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  ENEMY OF MY 
  ENEMY
  WiLL DOyLE
  Adventure Designer
  Adventure Code: PHLAN1-2
  Something odd is happening to the citizens of Phlan. Some have 
  inexplicably gone mad and must be restrained, while others have 
  developed strange magical abilities. No one is immune as it has affected 
  young and old, rich and poor, strong and weak. Opinions about the cause 
  are plentiful, but some theories seem more solid than others. A D&D 
  Adventurers League adventure for character levels 11 to 16 set in and 
  around Phlan.
  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 
  (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 
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  INTRODUCTION
  INTrODucTION
  Enemy of My Enemy is the second installment of the Baldman 
  Games Alliances trilogy.
   
  This adventure is designed for three to seven 10th -16th level characters, and is 
  optimized for five 12th-level characters.
   
  The adventure is set in the Moonsea region of the Forgotten Realms, in and around the city 
  of Phlan.
  
  3
  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 1th-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: 
   
  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. 
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  INTRODUCTION
  
  4
  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 1-2 / ENEMy OF My ENEMy: 
  INTRODUCTION
  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
  
  5
  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.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  INTRODUCTION
  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. 
   
  Melvaunt is a large city where any 
  acolyte can find a friendly shrine or 
  temple.
  
  6
  Background
  For millennia, the death slaad Nethrex has 
  scrutinized Toril with one patient, envious eye. 
  Now he draws his plans against the world, reaching 
  out from the chaos of Limbo to poison Toril’s 
  oceans. Nethrex has developed a waterborne strain 
  of the Chaos Phage, and is testing it in the Stojanow 
  River.
   
  Slaad larvae infect all who drink the polluted 
  river water. As each parasite grows, the personality 
  of its host changes. They master new skills, and 
  even manifest aberrant magic powers. In the final 
  stages of affliction, physical mutations tear their 
  body apart. Nethrex is yet to perfect the strain, but 
  yearns for it to evolve into a new breed of slaadi!
   
  Nethrex’s minions recently seized Sorcerer’s 
  Isle (see DDEX1-11: Dark Pyramid of Sorcerer’s 
  Isle). Brave adventurers fought them off, but now 
  the slaadi have reclaimed the pyramid.
   
  At the mouth of the Stojanow River, Phlan revels 
  in its victory over the Cult of the Dragon. They fete 
  their afflicted as “Godstouched”: heroes blessed 
  with divine boons. When the Godstouched start 
  dying, Knight Commander Greycastle deduces that 
  the water is to blame. She hatches a plan to save the 
  infected; including herself. But she needs help.
  The State of Phlan
  Phlan is an anchorage on the north coast of 
  the Moonsea. Its inhabitants are celebrating 
  the death of Vorgansharax: a green dragon 
  who laid claim to the town for many months.
   
  Knight Commander Greycastle led the 
  alliance of heroes that slew the dragon (as 
  told in DDEP4: Reclamation of Phlan). In 
  doing so, she leaned on the neighboring 
  city states of Mulmaster and Hillsfar. 
  Masquerading as friends, these rival powers 
  circle hungrily, eager to steer Phlan’s future to 
  their own ends. 
   
  Yet the townsfolk grow weary of tyranny. 
  Veterans of the resistance demand a stake in 
  the town’s future. Merchants wish for fewer 
  regulations. Loyalists call for the return 
  of monarchy. With the militia too weak to 
  impose order, Greycastle has conceded to an 
  election. For the first time, Phlan’s citizens 
  have a say in their own destiny.
  The Election                                        
  Four candidates have emerged as front-runners in 
  Phlan’s upcoming election. 
  Jhessail Greycastle
  Knight Commander Greycastle is a hero, but her 
  loyalty to the Black Fists makes her vulnerable. She 
  pledges to:
  • Establish a parliament of elected peers to 
  govern Phlan, and serve as First Minister.
  • Reform the Black Fists and weed out 
  corruption in its ranks.
  Barrett Sokol
  The youngest scion of House Sokol has gained 
  popularity among the labor guilds. He pledges to:
  • Reinstate the mercantile Council of Ten and 
  stand as High Councilor. 
  • Create jobs reconstructing Phlan and raising 
  the old city walls. 
  colvin Doverson
  Lord Doverson claims ancestry with the Royal 
  House of Daoran. If legitimized, this would make 
  him heir to the Cinnabar Throne. He pledges to:
  • Reinstate the monarchy and crown himself 
  Lord Protector.
  • Renegotiate trade deals with other Moonsea 
  ports for the benefit of Phlan’s merchants. 
  Graben Samaulkin
  The religious fervor washing through town has 
  aided this priest of Bane. He pledges to:
  • Establish theocratic rule and declare himself 
  Ruinlord of Phlan,
  • Rebuild the Lyceum of the Black Lord and 
  appease the god with plentiful sacrifices.
  The Godstouched                               
  The townsfolk avoid drawing water from their 
  polluted river. Unfortunately, an explosion cracked 
  a cistern during the liberation, and river sludge 
  leaked through. Nethrex’s chaos strain has now 
  infected over a third of the populace. 
   
  In most folk, the affliction manifests as 
  personality changes and odd epiphanies. In others – 
  the so-called “Godstouched”– it is not so subtle. Few 
  are aware that the affliction ends in fatal mutation.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  INTRODUCTION
  
  7
  Aberrant Powers
  Each character in the group has a 50% chance of 
  starting the adventure infected by the chaos strain. 
  At least one character must be infected. The chaos 
  strain is a magical affliction, so even creatures 
  immune to poison or disease can be affected. 
  Characters infected by the strain gain access to one 
  of the aberrant powers listed below.
   
  To activate an aberrant power, a character 
  must gain a level of exhaustion. No action is 
  required.
  Aberrant Powers
  d8
  Power
  1
  Stoneskin. You gain resistance to 
  slashing and piercing damage until the 
  end of your next turn.
  2
  Fire Mind. Unattended flammable 
  objects within 5 ft. of your character 
  burst into flame.
  3
  Savant. You gain advantage on one 
  skill check made before the end of 
  your next turn.
  4
  Living Shadow. Your own shadow 
  uses the Help action to distract an 
  enemy you are fighting.
  5
  Lightning Rush. Your speed doubles 
  until the end of your next turn.
  6
  Time Shift. Reroll one attack, ability 
  check or saving throw (unless it is a 
  natural 1). You must keep the new 
  result.
  7
  Suckers. You gain a climb speed of 
  15ft. until the end of your next turn.
  8
  Strength. Your Strength increases to 
  30 until the end of your next turn (+10 
  ability modifier).
  Characters with aberrant powers also experience 
  bizarre mutations. These manifest as brief “chaos 
  spasms” when the player rolls a natural 1 on any 
  ability check, attack roll, or saving throw. Roll on 
  the following table if this occurs:
  Chaos Mutation
  d8
  Mutation
  1
  Fits. You fall prone and froth at the 
  mouth for 1 minute, counting as 
  stunned. At the end of each of your 
  turns, you make a DC 10 Constitution 
  saving throw to recover from the 
  effect.
  2
  Stench. You emit a cloud of ghastly 
  stench in a 15 ft. sphere around 
  yourself. The stench lasts for 1 minute. 
  All creatures inside the cloud have 
  disadvantage on attacks, ability checks 
  and saving throws.
  3
  Mania. On your next turn, you attack 
  a random creature in sight. After the 
  attack, you have no memory of the 
  event. 
  4
  Warped Features. For 1 minute, your 
  nose, eyes and mouth switch positions 
  on your face. You cannot talk, and gain 
  disadvantage on ability checks that 
  rely on sight, hearing or smell.
  5
  Silly Walk. For 1 minute, your speed is 
  halved due to your ridiculous gait.
  6
  Brittle Body. Until the end of your 
  next turn, you are vulnerable to 
  bludgeoning, slashing and piercing 
  damage.
  7
  Hairy. 
  Thick 
  hair 
  sprouts 
  from 
  every pore. Until sheared, you have 
  disadvantage on ability checks and 
  saving throws that rely on movement.
  8
  Levitation. For 1 minute, you levitate 
  upwards at a speed of 20 ft. per turn. 
  Once airborne, you cannot move 
  unless you have a fly speed. At the 
  end of each of your turns, you make 
  a DC 15 Constitution saving throw to 
  recover from the effect.
  Left unchecked, characters afflicted by the chaos 
  strain die within one month (or after 30 downtime 
  days have been awarded). Due to its alien nature, 
  only divine intervention or the magic of a wish 
  spell can cure the affliction. Doing so removes any 
  aberrant powers and chaos mutations from the 
  character. 
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  INTRODUCTION
  
  8
  Adventure Hooks                             
  Use one of the following hooks to draw the 
  characters into the adventure, or devise your own.
  Infected
  The chaos strain has afflicted one or more 
  characters in the group. According to rumor, 
  Jhessail Greycastle has troubling theories about 
  the source of these powers. When the adventure 
  begins, the characters are on their way to meet her.
  Spies
  Spymasters from Hillsfar or Mulmaster have sent 
  the characters to spy on the election candidates. 
  The motives of Lord Commander Greycastle are of 
  particular interest.  
  Investigators
  Characters with the Hero of the Welcomers story 
  award learn that the Black Fists have arrested 
  Glevith, king of thieves. When the adventure 
  begins, they are on their way to meet Greycastle 
  and negotiate his release.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  INTRODUCTION
  
  9
  Aesperus The adventure begins in Podol Plaza. 
  When everyone is ready to begin, read:
  Introducing the candidates                     
  Ask the players to describe their characters. When 
  they’re done, read:
   
  Give the players Handout 1: The Candidates. 
  Roleplay the scene with the friendly dwarf so the 
  players can express their loyalties. When the time 
  seems right, launch the following encounter.
  The Mutated Priest                            
  Samalkin’s demagogue is one of the “Godstouched.” 
  Midway through his diatribe, the chaos strain 
  destroys him.
   
  In his death throws, the mutated priest attacks 
  the group. For this combat, refer to Map 1: Podol 
  Plaza. The mutated priest uses the statistics of a 
  marilith, with the following modifications:
  • It is a Medium aberration with 240 hit points
  • It speaks no languages, and has no telepathy
  • Its longswords are pincers and its tail is a 
  tentacle. It does not need a longsword to use 
  parry.
  Scaling the Encounter: Mutated Priest
  Use the following recommendations to adjust 
  this combat encounter. These adjustments are 
  not cumulative:
  • Very Weak Party: The mutated priest 
  loses 30 hit points at the start of each of 
  its turns.
  • Weak Party: The mutated priest loses 
  15 hit points at the start of each of its 
  turns. 
  • Strong Party: Add another fallen child 
  (see complications, below
  • Very Strong Party: Add two fallen 
  children (see complications, below).
  General Features
  Podol Plaza has the following important features:
   
  Lighting. Sunlight.
   
  Cover. Crates, barrels or wagons count as 
  difficult terrain. They grant half-cover to any 
  character hiding behind them (+2 AC and Dexterity 
  saving throws).
   
  Gantries. Creatures traversing the gantries 
  move at half speed. To move faster, the creature 
  must succeed on a DC 10 Dexterity (Acrobatics) 
  check. On a failure, they fall to the plaza below, 
  taking 1d6 bludgeoning damage for every 10 feet 
  fallen.
  PArT 1.
  OuTBrEAk
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 1
  Sunlight melts the snow over Podol Plaza. With 
  the death of the dragon, election fever has 
  gripped the town. Posters plaster every wall, 
  and demagogues sing their candidates’ prais-
  es from the soapboxes. 
   
  Just nearby, a beer tent plies its trade, 
  watched by thirsty laborers from the scaffolds. 
  Children wearing lion and eagle masks dash 
  underfoot, chasing a pantomime green drag-
  on.
  An acolyte of Bane howls at you from his 
  soapbox. 
   
  “A thousand curses rot Jhessail Greycastle, 
  betrayer of the Black Lord! She’s forsaken her 
  vows as a paladin! Our champion, Graben 
  Samalkin, calls on Greycastle to prove her 
  powers in public! Vote Samalkin – and bow 
  before the first Ruinlord of Phlan!”
   
  One of the dwarves drinking nearby winks 
  at you. “Fat chance of that! So, who’re you 
  voting for?”
  The demagogue convulses mid-sentence. He 
  shrieks, and a mass of crab-like pincers bursts 
  from his stomach. As panic spreads through the 
  crowd, a suckered tentacle emerges from the 
  demagogue’s mouth, ripping his head apart in a 
  shower of gore.
  
  10
  complications
  The following complications add jeopardy to the 
  encounter. The first (Stampeding Oxen) is always 
  in play. If there are more than three characters, 
  add another complication for every additional 
  character.
   
  Stampeding Oxen. Any creature that ends its 
  turn standing on the ground must succeed on a 
  DC 12 Dexterity saving throw or take 22 (4d10) 
  bludgeoning damage and fall prone. After 2 rounds, 
  the stampeding oxen thunder past.
   
  Fallen Child. A child has fallen in the path 
  of the stampede. Plucking the child from danger 
  requires an action and a successful DC 10 Strength 
  (Athletics) check. The child dies under hoof if the 
  group fails to save them by the end of the second 
  round.  
   
  Overturned Cart. The oxen have overturned a 
  mason’s cart, crushing a halfling beneath it. Lifting 
  the cart requires an action and a successful DC 15 
  Strength check. While the halfling remains trapped, 
  make a death saving throw for her at the end of 
  each round (do not track successes).
   
  Collapsing Gantries. As the workers flee, the 
  gantries collapse beneath them. At the end of each 
  round, there’s a 50% chance that a random section 
  of gantry collapses, dealing 33 (6d10) bludgeoning 
  damage to all creatures within 10 feet (half damage 
  on a successful DC 15 Dexterity saving throw). A 
  collapsed gantry counts as difficult terrain.
  Behind the Curtain: Mutated Priest
  This encounter gives players a chance to flex 
  their muscles and act like heroes. It should be 
  quick and easy: if the battle turns against the 
  group, the mutated priest explodes! 
  Aftermath                                         
  After the battle, the townsfolk gather around the 
  priest’s corpse. The group learns that:
  • The priest was one of the “Godstouched.” Most 
  people believe that the gods have blessed 
  these townsfolk with supernatural powers.
  • Others have wilder ideas about how the 
  Godstouched acquired their powers. Perhaps 
  they watched a star fall, or breathed spores 
  from the dragon’s thicket?
  • Recently, some of the “Godstouched” have 
  disappeared. Others have shown signs of 
  madness.
  • There are rumors of strange monsters 
  prowling the streets at night. The militia 
  remain tight-lipped on the subject but have 
  doubled their patrols. 
  Any character examining the priest’s corpse 
  discovers that the mutated appendages hatched 
  from the priest’s own stomach.
  • Intelligence (Arcana) DC 18: A magical 
  disease mutated the priest’s flesh into a new 
  form. It seems extraplanar in origin.
  rescuing the children
  If the group rescues all the children, their mother 
  reveals herself as the wife of a local merchant. Any 
  characters belonging to the Lords’ Alliance gain 1 
  renown with their faction.
  Greycastle’s Summons
  A squad of Black Fist militia soon arrives on the 
  scene. Their sergeant, Bors Bartol, requests that 
  the group report to the Knight Commander. The 
  soldiers escort them to the Stojanow Gate. 
  Behind the Curtain: Mutated Priest
  This encounter gives players a chance to flex their 
  muscles and act like heroes. It should be quick 
  and easy: if the battle turns against the group, the 
  mutated priest explodes! 
  The Knights of the Black Fist
  After the unexpected death of the Lord 
  Protector, Phlan’s militia seized control 
  of the town. A coup tore them apart, and 
  half their members defected to the dragon 
  Vorgansharax. Lord Regent Ector Brahms died 
  in the revolt. Adventurers later slew Knight 
  Commander Aleyd Burralafter when she 
  succumbed to the Cults of Elemental Evil.
   
  Command of the decimated order fell to 
  Jhessail Greycastle (DDEX1-10 Escape from 
  Phlan and DDEP4: Reclamation of Phlan). 
  Greycastle led the uprising against the dragon, 
  so most folk regard her as a hero. She is a 
  paladin of Bane, god of tyranny.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 1
  
  11
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 1
  
  12
  The group meets Knight Commander Greycastle in 
  the dungeons beneath the Stojanow Gate. 
  Into the Dungeons                             
  Read the following aloud:
  Sergeant Bartol is troubled but unwilling to explain 
  further.  He opens the door. 
  • Wisdom (Perception) DC 10: Strange, 
  mutant growths afflict many of the captives. 
  They have extra appendages, glowing eyes, 
  enlarged features, and worse.
  Sergeant Bartol marches the group through the 
  cell block to Greycastle’s office.  Twenty Black 
  Fist knights stand on guard, watching over the 
  afflicted. If the characters cause trouble, Greycastle 
  emerges to intercept them.
  Meeting Jhessail Greycastle        
  Knight Commander Greycastle is the leader of 
  Phlan’s Black Fist militia. She’s a paladin of Bane, 
  but recent events have made her doubt her faith. 
  Greycastle questions the group about the 
  incident in Podol Plaza. She reveals the following 
  information: 
  • “Godstouched” across town are showing signs 
  of aberrant mutation. Such mutations start as 
  brief “chaos spasms,” but soon become more 
  pronounced. 
  • There’s no cure: even divine magic doesn’t 
  help. As the mutations worsen, they tear their 
  victims apart.
  • The “Godstouched” aren’t the only ones 
  afflicted. Hundreds of people across town 
  show signs of personality change. They too are 
  mutating.  
  • Her soldiers are quarantining the afflicted to 
  avoid mass panic, but rumors are spreading.
  • Greycastle believes that the town’s drinking 
  water is to blame. One of the cisterns cracked 
  during the assault, and the polluted Stojanow 
  seeped through. By now, it could have infected 
  thousands.
  PArT 2.
  SEcrEcY
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 2
  The Stojanow Gate stands in ruin, its doors 
  blown apart during the Reclamation. When 
  you arrive, wooden cranes are hoisting the 
  mangled doors onto their hinges.
        Sergeant Bartol leads you into the dun-
  geons beneath the outer bailey. You arrive 
  outside an iron-bound door. As the sergeant 
  fishes for his keys, he glances back at you.
        “What you’re about to see isn’t pleasant. 
  Keep your questions for the Lord Command-
  er. All will become clear.”  
  A dungeon hallway lined with barred cells 
  stretches before you. Dozens of civilians are 
  shackled inside the cells: men, women, and 
  children. As the sergeant leads you forward, a 
  cacophony of cries fills the air: pleas for mer-
  cy, freedom, even death.
  Knight Commander Greycastle is a wom-
  an in her early thirties. She ties her hair in 
  a messy bunch, and her arms are knotted 
  with muscle. She assesses you with a single 
  glance, then turns to Sergeant Bartol.
        “Another outbreak?” 
  
  13
  The Silver Pyramid
  Characters who’ve played DDEX1-11 Dark Pyramid 
  of Sorcerers Isle might guess the source of the 
  pollution. If not, Greycastle explains: 
  • Long ago, the sorcerer Yarash raised a silver 
  pyramid on an islet near the head of the 
  Stojanow. Within its walls, Yarash conducted 
  experiments on the local lizardfolk. 
  • Yarash’s experiments polluted the river 
  forever. In recent months, the Lord Sage 
  discovered that it corrupted the local flora and 
  fauna.
  • The Lord Sage sent adventurers to investigate 
  the pyramid. They learned that a race of 
  extraplanar monsters called “slaadi” had 
  opened a gate to Limbo. The adventurers 
  closed the gate, and the pollution flushed into 
  the Moonsea. 
  • Greycastle suspects that the slaadi are back. 
  She offers the group 400 gp each to locate the 
  source of the corruption, with a bonus of 600 
  gp each if they discover a cure.
  The characters may have fought the slaadi before. 
  If so, they’ll know the basics of their reproductive 
  cycle. Give the group Handout 2: Slaad Ecology.  
  If not, they’ll need a successful DC 18 Intelligence 
  (Arcana) check to recall the information.
   
  If the characters have never been to Sorcerer’s 
  Isle, Greycastle tells them to speak to Ser Agin 
  Lamarck, a local historian (see below). He last 
  visited the silver pyramid and knows a little about 
  its inhabitants.
  The Election
  If the characters ask Greycastle about the election, 
  she admits that it’s a sham. By allowing the people 
  to vote for their leaders, they’ll remain compliant. 
  • Intelligence (Religion) DC 10: Such talk is 
  still antithetical to the teachings of Bane. The 
  god forbids democracy.
  • Wisdom (Insight) DC 15: Greycastle doesn’t 
  seem convinced by her own words. The election 
  means more to her than she’s making out.
  If pressured, Greycastle confesses that recent 
  events have made her question her faith. She wants 
  to reform the Black Fists as a force for justice, and 
  establish an honest government for Phlan. She’ll 
  only reveal this information if the characters seem 
  genuine.
  Roleplaying Jhessail Greycastle
  Jhessail Greycastle was once a loyal firebrand 
  of Bane. Like many of her militia comrades, 
  she wasn’t above corruption, but she was 
  loyal to the order. When Vorgansharax seized 
  the town, she led a failed uprising against her 
  traitorous brothers. Later, in Mulmaster and 
  Phlan, she helped assemble the alliance that 
  liberated Phlan.  
   
  The chaos strain has changed her 
  alignment from Lawful Evil to Chaotic Good. 
  Her divine powers have waned in step with 
  her loss of faith. She knows she is dying, and 
  wants to redeem herself before oblivion. 
  Establishing a parliament of elected peers is 
  her legacy to the people of Phlan. 
  Quote: “I’d rather have a laborer by my side, 
  with fire in his gut and pride in his heart, than 
  any one of those nobles.”
  Optional: Glevith, king of Thieves
  If the group asks Greycastle about Glevith, she 
  admits to holding him in her dungeons. She won’t 
  release him but allows the characters to speak with 
  him under armed guard. 
  Glevith has accepted his lot. He fought alongside 
  Greycastle in the Reclamation and understands 
  why she’s imprisoned him. He promises to reward 
  any “Heroes of the Welcomers” if they can lift his 
  curse before it consumes him. 
   
  If the group finds a cure, Glevith awards each 
  character 200 gp. In addition, he grants them the 
  “Master of the Thieves’ Guild” story award.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 2
  The leader of the Welcomers slumps at the 
  back of his cell. As he looks up, you see that 
  one of his bloodshot eyes has two overlapping 
  pupils.
   
  “Not a pretty sight, eh?” he rasps.   
  
  14
  Optional: Ser Agin Lamarck
  Characters who’ve played DDEP4 Reclamation of 
  Phlan or DDEX1-6 The Scroll Thief may have met 
  Ser Agin before.
  Ser Agin Lamarck’s store once specialized in 
  historical records. Buckets now catch meltwa-
  ter from the leaky roof, and parchments litter 
  the floor. The noble glares at you from behind 
  a stack of soggy books.
   
  “Oh no. You’re going to bother me with a 
  load of questions, aren’t you?” 
  Ser Agin can impart the following information:
  • A clan of mutant lizardfolk inhabit the silver 
  pyramid. They are the descendants of Yarash’s 
  experiments. 
  • The mutants barely speak Common, so Ser 
  Agin invented a simple sign language to better 
  communicate with them. They responded well 
  to this.
  • The mutants are dangerous but not overtly 
  hostile. Ser Agin advises that the characters 
  negotiate with them instead of fighting. 
  Ser Agin won’t escort the characters to the pyramid 
  for love nor money. He teaches the group the 
  following hand signals to aid communication with 
  the mutants:
  • Thump your chest with your fist to emphasize 
  “Me” or “Us”. The harder you thump, the more 
  impressive you appear.
  • Rub your belly for “Good” and slap your 
  forehead for “Bad”.
  • Hop from foot-to-foot and wave your hands 
  above your head for “Go”. 
  • For “Kill”, slash your thumb across your neck 
  while hissing with your tongue.
  • For “Help,” hug yourself. The harder you hug, 
  the more sincere you seem.
  Roleplaying Ser Agin Lamarck
  Ser Agin is Phlan’s resident expert on history 
  and genealogy. The Red Wizards recently 
  kidnapped him to aid their investigation into 
  the silver pyramid. At Sorcerer’s Isle, they sent 
  him to make peace with the pyramid’s mutant 
  inhabitants. Negotiations collapsed when 
  the wizards found another way into Yarash’s 
  laboratory. Shortly after, heroes from Phlan 
  fought off the wizards and rescued Ser Agin 
  (see DDEP4: Reclamation of Phlan).
  Quote: “Darling, let me break this down into 
  words you’re more likely to understand…”
   
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 2
  
  15
  Sorcerer’s Isle is 50 miles upriver from Phlan. Due 
  to the urgency of the mission, Greycastle supplies 
  griffons for the journey. The group arrives after 
  two hours of flight.
  A foreboding pyramid stands on an island in 
  the middle of the lake. Ravens flock around 
  its peak, and dark moss clings to its silvered 
  flanks. 
  Nothing moves on the boggy island. The lizardfolk 
  that camped here have retreated inside their 
  pyramid.
  The Silver Pyramid                         
  • Intelligence (Arcana) DC 15: The orange 
  waste is extraplanar in nature. It swirls with 
  tiny life forms. 
  The chaos strain infects any creature foolish 
  enough to drink the undiluted waste. These 
  creatures suffer mutations on all failed ability 
  checks, saving throws or attack rolls (see “The 
  Godstouched”, above).
  Entering the Pyramid
  The interior of the pyramid is too cramped to take 
  the griffons inside. 
  •  
  Intelligence (Investigation) DC 12: 
  Hundreds of clawed footprints thread 
  throughout the labyrinth. Lizardfolk have been 
  here recently.  
  • Wisdom (Perception) DC 10: The strange 
  noises sound mechanical. They emanate from 
  somewhere above.   
  Any threats lurking here are long gone, so don’t 
  linger on exploration. Characters who’ve been here 
  before realize that the magic they encountered 
  previously is absent. 
  Antimagic Field
  An oversized antimagic field emanates from the 
  planar gate at the apex of the pyramid. Nethrex 
  used a slaadi ritual to create the field, allowing his 
  minions to hide from prying eyes while they deploy 
  the chaos strain. The field functions as a normal 
  antimagic field with the following exceptions: 
  • The sphere has a 300-foot-radius, emanating 
  from the planar gate at the top of the pyramid, 
  and encompasses the entire pyramid.
  • The planar gate occupies a “bubble” at the center 
  of the field, and is not subject to its effects. 
  • The antimagic field collapses if the gate closes.
  Mutant Standoff                              
  The mutants occupy the “Pump Room” at the 
  apex of the pyramid. When the group arrives, the 
  mutants are in the middle of a heated debate. 
  The debate has transfixed the whole community, so 
  the group can approach unseen. Sneaking past into 
  the gate chamber is impossible without magic.
  • Wisdom (Insight) DC 15: The one-eyed 
  female is winning the argument. 
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 3
  PArT 3.
  cONFuSION
  Steep stairs rise to doors on the north and 
  south sides of the pyramid. Orange waste 
  dribbles down the pyramid’s sides from holes 
  near its apex, and runs off into the river.
  A labyrinth of dead-end passages and 
  cramped laboratories stretches before you. 
  The air in here is clammy and echoes with 
  strange noises. 
  A large chamber opens ahead. Orange 
  goo surges through glass pipes on the ceil-
  ing, pumped by a mechanism of cranks and 
  wheels. The pipes emerge from a doorway 
  opposite. Against the walls, pickled lizardfolk 
  specimens lurk inside glass tanks.
   
  Dozens of white-scaled lizardfolk gather in 
  the chamber. The creatures yip and howl at 
  each other, snarling in an incomprehensible 
  language. The community has split in two. 
  One camp rallies behind a male with a single, 
  outsized tusk protruding from his lower jaw. The 
  other camp rallies behind a one-eyed female 
  wearing a bone necklace.  
  
  16
  What Happened
  A few weeks ago, Nethrex and his slaadi warriors 
  emerged through the planar gate and enslaved the 
  mutants. He forced them to work the pumps for his 
  poisoning operation.
   
  Yesterday, githzerai hunters attacked the slaadi 
  forces on the other side of the gate. They forced 
  their way into the pyramid, but Nethrex drove 
  them back into Limbo, leaving the mutants alone 
  again.
   
  With Nethrex gone, the mutants argue about 
  what to do next. They have separated into two 
  camps: one led by the warrior Big Tooth, and the 
  other by the mystic Blind Eye.
  The Saviors return
  The mutants speak a degenerate form of Draconic, 
  but most know a little Common. If any characters 
  helped them in DDEX1-11 Dark Pyramid of 
  Sorcerers Isle or DDEP4: Reclamation of Phlan, 
  the argument stops at once – their saviors have 
  returned! The mutants reveal the following 
  information:
  • Recently, the slaadi reopened the planar 
  gate and enslaved the mutants. Their leader, 
  “Nethrex”, forced them to pump the “chaos 
  strain” into the river.
  • “Good men” came through the planar gate to 
  fight the slaadi. They drove the slaadi away, 
  and promised to cure all those on this world 
  that the strain had infected.
  • Alas, the slaadi fought back. They forced the 
  “good men” back through the gate, leaving the 
  mutants alone.
  The mutants take the group into the gate chamber 
  (see below). They say the “good men” must still be 
  fighting beyond.
  Negotiating with the Mutants
  If the characters are strangers, the mutants 
  refuse to let them near the gate chamber. They 
  explain what has happened and try to recruit the 
  characters to their cause:
  • Big Tooth thinks the mutants should destroy 
  the planar gate.
  • Blind Eye thinks they should remain at their 
  posts, else they risk death when Nethrex returns. 
  Neither option meets the group’s objectives, so the 
  players must find a way to win over both leaders. 
  Currently, Blind Eye has more support. She argues 
  that adventurers destroyed the gate before, yet the 
  slaadi returned. Big Tooth cannot counter this. 
   
  Roleplay the negotiation, only calling for 
  Charisma checks if the characters reach an impasse 
  (DC 15). The mutants can barely speak Common. 
  If the players make good use of sign language, they 
  gain advantage on Charisma checks when talking 
  to the mutants.  
  Fighting the Mutants                        
  Combat ensues if negotiations fail badly. For this 
  battle, refer to Map 2: Apex of the Pyramid. 
  Tactics
  All 45 lizardfolk rally together to drive off the 
  intruders. Big Tooth (a lizardfolk with 36 hit points 
  and 18 Strength) and Blind Eye (a lizard shaman) 
  attack from range. If the group kills more than 30 
  lizardfolk, the rest flee. 
  Features of the Area
  The chamber has the following notable features.
   
  Lighting. Dim light from the glowing pipes. 
   
  glass Vats. These contain the lizardfolk “gods”: 
  the failed experiments of the sorcerer Yarash. A vat 
  shatters if it receives 10 or more points of damage 
  in a single attack. Any lizardfolk that sees this gains 
  advantage when attacking characters who harmed 
  their god.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 3
  
  17
  Scaling the Encounter: Mutant Standoff
  Combat is not intended here, so no scaling 
  information is provided. If the lizardfolk 
  overwhelm the group, have them capture the 
  characters instead of killing them. Give the 
  players opportunity to negotiate their escape 
  or break free. 
  Entering the Gate chamber           
  The Gate Chamber is a short walk from the 
  chamber where the adventurers spoke with the 
  mutants. When the characters enter the Gate 
  Chamber, read:
  The antimagic field emanates from the planar gate.
  • Intelligence (Arcana) DC 10: Powerful magic 
  is at work here. Only a wish could close the gate, 
  but the antimagic field prevents spellcasting.
  • Wisdom (Perception) DC 15: A magnificent 
  golden chamber is visible through the rift. The 
  chamber’s arched roof lies ahead, indicating 
  that the gate is set into the floor of the 
  chamber on the far side of the gate.
  If a character moves within 5 ft. of the gate, it sucks 
  them into Limbo.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 3
  A planar rift hovers five feet above the floor. 
  Weird light emanates from the far side, bath-
  ing the chamber in crimson and gold hues. 
  The glass pipes emerge from beyond, pump-
  ing orange pestilence into your world.
  
  18
  Characters who pass through the gate materialize 
  in Location 1 on Map 3: Limbo.
  You emerge in a golden chamber. The glass 
  pipes snake across the mosaic floor and dis-
  appear through a round window on the far 
  wall.
   
  Chaos seethes beyond the window. Twist-
  ing rivers of fire transform into shards of ice, 
  which explode into steam, then fuse into rock. 
  Familiar forms emerge briefly from the haze 
  - buildings, landscapes, creatures – before col-
  lapsing into rubble.
  There is no gravity in Limbo. A creature can move 
  up to its walking speed in any direction by merely 
  thinking of the desired direction of travel. Grant 
  the players a few moments to acclimate to their 
  new location. Before they leave the chamber, run 
  “Meeting Icelus”, below.
  Meeting Icelus                                 
  A githzerai called Icelus greets the characters as 
  they emerge from the portal. 
  The mosaic floor shatters into pieces, and a 
  gaunt figure levitates from below. When it has 
  emerged, the tiles rearrange beneath its feet. 
  The mustard-skinned humanoid glares at you. 
   
  “You are not safe here, outlanders. State 
  your purpose, or be gone.”
  • Intelligence (Arcana) DC 15: The creature is 
  a githzerai. These nomadic hunters prowl the 
  plane of Limbo.
  Icelus is unafraid of the characters. If they attack, 
  he descends back through the floor. Icelus is a 
  githzerai zerth with 130 hit points and the ability 
  to speak Common.
  Talking with Icelus
  If the group parleys with Icelus, he reveals the 
  following information:
  • Icelus belongs to a clan of githzerai hunters. 
  His leader Najwa is an anarch: a savant who 
  can create raw matter from the chaos of Limbo 
  and reshape it with her mind. So great are her 
  powers, she can even create living forms.
  • Najwa learned that the death slaad Nethrex 
  had opened a planar gate to pump poison into 
  the Material Plane.  
  • Najwa seized the gate. She used her mental 
  powers to raise a citadel around it, and sent 
  her hunters through to kill Nethrex.
  • Nethrex drove Najwa’s hunters back to Limbo. 
  He escaped her citadel, and regrouped with 
  his slaadi allies. During his assault, he mortally 
  injured Najwa.
  • In her death throws, Najwa’s mind reshaped 
  the world around the gate. Her subconscious 
  is finding form, causing her to lose control of 
  the citadel’s structure.  
  • The githzerai know a chant that can heal her, 
  but it takes time to perform. With her mind 
  struggling to reinforce the citadel, they need 
  to ease her back to health gently. If not, the 
  citadel could implode. 
  • Nethrex’s slaadi are mustering to assault the 
  citadel. Icelus asks the characters to find a way 
  of stalling them until his people heal Najwa. 
  • If the characters buy time to save Najwa, she 
  can heal those afflicted by the “chaos strain.” 
  Icelus explains that the orange sludge comes 
  from a bloated slaad beyond the window. 
  Nethrex is experimenting on the beast to 
  hatch a new breed of slaad. If he perfects his 
  strain, the whole of Toril is in peril! (If needed, 
  Icelus can explain the ecology of the slaadi.  
  Give the players Handout 2: Slaad Ecology).
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 4
  PArT 4.
  SIEGE
  
  19
  Roleplaying icelus
  Icelus dresses in a long grey coat buttoned 
  up to the neck. He is cadaver-thin, bald, and 
  wears electrum rings in his beard. His speech 
  is precise, and his features are difficult to read.   
   
  As a species, the githzerai’s fanatical 
  beliefs make them difficult to reason with. 
  They operate with cold, merciless logic. Icelus 
  sees the characters as mere tools, and thinks 
  nothing of admitting it. For now, they can help 
  each other. That’s all.
  Quote: “I can only light the path, outlander. It is 
  you who must walk it.”
  The Dojo of the Mind                       
  Before the characters leave, Icelus teaches them 
  how to fight in the strange world of Limbo. 
  “Before you go, a lesson.”
   
  Icelus clenches one fist and gazes around 
  the room. The walls transform into a lacquered 
  wood, and reed mats appear underfoot. The 
  bas-reliefs morph into paper lanterns, and the 
  pillars into urns. Where there was a throne, 
  there is now a huge bronze dragon statue.
   
  “Limbo can bend to your will, if you know 
  how.”
  Icelus shows the group how to move and alter 
  objects with their mind (see the “Powers of Limbo” 
  sidebar). The following objects are present in the 
  dojo:
  • Tiny candlesticks
  • Small gongs
  • Large urns
  • Huge statue
  Icelus encourages the characters to experiment 
  with their new powers. 
  Powers of Limbo 
  Limbo bends to the will of the creatures 
  inhabiting it.
   
  Moving Objects: As an action, a creature 
  on Limbo can make an Intelligence check to 
  mentally move an object on the plane that it 
  can see within 30 feet of it. The DC depends 
  on the object’s size: DC 5 for Tiny, DC 10 for 
  Small, DC 15 for Medium, DC 20 for Large, 
  and DC 25 for Huge or larger. On a successful 
  check, the creature moves the object 5 feet 
  plus 1 foot for every point by which it beats 
  the DC. 
   
  Altering Objects: A creature can use an 
  action to make an Intelligence check to alter 
  a nonmagical object that isn’t being worn or 
  carried. The same rules for distance apply, 
  and the DC is based on the object’s size: DC 10 
  for Tiny, DC 15 for Small, DC 20 for Medium, 
  and DC 25 for Large or larger. On a success, 
  the creature changes the object into another 
  nonliving form of the same size, such as 
  turning a boulder into a ball of fire. Objects 
  altered in Limbo return to their true form if 
  removed from the plane. Spellcasters cannot 
  use altered objects as spell components, as 
  they are of unnatural origin.
   
  Stabilizing Areas: A creature can use 
  an action to make an Intelligence check to 
  stabilize a spherical area centered on the 
  creature. The DC depends on the radius of the 
  sphere. The base DC is 5 for a 10-foot-radius 
  sphere; each additional 10 feet added to the 
  radius increases the DC by 5. On a successful 
  check, the creature prevents the area from 
  being altered by the plane for 24 hours, or 
  until the creature uses this ability again. 
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 4
  
  20
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 4
  Aberrant Powers
  If any characters are infected by the chaos strain, 
  Icelus explains that their control over Limbo is 
  greater than most. These characters can use the 
  powers of Limbo as a bonus action instead of an 
  action. In addition, they gain use of the following 
  powers:
   
  Hurl Object: As a bonus action, an infected 
  creature on Limbo can hurl a Medium or Tiny object 
  within 30 feet at a creature it can see within 30 feet. 
  The creature makes an Intelligence check, with a 
  DC equal to the target’s AC. On a success, the target 
  takes 2d10 damage. The type of damage depends on 
  the object hurled e.g. bludgeoning damage for rocks, 
  and fire damage for hunks of lava. 
   
  Object Shield: As a reaction when it is targeted 
  by an attack, an infected creature on Limbo can 
  move a Medium object it can see within 30 feet to 
  shield itself from the attack. The creature makes a 
  DC 15 Intelligence check: on a success, it gains half-
  cover against the attack (+2 AC and Reflex saving 
  throws). 
  
  21
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 5
  PArT 5.
  TrEAcHErY
  When the players are ready to confront the slaadi, 
  read the following aloud:
  Najwa’s citadel has shattered into pieces. 
  High above, a crumbling tower drifts in the 
  ether. Crimson-skinned toad creatures gather 
  around it, swimming expertly through the pla-
  nar fog. A river of fire flows between them and 
  the ruined wing where you now stand. 
   
  To your right, a lush ribbon of earth and 
  foliage corkscrews over to a strange ship. 
  The vessel hangs in a cloud of wreckage, its 
  torn sails fluttering in the winds. Hulking blue-
  skinned creatures lurk on its deck.
   
  The glass pipes that feed poison into your 
  world snake to a colossal crystal hand. A 
  bloated creature lurks in its palm, but its form 
  is tricky to discern through the swirling soup of 
  Limbo. 
  Give the players Handout 3: Limbo (this is the 
  same as Map 3: Limbo, but lacks any notations). 
  How they deal with the two scheming slaadi camps 
  is entirely up to them. They should know that time 
  is of the essence and there is no way of knowing 
  when the attack will come, but it is certainly 
  inevitable.
  Machinations of the Slaadi            
  A power struggle is playing out between two rival 
  gray slaad generals. Both serve Nethrex, but each 
  plots to destroy him and take his place by eating 
  his corpse.
   
  All slaadi born on Limbo have control gems 
  embedded inside their brains. If removed, these 
  gems can be used to dominate them. To ensure 
  stability in his ranks, Nethrex instated a system of 
  mutually assured destruction. He gave General Glyx 
  the control gems of General Zhote’s blue slaadi, 
  and gave General Zhote the control gems of Glyx’s 
  reds. If one plots against the other – or against him 
  – their counterpart can use the gems to dominate 
  the attackers. 
   
  Nethrex knows his generals are too chaotic to 
  unite, yet he remains wary of their schemes. In the 
  midst of battle, he chose to test them. Using a spell 
  scroll of polymorph to pose as a green slaad, he fed 
  the same lie to each general. Both now believe that 
  Nethrex is dying and rests in the other general’s 
  care. True to form, the generals are plotting to 
  destroy each other and feast upon Nethrex’s 
  corpse. Only the control gems stand in their way. 
  The characters soon become tools in their plans for 
  conquest.
  The Messenger
  If the slaadi spot the characters, the closest general 
  sends an envoy to parley. Read the following aloud:
  A large, green-skinned creature swims through 
  Limbo toward you. It holds a gnarled staff in 
  its clawed paw. As it glares at you, a strange 
  voice echoes inside your minds.
   
  “Hold! My master demands to speak with 
  you.”
  The green slaad– actually Nethrex in disguise - 
  explains that his master wants to negotiate the 
  githzerai’s surrender. The general promises safe 
  passage to and from his audience chamber. If 
  the group defies him, he threatens to attack and 
  destroy them all.
   
  If the characters agree, Nethrex escorts them 
  to speak to his “master” (see “An Audience with…”, 
  below). If the group chooses to attack Nethrex, he 
  tries to escape back to the camp. The characters 
  are now in grave peril, as they must contend with 
  both factions!
  
  22
  An Audience with General Glyx
  If the characters agree to an audience with General 
  Glyx, read:
  The green slaad leads you into the golden tower. 
  You pass through a hall of grinding cogs, and 
  enter an arched chamber. Conjured by Najwa’s 
  mind, a miniaturized city sprawls across the floor. 
  Thousands of tiny, living soldiers do battle in the 
  streets.
   
  General Glyx is crushing the soldiers underfoot. 
  He’s small for a gray slaad - just under six feet tall 
  – and he wears a string of blue gems on a chain 
  around his neck. Larger, red-skinned slaad lurk 
  nearby, eyeing you up and down. The general 
  smiles.
   
  “I have a proposal”, he growls inside your heads.
  See location 7 for details of the creatures found 
  here. General Glyx explains the following:
  • General Glyx serves Nethrex, but cares little 
  for his conquest of the Material Plane.
  • Nethrex is dying, and his body lies in the camp 
  of Glyx’s rival: General Zhote. If Zhote eats 
  Nethrex, he’ll transform into a mighty death 
  slaad. Glyx promises to call off the attack if the 
  characters help him eat Nethrex before his 
  rival does.
  • To prevent treachery, Nethrex gave Zhote 
  the control gems of Glyx’s red slaadi. If the 
  characters steal them, Glyx can overrun his 
  rival’s forces!
  • General Glyx warns the group not to use the 
  control gems against him. If they do, his green 
  slaadi will attack the citadel.  
  If the group accepts, General Glyx gives them a 
  silver horn shaped like a screaming child. He tells 
  them to blow it when they’ve obtained the control 
  gems. Until the characters have the gems, Glyx 
  refuses to aid the assault in any way.
  Roleplaying General Glyx
  General Glyx is loud, ill-mannered, and 
  overbearing. He is also paranoid, reading 
  insults about his stature into anything anyone 
  says to him. As a green slaad, Glyx was 
  unusually large. When he transformed into 
  a gray slaad, he emerged smaller than most. 
  In this scene, he lashes out at the miniature 
  city to vent his anger: toppling towers and 
  stamping on soldiers.
  Quote: “I’m bigger than him, ya hear?”
  An Audience with General Zhote
  If the characters agree to an audience with General 
  Zhote, read:
  The green slaad escorts you to the wrecked 
  ship. You descend into its hold, where a group 
  of blue-skinned slaadi rifle through the cargo. A 
  green crystal hovers over the deck. As you enter, 
  gravity forces your feet onto the timbers.
   
  General Zhote is a gray slaad: just taller than 
  a man, with a string of red gems on a chain 
  around his neck. Throbbing boils cover his ashen 
  flesh.
   
  “We can help each other,” he hisses inside 
  your heads.
  See location 8 for details of the creatures found 
  here. The general proposes the same plan to the 
  group as General Glyx. If the characters agree to his 
  bargain, he gives them an electrum horn shaped 
  like a flayed horse. He tells them to blow it when 
  they’ve destroyed the control gems.
  Roleplaying General Zhote
  General Zhote is sly and cringing. Tiny 
  versions of himself continually hatch from his 
  boils, scamper away, and dissolve. Zhote has 
  no idea what these monsters are, nor does he 
  care. All he wants is more power.
  Quote: “Another cunning plan has hatched!”
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 5
  
  23
  Obtaining the Gems
  Each general wears his control gems on a necklace. 
  To obtain the gems, a character must trick the 
  general into removing the necklace or tear it from 
  his neck. 
   
  If the group blows a horn, their general is true 
  to his word. He charges the location with his slaadi 
  henchmen, taking just 3 rounds to cross Limbo. 
  On arrival, he doesn’t attack unless the characters 
  prove they’ve got the control gems. If they betray 
  the deal – blowing the horn before they have the 
  gems, for example – the General acts as though he’s 
  here to reinforce his rival.
   
  The red and blue slaadi must obey any 
  character that holds their control gems. If the 
  group can steal the gems, they can order the slaadi 
  to do as they please!
  Nethrex revealed
  Nethrex tests his generals to see if they’ll rise 
  against him. Talk is cheap: but if one general 
  attacks the other, the death slaad makes a dramatic 
  appearance.
  From nowhere, the green slaad envoy appears. 
  His body shrinks before your eyes into a hunched, 
  charcoal-skinned slaad. In place of one eye, 
  he has a jet-black stone. The general gasps in 
  horror. “Nethrex!”
   
  “You failed my test, worm,” sneers the death 
  slaad. “Now you’ll learn how I deal with traitors.” 
  As he speaks, two green slaadi materialize be-
  side him.
  The following creatures join the battle:
  • Nethrex the death slaad
  • 3 green slaadi
  Nethrex is a death slaad with 240 hit points. In 
  addition to his normal spellcasting abilities, he has 
  access to the following spells:
  2/day each: counterspell, circle of death
  1/day each: circle of power
  Nethrex and his allies attack everyone in sight – 
  including the characters. If the battle turns against 
  the group, now is a good time to awaken Najwa 
  (see Najwa Reborn! below).
  Treasure
  Nethrex carries 3 spell scrolls of polymorph in a pouch 
  on his belt. His onyx eye stone is worth 500 gp.
  Behind the Curtain: Machinations of 
  the Slaadi
  This adventure provides plenty of scope for 
  roleplaying. If the characters play along, they 
  learn that both generals are mistaken about 
  Nethrex. They can exploit this in all manner of 
  ways! If the players find a clever way to trick 
  the generals, be ready to roll with it. They’ll 
  need to tread carefully: both generals can 
  detect thoughts at will, and are quick to attack 
  if they sense deception. 
  Limbo Locations
  The following locations drift around the planar 
  gate. Most locations have their own gravity that 
  gently pulls objects toward the nearest floor 
  surface. Unless noted, this does not interfere with 
  the characters’ ability to move weightlessly.
  1: Gate chamber                           
  This is where the characters emerge from the 
  Material Plane and meet Icelus. If a character 
  touches the planar gate it pulls them back home.
  2: riven Sanctuary                            
  Beneath the Gate Chamber, Icelus and the other 
  githzerai hunters chant over Najwa. They have 
  sealed and stabilized the sanctuary while they 
  perform their ritual.
  3: Elemental Soup                           
  Both slaad camps immediately spot any creature 
  that flies out into the elemental soup. If spotted, 
  the nearest general sends his envoy to parley with 
  the intruders (see Machinations of the Slaadi 
  above). If the envoy is dead, both groups advance 
  to repel the characters.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 5
  
  24
  4: crystal claw                              
  The crystal claw is a fragment of an ancient, astral 
  colossus. Nethrex’s “incubator” squats in its palm: 
  an obese, mutated red slaad called Fug. To reach 
  this location, the group must cross the Elemental 
  Soup (location 3). 
   
  When the group approaches, read: 
  The glass pipes plunge into the flesh of a huge, 
  toad-like monster. Its corpulent body roils and 
  seethes as the orange goo pumps from its stom-
  ach. The creature looks at you and grins. “Fug!”
  • 5 green slaadi defend Fug. 
  The green slaadi attack anyone who dares 
  approach the crystal claw. If the other slaadi see 
  combat break out here, they arrive after 3 rounds.  
  Slaying Fug
  Fug is too huge to move or fight, and doesn’t feel 
  any pain. He is a Huge aberration with AC 13 
  (natural armor), and 200 hit points. If reduced to 
  0 hit points, he explodes.  All creatures within 50 
  ft. must succeed on a DC 15 Dexterity saving throw 
  or take 52 (15d6) acid damage. The chaos strain 
  infects all creatures that suffer this damage. These 
  creatures suffer mutations on all failed ability 
  checks, saving throws or attack rolls (see “The 
  Godstouched” above).
  5: Twisted Woods                                
  Songbirds flit between the trees of this weird 
  woodland. Beautiful statuary emerges from the soil 
  before dissipating into clouds of butterflies.
   
  Characters sneaking through the woods must 
  succeed on a DC 11 Dexterity (Stealth) check to 
  avoid General Zhote’s blue slaadi (see Location 8, 
  below).
  6: river of Fire                                      
  The river of fire snakes through Limbo, changing 
  course every few hours. The intense heat ripples 
  the air, and drifting wreckage provides plenty of 
  cover. 
   
  Characters sneaking along the river must 
  succeed on a DC 11 Dexterity (Stealth) check to avoid 
  General Glyx’s red slaadi (see Location 7, below).
  7: Tower of contraption                                           
  General Glyx and his red slaadi have claimed the 
  sundered tower of Najwa’s citadel. When the group 
  approaches, read:
  A cloud of wreckage swirls around the golden 
  tower. One wall gapes open, exposing huge 
  cogs within. Red-skinned monsters guard the 
  tower’s interior. 
  For this location, use Map 4: The Tower of 
  Contraption. The following monsters reside here:
  • 4 red slaadi patrol the wreckage outside the 
  tower.
  • 5 red slaadi guard the cog chamber.
  • General Glyx – a gray slaad with 180 hit 
  points - and 3 red slaadi lurk above the 
  miniature city.
  Tactics 
  If combat breaks out in this location, it alerts all 
  enemies listed above. General Glyx attempts to 
  parley with the group (see “Machinations of the 
  Slaadi”, above). If they refuse his terms or approach 
  from the rival camp, he chooses to attack instead. If 
  at least half his slaadi die, General Glyx retreats to 
  the miniature city to mount his last stand.  
   
  Unless the characters have an agreement with 
  General Zhote, the slaadi from Location 8 arrive 
  after 5 rounds of combat. If so, the players are in 
  for the fight of their lives! 
  Features of the Area  
  Ceiling. The tower’s ceiling is 35 feet above the floor. 
  Wreckage. Chunks of Small, Medium and Large 
  wreckage drift around the tower. A creature that 
  shelters behind wreckage larger than itself gains 
  half-cover against attacks (+2 AC and Dexterity 
  saving throws).
  Golden cogs. Each giant cog rotates 45 degrees at 
  the end of the round. If a character is standing on a 
  cog, they move with it when it turns. 
  Spurs. The spurs protrude from the cogs, and slot 
  into mechanisms in the ceiling. A creature in the 
  path of a spur when the cog moves must succeed on 
  a DC 16 Dexterity saving throw or take 66 (12d10) 
  bludgeoning damage (half damage on a success).
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 5
  
  25
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 5
  Map 4: Tower of contraption
  
  26
  Miniature City. Najwa’s city is at war. During 
  combat, any creature that ends its turn in the 
  chamber must succeed on a DC 15 Constitution 
  saving throw or suffer one of the following effects. 
  The slaadi gain advantage on their saving throws 
  due to their familiarity with the city.
  Miniaturized City Effects
  d6
  Effects
  1
  Catapult Salvo. A line of tiny catapults 
  hurl rocks at you, dealing13 (2d8 + 4) 
  bludgeoning damage.
  2
  Buzzed. Hang-gliders circle your head. 
  Until the end of your next turn, you 
  have disadvantage on all attacks.
  3
  Archer Tower. Archers scale your 
  shoulders and use you as a battle 
  platform. Until you next take damage, 
  any creature that starts its turn within 
  10 ft. of you takes 7 (2d6) piercing 
  damage.
  4
  Mage Wars. Tiny mages do battle 
  around you. Until you move, you take 
  11 (2d10) fire damage at the start of 
  each of your turns.
  5
  Smoke! Collapsing towers fill the air 
  with dust. You are blinded until the 
  end of your next turn.
  6
  Boarding Action. Balloons disgorge 
  dozens of tiny knights onto your 
  shoulders. At the start of each of 
  your turns, you must succeed on a 
  DC 12 Constitution saving throw or 
  be restrained for the duration of your 
  turn. If you beat the DC by 5 or more, 
  you shake off the invaders. 
  Treasure 
  The red slaadi have the following treasures: a 
  navel ring shaped like a grinning skull (200 gp), a 
  platinum fang (700 gp), and a dagger made from 
  a meteorite (100 gp). Zhote carries 5 blue slaad 
  control gems (100gp each).   Glyx carries blue 
  control gems, (100 gp each), equal to the number 
  of blue slaadi in the opposing camp.
  Scaling the Encounter: Tower of Contraption
  Use the following recommendations to adjust 
  this combat encounter. These adjustments are 
  not cumulative:
  • Very Weak Party: Remove 2 red slaadi 
  from outside the tower, and 2 red slaadi 
  from the miniature city 
  • Weak Party: Remove 1 red slaad from 
  the cog chamber and 1 red slaad from 
  the miniature city.
  • Strong Party: Add 2 red slaadi outside 
  the tower, and 2 red slaadi to the 
  miniature city.
  • Very Strong Party: Add 2 red slaadi to 
  each location.
  8: Wrecked Ship                                 
  General Zhote and his blue slaadi occupy the 
  githzerai’s wrecked skiff. When the group 
  approaches, read:
  A strange galleon hangs in a cloud of wreck-
  age. Sails are mounted to it like oars, and 
  green light flickers from within its hull.  As you 
  approach, the blue-skinned monsters disap-
  pear below deck.
  For this location, use Map 5: Wrecked Ship. 
  The crystal shard creates artificial gravity below 
  deck, nullifying the weightlessness of Limbo. The 
  following monsters lurk here:
  • 4 blue slaadi defend the crew quarters.
  • General Zhote - a gray slaad with 180 hit 
  points - and 5 blue slaadi are searching the 
  hold.
  Tactics 
  General Zhote attempts to parley with the group 
  (see Machinations of the Slaadi, above). If they 
  refuse his terms or approach from the rival camp, 
  he chooses to attack instead.  
   
  Unless the characters have an agreement with 
  General Glyx, the slaadi from Location 7 arrive 
  after 5 rounds of combat. If so, the players are in 
  for the fight of their lives! 
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 5
  
  27
  Behind the Curtain: Tower of Contraption
  On their own, each group of enemies shouldn’t 
  be too hard for characters of this level. 
  Together, they can present a deadly threat. 
  Bring reinforcements into the battle in waves: 
  if the group seem overwhelmed, slow the rate 
  of reinforcement. If things seem too easy, just 
  have more slaadi swim in from Limbo. 
  Features of the Area  
  Ceiling. Below deck, the ceiling is 25 feet high. 
  Gravity Shard. When combat begins, the shard 
  begins to malfunction. Read:
  The ship shakes violently as a giant boulder 
  smashes through the hull. Green light strobes 
  through the ship’s interior, and the artificial 
  gravity begins to malfunction!
  At the end of each round, roll 1d4 to see which 
  way is “down”: 1 for the west wall, 2 for the 
  deck, 3 for the east wall, and 4 for the roof. When 
  gravity shifts, all creatures fall to the new floor. If 
  a creature is within 10 ft. of an unoccupied floor 
  space when gravity shifts (i.e. near a “wall”), it can 
  step across on a successful DC 14 Dexterity saving 
  throw. The gravity shard has 50 hit points and a 
  hardness of 5. If a character destroys the shard, the 
  weightlessness of Limbo returns.
  Treasure 
  The blue slaadi have the following treasures: a 
  petrified gnome mounted on a thong (200 gp), and 
  a gold belt buckle shaped like a grinning face (500 
  gp). Zhote carries red control gems equal to the 
  number of red slaadi in the opposing camp(100 gp 
  each).
  Scaling the Encounter: Wrecked Ship
  Use the following recommendations to adjust 
  this combat encounter. These adjustments are 
  not cumulative:
  • Very Weak Party: Remove 1 blue slaad 
  from the crew quarters and 1 from the hold.
  • Weak Party: Remove 1 blue slaad from 
  the hold.
  • Strong Party: Add 1 blue slaad to the 
  crew quarters and 1 to the hold. 
  • Very Strong Party: Add 2 blue slaadi to 
  the crew quarters and 2 to the hold.
  Najwa reborn                                  
  As Dungeon Master, you determine when the 
  githzerai heal Najwa. If your players devise a 
  cunning plan to delay the attack, heal Najwa 
  whenever seems most dramatic. If the combat is 
  moving quickly and the players are enjoying the 
  battle, don’t allow the monks to rob that from 
  them. Likewise, if the characters are overwhelmed, 
  the githzerai’s chant can end just in time to spare 
  one or more characters. When Najwa is healed, 
  read the following aloud:
  The broken citadel suddenly – and violently – 
  reforms into a colossal fortress. Githzerai monks 
  sally forth from the gate, chanting a hymn of 
  battle. Najwa has returned! 
  The githzerai monks sweep through the enemy 
  ranks, routing the slaadi into the depths of Limbo! 
  They insist on slaying any slaadi dominated by the 
  control gems. 
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 5
  
  28
  conclusion
  When the slaadi are gone, Icelus invites the group 
  inside the citadel to meet Najwa. The injured 
  anarch explains that her people know how to purge 
  the chaos strain from infected bodies. If the group 
  is willing, she can teach one of the characters how 
  to perform the rituals.  This character receives a 
  tome of wisdom (see Rewards, below). In addition, 
  she offers to send Icelus back with the group to aid 
  the healing.
   
  The journey back to Phlan is uneventful. If 
  Icelus travels with the group, he aids the bearer of 
  the tome of wisdom in curing the townsfolk of the 
  chaos phage. If not, Phlan suffers terrible losses in 
  the coming weeks.   
   
  If cured, Lord Commander Greycastle 
  publically renounces Bane and pledges her undying 
  loyalty to the people of Phlan. She promises total 
  reform of the Black Fists, and annual elections for 
  her parliament of peers. Whether her words bear 
  fruit is another story…
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  PART 5
  
  29
  rewards
  Make sure note their rewards on their adventure 
  log sheets. 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
  Blue slaad 
   
   
  2,900
  Death slaad 
   
   
  5,900
  Githzerai zerth  
   
  2,300
  Gray slaad 
   
   
  5,000
  Green slaad 
   
   
  3,900
  Knight  
   
   
  700
  Lizardfolk 
   
   
  100
  Lizardfolk shaman 
   
  450
  Marilith (mutated priest) 
  15,000
  Red slaad 
   
   
  1,800
  Non-Combat Awards
  Task or accomplishment 
  XP per Char.
  Communicate peacefully with  
  lizardfolk 
   
   
   
  1,000 
  With little or no combat, trick the 
  slaadi long enough to heal Najwa 
  3,500
  Steal the control gems without 
  bloodshed  
   
   
   
  1,000
  Destroy Fug 
   
   
   
  500
  Return to Phlan with a cure  
  2,500
  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                                             
  This section summarizes the treasure awarded 
  during the adventure. Each award should be 
  divided up equally among the party members. 
  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
  Quest reward from Greycastle 
  1,000 gp per   
   
   
   
   
   
   
  character
  Quest reward from Glevith 
   
  200 gp per  
   
   
   
   
   
   
   
  character
  Treasure from Tower of Contraption 1,500 gp
  Treasure from Wrecked Ship  
  1,500 gp 
  Electrum horn  
   
   
  500 gp
  Silver horn 
   
   
   
  500 gp
  Nethrex’s eye stone  
   
  500 gp
  Spell Scroll, Polymorph
  Scroll, rare 
  A description of spell scrolls can be found in the 
  Dungeon Master Basic Rules or the Dungeon 
  Master’s Guide. 
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  REWARDS
  
  30
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  REWARDS
  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 log sheet contains a 
  column to record permanent magic items for 
  ease of reference.
  • If 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.
   
  renown                                            
  All faction members earn one renown point for 
  participating in this adventure. Characters allied 
  with the Lords’ Alliance gain an extra point 
  of renown if they rescue the children from the 
  stampede in Podol Plaza.
  Story Awards                                      
  This following story award is available in this 
  adventure. Characters can only earn this award 
  if they have the “Hero of the Welcomers” story 
  award, and successfully heal Glevith.
  Master of the Thieves’ Guild
  You have saved Glevith of the Welcomers from certain 
  death. In return, he makes you an honorary master of 
  the Welcomers. All purchases you make within Phlan 
  are 25% cheaper, including spell services.  
   
  In addition, up to five future characters that 
  you create in the Adventurers League gain a free 
  tool proficiency in Thieves’ Tools, and begin play 
  with a set of Thieves’ Tools.     
  Downtime                                         
  Each character receives 10 downtime days at the 
  conclusion of this adventure. 
  DM rewards                                      
  You receive 2,875 XP, 1,500 gp, and ten 
  downtime days for running this session.
  
  31
  Appendix: NPc / Monster Statistics  
  Blue Slaad
  Large aberration, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 123 (13d10 + 52)
  Speed 30 ft.
  Skills Perception +1
  Damage Resistances acid, cold, fire, lightning, 
  thunder
  Senses darkvision 60 ft., passive Perception 11
  Languages Slaad, telepathy 60 ft.
  Challenge 7 (2,900 XP)
  Magic Resistance. The slaad has advantage on 
  saving throws against spells and other magical 
  effects.
  Regeneration. The slaad regains 10 hit points at 
  the start of its turn if it has at least 1 hit point.
  Actions                                                                          
  Multiattack. The slaad makes three attacks: one 
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. If 
  the target is a humanoid, it must succeed on a DC 
  15 Constitution saving throw or be infected with 
  a disease called chaos phage. While infected, the 
  target can’t regain hit points, and its hit point 
  maximum is reduced by 10 (3d6) every 24 hours. If 
  the disease reduces the target’s hit point maximum 
  to 0, the target instantly transforms into a red slaad 
  or, if it has the ability to cast spells of 3rd level or 
  higher, a green slaad. Only a wish spell can reverse 
  the transformation.
  crocodile
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 20 ft., swim 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  15 (+2) 
  10 (+0) 
  13 (+1) 
  2 (−4) 
  10 (+0) 
  5 (−3)
  Skills Stealth +2
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  hold Breath. The crocodile can hold its breath for 
  15 minutes.
  Actions                                                                                 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 7 (1d10 + 2) piercing damage, 
  and the target is grappled (escape DC 12). Until 
  this grapple ends, the target is restrained, and the 
  crocodile can’t bite another target.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  20 (+5) 
  15 (+2) 
  18 (+4) 
  7 (−2) 
  7 (−2) 
  9 (−1)
  PHLAN 1-2 / ENEMy OF My ENEMy: 
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  32
  Death Slaad
  Medium aberration (shapechanger), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  20 (+5) 
  15 (+2) 
  19 (+4) 
  15 (+2) 
  10 (+0) 
  16 (+3)
  Skills Arcana +6, Perception +8
  Damage Resistances acid, cold, fire, lightning, 
  thunder
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 18
  Languages Slaad, telepathy 60 ft.
  Challenge 10 (5,900 XP)
  Shapechanger. The slaad can use its action to 
  polymorph into a Small or Medium humanoid, or 
  back into its true form. Its statistics, other than its 
  size, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to 
  its true form if it dies.
  Innate Spellcasting. The slaad’s innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit 
  with spell attacks). The slaad can innately cast the 
  following spells, requiring no material components:
  At will: detect magic, detect thoughts, invisibility 
  (self only), mage hand, major image
  2/day each: fear, fireball, fly, tongues
  1/day each: cloudkill, plane shift
  Magic Resistance. The slaad has advantage on 
  saving throws against spells and other magical 
  effects.
  Magic Weapons. The slaad’s weapon attacks are 
  magical.
  Regeneration. The slaad regains 10 hit points at 
  the start of its turn if it has at least 1 hit point.
  Actions                                                                                   
  Multiattack. The slaad makes three attacks: one 
  with its bite and two with its claws or greatsword.
  Bite (Slaad form only). Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing 
  damage plus 7 (2d6) necrotic damage.
  Claws (Slaad form only). Melee Weapon Attack: 
  +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) 
  slashing damage plus 7 (2d6) necrotic damage. 
  greatsword. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing 
  damage plus 7 (2d6) necrotic damage. 
  Githzerai Zerth
  Medium humanoid (gith), lawful neutral
  Armor Class 17
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  13 (+1) 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  17 (+3) 
  12 (+1)
  Saving Throws Str +4, Dex +7, Int +6, Wis +6
  Skills Arcana +6, Insight +6, Perception +6
  Senses passive  Perception 16
  Languages Gith
  Challenge 6 (2,300 XP)
  Innate Spellcasting (Psionics). The githzerai’s 
  spellcasting ability is Wisdom (spell save DC 
  14, +6 to hit with spell attacks). It can innately 
  cast the following spells, requiring no material 
  components:
  At will: mage hand (the hand is invisible)
  3/day each: feather fall, jump, see invisibility, 
  shield
  1/day each: phantasmal killer, plane shift
  Psychic Defense. While the githzerai is wearing 
  no armor and wielding no shield, its AC includes 
  its Wisdom modifier.
  Actions                                                                                
  Multiattack. The slaad makes two unarmed 
  strikes.
  Unarmed Strike. Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) 
  bludgeoning damage plus 13 (3d8) psychic 
  damage. This is a magic weapon attack.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
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  33
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  Gray Slaad
  Medium aberration (shapechanger), chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 127 (17d8 + 51)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  17 (+3) 
  17 (+3) 
  16 (+3) 
  13 (+1) 
  8 (-1) 
  14 (+2)
  Skills Arcana +5, Perception +6
  Damage Resistances acid, cold, fire, lightning, 
  thunder
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 16
  Languages Slaad, telepathy 60 ft.
  Challenge 9 (5,000 XP)
  Shapechanger. The slaad can use its action to 
  polymorph into a Small or Medium humanoid, or 
  back into its true form. Its statistics, other than its 
  size, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to 
  its true form if it dies.
  Innate Spellcasting. The slaad’s innate 
  spellcasting ability is Charisma (spell save DC 14). 
  The slaad can innately cast the following spells, 
  requiring no material components:
  At will: detect magic, detect thoughts, invisibility 
  (self only), mage hand, major image
  2/day each: fear, fireball, fly, tongues
  1/day each: plane shift (self only)
  Magic Resistance. The slaad has advantage on 
  saving throws against spells and other magical 
  effects.
  Magic Weapons. The slaad’s weapon attacks are 
  magical.
  Regeneration. The slaad regains 10 hit points at 
  the start of its turn if it has at least 1 hit point.
  Actions                                                                        
  Multiattack. The slaad makes three attacks: one 
  with its bite and two with its claws or greatsword.
  Bite (Slaad form only). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Claws (Slaad form only). melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) 
  slashing damage. 
  greatsword. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Green Slaad
  Large aberration (shapechanger), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 127 (15d10 + 45)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  18 (+4) 
  15 (+2) 
  16 (+3) 
  11 (+0) 
  8 (-1) 
  12 (+1)
  Skills Arcana +3, Perception +2
  Damage Resistances acid, cold, fire, lightning, 
  thunder
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 12
  Languages Slaad, telepathy 60 ft.
  Challenge 8 (3,900 XP)
  Shapechanger. The slaad can use its action to 
  polymorph into a Small or Medium humanoid, or 
  back into its true form. Its statistics, other than its 
  size, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to 
  its true form if it dies.
  Innate Spellcasting. The slaad’s innate 
  spellcasting ability is Charisma (spell save DC 12). 
  The slaad can innately cast the following spells, 
  requiring no material components:
  At will: detect magic, detect thoughts, mage hand
  2/day each: fear, invisibility (self only)
  1/day each: fireball
  Magic Resistance. The slaad has advantage on saving 
  throws against spells and other magical effects.
  Regeneration. The slaad regains 10 hit points at 
  the start of its turn if it has at least 1 hit point.
  Actions                                                                                       
  Multiattack. The slaad makes three attacks: 
  one with its bite and two with its claws or staff. 
  Alternatively, it uses its Hurl Flame twice
  Bite (Slaad form only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Claws (Slaad form only). Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) 
  slashing damage. 
  Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  hurl Flame. Ranged Spell Attack: +4 to hit, range 
  60 ft., one target. Hit: 10 (3d6) fire damage. The 
  fire ignites flammable objects that aren’t being 
  worn or carried.
  
  34
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  knight
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2)
  Saving Throws Con +4, Wis +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws 
  against being frightened.
  Actions                                                                            
  Multiattack. The knight makes two melee attacks.
  greatsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to 
  hit, range 100/400 ft., one target. Hit: 5 (1d10) 
  piercing damage.
  Leadership (Recharges after a Short or Long 
  Rest). For 1 minute, the knight can utter a special 
  command or warning whenever a non-hostile 
  creature that it can see within 30 feet of it makes 
  an attack roll or a saving throw. The creature 
  can add a d4 to its roll provided it can hear and 
  understand the knight. A creature can benefit from 
  only one Leadership die at a time. This effect ends 
  if the knight is incapacitated.
  Reactions                                                                      
  Parry. The knight adds 2 to its AC against one 
  melee attack that would hit it. To do so, the knight 
  must see the attacker and be wielding a melee 
  weapon.
  Lizardfolk
  Medium humanoid (lizardfolk), neutral
  Armor Class 15 (natural armor, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., swim 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  15 (+2) 
  10 (+0) 
  13 (+1) 
  7 (−2) 
  12 (+1) 
  7 (−2)
  Skills Perception +3, Stealth +4, Survival +5
  Senses passive Perception 13
  Languages Draconic
  Challenge 1/2 (100 XP)
  hold Breath. The lizardfolk can hold its breath for 
  15 minutes.
  Actions                                                                               
  Multiattack. The lizardfolk makes two melee 
  attacks, each one with a different weapon.
  Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Heavy Club. Melee Weapon Attack:+4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage.
  Javelin. Melee or Ranged Weapon Attack:+4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage.
  Spiked Shield. Melee Weapon Attack:+4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  
  35
  Lizardfolk Shaman
  Medium humanoid (lizardfolk), neutral
  Armor Class 13 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., swim 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  15 (+2) 
  10 (+0) 
  13 (+1) 
  10 (+0) 
  15 (+2) 
  8 (−1)
  Skills Perception +4, Stealth +4, Survival +6
  Senses passive Perception 14
  Languages Draconic
  Challenge 2 (450 XP)
  hold Breath. The lizardfolk can hold its breath for 
  15 minutes.
  Spellcasting (Lizardfolk Form Only). The lizardfolk 
  is a 5th-level spellcaster. Its spellcasting ability 
  is Wisdom (spell save DC 12, +4 to hit with spell 
  attacks). The lizardfolk has the following druid 
  spells prepared:
  Cantrips (at will): druidcraft, produce flame, thorn whip
  1st Level (4 slots): entangle, fog cloud
  2nd Level (3 slots): heat metal, spike growth
  3rd Level (2 slots): conjure animals (reptiles only), 
  plant growth
  Actions                                                                          
  Multiattack (Lizardfolk Form Only). The lizardfolk 
  makes two attacks: one with its bite and one with 
  its claws.
  Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage, or 7 
  (1d10 + 2) piercing damage in crocodile form. If 
  the lizardfolk is in crocodile form and the target is 
  a Large or smaller creature, the target is grappled 
  (escape DC 12). Until this grapple ends, the target 
  is restrained, and the lizardfolk can’t bite another 
  target. If the lizardfolk reverts to its true form, the 
  grapple ends.
  Claws (Lizardfolk Form Only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 
  + 2) slashing damage.
  Change Shape (Recharges after a Short or Long 
  Rest). The lizardfolk magically polymorphs into a 
  crocodile, remaining in that form for up to 1 hour. 
  It can revert to its true form as a bonus action. Its 
  statistics, other than its size, are the same in each 
  form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Marilith
  Large fiend (demon), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  18 (+4) 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5)
  Saving Throws Str +9, Con +10, Wis +8, Cha +10
  Damage Resistances cold, fire, lightning; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage immunities poison
  Condition immunities poisoned
  Senses truesight 120ft., passive Perception 13
  Languages Abyssal, telepathy 120ft.
  Challenge 16 (15,000 XP)
  Magic Resistance. The marilith has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The marilith’s weapon attacks are 
  magical.
  Reactive. The marilith can take one reaction on 
  every turn in a combat.
  Actions                                                                          
  Multiattack. The marilith makes seven attacks: six 
  with its longswords and one with its tail.
  Longsword. Melee Weapon Attack: +9 to hit, reach 
  5ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
  Tail. Melee Weapon Attack: +9 to hit, reach 10ft., 
  one creature. Hit: 15 (2d10 + 4) bludgeoning 
  damage. If the target is Medium or smaller, it 
  is grappled (escape DC 19). Until this grapple 
  ends, the target is restrained, the marilith can 
  automatically hit the target with its tail, and the 
  marilith can’t make tail attacks against other 
  targets. 
  teleport. The marilith magically teleports, along 
  with any equipment it is wearing or carrying, up to 
  120 feet to an unoccupied space it can see.
  Reactions                                                                       
  Parry. The mutated priest adds 5 to its AC against 
  one melee attack that would hit it. To do so, the 
  marilith must see the attacker and be wielding a 
  melee weapon.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  
  36
  red Slaad
  Large aberration, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  iNT 
  WiS 
  CHA
  16 (+3) 
  12 (+1) 
  16 (+3) 
  6 (−2) 
  6 (−2) 
  7 (−2)
  Skills Perception +1
  Damage Resistances acid, cold, fire, lightning, 
  thunder
  Senses darkvision 60 ft., passive Perception 11
  Languages Slaad, telepathy 60 ft.
  Challenge 5 (1,800 XP)
  Magic Resistance. The slaad has advantage on 
  saving throws against spells and other magical 
  effects.
  Regeneration. The slaad regains 10 hit points at 
  the start of its turn if it has at least 1 hit point.
  Actions                                                                              
  Multiattack. The slaad makes three attacks: one 
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. If the 
  target is a humanoid, it must succeed on a DC 14 
  Constitution saving throw or be infected with a 
  disease—a minuscule slaad egg. 
   
  A humanoid host can carry only one slaad 
  egg to term at a time. Over three months, the egg 
  moves to the chest cavity, gestates, and forms a 
  slaad tadpole. In the 24-hour period before giving 
  birth, the host starts to feel unwell, its speed is 
  halved, and it has disadvantage on attack rolls, 
  ability checks, and saving throws. At birth, the 
  tadpole chews its way through vital organs and out 
  of the host’s chest in 1 round, killing the host in the 
  process. 
   
  If the disease is cured before the tadpole’s 
  emergence, the unborn slaad is disintegrated.
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  
  37
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  Appendix: Notable NPcs
  Election candidates                           
  Barrett Sokol (BAH-ret SO-kul). Scion of House 
  Sokol. Seeks to reinstate Council of Ten.  
  Colvin Doverson (COL-vin DO-ver-sun). Claims 
  lineage to Royal House of Daoran. Seeks return of 
  monarchy.
  Graben Samaulkin (GRAy-bun Sa-MUL-kin). 
  Priest of Bane. Seeks theocratic rule.
  Jhessail Greycastle (JESS-ale). Paladin of Bane 
  and liberator of Phlan. Seeks democratic rule.
  Minor characters                           
  Glevith (GLEH-vith). Criminal gang leader of the 
  Welcomers.
  Ser Agin Lamarck (Ay-ginn Luh-MARK). 
  Historian and rare book expert.
  Sergeant Bors Bartol (BORS BAR-tol). Black Fist 
  officer serving Jhessail Greycastle.
  Pyramid Inhabitants                            
  Big Tooth. Lizardfolk mutant. Wants to destroy the 
  planar gate.
  Blind Eye. Lizardfolk mutant. Wants to keep peace 
  with the slaadi.
  creatures of Limbo                            
  General Glyx (GLiX). Gray slaad general of the red 
  slaadi. Paranoid about his height. 
  General Zoht (ZOTE). Gray slaad general of the 
  blue slaadi. Scheming and conniving. 
  Nethrex (GETH-rex). Death slaad plotting to 
  inflict chaos strain upon Toril.
  icelus (iCE-lus). Githzerai zerth that meets the 
  group when they enter Limbo.
  Najwa (NAH-jwah). Injured githzerai anarch.
  
  38
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  
  39
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  
  40
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  Map 3: Limbo
  
  41
  Map 4: Tower of contraption
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  
  42
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  
  43
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  Handout 1: The candidates
  
  44
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  Handout 2: Slaad Ecology
  
  45
  PHLAN 1-2 / ENEMy OF My ENEMy: 
  APPENDIX
  Handout 3: Limbo Handout
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-14 PHLAN 1-2 Enemy of my Enemy.pdf