TEXT: Producer: Baldman Games
  Phlan Administrator: Robert Alaniz
  Editing and Layout: Encoded Designs
  Cartography: Andrew Smith
  Organized Play: Chris Lindsay 
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  Sepulture
  GrEG MArks
  Adventure Designer
  Adventure Code: PHLAN 1-1
  Spirits in Phlan are high in the wake of Vorgansharax’s defeat. Reconstruction 
  plans are finally in motion, yet one threat looms. The Doomguide of Kelemvor 
  has descended into the shadows of the necropolis and gathers dark forces 
  around him. There is little he won’t anticipate. One should have their affairs 
  in order before accepting this mission
  A four-hour adventure for 11th-16th level characters
  
  2
  The D&D Adventurers league
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of 
  the D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that continues their story. 
   
  If you’re running this adventure as a part of a 
  store event or at certain conventions, you’ll need a 
  DCI number. This number is your official Wizards of 
  the Coast organized play identifier. If you don’t have 
  a number, you can obtain one at a store event. Check 
  with your organizer for details. 
   
  D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to 
  use to create and advance their characters. Players 
  can continue to play their characters after the 
  storyline season has finished, possibly participating 
  in a second or third storyline with those same 
  characters. A character’s level is the only limitation 
  for adventure play. A player cannot use a character 
  of a level higher or lower than the level range of a 
  D&D Adventurers League adventure. 
   
  For more information on playing, running 
  games as a Dungeon Master, and organizing games 
  for the D&D Adventurers League, please visit the 
  D&D Adventurers League home at:
  www.dndadventurersleague.org
  preparing the Adventure
   
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare.
  • Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
  • Read through the adventure, taking notes 
  of anything you’d like to highlight or remind 
  yourself while running the adventure, such as a 
  way you’d like to portray an NPC or a tactic you’d 
  like to use in a combat. 
  • Get familiar with the monster statistics in the 
  Appendix. 
  • Gather together any resources you’d like to 
  use to aid you in running this adventure—such 
  as notecards, a DM screen, miniatures, and 
  battlemaps. 
  • If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  Before play at the table
   
  Ask the players to provide you with relevant 
  character information:
  • Character name and level 
  • Character race and class 
  • Passive Wisdom (Perception)—the most 
  common passive ability check 
  • Anything notable as specified by the adventure 
  PHLAN 1-1 / sEPULTUrE:
   INTRODUCTION
  IntroDuctIon
  Sepulture is the first installment of the
  Baldman Games Alliances trilogy
  This adventure is designed for three to seven 10th-16th level characters, and is 
  optimized for five 11th-level characters. The adventure is set in the Moonsea region of 
  the Forgotten Realms, in and around the city of Phlan.
  
  3
  (such as backgrounds, traits, flaws, etc.) 
  Players that have characters outside the 
  adventure’s level range cannot participate in 
  the adventure with those characters. Players 
  with ineligible characters can make a new 1st-level 
  character or use a pregenerated character. Players 
  can play an adventure they previously played or 
  ran as a Dungeon Master, but not with the same 
  character. 
   
  Ensure that each player has an official 
  adventure logsheet for his or her character (if not, 
  get one from the organizer). The player fills out 
  the adventure name, session number, date, and 
  your name and DCI number. In addition, the player 
  also fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent 
  magic items. He or she fill in the other values and 
  write notes at the conclusion of the session. Each 
  player is responsible for maintaining an accurate 
  logsheet. 
   
  If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that nothing 
  looks out of order. If you see magic items of very 
  high rarities or strange arrays of ability scores, you 
  can ask players to provide documentation for the 
  irregularities. If they cannot, feel free to restrict 
  item use or ask them to use a standard ability 
  score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   
  If players wish to spend downtime days and 
  it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days 
  now. Alternatively, they can do so at the end of 
  the adventure or episode. Players should select 
  their characters’ spells and other daily options 
  prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread 
  the adventure description to help give players hints 
  about what they might face.
  Adjusting the Adventure
   
  Throughout this adventure, you may see sidebars 
  to help make adjustments for smaller/larger 
  groups, and characters of higher/lower levels than 
  the optimized group.  Most of the time, this is used 
  for combat encounters.
   
  You may adjust the adventure beyond the 
  guidelines given. For example, if you’re playing 
  with a group of inexperienced players, you might 
  want to make the adventure a little easier; for 
  very experienced players, you may want to make 
  it a little harder.  Therefore, five categories of 
  party strength have been created for you to use 
  as a guide. Feel free to use a different adjustment 
  during the adventure if the recommended party 
  strength feels off for the group.
   
  This adventure is optimized for a party of 
  five 11th-level characters. To figure out whether 
  you need to adjust the adventure, do the following:
  • Add up the total levels of all the characters
  • Divide the total by the number of characters
  • Round fractions of .5 or greater up; round 
  fractions of less than .5 down
  You’ve now determined the average party level 
  (APL) for the adventure.  To figure out the party 
  strength for the adventure, consult the following 
  table:
  Party Composition
  3-4 characters, APL less than
  3-4 characters, APL equivalent
  3-4 characters, APL greater than
  5 characters, APL less than
  5 characters, APL equivalent
  5 characters, APL greater than
  6-7 characters, APL less than
  6-7 characters, APL equivalent
  6-7 characters, APL greater than
  Determining PArty Strength
  Party strength
  Very Weak
  Weak
  Average
  Weak
  Average
  Strong
  Average
  Strong
  Very Strong
  running the Adventure
   
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment 
  of the game for the players. You help guide the 
  narrative and bring the words on these pages 
  to life. The outcome of a fun game session often 
  creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM 
  for a group: 
  PHLAN 1-1 / sEPULTUrE:
   INTRODUCTION
  
  4
   
  Make decisions and adjudications that 
  enhance the fun of the adventure when 
  possible. 
   
  To reinforce this golden rule, keep in mind the 
  following:
  • You are empowered to make adjustments to 
  the adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time. 
  • Don’t make the adventure too easy or too 
  difficult for a group. Never being challenged 
  makes for a boring game and being 
  overwhelmed makes for a frustrating one. 
  Gauge the experience of the players (not the 
  characters) with the game, try to feel out (or 
  ask) what they like in a game, and attempt to 
  give each of them the experience they’re after 
  when they play D&D. Give everyone a chance to 
  shine. 
  • Be mindful of pacing, and keep the game 
  session moving along appropriately. Watch for 
  stalling, since play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with 
  a full play experience. Try to be aware of running 
  long or short. Adjust the pacing accordingly 
  • Read-aloud text is just a suggestion; feel free 
  to modify the text as you see fit, especially when 
  dialogue is present. 
  • Give the players appropriate hints so they can 
  make informed choices about how to proceed. 
  Players should be given clues and hints when 
  appropriate so they can tackle puzzles, combat, 
  and interactions without getting frustrated over 
  lack of information. Doing so helps to encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out good choices 
  from clues. 
  In short, being the DM isn’t about following 
  the adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game environment for 
  the players. The Dungeon Master’s Guide™ has more 
  information on the art of running a D&D game.
  Downtime and Lifestyle
   
  At the beginning of each play session, players must 
  declare whether or not they are spending any days 
  of downtime. The player records the downtime 
  spent on the adventure logsheet. The following 
  options are available to players during downtime 
  (see the D&D basic rules or the D&D Adventurers 
  League Player’s Guide for more information):
  • Catching up
  • Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • Practicing a profession 
  • Recuperating 
  • Spellcasting services 
  • Training
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities. 
   
  In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs 
  are per day, so a character that spends ten days 
  of downtime also spends ten days of expenses 
  maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add 
  lifestyle expenses.
  Spellcasting Services
   
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters 
  need to be able to travel to the settlement to obtain 
  these services.
   
  Spell services generally available include 
  healing and recovery spells, as well as information-
  gathering spells. Other spell services might be 
  available as specified in the adventure. The number 
  of spells available to be cast as a service is limited 
  to a maximum of three per day total, unless 
  otherwise noted.
  PHLAN 1-1 / sEPULTUrE:
   INTRODUCTION
  
  5
  spellcasting services 
  spell   
   
   
  Cost 
  Cure wounds (1st level)   
  10 gp 
  Identify   
   
   
  20 gp 
  Lesser restoration  
   
  40 gp 
  Prayer of healing (2nd level)  
  40 gp 
  Remove curse  
   
   
  90 gp 
  Speak with dead  
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
  Raise dead  
   
   
  1,250 gp
  Acolyte Background 
  A character possessing the acolyte 
  background requesting spellcasting 
  services at a temple of his or her faith 
  may request one spell per day from 
  the Spellcasting Services table for free. 
  The only cost paid for the spell is the 
  base price for the consumed material 
  component, if any. 
  Disease, Death, and recovery
   
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might 
  not have the same characters return from session 
  to session, here are the rules when bad things 
  happen to characters.
  Disease, Poison, and Other Debilitating Effects
  A character still affected by diseases, poisons, 
  and other similar effects at the conclusion of an 
  adventure can spend downtime days recuperating 
  until such time as he or she resolves the effect to 
  its conclusion (see the recuperating activity in the 
  D&D Basic Rules). 
   
  If a character doesn’t resolve the effect 
  between sessions, that character begins the next 
  session still affected by the debilitating effect. 
  Death 
  A character who is killed during the course of 
  the adventure has a few options at the end of the 
  session (or whenever arriving back in civilization) 
  if no one in the adventuring party has immediate 
  access to a raise dead or revivify spell, or similar 
  magic. A character subject to a raise dead spell is 
  affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the 
  penalty to attack rolls, saving throws, and ability 
  checks by 1, in addition to any other benefits the 
  downtime activity might provide. 
   
  Create a new 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any 
  of the other options, the player creates a new 
  character. The new character does not have any 
  items or rewards possessed by the dead character. 
   
  Dead Character Pays for raise Dead. If the 
  character’s body is recoverable (it’s not missing 
  any vital organs and is mostly whole) and the 
  player would like the character to be returned to 
  life, the party can take the body back to civilization 
  and use the dead character’s funds to pay for a 
  raise dead spell. A raise dead spell cast in this 
  manner costs the character 1,250 gp. 
   
  Character’s Party Pays for raise Dead. As 
  above, except that some or all of the 1,250 gp for 
  the raise dead spell is paid for by the party at the 
  end of the session. Other characters are under no 
  obligation to spend their funds to bring back a 
  dead party member.
   
  Faction Charity. If the character is of level 1 to 
  4 and a member of a faction, the dead character’s 
  body can be returned to civilization and a patron 
  from the faction ensures that he or she receives a 
  raise dead spell. However, any character invoking 
  this charity forfeits all experience and rewards 
  from that session (both those earned prior to and 
  after death during that session) and cannot replay 
  that episode or adventure with that character 
  again. Once a character reaches 5th level, this 
  option is no longer available.
  Adventure Background
  “The librarian was explaining the benefits of the 
  Dewey decimal system to her junior—benefits that 
  extended to every area of life. It was orderly, like 
  the universe. It had logic. It was dependable. Using 
  PHLAN 1-1 / sEPULTUrE:
   INTRODUCTION
  
  6
  it allowed a kind of moral uplift, as one’s own chaos 
  was also brought under control. ‘Whenever I am 
  troubled,’ said the librarian, ‘I think about the Dewey 
  decimal system.’ ‘Then what happens?’ asked the 
  junior, rather overawed. ‘Then I understand that 
  trouble is just something that has been filed in the 
  wrong place. That is what Jung was explaining of 
  course—as the chaos of our unconscious contents 
  strive to find their rightful place in the index of 
  consciousness.”
  —Jeanette Winterson, Why Be Happy
  When You Could Be Normal
  When Doomguide Yorvir Glandon, high priest of 
  Kelemvor, first rose from the dead, he begged for 
  anyone to kill him and end his miserable state, 
  which he spent his lifetime trying to prevent in 
  others. But the closely lurking mists of Barovia 
  twisted his mind, and eventually he succumbed 
  to despair and hate. His fall completed, he 
  fully embraced his vampirism and hatched a 
  complicated plot to protect the town of Phlan, 
  in a perverse way that mortal men may not fully 
  comprehend.
  Yorvir detected a corruption of mind and body 
  spreading through the populace but could not 
  determine the source. He still wishes to protect his 
  town and the only way he can think of to save it is 
  to convert the entire town to undeath so that they 
  remain pure and unchanging forever.
  The former Doomguide’s power is well beyond 
  many vampires, and he now commands a sizable 
  force of undead, a force which he is using to scour 
  the tunnels and catacombs beneath Valhingen 
  Graveyard. Somewhere within lies the Shield of 
  Miltiades, a relic of his service to Tyr as both a 
  celebrated paladin and death knight. Yorvir seeks 
  to use the shield as a focus for a ritual to encase 
  the town in an endless night where all succumb 
  to the embrace of undeath. Unfortunately for him, 
  Yorvir was seen by members of the Silent Shroud 
  entering the tomb, and so the Kelemvorites seek 
  adventurers to assist in Yorvir’s interment, not 
  knowing his greater plan.
  At the same time, the town of Phlan is experiencing 
  an event unprecedented in its history: an election. 
  Jhessail Greycastle, the highest ranking member 
  of the Black Fists and the current de facto ruler of 
  Phlan has called for a popular democratic election, 
  declaring herself a candidate for First Minister. 
  Also declaring their candidacies are Barrett Sokol 
  of House Sokol, who seeks to be named High 
  Councilor and bring back the noble Council of Ten; 
  Colvin Doverson, who claims a tenuous lineage 
  to the original Cinnabar Throne and the Lord 
  Protector; and Graben Samulkin, a priest of Bane 
  who seeks to be named Ruinlord and make Phlan a 
  theocracy once again.
  Further complicating things, citizens are 
  developing strange, uncontrollable powers that 
  are causing chaos in the streets. At the same time, 
  the defenses of the town have been devastated 
  following the defeat of the Maimed Virulence. 
  The town’s walls are rubble, and few capable 
  defenders remain.
  Adventure overview
  “The librarian was explaining the benefits of the 
  Dewey decimal system to her junior—benefits 
  that extended to every area of life. It was orderly, 
  like the universe. It had logic. It was dependable. 
  Using it allowed a kind of moral uplift, as one’s 
  own chaos was also brought under control. 
  ‘Whenever I am troubled,’ said the librarian, ‘I 
  think about the Dewey decimal system.’ ‘Then 
  what happens?’ asked the junior, rather overawed. 
  ‘Then I understand that trouble is just something 
  that has been filed in the wrong place. That is what 
  Jung was explaining of course—as the chaos of our 
  unconscious contents strive to find their rightful 
  place in the index of consciousness.”
  —Jeanette Winterson, Why Be Happy When You 
  Could Be Normal
  When Doomguide Yorvir Glandon, high priest of 
  Kelemvor, first rose from the dead, he begged for 
  anyone to kill him and end his miserable state, 
  which he spent his lifetime trying to prevent in 
  others. But the closely lurking mists of Barovia 
  twisted his mind, and eventually he succumbed 
  to despair and hate. His fall completed, he 
  fully embraced his vampirism and hatched a 
  PHLAN 1-1 / sEPULTUrE:
   INTRODUCTION
  
  7
  complicated plot to protect the town of Phlan, 
  in a perverse way that mortal men may not fully 
  comprehend.
  Yorvir detected a corruption of mind and body 
  spreading through the populace but could not 
  determine the source. He still wishes to protect his 
  town and the only way he can think of to save it is 
  to convert the entire town to undeath so that they 
  remain pure and unchanging forever.
  The former Doomguide’s power is well beyond 
  many vampires, and he now commands a sizable 
  force of undead, a force which he is using to scour 
  the tunnels and catacombs beneath Valhingen 
  Graveyard. Somewhere within lies the Shield of 
  Miltiades, a relic of his service to Tyr as both a 
  celebrated paladin and death knight. Yorvir seeks 
  to use the shield as a focus for a ritual to encase 
  the town in an endless night where all succumb 
  to the embrace of undeath. Unfortunately for him, 
  Yorvir was seen by members of the Silent Shroud 
  entering the tomb, and so the Kelemvorites seek 
  adventurers to assist in Yorvir’s interment, not 
  knowing his greater plan.
  At the same time, the town of Phlan is experiencing 
  an event unprecedented in its history: an election. 
  Jhessail Greycastle, the highest ranking member 
  of the Black Fists and the current de facto ruler of 
  Phlan has called for a popular democratic election, 
  declaring herself a candidate for First Minister. 
  Also declaring their candidacies are Barrett Sokol 
  of House Sokol, who seeks to be named High 
  Councilor and bring back the noble Council of Ten; 
  Colvin Doverson, who claims a tenuous lineage 
  to the original Cinnabar Throne and the Lord 
  Protector; and Graben Samulkin, a priest of Bane 
  who seeks to be named Ruinlord and make Phlan a 
  theocracy once again.
  Further complicating things, citizens are 
  developing strange, uncontrollable powers that 
  are causing chaos in the streets. At the same time, 
  the defenses of the town have been devastated 
  following the defeat of the Maimed Virulence. The 
  town’s walls are rubble, and few capable defenders 
  remain.
  Adventure Hooks
  For each character, choose an appropriate reason 
  why the characters are meeting with the Lord Sage 
  of Phlan.
  Follower of the Lord of the Dead. Followers of 
  Kelemvor, particularly clerics or paladins of that 
  deity, have been asked by their church to aid in the 
  expedition. These characters know the clerics of 
  Kelemvor CANNOT become undead. The blessing 
  of their god prevents it. So determining how 
  Yorvir became a vampire is very important to their 
  superiors. Other clerics with domains pertaining to 
  life and death are also interested.
  heroes of Phlan. Characters that have played a 
  number of adventures in Phlan, particularly ones 
  that featured the Lord Sage such as DDEX 1-5 The 
  Courting of Fire, DDEX 1-6 The Scroll Thief, or DDEX 
  1-14 Escape from Phlan, are known to the Lord 
  Sage as someone that has aided him in the past. He 
  personally reaches out to the characters to aid him 
  again.
  members of the emerald enclave: The Lord Sage 
  is playing a dangerous political game, attempting 
  to help one of our allies in taking control of Phlan’s 
  government. Colvin Doverson has always been 
  good to us, and now he needs our aid. Hurry to the 
  Lord Sage and aid him in finding proof of Colvin 
  Doverson’s claim to the Cinnabar Throne.
  mercenary. The Lord Sage is paying and the 
  character can always use more coin.
  Vampire of the Mists
  Despite the Quivering Forest’s return from Barovia, 
  the mists that twisted and corrupted Yorvir cling 
  to him and affect the way sunlight and divination 
  magic affect him. He also cannot be affected by 
  turn undead.
  Sunlight: Surrounded by mist muting the effects 
  of light, Yorvir can stand in naturally or magically 
  produced sunlight with no ill effect. This negates 
  his sunlight hypersensitivity trait.
  (continued)
  PHLAN 1-1 / sEPULTUrE:
   INTRODUCTION
  
  8
  Divination magic: Any magic that attempts to locate Yorvir, read his mind, or divine anything about him 
  or the object or location of his search always fails. Answers are still received, but they do not make sense. 
  Here are some examples; feel free to make up your own:
  • Yorvir is in Waterdeep getting a sweet muffin that he will use to resurrect the dead god Sune.
  • Yorvir seeks to rescue puppies from a shelter in Mulmaster and bring them back to orphans of 
  Bloodstone Village.
  • There is no Yorvir. He is a made up story told to children to encourage them to become reporters when 
  they grow old and are bored.
  • Yorvir is in the room with you, eating a scone.
  PHLAN 1-1 / sEPULTUrE:
   INTRODUCTION
  
  9
  “Perhaps no place in any community is so 
  totally democratic as the town library. The only 
  requirement is interest.”
  —Lady Bird Johnson
  Front Desk
  The adventure begins with the characters having 
  arrived at Mantor’s Library in the town of Phlan.
  The smell of paint and new construction is 
  heavy in the air of the library. Signs of repair 
  following the recent troubles are clear. The 
  librarian at the front desk has asked you to 
  wait on the benches in the foyer while the 
  Lord Sage is summoned.
  The characters have all been summoned by 
  the Lord Sage of Phlan. Give them a chance to 
  introduce themselves, speak to the librarian 
  Romaolt, or look around the area.
   
  The characters are seated on long benches in a 
  small foyer in front of a tall desk where a librarian 
  is working. Behind the desk the characters can see 
  a number of tables on the main floor where a small 
  handful of librarians and patrons go about their 
  business. Shelves filled with books are scattered 
  around the sides of the room and hallways exit the 
  main room to side chambers.
  Time Management
  If you are running this adventure at a 
  convention or other location where time 
  is limited, it is recommended that after 
  character introductions, the DM skip directly to 
  Corruption and Politics below.
  General Features
  The following features apply to the library and 
  can be experienced by the characters from their 
  position in the foyer.
  illumination. Sunlight streams in through many 
  windows filling the room with bright light. A 
  number of unlit torches and lamps are placed 
  around the main room.
  Sound. The scrapes of feet and rustles of paper are 
  ever present. Two humans, Siria and Maelan are 
  having a whispered discussion at one of the tables 
  just past the desk and it is rapidly growing more 
  heated. See Corruption and Politics for more.
  Circulation Desk. The huge desk is firmly attached 
  to the floor and cannot be easily moved. It is large 
  enough to seek cover behind.
  Librarian romaolt
  Romaolt looks up as the characters arrive but then 
  goes back to quietly reading and taking notes on 
  the volume in front of him, Vanul Ternis’ Migratory 
  Birds of the Northern Sword Coast. If a character 
  interrupts him, he will whisper in hushed tones, 
  answer questions as quickly as possible, as while 
  he is there to direct patrons, he would rather be 
  reading.
  • What can you tell me about the Lord Sage?  
  The Lord Sage of Phlan has been the driving 
  force behind Mantor’s Library for several 
  decades and he is dedicated to expanding and 
  preserving the collection.”
  • What’s with all the construction? “The last few 
  years have seen some troubling times for Phlan 
  and the occupation of the town by the dragon 
  Vorgansharax resulted in some damage to the 
  building and the collection. While the building is 
  easy to repair, we may never recover from losses 
  to the collection.”
  • What’s going on in Phlan? “Of course the 
  biggest news is the ousting of the Maimed 
  pArt 1.
  025
  PHLAN 1-1 / sEPULTUrE:
   PART 1: “025”
  
  10
  Virulence and the Cult of the Dragon. Most 
  recently there have been rumors of a spreading 
  sickness, causing madness I hear. Oh and of 
  course the silly election. If you seek the latest 
  gossip, I recommend you consult the Podal 
  Prophet broadsheet. The library is a place for 
  true learning, not current events and rumor.”
  • Sickness? “There are stories that people have 
  been becoming ill, growing strange lesions, and 
  even gaining mental powers. It seems most likely 
  that it is some leftover taint of madness from 
  when the Demon Lords walked Faerûn. Some 
  folks are calling the sick the Godstouched.”
  • Election? “Oh yes, an election. Can you believe 
  such madness? Letting uneducated people 
  decide who should lead them? Its insanity. 
  Jhessail Greycastle of the Black Fists, Barrett 
  Sokol of House Sokol, Colvin Doverson who 
  claims royal blood, and Graben Samulkin a priest 
  of Bane are all running. If forced to cast a ballot, 
  I suppose I will support Greycastle if for no 
  other reason than it will maintain the status quo 
  and that means stability. All that matters is the 
  library.”
  Corruption and Politics
  Two library patrons are having a heated, 
  whispered discussion when the characters arrive. 
  They have strong, differing opinions about the 
  upcoming election. A sickly human woman, Siria, 
  strongly supports Barrett Sokol. Siria is navigator 
  on the Shrouded Nixie out of Hillsfar, and she 
  believes that Sokol and his support for a return to 
  the Council of Ten will do the best for trade. The 
  target of her ire is a small human man with dark 
  hair and prominent widow’s peak. Maelan is a 
  follower of Bane and believes an iron fist is needed 
  to control the chaos that has tormented Phlan over 
  the last few years. He points to the many failures 
  of the previous governments as proof, and so he 
  supports Samulkin, hoping for more stability.
   
  The more the two argue, the louder they 
  become and the more Siria coughs, blood staining 
  her hand. If the characters do not pay them any 
  attention, they will be forced to soon enough.
  The sound of a fist pounding a table 
  thunders through the quiet cavernous 
  library. “How can you support that pig!” an 
  angry woman coughs out, wiping a trickle 
  of blood from her lip.
   
  The small man across the table from 
  her eyes her obvious sickness warily. “I 
  simply think the clerisy of Bane will be better 
  equipped to bring stability to Phlan than the 
  youngest child of some money-grubbing 
  noble family. There is no need for this anger.”
   
  The woman seethes with rage and the 
  man takes a step back from the obviously 
  stronger woman. “You, *cough*, will *cough*...” 
  The woman falls to her knees as her flesh begins 
  to melt and her arms droop like they were sacks 
  filled with water. “You *gurgling cough* will 
  never cast *cough* a vote!”
   
  A tentacle from the pile of yellowed 
  flesh that was once the woman lashes out, 
  crushing the man, who dies screaming.
  Siria has succumbed to the Godstouched taint 
  that infests Phlan and has become an aberrant 
  monstrosity that appears as a yellow, fleshy puddle 
  with two tentacles. The mutated siria (as a 
  yochlol demon except that her type is aberration 
  and not fiend) is nearly mindless, using dominate 
  person to gain an ally and then moving to attack 
  the nearest uncontrolled character. She does not 
  change shape and fights to the death. This combat 
  is intended to be quick and easy, highlighting the 
  sickness plaguing Phlan.
   
  When Siria is reduced to zero hit points, she 
  dissolves into a steaming puddle of goo. There 
  is nothing left to inspect to determine what 
  happened to her other than the obvious - whatever 
  this illness was: it was not entirely natural.
  (continued)
  PHLAN 1-1 / sEPULTUrE:
   PART 1: “025”
  
  11
  Adjusting this Encounter
  Here are some suggestions for adjusting this 
  encounter. These are not cumulative.
  • Very Weak Party: Decrease siria’s AC 
  and to hit by 1 and hit points by 30.
  • Weak Party: Decrease siria’s AC by 1 and 
  hit points by 15.
  • strong Party: Increase siria’s AC by 1 
  and hit points by 15.
  • Very strong Party: Increase siria’s AC by 
  1 and hit points by 30.
  Development
  If during the fight the characters use fire- or 
  lightning-based attacks, several of the oil lamps 
  burst aflame and the librarians scramble to limit 
  the damage. In this case the party earns the 
  Barbarian story award. Any characters that break 
  off from the fight to also fight the fire may be 
  spared from this penalty at the DM’s discretion.
  the lord Sage
  Once the combat has ended, proceed:
  “We don’t normally allow fighting in the 
  library, but I suppose we’ll have to make an 
  exception in this case. If you’d come with 
  me.” The half-elven man turns and walks 
  through the door to the Lord Sage’s office. 
  Sitting behind a desk, he gestures to several 
  chairs and crosses his hands.
   
  A young librarian comes in with pitchers 
  of ice water and beer, bowls of stew, and 
  loaves of bread. “Please enjoy a small 
  repast while we speak.”
  The Lord Sage is bothered by what just 
  occurred, but he does not want the characters 
  to be distracted from why he asked them here. 
  Throughout the discourse he is clearly nervous and 
  constantly steers the conversation back to the job 
  he hopes the characters will complete for him.
  roleplaying the Lord sage of Phlan
  The Lord Sage is quite old but, thanks to 
  his half-elven blood, still retains a bit of 
  youthful vigor. Nevertheless, he is a taciturn 
  and reserved man, slow to display his 
  emotions. Any other man in his position 
  would have cracked long ago, but the Lord 
  Sage remains placid and stoic despite his 
  previous imprisonment at the hands of the 
  Maimed Virulence.
   
  The Lord Sage has the following to impart:
  • There has been a sickness running through 
  town, but the Lord Sage has not paid it too much 
  mind as his attention has been elsewhere. It 
  appears that the woman in the reading room 
  was a victim of the Godstouched sickness that 
  deforms its victims and causes them to develop 
  strange aberrant mental powers. The Lord 
  Sage hopes that whomever is elected to rule 
  Phlan deals with the situation. He hopes the 
  characters are not distracted by the incident 
  from what he feels is a more pressing danger, the 
  vampire Yorvir Glandon, a former Doomguide of 
  Kelemvor.
  • As the characters may know, when the 
  Maimed Virulence attacked, he destroyed the 
  Kelemvorite cathedral in Valhingen Graveyard 
  and Yorvir Glandon died during the attack.
  • Somehow Yorvir returned from the dead as 
  a vampire, even though that is impossible for a 
  cleric of Kelemvor. He even managed to convince 
  adventurers to hand the Gulthias Stake, which 
  might have killed him permanently, over to him, 
  and he was most recently seen entering the 
  necropolis beneath Valhingen.
  • The Lord Sage has contacted the home of the 
  Kelemvorite faith in Iriaebor and asked them 
  to send aid. He has also convinced Jhessail 
  Greycastle, who currently controls Phlan, to re-
  deed the graveyard to the church of Kelemvor 
  if the clerics help dispatch the vampire. (Any 
  character with a Passive Insight of DC 15 or 
  higher notes unease from the Lord Sage when he 
  says this. If questioned, see below.)
  PHLAN 1-1 / sEPULTUrE:
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  12
  • Three clerics of Kelemvor have arrived from 
  Iriaebor to assist in putting the vampire down 
  permanently: Zindelo Chegari, Lene Reinhild, 
  and Cadeyrn Solemnstone. The clerics have 
  been researching in the library and believe they 
  know where the vampire is headed, and have 
  concocted a plan to defeat him.
  • The Lord Sage would like to offer the 
  characters 3000 gp to accompany the clerics to 
  stop this foe.
  • In addition, the town of Phlan is experiencing 
  an event unprecedented in its history: an 
  election. There are four candidates running, 
  though they do not even agree as to what they 
  are running for. (Give Handout 1 to the players.)
  • Jhessail Greycastle, the highest ranking 
  member of the Black Fists and the current de 
  facto ruler of Phlan, has called for a popular 
  democratic election and has declared herself 
  a candidate for First Minister. She is a hero of 
  reclamation despite some corruption allegations 
  in her past. She seeks to reform the Black 
  Fists and continue a similar government of 
  the previous Lord Regent, with an additional 
  democratically elected parliament as a part of it.
  • Barrett Sokol of House Sokol seeks to be 
  named High Councilor and return to power the 
  noble Council of Ten. He is very charismatic and 
  is out to an early lead by playing to the common 
  folk. He has his father’s wealth behind him, and 
  he strongly supports shoring up the decimated 
  defenses of the town immediately.
  • Colvin Doverson claims a tenuous lineage 
  to the original Cinnabar Throne and the Lord 
  Protector. The Lord Sage has been looking into 
  his family history, and he believes that he may 
  actually be related to Anivar Daoran, cousin of 
  the Lord Protector. He would reinstate the old 
  monarchy, as well as renegotiate the ancient 
  trade deals with the cities of the Moonsea to 
  the benefit of Phlan’s economy. The Lord Sage 
  believes there may be proof of Colvin’s lineage 
  in the necropolis. He would very much like 
  the adventurers to recover any proof for him. 
  The best place to look would be in the tomb 
  of Miltiades, the man who served in the early 
  days of Phlan as a paladin of Tyr and death 
  knight. The Lord Sage offers a bonus of 2000 gp 
  if they can recover something. He has already 
  spoken with the clerics of Kelemvor, who would 
  normally not allow ANYTHING to be removed 
  from the burial sites. They are willing to allow 
  this one historical artifact, whatever it might 
  be, to be removed in exchange for the Lord 
  Sage’s aid in stopping the vampire Yorvir and 
  returning the graveyard to their control. Of 
  course the artifact would be returned once it is 
  properly studied. (Any character with a Passive 
  Insight of DC 15 or higher notes unease from the 
  Lord Sage when he says this. If questioned, see 
  below.)
  • Graben Samulkin a priest of Bane who seeks to 
  be named Ruinlord and make Phlan a theocracy 
  once again. He emigrated from Mulmaster to 
  Phlan several decades ago in hopes of rebuilding 
  the Lyceum. To his credit, Graben could have fled 
  the city, but he opted to stay and help those who 
  were trapped. He did what he could, often under 
  great danger to himself, and many look to him 
  now with grateful hearts. With the devastation 
  in Mulmaster, many of the Bane faithful have 
  come to Phlan, some with deep pockets. Graben 
  has already secured the funds to reconstruct the 
  Lyceum, and its congregation is growing daily.
  If the characters question what the Lord Sage is 
  holding back (because a character had a high 
  enough Passive Insight), he comes clean:
  • The Lord Sage admits that he didn’t mention 
  that he was looking for proof that Colvin has a 
  hereditary claim to the Cinnabar Throne when 
  he asked for Jhessail Greycastle to grant the 
  graveyard back to the Kelemvorites. It is likely she 
  felt that she would be able to curry the religion’s 
  favor and thus gain their support in the election 
  by doing so.
  • The Lord Sage believes that Colvin Doverson 
  may be the best candidate to lead Phlan. The 
  Black Fists have shown significant corruption. 
  The nobility and merchants of the Ten Families 
  seek to profit off the people without regard for 
  their welfare. The people have long since rejected 
  the theocracy of Bane and its ties to Zhentil 
  Keep. (continued)  
   
   
   
  PHLAN 1-1 / sEPULTUrE:
   PART 1: “025”
  
  13
  Supporting Colvin’s claim is partially why he has 
  undertaken organizing this expedition.
  Development
  Make note of any characters that consume any of 
  the food or drink offered. Those that do get the 
  Exposed story award at the end of the adventure. 
  Do not inform the players as to how or why they 
  received this award.
  Treasure
  The Lord Sage offers to pay 3000 gp if the 
  characters defeat the vampire Yorvir and an 
  additional 2000 gp if they can recover something 
  that proves or disproves Colvin’s claim.
   
  If the characters press him for additional 
  pay, particularly in light of his lies of omission, 
  he is willing to offer the party a potion of greater 
  healing and a spell scroll of lesser restoration 
  immediately for their acceptance of his proposal.
  PHLAN 1-1 / sEPULTUrE:
   PART 1: “025”
  
  14
  “Believe me, the library is the temple of God. 
  Education is the most sacred religion of all.”
  —Gene Simmons
  the clerics
  Once the characters have completed their 
  discussion with the Lord Sage, he directs them to a 
  reading room in the library where the three clerics 
  are preparing their expedition.
  Books are stacked high on the table of the 
  reading room. Three robed clerics of the 
  Master of the Crystal Spire look up from their 
  preparations. A swarthy Gur man smiles 
  wide and stands quickly with a welcoming 
  hand, a late middle-aged Damaran woman 
  stands quietly watching, and an elven man 
  does not rise from his place at the table but 
  regards you passively.
  Zindelo quickly introduces the three clerics 
  and asks the adventurer’s names. He is quick to 
  make friends while the other two look on. Once 
  the pleasantries are over, he defers to Lene to 
  explain their plan and the rules of the expedition. 
  Deliberately, she lists off the following details, 
  answering questions the characters might pose as 
  she goes.
  • The clerics have been dispatched by the Most 
  Solemn Order of the Silent Shroud in Iriaebor to 
  destroy the vampire who was once Doomguide 
  Yorvir Glandon. Doomguides cannot become 
  undead, so whatever has twisted what was Yorvir 
  must be powerful indeed.
  • The heroes of Phlan once possessed a Gulthias 
  Stake that could have ended the vampire’s threat.
  • For reasons the clerics cannot understand, 
  adventurers chose to give this powerful weapon 
  to the vampire. Lene is honest that this decision 
  makes it difficult to consider trusting any 
  adventurers from Phlan.
  • The Lord Sage has provided information that 
  the vampire has been seen descending into 
  the necropolis beneath Valhingen Graveyard. 
  Unfortunately, a complete map or even detailed 
  records of the necropolis have long been lost, but 
  from what they have been able to determine, the 
  vampire is in the area of the tomb of Miltiades; a 
  former paladin of Tyr who became a death knight, 
  who some claimed still aided Phlan despite his 
  curse. They have been constructing a rough map 
  from various graves they have been able to locate 
  in the library’s records, which should set them 
  on a path to where the vampire is. It will be slow 
  going.
  • The clerics believe the vampire seeks something 
  from this crypt. Unfortunately, they only know 
  roughly where that crypt is. No records of this 
  area remain, and there are no clerics of Kelemvor 
  or Tyr who have seen it that currently live. They 
  have, however, prepared a ritual that will allow 
  them to put the vampire down, and potentially 
  allow Yorvir’s soul to rest. The performance of 
  this ritual is a condition of the cleric’s help. The 
  vampire cannot simply be slain. Given the fact 
  that a Doomguide became an undead monstrosity, 
  it is unclear if normal methods can permanently 
  kill the beast.
  • For the ritual to work, the vampire needs to 
  be immobilized with a specially prepared stake 
  driven into his heart while a special prayer to 
  Kelemvor is intoned. Immobilizing the vampire 
  is difficult given his likely ability to shapechange. 
  The characters must counteract that or be very 
  fast immobilizing and staking the vampire. If he 
  becomes a cloud of mist and tries to flee, he must 
  be contained so the ritual can be performed.
  • The Lord Sage has generously allowed for 
  Valhingen Graveyard to return to the possession 
  of the church of Kelemvor. In exchange, the clerics 
  allow the characters to remove ONE artifact from 
  pArt 2.
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  the burial chambers of the necropolis, and only 
  if it is evidence of the lineage of Colvin Doverson, 
  and then only since the Lord Sage has promised 
  that the artifact will be eventually returned once 
  its evaluation is complete. Grave robbing or tomb 
  raiding will NOT be permitted or condoned, and 
  such behavior is cause for the immediate end of 
  the expedition.
  • In addition, traveling in the company of undead 
  will NOT be permitted. Any undead encountered 
  MUST be destroyed. This is part of the 
  Kelemvorite faith, and they will not compromise 
  on it.
  • The clerics have a backpack of goods that the 
  characters may divide among them if they wish. 
  Any additional payment must be negotiated with 
  the Lord Sage, as they are here at his invitation.
  • The clerics wish to leave as soon as possible 
  since the vampire has a head start on them. They 
  may delay up to one hour if the characters have 
  items or gear they wish to retrieve or spells they 
  wish to cast.
  roleplaying the Clerics of kelemvor
  The three clerics of Kelemvor each have their 
  own personalities and goals. Following each 
  name is the gender, race, sub-race, and stat 
  block.
  Zindelo Chegari (male, human (Vistani), 
  assassin): Zindelo claims to be an itinerate 
  cleric of Kelemvor, but he is a Vistani agent for 
  a darker power than the Lord of the Dead. He 
  defers to the other clerics in matters of dogma. 
  He is by far the most friendly and prone 
  to direct action. He is colorful and sees no 
  problem in enriching himself along the way to 
  completing his mission, and he has no special 
  opinions on the plague or politics. He tries to 
  avoid discussing dogma with any characters 
  who might be followers of Kelemvor. His goal is 
  not to destroy Yorvir, but rather forcibly extend 
  an invitation to Barovia as part of a future plot.
  (continued)
  Lene reinhild (female, human (Damaran), 
  priest): Lene is as she appears: a reserved 
  cleric of Kelemvor. She is calm and methodical 
  and shows little outward emotion. Her goal is 
  the destruction of the vampire Yorvir, a better 
  understanding of how he could have been 
  turned, and the eventual restoration of the 
  Kelemvorite cathedral in Valhingen Graveyard. 
  She cares nothing for politics and only worries 
  about the plague as it affects her job as a cleric 
  of the Lord of the Dead. 
  Cadeyrn solemnstone (male, elf (High), 
  priest): Cadeyrn is dour in his dealings 
  and prefers expedience to complicated 
  negotiations. He sees the characters as useful 
  pawns to protect him in the necropolis and 
  does what he can to keep them functioning 
  as long as they take his direction. He was 
  once a cleric of Kelemvor but has strayed 
  and now devotes himself to Bane, the Lord 
  of Strife, though he remains a plant in the 
  Kelemvorite church. Cadeyrn has been hired 
  by an intermediary to make sure that no proof 
  of Colvin’s heritage is recovered. He has NO 
  knowledge of who he really works for.
  The Clerics in Combat
  The clerics try to stay away from combat 
  and aid in ways that are helpful without 
  overshadowing the player’s actions. In 
  addition, since they are much lower level than 
  the characters, it is unlikely that they will have 
  much to offer in most encounters. As such 
  Cadeyrn or Lene might cast cure wounds to 
  bring a character back to consciousness or light 
  to help characters who cannot see in the dark, 
  but generally they do not cast offensive spells 
  unless absolutely necessary. Zindelo, as he is 
  not actually a cleric, might aid a PC or stabilize 
  them with a Wisdom (Medicine) check after 
  pulling them from combat.
  Treasure
  The clerics offer the characters an explorer’s pack 
  that also has two bottles of holy water, a holy 
  symbol of Kelemvor, and an additional five torches.
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   PART 2: “205”
  
  16
  “The venerable dead are waiting in my library to 
  entertain me and relieve me from the nonsense of 
  surviving mortals.”
  —Samuel Davies
  When the characters are ready to proceed, the 
  clerics light torches and follow them into one of the 
  many entrances to the necropolis beneath Valhingen 
  Graveyard.
  The ruins of the cathedral loom over you as 
  you descend into the necropolis. Shadows 
  flicker along the walls of the simple stairwell 
  until you come into a vast cavern, the 
  endless night devouring the light.
   
  As far as you can see there are 
  mausoleums, an entire city of the dead 
  that will never see the sun. The structures 
  closest to you seem newer than others in the 
  distance, suggesting that you might travel 
  back through history as you move deeper 
  into the cavern.
  A: locating the path
  The clerics consult their notes and disagree 
  on which way is the correct path. They ask the 
  characters to spread out and look for names or 
  dates on the buildings near the entrance, while the 
  clerics work to orient themselves. The characters 
  need four identifiers for the clerics to chart their 
  location and course. Some mausoleums are covered 
  in extravagant decorations, while others are blank 
  and stoic. A character can find one identifier with 
  a successful DC 12 Intelligence (Investigation) 
  check. One character (determine randomly) that is 
  searching notices graffiti scrawled on the side of a 
  tomb. If a character moves to where they can read 
  the writing, they see that it appears to be written 
  in fresh blood and says, “See you soon.” Below it 
  is a symbol (death) which activates as soon as a 
  character can see it, dealing 55 (10d10) necrotic 
  damage, DC 15 Constitution saving throw for half.
   
  Once the characters locate the details of at 
  least four graves, the clerics take two minutes 
  to determine the path to the next landmark: the 
  shrine of Tyr.
  rests: If the characters try to rest, the clerics 
  are willing to wait for a short rest but if the 
  characters try to take a long rest, they stress the 
  need to catch up with Yorvir. If the characters 
  insist on a long rest, the clerics go on without 
  them. In this case the clerics are slain by Yorvir’s 
  forces and there is no way for the characters to 
  lay Yorvir permanently to rest.
  B: the Shrine of tyr
  You have walked in the dark for more than 
  an hour. It is unclear how much further 
  you have to go, but the darkness remains 
  ever present. Turning down a wide avenue 
  between the monuments to mortality, your 
  light fills a plaza. In the center there is a 
  raised dais with a statue of a bearded man 
  missing one hand and both his eyes.
   
  Zindelo smiles, “Looks like we have found 
  our first landmark my friends. Rest a moment 
  and look around. Perhaps you will find 
  something interesting?”
   
  The clerics huddle together while leaving 
  you to investigate.
  Those investigating the statue find the following:
  • It is clearly a statue of the Maimed God, Tyr, 
  who judges wrong-doers and furthers the law. 
  A successful DC 10 Intelligence (Religion) check 
  recalls some basic details about Tyr (followers of 
  Tyr automatically succeed): Tyr’s faith died out 
  following the Time of Troubles when he lost faith 
  pArt 3.
  911
  PHLAN 1-1 / sEPULTUrE:
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  17
  in himself and passed his divinity on to Torm. He 
  later died fighting off a demonic invasion of the 
  upper planes. He was resurrected within the last 
  decade, and his faith is spreading again.
  • Around the base of the statue are inscribed the 
  words “Reveal the truth, punish the guilty, right the 
  wrong, and be always true and just in your actions.”
  • Searching the statue with a successful DC 20 
  Wisdom (Perception) check finds that the statue 
  can be slid to reveal a secret cache. Inside is a 
  wooden holy symbol of Tyr and a spell scroll of 
  zone of truth. As this is technically not a tomb, 
  the clerics do not stop the adventurers from 
  robbing it but each reacts in their own way. Lene 
  is disgusted at the characters’ behavior. Cadeyrn 
  shakes his head but seems more frustrated by 
  their delay than their behavior. Zindelo winks and 
  finds their blasphemy amusing.
  • A successful DC 15 Wisdom (Perception) check 
  locates a number of footprints in the dust moving 
  through this area. Once found, those who succeed 
  in a DC 15 Wisdom (Survival) check note that 
  they are medium-sized boots and many of them 
  (but not all) shuffle, as if those making them were 
  very tired, injured, or possibly undead. If the 
  players ask, the prints move in the direction of the 
  tomb of Radomil the Crafter.
  • The shrine radiates faint abjuration magic if 
  checked for. Any character that worships Tyr or 
  is lawful in alignment, and who prays to Tyr for 
  aid or guidance gains Inspiration. Characters 
  that do not worship Tyr and are not lawful but 
  pray to the Even-Handed find their alignment 
  forcibly changed to lawful (the Neutral or Good 
  moral portion says the same). This change may be 
  reversed when the adventure ends.
  Development
  While the characters investigate the area, it becomes 
  obvious that Lene and Cadeyrn are having a 
  disagreement over the direction to proceed. A DC 
  15 Wisdom (Insight) check notes that Zindelo finds 
  the situation humorous and is avoiding being part 
  of the discussion. If asked, he says that he is not 
  interested in arguments, but rather cares only for 
  the experience of the journey.
   
  The arguers are quarrelling about how to best 
  proceed. Lene wishes to head toward the grave of 
  Adelajda Salko, a sage that was a follower of Jergal, 
  the Lord of the End of Everything. It is possible that, 
  as a follower of the god of burials and internment, 
  she may have been buried with records of older 
  vaults that could be consulted to locate Miltiades’s 
  tomb and possibly find information on Colvin 
  Doverson’s lineage.
   
  Cadeyrn argues there is no proof anything 
  useful is in Adelajda’s tomb, and even if there is, 
  they have no time to go out of their way to it, much 
  less read through any records they might find. He 
  instead argues they should make for the next closest 
  landmark, the tomb of Radomil the Crafter, a wizard 
  whose tomb is an elaborate clock. It should be easy 
  to find and take them closer to the vampire, which is 
  their true goal.
   
  The clerics allow the characters to make the 
  final decision. Proceed to C1 or C2 of this encounter 
  based on their choice.
  C1: Adelajda’s Tomb
  The smell of smoke reaches you before you 
  see the flickering light bouncing off nearby 
  mausoleums. One of the tombs, your goal, 
  stands open, and the roar of flames can be 
  heard from it.
  Yorvir has used his charm ability on an archmage 
  who had come to Phlan to fight in its reclamation. 
  Everyone thought the man was lost in the fighting, 
  unaware he has been a slave to the vampire ever 
  since, helping him raise additional undead to 
  expand his forces and prepare the vampire’s ritual.
  illumination. The fire fills the room with bright 
  light. If the fire is put out, there is no light.
  Campfire. A large fire burns atop the burial vault 
  in the center room. Books, tapestries, and other 
  flammables burn rapidly. Any creature entering 
  or ending their turn in the fire takes 10 (2d6 + 3) 
  points of fire damage.
   
  Now ready to proceed, Yorvir has sent Eihim 
  the archmage and the mage’s stone golem, to 
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  18
  Adelajda Salko’s Tomb to destroy any information 
  that might aid in locating the grave of Miltiades, 
  where Yorvir hopes to implement his plan. When 
  Eihim arrived, he used a spell scroll of alarm and 
  warded the area in front of the tomb’s entry with 
  a silent mental alarm, excepting himself and his 
  golem. He then cast invisibility upon himself and 
  built a campfire in the center of the room on top of 
  the burial vault. He is feeding records into the fire 
  when the characters arrive, and his stone golem is 
  just inside the door with orders to kill anyone who 
  enters.
   
  Upon seeing Eihim, characters may attempt a 
  DC 20 Intelligence (History) check to recognize him. 
  He is a famous archmage known for his gentle soul, 
  his imposing stone golem, and his fierce devotion to 
  Phlan. He was last seen during the battle to reclaim 
  Phlan, when he went missing and was thought slain. 
  This may be a hint to clever players that Eihim is not 
  acting entirely under his own power. In addition, 
  a detect magic spell that targets him determines 
  Eihim is under a charm effect. Any character using 
  detect thoughts, telepathy, or similar effects may 
  attempt a DC 15 Wisdom (Insight) check while 
  reading Eihim’s mind to realize that his thoughts are 
  muddled, as if he is being controlled or compelled in 
  some way.
  Tactics
   
  During the combat, the golem tries to 
  bottleneck the door so it can use slow on multiple 
  targets. Eihim tries to eliminate dangerous foes 
  with spells like maze and then target others with 
  the most damaging spells in his arsenal. The golem 
  fights for as long as it is able, but if Eihim is below 
  half hit points, and it is clear that he is about to be 
  defeated, he uses teleport to arrive at the Fountain 
  of the Crying Angels and warn Yorvir. He then helps 
  defend him as they travel to Miltiades’s tomb.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative.
  • Very weak party: Eihim is a mage, not an 
  archmage.
  • Weak party: Decrease Eihim’s hit points 
  by 15 and he does not have 8th- or 9th-level 
  spell slots.
  • strong party: Increase the stone golem’s 
  hit points by 15, its to hit by 1 and its 
  damage by 3.
  • Very strong party: Increase Eihim’s hit 
  points by 30 and the DC of his spells by 1. 
  Increase the stone golem’s hit points by 
  15, its to hit by 1 and its damage by 3.
  Development
  If the characters realize that he is controlled and 
  manage to free Eihim from his charm (via any 
  number of possible spells), he immediately stops 
  attacking and calls off his stone golem if it is still 
  functional. He is very thankful for his freedom and 
  is very concerned about his family, which he has not 
  seen for several months. He tells the characters that 
  Yorvir is traveling to Miltiades’s tomb and should be 
  near the Fountain of the Crying Angels by now. He 
  can give directions directly there. Combined with 
  the maps in this tomb, the characters need not make 
  any checks to travel to Encounter 3D.
   
  Eihim explains what he knows of Yorvir’s 
  current plan:
  • Doomguide Yorvir Glandon is definitely a 
  vampire, but something is odd about him. He is 
  often surrounded by bits of mist. Yorvir is very 
  powerful. Eihim has seen him cast spells and 
  command a sizable force of undead.
  • Yorvir is very concerned about the strange 
  corruption spreading through Phlan, twisting 
  and mutating body and mind. He has been 
  unable to learn how it is spread, but he has 
  determined that it does not seem to affect the 
  undead. Therefore, he has concocted a plan to 
  save his beloved Phlan: turn everyone in it into 
  an undead creature! Eihim is not entirely sure 
  why that sounded like such a good idea before, 
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  but thankfully the characters freed him from the 
  desire to help the vampire.
  • Yorvir seeks the Shield of Miltiades, a relic 
  of Tyr that was buried with the celebrated 
  paladin and death knight. He will use the shield 
  as a focus for a ritual to encase the town in an 
  endless night, where all succumb to the embrace 
  of undeath. Eihim does not know how to use 
  the shield or specifically how to stop the ritual 
  beyond stopping the vampire.
  Eihim is unwilling to face the vampire, fearful that 
  he will be separated from his wife and children 
  again. As a reward, he offers the party a copy of a 
  spell book.
  searching Adelajda’s Tomb
  The tomb is a mess once characters take control 
  of the scene. A number of vaults have been broken 
  into. Glass and stone fragments are everywhere, the 
  contents thrown into the flames. The characters may 
  search the room with a DC 15 Wisdom (Perception) 
  check to find one thing. If the characters or Eihim 
  used elemental area of effect spells (such as fireball, 
  flamestrike, or lightning bolt) in the tomb, these 
  checks are made with disadvantage. Keep track 
  of the time spent searching, as you will need it 
  for Part 4. Making an ability check to search takes 
  a character ten minutes and each character that 
  succeeds finds one thing from the list below, in 
  order (do not duplicate if multiple characters 
  search - everyone should get a different piece of 
  information if bullet points remain):
  • A carving on the wall that depicts Adelajda 
  Salko in her prime, along with the dates 728 
  DR-790 DR. She appears as a robed human of 
  average build with long hair pinned up. She 
  wears a holy symbol of Jergal and smiles slightly. 
  She holds a ledger in her arms.
  • A ledger (that appears to be the ledger in 
  the carving) that describes the location of the 
  Fountain of the Crying Angels (along with a 
  map on how to get there from Adelajda’s Tomb) 
  and how to get to Miltiades’s tomb from that 
  location. It also describes someone hiding some 
  of their belongings under one of the benches in 
  the plaza and marking it with a holy symbol of 
  Tyr, the one closest the direction of the Tomb of 
  Miltiades. The ledger also contains a note that 
  drinking from the magical fountains is beneficial, 
  but warns the drinker not to be greedy and 
  return for more.
  • Records worth up to 1000 gp if sold to 
  collectors or treasure hunters.
  • A record that describes the Tomb of Radomil 
  the Crafter. It notes that it is defended by an iron 
  golem that activates if any living creature tries to 
  enter the tomb. Activating the golem also causes 
  the bells in its great clock spire to ring, echoing 
  throughout the entire necropolis.
  • A record describing the Tomb of Miltiades. It 
  describes a gallery filled with burial mementos 
  and art, an arcade of statues, and a very large 
  tomb where the shield of Miltiades rests atop 
  the death knight’s sarcophagus. The record also 
  notes that Adelajda admired the lethalness of 
  the trap placed in the mausoleum, but it does not 
  mention what it was.
  Treasure
  If the characters defeat Eihim, or free him from his 
  charm, he offers them his traveling spell book. If 
  Eihim escapes to warn Yorvir, but the characters 
  defeat him later, they also find his traveling spell 
  book.
  In addition, the tomb is filled with records on where 
  some of the oldest tombs are in the necropolis, 
  along with who is buried in them. These records 
  would be worth up to 1000 gp to collectors or 
  treasure hunters. Lene is absolutely horrified if the 
  characters take the records. Cadeyrn also feigns 
  being horrified, but a successful DC 20 Wisdom 
  (Insight) check suggests he is less horrified as he is 
  impatient. Zindelo sees no problem with it, figuring 
  the characters earned it for defeating the archmage 
  and the golem. If the characters rob Adelajda’s Tomb 
  and Lene lives to report it, the Blasphemer story 
  award is given to each character.
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  20
  C2: Radomil’s Tomb
  The large tomb of Radomil the Crafter rises 
  several stories above the necropolis, its clock 
  face softly illuminated with a phosphorescent 
  glow from behind.
   
  As the building comes into view, it is 
  clear the door stands open beneath the legs 
  of a large clockwork knight decorating the 
  facade.
  Radomil’s tomb is protected by an iron golem with 
  orders to attack any living creature that tries to 
  enter. This unfortunate wording allowed the undead 
  in Yorvir’s service to break into the tomb without 
  challenge on their way through to the Fountain 
  of the Crying Angels. This does not apply to the 
  characters should they attempt to enter. The golem 
  fights to the death and follows the characters unless 
  they run out of sight of the building.
  illumination. The clock face fills the square with 
  dim light. There is no light inside.
  Bells. If the iron golem is activated, the bells in the 
  clock ring loudly and can be heard throughout the 
  necropolis. This allows Yorvir to realize where the 
  characters are, and perhaps a bit of what they are 
  up to.
  tracks. There are a large number of humanoid 
  tracks in the area. A successful DC 10 Wisdom 
  (Perception) check locates them moving through 
  this area, and anyone can easily follow the trail. 
  Once found, those who succeed in a DC 15 Wisdom 
  (Survival) check note that they are medium-sized 
  boots with a few large-sized ones, and many of them 
  (but not all) shuffle, as if those making them were 
  very tired, injured, or possibly the undead. There are 
  more than twenty individuals. The prints move in 
  the direction of the Fountain of the Crying Angels.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative.
  • Very weak party: Decrease the iron 
  golem’s hit points by 30, AC by 1, to hit by 1 
  and damage by 3.
  • Weak party: Decrease the iron golem’s 
  hit points by 15 and to hit by 1.
  • strong party: Increase the iron golem’s 
  hit points by 15, AC by 1, to hit by 1 and 
  damage by 3.
  • Very strong party: Increase the iron 
  golem’s hit points by 30, AC by 1, to hit by 
  1, DC by 1 and damage by 6.
  searching radomil’s Tomb
  The inside of Radomil’s Tomb has been ransacked. 
  Clockwork creations are strewn about the floor, 
  and two walls of burial vaults that housed his many 
  servants, family, and apprentices are ajar.
  The characters may search the room with a DC 15 
  Wisdom (Perception) check to find one thing in the 
  tomb. Keep track of the time spent searching, as 
  you will need it for Part 4. Making an ability check 
  to search takes a character ten minutes, and each 
  character that succeeds finds one thing from the list 
  below, in order. Do not duplicate results if multiple 
  characters search. Everyone should get a different 
  piece of information:
  • There are a number of clockwork devices 
  spread throughout the room that are likely quite 
  valuable.
  • All of the coffins are empty, despite showing 
  signs of stains or dust, having once housed the 
  dead.
  • There are more footprints in the dust and 
  rubble leaving than entering the tomb.
  • A smashed glass case is in one corner of the 
  room. A placard lies face down nearby. The 
  front of it says “Quaverranex, Eye Tyrant of the 
  Dragonspine Mountains. Slain 693 DR.” There is 
  no sign of the missing beholder’s body.
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  The Treasure
  Inside the tomb are a number of beautiful clockwork 
  creations made by Radomil over the course of his 
  life: clocks, toys, and music boxes. These clockworks 
  would be worth up to 1000 gp to collectors. Lene 
  is absolutely horrified if the characters take them. 
  Cadeyrn also feigns being horrified, but a successful 
  DC 20 Wisdom (Insight) check suggests he is 
  less horrified as he is impatient. Zindelo sees no 
  problem with it, figuring the characters earned it for 
  defeating the golem. If the characters rob Radomil’s 
  Tomb and Lene lives to report it, the Blasphemer 
  story award is given to each character.
  D: Fountain of the crying Angels
  The sounds of splashing water and weeping 
  echo through the marble streets of the dark 
  necropolis. When the fountain comes into 
  view, you see four low-walled pools, each 
  with a marble angelic figure in the center. 
  Two are male and silently scream in anguish, 
  water pouring from the mouths and eyes 
  of their long, drawn faces. The other two 
  are female and cover their faces, water 
  pouring from behind their hands. Decorative 
  archways stand between adjacent pools, 
  offering access to a central sitting area.
  The Fountain of the Crying Angels was once 
  envisioned as a place where grieving visitors might 
  rest while paying their respects. The necropolis has 
  long since fallen into disuse and become a much 
  more dangerous place. The pools and the fountains 
  radiate faint abjuration magic.
  General Features
  The following applies to the fountain and square 
  around it.
  illumination. There is no light in the square save 
  what the characters bring with them.
  Benches. There are four marble benches in the 
  center of the area enclosed by the pools. They can 
  be moved or flipped to provide low walls that can be 
  used for cover. The benches are heavy and require 
  a DC 10 Strength check to move. The bench to the 
  north has a holy symbol of Tyr crudely carved onto 
  its underside. It can be found with a successful DC 5 
  Wisdom (Perception) check, which is automatically 
  successful if the bench is flipped.
  Pool, Female Angels. The one-foot-deep pools 
  contain cool, clean water, and are surrounded by a 
  two-foot-high wall that can be used to take cover if 
  the character is small-sized. The water in the two 
  pools with female statues can be consumed as an 
  action. Drinking from the fountain fills the character 
  with relaxation and gives the character the benefit 
  of a short rest without taking the time or increasing 
  the delay track in Part 4. A character may only 
  receive one benefit from a pool in a 24-hour period. 
  Any character that attempts to drink from this pool 
  while under the benefit of either pool must succeed 
  on a DC 15 Constitution saving throw or gain one 
  level of exhaustion.”
  Pool, male Angels. The one-foot-deep pools contain 
  cool, clean water, and are surrounded by a two-
  foot-high wall that can be used to take cover if the 
  character is small-sized. The water in the two pools 
  with male statues can be consumed as an action. 
  The character is filled with a resolute, determined 
  feeling which gives the character the benefit of a 
  bless spell and an aid spell. A character may only 
  receive one benefit from a pool in a 24-hour period. 
  Any character that attempts to drink from this pool 
  while under the benefit of either pool must succeed 
  on a DC 15 Constitution saving throw or be blinded 
  for 8 hours.
  The Attack
  Yorvir has recently passed through the square that is 
  home to the fountain and left a dangerous surprise 
  for the adventurers. He has placed several of his 
  minions in ambush with the intent to wear down 
  their resources with wave after wave of foes. The 
  undead swarm forward and do not retreat. Should 
  any be turned and not destroyed, they follow the 
  adventurers to hound them until the adventurers 
  are dead or the undead are destroyed.
  The attack begins when the characters move into 
  the square around the fountain. The first wave of 15 
  ghouls stream out of the surrounding mausoleums, 
  three groups of five each from opposite directions 
  to limit the effectiveness of area spells and turn 
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  undead attempts. Each group of ghouls tries to 
  surround and paralyze a single target and then 
  rip that victim apart, ignoring other foes until that 
  enemy is dead.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative.
  • Very weak party: Remove two ghouls.
  • Weak party: Remove one ghoul.
  • strong party: Add one ghoul.
  • Very strong party: Add three ghouls.
  Three rounds after the ghouls attack, or if all the 
  ghouls are destroyed, a second wave consisting of 
  a beholder zombie and six ogre zombies attack. 
  Four of the ogre zombies rush forward from one 
  boulevard to aid the chaos caused by the ghouls, 
  while the other two ogre zombies and the beholder 
  zombie approach from the opposite direction. The 
  beholder stays away from melee using its eye rays, 
  and the two ogres that arrive with it move to attack 
  a foe that is attacking the beholder zombie from 
  range, or failing that, the nearest foe.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative.
  • Very weak party: Remove two ogre 
  zombies.
  • Weak party: Remove one ogre zombie.
  • strong party: Add one ogre zombie.
  • Very strong party: Add four ogre zombies.
  Three rounds after the zombies attack, or if all the 
  zombies are destroyed, a third wave consisting of 
  five vampire spawn try to sneak up on an isolated 
  foe, such as a wizard or archer in the party’s rear 
  rank. They all try to grapple and bite that foe until it 
  is dead, or they are no longer able.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative.
  • Very weak party: Remove three vampire 
  spawn and add two banshees.
  • Weak party: Replace one vampire 
  spawn with one banshee.
  • strong party: Add one banshee.
  • Very strong party: Remove two vampire 
  spawn and add four banshees.
  Treasure
  Hidden under the bench marked with the holy 
  symbol of Tyr is a loose brick that can be located 
  with a successful DC 15 Wisdom (Perception) 
  check. Those who know of its location from their 
  investigation earlier find it automatically if they 
  look. Under the brick is a sack containing 1,000 gp 
  in old coins and a spell scroll of windwall. This is 
  not a burial offering, so it can be claimed without 
  drawing the ire of the clerics of Kelemvor.
  Development
  If somehow captured, the intelligent undead whine 
  and cower. None can tell the adventurers about 
  Yorvir’s plan, though they are confident their master 
  has something dreadful planned for them. All of 
  the intelligent undead were raised from remains in 
  Radomil’s Tomb.
   
  From here, the clerics can calculate the course 
  to Miltiades’s tomb and their goal. Proceed to Part 4.
  PHLAN 1-1 / sEPULTUrE:
   PART 3: “911”
  
  23
  “Being the evil undead wasn’t fun anymore. For one 
  thing, it was increasingly hard to get a library card.”
  —Sharon Ashwood, Ravenous
  Miltiades’s Mausoleum
  One of the largest structures you have 
  seen in the necropolis, this entire building 
  is covered in a strange hemisphere of 
  darkness, making it even harder to see 
  than the endless darkness would make it. 
  Miltiades’s mausoleum is faced with several 
  large columns, each depicting an armored 
  skeletal warrior with a kite shield proudly 
  displaying the holy symbol of Tyr.
  Yorvir has arrived prior to the characters, 
  breeched the tomb itself (C) and begun his ritual 
  to encase Phlan in endless darkness. So far it only 
  encompasses the mausoleum.
  The Endless Darkness
  Yorvir’s endless darkness has the following 
  effects:
  • All undead within the darkness gain 
  turning defiance, which grants advantage 
  on saving throws against effects that turn 
  undead.
  • Living creatures within the darkness 
  must attempt a DC 15 Constitution saving 
  throw when they enter the area and 
  for every full hour they remain within. 
  Those that fail gain a level of exhaustion. 
  Creatures that die due to exhaustion rise 
  as a ghoul within 1d4 rounds.
  • All rooms are shrouded in shadow. While 
  the effect is magical, natural or magical light 
  can provide some measure of dim light. It is 
  not total darkness.
  • Light-based spells or effects cannot dispel 
  the endless darkness, and the light level 
  cannot rise higher than dim. There are 
  always shadows for those attempting stealth.
  General Features
  The following features apply to the mausoleum 
  unless noted otherwise.
  illumination. There is no light save what the 
  characters bring. Nothing can raise the light level 
  above dim.
  Ceilings. All of the ceilings are 20 feet high and 
  covered in complex, baroque decorations.
  Doors. Unless noted, the doors are not locked.
  pArt 4.
  726
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  Delay Track
  When the characters arrive, the DM should 
  determine the value of the delay track using the 
  following formula:
  • Start with 1.
  • Subtract 1 if the party is Weak or 2 if Very Weak.
  • Add 1 if the party is Strong or 2 if Very Strong.
  • Add 1 for every Short Rest the party took.
  • Add 2 if the characters chose to go the long way 
  to Adelajda Salko’s Tomb.
  • Add 1 if the characters triggered the bells of 
  Radomil’s tomb, giving Yorvir a warning to hurry.
  • Add 1 for every ten minutes searching Adelajda 
  Salko’s or Radomil the Crafter’s tomb.
  • Add 1 for every ten minutes (round down) that 
  the characters spent in Miltiades’s Mausoleum 
  before entering The Tomb (area C).
  • Add 1 if the party took a detour or otherwise 
  wasted time (DM discretion).
  The final delay value is used to calculate how far 
  along Yorvir is in his ritual and how many undead it 
  has spawned.
  A. The Gallery
  This cross-shaped room is covered in 
  memorabilia of Miltiades’s past, trophies of 
  his battles, and gifts from his friends and allies. 
  A large painting is displayed prominently on 
  the northern wall. The ceiling is decorated 
  in a busy style with a riot of colors and many 
  carvings of finely dressed knights and nobles. 
  Two doors exit this room to the north.
  This room is a cluttered memorial to the many lives 
  of Miltiades, from his fall from paladinhood in Turell, 
  the curse of his undeath, his redemption as a death 
  knight in Phlan recovering the Hammer of Tyr, and 
  his eventual journey into the east. If the characters 
  wish to search through the shelves for clues or proof 
  of Colvin’s lineage, see searching the room. If they 
  inspect the painting, see Picture of the Past. If they 
  approach the trapped doors, consult the Death’s 
  Grasp Trap.
  searching the room
  The room is VERY busy. Without searching, the 
  characters notice the walls are covered in shelves 
  with trophies and knickknacks, and a few paintings 
  here and there. There is a very large painting on 
  the northern wall (see below). If the characters 
  choose to search, they use ten minutes and increase 
  the delay track by 1. A successful DC 15 Wisdom 
  (Perception) check finds numerous trophies from 
  the city of Turell, Phlan, and the Utter East worth 
  2000 gp. If taken and Lene lives to report it, the 
  characters earn the Blasphemer story award. The 
  character also notices tracks, less than they might 
  previously have seen, have passed this way through 
  the northwestern door. In addition, if they have not 
  inspected it yet, they note the painting is placed 
  prominently and looks very valuable.
   
  Note where the characters search the room, 
  consult the Death’s Grasp Trap below for more 
  they might “discover.”
  Picture of the Past
  Displayed prominently on the northern wall is 
  a painting that shows Cvaal Daoren, the Zhent 
  Hatemaster and Leader of the Brothers of the 
  Black Fist who started the Shadowbane war and 
  eventually become the first Lord Protector of Phlan. 
  Cvaal is easily recognized from the numerous 
  statues and memorials in Phlan. Seated next to 
  him appears to be his wife and two children, a boy 
  and a girl. In the background, there appear to be 
  some favored retainers including a few Knights of 
  the Black Fist and another woman holding a baby. 
  On the frame is a plaque that says “To Miltiades in 
  honor of the recovery of the Hammer of Tyr. Honor, 
  Dedication, Family.”
   
  If the characters look on the back of the 
  painting, they find faded handwriting that lists the 
  names of all those in the painting. Of particular note 
  is the woman with the baby in the background: 
  Nycella Doverson and Kadr Doverson, her bastard 
  child by Cvaal. This suggests that Colvin is of the 
  blood of the original Lord Protector, though not of 
  the legitimate line. Given that no true blooded heir 
  remains, it is still a powerful argument for his right 
  to the Cinnabar Throne.
  transporting the Painting: The painting is 8’ by 10’ 
  PHLAN 1-1 / sEPULTUrE:
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  25
  in the frame; much too large to fit in a bag of holding, 
  Heward’s Handy Haversack, or portable hole. Zindelo 
  suggests cutting the painting out of the frame to 
  transport it. Lene angrily complains that no burial 
  items can be defaced or damaged. Besides, without 
  the frame, the strength of the claim is weakened. 
  Cadeyrn offers to carry it and stand well in the 
  rear, as clearly the characters are more needed to 
  succeed in defeating the vampire.
  Death’s Grasp Trap
  Magical Trap
  Among the carvings upon the ceiling, there is a 
  skeletal knight that looks like the columns in front 
  of the mausoleum (marked on the map). On the 
  knight’s shields there is necromantic symbol instead 
  of the holy symbol of Tyr like the ones previously 
  seen.
  Detecting and Disabling: A character that 
  specifically inspects the ceiling and succeeds on 
  a DC 18 Intelligence (Investigation) check notices 
  that there is a six-inch-tall skeletal knight in front of 
  each door and their shields bear a strange-looking 
  magical symbol. After finding it, a DC 20 Intelligence 
  (Arcana) check or a detect magic can determine it is 
  some sort of necromantic magic.
   
  If the character does not detect as a living 
  creature (or can disable from range such as an 
  Arcane Trickster), the symbol can be disabled with 
  a DC 20 Dexterity (Thieves’ Tools) check, assuming 
  the character can reach the symbol.
   
  The symbol can also be disabled by dispel magic 
  or a similar effect. It can be dispelled as a 7th-level 
  spell, which deactivates it for 1d4 + 1 rounds, after 
  which the symbol reappears.
  effect: If a living creature approaches within 5 feet 
  of the door or the carving on the ceiling, the skeletal 
  knight reaches out toward the trespasser and two 
  effects are triggered. The trap resets at the end of 
  the next round after it is triggered. Triggering the 
  trap over one door does not trigger the trap above 
  the other door.
   
  First a burst of black energy billows down 
  from the carving, filling all squares within 20 feet 
  of the door. Living creatures within the cloud must 
  succeed in a DC 18 Constitution saving throw or 
  become vulnerable to necrotic damage for 1 hour. 
  This vulnerability can be removed by dispel good 
  and evil or remove curse.
   
  Second, necrotic rays fire from the miniature 
  knight’s outstretched hand, targeting every creature 
  that was within the cloud. Each victim is targeted by 
  one ray (+8 ranged spell attack) that does 22 (4d10) 
  necrotic damage.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative.
  • Very weak party: Decrease the DC to 
  find the trap and the saving throw to 17. 
  Decrease the to hit of the rays to +7.
  • Weak party: Decrease the DC to find the 
  trap and the saving throw to 17.
  • strong party: Increase the DC to find the 
  trap to 18.
  • Very strong party: Increase the DC to find 
  the trap and the saving throw to 18. Increase 
  the to hit of the rays to +9.
  Treasure
  Numerous trophies from the city of Turell, Phlan, 
  and the Utter East worth 2000 gp fill the room. If 
  taken and Lene lives to report it, the characters earn 
  the Blasphemer story award.
  Development
  If the characters do not notice the painting, none 
  of the clerics of Kelemvor do either. It is simply left 
  behind.
  B. the Arcade
  The walls of this room are fronted by columns 
  like those outside, each depicting an 
  armored skeletal warrior with a kite shield 
  proudly displaying the holy symbol of Tyr. A 
  large set of double doors are to the north.
  The arcade is dark and otherwise quiet. However, 
  the characters are not alone; three wraiths are 
  hiding behind the pillars. When the characters enter 
  PHLAN 1-1 / sEPULTUrE:
   PART 4: “726”
  
  26
  the hallway, the wraiths rush and attack the first 
  character , hoping to cause confusion and potentially 
  bottleneck characters in the trapped spaces of The 
  Gallery (area A). One of the wraiths immediately 
  moves through the wall into The Tomb (area C) to 
  warn Yorvir. If that wraith is destroyed by an attack, 
  a second wraith takes its place and also flees.
  the Doors: The doors to The Tomb (area C) are 
  locked, but can be opened with a successful DC 20 
  Dexterity (Thieves’ Tools) or Strength check to break 
  down the doors. Note that attempting to break down 
  the doors and failing automatically warns Yorvir of 
  the party’s approach.
  C. The Tomb
  Miltiades’s Tomb lies across a sunken foyer 
  from you, with stairs descending nearest you 
  and then rising on the sides. Bodies have 
  been piled high at the tops of the stairs, 
  blocking access to the sarcophagus. Some 
  of them are beginning to move.
   
  Next to the sarcophagus is a plain-
  looking man in grey robes surrounded in 
  mist. He chants with his arms upraised, blood 
  dripping from his wrists and pouring over the 
  shield. The mists seem to lash out like angry 
  tentacles, and faces can be seen swirling in 
  the mists around him.
   
  The man looks at you sadly, “You should 
  not have come, my friends. You didn’t kill 
  me when I begged you, when I didn’t know 
  how to deal with the curse, but now I know 
  my purpose. This is the only way we can save 
  Phlan. Kelemvor may have failed to save 
  Phlan, but the voices in the mists will not. They 
  will save you all!”
  Yorvir is in the middle of his ritual when the 
  characters arrive. While he does not especially 
  wish to stop his ritual, there is no reason he 
  cannot resume it later, so if the characters insist on 
  attacking him, he quickly breaks off to deal with 
  them. If they instead try to speak or reason with 
  him, he is happy to stay his hand and try to convince 
  the characters to his side. He is crazed, and nothing 
  the characters say convinces him to put his plans 
  aside.
  roleplaying Former Doomguide 
  Yorvir Glandon, the Vampire
  Yorvir was a firm believer in the god Kelemvor, 
  but when the Maimed Virulence attacked 
  the Valhingen Cathedral and its rubble fell 
  upon him, he found it rapidly crushing him. 
  Filled with grief, he cursed Kelemvor for not 
  giving him the strength to defend Phlan. In his 
  weakness, a voice asked “Do you want to live?” 
  Thinking Kelemvor had answered his plea, he 
  thankfully agreed. It was in this moment that 
  Esmae Amaratha, the witch of Barovia, joined 
  with the vestige of the Evening Glory, making 
  her first inroad into Faerûn, and the mists of 
  that evil and cursed place bubbled from his lips 
  (see the events in Season 4 Curse of Strahd of 
  the D&D Adventurer’s League). Yorvir died. 
   
  Sometime later he rose as a vampire. Filled 
  with despair at his betrayal and weakness, he 
  begged the adventurers of Phlan to end his 
  misery, but they failed him again. Eventually his 
  curse, coupled with the closeness of Barovia, 
  continued to corrupt his mind until the 
  normally reserved Yorvir has instead become 
  a driven, twisted version of himself dedicated 
  to saving Phlan the only way he knows how. He 
  is no longer calm and reserved but filled with 
  desperation. He truly thinks that what he is 
  doing is for the best.
  In addition to the Former Doomguide Yorvir 
  Glandon (vampire) and any wraiths that have fled 
  from The Arcade (area B), there are also a number 
  of undead in the room, spawned from the ritual, 
  based on the current value of the Delay Track. 
  Spread the undead as you like throughout the raised 
  part of the room, paying special attention to block 
  the stairs up.
  Yorvir sends his undead into the fight and then 
  uses his charm ability to try to add to his forces. He 
  then uses spells until he is engaged or must resort 
  to melee. The undead do not go out of their way to 
  target the clerics of Kelemvor, unless the characters 
  leave them no other choice.
  PHLAN 1-1 / sEPULTUrE:
   PART 4: “726”
  
  27
  Delay Track
  Value   
  Add the Following Undead 
  1  
   
  2 ogre zombies
  2 
   
  4 ghouls
  3 
   
  2 flameskulls
  4  
   
  2 wraiths
  5 
   
  2 vampire spawn
  6 
   
  1 flameskull
  7 
   
  1 beholder zombie
  8+ 
   
  1 wraith and 1 banshee
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative.
  • Very weak party: Decrease Yorvir’s AC by 
  1, hit points by 15, damage by 3 and DC by 1.
  • Weak party: No adjustment.
  • strong party: No adjustment.
  • Very strong party: Increase Yorvir’s hit 
  points by 30, damage by 6, and DC by 1. 
  Yorvir has an additional 5th-level spell slot.
  The “Clerics” of kelemvor
  During the final fight, the clerics have specific 
  actions they take that aid or complicate this 
  encounter.
  Lene reinhild: Lene behaves as she has throughout 
  the adventure. She stays in the second rank and tries 
  to assist with the occasional bless or cure wounds. 
  She is reliable and unaware of her compatriots’ 
  other motives. Regardless of what the others do, 
  Lene remains committed to putting Yorvir to rest.
  Cadeyrn Solemnstone: Cadeyrn behaves normally 
  the first round of combat to make sure the 
  characters have fully committed to the combat. In 
  the second round, he puts the painting down and 
  pulls out a metal vial and a box. In the third round 
  he douses the painting with oil and, if not stopped 
  in the fourth round, he uses the tinderbox to burn 
  the painting. At any point if the characters try to 
  stop him, he uses whatever force he can muster to 
  complete his mission.
   
  The DM should make it clear that the characters 
  can see him so they have a chance to stop him. And 
  assuming a character isn’t carrying the painting, it 
  should not be destroyed in the various area spells 
  the undead might use. If the characters chose to 
  leave the painting behind to get it on their way out, 
  Cadeyrn “flees” combat (DC 16 Wisdom (Insight) 
  to realize that he is feigning fear) on the second 
  round to go destroy the painting. If the characters 
  used a creative method to keep the painting out of 
  his hands (such as using reduce and then putting 
  it into a bag of holding), Cadeyrn tries to take that 
  character by surprise and steal the container so he 
  can destroy it.
  Zindelo Chegari: Zindelo moves forward with 
  any frontline characters, aiding their attacks. He is 
  especially interested in helping characters get their 
  sneak attack. Once he can get near Yorvir and the 
  vampire has been injured, he switches to aiding the 
  vampire. He explains that his master invites Yorvir 
  to join him in escape and the faces in the mists begin 
  whispering “Yes” and “Join us.”
   
  Every round as his action, Zindelo aids Yorvir 
  and attempts to convince him to leave this place 
  with him, offers his outstretched hand, and begs that 
  he accept Zindelo’s Master’s invitation. He does not 
  say who his Master is but explains that his Master 
  has also been tricked in death and has much to 
  share with Yorvir.
  Yorvir is not convinced until things seem dire, but 
  if Zindelo is still standing when the vampire agrees 
  (DM’s choice as to when the time seems right) and 
  is able to link hands with Yorvir, the mists transport 
  them both to Barovia, trapping Yorvir beyond the 
  reach of the characters, but effectively defeating 
  him. If Zindelo is defeated without taking Yorvir to 
  Barovia, he disappears in a swirl of mist.
  Treasure
  Yorvir is wearing two garnet and silver rings and 
  a gold and diamond necklace as foci for his ritual. 
  These pieces of jewelry are worth 2,000 gp. These 
  can be claimed without drawing the ire of the clerics 
  of Kelemvor.
  PHLAN 1-1 / sEPULTUrE:
   PART 4: “726”
  
  28
  PHLAN 1-1 / sEPULTUrE:
   PART 4: “726”
  conclusion
  If Yorvir is Defeated
  As the stake drives into the vampire’s heart, 
  Lene’s supplication to the Lord of the Crystal 
  Spire rises above the noise of combat. For a 
  moment Yorvir’s color returns and the angry 
  red is stripped away from his eyes. Looking 
  at you, he whispers, “Forgive me.” Then he is 
  engulfed in holy fire that rapidly burns away 
  the corrupting mists until there is nothing left 
  of him but ash and a few fragments of bone.
  When the characters return to the Lord Sage, he 
  is very pleased that the characters have ended the 
  threat of Former Doomguide Yorvir Glandon. He 
  rewards the characters as promised and arranges 
  for Valhingen Graveyard to once again be returned 
  to the church of Kelemvor.
  If Yorvir Escapes to Barovia
  Reaching out, Yorvir takes Zindelo’s hand. 
  “It appears there is no choice but to leave 
  Phlan to fall. I accept the invitation of your 
  Master.” The contempt for the last word 
  can barely be heard over the squeals of 
  joy coming from the faces in the mist that 
  surrounds Yorvir. The mist quickly spreads 
  across the two of them as Zindelo intones 
  “Vezesse végig köd, annak a földnek ura.” A 
  moment later, they are gone.
  When the characters return to the Lord Sage, he is 
  pleased that the characters have ended the threat of 
  Former Doomguide Yorvir Glandon but is worried 
  that it may only have delayed the threat. Still he 
  rewards the characters as promised and arranges 
  for Valhingen Graveyard to once again be returned 
  to the church of Kelemvor.
  If Yorvir is Driven Off but Not Laid to rest
  The killing blow struck, the vampire 
  becomes a cloud of mist that flows away 
  through cracks in the wall. Lene screams 
  “No! We can’t let him escape! We cannot 
  have failed!”
  When the characters return to the Lord Sage, he is 
  disappointed that the characters have not ended 
  the threat of Former Doomguide Yorvir Glandon. 
  In this case he rewards the characters half of what 
  was promised (1,500 gp) and does not arrange for 
  Valhingen Graveyard to be returned to the church of 
  Kelemvor.
  If the Painting is returned Intact
  Returning the painting to the Lord Sage, 
  he is grateful. “This will go a long way to 
  solidifying Colvin’s claim to the throne, and 
  can only help his chances in the upcoming 
  election. I wonder why Cadeyrn tried 
  to destroy it? Who could he have been 
  working for?”
  The Lord Sage is pleased the painting was found 
  and rewards the characters as promised. Members 
  of the Emerald Enclave receive a renown point for 
  recovering the painting successfully.
  If the Painting is Not returned Intact
  Returning without the painting to the Lord 
  Sage, he is disappointed in your failure. “It 
  sounds as if that painting would have gone 
  a long way to solidifying Colvin’s claim to 
  the throne, and helping his chances in the 
  upcoming election. I wonder why Cadeyrn 
  tried to destroy it? Who could he have 
  been working for?”
  The Lord Sage is disappointed that the painting was 
  not recovered and does not reward the characters.
  The End
  
  29
  rewards
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted.
  Combat Awards
  Name of Foe  
  XP per Foe
  Assassin 
  3,900
  Archmage 
  8,400
  Banshee 
  1,100
  Beholder zombie 
  1,800
  Ghoul 
  200
  Iron golem 
  15,000
  Mage 
  2,300
  Mutated Siria (Yochlol)   5,900
  Ogre zombie 
  450
  Priest 
  450
  Stone golem 
  5,900
  Vampire spawn 
  1,800
  Yorvir Glandon (Vampire)  13,000
  Non-Combat Awards
  Task or Accomplishment 
  XP per Char.
  Recover the Painting  
  500
   
  The minimum total award for each character 
  participating in this adventure is 8,625 experience 
  points.
   
  The maximum total award for each character 
  participating in this adventure is 11,500 
  experience points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever 
  possible. Gold piece values listed for sellable 
  gear are calculated at their selling price, not their 
  purchase price.
   
  Consumable magic items should be divided 
  up however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.
   
  Permanent magic items are divided according 
  to a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards
  Item Name 
  GP Value
  Lord Sage’s Reward (Yorvir) 
  3,000 gp
  Lord Sage’s Reward (Painting) 
  2,000 gp
  Adelajda’s Records 
  1,000 gp
  or
  Radomil’s Clockworks 
  1,000 gp
  Hidden Fountain Cache 
  1,000 gp
  Yorvir’s Jewelry 
  2,000 gp
  Miltiades’s Trophies 
  2,000 gp
  The clerics gave the characters an explorer’s pack 
  that also has two bottles of holy water, a holy symbol 
  of Kelemvor, and an additional five torches. These 
  items may be kept.
  PHLAN 1-1 / sEPULTUrE:
  REWARDS
  
  30
  Permanent Magic Item Distribution
  D&D Adventurers League has a system in place 
  to determine who is awarded permanent magic 
  items at the end of a session. Each character’s 
  logsheet contains a column to record 
  permanent magic items for ease of reference.
  • If all the players at the table agree on one 
  character taking possession of a permanent 
  magic item, that character gets the item. 
  • In the event that one or more characters 
  indicate an interest in possessing a 
  permanent magic item, the character that 
  possesses the fewest permanent magic items 
  gets the item. If there is a tie in the total 
  number of permanent magic items owned 
  by contesting characters, the item’s owner is 
  determined randomly by the DM.
  Miltiades’s shield
  Armor (shield), very rare
  This shield is decorated with symbols of service and 
  fealty. The shield empathically encourages service 
  to others and whenever the bearer considers 
  performing a selfish act, the shield enhances pangs 
  of conscience. While holding this shield, you have 
  a +3 bonus to AC. This bonus is in addition to the 
  shield’s normal bonus to AC.
  Potion of Greater Healing
  Potion, Uncommon
  A description of this item can be found in the 
  Dungeon Master’s Guide.
  spell scroll, Lesser restoration
  Scroll, Uncommon
  This scroll is inscribed with the spell lesser 
  restoration. A description of this item can be found 
  in the Dungeon Master’s Guide.
  spell scroll, Windwall
  Scroll, Uncommon
  This scroll is inscribed with the spell lesser 
  restoration. A description of this item can be found 
  in the Dungeon Master’s Guide.
  spell scroll, Zone of Truth
  Scroll, Uncommon
  This scroll is inscribed with the spell lesser 
  restoration. A description of this item can be found 
  in the Dungeon Master’s Guide.
  Eihim’s Traveling spellbook
  This slim traveling spellbook is bound in heavy 
  leather with the mage sigil of Eihim the Archmage, 
  a star burst atop the heraldry of the town of Phlan, 
  embossed on the cover. It contains the following 
  spells:
  1st - detect magic, identify, mage armor, magic 
  missile;
  2nd - detect thoughts, mirror image, misty step;
  3rd - counterspell, fly, lightning bolt;
  4th - banishment, evard’s black tentacles, fire 
  shield, stoneskin;
  5th - cone of cold, wall of force;
  6th - disintegration;
  7th - teleport;
  8th - maze;
  9th - time stop.
  PHLAN 1-1 / sEPULTUrE:
  REWARDS
  
  31
  Downtime
  Each character receives ten downtime days at the 
  conclusion of this adventure.
  renown
  All faction members earn one renown point for 
  participating in this adventure. Members of the 
  Emerald Enclave receive a second renown point 
  if they recover the painting successfully.
  DM Rewards
  You receive 2,875 XP, 1,438 gp, and ten downtime 
  days for running this session.
  Story rewards
  Characters have the opportunity to earn the 
  following story awards during this adventure.
  Barbarian. You have shown a willful disregard for 
  the preservation of knowledge in Mantor’s Library. 
  The librarians remember your callous disregard for 
  the books and you have disadvantage on any ability 
  checks made to convince the librarians to assist you.
  Blasphemer. You have robbed the Necropolis or 
  allowed others to do so and your behavior has 
  been reported back to the church of Kelemvor. 
  Your despised name is spread far and wide 
  among its clergy. Because of this, all members of 
  Kelemvor’s clergy are highly distrustful of you. So 
  long as you have this enmity, all future Charisma 
  (Deception, Intimidation, or Persuasion) checks 
  made against members of Kelemvor’s faithful are 
  made with disadvantage. Additionally, the cost for 
  any spellcasting services provided by the clergy of 
  Kelemvor is increased by 10%. If you have Enmity 
  of Doomguide Yovir Glandon from DDEX1-4 Dues 
  from the Dead, your costs instead increase by 50%.
  exposed. You have been previously exposed to 
  Godstouched disease. In any adventure where you 
  might contract this disease, increase your chance by 
  10%.
  PHLAN 1-1 / sEPULTUrE:
  REWARDS
  
  32
  Appendix: NPC / Monster Statistics  
  Assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8 + 24)
  speed 30 ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  saving Throws Dex +7, Int +5
  skills Acrobatics +7, Deception +4, Perception +4, 
  Stealth +11
  Damage resistances poison
  senses passive Perception 14
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores 
  against a surprised creature is a critical hit.
  evasion. If the assassin is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, the assassin instead takes no 
  damage if it succeeds on the saving throw, and only 
  half damage if it fails.
  Sneak Attack (1/turn). The assassin deals an 
  extra 13 (4d6) damage when it 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 the 
  assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  Actions
  multiattack. The assassin makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  Light Crossbow. Ranged Weapon Attack: +7 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) poison 
  damage on a failed save, or half as much damage on 
  a successful one.
  Banshee
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 58 (13d8)
  speed 30 ft
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  1 (-5) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  17 (+3)
  saving Throws Wis +2, Cha +5
  Damage resistances acid, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained
  senses darkvision 60 ft., passive Perception 10
  Languages Common, Elvish
  Challenge 4 (1,100 XP)
  Detect Life. The banshee can magically sense the 
  presence of living creatures up to 5 miles away. She 
  knows the general direction they’re in but not their 
  exact locations.
  incorporeal movement. The banshee can move 
  through other creatures and objects as if they were 
  difficult terrain. She takes 5 (1d10) force damage if 
  she ends her turn inside an object.
  Actions
  Corrupting touch. Melee Spell Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic 
  damage.
  horrifying Visage. Each non-undead creature 
  within 60 feet of the banshee that can see her must 
  succeed on a DC 13 Wisdom saving throw or be 
  frightened for 1 minute. A frightened target can 
  repeat the saving throw at the end of each of its 
  turns, with disadvantage if the banshee is within 
  line of sight, ending the effect on itself on a success. 
  If a target’s saving throw is successful or the effect 
  ends for it, the target is immune to the banshee’s 
  Horrifying Visage for the next 24 hours.
  Wail (1/Day). The banshee releases a mournful 
  wail, provided that she isn’t in sunlight. This wail 
  has no effect on constructs and undead. All other 
  creatures within 30 feet of her than can hear her 
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  33
  must make a DC 13 Constitution saving throw. On a 
  failure, a creature drops to 0 hit points. On a success, 
  a creature takes 10 (3d6) psychic damage.
  Beholder Zombie
  Large undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 93 (11d10+33)
  speed 0 ft., fly 20 ft. (hover)
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  8 (-1) 
  5 (-3)
  saving Throws Wis +2
  Damage Immunities poison
  Condition Immunities poisoned
  senses darkvision 60 ft., passive Perception 9
  Languages understands Deep Speech and 
  Undercommon but can’t speak
  Challenge 5 (1,800 XP)
  Undead Fortitude. If damage reduces the zombie 
  to 0 hit points, it must make a Constitution saving 
  throw with a DC of 5+the damage taken, unless the 
  damage is radiant or from a critical hit. On a success, 
  the zombie drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) piercing damage.
  eye ray. The zombie uses a random magical eye ray, 
  choosing a target that it can see within 60 feet of it.
  1. Paralyzing ray. The targeted creature must 
  succeed on a DC 14 Constitution saving throw or 
  be paralyzed for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, 
  ending the effect on a success
  2. Fear ray. The targeted creature must succeed 
  on a DC 14 Wisdom saving throw or be 
  frightened for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  3. enervation ray. The targeted creature must 
  make a DC 14 Constitution saving throw, taking 
  36 (8d8) necrotic damage on a failed save, or 
  half as much damage on a successful one.
  4. Disintegration ray. If the target is a creature, it 
  must succeed on a DC 14 Dexterity saving throw 
  or take 45 (10d8) force damage. If this damage 
  reduces the creature to 0 hit points, its body 
  becomes a pile of fine gray dust. 
   
    If the target is a Large or smaller 
  nonmagical object or creation of magical force, 
  it is disintegrated without a saving throw. If the 
  target is a Huge or larger nonmagical object or 
  creation of magical force, this ray disintegrates 
  a 10-foot cube of it.
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  34
  Former Doomguide Yorvir Glandon 
  (Vampire Cleric)
  Medium undead (shapechanger), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 144 (17d8 + 68)
  speed 30ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  18 (+4) 
  18 (+4) 
  18 (+4) 
  15 (+2) 
  17 (+3) 
  18 (+4)
  saving Throws Dex +9, Wis +8, Cha +9
  skills Perception +8, Stealth +9
  Damage resistance necrotic; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  senses darkvision 120 ft., passive Perception 17
  Languages Common
  Challenge 15 (13,000 XP)
  Shapechanger. If the vampire isn’t in sun light or 
  running water, it can use its action to polymorph in 
  to a Tiny bat or a Medium cloud of mist, or back into 
  its true form.
   
  While in bat form, the vampire can’t speak, its 
  walking speed is 5 feet, and it has a flying speed of 
  30 feet. Its statistics, other than its size and speed, 
  are unchanged. Anything it is wearing transforms 
  with it, but nothing it is carrying does. It reverts to 
  its true form if it dies.
   
  While in mist form, the vampire can’t take 
  any actions, speak, or manipulate objects. It is 
  weightless, has a flying speed of 20 feet, can hover, 
  and can enter a hostile creature’s space and stop 
  there. In addition, if air can pass through a space, 
  the mist can do so without squeezing, and it can’t 
  pass through water. It has advantage on Strength, 
  Dexterity, and Constitution saving throws, and it 
  is immune to all nonmagical damage, except the 
  damage it takes from sunlight.
  Legendary Resistance (3/Day). If the vampire fails a 
  saving throw, it can choose to succeed instead.
  Misty Escape. When it drops to 0 hit points outside 
  its resting place, the vampire transforms into a 
  cloud of mist (as in the Shapechanger trait) instead 
  of falling unconscious, provided that it isn’t in sun 
  light or running water. If it can’t transform, it is 
  destroyed.
   
  While it has 0 hit points in mist form, it can’t 
  revert to its vampire form, and it must reach its 
  resting place within 2 hours or be destroyed. Once 
  in its resting place, it reverts to its vampire form. It 
  is then paralyzed until it regains at least 1 hit point. 
  After spending 1 hour in its resting place with 0 hit 
  points, it regains 1 hit point.
  regeneration. The vampire regains 20 hit points 
  at the start of its turn if it has at least 1 hit point 
  and isn’t in sun light or running water. lf the 
  vampire takes radiant damage or damage from holy 
  water, this trait doesn’t function at the start of the 
  vampire’s next turn .
  Spider Climb. The vampire can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Vampire Weaknesses. The vampire has the 
  following flaws:
  •	 Forbiddance. The vampire can’t enter a 
  residence without an invitation from one of the 
  occupants,
  •	 harmed by running Water. The vampire takes 
  20 acid damage if it ends its turn in running 
  water.
  •	 Stake to the heart. If a piercing weapon made 
  of wood is driven into the vampire’s heart 
  while the vampire is incapacitated in its resting 
  place, the vampire is paralyzed until the stake is 
  removed.
  •	 Sunlight hypersensitivity. The vampire takes 
  20 radiant damage when it starts its turn in 
  sunlight. While in sun light, it has disadvantage 
  on attack rolls and ability checks.
  Spellcasting. The vampire is a 9th-level spellcaster. 
  His spellcasting ability is Wisdom (save DC 14, 
  +6 to hit with spell attacks). The vampire has the 
  following cleric spells prepared:
  Cantrips (at will): guidance, poison spray, 
  resistance, spare the dying, thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, ray 
  of sickness
  2nd level (3 slots): blindness/deafness, lesser 
  restoration, spiritual weapon
  3rd level (3 slots): dispel magic, vampiric touch
  4th level (3 slots): blight, banishment
  5th level (1 slots): antilife shell, flame strike
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  35
  Actions                                                                               
  multiattack (Vampire Form Only). The vampire 
  makes two attacks, only one of which can be a bite 
  attack.
  Unarmed Strike (Vampire Form Only). Melee 
  Weapon Attack: +9 to hit, reach 5 ft., one creature. 
  Hit: 8 (1d8 + 4) bludgeoning damage. Instead of 
  dealing damage, the vampire can grapple the target 
  (escape DC 18).
  Bite (Bat or Vampire Form Only). Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one willing creature, 
  or a creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 7 (1d6 + 4) 
  piercing damage plus 10 (3d6) necrotic damage. 
  The target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and the 
  vampire regains hit points equal to that amount. 
  The reduction lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit point 
  maximum to 0. A humanoid slain in this way and  
  then buried in the ground rises the following night 
  as a vampire spawn under the vampire’s control.
  Charm. The vampire targets one humanoid it 
  can see within 30 feet of it. If the target can see 
  the vampire, the target must succeed on a DC 17 
  Wisdom saving throw against this magic or be 
  charmed by the vampire. The charmed target 
  regards the vampire as a trusted friend to be heeded 
  and protected. Although the target isn’t under the 
  vampire’s control, it takes the vampire’s requests or 
  actions in the most favorable way it can, and it is a 
  willing target for the vampire’s bite attack.
   
  Each time the vampire or the vampire’s 
  companions do anything harmful to the target, it can 
  repeat the saving throw, ending the effect on itself 
  on a success. Otherwise, the effect lasts 24 hours or 
  until the vampire is destroyed, is on a different plane 
  of existence than the target, or takes a bonus action 
  to end the effect.
  Children of the night (1/Day). The vampire 
  magically calls 2d4 swarms of bats or rats, provided 
  that the sun isn’t up. While outdoors, the vampire 
  can call 3d6 wolves instead. The called creatures 
  arrive in 1d4 rounds, acting as allies of the vampire 
  and obeying its spoken commands. The beasts 
  remain for 1 hour, until the vampire dies, or until the 
  vampire dismisses them as a bonus action.
  Legendary Actions                                                          
  The vampire can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The vampire regains spent 
  legendary actions at the start of its turn.
  move. The vampire moves up to its speed without 
  provoking opportunity attacks.
  Unarmed Strike. The vampire makes one unarmed 
  strike.
  Bite (Costs 2 Actions). The vampire makes one bite 
  attack.
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  36
  Eihim, Archmage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 99 (18d8 + 18)
  speed 30 ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  10 (+0) 
   14 (+2)  
  12 (+1)  
  20 (+5)  
  15 (+2)  
  16 (+3)
  saving Throws Int +9, Wis +6
  skills Arcana +13, History +13
  Damage resistance damage from spells; 
  nonmagical bludgeoning, piercing, and slashing 
  (from stoneskin)
  senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  magic resistance. The archmage has advantage 
  on saving throws against spells and other magical 
  effects.
  Spellcasting. The archmage is an 18th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 17, +9 to hit with spell attacks). The 
  archmage can cast disguise self and invisibility* at 
  will and has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp
  1st level (4 slots): detect magic, identify, mage 
  armor*, magic missile
  2nd level (3 slots): detect thoughts, mirror image, 
  misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, evard’s black 
  tentacles, fire shield, stoneskin*
  5th level (3 slots): cone of cold, wall of force
  6th level (1 slot): disintegration
  7th level (1 slot): teleport
  8th level (1 slot): maze
  9th level (1 slot): time stop
  *The archmage casts these spells on itself before 
  combat.
  Actions                                                                             
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage.
  Flameskull
  Tiny undead, neutral evil
  Armor Class 13
  Hit Points 40 (9d4 + 18)
  speed 0 ft., fly 40 ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  1 (−5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0)
  skills Arcana +5, Perception +2
  Damage resistances lightning, necrotic, piercing
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, frightened, 
  paralyzed, poisoned
  senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 4 (1,100 XP)
  illumination. The flameskull sheds either dim light 
  in a 15-foot radius, or bright light in a 15-foot radius 
  and dim light for an additional 15 feet. It can switch 
  between the options as an action.
  magic resistance. The flameskull has advantage 
  on saving throws against spells and other magical 
  effects.
  rejuvenation. If the flameskull is destroyed, it 
  regains all its hit points in 1 hour unless holy water 
  is sprinkled on its remains or a dispel magic or 
  remove curse spell is cast on them.
  Spellcasting. The flameskull is a 5th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  requires no somatic or material components to cast 
  its spells. The flameskull has the following wizard 
  spells prepared:
  Cantrip (at will): mage hand
  1st level (3 slots): magic missile, shield
  2nd level (2 slots): blur, flaming sphere
  3rd level (1 slot): fireball
  Actions                                                                          
  multiattack. The flameskull uses Fire Ray twice.
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) fire damage.
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  37
  Ghoul
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  speed 30 ft. 
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  6 (−2)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  poisoned
  senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions                                                                             
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) slashing damage. If the 
  target is a creature other than an elf or undead, it 
  must succeed on a DC 10 Constitution saving throw 
  or be paralyzed for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Iron Golem
  Large Construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 210 (20d10 + 100)
  speed 30 ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  24 (+7) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5)
  Damage Immunities. fire, poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Condition Immunities. charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  senses. darkvision 120 ft., Passive Perception 10
  Languages. understands the languages of its 
  creator, but can’t speak
  Challenge. 16 (15,000 XP)
  Fire Absorption. Whenever the golem is subjected 
  to fire damage, it takes no damage and instead 
  regains a number of hit points equal to the fire 
  damage dealt.  
  immutable Form. The golem is immune to any spell 
  or effect that would alter its form. 
  magic resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects.  
  magic Weapons. The golem’s weapon attacks are 
  magical. 
  Actions                                                                                 
  multiattack. The golem makes two melee attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 23 (3d10 + 7) slashing damage.
  Poison Breath (recharge 6). The golem exhales 
  poisonous gas in a 15-foot cone. Each creature in 
  that area must make a DC 19 Constitution saving 
  throw, taking 15 (10d8) poison damage on a failed 
  save, or half as much damage on a successful one. 
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  38
  Mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  speed 30 ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  saving Throws Int +6, Wis +4
  skills Arcana +6, History +6
  senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  14, +6 to hit with spell attacks). The mage has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation
  1st level (4 slots): detect magic, mage armor, 
  magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions                                                                                         
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage.
  Priest
  Medium humanoid (any race), any alignment
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8 + 5)
  speed 25 ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1)
  skills Medicine +7, Persuasion +3, Religion +4
  senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  Divine eminence. As a bonus action, the priest 
  can expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts until 
  the end of the turn. If the priest expends a spell slot 
  of 2nd level or higher, the extra damage increases by 
  1d6 for each level above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, 
  thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary
  2nd level (3 slots): lesser restoration, spiritual 
  weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions                                                                             
  mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  39
  stone Golem
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  speed 30 ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  22 (+6) 
  9 (-1)  
  20 (+5)  
  3 (-4)  
  11 (+0)  
  1 (-5)
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  that aren’t adamantine
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  senses darkvision 120 ft., passive Perception 10
  Languages understands the language of its creator 
  but can’t speak
  Challenge 10 (5,900 XP)
  immutable Form. The golem is immune to any spell 
  or effect that would alter its form.
  magic resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects.
  magic Weapons. The golem’s weapon attacks are 
  magical.
  Actions
  multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Slow (recharge 5-6). The golem targets one or 
  more creatures it can see within 10 feet of it. Each 
  target must make a DC 17 Wisdom saving throw 
  against this magic. On a failed save, a target can’t 
  use reactions, its speed is halved, and it can’t make 
  more than one attack on its turn. In addition, the 
  target can take either an action or a bonus action on 
  its turn, not both. These effects last for 1 minute. A 
  target can repeat the saving throw at the end of each 
  of its turns, ending the effects on itself on a success.
  Wraith
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  speed 0 ft., fly 60 ft. (hover)
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained
  senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1800 XP)
  incorporeal movement. The wraith can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the wraith 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions                                                                           
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. 
  The target must succeed on a DC 14 Constitution 
  saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point 
  maximum to 0.
  Create Specter. The wraith targets a humanoid 
  within 10 feet of it that has been dead for no longer 
  than 1 minute and died violently. The target’s spirit 
  rises as a specter in the space of its corpse or in the 
  nearest unoccupied space. The specter is under the 
  wraith’s control. The wraith can have no more than 
  seven specters under its control at one time.
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  40
  Vampire spawn
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 60 (11d6 + 22)
  speed 30 ft. 
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  16 (+3) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  saving Throws Dex +6, Wis +3
  skills Perception +3, Stealth +6
  Damage resistances necrotic
  senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 4 (1,100 XP)
  regeneration. The spawn regains 10 hit points at 
  the start of its turn if it has at least 1 hit point and 
  isn’t in direct sunlight or running water. If it takes 
  radiant damage or damage from holy water, this 
  trait doesn’t function at the start of her next turn. 
  Spider Climb. The spawn can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Vampire Weaknesses. The spawn has the following 
  flaws:
  •	 Forbiddance. The spawn can’t enter a residence 
  with an invitation from one of the occupants.
  •	 harmed by running Water. The spawn takes 
  20 acid damage when it ends its turn in running 
  water.
  •	 Stake to the heart. The spawn is destroyed if 
  a piercing weapon made of wood is driven into 
  its heart while it is incapacitated in her resting 
  place.
  •	 Sunlight hypersensitivity. The spawn takes 20 
  radiant damage when it starts its turn in direct 
  sunlight. While in direct sunlight, the spawn has 
  disadvantage on attack rolls and ability checks. 
  Actions                                                                              
  multiattack. The spawn makes two melee attacks, 
  only one of which can be a bite attack.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 8 (2d4 + 3) slashing damage. 
  Instead of dealing damage, the spawn can grapple 
  her target (escape DC 13).
  Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one 
  willing creature, or a creature that is grappled by 
  the spawn, incapacitated, or restrained. Hit: 6 (1d6 
  + 3) piercing damage plus 7 (2d6) necrotic damage. 
  The target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and 
  the spawn regains hit points equal to that amount. 
  The reduction lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  reactions                                                                       
  insightful Defense. When an attacker the spawn 
  can see hits it with an attack, the spawn can halve 
  the damage against it.
  Ogre Zombie 
  Large undead, neutral evil 
  Armor Class 8 
  Hit Points 85 (9d10+36) 
  speed 30 ft. 
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  19 (+4) 
  6 (-2) 
  18 (+4) 
  3 (-4) 
  6 (-4) 
  5 (-3)
  saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  senses darkvision 60 ft., passive Perception 8 
  Languages understands Giant and Common but 
  can’t speak 
  Challenge 2 (450 XP) 
  Actions                                                                             
  morningstar. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage.
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  41
  Yochlol
  Medium fiend (demon, shapechanger), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 136 (16d8 + 64)
  speed 30 ft., climb 30 ft.
  sTr 
  DEX 
  CON 
  INT 
  WIs 
  CHA
  15 (+2) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  15 (+2) 
  15 (+2)
  saving Throws. Dex +6, Int +5, Wis +6, Cha +6
  skills. Deception +10, Insight +6
  Damage resistances. cold, fire, lightning, 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities. poison
  Condition Immunities. poisoned
  senses. darkvision 120 ft., Passive Perception 12
  Languages. Abyssal, Elven, Undercommon
  Challenge. 10 (5,900 XP)
  Shapechanger. The yochlol can use its action to 
  polymorph into a form that resembles a female 
  drow or giant spider, or back to its true form. Its 
  statistics are the same in each form. Any equipment 
  it is wearing or carrying its transformed. It reverts 
  to its true form if it dies. 
  magic resistance. The yochlol has advantage on 
  saving throws against spells and other magical 
  effects.  
  Spider Climb. The yochlol can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  innate Spellcasting. The yochlol’s spellcasting 
  ability is Charisma (spell save DC 14). The yochlol 
  can innately cast the following sells requiring no 
  material components. 
  At Will: detect thoughts, web
  1/day: dominate person 
  Web Walker. The yochlol ignores movement 
  restrictions caused by webbing.  
  Actions                                                                           
  multiattack. The yochlol makes two melee attacks.
  Slam (Bite in Spider Form). Melee Weapon Attack: 
  +6 to hit, reach 5 ft. (10 ft. in demon form), one 
  target. Hit: 5 (1d6 + 2) bludgeoning (piercing in 
  spider form) damage plus 21 (6d6) poison damage. 
  mist Form. The yochlol transforms into toxic mist or 
  reverts to its true form. Any equipment it is wearing 
  or carrying is also transformed. It reverts to its true 
  form if it dies. 
   
  While in mist form, the yochlol is incapacitated 
  and can’t speak. It has a flying speed of 30 feet, can 
  hover, and can pass through any space that isn’t 
  airtight. It has advantage on Strength, Dexterity, 
  and Constitution saving throws, and it is immune to 
  nonmagic damage. 
   
  While in mist form, the yochlol can enter a 
  creature’s space and stop there. Each time that 
  creature starts its turn with the yochlol in its space, 
  the creature must succeed on a DC 14 Constitution 
  saving throw or be poisoned until the start of its 
  next turn. While poisoned in this way, the target is 
  incapacitated. 
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  42
  player Handout: rewards
  Magic Items                                           
  Miltiades’s shield
  Armor (shield), very rare
  This shield is decorated with symbols of service and 
  fealty. The shield empathically encourages service 
  to others and whenever the bearer considers 
  performing a selfish act, the shield enhances pangs 
  of conscious. While holding this shield, you have 
  a +3 bonus to AC. This bonus is in addition to the 
  shield’s normal bonus to AC.
  Potion of Greater Healing
  Potion, Uncommon
  A description of this item can be found in the 
  Dungeon Master’s Guide.
  spell scroll, Lesser restoration
  Scroll, Uncommon
  This scroll is inscribed with the spell lesser 
  restoration. A description of this item can be found 
  in the Dungeon Master’s Guide.
  spell scroll, Windwall
  Scroll, Uncommon
  This scroll is inscribed with the spell lesser 
  restoration. A description of this item can be found 
  in the Dungeon Master’s Guide.
  spell scroll, Zone of Truth
  Scroll, Uncommon
  This scroll is inscribed with the spell lesser 
  restoration. A description of this item can be found 
  in the Dungeon Master’s Guide.
  Eihim’s Traveling spellbook
  This slim traveling spellbook is bound in heavy 
  leather with the mage sigil of Eihim the Archmage, 
  a star burst atop the heraldry of the town of Phlan, 
  embossed on the cover. It contains the following 
  spells: 1st-detect magic, identify, mage armor, 
  magic missile; 2nd-detect thoughts, mirror image, 
  misty step; 3rd-counterspell, fly, lightning bolt; 
  4th-banishment, evard’s black tentacles, fire shield, 
  stoneskin; 5th-cone of cold, wall of force; 6th-
  disintegration; 7th-teleport; 8th-maze; 9th-time 
  stop.
  Story Awards                                       
  Characters have the opportunity to earn the 
  following story awards during this adventure. 
  Barbarian. You have shown a willful disregard for 
  the preservation of knowledge in Mantor’s Library. 
  The librarians remember your callous disregard for 
  the books and you have disadvantage on any ability 
  checks made to convince the librarians to assist you. 
  Blasphemer. You have robbed the Necropolis or 
  allowed others to do so and your behavior has 
  been reported back to the church of Kelemvor. 
  Your despised name is spread far and wide 
  among its clergy. Because of this, all members of 
  Kelemvor’s clergy are highly distrustful of you. So 
  long as you have this enmity, all future Charisma 
  (Deception, Intimidation, or Persuasion) checks 
  made against members of Kelemvor’s faithful are 
  made with disadvantage. Additionally, the cost for 
  any spellcasting services provided by the clergy of 
  Kelemvor is increased by 10%. If you have Enmity of 
  Doomguide Yovir Glandon from DDEX1-4 Dues from 
  the Dead, your costs instead increase by 50%.
  exposed. You have been previously exposed to 
  Godstouched disease. In any adventure where you 
  might contract this disease, increase your chance by 
  10%.
  
  43
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  Handout 1
  
  44
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  45
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  46
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
  47
  PHLAN 1-1 / sEPULTUrE:
  APPENDIX
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-13 PHLAN 1-1 Sepulture.pdf