TEXT: A WRINKLE IN THE WEAVE
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
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  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A Two-Hour Adventure for Tier 1 Characters.
  Optimized For: APL 3
  A Waterdeep Adventure
  The Blackstaff has discovered an oddity in the Weave that surrounds 
  Waterdeep. The enigma may have been there all along or it might be new and 
  the Blackstaff intends to figure it out using an ancient artifact from the reign 
  of Emperor Shoon III.  Part One of the Folded Time Trilogy. 
  DDAL 08-04
  Credits
  Lead Designer: Ginny Loveday
  Editing: Claire Hoffman, Travis Woodall
  D&D Adventurers League Guildmaster: Christopher 
  Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Art provided by Wizards of the Coast and 
  used with permission
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators:  Bill Benham, 
  Alan Patrick, Travis Woodall, Lysa Chen, Claire 
  Hoffman, Greg Marks
  Playtesters: Timothy Roberts, Peter Helms, Chris Klann, 
  Paul Lovely, James Schweiss, Marcello Velazquez, Daniel 
  Chapman, Dave Rosser, Charles Burbridge, Daniel 
  Oliveira, Genesis Martinez, Jia Jian Tin
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Adventure Primer
  “Study the past if you would define the future.”
   — Confucius
  Background
  There’s been a recent increase in interest in Waterdeep 
  surrounding rumors of a large dragon’s cache beneath 
  the city. Parties interested in acquiring the cache for 
  themselves have sprung up all over from inside the city as 
  well as from the farther reaches of Faerûn.
  In the interest of security, VAJRA SAFAHR, the current 
  Blackstaff of Waterdeep, has been tasked by the Open 
  Lord of Waterdeep with examining the defenses of the 
  City of Splendors.
  During the course of her research, she discovered a 
  very odd “WRINKLE” in the WEAVE surrounding the 
  city. Vajra determined that the resonance surrounding 
  the wrinkle matched that of an ancient MAGICAL RING 
  dating back to 130 DR, during the reign of EMPEROR 
  SHOON III.
  Laeral Silverhand, the Open Lord of Waterdeep, has 
  ordered the adventurers to head to BLACKSTAFF 
  TOWER to undertake a plan to gather information on the 
  ring’s tie to the wrinkle.
  Unbeknownst to them, the Blackstaff plans to project 
  the adventurers back in time where they will meet 
  HILATHER and ARTOR MORLIN at a party at the 
  SHOON PALACE on the night of a coup by Amahl Shoon 
  IV.
  Episodes
  The adventure takes place over three episodes that take 
  approximately two hours to play. These episodes are 
  initially introduced by a Call to Action encounter.
  If you’re planning to play the entire adventure at once, 
  you only need to introduce the Call to Action once. 
  However, if you plan to play them over several sessions, 
  you’ll want to revisit the Call to Action each time you play.
  • Episode 1: Meeting the Blackstaff. The adventurers 
  are summoned to a meeting with Vajra Safahr, the 
  current Blackstaff of Waterdeep, who requests that the 
  adventurers allow her to cast a spell to project them 
  mentally back in time. This is the Call to Action.
  • Episode 2: An Intimate Affair. The adventurers land in 
  130 DR as a small party at the Shoon Palace is getting 
  underway. Introductions are made with various guests 
  and interesting connections are made. This is Main 
  Objective A.
  • Episode 3: Escaping the Palace. Artor Morlin attempts 
  to spirit as many guests as possible from the palace as 
  he spreads news of a planned coup by Ahmal Shoon IV 
  against his brother Shoon III. After an eventful night, 
  the adventurers reconnect with Artor and Hilather on 
  the outskirts of Shoonach to learn where their new 
  friends aim to set out. This is Main Objective B.
  Bonus Objectives
  This adventure includes bonus objectives that the 
  characters can pursue if they have additional time to 
  do so—earning additional advancement checkpoints 
  in the process. These objectives can’t be pursued in a 
  convention setting. These bonus objectives are found in 
  this adventure’s appendices.
  • Bonus Objective A: A Coup Uncovered. The 
  adventurers discover evidence of Shoon IV’s foul plan 
  during their exploration of the palace. This bonus 
  objective is found in Appendix 4.
  •  Bonus Objective B: Saving the Family Book. The 
  adventurers assist Saamas in saving a family heirloom 
  from the Great Library. This bonus objective is found in 
  Appendix 5.
  Episode Sequence
  Depending on your time constraints, and play style and 
  environment, this adventure will take approximately two 
  to four hours to play.
  How Will You Play?
  The duration of your session depends on how much of 
  this adventure you utilize. At the very least, your session 
  will last approximately 2 hours. However, if you wish, 
  you can provide a longer experience for your players by 
  pursuing the bonus objectives.
  Main Objective Only. To complete the adventure’s main 
  objective, the characters participate in Episodes 1 through 
  3 in order, however, you may include the opportunity to 
  pursue bonus objectives.
  Bonus Objectives. You can extend this adventure 
  by one or two hours by including opportunities for the 
  characters to pursue the bonus objectives.
  Bonus Objective A can be added to episode 2 or 3 as flow 
  allows. Bonus Objective B branches off from Episode 3 
  after the adventurers learn of the planned coup.
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Meeting the 
  Blackstaff
  (Call to Action)
  An Intimiate Affair 
  (Story Objective A)
  A Coup Uncovered 
  (Bonus Objective A)
  Saving a Family Book 
  (Bonus Objective B)
  Escaping the Palace 
  (Story Objective B)
  Adventure Flowchart
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different paths 
  that your players may take in reaching their stated objective.
  1
  A
  2
  B
  3
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Estimated Duration: 15 minutes
  Scene A. The Wrinkle
  The current Open Lord of Waterdeep, Lady Laeral 
  Silverhand, has been working overtime with the Masked 
  Lords of a Waterdeep in an attempt to keep the city under 
  control and ensure safety for her citizens as chaos breaks 
  out at every turn since the rumors have begun circulating 
  about the hoard of dragons hidden in the city. Her 
  attention has been brought to the adventurers, and she 
  has instructed them to make haste to the Castle Ward and 
  Blackstaff Tower to meet with the Blackstaff, Vajra Safahr, 
  to assist with a plan to further fortify Waterdeep.
  Blackstaff Tower is located near the palace, on Sword 
  Street in the Castle Ward. The adventurers meet up at the 
  main gate, where they are lead into an audience chamber 
  on the ground floor for their meeting with Vajra.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The three-story tall tower of 
  smooth black stone appears to have no windows or doors, 
  and is surrounded by a 20-foot high wall. The only means 
  of entering is magical in nature, requiring the Blackstaff 
  or one of her apprentices to escort the visitor. The 
  audience chamber is small, semi-circular, approximately 
  20-feet across. The bustling city street is visible through a 
  window that can be seen from inside.
  Lighting. Light filtering into the chamber from a 
  window fills the interior with bright light.
  Creatures/NPCs
  Vajra Safahr, the Blackstaff Wizard of Waterdeep is here 
  along with her apprentice, Corlin Cardin, her apprentice.
  Objectives/Goals. Corlin has been instructed to escort 
  the adventurers to the audience chamber; he refuses 
  requests to go elsewhere in the tower. Vajra wants to 
  know more about the ring’s (see Treasure & Rewards) 
  history as it pertains to the city of Waterdeep and the 
  odd wrinkle that she has found and is willing to send the 
  adventurers back in time to satisfy her curiosity.
  What Do They Know? Vajra is the youngest Blackstaff 
  to ever take up the mantle, only in her thirties even now, 
  however she takes the position very seriously. She has 
  discovered a strange “wrinkle” in the Weave surrounding 
  the city that resonates precisely at the same frequency as 
  an ancient ring—hinting that something significant must 
  have occurred around the time of the ring’s creation that 
  could explain the anomaly.
  Vajra instructs them on how to read the engraving 
  as she casts a ritual to project the characters mentally 
  back into past events to investigate. She advises that 
  interferences with past events won’t affect present-day 
  with the particular ritual she is using.
  Call to Action
  The adventurers must project back in time to investigate 
  past events in order to find out how the ring is related to 
  the wrinkle in the weave. The adventurers must blend in 
  and meet as many people as they can and find out what 
  major event happened at the point in time in which they 
  arrive and how it relates to the weave around present-day 
  Waterdeep.
  Treasure & Rewards
  Vajra provides the characters with a ring of mind shielding. 
  The ring is engraved with the words “Be where they are 
  not” in the Alzhedo language of southwestern Faerûn.
  Episode 1: Meeting the Blackstaff
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Episode 2: An Intimate Affair
  Estimated Duration: 75 minutes
  The Palace at Shoonach
  The adventurers find themselves in the palace at 
  Shoonach in the year 130 DR. They must explore the 
  palace and meet other visiting dignitaries while seeking a 
  connection to the wrinkle.
  Allow players to freely roam the palace and gardens 
  so long as they are not acting in an obviously suspicious 
  manner.
  The scenes below can be run in any order that makes 
  sense as the adventurers are moving throughout the 
  palace and meeting key figures.
  Reward the players for excellent roleplay by providing 
  information on the NPCs encountered and on the history 
  of the Shoon Imperium.
  Prerequisites
  The adventurers must complete the Call to Action before 
  beginning this episode.
  Story Objective A
  Exploring the palace and becoming acquainted with its 
  guests and staff alike while puzzling out the connection to 
  the wrinkle in the weave is Story Objective A.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The palace of Shoon III 
  (Appendix 3) is the grandest building in the new capital 
  city. Large, open rooms and beautiful gardens play host 
  to nobles of the court and visiting dignitaries from across 
  Faerûn. The palace is made of stone, with a large walled 
  in garden surrounding it, unusual for this region.
  The lower level of the palace hosts all of the public 
  spaces and entertaining chambers, while the upper level 
  only houses private and guest bedchambers.
  Lighting. Unless otherwise stated, each room of the 
  palace is brightly lit by lamps or braziers. The gardens are 
  dimly lit by occasional braziers.
  Palace Guard. A dozen palace guards are assigned 
  to the palace: two groups of five patrolling through the 
  palace and gardens with two additional guards standing 
  watch in the throne room. In the event of trouble, palace 
  guards blow brass whistles; any patrols not in the vicinity 
  arrive within 5 rounds. Characters that succeed at a DC 
  15 Wisdom (Insight) check are able to discern the patrol 
  pattern well enough to access other areas without notice.
  Bonus Objective A
  The adventurers hear whisperings of a planned coup. If 
  utilizing this content, Artor does not share his fears when 
  the party meets him for the second time. See Appendix 4 
  for additional details.
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
   
   
  Playing the Pillars (Scene B: The Gardens)
  Combat
  Exploration
  Social
  If the players confront Shoon IV or his 
  bandits, combat could ensue. Shoon IV 
  flees from the gardens at the first sign of 
  violence, directing his bandits to stop the 
  adventurers. The bandits fight until five 
  palace guards arrive at the end of the third, 
  before fleeing.
  If the adventurers explore the gardens 
  in depth, they can find a secret entrance 
  along one of the walls with a DC 15 
  Perception (Wisdom) check that would 
  be useful for sneaking out of the palace 
  without being noticed. 
  Artor is quite willing to disclose his 
  suspicions about the other guests to the 
  adventurers. He approaches them upon 
  noticing them. He expresses contempt 
  for Shoon IV’s obvious desire to have his 
  brother’s throne.
   
   
  Scene A. Throne Room 
  and Solarium
  In this room, the adventurers observe Shoon III greeting 
  various members of his court and visiting dignitaries.
  Area Information
  This area has the following features:
  Dimensions & Terrain. This 35-by-20-foot hall is 
  ostentatious in design and décor. Lavish wall-hangings 
  hang from the 20-foot high ceiling, and gaudily 
  extravagant furnishings cover the polished marble floors.
  An equally large chamber adjoins, separated by a few 
  small sections of wall. The solarium has a 25-foot wide 
  floor to ceiling section of windows that would allow the 
  sun to filter in freely during daylight to nourish the lush 
  vegetation scattered throughout the chamber.
  Lighting. Ornate braziers are interspersed throughout 
  the room and the adjoining solarium, providing bright light.
  Secret Tunnel. Characters inspecting the throne (which 
  no doubt draws unwanted attention from the Qysar and 
  his guards) that succeed on a DC 11 Perception (Wisdom) 
  check find the entrance to a secret tunnel behind the 
  throne which leads to Shoon III’s bedchamber on the 
  upper level. A DC 14 will also allow the characters to find 
  a spell scroll of Arcane Lock mostly stashed away behind 
  a loose stone in the tunnel wall.
  Creatures/NPCs
  The reigning Qysar, Shoon III is here, holding court. 
  Hilather and Malcar Gost are here petitioning the Qysar. 
  Two guards are here, guarding Shoon III. Various other 
  court nobles are in attendance.
  Objectives & Goals. Shoon III is the noble host of the 
  party, however he seems to be more preoccupied with 
  entertaining the members of his harem than mingling 
  with the guests. Malcar Gost is seeking to establish 
  trade with Shoon III. The guards are here to keep the 
  Qysar and his guests safe, and to make sure visitors don’t 
  stray from designated areas. Hilather is reluctantly in 
  attendance at court as he has accepted a contract from 
  Shoon III.
  What Do They Know? Shoon III has invited Hilather 
  to court in order to watch over him while he works on 
  magical objects to control demons that the Qysar has 
  commissioned. Hilather recognizes the ring that the 
  adventurers have and seems interested in speaking to 
  them, but not in front of the Qysar. (The adventures might 
  not interact with all the people in this area, Hilather and 
  Malcar can also be found in other rooms or in Bonus 
  Objective A, if utilizing that additional content).
  Treasures and Rewards
  Spell scroll of Arcane Lock (Level 2, uncommon)
  Scene B. The Gardens
  In this area, the adventurers can encounter several party 
  guests. They first meet Artor in the gardens as he watches 
  suspiciously over a group of guests of the Qysar’s brother, 
  Shoon IV.
  Area Information
  This area has following features:
  Dimensions & Terrain. Lush plants and water features 
  dominate the gardens in a maze of vegetation allowing for 
  some measure of privacy for guests wandering through 
  and enjoying the vibrant beauty of the flowers.
  Lighting. Braziers stand in various corners throughout 
  the garden and encircle the center water fountain, these 
  provide dim light to any guests nearby.
  Creatures/NPCs
  Artor Morlin is a mercenary on hire by Shoon III for 
  general protection. Amahl Shoon IV can be spotted 
  passing through the gardens speaking to several of his 
  acquaintances (a dozen bandits and one bandit captain) 
  who appear to be wearing armor beneath their robes.
  Objectives/Goals. Artor is loyal to Shoon III and is 
  distrustful of his brother, Shoon IV. He is keeping a 
  watchful eye over Shoon IV and his invited “guests.” 
  Shoon IV is plotting to create a distraction later in the 
  night with his hired bandits to allow him to stab his 
  brother to death.
  What Does He Know? Artor knows of many hidden 
  passages throughout the palace that allow him to covertly 
  watch the goings on. If this is the second time the party 
  has encountered Artor, they have gained his trust enough 
  for him to share his suspicions of the additional guests 
  that Shoon IV invited to this party and their ill intent 
  towards Shoon III. (If Bonus Objective A is being 
  pursued, he does not share this thought.)
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove four bandits
  • Weak: Remove two bandits
  • Strong: Add a spy and a thug
  • Very Strong: Add two spies and a thug
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
   
   
  Playing the Pillars (Scene C: The Great Library)
  Combat
  Exploration
  Social
  Palace guards attempt to persuade the 
  adventurers and Malcar to return to the 
  main party areas if they are noticed in the 
  library. Hiding from the guards requires a 
  successful Dexterity (Stealth) check. The 
  guards actively investigate loud noises, 
  and if they leave the door open, they may 
  close and lock it—potentially locking the 
  characters inside the room!
  The adventurers might locate another 
  hidden tunnel behind a cleverly disguised 
  rotating bookshelf on the wall with a DC 
  15 Intelligence (Investigation) check.  This 
  tunnel could lead to the gardens or to 
  the throne room, or even out to the city 
  streets. Adjust as desired. 
  If Malcar or Hilather is present, the 
  adventurers can attempt to extract 
  information from him on his impression 
  of the court. Either has interacted with 
  Shoon III and Artor and finds Artor to be 
  generally likeable and loyal to the Qysar. 
  They found the Qysar’s brother to be a 
  power-hungry fool. 
   
   
  Scene C. The Great 
  Library
  In this area, the adventurers can uncover additional 
  history on the Shoon Imperium and interact further with 
  Hilanther.
  Area Information
  This area features:
  Dimensions & Terrain. The library of the Shoon 
  Palace (Appendix 3) is a large and soaring 30-by-30-
  foot room, with floor-to-ceiling bookcases containing 
  haphazardly stacked books. Maps, journals, and other 
  notes about the various lands encompassed by the 
  Shoon Imperium are spread on multiple tables arranged 
  throughout the room.
  Lighting. The library has several large windows to allow 
  in natural light, but is only lit by three small lamps at this 
  time of day; two near seating areas, and a third by the 
  doorway on a small table.
  On the Shelves. The following information can be 
  found from various books and notes throughout the room.
  • Akkabar Shoon the Elder founded what is now known 
  as the Shoon Imperium.
  • Akkabar was the first wizard ruler of Calimshan in 
  hundreds of years, and he used magic to extend his 
  lifespan well beyond what was natural for a human.
  • Amahl III was his heir at the time of his death, and the 
  ruler of Tethyr when he inherited the Calimshan throne, 
  naming himself “Qysar.”
  • Hilather was known to be a powerful archwizard before 
  disappearing around -2488 DR and only recently 
  reappearing.
  Creatures/NPCs
  Hilather has been hired for magical research by Shoon 
  III. If the characters did not interact with him in the 
  throne room, he might be found here perusing the books 
  on magical theory and lore.
  Malcar can potentially be found here as well, perusing 
  the maps scattered around the room depicting the 
  various reaches of the Shoon Imperium and neighboring 
  kingdoms.
  Aside from those listed above, a total of twelve palace 
  guards patrol the area: two groups of five patrolling the 
  palace and gardens, and an additional pair standing 
  watch in the throne room.
  Objectives/Goals. Hilather is scouring the shelves, 
  especially the Shoon family books on magical theory, 
  for knowledge or lore that he doesn’t yet possess in his 
  tireless search for new secrets and additional power. He 
  speaks to the party of a ring that he made, which was 
  identical to the one they possess, inquiring as to where 
  they acquired their ring.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak or Weak: Remove a guard
  • Average: Five palace guards
  • Strong or Very Strong: Add two veterans
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Scene D. Kitchens and 
  Servants Quarters
  In this area, the adventurers can interact with the 
  servants of the palace and learn rumors of daily palace 
  life along with more salacious rumors on the ruling family.
  Area Information
  This area has following features:
  Dimensions & Terrain. Almost 20-by-30-foot in size, 
  the large kitchen is bustling with activity as servants 
  scurry to-and-fro ensuring that all guests are served 
  in a timely fashion with drinks and food befitting their 
  stations. Through a small door in the back, a 3-by-10-foot 
  room contains cots for the various servants that live in the 
  palace, along with a plain chest at the foot of each bed for 
  any personal belongings they might have.
  Lighting. The kitchen is brightly lit by lanterns and 
  cookfires, which also throw off an extreme amount of heat 
  in the space.
  Creatures/NPCs
  Saama, the head palace cook, and twenty other 
  commoner servants can be found in this vicinity of the 
  palace, bustling to and fro with ladened trays of food and 
  drink for the guests.
  Objectives/Goals. Saama has been on staff for Shoon 
  III since he began his rule and has developed a fondness 
  for the oft disliked qysar. He wishes to protect him from 
  any ill intent.
  Other staff members might express a dislike of Shoon 
  III due to his cruelty at times towards the palace staff. 
  Allow players to roleplay various conversations as time 
  allows in this area in order to develop a sense of the 
  emotions in the palace.
  What Does He Know? Saama knows that there are 
  some very powerful people present tonight. The wizard 
  Hilather was hired allegedly to ensnare demons for the 
  Qysar to command, although Saama does not believe 
  that possible. He also knows that the wizard claims to be 
  thousands of years old! Feel free to make up other rumors 
  about the various nobles.
  Scene E. The 
  Entertaining Rooms
  In these areas (the Parlor, Grand Ballroom, and Banquet 
  Hall), the adventurers can mingle with various party guests.
  Area Information
  This area has following features:
  Dimensions & Terrain. The Grand Ballroom is an 
  immense room 35-by-50-foot in total. The walls are 
  bedecked with elaborate tapestries and gilded accents 
  that reflect back the light from the torches and braziers. 
  Musicians are set up in the far corner of this room playing 
  while various guests dance around the center of the room.
  The Parlor is 30-by-35-feet in size and contains many 
  plush sofas and chaises upon which guests are found 
  lounging and conversing.
  The Banquet Hall is 30-by-45-feet and houses a massive 
  table that could easily seat fifty guests. As a full dinner is 
  not being served for this occasion, the fine dishware of the 
  Qysar’s household is only arranged upon it for decoration.
  Lighting. Glass sided lanterns hang from many walls, 
  along with sconced torches and braziers throughout the 
  larger ballroom, providing bright lighting throughout the 
  main entertaining rooms.
  Creatures/NPCs
  Various noble party guests are milling about in these 
  rooms. The ballroom also contains a small musical 
  ensemble in the far counter, along with various palace 
  servants wandering through serving the guests. The DM 
  also has the option to include Hilather, Shoon IV, Artor, 
  or Malcar if the party has not yet interacted with them.
  Objectives/Goals. Noble guests are seeking to gain 
  favor with Shoon III and enjoying the fine food and wine 
  of court.
  Artor is loyal to Shoon III and is distrustful of the 
  qysar’s brother, Shoon IV. He is keeping a watchful eye 
  over Shoon IV and the large number of invited guests 
  he has this evening. Shoon IV is plotting to create a 
  distraction later in the night with his hired bandits to 
  allow him to stab his brother to death. The bandits are 
  currently located in the garden.
  Malcar Gost is a merchant from faraway, here at the 
  Shoon court hoping to procure valuable trading rights 
  and learn more about this region. Hilather is seeking to 
  gain knowledge from the qysar’s trove of family books on 
  magical lore. He is here because he has been hired by 
  Shoon III.
  What Do They Know? If this is the second time the 
  party has encountered Artor, they have gained his trust 
  enough for him to share his suspicions of the additional 
  guests that Shoon IV invited to this party and their ill 
  intent towards Shoon III. (If Bonus Objective A is being 
  pursued, he does not share this thought.)
  Hilather can share additional details on some of his 
  magical research and various items he has crafted, 
  including a magical ring to shield minds. Malcar speaks 
  of trading and his family’s importance to him. Shoon IV 
  speaks very courteously, mostly engaging in small chit 
  chat, steering the topic away from any attempt to discuss 
  himself or his guests. He is most interested in hearing any 
  backstory the characters wish to share.
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Episode 3: Escaping the Palace
  Estimated Duration: 30 minutes
  Confirming the Worst
  In this episode, the adventurers hear from Artor about the 
  coup (possibly confirming what they uncovered in Bonus 
  Objective A) and help to get as many guests safely from 
  the palace as possible.
  Prerequisites
  The characters must complete Story Objective A before 
  proceeding to this episode.
  Objectives
  Escaping the palace with Hilather and Artor is Story 
  Objective B. If they choose to stand their ground and 
  fight, convey to the characters that additional enemies 
  continue to arrive in waves, while screams can be heard 
  from throughout the palace as guests are attacked and 
  murdered—staying too long would be folly.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The palace of Shoon III 
  (Appendix 3) is the grandest building in the new capital 
  city. Refer back to Episode 1 to any specific rooms for 
  further information on those areas.
  Lighting. Unless otherwise stated, each room of the 
  palace is brightly lit by lamps or braziers. The gardens are 
  dimly lit by occasional braziers.
  Secret Tunnels. Any secret exits that the players 
  discovered in Episode 2 can be used to help sneak from 
  the palace out into the city. Allow players to have bonuses 
  if they have discovered these tunnels.
  Alarm. A general alarm has been raised by the palace 
  guard at this point, as it has become apparent that an 
  assault on the palace is underway. If Bonus Objective B 
  is not being run, after 2 rounds, the palace guards locate 
  find the body of Shoon III in his bedchamber and the 
  palace begins to go on lockdown with no one allowed to 
  leave via the main exits.
  Creatures/NPCs
  Artor Morlin relays to the adventurers that his worst 
  fears have been confirmed by a conversation he 
  overheard. He is heading to try and find Shoon III to 
  protect him. He urges the adventurers to flee now and 
  to take any guests to safety if they are able, and if Bonus 
  Objective A is being run, to bring him any evidence they 
  might encounter of Shoon IV’s treachery.
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  Shoon IV’s hired bandits try herding all 
  party guests into the banquet room. If 
  characters fought bandits previously in 
  garden, reduce to six bandits. The guards 
  and the bandits all attack the party in the 
  confusion, the guards.
  The adventurers might try to find hidden 
  passages to help them escape. Refer 
  to the locations of those in each of the 
  rooms from Episode 2. Allow for bonuses 
  to save guests for any such passages 
  found and used.
  If the adventurers might want to follow 
  Artor to the throne room, they discover the 
  body of Shoon III stabbed to death; they 
  could persuade Artor to leave with them 
  via a DC 12 Persuasion (Charisma) check 
  or by offering to help him find the killer.  
   
   
   Guards and Bandits. Five guards are on patrol 
  nearby. A dozen bandits follow orders to keep all guests 
  contained in the palace.
  After 3 rounds, five palace guards show up (to assist or 
  fight the party at DM’s discretion)
  Objectives/Goals. Artor flees towards the Throne 
  room immediately in search of the Qysar, but is too late 
  to save him.
  What Do They Know? Artor knows of many hidden 
  passages throughout the palace that can be used to sneak 
  out undetected.
  Bonus Objective B
  If utilizing this additional content, the head cook, Saama, 
  refuses to flee from the palace without assurance that 
  the party will retrieve a journal from the Grand Library 
  that has been in his family for many generations. See 
  Appendix 5 for more details.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove four bandits
  • Weak: Remove two bandits
  • Strong: Add a spy and a thug
  • Very Strong: Add two spies and a thug
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Adventure Rewards
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, and 
  may include special rewards, such as story awards or new 
  downtime activities, as follows:
  Advancement Checkpoints
  The characters receive an advancement checkpoint for 
  each objective completed:
  • Story Objective A: Find the ring’s connection
  • Story Objective B: Escape with Hilather and Artor.
  The characters receive 1 advancement checkpoint and 
  1 treasure checkpoint for each bonus objective that they 
  complete, as follows:
  • Bonus Objective A: Find the evidence.
  • Bonus Objective B: Find Saama’s journal.
  Player Rewards
  The characters earn the following player rewards for 
  completing the adventure:
  Magic Item Unlock
  Characters that complete Main Objective B unlock this 
  magic item.
  Ring of Mind Shielding. This ornate silver ring is 
  engraved with the words “Be Where They Are Not” in the 
  Alzhedo language of southwestern Faerûn. This item can 
  be found in Appendix 7.
  Consumable Magic Items
  Potion of Poison. This concoction looks, smells, and 
  tastes like a Potion of Healing or other beneficial potion. 
  However, it is actually poison masked by Illusion magic. 
  An Identify spell reveals its true Nature.
  If you drink it, you take 3d6 poison damage, and you 
  must succeed on a DC 13 Constitution saving throw or be 
  Poisoned. At the start of each of your turns while you are 
  Poisoned in this way, you take 3d6 poison damage. At the 
  end of each of your turns, you can repeat the saving throw. 
  On a successful save, the poison damage you take on your 
  subsequent turns decreases by 1d6. The poison ends 
  when the damage decreases to 0.
  Spell Scroll, Arcane Lock. You touch a closed door, 
  window, gate, chest, or other entryway, and it becomes 
  locked for the Duration. You and the creatures you 
  designate when you cast this spell can open the object 
  normally. You can also set a password that, when spoken 
  within 5 feet of the object, suppresses this spell for 1 
  minute. Otherwise, it is impassable until it is broken or 
  the spell is dispelled or suppressed. Casting knock on the 
  object suppresses arcane lock for 10 minutes.
  While affected by this spell, the object is more difficult to 
  break or force open; the DC to break it or pick any locks 
  on it increases by 10.
  Dungeon Master Rewards
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and downtime 
  as though you played the adventure, but none of the 
  adventure’s player rewards.
  However, this adventure may qualify for rewards earned 
  by completing DM Quests. See the ALDMG (Adventurers 
  League Dungeon Master’s Guide) for more information 
  about DM Quests.
  
  12
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  The following NPCs and locations feature prominently in 
  this adventure.
  • Amahl Shoon III (AH mall SHOON). The reigning 
  Qysar of the Shoon Imperium. He is in his early 20s and 
  surrounds himself with opulence. He seems generally 
  distrustful of outsiders to the court.
  • Amahl Shoon IV (AH mall SHOON). Young and brash, 
  he is obviously jealous of his older brother’s title and 
  power.
  • Hilather (HILL a thur). A guest of Shoon III, Hilather 
  was hired in 128 DR to develop a more secure means of 
  binding fiends to the will of their summoners. Hilather 
  is a wizard of notable power, purported to have been 
  born sometime between -4000 DR and -3750 DR in the 
  ancient Imaskarian Empire. An artificer of some skill, 
  Hilather rose to power becoming a Lord and archwizard 
  before disappearing around -2488 DR and only recently 
  reappearing. In 132 DR, Hilather will present 13 
  Demonshields to Shoon IV before disappearing again.
  Personality: When I set my mind to something, I follow 
  through no matter what gets in my way.
  Ideal: I work hard to be the best there is at my craft.
  Bond: I sold my soul for knowledge. I hope to do great 
  deeds and win it back.
  Flaw: I'd risk too much to discover a lost bit of 
  knowledge.
  • Malcar Gost (MAL car GAHST). Tall fair-skinned 
  human with raven hair. Has traveled from the far north 
  on the Sword Coast looking to establish trade with 
  Shoon III.
  Personality: My eloquent flattery makes everyone I talk 
  to feel like the most wonderful and important person in 
  the world.
  Ideal: I'm determined to make something of myself.
  Bond: My family is the most important thing in my life, 
  even when they are far from me.
  Flaw: Gold seems like a lot of money to me, and I'll do 
  just about anything for more of it.
  • Artor Morlin (ARR tore MORE linn). Known in 
  present-day Waterdeep as the Baron of Blood, a vampire 
  Lord, Artor was a mercenary of the Shoon Imperium at 
  the time of this party, working for Shoon III.
  Personality: Loyalty must be earned, not given.
  Ideal: Neither forgiveness, nor forgetfulness come 
  easily.
  Bond: I follow through on my promises.
  • Corlin Cardin (CORE-lin CAR-din). A human male, 
  appearing to be approximately 15 years of age. He 
  wears a simple brown robe and has a meek, yet proud 
  demeanor. He is honored to serve the Blackstaff and 
  will not disobey her commands.
  • Vajra Safahr (VAJ rah sah FAHR), Blackstaff Wizard 
  of Waterdeep. A human female, diminutive in stature, 
  with dark skin, short black hair, and indigo blue eyes. 
  She appears rather young for someone of her station, 
  perhaps only in her thirties. She is headstrong, but not 
  entirely comfortable in her role as Blackstaff.
  Personality: I act with wisdom and grace older than 
  my age.
  Ideal: The pursuit of knowledge is the most honorable.
  Bond: I live to serve and protect Waterdeep.
  Flaw: I second guess myself, but I’d never admit it.
  • Blackstaff Tower. Located near the palace, on Sword 
  Street in the Castle Ward. The three-story tall tower of 
  smooth black stone has no windows or doors, and is 
  surrounded by a 20-foot high wall. Home to each of the 
  Blackstaff wizards since Khelben, and their apprentices. 
  It is protected by various magics.
  • Shoon Palace. The grandest building in the new capital 
  city, boasting large open rooms and beautiful gardens.
  Personality: Bustling with activity, the main emotion 
  felt throughout the palace is that of distrust.
  Ideal: Strong and imposing, the new palace represents 
  the ideals the reigning qysar wishes to embody.
  Bond: The palace represents the burgeoning empire of 
  Shoon.
  Appendix 1: Locations & NPCs
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Appendix 2: Creature Statistics
  This appendix details monsters that are encountered in 
  this adventure.
  Bandit
  Medium Humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 10 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 
  ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Bandit Captain
  Medium Humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  14 (+2)
  14 (+2)
  11 (+0)
  14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any two languages
  Challenge 2 (450 XP)
  Actions
  Multiattack. The captain makes three melee attacks: two with 
  its scimitar and one with its dagger. Or the captain makes two 
  ranged attacks with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Reactions
  Parry. The captain adds 2 to its AC against one melee attack 
  that would hit it. To do so, the captain must see the attacker 
  and be wielding a melee weapon.
  Commoner
  Medium Humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  Guard
  Medium Humanoid (any race), any alignment
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage.
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Noble
  Medium Humanoid (any race), any alignment
  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, Persuasion +5
  Senses passive Perception 10
  Languages any two languages
  Challenge 1/8 (25 XP)
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry.  The noble adds 2 to its AC against one melee attack 
  that would hit it. To do so, the noble must see the attacker and 
  be wielding a melee weapon.
  Spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  10 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally 
  of the spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Thug
  Medium humanoid (any race), any non-good alignment
  Armor Class 11 (leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  11 (+0)
  14 (+2)
  10 (+0)
  10 (+0)
  11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP)
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  14 (+2)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common) 
  Challenge 3 (700 XP)
  Actions
  Multiattack. The veteran makes two longsword attacks. If it 
  has a shortsword drawn, it 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.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Appendix 3: Palace of Shoon III Map
  
  16
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Estimated Duration: 60 minutes
  Scene A.
  Searching the Palace
  In this section, the adventurers uncover evidence of a 
  treacherous plan against the Qysar. Allow the players to 
  search through the various rooms of the palace.
  Prerequisite
  The characters must have completed Episode 1 and 
  spoken to at least two people in the palace.
  Bonus Objective A
  Having spoken to several people, there is a general sense 
  of unease about the palace and currents of discontent 
  with the current ruler. Seeking out and finding evidence of 
  the plot to murder Shoon III is Bonus Objective A.
  Area Information
  This area has the following features:
  Dimensions & Terrain. See Episode 2 for full 
  descriptions on each of the various palace rooms.
  Lighting. Unless otherwise stated, each room of the 
  palace is brightly lit by lamps or braziers. The gardens are 
  dimly lit by occasional braziers.
  Searching. Consider allowing for bonuses for searching 
  any rooms previously visited if the characters can 
  remember any information gleaned there, or for creative 
  use of skills. Excellent roleplay should be rewarded if the 
  characters seek to use other party guests for information.
  Calling out specific areas of the rooms that they wish 
  to search is recommended rather than allowing a single 
  search check for each room. Encourage players to 
  be specific and describe what they are doing to try to 
  uncover clues rather than relying only on Investigation 
  or Perception checks. False clues can be inserted at the 
  DM’s discretion.
  Creatures/NPCs
  As the characters search throughout the many rooms, they 
  have the chance to encounter a variety of people based 
  on where they are looking. The characters will need to be 
  subtle about their search, lest they rouse the suspicion of 
  the palace guard or of Shoon IV’s hired bandits.
  Objectives/Goals. Noble party guests could also 
  interfere with the characters’ attempts to move from 
  room to room closely examining all nooks and crannies 
  or they could offer helpful information, depending on the 
  characters’ approach.
  What Do They Know? If the characters interact with 
  at least two guests, they should find out that Shoon III 
  most commonly frequents the banquet hall, library, and 
  the sunroom when he is not in the throne room. Shoon IV 
  enjoys relaxing in the library, sunroom, and parlor when 
  he in the palace.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak: Remove five guards and five bandits
  • Weak: Remove five guards and two bandits
  • Strong: Add two bandits and a veteran
  • Very Strong: Add two veterans
  Scene B.
  Uncovering the Truth
  In this section, the adventurers uncover evidence of a 
  treacherous plan against the Qysar, Shoon III.
  Area Information
  This area features:
  Dimensions & Terrain. The library of the Shoon 
  Palace (Appendix 3) is a large and soaring 40-by-30-
  foot room, with floor-to-ceiling bookcases containing 
  haphazardly stacked books. Maps, journals, and other 
  notes about the various lands encompassed by the 
  Shoon Imperium are spread on multiple tables arranged 
  Appendix 4: A Coup Uncovered
  (Bonus Objective A.)
   
   
  Playing the Pillars (Scene A: Searching the Palace)
  Combat
  Exploration
  Social
  Eight palace guards are roaming the 
  palace, along with seven bandits. The 
  guards are wary of anyone snooping 
  about, and the bandits fear that their true 
  cause could be discovered before the time 
  has come! 
  Allow for potential bonuses to stealthily 
  entering and leaving rooms if the 
  characters use any secret tunnels. The 
  Qysar likes to move without being noticed, 
  allowing others to easily do the same!
  The noble party guests (including any 
  named NPCs as fitting) stop to question 
  the characters on their reasons for being 
  at the party, or how they are finding the 
  palace. A DC 16 Persuasion (Charisma) 
  check can be used to gain one of their trust 
  enough to have them help you find proof.
   
   
  
  17
  throughout the room.
  Lighting. The library has several large windows to allow 
  in natural light, but is only lit by three small lamps at this 
  time of day; two near seating areas, and a third by the 
  doorway on a small table.
  Desk. In the northwest corner of the library, sits an 
  ornately carved desk with gracefully curving sides, 
  and a top that closes on a hinge. A character with a set 
  of thieves’ tools that succeeds on a DC 12 Dexterity 
  (Thieves Tools) check can unlock the desk to find a sheaf 
  of papers—one of which outlines a plan by Shoon IV to 
  create a distraction allowing him to murder his brother 
  during tonight’s party. (Appendix 6). The desk also 
  contains a potion of poison. (Treasures and Rewards).
  Creatures/NPCs
  Malcar Gost is a visitor to the court from the far north 
  of the Sword Coast and Hilather has been hired for 
  magical research by Shoon III. If the characters did not 
  interact with one or the other in the previously, he might 
  be found here.
  Aside from the NPCs listed above, a total of 12 palace 
  guards can be found. Two groups of 5 patrolling through 
  the palace and gardens and an additional 2 standing 
  watch in the throne room.
  Objectives/Goals. Malcar peruses the maps on the 
  tables and the many journals on the shelves, paying 
  special attention to any maps that he finds in hopes of 
  gaining valuable knowledge of competing trade routes or 
  locales with valuable trade goods.
  What Do They Know? He knows that the desk in the far 
  corner is locked, he has tried it himself, suspecting that 
  there might be valuable trading information for Shoon III 
  hidden away inside it.
  Treasures and Rewards
  Potion of Poison (uncommon)
  See the Dungeon Master’s Guide for more information.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene:
  • Very Weak or Weak: Remove a guard
  • Strong or Very Strong: Add two veterans
   
   
  Playing the Pillars (Scene B: Uncovering the Truth)
  Combat
  Exploration
  Social
  Five palace guards attempt to persuade 
  the adventurers and Malcar to return to 
  the main party areas if they are noticed 
  in the library. Hiding from the guards 
  requires a successful Dexterity (Stealth) 
  check. The guards actively investigate loud 
  noises, and if they leave the door open, 
  they may close and lock it—potentially 
  locking the characters inside the room!
  The adventurers might locate another 
  hidden tunnel behind a cleverly disguised 
  rotating bookshelf on the wall with a DC 
  15 Intelligence (Investigation) check.  This 
  tunnel could lead to the gardens or to 
  the throne room, or even out to the city 
  streets. Adjust as desired. 
  If Malcar or Hilather is present, the 
  adventurers can attempt to extract 
  information from him on his impression 
  of the court. Either has interacted with 
  Shoon III and Artor and finds Artor to be 
  generally likeable and loyal to the Qysar. 
  They found the Qysar’s brother to be a 
  power-hungry fool.
   
   
  
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  DDAL08-04 A Wrinkle in the Weave (v1.0)
   
   
  Playing the Pillars
  Combat
  Exploration
  Social
  The bandits hired by Shoon IV attempt to 
  stop anyone from leaving the palace.  After 
  the body is located, ten guards also turn 
  on all guests (including the characters)  
  suspecting everyone of the murder.
  The adventurers can use any of the hidden 
  passages they located in Episode 2. This 
  could provide them with a bonus on 
  stealth rolls to avoid detection or other 
  benefits as appropriate. 
  The adventurers could try to talk their 
  way out of the palace past any remaining 
  palace guards or bandits via means of 
  persuasion or intimidation. Allow bonuses 
  for creativity!
   
   
  Estimated Duration: 60 minutes
  Scene A. Finding Saamas
  In this episode, the adventurers encounter Saamas, the 
  head cook, while they are attempting to get people to 
  safety from the palace. He requests their help in retrieving 
  a family treasure from the library.
  Prerequisite
  The characters must have completed Episode 2 before 
  proceeding to this Episode.
  Bonus Objective B
  The head cook, Saama, refuses to flee from the palace 
  without assurance that the party will retrieve a journal 
  from the Grand Library that has been in his family for 
  many generations. Locating the book, and giving it to 
  Saama is Bonus Objective B.
  Area Information
  This area features:
  Dimensions & Terrain. The palace of Shoon III 
  (Appendix 3) is the grandest building in the new capital 
  city. Large, open rooms and beautiful gardens play host 
  to nobles of the court and visiting dignitaries from across 
  Faerûn. Almost 20-by-30-foot in size, the large kitchen 
  is bustling with activity as servants scurry to-and-fro 
  ensuring that all guests are served in a timely fashion 
  with drinks and food befitting their stations. Through 
  a small door in the back, a 3-by-10-foot room contains 
  cots for the various servants that live in the palace, along 
  with a plain chest at the foot of each bed for any personal 
  belongings they might have.
  Alarm. A general alarm has been raised by the palace 
  guard at this point, as it has become apparent that an 
  assault on the palace is underway. After 2 rounds, the 
  palace guards locate find the body of Shoon III in his 
  bedchamber and the palace begins to go on lockdown 
  with no one allowed to leave via the main exits.
  Secret Tunnels. Any secret exits that the players 
  discovered in Episode 2 can be used to help discretely 
  smuggle guests from the palace out into the city.
  Creatures/NPCs
  Three dozen noble guests and a dozen 
  commoner palace staff can be found in various 
  states of panic throughout the palace and 
  gardens.
  Objectives/Goals. The guests and staff are 
  trying to flee and being turned back by palace 
  guards or hired bandits as they are encountered 
  in the general chaos.
  Use creative methods to determine what 
  effects the panicking crowds have on the 
  characters, as they attempt to make their way 
  back across the palace to the Grand Library to 
  fetch Saama’s book.
  Appendix 5: Saving the Family Book
  (Bonus Objective B.)
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Appendix 6: Evidence of Treachery
  (Player Handout 1.)
  The necessary arrangements 
  have been made.
  Expect for the distraction to 
  occur late in the evening. 
  Take advantage of it as we 
  have discussed to do the deed.
  I await my service to you as 
  the new Qysar.
  Your humble servant,
  Memp
  
  20
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Characters completing this adventure’s objective unlock 
  this magic item.
  Ring of Mind Shielding
  While wearing this ring, you are immune to magic that 
  allows other creatures to read your thoughts, determine 
  whether you are lying, know your alignment, or know your 
  creature type. Creatures can telepathically communicate 
  with you only if you allow it.
  You can use an action to cause the ring to become 
  invisible until you use another action to make it visible, 
  until you remove the ring, or until you die.
  If you die while wearing the ring, your soul enters it, 
  unless it already houses a soul. You can remain in the 
  ring or depart for the afterlife. As long as your soul is in 
  the ring, you can telepathically communicate with any 
  creature wearing it. A wearer can't prevent this telepathic 
  communication. This item is found on Magic Item Table 
  F in the Dungeon Master’s Guide.
  This ornate silver ring is engraved with the words 
  “Be where they are not” in the Alzhedo language of 
  southwestern Faerûn.
  Appendix 7: Magic Item (Player Handout 2)
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL08-04 A Wrinkle in the Weave (v1.0)
  Appendix 8: Dungeon Master Tips
  This adventure is designed for three to seven 1st-4th 
  level characters and is optimized for five characters with 
  an average party level (APL) of 3. Characters outside this 
  level range cannot participate in this adventure.
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to Waterdeep?
  http://dnd.wizards.com/story/waterdeep
  New to Being the Dungeon Master?
  http://dndadventurersleague.org/storyline-seasons/
  waterdeep-adventures/
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within the 
  adventure’s level range. Characters playing in a hardcover 
  adventure may continue to play to but if they play a 
  different hardcover adventure, they can’t return to the 
  first one if they’re outside its level range.
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a combat. 
  Familiar yourself with the adventure’s appendices and 
  handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM screen, 
  miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception), and anything specified as 
  notable by the adventure (such as backgrounds, traits, 
  flaws, etc.)
  Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer). 
  The players fill out the adventure name, session number, 
  date, and your name and DCI number. In addition, the 
  player also fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. These 
  are updated at the conclusion of the session.
  Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high rarities 
  or strange arrays of ability scores, you can ask players 
  to provide documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to use a 
  standard ability score array.
  Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face.
  Adjusting This Adventure
  When combat is a possibility, the adventure will provide 
  a sidebar that helps you to determine the best mix/
  number of opponents to provide them with to create an 
  appropriate challenge. While you’re not bound to these 
  adjustments; they’re here for your convenience and 
  consideration.
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S08 - Waterdeep/DDAL08-04 - A Wrinkle in the Weave.pdf