DND 5e BMG DRW OD 04 We'Re All in This Together Printer Friendly
DND 5e BMG DRW OD 04 We'Re All in This Together Printer Friendly
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CREDITS
Project Leads: Cassandra MacDonald, Mitchell Smithson
Writer: Scott Mackall Gilman
Editor: Ashley Michaela “Navigator” Lawson
Graphic Designer: Rich Lescouflair
Cover and Interior Illustrators: Sidharth Chaturvedi,
Tyler Jacobson, Aaron Miller, provided by
Wizards of the Coast
Cartographer: Krishna Simonse
Playtesters: Brian Balagot, Bird, Daniel E. Chapman II,
Diffusive, Felgolos, Daniel Franco, Rob Froberg, Richard
G, Kurt Hoffstaetter, Ross Hooper, Jose Jimenéz, Ryan
Lanphere, Marik Montalvan, Spencer Navarra-Chew, Al
Pham, Krishna Simonse, Johnny Smith, Mitch Smithson,
John Steele, Will Wright
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BMG-DRW-OD-04 We're All in This Together (v2.4)
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Adventure Primer Overview
We’re All in This Together begins with a Call to Action
Paranoids only think everyone is out to get them. Wizards know it.
scene, has four parts, and ends with a Wrap-Up scene. The
—Terry Pratchett, Sourcery adventure takes approximately 4 hours to play.
Call to Action: Conspiracy and Mystery (30 mins). The
We’re All in This Together is designed for three to seven party meets with Zehira, Remi, and Scorn Everhate and
5th- through 10th-level characters, and optimized for learns of a Zhentarim splinter faction traveling incognito
five characters with an average party level (APL) of 8. to Eltabbar in Thay to ally with the Red Wizards. The
Characters outside this level range can’t participate in this party is tasked with discovering them and taking their
adventure. place to meet their Zulkir contact.
The adventure begins in Suzail and follows a merchant Part 1: Telflamm (30 mins). The characters must secure
caravan on the three-month journey to Eltabbar in Thay. passage on Marth Mitzway’s merchant caravan and
remain undercover. This is Story Objective A.
Background Part 2: Phent, Phsant, and Tammar (60 mins). When
Marth’s prize jewel is stolen in Tammar, the characters
In the wake of the RED WIZARDS plot to steal the
must prove their innocence and, hopefully, discover a
coveted QUALITH PSI CRYSTAL from Suzail during
Zhentarim spy. This is Story Objective B.
BMG-DRWEP-OD-01 The Enemy of My Enemy, the
Part 3: Two Stars and Mulsantir (55 mins). In Two Stars,
HARPERS are on the back foot. REMALLIA “REMI”
a game of cards goes lethally wrong; a traveler on the
HAVENTREE and ZEHIRA DERYAN, important figures
caravan is killed, and the party can tell it is the work of a
in the Harpers and MAELSTROM respectively, have once
trained Zhentarim spy. The party must solve the murder
again joined forces to seek insight into the movements of
and find the culprit. This is Story Objective C.
Thay’s ZULKIRS.
Part 4: Surthay and Eltabbar (55 mins). The remaining
Fortunately, Remi and Zehira have a potential new ally:
Zhentarim spy, the wiliest and cruelest of them, frames
SCORN EVERHATE, a ZHENTARIM agent with inside
the characters and turns a ship full of hardened
information vital to fighting the Red Wizards. Scorn earned
sailors against them. The party must fight through the
the characters’ trust in BMG-DRW-OD-03 Something
dangerous situation, bring down the spy, and interrogate
Wicked on the rogue planetoid ISKIRTHOS. Now, she
them. This is Story Objective D.
reports what she knows about the Zhentarim splinter
Wrap-Up: Rumors of My Demise (10 mins). When the
faction—and its collusion with the Red Wizards.
characters meet with the splinter Zhentarim’s contact,
they discover she is Damita Uthros, a double agent
Recap: BMG-DRWEP-OD-01 who works for Szass Tam’s rival, Dar’lon Ma. Having
The Enemy of My Enemy impressed her with their hunt for the Zhentarim spies,
Lady Kasdeya Elvelrhaate, the Zulkir of Illusion and a Red the characters have gained a powerful ally.
Wizard of Thay, planned a deadly incident involving the
Zhentarim in the Suzail market plaza as a distraction to
cover up the transport of a Qualith psi crystal to Thay. To
make this plan foolproof, she added a secondary distraction:
Masquerading as Lady Deandra Thistledown, a noblewoman
claiming to be the true heir to the Huntsilver family name,
she hatched a scheme that implicated Houses Truesilver and
Crownsilver in an attempt to assassinate her and burn down
her estate to destroy any evidence of her claim.
Both schemes were designed to prompt the Harpers to
recruit adventurers to stop these incidents from taking place,
and thus keep prying eyes away from the docks where she
was to ship the Qualith psi crystal to Thay. Her plan was
ultimately foiled by these adventurers, who quickly recognized
that something was amiss. The Qualith psi crystal was
confiscated and entrusted to Suzail’s Council of Mages.
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BMG-DRW-OD-04 We're All in This Together (v2.4)
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Adventure Hooks Story Awards
We’re All in This Together takes place some time after At certain points in the adventure, this glyph
BMG-DRWEP-OD-01 The Enemy of My Enemy. The appears with an entry describing how the
following hooks provide ways to involve the characters in specified story award is earned or how it
the scenario: impacts the story. Ignore the entry if it refers to a story
Harper Ally. Remi and Zehira know Scorn Everhate may award no character has.
have actionable information, and have gathered proven We’re All in This Together doesn’t use any story awards
allies of the Harpers to participate in the meeting. from previous Dreams of the Red Wizards: Obscure
Iskirthos Astronaut. The characters are veterans of the Devotions adventures.
adventure on Iskirthos, where they forged an alliance
with Scorn Everhate. She brought the characters to her Is This the Same Dreams of the Red Wizards?
meeting with the Harpers, knowing they would be ideal When the Dreams of the Red Wizards storyline was first
for this mission. introduced, it was oriented toward experienced and optimized
True Zhent. Characters who have Zhentarim links have D&D Adventurers League players, to provide them with more
been handpicked by Scorn Everhate as loyalists to the of a challenge. The second and third story arcs were written
true, “righteous” Zhentarim cause, which won’t conspire for the Masters format, which was based around this idea.
with the Red Wizards. Such characters will be invaluable With the dissolution of the Historic, Masters, and Seasonal
with the information Scorn possesses, so she invites formats, the new DRW adventures seek to be more inclusive,
them to the meeting. adding more exploration and social options to enable players
Trusted Reputation. Zehira and Remi know how to scout to seek alternative resolutions to conflict without violence.
If your players seek a greater challenge, akin to the design of
characters who are right for the job. Knowing they would
previous modules, feel free to use the Strong or Very Strong
need help for whatever new mission Scorn unveils, they
suggestions in the “Adjusting the Scene” sections.
have invited brave heroes, mercenaries, and adventure If an encounter features options for the three pillars of
seekers to a special meeting. 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-04 We're All in This Together (v2.4)
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Call to Action
Conspiracy and Mystery
Estimated Duration: 30 minutes Her intel suggests that Zhent spies plan to head up to
The characters plot with Remi, Zehira, and Scorn Thay, and present their offer of alliance to the Zulkir of
in the backroom of Tavernant’s Tellings, a prominent Illusion—name and likeness unknown—who is leading
newspaper press in Suzail, and learn of a Zhentarim plot. the Council of Zulkirs in Szass Tam’s and Dar’lon Ma’s
absence. The spies are expected to infiltrate the caravan of
Call to Action Marth Mitzway, a Thayan merchant on his way to Eltabbar,
one of Thay’s largest cities.
Witness Scorn’s revelation that certain Zhentarim spies Remi and Zehira agree that dealing with this threat
plan to defect to the Red Wizards. is more pressing than any other mission and that the
characters are the most capable group for the job.
Tavernant’s Tellings Mission Details
Tavernant’s Tellings is a bustling printing press nestled The caravan must follow a long, secluded route. Along
between Blade Lane and Torch Street. It is a two-story the way, the characters must determine the Zhent spies’
establishment with too many writer’s desks stacked in the identities, subdue them, and take their places at the
bullpen and a ring of sanctified, open space around its meeting with the Zulkir of Illusion’s contact. Zehira can
pridefully maintained printing press. leverage her privateering company to invent suitable cover
identities. The characters’ cover is that they are merchants
Backroom Dealings from Impiltur traveling to Eltabbar to purchase goods, thus
The adventure begins with the characters arriving at the why they don’t have anything on hand to sell. Beyond that,
press. An overworked intern can shout directions to the the details of their cover are up to the characters.
back room to the party, prompting a seasoned typist who Three-Month Trip
the characters have seen around Harper headquarters
The course of the trip is: start in Telflamm, travel up the
before to tell them to shut up.
Golden Way to Mulsantir, cross the lake to Surthay, and
Zehira Deryan and Scorn Everhate are waiting in
then downriver to Lake Thaylambar, after which they will
the back, among a jungle of out-of-print papers that
disembark in Eltabbar.
forces them into close quarters. Zehira doesn’t trust the
Zehira and Remi give the characters an opportunity
Zhentarim agent and two sit in mildly tense silence until
to back out, as this journey will take longer than three
the party arrives.
months. Scorn impresses how it is critical that they
Remallia “Remi” Haventree arrives shortly after the
don’t blow their cover, or the cover of the spies they are
characters and is met with a hug from Zehira, who is
investigating. If word gets out that Zhentarim spies were
overjoyed to have Remi back in town and overseeing things
found on Mitzway’s caravan, the spies’ contact won’t
after the stress of operating the Harpers from her manor.
meet with them. All three implore the characters not to
(Zehira has been coordinating both sides of a joint Harper-
act quickly or rashly; they must wait until the caravan is
Maelstrom operation in Remi’s absence.) Remi explains
distracted to investigate.
this meeting was called so Scorn could impart what she
knows. Though Remi is uncomfortable with a Zhentarim Serpent Tattoos
presence (even a friendly one), in the wake of the Red The Zhent spies can be identified by a flying serpent tattoo
Wizards plot to steal the Qualith psi crystal from Suzail on their upper arm, which has the effects of an amulet of
during BMG-DRWEP-OD-01 The Enemy of My Enemy, any proof against detection and location, but presents a cover
information is a valuable edge. screen to divination magic rather than a void (so a mage
casting a spell such as detect thoughts would discover
Privileged Information normal thoughts, rather than that their target is immune
Scorn is willing to share. She discloses that the Zhentarim
to divination). These tattoos can be used to verify the spies’
faction is divided. The greater part of the faction, which
identities.
Scorn is part of, is loyal to the Pereghost, who has ruled
Scorn mentions that searching for secret Zhentarim
the Zhentarim for over a century. A splinter group, however,
documents or employing typical detective work may be
seeks to ally with the Red Wizards, a union that could be
wiser, as any effort to reveal the spies’ upper arms may alert
disastrous for Faerûn.
the other spies that something is amiss.
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BMG-DRW-OD-04 We're All in This Together (v2.4)
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Zehira and Remi say any kind of commotion on the road
would be a bad idea; merchants and mercenaries can Zehira Deryan, Protector of the Seas
Human Maelstrom Agent and Harper Ally
grow a little paranoid on the open road. It may be safer to
investigate Zhentarim suspects when the caravan reaches Before Zehira became a sworn agent of Maelstrom, the storm
giant court, she was an experienced privateer, the daughter
one of the several towns along the journey and the travelers
of Turmishan merchants, and instrumental in Storm Queen
take the night off. Serissa’s rise to power. As Protector of the Seas, Zehira is
Treasure tasked with problems related to the small folk and has worked
jointly with (now resigned) Harper leader Remallia Haventree
As a sign of goodwill, Scorn gives the characters a potion of
during the events that led to Szass Tam’s destruction at
greater healing. Remi provides them with 1,500 gp both to
Xorvintroth.
cover their costs and as their upfront compensation. Since being exposed to the foul chaos of the Far Realm,
Zehira shows faint signs of premature aging, with slight
Remallia “Remi” Haventree wrinkles at the corners of her eyes and minor streaks of
Sun Elf Harper Agent white in black hair. Her eyes, still keen, hint at horrors
Though she has stepped down from leadership since the unimaginable.
costly victory against Szass Tam at Xorvintroth, Remallia— What They Want. Zehira possesses the Iltkazar Scepter, and
Remi to her friends—still holds high rank within the Harpers wants to make sure this powerful relic doesn’t fall into the
and is heavily involved with their operations against the wrong hands. She aspires to protect the greater good and
Red Wizards. thinks the best way to do this is by staying close to the storm
In recent years, Remi has also developed a close giant queen, Serissa.
relationship with Zehira Deryan on several joint Harper- Hold the Next Cataclysm, Please. Zehira is as ready for
Maelstrom endeavors, bringing the two factions much closer heroics as the next character, but after repeated clashes with
together as a result. When the two join forces, nothing seems the Red Wizards, raiding the Nine Hells for King Hekaton’s
to stand in their way for long—and threats to the Realms soul, and the potentially Realms-shattering dangers of
should tremble. Xorvintroth, some rest and relaxation—or failing that,
Since being exposed to the Far Realm’s magics at normality—wouldn’t go amiss.
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.
Scorn Everhate
Drow Assassin and Zhentarim Agent
Deep beneath Cormyr, in the Underdark city of Sschindylryn,
Scorn and her twin brother Mourn were born to House
Elvelrhaate (translated to Everhate in Common). As Mourn
was the third son of the line, the matron of the house
believed it was Lolth’s will that Scorn be killed alongside
her twin brother. Luckily, the babes were spirited away to
Waterdeep through one of the many portals in the drow
city. Mourn was recruited into Bregan D’aerthe, while Scorn
decided to make her way with the Zhentarim. She has since
become a trusted spy and assassin for the Zhentilar.
Scorn has dusky gray skin, pure white hair, and eyes with
deep red irises. However, as a master of disguise, she often
adopts a different appearance and persona.
What They Want. Scorn sees the Red Wizards as
placeholders for the resentment and anger she feels toward
the drow of Sschindylryn, and wants nothing more than
their downfall.
On Wrongs Swift Vengeance Awaits. Scorn is biding her
time until the day she can deliver swift vengeance to the
matron of House Elvelrhaate for its treatment of her and her
beloved twin brother.
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BMG-DRW-OD-04 We're All in This Together (v2.4)
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Part One
Telflamm
Estimated Duration: 30 minutes
Hercule “Herc” Dirk
The characters seek passage with Marth Mitzway’s Human Caravan Guard
caravan, despite strong-arming from rude mercenaries. Herc is a veteran mercenary who cycles out his crew of three
other mercenaries so that no one he works with ever builds
Story Objective A up a better reputation with their clients than himself.
Secure passage with Marth Mitzway’s caravan. Herc is modestly clever and plays close attention to the
marketplace. He also knows exactly who is out of place in the
Telflamm caravan, and thus may be of use to the party. However, Herc
isn’t so smart as to have a better approach than bullying
Telflamm is an affluent, walled port city, dotted with onion- or violence.
Herc’s nose has been broken three times, and the oils he
shaped temples and civic centers. The city is ruled by an
uses to treat his baldness have only worsened it, but he is
oligarchy and respect is given to wealthy merchants, whose muscular, tall, and assertive.
worthiness is evidenced by their success. Shemszarr What They Want. Herc seems to care only about coin but,
Square is located near Telflamm’s center. deep down, he is willing to set that aside for the promise of
more coin later.
Marked by a Merc Suspicious Business. Herc isn’t a Zhentarim spy. He is
The characters are taken to Telflamm via merchant vessel. suspicious of those who are Zhentarim spies, as well as
anyone else who is new to the caravan (Otis, Samouth, The
They have instructions to meet up with Marth Mitzway in
Bomomox, Zahalla) except his own crew.
Shemszarr Square, where they can also buy supplies.
Close to the square, a brutish mercenary steps in the
weakest character’s way, forcing them to succeed on a DC
13 Strength (Athletics) or Dexterity (Acrobatics) check or Shemszarr Square
be knocked prone in the dirt. Depending on who you ask, Shemszarr Square is a beacon
The merc, Hercule “Herc” Dirk, is an experienced of commerce or a warren of rats. Though its grounds are
sword-for-hire in this area and boasts that he notices cluttered with stalls, the skies are free of awnings, so the
anyone in merchant’s garb that hasn’t been around before. temples of Mask and Waukeen are visible from most places
He assumes the characters are fresh meat for the square, in the square. In the alleys nearby, defamatory graffiti
but thinks he can squeeze some coin from them first. He depicts the merchant prince and council in compromising
tries to intimidate them for 5 gp apiece. positions with Red Wizards and shadowy, robed men.
Herc is a proud and boisterous sort, and will rise to any If the characters need any supplies for the journey, the
challenge given, but folks in the square know Herc and will local markets stock the equipment listed in chapter 5 of the
intervene to break up any fight that starts. If this happens, Player’s Handbook.
Herc backs down, but plots petty vengeance.
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BMG-DRW-OD-04 We're All in This Together (v2.4)
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Cheaper by the Dozen scholar Samouth, horse master Vazha Tol, and Marth’s
Marth Mitzway can be found in a corner of the market sniveling new attendant-intern, Otis Brandingmount.
near Waukeen’s temple. His caravan is almost packed and Give the players handout 1 to help them keep track of the
he plans to depart within a few hours. Marth is happy to caravan members.
negotiate letting the characters join them, but he has paid
handsomely for protection on the trip, and therefore, if the Marth Mitzway
characters want to join his caravan, they must chip in 20 gp Human Merchant
per party member to help pay this cost. Marth is a beloved merchant with a keen mind for business
While they are negotiating, Marth’s four mercenary guards and politics. He is large, bald, and tall and wears the jewelry
arrive—and one is Hercule Dirk. If the party’s run-in with he needs to assert his status in the square, but prefers
Herc was especially violent or unpleasant, the mercenaries practical clothing on the road.
raise their fee by 80 gp plus another 10 gp per character What They Want. Marth is driven by profit, but recognizes
because of the new “liabilities” on board. If a character that building good relationships is key to the long-term health
succeeds on a DC 17 Charisma (Persuasion) check, Marth of his operation.
can be convinced that the party wasn’t at fault in the Suspicious Business. Marth isn’t a Zhentarim spy and
previous altercation and absorbs Herc’s “liability” charge is inclined to trust the party’s instincts if he learns of the
spies’ presence.
himself; otherwise the party must cover the extra cost.
Once the price is settled, Marth introduces the party
to the rest of the caravan (see “Caravan Members” in
appendix C for a description of each), which numbers Development
twelve before the characters, including Herc’s crew and With the numerous introductions made, Marth asks if
Marth. The other three mercenaries are Goodfellow, the characters are ready to depart. If the characters don’t
Muxa, and Ropes. Four merchants join the caravan: require any supplies from Shemszarr Square, the caravan
The Bomomox, a dragonborn psychic; Kashif Klark, sets off toward the Golden Way before the party can
an alchemist in a wheelchair; a glamorous spice trader investigate any of the dozen. Proceed to part 2.
who introduces herself as Zahalla Ruwin; and a tiny old
woman called Lorni. Also joining the journey are the
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BMG-DRW-OD-04 We're All in This Together (v2.4)
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Part Two
Phent, Phsant, and Tammar
Estimated Duration: 60 minutes Eavesdropping
The characters investigate the caravan, are falsely If the characters pay attention to conversation on the way
implicated in a jewel theft, and, hopefully, discover their to Tammar, they can overhear the following:
first Zhentarim spy.
• Marth feels bad for Lorni. When they reach Phent, he
Story Objective B kicks Otis out so she can sleep in his bed. This seems
to frighten Otis, who protests that Lorni might steal
Resolve the jewelry theft and learn the identity of one of something.
the spies. • Between Phent and Phsant, Zahalla finds an unlikely
client in Ropes, but Muxa always examines the
Caravan on the perfumes and spices Ropes buys afterward and chides
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BMG-DRW-OD-04 We're All in This Together (v2.4)
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Within the box are four pendants of a gauntlet holding a
sword superimposed on flames. Characters who succeed Tammar
on a DC 12 Intelligence (History) check recognize these as Low stone walls, clearly built to repel invaders, surround
symbols of the Order of the Gauntlet, a religious military the little town. The patrolling guard is almost a quarter
group from western Faerûn. Characters who have the of the town’s population and most bow to them in
faction agent (Order of the Gauntlet) background succeed respect. Tammar seems to be a military town, though
on the check automatically. Thay despises the order, to the its geographical position offers no particular military
point where an angry mob burned an Order of the Gauntlet advantage.
knight alive a few years back. Long ago, an orc army freed Tammar from a bandit
menace. The remains of that force’s blood manifests in
The Bomomox’s Wagon jutting lower teeth and green complexions among the
A curtain wraps around the wagon’s interior by the
townsfolk.
entrance so that The Bomomox’s guests only see fine
fabric. This is where he greets customers and asks
them to wait. The Jewel Theft
Beyond the curtain an unsheeted mattress and loose When the caravan arrives in Tammar, Herc is greeted
barbells lie on the floor. The Bomomox lays his customers by the raucous cheers of six town guards (veterans).
on the mattress, which is also where he sleeps, and casts This finally distracts him from the party, and, though
modify memory on them to manufacture a psychic and Muxa is reluctant to go, Herc takes the other three
psychedelic therapeutic experience in a nicely decorated mercenaries with him.
back room. He also makes sure his customers pay twice. However, before the characters can do more than start
their investigation (or after 10 minutes if the characters
Zahalla’s Wagon don’t investigate), Marth comes running out of his wagon.
A shop-style hardwood counter takes up much of the
Read or paraphrase the following:
wagon’s interior, behind which sit shelves filled with forty-
two bottles of incense and health supplements. Under the
bar is a packed bag with enough rations and supplies for Marth charges from his wagon, letting out a shout that
two days’ travel on foot through the desert. would make even your voice hoarse. “My aquamarine,”
Locked in a glass case in the center of the shelved display
he yells. The whole caravan turns. “Who stole my
is a devotee’s censer—a flail with star-shaped perforations,
out of which billow sensational incense. If Zahalla is with aquamarine?”
the characters when they see this item, she claims she
bought it from a trader of Waukeen and that the scents
attract great wealth. In truth, she killed the cleric who His shouts bring the mercenaries running. Marth
wielded the holy implement, but couldn’t use it herself. demands that they find the gem; he is a gentle man, but
Zahalla’s asking price for the censer is 2,500 gp. The he won’t suffer thieves. Herc and his crew get on the case
censer’s case can also be opened with a successful DC 22 immediately, and the six veterans who welcomed them
Dexterity check with thieves’ tools. promise that when Herc finds the thief, he will have six
Treasure. The forty-two bottles are collectively worth 630 extra pairs of hands for the beatdown. Herc smirks at the
gp (15 gp each) and Zehalla’s devotee’s censer is for sale.
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BMG-DRW-OD-04 We're All in This Together (v2.4)
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characters and orders his crew to find evidence. Characters Other Clues
who succeed on a DC 10 Wisdom (Insight) check realize
that, without proof to the contrary, Herc will likely blame The characters can learn the additional clues below
the characters on principle. through talking to other members of the caravan.
Directing the Players. If the players stall in face of Alternatively, Otis, The Bomomox, and Zahalla might
this accusation, advise them on several possible paths. slip them into conversation to deflect attention from
Options include solving the mystery of the missing goods themselves.
and framing one of the mercenaries to give themselves • Zahalla has been buying calming potions from Kashif
some breathing room. In either case, the caravan stopping every day since the caravan embarked, which Kashif
and the investigation take some of the attention off the says are meant to calm specific, rather than general,
characters, and will give them time to snoop around and anxieties.
ask questions. • Otis did card tricks the other night, showing off his
sleight of hand skills.
Talking to Marth • Zahalla was up late with a candle last night and a
Marth didn’t see the crime or anyone acting suspiciously curious Otis saw her packing and repacking a bag. She
around his wagon, but he does have insight into possible seemed ready to leave at a moment’s notice. Otis told
suspects, which he is willing to share with the characters. Marth, Vazha, and Kashif about this.
The Bomomox. The Bomomox is the least trustworthy
member of the caravan. Marth remembers him paying the Suspect: Otis
fare for the trip, but, when he recounted, his share was
missing from the total. Furthermore, when he thinks of By talking to Marth, Lorni, or Otis, the characters can
The Bomomox paying, he can’t help but remember The determine that Otis is concerned about Lorni stealing from
Bomomox as “a muscular demigod of a man; no other way his personal lockbox in Marth’s wagon.
to put it.” If the characters find the Order of the Gauntlet
Zahalla. Though Marth likes to give people the benefit documents in his lockbox and confront Otis, he begs them
of the doubt, Zahalla’s sudden reappearance has him to have this conversation elsewhere. He explains the hatred
suspicious. She quit the merchant life five years ago Thay holds for the Order of the Gauntlet after proselytizing
and reappeared just days before the caravan left with a knights gone rogue committed a killing. Thayans have even
full stock, claiming she had spent the time meditating, burned a knight at the stake.
refocusing, and cultivating her future. Besides, as nice as Otis implores them to understand why he would be
she may act, Marth remembers when Zahalla swindled him paranoid about keeping his secret safe. He would never
out of a contract a decade ago. endanger it by stealing the jewel. Characters who succeed
Otis. Finally, Marth muses that Otis is a desperate, on a DC 10 Wisdom (Insight) check know Otis is being
cowardly little man with weak legs. Marth has given Otis’s truthful, but if the check result exceeds DC 20, they
spot in his wagon to the old woman Lorni, and Otis objected determine that Otis is still a slimeball and may cause
that she would steal something. Perhaps the sad fellow stole trouble later.
the gem and hopes to frame Lorni to get his room back.
Aquamarine. Marth can also describe the small, Suspect: The Bomomox
exquisitely cut aquamarine in vivid detail. Characters who Before The Bomomox realizes the characters are
are proficient with jeweler’s tools or who succeed on a DC investigating him, he tries to con them into buying his
12 Intelligence (History) check know aquamarines are psychic therapeutic experience. If the characters are
reputed to have healing properties, and can be sold at twice obvious in their investigation, he may tilt his head slightly,
their value to the superstitious. If the party has a way to fake which characters who succeed on a DC 17 Wisdom
the gem, such as a fabricate or creation spell, materials, and (Insight) check discern is a tell that he is casting a spell
jeweler’s tools, or another trick, they can pass it off to Marth without using components (in this case, detect thoughts).
with a successful DC 17 Charisma (Deception) check. Once The Bomomox knows this is an investigation,
Characters who are proficient with jeweler’s tools can add he tries to get one of party in the back of his wagon
their proficiency bonus to this check. alone, where he casts modify memory (again, without
components) on the character to conjure an alibi. However,
Talking to Herc the alibi paints The Bomomox in such a flattering light that
Herc will only back down if bribed with 100 gp. He also this may tip the other characters off. For example, “The
demands an apology if his initial run-in with the characters Bomomox couldn’t have done it, because I saw him using
was unpleasant. If the characters resolve this conflict, Herc his psychic powers to master fire, earth, water, and air at
gives them the night to find the thief, or he blames it on the time.”
them regardless. If confronted outright, The Bomomox has no desire to
Herc is suspicious of those new to the caravan: Otis, fight. He confesses his whole scam and lets them search
Samouth, The Bomomox, and Zahalla. He admits his his wagon, which turns up no jewel. He is a con artist,
whole crew is new as well, but boasts that he knows where but not the thief in this instance. In exchange for the
they come from (he doesn’t, having met them in a bar). characters’ silence about his operation, he will cast modify
memory twice on their behalf, redeemable by the end
of the trip.
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Suspect: Zahalla Zahalla stole the jewel for this purpose. She plans to flee
the caravan with as many of her wares as she can carry
Zahalla is holed up in her wagon, which smells especially once everyone is sufficiently distracted. After witnessing
strong when the characters approach. the vicious, murderous fanaticism of her splinter faction,
she wants out and back to the merchant life.
Regrettably, the rub fails to remove the tattoo, only
The foul stench, which takes on an acidic quality close to
blemishing it. Zahalla’s only chance at survival is now to
the source, emits from a mortar and pestle sitting before run. She pleads with the characters to let her go, allowing
Zahalla on her wagon’s bar. Grains of rock, vegetable, and them to keep all her goods, and reimbursing the characters
alchemical materials encrust the pestle. The smell even if they bought her devotee’s censer, in return (see “Zahalla’s
seems to make Zahalla wince. Wagon”). She is terrified that if she gives up the other
Zhentarim, it will mean nothing but pain for her.
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During “Otis’s Testimony,” Otis “regains” consciousness, Dimensions and Terrain. The stables are 400 feet long
so he can tell the characters his story of a murder and 20 feet wide, including the horse stalls. The ceiling is
perpetrated using precise daggers (implicating Muxa) 15 feet high.
under the cover of a spell Muxa can cast. Lighting. The front of the stable is exposed to the
outside, and brightly lit during the day. At night, hanging
Warehouse lanterns provide bright light instead.
This barren, stone warehouse is composed of a half dozen Vazha’s Horses. These horses are kept at the far end of
storerooms. The door of one sits slightly ajar. the stable from the entrance, though the rear exit is only 10
feet from their stalls.
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Muxa and Her Hostage Adjusting the Scene
Before the characters turn the corner to the stretch of
Suggestions for adjusting this scene:
sewer where Muxa is, they hear her voice, shouting at a
• Very Weak: Remove three dybbuks.
frightened Lorni. She demands to know how Lorni “knew
• Weak: Remove two dybbuks.
to go for her sleeve,” but the old woman cries and denies • Strong: Add two carrion crawlers.
reaching for her arm in the first place. (Otis grabbed • Very Strong: Add two carrion crawlers and two dybbuks.
Muxa’s sleeve, but misdirected the attention onto an
unfortunate Lorni.)
If Muxa detects the characters, she leaps into action. She Treasure
summons knives to her hands, and holds one to Lorni’s
Muxa carries 200 gp and the dybbuks have swallowed
throat. Read or paraphrase the following:
articles of jewelry worth 300 gp over the years.
Muxa’s tattoos flash; knives appear in her hands and she Murders Solved
holds one to Lorni’s throat, drawing a bead of scarlet. All the evidence points to Muxa, regardless of whether the
Her suddenly sharp eyes move between you before her characters believe she was framed, and everyone else is
satisfied that she is the perpetrator. On top of this, Muxa is
surprising words: “First, Zahalla, now me? You know who
provably a Zhentarim spy. If the characters bring Muxa to
we are, don’t you? Is that why you framed me? So you had Herc and allow him to turn her over (and take the credit,
an excuse to get rid of me?” naturally), he acts as their ally for the rest of the adventure.
Lorni, Kashif, and Otis are especially grateful for the
party’s investigation. Potentially, Goodfellow and Ropes
Characters who succeed on a DC 18 Wisdom (Insight) could return to the caravan, but Marth and the others
check believe Muxa is genuine in her claims of being accept any reasonable explanations for their absence.
framed. Someone else put out the lights, tugged at her The caravan departs Two Stars as soon as possible. The
sleeve, and cut everyone with daggers much like hers. next leg leads to Lake Mulsantir, where the journey will
Someone on the caravan knows who Muxa is and wants continue by boat. Proceed to part 4
her dead, but she doesn’t know who. Though this scene
should be tense and an opportunity for characters to gain
information, they shouldn’t find out the truth about Otis yet.
Muxa, despite everything, is willing to kill Lorni, and the
characters notice that her shouting has disturbed piles of
refuse 20 feet behind her, which have begun to twitch. If
the shouting persists, the six dybbuks attack, causing her
to drop Lorni; this could be used as a negotiation tactic.
Playing the Pillars
Suggestions for this encounter:
Combat. The dybbuks attack whoever is closest to them,
including Lorni, but won’t pursue anyone who flees. A
true Zhentarim agent, Muxa won’t bargain or run away
and let the characters ruin her mission. She prioritizes
chasing fleeing characters over defending herself from
dybbuks. She prefers to end as many lives as possible
rather than to give up her cause.
Exploration. If the characters try and flee, Muxa swiftly
pursues them. Characters can hide in alcoves along the
sewer, or, if they turn a corner, they can make a DC 15
Wisdom (Survival) check, losing Muxa with complex
navigation on a success.
Social. Prior to combat, the characters can try to influence
Muxa to move closer to the unseen dybbuks or further
away with a successful DC 14 Charisma check using an
appropriate skill. Also, Muxa can be fooled into handing
over Lorni if the characters pretend to be another
Zhentarim splinter group and succeed on a DC 22
Charisma (Deception) check. However, she recognizes
any order to hand over weapons or surrender as proof
that the characters are against her.
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Part Four
Surthay and Eltabbar
Estimated Duration: 55 minutes
The characters are framed as members of the hated
The Catfish’s Path
Order of the Gauntlet and face an angry posse rallied by The Catfish Queen sails across Lake Mulsantir for
the remaining spy. If the party defeat this mob, the spy Surthay, where it will follow a river south past Seerizar,
names their contact in Eltabbar: Damita Uthros. Umratharos, and Keluthar to Lake Thaylambar, on the
other side of which lies Eltabbar.
Story Objective D Sleeping Soundly
Discover the remaining spy, and use the collected intel to
meet with Damita Uthros. Marth approaches the characters about their sleeping
arrangements on the ship. He has paid to upgrade them so
The Catfish Queen they can sleep in Marth’s room on the lower deck and the
room directly adjacent. Marth is worried by the killings and
The ship Marth has arranged is The Catfish Queen wants to ensure he is protected.
(see map 2), a caravel that bears a weathered crew. It is A few nights in, a sobbing Otis shows up at Marth’s cabin
captained by Dalgum. and begs to be allowed to stay with him again, in addition
to Lorni (if she is alive), instead of replacing her. He is
terrified of another killer coming for him. Marth relents.
Captain Dalgum
Human Captain of The Catfish Queen
Dalgum is a rough, bald, sea-beaten man. Though he is
Treacherous Otis
getting on in years, Dalgum retains the muscle of years of At some point, Otis tries to plant his Order of the Gauntlet
manual labor. symbols on the characters. He only plants them on
Dalgum is respected by his crew because of the hard years characters who have clothing with deep pockets or carry
he has put in defending them; he has been with The Catfish packs. If he can do this while the characters are sleeping,
Queen longer than any other captain. he plants the symbol without requiring a check. If he
What They Want. Dalgum protects his own at any cost, and can’t, perhaps because the characters set a watch at all
won’t see his business interrupted by external issues.
hours, he must instead succeed on a Dexterity (Sleight
Walk The Plank! Dalgum is quick to jump to severe
punishments when he encounters wrongdoing from
of Hand) check—a +10 modifier—against the character’s
outsiders; often, he will start at throwing people overboard, passive Wisdom (Perception) score. If Otis’s check fails, his
and his crew have to talk him down to a more evenhanded treachery could be revealed early.
punishment.
Sea of Lies
As the voyage progresses, characters who have a passive
The Catfish Queen Features Wisdom (Insight) score or 13 or higher observe a change
The Catfish Queen has the following features: in the sailors’ attitudes toward them. At the beginning,
they treat the characters with kindness, inviting them to
Dimensions and Terrain. The ship is 75 feet long and 20 participate in nights of drinking and song. A few weeks in,
feet wide. The raised quarterdeck is 15 feet long, as is though, the sailors slowly turn cold. If the characters ask a
the forecastle, leaving 45 feet of main deck. The rigging question, they respond shortly or cryptically. The crew give
is 30 feet tall. Belowdecks, the ceilings are 10 feet high. the party a wide berth and watch the characters when they
Lighting. Each level of the ship holds one lantern move alone.
positioned centrally, which emits bright light for 30 feet Chief among the suspicious sailors is Captain Dalgum.
and dim light for an additional 30 feet. A lantern can be If the characters confront a sailor besides Dalgum, they
doused as an action. direct the characters toward him.
Belowdecks. The ship has a lower deck and a hold. The
lower deck has a main area and four 10-foot-square Confrontation
rooms. The hold is a large chamber the length of the
ship, with a 10-foot-wide path cleared of goods that runs If confronted, Dalgum brings the confrontation to the main
down the center. deck and gathers the sailors and caravan around. He is
then direct: he thinks the characters are up to no good and
if they are who he has been told they are, he “won’t hesitate
to throw them over the side.”
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Dalgum is also open that he believes the characters are Creature Information
members of the Order of the Gauntlet. He is old enough The sailors on board The Catfish Queen include fifteen
to remember a group of crusading Order of the Gauntlet noncombatant commoners, Captain Dalgum and his first
knights that burned a family home on suspicion alone. He mate (both gladiatorial sailors), seven swashbucklers,
hates the faction and so does everyone on the ship. Dalgum and six bandits. Everyone except the noncombatants raises
says someone tipped him off to their allegiances, but he arms against the party.
won’t reveal who it was “out of concern for their safety.” On his first turn, Otis Brandingmount uses an action
When Dalgum alludes to this secret informant, though, to crush an elemental gem (emerald) to summon a water
Otis steps forward. Read or paraphrase the following: elemental under his command, though he does so out of
sight of the sailors. The mercenaries may then join the fight
on the party’s side if their relationship has changed.
An obnoxious, quivering voice speaks up; “It’s okay,
Dalgum. I feel safe here.” The crew and shocked caravan Playing the Pillars
members part to reveal Otis, who can’t help but give you a Suggestions for this encounter:
smirk that tells you all you need to know. Combat. The crew closest to the characters try to
surround them, targeting any magic-users first, as they
believe a magic-using character is responsible for the
Otis instructs the sailors to search the party’s cloaks appearance of the water elemental. Once the characters
and packs. There, they find Order of the Gauntlet symbols are surrounded, any crew not in the ring engage the
that the party may recognize from Otis’s lockbox. Marth’s elemental. If most of the crew is knocked unconscious or
caravan tries to stick up for the characters, but they are dies, Dalgum orders the remainder to surrender—unless
silenced. Otis “theorizes” aloud that the characters were the characters look near defeat. Both Otis and the water
responsible for the murders in Two Stars, particularly elemental make a beeline for the characters, though
pointing the blame at any magic-users in the party. Otis ducks in and out from the characters, using his
This false revelation, or the character’s refusal to let their Lightfooted action to Disengage. Neither stops fighting
persons be searched, prompts fully half the sailors to draw until Otis nears 0 hit points, at which point he surrenders
steel (see “Creature Information”). Roll initiative! and releases the water elemental to the river.
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Exploration. If the characters wish to escape the deadly Treasure
skirmish, they can climb the 30-foot-tall rigging with Otis carries a spell scroll of blight and a gold emerald ring
a successful DC 14 Strength or Dexterity (Athletics) worth 150 gp. Once Otis’s deception is revealed, Dalgum
check. Only one Large creature or two Medium or apologizes to the characters on behalf of the crew and gives
smaller creatures can then follow them up the rigging at them an instrument of scribing as a personal apology. If the
a time. Alternatively, if they go belowdecks, the barrels players didn’t gain the In Debt to a Merchant story award
and crates all along the sides can be used to hide in or earlier in the adventure, Marth gifts the party 250 gp, for
around. The one lantern per level belowdecks can be uncovering the plot and protecting the caravan, even when
doused as an interaction, casting the level into darkness. others wouldn’t.
Social. At first, Otis has the crew wrapped around his
finger. He deceives them throughout the fight by ducking
around the battlefield, scoring strikes on the characters,
Wrap-Up:
and faking imperfect form. If the characters wish to
prove his abilities, they can engage him directly. If Otis
Rumors of My Demise
is forced to fight multiple characters or alongside the Estimated Duration: 10 minutes
water elemental, it becomes clear to the crew that Otis
is a deadly combatant who the water elemental works
in concert with. The crew then react with hesitation and
Eltabbar
confusion. A character who then succeeds on a DC 14 Settled on the edge of Lake Thaylambar, the former capital
Charisma (Persuasion) check can convince the crew to of Thay is a glamorous portrait. Floating flower beds dot
stop fighting. wide canals that bear the city’s traffic. The streets are
impossible to navigate and the buildings oddly shaped,
the consequence of planning the city in the shape of an
Adjusting the Scene immense protective glyph, which some say protected
Suggestions for adjusting this scene: the city from the Spellplague. This is the seat of the Red
• Very Weak: Kashif Klark and the remaining mercenaries Wizards’ power.
rush to the party’s defense. Remove one gladiatorial sailor
and two swashbucklers. Interesting People
• Weak: Remove one gladiatorial sailor and two
swashbucklers. After the ship docks, one of the sailors departs especially
• Strong: Otis Brandingmount’s Sneak Attack trait deals 24 quickly. As an informant of Damita Uthros, they are eager
(7d6) damage. to tell her about the fascinating characters aboard.
• Very Strong: Otis Brandingmount’s Sneak Attack trait deals Damita thus knows that the characters are coming.
24 (7d6) damage. Add one water elemental when Otis uses Alternatively, if the party didn’t squeeze the meeting
his elemental gem. information out of Otis or his possessions, the sailor’s story
impressed her and she seeks out the characters herself,
leaving a note to meet her in The Rat’s Convent.
Interrogating Otis End of the Road
Otis is the sadistic, ambitious agent Zahalla was worried
The surviving members of the caravan thank the characters
about, and whom Muxa was afraid of. He also committed
for their bravery and their investigation if either became
the murders in Two Stars and mixed poison into Zahalla’s
clear. If the characters were truly successful, though,
salves. Otis believed the Red Wizards were the path to
they will know it by the unceremonious, casual goodbyes
advancement and wished to eliminate the two higher-
they receive.
ranking Zhentarim spies.
Otis began to suspect the characters were searching
for Zhentarim spies after they failed to mention Zahalla’s
The Rat’s Convent
tattoo. Besides, it wouldn’t be the worst thing in the world This outer-city bilge-hole is defined by moist, sticky
to have eliminated them if he was mistaken. floorboards and shadowy back corners. This establishment
Otis will bargain for his life and is willing to give up the has only three rooms, and no local is stupid enough
splinter Zhentarim’s contact in Eltabbar: Damita Uthros. to rent one.
He also can tell them the tavern where they were supposed
to meet Damita: The Rat’s Convent. However, he doesn’t
Enter Damita
know anything besides the name and can’t tell them more When the characters enter the tavern, a barkeep grunts at
about his splinter faction’s plot than that it hopes to ally them and nods toward a table where a woman is seated.
with the Red Wizards.
If the characters let this villain go free, he knows better A dark woman, cleanly but simply dressed, has her face
than to mess with the characters directly, but plots his
cloaked in the shadow of a long hood. Nonetheless, you
vengeance for another day.
Confiscation. If the characters search Otis’s effects, they sense an inviting smile emanating from that darkness as
find a furled-up letter that reads “The hooded woman. The she beckons you over.
Rat’s Convent. Eltabbar. She will know the day you arrive.”
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When the characters are seated, the woman introduces Call to Action
herself as Damita Uthros and tells them that she knows • 1,500 gp
who they are, but she is on their side.
Part 2
• Incense and health supplements worth 630 gp for
Damita Uthros allowing Zahalla to flee
Half-elf Thayan Double Agent
• 10 gp per character for solving the theft
Muscular and blonde, of Mulan and Sun Elf descent, Damita
is one of Dar’lon Ma’s most talented operatives and has been • 10 gp per character for apprehending Zahalla
tasked with investigating both what happened to Szass Tam Part 3
when he was destroyed at Xorvintroth and what Qualith psi
• 200 gp
crystals can do.
What They Want. Damita finds her missions fun and takes • Jewelry worth 300 gp
joy in the back-and-forth of espionage. Part 4
Serene. Damita never panics, and never seems caught off
guard (even if she has been).
• Gold emerald ring worth 150 gp
• 250 gp
Rewards
At the end of the session, everyone receives rewards based
on their accomplishments.
DM Rewards
For running this adventure, you earn service awards. See
the D&D Characters League Service Awards document for
more information.
Player Rewards
Advancement
Characters who participate in this adventure gain one level.
Gold
Treasure (including items that have a monetary value but
aren’t equipment, such as art objects and gems) remaining
at the end of the adventure is converted to gp and divided
equally among the characters.
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Appendix A: Player Handouts
Handout 1: Fellow Travelers (Part 1)
These NPC cards are provided to help players keep track of the members of the caravan, to help in the investigation.
Encourage them to pass these cards around and write on them to keep notes as they go!
Goodfellow Rope
Moon Elf (He/Him) Human (She/Her)
An attractive Waterdhavian with silky A whip-wielding mercenary with a love of
black hair, who keeps to himself and adventure and a sharp tongue.
keeps a dagger at his waist.
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Kashif Klark Zahalla Ruwin
Half-elf (He/Him) Human (She/Her)
A sharp, talented alchemist in a A merchant who sells all manner of
wheelchair who is traveling to Thay to perfumes, skincare products, and
trade goods for reagents. beautification concoctions from across
the Realms.
Lorni Samouth
Human (She/Her) Human (He/Him)
A kind, elderly lady who is transporting A middle-aged, barrel-chested scholar
a collection of antique vases to Eltabbar, from Baldur’s Gate who seems to
where she has a buyer lined up for them. be on this trip as an opportunity for
good tourism.
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Handout 2: Character Rewards (Wrap-Up)
The characters can earn the following rewards during this adventure.
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Appendix B: Dungeon Master Maps
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Map 2: Caravel Deck Plan (Part 4)
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Appendix C: Friends and Foes
Dramatis Personae
Captain Dalgum Scorn Everhate
Human Captain of The Catfish Queen Drow Assassin and Zhentarim Agent
Dalgum is a rough, bald, sea-beaten man. Though he is Deep beneath Cormyr, in the Underdark city of
getting on in years, Dalgum retains the muscle of years of Sschindylryn, Scorn and her twin brother Mourn were
manual labor. born to House Elvelrhaate (translated to Everhate in
Dalgum is respected by his crew because of the hard Common). As Mourn was the third son of the line, the
years he has put in defending them; he has been with The matron of the house believed it was Lolth’s will that Scorn
Catfish Queen longer than any other captain. be killed alongside her twin brother. Luckily, the babes
What They Want. Dalgum protects his own at any cost, were spirited away to Waterdeep through one of the many
and won’t see his business interrupted by external issues. portals in the drow city. Mourn was recruited into Bregan
Walk The Plank! Dalgum is quick to jump to severe D’aerthe, while Scorn decided to make her way with
punishments when he encounters wrongdoing from the Zhentarim. She has since become a trusted spy and
outsiders; often, he will start at throwing people assassin for the Zhentilar.
overboard, and his crew have to talk him down to a more Scorn has dusky gray skin, pure white hair, and eyes with
evenhanded punishment. deep red irises. However, as a master of disguise, she often
adopts a different appearance and persona.
Damita Uthros What They Want. Scorn sees the Red Wizards as
Half-elf Thayan Double Agent placeholders for the resentment and anger she feels
toward the drow of Sschindylryn, and wants nothing
Muscular and blonde, of Mulan and Sun Elf descent,
more than their downfall.
Damita is one of Dar’lon Ma’s most talented operatives and
On Wrongs Swift Vengeance Awaits. Scorn is biding her
has been tasked with investigating both what happened to
time until the day she can deliver swift vengeance to the
Szass Tam when he was destroyed at Xorvintroth and what
matron of House Elvelrhaate for its treatment of her and
Qualith psi crystals can do.
her beloved twin brother.
What They Want. Damita finds her missions fun and takes
joy in the back-and-forth of espionage. Zehira Deryan, Protector of the Seas
Serene. Damita never panics and never seems caught off Human Maelstrom Agent and Harper Ally
guard (even if she has been).
Before Zehira became a sworn agent of Maelstrom, the
Remallia “Remi” Haventree storm giant court, she was an experienced privateer, the
Sun Elf Harper Agent daughter of Turmishan merchants, and instrumental in
Storm Queen Serissa’s rise to power. As Protector of the
Though she has stepped down from leadership since Seas, Zehira is tasked with problems related to the small
the costly victory against Szass Tam at Xorvintroth, folk and has worked jointly with (now resigned) Harper
Remallia—Remi to her friends—still holds high rank within leader Remallia Haventree during the events that led to
the Harpers and is heavily involved with their operations Szass Tam’s destruction at Xorvintroth.
against the Red Wizards. Since being exposed to the foul chaos of the Far Realm,
In recent years, Remi has also developed a close Zehira shows faint signs of premature aging, with slight
relationship with Zehira Deryan on several joint Harper- wrinkles at the corners of her eyes and minor streaks of
Maelstrom endeavors, bringing the two factions much white in black hair. Her eyes, still keen, hint at horrors
closer together as a result. When the two join forces, unimaginable.
nothing seems to stand in their way for long—and threats
What They Want. Zehira possesses the Iltkazar Scepter,
to the Realms should tremble.
and wants to make sure this powerful relic doesn’t fall
Since being exposed to the Far Realm’s magics at
into the wrong hands. She aspires to protect the greater
Xorvintroth, Remi sometimes pauses midsentence, almost
good and thinks the best way to do this is by staying
forgetting what she is saying, then with a quick shake of
close to the storm giant queen, Serissa.
her head, returns to the topic at hand. This tic does little
Hold the Next Cataclysm, Please. Zehira is as ready for
to take away from the authority and intellect she carries in
heroics as the next character, but after repeated clashes
her demeanor.
with the Red Wizards, raiding the Nine Hells for King
What They Want. Remi believes, heart and soul, in the Hekaton’s soul, and the potentially Realms-shattering
Harpers’ cause, but isn’t foolish enough to believe she dangers of Xorvintroth, some rest and relaxation—or
can perform this role forever; she watches her peers failing that, normality—wouldn’t go amiss.
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.
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Caravan Members
Goodfellow Lorni
Moon Elf Mercenary Human Merchant
Goodfellow is a remarkably attractive Waterdhavian moon Lorni is a legitimately sweet old lady who has six children,
elf who has silky black hair. He dislikes direct confrontation eighteen grandchildren, and no funds with which to retire.
and prefers to wield his poisoned daggers while his What They Want. Lorni needs to reach Eltabbar, where a
opponent sleeps. buyer has finally agreed to purchase her antique vases, if
What They Want. Goodfellow likes to be paid at the end of she can transport them.
the job without having ever put himself in direct peril. Suspicious Business. Lorni isn’t a Zhentarim spy and tries
Suspicious Business. Goodfellow isn’t a Zhentarim spy, not to get involved with any dirty business.
but may take steps to protect himself if the characters
grow suspicious of him—leading to false conclusions. Marth Mitzway
Human Merchant
Hercule “Herc” Dirk
Marth is a beloved merchant with a keen mind for business
Human Caravan Guard
and politics. He is large, bald, and tall and wears the
Herc is a veteran mercenary who cycles out his crew of jewelry he needs to assert his status in the square, but
three other mercenaries so that no one he works with ever prefers practical clothing on the road.
builds up a better reputation with their clients than himself. What They Want. Marth is driven by profit but recognizes
Herc is modestly clever and plays close attention to the that good relationships are key to the long-term health of
marketplace. He also knows exactly who is out of place in his operation.
the caravan, and thus may be of use to the party. However, Suspicious Business. Marth isn’t a Zhentarim spy and will
Herc isn’t so smart as to have a better approach than be inclined to trust the party’s instincts if he learns of the
bullying or violence. spies’ presence.
Herc’s nose has been broken three times, and the oils he
uses to treat his baldness have only worsened it, but he is Muxa
muscular, tall, and assertive. Goliath Zhentarim Agent
What They Want. Herc seems to care only about coin but,
Hulking and tattooed, Muxa is a stoic Zhentarim
deep down, he is willing to set that aside for the promise
spy who hides in plain sight as a brutish soldier. Her
of more coin later.
unsophisticated act may be given away when she breaks
Suspicious Business. Herc isn’t a Zhentarim spy. He is
her silence with words such as “inopportune,” “obtuse,” or
suspicious of those who are Zhentarim spies, as well as
“sagacious.”
anyone else who is new to the caravan (Otis, Samouth,
Muxa’s tattoos grant her arcane magic and the ability to
The Bomomox, Zahalla) except his own crew.
summon delicate knives to her hands, though she keeps
Kashif Klark this concealed.
Half-elf Merchant-Alchemist What They Want. Muxa always tries to get on the winners’
side and is convinced the Zulkirs of Thay are bound for
Kashif is a hard and sharp alchemist who ultimately greatness.
wishes to help the world, trading goods across Thay to Suspicious Business. Muxa is a Zhentarim spy. She tries
secure ingredients for his potions. His greatest asset to keep a low profile, acting especially subordinate to
is his mind, which he turns toward mathematical and Herc to allay suspicion. In truth, she is the highest-
scientific pursuits. ranking (though not, ultimately, the most dangerous) spy.
What They Want. Kashif is convinced he can craft potions
and alchemical artifacts that will undo evil. He is
staunchly opposed to the Red Wizards.
Suspicious Business. Kashif isn’t a Zhentarim spy and
may be a useful supplier of alchemical tools if warned of
the threat by the party.
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Otis Brandingmount The Bomomox
Human Zhentarim Agent Dragonborn Psychic Therapist
Otis has a stiff posture and a sniveling demeanor. He The Bomomox is an emerald dragonborn who, thanks to
speaks with deference to anyone who has status and with his large muscles and battle scars, looks like a warrior, but
arrogance to anyone who lacks it. Otis is trying to make tries to hide this with finery and perfume.
himself as unlikable as possible to distract from his true He possesses psychic abilities, which he claims to
identity as a Zhentarim spy. use to curate a therapeutic experience. He offers this
Otis carries papers and symbols of the Order of the service to the characters, sensing great trauma within
Gauntlet—a faction hated in Thay. If discovered, he them. In reality, The Bomomox’s “experience” is using
pretends his secret allegiance to the Order of the Gauntlet modify memory spells on his clients to conjure a generic
is what he is hiding. However, he has brought these hated psychedelic trip and erase their memory of paying up front.
symbols to plant on any enemies he may encounter. What They Want. The Bomomox has no morals and
What They Want. Otis is the lowest-ranking Zhentarim spy struggles to conceive of consequences for his actions; he
and wishes to climb the ranks. He wants to complete the tries to rob the caravan blind.
mission, but once he becomes aware of the characters’ Suspicious Business. The Bomomox isn’t a Zhentarim
investigation, he lets them find his superiors, even spy. He is suspicious of those who are Zhentarim spies,
arranging helpful clues, until he is the only one left. as well as anyone else who is new to the caravan.
Suspicious Business. Otis is a Zhentarim spy and,
ultimately, the most dangerous of the three. He is a Vazha Tol
master of diverting suspicion from himself and subtly Human Master of Horses
indicting his allies.
Vazha is an older middle-aged woman who cares more
Ropes for horses than for people. Her reputation among the
merchants is extraordinary; she has never led a caravan
Human Mercenary
into danger or lost a horse.
Ropes is a woman of the frontier with a sand-scoured face What They Want. Vazha will protect her horses and her
and short, coarse hair. She is a runaway rich girl who took job above all else. What she doesn’t need to know doesn’t
up the whip because it was a fun weapon to master. bother her.
What They Want. Ropes prefers adventure and danger to Suspicious Business. Vazha isn’t a Zhentarim spy. She
coin, which she had more than enough of growing up. knows who the horses have anxious instincts about (The
Suspicious Business. Ropes isn’t a Zhentarim spy and Bomomox and the Zhentarim spies), but won’t act on it
hasn’t the patience for subtle investigation if embroiled in without good reason.
the intrigue.
Zahalla Ruwin
Samouth Human Zhentarim Agent
Human Scholar
Zahalla keeps appearances perfect with tinctures,
Samouth is a middle-aged, barrel-chested scholar from unconventional skincare, self-authored diet plans, and the
Baldur’s Gate and a classic foolish tourist. He is openly best perfumes the characters have ever smelled. Though
fascinated by the Red Wizards, but this interest is purely Zahalla is a Zhentarim spy, she was a legitimate spice
intellectual. trader before becoming radicalized by the Zhentarim
What They Want. Samouth is completing a thesis on splinter faction. She has used her old connection with
how the Red Wizards of Thay conduct business and Marth to secure passage with his caravan.
government. What They Want. Zahalla is devoted to her cause, but sees
Suspicious Business. Samouth isn’t a Zhentarim spy, no harm in cultivating old relationships and building
but could be an asset for one in exchange for inside her brand in case she needs an out back into the
knowledge of their operations. merchant life.
Suspicious Business. Zahalla is a Zhentarim spy, but is
more opportunistic than the rest. She is too afraid to give
any hint of the others’ identities if caught.
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Creature Statistics Commoner
Medium Humanoid, Any Alignment
The following creatures appear in this adventure.
Armor Class 10
Bandit Hit Points 4 (1d8)
Medium Humanoid, Any Alignment Speed 30 ft.
Armor Class 12 (leather armor) STR DEX CON INT WIS CHA
Hit Points 11 (2d8 + 2) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Speed 30 ft.
Senses passive Perception 10
STR DEX CON INT WIS CHA Languages any one language (usually Common)
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Challenge 0 (10 XP) Proficiency Bonus +2
Carrion Crawler
Large Monstrosity, Unaligned
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Multiattack. The carrion crawler makes one Bite attack and one
Tentacles attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2) piercing damage.
Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one
creature. Hit: 4 (1d4 + 2) poison damage, and the target must
succeed on a DC 13 Constitution saving throw or be poisoned
for 1 minute. Until this poison ends, the target is paralyzed. The
target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
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Dybbuk Gladiatorial Sailor
Medium Fiend (Demon), Typically Chaotic Evil Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 19 (+4) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Skills Deception +6, Intimidation +4, Perception +4 Skills Athletics +7, Perception +4
Damage Resistances acid, cold, fire, lightning, thunder; Senses passive Perception 14
bludgeoning, piercing, and slashing from nonmagical attacks Languages Common
Damage Immunities poison Challenge 5 (1,800 XP) Proficiency Bonus +3
Condition Immunities charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 14 Brave. The sailor has advantage on saving throws made to avoid
Languages Abyssal, Common, telepathy 120 ft. or end the frightened condition on itself.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Incorporeal Movement. The dybbuk can move through other Multiattack. The sailor makes three melee attacks or two
creatures and objects as if they were difficult terrain. It takes 5 ranged attacks.
(1d10) force damage if it ends its turn inside an object. Boarding Pike. Melee or Ranged Weapon Attack: +7 to hit, reach
Magic Resistance. The dybbuk has advantage on saving throws 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
against spells and other magical effects. damage, or 13 (2d8 + 4) piercing damage if used with two hands
to make a melee attack.
Action Butt End. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium
Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit or smaller creature, it must succeed on a DC 15 Strength saving
point maximum is also reduced by 3 (1d6). This reduction lasts throw or be knocked prone.
until the target finishes a short or long rest. The target dies if its
hit point maximum is reduced to 0. Reactions
Possess Corpse (Recharge 6). The dybbuk disappears into an intact Parry. The sailor adds 3 to its AC against one melee attack that
corpse within 5 feet of it that belonged to a Large or smaller Beast would hit it. To do so, the gladiatorial sailor must see the attacker
or Humanoid. The dybbuk gains 20 temporary hit points. While and be wielding a melee weapon.
possessing the corpse, the dybbuk adopts the corpse’s size and
can’t use Incorporeal Movement. Its game statistics otherwise
remain the same.
The possession lasts until the temporary hit points are lost
or the dybbuk ends it as a bonus action. When the possession
ends, the dybbuk appears in an unoccupied space within 5 feet of
the corpse.
Spellcasting. The dybbuk casts one of the following spells,
requiring no material components and using Charisma as the
spellcasting ability (spell save DC 12):
At will: dimension door
3/day: phantasmal force
Bonus Actions
Control Corpse. While Possess Corpse is active, the dybbuk makes
the corpse do something unnatural, such as vomit blood, twist
its head all the way around, or cause a quadruped to move as
a biped. Any Beast or Humanoid that sees this behavior must
succeed on a DC 12 Wisdom saving throw or be frightened of
the dybbuk for 1 minute. The frightened creature can repeat the
saving throw at the end of each of its turns, ending the effect on
itself on a success. A creature that succeeds on the saving throw
against this ability is immune to Control Corpse for 24 hours.
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Goodfellow Kashif Klark
Medium Humanoid (Elf ), Neutral Evil Medium Humanoid (Half-elf ), Neutral Good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 8 (−1) 14 (+2) 20 (+5) 13 (+1) 12 (+1)
Assassinate. During Goodfellow’s first turn, he has advantage on Fey Ancestry. Kashif has advantage on saving throws made to
attack rolls against any creature that hasn’t taken a turn. Any hit avoid or end the charmed condition on himself, and magic can’t
Goodfellow scores against a surprised creature is a critical hit. put him to sleep.
Fey Ancestry. Goodfellow has advantage on saving throws made Tool Expertise. Kashif adds twice his proficiency bonus to ability
to avoid or end the charmed condition on himself, and magic checks made using alchemist’s supplies or tinker’s tools.
can’t put him to sleep.
Poisoned Blades. Goodfellow poisons four daggers during Actions
each short or long rest. When a dagger poisoned this way hits Alchemist’s Fire. Ranged Weapon Attack: +7 to hit, range 20
a creature, it deals an extra 17 (5d6) poison damage, and the ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage and the
poison is expended. target takes 1d4 fire damage at the start of each of its turns. A
creature can end this damage by using its action to make a DC 10
Actions Dexterity check to extinguish the flames.
Multiattack. Goodfellow makes two Dagger attacks. Vial of Acid. Ranged Weapon Attack: +7 to hit, range 20 ft.,
one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6)
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
acid damage.
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Bonus Actions
Hercule Dirk Alchemical Catalyst (5/Day). Using his alchemist’s supplies,
Medium Humanoid (Human), Lawful Evil
Kashif creates an alchemist’s fire, a vial of acid, a potion of greater
healing (the drinker regains 4d4 + 4 hit points), or a potion of
Armor Class 14 (studded leather)
Hit Points 112 (15d8 + 45) growth (the drinker gains the “enlarge” effect of the enlarge/reduce
Speed 30 ft., climb 20 ft., swim 20 ft. spell for 1d4 hours—no concentration required). This creation
becomes inert after 1 minute.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Actions
Multiattack. Herc makes three Longsword attacks or two Heavy
Crossbow attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing
damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400
ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Bonus Actions
Mercenary Commander. Herc targets one mercenary from his
crew that he can see within 30 feet of him. If the target can hear
Herc, the target can make one weapon attack as a reaction.
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Muxa Otis Brandingmount
Medium Humanoid (Goliath), Lawful Evil Medium Humanoid (Human), Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 17 (+3)
Skills Athletics +8, Deception +3, Investigation +5 Skills Deception +9, Sleight of Hand +9, Stealth +6
Damage Resistances cold Senses passive Perception 11
Senses passive Perception 11 Languages Common
Languages Common, Giant Challenge 8 (3,900 XP) Proficiency Bonus +3
Challenge 7 (2,900 XP) Proficiency Bonus +3
Assassinate. During Otis’s first turn, he has advantage on attack
Powerful Build. Muxa counts as one size larger when determining rolls against any creature that hasn’t taken a turn. Any hit Otis
her carrying capacity and the weight she can push, drag, or lift. scores against a surprised creature is a critical hit.
Summoned Daggers. Muxa can summon up to two forceful Evasion. If Otis is subjected to an effect that allows him to make
daggers into her hands during her turn without having to draw a Dexterity saving throw to take only half as much damage, Otis
them (no action required). instead takes no damage if he succeeds on the saving throw,
and only half as much damage if he fails, provided Otis isn’t
Actions incapacitated.
Multiattack. Muxa makes three Forceful Dagger attacks. She can Sneak Attack (1/Turn). Otis deals an extra 14 (4d6) damage when
replace one attack with a use of Tattoo Spellcasting. he hits a target with a weapon attack and has advantage on the
attack roll, or when the target is within 5 feet of an ally of Otis that
Forceful Dagger. Melee or Ranged Weapon Attack: +8 to hit,
isn’t incapacitated and Otis doesn’t have disadvantage on the
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing
attack roll.
damage and 9 (2d8) force damage.
Tattoo Spellcasting. Muxa casts one of the following spells, Actions
requiring no material or somatic components and using
Intelligence as the spellcasting ability (spell save DC 13): Multiattack. Otis makes two Shortsword attacks.
3/day each: cloud of daggers, darkness, hold person Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
1/day each: blight, shadow of Moil (see below) target. Hit: 6 (1d6 + 3) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
Reactions poison damage on a failed save, or half as much damage on a
successful one.
Stone’s Endurance (3/Day). When Muxa takes damage, she can
reduce the damage taken by 10 (1d12 + 4). Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6)
Shadow of Moil poison damage on a failed save, or half as much damage on a
4th-Level Necromancy successful one.
Casting Time: 1 action
Range: Self Bonus Actions
Components: V, S, M (an Undead eyeball encased in a gem
worth at least 150 gp) Lightfooted. Otis takes the Dash or Disengage action.
Duration: Concentration, up to 1 minute
Flame-like shadows wreathe your body until the spell ends,
causing you to become heavily obscured to others. The
shadows turn dim light within 10 feet of you into darkness,
and bright light in the same a rea to dim light.
Until the spell ends, you have resistance to radiant damage.
In addition, whenever a creature within 10 feet of you hits you
with an attack, the shadows lash out at that creature, dealing
it 2d8 necrotic damage.
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Riding Horse Swashbuckler
Large Beast, Unaligned Medium Humanoid, Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)
Actions
Ropes Multiattack. The swashbuckler makes one Dagger attack and two
Medium Humanoid (Human), Neutral
Rapier attacks.
Armor Class 15 (studded leather) Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Hit Points 65 (10d8 + 20) range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Speed 30 ft.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 8 (1d8 + 4) piercing damage.
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2
) Bonus Actions
Skills Acrobatics +7, Athletics +4 Lightfooted. The swashbuckler takes the Dash or
Senses passive Perception 10
Disengage action.
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2
The Bomomox
Sneak Attack (1/Turn). Ropes deals an extra 7 (2d6) damage when Medium Humanoid (Dragonborn), Neutral Evil
she hits a target with a weapon attack and has advantage on the
attack roll, or when the target is within 5 feet of an ally of Ropes Armor Class 10
Hit Points 75 (10d8 + 30)
that isn’t incapacitated and Ropes doesn’t have disadvantage on
Speed 30 ft.
the attack roll.
Whip Expert (1/Turn). When Ropes hits a Medium or smaller STR DEX CON INT WIS CHA
creature with a Whip attack, she can knock the target prone or 13 (+1) 10 (+0) 16 (+3) 16 (+3) 9 (−1) 16 (+3)
move it 5 feet in any horizontal direction.
Saving Throws Int +6, Wis +2
Actions Skills Arcana +6, Deception +6
Senses passive Perception 9
Multiattack. Ropes makes three Whip attacks Languages Common, Draconic
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: Challenge 6 (2,300 XP) Proficiency Bonus +3
5 (1d4 + 3) slashing damage.
Reactions Actions
Parry. Ropes adds 2 to her AC against one melee attack that Spellcasting (Psionics). The Bomomox casts one of the following
would hit her. To do so, Ropes must see the attacker and be spells, requiring no components and using Intelligence as the
wielding a melee weapon. spellcasting ability (DC 14):
At will: minor illusion, vicious mockery
2/day each: detect thoughts, modify memory, phantasmal killer,
suggestion
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Veteran Water Elemental
Medium Humanoid, Any Alignment Large Elemental, Typically Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1)
Skills Athletics +5, Perception +2 Damage Resistances acid; bludgeoning, piercing, and slashing
Senses passive Perception 12 from nonmagical attacks
Languages any one language (usually Common) Damage Immunities poison
Challenge 3 (700 XP) Proficiency Bonus +2 Condition Immunities exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Actions Challenge 5 (1,800 XP) Proficiency Bonus +3
Multiattack. The veteran makes two Longsword attacks and one
Shortsword attack.
Freeze. If the elemental takes cold damage, it partly freezes; its
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. speed is reduced by 20 feet until the end of its next turn.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage
if used with two hands. Unusual Nature. The elemental doesn’t require air, food,
drink, or sleep.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. Water Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 inch
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 wide without squeezing.
ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Actions
Multiattack. The elemental makes two Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the elemental’s space
must make a DC 15 Strength saving throw. On a failed save, a
target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or
smaller, it is also grappled (escape DC 14). Until this grapple
ends, the target is restrained and unable to breathe unless it can
breathe water. On a successful save, the target is pushed out of
the elemental’s space.
The elemental can grapple one Large creature or up to
two Medium or smaller creatures. At the start of each of the
elemental’s turns, each target grappled by it takes 13 (2d8 + 4)
bludgeoning damage. A creature within 5 feet of the elemental
can pull a creature or object out of it by taking an action to make a
DC 14 Strength check and succeeding.
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Appendix D: 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
Head to https://dnd.wizards.com/ddal_general for more by 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 [email protected].
for guidance.
If players wish to spend downtime days and it is the
beginning of an adventure or an episode, they can declare
their activity and spend the days immediately; otherwise,
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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Congratulations on completing this adventure,
but the journey has only just begun!!
Not for resale. Permission granted to print or photocopy this document for personal use only.
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