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  Corruption in Kryptgarden Administrative Document 
   
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  2
  Classes 
   If possible, each table should have a character with the 
  ability to heal. This is a tough adventure, and has the 
  potential to get deadly quick. 
  Factions 
   Additionally, the adventure will work better when there 
  is an even distribution of faction representation. 
  Dungeon Masters 
  While the tables are being marshalled, it is advised that a 
  short meeting of the Dungeon Masters, Captains, and 
  Commanders be held. This is when you can ask or 
  answer questions, identify which items are being used as 
  flags and identify one another. For larger venues, it might 
  be expedient to have the Captains actually conduct this 
  meeting with smaller groups. 
   Remind DMs that they are responsible for making sure 
  that their table is ready to play. This includes making sure 
  that the table is relatively free from clutter to allow for the 
  possibility of additional players from other tables. 
  Factions 
  Before play can commence, the squad’s DM should 
  record the number of each faction represented by the 
  player’s characters. There is no need to ensure that each 
  faction is equally represented. Some squads may feature 
  an interesting mix of factions while other squads may 
  consist of players from only one faction. 
  Scoring Report 
  The scoring report is used at the end of the adventure to 
  calculate the total number of points accumulated by each 
  of the five factions during the course of the adventure. At 
  the end of the adventure, the faction with the highest 
  score will receive possession of the Green Dragonmask.
   HQ should keep track of this as reports are sent in to 
  spread the work out over the course of the event. 
  Miscellaneous DM Aids 
  Things like character tents and index cards will make the 
  DMs job easier. Additionally, the DM should acquaint 
  themselves with their Commander—something that will 
  make picking him or her out of the crowd much easier. 
  The DM should also let their players know who their 
  Commander is as they may need to know as well should 
  they be elected as the table’s Squad Leader. 
  Choosing a Squad Leader 
  If time permits, the players may elect a Squad Leader to 
  report their progress to their Commander. Otherwise, the 
  DM will use any method of deciding on one that they 
  choose, such as rolling dice, or even picking someone 
  who was nice enough to bring a few snacks for the whole 
  table to enjoy. This choice shouldn’t be forced on the 
  unwilling, however; if someone does not wish to be the 
  Squad Leader, then someone else should be picked. 
  Captains 
  Depending on the size of the event, Captains may be 
  assigned tables (no more than 15) or just asked to range 
  freely in a general area. Ideally, a few additional Captains 
  will be available to run messages to and from HQ. 
  Be Visible 
  Ideally, a Captain will bear some sort means of easy 
  identification. Otherwise, ensure that your DMs and 
  players know who you are so they know who to go to for 
  guidance or for reporting. 
  Equipment 
  It is advisable that for the Captains to have a clipboard 
  and/or a pad of paper to help keep track of requests and 
  status of their sections. The Captains should, upon 
  request from DMs, obtain materials such as pencils, dice, 
  etc., from HQ if such support is available. 
  Tracking Calling for Aid 
  Once play begins, tables may start asking for assistance. 
  To facilitate this, use the attached Faction Tracker to 
  know which tables reinforcements can be requested from. 
    
  Commanders 
  Commanders are responsible for making sure the 
  adventure runs smoothly.  
  Element Flags 
  There should be a single, visible location for element flags 
  to be posted. 
  Turn-In Spots 
  Having a single spot for report turn-ins will make it easier 
  for Captains to turn in their reports and return back to 
  their sections. Captains shouldn’t have to wait and having 
  a sort of “inbox” will make everything quicker. 
  Tracking the Tracks 
  Ideally, there should be one Commander for each track. 
  As Interactive Reports are turned in, the track’s 
  Commander will be able to easily keep a running count of 
  the interactive elements originating in that track. This will 
  ensure that elements are accounted for quickly and 
  accurately. 
  
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  3
  2. Beginning Play 
  Depending on the size of the venue and what additional 
  equipment is available (such as P.A. systems) the first 
  part of the introduction may be acted out by HQ staff or 
  the section captains. In this instance the DMs should be 
  instructed ahead of time to ready their table for play and 
  await developments. 
   After a few minutes of readying the table for play, the 
  DM will begin the Player Introduction of the adventure. 
  Interactive Rule Review 
  Before the Player Introduction portion of the adventure 
  begins, and while players and the DM are getting set up, 
  the DM should quickly review as much of the interactive 
  components as possible such as calling for aid, choosing 
  a track, etc. Repeat this information as new players join 
  the table. 
  Player Introduction 
  This should not be allowed to take more than 20 minutes 
  of narrative and roleplaying. DMs should allow a quick 
  trip around the table and allow each player to introduce 
  themselves along with the names and a brief description 
  of their characters. Once done, the DM should jump right 
  in with the narrative and the Gathering Information 
  portion of the intro. 
  Gathering Information 
  If time is of no concern, feel free to fully narrate each of 
  the different factions. But if running on a tight schedule, 
  consider introducing the PCs only to those factions that 
  are represented by players at the table. This will ensure 
  that the PCs interests are addressed while saving a bit of 
  time. 
  Adventure Tracks 
  Once the squad has completed the Player Introduction, 
  the squad will need to decide which track they are going 
  to play. Most will vote based on their faction Member 
  Missions received. 
   This adventure is comprised of three adventure tracks, 
  each with 2 or 3 Member Missions assigned by the 
  factions. While a party should be encouraged to make the 
  initial choice, it is possible that the Commanders may 
  strongly suggest a change to ensure that each track is 
  represented in a proportional manner. 
   Ideally, each track should maintain a ratio of 1:3. That 
  is, if there are 15 squads playing the adventure, each 
  track should ideally be represented by 5 squads. This 
  representation ratio may go up or down depending on 
  the allure of the track, but it should not be permitted to go 
  below 1:5 (one track played for every 5 squads). That is, if 
  there are 15 squads playing the adventure, each track 
  should ideally be played by no less than 3 squads. 
   In order to ensure that the tracks are being represented 
  appropriately, use the following steps: 
   
  1) Squads make their individual choices. 
   
  2) Squad Leader reports their squad’s choice to their 
  section’s commander. 
   
  3) Captains will add the total number of squads for 
  each track. 
   
  4) Captains inform HQ of the ratio of their section. 
   
  5) HQ determine the appropriate number of changes 
  needed to obtain a ratio of 1:3. 
   
  6) Commanders themselves inform DMs of 
  recommended track changes. 
  While a DM may disregard a suggested name change, the 
  Commander issuing the suggestion should stress to both 
  the DM and the players that there are very real and 
  potentially fatal repercussions to an objective not being 
  met. 
  Begin the Assault! 
  It is important not to delay the war effort! Any squads 
  who, after 20 minutes, have not selected a track will be 
  asked to stop what they’re doing and assigned one. The 
  Captain will then report to the Commanders that their 
  section is ready. 
   Once the Commanders have received a ready report 
  from each section, the call to battle will be sounded and 
  the DM will begin part 1 of the adventure track. 
  3. During the Adventure 
  HQ should note the start time of Part One. 
   At this time HQ should tally total number of PCs per 
  faction. Each member of the HQ staff should act as the 
  Commander for a specific track (hence the need for a 
  minimum of 3 staff). As reports are brought in from the 
  tables they are divided up by track. The Commander for 
  each track is responsible for determining when changes 
  in the general battlefield condition occur. Note these 
  changes can impact the entire event not just that track.  
  Interactive Elements 
  Each track has different interactive elements, allowing 
  
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  4
  each party’s actions to impact the war effort as a whole. 
  These opportunities are contained in a sidebars as such: 
  Interactive Element 
  This sidebar will contain information specific to each element 
  present in the adventure track. 
  The header may direct the Squad Leader to report the 
  result of a specific encounter or act to their Captain or to 
  look for a visual cue from the Commanders—indicating 
  that the element is active. 
  When Elements Become Active 
  An interactive element becomes active for the entire 
  interactive when 30% of the tables report activating it. 
  That is to say, if 30% of the tables playing Track 2 fail to 
  prevent the hobgoblin from blowing the horn, that 
  element is active for all of the other tables. The alarm is 
  raised across the stronghold and the black element flag is 
  raised. Similarly, if 30% of the Squads playing Track 2 
  manage to convince King Witchthorn to help, the purple 
  element flag is raised—inferring all bonuses therein. 
   That is to say if 15 tables of a 45-table convention are 
  playing Track 1, the alarm is activated if five or more 
  tables report having aroused suspicion at the stronghold’s 
  gate. The black element flag is then raised; granting a +1 
  bonus to initiative checks to the monsters at all 45 tables. 
  Immediate Interactive Elements 
  Some elements, like alarms, should be reported to 
  Captains and Commanders immediately. These are 
  typically elements that arise in combat, such as 
  destroying the siege weapon in Track 2 or killing the 
  necromancer in Track 3. 
   Immediate elements are not tracked using the 
  interactive reports. The Captain reports them directly to 
  the track’s Commander, who in turn keeps a running total 
  as the adventure progresses. Once an immediate element 
  becomes active (30% or more tables reported), the 
  element flag is raised (or lowered). 
  Delayed Interactive Elements 
  Other elements occur in earlier parts of the adventure, 
  but do not have an impact until the final battle. For 
  example, if the 30% of the tables are successful in freeing 
  the ghost in Part 2 of Track 3, there is no immediate 
  effect; instead the white flag is raised during the final 
  battle and the ghosts help protect the PCs from the 
  dragon’s attacks. 
   Delayed elements are tracked using the Interactive 
  Reports and turned in to the Commander of that 
  particular track after Part 2 has finished. During the 
  Interlude, the Track’s Commander will use the reports to 
  determine which elements are active and which are not.  
  Element Flags 
  The primary way of representing interactive elements in 
  this adventure is by the use of colored element flags. Each 
  of these flags have a significant meaning and effect. For 
  the sake of clarity, the element flags and their meanings 
  are presented here: 
   
  Black Flag. The alarm was raised. Foes gain a +1 
  bonus to initiative checks. 
   
  Red Flag. Thayan necromancers are still alive. At the 
  start of each round, one defeated foe rises as a 
  zombie. If this flag is not present, PCs gain a morale 
  boost: each character may spend a Hit Die to regain 
  hit points (no action) once at any point during the 
  final encounter. 
   
  Yellow Flag: Hobgoblin archers still man the walls. 
  At the start of each round the DM makes one ranged 
  weapon attack against one randomly-determined and 
  visible character: +3 to hit, one target. Hit: 3 (1d6) 
  piercing damage.  
   
  Blue Flag: Other key leaders of the Cult and 
  hobgoblins have been defeated. All foes suffer a -1 
  penalty to attack rolls.  
   
  White Flag: When the dragon appears at this table, 
  an elven ghost appears at this table, dressed in 
  ancient armor. One time, at the party’s request, the 
  ghost intercepts a dragon’s attack (including its 
  breath weapon) and is destroyed by the attack – 
  preventing all harm to the party. 
   
  Green Flag: The horn never sounded. The dragon 
  may not attack a table during the first round of 
  initiative.  
   
  Purple Flag: The fey bargain was accepted. See the 
  Running the Dragon end-notes. 
  Ideally, the Commanders will have some manner of 
  notifying all of the tables simultaneously of element flag 
  changes, be it a whistle, a horn, or even an .mp3 played 
  over some sort of public address system. Upon hearing 
  the call to attention, DMs will immediately direct their 
  attention to the Commanders and make sure that they 
  understand the change before resuming play. If they do 
  not, the DM will direct the Squad Leader to ask their 
  Captain for clarification. If the Captain is unaware, they 
  will get clarification from the Commander and report 
  back to the inquiring squad’s DM. 
   Once an element flag has been activated or deactivated, 
  it is effective immediately unless otherwise specified. 
  
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  5
  Off the Rails? 
  Players are unpredictable creatures and sometimes, 
  whether intentionally or not, take the adventure in an 
  unanticipated direction. If a DM feels that their party has 
  taken an unscripted path, they are expected to roll with it. 
  But if that path could potentially impact other tables, they 
  should immediately contact their Captain who will in turn 
  report it to the Commanders for a final ruling. 
  Time 
  Time is essential, and there may be times when a squad 
  either finds it has finished too quickly, or not quickly 
  enough. This adventure is designed to consume a 
  standard 4-hour slot. This takes into account: 
   
  Marshalling 
   
  Intros 
   
  Playing 
   
  Scoring 
  It is vitally important that everyone--from the individual 
  player to the Commander--in this adventure is aware of 
  the importance of time. Even little things like rolling 
  attack rolls and damage rolls together can mean the 
  difference between finishing on time and missing an 
  encounter due to time. 
  Finished Early? Help Your Friends! 
  If a squad finds that it has finished a particular portion of 
  the adventure before time has been called, the players at 
  that table may join other squads to help them finish. 
  Players may only join other squads if the players agree to 
  the help. 
   It is especially important for the DM to recommend this 
  option during Part 2. 
  Introduction (20 Minutes) 
  Hard Cap 
  The introduction will consist largely of a brief 
  introduction to the adventure by the Commander(s), 
  followed by briefings by the leaders of the represented 
  factions and, ideally, the players themselves. 
   At the end of this portion of the adventure, the players 
  will choose which track they would like to play. Squads 
  who have not chosen a track after 20 minutes has lapsed 
  will be assigned one. 
  Part 1 (60 Minutes) 
  Soft Cap 
  After 60 minutes have lapsed, the Captains will notify 
  their squads of the time. DMs do not need to stop the 
  game immediately and proceed to the next Part, but 
  should start looking for creative ways of concluding the 
  portion of the adventure that the players are on. Each 
  additional minute spent during Part 1 is a minute that will 
  be lost during Part 2. 
  Part 2 (45 Minute) 
  Hard Cap 
  Part 2 will have a hard time cap (at least 45 minutes). 
  This means that once time has been called, play will stop 
  immediately, reports will be generated and turned into 
  Captains. This hard cap should occur 1½ hours before 
  the end of the gaming slot. 
   Because of this cutoff, however, if a squad has 
  accomplished most (2/3+) of the track’s objectives, it will 
  be counted as complete. The exception to this is Member 
  Mission points. No points will be awarded for objectives 
  that were not reached. 
  Interlude (15 Minutes) 
  Hard Cap 
  There should be a 15 minute (or however much time is 
  permitted) interlude between parts 2 and 3 to allow the 
  Commanders to determine what interactive elements are 
  present during the final battle. It is imperative that DMs, 
  Captains, and Commanders get their information turned 
  in and calculated in time for Part 3. 
  Part 3 (45 Minutes) 
  Soft Cap 
  While not a hard time-cap, DMs should start getting 
  really creative once notified of time. It is imperative that 
  the Commanders have enough time to calculate the final 
  scores before the slot is over. 
  Bookkeeping 
  As with any adventure, there is some bookkeeping 
  involved with this Epic adventure. But due to its 
  interactive nature, there is a bit more than usual. 
  Scoring Reports 
  The scoring reports are used to determine which faction 
  takes possession of the Green Dragonmask. As the squad 
  progresses through the adventure, the DM will ensure 
  that the squad's scoring report is current. At the end of 
  the adventure, these sheets are turned in to the Captain 
  who, after tabulating the section's total, submits them to 
  
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  6
  HQ.  
  Interactive Report 
  Each track has track report that is used to track the 
  progress of the adventure. As Parts 1 and 2 are 
  completed, the Squad Leaders will turn in their squad’s 
  Track Report to their Captain. 
   Part 3, the Captains will collect the final track report 
  from their DM and turn them in to the Commander in 
  charge of the track each squad is playing. The 
  Commanders tally the results of these and add them to 
  the previous reports to determine the final outcome of the 
  event. 
  Imminent Failure 
  Epics are challenging adventures. If an adventuring party 
  is about to fail a task, the squad may visit surrounding 
  tables and request assistance from them. This assistance 
  is contingent upon the following: 
   
  The squads are both playing the same track. 
   
  Both squads have at least one common faction 
  represented by a player. 
   
  Both squads consent to the assistance. 
  If all the above is true, the DM of the requesting squad 
  should immediately flag down a Captain, report the 
  change, and one player of a common faction may 
  temporarily join the squad in need; appearing and acting 
  at the next initiative count. When they wish to rejoin their 
  original squad, they may spend an action and appear back 
  at their original squad at the end of that squad’s current 
  initiative round. 
   Captains should record such events. Note that this may 
  cause a table to have more than 6 players at it. Captains 
  should ensure that the DM of the requesting squad is 
  confident in his or her ability to compensate for the 
  increase in seated players. 
  Character Death 
  If a player character dies or cannot be revived during part 
  one or two of the adventure, the player has a way to 
  continue play. A member of the character’s faction 
  fighting in close proximity of the squad sees the character 
  fall. 
   In the event of a character’s death during the adventure, 
  a NPC of that character’s faction enters the scene at the 
  beginning of the next round. Use one of the pre-generated 
  characters as the recruit. 
   A recruit will not appear if a player character dies 
  during part three of the adventure, or if the player is 
  already playing a recruit.  
  4. The Faction Champion 
  Table 
  The faction champion table is essentially the Final Battle 
  of Track 1 with stronger monsters and officiated by a 
  special Dungeon Master. Depending on the venue that the 
  adventure is played, it may have special rewards given to 
  those chosen to play at it. 
  Marshalling 
  At the end of Part 1, the Squad Leaders submit their 
  table’s interactive report to the Commander in charge of 
  the track that they are playing. Once all of the reports 
  have been turned in, the Commanders will choose two 
  reports at random from each of the three tracks. This will 
  represent the first group to sit at the faction champion 
  table. Commanders should exercise judgment in ensuring 
  that the special squad has a fair representation of the 
  four, core classes and the five factions. At the very least, it 
  should have a cleric to keep folks alive and at least one 
  member of each faction to make the awarding of the mask 
  easier. 
  Notifying 
  Once the special squad has been marshalled, they must 
  be notified. The Commanders themselves will go to notify 
  the PC chosen to join the special squad before Part 2 is 
  complete. If that player still wishes to participate, the 
  Commander will inform the player of where to report and 
  remind them that they must be seated and ready to go 
  when play resumes after the interlude. 
  The Marshalling List 
  Once the first group has been assembled and seated, the 
  Commanders will create a list of reinforcements that will 
  be called upon as members of the first group flee, are 
  dragged off unconscious, or die. 
   This marshalling list will have the names, classes, 
  faction, and table number of each character. There is no 
  particular order in which this list must be filled, just that 
  it be easy to find a replacement for characters as they 
  leave the table. 
   When finding replacements, the first priority should be 
  given to members of that same faction and general class. 
  So if a Zhentarim cleric dies, another Zhentarim cleric 
  should replace him. Similarly if a Harper rogue dies, she 
  should ideally be replaced by another Harper rogue. 
  
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  7
  5. Awarding the 
  Dragonmask 
  The Dragonmask found by the players of the faction 
  champion table eventually falls into the hands of one of 
  the characters. In order to determine the winner of the 
  Dragonmask, the following statistics need to be identified 
  and explained. 
  1. Attendance Percentage 
  This figure indicates the percentage of the total number 
  of participating players that belong to each faction. Any 
  faction whose attendance percentage is less than 10% is 
  ineligible to win the Dragonmask. 
  2. Actual Success 
  This figure indicates the maximum number of member 
  missions that can be completed by each faction based on 
  attendance and track selection. DMs determine this figure 
  by comparing each faction to the Player Introduction of 
  the adventure. 
   If there is at least one member of a given faction in the 
  squad and the table succeeded at that faction's member 
  mission in the track, the DM will put a 1 in that faction's 
  "Actual" block under Actual vs. Potential Successes. If 
  the member mission was not completed, the DM will put 
  a 0 in the block. 
  3. Potential Success 
  The DM will then enter the number of potential successes 
  that are available in the track chosen by the squad. The 
  tracks and the number of potential successes for each 
  faction are: 
   
  Track 1. Emerald Enclave: 1, Harpers: 0, Lord's 
  Alliance 1, Order of the Gauntlet: 1, Zhentarim: 1 
   
  Track 2. Emerald Enclave: 1, Harpers: 1, Lord's 
  Alliance 1, Order of the Gauntlet 1, Zhentarim: 0 
   
  Track 3. Emerald Enclave: 0, Harpers: 1, Lord's 
  Alliance: 0, Order of the Gauntlet: 1, Zhentarim: 1 
   If there is at least one member of a given faction in the 
  squad and the track that they are playing has a member 
  mission for that particular track, the DM will put a 1 in 
  that faction's "Potential" block under Actual vs. Potential 
  Successes. Otherwise, the DM will put a 0 in the block. 
  Dungeon Masters 
  Ensure that the table’s scoring report is completely and 
  accurately filled out. At the very least, the table's scoring 
  report will include the following: 
   
  Each squad's faction attendance breakdown. 
   
  Actual Successes. If there is at least one member of 
  a given faction in the squad and the table succeeded 
  at that faction's member mission in the track, the DM 
  will put a 1 in that faction's "Actual" block. If the 
  member mission was not completed, the DM will put 
  a 0 in the block. 
   
  Potential Successes. If there is at least one member 
  of a given faction in the squad and that faction has a 
  member mission for the track that the squad is 
  playing, the DM will put a 1 in that faction's 
  "Potential" block. Otherwise, the DM will put a 0 in 
  the block. 
  Once completed, the Squad Leader will give the table's 
  scoring report to the section's Captain. 
  Captains 
  The Captain will, upon receiving the scoring reports for 
  each of the tables in his section, tabulate the reports on a 
  combined scoring report. At a minimum, the combined 
  scoring report will include the following: 
   
  Section's total faction attendance breakdown 
   
  Successes. The Captain will record each squad's 
  actual / potential successes; broken down by faction. 
  Each faction's success ratio for the section total 
  score will be added down to the "Total" block. 
   
  Each faction's total actual successes. 
  Once each Captain has completed this worksheet it is 
  given to the Commanders. They should also turn in squad 
  scoring reports. Ideally, there should also be a separate 
  receptacle for these to avoid confusion. 
  Commanders 
  Commanders will, upon receiving scoring reports from 
  the sections, combine all of the information from each 
  section's combined scoring report to a single combined 
  scoring report. Once this has been accomplished, the 
  Commanders will determine the faction with the highest 
  score using attendance percentage, potential 
  successes, and actual successes. Once these figures are 
  determined, they are used to determine each faction's 
  score. 
  1. Attendance Percentage 
  This figure indicates the percentage of the total number 
  of participating players that belong to each faction. To 
  calculate each faction's attendance percentage: 
   
  Add the total number of players of each faction; 
  
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  8
   
  Add the total number of players participating in the 
  interactive adventure; 
   
  For each faction, divide the number of players of that 
  faction by the total number of participating players 
  and multiply the result by 100. This determines each 
  faction's attendance percentage. 
  Any faction whose attendance percentage is less than 
  10% is ineligible to win the Dragonmask. 
  2. Faction Success Percentage 
  Once these figures are calculated, it is simply a matter of 
  calculating each faction’s final score. To determine each 
  faction's final score the Commanders will: 
   
  Divide each faction's actual successes by the 
  faction's potential successes; 
   
  Multiply the result by 100. This faction success 
  percentage is representative of the faction's overall 
  performance. 
   
  Whichever faction has the highest success 
  percentage is the winner of the Dragonmask. In the 
  event of a tie, the faction with the highest attendance 
  percentage is the winner. In the event of a tie, the 
  winner is determined by rolling a die. 
  Once the winning faction has been determined, announce 
  the winner to the players gathered. The only thing 
  remaining is to award the Dragonmask to one lucky 
  player. 
  Awarding the Dragonmask 
  The winner of the Dragonmask is the first applicable 
  player of that faction in descending priority: 
   
  The member of the winning faction currently seated 
  at the faction champion table. 
   
  If more than one member of that faction at the table, 
  whomever wins an opposed, unmodified d20 check. 
   
  The first member of that faction in consulting the 
  marshalling list. 
  Record the name, class and faction of the winner of the 
  Dragonmask and include this in your responsive 
  materials, if any, to the Adventurer's League 
  Administrators. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S01 - Tyranny of Dragons/DDEP1 Corruption in Kryptgarden Admin.pdf