D&D 5e DRW OD 06 We Almost Had It All v2 0, OEF, 2024 05 16

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dream s of the red w izards

WEA
LMO
STHA
DITA
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BMG-
DRW-
OD-
06
BMG-DRW-OD-06

WE ALMOST HAD IT ALL


A Dreams of the Red Wizards:
Obscure Devotions Adventure
An invasion of Aglarond is forthcoming, but only the Red Wizards know all the
details. Fortunately, an upcoming gala promises to provide answers for those
with the subterfuge to extract them.
Part Seven of the Obscure Devotions series of adventures.

A Four-Hour Adventure for 11th- through 16th-Level Characters


Optimized for APL 13
CONTENT WARNING: This adventure contains themes of abuse and slavery.
Player discretion is advised.

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. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international
intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.
©2024 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, De Entrée 240,
1101 EE Amsterdam, NL. Hasbro UK Ltd., PO Box 43 Newport, NP19 4YH, UK
CREDITS
Project Leads: Cassandra MacDonald, Mitchell Smithson
Writer: Diana Voyer
Editor: Ashley Michaela “Navigator” Lawson
Graphic Designer: Rich Lescouflair
Cover Illustrator: Brian Valeza
Interior Illustrators: provided by Wizards of the Coast
Cartographer: Dyson Logos
Adventure Primer
Stock characters in similar circumstances playing again and again in
Part 3: Un Ballo in Maschera (110 mins). The party
different stories. Does that remind you of anything? Of course it does!
engineers the social situation at the gala to extract
It reminds you of the commedia dell’arte, because it reminds me of as much information as possible from the guests, all
the commedia dell’arte. And it’s so obviously the commedia dell’arte without raising suspicion. This is Story Objective C.
Wrap-Up: Another Race against Time (15 mins). The
that I don’t need to explain it.
adventurers report back to their contacts, and learn that
—Brian David Gilbert, “How to Tell Apart All the invasion of Aglarond will begin next week.
596 Fire Emblem Characters,” Unraveled
Adventure Hooks
We Almost Had It All is designed for three to seven We Almost Had It All immediately follows BMG-DRW-
11th- through 16th-level characters, and optimized for OD-05 Now We’ve Done It! The following hooks provide
five characters with an average party level (APL) of 13. ways to involve the characters in the scenario:
Characters outside this level range can’t participate in this
adventure. Harper Ally. Remallia Haventree has been periodically
We Almost Had It All occurs in the cities of Eltabbar and sending Harpers to Thay to disrupt Szass Tam’s plans,
Bezantur, both in the nation of Thay. and she sends the adventurers to meet with Damita
Uthros to learn more about what is happening in the
Background aftermath of Szass Tam’s seeming demise.
The Will of the Weave. Through luck, chance, or fate,
Having tracked the RED WIZARDS to the stars and back, these characters have found themselves in Eltabbar,
the party has discovered the true purpose of their schemes: working against Szass Tam, and have proven themselves
to seize a QUALITH PSI CRYSTAL and use it as a power trustworthy enough to join this meeting with Damita.
source detached from the Weave. In pursuit of this mystery, True Zhent. Characters who have Zhentarim links have
the characters have allied with DAMITA UTHROS, who been handpicked by Scorn Everhate as loyalists to the
has revealed that DAR’LON MA—Zulkir of Enchantment true, “righteous” Zhentarim cause, which won’t conspire
and foe of Szass Tam—not only lives, but is operating with the Red Wizards. She sends them to collaborate
secretly in Thay. At Dar’lon Ma’s direction, the characters with Damita on this mission to try to hinder the
infiltrated the manor of Thayan noble Yen Skykeeper, Zhentarim splinter faction.
and found documents that suggest an INVASION OF
AGLAROND is coming; Thay plans to conquer Aglarond Story Awards
and log the Yuirwood to satisfy its desperate need for
lumber. The characters also found a strange lockbox At certain points in the adventure, this glyph
marked with Zhentarim iconography, which they delivered appears with an entry describing how the
to SCORN EVERHATE to examine. Now, they must go specified story award is earned or how it
undercover at an upcoming gala in BEZANTUR to learn impacts the story. Ignore the entry if it refers to a story
more about the invasion! award no character has.
We Almost Had It All doesn’t use any story awards from
Overview previous Dreams of the Red Wizards: Obscure Devotions
adventures.
We Almost Had It All begins with a Call to Action scene,
has three parts, and ends with a Wrap-Up scene. The Is This the Same Dreams of the Red Wizards?
adventure takes approximately 4 hours to play.
When introduced, the Dreams of the Red Wizards (DRW)
Call to Action: A Race against Time (10 mins). The storyline was oriented toward experienced and optimized
adventurers are ordered to infiltrate a gala in Bezantur to D&D Adventurers League players, to provide them with
gain information on the Red Wizards’ plans. a greater challenge. The second and third story arcs were
Part 1: Briefing on the Road (20 mins). Over a tenday, the written for the Masters format, which was also based around
party travels through the tharch of Tyraturos to reach this idea.
Bezantur. On the way, Damita helps them come up with With the dissolution of the Historic, Masters, and Seasonal
fake identities and teaches them the basics of espionage. formats, new DRW adventures seek to be more inclusive,
adding more exploration and social options to enable players
This is Story Objective A.
to seek alternative resolutions to conflict without violence.
Part 2: City of a Thousand Temples (80 mins). The party
If your players seek a greater challenge, akin to the design of
secures an invitation to the gala and, hopefully, makes it previous modules, feel free to use the Strong or Very Strong
inside without raising too much suspicion. This is Story suggestions in the “Adjusting the Scene” sidebars.
Objective B. If an encounter features options for the three pillars of
play (combat, exploration, and social), and your players are
looking for the previous DRW experience, opt for the combat
encounter.

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BMG-DRW-OD-06 We Almost Had It All (v2.0)
3
Call to Action
A Race against Time
Estimated Duration: 10 minutes
he party (or other Harper operatives)
Eltabbar
have uncovered documents which suggest an Settled on the edge of Lake Thaylambar, the former capital
invasion of Aglarond will soon be underway. of Thay is a glamorous portrait. Floating flower beds dot
Thankfully, a gala being held soon in Bezantur wide canals that bear the city’s traffic. The streets are
will provide a perfect opportunity to gather impossible to navigate and the buildings oddly shaped,
information on the Red Wizards’ plans. The the consequence of planning the city in the shape of an
adventurers converse with their patrons and form a plot to immense protective glyph, which some say protected
infiltrate the gala. the city from the Spellplague. This is the seat of the Red
Wizards’ power.
Call to Action
Agree to travel to Bezantur with Damita Uthros, to gather The Rat’s Convent
information at the gala being held there in fourteen days. This outer-city bilge-hole is defined by moist, sticky
floorboards and shadowy back corners. This establishment
has only three rooms, and no local is stupid enough
to rent one.
Under the Convent
When the party has arrived, both Remi and Zehira appear
as illusions, using project image to participate in the
conversation. Damita is there physically on behalf of
Dar’lon Ma. Remi informs the party that Scorn has been
working on the Zhentarim lockbox discovered in Yen
Skykeeper’s estate. She has opened it, but hasn’t shared
the contents with Remi or Zehira yet. More critically, the
party must make their way to Bezantur. The documentation
from Yen Skykeeper’s estate has confirmed the time and
location of a convocation of Zulkirs, where it is rumored a
new Regent of Thay might be named.
Though entering the convocation itself would be
extremely unwise (“I doubt any of us could survive that
task,” Remi offers), a welcome gala and masquerade ball is
taking place beforehand that should be easier to infiltrate.
The party is tasked to travel to Bezantur under false
identities, secure access to the gala, infiltrate it, and learn
as much as they can. The topics of interest are:
• Rumors of a new Regent of Thay.
• Rumors about a fallen star that the Thayans plan
to excavate.
• The supposed invasion of Aglarond.
Damita is joining the characters as Dar’lon Ma’s
representative and to help them blend in. The trek to
Bezantur will take about a tenday, and the gala is scheduled
to take place in fourteen days—the party should use the
travel time to learn as much as they can from Damita so as
to not blow their cover.
Dar’lon Ma, as a token of goodwill, has offered to fund
the expedition and cover the party’s travel and lodgings.
He also knows a lovely tailor in Bezantur who can provide
the characters with appropriate attire, again at no cost to
themselves.
Additionally, Scorn has sent a care package: a kit of inks
that can be painted on the skin, and turn into a temporary
tattoo that provides a persistent nondetection effect.
These inks and tattoos lose their potency at the end of the
adventure.

Remallia “Remi” Haventree


Sun Elf Harper Agent
Though she has stepped down from leadership since the
costly victory against Szass Tam at Xorvintroth, Remallia—
Remi to her friends—still holds high rank within the Harpers
and is heavily involved with their operations against the
Red Wizards.
In recent years, Remi has also developed a close
relationship with Zehira Deryan on several joint Harper-
Maelstrom endeavors, bringing the two factions much closer
together as a result. When the two join forces, nothing seems
to stand in their way for long—and threats to the Realms
should tremble.
Since being exposed to the Far Realm’s magics at
Xorvintroth, Remi sometimes pauses midsentence, almost
forgetting what she is saying, then with a quick shake of
her head, returns to the topic at hand. This tic does little
to take away from the authority and intellect she carries in
her demeanor.
What They Want. Remi believes, heart and soul, in the
Harpers’ cause, but isn’t foolish enough to believe she can
perform this role forever; she watches her peers closely,
always on the lookout for potential successors.
Honesty. Freedom. Respect. Remi doesn’t let leadership go
to her head; she is respectful to her subordinates, and speaks
only after others have had their turn.

Zehira Deryan, Protector of the Seas


Human Maelstrom Agent and Harper Ally
Before Zehira became a sworn agent of Maelstrom, the storm
giant court, she was an experienced privateer, the daughter
of Turmishan merchants, and instrumental in Storm Queen
Serissa’s rise to power. As Protector of the Seas, Zehira is
tasked with problems related to the small folk and has worked
jointly with (now resigned) Harper leader Remallia Haventree
during the events that led to Szass Tam’s destruction at
Xorvintroth.
Since being exposed to the foul chaos of the Far Realm,
Zehira shows faint signs of premature aging, with slight
wrinkles at the corners of her eyes and minor streaks of
white in black hair. Her eyes, still keen, hint at horrors
unimaginable.
What They Want. Zehira possesses the Iltkazar Scepter, and
wants to make sure this powerful relic doesn’t fall into the
wrong hands. She aspires to protect the greater good and Damita Uthros
thinks the best way to do this is by staying close to the storm Half-elf Thayan Double Agent
giant queen, Serissa. Muscular and blonde, of Mulan and Sun Elf descent, Damita
Hold the Next Cataclysm, Please. Zehira is as ready for is one of Dar’lon Ma’s most talented and trusted operatives.
heroics as the next character, but after repeated clashes with She has been tasked with investigating what happened to
the Red Wizards, raiding the Nine Hells for King Hekaton’s Szass Tam when he was destroyed at Xorvintroth and what
soul, and the potentially Realms-shattering dangers of Qualith psi crystals are capable of.
Xorvintroth, some rest and relaxation—or failing that, What They Want. Damita finds her missions fun and takes
normality—wouldn’t go amiss. joy in the back-and-forth of espionage.
Serene. Damita never panics, and never seems caught off
guard (even if she has been).

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BMG-DRW-OD-06 We Almost Had It All (v2.0)
5
Part One
Briefing on the Road
Estimated Duration: 20 minutes
The party travels through Tyraturos on the way to
Tyraturos
Bezantur. While they travel, Damita helps the characters The party is traveling along a road between Eltabbar and
come up with fake identities and teaches them (or Bezantur, through the tharch of Tyraturos. Wagons creak
refreshes them on) the basics of espionage. and groan through this tharch around the clock, and its
tollbooths—as its tax stations are known—are operated day
Story Objective A and night. Despite what some may think, between its farms
Develop convincing false identities to infiltrate the gala and its bustling trade routes, Thay would be hard-pressed
with, based on Damita’s teachings about Thay and to survive without Tyraturos.
espionage.
Road Features
The road through Tyraturos has the following features:
Terrain. The road is well maintained, well guarded,
and surrounded on all sides by a mix of farms, small
settlements, and the occasional city. For the most part,
the road stays relatively flat.
Weather. This tenday is particularly nice, with cool days,
warm nights, and only the occasional overnight rain.

Espionage 101
Once safely on the road, Damita begins her instruction.
She also makes it clear that she would be recognized at the
gala, so the party will be on their own. Damita can share
these details about Thayan life (from her perspective):
• Thay has the most advanced society on Toril.
• Self-advancement is paramount in Thayan culture,
and Thayan pride is a powerful thing. Insults are a
serious matter.
• The Red Wizards are considered the leaders of Thay,
and the Zulkirs are at the top of the pyramid.
• Bezantur is one of the few places in Thay that welcomes
visitors. Being unable to speak Thayan won’t cause a
problem here.
To accomplish this mission, the characters need new
identities and histories. Damita presses them to be realistic
about what they are capable of portraying. The more these
personas diverge from who the character really is, the
likelier they are to have an embarrassing mix-up and give
themselves away. Along with this, they should avoid being
overambitious with standing; to be a wealthy merchant or
a ruthless politician is fine, but casting oneself as a major
business owner or a noble will invite questions they are
likely unprepared to answer.
If anyone intends to pass themselves off as Thayan-born,
Damita expresses her skepticism on how well that will
work out for them, but nonetheless suggests the names
Dess, Javvath ( JAV-vath), Orbral (OR-bral), Qeldyn (KEL-
din), Rarm, Sylru (SIL-roo), and Tazza (TAH-zah) as
viable options.

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BMG-DRW-OD-06 We Almost Had It All (v2.0)
6
Damita also conveys the following information Watch for Opportunity. Keep an eye on your situation;
throughout the trip, mostly as warnings to avoid faux pas: there will always times when a target steps aside
• Undead are commonplace in Thay. Until recently, for a moment, or a diversion evolves naturally in the
most undead were servitors of Red Wizards or parts environment. Using these opportunities, instead of
of armies. Since the recent abolition of slavery, many engineering your own, keeps you subtle.
undead have taken over the duties once performed by Exploit Weakness. Not the normal weaknesses
slaves. The party is likely to see a lot of them. (“compassion, empathy, and mercy,” Damita clarifies),
• Bezantur has always been the seat of Thayan religion (in which these nobles are unlikely to display, but
human weaknesses: dishonesty, greed, opportunism,
terms of worship, not temple policies and politics); it isn’t
lust, desperation, gullibility. These will be found in
known as the City of a Thousand Temples for nothing.
abundance.
Thay has had a rocky history with the gods, ranging
Be Inconspicuous. Even the best disguises and schemes
from “Thayans can worship whomever they like, though
fall apart under too much scrutiny. You must balance
evil deities are obviously preferred,” to “worship of
gaining trust against the risks of being memorable or
Mystra and Azuth is strictly prohibited,” to “only worship
suspicious. You want to be forgettable.
of Mystra is tolerated,” to the current phase of “the
Know When to Fold. Gaining information is useless
majority of the upper class places no stock in the gods,
if you can’t get it out of there. At times, the risks will
but the middle and lower classes do, worshiping a mix of
outweigh the rewards, and pressing on would jeopardize
Chauntea, Gond, Mystra, and Waukeen.” the mission, your employer, or your life. The sign of a
• Rashemen and Aglarond are “the enemy,” and are hated skilled agent is to know when to cut your losses. This
above all other nations. also applies on the small scale: despite your best efforts,
sometimes a mark doesn’t take the bait. Letting go and
Confidence 101 diverting your efforts elsewhere isn’t a sign of weakness.
Once the characters have a handle on their fake identities Damita goes through this slowly over the course of
and the basics of Thayan life, Damita presses on with the several days, accepting questions and making sure she gets
basics of how to extract information from people without through to the party. She isn’t above quizzing them if she
them realizing it. She has five major points to convey: thinks it necessary. Even if the party expresses a familiarity
with espionage, Damita insists on reviewing this: she isn’t
Everybody Wants. Every person has a motive; something
about to let this mission fall to chance.
disproportionately valuable to them. Identifying that
provides leverage in interactions. Development
After a tenday of travel, the party arrives in Bezantur
through the western gate. Proceed to part 2.

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BMG-DRW-OD-06 We Almost Had It All (v2.0)
7
Part Two
City of a Thousand Temples
Estimated Duration: 80 minutes A Mysterious Disturbance
The party must find an inconspicuous way to secure Unfortunately, the party’s sleep is disturbed by the sounds
an invitation to the gala, which will be held in the evening of combat and jeering crowds for a few hours after
three days after their arrival. midnight. This occurs every night the party is there.
If the characters investigate, they find a crowd of people
Story Objective B in the basement from all walks of life, ranging from newly
Acquire an invite to the gala, information on what to expect freed slaves to nobles, mingling in the seating of an arena
there, and get inside without raising suspicion. where a bloodbath is occurring.
Read or paraphrase the following:
Bezantur
A thriving port city where anything and everything is An iridescent rift in the center of the arena projects the
available for purchase, Bezantur is a jewel settled on the image of a vicious battle into the air for all to see. In the
coast of the Alamber Sea. The streets are crowded but easy
projection, a burned and bloody human man is standing
to navigate, having been rebuilt with an eye to improved
urban design since the destruction at the end of the Thayan over still-twitching hell hound corpses, and three other
civil war. The Central Citadel looms large and casts a humans. A few moments later, the man readies his axe. A
wide shadow across the city. Bezantur is the heart of Thay, second after that, a large winged shadow sweeps past him,
where trade of every sort passes beneath the stern gaze of and leaves him bleeding to death in the dirt before he can
the Red Wizards and the city’s myriad temples.
even react.
Bezantur Features This prompts the crowd to start to disperse, heading to a
table in the back where Janthro pays out wagers.
Bezantur has the following features:
Terrain. Within its walls, Bezantur is mostly flat,
only sloping down slightly to meet the shore of the
Alamber Sea.
Lighting. The Central Citadel casts an imposing shadow
Janthro
Human (Mulan) Priest of Garagos
over the city at all times and the frequent patrols of the
Janthro is a twenty-five-year-old devotee of Garagos, a habit
Griffon Cavalry of Priador often block out the sun.
he picked up from his father. He has a square face with a
Weather. Bezantur has a mild climate year-round, with
sharp jawline and close-cut black hair.
temperatures never ranging into too uncomfortable What They Want. Though dedicated to maintaining the
areas. Wind gusts and morning fog are common, and on temple in Bezantur, Janthro wants to leave the city eventually
average it rains about every three days. and go on adventures like the ones his dad would tell him
about as a kid.
Santhro and Janthro’s Family Matters. Janthro isn’t particularly thrilled about his
upbringing as a priest of Garagos, but he values his father
Rooming House enough to continue.
It is quite late when the party arrives in Bezantur, and the
only rooms available are at Santhro and Janthro’s Rooming Santhro
House, just within the western wall of the city proper. Human (Mulan) Cleric of Garagos
Luckily, no one else is staying there, and Damita is able to As high priest of one of the few remaining temples to
rent out the entire place for the three days the group will Garagos in Faerûn, Santhro is no stranger to skepticism.
be in town. Janthro welcomes the group, thanking them However, despite the general consensus that Garagos is
dead, Santhro maintains faith and continues to receive
for their patronage, and leads each of them to a private
spells from his god. Santhro was a warrior of considerable
room. (Santhro is fast asleep in bed and doesn’t make an accomplishment and was quite handsome, but the years
appearance until morning.) haven’t been kind to him.
Garagos, a war god once worshiped throughout the What They Want. In his old age, Santhro simply wants to
Inner Sea, has only a few temples left in Faerûn. One is maintain the temple and ensure that his son Janthro is set up
this tenement that still bears the scars of neglect, but is to succeed him.
in remarkably good condition. Its rooms are small, but He’s Alive, He’s Alive! Santhro has managed to whip up
furnished with decently crafted wooden furniture and enthusiasm for worship of a deity that, for years, most people
comfortable beds. have thought dead.

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BMG-DRW-OD-06 We Almost Had It All (v2.0)
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Treasure Prize
When Santhro wakes in the morning and discovers guests,
If the party asks Santhro about the underground arena,
he mistakes them for worshipers and is overjoyed, offering
he knows nothing about it, but Janthro quietly explains
them a spell scroll of heal as a token from one devotee of
that it is a way to make enough money to keep the temple
Garagos to another.
running. He accepts wagers on how long groups will
Dawn of the Second Day survive and takes a small cut. Groups fight for a portion
of the profits from the wagers made against them. He
In the morning, Damita tells the party she will reach out to mentions that, just a few days ago, someone (Tekhun, a
her contacts for any information they have on the gala, and noble with a reputation for gambling) even lost an invitation
encourages the party to figure out how they are getting in. to a big fancy ball in a wager. If the party offers to be the
She also reminds the party about the tailor Dar’lon Ma entertainment, Janthro realizes they would bring in big
recommended, as a source of appropriate attire, and hands bets, and offers up the invitation as a prize for surviving
the party a token from Dar’lon Ma for Ohvejet (OH-vay-jet). the arena.
Their shop is in the warehouse district (just toward the
harbor). If the party goes to the shop and hands Ohvejet the Janthro’s Fight Club
token, they provide the party with Thayan formal wear to This room is a grand arena dug into the basement of the
their specifications, which double as clothes of mending. temple to Garagos, where rows of dug-in seating surround
a large square pit dominated by a 10-foot long, 5-foot wide
Securing an Invitation fissure in the ground, from which iridescent light issues
The gala will be magically protected, so the party must forth. The arena floor is stained with long-dried blood.
have a valid invitation to enter, but most powerful people in Janthro explains that the fissure in the middle of the pit is a
Thay travel with an entourage, so the party will only need planar rift that leads to the War God’s Arena, a demiplane
one. Damita offers the following options: once used by a high priest of Garagos to test champions.
Inducement. Find the person in charge of distributing the During battle, a projection of the arena appears in the air,
invitations and bribe them to make a new invitation. letting an audience watch (and bet on) the spectacle.
Prize. Janthro has procured an invitation from a gambler If the party goes in and fights, Janthro isn’t going to make
who lost it on a wager. He might part with it if the party it easy for them, but he won’t tip the scales to prevent their
were prepared to put on a good show in the arena. victory. He makes it clear that any character who flees the
Theft. Find someone who has an invitation and steal it. arena forfeits and can’t go back in; their friends must fight
Character-crafted plans are another option, assuming on without them. If the characters agree to fight, money
they can come up with a reasonable plan to execute it, changes hands in a flurry of betting and they are invited to
although Damita reminds them (frustratedly) that they don’t enter the rift.
have much time until the gala actually takes place. War God’s Arena Features
The Invitation The War God’s Arena (see map 1) has the following
Gala invitations are a piece of parchment which provides features:
details on the event and is stamped with the sigil of Terrain. The arena’s ceiling is 60 feet high and its rough
Ensyat’s Extravaganzas. An illusory script spell on the stonework walls can be climbed with a successful DC 15
invitation hides a random pattern of letters and numbers, Strength (Athletics) check.
as well as the name of the invitation’s original recipient. Lighting. The central 100-foot square of the arena is
brightly lit; the corner sections are dimly lit.
Treasure Dark Waters. A 50-foot-deep pool of black water churns
If the characters visit the tailor Ohvejet and redeem Dar’lon 10 feet below floor level, spanning the center of the
Ma’s token, they each receive a set of clothes of mending. arena and forded by three stone bridges. The water is
considered magical darkness. Swimming through the
Inducement choppy water without a swimming speed requires a
If the characters investigate the gala’s planning, they find successful DC 15 Strength (Athletics) check to make
that Ensyat’s Extravaganzas, a Bezantur-based event progress, as does climbing out of the pit.
firm, is organizing the gala. Although securing a meeting Hanging Platforms. The northeast and southwest corners
with Ensyat isn’t as easy as walking in the door (Seranks each have a large iron platform suspended 30 feet above
informs the party that Ensyat is a very busy man), if the ground by heavy chains.
characters pose as nobles, wealthy merchants, or other Rifts. When the characters enter the arena, they emerge
people of import, Ensyat makes time to speak with them a from the northwest rift. Characters can’t be forced back
day later. through the rift, but while standing on it, they can use 5
Ensyat can’t just give the party an invitation, but a small feet of movement to leave the arena. Enemies emerge
“inducement” (a polite term for a bribe) may cause him to from the southeast rift; characters can’t enter this rift by
look the other way while one is issued. If the party offers an any means.
inducement of at least 20,000 gp, Ensyat is “grateful they
have come to an agreement” and issues them an invitation.
Ensyat winces at the word “bribe,” instead preferring the
term “inducement.”

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BMG-DRW-OD-06 We Almost Had It All (v2.0)
9
The Waves
Janthro sends in three waves of monsters.
Wave 1: Hell Hounds. Janthro sends in eight
hell hounds as a warm-up round. The hounds use
straightforward tactics; they rush the party, try to surround
the most vulnerable targets, and use Fire Breath whenever
possible, heedless of catching one another in it
thanks to their immunity to fire damage. A hell
hound that falls into the dark waters dies;
it can’t escape, and its flame is quickly
extinguished.
Between Waves. After each wave,
Janthro takes some time to talk up the
crowd, followed by a short period of
accepting new bets. While competing
in the arena, the characters receive
the favor of Garagos and perpetually
feel invigorated—it only takes them 5
minutes to finish a short rest (instead
of 1 hour), allowing them to take a
short rest between each wave of combat.
Wave 2: Wyverns. In the second
wave, five wyverns emerge from the rift, and
they use the hanging platforms combined with their
exceptional flight speed to make flyby attacks on the party
whenever possible.
Wave 3: Darkwater Hydras. The main event: a mated
pair of hydras with the adjustments listed in Creature
Statistics emerges, not from the rift as expected, but from
the dark waters below the bridges. The pair are large
enough to emerge from the pit without requiring an ability
check, but fight from the water when possible. The hydras
try to drag creatures underwater, where they can’t breathe
and their companions can’t help them.
Aftermath. If the party survives, Janthro honors his end
of the deal and hands them Tekhun’s invitation, thanking If given a day to investigate, Damita’s contacts give her
them for making the temple a lot of money in a very the whereabouts of two guests:
short time. • Beynrad can be found in and around the Hexcidon, a
school for elite bodyguards and generals that blends
martial prowess and arcane power. See “Hexcidon
Adjusting the Scene
Training.”
Suggestions for adjusting this scene:
• Indra Canos can be found around Loviatar’s Manor,
• Very Weak: Remove two hell hounds from wave 1 and one
wyvern from wave 2. The hydras have 138 hit points. a public temple to the Maiden of Pain. See “Rite of
• Weak: Remove one hell hound from wave 1 and one wyvern Loviatar.”
from wave 2. The hydras have 138 hit points. Unless the characters want to be investigated for murder,
• Strong: Add one hell hound to wave 1. The wyverns have and deal with the potential for witnesses to hinder their
127 hit points. Increase the reach of the hydras’ Bite plans, they should plan out any assault carefully, or at
to 15 feet.
least figure out how to bribe the city watch. If the party
• Very Strong: Add one hell hound to wave 1. The wyverns
have 127 hit points and don’t provoke opportunity attacks takes time to investigate the guests, certain opportunities
when flying out of an enemy’s reach. The hydras have 195 reveal themselves. Beynrad and Indra both travel with two
hit points and increase the reach of their Bite to 20 feet. boneclaws at all times during part 2 (except where noted).
Home Invasion. Another option is to infiltrate the
invitee’s houses at night, though the party would still need
to prevent the intended guest from arriving. It is up to you
Theft to determine whether the characters’ plan for preventing
The party can target a specific person invited to the gala their victim from attending the gala will work.
and try to acquire their invitation. To pull this off, they
must both acquire the invitation and ensure that the invitee Adjusting the Scene
doesn’t show up to the gala. If the party wants to pursue
Suggestions for adjusting this scene:
this route, Damita uses her contacts to try to narrow down
• Very Weak or Weak: No changes.
the most viable targets, but it takes 1 day to get the party
• Strong or Very Strong: Add one boneclaw.
that information.

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Hexcidon Training Dawn of the Final Day
During the day, Beynrad (necromancer wizard) is out in
Once the party has secured an invitation, on the day of the
the courtyard of the Hexcidon, busily supervising duels
gala, Damita lays out all her information and quizzes the
for a dozen of his students. He is rather exhausted, and
party on their false identities. She is particularly interested
lazily goes through the motions of directing them to fire
in ensuring that the characters remember the basics of
off spells and counterspells at one another. His students
espionage: quite a lot rides on their success here—which
are mages, and during this time, he doesn’t have his
she is more than happy to remind them of.
boneclaws at hand.
Give the party handout 1, which details what Damita
The arena is a 20-foot-wide, 60-foot-long cobblestone
has uncovered through her contacts about a few guests
strip that has active wall of force spells on either side of
of interest (you can either provide it as a sheet or cut it up
it to prevent spells from spilling over. Though most of the
into cards; either way, encourage players to write on it, to
students stand a fair distance back from the walls, Beynrad
keep track of what they learn about the guests as they go).
stands right up against them to observe the duels. This
Damita is also willing to help the party develop a plan of
presents the following clear possibilities:
attack, pointing out various angles:
• If the party staged an “accident” that leaves Beynrad
• No one ever pays attention to the service staff, and they
badly injured, he would be forced to miss the gala while
often hear things not meant for their ears.
he recovers. Subtly dispelling the wall of force spells
while a student is casting fireball, for example, would • Inebriated people aren’t likely to be helpful; people who
allow the spell to “spill over” and harm him. are inebriated and emotional, however, are likely to let
things slip.
• Beynrad carries his invitation on him; characters who
succeed on a DC 20 Dexterity (Sleight of Hand) check • Look for the people who are key nodes in the web of
can pilfer it without drawing notice. Reduce the DC to social connections. If the characters focus their efforts
DC 15 if the party provides an adequate distraction. there, they can probably acquire a lot more information
in a shorter period of time.
• If a party member poses as a student and challenges
Beynrad to a duel, they can injure him directly. He is a • People with a lot to lose are those likeliest to let
prideful, arrogant scholar and can easily be goaded. something slip if they do lose it.
As the characters leave, Damita wishes them luck,
Rite of Loviatar reminds them that they are “on the clock,” and begins
Indra Canos (diviner wizard) spends part of her day at rechecking her preparations to flee Bezantur (with the
Loviatar’s Manor and has planned a rite in honor of the party) if this goes poorly.
Maiden of Pain. She is preparing for a sacred anointment—
nine lashes delivered across her back—and an elaborate Getting Through the Door
setup has been prepared upon a dais for this showing. The Central Citadel looms large over Bezantur. Four death
Her two boneclaws keep a lookout while their boss is knights owned by Ensyat guard the entrance accompanied
vulnerable, and the temple is highly public, making this a by Zhebam ( JAY-bahm), a human man who is benefiting
nearly impossible place to viably attack her. Nonetheless, from a true seeing spell. Zhebam checks each invitation as
the situation does present a few clear opportunities: the guests approach, looking for a pattern known only to
him and Ensyat in the random characters that matches the
• Indra’s effects will be stored in a backroom during
name on the invitation. If the party has a valid invitation,
the rite. Stealing her invitation requires characters to
Zhebam finds the pattern he is looking for.
succeed on both a DC 15 Dexterity (Stealth) check and a
follow-up DC 15 Dexterity check using thieves’ tools. • If the characters have an invitation with one of their
names on it, he waves them through.
• The priest delivering the lashes is a human woman
named Morna Rithe, and she is busily preparing her • If the party has Beynrad’s or Indra Canos’s invitation,
setup at the dais. Characters who succeed on a DC 22 Zhebam expresses surprise that they aren’t here, and
Charisma check using an appropriate skill can convince questions how the party got their ticket. He accepts any
her to wound Indra severely enough to put her out of answer, concluding that it “isn’t his problem,” but unless
commission for a day or two. Characters who worship a character succeeds on a DC 18 Charisma (Deception)
Loviatar have advantage on this check. A bribe of at least check, guests nearby notice the commotion—increase
1,000 gp reduces this DC to DC 15. the DC of checks made to interact with the guests during
part 3 by 2. If the party didn’t ensure that the intended
• With a distraction sufficient enough to draw people’s
guest won’t show up, they arrive later, casting suspicion
attention away from the dais, the shackles prepared to
on the party and increasing the DCs by an additional 4.
suspend Indra above the dais can be sabotaged with
a successful DC 17 ability check using an appropriate • If the party acquired Tekhun’s invitation from Janthro’s
set of tools. This causes one of the shackles to break fight club, Zhebam questions why they have the
partway through the ceremony and upset the weight invitation, but after a moment remembers Tekhun’s
distribution, twisting Indra’s other arm, pulling her known history of reckless gambling, and brushes it off.
shoulder, and putting her out of commission for
a few days. Development
Once Zhebam admits the party to the gala, proceed
to part 3.

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Part Three
Un Ballo in Maschera
Estimated Duration: 110 minutes Above all, feel free to modify DCs for good or poor
The party must engineer the social situation at the roleplay, or even grant success automatically if you feel the
gala to extract as much information as possible from the roleplay adequately connects with the guests. During social
guests, all without raising suspicion. interactions with the guests, using information about them
can reduce DCs by as much as 5, whereas being caught
Story Objective C in a lie or contradicting oneself can increase DCs by as
Collect information about the invasion of Aglarond, the much as 5.
election of a new High Regent, and the extraction of the
fallen star.
Groupings
Four main groupings of people are attending the gala:

The Central Citadel • Bedukan and Beynrad are both close friends with
Ensyat. They despise each other, and Ensyat knows
Towering over Bezantur, even its frequent use as an event this, so he sticks close by them to try to smooth out their
space hasn’t been enough to completely shake the city’s dynamic, hoping they can find some common ground.
view of the Central Citadel. This black structure looms over • Omzher and Seranks have the less-than-glamorous
the city like a vulture and still bears the marks of when it role of supervising the Sandrone, a group of common
was heavily fortified. Recently, the autharch has pushed for laborers who have been invited due to their importance
its repurposing as a public space to gather, host banquets, in Thay’s upcoming plans.
see performances, or hold lavish galas.
• Basuket is attending with her ward Mesayat, whose
inability to study magic means she serves as Basuket's
Central Citadel Features bodyguard.
The Central Citadel has the following features: • Indra keeps Kalva, a trusted assassin, close by when
Terrain. The Central Citadel has been remodeled, possible. Largely, she does this as a statement; she
removing a lot of the military equipment and leaving the hopes that showing off such an ally will discourage
rooms wide and open. others from crossing her.
Lighting. Each room is equipped with permanently affixed
driftglobes, which provide bright light throughout the Situations
citadel. Driftglobes removed from the citadel stop The following situations are clear to the party as they enter,
working and become nonmagical. assuming they follow Damita’s instructions and look for
Climate. The citadel is magically kept at a comfortable anything they can exploit:
temperature at all times. • Mesayat and Khadaran are making eyes at each other
Disused Rooms. If the party sneaks out of the gala from across the room, and Basuket is frustrated that
and explores, they can find numerous unused rooms, Mesayat is doing so, quietly scolding her.
ranging from barracks to drill halls, that can be used to
• A group of rough-and-tumble folk who seem out of place
stage a fight.
at this gala, but are nonetheless nicely dressed and have
the respect of the nobles in attendance, are hanging out
Running the Gala in a corner keeping mostly to themselves. Omzher and
Throughout the gala, the party has opportunities to gain Seranks are busily hounding the group, hovering over
the information collected in appendix D; see there for them and keeping them occupied.
guidance on how best to distribute it. To reach the ideal • If Beynrad is at the party, he and Bedukan are chatting
outcome, the party must acquire six pieces of information amicably with Ensyat, who looks very tense, constantly
before the night ends. looking between them as if he is keeping the peace.
For some parties, free-form socialization may be • The bard Selmau is providing soft accompaniment to
sufficient to enable the characters to ingratiate themselves the gala on viola, and draws a great deal of attention
into the social dynamics of the gala. Other parties may when she chooses to raise the tempo.
need clearer direction. As DM, you are empowered to let
players gain information in any numbers of ways. However,
Opportunities
this part includes a number of opportunities which serve as
Although the party can simply run around the gala doing
prompts both for you and the players, to guide intrigue and
favors for each participant, there are several greater
investigation; use them as you see fit, either guiding your
opportunities that can gain the party a great deal of
players through the gala with them, or sprinkling them in
information very quickly (see “Seizing the Opportunity”).
only when things seem to be grinding to a halt.

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Seizing the Opportunity Good-spirited Brawl. Characters who take part in the
brawl must make a melee attack roll (AC 15) or a DC 15
Seven primary opportunities might present themselves Strength (Athletics) or Dexterity (Acrobatics) check, in
during the course of the gala. any combination, three times. Characters who succeed
A Bard Abound on at least two ability checks or attack rolls ingratiate
themself to the Sandrone.
Consider deploying this opportunity if the party is having
Songs and Revelry. Characters who get involved and
trouble moving forward, or is suffering from unlucky rolls.
succeed on a DC 18 Charisma (Performance) check
Throughout the night, Selmau bounces between cliques,
ingratiate themself to the Sandrone.
flirting and networking freely. She enthusiastically gets to
know everyone, and may even approach the party. Selmau The Sandrone are also open to suggestions, if the party
can help the party in the following ways: knows any good games or options. In this case, use the
above options as a guideline for setting DCs.
Information. For 50 gp, she can relate everything detailed
Each character who gets in with the Sandrone discovers
in an attendee’s Distinguished Guests entry (see
one piece of information (maximum three pieces). If the
appendix C).
Sandrone and the party cause a commotion in the gala’s
Distraction. For 200 gp, she can provide a distraction,
main rooms, it hurts their reputations; increase the DC of
either for a specific person to keep them away for a short
checks made to interact with the guests by 2.
time, or for the room generally, to provide cover for a
stealth mission. Indra(ma)
Special Requests. Selmau is also open to providing more If Indra is at the party, Omzher approaches her early in the
elaborate assistance, but won’t jeopardize her career, and evening, and asks if she would be willing to chat privately
her fees increase proportionate to how much the party over drinks. The request seems innocuous, but characters
asks of her. who succeed on a DC 15 Wisdom (Insight) check realize
Omzher is fuming and Indra is very amused by this request;
Fistfight! at the Gala something is clearly about to come to the fore.
The Sandrone, a group of loggers, laborers, and As Indra and Omzher leave the room, characters who
commonfolk who have been brought along to this gala on pursue them and succeed on a DC 18 Dexterity (Stealth)
the condition of good behavior, are being supervised by check find a place from which to eavesdrop. Omzher
Omzher and Seranks. However, they are deeply bored with quickly blows up at Indra; Omzher was supposed to serve
the whole event and are looking for a way to liven things as a leading general in the upcoming invasion, but has just
up. Characters can chat with the Sandrone without too found out that her role has been pulled out from under her.
much trouble, but they can’t escalate anything with Omzher She knows Indra was responsible, but isn’t sure how, and
and Seranks in the way, and the pair have been directed to wants her to confess. For her part, Indra plays innocent and
keep watch on the Sandrone all night. A few options are dances around the matter, trying to make Omzher believe
available for this: she was demoted for her own failings rather than due to
• Omzher has a soft spot for war stories. Characters who anyone else’s actions. Omzher’s outrage is delightful to
succeed on a DC 20 Charisma (Performance) check Indra, and she gladly stokes the flames of Omzher’s anger.
can tell Omzher a stirring tale of battle to distract her. Listening to their argument reveals one piece of
Reduce the DC accordingly if the player leans into the information. Additionally, further prying or inflaming
roleplay (minimum DC 10). can be used to get Omzher’s attention off the Sandrone
• Omzher is proud to a fault; any test of skill or fortitude, (relevant for “Fistfight! At the Gala”).
such as a duel, a drinking contest, a gambling game, or
Kalva’s Offer
similar, draws her attention.
If either Beynrad or Indra was prevented from attending
• Seranks is a diligent snitch; if someone commits a social the gala, Kalva approaches the characters during a moment
faux pas, Seranks is the first to correct their behavior. of privacy. She confides that she knows what they did and
This can be an effective way to draw her attention. why they are here, but she isn’t looking to rat them out; she
• If Khadaran is misbehaving (including by trying to find is impressed, and needs their help with a little project—call
alone time with Mesayat), Seranks starts tailing her, it “a little mutual assistance.” A few weeks ago, assistants
creating an opening. to several of the Zulkirs held a meeting in the citadel; Kalva
Once their supervisors are distracted, the Sandrone turn wants the meeting’s minutes and knows there is a copy of
toward what to do for a bit of fun. Options include: them in a backroom somewhere; she gestures to a door
guarded by two knights. If the characters can obtain the
Drinking Contest. Characters must make a Constitution minutes, Kalva would be happy to share some juicy tidbits
saving throw for each round of drinking they take of information with them.
part in. The DC begins at DC 15 and increases by Obtaining the minutes could use the following steps, but
2 with each subsequent round. On a failed saving remain open to player creativity:
throw, the character starts retching and heaving, and
• Distract the guards with a successful DC 18 Charisma
is poisoned for 1 hour. If they fail a second saving
(Deception or Performance) check.
throw, they fall unconscious while they are poisoned
this way. Characters who survive 3 rounds of drinking • Sneak through the door with a successful DC 15
without falling unconscious ingratiate themselves to Dexterity (Stealth) check.
the Sandrone. • Pick the lock on the records room with a successful DC
15 Dexterity check using thieves’ tools.

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13
• Find the minutes with a successful DC 18 Intelligence • Alternatively, a character can insert themself into
(Investigation) or Wisdom (Perception) check. the dynamic and cause a fight even under Ensyat’s
• Return to the gala with the minutes. supervision—a much more challenging maneuver that
requires the character to succeed on a DC 25 Charisma
If the party delivers the minutes without being caught,
check using an appropriate skill.
Kalva is impressed, and shares two pieces of information.
Ultimately, any of these lead to a blowout between
Kitchen Troubles Beynrad and Bedukan. In their argument, they reveal one
Characters who have a passive Wisdom (Perception) score piece of information. Additionally, Ensyat spends the rest
of 18 or higher, or who take the time to check the kitchen, of the night performing damage control, making it easier
notice a clamor coming from within. They overhear to pull him away from Khadaran (relevant for “Young
that one of the cooks hasn’t turned up for work, and the Cardinals”).
kitchen staff are stretched thin as a result. The help tend
to overhear a great deal of sensitive information, so this Young Cardinals
opportunity is well worth looking into. A spare uniform Mesayat and Khadaran have been making eyes at each
is hanging on the hook behind the door where food is other throughout the night. They have met at many other
being served from, and as such, a character can slip into events and are interested in one another, but both have
the kitchen and ply the room for rumors. Possible ability buffers in their lives that make it complicated to pursue
checks to fit in include: this romance. Basuket keeps Mesayat from acting on
• A successful DC 18 Charisma (Performance) check to her feelings by guilting her for expressions of affection
make it seem you know what you are doing. or interest; Ensyat keeps a close eye on Khadaran and
punishes any distraction from her duties.
• A successful DC 18 Charisma (Persuasion) check to
Mesayat. Mesayat can be freed from her mentor’s
convince the cooks that they need the help and can’t
scrutiny in a few different ways, such as:
afford to be picky.
• Succeeding on a DC 15 Charisma (Deception) check
• A successful DC 16 Wisdom (Survival) check to make
to present Basuket a false opportunity, such as
the most of the available supplies and prepare high-
claiming Indra has a portent for her, or that Ensyat was
quality meals.
discussing business opportunities for powerful magi
• Characters who are proficient with cook’s utensils with Beynrad.
don’t need to make a check or engage in subterfuge;
• Offering Basuket knowledge of rare magics in exchange
they quickly demonstrate their competency, and spend
for a moment of her time, along with a successful DC
some time helping out throughout the night. (Counts as
15 Intelligence (Arcana) check to establish your grasp of
a success.)
magical theory.
If any character succeeds in the kitchen, they gain one • Inviting Basuket for a drink, along with a successful DC
piece of information from chatting with the kitchen staff. 20 Charisma (Persuasion) check.
Additionally, if multiple characters pitch in successfully, the
kitchen staff thank them with a potion of supreme healing. Khadaran. Meanwhile, Khadaran is often free thanks
to how busy Ensyat is, but getting her to open up is a
Old Crows challenge due to her general suspicion of strangers.
If Beynrad is at the party, he is often found alongside Convincing her to talk about her feelings requires a
Bedukan and Ensyat. This is, at least partly, by design. character to succeed on a DC 22 Charisma (Persuasion)
Ensyat is friends with Beynrad and Bedukan, but Beynrad check—but reduce this DC for good or excellent roleplay
and Bedukan are bitter rivals. As such, Ensyat is trying (minimum DC 12).
to use the gala to grease the wheels of conversation Love Grows. If both Khadaran and Mesayat are freed
and smooth things over between them. Ensyat is very up and encouraged to take a chance, they are open to the
careful about this, however, never leaving them alone for opportunity but need a private place to chat. Characters
longer than 10 minutes. Anything that prevents Ensyat who succeed on a DC 18 Intelligence (Investigation) or
from making regular runs back to check on Bedukan Wisdom (Perception or Survival) check find a secluded
and Beynrad allows the two of them to boil over into an balcony for them to use. After the pair come back in,
argument. Possible ways to distract Ensyat include: Khadaran slips the party a note with one piece of
• Through prolonged social maneuvering, characters information she learned from Ensyat written on it, and
who succeed on a DC 20 Charisma (Deception or Mesayat regifts an Old Citadel spellbook she received from
Persuasion) check can draw Ensyat into a conversation her mentor.
that will take him through the ballroom and take up a Treasure
great deal of his time.
If the characters facilitate Mesayat and Khadaran’s private
• Characters who succeed on a DC 18 Intelligence meeting in “Young Cardinals,” Mesayat gives them her
(History) check can engage Ensyat in a long discussion Old Citadel spellbook. Additionally, if multiple characters
of history, politics, and business. provide assistance during “Kitchen Troubles,” the staff
• Observing Ensyat for some time reveals that he makes thank them with a potion of supreme healing.
frequent trips into backrooms, which requires him
to use keys from a keyring at his waist. Stealing the
keyring with a successful DC 15 Dexterity (Sleight of
Hand) check leads him to start hurriedly searching the
ballroom, thinking he has lost them.

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Blood on the Dance Floor Rewards
When the party’s time at the gala is coming to a close (less At the end of the session, everyone receives rewards based
than 30 minutes remain, or earlier at your discretion), on their accomplishments.
Damita contacts one character via a sending spell to warn
the party of a development. Several unfamiliar people DM Rewards
have just turned up at the gala, posing as servers. Damita
believes they may be operatives of the Zulkir of Illusion. For running this adventure, you earn service awards. See
The operatives have caught wind of the party’s questions, the D&D Adventurers League Service Awards document
and have arrived to plug some of the leaks. The operatives for more information.
are four assassins with this additional action:
Player Rewards
Subtle Spellcasting. The assassin casts one of the following
spells, requiring no verbal or somatic components and using Advancement
Intelligence as the spellcasting ability (spell save DC 12):
Characters who participate in this adventure gain one level.
3/day each: disguise self, greater invisibility
If the party makes a move on one of the opportunities Optional: Declining Advancement
(see “Seizing Opportunities”), roll a d6; on a roll of 5 or 6, Players can decline advancement if they wish. This has its
one of the assassins has also noticed the same opportunity, benefits: it is possible for a character to advance beyond
and tries to thwart them. This thwarting could involve one an adventure’s level range, leaving them unable to play an
of the following. adventure as planned.
• Charming or seducing an involved guest to take their
attention away.
• Poisoning an involved guest; leaving them to spend the Gold
rest of the evening haunting the bathrooms. Treasure (including items that have a monetary value but
• Assassinating an involved guest when the party aren’t equipment, such as art objects and gems) remaining
isn’t looking. at the end of the adventure is converted to gp and divided
equally among the characters.
Murder! If an assassination takes place, an uproar
breaks out, spoiling the gala; the party’s chance to collect Wrap-Up
information is over. If the party catches the assassin, • 40,000 gp
they can gain one piece of information by interrogating
them, but otherwise, are left with only what they have Magic Items and Miscellany
learned thus far. The characters can keep the following items, which are
described in handout 2:
Story Awards
The characters gain the Going In Blind story • Amulet of the devout, +3
award. If they acquired at least six pieces of • Clothes of mending
information, they gain the We Have Their • Old Citadel spellbook
Number story award instead. • Potion of supreme healing
• Spell scroll of heal
Wrap-Up: Another Race
Story Awards
against Time The characters can earn the following story awards, which
Estimated Duration: 15 minutes are described in handout 2:
When the party returns to Santhro and Janthro’s Rooming • Going In Blind
House, they find Remi and Zehira both present via project • We Have Their Number
image in Damita’s room, waiting to receive the information
the party has acquired. Once they do, and they learn that
the invasion of Aglarond is due to begin next week, they
immediately leap to action. The invasion of Aglarond is
concerning not only to the Harpers and Maelstrom, but
to all factions of Faerûn! Remi gestures to Damita, who
produces the small pouch of coin Remi sent as thanks for
the party’s good work and says there is no time to waste.
It is time for battle plans, contingencies, and prevention;
Faerûn must unite to stop the burning of Aglarond!
Treasure
Damita gives the party 40,000 gp from Remi, and if the
party acquired at least four pieces of information, Damita
also throws in a +3 amulet of the devout.

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Appendix A: Player Handouts
Handout 1: Dossiers (Part 2)

Basuket Bedukan
Sun elf, she/her Half-elf, she/her
A middle-aged enchanter of very high standing. Guardian Soft-spoken, but not to be underestimated. Highly
and mentor to Mesayat. respected Red Wizard. Has a long history of rivalry
with Beynrad.

Beynrad Ensyat
Human, he/him Human, he/him
A scholar invited to the gala in recognition of his years of The gala’s host, responsible for the venue and
research. Longtime rival of Bedukan. invitations. Employer of Khadaran and Seranks. Friendly
with both Bedukan and Beynrad, but no stranger to their
grievances with one another.

Indra Canos Kalva


Human, she/her Human, she/her
A powerful diviner, well respected, but unsettling to A career assassin. Little is known about her, except that
many. Her open worship of Loviatar is off-putting to Indra keeps her close.
some, but she appreciates the reputation. Will be
attending the gala with Kalva.

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Khadaran Mesayat
Human, he/him Human, she/her
Former slave, now employee, of Ensyat. Will be part of Ward of Basuket (a skilled enchanter), but has never
the serving staff. shown any magical potential. Serves now mostly as a
bodyguard.

Omzher Selmau
Human, she/her Half-elf, she/her
Close to the Council of Zulkirs, and a major military The night’s entertainment, a talented violist and a social
strategic mind; it is very likely she is involved in the butterfly. Could be a potential source of information as
upcoming invasion. she tends to be friendly with everyone.

Seranks The Sandrone


Human, she/her Group
Ensyat’s chief of staff, and deeply loyal to him. She will Common laborers who will be at the gala mostly as a
be in charge of reporting breaches of etiquette, and is show of respect. The distinguished guests will no doubt
known to take her job very seriously. look down upon them, but the Sandrone must be there
for a reason—which means they know something.

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Handout 2: Character Rewards (Wrap-Up)
The characters can earn the following rewards during this Miscellany
adventure.
Old Citadel Spellbook
Magic Items This spellbook has seen better days. Its once-fine leather
is cracked with age, the intricate embossments have faded,
Amulet of the Devout (+3) and the binding has been broken more times than seems
Wondrous Item, Very Rare (Requires Attunement by a reasonable. The pages are yellowed with age and heavily
Cleric or Paladin) creased from years of use. The calligraphy with which the
This amulet bears a single lapis lazuli star and is inlaid spells have been scribed is immaculate.
with turquoise and jade. While you wear the holy symbol, The spellbook contains the following spells: Abi-Dalzim’s
you gain a +3 bonus to spell attack rolls and the saving horrid wilting,* alarm, alter self, animate dead, arcane eye,
throw DCs of your spells. astral projection, bestow curse, burning hands, charm
While you wear this amulet, you can use your Channel person, chromatic orb, clairvoyance, cloudkill, cloud of
Divinity feature without expending one of the feature’s uses. daggers, comprehend languages, cone of cold, conjure
Once this property is used, it can’t be used again until the elemental, contact other plane, continual flame, control
next dawn. weather, counterspell, crown of madness, detect magic,
detect thoughts, dispel magic, dominate person, draconic
Clothes of Mending transformation,* dream of the blue veil,* feign death,
Wondrous Item, Common foresight, guards and wards, incendiary cloud, investiture
This elegant outfit is tailored to fit you perfectly, is properly of flame,* investiture of ice,* investiture of stone,* investiture
fashionable for a Thayan noble, and magically mends itself of wind,* maze, meteor swarm, mirage arcane, power
to counteract daily wear and tear. Pieces of the outfit that word pain,* power word stun, prismatic wall, shapechange,
are destroyed can’t be repaired in this way. telepathy, and wall of ice.
* These spells originally appeared in Xanathar’s Guide to
Potion of Supreme Healing Everything, Tasha’s Cauldron of Everything, or Fizban’s
Potion, Very Rare Treasury of Dragons and are included in handout 3.
You regain 10d4 + 20 hit points when you drink this potion. Story Awards
The potion’s red liquid glimmers when agitated.

Spell Scroll of Heal Going In Blind


You were unable to procure enough information about
Scroll, Very Rare
Thay’s machinations, nor about its battle plans for
A spell scroll bears the words of a single spell, written in a the invasion of Aglarond. Hopefully this won’t cost too
mystical cipher. If the spell is on your class’s spell list, you many lives!
can read the scroll and cast its spell without providing any
material components. Otherwise, the scroll is unintelligible. We Have Their Number
Casting the spell by reading the scroll requires the spell’s You have found a significant amount of information about
normal casting time. Once the spell is cast, the words on the impending Thayan invasion of Aglarond. This should
the scroll fade, and it crumbles to dust. If the casting is prove helpful in the future!
interrupted, the scroll isn’t lost.
If the spell is on your class’s spell list but of a higher level
than you can normally cast, you must make an ability check
using your spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the spell’s level. On
a failed check, the spell disappears from the scroll with no
other effect.

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Handout 3: New Spells (Wrap-Up)
Abi-Dalzim’s Horrid Wilting Dream of the Blue Veil
8th-Level Necromancy 7th-Level Conjuration

Casting Time: 1 action Casting Time: 10 minutes


Range: 150 feet Range: 20 feet
Components: V, S, M (a bit of sponge) Components: V, S, M (a magic item or a willing creature
Duration: Instantaneous from the destination world)
You draw the moisture from every creature in a 30-foot Duration: 6 hours
cube centered on a point you choose within range. Each You and up to eight willing creatures within range fall
creature in that area must make a Constitution saving unconscious for the spell’s duration and experience
throw. Constructs and Undead aren’t affected, and Plants visions of another world on the Material Plane, such
and water elementals make this saving throw with as Oerth, Toril, Krynn, or Eberron. If the spell reaches
disadvantage. A creature takes 12d8 necrotic damage on a its full duration, the visions conclude with each of you
failed save, or half as much damage on a successful one. encountering and pulling back a mysterious blue curtain.
Nonmagical plants in the area that aren’t creatures, such The spell then ends with you mentally and physically
as trees and shrubs, wither and die instantly. transported to the world that was in the visions.
To cast this spell, you must have a magic item that
Draconic Transformation originated on the world you wish to reach, and you must be
7th-Level Transmutation aware of the world’s existence, even if you don’t know the
world’s name. Your destination in the other world is a safe
Casting Time: 1 bonus action
location within 1 mile of where the magic item was created.
Range: Self
Alternatively, you can cast the spell if one of the affected
Components: V, S, M (a statuette of a dragon, worth at
creatures was born on the other world, which causes your
least 500 gp)
destination to be a safe location within 1 mile of where that
Duration: Concentration, up to 1 minute
creature was born.
With a roar, you draw on the magic of dragons to transform The spell ends early on a creature if that creature takes
yourself, taking on draconic features. You gain the following any damage, and the creature isn’t transported. If you
benefits until the spell ends: take any damage, the spell ends for you and all the other
Blindsight. You have blindsight with a range of 30 feet. creatures, with none of you being transported.
Within that range, you can effectively see anything that
isn’t behind total cover, even if you are blinded or in Investiture of Flame
darkness. Moreover, you can see an invisible creature, 6th-Level Transmutation
unless the creature successfully hides from you.
Casting Time: 1 action
Breath Weapon. When you cast this spell, and as a bonus
Range: Self
action on subsequent turns for the duration, you can
Components: V, S
exhale shimmering energy in a 60-foot cone. Each
Duration: Concentration, up to 10 minutes
creature in that area must make a Dexterity saving
throw, taking 6d8 force damage on a failed save, or half Flames race across your body, shedding bright light in a
as much damage on a successful one. 30-foot radius and dim light for an additional 30 feet for the
Wings. Incorporeal wings sprout from your back, giving spell’s duration. The flames don’t harm you. Until the spell
you a flying speed of 60 feet. ends, you gain the following benefits:
• You are immune to fire damage and have resistance to
cold damage.
• Any creature that moves within 5 feet of you for the
first time on a turn or ends its turn there takes 1d10
fire damage.
• You can use your action to create a line of fire 15 feet
long and 5 feet wide extending from you in a direction
you choose. Each creature in the line must make a
Dexterity saving throw, taking 4d8 fire damage on a
failed save, or half as much damage on a successful one.

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Investiture of Ice Investiture of Wind
6th-Level Transmutation 6th-Level Transmutation

Casting Time: 1 action Casting Time: 1 action


Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Until the spell ends, ice rimes your body, and you gain the Until the spell ends, wind whirls around you, and you gain
following benefits: the following benefits:
• You are immune to cold damage and have resistance to • Ranged weapon attacks made against you have
fire damage. disadvantage on the attack roll.
• You can move across difficult terrain created by ice or • You gain a flying speed of 60 feet. If you are still flying
snow without spending extra movement. when the spell ends, you fall, unless you can somehow
• The ground in a 10-foot radius around you is icy and is prevent it.
difficult terrain for creatures other than you. The radius • You can use your action to create a 15-foot cube of
moves with you. swirling wind centered on a point you can see within
• You can use your action to create a 15-foot cone of 60 feet of you. Each creature in that area must make
freezing wind extending from your outstretched hand a Constitution saving throw, taking 2d10 bludgeoning
in a direction you choose. Each creature in the cone damage on a failed save, or half as much damage on a
must make a Constitution saving throw, taking 4d6 cold successful one. If a Large or smaller creature fails the
damage on a failed save, or half as much damage on save, that creature is also pushed up to 10 feet away
a successful one. A creature that fails its save against from the center of the cube.
this effect has its speed halved until the start of your
next turn. Power Word Pain
7th-Level Enchantment
Investiture of Stone
Casting Time: 1 action
6th-Level Transmutation
Range: 60 feet
Casting Time: 1 action Components: V
Range: Self Duration: Instantaneous
Components: V, S You speak a word of power that causes waves of intense
Duration: Concentration, up to 10 minutes pain to assail one creature you can see within range. If the
Until the spell ends, bits of rock spread across your body, target has 100 hit points or fewer, it is subject to crippling
and you gain the following benefits: pain. Otherwise, the spell has no effect on it. A target is
• You have resistance to bludgeoning, piercing, and also unaffected if it is immune to being charmed.
slashing damage from nonmagical attacks. While the target is affected by crippling pain, any speed
it has can be no higher than 10 feet. The target also has
• You can use your action to create a small earthquake on
disadvantage on ability checks, attack rolls, and saving
the ground in a 15-foot radius centered on you. Other
throws, other than Constitution saving throws. Finally, if
creatures on that ground must succeed on a Dexterity
the target tries to cast a spell, it must first succeed on a
saving throw or be knocked prone. Constitution saving throw, or the casting fails and the spell
• You can move across difficult terrain made of earth or is wasted.
stone without spending extra movement. You can move A target suffering this pain makes a Constitution saving
through solid earth or stone as if it was air and without throw at the end of each of its turns. On a successful save,
destabilizing it, but you can’t end your movement there. the pain ends.
If you do so, you are ejected to the nearest unoccupied
space, this spell ends, and you are stunned until the end
of your next turn.

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Appendix B: Dungeon Master Maps

Map 1: War God’s Arena (Part 2)

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Appendix C: Friends and Foes
Dramatis Personae Santhro
Human (Mulan) Cleric of Garagos
The following NPCs feature prominently in this adventure.
As high priest of one of the few remaining temples to
Damita Uthros Garagos in Faerûn, Santhro is no stranger to skepticism.
Half-elf Thayan Double Agent However, despite the general consensus that Garagos is
dead, Santhro maintains faith and continues to receive
Muscular and blonde, of Mulan and Sun Elf descent,
spells from his god. Santhro was a warrior of considerable
Damita is one of Dar’lon Ma’s most talented and trusted
accomplishment and was quite handsome, but the years
operatives. She has been tasked with investigating
haven’t been kind to him.
what happened to Szass Tam when he was destroyed at
Xorvintroth and what Qualith psi crystals are capable of. What They Want. In his old age, Santhro simply wants to
maintain the temple and ensure that his son Janthro is
What They Want. Damita finds her missions fun and takes
set up to succeed him.
joy in the back-and-forth of espionage.
He’s Alive, He’s Alive! Santhro has managed to whip up
Serene. Damita never panics and never seems caught off
enthusiasm for worship of a deity that, for years, most
guard (even if she has been).
people have believed dead.
Janthro Zehira Deryan, Protector of the Seas
Human (Mulan) Priest of Garagos
Human Maelstrom Agent and Harper Ally
Janthro is a twenty-five-year-old devotee of Garagos, a habit
Before Zehira became a sworn agent of Maelstrom, the
he picked up from his father. He has a square face with a
storm giant court, she was an experienced privateer, the
sharp jawline and close-cut black hair.
daughter of Turmishan merchants, and instrumental in
What They Want. Though dedicated to maintaining the Storm Queen Serissa’s rise to power. As Protector of the
temple in Bezantur, Janthro wants to leave the city Seas, Zehira is tasked with problems related to the small
eventually and go on adventures like the ones his dad folk and has worked jointly with (now resigned) Harper
would tell him about as a kid. leader Remallia Haventree during the events that led to
Family Matters. Janthro isn’t particularly thrilled about Szass Tam’s destruction at Xorvintroth.
his upbringing as a priest of Garagos, but he values his Since being exposed to the foul chaos of the Far Realm,
father enough to continue. Zehira shows faint signs of premature aging, with slight
wrinkles at the corners of her eyes and minor streaks of
Remallia “Remi” Haventree white in black hair. Her eyes, still keen, hint at horrors
Sun Elf Harper Agent unimaginable.
Though she has stepped down from leadership since What They Want. Zehira possesses the Iltkazar Scepter,
the costly victory against Szass Tam at Xorvintroth, and wants to make sure this powerful relic doesn’t fall
Remallia—Remi to her friends—still holds high rank within into the wrong hands. She aspires to protect the greater
the Harpers and is heavily involved with their operations good and thinks the best way to do this is by staying
against the Red Wizards. close to the storm giant queen, Serissa.
In recent years, Remi has also developed a close Hold the Next Cataclysm, Please. Zehira is as ready for
relationship with Zehira Deryan on several joint Harper- heroics as the next character, but after repeated clashes
Maelstrom endeavors, bringing the two factions much with the Red Wizards, raiding the Nine Hells for King
closer together as a result. When the two join forces, Hekaton’s soul, and the potentially Realms-shattering
nothing seems to stand in their way for long—and threats to dangers of Xorvintroth, some rest and relaxation—or
the Realms should tremble. failing that, normality—wouldn’t go amiss.
Since being exposed to the Far Realm’s magics at
Xorvintroth, Remi sometimes pauses midsentence, almost
forgetting what she is saying, then with a quick shake of Distinguished Guests
her head, returns to the topic at hand. This tic does little The following NPCs are the persons of interest at the
to take away from the authority and intellect she carries in Convocation Gala.
her demeanor.
Basuket
What They Want. Remi believes, heart and soul, in the
Sun Elf Thayan Enchanter
Harpers’ cause, but isn’t foolish enough to believe she
can perform this role forever; she watches her peers A deeply scarred middle-aged woman, Basuket (mage)
closely, always on the lookout for potential successors. holds herself with the self-importance of someone who was
Honesty. Freedom. Respect. Remi doesn’t let leadership once the person everything needed to be run by. Basuket is
go to her head; she is respectful to her subordinates, and at the gala in part as a military adviser, having worked with
speaks only after others have had their turn. Omzher in the past, and in part as tradition from her long
history as a kingmaker in Bezantur (several rungs below
the Council of Zulkirs) and as a teacher of Red Wizards.

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Basuket is incredibly tight-lipped—when sober. Additionally, Ensyat
Basuket is Mesayat’s legal guardian. She suspects Mesayat Human (Chondathan) Thayan Merchant
has affections for Khadaran and has tried to quash it in the
past as unacceptable behavior. A man who would be devilishly handsome but for his
constant frown, Ensyat (noble) is the businessman
What They Want. Basuket wants to command respect and responsible for ensuring the gala goes to plan. Ensyat is
wield political power again (and in greater quantities the former owner of Khadaran and Seranks, both of whom
than in the past). If she can’t achieve that, she wants stayed in his employ for various reasons after slavery
Mesayat to continue her legacy. was abolished. He is good friends with Bedukan and
I Had to Earn My Power. Basuket is egotistical and Beynrad, and believes the two could have a very profitable
assured of her self-importance. She is a powerful partnership if they could just get along. Ensyat once hired
enchanter and was a strong political manipulator in the Kalva to eliminate a rival mogul.
past, but has been bogged down with raising the next
generation (Mesayat). What They Want. Ensyat cares only about his own wealth,
Related Opportunities: Young Cardinals and is willing to do anything to ensure it. Immediately,
he doesn’t care who the new Regent will be, only that the
Bedukan gala goes well enough to ensure he receives the Council
Half-elf (Mulan, Sun Elf) Red Wizard Transmuter of Zulkirs’ continued favor while it is staying in Bezantur.
Gilded Avarice. Ensyat is a cruel master: humorless, sure
Bedukan (mage) is a slightly tall woman with piercing of himself, and entirely focused on his continued wealth.
green eyes. Bedukan’s soft-spokenness almost feels as Related Opportunities: Old Crows; Young Cardinals
though it doesn’t fit her. Bedukan is at the gala as a well-
respected Red Wizard. She has been to many galas in the Indra Canos
past, and so has a passing acquaintance with Ensyat and Human (Mulan) Thayan Diviner
Khadaran. She dislikes Beynrad and stays away from him
unless obliged to interact. Selmau is her sister, and the two A sullen, muscular woman in a daringly asymmetric robe,
of them look out for each other vigilantly. Indra (diviner wizard) is at the gala to celebrate the
Council and to see who the next Zulkir of Necromancy
What They Want. Bedukan wants respect and to improve might be. Unlike many nobles in Thay, Indra is outwardly
her social status, but isn’t willing to drop her sister to do it. religious, her god of choice being Loviatar. Indra and Kalva
Nonstop! Bedukan is extremely passionate about her have met at several previous events.
subjects of expertise and unceasingly pursues social
status for herself and her sister. If Bedukan gets into an What They Want. Indra wants power, respect, and the
argument, she doesn’t back down, especially if it is to Council’s support on her work.
defend her sister. Edgelord. Indra is a respected diviner, but even the
Related Opportunities: Old Crows necromancers have asked her to tone it down a bit.
Related Opportunities: Indra(ma)
Beynrad
Human (Mulan) Thayan Scholar
Kalva
Human (Mulan) Thayan Agent
A tall, skinny, professorial man with small round glasses,
Beynrad (necromancer wizard) is a decadent scholar with Nondescript in an unnerving way except for a small scar
a flair for the dramatic. He is at the gala in recognition of under her right eye, Kalva is a career assassin enjoying
his research. Beynrad has an antagonistic relationship with her night off. She knows Indra and Ensyat from previous
Bedukan and a friendly one with Ensyat. He and Indra have contracts.
met in earlier days, but he has brushed off all her theories What They Want. Kalva is looking for excitement and to
as useless. climb the social ladder.
What They Want. Beynrad wants research opportunities, It Pays the Bills. Kalva takes an apathetic view of her work
and is eager to make them happen. He has felt stuck in assassination, seeing it as “just another job.” She
during the past few months (though he won’t admit it), would do something else, but the money is good, and she
and is getting anxious to pick up something new. can at least tolerate her “coworkers.”
The Sage of Melodrama. Beynrad is egotistical, prideful, Related Opportunities: Kalva’s Offer
overdramatic to a fault, sure of his own research and
magical prowess, and unwilling to back down from
an argument.
Related Opportunities: Old Crows

Pronunciation Guide
Name Pronunciation Name Pronunciation
Basuket bah-SUE-ket Kalva KAL-vah
Bedukan beh-DU-kahn Khadaran KHAH-da-rahn
Beynrad BANE-rahd Mesayat mess-ah-YAHT
Ensyat EHNS-yaht Omzher OHM-jair
Indra Canos IN-drah CAN-os Seranks ser-AHNKS

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Khadaran Selmau
Human (Mulan) Thayan Servant Half-elf (Mulan, Sun Elf) Thayan Bard
Khadaran (commoner) is a slender, tan-skinned, twenty- A slight, tall woman with piercing green eyes, Selmau
year-old woman with an athletic physique and an angular (noble with +7 Performance) is brash and energetic.
face. She is at the gala as a server, but is “employed” Selmau is at the gala to perform music, and to network as a
by Ensyat as a servant. She is very good at her role, but musician. She knows every attendee at least a little, but has
genuinely doesn’t want to do it. Khadaran has known a soft spot for the hired help. She finds Beynrad frustrating,
Seranks her whole life. Khadaran has a massive, lifelong but in a funny way: she enjoys seeing him fight it out with
crush on Mesayat, but is too afraid of the potential negative her sister, Bedukan.
upheaval in her life to make a move. What They Want. Selmau is here primarily to network,
What They Want. Khadaran wants her continued survival, and wants to perfect her skills as a musician and
her actual freedom, and connection with other people storyteller, possibly even getting the chance to venture
(friendship or romance), in that order. beyond Thay one day.
Some People Have a Bad Day. Khadaran is a former slave Social Butterfly. Selmau is flirtatious and gossipy, but
of Ensyat, but didn’t have anywhere to go when slavery her brash energy hides a brilliant mind. A real people
was abolished, and so was stuck in more or less the person, she flits around to network for more recognition
same situation she was in. Her upbringing has led her and just because she enjoys talking to people. She tries
to her being slow to trust and to rarely show emotion, not to get involved with high drama.
despite having heaps of it. Related Opportunities: A Bard Abound
Related Opportunities: Young Cardinals
Seranks
Mesayat Human (Calishite) Thayan Servant
Human (Mulan) Thayan Agent A tall woman with a fragile smile that barely conceals her
A muscular twenty-year-old woman with light-tan skin and constant stress, Seranks (commoner) is Ensyat’s chief
rough, calloused hands, Mesayat (veteran) is Basuket’s of staff, obsessively managing all aspects of the gala and
ward. Despite Basuket’s tutelage in the Art Arcane, ensuring everything is just so. Seranks stayed with Ensyat
Mesayat isn’t magically talented, and she has tried to after slavery was abolished due to her reliance on the
become the best soldier possible to compensate. Mesayat authority structure. She knows Omzher, and has been
has seen Khadaran around galas her whole life and has a ordered to report any breaches of etiquette or protocol to
massive crush on her, but is too afraid of the consequences both her and Ensyat for this gala. She looks up to Basuket as
to make a move without being sure it isn’t going to backfire a matter of respect and reports any incidents to her as well.
immediately. What They Want. Seranks is deferential to authority to
What They Want. Mesayat thinks she wants to be the a fault: she doesn’t really have ambitions beyond her
perfect daughter for her guardian (Basuket), to be the adherence to the authority structure she is in.
perfect soldier. But really, she wants to be herself, and to Snitch. Seranks has risen through the ranks due to her
be with Khadaran, regardless of what that may cost in deep reliance on authority to give herself purpose and
the short term. her willingness to cooperate with Ensyat and other
Don’t I Get a Choice? Mesayat is driven to be perfect, authority figures whenever something isn’t entirely on
having that need drilled into her head in the twenty the up-and-up.
years since Basuket took her in. She is a skilled soldier, Related Opportunities: Fistfight! at the Gala
but she knows Basuket expected more of her, and it
eats at her. The Sandrone
Related Opportunities: Young Cardinals Group
The Sandrone (assorted commoners, knights, and
Omzher veterans) are the loggers, pirates, and laborers the Red
Human (Mulan) Thayan General Wizards are using to enact their plans in Aglarond. The
Omzher (knight) is a tall, imposing figure, with strong Sandrone have promised to be on their best behavior while
features and a stern glare. Omzher has close ties to the at the gala. Seranks and Omzher are looking after them,
Council of Zulkirs (as a whole), and is at the gala to mingle, trying to keep them in line.
and to celebrate her participation and inevitable success in What They Want. They want the money for their work, but
organizing the invasion of Aglarond. She is supervising the thought the party would be much more exciting than it
Sandrone, a task she shares with Seranks. has turned out to be.
What They Want. Omzher wants power and status, but Crude and Cunning. The Sandrone are overall rough
makes her moves with caution. The Council of Zulkirs and crude, but aren’t fools. They don’t have social
handpicked her to organize this offensive, and she is status to gamble here, but they won’t do anything that
going to see it through, no matter what. would jeopardize their continued employment with the
Killed the Vibe. Omzher may be an excellent commander, Red Wizards.
but she is a terrible conversationalist; straightforward Names. The Sandrone are commoners of no renown, and
and blunt, she can always be relied upon to shut down have plain names. For Thayan-born members, options
any situation. include: Alhund, Baraed, Dess, Gorra, Jessa, Laed,
Related Opportunities: Fistfight! at the Gala; Malkom, Phondra, Rarm, Ruz, Taerith, Tazza, and Yand.
Young Cardinals Related Opportunities: Fistfight! at the Gala

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Creature Statistics Boneclaw
Large Undead, Typically Chaotic Evil
The following creatures appear in this adventure.
Armor Class 16 (natural armor)
Assassin Hit Points 150 (20d10 + 40)
Medium Humanoid, Any Alignment Speed 40 ft.

Armor Class 15 (studded leather) STR DEX CON INT WIS CHA
Hit Points 78 (12d8 + 24) 19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (−1)
Speed 30 ft.
Saving Throws Dex +7, Con +6, Wis +6
STR DEX CON INT WIS CHA Skills Perception +6, Stealth +7
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) Damage Resistances cold, necrotic
Condition Immunities charmed, exhaustion, frightened,
Saving Throws Dex +6, Int +4 paralyzed, poisoned
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Senses darkvision 60 ft, passive Perception 16
Damage Resistances poison Languages Common plus one language spoken by its master
Senses passive Perception 13 Challenge 12 (8,400 XP) Proficiency Bonus +4
Languages thieves’ cant plus any two languages
Challenge 8 (3,900 XP) Proficiency Bonus +3
Rejuvenation. While its master lives, a destroyed boneclaw gains
a new body in 1d10 hours, with all its hit points. The new body
Assassinate. During its first turn, the assassin has advantage on appears within 1 mile of the boneclaw’s master.
attack rolls against any creature that hasn’t taken a turn. Any hit
Unusual Nature. The boneclaw doesn’t require air, food,
the assassin scores against a surprised creature is a critical hit.
drink, or sleep.
Evasion. If the assassin is subjected to an effect that allows it to
make a Dexterity saving throw to take only half as much damage, Actions
the assassin instead takes no damage if it succeeds on the saving Multiattack. The boneclaw makes two Piercing Claw attacks.
throw, and only half as much damage if it fails, provided the
Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft.,
assassin isn’t incapacitated.
one target. Hit: 20 (3d10 + 4) piercing damage plus 11 (2d10)
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) necrotic damage. If the target is a creature, the boneclaw can pull
damage when it hits a target with a weapon attack and has the target up to 10 feet toward itself, and the target is grappled
advantage on the attack roll, or when the target is within 5 feet (escape DC 14). The boneclaw has two claws. While a claw
of an ally of the assassin that isn’t incapacitated and the assassin grapples a target, the claw can attack only that target.
doesn’t have disadvantage on the attack roll.
Shadow Jump (Recharge 5–6). If the boneclaw is in dim light or
Actions darkness, each creature of the boneclaw’s choice within 15 feet of
it must succeed on a DC 14 Constitution saving throw or take 34
Multiattack. The assassin makes two Shortsword attacks.
(5d12 + 2) necrotic damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one The boneclaw then teleports up to 60 feet to an unoccupied
target. Hit: 6 (1d6 + 3) piercing damage, and the target must space it can see. It can bring one creature it is grappling,
make a DC 15 Constitution saving throw, taking 24 (7d6) teleporting that creature to an unoccupied space it can see
poison damage on a failed save, or half as much damage on a within 5 feet of its destination. The destination spaces of this
successful one. teleportation must be in dim light or darkness.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 Bonus Actions
ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6) Shadow Stealth. While in dim light or darkness, the boneclaw
poison damage on a failed save, or half as much damage on a takes the Hide action.
successful one. Reactions
Deadly Reach. In response to a creature entering a space within
Blood Dance (Part 3) 15 feet of it, the boneclaw makes one Piercing Claw attack against
Apply this change to the assassin stat block: that creature.

Subtle Spellcasting. The assassin casts one of the following


spells, requiring no verbal or somatic components and using
Intelligence as the spellcasting ability (spell save DC 12):
3/day each: disguise self, greater invisibility

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Commoner Hell Hound
Medium Humanoid, Any Alignment Medium Fiend, Typically Lawful Evil

Armor Class 10 Armor Class 15 (natural armor)


Hit Points 4 (1d8) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)

Senses passive Perception 10 Skills Perception +5


Languages any one language (usually Common) Damage Immunities fire
Challenge 0 (10 XP) Proficiency Bonus +2 Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can’t speak
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 Keen Hearing and Smell. The hound has advantage on Wisdom
(1d4) bludgeoning damage. (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a
Diviner Wizard creature if at least one of the hound’s allies is within 5 feet of the
Medium Humanoid, Any Alignment creature and the ally isn’t incapacitated.

Armor Class 12 (15 with mage armor) Actions


Hit Points 90 (20d8) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
Speed 30 ft. (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

STR DEX CON INT WIS CHA Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot
9 (−1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0) cone. Each creature in that area must make a DC 12 Dexterity
saving throw, taking 21 (6d6) fire damage on a failed save, or half
Saving Throws Int +7, Wis +4 as much damage on a successful one.
Skills Arcana +7, History +7
Senses passive Perception 11
Languages any four languages
Challenge 8 (3,900 XP) Proficiency Bonus +3

Actions
Multiattack. The diviner makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or
range 120 ft., one target. Hit: 20 (3d10 + 4) radiant damage.
Overwhelming Revelation (Recharge 5–6). The diviner magically
creates a burst of illumination in a 10-foot-radius sphere centered
on a point within 120 feet of it. Each creature in that area must
make a DC 15 Wisdom saving throw. On a failed save, a creature
takes 45 (10d8) psychic damage and is stunned until the end of
the diviner’s next turn. On a successful save, the creature takes
half as much damage and isn’t stunned.
Spellcasting. The diviner casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 15):
At will: light, mage hand, message, prestidigitation
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning
bolt, locate object, mage armor, Rary’s telepathic bond
1/day: true seeing

Reactions
Portent (3/Day). When the diviner or a creature it can see makes
an ability check, an attack roll, or a saving throw, the diviner rolls
a d20 and chooses whether to use that roll in place of the d20
rolled for the ability check, attack roll, or saving throw.

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Hydra Knight
Huge Monstrosity, Unaligned Medium Humanoid, Any Alignment

Armor Class 15 (natural armor) Armor Class 18 (plate)


Hit Points 172 (15d12 + 75) Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

Skills Perception +6 Saving Throws Con +4, Wis +2


Senses darkvision 60 ft., passive Perception 16 Senses passive Perception 10
Languages — Languages any one language (usually Common)
Challenge 8 (3,900 XP) Proficiency Bonus +3 Challenge 3 (700 XP) Proficiency Bonus +2

Hold Breath. The hydra can hold its breath for 1 hour. Brave. The knight has advantage on saving throws made to avoid
or end the frightened condition on itself.
Multiple Heads. The hydra has five heads. While it has more than
one head, the hydra has advantage on saving throws to avoid or Actions
end the blinded, charmed, deafened, frightened, stunned, and
unconscious conditions on itself. Multiattack. The knight makes two melee attacks.
Whenever the hydra takes 25 or more damage in a single turn, Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
one of its heads dies. If all its heads die, the hydra dies. target. Hit: 10 (2d6 + 3) slashing damage.
At the end of its turn, it grows two heads for each of its heads
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400
that died since its last turn, unless it has taken fire damage
ft., one target. Hit: 5 (1d10) piercing damage.
since its last turn. The hydra regains 10 hit points for each head
regrown in this way. Leadership (Recharges after a Short or Long Rest). For 1 minute,
the knight can utter a special command or warning whenever a
Reactive Heads. For each head the hydra has beyond one, it gets
nonhostile creature that it can see within 30 feet of it makes an
an extra reaction that can be used only for opportunity attacks.
attack roll or a saving throw. The creature can add a d4 to its roll
Wakeful. While the hydra sleeps, at least one of its provided it can hear and understand the knight. A creature can
heads is awake. benefit from only one Leadership die at a time. This effect ends if
the knight is incapacitated.
Actions
Multiattack. The hydra makes as many Bite attacks as it Reactions
has heads. Parry. The knight adds 2 to its AC against one melee attack that
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: would hit it. To do so, the knight must see the attacker and be
10 (1d10 + 5) piercing damage. wielding a melee weapon.

Darkwater Hydra
Apply these changes to the hydra stat block:
Grappler. The hydra has advantage on attack rolls against
creatures it has grappled. Additionally, while the hydra is
grappling a creature, that creature can’t hold its breath; if it is
underwater and can’t breathe water, the creature immediately
begins suffocating.
When the hydra loses a head, it releases one creature it is
grappling.
Murk Piercer. Magical darkness doesn’t impede the hydra’s
darkvision.
Bite. Add the following text to this action:
Alternatively, the hydra can choose to deal 0 damage, grapple
the target (escape DC 16), and the hydra can pull the target
up to 10 feet toward itself.

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Mage Necromancer Wizard
Medium Humanoid (Wizard), Any Alignment Medium Humanoid, Any Alignment

Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8) Hit Points 110 (20d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 9 (−1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4 Saving Throws Int +7, Wis +5
Skills Arcana +6, History +6 Skills Arcana +7, History +7
Senses passive Perception 11 Damage Resistances necrotic
Languages any four languages Senses passive Perception 11
Challenge 6 (2,300 XP) Proficiency Bonus +3 Languages any four languages
Challenge 9 (5,000 XP) Proficiency Bonus +4
Spellcasting. The mage casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 14, +6 to hit Actions
with spell attacks):
Multiattack. The necromancer makes three Arcane Burst attacks.
Cantrips (at will): fire bolt (2d10 damage), light, mage hand,
prestidigitation Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or
1st level (4 slots): detect magic, mage armor, magic missile, shield range 120 ft., one target. Hit: 25 (4d10 + 3) necrotic damage.
2nd level (3 slots): misty step, suggestion Spellcasting. The necromancer casts one of the following spells,
3rd level (3 slots): counterspell, fireball, fly using Intelligence as the spellcasting ability (spell save DC 15):
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold At will: dancing lights, mage hand, prestidigitation
2/day each: bestow curse, dimension door, mage armor, web
Actions 1/day: circle of death
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Bonus Actions
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Summon Undead (1/Day). The necromancer magically summons
five skeletons or zombies. The summoned creatures appear in the
unoccupied spaces within 60 feet of the necromancer, whom they
obey. They take their turns immediately after the necromancer.
Each lasts for 1 hour, until it or the necromancer dies, or until the
necromancer dismisses it as a bonus action.

Reactions
Grim Harvest. When the kills a creature with necrotic damage, the
necromancer regains 9 (2d8) hit points.

Noble
Medium Humanoid, 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 12
Languages any two languages
Challenge 1/8 (25 XP) Proficiency Bonus +2

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.

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Skeleton Wyvern
Medium Undead, Typically Lawful Evil Large Dragon, Unaligned

Armor Class 13 (armor scraps) Armor Class 13 (natural armor)


Hit Points 13 (2d8 + 4) Hit Points 110 (13d10 + 39)
Speed 30 ft. Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2)

Damage Vulnerabilities bludgeoning Skills Perception +4


Damage Immunities poison Senses darkvision 60 ft., passive Perception 14
Condition Immunities exhaustion, poisoned Languages —
Senses darkvision 60 ft., passive Perception 9 Challenge 6 (2,300 XP) Proficiency Bonus +3
Languages understands the languages it knew in life but can’t
speak
Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions
Multiattack. The wyvern makes one Bite attack and one Stinger
Unusual Nature. The skeleton doesn’t require air, food, attack. While flying, it can replace one attack with a Claw attack.
drink, or sleep. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
11 (2d6 + 4) piercing damage.
Actions
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
13 (2d8 + 4) slashing damage.
target. Hit: 5 (1d6 + 2) piercing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC
target. Hit: 5 (1d6 + 2) piercing damage.
15 Constitution saving throw, taking 24 (7d6) poison damage on a
failed save, or half as much damage on a successful one.
Veteran
Medium Humanoid, Any Alignment
Zombie
Medium Undead, Typically Neutral Evil
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft. Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common) Saving Throws Wis +0
Challenge 3 (700 XP) Proficiency Bonus +2 Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Actions Languages understands the languages it knew in life but can’t
speak
Multiattack. The veteran makes two Longsword attacks and one Challenge 1/4 (50 XP) Proficiency Bonus +2
Shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Undead Fortitude. If damage reduces the zombie to 0 hit points,
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage it must make a Constitution saving throw with a DC of 5 + the
if used with two hands. damage taken, unless the damage is radiant or from a critical hit.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one On a successful save, the zombie drops to 1 hit point instead.
target. Hit: 6 (1d6 + 3) piercing damage. Unusual Nature. The zombie doesn’t require air, food,
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 drink, or sleep.
ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) bludgeoning damage.

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Appendix D: Dungeon Master Miscellany
Gala Information Sheet Regent Election
This appendix details the information the characters can • The Zulkirs are torn between electing a new High
piece together from their conversations at the gala, and Regent and going back to ruling as a council.
what they learn for each piece of information they acquire • The Zulkir of Illusion is leading the polls and the effort
from guests. Each time they gain a piece of information to become new High Regent.
during the gala, randomly choose one to give them. • If Dar’lon Ma were still alive, the Zulkirs would choose
him to rule.
Invasion of Aglarond
• Pirates from the Pirate Isles have been attacking the Fallen Star Extraction
settlements of Urst and Ingdal’s Arm recently.
• Many months ago, a meteorite crashed somewhere in
• Spies tied to an unnamed Simbarch of Aglarond have
the wilds of Aglarond.
already begun setting up a few logging camps in the
Yuirwood near the town of Urve. • The Zulkir of Illusion has taken more than a passing
interest in the wilds of Aglarond.
• Several pirate groups captured around Aglarond have
been found with Thayan coin in their holds, suggesting • Elite Thayan forces are poised to deploy in and around
the Red Wizards may be their paymasters. the plaguelands (areas still tainted by the strange effects
of the Spellplague) in the Yuirwood.

Invasion of Aglarond Regent Election Fallen Star

Pirates from the Pirate The Zulkirs are torn between Many months ago, a meteorite
Isles have been attacking electing a new High Regent crashed somewhere in the wilds
the settlements of Urst and and going back to ruling as of Aglarond.
Ingdal’s Arm recently. a council.

Spies tied to an unnamed The Zulkir of Illusion is leading The Zulkir of Illusion has taken
Simbarch of Aglarond have the polls and the effort to more than a passing interest in
already begun setting up a few become new High Regent. the wilds of Aglarond.
logging camps in the Yuirwood
near the town of Urve.

Several pirate groups captured If Dar’lon Ma were still alive, Elite Thayan forces are poised
around Aglarond have been the Zulkirs would choose to deploy in and around the
found with Thayan coin in him to rule. plaguelands (areas still tainted
their holds, suggesting the by the strange effects of the
Red Wizards may be their Spellplague) in the Yuirwood.
paymasters.

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Appendix E: Dungeon Master Tips
To run an adventure as a DM, you must have 3 to 7 players, Adjusting the Adventure
each with their own character within the adventure’s level
range (see the Adventure Primer). To determine whether you should consider adjusting the
adventure, assess the party strength by consulting the
New to D&D Adventurers League? table below. To determine the group’s average party level
(APL), add up the characters’ levels and divide the result by
Head to https://dnd.wizards.com/ddal_general for more the number of characters (rounding .5 or greater up; .4 or
information about the D&D Adventurers League such as less down).
supporting resources and documents, how to find places to
play, and how to organize events. The following links may
Determining Party Strength
also prove useful:
• https://discord.gg/dnd Party Composition Party Strength
• https://yawningportal.dnd.wizards.com/ 3–4 characters, APL less than Very Weak
3–4 characters, APL equivalent Weak
Preparing the Adventure 3–4 characters, APL greater than Average
Before you start play, consider the following: 5 characters, APL less than Weak
• Read through the adventure, taking notes of anything 5 characters, APL equivalent Average
you want to highlight or remind yourself of while 5 characters, APL greater than Strong
running it, such as how you want to portray an NPC
or a tactic you want to use during combat. Familiarize 6–7 characters, APL less than Average
yourself with the adventure’s appendixes and handouts. 6–7 characters, APL equivalent Strong
• Gather any aids you want to use while running the 6–7 characters, APL greater than Very Strong
adventure, such as note cards, a DM screen, miniatures,
and battle maps.
• Ask the players for relevant character information
Safety Tools
such as name, race, class, and level; passive Wisdom
These tools can help you and your players have a fun game:
(Perception) score; and any backgrounds, story awards,
or similar that the adventure specifies as notable. • Code of Conduct: This group agreement outlines desired
and prohibited behaviors, confidential reporting, and
Players can play an adventure they have run as a DM possible consequences.
or played before, but may do so only once with a given • Be Welcoming: Encourage respectful and open
character. Make sure each player has their character’s conversations about issues before and as they arise. Show
adventure logsheet (if not, obtain one from the organizer) you are listening and avoid defensive responses.
with their starting values for level, gold, and downtime • Pregame and Postgame Discussions: Use the time before
days. These values are updated at the end of the session. the game to explain content warnings, set boundaries,
The adventure information and your information are and collaborate on a safety plan. At the end of the game,
decompress and discuss improvements.
also added then, whether the character completed
• DM Empowerment: If someone is uncomfortable with
the adventure or not. Each player is responsible for
a specific theme in any content warning, description,
maintaining an accurate logsheet. encounter, or trap, make adjustments that remove the
If you have time, you can do a quick scan of a player’s negative experience. Keep settings, major story details, and
character sheet to ensure nothing looks out of order. If you key NPCs largely the same. Don’t change challenge ratings
see magic items of high rarities or strange ability score and keep character rewards in line with guidelines and the
arrays, you can ask players to provide documentation for adventure’s text.
the irregularities. If they can’t, feel free to restrict item use • More Safety Tools: A broad range of tools are available
or ask them to use a standard ability score array. Point online. You can also reach out to your event organizer or
players to the D&D Adventurers League Players Guide community@dndadventurersleague.org.
for guidance.
If players wish to spend downtime days and it is the
beginning of an adventure or episode, they can declare
their activity and spend the days immediately, 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 the players hints about
what they might face.

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Congratulations on completing this adventure,
but the journey has only just begun!!

CONTINUE THE JOURNEY


From daring expeditions to magical quests, our full
collection of modules is available for purchase at:
Baldman.link/Adventures

To find out more about other adventures in this series, or


our other exciting storylines, visit our website:
BaldmanGames.com

JOIN THE COMMUNITY


From online to in-person, Baldman Games is the largest
purveyor of D&D Organized Play. Join us on Discord to
stay informed, get involved, and revel in the camaraderie
of fellow fans:
Discord.gg/BMG

Thank you, DMs and Players, for bringing the


magic to our adventures!

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