TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  City of Danger 
  On the southern shores of the Moonsea, the residents of Mulmaster have eked out a living where others would likely have 
  given up long ago—in a bleak city where corruption is rampant and the Church of Bane holds sway. In these five short, 
  introductory adventures, you will travel the breadth of the City of Danger, meet its people, see its sights, and witness 
  firsthand how the city truly has earned its ominous moniker. An introductory adventure for 1st-2nd level characters. 
  Adventure Code: DDEX2-1 
  Credits 
  Adventure Design: Shawn Merwin 
  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: March 13, 2015 
  Release: April 1, 2015 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  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. 
   
  ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
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  City of Danger 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
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  Introduction 
  Welcome to City of Danger, 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-2nd 
  level characters, and is optimized for five 1st level 
  characters. 2nd level characters might have a much 
  easier time playing the adventure. 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.   
   This adventure is broken up into five mini-adventures, 
  each of which takes approximately one hour to complete. 
  A group can play through any or all of these adventures in 
  whatever order they choose. 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the city of Mulmaster. 
    
  The D&D Adventurers 
  League 
  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. 
   
  Preparing the Adventure 
  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.  
  Before Play at the Table 
  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 
  
    
   
   
   
   
   
   
   
   
   
   
  City of Danger 
   
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  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 
  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. 
  Adjusting the Adventure 
  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 1st-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 equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  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.  
  Dungeon Mastering the 
  Adventure 
  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.  
  • 
  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 
  
    
   
   
   
   
   
   
   
   
   
   
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  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. 
  Downtime and Lifestyle 
  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. 
  Spellcasting Services 
  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.  
  Character Disease,  
  Death, and Recovery 
  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. 
  Disease, Poison, and Other Debilitating 
  Effects 
  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).  
  
    
   
   
   
   
   
   
   
   
   
   
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  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  Death 
  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.  
  Adventure Background 
  It is said that Mulmaster, nestled on the southeast corner 
  of the Moonsea, has a climate that is cold and 
  unforgiving—but the climate is downright pleasant when 
  compared to the temperament of its population. The 
  ruling council of 16 nobles, known as the Blades, 
  represents the interests of the 49 noble houses of 
  Mulmaster. With the Church of Bane and a powerful 
  military backing the nobles, the citizens of Mulmaster eke 
  out an oppressed existence—often at the expense of one 
  another. 
   The city’s resources are hoarded by the powerful, and 
  the common folks lead grim lives because of it. A recent 
  influx of refugees now gives the powerless Mulmasterites 
  someone to sneer at—and possibly take advantage of. 
  Crime, corruption, and fear fester in the crowded ghettos 
  of the displaced and the desperate. 
   Even as despair and desperation roil among the masses 
  of Mulmaster, rumors of a new cult gaining power in the 
  city pass from tavern to tavern, from angry mouth to 
  fearful ear. Whispers of the strange cult add to the 
  mistrust, but others begin to consider how they can use 
  this new addition to better their own situations. When 
  power is offered to the powerless, strangeness sometimes 
  isn’t a deterrent to curiosity. 
  Overview 
  City of Danger is broken into five mini-adventures, each 
  designed for one to two hours of play. Therefore if you 
  are attempting to run all five missions in one session you 
  need a minimum of five hours to do so (and probably 
  more). If running this adventure as part of an event that 
  cycles players through quickly, the DM should be familiar 
  with the mini-adventures that he or she is going to run. At 
  public events, time is often the most important factor. Get 
  the players into the mini-adventure as quickly as possible, 
  keep an eye on the clock, and take whatever shortcuts are 
  necessary to stay on schedule.  
   If time is not an issue, let the characters spend more 
  time interacting with the non-player characters within the 
  mini-adventures.  
   It is not required that the mission be played in order. 
  
    
   
   
   
   
   
   
   
   
   
   
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  Adventure Hook 
  Each mini-adventure begins at the estate of Astrid Saj, a 
  wealthy merchant who hopes to elevate her family and 
  become one of the 49 noble houses ruling Mulmaster. 
  Mistress Saj is trying to impress the citizens of 
  Mulmaster—noble and commoner alike—by hosting a 
  party that lasts a full ten-day. She knows that 
  Mulmasterites take their festivities seriously, as these 
  celebrations are an escape from their harsh reality. 
   The characters, being new to Mulmaster and finding 
  lodging unavailable and food terribly expensive, are hired 
  by Mistress Saj to work at her extravagant party: they 
  might act as bouncers, guards, entertainers, servers, 
  spies, or any other role they wish to take on. Each of the 
  mini-adventures is launched by the characters’ 
  interactions with others at the party. 
   In a time-sensitive event such as this one, adventure 
  should find the characters quickly and without much fuss. 
  If play time is not a factor, the DM can allow the 
  adventure hooks to play out more slowly, or a DM might 
  even create his or her own hooks that best match the 
  characters at the table. 
   At the beginning of each mini-adventure, the DM can 
  read the following text to set the stage for the players. If 
  playing several of the mini-adventures sequentially, the 
  DM can read this introduction just once before the initial 
  mini-adventure, and then just launch into the subsequent 
  mini-adventures directly. 
   
  The rumors you heard about the harshness of the city of 
  Mulmaster may have seemed exaggerated at first, but having 
  spent a few days in the City of Danger, those rumors were 
  completely accurate. The citizenry of Mulmaster is openly 
  hostile to outsiders, the City Watch little more than licensed 
  bullies, and the merchants only as friendly as the coins you can 
  offer. 
   When it looked like you might have to leave the city for lack of 
  coin, lodging, or employment opportunities, Tymora’s fortunate 
  gaze fell upon you. A wealthy merchant named Astrid Saj, 
  looking for a way to gain a noble title for her house, decided to 
  hold a party at her estate. This celebration, open to all, is 
  planned to last for a full ten-day, with all social classes of the 
  city free to partake of the food, drink, and entertainment. 
   A number of temporary servants have been hired to act as 
  guards, servers, bouncers, entertainers, cooks, spies, or other 
  positions. With little money and fewer prospects, you find 
  yourself in Mistress Saj's employ. She has proven herself a 
  generous employer and has provided you with food, lodging, 
  and some coin for your efforts. More importantly, you are 
  getting the opportunity to mingle with citizens of Mulmaster, 
  from the wealthiest nobles to the lowliest beggars. Certainly 
  some adventuring work will come from this! 
   
  The mini-adventures can be played in any order. It is 
  assumed that the characters get a long rest between the 
  sessions. 
  Saul (Optional NPC) 
  Saul is a male halfling; a footman in the house hold of Astrid Saj. 
  Inquisitive, knowledgeable and talkative, Saul can be used to 
  impart information about Mulmaster, other servants or guests or 
  alert the characters to job opportunities. Saul can be a tool for 
  DMs running multiple mini-adventures for the same group, or to 
  encourage characters to take even the low paying jobs. 
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  Mini-Adventure 1: 
  Hatred like Clawed Wind 
  Revenge and Deception 
  Binnacy’s story is simple. Her youngest sister Maude 
  showed an innate affinity for magic when she reached 
  womanhood. And when the Cloaks insisted that the young 
  woman be trained by them, Maude stubbornly refused—
  despite her family's urging. 
   Eventually, Maude's refusal would result in her exile 
  from Mulmaster. Maude’s family scrambled to find the 
  young woman and send her to live with her aunt and 
  uncle in Phlan. However Maude was beset upon by 
  bandits who robbed and slew her before her parents were 
  able to locate her. 
   Binnacy and her family swore vengeance, entreating the 
  god Talos, the god of storms, to destroy the Cloaks—
  specifically Nelvon deJun, the Cloak who, in their minds, 
  is responsible for the young Maude's death. 
   In the years that followed, the Kron family was 
  contacted by an acolyte of Talos named Proskler. The 
  acolyte devised a plan to capture someone dear to Nevon 
  DeJun, kill them, and show the Cloak first-hand what pain 
  he had caused the Kron family. 
   On the second day of the celebration, Binnacy and her 
  brothers took the first step in exacting her family's 
  revenge. She attacked Larch deJun, which she knew 
  would cause someone to notify the City Watch. Two of 
  her brothers, Arne and Jaque—members of the Watch 
  themselves—made sure they were nearby and answered 
  the call to restore peace. Instead of helping Larch home, 
  however, they abducted the boy and took him to their 
  assigned watch tower to meet Proskler and finally carry 
  out their revenge. 
   They are, however, wholly unprepared for the horrors 
  that they eventually witness. What Binnacy and her kin do 
  not know is that Proskler secretly pays homage to the 
  Cult of the Howling Hatred—one of the four Cults of 
  Elemental Evil—and has found a great opportunity to 
  bring sacrifice to his dark and volatile order in the Kron's 
  thirst for revenge. 
  Celebration! 
  When the players are ready to begin, read the Adventure 
  Hook read-aloud text if appropriate, then continue with 
  the read-aloud text of this mini-adventure. 
  Today’s festivities at the Saj Estate have been quite peaceful, 
  with only a disorderly drunk or an unskilled pickpocket 
  occasionally causing a stir. That’s why it’s surprising that the 
  loudest and most violent confrontation didn’t involve revelers, 
  but was instead a melee between two servants. 
   One of Mistress Saj's seamstresses—a young woman called 
  Binnacy—a seamstress for Mistress Saj, surprised everyone by 
  brutally attacking a stable hand called Larch who was later 
  escorted home by the City Watch, bruised in body and ego. 
   As your shift ends, you are approached by a man whose 
  crooked staff and brooch identify him as member of the Cloaks, 
  the organization that any citizen practicing arcane magic in 
  Mulmaster must join. 
   “I am told that you witnessed an attack on my brother earlier 
  today," the man says pointedly, "Perhaps you could explain why 
  he hasn't made it home yet." 
   
  Larch’s brother, Nelvon deJun, is a member of the Cloaks. 
  In his role within the organization, Nelvon seeks out 
  denizens of Mulmaster that practiced unsanctioned 
  magic, and he “encourages” them to register with the 
  Cloaks. Those that refuse are typically exiled from 
  Mulmaster, but it is not unheard of for those practicing 
  illegal magic to disappear permanently. 
  Roleplaying Nelvon deJuan 
  Nelvon is on the older end of 30 years of age, with a long dark 
  mustache and close cropped black hair. Ambitious with an eye 
  for detail, he is a true believer in the righteousness of the Cloaks. 
  He is slightly embarrassed that his young brother is a mere 
  stable hand at the advanced age of 18 and seems to be content 
  being so. Larch is the baby of the family. As eldest he feels 
  responsible for insuring Larch's safety and he does genuinely 
  care. 
   
  As the characters interact with Nelvon, use the following 
  bullet points to guide the conversation. 
   
  • 
  Nelvon says that Larch is a simple lad of 18 years 
  with a good heart. He simply hasn’t the guile or wit to 
  be involved in any schemes. He is a simple stable 
  hand who still lives with his parents, although the lad 
  has aspirations to be a holy warrior of Tyr. He has a 
  long way to go, though, as evidenced by his thrashing 
  at the hands of a simple seamstress. 
  • 
  As a Cloak, Nelvon is often required to interact with 
  dangerous people. He has a great many enemies 
  within the citizenry of Mulmaster and fears that 
  someone may have taken revenge by targeting Larch.  
  • 
   
  
    
   
   
   
   
   
   
   
   
   
   
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  • 
  Nelvon is currently on Cloak business (which he 
  refuses to talk about), but he is willing to pay the 
  characters a total of 100 gp of his own money, in 
  advance, to investigate the disappearance of his 
  brother. He adds another 50 gp gold pieces each if 
  they are to bring Nelvon safely back to the Saj Estate. 
  • 
  Nelvon warns the adventurers that if they take the 
  gold and do nothing, they earn the ire of the Cloaks. 
  The Cloaks are not an enemy that any sane person 
  would want to make. 
  • 
  Nelvon suggests that the characters begin their 
  investigation with the seamstress that attacked 
  Larch. She may have some reason to be angry with 
  the Cloaks, but Nelvon is not sure. 
   
  If the adventurers agree to Nelvon's plea, he gives them a 
  fur-trimmed, satin pouch containing 100 gp, and takes his 
  leave to return to his duties. The characters may be 
  interested in Nelvon’s missions and tempted to follow 
  him, but he easily loses them in the narrow, winding 
  streets of Mulmaster. 
  The Angry Seamstress 
  Binnacy Kron is still at the Saj Estate, and the characters 
  have no trouble finding her. She is alone in one of the 
  servant areas, mending a torn cloak for one of the visiting 
  revelers. 
  Roleplaying Binnacy 
  Binnacy is a powerfully built human female; short and stout. It is 
  obvious she has spent much time in manual labor, and seems ill-
  suited for her role as a seamstress. Long brown hair frames her 
  broad face, with deep set brown eyes sparkling fiercely when 
  angry. Lately, she is angry more often than not. 
   
  While she believes in her families plan for revenge, she is also 
  worried that her brothers may find themselves in trouble for their 
  role in the proceedings. 
  Interacting with Binnacy 
  Binnacy begins her interactions with the adventurers in a 
  guarded and hostile posture. How much of her story she 
  reveals, and how quickly she reveals it, depends on the 
  tactics the characters employ. 
   As the DM, keep track of two aspects of this interaction: 
  how much information the adventurers get and the speed 
  at which they get it. These aspects impact the difficulty of 
  the battles they face later in the mini-adventure. As a 
  general rule, the more successful the characters are in 
  swaying Binnacy's attitude, the more information she 
  provides. 
   In terms of success, there are three levels: exceptional, 
  marginal, and poor. The amount of information, and the 
  speed at which they are able to glean it from Binnacy's 
  hate-filled ramblings depend largely on the method they 
  employ to get it out of her.  
   
  • 
  Intimidation. If the characters attempt to browbeat 
  Binnacy into divulging any information, they learn 
  that she is easily intimidated—likely due to all of the 
  stress that she has experienced during the last few 
  hours. If a character succeeds at a DC 5 Charisma 
  (Intimidation) check she bursts into tears and 
  divulges the entire plot. She informs the characters 
  that her brothers have taken Larch to the top of a 
  City Watch tower near the shrine of Talos, the god of 
  storms, to slay him as retribution for Nelvon's role in 
  her sister's death. If successful, this is an exceptional 
  success. 
  • 
  Deception & Persuasion. The find that Binnacy is a 
  bit more head-strong than they would expect. She's 
  been burned by people she thought she could trust 
  before, and is hesitant to let it happen again. In order 
  for the characters to gain her trust, they must 
  succeed at a DC 15 Charisma (Deception or 
  Persuasion) check and even then, she admits only 
  that her brothers have taken Larch to a City Watch 
  tower near the shrine of Talos, the god of storms, to 
  kill him. If successful, this is a marginal success. 
  • 
  Failure at Either. If the adventurers are 
  unsuccessful in their interactions with Binnacy, they 
  find Binnacy extremely resistant to their questions. 
  She does, however, accidently let it slip that Larch is 
  in a City Watch tower near the shrine of Talos, the 
  god of storms, but says nothing about who he is there 
  with or why. This is a poor success.  
   
  Once they learn that Larch is in a nearby City Watch 
  tower on the western side of the city (two towers north of 
  the Storm Gate, overlooking the shrine of Talos outside 
  the city walls), the characters continue to the next 
  encounter. 
  The Tower 
  Binnacy’s brothers, Arne and Jaque, brought Larch up 
  through their watch tower and have him bound atop the 
  city wall. The pair, along with two of their other siblings 
  and their mentor Proskler, are in the process of 
  performing the revenge ritual. 
    
  
    
   
   
   
   
   
   
   
   
   
   
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  9 
   
   
   To access the top of the wall, the characters must 
  navigate the City Watch tower to its top. When they arrive 
  at the watch tower, read the following. 
   
  The watch tower where Binnacy’s siblings are stationed looks 
  like most of the other towers set into the walls surrounding 
  Mulmaster. It is roughly 20 feet tall, providing access to the top 
  of the city wall. A single door leads into the tower from this side 
  of the wall. As you approach the tower, a strong gust of wind 
  hits you, nearly to knocking you off your feet. 
   
  A DC 15 Wisdom (Arcana or Nature) check reveals that 
  the wind is not natural, and it seems to emanate from the 
  tower itself. Any adventurer attempting to climb to the top 
  of the tower or the wall without entering it find that the 
  wind rages as they try to climb, making it impossible to 
  climb or fly without being knocked away; even spells that 
  involve teleportation inexplicably fail. 
   If the adventurers knock on the tower door, no one 
  answers but the door opens slightly. When they look 
  inside or enter, continue: 
  The inside of the tower is sparsely furnished. The space is 
  divided into a couple of holding cells as well as a places for 
  guards to rest, storage lockers for weapons and armor, and 
  other places for official City Watch business to be carried out. 
   At first you see no one in the room, but then you notice two 
  figures, both wearing City Watch uniforms, unconscious on the 
  floor. They appear to have been struck on the head, but their 
  injuries are not life-threatening. 
   Along the interior of the tower, two curving staircases ascend 
  to a pair of trapdoors in the ceiling. These provide access to the 
  top of the tower, which opens onto the top of the city wall. 
   
  If the characters take the time to wake the unconscious 
  guards with a successful DC 10 Wisdom (Medicine) 
  check or magical healing, the characters learn that two of 
  their City Watch brethren arrived with an unconscious 
  person in tow. These two guards assumed it was a 
  prisoner, but when they turned their back, the brothers 
  struck them for some reason. 
   The two guards are in no shape to assist the 
  adventurers, and insist that they should leave to report 
  the incident to their supervisors. As the characters 
  deliberate their next course of action, a loud wind 
  reverberates from atop the tower, sending the trapdoors 
  in the roof above to rattling and shuddering on their 
  hinges. If the characters do not act within a reasonable 
  amount of time to get to the top of the tower—such as by 
  fleeing or by leaving to find help elsewhere rather than 
  handling it themselves—the Kron brothers and Proskler 
  complete the ritual by the time help arrives. Larch is dead 
  by their hand, and they have escaped. 
   When the characters move to climb the stairs, glyphs 
  flash to life on both the trapdoors and a powerful gust of 
  wind bursts forth. All characters on the stairs must 
  succeed at a DC 10 Strength saving throw or be blown 
  from the stairs, taking 3 (1d6) bludgeoning damage, and 
  be unable to climb the stairs until the glyphs are disabled. 
   Anyone making the saving throw can reach the top of 
  the stairs and access the trapdoors. There are different 
  ways to disable the sigils. 
   
  • 
  Brute Force. A glyph (and the trapdoors they are 
  inscribed upon) can be destroyed by attacking it. The 
  trapdoor has an AC of 15, has 18 hit points, and is 
  resistant to piercing damage and immune to psychic 
  damage. This simultaneously destroys the glyph and 
  opens the trapdoor. It also warns the Kron brothers 
  of the adventurer's pending arrival—their initiative 
  checks in the following combat are made with 
  advantage. 
  • 
  Thieves' Tools. A character with a set of thieves' 
  tools within 5 feet of the trapdoor that succeeds at a 
  DC 10 Dexterity check successfully disables the 
  glyphs. 
  • 
  Arcana or Religion. A character proficient with 
  either of the two skills may focus their concentration 
  and dispel the glyph with a successful DC 10 
  Intelligence (Arcana or Religion) check. It can be 
  done from anywhere within the tower, though the DC 
  increases by 5 if attempted by someone not adjacent 
  to the trapdoor. 
   
  At this point, players may think to climb the outside of the 
  tower wall. The winds still make it impossible. If all of the 
  characters fail the Strength saving throw, and they can do 
  nothing to destroy or disable the sigils from a distance, 
  the wind from the glyphs lasts for a minute before fading; 
  allowing the adventurers to ascend to the tower's upper 
  level. 
  
    
   
   
   
   
   
   
   
   
   
   
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  10 
   
   
  The Top of the Wall 
  When the characters break through the trapdoors leading 
  to the top of the wall, they see the ritual in progress 
  (unless they left to find help, in which case, they find only 
  the dead body of Larch). If the characters got a poor 
  success in their dealings with Binnacy, another of 
  Binnacy’s sibilings is present—a fifth guard taking part in 
  the ritual. 
   
  The unconscious form of Larch, bound with rope, lies at the feet 
  of a man dressed in the black and grey robes of an acolyte of 
  Talos, wreathed in swirling winds. If Larch wasn’t secured to the 
  top of the wall by an iron stake, it is likely that the whirlwind 
  would easily blow him from the wall. 
   Between you and this odd scene are four burly humans, two 
  wearing City Watch uniforms, but all similarly armed and 
  armored. All of these sinister people have features similar to 
  those of Binnacy the seamstress.  
   As your group arrives atop the wall, the man within the 
  whirlwind points at you. “Talos’ demands that you kill the 
  intruders who stand in the way of your vengeance! Break their 
  bodies and give them to the storm!” 
   
  The whirlwind around Proskler protects him from any 
  attacks—be they melee, ranged, or magical. Proskler does 
  nothing to help his allies or hinder the characters in the 
  battle. He is focused solely on completing the ritual. 
   Binnacy’s siblings are here; four guards in total. They 
  form a defensive line in front of Proskler, hoping to give 
  him time to complete his ritual. 
  Wings on the Wind 
  When the last of Binnacy’s siblings falls, the hatred that 
  was fueling Proskler's ritual dies with them. With a shriek 
  of frustration and panic, Proskler curses the characters. If 
  the characters earned an exceptional success in their 
  dealings with Binnacy, the hippogriff in the next battle is 
  not present.  
   
  As the last of the Kron brothers falls, the turbulent air 
  surrounding the acolyte reaches a howling crescendo before 
  expanding rapidly outward, kicking up leaves and other debris in 
  a blinding cloud. Smaller funnel clouds break off from the larger 
  and bluster around your heads further obscuring your view. 
  Unseen within the tumult, the acolyte's shriek becomes a howl 
  of rage; “You will feel the cold breath of my master soon 
  enough.” 
   A few moments later, the winds coalesce and take a number of 
  solid forms resembling red feathered hawks, each with two 
  motes of red light burning within with undeniable loathing. The 
  acolyte, however, is nowhere to be seen, seemingly spread to 
  the winds themselves. 
   
  In his escape, Proskler was "gifted" with eight blood 
  hawks that swarm the characters. They try to work in 
  groups of two in order to take advantage of their pack 
  tactics ability. There is also one hippogriff. These 
  creatures as normal, but any character succeeding at a 
  DC 10 Intelligence (Arcana) check realizes that they have 
  been summoned from the Elemental Plane of Air. 
   It is a 20-foot fall to the ground on either side of the 
  wall, and any creature that falls off takes 7 (2d6) 
  bludgeoning damage. Anyone trying to climb the wall or 
  the tower after the battles commence must succeed at a 
  DC 15 Strength (Athletics) check unless they find a way 
  to use ropes or other climbing gear. They can always run 
  back up the interior of the tower unhindered if they must. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Weak party: Remove two guards and four bloodhawks 
  • 
  Strong or very strong party: Add one hippogriff 
  Proskler 
  Proskler is quite the showman, but he is not a particularly 
  powerful spellcaster—certainly not enough so to be able 
  to vanish completely. Instead, after the winds were 
  dispelled, he was obscured by the swirling winds and 
  activated the balloon pack he was wearing under his 
  robes. Upon activating the device, he rose into the sky, 
  and when the air clears, he is 40 feet above the 
  characters. Any character that is specifically searching 
  the sky may attempt to spot him, though the coloring of 
  his robes enable him to blend easily into the night sky, 
  requiring a successful DC 20 Wisdom (Perception) check 
  to spot him. 
   His balloon pack can be attacked, though such attacks 
  are made with disadvantage. If Proskler is reduced to 0 
  hit points (AC 11, 9 hit points), but his balloon pack is not, 
  he floats away into the night. If his balloon pack is 
  destroyed, Proskler falls to his death in the streets below. 
  If the characters later seek out his body, they find nothing 
  but a tremendous amount of blood on the cobbled streets. 
  Other members of the Cult of the Howling Hatred were 
  monitoring the events atop the City Watch tower and 
  retrieved his body when he fell. 
  
    
   
   
   
   
   
   
   
   
   
   
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  11 
   
   
  Balloon Packs 
  The Cults of Elemental Evil employ a wide-range of ingenious 
  devices in the pursuit of their cause. Among them is the balloon 
  pack. This backpack-like device contains a bound air elemental 
  and, when activated, deploys an inflatable balloon that sends the 
  wearer into the sky at the rate of 20 feet per round. 
   
  This effect cannot be dispelled, but a balloon pack can be 
  destroyed. The balloon has an AC of 11 and 10 hit points, is 
  resistant to bludgeoning and slashing damage, and immune to 
  psychic damage. If destroyed, the balloon bursts, harmlessly 
  dismissing the elemental bound within it to the plane from which 
  it came, and sending the wearer plummeting to the ground. 
  Conclusion 
  Unless the adventurers took a long time getting to the 
  roof of the tower, they are able to free Larch. He is 
  unconscious but alive. If the characters capture any of 
  Binnacy’s siblings, they are taken by the City Watch. 
  Should the adventurers seek more information about 
  Proskler, no one at the shrine of Talos has heard of him 
  or recognizes his description. 
   The area where Proskler disappeared from shows no 
  sign or evidence of his presence or method of escape. All 
  that remains is a large amount of what appears to be talc 
  (residue from the balloon pack activation), and a small 
  pendant made of solid silver, worth 50 gold pieces. It is in 
  the shape of a gust of wind, but no ability checks reveal 
  any religious or arcane significance to its shape. 
   Larch trains with a paladin of Tyr named Elize, and the 
  lad’s matron thanks the characters for rescuing her 
  squire. As a member of the Order of the Gauntlet, Elize 
  spreads the word about the noble and brave acts of the 
  adventurers. In addition, she offers a potion of healing. 
  Rewards 
  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. 
  Experience 
  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 listed 
  are 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 
  Blood hawk 
   
   
  25 
  Hippogriff 
   
   
  200 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per character 
  Rescue Larch 
   
   
  25 
   
  The minimum total award for each character 
  participating in this adventure is 75 experience points. 
  The maximum total award for each character 
  participating in this adventure is 100 experience points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst 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 up according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Payment from Nelvon 
   
  150 
  Silver Pendant 
   
   
  50 
  Potion of Healing 
  A description of this item can be found in the basic rules 
  or the Player’s Handbook. 
  Renown 
  Order of the Gauntlet characters only receive one 
  renown point for bringing Larch safely back to the Saj 
  Estate. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure. 
  DM Rewards 
  You receive 100 XP, 50 gp, and five downtime days for 
  each session you run of this mini-adventure. 
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  12 
   
   
  Appendix: Monster/NPC 
  Statistics 
  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) 
  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. 
   
  Blood Hawk 
  Small beast, unaligned 
    
  Armor Class 12 
  Hit Points 7 (2d6) 
  Speed 10 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  10 (+0) 
  3 (−4) 
  14 (+2) 
  5 (−3) 
    
  Skills Perception +4 
  Senses passive Perception 14 
  Languages — 
  Challenge 1/8 (25 XP) 
    
  Keen Sight. The hawk has advantage on Wisdom (Perception) 
  checks that rely on sight. 
  Pack Tactics. The hawk has advantage on an attack roll against a 
  creature if at least one of the hawk’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  4 (1d4 + 2) piercing damage. 
   
  Hippogriff 
  Large monstrosity, unaligned 
    
  Armor Class 11 
  Hit Points 19 (3d10 + 3) 
  Speed 40 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  13 (+1) 
  13 (+1) 
  2 (−4) 
  12 (+1) 
  8 (−1) 
    
  Skills Perception +5 
  Senses passive Perception 15 
  Languages — 
  Challenge 1 (200 XP) 
    
  Keen Sight. The hippogriff has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The hippogriff makes two attacks: one with its beak 
  and one with its claws. 
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  8 (1d10 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) slashing damage. 
   
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  13 
   
   
  Mini-Adventure 2: Love 
  like Raging Fire 
  When the players are ready to begin, read the Adventure 
  Hook read-aloud text if appropriate, then continue with 
  the read-aloud text of this mini-adventure. 
   
  As you finish your shifts at Mistress Saj’s party, you are 
  approached by a tall, middle-aged man dressed in fine silk 
  clothes. He gestures at two burly dwarf bodyguards, who move 
  away from their master, allowing him to speak to you privately. 
   “I have been told that you are mercenaries with a variety of 
  skills. I have a problem that persons with your skills might solve 
  for me. However, before I continue, I must have your word that 
  you will be discreet.”  
   
  The man is Count Blazen Stoe, a Blade. His son and sole 
  heir has recently fallen in with someone that could easily 
  tarnish the Stoe family name, and the Count will have 
  none of it.  
  Roleplaying Count Stoe 
  The count takes pride in his family’s position and his role as a 
  Blade. He sees his son's antics as a threat to both. He is pinning 
  his hope on his son making a suitable marriage and producing a 
  grandchild worthy of the family.  
   
  Count Stoe is able to provide the following information. 
   
  • 
  He is not completely sure what the person's name is. 
  "Helga or Ilga, or something equally trite," a tavern 
  maid who I have since forbade him from consorting 
  with. 
  • 
  Three days ago, Count Stoe gave his son an 
  ultimatum; stop seeing the girl, or lose your 
  inheritance. The threat didn't have the result that the 
  Count intended, and the boy stormed off, and hasn't 
  been home since. 
  • 
  Count Stoe has heard rumors of the boy being seen 
  with the girl since then, mostly at the tavern at which 
  she is employed, but each time Stoe goes to visit, the 
  boy is never there. 
  • 
  Count Stoe would like the characters to seek the boy 
  out and return him by tomorrow morning. He would 
  prefer to have the boy return of his own volition, but 
  understands the need for force when it is called for. 
  • 
  In exchange for their services, he will pay the party a 
  total of 200 gp. 
  The characters likely have questions; below are the 
  answers to some of them. 
   
  • 
  It is currently nine bells, and the characters have 
  until six bells the following morning to return the lad 
  to Stoe Manor, a modest estate just north of the Saj 
  Estate. As a Blade, Count Stoe lives in the Tower of 
  the Blades, but he still owns his family's estate. That 
  is where the characters must bring the boy after they 
  find him. 
  • 
  The son’s name is Sebastian Stoe, and he is an 
  extremely tall, gangly lad of 16 years. He has curly 
  dark hair with a patch of grey on the right side where 
  he was kicked in the head by a horse as a child. 
  • 
  Count Stoe understands that the adventurers might 
  have to resort to violence in order to bring him home. 
  As long as there is no permanent damage to the boy, 
  Stoe is content. 
  • 
  The serving girl (whose name Count Stoe cannot 
  remember precisely) is said to be older than 
  Sebastian. She is thin and comely, and wears her 
  bright red hair short and spiky. She serves drinks at 
  the Black Blade and Bloody Boar Tavern, a 
  disappointingly disreputable establishment in the 
  southern section of Mulmaster. 
  • 
  Count Stoe does not bargain on the terms of 
  compensation, knowing that Mulmaster is full of 
  desperate adventurers looking for coin and he could 
  find others to do the job without much trouble. He 
  does, however, give the characters half their payment 
  in advance, plus an additional 5 gold pieces to pay 
  any bribes or otherwise loosen tongues. If the 
  characters insist on bargaining, Count Stoe informs 
  them that having a noble patron in the City of 
  Danger, particularly a Blade (one of 16 members of a 
  ruling council for the city) could pay dividends 
  beyond mere coin and open doors that would 
  otherwise lay closed and locked. 
   
  The only lead that Count Stoe can provide is the girl’s 
  place of work; the Black Blade and Bloody Boar Tavern. 
  He assumes that his son met her there while seeking 
  thrills in the seedier parts of town. He feels the couple 
  might be there, and if not, the characters may be able to at 
  least get information regarding their current 
  whereabouts. 
  The Leaning Boot 
  The Leaning Boot is a typical dive bar in the docks, 
  
    
   
   
   
   
   
   
   
   
   
   
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  14 
   
   
  complete with the sort of clientele you would expect at 
  such a place. At this time of night, anyone with any 
  common sense has left the place and gone home. 
  General Features 
  The Leaning Boot is a relatively quiet tavern and has the 
  following general features. 
   Area. The tavern is in the basement of a dockside 
  tallhouse. The entrance is at the bottom of a rickety set of 
  moldering stairs. 
   Ceilings. The ceilings of the tavern are 10 feet high. A 
  number of sconces holding sputtering candles hangs in 
  the middle of the room, providing dim light throughout. 
   Light. Unless otherwise noted, all areas of the tavern 
  are lit by candles and lanterns (bright light). 
   Smells. The entire place smells strongly of ale, wine, 
  pipe smoke, salty water, and water-logged wood. 
   Sounds. Muted laughter. Clinking glass. Wood chairs 
  scraping the floors. Hushed whispering. 
   When the characters arrive at the tavern, read the 
  following. 
   
  The Leaning Boot is marked only by a salt-stained, old boot 
  nailed to a post at the top of a set of narrow steps leading down 
  to a nondescript door. 
   Before you open it, however, a laughing half-orc wearing 
  sailor’s homespun staggers from the place, reeking of alcohol. 
  Blood trickles from various cuts on his face, and a knife 
  protrudes from his shoulder. “Slow night,” he grumbles before 
  stumbling drunkenly down the road. 
   
  Within the tavern, the patrons have settled in for a long 
  night of drinking and probably worse. The adventurers do 
  not draw much attention unless they ask for it, or if any of 
  them flaunt wealth or valuables. Characters with the 
  Noble background, for example, might draw the attention 
  of the patrons if dressed the part. 
  Ma 
  The barkeep at the Black Blade and Bloody Boar is an 
  elderly human woman whom the patrons simply call 
  “Ma.” The customers of the tavern may not be gentleman 
  and ladies, but to a soul they would defend Ma from 
  threats or harm. 
   If the characters talk to Ma, she seems interested 
  primarily in what they want to drink. Until each of the 
  adventurers orders and pays for a drink (the cheapest 
  being 1 sp for a mug of thin ale), Ma divulges no 
  information. Should the characters loosen their purse 
  strings, however, Ma’s tongue follows suit. 
   The conversation inevitably gets around to the subject 
  of the barmaid at which point Ma becomes reticent to 
  speak. A successful DC 10 Wisdom (Insight) check 
  reveals that Ma seems afraid of the subject but is trying to 
  hide it. A successful DC 15 Charisma (Intimidation or 
  Persuasion) check, however, convinces Ma to tell what 
  she knows. The characters can become more convincing 
  by spending a few coins; if they throw in two or more 
  gold, then the check is made with advantage.  
  Roleplaying Ma 
  Barely 5 feet in height, Ma smokes a pipe and curses around the 
  stem with a vigor that makes the most salty of sailors blush. She 
  is loyal to her customers and staff, but is not above being bribed. 
  Gold is not something often seen in a tavern such as hers so the 
  impact of being given a gold piece as a bribe is significant. She is 
  also worried about Ilva as nothing good comes of mixing with the 
  nobles. 
   
  In a raspy voice indicative of a least half a century of heavy 
  pipe smoking, Ma answers any questions with a combination of 
  forthright honestly, homespun wit, and no small amount of 
  cursing (keeping in mind the sensibilities of the players at the 
  table). 
   
  When they successfully convince Ma to spill the beans, 
  she tells them the following: 
   
  • 
  The girl they seek is called Ilva, a woman who works 
  occasional nights here, serving drinks and keeping 
  the patrons happy with idle conversation. 
  • 
  After the refugees from Phlan began arriving, Ilva 
  changed. The once quiet and unassuming girl simply 
  showed up to work with her hair cut very short and 
  dyed a bright red. The drastic change in behavior 
  startled Ma. 
  • 
  Since then, Ilva meets with strangers in the tavern 
  and spends time with them when she isn’t working, 
  even missing some of her shifts to do so—something 
  that would have never happened before. Sometimes 
  she shows up to work looking exhausted or almost 
  frantic—as if “the Storm Lord himself was pent up 
  inside her trying to get out.” 
  • 
  A couple ten-days ago, a group of silly young nobles 
  came to the tavern looking for excitement. Ilva 
  stepped in to protect them when some sailors were 
  about to turn them upside down and shake them for 
  loose coins. Since then, one of the noble lads (fitting 
  Sebastian’s description) has been following her 
  around like a lovesick puppy. 
  • 
  Ma doesn’t know anything else about Ilva’s current 
  
    
   
   
   
   
   
   
   
   
   
   
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  whereabouts, and hasn’t seen the woman in 3 days. 
  However, Mixi the serving maid is friendly with Ilva 
  and may know more. 
  Roleplaying Mixi 
  Mixi is a young, half-elven woman with short dark hair and long 
  fingernails stained a dark, crimson red. She has several scars on 
  her face and neck, trophies from her days as a pirate on the 
  Moonsea. She left the dangerous life of a pirate for a more 
  secure place on land after the ship she was on wrecked during a 
  storm. She is comfortable handling the cutthroats who normally 
  frequent the tavern. That said she still carries a dagger on her hip 
  and leaves her scars uncovered to dissuade the patrons from 
  causing her trouble.  
   
  She speaks with customers in a casual and relaxed manner. 
  Ever the professional server, she knows that an affable 
  personality leads to more coins spent. 
   
  She is very worried for her friend but too scared to go back to 
  that shack (see below). 
  Mixi’s Friends 
  The server working tonight is called Mixi. Mixi is a young, 
  half-elven woman with short dark hair and long 
  fingernails stained a dark, crimson red. She has several 
  scars on her face and neck, trophies from her days as a 
  pirate on the Moonsea. She wears a dagger on her hip. 
   When the adventurers attempt to speak with Mixi—
  either after talking to Ma or immediately after they arrive 
  at the tavern—she treats them as any other customer. 
   Any character succeeding at a DC 10 Wisdom 
  (Perception) check notice that Mixi’s hair has stray red 
  highlights; as if it were dyed red at one point but later 
  dyed black to cover it. This may provide a clue that Mixi 
  and Ilva were very close and shared in something odd. 
   Should the characters mention Ilva, a noticeable 
  change plays over her face. Her replies become curt and 
  expressionless. Mixi denies knowing Ilva very well, saying 
  that she has no real connection to the young woman. 
  Even the most clueless character knows that something is 
  amiss—no roll is needed. 
   If the characters press their questioning of Mixi, she 
  gets agitated and tries to quickly walk away. Seeing that 
  these strangers are upsetting the person bringing their 
  drinks, a few of the patrons decide to intervene. 
   Seeing Mixi’s wish to be left alone, six bandits in pirate 
  garb stand to intercept the characters. They use their 
  weapons when they attack, but the characters easily 
  notice that they are attacking with the flats of their blades; 
  likely to subdue rather than to kill. When more than half 
  of the bandits have fallen, the rest of the bandits 
  surrender or flee.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Weak party: Remove two guards 
  • 
  Strong or very strong party: Remove one guard; add one thug 
  A Reluctant Informant 
  Mixi uses the distraction of the bandit fight to flee out the 
  front door. The adventurers have no trouble watching her 
  escape path while the fight takes place. Any character 
  looking out of the front door easily sees Mixi duck into a 
  nearby apartment above the Leaning Boot. 
   Upon arrival, they find her door locked. The lock can be 
  picked by a character with a set of thieves' tools and a 
  successful a DC 10 Dexterity check, or smashed down 
  with a DC 10 Strength (Athletics) check. No amount of 
  cajoling or threatening convinces Mixi to open the door 
  for them. She just answers them by saying that she 
  doesn’t know anything, and she wouldn’t tell anyone even 
  if she did so they may as well leave. 
   If the characters cannot manage to open the lock on the 
  door or break it open, they can also climb the outside of 
  the building and enter through a jammed window that 
  doesn’t lock with a DC 5 Strength (Athletics) check. 
  Alternatively they can convince Ma to let them in with her 
  key with a successful DC 10 Charisma (Intimidation, 
  Persuasion, or Deception) check or automatically with 
  another bribe of one gold piece or more. 
   Assuming the adventurers finally get into the room, they 
  find Mixi terrified and trembling with her dagger in hand. 
  At her wits’ end, she finally reveals what she knows about 
  Ilva, Sebastian, and their probable whereabouts. 
   
  “Please don’t kill me. I’ll tell you everything. Just don’t make me 
  go back there," she says, trembling. "They’re all as mad as rabid 
  dogs. And that terrible man is the worst of them, with all his 
  stories about fire. It’s witchcraft, pure and simple.” 
   
  If the characters press Mixi for more information, she 
  calms down and explains: 
   
  • 
  Ilva recently came to Mulmaster refugee from Phlan. 
  At first she was quiet, kind, and very shy. Then one 
  day she came to work more animated than Mixi had 
  ever seen her, talking about hearing something that 
  changed her life—a dwarf spoke to her about how to 
  get everything she wanted in life. Ilva insisted that 
  Mixi come listen when the dwarf spoke again. 
  • 
  Mixi accompanied Ilva to a shack in the Zhent ghetto 
  in the city the next day, where they sat with others. 
  
    
   
   
   
   
   
   
   
   
   
   
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  • 
  A dwarf with flaming red hair and a red beard came 
  into the shack and spoke about the fire within all 
  people, how to use that fire to get what you want, 
  how to use your passions to make your life better. 
  The speaker was enthralling, and Mixi and Ilva 
  started attending his talks regularly. They even cut 
  their hair short and dyed it red to represent the fire 
  within their new and true selves. 
  • 
  One day, at a special meeting for this speaker’s most 
  loyal followers, the talk got particularly intense. 
  There was a lot of chanting and dancing, and the 
  room grew terribly hot. Mixi had a vision of the entire 
  building engulfed in flames, and the speaker 
  transformed into some sort of creature made of fire. 
  Although she knows it wasn't real, she was so scared 
  that she never returned. 
  • 
  Ilva was angry when Mixi abandoned her, and she 
  even warned Mixi that if she talked about the dwarf 
  to anyone, she would regret it. The warning seemed 
  to be more a concern than a threat, but Mixi cannot 
  be sure. 
  • 
  Ilva soon found a noble’s son called Sebastian to 
  accompany her to hear the speaker’s messages. If 
  they are looking for Sebastian, Mixi knows that they 
  should look for him at the shack where the dwarf 
  speaks and that Ilva will probably be with him. The 
  shack is in the Zhent ghetto, recognizable by the 
  door, which has been painted bright red. 
  • 
  As far as Mixi knows, the speaker has no name. If he 
  does, she has never heard it used by him or any of his 
  followers. 
  The Flames 
  Following Mixi’s directions, the characters arrive at the 
  shack where the strange dwarf has been preaching to his 
  flock. They see the shack with the red door, a simple one-
  story square building, 30 foot to a side, made of pine 
  clapboards, and the only opening is the red-painted door. 
  General Features 
  The shack has the following features. 
   Ceilings. The ceiling of the shack is 7 feet tall. 
   Light. The shack is lit by several torches. 
   Smells. Sweat. Burning pitch. Smoke. 
   Sounds. Chanting. Fevered yelling. Crackling fire. 
   
   
   
   
  Flickering firelight peeks out between the loose planks of this 
  small shack. From within a dozen or so voices speak in low 
  murmurs while a deep, resonating voice booms above them all. 
  The door to the shack is painted a vibrant red and two dwarves 
  with flaming red beards lean casually against its wall. They 
  notice your approach and stand up. 
   "Sod off," one of them says casually, "this is a private affair." 
    
  There are two dwarf thugs stationed at either side of the 
  entrance barring unwelcome visitors from entering. If the 
  characters attempt to muscle past them to the unlocked 
  door, the thugs attack. Upon attacking, the dwarves's 
  beards turn to flame. 
   At the start of the third round of combat, or when the 
  adventurers open the door to the shack, the shack bursts 
  into flames—screams and shouts erupt from within. 
   The door burns quickly, allowing the characters to see 
  into the burning building. Amid the chaos of flames, 
  panicking people, and falling timbers, the adventurers see 
  a young man matching Sebastian’s description struck by 
  a burning support beam; pinning his, while a young 
  woman matching Ilva's description stands beside him—
  straining to hoist the beam and screaming for help. 
   From this point, the characters have four rounds to free 
  Sebastian from the fallen beam and out of the burning 
  building before he suffocates and dies. If they are still 
  alive, the dwarven thugs fight for two more rounds and 
  then flee the area if still able. 
   Anyone entering or starting their turn in the burning 
  building must make a DC 10 Constitution saving throw or 
  suffer one level of exhaustion from smoke inhalation. Any 
  character that covers their face makes this saving throw 
  with advantage. In addition, any creature within the 
  burning shack takes 1 point of fire damage at the start of 
  their turn. 
   Any character that is adjacent to Sebastian and the 
  burning beam can use an action to attempt a DC 15 
  Strength (Athletics) check to free him. Reward ingenuity 
  with advantage, or even an automatic success. For 
  example, using another beam as a lever might provide 
  enough assistance to allow the check to be made with 
  advantage on the Strength check to lift the beam while 
  splitting the beam (AC 15) with an axe should result in an 
  automatic success. Putting out the fire on the beam 
  reduces the DC of the check by 5. 
   Putting out the fire throughout the entire building is 
  more or less impossible with the resources available to 
  the characters, but as above, reward outside-the-box 
  thinking with some sort of bonuses. Characters making a 
  
    
   
   
   
   
   
   
   
   
   
   
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  DC 10 Wisdom (Nature) check learn that the flames are 
  magical, as if being conjured and stoked from some 
  supernatural source. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Weak party: Remove one thug, add two guards 
  • 
  Strong or very strong party: Add one thug 
  Conclusion 
  If they question Sebastian, Ilva, or any of the other 
  survivors of the blaze, the characters get similar stories. 
  The dwarf did nothing illegal or immoral—he only spoke 
  of letting one’s passions burn brightly and fuel one’s 
  dreams. No one saw how the fire started—although a few 
  claim that the speaker vanished from the shack in a bright 
  flash just as it began. Another claims to have known the 
  dwarf to work in a local blacksmith’s shop, but that was 
  years ago and the dwarf looked much different then. 
   If the adventurers wait around a few minutes, a 
  Soldiery patrol arrives. In contrast to the Mulmaster City 
  Watch, members of the Soldiery are efficient, competent, 
  motivated, and incorruptible. They assist the injured, 
  question witnesses, and otherwise take complete control 
  of the situation—even though the fire is too strong and hot 
  to be extinguished before the shack is lost. 
   If the characters describe the thugs's burning beards, 
  the Soldiery makes note of the report, but is obviously 
  skeptical. 
   Dead or alive, the characters can take Sebastian back to 
  his father’s estate, though Ilva demands to accompany 
  him and does so unless the adventurers do something to 
  prevent her from following. 
   When the characters arrive at the Stoe Estate, house 
  guards at the gate to the estate take possession of 
  Sebastian (or his body), telling the adventurers that Count 
  Stoe is not available. If the lad is alive, one of Count 
  Stoe's retainers pays the characters the remaining 100 gp 
  as agreed upon (unless for some reason the characters 
  did not get half upfront then they are paid the full 200 gp). 
  One of the guards also wears an insignia on his cloak, 
  showing he is a member of the Lords’ Alliance. He tells 
  the adventurers that the Lords’ Alliance remembers those 
  who serve their masters well. 
   If Ilva is still with them, the guards bar her entrance to 
  the estate, using force when she attempts to rush past 
  them. Ilva is distraught when barred entrance, but she 
  finally comes to her senses, realizing that Count Stoe is 
  too powerful to be disobeyed right now and leaves 
  without further issue. 
   If the adventurers were not otherwise cruel to Ilva in 
  the aftermath of her loss, she thanks them for saving her 
  love’s life. As a reward, she provides the characters with a 
  vial filled with an icy blue liquid (a potion of fire 
  resistance) that she says the dwarf once gave her. The 
  dwarf told her that someday, when the world is as it 
  should be, this potion might serve her well. She is not 
  aware of the properties of the potion, but she doesn’t 
  want it anymore. 
  Rewards 
  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. 
  Experience 
  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 listed 
  are per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Bandit 
   
   
   
  25 
  Thug 
   
   
   
  100 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per character 
  Rescue Sebastian 
   
   
  50 
   
  The minimum total award for each character 
  participating in this adventure is 75 experience points. 
  The maximum total award for each character 
  participating in this adventure is 100 experience points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst 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. 
    
  
    
   
   
   
   
   
   
   
   
   
   
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   Permanent magic items are divided up according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Payment from Count Stoe 
   
  200 
  Potion of Fire Resistance 
  A description of this item can be found in the Dungeon 
  Master’s Guide. 
  Renown 
  Lords’ Alliance characters only receive one renown 
  point for bringing Sebastian home alive. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure. 
  DM Rewards 
  You receive 100 XP, 50 gp, and five downtime days for 
  each session you run of this mini-adventure. 
   
  
    
   
   
   
   
   
   
   
   
   
   
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  Appendix: Monster/NPC 
  Statistics 
  Bandit 
  Medium humanoid (any race), any non-lawful alignment 
   
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  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. 
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  Mini-Adventure 3: Envy 
  like Crushing Earth 
  When the players are ready to begin, read the Adventure 
  Hook read-aloud text if appropriate, then continue with 
  the read-aloud text of this mini-adventure. 
   
  During your shift at the Saj Estate, you overheard the owner of 
  the Oxpit Tavern, an odd man called Chroomeg, complaining 
  about the vandals plaguing his establishment as of late. When 
  you heard him say, “I would give anything to find someone who 
  could catch the culprits,” you realize that a potential job just fell 
  into your laps. 
   
  If the adventurers approach the owner of the Oxpit 
  Tavern and offer their services, he is at first skeptical. He 
  has bribed City Watch members and paid mercenaries to 
  help him, but no one found the source of the vandalism or 
  stopped it from happening. 
  Roleplaying Chroomeg 
  Chroomeg is a short stout human, barely taller than a dwarf. His 
  features, particularly the greenish skin and over-sized canine 
  teeth, hint that he might have some orc in his bloodline. Despite 
  his unusual appearance, Chroomeg is a gregarious and affable 
  chap. 
    
  Use the bullet points below to guide the conversation. 
   
  • 
  If asked about the problems at his tavern, a look of 
  frustration plays across his face. Starting about 2 
  months ago, the Oxpit Tavern became the target of a 
  steady campaign of vandalism. At first it was just 
  damage to the outside of the building, threatening 
  graffiti scrawled on the walls, and a broken window 
  or two. Recently the vandals have taken to 
  housebreaking; the interior vandalized, although 
  nothing has yet been actually stolen. 
  • 
  Chroomeg alerted the City Watch, who "investigated" 
  with the disinterest that one would expect from them. 
  When the incidents continued, Chroomeg hired 
  mercenaries to search for clues and protect the Oxpit 
  Tavern when he was away. No attacks happened 
  while keen eyes were watching the establishment. 
  Yet as soon as Chroomeg dismissed the watchers, 
  the attacks would almost immediately resume. 
  • 
  Many tavern owners and businesspeople in 
  Mulmaster are jealous of Chroomeg’s success. Any of 
  them could be behind the vandalism. 
  • 
  Chroomeg suggests that the characters come to the 
  tavern tonight posing as customers. When the bar 
  closes and all the staff leaves, the characters can 
  remain on the premises and watch for trouble. 
  • 
  For this service, Chroomeg offers the characters 10 
  gp up front. However, Chroomeg offers an additional 
  90 gp if they are able to catch the culprits, for a total 
  of 100 gp. 
   
  If the adventurers agree to the terms, they can accompany 
  Chroomeg back to the Oxpit Tavern to carry out their 
  duty. 
  The Disturbance in the Cellar 
  The adventurers find the Oxpit Tavern to be a fairly 
  typical tavern. While the décor is nothing special, the 
  establishment is crowded, with not an empty seat in the 
  house. 
  General Features 
  The cellar of the Oxpit Tavern has the following features. 
   Ceilings. The ceiling of the cellar is 10 feet tall. 
   Light. The cellar is completely dark. The only light 
  present is that which the characters brought with them. 
   Smells. Spilt wine, ale, and mead. Turned earth. Drying 
  herbs. 
   Sounds. Dripping. Falling and settling stone. 
   
  Several patrons are standing around waiting for a table to 
  become vacant. If asked about this, Chroomeg tells the 
  characters that he employs one of the most skilled cooks 
  in Mulmaster, and Chroomeg makes his own beer and ale 
  in his home. His brews are considered some of the best in 
  the area. 
   After the tavern closes for the evening, the customers 
  leave and the staff retires to their rooms on the second 
  floor of the building. Chroomeg leaves for the evening, 
  wishing the adventurers good luck before locking the 
  doors of the tavern behind him. 
   The players may attempt to make detailed plans about 
  where they place themselves and how they patrol the 
  area. If you are playing in a setting where time is limited, 
  skip this preparation and get right into the action. 
   
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  As you go about your duties, a crash erupts from below the floor 
  of the tavern, strong enough to shake the entire building. Dust 
  billows from beneath the cellar door. 
   When you descend the stairs into the cellar, you see a large 
  hole has been made in the northern wall of the cellar. Casks of 
  beer, ale, and wine lay broken on the floor. 
   Amid the clutter, rubble, and spilled alcohol stands a female 
  gnome wearing dusty green leather armor and holding a yew 
  staff and wearing a green brooch in the image of a stag’s head. 
   When she sees you, she lowers her staff at you and scowls. 
  “Name yourselves or feel my wrath!” 
   
  The gnome, named Yavendel, is a druid and member of 
  the Emerald Enclave. The brooch she wears makes her 
  Emerald Enclave affiliation apparent to the adventurers. 
   Assuming the characters don’t attack or do anything 
  similarly foolish, Yavendel relates the following 
  information. If the characters do attack, simply have the 
  hole open beneath her immediately instead of at the end 
  of the conversation. 
   
  • 
  Yavendel lives in the hills to the east of Mulmaster, 
  patrolling the area at the behest of the Emerald 
  Enclave. 
  • 
  She’s noticed recently that some of her burrowing 
  mammal friends have been acting strangely, and she 
  has been investigating. She followed a family of giant 
  badgers through some tunnels, and ended up here. It 
  seems that there are a honeycomb of creature-
  created tunnels and abandoned mining tunnels that 
  end here. 
  • 
  “I was in a tunnel, I heard a noise above me, and 
  before I knew what was happening I got tossed 
  through this hole. I ended up here, crashed right 
  through the wall. It was very upsetting. But I think I 
  have recovered.” 
   
  Immediately after uttering this last statement, the floor 
  collapses beneath Yavendel and she tumbles into a hole—
  screaming as she falls into the darkness. The characters 
  hear gnomish screams from the depths, deep rumbling 
  like an earthquake, and then silence. 
  Down the Gnome Hole 
  The adventurers are now faced with a deep chasm in the 
  cellar floor. Although it is only about 8 feet in diameter, it 
  is impossible to see the bottom of the hole with a 
  conventional light source. Experimenting by dropping 
  objects down reveals that the fall is at least 150 feet. 
   Characters attempting to climb down the opening 
  without assistance must attempt a DC 15 Strength 
  (Athletics) check. They should be told before they attempt 
  it that climbing down without proper equipment is not an 
  easy task, and it is potentially fatal if they fall. If a 
  character attempting the climb fails the check by 5 or 
  more, he or she falls. Describe the falling sensation and 
  the dread of a certain death. Have the character then hit a 
  small ledge 40 feet down, which does 14(4d6) 
  bludgeoning damage but stops the adventurers fall to 
  certain death. 
   If the characters take the time to use rope or other 
  climbing gear, they can carefully climb down the hole 
  without the need for a check. If the adventurers don't 
  have any rope of their own, a quick glance around the 
  cellar locates a 200-foot length coiled in a nearby corner. 
   When characters reach the bottom of the pit, the 
  vertical shaft levels out, allowing them to traverse the 
  tunnel without the need to climb. Surprisingly, the gnome 
  Yavendel is nowhere to be found. A druid, she used wild 
  shape to transform into a bird to avoid falling damage, but 
  was chased through the tunnels by an ankheg. 
  The cellar of the Oxpit Tavern has the following features. 
  General Features 
  The network of subterranean tunnels has the following 
  features. 
   Ceilings. The diameter of the tunnels vary in height 
  from a few inches to a few yards. 
   Light. The tunnels are completely dark. The only light 
  present is that which the characters brought with them. 
   Smells. Turned earth. Warm, damp air. 
   Sounds. Crumbling earth and stone. 
   
  The tunnel proceeds east for about 100 feet before it 
  splits to the north and south. Regardless of which tunnel 
  they choose, the characters have found themselves in a 
  veritable maze of tunnels. Some of the passages are very 
  small (suitable only for tiny creatures), but others are 
  large enough for a human to walk upright, as if these 
  tunnels were formed by a very, very large burrowing 
  creature. 
   In either event, the adventurers wander aimlessly 
  unless they take steps to focus their route. A successful 
  DC 15 Intelligence (Investigation) check allows one to 
  notice three distinct sets of fresh tracks in the loose dirt: 
  the tracks of tiny rodents, large tracks belonging to a 
  heavily-clawed mammal, and large, insectoid tracks. They 
  all move in the same direction. Any ranger that has 
  
    
   
   
   
   
   
   
   
   
   
   
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  chosen beasts as a favored enemy or Underdark using his 
  natural explorer class feature makes this check with 
  advantage. 
   The number of failures that the adventurers experience 
  before succeeding on the tracking check, above, has an 
  impact on the remainder of the encounters, as follows. 
  Regardless of any failures, they're on the right track. 
   
  • 
  No Failures. If the adventurers make the first 
  Intelligence check, they automatically notice the 
  cave-in hazard, below. Similarly, the giant badgers do 
  not surprise the characters. 
  • 
  One Failure. The characters encounter the cave-ins 
  but are not surprised by the giant badgers. 
  • 
  Two or More Failures. The characters not only 
  encounter the cave-ins, but are also surprised by the 
  giant badgers in the next encounter. 
  Cave-ins 
  As the adventurers move through the 10-foot-wide tunnel, 
  allow the players to declare a marching order for the 
  party. The first character or characters in order along 
  with any characters within 10 feet of that character have a 
  chance to notice the hazard in the tunnel. If the 
  adventurers succeeded on the tracking check earlier 
  without failing any checks, they automatically spot and 
  are able to avoid the cave-in hazard. 
   As they travel through the tunnel, the characters trod on 
  a patch of unstable earth and rock. Any character leading 
  the group that succeeds at a DC 15 Wisdom (Perception) 
  check identifies the hazard before stepping on it. Any 
  character that declares that they are actively searching for 
  traps or hazards may substitute the above check for a DC 
  15 Intelligence (Investigation) or DC 15 Wisdom 
  (Survival). Any rangers that have Underdark terrain as a 
  chosen natural explorer class feature makes this check 
  with advantage. If the characters successfully notice the 
  hazard, they may avoid it without complication. 
   If the characters in the lead fail this check, however, the 
  tunnel collapses as they pass. Each character must 
  succeed at a DC 10 Dexterity saving throw or take 7 (2d6) 
  bludgeoning damage and be knocked prone and 
  restrained by the falling earth and stone. Those that 
  succeed are able to dodge out of the way in time to avoid 
  damage. The characters can dig themselves out of the 
  collapsed and continue without problem, but there is no 
  turning back now though; the only clear path is forward. 
  Mad Badgers 
  As the adventurers continue through the tunnel, it widens 
  into an intersection of two 15-foot-wide tunnels. This area 
  contains support beams and shows signs of recent mining 
  operations. 
  General Features 
  This area of the mines has the following features. 
   Ceilings. The ceiling of the tunnel is 7 feet tall. 
   Light. The tunnel is unlit and completely dark. 
   
  The tunnel you have been following suddenly looks different. 
  The walls have changed from the rough surface of creature-
  made tunnel into the smoother walls of a tunnel that contains 
  support beams and shows signs of mining. 
   
  While the characters get their bearings in this new 
  environment, the giant badger family that Yavendel was 
  following makes a startling appearance. 
   If the adventurers failed two or more checks when 
  attempting to navigate the maze, the badgers 
  automatically surprise them. Otherwise, initiative is 
  determined normally. 
   
  As you get your bearings in this new section of the tunnels, a 
  scratching sounds directly above you. Seconds later, giant 
  badgers rain down upon you in a shower of sharp teeth, and 
  razor-sharp claws, earth, and stone. 
   
  These four giant badgers have been enchanted by a cell 
  of the Cult of the Black Earth, which has been using them 
  to patrol the mine and tunnel areas. A successful DC 10 
  Intelligence (Nature) check reveals their behavior is 
  directed unnatural, no doubt by some sort of magical 
  compulsion. Additionally, the characters notice that the 
  badgers's teeth and claws appear to be made of razor-
  sharp obsidian—definitely a departure from the norm. 
   Characters may wish to try to use the Animal Handling 
  skill to calm the beasts, but the magical compulsion 
  makes that extraordinarily difficult. It can, however, be 
  useful. An adventurer that succeeds at a DC 15 Wisdom 
  (Animal Handling) actually confuses the creatures, giving 
  the giant badgers disadvantage on all attacks until the end 
  of their next turn. 
   After the battle, the characters notice an arm hanging 
  down from the hole where the badgers entered from. A 
  small niche has been carved out of the earth there, which 
  contains a human man’s badly mangled corpse, obviously 
  ravaged by the badgers.  
   He wears mining gear but has no other identification. 
  He clutches in his hand a bloody, unsigned note: 
  
    
   
   
   
   
   
   
   
   
   
   
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  “Continue your efforts to drive out the owner of the Ox-
  pit. If the vandals don’t suffice, use the creatures if nec-
  essary. The building’s location makes it imperative to 
  our plans.” 
   
  In addition to the note, the man carries a scroll of speak 
  with animals. 
   Immediately after finding the clue and treasure, the 
  adventurers hear screams and fighting from one of the 
  passages ahead. 
  A Light Gnome Snack 
  Immediately after finding the clue and treasure, the 
  adventurers hear screams and fighting from one of the 
  passages ahead. 
  General Features 
  This area of the mines has the following features. 
   Ceilings. The chamber has a 15-foot ceiling. 
   Light. The chamber is unlit. 
   
  Following the sounds of battle, the characters quickly 
  arrive at a chamber. They see an alarming sight. 
   
  In this larger chamber, a large insect—like an impossibly huge 
  praying mantis—wraps its mandibles around the gnome you 
  saw earlier in the Oxpit's cellar. She screams and struggles as 
  the creature chomps down, acid leaking from the edges of its 
  terrible maw. 
   
  Roll for initiative as normal. On its turn, the ankheg bites 
  the gnome, who takes no actions in this combat while 
  being grappled by the creature. 
   The ankheg does not attack the characters. If the 
  grapple on the gnome is broken, it attacks the gnome on 
  its next turn and resumes the grapple. It only attacks the 
  characters if it is not able to attack the gnome. 
   Yavendel can sustain 4 attacks before dying. She falls 
  unconscious after the second successful attack against 
  her. If the characters inadvertently attack Yavendel (i.e., 
  by including her in the area of an area spell meant for the 
  ankheg), those attacks count against this total. 
  Adventurers healing her using magic add one to the total 
  number of attacks she can endure before perishing 
   If the adventurers kill the ankheg, it releases Yavendel. 
  The creature wears a gold band on one of its legs with 
  fine letters of magical writing etched into it. If alive, 
  Yavendel thanks the adventurers and offers to give them 
  100 gold pieces for the item, which is double what the 
  thing is worth if sold to a jeweler.  
   If they refuse to give it to Yavendel, the item crumbles 
  to dust before they can get to a place where they can sell 
  it. In that case, the characters get nothing for it. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Weak party: Ankheg's hit points reduced to 33 
  • 
  Strong party: Ankheg's hit points increased to 46 
  • 
  Very strong party: Ankheg's hit points increased to 52 
  Conclusion 
  Following the mine tunnels, the adventurers emerge 
  about two miles east of Mulmaster. If they investigate 
  further, the characters learn that the mines are not owned 
  by anyone. They were thought to be played out, and the 
  city of Mulmaster took possession of them. No one is 
  known to be working there now. 
   If the characters ask Yavendel about the badgers's 
  claws, she looks concerned, but is otherwise incapable of 
  explaining the phenomena. 
   If the characters tell Chroomeg what happened and 
  show him the note found on the body ravaged by badgers, 
  this evidence can help him convince the Soldiery of 
  Mulmaster to investigate, and the Soldiery know how to 
  get things done. The vandalism ends soon after. 
  Rewards 
  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. 
  Experience 
  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 listed 
  are per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Giant Badger 
   
   
  50 
  Ankheg 
   
   
   
  250* 
  (*Since the ankheg does not attack the characters directly, less 
  XP is given for its defeat.) 
   
  
    
   
   
   
   
   
   
   
   
   
   
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  24 
   
   
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per character 
  Rescue Yavendel 
   
   
  25 
   
  The minimum total award for each character 
  participating in this adventure is 75 experience points. 
  The maximum total award for each character 
  participating in this adventure is 100 experience points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst 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 up according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
   
  GP Value 
  Payment from Chroomeg 
   
   
  100 
  Gold band 
   
   
   
  100 
  Scroll of Speak with Animals 
  A description of this item can be found in the basic rules 
  or the Player’s Handbook. 
  Renown 
  Emerald Enclave characters only receive one renown 
  point for rescuing Yavendel from the ankheg. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure. 
  DM Rewards 
  You receive 100 XP, 50 gp, and five downtime days for 
  each session you run of this mini-adventure. 
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  25 
   
   
  Appendix: Monster/NPC 
  Statistics 
  Giant Badger 
  Medium beast, unaligned 
    
  Armor Class 10 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft., burrow 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  10 (+0) 
  15 (+2) 
  2 (−4) 
  12 (+1) 
  5 (−3) 
    
  Senses darkvision 30 ft., passive Perception 11 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Keen Smell. The badger has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Actions 
  Multiattack. The badger makes two attacks: one with its bite and 
  one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  6 (2d4 + 1) slashing damage. 
   
  Ankheg 
  Large monstrosity, unaligned 
    
  Armor Class 14 (natural armor), 11 while prone 
  Hit Points 39 (6d10 + 6) 
  Speed 30 ft., burrow 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  13 (+1) 
  6 (−2) 
    
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11 
  Languages — 
  Challenge 2 (450 XP) 
    
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 
  (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the 
  target is a Large or smaller creature, it is grappled (escape DC 
  13). Until this grapple ends, the ankheg can bite only the 
  grappled creature and has advantage on attack rolls to do so. 
  Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 
  feet long and 5 feet wide, provided that it has no creature 
  grappled. Each creature in that line must make a DC 13 Dexterity 
  saving throw, taking 10 (3d6) acid damage on a failed save, or 
  half as much damage on a successful one. 
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  26 
   
   
  Map: A Light Gnome 
  Snack 
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  27 
   
   
  Mini-Adventure 4: Greed 
  like Fathomless Water 
  When the players are ready to begin, read the Adventure 
  Hook read-aloud text if appropriate, then continue with 
  the read-aloud text of this mini-adventure. 
   
  During your shift at the festivities at the Saj Estate, you come 
  across a servant, a young half-elven woman named Dylohra. She 
  is slumped in the corner of a pantry, head in her hands, tears 
  streaming down her face. 
   
  If the adventurers press Dylohra for the cause of her 
  distress, the human woman explains the following. 
   
  Dylohra sniffs and tries to stop her trembling. “I fear my sister 
  has done something foolish. She was supposed to help me 
  serve food here today, but she never arrived. Yesterday she told 
  me of a plan she had to gain a great deal of wealth. I told her it 
  was too dangerous, but I believe she carried out the plan 
  anyway, and now she is probably dead.” 
   Dylohra takes a deep breath to steady herself and then 
  continues. “There is a place down by the sea called The Last 
  Drop. I'm afraid she aims to steal from Umberlee's tribute. 
  Roleplaying Dylohra 
  Dylohra is the oldest of six half -elven daughters of a family that 
  at one time lived near Zhentil Keep. Then all of the family served 
  the Zhents in some capacity. Now her father is a mason and she 
  works at various serving jobs about the city. She has the silver-
  white hair of her moon elf mother. Her black hair has blue 
  highlights and her eyes are green.  
   
  She feels responsible for her younger siblings and feels guilty 
  that she was unable to persuade her from taking this chance.  
   
  Characters driven only by money might not have enough 
  incentive to help this poor Zhent refugee. Continue the 
  conversation with the information below. 
   
  • 
  Dylohra’s sister is named Lyrene, who is the 
  youngest of 6 daughters of a mason. They are 
  refugees in Mulmaster, like so many other Zhents. 
  • 
  Lyrene trained as a warrior, and she wants nothing 
  more than to join the Zhentarim, where some of her 
  ancestors proudly served in the past. She is, 
  however, a poor swimmer. 
   
   
   
  • 
  Lyrene is desperate to get away from Mulmaster, and 
  Dylohra knows her sister had finally had enough of 
  living in the city, being treated by citizens of 
  Mulmaster as a second-class creature. 
  • 
  It is rumored that the great wealth resting at the 
  bottom of the sea beneath The Last Drop is guarded 
  by the dead who perished after throwing themselves 
  from the bridge there. 
  • 
  Dylohra has no significant wealth to give the 
  characters if they choose to help her and her sister. 
  However, her family could probably scrape together a 
  few gold if the characters can bring Lyrene back. 
   
  A character succeeding at a DC 10 Intelligence (History) 
  check knows about the Last Drop. They get an additional 
  piece of information for each iterative of 5 by which they 
  succeed on the check. 
   
  • 
  It is a sacred place to the faithful of Umberlee, the 
  malevolent goddess of the sea. 
  • 
  It is common for those waiting for the safe return of 
  loved ones to wait there and drop trinkets in an 
  attempt to appease Umberlee. 
  • 
  Sometimes, those who lose loved ones to the sea 
  throw themselves from the Last Drop—hoping to 
  reunite with those they have lost. 
  • 
  It is believed that anyone foolish enough to try and 
  steal from among the trinkets and treasures given to 
  Umberlee would be cursed for all time. 
   
  Once they set out to find it, the adventurers have no 
  trouble finding The Last Drop. 
  The Cold Plunge 
  Characters may anticipate challenges involving 
  swimming or breathing underwater and look for potions 
  or scrolls that let them breathe underwater, swim for 
  easily, etc. They are unable to find any such items to help 
  them, however, and if they spend too long looking, 
  Dylohra should remind them of the task at hand.  
   
  The Last Drop is an odd shrine to Umberlee in the Bay of 
  Mulmaster—made in the form of a stone bridge placed between 
  two cliffs jutting from bay islands. The south side of the bridge 
  is carved into the likeness of a scowling maiden, her mouth 
  opened in a scream of rage. Water tumbles from the mouth into 
  the bay below. 
   
  
    
   
   
   
   
   
   
   
   
   
   
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  When the characters arrive, the bridge is empty save for a 
  single elf figure, wearing tattered peasant clothes and 
  lying on his side in a corner of the bridge—for all intents 
  and purposes, looking like an indigent. A character 
  succeeding at a DC 15 Wisdom (Perception) check 
  notices a battered and tarnished Zhentarim emblem 
  hidden beneath the strap of the threadbare satchel the 
  man wears over his shoulder. 
   He does not respond to the presence of the adventurers 
  unless they directly interact with him. If the characters 
  speak to him, he peers at them through long, black hair. 
  Beneath the unkempt hair, however, the elf’s features are 
  not what the adventurers might expect. Despite his 
  outward appearance, the elf is clean-shaven, well-kempt, 
  well-fed, and sharp-eyed. 
   The elf appears to be brain-addled and incoherent, but 
  this is only a ruse—something that any character 
  succeeding at a DC 10 Wisdom (Insight) check easily 
  notices. If any of the adventurers are members of the 
  Zhentarim and wear their allegiance openly, he drops the 
  act and speaks frankly with them. Otherwise, in order to 
  get anything useful out of the elf, the adventurers must 
  succeed at a DC 10 Charisma check (Persuasion, 
  Intimidation, or Deception). If confronted with the 
  observation that he's pretending, the check is made with 
  advantage. If faced with actual harm (more than just idle 
  threats), the elf leaps off the bridge and vanishes into thin 
  air before hitting the water. 
   If characters befriend the elf, however, he reveals his 
  name is Equarz, and he is a member of the Zhentarim 
  and provides the following information. 
   
  • 
  Lyrene contacted him about her plans, and the elf 
  made a deal with her. If she could come back with a 
  description of what rests at the bottom of The Last 
  Drop, Equarz would sponsor her membership in the 
  Zhentarim. 
  • 
  The Zhentarim have heard a rumor that there might 
  be something more than dead bodies and proffered 
  wealth at the base of The Last Drop. 
  • 
  Equarz is waiting for Lyrene to return, although he is 
  beginning to think she might have perished. It has 
  been almost about 12 hours since she took the 
  plunge, and there has been no sign of her. 
  • 
  Equarz will pay the characters a total of 100 gp if 
  they take the leap and see what they can learn of 
  Lyrene's fate. 
  • 
  The shale cliffs surrounding the Last Drop are sheer, 
  and extremely difficult to climb. Leaping from the 
  bridge is likely the best way in. Any character 
  attempting to climb down to the water via the cliffs 
  must succeed at a DC 20 Strength (Athletics) check. 
  In addition, the check is made with disadvantage as 
  the few handholds that do exist consist primarily of 
  loose shale. 
   
  If the characters wish to earn some coin, they can go in 
  after Lyrene. If they come back with the girl and a 
  description of their find, Equarz gives them each 100 gp. 
   If the characters are unsuccessful in befriending 
  Equarz, he makes no offer and does not divulge the 
  details about his deal with Lyrene. 
  A Test of Charisma 
  If the adventurers take the plunge over The Last Drop, 
  they take no damage, but the shock of hitting the freezing 
  water is jarring. However, something unnatural is 
  happening with the water. Adventurers must swim to 
  move, but they find swimming very easy, even in armor. 
  There is less pressure than there would in normal water. 
  It is as if the water is embracing them lovingly, bending to 
  their wishes. They still need to hold their breath however. 
   Remember that the characters cannot speak to one 
  another while underwater. Have fun with that, especially 
  if time is not a factor in your game. 
   As they make their way to the bottom of the undersea 
  area, the characters can make out the scene below. 
   
   The water off of The Last Drop is very deep—the depths go at 
  least 120 feet. The area below you as you descend is lit by a glow 
  coming from the sheer wall. You arrive at the bottom to see 
  undisturbed sand. Lyrene, and the wealth rumored to be there, 
  are nowhere to be found. Contrary to what the myths and 
  legends warned you about, there is a distinct lack of corpses. 
   The light in the area appears to be coming from a series of 
  sigils carved into the sheer wall at the bottom of The Last Drop. 
  The sigils are not in any language or alphabet you recognize. 
   
  The sigils have the following characteristics. 
   
  • 
  If a character casts detect magic (by somehow 
  accomplishing the verbal requirement) while 
  inspecting the sigils, they radiate strong 
  transmutation magic. 
  • 
  A DC 10 Intelligence (Religion) check shows that 
  these sigils are similar to those used in the worship 
  of Umberlee, but are slightly different. 
  • 
  A DC 10 Intelligence (Arcana or Religion) check 
  
    
   
   
   
   
   
   
   
   
   
   
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  29 
   
   
  reveals that touching the sigils likely triggers more 
  magical effects—though it is impossible to tell exactly 
  what. 
  • 
  The sigils are the source of the light in the area and 
  the effect that makes swimming easier in the area. 
  This effect is suppressed if the sigils are touched. 
   
  The only way to trigger the sigils safely is to do so while 
  saying a specific prayer to an elemental lord. Since the 
  characters have no way of knowing this, their only option 
  to move forward is to touch the sigils and see what 
  happens. 
   If the sigils are triggered without speaking the prayer, 
  the sigils magical effects end. Before the last of the light 
  fades, the characters are able to see the rock face turn 
  into a strange wall of translucent, churning water behind 
  which appears to be a dry tunnel on the other side. A 
  moment later, the churning water blasts out in a 60-foot-
  cone away from the tunnel. 
   Each character within the effect must succeed at a DC 
  10 Constitution saving throw or take 3 (1d6) bludgeoning 
  damage and be pushed to the edge of the cone. 
   Past the strange water wall in the rock face, the 
  characters see a dry chamber. Getting through the wall, 
  however, takes confidence and focus. The wall is meant 
  to keep out those lacking the strong will and force of 
  personality sought by the faithful of Umberlee. As the 
  characters move through the wall of churning water, each 
  must attempt a DC 10 Charisma saving throw. A 
  character who fails the check is still able to pass through 
  the wall, but suffers a penalty during the encounter at the 
  end of this mini-adventure. 
  The Grotto of Death 
  The grotto has the following general features. 
   Ceilings. The ceiling of the grotto is 15 feet tall. 
   Light. The grotto is lit by globes of magical green light. 
  Come on, Lyrene! 
  When the adventurers all arrive safely in the underwater 
  entrance to the tunnel system, at first they hear nothing 
  but the painfully loud echoing of dripping water. Then 
  they hear a moaning sound from further up the passage. 
   Following the passage and the moaning sound, the 
  characters traverse the tunnel until it opens into a grotto. 
  Though the passage also continues past, there appears to 
  be no other way out of the grotto. 
   
   
  The grotto’s rough, uneven floors make traversing it difficult. 
  Most of the grotto is sunk 10 feet below the level of the corridor 
  leading into it. A few areas of raised ground are even with the 
  corridor. 
   At the far side of the grotto, on a raised area against the 
  dripping wall, you see a half-elven form fitting the description of 
  Lyrene. She is soaked and shivering, and does not seem to be 
  fully conscious.  
   
  Assuming that they attempt to assist Lyrene, they see that 
  she is not breathing due to water inhalation. A strong pat 
  on the back and a successful DC 5 Wisdom (Medicine) 
  check is all that is needed to get Lyrene breathing and 
  conscious again. 
   If successful, Lyrene tells them (in between fits of 
  coughing), that she was trapped in this grotto, and she 
  has not been able to escape. However, she believes that 
  the watery symbols that appear on the walls may have 
  something to do with the way out. Unfortunately, she 
  cannot figure out how to trigger the symbols. She starts to 
  describe how the chamber keeps filling with water, but 
  she begins to panic and is unable to continue. 
   If the characters investigate her claim, they see that 
  what she says is true—watery wall has appeared in the 
  opening they came through to enter the grotto, and there 
  is no way to get through it. As the wall appears, two other 
  things happen: water begins quickly filling the grotto, 
  and symbols flash into existence on the walls of the 
  grotto. 
  A Test of Intelligence and Wisdom 
  There are two sets of symbols, shown in Handout 1. All 
  the symbols seem to be made from water that has 
  somehow coalesced into free-form shapes. One set 
  appears in the raised area on the south wall, and the 
  other in the raised area on the east wall (near where 
  Lyrene was found). 
   Each set of sigils starts a pattern. In order to solve the 
  puzzle and stem the flow of water into the grotto, the 
  adventurers have to figure out what next symbol in the 
  pattern is. The adventurers can simply trace their fingers 
  over the wall to add the next symbol in the pattern; water 
  coalesces into whatever shape they draw. If they predict 
  the next symbol and draw it in sequence, the symbols 
  glow brightly and the flow of water into the grotto slows. 
  If they draw an incorrect symbol, the flow of water into 
  the grotto speeds up. There are two handouts for each 
  puzzle—a player handout and the answer key. 
   
  
    
   
   
   
   
   
   
   
   
   
   
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  The First Pattern 
  Above the first set of sigils, water coalesces into the 
  words: 
   
  "Water turning—ceaselessly, regularly, never stopping." 
   
  The answer to this puzzle shows the outer symbol 
  rotating clockwise by quarter turns, while the inner 
  symbol rotates counter-clockwise by eighths of a circle. 
  This pattern is depicted in Player Handout 1 and DM 
  Handout 1. 
  The Second Pattern 
  Above the second set of sigils, water coalesces into the 
  words: 
   
  "Water is the mirror that reflects the power within us." 
   
  The sigils in the second set are the numbers 1 through 5 
  as viewed beside a mirror. The next correct symbol is the 
  number 6 along with its reflection. This pattern is 
  depicted in Player Handout 2 and DM Handout 2. 
   
  Once the characters have drawn the correct symbol in 
  both patterns, the watery wall at the passage opening 
  disappears and the grotto drains to the level of the raised 
  areas, allowing them to stand. 
   Each time that the characters draw the incorrect 
  symbol, or if too much time passes before they try to draw 
  one (DM’s discretion), the characters take 2 (1d4) 
  bludgeoning damage from water pressure. 
   If it is clear that the characters need hints, allow a DC 
  10 Intelligence check to give hints for the first set of 
  symbols. For the second set, allow a DC 10 Wisdom 
  check for the hint. 
   If it gets to the point where the characters are simply 
  unable to figure out the puzzles, Lyrene gives enough 
  hints that the characters finally figure out it. No more 
  than 2d4 damage before allowing the adventurers to get 
  enough hints to figure out the patterns. 
  Deep Guardians 
   Ceilings. The ceiling of the grotto is 15 feet tall. 
   Light. The grotto is lit by globes of magical green light. 
  The triggering of the trap calls the attention of the 
  guardians of the grotto: four bullywugs and two giant 
  frogs. These amphibious creatures patrol the partial 
  submerged caverns underneath the bay of Mulmaster. 
   When the characters open the chamber, the water 
  drains from the room as the watery wall dissolves. The 
  amphibious foes, however, are waiting to enter and either 
  attack or collect the corpses. Give the adventurers a 
  round to prepare after the water drains and the enemies 
  enter the room, in case they need to heal or revive allies. 
   Due to the partially submerged state of the grotto, only 
  the few areas of raised land remain dry—the rest of the 
  grotto is submerged in 10 feet of water. In order of move 
  from one area of land to another, the characters must 
  either swim or jump. 
   To make matters worse, the magic of the chamber 
  causes the ground to move, suddenly submerging what 
  was once dry land, and sprouting new land in other spots. 
  (On the map, the solid lines are current raised areas, and 
  the dotted lines are the areas that become raised with the 
  others submerge.) 
   Any character that failed the Charisma saving throw to 
  get through the watery wall earlier in the mini-adventure, 
  feels the judgmental eye of Umberlee during this battle 
  and attacks against that character are made with 
  advantage. As an action, the character may attempt a DC 
  10 Charisma saving throw with advantage to end the 
  effect early. 
   If the amphibious foes defeat the characters, they do 
  not kill them. Instead, they knock the characters out, take 
  anything of value that the characters possess, and throw 
  them through the portal. The adventurers awaken—lying 
  in puddles—on The Last Drop Bridge. To make matters 
  worse, they each have a tattoo resembling a stylized wave 
  just beneath their right eye. Each character receives the 
  "Marked by the Crushing Wave" story award (see 
  Rewards, below). 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Weak party: Remove one bullywug 
  • 
  Strong or very strong party: Add one giant frog 
  The Way Out 
  After defeating the bullywugs and frogs, the characters 
  are free to bring Lyrene with them as they further explore 
  the chambers. Lyrene reveals that although she found no 
  treasure at the bottom of The Last Drop, she found a 
  pearl in the grotto. She wants the characters to have it as 
  thanks for saving her.  
   The adventurers find nothing else in the network of 
  half-submerged tunnels, and they soon find a strange 
  portal. 
  
    
   
   
   
   
   
   
   
   
   
   
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  31 
   
   
  At the end of your exploration, with nowhere else to go, you 
  finally come to a waterfall. However, rather than falling down, 
  the waterfall flows up. A 10-feet-diameter hole in the floor 
  shoots water up. But there is no hole in the ceiling. The water 
  simply disappears. 
   
  Characters examining this can quickly see that it is a 
  teleportation effect, but its final destination is unknown. 
   Creatures entering the upward-flowing stream are lifted 
  through a portal and deposited at the top of The Last 
  Drop, right next to the spouting mouth of the shrine to 
  Umberlee. If the characters solved the puzzles and 
  defeated the amphibious foes, there is also a blue viscous 
  potion on the top of the spouting visage’s head. It is a 
  potion of water breathing—perhaps a gift from Umberlee? 
  Conclusion 
  If the characters made a deal with Equarz, he is waiting 
  there for them. He asks them what they saw and gives 
  them their money as promised. If they didn’t make 
  friends, Equarz is still there, even if the characters drove 
  him away before. He speaks to Lyrene to learn more. 
  Rewards 
  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. 
  Experience 
  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 listed 
  are per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Bullywug  
   
   
  50 
  Giant frog  
   
   
  50 
  Non-Combat Awards 
  Accomplishment 
   
   
  XP per character 
  Solve the puzzles (no hints) 
   
  20 
  Rescue Lyrene 
   
   
  20 
   
  The minimum total award for each character 
  participating in this adventure is 75 experience points. 
  The maximum total award for each character 
  participating in this adventure is 100 experience points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst 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 up according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Payment from Equarz 
   
  100 
  Pearl 
   
   
   
  100 
  Potion of Water Breathing 
  A description of this item can be found in the basic rules 
  or the Dungeon Master’s Guide. 
  Renown 
  Zhentarim characters only receive one renown point 
  for reporting their findings to Equarz. 
  Favor and Enmity 
  The characters can earn the following story reward. 
   Marked by the Crushing Wave. You have been 
  touched by some force. For good or ill, you do not know. 
  This tattoo resembles a stylized tattoo of a crashing wave 
  just beneath your right eye. Any attempts to remove it fail, 
  and should you cover it, it quickly soaks through any non-
  magical covering which mildews, rots, or rusts before 
  falling away. The effects of this mark may become 
  apparent in future adventures. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure. 
  DM Rewards 
  You receive 100 XP, 50 gp, and five downtime days for 
  each session you run of this mini-adventure. 
  
    
   
   
   
   
   
   
   
   
   
   
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  32 
   
   
  Appendix: Monster/NPC 
  Statistics 
  Bullywug 
  Medium humanoid (bullywug), neutral evil 
    
  Armor Class 15 (hide armor, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 20 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  12 (+1) 
  13 (+1) 
  7 (−2) 
  10 (+0) 
  7 (−2) 
    
  Skills Stealth +3 
  Senses passive Perception 10 
  Languages Bullywug 
  Challenge 1/4 (50 XP) 
    
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. The bullywug can communicate 
  simple concepts to frogs and toads when it speaks in Bullywug. 
  Swamp Camouflage. The bullywug has advantage on Dexterity 
  (Stealth) checks made to hide in swampy terrain. 
  Standing Leap. The bullywug’s long jump is up to 20 feet and its 
  high jump is up to 10 feet, with or without a running start. 
  Actions 
  Multiattack. The bullywug makes two melee attacks: one with its 
  bite and one with its spear. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) bludgeoning damage. 
  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, or 5 
  (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack. 
   
  Giant Frog 
  Medium beast, unaligned 
    
  Armor Class 11 
  Hit Points 18 (4d8) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  13 (+1) 
  11 (+0) 
  2 (−4) 
  10 (+0) 
  3 (−4) 
    
  Skills Perception +2, Stealth +3 
  Senses darkvision 30 ft., passive Perception 12 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Amphibious. The frog can breathe air and water. 
  Standing Leap. The frog’s long jump is up to 20 feet and its high 
  jump is up to 10 feet, with or without a running start. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, and the target is grappled (escape 
  DC 11). Until this grapple ends, the target is restrained, and the 
  frog can’t bite another target. 
  Swallow. The frog makes one bite attack against a Small or 
  smaller target it is grappling. If the attack hits, the target is 
  swallowed, and the grapple ends. The swallowed target is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the frog, and it takes 5 (2d4) acid damage at the start of 
  each of the frog’s turns. The frog can have only one target 
  swallowed at a time. 
   If the frog dies, a swallowed creature is no longer restrained by 
  it and can escape from the corpse using 5 feet of movement, 
  exiting prone. 
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  33 
   
   
  Player Handout 1: A Test of Intelligence and Wisdom 
   
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  DM Handout 1: A Test of Intelligence and Wisdom 
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  Map: Deep Guardians 
   
   
   
   
   
   
   
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  36 
   
   
  Mini-Adventure 5: Fear 
  like Dark Oblivion 
  When the players are ready to begin, read the Adventure 
  Hook read-aloud text if appropriate, then continue with 
  the read-aloud text of this mini-adventure. 
   
  In the middle of your shifts at the Saj Estate today, the revelry 
  was dampened by news of civil unrest elsewhere in Mulmaster. 
  Rumors and innuendo abound, and it is impossible to discern 
  what caused the unrest, where it happened, or if it really even 
  happened at all. 
   Mistress Saj approaches you, accompanied by a tall bald 
  woman in red robes. Bowing slightly, she smiles. “I have heard 
  that you are no strangers to peril, so I have a request to make of 
  you. My friend here requires an escort to her home at the 
  Thayan embassy." 
   The red-robed woman sighs, a smile playing across her lips, 
  “Do not be silly, I need no escort. These rumors of unrest are 
  likely exaggerated, and I am quite able to defend myself should 
  the need arise.” 
   Mistress Saj shakes her head. “I will not permit it. I am sure 
  you are capable, Thundrazi. But the last thing we need is you 
  using magic to fend off disgruntled citizens. Tomorrow the 
  rumor would be that you assaulted them without provocation. 
  Let these capable mercenaries handle the masses.” 
   
  Mistress Saj tells the characters that they are excused 
  from their normal duties on the condition that they escort 
  Thundrazi, a Red Wizard of Thay, to the Thayan Embassy 
  where she resides and works. In exchange, they receive 
  extra pay when they return to the Saj Estate after their 
  charge is safely home. If the characters ask how much 
  they are to be paid, Mistress Saj simply says that it 
  depends on how much trouble they encounter on the way. 
  Surely the characters trust her generosity, don't they? 
  Roleplaying Thundrazi 
  Thundrazi is simply humoring her friend. She does not speak to 
  the characters as they travel unless she is spoken to first. Even 
  then, she keeps her answers brief and curt. She does however 
  have a soft spot for the young of any race. This is definitely odd 
  for a Red Wizard, however she is actually a Harper spy working 
  for the Hawks. Keeping her cover is important to her, hence her 
  short answers to any questions from the characters. Only 
  endangering of the lives of children can force her to act out of 
  character.  
  An Angry Crowd 
  The Red Wizard Thundrazi does not speak to the 
  characters as they travel unless she is spoken to first. 
  Even then, she keeps her answers brief and curt. 
   The trip from the Saj Estate to the Thayan Embassy is 
  fairly short, with most of the route through the safer parts 
  of the city. The route passes through an open plaza where 
  common tradespeople and farmers are allowed to sell 
  their wares for limited periods on certain days. It just so 
  happens that the open market is now open in that plaza, 
  and something terrible is about to happen. 
   Get an idea of where the characters are walking in 
  relation to Thundrazi. Once that is determined, read: 
   
  The city’s streets are fairly empty, but those people that you do 
  come across give you and your charge a wide berth. Entering an 
  open plaza, Thundrazi pulls a few silver pieces from her belt 
  pouch to buy a straw doll being sold by a farmer’s daughter and 
  the young girl’s grubby face breaks into a huge smile at the sight 
  of the shiny coins. 
   “Oy! You!” A deep, barking voice cuts through the plaza. A red-
  faced dwarf strides across the open area, pointing an accusing 
  finger at the red wizard. “My Pa died at Kryptgarden fightin' yer 
  type and your filthy unlivin' cohorts. Why don'cha spare us all 
  the sight o' ugly gobs and get outta our city!” 
   The dwarf’s open hostility seems to break the dam of silence 
  regarding your charge. Others, embolden by the dwarf, start 
  yelling as well and start reaching for things to throw. 
   
  The characters have a single chance to calm the crowd 
  before they resort to violence. Before they act, you can 
  allow anyone who wants to gauge the tenor of the crowd 
  to attempt a DC 10 Wisdom (Insight) check. If successful, 
  the character realizes that these people are being driven 
  by something more than anger—something unnatural has 
  stirred them into a panic. If this check succeeds, a 
  subsequent DC 15 Arcana checks reveals that some 
  magical force in the area is stoking this fear, which is 
  manifesting in rage. The source of that fear is impossible 
  to pinpoint, even through the use of detect magic or 
  similar divination magic. 
   Calming the crowd requires a successful DC 15 
  Charisma (Persuasion) check. If the check fails, the 
  rioting commoners start hurling things at the characters 
  and Thundrazi, causing 2 (1d4) points of bludgeoning 
  damage to everyone. 
    
   
  
    
   
   
   
   
   
   
   
   
   
   
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  37 
   
   
   If the characters attempt to stay the crowd’s anger in 
  other ways, such as Intimidation or through the use of 
  spells, it is likely to make matters worse. Any actions on 
  the part of the characters that would feasibly heighten the 
  crowd's fear causes more intense violence, increasing the 
  damage inflicted by the thrown objects to 5 (2d4) 
  bludgeoning damage. The DM has discretion in what 
  actions would work to calm the crowd and what actions 
  would worsen the situation. 
   Whether the characters succeed at calming the crowd 
  or take damage from the pelting, the situation is about to 
  get much worse for everyone. 
  Demonic Interlude 
  After resolving the confrontation with the crowd, demons 
  appear! 
  The confrontation with the crowd is interrupted by a loud 
  explosion. The smell of sulfur assaults your senses. Across the 
  plaza, two horrible creatures emerge from a fire that was 
  previously being used to roast chestnuts. These creatures are 
  undoubtedly demonic in origin: although they are child-sized, 
  their bloated, rotting bodies and sharp claws display their 
  dangerous corruption. Nearby, two similar creatures step out of 
  a vendor’s vat of boiling water. A mound of loose earth spawns 
  two more, and the kite vendor’s stall crumbles as the final two 
  emerge. 
   The mob scatters, their flight punctuated with accusations 
  towards the red wizard. Thundrazi simply sighs, “Of course.” 
  before moving to shield some a pair of children from the 
  creatures. 
   
  One the first round of combat the creatures, eight manes 
  move toward the characters and attack. On the beginning 
  of the third round, two dretches emerge from a building 
  at the edge of the open plaza, moving toward the closest 
  adventurer and attacking. When this happens, the 
  characters hear chanting followed by a scream, coming 
  from within this building. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Weak party: Remove four manes 
  • 
  Strong or very strong party: Add two dretches 
  The Four Elements 
  The building where the characters hear the chanting and 
  screaming is an alchemist’s laboratory. Its occupant was 
  attempting to use the elements to conjure demons, but he 
  lost control of them. 
  The equipment here is smashed and scattered around the room, 
  and the tables once holding it are splintered and pushed to the 
  wall. A dead body, mauled with a variety of wounds, lies in the 
  center amid the rubble. The body has disturbed a strange circle 
  drawn there, candles scattered around the body. The body grips 
  a torn page in its hand. 
   The four corners of the room are filled with four different 
  strange phenomena: a fire raging in mid-air, a floating globe of 
  rippling water, a whistling whirlwind, and a cascading column of 
  sand. Every few seconds these elemental entities pulse, when 
  they do, the circle in the center of the building pulses in 
  response. 
   
  The page in the hand of the corpse has complex magical 
  calculations, but one simple statement is scrawled on the 
  side of the page: 
  “The fundamental elements of our world are in con-
  stant, never-ending conflict with one another. While one 
  cannot feasibly exist without the other, neither can they 
  exist when brought together. It's really terribly fascinat-
  ing.” 
   
  It is easily apparent to the characters that the four 
  elemental areas are powering the circle at the center, and 
  if the elemental areas are not dismissed, something 
  comes through to this plane via the circle. 
   In order to shut down the elemental forces, they must 
  each be touched by the element opposite to them. So fire 
  must be touched to the water, and vice versa. Air must be 
  added to the earth, and vice versa. Any type of element 
  can be used—it doesn’t have to be magical. Blowing air 
  from lungs into the earth area does the job, for example, 
  but it takes an action to do it. 
   Every other round, if any of the elemental areas are still 
  active, a dretch appears in the circle and attacks. 
  Additionally, a quasit is in already the room—having just 
  murdered its occupant—although it is invisible when the 
  characters first enter. It attempts to keep the portal open, 
  distracting the party. It does not leave itself vulnerable, so 
  it moves into position, attacks and flees in the same 
  round, and then use invisibility again to repeat its attack. 
  
    
   
   
   
   
   
   
   
   
   
   
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  38 
   
   
  Conclusion 
  After the characters close the portal by disturbing the 
  elemental nodes, the fear effect that permeated the area 
  is dissolved. Thundrazi the Red Wizard comes into the 
  building to see how the characters are faring, as she has 
  ensured the safety of the children in the plaza. 
   Seeing the situation, Thundrazi studies the area and 
  realizes what has happened. She calls the characters to 
  come close to her, and she makes a startling revelation. 
   
  “I am going to share something with you, and I must insist that 
  you keep this to yourself. I am not in fact a Red Wizard. Rather, I 
  have infiltrated their organization on behalf of the Harpers. I am 
  also a Hawk, part of a clandestine organization within 
  Mulmaster. 
   There are strange goings on within the City of Danger these 
  days. If you are a friend of Mulmaster and peace in general, be 
  vigilant against the evil that is being brought here.” 
   
  For their bravery and skill in rescuing these citizens of 
  Mulmaster from certain death at the hands of the 
  summoned demons, Thundrazi gives the characters a 
  potion of healing. She also gives them a note for Astrid 
  Saj, detailing their bravery in protecting her. This ensures 
  a payment of 200 gp when they return to the Saj Estate. 
  Rewards 
  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. 
  Experience 
  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 listed 
  are per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Manes 
   
   
   
  25 
  Dretch 
   
   
   
  50 
  Quasit 
   
   
   
  200 
   
  The minimum total award for each character 
  participating in this adventure is 75 experience points. 
  The maximum total award for each character 
  participating in this adventure is 100 experience points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst 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 up according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Payment from Saj 
   
   
  200 
  Potion of Healing 
  A description of this item can be found in the basic rules 
  or the Player’s Handbook. 
  Renown 
  Harpers characters only receive one renown point for 
  closing the elemental portal. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure. 
  DM Rewards 
  You receive 100 XP, 50 gp, and five downtime days for 
  each session you run of this mini-adventure. 
   
   
  
    
   
   
   
   
   
   
   
   
   
   
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  39 
   
   
  Appendix: Monster/NPC 
  Statistics 
  Dretch 
  Small fiend (demon), chaotic evil 
    
  Armor Class 11 (natural armor) 
  Hit Points 18 (4d6 + 4) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  11 (+0) 
  12 (+1) 
  5 (−3) 
  8 (−1) 
  3 (−4) 
    
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Abyssal, telepathy 60 ft. (works only with creatures 
  that understand Abyssal) 
  Challenge 1/4 (50 XP) 
  Actions 
  Multiattack. The dretch makes two attacks: one with its bite and 
  one with its claws. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage. 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  5 (2d4) slashing damage. 
  Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas 
  extends out from the dretch. The gas spreads around corners, 
  and its area is lightly obscured. It lasts for 1 minute or until a 
  strong wind disperses it. Any creature that starts its turn in that 
  area must succeed on a DC 11 Constitution saving throw or be 
  poisoned until the start of its next turn. While poisoned in this 
  way, the target can take either an action or a bonus action on its 
  turn, not both, and can’t take reactions. 
   
  Mane 
  Small fiend (demon), chaotic evil 
    
  Armor Class 9 
  Hit Points 9 (2d6 + 2) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  9 (−1) 
  13 (+1) 
  3 (−4) 
  8 (−1) 
  4 (−3) 
    
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Abyssal but can’t speak 
  Challenge 1/8 (25 XP) 
   
  Actions 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  5 (2d4) slashing damage. 
   
  Quasit 
  Tiny fiend (demon, shapechanger), chaotic evil 
    
  Armor Class 13 
  Hit Points 7 (3d4) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (−3) 
  17 (+3) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  10 (+0) 
    
  Skills Stealth +5 
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Abyssal, Common 
  Challenge 1 (200 XP) 
    
  Shapechanger. The quasit can use its action to polymorph into a 
  beast form that resembles a bat (speed 10 ft. fly 40 ft.), a 
  centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or 
  back into its true form. Its statistics are the same in each form, 
  except for the speed changes noted. Any equipment it is wearing 
  or carrying isn’t transformed. It reverts to its true form if it dies. 
  Magic Resistance. The quasit has advantage on saving throws 
  against spells and other magical effects. 
  Actions 
  Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target 
  must succeed on a DC 10 Constitution saving throw or take 5 
  (2d4) poison damage and become poisoned for 1 minute. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Scare (1/Day). One creature of the quasit’s choice within 20 feet 
  of it must succeed on a DC 10 Wisdom saving throw or be 
  frightened for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, with disadvantage if the quasit is 
  within line of sight, ending the effect on itself on a success. 
  Invisibility. The quasit magically turns invisible until it attacks or 
  uses Scare, or until its concentration ends (as if concentrating on 
  a spell). Any equipment the quasit wears or carries is invisible 
  with it. 
   
   
   
   
  
  City of Danger 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  40 
   
  DM Appendix: NPC 
  Summary  
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
  Persistent NPC 
  Astrid Saj (SAW). Human female, wealthy merchant, 
  ambitious, hires the characters to assist during her tenday 
  long celebration. 
  Optional Persistent NPC 
  Saul (SAWL). Male halfling, footman in the house hold of 
  Astrid Saj, inquisitive, knowledgeable and talkative, he 
  can be used to impart information about Mulmaster, other 
  servants or guests or alert the characters to job 
  opportunities. A tool for DMs running multiple mini-
  adventures for the same group, or to encourage 
  characters to take the low paying jobs. 
  Mini-Adventure 1 NPCs 
  Arne & Jaque Kron (KRONE). Burly human males, 
  members of the City Watch and brothers of Binnacy 
  Kron. 
  Binnacy Kron (BIN-ah-see KRONE). Female human, 
  serving as temporary seamstress for Astrid Saj, short, 
  stout, appears used to manual labor less delicate than 
  sewing. She attacked Larch deJun to give her brothers the 
  opportunity to kidnap him.  
  Larch deJun (LARCH duh-SHOON). Eighteen-year old 
  human male, target of Kron family vengeance against his 
  older brother, kidnap victim.  
  Maude Kron. (MOD KRONE). Dead female human, her 
  refusal to join the Cloaks resulted in her exile from the 
  city and subsequent death at the hands of bandits. Her 
  family blames the Cloaks and petitioned the god Talos for 
  aid in gaining vengeance. 
  Nevlon deJun (NAY-lawn duh-SHOON). Male human 
  member of the Cloaks, works to seek out denizens of 
  Mulmaster who practice unsanctioned magic. Older 
  brother of Larch. Hires the characters to find his brother. 
  Proskler (PROS-kler). Male human acolyte of Talos, god 
  of storms. Sent to assist the Kron family plot.  
  Mini-Adventure 2 NPCs 
  Count Blazen Stoe (BLAY-zen STOW). Male human, a 
  Blade (ruling noble) gave an ultimatum to son regarding 
  unsuitable friend 3 days ago, now he wants the characters 
  to retrieve the son from where he is and bring him home.  
  Ilva (ILL-vuh) (A.K.A Helga or Ilga). Female human 
  barmaid at the Black Blade and Bloody Boar Tavern 
  refuge from Phlan, has been impressed with motivational 
  speaker who encourages people to find the fire within. 
  Ma. A short elderly female human barkeep of the Black 
  Blade and Bloody Boar Tavern. Sailors blush at her salty 
  language, but she is susceptible to bribes for information. 
  Mixi (MIX-ee). Young half-elven woman with short dark 
  hair and knife scars from her earlier career as a pirate. 
  Now she is a waitress at the Black Blade and Bloody 
  Boar. Friend of Ilva.  
  Sebastian Stoe (STOW). Rebellious 16 year old son of 
  Count Blazen Stoe, enamored of Ilva. 
  Mini-Adventure 3 NPCs 
  Chroomeg (KROO-meg). Short male human with 
  physical traits that hint of an orc somewhere among his 
  ancestors. Owner of the Oxpit Tavern that has been 
  plagued by vandals.  
  Yavendel (YAW-ven-del). Female gnome, druid and 
  member of the Emerald Enclave. 
  Mini-Adventure 4 NPCs 
  Dylohra (DIE-low-ruh). Female half-elven (moon), 
  currently working as waitress for the celebration. Her 
  sister Lyrene has gone off on a dangerous visit to shrine 
  of Umberlee, goddess of the sea.  
  Equarz (EH-kwarz). Male elf Zhentarim agent disguised 
  in ragged clothing. He offered Lyrene the option of just 
  describing to him what is in the shrine versus actually 
  stealing from it as an entrance test to join the Zhentarim. 
  Lyrene (lie-REEN). Female half-elven (moon) sister of 
  Dylohra, trained as a warrior but even though a poor 
  swimmer hatched a plot to steal from Umberlee's shrine 
  to get enough money to leave Mulmaster.  
  Mini-Adventure 5 NPC 
  Thundrazi (THOON-draw-zee). Human female Red 
  Wizard of Thay and friend of Astrid Saj. 
    
  
   
  City of Danger 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  41 
   
  Results Code: March-April 2015 
  If you are DMing this adventure during the months of March or April 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 future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Season 2/DDEX2-1 City of Danger (1-2).pdf