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  Tyranny in Phlan 
  The Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are in 
  jeopardy. The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the city 
  respond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws. An adventure for 5th-10th level 
  characters. 
  Adventure Code: DDEX1-10 
  Credits 
  Adventure Design: Greg Marks 
  Development and Editing: Jennifer Clarke-Wilkes, Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
   
   
  Debut: November 7, 2014 
  Release: December 1, 2014 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  ©2014 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
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  2 
   
  Introduction 
  Welcome to Tyranny in Phlan, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Tyranny of DragonsTM 
  storyline season.  
   This adventure is designed for three to seven 5th-
  10th level characters, and is optimized for five 6th level 
  characters. Characters outside this level range cannot 
  participate in this adventure 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in and near the town of Phlan. 
    
  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 will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  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 Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  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, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable).  
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and 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 
  
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  3 
   
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 6th-
  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 frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
   
   
   
   
   
   
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun of 
  the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  
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  4 
   
  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. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  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.  
  
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  Death 
  A character who dies 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 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  Adventure Background 
  Things are changing in Phlan, and for the worse. The Cult 
  of the Dragon has spies deeply rooted in the castle and 
  has been corrupting many of the town’s defenders, 
  gathering new allies and otherwise readying to make a 
  move for control of the town and the Pool of Radiance 
  that lies beneath it. 
   Knight Commander Ector Brahms, the Lord Regent of 
  Phlan, has called a secret summit of the masters of the 
  town’s four major guilds and the head of each noble 
  house. At the foot of the Cinnabar Throne, he plans to 
  hammer out the terms of an alliance and bring order and 
  peace to the town once and for all. 
   It is here, however, that the hammer will fall in the form 
  of Vorgansharax, the Maimed Virulence: a green dragon 
  who has allied himself with the Cult of the Dragon in 
  exchange for dominion over Phlan. 
  Vorgansharax, the Maimed Virulence 
  Vorgansharax is a green dragon on the older end of adulthood 
  whose massive size is overshadowed only by his even more 
  massive ego. Despite grievous injury as a wyrmling sustained at 
  the hands of a bronze dragon that left him with a tattered and 
  maimed right wing, Vorgansharax cuts quite an imposing figure. 
  He is large of build and terrifyingly strong; far more so than other 
  dragons of his age. Coupled with his injuries, his sheer size has 
  made him a rather clumsy flier, but monstrously destructive on 
  the ground. 
    
  Vorgansharax is the offspring of the ancient green dragon 
  Claugiyliamatar, who rules the forest of Kryptgarden far to the 
  west. As vengeance for the factions’ involvement in her forest, 
  she has lent (sold, more like) Vorgansharax’s aid to the Cult of 
  the Dragon, who has sent him to Phlan to secure the Pool of 
  Radiance and return it to its former power. Vorgansharax has a 
  large contingent of kobolds, dragonborn, and half-dragons that 
  are fiercely loyal to him, many of which are powerful arcane 
  magic-users in their own right. 
   
  At the start of the adventure the Lord Regent has been 
  unexpectedly delayed and is late for his meeting.  
  Overview 
  The characters are resting at the Laughing Goblin Inn 
  when they are contacted by Knight Aleyd Burral of the 
  Black Fists (DDEX1-3 Shadows over the Moonsea). She 
  is looking for a group of independent adventurers to help 
  her. The dragon cultist Spernik (DDEX1-5 The Courting 
  of Fire) is soon to be tried for his crime of robbing the 
  Library of Mantor, and the Lord Sage of Phlan, in an 
  effort to recruit a red dragon to the Cult’s cause. Aleyd is 
  concerned that it has taken much too long for his trial to 
  occur; oddly, the prisoner has been allowed several 
  visitors. Given all the recent stories and examples of 
  corruption among the ranks of the Black Fists, she wants 
  the characters’ aid as outside investigators. She is 
  desperate to expose the corruption and report back to the 
  Lord Regent, the only member of the Black Fists that she 
  fully trusts. 
   The adventure is in five parts, beginning with part 1. 
  Following the characters’ meeting with Aleyd, the 
  Maimed Virulence attacks Valjevo Castle, slaying the 
  masters of the town’s four major guilds and the heads of 
  Phlan’s noble houses. The characters witness the attack 
  
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  6 
   
  from the other side of the town and are too far away to do 
  anything about it. They do, however, witness cultists in 
  the streets attacking anyone who stands up to them. They 
  are dragging “tributes” (money and citizens) to the castle 
  to offer to the dragon. The characters have the 
  opportunity to fight some of the invaders and shepherd 
  innocents into the Laughing Goblin, which becomes a de 
  facto HQ for the insurgency that develops around the 
  characters. From the citizens they rescue, the 
  adventurers learn that the Lord Regent still lives but has 
  been captured. Among those rescued is Aya Glenmiir 
  (DDEX1-6 The Scroll Thief). Aya tells the characters that 
  the town is lost and that they might want to consider 
  leading as many people out of Phlan as possible. The 
  Welcomers are likely to know secret ways in and out of 
  the town; Aya directs them to Glevith (DDEX1-6 The 
  Scroll Thief), a member of the Welcomers who has 
  worked with the Harpers in the past.  
   Part 2 of the adventure describes a number of different 
  paths the characters can choose to undertake, such as 
  determining the state of the town, contacting the 
  Welcomers, or rescuing allies and items from throughout 
  the town that are valuable to their factions. While the 
  adventurers complete these side missions, they are 
  stalked by the Tears of Virulence, corrupt members of the 
  Black Fist that have joined with Vorgansharax. 
   Part 3 begins as the Tears catch up with the 
  adventurers. This leads into part 4, when it is clear the 
  town is being overrun; the adventurers encounter Knight 
  Aleyd Burral. She has confirmed the location of the Lord 
  Regent and begs the adventurers to rescue him. She 
  volunteers to engage the Tears to buy them time. It is 
  likely a death sentence, but one she welcomes if it means 
  saving her Knight Commander. 
   In part 5, the characters use their contact with the 
  Welcomers to escape through the sewers that dump into 
  the Stojanow River (or flee aboard a liberated ship). The 
  characters must lead the refugees out of the town to 
  safety while fighting past the dragon’s minions. 
   The adventure culminates with a host of refugees 
  leaving Phlan with the body of Knight Aleyd Burral at its 
  head. 
   
   
   
   
   
   
  Familiar Faces 
  This adventure uses many nonplayer characters (NPCs) 
  that some adventurers may have previously encountered 
  in past adventures in this storyline. Knowledge of these 
  NPCs is not necessary for full enjoyment of this 
  adventure, but the DM is encouraged to read the sidebars 
  accompanying each NPC to understand the past 
  relationship that each may have with the characters. 
  Continuing to develop those relations only serves to 
  further invest players in the storyline.  
  
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  7 
   
  Adventure Introduction 
  It is 3 Marpenoth 1489 DR, the season commonly called 
  Leafall, and the weather is pleasantly warm as the heroes 
  take a well-deserved break in the common room of the 
  Laughing Goblin Inn. They already have rooms reserved 
  and the meal they ordered is laid before them. They have 
  had a chance to meet each other, so character 
  introductions are appropriate at this time.  
  The Laughing Goblin 
  The adventure begins at the Laughing Goblin, a 
  somewhat famous inn at the docks of Phlan catering to 
  the rough crowd of sailors, mariners, and mercenaries. 
  Features include: 
   
  • 
  The common room has two floors with a large, open 
  space in the middle containing the bar, a stage, and a 
  large fireplace. 
  • 
  A number of booths line the walls, and tables fill the 
  rest of the room’s open space. 
  • 
  The only decoration in the common room is a large 
  carved totem resembling a laughing goblin. The to-
  tem is clearly very old and is well-worn. 
  • 
  The owner and bartender is Imizael. Though she is 
  human, her name is clearly elven (her mother was 
  obsessed with elves). 
  • 
  The waiter is a human named Markoth but is known 
  to regulars as Fat Mar. 
   
  Both Markoth and Imizael happily recommend the 
  tavern’s famous cabbage soup. It is an old secret recipe 
  that comes with freshly baked bread and a piece of 
  cheese. Otherwise the tavern serves a salty fish stew or 
  the catch of the day (blackened catfish; the Moonsea is a 
  freshwater lake). Today fresh apple pie is also on the 
  menu. The drink list is extensive, but the advice is to stick 
  to light ale, stout, or the really strong stuff. The wine is 
  just not particularly appetizing. 
   It being a lazy afternoon, Imizael is reading a 
  broadsheet at the start of the adventure.  
  Roleplaying Imizael 
  Imizael is attentive of her patrons’ needs. She responds to 
  questions curtly, nodding when it is polite and directing 
  customers with a fondness for gossip to Fat Mar, who she insists 
  “should keep his equally fat nose out of other peoples’ 
  business.” Imizael was last encountered in DDEX1-2 The Secrets 
  of Sokol Keep and DDEX1-6 The Scroll Thief, where she may have 
  passed on tales patrons told her.  
   
  Fat Mar is taking advantage of the quiet afternoon to mop 
  up a spilled drink and wipe down the tables. He loves 
  storytelling and gossip much more than actually doing his 
  job. If any of the characters engage him in conversation, 
  he leans his mop against the wall and sits at a nearby 
  empty table—to which Imizael only shakes her head as if 
  she expects, and is used to, such behavior from her 
  employee.  
  Roleplaying Fat Mar (Markoth) 
  Fat Mar clearly dislikes his nickname, but it is well-earned. He is 
  a rotund man who sweats profusely. He has a sharp tongue and 
  a foul mouth but warms up instantly to anyone who asks what 
  his actual name is—introducing himself happily as Markoth 
  Hasselpond. Markoth was encountered in DDEX1-2 The Secrets 
  of Sokol Keep and DDEX1-6 The Scroll Thief, where he may have 
  been a helpful source of gossip.  
   
  As you sit in the Laughing Goblin, it is readily apparent that the 
  large, dark, old tavern has seen better days. The woodwork is 
  worn, the once-white plaster has yellowed, and the chandeliers 
  are rusted and tarnished. The furniture shows the signs of heavy 
  use and the scars of various brawls.  
   Its aesthetic shortcomings are easily overpowered by the 
  strong smell of cabbage soup wafting from the kitchen. 
   
  Give the players the opportunity to ask any questions 
  about what they are doing or where they are, and then 
  proceed with the entrance of Knight Burral. 
  Knight Aleyd Burral 
  A member of the Black Fists—and one of its few who are 
  benevolent—Aleyd Burral has become deeply troubled by 
  the actions of her fellows. She is convinced of the 
  righteousness of her Knight Commander and knows that 
  he might be willing to take action given enough proof. But 
  how will she get that proof? The other Black Fists are 
  already suspicious of her, and the guilty see her coming a 
  mile away. However, she had good luck earlier this 
  summer with adventurers who dealt with a “ghost ship” 
  attacking nearby villages (DDEX1-3 Shadows over the 
  Moonsea). She has come looking for those adventurers 
  or, failing that, any others she can locate. 
   
  A human woman in a Black Fist uniform walks through the open 
  door, pointedly looking about. Grey-streaked blonde hair frames 
  a face with the hard-won lines of advancing age and a violent 
  life. She turns a stern gaze upon you and quickly moves closer. 
  “You look like just the type I am looking for.” 
   She casts a baleful eye at Fat Mar and Imizael until they scurry 
  away to the kitchen to “check the soup.” 
  
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  8 
   
  Roleplaying Knight Aleyd Burral 
  Knight Aleyd Burral is a formidable warrior with a keen mind, but 
  the soft heart she hides under a stern frown has kept her from 
  advancing further in the Knights of the Black Fist. In her late 40s 
  with grey-streaked blonde hair, she has decided that doing her 
  job well and protecting Phlan is perhaps more important than 
  advancement. She does not suffer fools and counts adventurers 
  among the most foolish of all. She is utterly faithful to the Lord 
  Regent. Aleyd was encountered in DDEX1-3 Shadows over the 
  Moonsea, where she was looking for help to investigate a mystery 
  and protect the town. She was also seen in DDEX1-6 The Scroll 
  Thief, where she hired the characters to look into a series of 
  thefts. 
   
  Aleyd wants to hire the adventurers to look into the case 
  of the dragon cultist Spernik (DDEX1-5 The Courting of 
  Fire). Given some of the oddities of his case, she thinks 
  this might be the best place to start looking into the 
  corruption within the Black Fists. 
   She is a bit guarded, however, and avoids giving too 
  much away until she is confident that the adventurers will 
  take the job. She takes a seat at the group’s table and 
  offers a sum of 200 gp for adventurers willing to perform 
  an off-the-books job. She reveals only that the job is legal 
  and investigative in nature, but not something that can be 
  easily accomplished by members of the Black Fist. If any 
  of the characters know her from a previous adventure, 
  she emphasizes that they have worked well together in 
  the past. If none of the characters know her, she stresses 
  that she is a member of the Black Fists, an order that is 
  not known for their subterfuge. 
   She is unwilling to negotiate and provides no additional 
  details until the adventurers accept. She further discusses 
  the job only with those individuals who agree to her 
  terms, gesturing for everyone else to leave. This does not 
  prevent other characters from participating or advancing 
  in the adventure; they are merely excluded from the initial 
  introduction. Any characters who leave are outside the 
  inn when part 1 begins. 
   Aleyd imparts the following during the course of 
  discussion with the adventurers: 
   
  • 
  She has always been concerned by rumors of corrup-
  tion among the Black Fists. She desperately wants to 
  do something about it, but needs tangible proof that 
  she can present to Lord Regent Ector Brahms, who 
  is also the Knight Commander of the Black Fists. 
  The Lord Regent is an honorable man, and she is 
  confident that he will act decisively if she can gather 
  sufficient proof. 
  • 
  She heard rumors of a secret prison where rogue 
  members of the Black Fists tortured and murdered 
  prisoners for their own enjoyment or to satisfy per-
  sonal vendettas, rather than remand them to the 
  normal prison system (DDEX1-1 Defiance in Phlan). 
  After a long search, she located the place beneath the 
  ruins of the Lyceum of the Black Lord but discovered 
  nothing that would substantiate her suspicions. If it 
  was there, it had been long since cleared out. 
  • 
  Spernik, a recently captured dragon cultist, is soon to 
  be tried for robbing the Library of Mantor (DDEX1-5 
  The Courting of Fire). However, Aleyd is concerned 
  that his trial has taken far too long to complete and 
  that he has been permitted an unusual number of vis-
  itors. Though it shouldn’t have been possible, people 
  have met with him and brought him gifts. 
  • 
  It is clear there is some sort of bribery going on at 
  Stojanow Gate, but Aleyd can’t prove it—Black Fists 
  are given wide latitude in the pursuit of the law. It is 
  possible, but unlikely, that someone is simply trading 
  favors for information. That is legal, but outright 
  bribery is not. 
  • 
  Security is unusually tight at Valjevo Castle, and 
  Aleyd suspects that something important is occurring 
  there today. She is unsure as to what it is, but she 
  suggests that the party steer clear of Stojanow Gate. 
   
   Aleyd wants the characters to look into the rumors of 
  corruption, go wherever the investigation might take 
  them, and gather the proof she needs. However, she 
  stresses that as much as she finds it distasteful, the 
  investigation is not sanctioned by the Black Fist; there is 
  little she can do to protect the adventurers if they break 
  any laws or otherwise run afoul of the order’s less-than-
  scrupulous members. 
   If the characters ask for more money after hearing what 
  Aleyd wants them to do, she says she doesn’t have it. 
  Nevertheless, if the characters are able to gather the 
  proof, she believes the Lord Regent will reward them 
  handsomely. It never hurts to have the leader of the town 
  in your debt. 
  Treasure 
  Aleyd pays the characters 200 gp once they accept her 
  mission. 
   
  Once the characters finish talking and are ready to 
  proceed, move to part 1. 
   
   
  
  Tyranny in Phlan 
   
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  9 
   
  Part 1: The Coming of 
  the Maimed Virulence  
   
  The characters don’t know it, but their lives—and those of 
  all those who live in Phlan—are about to change. The 
  Maimed Virulence has come. 
   
  Shaking hands with Knight Burral, you are just rising from your 
  seat when the entire inn is shaken by a tremendous gust of wind 
  followed by a horrific roar that rapidly recedes away from you. 
   “Bane’s black blood! What in Nine Hells was that?” Aleyd races 
  up the stairs to the second floor of the inn and peers out the 
  windows, looking shocked. You arrive only seconds behind her 
  to an amazing sight. A vast winged serpent larger than the 
  Laughing Goblin is perched on the side of Valjevo Castle, 
  rending great holes in its once-stout walls. The rising autumn 
  sun glistens off of its massive green head as it rears back before 
  exhaling into the hole it has made in the wall. Screams echo all 
  the way across the town. 
   In the street below you people run about in fear, many of them 
  crowding into the square before the Laughing Goblin. 
   
  The immense green dragon is tearing into Valjevo Castle 
  with ease. Thick clouds of noxious, green vapor spill off 
  the sides of the castle and into the narrow streets, limiting 
  the ability of the town’s defenders to counterattack. 
  Something has to be done, but the creature is all the way 
  across the town. 
   Give the players a chance to soak in the situation and 
  ask questions before continuing. Those succeeding on a 
  DC 20 Intelligence (History) check recognize 
  Vorgansharax and know the basic gist of his story as 
  provided in the adventure’s background. 
  Tribute 
  A group of the dragon’s followers are mixed in with the 
  crowd, trying to catch as many of the town’s residents as 
  possible as tribute for the dragon. 
   
  A commotion is brewing on the street below as gawkers gather 
  to stare up at the doom that overshadows Phlan. A group of 
  hobgoblins and a man in robes round the corner, leading a 
  barred wagon that is pulled by a green-scaled, two-headed giant. 
  Dozens of people are caged within, wailing with fear. 
   You can hear the man shout, “Round these up and toss them 
  with the others. The Maimed Virulence hungers for tribute!” 
   
  The characters are currently on the second floor of the 
  inn, looking through a large glass window that does not 
  open. They can either run downstairs and outside, or 
  break the glass. Breaking the window takes a move 
  action, granting surprise to characters attacking from the 
  second story of the inn while the rest of the party runs 
  outside. 
   Before allowing any of them to act, however, read the 
  following: 
   
  The door to the Laughing Goblin bursts open and a fat man in a 
  soiled apron runs into the street wielding a short knife. He leaps 
  onto the back of a hobgoblin and thrusts the blade into the 
  creature’s neck. The hobgoblin cries out in alarm and pain and 
  crumples to the ground. 
   The two-headed giant turns to face Fat Mar and with a snarl, 
  swings its huge axe at the portly waiter. The blow connects and 
  the man is sent hurtling backwards into the Laughing Goblin, 
  accompanied by the sounds of shattering glass and splintering 
  wood, and the lingering smell of blood, smoke, and cabbage 
  soup. 
  General Features 
  This encounter takes place on a busy street in Phlan. You 
  should feel free add appropriate features based on what 
  fits the narrative created between the players and the DM.  
   Crowd. During the first round of combat, the street is 
  filled with panicked citizens fleeing for their lives: the 
  street outside the inn is considered difficult terrain. 
  Attacks that affect an area also risk hitting the populace 
  (AC 10, 2 hp). After the end of the first round, the streets 
  clear. 
   Light. It is bright daylight on an early autumn 
  afternoon. 
   Sound. The street is filled with screaming town folk 
  trying to flee for their lives. Wisdom (Perception) checks 
  based on hearing are made with disadvantage. 
   Wagon. The large wagon is pulled by a half-dragon 
  ettin and requires a successful DC 20 Strength (Athletics) 
  check to move it at half speed during combat. Farvnik the 
  Venomous carries the key to the cage, but the lock can be 
  picked with a set of thieves’ tools and a successful DC 15 
  Dexterity check. The bars can be bent enough for the 
  captives to escape one at a time with a DC 20 Strength 
  (Athletics) check, or by destroying them (AC 10, 25 hp).  
  Foes and Tactics 
  The half-dragon ettin drags the wagon into the square 
  and then releases his grip on it, focusing on anyone who 
  causes trouble. Two hobgoblin captains work in tandem 
  
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  10 
   
  to corner and round up as many people as possible, with 
  the assistance of a guard drake. Farvnik supervises from 
  the rear. 
   When the characters reveal themselves, the half-dragon 
  ettin closes and uses its breath weapon to best effect. He 
  avoids hitting his allies when he is able, but is not 
  especially careful. 
   The hobgoblin captains order the guard drake to chase 
  after archers or spellcasters that are keeping their 
  distance (it runs inside the inn and heads upstairs if 
  necessary to engage anyone shooting from the windows). 
  The captains use their Leadership ability to support the 
  half-dragon ettin and Farvnik, move as a group to gain the 
  benefit of their Martial Advantage as they engage. 
   Farvnik stays back, casting spells to attack and heal his 
  allies, but he does not shrink from melee if engaged, 
  using inflict wounds with higher-level spell slots and 
  delivering devastating damage with his Poison Strike 
  ability. 
   The half-dragon ettin is too stupid to surrender, and 
  Farvnik is too zealous, but if these two are defeated, the 
  hobgoblin captains can be convinced to give up. 
   Knight Aleyd Burral remains in the inn to guard 
  Imizael. She assists the adventurers in combat (use 
  veteran statistics) only if it looks like they will fail without 
  her aid. If she drops to 0 hit points, she is not slain but 
  knocked unconscious.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove the two hobgoblin captains and 
  change Farvnik to a priest. 
  • 
  Weak party: Remove one hobgoblin captain. 
  • 
  Strong party: Add one hobgoblin captain. 
  • 
  Very strong party: Add one half-dragon ettin. 
  Developments 
  If Aleyd falls in combat, the adventurers find a potion of 
  healing on her person that they can use to revive her. 
  Once awake, she adamantly refuses any additional offers 
  of healing. 
   Aleyd suggests that the adventurers and the freed 
  captives take shelter in the Laughing Goblin. She orders 
  the healthy to start barricading the doors and windows 
  while the wounded are laid out on the tables. The inn 
  serves as a safe haven while the characters decide how 
  proceed; they can take a short rest while caring for the 
  wounded and questioning the refugees. 
   Fat Mar lies dead on the floor in front of the shattered 
  remains of the inn’s front window. Despite her normal 
  condescending demeanor, Imizael is devastated by his 
  death. She covers his broken body with a blanket and sits 
  beside him, crying quietly; she refuses to do anything else 
  unless convinced by a successful DC 15 Charisma 
  (Intimidation or Persuasion) check. She then fetches jugs 
  of water and wine for both the hale and hurt. 
   If the characters captured and interrogate the 
  hobgoblins or Farvnik, the prisoners boast of how their 
  master will come for them, laying waste to all who oppose 
  him. They haughtily offer the information below if asked: 
   
  • 
  Their master is Vorgansharax, The Maimed Viru-
  lence, a green dragon of incredible size and power 
  who now rules Phlan by right of conquest. 
  • 
  Vorgansharax demands tribute and has sent his loyal 
  subjects into the town to collect wealth and slaves to 
  be brought before him. This group was sent to round 
  up the citizenry for food and slavery. 
  • 
  Vorgansharax has allied with the Cult of the Dragon 
  in exchange for the town of Phlan, which now be-
  longs to him (triumphant laugh!). 
  • 
  The Maimed Virulence learned there was a secret 
  conference in Valjevo Castle attended by the Lord 
  Regent, the masters of the town’s four major guilds, 
  and the head of each noble house. The prisoner 
  gloats that they are all slain and that no one in the 
  town now lives with a claim to the Cinnabar Throne 
  (Aleyd is particularly devastated by this last bit of 
  news, and delivers a potent, gauntleted backhand to 
  whoever delivers it).  
  • 
  Farvnik is a cleric of Tiamat. He and the rest of his 
  cultists got into the town aboard ships. He does not 
  know the arrangement, but they were docked for 
  days while other allied ships arrived. No one ever 
  searched or inventoried their vessel as would be 
  expected from the dockmaster. 
   
   The ettin is too stupid to be of much help and constantly 
  cries for its “dada” to come rescue it. 
  Treasure 
  Farvnik carries 200 gp in coins, gems, and art gathered 
  from their victims as the dragon’s minions looted the 
  town. 
  The Captives 
  Assuming that the captives survived, they have 
  information to share with the characters. A quick head 
  count reveals the cage houses the following victims: 
   
  • 
  Aya Glenmiir. This female elf wizard is a scholar at 
  
  Tyranny in Phlan 
   
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  11 
   
  Mantor’s Library, the largest center of learning in 
  Phlan. No stranger to working with adventurers, she 
  has much to say (see “Aya Glenmiir” below). 
  • 
  The Filloburstons. This halfling family (Alphus and 
  Etty, and their three daughters Imogee, Oylen, and 
  Ulvona) are bakers a few blocks away from the 
  Laughing Goblin. Etty saw the hobgoblins come off a 
  boat in the harbor moments before they started raid-
  ing the neighborhood. The entire family is very 
  scared and unable to provide much else in the way of 
  useful information. 
  • 
  Euripanee Thundershield. A female dwarf from 
  Citadel Adbar who now travels as a mercenary. She 
  is badly beaten, having fought hard before being tak-
  en. Afterwards she saw the “priest” (Farvnik) speak 
  with a man with red skin, horns, and a tail who wore 
  a purple cloak. The infernal-looking man said some-
  thing about going to the Stojanow Gate to check on 
  their friends. If her wounds are tended, she volun-
  teers to help guard those who are holed up in the inn. 
  • 
  Maff, Blurn, and Li’l Topp. These three inebriated 
  gentlemen work the docks as longshoremen. They 
  claim that they saw some humans, kobolds, and large 
  lizards come out of the sewers just as all the chaos 
  began. 
  Aya Glenmiir 
  Listening to the other captives and observing what is 
  happening around her, Aya is quickly realizing that the 
  town is lost and there is little more that can be done to 
  save it. The best course of action is to flee, but in order to 
  do that, she needs the characters to agree with her. She’d 
  never make it alone, but with a well-armed group of 
  brutes, the way might be made clear. 
   
  The elf woman looks up at your approach, clearly nervous. “Do 
  you know who that was? That was Vorgansharax. A true 
  dragon—and not a young one at that. Our lives are forfeit if we 
  remain here any longer! You’ve got to get everyone out!” 
   
  Aya knows that adventurers might want to stick it out and 
  either begin an insurgency or foolishly attempt to take on 
  the dragon. Neither option gets her out of the town, but 
  she knows a number of things the characters do not. She 
  might use any or all of this information to convince them 
  to leave. 
  • 
  Ector Brahms lives, or at least it is highly unlikely 
  that he was slain when the dragon attacked. She and 
  a few other scholars were meeting with him outside 
  Stojanow Gate to discuss magical improvements to 
  its security. She was sent to retrieve some docu-
  ments from the library that a colleague had forgotten 
  and was on her way back when the attack occurred. 
  (The Lord Regent was quite unhappy about the delay 
  that forgetting the papers caused, as he had other 
  plans for the day, but wanted it done as soon as pos-
  sible.) It is quite likely that her friends and the Lord 
  Regent are inside the Gate. (This information fills 
  Aleyd with hope.) 
  • 
  Aya believes that the green dragon that has attacked 
  is Vorgansharax, the Maimed Virulence. He is par-
  ticularly large for his age (almost eight centuries) and 
  has a damaged wing from a battle in his youth, which 
  makes him a clumsy flyer. He is a scion of Claugiyl-
  iamatar, an ancient green dragon that resides in 
  Kryptgarden Forest. 
  • 
  Aya suggests they flee as soon as night falls, and she 
  has an idea on how to get out. The Welcomers 
  smuggle things in and out of the town all the time, 
  likely through the sewers and catacombs beneath the 
  streets. However, it appears the cultists are using the 
  sewer tunnels as well, so they need a safe alternative. 
  She knows a Welcomer named Glevith who has 
  worked with the Harpers in the past and so might be 
  willing to help the characters. Last she knew, Glevith 
  frequented the Cracked Crown near Scholar’s 
  Square, but where he is now, she doesn’t know. 
  • 
  Aya specializes in wards that utilize enchantment 
  magic. Although she cannot protect the inn for the 
  long term, she could ward it to discourage anyone 
  from investigating it too closely. This should buy the 
  characters some time to come up with a plan while 
  the refugees hide in the Laughing Goblin, though 
  eventually they need to come back.  
  Roleplaying Aya Glenmiir 
  Aya is a female elf of about 300 years. She is has long, pale 
  blonde hair and radiant green eyes, along with a bit of an ego. 
  She’s well aware of the allure and mystery that her racial heritage 
  evokes, and has no reservations against capitalizing on it. She is 
  quick with a coy smile and a twist of the hair if it gets her what 
  she wants. But despite this, she is quite brilliant, especially when 
  the Weave is discussed. Aya was encountered in DDEX1-6 The 
  Scroll Thief, when the characters investigated a theft of her 
  property.  
  XP Award 
  Award each player 100 XP for freeing the prisoners. 
  Lords’ Alliance Special Mission 
  If any of the characters are members of the Lords’ 
  Alliance faction at rank 2 (Redknife) or higher, at some 
  
  Tyranny in Phlan 
   
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  12 
   
  point Imizael hands the character Player Handout 2: a 
  letter which has just arrived in the hands of a grubby 
  urchin. She doesn’t know what happened to the child, 
  who ran off in the company of a rather haggard-looking 
  goat after handing over the letter and mentioning the 
  character’s name. She doesn’t know what the letter says, 
  but it is addressed to the character. This unlocks the 
  Lords’ Alliance special mission in part 2. 
  Where to Next? 
  From this point, the characters have a number of choices 
  they might explore. It is important to manage the time 
  carefully if this event is being played in a convention or 
  other time-limited setting. 
   Regardless, Aleyd says she will try to locate other allies 
  and asks the characters to meet up with her back at the 
  Laughing Goblin before trying to free the Lord Regent. 
  She has met him many times in his position as Knight 
  Commander of the Black Fist and can help identify him 
  during any rescue attempt. He does not make public 
  appearances, so few recognize him without his badge of 
  office, a bright red cloak with the symbol of Phlan on it. 
   Rescue the Lord Regent. Proceed to part 4.  
   Leave the town. Proceed to part 5. 
   Other Options. Proceed to part 2. 
  At some point as determined appropriate by the DM, they 
  encounter the Tears of Virulence (part 3). This part does 
  NOT occur if the group includes members of the Harpers 
  or Lords’ Alliance factions.  
   
  
  Tyranny in Phlan 
   
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  13 
   
  Part 2: Making Ready 
  This portion of the adventure is divided up into a number 
  of brief encounters as the characters investigate the fall of 
  Phlan and make ready to flee it. They have the following 
  avenues to follow up on: 
   
  • 
  Locating any and all information about what has 
  happened to the town. 
  • 
  Finding a way out of the town by contacting Glevith, 
  a member of the Welcomers (an organization of 
  thieves-turned-freedom-fighters). 
  • 
  Investigating the sewers. 
  • 
  Investigating the harbor. 
  • 
  Rescuing the Lord Regent (part 4). 
   
  This encounter can be quite free-form, with the 
  characters splitting up or moving back and forth between 
  the various things to do. It is quite likely that there won’t 
  be enough time to follow up on all of the opportunities 
  presented here. That’s fine, and it’s not necessary to do 
  so. Allow the players to dictate their own path, while 
  being mindful of the time left to play. 
   As the characters move throughout the town, you 
  should stress the atmosphere of panic. All around them, 
  people are packing to flee the town or running from one 
  neighborhood to another. Looters and the nearby sounds 
  of screaming or combat are common. Smoke clouds the 
  horizon. Both speed and stealth are needed if the 
  characters are to progress without constant conflicts. 
  Otherwise, they should encounter a group of Tears of 
  Virulence (part 3) sooner rather than later. 
  The Local Gossip 
  Phlan is in chaos as people flee, loot, or otherwise give 
  over to panicking. If characters take to the streets in 
  search of information, have them make a Charisma 
  (Investigation) check. For each full multiple of 5 in the 
  check result, they gather one rumor randomly from the 
  list below (do not duplicate if more than one character is 
  gathering information): 
   
  • 
  The whole town is in chaos! There’s a dragon in the 
  castle and everyone in or near it was killed by poison 
  smoke! 
  • 
  There are kobolds, large lizards, and hobgoblins in 
  the streets. They’re dragging people away to be 
  slaves. I’m getting out of here! 
  • 
  I hear that the prisoners in Stojanow Gate have risen 
  up to join with the dragon! They now run the prison 
  and the guards are in the cells instead. 
  • 
  There are purple-robed humans throughout the town. 
  They seem to have no fear and I saw some of the 
  Black Fist fighting with them. 
  • 
  I was near Kuto’s Well and there were a bunch of 
  new statues there—weird things that looked incredi-
  bly lifelike, like folk running from the sewer entrance 
  there. 
  • 
  I saw a red-skinned demon walking with a bunch of 
  armored soldiers near the castle. He had a tabard 
  that displayed a flame with eyes above a dragon’s 
  claw. (The characters easily identify it as the heraldry 
  of the Cult of the Dragon.) 
  • 
  The docks are overrun. They’re dragging the sailors 
  away. There is no escape that way. 
  • 
  I hear that the graveyard has been destroyed. The 
  dragon breathed a great big cloud of death over the 
  clerics there. Nothing could have survived that!  
  • 
  Don’t trust the Black Fist. Some of them are rallying 
  the people to fight, but others are just killing every-
  one they see. If you see any of those so-called knights, 
  flee for your life. 
  Welcomer Glevith 
  Finding Scholar’s Square is simple, even if the characters 
  have never been there.  
   
  The short walk to Scholar’s Square is a whirlwind tour of the 
  chaos that envelops Phlan. Men and women in robes are 
  loading wagons full of books, struggling under the weight of 
  their labors. 
   Meanwhile, filthy-faced youths and shady-looking individuals 
  with scraps of paper in hand rush in and out of the Cracked 
  Crown, looking decidedly out of place in this neighborhood.  
   
  The characters are welcome to confront any of the 
  scholars or couriers, but none are especially forthcoming. 
  The scholars want to get out of the town as soon as 
  possible and are more interested in hearing from the 
  characters if they know any safe routes. 
   The couriers are Welcomers bringing back reports and 
  sending out requests for more information. They do not 
  know who the characters are, so they are unlikely to 
  admit who they are. Normally they wouldn’t be so 
  careless as to let others see them, but this is an 
  extraordinary situation. If the characters insist on 
  stopping them, they point toward the inn, saying that 
  anyone who really knows what is going on is likely to be 
  inside.  
   
  
  Tyranny in Phlan 
   
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  14 
   
  The Cracked Crown looks less a tavern and more a war room. 
  Several tables have been pushed together, and a map of the 
  town is spread over them. Documents are stacked in piles 
  around its edges, held down by the occasional mug. Seeing you 
  enter, a burly, bald Turmish man moves quickly to block your 
  path. “We’re closed. Go away.” 
   
  The man is Allar, sometimes called “Blockjaw” due to his 
  straight Turmish-style beard. He has been tasked to keep 
  non-Welcomers from coming in and bothering the 
  assemblage. To get past him the characters need a good 
  story, to have worked with the Welcomers or Harpers in 
  the past, or a solid threat or bribe. A successful DC 10 
  Charisma (Deception, Intimidation, or Persuasion) check 
  gets Allar to back down and let the characters pass.  
   
  A Chondathan man with slicked-back black hair and a large nose 
  greets you. “I’m Glevith. Can’t say I have a lot of time for chit-
  chat. What do you want?” 
   
  Glevith is a mid-level member of the Welcomers, with ties 
  to the Harpers. He is using his position to gather as much 
  information as possible while he still can, realizing that it 
  will become much more difficult as the town is locked 
  down. He knows the following: 
   
  • 
  The town has been attacked by a very large green 
  dragon. Rumors are that it has killed every noble, 
  guildmaster, and member of the ruling class. Silver 
  linings, poor sods. At least now the people have a few 
  less heels to suffer under if we can force the dragon 
  out. 
  • 
  For some reason, the Knights of the Black Fist seem 
  to have gone mad; they’re killing each other in the 
  streets. 
  • 
  There are hobgoblins and kobolds running amok in 
  the streets. 
  • 
  All of the gates have been taken; there is no way out 
  those ways. The docks are similarly locked down. 
  • 
  The stories he heard say that the invaders came in 
  both through the sewers and via ships that docked in 
  port. He doesn’t know how so many made it without 
  raising the alarm or how they are connected to the 
  dragon. 
  • 
  It might be possible to get out via the sewers, but that 
  would take a skilled smuggler who knows his way 
  around (wry smile). 
   
   If the characters explain that they seek to flee the town, 
  he admits that there is a way. Harpers or characters who 
  have an appropriate background such as Folk Hero or 
  Criminal automatically earn his aid. Others need to 
  convince him with a DC 15 Charisma (Persuasion) check. 
  Those who fail to convince him can still earn his help. He 
  asks the characters to spend a few hours on the streets 
  and find out what’s going on with the Black Fists. Why 
  are they fighting? If they can tell him the reason, he helps 
  them. 
   Glevith informs the characters that there are a few 
  ancient tunnels that do not connect to the rest of the 
  sewers except in two places. It is likely that whatever is 
  down there will not be in them. If the characters are 
  interested in fleeing, he tells them return to the Cracked 
  Crown at nightfall along with any others who would flee 
  the town. Glevith will meet them there. 
  Roleplaying Glevith 
  Glevith is a Welcomer cutpurse. Despite his roots as member of 
  an organized crime syndicate, he greatly enjoys his new role as 
  hero of the people. He is distrustful of those who represent 
  established powers and likes those who embrace the struggle of 
  the lower class. This has led him to accept overtures from the 
  Harpers to pass information to and from their members. Glevith 
  was last seen in DDEX1-6 The Scroll Thief, where he passed on an 
  assignment for Zhentarim characters. 
  Harpers Special Mission 
  If any of the characters are members of the Harpers 
  faction at rank 2 (Harpshadow) or higher, at some point 
  Glevith surreptitiously slides them Player Handout 1: a 
  letter which he was asked to pass on to them if their paths 
  should cross. He doesn’t know what the letter says, but he 
  knows it is an important task for the character. This 
  unlocks the Harpers special mission in part 4.  
  The Sewers 
  The sewers are a maze of tunnels from nearly a dozen 
  different building projects. Some connect to others; some 
  have been sealed for centuries. Finding one’s way is 
  nearly impossible. While searching through the sewers, 
  the characters can discover some important details. Have 
  the characters searching for information attempt a DC 10 
  Intelligence (Investigation) check. For each full multiple 
  of 5 in the check result, they gather one piece of 
  information randomly from the list below (do not 
  duplicate if more than one character is gathering 
  information): 
   
  • 
  The sewers are a maddening maze of tunnels that 
  connect in some places and do not in others. Without 
  a map or guide, moving through them undetected 
  
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  would be impossible. 
  • 
  There are creatures in the sewers. You find relatively 
  fresh tracks belonging to Small and Medium human-
  oids, as well as those of a Medium creature with mul-
  tiple clawed feet. 
  • 
  You find an incredibly lifelike statue of a woman, her 
  arms raised to block her terror-stricken face. Why 
  would such a strange work of art be down here? She 
  is actually a human who was petrified. If restored to 
  life by a greater restoration spell, the woman—whose 
  name is Gertie Staslep—provides little useful infor-
  mation but says that the last thing she remembers is 
  a huge lizard-like beast with eight legs accompanied 
  by a handful of small lizard-men. As soon as she saw 
  it everything went black. She asks that the adventur-
  ers take her with them. 
  Lords’ Alliance Special Mission: 
  The Harbor 
  If the characters choose to investigate the harbor and no 
  one in the party is a member of the Lords’ Alliance of 
  rank 2 or higher, the docks are empty and the ships have 
  been scuttled to block the harbor. All of the sailors are 
  gone. If your group does not include Lords’ Alliance 
  characters of rank 2 or higher, do NOT run this 
  encounter. 
   Members of the Lords’ Alliance might have been 
  offered a special mission by Imizael in part 2. If so, now is 
  their opportunity to attempt it. 
   
  The harbor is quiet compared to the rest of the town. Most of 
  the ships sit silent and empty. 
   A group of sailors are being dragged off their ship—the 
  Vigilant—by members of the Black Fist. Another ship, the Gilded 
  Trophy emblazed on its hull, has crates and barrels stacked at its 
  gunwales; you see a few wary eyes and trembling crossbows 
  pointed towards the docks. 
  General Features 
  The docks are located only blocks from the Laughing 
  Goblin and are normally a busy area of the town. Since 
  the attack, the area has calmed as the Tears have begun 
  arresting all sailors to prevent anyone from escaping. 
   Light. Bright sunlight. 
   Buildings. The dock is fronted by several flat-topped 
  warehouses that are 20 feet tall. They can be climbed 
  with a successful DC 15 Strength (Athletics) check. 
   Crane. There is a large crane used to move cargo. It 
  currently has a dozen barrels of wine wrapped in its net, 
  suspended over the dock. The crane requires a successful 
  DC 10 Intelligence check to operate. Any character with 
  an appropriate background (such as Sailor) makes this 
  check with advantage. The barrels can be dropped on 
  foes in a 10-by-10-foot square, forcing any creature in the 
  area to make on a DC 15 Dexterity saving throw. On a 
  failed save, the creature takes 21 (6d6) bludgeoning 
  damage and is knocked prone; with a successful save, it 
  takes no damage and lands prone 10 feet away in a 
  direction of its choice. 
   Crates. There are several piles of crates that can be 
  used to take cover (half to three-quarters, depending on 
  which pile), or to climb up and get a vantage point with a 
  successful DC 10 Strength (Athletics) check. 
   Ropes. Each of the ships is currently tied by two 
  mooring lines, fore and aft, to the docks. A character can 
  climb to a ship with a successful DC 15 Strength 
  (Athletics) check or walk them with a successful DC 20 
  Dexterity (Acrobatics) check. Dealing 10 slashing or fire 
  damage to a rope severs it. 
   Sailors. There are five sailors, pulled off of the Vigilant, 
  a small trading bilander—just a few of its crew. The 
  sailors are not significant combatants but try to be helpful 
  if the characters look like they are in need of assistance 
  and are trying to rescue them. They are happy to join the 
  crew of the Gilded Trophy if doing so gets them out of 
  Phlan. 
   Ships. There are several ships docked here, their crews 
  having been killed or taken away. All of the ships have 
  their gangplanks raised except the Vigilant. Only the 
  Gilded Trophy still has anyone on it, and they try to avoid 
  combat unless the characters need help. 
   Chains. The Gilded Trophy is bound to the docks by a 
  number of iron chains hooked to its gunwales and rudder. 
  These chains must be removed or destroyed (AC 15, 40 
  hp) if the ship is to leave the town. 
   Water. The water is 5 feet below the level of the dock 
  and is calm. Attempting to climb up onto the dock from 
  the water is difficult as the pilings are wet and covered in 
  algae, requiring a DC 15 Strength (Athletics) check. 
  Foes and Tactics 
  As the characters arrive, a patrol of Tears (three 
  veterans) are shoving the sailors from the Vigilant into a 
  group so they can be tied together. A successful DC 10 
  Wisdom (Perception) check notes that the uniforms that 
  the soldiers wear are those of Knights of the Black Fist, 
  but they have been splashed with bright green paint. 
   The veterans move forward as a unit, attempting to 
  surround and focus attacks on a target. (If two or four 
  veterans are present, they split into pairs, with each pair 
  
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  16 
   
  focusing on a different target.) If a character proves overly 
  effective from range, such as an archer or spellcaster, one 
  veteran peels off to engage that character. These warriors 
  are more powerful directly confronting their enemies, so 
  they try to stay in melee and resort to ranged combat only 
  if necessary. 
   In the hold of the Vigilant is a kobold cult fanatic riding 
  a tamed basilisk. The two make their appearance on 
  their initiative in the second round, when they ride down 
  the gangplank and get into the fray. The cult fanatic has 
  already cast shield of faith when combat begins. It directs 
  its mount to petrify anyone it charges and gives chase if 
  someone tries to run. The cult fanatic avoids petrifying 
  any allies when possible, but the basilisk is not very smart 
  and instead targets any veteran that rolls a 1 on a d6 at 
  the start of its turn. The cult fanatic uses inflict wounds 
  against weakly armored opponents before resorting to 
  dagger attacks. If engaged in melee, it casts command in 
  an attempt to force the enemy to provoke an opportunity 
  attack. 
   Although the veterans are initially confident of their 
  abilities, they can be forced to surrender if the melee goes 
  against them. Once at least one of their numbers is 
  defeated, the adventurers can compel them to submit 
  with a successful Charisma (Intimidation) check. The DC 
  of the check is 10 + (5 times the number of remaining 
  veterans): for example, if one remains, the DC is 15; if 
  there are two left, the DC is 20, and so on. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: remove two veterans 
  • 
  Weak party: remove one veteran 
  • 
  Strong party: add one kobold cult fanatic 
  • 
  Very strong party: add one veteran and one kobold cult 
  fanatic 
  Development 
  The characters succeed in the mission by defeating the 
  veterans and liberating the Gilded Trophy. They do not 
  need to use the ship to escape. 
   The crew of the Gilded Trophy are ecstatic to be 
  liberated, and they will also take on the crew of the 
  Vigilant to supplement their own. They want to leave right 
  away, but the characters can convince Dornal Whitebeard 
  with a successful DC 10 Charisma (Persuasion) check 
  that it might be helpful to have the Lord Regent in their 
  debt. The Lords’ Alliance agent directs the captain to wait 
  till nightfall, when the ship stands a better chance of 
  slipping away without being seen.  
   
   If any of the veterans or the kobolds are captured, they 
  know the same things as the captured veterans in part 3. 
  Treasure 
  The veterans have 100 gp in coin between them, and one 
  of them has a potion of healing. If treasure was already 
  received for completing the Harpers special mission (see 
  part 4), they instead have nothing. 
  XP Award 
  Award each character 100 XP for completing the Lords’ 
  Alliance special mission. 
   
   
   
   
  
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  17 
   
  Part 3: Unwanted 
  Attention 
   
  As the characters travel to either free the Lord Regent at 
  the Stojanow Gate (part 4) or to escape the town (part 5) 
  they draw unwanted attention. 
   The characters stumble across a battle between the 
  Black Fist and the Tears of Virulence—traitors who have 
  sworn their allegiance to Vorgansharax. Loyal Black Fists 
  happened across the other group and were expecting to 
  join forces in defense of the town. They were completely 
  caught by surprise when their former fellows drew steel 
  and turned against them. 
   Use this encounter as you see fit to stress not only the 
  danger of Phlan, but the splintering of the Black Fists. If 
  the characters are especially sneaky, you might allow 
  them surprise during the first round of combat, or have 
  them witness the fight between the Black Fists that 
  remain loyal to Phlan and those that have gone over to 
  the Tears of Virulence. 
   This encounter should be run after part 2, but before 
  part 4 and only if your party is NOT undertaking special 
  missions for the Lords’ Alliance (part 2) or the Harpers 
  (in part 4). 
   
  As you round the corner you see a street littered with carnage. 
  Men and women dressed in the uniforms of the Black Fist lie in 
  puddles of blood on the cobbles. Several of their numbers are 
  moving among the bodies, slitting the throats of the survivors. 
   One of them points in your direction and loudly shouts, “Stand 
  fast, citizens, and submit to questioning.” 
  General Features 
  The street is narrow, only 20 feet across. 
   Light. Bright sunlight. 
   Bodies and Blood. The street is covered in tangled 
  bodies and puddles of slick blood and gore. Anyone 
  moving more than half speed must succeed at a DC 10 
  Dexterity (Acrobatics) check or slip and fall prone. 
   Buildings. The buildings on either side of the narrow 
  lane are one story tall (approximately 10 feet) with sloped 
  roofs. They can be climbed with a successful DC 10 
  Strength (Athletics) check. All of them have a door and 
  one or more windows, but they are locked. The doors can 
  be opened with a set of thieves’ tools and a successful DC 
  10 Dexterity check, a successful DC 10 Strength 
  (Athletics) check, or by dealing 15 damage. The windows 
  can be opened with a set of thieves’ tools and a successful 
  DC 10 Dexterity check, a successful DC 5 Strength 
  (Athletics) check, or by dealing 5 damage with a single 
  attack. (Remember that objects have immunity to poison 
  and psychic damage.) 
  Foes and Tactics 
  As the characters arrive, the surviving Tears of Virulence 
  (four veterans) are making sure all of the Black Fist 
  knights are dead. A successful DC 10 Wisdom 
  (Perception) check notes that the uniforms they wear are 
  those of Knights of the Black Fist, but they have bright 
  green paint splashed on them—most of the dead soldiers’ 
  uniforms do not. A successful DC 10 Wisdom (Insight) 
  check suggests that the guards are trying to appear 
  nonthreatening, but are covering up malicious intent. 
   The veterans move forward as a unit, working in pairs. 
  Each pair attempts to surround and focus attacks on a 
  different target. If a character proves overly effective from 
  range, such as an archer or spellcaster, one veteran peels 
  off to engage that character. These warriors are more 
  powerful directly confronting their enemies, so they try to 
  stay in melee and resort to ranged combat only if 
  necessary. 
   A kobold cult fanatic is inside a nearby building, 
  having just killed a resident who witnessed the battle. It 
  emerges on its initiative in the second round, having 
  already cast shield of faith when combat begins. It uses 
  inflict wounds against weakly armored opponents before 
  resorting to dagger attacks. If engaged in melee, it casts 
  command in an attempt to force the enemy to provoke an 
  opportunity attack. 
   Although the veterans are initially confident of their 
  abilities, they can be forced to surrender if the melee goes 
  against them. Once at least one of their numbers is 
  defeated, the adventurers can compel them to submit 
  with a successful Charisma (Intimidation) check. The DC 
  of the check is 10 + (5 times the number of remaining 
  veterans): for example, if one remains, the DC is 15; if 
  there are two left, the DC is 20, and so on. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: remove two veterans 
  • 
  Weak party: remove one veteran 
  • 
  Strong party: add one kobold cult fanatic 
  • 
  Very strong party: add one veteran and one kobold cult 
  fanatic 
  Developments 
  The veterans or the kobold cult fanatic can be 
  interrogated if any of them are taken alive. 
  
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  18 
   
  • 
  They are members of the Black Fist who have decid-
  ed to support the dragon Vorgansharax, the Maimed 
  Virulence, and his attempt to take over Phlan. They 
  call themselves the Tears of Virulence. 
  • 
  Their reasons for siding with the dragon are varied. 
  Some are greedy and were bribed to aid the Cult of 
  the Dragon. Others went over when it was clear the 
  town was lost, and they wanted to be on the winning 
  side. A significant number who worship the deity 
  Bane believe that the Lord Regent is weak and that 
  Vorgansharax is a true tyrant worth serving. 
  • 
  The Tears are in the process of exterminating all the 
  Knights of the Black Fist who did not join with them. 
  The Black Fists don’t know that the Tears exist and 
  thus were easily taken by surprise. 
  • 
  Some of the Tears have been allied with the Cult of 
  the Dragon for months. Their aid was crucial in 
  sneaking the Cult’s forces into the town. Soon Phlan 
  will be locked down, and escape will be impossible. 
  • 
  With the help of corrupted members of the Black 
  Fist, the Cult has been passing information back and 
  forth among its many members and spies through 
  the cultist Spernik, who served as a hub for infor-
  mation in planning the attack.  
  • 
  The Tears are spread throughout the town, but they 
  completely control the docks and the town gates, and 
  they have closed the Stojanow Gate for the first time 
  in living memory. 
  • 
  The Cult of the Dragon has two main leaders in the 
  town besides Vorgansharax. The first is the cleric 
  Farvnik the Venomous. He is sweeping the streets 
  with a great half-dragon ettin, a minion of the green 
  dragon himself. The second is a powerful Wearer of 
  Purple named Ixusaxa Terrorsong. She is an elf 
  who is often in the company of constructs. 
   
  The characters will have to determine what to do with 
  their prisoners. The Tears go along if cowed, but they 
  have no reason to completely cooperate. If they get the 
  chance, they will run.  
  Background: Bane, Greater God of Tyranny  
  Bane (LE) is the deity of strife and tyranny. He generally plots 
  and schemes, instead of acting directly, until his plan comes to 
  fruition. Only then will his armies march to conquer all of Faerûn. 
   
  Bane’s worship was once the largest in Phlan. His temple, the 
  Lyceum of the Black Lord, now lies in ruins and no longer 
  attracts worshipers. His following remains strong among the 
  Knights of the Black Fist; decades ago, they were the military arm 
  of the clergy of Bane before they formally severed their ties to 
  serve the Cinnabar Throne of Phlan. 
  Treasure 
  The veterans have 100 gp in coin between them, and one 
  of them carries a potion of healing. 
  XP Award 
  Award each character 100 XP for learning about the 
  Tears of Virulence. 
  
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  19 
   
  Part 4: The Stojanow 
  Gate  
  This encounter begins if the characters decide to rescue 
  the Lord Regent. As they move through Phlan toward the 
  prison within the Stojanow Gate, they pass through eerily 
  quiet and empty streets—unlike other parts of Phlan. 
  Familiar Faces 
  If the characters did not return to Aleyd at the Laughing 
  Goblin, she meets up with them here in the company of 
  three other Knights of the Black Fist who remain loyal to 
  Phlan and the Lord Regent. 
   Also accompanying Aleyd is a young female half-elf 
  wearing a suit of ill-fitting leather armor and carrying a 
  battered longsword. Over this she wears a tabard 
  emblazoned with the holy symbol of Kelemvor. Any 
  character who participated in the events of DDEX1-4 
  Dues for the Dead recognizes the young cleric of 
  Kelemvor as Cassyt, the acolyte of the God of the Dead 
  who acted as their guide in the catacombs beneath 
  Valhingen Graveyard. 
   There is little time to exchange pleasantries, however. If 
  the characters have not yet encountered the Fist/Tears 
  schism, Aleyd quickly tells them about it. 
   
  The streets of Phlan are deserted as you near Valjevo Castle, the 
  residents having since fled or been captured. Your group and 
  Aleyd’s small contingent are able to approach the Stojanow 
  Gate with relative ease, and you soon come into sight of the 
  immense gate. 
   A hastily-constructed barricade of barrels, sacks, and crates 
  blocks the passage into the main courtyard of Valjevo Castle. 
  Barely visible beyond it, a throng of people sit in groups on the 
  ground, bound to one another by the wrists and ankles. 
   A couple of dozen men and women in Black Fist uniforms 
  splashed with bright green paint mill about, while a separate 
  group of heavily armored soldiers stand watch over the 
  prisoners just inside the barricade. 
   
  At the start of the encounter, the characters are 50 feet 
  away from the gate and concealed. They have a view of 
  the gate from the southeast, partially obscured by other 
  buildings. Though the adventurers cannot see it, there is a 
  small guard shack inside the gate and to the right. 
   Twenty-six veterans stand in the open area in front of 
  the barricade—clearly more than the characters can 
  handle. The veterans have a good view of the courtyard to 
  the south and have erected the barricade to hinder 
  enemies and to provide cover against archers or 
  spellcasters. On the other side of the barricade are three 
  cult prison guards. Not visible from their current vantage 
  point is Surasiel, the cambion leading the prisoner 
  operation, who is in a wagon just inside the gate. 
   If the characters start discussing a frontal assault, have 
  Aleyd make it clear to them that their characters can’t 
  succeed against such odds. She suggests they get a better 
  look at what they are dealing with first and come up with 
  a plan. 
  General Features 
  Valjevo Castle sits on a large rock mound and is 
  surrounded by a 60-foot-tall wall. The only opening in this 
  wall is the infamous Stojanow Gate. 
   Light. It is afternoon in the early autumn. Open areas 
  are bright, but buildings cast ample shadows that might 
  be used to hide.  
   Sound. Worried chatter and occasional weeping from 
  the prisoners covers quiet sounds that might otherwise 
  give someone away. Dexterity (Stealth) checks made to 
  move silently are made with advantage. 
   Smell. The acrid stench of poison is very strong here 
  and irritates the nose and throat with every breath. 
    Barricades. The barricades are 4 feet high and made of 
  barrels filled with rainwater or sand, mixed with the 
  occasional crate filled with iron ingots stolen from a 
  nearby blacksmith. They provide three-quarters cover to 
  those standing behind them. They are quite heavy but can 
  be pushed over with a successful DC 15 Strength 
  (Athletics) check, creating an area of difficult terrain. The 
  check is made with advantage if the pushing character 
  has a running start of at least 10 feet, but if the character 
  fails the check, he or she bounces off the barrel and falls 
  prone. Climbing the barricade requires a successful DC 
  10 Strength (Athletics) check.  
   Buildings. Most of the buildings in the plaza are one 
  story tall (approximately 10 feet) with sloped roofs. They 
  can be climbed with a successful DC 10 Strength 
  (Athletics) check. All of them have a door and one or more 
  windows, but they are locked. The doors can be opened 
  with a set of thieves’ tools and a successful DC 10 
  Dexterity check, a successful DC 10 Strength (Athletics) 
  check, or by dealing 15 damage. The windows can be 
  opened with a set of thieves’ tools and a successful DC 10 
  Dexterity check, a successful DC 5 Strength (Athletics), 
  or by dealing 5 damage with a single attack. (Remember 
  that objects have immunity to poison and psychic 
  damage.) 
   Gate. The barricade has a gate of sufficient size to let a 
  wagon pass. The gate opens inward and is made of 
  
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  nailed-together planks and doors. It is barred shut by a 
  number of the same heavy barrels that form the 
  barricade; pushing it down requires a successful DC 15 
  Strength (Athletics) check. Climbing or jumping over it is 
  much easier, requiring a DC 10 Strength (Athletics) 
  check.  
   Tree. There is a tall tree in the courtyard in front of the 
  barricade, ablaze with autumn colors. It is large enough 
  to grant half cover and grants advantage on Stealth 
  checks made to hide within its boughs. It can be climbed 
  with a successful DC 10 Strength (Athletics) check. 
  Getting a Better Look 
  Allow the characters to move about the area to get a 
  better view without Stealth checks, provided they are 
  being careful. Anyone moving into the open, however, is 
  immediately set upon and arrested. 
   Have the characters scouting the area make Wisdom 
  (Perception) checks. For every full multiple of 5 on the 
  check, a character notices any one of the following (DM’s 
  choice; do not duplicate if more than one character is 
  observing): 
  • 
  There is a wagon tucked against the wall inside the 
  gate and to the left (east). Although the character 
  cannot get a clear view, he or she can see light ema-
  nating from within and the shadows of at least one 
  person moving around. 
  • 
  Inside the yard there are more than one hundred 
  people. Their wrists are bound, and they appear to be 
  tied to one another in groups of four to six, prevent-
  ing them from moving quickly. A male human is tied 
  to several scholarly-looking people. He is in his 60s 
  with a meticulously groomed beard and long, grey 
  hair pulled back in a ponytail. Although he does not 
  wear the full-length crimson cape of the Lord Re-
  gent’s Office, he is clad in black enameled plate ar-
  mor and matches the description of the Lord Regent. 
  If they describe the man to Aleyd, she is certain that 
  it is him. 
  • 
  In a pile of refuse in the open part of the courtyard, 
  part of what looks like a red garment is barely visible. 
  • 
  The character gets an accurate count of the veterans 
  and cult prison guards. One of the guards inside the 
  stockade briefly takes off a gauntlet to scratch the 
  back of his hand. His skin is covered in blue scales. 
  One of the guards inside the stockade moves towards the 
  guard shed and calls inside to someone. If the observing 
  character speaks Draconic, he or she overhears, “Is it 
  time to bring the next group inside?” Someone responds 
  with, “Not yet. Spernik will send for them when he is 
  ready.” 
   In addition, any character who succeeds at a DC 15 
  Wisdom (Perception) check notices a dirty human girl of 
  ten or eleven years sitting in the branches of the tree in 
  the courtyard. She has a dagger tucked into her rope belt, 
  and her arms are stained with blood up to her elbows. A 
  black goat with milky white eyes sits calmly next to her on 
  the bough. She notices the character and puts a finger to 
  her lips with a wink and a smile. If the character has 
  played DDEX1-3 Shadows over the Moonsea, they 
  recognize Elisande. The Tears seem oddly oblivious to 
  the unusual sight. 
  Aleyd’s Plan 
  The Tears of Virulence are dug in and fortified. There are 
  four or more unknown individuals with the prisoners 
  behind the barricades. At some point someone is going to 
  recognize the Lord Regent. Time is short. 
   The characters might not agree with it, but Aleyd has a 
  plan. 
   
  Aleyd looks resigned. “I see no other choice. I will take my 
  soldiers and circle to the west. We will launch an attack and 
  quickly withdraw. The corrupt knights seem intent on capturing 
  or killing all of the Black Fists who remain loyal to the town and 
  will likely give chase. When they do so, you will assault the gate 
  from the east, rescue the Lord Regent, and get him out of the 
  town.”  
   
  The other Black Fists agree that there seems no other 
  choice and are willing to follow Aleyd’s lead to rescue the 
  Lord Regent, even if it means their lives. Cassyt—the 
  young cleric of Kelemvor—is frightened, but she insists on 
  accompanying the knights to keep them up and running 
  for as long as possible and to usher them to their final 
  rest in the event that any of them are slain. Unless the 
  characters try to stop them, they move to implement 
  Aleyd’s plan. The characters will need a tactically brilliant 
  alternative to convince Aleyd of another way to save the 
  Lord Regent. 
   Assuming the characters go with Aleyd’s plan, she tells 
  them to count to two hundred and then look for her attack 
  from the northwest. As soon as Aleyd’s group withdraws 
  and the Tears follow, the adventurers must act to save the 
  Lord Regent. The characters have approximately three 
  minutes to prepare. 
   
   
   
   
  
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  21 
   
  Shouts of “For the Lord Regent!” and “For Phlan!” ring out as 
  Knight Aleyd Burral and her escort rush the nearest barricade on 
  the western side of the square. Their brazen attack takes their 
  foes by surprise, and three of them are quickly cut down as the 
  knights hurtle over the barricade. 
   Unfortunately, their success is short-lived. Between a hail of 
  crossbow bolts and an onslaught of blades, one of the knights 
  accompanying Aleyd falls, and her small contingent begins to 
  withdraw. Aleyd herself moves to cover their retreat but she is 
  struck down by a pair of crossbow bolts. Two corrupt knights 
  stab her repeatedly with their swords as she lies prostrate on the 
  ground. 
   Despite this, however, Aleyd’s plan is working. The corrupt 
  knights abandon their post in pursuit. A small group of guards 
  stay behind, however. 
   
  Almost immediately, the prisoners start worming away 
  from the barricade toward the safety of the stone wall. 
  Foes and Tactics 
  The remaining twenty-three veterans have moved off in 
  pursuit of Aleyd’s group, leaving behind the three cult 
  prison guards. They are on the lookout for trouble, 
  watching the courtyard to the south closely. If they are 
  attacked from long range, they wait behind the walls 
  (gaining full cover) for their foes to approach closer. Once 
  an enemy is in short range, they use their breath weapons 
  and spears. Should an enemy attempt to breach the gate, 
  they move to melee and try to block the entrance. 
   Once the attack begins, Surasiel exits his wagon; he 
  has a clear view of the entrance but remains behind the 
  wall so that he is not easily seen from the square. He uses 
  command and Fiendish Charm, instructing some of the 
  characters to flee the battle and thus even the odds. If 
  presented with obvious ranged attackers, he targets them 
  with his Fire Ray. If the barricade is breached, he flies to 
  a more defensible point and continues to use Fire Ray. If 
  his allies have fallen and hope is lost, he casts plane shift 
  to get away. 
   If the battle appears to be going against the 
  adventurers, Lord Regent Ector Brahms slips free from 
  his bonds and engages one of the cult prison guards in 
  combat. After a brief struggle, he is able to wrest a dagger 
  from the prison guard’s belt and assists the adventurers 
  in dispatching their remaining foes. The Lord Regent 
  uses veteran statistics but wields a dagger, dealing 5 (1d4 
  + 3) piercing damage with his melee attacks, instead of 
  the normal longsword damage. 
   The wild card in this fight is Elisande and her goat. If 
  the adventure is running on time and the party is having 
  an easy time of it, she watches from her perch, only 
  climbing down when the fight is over to slit the throats of 
  any foes that still breathe. If the characters need help, she 
  can pull unconscious allies out of combat and stabilize 
  them. She might sneak behind an enemy to help an ally 
  (such as granting a rogue a sneak attack). She is helpful, 
  but he methods are mildly disturbing and off-putting. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: remove two cult prison guards 
  • 
  Weak party: remove one cult prison guard 
  • 
  Strong party: add one cult prison guard 
  • 
  Very strong party: add two cult prison guards 
  Developments 
  Once the players defeat the guards, they are free to 
  release all or some of the prisoners or otherwise 
  investigate the scene. 
   Knight Aleyd Burral. Aleyd lies in the street where she 
  fell—dead. She carries nothing of value except for her 
  scale armor, shield, and longsword. 
   Captives. There are a total of 127 captives. They know 
  very little of what has happened in the town, but are 
  confident that there is no escape. The streets are crawling 
  with Black Fists. 
   Tears of Virulence. Any who survive are also members 
  of the Cult of the Dragon. If interrogated they can relate 
  the following: 
  • 
  The town is now under the control of Vorgansharax, 
  the Maimed Virulence, who is forcing captured resi-
  dents into the catacombs beneath the Castle to locate 
  the lost Pool of Radiance. (The location of the Pool 
  was purported to have been found during the events 
  of DDEX1-4 Dues for the Dead.) 
  • 
  In addition to the dragon, there is a horde of Cult 
  soldiers inside the castle (mostly humans, half-
  dragons, hobgoblins, and kobolds, but also some 
  constructs and undead). 
  • 
  If any of the party members belong to the Harpers 
  faction, the captured Tears also know that Spernik is 
  in control of the Stojanow Gate and can be found in 
  one of the uppermost chambers. With a sneer, the 
  prisoner boasts that the adventurers will never make 
  it to Spernik alive—the Gate complex is crawling with 
  forces loyal to the great green dragon! 
   
  Elisande. Elisande is a 12-year old orphan human girl 
  and troublemaker from a disturbing, isolated island 
  village in the Stormy Bay. She was last encountered in 
  
  Tyranny in Phlan 
   
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  22 
   
  DDEX1-3 Shadows over the Moonsea, when the 
  characters rescued her and brought her to Phlan. She 
  disappeared shortly thereafter. 
   
  • 
  Elisande is excited to see the “Outsides,” as she calls 
  those from outside her island. In her opinion, Phlan 
  has become much more exciting in the last day and 
  she has no desire to leave it. 
  • 
  She wants to get a good look at the “greet wing’d 
  serpante!” 
  • 
  If asked about where she has been, while playing 
  with her knife she explains that she has been “lookin’ 
  a’ tings here and tere.” 
  • 
  Despite lacking any wounds of her own, she is cov-
  ered in a large amount of dirt and blood. 
  • 
  One helpful comment she might make concerns the 
  dragon. She wonders how many “babies it bringed 
  widdit” because she already “seen one bitty one a 
  wee bit bigger than a ridin’ goat, wiss a man astride 
  it. It haz a bite like a wasp beastie.” Those who have 
  met Elisande previously know she has trouble 
  identifying animals that are not goats or fish; she 
  means the other dragon-like creature was bigger than 
  a horse with a stinger on its tail. 
   
  Shortly after this exchange, Elisande slips away with her 
  goat, leaving the characters to wonder what she is up to. 
  Roleplaying Elisande  
  Elisande is fascinated with outsiders, having heard tales of a land 
  beyond the island. She has few morals and, due to her 
  upbringing, no true concept of right or wrong. 
  The Blind Goat  
  This black-furred goat was originally found on the same island as 
  Elisande (also in DDEX1-3 Shadows over the Moonsea). It appears 
  to be totally blind, but for some inexplicable reason seems able 
  to see certain characters which it tends to follow, completely 
  unconcerned about things that would bother a normal animal. It 
  seems especially attracted to those who are “pure of heart.” 
  While it is completely harmless, most find the goat a bit creepy. 
   
   Lord Regent Ector Brahms. The Lord Regent is 
  thankful for the rescue but insists that the characters 
  assist the other prisoners in escaping the town. Shortly 
  after being freed, he walks to a pile of refuse in the 
  courtyard and pulls out a length of fine red cloth. He 
  snaps it open and affixes it to his shoulders before 
  returning to the adventurers to answer whatever 
  questions they might have. The Lord Regent relates the 
  following: 
   
  • 
  He was hiding his identity from the invaders, who 
  think that all the leaders of the town are dead. 
  • 
  The cultists are bringing captives to the castle to dig; 
  he suspects they seek the old Pool of Radiance. He 
  heard his captors say that those that tired from the 
  labor were being offered as “tribute” to 
  Vorgansharax. He won’t leave people behind to die in 
  the tunnels or be fed to a dragon. 
  • 
  However, he does not support going into the 
  dungeons beneath the castle to rescue more citizens, 
  as doing so would put those they have already freed 
  in greater danger. 
  • 
  He grows visibly upset when he sees Aleyd’s body. 
  He calls her one of the most dedicated Knights in his 
  command and laments that she let her morals get in 
  the way of her duties—something that got her into 
  trouble frequently. 
  • 
  He suggests that when all is said and done, Aleyd’s 
  body should be given to her family. The only member 
  he knows is Wylan Burral, a cleric of Tymora who 
  lives in Mulmaster. 
  • 
  He insists that Phlan needs a symbol if it is to ever 
  rid itself of the Maimed Virulence. He has no 
  intention of allowing death to give Aleyd leave from 
  her duties: Phlan and her people need the fallen 
  knight. He instructs the adventurers to aid his escape 
  from the town so he can take Aleyd’s body to 
  Mulmaster and plead for her return from death. 
    
   Once the prisoners are freed, he asks the characters 
  how they plan to escape the town. He is open to any 
  reasonable plan they have that allows him to bring the 
  other refugees.  
  Roleplaying Lord Regent Ector Brahms 
  Lord Regent Ector Brahms has served as the Knight Commander 
  of the Black Fist for the last two Lords Protector, both of whom 
  died suspiciously. He is a stubbornly honorable, coarse, stoic 
  man; the burden of leadership weighs heavily on his shoulders. 
  Treasure 
  The characters can recover a backpack that Surasiel left 
  in the guard shack. Inside there is 300 gp and a spell 
  scroll of sending. 
  XP Award 
  Award each character 250 XP for freeing the Lord Regent 
  and the other prisoners. 
  
  Tyranny in Phlan 
   
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  23 
   
  Harper Special Mission: Spernik 
  Must Die 
  Members of the Harpers faction might have been offered 
  a special mission by Glevith in part 2. If so, now is their 
  opportunity to attempt it. If your group does not include 
  Harper characters of rank 2 or higher, do NOT run this 
  encounter. Instead, read the following and proceed to part 
  5. 
   
  Shouts and hurried, heavy footfalls ring out from within 
  Stojanow Gate, likely from a great number of other corrupt 
  knights, prisoners, or both. 
   “Quickly,” the Lord Regent says, strapping on the fallen 
  knight’s sword belt. “We need to leave.” 
  Getting Inside 
  With the bulk of its defenders in pursuit of the small 
  group of Knights of the Black Fist, the gate is more or 
  less unguarded. Spernik is in a chamber near the top of 
  the gate, accompanied by contingent of bodyguards. 
   The Lord Regent does not accompany the adventurers 
  inside but instead remains behind to guard the freed 
  residents of Phlan. 
   
  All of your planning and effort to stealthily enter the Stojanow 
  Gate are for naught, as there doesn’t seem to be anyone inside. 
  You are easily able to sneak in. 
   After wandering empty corridor after empty corridor, and more 
  flights of stairs than you can count, you come to an iron-bound 
  door set with a small grate at eye level. Peeking inside, you see a 
  number of bored-looking guards. Beyond them, from a small 
  side room, flickering lamplight reveals the shadow of a man 
  within. 
   “How long are we supposed to stay here, Spernik?” one of the 
  guards asks, stifling a yawn. 
   “Until I say you can leave,” a voice calls out from the side 
  room. 
   
  A successful DC 10 Wisdom (Perception) check reveals 
  that the armor and uniform of the guards are those of 
  Knights of the Black Fist, but have been splashed with 
  bright green paint. As the characters approach, the 
  guards on the other side are unaware of any danger. Still, 
  they are unlikely to open the door for just anyone, and 
  they do not come outside for any reason.  
   
  General Features 
  The interior of the Stojanow Gate has an initial intake 
  room where prisoners are processed before being taken 
  further into the dungeons. 
   Ceilings. 10 feet high. 
   Light. The room is brightly lit by a fireplace on the west 
  wall. In addition, Spernik has an oil lamp on the desk 
  near where he is working. 
   Cage. This free-standing cell is used to house surly 
  prisoners during processing. It is currently open and 
  empty. If shut, the door locks. The lock can be picked with 
  a set of thieves’ tools and a successful DC 10 Dexterity 
  check. The key to open it is in the desk. 
   Desk. The large desk in a small side room can be used 
  to take half cover. It contains ledgers that detail all the 
  current prisoners, which Spernik is currently reading to 
  determine who might be a useful ally. There is also a ring 
  of keys in the drawer, alongside a half-empty bottle of 
  grog, holding keys to the cage and to the door that leads 
  farther into the prison. 
   Door. The entrance to the office is blocked by a locked 
  wooden door. The guards within are expecting a visit 
  from another group of Tears and will open the door to 
  anyone wearing the appropriate uniform without 
  question. An adventurer using a set of thieves’ tools 
  unlocks the door with a successful DC 15 Dexterity 
  check. Otherwise, the door can be broken in with a 
  successful DC 15 Strength (Athletics) check.  
  Foes and Tactics 
  Four veterans are sitting and standing around the room 
  idly talking when the characters arrive, but if a threat 
  enters, they move forward as a unit, working in pairs. 
  Each pair attempts to surround and focus attacks on a 
  different target. If a character proves overly effective from 
  range, such as an archer or spellcaster, one veteran peels 
  off to engage that character. These warriors are more 
  powerful directly confronting their enemies, so they try to 
  stay in melee and resort to ranged combat only if 
  necessary. They fight to the death. 
   Spernik is seated at the desk reading before the party 
  arrives. He is expecting to send for more slaves in about 
  an hour, but he does not know the half-dragons who were 
  guarding the other prisoners very well yet and might be 
  tricked into ordering the door opened for them. If a fight 
  begins, Spernik casts spells from a distance to hinder or 
  attack foes, protecting himself above all else. If the 
  veterans are slain, Spernik can be coerced into 
  surrendering with a successful DC 15 Charisma 
  (Intimidate) check. 
  
  Tyranny in Phlan 
   
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  24 
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: remove two veterans 
  • 
  Weak party: remove one veteran 
  • 
  Strong party: add one guard drake 
  • 
  Very strong party: add one veteran and one guard drake 
  Development 
  The characters succeed in the mission by slaying Spernik 
  or bringing him to Glevith to stand for his crimes. For his 
  part, the Lord Regent has no problem with executing a 
  Cult of the Dragon spy on the spot. 
   If Spernik or any of the veterans are captured, they 
  know the same things as the captured veterans in part 3. 
  Roleplaying Spernik 
  Spernik always seems to be suffering from chronic nervousness. 
  When under duress, he sweats profusely and stammers. His 
  recent promotion, however, has emboldened him; he constantly 
  reminds people who he is, as if that were the only reason they 
  should be listening to him. 
  Treasure 
  The veterans have 100 gp in coin between them, and one 
  of them has a potion of healing. If treasure was already 
  received for completing the Lords’ Alliance special 
  mission, they instead have nothing. 
  XP Award 
  Award each character 100 XP for completing the Harpers 
  special mission. 
   
   
   
  
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  25 
   
  Part 5: Flight from 
  Phlan! 
  Once the characters have rescued Ector Brahms and the 
  other captives, they have to assist in their escape from the 
  town, along the others who are still hiding in the 
  Laughing Goblin. This adventure assumes they leave via 
  the sewers with the help of the Welcomers or depart from 
  the docks with the help of the Lords’ Alliance. If your 
  players come up with another creative solution, you 
  should do your best to reward their creativity while still 
  letting them encounter Ixusaxa Terrorsong and her 
  minions. 
  Which Way Do We Go? 
  Aiding the Lord Regent in his escape from Phlan requires 
  the assistance of the Welcomers (Option 1). If there are 
  members of the Lords’ Alliance in the group, the party 
  can instead choose to enlist the aid of Dornal Whitebeard 
  and the crew of the Gilded Trophy (Option 2). 
  Option 1: The Sewers 
  The obvious route to freedom is the exit suggested by 
  Glevith—through the sewers. This section assumes that 
  the adventurers have decided to trust the Welcomers and 
  go this way. 
   In order to help the Lord Regent and the other citizens 
  of Phlan escape from the town, they must return to the 
  Cracked Crown. As the adventurers arrive, Glevith has 
  assembled a couple of his associates. 
   
  In the Cracked Crown, Glevith and two women in leather armor, 
  one a halfling and the other a grey-skinned half-elf, appear in the 
  final stages of preparation for a trip. Satchels and weapons are 
  undergoing final checks for contents and proper fit. 
   As you enter, all three of them look genuinely shocked. “I 
  thought you said they would be bringing a few people with us,” 
  the half-elf says, “Not half of the sodding town! They’re going to 
  find us for sure!” 
   
  Trying to sneak over a hundred people from the town 
  without being noticed is a daunting task, to say the least. 
  Glevith must be convinced to provide the characters with 
  assistance. Though he runs the show, he holds the 
  opinions of his colleagues in high regard and follows their 
  advice to the letter. Gaining Glevith’s aid requires first 
  convincing his companions. 
   Trunkey Lighttouch. The female halfling informs 
  Glevith that “the lizards are already starting to prowl the 
  upper levels of the sewers.” She assures him that it will 
  be nigh impossible for this many people to move through 
  the sewers undetected, and suggests taking only those 
  who are necessary. She recommends no more than a 
  dozen people (including the adventurers). Trunkey does 
  have a soft(ish) heart, however. Any adventurer who 
  succeeds on a DC 15 Charisma (Persuasion) check can 
  appeal to her sense of duty toward the downtrodden and 
  convinces her to reconsider her stance. 
   Dark Linsa. The half-elf scoffs at Trunkey’s “gooey 
  sentiment” and says escape shouldn’t be a problem, but 
  brazenly suggests that the rogues should be well 
  compensated for the risk and trouble. She demands a fee 
  of 2 gp per head. She won’t be swayed by honeyed words 
  and mocks anyone who tries, but she can be browbeaten 
  into a more reasonable fee. A character negotiates the 
  price to 1 gp each with a successful DC 15 Charisma 
  (Intimidation) check. If the result of the check is 20 or 
  higher, Dark Linsa settles for a total of 10 gp and a 
  promise that the character making the check “owes her 
  one” (see “Favors and Enmity” in the “Rewards” section, 
  below). 
  Cassyt 
  Cassyt is also present in the Cracked Crown, having 
  avoided capture by the Tears of Virulence in her flight 
  from the Stojanow Gate. 
   Upon seeing Aleyd’s body, Cassyt cries out in despair 
  and sinks to her knees beside the fallen knight, brushing 
  her blood-crusted hair out of her face and straightening 
  out her crumpled uniform—a pointless but heart-warming 
  gesture. After a few moments, she regains her composure 
  and relates the following during the group’s few moments 
  of rest: 
   
  • 
  In anticipation of his initial assault, the dragon 
  breathed on the graveyard, likely killing the 
  Kelemvorites within. 
  • 
  Doomguide Glandon was the only person of 
  sufficient power to raise Aleyd from the dead among 
  the faithful, and Cassyt can only hope that he might 
  still be alive. 
  • 
  Cassyt was in town purchasing gardening supplies 
  when the dragon attacked, which she credits as being 
  the only reason she yet lives. 
  • 
  She knew Aleyd well. The knight often spent her off-
  duty time sitting in the graveyard, sharing stories of 
  her youth with the fledgling cleric. 
  • 
  Despite her familiarity with the knight, Cassyt knew 
  little of Aleyd’s family, only that she had a brother in 
  Mulmaster (a town across the Moonsea). Returning 
  
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  26 
   
  her body to her family would be the right thing to do. 
  • 
  Cassyt has already received instructions from Glevith 
  to fetch what supplies can be retrieved safely from 
  Valhingen Graveyard, so she will not be 
  accompanying the adventurers into the sewers. She 
  wishes them luck and assures them that she will see 
  them soon. 
  Roleplaying Cassyt 
  Cassyt is a young Kelemvorite who has spent more time in her 
  books than in the catacombs of the graveyard. Her once-sunny 
  disposition and incessant chattering have been replaced with 
  grim determination. Her dry, albeit slightly warped, sense of 
  humor is as prevalent as always, though. 
   
  Once the adventurers are ready, the Lord Regent, Aya 
  Glenmiir, and the adventurers proceed into the sewers 
  accompanied by a crowd of scared refugees and captives. 
  If they have convinced Glevith’s companions to help, the 
  three Welcomers join the party. Otherwise, adjust the 
  read-aloud text accordingly. 
   
  With his colleagues having gone ahead to scout out the path, 
  Glevith leads you through tunnels. Mostly dry, these winding 
  tunnels seem not to have been used for many years. You are 
  able to move quickly, though your entourage has begun to 
  spread out significantly. 
   Suddenly, from somewhere in the middle of your group, you 
  hear screams! 
   Rushing to the site of the screams, you come across a bloody 
  scene. Two kobolds and an almost pony-sized lizard lie dead in 
  a side tunnel next to three very lifelike statues. 
   
  If Dark Linsa and Trunkey are here, their blades are 
  drawn and stained with blood. Dark Linsa says, “Keep 
  moving. They know where we are now. You keep going. 
  We’ll spread out and keep them from finding the rest of 
  you.” Then she disappears down a tunnel, Trunkey 
  following closely behind. 
   With a successful DC 15 Intelligence (Arcana) check, a 
  character recognizes the dead creature as a basilisk: an 
  eight-legged lizard with the ability to turn creatures to 
  stone by looking at them. 
   The tunnel stretches farther, the glint of moonlight 
  reflecting on the shallow water. 
   
   
   
   
   
  Glevith hails you forward. “This is it. This tunnel leads to an old 
  spillway that drains into the river. We’re more than a bowshot 
  from the town walls, and now that night has fallen, you should 
  be able to make your way out of the town from here without 
  anyone bein’ the wiser.” 
   The Lord Regent approaches Glevith with a grim look on his 
  face and, after a silent and tense moment, extends a gauntleted 
  hand to the rogue. 
   “Not now, your highness,” Glevith says with a mocking smile. 
  “We’ll discuss the terms of your surrender later.” 
   He smacks the Lord Regent playfully on the shoulder and 
  disappears into the darkness, whistling tunelessly. 
   
  Dark Linsa was right—the cultists know where the 
  refugees are and await them just outside. Unable to move 
  large numbers of troops to the exit quickly and still cover 
  other possible ways out, Ixusaxa Terrorsong has been 
  forced to deal with the problem herself. She rides her 
  wyvern mount, with her shield guardian in tow. 
   When the characters first arrive at the spillway exit, 
  Ixusaxa and her companions are flying above the exit out 
  of sight, watching for enemies. There is no way for her to 
  see the adventurers unless a character moves out of the 
  sewers and into the open spillway. 
  General Features 
  The spillway is 40 feet long from the tunnel to the river 
  and slopes from 20 feet high at the back down to the 
  shoreline at the end of its length. The walls at the rear 
  and sides are steep. 
   Ceilings. The tunnels are 10 feet high. 
   Light. Moonlit darkness (heavily obscured). 
   River. The river is slow-moving and can be traversed as 
  difficult terrain. Those floating in it move downstream 15 
  feet per round. 
   Spillway. The spillway is lined on the ground and sides 
  with flat stones. The top of it is 20 feet high, but the sides 
  slope down to ground level at the river. Climbing the side 
  requires a DC 20 Strength (Athletics) check. 
  Option 2: The Docks 
  If the characters have chosen to forgo the help of the 
  Welcomers and take Dornal Whitebeard up on his offer, 
  use this option instead. If the characters have not 
  completed the Lords’ Alliance special mission (part 2), 
  they should have that fight prior to the arrival of Ixusaxa 
  Terrorsong and her minions. 
   If the party does not include characters who are 
  members of the Lords Alliance faction of rank 2 
  (Redknife) or higher, do NOT run this encounter. 
  
  Tyranny in Phlan 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  27 
   
  As you usher the refugees through streets, your numbers have 
  only swelled with people who have rallied to the sight of you and 
  the Lord Regent. Moving at the head of a large mob, you see the 
  docks in the distance. 
   The Lord Regent calls for Aya and beckons you over. “We need 
  to be careful of a trap. Miss Glenmiir, wait here with the 
  refugees. I will take our new friends and scout ahead. Hopefully, 
  we’ll be able to board the Gilded Trophy and escape before they 
  even know we’re missing.” 
   
  The cultists know where the refugees are and await them 
  at the docks. Unable to move large numbers of troops to 
  the exit quickly and still cover other possible ways out, 
  Ixusaxa Terrorsong has been forced to come herself 
  aboard her wyvern mount with her shield guardian in 
  tow. 
   When the characters first arrive at the docks, Ixusaxa 
  and her companions are flying above, watching for 
  enemies. She is unable to see the adventurers until they 
  move out of the alleys and into the docks. 
  General Features 
  The docks are similar to how they appeared if the party 
  has been here previously (see part 2). 
   Light. It is a cloudy night, so the area is heavily 
  obscured. 
   Buildings. The dock is fronted by several flat-topped 
  warehouses that are 20 feet tall. They can be climbed 
  with a successful DC 15 Strength (Athletics) check. 
   Crane. There is a large crane used to move cargo. It 
  currently has a dozen barrels of wine wrapped in its net, 
  suspended over the dock. The crane requires a successful 
  DC 10 Intelligence check to operate. Any character with 
  an appropriate background (such as Sailor) makes this 
  check with advantage. The barrels can be dropped on 
  foes in a 10-by-10-foot square, forcing any creature in the 
  area to make on a DC 15 Dexterity saving throw. On a 
  failed save, the creature takes 21 (6d6) bludgeoning 
  damage and is knocked prone; with a successful save, it 
  takes no damage and lands prone 10 feet away in a 
  direction of its choice. 
   Crates. There are several piles of crates that can be 
  used to take cover (half to three-quarters, depending on 
  which pile), or to climb up and get a vantage point with a 
  successful DC 10 Strength (Athletics) check. 
   Ropes. Each of the ships is currently tied by two 
  mooring lines, fore and aft, to the docks. A character can 
  climb to a ship with a successful DC 15 Strength 
  (Athletics) check or walk them with a successful DC 20 
  Dexterity (Acrobatics) check. Dealing 10 slashing or fire 
  damage to a rope severs it. 
   Ships. There are several ships docked here, their crews 
  having been killed or taken away. All of the ships have 
  their gangplanks raised except the Vigilant. Only the 
  Gilded Trophy still has anyone on it, and they try to avoid 
  combat unless the characters need help. 
   Chains. The Gilded Trophy is bound to the docks by a 
  number of iron chains hooked to its gunwales and rudder. 
  These chains must be removed or destroyed (AC 15, 40 
  hp) if the ship is to leave the town. 
   Water. The water is 5 feet below the level of the dock 
  and is calm. Attempting to climb up onto the dock from 
  the water is difficult as the pilings are wet and covered in 
  algae, requiring a DC 15 Strength (Athletics) check. 
  Confrontation! 
  Whichever option the group chooses, before they can 
  make their escape, they are attacked. Ixusaxa 
  Terrorsong dives down on her wyvern mount with her 
  shield guardian in tow. 
   
  A roar shatters the night’s silence as a huge leather-winged 
  beast swoops down from the black curtain of night. A female elf 
  in black and purple robes rides astride the creature that, in turn, 
  clutches a large construct of stone, metal, and wood in its 
  talons. 
   The beast releases its grip, and the construct lands in the 
  shallows of the Stojanow River with a dull thud. Before the spray 
  of water can settle, the wyvern has wheeled around to alight on 
  the ground beside the construct. Without warning or comment, 
  they attack! 
   
   Ixusaxa immediately recognizes Ector Brahms if she 
  sees him and realizes that, whoever his accomplices are, 
  none of them can be allowed to live. 
   Aya Glenmiir ushers the refugees into the safety of the 
  sewers or the alleys and remains with them. She does not 
  participate in this encounter. 
  Foes and Tactics 
  Ixusaxa immediately attacks upon entering combat. She 
  sends her shield guardian (carried by her wyvern) to 
  engage the characters but pulls them back if the 
  characters try to retreat into the tunnels or start focusing 
  on her. 
   She casts cone of cold if there is more than one enemy 
  within range. Otherwise she casts a 4th-level magic 
  missile. She avoids melee combat when possible, using 
  misty step to teleport to her shield guardian if they get 
  separated and she is engaged by an adjacent foe. At no 
  
  Tyranny in Phlan 
   
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  28 
   
  point does she allow the shield guardian to get more than 
  60 feet from her. 
   The shield guardian has stoneskin stored, which it 
  activates when combat is about to begin. Because 
  stoneskin requires concentration, the shield guardian 
  must succeed on a Constitution saving throw (DC 10 or 
  half the damage taken, whichever is more) each time it 
  takes damage or lose the spell. It otherwise wades into 
  combat with abandon, but does not willingly move more 
  than 60 feet away from Ixusaxa. 
   Ixusaxa has no intention of letting the Lord Regent get 
  away, but she will not die trying to stop him. She reserves 
  one 2nd-level spell slot and one 3rd-level spell slot in 
  order to facilitate her escape. She first casts misty step to 
  gain some distance on the adventurers. She then casts fly, 
  and moving 60 up and over the nearby wall. When she 
  attempts to escape depends on whether her shield 
  guardian yet survives: 
   
  • 
  Shield Guardian Alive. Ixusaxa flees when she 
  drops to 15 hit points or fewer. 
  • 
  Shield Guardian Dead. Ixusaxa flees when she 
  drops to 25 hit points or fewer. 
   
   Ector Brahms has been waiting for a fight like this for 
  decades. Although he was a formidable warrior in his 
  youth, his age and his position have softened him (use 
  veteran statistics, AC increased to 18). Any adventurer 
  who succeeds at a DC 15 Charisma (Intimidation or 
  Persuasion) check can convince the Lord Regent to stay 
  back and guard the refugees (who remain in the safety of 
  the sewers or alleys), or some other task that would 
  ensure his survival. Otherwise, he valiantly wades into 
  combat, eager to lash out at Ixusaxa for everything that 
  she represents. 
   Even if successfully convinced to stay in a safe place, 
  the Lord Regent immediately disregards the adventurers’ 
  requests and enters combat if any of their number should 
  fall. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: remove the shield guardian 
  • 
  Weak party: change the shield guardian to a flesh golem 
  • 
  Strong party: add one flesh golem 
  • 
  Very strong party: add two flesh golems 
  Conclusion  
  The refugees emerge on the bank of the Stojanow River, 
  at a junction where the Iron Route and the Phlan Path 
  meet. The conclusion of this adventure depends primarily 
  upon whether or not Lord Regent Ector Brahms survives 
  the fight with Ixusaxa Terrorsong. 
   Lord Regent Survives. Read: 
   
  The last echoes of the din of battle fade into silence as Ector 
  Brahms appears, cradling the body of Knight Aleyd Burral in his 
  arms—still swathed in the velvet-and-silk cloak of the Cinnabar 
  Throne. Behind him, the tired and bedraggled refugees of the 
  once-proud town emerge from the darkness, first by ones and 
  twos and then by the score. 
   The Lord Regent addresses those present. “We have suffered a 
  loss beyond comprehension, but we cannot allow ourselves to 
  become victims to despair. We are the white-hot flame in the 
  cold north! We are Phlan!” 
   The shouts of celebrations are cut short as a two-horse wagon 
  tears around the corner, driven by a young girl in ill-fitting 
  leather armor emblazoned with the holy symbol of Kelemvor. 
   “Enough grandstanding, m’lord,” Cassyt says, “Get in!” 
   
   Lord Regent Does Not Survive. Read: 
   
  The last echoes of the din of battle fade into silence as a pair of 
  refugees emerge, cradling the body of Knight Aleyd Burral in 
  their arms—still swathed in the velvet-and-silk cloak of the 
  Cinnabar Throne. Behind them, the tired and bedraggled 
  refugees of the once-proud town emerge from the darkness, first 
  by ones and twos and then by the score. 
   They gently lay their burden beside the now-still form of the 
  Lord Regent, the lips of his once-stern face turned up in a smile. 
  “For the Lord Regent! For Phlan!” they cry out, and soon others 
  join in the cheer. 
   The shouts of celebrations are cut short as a two-horse wagon 
  tears around the corner, driven by a young girl in ill-fitting 
  leather armor emblazoned with the holy symbol of Kelemvor. 
   “Enough grandstanding,” Cassyt says, “Get in!” 
   
   The Lord Regent (or Aya, if he did not survive) has a 
  parting request for the adventurers: they must remain in 
  Phlan and assist the Welcomers and the factions left 
  behind to ready the town for the return of Knight Aleyd 
  Burral (and the Lord Regent, if he survived). He instructs 
  the party to work together to reclaim Denlor’s Tower—it 
  should serve well as a base of operations. 
  Treasure 
  Ixusaxa wears 1,000 gp in jewelry, carries a potion of 
  healing, and has an ioun stone of protection. She also 
  carries a small spellbook that has all the spells she has 
  
  Tyranny in Phlan 
   
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  29 
   
  prepared for today inscribed in it. 
  XP Award 
  Award each character 100 XP for ensuring that the body 
  of Aleyd Burral escapes the town of Phlan. This reward is 
  doubled if the Lord Regent also survives. 
  Rewards 
  Make sure the players note their rewards on their 
  adventure logsheets. Give your name and DCI number (if 
  applicable) so players can record who ran the session. 
  Experience 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Shield guardian 
   
   
  2,900 
  Ixusaxa Terrorsong  
   
  2,300 
  Wyvern 
   
   
   
  2,300 
  Cambion  
   
   
  1,800 
  Farvnik the Venomous 
   
  1,800 
  Flesh golem 
   
   
  1,800 
  Cult prison guard 
   
   
  1,100 
  Half-dragon ettin 
   
   
  1,100 
  Basilisk 
   
   
   
  700 
  Hobgoblin captain  
   
  700 
  Veteran  
   
   
  700 
  Guard drake 
   
   
  450 
  Kobold cult fanatic  
   
  450 
  Priest 
   
   
   
  450 
  Spernik 
   
   
   
  450 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Prisoners at the Laughing Goblin 
  100 
  Lords Alliance Special Mission  
  100 
  Learning about the Tears 
  of Virulence 
   
   
  100 
  Rescuing Ector Brahms and 
  freeing the prisoners 
   
  250 
  Harpers Special Mission 
   
  100 
  Cassyt escapes Phlan  
  with Aleyd’s body 
   
   
  100 
  Lord Regent escapes Phlan alive 
  100 
   
   The minimum total award for each character 
  participating in this adventure is 3,000 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 4,000 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 
  Ixusaxa’s jewelry 
   
   
  1,000 
  Surasiel’s backpack  
   
  300 
  Farvnik’s treasure 
   
   
  200 
  Payment from Knight Burral 
   
  200 
  Veterans’ coin pouches 
   
  100 
  Ioun Stone of Protection 
  Wondrous item, rare (requires attunement) 
  You gain a +1 bonus to AC while this dusty rose prism 
  orbits your head. 
  Potion of Healing 
  Potion, common 
  A description of this item can be found in the Player Basic 
  Rules or the Player’s Handbook. 
  Spellbook 
  Ixusaxa’s spell book has the following spells in it that may 
  be scribed into a character’s spellbook, using the rules in 
  the Player’s Handbook. 
  1st level: detect magic, mage armor, magic missile, shield  
  2nd level: misty step, suggestion 
  3rd level: counterspell, fireball, fly 
  4th level: ice storm, stoneskin 
  5th level: cone of cold 
  Spell Scroll: Sending 
  Scroll, uncommon 
  This spell scroll contains a single sending spell. A 
  
  Tyranny in Phlan 
   
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  30 
   
  description of spell scrolls can be found in the Dungeon 
  Master Basic Rules or the Dungeon Master’s Guide. 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character’s logsheet contains a column to record 
  permanent magic items for ease of reference. 
  • 
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
  • 
   In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic items 
  owned by contesting characters, the item’s owner is 
  determined randomly by the DM. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure.  
   
  Harpers characters of rank 2 (Harpshadow) or higher 
  who complete their special mission earn one additional 
  renown point and should note the completion of a 
  special mission on their adventure logsheet.  
   
  Lords’ Alliance characters of rank 2 (Redknife) or higher 
  who complete their special mission earn one additional 
  renown point and should note the completion of a 
  special mission on their adventure logsheet.  
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  Favors and Enmity 
  The following favor is available during the course of this 
  adventure. 
   In Dark Linsa’s Pocket. In exchange for her assistance 
  in smuggling more than ten dozen people out of Phlan, 
  you have become indebted to the half-drow rogue, Dark 
  Linsa. Despite how ominous this might sound, she was 
  quite impressed by your actions and may call upon you to 
  perform some important task for her in the future. 
  DM Rewards 
  You receive 400 XP and ten downtime days for running 
  this session. 
   
   
   
  
  Tyranny in Phlan 
   
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  31 
   
  Appendix 1: Monster 
  Statistics 
  Basilisk 
  Medium monstrosity, unaligned 
    
  Armor Class 15 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  8 (−1) 
  15 (+2) 
  2 (−4) 
  8 (−1) 
  7 (−2) 
    
  Senses darkvision 60 ft., passive Perception 9 
  Languages — 
  Challenge 3 (700 XP) 
    
  Petrifying Gaze. If a creature starts its turn within 30 feet of the 
  basilisk and the two of them can see each other, the basilisk can 
  force the creature to make a DC 12 Constitution saving throw if 
  the basilisk isn’t incapacitated. On a failed save, the creature 
  magically begins to turn to stone and is restrained. It must repeat 
  the saving throw at the end of its next turn. On a success, the 
  effect ends. On a failure, the creature is petrified until freed by the 
  greater restoration spell or other magic. 
   A creature that isn’t surprised can avert its eyes to avoid the 
  saving throw at the start of its turn. If it does so, it can’t see the 
  basilisk until the start of its next turn, when it can avert its eyes 
  again. If it looks at the basilisk in the meantime, it must 
  immediately make the save. 
   If the basilisk sees its reflection within 30 feet of it in bright 
  light, it mistakes itself for a rival and targets itself with its gaze. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. 
   
   
   
   
   
   
   
   
   
   
  Cambion 
  Medium fiend, lawful evil 
    
  Armor Class 19 (scale mail) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  18 (+4) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Saving Throws Str +7, Con +6, Int +5, Cha +6 
  Skills Deception +6, Intimidation +6, Perception +4, Stealth +7 
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Abyssal, Common, Infernal 
  Challenge 5 (1,800 XP) 
    
  Fiendish Blessing. The AC of the cambion includes its Charisma 
  bonus. 
  Innate Spellcasting. The cambion’s spellcasting ability is 
  Charisma (spell save DC 14). The cambion can innately cast the 
  following spells, requiring no material components: 
  3/day each: alter self, command, detect magic 
  1/day: plane shift (self only) 
  Actions 
  Multiattack. The cambion makes two melee attacks or uses its 
  Fire Ray twice. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 
  (1d8 + 4) piercing damage if used with two hands to make a 
  melee attack, plus 3 (1d6) fire damage. 
  Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. 
  Hit: 10 (3d6) fire damage. 
  Fiendish Charm. One humanoid the cambion can see within 30 
  feet of it must succeed on a DC 14 Wisdom saving throw or be 
  magically charmed for 1 day. The charmed target obeys the 
  cambion’s spoken commands. If the target suffers any harm 
  from the cambion or another creature or receives a suicidal 
  command from the cambion, the target can repeat the saving 
  throw, ending the effect on itself on a success. If a target’s saving 
  throw is successful, or if the effect ends for it, the creature is 
  immune to the cambion’s Fiendish Charm for the next 24 hours. 
   
   
   
  
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  32 
   
  Cult Prison Guard* 
  Medium humanoid (half-dragon), lawful evil 
    
  Armor Class 17 (splint) 
  Hit Points 57 (6d12 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
    
  Saving Throws Str +6, Con +5 
  Skills Athletics +6, Intimidation +3, Perception +4  
  Damage Resistances lightning 
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
  Languages Common, Draconic 
  Challenge 4 (1,100 XP) 
    
  Action Surge (Recharges when Langdedrosa Finishes a Short or 
  Long Rest). On his turn, Langdedrosa can take one additional 
  action. 
  Improved Critical. Langdedrosa’s weapon attacks score a critical 
  hit on a roll of 19 or 20. 
  Actions 
  Multiattack. Langdedrosa attacks twice, either with his 
  greatsword or spear. 
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
  Lightning Breath (Recharge 5–6). Langdedrosa breathes lightning 
  in a 30-foot line that is 5 feet wide. Each creature in the line must 
  make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning 
  damage on a failed save, or half as much damage on a successful 
  one. 
  *Uses Langdedrosa Cyanwrath’s statistics from Hoard of the 
  Dragon QueenTM.  
   
   
   
   
   
   
   
   
   
   
  Farvnik the Venomous 
  Medium humanoid (half-elf), lawful evil 
    
  Armor Class 17 (scale mail, shield) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  16 (+3) 
    
  Saving Throws Wis +6, Cha +6 
  Skills Deception +6, Insight +6, Perception +6, Persuasion +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Draconic, Elvish, Infernal 
  Challenge 5 (1,800 XP) 
    
  Fey Ancestry. Farvnik has advantage on saving throws against 
  being charmed, and magic can’t put her to sleep. 
  Spellcasting. Farvnik is a 9th-level spellcaster that uses Wisdom 
  as her spellcasting ability (spell save DC 14, +6 to hit with spell 
  attacks). Talis has the following spells prepared from the cleric 
  spell list: 
  Cantrips (at will): guidance, sacred flame, thaumaturgy 
  1st level (4 slots): command, cure wounds, healing word, inflict 
  wounds 
  2nd level (3 slots): blindness/deafness, lesser restoration, spiritual 
  weapon (spear) 
  3rd level (3 slots): dispel magic, mass healing word, spirit guardians 
  4th level (3 slots): death ward, freedom of movement 
  5th level (1 slot): insect plague 
  Poison Strike (3/Day). Once per turn, when Farvnik hits with a 
  melee attack, she can expend a use of this trait to deal an extra 9 
  (2d8) poison damage. 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  ranged 20 ft./60 ft., one target. Hit: 6 (1d6 + 2) piercing damage. 
   
   
   
  
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  33 
   
  Flesh Golem 
  Medium construct, neutral 
    
  Armor Class 9 
  Hit Points 93 (11d8 + 44) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  9 (−1) 
  18 (+4) 
  6 (−2) 
  10 (+0) 
  5 (−3) 
    
  Damage Immunities lightning, poison; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 5 (1,800 XP) 
    
  Berserk. Whenever the golem starts its turn with 40 hit points or 
  fewer, roll a d6. On a 6, the golem goes berserk. On each of its 
  turns while berserk, the golem attacks the nearest creature it can 
  see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points. 
   The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action to 
  make a DC 15 Charisma (Persuasion) check. If the check 
  succeeds, the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might go berserk 
  again. 
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of its 
  next turn. 
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form. 
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt. 
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage. 
   
  Guard Drake 
  Medium dragon, unaligned 
    
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  16 (+3) 
  4 (–3) 
  10 (+0) 
  7 (–2) 
    
  Skills Perception +2 
  Damage Resistances lightning 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands Draconic but can’t speak it 
  Challenge 2 (450 XP)  
    
  Actions 
  Multiattack. The drake attacks twice, once with its bite and once 
  with its tail. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage. 
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) bludgeoning damage. 
   
  Half-Dragon Ettin 
  Large giant, chaotic evil 
    
  Armor Class 12 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  8 (−1) 
  17 (+3) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
    
  Skills Perception +4 
  Damage Resistance poison 
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
  Languages Draconic, Giant, Orc 
  Challenge 4 (1,100 XP) 
    
  Two Heads. The ettin has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious. 
  Wakeful. When one of the ettin’s heads is asleep, its other head 
  is awake. 
  Actions 
  Multiattack. The ettin makes two attacks: one with its battleaxe 
  and one with its morningstar. 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage. 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage. 
  Poison Breath (Recharge 5–6). The ettin exhales poisonous gas in 
  a 15-foot cone. Each creature in the area must make a DC 11 
  Constitution saving throw, taking 21 (6d6) poison damage on a 
  failed save, or half as much damage on a successful one.   
  
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  34 
   
  Half-Elf Priest 
  Medium humanoid (half-elf), neutral evil 
    
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
    
  Fey Ancestry. The priest has advantage on saving throws against 
  being charmed, and magic can’t put her to sleep. 
  Divine Eminence. As a bonus action, the priest can expend a spell 
  slot to cause its melee weapon attacks to magically deal an extra 
  10 (3d6) radiant damage to a target on a hit. This benefit lasts 
  until the end of the turn. If the priest expends a spell slot of 2nd 
  level or higher, the extra damage increases by 1d6 for each level 
  above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  The priest has the following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  3 (1d6) bludgeoning damage. 
   
  Hobgoblin Captain 
  Medium humanoid (goblinoid), lawful evil 
    
  Armor Class 17 (half plate) 
  Hit Points 55 (6d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 3 (700 XP) 
    
  Martial Advantage. Once per turn, the hobgoblin can deal an 
  extra 10 (3d6) damage to a creature it hits with a weapon attack if 
  that creature is within 5 feet of an ally of the hobgoblin that isn’t 
  incapacitated. 
  Actions 
  Multiattack. The hobgoblin makes two greatsword attacks. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) piercing 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. 
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  the hobgoblin can utter a special command or warning whenever 
  a nonhostile 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 hobgoblin. A creature 
  can benefit from only one Leadership die at a time. This effect 
  ends if the hobgoblin is incapacitated.   
   
  Ixusaxa Terrorsong, 
  Mage 
  Medium humanoid (elf), neutral evil 
    
  Armor Class 12 (16 with ioun stone and mage armor; 18 with 
  guardian’s shield) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages Common, Draconic, Elvish, Infernal 
  Challenge 6 (2,300 XP) 
    
  Spellcasting. Ixusaxa is a 9th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). Ixusaxa has the following wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
   
   
   
   
  
  Tyranny in Phlan 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  35 
   
  Kobold 
  Small humanoid (kobold), lawful evil 
    
  Armor Class 12 
  Hit Points 5 (2d6 − 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  15 (+2) 
  9 (−1) 
  8 (−1) 
  7 (−2) 
  8 (−1) 
    
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
    
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage. 
   
  Kobold Cult Fanatic 
  Medium humanoid (kobold), any non-good alignment 
    
  Armor Class 13 (leather armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
   
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
   
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  The fanatic has the following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. 
   
  Shield Guardian 
  Large construct, unaligned 
    
  Armor Class 17 (natural armor) 
  Hit Points 142 (15d10 + 60) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (−1) 
  18 (+4) 
  7 (−2) 
  10 (+0) 
  3 (−4) 
    
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Languages understands commands given in any language but 
  can’t speak 
  Challenge 7 (2,900 XP) 
    
  Bound. The shield guardian is magically bound to an amulet. As 
  long as the guardian and its amulet are on the same plane of 
  existence, the amulet’s wearer can telepathically call the guardian 
  to travel to it, and the guardian knows the distance and direction 
  to the amulet. If the guardian is within 60 feet of the amulet’s 
  wearer, half of any damage the wearer takes (rounded up) is 
  transferred to the guardian. 
  Regeneration. The shield guardian regains 10 hit points at the 
  start of its turn if it has at least 1 hit point. 
  Spell Storing. A spellcaster who wears the shield guardian’s 
  amulet can cause the guardian to store one spell of 4th level or 
  lower. To do so, the wearer must cast the spell on the guardian. 
  The spell has no effect but is stored within the guardian. When 
  commanded to do so by the wearer or when a situation arises 
  that was predefined by the spellcaster, the guardian casts the 
  stored spell with any parameters set by the original caster, 
  requiring no components. When the spell is cast or a new spell is 
  stored, any previously stored spell is lost. 
  Actions 
  Multiattack. The guardian makes two fist attacks. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage. 
  Reactions 
  Shield. When a creature makes an attack against the wearer of 
  the guardian’s amulet, the guardian grants a +2 bonus to the 
  wearer’s AC if the guardian is within 5 feet of the wearer. 
  
  Tyranny in Phlan 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  36 
   
  Spernik, Cult Fanatic 
  Medium humanoid (human), chaotic neutral 
    
  Armor Class 13 (leather armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
   
  Dark Devotion. Spernik has advantage on saving throws against 
  being charmed or frightened. 
  Spellcasting. Spernik is a 4th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  Spernik has the following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. Spernik makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. 
  Veteran 
  Medium humanoid (any race), any alignment 
    
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Actions 
  Multiattack. The veteran makes two longsword attacks. If it has a 
  shortsword drawn, it can also make a shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
  Wyvern 
  Large dragon, unaligned 
    
  Armor Class 13 (natural armor) 
  Hit Points 110 (13d10 + 39) 
  Speed 20 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (−3) 
  12 (+1) 
  6 (−2) 
    
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 6 (2,300 XP) 
    
  Actions 
  Multiattack. The wyvern makes two attacks: one with its bite and 
  one with its stinger. While flying, it can use its claws in place of 
  one other attack. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) slashing damage. 
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. The target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a successful 
  one. 
  
   
  Tyranny in Phlan 
   
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  37 
   
  Player Handout 1: Harpers Secret Mission 
   
  Hail Watcher,  
   
  Time grows short, so you must undertake this mission on your own with whatever 
  unwitting allies you might gather. You have proven yourself a capable and trust-
  worthy agent in the past so it will have to suffice. 
   
   The Cult of the Dragon’s fell instrument Spernik has brought doom upon Phlan 
  and its people. Worse still, he knows who we are. If he is allowed to continue in the 
  town, he will root out any eyes we leave behind. We cannot risk the safety of our 
  brothers and sisters for his life. If we are to prevail, we need to gather information. 
  In order to do that, we cannot be found. Spernik must die. 
   
  Olisara Lightsong 
   
  
   
  Tyranny in Phlan 
   
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  38 
   
  Player Handout 2: Lords’ Alliance Secret Mission 
   
   
   
   
  Good Fortune and Comfort Cloak; 
   
  I am lucky that this missive has found its way into your hand. I will admit that 
  I was not entirely certain of the rabble that I entrusted it to, but I had little 
  choice but to hope my coin would be enough to secure his loyalty; even if only for a 
  short while. 
   
   I was loading a galley—the Gilded Trophy—at the docks to transport what coin 
  and important persons of our organization that I have been able to muster to safety 
  in Mulmaster when the docks were taken by Knights of the Black Fist. 
  They are telling us that we must come with them, but I have thus far refused. 
  Though we have only a handful of weapons, we have so far been able to hold the 
  ship. They are dragging away dock workers and the crews of other vessels; I have 
  no doubt that they will soon come for us next. 
    
  We cannot leave as they have grappled our ship with hook and chain, and we are 
  not strong enough to take the dock. Liberate us with haste. Once we have been 
  freed, you are welcome to escape with us along with any others that you wish to bring. 
  We have sufficient room for half the population of Phlan if the need arises. 
   
  Dornal Whitebeard 
   
  
   
  Tyranny in Phlan 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  39 
   
  Map 1: The Docks 
   
  
   
  Tyranny in Phlan 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  40 
   
  Map 2: The Stojanow Gate 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S01 - Tyranny of Dragons/DDEX1-10 - Tyranny of Phlan.pdf