D&D5e - Adventurer's League - Elemental Evil - (DDEP2) Mulmaster Undone.pdf
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Mulmaster Undone
The Cults of Elemental Evil have been unveiled within the City of Danger and in retaliation, they seek to use the
fundamental forces of nature to destroy it from within. Join your factions as well as the Blades, Cloaks, Hawks and
Soldiers alike in defending Mulmaster against those that would burn, crush, drown, and buffet it into oblivion. A special
four-hour multi-table adventure for 1st-10th level characters.
Adventure Code: DDEP2
Credits
Adventure Design:
Bill Benham, Chris Lindsay, Alan Patrick, Travis Woodall
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: June 4, 2015
Limited Release
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.
Introduction
Welcome to
Mulmaster Undone
, a D&D Epics
TM
adventure, part of the official D&D Adventurers
League
TM
organized play system and the
Elemental
Evil
TM
storyline season.
This adventure is designed for
multiple tables of
three to seven 1st-10th level characters
, and is
optimized for
five 3rd-level characters or five 8th-level
characters
. Characters outside this level range cannot
participate in this adventure. This is a multi-table
adventure, requiring
at least four tables.
Characters at
the same table must be in the same level tier of play
(either 1st-4th level or 5th-10th level).
The adventure is set in the Moonsea region of the
Forgotten Realms, in and around the city of Mulmaster.
Adventurers League, please visit the
D&D Adventurers
League home.
Preparing the Adventure
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
Handbook
TM
.
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.
•
The D&D Adventurers
League
This adventure is official for D&D Adventurers League
play. The D&D Adventurers League is the official
organized play system for D
UNGEONS
& D
RAGONS
®.
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
•
•
•
Before Play at the Table
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
Mulmaster Undone
Not for resale. Permission granted to print or photocopy this document for personal use only.
2
write notes at the conclusion of the session. Each player
is responsible for maintaining an accurate logsheet.
If you have time, you can do a quick scan of a player’s
character sheet to ensure that nothing looks out of
order. If you see magic items of very high rarities or
strange arrays of ability scores, you can ask players to
provide documentation for the irregularities. If they
cannot, feel free to restrict item use or ask them to use a
standard ability score array. Point players to the
D&D
Adventurers League Player’s Guide
for reference.
If players wish to spend downtime days and it’s the
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.
Determining Party Strength
Party Composition
3-4 characters, APL less than
3-4 characters, APL equivalent
3-4 characters, APL greater than
5 characters, APL less than
5 characters, APL equivalent
5 characters, APL greater than
6-7 characters, APL less than
6-7 characters, APL equivalent
6-7 characters, APL greater than
Party Strength
Very weak
Weak
Average
Weak
Average
Strong
Average
Strong
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.
Adjusting the Adventure
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 or five 8th-level characters.
To figure out whether
you need to adjust the adventure, do the following:
•
•
•
Add up the total levels of all the characters
Divide the total by the number of characters
Round fractions of .5 or greater up; round frations
of less than .5 down
Dungeon Mastering the
Adventure
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.
•
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.
Mulmaster Undone
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3
•
•
•
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.
downtime activities help with lifestyle expenses or add
lifestyle expenses.
Spellcasting Services
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
Cure wounds
(1st level)
Identify
Lesser restoration
Prayer of healing
(2nd level)
Remove curse
Speak with dead
Divination
Greater restoration
Raise dead
Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
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.
Downtime and Lifestyle
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
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.
Character Disease,
Death, and Recovery
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.
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
Mulmaster Undone
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4
Disease, Poison, and Other Debilitating
Effects
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.
Adventure Background
The time is at hand! For some time, the four cults of
Elemental Evil have infiltrated daily life within
Mulmaster down to its most humble of levels. All of this
has been in pursuit of the ultimate goal, the utter
destruction of the city through the use of devastation
orbs--artifacts created by chosen priests of the four
elemental princes in unholy rites.
To that end, the adventure begins as the individual
cults, in opposition and competition with one another,
have each secreted a single devastation orb into the city.
Despite this commonality, each of them has their own
individual goals.
Cult of the Eternal Flame.
Crannak Smolderburn
seeks to raze the House of the Blades to the ground,
decimating the whole of the city's leadership in one, fel
stroke.
Cult of the Black Earth.
Stonemelder Edo's objective
is to topple the Black Lord's Altar thereby eliminating
one of the most powerful groups in the city and putting
his thumb in the eye of deists everywhere.
Cult of the Howling Hatred.
Terror flies on white
wings - the Cult of the Howling Hatred's sky-borne
armada rises from the south. Their destination: the
soon-to-be wasteland of Mulmaster.
Cult of the Crushing Wave.
The marid Qabara seeks
to smash and drown all of Mulmaster beneath a massive
tidal wave.
Death
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. Once a
character reaches 5th level, this option isn’t available.
Overview
The adventure is divided into four tracks: two tracks for
levels 1-4, and two tracks for levels 5-10. Each of these
tracks is further divided into three or more parts,
culminating with the discovery of a
devastation orb
on
the verge of detonation.
•
•
Low-Level Tracks (Levels 1-4).
Earth, Fire
High-Level Tracks (Levels 5-10).
Air, Water
Timing
The adventure is designed to be accomplished in three
hours of play time. Ideally the Introduction, Part One &
Part Two should take no more than 2 hours. Some
groups /tracks might take less time than that. However,
it is import that all groups start Part Three at the same
time. Tables that get done early need to wait until all are
ready to proceed. Part Three should take 50 minutes to
complete.
Mulmaster Undone
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