TEXT: 1
  
  2
  A Murder Most Foul
  In the sewers beneath the ruined streets of Mulmaster, a murdered corpse has been found: the nephew 
  of a prominent noble. Once great houses are at each other’s throats with accusations as the desperate 
  family seeks out the truth.
  Part 1 of the Silver Skulls Legacy
  A Four-Hour Adventure for 5th-10th Level Characters
  Ginny Loveday
  Author
  Adventure Code: CCC-SKULL01-01
  Optimized For: APL 7
  Premiered: Aug 2018
  Version: 1.00
  CREDITS
  Lead Designer: Ginny Loveday 
  Designer:  Robby Eddins
  Editing: Ginny Loveday, David Morris, Thomas Valley, Max Wilband
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art: Jay Africa, Raven+Moon Co.
  Cartography: Max Wilband
  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
  Premiere: DragonCon 2018
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  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 
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  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, 
  Uxbridge, Middlesex, UB11 1ET, UK.
  
  3
  Adventure Background
  The once great city of Mulmaster has recently 
  been struck low by a devastation orb triggered by 
  elemental cultists. As the city tries to rebuild and 
  regain its former glory, various factions within the 
  city vie for power as new factions crop up.
   The Blades of Mulmaster were the ruling noble 
  families prior to the devastation and had the sup-
  port of the Lord’s Alliances and the Church of Bane. 
  The head of one of these families is known as a Zor 
  (or Zora).
   The Brotherhood of the Cloak watches for arcane 
  threats to the rule of the High Blade. Formed as 
  part of the Edict of Arcane Banishment, all practi-
  tioners of magic in the city are watched closely, and 
  those that use their magic are punished severely, 
  unless they have joined the Cloaks and sworn to 
  protect the rule of the High Blade from all threats.
  Most of the City Guard in Mulmaster are ex-mem-
  bers of the city militia that were unable to ad-
  here to that force’s strict performance standards. 
  They are loosely organized and frequently abuse 
  their power, choosing instead to toss a harasser 
  or low-level criminal into an alley or the harbor 
  instead of arresting them. Ostensibly, they serve to 
  protect Mulmaster from internal threats, but their 
  disorganization often hampers these efforts, even 
  among the loyal and capable members of the group. 
  NPC Summary
   Zor Doran Hightower (Zor DOOR-an HIGH-tower).  Male hu-
  man. Main contact for the party with the family of the deceased. 
  Entreats them to find out information. Very imposing and regal.
   Ravek Tillancer (Rah-VEK TILL-an-sur). Male human. Thayan 
  wizard, hired by the Silver Skulls ostensibly to investigate the 
  murder of Blade Hightower’s nephew.
   Zavian Hauhtaon (ZAY-vi-on WAY-taan) Male human. Mul-
  master noble, exiled to the sewers after his family disappeared 
  following the devastation.
  Adventure Overview
  The adventure begins at the Wave and Wink dance 
  hall, where the party meets up with a high noble 
  of Mulmaster. He tells a tale of a recent murder of 
  a close family member and bids the party to bring 
  him additional information on likely suspects.
   The party heads into the remains of the sewer 
  system beneath the city to investigate the location 
  the body was found out and encounters a fearsome 
  monster, and then a rag tag group who purport to 
  be investigating the very same crime as them!
   Following the clues gathered so far, the party sets 
  off on the trail of what appears to be a new crime 
  network in the city, heading across town to a ware-
  house where they draw the attention of the City 
  Guard. 
  Adventure Hooks
  For each character, choose an appropriate reason 
  why they are in Mulmaster. 
   The Lord’s Alliance: Your faction leader has sum-
  moned you to Mulmaster to get to the bottom of a 
  murder case, as they have a vested interest in main-
  taining stability in Mulmaster. You’ve been asked to 
  meet a contact at the Wave and Wink to learn more 
  and assist him.
   Zhentarim: You’ve heard rumors of the instabil-
  ity in the City of Danger and you hope to make a 
  claim for power for yourself by indebting a high no-
  ble or two to yourself. News is that one such person 
  is looking for help finding information, and that he 
  can be found at the Wave and Wink.
   Thayan Heritage:  Since the fall of Mulmaster, 
  Thay has been active in the city working to uncover 
  old hidden secrets. You’ve heard through the grape-
  vine that the Thayans have recently done some-
  thing to rattle the city. Hoping to find clues, you’ve 
  agreed to meet a Blade at the Wave and Wink for 
  information on what’s been happening in the city in 
  exchange for a favor. 
   Others: The once great City of Danger has been 
  laid low and opportunities for adventure and coin 
  are aplenty if you’re willing to do the work. Word 
  is that the Wave and Wink is an easy place to find 
  work, and that there’s currently a wealthy noble 
  seeking adventurers to find information for him.
  
  4
  Part 1. The Wave and Wink
  Estimated Duration: 20 minutes
  First, the adventurers meet up with a nobleman in 
  the Wave and Wink to secure a job and learn about 
  the recent goings on in the city…
  Meeting the Blade
  Blade Doran Hightower is on edge as his nephew has 
  been recently found brutally murdered. The noble 
  houses are all on edge as they point at one another in 
  blame. He seeks to help his sister determine the truth 
  of the matter.
  The Wave and Wink Tavern
  A bawdy dance hall and festival space just a few blocks from the Tower of 
  the Blades, the Wave and Wink has long been a favorite place of respite 
  for travelers, merchants, and sailors. The occasional noble can be spot-
  ted here, often attempting to remain as low-key as possible, as certain 
  pleasures are rumored to be had if the coin is right.
   The balcony inside this large building suffered some structural dam-
  age during one of the earthquakes that rocked this part of the city, but 
  it was quickly repaired. The cost of the repairs and upgrades has been 
  wrapped into the door charge, which is up from 2 sp to 5 sp now. They 
  offer a bar that is well-stocked with mid-grade liquors and ales, but the 
  choices are plentiful, and they offer a “Buy Five, Get One Free” promo-
  tion. 
   The Wave and Wink is the most frequented dance hall in Mulmaster. 
  Many people wanting a good night out on the town go to the Wave and 
  Wink for good, rowdy entertainment. Food is served here, but the wide 
  selection of ales and wines is its largest draw alongside the dancing.
  Sections of Mulmaster are perpetually ablaze in elemental fire while oth-
  er sections of the city have collapsed into huge sinkholes. The Wave and 
  Wink sits in the northern portion of the city near one such elemental rift. 
  It looks like portions of the building have been patched back together. 
  Loud music and raucous laughter can be heard emanating from within 
  the door that is propped open.
   As you step inside, you note several people dancing despite the early 
  hour. Glancing to the side of the room you easily spy your contact seated 
  in the corner, towering above the table. His tattered cloak does nothing 
  to disguise his obvious noble air and upbringing. As your party walks 
  closer, he gestures you to join him.
   “My name is Zor Doran Hightower,” he begins in a deep baritone. “I 
  presume you are here to help me?”
  Role-playing Zor Prince Doran Hightower
  Zor Hightower is a tanned and brawny 6’7” human male with dark red 
  hair and a very regal bearing. He seems to be trying to be covert, but has 
  some difficulty blending in with the common folk. He wears multiple 
  regal-looking rings and a cloak clasp that depicts an imposing tower.
   Personality: He is prideful but caring and has a need to be recognized 
  for his status and power when possible. His devotion and love for his 
  family is what drives him more than anything else. If his family is in 
  danger, justice is swift and final. If someone in his family were to die 
  at another’s hand, he would hold the proper vigils and then bring the 
  weight and power of the Hightower family to bear.
  Development
  Zor Hightower will convey the following informa-
  tion to the characters. 
  • 
  His nephew’s body was recently recovered from 
  the sewers beneath the city. It showed signs of 
  multiple stab wounds, as well as a bit of char 
  and wear to his clothing. 
  • 
  The City Guard recovered the body after a band 
  of refugees, sheltering in the sewers, stumbled 
  upon the corpse and alerted the Guard.
  • 
  Unfortunately, being inept, the City Guard 
  has “lost track” of his nephew’s body. The Zor 
  speaks with frustration and anger about the 
  incompetence of the Guard.
  • 
  Hightower can think of no motive for murdering 
  his nephew but admits the high houses of the 
  Blades have been in a bit of uproar since the 
  Devastation. It’s possible that one of the other 
  houses may be trying to jockey their position 
  via politically motivated violence. He seems 
  agitated by this thought.
  • 
  The Zor has seen an increase in Thayan pres-
  ence in the city. He scowls, and vehemently 
  expresses distrust and annoyance for the Red 
  Wizards of Thay.
  • 
  Hightower knows the location in the sewers 
  where his nephew’s body was found. He bribed 
  a City Watchman to describe the precise place, 
  and wrote it down, including directions to the 
  cistern where the body was found.
  Exasperated, the Zor complains about a multitude 
  of rumors regarding shadowy groups present in 
  Mulmaster -- too many to chase down. He suggests 
  the best place to start would likely be the sewers 
  where his nephew was found. The City Guard isn’t 
  known for their skill in finding evidence, and there 
  may be clues at the scene they overlooked.
   He appreciates whatever information the party 
  can collect that might help him find the answers 
  he seeks. He asks that the party report back to him 
  here at the Wave and Wink when the bells toll the 
  midnight hour. 
   
  
  5
  Part 2. To the Foulness Below
  Estimated Duration: 75 minutes
  In which the fearless adventurers follow the trail 
  down to the alleged scene of the murder to look for 
  missed clues...
  Deep in the Sewers
  General Features
   Terrain:  The sewer tunnels are constructed of layered stones perpetually 
  coated in cold wet condensation. Tunnels  are 10 feet wide, with a 5-foot-wide 
  channel of filthy water flowing down the center. 2.5-foot-wide ledges run along 
  the sides of the tunnels.
   Smells: The stench of rot and excrement permeates the sewers.
   Light: Once the party is more than 30 feet in, any ambient light from the sur-
  face disappears. There is no light onwards except what the adventurers provide.
  The party enters the broken sewers at the harbor’s 
  edge, following the rough directions Zor Hightower 
  conveyed to them. The entrance is a 10 ft wide pipe 
  that flows into the harbor. The way in is slick, and 
  the rim of the tunnel is covered in a thick sludge. 
  The tunnel ramps up slightly for a while, with vari-
  ous side tunnels branching off on the left and right. 
   Section 1 will take place first, then the party 
  moves to 2a or 2b in any order that the DM choos-
  es. Section 2a can be set either deeper into the 
  sewers if the party chooses to press on and explore 
  further or can be set on the way back to the surface.
  1. Into the Muck
  Once in a while, the party sees small groups of 
  ragged refugees in the branching tunnels, huddled 
  around small fires or torches, staring curiously 
  as the party passes. The refugees prefer to be left 
  alone and do their best to avoid any conflict or pro-
  longed conversation. None of the refugees encoun-
  tered here witnessed the murder nor saw Zor’s 
  nephew coming into the sewers. If questioned, 
  refugees mention that “everything that enters the 
  sewers flows into the main cistern.” The refugees 
  also warn that “we don’t go to the main cistern,” 
  because “no one who goes there comes back.” 
  A nearby sinkhole in the street provides easy access to a large nearby 
  sewer tunnel. The opening is jagged, broken, and slippery. Inside the 
  tunnels, gray layered stone walls are coated in a perpetual cold, wet 
  condensation. The smell of mold and excrement greets you at the tunnel 
  mouth. A small trickle of water flows in a five-foot-wide channel in the 
  middle of the tunnel.  As you proceed deeper into the tunnels, you pass 
  a passageway that shows signs of occupancy. A small flickering campfire 
  causes shadows to dance on the walls. The shadows belong to hunched 
  figures you recognize as refugees. They peer at you intently as you pass, 
  making no move to move towards or away from you.
  As the party approaches what must be the center 
  of the city, the tunnels begin to slope slightly down-
  wards into deeper water. The water level eventually 
  becomes two feet deep. The middle 5 feet of the 
  tunnels after this point is considered difficult ter-
  rain. 
   
  The tunnel opens into a large cylindrical cistern crisscrossed by two 
  walkways that rest just slightly above the surface of the somewhat murky 
  water. Light filters in from high overhead through a rusted sewer grate 
  and glints off slick, slime coated walls.
  Anyone with a passive Wisdom (Perception) 
  higher than 15 can easily spot the light of a sun-
  beam reflecting off the surface of a small pile of 
  coins approximately 20 ft below the surface of the 
  water next to what appears to be a small rucksack 
  dropped alongside the eastern wall.
   A froghemoth lurks in the shadows near the 
  western wall, reacting once a character enters the 
  water or once the last party member reaches the 
  center of the cistern walkway.
  Tricks of the Trade
  The froghemoth attacks while submerged in the 
  cistern pool. It uses its tentacle attack to drag vic-
  tims underwater and drown them to be eaten later. 
  Please reference the underwater combat rules in 
  the Player’s Handbook.
  Treasure
  The sack at the bottom of the cistern is a Heward’s 
  Handy Haversack. It contains two dozen silver skull 
  tokens along with a potion of healing.
  
  6
  2a. Fancy Meeting You Here
  As the party is traveling through the tunnels, any-
  one with a passive Perception higher than 20 can 
  hear the sound of splashing and low voices from far 
  enough away to alert the party to proceed quietly 
  and can perhaps sneak up on the party ahead.
  As you press deeper into the tunnels, the water level rises until you’re 
  trudging through knee-deep filth. Nearing an intersection of several 
  tunnels, you hear splashes and a few low voices around the bend. You 
  notice the telltale flicker of a torch as you approach.
  Rounding the curve of the tunnel, the party sees a 
  red-robed Thayan conjurer directing a group of 5 
  veterans as they dredge through the fetid waters. 
  An intricate tattoo is prominent on the forehead 
  and shaved head of the wizard. Any player that suc-
  ceeds on a DC 17 Intelligence (History) or (Ar-
  cana) check identifies the tattoo as pertaining to 
  the school of conjuration (or evocation if you adjust 
  the encounter per the boxed instructions below). 
  A flickering torch has been wedged into the wall 
  to aid their efforts in what appears to have been a 
  search. If the players approach noisily or fail a DC 
  15 Dexterity (Stealth) group check, the veterans 
  have all formed ranks to protect the Thayan. Oth-
  erwise they are split in front and behind him down 
  the length of the tunnel.
   The Red Wizard of Thay is called Ravek Tillanc-
  er. He has been hired by a group called the Silver 
  Skulls to search for a satchel lost in the sewers (the 
  haversack in the cistern).
   As the party steps into sight, the closest veteran 
  will call out a command for them to stop. If they 
  do, the Thayan wizard will ask their motives for 
  being there. If questioned, he tells the party the 
  City Guard asked him to look into the murder in 
  the sewers. A successful DC 12 Wisdom (Insight) 
  check will confirm that as a lie.
   Ravek is guarded and unwilling to reveal his true 
  motivations for being there, simply stating that he 
  is in Mulmaster for the greater good. However, he 
  is willing to back down and allow the party to also 
  search the area with a successful DC 17 Charisma 
  (Intimidation) or (Persuasion) roll.
   Ravek and his hired muscle do not intend to let 
  their presence in the sewers be known to others. Af-
  ter attempting to discover the party’s purpose in the 
  sewers, or if they notice the haversack in the party’s 
  possession, they attack at the first opportunity.
  Adjusting the Encounter
  Here are recommendations for adjusting this combat encounter. These 
  are not cumulative.
  Very weak: Remove 2 veterans, conjurer spends 1st round casting mage armor
  Weak: Remove 2 veterans
  Strong: Change conjurer to evoker
  Very strong: Change conjurer to evoker add one champion
  Tricks of the Trade
  Ravek begins the encounter with mage armor 
  active. If the party is clustered together, he will 
  attempt to use fireball to take out as many as 
  possible. Otherwise, he moves away and uses the 
  veterans as cover to throw ranged spell attacks at 
  the party members who seems to endanger him the 
  most. 
   The veterans will form a defensive line and focus 
  on one or two party members at a time in an at-
  tempt to minimize the danger to Ravek. They will 
  fight until the death. Ravek will attempt to flee once 
  he drops below half health by using his benign 
  transportation and misty step bonus actions.
  Treasure
  The wizard carries a good forgery of a Brotherhood 
  of the Cloak membership token, which he uses to 
  deflect harassment by the City Guard. A spellcaster 
  player may want to take the token for themselves 
  to use in the same way, since anyone of an arcane 
  persuasion is heavily scrutinized within the walls 
  of Mulmaster. A successful DC 15 Intelligence 
  (Investigation) check identifies the token as a 
  fake. One of the veterans carries a scroll containing 
  directions for a rendezvous at an abandoned ware-
  house on the outskirts of town. There is a crude 
  map of the section of town containing the ware-
  house, as well as a description of a sign in front: a 
  silver circle with an “X” over it.
  
  7
  2b. Waylaid again
  As the party backtracks to the surface of the city, a 
  group of refugees approaches cautiously from one 
  of the branching tunnels passed on the way in.
   This can be set at any of the tunnel junctures 
  where the smaller 5ft wide tunnels join into the 
  larger main tunnel that you have mostly been tra-
  versing. This would be far enough back so that the 
  party is once again in the sections where the water 
  and refuse only flow sluggishly.
  “Pardon me,” you hear a voice call out softly from a tunnel as you pass. 
  Pausing, you see a group of refugees cautiously approaching you. The 
  leader of the group looks to be haggard and worn from his ordeal but 
  wears clothes that perhaps once were quite fine. The man speaks again, 
  “How many Blades are left now?”
  The man is obviously a noble, disgraced and rel-
  egated to a refugee’s life in the sewers. A DC 13 
  Charisma (Persuasion) check will convince him to 
  share what little news he has with the party.
  Development
  The man’s name is Zavian. He is the sixth son of the 
  Hauhtaon family, a Blade House. His entire family 
  died or went missing during the devastation of 
  Mulmaster.
  Zavian sought shelter with the other Blades but 
  was turned away due to suspicion and mistrust.
  • 
  He’s heard that many Blades have been hiring 
  assassins to alter the power dynamics in 
  Mulmaster.
  • 
  Within the past several tendays, his group has 
  noticed a large number of red robed figures 
  prowling in the sewers. 
  • 
  Several in the group have also seen shadowy 
  figures with a small silver skull on a band tied to 
  their arm. 
  • 
  Sadly, it was too risky to follow any of these 
  people since the refugees are all unarmed with 
  the exception of a crude spear or knife. 
  • 
  The other refugees ask for news from Phlan and 
  Hillsfar. Encourage the party to role-play here 
  if any of them have participated in events since 
  the fall of those cities.
  If the party tells him of Zor Hightower’s suspicion 
  that another Blade has murdered his nephew, 
  Zavian’s disappointment is obvious and he relays 
  news of increased traffic in the sewers by unsavory 
  groups.
   This is not meant to be a combat encounter, but if 
  the party chooses to fight, use the stats for 12 com-
  moners, however most flee as soon as it’s apparent 
  violence is occurring. Zavian will stand and fight 
  to protect his friends, and strongly condemns any 
  attack on innocents. 
   If the adventurers befriend Zavian, they earn the 
  Story Award: (Friend of the Fallen) which will 
  earn them favor among the sewer refugees, which 
  act as a loosely knit communications network and 
  potential information source in later modules.
  
  8
  Part 3. Searching for Safety
  Estimated Duration: 75 minutes
  Under the cover of the night, the city sky full of ash, 
  but still strangely brilliant from the light of the 
  ceaseless elemental flames, the adventurers seek out 
  the hideout of the so-called Silver Skulls.
  Trust the Guards?
  General Features
  The general features of Mulmaster near where the map leads are as 
  follows:
   Light. It is night, but the glow emanating from the burning flames 
  provides ample light for easy movement. Some of the buildings cast 
  eerie long and flickering shadows. 
   Location.  Outer edge of the city near the town walls. A watch tower 
  looms nearby. Many of the adjacent buildings seem to have escaped the 
  flames or destruction prevalent in other districts, but all show signs of 
  immense wear regardless.
  1. Watching You Watch Them
  Within the walls of Mulmaster, the players are 
  subject to a special ability of the leader of the Silver 
  Skulls. This ability allows the leader to induce a 
  sensation of continual paranoia in a several mile-
  wide radius. There are several ways to convey a 
  sense of paranoia on the group.
   Sights, sounds, smells: describe occasional hap-
  penings that might raise the players’ alertness. 
  Examples include fleeting footsteps that have no 
  detectable source, hushed whispers that don’t seem 
  to belong to anyone nearby, individuals on the 
  street staring at players simply because their ap-
  pearance is different -- these kinds of “teases” can 
  set the party temporarily on edge and contribute to 
  the sensation of being watched.
   If there are more experienced players at the table, 
  another way to instill paranoia is through false 
  positive passive perception checks. Ask one of the 
  players their passive perception score, then pass a 
  note or whisper to that player’s that their character 
  sees an agent in the shadows, observing them. On 
  pursuit or close investigation, no actual source is 
  discovered. These little distractions are meant to 
  keep players wondering what’s going on, and to lay 
  a foundation for future events.
  Just as you pass the Black Blade and Bloody Boar, you begin to 
  get the sense that someone is watching you. Drawing nearer to 
  the city wall at the southwest edge of town, you spy a decrepit 
  warehouse with a small sign emblazoned with a crude circle 
  crossed by an “X”. A watch tower looms ominously from the city 
  wall nearby the warehouse and you see a solitary figure pacing 
  atop the wall. Fortunately, he seems to be staring out into the 
  distance beyond the wall. It might be possible to slip into the 
  warehouse unnoticed if you wanted. Perhaps, though, the City 
  Guard has information. In the distance, you hear the bells tolling 
  the eleven o’clock hour.
  If the players waver on what to do here, describe 
  the night as tranquil in this section of the city. They 
  should be made to feel both at ease and oddly on 
  edge with the constant sense of being watched, but 
  unable to discern a source or reason. [False positive 
  passive check to one player]
   Once the players decide to approach either the 
  warehouse or the tower, the tower door opens and 
  8 men of the City Guard (8 guards) and their cap-
  tain (1 knight) exit, talking amongst themselves. 
   If the party was approaching quietly, allow a 
  group Dexterity (Stealth) check of DC 18 or higher 
  to shield them from view of the guardsmen in the 
  shadows. Otherwise, the guardsmen immediately 
  draw their arms, being startled in the night and 
  already on edge in a city so ravaged.
  Tricks of the Trade
  The knight will begin by inspiring his fellow 
  guardsmen. They all attempt to flee to bring rein-
  forcements if reduced below half health.
   If the players try to talk their way through this 
  encounter, allow a DC 16 Charisma (Persuasion) 
  to succeed if they are being truthful about their 
  reasons for being in the area. Otherwise, a DC 20 
  Charisma (Deception or Intimidation) can con-
  vince the guards to leave them be. Alternatively, a 
  bribe of 20 gp will convince the City Guard to leave 
  the party alone.
  
  9
  Adjusting the Encounter
  Here are recommendations for adjusting this combat encounter. These 
  are not cumulative.
  Very weak:  Remove 2 Guards
  Weak: No change
  Strong: Change 1 Guard to Champion
  Very strong: Add 2 Gladiators
  2. Agents of the Skull
  The windows of the warehouse are broken, their frames cracked. The 
  small outer yard is covered in overgrowth and weeds. The structure is 
  unremarkable aside from a dirty silver circle with an ‘X’ drawn through 
  it that adorns the sign outside the door. You don’t hear or see any 
  evidence of a presence within…
  As the party opens the door, they walk into a seem-
  ingly empty, dark and dusty room. Cobwebs are 
  forming on the rafters overhead, but the floor is 
  suspiciously clean of dust. A DC 17 Perception 
  (Wisdom) check can just notice movement in the 
  adjoining room.
   If the party approaches or moves to initiate com-
  bat, have one silver skull agent approach through 
  the door opposite the one they just entered.
  “Who sent you?” A hooded figure stands in the doorway opposite you. 
  “Tell us why you are here, and we may be merciful.”
  The warehouse currently contains 5 silver skull 
  agents (spies) and their leader Arturo (master 
  thief) who were awaiting a report from their 
  Thayan contact when the disturbance with the City 
  Watch started outside.
  Trick of the Trade
  This is not meant to be a challenging fight. The 
  agents do not want to quarrel.  All the agents will 
  fight until half health before attempting to flee if 
  the party initiates combat first. Arturo will be-
  gin to try to work out a bargain once he loses 20 
  hit points. Try to encourage the players to listen 
  to him. He will flee also once he falls below half 
  health, using his cunning action disengage and dash 
  and using a spell scroll of teleport as a last resort.
  Adjusting the Encounter
  Here are recommendations for adjusting this combat encounter. These 
  are not cumulative.
  Very weak:  The Master Thief flees immediately
  Weak:  Remove 1 spy
  Strong: Add 1 spy
  Very strong: Add 2 spies
  Conclusion
  Estimated Duration: 10 minutes
  The party heads back towards the Wave and Wink for 
  their appointed meeting time with Zor Hightower. 
  “I admire your persistence.” A voice speaks from behind you on the 
  street. As you turn, you see the leader from the warehouse, standing 
  cloaked in the shadow of a nearby building. “You may call me Arturo; 
  I believe I have the answers that you seek. I will contact you soon to 
  arrange a meeting.” With those words, the agent slips away between 
  two buildings as Zor Hightower beckons to you from the entryway of 
  the Wave and Wink.
  The party will then have time to talk to Zor High-
  tower about their escapades through the city and 
  what all they have learned to this point.
   The mystery continues in SKULL1-2 if players 
  wish to carry on. 
  
  10
  Adventure Rewards
  At the end of the session, the characters each receive rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and may include player rewards—magic item unlocks, story 
  awards, or new downtime activities, as follows:
  Advancement and Treasure Checkpoints
  The characters receive 4 advancement checkpoints and 4 treasure checkpoints.
  Player Rewards
  The characters earn the following player rewards for completing the adventure:
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Handy Haversack This backpack is stained nearly black with soot that seems to be impossible to wash 
  off. It has a central pouch and a multitude of side pouches, each of which is an extra dimensional space. 
  This item can be found in Appendix 6. 
  Story Awards 
  Characters playing the adventure may earn: 
   Friend of the Fallen. earns them favor among the sewer refugees, which act as a loosely knit commu-
  nications network and potential information source in later modules. More information can be found in 
  Appendix 5. 
  DM Reward
  In exchange for running this adventure, you earn advancement and treasure checkpoints and down-
  time 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 (Ad-
  venturers League Dungeon Master’s Guide) for more information about DM Quests.
  
  11
  Appendix 1. Dramatis Personae
  The following NPCs are featured prominently in this adventure:
  Zor Doran Hightower (Zor DOOR-an HIGH-tower).  Male human. Main contact for the party with the 
  family of the deceased. Entreats them to find out information. Very imposing and regal.
  Ravek Tillancer (Rah-VEK TILL-an-sur). Male human. Thayan wizard, hired by the Silver Skulls, ostensi-
  bly to investigate the murder of Blade Hightower’s nephew.
  Zavian Hauhtaon (ZAY-vi-on WAY-taan) Male human. Mulmaster noble, exiled to the sewers after his 
  family disappeared following the devastation.
  
  12
  Appendix 2. Monster/NPC Statistics
  Champion
  Medium humanoid (any race), any alignment
  Armor Class 18 (Plate)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 14 (+2) 
  12 (+1)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP)
  Brave. The gladiator has advantage on saving throws against 
  being frightened.
  Indomitable (2/Day). The champion rerolls a failed saving 
  throw.
  Second Wind (Recharges after a Short or Long Rest). As a 
  bonus action, the champion can regain 20 hit points.
  Actions
  Multiattack. The champion makes three attacks with its 
  greatsword or its shortbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) 
  slashing damage if the champion has more than half of its 
  total hit points remaining.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 
  (2d6) piercing damage if the champion has more than half 
  of its total hit points remaining.
  Commoner
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.
  
  13
  Conjurer
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 With Mage Armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   STR DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Condition Immunities Blinded
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The conjurer is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  14, +6 to hit with spell attacks). The diviner has the 
  following wizard spells prepared:
  Cantrips (at will): acid splash, mage hand, poison 
  spray, prestidigitation
  1st level (4 slots): mage armor, magic missile, unseen 
  servant*
  2nd level (3 slots): cloud of daggers,* misty step,* 
  web*
  3rd level (3 slots): f reball, stinking cloud*
  4th level (3 slots): Evard’s black tentacles,* stoneskin
  5th level (2 slots): cloudkill,* conjure elemental*
  *Conjuration spell of 1st level or higher
  Benign Transportation (Recharges after the Conjurer 
  Casts a Conjuration Spell of 1st Level or Higher). As 
  a bonus action, the conjurer teleports up to 30 feet 
  to an unoccupied space that it can see. If it instead 
  chooses a space within range that is occupied by a 
  willing Small or Medium creature, they both teleport, 
  swapping places.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage.
  Evoker
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 With Mage Armor)
  Hit Points 66 (12d8+12)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1)     14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The conjurer is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  14, +6 to hit with spell attacks). The diviner has the 
  following wizard spells prepared:
  Cantrips (at will): f re bolt,* light,* prestidigitation, ray 
  of frost*
  1st level (4 slots): burning hands,* mage armor, magic 
  missile*
  2nd level (3 slots): mirror image, misty step, shatter*
  3rd level (3 slots): counterspell, f reball,* lightning bolt*
  4th level (3 slots): ice storm,* stoneskin
  5th level (2 slots): Bigby’s hand,* cone of cold*
  6th level (1 slot): chain lightning,* wall of ice*
  *Evocation spell
  Sculpt Spells. When the evoker casts an evocation 
  spell that forces other creatures it can see to make a 
  saving throw, it can choose a number of them equal 
  to 1 + the spell’s level. These creatures automatically 
  succeed on their saving throws against the spell. If 
  a successful save means a chosen creature would 
  take half damage from the spell, it instead takes no 
  damage from it.
  Actions
  Quarterstaff . Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, 
  or 3 (1d8 - 1) bludgeoning damage if used with two 
  hands.
  
  14
  Froghemoth
  Medium humanoid (any race), any alignment
  Armor Class 14 (Natural Armor)
  Hit Points 184 (16d12 + 80)
  Speed 30 ft., swim 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  23 (+6) 13 (+1) 20 (+5) 2 (-4) 
  12 (+1) 5 (-3)
  Saving Throws Con +9, Wis +5
  Skills Perception +9, Stealth +5
  Damage Resistances fi re, lightning
  Senses darkvision 60 ft., passive Perception 19
  Languages --
  Challenge 10 (5,900 XP)
  Amphibious. The froghemoth can breathe air and 
  water.
  Shock Susceptibility. If the froghemoth takes light-
  ning damage, it suff ers several eff ects until the end 
  of its next turn: its speed is halved, it takes a −2 pen-
  alty to AC and Dexterity saving throws, it can’t use 
  reactions or Multiattack, and on its turn, it can use 
  either an action or a bonus action, not both.
  Actions
  Multiattack. The froghemoth makes two attacks with 
  its tentacles. It can also use its tongue or bite.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning dam-
  age, and the target is grappled(escape DC 16) if it is 
  a Huge or smaller creature. Until the grapple ends, 
  the froghemoth can’t use this tentacle on another 
  target. The froghemoth has four tentacles.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit:22 (3d10 + 6) piercing damage, and 
  the target is swallowed if it is a Medium or smaller 
  creature. A swallowed creature is blinded and re-
  strained, has total cover against attacks and other 
  eff ects outside the froghemoth, and takes 10 (3d6) 
  acid damage at the start of each of the froghemoth’s 
  turns.
   The froghemoth’s gullet can hold up to two crea-
  tures at a time. If the froghemoth takes 20 damage 
  or more on a single turn from a creature inside it, the 
  The froghemoth’s gullet can hold up to two creatures 
  at a time. If the froghemoth takes 20 damage or 
  more on a single turn from a creature inside it, the 
  froghemoth must succeed on a DC 20 Constitution 
  saving throw at the end of that turn or regurgitate 
  all swallowed creatures, each of which falls prone in 
  a space within 10 feet of the froghemoth. If the 
  froghemoth dies, a swallowed creature is no lon-
  ger restrained by it and can escape from the corpse 
  using 10 feet of movement, exiting prone.
  Tongue. The froghemoth targets one Medium or 
  smaller creature that it can see within 20 feet of 
  it. The target must make a DC 18 Strength saving 
  throw. On a failed save, the target is pulled into an 
  unoccupied space within 5 feet of the froghemoth, 
  and the froghemoth can make a bite attack against it 
  as a bonus action.
  
  15
  Gladiator
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR 
    DEX    CON 
    INT 
    WIS 
    CHA
  18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 12 (+1) 
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving throws 
  against being frightened.
  Brute. A melee weapon deals one extra die of its damage 
  when the gladiator hits with it (included in the attack).
  Actions
  Multiattack. The gladiator makes three melee attacks or 
  two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  and 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 melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the 
  target is a Medium or smaller creature, it must succeed on 
  a DC 15 Strength saving throw or be knocked prone.
  Reactions
  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.
  Guard
  Medium humanoid (any race), any alignment
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 12 (+1) 
  12 (+1) 
  10 (+0) 11 (+0) 
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage.
  
  16
  Knight
  Medium humanoid (any race), any alignment
  Armor Class 18 (Plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  11 (+0) 
  14 (+2) 
  111 (+0) 11 (+0) 
  15 (+2)
  Saving Throws Con +6, WIs +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws against 
  being frightened.
  Actions
  Multiattack. The knight makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the knight can utter a special command or warn-
  ing whenever a nonhostile creature that it can see within 
  30 feet of it makes an attack roll or a saving throw. The 
  creature can add a d4 to its roll provided it can hear and 
  understand the knight. A creature can benefi t from only 
  one Leadership die at a time. This eff ect ends if the knight 
  is incapacitated.
  Reactions
  Parry. The knight adds 2 to its AC against one melee attack 
  that would hit it. To do so, the knight must see the attacker 
  and be wielding a melee weapon.
  Master Thief
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8+26)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  10 (+0) 12 (+1)
  Saving Throws Dex +7, Int +3
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of 
  Hand +7, Stealth, +7
  Senses passive Perception 13
  Languages Any one language (usually Common) plus 
  thieves’ cant
  Challenge 5 (1,800 XP)
  Cunning Action. On each of its turns, the thief can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Evasion. If the thief is subjected to an eff ect that allows it 
  to make a Dexterity saving throw to take only half damage, 
  the thief instead takes no damage if it succeeds on the 
  saving throw, and only half if it fails.
  Sneak Attack. The thief deals an extra 14 (4d6) damage 
  when it hits a target with a weapon attack and has advan-
  tage on the attack roll, or when the target is within 5 feet 
  of an ally of the thief that isn’t incapacitated and the thief 
  doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The thief makes three attacks with its shorts-
  word.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6 + 4) bludgeoning damage.
  Light crossbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  
  17
  Spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 15 (+2) 
  10 (+0) 12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages Any two languages
  Challenge 5 (1,800 XP)
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Sneak Attack. The spy deals an extra 14 (4d6) damage 
  when it hits a target with a weapon attack and has advan-
  tage on the attack roll, or when the target is within 5 feet 
  of an ally of the spy that isn’t incapacitated and the spy 
  doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Hand crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 11 (+0) 
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions
  Multiattack. The veteran makes two longsword attacks. If 
  it has a shortsword drawn, it can also make a shortsword 
  attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
  Goblin Pistoleer
  Small humanoid (goblinoid), lawful neutral
  Armor Class 14 (studded leather)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1)     15(+2)    10(+0)    12(+1)    10(+0) 
  9(-1)
  Saving Throws Dex +4
  Skills Acrobatics +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  
  18
  Appendix 3. Map of Cistern
  
  19
  Appendix 4. Map of Sewer
  
  20
  Appendix 5. Story Award
  During the course of this adventure, the characters may earn the following story award. If you are printing 
  these out for your characters, print as many as you may need to ensure that any eligible character receives 
  a copy:
  Friend of the Fallen
  You have earned favor among the sewer refugees, which act as a loosely knit communications network 
  and potential information source in later modules.
  
  21
  Appendix 6. Magic Item
  During the course of this adventure, the characters may find the following permanent magic item:
  Handy Haversack (Treasure Table C)
  Wondrous Item, rare
  This backpack has a central pouch and two side pouches, each of which is an extradimensional space. 
  Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large 
  central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, 
  regardless of its contents.
   Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an 
  item from the haversack requires you to use an action. When you reach into the haversack for a specific 
  item, the item is always magically on top.
   The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the 
  haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although 
  an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, 
  unharmed, and the haversack must be put right before it can be used again. If a breathing creature is 
  placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to 
  suffocate.
   Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or 
  similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where 
  the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and 
  deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and 
  can’t be reopened. This item is found on Magic Item Table C in the Dungeon Master’s Guide.
  
  22
  Appendix 7. Dungeon Master Tips
  This adventure is designed for three to seven 5th-
  10th level characters and is optimized for five 
  characters with an average party level (APL) 
  of 7. 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/story/waterdeep 
  http://dndadventurersleague.org/storyline-seasons/waterdeep-adven-
  tures/
  To DM an adventure, you must have 3 to 7 play-
  ers—each with their own character whose level is 
  within the adventure’s level range. Characters play-
  ing 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 any-
  thing you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d 
  like to use in a combat. Familiar yourself with 
  the adventure’s appendices and handouts. 
  •	Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  •	Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill 
  out the adventure name, session number, date, and 
  your name and DCI number. In addition, the player 
  also fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These are updated at the conclusion of the session. 
   Each player is responsible for maintaining an ac-
  curate 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 activ-
  ity 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 op-
  tions 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 ad-
  justing the adventure, add up the total levels of all 
  the characters and divide the result by the num-
  ber 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
  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
   
  
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