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dream s of the red w izards

NI
GHTT
HIE
VES

DDAL-
DRW-
13
DDAL-DRW-13

NIGHT THIEVES
A Dreams of the Red Wizards:
Terminal Ambitions Adventure
Intelligence en route to a secret Thayan base is passing through the embassy in Mulmaster.
You have just two days to plan and execute a heist or lose your shot at the information forever.
Part Five of the Shadow Games series of adventures.

A Four-Hour Adventure for 5th through 10th-Level Characters.


Optimized For: APL 8
CONTENT WARNINGS: oppressive government, grave desecration (mention), mass murder,
corporal punishment (amputation), execution (hang, quarter, burn), gore

Credits
Lead Designer: Greg Marks D&D Adventurers League Wizards Team: Adam Lee, Ari
Designer: Laura Thompson Levitch, Chris Lindsay, Mike Mearls
Sensitivity Lead: Ma’at Crook D&D Adventurers League Administrators: Ma’at Crook,
Amy Lynn Dzura, Claire Hoffman, Greg Marks, Travis
Editor: Ashley Michaela “Navigator” Lawson
Woodall, Bee Zelda
Art Director and Graphic Designer: Rich Lescouflair
Playtesters: Gary Affeldt, Todd Ammerman, Gary
Cartographer: Travis Woodall
Brown, Richard Brown, Daniel Franco, David Krolink,
Interior Art: provided by Wizards of the Coast
Sean Mittelstaedt, Daniel Oliveira, Matthew Roderick,
D&D Adventurers League Guildmaster: Chris Lindsay Audrey Siekert, Ben Siekert, Jia Jian Tin

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.
©2021 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.
Adventure Primer a way to enter the embassy, recover the items, and
escape the city. She suggests organizations such as THE
BROTHERHOOD OF THE CLOAKS, the ZHENTARIM
The fear of burglars is not only the fear of being robbed, UNDERGROUND, and perhaps even the rebel Thayan
but also the fear of a sudden and unexpected clutch out of operative DAMITA UTHROS may be helpful in gaining
access to the embassy.
the darkness.
—Elias Canetti Overview
The adventure’s story is spread over three parts and takes
This adventure is designed for three to seven 5th- through
approximately 4 hours to play. The adventure begins with a
10th-level characters and is optimized for five characters
Call to Action scene and ends with a Wrap-Up scene.
with an average party level (APL) of 8. Characters outside
this level range can’t participate in this adventure. Call to Action: The Heist (15 mins). The characters arrive
This adventure occurs in MULMASTER, a city-state on in Mulmaster at the behest of Remallia Haventree and
the frigid shores of the MOONSEA in northern FAERÛN. installed in a Harper safehouse from which to plan a
heist on the Thayan embassy.
Background Part 1: Who Watches the Watchers? (70 mins). The
characters have two days to investigate the embassy
In the course of trying to uncover one of the RED before the intelligence and artifact they seek are due to
WIZARDS’ plots, adventurers have learned a great deal be magically transported away. Observing the embassy
about the TENEBROUS CREED, a FAR REALM-focused and planning the heist is Story Objective A.
cult of Shar. Both groups seemed focused on somewhere Part 2: Unlawful Entry (70 mins). The party must enter
in the North, but much remains hidden. After a raid on the the embassy and locate information about controlling
Tenebrous Creed’s lair in the Thunder Peaks, word reached elemental planar rifts somewhere in the embassy.
adventurers employed by ZEHIRA DERYAN, via Zehira’s Recovering this information from the embassy’s second
HARPER contact REMALLIA HAVENTREE, that a clutch floor is Story Objective B.
of information and a powerful artifact unearthed by the Part 3: Restless Depths (70 mins.). The party descends
Thayans may be the key to understanding these mysteries. into the heavily guarded and warded catacombs beneath
Unfortunately, time to retrieve this information is short. the embassy in search of Far Realm research and a living
A courier for the artifact is due to arrive in the occupied blade of disaster recovered from Xorvintroth, an Abeiran
city-state of MULMASTER in a few days. They’ll be city buried during the events of the Season 10 Seasonal
debriefed in the THAYAN EMBASSY for two days before Campaign. Overcoming these obstacles and obtaining
being magically transported to an unknown location. both items is Story Objective C.
Remallia asks the party, alongside any available Harper Wrap-Up: Aftermath (15 mins). Fleeing Mulmaster, the
agents, to recover the artifact and any related research characters take stock of their successes and failures.
before it escapes their grasp. The party must discover

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DDAL-DRW13 Night Thieves (v1.0)
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Lords’ Alliance ask the characters to intercept any
A City In Chains research gathered by the Thayans so they can better
The city-state of Mulmaster survived the assault by elemental meet this insidious and ancient threat.
forces in Princes of the Apocalypse, but barely. Agents of Thay Giant Problems. The characters received a letter from
loyal to the archlich Szass Tam occupy Mulmaster and are
Zehira Deryan in her role as Protector of the Seas for
now the true power in this great city. The Thayan Embassy
is housed within a former monastery near the Tower of the
the giant court at Maelstrom, informing them that the
Blades in the northeast of the city. Thayans have recovered valuable research and artifacts
Most citizens give little thought to the Thayan presence. from beneath the glaciers of Icewind Dale, and that these
They’re far more concerned with finding ways to live with the may be a threat to the Giants in the North. She asks
elemental rifts that have consumed large swaths of northern them to break into the Thayan Embassy in Mulmaster
Mulmaster. If that means sacrificing a bit of freedom so and recover any information the Thayans have gathered.
they can rebuild their lives, many see it as a fair trade. Their
opinions might change if they understood what really happens
within the embassy walls, or Szass Tam’s plans for the North.
Story Awards
Those who do understand more about the Thayans tend At certain points in the adventure, you’ll see
to fall into two camps: those who see them as a source of this glyph along with an entry describing
arcane magic (and thus not to be trusted), and those who how the specified story award is earned or
curry favor with them to further their own personal power. impacted by the story. These story awards
Mulmaster has no organized rebellion. Only a very few have significant impact on future parts of the story.
understand the true threat the Thayans represent and are Ignore the entry if it refers to a story award none of the
willing to oppose them. characters have.
Before beginning play, ask the players to check their
records for any story awards that affect this adventure.
Adventure Hooks Night Thieves incorporates the following story awards:
Night Thieves follows on directly from DDAL-DRW-12 To Bond of Fellowship (DDAL-DRW-09 Vile Bounty). For
Walk the Cold Dark. The following hooks provide ways to each NPC, if at least half the characters with this story
involve the characters in the scenario: award have them crossed out, that NPC didn’t survive
the last adventure and isn’t present to help. Characters
The Enemy of My Enemy. The characters dealt with the
who don’t have this story award gain it at the end of the
Tenebrous Cult in the Thunder Peaks and might have
adventure, noting those NPCs who are still alive.
brokered a deal with Damita Uthros, an agent in the
Uneasy Alliance (DDAL-DRW-12 To Walk the Cold
employ of Dar’lon Ma, the rebel Zulkir of Enchantment.
Dark). Damita Uthros is alive, and she and the
If so, she sends them to Mulmaster to recover the data
characters are allies. In this case, the rebel Thayan can
before it is lost.
provide the characters with additional assistance on
Far Realm Worries. With the discovery of a planar rift
their mission.
beneath the Thunder Peaks and the Tenebrous Creed’s
activities in the North, leaders of the Harpers or the
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DDAL-DRW13 Night Thieves (v1.0)
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Call to Action
The Heist
Estimated Duration: 15 minutes to teleport away from the city soon, so they don’t have long
to bring the characters up to speed.
The action begins as the characters arrive in Mulmaster,
Dimensions and Terrain. A four-apartment townhouse
recapping what they know. Key information is gathered
in the north of the city, near prominent landmarks. It’s
at the Thayan Embassy in occupied Mulmaster and the
three blocks from the Thayan Embassy.
characters must recover three things: data from the
Lighting. The safehouse is well-lit by lanterns
experiments to control the Mulmastan elemental planar
and candles.
rifts, Kazit Gul’s research recovered from the Doomvault’s
Smells and Sounds. City sounds abound during the
Far Realm cysts (Tales from the Yawning Portal), and a
day, from merchants hawking their wares to the clopping
magic sword along with notes about its use (DDAL10-06
of shod hooves on cobblestones. Sea birds are a constant
The Fallen Star).
reminder of the harbor, as are the bawdy drinking songs
The characters will have to deal with Thay-occupied
drifting from dockside taverns late into the night. The
Mulmaster, the Arcane Edict, fallout from the Red War, and
smells of rot and offal punctuate crisp sea breezes.
the elemental disaster.

Call to Action Remallia “Remi” Haventree


Sun elf Harper agent
Accepting the mission to recover the three information files
and the magic blade from the Thayan Embassy. Remi to her friends, the lead delegate from the Harpers to the
Council of Waterdeep always dresses elegantly in robes with
Character Introduction neutral jewelry, which brings out her bronze skin.
What They Want. Her mission is for the Harpers to work in
Allow each player a minute or so to introduce their secret, uncovering any threats to Faerûn.
character, describe their appearance and mannerisms, Honesty. Freedom. Respect. Remi is quiet and speaks only
and the reason they’ve come to Mulmaster. Be sure to give after others have had their turn.
everyone equal time in the spotlight and be prepared to Ussa
gently stop people if they run on. Character introductions Human (Vaasan) Harper contact
are crucially important for the players to understand who An elderly woman who longs for the days of Mulmaster’s
the other characters are, to build a basis for roleplaying ascendency in the Moonsea, Ussa was easily turned to the
opportunities, and for you as DM to learn more about the Harpers’ cause to liberate Mulmaster from Thayan influence.
characters so you can create story elements that really Ussa owns a building with housing for four families that was
speak to them. damaged in the elemental apocalypse. While it’s been repaired
Award inspiration (explaining what inspiration is and inside, she left the exterior looking shabby and the windows
how it works) once everyone’s had a turn. boarded up so it could serve as a Harper waystation in
Mulmaster. Ussa is a pale woman with thin, steel-colored hair.
What They Want. Ussa hopes to remove the Thayan
Bond of Fellowship influence from Mulmaster and reinstall the rule of the
If any character has this story award, the High Blade.
surviving Harper agents are also present and Grandmotherly. Ussa has no family of her own and enjoys
accompany the party during this adventure. cooking and cleaning for visiting Harpers. Her personality
Give the players Handout 1: Sidekicks. makes her easy to overlook by those hunting for spies.
Zehira Deryan
Human (Turami) agent of the Storm Queen
Zehira was an experienced privateer and the daughter of
Ussa’s Safehouse Turmishan merchants. Now, she’s the Protector of the Seas,
a sworn agent of Queen Serissa’s giant court tasked with
problems related to the small folk. She has keen, dark eyes,
Ussa, the elderly woman who led you to the safehouse, a olive skin, and black hair she keeps in a tight braid.
boarded-up tenement, brings you to a simple living area What They Want. Zehira possesses the Iltkazar Scepter, and
before nodding farewell and exiting. wants to make sure this powerful relic doesn’t fall into the
wrong hands. She aspires to protect the greater good and
From an adjoining room a voice calls out, “We can’t stay thinks the best way to do this is by staying close to the storm
long, so let’s get you started.” giant queen, Serissa.
Reckless at Heart. Zehira is intelligent and kind, but can be
a little reckless in her pursuit of adventure.
Remallia Haventree and Zehira Deryan exit from a
bedroom to speak with the characters. They’re scheduled

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DDAL-DRW13 Night Thieves (v1.0)
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Creature Information
Remallia and Zehira are present to brief the characters
on their mission and answer any questions. Remallia
summarizes that the Thayans have been abducting sailors
and using them to excavate somewhere in Icewind Dale. At
the same time, the Tenebrous Creed, a cult that reveres the
Elder Evil called Father Llymic, is also extremely interested
in the Thayan presence in the North, though they aren’t
allies. The Harpers and the storm giant court of Maelstrom
have joined forces to disrupt the plans of both groups.
A raid on the cult liberated information that a courier
has arrived at the Thayan Embassy in Mulmaster with
intelligence that can help the Harpers locate the specific
location of the Thayan dig and, hopefully, reveal what the
Thayans are after.

I Know Where They Are!


Characters who’ve played Season 10 Seasonal adventures
may have their suspicions about where the Thayans are, but
Icewind Dale is a very large place with unforgiving terrain,
and Remallia and Zehira aren’t willing to commit forces to
a location that might be incorrect and risk forewarning the
Thayans of their arrival. • Gather information and come up with a plan of
their own.
• If all else fails, the Harpers know someone who can get
Zehira picks up with the details of why the party has been
the party into the Tower of the Blades a block away. The
brought to Mulmaster. The characters have two days to
tower is several hundred feet taller than the embassy.
investigate the embassy before the intelligence is due to be
If the characters want to skydive into the embassy
magically transported and lost forever. There are no parties
courtyard from the tower at night, Ussa has a spell scroll
or other special events the characters can use to gain easy
of feather fall they can use. Timing the feather fall spell
access, so they must devise a plan rather than rely on luck.
They should focus on cunning, guile, and magic to gather will be critical if they want to survive.
information about the embassy’s security, its staff and their Remallia and Zehira offer the supplies listed in “Treasure,”
activities, as well as the locations of the three files and the below, answer any questions they can, and remind the
sword they’re trying to steal. Violence against embassy characters to heed Ussa’s advice, but not to expect her to
staff, especially when it coincides with the courier’s arrival, aid them in a fight. Remallia warns the characters about
is likely to arouse suspicion, and should be limited (such as the dangers of the Arcane Edict and casting arcane spells
abducting a worker on their way home) or nonexistent. in public (see The Brotherhood of the Cloaks in appendix
The characters are to locate the following items, each B). Once the characters are ready, Remallia and Zehira
somewhere in the embassy: leave for their rendezvous to teleport back to Waterdeep.
• Data and conclusions from the Thayans’ experiments
with controlling the elemental planar rifts in Mulmaster.
Treasure
• Kazit Gul’s research recovered from the Doomvault’s Remallia can have one spell scroll made for the party,
Far Realm cysts. containing their choice of dispel magic, pass without trace,
• A magic sword along with notes about its use. The or silence, but it will take a day. She also has a potion of
artifact is a sword-shaped hole in space through which invisibility to help them once they’re inside the embassy. If
one can see darkness, moving stars, and, occasionally, they need it, the characters also have access to Ussa’s spell
huge shadows moving between the stars. scroll of feather fall, but only if they’re going to skydive in
from the tower.
To get into the embassy, the pair suggest three options:
• Contact groups sympathetic to the efforts against Thayan
occupation such as the Brotherhood of the Cloaks, the Timing the Heist
Temple of Tymora, the Thieves’ Guild, and the Zhentarim If the party follows the Harpers’ advice, the following is a
nominal schedule of events for the heist:
Underground; particularly if the characters already
have connections to any of these groups. It’s likely these • Night 0: The party arrives in Mulmaster under cover of
darkness, is taken to the safehouse, and is briefed.
groups keep tabs on the embassy.
• Day 1: Contact the Thieves’ Guild and observe the embassy.
Contact and make a deal with the Cloaks, the priests of
Uneasy Alliance Tymora, or the Zhentarim.
If any character has this story award, the • Night 1: Optionally, observe the embassy at night.
party has another ally in the city. Damita has • Day 2: Gather supplies, conduct additional research, and
passed along the name of Zerix Dral, a tailor draw up the final plan for the heist.
in the neighborhood. If the characters want • Night 2: Enter the embassy, optionally by skydiving in from
her help, she’ll meet them there. the Tower of the Blades.

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DDAL-DRW13 Night Thieves (v1.0)
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Part One
Who Watches the Watchers?
Estimated Duration: 70 minutes Exploration. The party should be given plenty of time
to observe the embassy and discover any exploitable
The characters have two days to scout the embassy, plan
patterns before they attempt to enter it. The intent is to
their heist, and complete the heist. At the same time,
evoke the feeling of a heist movie: observing, gathering
they need to stay unnoticed by the Thayans and those
intelligence and supplies, and then planning the caper.
Mulmasterites loyal to them.
Social. Meeting potential allies and convincing them to
Story Objective help will be critical to the success of any plan to enter
the embassy.
Observing the Thayan Embassy and planning the heist.

Scouting the City Infiltration Strategies


There are any number of ways to access the embassy; DMs
The entire city is at the characters’ disposal. There are should encourage the players to get creative and reward
several avenues they might follow: clever ideas. The goal is to get players invested in whatever
Purchasing Supplies: The characters might want to strategy they believe will succeed. Any winning strategy
purchase supplies for disguises or other ruses. Trade should include the following elements:
is one of the few things to return to normal since the • Physical props. These can include uniforms, badges,
elemental devastation and Thayan occupation. Public passes, or anything a player might reasonably believe would
markets, shops, and traders supply all variety of goods create a convincing disguise.
and services ranging from basic equipment and animals • One or more sources of information about the embassy’s
interior. This could involve interrogating staff, observing
to scrolls and potions (all D&D Adventurers League
the embassy over a long period of time, obtaining maps or
rules apply). Prices are 20 percent higher than those plans of the structure, or talking with monks who used to
listed in the Player’s Handbook, but an astute haggler live in the monastery.
can obtain the standard price with a successful DC 12 • At least two skill checks per character, one DC 12 and one
Charisma (Intimidation or Persuasion) check. DC 15. Base the skill on the situation—Dexterity (Stealth)
Thieves’ Guild (Scene A. Donning Your Disguise): to sneak past a guard, Charisma (Deception) to convince
The characters might seek professional help from the someone to let them pass, and so on. Use advantage and
Thieves’ Guild. Local rogues might be able to assist disadvantage when the players are particularly clever or
with scouting the embassy or smuggling the characters strain credulity. In situations where multiple characters
inside. Ussa can point the characters toward a member are present for a check, use a group check to determine
of the Thieves’ Guild she knows. the outcome. Failure means the character must flee the
Brotherhood of the Cloaks or Temple of Tymora (Scene encounter, but doesn’t necessarily mean they’ve been
revealed as spies.
B. Past Is Prologue): The Brotherhood of the Cloaks
• They should obtain official embassy badges, either by
and the priests of Tymora both have reason to hate the stealth, force, or coercion.
Thayans and just might know something about the • The party might engineer a distraction that removes some
building the characters are trying to infiltrate, from guards from their posts.
before the Thayans took it over. • Enter the embassy at night. Infiltrating the embassy during
Damita Uthros (Scene C. Sewing It Up): Characters with the day places the party in near-constant view of guards and
the Uneasy Alliance story award can get help from the staff on the embassy’s aboveground levels.
rebel Thayans. • If none of the other strategies succeed, part 2 becomes a
The High Blade’s Tower (Scene D. Friends in High long, difficult combat as Thayan forces mobilize to counter
Places): If the characters have no other choice, they can the threat posed by the party. This is unlikely to end well.
always skydive their way to success.
Playing the Pillars. The characters have many ways
to gather information within the city, but Ussa suggests Mulmaster Features
several possible sources of specialized information such Mulmaster has the following features:
as the Thieves’ Guild, the Cloaks, the Gate of Good
Fortune (a temple to Tymora), or even the Zhentarim Dimensions and Terrain. Mulmaster’s buildings are
Underground. When adjudicating these activities, keep the sturdy, thick-walled structures with high, sloped roofs
following in mind: and towers capped with onion domes. Most show signs
of battle damage with makeshift repairs. Elemental earth
Combat. Any significant violence against embassy staff and elemental fire zones left over from the battle with
alerts the Thayans that something is amiss, and they elemental cultists have rendered large swaths of the city
raise the alarm (see Raising the Alarm in part 2). impassable.
Parties that ignore the possibility of subterfuge and
stealth do so at their own peril.

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DDAL-DRW13 Night Thieves (v1.0)
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Lighting. Daylight lasts no more than nine hours per day, The guild isn’t taking any chances with the Thayans,
and thick, gray clouds usually obscure the sun. At night, however, and wants to see the characters in action first.
major streets are lit by oil lanterns, but the alleys remain Ask players who choose this tactic to describe how their
shrouded in darkness. The orange light of the elemental characters disguise themselves and have them make a DC
fire rifts reflects off the clouds at night, providing an 13 Charisma (Performance) check or a DC 13 Charisma
ominous substitute for moonlight. check using disguise kits. If the check fails, their disguise
Sounds. City sounds abound during the day, from or acting is so poor that the guild isn’t willing to risk
merchants hawking their wares to the clopping of exposure by placing the characters near the embassy.
shod hooves on cobblestones. Sea birds are a constant Observing the Embassy. If the characters made
reminder of the harbor, as are the bawdy drinking songs convincing disguises, show the players handout 2 and
drifting from dockside taverns late into the night. allow them to spend up to 24 hours observing the embassy.
Themes. Urban prosperity contrasting with wartime At the end of each hour, one character can make a DC
destruction. Rampant inequality. 18 Intelligence (Investigation) or Wisdom (Perception)
check, obtaining one item from the list below on a success.
A. Donning Your Disguise If the characters observe the embassy with the help of
the Thieves’ Guild, they have advantage on the check.
With Ussa’s help, the characters can set up a meeting with Characters may help one another, but only one roll should
a member of the Thieves’ Guild who refuses to give their be allowed per hour. If a check fails by 10 or more, or
name. The guild sees the embassy as a rich target ripe all available information is obtained, a Thayan Knight (a
for the picking, if only they knew more about its interior githyanki knight with the adjustments listed in Creature
defenses. So far, they’ve been unwilling to risk their own on Statistics) exits the embassy and orders the character to
a scouting mission inside the embassy, but they’re happy move on while the other guards watch.
to help characters in exchange for information about traps, The following information can be obtained by watching
locks, and guards within the embassy. the embassy:
They might provide the characters with disguises and • Groups of two guards are posted at the main gate, the
prime lookout locations in the courtyard, alleys, and VIP gate, and the staff entrance. Shifts change every 4
roadways near the embassy so they can observe who hours. They appear to be humans of local lineage.
comes and goes, when they do so, and how they get in
and out. From these locations, they’re also in an excellent
position to overhear conversations that might be turned
into access opportunities.
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DDAL-DRW13 Night Thieves (v1.0)
7
• Thayan Knights come outside just before shift changes Allow each character to choose who they want to
and leave just after. They also patrol the embassy approach, and make sure they know they don’t have time
interior, but don’t stand with the gate guards except to meet with both. Both groups provide essentially the
when supervising shift changes. same information, though each asks something different
• Whenever a gate is opened, the guards ring a small in return. Assume it takes at least a day to safely arrange
bell and wait for a guard on the inside to ring their a meeting with a sympathetic ear. Both groups will deny
bell in reply. any knowledge of the characters if they’re caught, so the
characters can’t rely on them to get the party out of a jam.
• Nobles, tradesmen, and clergy queue each morning to
curry favor with Anuzohr Cherthemiud, the Thayan
ambassador. Few are granted an audience.
The Brotherhood of the Cloaks
• Those permitted entry to the embassy are given a badge This group is probably the best choice if the party contains
to wear while inside. Staff and guards wear similar arcane casters who’ve already joined the Cloaks (see The
badges, though there are badges of different colors Brotherhood of the Cloaks in appendix B), or are willing
(black, blue, yellow, and red). It may be unwise to enter to join. Membership allows them to use certain forms of
the embassy without one. arcane magic within the city.
The Cloaks don’t trust the Red Wizards and suspect the
• Petitioners in line complain about the wait, implying
Thayans are experimenting with the elemental rifts that
the wait is both longer than usual and new to the
nearly destroyed the city, but they can’t prove it. They ask
past few days.
the party to look for evidence of such experiments and to
• During the day, many of the staff leave the embassy on return with proof.
errands. Most do so on foot, via the main or staff gate, If they agree to this additional mission, the Cloaks grant
and return within an hour or two. members special dispensation to use whatever level arcane
• Senior staff (Thayan Knights and Red Wizards) travel magic they deem appropriate to infiltrate the embassy
by horse-drawn carriage, via the VIP gate. The horses during the mission. This allows a character to cast spells
move with an unnatural grace. There’s no obvious that normally wouldn’t be permitted by their Cloaks rank
timing to these trips. and not worry about being arrested. In addition, they
• Embassy staff of Thayan descent live in the embassy. All provide the information listed in “Outside Help.”
other staff live in the city. The only exceptions are the
guards, who live in a bunkhouse within the embassy. The Temple of Tymora
• Supplies are delivered through a separate entrance This group is probably the best choice if the party either
near the main gate. Guards open the gate long enough doesn’t wish to join the Cloaks or if they don’t contain many
to allow a wagon to enter, watch it while it unloads, arcane spellcasters. Both a casino and a temple, the Gate
and open the gate again to allow exit. Several of these of Good Fortune is easy to enter without drawing Thayan
wagons enter the embassy every day at irregular attention.
intervals, mostly delivering food, wood, paper, cloth, and The priests of Tymora have detected alien magics
other basic supplies. beneath the city. They suspect the Thayans are attempting
• Livestock of some kind, likely pigs, chickens, and goats, to harness the Far Realm’s power for their own ends, but
are kept in the northeast corner of the main courtyard. they can’t prove it. They ask the party to look for evidence
of such experiments and return with proof. If the Thayans
• The bell towers contain guards, who have a clear view
are dabbling with planar magic, it might endanger the
of anyone approaching any of the gates from several
city further and proof will help the rebellion recruit
blocks away.
more members.
• A pair of ravens nest in the aviary above the kitchen If the party agrees to this, the priests of Tymora help the
outbuilding. They come and go at all hours of the day characters obtain foreign dignitary status, granting them
and night. If followed, they rest only at the homes exemption from the Arcane Edict for one week. In addition,
and shops of the wealthy and influential and appear they provide the information listed in “Outside Help.”
unusually interested in conversations happening nearby;
almost as if they can understand what they’re hearing. Outside Help
• If the characters have a means of observing the embassy
Once a bargain is struck with one of these two groups,
from above, they learn the center of the compound
provide the players with handout 3, as well as the following
is a large courtyard, covered by a canopy of bright,
information:
scintillating colors.
• A long time ago, the embassy was a monastery dedicated
to Ilmater. The monks were kind and generous to those
B. Past Is Prologue in need and were regarded as friends of the city.
Observing the embassy is insufficient to understand what • The monastery was a center of learning and service. It
the party might find once inside. For this, the Harpers contained an extensive library covering a wide variety
suggest contacting the Brotherhood of the Cloaks or of subjects.
the Temple of Tymora to uncover information about the • The monks were skilled brewers, producing one of the
embassy’s past. Both groups are disturbed to have a third finest ales in the region. They sold this ale to local inns.
faction of arcane power within the city and would very • During times of crisis, they distributed a watered-down
much like to know what’s happening behind the embassy’s version of the ale along with loaves of crusty bread to
closed gates. petitioners.

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DDAL-DRW13 Night Thieves (v1.0)
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• Several of the monks were skilled healers and
apothecaries. They always had a ready supply of
rare herbs harvested from a protected garden within
the compound.
• Under the monastery are extensive crypts where the
faithful were buried after their deaths. Rumors mention
a sizeable reliquary beneath the chapel.
• Despite their charity, the Ilmateri were frequently
persecuted in Mulmaster. They were popular with the
poor, but the nobility were never friends of the church.
• The monastery was ordered sacked during the Time of
Troubles by the reigning High Blade, roughly 100 years
ago. The Thayans petitioned to occupy it shortly after as
an embassy, but it wasn’t until the occupation that the
Thayans made structural changes and greatly increased
their security.
• The Thayans have made extensive modifications to the
structure, though no one knows exactly what’s been
done beyond repairing the walls and constructing a
barbican over the VIP gate.

Where Are They Now?


Most of the monks were either killed in the sacking or fled
the city when the Thayans seized their monastery. Those that
didn’t largely died of old age. A handful of long-lived dwarves
and elves are still in hiding within the city, but they won’t be
easy to find in time, unless a character makes a successful DC
18 Intelligence (Investigation) check. Finding a monk takes
12 hours. If located, they can provide the same information
as the Cloaks or the priests of Tymora. In addition, they can
provide a rough sketch of the catacombs (handout 4), but
don’t know about any changes the Thayans have made. Here
are some areas where monks might be found within the city:
• Brewing beer in the cellar of the Windsnug Hearth, an inn
with a reputation for the best beer in the city.
• Working the docks in the harbor district.
• Tending the lighthouse.
• Curating a prominent noble’s personal library.
• Assisting in the preparation of tinctures and herbal
remedies in the back room of an apothecary.
• Tending a tiny shrine in the Zhent District.

C. Sewing It Up
Characters with the Uneasy Alliance story
award are working (at least in part) with • She knows the embassy was a monastery run by
Damita Uthros, an operative of Dar’lon
Ilmateri monks and can locate one in 6 hours.
Ma, the rebel Zulkir of Enchantment. Such
characters have been provided with the • She can get up to three Thayan guard uniforms
address to a tailor’s shop run by Zerix Dral. within 6 hours.
Once there, the unassuming man quickly ushers the • She knows everyone inside is given a color-coded badge
characters into the back workroom where Damita Uthros to wear that bypasses certain magical defenses based
awaits them. on the color, though she doesn’t have information on
Damita is looking to do anything that weakens Szass Tam what the defenses are. The badge colors are: black for
and his loyalists, and her patron has asked her to be as visitors, blue for general staff, yellow for guards, and red
helpful as possible while not revealing her own network. As for ambassadorial high staff (Red Wizards). She can
a rebel operative of Dar’lon Ma, Damita can’t grant access get a yellow badge and two black badges, though it will
to the embassy itself and can’t accompany the characters take 24 hours.
on their mission as she might be recognized. • Assuming standard procedure, multiple defensive spells
She can however do the following: will be layered throughout the embassy. The ability to
• She knows about the sympathizers among the cast detect magic and dispel magic will be very helpful.
Cloaks and the Tymorans and can arrange a meeting
in 12 hours.
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DDAL-DRW13 Night Thieves (v1.0)
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Damita Uthros
Half-elf (Mulan, sun elf ) Thayan agent
D. Friends in High Places
The Harpers have a risky option for getting inside the
A muscular, blonde half-elf, Damita is one of Dar’lon
embassy if no other route can be found. They can arrange
Ma’s most talented operatives and has been tasked with
a meeting with unnamed representatives of the Zhentarim
investigating the Tenebrous Creed and their operations.
What They Want. Damita finds her missions fun and takes Underground, located in the Zhent District in the eastern
joy in the back-and-forth of espionage. edge of the city.
Serene. Damita never panics, and never seems caught off The Zhents within Mulmaster resent the oppressive
guard (even if she has been). rule of the Thayan secret police and wish to operate more
freely within in the city. They feel the best way to do this is
by blackmailing the commandant of the Thayan Knights
and the ambassador with compromising information.
They believe such information might be found in their
private quarters and ask the party to recover something
the Zhentarim can use as leverage against the Thayan
leadership in the city.
If the party agrees to this, the Zhents provide them with
access to the Tower of the Blades’ roof during the midnight
guard shift. They can also sell the characters a spell scroll
of feather fall for 75 gp, and they’ll even throw in someone
capable of casting it, if necessary. They also have several
cleverly made cloaks that allow the wearer to glide while
falling, allowing them to jump from the top of the tower and
land somewhere inside the embassy grounds . . . hopefully.
The characters aren’t allowed to keep the cloaks after the
adventure ends.
The Zhent agents provide the following information if the
characters want to skydive into the embassy, or if the party
contacts them during their information gathering:
• Guards are often seen in the training yard at all hours of
the day and night.
• The livestock near the kitchen consists mostly of
chicken, pigs, and goats. They’re easily spooked, but
quickly calmed if fed.
• Two guards are stationed at the VIP entrance all night
long. They rarely look toward the main courtyard and
focus on the outside.
• A single patrol on the first floor checks the windows and
doors twice per hour.
• There’s at least one dog in the compound, but no one’s
ever seen it.
• The alarm is raised by ringing the tower bells. When the
alarm is raised, skeletons pour from the chapel and the
bunkroom into the outer courtyards.
• It takes 2 minutes to mobilize the rapid response team,
and another 5 minutes for the remainder to don their
armor. The Zhents tested this by setting off the alarm a
few months ago.
• The bell towers are always guarded, but the night guard
at the tower nearest the chapel likes to nap in the middle
of their shift. They can also be bribed to take a nap
at a specific time, though this is expensive; costing at
least 250 gp.
• No guards have ever been seen in the center courtyard.
In fact, no one’s ever seen anyone in the courtyard.

Wrapping Up
Once the party has settled on a plan, it’s time to put it to the
test in Part 2: Unlawful Entry.

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DDAL-DRW13 Night Thieves (v1.0)
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Part Two
Unlawful Entry
Estimated Duration: 70 minutes Guards. Local guards are drawn from the remains of
Mulmaster’s security forces and local mercenaries. They
This part describes the aboveground areas of the Thayan
fear their Thayan Knight supervisors, but would prefer
Embassy and the staff found there. It’s presented in a
not to die for them. Like the local staff, they can be
sandbox style and the DM should have the location react to
bribed (50 gp or more) or influenced with a successful
the character’s actions accordingly.
DC 18 Charisma (Intimidation or Persuasion) check.
Story Objective B This check is made with advantage if the guards are
aware of any deaths caused by the party.
Obtaining the data from experiments to control the Thayan Knights. The Thayan Knights are responsible for
Mulmastan elemental planar rifts from the upstairs library. the embassy’s physical security. They can’t be bribed
or intimidated as they know their lives would be forfeit
The Thayan Embassy if they didn’t do their duty. They might be convinced to
stand down if the party takes Ambassador Cherthemiud
Entering the compound isn’t difficult. Characters can easily
hostage, but even that requires a successful Charisma
scale the walls and land in one of the outer courtyards.
(Intimidation or Persuasion) check made with
Doing so without being seen or heard is much harder,
disadvantage opposed by the knight’s Wisdom
especially if they attempt to enter a heavily guarded area.
(Insight) check.
Playing the Pillars. Subterfuge and stealth are the
Red Wizards. Red Wizards handle all issues of a political
watchwords for this part. Characters must either avoid
or magical nature. They’re loyal to Szass Tam, but it
contact with the embassy staff or have an excellent
might be possible to recruit one to Dar’lon Ma’s faction if
cover story.
the party has proof of their alliance with Damita Uthros
Combat. Any significant violence against embassy staff (such as the token she gave them in DDAL-DRW-12
alerts the Thayans that something is amiss, and they To Walk the Cold Dark) and makes a successful DC 24
raise the alarm (see the “Raising the Alarm” sidebar). Charisma (Persuasion) check. If recruited, they help the
Parties that ignore subterfuge and stealth do so at party, but won’t risk exposure as a double agent. The
their own peril. The Thayans chase anyone who flees, ambassador can’t be bribed or turned.
even beyond the embassy walls, and take prisoners for
interrogation, if possible.
Exploration. Unless the party is lucky, they’ll need to
Exploring the Embassy
search a significant portion of the second floor to find This section is a free-form exploration of the embassy’s
the items they were asked to retrieve. As exploration is first floor. The party should avoid detection for as long
the focused pillar in this part, see each area for more as possible while searching for their objectives. Below
information. is a general description of each area along with what
Social. If the characters encounter any non-Thayan staff the characters are likely to encounter there. Only one
or guards, they must act quickly to explain themselves encounter is required in this area: when the party meets
before the alarm is raised. Wearing Thayan uniforms and the “Guards on Patrol.”
badges definitely help, but to pass as members of staff,
the characters still need to make successful Charisma Badges? We Don’t Need No Stinking Badges!
(Deception) checks against the passive Wisdom (Insight)
Four kinds of security badges are used within the embassy:
score of anyone they encounter. visitor (black), staff (blue), guard (yellow), and ambassadorial
(red; carried only by Red Wizards). Each is keyed to prevent
Influencing the Embassy Staff triggering the magic mouth spells on doorways around
the embassy. The mouths shout “Intruders” if anyone not
The embassy is staffed almost entirely by humans of either accompanied by someone with the correct badge crosses the
Mulmasterite or Thayan descent: threshold (see the “Raising the Alarm” sidebar).
General Staff. Local staff recruited from Mulmaster • The main entrance, dining hall, stables, VIP entrance, and
includes secretaries, go-betweens, and secret police. staff entrance are suppressed by any color badge.
They’re generally loyal to Thay, but aren’t willing to • The spiral staircases to the second floor are suppressed by
die for the job. They can be bribed (requiring 25 gp or guard (yellow) or ambassadorial (red) badges.
more, depending on the staff member’s position and • The stairways into the catacombs are only suppressed by
the danger posed to the individual) or influenced with a ambassadorial (red) badges.
successful DC 16 Charisma (Intimidation or Persuasion) Staff, guard, and ambassadorial badges serve a second
check. This check is made with disadvantage if the staff function: they allow the bearer to command any of the
member is aware of any deaths caused by the party. skeletons above the ground level, including ordering
them to fight.

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DDAL-DRW13 Night Thieves (v1.0)
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Embassy Interior Embassy Locations
The Thayan Embassy has the following features: The following areas are keyed to the Embassy First Floor
and Embassy Second Floor maps in appendix A:
Dimensions and Terrain. The embassy is a former
Ilmateri monastery converted to Thayan tastes.
Remnants of its past are everywhere, from simple but
Major Areas of Interest
sturdy furniture to discarded religious trappings. The These areas are either distinctive or play a major role in
architecture of Mulmaster favors thick earthen or stone the adventure:
walls, heavy beams, steeply slanted roofs, towers topped Main Entrance. Access to the embassy is primarily
with onion domes, and high, rounded arches in the through a broad cobblestone entryway near the guest
doorways and windows. The interior walls have been stables. The bell tower and guardhouse have excellent
plastered over, painted, and decorated in the style of sightlines on the entire area. A covered entryway
Thay, with whitewashed walls and bold colors. Peeling between the stable and the guardhouse allows access to
Mulan red, black, and gold from before the Thayan the dining hall.
occupation can still be found in the servants’ areas. The VIP Entrance. The newly constructed barbican and
floors are made of worked stone. reinforced gate are constantly guarded by at least two
Lighting. During the day, rooms are brightly lit via their gladiators. Once inside the gate, it allows easy access to
large glass windows. At night, the rooms and hallways the VIP stables and the meeting lounge.
are dimly lit by candles and oil lamps. Common Staff Entrance. Staff enter through a single iron door with
areas and ambassadorial areas are better lit than two gladiators posted outside during the day. The door
servants’ areas. is locked at night, requiring a successful DC 22 Dexterity
Sounds. The ambient noise of the city can be heard here, check using thieves’ tools to unlock. The guardhouse has
especially in the courtyards. Footsteps echo on the hard excellent sightlines of the area approaching the door.
stone floors. Inner Courtyard. The inner courtyard is a lush tropical
First Floor. During the day, this level bustles with activity, garden, magically lit and heated, filled with exotic plants
with guards, staff, visitors, and skeletal servants carrying and water features. A large, glass viewing area sits
out the day’s business. At night, activity is irregular, opposite the banquet hall. The garden serves as a source
consisting mostly of guards going to and from their bunk of magical reagents, a taste of home for the Thayans, and
rooms, their posts, or the cafeteria. as a reminder of the true power the Red Wizards wield
Second Floor. Only Thayans are allowed on this level, when they choose to do so. The courtyard is veiled by an
which serves as the quarters for the senior embassy staff. illusionary canopy of scintillating colors that prevents
Thayan Knights patrol the area infrequently. prying eyes in the Tower of the Blades observing it
Stairways. Spiral stairways near the guest quarters and in from above.
the chapel lead to the second floor. If the characters drop into the courtyard from the
Skeletal Servants. These animated corpses have been Tower of the Blades at night, they’re momentarily blinded
taken from the catacombs below and set to menial tasks by the magical daylight and likely crash into a plant or
throughout the complex. Many still wear funerary garb. water feature. This is an excellent opportunity to impress
Fifty skeletons are spread across the grounds and in the upon the players that no matter how much scouting
catacombs. they’ve done, they must still be prepared for unpleasant
Guards and Wards. The entire second floor is subject to a surprises.
permanent guards and wards spell (as is the basement). Bell Towers and Watchtowers. Four-story stone towers
See the “Guards and Wards” sidebar for more topped with onion domes are used to watch the grounds
information. from above. Spiral stairs fill the interior of each tower,
and a lone guard (a gladiator) is posted at the top. Bell
towers also have large brass bells.
Raising the Alarm Knight-Commander’s Suite. This spacious, richly
Several circumstances result in the alarm being raised within appointed suite was formerly the abbot’s study. The
the embassy: a shout from a magic mouth, the barking of spiral staircase leads down to the knights’ barracks
Mordenkainen’s faithful hound, blowing an alarm whistle, (formerly the chapel). The knight-commander (a
casting a particularly loud spell such as thunderwave, or if the
githyanki knight with the adjustments listed in
sounds of battle persist for more than 5 rounds.
If the alarm is raised, a fast-response unit comprising Creature Statistics) sleeps here at night. A packet
one champion and two gladiators comes running from the of love letters between the knight-commander and a
guard houses, arriving at the start of the 6th round after the prominent Mulmasterite noble’s wife is locked in the
triggering event. They begin investigating the source of the desk, which requires a successful DC 20 Dexterity
alarm and confront any intruders they discover. If no source is check using thieves’ tools to unlock. (This is excellent
located, they continue to search the floor for 5 minutes before blackmail material for the Zhentarim Underground.)
returning to the guard house. Inside the desk is also a pouch with 3 diamonds, each
If the alarm condition persists, an evoker arrives 5 rounds worth 5,000 gp.
later (at the start of the 11th round). If it lasts for more than
20 rounds, a squad of two champions, four gladiators, and
two transmuters joins the fray.

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DDAL-DRW13 Night Thieves (v1.0)
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Ambassador’s Suite. Formerly a small chapel for the Other Areas of Interest
monastery, this is now the ambassador’s private suite.
Lavish furnishings and baroque artwork bordering These areas don’t play a major role in the adventure. Feel
on grotesque adorn the walls. The suite contains an free to describe and populate them as you see fit, keeping
oversize writing desk, several bookshelves of rare in mind that the goal of this part is to keep combat to
books (though none contain what the party seeks), a minimum.
and an alchemical workspace. The books are worth Livestock. Goats, pigs, and chickens in fenced-in areas
10,000 gp. A large four-post bed sits on the raised make noise if approached, but quickly quiet down if fed.
platform that served as the chapel’s pulpit. The altar is Training Yard. During the day, guards and knights drill
still present, pressed into service as a footstool for an here while not on duty.
overstuffed chair. Five skeletons stand ready to carry out Chapel Courtyard. A well-kept garden reserved for the
menial tasks. ambassador’s private use.
Ambassador Anuzohr Cherthemiud sleeps here Delivery and Storage Area. Unloading area for supplies
irregularly. He can usually be found in the meeting and construction materials with easy access to
room if conducting state business or, more likely, in the the kitchen.
catacombs below, indulging in his own research. Main Courtyard. Manicured lawn and gardens with space
Library (Second Floor). Once the pride of the monastery, to host visitors in outdoor pavilions.
this library is now being ransacked for any information Dining Hall. Cafeteria-style dining for staff and guards.
useful in controlling elemental rifts. Neatly stacked Red Wizards eat in their own lounge upstairs. A winch
books sit on the floor in the westernmost end of the allows carts to be lowered down a ramp to the storage
room. These books have been deemed valuable to Thay area below the kitchen.
and are being categorized for return to the shelves.
These books are worth 5,000 gp. The books deemed
irrelevant have been thrown in a haphazard pile near
a round cast-iron stove that heats the chamber. A lone
skeleton tends the fire by feeding it books from the pile
whenever the room develops a chill.
A large, sturdy table stands against the far wall,
looking onto a clear view of one of the elemental fire
rifts. Sprawled across its surface are notes and reference
books relating to experiments conducted on the rifts.
It’s clear the research is focused on harnessing the rifts’
energies, not closing them, despite Thayan propaganda.
This is the material the Harpers are seeking for Story
Objective B. (It’s also exactly what the Cloaks need to
prove the Thayans are meddling with the same forces
that nearly destroyed the city.)
Aviary. Originally home to dozens of messenger birds,
this aviary is a warehouse for Undead ravens waiting to
tirelessly deliver messages as far away as Thay itself.
It’s also home to a pair of exceptionally large awakened
ravens, who serve as spies for the Thayans. They aren’t
fond of their captors, but are held hostage by geas spells
that compel them to return to their roost for at least one
hour every night and report what they’ve seen. If asked
about their work, they take great satisfaction in sharing
all they know about the espionage network maintained
by the Thayans. (This information would be of great
interest to the Zhentarim Underground.) They can
warn the characters about guard positions and magical
defenses, but can’t provide active assistance unless the
geas spells are dispelled. If freed, they aid in stealthing
about the complex by cawing warnings of approaching
guards, granting the characters advantage on Wisdom
(Perception) checks to notice approaching guards before
being spotted.

Treasure
The characters can claim 15,000 gp worth of diamonds
from the Knight-Commander’s desk, 10,000 gp in rare
books from the Ambassador’s suite, and another 5,000 gp
in rare books from the library.

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DDAL-DRW13 Night Thieves (v1.0)
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Kitchen. Industrial-scale kitchen capable of preparing Red Wizards’ Apartments. Lavish quarters for Red
hundreds of meals per day. Wizards with a common lounge for meals and
Guard House: On-duty guards with clear sightlines of recreation. Skeletal servants stand motionless around
nearby areas. At least one champion and two gladiators the room, waiting to carry out their masters’ bidding.
are on duty at all times. One evoker, one necromancer, and three transmuters
Guard Barracks. Bunks and lockers for local guards, are in residence at the embassy.
weapon and armor racks. Twenty-four guards Map Room. Racks of maps in cabinets, large tables for
(gladiators) share this room, sleeping in shifts. reading maps, with dozens of maps spread out on them.
Knight Barracks. Chapel converted into a barracks
for Thayan guards. There are eight Thayan knights Guards on Patrol
(githyanki knights with the adjustments listed in
Creature Statistics).
Guest Stables. Well-stocked housing for live animals. DM Note
VIP Stables. Clean, barren housing for Undead animals Impress upon the characters the need for stealth and secrecy.
glamoured to appear alive. Although they can choose to make a frontal assault on the
Guest Quarters. Temporary living spaces with high-quality Thayan Embassy, it is a deadly encounter.
furnishings.
Staff Quarters. Temporary living spaces with low-quality
At night, a patrol of two gladiators sweeps the first
furnishings for local staff to use when they must stay
floor every 20 minutes. Unless the party is aware of
overnight in the embassy.
the patrol and taking steps to avoid it, the patrol comes
Banquet Hall. Common room converted to an elaborate
into view at a particularly inopportune time of the DM’s
ballroom, with easy access to the kitchens via an
choice. This might be while a player is picking a lock, on a
underground walkway.
spiral staircase, as they’re coming out of a room they just
Meeting Lounge. Clusters of high-backed upholstered
searched, or on the other side of a closed door. Be creative.
chairs and low tables; thick carpet and heavy drapes to
If detained or killed without alerting the rest of the
deaden sound.
embassy, the patrol is missed in 20 + 2d8 minutes (see the
Library (First Floor). Partially ransacked library with
“Raising the Alarm” sidebar).
stacks of books on tables. The books are being sorted,
and those of little interest are burned for warmth. The
library’s ceiling is open to the second floor, though no Adjusting the Scene
stairs lead up to it. Here are some suggestions for adjusting guard encounters in
the aboveground levels. Note that the following adjustments
can be applied to gladiators in other locations as well:
Guards and Wards • Very Weak: The gladiators only have 98 hit points. When
A permanent guards and wards spell protects the embassy’s they take the Multiattack action, they only make two
basement and second floors. All effects except the magic melee attacks.
mouth can be suppressed by uttering the passphrase • Weak: When the gladiators take the Multiattack action, they
“immortality” in Thayan. The staff and guards frequently only make two melee attacks.
disable the effects as they go about their day, making it easy • Strong: The gladiators have AC 18 and 120 hit points.
to determine if the characters observe the daily workings • Very Strong: The gladiators have AC 20 and 135 hit points.
inside the embassy. If not suppressed, the following
effects occur:
• Corridors. Fog fills all corridors except on the first floor, Playing the Pillars
making them heavily obscured. In addition, at each Here are some suggestions for this encounter:
intersection or branching passage offering a choice of
direction, there’s a 50 percent chance a creature will believe Combat. If the guards are attacked, or if the characters
it’s going in the opposite direction from the one it chooses. resist being detained, the guards sound the alarm by
• Doors. All doors in the warded area are magically locked, blowing a whistle around their neck as a free action on
as if sealed by an arcane lock spell. In addition, the ten their turn (see the “Raising the Alarm” sidebar).
doors on the second floor surrounding the courtyard are Exploration. The party may detect the patrol before
concealed by an illusion (equivalent to the minor illusion they come into view. To do this, they must either be
spell’s illusory object function) to make them appear as actively looking for a patrol and make a successful
plain sections of wall. DC 15 Wisdom (Perception) check or have a passive
• Stairs. Webs fill all stairs in the warded area from top Wisdom (Perception) score of 15 or higher. If the party
to bottom, as the web spell. These strands regrow in 10
isn’t caught out in the open, the patrol can then be
minutes if they’re burned or torn away while guards and
avoided with a successful DC 16 Dexterity (Stealth)
wards lasts.
• Magic Mouth. A magic mouth is placed at the top of each group check.
spiral staircase leading to the second floor. It is suppressed Social. If spotted, the characters have 1 round to convince
by possession of a guard (yellow) or ambassadorial (red) the guards they have a legitimate reason for whatever
badge and doesn’t respond to the code phrase. they’re doing. The party must make a successful DC
• Radiates Magic. The whole warded area radiates magic. A 16 Charisma (Persuasion) group check to avoid
dispel magic cast on a specific effect, if successful, removes being detained.
only that effect.

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DDAL-DRW13 Night Thieves (v1.0)
14
Part Three
Restless Depths
Estimated Duration: 70 minutes Necromantic Studies
Beneath the embassy are two underground areas: the old This vault-like room was the monastery’s reliquary, but
brewery and the catacombs. has been repurposed: arcane tomes, tallow candles, the
Brewery. This area can be reached by going down the scattered remains of dozens of bodies, and the smell of
ramp from the dining hall or through the tunnel below death mark this as a laboratory for necromantic studies. A
the banquet hall. It’s fallen into disuse and is now used Red Wizard necromancer works here with his deathlock
for storage. ally experimenting on the honored dead, some of whom are
Catacombs. Descending into the catacombs below from well-placed Mulmasterite families.
the embassy means leaving the relative safety of (The research notes here would be of great interest to the
the aboveground floors. No one is allowed on this Cloaks and would also fulfill the Cloak’s requirements for
level without the express permission of Ambassador aiding the party.)
Cherthemiud. In addition to the web from the guards
and wards, the stairways leading into the catacombs are
Adjusting the Scene
protected by magic mouth spells that raise the alarm if
Here are some suggestions for adjusting this scene:
anyone without a red ambassadorial badge treads on
the stairs. • Very Weak: Remove one necromancer.
• Weak: Replace one deathlock with one skeleton.
• Strong: Add one deathlock.
Story Objective C • Very Strong: Add one necromancer.
Escaping the embassy with Kazit Gul’s research on the
Far Realm and the living blade of disaster recovered from
Xorvintroth. Treasure
Exploring the Catacombs The necromancer wears a pouch with six black pearls,
each worth 2,000 gp.
The catacombs have the following features:
Dimensions and Terrain. The walls are masonry with Crypts
thick wooden supports. The floor is tightly packed earth The crypts’ walls are covered with human-sized horizontal
worn smooth with age. The ceiling is slightly arched but niches, most filled with long-dead human remains wrapped
low, reaching only 8 feet high at its peak. in funerary robes. The Thayans have been using the bodies
Lighting. Lanterns sufficient to provide at least dim light as raw materials for their servants and experiments,
are present throughout the area, but only the ones in leaving many niches unexpectedly empty.
the hallways and laboratories are lit. The crypts are in
total darkness. Alchemical Studies
Sounds. The tightly packed earth deadens most sound This area was a crypt for storing cremated remains, and
from above. The occasional rattle of an Undead servant the walls are covered with small niches designed to hold
carrying out a menial task can be heard in the distance. burial urns. The Thayans transferred the remains to the
Alerting the Inhabitants. If the sounds of combat ring out necromancy lab and now use the niches to hold hundreds
on the lower level, all inhabitants converge on the sound of alchemical and herbal compounds. A Red Wizard
and join the combat as quickly as possible. transmuter and their flesh golem servant are working
in the lab.
Catacombs Locations Brewing Potions. A character skilled in alchemy can
The following areas are keyed to the Catacombs map in make a DC 15 Intelligence check using alchemist’s supplies
appendix A: to concoct two potions of healing in 1 minute. These
potions are unstable and become inert at the end of the
Undead Storage adventure.
Scores of skeletons stand at silent attention along the walls
of an elegant funerary chamber. Any of the fifty skeletons
Treasure
not on duty can be found here. Usually at least thirty The transmuter wears four gold and platinum rings worth
skeletons stand silently waiting for orders. They can be a total of 8,000 gp.
commanded by anyone in possession of a non-visitor badge
to perform simple tasks or to fight if necessary. Issuing new
orders to a skeleton or group of skeletons takes an action.
The skeletons won’t leave the embassy grounds.

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DDAL-DRW13 Night Thieves (v1.0)
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treat such an event as a violation of the Edict of Arcane
Banishment with a roll of 22 on both the Getting Caught
and Sentencing tables, effectively retiring the characters.

Far Realm Studies


Once a burial chamber for abbots and saints, the chamber’s
sarcophagi have been removed and the room converted
into a laboratory for studying the artifacts and notes
brought back from Xorvintroth.
Ambassador Cherthemiud is here, studying the blade and
cross-referencing it with Kazit Gul’s research on Far Realm
cysts recovered from the Doomvault.
Dimensions and Terrain. The walls and floor are
worked stone, with graceful arches rising to the ceiling 15
feet above.
Lighting. Enchanted lanterns hanging from iron wall
hooks bathe the area in bright light. If removed from the
room, the lanterns darken and become nonmagical.
Sounds. The living blade of disaster distorts the air
around it, granting nearby sounds a hazy after-buzz. The
effect is subtle and unnerving.
Living Subject #42. The living blade of disaster
recovered from Xorvintroth is entombed in a wood-and-
glass case covered in sigils similar to the stasis cradle
holding the devastation orb in the Rift Studies room. The
blade strains and shifts within the box, eager to be free, but
Rift Studies unable to act. A file containing Kazit Gul’s research on Far
The door to this room hasn’t been opened recently and Realm cysts recovered from the Doomvault lies open next
is locked with a sophisticated mechanism that requires a to the box.
successful DC 22 Dexterity check using thieves’ tools to Relics. Next to the blade is a small chest of strange
unlock. Inside is a laboratory dedicated to understanding insectile jewelry, statuettes of a grinning, fang-mawed old
and controlling the elemental rifts within the city. Once man, and scrawled ramblings about the history and nature
used by the monks to prepare bodies for embalming, its of the Elder Evil Father Llymic. These are the relics the
sturdy tables are now covered with crystals, liquids, arcane Thayans stole from the Tenebrous Creed (mentioned in
symbols, and scribbled notes. DDAL-DRW-12 To Walk the Cold Dark).
A table dominates the room, empty except for a single
obsidian sphere 1 foot in diameter. The sphere is inscribed Creature Information
with purple runes that slowly thrum with power. It sits in a
Ambassador Anuzohr Cherthemiud is an archmage
cradle inscribed with arcane runes that glow white in time
with the adjustments listed in Creature Statistics, and
with each pulse. A successful DC 14 Intelligence (Arcana
although engrossed in his studies, he remembered to
or History) check identifies this as an earth devastation
cast Mordenkainen’s faithful hound to guard him while he
orb, left over from the conflict with the elemental cults. It’s
works. It immediately alerts him if anyone approaches the
been activated, but its cradle prevents it from decaying.
central chamber.
Characters who played DDAL-DRW-09 Vile Bounty
recognize the stasis cradle as similar to the one used by
the Red Wizard Portico. The Thayans are attempting to Ambassador Anuzohr Cherthemiud
learn how to manufacture new orbs, but have so far been Human (Mulan) Red Wizard and
unsuccessful, and the orb has become extremely unstable. Thayan Ambassador to Mulmaster
An identify or divination spell reveals that only a few Anuzohr is a skilled, obsessive arcane researcher who,
minutes remain before it detonates. The Thayans know this though technically Thay’s ambassador to the High Blade of
and are planning their next experiment carefully, to learn Mulmaster, is actually there to study ways to harness the
all they can before they dispose of it. energies of other planes. He has little time for actual affairs
If the characters take the orb and the stasis cradle (30 of state and tries to limit the time he’s forced to spend
awkward pounds to carry and the orb must stay in the on them by responding in the quickest, most aggressive
cradle) they can deliver it to the Cloaks. Each member fashion he can.
of the Cloaks gains 1 rank at the end of the adventure What They Want. Anuzohr seeks to understand what opens
planar rifts and, more importantly, how to draw forth the
in addition to the rank gained by playing a Mulmaster
alien energies and bind it to objects so it can be used to fuel
adventure. (The research notes here would be of great other magic.
interest to the Cloaks.) Obsessed Researcher. The ambassador is more researcher
An unscrupulous party might be tempted to use the orb than diplomat. He forgets to sleep or eat and gets agitated
to cover their tracks within the embassy. Remind players when pulled away from his work. He prefers to eliminate any
that the characters’ Harper allies in Mulmaster would be locals who distract him.
horrified by such a tactic as thousands of citizens would
die in the resulting earthquake. If the players persist,
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DDAL-DRW13 Night Thieves (v1.0)
16
The ambassador's first action is to cast time stop before When the knight-commander sees the party, he
engaging the party. Although the ambassador carries a immediately raises the alarm (see the “Raising the Alarm”
pearl of power, he’s already used it today (reflected in his sidebar) and attacks with his flame tongue longsword.
adjustments). If the necromancer, the transmuter, and their
As soon as combat begins, the knight-commander (a companions are still alive, they also move directly to
githyanki knight with the adjustments listed in Creature combat, arriving when the DM deems appropriate.
Statistics) is alerted by an alarm spell in the room. He Both the ambassador and the knight-commander fight to
arrives at the laboratory at the start of the 4th round of the death.
combat to investigate the disturbance. This occurs even if
the ambassador has already been defeated. Treasure
The players can recover the knight-commander’s flame
Adjusting the Scene tongue longsword as well as the ambassador’s pearl of
Here are some suggestions for adjusting this scene: power. Ambassador Cherthemiud’s Spellbook is on the
• Very Weak: The ambassador’s Mordenkainen’s faithful hound table next to the living blade of disaster. Living Subject #42
spell expires at the start of combat, and he takes two turns (a living blade of disaster) can be removed from the room
when he casts time stop. The knight-commander uses the without difficulty as long as it’s kept within the box, but
gladiator stat block with the adjustments listed in Creature whoever touches the box has nightmares for several weeks
Statistics. afterward. If the box is opened, the sword encourages
• Weak: The knight-commander uses the gladiator stat block someone to pick it up. If they do, it tries to kill them,
with the adjustments listed in Creature Statistics. sacrificing them to throw open the way to the Far Realm.
• Strong: The ambassador is forewarned by magical alarms The blade and Kazit Gul’s research are the artifacts the
and casts time stop the round before the encounter begins, Harpers are seeking for Story Objective C. (It’s also exactly
taking three turns to cast mirror image, fire shield, and either
the sort of proof the priests of Tymora need to prove the
globe of invulnerability or stoneskin (depending on whether
the party seems more caster- or martial-oriented).
Thayans are attempting to exploit the Far Realm for their
• Very Strong: The ambassador is forewarned by magical own ends.)
alarms and casts time stop the round before the encounter
begins, taking four turns to cast mirror image, fire shield,
and wall of force in a hemispherical dome to divide the party
and trap some party members next to the Mordenkainen’s
faithful hound. On the fourth turn, he drinks a potion of
invulnerability.

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DDAL-DRW13 Night Thieves (v1.0)
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If the party is working with the Zhentarim Underground,
Living Subject #42 they contact Thay’s awakened ravens and turn them into
Sentient living spell double agents, feeding misinformation to the Thayan
This blade of disaster (first encountered in DDAL10-06) takes spy network and using it to break the secret police’s
the form of a greatsword and is bound in a wood-and-glass
stranglehold on the city. It’s the first step to reestablishing
case covered in stasis sigils. The blade is a hole in space that
reveals blinking stars shifting slowly in different directions.
Zhentarim interests within the city.
Three sluggish, green tentacles protrude from one end of the If the party is working with Damita Uthros, she revels
blade, acting as its guard and grip. in seeing Szass Tam’s plans flounder, but cautions against
What They Want. The blade is barely sentient and underestimating him. She assures the characters she’ll
communicates empathically in terms most mortals can’t have further use for them soon.
understand. It attacks anyone who frees it, sacrificing them to
throw open the way to the Far Realm and allow Elder Evils to
enter this plane.
Rewards
Far Realm Conduit. Those slain by the blade are drawn into At the end of the session, everyone receives rewards based
the Far Realm to fuel the unfathomable desires of those who upon their accomplishments:
dwell beyond. If the wielder is slain by the blade, the blade
shatters into an immense portal to the Far Realm that is Player Rewards
beyond the characters’ ability to close.
Players earn the following rewards:
Advancement
Escaping the Catacombs Characters who participate in this adventure gain one level.
After the ambassador and the knight-commander are
defeated, the party could easily be overwhelmed by Optional: Declining Advancement
the reinforcements summoned by Raising the Alarm. Each player can decline advancement if they wish; this has
Rather than treat this as a normal combat, use this as an its benefits. It’s possible for a character to advance beyond
opportunity to narrate a harried running fight for dramatic an adventure’s level range, leaving them unable to play an
effect. Encourage the players to describe how they adventure as planned.
narrowly avoid the blades and spells of the embassy staff as
they make their daring escape from the compound.
Gold
Wrap-Up: Aftermath Treasure (including items that have a monetary value
but are not equipment, such as art objects and gems)
Estimated Duration: 15 minutes remaining at the end of the adventure is converted to gold
The machinations of Szass Tam, while not stopped, pieces and divided equally among the characters.
have at least been delayed. Ussa contacts Remallia, who Part 2
arranges for the characters and artifacts to be spirited from • Knight-Commander’s diamonds - 15,000 gp
Mulmaster to Candlekeep. • Ambassador’s rare books - 10,000 gp
The Thieves’ Guild eagerly pump the characters for any • Rare books from the library - 5,000 gp
information they can relay about the embassy’s interior Part 3
layout, especially where anything valuable might be kept.
• Black pearls - 12,000 gp
If the party is working with the Cloaks, they’re appalled
• Gold and platinum rings – 8,000 gp
at the risks the Thayans were willing to take with the city
by studying a devastation orb. If the party provides proof Magic Items
that the orb was successfully neutralized, members of If found during the adventure, the characters can keep the
the Cloaks gain 1 rank (in addition to the rank gained by following magic items, described in handout 5:
playing a Mulmaster adventure). Over the coming months,
• Flame tongue
the Brotherhood of the Cloaks uses this information to
• Pearl of power
weaken the Thayans’ hold over Mulmaster’s government.
• Potion of invisibility
If the party instead detonated the devastation orb, the
• Spell scroll of dispel magic
resulting explosion leveled several square blocks of the city
• Spell scroll of feather fall
and created a new elemental earth rift where the embassy
• Spell scroll of pass without trace
once stood. Roughly a thousand citizens were murdered
• Spell scroll of silence
in the calamity, though an exact number is difficult to
determine with the excessive damage. The Cloaks consider Story Awards
this the ultimate breach of the Arcane Edict and apprehend The characters may earn the following story awards,
and execute any party members involved in such a disaster. described in handout 5:
If the party is working with the Temple of Tymora, the
• Bond of Fellowship
priests welcome any evidence that the Thayans were
meddling with the Far Realm and strongly encourage the • Ambassador Cherthemiud’s Spellbook
party to remove such influences from Mulmaster. How
they’ll turn this knowledge to their advantage is unclear, DM Rewards
but it doesn’t bode well for Thay’s ability to maintain its grip For running this adventure, you earn a DM Reward. See
on the city. the Adventurers League Dungeon Master’s Guide for more
information.
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DDAL-DRW13 Night Thieves (v1.0)
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Dramatis Personae Remallia “Remi” Haventree
The following NPCs feature prominently in this adventure: Sun elf Harper agent
Remi to her friends, the lead delegate from the Harpers to
Ambassador the Council of Waterdeep always dresses elegantly in robes
Anuzohr Cherthemiud with neutral jewelry, which brings out her bronze skin.

Human (Mulan) Red Wizard and Thayan Ambassador What They Want. Her mission is for the Harpers to work
to Mulmaster in secret, uncovering any threats to Faerûn.
Honesty. Freedom. Respect. Remi is quiet and speaks
Anuzohr is a skilled, obsessive arcane researcher who, only after others have had their turn.
though technically Thay’s ambassador to the High Blade of
Mulmaster, is actually there to study ways to harness the
energies of other planes. He has little time for actual affairs
Ussa
of state and tries to limit the time he’s forced to spend Human (Vaasan) Harper contact
on them by responding in the quickest, most aggressive An elderly woman who longs for the days of Mulmaster’s
fashion he can. ascendency in the Moonsea, Ussa was easily turned to
What They Want. Anuzohr seeks to understand what the Harpers’ cause to liberate Mulmaster from Thayan
opens planar rifts, and more importantly how to draw influence. Ussa owns a building with housing for four
forth the alien energies and bind it to objects so it can be families that was damaged in the elemental apocalypse.
used to fuel other magic. While it’s been repaired inside, she left the exterior looking
Obsessed Researcher. The ambassador is more shabby and the windows boarded up so it could serve as
researcher than diplomat. He forgets to sleep or eat a Harper waystation in Mulmaster. Ussa is a pale woman
and gets agitated when pulled away from his work. He with thin, steel-colored hair.
prefers to eliminate any locals who distract him. What They Want. Ussa hopes to remove the Thayan
influence from Mulmaster and reinstall the rule of the
Damita Uthros High Blade.
Half-elf (Mulan, sun elf) Thayan agent Grandmotherly. Ussa has no family of her own and
enjoys cooking and cleaning for visiting Harpers. Her
A muscular, blonde half-elf, Damita is one of Dar’lon personality makes her easy to overlook by those hunting
Ma’s most talented operatives and has been tasked with for spies.
investigating the Tenebrous Creed and their operations.
What They Want. Damita finds her missions fun and takes Zehira Deryan
joy in the back-and-forth of espionage.
Human (Turami) agent of the Storm Queen
Serene. Damita never panics, and never seems caught off
guard (even if she has been). Zehira was an experienced privateer and the daughter
of Turmishan merchants. Now, she’s the Protector of the
Living Subject #42 Seas, a sworn agent of Queen Serissa’s giant court tasked
with problems related to the small folk. She has keen, dark
Sentient living spell eyes, olive skin, and black hair she keeps in a tight braid.
This blade of disaster (first encountered in DDAL10-06) What They Want. Zehira possesses the Iltkazar Scepter,
takes the form of a greatsword and is bound in a wood-and- and wants to make sure this powerful relic doesn’t fall
glass case covered in stasis sigils. The blade is a hole in into the wrong hands. She aspires to protect the greater
space that reveals blinking stars shifting slowly in different good and thinks the best way to do this is by staying
directions. Three sluggish, green tentacles protrude from close to the storm giant queen, Serissa.
one end of the blade, acting as its guard and grip. Reckless at Heart. Zehira is intelligent and kind, but can
What They Want. The blade is barely sentient and be a little reckless in her pursuit of adventure.
communicates empathically in terms most mortals can’t
understand. It attacks anyone who frees it, sacrificing
them to throw open the way to the Far Realm and allow
Elder Evils to enter this plane.
Far Realm Conduit. Those slain by the blade are drawn
into the Far Realm to fuel the unfathomable desires of
those who dwell beyond. If the wielder is slain by the
blade, the blade shatters into an immense portal to the
Far Realm that is beyond the characters’ ability to close.

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DDAL-DRW13 Night Thieves (v1.0)
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Creature Statistics Champion
Medium Humanoid, Any Alignment
The following creatures appear in this adventure.
Armor Class 18 (plate)
Archmage Hit Points 143 (22d8 + 44)
Medium Humanoid, Any Alignment Speed 30 ft.

Armor Class 12 (15 with mage armor) STR DEX CON INT WIS CHA
Hit Points 99 (18d8 + 18) 20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Speed 30 ft.
Saving Throws Str +9, Con +6
STR DEX CON INT WIS CHA Skills Athletics +9, Intimidation +5, Perception +6
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Senses passive Perception 16
Languages any one language (usually Common)
Saving Throws Int +9, Wis +6 Challenge 9 (5,000 XP) Proficiency Bonus +4
Skills Arcana +13, History +13
Damage Resistances damage from spells; nonmagical
Indomitable (2/Day). The champion rerolls a failed saving throw.
bludgeoning, piercing, and slashing (with stoneskin)
Senses passive Perception 12 Second Wind (Recharges after a Short of Long Rest). As a bonus
Languages any six languages action, the champion can regain 20 hit points.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Actions
Magic Resistance. The archmage has advantage on saving throws Multiattack. The champion makes three Greatsword or
against spells and other magical effects. Shortbow attacks.

Spellcasting. The archmage is an 18th-level spellcaster. Its Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
spellcasting ability is Intelligence (spell save DC 17, +9 to hit with target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
spell attacks). The archmage can cast disguise self and invisibility at damage if the champion has more than half of its total hit points
will and has the following wizard spells prepared: remaining.

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
shocking grasp target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing
1st level (4 slots): detect magic, identify, mage armor,* damage if the champion has more than half of its total hit points
magic missile remaining.
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before combat

Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Ambassador Cherthemiud
Apply the following adjustments to the archmage stat block:
Spells Replace banishment with Mordenkainen’s faithful hound.
Spell Slots The ambassador has 4 3rd-level slots available,
thanks to using his pearl of power.
Precast Spells The ambassador has cast mage armor, mind
blank, and Mordenkainen’s faithful hound before combat.

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DDAL-DRW13 Night Thieves (v1.0)
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Deathlock Evoker
Medium Undead, Typically Neutral Evil Medium Humanoid, Any Alignment

Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 36 (8d8) Hit Points 66 (12d8 + 12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 9 (−1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +4, Wis +5 Saving Throws Int +7, Wis +5
Skills Arcana +4, History +4 Skills Arcana +7, History +7
Damage Resistances necrotic; bludgeoning, piercing, and Senses passive Perception 11
slashing from nonmagical attacks that aren’t silvered Languages any four languages
Damage Immunities poison Challenge 9 (5,000 XP) Proficiency Bonus +4
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life Spellcasting. The evoker is a 12th-level spellcaster. Its spellcasting
Challenge 4 (1,100 XP) Proficiency Bonus +2 ability is Intelligence (spell save DC 15, +7 to hit with spell
attacks). The evoker has the following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
Innate Spellcasting. The deathlock’s innate spellcasting ability
1st level (4 slots): burning hands,* mage armor, magic missile*
is Charisma (spell save DC 13). It can innately cast the following
2nd level (3 slots): mirror image, misty step, shatter*
spells, requiring no material components:
3rd level (3 slots): counterspell, fireball,* lightning bolt*
At will: detect magic, disguise self, mage armor 4th level (3 slots): ice storm,* stoneskin
5th level (2 slots): Bigby’s hand,* cone of cold*
Spellcasting. The deathlock is an 5th-level spellcaster. Its
6th level (1 slot): chain lightning,* wall of ice*
spellcasting ability is Charisma (spell save DC 13, +5 to hit with
*Evocation spell
spell attacks). It regains its expended spell slots when it finishes a
short or long rest. It knows the following warlock spells: Sculpt Spells. When the evoker casts an evocation spell that
forces other creatures it can see to make a saving throw, it can
Cantrips (at will): chill touch, eldritch blast, mage hand
choose a number of them equal to 1 + the spell’s level. These
1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold
creatures automatically succeed on their saving throws against
person, hunger of Hadar, invisibility, spider climb
the spell. If a successful save means a chosen creature would take
Turn Resistance. The deathlock has advantage on saving throws half damage from the spell, it instead takes no damage from it.
against any effect that turns Undead.
Actions
Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1)
target. Hit: 9 (2d6 + 2) necrotic damage. bludgeoning damage if used with two hands.

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DDAL-DRW13 Night Thieves (v1.0)
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Flesh Golem Githyanki Knight
Medium Construct, Typically Neutral Medium Humanoid, Any Alignment

Armor Class 9 Armor Class 18 (plate)


Hit Points 93 (11d8 + 44) Hit Points 91 (14d8 + 28)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3) 16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 15 (+2)

Damage Immunities lightning, poison; bludgeoning, piercing, and Saving Throws Con +5, Int +5, Wis +5
slashing from nonmagical weapons that aren’t adamantine Senses passive Perception 12
Condition Immunities charmed, exhaustion, frightened, Languages Gith
paralyzed, petrified, poisoned Challenge 8 (3,900 XP) Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t
speak Innate Spellcasting (Psionics). The githyanki’s innate spellcasting
Challenge 5 (1,800 XP) Proficiency Bonus +3 ability is Intelligence (spell save DC 13, +5 to hit with spell
attacks). It can innately cast the following spells, requiring no
components:
Berserk. Whenever the golem starts its turn with 40 hit points
At will: mage hand (the hand is invisible)
or fewer, roll a d6. On a 6, the golem goes berserk. On each of
3/day each: jump, misty step, nondetection (self only), tongues
its turns while berserk, the golem attacks the nearest creature it
1/day each: plane shift, telekinesis
can see. If no creature is near enough to move to and attack, the
golem attacks an object with preference for an object smaller Actions
than itself. Once the golem goes berserk, it continues to do so
Multiattack. The githyanki makes two Silver Greatsword attacks.
until it is destroyed or regains all its hit points.
The golem’s creator, if within 60 feet of the berserk golem, can Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
try to calm it by speaking firmly and persuasively. The golem must target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic
be able to hear its creator, who must take an action to make a DC damage. This is a magic weapon attack. On a critical hit against
15 Charisma (Persuasion) check. If the check succeeds, the golem a target in an astral body (as with the astral projection spell), the
ceases being berserk. If it takes damage while still at 40 hit points githyanki can cut the silvery cord that tethers the target to its
or fewer, the golem might go berserk again. material body, instead of dealing damage.
Fear of Fire. If the golem takes fire damage, it has disadvantage
on attack rolls and ability checks until the end of its next turn.
Thayan Knight
Immutable Form. The golem is immune to any spell or effect that Apply the following adjustments to the githyanki knight
would alter its form. stat block:
Lightning Absorption. Whenever the golem is subjected to Languages Common, Thayan
Spells The Thayan knight’s innate spells aren’t psionic, and its
lightning damage, it takes no damage and instead regains a
mage hand isn’t invisible.
number of hit points equal to the lightning damage dealt.
Weapons The Thayan knight’s greatsword isn’t silvered and is
Magic Resistance. The golem has advantage on saving throws not a magic item that can be claimed by characters. Weapons
against spells and other magical effects. used by the Thayan knight are considered magical and do
extra psychic damage.
Magic Weapons. The golem’s weapon attacks are magical.
Knight-Commander (Parts 2 and 3)
Actions In addition to the adjustments above, the knight-commander
Multiattack. The golem makes two Slam attacks. has the following adjustments:
Special Equipment. The knight-commander wields a flame
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
tongue longsword.
13 (2d8 + 4) bludgeoning damage.
Multiattack. The knight-commander makes two Flame
Tongue attacks.
Flame Tongue. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) fire
damage, or 8 (1d10 + 3) slashing damage plus 7 (2d6) fire
damage when used with two hands.

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DDAL-DRW13 Night Thieves (v1.0)
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Gladiator Living Blade of Disaster
Medium Humanoid, Any Alignment Small Construct, Typically Chaotic Evil

Armor Class 16 (studded leather, shield) Armor Class 14 (natural armor)


Hit Points 112 (15d8 + 45) Hit Points 67 (9d6 + 36)
Speed 30 ft. Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 10 (+0) 16 (+3) 19 (+4) 6 (−2) 10 (+0) 3 (−4)

Saving Throws Str +7, Dex +5, Con +6 Damage Immunities poison; bludgeoning, piercing, and slashing
Skills Athletics +10, Intimidation +5 from nonmagical attacks
Senses passive Perception 11 Condition Immunities blinded, deafened, exhaustion, grappled,
Languages any one language (usually Common) paralyzed, petrified, poisoned, restrained, unconscious
Challenge 5 (1,800 XP) Proficiency Bonus +3 Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 8 (3,900 XP) Proficiency Bonus +3
Brave. The gladiator has advantage on saving throws against
being frightened.
Magic Resistance. The living spell has advantage on saving throws
Brute. A melee weapon deals one extra die of its damage when
against spells and other magical effects.
the gladiator hits with it (included in the attack).
Unfettered. The living spell can move through any barrier, even a
Actions wall of magical force.
Multiattack. The gladiator makes three melee attacks or two Unusual Nature. The living spell doesn’t require air, food,
ranged attacks. drink, or sleep.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
Actions
Medium or smaller creature, it must succeed on a DC 15 Strength Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one target.
saving throw or be knocked prone. Hit: 26 (4d12) force damage, unless the living spell rolled an 18
or higher on the d20 for the attack, in which case the attack is a
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
critical hit that deals 78 (12d12) force damage instead.
range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or
13 (2d8 + 4) piercing damage if used with two hands to make a Reactions
melee attack.
Preemptive Strike. The living spell makes a melee attack against a
Reactions creature that starts its turn within 5 feet of the living spell.
Parry. The gladiator adds 3 to its AC against one melee attack that
would hit it. To do so, the gladiator must see the attacker and be
wielding a melee weapon.

Knight-Commander (Parts 2 and 3)


Apply the following adjustments to the gladiator stat block
when your party is Very Weak or Weak:
Special Equipment. The knight-commander wields a flame
tongue longsword.
Flame Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) fire
damage, or 15 (2d10 + 4) slashing damage plus 7 (2d6) fire
damage when used with two hands.

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Necromancer Raven
Medium Humanoid, Any Alignment Tiny Beast, Unaligned

Armor Class 12 (15 with mage armor) Armor Class 12


Hit Points 66 (12d8 + 12) Hit Points 1 (1d4 − 1)
Speed 30 ft. Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) 2 (−4) 14 (+2) 8 (−1) 2 (−4) 12 (+1) 6 (−2)

Saving Throws Int +7, Wis +5 Skills Perception +3


Skills Arcana +7, History +7 Senses passive Perception 13
Damage Resistances necrotic Languages —
Senses passive Perception 11 Challenge 0 (10 XP) Proficiency Bonus +2
Languages any four languages
Challenge 9 (5,000 XP) Proficiency Bonus +4
Mimicry. The raven can mimic simple sounds it has heard, such
as a person whispering, a baby crying, or an animal chittering. A
Spellcasting. The necromancer is an 12th-level spellcaster. Its creature that hears the sounds can tell they are imitations with a
spellcasting ability is Intelligence (spell save DC 15, +7 to hit successful DC 10 Wisdom (Insight) check.
with spell attacks). The necromancer has the following wizard
spells prepared: Actions
Cantrips (at will): chill touch, dancing lights, mage hand, mending Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
1st level (4 slots): false life,* mage armor, ray of sickness* 1 piercing damage.
2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*
4th level (3 slots): blight,* dimension door, stoneskin* Awakened Raven
5th level (2 slots): Bigby’s hand, cloudkill Apply the following adjustments to the raven stat block:
6th level (1 slot): circle of death* Intelligence 10 (+0)
*Necromancy spell of 1st level or higher Languages Common
Grim Harvest (1/Turn). When necromancer kills a creature that
is neither a Construct nor an Undead with a spell of 1st level or
higher, the necromancer regains hit points equal to twice the
spell’s level, or three times if it is a necromancy spell.

Actions
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one
target. Hit: 5 (2d4) necrotic damage.

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Skeleton Transmuter
Medium Undead, Typically Lawful Evil Medium Humanoid, Any Alignment

Armor Class 13 (armor scraps) Armor Class 12 (15 with mage armor)
Hit Points 13 (2d8 + 4) Hit Points 40 (9d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Damage Vulnerabilities bludgeoning Saving Throws Int +6, Wis +4


Damage Immunities poison Skills Arcana +6, History +6
Condition Immunities exhaustion, poisoned Senses passive Perception 11
Senses darkvision 60 ft., passive Perception 9 Languages any four languages
Languages understands all languages it knew in life but can’t Challenge 5 (1,800 XP) Proficiency Bonus +3
speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Spellcasting. The transmuter is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
Actions with spell attacks). The transmuter has the following wizard
spells prepared:
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Cantrips (at will): light, mending, prestidigitation, ray of frost
1st level (4 slots): chromatic orb, expeditious retreat,* mage armor
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 2nd level (3 slots): alter self,* hold person, knock*
target. Hit: 5 (1d6 + 2) piercing damage. 3rd level (3 slots): blink,* fireball, slow*
4th level (3 slots): polymorph,* stoneskin
5th level (1 slot): telekinesis*
*Transmutation spell of 1st level or higher
Transmuter’s Stone. The transmuter carries a magic stone it
crafted that grants the bearer one of the following effects:
• Darkvision out to a range of 60 feet
• An extra 10 feet of speed while the bearer is unencumbered
• Proficiency with Constitution saving throws
• Resistance to acid, cold, fire, lightning, or thunder damage
(transmuter’s choice whenever the transmuter chooses
this benefit)
If the transmuter has the stone and casts a transmutation spell of
1st level or higher, it can change the effect of the stone.

Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1)
bludgeoning damage if used with two hands.

Transmuter’s Stone
The transmuter adds its proficiency bonus to Constitution
saving throws (+3).

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Handout 1: Sidekicks
Bond of Fellowship Salros Eventide
Medium Humanoid (Tiefling), Chaotic Good
You encountered three Harper agents during your
infiltration of Isolation: Amri Thistlebrick, Salros Eventide, Armor Class 15 (studded leather)
and Tua. Any sidekick NPC at least half the characters have Hit Points 27 (5d8 + 5)
crossed out isn’t present. Speed 30 ft.

Amri Thistlebrick STR DEX CON INT WIS CHA


Small Humanoid (Halfling), Neutral Good 10 (+0) 17 (+3) 12 (+1) 13 (+1) 10 (+0) 14 (+2)

Armor Class 16 (chain shirt, shield) Saving Throws Dex +6


Hit Points 32 (5d8 + 10) Skills Acrobatics +6 Performance +5, Persuasion +5, Sleight of
Speed 25 ft. Hand +9, Stealth +9
Senses passive Perception 10
STR DEX CON INT WIS CHA Languages Common, Infernal
17 (+3) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Proficiency Bonus +3

Saving Throws Con +5 Tools. Salros has thieves’ tools (+6 bonus to use) and a musical
Skills Athletics +6, Perception +4, Survival +4 instrument.
Senses passive Perception 14
Languages Common, Halfling Actions
Proficiency Bonus +3
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Improved Critical. Amri’s attack rolls score a critical hit on a roll
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
of 19 or 20 on the d20.
target. Hit: 6 (1d6 + 3) piercing damage.
Martial Role (Defender). Amri gains the Disruption reaction.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
Actions target. Hit: 6 (1d6 + 3) piercing damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Bonus Actions
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
Cunning Action. Salros takes the Dash, Disengage, or
damage if used with two hands.
Hide action.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
Helpful. Salros takes the Help action.
target. Hit: 5 (1d8 + 1) piercing damage.

Bonus Actions
Salros Eventide
Second Wind (Recharges after a Short or Long Rest). Amri regains Tiefling expert
1d10 + 5 hit points.
Salros is a cautiously optimistic traveler who keeps a deck of
Reactions cards on hand to use with any newcomer he shares a fire with
on his travels.
Disruption. Amri imposes disadvantage on the attack roll of a Personality Trait. “Maybe I should take that shot?”
creature within 5 feet of them whose target isn’t Amri. Amri must Ideal. “I’d love to take it easy, but we’ve got a lot of
be able to see the attacker. hardships to get through first.”
Bond. “I have a home somewhere far away from here. Little
garden, sturdy door. I can’t wait to see it again.”
Amri Thistlebrick Flaw. “I just want to retire as soon as I can. If it means I
Halfling warrior have to cut a few corners to get there, so be it.”
Amri keeps a journal on their person, kept up to date with
a history of foods, drinks, and animals they’ve met along
their journeys.
Personality Trait. “There’s a great place in Waterdeep I keep
wanting to get back to. Quiet, warm, and out of the way.”
Ideal. “You’re getting out of here alive.”
Bond. “You’ll never catch me directing others around. I’m
either out on the field, or nowhere at all.”
Flaw. “I hate waiting—either we’re heading in now, or I’m
heading in now.”

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26
Tua
Medium Humanoid (Human), Lawful Good

Armor Class 14 (chain shirt)


Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 10 (+0) 15 (+2) 16 (+3) 13 (+1)

Saving Throws Wis +6


Skills Arcana +5, Investigation +5, Religion +6
Senses passive Perception 13
Languages Common, Elvish
Proficiency Bonus +3

Blessing of Mystra. Tua can use spell scrolls containing spells on


the wizard spell list. If a scroll requires an ability check to use,
Tua’s spellcasting ability is Wisdom.
Spellcasting (Healer). Tua is a 5th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 14). Tua knows the
following spells:
Cantrips (at will): guidance, resistance, sacred flame
1st level (): bless, cure wounds, shield of faith
2nd level (): aid
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning
damage if used with two hands.
Sacred Flame (Cantrip). Tua calls down flame-like radiance on
a creature she can see within 60 feet of her. The target must
succeed on a DC 14 Dexterity saving throw or take 9 (2d8)
radiant damage. The target gains no benefit from cover for this
saving throw.

Tua
Human spellcaster
Tua is a serious and reliable person. If she says she’s going to
do something, you can be certain it’ll be done to the best of
her abilities.
Personality Trait. “The job matters, nothing else. I don’t
accept tardiness.”
Ideal. “Fairness and equality should be universal.”
Bond. “My loyalty is to the Harpers, and to Remi in
particular.”
Flaw. “I don’t understand irony or jokes.”

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Handout 2: Monastery First Floor Map

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Handout 3: Monastery Second Floor Map

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Handout 4: Catacombs Map

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Handout 5: Character Rewards
The characters may earn the following rewards during this If the spell is on your class’s spell list but of a higher level
adventure: than you can normally cast, you must make an ability check
using your spellcasting ability to determine whether you
Magic Items cast it successfully. The DC equals 10 + the spell’s level. On
a failed check, the spell disappears from the scroll with no
Flame Tongue other effect.
Weapon (Longsword), Rare (Requires Attunement) Spell Scroll of Feather Fall
This crucible steel blade is covered in a distinctive pattern Scroll, Common
of banding and mottling reminiscent of flowing water. See above.
These patterns shift and change slowly over time.
You can use a bonus action to speak this magic sword’s Spell Scroll of Pass without Trace
command word, causing flames to erupt from the blade. Scroll, Uncommon
These flames shed bright light in a 40-foot radius and See above.
dim light for an additional 40 feet. While the sword is
ablaze, it deals an extra 2d6 fire damage to any target it Spell Scroll of Silence
hits. The flames last until you use a bonus action to speak Scroll, Uncommon
the command word again or until you drop or sheathe
See above.
the sword.
Pearl of Power Story Awards
Wondrous Item, Uncommon (Requires Attunement by a
Spellcaster)
Bond of Fellowship
This large freshwater pearl is set into a golden button.
You encountered three Harper agents during your time in
While this pearl is on your person, you can use an action
Mulmaster (cross out anyone who didn’t survive):
to speak its command word and regain one expended spell
slot. If the expended slot was of 4th level or higher, the new • Amri Thistlebrick
slot is 3rd level. Once you use the pearl, it can’t be used • Salros Eventide
again until the next dawn. • Tua
Potion of Invisibility Ambassador Cherthemiud’s
Potion, Very Rare
This potion’s container looks empty but feels as though it
Spellbook
holds liquid. When you drink it, you become invisible for 1 Ambassador Cherthemiud’s spellbook contains these
hour. Anything you wear or carry is invisible with you. The spells: 1st level: detect magic, identify, mage armor, magic
effect ends early if you attack or cast a spell. missile; 2nd level: detect thoughts, mirror image, misty
step; 3rd level: counterspell, fly, lightning bolt; 4th level:
Spell Scroll of Dispel Magic fire shield, Mordenkainen’s faithful hound, stoneskin; 5th
Scroll, Uncommon level: cone of cold, scrying, wall of force; 6th level: globe of
A spell scroll bears the words of a single spell, written invulnerability; 7th level: teleport; 8th level: mind blank; 9th
in a mystical cipher. If the spell is on your class’s spell level: time stop
list, you can read the scroll and cast its spell without
providing any material components. Otherwise, the scroll
is unintelligible. Casting the spell by reading the scroll
requires the spell’s normal casting time. Once the spell is
cast, the words on the scroll fade, and it crumbles to dust.
If the casting is interrupted, the scroll is not lost.

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Appendix A: Dungeon Master Maps
Embassy First Floor (Part 2)

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Embassy Second Floor (Part 2)

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DDAL-DRW13 Night Thieves (v1.0)
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Catacombs (Part 3)

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DDAL-DRW13 Night Thieves (v1.0)
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Appendix B: Dungeon Master Miscellany
Mulmaster (Post-Devastation)

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DDAL-DRW13 Night Thieves (v1.0)
35
The Brotherhood Note that they still may not use illegal magic during this
time. The exact amount of time actually allowed varies
of the Cloaks significantly in practice. In any Mulmaster adventure
in which an arcane caster participates after their first
(Adapted from the Season Two guide) adventure, if the character has four or more levels in
After decades of being outlawed, arcane magic is classes that can cast arcane spells, the character might
universally hated in the City of Danger. The people hate be arrested.
it, the nobility fear it, and the Cloaks constantly hunt for • Although the Zhent District isn’t officially part of the city,
it. As such, it’s difficult for characters who practice arcane it’s generally treated as such, and the Edict of Arcane
magic to function in the city. The following rules apply Banishment is enforced there as well.
to D&D Adventurers League adventures that take place
in Mulmaster. This includes all Season Two Seasonal Hiding Your Casting
adventures (adventures with the DDEX2 prefix). If you’ve
Despite the risks, your character might decide to cast an
already played any Season Two Seasonal adventures with a
arcane spell anyway. To distract witnesses from the casting
character and would like your character to have joined the
or make them think divine magic was used, a character
Cloaks, you may retroactively pay the required costs and
can use a bonus action to make a Charisma (Deception)
join and advance immediately by noting it on your logsheet.
or Dexterity (Sleight of Hand) check with a DC equal to 8
This allows you to gain ranks retroactively by spending
+ the level of the spell being cast. (A cantrip’s spell level is
costs for those Season Two Seasonal adventures you’ve
0.) On a failure, if the DM rules there was a witness, the
already completed.
character will be receiving a visit from the Cloaks.
For example, Wilse is a 5th-level wizard who casts a
Definition of Arcane Magic magic missile spell targeting a thug who’s jumped him
At the time of the writing, arcane magic includes spells in the Zhent District. He wants the spell to have a little
cast by arcane tricksters, artificers, bards, eldritch knights, extra punch, so he casts it using a 3rd-level spell slot. Not
sorcerers, warlocks, and wizards, but not spells cast from wanting anyone to rat him out to the Cloaks, he tries to do
scrolls or granted by racial abilities or spells prepared or it without anyone realizing he used magic. The DC for his
known from other classes (for characters with multiple check is DC 11 (8 + 3).
spellcasting classes such as a wizard/cleric).
Punishment
The Edict of Arcane Banishment Casting spells on the streets of Mulmaster is dangerous.
Seeing the sorcerer-king Nesker’s power, Amdrauth Given their indoctrinated fear of magic, the people of
Telsnaer officially banished all arcane magic upon Mulmaster are likely to report your character if they see
becoming the first High Blade. Arcane magic and its them casting arcane spells. Characters seen casting an
practitioners are effectively illegal in Mulmaster and the arcane spell will likely suffer severely, particularly if the
Zhent District, though there are exceptions: spell was used against a citizen. Except as detailed above
• Upon entering the City, those who openly declare regarding apprentices, the DM should use the charts
themselves as arcane practitioners may take an oath to provided in the sidebars below to determine what happens
cast no arcane spell while in Mulmaster. Doing so gives if your character is seen casting an arcane spell.
the oath-taker access to the city, but those who break the
oath face summary execution. Getting Caught
• Foreign dignitaries can be granted exemption from the If the spell was cast in the presence of a city official proceed
Edict if the High Blade deems it appropriate. The Red directly to Sentencing below. Otherwise, roll 1d20 + the
Wizards of Thay are one such exception. level of the spell cast and consult the chart below. When
• While technically illegal, apprentices aren’t considered determining the cost of a bribe, a cantrip counts as 1st-
overly dangerous, and their spellcasting is often level spell.
overlooked unless directly witnessed by a city official • 1–5: The witness or witnesses decide not to get involved.
or used against a citizen from the middle class or • 5–10: The witness or witnesses see an opportunity. For a
higher. Therefore, characters with less than four levels collective bribe equal to 10 gp × the spell’s level, they’re
willing to leave well enough alone.
of classes that can cast arcane spells (counting from
• 11–15: The Watch is called and arrives (when the DM
the level they grant the Spellcasting feature) receive determines; often at the end of the adventure) to arrest
warnings from the Cloaks and are recruited to join the offender. For a bribe equal to 100 gp × the spell’s level,
them, rather than being punished on the Getting Caught the Watch members are willing to ignore this offense. If
and Sentencing charts below. Nevertheless, members the bribe is paid, add 5 to all Getting Caught checks made
of the Watch aren’t trained to tell the difference between for the rest of the adventure. If the bribe isn’t paid, the
apprentices and experienced casters and bring the character is arrested. Move to Sentencing.
same level of force to bear on anyone they witness using • 16+: A team consisting of members of the Soldiery and
arcane magic. a Cloak arrive. They refuse any bribes. The character is
arrested. Move to Sentencing.
• Arcane casters with four or more levels of classes that
can cast arcane spells (counting from the level they grant
the Spellcasting feature) who haven’t taken the oath to
avoid using magic have six months to swear allegiance
to the High Blade and join the Cloaks or be banished.

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DDAL-DRW13 Night Thieves (v1.0)
36
If the character resists capture or punishment, the DM If the character is unwilling to join the Cloaks and a tier 3
should determine the appropriate outcome based on the Harper Veteran isn’t available or either can’t or won’t spend
situation and the player’s plan. Remember that tier 3 the downtime, proceed to Sentencing.
Harper Veterans can use the Arcane Amnesty downtime
activity to receive advantage on social checks to exonerate Joining the Cloaks
a character. Instead of worrying about the punishments for using
Once the character is arrested, there are two ways they magic, arcane casters may choose to join the Brotherhood
might be saved from Sentencing. The character may of the Cloaks. Characters who do so must swear to defend
immediately join the Cloaks and pay a fine equal to 200 gp the rule of the High Blade, to protect Mulmaster from
× the spell’s level. If the character can’t pay the fine, they the incursion of arcane magic, and to uphold the Edict of
must pay the balance of their monetary wealth (but not Arcane Banishment. Those caught violating this oath are
equipment). If the character is unwilling to join the Cloaks, burned alive (as a result of 22 on the Sentencing chart).
they may still be saved from Sentencing if a tier 3 Harper Being a Cloak costs the character 3 downtime days per
Veteran at the table uses the Arcane Amnesty downtime Mulmaster adventure played. All Season Two Seasonal
activity by spending 1 downtime day per level of the adventures (adventures with the DDEX2 prefix) are
violating spell to plead the character’s case. Mulmaster adventures.
Joining the Cloaks isn’t without its benefits. All Cloaks
Sentencing receive a square medallion denoting membership. This
Roll 1d20 + the level of the spell cast and consult the chart medallion gives the character advantage on social skill
below to determine how the magistrate rules. If the offending checks made to interact with Mulmaster officials (DM’s
spell(s) targeted a member of the nobility, add 10 to the roll. discretion). For each Mulmaster adventure played, the
If the character has the Mulmaster aristocrat background, or character gains 1 rank in the Cloaks organization. For each
has the noble background and is from Mulmaster, subtract 10 To Wear a Cloak favor the character has, they also gain an
from the roll. If the character has previously been banished additional 1 rank.
from Mulmaster, add 15 to the roll. When determining the
cost of a fine, a cantrip counts as 1st-level spell.
• 1–3: Due to a technicality or a missing witness, the Benefits of Membership
character is found not guilty. After a warning, they’re Benefits are cumulative. Characters join the Cloaks at Rank 0.
free to go. • Rank 0: The character is permitted to cast 1st- through 3rd-
• 4–6: The character is ordered to pay a fine equal to 200 gp × level arcane spells in Mulmaster, and any previous order of
the spell’s level. If the character can’t pay the fine, treat the banishment issued against the character is rescinded.
result as a 7. • Rank 1: The character can receive spellcasting services for
• 7–9: All the character’s money (but not equipment) is themself only at the Tower of Mysteries, as if they had the
seized. The character is beaten into unconsciousness Shelter of the Faithful background feature. If the character
and banished from the city. The character starts their next already has this feature, the services are extended to
adventure at half their hit points (rounded down). the character’s allies as well, even though they wouldn’t
• 10–12: All the character’s money (but not equipment) is normally be permitted entry.
seized. The character is imprisoned for a period equal to 10 • Rank 2: The character is permitted to cast 4th- and 5th-level
downtime days × the spell’s level. The character is beaten arcane spells in Mulmaster.
into unconsciousness and banished from the city. The • Rank 3: The character may obtain one spell scroll of a 1st-
character starts their next adventure at half their hit points level spell from the Player’s Handbook which appears on
(rounded down). If the character doesn’t have the required the character’s spell list, to be used during the adventure.
downtime days, treat the result as a 13. This choice may be made before the start of the adventure
• 13–15: The character is deemed a threat to Mulmaster. or, if the player desires, during the adventure if it takes
Their hands are cut off and cauterized with a brand. The place in Mulmaster. If the scroll isn’t used during the
character is beaten into unconsciousness and banished adventure, it must be returned. If the character doesn’t use
from the city. The character starts their next adventure at the spell during the adventure and is capable of copying it
half their hit points (rounded down). The character can into a spellbook, a ritual book, or a Book of Shadows, the
spend 10 downtime days to find a local cleric willing to cast character may do so. The character may not give this scroll
regenerate to restore their hands for 1,525 gp. to another character.
• 16–18: The character is publicly executed by hanging. Their • Rank 4: The character is permitted to cast 6th-level arcane
body and belongings may be reclaimed by friends or family spells in Mulmaster.
and they can be raised from the dead. • Rank 5: The character’s lifestyle costs in Mulmaster are
• 19–21: The character is publicly executed by being drawn reduced by 1 gp × half their rank (rounded down).
and quartered. All belongings and wealth on the character’s • Rank 6: The character is permitted to cast 7th-level arcane
person are claimed by the city. The pieces of the character’s spells in Mulmaster.
body may be reclaimed by friends or family and the • Rank 7: As rank 3, but the character may obtain a spell scroll
character may be raised from the dead. containing a 1st- or 2nd-level spell.
• 22+: The character is publicly burned alive. Their remains • Rank 8: The character permitted to cast 8th-level arcane
are then quietly scattered in the Moonsea to prevent their spells in Mulmaster.
return from the dead. A cleric of Bane curses the character’s • Rank 9: As rank 3, but the character may obtain a spell scroll
soul to torment in the Nine Hells. All belongings and containing a 1st-, 2nd-, or 3rd-level spell.
wealth on the character’s person are claimed by the city. • Rank 10: The character is permitted to cast 9th-level arcane
The character can only be returned from the dead by a true spells in Mulmaster.
resurrection spell cast by another character during the same
session in which the Sentencing roll was made.

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Appendix C: Dungeon Master Tips
To run an adventure as a DM, you must have 3 to 7 players,
each with their own character within the adventure’s level
Adjusting This Adventure
range (see the Adventure Primer). Characters playing in a To determine whether you should consider adjusting the
hardcover adventure may continue to play that too, but if adventure, assess the party strength by consulting the
they play a different hardcover adventure, they can’t return table below.
to the first hardcover if they level beyond its level range.
Determining Party Strength
New to D&D Adventurers League? Party Composition Party Party Strength
Information about the Adventurers League, including 3-4 characters, APL less than Very weak
finding places to play, organizing events, and a list of 3-4 characters, APL equivalent Weak
supporting resources and documents, can be found at
https://dnd.wizards.com/ddal_general 3-4 characters, APL greater than Average
5 characters, APL less than Weak
Preparing the Adventure 5 characters, APL equivalent Average
Before you start play, consider the following: 5 characters, APL greater than Strong
• Read through the adventure, taking notes of anything
6-7 characters, APL less than Average
you’d like to highlight or remind yourself of while
running it, such as a way you’d like to portray an NPC 6-7 characters, APL equivalent Strong
or a tactic you’d like to use during combat. Familiarize 6-7 characters, APL greater than Very strong
yourself with the adventure’s appendixes and handouts.
• Gather any resources you’d like to use to aid you in
running the adventure, such as note cards, a DM screen,
miniatures, and battle maps. Safety Tools
• Ask the players to provide you with relevant character Safety tools help ensure players aren’t pushed beyond their
comfort levels. These tools let your players know you want
information, such as name, race, class, and level;
them to have a positive experience. Some common safety
passive Wisdom (Perception) score; and anything the tools are provided below, each with a summary of how they
adventure specifies as notable (such as backgrounds and work. An article about one such safety kit is provided to help
legacy events). with further information. Ensure that you discuss these tools
Players can play an adventure they previously played as a with your players before the game:
player or ran as a DM, but they can do so only once with a • Code of Conduct. This is a group agreement for play. It
given character. Ensure each player has their character’s outlines desired and prohibited behaviors, confidential
adventure logsheet (if not, get one from the organizer) reporting, and possible consequences.
with their starting values for level, magic items, gold, • Pregame and Postgame Discussions. Use time before the
and downtime days. These values are updated at the game to explain content warnings, set boundaries, and
conclusion of the session. The adventure information and collaborate on a safety plan. Then decompress and discuss
your information are also added at the end of the session, improvements at the end of the game.
whether the character completed the adventure or not. • Be Welcoming. Welcome and encourage respectful and
open conversations about issues as they arise. Show that
Each player is responsible for maintaining an accurate
you’re listening by avoiding defensive responses.
logsheet. If you have time, you can do a quick scan of a
• Confidentiality. Provide contact information for private
player’s character sheet to ensure nothing looks out of
and confidential conversations between players and DM.
order. If you see magic items of very high rarities or strange Only disclose another player’s name if that player gave
arrays of ability scores, you can ask players to provide unpressured permission for you to do so.
documentation for the irregularities. If they can’t, feel free • Safety Tools. Learn about the safety tools that TTRPG
to restrict item use or ask them to use a standard ability community members have created and compiled. A
score array. broad range of such safety tools are available for you and
Point players to the D&D Adventurers League Masters your players online, or you can get more information by
Players Guide for reference. If players wish to spend reaching out to your event organizer or community@
downtime days and it’s the beginning of an adventure or dndadventurersleague.org.
episode, they can declare their activity and spend the days
immediately, or they can do so at the end of the adventure
or episode. Players should select their characters’ spells
and other daily options prior to the start of the adventure
unless the adventure specifies otherwise. Feel free to
reread the adventure description to help give the players
hints about what they might face.

Not for resale. Permission granted to print or photocopy this document for personal use only.
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