TEXT:  
   
  Hide and Seek 
   
  As Mulmaster rebuilds, in-fighting between the cities’ elite has reached its peak.  The 
  Blades are forced to intervene, withholding a coveted cargo from The Zors. The Hawks 
  have a risky proposition for adventurers that will send them above, through and below the 
  streets of The City of Danger. Can they fulfill their charge with the ire of a city upon them? 
   
  A Four-Hour Adventure for 1st-4th Level Characters 
   
   
   
  Marcello De Velazquez 
  Author 
   
  Adventure Code: CCC-NUKE-01-02 
  Optimized For: APL 3 
  Version: 1.0 
   
   
  Development and Editing: Travis Fuller, Dave Rosser Jr., Andrew Harasymiw 
  Playtesting: Dan Beam, Brian Clift, Brett Robinson, Jonathan Reitz, James Schweiss 
  Artwork: Fredd Gorham 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, 
   Greg Marks  
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  2 
  Introduction 
  Welcome to Hide and Seek, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play. 
   The adventure takes place in The City of Danger, 
  Mulmaster. Adventurers rush over city rooftops, 
  dart through streets and even trudge the sewers 
  below as they protect a precious cargo.  
   Provided in this adventure are unique chase 
  complications charts, expanded NPC descriptions, 
  and player and DM handouts 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 
  three. Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for player group sizes, character levels, 
  and characters that are otherwise a bit more 
  powerful than the adventure is optimized for. They 
  are presented for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength, consult the following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include an ‘Adjusting the 
  Encounter’ or ‘Adjusting the Chase’ Sidebar that 
  offers suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read the adventure, taking notes of anything you’d 
  like to highlight or remind yourself of while 
  running the adventure. Familiarize yourself with 
  the adventure’s appendices and handouts.  
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battle-maps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, ‘DM Tip’ Sidebars are 
  provided to help you facilitate this. Maintain the 
  adventure’s spirit and help keep the game within the 
  rules of the Adventurers League.  
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. Provide players with a full play experience. 
   
  NUKE-CON 2018 
  Nuke-Con is an annual gaming convention that takes place in 
  Omaha, Nebraska. Nuke-Con seeks to bring the regional 
  gaming community together in a celebration of dice-rolling, 
  board-gaming and importantly, togetherness. Please visit 
  their website at http://fallout.nuke-con.com/.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  3 
  Adventure Primer 
  “TAG, you’re IT!” 
    
   
  ― Kids on the playground 
  Adventure Background 
  In the destructive wake of elemental cultist attacks 
  upon the city, The Zors of Mulmaster fight amongst 
  one another. The heads of House Von Finklestein, 
  Peytir, and Culkin, all struggle to manage dwindling 
  resources. The resulting violence from their clashing 
  entourages has spilled out into Mulmaster’s streets. 
  The Council of Blades is urged to action. 
   
  A Zor trade envoy recently returns with its cargo 
  after completing trade with the nearby elven village 
  of Sunboughs (Captured in CCC-NUKE-01-01, “The 
  Blighted Sun”).  The Hawks are ordered to confiscate 
  this cargo. The council intends to use it to compel 
  The Zors to stop fighting until they can adjudicate. 
   
  Hawk Agent Faldric Garz is assigned to the 
  disposition of the cargo of Sunboughs Honey. He 
  seeks out adventurers to act as its custodians. His 
  plan? to hide the honey until the council’s decision 
  has been reached. Agent Garz sends adventurers to 
  Raucier, a trusted informant, for help. Raucier points 
  them to locations that may provide discretion and 
  safety they require. 
   
  However, the streets of Mulmaster have many eyes, 
  ears, and empty pockets – things that coin can sway. 
  Corrupt city-guards, divine demonstrators, and cold-
  blooded criminals act, (directly and indirectly) to 
  prevent our heroes from completing their task.  
   
  To complicate matters, there was a stowaway among 
  the cargo- the honey bee pet of the Sunboughs’ 
  elder’s daughter. The distraught wood elf, Marilynth 
  Xilofane chased the trade envoy to Mulmaster! She 
  tracks the honey, aids the heroes and waits for the 
  right time to rescue her pet.   
   
  The heroes are pursued through the city from 
  location-to-location, until two days pass, when they 
  can deliver the honey back the Tower of the Blades, 
  hear the judgement of the council, and receive their 
  payment. 
   
  Location/NPC Summary (Expanded in Appendix 1) 
  Mulmaster (Muhl-MAST-er). The City of Danger. Rebuilding 
  from elemental cult attacks. Ruled by The Council of Blades. 
  Faldric Garz (FAL-drik GARZ). Agent of the Hawks. 
  Adventurer’s handler. Human. Dedicated but distrusting.  
  Marilynth Xilofane (Mare-IHL-enth Zee-LOW-feyn). Bee 
  rescuer/Secret helper. Wood elf. Daring but naïve.  
  Raucier (ROSS-er). Liaison/Informant. Human. Friendly and 
  discrete. Prides himself on his wealth of knowledge.  
  Gawr-Rhee (GAR-ree) Gambling Hall boss. Tiefling. Zhent. 
  Charismatic but anxious. Knows his days are numbered. 
  Tim-Tombee Torquewrench (Tim-tom-BEE TORK-rench) 
  Gnome. Energetic and quirky. Creator of MAXX.D-AM-AG-E! 
  Adventure Overview 
   The adventure is broken down into five parts: 
   Part 1. The Council of the Blades’ proclamation is 
  witnessed. Agent Garz makes the proposition. 
   Part2. Meeting with Raucier the Liaison. Safe 
  havens are revealed. Corrupt city watch give chase! 
   Part3.  The Zhentarim Vault. Heroes meet Boss 
  Gawr-Rhee. Adventurers rest. The Zhents give chase!  
   Part 4.  The Warehouse. Heroes meet 
  Torquewrench and MAXX D-AM-AG-E! Marilynth 
  Xilofane reveals herself! MAXX D-AM-AG-E! goes 
  haywire and gives chase to the Tower of Blades! 
   Epilogue. Cargo is returned. Nobles confront 
  heroes. The council of the Blades render judgement.  
  Adventure Hooks 
  Lord’s Alliance: The Zors await judgement from the 
  Council of the Blades for recent violence. Their 
  confiscated cargo must remain intact so they are 
  appeased and turn towards interests.  
   
  Emerald Enclave: The Emerald Enclave has caught 
  word that the daughter of a faction ally has run off 
  from the elven settlement of Sunboughs. Finding her 
  and returning her home is of the utmost importance. 
   
  General (All): You’ve come to the City of Danger 
  looking for work. You catch word that a recently 
  arrived cargo has caused quite the stir. There may be 
  an opportunity for profitable work here beyond 
  rebuilding or community service.  
   
   
   
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  4 
  Part One: The Proclamation 
  Estimated Completion Time: 25 minutes  
   
  Story Beat: The adventure begins at the front of the 
  Tower of the Blades, amidst a crowd of citizens. The 
  players overhear rumors and take in observations.  
  They hear the proclamation of the Council of the 
  Blades of Mulmaster concerning recent noble 
  violence. Players are introduced to an agent of the 
  Hawks, the secret police of Mulmaster who offers the 
  players an opportunity to help the council. 
   
  Read the following:   
  A large crowd amasses before the Tower of the Blades, 
  home of Mulmaster’s governing council. At the edge of the 
  crowd, noble house banners stand prominently with their 
  entourages. The City Watch keeps an eye out for unruly 
  behavior. A procession walks forth from the Tower of the 
  Blades gates - several men in robes of state, escorted by 
  regally-dressed soldiers. The soldiers line up in front of 
  the crowd. Some of the procession stops at the tower gates 
  and wait near a parked wagon.  
   
  General Features  
  Terrain. Cobblestone streets are lined with trash. Some are 
  slick with waste from roof drainage. Barrels and carts 
  containing rubble are stationed throughout the city.  Ash 
  covers areas and pools of stagnant water are present.  Giant 
  sinkholes remain where buildings stood, some with sulfuric 
  gases or fire rising from them! 
  Light. The lingering overcast does not prevent bright light 
  during the day. In the evening, street lamplights provide dim 
  light in some cleared areas of the city. Intense, bright light 
  pulsates remaining cracks in the earth left by random fires 
  that still sweep these areas.    
  Weather. The weather is spotty overcast during most days. 
  Evenings are clear and provide a majestic view of the sunset.  
  Smells and Sounds. Smells of sewage and sulfur come from 
  most damaged areas. The strong odor of dead fish blows in 
  from the harbor. Sounds of re-building are prominent 
  throughout the city (rolling wheels of wagons and wheel 
  barrows, grunting and work chatter of laborers. Crowd of 
  protesters direct anti-elite chanting at Mulmaster’s elite.    
  Structures. Most buildings have structural damage if they are 
  not totally destroyed.  Blasted docks and wharf-side flotsam 
  floats in Mulmaster’s harbor.  Rubble of former homes and 
  businesses lay at the bottom of crater-size sinkholes. 
  Stronger-built structures show visible water damage at their 
  foundations. 
   
   
   
  Quick Eyes and Loose Tongues 
  Players may gain information through crowd 
  observations or through hearing rumors from the 
  crowd peoples. Each player may make a DC 10 
  Wisdom (Perception) Check or DC 10 Charisma 
  (Persuasion) Check. Small-sized players make this 
  check with Disadvantage, as the tightly gathered 
  crowd makes it challenging to see and hear. For each 
  successful check, reveal one of the following:  
   
  • 
  A well-dressed lad speaks with several city 
  watchmen. They occasionally point at the 
  wagon near the tower gate. The sentries 
  laugh, as the lad hands them a coin pouch. 
  • 
  A Hawk agent and several gnomes gather at 
  the parked wagon. The agent hands one of 
  the gnomes a glass jar from the back of it.  
  Participants in CCC-NUKE-01-01 “The 
  Blighted Sun” recognize the jars of 
  Sunboughs Honey.  
  • 
  Dark-clothed footpads press through the 
  crowd along with a lavish-dressed dwarf.  
  They pass out gaming chips to surprised 
  crowdgoers! Players of CCC-NUKE-01-01 
  “The Blighted Sun” recognize the dwarf as 
  Durgin Lodepips” a renown gambler!  
  • 
  A procession of acolytes and priests move 
  through the crowd.  Cheers of, “End the 
  Thayan stench!” and “Rest for our dead!” 
  rise from them.  Their vestments belong to 
  temples of Kelemvor and Helm.  
  • 
  Upon the nearby roofs, city watch archers 
  observe the gathering. A solitary cloaked 
  and cowled observer also watches from 
  above. The figure quickly disappears. but 
  just from the glimpse you see the reflection 
  of light off a cloak made of leaves. 
  After the players have had an opportunity to take in 
  rumors, read the following:  
   
  A few moments later, one of the council steps forward to 
  speak. “In light of the recent violence perpetuated by the 
  Zors, the Council speaks thus- The actions of cultists have 
  left our city in ruin.  All suffer.  Now the Zors have decided 
  to bring us suffering as well. They fight over what they 
  covet”. Their gazes turn to a covered wagon at the gates, 
  surrounded by city watchmen and a group of gnomes.  
    
  “The Zors sought to hide this wagon’s arrival from 
  Mulmaster. They have brought further violence over this 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  5 
  wagon’s contents to our streets. We would rule that the 
  contents be given Mulmaster common-folk, but it is not 
  our decision alone. The High Sword must be conferred 
  with. Until then, the wagon is confiscated until the 
  morning of two days passing, when we will render our 
  judgement!” Boos and cries of, “Feed the helpless!”, 
  “Punish the Zors!”, and “Away with Thay!” rise as the 
  council departs.  
   
  Proceed to “To Help the Hawks”. 
     
  To Help the Hawks 
   
  Please read the following: 
  The enraged crowd eventually calms and disperses. You 
  are then approached by a middle-aged human in brown 
  dyed-leathers. Grey streaks line the sides of his dark hair, 
  “I am Faldric Garz of The Hawks. I have an opportunity to 
  serve Mulmaster. I’m sure you have questions. I will do my 
  best to answer them. Will you follow me, please?” You are 
  rushed through the tower’s gates to a stone building. You 
  are guided down stairs to a basement, where you are led 
  through a door-lined hallway to a small, well-furnished 
  office.  
   
  Agent Garz will answer what questions the players 
  have based on the information below. He will give 
  the following information: 
  • 
  The Zors have been openly fighting amongst 
  themselves over foodstuffs. The recent 
  attack by elemental cultists have made 
  supplies scarce. Their fighting has finally 
  harmed citizens.  
  • 
  They know that adventurers employed by 
  The Zors recently were sent on a trade 
  mission and returned with a wagon-filled 
  with 20 jars of Sunboughs Honey. Players 
  of CCC-NUKE-01-01, “The Blighted Sun” 
  know this already!   
  • 
  The Council of the Blades confiscation of the 
  wagon contents was a ploy to get the nobles 
  to stop quarreling and to focus on the 
  monumental task of Mulmaster’s rebuilding.  
  • 
  The Hawks are tasked with the honey’s safe 
  custody. Agent Garz believes corruption 
  within the Hawks may compromise the 
  honey’s security. With no knowledge of 
  where it is, it can be returned when needed.  
  • 
  The players are asked to escort the honey to 
  a trusted agent named Raucier, who will 
  help the party. The players need to bring the 
  honey back to The Tower of the Blades on 
  the morning of the third day. He provides 
  directions to Raucier’s shop and offers the 
  100gp now and 200gp later.  Players can 
  convince him to part with 50gp more with a 
  successful DC 12 Charisma (Persuasion) 
  Check.  
  Read the following: 
   
  Agent Garz leads you back up to the tower’s courtyard.  As 
  you gather the honey and set off to meet Raucier, he waves 
  and says, “The streets have many eyes. Watch yourself.  
  We’ll see you in a few days”.  Agent Garz watches you 
  depart through the gates to the cities’ streets.  You get the 
  feeling you are already being watched. 
   
  Development 
  The adventurers should have enough knowledge to 
  know that they are in possession of something 
  valuable, they need to protect it, and that they need 
  to return with it. This Raucier will be the one that 
  can help them do all of this. Proceed to Part Two, 
  “The Plan”. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  6 
  Part Two. The Plan   
  Estimated Duration:  45 minutes 
   
  Story Beat:  The players make their way to the shop 
  of Raucier, a confidante of The Hawks. Raucier will 
  point out hold-up sites throughout the city that can 
  offer protection for a short time. The players will 
  have the opportunity to formulate a plan with the 
  information they receive. As they set their plan in 
  motion, they become attacked and chased! 
   
  General Features (See Appendix 3) 
  Raucier shop and home is a two-story building. It stands 20ft 
  tall and each floor is 40ft wide by 30ft long. The ceilings are 
  10ft. with a set of stairs between the floors. (Refer to 
  Appendix 3)  
  Doors. Wooden. A bell announces customers. During the day, 
  all doors are open in the evening they are locked. A trapdoor 
  on the main floor leads to the sewer tunnels. A secret door 
  on the second floor leads down to the streets.   
  Hallways.  Raucier displays portraits of prominent figures in 
  Mulmaster’s history along the hallways. 
  Light. All rooms are brightly lit during the day. At night, table 
  candles provide dim light to rooms and hallways.  
  Windows: Glass windows with wood shutters appear on both 
  floors. Top floor windows allow access to the roof. Windows 
  permit a view of the streets and nearby rooftops. 
  Smells and Sounds. Old books and paper. Potted flowers on 
  shelf tops. Raucier’s humming a familiar adventuring song. In 
  the evening Raucier likes to burn flavored incense.   
  Raucier’s Archives and Scriptorium     
  The home and shop of Raucier is located in a nearby 
  district not far from The Tower of the Blades. He has 
  made quite the living as scribe for customers and 
  archivist of many Mulmaster historic writings. His 
  vast knowledge and strict discretion have earned 
  earn him the respect of many.  
   
  Read the following: 
  After a few minutes moving through the streets, you find 
  Raucier’s shoppe. This two-story building has avoided the 
  damage of most of the neighboring buildings. A wood sign 
  shows a scroll with coins and a quill sways above the 
  entranceway. The ring of a door-way affixed bell 
  announces you. Tables with surrounding chairs fill the 
  main room. Tall shelves line the walls. Maps hang from 
  some of them. The smell of old books and scrolls linger.  
  Behind a paper-strewn counter, a middle-aged man, 
  wearing a fine white shirt and a crushed velvet doublet 
  lifts his head from a book. “Why hello there!  How may I be 
  of service today?”  
   
   Raucier welcomes the players (See Appendix 1 for 
  role-playing tips). Raucier allows the adventurers to 
  peruse the books, scrolls and maps that are 
  displayed upon the shelves and walls, but will not 
  part with any of them. He does offer the following 
  items for sale: chalk, books (blank), paper, 
  parchment, Ink, Ink pen (quill), map/scroll cases and 
  scholar’s kits (PHB pg. 150).  
  Players may make and DC 10 Intelligence 
  (Investigation) to find unique items buried in the 
  book, scrolls and maps spread throughout the shop.   
  • 
  A used cartographer’s kit along with a 
  20-page weathered handbook 
  containing basic cartography and 
  navigation maps.  
  • 
  Preserved broadsheets which chronicle 
  the attack of the elemental cults upon 
  Mulmaster, and accounts to rebuild.  
  • 
  A wall-sized nautical chart of the 
  Moonsea, highlighting known trade 
  routes and dangerous areas of the 
  waters. Illustrations of a great 
  underwater trench, and other 
  landforms are emphasized. 
  Raucier is willing to provide copies of these 
  documents but will not part with the originals. This 
  will cost the standard 2gp per day fee (PHB pg. 159).  
   
   
   
   
   
   
   
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  7 
  After a few moments, read the following aloud: 
  Raucier moves to the front door of the shop and locks it.  
  He passes by and motions you through a hallway to a set of 
  stairs. Ascending to the upper floor, you see a large open 
  floor room. A mixture of attic, bedroom and study 
  furnishings cover the entirety of this floor. A large wooden 
  table with several laid-out maps sets at its center. Raucier 
  sits in the only chair, a plush affair with purple cushions. 
   
  The players are free to ask questions, to which 
  Raucier will answer to the best of his ability. He 
  does convey the following to them:  
  • 
  He discreetly serves faction agents and the 
  elite of Mulmaster with sleuths, flora 
  cataloging, holy texts copying, guild charter 
  revisions, and “other” discrete matters.   
  • 
  He knows the party has a cargo that is to be 
  hidden but does not know what the cargo is.  
  • 
  There are only two places he knows of 
  where the cargo could be adequately 
  hidden.  He points them out on his map as 
  he speaks to each one.  
  • 
  In the Zhent Ghettos, a maze of sewer 
  tunnels exist, in the remnants of the old 
  Blade of Mulmaster’s respite, The Zhentarim 
  have built a gambling hall and vault. Raucier 
  has a pass phrase to gain entry (“Gawr-Rhee 
  sent us”).   
  • 
   A formidably-built dock warehouse belongs 
  to a gnome, Tim-Tombee Torquewrench.  
  The wharf near there is not fully-utilized. 
  The gnome owes him a favor that he only 
  wants to cash in as a last resort, so go there 
  if the vault is compromised.  
   
  The DM should allow the players a few moments to 
  discuss how they will get to which hold up sight they 
  will go to and how they will get there (rooftop, 
  streets, or sewers). This will set up the chase later in 
  “The Chase Begins” (below).  Proceed to ‘The City 
  Watches’.  
  The City Watches    
   
  Players that make a DC 15 Wisdom (Perception) 
  Check hear the sound of the front door bell ringing 
  below or if near the window, they see city watch 
  sentries amassing on the streets and on nearby 
  roofs. If the check is made by 5 or more, they also 
  see a cloaked figure further back on a roof watching. 
  When ready, read the following: 
  A loud crashing of tables and shelves interrupts your 
  conversation! You hear the marching of feet and armor 
  below. A gruff voice calls out. “Raucier, in the name of the 
  City Watch of Mulmaster, show yourself!” Raucier looks at 
  you with an expression of dread.  He whispers, “Take this 
  map, take your cargo, leave. Go out the windows to the 
  roof. Wait- I do have a way down if you care to take to the 
  streets. There’s also the trapdoor that leads to the sewers”.  
   
  The players can take the windows to the roof but 
  find a group of City Watch sentries awaits them (see 
  Tactics).  If they decide to take to the streets, then 
  Raucier guides them to the sliding wall leading to an 
  escape pole that leads to the back-alley street behind 
  Raucier’s shop. Players can make to the trap door on 
  the main floor and enter the sewers. 
   
  If the players follow Raucier down to parley with the 
  watch have them make a Group Charisma 
  (Persuasion) DC 12 with Advantage. If successful, 
  they stall the watch enough to get the jump on them 
  and fight them or take off!  If combat ensues, Raucier 
  will try to move to safety and observe the fray from 
  behind the room’s counter.  
   
  Wherever the players decide to go, have them make 
  a Group DC 12 Dexterity (Stealth). If they succeed, 
  they start the chase 30ft ahead! On a failed result, 
  they are spotted and only get 15ft ahead before the 
  chase starts.  
   
  This encounter ends in a combat or a chase. Refer to 
  ‘Tactics’ section for the actions of the sentries. If the 
  players flee then move to ‘The Chase Begins!’.  
   
  DM Tip 
  Chases are meant to capture the spirit of the chase! 
  Encourage players to move as quickly as possible to escape 
  pursuit! Adjust chase complications or conditions as 
  necessary. If under time constraints, consider removing 
  chases from Parts 2 or 3. The Part 4 chase is a crucial part of 
  the adventure and should be run.  
  Tactics 
  A patrol of corrupt City Watchmen have arrived at 
  Raucier’s shop. They have been bribed to obtain the 
  cargo. Although they number more than twenty, a 
  group of three guards, three scouts, and one spy 
  have entered the shop. Six scouts observe from the 
  rooftops. They do non-lethal damage, only wanting 
  to acquire the honey. At the beginning of the 4th 
  round, three more scouts and four guards enter 
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  8 
  into the shop (as above) to subdue the adventurers, 
  but do not give chase, leaving that to those outside. 
  Proceed to “The Chase Begins!”.  
   
  The Chase Begins    
   
  The players flee with the city watch on their heels! 
  Consult ‘The Chase is On!” (Appendix 6) for a 
  summary of chase rules and chase complication 
  tables. Players are pursued by six scouts. When the 
  chase starts, the party is ahead 30 ft, (unless they 
  failed the above Dexterity Check). Please us the 
  ‘Adjusting the Chase’ Sidebar as needed. 
   
  The chase ends when one of the players reach 240 
  feet AND at least the lead pursuer is more than the 
  one movement distance from the slowest player, OR 
  the pursuers/players are defeated, OR the player 
  successfully make a DC 15 Group Dexterity (Stealth) 
  Check at the end of the turn to lose their pursuers. 
   
  Adjusting the Chase 
  Consider making the following adjustments to encounter, 
  according to your group. 
  Very Weak: Remove two scouts.   
  Weak: Remove two scouts. After three rounds, remove two 
  scouts  
  Strong: Add two scouts to the chase. 
  Very Strong: Add two spies to the chase. 
   
  If a player is captured, the party is able to recover 
  them minus their jars of honey, but the player 
  awakes with one level of exhaustion. If the party is 
  defeated, they awake to find Agent Garz and several 
  trusted Hawks have recovered them. They are in an 
  alley near the Zhentarim Vault (Part 3) with their 
  belongings minus 1d6 jars of honey.  They also 
  awake with one level of exhaustion.  
  Development 
  After the chase ends, the players will find themselves 
  at Zhentarim Vault, where their first day of holding 
  up will take place. Please move on to Part 3. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  9 
  Part 3. The Zhentarim Vault 
  Estimated Duration: 60 minutes.  
   
  Story Beat: The party head to an area of the sewers 
  that once served as a hidden respite for the High 
  Blade of Mulmaster. Explosions from elemental 
  devastation orbs destroyed most of its tunnels and 
  chambers. They meet Zhent Boss Gawr-Rhee, who 
  will offer them haven and allows them to mingle, 
  gamble, and rest. The arrival of Zhent assassins soon 
  have our heroes on the run!  
   
  Read the text below (adjusting as necessary):  
   
  With your pursuers gone, you quickly turn into an 
  alley.  As you enter, nearby vendors block the alley 
  entrance with carts!  Broken crates and trash litter 
  the alley; several water barrels stand. From scaffolds 
  above, bricklayers repair walls.  A tattered billboard 
  covers the wall at the alley’s end. It shows a portly, 
  dark-bearded man holding a book, “-OLO SAYS BUY 
  HIS -”. Nearby stairs descend to an iron door.      
   
  The vendors and workers are Zhentarim lookouts. 
  They act on the orders of the doorman at The Iron 
  Door (see below). A DC 17 Wisdom (Perception) 
  Check reveals a hidden entrance behind the 
  billboard (see below).  
   
  General Features (See Appendix 4) 
  Terrain. The passages are constructed of solid stone and with 
  wooden support beams.  
  Light. Oil lamps cast bright light in the gambling hall. The 
  vault is dimly-lit. Passages are also dimly lit.    
  Sights, Smells, and Sounds. Guests gamble. Patrons jewelry 
  sparkle. Flower-scented incense, pipe smoke and cooking 
  meats hang in the air. Hangman’s nooses dangle from rafters. 
  Structures. The entrance tunnel is 40ft long and 15ft wide. 
  The ceilings are 10ft high. Cashier cages require a DC 18 
  Strength Check to bend its bars/lift its gates. The vault gate 
  door is made of adamantine (AC:23 HP:18 DT: 10).  
  Crowd. The gambling hall crowd is a challenge to move and 
  see through. Players move half their speed, unless under 
  escort of Gawr-Rhee. Perception Checks and attacks are 
  made at Disadvantage against anyone in the crowd.  
  Workers. Commoners of varying races.  The vendors and 
  bricklayers are disguised thugs. The Zhentarim employ 
  hobgoblins as doormen, and employed spies watch for 
  cheaters and troublemakers.  Thugs are employed as general 
  muscle. The pit boss is a veteran and vault guards are bandit 
  captains.  Gambling hall workers wear black uniforms with 
  ties that resemble hangmen’s nooses. 
  The Iron Door  
  If players make their way down the stairs to the 
  door, read the following: 
   
  The iron door is rusted with age, all save the molding 
  of a polished silver leaf that shines from the door’s 
  surface. As if sensing your presence, a latch slides at 
  the door’s middle. A pair of yellow-black pupiled 
  eyes glares at you. A thick, gruff voice asks, “Who 
  sent you?” 
   
   
  If the players do not give the password or attack the 
  doorman, the workers and the vendors (four thugs) 
  will close in from the scaffolds and the alley 
  entrance. The doorman asks for the password again.  
  If not given, they attack and the doorman sounds the 
  alarm before joining the fight. They do non-lethal 
  damage. If defeated, they find themselves in the 
  vault area (Area D). Boss Gawr-Rhee meets them 
  there. 
   
  If players give the passphrase (“Gawr-Rhee sent us”) 
  the doorman lets them in. The lookouts return to 
  their tasks. If the players, have a vehicle with them, 
  they are brought in through the hidden tunnel 
  entrance.  They are then escorted inside where they 
  meet Boss Gawr-Rhee (below). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  10 
  Read the following to the players:  
   
  You are led into a huge gambling hall, packed with 
  revelers and gamblers enjoying the games of chance. 
  You notice the presence of some of Mulmaster’s elite 
  as well as other seedier patrons. You are met by a 
  tiefling dressed in lavish, black robes. A scarf that 
  closely resembles a hangman’s noose adorns his 
  neck. “I am Gawr-Rhee. I understand you are in need 
  of our services”. With a wave of a hand, two workers 
  move to your flank.  
   
  The players are escorted through the gambling hall 
  and to the vault. Making small talk, Gawr-Rhee (See 
  Appendix 1 for role-playing tips). may reveal the 
  following: 
  • 
  Raucier is a welcome visitor and filled with 
  valuable information. As a token of thanks, 
  he was given a one-time free entry for him 
  or his guests. As of today, their debt with 
  him is settled. 
  • 
  Employees have caught word amongst guest 
  chatter that you may have been followed. 
  While he has no interest in what you players 
  protect, he is certain others here do.  
  • 
  The return of renown gambler, Durgin ‘The 
  Dungeon Dice-Roller’ Lodepips, has drawn 
  many gamblers. Many foolishly pit their wit 
  and coin against him.  He advises you all to 
  just watch.  
  • 
  Some of the gambling halls guests tonight 
  will include prominent nobles and their 
  entourages, members of The Cloaks, and a 
  noble heiress from Elventree that comes 
  from “old coin”.  
  Boss Gawr-Rhee avoids answering any questions 
  related to the Zhentarim. A successful DC 12 Wisdom 
  (Insight) Check reveals that he appears anxious and 
  jumpy. After leading the players to the vault, Boss 
  Gawr-Rhee offers the hospitality of the gambling hall 
  during their stay. He returns to resume hosting.  
   
  Players can wander the vault (‘Peering’), speak with 
  guests (‘Mingling’), or they can gamble (‘Jingling’). 
  Food and Drink are made available. Proceed below 
  after players have decided what they’d like to do.  
   
  Peering 
  If players look around, they may make other 
  discoveries outside the vault’s general features. 
  Consult the Map in the Appendix 3, along with the 
  following unique features. 
   
  A. The Iron Door The doorman gives a stern glare 
  and a brusque attitude. With a successful DC 12 
  Charisma (Persuasion) Check, the doorman reveals 
  that another entrance exists to the main hall, past 
  the worker quarters. (Area F).  
   
  B. Kitchens/Cargo Area. Kitchen staff prepare food 
  and drink for guests. Stairs descend to the food 
  stores. A successful DC 10 Wisdom (Perception) 
  Check reveals a refuse pit that ends in the sewers. 
  With a DC 12 Charisma (Persuasion) Check, the staff 
  reveal that Boss Gawr-Rhee has been “especially 
  nervous” as of late.   
   
  C. The Gambling Hall. Four gambling tables are 
  constantly crowded. Six vases adorned with agates 
  (50gp a/piece) stand along the walls. Tapestries 
  depicting masquerade galas hang on walls. Three 
  thugs watch each main hall entrance.  Two doors 
  lead to privies (C1). A DC 10 Wisdom (Perception) 
  Check reveals privy openings lead into the sewers. A 
  pit boss and two spies are present. Boss Gawr-Rhee 
  mingles with guests. Two workers man the cashier 
  cages (C2). They trade coins for chips. keep loaded 
  hand crossbows (with five bolts) under their 
  counters. Two thugs guard the cages from the 
  passageway behind them (leading to the secret door 
  leading to area D).  
   
  D. The Vault. This 40 x 50 ft. chamber is where the 
  collected profits of the operation are believed to be 
  stored. Two thugs stand outside the vault’s gate. 
  Boss Gawr-Rhee has a key to this door. A 20ft 
  diameter steel vault door sets in the west wall. It 
  contains a turnstile handle and combination key 
  lock. It opens to nothing- the real vault is located 
  behind a secret door (read below).  A successful DC 
  17 Intelligence (Investigation) Check or a DC 17 
  Dexterity Check (thieves tools proficiency grants 
  advantage) reveals the vault’s false nature. Piled 
  plush chairs and sofas, fine art (100gp value) and 
  dusty carpets (10gp) line the walls. Piles of velvet 
  tapestries hide a secret door on the western wall. If 
  the carpets are rolled away, two mimics disguised 
  as chairs attack! A successful DC 15 Wisdom 
  (Perception) Check discovers the secret door.  
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  11 
  D1. The Real Vault. Beyond this sliding wall, a 5 ft 
  wide, 15ft long tunnel leads to a 15x20 chamber. Six 
  steel chests are riveted into the ground. The chests 
  have locks on them requiring a DC 15 Dexterity 
  Check (Advantage if proficient with thieves’ tools) to 
  open. The chests are empty. A set of stairs leads up 
  from the vault to an abandoned city watch post. The 
  Zhents use these stairs to take their revenue away to 
  a location known only to Boss Gawr-Rhee.    
   
  E. Workers Quarters/Office. Ten bunkbeds occupy 
  this chamber. Footlockers containing worker 
  personal items set at the foot of each bunkbed. A 
  closet in the southeast corner of the room contains 
  worker uniforms. A DC 12 Wisdom (Perception) 
  Check reveals a false bottom, containing three 
  pouches, each containing 10gp. A door in the eastern 
  wall opens to an office containing a desk covered in 
  papers. These papers reveal that the Zhentarim are 
  not storing gambling hall winnings here, but at 
  another location above ground.   
  Mingling 
  Hand players Player Handout 2-‘Mingling in the 
  Hall’. Players can make Charisma Checks (with or 
  without associated skills) while mingling with 
  guests. The DC of the Checks are guest dependent. 
  On a successful Check, success by four or more, or 
  failure, reveal what follows.    
   
   
  DM Tip 
  Remind players that should they pester guests or staff they 
  may gain the attention of guards, lookouts, or the pit boss.  
  Have fun with the dialogues! Keep in mind the challenges 
  presented by the crowd highlighted in General Features, and 
  that mingling gone wrong could have players in combat!  
   
  • 
  Zora Rosalind Culkin (DC 12) is at the 
  Masquerade Table, surrounded by courtiers. 
  SUCCESS- Culkin reveals the Zors will 
  reward the safe return of the cargo 
  (Epilogue). SUCCESS by 4+- Culkin reveals 
  that Boss Gawr-Rhee has “trouble coming” 
  (Adv to Initiative Roll during ‘Luck Runs 
  Out’). FAIL: Culkin ignores the players. FAIL 
  by 4+- two commoner courtiers attack!  
  • 
  The bartender (DC 10) serves drinks while 
  crowd-watching. SUCCESS: The bartender 
  reveals the location of the sewer exits in 
  Area C1. SUCCESS by 4+- Bartender reveals 
  the “hot” Gemstones machine (Adv to one 
  roll on it). FAIL: Bartender smiles/ignores 
  players. FAIL by 4+-Bartender slips player a 
  strong drink (DC 15 Con Save or DisAdv to 
  all checks for one hour).   
  • 
  Waiters (DC 10) serve drinks and food to 
  guests. SUCCESS- Waiters reveal exit to 
  sewers in Area C. SUCCESS by 4+- Waiters 
  reveal they are saving coin in their quarters 
  (Area E) so they can sneak away. FAIL- 
  Waiters ignore you. FAIL by 4+-Waiter’s 
  signal lookouts. Two thugs and one spy 
  move players along, forcibly if needed.   
  • 
  The Elven heiress (DC 15) plays a Gem 
  Tunnel machine. SUCCESS: Heiress reveals 
  there’s a hidden vault (referring to D1). 
  SUCCESS by 4+- Heiress revealed to be 
  Hawk Agent Faldric Garz in disguise! He’s 
  reveals all sewer exit locations! FAIL: 
  Heiress bats her eyes, goading one coin from 
  the player. FAIL by 4+-The veteran pitboss 
  and a hobgoblin doorman move behind 
  players and urge them along.  
  Jingling 
  Hand gambling players Player Handout 1- ‘Games of 
  Chance. The Zhentarim allow players to sit at each 
  game for three turns, cycling patrons through. The 
  exception is the Three Dragons Table. The Zhents 
  sponsor Durgin Lodepips, so they welcome any who 
  stay at his table. Participants in CCC-NUKE-01-01, 
  “The Blighted Sun” recognize him at the tables!  
   
  DM Tip 
  Reward those who role-play the gambling excitement or 
  mingling encounters with Inspiration. Allow Advantage to 
  players who have proficiency with gambling sets or 
  implements (cards, dice, etc.). DMs may substitute games, or 
  substitute information revealed in mingling to other useful 
  knowledge. Remember that players actions span the course 
  of hours until they sleep.  
   
  When players have had some time to make some 
  observations, discoveries, or win some coin, the 
  night will come to an end. Players will be escorted to 
  the vault for the night. Move to “Luck Runs Out”.   
   
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  12 
  Luck Runs Out 
  When the players are ready, they are able to take a 
  long rest. When the party awakens the next morning, 
  read the following: 
   
  The sound of the screams alerts you to a struggle 
  beyond the vault doors! The guards are nowhere in 
  sight. Who hear yelling beyond the passage corner! 
  Suddenly, a figure comes stumbling into view- it’s 
  Boss Gawr-Rhee!  He shuffles to the nearby wall and 
  collapses. You see the hilts of several daggers in his 
  back! With his last breath, he gasps, “THEY’RE HERE! 
  They’ve come to take it all! RUN!!!  Before falling 
  dead.  A key falls from his hand through the vault’s 
  bars. It clatters to the floor, finally resting at your 
  feet.  
   
  The key opens the vault door. Boss Gawr-Rhee is 
  dead. His black silk hangman’s noose scarf (25gp) 
  and silver-taloned ring (5sp) are the only things of 
  value on him. If the players decide to head to the 
  main hall, they do not get through the door.  
   
  Read the following: 
   
  Chaos ensues!  Casino patrons scream, running for 
  any exit. Black-hooded ruffians attack patrons, 
  ransack the gambling hall and swipe coin from 
  tables before overturning them!  Staff foolishly move 
  towards the robbers, but the frantic fleeing crowd 
  slows their advance! Their leader, a dark- hooded, 
  blue-skinned hulk of a humanoid with long, sharp 
  claws roars! Arrows fly over the crowd towards you! 
   
  Boss Gawr-Rhee lack of attentiveness to the 
  rebuilding of the Zhent Ghettoes, has gained the 
  attention of regional Zhent bosses. They have called 
  from his removal. These Zhent ‘removers’ were sent 
  to ransack the gambling hall, strike down Boss 
  Gawr-Rhee, and any of his associates. Their numbers 
  are too many to discern in the panic-stricken crowd. 
  Moving toward the players are 4 bandits led by the 
  robber’s leader, a hooded Orc Claw of Luthic!  
   
  The players will need to choose how they will 
  escape. There are several options to leave, requiring 
  movement through the gambling hall, through the 
  vault, or over the chasm.  Although the bandits are in 
  pursuit, they will not appear until the adventurers 
  have reached one of the exits. 
   
   If the players press through The Gambling Hall:  
  Players must make a DC 15 Str or Dex Save to move 
  through the main hall while avoiding bandit attacks 
  and their leaders claws and spells. On a failed save, 
  players take 1d8 damage of a type determined by a 
  d4 roll (1-poison 2-necrotic 3-piercing 4-radiant).  
  They must make the saving throw on each of their 
  turns until they reach an exit! Move to ‘The Chase 
  Begins!’ 
   
  If the players press/move into the Vault: If players 
  have yet to discover the secret door to area D1, allow 
  them a DC 12 Wisdom (Perception) Check to 
  discover it. If the mimics have not been uncovered 
  they attack! Resolve combat, but at the beginning of 
  third round of combat, the pursuers arrive! If the 
  players flee down the secret tunnel to (D1), and the 
  mimics are alive, their pursuers are delayed (see 
  below). If players remain in the vault, then continue 
  combat as normal.  
   
   Otherwise, move to ‘The Chase Begins!’  
  The Chase Begins!    
   
  After reaching any exit from the vault, the chase 
  begins! Use the applicable chase complication table 
  in Appendix 6. The players are pursued by one Orc 
  Claw of Luthic and four bandits! Use the ‘Adjusting 
  the Chase’ Sidebar as needed. 
   
  Adjusting the Chase 
  Consider making the following adjustments to encounter, 
  according to your group. 
  Very Weak and Weak: Remove two bandits.    
  Strong: Add one scouts to the chase. 
  Very Strong: Add one bandit captain to the chase. 
   
   
  Players start 20 ft ahead of their pursuers! If they 
  left the mimics alive they start 30ft ahead. The Orc 
  Claw of Luthic will dash to catch up with players to 
  attack them. Bandits/Scouts will move and fire their 
  bows at players in range.  
   
  DM Tip 
  These chases are meant to capture the spirit of adventurers 
  skirting away from their pursuers while protecting the 
  honey!!! Encourage them to move quickly to escape them! 
  Adjust chase ending conditions as necessary. For time 
  constraints, consider removing the chases in Parts 2, 3 and 
  transitioning directly to the next part. The chase in Part 4 is a 
  crucial part of the adventure and should be run.  
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  13 
   
  The chase ends if players reach 240ft with the lead 
  pursuer out of Move distance to the closest player in 
  the chase, OR the pursuers/players are defeated, OR 
  the players successfully make a DC 12 Group 
  Dexterity (Stealth) Check at the end of a chase 
  round.  
   
   If a player is captured, the party is able to recover 
  them minus their jars of honey, but the player 
  awakes with one level of exhaustion. If the party is 
  defeated, they awake in the back of a wagon, with 
  their belongings, minus 1d6 jars of honey, and one 
  potion of healing near Tim-Tombee’s Warehouse 
  (Part 4). The player or players wake up with one 
  level of exhaustion. Once the chase ends, proceed 
  to ‘Development’. 
   
  Treasure 
  The vault’s fine art is worth 100gp, the carpets 10gp. 
  The workers hidden money pouches contain 10gp 
  each. Standing vases in the main hall are worth 
  50gp/each. Gawr-Rhee’s black-velvet noose scarf 
  could fetch 25gp. His silver ring could fetch 5sp. If 
  players win any gold at the tables, it’s theirs! 
  Development    
   
  Two days should have passed at this point, with the 
  players moving on to Tim-Tombee’s the Part 4 of the 
  adventure on the third day. Any of the information 
  gained during this part by players is of great interest 
  to The Zhentarim and meet the requirements of the 
  faction assignment.  Proceed to Part Four.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  14 
   
   
  Part 4. Bolt to Tombees!  
  Estimated Duration: 60 minutes 
   
  Story Beat: The players arrive at the harbor 
  warehouse of Tim-Tombee Torquewrench, a gnome 
  tinkerer and aspiring smithy. He welcomes the 
  players and introduces to his newest creation. The 
  mystery stranger following the players is finally 
  revealed!  After resting, the players leave for the 
  Tower of Blades, only to become pursued by a 
  haywire antagonist with magical-induced honey 
  hunger!  
   
  If the players were defeated during the last chase, 
  they find themselves here, in the back of a wagon. 
  Adjust the narrative below to capture this.  
   
  When you are ready, ready the following aloud:  
  You arrive at Mulmaster’s harbor. Piles of rubble litter the 
  coastline. Trash barges move through floating debris in an 
  effort to clear the bay waters. Moving over the wharf’s 
  rickety boards, you arrive at the warehouse. It is 
  unmarred by the surrounding ruin. Metal sliding doors 
  open, as a billowing, black smoke rolls forth. Two soot-
  covered gnomes rush from it, soot-covered and coughing.  
  A third gnome moves past them and walks towards you.  
   
  Those that observed Torquewrench in Part One 
  recognize him immediately. Continue reading below: 
   
  :COUGH: “I apologize for the smoke. I’m Tim-Tombee 
  Torquewrench :COUGH: and these are some of my 
  assistants. We wanted the smoke cleared out before you 
  arrived. Oh, well, come on in!”. You are led into the 
  warehouse. At its center, the gnome urges you to place 
  your things. You see that half of the giant warehouse hold 
  stacks of barrels, crates and iron drums.  Bolts, springs, 
  and tools lay strewn across work tables. Winches and 
  pulleys hold ropes guided over-hanging rafters. An old 
  carriage and wagon are stationed near a loading dock.  
   
   
   
   
   
   
   
   
   
   
   
  General Features 
  Tim-Tombee’s Torquewrench’s Warehouse is a steel-
  reinforced building that stands 30ft tall.   
  Floor. A 100ft x 50ft floor made of cement. 
  Light. Bright light comes in through second floor shutters. 
  Standing oil lanterns provide bright light. Crate piles areas are 
  dimly lit. 
  Entrances/Exits. Two sets of sliding doors lead to the main  
  floor and loading dock areas respectively.  
  Forge. A furnace with anvil and hammers of different sizes.  
  Crates/Barrels/Drums. Crates are stacked in varying heights 
  contain tinkerers tools, smithy tools, screws, bolts, cogs and 
  springs of all sizes. Barrels contain a variety of foodstuffs. 
  Steel drums contain oil.  
  Stairs. Two set of stairs ascend 15ft to a walkway above the 
  warehouse floor and leads to office and barracks.  
  Assistants. 8 tinker gnomes work here. Treat them as 
  commoners with appropriate racial traits (PHB pgs.36-37).  
  Work Tables.  15ft long tables where projects in various 
  stages of completion: clockwork dolls, a safety suit made in 
  dwarven likeness, a “lantern helm” w/kazoo and an oil can of 
  Tombee’s Dubbayudee (see Treasure) 
  Winches/Lifts. Panels with knobs and levels resembling a 
  symbol of Gond adorn their panels. They lift move heavy 
  objects the gnomes cannot move themselves.  
  Loading Dock. A rickety wagon and old carriage are parked. 
  The gnomes made non-flattering repairs to them (colored 
  fins, steel plates; smiley faces painted). Stats: Wagon-MV:25 
  AC:16 HP:30 DT:8 Carriage: MV:35 AC:15 HP:25 DT:5 
  Stables. A Small stable behind warehouse where several 
  aging draft horses are cared for. (Appendix 1) 
   
  Torquewrench asks the players where they have 
  traveled up to this point and entertains questions 
  (See Appendix 1 for role-playing tips). Allow the 
  players to learn the following: 
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  15 
  • 
  The gnome owes Raucier a favor for helping 
  him get some patents approved by the 
  Council of the Blades, and also for loaning 
  him a book on smithing. Their stay repays 
  his debt to Raucier. 
  • 
  He knows the party escorts the honey. He 
  was given a jar from the Hawks for his 
  project.  
  • 
  He and his gnome assistants continue to 
  work on devices to help the rebuilding of 
  Mulmaster.  
  • 
  The wagon and coach were a gift to him 
  from noble and artisan customers. They 
  keep a mule and horse are stabled nearby. 
  He will have them ready for the party when 
  they leave tomorrow.  
  The gnome ‘walks-and-talks’ as he shows off the 
  main floor of the warehouse. Use the information 
  provided in the General Features for area 
  descriptions before moving to ‘The Big Project’.  
   
  The Big Project  
  Read the following: 
  Torquewrench stops at the base of a structure covered in a 
  tarp. The gnome assistants leave their work to gather 
  nearby. With anticipation and excitement Torquewrench 
  exclaims, “We can protect your stuff with THIS! The tarp 
  falls, revealing an 8-foot tall metal construct-a suit of plate 
  armor with a winged helmet. “Behold! Magic-Automaton 
  Twenty, Double-Armored, Mobility-Augmented…and..”. on 
  cue the gnomes yell, “GOND-ENGINEERED!”. Amidst 
  gnome applause, one whispers to a nearby comrade, “Why 
  doesn’t he just call it MAXXDAMAGE!?”   
   
  M-AXXD-AM-AG-E! is a helmed horror that 
  Torquewrench was paid by the Zors to build. It was 
  to accompany recent trade envoy sent to the 
  Cormanthor Forest. It was not finished in time. The 
  gnome admits there is an issue to work out before 
  it’s completion but does not elaborate.  
  Players with the “Jar of Gratitude” Story Award may 
  entice the gnome to reveal the problem. If they do, 
  Torquewrench reveals he needs the Sunboughs 
  Honey to create a magical catalyst to fuel the 
  construct. If players offer their honey from this story 
  reward, they must remove it from their logs. 
   
  Players may offer honey from the cargo. Allow them 
  a Group DC 17 Charisma (Persuasion) Check. 
  Subtract one from the DC of the check for each jar of 
  honey offered (up to five). On a successful check, 
  Torquewrench’s reveals the issue (above). On a 
  failed check, he thanks players for their kindness,  
   
  Regardless, his assistants excitedly begin the process 
  of concocting the fuel with the jar they have plus 
  whatever the players offer. DM’s should note the 
  amount of honey given. It will affect the ensuing 
  chase and events in the Epilogue.  
  The Big Surprise 
  Read the following:  
  As Torquewrench continues, he is interrupted by a loud 
  rapping on the warehouse doors! Gnome assistants rush to 
  the entrance! After a few moments, the gnomes slide open 
  the doors, allowing a green-cloaked stranger to enter. The 
  person looks familiar-the helpful stranger during the 
  chases! The stranger approaches and lowers their hood. 
  Before you is a wood-elf, through the soot and grime that 
  covers her face, you see a purple lock of hair. With a sigh 
  she says, “I’m glad you’re safe” 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  16 
   
  The wood-elf is Marilynth Xilofane (See Appendix 1 
  for role-playing tips). Participants in CCC-NUKE-01-
  01 recognize her as the daughter of the elder of 
  Sunboughs. She reveals that she sneaked away from 
  home to pursue the honey!  Soliqueen, her beloved 
  pet bee, is trapped in one of the honey jars! She 
  tracked them and waited for the opportunity to 
  safely approach. If allowed, she shows the players 
  the jar that has the bee in it. A successful DC 15 
  Wisdom (Perception) Check reveals the tiny bee. 
  They are elated to be reunited. Xilofane thanks the 
  party and asks Torquewrench to rest here for the 
  night, to which the gnomes oblige 
  .  
  Xilofane confides to players with the “Magenta’s 
  Thanks” Story Award from CCC-NUKE-01-01 that 
  she’s glad she found Soliqueen, but she does not 
  want to return home. She has a wanderlust and 
  wants to travel the Moonsea Region. If these players 
  convince her to follow her heart, award them one 
  inspiration.   
   
  Other players who make the DC 17 Wisdom 
  (Perception) Check notice Marilynth’s uncertainty 
  and overhear Marilynth revealing these secrets to 
  Soliqueen. On a failed check, she thanks players for 
  keeping Soliqueen safe and insist they spend the rest 
  of her time here giving their chase accounts! 
    
  Players who keep her secret private, earn the “Bee-
  Trusting” Story Award. Those that share what they 
  learned from her with others earn the “Bee-Trayed” 
  Story Award. Emerald Enclave members can use this 
  opportunity to convince Marilynth Xilofane to return 
  home. A successful DC 11 Charisma (Persuasion) 
  Check convinces her to do so, but reluctantly.  On a 
  failed check, she leaves perturbed and heads to rest.   
   
  Torquewrench asks the players if they wish to travel 
  to the tower tomorrow by horse, by horse and 
  carriage, by mule and wagon or on foot. Allow 
  players to decide which conveyance they want but 
  encourage them to agree to one type of conveyance. 
  The gnomes ensure they have the selected 
  conveyance prepared for them.    
   
  The events of the day have taken their toll on 
  everyone. Allow the players their long rest at this 
  point. During the night, Torquewrench and his 
  assistants concoct and administer a fuel sample for 
  MAXXD-AM-AG-E!, but the construct does not 
  activate. 
   
  Proceed to “Haywire along the Homestretch”. 
  Haywire along the Homestretch!  
  Read the following:  
  The following morning, you find the gnomes have the 
  (carriage/wagon) ready. They have gathered nearby, 
  presenting a tray of coffee and crumb cakes to you. Tim-
  Tombee Torquewrench is not as animated as the others, 
  but he hops in. As you leave the warehouse and move 
  through the Dock Ward streets, Torquewrench says, “Well, 
  I have to tell the Zors that it didn’t work! We mixed and 
  poured it right ...but it didn’t work. Oh well”. :Sigh: 
   
  Meanwhile, M-AXX D-AM-AG-E! activates! The 
  mixture of gnome fuel delayed the helmed horror’s 
  sentience! With “gno” gnomes around to program it, 
  it awakes confused! Attributing life to the Sunboughs 
  Honey, this now-sentient construct crashes through 
  warehouse doors, chasing the players (and their 
  cargo). Proceed to ‘The Last Chase Begins!’. 
  The Last Chase Begins!    
   
   M-AXX D-AM-AG-E! is 15ft behind the players at the 
  chase’s start. Use ‘The Chase is On!’ Rules Summary, 
  and the complication table, “Haywire on the 
  Homestretch” for this chase. Review the ‘Adjusting 
  the Chase’ Sidebar to make needed changes. 
    
  Adjusting the Chase 
  Make the following adjustments to encounter.   
  All levels: Add a Slam Attack (+5 to hit, reach 5ft. Dmg 1d6+4 
  bludgeoning) Remove Longsword. 
  Very Weak/Weak: Lower AC to 16; Lower damage by one die 
  type (d10 to d8, d8 to d6, etc.) 
  Average: Lower AC to 18;    
  Strong/Very Strong:  Lower AC to 18; Slam Attack Dmg 
  increased to 1d8+4. Increase table Save DCs by 2. 
   
  If players use a vehicle, they must elect a player to 
  guide it. If the group decides to ride horses, they are 
  provided. Players may travel by foot.  
   
  DM TIP 
  M-AXX D-AM-AG-E!’s actions are captured on the “Haywire 
  on the Homestretch” chase Complication Table. Table results 
  can cause it to lose/gain turns, overheat, or perform special 
  attacks! Use Torquewrench’s (T3W) quotes in bold if you’d 
  like add dialogue to this chase. M-AXXD-AM-AG-E! will be 
  challenging to defeat, but it certainly is possible. Encourage 
  your players to heed Timtombee’s words and outrun it!  
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  17 
  Tactics 
  M-AXX D-AM-AG-E! is drawn to the honey and wants 
  to obtain it. If it catches up with players, it uses its 
  Slam Attack twice. If the players are on a 
  mount/vehicle, it attacks the vehicle. If M-AXXD-AM-
  AG-E! destroys the vehicle, the player(s) must make 
  a DC 12 Dex Save or tumble into the street, falling 
  prone and take 1d8 damage.  The construct will then 
  consume any honey that remains, then explode! 
  (below). If M-AXXD-AM-AG-E! defeats a mounted 
  player, that player falls prone and the honey in their 
  or their mount’s possession is consumed. It then 
  explodes! (below) 
   
  M-AXX D-AM-AG-E! pursues the players a total 
  number of turns (NOT ROUNDS) based on the 
  amount of Sunboughs Honey that was used to 
  concoct its fuel: 1 jar-8 turns, 2/3 jars-11 turns, 4/5 
  jars-14 turns. At the end of each player’s turn, 
  reduce its turn count by one. Once out of turns, it 
  shuts down. Torquewrench’s workers rush up the 
  street to recover the construct, as players move on.  
   
  As M-AXX D-AM-AG-E!’s rampages, it may gain or 
  lose Overheat levels. Use Appendix 6 to keep track of 
  overheat levels. Once it gains four overheat levels, 
  M-AXX D-AMAG-E!’s stops and explodes! All players 
  within 60ft need to make a DC 17 Dexterity Save or 
  take 2d10 force damage! (Save for half-damage).  
   
  The chase ends when active players in the chase 
  reach Tower of the Blades at 240ft OR the players or 
  M-AXX D-AM-AG-E! are defeated OR M-AXX D-AM-
  AG-E! shuts down/explodes! Defeated players are 
  eventually recovered by horse-bound Hawks. 
  Whether they are present in Part Four is left to the 
  DM.    
   
  Treasure 
  Plates that fall from M-AXX D-AM-AG-E!’s body are 
  worth 5gp each.  Golden slag discharged from the 
  construct are worth 10gp each.  
   
  Development 
  Victorious or not, the players arrive at the Tower of 
  the Blades to find spectators already gathered.  DM 
  should have a good count of how many jars of honey 
  are left after the chase before moving on, as this will 
  affect events in the Epilogue. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  18 
  Epilogue 
  Estimated Duration: 30-45 minutes 
   
  Story Beat: The adventure’s conclusion has our 
  heroes deliver the honey to the Hawks. While 
  awaiting their reward, the adventurers meet The 
  Zors and Cora Peytir. The Council of the Blades 
  arrive and render its ruling. The citizens of 
  Mulmaster react!  
   
  Read the appropriate narrative, making changes as 
  necessary.  
  A Worn Welcome    
   
  If the players arrive and M-AXX D-AM-AG-E! 
  shutdown/exploded, read the following: 
   
  The crowd of Mulmaster’s citizens are gathered before the 
  Tower of the Blades.  The crowd’s muttering is lulled as 
  they collectively take in your presence.  The silence is 
  made more unsettling by mixed looks of anger and 
  distrust on gathered peoples. Nearby Zor carriages 
  brandishing their heraldry are parked near their large 
  entourages.  Hawks move to escort you and your cargo 
  near the gates to the tower. All await the arrival of The 
  Council of the Blades.  
   
  The players and the cargo are under the protection 
  of six Hawk spies until the arrival of The Council of 
  the Blades. Agent Garz is nowhere in sight. He 
  arrives in the procession of the council.  From here 
  players can see acolytes of Kelemvor, Zhentarim 
  Vault workers, and injured city watchmen amongst 
  the people in the crowds. Their stares at adventurers 
  are seething.  Proceed to ‘A Noble Cause’.  
   
  If players arrived and M-AXX D-AM-AG-E! was not 
  destroyed, read the following:  
   
  Crowd screams greet your arrival!  Word has already 
  reached the tower that the construct approaches! People 
  race to seek safety behind barrel stacks and wagons! Tim-
  Tombee races towards the noble entourages. City watch 
  archers wait in nervous anticipation. The crushing of stone 
  brings an abrupt end to the wait! MAXXDAM-AGE! storms 
  towards you! The people of Mulmaster raise their fist and 
  weapons! Cries to deities, faction, and city rise to roar! 
  They charge the reckless automaton!  
   
  Roll for initiative! MAXX D-AM-AG-E! enters 
  combat with what remaining hit points he had from 
  the chase!  The attacks of the peoples of Mulmaster 
  are captured at the bottom of every combat round, 
  dealing 1d12 damage to it. When it’s HP reach 0, it 
  shuts down, stopping in its track.  Proceed to ‘A 
  Noble Deed Done?’.  Should M-AXX D-AM-AG-E! 
  defeat the players, a late-arriving group of Cloaks of 
  Mulmaster bring its rampage to a halt. Skip ‘A Noble 
  Deed?’ and Proceed to ‘The Blade Wounds’. 
  A Noble Deed?     
  Read the following: 
  Cheers of victory rise from the crowd as news of the defeat 
  of the plated giant is shared.  In the clamor’s midst, you 
  notice a regally-dressed group move from the Zor 
  carriages. Short moments later, they appear before you. 
  The Hawks stay close, but part to allow them to present 
  themselves: An intense woman that looks of Mulmaster’s 
  elite and militancy, two Zors dressed in blue-velvet 
  doublets and cloaks; a middle-aged woman adorned in a 
  polished breastplate, and cream-and-crimson cloak. She 
  slightly turns, purposely revealing the hilt of her polished 
  rapier to you. 
   
  Players that make a DC 10 Intelligence (History) 
  Check (allow those with Noble Backgrounds make 
  the roll with Advantage) recognize Cora Peytir, 
  influential member of The Blades, Zor Milben Von 
  Finklestien and his partner, Perless, and Zora 
  Rosalind Culkin, former Cloak and Mulmaster 
  socialite.  
   
  After introductions, Cora Peytir directly asks if the 
  players have “her” honey. The Von Finklestein’s gasp 
  at her audacity.  Zora Culkin shakes her head and 
  taps nervously on her rapier’s hilt. Their bickering 
  gets heated until Zora Culkin, begs them to stop!   
   
  They ask to see the honey.  The Hawks will allow 
  them a glance at it.  The results depend on the 
  following below.  
   
  If there is no honey: Cora Peytir’s expression 
  tightens to a deep look of contempt.  Zor Von 
  Finklenstein stares incredulously as Perless begins 
  to weep uncontrollably against his shoulder. Zora 
  Culkin clenches one of her fists as she instinctively 
  reaches for her rapier, then composes herself.   All 
  players earn the “Bee-Gone” Story Reward as the 
  procession departs in disgust back to their carriages 
  to await the arrival of the Council of the Blades.  
   
  If all the honey is present: Cora Peytir’s hands 
  them a coin-filled pouch (300sp) and an ornately-
  carved wood hand axe (10gp). Zor Von Finklestien 
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  19 
  smiles as his eyes swell; Perless hands him a 
  kerchief. He presents players a statuette of a sphinx, 
  painted in blue fire adorned with star-shaped 
  sapphires (50gp).  Zora Culkin’s nods in approval. 
  Her servants present three bottles of Mulmaster 
  Bloodwine (20gp/apiece) to the players. They give 
  their thanks and return to their carriages.  
   
  If some of the honey is present: Cora Peytir 
  accuses the others of cheating her out of her share. 
  The Von Finklesteins are confused; they wonder 
  what they did to upset the Sunboughs elves. Zora 
  Culkin tells players this will not please her gala 
  guests. They angrily depart back to their carriages.  
   
  Players may attempt a Group DC 15 Charisma 
  (Persuasion) Check to convince them to split what 
  remains. Players that have ‘The Sting of The Zors’ 
  Story Reward from CCC-NUKE-01-01 roll with 
  Disadvantage!  
   
  If successful, they all agree.  The players are 
  rewarded the hand axe, one bottle of Bloodwine, and 
  the statuette. On a failed check, nasty glares by Cora 
  Peytir and Zora Culkin are followed by thanks from 
  Zor Finklestein. Players that failed the check earn 
  the “Bee-Gone” Story Award. They return to their 
  carriages to await the council’s arrival.  
   
  Proceed to ‘The Blades Wound’.  
  The Blades Wound    
   
  Read the following: 
  The crowd watches as the council emerges from the gates 
  of The Tower of the Blades. At the procession’s rear you 
  spot Agent Garz and Raucier. One of the council speaks. 
  “With the counsel of the High Blade conferred, the council 
  rules thus- The Zors are hereby admonished for their 
  behavior and for that, the cargo will be kept and turned 
  over ….”. Cheers of approval rise. The council continues, “ 
  …to our Thayan brethren that are working exhaustingly to 
  restore our city to its former glory…”.  Silence sweeps the 
  crowd ...followed by cries of outrage! The crowd turns 
  violent! The people charge, hurling rubble and trash at the 
  council! Guards block the oppressing crowd as the council 
  rushes back through the tower’s gates!  Agent Garz and 
  Raucier push through the protesters to make towards you!  
   
  The players delivered no honey:  Agent Garz 
  hands the bundle to the party, which contains the 
  plates and slag left by MAXX D-AM-AG-E! (See 
  ‘Treasure’), then says that once the council learns 
  that there is no honey to give to the Thayans, they 
  will not be happy. Players earn the “Bee-Gone” Story 
  Award. The Zors and Cora Peytir will “remember” 
  the players.  Raucier warns that they may not be 
  welcomed in Mulmaster for some time. Proceed to 
  ‘Conclusion’.  
   
  If the player delivered all of the honey: Agent 
  Garz hands the bundle to the party, which contains 
  the plates and slag left in the wake of MAXX D-AM-
  AG-E! (See ‘Treasure’) and delivers their payment. 
  Garz offers future work with the Hawks, earning the 
  players the ‘Shadow the Shadows’ Downtime 
  Activity. Tim-Tombee Torquewrench offers the 
  players his “Dubbayoodee” (see ‘Treasure’) if MAXX 
  D-AM-AG-E! is defeated. Raucier believes that The 
  Zors may reach out to the factions to exact their 
  revenge upon the council. Proceed to ‘Conclusion’. 
   
  The players delivered some of the honey: Agent 
  Garz hands a heavy bundle to the party, which 
  contains the plates and slag left in the wake of MAXX 
  D-AM-AG-E! then also tells them that since they lost 
  some of the honey, they will get half of the payment. 
  Garz and Raucier are not sure how the Zors and Cora 
  Peytir will deal with the Council of the Blades 
  decision. Proceed to ‘Conclusion’. 
   
  Treasure 
  If the adventurers delivered the entire cargo they’re 
  paid 300gp. If they delivered some of it, they’re paid 
  150gp.  Cora Peytir’s pouch has 300sp in it; the fine 
  hand-axe is worth 10gp. The sphinx statuette is 
  worth 50gp.  Bottles of Mulmaster Bloodwine are 
  worth 20gp/apiece. Tombee’s “Dubbayoodee” is Oil 
  of Slipperiness (See Player Handout 5). 
  Conclusion    
   
  Will the adventurers heed Agent Garz and Raucier’s 
  words and leave Mulmaster? Did Marilynth Xilofane 
  return home? What form will a new Zhentarim 
  presence in Mulmaster take? Is this the last we have 
  seen of MAXXD-AM-AG-E!? Will Mulmaster rebuild, 
  or is this a short reprieve for the coming of 
  something far worse… like a Red War? 
   
  About the Author 
  Marcello De Velazquez, is a retired US Air Force veteran of 20 
  years, whose friends encouraged him to write adventures. 
  This module was based on his favorite D&D people, rules, 
  stories and the mascots of NUKE-CON. He likes PB&Js.   
  Quote: “How many easter eggs can you pick out of the mod?” 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  20 
  Rewards 
  Make sure 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 are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Acolyte  
   
   
  50 
  Bandit  
   
   
  25 
  Bandit Captain 
   
   
  450 
  Commoner 
   
   
  10 
  Guard 
   
   
   
  25 
  Helmed horror 
   
   
  1100 
  Hobgoblin 
   
   
  100 
  Mimic 
   
   
   
  450 
  Orc Claw of Luthic 
   
  450 
  Priest 
   
   
   
  450 
  Scout 
   
   
   
  100 
  Spy 
   
   
   
  200 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Avoid being caught in each chase 50 per chase 
  Learn Torquewrench’s secret 
  50 
  Convince Xilofane to go home 
  100 
  Convince Zors to split loot  
  150 
  Return all honey to tower  
  200 
   The minimum total award for each character 
  participating in this adventure is 600 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 1200 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Fine Art  
   
   
  100 
  Old carpets 
   
   
  10 
  Workers hidden pouches  
  10/each 
  Standing Vases 
   
   
  50/each 
  Black Velvet Scarf  
   
  25 
  Plate shards 
   
   
  5/each  
   
  Steel Slag 
   
   
  10/each 
  Delivered honey  
   
  300/150 
  Peytir’s pouch 
   
   
  30 
  Fine carved hand-axe 
   
  10 
  Sphinx statuette  
   
  50 
  Mulmaster wine  
   
  50/each 
   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. 
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Tombee’s “Dubbayoodee” (Oil of Slipperiness) 
  Potion, uncommon 
  This beaten oilcan is shaped in the likeness of a 
  gnome: the spout is the tip of the gnome’s hat and 
  handle is the arm with hand placed on its hip. When 
  the oil is applied, the sound of bolts clattering and 
  springs “boing”-ing constantly assaults the user.  
  This item is further explained on Player Handout 5. 
  Potion of Healing 
  Potion, common 
  This item can be found in the Player’s Handbook. 
  Alchemist’s Fire 
  Item, common 
  This item can be found in the Player’s Handbook.  
  Downtime 
  Players earn 10 downtime days for playing this 
  adventure. 
   
   
   
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  21 
  Downtime Activities 
  During the course of this adventure, the characters 
  may earn access to the following downtime activity: 
  Shadow the Shadows- Agent Garz provides you an 
  opportunity to shadow the secret police of 
  Mulmaster. You learn how The Hawks conduct 
  investigations, stakeouts and interrogations. More 
  information can be found in Player Handout 3. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story awards, which are 
  captured for players on Player Handout 4. 
  "Bee-Trusting"- Keeping your word, you promised 
  not to reveal to anyone that Marilynth was in 
  Mulmaster nor that she does not want to return to 
  the Sunboughs. Carrying such a secret will earn you 
  Magenta's favor, but her father may not be pleased. 
  He may have something to say to you about it if you 
  cross paths again.   
   
  "Bee-trayed!"- You have decided it is in Marilynth's 
  best interest to advise others of her unwillingness to 
  return to her home. She no longer sees you as kind, 
  trusting heroes, like the ones that once saved her 
  village. Her distrust may manifest in future travels in 
  the Cormanthor Forest.    
   
  “BEE-GONE!”- The honey is damaged or destroyed. 
  Agent Garz tells you that once the Council of the 
  Blades realizes they do have the entire cargo to give 
  the Thayans, they will want your heads. The Zors, in 
  a veiled act of loyalty, demand you be arrested and 
  flogged in public for dereliction. You must get out of 
  The City of Danger until things blow over. Who 
  knows when that will “bee”. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of the Emerald Enclave who convince 
  Marilynth Xilofane to return home earn one 
  additional renown point. 
   Members of the Lord’s Alliance that ensure all 
  the honey is returned earn one additional renown 
  point. 
   
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  22 
  Appendix 1. Dramatis 
  Personae 
  The following NPCs are featured prominently in 
  this adventure: 
   
  Faldric Garz (FAL-drik GARZ). Agent of the 
  Hawks. Adventurer’s handler. Human. 
   Dedicated but distrusting. Faldric Garz 
  represents all the good qualities of service to 
  The Hawks and dislikes all the bad things he see 
  in them. He does his best to fit it with the 
  others, while doing better deeds away from 
  distrustful eyes.  
   He often alters his appearance, but when he is 
  not he appears to be a middle-aged man with 
  worn leathers and breeches and is never 
  without a dark-hued hooded cloak. 
   Quote: “The eyes of Mulmaster are always 
  watching”. 
   
  Marilynth Xilofane (Mare-IHL-enth Zee-LOW-
  feyn). Bee rescuer/Secret helper. Wood elf. 
   Daring but naïve. The Sunboughs native fled 
  her village to chase after her pet, who has a 
  wanderlust of its own. Her curiosity of heroes 
  and a big city has her wanting to see more. 
  She enjoys the rustic look of traveler’s clothes 
  and adventuring gear and is not without her 
  favorite hooded cloak and long bow and quiver. 
  A medallion depicting a wood-carved 
  honeycomb, the symbol of her village, never 
  comes off her neck. 
  Quote: “I’m here for the bee…then I’ll go 
  anywhere I want!” 
   
  Raucier (ROSS-er). Liaison/Informant. Human. 
   Friendly and discrete. The middle-aged man 
  Raucier has made his living off of discretion and 
  information. Over time, he amassed profound 
  knowledge of City of Danger happenings 
  throughout its history, as well as the 
  surrounding Moonsea Region. He is friend to all 
  (for the right price). He always has a smile on 
  his face, even when he not in festive spirits.  
   Raucier is never seen without a frilly-cuffed 
  shirt and vest of different hues of red. He is 
  never his large journal and ink-filled quill (a gift 
  from tinker gnome, Timtombee Torquewrench) 
  Quote: “Of course I know why you came to see 
  me. Would YOU like to know too?” 
   
  Gawr-Rhee (GAR-ree) Gambling Hall boss. 
  Tiefling. Zhent. Charismatic but anxious. 
   The new leader of The Hangmen is ambitious 
  and greedy. He moved The Hangmen 
  underground when the cultist attacks ended, so 
  he could keep a gambling operation discrete, 
  avoid paying out old debts, and stop paying 
  Black Network dues. He knows the Zhentarim 
  will eventually catch on, but he plans to be long 
  gone before then.  
   Boss Gawr-Rhee is never without his black 
  velvet scarf, tied like a noose around his neck 
  and his sliver talon ring. His robes are dark with 
  gold embroidery, and often display images of 
  tropical flora, fauna, beaches, and waters. 
   Quote: Enjoying your ---? What was that!? Did 
  you see that!?!” 
    
  Tim-Tombee Torquewrench (Tim-tom-BEE 
  TORK-rench)  
   This tinker gnome and his crew are 
  annoyingly energetic and irritatingly 
  inquisitive. Torquewrench takes great pride in 
  every one of his inventions, even if they have no 
  practical purpose. He is friendly to all until he 
  has a reason to be stern. He is first to tell you 
  that Gond, The Wonderbringer has blessed him 
  with the best-est, smartiest, able bunch of 
  assistants and tools to work his craft! 
   His work apron is covered in pockets and 
  belts containing all manner of tinkerer’s tools. 
  He is never without goggles that are often 
  covered in black soot. He and his crew are often 
  bandaged up from! 
  Quote: “Gnome envisioned, GOND Engineered!” 
   
  Magic-Automaton Twenty, Doubled-
  Armoured, Mobility-Augmented, Gond-
  Engineered! (M-AXX D-AM-AG-E!) Helmed 
  horror. Gnome constructed. Fuel deprived.  
  Wants to serve. Wants to live. Wants honey! 
  Quote: “CLANG-CLANG! CLOMP! CLOMP!” 
   
   
  
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  Appendix 2. Monster/NPC 
  Statistics 
   
  Bandit 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 11 (leather armor)  
  Hit Points 11 (2d8+2) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+1) 
  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 5ft., 
  one target. Hit:4(1d6+1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5(1d8+1) piercing 
  damage. 
   
  Bandit Captain 
  Medium humanoid (any race), any chaotic alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack. +5 to hit, reach 5ft., 
  one target. Hit:6 (1d6+3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack. +5 to hit, 
  reach 5ft. or range 20/60ft., one target. Hit: 5 (1d4+3) 
  piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so the captain must see 
  the attacker and must be wielding a weapon.  
   
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.  
   
  Guard 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   12 (+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, one target. Hit: 4 (1d6+1) 
  piercing damage 
   
  
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  MA XX D-AM-AG-E! (Helmed Horror)  
  Medium construct, neutral 
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned and 
  stunned. 
  Senses blindsight 60ft. (Blind beyond this radius) 
  Languages can’t speak 
  Challenge 4 (1,100 XP) 
   
  Magic Resistance. The helmed horror has advantage 
  on saving throws against spells and other magic 
  effects.  
  Spell Immunity. The helmed horror is immune to three 
  spells chosen by its creator. Typical immunities include 
  fireball, heat metal and lightning bolt.  
  Actions 
  Multiattack. The helmed horror makes two longsword 
  attacks.  
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft. 
  one target. Hit: 8 (1d8+4) slashing damage, or 9 
  (1d10+4) slashing damage if used with two hands.  
   
  Hobgoblin  
  Medium humanoid (goblinoid), lawful evil 
  Armor Class 18 (chain mail, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 
  9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1/2 (100 XP) 
   
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits 
  with a weapon attack if that creature is within 5 feet 
  of an ally of the hobgoblin that isn’t incapacitated.  
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8+1) slashing damage or 6 
  (1d10+1) slashing damage if two-handed. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one-target. Hit: 5 (1d8+1) piercing damage 
   
  Mimic 
  Medium monstrosity (shapechanger), neutral 
  Armor Class 12 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 15ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   17 (+3) 12 (+1) 15 (+2) 
  5 (-3) 
  13 (+1) 
  8 (-1) 
   
  Skills Stealth +5 
  Damage Immunities Acid 
  Condition Immunities prone 
  Senses darkvision 60 ft., passive Perception 11 
  Languages — 
  Challenge 2 (450 XP) 
  Shapechanger. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying is not 
  transformed. It reverts to its true form if it dies.  
  Adhesive (Object Form Only). The mimic adheres to 
  anything that touches it. A Huge or smaller creature 
  adhered to the mimic is also grappled by it (escape DC 
  13). Ability checks made to escape this grapple have 
  disadvantage.  
  False Appearance (Object Form Only). While the mimic 
  remains motionless, it is indistinguishable from an 
  ordinary object. 
  Grappler. The mimic has advantage on attack rolls 
  against any creature grappled by it.  
  Actions 
  Psuedopod. Melee Weapon Attack.: +5 to hit, reach 
  5ft., one target. Hit:7 (1d8+3) bludgeoning damage. If 
  the mimic is in object form the target is subject to the 
  Adhesive trait. 
  
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  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit:7 (1d8+3) piercing plus 4 (1d8) acid damage.  
   
  Orc Claw of Luthic 
  Medium humanoid (orc), chaotic evil 
  Armor Class 18 (Chain mail, shield) 
  Hit Points 60 (8d8+24) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   17 (+3) 11 (+1) 17 (+3) 10 (+0) 12 (+1) 14 (+2) 
   
  Saving Throws Wis +3 
  Skills Perception +3, Insight +4, Intimidation +4 
  Senses darkvision 60 ft.. passive Perception 12 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
   
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it could see.  
  Spellcasting. The orc is a 5th level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). The orc has the following 
  cleric spells prepared: 
  Cantrips (at will): guidance, mending, resistance, 
  thaumaturgy 
  1st Level (4 slots): bane, cure wounds, guiding bolt 
  2nd Level (3 slots): augury, warding bond 
  3rd Level (2 slots): bestow curse, create food and water  
  Actions 
  Multiattack. The orc makes two claw attacks. Or four 
  claw attacks if it has half of its hit points remaining.  
  Claw. Melee Weapon Attack. +4 to hit. reach 5ft., one 
  target, Hit: 6 (1d8+2) slashing damage. 
   
  Scout 
  Medium humanoid (any race), any alignment 
  Armor Class 11 
  Hit Points 16 (3d8+3) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+1) 14 (+2) 12 (+1) 11 (+1) 13 (+2) 11 (+1) 
   
  Skills Nature +4, Perception +5, Stealth +6. Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) Checks that rely on hearing or 
  sight.  
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks.  
   
  Shortsword. Melee Weapon Attack. +5 to hit. reach 
  5ft., Hit: 5 (1d6+2) piercing damage. 
   
  Longbow. Ranged Weapon Attack. +4 to hit, ranged 
  150/600 ft. one target. Hit: 6 (1d8+2) piercing damage 
   
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d6) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
   
  Cunning Action. On each of tis turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5ft. of an ally of the spy that isn’t 
  incapacitated, and the spy does not have 
  disadvantage on the attack roll.  
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack. +4 to hit. Reach 
  5ft. one target. Hit: 5 (1d6+2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft. one target. Hit: 5 (1d6+2) piercing 
  damage.  
  
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  Thug  
  Medium humanoid (any race), any non-good alignment 
  Armor Class 12 (hide armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 11 (+1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
   
  Skills Intimidation +1 
  Senses passive Perception 10 
  Languages any one language (Usually Common) 
  Challenge 1 (100 XP) 
  Pack Tactics. The thug has advantage on the attack roll 
  against a creature if at least one of the thugs allies is 
  within 5 feet of the creature and the ally is not 
  incapacitated.  
  Actions 
  Multiattack. The thug makes two melee weapon 
  attacks.  
  Mace. Melee Weapon Attack. +4 to hit. Reach 5ft., one 
  creature, Hit: 5 (1d6+2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack. +2 to hit, 
  ranged 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 13 (+1) 14 (+2) 
  10(+0) 11 (+0) 10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it also can make a 
  shortsword attack.  
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7(1d8+3) slashing damage, or 8 
  (1d10+3) slashing damage if used with two hands.  
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft. 
  one target. Hit: 6 (1d6+3) piercing damage. 
  Heavy Crossbow, Ranged Weapon Attack.: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.  
   
   
   
  
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  Appendix 3. Map -Raucier’s Archives and Scriptorium 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix 4. Map-The Zhentarim Vault  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Player Handout 1. Mingling in the Hall 
   
   Here are some of the persons you can make out through the smoke and the enjoyment of the crowd. 
  They may have interesting information about the operation.  
   
  • 
  Zora Rosalind Culkin, one of the Zors involved in the recent street violence is at the Masquerade 
  Table. She is dressed in a flowing crimson cape, with a crimson leathers to match. Her polished 
  chest plate shines just as bright as the ornate hilt of her rapier. She seems focused on the game, 
  and mildly interested in the courtiers that surround her. They ensure that she is never without a 
  drink.  
   
  • 
  The bartender is busy serving drinks and stares at the crowd. Bartenders do know stuff. He 
  might be worth a chat. Maybe he makes a good drink.     
   
  • 
  Waiters are moving non-stop through the crowd of gamblers, bringing food and drink to any who 
  stop them to ask. They seem irritated as they ask people to excuse them and move past them. 
  Perhaps one of them may know more about what goes on here.  
   
  • 
  The lady referred by some as The Elven Heiress, is playing a Gem Tunnel machine. The heiress 
  wears a glowing emerald-colored dress and veil and sports a laurel of bright-colored flowers atop 
  her head. Long flowing blonde hair falls down the heiress’ shoulders.  She doesn’t look like 
  Mulman nobility.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Player Handout 2. Games of Chance 
   
  Feel free to ask the pit boss questions if there is any confusion about these games. They do want you to 
  enjoy yourselves! 
   
  Tymora’s Wheel- Wheel of Fortune-type game. Bet 1gp a turn as the Wheelsmith (DM) spins the wheel. 
  The wheel can stop on a symbol of Bane (YOU LOSE), The symbol of Illmater (Push and you can increase 
  your next bet by 1gp), The symbol of Waukeen (Win your bet plus two times your bet), or The Symbol of 
  Tymora! (Win Big!!!! – you win your bet plus your bet times three!) 
   
  Masquerade- Roulette-style game. Place your bets on either the “Joy” mask or the “Pain” mask. You can 
  bet a maximum of 5gp. The Gala-deer (DM) spins the wheel and drops the ball … if the ball falls on the 
  Drunkard face everyone loses their bets! If the ball falls on the mask you bet on, you win your bet plus 
  your bet.  If the ball falls on the mask you didn’t bet on. YOU LOSE. If the ball falls on Fortunes Fool 
  Everyone wins their bet plus two times their bet!  
   
  Gem Tunnels- Slots. Players can place one gold piece in each of the three slots. Pull the slot lever! For 
  each 1gp bet, roll a d8 in the open. If one of your dice (gems) matches the Gem Miner (DM), you win your 
  bet plus your one times your bet. If two of your dice (gems) match the Gem Miner (DM), you win your bet 
  plus two times your bet back. If three of your dice (gems) match the Gem Miner (DM), you strike the 
  MITHRAL LODES!!! You win your bet plus 50 times your bet back! 
   
  Three-Dragons-Poker. It’s a 10gp ante to get onto this table. Each d6 is one of the cards you are dealt. 
  Roll 3d6 and screen your roll. All the others at the table will be doing the same, including Durgin Lodepips 
  (the DM), the famous gambler, known as “The Dungeon Diceroller”. Keep your rolls screened from Durgin 
  as well as other players, as another round of betting takes place (max bet 10gp). You may pass the bet on 
  your turn if you want (but only once). Players may raise (add to the hoard), players may “Retreat” this 
  round and forfeit their bets. Those that remain in the game can raise (up to 10gp). Once betting is done, 
  reveal dice. Best hand wins! Order of hands (high to low): Highest -three of a kind (Three Dragons), 
  highest straight (High Bloodline), highest two of a kind (High Knight and Squire), highest total dice roll 
  (Highest Fanfare). If there is a tied hand, all tied hands “Clash” and split the hoard!  
   
   
  
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  Player Handout 3. Downtime 
  Activity 
  During the course of this adventure, the characters 
  may earn access to the following downtime activity. 
  If you are printing these out for your characters, 
  print as many as you may need to ensure that any 
  eligible character receives a copy: 
  Shadow the Shadows 
  Agent Garz provides you an opportunity to shadow 
  The Secret Police of Mulmaster. You spend many 
  days observing The Hawks investigating crime 
  scenes, conducting stakeouts on persons of interest 
  and answering broadsheet reporter interviews on 
  the The Council of High Blades edicts.  
   
  The experience allows you to spend 5 Downtime 
  Days to gain Advantage on any one Intelligence 
  (Investigation), Wisdom (Perception), or Charisma 
  (Deception) Checks. You can do this once. 
   
  You did also learn that The Hawks change their 
  tactics and techniques frequently, so once you used 
  what you have learned, it will no longer be effective. 
  Agent Garz apologizes as you remove this 
  Downtime Activity from your log. 
   
  
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  Player Handout 4. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Story Awards 
  "Bee-Trusting"- Keeping your word, you promised 
  not to reveal to anyone that Marilynth was in 
  Mulmaster nor that she does not want to return to 
  the Sunboughs. Carrying such a secret will earn you 
  Magenta's favor, but her father may not be pleased. 
  He may have something to say to you about it if you 
  cross paths again.   
   
  "Bee-trayed!"- You have decided it is in Marilynth's 
  best interest to advise others of her unwillingness to 
  return to her home. She no longer sees you as kind, 
  trusting heroes, like the ones that once saved her 
  village. Her distrust may manifest in future travels in 
  the Cormanthor Forest.    
   
  “BEE-GONE!”- The honey is damaged or destroyed. 
  Agent Garz tells you that once the Council of the 
  Blades realizes they do have the entire cargo to give 
  the Thayans, they will want your heads. The Zors, in 
  a veiled act of loyalty, demand you be arrested and 
  flogged in public for dereliction. You must get out of 
  The City of Danger until things blow over. Who 
  knows when that will “bee”. 
   
   
  
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  Player Handout 5. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Tombee’s Dubbayoodee (Oil of 
  Slipperiness)  
  Potion, uncommon 
   This sticky, black unguent is thick and heavy in the 
  container, but it flows quickly when poured. The oil 
  can cover a Medium or smaller creature, along with 
  the equipment it’s wearing and carrying. Applying 
  the oil takes ten minutes. The effected creature then 
  gains the effect of a freedom of movement spell for 8 
  hours.  
   Alternatively, the oil can be poured on the ground 
  as an action, where it covers a 10-foot square, 
  duplicating the effect of a grease spell in that area for 
  8 hours.  
   The beaten oilcan that hold this oil is shaped in the 
  likeness of a gnome: the spout is the tip of the 
  gnome’s hat; the handle is the arm with hand placed 
  on its hip. When the oil is applied, the sound of bolts 
  clattering and springs “boing”-ing constantly 
  assaults the user.  Since the gnomes gave the oil its 
  magical infusion with what Sunboughs honey they 
  had left, the oil is a translucent-gold color and gives 
  off a sweet smell.  
   This item can be found on page 184 of the 
  Dungeon Masters Guide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-NUKE-01-02 Hide and Seek 
   
   
  35 
  DM Handout 1. The Chase is On!  
   
  This adventure has three short chase scenarios, which are run in the spirit of the chase rules found in the 
  DMG, pgs. 253-254. They are summarized here 
  • 
  All chase participants roll for initiative 
  • 
  In initiative order, players can do the following actions: 
  ◼ Dash. # of times = Con Modifier+3. Dashes beyond this limit require a DC 10 Con Save or 
  suffer one level of exhaustion.  
  ◼ Attack and Move 
  ◼ Cast Spell and Move 
  • 
  After each participant’s turn, have them roll a d20 (d10 for last chase). Consult Chase 
  Complication Table (“From the Rooftops”, “Through the Streets”, “In the Sewers”, or “Haywire on 
  the Homestretch”) and apply the result at the beginning of the turn of the next participant in the 
  initiative order. Once a complication is rolled, it is treated as a “No Complication” result.  
  Exceptions: The complications in Part Four will not have results removed.  
  ◼ Use discretion to replace any check/save DCs to more suitable ones as needed and to 
  lower damage dice as you determine. 
   
  Chases will end based on the conditions covered in each part of the module.   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  36 
  DM Handout 2. Chase Table- Over the Rooftops! 
   
   
   
  Read the following: 
   
  The race over the tops of Mulmaster’s homes and businesses has begun! Your pursuers give chase! 
  From the streets below, the marching of armored feet reveal the presence of city watch patrolman 
  below. Securing the cargo on your persons, you bolt across the rooftops! 
   
  D12 
  Complication 
  1 
  An unrepaired tiled roof lies ahead, leaving a large hole in the roof! Make a DC 12 Wisdom 
   
  (Perception) Check to see it and avoid it! On a failed check, you fall into the hole but catch the edge 
   
  of roof board and hang precariously. You do get back up on the roof but lose your turn.  
  2 
   The top of giant birthday parade balloons shaped like a sphinx trailed by seven stars rises from 
   
  the alley below! Make a DC 12 Dexterity (Acrobatics) Check to leap onto the tops of them and 
   
  bounce over to the other roof. On a failed check, you are bounced back 10 ft, losing 10ft of 
   
  movement this turn.  
  3 
  The door from a rooftop entranceway suddenly opens in your path! You hear the sounds of 
   
  pursuers on the other side! Make a DC 12 Strength (Athletics) Check to slam the door shut and bar 
   
  it!  On a failed check, you are knocked prone. Add one guard to the chase!   
  4 
  You dart through a rooftop garden containing brightly-colored exotic plants. Make a DC 12 
   
  Intelligence (Nature) or DC 10 Wisdom (Survival) Check to identify which plants to avoid. On a 
   
  failed check, you foolishly stumble through a bed of thorny, poisonous plants!  You take 1d6 
   
  piercing damage and are poisoned until the end of your next turn!  
  5 
  BOOM! A loud explosion is heard a distance away! Over the rooftops, you see a large  spiraling 
   
  column of fire erupt from a nearby district, engulfing buildings near the column in flames! Make a 
   
  DC 12 Constitution Save. On a failed save, you are caught in trailing explosive wake!  You take 1d8 
   
  thunder damage and are knocked prone.  
  6 
  You find yourself in the midst of a noble rooftop social! You are recognized from your presence at 
   
  The Tower of the Blades! The reviled guests hurl insults and champagne at you! Make a DC 10 
   
  Dexterity Save or Charisma Save. On a failed save, you are pained by Mulman mockery and soaked 
   
  by champagne! You take 1d6 psychic damage and are slowed until the end of your turn. 
  7 
   Looking across at a nearby roof you spot a cloaked figure moving along the rooftops, trying to keep 
   
  up. The figure hurls a satchel at you as she yells. Make a DC 10 Wisdom (Perception) Check. On 
   
  a failed save, you can’t understand the stranger and the satchel falls to the streets below. If 
   
  successful, you hear “Catch!” and hook the satchel. It contains one potion of healing.   
  8 
   You find yourself in the midst of a noble rooftop social! You are recognized from your presence at 
   
  The Tower of the Blades! The reviled guests hurl insults and champagne at  you! Make a DC 10 
   
  Dexterity or Charisma Save. On a failed save, you are pained by mockery and soaked by champagne! 
   
  You take 1d6 psychic damage and are slowed until the end of your turn. 
   
  9-12  
  No complication 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  37 
  DM Handout 3. Chase Table-Through the Streets! 
   
   
   
  Read the Following: 
   
  The streets of Mulmaster’s (day/night) are teeming with activity. Citizens trudge along, working 
  to repair and restore homes, places of business and their spirits. Racing further from (insert 
  location here) loud shout brings all things to a halt! Your pursuers have found you!  All the people 
  in the streets stare at you. Life stops for a second, then go back to their business. They ignore you 
  and your pursuers, who have drawn their weapons and began to give chase!  
   
  D12 
  Complication 
  1 
  Many potholes are spotted in the cobblestone road ahead! Make a DC 12 Charisma (Persuasion) 
   
  Check to warn others to hold on/look out! On a failed check, you do not react in time! The next 15ft 
   
  of movement for the player is difficult terrain.    
  2 
   Rushing past the ruins of the former temple to Loviatar, you start to hear haunting screams in your 
   
  head! Make a DC 12 Intelligence (Religion) or Intelligence (History) Check. If you fail, the spectral 
   
  cries of torture and pain assail your mind! You are frightened until you move 60ft away. 
  3 
  Crowds of drunks and ribald revelers come in and out of The Wave and Wink Tavern, flooding the 
   
  streets! Make a DC 12 Wisdom Save. On a failed save, you succumb to the sounds of dancing and 
   
  merriment. You lose a turn as you break off into the dancehall for a drink.  
  4 
   You spot The Cloaks, the feared magical enforcers of Mulmaster, nearby. They are searching the 
   
  area for you. Make a DC 12 Dexterity (Stealth) Check. On a failed save, you are recognized! You take 
   
  2d4+2 force damage from magic missles launched at you from the mystic magistrates! 
  5 
   Whoah! You whisk near the edge of sinkhole the size of a small chasm! Masses of living earth and 
   
  planar gases roll forth from this lingering portal! (Make a +4 attack against the player). If hit, the 
   
  player takes 1d6+2 bludgeoning damage and is poisoned until the end of their next turn.  
  6 
   A cloaked figure skirts along the scaffold planks above, waving their hands in alarm, pointing 
   
  behind you and yelling! Make a DC 10 Wisdom (Perception Check). If you fail, you are struck for 
   
  1d12 piercing damage by a lance-wielding pursuer and moved 10 ft forward by the blow!   
  7 
   A birthday parade passes by! A giant sphinx-shaped balloon floats above, brightly dressed clowns 
   
  tumble and juggle. A little girl rides a white pony, waving at watchers. Make a DC 12 Strength 
   
  (Athletics) Check. On a failed save, you fall prone, but the little girl stops and says, “Hi! I’m Abby. It’s 
   
  my birthday! Have some cake! It’s quite tasty”. Gain 1d4 temporary Hit Points.  
  8 
   A loud explosion rips through a nearby building, enveloping it in a blazing spire of elemental fire! 
   
  The spire rises into the sky as the building begins to collapse. An intense blast of heat, force, and 
   
  debris rip up the through the nearby street. Make a DC 12 Dexterity Save. On a failed save, you take 
   
  2d8 fire damage and are incapacitated until the end of your next turn.     
  9-12  
  No complication 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  38 
  DM Handout 4. Chase Table- In the Sewers! 
   
  Read the Following: 
   
  The putrid stench of Mulmasters waste greets you here in to the sewers. Checking for the safe 
  placement of your cargo, you slog through the sewers on the way to (insert location here).  The 
  sound of squeeking vermin, along with the dripping of water echoes down the sewer tunnels. You 
  hear a loud splash is followed by the sound of voices behind you!  “There they are!” 
  D12 
  Complication 
   
  1 
  The rotted corpse of an adventurer is stuck against the grate of nearby sewer drain. Make a DC 12 
   
  Intelligence (Medicine) Check. On a failed check, you fail to notice the bodies extremely bloated 
   
  nature. The body bursts! Guts, fluids and maggots fly all over you! You take 1d8 acid damage! 
  2 
  Glowing cracks in the nearby stone of the tunnel pulsate with intense heat! Make a DC 12 Dexterity 
   
  (Athletics) Check. On a failed save, the pocket of elemental fire discharges streams of viscid flame at 
   
  you! You take 1d6 fire damage every round until you use an action to snuff it out! 
  3 
  Spiked, petal-like tentacles rise from a nearby pile of trash. They make an attack (+6 to hit) upon 
   
  you. If hit by the young otyugh’s tentacles, the player takes 1d8+1 piercing damage and must make 
   
  a DC 10  Constitution Save or become poisoned until the end of the players next turn. 
  4 
  Child-like laughter echo from around the corner of an adjoining tunnel. At the tunnel’s end, an evil-
   
  grinning clown gazes at you and laughs!  It then climbs a sewer ladder up to the parade passing the 
   
  streets above. Make a DC 10 Charisma Save. On a failed save, you take 1d6 psychic damage and you 
   
  are slowed until the end of your next turn!  
  5 
  Glowing red graffiti paint warns, “The Red War is Coming”, but there are symbols carved into the 
   
  stone of the of the wall that paint covers. Make a DC 10 Intelligence (Arcana) Check. On a failed 
   
  save, you activate a glyph of warding! Red mists sprays into your face for 2d8 acid damage and 
   
  you are blinded until the end of your turn. 
  6 
  Sewer-workers block some of your passage, intently laying sandbags to control sewage flow from a 
   
  connecting tunnel.  Make a DC 10 Charisma (Persuasion) Check. On a failed save, the workers do 
   
  not move out of your way in time! You lose 1d4x10 ft of movement this turn, but the stubborn 
   
  workers do not move for your pursuers either! They lose 1d4x10 ft this turn!  
  7 
  Ahead a sewer cover slides open from above. A hooded figure sticks its head down and yells, 
   
  “CATCH!” Two vials of alchemist fire are thrown at you! Make a DC 12 Dexterity Check. On a failed 
   
  check, one vial explodes! You take 1d4 fire damage each turn until you spend an action to put the 
   
  flames, but you catch one vial of alchemist fire. If you succeed, you catch both vials!    
  8 
  A translucent, slimy mucous covers the sewer walkways and dangles from pipes overhead, the 
   
  remnants of passing carrion crawler! Make a DC 13 Constitution Save. On a failed save, you take 
   
  1d10 poison damage and are paralyzed until the end of your next turn.  
  9-12 
  No complication 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  39 
  DM Handout 5. Games of Chance (DM Version) 
   
  Tymora’s Wheel- Wheel of Fortune-type game. Players bet 1gp a turn as the Wheelsmith (you) spin the 
  wheel.  Roll a D20 (preferably behind the screen) On a 1-8, the wheel stops on a symbol of Bane (Players 
  lose). On a 9-13, the wheel stops on a symbol of Illmater (Push and the players can increase their next bet 
  by 1gp), on a 14-18 the wheel stops on the symbol of Waukeen (the player wins their bet back PLUS two 
  times their bet), on a 19-20 the wheel stops on The Symbol of Tymora! (JACKPOT! Players win their bet 
  back PLUS three times their bet!) 
   
  Masquerade- Roulette-style game. Players place their bets on either the “Joy” mask or the “Pain” mask. 
  You can bet a maximum of 5gp. The Gala-deer (you) spins the wheel and drops the ball … roll a d12 
  (preferably behind the screen) Roll a 1-the ball falls on the Drunkard face (All players lose their bets!) 
  Roll a 2,4,6,or 8- “Joy” mask bets win their bet back PLUS one times their bet. Roll a 3,5,7,9, or 11- “Pain” 
  mask bets win their bet back PLUS one times their bet. Roll a 12- The ball falls on Fortunes Fool! (All 
  players wins their bet back PLUS two times their bet!  
   
  Gem Tunnels- Slots. Players can bet one gold piece for one die 8 (up to three eight-sided dice).  Players 
  pull  the slot lever! For each 1gp bet, the player rolls a d8 in the open. You as the Gem Miner roll 1d8. If 
  one of the players dice match your d8 roll they win their bet back PLUS one times their bet. If two 
  numbers match your d8 roll, the player wins their bet back PLUS two times their bet. If all three of their 
  dice match yours, they strike the MITHRAL LODES!!! The player wins their bet back PLUS 50 times their 
  bet! 
   
  Three-Dragons-Poker. Players will pay 10gp to play. DM plays the famous dwarven gambler Durgin “The 
  Dungeon Diceroller” Lodepips. Players will roll 3d6 and will screen the roll from you, which represents 
  their cards. You will roll 4d6 and screen your roll (Screen your roll). You will pick three of the four dice to 
  represent your hand.  Now a round of betting takes place (max bet 10gp). Players may pass once. may 
  raise, (up to 10gp), or they may “Retreat” this round and forfeit their bets. Players that passed once have 
  another chance to match raises or “Retreat”.  
   
  You, as Durgin Lodepips, get to raise, pass, or back out as well. Make sure all players have had a chance to 
  match the raise or Retreat. Any players that match the raise (including you) then reveal dice (called “The 
  Challenge”. Best hand wins!  
   
  Order of hands (from high to low): Highest -three of a kind (called highest “Three Dragons”), highest 
  straight (called Strongest Bloodline), highest two of a kind (called highest “Knight and Squire”), highest 
  total dice roll (called “Highest Fanfare”). If there is a tied hand, all tied hands (called a “CLASH!”) split the 
  hoard evenly! 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  40 
  DM Handout 6. Chase Table- Haywire on the Homestretch!  
   
  Read the following: 
   
  Suddenly, an explosion erupts from behind you!  The clanging of metal upon stone resonates from the 
  construct that is charging at you! Torquewrench stares back at his warehouse, stunned! He yells, “It’s 
  alive!  Gond, oh Gond, HURRY! Magic Automaton Twenty, Double-Armored Mobile-Augmented Gond-
  Engineered! needs to expend fuel!  Outrun it! It might be the only way to stop it! Why is it chasing US?!?!?” 
   
  D10 
  Complication 
  1 
  MAXXD-AMAG-E! hurls broken cobblestones from the streets! A driver makes a DC 12 Animal Handling 
   
  Check or player makes a DC 12 Dexterity Save (if no vehicle/not driving).  On the failed check, the vehicle 
   
  takes 1d6+4 damage.  On a failed save, the player takes 1d6+4 bludgeoning damage from flying stones. 
   
  T3W: “Look out!!!”; MAXX D-AM-AG-E! loses two turns this turn! 
  2 
  A choir of acolytes from the church of Kelemvor lead the funeral procession of a fallen priest. As the 
   
  commotion of the chase interrupts their respectful dirge, their voices rise in outrage at the insult!  All 
   
  players must make a DC 12 Wisdom Save or take 1d8 necrotic damage! T3W: “What is that ringing noise 
   
  in my he--? AGGH!!!!”; MAXX D-AM-AG-E! does not lose a turn during this turn! 
  3  
  Flares of elemental fire erupt from a nearby rupture, striking the road! A driver makes a DC 15 Animal 
   
  Handling Check  or player make a DC 15 Dexterity Save (if no vehicle/not driving).  On a failed check, the 
   
  vehicle and driver take 2d6 fire damage. On a failed save, player take 2d6 fire damage. T3W: “The fire 
   
  doesn’t hurt it!”; MAXX D-AM-AG-E! loses a Overheat level! and adds two turns to his turn total! 
  4 
   A zombie hoard wanders into the road from a nearby excavation site!  The horse/mule must make a DC 10 
   
  Wisdom Save or stop dead in its tracks and begin bucking in fear! or player makes a DC 12 Wisdom 
   
  (Perception) Check or lose their turn looking for a way around. MAXXD-AMAG-E! closes in! 
   
   T3W: “MAXX D-AMAG-E! is catching UP!”; MAXX D-AM-AG-E! adds two turns to his turn total. 
  5 
  A rain of arrows flies from a nearby rooftop, bouncing off the construct’s armor. Looking up, you see  
   
  Marilynth w/Soliqueen buzzing nearby. MAXX D-AMAG-E!’s gaze turns to look up at them and stops. Player 
   
  makes a DC 12 Wisdom (Insight) Check. On a successful check, players realize that MAXXD-AMAG-E! is 
   
  overcome with curiosity by the bee and the wood elf! The delay gives the player or the vehicle 10ft of 
   
  movement. T3W: “Aww”; MAXX D-AM-AG-E gains one Overheat level. 
  6 
  The pounding of MAXX D-AMAG-E!’s plated feet rattle the scaffolds of nearby buildings; scaffolds 
   
  workers fall onto the road ahead! Driver(s) make a DC 12 Wisdom (Animal Handling) Check or player 
   
  makes a DC 12 Dexterity Save.  On a failed check, the vehicle takes 1d8+4 damage. On a failed save, player 
   
  take 1d8+4 bludgeoning damage. T3W: “I promise, I’ll replace everything!”; MAXX D-AM-AG-E! loses a 
   
  turn and gains an Overheat level!  
  7 
  Agent Garz appears alongside you on horseback. He yells, “What is that!?!?” (Points at MAXXD-AMAG-E!). 
   
  Hand me the honey! I’ll get it there!” Players make a DC 15 Dexterity (Acrobatics) or Strength (Athletics) 
   
  Check. Each failed check loses a jar of honey!  Each successful check delivers one jar of honey safely to the 
   
  Epilogue. T3W: “Who was that?”; MAXX D-AM-AG-E! loses a turn.  
  8 
  MAXX D-AMAG-E! rockets into the air, then brings both of his fist down upon the street!  Driver(s) makes a 
   
  DC 15 Wisdom (Animal Handling) Check or players make a DC 15 Strength Save (if no vehicle/not driving). 
   
  On a failed check, the vehicle takes 2d8 thunder damage. On a failed save, players lose one jar of honey! 
   
  T3W: “Hey! I didn’t build THAT into it!”; MAXX D-AM-AG-E! loses two turns and gains two Overheat 
   
  levels. 
  9 
  An assembly of Cloaks adepts are drawn from their meals to the chaos! Upon seeing MAXXD-AMAG-E! they 
   
  hurl lightning bolts at the construct …that ricochet off of his armor towards you! Drivers(s) make a DC 15 
   
  Wisdom (Animal Handling) Check or players make a DC 15 Dexterity Save (if no vehicle/not driving).  On a 
   
  failed check, the vehicle takes 3d6 lightning damage. On a failed save, players take 3d6 lightning damage. 
   
  T3W: “I knew that wouldn’t work”; MAXX D-AM-AG-E! gains one Overheat level and gains two turns! 
  10 
  MAXX D-AM-AG-E! gives off a pulsating glow that alternates between yellow-and-black! No complication! 
   
  T3W: “That glowing almost makes it look like a giant bumble bee!” MAXX D-AM-AG-E! loses a turn! 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NUKE-01-02 Hide and Seek 
   
   
  41 
  DM Handout 6. Chase Table- Haywire on the Homestretch! 
  (continued) 
   
   
   
   
  M-AXX D-AM-AG-E!’s Overheat Levels 
   
   
   
   
   
   
   
   
   
   
   
   
  1 
  A plate from MAXX D-AM-AG-E!’s form falls from his form into the 
  street with a clang!! (One plate for treasure) 
  T3W: “He’s starting to overheat! Keep ahead of him!!!” 
  2 
  MAXX D-AM-AG-E!’s increases in intensity as another plate of his falls 
  to the street and a pile of golden slag is discharged! (One plate and one 
  slag for treasure) T3W: “I thought I bolted those plates tighter!” 
  3 
   MAXX D-AM-AG-E!’s body spasms while he rumbles forward! He 
  discharges 1d4 piles of golden slag! (1d4 worth of slag for treasure)  
  T3W:“He’s slowing! Hm. I wonder what happens if he overheats?” 
  4 
  MAXX D-AM-AG-E! explodes! All within 60ft make DC 17 DEX save or 
  take 1d10 fire and 1d10 force damage! Chase ends!  T3W: “Oh NO!!!!” 
  a mixture of 1d4 plates and 1d4 pools of golden slag fall! (It’s treasure!) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Nuke-Con (NUKE)/CCC-NUKE-01-02 - Hide and Seek.pdf