Playing with Fire (WIP)
The neighborhood is on fire!
Can you stop the spread, rescue the families, and prevent more destruction all at once?
This adventure is for 3–4 characters, level 5–6, with 18–22 combined levels.
Background & Synopsis
A nearby building with people inside starts on fire, and the party needs to rescue those inside and stop the fire from spreading, but what started the fire in the first place? As the party rescues those within, they encounter others who may have clues. Rork’s family has been living in the basement and never got along well with the landlord. Naiara Trevica is helping to rescue the residents but seems to know a lot about arson. Aderyn Lloyd has a reputation for mischief—did they inadvertently cause it?
The truth is that the landlord, Arrias, has a gentrification scheme in mind, wanting to burn down the block and rebuild with newer buildings with higher rental costs that will force all of these families, who already struggle, into homelessness.
While constantly blaming others for the problems, he tricks a child into lighting the first fire, then hires someone to unleash a giant crocodile on the neighborhood, then uses his Warlock powers to unleash hell hounds to finish the job. When discovered, he summons two more hell hounds and attacks the party.
Adventure Hooks
This adventure can serve as a side quest or as a way to launch a campaign in an urban setting.
Where are we?
This adventure can occur in any large city with a financially marginalized neighborhood or district. For those using the Nethermaw campaign setting, this adventure would take place in a poorer neighborhood of Smoke.
Where There’s Smoke, There’s Fire
As the party travels through an economically disadvantaged district, they notice smoke coming from one of the windows, followed quickly by flames and a voice crying for help. When they get to the house, Naiara Trevica is there and tells the party that people are trapped inside and asks, “I don’t know you, so I don’t know how capable you are. How can you help?”
Whatever the party decides, Naiara will help, either rescuing or stopping the spread.
The houses in this part of town are made from sturdy timbers with wattle and daub walls and thatch roofs, each typically housing two or three families in their two-story structures, one on each level, including a cellar. These walls have a 14 Armor Class and 11 (2d10) hp to break through.
Any room that’s burning will cause 1d4 fire damage to all creatures within and be filled with smoke. Medium or larger creatures will need to remain prone and crawl. Each round a creature is not prone and breathing in a smoke-filled room, it experiences smoke inhalation, requiring a successful DC 15 Constitution saving throw every round to avoid taking 1d6 poison damage and becoming poisoned until succeeding on the saving throw, which may be attempted again during each rest until successful.
In addition, every round a room burns, burning pieces of the ceiling will fall. Creatures in the room must succeed on a DC 10 Dexterity (Acrobatics) check to avoid taking 1d4 bludgeoning damage and 1d8 fire damage.
The building has 2 floors plus a cellar with the following rooms and residents:
- Kitchen (1 occupant: Leofrick Morningfall)
- Living Room (1 occupant: Rose Mistsplitter)
- Bedroom (2 occupants: Daisy & Violet, 7-year-old human twins)
- Stable (1 goat, 3 sheep, 11 chickens, 1 donkey)
- Ramp (to upstairs)
- Upstairs living room (1 occupant: Gorme Twofoot, a 44 year old non-binary lightfoot halfling)
- Upstairs bedroom (1 occupant: Urzoth Skullbinder, a 90 year old female orc)
- Cellar (3 occupants: Rork and his parents, Mug and Guk)
The fire began in the kitchen on the first floor but is spreading each round as follows:
- Kitchen and living room
- Bedroom
- Stable (After this round, a rhythmic drumming fills the air as Ollie Dragao summons the town to help.)
- Upstairs Bedrooms; Rork and family escapes the cellar via the cellar door, dragging out an empty barrel and bucket
- Adjacent building (upstairs) on kitchen side (occupied by the Brawnblade family downstairs; Na and Erhice upstairs); Rork casts Create Food and Water, filling the barrel with water.
- Adjacent building upstairs completely burning; Ollie, his dog, Tazz, and several townsfolk will use a fire hook to collapse any vacated burning building and focus on preventing the spread to other buildings. Rork begins scooping water out of the barrel with a bucket, and throwing it onto the fire. People in adjacent buildings have escaped.
- Both floors weakened. Each round, each medium-sized creature on the floor must succeed on a DC 10 Dexterity (Acrobatics) check or fall through the floor, taking 1d6 bludgeoning damage. Adjacent building first floor is now burning.
- Adjacent building on the other side begins burning.
- Townsfolk have stopped the spread via fire hook and bucket brigade from a nearby fountain.
Out of the Frying Pan into the Fire
Once the fire is under control, an elderly tiefling with long, wavy, black hair, green eyes, and purple skin approaches the party and thanks them profusely. He introduces himself as Arrias, owner of the buildings on this block. He thanks them for rescuing the tenants and preventing further spread. (If the party doesn’t trust him, a successful DC 15 Wisdom (Insight) check will reveal that his mannerisms seem forced, like he’s trying too hard to show gratitude.) To any remaining residents, he assures them that he will rebuild the ruined houses and replace them with even better homes than before. He talks about how much the neighborhood could benefit from brick buildings that won’t burn and shops on the first level for easy shopping. He then talks to each family from the affected houses to make sure they’re ok.
Meanwhile, some of those who helped with the fire start cheering for “Mug & Guk’s kid” (Rork) and the way he was the first to the scene with water. Upon receiving this attention, Rork looks up from the wicker ball he’d been focused on, slips behind the closest building, and vanishes. Anyone who chases after him sees a crocodile in the distance slipping into a sewer opening. (He doesn’t like crowds, so he panicked at being the center of attention and wild shaped into a crocodile to slip away, but some may find this suspicious, especially since they don’t know him.)
Local residents:
- Rose Mistsplitter is a human in her late 20’s. She works in The Anvil (the forge district) as a courier. She’s pleasant and friendly but always tired.
- Leofrick Morningfall, Rose Mistsplitter’s husband, is a stay-home-dad who cares for their two twin daughters, Daisy and Violet. He focuses on caring for the children, and after the fire, he’s mainly focused on comforting them. If the party encounters him later, he’s friendly and loves to work puns into his conversations.
- Gorme Twofoot is a 44 year old non-binary lightfoot halfling. They work at the local general store as the shopkeeper’s assistant. Gorme lives with their friend, Urzoth, and their salary barely feeds and houses the two. They get frustrated when they have to skip a meal due to Urzoth giving away yet another knit item, but that’s also why Gorme and Urzoth are such good friends — Gorme proudly wears a sweater Urzoth made for them when they were cold and homeless.
- Urzoth Skullbinder is an elderly female orc, a dear friend of Gorme, who’s always wearing a colorful short-sleeve wool sweater. Urzoth has chronic Pain [IE 3] and Leg Weakness [IE 2] and uses a rollator to walk around the house but also has a wheelchair for travel around the city. Urzoth enjoys knitting and uses that skill to earn some extra money, but she often has trouble charging for her beautiful scarves, mittens, and blankets when she sees someone cold and in need.
- Na Mardon is a 30-year-old human who delivers coal to Anvil with her partner, Erhice. Her clothes and skin are stained black from the coal, but her eyes twinkle like the forges she serves, and she enjoys conversation, often talking long after others are done listening.
- Erhice Ildessint, an elf with a more burly build than is typical for his ancestry, helps deliver coal with Na. Erhice is quiet and enjoys listening and learning from others, which is why he and Na work so well together, Na keeping the long hauls of coal interesting with her stories while Erhice happily enjoys the tone of her voice as much as the stories she tells.
- Gralnar Brawnblade, a middle-aged dwarf, works as an assistant in a weaponsmith shop in Anvil. He’s kind and friendly, but when stressed, he quickly gets angry and yells.
- Arros Brawnblade, Gralnar’s wife and also a middle-aged dwarf, is the neighborhood teacher. She has an excellent relationship with the local children and, out of habit, tends to talk to adults as if they’re small children. (If someone notes her tone, she’ll apologize and take a more mature approach.
- Elrin Brawnblade, their daughter, the dwarven equivalent of a human tween, likes to run off and explore and frequently comes home with interesting items in her pockets that she discovered, which has led to Gralnar and Arros sending her to give the item back to its owner. Elrin doesn’t mean to steal, but she has trouble controlling her impulses when she finds something interesting.
- Mug (kobold) works in the sewers with Guk, making sure everything flows and reporting anything unusual. She takes pride in their work and know that the city would cease functioning without her and her coworkers, and she gets frustrated with those who think less of her for any reason but also avoids conflict with anyone bigger than her.
- Guk (kobold) works with Mug, and while he believes in the work he does, he internalizes the disdain of those around him and feels inadequate as a person. If someone blames him for the fire, he may accept the blame and assume some carelessness led to the fire, although Rork and Mug will defend him.
- Rork lives in the woods but came to town to visit his parents. He doesn’t enjoy being in town and is eager to leave. Once he returns to his parents after slipping away, he’s eager to convince them to come live with him in the woods. He keeps urging them by saying, “We really need to get out of here right away,” which is mainly motivated by his anxiety, but it can appear that he’s trying to avoid getting caught.
- Aderyn Lloyd knows Elrin well, as they’ve been on some adventures together. Aderyn acts as a mentor to Elrin, but while they always keep Elrin safe, and her parents trust Aderyn, they sometimes get into mischief together. If anyone questions Elrin, she’ll confide in Aeryn before anyone else. Meanwhile, some townsfolk may blame Aderyn for their recklessness and suggest that they caused the fire, “by knocking over a lantern or something.”
- Naiara Trevica knows this community, as she acted as a mercenary in a nearby turf war recently. When investigating the source of the fire, she will note that it spread from the wall, not the inner hearth, so it looks like it came from outside. She can point to the exact spot where the fire started and note that this is the most vulnerable part of the exterior. “Trust me. If you’re going to burn this style of house, here’s where you light it.” She has burned houses this way as part of the war, but when some of those fires spread, she helped rebuild the homes of the innocent, which is why she’s still in town.
- Ollie Dragao uses his lute to heal anyone hurt in the fire and immediately begins the cleanup process, encouraging others to join in the effort, which they gladly do. He sings as he works, and many others join in, but he soon needs to stop and rest to catch his breath, although he still taps out a motivating rhythm on his drum.
Note: Arrias has been planning this renovation for a long time and deliberately started the fire to force the current tenants out, because he can charge higher rent to a shop owner, and he recently got a good deal on bricks. He saw the Brawnblades’ daughter, Elrin, playing in the street and told her about some fireworks on the ground between the houses. He told her to stay away from them after making them sound enticing enough that she couldn’t resist, and she inadvertently started the fire, but she’s too afraid to admit it. If questioned, she’ll deny it, but she still has some fireworks in her pockets that she forgot about. She likes Arrias, who knows about her impulse control struggles and often points out interesting items that he secretly wants her to take for various reasons. She will be reluctant to connect him with any of this, but a successful DC 10 Charisma (Intimidation) or Charisma (Persuasion) check will convince her to explain Arrias’s role, although he’ll emphasize that he told her to leave them and was just warning her to stay away from them.
Smoke and Mirrors
When the cleanup work is done, Ollie invites everyone back to the local inn to relax. (Note: The inn is not on the main map. If using an existing campaign setting, any inn within a mile will work, otherwise tell the players that the inn is two blocks north of the map. The Miner Solution Inn map may be used here.) The rhythmic singing, driven by the beat of Ollie’s expert drumming, has a soothing effect on everyone after the stresses of the day, and a belly full of bean and sausage casserole, the inn’s Dish of the Day, brings a sense of that everything is going to work out.
If the party watches Elrin, they will see her pick up a small iron unicorn figurine from the fireplace mantle, examine it, and slip it into her pocket. If confronted about it, she doesn’t remember pocketing it, having done so absentmindedly.
The innkeeper tells those who’ve been displaced that they can sleep on the straw mats there until they find more permanent housing.
The party can use this time to talk to the residents to gather more information, and the innkeeper offers them a straw mat for the night.
Early the next morning, the party awakens to a panicked crowd outside and the sound of another house collapsing in the same neighborhood. A giant crocodile has surfaced from the sewers and destroyed another home, heading toward those still standing.
Once the party defeats the crocodile, even more questions and accusations surface.
- Mug and Guk work in the sewers and slept with Rork in a sewer alcove overnight. Besides their sewer connections, Rork was seen transforming into a crocodile yesterday. And the crocodile broke through the same opening where Rork went yesterday. They show up after the combat, shouting a warning that they found evidence of a giant crocodile in the sewers.
- Aderyn shows up as the combat ends and shows fascination with the massive creature. Some suggest that this was some kind of prank caused by them. While they deny it and insist that they would never deliberately destroy someone’s home, they’re intrigued by the idea of such a massive prank if it could be done without endangering anyone.
Arrias shows up at the end and is quick to blame the kobolds. He complained that they didn’t clean up well enough after working in the sewers, and they were ruining his building. This led to a steady stream of arguments between Arrias and the couple. Arrias insists that they were trying to ruin him.
The crocodile was arranged by Arrias, who hired a lizardfolk animal handler to destroy the other homes. Investigating the sewers will reveal an iron chain harness near the opening, but the handler fled upon unleashing the giant crocodile.
After the battle, Naiara shows up, impressed by the dead creature. If asked about it, she says she saw a lizardfolk heading the other way that she thought looked familiar. It could have been an animal handler that she encountered during a past job involving using giant creatures in a battle. She has no idea where the handler was going and wouldn’t be able to trace them, but if that was them, someone hired them.
If the party wants to investigate the sewer system, Mug and Guk tells them that the sewage in the sewer system is six feet deep, and the city uses oozes as part of their sewage processing system.
Burning a Hole in His Pocket
While the cleanup continues, a pair of hell hounds come running into the neighborhood and begin igniting the remaining houses. The hell hounds will attempt to ignite all the homes, then kill anyone who prevents or extinguishes the burning, lighting the remaining homes as they get to them. If the party continues to extinguish the fires, they will turn their attention to the party, but their primary goal is arson.
After the battle, Aderyn is on a nearby (tile) roof, having witnessed Arrias summoning the hell hounds, and begins laughing, knowing Arrias has incriminated himself.
Arrias panics and summons 2 more hell hounds and then attacks the party and Aderyn. He will use his scimitar on nearby creatures and send the hell hounds after the those out of range. He is on the verge of losing everything and is desperate, so he will fight to the death. After his death, the party will notice paper in his pocket, a receipt for building materials, including all the bricks and tools they need to rebuild the block themselves and take ownership and create something they can afford, that makes sense for the current community, and will help the entire community grow together.
If the party defeats Arrias without killing him, two of the town guards will come to investigate and take him away.
Arrias
Medium humanoid (tiefling), lawful evil
- Armor Class 12 (15 with mage armor)
- Hit Points 48
- Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 14 (+2) | 10 (+0) | 14 (+2) | 15 (+2) | 18 (+4) |
- Saving Throws Wis +4, Cha +6
- Skills Deception +6, Intimidation +6, Perception +4, Persuasion +6
- Damage Resistances fire
- Senses darkvision 60 ft., passive Perception 14
- Languages Abyssal, Celestial, Common, Infernal
- Challenge 3 (700 XP)
Spellcasting. Arrias is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Arrias has the following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Mage Hand, Prestidigitation, Thaumaturgy
1st level (at will): Mage Armor
2nd level (1/day): Darkness, Hellish Rebuke
5th Level (2 slots): Blight, Confusion, Counterspell, Dispel Magic, Hypnotic Pattern, Invisibility, Protection from Evil and Good, Remove Curse, Scrying, Shatter, Slow, Vampiric Touch
Dark One’s Blessing. When Arrias reduces a hostile creature to 0 HP, he gains 13 temporary HP.
Dark One’s Own Luck. Once per short rest, when Arrias makes an ability check or a saving throw, he can use this feature to add a d10 to his roll.
Infernal Armor. When Arrias casts Mage Armor, his armor flickers with red flames. When a creature damages him with a melee attack, it takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Actions
Thirsting Blade. Arrias can attack with his pact weapon twice, instead of once, whenever he takes the Attack action on his turn.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. (Arrias carries 3 daggers.)
Eldritch Blast. Ranged Spell Attack: +6 to hit, range 20/60 ft., one target. Hit: 9 (1d10 + 4) fire damage.
Scimitar (Pact Weapon). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage + 11 (2d10) fire damage.
Arrias always begins the first round of combat by casting Mage Armor to invoke his Infernal Armor ability, then usually uses his scimitar against those in melee range or Eldritch Blast if enemies are further away.