TEXT:  
   
   
  
   
  CCC-MMT-01-03 
   
   
   
  Honorable Dissent 
  A Price of the Red War Adventure 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Red War rages after the fall of Mulmaster. Refugees from Mulmaster are steadily spreading 
  across the region, looking for a new beginning. In the chaos of the evacuation, however, a boy is 
  found along the road. As the dust settles, it comes to light that the child’s father is a 
  quartermaster with the Thayan army. Fearing repercussion for the Mulmaster refugees, you 
  have been asked to return the child. 
  A Two-Hour Adventure for Tier 1 characters. Optimized for APL 3. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  3 
   
  CREDITS 
   
  Lead Designer: Larry Turner 
   
  Editing: Curtis Glenn, Colby Savell 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Haley Savell 
   
  Cover Art: Haley Savell 
   
  Interior Graphics: Silky Noir 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Alan Patrick, 
  Travis Woodall, Lysa Penrose, Claire Hoffman, Greg Marks, 
  Amy Lynn Dzura 
   
  Monkey Mind Tabletop Directors: Chris “Waffles” Wathen, 
  Sean Carpentier, Savannah Miller, Colby Savell, Haley Savell, 
  Curtis Glenn 
   
  Playtesters: Chris “Waffles” Warren, Tad Lake, Sean 
  Carpentier, Joe Cane, James Mason, Chris Seider 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  4 
  Adventure Primer 
  “If we are to teach real peace in this world, and if we 
  are to carry on a real war against war, we shall have 
  to begin with the children.” 
  — Mahatma Gandhi 
  Background 
  Mulmaster fell. Those who fought to save Mulmaster 
  are still recovering from their ordeal. Refugees are 
  spreading across the region, looking for a new 
  beginning. In the chaos of the evacuation, a boy was 
  found along the road. After finding refuge in 
  Lighthouse, it is discovered that the child’s father is a 
  quartermaster with the Thayan army. Fearing 
  repercussion for the Mulmaster refugees and to the 
  child himself, adventurers have been asked to return 
  the him to his home. 
  Many of those who were displaced by the Great Law 
  of Humanity in Hillsfar fled to Lighthouse, and a 
  small village sprung to life (DDEX 3-3, Occupation of 
  Szith Morcane). While many refugees returned to 
  Hillsfar following the overthrow of the First Lord 
  (DDEX 3-14, Death on the Wall), many decided this 
  new village life suited them better.  
  Like most of the towns and villages in the Moonsea 
  region, Lighthouse has reached out with resources 
  and support for the refugees flooding the region 
  from the fall of Mulmaster.  
  Inside Lighthouse, the Shadow Blade has found a 
  place to begin their good work. This loose alliance of 
  patriotic Mulmaster criminals and former Blades is 
  working to help those citizens who couldn’t get out 
  leave Thayan occupied Mulmaster. For those who 
  wish to free Mulmaster, the Shadow Blades have 
  established a supply line to feed their resistance. 
  Episodes 
  The adventure’s story is spread over four episodes 
  and takes approximately two hours to play.  
  • Playing the preceding adventure. If adventurers 
  participated in the Red War epic, they would 
  have followed a group of refugees to the 
  outskirts of the town of Lighthouse.  
  • Didn’t play the preceding adventure. 
  Adventurers joined the refugees in the camp. 
  Episode 1: Unintended Consequences 
  In which adventurers are called to help with a 
  delicate matter. A Thayan child was swept up in the 
  rush to evacuate and must be returned to his father. 
  Episode 2: The Two-fold Ambush 
  In which our adventurers are attacked by refugees 
  with intents both good and ill. 
  Episode 3A: Led Down the Path 
  In which our adventurers discover the way to return 
  the child and overcome obstacles. 
  Episode 3B: A Shortcut on the Path 
  In which our adventurers discover the shortcut to 
  return the child and overcome obstacles. 
  Episode 4: A Difficult Reunion 
  In which our adventurers fight to return the child to 
  his father. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. Each NPC and location should have an entry with 
  a phonetic pronunciation and one-three sentences describing 
  them. 
   
  Lighthouse. A small town located on the southern coast of 
  the Moonsea. 
   
  Moonsea Children’s Hospital. Located a few miles south of 
  Lighthouse, the hospital takes care of orphans. 
   
  The Beacon Tavern & Inn. Owned by Morvine Dunrick and 
  Tavis Profit, this tavern and in was constructed as part of 
  Elua’s Lighthouse 
   
  Elua’s Ride. The road between Hillsfar and Elmwood. It is 
  named after the legendary tale about Elua’s valiant ride to 
  Hillsfar. As with most legends, the truth is long lost and with 
  each telling the legend grows.   
   
  Director Erika Salinop (AIR-i-ka SAL-i-nahp). Director of 
  the Moonsea Children’s Hospital. 
   
  Phineas Forstrupp (FIN-ē-AS FŌR-strup). Agent for the 
  Shadow Blade. 
   
  Shadow Blade. A loose organization of former Blades and 
  criminals from Mulmaster.  
   
  Elian Narradel (el-E-an nȯr A del). A lost Thayan boy 
  hoping to get back home. 
   
  Camden Narradel (KĀM-den nȯr A del ). A Thayan Red 
  Wizard who has turned his back on Thay to provide a safer 
  life for his son. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  5 
  Adventure Flowchart 
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different 
  paths that your players may take in reaching their stated objective. 
    
  Unintended 
  Consequences 
  (Call to Action) 
  1 
  The Two-Fold 
  Ambush 
  2 
  A Shortcut on the Path 
  3B 
  A Difficult Reunion 
  4 
  Led Down the Path 
  3A 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  6 
  Episode 1: Unintended Consequences (Call to Action) 
  Estimated Duration: 30 minutes 
  Scene A. A Difficult Situation 
  In a refugee camp, our adventurers are sitting in a 
  tent which had been set up to feed and water those 
  who had helped save so many. They receive a 
  message to meet with Erika Salinop at the Moonsea 
  Children’s Hospital. 
  The Moonsea Children’s Hospital has opened its 
  doors to many of the refugee children. As such, the 
  lobby is filled with activity. At the far end, Erika 
  Salinop stands in a cloud of people; clerics, nurses 
  and children.  
  Area Information 
  This area features: 
   Dimensions & Terrain. The lobby of a large 
  hospital and then the large office of Director Salinop. 
   Lighting. Brightly lit. 
   Other Features (Optional). The atmosphere in 
  the hospital is thick with tension. Most of the 
  patients and their parents haven’t had a second to 
  breathe since losing everything and are 
  understandably on edge. Though adventurers helped 
  save them all, they’d rather give this current party a 
  wide berth, having had enough adventure. 
  Creatures/NPCs 
  Erika Salinop. A half-elf woman dressed smartly yet 
  practically for the tasks at hand. Her dress and 
  demeanor clearly reveal she is in charge here. 
   Objectives/Goals. She wants to engage a group of 
  adventurers to take care of a potentially dangerous 
  situation. She fears not only the fate of the child, but 
  the safety of the refugee camps should Thay discover 
  missing Thayan children in the camps. 
   What Does She Know? During the chaos the 
  evacuation of Mulmaster, people were reaching out 
  to help anyone get out. It was truly inspiring to see 
  people of all races and creeds helping each other. 
   Yesterday, she was approached by one Thurm 
  Deepdigger, the father of a dwarven family who had 
  grabbed a child standing in the road as they fled. 
  They kept the child with them and made sure the 
  child was well cared-for until they could begin to 
  look for his parents.  
   The child won’t speak and barely eats.  
   He was carrying a backpack with all his things. In 
  the backpack were hundreds of little scraps of paper, 
  all with the same note written on them. Appendix 2: 
  Elian’s Note (Player’s Handout) 
   It didn’t take much investigating to surmise this 
  child’s father is in the Thayan army and probably 
  works as a quartermaster as many of the scraps of 
  paper found were from an equipment ledger. 
   She knows there are some Thayan deserters in 
  Elmwood and she’s not sure his father isn’t among 
  them, after all the child was packed. 
   There being no way to diplomatically contact Thay 
  in the wake of the war, she’s not sure how to get the 
  child back to his family.  
  She is concerned for the child’s safety and well-being 
  as well as the safety of Lighthouse should Thay 
  discovery they are harboring have a child who was 
  “taken.” 
   There is a man in Elmwood, a Mulmaster refugee 
  names Phineas Forstrupp at the Still Water Inn who 
  has been offering to help some of the refugees get 
  family who didn’t escape out of Mulmaster, maybe 
  he can help them get the boy back to his father. 
   Phineas maybe a little shady, she heard he’s also 
  helping smuggle things into Mulmaster 
  Elian. A human child, around 8 or 9, dressed in 
  common clothes. He is found sitting behind Director 
  Salinop’s desk drawing pictures of dragons. He 
  seems very calm given the circumstances. 
   Objectives/Goals. Seems perfectly happy sitting 
  here and drawing pictures. 
   What Does He Know? He won’t say anything no 
  matter what he is asked. If anyone tries to detect his 
  thoughts, they will just get a string of dragon facts, 
  He seems not able to be charmed and if someone 
  tries, he’ll just look up from his drawing as if they 
  flicked his ear. 
  Thurm Deepdigger. Weary-looking dwarven male 
  dressed in clothes which have obviously seen better 
  days.  
   Objectives/Goals. He is the father of the family 
  who found Elian. He is worried for the child. 
   What Does He Know? He’d been talking with 
  around camp about Elian, not thinking about 
  possible consequences. Many in the camps are angry 
  and taking it out on his family for turning the Thayan 
  child over to be returned.  
   He heard of some who want to take the child to 
  use as a bargaining chip or ransom. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  7 
   
   
   
   
   
  Call to Action 
  Director Salinop meets the adventurers in the lobby. 
  She explains why she called them. She shares 
  everything they have learned about Elian so far. She 
  explains her concern for the safety of Elian.  
   Word has spread around town about Elian. Many 
  of the refugees are angry and desperate. At best, 
  some might want to keep Elian out of Thayan hands. 
  At worst some might want to use Elian as a 
  bargaining tool. 
   Once the adventurers have accepted the task, 
  Director Salinop will bring them to the office to meet 
  the boy. She will tell them they can find Kalen 
  Forstrupp at the Beacon Tavern & Inn. 
   Elian’s note.  If an adventurer asks to see the 
  drawing, he’ll hand them a handful of papers, each 
  with the same note.  
   If an adventurer looks at the different versions of 
  Elian’s note, they can learn that each one is the same, 
  no variation in the lettering (DC 12 Wisdom 
  (Perception). They also detect the notes smell faintly 
  of citrus.  
  On the street outside of the hospital, Thurm 
  Deepdigger approaches the adventurers. He warns 
  there is a group of angry men who want Elian and 
  know who has him. The men say they want to keep 
  the child from reuniting with his father, but Thurm 
  believes some of them will kill the child. 
   Thurm tells them that he found the child was 
  always scribbling and drawing but whenever they 
  looked afterward, all they found were other copies of 
  the note. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  8 
   
   
   
   
   
  Episode 2: A Two-fold Ambush 
  Estimated Duration: 30 minutes 
  Scene A. Desperation Changes People   
  Leaving Lighthouse, our adventurers travel the road 
  known as Eula’s Ride. Leaving at dusk, the first night 
  passes without incident. Those in the party with 
  passive perception greater than 15 might get the 
  feeling they were being followed. Searching the area 
  will reveal nothing actionable. 
   After they break camp the first night or along the 
  road as they travel if they do decide to stay up and 
  press on, two groups of people wait to confront 
  them. (Appendix 3: Eula’s Ride Camp) 
  Area Information 
  This area features: 
   Dimensions & Terrain. A clearing within a small 
  group of trees. 
   Lighting. Early morning, so the sun is rising. 
  Creatures/NPCs 
  Although they were travelling together, there are 
  actually two separate groups of people waiting for 
  the adventurers as the emerge from their camp.  
  Soldiers. One group consists of four former Soldiers 
  living in Mulmaster.  They are dressed in armor, but 
  it is obviously older and shows signs of wear. It 
  looks like it was patched together. They believe that 
  Elian would be better off raised with a good family 
  instead of what they perceive as the hate-filled 
  culture of Thay. They want to take Elian back and 
  find a him a home where they can teach him what 
  Thay has done and how to be better. Though 
  misguided and fueled by prejudice, their intentions 
  are not evil. In their hearts, their actions are good.
   Objectives/Goals. They believe that sending Elian 
  back to an evil and oppressive regime is just wrong, 
  no matter if that is where Elian came from. They 
  want to find Elian a foster family far from Thay. 
   What Do They Know? The Soldiers have been 
  following the adventurers. They know that the 
  adventurers are trying to return Elian.  
  Thugs. The other group consists of three Thugs. The 
  Thug’s armor is better maintained and is obviously 
  used more often. They plan to take Elian and ransom 
  him back to his Thayan father, hoping to get access 
  to weapons. They will harm Elian. If the adventurers 
  surrender Elian to either group, they will kill the 
  Soldiers and blame the adventurers. 
   Objectives/Goals. They want to use Elian as 
  leverage and as a way to punish Thay. The believe 
  they can force Elian to tell them where his father is. 
   What Does They Know? The Thugs have been 
  following the adventurer’s. Not much, but in their 
  minds, if they get Elian, they could use him to make 
  themselves rich. 
   
  Playing the Pillars 
  COMBAT 
  There are two separate groups 
  of enemy combatants. The idea 
  is that each group has a separate 
  agenda. The Soldiers may or may 
  not join based on negotiations. 
  If they do join the fight, they use 
  non-lethal attacks unless one of 
  them dies as a result of direct 
  combat.   
  EXPLORATION 
  The adventurer who explores the 
  two groups before initiating 
  combat will realize from their 
  different manner of dress, these 
  groups are not working together. 
   
  SOCIAL 
  It is possible, but not easy, to get 
  out of this without conflict. The 
  Thugs cannot be persuaded but 
  can be intimidated if adventurers 
  win over the Soldiers first. 
    
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  9 
   
   
   
  Development 
  The group calls out to the adventurers. One Soldier 
  speaks, appealing to the adventurers. He says Elian 
  would be better off raised by good people and not 
  Thayans. An adventurer who succeeds on a DC 12 
  Wisdom (Insight) check realizes the Soldier’s 
  intentions are basically good. 
   If the adventurers engage in parlay, one Thug will 
  interrupt, explaining to the adventurers what Elian 
  could be worth. An adventurer who succeeds on a 
  DC 12 Wisdom (Insight) insight check will realize 
  the Thug’s intentions are less than good. 
   The Soldiers can be persuaded to back down with 
  an appeal to their sense of family or sense of shame. 
  (DC 18 Wisdom (Persuasion) to stand down. If the 
  check succeeds by 2 or more, they fight with the 
  adventurers against the Thugs). If adventurers try 
  any other arguments or to intimidate these war-
  scarred refugees, the DC is 20. 
   The Thugs cannot be persuaded to stand down 
  without getting Elian unless the Soldiers are 
  persuaded to help the adventurers against the Thug. 
  Then they can be intimidated to abandon the effort 
  and run away (DC 20 Charisma (Intimidate). 
   Elian will not allow himself to be surrender. If the 
  adventurers decide to surrender him to either 
  group, he will grab hold of the leg of the party 
  member he deems to most “good.” He can only be 
  pried away screaming with a DC20 Strength 
  (Athletics) check and during the process, the Thug 
  will attack. 
  Tactics. The Soldiers have long since left the army. 
  They will attack, but non-lethally, such as aiming for 
  the legs to disable. 
  Soldiers Stat Block 
  The soldiers do not have their shields, so their AC is 16. 
   The Thugs will be attacking to kill, starting with 
  the adventurers. If more than half of the 
  adventurers’ party falls unconscious or dies, the 
  Thugs will attack a Soldier if he is nearer. 
   During the battle, Elian will hide very well. 
  The rest of the way down Eula’s Ride 
  A party who kills the Soldiers despite knowing their good 
  intentions should randomly be attacked by a number of 
  Scouts commiserate with their party level some time during 
  the rest of the 5-day journey. 
   
  Adjusting the Scene 
  Here are some recommendations for adjusting the 
  encounter. 
  • Very Weak: Remove a Thug and Soldier, lower the DC to 
  persuade to 10 
  • Weak: Remove a Thug 
  • Strong: Add a Soldier 
  • Very Strong: Add a Thug 
  Treasure and Rewards 
  • On the Thugs, adventurers will find a Potion of 
  Resistance. 
  • If the adventurers persuaded the Soldiers or if 
  they do not actively try to kill them, the Soldiers 
  will offer to help keep them safe along the rest of 
  the journey. If a Soldier dies as a bystander of 
  area-of-effect attacks, the remaining Soldiers 
  will understand and still make this offer. 
  If all the adventurers did not consider turning over 
  Elian and succeed in the encounter, continue to 
  Scene B. Safety Has Its Rewards. 
  If the adventurers consider surrendering Elian to 
  either group, proceed to Episode 3A. Led Down the 
  Path. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  10 
   
   
   
  Scene B. Safety Has Its Rewards 
  Leaving the battle, as they are walking along the 
  road, the adventurers will hear Elian, who hasn’t 
  uttered a word to anyone since this started, say 
  “That was scary.” 
  Creatures/NPCs 
  Elian. A human child dressed in common clothes. 
  Having seen the adventurers fight to protect him, he 
  will trust them a little more. 
   Objectives/Goals. Elian wants to get home, but is 
  also afraid of what could happen to him on the way. 
  His daddy told him if they got separated to try and 
  make it back to Mulmaster. 
   What Does He Know? Though he trusts them, he 
  is still scared. If asked, he will give the party the 
  following details: 
  • Why was he in Mulmaster with the invading army? 
  Daddy had a plan. 
  • Who is his father? 
  My father helps the soldiers fight. His name is 
  Camden Narradel. (A DC 15 Wisdom (Insight) 
  check will reveal Elian knows this isn’t entirely 
  true. 
  • Where’s his mother? 
  She died before they came to Mulmaster. 
  • Why was he in Mulmaster? 
  Daddy had a plan. 
  • Where did he go when the fight broke out 
  Daddy told him if there was any danger, he was 
  to disappear and hide. 
  Development 
  After speaking, Elian will hand a note to whoever he 
  thinks is the best person. It looks all his other notes 
  until the adventurer touches it, then the text will 
  transform. (Appendix 4: Father’s Note (Players 
  Handout and Appendix 5: Sketch on the Back of 
  Father’s Note). 
   Elian wants to talk since he hasn’t felt hope of 
  finding his father since he lost him to the crush of 
  refugees. As a child, his conversation is very random, 
  mostly dragon facts. He will answer specific 
  questions as best he can,  
  If the adventurers receive the father’s note, proceed 
  to Episode 3B. A Shortcut on the Path. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  11 
   
   
   
  Episode 3A: Led Down the Path 
  Estimated Duration: 30 minutes 
  Scene A. Another Inn, Another Forstrupp 
  Arriving in Elmwood, adventurers head the Still 
  Waters Inn to meet with Phineas Forstrupp.  
   In the inn, Phineas will be sitting in the back and 
  will signal the adventurers, having received a 
  message from Erica Salinop if their needs. 
  Running This Scene 
  It is possible that the party has the note from Elian’s father 
  and some will want to go to the Inn and some will want to 
  follow the notes directions and touch the pole. If that 
  happens, Phineas will tell those in the bar to waste no time, 
  they must join their friends. Thay know the child and his 
  father is a wizard who changed sides and they want him 
  back. 
  Area Information 
  This area features: 
   Dimensions & Terrain. A bar area of the Inn, a 
  few tables are occupied. 
   Lighting. Brightly lit. 
   
  Creatures/NPCs 
  Phineas Forstrupp. . A rather average looking 
  human dressed to blend in wherever he goes.  
   Objectives/Goals. Kalen is a thief and an 
  opportunist, but recent events have given him a 
  cause greater than his own need. He is from 
  Mulmaster and though not particularly patriotic 
  toward it, he can’t stand to see it fall again.  
   Objectives/Goals. A thief and an opportunist, but 
  recent events have given him a cause greater than 
  his own need. He is from Mulmaster and though not 
  particularly patriotic toward it, he can’t stand to see 
  it fall again. With others, he is  creating a network of 
  former Mulmaster Blades and resistance fighters 
  called the Shadow Blade. 
   What Does He Know? He’s received a message 
  from Erica Salinop and understands the delicate 
  nature of the situation. 
   In the days that the adventurers have been 
  traveling, he has been working his network of for 
  information and a possible contact in Mulmaster. He 
  is waiting for a contact to arrive. 
   He has arranged a safe room for Elian to rest, but 
  advises the adventurers to keep their ears open, 
  maybe talk with some of the people in the tavern.  
   He advises them to keep their mission and who 
  they are with a secret. 
  Elven Cleric Women. A group of Elven women all 
  dressed as clerics are sitting in a table in the corner 
  of the bar.  
   Objectives/Goals. They are having a night out 
  after a particularly nasty few weeks healing 
  adventurers coming through Elmwood from the 
  recent Red War.  
   What Do They Know? They have been working on 
  some of the wounded and dead from the Red War 
  and have treated more than one Thayan soldier who 
  have decided to defect from Thay.  
   They heard about a Red Wizard who did not 
  support the invasion of Thay, he was severely 
  rebuked by Szass Tam. They think they tried to kill 
  his family but only killed his wife, his son escaped.  
   The wizard disappeared from the battlefield. 
  Belligerent Human Drunk at the End of the Bar. A 
  slightly overweight human wearing just the 
  breastplate from a set of Leather Armor (which has 
  clearly never seen battle) over his common clothes. 
  He will accost anyone who comes within shouting 
  distance with his opinions which are: 
  • Everything was fine in the area when there 
  weren’t so many non-humans. 
  • No, he doesn’t support Thayan atrocities, but they 
  do have the right ideas on law and order. 
  • If what he heard is true, then the Thayan Wizard 
  who ran on the battlefield is a coward. 
  • His dad was a veteran so he knows deserters 
  should be killed. 
   Objectives/Goals. He wants be heard. He wants 
  everyone to believe he is an expert in the field of 
  warcraft though he has never been in battle himself.  
   What Does He Know? There are more than a few 
  deserters roaming around Elmwood. He is sure that 
  some of them are pretending to be deserters so they 
  can search the town for that powerful wizard who 
  ran from the battle. He met a guy last night who 
  knew a guy working for some Thayan Warrior 
  hunting the wizard. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  12 
   
   
   
  Shady Thayan Expatriates. A small group of human 
  men sitting in the corner drinking in silence. They 
  are watching the adventurers carefully. These are a 
  former Thayan soldiers who left the battlefield 
  during the fight. They are trying to get out of the 
  area and are trading information with the Shadow 
  Blade in exchange for safe passage out and maybe 
  help in establishing a new identity. 
   Objectives/Goals. To get as far away from 
  Mulmaster as possible.  
   What Do They Know? There was at least one Red 
  Wizard who did not support the invasion of Thay, he 
  was severely rebuked by Szass Tam. They think 
  they tried to kill his family but only killed his wife, 
  his son escaped. The wizard disappeared from the 
  battlefield. They’ve seen at least one Thayan warrior 
  lurking around. They just know she’s looking for the 
  wizard.  They also know she has a spy working with 
  her, they think his name is Xanak.. 
   They wouldn’t trust any Thayan offering to help. 
  Development 
  Each of the possible conversations in the bar reveal a 
  little more information that may help the 
  adventurers  
   The Elven Cleric Women, if approached, are 
  cordial but cold. They’ve had enough of adventurers, 
  but a particularly charming person can get them to 
  talk (DC 12 Charisma). 
   The Belligerent Human Drunk is happy to talk but 
  will be less forthcoming to a person who doesn’t 
  support his views. 
   The Shady Thayan Expatriates trust neither other 
  Thayan or the Shadow Blade who are extorting them 
  in exchange for new identities. They will have to be 
  heavily persuaded or severely intimidated ((DC15 
  Charisma (Persuasion or Intimidation)) to get all the 
  information from them. 
   After the adventurers are done exploring the 
  room, Phineas motions for them to join him upstairs. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  13 
   
   
   
  Scene B. Trust No One 
  Following Phineas upstairs, they meet outside the 
  room where Elian is resting. 
  Creatures/NPCs 
  Xanak Zilora. A human Thayan spy.  
   Objectives/Goals. A convincing ally, his goal is to 
  bring the adventurers to the Thayan Warrior looking 
  for Elian and, more importantly, his father.  
   What Does He Know? He knows who Elian really 
  is, the son of a traitor.  His plan is to lead the 
  adventurers to the Thayan Warrior. 
  Thayan Warrior. A strong, dedicated human 
  woman who will complete her mission at all costs.  
   Objectives/Goals. To take the child and use him to 
  get his father to return to Thay and face judgement.  
   What Does She Know? Anyone working against 
  Thayan interests deserve the death she’ll give them. 
   She knows the father is hiding in a farmhouse 
  outside of Elmwood waiting for his son. They can 
  bring him in without a lot of casualties if they have 
  the boy.  
  Development 
  Phineas introduces the party to Xanak Zilora. Xanak 
  helped him track down the location of Elian’s father. 
  (Phineas does not know Xanak is going to betray 
  them). 
   Xanak tell the adventurers he knows Elian’s father, 
  left Mulmaster the moment he found his son was 
  missing. The father doesn’t want to cause any 
  trouble, so he’ll meet them near a farmhouse just 
  outside of Elmwood.  
   Xanak takes them there. Of course, Xanak is lying 
  but he is very convincing. A DC16 Wisdom (Insight) 
  check will reveal he is not being totally honest.  
   Once on the road, if the adventurers continue to 
  question Xanak’s intentions, he will send a message 
  to the Thayan Warrior. 
   If the adventurers subdue or kill Xanak before 
  they are brought to the Thayan warrior, the Thayan 
  warrior will find them. 
   Either way, on their way to the farmhouse, The 
  Thayan Warrior attacks the party near a small path. 
   Among her last acts before she dies or is subdues 
  is to send a message to her friends to go ahead and 
  attack the farmhouse where Elian’s father is hiding. 
   As usual, during the attack, Elian will hide very 
  well. 
  Running This Scene 
  Depending on the results of Scene A. Another Inn, Another 
  Forstrupp, adventurers may or may not know Xanak is a spy. 
  As such, there is a possibility Xanak may be killed or 
  incapacitated before he leads the adventurers into the 
  ambush. 
   
  The farmhouse where Elian’s father is hiding is about an 
  hour from where the Thayan warrior will ambush them. If the 
  adventurers want to take a short rest, now is the time. 
   
  Treasure and Rewards 
  Searching the Thayan Warrior, adventurers will find 
  a map to the farmhouse where Elian’s father is 
  hiding. It is about a two hour walk from the ambush 
  location. 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  14 
   
   
   
  Episode 3B: A Shortcut on the Path 
  Estimated Duration: 30 minutes 
  Scene A. The Middle of the Road 
  Arriving in Elmwood, adventurers head the Still 
  Waters Inn.  The adventurers see the lamppost on 
  the note. Any adventurer who touches the lamppost 
  is immediately transported to the area around a tree 
  near a path in the woods.  
  Running This Scene 
  It is possible that the party has the note from Elian’s father 
  and some will want to go to the Inn and some will want to 
  follow the notes directions and touch the pole. If that 
  happens, Phineas will tell those in the bar to waste no time, 
  they must join their friends. Thay know the child and his 
  father is a wizard whom they want to come back. 
  Area Information 
  This area features: 
   Dimensions & Terrain. A small open area near a 
  path with a few trees. 
   
  Creatures/NPCs 
  Thayan Warrior. A strong, dedicated human 
  woman who will complete her mission at all costs.  
   Objectives/Goals. To take the child and use him to 
  get his father to return to Thay and face judgement.  
   What Does She Know? Anyone working against 
  Thayan interests deserve the death she’ll give them. 
   She knows the father is hiding in a farmhouse 
  outside of Elmwood waiting for his son. They can 
  bring him in without a lot of casualties if they have 
  the boy.  
  Development 
  When the adventures arrive, they will see a Thayan 
  Warrior near the path who seems to be prepping for 
  an ambush.  
  Once she sees them, she will attack to get the child. 
  Adjusting the Scene 
  Here are some recommendations for adjusting the 
  encounter. 
  • Very Weak: Her shield and javelin are 60 feet from her, so 
  her AC is 14 
  • Weak: Adjust her HP to 40  
  • Strong: Xanak Zilora arrives after two rounds of combat 
  looking for the Warrior 
   
  Treasure and Rewards 
  Searching the Thayan Warrior, adventurers will find 
  a map to the farmhouse where Elian’s father is 
  hiding. It is about a two hour walk from the ambush 
  location. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  15 
   
   
   
  Episode 4: A Difficult Reunion 
  Estimated Duration: 30 minutes 
  Scene A. Battling Through
  Following the map from the Thayan Warrior, the 
  adventurers approach the farmhouse. A bright blue 
  light will flash as if magic is being performed just 
  over the horizon. Elian will run out of hiding 
  screaming “Daddy” and run to the light faster than 
  the adventurers can catch him. 
  Creatures/NPCs 
  Camden Narradel. Elian’s father, until recently a 
  Red Wizard (6th Level) of Thay.  
   Objectives/Goals. His only goal is to get his child 
  to safety.  
  Veteran. A Thayan veteran sent to capture or kill 
  Camden.   
   Objectives/Goals. The original plan was for the 
  Thayan warrior to obtain Elian and use him to lure 
  his father in. Now that that plan has failed, the 
  veteran’s goal is to kill Camden, capture Elian and 
  leave no witnesses  
  Veteran’s Men. Two Thayan soldiers sent to assist 
  the Veteran.  
   Objectives/Goals. Do what the Gladiator tells 
  them.  
  Development 
  Seeing the flash of blue light, as if someone is casting 
  just over the rise, Elian comes out of hiding and bolts 
  toward the light. By the time the adventurers see 
  him running, it is too late to catch him.  
   They arrive at the scene after the battle has begun.  
   They come upon a farmhouse. Just outside the 
  front door is Camden Narradel. There are two 
  Veterans and a Gladiator attacking Camden.  
   
  Once Camden sees his son, his next action is to 
  dimension door to him. After that, he dimension 
  doors them out of the field of battle. 
  Wanting to leave no witnesses, the Gladiator and 
  Veterans turn their attention to the party. 
  Adjusting the Scene 
  Here are some recommendations for adjusting the 
  encounter. 
  • Very Weak: Remove one of the Veteran’s Men and adjust 
  the Veteran’s hit points to 40. 
  • Weak: Adjust the hit points of the Veterans to 40  
  • Strong: Add a couple of Soldiers. 
  • Very Strong: Add another Veteran. 
  Wrap up 
  When the battle is over, Camden returns to thank the 
  adventurers. Now that he is his son’s only parent, he 
  plans on finding a place far, far away and living a 
  quiet life doing spellcasting services…maybe in 
  Chult.  
   Having successfully returned his son to them, 
  Camden will offer them a packet of information 
  which they can pass on to whomever they see fit. He 
  and a few other Thayans left some hidden routes in 
  and out of Mulmaster off the official charts just in 
  case.  
   Camden also offers them a wand of secrets he has 
  in his bag. 
   If the adventurers earned Elian’s trust Episode 2: 
  A Two-fold Ambush Scene B. Safety Has Its 
  Rewards and received the note from his father, Elian 
  grabs one of them by the arm and ask if they want to 
  see a trick. 
   Elian holds one of his notes up to a fire to reveal 
  that his notes are actually scrolls of invisibility 
  written in invisible ink (lemon juice and water).  
   He gives them two of them. (Two Scrolls of 
  Invisibility) 
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  16 
   
   
   
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement Checkpoints  
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each completed main 
  objective, as follows: 
  • Story Objective A: Safely get Elian to Elmwood.  
  • Story Objective B: Safely get Elian to the 
  farmhouse where his father is and help defeat 
  the Thayans trying to kill Camden. 
  Player Rewards 
  Characters completing the adventure unlock: 
  Wand of Secrets (uncommon) 
  The wand has 3 charges. While holding it, you can 
  use an action to expend 1 of its charges, and if a 
  secret door or trap is within 30 feet of you, the wand 
  pulses and points at the one nearest to you. The 
  wand regains 1d3 expended charges daily at dawn. 
  This item can be found on Magic Item Table B. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. However, 
  this adventure may qualify for rewards earned by 
  completing DM Quests. See the ALDMG (Adventurers 
  League Dungeon Master’s Guide) for more 
  information about DM Quests. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  17 
   
   
   
  Appendix 1: Creature Statistics 
   
  Scout 
  Medium human, chaotic neutral 
  Armor Class 13 (Leather Armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses Passive Perception 15 
  Language Common 
  Challenge ½ (100XP) 
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  Soldiers (Hobgoblin) 
  Medium human, neutral good 
  Armor Class 18 (Chain Mail, Shield) 
  Hit Points 11 (2d8 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  9 (-1) 
   
  Skills Athletics +3, Perception +2 
  Senses Darkvision 60 ft., Passive Perception 10 
  Language Common, Goblin 
  Challenge ½ (100XP) 
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the hobgoblin that isn't incapacitated. 
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  18 
   
   
   
  Thayan Warrior 
  Medium Human, any non-good alignment 
  Armor Class 16  (Chain Shirt, Shield) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Perception +2 
  Senses Passive Perception 12 
  Language Common, Thayan 
  Challenge 2 (450XP) 
  Doomvault Devotion. Within the Doomvault, the 
  warrior has advantage on saving throws against being 
  charmed or frightened. 
  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. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Javelin. Melee or Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: +5 to hit, reach 5 ft. 
  or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
   
   
  Thug 
  Medium Human, chaotic neutral 
  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 
  Language Common 
  Challenge ½ (100XP) 
  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.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  19 
   
   
   
  Veteran 
  Medium Human 
  Armor Class 17 (Splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Athletics +5, Perception +2 
  Senses Passive Perception 12 
  Language Common 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage. 
   
   
  Veteran’s Men (Berserker) 
  Medium Human 
  Armor Class 13 (Hide Armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  11 (+0) 
  9 (-1) 
   
  Senses Passive Perception 10 
  Language Common 
  Challenge 2 (450 XP) 
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
   
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  20 
   
   
   
  Xanak Zilora (Spy) 
  Medium Human, chaotic neutral 
  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 
  Language Common 
  Challenge 1 (200XP) 
  Cunning Actions. 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. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  21 
   
   
   
   
  Appendix 2: Elian’s Note 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  22 
   
   
   
  Appendix 3: Eula’s Ride Camp 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  23 
   
   
   
  Appendix 4: Father’s Note (Players Handout) (Add signature for the 
  father.) 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  24 
   
   
   
  Appendix 5: Sketch on the Back of Father’s Note (Players Handout) 
  (Add signature for the father.) 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  25 
   
   
   
  Appendix 6: Magic Items 
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Wand of Secrets 
  Wondrous Item, uncommon 
  The wand has 3 charges. While holding it, you can 
  use an action to expend 1 of its charges, and if a 
  secret door or trap is within 30 feet of you, the wand 
  pulses and points at the one nearest to you. The 
  wand regains 1d3 expended charges daily at dawn. 
  This item can be found on Magic Item Table B in 
  the Dungeon Master’s Guide. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MMT-01-03 Honorable Dissent 
   
   
  26 
   
   
   
  Appendix 7: Dungeon Master Tips 
   
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such as 
  a way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Familiar yourself 
  with the adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  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 
  
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Monkey Mind Tabletop (MMT)/CCC-MMT-01-03 - Honorable Dissent - A Price of the Red War Adventure.pdf