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Mulmaster Undone The Cults of Elemental Evil have been unveiled within the City of Danger and in retaliation, they seek to use the fundamental forces of nature to destroy it from within. Join your factions as well as the Blades, Cloaks, Hawks and Soldiers alike in defending Mulmaster against those that would burn, crush, drown, and buffet it into oblivion. A special four-hour multi-table adventure for 1st-10th level characters.
  Not for resale. Permission granted to print or photocopy this document for personal use only. Mulmaster Undone The Cults of Elemental Evil have been unveiled within the City of Danger and in retaliation, they seek to use the fundamental forces of nature to destroy it from within. Join your factions as well as the Blades, Cloaks, Hawks and Soldiers alike in defending Mulmaster against those that would burn, crush, drown, and buffet it into oblivion. A special four-hour multi-table adventure for 1st-10th level characters. Adventure Code: DDEP2 Credits Adventure Design: Bill Benham, Chris Lindsay, Alan Patrick, Travis Woodall Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall D&D Organized Play: Chris Tulach D&D R&D Player Experience: Greg Bilsland D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick Debut: June 4, 2015 Limited Release DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide,  D&D Adventurers League, D&D Encounters, D&D Expeditions, D&D Epics, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.  Mulmaster Undone Not for resale. Permission granted to print or photocopy this document for personal use only. 2 Introduction  Welcome to Mulmaster Undone  , a D&D Epics TM  adventure, part of the official D&D Adventurers League TM  organized play system and the Elemental Evil  TM    storyline season. This adventure is designed for multiple tables of three to seven 1st-10th level characters , and is optimized for five 3rd-level characters or five 8th-level characters . Characters outside this level range cannot participate in this adventure. This is a multi-table adventure, requiring at least four tables. Characters at the same table must be in the same level tier of play (either 1st-4th level or 5th-10th level). The adventure is set in the Moonsea region of the Forgotten Realms, in and around the city of Mulmaster. The D&D Adventurers League This adventure is official for D&D Adventurers League play. The D&D Adventurers League is the official organized play system for D UNGEONS &   D RAGONS ®. Players can create characters and participate in any adventure allowed as a part of the D&D Adventurers League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take those characters through other adventures that  will continue their story. D&D Adventurers League play is broken up into storyline seasons. When players create characters, they attach those characters to a storyline season, which determines what rules they’re allowed to use to create and advance their characters. Players can continue to play their characters after the storyline season has finished, possibly participating in a second or third storyline with those same characters. A character’s level is the only limitation for adventure play. A player cannot use a character of a level higher or lower than the level range of a D&D Adventurers League adventure. If you’re running this adventure as a part of a store event or at certain conventions, you’ll need a DCI number. This number is your official Wizards of the Coast organized play identifier. If you don’t have a number, you can obtain one at a store event. Check with  your organizer for details. For more information on playing, running games as a Dungeon Master, and organizing games for the D&D  Adventurers League, please visit the D&D Adventurers League home.  Preparing the Adventure Before you show up to Dungeon Master this adventure for a group of players, you should do the following to prepare. ã   Make sure to have a copy of the most current  version of the D&D basic rules or the Player’s Handbook  TM  . ã   Read through the adventure, taking notes of anything you’d like to highlight or remind yourself  while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. ã   Get familiar with the monster statistics in the  Appendix. ã   Gather together any resources you’d like to use to aid you in Dungeon Mastering, such as notecards, a DM screen, miniatures, battlemaps, etc. ã   If you know the composition of the group beforehand, you can make adjustments as noted throughout the adventure. Before Play at the Table  Ask the players to provide you with relevant character information. This includes: ã   Character name and level ã   Character race and class ã   Passive Wisdom (Perception)—the most common passive ability check ã    Anything notable as specified by the adventure (such as backgrounds, traits, flaws, and so on) Players that have characters outside the adventure’s level range cannot participate in the adventure with those characters . Players can play an adventure they previously played or ran as a Dungeon Master, but not  with the same character (if applicable). Ensure that each player has an official adventure logsheet for his or her character (if not, get one from the organizer). The player will fill out the adventure name, session number, date, and your name and DCI number. In addition, the player also fills in the starting values for  XP, gold, downtime, renown, and number of permanent magic items. He or she will fill in the other values and  Mulmaster Undone Not for resale. Permission granted to print or photocopy this document for personal use only. 3  write notes at the conclusion of the session. Each player is responsible for maintaining an accurate logsheet. If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. If you see magic items of very high rarities or strange arrays of ability scores, you can ask players to provide documentation for the irregularities. If they cannot, feel free to restrict item use or ask them to use a standard ability score array. Point players to the D&D  Adventurers League Player’s Guide for reference. If players wish to spend downtime days and it’s the beginning of an adventure or episode, they can declare their activity and spend the days now, or they can do so at the end of the adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure, unless the adventure specifies otherwise. Feel free to reread the adventure description to help give players hints about what they might face.  Adjusting the Adventure Throughout this adventure, you may see sidebars to help  you make adjustments to this adventure for smaller/larger groups and characters, of higher/lower levels that the optimized group size. Most of the time, this is used for combat encounters.  You may adjust the adventure beyond the guidelines given in the adventure, or for other reasons. For example, if you’re playing with a group of inexperienced players, you might want to make the adventure a little easier; for very experienced players, you might want to make it a little harder. Therefore, five categories of party strength have been created for you to use as a guide. Use these as a guide, and feel free to use a different adjustment during the adventure if the recommended party strength feels off for the group. This adventure is optimized for a party of five 3rd-level or five 8th-level characters. To figure out whether  you need to adjust the adventure, do the following: ã    Add up the total levels of all the characters ã   Divide the total by the number of characters ã   Round fractions of .5 or greater up; round frations of less than .5 down  You’ve now determined the average party level (APL) for the adventure. To figure out the party strength for the adventure, consult the following table. Determining Party Strength Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong  Average party strength indicates no recommended adjustments to the adventure. Each sidebar may or may not offer suggestions for certain party strengths. If a particular recommendation is not offered for your group,  you don’t have to make adjustments. Dungeon Mastering the  Adventure  As the DM of the session, you have the most important role in facilitating the enjoyment of the game for the players. You help guide the narrative and bring the  words on these pages to life. The outcome of a fun game session often creates stories that live well beyond the play at the table. Always follow this golden rule when  you DM for a group: Make decisions and adjudications that enhance the fun of the adventure when possible. To reinforce this golden rule, keep in mind the following: ã    You are empowered to make adjustments to the adventure and make decisions about how the group interacts with the world of this adventure. This is especially important and applicable outside of combat, but feel free to adjust the adventure for groups that are having too easy or too hard of a time. ã   Don’t make the adventure too easy or too difficult for a group. Never being challenged makes for a boring game, and being overwhelmed makes for a frustrating game. Gauge the experience of the players (not the characters) with the game, try to feel out (or ask) what they like in a game, and attempt to give each of them the experience they’re after when they play D&D. Give everyone a chance to shine.  Mulmaster Undone Not for resale. Permission granted to print or photocopy this document for personal use only. 4 ã   Be mindful of pacing, and keep the game session moving along appropriately. Watch for stalling, since play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play experience. Try to be aware of running long or short. Adjust the pacing accordingly. ã   Read-aloud text is just a suggestion; feel free to modify the text as you see fit, especially when dialogue is present. ã   Give the players appropriate hints so they can make informed choices about how to proceed. Players should be given clues and hints when appropriate so they can tackle puzzles, combat, and interactions  without getting frustrated over lack of information. This helps to encourage immersion in the adventure and gives players “little victories” for figuring out good choices from clues. In short, being the DM isn’t about following the adventure’s text word-for-word; it’s about facilitating a fun, challenging game environment for the players. The Dungeon Master’s Guide TM    has more information on the art of running a D&D game. Downtime and Lifestyle  At the beginning of each play session, players must declare whether or not they are spending any days of downtime. The player records the downtime spent on the adventure logsheet. The following options are available to players during downtime (see the D&D basic rules or the D&D Adventurers League Player’s Guide for more information): ã   Catching up ã   Crafting (exception: multiple characters cannot commit to crafting a single item) ã   Practicing a profession ã   Recuperating ã   Spellcasting services (end of the adventure only) ã   Training Other downtime options might be available during adventures or unlocked through play, including faction-specific activities. In addition, whenever a character spends downtime days, that character also spends the requisite expense for his or her lifestyle. Costs are per day, so a character that spends ten days of downtime also spends ten days of expenses maintaining his or her lifestyle. Some downtime activities help with lifestyle expenses or add lifestyle expenses. Spellcasting Services  Any settlement the size of a town or larger can provide some spellcasting services. characters need to be able to travel to the settlement to obtain these services.  Alternatively, if the party finishes an adventure, they can be assumed to return to the settlement closest to the adventure location. Spell services generally available include healing and recovery spells, as well as information-gathering spells. Other spell services might be available as specified in the adventure. The number of spells available to be cast as a service is limited to a maximum of three per day total,  unless otherwise noted. Spellcasting Services Spell Cost Cure wounds (1st level) 10 gp Identify 20 gp Lesser restoration 40 gp Prayer of healing (2nd level)   40 gp Remove curse 90 gp Speak with dead 90 gp Divination 210 gp Greater restoration 450 gp Raise dead 1,250 gp   Acolyte Background A character possessing the acolyte background requesting spellcasting services at a temple of his or her faith may request one spell per day from the Spellcasting Services table for free. The only cost paid for the spell is the base price for the consumed material component, if any. Faiths that can call upon spellcasting services in Mulmaster include the following: Bane, Leira, Loviatar, Mystra, Savras, Tempus, Tymora, Velsharoon, and Waukeen. Character Disease, Death, and Recovery Sometimes bad things happen, and characters get poisoned, diseased, or die. Since you might not have the same characters return from session to session, here are the rules when bad things happen to characters.
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