TEXT:  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  The monks of the Monastery of the Yellow Rose have long cloistered themselves in their home atop the Earthspur 
  Mountains, practicing their strange lifestyle which is rumored to give them longevity. Now, their dietary restrictions and 
  practices of breath control have become the fashion amongst the well-to-do of Mulmaster. But when a few of these lay 
  practitioners start dropping dead from suffocation and starvation, others start to question the validity of the monks’ claims. 
  Is this simply a deadly ignorance, or is there a fell wind blowing through the rich and powerful of Mulmaster? 
  Adventure Code: DDEX2-6 
  Credits 
  Adventure Design: Greg Marks 
  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: April 16, 2015 
  Release: May 1, 2015 
   
  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, D&D Encounters, D&D Expeditions, D&D Epics, 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. 
   
  ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  2 
   
   
   
  Welcome to Breath of the Yellow Rose, 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 1st-4th 
  level characters, and is optimized for five 3rd-level 
  characters. Characters outside this level range cannot 
  participate in this adventure. A player with an ineligible 
  character can create a new 1st-level character or use a 
  pregenerated character.   
   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 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  3 
   
   
   
  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 
  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 3rd-
  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.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  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. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  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 not available.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  6 
   
   
   
  The Monastery of the Yellow Rose, home to the disciples 
  of Saint Sollars the Twice Martyred, is well-known as a as 
  a repository of genealogies, lore on the Bloodstone Lands 
  and Ilmateri art. Underneath the leadership of the 
  Grandmaster of Flowers, the monks have recently delved 
  further into new studies that combine the austere 
  practices of their order with their beliefs of endurance, 
  suffering and perseverance. This new philosophy, called 
  the Yellow Breath, involves controlled breathing, fasting, 
  and meditation.  
   The philosophy of Yellow Breath has come to 
  Mulmaster, sensationalized by Zor Thylius Caramitru, a 
  noble who claims to have studied at the Monastery itself. 
  Thylius has returned with a monk from the Monastery 
  and opened a chapter house where they preach its 
  philosophies to the rich and powerful of Mulmaster. The 
  popularity is approaching a craze among the aristocracy's 
  young. 
   At the same time, Mulmaster is aflame with chaotic 
  passions, made worse by the recent influx of refugees 
  from Phlan. Recently restored to life, Knight Aleyd Burral 
  has become their hero. She strives to rally aid to her 
  cause and summon enough strength to free the town of 
  Phlan from the Maimed Virulence, the green dragon that 
  now lairs there.  
  The adventure begins with the characters having been 
  invited to a party by Aleyd Burral. The nobles and Blades 
  of the city gather and the Knight hopes to use the 
  opportunity to gain allies for Phlan. Toward that end she 
  asks the characters to attend and aid her in swaying the 
  city's powerful to help the refugees. 
   In Part One, the characters witness Thylius Caramitru 
  and Riasa Yegorovna championing the new philosophy of 
  the Yellow Breath. He is charismatic and popular, and his 
  words are attracting fervor. While Thylius gathers a 
  crowd, the characters are approached by Zor Garwyl Gos 
  who's family controls the large forging concern in 
  Mulmaster (previous encountered by some characters in 
  DDEX2-5 Flames of Kythorn). His sister Liticia has 
  disappeared and if the characters manage to find her and 
  bring her home, he promises to apply all of his family's 
  influence on behalf of the refugees.  
   The characters begin their investigations in Part Two. 
  The search determines that Liticia was last seen in the 
  company of those who had joined the fad, but the 
  characters learn little about the Yellow Breath itself and 
  those that practice its philosophies. Rumors of its 
  teachers are plenty, but it seems nearly impossible to 
  meet them directly. Only those who join its followers may 
  enter the chapter house and partake of its rites.  
   Their investigations draw the attention of Thylius who 
  would silence such inquiries in Part Three. He summons 
  and deploys a group of dust mephits to eliminate the 
  characters. This part actually occurs during the 
  investigation (Part Two). 
   In Part Four, which makes up the majority of the 
  adventure, the characters manage to locate and explore 
  the Chapter House. The characters come into conflict 
  with the tutors and devotees of the Yellow Breath, who 
  would use the philosophy to benefit themselves. If 
  successful, the characters may manage to rescue Liticia 
  and Ovon, a monk of the Monastery of the Yellow Rose 
  who has been held captive and forced to impart 
  knowledge of the Yellow Breath.  
  The reason that the characters might be attending the 
  party will likely vary. Use an appropriate hook for each 
  character to draw them into the story. 
  This hook is appropriate for those characters that have 
  played through some parts of the Tyranny of Dragons 
  storyline and have made connections with the people of 
  Phlan or have Backgrounds originating in Phlan.  
   Zora Rosealine Culkin (DDEX2-2 Embers of Elmwood), 
  impressed by the actions of adventuring heroes in the 
  past has decided to host a fete in honor of the deceased 
  Lord Protector of Phlan. She is assisted in this by Astriq 
  Saj, a wealthy merchant (DDEX2-1 City of Danger) as her 
  property is currently being restored (events in DDEX2-2 
  Embers of Elmwood) Phlan's government in exile hopes 
  to sway as many of the Mulman nobles to their cause and 
  raise a force capable of ousting Vorgansharax, the green 
  dragon that currently rules the city as a tyrant. In turn, 
  Knight Aleyd Burral has gathered as many of Phlan's 
  heroes as possible that they might tell their stories to the 
  interested nobles of Mulmaster. Aleyd is not concerned 
  about whether the characters are suave or refined, for any 
  hero can tell an exciting tale; indeed the jaded nobility of 
  the City of Danger are more than happy to marvel at the 
  coarsest of curiosities.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  7 
   
   
   
  Embers of Elmwood results 
  While we are fairly hopeful that Zora Rosealine Culkin survives 
  the events in DDEX2-2 Embers of Elmwood that is not certain, nor 
  is the survival of her home. Therefore she is teamed up with 
  Astriq Saj, the wealthy merchant from DDEX2-1 City of Danger 
  (whose survival is not in question). Zora Culkin has the 
  connections while Astriq has the intact residence. 
   
  If your group of characters has played DDEX2-2 Embers of 
  Elmwood and successfully saved both Zora Culkin along with her 
  residence, then the party can occur at Zora Culkin's residence. If 
  Zora Culkin died during the adventure then Astriq and Count 
  Blazen Stoe (also from DDEX2-1 City of Danger) are hosting the 
  party.  
  Members of the Order of the Gauntlet are contacted by 
  the brash Zern Xerkstil, the Hammer of Impiltur (male 
  half-orc paladin). A drug called Silkroot has been seen in 
  Mulmaster though it was originally native to Akanul. The 
  stimulant induces euphoria and repeated use eventually 
  causes the death of addicts by eating through the 
  stomach. It is a blight and curse that must be stamped 
  out. The character must locate the source of the Silkroot. 
   Success Condition: Find proof of the source of the 
  Silkroot in Mulmaster. The Order wants to garner allies 
  with the Watch, so just find proof so the Order can inform 
  the Watch and allow them to arrest the guilty party.  
  Members of the Lords' Alliance receive a package from 
  Dornal Whitebeard (male dwarf fighter/rogue), their 
  faction contact. The package contains fine Mulmasterite 
  clothes, tailored to the character's measurements, a set of 
  quality leather boots, and an invitation to a party at Zora 
  Rosealine Culkin's manor. A small handwritten note 
  reads See you soon. Zora Culkin is known to be a 
  member of the Lords' Alliance.  
   Once the character arrives at the party, Dornal pulls the 
  character aside and offers an additional assignment. The 
  Alliance has been making overtures to Zor Serge 
  Affapanov, who is currently in Damara on business. 
  Rumors are that Zor Affapanov is one of the top 
  contenders to become one of the Blades when the next 
  vote is held. Affapanov's daughter Ayre has disappeared. 
  Dornal wants the character to locate Ayre before her 
  father returns in three days, so the Lords' Alliance can 
  claim credit for her safe return.  
   Success Condition: Capture/rescue Ayre alive within 
  three days. 
  Characters that have no connection to Phlan, the Order of 
  the Gauntlet, or the Lords' Alliance could instead have 
  been hired on as additional security, cooks, or performers 
  as suites their background. These characters have signed 
  up for a great meal and the chance to see how the rich of 
  Mulmaster live.  
   Characters that participated in DDEX2-1 City of Danger 
  have been previously hired by Astriq Saj in a similar 
  capacity.  
  Characters with the noble background, or the Position of 
  Privilege or False Identity (Noble) background feature 
  receive invitations on the strength of their position alone. 
  All the rich and powerful are welcome.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  8 
   
   
   
  As the characters begin the adventure, it is ten bells in the 
  evening on the 2nd of Flamerule. Those characters that 
  are there as hired help are going about their job and the 
  rest are milling about as guests. 
   
  With the fall of night, the heat of the Flamerule day has given 
  way to a pleasant breeze. In the gardens of Astriq Saj's (or of 
  Culkin) manor, magical lights and sweet music dance among 
  the trees and secluded paths for the enjoyment of her guests. 
  Tables of scrumptious hors d'oeuvres and extravagant desserts 
  are laid out on tables; freshly replaced by staff as quickly as they 
  are consumed. Affluent guests, scandalously attired in the latest 
  fashions celebrate raucously. 
   Two groups stand out from the other guests. One is dressed all 
  in black and stands apart, observing the crowd rather than 
  participating. The second is gathered around a handsome man 
  and a particularly thin human woman who are talking 
  animatedly.  
   
  The characters may enjoy the music, dancing, or food as 
  they see fit and suites their role. If the characters wish to 
  interact with any of the guests, see the appropriate 
  section below. If any of the characters are here on behalf 
  of Knight Aleyd Burral, see The Phlan Contingent.  
  Summer is short in the northern Moonsea and the 
  wealthy of Mulmaster are making the most of the 
  unseasonably warm weather. Where normally furs and 
  leathers cover, skin and seldom brought out silks 
  decorate the night. Drink, food, and companionship are in 
  ample supply. All of the guests are nobles, Blades, their 
  families or hangers-on. As such, they are all human, the 
  only exception being the characters or a few halflings that 
  are part of the cook staff. The characters can easily speak 
  with any number of guests and gain information from the 
  list below. For every 5 full points gained in a Charisma 
  (Persuasion) check, the character is able to gain one 
  rumor or piece of information. Characters with a 
  Comfortable or Wealthy lifestyle gain advantage on this 
  roll. If a character seeks the answer to a specific question, 
  feel free to use this information to answer it. None of the 
  nobility are sympathetic to the plight of Phlan, but most 
  are interested in mingling with them. It should become 
  clear that only Zor Gos has any interest in helping them. 
   
  An elderly, gluttonous man explains between 
  mouthfuls of cake, "Mulmasterites have motto, ' Take 
  what you can, when you can, because who knows if 
  you’ll see tomorrow.' The city could fall apart any 
  minute, and I for one will finish my cake before it 
  does!" 
   
  A pale woman with an ample chest points out the 
  thin woman across the party. "She's one of those 
  Yellow Breath sheep. All about exercising, breathing, 
  smelling things and what not. Life must be grabbed 
  onto wrung dry. Appetite comes from the eating!" 
   
  A plain looking man shakes his head, "Have you 
  heard about Evna Smeethe? The poor girl recently 
  died of suffocation on dry land. How odd?" 
   
  A small nervous man, whose clothing hangs from his 
  frame asks, "I am not surprised Zora Culkin had to 
  cozy up to that upstart Saj in order to afford this after 
  the disaster at Elmwood. Did you hear of that sad 
  tale? All of her lands were lost when the village was 
  mysteriously vaporized." (Events of DDEX2-2 
  Embers of Elmwood) 
   
   An aristocratic woman, her hair braided atop her 
  head and dripping with jewels points toward the 
  people dressed in black. "Their kind do not belong. 
  The Banites of Phlan, common soldiers. Their Lord 
  Protector was nothing more that Zhent puppet who 
  was a jumped-up tyrant that couldn't hold onto his 
  own throne. Now their new champion is little more 
  than a beggar." (Events of DDEX1-10 Tyranny in 
  Phlan) 
   
  A young man, having misplaced his shirt, jabbers 
  excitedly, "Have you seen all the colors? They are 
  amazing! I have to taste them!" He then runs off, 
  chasing some dancing lights down a garden path. A 
  successful DC 10 Wisdom (Medicine) check notes 
  that the man is under the effects of some drug. A fact 
  he refuses to discuss, even if he was coherent. (The 
  man has taken Silkroot which he was given by 
  another guest that he could not identify, even if he 
  was sober.) 
   
  A young girl stands off to the side trembling. "The 
  lights, they move without torch or lantern. They must 
  be magic. Magic is evil! Don't let a wizard see you, 
  they'll steal your soul." 
   
  A man with high leather boots and a rapier at his side 
  smiles at you. "If we are lucky, someone will cause a 
  fuss and we'll see at least one duel tonight. Noble 
  blood leads to spilled blood." 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  9 
   
   
   
   
  A giggling cluster of young women point toward a 
  handsome man standing among some of the more 
  regal looking nobles. One of them gushes, "That's 
  Zor Garwyl Gos. I'm surprised he's here. Did you 
  hear the story about his brother Andrik? Apparently 
  he went mad and set a bunch of fires. The Hawks 
  hushed it up, of course, but the right people hear 
  things." (Events of DDEX2-5 Flames of Kythorn) 
   
  One man tells a story about Rassendyll, a long-dead 
  High Blade. It seems that a group of adventurers 
  have found his long-lost sword. 
  Knight Aleyd Burral, accompanied by two of the Phlan 
  contingent, has come hoping to sway the leaders of 
  Mulmaster to aid Phlan as they memorialize the Lord 
  Protector, but the hero of the Phlan refugees is no silver-
  tongued politician. She is well out of her depth among the 
  rich and noble. If the characters approach her and you are 
  using the Hero of Phlan hook, or some of the characters 
  are from Phlan or have at least adventured there, she 
  greets them. 
   
  The stern-looking woman, blonde hair framed in grey, turns at 
  your approach. She moves awkwardly, like she is unused to an 
  evening without armor.  
   "I am pleased you could join us. This is my aide, Guard 
  Sergeant Hurn," she says gesturing to a dwarven man in the 
  uniform of the Black Fist. Pointing towards a red-haired elven 
  woman in a black robe, "And this is Aya Glenmiir, my advisor." 
  The two nod in your direction.  
   "Now that you are here, I implore you to do what you can to 
  convince these people to aid us. Our people suffer in exile and 
  who knows what remains of those we were forced to leave 
  behind. We must rally the might of Mulmaster." 
   
  If the characters are willing, Aleyd directs them toward 
  Zor Garwyl Gos. His family controls most of the forges in 
  Mulmaster and is one of the wealthiest noble families 
  outside of the Blades. If the characters could convince 
  him, it would not only potentially give the refugees access 
  to weapons and armor to retake Phlan, but his support 
  would lend considerable legitimacy to Phlan's efforts. 
  Aleyd herself is a poor negotiator, so she is very hesitant 
  to approach him, or any of the other nobles, directly.  
   Aleyd can point Zor Gos out to the characters. 
   If, for some reason, a character inquires about Aya's 
  hair color, she smiles coyly and replies with "One of the 
  nicer things about Mulmaster is that certain luxuries are 
  more readily available here than Phlan," and runs her 
  fingers through her hair. 
  Roleplaying Knight Aleyd Burral 
  Knight Aleyd Burral is a formidable warrior with a keen mind, but 
  the soft-heart she hides under a stern frown has kept her from 
  advancing further in the Knights of the Black Fist. In her late 40s 
  with grey-streaked blonde hair, she has decided that doing her 
  job well and protecting Phlan is perhaps more important than 
  advancement. She does not suffer fools and counts adventurers 
  among the most foolish of all. Aleyd was encountered in  
  DDEX1-3 Shadows over the Moonsea where she was looking for 
  help investigating a mystery and protecting the city. She was also 
  seen in DDEX1-6 The Scroll Thief where she hired the characters 
  to look into a series of thefts. In DDEX1-10 Tyranny in Phlan, she 
  was killed in the ultimately futile attempt to free the Lord 
  Protector. Her body was recovered and raised by her brother, 
  Lord Priest Wylan Burral, a cleric of Tymora. Since then, her 
  noble sacrifice has elevated her to leader of the Phlan refugees in 
  Mulmaster. She spends all of her time plotting to retake her 
  home town.  
  Roleplaying Aya Glenmiir 
  Aya is a female elf of about 300 years. She is has long, pale-
  blonde hair and radiant green eyes, along with a bit of an ego. 
  She’s well aware of the allure and mystery that her racial heritage 
  evokes, and has no reservations against capitalizing on it. She is 
  quick with a coy smile and a twist of the hair if it gets her what 
  she wants. But despite this, she is quite brilliant, especially when 
  the Weave is discussed. Aya was encountered in DDEX1-6 The 
  Scroll Thief, when she was robbed and the characters 
  investigated. She was also encountered in DDEX1-10 Tyranny in 
  Phlan when she aided the refugees in their escape.  
  Roleplaying Guard Sergeant Hurn 
  Guard Sergeant Hurn is old and before the fall of Phlan was just 
  riding out the last couple years he had left before he could retire. 
  While not as corrupt as your average guardsman, Hurn would 
  definitely not turn away a bribe. He is, for the most part, 
  ineffective. He was last encountered in DDEX1-2 Secrets of Sokol 
  Keep. 
  In the center of attention Thylius Caramitru and one of 
  his students, Riasa Yegorovna, daughter of Blade Pankin 
  Yegorovna, are speaking to a crowd about the latest fad: 
  the philosophy of the Yellow Breath. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  10 
   
   
   
   
  A handsome man addresses a circle of nobles that hang on his 
  every word. "It is true. The techniques I have brought back from 
  the Monastery are nothing short of amazing. Of course only the 
  most disciplined of noble minds can master the techniques. It's 
  not for the common people. Just look at Riasa and see how far 
  she has come." 
   The thin woman smiles with a bright, almost frantic light 
  shining in her eyes, "It's true. I have almost mastered the 
  technique. Soon I will be able to subsist without ever eating!"  
   The man shakes the hands of several those gathered around 
  him. "If you'll excuse me gentleman, I have another 
  appointment. It was so good to see you all. I will leave Riasa to 
  tell you the rest of the story." Waving to the crowd, the man 
  walks towards the manor house. 
   
  If the characters join the conversation, use the following 
  to answer questions of those who interact with her: 
   
   
  She is Riasa Yegorovna, daughter of Blade Pankin 
  Yegorovna. Her father owns several trading vessels 
  in addition to his position in the government.  
   
  For the last month she has been receiving lessons 
  from Thylius Caramitru on a philosophy called the 
  Yellow Breath which he brought back after studying 
  at the Monastery of the Yellow Rose. It is a 
  meditative technique that allows the practitioner to 
  hold their breath for extremely long periods. Those 
  that master it are able to give up eating and survive 
  on the smell of food alone.  
   
  The Yellow Breath also teaches certain stretching 
  and martial techniques that open up the lungs and 
  diaphragm. She leans toward some of the gathered 
  females and says that not only has she never been 
  thinner, but her singing voice has improved. 
  Everyone should try it! 
   
  She received her lessons at the Tower of the Blades. 
  As a child of one of the city's rulers, her movements 
  are somewhat limited.  
   
  She knows that Thylius was planning on opening a 
  school to teach more of the right people (noble 
  families). She does not know if the land has been 
  purchased or if the school has been opened yet. 
   
  None of the other nobles know anything about what 
  Riasa and Thylius have just told them, but they 
  believe that the Yellow Breath is all the rage and 
  many are interested in trying it.  
   
  The Caramitru family is involved in the tax collecting 
  bureaucracy of the city. While noble and wealthy, 
  they are not especially well-placed. Their home is 
  somewhere near Southroad Keep, but she cannot 
  give a specific address. 
   
  All of the nobles in the crowd are unsympathetic to 
  the refugees of the Phlan, but are interested in 
  entertaining stories.  
   
  A successful DC 10 Wisdom (Medicine) check 
  suggests that Riasa's thin frame, lack of focus, and 
  clumsiness are all indicative of severe starvation.  
   
  A successful DC 10 Wisdom (Insight) reveals that 
  Riasa is utterly devoted to Thylius and does not 
  believe anything bad about him or the Yellow Breath. 
  She is becoming a fanatic. 
   
  She assures anyone that mentions rumors of starving 
  or suffocation practitioners of Yellow Breath are 
  scandalous lies meant to undermine the good the 
  philosophy could do.  
  Roleplaying Riasa Yegorovna 
  Riasa (human) is a very thin human girl of roughly twenty 
  winters. She is easily excitable, but seems a little unfocused. She 
  is easily distracted and her attention easily drifts. She is prone to 
  smelling things, and is also a little clumsy, though stronger than 
  she looks. 
  Roleplaying Thylius Caramitru 
  Thylius (human) is the son of Julios and Korona Caramitru, a 
  dour couple of a minor noble family that is tied to the city 
  bureaucracy. He is extremely charismatic and handsome, and 
  thrives on manipulating others to do his bidding. A dilettante, he 
  has studied a little of everything, but herbalism is a favorite 
  subject. Like his father, he has inherited certain mental abilities 
  that he has decided to turn to his benefit.  
  If the characters try to stop Thylius, he tells them he is in 
  a rush and tries to walk around them. If they persist, he 
  suggests they are being rude, and causing a scene. As a 
  noble, they cannot impede him and if they continue to 
  cause a scene, Aleyd intervenes hoping to win the favor of 
  another noble.  
   Note that Thylius is wearing a ring of mind shielding 
  and is protected from most abilities that would read his 
  mind or detect his alignment.  
   If the characters persist in following him, he enters the 
  Tower of Blades where they cannot follow.  
   Once the characters have had sufficient time to speak 
  with the attendees of the party or they seek out Zor 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  11 
   
   
   
  Garwyl Gos, move to Part One.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  12 
   
   
   
  The party is in full swing when Zor Garwyl agrees to 
  speak with the characters. He is concerned about the fate 
  of his sister, especially in light of his brother Andrik's 
  scandal (DDEX2-5 Flames of Kythorn). He cannot afford 
  for whatever has happened to her to become another 
  public shame or a tool that political rivals could use 
  against his family. He needs discrete aid.  
   Those with a passive Insight of 14 or higher note that 
  he is troubled, but trying to hide it. 
   
  Zor Garwyl Gos strikes a regal figure, dressed well but not 
  ostentatiously. Behind a well-kept dark hair and beard, his 
  piercing eyes seem to take your measure in the brief moment as 
  he reaches out his hand toward you.  
   "It is good to meet you, friend. How may I be of service to 
  you?" 
   
  Garwyl is searching for a friendly face. He is initially 
  guarded, but if the characters seek his aid for the refugees 
  of Phlan, are looking for the source of Silkroot or the 
  whereabouts of Ayre Affapanov, or simply wish to 
  ingratiate themselves to him, he sees an opportunity. 
   
  "I have a problem, that you might be able to assist me with. If 
  you complete this task for me, I will be quite grateful and could 
  intercede with my father on your behalf. However, if you are 
  interested in this opportunity, you will be on your own. I cannot 
  involve the Watch or the Hawks. It is a sensitive investigation, 
  but should not force you run afoul of the law, though you will 
  have to keep this between us. As they say, a fly cannot enter a 
  closed mouth. What do you say?" 
   
  Given the sensitive nature of the situation, Garwyl is 
  unwilling to offer any more information until the 
  characters take the job. He offers to publically support the 
  refugees of Phlan and offers to pay the group 250gp. If 
  asked, he admits that it's possible that Silkroot or Zora 
  Ayre Affapanov's disappearance may be related, but he 
  cannot be certain. He does not negotiate the price. He can 
  hire mercenaries for less and is only considering the 
  characters due to their convenient presence at the party. 
  Should anyone attempt to intimidate him, Garwyl calmly 
  points out that he could have the character killed for far 
  less than he's paying them and given his stature, it 
  wouldn't even be illegal. 
  Roleplaying Garwyl Gos 
  Garwyl (human) is realistic but ruthless. He is focused on his 
  family's success and has little time for distractions. He runs the 
  family business for his elderly father, Lord Ninyon Gos, and part 
  of that requires managing the family image. Unfortunately, his 
  brother was recently involved in a large scandal (DDEX2-5 Flames 
  of Kythorn) and now his headstrong sister has disappeared. He 
  fears she has gotten mixed up in something beyond her control 
  and if it is embarrassing, it will further imperil the family's 
  standing among the nobility. Because of this, he cannot afford to 
  involve the Hawks or City Watch. Both organizations are likely to 
  leak information from their investigation to his rivals. 
   
   Once the characters agree to assist him, he explains 
  everything he knows: 
   
   
  He runs the family business for his elderly father, 
  Lord Ninyon Gos, and part of that requires managing 
  the family image. Unfortunately, his brother was 
  recently involved in a large scandal and now his 
  headstrong sister Liticia has disappeared. He fears 
  she has gotten mixed up in something beyond her 
  control and if it is embarrassing, it will further 
  imperil the family's standing among the nobility. 
  Because of this, he cannot afford to involve the 
  Hawks or City Watch. Both organizations are likely 
  to leak information from their investigation to his 
  rivals. 
   
  She has been missing for roughly four tendays. She's 
  run off a few times, but she usually turns up after a 
  few days. She is quite rebellious and enjoys upsetting 
  her family.  
   
  She is has long black hair and shares a strong family 
  resemblance to Garwyl.  
   
  There have been no threats or demands that suggest 
  a kidnapping.  
   
  In the past, she has dabbled in various fads, including 
  gambling, strange religions, and various intoxicants. 
  If asked, Garwyl is unaware of her ever being 
  involved with Silkroot, but it is possible. She 
  certainly has the resources to afford the rare drug.  
   
  She is frequently in the company of two of her 
  friends, Stefan Rowick and Rahaiel Kakulska. She 
  slummed with the two, neither of which are nobility 
  but were both from wealthy families of guild artisans. 
  They frequented a cafe called the Wicked Tart, 
  across from the High House of Hurting, the temple of 
  Loviatar. He suggests the Wicked Tart be the 
  characters first stop if they do not have other ideas.  
   
  He requests the characters locate Liticia and bring 
  her back to his manor alive; using any means they 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  13 
   
   
   
  deem appropriate to force her return. Due to the 
  sensitive nature of the situation, he is not be able to 
  offer them any aid or acknowledge their efforts on his 
  behalf should they get into trouble. They will not be 
  able to seek any aid from the City Watch, the Hawks, 
  or the Cloaks. Should they choose to work outside 
  the law or run afoul of any of the nobility, there can 
  be no witness to their actions. If they are captured, he 
  disavows them.  
   
  They should not worry about any revenge by Liticia, 
  he is confident that he can handle her once she is 
  found.  
   
  If they are nervous about how dangerous the job 
  sounds, he suggests they either not break the law, or 
  failing that, don't get caught.  
   
  He does not know anything about the Yellow Breath 
  and those involved in it. It seems to be yet another 
  fad attracting the young of rich families.  
   
  It is late in the evening when the party ends, so the 
  characters may seek lodging for the evening or begin their 
  investigations. When they do so, proceed to Part Two.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  14 
   
   
   
  Once the characters have finished at the party, they are 
  free to investigate as they choose. If the group attempts to 
  visit Thylius' Family or Usilie Rostik's Smoke Shoppe, 
  run Part Three first and then return here.  
   The characters can proceed through as many of these 
  brief encounters in any order as necessary for them to 
  discover the location of the Chapter House and that is 
  likely where Liticia went. Each encounter takes 
  approximately one hour with the exception of Gathering 
  Information, whose time varies. This is solely to aid the 
  DM in determining the time of day when the characters 
  arrive at the Chapter House. There is no specific time 
  limit to their investigation unless one of the characters is 
  a member of the Lords' Alliance.  
  It is likely that some characters may simply want to ask 
  around the city and locate some general information. For 
  each topic they research, it takes them 1d4 hours and 
  costs 1d6 gp in bribes and drinks after which time they 
  make a Charisma (Persuasion) check. The result 
  determines what information the character receives. The 
  results are cumulative. 
   Characters with the following background features 
  make these checks with advantage: Criminal Contact 
  (Silkroot only), Rustic Hospitality (Silkroot and Yellow 
  Breath only), Guild Membership, Position of Privilege 
  (the Nobles only), City Secrets. Also, consider handing out 
  additional information for good role-playing or for bribes 
  of 10gp or more during the course of their investigation.  
   
  DC 5. Zora Ayre Affapanov is the daughter of Lord 
  Serge Affapanov whose wife passed two years ago. 
  He deals in gemstones from Damara and the Blood-
  stone Lands. He is currently not in the city. (The 
  character gets the exact address of the Affapanov 
  home.) 
   
  DC 10. Rumor says that Lord Affapanov is likely to 
  become one of the Blades the next time a spot opens 
  up on the council. He has been working hard for it, 
  spending money and collecting favors. He is a very 
  powerful man.  
   
  DC 20. Ayre is missing. She was last seen dining at 
  the Wicked Tart in the company of several other no-
  ble scions: Elred Korsinchev, Orym Illustriana, and 
  Liticia Gos.  
   
  DC 5. A headstrong, but flighty girl, Zora Gos is sis-
  ter to Garwyl, the nominal head of the Gos family 
  even if his father still holds the title of Lord, and An-
  drik, who was involved in a recent scandal. She is 
  known to avidly flit from one fad to another. 
   
  DC 10. Rumors say the Gos family is touched by 
  madness. Their ailing father is said to be slipping 
  away from reality, no longer able to always recognize 
  even his closest family. Andrik recently went insane 
  and incited riots and arson.  
   
  DC 15. A month ago, like many of the young nobility 
  Liticia started learning about the Yellow Breath, 
  some sort of philosophy centered on breath and fast-
  ing. Her closest friends, Stefan Rowick and Rahaiel 
  Kakulska did not follow her into the fad.  
   
  DC 20. Liticia is missing. She was last seen dining at 
  the Wicked Tart in the company of several other no-
  ble scions: Elred Korsinchev, Orym Illustriana, and 
  Ayre Affapanov. 
   
  DC 5. Riasa Yegorovna is the daughter of Blade 
  Pankin Yegorovna. He is one of the sixteen Blades 
  that serve as the representatives of the nobility in 
  running the city. He is also heavily involved in the 
  shipping trade.  
   
  DC 10. Riasa is not an especially strong-willed girl. 
  In social circles, she has been known to follow more 
  charismatic members of the crowd. Rumors say she 
  is in poor health.  
   
  DC 20. Recent rumors say that her father in unhappy 
  about her new obsession with some philosophy or 
  cult called the Yellow Breath and after a party at 
  Astriq Saj's (or Zora Culkin's) manor he has seques-
  tered her in the Tower of the Blades, refusing all visi-
  tors. 
   
  DC 5. Silkroot is a drug made from the root of plant 
  originally native to Akanul. On the street it is some-
  times called Knight's Veil or Silkroot. 
   
  DC 10. Silkroot is an addictive stimulate that also 
  causes euphoria. Those whom become addicted suf-
  fer stomach ulcers and can bleed to death. Addicts 
  can be weaned by chewing on the leaves of the plant. 
  Given that Akanul and the rest of Returned Abeir are 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  15 
   
   
   
  no longer on Toril, the plant is now very rare, but it is 
  still cultivated by some nefarious sellers.  
   
  DC 15. Silkroot is not generally found in the 
  Moonsea, either as a plant or as a drug. It would take 
  a special skill to grow or refine it in this region.  
   
  DC 20. Someone is definitely dealing in the drug in 
  Mulmaster, and the cost is exorbitant. Rumors say it 
  costs several hundred gold pieces per dose. Not 
  something common addicts could afford. None of the 
  Mulman criminal gangs are selling it and they have 
  put the word out that there will be repercussions for 
  anyone trespassing on their turf.  
   
  DC 5. Thylius is the son of Julios and Korana Car-
  amitru. The Caramitru family is involved in the tax 
  collecting bureaucracy of the city. While noble and 
  wealthy, they are not especially well-placed. Their 
  home is near Southroad Keep. (The character gets 
  the exact address of the Caramitru home.) 
   
  DC 10. Thylius has been teaching others, all wealthy 
  members of the aristocracy, about the Yellow Breath. 
  He claims to have learned it during his visit to the 
  Monastery of the Yellow Rose.  
   
  DC 15. Over the last month, Thylius has been seen 
  twice with a monk of the Monastery of the Yellow 
  Rose whom he introduced as Ovon. No one knows 
  where the supposed monk is staying in the city. 
   
  DC 20. Rumor has it that several months ago, before 
  leaving the city on some sort of trip, Thylius was 
  shopping around for property somewhere on the 
  edges of the city. 
   
  DC 5. The Yellow Breath is some sort of fad. It 
  seems to be quite popular among the young rich and 
  elite.  
   
  DC 10. The Yellow Breath is being championed in 
  Mulmaster by Thylius Caramitru and a monk from 
  the Monastery of the Yellow Rose known as Ovon. 
  Ovon is a skinny human with a shaved head. 
   
  DC 15. From what the stories say, the Yellow Breath 
  requires its practitioners to practice meditation, 
  breath control, fasting and some basic exercises. It is 
  said that its devotees believe that someone who mas-
  ters the philosophy can achieve the Yellow Breath, a 
  state of enlightenment where the practitioner can 
  survive by inhaling the scent of food alone.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  16 
   
   
   
   
  DC 20. There are rumors that some of those attempt-
  ing to master the Yellow Breath have died; suffocated 
  or starved to death. Suspiciously, the rumors also say 
  that those that died were the ones who were begin-
  ning to have second thoughts.  
  Speaking with someone at the Affapanov's manor is 
  difficult. Lord Affapanov is not in the city and Ayre's 
  mother passed away two years ago. However, the family's 
  manservant, Verst, answers the door and is willing to 
  speak, if somewhat stiffly, for only a few minutes. He 
  knows the following: 
   
   
  Zora Affapanov is on vacation. She has gone to the 
  Yellow Breath Chapter House to learn about the new 
  philosophy. Zora Affapanov is a very intelligent and 
  curious woman.  
   
  He does not know where the Chapter House is; only 
  that it is in the city.  
   
  Before being interested in the Yellow Breath, Zora 
  Affapanov frequented Usilie Rostik's Smoke Shoppe, 
  where she would discuss politics and literature with 
  the gentlemen there. Perhaps someone there could 
  tell you more? 
  It's possible that given they have already met her and she 
  clearly knows something about the Yellow Breath, that 
  characters go in search of Riasa or her family. 
  Unfortunately for the characters, the Yegorovna family is 
  well ensconced in the Tower of Blades and Blade 
  Yegorovna has ordered that no visitors be permitted. 
  Three hundred soldiers and thirty Cloaks (along with 
  their powerful wards) prevent any entrance to the Tower. 
  Messages sent to the family also go unanswered, as the 
  Blade wishes the whole incident involving his daughter 
  and the fad of the Yellow Breath simply to go away. 
  Unfortunately, investigating Riasa is a dead end.  
  The Wicked Tart is a small cafe across from the High 
  House of Hurting. It has a few tables inside, but most of 
  its seating is outside.  
   
  From a distance, it is clear that the Wicked Tart is popular with 
  the young, the wealthy, and the avant-garde. Small tables are 
  spread over an outdoor terrace underneath a large sign that 
  depicts a scantily clad blonde woman holding a tray with a tart 
  upon it in one hand and a cat-o-nine-tails behind her back with 
  the other hand. 
  As the characters approach, a human woman in an apron 
  appraises disapprovingly. The waitress, Heila, works 
  nearly every day and has seen adventurers before, which 
  is why for 5 gp; she is willing to answer their questions if 
  they promise to leave without causing any trouble. If they 
  wish to dine, drinks can be had for 3-5 gp each and meals 
  are 5-10 gp. It is very expensive, and the wait staff treats 
  the customers poorly on purpose. It's part of the charm. 
   She can share the following information. 
   
   
  She was working two tendays ago when Elred, Orym, 
  Ayre, and Liticia Gos dined here with a bald man in 
  yellow robes.  
   
  Liticia spoke of something called the Yellow Breath, 
  but Heila didn't really hear all of it. As usual, it was a 
  busy day. 
   
  After they paid for their meals, she heard Elred and 
  Orym say they were going to travel with Liticia and 
  the bald man, but Ayre said she would join them later 
  after making a stop at the smoke shop.  
   
  Heila assumes Ayre meant Usilie Rostik's Smoke 
  Shoppe. Ayre was known at the Wicked Tart for 
  smoking a pipe of foul smelling tabac while dining 
  and Rostik's has the most expensive herbs and tabac 
  in the city.  
  If the characters look about, based on Garwyl's 
  description of them, they can pick Stefan and Rahaiel out 
  of the crowd. 
   
  Near a bubbling fountain sit two young humans, giggling and 
  gossiping over a table filled with sweet tarts and tea. A fluffy 
  white cat with colorful wings is perched in the center of the 
  table, eating one of the tarts off of one of their plates. 
   
  Stefan and Rahaiel are partaking in one of their favorite 
  pastimes, people watching and making up stories about 
  the people they see. Their stories are elaborate and often 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  17 
   
   
   
  scandalous.  
   A character that succeeds on a DC 10 Intelligence 
  (Arcana or Nature) check recognizes the winged cat as a 
  tressym. They are common to northern Cormyr, 
  especially around Eveningstar, and are frequently 
  familiars. This one belongs to Rahaiel, who treats it better 
  than most children. She has named it The Good King 
  Snugglewumps. It is not a familiar and behaves like any 
  other pampered cat with no boundaries.  
  Roleplaying Stefan and Rahaiel 
  Stefan and Rahaiel (human) are both daughters of extremely 
  successful guild artisans. They love gossiping, telling stories and 
  jumping on to the latest fads, particularly related to fashion or 
  pets. Rahaiel owns a tressym named The Good King 
  Snugglewumps. 
   
  When the characters approach them, they are amused by 
  this new distraction. Since gossiping is second nature, 
  they are happy to talk about Liticia. 
   
   
  Liticia was always trying out the next new fad. Mostly 
  she did it to anger her older brother Garwyl. He's a 
  solemn twit. Always trying to tell Liticia how to live. 
  Not at all like her other brother Andik. He always 
  knew how to live... at least until the scandal.  
   
  About a month ago she got interested in something 
  called the Yellow Breath. Frankly it was too mystical 
  and strange for the Stefan and Rahaiel, but they 
  assume that she was really into it for Thylius 
  Caramitru. He's so handsome. (The character gets 
  the exact address of the Caramitru home.) 
   
  Rumors are that all of the Caramitru family has 
  mental powers, or at least that's how Lord Julios 
  always knows when someone's hiding money from 
  his tax collectors.  
   
  The Yellow Breath devotees practice meditation, 
  breath control, fasting and some basic exercises. 
  Who would ever fast? Going without food? That's for 
  the poor!  
   
  Did you hear about Evna Smeethe? She was an early 
  convert to the Yellow Breath. Also the best at finding 
  the latest fashion! She was really into that whole 
  meditation thing, but she thought monk's robes 
  would be in next season. Sadly she's dead now. I 
  heard she tried to prove that she could hold her 
  breath longer than her father could yell at her. No 
  one can yell longer than her father! 
   
  Her previous fad was buying various herbs from 
  Usilie Rostik's Smoke Shoppe. That was a fun whim, 
  at least while it was still in fashion. Sadly that was so 
  last Mirtul.  
   
  Stefan and Rahaiel can also give all the information 
  of DC 10 or lower for Ayre, Riasa, and Thylius given 
  under Gather Information, above. 
   
  Remember, if the party attempts to visit Thylius’ Family 
  or Usilie Rostik’s Smoke Shoppe, run Part Three and 
  then return here. 
  When the party decides to visit the home of Thylius 
  Caramitru's family, they must head towards Southroad 
  Keep and the seat of the city bureaucracy.  
   
  The area around Southroad Keep is dominated by the city 
  government. The serious and well-dressed flood the streets 
  between institutional buildings, courts, banks, and nice but 
  functional homes for the functionaries that make the city run.  
   Set back from the road by a high fence, one house is slightly 
  larger than the others. Its dark colors make it look almost 
  foreboding.  
   
  When the characters arrive, they need a reason to be let 
  in. Many petitioners arrive seeking Lord Julios' aid with 
  their taxes but he is away at Southroad Keep. Zora 
  Korana is in residence however. After ringing a bell, a 
  servant arrives at the gate and asks their business. A 
  successful DC 10 Charisma (Deception or Persuasion) 
  check is needed to obtain an audience. Characters with 
  the Noble background or those who maintained a 
  Comfortable or higher lifestyle during their last 
  expenditure of downtime make this check with 
  advantage. If successful, the servant deems the characters 
  story important enough for Zora Korana Caramitru to 
  receive them.  
   
  The inside of the manor is fine, but austere. Money has not 
  been wasted on ostentatious decoration, but the furniture and 
  accents present are of the finest quality. The servant leads you 
  to a receiving room where an older human woman in a high-
  necked black gown awaits you. Her grey hair is done up in a bun 
  and she is unadorned with any jewelry. She considers you with a 
  stern look, accentuating her deep frown lines, "I do not recall an 
  appointment. Why have you arrived at my door?" 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  18 
   
   
   
  Roleplaying Zora Korana Caramitru 
  Korana (human) is the wife of Julios Caramitru, a noble who 
  works for the city tax collectors. Unlike their charismatic son, 
  Julios and Korana are quite dour people to the point of being 
  puritanical. Zora Korana has no time for frivolity and those that 
  offer jocularity or try to ply her with flamboyant gifts are quickly 
  shown the door. For unknown reasons Thylius and his father 
  Julios are telepathic and she does not want this secret to come 
  out given the stigma associated with magic in Mulmaster.  
   
  If the characters inquire after Thylius, she is cautious, but 
  clearly disapproves. 
   
  "So you are more of Thylius' disreputable acquaintances. Does 
  he owe you coin? Or are you one of his silly followers? He is my 
  spawn, and such as he is, I am required to offer him some 
  measure of maternal affection, but the boy must strain even the 
  patience of the Ilmateri he claims to have been spending time 
  with. Gods know he has spent enough gold to earn their 
  affection!" 
   
  Zora Korana can offer the following details about her son. 
   
   
  Thylius is often in trouble, relying on his charm and 
  his father's coin to get him out of it. He does not 
  appreciate the hard work that should be required of 
  him; always looking for a short cut.  
   
  Thylius recently undertook on a pilgrimage to visit 
  the monks of Ilmater in the Monastery of the Yellow 
  Rose. Truthfully, she suspects he needed to leave the 
  city for awhile after having antagonized some of the 
  City Watch with one of his wild parties. She does not 
  know the entire story. 
   
  Thylius returned a little over a month ago in the 
  company of a monk named Ovon who stayed at the 
  Caramitru mansion for few days. The two of them 
  later moved to a property that Thylius had purchased 
  before beginning his trip.  
   
  The monk seemed quite enthusiastic to visit 
  Mulmaster. Though Zora Korana thinks he may have 
  been simple in the head. He was always smelling 
  everything. One evening she saw him meditating on 
  the roof of the manor, his legs folded above him as he 
  balanced on one arm. She believes he was holding 
  his breath the entire time.  
   
  Korana can give the characters the address of the 
  property Thylius purchased. It's a bit out of the way, 
  on the edge of the city. It is likely that Thylius and 
  Ovon can be found there.  
  Usilie Rostik's Smoke Shoppe is located half way 
  between the Gate of Good Fortune (temple of Tymora and 
  casino) and the House Built on Gold (temple of Waukeen 
  and bank), in full view of the Tower of Blades. It is open 
  from eight bells in the morning to six bells in the evening, 
  but is otherwise closed. Should the characters come 
  when it is closed both the front and back doors are locked 
  (breaking in requires a successful DC 20 Dexterity check 
  made with thieves' tools), though there are large 
  windows, made of actual glass that can be easily broken. 
  This encounter assumes the characters come during 
  normal business hours. If not, adjust accordingly.  
   
  A large wooden silhouette of a pipe with smoke rising from the 
  bowl hangs over the door. Clearly profitable, large glass 
  windows allow you to seen inside where jars of incense, tabac, 
  pipeweed, matches and other wares are displayed.  
   Behind the counter is bulky man of Rashemi descent with a full 
  black beard and thinning hair, sucking on a pipe. Towards the 
  back of the store, just before a walk-in humidor, three men and 
  woman sit at a table drinking from small cups and passing a 
  hookah between them.  
  The proprietor, Usilie Rostik, is behind the counter when 
  the characters arrive and offers to help them find 
  anything they may need. If they do not appear wealthy, he 
  is especially attentive, assuming they mean to steal from 
  him. 
  Roleplaying Usilie Rostik 
  Usilie Rostik (human; Deception +5, Insight +3, Perception +3) is 
  a large Mulman of Rashemi descent with dusky skin and a full 
  black beard. He keeps a lit pipe within reach whenever possible. 
  Usilie is very greedy and always looking for some way to make a 
  profit. Primarily that is by selling various smoking related 
  products, even delivering to his many wealthy clients. He prides 
  himself on his very wide selection of imported products. For 
  those he trusts, he also procures even rarer items of an illegal 
  nature; currently Silkroot.  
   
  If the characters are shopping, Usilie is more than happy 
  to help them, but as soon as they start asking questions 
  without buying anything, he implies that his answers are 
  not free. He has a wife and seventeen children to feed 
  after all. The cheapest thing in the store is a cup of 
  Chultan coffee for 5 gp.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  19 
   
   
   
   
   
  Yes, Thylius does shop here, though he hasn't for 
  some tendays. Like most of his wealthy customers, 
  Thylius has his regular order delivered. And no Usilie 
  does not divulge the order or to where it is delivered. 
  Those customers’ details are private. (Though he 
  could eventually be followed there after work if the 
  characters are willing to wait two days.) 
   
  Yes, Ayre was also a customer here. Though often 
  she came to socialize with the Theorists. He gestures 
  to the group arguing in the back.  
   
  No, Liticia nor her friends ever shopped here. A 
  successful DC 15 Wisdom (Insight) reveals that this 
  is a lie, as their Silkroot purchases were illegal he 
  does not admit they were here.  
   
  He knows nothing about the Silkroot in Mulmaster. 
  It's a dangerous drug and should be avoided. A 
  successful DC 15 Wisdom (Insight) reveals that this 
  is a lie; it's illegal and he's not about to admit he sells 
  it to random people who came in off the street. 
   
  If the characters cause trouble, he calls for the Watch. 
  Given the neighborhood, they arrive quickly to evict the 
  troublemakers.  
  Sitting in the back are a group of intellectuals, having an 
  argument as they drink strong Chultan coffee and smoke 
  imported tabac through a water pipe. They are currently 
  discussing whether the acceptance of the Phlan refugees 
  into the city is repeating the mistake of admitting the 
  Zhent refugees a century ago, or does this mark a 
  resurgence of philanthropy and public works along with a 
  fresh work force.  
  Roleplaying the Theorists 
  Thibauld, Eugone, Archill and Lucianne (male, male, male and 
  female humans) are all frequent lay-abouts, living off the wealth 
  of their friends while arrogantly arguing philosophy, literature, art 
  and politics. They are consummate intellectual hedonists who 
  have no true guiding principle.  
   
  Speaking with the Theorists is like stepping into a dueling 
  ring. They pounce on any misstep and live to prove they 
  are smarter than anyone they encounter. The fastest way 
  to blunt them however is to buy them another round of 
  coffee, tabac, or other products from the store. A 
  character must either succeed on a DC 10 Intelligence 
  (History) or a DC 15 Charisma (Deception) check to hold 
  their own long enough to gain information, or spend at 
  least 20 gp buying another round.  
   
  Ayre and her friends Elred and Orym were members 
  of the Theorists. An unofficial club that met regularly 
  at the Shop to discuss philosophy, literature, art and 
  politics. Truthfully they were all a little naive, but 
  were at least willing to pick up the tab to make up for 
  their intellectual weaknesses.  
   
  Ayre was friends with Liticia Gos and through her 
  Thylius Caramitru. Liticia is a vapid girl who latches 
  onto a new trend every few weeks in a desperate 
  attempt to appear relevant. Thylius Caramitru 
  however is different; very smart and incredibly 
  charismatic, to the point of being dangerous. The 
  weak-willed hang on his every word and are willing 
  to do just about anything to please him. Indeed, he 
  has the magnetism of old High Blade Selfaril 
  Uoumdolphin, with twice the ruthlessness. If he had 
  been born to a better family he might even have 
  taken the High Blade seat for himself some day.  
   
  Thylius has bought a property somewhere in the city 
  where he is teaching some new fad called the Yellow 
  Breath. Hokum from some monastery; a palliative for 
  the masses. They do not know where it is, but Usilie 
  surely does. He keeps the address for all his 
  deliveries in a book under the counter.  
   
  It the characters seem appropriately forward-
  thinking, they hint that Usilie sells things beyond 
  what can be seen in the store; should they want to 
  open their minds. A successful DC 10 Wisdom 
  (Insight) notices that Lucianne looks toward the 
  walk-in humidor while saying this. 
  There are two useful things the party might find by 
  searching the store.  
   
   
  Under the counter is a small book in which Usilie has 
  written all of his deliveries and the locations for each. 
  There are deliveries marked for both Ayre and 
  Thylius. The delivery for Ayre is labeled "special 
  incense." The deliveries for Thylius are most regular 
  incenses, spices, tabac, matches, and perfumes, but 
  there are a number of herbs as well. A successful DC 
  10 Intelligence (Nature) or Wisdom (Medicine) check 
  notes that they are often used in making drugs to 
  sedate patients. The address for both deliveries is the 
  same the Chapter House. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  20 
   
   
   
   
  A character succeeding on a DC 15 Intelligence 
  (Investigation) check notices a secret compartment in 
  the humidor behind a bin of cigars. Usilie's stock of 
  Silkroot is concealed within, wrapped in oilcloth. 
  Order of the Gauntlet Faction Assignment. Finding the 
  Silkroot gives the Order of the Gauntlet enough proof to 
  have Usilie arrested. Members of the Order of the 
  Gauntlet that complete their assignment receive a renown 
  point for doing so.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  21 
   
   
   
  Once the characters have investigated at least one lead 
  after leaving the party (Part One), their investigations 
  draw the attention of Thylius who uses the altar in the 
  Hall of Winds beneath the Chapter House to summon a 
  band of dust mephits which fly to the characters location 
  and attack them.  
   
  The hot sun of summer shines down upon the streets of 
  Mulmaster, bringing forth all the smells of humanity. Moving 
  down a crowded you spot a cart on side of the street selling 
  chilled wine. Just as you think things might be looking up, the 
  seller points in your direction and begins screaming!  
   
  The wine-seller, a man named Davnya, has seen four dust 
  mephits descending on the party from behind. When he 
  starts screaming everyone on the streets moves away, 
  leaving the characters in a relatively open area. Those 
  characters who have a passive Perception equal to or 
  greater than 14 notice several small shadows pass over 
  them and realize they are about to be attacked.  
   The dust mephits begin by having two of their number 
  use their blinding breath upon the party, trying to catch as 
  many total characters as possible. The third dust mephit 
  casts sleep upon the party, particularly trying to get 
  characters that are not blind. The final dust mephit then 
  engages with a conscious and not blinded foe to prevent 
  them from aiding sleeping allies. The mephits use their 
  spells and blinding breath to limit the number of foes that 
  can attack them while they gang up one or two sighted 
  foes at a time. As they are summoned, they fight to the 
  death and their bodies disappear when slain. 
   Broken Cobblestones. This portion of the street is 
  littered with broken cobblestones. It is considered 
  difficult terrain, but can be moved through at normal 
  speed by succeeding on a DC 10 Dexterity (Acrobatics) 
  check. Failure results in the character slipping and falling 
  prone.  
   Wine Stall. The wine-seller's stall is draped in large 
  curtains that can be used to hide behind, but do not stop 
  attacks. The curtains could be pushed over on top of an 
  adjacent foe to grapple them. Use the character's 
  Strength (Athletics) with advantage for the initial attack, 
  but subsequent attempts to escape must only oppose a 
  DC 10 unless the character is maintaining the grapple.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: Remove two dust mephits 
   
  Weak party: Remove one dust mephit 
   
  Strong party: Add two dust mephits 
   
  Very strong party: Add three dust mephits 
  While the mephits are not especially powerful, it is 
  possible that between sleep spells and their blinding 
  breath that things could go poorly if the players fail 
  several saving throws. If the characters are in danger of 
  being overwhelmed due to poor luck, the DM is 
  encouraged to have the wine-seller enter the fray and 
  shakes one of the sleeping characters awake.  
   The characters may take a short or long rest after this 
  encounter. There is no deadline for them to continue their 
  investigation.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  22 
   
   
   
  The Chapter House of the Yellow Breath is an active 
  location with its inhabitants moving about as the day 
  progresses. The location is presented here as a sandbox 
  that responds accordingly to the characters actions. 
  Creatures are listed in those rooms in which they are 
  most likely found, but should the characters attempt to 
  infiltrate during an unusual time (such as the dead of 
  night or during a "meal"), adjust accordingly. Also, should 
  an alarm be raised, each entry describes how the 
  creatures behave. 
  The characters eventually need to infiltrate the Chapter 
  House if they hope to locate Liticia. There is no right way 
  to get inside and the DM has to adjudicate the success or 
  failure based on the guidelines given below. Each section 
  mentions what events trigger an alarm.  
   Asking. It is possible that some naive characters may 
  simply knock on the door and ask to be let in, or ask if 
  Liticia is in residence. If so, the thug from Area 2 moves 
  to the front gate and politely asks what the characters 
  want. If they raise his suspicions, he bars the gate.  
   He does not unlock the gate for anyone who wants to 
  come in and look around, but admits that Zora Liticia Gos 
  is staying at the Chapter House, but that she has gone 
  into seclusion as she meditates and asked not to be 
  disturbed. He claims that he can take a message to her if 
  the characters wish (DC 10 Bluff, he intends to take the 
  message to Thylius instead). If the characters try to force 
  their way in or threaten him, he raised the alarm. He does 
  not explain any of the tenets of the Yellow Breath 
  philosophy to non-students.  
   Bluffing. Intelligent players may attempt to bluff their 
  way inside. As above, the thug starts by coming to the 
  gate and speaking with the characters. Those claiming to 
  be workers, delivery men, or city guard are turned away. 
  No one but those who are seeking enlightenment and 
  propose to join the House as a student are considered. If 
  such a person or persons present themselves, the thug 
  asks that character to wait outside while he retrieves Rolo 
  to speak with them. Returning with Rolo (Deception +5, 
  Insight +4, Perception +6), they interview the prospective 
  student. The character must convince Rolo that they are 
  sincere, and potentially a worthy mark for the scam or 
  otherwise valuable for the House to control. Prospective 
  students who do not appear wealthy (those with a 
  Lifestyle of Modest or lower that are not specifically 
  disguised as wealthy) receive disadvantage on Diplomacy 
  and Deception skill rolls to gain entrance. Characters 
  with the Noble Background receive advantage on these 
  rolls. Use of Intimidation results in Rolo ordering the 
  rude person to leave. If they persist, he raises the alarm. 
  He does not explain any of the tenets of the Yellow Breath 
  philosophy to non-students. If their suspicions are raised, 
  he bars the gate. 
   Force. It is possible that the characters may just try to 
  force their way inside (causing the alarm to be raised), or 
  resort to force once the alarm has been raised. The 
  majority of the residents fight to defend the Chapter 
  house, with specific details given under their descriptions. 
  It is quite likely that noisy frontal assaults attracts many 
  of the inhabitants of the Chapter House, and rapidly 
  escalate the danger of this encounter. Given the 
  remoteness of the grounds, the Watch does not respond 
  quickly unless there is a large fire or other obvious threat 
  to the city. 
   Stealth. Some characters may attempt to sneak inside. 
  To do so, the need to get past the locked gate or over the 
  wall (area 1). If they are seen sneaking by any of the 
  residents with the exception of the nobles, they raise the 
  alarm. If they encounter a noble, the noble (Insight +4) 
  asks the character to identify themselves and if they do 
  not come up with a plausible story as to why they are 
  skulking about, the alarm is raised.  
  It is possible that the characters could attack the Chapter 
  House and withdraw to rest. If Thylius is not slain, he 
  hires a new guard for every guard, thug, spy, or 
  feathergale knight slain. If he is slain, everyone leaves. 
  Located in a wealthy, residential part of Mulmaster, the 
  Chapter House is a walled mansion set back from the 
  road with a handful of trees partially—but not 
  completely—obscuring the view.  
  Away from any trees or cover, a stout stone wall rises higher 
  than a tall man. A gate with iron scrollwork over finished 
  timbers offers potential passage to the unseen grounds beyond.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  23 
   
   
   
  The smooth wall is 10-feet high and made of stone 3-feet 
  thick. It can be climbed with a successful DC 15 Strength 
  (Athletics) check. Attempting to smash the wall raises the 
  alarm. There are no trees or other easily climbable 
  objects near the wall.  
   A gate sits in the south side of the walls. The locked 
  gate is made of banded timbers, covered in iron 
  scrollwork depicting leafy vines. The lock can be picked 
  with a set of thieves' tools and a successful DC 20 
  Dexterity check or forced with by those succeeding on DC 
  20 Strength (Athletics) check. Breaking down the gate 
  raised the alarm.  
   The gate is normally not barred, but there is a wooden 
  bar leaning against the wall near the door. If the gate is 
  barred, opening the lock does not permit entrance to the 
  grounds. The gate can be forced with a successful DC 20 
  Strength (Athletics) check; DC 25 if the door is still 
  locked.  
  A sunken garden fills the grounds behind the manor. Rows of 
  fragrant hedges, scented fountains, and a dizzying array of 
  flowers cram the garden, with a flat open area of cedar chips at 
  its center. A small marble building, possible a decorative shed, 
  is in the northeast corner. 
   
  During the day Rolo (a spy), three guards, and a thug 
  patrol the grounds. Rolo frequently spends some of his 
  time working in the garden, or occasionally leading a 
  session for the three nobles (area 7) where he has them 
  smell various plants in the garden and meditate on the 
  meaning of those scents.  
   A successful DC 15 Intelligence (Nature) skill check 
  notes that several of the plants in the garden are 
  commonly used in perfumes, soaps, or incense; though 
  some of them could be used by an herbalist to create a 
  soporific. Creating such a sleeping drug is an involved 
  process sometimes used by the Chapter House to induce 
  "meditative states" in its students.  
   A decorative, marble shed is off to one side. The locked 
  door leads to the escape tunnel (area 16). Unlocking the 
  door requires a set of thieves' tools and a successful DC 
  20 Dexterity check. 
   Alarm. If the alarm is raised, Rolo and the three 
  Guards move towards the disturbance. If the threat is not 
  immediately in sight, the Thug first moves to the front 
  gate to make sure it is secure, bars it, and then moves 
  toward the source of the alarm.  
   If a combat begins, the three Guards try to pin the 
  intruders in a room or enclosed space, so as to delay their 
  foe's escape until help arrives. All the while, they scream 
  an alarm. Rolo uses his cunning action to dart in and out, 
  using sneak attack enemies surrounded by guards. If the 
  thug is present, he engages the same target as the guards 
  unless there is a spellcaster causing havoc, in which case 
  he changes targets and calls for at least one ally to join 
  him. The thug and guards fight as long as Rolo is present, 
  who runs to his brother Jott (Area 12) if he is on the only 
  one left standing.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: Remove the thug and two guards 
   
  Weak party: Remove two guards 
   
  Strong party: Add one thug and one guard 
   
  Very strong party: Add two feathergale knights and remove 
  two guards 
  If the guards or the thug are captured, they can be forced 
  to explain their roll. They serve Thylius Caramitru; the 
  guards because they are converts to the Yellow Breath, 
  the thug because he is paid well. They can give the 
  general layout and descriptions of people on the grounds 
  and manor. They know nothing of the underground areas 
  and thus cannot be forced to speak of them. They do not 
  know where Ovon is. 
   Rolo does not easily give information, requiring a 
  successful DC 15 Intimidate check or a bribe of 15 gp and 
  his freedom before he talks. Rolo and his brother Jott, 
  work for Thylius Caramitru. They know that Thylius has a 
  monk from the Monastery of the Yellow Rose held captive 
  in the basement of the manor and that is where he gets 
  his techniques. They have even seen the monk Ovon 
  sometimes be let out to teach others (the guards and 
  Liticia) of the Yellow Breath. They do not know how he 
  forces the monk to comply. Thylius is using modifications 
  of the monk's philosophy to woo disaffected nobles and 
  their wayward children, creating a cult of personality. He 
  seeks to become wealthy by deceiving them into giving 
  larger and more extravagant donations to the Chapter 
  House. In the long run, if enough of the nobility are under 
  his sway, he may even be elevated to a Blade of the ruling 
  council.  
  Rolo has a pouch with 35 gp in it.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  24 
   
   
   
  The tall ceilings in the foyer are decorated with a fresco of a 
  sunny sky, a few wispy clouds and a flock of birds breaking up 
  the blue. Doors are to the east and west with both a hallway and 
  a set of stairs to the north.  
   
  The front door to the Chapter House is normally unlocked 
  during the day, but is locked at night. Unlocking the door 
  requires a set of thieves' tools and a successful DC 15 
  Dexterity check. Breaking down the door raises the 
  alarm. A chandelier lights the hallway in the evenings.  
   The stairs are badly gouged from the axe beaks in area 
  12 using them. A successful DC 15 Intelligence (Nature) 
  check determines that the gouges are from a Large-sized 
  bird's talons.  
   Alarm. If the alarm has been raised from outside the 
  Chapter House, the front door is locked by the thug from 
  Area 7 when he goes outside to investigate.  
  Two large tables surrounded by chairs dominate this large, 
  windowed-filled room. Two doors exit to the east with another 
  exiting to the north.  
   
  The dining hall is generally empty, except at meal times. 
  For the three main meals of the day, the entirety Chapter 
  House gathers to smell fragrant, mouth-watering dishes 
  prepared onsite. They are also given a thin gruel and 
  water once a day in the mornings which they are 
  permitted to consume.  
  The door leads into a large library with comfortable chairs 
  scattered throughout, a reading table off to one side, a fireplace, 
  and myriad of shelves along the walls.  
   
  At all hours of the day, this room is kept warm despite the 
  summer season, with scented logs burning in the 
  fireplace. The library is frequently empty during the day, 
  though in the evenings it is common for the nobles, to 
  find their way here to read.  
   A quick search through the books and scrolls (DC 10 
  Intelligence (Investigation)) catalogues the general nature 
  of the library. It includes a wide selection of decadent 
  fiction alongside weighty philosophical tomes mixed in 
  with a few horticultural volumes. A character succeeding 
  in the Investigation check also locates a map that shows 
  the location of the Monastery of the Yellow Rose in 
  relation to Mulmaster.  
   On the map there is a box marked with an X in this 
  room. This represents the area taken up by the secret 
  staircase. See area 7 for more details. The various 
  bookcases in the room help disguise it as does the central 
  staircase.  
  Several of the books are valuable and could be sold for 40 
  gp in total. 
  The large, spotless kitchen is fully outfitted with two huge 
  ovens, a fireplace, ample counter space and numerous cabinets. 
  Drying herbs and copper cookware hang from the ceiling.  
   
  The kitchen is incredibly well stocked for an order that 
  believes in fasting, partially because not all members of 
  the order are all that devote in their beliefs. Characters 
  searching through the kitchen find most foods available in 
  the Moonsea region, plus an ample supply of rare spices. 
  The kitchen is even equipped with an insulated ice 
  cabinet in which meat is stored.  
   During the day two servants (Evy and Polla; female 
  humans) spend time preparing the aromatic dishes that 
  the others sniff as part of their meditations. The servants 
  are non-believers and thus eat in the kitchen, out of view 
  of the rest of the Chapter House. In between meals, the 
  servants roam the manor cleaning. The servants do not 
  fight and beg to surrender if attacked.  
   In the late evenings or when the servants are 
  elsewhere, it is not uncommon for Rolo (spy), Jott 
  (feathergale knight) or one of the thugs to be found here, 
  stealing food.  
  The spices can be sold for 15 gp.  
  Between large windows, white tapestries edged in gold fringe 
  cover the walls, spouting slogans like "Breathe Deep of Life" or 
  "Still the Winds in Your Mind." A padded mat covers the floor. 
  Doors exit to the west and south. A weapon's rack is next to the 
  western door. A bottle with a swirling smoke inside it is next to 
  the rack on a small table. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  25 
   
   
   
  This room is used for training the devotees in both 
  meditation and athletic techniques. During the day a thug 
  is instructing three nobles (Elred, Orym and Ayre; two 
  men and one woman) in basic self defense techniques. As 
  part of the class, the thug suggests these are secret 
  monastic traditions taught to him by the monk in 
  residence, Ovon. During the class, the nobles are not 
  wearing armor (lower their AC by 4 if attacked here), and 
  they have placed their weapons in the rack.  
  Gas Bomb 
  As part of their meditations and training, the Nobles are 
  frequently exposed to various gases and forced to hold their 
  breath. The bottle contains a poisonous gas that one of the 
  Nobles uncorks if attacked in this room. The floral scented, oily 
  smoke makes the inhaler drowsy. If smashed or opened, the 
  smoke that fills a 20-ft. cube. Those inside must succeed in a DC 
  10 Constitution saving throw or gain 2 levels of exhaustion for 
  1d4+1 rounds. Give the nobles advantage on their saving throws 
  due to their practice of holding their breath.  
   
   Alarm. Should the alarm be raised from outside the 
  manor while a class is in session, the thug orders the 
  nobles to retreat to their rooms and prepare to defend the 
  Chapter House. The nobles gather their weapons and run 
  to their rooms upstairs (Areas 8 and 9) and don their 
  armor before returning to the ground floor. The Thug 
  moves to the rear door, locks it, and then does the same 
  for the front door after exiting. He then moves to the 
  source of the alarm. 
   If the alarm is inside the manor, the thug and nobles 
  gather their weapons and move as a group to the source 
  of the alarm.  
   The thug fights as long as he is not alone, but is not 
  willing to sacrifice his life for the safety of the manor, or 
  his students. If the thug is defeated, the nobles 
  immediately surrender.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: Remove one thug 
   
  Weak party: Remove one thug and add two guards 
   
  Strong party: Add one thug and one guard 
   
  Very strong party: Add one thug and one spy 
  If captured, the thug behaves in a conciliatory manner 
  and can be forced to explain his roll. He serves Thylius 
  Caramitru because he is paid well and can give the 
  general layout and descriptions of people on the grounds 
  and the ground and upper floors of the manor. He knows 
  nothing of the underground areas and thus cannot be 
  forced to speak of them. He does not know where Ovon 
  is.  
   The nobles are all adult children of noble families in 
  Mulmaster who have begun their training within the last 
  two tendays. They know there is one other student (Liticia 
  Gos), but she is much further along in her study of the 
  Yellow Breath and thus trains with the monk Ovon or 
  Thylius. They have a rough idea of the rest of the staff, but 
  truthfully, being commoners, they haven't paid them 
  much mind. The nobles are shocked and appalled that 
  anyone would assault them or question Thylius and the 
  Yellow Breath. They stress how sorry the characters will 
  be when their parents hear what the party has done. The 
  do not know where Ovon is. 
   Lords' Alliance Faction Assignment. Ayre Affapanov 
  is the woman the Lords' Alliance characters are looking 
  for. She does not come willingly and has to be restrained 
  if she is to be returned to her father. If captured alive, 
  members of the Lords' Alliance succeed in their 
  assignment. 
  Bunk beds fill the room. Each has a trunk at the foot of it, with a 
  second under the beds. The room smells of stale sweat.  
   
  The two male nobles (Elred and Orym), four thugs, and 
  three guards sleep here at night. The nobles store their 
  armor here when not in use. The trunks are not locked 
  and each is filled with white clothing. Two of the trunks 
  (belonging to two of the thugs) have food hidden in the 
  bottom.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  26 
   
   
   
  Bunk beds fill the room. Each has a trunk at the foot of it, with a 
  second under the beds. A floral-scented candle sits on the locker 
  nearest to the door.  
   
  The two servants (Evy and Polla), the two female nobles 
  (Ayre and Liticia) sleep here. The trunks are not locked 
  and each is filled with white clothing and a selection of 
  candles, soaps, and incense sticks. Ayre's bed has a small 
  chapbook with yellow pages entitled The Secret Powers 
  of Breathing. It describes meditative techniques that 
  center about holding ones breath for inordinate amounts 
  of time.  
   Liticia spends many nights with Thylius, discussing 
  philosophy with Ovon and thus is not always to be found 
  here at night. 
  Two beds and two dressers are in this room, one set on each 
  side. One side is cluttered with stuffed water fowl and feathers, 
  while the other side is dark and tidy.  
   
  The door to this room is locked and only the elven 
  brothers Rolo (spy from area 2) and Jott (feathergale 
  knight from area 12) have keys. Unlocking the door 
  requires a set of thieves' tools and a successful DC 10 
  Dexterity check. Before entering, a successful DC 15 
  Wisdom (Perception) check notices a small feather 
  caught between the frame and the door about an inch 
  from the ground. The brothers use this trick to know if 
  anyone has been in their room. If the feather is missing or 
  out of place, the brothers enter the room with weapons 
  drawn.  
   The side of the room that is occupied by Jott is filled 
  with feathers, stuffed birds, and both tools for taxidermy 
  and animal training. The tools are of high quality, but the 
  stuffed birds are not. It is cluttered and messy, with 
  browns and greens dominating the color scheme. In the 
  dresser, there is a bag of apples, a hardboiled egg, a block 
  of cheese wrapped in oiled paper, and full wineskin. 
   The side of the room occupied by Rolo is all black. It is 
  clean and everything is perfectly placed. Under the bed 
  there is a fully packed backpack with clothes, rations and 
  general adventurer gear, ready in case the brothers 
  should need to flee quickly. Hidden under the pillow is a 
  dagger. In the dresser there is a sack with strips of dried 
  meat, an apple, a flask of strong whiskey and a pouch 
  with 15 gp.  
  The dagger, tools and adventuring gear can be sold for 10 
  gp, in addition to the 15 gp in the pouch. 
  This lavish room has a massive canopy bed, thick rugs on the 
  floor, a chest of drawers, full length mirror, a small table with 
  chairs and a closet. Books, candlesticks, and other signs of 
  wealth are scattered about the room.  
   
  Thylius’s room is sumptuous and is often used to visit 
  with important students one on one as Thylius further 
  draws them into his thrall. Of late he has been focusing 
  his attentions on Liticia (a noble) and she has become 
  utterly devoted to him. He is rarely without the presence 
  of at least one of the thugs as a bodyguard.  
   Hidden in the back of the closet (noticed by anyone 
  succeeding on a DC 15 Intelligence (Investigation) check) 
  is a secret door that leads to a spiral stair inside the walls. 
  The stairs lead down to area 13, allowing Thylius or 
  Liticia to move back and forth without being seen when 
  visiting with Ovon.  
   Alarm. If the alarm is raised, Thylius reveals the 
  presence of the secret door (which the thug is unaware of) 
  and directs Liticia and the thug to follow him down below 
  to area 13 where they can seek safety behind his griffons 
  below, or potentially flee down the escape tunnel (Area 
  16).  
   If attacked directly in his room, Thylius orders the thug 
  to engage enemies while he tries to flee down the secret 
  stairs. If unable to get to the closet, he engages in melee 
  with the thug and Liticia, casting shield when necessary. 
  The thug and Liticia surrender if Thylius is defeated. 
  Thylius fights as long as there is some chance of escape. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: Remove one thug and while present, Liticia 
  (the noble) does not fight 
   
  Weak party: Remove one thug 
   
  Strong party: Add one spy and one thug 
   
  Very strong party: Add two feathergale knights and one thug 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  27 
   
   
   
  If Thylius is captured, he tries to negotiate for his release 
  offering his ring of mind shielding. If interrogated, he 
  admits his guilt. He kidnapped Ovon after their arrival in 
  Mulmaster and forced him to teach the Yellow Breath to 
  Thylius and his followers. He had planned to create a cult 
  centered upon himself composed of the scions of various 
  noble families with the eventual goal of using this broad 
  base of support to elect himself a Blade or even High 
  Blade when his followers eventually took over their 
  family's houses. He admits that he has poisoned some of 
  his followers who eventually decided to leave, such as the 
  lamented Evna Smeethe. If Thylius survives, Garwyl is 
  able to see that he gets the punishment he deserves.  
   Liticia is furious at the characters and alternates 
  between anger at their attack on her beloved Thylius and 
  shock at Thylius' fall. The characters need to restrain her 
  in order to get her back to her family.  
  Roleplaying Liticia Gos 
  Liticia (human) is the daughter of Lord Ninyon Gos and sister to 
  Garwyl and Andrik. She is flighty, naive, and entitled; getting by 
  on her good looks and her family's coin. She loves the greatest, 
  newest thing and believes that newer is always better.  
  Thylius wears a ring of mind shielding that the characters 
  can claim.  
  This large, open air balcony has a number of cages and perches; 
  most of them inhabited. The sounds and smells of birds are 
  everywhere.  
   
  Jott (a feathergale knight) trains birds for the Chapter 
  House, as well as raises chickens for their eggs and meat 
  to be used in the inhaling rituals the devotees often 
  undergo. He is here with a thug, a swarm of ravens, and 
  two axe beaks. 
   Jott is devoted to his birds and sacrifices them only to 
  save himself or his brother, Rolo. Jott does not otherwise 
  surrender as long as his birds are endangered. He is 
  generally found here working with the birds during the 
  daylight hours.  
   Alarm. If the alarm is raised, Jott sends the thug to find 
  out what is going on while he prepares his birds, 
  following two rounds later. Getting the axe beaks down 
  the stairs is difficult due to their size, but he has done so 
  before and forces them down again.  
   If a combat occurs on the grounds within sight of the 
  balcony, Jott sends his swarm of ravens to attack an 
  enemy. The ravens do not change targets and stop to 
  feast on a body if they drop the target they are directed 
  against. Jott, the axe beaks, and the thug follow as soon as 
  possible while raising the alarm inside as they go. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: Remove one thug and two axe beaks 
   
  Weak party: Remove one thug and one axe beak 
   
  Strong party: Add two axe beaks 
   
  Very strong party: Add two feathergale knights, remove one 
  thug  
  If captured, the thug behaves in a conciliatory manner 
  and can be forced to explain his roll. He serves Thylius 
  Caramitru because he is paid well and can give the 
  general layout and descriptions of people on the grounds 
  and the ground and upper floors of the manor. He knows 
  nothing of the underground areas and thus cannot be 
  forced to speak of them. He does not know where Ovon 
  is.  
   Jott does not easily give information, requiring a 
  successful DC 15 Charisma (Intimidate) check or a bribe 
  of 15 gp and his freedom, before he talks. Jott and his 
  brother Rollo, work for Thylius Caramitru. They know 
  that Thylius has monks from the Monastery of the Yellow 
  Rose held captive in the basement of the manor and that 
  is where he gets his techniques. They have even seen the 
  monk, Ovon, sometimes be let out to teach others (the 
  guards and Liticia) of the Yellow Breath. They do not 
  know how he forces the monk to comply. Thylius is using 
  modifications of the monk's philosophy to woo disaffected 
  nobles and their wayward children, creating a cult of 
  personality. He seeks to become wealthy by deceiving 
  them into giving larger and more extravagant donations 
  to the Chapter House. In the long run, if enough of the 
  nobility are under his sway, he may even be elevated to a 
  Blade of the ruling council.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  28 
   
   
   
  This large cave is dominated by two tables filled with glassware 
  and bubbling chemicals. A pile of straw is in the northeast 
  corner. Three tunnels exit the cave, a strong wind coming from 
  one of them.  
   
  The cave is filled with an alchemy lab that Thylius uses 
  for making drugs and poisons from the various garden 
  plants. It is the mess of a dabbler, with very little 
  documentation or labeling. A character succeeding on a 
  DC 15 Intelligence (Nature) recognizes that someone is 
  using plants (that can be found in the garden, area 2) to 
  make sleeping drugs. It is unclear without testing to 
  determine the success of the current process. A character 
  succeeding on a DC 15 Intelligence (Arcana) notes that 
  some of the methods employed also seem vaguely infused 
  with strange magic. Amidst the bottles is an ornate bottle 
  that is formed to look like it is made of clouds. Inside is a 
  potion of lightning resistance that is a thick blue liquid 
  that smells slightly of ozone. The tables are bolted to the 
  floor in order to prevent tipping.  
   There are two griffons in this room, sleeping on the 
  straw. Having been tamed by Thylius, they guard the 
  room attacking anyone entering who is not with him. 
  There is a set of keys that open the cells in area 14 on a 
  wall-mounted hook behind the griffons. 
   Alarm. The raising of the alarm above doesn't affect the 
  griffons, though it increases the chance that Thylius and 
  some of his allies are hiding here or in the chapel.  
   Alchemical Substances. The contents of the various 
  unlabeled vials and jars might be imbibed randomly or 
  used as a ranged weapon. If a character tries a random 
  bottle, roll 1d8 and consult the table below.  
  Chemical Exposure  
  d8 
  Effect 
  1 
  It tastes like cucumber and smells like pine needles. 
  No effect. 
  2 
  The floral scented, oily residue makes the imbiber 
  drowsy. The target must succeed in a DC 10 
  Constitution saving throw or fall unconscious (as 
  per the sleep spell). If smashed, the oil evaporates 
  into a less potent gas that fills a 10-ft. cube. The 
  target must succeed in a DC 10 Constitution saving 
  throw or gain 2 levels of exhaustion for 1d4+1 
  rounds.  
  3 
  The sweet tasting liquid heals 1d4 points of damage 
  if consumed, but does nothing if used as a grenade 
  weapon.  
  4 
  A smoke duplicating the effect of a fog cloud escapes 
  the bottle as soon it is opened or smashed.  
  5 
  The bottle contains a foul-smelling strong acid that 
  does 7 (2d6) acid damage if consumed or used 
  successfully as a ranged weapon.  
  6 
  An earthy paste thickens the skin of anyone 
  imbibing or splashed with this chemical, giving the 
  target a +1 AC bonus and decreasing their speed by 
  5 ft. for 1d4+1 rounds.  
  7 
  This black liquid is poisonous to anyone consuming 
  or contacting it. The victim must succeed in a DC 10 
  Constitution saving throw or take 1d3 poison 
  damage at the end of their turn each round for 3 
  rounds. The victim is entitled a saving throw at the 
  beginning of each of their actions to shake off the 
  effect earlier.  
  8 
  A sickly green gas that smells like rotten meat spews 
  from this bottle into a 20-ft. radius cloud that lasts 
  for 1d3 rounds before dissipating. Anyone within the 
  cloud of gas is lightly obscured and must succeed 
  on a DC 10 Constitution saving throw or be 
  poisoned for 1 round.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party: Remove one griffon; reduce the remaining 
  griffon’s hit points to 45 
   
  Weak party: Remove one griffon  
   
  Strong party or very strong party: Add one griffon 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  29 
   
   
   
  Among the papers on the desk are various confused notes 
  about the Yellow Breath, mixed with ravings about 
  Thylius' plans to corrupt the noble youth of Mulmaster to 
  make himself High Blade. Pictures of a downward 
  pointing arrow are drawn in the margins. 
  One of the bottles on the table contains a potion of 
  lightning resistance. 
  The southern hallway leads to a cave without an exit. Groups of 
  small cells line three of the walls. 
   
  The cell doors are locked but can be unlocked by the keys 
  from area 13 or by characters using a set of thieves' tools 
  and a successful DC 15 Dexterity check. 
   Most of the cells are empty, but one is currently home 
  to Ovon, a monk from the Monastery of the Yellow Rose. 
  He calmly welcomes the characters and politely asks 
  them if they would release him.  
   
   
  He has been imprisoned here for over a month, ever 
  since traveling to Mulmaster in the company of 
  Thylius Caramitru who had visited his monastery for 
  a tenday.  
   
  Thylius said that he had come the monastery to learn 
  about the disciples of Saint Sollars the Twice 
  Martyred and their beliefs. At the end of his visit, he 
  offered his family collection of genealogies of the 
  noble houses of Mulmaster, if only a representative of 
  the monastery would retrieve the books. Having 
  struck up a friendship with Thylius during his visit, 
  Ovon volunteered to make the trip.  
   
  Once they arrived in Mulmaster, Thylius invited Ovon 
  to his family's home and later the manor in which the 
  characters now stand. Unfortunately, Thylius 
  imprisoned him almost immediately upon his arrival.  
   
  Since his entrapment, Thylius has been demanding 
  that Ovon teach him and his followers of the Yellow 
  Breath, which he has done. Ovon is a pacifist, so he 
  could do little but comply with Thylius' demands.  
  If the characters rescue Ovon, he thanks them and 
  welcomes them to visit him at the Monastery of the 
  Yellow Rose when they are next in the Area. Of course he 
  is willing to testify to all he witnessed if asked.  
  Roleplaying Ovon 
  A monk from the Monastery of the Yellow Rose (Ilmater), Ovon 
  (human) has never before seen a large city and is still somewhat 
  bemused by the size and bustle of Mulmaster. He is always calm, 
  naive, does not believe in any form of violence or resistance, and 
  tends to be enigmatic. He never gives a straight answer when a 
  riddle will do.  
  An altar is the only object in this unlighted, wind-filled chamber. 
  A downward pointing arrow is carved into the wall behind it. A 
  small coffer decorated with images of a violent storm rests upon 
  the altar. The winds swirl, seeming to blow dust from small 
  holes bored into the walls and ceiling.  
   
  This simple room appears to be a chapel, though to what 
  or who, it isn't clear. A strange breeze fills the room, 
  magically emanating from the holes in the walls.  
   Six dust mephits has compressed themselves into the 
  holes in the ceiling, waiting for creatures not in the 
  company of Thylius to enter the room. They are hiding; 
  compare the results of a Dexterity (Stealth) check against 
  the passive Perception of the characters. The dust 
  mephits are magically compelled to defend this chamber 
  and fights to the death. They do not chase foes that flee 
  the room, instead returning to one of the holes, out of 
  sight of any ranged attacks.  
   Alarm. The raising of the alarm above doesn't affect the 
  mephits, though it increases the chance that Thylius and 
  some of his allies are hiding here. 
   Altar. The altar is large enough to grant cover if a 
  creature moves behind it. If checked for, the altar radiates 
  evocation magic due to its creation of the winds that fill 
  the room. A successful DC 15 Intelligence (Arcana) check 
  also notes that the symbols carved into its surface mark it 
  as a focus for summoning elemental creatures. Smashing 
  the altar by doing 15 points of bludgeoning damage ends 
  the wind effect and ruins it as a focus.  
   Winds. The strong winds created by the presence of the 
  altar come out of the holes in the walls and ceiling. They 
  cause disadvantage on ranged attacks and Wisdom 
  (Perception) checks based on hearing while in this room 
  as long as the altar remains.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  30 
   
   
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very Weak party: Remove four dust mephits 
   
  Weak party: Remove two dust mephits 
   
  Strong party: Add two dust mephits 
   
  Very strong party: Remove all the dust mephits; add one air 
  elemental 
  The coffer is locked (DC 15 Dexterity), and inside is 250 
  gp in coins and valuables donated by Thylius' followers, 
  as well as a scroll of misty step.  
  If the characters enter the tunnel from the gardens: 
   
  The marble shed has no floor. Instead a wide tunnel slopes 
  downward into darkness. A strong wind blows from somewhere 
  down below.  
   
  The door to the gardens is locked (DC 20 Dexterity) to 
  prevent access from the gardens into the secret 
  basement. It can be unlocked with no roll from the tunnel 
  side.  
   Hidden Pit Trap. A few steps inside the door, there is a 
  hidden pit trap. There is a hidden switch detectable by 
  characters succeeding on a DC 20 Intelligence 
  (Investigation) check on both sides that 
  activate/deactivate the pit, causing a steel rod to retract or 
  insert itself into the lid so someone who knew about the 
  bypass could traverse the trap safely. The trap itself can 
  be found with a successful DC 15 Intelligence 
  (Investigation) check. It cannot be found from the outside 
  when the door is closed. If not found and deactivated, the 
  first creature to step upon the cover causes it to swing 
  downward and spill the intruder 10 feet onto iron spikes 
  for 2d10 bludgeoning and piercing damage. A characters 
  succeeding on a DC 15 Dexterity saving throw avoids 
  falling into the pit.  
   If the characters enter the area from the secret 
  staircase in the manor: 
   
  This dark, wide tunnel slopes upward toward a small landing 
  and a door in the center of the wall.  
   
  This door opens into area 13 in between the griffons’ nest 
  and the table of bottles on the map. 
  If the characters recover Liticia alive: 
   
  Garwyl pours you a drink, "I am very grateful for all you've done 
  rescuing my sister from the mechanizations of a crazy man. 
  Who can imagine how he ever fell so far? In addition to your 
  reward. I will do everything I can for the refugees of Phlan." 
   
  If the characters do not recover Liticia alive: 
   
  Garwyl scowls, "I am very grateful for all you tried to do for my 
  sister, but I suppose she was just too far gone. Who can 
  imagine how she ever fell so far? Anyway, I suppose our 
  business is concluded. I must see to the funeral arrangements." 
  If Liticia is recovered alive, the characters receive a 
  reward of 250gp from Garwyl for recovering Liticia alive. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  31 
   
   
   
  Make sure 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 
  Air elemental 
   
   
  1,800 
  Axe beak  
   
   
  50 
  Dust mephit 
   
   
  100 
  Feathergale knight  
   
  200 
  Griffon 
   
   
   
  450 
  Guard 
   
   
   
  25 
  Noble 
   
   
   
  25 
  Spy 
   
   
   
  200 
  Swarm of ravens 
   
   
  50 
  Thug 
   
   
   
  100 
  Thylius Caramitru, hurricane  
  450 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Recovering Liticia alive 
   
  300 
   
  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. 
  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 
  Rolo's pouch  
   
   
  35 
  Books from Area 5  
   
  40 
  Spices from Area 6  
   
  15 
  Gear and coins from Area 10  
  25 
  Coffer from Area 15  
   
  250 
  Garwyl's reward 
   
   
  250 
  Ring, uncommon, requires attunement 
  This plain, silver ring is engraved with the holy symbol of 
  Ilmater, a pair of hands bound cord. A description of this 
  item can be found in the Dungeon Master’s Guide. 
  Potion, common 
  A description of this item can be found in the Player’s 
  Handbook. 
  Scroll, uncommon 
  This spell scroll contains a single misty step spell. A 
  description of spell scrolls can be found in the basic rules 
  or Dungeon Master's Guide. 
  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. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  32 
   
   
   
  All faction members earn one renown point for 
  participating in this adventure. 
   
  Order of the Gauntlet characters earn an additional 
  renown point if they found proof of the source of the 
  Silkroot in Mulmaster and reported it to their faction.  
   
  Lords Alliance characters earn an additional renown 
  point if they capture/rescue Ayre alive within three days. 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  You receive 200 XP, 100gp, and ten downtime days for 
  running this session. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  33 
   
   
   
  Large elemental, neutral 
    
  Armor Class 15 
  Hit Points 90 (12d10 + 24) 
  Speed 0 ft., fly 90 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2) 
    
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran 
  Challenge 5 (1,800 XP) 
    
  Air Form. The elemental can enter a hostile creature’s space and 
  stop there. It can move through a space as narrow as 1 inch wide 
  without squeezing. 
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) bludgeoning damage. 
  Whirlwind (Recharge 4–6). Each creature in the elemental’s space 
  must make a DC 13 Strength saving throw. On a failure, a target 
  takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet 
  away from the elemental in a random direction and knocked 
  prone. If a thrown target strikes an object, such as a wall or floor, 
  the target takes 3 (1d6) bludgeoning damage for every 10 feet it 
  was thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving throw or take 
  the same damage and be knocked prone. If the saving throw is 
  successful, the target takes half the bludgeoning damage and 
  isn’t flung away or knocked prone. 
   
  Large beast, unaligned 
    
  Armor Class 11 
  Hit Points 19 (3d10 + 3) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  12 (+1) 
  12 (+1) 
  2 (−4) 
  10 (+0) 
  5 (−3) 
    
  Senses passive Perception 10 
  Languages — 
  Challenge 1/4 (50 XP) 
  Actions 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) slashing damage. 
   
  Small elemental, neutral evil 
    
  Armor Class 12 
  Hit Points 17 (5d6) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (−3) 
  14 (+2) 
  10 (+0) 
  9 (−1) 
  11 (+0) 
  10 (+0) 
    
  Skills Perception +2, Stealth +4 
  Damage Vulnerabilities fire 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Auran, Terran 
  Challenge 1/2 (100 XP) 
    
  Death Burst. When the mephit dies, it explodes in a burst of 
  dust. Each creature within 5 feet of it must then succeed on a DC 
  10 Constitution saving throw or be blinded for 1 minute. A 
  blinded creature can repeat the saving throw on each of its turns, 
  ending the effect on itself on a success. 
  Innate Spellcasting (1/Day). The mephit can innately cast sleep, 
  requiring no material components. Its innate spellcasting ability 
  is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) slashing damage. 
  Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of blinding dust. Each creature in that area must succeed on a 
  DC 10 Dexterity saving throw or be blinded for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  34 
   
   
   
   
  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 
  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. 
   
  Large monstrosity, unaligned 
    
  Armor Class 12 
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (−4) 
  13 (+1) 
  8 (−1) 
    
  Skills Perception +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages — 
  Challenge 2 (450 XP) 
    
  Keen Sight. The griffon has advantage on Wisdom (Perception) 
  checks that rely on sight. 
  Actions 
  Multiattack. The griffon makes two attacks: one with its beak and 
  one with its claws. 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage. 
   
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
    
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
  Medium humanoid (any race), any alignment 
    
  Armor Class 15 (breastplate) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Persuasion +5 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 1/8 (25 XP) 
    
  Actions 
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) piercing damage. 
  Reactions 
  Parry. The noble adds 2 to its AC against one melee attack that 
  would hit it. To do so, the noble 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.  
   
  35 
   
   
   
  Medium humanoid (any race), any alignment 
    
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
    
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it 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 of the 
  spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Medium swarm of Tiny beasts, unaligned 
    
  Armor Class 12 
  Hit Points 24 (7d8 − 7) 
  Speed 10 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  8 (−1) 
  3 (−4) 
  12 (+1) 
  6 (−2) 
    
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  prone, restrained, stunned 
  Senses passive Perception 15 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large 
  enough for a Tiny raven. The swarm can’t regain hit points or 
  gain temporary hit points. 
  Actions 
  Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in 
  the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
   
  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. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  36 
   
   
   
  Medium humanoid (human), lawful evil 
    
  Armor Class 14 
  Hit Points 33 (6d8 + 6) 
  Speed 45 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  13 (+1) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
   
  Skills Acrobatics +5 
  Senses passive Perception 11 
  Languages Auran, Common 
  Challenge 2 (450 XP) 
    
  Spellcasting. The hurricane is a 3rd-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit with 
  spell attacks). It knows the following sorcerer spells (an 
  asterisked spell is from appendix B): 
  Cantrips (at will): blade ward, gust,* light, prestidigitation 
  1st level (4 slots): feather fall, jump, thunderwave 
  2nd level (2 slots): gust of wind 
  Unarmored Defense. While the hurricane is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier. 
  Unarmored Movement. While the hurricane is wearing no armor 
  and wielding no shield, its walking speed increases by 15 feet 
  (included in its speed). 
  Actions 
  Multiattack. The hurricane makes two melee attacks. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
  Reactions 
  Deflect Missiles. When the hurricane is hit by a ranged weapon 
  attack, it reduces the damage from the attack by 1d10 + 9. If the 
  damage is reduced to 0, the hurricane can catch the missile if it 
  is small enough to hold in one hand and the hurricane has at 
  least one hand free. 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  37 
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  38 
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  39 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  40 
   
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Aleyd Burral (uh-LAID BURR-ul). Knight of Phlan, 
  female human, brought back to life by her brother a cleric 
  of Tymora in Mulmaster. 
   
  Astriq Saj (AW-streak SAH). Female human, wealthy 
  merchant, who wishes to improve her station, co-
  sponsoring the party with Zora Rosealine Culkin. 
   
  Aya Glenmiir (EYE-ah GLEN-meer). Female human 
  from Phlan, arcane scholar and advisor to Aleyd. 
   
  Blade Pankin Yegorovna (PAN-kin YAY-gore-OVE-
  nuh). Male human, one of the Council of Blades (rulers) 
  in Mulmaster, daughter involved in Yellow Breath fad. 
   
  Count Blazen Stoe (BLAY-zen STOW). (Only used if the 
  death of Zora Culkin an issue or it is confirmed by 
  campaign staff) noble sponsoring party. 
   
  Davnya (dav-NEE-yuh). Male human wineseller who 
  warns characters of the immanent attack of dust mephits. 
   
  Elred Korsinchev (EL-red KOR-sin-cheff). Male human 
  young noble involved in Yellow Breath fad. 
   
  Evy &  Pollo (EE-vee &  POE-low). Female human 
  servants in the Chapter House (not believers). 
   
  Guard Sgt. Hurn (HERN). Male human, refugee from 
  Phlan, had expected to retire soon. 
   
  Helia (HAY-lee-uh). Female human waitress at the 
  Wicked Tart. 
   
  Jott (JOTT). Elven male, brother of Rolo, caretaker of the 
  aviary in the Chapter House. 
    
  Liticia Gos (li-TEE-shah GOSS). Female human, 
  involved in Yellow Breath fad, the characters are asked to 
  retrieve her. 
   
  Zor Julios &  Zora Korana Caramitru (SHOO-lee-us &  
  KORE-ann-uh CARE-uh-MEET-roo). Parents of Thylius, 
  he is a noble who works for the cities tax collectors. 
   
  Zor Ninyon Gos (NEEN-yun GOSS). Elderly father of 
  Garwyl and Liticia. 
   
  Orym Illustrinna (oh-REEM ILL-uh-STREEN-uh). Male 
  human young noble involved in Yellow Breath fad. 
   
  Ovon (OH-vun). Imprisoned monk. 
   
  Risa Yegorovna (REE-suh YAY-gore-OVE-nuh). Female 
  human daughter of Blade Yegorovna involved in Yellow 
  Breath fad. 
   
  Rolo (ROW-low). Elven male second in command at the 
  Chapter House, brother of Jott. 
   
  Stefan Rowick &  Rahaiel Kakulska (STEF-ahn &  RA-
  high-el KAH-kool-skuh). Pampered daughters of 
  successful guild artisans found in the Wicked Tart with 
  Rahiel’s tressym The Good King Snugglewumps. 
   
  The Theorists; Thibauld, Eugone, Archill and 
  Lucianne (TI-bald, YOU-hone, ARE-chill, and LOO-see-
  ann). Male, male, male and female humans) are pseudo-
  intellectuals that linger in the Smoke Shoppe. 
   
  Thylius Caramitru (THIGH-lee-us CARE-uh-MEET-
  roo). Male human gifted with mental powers and 
  charisma that he is using to gain power and wealth.  
   
  Usilie Rostik (YOU-see-lee ROSS-tick). Male human of 
  Rashemi descent proprietor of the Smoke Shoppe and 
  illegal "spices.” 
   
  Zor Garwyl Gos (GAR-will GOSS). Male human, hires 
  the characters to find his sister Liticia and bring her 
  home even if it is against her will. 
   
  Zora Ayre Affaparov (AYE-ree uh-FAP-par-off). Female 
  human, Lord's Alliance characters are asked to rescue 
  her (or capture) within three days. 
   
  Zora Rosealine Culkin (ROSE-uh-leen KULL-kin). 
  Female human noble, impressed by the actions of heroes 
  from Phlan she is co-sponsoring the party, since her own 
  manner and grounds need repairs.
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  41 
   
   
  If you are DMing this adventure during the months of April or May 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/DDEX2-06 - Breath of the Yellow Rose.pdf