TEXT: 1
  BOROMAR BALL
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks 
  of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  The trail of a stolen letter leads the characters to an extravagant 
  party thrown by Sharn’s most powerful criminal family. At this ball, 
  the wrong dance step means death! 
   A Two to Four-Hour Adventure for Tier 1 Characters. 
  Optimized for APL 2.
  An Eberron Embers of the Last War Adventure
  Credits
  Designer: Bill Benham
  Editing: James Introcaso
  Layout and Graphic Design: Rich Lescouflair
  Cartography: Dyson Logos
  Interior Art: Artwork provided by Wizards of the Coast 
  and used with permission.
  D&D Adventurers League Guildmaster: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Bill 
  Benham, Alan Patrick, Travis Woodall, Lysa Chen, 
  Claire Hoffman, Greg Marks
  Playtesters: Greg Marks, Todd Ammerman, Phil Tobin, 
  Ben Siekert, Richard Brown, David N Krolnik, Sean 
  Mittelstaedt, Goat.
  DDAL-ELW02
  
  2
  Adventure Primer
  “It’s important to take time for family, for the little things, 
  Goran. Have a drink, you’re so tense! You’d think you were 
  in trouble or something”
  —Saidan Boromar, Patriarch of the Boromar Clan, 
  moments before defenestrating a local merchant for 
  skimming smuggling profits
  Background
  Three days ago, BOROMAR CLAN agent YEQ THE 
  GRIN murdered a courier and stole an encoded message 
  to MERRIX D’CANNITH from an agent of the Swords 
  of Liberty.  Before his apprehension by adventurers and 
  subsequent incarceration, Yeq managed to pass the stolen 
  message along to another BOROMAR CLAN agent.
   The Boromar Clan is holding the message at a 
  heavily guarded villa, FAR HEARTH, in the MIDDLE 
  MENTHIS PLATEAU and it is only a matter of 
  time before they decipher it. However, in two days, 
  COUNCILOR ILYRA BOROMAR is hosting a cultural 
  gala at this villa to celebrate her kith and kin from the 
  Talenta Plains. This would be an ideal time to infiltrate 
  the villa and recover the message that has caused all this 
  trouble. First though, WATCHMAN KAVILL calls the 
  party together with dire news.
  Episodes
  The adventure is spread over three to five episodes that 
  takes approximately two to four hours to play. These 
  episodes are initially introduced by a Call to Action 
  episode.
  If you’re planning to play the entire adventure at once, 
  you only need to introduce the Call to Action once. 
  However, if you plan to play them over several sessions, 
  you’ll want to revisit the Call to Action each time you play.
  • Episode 1: What Happens in Cogsgate. The characters 
  just beat a murder rap with the Sharn City Watch and 
  the Boromar Clan knows they’re involved. They need to 
  recover the stolen message to understand what is going 
  on. This is the Call to Action.
  • Episode 2: Crashing a Party. The characters only know 
  that the Boromar’s are involved and that they have the 
  message. The party must find out where the message 
  is being kept and how they intend to retrieve it. This is 
  Main Objective A.
  • Episode 3: The Caper. The party executes their plan to 
  recover the message without dying or being captured by 
  the Boromar Clan. This is Main Objective B.
  Bonus Objectives
  This adventure includes two bonus objectives that the 
  characters can pursue if they have additional time to do 
  so—earning additional advancement checkpoints (but 
  no treasure checkpoints) in the process. These bonus 
  objectives are found in this adventure’s appendices, as 
  follows:
  • Bonus Objective A: Daask in the Moonlight. While 
  planning to recover the message, the party learns of a 
  bombing plot orchestrated by the Daask crime syndicate 
  that is set to occur at the ball. If Daask succeeds the 
  message could be destroyed! This bonus objective is in 
  Appendix 4.
  • Bonus Objective B: Quid Pro Quo. The party must flee 
  Middle Menthis with the Boromars hot on their tails. 
  This bonus objective is in Appendix 5.
  Episode Sequence
  Depending on your time constraints, and play style and 
  environment, this adventure will take approximately two 
  to four hours to play.
  How Will You Play?
  The duration of your session depends on how much of 
  this adventure you utilize. At the very least, your session 
  will last approximately 2 hours. However, if you wish, 
  you can provide a longer experience for your players by 
  pursuing the bonus objectives.
  Main Objectives Only. To complete the adventure’s 
  main objective, the characters participate in Episodes 
  1 through 3 in order, however, you may include the 
  opportunity to pursue bonus objectives.
  Bonus Objectives.  You can extend this adventure 
  by one or two hours by including opportunities for the 
  characters to pursue the bonus objectives.
  These objectives branch off episode 2 and 3, but their 
  order is fluid. They set the scene for the final episode and 
  may even have an impact on the events that transpire.
  A Piece of Home
  The Boromar villa, Far Hearth, is in a unique 
  neighborhood known as the Little Plains, part of 
  the Middle Menthis Plateau. It is unique for several 
  reasons, the most obvious of which is the architecture. 
  The towers are cave-like with broad, grass-lined 
  roads reaching outside rather than tucked inside as 
  in most of the city. The use of wood and bone in the 
  traditional Talenta style also dominates most dwellings 
  here. Lastly, the population of Little Plains is largely 
  halfling, both urban and from the plains, along with a 
  smattering of gnomes and kobolds that causes non-
  residents of a taller stature to stand out.
  
  3
  What Happens in 
  Cogsgate
  (Call to Action)
  Crashing a Party 
  (Main Objective A)
  Daask in the 
  Moonlight          
  (Bonus Objective A)
  Quid Pro Quo     
  (Bonus Objective B)
  The Caper              
  (Main Objective B)
  1
  A
  2
  B
  3
  Adventure Flowchart
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different paths 
  that your players may take in reaching their stated objective.
  
  4
  Estimated Duration: 30 minutes
  It has been three days since the party beat a murder 
  rap and captured the killer, Yeq the Grin. The party is 
  summoned to meet Watchman Kavill at a small café in 
  the lower Central Plateau so he can inform them of Yeq’s 
  death in prison and what it portends for them.
  Playing Out of Order
  If your party did not play Murder in Skyway, there are 
  other ways to kick this adventure off. The party could be 
  friends with Watchman Kavill or be working with House 
  Orien to recover the lost message.
  Area Information
  This area has the following features.
  Dimensions & Terrain. The lower Central Plateau is 
  residential and quiet. Heavily armed folk or boisterous 
  folks draw a speedy response from the Sharn Watch.
  Lighting. Normal illumination during the day keeps the 
  area brightly lit. At night there is ample street lighting 
  with many pockets of darkness.
  What Might They Already Know?
  It’s possible the party learned quite a bit from Yeq in the 
  previous adventure. Here’s a summary of what they may 
  already know (and what Watchman Kavill may know):
  • Characters who completed Bonus Objective B: An 
  Exchange of Information in Murder in Skyway know 
  the letter came from a senior agent of the Church of the 
  Silver Flame (but really it was a member of the Swords 
  of Liberty).
  • The letter is coded in a complex cypher that does not 
  yield to magic.
  Creatures/NPCs
  Watchman Kavill (LG male human guard) is a more 
  junior member of the City Watch with a good heart and a 
  desire to do right. Think of the earnest young “beat cop” 
  in a crime drama.
  Objectives/Goals. Kavill is deeply concerned for the 
  character’s safety following the apparent murder of 
  Yeq the Grin in prison. If the party is already aware of 
  this information, he carries forward with his warning 
  and provides what addition details he can. He does not 
  materially assist the party moving forward outside of 
  relaying information to his Watch Commander. Kavill is 
  not a vigilante but does call in the Watch if he’s presented 
  with probable cause.
  What Does He Know? Kavill is aware of the following 
  information, which he readily shares:
  • Yeq was poisoned in his cell last night, most likely from 
  his evening meal.
  • Kavill overheard his Watch Sergeant say it was probably 
  the Boromars making sure Yeq didn’t spill whatever he 
  knew in prison.
  • Kavill is aware of a coded letter that Yeq says he passed 
  off to a Boromar agent. Yeq claims that something that 
  delicate would end up being kept in a Boromar-owned 
  villa, in Little Plains district on Middle Menthis Plateau.
  • He knows a fence and occasional informant, a halfing 
  who goes by the name Timbal Grassteeth, that is 
  familiar with the villa.
  • The informant, Timbal, can be found at a pub in Little 
  Plains named the Zephyr in the next couple hours. Tell 
  him Kavill sent you.
  • Whatever is in that letter must be very important to the 
  Boromars, enough to kill for. Kavill is deeply concerned 
  the Boromar Clan will come for the characters next.
  Call to Action
  The objective of this adventure is to find the coded 
  message Yeq handed off to the Boromar Clan. It provides 
  leverage to keep Boromar assassins away and is obviously 
  important enough to kill for.
  THe BoromAr clAn
  The largest criminal organization in Sharn, the Boromar 
  Clan runs a massive network of smuggling, gambling, 
  extortion, blackmail, racketeering, and graft. While all 
  races are welcome, only halflings occupy the higher 
  echelons of the organization. The organization is 
  very similar to the mafia and exudes the same vibe of 
  neighborhood “friendliness” with a veneer of menace. 
  The organization uses whatever force is necessary to 
  accomplish its objectives but prefers to operate out of 
  sight and handle things discreetly.
  Episode One:
  What Happens in Cogsgate
  
  5
  Estimated Duration: 30 minutes
  In this section, the party must learn about the Boromar 
  Villa and come up with a plan to retrieve the letter. 
  Watchman Kavill provided a contact with information 
  about the villa, should the party not wish to speak with 
  him, allow them to make appropriate skill checks to 
  discern the information on their own.  Here are a few 
  bits of information should the party wish to do a little 
  snooping before meeting with Timbal.
  DC 10 (Easy)
  • Intelligence (Investigation): Searching public records 
  indicates a posh villa named Far Hearth fits the location 
  and is held by the Boromar family.
  • Charisma (Persuasion/Deception/Intimidation): Word 
  around Little Plains is a big party is happening at the 
  Boromar villa tomorrow.
  DC 15 (Medium)
  • Intelligence (Investigation): There has been an increase 
  in security at the villa in the last day consisting of hard 
  looking hunters from the Talenta Plains.
  Objectives
  In this episode the party must:
  • Locate the Boromar villa
  • Come up with a plan to retrieve the letter
  DAAsk, rivAls of THe BoromAr
  Comprised of monstrous immigrants from the lands of 
  Droaam, Daask is a crime syndicate that specializes in 
  extortion, violent crime, and illicit substances. Not as 
  large or organized as the Boromar Clan, Daask has a 
  flat hierarchy and smaller infrastructure, and can apply 
  brute force to problems selectively with great result.
  Bonus Objectives
  During their investigation the party learns of a plot by 
  members of the Daask crime syndicate to bomb the gala. 
  This could be an informant, an overheard conversation, 
  whatever works best for your group. This is Bonus 
  Objective A: Daask in the Moonlight, located in 
  Appendix 4.
  rolePlAying TimBAl
  Timbal is a smart-aleck that dislikes physical violence. 
  He’s a cunning fence and decent thief who would like 
  to get paid for as little effort as possible. He is not a 
  member of the Boromar Clan and resents having to pay 
  them dues for protection. This is his way of sticking it 
  to them. His personality is a combination pawn shop 
  owner/insufferable barista with a smidgen of charm.
  Episode Two:
  Crashing a Party
  
  6
  Scene A. The Zephyr
  If the party decides to meet with Timbal they have a 
  couple hours to rest and run errands.
  Area Information
  This area has the following features.
  Dimensions & Terrain. The Zephyr is a small pub, 
  60 feet by 80 feet, catering to working class folk, mostly 
  urban halflings. The furnishings reflect this and can be 
  awkward for medium size folk.
  Lighting. Smokey and dimly lit by a pair of everbright 
  lanterns.
  Creatures/NPCs
  Timbal Grasstooth (N male halfling spy), a fence affiliated 
  with the Boromars, presents an opportunity for a silly 
  conversation that yields results. He can also be a good 
  way to give Bonus Objective A: Daask in the Moonlight 
  to the party.
  Objectives/Goals. Timbal has never left Sharn in all 
  his 26 years. He is lazy, vain, and generally interested in 
  being comfortable. He freelances as an informant for the 
  Watch to curry favor in case he gets in trouble and get 
  rid of rivals. He learned about some special letter at Far 
  Hearth villa from one of the cooks and figured he’d try to 
  sell the information. He’s interested in sharing what he 
  knows, getting paid, and then pretending the characters 
  don’t exist.
  What Does He Know? Timbal says he has a contact 
  who overheard the letter would be kept at Far Hearth. 
  He also has low-level knowledge of the Boromar criminal 
  enterprise and knows that there are trusted guards and 
  arcane wards securing the villa. He relates that a cultural 
  gala occurring tomorrow might be a good time to sneak 
  in. He has a sketch of the grounds with guard and ward 
  locations he’s willing to part with for 50 gp, preferably in 
  precious stones. He can be bartered down to 30 gp as a 
  reward for clever or interesting role play. A DC successful 
  15 Charisma (Intimidation) check convinces him to give 
  everything up for free, however he then informs the 
  Boromars about the plot. If this happens, see episode 3 
  for details. Finally, he emphasizes that this information 
  is time sensitive and they must act quickly, there are no 
  guarantees it will be there after the gala.
  Timbal’s Information
  If the party successfully obtained the information from 
  Timbal, they know the following:
  • A rough layout of the villa, Player Handout 1.
  • There are twelve armed guards: Five halfling guards, 
  two halfling scouts mounted on clawfoot raptors, and 
  five halfling tribal warriors in full Talenta battle gear.
  • The head of security is a halfling veteran named Gerry 
  Splinter.
  • The gala is a celebration of Talenta culture. There are 
  probably forty guests, mostly wealthy businessfolk and 
  members of the city administration. Counselor Ilyra 
  Boromar is the host, this is her home.
  • The letter is *probably* kept in a safe down in the 
  basement accessible by a secret door or in Counselor 
  Boromar’s private office. Locations are marked on the 
  map.
  • The safe is warded you’ll need a good key or a thief to 
  open it.
  Developments
  After meeting with Timbal the party should have a general 
  idea where the letter is and that it’s well guarded. Make 
  note if the party used intimidation tactics on Timbal, since 
  it becomes relevant in episode 3. Also, if the party opted 
  to go right to infiltrating the villa, skip scene B and move 
  to episode 3.
  Scene B. The Plan
  If the party opted to steal the letter during the gala they 
  have time to take a long rest and each character may take 
  one preparation action. Details are listed below.
   
   
  Playing the Pillars (Scene A)
  Combat
  Exploration
  Social
  If the group really enjoys mixing it up, feel 
  free to throw in a bar fight during the meeting 
  with Timbal Grasstooth or an attempted 
  mugging afterwards. Perhaps some Boromar 
  associates (two or three thugs) overhear the 
  party talking about the job or simply don’t 
  like them. Boromars particularly dislike orcs, 
  hobgoblins, and bugbears.
  The party may decide to infiltrate the villa 
  right away, before the ball commences. 
  If that’s the case, the preparations are 
  underway, so workers and staff are moving 
  throughout the villa and security are 
  present, though the VIPs are not.
  If your group particularly enjoys social 
  interaction, the bartender at the Zephyr, 
  an overly-friendly halfling named Mungus, 
  interjects at odd times while the party talks 
  and tries to push games of chance and 
  awkward dares for money.
   
   
  
  7
  Area Information
  This area has the following features.
  Dimensions & Terrain. The villa, Far Hearth, is a 
  two-story, solidly built building with rustic touches of the 
  Talenta Plains: hardwood columns carved to resemble 
  dinosaur bones and native plant life tidily landscaped to 
  form a natural barrier to entry. A pair of halfling scouts 
  mounted on clawfoot raptors patrols the grounds.
  Lighting. At night, a 20-foot radius around the villa is 
  brightly illuminated as is the villa’s interior. The hedge 
  wall is lit by everbright lamps at 40-foot intervals.
  everBrigHT lAnTerns AnD you
  Everbright lanterns, common in the magic-rich world of 
  Eberron, shed bright light in a 20-foot radius and dim 
  light for another 20 feet.
  Objective
  Formulate a plan of action and execute it.
  • Don’t get caught, get the letter, don’t die.
  Preparing for the Job
  Here are example ways the party can prepare, provided 
  they have the right equipment. Remember, each character 
  only gets one action:
  • Forging a Document. Spend 10 gp, make a Dexterity 
  (Deception) check, this is the Wisdom (Insight) DC to 
  detect the forged documents. Examples include but 
  are not limited to a shipping manifest, professional 
  credentials, or identification.
  • Buying Equipment. Anything listed in chapter 5 of the 
  Player’s Handbook.
  • Create a Disguise. Spend 10 gp, make a Charisma 
  (Deception) check, this is the Wisdom (Insight) DC to 
  beat the disguise.
  • Gather Information. See “Gathering Information.”
  • Scout the Area. See “Scouting the Area.”
  • Other actions as you see fit. If it makes sense and 
  moves the story forward, go for it.
  Gathering Information
  A character taking this action makes a successful DC 
  10 Intelligence (Investigation) or Charisma (Persuasion) 
  check to learn one of the following:
  1d6
  Information
  1
  The kitchen hired a bunch of temporary servers 
  for the event and it’s being catered by halfling 
  restaurant called Feast of the Plains run by a guy 
  named Big Mondo.
  2
  The event is private, invitation required
  3
  There’s a sewer access that can get you in to the villa 
  from a privy.
  4
  City Watch who patrol near the villa are on the take 
  from the Boromars.
  5
  A firework show run by LeRoy’s Spark n’ Blast is 
  planned for the late evening.
  6
  There is a bunch of rare art and curios in a viewing 
  room upstairs.
  Feast of the Plains and LeRoy’s Spark n’ Blast are both 
  front outfits for the Boromar Clan and both are in Middle 
  Menthis Plateau.
  Scouting the Area
  Anyone deciding to case the area must make a Wisdom 
  (Perception) check, the result determines how much 
  information they receive:
  • DC 8: The front doors are open with one guard, the 
  servant’s entrance around back is locked with one guard 
  and a guard dog. Tables, awnings, and chairs are set up 
  in the front lawn with a central bonfire and many milling 
  guests in fancy clothes. Visitors without a ticket or 
  authorization are turned away.
  • DC 10: Five warriors in tribal gear roam outside and 
  occasionally do weapons demonstrations for guests. 
  Neatly arraigned boxes of fireworks sit under an awning 
  out back. One guard sits nearby, looking longingly at the 
  boxes.
  • DC 12: Two guards roam the interior, both floors. 
  They pay little mind to waitstaff. One additional guard 
  monitors the stairs in the front room.
  • DC 14: Mounted halfling warriors stalk and hide in the 
  landscaping… watching. A burly looking halfling with a 
  lazy eye roams the building unsettling the guests.
  • DC 16: A pair of urchins pester staff in the back for food 
  and money. The guards seem to know them because 
  they give them a hard time but don’t chase them away.
  WHo Doesn’T love urcHins?
  Bertis and Kemper (CN female and male halfling 
  commoners) are siblings, age 11 and 9 respectively. 
  They are orphans who beg and steal to survive, not out 
  of malice. A successful DC 12 Charisma (Persuasion) 
  check gains their favor. Any attempts to gain the siblings 
  trust or to convince them to do something made without 
  an offer of money is done at disadvantage. Offering the 
  orphans 1 gp or more grants advantage to checks made 
  to gain their favor. The urchins do not attempt to hurt 
  any staff but would prank partygoers and do other things 
  that kids that age might find fun or exciting.
  Developments
  Once preparations are done and a plan is made, proceed 
  to episode 3. If the party did anything stupid to draw 
  unnecessary attention to themselves the Boromars are 
  on high alert and all Wisdom (Perception) and (Intuition) 
  checks are made by them with advantage.
  
  8
  Estimated Duration: 1 hour
  Setting Description
  The villa, Far Hearth, is a two-story, solidly built with 
  rustic touches of hardwoods from the Talenta Plains 
  in columns carved to resemble dinosaur bones. Tidily 
  landscaped native plant life to forms a natural barrier to 
  entry and intervals of cover from prying eyes.
  Complications/Events. Take a moment and familiarize 
  yourself with the rooms. Some rooms have a suggested 
  complication or event to liven up the experience. Feel free 
  to create your own, just be mindful of how many you use if 
  time is a concern.
  Area Information
  This area has the following features.
  Dimensions & Terrain. A terraced hedgerow of bushes 
  and grasses from the Talenta Plains forms a perimeter 50 
  feet from the villa proper. Prickly scrub brushes and small 
  trees dot the interior providing cover and concealment. 
  The ground is worked stone and packed earth.
  Lighting. At night a 20-foot radius around the villa is 
  brightly illuminated as is the villa’s interior. The hedge 
  wall is lit by everbright torches at 40-foot intervals. This 
  gives pockets of dim light along the perimeter and within 
  the compound.
  Activities. If the party arrives before the gala begins, 
  decorations and equipment are being set as workers 
  bustle about the area. In the evening, dozens of well-
  dressed folks, a mixture of hafling and human with a 
  smattering of dwarves and half-elves, mill about the 
  torchlit grounds drinking and nibbling on fancy treats. Up-
  tempo music pours from the villa, a mixture of wind and 
  string instruments producing a light, merry beat.
  Objectives
  In this episode the party must steal the encoded letter 
  located in area C3 and escape capture or death.
  Scene A: Ground Floor
  The villa is designed with halfling proportions in mind, 
  which can be uncomfortable for larger folk. Unless 
  otherwise specified in the description, the lintels for all 
  doorways are 5 feet, 5 inches, and ceilings are 7 feet. 
  Creatures taller than this might experience difficulties 
  when running through the house at your discretion.
  Creatures and NPCs.
  The villa holds the following NPCs for you to use as you 
  see fit.
  • Five halfling guards: one in area A2, two roaming the 
  interior of the villa’s first and second floors, one outside 
  area A13 with a mastiff, and one in A11. All these 
  guards have signets allowing them to command the 
  automatons in areas A8 and B5 and access the secret 
  doors in A2 and A8.
  • Five halfling tribal warriors: three are roaming area A1 
  and two in area A9.
  • Two halfling scouts mounted on clawfoot raptors in 
  area A1.
  • One halfling veteran, an angry older man named Gerry 
  Splinter, roaming around, running security.
  • One halfling noble, Counselor Ilyra Boromar, owner 
  of the villa. Ilyra is having drinks and conversing in 
  area B5. She also has a command signet ring for the 
  automatons.
  • One automaton (use the animated armor statistics) in 
  areas A8 and B5.
  Objectives & Goals. The guards are polite and well-
  mannered with guests if the guests reciprocate. The 
  guards tolerate no frippery and take their jobs seriously. 
  Counselor Boromar wants the event to go smoothly. She 
  does not involve herself in any illicit goings on nor does 
  she engage in combat. Gerry Splinter wants to punch 
  someone in the crotch and relishes a chance to mix it 
  up. If things stay quiet, he drinks and makes rude noises 
  at guests. The tribal warriors and scouts are in from the 
  plains, they’re having fun but would love a chance to beat 
  someone senseless.
  What do They Know? The five guards and Gerry 
  Splinter know that some “important letter” was delivered 
  not long ago and is down in the basement safe. Counselor 
  Boromar knows that something important is being held at 
  the villa and wants to ensure that it’s passed on tomorrow 
  as planned. The tribal warriors and scouts know 
  something important is in the basement, nothing more. 
  The guards, Gerry, and Counselor Boromar each possess 
  a command signet to activate the automatons in areas A8 
  and B5 and open the secret doors in areas A2 and A8. 
  Each door has an indent (at halfling height) that fits the 
  face of these signets.
  everyone is A HAlfling AT HeArT
  The halfling commoners, guards, scouts, veteran, tribal 
  warriors, bandit captain, and noble in this section use 
  their Monster Manual stat blocks with the following 
  additions:
  • Lucky. When the NPC rolls a 1 on the d20 for an attack 
  roll, ability check, or saving throw, the NPC can reroll 
  the die and must use the new roll.
  • Brave. The NPC has advantage on saving throws 
  against being frightened.
  • Halfling Nimbleness. The NPC can move through the 
  space of any creature that is of a size larger than Small.
  • Speed. The NPC’s walking speed is 25 feet.
  • Size. The NPC’s size is Small.
  Episode Three:
  The Caper
  
  9
  A1. Porch & Front Yard
  The patio and front lawn are brightly lit by torches and 
  a central bonfire around which sit small tables and 
  chairs under awnings. There are dozens of well-dressed 
  partygoers laughing, talking and dancing as waitstaff slide 
  between them offering refreshments.
  • There is a gated entry 50 feet south of the house. A 
  single halfling steward (treat as a commoner) checks 
  guests off a list. Those not on the list are politely asked 
  to leave. The steward summons guards if a potential 
  guest is belligerent. The tribal warriors rush to assist 
  if anything unusual happens, followed by the mounted 
  scouts and a pair of guards the following round.
  • A pair of halfling scouts in full hunting regalia mounted 
  on clawfoot raptors patrol the grounds outside.
  • Three halfling tribal warriors wander among the guests 
  shaking hands, doing weapons demonstrations for the 
  guests, and answering questions.
  A2. Foyer
  Dual hardwood doors open to reveal a spacious foyer 
  decorated with a halfling-height viewing mirror and 
  Talenta tribal art. The room opens in to a parlor to the 
  northwest, a pair of doors to the north, a hallway to the 
  northeast, a door to the east, and a short set of stairs 
  leading up to the west.
  • One halfling guard stands sentry here along with a 
  pair of stewards who take coats and assist guests with 
  finding their way around.
  • A spiral staircase leads up to the second floor (see 
  scene B.).
  • A successful DC 12 Wisdom (Perception) check in this 
  room reveals that a wall near the base of the staircase 
  is a secret door leading to the basement (scene C). This 
  door is protected by an alarm spell that activates unless 
  a Boromar signet ring is used to open it.
  A3. Musician Stand
  This octagonal room has beautiful, stained glass windows 
  opened to the front yard with stairs to the north and the 
  east.
  • Five musicians (treat as commoners) play traditional 
  halfling instruments. They flee at the first sign of trouble 
  and grab a guard if they see anything out of sorts.
  • The music provides background noise such that low 
  talking and spellcasting cannot be discerned.
  Complication. Frightening or disrupting the band 
  results in the entire compound being locked down and 
  guests ushered away.
  A4. Sun Room
  Doorways from the north and west open in to reveal 
  a room decorated with small tables decorated with 
  animal specimens under glass, a pair of leather couches, 
  and several chairs. The taxidermized heads of various 
  mammalian beasts adorn the walls alongside leaded 
  crystal windows. The windows and wooden shutters are 
  open to the front yard.
  • Several guests mingle here along with a pair of 
  stewards.
  
  10
  • A successful DC 12 Intelligence (Arcana) or Wisdom 
  (Nature) check reveals several of the taxidermy and 
  glassed specimens could be stripped for 50 gp worth 
  of spell components. This would involve two rounds of 
  activity and breaking some glass.
  A5. Dining Parlor
  The center of this room is dominated by a large, wooden 
  dining table crafted to resemble a baobab tree with the 
  canopy serving as the table top. Drinks and an array of 
  roasted meats, vegetables, and other savory items adorn 
  the length of the table.
  • A pair of stewards assist guests and summon kitchen 
  staff to refill dishes as they get low.
  Event. A pair of young, human men (commoners) have 
  had a bit too much to drink and start a verbal dustup in 
  the parlor. If not resolved in two rounds three guards 
  arrive to deal with the situation. They return to their posts 
  in approximately 5 minutes.
  A6. Water Closet
  This is a toilet and washroom.
  Complication. A couple of guests (commoners) are 
  feeling amorous and snuck in here to get some “alone 
  time.” If the door opens, they both scream before burbling 
  excuses and running away. This draws the attention of 
  the guard in A2 and the tribal warriors in A1 as well as a 
  crowd of curious onlookers.
  A7. Coat Closet
  This closet is complete with coats, shoes, umbrellas, and 
  a few lanterns. Attempts made to hide here are done with 
  advantage.
  A8. Secret Lift to Basement
  A successful DC 12 Wisdom (Perception) or Intelligence 
  (Investigation) check reveals a secret door along the east 
  wall of the hallway. Inside is an elevator that leads to the 
  basement.
  The elevator is manned by a halfling-sized automaton 
  clutching a simple switch (treat as animated armor 
  of Small size). Anyone wearing a command signet 
  may command the automaton or operate the elevator 
  themselves. If a creature attempts to operate the elevator 
  without the phrase the automaton attempts to restrain 
  said creature while screeching an alarm audible for 50 
  feet. If attacked, the automaton fights until destroyed or 
  commanded to stop by one of the security staff.
  A9. Back Patio
  Three cooking fires with meat roasting on spits dominate 
  this area. A pair of double doors occupy the northeast 
  wall leading to the kitchen.
  • Two halfling tribal warriors snatch roasted meat from 
  the serving trays and drink cups of mead.
  • A dozen guests (commoners) chat and play lawn 
  games.
  • Smoke from the cooking fires obscures line of sight 
  to the northeast. Dexterity (Stealth) checks made 
  approaching from this direction are made with 
  advantage.
  • 45 feet to the north is a 10-foot-square area of neatly 
  stacked fireworks launchers. Inflicting 5 or more 
  points of fire or lightning damage to this area causes a 
  massive, colorful explosion in a 30-foot radius. Anyone 
  in this area must succeed on a DC 12 Dexterity saving 
  throw or take 11 (3d6) fire damage and be deafened for 
  one round.
  Event. If the fireworks detonate, guests, Counselor 
  Boromar, and waitstaff run screaming from the villa. Two 
  guards remain inside, one in the foyer and one moves to 
  the basement room C2.
  A10. Cold Storage
  This icy space is filled with haunches of meat, ice blocks, 
  and frost-rimed boxes. Each wall holds 2-foot-square 
  iron plates, each engraved with a glowing blue rune. A 
  successful DC 10 Intelligence (Arcana) check identifies 
  these runes as the source of cold in the room. If the runes 
  are removed or damaged they cease to function.
  A11. Kitchen
  This room is lined with stoves and ovens with a pair 
  of mage-crafted sinks. Racks with cooking utensils, 
  perishables and seasonings round out the room.
  • There are six cooks (commoners) in here at any given 
  time along with three stewards (commoners).
  • 
  A hard-looking halfling bandit captain named 
  Big Mondo picks over food and chats with the cooks. 
  He is “visiting” until the letter is moved along and 
  deciphered.
  Complication. Any undisguised character Mondo 
  spots who interacted with him in Murder in Skyway 
  is immediately recognized. If spotted, characters 
  did not take his mission or were rude or hostile to 
  Mondo previously, he calls the alarm. Otherwise, 
  he laughs and asks for a bribe of 10 gp and 
  informs the party they owe him. If he died in 
  Murder in Skyway disregard anything pertaining 
  to Mondo.
  
  11
  A12. Service Hall
  A halfling-sized fainting couch rests in the southeast 
  corner, paintings depicting life on the Talenta Plains 
  adorn the walls along with portraits of various halflings.
  A13. Pantry & Stairs to Second 
  Floor
  Stairs rise along the east wall of this room dominated by a 
  pantry filled with perishable and nonperishable foodstuffs. 
  A banded oak door is along the south wall.
  • There is a 75 percent chance two stewards 
  (commoners) are here retrieving items for the cooks.
  • One halfling guard with a mastiff mount is posted 
  outside the door.
  Complication. The guard opens the pantry door to ask 
  for a snack as a character enters the room.
  Scene B: Top Floor
  This area is off limits to guests without a specific 
  invitation from Counselor Ilyra Boromar. Guards or staff 
  tell a guest once to go back downstairs. Guards physically 
  remove guests from this area who refuse to turn back.
  B1. Upper Foyer
  This space is decorated with artistic woodcarvings of 
  Talenta hunter masks on the walls. A pair of decorative 
  chairs and a sideboard table adorn the area. A leaded 
  glass window is on the south wall, and the room opens to 
  a pair of doors and a hallway to the north.
  There is a 50 percent chance that one of the guards is 
  here.
  B2. Viewing Room
  An overstuffed settee occupies the center of this room 
  with a large window open along the south wall. Curio 
  cabinets dotted with books, carvings, and ceremonial 
  weapons sit along the northern walls.
  A successful DC 12 Intelligence (History) check reveals 
  that items are Talenta in design and some are quite old. 
  Collectors outside Sharn would pay a tidy sum for them, 
  but no one in town would touch them if their origin were 
  known.
  B3. Linen Closet
  Shelves in this closet are stacked with fresh, clean linen. 
  There is enough space for two M-Medium-sized creatures 
  to fit in this room.
  B4. Water Closet
  This is a toilet and washroom.
  B5. Reading Room
  Bookshelves line the eastern and western walls in this 
  room along with a pair of comfy chairs with side tables 
  and reading lights. An alcove along the northwest wall 
  holds an alabaster topped table with fresh cut flowers and 
  a silver tray holding a silver knife.
  • Treat the silver knife as a dagger with the silvered 
  property
  • A mechanical 
  halfling (Small 
  animated armor) stands 
  near the north wall. If creatures that do not possess 
  a command signet enter, the automaton asks them 
  to leave, waits one turn, and if no one with a signet 
  commands it, begins warbling an alarm bringing three 
  guards and Gerry the veteran in two rounds.
  • The automaton attacks if commanded by anyone 
  wearing a command signet.
  Complication. Counselor Boromar (noble) is here 
  with a business associate discussing matters. If she 
  notices someone who does not belong here she shouts 
  for help and commands the automaton to attack. She is 
  in possession of a keycharm capable of opening the safe 
  in area C6 that she does not relinquish unless magically 
  compelled. If captured, she calmly informs the characters 
  that they have made a grave error and will pay for their 
  transgressions.
  
  12
  B6. Piano Room
  A beautiful piano, sized for a halfling, rests in the eastern 
  alcove of this room. Portraits dot the walls with doors to 
  the northeast, north, and south.
  B7. Head Steward’s Room
  This is a tidy office with desk, chair, ledgers, papers, 
  and other administrative documents neatly arraigned 
  throughout.
  • The door is locked, and the head steward is off-site. 
  It requires a successful DC 12 Dexterity check with 
  thieves’ tools to open.
  • A keycharm which opens the safe in C6 is locked in a 
  trapped desk drawer.
  Trapped Drawer. The locked drawer is trapped with 
  a poison needle.  Opening the chest without the proper 
  key causes the needle to spring out, delivering a dose of 
  poison. When the trap is triggered, the needle extends 3 
  inches straight out from the lock. A creature within range 
  takes 1 piercing damage and 11 (2d10) poison damage 
  and must succeed on a DC 15 Constitution saving throw 
  or be poisoned for 1 hour. A successful DC 20 Intelligence 
  (Investigation) check allows a character to deduce the 
  trap's presence from alterations made to the lock to 
  accommodate the needle. A successful DC 15 Dexterity 
  check using thieves' tools disarms the trap, removing the 
  needle from the lock. Unsuccessfully attempting to pick 
  the lock triggers the trap.
  B8. Smoking Room
  This room has several small, round tables, lounge chairs, 
  ashtrays, and smells strongly of pipe weed. Windows to 
  the north and west are closed with the blinds drawn.
  There is a 25 percent chance Gerry (veteran) and Big 
  Mondo (bandit captain) are here smoking pipes and 
  talking business.
  B9. The Dollhouse
  Shelves filled with dolls of all type and description line the 
  walls of this room, their cold, dead eyes staring eternally 
  in to the void.  A lone chair sits vigil in the center of the 
  room.
  • A successful DC 10 Wisdom (Perception) check reveals 
  that some of the creepy dolls have clothing studded 
  with gems and precious metals that equal 50 gp of spell 
  components.
  • One doll, resembling a Talenta warrior complete with 
  tangat, activates if touched without uttering “hunt 
  eternal” first. It flips, jumps, and careens through the 
  room until destroyed or the command phrase is uttered. 
  Treat as a flying sword. Looting the room activates the 
  doll.
  B10. Master Bedroom
  This finely appointed room is Counselor Boromar’s 
  bedroom complete with a lovely four poster bed, with 
  matching armoire and dressers. The windows to this 
  room are shut with curtains drawn. A lone door opens to 
  the south.
  • The door is locked, requiring a successful DC 15 
  Dexterity check using thieves' tools to open.
  • Missing the lock pick DC by 5 or more triggers an 
  audible alarm per the alarm spell bringing all available 
  guards in three rounds.
  B11. Private Washroom
  This room adjoins the master bedroom and 
  dollhouse to the south. It holds a wash basin, 
  commode, and personal hygiene items.
  
  13
  B12. Private Office
  This room opens to the hallway. It holds a sturdy desk, 
  chair, and cot with stacked linens. A cabinet along the wall 
  holds a healer’s kit and two potions of healing.
  B13 & B14. Bedrooms & Stairway
  These identical, utilitarian bedrooms consist of a small 
  bed, footlocker, and wooden chair each. Stairs leading to 
  area A13 are at the north end of the room.
  Scene C: Basement
  This area is off limits to all non-Boromar. There are 
  two routes of ingress, the secret elevator in area A8 
  and the stairway behind a hidden door in area A2. Any 
  unauthorized guests are beaten senseless upon detection.
  C1. Dank Hole
  This is a dark, damp hole in the floor to do one’s business.
  C2. Guard Room
  Stairs leading to area A2 are in northeast corner. The 
  room holds a couple rough tables and chairs along 
  with two pallets of mundane supplies such as rope and 
  construction supplies.
  A successful DC A DC 12 Wisdom (Perception) or 
  Intelligence (Investigation) check reveals a secret door 
  leading to area C4.
  C3. The Stash
  This room is mostly empty with a scuffed, dirty floor. A 
  3-foot-diameter iron disk with latch and keyhole is set in 
  the southern wall.
  Safe. As it is heavily warded, the safe shines like a 
  beacon to a detect magic. spell reveals the safe radiates 
  an aura of abjuration magic. The easiest way to open the 
  safe and obtain the letter is via one of two keycharms (see 
  areas B5 and B7) as they bypass the wards and unlock it.
  A successful DC 16 Wisdom (Perception) or DC 14 
  Intelligence (Investigation) reveal the safe is warded with 
  runes of power. Expending a 1st-level or higher spell slot 
  and making a successful DC 16 Intelligence (Arcana) 
  check suppresses the ward for one round.
  A successful DC 15 Dexterity check with thieves’ tools 
  opens the safe. Doing so without the magic suppressed 
  triggers the ward.
  The ward can be disarmed with a successful DC 16 
  Dexterity check with thieves’ tools or smith’s tools, either 
  may be used to deface the runes. Failing this check by 5 
  or more triggers the ward and alerts Counselor Boromar.
  When triggered, the ward erupts with magical energy 
  in a 20-foot-radius sphere centered on the ward. Each 
  creature in the area must make a DC 12 Dexterity 
  saving throw. A creature takes 13 (3d8) thunder damage 
  on a failed saving throw, or half as much damage on a 
  successful one.
  The safe holds the coded letter as well as a stash of 
  cheques, precious stones, and a silver circlet of blasting.
  A successful DC 12 Wisdom (Perception) or Intelligence 
  (Investigation) check reveals a secret door leading to the 
  elevator up to area A2.
  C4. Armory
  This room is cold and dry with four sturdy, locked lockers 
  along the north and south walls.
  Lockers. A successful DC 10 Dexterity check with 
  thieves’ tools to picks a locker’s lock, and a successful DC 
  15 Strength check forces a locker open.
  Within the north lockers are an assortment of weapons. 
  There are no two-handed weapons, but all other martial 
  and simple weapons are present.
  Four suits of leather armor and one suit of studded 
  leather armor, all small sized, are in the south lockers.
  C5. Brig
  There are six cramped, damp, cells complete with chains 
  and manacles along the east and west walls of this rough-
  hewn hallway. The area reeks of excrement and fear.
  C6. The Quiet Place
  This damp room holds a tray with a selection of surgical 
  blades and an icepick, a rack, and a chair with no bottom.
  A successful DC 12 Wisdom (Perception) or 
  Intelligence (Investigation) check reveals a bolt-hole in the 
  western alcove. This is an emergency escape route that 
  connects with a section of Sharn’s sewers. It is sized for 
  small creatures, requiring Medium creatures to squeeze.
  Treasure & Rewards
  A circlet of blasting located in area C3.
  Conclusion
  If the characters recover the letter, the City Watch and 
  House Orien thank the adventurers and encourage 
  them to keep the note.  House Orien does not want to be 
  implicated in a move against the Boromars. The merchant 
  house is just glad to see the letter out of criminal hands. 
  The City Watch wants the characters to keep the note 
  as leverage against retaliation from the criminal family… 
  especially if they find someone to translate it.
  
  14
  Adventure Rewards
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, and 
  may include special rewards, such as story awards or new 
  downtime activities, as follows:
  Advancement and Treasure 
  Checkpoints
  The characters receive 1 advancement checkpoint and 
  1 treasure checkpoint for each story objective that they 
  complete, as follows:
  • Main Objective A: Crashing a Party
  • Main Objective B: The Caper
  The characters receive 1 advancement checkpoint and 
  1 treasure checkpoint for each bonus objective that they 
  complete, as follows:
  • Bonus Objective A: Daask in the Moonlight. While 
  planning to recover the message, the party learns of a 
  bombing plot orchestrated by the Daask crime syndicate 
  that is set to occur at the ball. If Daask succeeds the 
  message could be destroyed! This bonus objective is in 
  Appendix 4.
  • Bonus Objective B: Quid Pro Quo. The party must flee 
  Middle Menthis with the Boromars hot on their tails. 
  This bonus objective is in Appendix 5.
  Player Rewards
  The characters earn the following player rewards for 
  completing the adventure:
  Magic Item Unlock
  Characters completing adventure’s main objective unlock 
  this magic item:
  Circlet of Blasting. Crafted of beaten silver, this circlet 
  holds a brilliant sapphire in its center that emanates a 
  pleasant warmth when used. While wearing this circlet, 
  you can use an action to cast the scorching ray spell with 
  it. When you make the spell's attacks, you do so with an 
  attack bonus of +5. The circlet can't be used this way 
  again until the next dawn. This item can be found in 
  Appendix 6.
  Story Awards
  During this adventure, the characters may earn the 
  following story award if they are detected and identified 
  during the caper. Loosely speaking, if a Boromar agent/
  hireling can get a description, the character is identified. 
  Use common sense when dealing with disguises both 
  mundane and magical:
  Anger of the Boromar Clan. The Boromar Clan 
  knows you stole something very valuable of theirs and 
  they are not pleased. This may have an impact on future 
  adventures.  This story award can be found in Appendix 7.
  DM Rewards
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and downtime 
  as though you played the adventure, but none of the 
  adventure’s player rewards.
  However, this adventure may qualify for rewards earned 
  by completing DM Quests. See the ALDMG (Adventurers 
  League Dungeon Master’s Guide) for more information 
  about DM Quests.
  level Progression in emBers of THe lAsT WAr
  Between Encounters in Sharn and the Embers of the 
  Last War story arc, the Adventurers League Eberron 
  campaign has many play opportunities. If you plan to 
  play regularly and take in the entire Embers of the Last 
  War story, strongly encourage the players to use the 
  Slow Progress option where they voluntarily halve the 
  rewards received for playing. If you plan to play only 
  some of the adventures, or not take part in the bonus 
  objectives, the Normal Progression of rewards may 
  be more appropriate. Because the Embers of the Last 
  War adventures are produced as a serial, managing 
  character level accordingly to play style is important.
  
  15
  The following NPCs and locations feature prominently in 
  this adventure:
  • Timbal Grasstooth (TIM-buhl Grass-tooth). A fence 
  affiliated with the Boromar clan, he also works as an 
  informant with the City Watch when it’s advantageous 
  for him.
  Personality: Cocky, mildly annoying, lazy.
  Ideal: The easier things are, the happier I am
  Bond: Whatever I need to do to stay safe and 
  comfortable, I’ll do that.
  Flaw: I will gamble like there’s no tomorrow.
  • Counselor Ilyra Boromar (EE-lee-ra Bore-OH-mahr). 
  A halfing woman of middle years with an even, calm 
  demeanor, she is calculating and ruthless. She is 
  accustomed to wielding power and influence for the 
  benefit of her and her family.
  Personality: Calm, pleasant even when upset, and 
  politically savvy. Calculates the benefit from all 
  decisions.
  Ideal: Power exists to be used for the betterment of the 
  family
  Bond: Family first, family always.
  Flaw: I disregard the safety of functionaries to serve the 
  family’s greater good.
  Appendix 1: Locations & NPCs
  • Gerry Splinter (JEH-ree SPLINT-er). Battle-scarred 
  veteran of Sharn’s streets, Gerry served the Boromars 
  as long as he can remember.
  Personality: Nonplussed and casually threatening, 
  mumbles what he will do to a foe under his breath 
  whilst fighting.
  Ideal: When I say jump you say how high.
  Bond: Boromar is my family, I am loyal unto death.
  Flaw: I am terrified of cats, can’t stand ‘em.
  • Far Hearth Villa. A faux-rustic villa in Little Plains, it 
  is the home of Counselor Ilyra Boromar, city counselor 
  and member of the Boromar clan.
  
  16
  This appendix details new monsters that do not appear in 
  the Monster Manual.
  Pistoleer
  Medium beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 16 (3d8+3)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  17 (+3)
  13 (+1)
  2 (-4)
  12 (+1)
  10 (+0)
  Skills Athletics +5, Perception +5, Stealth +5
  Senses passive Perception 15
  Languages —
  Challenge 1/2 (100 XP)
  Pounce.  If the clawfoot moves at least 30 feet straight toward 
  a creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 13 Strength saving throw or 
  be knocked prone. If the target is prone, the clawfoot can make 
  one bite attack against it as a bonus action.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (2d4 + 3) piercing damage.
  Appendix 2: Creature Statistics
  
  17
  Appendix 3: Map of Far Hearth Villa 
  
  18
  Estimated Duration: 1 hour
  While tracking down the whereabouts of the purloined 
  message, the party stumbles upon a plot by members of 
  the Daask criminal organization holed up in the Cogs to 
  detonate an incendiary device at Far Hearth villa.
  Objectives
  In this episode the party must neutralize the Daask 
  attackers before they incinerate the villa. Optionally, the 
  party can find a way to use the bombing to further their 
  heist. If the letter is destroyed or a character is tied to the 
  bombing, they forfeit the treasure checkpoint.
  mAny WAys To reAcH THe goAl
  There is no “right” way to approach this objective. A 
  more action-oriented group might want to charge down 
  to the Cogs and kick the doors in, others might want to 
  sneak in and set off the device prematurely, while some 
  might want to involve the law and find a roleplay-based 
  solution. Enterprising groups might even find a way to 
  use this bombing to their advantage.
  The Cogs
  The party’s leads take them to the Cogs, a subterranean 
  warren of tunnels, foundries, and industrial manufacture 
  rife with criminal corruption. It is also a stronghold for the 
  Boromar’s chief rivals, Daask.
  Area Information
  This area has the following features.
  Dimensions & Terrain. The Daask crew is set up in a 
  dirty shipping warehouse, 100 feet long and 50 feet wide 
  with a 20-foot open joist ceiling. The interior is crammed 
  with goods of questionable origin stacked 10 feet high, 
  leaving corridors between towering stacks of boxes and 
  crates.
  Lighting. The warehouse is dimly lit by lanterns 
  guttering from the rafters.
  Other Features. The side doors are poorly locked, 
  requiring a successful DC 10 Dexterity check made 
  with thieves’ tools to pick the lock or a successful DC 14 
  Strength check to break them down. The main doors 
  move along sliding tracks and make a lot of noise when 
  used, they required a DC 10 Strength check to open 
  under duress.
  Creatures/NPCs
  Three gnoll mercenaries put the finishing touches on 
  the device while a doppelganger, disguised as a halfling 
  porter named Remo, prepares to deliver the device to 
  the villa. While they are alert, they are not necessarily 
  expecting trouble down here.
  Objectives/Goals. The gnolls are mercenaries, paid 
  by Daask to protect the bomb until the doppelganger 
  can safely deliver it. The gnolls, eager to defend their 
  reputations, fight savagely to protect the device. The 
  doppelganger attempts to bluff its way out of trouble if 
  cornered. If that fails it attempts to escape and report 
  back to its masters.
  Using This Space. Keep the following features in mind 
  to make this an interesting fight:
  • The ceiling is open and crisscrossed with narrow, 
  wooden beams.
  • The boxes stacked about can be shoved with a 
  successful DC 12 Strength (Athletics) check, dealing 
  5 (2d4) bludgeoning damage to any creature in an 
  adjacent 5-foot space and making that space difficult 
  terrain.
  • Dealing 10 or more points of fire or lightning damage to 
  the bomb causes it to detonate, exploding in a 20-foot-
  radius sphere. Each creature in the area must make 
  a DC 13 Dexterity saving throw, taking 16 (5d6) fire 
  damage on a failed save or half as much on a successful 
  one. Exploding the bomb sets the warehouse ablaze, 
  consuming it in 2d8 minutes.
  • If the bomb explodes, the doppelganger and gnolls flee. 
  The round after detonation flames and smoke start to 
  fill the building, all creatures inside must succeed on 
  a DC 12 Constitution saving throw or suffer one level 
  of exhaustion. All creatures inside the building take 2 
  (1d4) fire damage each round on initiative count 0 if 
  they remain after the detonation.
  • For a different experience, the party could intercept the 
  bomb on a wagon en route to the villa and battle in the 
  streets of the cogs.
  ADjusTing THe scene
  Here are some suggestions for adjusting this scene, 
  according to your group.
  • Very Weak: The doppelganger does not engage in 
  combat.
  • Weak: Remove one gnoll.
  • Strong or Very Strong: Add a gnoll.
  Appendix 4: Daask in the Moonlight
  (Bonus Objective A.)
  
  19
  The party has managed to escape the villa, now the 
  Boromars are intent on tracking them down. This is 
  meant to be a daring getaway, so play it fast and loose. 
  If the party did not raise a ruckus, this encounter could 
  instead be payback by Daask enforcers for events in 
  Bonus Objective A, whatever makes the most sense.
  Objectives
  In this episode the party must escape and survive.
  Run!
  In this scene, choose a method of escape, complications 
  and threats, and how the chase ultimately resolves. 
  Remember, even if a character fails an ability check, the 
  chase doesn’t end, it becomes more interesting… and 
  harder.
  Area Information
  This area has the following features.
  Dimensions & Terrain. The streets of Middle 
  Menthis Plateau are worked stone, alive with 
  pedestrians, wagons, and air skiffs whistling by. Vendors 
  dot the sides of the road,
  Lighting. The streets are brightly lit, by the sun during 
  the day or and street lamps at night.
  Running this Scene
  There are many ways this scene could play out. Roll 
  initiative or simply move clockwise around the table 
  asking players what they wish to do after you’ve set the 
  scene. Here are some examples:
  Sprint through the Crowds. The streets of Middle 
  Menthis are crowded with foot and vehicle traffic, clever 
  characters can attempt to lose their pursuers in it. Have 
  players describe how they’d maneuver the crowd and use 
  it to disrupt their pursuers. When appropriate, call for an 
  ability check.
  Complications. On the first failed ability check, a 
  character takes 2 (1d4) bludgeoning damage from 
  falling/being struck/etc. because of the failure. On the 
  second failed check, a bandit catches up to the character 
  and attacks until it is reduced to half hit points or the 
  character is subdued. On the third failed check, the 
  character must succeed on a DC 12 Dexterity saving 
  throw or take 6 (2d6) bludgeoning damage from a fast-
  moving carriage. Subsequent failures inflict 3 (1d6) 
  bludgeoning damage from failing all over the place.
  Resolving the Chase. After four successful checks, a 
  character loses their pursuers, otherwise they keep trying 
  until knocked unconscious.
  Flying Away! If the party commandeers an air skiff, 
  a sort of flying boat made of soarwood capable of 
  navigating between the towers, piloted by a frightened 
  teenager (commoner). The party could attempt to 
  take the skiff by force, connive the teenager to have the 
  pilot stop, or something else entirely if it makes sense. 
  Use DC 10 or 12 for most checks, higher if the idea is 
  especially farfetched.
  Complications. The Boromars have an air skiff too! 
  Three bandits and a bandit captain are in hot pursuit, 
  attempting to knock the party from the sky. One bandit 
  does not attack, but pilots the skiff.
  Add to the drama by having each pilot make a DC 12 
  Dexterity check to avoid crashing in to a footbridge. Failure 
  means each passenger must make a DC 12 Dexterity 
  saving throw or be thrown to the road 20 feet below and 
  continue the escape on foot using the rules above.
  Resolving the Chase. Each skiff is 20 feet long and 
  10 feet wide with AC 14, 75 hit points, and immunity to 
  poison and psychic damage. One character must pilot 
  the craft as their move action each turn. If no one pilots 
  the craft, it veers in a random direction of your choice. 
  The chase ends when one ship is destroyed, or its crew is 
  killed or knocked unconscious.
  Example Chase Complications
  1d4
  Information
  1
  Look out! Make a DC 15 Dexterity check with any 
  vehicle or crash doing 3d6 bludgeoning damage to 
  all passengers. If you fail by 5 or more, your vehicle 
  is too damaged to rejoin the chase and passengers 
  must succeed on a DC 10 Dexterity (Acrobatics) 
  check or fall overboard.
  2
  Shortcut! You may attempt a DC 15 Dexterity check 
  with a vehicle to thread a dangerous passage. If 
  you succeed, move an extra 30 feet this round. If 
  you fail by less than 5 nothing happens. If you fail 
  by 5 or more, you collide and suffer the effects of 
  complication 1.
  3
  A helpful mage casts web hoping to slow everyone 
  down for the Sharn Watch. Make a DC 10 Dexterity 
  check with a vehicle or crash into the web. If you do, 
  it takes one round to cut your vehicle free.
  4
  A ratty little urchin throws a rock at a random 
  passenger. That passenger must succeed a DC 10 
  Dexterity (Acrobatics) check or fall overboard.
  Encounters in Sharn offers additional complications if 
  you’d like to flesh this out even more.
  Appendix 5: Quid Pro Quo
  (Bonus Objective A.)
  
  20
  Appendix 6: Far Hearth Map (Player Handout)
  Second floor Desk trapped!
  First floor Secret door here-ish, def. trapped. 
  
  21
  Characters completing this adventure’s objective unlock 
  this magic item.
  Circlet of Blasting
  Wondrous Item, Uncommon
  Tier 1, 4 treasure checkpoints
  Crafted of beaten silver, this circlet holds a brilliant 
  sapphire in its center that emanates a pleasant warmth 
  when used. While wearing this circlet, you can use an 
  action to cast the scorching ray spell with it. When you 
  make the spell's attacks, you do so with an attack bonus 
  of +5. The circlet can't be used this way again until the 
  next dawn.
  Appendix 7: Magic Item
  Appendix 8: Story Award
  Characters completing this adventure’s objective unlock 
  this story award.
  Anger of the Boromar Clan
  The Boromar Clan knows you stole something very 
  valuable of theirs and they are not pleased. This may have 
  an impact on future adventures.
  
  22
  This adventure is designed for three to seven 1st-4th 
  level characters and is optimized for five characters 
  with an average party level (APL) of 2. Characters 
  outside this level range cannot participate in this 
  adventure.
  neW To D&D ADvenTurers leAgue?
  http://dnd.wizards.com/playevents/organized-play
  neW To THe AnnuAl sToryline?
  http://dnd.wizards.com/articles/news/eberron-
  adventurers-league-embers-last-war-storyline
  neW To Being THe Dungeon mAsTer?
  http://dnd.wizards.com/articles/features/public-
  dungeon-master
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within the 
  adventure’s level range. Characters playing in a hardcover 
  adventure may continue to play to but if they play a 
  different hardcover adventure, they can’t return to the 
  first one if they’re outside its level range.
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like 
  to portray an NPC or a tactic you’d like to use in 
  a combat. Familiar yourself with the adventure’s 
  appendices and handouts.
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM screen, 
  miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception), and anything specified as 
  notable by the adventure (such as backgrounds, traits, 
  flaws, etc.)
  Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer). 
  The players fill out the adventure name, session number, 
  date, and your name and DCI number. In addition, the 
  player also fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. These 
  values are updated at the end of the session.
  Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high rarities 
  or strange arrays of ability scores, you can ask players 
  to provide documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to use a 
  standard ability score array.
  Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face.
  Adjusting This Adventure
  When combat is a possibility, the adventure will provide 
  a sidebar that helps you to determine the best mix/
  number of opponents to provide them with to create an 
  appropriate challenge. While you’re not bound to these 
  adjustments; they’re here for your convenience and 
  consideration.
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  Appendix 9: Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/DDAL-ELW02 - Boromar Ball.pdf