Documente Academic
Documente Profesional
Documente Cultură
A ndix Mission
M n 5: M
Map
Defia
D ancee in Phllan
TThe Cult of the Dragon has co ome to Phlan, a lawless refuge e on the Moonssea. Now, with h no significant authority to sto op the
ccult, other powe er groups in the Realms—the Harpers, Orde er of the Gauntllet, Emerald Enclave, Lords’ Alliance, and e even
thhe Zhentarim— —must unite to stop the cult frrom fulfilling itss dark purposee in the city. Joiin the fight by p
participating in
n any
oone of five different missions aimed
a at stopping the cult. An n introductory aadventure for 1 1st-level characcters.
Adventure Code: DDEX
X1‐1
C
Credits
A
Adventure Design
n: Shawn Merwin n
D
Development andd Editing: Claire Hoffman,
H Chris Tulach,
T Travis Wo
oodall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: August 14
4, 2014
R
Release: Septemb
ber 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
W of the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, Du
ungeon
M
Master’s Guide, D&
&D Adventurers Leeague, D&D Enco
ounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aand
th
heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
SA and other counntries. All characteers and their distinctive likenesses are
p
property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c laws of the United Statess of America. Any reproduction or
u
unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
©
©2014 Wizards off the Coast LLC, PO
P Box 707, Rento
on, WA 98057-0707, USA. Manufacttured by Hasbro S
SA, Rue Emile-Boééchat 31, 2800
D
Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M
Middlesex, UB11 1ET, UK.
Defiance in phlan
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 32 Not for rresale. Permission granted to print o
or photocopy this document for perrsonal use only.
Appen
ndix Missio
M n 5: Monste
M er/NP
PC Sta
atistic
cs
Dungeon Master, and organizing games for the D&D
Introduction Adventurers League, please visit the D&D Adventurers
TM League home.
Welcome to Defiance in Phlan, a D&D Expeditions
adventure, part of the official D&D Adventurers
TM Preparing the Adventure G
Guard Wolf
League organized play system and the Tyranny of Medium beast, unaligned
DragonsTM storyline season. M
Medium humanoid
d (any race), any allignment
Before you show up to Dungeon Master this adventure
This introductory adventure is designed for three to for a group of players, you should do the following to
A
Armor Class 16 (cchain shirt, shield
d) Armor CClass 13 (natural armor)
seven 1st- level characters, and is optimized for five prepare. H
Hit Points 11 (2d8 + 2) Hit Poin
nts 11 (2d8 + 2)
1st level characters. It can also be played by 2nd level S
Speed 30 ft. Speed 400 ft.
characters, although those characters might have a Make sure to have a copy of the most current
STR DEXX CON INT WIS CHA STR DEX C
CON INT WIS C
CHA
much easier time playing the adventure. Characters version of the D&D basic rules or the Player’s
13 (+1) 12 (+
+1) 12 (+1) 10 (+0) 11 (+0
0) 10 (+0) 12 (+1)) 15 (+2) 122 (+1) 3 (–4) 12 (+1) 6 (–2)
outside this level range cannot participate in this HandbookTM.
adventure. Players with ineligble characters can create a Read through the adventure, taking notes of SSkills Perception +2 Skills Peerception +3, Stealth +4
SSenses passive Peerception 12 Senses ppassive Perceptio on 13
new 1st-level character or use a pregenerated character. anything you’d like to highlight or remind yourself
LLanguages any on ne language (usu
ually Common) Languagges —
This adventure is broken up into five mini- while running the adventure, such as a way you’d Challengge 1/4 (50 XP)
CChallenge 1/8 (255 XP)
adventures, each of which takes approximately one like to portray an NPC or a tactic you’d like to use in
hour to complete. A group can play through any or all of a combat. A
Actions Keen Heearing and Smelll. The wolf has ad dvantage on Wisd
dom
these adventures in whatever order they choose. Get familiar with the monster statistics in the S
Spear. Melee or Ranged
R Weapon Attack: +3 to hit, reach
r 5 ft. or (Percepttion) checks thatt rely on hearing or smell.
Appendix. range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercin
ng damage. Pack Tacctics. The wolf haas advantage on an attack roll aggainst a
The D&D Adventurers Gather together any resources you’d like to use to creaturee if at least one off the wolf’s alliess is within 5 feet o
creaturee and the ally isn’’t incapacitated.
of the
League
aid you in Dungeon Mastering, such as notecards, a
DM screen, miniatures, battlemaps, etc.
If you know the composition of the group
G
Grick Actio
ons
This adventure is official for D&D Adventurers League
M
Medium monstrositty, neutral Bite. Meelee Weapon Atta ck: +4 to hit, reacch 5 ft., one targeet. Hit:
play. The D&D Adventurers League is the official beforehand, you can make adjustments as noted
throughout the adventure. 7 (2d4 + 2) piercing dam
mage. If the target is a creature, it must
organized play system for DUNGEONS & DRAGONS®. A
Armor Class 14 (n natural armor) succeed on a DC 11 Streength saving thro ow or be knocked d
H
Hit Points 27 (6d8) prone.
Before Play at the Table
Players can create characters and participate in any
adventure allowed as a part of the D&D Adventurers S
Speed 30 ft., climb 30 ft.
League. As they adventure, players track their Ask the players to provide you with relevant character STR DEXX CON INT WIS CHA Sco
out
characters’ experience, treasure, and other rewards, and information. This includes: 14 (+2) 14 (+
+2) 11 (+0) 3 (−4) 14 (+2
2) 5 (−3) Medium humanoid (any raace), any alignment
can take those characters through other adventures that
DDamage Resistan nces bludgeoning g, piercing, and slashing
s
will continue their story. Character name and level Armor CClass 13 (leather armor)
damage from nonmagical
n weappons
D&D Adventurers League play is broken up into Hit Poin
nts 16 (3d8 + 3)
Character race and class SSenses darkvision
n 60 ft., passive Perception
P 12
Speed 300 ft.
storyline seasons. When players create characters, they Passive Wisdom (Perception)—the most common LLanguages —
attach those characters to a storyline season, which CChallenge 2 (450 XP)
passive ability check STR DEX C
CON INT WIS C
CHA
determines what rules they’re allowed to use to create Anything notable as specified by the adventure 11 (+0)) 14 (+2) 122 (+1) 11 (+0)) 13 (+1) 11 (+0)
Stone Camouflagge. The grick has advantage on Deexterity
S
and advance their characters. Players can continue to (such as backgrounds, traits, flaws, and so on) (Stealth) checks made
m to hide in rocky
r terrain. Skills Naature +4, Percepttion +5, Stealth +
+6, Survival +5
play their characters after the storyline season has
Senses ppassive Perceptioon 15
finished, possibly participating in a second or third
Players that have characters outside the adventure’s
A
Actions Languagges any one language (usually Co ommon)
storyline with those same characters. A character’s level
MMultiattack. The grick makes onee attack with its teentacles. If Challengge 1/2 (100 XP)
level range cannot participate in the adventure with
is the only limitation for adventure play. A player cannot that attack hits, th
he grick can makke one beak attacck against the
use a character of a level higher or lower than the level
those characters. Players with ineligible characters can
ssame target. Keen Heearing and Sight.. The scout has aadvantage on Wissdom
make a new 1st-level character or use a pregenerated (Percepttion) checks thatt rely on hearing or sight.
range of a D&D Adventurers League adventure.
character. Players can play an adventure they previously T
Tentacles. Melee Weapon
W Attack: +4
+ to hit, reach 5 ft., one
If you’re running this adventure as a part of a store
played or ran as a Dungeon Master, but not with the
taarget. Hit: 9 (2d6
6 + 2) slashing damage. Actio
ons
event or at certain conventions, you’ll need a DCI
same character (if applicable). B
Beak. Melee Weap pon Attack: +4 to hit, reach 5 ft., one
o target. Multiatttack. The scout m
makes two meleee attacks or two rranged
number. This number is your official Wizards of the H
Hit: 5 (1d6 + 2) piercing
p damage.
Ensure that each player has an official adventure attacks.
Coast organized play identifier. If you don’t have a
number, you can obtain one at a store event. Check with
logsheet for his or her character (if not, get one from the Shortswword. Melee Weappon Attack: +4 to hit, reach 5 ft., o
one
organizer). The player will fill out the adventure name, target. H
Hit: 5 (1d6 + 2) p
piercing damage.
your organizer for details.
session number, date, and your name and DCI number. Longbow w. Ranged Weapoon Attack: +4 to h hit, ranged 150/6600 ft.,
For more information on playing, running games as a
In addition, the player also fills in the starting values for one targget. Hit: 6 (1d8 + 2) piercing dam
mage.
B
Banditt Persuaasion +5, Sleightt of Hand +4, Steealth +4
Senses ppassive Perceptio on 16
The characters are approached by a half-orc seeking nice establishment like this. She wears leather armor dirty with
sweat, grime, and the stains of moving through vegetation. A
M
Medium humanoid
d (any race), any noon-lawful alignmen
nt help in finding a powerful magic item.
Languagges any two langu uages fine-looking bow of strange, purple-hued wood is strung
Challengge 1 (200 XP)
A
Armor Class 12 (lleather armor) You were told that Madame Freona’s Tea Kettle was the place across her back.
H
Hit Points 11 (2d8 + 2) Cunningg Action. On each h of its turns, thee spy can use a b
bonus where adventurers could find work and avoid the hassle
S
Speed 30 ft. action too take the Dash, Disengage, or H Hide action. associated with other places in Phlan. So far, that has been Casting detect magic shows something is magical in her
Sneak AAttack (1/Turn). T The spy deals an extra 7 (2d6) dam mage true. Madame Freona, a stout and officious halfling who runs rucksack. It is a potion of healing.
STR DEXX CON INT WIS CHA
11 (+0) 12 (+
+1) 12 (+1) 10 (+0) 10 (+0
0) 10 (+0) when it hits a target withh a weapon attack and has advanttage the establishment with her five daughters, has proven an When approached, the elf nods but says nothing. If
on the aattack roll, or wheen the target is w
within 5 feet of an
n ally of excellent hostess. convinced to speak, the elf says that her name is Surruk.
SSenses passive Peerception 10 the spy tthat isn’t incapaccitated and the spy doesn’t have
The Tea Kettle is crowded this evening, as the Evenfeast meal She has been patrolling the Quivering Forest for the last
LLanguages any onne language (usu
ually Common) disadvan ntage on the attaack roll.
CChallenge 1/8 (25
5 XP) has brought many hungry patrons. A young halfling woman two weeks, making sure none of the more malevolent
A
Actions Actio
ons called Blaizette, obviously one of Freona’s daughters, wears a fey creatures don’t bother anyone. She has recently
blue kerchief and acts as your server for the meal. She taken leave for a few days, and she wished to start her
Multiatttack. The spy maakes two melee attacks.
S
Scimitar. Melee Weapon
W Attack: +3
3 to hit, reach 5 ft.,
f one target. manages to keep a smile despite the busy night. vacation with a good meal.
H
Hit: 4 (1d6 + 1) slashing damage. Shortswword. Melee Weappon Attack: +4 to hit, reach 5 ft., o
one Identifying the unusual wood the bow is made of
After she brings your meals and heads off to another table, a
target. H
Hit: 5 (1d6 + 2) p
piercing damage.
LLight Crossbow. Ranged
R Weapon Attack:
A +3 to hit, range 80 half-orc pulls up a chair and smiles a toothy smile at you. “Just requires a successful DC 15 Intelligence (Nature) check
ft
ft./320 ft., one tarrget. Hit: 5 (1d8 + 1) piercing dammage. Hand Crrossbow. Ranged Weapon Attack: +4 to hit, range 330/120 can identify the bow as being fashioned from Morcant
act normal,” he says through clenched teeth, “but listen
ft., one ttarget. Hit: 5 (1d 6 + 2) piercing d
damage. Burl; a rare wood that grows only within the Quivering
closely. Everyone’s life might be in danger. My name is Buhrell
Forest.
Caah. I represent the Emerald Enclave, a group that watches
G
Guard over the happenings in Phlan and beyond. I was just told by an
M
Medium humanoid
d (any race), any allignment
Thu
ug associate that a potentially devastating magical object was
Table 2
Medium humanoid (any raace), any non-goodd alignment brought into the Tea Kettle. We don’t know what it looks like or
A
Armor Class 16 (cchain shirt, shield
d) Two older human women dine together, but they seem to be
who has it, but I need your help in finding it. Could you split
H
Hit Points 11 (2d8 + 2) Armor CClass 11 (leather armor) spending more time looking around the room than chatting
S
Speed 30 ft. up and talk to anyone who looks suspicious, and find out if
Hit Poin
nts 32 (5d8 + 10) with each other.
Speed 300 ft. they are in possession of a powerful item? Do not let anyone
STR DEXX CON INT WIS CHA know what you are doing, for the possessor of the item might
13 (+1) 12 (+
+1) 12 (+1) 10 (+0) 11 (+0
0) 10 (+0) STR DEX C
CON INT WIS C
CHA Casting detect magic reveals that one of the women
set it off if he or she knows we are aware.”
15 (+2)) 11 (+0) 144 (+2) 10 (+0)) 10 (+0) 11 (+0) wears a necklace with radiates magic. The magic is
SSkills Perception +2 simply a spell that keeps the necklace clean and
SSenses passive Peerception 12 Skills Inttimidation +2 This mini-adventure contains little combat, and possibly
LLanguages any on ne language (usu
ually Common) untarnished.
Senses ppassive Perceptio
on 10 none at all. The characters must get to the bottom of
CChallenge 1/8 (255 XP) Languagges any one language (usually Co
ommon) When approached, the two elderly ladies smile and
what is happening, first to find the magical item, then to
Challengge 1/2 (100 XP)
A
Actions stop the energy that it unleashes, and finally to help its
welcome the characters. Their names are Esma and
Eve, and they are two widows who meet here once a
S
Spear. Melee or Ranged
R Weapon Attack: +3 to hit, reach
r 5 ft. or Pack Tacctics. The thug has advantage on n an attack roll aggainst a victims before they perish.
week to gossip and watch people. If a character can get
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercin
ng damage. creaturee if at least one off the thug’s alliess is within 5 feet of the Buhrell goes to speak with Blaizette, letting the
creaturee and the ally isn’’t incapacitated. a word in as the two yammer on, they can give
characters focus on other patrons of the Tea Kettle.
background information on Surruk (table 1), Yanna
When the characters look around, they see sxi tables
Actio
ons
S
Spy Multiatttack. The thug m
makes two melee attacks.
that seem likely candidates. Each character should
choose a table to investigate.
(table 3), and Schuyler (table 4). They don’t know the
other people, but they are more than happy to speculate
M
Medium humanoid
d (any race), any allignment and make up far-fetched stories.
Mace. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one creeature. During these investigations, use DC 10 as the target
A
Armor Class 12 Hit: 5 (1 d6 + 2) bludgeo ning damage. number for any ability or skill checks the characters
H
Hit Points 27 (6d8) Heavy C
Crossbow. Rangedd Weapon Attack:: +2 to hit, range might attempt, but feel free to adjust those up or down
S
Speed 30 ft. 100/4000 ft., one target. H
Hit: 5 (1d10) pierrcing damage. based on the situation.
at Dawn
50 gp from the city’s coffers for services rendered.
The characters should hurry to assist Millivent,
A troublesome cry disturbs the morning meal, as a although they certainly can take the time to get their
distraught woman seeks aid. equipment, don armor, prepare spells, and do anything
else to gear up for an adventure—quickly!
You were told that Madame Freona’s Tea Kettle was the place
where adventurers could find work and avoid the hassle Tracking Through the Bog
associated with other places in Phlan. So far, that has been
Millivent takes the characters to her wagon and drives
true. Madame Freona, a stout and officious halfling who runs
them back to her family’s peat harvesting farm. She
the establishment with her five daughters, has proven an
shows them where the raid took place, and tell them
excellent hostess.
once more that it looked like the goblins were taking the
After a peaceful night’s rest, Briez, one of Madame Freona’s
prisoners to the east. She doesn’t know the number of
five daughters, is serving you a delightful breakfast, which goblins, but claims that there were too many to count.
includes freshly made wildberry jam on warm biscuits. Her husband Haldred, her daughters Alleena and
“My sisters and I picked the berries ourselves,” says the Kithian, her sons Quayle and Volland, and six hired
young halfling woman, sweeping her long black hair out of her hands were at the farm when the attack took place.
face. “Some say the wildberries in this area are—” For tracking purposes, treat the area as swampland.
Before Briez can finish her thought, shrieking erupts from the The characters must attempt a Wisdom (Survival) check
street outside the Tea Kettle. While the words are mostly to find and follow the tracks. One character may attempt
unintelligible, you do make out “help” and “family.” this check, and one other character can assist using the
Help action (which gives advantage on the original
The Distraught Woman Wisdom check). Use the chart below to determine the
When the characters go into the street, townsfolk are results of the check.
rushing to assist a middle-aged human woman. She has
Tracking Success Chart
collapsed in the middle of the road, crying hysterically,
Wisdom Consequence
clutching an infant boy in her arms. If the characters
Check
don’t calm her, another passerby does, allowing her to
Less than 7 Add 2 goblins to the lair
tell her story. 7-11 Add 1 goblin to the lair
Her name is Millivent Moss. Her family farms peat 11-15 No adjustment
from a bog about an hour from Phlan. Earlier this More than 15 Remove 1 goblin from the lair
morning her husband and children, as well as a few
hired hands, were attacked by goblins. Goblins can be added to the lair in room 2A or 2C, and
She was able to leap onto a wagon and escape with are in addition to any other adjustments made.
her youngest child Bo, still an infant. She drove Regardless of the check result, the characters do find
away quickly, turning just long enough to see the tracks of the goblins eventually and they can follow
goblins dragging people away to the east. It looks their tracks back to the caves that the goblins call home.
like they were still alive, perhaps being taken Depending on the results of the Wisdom (Survival)
captive. check and the abilities of the characters (i.e. rangers
She needs someone to come to her family’s aid, may have the ability to know numbers of creatures
rescuing them if possible. automatically), dole out information as you see fit.
After this information is given, two Black Fist guards The trails make it appear that about a dozen
come upon the scene, ordering people to stop blocking prisoners were being dragged.
traffic on the street. When Millivent tells them her story, The prints in the mud show that more than a dozen
they roll their eyes, sigh, and say that their jurisdiction goblin-sized creatures passed through here today.
lay only within the city itself. Then one pulls a small One larger-sized creature also walked with the
other creatures. The print size reveals that this
Adjusting the Encounter out how to complete the process. When you are ready, simply for a large dragon!
Here are recommendations for adjusting this combat Treasure pour the contents of this blue pot into the cauldron and stir. In addition to the paintings, there are four large glyphs: one
encounter. These are not cumulative. The effects should be instantaneous, but DO NOT DRINK each on the north, south, east and west walls. The southern
Weak party: remove all the goblins The characters receive the following treasure, divided
THE RESULTING POTION.” glyph is within the alcove. These glyphs glow slightly in the
Strong party: add two goblins up amongst the party. Characters should attempt to
Very strong party: add four goblins dark of the rooms.
divide treasure evenly whenever possible. Gold piece
A successful DC 15 Intelligence (Arcana) check reveals In the northwest corner of the room, a teleportation circle has
values listed for sellable gear are calculated at their
Escape selling price, not their purchase price.
that the books and alchemical agents are all tied to been etched into the floor. The lack of wear on the etchings
If the characters leave the area immediately, they
Consumable magic items should be divided up
necromantic magic, specifically targeted toward implies that the circle was created very recently. A thick metal
encounter no more goblins. If there is time, you can dragons. It is extremely advanced magic, though—well rod, inscribed with sigils stands in the middle of the circle.
however the group sees fit. If more than one character is
make a few implications that more goblins are just
interested in a specific consumable magic item, the DM
beyond the expertise of the characters at this level. Lying on the floor in different parts of the room are 4 dead
around the corner or pursuing the characters.
can determine who gets it randomly should the group be
If the characters complete the process, this causes a bodies. Although the bodies look roughly humanoid, they are
thick vapor to spread quickly throughout the chambers, stitched together from various parts, including some that
Treasure unable to decide.
animating the skeletons in the previous room. If the appear to be draconic in nature.
Permanent magic items are divided up according to a
The peat bog workers don’t have much to offer in terms characters already fought them, the skeletons
system. See the sidebar if the adventure awards
of rewards, but Chaab gives the characters a handful of reanimate. The creatures move through the chambers
permanent magic items. As soon as the characters interact with anything in the
stashed gems worth 100 gp for freeing him. He also (using the secret doors if appropriate) to surround the room in a significant way (touching, examining, etc.),
gives a potion of climbing that he was saving for a
Treasure Awards characters and attack. two things happen: the four large glyphs glow brightly,
special occasion. In addition, he shows the characters A character is foolish enough a drink the potion must
Item Name GP Value and the four bodies spring up and animate, becoming
that the shield Gorrunk was using was actually the scale make a DC 20 Constitution saving throw or take 21
Payment from the Black Fist guard 50 four zombies. Each one has some semblance of
of a black dragon. While it acts simply as a regular (6d6) poison damage.
Payment from Chaab 100 draconic features, such as small wings, tails, and
shield, it is a trophy that can be carried with pride. All of this equipment has been cursed with magic. If it
Black dragon scale shield 50 enlongated necks.
Rewards
is taken out of the underground complex, it dissolves During combat, describe how the glyphs flare when
Potion of Climbing into nothingness. the zombies attack or take damage. If the characters use
Make sure the players note their rewards on their A description of this item can be found in the basic rules an action to mar a glyph with an attack (AC 10, 5 hp) or
adventure logsheets. Give your name and DCI number or the Dungeon Master’s Guide. Adjusting the Encounter disable it with a successful DC 10 Intelligence (Arcana)
Here are recommendations for adjusting this combat
(if applicable) so players can record who ran the session.
Renown encounter. These are not cumulative.
check, a zombie is blinded until the end of its next turn.
If all the glyphs are deactivated in this way, the zombies
Experience Zhentarim characters only receive one renown point
Weak party: one of the glyphs is already marred; remove
one zombie cease their movement and fall to the ground, inanimate.
for rescuing Chaab. Strong party: each round, each active glyph pulses and If a character enters the southern alcove, that
Total up all combat experience earned for defeated
heals 2 (1d4) damage to a zombie character triggers an invisible force field across the
foes, and divide by the number of characters present in
the combat. For non-combat experience, the rewards
Downtime Very strong party: all zombies have 5 additional hit points;
unless all glyphs are deactivated, a zombie reanimates with
alcove opening. The force field is impenetrable but can
be brought down with a DC 10 Intelligence (Arcana)
listed are per character. Give all characters in the party half hit points the round after it is killed
Each character receives five downtime days at the check or 5 points of force damage. It also disappears if
non-combat experience awards unless otherwise noted. conclusion of this mini-adventure. all of the glyphs are deactivated.
Combat Awards DM Rewards The gold coins in the southern alcove are worthless
wooden disks painted gold. There is nothing else of
Name of Foe XP per Foe
You receive 100 XP and five downtime days for each value in the room.
Bugbear 200
Goblin 50 session you run of this mini-adventure.
Wolf 50
Worg 100
Bug
gbear
Five of the carvings on the walls have a place in These three skeletons are currently not animated but
them where a tiny gem could be inserted. might become so if the characters perform certain W
Wolf
Each gem matches the color of one of the chromatic actions: in this room, if any creature sits on the throne, Medium humanoid (goblinnoid), chaotic evil
M
Medium beast, una
aligned
dragons, and each spot in a carving matches one of the magic is released to animate the skeletons. In the next Armor CClass 16 (hide arm
mor, shield)
elements associated with the corresponding colored room, the party might also animate the skeletons. A
Armor Class 13 (nnatural armor) Hit Poin
nts 27 (5d8 + 5)
dragon. If the characters sit on the throne, or search the H
Hit Points 11 (2d8 + 2) Speed 300 ft.
throne with a successful DC 10 Intelligence S
Speed 40 ft.
The white diamond fits into the indentation on the STR DEX C
CON INT WIS C
CHA
(Investigation) check, they notice a hinged panel in the
top of the snow-covered mountain. STR DEXX CON INT WIS CHA 15 (+2)) 14 (+2) 133 (+1) 8 (−1) 11 (+0) 9 (−1)
bottom of the throne. It is trapped with a poison needle 12 (+1) 15 (+
+2) 12 (+1) 3 (–4) 12 (+1
1) 6 (–2)
The blue sapphire fits into the indentation at the trap, which is noticed with a successful DC 15 Wisdom
Skills Steealth +6, Survivaal +2
point of a lighting strike in the thunderstorm.
(Perception) check and disabled with a successful DC SSkills Perception +3, Stealth +4 Senses ddarkvision 60 ft., passive Percepttion 10
The red ruby fits into the indentation in the roaring SSenses passive Peerception 13 Languagges Common, Go oblin
15 Dexterity check, provided the character attempting
fire of the comfortable room. LLanguages — Challengge 1 (200 XP)
this check has a set of thieves’ tools. If someone opens CChallenge 1/4 (500 XP)
The green emerald fits into the indentation on the
fang of the poisonous snake.
the panel without disarming the trap, they are stuck with Brute. A melee weapon deeals one extra diee of its damage whhen the
a needle. They must make a DC 12 Constitution saving K
Keen Hearing and d Smell. The wolff has advantage ono Wisdom bugbear hits with it (incluuded in the attack)).
The black opal fits into the indentation on the bub- (Perception) checcks that rely on hearing or smell.
throw or take 4 (1d8) poison damage. Within the secret
bling vial of acid. Surprisee Attack. If the bu
ugbear surprises a creature and hhits it
compartment is a small tourmaline worth 50 gp and a PPack Tactics. The wolf has advantage on an attackk roll against a with an attack during thee first round of co
ombat, the targeet takes
If the characters fail to see this connection between the scroll of comprehend languages. ccreature if at least one of the wolff’s allies is within 5 feet of the an extra 7 (2d6) damagee from the attack..
gems in the indentations in the wall carvings within two ccreature and the ally
a isn’t incapacitated.
rounds, the gas deals 3 (1d6) points of poison damage. A Adjusting the Encounter Actio
ons
successful DC 12 Constitution saving throw halves this Here are recommendations for adjusting this combat
A
Actions Morninggstar. Melee Weapon Attack: +4 too hit, reach 5 ft., one
damage. After that, Brother Keefe points out how it encounter. These are not cumulative. BBite. Melee Weapoon Attack: +4 to hit,
h reach 5 ft., on ne target. Hit: target. H
Hit: 11 (2d8 + 2) piercing damagee.
looks like the gems might fit into those indentations. Weak party: remove one skeleton 7 (2d4 + 2) piercing damage. If the target is a creaature, it must
Strong party: add two skeletons ssucceed on a DC 11 Strength saving throw or be knocked
k Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Do not force the characters to make another saving
Very strong party: add four skeletons pprone. range 300/120 ft., one tarrget. Hit: 9 (2d6 + 2) piercing dam
mage in
melee o r 5 (1d6 + 2) pie rcing damage at range.
The Keeper of the Dead The crypt of Xandria is a nicely appointed stone and marble
building, roughly 20 feet square. Brother Keefe produces a key
The man introduces himself as Brother Keefe, priest of to unlock it.
Kelemvor and “Keeper of the Dead” of Valhingen The interior is equally fine. The walls are carved and painted
Graveyard in Phlan. Use the bullet points below to guide with various scenes showing a lovely human woman in
the conversation. Remember to keep this brief to finish different locales: looking toward a snow-covered peak,
the mission in time: standing in the rain of a thunderstorm, sitting in a comfortable
As Keeper of the Dead, Brother Keefe is charged room by a roaring fire, holding a venomous snake in a garden,
with seeing to the interment of bodies and keeping working with bubbling vials in a laboratory, and many others.
records. He calls himself “the overseer of all The lid of the marble sarcophagus in the center is carved with
permanent residents of the Valhingen Graveyard.” the likeness of the same beautiful human woman in the prime
He is also in charge of disinterment at the of her life.
graveyard, and that is why he is looking for
assistance this afternoon. Brother Keefe pries open the lid of the sarcophagus,
Evidence has been brought forth to the clerics of revealing a jumbled pile of bones. A quick investigation
Kelemvor that one of the long-standing residents of shows that these are definitely not human bones—many
the cemetery, Xandria Welltran, was not in fact of them are draconic in nature. It is also readily
human, but a polymorphed green dragon. apparent that at least half the bones that should be there
Brother Keefe must now enter the crypt and inspect are missing.
the body to confirm or disprove these claims. He Also resting among the bones are 5 tiny gems: a red
fears that there may be more to this than meets the ruby, a green emerald, a black opal, a white diamond,
eye, but the other priests of Kelemvor laughed at his and a blue sapphire.