TEXT: CASKS and CASKETS
  Part One of the Daggers of Lathander Series
  The refugees of the Zhentarim Ghetto of Mulmaster have been abandoned by the 
  city and its Thayan supporters. Work is hard to find, and even harder to accomplish 
  as the everburning fires in the Ghetto continue unabated. It was inevitable that 
  unrest in the Ghetto would grow, finally drawing the attention of the powers that be.
  A Two-Hour Adventure for 1st–4th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  MATTHEW LEE MYERS
  Adventure Designer
  Adventure Code: CCC-TRI-32 DAGGR1-1
  Optimized For: APL 3
  Version: 1.2
  Editor: Denise Wozniak
  Formatting and Layout: Travis Legge
  Senior Editor: David Jedlinsky
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Lysa Chen
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast.
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  CCC-TRI-32 Casks and Caskets
  2
  Introduction
  Welcome to Casks and Caskets, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and 
  The Role Initiative’s Daggers of Lathander series.
  This is the first adventure in a storyline involving 
  the ongoing plight of refugees in Mulmaster’s 
  Zhentarim Ghetto.
  This adventure is designed for three to seven 
  1st–4th level characters and is optimized for five 
  characters with an average party level (APL) 
  of 3. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust-
  ments; they’re here for your convenience.
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength 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
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Party Strength: Deadly. Many Adventurers 
  League groups turn out to be stronger than the 
  Party Strength listed above would suggest. In such a 
  case, the DM and players should feel empowered to 
  raise the difficulty. To that end, a new party strength 
  of “Deadly” has been added to the “Hall of Daggers” 
  encounter for Very Strong parties whose players 
  would like an additional challenge.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure—such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  level, passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.)
  Playing the Dungeon Master
  You have the most important role: facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience.
  
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  3
  Adventure Primer
  A truth that’s told with bad intent beats all the lies 
  you can invent.
  —William Blake, Auguries of Innocence
  Adventure Background
  When the elemental cults were forced from 
  Mulmaster, no part of the city was wracked with 
  more devastation than the Zhentarim Ghetto. Fire 
  consumed the ramshackle wooden buildings, and 
  roiling portals to the elemental plane of fire meant 
  that even the few remaining portions of town were 
  under threat. Many of the refugees who had settled 
  there found themselves once more packing up their 
  belongings and moving on. Some, however, were 
  desperate or brave enough to try to stay and rebuild.
  Those who remained found that they were on 
  their own. The Cloaks and the Thayans focused 
  on rebuilding the city within the walls, leaving the 
  refugees on their own. Worse yet, many of the tasks 
  that would have been performed by the skilled 
  laborers from the ghetto were now being performed 
  by undead controlled by Thayan taskmasters, 
  depriving the citizens of their livelihoods.
  What began as unrest among fire crews and 
  laborers in the ghetto has slowly built to something 
  more.
  Note: This adventure takes place before the 
  events of the DDEP00-01 The Red War.
  Location and NPC Summary
  The following NPCs and locations feature prominently in this 
  adventure.
  Ariast (ar-ee-EST). Ariast is a middle-aged priest of 
  Lathander. After years of trying, unsuccessfully, to cultivate 
  the worship of Lathander in Mulmaster, Ariast realized that 
  the people’s feelings of resentment towards the undead work 
  crews of the Thayans presented an opportunity that could be 
  exploited.
  Jantir Far (jan-TEER far). A burly barrel-chested young man 
  with black hair and beard. Jantir has a friendly disposition and 
  is dedicated to aiding his community of fellow refugees. He 
  joined the Daggers only recently, but has taken to his role as a 
  recruiter wholeheartedly.
  Keptra (KEP-tra). Keptra is a seasoned warrior from 
  Damara who has lived in Mulmaster for the past several 
  years. She oversees recruitment for the Daggers.
  Teland (tel-AND). Teland is an elderly priest of Lathander 
  who has served in the local shrine for several decades. He 
  is a peaceful individual, and is attempting to exert influence 
  within the Daggers to keep them true to . . .
  Adventure Overview
  This adventure is broken down into three parts. 
  For the sake of time and excitement, this adventure 
  begins en media res, with the party already thrust 
  into their first encounter at the behest of the Cloaks. 
  If you are playing without time constraints, you may 
  include an introduction and negotiation with Jantir 
  Far.
  Introduction. The Recruiter (optional). After 
  being hired by the Cloaks, the party locates the 
  recruiter for the Daggers in a bar in the city’s 
  refugee district.
  Part 1. Initiation. The party must con, sneak, 
  or fight their way past the Daggers’ recruitment 
  exercises.
  Part 2 The Gauntlet. Having located the entrance 
  to the Daggers’ hideout, the party must navigate the 
  trap-filled passages that serve as a proving ground 
  for new recruits.
  Part 3. Daggerhome. The party must confront 
  the gang’s leaders and put a stop to their plans.
  Adventure Hooks
  Before the adventure, each party member is con-
  tacted in some form, requesting that they gather at 
  Imix Hearth. They are to investigate a gang that has 
  been using the tavern as a recruiting place and find 
  a way to put a stop to them.
  Story Hook. A member of the Cloaks has con-
  tacted you about a recent attack on a Thayan work 
  crew, which claimed the life of one of their taskmas-
  ters. As a token of mutual trust, the Cloaks have 
  agreed to look into the attack and have discovered 
  the involvement of a gang known as the Daggers. 
  They are rumored to operate out of a tavern known 
  as Imix Hearth in the Zhentarim Ghettos.
  
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  Introduction. Recruiter
  Estimated Duration: 20 minutes
  Timing Note
  If this adventure is being run in a two-hour time slot, such as 
  at a convention, this section will cause the adventure to run 
  long. Feel free to skip directly to part 1.
  The characters have been sent to the tavern 
  following leads picked up about the gang known 
  as the Daggers. This gang has grown to be quite 
  influential in the Zhentarim Ghetto, and recent acts 
  of violence have spilled into the streets of other 
  parts of Mulmaster. The Cloaks and Swords, as well 
  as the various factions, have become concerned 
  about their goals and motives.
  As the party investigates the tavern they will learn 
  that the Daggers follow a priest of Lathander. The 
  gang is quite popular in the ghetto for the aid they 
  have rendered in rebuilding this part of the city and 
  for fighting the frequent fires caused by the remains 
  of old portals to the Elemental Plane of Fire.
  General Features
  Imix Hearth has the following general features.
  Terrain. The tavern is constructed of wood and tightly 
  packed with tables and bar stools.
  Light. Afternoon sunlight streams through ash covered 
  windows, brightly illuminating the tables near the front of the 
  room, but leaving the booths in the back of the room bathed 
  in deep shadow.
   Smells and Sounds. The party arrives shortly before 
  the dinner rush, and the sounds of cooking and entering 
  customers fill the room with a constant din of noise. The 
  tavern smells of cooking meat and stale beer, as well as the 
  fainter odor of sweaty workers coming in at the end of long 
  shifts. There is also the ever-present scent of burnt wood.
  Located a short walk from a still smoldering portal to 
  the Elemental Plane of Fire, Imix Hearth is a popular 
  tavern for the working poor of the Zhentarim Ghettos 
  and a recruiting center for the gang known as the 
  Daggers. This gang is responsible for the recent 
  murders of several Thayan citizens near the harbor. 
   The patrons of the Hearth are a rough lot, their 
  faces covered in ash and their hands calloused from 
  hard labor. A fire brigade bucket beside the door bears 
  a painted sign reading, “Help Us Fight Fire” and 
  contains what appears to be sweat, saliva, dishwater, 
  and a bit of ale. As you enter, all eyes in the tavern turn 
  to watch, many with clearly unfriendly glares.
  The characters should be made to feel quite 
  uncomfortable and unwelcome. The people of the 
  Zhentarim Ghettos know that adventurers from 
  Mulmaster proper rarely come to their part of 
  town, except to collect taxes, punish criminals, or 
  otherwise make their lives more difficult.
  At this point, there are several ways in which the 
  party can begin to gather clues about the Daggers. 
  The DM should allow them to interact freely within 
  the tavern, encouraging them to have a look around 
  and converse with the patrons and staff.
  Any character who had spit in the bucket when 
  they entered the tavern gains advantage on the 
  following checks:
  Wisdom (Perception) DC 10. Above the bucket is a bit of 
  graffiti depicting a twelve-pointed sun crossed by a pair 
  of daggers: a symbol known to be associated with the 
  Daggers.
  Charisma (Persuasion) DC 12. If approached in a friendly 
  manner, patrons can be convinced to talk about the 
  Daggers. From their perspective, the Daggers are heroes: 
  they fight fires and help rebuild homes in the Ghettos, 
  while the rest of the city has all but forgotten them. They 
  also stand up to the Thayans who have taken many of their 
  jobs with their zombie work crews.
  Charisma (Deception) DC 12. If the characters attempt to 
  pose as potential recruits or come up with another suitable 
  ruse, the bartender or other patrons will inform them that 
  Jantir Far is a recruiter for the Daggers and is expected to 
  come to the Hearth later this afternoon.
  Intelligence (Religion) DC 10. The bar top is carved with 
  dozens of twelve pointed suns, the symbol of Lathander, 
  god of the dawn and new beginnings. Though there is 
  a small shrine to Lathander in the city, his worship is 
  somewhat uncommon in Mulmaster.
  Once the characters have learned some or all the 
  above information, the recruiter for the Daggers 
  enters the tavern.
  A large, barrel-chested young man wearing an ash-cov-
  ered leather longcoat enters the tavern and spits in the 
  bucket by the door. The assembled crowd turns to face 
  him, and many begin whispering to one another. An 
  older man at the bar raises his glass in the newcomer’s 
  direction, and many of those assembled quickly do the 
  same. The man in the long leather coat simply smiles 
  and raises his hand to calm the crowd, revealing a 
  tattoo of a twelve-pointed star crossed by daggers on 
  the back of his hand, before walking across to the bar. 
  He places a handful of silver pieces on the bar and says 
  quietly, “Drinks on me tonight.”
  The man is Jantir Far, a blacksmith and lieutenant 
  within the Daggers. The party may choose to 
  approach him, and if they do so, he provides the 
  following information:
  • Jantir Far was born in Phlan and came to 
  Mulmaster with his family when he was a 
  teenager.
  • His parents and sister were killed when one of the 
  Elemental Cultists detonated a devastation orb 
  during the battle to claim the city.
  
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  • He, and many others in the city, was taken in by 
  Ariast, a priest of Lathander, in the aftermath of 
  the battle.
  • The priest organized the youth into fire brigades 
  and construction crews and turned them towards 
  the task of rebuilding the Ghettos.
  • Jantir is openly hostile toward the Thayans. If 
  pushed, he will say that many of the laborers from 
  the Ghetto can no longer find work on the recon-
  struction crews in the city, because reconstruction 
  is being run by the Thayans and their undead 
  work crews.
  • If asked about the Daggers, Jantir shrugs and says 
  it’s a name that some of the fire brigade chose 
  for themselves and it spread. The actual name is 
  Daggers of Lathander, but most people around 
  the Ghetto just call them Daggers.
  Jantir genuinely believes that the Daggers are just 
  there to help the town, and presents himself and 
  his organization as simply fighting for the common 
  man.
  If pressed about the murders at the harbor, a 
  successful DC 12 Charisma (Persuasion) or DC 15 
  Charisma (Intimidation) check is enough for him 
  to admit that he was there, but he maintains that 
  the whole incident was a misunderstanding. Their 
  original goal was simply to disrupt the zombie work 
  crews so that the city would start hiring work crews 
  from the Ghettos again. They didn’t expect any of 
  the Thayans to be there in person.
  A successful DC 12 Wisdom (Insight) check 
  reveals that he seems unsure of this, and if 
  convinced with a subsequent DC 15 Charisma 
  (Persuasion, Intimidation, or Deception) check, he 
  will admit that he suspects that Ariast may have 
  known there would be a confrontation.
  If the characters fail either of these Charisma 
  checks, Jantir grows suspicious of their intentions. 
  He steps firmly off his barstool and menacingly 
  tells the party that they should leave. This may also 
  occur if the players are openly hostile or overly 
  aggressive. Jantir is a bandit captain armed with a 
  dagger, and he is joined by two bandits.
  Tricks of the Trade
  The tavern is full of patrons, all of whom are 
  friendly towards Jantir and distrustful, if not 
  outright hostile, towards the characters. If needed, 
  use the statistics for commoners for any of the 
  assembled crowd.
  Combat Goal. Jantir is not a killer, and his goal is simply to 
  remove the characters from the tavern and send a message 
  that they should not be snooping in matters that don’t 
  concern them. He will give the characters a chance to give 
  up if he manages to gain the upper hand. If he is brought 
  below 10 hit points, he will submit and ask for mercy.
  Crowd. While they clear out space around the bar for the 
  encounter, the assembled crowd are anything but passive 
  observers. At Initiative count 0, any character who is 
  next to a bar patron must succeed on a DC 10 Strength 
  (Athletics) or Dexterity (Acrobatics) check. On a failed 
  check, the DM may choose to either knock the character 
  prone, push the character 10 feet towards Jantir, or grapple 
  the character.
  It is entirely possible for groups to convince Jantir 
  that they simply want to learn more about their 
  organization without resorting to violence.
  Setting Up the Encounter
  Very Weak
  • Bandit Captain: AC 14, 45 hp, Init +3 
  The bandit leader is unarmed, dealing 4 bludgeoning 
  damage with his melee attacks. He may use his Multiattack 
  to make two attacks but may not use his Parry reaction.
  Weak
  • Bandit Captain: AC 14, 45 hp, Init +3 
  The bandit leader is unarmed, dealing 4 bludgeoning 
  damage with his melee attacks. He may use his Multiattack 
  to make two attacks but may not use his Parry reaction.
  • Bandit (4): AC 12, 11 hp, Init +1
  Average
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Bandit (2): AC 12, 11 hp, Init +1
  Strong
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Bandit (4): AC 12, 11 hp, Init +1
  Very Strong
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Thug (2): AC 11, 32 hp, Init +0
  Development
  If the characters defeat Jantir in combat or convince 
  him that they mean no harm to the Daggers, he will 
  reveal the time and location of the next phase of 
  recruitment: the following morning at sunrise at the 
  shrine to Lathander.
  If they defeated him in combat, a successful DC 
  12 Charisma (Intimidation) check will convince 
  him to reveal the entrance to the Daggers’ base. 
  It is located behind a rocky outcropping near the 
  shrine to Lathander and is protected by an intricate 
  network of traps and puzzles. He will also mention 
  that it is impossible to enter the complex by that 
  door at night (which is not strictly true, but he does 
  not know that).
  
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  Part 1. The Initiation
  Estimated Duration: 15 minutes
  The Daggers’ recruiters send new recruits to the 
  shrine of Lathander, where they meet one of the 
  Dagger’s lieutenants before proceeding with the 
  trials.
  This section will play out differently depending 
  on whether the characters are infiltrating the 
  organization as recruits or simply fighting their 
  way in. Separate descriptions will accompany the 
  encounters, which can be overcome using either 
  social interaction or combat.
  General Features
  The shrine of Lathander sits upon a sunny hillside outside of 
  the city proper:
  Terrain. The area immediately around the shrine and the 
  trail down the hill are clear, but further away, tall grasses 
  hamper movement, counting as difficult terrain.
  Light. The morning light is clear and bright on this hilltop, 
  and though a thin fog blankets the ground, it does little to 
  obscure vision.
   Smells and Sounds. The hilltop smells of fragrant flowers 
  and wet earth from the previous night’s rain.
  If the characters have not played through the intro-
  duction, read or summarize the following:
  At the behest of the Cloaks, you spent the previous 
  night tracking down leads to a gang of criminals known 
  as the Daggers. You eventually found a recruiter who 
  was “willing” to divulge the location where new recruits 
  were sent each morning.
  The Shrine of Lathander
  Once they have been approved by a recruiter, new 
  Daggers gather at the Shrine of Lathander on a hill 
  near the Southroad Keep. If the characters arrive at 
  night, skip this section and proceed directly to the 
  Developments. Otherwise, read or summarize the 
  following:
  The sun is just rising over a low hill as you pass 
  the Southroad Keep heading towards the shrine 
  of Lathander. The shrine is a tumbledown wooden 
  structure, though the bronze symbol hanging from a 
  wooden post is meticulously polished and glints in the 
  early morning sunlight. 
   You can see a small group of young men and women 
  mulling about as an older woman in leather armor and 
  a long yellow cloak approaches from the other side of 
  the hill.
  The woman is Keptra, a paladin of Lathander who 
  trains new recruits for the Daggers. She has known 
  Ariast for many years and trusts him completely.
  She sees the Daggers as a way to marshal forces 
  against the threat of the Thayan undead, whom 
  the people of Mulmaster have welcomed with open 
  arms. Those gathered this morning have been 
  recruited over the past tenday and hope to prove 
  themselves.
  Tricks of the Trade—Social
  Keptra begins by having each recruit share a story 
  about their hatred for undead and for Thay. The 
  characters must come up with a good cover story 
  and succeed on a DC 11 Charisma (Deception) 
  check. If the story is based on truth, they may 
  instead make a Charisma (Persuasion) check, with 
  advantage, against the same DC.
  Each of the other recruits must pass the test as 
  well, so if you have time, you may want to share 
  their answers. Below are some suggestions, but feel 
  free to create your own:
  Rosalyn. When the elemental cultists came . . . I didn’t do 
  anything to stop them. My husband joined them, like a 
  fool, and got killed for his trouble. Almost got me and his 
  children killed to. These Thayans, they’re just another cult. 
  I won’t stand by and wait for heroes to show up this time.
  Dorin. My son was killed a few weeks ago. He was a good kid, 
  but he owed some money to the wrong people. Now, he’s 
  out every night rebuilding houses. Just a husk of himself. 
  They didn’t even ask. They thought he was just some 
  criminal, so they turned him into a . . . thing. It’s sick.
  Entir. I used to work down at the harbor. Dock repair. It’s 
  hard, backbreaking work, but at least it’s work. Y’know? 
  And now . . . they just send them ghouls and creepies down 
  there to do the job. How am I supposed to keep a roof over 
  my head if I can’t work?
  Tricks of the Trade—Combat
  If the adventurers simply attack, Keptra (use 
  feathergale knight statistics) sees the arrival of 
  the party as a chance to field test her recruits. She 
  allows the six cultists (use bandit statistics) to 
  attack the characters, using only the Help action to 
  grant them advantage until one of them is defeated 
  or she is attacked. After that she attacks with her 
  longsword.
  If reduced to less than 10 hit points, she will flee 
  to the large rock that obstructs the entrance to the 
  Gauntlet and quickly make her way through.
  
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  Setting Up the Encounter
  Very Weak
  • Keptra (Feathergale Knight): AC 16, 27 hp, Init +2
  • Bandit (2): AC 12, 11 hp, Init +1
  Weak
  • Keptra (Feathergale Knight): AC 16, 27 hp, Init +2
  • Bandit (4): AC 12, 11 hp, Init +1
  Average
  • Keptra (Feathergale Knight): AC 16, 33 hp, Init +2
  • Bandit (6): AC 12, 11 hp, Init +1
  Strong
  • Keptra (Feathergale Knight): AC 16, 33 hp, Init +2
  • Thug (2): AC 11, 32 hp, Init +0
  Very Strong
  • Keptra (Feathergale Knight): AC 16, 33 hp, Init +2
  • Thug (4): AC 11, 32 hp, Init +0
  Keptra (Feathergale Knight)
  • Change alignment from lawful evil to neutral.
  • Replace the following cantrips: 
  sacred flame for ray of frost 
  thaumaturgy for gust
  • Replace the 1st level spells with the following: 
  cure wounds, guiding bolt
  • Replace the Spear action with the following: 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Developments
  If they pass Keptra’s test, she reveals the entrance 
  to the Gauntlet. Otherwise, it can be found with a 
  successful DC 10 Investigation check.
  Treasure. If the party passes the test, they are 
  each given a polished bronze coin stamped with the 
  holy symbol of Lathander on one side and polished 
  to a smooth sheen on the other. Keptra also has 
  a pouch containing a potion of healing and 20 sp, 
  though these are only found if the party defeats her 
  in combat.
  
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  Part 2. The Gauntlet
  Estimated Duration: 60 minutes
  Once they have been approved by the Daggers’ 
  lieutenant, recruits are sent into the Gauntlet—a 
  complex series of traps and tests that ensures that 
  only capable recruits can join. These trials are typ-
  ically non-lethal, and those who fail are eventually 
  released by Keptra and given the opportunity to 
  support the cause in a non-combat capacity.
  General Features
  The Gauntlet has the following general features. The entirety 
  of the Gauntlet is located underground in a series of old 
  sewer passages:
  Terrain. The Gauntlet is comprised of a series of twisting 
  passageways beneath the city streets and is lined with ancient 
  stone blocks. Shallow, muddy canals run through the center 
  of the passages. The water is rarely more than ankle deep. 
  The side passages and chambers are elevated and dry.
  Light. Torches have been placed along the walls, dimly 
  illuminating the entire length of the corridors, and there are 
  areas of bright light around the torches themselves.
  Smells and Sounds. The passageways smell putrid and 
  moldering, and small vermin can be heard skittering along 
  the canals.
  A. The Dawn Chamber
  A set of narrow stone steps leads down into a 
  cavern. If the characters arrive at night, the follow-
  ing description will have to be adjusted to account 
  for the lighting conditions. Otherwise, when the 
  characters enter, read or summarize the following:
  Sunlight streams down the stairway, flooding the 
  mouth of the small natural cavern with light. The rest 
  of the chamber is dark, and at the far end is a large 
  bronze door bearing a relief featuring numerous robed 
  figures bowing before a twelve-pointed sun.
  To open the door, the characters must redirect one 
  of the sun’s rays to the door by using the bronze 
  disks. Only sunlight will open the door, so torchlight 
  or a light spell will not work. However, a spell 
  that deals radiant damage, such as sacred flame, 
  is enough to trigger the door opening. A DC 12 
  Intelligence (Investigation) check reveals a carving 
  in one of the walls near the door that reads, “By the 
  Dawnlight I Am Reborn”, giving a hint at the key to 
  opening the door.
  The door can be forced open with a DC 18 
  Strength check but attempting to do so will trigger 
  a trap: the sun symbol on the door will flare with 
  brilliant light and anyone in the area must succeed 
  on a DC 14 Dexterity save or take 4 (1d8) radiant 
  damage. This trap is magical and cannot be 
  deactivated.
  B. The Shifting Hallway
  After passing through the doorway, a long hallway 
  of worked stone block extends for 80 feet on the 
  other side before ending at another door. Once all 
  the characters have entered the hallway, read or 
  summarize the following.
  The hallway ahead is ten feet wide and extends for 
  another eighty feet before coming to an end at a bronze 
  door. Forty feet ahead lies a key, tethered to a leather 
  strap, hanging from the ceiling. The door behind you 
  slams shut, and the floor behind you shifts downward.
  The floor of the room rests on a fulcrum at the 
  center point, and the weight of the characters forces 
  it downward. The walls and floor of the pit beneath 
  are lined with spikes, and anyone who comes into 
  contact with them takes 2 (1d4) piercing damage.
  Walking along the teetering floor requires a DC 
  12 Dexterity (Acrobatics) check. A character who 
  fails this check cannot make forward progress. A 
  character who fails by 5 or more falls prone and 
  slides into the spikes at the end of the corridor. Any 
  character between the falling character and the end 
  of the corridor may use their reaction to make a DC 
  15 Strength (Athletics) check. On a success, the 
  sliding character’s momentum is halted, and they 
  remain prone in the nearest available location. A 
  failure by 5 or more results in the assisting charac-
  ter also falling prone and sliding into the spikes.
  If an equal number of characters are located on 
  either end of the hallway, the platform levels off and 
  any character who fails their Dexterity check simply 
  falls prone in their spot. For the sake of this calcu-
  lation, a small character counts as half a character, 
  while a character wearing heavy armor counts as 
  double their size.
  Reaching the door at the other end of the hallway 
  requires either that the floor be level or that the 
  character at the end of the hallway succeed on a 
  DC 12 Strength (Athletics) check to climb up the 
  spiked wall. A character doing so will take 5 (2d4) 
  damage from the spikes, unless they take some sort 
  of special precaution.
  C. The Room of Skulls
  Optional
  DMs should be mindful of the time: if they have less than 80 
  minutes left at this point, they should skip this room entirely.
  Long, winding passageways eventually lead into a 
  large catacomb. Once the characters enter, read or 
  summarize the following:
  
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  The large hexagonal chamber’s walls are lined with 
  skulls, reaching from the floor to the vaulted ceiling. 
  Torches are set into each corner, and a large bronze 
  plaque featuring a twelve-pointed sun is set into the 
  ceiling. A human corpse is bound by a chain to a hook 
  in the center of the room’s ceiling. As you enter, it 
  writhes in its chains, jaws snapping in your direction.
  There are no doors immediately visible, though 
  there is a secret door hidden behind the skulls on 
  the wall to the left. The door opens automatically 
  once the zombie has been destroyed.
  Tricks of the Trade
  Once a character steps into the room, the door 
  begins slowly closing, and slams shut at the end 
  of the first round of combat. The chain binding the 
  zombie prevents him from leaving the room, but he 
  is otherwise able to move around freely.
  Characters may think to pull on the chain to 
  hinder the zombie’s movement. Any character 
  between the zombie and the center of the room 
  may grab the zombie’s chain by making a Strength 
  (Athletics) check opposed by the zombie’s Strength 
  (Athletics) check. On a success, the zombie cannot 
  move to any square further from the grappling char-
  acter than its current location. If the check succeeds 
  by 5 or more, the zombie is also knocked prone.
  DMs are encouraged to similarly reward any other 
  clever solutions.
  D. Hall of Courage
  At the end of this long corridor is an illusion, 
  intended to test the courage of new recruits.
  A long hallway stretches in front of you. Twenty feet 
  ahead, you see an injured recruit, who appears to have 
  a broken leg. Thirty feet beyond is a horde of eight 
  skeletons, scimitars drawn and ready, though they do 
  not appear to have noticed you. Yet. At the end of the 
  hall is another large sunburst motif carved into the 
  stone wall. A narrow passage leads to the left, away 
  from the skeletons.
  Have the characters roll for initiative, as though 
  this were combat. The trap triggers at an initiative 
  of 0. If characters enter the narrow passageway, it 
  appears to extend to the end of the hall, though this 
  is also part of the illusion. The passageway actually 
  continues for 30 feet before coming to a dead end.
  When the trap triggers, the illusion of the skele-
  tons disappears. Small darts fill the side corridor 
  and the hallway behind where the illusion of the 
  injured recruit once was. All characters in that area 
  must make a DC 14 Dexterity saving throw, taking 
  5 (2d4) damage on a failed save, or half as much 
  damage on a successful one. Anyone who advanced 
  to position themselves between the injured recruit 
  and the skeleton is safe from this attack.
  Treasure
  At the end of the hallway is an alcove containing 
  two potions of healing, allowing those who make 
  it through the Gauntlet to recover before entering 
  Daggerhome.
  
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  Part 3. Daggerhome
  Estimated Duration: 60 minutes
  After navigating through the Gauntlet, the 
  characters find themselves in the sewers beneath 
  Mulmaster. The passages were once all bricked off, 
  but a passage through has recently been excavated. 
  This passage leads directly into the heart of 
  Daggerhome, the base of operations for the Daggers 
  of Lathander.
  If they arrive in the morning, those laboring in the 
  complex are expecting new recruits, so anyone who 
  arrives is assumed to be welcome. Unless the party 
  does something overtly aggressive, the workers 
  simply nod in their direction and continue about 
  their business.
  If they somehow manage to arrive at night, the 
  rooms are largely the same, except that the com-
  moners throughout the complex will all immediately 
  flee, raise alarms, and hide.
  Once alarms have been raised, entering any 
  room is likely to trigger a combat encounter. The 
  exception is area D, which contains details for 
  how to adjust the encounter depending on the 
  circumstances.
  General Features
  Daggerhome has the following general features:
  Terrain. Daggerhome is a connected series of warehouse 
  cellars, located just inside the city’s walls.
  Light. Bronze holy symbols of Lathander have been 
  illuminated by the continual flame spell and line the walls of 
  the complex. As a result, the entire complex is brightly lit.
  Smells and Sounds. After the dank musty sewers, 
  Daggerhome is a welcome reprieve. It smells clean and fresh, 
  and the scent of wine lingers in the air. People can be heard 
  working in the various rooms and chambers.
  A. Entryway
  When the characters enter, read or summarize the 
  following:
  Men and women wearing brilliant yellow robes hustle 
  back and forth through the room, carrying crates and 
  supplies. As you enter, they pause for just a moment 
  before giving you a quick nod and continuing with their 
  labors.
  If stopped, the commoners in the room offer only 
  hurried pleasantries. They mention that they are 
  busy preparing for tonight’s feast.
  If the characters stop to inspect what they are 
  carrying, they see that the crates contain dried 
  meats, cheeses, and fruits. A character proficient in 
  cooking tools recognizes that some of the fruits are 
  quite rare for this region.
  B. Cathedral
  A small shrine to Lathander lies in this small room. 
  If no alarms have been raised, read or summarize 
  the following when the characters enter the room:
  An old man in white and yellow robes tends to an altar 
  in the small shrine. As you enter, he turns and smiles 
  broadly. “Welcome children. I see you have passed the 
  test and now count yourself among the Daggers. It is 
  good to have you.”
  This man may be mistaken for Ariast, a misconcep-
  tion that he will promptly correct if it is expressed. 
  He is simply Teland, an acolyte of Lathander, from 
  Mulmaster who has thrown in his lot with Ariast.
  He is pleased to see so many turning to Lathander 
  in this time of need, but he is secretly disquieted 
  by the violent path that the Daggers have chosen. 
  Instead of voicing his opposition, he has decided to 
  do his best to work from within and temper Ariast’s 
  disposition with his own beliefs of quiet and humble 
  service.
  Tricks of the Trade—Social
  Teland can provide basic information on the 
  Daggers and is somewhat loose-lipped. He is open 
  about his belief that the Daggers should be winning 
  over the people of Mulmaster by showing them the 
  value of dedicated service. He believes that in the 
  wake of tragedy, Mulmaster can be reborn, for good 
  or ill, and that it now stands on a precipice between 
  the two.
  He knows that there are, officially, twenty-three 
  Daggers, plus himself. The commoners walking 
  about are not technically Daggers, but are simple 
  folk dedicated to the cause.
  He can also reveal that he is in the dark about 
  their plans, but something big is happening tonight, 
  and the Daggers have even hired outside help for 
  whatever they are working on.
  Tricks of the Trade—Combat
  If threatened or the alarm has been raised, Teland 
  casts sanctuary and tries to talk the party into a 
  peaceful resolution. If noise is made, the Daggers 
  from the barracks arrive (at the beginning of the 
  second round). Teland will assist them with his 
  spells, avoiding attacking the party directly as much 
  as possible. At this point, he will attempt to get the 
  characters to surrender. If they do so, they are taken 
  to area D, to be questioned by Ariast.
  
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  C. Barracks
  Optional Encounter
  DMs should be mindful of the time, and if they have less than 
  45 minutes left at this point, this room should be empty.
  This room serves as bunks for those Daggers who 
  need to lay low for a while. If no alarms have been 
  raised, there are three people relaxing in the room.
  This long room features a dozen wood-framed bunk 
  beds, complete with straw beds and thick wool blan-
  kets. Two men and a woman, all in leather armor, sit on 
  their beds sharing stories.
  These three are Daggers who have just returned 
  from an attack on a Thayan work team the night 
  before. They are excited by the successful raid.
  Tricks of the Trade—Social
  The three Daggers are Korim, Eltan, and Shani. 
  They are all young and energetic, excited by their 
  success in laying a half-dozen zombies to rest. They 
  welcome what they believe to be new recruits to the 
  fold, offering them ale and a comfortable bed. They 
  remember the Gauntlet fondly and will ask how they 
  did with the various tests, mocking any who failed 
  the Hall of Courage.
  If asked about the plans, they tell them to “wait 
  and see” and that Ariast will be gathering them 
  shortly. After a short conversation, they tell the 
  party that they’re heading home, but will return for 
  tonight.
  Tricks of the Trade—Combat
  If alarms have been raised, the bandit captain and 
  two bandits will attack. They are smart, coordi-
  nated, and have trained to fight mages. If they have 
  the opportunity, they will strike at lightly armored 
  sorcerers, warlocks, or wizards. Otherwise, they will 
  focus their attacks on one target at a time.
  Setting Up the Encounter
  Very Weak
  • Bandit (3): AC 12, 11 hp, Init +1
  Weak
  • Ruffian (3): AC 14, 16 hp, Init +2
  Average
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Bandit (2): AC 12, 11 hp, Init +1
  Strong
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Ruffian (2): AC 14, 16 hp, Init +2
  Very Strong
  • Bandit Captain (2): AC 15, 65 hp, Init +3
  • Ruffian: AC 14, 16 hp, Init +2
  D. Hall of Daggers
  This section of the adventure can play out in several 
  different ways, depending on if the alarms have 
  been raised or not. If the circumstances vary beyond 
  these two situations, you may need to adjust further.
  No Alarms
  If no alarms have been raised, Ariast assumes that 
  the party are new recruits and gladly welcomes 
  them.
  In the center of the large hall is a sturdy table lined 
  with a dozen chairs. At the end of the room is a young 
  man with a neatly trimmed blonde beard and long, 
  flowing hair. He wears a bronze chain shirt with a short 
  red cape. Several others, rugged individuals in leather 
  armor, mull about the hall, talking among themselves. 
   As you enter, the man smiles and slowly claps. 
  “Welcome, welcome! Everybody welcome our newest 
  recruits!” Everyone in the room turns, raising their 
  glasses.
  The Daggers warmly greet the party: allow the 
  characters to make introductions. The Daggers 
  should seem friendly, but rough around the edges 
  and rowdy.
  None of them will share any specifics of what is 
  happening, deferring instead to Ariast. If the party 
  approaches Ariast or seems ready to move forward, 
  continue with the following.
  Ariast smiles coldly and begins to speak. “Tonight, 
  we will finally strike a dagger into the heart of Thay. 
  Tonight, our war begins. Once we have killed a Thayan 
  ambassador within the city of Mulmaster, there is 
  nothing that can be done to prevent it. Thay will march 
  on the city, and the cowardly Swords and Cloaks will 
  be forced to rise up against them or lay down like the 
  sheep that they are. Either way, it is we who will take 
  the reigns of power.” He pauses, his voice rising to a 
  crescendo, “The city will be reborn!” 
   Whooping shouts erupt from all those gathered.
  This would seem like the perfect time to strike, 
  and if the characters choose this moment when 
  everyone is distracted to make their move, give 
  them advantage on their initiative roll.
  
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  If they still need further incentive that it’s now or 
  never, read or summarize the following.
  The laborers begin carrying crates and casks through 
  the room to the cargo platform at the far end. A hatch 
  in the ceiling opens and a rope attached to a pulley is 
  lowered into the room. 
   One of the Daggers leans in towards your party and 
  whispers, “Poisoned wine and food, laced with holy 
  water. It’ll kill the whole lot, or at least put them out of 
  commission while we clean up.” He sighs. “I feel bad 
  for any of the servants that sneak a sip, but we couldn’t 
  get any of our own men in. Hard enough just replacing 
  the wine.”
  If the characters still do not intervene, the supplies 
  are all loaded onto the cargo platform, and it is 
  hoisted up and out of the room. Ariast orders the 
  party to remain behind, as they already have the 
  crew necessary to make the delivery. This counts as 
  a failure of the mission; proceed to the wrap-up.
  Alarms
  If the alarms have been raised, Ariast waits at the 
  far end of the room, mace in hand. The Daggers 
  in the room form a defensive perimeter in front of 
  Ariast. When the characters enter the room, read or 
  summarize the following:
  In the center of the large stone-walled hall is a long, 
  sturdy table lined with two dozen chairs. At the end of 
  the room is a young man with a neatly trimmed blonde 
  beard and long, flowing hair. He wears a bronze chain 
  shirt with a short red cape. Several others, rugged 
  individuals in leather armor, stand at either side, 
  weapons drawn. 
   As you enter, he glowers menacingly, “You Thayan 
  lapdogs will not stop what we have planned. We will 
  bring war to Thay, and with the cleansing fires the city 
  will be reborn.”
  Tricks of the Trade
  Ariast, the priest leading the Daggers of Lathander, 
  is brash, cocky, and sure of his mission. He fights 
  carelessly, wading directly into battle and fighting 
  aggressively.
  The Daggers are recent recruits (use thug 
  statistics) and fight more cautiously. They dart in to 
  attack and retreat to safety when possible. They flee 
  if reduced to less than 6 hit points.
  Setting Up the Encounter
  Very Weak
  • Priest: AC 13, 27 hp, Init +0
  Weak
  • Priest: AC 13, 27 hp, Init +0
  • Bandit (3): AC 12, 11 hp, Init +1
  Average
  • Priest: AC 13, 27 hp, Init +0
  • Thug (3): AC 11, 32 hp, Init +0
  Strong
  • Priest: AC 13, 27 hp, Init +0
  • Thug (4): AC 11, 32 hp, Init +0
  Very Strong
  • Priest: AC 13, 27 hp, Init +0
  • Dagger Paladin (3): AC 16, 33 hp, Init +2
  Deadly
  Deadly is an optional choice for DMs and players who decide 
  to take on an additional challenge.
  • Priest: AC 13, 27 hp, Init +0
  • Dagger Paladin (3): AC 16, 33 hp, Init +2
  • Ruffian (3): AC 14, 16 hp, Init +2
  Dagger Paladin (Feathergale Knight)
  • Change alignment from lawful evil to neutral.
  • Replace the following cantrips: 
  sacred flame for ray of frost 
  thaumaturgy for gust
  • Replace the 1st level spells with the following: 
  cure wounds, guiding bolt
  • Replace the Spear action with the following: 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Development
  If the party kills Ariast, with his dying breath, he lets 
  out a wheezing laugh. “You think you’ve won. But 
  you can’t stop it. War is coming. Mulmaster will be 
  reborn in flames and blood one way or the other. I 
  have seen it. We must strike first.”
  If the party instead incapacitates and captures 
  him, he will reveal that there will still be an attack 
  on the ambassador, even without the wine. Fewer 
  people will die, perhaps, but the ambassador cannot 
  be saved. He will not reveal anything more, even 
  under the pain of torture.
  Treasure
  Ariast wears an amulet of proof against detection 
  and location. It is a small medallion depicting a 
  stylized eclipse: a smooth black onyx surrounded by 
  bronze sun rays.
  
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  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Bandit Captain 
   
   
  450
  Bandit  
   
   
  25
  Thug 
   
   
   
  100
  Feathergale Knight 
   
  200
  Zombie  
   
   
  50
  Acolyte  
   
   
  50
  Redbrand Ruffian 
   
  100
  Priest 
   
   
   
  450
  The minimum total award for each character 
  participating in this adventure is 900 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 1,200 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
  GP Value
  Bronze Holy Symbol 
   
  100
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter 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 detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Amulet of Proof Against Detection and Location
  Wondrous item, uncommon
  This small medallion depicts a stylized eclipse: a 
  smooth black onyx surrounded by bronze sun rays.
  This item can be found in Player Handout 2.
  Potion of Healing
  Potion, common
  This item can be found in the Player’s Handbook.
  Story Awards
  During the course of this adventure, the characters 
  may earn the following story award:
  Known to the Daggers. If any of the Daggers 
  escaped the final battle, all of the characters whose 
  faces were not wholly or partially covered gain this 
  story award, making it harder for them to disguise 
  themselves from the Daggers.
  More information can be found in Player 
  Handout 1.
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure if they succeed in stopping the 
  delivery of the poisoned wine and food.
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
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  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  Ariast (ar-ee-EST). Ariast is a middle aged priest 
  of Lathander. After years of trying, unsuccessfully, 
  to cultivate the worship of Lathander in Mulmaster, 
  Ariast realized that the people’s feelings of 
  resentment towards the undead work crews of the 
  Thayans presented an opportunity that could be 
  exploited.
  Jantir Far (jan-TEER far). A burly barrel chested 
  young man with black hair and beard. Jantir has 
  a friendly disposition and is dedicated to aiding 
  his community of fellow refugees. He joined the 
  Daggers only recently, but has taken to his role as a 
  recruiter wholeheartedly.
  Keptra (KEP-tra). Keptra is a seasoned warrior 
  from Damara who has lived in Mulmaster for the 
  past several years. She oversees recruitment for the 
  Daggers.
  Teland (tel-AND). Teland is an elderly priest of 
  Lathander who has served in the local shrine for 
  several decades. He is a peaceful individual and is 
  attempting to exert influence within the Daggers to 
  keep them true to
  
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  Appendix. Monster/NPC Statistics
  Acolyte
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0)
  Skills Medicine +4, Religion +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The acolyte has the following 
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.
  Bandit
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  
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  Bandit Captain
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 15 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any two languages
  Challenge 2 (450 XP)
  Actions
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage.
  Reactions
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon.
  Commoner
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
  STR  
  DEX 
  CON  
  INT  
  WIS 
  CHA 
   10 (+0)  
  10 (+0)  
  10 (+0)  
  10 (+0)  10 (+0)  
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 XP
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.
  
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  CCC-TRI-32 Casks and Caskets
  17
  Feathergale Knight
  Medium humanoid (human), lawful evil
  Armor Class 16 (scale)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  14 (+2)
  Skills Animal Handling +2, History +2
  Senses passive Perception 10
  Languages Auran, Common
  Challenge 1 (200 XP)
  Spellcasting. The knight is a 1st-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, 
  +4 to hit with spell attacks). It knows the following 
  sorcerer spells (an asterisked spell is from Princes of the 
  Apocalypse, appendix B):
  Cantrips (at will): gust,* light, message, ray of frost
  1st level (2 slots): expeditious retreat, feather fall
  Actions
  Multiattack. The knight makes two melee attacks.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 + 2) piercing damage if 
  used with two hands to make a melee attack.
  Source: Princes of the Apocalypse
  Priest
  Medium humanoid (any race), any alignment
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages any two languages
  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) radiant 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): cure wounds, guiding bolt, sanctuary
  2nd level (3 slots): lesser restoration, spiritual weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage.
  
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  CCC-TRI-32 Casks and Caskets
  18
  Redbrand Ruffian
  Medium Humanoid (human), neutral evil
  Armor Class 14 (studded leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  9 (−1) 
  9 (−1) 
  11 (+0)
  Skills Intimidation +2
  Senses passive Perception 9
  Languages Common
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The ruffian makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Source: Lost Mine of Phandelver
  Thug
  Medium humanoid (any race), any non-good alignment
  Armor Class 11 (leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Pack Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Actions
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  
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  CCC-TRI-32 Casks and Caskets
  19
  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life 
  but can’t speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  
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  CCC-TRI-32 Casks and Caskets
  20
  Appendix. Encounter Setup
  Imix Hearth
  Very Weak Party Strength (200 XP)
  • Bandit Captain: AC 14, 45 hp, Init +3 
  The bandit leader is unarmed, dealing 4 blud-
  geoning damage with his melee attacks. He may 
  use his Multiattack to make two attacks but may 
  not use his Parry reaction.
  Weak Party Strength (350 XP)
  • Bandit Captain: AC 14, 45 hp, Init +3 
  The bandit leader is unarmed, dealing 4 blud-
  geoning damage with his melee attacks. He may 
  use his Multiattack to make two attacks but may 
  not use his Parry reaction.
  • Bandit (4): AC 12, 11 hp, Init +1
  Average Party Strength (500 XP)
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Bandit (2): AC 12, 11 hp, Init +1
  Strong Party Strength (550 XP)
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Bandit (4): AC 12, 11 hp, Init +1
  Very Strong Party Strength (650 XP)
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Thug (2): AC 11, 32 hp, Init +0
  Shrine of Lathander
  Keptra uses the opportunity as a training exercise 
  for the new recruits, only using the Help action until 
  one of the recruits falls. If the recruits fall, or she 
  is attacked, she flees into the Gauntlet to warn the 
  others.
  Very Weak Party Strength (250 XP)
  • Keptra (Feathergale Knight): AC 16, 27 hp, 
  Init +2
  • Bandit (2): AC 12, 11 hp, Init +1
  Weak Party Strength (300 XP)
  • Keptra (Feathergale Knight): AC 16, 27 hp, 
  Init +2
  • Bandit (4): AC 12, 11 hp, Init +1
  Average Party Strength (350 XP)
  • Keptra (Feathergale Knight): AC 16, 33 hp, 
  Init +2
  • Bandit (6): AC 12, 11 hp, Init +1
  Strong Party Strength (400 XP)
  • Keptra (Feathergale Knight): AC 16, 33 hp, 
  Init +2
  • Thug (2): AC 11, 32 hp, Init +0
  Very Strong Party Strength (600 XP)
  • Keptra (Feathergale Knight): AC 16, 33 hp, 
  Init +2
  • Thug (4): AC 11, 32 hp, Init +0
  Keptra (Feathergale Knight)
  • Change alignment from lawful evil to neutral.
  • Replace the following cantrips: 
  sacred flame for ray of frost 
  thaumaturgy for gust
  • Replace the 1st level spells with the following: 
  cure wounds, guiding bolt
  • Replace the Spear action with the following: 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  
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  CCC-TRI-32 Casks and Caskets
  21
  Cathedral
  All Party Strengths (50 XP)
  • Teland (Acolyte): AC 10, 9 hp, Init +0 
  If threatened, Teland casts sanctuary and tries to 
  talk the party into a peaceful resolution. If noise is 
  made, the enemies from the barracks join. Teland 
  will assist them with his spells, avoiding attacking 
  the party directly as much as possible.
  Barracks
  Very Weak Party Strength (75 XP)
  • Bandit (3): AC 12, 11 hp, Init +1
  Weak Party Strength (300 XP)
  • Ruffian (3): AC 14, 16 hp, Init +2
  Average Party Strength (500 XP)
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Bandit (2): AC 12, 11 hp, Init +1
  Strong Party Strength (650 XP)
  • Bandit Captain: AC 15, 65 hp, Init +3
  • Ruffian (2): AC 14, 16 hp, Init +2
  Very Strong Party Strength (1000 XP)
  • Bandit Captain (2): AC 15, 65 hp, Init +3
  • Ruffian: AC 14, 16 hp, Init +2
  
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  CCC-TRI-32 Casks and Caskets
  22
  Hall of Daggers
  Very Weak Party Strength (450 XP)
  • Priest: AC 13, 27 hp, Init +0
  Weak Party Strength (525 XP)
  • Priest: AC 13, 27 hp, Init +0
  • Bandit (3): AC 12, 11 hp, Init +1
  Average Party Strength (750 XP)
  • Priest: AC 13, 27 hp, Init +0
  • Thug (3): AC 11, 32 hp, Init +0
  Strong Party Strength (850 XP)
  • Priest: AC 13, 27 hp, Init +0
  • Thug (4): AC 11, 32 hp, Init +0
  Very Strong Party Strength (1050 XP)
  • Priest: AC 13, 27 hp, Init +0
  • Dagger Paladin (3): AC 16, 33 hp, Init +2
  Deadly Party Strength (1350 XP)
  • Priest: AC 13, 27 hp, Init +0
  • Dagger Paladin (3): AC 16, 33 hp, Init +2
  • Ruffian (3): AC 14, 16 hp, Init +2
  Dagger Paladin (Feathergale Knight)
  • Change alignment from lawful evil to neutral.
  • Replace the following cantrips: 
  sacred flame for ray of frost 
  thaumaturgy for gust
  • Replace the 1st level spells with the following: 
  cure wounds, guiding bolt
  • Replace the Spear action with the following: 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  
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  CCC-TRI-32 Casks and Caskets
  23
  Appendix. Imix Hearth Map
  
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  CCC-TRI-32 Casks and Caskets
  24
  Appendix. Shrine Map
  
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  CCC-TRI-32 Casks and Caskets
  25
  Appendix. The Gauntlet Map
  
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  CCC-TRI-32 Casks and Caskets
  26
  Appendix. Daggerhome Map
  
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  CCC-TRI-32 Casks and Caskets
  27
  Player Handout 1. Story Award
  During the course of this adventure, the characters 
  may earn the following story award. If you are print-
  ing these out for your characters, print as many as 
  you may need to ensure that any eligible character 
  receives a copy:
  Story Award
  Known to the Daggers. A member of the Daggers 
  has seen your face and lived to report it to the rest 
  of his band. They will be on the lookout for you in 
  the future.
  
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  CCC-TRI-32 Casks and Caskets
  28
  Player Handout 2. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Amulet of Proof Against Detection and Location
  Wondrous item, uncommon (requires attunement)
  While wearing this amulet, you are hidden from divi-
  nation magic. You can’t be targeted by such magic or 
  be perceived through magical scrying sensors.
   This small medallion depicts a stylized eclipse: a 
  smooth black onyx surrounded by bronze sun rays.
  This item can be found in the Dungeon Master’s 
  Guide.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-32 - Casks and Caskets v1.2.pdf