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  The Cloaks of Mulmaster have taken an interest in your progress, and may be looking to sponsor adventurers for future 
  work.  You’ve been offered an interview with one of their ranking members at the Theater of the Stars, but you never know 
  what to expect in the City of Danger.  A four-hour adventure for 1st-4th level characters. 
  Adventure Code: DDEX2-10 
  Credits 
  Adventure Design: Will Doyle 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
  Debut: May 28, 2015 
  Release: July 1, 2015 
   
  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, D&D Encounters, D&D Expeditions, D&D Epics, 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. 
   
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  2 
  Welcome to Cloaks and Shadows, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Elemental EvilTM storyline 
  season.  
   This adventure is designed for three to seven 1st-4th 
  level characters, and is optimized for five 3rd-level 
  characters. Characters outside this level range cannot 
  participate in this adventure. A player with an ineligible 
  character can create a new 1st-level character or use a 
  pregenerated character.   
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the city of Mulmaster. 
    
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
   
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
   
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself 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. 
   
  Get familiar with the monster statistics in the 
  Appendix. 
   
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
   
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Ask the players to provide you with relevant character 
  information. This includes:  
   
   
  Character name and level 
   
  Character race and class 
   
  Passive Wisdom (Perception)—the most common 
  passive ability check 
   
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will 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 XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes 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 
  
   
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  3 
  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 Player’s 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. 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 3rd-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
   
  Add up the total levels of all the characters 
   
  Divide the total by the number of characters 
   
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
  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 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
   
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
   
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  
   
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  4 
   
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
   
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
   
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
   
  Catching up  
   
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
   
  Practicing a profession 
   
  Recuperating 
   
  Spellcasting services (end of the adventure only) 
   
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in Mulmaster 
  include the following: Bane, Leira, Loviatar, Mystra, Savras, 
  Tempus, Tymora, Velsharoon, and Waukeen.  
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  
   
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  5 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  Throughout this storyline season, the cults of Elemental 
  Evil have competed to destroy Mulmaster. With the help 
  of adventuring heroes, the authorities have waged a 
  secret war to stop the cultists. 
   The Cult of the Howling Hatred has not fared well. 
  Their plans teeter on the brink of ruin, and their enemies 
  have decimated their forces. The cult's masters are 
  furious. In secret, they have sent a cadre of assassins to 
  silence those who've failed them. Led by the crazed cultist 
  Little Wing, these assassins now occupy an abandoned 
  windmill in the city. Using a local gang of pickpockets as 
  their eyes and ears, they have begun lashing out against 
  their cult brothers.  
   High on their hit list is a cell led by Zor Aleksi Drejkov, 
  a local noble. Drejkov's mission was to identify 
  adventurers who would oppose the cult's plans: a task he 
  singularly failed. Little Wing has already killed one of 
  Drejkov's minions and is now closing in on the Zor 
  himself.  
   Recent events have complicated the assassin's plans. 
  The cult also told Drejkov to spy on the Brotherhood of 
  the Cloak, Mulmaster's powerful wizards' guild. The 
  Cloaks uncovered Drejkov's mole and began an 
  investigation. Worried they may upset his work, Little 
  Wing plans to murder the Senior Cloak in charge. The 
  attack is to take place tonight at the Theater of the Stars.  
   Unknown to Little Wing, Drejkov's mole did identify 
  some heroes who could oppose the cult: the player 
  characters! The Cloaks found a list of their names on the 
  mole's body, and are keen to know how they are 
  connected. To this end, the Senior Cloak has lured the 
  characters to the theater tonight to question them…     
  "Cloaks and Shadows" is a fast-moving mystery set in 
  Mulmaster. Framed for murder, the players hunt for clues 
  to unmask the real killers, with the City Watch hot on 
  their heels throughout. 
   Part 1: The Interview. The players meet the Senior 
  Cloak at the Theater of the Stars. During the interview, 
  the cult murders him under cover of darkness spells. The 
  City Watch mistakes the players for assassins, and a 
  manhunt begins.  
   Part 2: The Investigation Begins. The characters hunt 
  down leads across the district. Everywhere they go, they 
  uncover evidence that flying assassins are targeting the 
  Cult of the Howling Hatred.   
   
   
  
   
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  6 
   Part 3: The Plot Thickens… The players close on Zor 
  Drejkov or the pickpockets that Little Wing uses as spies. 
  They learn that the cult's masters have sent assassins to 
  punish their underlings.  
     Part 4: Storming the Windmill. The players confront 
  Little Wing and his assassins at their hideout. If they're 
  lucky, they uncover evidence that proves their innocence 
  to the City Watch! 
  This adventure is designed for 4 hours of play. Use the 
  clue tree on the DM's district map to manage the 
  investigation and budget your time.  
   The clue tree splits the investigation into four parts. 
  With several branches to explore, players are not 
  expected to investigate all locations: 
    Parts 1 and 4 are mandatory. 
   
  In Part 2, players should visit no more than two loca-
  tions.  
   
  In Part 3, players should visit one location. 
  Budget for one hour per part. Use Little Wing's 
  assassins or the City Watch to close down redundant 
  locations as the players explore. If the players investigate 
  these locations, they discover everyone is already dead or 
  arrested! 
  The Brotherhood of the Cloak has arranged an interview 
  with the characters at the Theater of the Stars. They are 
  to meet Senior Cloak Zel Tregarthen during tonight's 
  performance of "To Harp at Twilight".  
   Before the game begins, write down the characters' 
  names on Player Handout 1. Identify any characters that 
  have completed DDEX2-6 Breath of the Yellow Rose or 
  DDEX2-9 Eye of the Tempest. Circle those names on the 
  list. Recovered from a traitor's corpse, this parchment 
  implicates the characters in cult activities. Do not hand it 
  over until instructed! 
   
   
  
   
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  7 
  The adventure opens with the characters meeting Zel 
  Tregarthen in the Theater of the Stars. 
  Read the following aloud when everyone is ready. 
  The Theater of the Stars stands open to the night sky. Its 
  wooden stage juts into the crowd, surrounded by thatched 
  grandstands. Torch embers spin off into the darkness overhead, 
  where the crescent moon hangs in a tapestry of stars. 
   You're here to meet Zel Tregarthen of the Cloaks. If you can 
  impress him in an interview, the Brotherhood has promised you 
  a lucrative contract. The ushers lead you to one of the theater's 
  private boxes, where you meet the black-robed mage in person. 
   Zel's eyes sparkle with interest as he greets you. On the stage 
  below, minstrels dressed as stars and moons cavort around a 
  pageant wagon decked in flowers. 
  Zel asks the characters to introduce themselves. Go 
  around the table, giving everyone a chance to respond. 
  Zel asks each player one of the following questions. 
   
  "What are your specialist skills?" 
   
  "What makes you different from others of your pro-
  fession?" 
   
  "Why should the Cloaks hire you?" 
   
  "Describe your background." 
   
  "What's been your greatest accomplishment?" 
   
  "What are your aspirations?" 
  Zel notes down the characters' responses. Once everyone 
  has spoken, he turns to the character who gave the best 
  answer and asks: 
   
  "What's your connection to the Cults of Elemental 
  Evil?" 
  Roleplaying Zel Tregarthen 
  Zel Tregarthen is an internal investigator for the Cloaks, tasked 
  with rooting out corruption. He is an enigmatic interviewer. He 
  might stare in silence at a candidate before noting something 
  down in his book, or just raise an eyebrow before moving on.       
   
  Quote: "I'm asking the questions." 
  Regardless of how the players respond to his question, 
  Zel produces a parchment from the folds of his cloak. 
   
  The mage nods to the grandstands opposite. From the gloom of 
  the boxes, a line of crossbowmen leans forward with weapons 
  trained on you.   
   "Sergeant Kalugin has orders to fire at the first sign of 
  treachery. You should consider your answer my next question 
  carefully." 
   He hands you a bloodied parchment.  
   "Why were your names found on the body of a cultist of 
  Elemental Evil?" 
   
  Give the players Player Handout 1. The Cloaks have 
  staged the interview to question the characters about this 
  note. Before the characters can respond, the Cult of the 
  Howling Hatred makes their entrance! 
  The Play 
  Storm Silverhand's acclaimed play "To Harp at Twilight" has 
  delighted audiences for centuries. Its ballads tell how the twin 
  goddesses Selune and Shar made the world, and how their feuds 
  gave birth to the sun, the moon, and magic. 
   
  You can build atmosphere throughout the interview by 
  describing what’s happening on the stage. Perhaps a minstrel 
  dressed as the sun levitates on wires, or fire-dancers swirl past 
  like shooting stars. Use moments from the play to counterpoint 
  the interview, and the climax will be all the more memorable. 
   
  Quote: "What bitter sorrow casts down the moon, and plucks 
  sweet diamonds from the neck of night?"    
  The cult launches a surprise attack as soon as the 
  characters receive the letter. Cloaked in a darkness spell, 
  the cultist Little Wing skydives into the box, breaks Zel's 
  neck, and then escapes on his winged boots. The attack is 
  over in a single surprise round.  
  Darkness envelopes you. You hear a loud thump, and Zel 
  Tregarthan screams. There is a sound like beating mechanical 
  wings, and Zel's strangled cries ascend into the air above you. 
  His scream cuts short, and something heavy smashes into the 
  benches.  
   The darkness lifts. The wizard sprawls dead at your feet, his 
  neck broken. His fall has toppled a nearby brazier, and hungry 
  flames lick up the curtains. Panic spreads over the theater, and 
  the crossbowmen opposite tighten their grip on their weapons. 
   "They've murdered the Cloak!" shouts one. "Kill them!" 
   Crossbow bolts slam into the woodwork around you.  
  
   
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  8 
  Ask the players to roll for initiative. Before they take their 
  turns, ask for Wisdom (Perception) checks to spot the 
  following clues:  
   
  DC 10: A parchment has fallen from Zel's robes. Give 
  the players Player Handout 2, a report of the raid on 
  the cultist's hideout. 
   
  DC 15: The stars wink out as a circle of darkness 
  moves off through the sky, heading northeast. 
   
  The City Watch fires first and asks questions later. If the 
  characters don't move fast, they're going to get shot!   
  Use the theater map to manage the players' escape. The 
  City Watch outnumbers the characters, but the general 
  chaos should make it easy to slip away.   
   
  Six guards are present in the boxes opposite, two to 
  each box. Their commander, Sergeant Kalugin, mar-
  shals them from the middle box.   
   
  Nine more guards are charging up the stairs behind 
  the characters. 
  Roll initiative for each group of enemies. The two guard 
  groups should act on separate initiatives. 
  The guards in the boxes open fire with their crossbows, 
  while the guards on the stairs charge up to engage the 
  characters in melee. They refuse to parley.    
   Due to the dim light, all combatants have disadvantage 
  on their attack rolls unless they can see in the dark. If the 
  characters remain in the box, the light from the burning 
  curtain negates this penalty after 1 round. 
   Sergeant Kalugin hangs back in this encounter to 
  command his men. If you need more guards, have them 
  push through the theater's rear doors. Make it clear that 
  the City Watch outnumbers the players!  
  The theater has the following important features.  
   Braziers. The braziers shed dim light in a 10-foot 
  radius. Apply disadvantage to attack rolls made against 
  targets in dim light, unless the attacker can see in the 
  dark. Outside the lights, the theater is in darkness.     
   Crowd. The panicking spectators count as difficult 
  terrain to move through, but grant three-quarters cover. If 
  a character slips into the crowd, they should be able to 
  escape with ease.   
   
   Curtains and Lines. Characters can abseil down these 
  on a successful DC 10 Dexterity (Acrobatics) check.   
   Pageant Wagon. Donkeys pull the pageant wagon in a 
  plodding circle around the stage. Hijackers must succeed 
  on a DC 10 Dexterity check to steer the wagon off the 
  stage. The wagon upturns on a failed check, and all 
  passengers take 1d8 bludgeoning damage and fall prone. 
   Stage. The stage stands 5 feet above floor level.   
   
   Theater Boxes. The theater boxes are 20 feet above 
  floor level. Creatures inside a box have half cover against 
  attacks originating from outside the box.  
  Adjusting the Encounter 
  This encounter intentionally pits the players against hard odds, 
  but not so deadly that escape is impossible. Here are 
  recommendations for adjusting this combat encounter. These 
  are not cumulative: 
   
  Very weak party: Remove 3 guards from the boxes, and 5 
  from the stairs.   
   
  Weak party: Remove 1 guard from the boxes, and 3 from the 
  stairs. 
   
  Strong party: Add 1 guard to the boxes, and 3 to the stairs. 
   
  Very strong party: Add 3 guards to the boxes, and 5 to the 
  stairs.  
  Some characters may be able to pursue the flying 
  assassin. They could give chase using wild shape or fly, or 
  release a familiar to shadow their quarry. Unfortunately 
  for them, Little Wing has plans to shake such tails.   
   Concealed in his darkness spell, the assassin lands and 
  invokes mask of many faces to appear as a startled 
  pedestrian. Without slowing, his bat familiar takes on the 
  darkness spell and flies off. Once the bat is a safe distance 
  away, Little Wing dismisses both it and the darkness.  
   Little Wing can swap forms so often that his escape is 
  inevitable. Tailing the orb of darkness shouldn't go 
  unrewarded though. When it disappears, allow any 
  characters trailing it to recover the pebble that Little 
  Wing enchanted as a focus. Explain that it's a simple 
  piece of red gravel; hardly rare, yet not a particularly 
  common stone for this area. Later, this could lead the 
  players to the secret entrance into Little Wing's hideout 
  (see Location 6, below).  
  If the characters manage to escape the theater, award 
  each character 100 XP. 
   Additionally, if the characters are able to trail Little 
  Wing and recover the red darkness pebble, award each 
  character 100 XP. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  9 
  The streets outside the theater are busy with evening 
  revelers. Read the following aloud as the players escape 
  into the city.    
  The whistles of the City Watch shriek into the night. From 
  somewhere behind, Sergeant Kalugin barks out orders to shut 
  down the surrounding streets. Soon, from all directions, you 
  hear the sound of watchmen locking down the district.  
   
  Give the players Player Handout 3, the map of the 
  district. The players know the layout of the city, and are 
  aware of the locations marked on the map. With the City 
  Watch guarding the surrounding streets, escape won't be 
  easy. Luckily, all the clues needed to solve the mystery 
  can be found within the district!  
  Once the players have examined the map, give them 
  Player Handout 4. This is a copy of the "Mulmaster 
  Herald", the city's daily newsprint.   
  A parchment hangs from a wall nearby. It's the Mulmaster 
  Herald, a morning newsprint given to the city's criers. After 
  tonight's events, the headline catches your attention.   
   
  The newsprint contains everything that the players need 
  to begin their investigation. If they seem unsure how to 
  proceed, draw their attention to the nearest faction 
  hideout (see "Locations of Note" in Part 2, below).  
  With the district on high alert, the characters search for 
  clues to uncover the murderer and clear their names.  
  Sergeant Kalugin shuts down all exits from the district 
  while his men conduct street patrols. He calls for 
  reinforcements to man the cordon, and puts the Soldiery 
  on standby to enforce martial law.  
   Use the District Map to manage the manhunt. Roll for 
  random patrols whenever the players enter a new map 
  zone. If the zone has a shield marker, apply the modifier 
  shown on the shield to the roll. 
  Random Patrols 
  1d20 
  Patrol 
  1 
  Patrol of 6 guards and Sergeant Kalugin  
  2-4 
  Patrol of 8 guards 
   
   
  5-10 
  Patrol of 4 guards with 2 mastiffs 
  11+ 
  No patrol 
  Roleplaying Sergeant Kalugin 
  Sergeant Kalugin believes in the rigid application of the law. He 
  takes no sides when it comes to lawbreakers, and offers no 
  leniency. The law is his duty, not his pleasure, and he enforces it 
  with dogged resolve.    
   
  Quote: "I need this district locked down now! Search every hovel 
  and stop every pedestrian. I want these scum brought in dead or 
  alive!" 
  The characters can sneak past patrols on a successful 
  group Dexterity (Stealth) check. The congestion of the 
  surrounding streets determines the DC for this check. 
   
  Crowded: DC 10 
   
  Quiet: DC 15 
   
  Deserted: DC 20 
  The streets are quiet in the evening (9 p.m. to midnight), 
  and early morning (6 to 8 a.m.). Crowds throng the streets 
  during the day, but leave them deserted at night.  
   Players can escape patrols on a successful DC 15 group 
  Strength (Athletics) check. If they fail, the patrol corners 
  them. Be generous with players who devise clever 
  methods to avoid or escape patrols. Grant advantage to 
  their rolls, or allow the group to slip away without rolling.  
  Adjusting the Encounter 
  Here are recommendations for adjusting combat encounters 
  with any of the guard patrols. These are not cumulative: 
   
  Very weak party: Remove 3 guards or 3 mastiffs 
   
  Weak party: Remove 2 guards or 2 mastiffs 
   
  Strong party: Add 2 guards or 2 mastiffs 
   
  Very strong party: Add 5 guards or 5 mastiffs 
  The following locations can aid the players in their 
  investigation. 
  The map shows the locations of five faction hideouts. 
  These represent safe houses, the homes of trusted allies, 
  or sympathetic contacts. Players can visit these hideouts 
  to rest, hide from patrols, and resupply. The whole group 
  can shelter so long as at least one character belongs to 
  the faction.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  10 
   Players in the same zone as an allied hideout gain 
  advantage on rolls made to escape patrols. Hideouts can 
  also provide disguises, which grant advantage on rolls 
  made to sneak past patrols.      
  Players can scale the towers to gain an elevated view of 
  their surroundings. Each climb requires a successful DC 
  15 Strength (Athletics) check, and allows the character to 
  spy on nearby patrols. If the players act on this 
  information, don't roll for patrols when they next move. 
  The church of Tymora has set up a soup kitchen to help 
  the sick and destitute. Characters seeking sanctuary here 
  have access to all healing options available at larger 
  temples. The priests despise the City Watch, and won't 
  report fugitives who make appropriate donations.  
  Watchmen drag captives to the nearest watch house for 
  interrogation. 2d4 guards are on duty at each watch 
  house at any time. Between interrogations, fugitives share 
  a cell with pickpockets, muggers and drunks. 
   Watch houses have poor defenses, with barred 
  windows opening into the cells at gutter level. Jailbreaks 
  shouldn't be difficult to pull off, especially if the players 
  act fast.   
  This rowdy dancehall attracts patrons from across the 
  city, and is always busy. The cover charge is 2 sp. Players 
  seeking general information about the district and its 
  inhabitants can find it here.   
  Mulmaster is a busy metropolis with thousands of 
  inhabitants. Use the following events to bring the city to 
  life as the players explore: 
   
  Street Events 
  1d10 
  Event 
  1 
  Roughnecks bet on a dog fight held on the 
  street corner.  
  2 
  An elephant lumbers through the crowds at the 
  head of a Durpari trade convoy.    
  3 
  A procession of Banite fanatics stumbles past, 
  flogging themselves with whips. 
  4 
  A crowd gathers around a wanted poster of the 
  characters.     
  5 
  Acrobats draw applause while a pickpocket 
  works the crowd.  
  6 
  Someone empties a chamber pot from a high 
  window over a random character.  
  7 
  Two nobles duel with one another while an of-
  ficiant looks on. 
  8 
  Soldiers hang, draw and quarter a traitor be-
  fore the baying crowds.       
  9 
  Dwarf brewers approach with kegs of ale, offer-
  ing free samples of their latest brew.  
  10 
  Nobles ride past on horseback, sneering at the 
  peasants. 
  Clues on the newssheet lead the players to a magic shop 
  run by a traitorous Cloak. 
   
  Drakewell's Arcana nestles in the storefronts of Fireball Alley. 
  Lamplight spills from the shop windows, but the front door 
  hangs from its hinges. A crooked sign shows a pseudodragon 
  wrapped around a wizard's hat. 
   The City Watch has stationed a pair of guards outside the 
  shop. They lean against the porch, watching pigeons peck at a 
  dead alley cat.   
   
  Veren Drakewell was a low-ranking Cloak and secret 
  worshiper of Yan-C-Bin. He used his shop as a front to spy 
  on the Cloaks for his master in the Cult of the Howling 
  Hatred. Drakewell's luck ran out last night, when the 
  Cloaks uncovered his treachery and raided his shop. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  11 
  The following clues are available here. 
   
  A letter reveals that assassins were stalking Drake-
  well. Birdmen from the Zhent ghettos (Location 4) 
  work as spies for these assassins. 
   
  The discovery of a secret room exposes Drakewell as 
  a cultist of Yan-C-Bin. He used the shop to spy on his 
  fellow Cloaks.  
  Two guards wait outside the front door, while a cloak 
  searches the premises for clues. Use the Drakewell's 
  Arcana Map to sketch the location for your players. 
   There are plenty of ways to break in unnoticed: the rear 
  door, the upper windows, even the chimney. Once inside, 
  any odd noises attract the Cloak. The guards outside 
  respond only to the sound of combat, or to the Cloak 
  calling for them.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Replace the cloak with 3 guards. 
   
  Weak party: Remove 1 guard. 
   
  Strong party: Add 2 guards inside.  
   
  Very strong party: Add 1 cloak. 
  Drakewell's Arcana provides staffs, robes and hats to the 
  mage about town. 
   
  The shop is a wreck. The City Watch has torn the robes from 
  their pegs and tipped papers from the drawers. A dead wizard 
  lies amid the wreckage, with a crossbow bolt lodged in his 
  chest. Behind him, a tall mirror hangs as the centerpiece to a 
  rack of staves.  
   
   Arcane curios. Minor enchantments are cast over 
  many of Drakewell's goods. See Treasure, below, for 
  more details.    
   Magic mirror. Whenever someone steps in front of the 
  mirror, a carved face in the frame loudly compliments 
  their outfit ("My, what marvelous boots you're wearing!"). 
  This attracts the attention of the Cloak upstairs. The 
  mirror is capable of conversation, but is only interested in 
  talking fashion.   
   Corpse. The shop keys sit next to Drakewell's body. 
  Players find a mysterious third key on the ring that 
  doesn't fit the front or back doors. This key unlocks the 
  secret door in the storeroom (see below). 
  Drakewell would often disappear into the storeroom to 
  give his clients a chance to gossip. 
   
  Paint pots, buckets, and bolts of cloth fill this narrow storeroom. 
  A large wardrobe rests against one wall.  
   
   Wardrobe. A tiny keyhole is set in the wardrobe's back 
  panel. The Cloaks missed this, but the players can find it 
  on successful DC 10 Intelligence (Investigation) check. If 
  they try Drakewell's third key, the panel pops open to 
  reveal a secret room. Without the key, a character with 
  thieves' tools can pick the lock on a successful DC 10 
  Dexterity check. 
  If the characters locate the secret room, award each 
  character 100 XP.  
  Drakewell spied on his clients from this secret room. 
  The wardrobe opens into a secret room. On the wall opposite, a 
  tall window gazes into the shop. Someone has pinned 
  parchments nearby, listing names, dates, and transcripts of 
  overheard conversations. A sinister statue of an old man 
  bearing three pairs of wings lurks in an alcove on the wall.    
   
  Players who've been inside the shop can see that the 
  window is in fact the back of the mirror. 
   Parchments. The notes list dozens of Cloak members, 
  organized by rank. Drakewell was particularly interested 
  in learning about rivalries and scandals within the 
  Brotherhood. In the right hands, these notes could prove 
  dangerous. Characters who hand them over to the Cloaks 
  at the end of the adventure gain additional experience 
  points. 
   Statue. The statue depicts Yan-C-Bin, Prince of Evil 
  Aerial Creatures. It disintegrates if touched by a non-evil 
  creature, and three hostile dust mephits arise from its 
  remains. A character can identify the statue as Yan-C-Bin 
  on a DC 15 Intelligence (Religion or Arcana) check.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 2 dust mephits. 
   
  Weak party: Remove 1 dust mephit. 
   
  Strong party: Add 1 dust mephit. 
   
  Very strong party: Add 2 dust mephits. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  12 
  Drakewell was penning a letter to his cult master when 
  the raid occurred. The parchment still rests on his writing 
  desk.  
  Old books crowd the shelves of this bedroom study. Someone 
  has nailed planks over the skylight, and loose nails litter the 
  floor. A half-written letter rests on a nearby writing desk, lit by a 
  flickering candle. 
   
  When the players arrive, a cloak is searching the room 
  for clues. The players must find a way to deal with the 
  Cloak before carrying out their investigations.  
   Half-finished letter. Give the players Player Handout 
  5 when they examine the letter. This is the most 
  important clue in this location, so it shouldn't be missed.  
   Spell book. Drakewell hid his spell book under a loose 
  floorboard beneath his bed. It can be found on a 
  successful DC 15 Intelligence (Investigation) check. See 
  Treasure, below, for details.  
  Drakewell's spell book contains the following wizard 
  spells: 
  Cantrips: mage hand, light, message  
  1st level: detect magic, feather fall, jump, shield, sleep 
  2nd level: detect thoughts, locate object, rope trick 
  3rd level: animate dead, lightning bolt 
   
  In addition, the players can lift the following arcane curios 
  from the shop: 
   
  A cloak that never gets wet in the rain (20 gp). 
   
  An inkpot that never dries out (15 gp). 
   
  A pipe that fills with tobacco each morning (15 gp). 
   
  A quill that never blunts (10 gp). 
   
  A belt with a self-adjusting buckle (10 gp).  
   
  A wand that summons a mundane toad once per day 
  (15 gp). 
   
  A makeup brush that never requires makeup (15 gp). 
  A man "fell screaming into the sky" yesterday in Troglav 
  Square. The similarities with Zel Tregarthan's murder 
  should compel the players to investigate.  
   
  Troglav Square is barely wide enough to turn a cart. Rainwater 
  drips from the stooped gables, and wash lines crisscross 
  between upper floor windows. Rats scamper from a nearby 
  sewer drain. 
   A green lantern hangs above a shop on the corner, bathing the 
  square in eerie light. In the window, a sign reads "Radinka's 
  Fortunes".  
   
  Niko Sevek belonged to the Cult of the Howling Hatred. 
  His superiors assassinated him here in broad daylight as 
  part of their purge on the cult. To kill Sevek, a cult 
  assassin lassoed him in a "sky hanging" and dumped his 
  body on a nearby rooftop. 
  The following clues are available here. 
   
  Sevek's corpse lies undiscovered on the rooftops. His 
  doublet identifies him as a steward of Zor Drejkov, a 
  local noble (Location 5). 
   
  The fortune teller reveals that a kenku from the 
  Zhent ghettos (Location 4) was stalking Sevek. 
   
  A ring found down the drain identifies Sevek as a 
  worshiper of Yan-C-Bin.   
  The characters who search the square find the following 
  clues: 
   Wash Lines. The lines have snapped on one side of the 
  square. Players who search the rooftops in this area 
  discover Sevek's body. Climbing to the rooftops requires 
  a successful DC 12 Strength (Athletics) check. 
   Corpse. A weathervane has impaled Sevek's body, and 
  crows peck at his flesh. His hanging broke his neck and 
  tore the forefinger from his right hand. A character can 
  identify Zor Drejkov's crest on his doublet with a 
  successful DC 15 Intelligence (History) check. Most city 
  folk know the Zor and can direct players to his mansion 
  (Location 5). Sevek's body also has some treasure (see 
  below).  
   Sewer drain. Players who investigate the drain notice a 
  large rat peering at them from below. In its mouth, the rat 
  holds a severed human finger wearing a silver ring. The 
  rat quickly scurries from sight. 
  Sevek's purse contains 5 pp and 30 gp. He wears a quartz 
  pendant worth 20 gp.    
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  13 
  The sewer is a small, half-flooded cellar choked with 
  refuse. Four territorial swarms of rats attack anyone who 
  enters. A rat swarm disbands if reduced to half hit points. 
  When the final swarm disbands, it drops the severed 
  finger. 
   The ring bears the household seal of Zor Drejkov: an 
  eagle clutching a serpent. Hidden inside the band is a 
  concealed engraving: "In the Pillar of Wind, the Storms 
  Rage Eternal". Characters that succeed on a DC 12 
  Intelligence (Religion) check identify this as a prayer to 
  Yan-C-Bin. 
  Radinka is a swindling Damaran fortune teller who 
  hawks lucky charms and love potions. She saw Sevek's 
  murder from her window. If questioned, she reveals the 
  following facts: 
   
  The young man was crossing the square when he 
  flew screaming into the sky.  
   
  It was foggy, so Radinka couldn't see where the man 
  went, but he clawed violently at his neck as he soared 
  upwards.  
   
  A kenku dressed in rags was following the man. In 
  the panic after the attack, the kenku turned and 
  strolled away. 
  Once she's revealed what she knows, Radinka offers a 
  reading from her Talis deck. For this service, she requires 
  5 silver pieces from the group. The fortune teller is 
  playing a dangerous game here. Before the characters 
  arrived, she overheard a City Watch patrol discussing 
  their crimes. She plans to use this knowledge to trick 
  money from the group.  
  Reading the Talis Deck  
  You can play the reading for real at the table. The Talis deck uses 
  the same cards as the Deck of Many Things, which was supplied 
  with the fourth edition D&D adventure Madness at Gardmore 
  Abbey. The rest of the Talis deck is divided into four 12-card 
  elemental suits (stones, waves, winds, and flames). For her 
  reading, Radinka uses the Major Arcana only.  
  If they accept her offer, Radinka uses sleight of hand to 
  deal the following cards in order: 
   
  The characters' past is the "Skull" card. A death has 
  occurred recently. Was it the man she saw snatched 
  into the sky, or someone else? 
   
  Their present is the "Rogue" card. Someone - or 
  something - hunts them. They must tread carefully.  
   
  Their trial is the "Knight". With the Rogue card in 
  play, this means their hunter is a lawman. 
   
  Their future is the "Donjon". Not a good auspice! 
   
  Their luck card is the "Sun". Things may yet work 
  out, if they make the right choices.   
  After her reading, Radinka offers to appease the spirits on 
  the characters' behalf. For this favor, she demands 5 gp 
  from each character. The fortune teller makes it very 
  clear that refusing will bring down bad luck. If the 
  characters don't pay, Radinka slips away at the first 
  opportunity and reports the group to the City Watch. A 
  few minutes later, a patrol of six guards and two mastiffs 
  storms the square to arrest them. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 3 guards or 3 mastiffs 
   
  Weak party: Remove 2 guards or 2 mastiffs 
   
  Strong party: Add 2 guards or 2 mastiffs 
   
  Very strong party: Add 5 guards or 5 mastiffs 
  If the characters recover Niko Sevek's corpse and missing 
  finger, award each character 100 XP. 
  According to the Herald, a local inventor promises to 
  reveal the secret of flight to those who aid him in his 
  workshop. 
  Khaled bin Zafir lives in a crooked townhouse on Coldharbor 
  Lane. Weathervanes crowd the roof of his lofty attic workshop, 
  and a large wooden platform clings to one side of the building. 
  There is a rumble of thunder as you approach, and the heavens 
  open. 
   
  Khaled bin Zafir studied under the gnome inventor Nadul 
  DaRoni. He's no cultist, but his studies recently provoked 
  an unpleasant run-in with the Cult of the Howling Hatred. 
  Bin Zafir has also become a suspect in Zel Tregarthan's 
  murder, and the City Watch is soon to raid his workshop.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  14 
  The following clues are available here. 
   
  The inventor reveals that a local noble, Zor Drejkov, 
  has demanded that he hand over his inventions. 
   
  A threatening letter from Zor Drejkov suggests the 
  noble worships Yan-C-Bin. He promises to unleash 
  hell if the inventor doesn't do as he demands. 
  Both clues lead to Zor Drejkov's mansion (Location 5).  
  Kaled bin Zafir answers his door with trepidation. If he 
  realizes the characters aren't cultists sent to kill him, he 
  ushers them upstairs to his workshop.  
  Half-finished gadgets made of timber and canvas crowd the 
  inventor's workshop. Wood shavings are strewn over the floor, 
  and complex diagrams plaster the walls. Glass doors open onto 
  a platform outside, where a strange contraption sits under heavy 
  tarps.  
   
  The inventor explains he is in grave danger, and needs 
  help moving his inventions to a place of safety. He offers 
  the players 100 gp if they aid him. He initially won't say 
  who threatens him, but soon backs down if the players 
  push the point. The inventor reveals the following 
  information: 
   
  A local noble, Zor Drejkov, recently visited the work-
  shop. He showed great interest in the inventor's fly-
  ing machines, but his real reason for visiting was 
  more sinister. Over dinner, the Zor tried to lure bin 
  Zafir into a mysterious sky sect. The inventor refused 
  him, and the Zor left in anger. 
   
  Two days ago, bin Zafir received a threatening letter 
  from the Zor demanding that he reconsider. This 
  prompted him to abandon the workshop.  
  Give the players Player Handout 6. Players who succeed 
  on a DC 12 Intelligence (Religion) check suspect Zor 
  Drejkov refers to Yan-C-Bin in his letter. Anyone local to 
  the district can direct the players to Zor Drejkov's 
  mansion (Location 5). 
  Roleplaying Kaled bin Zafir 
  Kaled bin Zafir is an eccentric Zakharan inventor, and a genius in 
  his field. Sages recognize him as the author of the acclaimed 
  Codex of Ingenious Contraptions. Today, profound fear has 
  replaced bin Zafir's usual haughtiness. The slightest sound 
  makes him jump, and he can't stop looking over his shoulder. 
   
  Quote: "Mulmaster is not so different to mighty Jumlat of my 
  birth. As I boy I learned not to cross the emirs. Here, it is much the 
  same." 
  Run this encounter once the players have learned all they 
  can from the inventor. A note from Drakewell's Arcana 
  (Location 1) has linked bin Zafir to the cult, so the 
  Sergeant has come here to arrest him. 
  You hear a sudden pounding on the door below.  
   "Open up!" shouts a voice. "This is the City Watch!"   
   
  Bin Zafir assumes Zor Drejkov has set him up. While the 
  watchmen hammer on the door, the inventor dashes to 
  gather his plans. He shouts for the players to distract the 
  guards - and prepare his flying machine!  
   Ask the players to roll for Initiative. The City Watch 
  will break the door down after 5 rounds. Sergeant 
  Kalugin then rushes upstairs with nine guards.  
   
  It takes six successful DC 15 Intelligence checks to 
  ready the flying machine. An extra success is needed 
  every time a player scores under 10 on their check. 
   
  Characters can delay the City Watch on a successful 
  DC 10 Charisma (Deception) check. Each successful 
  use of this skill delays the Watch for 1 round, up to 5 
  extra rounds.   
   
  It takes the inventor 8 rounds to gather his plans. If 
  the characters help, each successful DC 15 Wisdom 
  (Perception) check that they make reduces the time 
  needed by 1 round.  
  If the characters fail to prepare the flying machine in time, 
  they must fight the City Watch! 
  Use the Inventor's Workshop Map to manage combat in 
  this location. The workshop has the following important 
  features. 
   Workbenches. The crowded workbenches count as 
  difficult terrain. The inventor's gadgets entangle creatures 
  pushed into them, restraining them for 1 round. 
   Balcony. The balcony is 10 feet above the floor. 
   Threatening Letter. Place Player Handout 6 in plain 
  view if the players haven’t seen it yet. 
   Launch platform. The platform is 40 feet above street 
  level. The flying machine sits on the platform under heavy 
  tarpaulins.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 2 guards and Sergeant Kalugin. 
   
  Weak party: Remove 4 guards  
   
  Strong party: Add 2 mastiffs 
   
  Very strong party: Add 4 mastiffs 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  15 
  The flying machine has two pairs of giant, dragonfly-like 
  wings strapped to a central wheel. Two operators 
  alternate pushing and pulling on the wheel to flap the 
  wings. Up to five additional passengers can cling to the 
  gondola while the machine is airborne.  
   The flying machine has a fly speed of 20 ft, but cannot 
  ascend more than 5 ft. in a single turn. It moves twice 
  during the round; once on each operator's turn. To keep it 
  airborne, each operator must succeed on a DC 10 
  Strength (Athletics) check. The flying machine stalls if 
  either check fails, plummeting 1d10 ft. + 2 ft. for every 
  passenger onboard. On two consecutive failed checks, the 
  flying machine spirals out of control and crashes. 
   The platform that the players launch from is 40 ft. 
  above street level. To escape the City Watch, they must 
  glide for 80 ft. and then clear a 30 ft. high building. This 
  puts them out of sight of the eight guards left to watch the 
  street. If they crash, the guards corner them and they 
  must fight. Sergeant Kalugin and his men run down and 
  join the battle after 1d10+5 rounds.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 3 guards  
   
  Weak party: Remove 2 guards  
   
  Strong party: Add 2 guards  
   
  Very strong party: Add 5 guards  
  If the characters help bin Zafir escape with his plans, 
  award each character 100 XP. 
  If the inventor escapes with his plans, he pays the group 
  the 100 gp that he promised. He then thanks them for 
  their help and goes into hiding. Regardless of how it is 
  landed, the flying machine falls to pieces as soon as its 
  passengers disembark.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  16 
  The characters close in on the true cultists. As news of 
  the manhunt spreads, Sergeant Kalugin calls in reserves 
  to join the hunt. From now on, increase the DCs to 
  avoid patrols by 2.  
  A gang of kenku pickpockets works as spies for the 
  assassins. Once the players learn of the gang, they can 
  use the newssheet to trace them to the Zhent ghetto.  
  The Zhent ghetto sprawls along a muddy backstreet. Hovels 
  cling like ticks to the back of the main street shops, and greasy 
  smoke rises from busy food stalls. Peasants dressed in black 
  mill about everywhere.  
   
  The kenku gang nests in the sewers beneath the ghetto. 
  Little Wing has promised them the gift of flight - a longing 
  shared by all kenku—but they fear he'll betray them once 
  he's done with his work. If the characters tread carefully, 
  they can uncover what they need from the kenku without 
  bloodshed.   
  Zhent Scum! 
  The destruction of Zhentil Keep led to a tide of Zhent refugees 
  pouring into Mulmaster. They were not welcomed. For decades 
  the Zhents lived in a camp beyond the walls, until they bribed 
  enough Blades to allow them inside the city. The regime denies 
  them many basic rights, and they remain persecuted. Ghettos 
  such as this one exist across the city. 
  The following clues are available from the gang hideout:  
   
  The kenku confess to spying for the cult assassin 
  "Little Wing". They reveal that Little Wing is assassi-
  nating targets across Mulmaster.  
   
  Little Wing gave the kenku ringleader a list of targets 
  and their known hangouts, so they knew who to 
  shadow. 
  Both clues lead to the Abandoned Windmill (Location 6). 
  By now, the players should be able to piece together that 
  Little Wing's targets are his own cultists.  
  To locate the hideout, characters can ask around the 
  ghetto or stake it out. Characters gain directions to the 
  hideout on a successful DC 10 Charisma (Persuasion) 
  check. Zhentarim members with at least 3 renown points 
  make this check with advantage. Staking out the ghetto 
  uncovers a kenku entering the sewers after 1d4 hours. 
  A rusted sewer grate lies at the end of an alley. Foul vapors 
  seethe from within. Next to the grate, an old tin pan hangs from 
  a string.     
   
  Use the Kenku Hideout Map to manage this section of 
  the adventure. Ten kenku defend the hideout. When the 
  players arrive, the ringleader is conducting a gang 
  meeting with eight kenku in the sunken chapel. A blind 
  beggar girl is also present. A kenku lookout hides in the 
  trash pile near the sewer entrance (see below). How the 
  encounter plays out depends on the characters' approach. 
  The kenku expect the assassins to attack at any time. 
  Most want to flee, but their ringleader is banking on Little 
  Wing being loyal, and is trying to persuade the others to 
  trust in him. When the players enter the sunken chapel, 
  read the following aloud: 
  Candles pierce the gloom of a ruined chapel to the god Mask. 
  Tin forks, tankards, thimbles, and other shiny trinkets hang by 
  threads from the sagging ceiling. Nest-like piles of twig and 
  bracken cram into dark corners, or sit half-hidden behind pillars. 
  A staircase once led to the house above, but has long collapsed. 
  The only way into the chapel now is through a fallen wall into 
  the sewers.  
   
  If the characters come in peace, the kenku agree to 
  parley, but only if the characters drop their weapons. 
  Once they're unarmed, the kenku ringleader hears them 
  out. His allies keep bows trained on the characters 
  throughout.  
   If the kenku detect intruders in the tunnel, they hide 
  throughout the sunken chapel. Make a Dexterity (Stealth) 
  group check to see how hidden the kenku are. The 
  ringleader remains in sight with the beggar girl, while his 
  cronies lie in wait to attack from hiding. 
   The kenku are mistrustful of strangers but desperate. If 
  the characters offer their help, the kenku betray the 
  assassins without a second thought. A promise to slay 
  Little Wing should be enough to sway most of them - but 
  their ringleader demands a cut of his riches. The kenku 
  aren't afraid to attack the characters if they’re threatened.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  17 
  Roleplaying the Kenku  
  Kenku can only talk using their mimicry trait. They have no 
  language of their own, but can imitate any sound they've heard. 
  They may repeat lines Little Wing spoke to them, or mimic the 
  flap of his winged boots (which players recognize from the 
  theater). They also make good use of nods and gestures to 
  pantomime meaning.  
   
  Roleplaying such a scene is challenging, so use the beggar 
  girl as a translator when needed. Born blind, the gang took young 
  Zoya under their collective wing. She is fiercely loyal to their 
  ringleader, Clank: a mean old bird missing half the feathers on 
  his head.   
   
  Quote: "He promised them flight. Don’t you know what that 
  means to a kenku?"   
   
  The kenku can reveal the following: 
   
  "Men from the sky" promised the gift of flight to the 
  kenku if they did their bidding. Their leader, "Little 
  Wing", gave the kenku a list of human targets to spy 
  on. He said the targets had "failed the Prince of Air". 
   
  Little Wing ordered the kenku to report back when-
  ever their targets moved. Using the kenku as spot-
  ters, his assassins began to murder their targets. 
   
  The kenku told Little Wing about the Cloak investi-
  gating Drakewell's Arcana. The kenku shadowed the 
  Cloak to the Theater of the Stars and then reported 
  back to Little Wing, who murdered him. 
  The kenku ringleader hands the hit list to the characters: 
  give them Player Handout 7. The characters now have 
  their final clue - the lead to Little Wing's hideout! If the 
  characters take a hostile approach with the kenku, they 
  find the hit list on the ringleader's body.  
  The hideout has the following important features.  
   Ceilings. The sunken chapel is 25 ft. high. Sewer 
  tunnels are 10 ft. high throughout.  
   Light. Hundreds of candles shed bright light throughout 
  the chapel. The sewer tunnels are dark.   
   Saucepan on a String. Guests bang the saucepan to 
  call for the kenku. If the characters try this, the kenku 
  ringleader sends a lone kenku to parley.     
   Lookout. The lookout hides behind a trash pile in the 
  sewer tunnel. To spot the lookout, a character in the 
  tunnel must succeed on a DC 18 Wisdom (Perception) 
  check. If the lookout sees them, it uses mimicry to hiss 
  like a startled alley cat and alert the kenku inside the 
  chapel. Characters who succeed on a DC 14 Wisdom 
  (Insight) can tell that the hiss is an imitation.   
   Nests. The kenku nests count as difficult terrain. Each 
  nest contains some treasure (see below).  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 6 kenku 
   
  Weak party: Remove 3 kenku 
   
  Strong party: Add 2 kenku 
   
  Very strong party: Add 4 kenku 
  If the characters take a diplomatic approach, a trio of 
  assassins shows up once the characters have learned all 
  they can. Do not run this encounter if the characters 
  fought the kenku! 
  Candles flicker as a chill breeze ripples over the chapel. From 
  the sewer tunnel, you hear a mocking laugh.  
   
  Little Wing has sent three cult assassins to silence the 
  kenku. The assassins have orders to kill anyone who 
  dares stand in their way. They fight to the death. 
  Terrified, the kenku scatter rather than aid the players.  
   This is likely to be the player's first encounter with the 
  assassins, so play them mean! Even in this confined 
  space, the assassins use their fly speed to their advantage 
  and make good use of cover. If they are defeated, the 
  players can retrieve some potions of flying from their 
  bodies (see Rewards).  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 2 cult assassins, but give 
  remaining cult assassin full hit points 
   
  Weak party: Remove 1 cult assassin 
   
  Strong party: Add 1 cult assassin 
   
  Very strong party: Add 2 cult assassins 
  If the characters negotiate peacefully with the kenku, 
  award each character 100 XP. 
  The nests contain a total of 100 gp of purloined jewelry.  
   The cult assassins carry enough potions of flying for 
  each character in the group to collect one (see Rewards 
  In addition, the characters recover one viable suit of 
  wingwear; any others are destroyed in the combat. The 
  suit has a single charge remaining.
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  18 
   
  Wingwear 
  Wondrous item, uncommon (requires attunement) 
  This snug uniform has symbols of air stitched into it and leathery 
  flaps that stretch along the arms, waist, and legs to create wings 
  for gliding. A suit of wingwear has a maximum of 3 charges. 
  While you wear the suit, you can use a bonus action and expend 
  1 charge to gain a flying speed of 30 feet until you land. At the 
  end of each of your turns, your altitude drops by 5 feet. Your 
  altitude drops instantly to 0 feet at the end of your turn if you 
  didn't fly at least 30 feet horizontally on that turn. When your 
  altitude drops to 0 feet, you land (or fall), and you must expend 
  another charge to use the suit again. 
   
  The suit regains all of its expended charges after spending at 
  least 1 hour in an elemental air node. 
   
  The characters have unmasked one of Mulmaster's 
  nobles as a cultist. Arriving at his mansion, they discover 
  that the assassins have already struck. 
  Zor Drejkov's mansion is on fire. Bells sound across the district, 
  while crowds gather to gawk at the carnage. Towering flames 
  ward off the bucket brigades, which fight a losing battle to save 
  the building. 
   
  The Zor fled in his carriage moments before the assassins 
  struck. In their fury, the assassins torched his home. Now 
  the terrified Zor rides through the district in a doomed 
  attempt to rally his cult brothers. 
  The players can gain the following information if they 
  intercept Zor Drejkov's coach: 
   
  Under interrogation, the Zor reveals that the Cult of 
  the Howling Hatred has sent a cadre of assassins to 
  punish those in the Moonsea who failed them.  
   
  The Zor identifies an abandoned windmill as the as-
  sassin's hideout (Location 6). The players can also 
  tail the assassins to this location.   
  The inferno prevents players from entering Drejkov 
  Mansion, and razes any clues inside. Questioning the 
  crowd can reveal the following: 
   
  The fire was an arson attack. As the flames spread, 
  witnesses saw "men in winged cloaks" gliding from 
  the roof. 
   
  The Zor galloped off in his carriage just before the at-
  tack. There are reports that the carriage is still in the 
  area.  
   
  The Zor's carriage bears his coat of arms: an eagle 
  clutching a serpent in its talons.   
  The presence of the City Watch means characters have to 
  be cautious here. It's easy to blend into the crowd, but call 
  for a DC 10 group Dexterity (Stealth) check once they've 
  learned what they need. If they fail, a City Watch patrol 
  recognizes them and gives chase. 
  Characters searching for the carriage must succeed on a 
  DC 12 Wisdom (Perception) or Charisma (Persuasion) 
  check. Treat this as a group check, with both skills 
  contributing. If the group fails, the characters must try 
  again in an adjacent zone on the district map. If someone 
  climbs a tower, they spot the carriage immediately.  
  A dark carriage clatters over the cobblestones, pulled by four 
  black horses. The carriage bears the Drejkov coat of arms, but 
  heavy drapes mask its passengers. Two grim-faced swordsmen 
  ride alongside.  
   
  Zor Drejkov's bodyguards have orders to ride down 
  anyone who interferes with the carriage. The driver is a 
  cultist, and gladly gives up his life to defend his master. 
  Zor Drejkov is not so brave, and cowers in the carriage if 
  combat ensues. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 1 bodyguard 
   
  Weak party: Replace 1 bodyguard with 2 cultists 
   
  Strong party: Add 4 cultists 
   
  Very strong party: Add 1 bodyguard 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  19 
  The craven lord pleads for mercy when cornered, offering 
  the characters everything he owns if they spare his life.  
  When questioned, he reveals all: 
   
  Zor Drejkov heads a cell of the Cult of the Howling 
  Hatred. His orders were to spy on the Moonsea's 
  power players, and identify likely enemies in the re-
  gion. 
   
  If the players present Handout 1, the Zor confirms 
  that Veren Drakewell identified the characters as en-
  emies of the cult.    
   
  Thanks to the characters - or other adventurers - the 
  cult's plans for the Moonsea have failed. As punish-
  ment, the cult masters have sent an assassination 
  squad to wipe out weak links in the cult. Zor 
  Drejkov's cell is one of those scheduled for termina-
  tion.   
   
  A crazed cultist called Little Wing leads the assas-
  sins. He and his men are based in an Abandoned 
  Windmill nearby (Location 6).  
  The Cult of the Howling Hatred has wormed its way into 
  cities across Faerûn, but each cell operates in isolation. 
  Drejkov's only contact outside his own cell is a noble 
  living in Waterdeep, who communicates using carrier 
  pigeons. The Zor's pigeons died in the fire, so he has no 
  way of contacting his superior.  
   The Zor knows how the Blades deal with cultists, and 
  refuses to confess to the authorities. If released, he flees 
  the city. Let the characters deal with him as they see fit, 
  but his role in the story should end here.  
  Roleplaying Zor Drejkov 
  Zor Aleksi Drejkov is the failed scion of a once-great trading 
  empire. When his business rivals outmaneuvered and betrayed 
  him, the Zor turned to Elemental Evil for revenge. Drejkov does 
  not pray for apocalypse; instead, he calls on Yan-C-Bin to 
  shipwreck his rivals' ships. Marked for execution, the noble is 
  now broken and terrified.   
   
  Quote: "I've made terrible mistakes, it's true. But please, for the 
  love of mercy, do not let them take me!    
  If the characters tail the carriage, three cult assassins 
  stage an attack on the Zor. Without warning, the 
  assassins swoop down in wingwear to startle the horses 
  and overturn the carriage. As it crashes, they rise into the 
  sky and start sniping at Drejkov and his bodyguards. 
   The cult assassins turn on the characters if they 
  intervene in the ambush. If the characters survive, they 
  can question Zor Drejkov when he regains consciousness. 
  If the characters choose instead to hold back and observe, 
  they should be able to tail the assassins back to their 
  hideout. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 2 cult assassins, but give 
  remaining cult assassin full hit points 
   
  Weak party: Remove 1 cult assassin 
   
  Strong party: Add 1 cult assassin 
   
  Very strong party: Add 2 cult assassins 
  If the characters interrogate Zor Drejkov, award each 
  character 100 XP. 
  The Zor clutches a casket containing the 100 gp of jewels 
  and silverware he grabbed before leaving his mansion.    
   The cult assassins carry enough potions of flying for 
  each character in the group to collect one (see Rewards). 
  In addition, the characters recover one wingwear suit 
  from the slain cultists; any others are destroyed in the 
  combat. The suit has a single charge remaining. 
  Wingwear 
  Wondrous item, uncommon (requires attunement) 
  This snug uniform has symbols of air stitched into it and leathery 
  flaps that stretch along the arms, waist, and legs to create wings 
  for gliding. A suit of wingwear has a maximum of 3 charges. 
  While you wear the suit, you can use a bonus action and expend 
  1 charge to gain a flying speed of 30 feet until you land. At the 
  end of each of your turns, your altitude drops by 5 feet. Your 
  altitude drops instantly to 0 feet at the end of your turn if you 
  didn't fly at least 30 feet horizontally on that turn. When your 
  altitude drops to 0 feet, you land (or fall), and you must expend 
  another charge to use the suit again. 
   
  The suit regains all of its expended charges after spending at 
  least 1 hour in an elemental air node. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  20 
  All clues point to an abandoned windmill in the heart of 
  the city. As the district enters total lockdown, the 
  characters confront the mastermind behind the Cloak's 
  murder.  
   Sergeant Kalugin has now called in the Soldiery to 
  enforce a curfew. Grant disadvantage on all random 
  patrol rolls until the end of the adventure. 
  The Mason's Guild condemned the windmill after a 
  ceiling collapsed and crushed one of the millers. Little 
  Wing and his assassins use it now as a staging post for 
  their operations in the city.    
  An abandoned windmill looms on the corner, its tattered sails 
  still creaking in the breeze. Ragged holes pierce the mill's cap, 
  and bats wheel around it like flies over a carcass. 
   Chains secure the front door. A sign nearby reads "Keep Out! 
  This property is condemned by order of the Mason's Guild."  
   
  When the characters arrive, Little Wing lurks inside with 
  four of his elite cult assassins. If attacked, Little Wing 
  sets fire to his plans and then flees on his winged boots.  
  Hidden among the plans is a letter that proves the 
  characters' innocence.        
  The miller dug a secret tunnel to smuggle flour out of the 
  mill and avoid paying guild taxes. The assassins now use 
  this tunnel to access the windmill without drawing 
  suspicion.  
   Only characters that chased Little Wing earlier and 
  retrieved the pebble for his darkness spell are likely to 
  find the tunnel. These players spot similar stones 
  scattered outside a nearby warehouse. Inside, the 
  characters find a sack of the same gravel propped in a 
  corner, with the secret tunnel hidden just behind. Those 
  who explore the tunnel emerge on the ground floor of the 
  windmill.  
  Use the Windmill Map to describe this location. The 
  windmill is 47 ft. tall from base to cap, with four 30ft. long 
  sails. The front door provides entry to the ground floor 
  (6A). A set of shuttered windows open into the millstone 
  floor (6B), some 20 ft. above street level. The holes in the 
  windmill's cap lead to the dust floor (6C), 35 ft. above 
  street level.  
   Climbing the windmill is easy: requiring a successful 
  DC 12 Strength (Athletics) check. Characters must also 
  succeed on a DC 15 Dexterity (Stealth or Acrobatics) 
  check, or they alert the assassins inside.  
   Forcing the front door is possible on a successful DC 
  15 Strength (Athletics) check, but alerts the assassins. A 
  character can pick the padlock with thieves' tools if they 
  succeed on a DC 10 Dexterity check. Once unlocked, 
  characters can remove the chains in silence on a 
  successful DC 10 Dexterity (Stealth) check.  
  The windmill has the following important features.  
   Lighting. Lanterns provide bright light to the ground 
  floor and millstone floor. Candles provide dim light to the 
  dust floor. 
   Ceilings. The ground floor ceiling is 20 ft. high; the 
  millstone floor ceiling is 15 ft. high; and the dust floor 
  ceiling is 12 ft. high.  
   Wind Runes. The cultists have carved elemental runes 
  into the positions shown. Any creature that steps onto 
  rune is hit by a concentrated blast of air, and must make a 
  DC 15 Strength saving throw. On a failure, the wind 
  blows them 15 ft. into the air, dealing 2d10 bludgeoning 
  damage from the fall and knocking them prone. The rune 
  recharges at the start of the next round. Spotting a rune 
  requires a successful DC 15 Wisdom (Perception) check.  
   Characters who know what the runes do can exploit 
  them to jump up to 15 feet in any direction as part of a 
  move. This requires a successful DC 10 Dexterity 
  (Acrobatics) check, or the trap surprises them as normal. 
  In combat, the cultists combine the wind runes with their 
  wingwear to devastating effect. 
  If the characters recover Little Wing’s plans intact, award 
  each character 100 XP. 
  The characters are able to recover two wingwear suits 
  from the slain cultists; any others are destroyed in the 
  combat. Both suits possess only a single charge. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  21 
  Wingwear 
  Wondrous item, uncommon (requires attunement) 
  This snug uniform has symbols of air stitched into it and leathery 
  flaps that stretch along the arms, waist, and legs to create wings 
  for gliding. A suit of wingwear has a maximum of 3 charges. 
  While you wear the suit, you can use a bonus action and expend 
  1 charge to gain a flying speed of 30 feet until you land. At the 
  end of each of your turns, your altitude drops by 5 feet. Your 
  altitude drops instantly to 0 feet at the end of your turn if you 
  didn't fly at least 30 feet horizontally on that turn. When your 
  altitude drops to 0 feet, you land (or fall), and you must expend 
  another charge to use the suit again. 
   
  The suit regains all of its expended charges after spending at 
  least 1 hour in an elemental air node. 
   
  Lanterns light the walls of the old mill. Bulging sacks of flour 
  hang from above, and a staircase curls up to the upper floors. A 
  creaking iron gear sits flush against the ceiling. To either side, 
  chutes funnel into wooden flour bins. A trapdoor stands open in 
  the middle of the floor.     
   
  A cult assassin prays to Yan-C-Bin on this floor. As she 
  mutters, strange winds ruffle her clothes. If combat 
  ensues, the two cult assassins upstairs rush down in 
  round 3.    
   Flour Sacks. Sacks of rotten flour hang 10 ft. above the 
  millstone floor. If a sack takes damage, it showers flour 
  onto everyone in a 10 ft. cone below it, blinding them for 1 
  round.  
   Secret Passage. The trapdoor leads into the secret 
  passage to the warehouse. When the characters arrive, 
  the cultists have left the trapdoor open.    
   
  Hammocks are slung throughout this chamber. A mighty 
  wooden shaft punches down from above, driving a pair of 
  millstones in the middle of the floor. Shuttered windows are set 
  into the walls, and the ceiling has fallen through on one side. 
  Stairs curl around to floors above and below. 
   
  Two cult assassins rest on this floor. One sharpens his 
  weapons, while the other rests in a hammock. If a fight 
  breaks out here, the cult assassin below flies up in round 
  3.    
   Millstones. Characters that move onto the grinding 
  millstones during combat must make a DC 10 Dexterity 
  (Acrobatics) check. On a failed check, the character is 
  knocked prone.   
   
  A huge windshaft dominates the windmill's punctured cap. 
  Street maps, newsprints and letters hang from the walls, 
  fluttering in the breeze. A colony of bats roosts in the ceiling 
  above, and a great rent in the floor looks down over the level 
  below.  
   
  Little Wing is here discussing his plans with another cult 
  assassin. Little Wing's bat familiar hangs from a nearby 
  ceiling beam.  
   If enemies attack the windmill, Little Wing sets fire to 
  the plans while the cult assassin stands guard at the head 
  of the stairs. Little Wing taunts his attackers while his 
  allies fight. He won't fight unless cornered.   
  Roleplaying Little Wing 
  Little Wing is a merciless servant of the Prince of Evil Aerial 
  Creatures. He delights in taunting his enemies during combat. 
  Recognizing the characters from the theater, he mocks them for 
  taking the blame for his murders.    
   
  In distant Kara-Tur, Little Wing was one of the Shogun's most 
  reliable ninja assassins. His iron discipline broke when a giant 
  roc ate him whole, and then died with him trapped inside its gut. 
  As the beast rotted around him, Yan-C-Bin offered him his 
  warlock's pact. In his madness, Little Wing believes the spirit of 
  the great roc passed into him to carry on its hunt.     
   
  Quote: "When your heads rot on pikes above Southroad Keep, 
  know that it was I, Little Wing, who put them there!" 
  It takes Little Wing 10 rounds to set his fires. During this 
  time, he does not try to escape unless cornered. Once lit, 
  the flames take 10 rounds to consume enough of the 
  plans to render them useless to the characters' factions 
  (see below). Unless the characters leave the building, the 
  letter that proves their innocence should always escape 
  the flames.    
   Plans. The plans identify cultists across the Moonsea 
  region: names, locations, and known aliases. If the 
  players recover the plans intact and pass the details onto 
  their faction, they earn an extra point of renown at the 
  end of the adventure. Multiple factions can benefit from 
  the same information. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  22 
   Among the plans is a letter from Little Wing to his cult 
  masters. Give the players Handout 8 when they find this 
  letter: this alone should be enough to prove their 
  innocence to the City Watch!   
   Holes in Floor. Creatures that fall through the holes in 
  the dust floor take 11 (2d10) bludgeoning damage and fall 
  prone. 
  If the characters recover Little Wing’s plans intact, award 
  each character 100 XP. 
  The cult assassins carry 150 gp in coin and jewels. If the 
  players don't have any potions of flying, the cult assassins 
  carry enough for each player to collect one.  Little Wing's 
  treasures are detailed under the "Sky Chase" section, 
  below. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Remove 2 cult assassins 
   
  Weak party: Remove 1 cult assassin and add 2 cultists. 
   
  Strong party: Add 1 cult assassin 
   
  Very strong party: Add 2 cult assassins 
  If Little Wing escapes the Windmill, the characters can 
  give chase over the rooftops. 
  The assassin leaps through one of the holes in the wall. The 
  mechanical wings on his boots beat furiously, and he takes off 
  into the sky.     
   
  Little Wing's winged boots grant him a flying speed of 
  30ft. The characters can only give chase using magic, 
  potions of flying, or flying steeds. Don't worry if the 
  characters can't give chase; if he escapes, the assassin 
  may return later in the storyline season! 
  Little Wing turns the city to his advantage, soaring 
  between rooftops and down alleys to outfox his pursuers. 
  Strictly adhering to the movement rules won't make for a 
  fun chase. Instead, use the following guidelines to 
  manage the action: 
   
  Track the distances between Little Wing and each 
  pursuer in five steps: adjacent, close, medium, far 
  and extreme.      
   
  Each participant makes a DC 10 Dexterity (Acrobat-
  ics) check at the end of its turn to stay in the chase. 
   
  A pursuer move one step backwards on a failed 
  check, dropping out the chase if he or she falls be-
  yond extreme range. If Little Wing fails his check, all 
  pursuers move one step closer.    
   
  On a success of 15 or higher, a pursuer moves one 
  step closer. If Little Wing scores 15 or higher, all pur-
  suers fall back one step. 
   
  All participants can take an action on their turn to at-
  tack or cast a spell, but doing so counts as a failure 
  on their Dexterity check. 
   
  Each participant rolls on the chase complications ta-
  ble at the end of their turn. Complications affect the 
  next participant in the initiative order, not the partici-
  pant who rolled. Either participant may spend inspi-
  ration to negate the result. 
  Use common sense to bend the rules as necessary. For 
  example, a character with a high fly speed may advance 
  two steps on a good success instead of one.  
   The chase ends when the characters defeat Little Wing, 
  or when no pursuers remain in the running.   
   
  
   
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  23 
  Chase Complications 
  1d10 
  Event 
  1 
  Crash into a wall! Take 5 (1d10) bludgeoning 
  damage and drop back two steps in the chase.   
  2 
  Smash through a window! You must make a DC 
  10 Strength saving throw to smash out the 
  other side! On a failed check, take 5 (1d10) 
  slashing damage and drop back one step in the 
  chase.  
  3 
  Flock of birds takes to the air ahead. You must 
  make a DC 15 Dexterity (Acrobatics) check to 
  avoid them. On a failed check, drop back one 
  step in the chase.  
  4 
  Forced to make a sharp turn to avoid crashing. 
  You must make a DC 12 Dexterity saving throw. 
  On a failed save, take 5 (1d10) bludgeoning 
  damage and drop back one step in the chase.     
  5 
  Thick smoke rises from chimneys ahead. You 
  must make a DC 12 Constitution saving throw. 
  On a failure, the smoke blinds you for 1 round. 
  6 
  A guard in the street below shoots up at you 
  with his crossbow!  
  7 
  Washing hangs from lines ahead. Make a DC 15 
  Dexterity (Acrobatics) check to avoid it. On a 
  failed check, you gain disadvantage to ability 
  check rolls for 1 round while you shake it off.  
  8 
  Chance to cut ahead! Make a DC 15 Wisdom 
  (Perception) check to move forward one step in 
  the chase. On a failed check, drop back one 
  step in the chase.   
  9 
  Lost sight of the quarry! Make a DC 15 Wisdom 
  (Perception) check. On a failed check, you gain 
  disadvantage to your next roll to keep up.   
  10 
  Sudden gust of wind! Make a DC 10 Constitu-
  tion saving throw to move forward one step in 
  the chase. On a failed check, drop back one 
  step in the chase.  
  11-20 
  No complication 
  Characters who defeat Little Wing can claim his winged 
  boots (see Rewards). A pouch on his belt contains 50 gp.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative: 
   
  Very weak party: Little Wing has no 3rd level spell slots, and 
  50% fewer hit points. 
   
  Weak party: Little Wing has no 3rd level spell slots. 
   
  Strong party: Little Wing is at his hit point maximum. 
   
  Very strong party: Little Wing has 25% extra hit points 
  above his hit point maximum. 
  The battle at the windmill should draw the attention of 
  watchmen across the district, including Captain Kalugin if 
  he's still alive. Cloaks arrive on the scene within minutes, 
  accompanied by members of the Soldiery.  
   Little Wing's letter, if recovered, should give the 
  characters everything they need to prove their innocence. 
  When the Cloaks read it, they drop all charges against 
  them.  Moreover, the letter paints them as heroes of the 
  city - an honor they have earned in this adventure!  
  If the characters surrender Drakewell’s plans to the 
  Cloaks, award each character 100 XP. Additionally, each 
  character receives 200 XP for proving their innocence to 
  the Cloaks. 
   
  
   
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  24 
  Make sure the players note their rewards on their 
  adventure log sheets. Give your name and DCI number (if 
  applicable) so players can record who ran the session.  
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
   
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Guard  
   
   
   
  25 
  Sergeant Kalugin 
   
   
  450 
  Mastiff 
   
   
   
  25 
  Cloak of Mulmaster  
   
  450 
  Dust mephit 
   
   
  100 
  Swarm of rats 
   
   
  50 
  Kenku  
   
   
   
  50 
  Cult assassin 
   
   
  200 
  Bodyguard 
   
   
  450 
  Cultist 
   
   
   
  25 
  Zor Drejkov 
   
   
  25 
  Little Wing 
   
   
  700 
  Bat  
   
   
   
  10 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per character 
  Escape the theater  
   
  100 
  Recover the darkness pebble 
   
  100 
  Find Drakewell's secret room  
  100 
  Find Niko Sevek's corpse and finger 
  100 
  Help bin Zafir escape 
   
  100 
  Negotiate peacefully with the kenku 
  100 
  Interrogate Zor Drejkov 
   
  100 
  Recover Little Wing’s plans intact 
  100 
  Give Drakewell’s plans to the Cloaks 
  100 
  Prove innocence to Cloaks 
   
  200 
   The minimum total award for each character 
  participating in this adventure is 900 experience points. 
   The maximum total award for each character 
  participating in this adventure is 1,200 experience 
  points. 
  The characters receive the following treasure, divided up 
  among the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price.  
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
   
  Treasure Awards 
  Item Name 
   
   
   
  GP value 
  Magic curios in Drakewell’s Arcana 
   
  100 
  Cash on Niko Sevek’s body 
   
   
  100 
  Payment from Kaled bin Zafir  
   
  100 
  Loot in Kenku Hideout 
   
   
  100 
  Zor Drejkov’s treasure casket  
   
  100 
  Loot in Abandoned Windmill   
   
  150 
  Treasure on Little Wing 
   
   
  50 
  Potion, very rare 
  When you drink this potion, you gain a flying speed equal 
  to your walking speed for 1 hour and can hover. If you're 
  in the air when the potion wears off, you fall unless you 
  have some other means of staying aloft. This potion's 
  clear liquid floats at the top of its container and has 
  cloudy white impurities drifting in it.  
  Wondrous item, uncommon (requires attunement) 
  While wearing these boots, you have a flying speed equal 
  to your walking speed. You can use the boots to fly for up 
  to 4 hours, all at once or in several shorter flights, each 
  one using a minimum of 1 minute from the duration. If 
  you are flying when the duration expires, you descend at a 
  rate of 30 feet per round until you land. 
   The boots regain 2 hours of flying capability for every 
  12 hours they aren't in use.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  25 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character's log sheet contains a column to record 
  permanent magic items for ease of reference. 
   
  If the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
   
  In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic 
  items owned by contesting characters, the item's owner is 
  determined randomly by the DM. 
  All faction members earn one renown point for 
  participating in this adventure.  
  Bonus Faction Assignment: Recover the Cultist's 
  Plans. If the characters recover the cultist's plans from 
  Location 6, each character earns one additional renown 
  point from their faction.   
  Each character receives ten downtime days at the 
  conclusion of this adventure.  
  You receive 200 XP, 100 gp, and ten downtime days for 
  running this session. 
  
   
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  26 
  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) 
  11 (+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. 
   
  Medium humanoid (human), lawful neutral 
    
  Armor Class 15 (breastplate) 
  Hit Points 52 (8d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +3, Wis +4 
  Skills Athletics +4, Intimidation +4 
  Senses passive Perception 12 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Actions 
  Multiattack. Sergeant Kalugin makes two longsword attacks. If 
  he has a shortsword drawn, he can also make a shortsword 
  attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 1) piercing damage. 
  Reactions 
  Parry. Sergeant Kalugin adds 2 to its AC against one melee attack 
  that would hit him. To do so, he must see the attacker and be 
  wielding a melee weapon. 
   
  Medium beast, unaligned 
    
  Armor Class 12 
  Hit Points 5 (1d8 + 1) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  12 (+1) 
  3 (−4) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/8 (25 XP) 
    
  Keen Hearing and Smell. The mastiff has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage. If the target is a creature, it must 
  succeed on a DC 11 Strength saving throw or be knocked prone. 
  
   
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  27 
  Medium humanoid (human), neutral 
   
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +5, Wis +3 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 2 (450 XP) 
    
  Spellcasting. The cloak of Mulmaster is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit with 
  spell attacks). The cloak of Mulmaster has the following wizard 
  spells prepared: 
  Cantrips (at will): fire bolt, light, prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic missile, shield 
  2nd level (3 slots): flaming sphere, Melf’s acid arrow 
  3rd level (2 slots): blink, fireball 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Small elemental, neutral evil 
    
  Armor Class 12 
  Hit Points 17 (5d6) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (−3) 
  14 (+2) 
  10 (+0) 
  9 (−1) 
  11 (+0) 
  10 (+0) 
    
  Skills Perception +2, Stealth +4 
  Damage Vulnerabilities fire 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Auran, Terran 
  Challenge 1/2 (100 XP) 
    
  Death Burst. When the mephit dies, it explodes in a burst of 
  dust. Each creature within 5 feet of it must then succeed on a DC 
  10 Constitution saving throw or be blinded for 1 minute. A 
  blinded creature can repeat the saving throw on each of its turns, 
  ending the effect on itself on a success. 
  Innate Spellcasting (1/Day). The mephit can innately cast sleep, 
  requiring no material components. Its innate spellcasting ability 
  is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) slashing damage. 
  Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of blinding dust. Each creature in that area must succeed on a 
  DC 10 Dexterity saving throw or be blinded for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
   
  Medium swarm of Tiny beasts, unaligned 
    
  Armor Class 10 
  Hit Points 24 (7d8 − 7) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  11 (+0) 
  9 (−1) 
  2 (−4) 
  10 (+0) 
  3 (−4) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  prone, restrained, stunned 
  Senses darkvision 30 ft., passive Perception 10 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Keen Smell. The swarm has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large 
  enough for a Tiny rat. The swarm can’t regain hit points or gain 
  temporary hit points. 
  Actions 
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in 
  the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
   
  
   
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  28 
  Medium humanoid (kenku), chaotic neutral 
    
  Armor Class 13 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Deception +4, Perception +2, Stealth +5 
  Senses passive Perception 12 
  Languages understands Auran and Common but speaks only 
  through the use of its Mimicry trait 
  Challenge 1/4 (50 XP) 
    
  Ambusher. The kenku has advantage on attack rolls against any 
  creature it has surprised. 
  Mimicry. The kenku can mimic any sounds it has heard, 
  including voices. A creature that hears the sounds can tell they 
  are imitations with a successful DC 14 Wisdom (Insight) check. 
  Actions 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Medium humanoid (human), chaotic evil 
    
  Armor Class 15 (studded leather) 
  Hit Points 32 (6d8 + 5) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  14 (+2) 
   
  Skills Perception +6, Stealth +5 
  Senses passive Perception 16 
  Languages Common, Auran 
  Challenge 1 (200 XP) 
    
  Wingwear. The cult assassin has a fly speed of 30 ft. when using 
  its wingwear. 
  Dark Devotion. The cult assassin has advantage on saving 
  throws against being charmed or frightened. 
  Sneak Attack (1/Turn). The cult assassin 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 cult assassin that isn't incapacitated and the cult 
  assassin doesn't have disadvantage on the roll. 
   
  Actions 
  Multiattack. The cult assassin makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 3) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
   
  Medium humanoid (human), neutral 
    
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4 
  Senses passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Actions 
  Multiattack. The bodyguard makes two melee attacks, or two 
  ranged attacks if it is wielding both hand crossbows. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage. 
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Reactions 
  Parry. The bodyguard adds 2 to its AC against one melee attack 
  that would hit it. To do so, the bodyguard must see the attacker 
  and be wielding a melee weapon. 
   
  
   
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  29 
  Medium humanoid (any race), any non-good alignment 
    
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) slashing damage. 
   
  Medium humanoid (human), neutral evil 
    
  Armor Class 15 (breastplate) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Perception +5 
  Senses passive Perception 10 
  Languages Common, Auran 
  Challenge 1/8 (25 XP) 
   
  Dark Devotion. Zor Drejkov has advantage on saving throws 
  against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) piercing damage. 
  Reactions 
  Parry. Zor Drejkov adds 2 to its AC against one melee attack that 
  would hit him. To do so, he must see the attacker and be 
  wielding a melee weapon. 
   
  Medium humanoid (human), choatic evil 
    
  Armor Class 15 (studded leather) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
  14 (+2) 
   
  Saving Throws Dex +5, Wis +4 
  Skills Deception +4, Perception +4, Religion +2, Stealth +5 
  Senses devil sight 120 ft., passive Perception 14 
  Languages Common, Auran 
  Challenge 3 (700 XP) 
    
  Dark Devotion. Little Wing has advantage on saving throws 
  against being charmed or frightened. 
  Devil Sight. Little Wing can see normally in darkness, both 
  magical and nonmagical, to a distance of 120 ft. 
  Mask of Many Faces. Little Wing can cast disguise self at will, 
  without expending a spell slot. 
  Special Equipment (Winged Boots). These boots can be used to 
  fly for up to 4 hours, all at once or in several shorter flights each 
  using a minimum of 1 minute from the duration. 
  Spellcasting. Little Wing is a 5th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 12, +4 to hit with 
  spell attacks). He has 2 spell slots to cast the following spells: 
  Cantrips (at-will): blade ward, eldritch blast, friends 
  1st level: charm person, hex, witchbolt 
  2nd level: cloud of daggers, darkness 
  3rd level: vampiric touch 
  Actions 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
   
  
   
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  30 
  Tiny beast, unaligned 
    
  Armor Class 12 
  Hit Points 1 (1d4 − 1) 
  Speed 5 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   2 (−4) 
  15 (+2) 
  8 (−1) 
  2 (−4) 
  12 (+1) 
  4 (−3) 
    
  Senses blindsight 60 ft., passive Perception 11 
  Languages — 
  Challenge 0 (10 XP) 
    
  Echolocation. The bat can’t use its blindsight while deafened. 
  Keen Hearing. The bat has advantage on Wisdom (Perception) 
  checks that rely on hearing. 
  Actions 
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 
  Hit: 1 piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  46 
   
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Zel Tregarthen (ZELL tru-GAR-then). Male human 
  Cloak in black robes. Investigating cult activity in 
  Mulmaster. Slain by Little Wing at the Theater of the 
  Stars. 
   
  Sergeant Kalugin (KAL-oo-gin). Male human City 
  Watch guard. Charged with pursuing the characters, 
  believing them to be to blame for the death of Zel 
  Tregarthen. 
   
  Veren Drakewell (VARE-in). Male human. Member of 
  the Cult of the Howling Wind and proprietor of 
  Drakewell's Arcana. Slain by Little Wing in his shop. 
   
  Niko Sevek (NEE-ko SAY-vik). Male human. Member 
  of the Cult of the Howling Wind. Murdered in broad 
  daylight by the cult and found impaled upon a 
  weathervane. 
   
  Radinka (ruh-DINK-uh). Rather disreputable female 
  human (Damaran) fortune teller. Witness to the Niko 
  Sevek's death. 
   
  Khaled bin Zafir (KAH-leed bin zuh-FEER). Male 
  human (Zakharan). Local inventor who has run amiss of 
  the Cult of the Howling Wind. Suspect in the murder of 
  Zel Tregarthen. 
   
  Zor Aleksi Drejkov (uh-LECK-see DRAY-koff). Male 
  human. The failed scion of a once-great trading empire. 
  Turned to Elemental Evil for revenge. 
   
  Little Wing. Male human assassin in the employ of the 
  Cult of the Howling Wind. Employs winged boots to do 
  his nefarious deeds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  47 
   
  If you are DMing this adventure during the months of May or June 2015, please show your players this page. The QR code 
  below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/DDEX2-10 - Cloaks and Shadows.pdf