TEXT:  
  DDAL08-01 
   
   
   
   
   
  The Map with No Names 
  A Waterdeep Adventure 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rumors abound of a map that leads to a treasure of unimaginable value. When chance drops the 
  map into your hands, you have the chance to become wealthy beyond your wildest dreams. But 
  you’re not the only ones with that dream. The chase is on. Part One of the Umbral Aristocracy 
  Trilogy. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
   
   
  
  CREDITS 
   
  Lead Designer: Jay H Anderson 
   
  Editing: Claire Hoffman, Travis Woodall 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill Benham, Alan 
  Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, Greg 
  Marks 
   
  Playtesters: Dan Beam, Kevin Boardman, Charles Burbridge, 
  Mik Calow, Melanie Chandler, Preston Chandler, Daniel 
  Chapman, Chad Daniel, Rob Eddins, James Endicott, Russell 
  Engel, Justin Faris, Eric Farnstrom, Jared Fegan, Adrian 
  Francisco, Derek Gray, Ashton Hardeman, Ian Hawthorne, 
  Justin Hicks, Kerry Kaszak, Chris Klann, Atis Kleinbergs, Chase 
  Louviere, Ginny Loveday, Paul Lovely, Bert Manchik, Matthew 
  Maranda, Joel Marsh, Genesis Martínez, Chris McDaniel, Chris 
  McGovern, Jim McKay, Shawn Merwin, Jawsh Murdock, Kevin 
  Neff, Livvy Oldright, Daniel Oliveira, Timothy Roberts, Sam 
  Robertson, Arthur Saucier, William Saucier, James Schweiss, 
  Dan Taylor, Jia Jian Tin, Marcello Velazquez, Christine 
  Weidenbach, David Williamson 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of 
  the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express 
  written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley 
  Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  3 
  Adventure Primer 
  “Sometimes it’s the journey that teaches you a lot 
  about your destination” 
  —Drake 
  Background 
  Rumors of a map leading to a massive treasure are 
  running rampant in the streets of Waterdeep. 
  Everyone seems to be gossiping about the map and 
  what glorious treasure it might lead to. Among the 
  many adventurers in Waterdeep, such wealth is a 
  coveted dream—leading several groups of them to 
  search the city for the fabled map. 
   However, the drow mercenary group Bregan 
  D’aerthe want to find it first. To thin the competition, 
  Bregan D’aerthe created several FALSE TREASURE 
  MAPS, each unique, planting them in places where 
  adventurers will no doubt find them. Rather than 
  waste opportunity, all of these false maps ultimately 
  lead to one of their rivals, the masked lord ARTOR 
  MORLIN, aka the Baron of Blood. No matter if Artor 
  or the adventurers are killed, Bregan D’aerthe wins. 
   The map found in this adventure was dropped 
  during a bar fight on the floor of GREEN’S REST, 
  waiting for adventurers to find and follow it to 
  several locations used by minions of Artor Morlin 
  before culminating in the CITY OF THE DEAD. 
  Episodes 
  The adventure’s story is spread over three episodes 
  and takes approximately two hours to play. The 
  adventure begins with a Call to Action scene. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
  • Episode 1: You Dropped This. The adventurers are 
  asked to follow a left behind treasure map. This is 
  the Call to Action. 
  • Episode 2: Follow the Clues. The adventurers 
  follow the map, go to various locations around 
  Waterdeep and find more clues at each stop. This is 
  Story Objective A. 
  • Episode 3. A Crypt Portrait. At the map’s 
  penultimate location, a lycanthrope protects the 
  clue to the map’s final location. This is Story 
  Objective B. 
  Bonus Objectives 
  However, this adventure also includes two, 1-hour 
  bonus objectives that the characters can pursue if 
  they have additional time to do so—earning 
  additional advancement and treasure checkpoints 
  in the process. These bonus objectives are found in 
  this adventure’s appendices, as follows: 
  • Bonus Objective A: A Wedding Ring. A smuggler 
  pleads with the adventurers to retrieve his 
  wedding ring from a crime boss’s secret lair. This 
  bonus objective is found in Appendix 5. 
  • Bonus Objective B: Map Heist. A pickpocket asks 
  the adventurers to rescue her and her boyfriend 
  from someone who wants to take the map. This 
  bonus objective is found in Appendix 6. 
  Episode Sequence 
  Depending on your time constraints, and play style 
  and environment, this adventure will take 
  approximately two to four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by pursuing the bonus objectives.  
   Story Objectives Only. To complete the both of the 
  adventure’s story objectives, the characters play in 
  Episodes 1 through 3 in order. 
   Bonus Objectives.  You can extend this adventure 
  by one or two hours by utilizing the bonus objectives. 
  Bonus Objective A extends the Trollskull Alley scene 
  in Episode 2. Bonus Objective B branches off from 
  Episode 2 when the adventurers are traveling 
  between locations or are about to enter Episode 3. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  4 
  Episode Flowchart 
   This section provides a basic understanding of not only the flow of the episode, but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  5 
  Episode 1: You Dropped This (Call to Action) 
  Estimated Duration: 15 minutes 
  An Adventure Unfolds 
  In this section, the adventurers receive a treasure 
  map from Duric of Green’s Rest. Duric encourages the 
  adventurers to follow it, as it may make for an 
  entertaining tale later. 
   This adventure begins with at least one of the 
  adventurers already in Waterdeep since the previous 
  night. Rumors abound, and all of the adventurers 
  have heard one. Create and give rumors to the 
  adventurers using the contents of this adventure, 
  such as the bar brawl, or other Season 8 material. 
  Most of the rumors should be about the treasure 
  maps found around town and the glorious treasures 
  they could lead to.  
   In the morning, they arrive for a meal at the dining 
  room of Green’s Rest, known for their delicious 
  cinnamon honey.  They may have stayed overnight at 
  the inn or chose to eat here (the locals speak highly of 
  the place). 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. Green’s Rest is a well-kept 
  inn/tavern with just enough frills and rough edges to 
  make most feel comfortable.  
   The dining room has a bar and several tables, 
  enough to comfortably hold up to 30. The morning 
  meal here is a pleasant combination of bread and 
  honey mixed with cinnamon. 
   Lighting. Between the outside light through the 
  open windows or the green driftglobe over the bar, 
  the dining room is brightly lit. These may be used to 
  reveal title mark glyphs’ nature (see sidebar) such as 
  the one on the map given to the adventurers. 
  Creatures/NPCs 
  Duric Green is a co-owner of Green’s Rest along with 
  his husband Zelphin (Zel for short). A handful of 
  commoners are here eating breakfast. 
   Objectives/Goals. Duric and Zel are busy serving 
  breakfast this morning. Duric is pestering Zel to ask 
  the characters if the map belongs to them. Soon, 
  Duric himself approaches the characters to find out. 
   What do They Know? Last night, cleaning up after 
  a bar brawl, Zel found a treasure map with no names 
  or recognizable marks but possessive of a curious 
  glow. Green’s Rest had no other overnight customers 
  last night, so Duric believes that it belongs to one of 
  the adventurers—otherwise he doesn’t have the 
  slightest clue as to whom it may belong. 
  Call to Action 
  The map clearly doesn’t belong to the adventurers, 
  but finding the actual owners is impossible—Green’s 
  Rest was simply too busy last night. Plus, with all of 
  the rumors about treasure in town, most folks would 
  claim the map just to get a piece. As far as Duric is 
  concerned, the map belongs to the adventurers now. 
   Duric suggests they see where the map leads, 
  offering them a free meal and drinks at the inn if they 
  come back with an entertaining story (and a cut of 
  whatever treasure they happen to find—you know, a 
  “finder’s fee!”). 
  Title Mark Glyphs 
  To make the maps seem hard to follow, Bregan D’aerthe left 
  these glyphs at specific locations to guide the adventurers 
  along the false path they laid. Also, the map the adventurers 
  receive has the glyph at the top, where a map title would be. 
  Consider adding more of these glyphs to a scene to assist with 
  the adventure’s pacing and to keep the action moving. 
   
  The glyphs are difficult to see, requiring a successful DC 15 
  Intelligence (Investigation) check to discern in mundane light, 
  but they glow a pale gold when exposed to magical light (such 
  as the driftglobes that illuminate Green’s Rest). This is how Zel 
  noticed the mark on the map given to the characters.  
   
  A character with a successful DC 10 Intelligence (Arcana) 
  check recognizes that magical light causes the glyph’s glow. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  6 
  The Map 
  See Appendix 7 for the map.  The treasure map is 
  blank except for a dotted path connecting five circled 
  spots. The first three spots each has a clue written 
  beside it and a large X marks the last. The title mark 
  glyph is at the top, and glowing while exposed to 
  magical light like from the driftglobe in Green’s Rest. 
   The adventurers can ask the Waterdhavians for 
  help in finding these locations, similar to a foreigner 
  asking a local for directions. Additionally, characters 
  from Waterdeep each recognize one of the first three 
  locations from the clues. In time, the characters 
  discover the following during the adventure: 
  • If laid atop a map of Waterdeep, the treasure map 
  provides a general idea of each location—
  particularly the ward they’re located in. 
  • The nature of the title mark glyph (see Title Mark 
  Glyphs sidebar). 
  • Each circled spot maps to an area several blocks 
  wide. The clues lead to somewhere within the 
  circled areas, but never at the center of it (or at the 
  center of the X mark of the last location). 
  • The clue for the first location has a troll’s skull 
  depicted, leading the characters to Trollskull Alley 
  in the Northern Ward within which lies the house 
  shown on the map. 
  • The clue for the second location refers to the first 
  floor of the Hawk Man, one of the giant walking 
  statues of Waterdeep. The interior has been 
  hollowed out to form a multi-floored tower. 
  • The clue for the third location tells them to go 
  below Three Daggers Alley—a place infamous for 
  spectral daggers that attack passersby. 
  • The fourth location is in the Southern Ward, at the 
  Crimson Brush. There’s no clue for its precise 
  location on the map. Instead, the adventurers are 
  led here from clues found at the first 3 locations. 
  • A clue found at the Crimson Brush leads the 
  characters to the fifth location (with the marked 
  X), a specific mausoleum the City of the Dead. 
   
  Players Drive the Action 
  The map is presented with a linear path, but the players don’t 
  need to heed that. They can travel to any of the first three 
  locations in whatever order they wish. In fact, they start out 
  closer to the Dock Ward than the other Wards.  Each location 
  allows for multiple types of approaches to allow the 
  adventurers to reach their goal.  
   
  If it enhances the session, swap around the items that are 
  listed for each location. Given some of the foes resistance or 
  immunity to silver, you can opt to have the silver daggers 
  normally found in Trollskull Alley to instead appear at one of 
  the other locations. 
   
  In addition, the players needn’t visit all of the first three 
  locations to find where the fourth is. If they discover it 
  through clever thinking and deduction without all of the clues, 
  encourage them to press onward; the focus is to find where 
  the map leads, not to tour Waterdeep. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  7 
  Episode 2: Follow the Clues (Story Objective A) 
  Estimated Duration: 60 minutes 
  Waterdeep, The City of Splendors 
  In this section, the adventurers follow clues for the 
  first three locations marked on their map, to find 
  clues to lead them to the fourth location. 
  Prerequisites 
  The characters begin this episode after receiving the 
  map during the Call to Action. 
  Story Objective A 
  Discovering the location of the fourth circled spot on 
  their treasure map is Story Objective A. 
   On the map, the first three clues lead to locations 
  somewhere in Waterdeep. At each of those, the 
  adventurers search around and find a hidden cache of 
  items, including a clue to the location of the map’s 
  fourth circled spot. A title mark glyph is found at each 
  of these locations, leading them to their clue. 
  Clue Location Scenes 
  Scene 
   
  Encounter 
   
  Ward 
  A   
   
  Trollskull Alley  
   
  North 
  B   
   
  Soaring Delights  
  Castle  
  C   
   
  Three Daggers Alley  
  Dock 
   BONUS OBJECTIVE A: This bonus objective 
  (Appendix 5) extends the scene at Trollskull Alley. 
   BONUS OBJECTIVE B: This bonus objective 
  (Appendix 6) occurs as the adventurers travel 
  between locations. 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. Waterdeep is the largest 
  city on the Sword Coast, made up of multiple wards 
  each easily the size of a large town. The populace is a 
  diverse mixing of races and cultures, though 
  primarily human. Many conveniences exist in 
  Waterdeep that are seldom seen elsewhere, from 
  paved streets with street signs to an extensive sewer 
  and plumbing system. 
   Lighting. Unless otherwise stated, Waterdeep is 
  brightly lit either from the sunlight or from the lit 
  lamps that line most streets. 
  Crime and Punishment 
  At this time, provide the Code Legal to the players 
  (See Appendix 8). This document is well known by 
  all who visit Waterdeep. If the adventurers are about 
  to commit a crime, warn them of the potential 
  consequences if they are caught. Of note, regardless 
  of the reason, murder of a Waterdeep citizen carries a 
  strong penalty. 
   If the City Watch is summoned, a patrol of eight 
  guards arrives in minutes, detaining everyone 
  involved to question them. They return any stolen 
  goods to their rightful owners and exonerate those 
  deemed to have acted on behalf of the public good. 
  They arrest as necessary, taking them to a jail in the 
  Castle Ward, until an hour later when a magistrate 
  can hear their case and pronounce punishment.  
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  8 
  Scene A. Trollskull Alley 
  In this noted North Ward alley, the adventurers find 
  the house that matches the depiction on their map. At 
  the house, they’ll meet a suspicious boy. 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. This squat, three-story 
  house is the only building with round windows and 
  side stairs in the area. It’s bordered on both sides by 
  other residences. The house is laid out as a family 
  residence, but with most rooms neglected. A door to 
  the basement is in the kitchen on the floor at ground 
  level. 
   Secret Passage. The basement has a few storage 
  rooms, one of which possesses a secret passage that 
  leads to the city sewers. 
   Clue to Location 4. In the first room in basement, 
  the title mark glyph has been written on one of the 
  walls. If interacted with, a small section of the wall 
  pivots on its central axis, revealing a wall cache with 
  treasure inside. Additionally, written in grease-paint 
  on the pivoted wall face are a string of letters: 
  “CNSRRBONIRUWMUTASSHROHED” 
   Lighting. Candles, lamps, and the occasional torch 
  provide bright light on the main floor and basement, 
  while the upstairs are dimly lit by sunlight filtering 
  through the windows. 
  Creatures/NPCs 
  Pavel is an anxious teenage boy (a commoner) who 
  is alone in the house save for the ten smugglers 
  (bandits) of varying races and citizenry currently in 
  the basement. 
   Objectives/Goals. Pavel is here to send anyone 
  away, unless they’ve got a key to the house, and to 
  keep the activities downstairs secret.  He nervously 
  answers the door if anyone knocks, telling them “no 
  more, uh, um, v-visitors.” The smugglers lounge 
  around between jobs—gambling with stolen coins 
  and goods.  They’re scared of the City Watch and 
  assume the City Watch sent the characters, comically 
  running to escape when discovered. 
   What Do They Know? Pavel only recently joined 
  the crew and guards them on orders. He doesn’t 
  know the smugglers. One of the smugglers has seen a 
  symbol briefly glowing on a basement wall (a title 
  mark glyph) when no one else noticed. 
   BONUS OBJECTIVE A: If pursuing this bonus 
  objective, one escaping smuggler, a desperate man 
  named Urth, returns to beg the characters for help. 
  See Appendix 5 for more details. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Weak or Very Weak: Remove five bandits. 
  • Strong or Very Strong: Add two spies. 
  Treasure & Rewards 
  Behind the pivoting section of wall, the characters 
  find the following: 
  • A wand of secrets. Wrapped around the wand is a 
  scrap of paper upon which is written: 
  “Whisper something that you’ve never told anyone” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  Pavel poses no threat. The smugglers 
  much rather flee than fight. If forced 
  to fight, half remain behind to 
  distract the adventurers—hoping the 
  others bail them out of jail later. This 
  is purposely written as an easy fight. 
  EXPLORATION 
  The characters can use Stealth or the 
  sewers to bypass Pavel and enter the 
  house. In the sewers, a character that 
  succeeds on a DC 15 Intelligence 
  (Investigation) check finds the secret 
  door leading into the basement.  
  SOCIAL 
  Pavel is a bad liar (Deception +0) and 
  is easily coerced (roleplaying or skill 
  check) to allow the characters inside. 
  He rat’s out the smugglers if it’s to his 
  benefit. He hides upstairs when the 
  characters find the basement.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  9 
  Scene B. Soaring Delights 
  Soaring Delights is a restaurant on the first floor of 
  the interior of the Hawk Man, one of the fabled 
  walking statues of Waterdeep in the Castle Ward. The 
  busy restaurant won’t allow the adventurers to 
  search around, unless they’re willing to help out. 
  Area Information 
  This area features: 
   The Hawk Man. The massive statue appears 
  similar to an aarakocra with furled wings and an 
  outstretched left arm and is in a moderate state of 
  disrepair. Part of the interior has been hollowed out 
  into a multi-floored tower. Guests and tenants access 
  the tower by ringing a bell, which notifies the door 
  guard to lower a rope chair or ladder. 
   Dimensions & Terrain. On the first floor, the 
  Soaring Delights is a restaurant that primarily caters 
  to the tower’s wealthy tenants. The dining area is 
  finely decorated. The kitchen and storerooms are in 
  the back behind double swinging doors. 
   Lighting. The entire restaurant is brightly lit from 
  sunlight and candles on the tables. 
   Clue to Location 4. The title mark glyph has been 
  written on a stone in the kitchen floor under a barrel 
  of fish. Prying out the brick reveals a hidden cache. 
  On a piece of paper in the cache is written: 
  “FOUR AT A TIME. READ TOP TO BOTTOM.” 
  Creatures/NPCs 
  The Soaring Delights is owned and operated by the 
  sisters Shani and Vonda, while Shani’s husband 
  Adeyo cooks (all commoners). Nobles and 
  commoners alike crowd the dining area. 
   Objectives/Goals. Shani and Vonda wanted a 
  smooth opening day to the public, but Adeyo and 
  Vonda fell ill (ear infection), causing them to fall 
  behind. They’re all too busy to chat, but Shani is 
  looking for folks to hire to get them through this busy 
  time. 
   What Do They Know? Until today, Soaring Delights 
  catered only the tower’s tenants, but they’ve just 
  opened to the general public. Adeyo and Vonda just 
  want to get through the day bearing the pain. Shani 
  doesn’t tolerate anyone not in their employ mucking 
  around the establishment. But in exchange for the 
  characters working the restaurant during the current 
  busy time, she lets them investigate wherever they 
  like. The staff is unaware of the marked stone and 
  hidden cache in the kitchen. The commoners are 
  delighted to experience such extravagance, while the 
  nobles in attendance are perturbed that they have to 
  eat with “lesser” folk. 
  Treasure & Rewards 
  In the hidden cache in the kitchen floor, the 
  characters find the following: 
  • Two silver daggers. These daggers can’t be sold, 
  and they can’t be kept once the session ends but 
  can be purchased for 1 treasure checkpoint. A note 
  wrapped around one of them reads: 
   “For the shopkeep”
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
   
  COMBAT 
  None. The patrons and staff simply 
  get out of the way if the adventurers 
  push this avenue. They report to the 
  City Watch later. 
  EXPLORATION 
  The cuisine centers around elegantly 
  constructed fish, cheese and 
  vegetable dishes, paired with wines. 
  Vonda and Adeyo do their best to 
  guide any who helps them prepare 
  dishes in the kitchen. 
  SOCIAL 
  Improvise brief roleplaying scenes for 
  the working adventurers. While on 
  the job, complications arise: A patron 
  accidentally begins choking. Pigeons 
  fly in the kitchen creating droppings. 
  A disruptive argument happens at a 
  table.
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  10 
  Scene C1. Three Daggers Alley 
  In the sewers beneath this infamously cursed alley in 
  the Dock Ward, the adventurers find a gang hideout. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Save for a few pieces of 
  trash or a discarded crate, this 5-foot wide, 70-foot 
  long alley is largely clear of debris. A covered sewer 
  entrance lays halfway into the alley. 
   Lighting. The alley is shaded from sunlight during 
  the day, leaving it dimly lit. The streetlamps don’t 
  reach the alley at night; it’s ominously dark. 
   Magical Daggers. Whenever a creature passes 10 
  feet into the alley, three daggers magically appear 
  and attack (+5 to hit) any creature in the alley—
  dealing 2 (1d4) piercing damage on a hit. The daggers 
  can be destroyed (AC 14; 5 hit points; immune to 
  poison and psychic damage). Destroyed daggers don’t 
  reappear for 10 minutes. 
   If there are no creatures in the alley, the daggers 
  disappear. After 10 total minutes of attacks, they 
  disappear for 10 minutes. 
  Underneath the Alley 
  Under the alley, there is a secret door to the gang 
  hideout in the sewer tunnel.  
  Area Information 
  This area features: 
   Dimensions & Terrain. The ceilings here are 10 
  feet high, and 5-foot wide walkways flank a central 5 
  feet wide channel funneling sewage through the area. 
  Rats scurry in and out of the muck. 
   From where the adventurers enter, 20 feet away 
  there is a secret door revealed by a DC 15 Intelligence 
  (Investigation) check. The title mark glyph is 
  inscribed on the door. Once found, the door can easily 
  be opened by pushing inward, however it is trapped. 
  The door leads to Scene C2, Gang Hideout. 
   Lighting. Dim light is present within 20 feet of an 
  open sewer entrance. Otherwise, the area is dark. 
   Crossbow Trap. The secret door is connected by 
  tripwire to two heavy crossbows mounted just past 
  the door. The trap is triggered by anyone who opens 
  the door, causing the crossbows to fire at whoever is 
  in the doorway.  The trap makes two attacks (+5 
  bonus to hit) that deal 5 (1d10) piercing damage. 
   When opening the door, a creature with a passive 
  perception of 15 can see the tripwire before it is 
  triggered. Once detected, a DC 10 Dexterity check 
  using thieves’ tools can disable the trip wire. 
  Alternatively, the door can be opened slightly enough 
  to allow someone squeeze through without triggering 
  the trap. When entering the room like this, a creature 
  must succeed at a DC 10 Dexterity (Acrobatics) check 
  to avoid pushing the door further, triggering the trap. 
  Any creature in the next room next to the crossbows 
  can easily disarm them.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak or Weak: The trap makes one attack. 
  • Strong or Very Strong: The trap makes three attacks. 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.1) 
   
   
  11 
  Scene C2. Gang Hideout 
  The hideout is used by Dalia and her gang, who are 
  away when the adventurers arrive. Unknown to the 
  gang, their hideout has the clue the adventures seek.  
  Area Information 
  This area features: 
   Dimensions & Terrain. The area consists of a 10-
  by-15-foot chamber with two similarly sized 
  adjoining chambers: one serving as sleeping quarters 
  complete with five straw pallets, and the other as 
  Dalia’s chambers. 
   Furnishings. The area is sparsely furnished, the 
  common room has dingy low table piled with a deck 
  of cards (Three Dragon Ante), and a sconce with a lit 
  torch. Tracks show signs of recent activity. Two doors 
  (one open, one closed) lead out of this room. 
   Lighting. A pair of lit candles are on the table 
  giving the common room bright light and dim light 
  into the sleeping area. Dalia’s room is unlit. 
   Stone Coffer. In Dalia’s room, in one corner is a 
  locked stone coffer. A character with a successful DC 
  15 Dexterity check made with a set of thieves’ tools 
  or a DC 15 Strength (Athletics) can open it without 
  the key. The coffer is empty, but a creature 
  succeeding on a DC 11 Intelligence (Investigation) 
  check reveals a false bottom. The title mark glyph is 
  also inscribed on the false bottom. Once found, the 
  hidden compartment under the false bottom is easily 
  opened. Words are written at the bottom of the 
  hidden compartment:  
  “ARRANGE IN SIX ROWS” 
  Creatures/NPCs 
  Ten minutes after the adventurers arrive, Dalia, a 
  wererat, and her gang (two bandits) are returning 
  to their hideout. Thinking no one else is in the area, 
  their voices echo in the sewers far ahead of them, 
  talking of a recent job they did for “The Baron.” 
   Objectives/Goals. After finishing a job elsewhere, 
  Dalia and the gang are looking to rest. If the 
  adventurers don’t linger, they evade Dalia’s crew. 
  Otherwise, Dalia and her gang don’t take kindly to 
  intruders, and fight to kill. 
   What Do They Know? Dalia (or one of the bandits 
  if Dalia is not present) has the key to the stone coffer. 
  Dalia didn’t know about the false bottom. None of the 
  gang knows anything about the title mark glyphs or 
  when it was inscribed. Dalia works for a man she calls 
  the Baron (Artor Morlin). They know nothing else 
  pertinent to this adventure. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Replace the wererat with two bandits. 
  • Weak: Replace the wererat with three bandits. 
  • Strong: Add a wererat. 
  • Very Strong: Add a wererat and three bandits. 
  Treasure & Rewards 
  If the characters find the hidden compartment, they 
  find the following within: 
  • Two potions of healing 
   
  Playing the Pillars 
  COMBAT 
  For combat-oriented groups (and if 
  time permits), remove the crossbow 
  trap and have Dalia and crew return 
  sooner to their hideout. Dalia tries to 
  escape in the sewers when reduced 
  below half hit points. Once Dalia is 
  defeated or flees, the others then try 
  to escape. 
  EXPLORATION 
  They can avoid the magical daggers 
  using other sewer entrances several 
  blocks away. A character can lead the 
  group back to the area though the 
  sewers with a DC 12 Wisdom 
  (Survival) check or by having the City 
  Secrets feature from the Urchin 
  background (or something similar). 
  SOCIAL 
  A spy named Sarande is traveling in 
  the area of the alley. She offers her 
  aid to unsure adventurers for a cut of 
  any profits. Privately, she wants 
  revenge on Dalia’s gang and is 
  satisfied just robbing her. If hired, she 
  aids the adventurers in this scene. 
  She has a silver dagger.
   
   
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  12 
  Wrapping Up the Episode 
  To complete this episode’s objective, the adventurers 
  must discover that the location of the fourth circled 
  spot on their treasure map is the Crimson Brush in 
  the Southern Ward. This is done by using the clues 
  found during this episode (see Solving the Puzzle 
  below). Scene 3 begins with the adventurers arriving 
  at the Crimson Brush. 
  Solving the Puzzle 
  The clues are as follows: 
  • CNSRRBONIRUWMUTASSHROHED 
  • FOUR AT A TIME. READ TOP TO BOTTOM. 
  • ARRANGE IN SIX ROWS. 
  To solve, take the first 4 letters from the first clue and 
  then write down the next 4 letters in a row 
  underneath. This arranges the letters into 6 rows that 
  looks like this: 
   
  C  
  N 
  S 
  R 
  R  
  B 
  O 
  N 
  I  
  R 
  U 
  W 
  M  
  U 
  T 
  A 
  S  
  S 
  H 
  R 
  O  
  H 
  E 
  D 
   
  When read from the first column, top to bottom, it 
  reads “Crimson Brush Southern Ward.”
   
   
   
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  13 
  Episode 3: A Crypt Portrait (Story Objective B) 
  Estimated Duration: 45 minutes 
  The Crimson Brush 
  In this episode, the adventurers find a portrait of a 
  crypt. That crypt is the ultimate destination on their 
  map, leading them into DDAL08-02 Beneath the City 
  of the Dead. 
  Prerequisites 
  The clues gathered in Episode 2 lead the characters 
  to the Crimson Brush. 
  Story Objective B 
  Finding the purported location of the treasure as 
  directed by the map is Story Objective B. 
  Area Information 
  This area has the following features: 
   Dimensions & Terrain. The Crimson Brush is an 
  art shop on the first floor of a small 2 story building. 
  A small, standard apartment is upstairs.  
   The shop itself is a display room, 15 feet wide by 50 
  feet long, with shelves spread throughout. A shop 
  counter is along the back wall, next to a door leading 
  to the back. Canvas artwork and painted trinkets are 
  on display throughout. Most of the art includes blood 
  as a theme or a depicted object colored blood red. 
   The clue the adventurers seek is the wall mounted 
  crypt portrait behind the shop counter. The portrait 
  features a statue pointing to a mausoleum crypt 
  highlighted by a blood red sunset in the background. 
  The title mark glyph is in the center of the painting.  
   Lighting. No windows are present on the first 
  floor. A chandelier candelabra provides bright light. 
   Dropped Candelabra. The rope holding the 
  candelabra can be cut, dealing 1d10 bludgeoning 
  damage to a creature standing under it. A successful 
  DC 15 Dexterity save halves the damage. 
   The Portrait: The Final Clue. The crypt looks like 
  many others. The adventures must either take the 
  painting or study it long enough to note small 
  identifying landmarks for locating the actual crypt. It 
  is common knowledge that the City of the Dead is the 
  ward where Waterdeep inters their dead 
  Creatures/NPCs 
  Gath (a werewolf) is the owner, artist and tenant of 
  the Crimson Brush. 
   Objectives/Goals. At first, Gath acts as a normal 
  shopkeep. When the adventurers show great interest 
  in the crypt portrait, he views them as threats to his 
  master to stop at all costs. He refuses all offers to sell 
  the portrait. 
   What Does He Know? The crypt in the portrait 
  belongs to his master, who values his privacy. Gath 
  knows it will be a fatal mistake if his master discovers 
  his portrait led others to his crypt. Gath knows 
  nothing about the title mark glyph, shocked by its 
  appearance on the portrait. 
   The City Watch. If loud sounds result from a 
  combat in the Crimson Brush, passersby hear the 
  disturbance. Fearing for Gath’s life, they call for the 
  City Watch who arrive minutes later. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Gath is a wererat; change damage immunities 
  to damage resistances. 
  • Weak: Gath is a wererat. 
  • Strong: Add a rug of smothering. 
  • Very Strong: Add a rug of smothering and a guardian 
  portrait. 
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  Gath knocks over one of his shelves 
  to block the shop’s exit and physically 
  tries to block access. For those 
  without silvered weapons, suggest 
  grappling Gath and shoving him 
  prone to assist their allies.  
  EXPLORATION 
  They can steal the painting! Create 
  opportunity and obstacles for the 
  adventurers to handle in this heist. 
  Use locked doors, traps listed 
  elsewhere in this adventure, a pet 
  guard dog or similar ideas. 
  SOCIAL 
  Gath has a distaste for all things silver 
  and avoids ever touching it in any 
  form. If duped or charmed, Gath may 
  reveal he secretly works for a 
  powerful noble he knows as “The 
  Baron” (Artor Morlin).
   
   
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  14 
  Wrap-Up: A Secret Unfolded 
  Upon discovering that the final location depicted on 
  their treasure map is a specific mausoleum in the City 
  of the Death, the characters may move out to search 
  out the resting place of the treasure.  
   En route to the City of the Dead, they run into Duric 
  from Green’s Rest on the streets as he runs errands 
  for the inn. Happy to see them, Duric asks for the 
  adventurers’ tale so far, and is excitedly surprised of 
  the maps authenticity. In exchange for a good tale, 
  Duric offers their next stay at Green’s Rest on the 
  house (and politely suggests that two percent would 
  be a suitable finder’s fee).  
   From here, the story continues in DDAL08-02 
  Beneath the City of the Dead. 
   
   
   
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  15 
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement and Treasure Checkpoints 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each story objective 
  that they complete, as follows:  
  • Story Objective A: Find the fourth map location. 
  • Story Objective B: Discover where the map leads. 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each bonus objective 
  that they complete, as follows: 
  • Bonus Objective A. Find Urth’s wedding ring. 
  • Bonus Objective B. Rescue Nezra and Larth 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Wand of Secrets. By whispering a secret to 
  themselves that they have never told anyone, the 
  owner can cause the tip of this wand to glow with 
  light equal to a candle. This item can be found in 
  Appendix 10. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests.
   
   
   
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  16 
  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure. Each NPC and location 
  should have an entry with a phonetic pronunciation 
  and information relevant to the adventure.  
  • Duric Green (DUR-ick green). Along with his 
  husband Zelphin (Zel for short), Duric is the co-
  owner of Green’s Rest, an inn/tavern. Green is a 
  tall, stocky and balding human male with a beard 
  that can rival any dwarf’s. The middle-aged man 
  smiles often with a jovial demeanor, offering 
  optimistic words of encouragement to guests. 
  Personality: I choose to focus on the positive. 
  Negativity worsens your health and your income. 
  Ideal: Prosperity and good impressions with others 
  often go hand in hand. 
  Bond: My husband and our business is my whole 
  world. And I wouldn’t have it any other way. 
   Flaw: I’m somewhat terrible at keeping secrets. 
  • Gath (GAATH). Gath is a slipshod attired short 
  male that owns the Crimson Brush, a shop wherein 
  he sells his artwork. Gath sells his art in the 
  afternoon, paints into the night and sleeps in. Gath 
  secretly works for a ruthless and powerful noble, 
  mainly as a messaging hub. 
  Personality: When I see a scene that inspires me, I 
  paint it without concern for the consequences. 
  Ideal: Blood is beautiful. Its color highlights my art. 
  Bond: My life is forfeit if I fail my master. 
  Flaw: I’m personally, and physically, adverse to 
  silver. I even don’t like handling silver coins. 
  • Nezra (NEZZ-rah). Found in Bonus Objective B. 
  Nezra is a pickpocket that bounces around between 
  gangs, uncomfortable with staying with one group 
  for too long. Her boyfriend, Larth, wants her to 
  leave her pickpocket days behind her. 
  Personality: I like to have a plan when doing 
  dangerous activities. 
  Ideal: We should all work smarter, not harder. 
  Bond: I am loyal to my fellow thief, as long as they 
  don’t cross me first. 
  Flaw: My conscience sometimes gets the better of me 
  after I steal. 
  • Pavel (PA – vell). Pavel is teenaged lanky boy of 
  Moonshea heritage. He picks jobs when he can, and 
  illegal ones pay him better. The City Watch caught 
  him at his last lookout job for the smuggling gang. 
  He strongly doesn’t want a repeat experience. 
  Personality: Today is what matters. I’ll worry about 
  tomorrow, tomorrow. 
  Ideal: Enough money lets me do whatever I want. 
  Bond: I want to climb the ranks in the smuggling 
  gang. 
  Flaw: I’m terrified of being caught by the city watch 
  again after they arrested me last time. 
  • Shani and Vonda (SHA-nee and vonn-DUH). These 
  human sisters, born in Turmish, immigrated to 
  Waterdeep years ago attracted by the city’s allure. 
  They started a business that has grown into the 
  successful Soaring Delights. Shani is outgoing, 
  insightful and confident. Vonda is empathetic, 
  patient and resolute. Shani is married to Adeyo, a 
  quiet man who works for the sisters in the 
  restaurant’s kitchen. 
  Personality: Our food is art that we enjoy sharing 
  with others. 
  Ideal: Sharing a meal is the best way to start a 
  friendship. 
  Bond: Though born elsewhere, we love Waterdeep 
  as much as anyone born here. 
  Flaw: Shani doesn’t tolerate rudeness. Vonda is a 
  workaholic. 
  • Urth (ERR-TH). Found in Bonus Objective A. Urth 
  is a petty thief with a gambling problem. He is a 
  discreet, opportunistic, small time crook, who is 
  also a devoted husband. 
  Personality: I make the most of my opportunities to 
  get what I want. 
  Ideal: If it’s small enough, no one will notice it’s 
  gone. 
  Bond: I work to make life better for my wife, Alice. 
  Flaw: I’m not careful when I gamble. 
   
   
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  17 
  Appendix 2: Creature Statistics 
   
  Bandit 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Duergar 
  Medium humanoid (dwarf), lawful evil 
  Armor Class 16 (scale mail, shield) 
  Hit Points 26 (4d8 + 8) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1) 
   
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Dwarvish, Undercommon 
  Challenge 1 (200 XP) 
  Duergar Resilience. The duergar has advantage on 
  saving throws against poison spells, and illusions, as well 
  as to resist being charmed or paralyzed. 
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the duergar magically increases in size, along 
  with anything it is wearing or carrying. While enlarged, 
  the duergar is Large, doubles its damage dice on 
  Strength-based weapon attacks (included in the 
  attacks), and makes Strength checks and Strength 
  saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size 
  possible in the space available. 
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 
  + 2) piercing damage while enlarged. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage, or 9 (2d6 + 2) piercing damage 
  while enlarged. 
  Invisibility (Recharges after a Short or Long Rest). The 
  duergar magically turns invisible until it attacks, casts a 
  spell, or uses its Enlarge, or until its concentration is 
  broken, up to 1 hour (as if concentrating on a spell). Any 
  equipment the duergar wears or carries is invisible with 
  it. 
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  18 
  Guard 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage. 
  Guardian Portrait 
  Medium construct, unaligned 
  Armor Class 5 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 0 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  1 (-5) 
  1 (-5) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, plus up to two other languages 
  Challenge 1 (200 XP) 
  Antimagic Susceptibility. The portrait is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the portrait must succeed on a 
  Constitution saving throw against the caster’s spell save 
  DC or fall unconscious for 1 minute 
  Innate Spellcasting. The portrait’s innate spellcasting 
  ability is Intelligence (spell save DC 12). The portrait can 
  innately cast the following spells, requiring no material 
  components: 
  3/day each: counterspell, crown of madness, hypnotic 
  pattern, telekinesis 
  False Appearance. While the figure in the portrait 
  remains motionless, it is indistinguishable from a 
  normal painting. 
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  19 
  Mimic 
  Medium monstrosity (shapechanger), neutral 
  Armor Class 12 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 15 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (-3) 
  13 (+1) 
  8 (-1) 
   
  Skills Stealth +5 
  Damage Immunities acid 
  Condition Immunities prone 
  Senses darkvision 60 ft., passive Perception 11 
  Languages – 
  Challenge 2 (450 XP) 
  Shapechanger. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Adhesive (Object Form Only). The mimic adheres to 
  anything that touches it. A Huge or smaller creature 
  adhered to the mimic is also grappled by it (escape DC 
  13). Ability checks made to escape this grapple have 
  disadvantage. 
  False Appearance (Object Form Only). While the mimic 
  remains motionless, it is indistinguishable from an 
  ordinary object. 
  Grappler. The mimic has advantage on attack rolls 
  against any creature grappled by it. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the 
  mimic is in object form, the target is subjected to its 
  Adhesive trait. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid 
  damage. 
  Rug of Smothering 
  Large construct, unaligned 
  Armor Class 12 
  Hit Points 33 (6d10) 
  Speed 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  14 (+2) 
  10 (+0) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages – 
  Challenges 2 (450 XP) 
  Antimagic Susceptibility. The rug is incapacitated while 
  in the area of an antimagic field. If targeted by dispel 
  magic, the rug must succeed on a Constitution saving 
  throw against the caster’s spell save DC or fall 
  unconscious for 1 minute. 
  Damage Transfer. While it is grappling a creature, the 
  rug takes only half the damage dealt to it, and the 
  creature grappled by the rug takes the other half. 
  False Appearance. While the rug remains motionless, it 
  is indistinguishable from a normal rug. 
  Actions 
  Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  Medium or smaller creature. Hit: 3 The creature is 
  Grappled (escape DC 13). Until this grapple ends, the 
  target is restrained, blinded, and at risk of suffocating, 
  and the rug can't smother another target. In addition, at 
  the start of each of the target's turns, the target takes 
  10 (2d6 + 3) bludgeoning damage. 
  
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  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  20 
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the spy that isn’t incapacitated 
  and the spy doesn’t have disadvantage on the attack 
  roll. 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage. 
  Thug 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +4 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The Thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  
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  Trapper 
  Large monstrosity, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 10 ft., climb 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  17 (+3) 
  2 (-4) 
  13 (+1) 
  4 (-3) 
   
  Skills Stealth +2 
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 11 
  Languages – 
  Challenges 3 (700 XP) 
  False Appearance. While the trapper is attached to a 
  ceiling, floor or wall and remains motionless, it is almost 
  indistinguishable from an ordinary section of ceiling, 
  floor, or wall. A creature that can see it and succeeds on 
  a DC 10 Intelligence (Investigation) or Intelligence 
  (Nature) check can discern its presence. 
  Spider Climb. The trapper can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Smother. One Large or smaller creature within 5 feet of 
  the trapper must succeed on a DC 14 Dexterity saving 
  throw or be grappled (escape DC 14). Until the grapple 
  ends, the target takes 17 (4d6 + 3) bludgeoning damage 
  plus 3 (1d6) acid damage at the start of each of its turns. 
  While grappled in this way, the target is restrained, 
  blinded and at risk of suffocating. The trapper can 
  smother only one creature at a time. 
  Wererat 
  Medium humanoid (human, shapechanger), lawful evil 
  Armor Class 12 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+X) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
   
  Skills Perception +2, Stealth +4 
  Damage Immunities bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered 
  Senses darkvision 60 ft. (rat form only), passive 
  Perception 12 
  Languages Common (can’t speak in rat form) 
  Challenge 2 (450 XP) 
  Shapechanger. The wererat can use its action to 
  polymorph into a rat-humanoid hybrid or into a giant 
  rat, or back into its true form, which is humanoid. Its 
  statistics, other than its size, are the same in each form. 
  Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Keen Smell. The wererat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Stat Block Heading 
  Multiattack (Humanoid or Hybrid Form Only). The 
  wererat makes two attacks, only one of which can be a 
  bite. 
  Bite (Rat or Hybrid Form Only). Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. If the target is a humanoid, it must succeed on 
  a DC 11 Constitution saving throw or be cursed with 
  wererat lycanthropy. 
  Shortsword (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. 
  Hand Crossbow (Humanoid or Hybrid Form Only). 
  Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  
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  Werewolf 
  Medium humanoid (human, shapechanger), chaotic evil 
  Armor Class 11 in humanoid form, 12 (natural armor) in 
  wolf or hybrid form 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. (40 ft. in wolf form) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +4, Stealth +3 
  Damage Immunities bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered 
  Senses passive Perception 14 
  Languages Common (can’t speak in wolf form) 
  Challenge 3 (700 XP) 
  Shapechanger. The werewolf can use its action to 
  polymorph into a wolf-humanoid hybrid or into a wolf, 
  or back into its true form, which is humanoid. Its 
  statistics, other than its AC, are the same in each form. 
  Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Keen Hearing and Smell. The werewolf has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Actions 
  Multiattack (Humanoid or Hybrid Form Only). The 
  werewolf makes two attacks: one with its bite and one 
  with its claws or spear. 
  Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. If the target is a humanoid, it must succeed on 
  a DC 12 Constitution saving throw or be cursed with 
  werewolf lycanthropy. 
  Claws (Hybrid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing 
  damage. 
  Spear (Humanoid Form Only). Melee or Ranged 
  Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., 
  one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 
  + 2) piercing damage if used with two hands to make a 
  melee attack. 
   
  
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  Appendix 3: Gang Hideout Map 
   
   
   
   
   
  
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  Appendix 4: Crimson Brush Map 
   
   
  
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  Appendix 5: A Wedding Ring (Bonus Objective A) 
  Estimated Duration: 60 minutes 
  Scene A. Plea for Help 
  During the Trollskull Alley events of Episode 2, a 
  thief pleads with the adventurers to recover his lost 
  wedding ring. 
  Prerequisites 
  This scene occurs when the adventurers play through 
  the Trollskull Alley scene in Episode 2. It can be used 
  at any point during the scene by adjusting when Urth 
  meets with the characters. This can’t run after 
  Episode 3 starts. 
  Bonus Objective A 
  Recovering the wedding ring is Bonus Objective A. 
  Creatures/NPCs 
  Urth (spy) is in the basement when the adventurers 
  find the smugglers. He escapes at first with the others 
  but returns shortly after the others leave. Optionally, 
  he’s one of the smugglers the adventurers capture or 
  meets them outside. 
   Objectives/Goals. Urth wants his wedding ring 
  back. 
   What Do They Know? Urth is a petty thief with a 
  gambling problem, losing his wedding ring in a 
  previous bet here. Urth came today to win it back, but 
  learned Blegor, the head of this gambling operation, 
  has kept it for himself. With Blegor absent, he sees 
  the adventurers as his best chance to get it back. Urth 
  does not want to be arrested (his bets were also 
  stolen goods) but he is willing to risk the adventurers 
  turning him in to get the ring back. 
   Urth tells the characters where Blegor’s room is, 
  suggesting that they start there. He assumes deadly 
  traps await and that they are better able to handle 
  the traps than he can. 
  Find It Yourself Urth! 
  Even if the adventurers agree to help Urth, they may want him 
  to lead the way to finding the ring, or possibly have him find it 
  himself. Urth is reluctant but agrees to this.  
   
  If the adventurers go with him, use the spy statistics to 
  adjudicate Urth’s success. For simplicity, Urth locates the 
  secret ladder to the second basement and picks the lock on 
  the door below. 
   
  Regardless, the rug kills Urth without the adventurers’ aid. 
  Scene B. Blegor’s Room 
  The adventurers unlock and enter Blegor’s room, 
  finding a secret ladder 
  Area Information 
  This area features: 
   Dimensions & Terrain. This room is in the 
  basement nearby where the smugglers gambled. The 
  door has “Keep out!” written on it and is locked, 
  opened by a DC 15 Dexterity check using Thieves’ 
  Tools or bashed open with a DC 15 Strength 
  (Athletics) check. 
   Inside, the 10 feet by 15 feet room has a desk, chair 
  and a bookcase stocked with books on various 
  subjects. Scribbled notes with the beginnings of spell 
  research into creating abjuration wards (no value) lie 
  on the desk.  
   A DC 12 Wisdom (Perception) check finds drag 
  marks on the floor, implying that the book case 
  moves. A DC 8 Intelligence (Investigation) check 
  reveals a hidden catch that slides open the hinged 
  bookcase. Behind the bookcase, there is a 5 feet 
  square secret area with a ladder heading down 10 
  feet below into Scene C. Hallway.  
   Lighting. The room is unlit. 
  
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  Scene C. Hallway 
  The adventurers enter a second basement from the 
  ladder in Blegor’s room. It begins with a trapped 
  hallway. 
  Area Information 
  This area features: 
   Dimensions & Terrain. This 5-foot wide hallway 
  extends 30 feet total turning a corner at its midpoint. 
  It ends in a locked door that leads to Scene D. The 
  door is opened by a DC 15 Dexterity check using 
  Thieves’ Tools or bashed open with a DC 15 Strength 
  (Athletics) check. 
   Lighting. The area is unlit, but has an unlit torch 
  resting in a sconce at the corner in the hallway. 
   Pit Trap. At the corner in the hallway is a pit trap. 
  The trap is concealed by a bit of canvas painted to 
  look like the rest of the floor. A DC 15 Wisdom 
  (Perception) check finds the canvas. A character rolls 
  at disadvantage if someone is ahead of them in the 
  hallway blocking the view of the floor.  
   Whenever anyone steps on the canvas, they must 
  make a DC 15 Dexterity saving throw. On a successful 
  save, the creature catches themselves on the pit’s 
  edge or instinctively steps back. A creature that fails 
  the saving throw falls into the 10-foot deep spiked 
  pit–falling prone and taking 3 (1d6) bludgeoning and 
  7 (2d6) piercing damage from the spikes at the pit’s 
  bottom. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Reduce the trap’s Dexterity Saving Throw DC to 
  13 and its spike’s damage to 3 (1d6) 
  • Very Strong: The pit is 20 feet deep instead, increasing the 
  fall damage to 7 (2d6) bludgeoning. 
  Scene D. Antechamber 
  An antechamber lies between the hallway and 
  Blegor’s bedroom. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Other than the door the 
  adventurers just entered through, this 15-foot square 
  room has a rug in one corner with another door just 
  past it. Arcane scribblings in chalk are on each of the 
  walls. The scribblings are harmless and too 
  incomplete to reconstruct their meaning. A 
  decomposed body melted with acid lies in corner 
  beside the rug.  
   Lighting. This room is unlit and has no wall 
  sconces for torches. 
   Pressure Plate Trap. Just past the door from the 
  hallway, there is a pressure plate trap.  A DC 15 
  Wisdom (Perception) check reveals the crease 
  around the pressure plate. When at least 30 pounds 
  of weight is applied to the trap, a compartment above 
  opens dropping vials of acid on the triggering 
  creature. The creature must make a DC 15 Dexterity 
  saving throw. On a failure, they suffer 11 (2d10) acid 
  damage. 
  Creatures/NPCs 
  The rug is a mimic. 
   Objectives/Goals. The rug follows orders, literally. 
   What Do They Know? Blegor ordered the rug to 
  only attack or adhere to creatures who attack or step 
  on it. Blegor normally rolls it up or drags it aside to 
  avoid the rug from attacking him. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Reduce the trap’s Dexterity Saving Throw DC to 
  13 and its damage to 5 (1d10). Halve the mimic’s damage 
  and it has 29 hit points. 
  • Weak: Reduce the trap’s Dexterity Saving Throw DC to 13. 
  The mimic has 29 hit points. 
  • Very Strong: Change the mimic to a trapper. 
  
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  Scene E. Blegor’s Bedroom 
  The adventurers find the wedding ring in Blegor’s 
  bedroom. 
  Area Information 
  This area features: 
   Dimensions & Terrain. This 20-foot long by 15 
  feet wide room has a nice, comfortable bed in one 
  corner, a rug, a desk and a chest. On the desk is 
  several unlit candles in holders and a spellbook (see 
  treasure below). Inside the strongbox is treasure, 
  including Urth’s wedding ring. A piece of paper lies 
  on top of the wealth. 
   Lighting. The room is unlit, but unlit candles are on 
  the desk. 
   Glyph of Warding. On the paper is written the 
  word “Oops.” If anyone within 20 feet of the paper 
  says this word aloud, all creatures within 20 feet of 
  the paper must make a DC 15 Dexterity saving throw. 
  On a failure, they suffer 22 (5d8) cold damage. A 
  successful save halves this damage. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Reduce the trap’s Dexterity Saving Throw DC to 
  13 and its damage to 9 (2d8). 
  • Weak: Reduce the trap’s Dexterity Saving Throw DC to 13 
  and its damage to 13 (3d8). 
  Treasure & Rewards 
  In the strong box, the characters find the following: 
  • A wooden box filled with various coins and 
  jewelry—including Urth’s wedding ring. 
  • A letter from “The Baron” to Blegor, instructing him 
  to “spy on the drow.”  
  • A spellbook with the following spells: glyph of 
  warding, identify, invisibility, locate object, mage 
  armor, magic missile, rope trick, snare. One 
  character may keep this spellbook.
   
   
   
   
  
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  Appendix 6: Map Heist (Bonus Objective B) 
  Estimated Duration: 60 minutes 
  A Side Rescue 
  Bregan D’aerthe has created competition for the 
  adventurers’ map, to help reinforce the map’s 
  authenticity. In these scenes, the adventurers need to 
  fend off the competition and perform a rescue. 
  Prerequisites 
  This scene occurs after the adventurers visit any 
  scene in Episode 2, in a ward of your choosing. This 
  can’t run after Episode 3 starts. 
  Bonus Objective B. 
  Rescuing Nezra and Larth—two thieves caught up in 
  Ravik’s plans for the map—is Bonus Objective B. 
   In addition, if the adventurers somehow lose 
  possession of the map, they must recover it without 
  the City Watch’s help. 
  Creatures/NPCs 
  Throughout these scenes, the events are watched by 
  two members of Bregan D’aerthe.   
   Objectives/Goals. They observe the adventurers 
  and how they handle the attempts to take the 
  treasure map. If they lose the map, they secretly step 
  in to aid the adventurers in the map’s recovery. 
   What Do They Know? They know everything in the 
  Adventure Background.  
  Scene A. Pickpocket 
  Nezra tries to secretly take the map from the 
  adventurers. 
  Area Information 
  This area has the following features: 
   Dimensions & Terrain. This occurs anywhere in 
  the streets of Waterdeep, preferably one busy with 
  travelers.  The streets are generally 20-feet wide, 
  lined with 5-foot wide sidewalks. 
   Lighting. These streets are brightly lit with natural 
  daylight or with lit candles along the streets. 
  Creatures/NPCs 
  Nezra, a spy, prowls the streets after the adventurers. 
   Objectives/Goals. Nezra uses a thick crowding of 
  people to come by, find and take the map, using her 
  Sleight of Hand opposed by the adventurers’ passive 
  Perception. If successful, have the characters make an 
  active Perception check. If she still goes unnoticed, 
  she escapes. Otherwise, if caught, she begs the 
  adventurers to rescue Larth. 
   What Does She Know? Ravik and his gang 
  captured Nezra and her boyfriend Larth earlier. Ravik 
  told Nezra of the adventurers and ordered her to 
  steal their treasure map, threatening Larth’s life. 
  Nezra knows the abandoned warehouse where the 
  Ravik, Larth and the others are. 
  Nezra Succeeds? 
  The observing members of Bregan D’aerthe follow Nezra to 
  the warehouse. Afterwards, disguised as a human, one of 
  them returns to the adventurers with news that they’ve been 
  robbed and where they the pickpocket went. 
   
  At the warehouse, Ravik reneges on their deal and 
  recaptures Nezra. 
  
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  Scene B. Abandoned Warehouse 
  Ravik and his crew are holed up in a warehouse with 
  hostages. More show up later (see Scene C). 
  Area Information 
  This area has the following features: 
   Dimensions & Terrain. The warehouse is one large 
  room, 40-feet square. Empty boxes fill almost half the 
  interior. 
   Lighting. Bright light within 10 feet of any open 
  doorway or window not blocked by boxes. Otherwise, 
  it is dimly lit. 
  Creatures/NPCs 
  Ravik, a duergar, waits inside with his gang, 2 
  bandits. Larth (bandit), sits on the floor tied up. If 
  Nezra returned here with the map, she’s tied up too. 
   Objectives/Goals. Ravik wants the treasure map, 
  so he can follow it to treasure. 
   Larth wants to escape, with Nezra safe. 
   What Do They Know? Ravik met with a drow 
  earlier today (secretly a member of Bregan D’aerthe). 
  From the drow, Ravik learned of the treasure map 
  that the adventurers found this morning and the 
  treasure it leads to. Believing in it, his gang ambushed 
  Nezra and Larth. With Nezra being the better thief, 
  Ravik bargained with her, Larth’s life for the treasure 
  map. Ravik knows the drow used a false name when 
  they met. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove the bandits. 
  • Weak: Remove one bandit. 
  • Strong or Very Strong: Add a duergar. 
  Scene C. New Arrivals 
  Tipped off by Bregan D’aerthe, other foes show up to 
  take the treasure map.  This occurs shortly after the 
  adventurers interact with Scene B. 
  Creatures/NPCs 
  Three thugs are the victims of a suggestion spell cast 
  by Bregan D’aerthe. Fed the adventurers’ description, 
  these three were told to get the treasure map from 
  the adventurers. 
   Objectives/Goals. The thugs were told that they 
  dropped their treasure map at Green’s Rest and to get 
  it back, they’ll need to fight the adventurers who now 
  have it. They were also fed the adventurers’ 
  description and general vicinity. They arrive just as 
  the adventurers interact with the warehouse. They 
  attack the adventurers, as well as Ravik and his gang. 
   What Do They Know? Other than it’s a treasure 
  map, they know nothing about it or what’s written on 
  it. Once the spell wears off, or if directly asked, they 
  know that it was a pair of drow that used charm 
  magic on them. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: As weak, and they arrive after Ravik is defeated. 
  • Weak: Remove two thugs. 
  • Very Strong: Add two thugs. 
   
   
   
   
   
   
   
   
   
   
   
    
   
  Playing the Pillars 
  COMBAT 
  Ravik and his gang see everyone else 
  as enemies. Likewise with the thugs. 
  A three-way battle ensues. They all 
  obviously fight nonlethally. Larth 
  (and Nezra if she was captured) tries 
  to escape during the battle. 
  EXPLORATION 
  If with the adventurers, Nezra helps 
  them, but focuses on saving Larth 
  during any fight. A good distraction 
  can split Ravik’s gang, making a 
  rescue easier. The thugs know the 
  adventurers are at the warehouse 
  somewhere, not exactly where. 
  SOCIAL 
  Ravik never wanted a direct fight 
  with the adventurers, and a 
  convincing argument makes him and 
  his gang retreat. The thug’s 
  enchantment ends if given something 
  they are deceived to believe is the 
  map.
   
   
  
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  Scene D. City Watch 
  Between the disturbance on the streets or bystanders 
  seeing thugs brandish weapons and enter a 
  warehouse, the City Watch has been summoned. 
  Creatures/NPCs 
  A City Watch patrol led by a sergeant (eight guards) 
  arrive on the scene in the aftermath. 
   Objectives/Goals. The Watch want to restore the 
  peace, making arrests as appropriate. 
   What Do They Know? They have only eye witness 
  reports of the activity in the past scenes. Ravik is a 
  known criminal, accused of other kidnappings. 
  During the questioning, they learn from the thugs and 
  Ravik about the drow that tipped them both. The 
  sergeant tell the adventurers this and question them 
  about any involved drow (other than drow 
  adventurers in their group). 
   Other Reports. City Watch patrols hear reports 
  from all around Waterdeep. They discuss any reports 
  involving people with their description and ask them 
  about their involvement. 
  Ravik or the Thugs Succeed? 
  If Ravik or the thugs defeat the adventurers, the City Watch 
  arrive afterwards and rescue them. The Watch returns the 
  treasure map to the adventurers. 
   
   
  
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  Appendix 7: The Treasure Map 
   
   
   
   
  
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  34 
  Appendix 8: Code Legal 
  Punishment for a crime can include one or more of 
  the following, based on the nature of the crime, who 
  or what the crime is committed against, and the 
  criminal record of the convicted: 
  • Death 
  • Exile (for a number of years or summers) 
  • Flogging (a set number of strokes) 
  • Hard labor (for a period of days, months, or years 
  depending on the seriousness of the crime) 
  • Imprisonment in the dungeons of Castle Waterdeep 
  (for a period of days or months depending on the 
  seriousness of the crime) 
  • Fine (payable to the city; inability to pay the fine 
  leads to imprisonment and/or hard labor) 
  • Damages (payable to the injured party or victim’s 
  kin; inability to pay damages leads to 
  imprisonment and/or hard labor) 
  • Edict (forbidding the convicted from doing 
  something; violation of an edict can result in 
  imprisonment, hard labor, and/or a fine) 
  I. Crimes against Lords, Officials, and Nobles 
  • Assaulting or impersonating a Lord: death 
  • Assaulting or impersonating an official or noble: 
  flogging, imprisonment up to a tenday, and fine up 
  to 500 gp 
  • Blackmailing an official: flogging and exile up to 10 
  years 
  • Bribery or attempted bribery of an official: exile up 
  to 20 years and fine up to double the bribe amount 
  • Murder of a Lord, official, or noble: death 
  • Using magic to influence a Lord without consent: 
  imprisonment up to a year, and fine or damages up 
  to 1,000 gp 
  • Using magic to influence an official without 
  consent: fine or damages up to 1,000 gp and edict 
  II. Crimes against the City 
  • Arson: death or hard labor up to 1 year, with fines 
  and/or damages covering the cost of repairs plus 
  2,000 gp 
  • Brandishing weapons without due cause: 
  imprisonment up to a tenday and/or fine up to 10 
  gp 
  • Espionage: death or permanent exile 
  • Fencing stolen goods: fine equal to the value of the 
  stolen goods and edict 
  • Forgery of an official document: flogging and exile 
  for 10 summers 
  • Hampering justice: fine up to 200 gp and hard labor 
  up to a tenday 
  • Littering: fine up to 2 gp and edict 
  • Poisoning a city well: death 
  • Theft: flogging followed by imprisonment up to a 
  tenday, hard labor up to 1 year, or fine equal to the 
  value of the stolen goods 
  • Treason: death 
  • Vandalism: imprisonment up to a tenday plus fine 
  and/or damages covering the cost of repairs plus 
  up to 100 gp 
  • Using magic to influence an official without 
  consent: fine or damages up to 1,000 gp and edict 
  III. Crimes against the Gods 
  • Assaulting a priest or lay worshiper: imprisonment 
  up to a tenday and damages up to 500 gp 
  • Disorderly conduct within a temple: fine up to 5 gp 
  and edict). 
  • Public blasphemy against a god or church: edict 
  • Theft of temple goods or offerings: imprisonment 
  up to a tenday and damages up to double the cost 
  of the stolen items 
  • Tomb-robbing: imprisonment up to a tenday and 
  damages covering the cost of repairs plus 500 gp 
  IV. Crimes against Citizens 
  • Assaulting a citizen: imprisonment up to a tenday, 
  flogging, and damages up to 1,000 gp 
  • Blackmailing or intimidating a citizen: fine or 
  damages up to 500 gp and edict 
  • Burglary: imprisonment up to 3 months and 
  damages equal to the value of the stolen goods plus 
  500 gp 
  • Damaging property or livestock: damages covering 
  the cost of repairs or replacement plus up to 500 
  gp 
  • Disturbing the peace: fine up to 25 gp and edict 
  • Murdering a citizen without justification: death or 
  hard labor up to 10 years, and damages up to 1,000 
  gp paid to the victim’s kin 
  • Murdering a citizen with justification: exile up to 5 
  years or hard labor up to 3 years or damages up to 
  1,000 gp paid to the victim’s kin 
  • Robbery: hard labor up to 1 month and damages 
  equal to the value of the stolen goods plus 500 gp 
  • Slavery: flogging and hard labor up to 10 years 
  • Using magic to influence a citizen without consent: 
  fine or damages up to 1,000 gp and edict 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  35 
  Appendix 9: Fourth Location Clues 
   
   
   
   
  CNSRRBONIRUWMUTASSHROHED 
   
   
  ------------------------------------------- 
   
   
  FOUR AT A TIME. READ TOP TO BOTTOM. 
   
   
  ------------------------------------------- 
   
   
  ARRANGE IN SIX ROWS. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  36 
  Appendix 10: Magic Item Unlock 
   
  Characters completing this adventure’s objective 
  unlock this magic item. Once unlocked, the item may 
  be purchased once using treasure checkpoints. Once 
  this item has been purchased, it’s no longer available 
  unless later unlocked by other means. 
  Wand of Secrets 
  Wand, uncommon 
  The wand has 3 charges. While holding it, you can use 
  an action to expend 1 of its charges, and if a secret 
  door or trap is within 30 feet of you, the wand pulses 
  and points at the one nearest to you. The wand 
  regains 1d3 expended charges daily at dawn. This 
  item is found on Magic Item Table B in the Dungeon 
  Master’s Guide. 
   By whispering a secret to themselves that they 
  have never told anyone, the owner can cause the tip 
  of this wand to glow with light equal to a candle.
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL08-01 The Map With No Names (v.1.0) 
   
   
  37 
  Appendix 11: Dungeon Master Tips 
   
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S08 - Waterdeep/DDAL08-01 - The Map with No Names v1.0.pdf