TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has 
  caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth 
  about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster 
  for the better?  A four-hour adventure for 5th-10th level characters. 
   
  Adventure Code: DDEX2-14 
  Credits 
  Adventure Design: Daniel Helmick 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
  Debut: July 2, 2015 
  Release: August 1, 2015 
   
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  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. 
   
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  2 
  Welcome to The Sword of Selfaril, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Elemental EvilTM storyline 
  season.  
   This adventure is designed for three to seven 5th-10th 
  level characters, and is optimized for five 8th-level 
  characters. Characters outside this level range cannot 
  participate in this adventure.   
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the city of Mulmaster. 
    
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
   
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
   
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. 
   
  Get familiar with the monster statistics in the 
  Appendix. 
   
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
   
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Ask the players to provide you with relevant character 
  information. This includes:  
   
   
  Character name and level 
   
  Character race and class 
   
  Passive Wisdom (Perception)—the most common 
  passive ability check 
   
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of order. 
  If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  
   
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  3 
  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. 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 8th-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
   
  Add up the total levels of all the characters 
   
  Divide the total by the number of characters 
   
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL 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 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
   
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
   
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  
   
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  4 
   
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
   
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
   
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
   
  Catching up  
   
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
   
  Practicing a profession 
   
  Recuperating 
   
  Spellcasting services (end of the adventure only) 
   
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in Mulmaster 
  include the following: Bane, Leira, Loviatar, Mystra, Savras, 
  Tempus, Tymora, Velsharoon, and Waukeen.  
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  
   
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  5 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  The city of Mulmaster can best be described as a city of 
  pessimistic dynamism. There is a strong negative energy 
  about the city despite the industrious, hardworking 
  attitude of its people. Mulmasterites are patient, 
  relentless, exploitative people struggling to live as well as 
  they can within a dog-eat-dog city where corruption is 
  widespread and life is cheap. 
   Over a century before the present day, the ruler of 
  Mulmaster, High Blade Selfaril Uoumdolphin was 
  deposed by his identical twin brother, Rassendyll. Not 
  having the stomach to outright murder his brother, 
  Rassendyll had Selfaril trapped in a soul gem, which he 
  then had mounted in the hilt of his blade. 
   Now, against all expectations, the sword has been 
  found. Selfaril has been struggling to escape his magical 
  bondage, and with the help of the characters, he can 
  either reclaim the office of High Blade – or perish as a 
  pretender to the throne. 
  The Fate of Selfaril Uoumdolphin 
  Selfaril Uoumdolphin, the former High Blade of Mulmaster, was 
  betrayed by his twin brother Rassendyll in 1375 DR. With the aid 
  of Fzoul Chembrul, Rassendyll trapped his brother in a soulgem 
  fitted into the pommel of his sword. 
   
  For the next century, the sword would disappear from history 
  only to wind up in the hands of the Dwarvish king, Iorn 
  Ludwakazar. In the events of DDEX2-4 Mayhem in the Earthspur 
  Mines, the sword--containing the soul of Selfaril Uoumdolphin--
  was reclaimed. 
  The adventure is divided into four parts. 
   Part 1: Homecoming. The adventurers, on their way 
  into Mulmaster, happen across a group of Soldiers led by 
  a Hawk searching for Rassendyll's sword. In the 
  aftermath of their encounter, they meet Rastol Shan, the 
  mysterious, masked head of the Brotherhood of Cloaks, 
  Mulmaster’s wizards’ guild. Shan reveals the legacy of the 
  sword and, wishing for an end to the Church of Bane’s 
  domination of the city, hires the characters to free Selfaril 
  so that he might reclaim his rightful title from the current 
  High Blade, Jaseen Drakehorn. 
   Part 2: A Search for Respite. Shan leaves the now-
  freed Selfaril in the party’s care, and directs them to find 
  a safe haven for the former ruler to recover. The party 
  must navigate Selfaril safely through the tunnels beneath 
  the dancehall known as the Wave and Wink, which is now 
  inhabited by vicious trolls and a foul otyugh. 
   
   
   Part 3: Strength in Unity. Selfaril and the party are 
  
   
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  6 
  plotting their next move. Shan and Selfaril urge the party 
  to visit various groups within the city to support his claim 
  so that he might live to challenge Drakehorn for the High 
  Blade’s seat as the former lord rests from his ordeals. 
  Each group lending Selfaril support whittles away 
  complications arising in Part 4 of the adventure. 
   Part 4: Legacy Lost, Legacy Reclaimed. The 
  characters enact their plans, and determine the outcome 
  of Selfaril’s challenge. The future of Mulmaster rides on 
  their strength of arms as well as the persuasiveness of 
  their arguments! 
  The Fate of Rassendyll’s Sword 
  At the conclusion of DDEX2-4 Mayhem in the Earthspur Mines, 
  the characters are presented with the opportunity to keep 
  Rassendyll's Sword. This presents the chance that more than one 
  of your players may have chosen to have their character keep the 
  sword. 
   
  In this case, only one of the characters begins this adventure 
  with the sword. Before beginning play, it must be determined 
  which character that is--either by the characters's mutual 
  agreement, or at by the DMs decision.  
   
  The sword functions as a +3 longsword. However, Selfaril's 
  soul within the gem set into the longsword's pommel knows that 
  freedom is eminent and has grown restless. Any attack made 
  with the longsword is made with disadvantage as the sword 
  twists and writhes in its wielder's hands. Additionally, it 
  broadcasts strong feelings of impatience, anger, and the longing 
  for freedom to whomever wields it. These emotions make it 
  difficult for the sword's bearer to focus and any saving throws 
  made against charm effects are made with disadvantage. 
  The characters can become involved in the story in 
  several ways. Some of these involve their character 
  factions. Rumors of the sword’s recovery have been 
  buzzing about the city for the last week or more, leading 
  many to question whether the legend of Selfaril’s 
  imprisonment might actually be true. 
   Restoring the Rightful Ruler. Though the Lords’ 
  Alliance do not hold much water within the city proper, 
  they do have a few active agents within the noble classes. 
  Since Jaseen Drakehorn is vehemently opposed to joining 
  the Lords’ Alliance, it is hoped that her successor might 
  be more tractable and less prone to tyrannical, unjust 
  rule. 
   
  Assignment. Make certain that the High Blade of 
  Mulmaster can be persuaded to follow the tenets of 
  the Lords’ Alliance. 
   
  Success Condition. Install Selfaril Uoumdolphin as 
  the High Blade after securing a pledge of his support. 
   
   Weakening the Banites. Jaseen Drakehorn owes much 
  of her support to the Church of Bane, God of Tyranny. 
  This goes hard with the Order of the Gauntlet, who is 
  committed to the cause of justice for the sake of the 
  common weal rather than the harsh retribution enjoyed 
  only by the city’s elite. 
   
  Assignment. Weaken the bonds between the High 
  Blade and the Church of Bane in Mulmaster. 
   
  Success Condition. Defeating the devils summoned 
  by the priests of Bane in time to save Selfaril. 
   
   Plight of the Zhents. It’s no secret that the Zhent-
  descended people of Mulmaster are treated as second-
  class citizens, forced to live in their own ghetto, only able 
  to secure jobs that no Mulmasterite would want. The 
  Zhentarim would see their people elevated from this 
  lowly position, in the name of freedom – and profit, of 
  course. 
   
  Special Mission. Perform an act of public bravery, 
  cunning, or cleverness. 
   
  Success Condition. During the duel with Selfaril, 
  High Blade Drakehorn's Banite priests summon a 
  slew of devils. Win or lose, any Zhentarim who fights 
  a bearded devil in single combat successfully 
  completes this special mission. 
   
   Infiltrate the Cloaks. The Brotherhood of the Cloaks is 
  all but impenetrable to most foreigners who come to 
  Mulmaster, making spying on the mysterious order 
  incredibly difficult. With the sponsorship of Rastol Shan, 
  however, the Harpers could score quite a coup in 
  intelligence-gathering. 
   
  Assignment. Join the ranks of the Cloaks or help a 
  Harper do so. 
   
  Success Condition. Persuade Rastol Shan to 
  sponsor a Harper’s membership into the Cloaks. 
   
   Recruitment Drive. The less-than-popular Emerald 
  Enclave is in a mad rush to bolster their numbers and 
  seek out new allies wherever they can be found. Should 
  any members of the Emerald Enclave happen across an 
  unaffiliated group (preferably one with close ties to the 
  natural order of Faerûn), they should be assisted, 
  whatever the cost.  
   
  Assignment. Help a new friend. 
   
  Success Condition. Rescue Plod Graveltoe and con-
  vince the deep gnomes to join Selfaril's cause. 
   
   
  
   
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  7 
  The adventure begins as the heroes are travelling through 
  the area about a mile outside of the city of Mulmaster. 
  The adventurers run afoul of a company of Soldiery 
  troops just outside of the city. 
  The encounter with the Mulmasterite Soldiers has the 
  following general features: 
   Terrain. The road is well-maintained. Rain has recently 
  fallen, but the hard-packed road is not muddy. 
   Weather. The sun is high in the sky and un-obscured by 
  clouds. The high winds characteristic of Mulmaster are 
  ever-present though. 
   Smells &  Sounds. Fresh rain. Song birds. 
   Bushes. The heavy undergrowth to either side of the 
  road heavily obscures creatures hiding within or beyond. 
  The ground beneath is soft and wet and Dexterity 
  (Stealth) checks made to move unheard are made with 
  advantage. 
  The manner in which the adventure begins depends 
  primarily upon whether or not the characters have 
  Rassendyll's sword in their possession. 
  If the characters did not participate in the events of 
  DDEX2-4 Mayhem in the Earthspur Mines, or if they do 
  not have the sword in their possession, read: 
  Following the road toward Mulmaster, you come to a turn 
  leading past a thicket of tall bushes. The normal sounds of birds 
  singing, is struck suddenly silent.  
   A crashing noise erupts from the undergrowth to the side of 
  the road as a male halfling male clad in leather armor burst out 
  of the bushes, clutching a long, wrapped bundle in his arms. 
  The halfling trips and falls and lays still--three crossbow bolts 
  protruding from between his shoulder blades. The bundle he 
  once held spills from his arms and clatters to the ground, 
  revealing a bejeweled longsword, the hilt set with a large, 
  sparkling ruby. 
   No sooner than this happens, a group of armored men wearing 
  the uniforms of the Mulmaster Soldiery run towards you, 
  crossbows in hand. 
   A voice rings out from a black-haired woman wearing heavy 
  plate not far behind them. 
   “Seize the blade. Slay the witnesses.” 
  If the characters participated in the events of DDEX2-4 
  Mayhem in the Earthspur Mines and one or more of them 
  kept the sword at the adventure's conclusion, read: 
   
  As you walk along the North Road towards Mulmaster, you 
  come abruptly to yet another checkpoint manned by members 
  of the city’s Soldiery, next to some tall, dense bushes planted 
  along the side of the road.  
   You are engaged with the usual rigmarole of producing your 
  travel papers and declaring your intentions when one of the 
  soldiers abruptly turns and walks into a lean-to just on the side 
  of the road, where a lean, black-haired woman in heavy plate is 
  seated, poring over some maps. The soldier taps her on the 
  soldier and she turns to face you. She grabs a sheet of paper 
  and after scanning it, returns her gaze upon you. 
   Her clear blue eyes fixate squarely on [the character carrying 
  Rassendyll's sword.  
   “This is them. Seize the blade. Slay its bearers.” 
   
  The members of the Soldiery (four knights) are led by a 
  captain of the Hawks (a veteran) who has been searching 
  for Rassendyll’s sword on behalf of the High Blade. 
   If the characters are possessing of the sword, the paper 
  that the Hawk looks at bears the likeness of whatever 
  character actually carries it, along with a brief, written 
  description of the other characters. 
   The soldiers attack immediately, moving to engage in 
  melee range. The captain hangs back initially, using her 
  first action to call for reinforcements using a signal horn, 
  blown three times rapidly. Any character with the Soldier 
  background knows the significance of this automatically; 
  others may arrive at this conclusion with a successful DC 
  10 Intelligence (History) check.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak or weak party: Remove 1 knight 
   
  Strong or very strong party: Add 1 mage (a member of the 
  Brotherhood of the Cloaks) 
  Once the soldiers and the Hawk captain are defeated, the 
  party should have enough time to get away while the 
  getting is good. Provided the knight sounded her horn, 
  twelve more veterans arrive and attack if the characters 
  are still present. 
   Demonstrate this as follows: 
   
  
   
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  8 
  As the sounds of battle die down around you, you can hear 
  horns and the crashing of dozens of armored feet running down 
  the road. It won't be long before they arrive. 
   
  If the adventurers are defeated, they are summarily 
  executed unless they can convince the Hawk captain that 
  they have information yet to impart. If the characters 
  attempt such and succeed at a DC 15 Charisma 
  (Deception or Persuasion) check, they are disarmed, 
  manacled, gagged, and taken to a dank, secret dungeon 
  just outside of the city. Any characters that are obvious 
  spellcasters find their fingers, hands, and arms bound in a 
  series of intricate and excruciatingly painful knots. 
   Any soldiers that survived are left to guard the outside 
  of the dungeon while the captain returns to the city to 
  retrieve an inquisitor. 
   Whether the party goes to ground or is apprehended by 
  the Hawks, they are approached by Rastol Shan during 
  their next short or long rest, leading into “Legacy of the 
  Blade.” 
  The soldiers are carrying a total of 160 gp in various 
  coins. If the mage was present, the characters find a 
  spellbook made of an unusual purple wood, polished to a 
  high shine. 
  Depending on the results of the party’s combat with the 
  Mulmaster Soldiery, they are either holed up somewhere 
  to rest, or in a small dungeon controlled by the Hawks. 
  Either way, they may take a short rest, if they like. 
  However, the rest is interrupted before they are able to 
  complete it. 
   A half hour into their rest, read the following: 
  Without warning, you notice a very subtle shimmering in the air 
  before you. The shimmering grows for a heartbeat before 
  coalescing into the form of a tall, hooded figure. 
   The figure slowly draws back its hood, revealing a white-haired 
  man, whose features are obscured by an ornate, silvery mask. 
  The faint, spicy aroma of expensive perfumes clings to him. His 
  movements are deliberate and unthreatening, and he turns to 
  look on each of you before he speaks in a resonant baritone. 
   “A pleasure to meet you all. I am Rastol Shan, Senior Cloak of 
  the Brotherhood of Cloaks. We should speak.” 
   
  Rastol Shan is indeed the head of the Cloaks. He is also a 
  powerful lich, who disguises his true nature with Nystul’s 
  magic aura and alter self in addition to heavy perfumes 
  and an ornate mithral mask. 
  Roleplaying Rastol Shan 
  Rastol Shan has been masquerading for decades and is 
  experienced at passing himself off as human. Putting him off his 
  game is virtually impossible, given his magical preparations and 
  gift for dissembling. 
   
  Shan is well aware of Selfaril’s imprisonment in the blade for 
  one very good reason – he was one of the wizards responsible. 
  Under his real name, Thurdan Tallwand, Shan was one of the 
  Cloaks who aided Rassendyll Uoumdolphin in usurping Selfaril’s 
  rule, thinking Rassendyll a more tractable ruler than his twin 
  brother. Of course, in order to preserve his secret, all of his peers 
  from that time have been dealt with. 
   
  Shan is earnest, even pleasant in his dealings with the party, 
  as it is in his best interests to have Jaseen Drakehorn ousted 
  from the office of the High Blade. The Church of Bane has 
  worked long and hard to put limits on the power of the Cloaks, 
  and Shan has had enough. 
   
  Rastol Shan has masked his undead nature using Nystul's 
  magic aura. Any spells or magical effects (such as the paladin’s 
  divine sense class feature) that detect creature types or 
  alignments reveal that he is a lawful neutral humanoid. For the 
  purposes of dispelling the effect, it is an 8th level spell. Despite 
  his disguises, however, Shan is still subject to spells or abilities 
  that affect undead, such as turn undead. 
   
  Rastol Shan keeps neither his spellbook nor his phylactery on 
  his person. 
   
  Shan wastes no time in explaining to the characters that 
  the gem embedded in the sword they have recovered 
  houses the long-ago deposed High Blade of Mulmaster, 
  Selfaril Uoumdolphin. 
   In exchange for their assistance in liberating Selfaril 
  from the soulgem and securing his rightful position as the 
  High Blade, he presents a single platinum trade bar worth 
  2,000 gp; payable upon successfully aiding Selfaril in 
  triumphing over High Blade Drakehorn. The characters 
  may attempt to negotiate this reward. A successful DC 20 
  Charisma (Persuasion) check convinces Rastol Shan to 
  add 5, smaller gold trade bars worth an additional 250 gp 
  to the pot. 
   If the characters defeated the Soldiers and took any of 
  them captive, Rastol Shan casts magic missile (1 missile 
  for each of the captive Soldiers) before continuing--slaying 
  them all. If questioned, he informs the characters that if 
  word of his betrayal were to reach the ears of High Blade 
  Jaseen Drakehorn, their little rebellion would quickly be 
  at an end and their individual fates would be much, much 
  worse.  
  
   
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  9 
   The adventurers have the opportunity to learn the 
  following while speaking with Rastol Shan. 
   
  The ritual used to free Selfaril from the gem is not a 
  difficult one for those with the appropriate 
  knowledge and power. In fact it will take only an 
  hour, during which the adventurers can complete a 
  short rest. If under guard, Shan explains that he has 
  put the guards outside under a magical sleep, and 
  they should remain unconscious for some time. 
   
  Once awakened from his slumber, Selfaril will be 
  extremely weak, and will require rest. (Until he has 
  rested for a full day, all of his ability checks, attack 
  rolls and ability checks suffer a -4 penalty and are 
  made with disadvantage. In addition, his hit points 
  are reduced to 20.) 
   
  The gem in the blade is what has been causing the 
  headaches and urgings when the sword is being 
  handled. Shan informs the party that the blade was 
  specifically crafted to be wielded only by members of 
  the Uoumdolphin bloodline, and that it cannot be 
  properly attuned to outsiders. 
   
  Any arcane spellcasters who wish to join the 
  Brotherhood of the Cloaks can secure Rastol Shan’s 
  sponsorship as an adjunct member with a successful 
  DC 13 Charisma (Persuasion) check and the 
  completion of the mission. 
   
  If any party members are allied with the Zhentarim, 
  they notice Shan inserting a coded Zhentarim 
  phrase, “Every blade a black blade,” into his speech, 
  identifying him as an ally. Should the Zhentarim 
  party member respond with the appropriate 
  response, “Yet all blades are red when they have 
  done their work,” Shan identifies himself as a 
  Zhentarim operative and speak at great lengths about 
  the plight of the Zhent-descended inhabitants of the 
  Zhent Ghetto, and their ill treatment during 
  Drakehorn’s reign. In truth, Shan is no such thing; he 
  obtained the code phrases by magically interrogating 
  a Zhentarim spy who attempted to infiltrate the 
  Cloaks some days ago. 
   
  Shan is very upfront about his motives regarding the 
  Church of Bane, unless a member of the party is an 
  overt worshiper of Bane. In that case, he instead 
  downplays this motive and focus on the plight of the 
  Zhent Ghetto and the oppressive nature of the 
  Hawks and corruption of the City Watch. 
   
  Shan desperately wants to keep this situation quiet 
  until Selfaril makes his public challenge to Jaseen 
  Drakehorn, so he is willing to bargain if the party 
  asks for more money. He is willing to add 250 gp to 
  the reward, with a successful DC 15 Charisma 
  (Persuasion) check. 
   
  Shan would like to perform the ritual in his private 
  chambers at the Cloak Tower, where he has the 
  necessary materials as well as a ritual circle, but he 
  knows that Selfaril is not likely to have time to 
  recover there before being discovered and secreting 
  him to the tower would be difficult, if not impossible. 
   
  In an old journal kept by a former Senior Cloak, 
  Shan found mention of a safe room by the name of 
  the High Blade’s Respite, but aside from that sole 
  mention, he has found no clue as to where this haven 
  may be. It is his hope that Selfaril knows its location. 
   
  If the adventurers accept Shan’s proposal, he instructs 
  them to give him space. Read the following: 
  With uncanny precision, Rastol Shan draws a complex circle of 
  spidery runes around the sheathed sword and places candles at 
  seemingly random points before lighting them each with the 
  merest of touches. He speaks a series of arcane syllables, 
  muffled from beneath his mask, that only lend to their 
  imperceptibility. 
   The tension only thickens as time passes. After what seems like 
  an eternity, Rastol Shan’s voice rises. Almost in response, an 
  unearthly wind picks up in the middle of the room, blowing 
  around items. The candles are snuffed abruptly and with an 
  audible crack, the gem set into the pommel of the sword snaps 
  in two. 
   A figure appears, kneeling over the blade. Shoulder-length, 
  black hair flecked with gray hides the face of the man wearing 
  heavy plate of an ornate design, inlaid with gold, and 
  emblazoned with the crest of what is likely some long-forgotten 
  noble house. The man shudders with each breath--stray strands 
  of hair plastered to his damp forehead, as if he had just run a 
  great distance without rest. 
   Rastol Shan himself is little better. Though not wounded, he is 
  dazed, and he collapses into a nearby rock/chair in a winded 
  heap. 
   
  The man is Selfaril Uoumdolphin. He is utterly 
  bedraggled and exhausted. Any successful DC 15 
  Wisdom (Medicine) check or a lesser restoration or a 
  more powerful similar spell revives him enough for short 
  bursts of speech, but he is capable of little else. As soon 
  as he spots the blade, however, he snatches it up, his eyes 
  brimming with unspoken emotion. 
  
   
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  10 
   Now is a good opportunity for the adventurers to ask 
  him the location of the High Blade’s Respite. Though he 
  is initially unwilling to divulge the location of the Respite, 
  he discloses it should one of the characters succeed on a 
  DC 17 Charisma (Persuasion) check. However, if the 
  adventurers fill him in on the situation as it stands in the 
  city, as well as their desire to see him back on the throne, 
  the check is made with advantage. Attempts to intimidate 
  him fail automatically. 
   If the adventurers are unable to glean the location from 
  the addled Selfaril, Shan obtains the location from 
  Selfaril’s mind through use of a spell. Either result 
  indicates that the High Blade’s Respite can only be 
  reached through a passage beneath the Wave and Wink, a 
  rowdy dancehall in the western part of the city. 
   Shan urges the adventurers to safeguard Selfaril’s 
  passage to the Wave and Wink, as he has been away too 
  long already--a high profile figure such as himself is 
  missed after some time, and questions may be asked if he 
  does not return to the Cloak Tower. He produces a silver 
  mirror and hands it to the nearest character that has 
  identified himself as a member of the Cloaks. If none are 
  present, he hands it to the character that is most 
  obviously an arcane spellcaster in the party. If none still, 
  he hands it to the nearest character. He informs the 
  characters that he can be contacted using the mirror once 
  they arrive in their bolt hole. 
  Roleplaying Selfaril Uoumdolphin 
  Selfaril is upset to say the least. He has, for over a hundred years, 
  done little other than seethe over the injustice of his twin 
  brother’s betrayal. He has recently switched gears into 
  considering how best to leverage his plight into the best way to 
  proceed. Like it or not, every plan hinges upon the characters's 
  cooperation. 
   
  Selfaril never liked the Church of Bane, and as Jaseen 
  Drakehorn was installed by them, he sees her overthrow as his 
  perfect instrument of revenge against the Banites and their High 
  Imperceptor. 
   
  Though in years past Selfaril nursed a private disgust toward 
  the Zhentish refugees in Mulmaster, he is at heart a canny 
  pragmatist. He is more than willing to deal with the Zhents in 
  order to win their support. 
   
  Selfaril is willing to deal with virtually any group necessary to 
  support his claim to the throne and his challenge to Drakehorn. 
  Though he keeps his word regarding any agreement he makes, 
  he obeys the letter of his agreements rather than the spirit, not 
  out of laziness, but because gratitude means nothing to him. 
   
  Selfaril is a brilliant political operator, and he cozy’s up to the 
  party, portraying himself as a strong, fearless leader who was 
  betrayed because of his progressive ideals. He does not go 
  overboard, but makes subtle statements regarding issues such 
  as the condition of the Zhent Ghettos and the corruption of the 
  city’s military forces. 
   
  Despite his present status, he still insists on being addressed 
  as High Blade Uoumdolphin. 
  If the characters manage to learn the location of the High 
  Blade’s Respite without the assistance of Rastol Shan, 
  award each character 200 XP. 
   
   
  
   
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  11 
  The party enters the passages beneath the Wave and 
  Wink, a popular dancehall in the affluent, western part of 
  the city. 
  It is important to note that once the adventurers enter the 
  subterranean passages, a short or long rest is all but 
  impossible, as trolls are coming and going throughout--
  using the holes they have smashed into the walls leading 
  to the city sewers. Any attempt to take a short rest in the 
  passages result in the party being discovered by a pair of 
  trolls, approaching from the closest open sewer passage. 
  Various passages have been smashed through the walls 
  into the surrounding sewers, which are troll-infested and 
  lead nowhere useful. 
  The tunnels beneath the Wave and Wink have the 
  following general features: 
   Walls and Terrain. The 10-foot-wide tunnels are made 
  of hewn stone, reinforced with wooden beams. Though 
  dusty and largely disused, they are in good repair. 
   Light. The passages between the storeroom and wine 
  cellar are pitch dark. Unlit lanterns hang from hooks on 
  the wall, one at the bottom of the stairs, and one just 
  outside of the storeroom in the hallway leading to the 
  wine cellar. As an action, a character can light a lantern, 
  which provides bright light in a 20 foot radius and dim 
  light for an additional 20 feet beyond that. 
   Sound. The sound of revelry and music, though muted, 
  can be heard from upstairs. Scuttling insects. Dripping 
  water. 
   Smells. Rot. Sewage. Dusty, stagnant air. 
  As the heroes approach the Wave and Wink, read the 
  following: 
  You can hear the loud music coming from down the block, long 
  before you arrive at the Wave and Wink, known for decades, 
  even centuries, as the rowdiest dancehall in Mulmaster. Here, 
  young nobles rub shoulders with the scions of merchant houses 
  and affluent members of the criminal element as they dance the 
  night away, doing their best to ignore the cruelties committed 
  daily on their doorsteps. 
   Selfaril’s eyes, drooping with exhaustion, nonetheless light up 
  with anticipation. “We’re here.” 
   
   
  If the characters participated in the events of DDEX2-5 
  Flames of Kythorn, they may already know about the 
  secret entrance to the vault where the owner, Urdun 
  Brizik stores his valuables. If so, they may open the door 
  into the storeroom without complication. Otherwise, 
  Rastol Shan knows of its existence and is able to open it 
  for them. 
  Once inside, the characters find themselves in a 
  storeroom itself is packed with foodstuffs, liquors, and 
  ales imported not only from the Western Heartlands and 
  the Moonsea, but also areas around the Sea of Fallen 
  Stars, Amn, and Tethyr. 
   Within the storeroom, a door is set into the floor in a 
  corner. Above this door is a pulley used to hoist and lower 
  casks into the wine cellar below. 
  The wine cellar is no less impressive, with vintages 
  ranging from cheap local plonk to rare and valuable 
  imports. However, the wine barrels are too large to be 
  moved easily or without notice, so they do not make for 
  ideal looting. 
   The door is magically sealed, and once located, it is 
  revealed be covered in ten Draconic runes. Selfaril knows 
  that the runes must be touched in a specific order, but his 
  exhaustion is robbing him of his ability to reason. He can 
  be roused with a successful DC 17 Wisdom (Medicine) 
  check or with spells such as restoration. 
   Without Selfaril’s aid, deciphering the combination 
  requires a successful DC 20 Intelligence (Arcana) check. 
  Using force to open the door is no easier; it is sturdy 
  ironwood, magically warded with an arcane lock spell, so 
  forcing it open requires a successful DC 30 Strength 
  check and picking the lock requires a set of thieves’ tools 
  combined with a successful DC 35 Dexterity check. 
   Beyond the door, a 5-foot-wide vertical shaft descends 
  into utter darkness. The climb is easy enough; the shaft is 
  set with a ladder of iron rungs driven into the wall and 
  drops 50 feet to a floor of hewn brick. 
   
   
   
   
   
   
   
  
   
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  12 
  Selfaril Needs Food Badly 
  Selfaril is in no shape for a fight. His ordeal has left him 
  extremely weak, and has a walking speed of 10 feet. While he 
  expresses displeasure at them, Selfaril follows the characters 
  instructions unless they put him in obvious risk. 
   
  He does not participate in any combat and if the characters 
  are ambushed, he does nothing but move away from the combat 
  on his turn. Until he has completed a long rest, his hit points are 
  reduced to 20 and has a -4 penalty to ability checks, attack rolls, 
  and saving throws--all of which are made with disadvantage. 
  Using restorative magic will remove the penalty and 
  disadvantage, but his hit points are not restored until he has 
  rested for 24 hours. 
  For those in the know, a successful DC 15 Intelligence 
  (History) check identifies a cask in the storeroom as 
  containing a rare of aged Luiren Rivengut, worth 120 gp 
  to the right buyer. The cask is smaller than a typical cask--
  heavy, but not completely unwieldy. 
  Beyond the concealed door, a powerful stench pervades 
  the air. 
   Area. The entry hall is extremely large, 50 feet wide 
  and 80 feet long. Once the concealed door is opened into 
  the entry hall, a fair amount of trash and filth spills into 
  the hallway. The entry hall within stinks of rot and 
  excrement, and the once-opulent furniture and art are all 
  ruined beyond salvage. 
   Signs. A quick survey of the room reveals with a DC 12 
  Wisdom (Nature or Survival) check that trolls have been 
  nesting here, and their spoor is still fresh. If pressed, 
  Selfaril remarks that the entry hall and passages used to 
  be regularly maintained, but much appears to have 
  changed over the last hundred years. 
   Light. The room is pitch dark, though there are hooks 
  on the walls for hanging lanterns, and a (mostly smashed) 
  chandelier in the center of the room, which can hold up to 
  twelve candles. 
   Exits. The door leading out of the Entry Hall has been 
  smashed into jagged pieces of wood. The trolls have 
  never bothered to clear the shards away as their thick 
  hides keep them safe, but anyone who tries to squeeze 
  through into the passage (Location B) must make a DC 
  15 Dexterity (Acrobatics) roll or take 5 (1d10) piercing 
  damage.  
   Of course, the remaining shards of wood can be cleared 
  away by main strength or bashed out of the door frame 
  with weapons, but may alert the two trolls behind the 
  secret door to the south, who wait in ambush for the 
  adventurers to move further down the passage. The 
  secret door is not easy to spot, requiring a successful DC 
  20 Wisdom (Perception) check to discover. 
  The troll who lairs here has set up a crude but deadly trap 
  in the hallway at Location C. While the interlopers 
  contend with the trap, the troll means to come roaring out 
  into the hallway, attacking from behind. 
   Area. Water has spilled into the passageways here from 
  the surrounding sewers, leaving the floors covered in 3 to 
  4 inches of murky water. 
   Light. Like the rest of the passages, there are no light 
  sources, but there are empty wall sconces for torches 
  every fifteen feet. Given the trolls’ fear of fire, every torch 
  has been removed. 
   Trap. A tripwire trap is concealed at Location C. The 
  tripwire is crudely made; it requires a successful DC 15 
  Wisdom (Perception) check to spot. However, the murky 
  water obscuring the floor aggravates this, and any checks 
  made to do so is made with disadvantage. 
   If the trap is spotted, it can be disarmed with a 
  successful DC 10 Dexterity (thieves’ tools) check. 
  Otherwise, triggering the trap causes the ceiling to 
  collapse in a 10-foot-by-25-foot section, dumping 
  hundreds of pounds of brick and earth onto creatures 
  beneath it. Anyone standing in the passage when the 
  tripwire is sprung must succeed on a DC 15 Dexterity 
  saving throw, taking 33 (6d10) bludgeoning damage on a 
  failed save, or half damage on a successful one. Once the 
  trap is triggered, the floor of the area is filled with rubble 
  and becomes difficult terrain. 
   More importantly, if the trap is triggered, the trolls 
  waiting in the nearby lair come tearing out into the hall at 
  full speed, attacking the rearmost member of the party. 
   If the characters encounter the trolls in the passage, the 
  room beyond is empty save for piles upon piles of 
  garbage, debris, and excrement. Otherwise a pair of trolls 
  is in this, rooting through its contents. 
  A character that spends a half hour sifting through the 
  rooms contents that also succeeds at a DC 15 Intelligence 
  (Investigation) check finds 5 cat’s eye chrysoberyl gems, 
  in a water-damaged leather pouch under some rubble, 
  worth 50 gp each. 
   
  
   
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  13 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak or weak party: Reduce the hit points for both trolls 
  to 63 
   
  Strong or very strong party: Increase the hit points for both 
  trolls to 126 
   Area. A rough passage (Location D) leads into a large 
  sewer chamber. An otyugh resides at the center of the 
  chamber; a disgusting specimen that lives off of the runoff 
  from the nearby sewers. The otyugh, wishing to protect its 
  source of filth, retreats to the southeast and fights to the 
  death in order to prevent anyone from entering the 
  passage leading into the ordure pit. If the party elects to 
  skip this area and head directly into the High Blade’s 
  Respite, it does not move to attack them. 
   Additionally, two black puddings lurk in the room; one 
  among the filth on the floor and another clinging to the 
  ceiling. Noticing them requires a successful DC 13 
  Wisdom (Perception) check. Perception checks made to 
  notice the puddings on the floor are made with 
  disadvantage. 
   The otyugh lair contains nothing of particular interest, 
  but the ordure pit holds several treasures.  
   Environmental Hazards. Anyone who spends time 
  rooting around in the filth of the otyugh lair or the ordure 
  pit risks exposure to disease, as if they had been afflicted 
  by the otyugh’s bite (see the otyugh stat block for details.) 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: Remove black puddings; add 1 otyugh 
   
  Weak party: Replace black puddings with 3 ochre jellies 
   
  Strong party: Add 1 black pudding 
   
  Very strong party: Add 2 black puddings 
  Anyone searching the ordure pit finds a silver urn, slightly 
  dented, but embedded with several cabochon gems, worth 
  1300 gp. In addition to the urn, they also find a lockbox 
  containing 110 gp in various coins, as well as a magical 
  shield, the wall of teeth. 
  The Wall of Teeth, +2 Shield 
  Armor (shield), rare 
   
  This shield is fashioned of dull, black steel and festooned with 
  hundreds upon hundreds of human teeth. Whenever the wielder 
  of the shield is presented with an opportunity to act in a selfish 
  or malevolent way, the item heightens the wielder’s urge to do 
  so. A description of this item can be found in the Dungeon 
  Master's Guide. 
  If any of the characters are members of the Emerald 
  Enclave, this is the opportunity for them to complete their 
  special mission. 
   Read: 
  As you near a corner, you can hear fevered yelling and cries of 
  pain and alarm. Rounding the bend in the passage, you are 
  greeted with an unusual sight. 
   The tunnel opens into a large room filled with all sorts of 
  detritus. In the center, a large, tentacled creature with a vast, 
  toothed maw does battle with what appears to be a number of 
  small, grey-skinned humanoids; including one that the great 
  beast clutches in one of its tentacles. 
   The small humanoid is casually tossed into the beast's mouth 
  and its screams are suddenly silenced. 
   
  The characters have come across a group of svirfneblin 
  battling the otyugh and one of black puddings in the 
  room--having destroyed the other one, but not before it 
  killed a number of their own. 
   When the characters arrive, the otyugh has just 
  swallowed the expedition's leader. Though they do not 
  know it, the characters have three rounds to slay the 
  otyugh before the gnome within it succumbs to his 
  injuries. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: The svirfneblin dies in 5 rounds. 
   
  Weak party: The svirfneblin leader dies in 4 rounds. 
   
  Strong party: Add 1 black pudding 
   
  Very strong party: Add 2 black puddings 
   
  If the characters successfully rescue the svirfneblin, Plod 
  Graveltoe, he musters the ragged remnants of his group 
  and leads the characters to the High Blade's Respite. 
   Selfaril grudgingly allows the deep gnomes the use of 
  the Respite to regain their strength before making their 
  long trek home. Due to his kindness, the svirfneblin can 
  be recruited into supporting him in his effort to reclaim 
  the position of High Blade (see Part 3, below). 
  If successful, the gnomes also point out that they saw 
  something in the ordure pit that looked like a shield, but 
  weren't able to venture in to investigate. Lastly, they 
  provide the characters a single potion of greater healing. 
  
   
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  14 
  If the characters successfully rescue Plod Graveltoe and 
  convince the gnomes to support Selfaril, award each 
  character 100 XP. 
  After braving the dangers of the troll-infested passages, 
  the party arrives at their destination, the High Blade’s 
  Respite. 
   Entrance. A short set of stairs lead up to the entrance 
  of the High Blade’s Respite. The door, while not 
  concealed, is identical to the door separating the passages 
  from the storeroom area (see above.) Anyone who saw 
  Selfaril manipulate the runes on the first door can be able 
  to open this door as well. 
   Area. The High Blade’s Respite is quite literally a 
  breath of fresh air as opposed to the fetid passages just 
  outside. The Respite is a suite of four small bedrooms and 
  one larger bedroom reserved for the High Blade, each 
  positioned around a common room with a large, rune-
  covered table and an enormous fire pit. 
   The table can be activated with a successful DC 10 
  Intelligence (Arcana) check. Three times a day, it can be 
  used to produce meals for up to twelve people, including 
  common quality wine and fresh water. The fire pit can be 
  fed with coal from a coal chute that is still full, keeping 
  the suites warm and cozy. 
   Exits. If the dining table is pushed to one side and the 
  rug underneath moved, a permanent teleportation circle 
  is revealed. One of the cabinets contains the material 
  components necessary to cast the spell three times. 
  Selfaril frowns on anyone attempting to steal items from 
  the High Blade’s Respite, but there is a pair of silver salt 
  cellars on the sideboard worth 25 gp each, as well as a 
  fine crystal decanter worth 60 gp. 
  Once Selfaril and the adventurers are situated in the High 
  Blade’s Respite, move on to “Part 3: Strength in Unity.” 
   
   
  
   
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  15 
  Once Selfaril is installed in the master bedroom and 
  allowed to rest for 24 hours, it is up to the party whether 
  or not they would care to take a long rest themselves. At 
  some point following their rest, the silver mirror given the 
  party by Rastol Shan activates; a gem in the mirror's 
  handle glows with a soft red light, and any character 
  gazing into the glass sees Shan’s face staring back at 
  them. 
   Shan is concerned that, despite all of his precautions, 
  interested parties will be searching for the sword, or 
  Selfaril, or both. The clock is ticking, and Shan believes 
  that Selfaril must issue his formal challenge as soon as he 
  has regained his full strength. However, moving alone 
  against the power base surrounding Jaseen Drakehorn is 
  foolish and dangerous. He implores the party to scour the 
  city, making agreements and gaining the support of as 
  many groups as possible so that Selfaril’s challenge goes 
  off without a hitch. 
   He begins by directing the party to get in contact with 
  Wylan Burral, of the Temple of Tymora, who may be 
  sympathetic to their cause. 
   Armed with Selfaril’s signet ring, the party is sent out to 
  secure support on his behalf. 
  How to Win Friends and Influence People 
  This part of the adventure is done entirely through roleplaying. If 
  any skill checks are made, they will likely be social skill checks. 
  Reward good roleplaying with advantage and penalize overly lazy 
  roleplaying with disadvantage on said rolls. Additionally, some 
  characters will be better suited for some encounters. Nobles, for 
  example, should have advantage on any checks made in 
  negotiating with the zors and zoras of Mulmaster, while 
  criminals or street urchins may have advantage in dealing with 
  the Hangmen. Alternatively, characters in these situations who 
  demonstrate particularly good roleplaying and reasoning may 
  even automatically obtain the assistance of their fellows. 
   
  Some characters may also have hooks that will ensure the 
  cooperation of various groups. The characters may also approach 
  groups besides the ones listed. Reward creative thinking and 
  approaches in their interactions with the factions of Mulmaster. 
  Have fun with it! 
   
  Following is a list of sample groups that are possible 
  allies for Selfaril and the party. If the adventurers are 
  stymied, have Rastol Shan or Selfaril suggest some, and 
  faction members suggest others as appropriate. 
  Right out of the gate, Rastol Shan directs the party to get 
  in touch with Wylan Burral, a relatively low-ranking priest 
  at the Temple of Tymora. Burral is all for Selfaril’s return, 
  for one important reason: he is secretly the ranking priest 
  in the city’s Cult of the Black Earth, whose expansion is 
  threatened by the stranglehold of the Church of Bane. 
  Burral assures that the other priests will agree to run 
  interference against the priests of Bane, and puts the 
  party in touch with Sark Tolliver, who is secretly 
  beholden to the Earth Cult, a fact he obviously omits. 
  While the City Watch will not overtly betray the High 
  Blade, the senior officers may be susceptible to bribery or 
  intimidation, and may be persuaded to withdraw from the 
  streets during Selfaril’s challenge to Jaseen Drakehorn. 
  Spending 50 gp in bribes automatically secures the City 
  Watch’s complacence. 
  One of the few criminal organizations that has not yet 
  been smashed into fragments by the Hawks, this small 
  syndicate based in the Zhent Ghettos is supported by the 
  Zhent-descended populace, but is just one step above a 
  street gang. However, their leadership is canny and well-
  informed, and if they can obtain a promise from Selfaril to 
  encourage protected integration of the Zhent-descended 
  citizens with the rest of the city and the rebuilding of 
  condemned buildings with the Zhent Ghetto, they lend 
  their full support to Selfaril. 
   The Hangmen are only willing to meet in the Zhent 
  Ghetto, where they have a home field advantage should 
  things turn sour. 
  The Thayans in Mulmaster are not naturally inclined to 
  involve themselves directly in the city’s politics, but if the 
  party can sweeten the deal with certain concessions, such 
  as the expansion of the Thay embassy and the ability to 
  practice magic within the city limits, they throw their 
  public support behind Selfaril. Their magic, resources, 
  and reputation are all valuable resources. 
   A request from Rastol Shan gains the party an 
  invitation to the Thayan Embassy to speak with their 
  ranking members. 
  
   
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  16 
  A group of three nobles, led by Zora Rosealine Culkin 
  (from DDEX2-2 Embers of Elmwood), have stayed in 
  clandestine contact with the Lords’ Alliance. Though 
  none of the nobles are willing to go head-to-head against 
  any of the Blades, much less the High Blade, they are 
  willing to recruit other zors and zoras of the noble class 
  into the Lords’ Alliance, who throw their weight behind 
  Selfaril. While they are comfortable with their position 
  under Jaseen Drakehorn's rule, they realize that Selfaril's 
  claim is strong and wish to cast their lot with whom they 
  presume is the winning side. Zora Culkin requests 
  instatement as a Blade as a condition of her aid. The 
  other three nobles support her in this request. 
   Culkin hosts the party at the Traveler’s Cloak Inn. 
  Previously featured in DDEX2-2 Embers of Elmwood, 
  Sark Tolliver is a Hawk who is in the pocket of the Cult of 
  Black Earth, who has promised to release his half-brother 
  from their membership if he cooperates with their wishes. 
  Sark sees Selfaril's rule of Mulmaster as a means of 
  ferreting out the cult and getting his half-brother as well. 
   Though Tolliver does not speak for all of the Hawks or 
  the Soldiery, those who are personally loyal to him ensure 
  that the Hawks and Soldiery are confused enough to be 
  less than effective in stopping Selfaril’s challenge. 
   Upon seeking out Sark, the characters are arrested for 
  the scuffle (and likely murders) committed during Part 1, 
  above. After an hour or so in a stinking dungeon, Sark 
  Toliver comes to them and secures their release. 
   Tolliver is unwilling to discuss Selfaril's return while 
  the characters are in the Hawks's custody, but arranges 
  to meet at a neutral location shortly after the characters 
  are released. That is not to say that he completely trusts 
  the characters, however; he arrives with Soldiery 
  reinforcements nearby should the party attempt a double-
  cross. 
  After the party has made contact with several groups, they 
  are eventually contacted by Rastol Shan, who directs 
  them to a cave structure just outside of the city walls. 
  Within those caves dwells the Mulmaster Beholder 
  Corps. Out of fear that the characters will be reluctant to 
  petition the Corps for their assistance, Rastol does not 
  forewarn the characters of who they are to meet in the 
  sewers, but assures them they are unmistakable and 
  could prove quite important to the cause. 
  History of the Mulmaster Beholder Corps 
  Over one hundred years ago, before the Spellplague, an eye 
  tyrant clan ship crash-landed into a deep ravine in the 
  Dragonspine Mountains. Of the thirty-five beholders aboard the 
  clan ship, fifteen survived. Rightly determining that their 
  levitation abilities would not be sufficient to the task of escaping 
  the mountains, the hapless beholders instead began tunneling 
  ever deeper into the mountains. 
   
  Eventually emerging into the labyrinthine tunnels beneath 
  Mulmaster, the beholders began to ponder their next move, 
  realizing that they represented a force powerful enough to 
  challenge the strongest human armies on the surface. 
  Unfortunately, as they were still gathering allies to make their 
  power play, a group of adventurers stumbled across their lair. 
  Clearly outmatched, the adventurers nonetheless prevailed by 
  cleverly triggering a cave-in, burying the beholders in their 
  underground lair. 
   
  Of the fifteen beholders of the Corps, only three survived the 
  crush of rubble: Xorack, Xamott, and Xanshin. The three have not 
  been idle over the last hundred years, trying to come up with plan 
  after plan to seize power while slowly tunneling their way out of 
  their underground prison with their disintegration eyes. They 
  finally came up with one of their liking: summoning twelve 
  spectators and altering them to cosmetically resemble true 
  beholders. 
   
  Thus assembled, the new Mulmaster Beholder Corps, when 
  hosting business partners in their lair, has the incredible 
  advantage of making their enemies and friends alike believe that 
  there are no less than the original fifteen beholders among their 
  number. However, being spectators, the rest of the “beholders” 
  are bound to their location, so the three true beholders, on the 
  rare occasion that they are forced to conduct business elsewhere, 
  operate as a group of “representatives.” The three beholders, 
  though “family” of the same clan, bicker and argue and can 
  definitely be played for laughs, though they are still beholders 
  and incredibly powerful adversaries when provoked. 
   
  What the Beholder Corps wants more than anything else 
  is to be taken seriously. In their current incarnation, the 
  three beholder brothers are ineffectual and somewhat 
  comedic, but once they come out in support of Selfaril, 
  they may be viewed as a powerful fifth column beneath 
  the city itself. 
   The members of the Beholder Corps have an inflated 
  sense of worth, and are prone to making ridiculous 
  demands in an attempt to ascertain whether or not the 
  characters are taking them seriously. 
   The Beholder Corps would make a valuable addition to 
  Selfaril’s power base, but the adventurers may not want 
  to take the risk of walking into a subterranean lair 
  containing what appears to be fifteen beholders. Indeed, a 
  disastrous showing might spell certain doom for an 
  incautious party. 
  
   
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  17 
  If any of the characters are members of the Emerald 
  Enclave and successfully completed their special mission 
  (see Part 2, above), Plod Graveltoe casts his lot in with 
  Selfaril. 
   While they will likely leave Mulmaster before Selfaril 
  achieves the position of High Blade, the deep gnomes 
  may prove useful should the group need to traverse the 
  tunnels beneath the city in the coming days. 
   If the characters wish, the svirfneblin lead them 
  through the tunnels directly to the Keep Circle once 
  Selfaril has issued his challenge to High Blade Jaseen 
  Drakehorn. In so doing, the characters are able to 
  completely avoid the antagonists that would otherwise 
  attempt to stymie their procession to the circle. 
  For every group that the party gathers to Selfaril’s side, 
  award each character 100 XP (maximum of 500 XP). 
   
  Once the party is satisfied with the allies they have made, 
  proceed to “Part 4: Legacy Lost, Legacy Reclaimed.” 
   
   
  
   
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  18 
   
  Once Selfaril has regained his strength and the 
  adventurers have secured support for his claim, a 
  procession is started with Selfaril at the head. With the 
  party members and their public allies, the procession 
  marches to the Tower of the Wyvern with the intention of 
  issuing a formal challenge to Jaseen Drakehorn. 
   Not everyone is so excited to see Selfaril’s return to the 
  present age. At several places along the procession from 
  the Tower of the Wyvern to the dueling circle outside of 
  the Southroad Keep, forces have marshaled against the 
  former ruler. 
   A one-on-one duel for the High Blade’s throne is both 
  legal and traditional. Selfaril is a doughty fighter, and 
  Jaseen Drakehorn is no match. Her only hope is for her 
  own allies to whittle down Selfaril and his allies before 
  the duel ever begins. 
   When Selfaril and the adventurers are ready to make 
  their challenge to Jaseen Drakehorn, read the following: 
  There is a chill in the air, this gusty morning. The wind coming 
  from the harbor is unseasonably strong. Selfaril stands in the 
  midst of your party, and your party is likewise surrounded by the 
  allies who have pledged public support for the former High 
  Blade. 
   Slowly, deliberately, the party begins moving northeast along 
  the main boulevards, toward the Tower of the Wyvern.  
   
  The challenge takes place at the dueling circle at 
  Southroad Keep, in the southeastern part of the city. 
  Between now and then, when traversing the route, the 
  procession encounters the following groups and 
  complications. Each support group can be used only once 
  as a means to prevent a complication. 
  The Svirfneblin Express 
  If the characters secured the support of the svirfneblin (see Part 
  2, above), the characters may elect to take a more covert route to 
  the dueling circle. In this case, the characters, Selfaril, and this 
  supports traverse the tunnels beneath Mulmaster and emerge 
  near the circle. This prevents the supporters of Jaseen Drakehorn 
  from harming or otherwise harrying the characters during their 
  procession; arriving at the circle unharmed. 
  Though Rastol Shan is keeping an eye on as many of his 
  Cloaks as he can, there are still many highly-placed 
  members within the organization who are in the pay of 
  the High Blade. They ambush the party with a variety of 
  spells as the procession passes by the Tower of Blades. 
   Effect. Each character must make a DC 13 Dexterity 
  saving throw, sustaining 11 (2d10) damage on a failed 
  roll, or half damage on a successful roll. The type of 
  damage that each character suffers is determined by 
  rolling 1d8 and consulting the list below; 
  Spell Damage Type 
  Result 
   
  Type 
  1  
   
  Fire 
  2  
   
  Cold 
  3  
   
  Lightning 
  4  
   
  Acid 
  5  
   
  Thunder 
  6  
   
  Poison 
  7  
   
  Radiant 
  8  
   
  Necrotic 
   
   Prevention. If the party has gained the support of the 
  Mulmaster Beholder Corps, they use their central eyes to 
  counter the spells cast by the ambushers entirely. 
   Alternatively, if Selfaril has the support of the Red 
  Wizards, the Thayans cast counterspell to blunt the 
  effects of the spells, allowing saving throws to be made 
  with advantage. 
  The City Watch is out in force to halt the procession. 
  Pushed by the High Blade, the Watch commanders send 
  out a full company of eighty guards to clear the streets, by 
  force if necessary. 
   Effect. If the City Watch is unopposed by allies of the 
  party, the characters and Selfaril each take 11 (2d10) 
  bludgeoning damage on their way to the Keep Circle, as 
  they force the adventurers to fight their way free of the 
  blockade. 
   Prevention. If the City Watch has been bribed, they 
  ignore orders and remain in their barracks. If the 
  Hangmen are recruited, they draw off the majority of the 
  City Watch forces, reducing the damage inflicted on the 
  characters by half. 
   As a last resort, the nobles under Zora Culkin demand 
  that they stand down, though this means that the Alliance 
  nobles are not able to prevent noble interference (see The 
  Loyal Nobles, below.) 
  
   
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  19 
  The nobles loyal to Jaseen Drakehorn send out their own 
  personal bodyguard forces to harry the procession. 
   Effect. Left unchecked, the nobles’ forces ensure that 
  the Temple of Tymora’s contribution is halved by the time 
  the procession arrives at the Circle. 
   Prevention. The nobles are best countered by Zora 
  Culkin and her own nobles. Alternatively, Sark Tolliver 
  can chase them off with an intimidating glare and some 
  hastily-barked orders to his Soldiery troops, but this 
  prevents him from interceding against the Hawks later. 
  The Hawks and Soldiery are professional troops, as cool 
  and competent as they come. Utterly loyal to their station 
  as well as the High Blade, they are a force to be reckoned 
  with. 
   Effect. Without opposition, the Hawks and Soldiery 
  quickly round up all illegal elements (Hangmen, Nobles) 
  of the procession, negating any benefit that they would 
  otherwise grant. Note that this can cause some faction 
  assignments to be failed in the endgame. 
   Prevention. Sark Tolliver, a senior Hawk, is able to 
  order them to stand down. Alternatively, if they have not 
  yet been tapped, the Mulmaster Beholder Corps can scare 
  off the otherwise seasoned soldiers, though this leaves 
  them unavailable for the final showdown against Jaseen 
  Drakehorn. 
  Despite the harassment the trip has reached its goal quickly. 
  You are at the base of the Tower, the personal dwelling of High 
  Blade Jaseen Drakehorn. 
   With a flourish and the sound of steel rasping against steel, 
  Selfaril’s sword, which served as his prison for over a century, is 
  drawn. The magical blade flashes in the sunlight. Selfaril’s voice 
  booms as he shouts his challenge to the battlements. 
  “Drakehorn! Noon! The Keep Circle!” 
   And, with that, you are committed to a course with an unsure 
  destination. 
   
  When the procession finally arrives at the dueling Circle 
  just in front of Southroad Keep, an enormous crowd has 
  gathered. It quickly becomes apparent with a successful 
  DC 12 Knowledge (Religion) check that the majority of 
  the crowd is comprised of lay members, fighting priests, 
  and acolytes of the Church of Bane. As the duel begins 
  between Jaseen Drakehorn and Selfaril Uoumdolphin, the 
  Banites seem to adhere to the rules of noninterference. 
  Dueling in Mulmaster 
  In Mulmaster, disagreements are often settled at the point of a 
  sword. Though more common among nobles, any citizen can 
  challenge the other to a duel. Duels are serious affairs with strict 
  protocols. Officiated by a third party, both combatants are 
  expected to adhere to two ground rules: 
   
  No Assistance. The duelists are forbidden to receive help, 
  both direct and indirect, from others. Doing so renders the 
  results of the duel void, regardless of whether or not the 
  other party was also receiving aid. 
   
  Impartial Judge. The duelists must mutually consent to an 
  impartial third-party to act as a judge. The judge officiates 
  the duel and ensures that others don't intervene. They are 
  the arbiter of who wins and who loses the duel. 
   
  When Selfaril's procession arrives, Rastol Shan is already 
  there, standing near High Blade Drakehorn. As the 
  formalities of the duel are discussed, High Blade 
  Drakehorn suggests Rastol Shan act as the duel's judge. 
  Unless any among the party contest, Selfaril consents and 
  the duel commences. If the characters want to suggest 
  another judge, they must succeed at a DC 20 Charisma 
  (Persuasion) check. This check is made with 
  disadvantage if one of their own, or someone else that is 
  obviously biased towards Selfaril wishes to fill this roll. 
  While there are hundreds of people watching, the 
  following notable personalities are among those present 
  and willing to act in this context: 
   
  Rastol Shan 
   
  Sark Toliver 
   
  Zora Rosealine Culkin 
   
  Wylan Burral 
   
  Rending Talon Groshin Lor 
   
  These are just a few examples; feel free to come up with 
  other noble or noteworthy citizens of Mulmaster that the 
  characters may have encountered in the past. 
   However, five rounds into the fight (feel free to describe 
  the fight blow by blow if you like), Selfaril scores a telling 
  blow against Drakehorn. 
   Read: 
  The air is filled with cries of anger and alarm issued from the 
  Banite contingent on the far side of the circle as Jaseen reels 
  from a particularly effective attack from Selfaril. One priest in 
  particular shouts curses and epithets at Selfaril before closing 
  his eyes in concentration, and without warning, a number of his 
  colleagues begin to claw wildly at their face and clothing--falling 
  to the ground and rolling in absolute agony. 
   Their inhuman wails of pain suddenly stop as their features 
  swell and twist grotesquely. A terrible heartbeat later, something 
  seems to claw its way forth from each of their writhing forms--
  exploding in a shower of blood and bone. 
  
   
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  20 
   
  If the Banite priests can kill Selfaril's companions before 
  he defeats High Blade Drakehorn, no one else will have 
  the temerity to challenge their puppet leader. In their 
  desperation, a rather haughty Banite priest has played a 
  desperate card; he has summoned three barbed devils. 
  Once summoned, he and the remaining priests follow the 
  devils into battle, and it becomes an all-out melee with 
  Selfaril as the ultimate target. High Blade Drakehorn 
  issues threats and shouts of anger at the rogue Banite 
  priest, but otherwise does not stop the duel. 
   The remaining groups loyal to Selfaril move to engage 
  the Banites while Selfaril shouts for the characters to 
  deal with the fiends. So long as three groups remain to 
  deal with the Banites, the party are not be engaged by any 
  of the priests. Otherwise, for every group less than three 
  that remains, the pair of priests joins the fray and attacks 
  the characters. 
   If any of the characters attempt to engage High Blade 
  Drakehorn, Selfaril hurriedly reminds them that they are 
  interrupting a sanctioned duel, and their interference 
  threatens his claim should their assistance prove 
  substantial enough to sway the results of the duel. If the 
  adventurers continue to attack the High Blade, three 
  knights (members of the Soldiery) break off and attack 
  the characters. If subject to any spell that targets only 
  willing creatures, Selfaril refuses any and all aid and does 
  not benefit from them. 
   Rastol Shan remains on the sidelines behind High 
  Blade Drakehorn's contingent. He does so to maintain an 
  air of loyalty, both to ensure that he is not drawn into the 
  battle, but also to ensure that should Selfaril fail, his 
  position is not at risk. He assists neither side. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: Replace barbed devils with bearded devils, 
  add 1 bearded devil and 2 Banite priests 
   
  Weak party: Remove 1 barbed devil, add 2 Banite priests 
   
  Strong party: Add 1 bearded devil 
   
  Very strong party: Add 1 barbed devil 
  If any of the characters are members of the Zhentarim, 
  read: 
  As the fiends descend upon your party, other creatures with 
  jagged glaives arrive in clouds of smoke and fire. The fiends 
  immediately descend upon the bystanders with malice. In 
  response, a number of brave souls in livery of black and gold 
  emerge from the crowd and begin to fight the devils in single 
  combat. 
   Shouts of "Every blade a black blade!" fill the air as the battle 
  begins in earnest. The Black Network has arrived! 
   
  This is the chance for Zhentarim characters to 
  accomplish their special mission and demonstrate the 
  willingness of their faction to aid the city and its people.  
   Implement the following changes: 
   
  Remove 1 of the devils summoned by the Banites.  
   
  Add 1 bearded devil per Zhentarim character. Each of the 
  bearded devils attacks only one particular Zhentarim char-
  acter, if that character is reduced to 0 hit points, the devil 
  then attacks the remaining characters 
  Inform the Zhentarim characters that in order to 
  accomplish their special mission, they must engage in 
  single-combat with a given fiend. Any Zhentarim who 
  does so is successful regardless of whether or not that 
  character is successful in slaying the devil. In order to 
  satisfy this mission, no other characters may deal any 
  damage to that particular devil, and the character must 
  not attack any other foe. Assistance, such as healing or 
  indirect magical assistance is permitted at the DM's 
  discretion. 
  If any of the characters are members of the Zhentarim 
  faction and successfully complete their special mission, 
  award each character 100 XP. 
  Should the characters prevail against the fiends within 10 
  rounds of combat, they finish them off just in time to see 
  Selfaril deal a killing blow to Jaseen Drakehorn. 
   Otherwise, the insurrection comes to an abrupt end as 
  the Banites’ distractions allow Drakehorn to prevail, 
  slaying Selfaril--dashing the prospect of a brighter future 
  for Mulmaster. 
  
   
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  21 
  The outcome of the adventure depends primarily upon 
  the victor of the duel. 
   Selfaril Uoumdolphin Wins. With his victory, Selfaril 
  and Rastol Shan bestow a windfall of riches upon the 
  characters. While Mulmaster remains a city ruled by the 
  rich for the benefit of the rich, the influence of the Church 
  of Bane ends--something that provides at least a modicum 
  of hope to the city's oppressed less-than-prosperous 
  citizens. The Church of Bane, while left intact finds their 
  powerbase in absolute ruin. 
   Jaseen Drakehorn Wins. If the High Blade wins the 
  duel, the characters and their co-conspirators are branded 
  as traitors to the city, and declared enemies of the city. If 
  they do not escape the city before being captured or go to 
  ground with one of the groups with whom they manage to 
  cut a deal. Rastol Shan was cunning in his machinations, 
  and was not implicated in the attempted coup. High Blade 
  Drakehorn, drunk with glory, issues forth a slew of new 
  edicts that tightens her already white-knuckled grip on 
  the city. Each of the characters receives the story reward 
  "Persona Non Grata". 
   The Characters Interfere (Selfaril Wins). Selfaril's 
  victory is widely condemned by noble and smallfolk alike. 
  In the months following his rise to High Blade, hundreds 
  perish in response to the numerous riots that follow suit--
  slain by the City Watch, Soldiery, Cloaks, and Hawks still 
  loyal to Jaseen Drakehorn. Surprisingly, the Church of 
  Bane finds a foothold in the dissent and may be able to 
  once again threaten Selfaril's rule in time.  
   The Characters Interfere (Drakehorn Wins). 
  Drakehorn's popularity explodes in the light of her 
  victory, despite Selfaril's dishonorable attempts to use 
  outside assistance during the duel. City-wide celebrations 
  are held and thousands convert to worship of Bane. In the 
  following months, the Blades possess hitherto unseen 
  degrees of power and the downtrodden of Mulmaster sink 
  further into oppression. Each of the characters receives 
  the story reward "Persona Non Grata". 
   
   
  
   
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  22 
  Make sure players note their rewards on their adventure 
  logsheets. Give your name and DCI number (if applicable) 
  so players can record who ran the session. 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Knight 
   
   
   
  700 
  Veteran  
   
   
  700 
  Mage 
   
   
   
  2,300 
  Rastol Shan, lich 
   
   
  33,000 
  Selfaril Uoumdolphin 
   
  2,300 
  Troll 
   
   
   
  1,800 
  Black Pudding 
   
   
  1,100 
  Otyugh 
   
   
   
  1,800 
  Priest 
   
   
   
  450 
  Bearded Devil 
   
   
  700 
  Barbed Devil 
   
   
  1,800 
  Jaseen Drakehorn 
   
   
  1,800 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Finding the Respite without aid 
  200 
  Rescuing Plod Graveltoe 
   
  100 
  Reaching the High Blade’s Respite 
  100 
  Recruiting a support faction 
   
  200 ea. (max 1,000) 
  Support group led to circle 
   
  100 ea. (max 500) 
  Demonstrating Zhentarim's bravery 
  100 
   The minimum total award for each character 
  participating in this adventure is 4,500 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 6,000 experience 
  points. 
  The characters receive the following treasure, divided up 
  amongst the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
  GP Value 
  Soldiery Veterans 
   
  160 
  Cask of Luiren Rivengut 
  200 
  Gems in troll's lair  
  250 
  Urn in otyugh's lair  
  130 
  Iron lockbox in otyugh's lair 
  100 
  Art objects in the Respite 
  110  
  Rastol Shan's reward 
  2,000 
  Additional reward 
   
  250 
  Potion, rare 
  A description of this item can be found in the Dungeon 
  Master’s Guide. 
  This spellbook is bound in thin plates of polished, purple 
  hardwood with pages of fine vellum. It contains the 
  following spells: 
  Cantrips (at will): frostbite, light, prestidigitation, thunderclap 
  1st level (4 slots): ice knife, mage armor, magic missile, shield 
  2nd level (3 slots): invisibility, Maximillian's earthen grasp, misty 
  step 
  3rd level (3 slots): fireball, haste, Melf's minute meteors 
  4th level (3 slots): greater invisibility, phantasmal killer 
  5th level (1 slot): dominate person 
  Armor (shield), rare 
  This shield is fashioned of dull, black steel and festooned 
  with hundreds upon hundreds of human teeth. Whenever 
  the wielder of the shield is presented with an opportunity 
  to act in a selfish or malevolent way, the item heightens 
  the wielder’s urge to do so. A description of this item can 
  be found in the Dungeon Master's Guide. 
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  23 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character’s logsheet contains a column to record 
  permanent magic items for ease of reference. 
   
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
   
  In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic items 
  owned by contesting characters, the item’s owner is 
  determined randomly by the DM. 
  All faction members earn one renown point for 
  participating in this adventure. 
  Harper characters earn one additional renown point 
  for successfully convincing Rastol Shan to sponsor them 
  or another party into the Cloaks. 
  Order of the Gauntlet characters earn one additional 
  renown point for successfully killing the devils 
  summoned by the Banite priests. 
  Lords Alliance characters earn one additional renown 
  point for successfully installing Selfaril Uoumdolphin as 
  the High Blade of Mulmaster. 
  Emerald Enclave characters of rank 2 
  (Summerstrider) or higher who successfully save Plod 
  Graveltoe from the otyugh and earn Selfaril his support 
  earn one additional renown point and should note the 
  completion of a special mission on their log sheet. 
  Zhentarim characters of rank 2 (Redknife) or higher 
  who battle one of the bearded devils in single-combat 
  earn one additional renown points and should note the 
  completion of a special mission on their log sheet. 
  The characters have the opportunity to earn the following 
  enmity during the course of play: 
  Persona Non Grata. The High Blade of Mulmaster has 
  branded you a traitor and a fugitive of the law in City of 
  Danger. During any future encounter taking place within 
  the city of Mulmaster, you have a 1-in-4 chance of 
  attracting the attention of a squad of six Soldiery knights 
  that immediately attempts to arrest you. Should you be 
  captured, you are incarcerated and eventually executed. 
  You receive 400 XP, 100 gp, and ten downtime days for 
  running this session. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  24 
  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: 5 (1d10) piercing damage. 
   
  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) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, 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 warning 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 
  benefit from only one Leadership die at a time. This effect 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. 
   
  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 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
    
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared: 
  Cantrips (at will): frostbite, light, prestidigitation, thunderclap 
  1st level (4 slots): ice knife, mage armor, magic missile, shield 
  2nd level (3 slots): invisiblity, Maximillian’s earthen grasp, misty 
  step 
  3rd level (3 slots): fireball, haste, Melf’s minute meteors 
  4th level (3 slots): greater invisibility, phantasmal killer 
  5th level (1 slot): dominate person 
  Actions 
  Quaterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 − 1) bludgeoning damage. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  25 
  Medium undead, lawful evil 
    
  Armor Class 17 (natural armor) 
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3) 
   
  Saving Throws Con +10, Int +12, Wis +9 
  Skills Arcana +18, History +12, Insight +9, Perception +9 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 19 
  Languages Common plus up to five other languages 
  Challenge 21 (33,000 XP) 
    
  Legendary Resistance (3/Day). If the lich fails a saving throw, it 
  can choose to succeed instead. 
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 1d10 days, regaining all its hit points and becoming 
  active again. The new body appears within 5 feet of the 
  phylactery. 
  Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 20, +12 to hit with spell 
  attacks). The lich has the following wizard spells prepared: 
  Cantrips (at will): mage hand, prestidigitation, ray of frost 
  1st level (4 slots): detect magic, magic missile, shield, thunderwave 
  2nd level (3 slots): alter self, detect thoughts, invisibility, mirror 
  image 
  3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 
  4th level (3 slots): dimension door, greater invisibility 
  5th level (3 slots): cloudkill, scrying 
  6th level (1 slot): disintegrate, globe of invulnerability 
  7th level (1 slot): finger of death, plane shift 
  8th level (1 slot): dominate monster, power word stun 
  9th level (1 slot): power word kill 
  Turn Resistance. The lich has advantage on saving throws against 
  any effect that turns undead. 
  Actions 
  Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) cold damage. The target must succeed on 
  a DC 18 Constitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Legendary Actions 
  The lich can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. The lich regains 
  spent legendary actions at the start of its turn. 
  Cantrip. The lich casts a cantrip. 
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch. 
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 
  creature it can see within 10 feet of it. The target must succeed 
  on a DC 18 Wisdom saving throw against this magic or 
  become frightened for 1 minute. The frightened target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a target’s saving throw is 
  successful or the effect ends for it, the target is immune to the 
  lich’s gaze for the next 24 hours. 
  Disrupt Life (Costs 3 Actions). Each living creature within 20 feet 
  of the lich must make a DC 18 Constitution saving throw 
  against this magic, taking 21 (6d6) necrotic damage on a failed 
  save, or half as much damage on a successful one. 
   
  Medium humanoid (human), lawful evil 
    
  Armor Class 18 (plate) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Saving Throws Str +7, Dex +5, Con +6 
  Skills Athletics +10, Deception +6, History +3, Intimidation +6, 
  Persuasion +6 
  Senses passive Perception 11 
  Languages Common 
  Challenge 6 (2,300 XP) 
   
  Brave. Selfaril has advantage on saving throws against being 
  frightened. 
  Actions 
  Multiattack. Selfaril makes three melee attacks. 
  +3 Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) 
  slashing damage if used with two hands to make a melee attack. 
  Bonus Actions 
  Second Wind (Recharged after a Short or Long Rest): Selfaril 
  regains 1d10 + 6 hit points. 
  Reactions 
  Parry. Selfaril adds 2 to his AC against one melee attack that 
  would hit him. To do so, he must see the attacker and be 
  wielding a melee weapon. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  26 
  Large giant, chaotic evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (−2) 
  9 (−1) 
  7 (−2) 
    
  Skills Perception +1 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Giant 
  Challenge 5 (1,800 XP) 
    
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Regeneration. The troll regains 10 hit points at the start of its 
  turn. If the troll takes acid or fire damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Multiattack. The troll makes three attacks: one with its bite and 
  two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage. 
   
  Small humanoid (gnome), neutral good 
    
  Armor Class 15 (chain shirt) 
  Hit Points 16 (3d6 + 6) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  9 (−1) 
    
  Skills Investigation +3, Perception +2, Stealth +4 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Gnomish, Terran, Undercommon 
  Challenge 1/2 (100 XP) 
   
  Stone Camouflage. The gnome has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Gnome Cunning. The gnome has advantage on Intelligence, 
  Wisdom, and Charisma saving throws against magic. 
  Innate Spellcasting. The gnome’s innate spellcasting ability is 
  Intelligence (spell save DC 11). It can innately cast the following 
  spells, requiring no material components: 
  At will: nondetection (self only) 
  1/day each: blindness/deafness, blur, disguise self 
  Actions 
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage. 
  Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 
  one creature. Hit: 4 (1d4 + 2) piercing damage, and the target 
  must succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a 
  success. 
   
  Large ooze, unaligned 
    
  Armor Class 7 
  Hit Points 85 (10d10 + 30) 
  Speed 20 ft., climb 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  5 (−3) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  1 (−5) 
    
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 4 (1,100 XP) 
    
  Amorphous. The pudding can move through a space as narrow 
  as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made of metal or wood that 
  hits the pudding corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative −1 penalty to damage rolls. If 
  its penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the pudding is 
  destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, nonmagical wood or 
  metal in 1 round. 
  Spider Climb. The pudding can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid 
  damage. In addition, nonmagical armor worn by the target is 
  partly dissolved and takes a permanent and cumulative −1 
  penalty to the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10. 
  Reactions 
  Split. When a pudding that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new puddings if it 
  has at least 10 hit points. Each new pudding has hit points equal 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  27 
  to half the original pudding’s, rounded down. New puddings are 
  one size smaller than the original pudding. 
   
  Large ooze, unaligned 
    
  Armor Class 8 
  Hit Points 45 (6d10 + 12) 
  Speed 10 ft., climb 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  6 (−2) 
  14 (+2) 
  2 (−4) 
  6 (−2) 
  1 (−5) 
    
  Damage Resistances acid 
  Damage Immunities lightning, slashing 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 2 (450 XP) 
    
  Amorphous. The jelly can move through a space as narrow as 1 
  inch wide without squeezing. 
  Spider Climb. The jelly can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid 
  damage. 
  Reactions 
  Split. When a jelly that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new jellies if it has 
  at least 10 hit points. Each new jelly has hit points equal to half 
  the original jelly’s, rounded down. New jellies are one size 
  smaller than the original jelly. 
   
  Large aberration, neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  19 (+4) 
  6 (−2) 
  13 (+1) 
  6 (−2) 
    
  Saving Throws Con +7 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Otyugh 
  Challenge 5 (1,800 XP) 
    
  Limited Telepathy. The otyugh can magically transmit simple 
  messages and images to any creature within 120 feet of it that 
  can understand a language. This form of telepathy doesn’t allow 
  the receiving creature to telepathically respond. 
  Actions 
  Multiattack. The otyugh makes three attacks: one with its bite 
  and two with its tentacles. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 
  (2d8 + 3) piercing damage. If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw against disease or 
  become poisoned until the disease is cured. Every 24 hours that 
  elapse, the target must repeat the saving throw, reducing its hit 
  point maximum by 5 (1d10) on a failure. The disease is cured on a 
  success. The target dies if the disease reduces its hit point 
  maximum to 0. This reduction to the target’s hit point maximum 
  lasts until the disease is cured. 
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing 
  damage. If the target is Medium or smaller, it is grappled 
  (escape DC 13) and restrained until the grapple ends. The otyugh 
  has two tentacles, each of which can grapple one target. 
  Tentacle Slam. The otyugh slams creatures grappled by it into 
  each other or a solid surface. Each creature must succeed on a 
  DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning 
  damage and be stunned until the end of the otyugh’s next turn. 
  On a successful save, the target takes half the bludgeoning 
  damage and isn’t stunned. 
   
  Large aberration, lawful evil 
    
  Armor Class 18 (natural armor) 
  Hit Points 180 (19d10 + 76) 
  Speed 0 ft., fly 20 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  17 (+3) 
   
  Saving Throws Int +8, Wis +7, Cha +8 
  Skills Perception +12 
  Condition Immunities prone 
  Senses darkvision 120 ft., passive Perception 22 
  Languages Deep Speech, Undercommon 
  Challenge 13 (10,000 XP) 
   
  Antimagic Cone. The beholder’s central eye creates an area of 
  antimagic, as in the antimagic field spell, in a 150-foot cone. At 
  the start of each of its turns, the beholder decides which way the 
  cone faces and whether the cone is active. The area works 
  against the beholder’s own eye rays. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  14 (4d6) piercing damage. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  28 
  Eye Rays. The beholder shoots three of the following magical eye 
  rays at random (reroll duplicates), choosing one to three targets 
  it can see within 120 feet of it: 
   1. Charm Ray. The targeted creature must succeed on a DC 16 
  Wisdom saving throw or be charmed by the beholder for 1 hour, 
  or until the beholder harms the creature. 
   2. Paralyzing Ray. The targeted creature must succeed on a DC 
  16 Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
   3. Fear Ray. The targeted creature must succeed on a DC 16 
  Wisdom saving throw or be frightened for 1 minute. The target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
   4. Slowing Ray. The targeted creature must succeed on a DC 16 
  Dexterity saving throw. On a failed save, the target’s speed is 
  halved for 1 minute. In addition, the creature can’t take reactions, 
  and it can take either an action or a bonus action on its turn, not 
  both. The creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
   5. Enervation Ray. The targeted creature must make a DC 16 
  Constitution saving throw, taking 36 (8d8) necrotic damage on a 
  failed save, or half as much damage on a successful one. 
   6. Telekinetic Ray. If the target is a creature, it must succeed on 
  a DC 16 Strength saving throw or the beholder moves it up to 30 
  feet in any direction. It is restrained by the ray’s telekinetic grip 
  until the start of the beholder’s next turn or until the beholder is 
  incapacitated. 
   If the target is an object weighing 300 pounds or less that isn’t 
  being worn or carried, it is moved up to 30 feet in any direction. 
  The beholder can also exert fine control on objects with this ray, 
  such as manipulating a simple tool or opening a door or a 
  container. 
   7. Sleep Ray. The targeted creature must succeed on a DC 16 
  Wisdom saving throw or fall asleep and remain unconscious for 
  1 minute. The target awakens if it takes damage or another 
  creature takes an action to wake it. This ray has no effect on 
  constructs and undead. 
   8. Petrification Ray. The targeted creature must make a DC 16 
  Dexterity saving throw. On a failed save, the creature begins to 
  turn to stone and is restrained. It must repeat the saving throw at 
  the end of its next turn. On a success, the effect ends. On a 
  failure, the creature is petrified until freed by the greater restoration 
  spell or other magic. 
   9. Disintegration Ray. If the target is a creature, it must succeed 
  on a DC 16 Dexterity saving throw or take 45 (10d8) force 
  damage. If this damage reduces the creature to 0 hit points, its 
  body becomes a pile of fine gray dust. 
   If the target is a Large or smaller nonmagical object or creation 
  of magical force, it is disintegrated without a saving throw. If the 
  target is a Huge or larger object or creation of magical force, this 
  ray disintegrates a 10-foot cube of it. 
   10. Death Ray. The targeted creature must succeed on a DC 16 
  Dexterity saving throw or take 55 (10d10) necrotic damage. The 
  target dies if the ray reduces it to 0 hit points. 
  Legendary Actions 
  The beholder can take 3 legendary actions, using the Eye Ray 
  option below. It can take only one legendary action at a time and 
  only at the end of another creature’s turn. The beholder regains 
  spent legendary actions at the start of its turn. 
  Eye Ray. The beholder uses one random eye ray. 
   
  Medium aberration, lawful neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 39 (6d8 + 12) 
  Speed 0 ft., fly 30 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  14 (+2) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Perception +6 
  Condition Immunities prone 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Deep Speech, Undercommon, telepathy 120 ft. 
  Challenge 3 (700 XP) 
    
  Actions 
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 
  (1d6 − 1) piercing damage. 
  Eye Rays. The spectator shoots up to two of the following 
  magical eye rays at one or two creatures it can see within 90 feet 
  of it. It can use each ray only once on a turn. 
   1. Confusion Ray. The target must succeed on a DC 13 Wisdom 
  saving throw, or it can’t take reactions until the end of its next 
  turn. On its turn, the target can’t move, and it uses its action to 
  make a melee or ranged attack against a randomly determined 
  creature within range. If the target can’t attack, it does nothing 
  on its turn. 
   2. Paralyzing Ray. The target must succeed on a DC 13 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
   3. Fear Ray. The target must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, with 
  disadvantage if the spectator is visible to the target, ending the 
  effect on itself on a success. 
   4. Wounding Ray. The target must make a DC 13 Constitution 
  saving throw, taking 16 (3d10) necrotic damage on a failed save, 
  or half as much damage on a successful one. 
  Create Food and Water. The spectator magically creates enough 
  food and water to sustain itself for 24 hours. 
  Reactions 
  Spell Reflection. If the spectator makes a successful saving throw 
  against a spell, or a spell attack misses it, the spectator can 
  choose another creature (including the spellcaster) it can see 
  within 30 feet of it. The spell targets the chosen creature instead 
  of the spectator. If the spell forced a saving throw, the chosen 
  creature makes its own save. If the spell was an attack, the attack 
  roll is rerolled against the chosen creature. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  29 
  Medium humanoid (human), neutral evil 
    
  Armor Class 16 (studded leather) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Saving Throws Dex +8, Int +5 
  Skills Deception +6, Insight +5, Investigation +4, Perception +8, 
  Persuasion +6, Sleight of Hand +7, Stealth +10 
  Senses passive Perception 18 
  Languages Common, Elvish 
  Challenge 7 (2,900 XP) 
    
  Assassinate. During her first turn, Jaseen has advantage on attack 
  rolls against any creature that hasn’t taken a turn. Any hit Jaseen 
  scores against a surprised creature is a critical hit. 
  Sneak Attack (1/Turn). Jaseen Drakehorn deals an extra 10 (3d6) 
  damage when she hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally that isn’t incapacitated and Jaseen does not have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. Jaseen makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage, plus 7 (2d6) poison 
  damage. 
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 7 (2d6) 
  poison damage. 
   
  Medium humanoid (human), lawful evil 
    
  Armor Class 16 (scale armor and shield) 
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +3 
  Senses passive Perception 13 
  Languages Common, Infernal 
  Challenge 2 (450 XP) 
    
  Divine Eminence. As a bonus action, the priest can expend a spell 
  slot to cause its melee weapon attacks to magically deal an extra 
  10 (3d6) necrotic damage to a target on a hit. This benefit lasts 
  until the end of the turn. If the priest expends a spell slot of 2nd 
  level or higher, the extra damage increases by 1d6 for each level 
  above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  The priest has the following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): bane, bless, sanctuary 
  2nd level (3 slots): blindness/deafness, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage. 
   
  Medium fiend (devil), lawful evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 110 (13d8 + 52) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  17 (+3) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  14 (+2) 
   
  Saving Throws Str +6, Con +7, Wis +5, Cha +5 
  Skills Deception +5, Insight +5, Perception +8 
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 18 
  Languages Infernal, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
    
  Barbed Hide. At the start of each of its turns, the barbed devil 
  deals 5 (1d10) piercing damage to any creature grappling it. 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision. 
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes three melee attacks: one with its 
  tail and two with its claws. Alternatively, it can use Hurl Flame 
  twice. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage. 
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage. 
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one 
  target. Hit: 10 (3d6) fire damage. If the target is a flammable 
  object that isn’t being worn or carried, it also catches fire. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  30 
  Medium fiend (devil), lawful evil 
    
  Armor Class 13 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (−1) 
  11 (+0) 
  11 (+0) 
  Saving Throws Str +5, Con +4, Wis +2 
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Infernal, telepathy 120 ft. 
  Challenge 3 (700 XP) 
    
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision. 
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects. 
  Steadfast. The devil can’t be frightened while it can see an allied 
  creature within 30 feet of it. 
  Actions 
  Multiattack. The devil makes two attacks: one with its beard and 
  one with its glaive. 
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d8 + 2) piercing damage, and the target must succeed 
  on a DC 12 Constitution saving throw or be poisoned for 1 
  minute. While poisoned in this way, the target can’t regain hit 
  points. The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage. If the target is a creature 
  other than an undead or a construct, it must succeed on a DC 12 
  Constitution saving throw or lose 5 (1d10) hit points at the start 
  of each of its turns due to an infernal wound. Each time the devil 
  hits the wounded target with this attack, the damage dealt by the 
  wound increases by 5 (1d10). Any creature can take an action to 
  stanch the wound with a successful DC 12 Wisdom (Medicine) 
  check. The wound also closes if the target receives magical 
  healing. 
   
   
   
   
   
   
   
   
   
  
   
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  31 
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  32 
   
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Senior Cloak Rastol Shan (RASS-stole SHANN). Male 
  human lich. The senior Cloak in Mulmaster. Formerly 
  Thurand Tallwand, the senior Cloak during the reign of 
  Selfaril (and later, Rassendyll) Uoumdolphin. 
  Participated in the imprisonment of Selfaril. Uses magic 
  and a mask to conceal his true identity. 
   
  Selfaril Uoumdolphin (SELL-fuh-rill EWE-ohm-dole-
  fin). Male human. Deposed High Blade of Mulmaster. 
  His twin brother Rassendyll and Fzoul Chembryl 
  conspired to imprison Selfaril in a soulgem. Freed from 
  his imprisonment during the course of this adventure. 
   
  Wylan Burral (WHY-lann BURR-uhl). Male human. 
  Low-ranking member of the Church of Tymora in 
  Mulmaster. Secretly, a high-ranking member of the Cult 
  of the Black Earth. Jovial and friendly in his guise as a 
  cleric of Tymora, he is determined and ferocious when 
  acting in his capacity as a member of the Elemental 
  Cult. 
   
  Sark Toliver (TOLL-ih-ver). Male human. Member of 
  the Hawks, but secretly forced to work for the Cult of the 
  Black Earth. His shaved head and gaunt, bare face make 
  determining his age difficult, but his eyes are hard. His 
  soft-voiced commands usually get instant compliance 
  without resorting to threats. 
   
  The Mulmaster Beholder Corps: Xorack, Xamott, and 
  Xanshin (ZORE-ak, ZAMM-ott, ZANN-shinn). The sole 
  remaining beholder members of the Corps. 
   
  High Blade Jaseen Drakehorn (juh-SEEN). Female 
  human. Current High Blade of Mulmaster and devout 
  worshipper of Bane. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  33 
   
  If you are DMing this adventure during the months of July or August 2015, please show your players this page. The QR 
  code below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in 
  the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/DDEX2-14 - The Sword of Selfaril.pdf