep Mines has an additional Background you can choose, the Resident of the Depths. ##### Resident of the Depths As a resident of the Emberdeep Mines you grew up or have spent prolonged periods of time in the volcanic region. You likely have been instilled with a sense of duty to show others hospitality and a sense of honor to protect those around you. **Skill Proficiencies.** Choose one of Acrobatics or Athletics, Medicine **Tool Proficiencies.** Choose one of Mason's tools, smith's tools, or cartographer's tools **Languages.** Dwarvish. **Equipment.** One Artisans Tools of your choice, a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 3 gp. #### Feature: Wardens Bessing You have recieved the blessings of stone and magma that Stonewarden Dwarves do. You are naturally acclimated to high tempratures and deep depths. When you score a critical hit against an elemental, your attack deals and extra 1d6 damage of the attacks damage type. ##### Guild Artisan Several artisans gather in the Emberdeep Mines. The residents have many Armors, Blacksmiths, Masons, and Cartographers. Some Artisans from outside also come to the Emberdeep Mines, seeking the experience of the residents or just the chance to work with rare materials from the heart of Mount Scintilla. ##### Outlander Wandering Outlanders may find themselves in the Emberdeep Mines while exploring the cave systems of the Ironclad Mountains, or they may come to the dwarven cities for the chance to explore The Depths, a rare opportunity for fame and glory that few other locations could compare to. ##### Folk Hero Folk Heroes arise from the common folk of the world, anywhere people live, there are likely to be those that step up in times of need or commit themselves to helping those around them. These are Folk Heroes, and the Emberdeep Mines naturally have Heroes of their own. Folk Heroes in the Embers of Hope are likely to be residents who stepped up at the onset of the conflict between Stonewarden Dwarves and Flame Elementals, volunteering themselves for dangerous tasks. #### Variant: Wardens Heroes While playing in the Emberdeep Mines, you may replace the Rustic Hospitality feature granted to you by the Folk Hero background with the Wardens Blessing feature granted by the Resident of the Depths background.
Embers of Hope | Chapter 1
\pagebreakNum ### Feats Much as there are common Races and Backgrounds one would expect to find in the Emberdeep Mines, there are some feats that are more common than others. Feats are an optional rule, but if your Dungeon Master allows you to play with feats, the following are those that you would expect when playing in the Emberdeep Mines. ##### Durable The Durable feat focuses on respite and good healing in a short time frame, it is common for residents of the Emberdeep Mines to manifest this feat, it is particularly prevalent among the Dragonborn and Halfling populations. ##### Elemental Adept Focusing on how attuned someone is to elemental energies, the fire version of Elemental Adept is very common among both residents and outsiders. Stonewarden Dwarves and Dragonborn, who are already predisposed to elemental energies are particularly likely to manifest this feat. ##### Elemental Bane Opposed to those who are in tune with elemental energies and manifest the Elemental Adept feat, those who naturally clash with elemental energies may manifest the Elemental Bane feat, described below. #### Elemental Bane You are a natural enemy of elementals, when you hit an elemental with an attack, it takes an extra 1d6 damage of that attacks damage type. Additionally, When you score a critical hit against an elemental, you roll triple the dice instead of double. ##### Stones Blessing The Stones Blessing is a common feat to manifest among the Stonewarden Dwarves and, to the surprise of Outsiders, Humans. Stones Blessing is a manifestation of a stalwart will and the Emberdeep Mines response to that will. The Stones Blessing is described below. #### Stones Blessing The Emberdeep Mines respond to your stalwart will, reddish-orange lines cover your skin, filled with magical power to ward off harm. When you are hit by an attack, you can use your reaction to reduce the damage taken by 1d6 + your Constitution Modifier. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses after you finish a long rest. ##### Tough You won't last long in the Emberdeep Mines unless you have thick skin and a sturdy build. The Tough feat is a representation of those who are particularly sturdy. The Tough feet is Prevelant among all residents of the Emberdeep Mines and will commonly manifests itself in Outsiders who spend a prolonged time in the Emberdeep Mines.
Embers of Hope | Chapter 1
\pagebreakNum # Chapter 2: Embers of Hope ## Introduction This adventure begins in the small frontier town of Moltenheart before moving into caves and tunnels filled with molten Magma, and finally, heading to Fort Deeplight at the front line of a conflict between Stonewarden Dwarves and Flame Elementals. This chapter of the book is intended for the Dungeon Master only, to prevent spoilers or meta-gaming, please do not read this chapter if you plan to be a player in the Embers of Hope adventure. ### Adventure Summary The story of the Embers of Hope follows a small set of characters that have come to the frontiers town of Moltenheart in order to assist in whatever way they can against the invasion of the Flame Elementals. Whether brought here via a sense of honor, a hatred for the Flame Elementals, or simply to receive rewards for contributions in the conflict. The characters will have to work together, rapidly making critical decisions and overcoming the threats facing them. ### Running the Adventure This Adventure is intended for a party of three to six, all of levels three to five. It should be a difficult journey for less experienced characters and an easy quest for more experienced characters. Throughout the module there are some sidebars with more information. some of this information should be read either verbatim or paraphrased to the players as they contain descriptions of the region or events.
##### Description Box Text in these boxes describes events or locations and should be read to your players, please paraphrase or dramatise different parts however you want to make the story more immersive and more enjoyable for your players. ___ Don't hesitate to modify or change the contents of these boxes or the way you deliver it to make the story fit your style as a Dungeon Master.
There are also some sidebars that provide additional information for your own benefit. These you don't read to the players, though you may want to paraphrase some of the information within to your players depending on the situation. \columnbreak
##### Dungeon Master Box Text in these boxes is for your own benefit, usually it is reminders of abilities monsters have or information on how NPCs behave and their personalities.
### Background Millenia ago the ancestors of the Stonewarden Dwarves dug into the depths of a volcano, braving the heat and pressure deep beneath the surface. These Dwarves dug deeper than any other Dwarf dared to go, what pushed them so far is uncertain, however it is known that when they reached the bottom of the Volcano, they found something special. The results of this mining expedition caused the group of miners to settle in the hollowed out caverns and empty magma chambers of the Volcano. With the exploration party leader becoming the first ruler of the new Stonewarden Dwarves. For the next several thousand years, the Stonewarden Dwarves remained reclusive and rarely left the mountain range they call home. Some Stonewardens go their whole lives without even seeing sunlight. These Dwarves developed a rich culture of hospitality and celebration, believing in festivities which have kept hopes alive whenever they've dimmed before. In recent years, the Flame Elementals and Magma Maulers that have been ever present in The Depths seem to have become more agitated and recently a fierce conflict has broken out between the Flame Elementals and Stnoewarden Dwarves. ### Adventure Hook You can allow players to come up with their own reasons for their characters to be present in the Emberdeep Mines, and their own story of how they got to Moltenheart if you would like. Alternatively, you can use the following Adventure Hook, meant to give some sense of a long-term goal and motivations for doing so. The following adventure hook assumes the characters are not from towns or cities majorly effected by the confllict, and may need to be modified based on your players backstories and origins.
##### War on the Horizon Recently, rumors have been spreading around the Stonewarden cities of a war in the deeper parts of the mountain. Some in need have already left for the molten depths, tempted by the promise of spoils of war. Others are keeping wary of such rumors, unsure of their trustworthiness. ___ Your party may have different reasons for coming to this underground frontier town, but now that you're here, the truth of this conflict is becoming clearly visible.
Embers of Hope | Chapter 2
\pagebreakNum ## Part 1: Gunthers Trial This adventure opens with the characters in the town of Moltenheart. They may be all together listening to chatter in the Tavern or spread out across the town. Encourage your players to have fun introducing their characters and what they would initially be doing. ### Announcement in the City Square When you are ready to start, you can read the text below.
Just past midday, people start moving towards the square in the center of town. You follow out of curiosity, and when you arrive you see a well kept Stonewarden Dwarf in a military uniform standing on a raised platform next to the Lava Pool. He holds up a set of stone tablets and begins to read the announcement written on them. ___ "I understand our peoples hesitance to leave the safety of our towns borders in the current situation, but it is with great urgency that I am seeking a team of able-bodied people to deliver orders to the frontlines at Fort Deeplight and investigate a supply delivery that has yet to arrive in Fort Deeplight. Would any volunteers please step forwards."
##### Guard Chief Gunther Blackstone This well dressed dwarf is Gunther Blackstone, the Guard Chief of Moltenheart. He is in charge of both Moltenheart's security as well as its support of Fort Deeplight. Gunther is a stern and serious man with a good understanding of what responsibilities he has to bear. When he speaks, he does so with authority while maintaining a respectful attitude towards everyone, from nobles to beggars. Physically, Gunther is 4 foot 3 inches tall and has complex reddish-orange birthmarks across his skin. He is well built and has a very thick mustache of which he is quite proud. Gunther carries a Warpick with him while on duty, and a dagger while off duty. A stat block for Gunther can be found in the Appendix should you need it.
If the players don't volunteer themselves, Gunther singles out the player with the highest strength score and asks them if they would be willing, offering to compensate them with up to 50 Gold Pieces from his own pocket for their assistance. If they try to haggle he is willing to offer them up to 60 Gold Pieces, but does not have more than that to give even if he wanted to. \columnbreak
After you agree, Gunther informs you that before he can allow you to leave on this task you must prove yourselves capable combatants should anything go wrong. ___ At this time a member of the guard wheels in a cage with what appears to be a dim, red rock inside it. As you inspect the rock though, you see it twitch like a living creature. The crowd backs up, making a ring 70 feet in diameter around the characters. ___ "If you can best this Red Magma Mauler in combat, I will happily see you off on your way to Fort Deeplight."
### Trial by Comabt Read the following text to start the encounter:
Gunther gives you 30 seconds to prepared yourselves inside the 70 foot diameter ring of onlookers, standing off to one side himself. ___ When the time is up, Gunther nods to the guard who opens the door. The strange, rock-like creatures slowly oozes out of the cage and sits there, looking like a slightly reddish rock on could find anywhere in this region.
The Red Mauler is an ambush predator, being caught and released into an arena style fight is very disadvantageous for it. Driven by instinct, it will stay still just outside of where it's forced on the field until a creature gets within it's reach, then it will jump out and pounce with its sharp teeth and lashing pseudopods.
At this point you should have the players roll initiative for their first combat. The Red Mauler goes last, with an initiative one less that the lowest a player rolled. If the players slay the Red Mauler, Gunther praises their abilities, if they knock it unconscious, he praises their wisdom and thanks them for leaving it alive for future trainings. If the players are defeated by the Red Mauler, Gunther pulls them aside and tells them he'll still let them go on the mission, but they should try to be stealthy instead of bold while on their way. Regardless of the outcome, you should read the following:
Embers of Hope | Chapter 2
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After your fight, Gunther pulls your party aside and hands each player 1 gold piece. ___ "An excellent showing. Before you leave Moltenheart you should visit Kala-minu the Cartographer, in the town hall to get a map of your path. Wouldn't want you folk getting lost and making us send out a rescue team."
### Obtaining Maps and Supplies The party may decide to wander around town a bit before they leave. General supplies can easily be purchased around town along with basic weapons should the players want to trade out some of their gear. Once your players head into the Town Hall, read the following:
You enter the Town Hall to find a small room with a counter in the center and a double door off to one side. A pair of small side doors adorn one side wall while a simple painting adorns the other. The Interior of the Town Hall is lit by warmly glowing crystals. A clerk looks up from behind the counter, setting aside some paperwork to speak to the party. ___ "What can I do for a group of fine people like you?"
Upon learning that the party was sent to find Kala-minu by Gunther, the Clerk directs the party to the first door on the side wall, and up to the stairs, to the second door on the right. When the party heads upstairs, read the following:
Upstairs you are greeted by a balcony overlooking a large meeting room on the first floor. To the right are four doors. The First is inlaid with a polished black gemstone. The Second has a compass hanging from it. The third door is blank while the fourth door has a broom leaning against it.
The first room belongs to Gunther Blackstone and is locked but can be picked open with a DC 16 Sleight of Hand check. It contains several military documents and has many books outlining the construction of reinforcements strewn about the desk. There is nothing else of particular value in the room. The Gemstone on the door is polished Obsidian and worth 3 Gold Pieces, though merchants in Moltenheart will recognize it as stolen from Gunthers office door. The third room is a simply decorated lounge. There are some basic board games including a Dragonchess set and Checkers pieces. There is otherwise nothing of note in the lounge. The fourth room is a small storage closet with some cleaning supplies and 1d4 random artisans tools. When the players enter the Cartographers room, read the follow description:
As you open the door, the Compass on it clanks against the stone door. Looking inside, you see a Red Dragonborn holding a protractor looks up from a large table covered in messily splayed out maps and calculation tables. ___ "Do you need something? I'm quite busy right now as you can see."
##### Kala-minu, Cartographer Kala-minu is the cartographer of Moltenheart. Having spent several years at Fort Deeplight, she is in charge of maintaining accurate maps of the surrounding tunnels and both routes and detours to other towns and cities. Kala-minu is a polite but skeptical woman, careful about who she associates with and wary of those she doesn't know. The 5 foot 8 inch Red Dragonborn has several paler scales, a draconic manifestation of her elemental adept feat.
Kala-minu is skeptical of the parties words when they tell her Gunther told them to visit her. She can be persuaded with a DC 14 persuasion check, which is made with advantage should the party tell her of their fight against the magma mauler. Alternatively, the party may opt to purchase the map from her for 3 Gold Pieces. Upon obtaining the map they learn that it will take several hours to walk from Moltenheart to Fort Deeplight via the most direct route, if they need to detour it could take them many days to arrive.
Embers of Hope | Chapter 2
\pagebreakNum ### Into the Tunnels After the players have obtained a map showing them the route from Moltenheart to Deeplight, they should head to the town gate, if they seem to be dallying around, have Gunther seek them out and encourage them to get an early start, as the longer they wait, the more loses there might be on the front should the orders go undelivered. As the characters approach the gate, read the following:
As you approach the gate, a elderly Stonewarden dwarf stubles in front of the group, cutting you off. ___ "Please, save my child. M-My young Rodrick. I told him that his brother volunteering to fight in Deeplight was enough, but he said he had to live up to our family name of Deepdelver and guide supplies to the front. Please, bring him back with you!" ___ The Old dwarf breaks down into tear as he speaks, being helped out of your way by a fellow resident of Moltenheart.
The old dwarf is the father of the Supply Captain Rodrick Deepdelver (Stat block in the appendix). The players can attempt to comfort him with a DC 16 persuasion check. If they pass, give the party one use of inspiration to use at their discretion over the course of Embers of Hope. Before moving on, ask the party to decide their marching order. The caves are typically wide enough to have to characters comfortably walk side by side. Ranks should be about 5 feet apart from each other, allowing the party members to be within reach of one another.
Embers of Hope | Chapter 2
\pagebreakNum ## Part 2: Lost Chambers The Second part of this adventure focuses on the characters journey through the twisting Magma Chambers and the mysteries they unravel there. If you feel the need to, the end of Cross Roads serves as a good cliffhanger to end the session on should you want to run this adventure as a two-shot instead of a one-shot. ### Risks and Dangers There are several risks and traps that your players may encounter while journeying through the Magma Chambers such as having to navigate across an underground river of flowing magma or finding their way around cavernous and confusing rooms with stalagmites. Provided below are some descriptions and explanations of potential risks you may want to place in your players path. Feel free to run as many or as few of these as you want, and to mix and match them however you wish. I recommend picking out and running two before Cross Roads and one just before Pushing On. #### Magma River The party comes across a small room blocked by a wide river of flowing magma. Greeted by a missing bridge and a painful experience should they try something like swimming across, the party must figure out a different way over or divert their course, backtracking to take a detour around. When the players enter the room, read the text below:
While walking through the cave you enter a small stone room, barely 45 feet on a side and 30 feet tall. The room is lit by a 15 foot wide magma flow across the center of the room. Looking on your map you see there's supposed to be a bridge across but you can't seem to find it.
There are a variety of potential solutions as this challenge is very open ended. Encourage your players to think up creative solutions to the problem at hand. Should the party decide to backtrack and find a different way around, skip the Cross Roads section and go straight to Messy rescue. If you want to split the adventure into two sessions, you can stop it right after they discover the hostage Dwarves, giving them the time between sessions to come up with a rescue plan. \columnbreak #### Near Tunnel Collapse Although this is not directly threatening, it is a good way to generate tension if you want to. Read the following:
The ground suddenly begins to shake, pebbles and rocks fall from the ceiling as you hear a low roaring sound from behind you. The volume of the roar increases until it's unbearably loud, it sounds like the whole world is falling apart around you. The Shaking gets worse and a couple stalactites fall off the ceiling, luckily missing the party. This continues for almost a full minute before it begins calming down. ___ However, shortly after it starts to calm down, you hear the sound reverberate back, increasing the intensity again, though not to the same extreme as before. Eventually the vibrations stop and the sound is only a distant echo.
#### Noxious Gas Leak The tunnels the party is walking through are unknowingly slowly filling with noxious gases leaking from a chamber beneath them. They will have to find a way to purify the air or find and seal off the leak before they fall unconscious. While the Players are walking through the tunnel, every 15 minutes of travel or so ask them to make perception checks with a DC of 18. Decrease the DC by 1 every time no one in the party smells the gas. (the checks are scent based if that matters for any of the player's abilities). If the party fails the check while the DC is 10, they fall unconscious and wake up tied up in the middle of Messy Rescue below. When one or more of the players passes the perception check, read the following, changing the severity to more closely match how low the DC was:
You find that the air has a subtle rancid smell to it. You realize there is noxious gas mixed in with the air in the tunnel. In a hurry, you inform the rest of the party of the issue, realizing that the scent is slowly getting more noticeable.
This Noxious Gas is fairly simple, and even without magic to seal the walls, could be dealt with by simply covering your mouth and nose with a damp cloth. Perhaps your players will run around with some loose cloth trying to find where there's a slight breeze, indicating the source of the leak. If they want to find the source, each of the 4 sources can be found with a DC 14 Investigation check, made with advantage if they use tools such as a loose piece of cloth to help. Each source they plug increases the DC by 3. If the DC increases above 20, the Noxious Gas starts to fade away, spreading out across the tunnels system and not being a threat anymore.
Embers of Hope | Chapter 2
\pagebreakNum #### Stalagmite and Stalactite Room This room is closer to a puzzle than a trap, however it can be challenging for players to find the exit in a large room full of stalagmites and stalactites. When the players enter, read the following:
You enter a large Chamber, 180 feet on the short side, 250 feet on the long side, and 60 feet tall. Numerous Stalactites hang from the ceiling while large stalagmites rise up 10 to 23 feet from ground, making navigation hard. Your map shows the tunnel continuing from somewhere on the other side, but doesn't make clear where exactly it comes from.
Have the party members all roll investigation checks. Total what they rolled and compare the total to the ranges below: * **0-20:** Have the elemental troop from Messy Rescue find them in the room and initiate combat. If the players are victorious proceed to Cross Roads but remove the combat from the start of Messy Rescue if the players choose to follow the supplies. If the players are defeated, have the elementals capture them and bring them back, proceeding with Messy Rescue as though they were defeated after choosing to follow the supply trail. * **21-40:** The party searches for several hours before managing to find the exit. I encourage you to have fun with this one, perhaps after a prolonged time searching, one of the characters leans against a wall, slips, and lands in the opening to the next pathway. * **41-60:** It takes the party about half an hour to find the exit. * **60+:** The party finds the exit after just a few minutes of searching.
This room has a large ability to contain variances. If you want, you can also add in treasures to the room. This offers a chance to roleplay the character searching and maybe get a laugh out of how they inevitably find the exit in a hilarious way.
### Cross Roads At the Climactic midpoint of the adventure, the party will be faced with a choice. They must decide whether their orders, and the lives of the soldiers at the front, or the lives of the supply caravan and their rescue are more important. When the party gets to the junction, read them the following:
As you come to this particular junction of tunnels, you find something different, You see a damaged and looted wagon, marked with the insignia of Fort Deeplight.
\columnbreak If the players decide to investigate, have them roll an Investigation check. Anyone who got a 13 or higher spots signs of battle nearby. Anyone with a 15 or higher finds a trail of supplies heading off the path to Fort Deeplight. As long as at least one person passes the check, read the following text:
You must now make a decision. Will you proceed directly to Fort Deeplight and deliver the orders entrusted to you by Chief Gunther Blackstone, or will you follow the divergent path of the missing supplies, seeking out Captain Rodrick and the missing escort members?
##### A Restful Place Although this cross road may not be a good place for the characters to stop and take a break, it is a great place for you and the players to stop the session should you want to split this adventure into two sessions. ___ If you choose to take a break here, allow your players to consider which choice they would like to take when you return next time.
If you choose to break the adventure into multiple sessions, please read the following summary to remind your players of the story so far if needed.
Just hours ago you were all enjoying yourselves around the town of Moltenheart, but a request from the guard chief Gunther Blackstone sent you on a mission to deliver orders to the frontlines at Fort Deeplight, and at the request of a heartbroken Father, you are also searching for the captain of a missing supply escort squad. ___ Now you are faced with a choice, you have found the trail of the missing supplies, but they divert from the path to Fort Deeplight. You must choose which you will prioritize, the safe delivery of the orders to the front, or the truth of the missing escort squad.
If the players decide to follow the trail of supplies, move ahead in the adventure to Messy Rescue. If the players would rather prioritize the delivery of the orders instead, skip ahead to Pushing On.
Embers of Hope | Chapter 2
\pagebreakNum ### Messy Rescue Deciding to search for the missing supply escort rather than deliver the orders they were entrusted, the party will be faced with an unexpected enemy and will decide the fate of the endangered escort squad. If the Players start this mission from Cross Roads by deciding to follow the trail of supplies, please have them roll either perception or investigation checks, and modify the following based on how they roll (assume a 17 learns all of the information below).
As you walk towards the depths, the signs of battle grow lesser, but the trail of supplies keeps going. Whatever the patrol group encountered made them leave this way in a hurry, unable to even ensure the security of the supplies they were escorting. ___ Going deeper the tunnel becomes more narrow, a small stream of magma by the side providing ample lighting as you are forced into two wide marching line by the enclosing walls. As you come to a corner, you hear a strange, unnatural sound. Peaking around the corner the coast is clear as your group cautiously steps forward Only to notice a Flame Elemental Standing just out of sight from the corner above the magma stream.
It's time to have your players roll their second initiative. They are faced by a group of one Fire Elemental Captain who was waiting above the magma to ambush pursuers, one Fire Elemental Soldier, who is still sitting in the magma and will come out to attack when the fighting starts, along with a number of Fire Elemental Scouts to make the number of enemies equal to the number of adventurers. Anyone who rolled a 17 or higher on the previous check notices the ambush in time and is able to ready their gear for combat in time. everyone else is surprised during the first round of combat, meaning they don't get to take their turn until the second round of combat.
This collection of Fire Elementals are those who got cut off from the rest of their troop. Mostly consisting of scouts they rely on ambush tactics and stealing supplies from the passing caravans to survive in the enemy territory they now find themselves in. They are desperate and will fight dirty to survive. The Fire Elemental Soldier in particular, has let go of his cultural inhibitions and is willing to make use of his Fire Form trait to harm enemies. ___ When the elementals die, they fizzle away like an extinguished flame, leaving nothing of value behind, only some ashes. ___ The Elementals Knock the characters unconscious instead of killing them during the combat.
\columnbreak During the surprise round, only the Fire Elemental Captain and Fire Elemental Soldier attack. The remaining Fire Elemental Scouts simply drag themselves out of the magma, looking somewhat haggard. If the players are victorious in the combat, proceed to the Victorious section of Messy Rescue, otherwise, if they are defeated, go to the Defeated section of Messy Rescue. #### Victorious Should the characters defeat the Fire Elementals, they find a small, opaque red gemstone in the ashes of the Fire Elemental Captain. They also have the option to take a short rest for an hour or so after the fight if they want (if they choose to do so it would be the perfect opportunity to use the Near Tunnel Collapse described earlier in the Risks and Dangers section). As they move on after the fight read the following passage:
As you move on from the intense fight you walk further down the tunnel, now wary of further ambushes, yet before long you find that the cave is widening, rounding a final corner, you find one side is a collapsed tunnel while the other is a large opening, about 60 feet in diameter. In the center of the room you see three Stonewarden Dwarves, a Halfling, and a Human all heavily injured while tied up. As you enter one of the Stonewarden dwarves looks at your group, his eyes glazed over with the hazy mist of rage. One of the smaller Stonewarden Dwarves nudges him, looking at your group with hopeful eyes. The other three are unconscious. ___ Scattered about the rest of the room are some damaged carts and what's left of the supplies that this group was escorting to the frontlines. Packed away into one corner you spot the escort squads weapons, left locked up with a simple padlock that looks like it would break off with a firm tug.
##### Rodrick Deepdelver The enraged dwarf is Rodrick Deepdelver, a Stonewarden dwarf of moderate build with notably dark birth mark lines. He is wary of the party but willing to fight despite being injured. When the party finds him, he has 14 Hit Points remaining and has not used his wrath of unborn stone yet. ___ Bound by honor and duty, Rodrick is saddened by the deaths of his comrades and, if questioned, will reveal to the party that the original escort squad had 11 Members, but only these five are still alive. He trusts Belra Flamefoot very much, as without her noticing the ambush, all of them might have died instead.
Embers of Hope | Chapter 2
\pagebreakNum
##### Belra Flamefoot The hopeful dwarf the party encounters is Belra Flamefoot, a slim Stonewarden Dwarf scout who just finished her training at Fort Deeplight when the conflict with the Flame Elementals started. When the party finds her she has 19 Hit Points remaining, and is in the best condition of all members of the escort party. ___ Belra is Saddened by the loss of her friends and squadmates. She looks to the adventurers with hopeful eyes, believing that she'll get her chance for revenge later.
##### Remains of the Escort Squad The other three unconscious members of the escort squad are a thin Halfling Scout named Edmon Livingston, a lanky Human fighter named Karl Abozac, and a Sturdy looking Mountain Dwarf named Gormo Highstone.
After the Party has rescued the remains of the escort squad, they must figure out how to get the injured out of there. There are three unconscious people, and Rodrick Deepdelver is too injured to carry anyone. Belra Flamefoot is willing to carry Edmon Livingston, but the party will have to figure out how to deal with the Human and Mountain Dwarf themselves. If they choose to look around the room for something to help, have them roll an investigation check, if they roll a 13 or higher, they find a small pile of spare parts among the ruined carts. enough to repair the broken cart back at the Cross Roads, though they'll have to carry the injured until then. #### Defeated Should the characters be defeated by the Flame Elementals, they are taken prisoner and carried back to the elementals lair. Allow the players to gain the benefits of a short rest then read the following passage to the players (modify it slightly depending on where the orders they were given are being kept): \columnbreak
As you all come to, you find yourselves tied up next to five others. Two Stonewarden Dwarves, a Mountain Dwarf, a Halfling, and a Human. You have been striped of all visible weapons and supplies. Looking around you, you find the surroundings filled with the missing supplies that never reached the frontlines. In one corner you spot your weapons along with several others chained up with a lock that looks like it would break off with a firm tug. ___ As you are looking around Rodrick, the Thicker of the two Stonewarden Dwarves, looks over to your group and whispers "Just hold on a bit, I'll break free and buy you guys some time, Belra will help get the rest of you out of here."
The Flame Elementals start to examine either the orders or one of the adventurers weapons. At that time Rodrick uses his Wrath of Unborn Stone trait and breaks free of the chains, jumping on the Elementals and fighting savagely. At the same time, Belra's locks fall off as she takes her lock picks to free the rest of the party The party can then take any of these choices in any order. You should modify them as needed. If the party chooses to join Rodrick in battle, let them roll initiative. Belra Flamefoot joins them if they choose to fight. If the party chooses to get their weapons, the lock takes an action to break off, during which time Rodrick takes a hard blow and is knocked prone as they grab their gear. If the party runs away, Belra goes with them, helping to carry their unconscious allies. If you flee without Rodrick, around the time you get back to where you were ambushed, you hear an echoing roar of pain. Belra looks back with sadness in her eyes, knowing that Rodrick is most likely dead, but urges the party on, to not waste the time Rodrick brought them. When the party gets back to the Cross Roads, move ahead to to Pushing On. ### Pushing On The party may not spot the trail, decide to ignore the trail of supplies, or be returning after rescuing the escort squad. Regardless, read the following to the players:
As you push ahead along the path towards Fort Deeplight, The tunnel gets larger, and the magma stream running through the channel besides you grows from a small stream to a 3 foot wide flowing river. As you're traveling, you find a side chamber devoid of magma and secluded from the main path.
If the players want to, they can rest in this chamber. If they have injured members of the escort squad and short rest, none of the injured regain any Hit Points. If they have injured escort squad members and long rest, those that are conscious gain the benefits of a short rest, but the rest are too injured and need to receive medical attention in Fort Deeplight before they'll be able to recover.
Embers of Hope | Chapter 2
\pagebreakNum ## Part 3: Light in the Depths The third part of this adventure sees the adventurers faced with a final hurdle before seeing the light at the end of the tunnel (literally!) and arriving at Fort Deeplight. It also outlines the various possible endings that could come from the choices the adventurers made. ### Final Stretch If the party followed the trail of supplies in an attempt to rescue the escort party, or if they stopped to rest during Pushing On, read the following. If they did neither of these things, read the section under Ambush instead.
As you travel the caves, cautious of potential threats, you hear another set of footsteps. coming around the corner, you find yourselves face to face with a creeping group of Flame Elementals, they appear just as shocked as you are. ___ The group is in a two wide row split 5 feet apart. The closest Flame Elemental is only 10 feet away from the front of your group.
#### Ambush If the party proceeds straight from Cross Roads to here, they instead have the opportunity to ambush the party of Flame Elementals instead. Read the following to begin the combat:
As you proceed with careful steps, you suddenly notice the sound of talking. Slowing down you peak around the corner and spot a group of Flame Elementals talking to each other in Ignan. They don't seem to have noticed you yet. ___ The group of Flame Elementals are 20 feet away from the corner your group is near.
The party should roll initiative for the last fight of the module. They are facing a group of Fire Elementals consisting of 1 Flame Elemental Captain, 1 Flame Elemental Scout, and a number of Flame Elemental Soldiers such that there is one more enemy than the number of players. If Rodrick Deepdelver or Belra Flamefoot are with the party, Rodrick takes his turn last in initiative and Belra takes her turn second among the party members.
These Fire Elementals are an advanced squad that snuck through the frontlines to cause some chaos in the Stonewarden towns and cities. They consider themselves honorable warriors and are unwilling to make use of their Fire Form traits on living creatures.
\columnbreak If the players are defeated in this fight, the story ends here, they did not make it. These Flame Elementals do not take prisoners. Read the following to close out the story, dramatized as you see fit:
As you fall to the ground, the world fading around you, you can only watch as the Flame Elementals pull the map from your body, your guide to Fort Deeplight becoming their guide to Moltenheart. The Flame Elementals move on to wreak havoc in the backlines, many small towns such as Moltenheart are thrown into chaos, and the frontline forts like Fort Deeplight are overrun without resupplies from the towns behind them.
If the players are victorious in this fight, move ahead to Arriving at Fort Deeplight ### Arriving at Fort Deeplight Read the Following text as the players reach the end of the tunnels:
As you round the final corner you find yourself at the top of a large cliff overlooking the side of Fort Deeplight, the fortress stretching out below you. You can see members of many species manning the walls and wandering the streets. A hurriedly repaired bridge spans from your position directly to a small gate on the side of the fortress. The stream of magma that had been providing you with light throughout the cave falls to the side and mixes into the small streams of magma around the chamber.
As the players descend the ramp, if they are accompanied by injured escort squad members, or any of the characters are missing half their Hit Points or more, the guards at the gate leave their post to meet them part way down, helping take anyone unconscious and assisting them to the gate. Otherwise the guards wait for them at the gate. When they reach the gate, if they have any injured amongst them, the guards inform them to wait at the Medical Tent while they inform the Garrison Chief of their arrival. Otherwise, they invite the party to accompany them to the Garrisons Chiefs meeting room. If the party is not accompanied by Rodrick Deepdelver when they arrive, they are intercepted on their way to meet the Garrison Chief by a Stonewarden Dwarf who says the following:
"Adventurers! I'm Ardairen Deepdelver, my brother was supposed to be delivering supplies to us a few days ago. I saw you just came from the tunnels, do you have any news of him you could tell me?"
If any of the characters tells of the party deciding to rush to Fort Deeplight instead of investigating the missing supplies, Ardairen gets very angry and has to be dragged away crying and screaming by a pair of fellow soldiers.
Embers of Hope | Chapter 2
\pagebreakNum ### Possible Endings After any injured are taken to be treated in the Medical Tent, the party is called into a meeting room with the Garrison Chief. When they enter, read the following:
Entering the small meeting room, you see a Short and Sturdy looking Human, along with a tall Gold Dragonborn. The Human waves and introduces himself then the Dragonborn. ___ "I'm Robert Caslin, Head of Fort Deeplight, and this is Bradar, my chief advisor. I hear you're here for me."
Chief Caslin debriefs the adventurers, asking about their journey and their exploits. Although he isn't dull, he tends to take people at their word. Instead, his advisor Bradar has an uncanny ability to tell when people are lying. If the players wish to deceive the pair, they must succeed a DC 18 Deception check. Depending on what they did, the players may obtain one of the following endings: #### Delivery Squad If the players skipped the missing supplies, either by choice or by not passing the check to find the trail, they are thanked by Chief Caslin for their efforts, and offered a reward of 15 Gold Pieces per character as well as the freedom to stay in the fortress as long as they please, provided they assist whenever Fort Deeplight is attacked. After a few days, they get news from Moltenheart that the escort squad had been wiped out, and only a single dwarven scout managed to escape while the Captain, Rodrick Deepdelver sacrificed himself to make a distraction. #### Served Well in Combat If the players fought in the combat for both Messy Rescue and Final Stretch, and emerged victorious in both, Chief Caslin is silently impressed while Advisor Bradar tells them he believes they would make good soldiers if they wished to have a more consistent pay than working as adventurers. Chief Caslin nods in agreement to this idea. Should the players accept, they will be rewarded with 10 Gold Pieces and an official commendation each. Allowing them to be employed as soldiers in Fort Deeplight, aiding the Stonewarden Dwarves in their conflict against the Flame Elementals. #### Slippery Bunch If the players sucessfully avoided combat in both Messy Rescue and Final Stretch, both Chief Caslin and Advisor Bradar are stunned for a moment before Chief Caslin offers the party a job as a scouting squad for Fort Deeplight, a group that would leave the safety of the fortress to stealthily gather information about the Flame Elementals from in the field. If the players accept, they recieve 10 Gold Pieces each and are employed as a scout squad, a form of special forces that take on dangerous missions beyond the walls of Fort Deeplight, venturing into The Depths if need be to figure out the next move of the Flame Elementals. \columnbreak #### Rescue Squad If the players investigated the missing supplies and managed to rescue some or all of the escort squad, they are thanked by both Chief Caslin and Advisor Bradar, Chief Caslin offers the characters 15 Gold Pieces each for delivering the orders, and Advisor Bradar offers and extra 5 Gold Pieces to each character for bringing the remaining escort squad members back.
Embers of Hope | Chapter 2
\pagebreakNum # Appendix: Monsters and NPCs ## Monsters Listed below are the various monsters used throughout this adventure. First is the Red Mauler, following are the three different types of Flame Elementals. At this level, the difference between a Soldier or Scout is minimal, although captains are still noticeably more capable. ___ > ## Red Mauler > *Medium ooze, Unaligned* > ___ > - **Armor Class** 10 (natural armor) > - **Hit Points** 39 (6d8 + 12) > - **Speed** 15 ft., burrow 10 ft., climb 15 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |13 (+1)|14 (+2)|14 (+2)|7 (-2)|11 (+0)|5 (-3)| > ___ > - **Skills** Stealth +6 > - **Damage Immunities** acid, bludgeoning > - **Condition Immunities** exhaustion, petrified, poisoned > - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 > - **Languages** — > - **Challenge** 1 (200 XP) > ___ > ***Amorphous.*** The Red Mauler can move through a space as narrow as 1 inch without squeezing. > ### Actions > ***Pseudopod.*** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 1) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. > > ***Bite.*** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 9 (2d6 + 2) piercing damage plus 3 (1d4) Fire Damage. ___ > ## Flame Elemental Soldier > *Medium Elemental, Lawful neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 52 (8d8 + 16) > - **Speed** 25 ft., fly 5 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |11 (+0)|15 (+2)|14 (+2)|8 (-1)|12 (+1)|7 (-2)| > ___ > - **Damage Immunities** fire, poison > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Ignan, understands Primordial > - **Challenge** 3 (700 XP) > ___ > ***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 4 (1d6) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d6) fire damage at the start of each of its turns. > > ***Illumination.*** The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. > > ***Water Susceptibility.*** For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. > ### Actions > ***Strike.*** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d6) fire damage at the start of each of its turns.
Embers of Hope | Appendix
\pagebreakNum ___ > ## Flame Elemental Scout > *Medium Elemental, Lawful neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 44 (8d8 + 8) > - **Speed** 35 ft., fly 5 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |10 (+0)|17 (+3)|13 (+1)|8 (-1)|14 (+2)|7 (-2)| > ___ > - **Skills** Perception +4 > - **Damage Immunities** fire, poison > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Ignan, understands Primordial > - **Challenge** 3 (700 XP) > ___ > ***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 4 (1d6) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d6) fire damage at the start of each of its turns. > > ***Illumination.*** The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. > > ***Water Susceptibility.*** For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. > ### Actions > ***Strike.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 1) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d6) fire damage at the start of each of its turns. ___ > ## Flame Elemental Captain > *Medium Elemental, Chaotic neutral* > ___ > - **Armor Class** 15 > - **Hit Points** 65 (10d8 + 20) > - **Speed** 35 ft., fly 5 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |12 (+1)|17 (+3)|15 (+2)|10 (+0)|14 (+2)|8 (-1)| > ___ > - **Damage Immunities** fire, poison > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Ignan, understands Primordial > - **Challenge** 4 (1,100 XP) > ___ > ***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 4 (1d6) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d6) fire damage at the start of each of its turns. > > ***Illumination.*** The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. > > ***Water Susceptibility.*** For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. > ### Actions > ***Multiattack.*** The elemental makes two Strike attacks. > > ***Strike.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d8) fire damage at the start of each of its turns.
Embers of Hope | Appendix
\pagebreakNum ## Non-Player Characters The following are stat blocks for some of the various Non-Player characters your players may encounter throughout the adventure. The First two are seen in Messy Rescue as the Captain and Scout of the supply escort squad, while the third is the Guard Chief of Moltenheart. ___ > ## Rodrick Deepdelver > *Small humanoid, Chaotic Good* > ___ > - **Armor Class** 14 (chain shirt) > - **Hit Points** 72 (14d6 + 23) > - **Speed** 25 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |16 (+3)|12 (+1)|18 (+4)|10 (+0)|12 (+1)|14 (+2)| > ___ > - **Saving Throws** Con +7 > - **Skills** Athletics +6, Persuasion +5 > - **Damage Resistances** fire, poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Common, Dwarvish > - **Challenge** 5 (1,800 XP) > ___ > ***Dwarven Resilience.*** Rodrick Deepdelver has advantage on saving throws against poison, and has resistance against poison damage. > > ***Warden of Stone.*** Rodrick Deepdelver has resistance against fire damage and is naturally acclimated to high temperatures and deep depths. > ### Actions > ***Multiattack.*** Rodrick Deepdelver makes two Strike attacks. > > ***Strike.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d8 + 3) Bludgeoning damage. > > ***Wrath of Unborn Stone (Recharge: Long Rest).*** Rodrick Deepdelver regains 25 Hit Points and all status conditions effecting Rodrick Deepdelver are suspended for 1 minute. During this time, all of Rodrick Deepdelvers attacks deal an additional 3 damage of the attacks damage type. Additionally, during this minute, Rodrick Deepdelver gains resistance to all damage and can't be gains immunity to all status conditions. When this duration ends, Rodrick Deepdelver drops to 0 Hit Points and falls unconscious but is stable. > ### Reactions > ***Stones Blessing (Recharge: 5-6).*** When hit by an attack, the glowing lines on Rodrick Deepdelvers skin dim, like the forming of new stone, allowing Rodrick Deepdelver to shrug off harm. Reduce the damage of the triggering attack by 11 (2d6 + 4). ___ > ## Belra Flamefoot > *Small humanoid, Chaotic Good* > ___ > - **Armor Class** 13 (padded armor) > - **Hit Points** 49 (9d6 + 18) > - **Speed** 25 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |14 (+2)|15 (+2)|15 (+2)|10 (+0)|14 (+2)|10 (+0)| > ___ > - **Saving Throws** Con +4 > - **Skills** Perception +4, Stealth +4 > - **Damage Resistances** fire, poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Common, Dwarvish > - **Challenge** 3 (700 XP) > ___ > ***Dwarven Resilience.*** Belra Flamefoot has advantage on saving throws against poison, and has resistance against poison damage. > > ***Warden of Stone.*** Belra Flamefoot has resistance against fire damage and is naturally acclimated to high temperatures and deep depths. > ### Actions > ***Multiattack.*** Belra Flamefoot makes two Strike attacks or one strike attack and one dagger attack. > > ***Strike.*** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 2) Bludgeoning damage. > > ***Dagger.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., _Thrown_ (20/60) one target. _Hit:_ 9 (2d4 + 4) Piercing damage. > ### Reactions > ***Stones Blessing (Recharge: 5-6).*** When hit by an attack, the glowing lines on Belra Flamefoots skin dim, like the forming of new stone, allowing Belra Flamefoot to shrug off harm. Reduce the damage of the triggering attack by 6 (1d6 + 2).
Embers of Hope | Appendix
\pagebreakNum ___ > ## Gunther Blackstone > *Small humanoid, Chaotic Good* > ___ > - **Armor Class** 16 (half plate) > - **Hit Points** 120 (16d6 + 64) > - **Speed** 25 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |18 (+4)|13 (+1)|18 (+4)|10 (+0)|14 (+2)|14 (+2)| > ___ > - **Saving Throws** Str +7, Con +7 > - **Skills** Athletics +7, Perception +5 > - **Damage Resistances** fire, poison > - **Condition Immunities** frightened, poisoned > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Dwarvish > - **Challenge** 7 (2,900 XP) > ___ > ***Dwarven Resilience.*** Gunther Blackstone has advantage on saving throws against poison, and has resistance against poison damage. > > ***Warden of Stone.*** Gunther Blackstone has resistance against fire damage and is naturally acclimated to high temperatures and deep depths. > ### Actions > ***Multiattack.*** Gunther Blackstone makes two Strike attacks or makes two War Pick attacks. > > ***Strike.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d8 + 4) Bludgeoning damage. > > ***War Pick.*** _Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8 + 5) Piercing damage. > ### Reactions > ***Stones Blessing (Recharge: 5-6).*** When hit by an attack, the glowing lines on Gunther Blackstones skin dim, like the forming of new stone, allowing Gunther Blackstone to shrug off harm. Reduce the damage of the triggering attack by 15 (3d6 + 4). \columnbreak
### UPDATES NEEDED * Add non-placeholder images * Make GME map to accompany module * Add Pre-made Character Sheets
Embers of Hope | Appendix
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