TEXT: Producer: Baldman Games
  Phlan Administrator: Robert Alaniz
  Developer: Dave Zajac
  Editing and Layout: Encoded Designs
  Cartography: Robert Alaniz
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  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,                                                            
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  THE ROYAL WE
  ERIC MENGE
  Adventure Designer
  Adventure Code: BMG-CCC-PHLAN02-03 
  V1.3
  With the Banite coup recently foiled, election day in Phlan has finally arrived. 
  But the Lord of Darkness needs a new representative. Jhessail Greycastle, 
  with her grand plans for the future of Phlan, requires additional vetting and 
  may need your assistance. 
  A 4-hour adventure for 11th-16th level characters
  
  2
  Adjusting this Adventure
   
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience.
   
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels 
  of all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the adventure, 
  consult the following table.
  Party Composition
  3-4 characters, APL less than
  3-4 characters, APL equivalent
  3-4 characters, APL greater than
  5 characters, APL less than
  5 characters, APL equivalent
  5 characters, APL greater than
  6-7 characters, APL less than
  6-7 characters, APL equivalent
  6-7 characters, APL greater than
  DETERMINING PARTY STRENGTH
  Party Strength
  Very Weak
  Weak
  Average
  Weak
  Average
  Strong
  Average
  Strong
  Very Strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a specific 
  recommendation is not offered or appropriate for 
  your group, you don’t have to make adjustments.
  Before Play at the Table
   
  Before you start play, consider the following:
  • 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. Familiar 
  yourself with the adventure’s appendices and 
  handouts.
  • Gather any resources you’d like to use to 
  aid you in running this adventure—such 
  as notecards, a DM screen, miniatures, and 
  battlemaps.
  • Ask the players to provide you with relevant 
  character information, such as name, 
  race, class, and level; passive Wisdom 
  (Perception), and anything specified 
  as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.)
  Playing the Dungeon Master
   
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages 
  to life. 
  To facilitate this, keep in mind the following:
   
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  INTRODUCTION
  Welcome to Sovereignty: The Royal We, a D&D Adventurers 
  League™ adventure from Baldman Games, part of the 
  official D&D Adventurers League™ organized play system.
  This adventure is designed for three to seven 11th-16th level characters, and is optimized for five characters 
  with an average party level (APL) of 15. Characters outside this level range cannot participate in this 
  adventure. The adventure takes place in the city of Phlan in the Moonsea region of the Forgotten Realms.
  PHLAN 2-3 / THE ROYAL WE: INTRODUCTION
  
  3
  the Adventurers League, however; they should be 
  consistent in this regard.
   
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine.
   
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—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.
  Adventure Background
   
  Nothing for Phlan has come easy. And so it is with 
  the most unprecedented event in its history, the 
  election of the next ruler of the Cinnabar Throne.
   
  Jhessail Greycastle, the highest-ranking 
  member of the Black Fists and the current de facto 
  ruler of Phlan, has called for a popular democratic 
  election, something that has never happened in 
  the entire history of the Moonsea. She has also 
  declared herself a candidate for First Minister. 
  Barrett Sokol of House Sokol and Colvin Doverson 
  oppose her with their own candidacies. Barrett 
  seeks to be named High Councilor and bring back 
  the noble Council of Ten, while Colvin Doverson 
  claims a tenuous lineage to the original Cinnabar 
  Throne and the Lord Protector.
   
  Recent news and events, which are a direct 
  result of the election and candidate actions, 
  include the cleansing of Valhingen graveyard and 
  the resulting evidence of Colvin Doverson’s blood 
  ties to the throne of the original Lord Protector of 
  Phlan, Cvaal Daoren himself. In addition, Barrett 
  Sokol has spent a large sum of his personal 
  resources to fund an expansion of Phlan’s defenses 
  by beginning the construction of a wall that will 
  surround all parts of the city. Finally, Jhessail 
  Greycastle championed a cause, with the help of 
  adventurers she hired, that correctly discovered 
  and prevented an outbreak of disease that would 
  have wiped out Phlan’s population.
   
  Amid these events stood a fourth candidate, a 
  simple priest of Bane, who seemed to stand little 
  chance against such strong claims to the throne. 
  Like any good follower of the god of tyranny, he 
  decided to move on the city and simply take it 
  with Banite clergy from Mulmaster, summoned 
  devils, and Zhentarim mercenaries. His attempt 
  was defeated, but some now fear repercussions 
  from neighboring Mulmaster, the capital of Banite 
  worship in the Moonsea, or worse, from the Black 
  Lord himself.
   
  Nevertheless, the city pushes forth with its 
  election plans, requesting the factions provide 
  some oversight of the election to ensure a smooth 
  resolution to the outcome. They have provided this 
  in the form of a group of reliable adventurers.
  The Election
   
  Three candidates have emerged as front-runners in 
  Phlan’s upcoming election.
  Barrett Sokol
  The youngest scion of House Sokol has gained 
  popularity among the labor guilds. He pledges to:
  • Reinstate the mercantile Council of Ten and 
  stand as High Councilor.
  • Create jobs reconstructing Phlan and raising 
  the old city walls.
  Colvin Doverson
  Lord Doverson claims ancestry with the Royal 
  House of Daoran. If legitimized, this would make 
  him heir to the Cinnabar Throne. He pledges to:
  • Reinstate the monarchy and crown himself 
  Lord Protector.
  • Renegotiate trade deals with other Moonsea 
  ports for the benefit of Phlan’s merchants.
  PHLAN 2-3 / THE ROYAL WE: INTRODUCTION
  
  4
  Jhessail Greycastle
  Knight Commander Greycastle is a hero, but her 
  loyalty to the Black Fists makes her vulnerable. She 
  pledges to:
  • Establish a parliament of elected peers to 
  govern Phlan, and serve as First Minister.
  • Reform the Black Fists and weed out 
  corruption in its ranks. 
   
  The State of Phlan
  Phlan is an anchorage on the north coast of 
  the Moonsea. Its inhabitants are celebrating 
  the death of Vorgansharax: a green dragon 
  who laid claim to the town for many months.
   
  Knight Commander Greycastle led the 
  alliance of heroes who slew the dragon (as 
  told in DDEP4 Reclamation of Phlan). In 
  doing so, she leaned on the neighboring 
  city states of Mulmaster and Hillsfar. 
  Masquerading as friends, these rival powers 
  circle hungrily, eager to steer Phlan’s future 
  to their own ends.
   
  Yet the townsfolk grow weary of tyranny. 
  Veterans of the resistance demand a stake in 
  the town’s future, merchants wish for fewer 
  regulations, and loyalists call for the return 
  of the monarchy. With the militia too weak 
  to impose order, Greycastle has conceded to 
  an election. For the first time, Phlan’s citizens 
  have a say in their own destiny.
  Phlan’s Past
   
  Colvin Doverson was introduced in PHLAN 
  1-1 Sepulture. In that adventure, adventurers 
  proved that Colvin is descended from the notable 
  Hatemaster, Cvaal Daoran, and a mistress, Nycella 
  Doverson.
   
  As Colvin’s test by Bane, he has been charged 
  with reliving a pivotal moment in Cvaal’s past: the 
  start of the Shadowbane War. The adventurers get 
  the opportunity to influence Colvin’s decisions 
  – will he repeat history? Can they convince him 
  to make stronger decisions as a leader, learning 
  from the past? Or will they simply let him make a 
  decision on his own?
   
  As the story takes place in Phlan’s past, there 
  are many names referenced that have more 
  detail outlined about them than specific events. 
  No article, book, adventure guide, or adventure 
  has previously detailed the exact origins of the 
  Shadowbane War or which Prince of Shade Cvaal 
  killed that started it. Cvaal himself was originally 
  introduced in Lords of Darkness (D&D 3e), but 
  most of the details from this time period for Phlan 
  specifically have been filled in using the Forgotten 
  Realms Campaign Setting (D&D 3e) and Forgotten 
  Realms Campaign Guide (D&D 4e).
   
  The Princes of Shade is a name given to the 
  family Tanthul that ruled Thultanthar (a floating 
  city) aka the Shade Enclave. Shadovar is the name 
  given to the mortal inhabitants of that city, who 
  are humans of Netherese descent. They are not all 
  Shades; only a few citizens of the city beyond the 
  ruling Tanthul family were made into Shades by 
  merging the Shadovar humans with shadowstuff. 
  There are 17 previously named Tanthul family 
  members including High Prince Telamont Tanthul, 
  but none of them were killed by Cvaal. Thus, 
  the unnamed ‘square-chinned one’ became the 
  one that Cvaal will eventually kill, here named 
  Ramaten Tanthul.
  Adventure Overview
   
  The adventurers are nursing a very easy job that 
  unfortunately is coming to an end very soon, that 
  of monitoring the election proceedings in Phlan. 
  On the last day of their assignment, election 
  day, they are called upon to investigate the 
  disappearance of the candidates who were last 
  seen entering the Lyceum of Bane. 
   
  Their investigation lead them to discover that 
  the gods themselves have taken interest in the 
  mortal affairs in Phlan. Bane has taken exception 
  to the election considering the defeat of his priest 
  representative in a previous adventure. In this 
  trilogy of adventures, Bane has set a plan into 
  motion to test to the remaining candidates within 
  PHLAN 2-3 / THE ROYAL WE: INTRODUCTION
  
  5
  demiplanes of their own minds, where Bane has 
  given them great power. The adventurers will 
  be unwilling participants, as they must try to 
  convince each candidate that they are under the 
  influence of the Black Lord himself.
   
  In this adventure, the players have opted to 
  free Jhessail Greycastle. Bane holds them in a 
  dreamstate to tempt and test her into following 
  the tenets of Bane. In this dream, Greycastle 
  must defend Phlan from the besieging forces that 
  seek to tear it down. She leads the defense from 
  Valjevo Castle.
   
  The adventurers are given command of 
  the siege forces and directed to attack the city. 
  Using mass combat rules, they lead the assault 
  on  Phlan and capture important locations 
  throughout the city.
   
  Once the adventurers have subdued Phlan, 
  all that remains is Valjevo Castle. On the castle 
  grounds, Tyr has intruded on Bane’s creation to 
  leave a puzzle for the adventures. If they are able 
  to solve it, they receive a clue on how to save 
  Jhessail Greycastle and are given a magical item to 
  assist them.
   
  The adventurers finally face Greycastle in 
  the throne room of Valjevo Castle. They must 
  overcome the chains that Bane has laid upon the 
  paladin and break his hold over her to release 
  both themselves and Greycastle from the Black 
  Lord’s demiplane.
  Adventure Hook
   
  Because of the nature of this adventure, all 
  adventurers share the same adventure hook. In 
  the service of their faction or the city of Phlan, 
  the adventurers have been asked to oversee the 
  election proceedings in Phlan and make sure 
  they run smoothly. If any adventurers do not 
  have a faction affiliation, they still enjoy a very 
  easy assignment that pays well simply because 
  of their friendship with faction members in their 
  adventuring party.
  Important. Characters not in Phlan at 
  the request of a faction are assumed to 
  be acting in a mercenary capacity for the 
  duration of this adventure trilogy. As a 
  result, they receive 500 gp of mercenary 
  pay after they complete all three 
  adventures in the series.
  PHLAN 2-3 / THE ROYAL WE: INTRODUCTION
  
  6
  Expected Duration: 30 minutes
  T
  his adventure is part of the Sovereignty trilogy. 
  Each part is meant to be played together. The 
  adventures may be played in any order, but they work 
  best when played in succession. It may occur that 
  this is the first adventure from the trilogy a character 
  has played, but others in the group may have already 
  completed one or two of the adventures. Refer to the 
  following to resolve those situations:
  • If one or more characters are playing the trilogy 
  for the first time, continue to the sections, 
  Imagine If You Will and You’ve Just Crossed 
  Over. These sections apply to characters new to 
  the trilogy.
  • Add characters that have played at least one of 
  the other PHLAN2 adventures in the trilogy into 
  the story at the Shadow and Substance section.
  • If ALL the characters have played at least one 
  adventure in the trilogy, you can begin at the 
  Shadow and Substance section.
  Imagine If You Will
   
  The adventure begins on election day in Phlan. The 
  adventurers have been called to the location of the 
  Lyceum by the city’s leaders.
  This is the day Phlan has anticipated for two 
  seasons. At last, it is election day.
   
  Your accomplishments are well known 
  in Phlan, and the leaders of your factions 
  have asked you to ensure the election is 
  conducted honorably and without incident. 
  It has been an easy assignment so far,      
  but on the morning of the last day, you     
  are summoned.
   
  A young herald leads you while saying 
  “urgent and official business”. The crowd 
  parts for your passage, leaving a wake of 
  buzzing speculation.
   
  You see your destination long 
  before you arrive, the site of the Lyceum 
  reconstruction. However, in its place is a 
  black pyramid tower that soars overhead, 
  piercing the sky as like a spike that has been 
  driven into this world from below. When you 
  passed this location yesterday, it was not 
  here.
   
  Faction representatives, nobles, city 
  leaders, and a company of Black Fist 
  soldiers keep a growing crowd at bay. A 
  panic-stricken city official notices you and 
  makes her way over.
   
  “The candidates, all three of them . . . 
  gone! They’re all gone I tell you . . . in there . 
  . . and they’ve not come out!”
  The woman, a noble merchant of obvious influence, 
  goes on to explain the following:
  • None of the three candidates can be found. All 
  of them missed their expected appearances to 
  make their final speeches this morning.
  • Several witnesses have reported seeing 
  each of them entering the black pyramid at 
  different times.
  • The candidates were all seen entering the 
  structure. They simply walked through the wall 
  and disappeared. No one else dares go near.
  • Since the adventurers were charged with 
  ensuring the integrity of the election, Phlan is 
  counting on them to find answers.
  Investigating the Pyramid
  A successful DC 15 Intelligence (Arcana) check 
  shows the pyramid’s origins are not of this plane. A 
  PROLOGUE.
  PHLAN 2-3 / THE ROYAL WE: PROLOGUE
  
  7
  successful DC 10 Wisdom (Religion) check reveals 
  that it exudes evil energy.
  You’ve Just Crossed Over
   
  Approaching the structure, you see an 
  opening filled with darkness. It draws you in. 
  The process of entering the structure is harmless, 
  but it is limited to those whom Bane allows to enter. 
  Those other than the adventurers who approach 
  the structure simply see and feel a smooth black 
  stone wall with no apparent doors or windows. 
  The adventurers, however, see a small, dark tunnel 
  bathed in shadows. Because of the sunlight, it is 
  impossible to see into the tunnel without entering. 
  If the adventurers are timid about entering, allow 
  them to take their time and move on to the next 
  section. When a character enters or moves adjacent 
  to the darkness, read the following:
  The blackness of the entrance envelopes 
  you, pulling you inward. You hear gasps 
  and screams from the crowd as they react, 
  until nothing but darkness and silence 
  surrounds you.
  Any adventurers watching this from outside see 
  the blackness briefly open and their friends enter a 
  small, square room with some doors. The darkness 
  then closes behind them.
  Shadows and Substance
   
  As objects begin to come back into view, 
  you find yourself in a square room. Behind 
  you is a solid black stone wall. On the other 
  walls are three heavy iron doors, each one 
  displaying a different relief of the same 
  warrior in different battle scenes. Armed 
  with a spear, shield, and ornately plumed 
  helm, each scene glorifies the warrior’s 
  victory in battle. No face can be seen 
  behind the visor, only blazing red eyes set 
  in a deep black night.
  Everyone understands the relief carvings are of 
  Bane, the god of tyranny, war, and fear.
   
  There is no correct door. The first door opened 
  leads to the next section for this adventure. The 
  other doors are sealed and no amount of effort 
  opens them. If the adventurers attempt to open all 
  three doors at once, simply select one door that 
  opens and the others do not. The selected door 
  always leads to the correct room for this adventure.
  The Ordeal of                   
  Jhessail Greycastle
   
  A loud booming thud echoes as you pull 
  the door open. A round room with glowing 
  candlelight is revealed. At the center of 
  the room is a raised platform and dais, 
  upon which lays Jhessail Greycastle. On the 
  opposite side of the room is a young boy 
  with tanned skin and thick locks of dark hair. 
  The boy is dressed in the well-made clothes 
  of a noble’s son. He is playing with puppets 
  while muttering to them, as if giving them 
  instructions.
  General Features
  The area has the following features.
  Mural. The paintings are very detailed and 
  depict, among other things, the arrival and 
  slaying of Vorgansharax, the cleansing of 
  the Necropolis, the liberation of Phlan, and 
  many more significant events in Phlan’s                   
  recent history.
   
  Ceiling. The roof of the domed ceiling 
  cannot be seen. It instead displays a life-
  like replica of the Faerunian night sky                      
  and constellations.
   
  Jhessail Greycastle. The knight captain lies 
  unconscious on a table that sits on a raised 
  dais in the center of the room. Approaching 
  Greycastle reveals that there is a force field 
  preventing anyone from stepping onto the 
  dais. If anyone attempts to talk to or get near 
  Greycastle, the child speaks up, “No! You can’t 
  talk to her. She is very busy at the moment.”
   
  Child. The child is an avatar of Bane. If the 
  adventurers look at the puppets, they notice 
  PHLAN 2-3 / THE ROYAL WE: PROLOGUE
  
  8
  they resemble Jhessail Greycastle, Barret 
  Sokol, and Colvin Doverson. If attacked, he 
  does not retaliate, and he cannot physically 
  interact with them. He exists in an etheric 
  form and is incorporeal. He welcomes 
  the adventurers and explains himself as       
  detailed below.
  Recent Events in Phlan
  Until very recently, there were actually four 
  candidates. Graben Samulkin was a priest of 
  Bane who sought to be named Ruinlord and 
  make Phlan a theocracy once again. 
   
  Despite all his efforts, it became 
  clear that Samulkin was not going to win, 
  and like any good follower of the god of 
  Tyranny, he decided to move on the city 
  and simply take it. Using Banite clergy 
  from Mulmaster, he summoned devils and 
  Zhentarim mercenaries and took the city. 
  He imprisoned Jhessail Greycastle and 
  Colvin Doverson in Stojanow Gate prison. 
  It was only with the help of valiant heroes 
  loyal to the factions that his attempted 
  coup was foiled.
  First Time Adventurer
  If this is the first adventure of the trilogy to be 
  played by an adventurer, read the following.
  “Ah yes, the very people I wish to see. Do 
  come in so we may discuss matters. I know 
  you have many questions, and we must 
  get them answered so that we can get on 
  with things.
  The following are typical questions that cover 
  the information that Bane wants them to know. 
  Certainly, there will be questions that cannot be 
  anticipated. Keep in mind that Bane is completely 
  in command of this situation, and it is at his leisure 
  to answer any questions or not. If adventurers have 
  already completed one of the other adventures in 
  the trilogy, they may not have many questions. Use 
  the following information as needed:
  •	 Why have you taken the candidates?              
  “I will test the three petitioners. Since Graben 
  Samulkin proved incapable, it seems prudent. 
  If they can pass my test, I shall help them 
  along to be the leader they never knew they 
  could be. Unfortunately, that may mean your 
  sacrifice. If you can defeat them and prove to 
  me they are unworthy to lead, I will release 
  them from my hold.”
  •	 Where will the test take place? “Right here. 
  Let me know when you are ready.”
  •	 Where are the other candidates? “They are 
  in the other two rooms. All in good time.”
  •	 Are they safe? “They are for now, but their 
  future depends on you.”
  •	 What do you expect us to do? “You must 
  remove them from power, or convince them 
  their rule is not legitimate. I warn you though, 
  they enjoy their current position in which 
  I have empowered them. Force will most 
  certainly be required.”
  •	 Will we or the candidates die if we are 
  defeated? “No, this is simply a test. The effects 
  will be very real, however.”
  •	 Why are you doing this? “I confess my 
  fondness for the city of Phlan. I believe it is the 
  resiliency to which I’m attracted. Phlan has 
  been under my influence, and it shall continue 
  to be.” He pauses to look up with an angry 
  expression at the adventures, “And yes, yours 
  too!”
  •	 Who are you talking to? “Oh, let’s just say 
  it is a professional relationship. He is always 
  concerned with what is fair. When is anything 
  fair, I ask you?” If pressed he will give Tyr’s 
  name, sarcastically proclaiming “The Just God”. 
  •	 Why should we help? “Are you not duty 
  bound to protect the candidates? Know that 
  if they pass my test, I will dominate their rule 
  and use them as puppets to do my bidding. 
  Such is the benefit of servitude. I see this as 
  great reward for them and the city of Phlan. 
  I’m sure you disagree, but if you do agree, 
  then you would want to assist in culling                            
  PHLAN 2-3 / THE ROYAL WE: PROLOGUE
  
  9
  any unworthy petitioners.”
  •	 I won’t participate in your evil plan. “Oh, 
  you mortals are always so preoccupied with 
  duality. There is no such thing as good or evil, 
  only that which must be. A moth struggles 
  horribly to exit the cocoon and suffers great 
  pain. The ‘good’ person would cut the opening 
  to ease the struggle. Only to have him emerge 
  with shriveled and useless wings. Who then 
  is good or evil? Every force has a purpose. I 
  have mine, and you too, it seems, have a role to 
  play. And play it you will, for even a choice of 
  inaction has effect.”
  •	 Why don’t you just put who you want on           
  the throne? “A leader must be tested. I have 
  placed each of them in a state of great power. A 
  position that grants them a taste of what true 
  command is like. I think they will enjoy it. Let 
  us see how hard they are willing to fight for it.”
  •	 Why are you wounded? “My form is that of 
  Phlan itself. Though wounded and scarred, it 
  stands resilient, capable, and willing to fight for 
  its survival.”
  •	 What will you do if we save all three 
  candidates? “You mean if all three candidates 
  fail? I will, at least for the time being, leave the 
  city in the hands of its newly elected ruler, who 
  will then surely fail.”
  Bane’s avatar won’t answer anything specific about 
  the tests. Manage the time spent talking to Bane 
  wisely. Depending on the group, this encounter 
  could easily drag out. When you think it’s time, 
  move to the next section, Your Next Stop.
   
  Important. If there are still 
  adventurers who have not crossed over 
  into the darkness, inform them that they’ll 
  be locked out of the adventure if they do 
  not enter at this point.
  Your Next Stop
   
  If the discussion takes too long, Bane tires of talking 
  to them and simply decides it is time to begin the 
  ordeal. When the time comes, read the following.
  The old man sits back down, leaning 
  slightly to the side as he clutches his staff 
  and stares through you… “What glorious 
  plans he has for Phlan, this Colvin fellow. 
  Or is it pronounced Cuhl-vaan? Maybe it 
  was, once. Anyway, walk on – the shadow 
  he stands and will only grow with the 
  hour.” His eyes drift down to the floor and 
  he exhales as if preparing for something 
  difficult at his age. With a tap of the staff 
  against the stone, tendrils of shadow begin 
  swirling around him. It thickens and fills the 
  room so completely that the light fails, and 
  finally… black…
  Bane-ishment
  The bulk of this adventure takes place 
  in a demiplane created by Bane for the 
  purpose of testing each candidate. It 
  exists in the subconscious mind of the 
  candidate and is a temporary reality 
  constructed from the candidate’s thoughts 
  and feelings. Their actions, the actions 
  of any NPCs, and the environment itself, 
  are manifestations of the candidate’s 
  subconscious mind as it reacts to Bane’s 
  temptations of power. The adventurers 
  attempt to thwart those temptations. 
  (continued next page...)
  PHLAN 2-3 / THE ROYAL WE: PROLOGUE
  
  10
  Bane-ishment (continued)
  This demiplane is isolated from all other 
  planes, including the Material Plane. No 
  spell allows one to escape Bane-ishment. 
  Any spells cast for the purpose of leaving the 
  demiplane simply fail, as do spells such as 
  banishment. These restrictions also apply to 
  magic items with similar properties. Powers 
  that allow movement to the Border Ethereal 
  function, but they pull the individual back 
  into Bane-ishment upon leaving that plane. 
  Bane-ishment is considered its own plane 
  for the purposes of effects that travel across, 
  or are blocked by, planar boundaries. 
  Summons and magic that involves 
  extradimensional space function normally.
   
  Any communication with deities or 
  otherworldly patrons, as well as spells for 
  communicating with creatures from other 
  planes, function normally.
   
  Death and Dying while Bane-ished. 
  If one or all characters die while in Bane’s 
  test, they are ejected to the Shadow and 
  Substance section of the Prologue where 
  they must wait for their companions. 
  They earn minimum experience for the 
  adventure, but they are not actually dead. 
  They do not earn the blessing reward for the 
  adventure, but they are still eligible to play 
  any remaining PHLAN2 trilogy adventures.
  PHLAN 2-3 / THE ROYAL WE: PROLOGUE
  
  11
  Expected Duration: 30 minutes
  After Bane summons the darkness, the adventurers 
  are cast into Jhessail Greycastle’s mind, where 
  Bane tests her to see if she is worthy of becoming 
  his chosen ruler of Phlan. For this test, Bane has 
  constructed a siege of Phlan, and Jhessail must 
  defend the city from its many foes. This siege will 
  use the Mass Combat Rules found as an appendix to 
  this adventure.
  Arrival in the Siege Camp
  The darkness clears to reveal a familiar 
  sight – the Valhingen Graveyard on the 
  outskirts of Phlan. Once the domain of the 
  dead, the graveyard now serves another 
  purpose – war. A military camp has been 
  set up between the crypts and around 
  the tombstones. The army seems to be 
  composed of all manner of races and 
  peoples who dwell around the Moonsea.
  The adventurers have a few minutes to look 
  about. They see all sorts of preparations for war 
  happening. Before they get can get too distracted, 
  they see Barrett Sokol striding toward them.
  “Ah, you’ve arrived!” a voice calls out 
  to you. You turn to see Barrett Sokol 
  approaching you. He is dressed in 
  beautifully crafted armor that has never 
  seen a dent. “You’ve come just in time. 
  Our armies have fully invested Phlan. Now 
  it’s time to assault the walls. We need you, 
  our greatest heroes, to take command 
  and lead the assault!”
  Barrett Sokol wants the adventurers to take 
  command of the besieging armies and retake 
  Phlan from the oppressive tyranny of Jhessail 
  Greycastle. He and Colvin Doverson have collected 
  a large force from throughout the Moonsea. He 
  honestly believes that only the adventurers are 
  capable of leading the army to victory, and that 
  any assault without them is doomed to failure.
   
  Barrett Sokol and any of the members of the 
  army do not believe they are in a dream. They 
  believe they are in Faerûn and everything is 
  completely normal. They reject any argument or 
  evidence otherwise.
   
  If the adventurers ask about Jhessail, either 
  Barrett or other members of the army will 
  regale them with stories of the Tyrant of Phlan. 
  They explain that she drafted anyone capable 
  of holding a weapon and gathered the largest 
  army ever seen in the Moonsea under her banner. 
  She used her army to strike at every possible 
  enemy. Jhessail Greycastle, they say, is a threat 
  to the entire region. She won’t be satisfied until 
  everyone is under her heel.
   
  If the party agrees to take command, proceed 
  to Battle Preparations below. If the party 
  declines any involvement in the siege of Phlan, 
  continue to the Bypassing the Siege section.
  Roleplaying “Barrett Sokol”
  This is not actually Barrett Sokol, but 
  Jhessail Greycastle’s impression of him. 
  He is a smiling charmer who doesn’t 
  like to get his hands dirty. His armor 
  is pristine because he will not engage 
  in battle. He is extremely wealthy and 
  spends money without thought. He 
  promises the adventurers any amount of 
  money they want, providing they agree to 
  lead the siege.
  PART 1.
  GIVEN COMMAND
  PHLAN 2-3 / THE ROYAL WE: PART 1
  
  12
  Battle Preparations
  If the adventurers agree to lead the siege, Barrett 
  reviews the forces at their disposal.
  Besieging Forces
  The forces were gathered from throughout the 
  Moonsea to put an end to the threat posed by 
  Jhessail. Gladiators from the arenas of Hillsfar, 
  archers from Elventree, mages representing the 
  Cloaks of Mulmaster, and dwarven champions 
  from the Hammersfell Clan. They are utterly loyal 
  to the cause and will follow the adventurers’ 
  commands.
  Preparing the Troops
  Barrett introduces each of the adventurers to 
  their troops:
  1. Distribute Player Handout 1: Battle 
  Unit Records. Each attacking unit must 
  be represented at least once, (gladiators, 
  archers, mages, and champions). Be sure 
  to have extra copies of each unit type in 
  case there are more than 4 players. For the 
  additional units, players are free to choose 
  whichever they like, (i.e. an additional    
  unit of archers).
  2. Instruct the players to calculate their 
  unit’s initiative and morale. The Battle 
  Unit Record sheets have directions 
  to make those calculations as well as 
  the most important siege rules they                           
  need for combat.
  3. Note the player unit selections and 
  calculations, and complete the Appendix: 
  Mass Combat Unit Summary, noting each 
  unit’s Morale and Initiative. 
  4. Build the defending forces by matching 
  the attacking units based on the list 
  below. Note them on the Appendix: Mass 
  Combat Unit Summary.
  Defending Forces
  Gladiators – Hobgoblin Warlords
  Archers – Zhentarim Veterans
  Mages – Hobgoblin Devastators
  Champions – Blackguards
  Defending Forces
  Barrett’s scouts have learned about some of 
  the defending forces: hobgoblin warlords and 
  devastators from Thar, Zhentarim veterans who 
  don’t honor the alliance with other factions, and 
  the elite blackguard of the Black Fists.
  Map of Phlan
  Barrett also apprises the adventurers of the state 
  of the city. His cartographers have prepared a 
  map for the party to use. It shows the major 
  locations in Phlan, as well as the location of 
  known defending forces. Give the players                    
  Player Handout 2: Siege Map of Phlan.
  Objectives
  Finally, Barrett reviews the objectives of the siege.
  •	 Breaching the Gate. This happens 
  automatically and signals the start of the siege.
  •	 Take Podol Plaza. The plaza is a hub for the 
  defenders. Taking this point in the city breaks 
  the coordination of the defenders.
  •	 Secure the Stojanow Gate. This gate guards 
  the entrance to Valjevo Castle.
  When the party is ready to make their assault, 
  proceed to Part 2: Siege of Podol Plaza.
  Bypassing the Siege
  The party may decide to attack Jhessail Greycastle 
  directly and skip the necessity of a siege. Barrett 
  will discourage this, as without a successful siege, 
  Jhessail will have much of her military might at 
  her disposal. An attack upon her without bleeding 
  some her forces could result in the adventurers 
  being overwhelmed by numbers. This is not a 
  recommended path, and it is left to the DM’s 
  discretion.
   
  If the adventurers insist upon bypassing 
  the siege, they can sneak down the wall and 
  climb over without trouble, as most of Jhessail’s 
  force is focused upon the impending fight at the 
  gate. If this happens, the party stumbles upon a 
  patrol of four blackguards and four hobgoblin 
  devastators as they traverse the empty city 
  PHLAN 2-3 / THE ROYAL WE: PART 1
  
  13
  streets. Run this encounter as you see fit, using 
  generic terrain and city features.
   
  The adventurers may wish to sneak directly to 
  the castle, but when they complete this encounter, 
  they find the forces defending Phlan significantly 
  diminished, and the path to Stojanow Gate clear. 
  Proceed to Part 3. Stojanow Gate to continue the 
  adventure.
  Adjusting the Encounter
  Here are some suggestions for adjusting this 
  encounter. These are not cumulative.
  •	Very weak: Remove a blackguard and a 
  hobgoblin devastator
  •	Weak party: Replace two blackguards 
  with two hobgoblin devastators
  •	Strong Party: Add a blackguard and a 
  hobgoblin devastator
  •	Very strong party: Add two blackguards
  PHLAN 2-3 / THE ROYAL WE: PART 1
  
  14
  Expected Duration: 70 minutes
  For this encounter, the adventurers act as 
  commanders during the siege on Podol Plaza. Use 
  the Mass Combat Rules found in the appendix to run 
  this encounter.
  The Battlefield
  Efforts have been underway to repair the bridge in 
  order to allow a battering ram access to the gate. 
  Barrett is confident the ram will quickly breach the 
  gate and serve as cover for the attackers once inside. 
  The gate is a four-towered barbican that surrounds 
  a central courtyard.
   
  Podol Plaza was one of the mercantile hubs of 
  Phlan. It is now a mustering point for the defense of 
  the city. With the approach of the besieging forces, 
  many of the city’s defenders have gathered here 
  to repulse the invaders, although some have been 
  dispatched to the docks, where Colvin Doverson 
  plans to attack as a distraction from the Moonsea. As 
  the battle draws near, dark clouds gather overhead, 
  casting the entire plaza in dim light.
  Starting the Siege
  Determine initiative order. Attacking units begin 
  on the bridge outside the gate. Any battle unit can 
  use the battering ram and go first. When the gate 
  is breeched, begin initiative. The attackers take fire 
  from the plaza (with cover) and from the veterans in 
  the tower.
  The Walls and Gate
  The gate is a four-towered barbican that surrounds 
  a central courtyard. The walls are 30 feet tall, 
  while the towers are 40 feet tall. The walls are 25 
  feet wide. While in the barbican, units have cover 
  from the plaza, but they are subject to attacks with 
  advantage from the veterans in the gate towers.
  Defending Forces and Tactics
  The plaza is an open square with no obstacles, 
  but many of the surrounding buildings have been 
  burned to rubble and impose difficult terrain.
   
  Gate Towers. The veterans in the towers have 
  advantage on targets below. A unit may enter a 
  tower from the protection of the barbican (the four 
  towers of the gate). The barbican can hold two units. 
  It provides cover from the forces in the plaza, but 
  not from the veterans in the towers. The battering 
  ram can be moved out into the plaza and provides 
  cover for one unit. While in the towers, units occupy 
  the same square. The gate towers hold a maximum 
  of three units.
   
  Central Tower. A central tower holds the 
  devastators, who attack at range with advantage 
  against any targets below. While in the tower, units 
  occupy the same square. The central tower holds a 
  maximum of two units.
   
  Ground Forces. Flanking the central devastator 
  tower are two walls that provide cover for one unit 
  each. The hobgoblin warlords and blackguards are 
  at these locations. They advance when able and 
  attack in the same round. Until then, they take the 
  Guard action.
   
  Additional units. If there are more than four 
  players, the DM must add additional units. The 
  additional units hide behind the buildings on either 
  side and attempt to flank the advancing ground 
  forces as they move into the square. Units can move 
  between the buildings at half speed.
  Mass Combat Rules in         
  Adventurers League
  These rules are provided as an advanced 
  release of Unearthed Arcana and approved for 
  DDAL use in this adventure. For ease of play 
  in a timed public play setting, and because we 
  are trying to focus on the siege rules, they are 
  slightly adapted. The following apply:
  (continued next page...)
  PART 2.
  SIEGE OF PODOL PLAZA
  PHLAN 2-3 / THE ROYAL WE: PART 2
  
  15
  • Adventurers with the Soldier background, 
  Battlemaster archetype, Purple Knight 
  archetype, or War divine domain gain 
  a +1 Morale bonus to any battle units                  
  they command.
  • For the Podol Plaza siege only, the 
  adventurers act as the commanders and 
  do not use their individual abilities, which 
  are factored into their unit’s Battle Rating. 
  Adventurers add a +10 BR modifier to the 
  unit’s BR total. This is already calculated on 
  the Battle Unit Record sheets. 
  • If an adventurer’s battle unit is defeated, 
  they join the nearest friendly unit. Add a 
  +10 BR bonus to that unit. An adventurer 
  may only join another unit if their unit                     
  is defeated.
  • If the siege looks like it is going to be a 
  loss for the attackers, at the DMs discretion, 
  adventurers can break away from command 
  and use their individual powers to ensure 
  victory. The goal of the encounter is simply 
  to give the adventurers a taste of mass 
  combat and express the importance Bane 
  places on war. A defeat in the siege does 
  not end the adventure, but it may require 
  some improvisation on the DM’s part as the 
  adventurers attempt to recover and make 
  their way to Stojanow Gate.
  • Because of the size of the battle units, 
  map area, and scale of combat, the unit 
  of scale has been reduced from one 
  square = 100 feet, to one square = 25 feet. 
  Consequently, rounds last 15 seconds 
  instead of one minute. This does not affect                                
  the battle mechanics.
  Battlewise
  A successful DC 15 Wisdom (Insight or Survival) 
  check reveals the defending forces relative strength 
  and how they match up against the attacking forces, 
  as detailed in the fourth entry under the Preparing 
  the Troops portion of the Battle Preparations 
  section on page 9. Characters with the Soldier 
  background, Battlemaster archetype, Purple 
  Knight archetype, or War divine domain know this 
  information automatically.
  After the Siege
  Once Podol Plaza has been secured, Barrett Sokol 
  strides in and praises the adventurers, proclaiming 
  victory. Any celebrations are brief, for Barrett 
  immediately receives a report that the forces 
  approaching Stojanow Gate are being destroyed. 
  The adventurers are needed to handle the situation 
  at the gate personally. There are reports of undead 
  and one trembling survivor who claims, “The Gate 
  walks!” Proceed to Part 3: Stojanow Gate to continue 
  the adventure.
  Expanded Siege Options
  The Podol Plaza siege encounter is 
  designed as an introduction to the mass 
  combat mechanics, and as such, it is 
  simplified. However, with familiarity 
  and additional time, the encounter 
  can be expanded. Larger battle units 
  and siege weapons can be employed. 
  Adventurers can be allowed to fight 
  as solo combatants, using their own 
  abilities. Also, inserting critical events 
  and important opposing NPCs, as detailed 
  in the last section of the rules, will 
  allow the adventurers a way to shine                            
  in the encounter.
  PHLAN 2-3 / THE ROYAL WE: PART 2
  
  16
  Expected Duration: 20 minutes
  The Stojanow gate is very near the plaza and 
  requires only 5-10 minutes to reach.
  The great Stojanow Gate towers above you, 
  guarding the approach to Valjevo Castle. 
  Jhessail has massacred the citizens of Phlan 
  who refused to bow to her will, and now you 
  stand among their hundreds of corpses that 
  lay before the gates. Severed heads impaled 
  on spikes look down upon you.
  The corpses are all the innocents in Phlan who 
  would not fight for Jhessail. She gathered and 
  massacred them here as part of her final defense 
  of Valjevo Castle. The corpses include pacifists, 
  children, the elderly, and the crippled – any deemed 
  weak in the eyes of Bane. This is readily apparent to 
  anyone who looks at the moldering pile.
  An oversized image of Jhessail Greycastle 
  flickers into existence before the gate. She 
  stares down at you with madness in her 
  eyes. “WE see your challenge. You come 
  to impose your will upon US, but you will find 
  nothing but defeat.”
   
  She stretches out her hands to the gate, 
  “STOJANOW! Hear OUR call and obey!”
   
  A creaking sound, small at first, grows 
  thunderous, as the metal and stone of the 
  gate twists and transforms into giant hulking 
  masses of iron and rock that break free and 
  roar at you.
   
  Jhessail turns back to you. “You will 
  kneel before US or be knelt.” Her image then   
  fades away.
  The image of Jhessail Greycastle is a projected 
  image. It can be dispelled, but that has no effect on 
  the stirring attackers.
   
  The gate animates to form two iron golems. 
  Four flame	skulls spin up into the air from the 
  spikes on the walls overlooking the gate plaza.
  Adjusting the Encounter
  Here are some suggestions for adjusting this 
  encounter. These are not cumulative.
  •	Very weak: Replace both iron golems 
  with stone golems
  •	Weak party: Replace one iron golem with 
  a stone golem
  •	Strong party: Add two flameskulls
  •	Very strong party: Add one stone golem
  Tactics
  The iron golems use their Poison Breath to target as 
  many adventurers as they can at once. Otherwise, 
  they brutally attack the adventurers head on.
   
  The flameskulls cast flame sphere and target 
  the iron golems, allowing them to heal themselves 
  with their Fire Absorption trait. The iron golems 
  waive their saving throws and take 7 points of fire 
  damage from each flaming sphere. On subsequent 
  turns, the flameskulls cast fireball. They attempt 
  to catch the iron golems and as many enemies 
  as possible in its radius. Again, the iron golems 
  willingly fail their saves and regain hit points equal 
  to the amount of fire damage dealt by using their                                           
  Fire Absorption trait.
   
  When the golems are defeated, all other 
  combatants fall lifeless to the ground.
  PART 3.
  STOJANOW GATE
  PHLAN 2-3 / THE ROYAL WE: PART 3
  
  17
  Roleplaying the Flameskulls
  While the iron golems and zombies are 
  unintelligible, the flameskulls chatter 
  and mock the adventurers throughout            
  the combat
  •	“Yes, yes, YES! Show us your 
  devotion to strife!”
  •	“All of Faerûn is Lord Bane’s crucible!”
  •	“The weak die; the strong survive!”
  •	“Weed out the unworthy. Prove 
  yourself before the Black Lord!” 
  Continuing the Adventure
  Once the adventurers defeat the enemies at the gate, 
  proceed to Part 4: Scales of Justice.
  PHLAN 2-3 / THE ROYAL WE: PART 3
  
  18
  Expected Duration: 20 minutes
  The siege of Phlan has been successful! Stojanow 
  Gate has been taken, and the path to Valjevo Castle is 
  now open. One last test awaits the party before they 
  can confront Jhessail. This test is not left by Bane, 
  but by Tyr.
  Valjevo Castle
  When the party approaches Valjevo Castle, read    
  the following.
  A dark reflection of Valjevo Castle rises 
  above you. It is much like the actual castle, 
  but subtly different. This one seems heavier, 
  colder and its battlements convey malice 
  and scorn.
   
  A hazy sphere of rust-red energy 
  surrounds the castle, and you can see no 
  way in that does not pass through the barrier.
   
  Before you are the wide grounds that 
  separate the castle from Stojanow Gate. 
  Ordinarily, the area is used for drilling, 
  festivals, and parades. Now it is littered 
  with pools of water that glow with a soft 
  golden radiance. Among the pools rests 
  an oversized warhammer, its head on the 
  ground and its handle jutting upward in 
  invitation—or perhaps challenge.
  If the adventurers have led the siege through Phlan, 
  their soldiers quickly surround the castle so that 
  Jhessail and her elite guard cannot escape. However, 
  the besieging army is not able to penetrate the 
  magical barrier.
   
  If the party searches for other means of 
  entering the castle, they find all ways blocked by the         
  energy sphere.
  Barrier of Strife
  The sphere of energy that protects Valjevo Castle 
  is a creation of Bane to prevent the adventurers 
  from interfering with his temptation of Jhessail. 
  The sphere is made from magical force. The party 
  cannot move through it, teleport through it, or use 
  any magic to bypass it. Only the will of a god can 
  penetrate the barrier. Fortunately, the party has a 
  god with the will.
  Memories in the Balance
  Tyr is attempting to interfere with Bane’s plan. 
  He has placed the warhammer and pools here as 
  a way to help the adventurers and Jhessail. If any 
  adventurer grasps the handle of the warhammer, 
  they all feel the presence of Tyr and hear his words.
  The thoughts of another fill your minds. 
  “Mortals! Know that I am Tyr, the Even-
  Handed. The Lord of Strife again attempts 
  to bend others to his will. He strips away their 
  sense of self and their judgment. Mortals must 
  rise or fall on their own merits. Their decisions 
  must be their own.”
   
  “You will be my missing hand. Build the 
  scale. Weigh all her choices. Her life hangs 
  in the balance. Do this, and I shall open             
  the way.”
  Tyr does not speak again until the adventurers 
  balance the memory tokens. Adventurers who are 
  curious about why Tyr is interfering can make a 
  DC 12 Intelligence (Religion) check. If successful, 
  they realize that Tyr views the entire temptation of 
  Jhessail Greycastle as unjust. She must be judged for 
  her own choices in life.
   
  The hammer cannot be moved from its spot, 
  and it is impervious to any actions the adventurers 
  take against it.
   
  PART 4.
  SCALES OF JUSTICE
  PHLAN 2-3 / THE ROYAL WE: PART 4
  
  19
  When the characters investigate the pools, read the 
  following.
  Eleven small pools dot the grounds before 
  Valjevo Castle. Each of them is about five 
  feet across and filled with water that glows 
  with a golden radiance. The water is very 
  clear, and you can see the bottom easily.
  The pools are each about 2 feet deep. Except for the 
  radiance, the water is normal and harmless. The 
  bottom can be seen quite clearly.
   
  Each of the pools holds an object. In four of the 
  pools are the pieces to make the scale. In the rest are 
  tokens that represents a choice made by Jhessail in 
  her past. The objects listed below can be retrieved 
  by any conventional means:
  •	Pool A: Scale base
  •	Pool B: Scale balancing beam
  •	Pool C: Scale pan
  •	Pool D: Scale pan
  •	Pool E: Bundle of arrows (1 points)
  •	Pool F: Dirty clothing (2 points)
  •	Pool G: Visored helm (3 points)
  •	Pool H: Brass ring (4 points)
  •	Pool I: Broken gauntlet (5 points)
  •	Pool J: Laurel crown (6 points)
  •	Pool K: Tear-shaped emerald (7 points)
  Once the four pieces of the scale have been 
  retrieved, it is a simple matter to assemble the scale. 
  The scale is already calibrated and ready for the 
  party to use. It simply needs to be placed on a flat 
  surface.
   
  When removed from the pool, a memory token 
  triggers a vision of a memory from Jhessail’s past. 
  All the adventurers see the vision at once. The 
  visions are included in Player Handout 7: Memory 
  Tokens. Cut up the page and distribute the visions 
  to the players as they remove them from the pool.
  Solving the Puzzle
  The goal of the puzzle is to balance the scale with 
  Jhessail’s memories. Each of the memories has 
  a metaphysical weight denoted in the bulleted 
  list above. That point value is for you only. The 
  Appendix: Memory Token Chart is an aid 
  provided to help calculate the token weights in the 
  two pans.
   
  The players can find out the metaphysical 
  weight of the memory tokens through 
  experimentation and analyzing the importance of 
  the visions. They can also determine the point value 
  of the memory tokens by weighing them against 
  each other on the scale.
  The metaphysical weight of the tokens has nothing 
  to do with their real mass, so the players can’t make 
  any determinations by seeing how physically heavy 
  the tokens are.
   
   The object is to balance the scale with Jhessail’s 
  decisions that are more just against those that 
  are more tyrannical. Also, the just actions have a 
  component of individualism, while the tyrannical 
  actions are plural and feature a loss of identity. The 
  point value of each side will equal 14.
   
  The solution is as follows:
  Pan 1: Tokens of Justice
  •	Bundle of Arrows (1). Symbolizes working 
  together for a common good.
  •	Dirty Clothing (2). Symbolizes the need for 
  friends and allies to overcome great challenges.
  •	Broken Gauntlet (5). Symbolizes questioning 
  and searching for answers.
  •	Laurel Crown (6). Symbolizes giving others 
  power over their own lives.
  Pan 2: Tokens of Tyranny
  •	Visored Helm (3). Symbolizes that the strong 
  should make decisions for others.
  •	Brass Ring (4). Symbolizes fealty to an order 
  built on domination over others.
  •	Tear-Shaped Emerald (7). Symbolizes the 
  betrayal of promises and exploitation of others. 
  Bane’s Punishment for Impertinence
  Bane is not one to let the adventurers circumvent 
  the Barrier of Strife uncontested. The first time 
  more than one memory token is placed in one of the 
  scale pans, read the following.
  PHLAN 2-3 / THE ROYAL WE: PART 4
  
  20
  Bane’s voice rumbles across the courtyard. 
  “The weight of these memories is a lot for 
  Jhessail to handle. Perhaps you’d like to 
  share her pain?”
  The Barrier of Strife then emits an arc of force 
  energy that strikes the person placing the memory 
  tokens into a scale pan. That individual takes 18 
  (4d8) points of force damage or half that amount 
  with a successful DC 15 Dexterity saving throw.
   
  The force energy attack re-occurs every time 
  tokens are added to a pan. If an adventurer adds 
  multiple tokens to a pan all at once, there is only 
  one attack. If tokens are added one by one, then the 
  attack happens every time. The pans are figured 
  separately, so tokens added to different pans at the 
  same time prompt two different attacks.
  Helping Stuck Players
  If you feel the players need a bit of help 
  with this encounter, have each adventurer 
  make a DC 10 Wisdom (Insight) or other 
  appropriate skill check. Give players who 
  succeed some hints. Hints can include:
  • You must use all the tokens.
  • You can balance the tokens against 
  each other.
  • The memories are somehow tied to the 
  spheres of tyranny and justice.
  • Look at the sense of us versus them.
  Through the Barrier
  When the adventurers have successfully balanced 
  the tokens, read the following.
  You place the final token in the pan and the 
  scale rocks back and forth for a moment 
  before reaching a perfect balance. The 
  tokens start to glow with the same golden 
  radiance as the pools.
   
  A large hammering sound echoes across 
  the grounds. The noise is almost deafening. 
  You can see large dents appearing in the 
  energy sphere, created by an unseen force. 
  With a final slam, a section of the sphere 
  gives way, revealing a hole large enough for 
  you to pass through.
   
  The gravelly male voice comes from 
  the hammer. “Know that this place is within 
  a mortal’s mind. Your actions here may 
  have great consequences for her. If you 
  answer Bane’s challenge with strife, you will 
  be victorious, but you may chain her for all 
  eternity. To free her, seek to answer his words 
  with words.”
   
  The hammer then sinks into the earth.
  Continuing the Adventure
  When the adventurers enter the castle, proceed to 
  Part 5: A Court of Chains.
  PHLAN 2-3 / THE ROYAL WE: PART 4
  
  21
  PHLAN 2-3 / THE ROYAL WE: PART 5
  Expected Duration: 60 minutes
  After climbing through the broken spot in the 
  sphere, the adventurers can walk directly through 
  the main doors, which are standing open. When 
  they pass through the doors, read the following.
  The hall from the main doors leads straight 
  back to a large throne room at the heart 
  of the castle. The far wall is dominated by 
  a throne bearing the symbol of Bane – the 
  clenched fist. No one sits on this oversized 
  throne. It is for Bane alone.
   
  Four great statues of Bane line the walls 
  - two on each side. Scores of chains dangle 
  from the 40-foot-tall ceiling and line the walls. 
  Wide gaps in the floor reveal pools of acid. 
  Their vapor steams upward, giving the room 
  a caustic odor and sharp taste.
   
  Kneeling before the throne is Jhessail 
  Greycastle. She appears to be praying. An 
  erinyes hovers over her while two chain devils 
  oversee. It is difficult to tell whether they are 
  her protectors or her jailors.
  When a character enters the room (regardless of 
  whether they are using stealth or invisibility) a loud 
  gong sounds. Because of this, Jhessail is impossible 
  to surprise. Read the text below.
  When you enter the room, a loud gong 
  sounds, and Bane’s disembodied voice 
  booms, “Enemies approach. Your judgment 
  is at hand.”
   
  Jhessail stands and draws her sword. 
  “I will prove myself worthy in the eyes of 
  the Great Tyrant!” she cries and advances     
  your way.
  Jhessail is a warlord. She is aided by three chain 
  devils and one erinyes.
   
  Note. Remember that these creatures cannot be 
  banished from the demiplane.
  Adjusting the Encounter
  Here are some suggestions for adjusting this 
  encounter. These are not cumulative.
  •	Very weak: Remove the erinyes
  •	Weak party: Replace the erinyes with a 
  chain devil
  •	Strong Party: Add a chain devil
  •	Very strong party: Add an erinyes
  Tactics
  The chain devils use their Animate Chains action 
  to control the chains that dangle from the ceilings. 
  The chains can reach all way to the floor. The devils 
  also use chains to carry themselves over the acid 
  pits as needed and to make additional attacks 
  against enemies within reach. If they grapple a 
  target, they also attempt to move it into the acid pits 
  (see Moving a Grappled Creature on page 195 of 
  the Player’s Handbook). They use their Unnerving 
  Gaze reaction to appear as Barret Sokol or Colvin 
  Doverson. Finally, they attempt to stay within 30 
  feet of Jhessail.
   
  The erinyes keep to the air as much as possible, 
  using longbow attacks. They will land and engage 
  in melee combat if this strategy proves ineffective. 
  They too attempt to stay within 30 feet of Jhessail.
   
  Jhessail prefers to engage foes with her 
  greatsword. She also attempts to shove targets into 
  the acid pits (see Shoving a Creature on page 195 of 
  the Player’s Handbook). She makes liberal use of her 
  Command Ally legendary action, preferring to grant 
  the erinyes extra attacks. Since its target ally must 
  be within 30 feet, she tries her best to remain at the 
  center of the fight.
  PART 5.
  A COURT OF CHAINS
  
  22
  Roleplaying Jhessail Greycastle
  Jhessail is in the thrall of Bane during this 
  encounter. She only speaks in the royal 
  “we”, as she parrots the liturgy of the 
  Black Lord. She engages the adventurers 
  in conversation as she commands her 
  diabolical guardians. Below are some 
  ideas of things that she can say. Feel free 
  to make up more comments based on the 
  dogma of the Whispering Idols below.
   
  Adventurers who make a successful 
  DC 15 Wisdom (Insight) check determine 
  that Jhessail does not actually believe 
  what she is saying.
  • “Yes! Let US do battle! Bloody conflict 
  in the service of the Lord of Strife!”
  • “WE shall strike you down. Any who 
  oppose US will fall. Your doom is 
  coming at OUR hand!”
  • “Run from US, little creatures. Let your 
  weak heart reveal its true nature. You 
  are cowards. Flee from OUR might!”
  • “WE shall rule this city in OUR image. 
  WE shall rise stronger and greater 
  and more terrible than anything                      
  you can imagine!”
  Throne of Bane
  The throne of Bane looms over the chamber from 
  the far side of the room. If an adventurer sits on the 
  throne, Bane teleports the offending character to 
  the bottom of one of the pits of acid. Acid damage 
  immediately ensues.
   
  Additionally, on initiative count 20 (losing 
  initiative ties), Bane can take a lair action to cause 
  one of the following magical effects. Bane can’t use 
  the same effect two rounds in a row.
  • Bane gates in a chain devil to appear 
  somewhere in the room. It joins combat on the 
  round it is summoned.
  • Bane automatically dispels any one magical 
  effect in the room.
  • Bane casts Bigby’s Hand and uses the 
  Forceful Hand option to push one of the 
  adventurers into an acid pit. Bane can see 
  anyone in the throne room, regardless of                             
  stealth or invisibility.
  Pits of Acid
  The pits are 10 feet deep and contain very powerful 
  acid that comes up to 5 feet below the level of the 
  pit. Anyone who falls into the acid immediately 
  takes 50 (10d10) points of acid damage. Creatures 
  that begin their turn in the acid take an additional 
  27 (5d10) points of acid damage and another 
  27 (5d10) points of acid damage the round after 
  emerging from the acid. Climbing out of a pit 
  requires a DC 12 Strength (Athletics) check. Due to 
  the pit’s slippery sides and the noxious fumes from 
  the acid, the check is made at disadvantage.
   
  If Jhessail is pushed into the acid, a chain devil 
  uses an animated chain to lift her out.
  Chains of the Thrall
  When Jhessail is successfully hit and takes damage 
  of any type, read the following.
  Insubstantial chains made of red energy 
  flicker into being around Jhessail. The chains 
  connect her to the four idols along the walls. 
  One of the chains pulses, as the force of your 
  blow is absorbed and transferred to one of 
  the idols.
  The damage is passed from Jhessail to the idol with 
  the highest hit points (determine randomly if there 
  is a tie). The chains then vanish from sight. The 
  chains cannot be targeted by attacks or spells, but 
  the idols can.
  PHLAN 2-3 / THE ROYAL WE: PART 5
  
  23
  The Whispering Idols
  When an adventurer gets close to an idol, read       
  the following.
  Set in small chapels on the sides of the throne 
  room are four large statues. Each of them 
  resembles a heavily armored man whose 
  face is hidden by a helm, and the right hand 
  of each bears a jeweled metal gauntlet. 
  When you get closer, you can hear them 
  whispering words in an endless litany.
  The throne room holds four large stone idols 
  of Bane. Each one whispers dark seductions on 
  why brutal power is necessary. They are fixed to 
  the floor and cannot be moved. Each idol has an 
  AC of 17, 142 hit points, and immunity to poison 
  and psychic damage. If reduced to 0 hit points, an 
  idol is destroyed and no longer absorbs damage                 
  for Jhessail.
   
  Each of the idols is tied to one of the dictates 
  of Bane. It whispers the creed over and over, which 
  can be heard by anyone within 5 feet of the idol. The 
  whispers tied to each idol are listed below.
  •	Idol 1: “The strong rule; the weak obey. Impose 
  your will on others, or they will impose their 
  will on you. Stand or be knelt.”
  •	Idol 2: “Punish those who defy you. They 
  must rue crossing you. Every slight must 
  be answered a thousand-fold. No challenge          
  can go unanswered.”
  •	Idol 3: “Strike terror into your foes. Make 
  others fear your wrath, for fear is weakness. 
  Make your opponents weak.”
  •	Idol 4: “Strife is opportunity. Encourage 
  conflict for it allows the strong to rise and the 
  weak to fail.”
  Adventurers who listen to an idol’s whispers 
  instantly remember Tyr stating that they must 
  answer Bane word for word, and they can argue 
  against the idol. If an adventurer spends an action 
  to argue against the idol, the player can make a DC 
  16 Charisma (Persuasion), Intelligence (Religion), 
  or Wisdom (Insight) check. If the player roleplays 
  the theological debate, grant advantage on the roll. 
  If you believe the argument is particularly good, 
  allow the check to automatically succeed. If the 
  check is successful, the statue breaks and crumbles 
  into rubble. This destroys one of the chains that   
  protects Jhessail.
   
  If the players do not understand how to use 
  Tyr’s advice, allow their characters to make a DC 15 
  Wisdom or Intelligence check as a bonus action on 
  their turn. If successful, tell them they can make the 
  checks above, but do not let them know the DC.
   
  If an idol is broken, either through damage or 
  dissertation, the chain that connects the idol to 
  Jhessail becomes visible one last time as it shatters. 
  Jhessail shakes her head as if clearing it, but remains 
  under Bane’s thrall.
  Ending the Fight
  To free Jhessail, the adventurers must break each of 
  the chains that tie her to the idols of Bane. When the 
  last chain shatters, all of the enemies in the room 
  disappear, and only Jhessail remains.
   
  If during the fight at least one of the chains was 
  broken by refuting the Whispering Idols, read the 
  following, and then proceed to the Epilogue.
  The last chain that binds Jhessail to the idols 
  of Bane shatters. She staggers and sinks to 
  her knees. Her sword clatters to the ground 
  as she grabs her head with her hands.
   
  “We are strong,” she stumbles through 
  the words. “We will triumph. We . . . we . . .” 
  She lets out a scream. “No! Not we! I! Only I!”
    
  Bane’s voice booms through 
  the chamber, cold and merciless.                      
  “You are unworthy.”
   
  Jhessail looks up at the empty throne 
  with a defiant glare. “Perhaps, but I will 
  remain me.”
   
  A silver ambient light brightens around 
  you to the point of losing vision and          
  finally consciousness.
  If all of the chains were broken by damage, and none 
  by refuting the Whispering Idols, read the following, 
  and then proceed to the Epilogue.
  (continued next page...)
  PHLAN 2-3 / THE ROYAL WE: PART 5
  
  24
  The last chain that binds Jhessail to the idols 
  of Bane shatters. She stumbles and sinks 
  to her knees, her sword clattering to the 
  ground. “No, this cannot be! We are strong!” 
  she protests.
   
  Bane’s voice booms through the 
  chamber, cold and merciless. “You are 
  unworthy to rule, but you will still serve.” 
   
  Jhessail looks up at the empty throne. 
  “As you wish, my master.”
   
  A silver ambient light brightens around 
  you to the point of losing vision and           
  finally consciousness.
   
  PHLAN 2-3 / THE ROYAL WE: PART 5
  
  25
  Expected Duration: 5 minutes
  Refer to the following to resolve the conclusion:
  • For characters that have not completed all 
  the adventures in the trilogy, continue to the 
  next section, Adventure Conclusion.
  • For characters that conclude the trilogy 
  with this adventure, skip to the section                         
  Trilogy Conclusion.
  Adventure Conclusion
  Above each of you, a silver shower of 
  energy falls. It manifests as intense feelings 
  of centering and gratitude, bestowed upon 
  you for duties fulfilled.
   
  As objects begin to come back into 
  view, you find yourselves in a square room. 
  Behind you is simply a solid black stone 
  wall. On the other walls are three heavy 
  iron doors, each one displaying a different 
  relief of the same warrior in different battle 
  scenes. Armed with a spear, shield, and 
  ornately plumed helm, each scene glorifies 
  the warrior’s victory in battle. No face can 
  be seen behind the visor, only blazing red 
  eyes, magically illuminated, and set in a 
  deep blackness.
  The silver shower is a blessing from Tyr. The 
  blessing is listed under Rewards and requires an 
  attunement slot to receive. If desired, a character 
  may refuse the blessing.
  Trilogy Conclusion
  Above each of you, a silver shower of 
  energy falls. It manifests as intense feelings 
  of centering and gratitude, bestowed upon 
  you for duties fulfilled.
   
  As objects begin to come back into 
  view, you find yourselves in the main hall 
  of the Lyceum as you remember it before 
  the pyramid appeared. Standing next to 
  you are all three candidates who, though 
  somewhat stunned, are unharmed. As you 
  look back outside the main door, based 
  on what you remember from when you first 
  entered, you’re not sure how much time, 
  if any, has passed. The candidates look at 
  you, and there is a wide-eyed, unspoken 
  confirmation on their faces that their 
  experiences were shared. Before you can 
  gain your composure, supporters for each 
  candidate rush to surround them. Once it 
  is confirmed that the candidates are safe 
  and unharmed, you are each thanked and 
  praised. The city breathes a collective sigh 
  of relief, but clearly everyone has one thing 
  on their mind… It’s time to vote!
  The silver shower is a blessing from Tyr. The 
  blessing is listed under Rewards and requires an 
  attunement slot to receive. If desired, a character 
  may refuse the blessing.
   
  If an adventurer completes the trilogy with the 
  conclusion of this adventure, they are recognized in 
  a public ceremony. Each adventurer is awarded the 
  Phlan Hero’s reward of 5,000 gp, and a Guardian 
  Medal (see Rewards for more information).
  EPILOGUE
  PHLAN 2-3 / THE ROYAL WE: EPILOGUE
  
  26
  Rewards
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for the 
  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
  Blackguard* 
  3,900
  Hobgoblin Warlord* 
  2,300
  Hobgoblin Devastator* 
  1,100
  Veteran* 
  700
  Chain Devil 
  3,900
  Erinyes 
  8,400
  Flameskull 
  1,100
  Iron Golem 
  15,000
  Stone Golem 
  5,900
  Warlord (Jhessail) 
  8,400
  *Listed only for bypassing the siege encounter. Do not award 
  XP for these foes if the siege combat was run.
  Non-Combat Awards
  Task or Accomplishment 
  XP per Char
  Fought the siege in Podol Plaza 
  1000
  Solved the puzzle without hints 
  1000
  Destroyed an idol of Bane 
  500 per idol
  The minimum total award for each character 
  participating in this adventure is 8,625 
  experience points.
  The maximum total award for each character 
  participating in this adventure is 11,500                 
  experience points.
  Treasure
  The characters receive the following treasure, divided up 
  amongst the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price.
  Consumable magic items should be divided 
  up however the group sees fit.  If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.
  Permanent magic items are divided according to 
  a system.  See the sidebar if the adventure awards 
  permanent magic items.
  Treasure Awards
  Item Name  
   
  GP value
  Phlan Hero’s reward 
  5,000*
  Guardian Medal 
  1,000**
  Mercenary pay 
  500***
  * These rewards are per character and are only given upon 
  completion of all three adventures. If an adventurer opts to 
  not complete the trilogy, then no gold reward is given.
  ** The Guardian Medal is bestowed to each character. 
  The medal has a value of 1000 gp, but is worth more by 
  displaying it in Phlan. It garners significant influence within 
  the city, and to a lesser degree in other Moonsea cities. 
  Adventurers wearing a Guardian Medal gain advantage on all 
  Charisma based ability checks within the Phlan.
  *** This reward is for characters without a faction that 
  complete all three adventures in the trilogy.
  PHLAN 2-3 / THE ROYAL WE: REWARDS
  
  27
  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.
   
  If 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.
  Magic Award
  Adventurers who finish the event by either 
  convincing or defeating the candidate, earn the 
  following blessing from Tyr.
  Tyr’s Blessing of Luck
  Blessing, uncommon (requires attunement)
  This blessing has been bestowed upon you by Tyr 
  in recognition of your service to the city and citizens 
  of Phlan in the face of great peril to your own 
  well-being. You gain a +1 bonus to ability checks 
  and saving throws. This blessing may be refused. If 
  accepted, it requires an attunement slot.
   
  This blessing is offered to all adventurers 
  regardless of completing the other two adventures 
  in the trilogy. This blessing is not tradeable, and if 
  refused or unattuned, it may not be regained.
  Renown
  All faction members earn one renown point for 
  participating in this adventure.
  Story Awards
  Characters have the opportunity to earn the 
  following story awards during this adventure. 
   
  In Service to the Iron General. This is an 
  optional reward. You may choose to forgo applying 
  the experience of this adventure if doing so would 
  advance you to 17th level. You may only defer the 
  awards in order to complete the other adventures 
  in the PHLAN2 trilogy, or PHLAN2-S, in subsequent 
  sessions. You must apply all deferred experience 
  before playing any other adventures not part of the 
  PHLAN2 Sovereignty Trilogy.
  Note. Any character that does NOT accept 
  the In Service to the Iron General story 
  reward, and then exceeds the level restriction, 
  is ejected from the pyramid by Bane and 
  declared ill-suited for his test.
  Downtime
  Each character receives ten downtime days at the 
  conclusion of this adventure.
  DM Rewards
  You receive 4,500 XP, 2,250 gp, and ten 
  downtime days for running this session.
  PHLAN 2-3 / THE ROYAL WE: REWARDS
  
  28
  DM Appendix: NPC Summary
  The following NPCs are featured prominently in   
  this adventure.
  Barrett Sokol (BARE-eht SO-kul). Scion 
  of House Sokol. Seeks to reinstate the              
  Council of Ten
  Jhessail Greycastle (JESS-ale). Fallen 
  paladin of Bane and liberator of Phlan.                       
  Seeks democratic rule.
  Colvin Doverson (COL-vin DO-ver-sun). 
  Claims lineage to Royal House of Daoran.    
  Seeks the return of a monarchy.
  Bane (BAIN). The Black Lord. Greater deity     
  of fear, hatred and tyranny.
  Appendix: Monster Statistics
  Blackguard
  Medium humanoid (human), neutral evil
  Armor Class 18 (plate)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  15 (+2)
  Saving Throws Wis +5, Cha +S
  Skills Athletics +7, Deception +5, Intimidation +5
  Senses passive Perception 12
  Languages Common
  Challenge 8 (3,900 XP)
  Spellcasting. The blackguard is a 10th-level 
  spellcaster. Its spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following paladin spells prepared:
  1st level (4 slots): command, protection from evil 
  and good, thunderous smite
  2nd level (3 slots): branding smite, find steed
  3rd level (2 slots): blinding smite, dispel magic
  Actions
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10 + 4) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Dreadful Aspect (Recharges after a Short or Long 
  Rest). The blackguard exudes magical menace. 
  Each enemy within 30 feet of the blackguard must 
  succeed on a DC 13 Wisdom saving throw or be 
  frightened for 1 minute. If a frightened target 
  ends its turn more than 30 feet away from the 
  blackguard, the target can repeat the saving throw, 
  ending the effect on itself on a success.
  Chain Devil
  Medium fiend (devil), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8+40)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  15 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Con +7, Wis +4, Cha +5
  Damage Resistances cold; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t 
  silvered.
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Infernal, telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Devil’s Sight. Magical darkness doesn’t impede  
  the devil’s darkvision.
  Magic Resistance. The devil has advantage 
  on saving throws against spells and other           
  magical effects.
  Actions
  Multiattack. The devil makes two attacks with its 
  chains.
  Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  PHLAN 2-3 / THE ROYAL WE: NPC SUMMARY/MONSTER STATS
  
  29
  one target. Hit: 11 (2d6+4) slashing damage. The 
  target is grappled (escape DC 14) if the devil isn’t 
  already grappling a creature. Until the grapple ends, 
  the target is restrained and takes 7 (2d6) piercing 
  damage at the start of each of its turns.
  Animate Chains (Recharges after a Short or Long 
  Rest). Up to four chains the devil can see within 60 
  feet of it magically sprout razor-edged barbs and 
  animate under the devil’s control, provided that the 
  chains aren’t being worn or carried.
   
  Each animated chain is an object with AC 20, 
  20 hit points, resistance to piercing damage, and 
  immunity to psychic and thunder damage. When 
  the devil uses Multiattack on its turn, it can use 
  each animate chain to make one additional chain 
  attack. An animated chain can grapple one creature 
  of its own but can’t make attacks while grappling. 
  An animated chain reverts to its inanimate state if 
  reduced to 0 hit points or if the devil is incapacitated 
  or dies.
  Reactions
  Unnerving Mask. When a creature the devil can see 
  starts its turn within 30 feet of the devil, the devil 
  can create the illusion that it looks like one of the 
  creatures departed loved ones or bitter enemies. If 
  the creature can see the devil, it must succeed on a 
  DC 14 Wisdom saving throw or be frightened until 
  the end of its turn.
  Erinyes
  Medium fiend (devil), lawful evil
  Armor Class 18 (plate)
  Hit Points 153 (18d8+72)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  18 (+4)
  Saving Throws Dex +7, Con +8, Wis +6, Cha +8
  Damage Resistances cold; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t 
  silvered.
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Hellish Weapons. The erinye’s weapon attacks are 
  magical and deal an extra 13 (3d8) poison damage 
  on a hit (included in the attacks).
  Magic Resistance. The devil has advantage 
  on saving throws against spells and other          
  magical effects.
  Actions
  Multiattack. The devil makes three attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 8 (1d8+4) slashing damage 
  or 9 (1d10+4) slashing damage if used with two 
  hands, plus 13 (3d8) poison damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8+3) piercing 
  damage plus 13 (3d8) poison damage, and the 
  target must succeed on a DC 14 Constitution 
  saving throw or be poisoned. The poison lasts 
  until is it removed by the lesser restoration spell 
  or similar magic.
  Reactions
  Parry. The erinyes adds 4 to its AC against one 
  melee attack that would hit it. To do so, the 
  erinyes must see the attack and be wielding a 
  melee weapon.
  PHLAN 2-3 / THE ROYAL WE: MONSTER STATS
  
  30
  Flameskull
  Tiny undead, neutral evil
  Armor Class 13
  Hit Points 40 (9d4 + 18)
  Speed 0 ft., fly 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  1 (−5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0)
  Skills Arcana +5, Perception +2
  Damage Resistances lightning, necrotic, piercing
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 4 (1,100 XP)
  Illumination. The flameskull sheds either dim 
  light in a 15-foot radius, or bright light in a 15-foot 
  radius and dim light for an additional 15 feet. It can 
  switch between the options as an action.
  Magic Resistance. The flameskull has advantage 
  on saving throws against spells and other magical 
  effects.
  Rejuvenation. If the flameskull is destroyed, it 
  regains all its hit points in 1 hour unless holy water 
  is sprinkled on its remains or a dispel magic or 
  remove curse spell is cast on them.
  Spellcasting. The flameskull is a 5th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  requires no somatic or material components to 
  cast its spells. The flameskull has the following 
  wizard spells prepared:
  Cantrip (at will): mage hand
  1st level (3 slots): magic missile, shield
  2nd level (2 slots): blur, flaming sphere
  3rd level (1 slot): fireball
  Actions
  Multiattack. The flameskull uses Fire Ray twice.
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) fire damage.
  Hobgoblin Warlord
  Medium humanoid (goblinoid), lawful evil
  Armor Class 20 (plate, shield)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  14 (+2) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  15 (+2)
  Saving Throws Int +5, Wis +3, Cha +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 6 (2,300 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 three melee 
  attacks. Alternatively, it can make two ranged 
  attacks with its javelins.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands.
  Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. 
  If the target is Large or smaller, it must succeed on a 
  DC 14 Strength saving throw or be knocked prone.
  Javelin. Melee or Ranged Weapon Attack: +9 to 
  hit, reach 5 ft. or range 30/120 ft., one target.                 
  Hit: 6 (1d6 + 3) 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.
  (continued next page...)
  PHLAN 2-3 / THE ROYAL WE: MONSTER STATS
  
  31
  Reactions
  Parry. The hobgoblin adds 3 to its AC against 
  one melee attack that would hit it. To do so, the  
  knight must see the attacker and be wielding a 
  melee weapon.
  Hobgoblin Devastator
  Medium humanoid (goblinoid), lawful evil
  Armor Class 13 (studded leather)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  11 (+0)
  Skills Arcana +5 
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 4 (1,100 XP)
  Arcane Advantage. Once per turn, the hobgoblin 
  can deal an extra 7 (2d6) damage to a creature it 
  hits with a damaging spell attack if that creature 
  is within 5 feet of an ally of the hobgoblin that ally 
  isn’t incapacitated.
  Army Arcana. When the hobgoblin casts a spell 
  that causes damage or that forces other creatures 
  to make a saving throw, it can choose itself 
  and any number of allies to be immune to the 
  damage caused by the spell and to succeed on the 
  required saving throw.
  Spellcasting. The hobgoblin is a 7th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following wizard spells prepared:
  Cantrips (at will): acid splash, fire bolt, ray of frost, 
  shocking grasp
  1st level (4 slots): fog cloud, magic missile, 
  thunderwave
  2nd level (3 slots): gust of wind, Melf’s acid arrow, 
  scorching ray
  3rd level (3 slots): fireball, fly, lightning bolt
  4th level (1 slot): ice storm
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning 
  damage, or 5 (1d8+1) bludgeoning damage if used 
  with two hands.
  Iron Golem
  Large construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  24 (+7) 
  9 (−1) 
  20 (+5) 
  3 (−4) 
  11 (+0) 
  1 (−5)
  Damage Immunities fire, poison, psychic, 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator 
  but can’t speak
  Challenge 16 (15,000 XP)
  Fire Absorption. Whenever the golem is 
  subjected to fire damage, it takes no damage and 
  instead regains a number of hit points equal to 
  the fire damage dealt. 
  Immutable Form. The golem is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The golem has advantage 
  on saving throws against spells and                        
  other magical effects.
  Magic Weapons. The golem’s weapon attacks   
  are magical.
  Actions
  Multiattack. The golem makes two melee attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 23 (3d10 + 7) slashing damage.
  Poison Breath (Recharge 6). The golem exhales 
  PHLAN 2-3 / THE ROYAL WE: MONSTER STATS
  
  32
  poisonous gas in a 15-foot cone. Each creature in 
  that area must make a DC 19 Constitution saving 
  throw, taking 45 (10d8) poison damage on a failed 
  save, or half as much damage on a successful one.
  Stone Golem
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  22 (+6) 
  9 (−1) 
  20 (+5) 
  3 (−4) 
  11 (+0) 
  1 (−5
  Damage Immunities poison, psychic, bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  that aren’t adamantine.
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator 
  but can’t speak
  Challenge 10 (5,900 XP)
  Immutable Form. The golem is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The golem has advantage 
  on saving throws against spells and other         
  magical effects.
  Magic Weapons. The golem’s weapon attacks are 
  magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Slow (Recharge 5-6). The golem targets one or 
  more creatures it can see within 10 feet of it. Each 
  target must make a DC 17 Wisdom saving throw 
  against this magic. On a failed save, a target can’t 
  use reactions, its speed is halved, and it can’t make 
  more than one attack on its turn. In addition, the 
  target can take either an action or a bonus action on 
  its turn, not both. These effects last for 1 minute. A 
  target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  Veteran
  Medium humanoid (human), lawful neutral
  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 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: 6 (1d10 + 1) 
  piercing damage.
  Warlord
  Medium humanoid (human), neutral evil
  Armor Class 18 (plate)
  Hit Points 229 (27d8 + 108)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Str +9, Dex +7, Con +8
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8
  Senses passive Perception 15
  Languages Common and any one language
  Challenge 12 (8,400 XP)
  Indomitable (3/Day). The warlord can reroll a 
  saving throw it fails. It must use the new roll.
  PHLAN 2-3 / THE ROYAL WE: MONSTER STATS
  
  33
  Survivor. The warlord regains 10 hit points at the 
  start of its turn if it has at least 1 hit point but fewer 
  hit points than half its hit point maximum.
  Actions
  Multiattack. The warlord makes two            
  weapon attacks.
  Greatsword. Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 12 (2d6 + 5)                   
  slashing damage.
  Shortbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d6 + 3)        
  piercing damage.
  Legendary Actions
  The warlord can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature’s turn. The 
  warlord regains spent legendary actions at the 
  start of its turn.
  Weapon Attack. The warlord makes a weapon 
  attack.
  Command Ally. The warlord targets one ally it 
  can see within 30 feet of it. If the target can see 
  and hear the warlord, the target can make one 
  weapon attack as a reaction and gains advantage 
  on the attack roll.
  Frighten Foe (Costs 2 Actions). The warlord 
  targets one enemy it can see within 30 feet of it. 
  If the target can see and hear it, the target must 
  succeed on a DC 16 Wisdom saving throw or be 
  frightened until the end of warlord’s next turn.
  Appendix:                           
  Mass Combat Rules
  A Note Regarding Mass Combat Rules
  These rules represent the entirety of 
  the siege rules released as Unearthed 
  Arcana. For ease of play in a timed 
  public play setting, this adventure does 
  not employ all options, and others are 
  slightly adapted. Please see the Battle 
  Unit Record sheets for a summary of 
  the rules and the sidebar on page 11 for 
  more details of adaptations as they apply 
  to this adventure.
  The mass combat rules are designed to allow you 
  to determine the outcome of battles involving 
  hundreds of combatants with a few die rolls. It also 
  zooms down into the action with enough fine detail 
  to allow the player characters the chance to affect 
  the outcome of a battle.
   
  The system works by giving each creature a 
  Battle Rating (BR) based on its Challenge Rating. 
  BR is an abstract measure of a creature’s combat 
  effectiveness.
   
  To make managing hundreds or even 
  thousands of creatures at a time easier, creatures in 
  the mass combat system are organized into units. A 
  unit might include hundreds of individuals.
   
  Each unit involved in a battle also has a morale 
  rating. Morale measures the unit’s motivation to 
  engage in battle. Units with high morale are willing 
  to fight to the death, while ones with low morale 
  are likely to fall apart in the face of adversity.
   
  Commanders play a key role in resolving 
  battles. Each unit has a commander, whose 
  Charisma modifiers applies to initiative                  
  and morale.
  Battle Rating
  The mass combat rules rely on a creature’s Battle 
  Rating (BR) to summarize its effectiveness in 
  combat. A creature’s BR is based on its Challenge 
  Rating (CR).
  PHLAN 2-3 / THE ROYAL WE: MONSTER STATS/MASS COMBAT RULES
  
  34
   
  BR is represented by a modifier. Note that a 
  creature of a CR 1 or lower is too weak to provide 
  a BR bonus on its own. The table shows that such 
  creatures provide a +1 bonus when they gather 
  in large enough groups. For instance, five CR 1/2 
  creatures provide a +1 bonus to BR. Smaller groups 
  of CR 1/2 creatures provide no bonus.
   
  BR encompasses a creature’s attacks, hit 
  points, AC, and special abilities by relying on 
  Challenge Rating as a summary of its power.
   
  Battle Rating By Challenge Rating 
  CR 
  BR 
  CR 
  BR
  1/8 
  +1 per 20 
  10 
  +12 
  1/4 
  +1 per 10 
  11 
  +16
  1/2 
  +1 per 5 
  12 
  +18
  1 
  +1 per 2 
  13 
  +22
  2 
  +1 
  14 
  +26
  3 
  +2 
  15 
  +30
  4 
  +3 
  16 
  +34
  5 
  +4 
  17 
  +38
  6 
  +5 
  18 
  +42
  7 
  +6 
  19 
  +46
  8 
  +8 
  20 
  +50
  9+ 
  +10
  Creating Units
  A unit is a single, cohesive group of soldiers that 
  is organized to fight together. A unit can have a 
  number of creatures in it based on the creature’s 
  size. Units that are larger than that are too difficult 
  to manage and command effectively.
   
  A unit can fit up to 400 Tiny, Small, or Medium 
  creatures. Larger creatures take up more space 
  when counting toward that limit.
  Unit Size Limit
  Space
  1
  1
  1
  4
  9
  16
  Size
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  For example, a unit could include 50 Large 
  creatures and 200 Medium ones. The total space 
  taken up is 400, 200 for the Large creatures and 
  200 for the Medium ones.
   
  Each unit must also have a commander. The 
  commander needs to be one of the creatures 
  included in the unit but does not count toward 
  determining the unit’s maximum size. Note the 
  commander’s Charisma modifier.
   
  Once you have created a unit, total up the 
  BR values of its component parts, including its 
  commander. This is the unit’s overall BR.
   
  For creatures that are mounted, such as knights 
  riding a horse, add the BR for the mounts based on 
  their CR just as you would for any other creatures.
   
  A unit takes up a space that measures 
  100 feet on each side regardless of how many 
  creatures are in it. The unit’s size is an abstraction 
  to make tracking units on the battlefield easier 
  and simpler in play.
   
  Ranged Attacks. A unit can make ranged 
  attacks if all of its members, other than its 
  commander, can make an attack with a range of at 
  least 100 feet on an at-will basis. If this is the case, 
  note the shortest maximum range of its members’ 
  ranged attacks. This is the unit’s maximum range.
  Unit Design
  As a rule of thumb, it’s best to organize 
  similar or identical creatures into unit. 
  The rules aim to remain simple by 
  reducing a unit’s abilities to the lowest 
  common denominator.
  (continued next page...)
  PHLAN 2-3 / THE ROYAL WE: MASS COMBAT RULES
  
  35
  Morale
  Morale is a rating similar to an ability score 
  modifier. It ranges from –10 to +10.
  Morale Ratings
  Morale 
  Description
  –10 
  Openly rebellious
  –8 
  Mutinous
  –4 
  Disgruntled
  –2 
  Shaky
  0 
  The typical unit
  +2 
  Motivated
  +4 
  Stalwart
  +8 
  Fanatic
  +10 
  Unbreakable
   
  The DM selects a morale rating for each unit 
  involved in a battle. Assign morale based on 
  how the unit has been treated by its allies and 
  commanders, the stakes of the battle, the unit’s 
  personal tie to the outcome, and any other factors 
  that you think should play a role.
   
  As a good rule of thumb, start a unit’s morale 
  at 0 on the Morale Ratings table. For each factor 
  that decreases the unit’s morale, shift one row up 
  the table. For each factor that improves it, shift one 
  row down. When you’re done with this exercise, 
  you have a good idea of the unit’s morale.
   
  Of course, you can always simply assign a 
  morale value based on your judgment.
   
  Finally, you alter morale based on the unit 
  commander’s Charisma. Add the commander’s 
  Charisma modifier to the unit’s morale, to reflect 
  the commander’s ability to motivate and lead.
  Factors Affecting Morale
  Some of the factors that can reduce a 
  unit’s morale include poor treatment 
  by a commander or allies, animosity 
  toward an allied unit, lack of pay, lack of a 
  personal stake in the battle, incompetent 
  or obviously ill-prepared commanders, 
  a daunting, overwhelming foe, and poor 
  equipment.
   
  The reverse of any of those factors 
  can improve morale.
  Running Battles
  The mass combat rules use the same structure as 
  the standard rules for combat from the Player’s 
  Handbook. The biggest change centers on resolving 
  attacks, which uses BR rather than attacks, AC, and 
  damage.
  Scale
  The mass battle rules use a different scale for 
  time, with one round representing one minute of 
  action. This accounts for the time and complexity 
  needed to maneuver hundreds or even thousands 
  of warriors. It also plays into the more abstract 
  nature of combat.
   
  To reflect the change in scale, multiply a unit’s 
  speed by 10 to determine how far it can move in 
  one round.
   
  Miniatures. It helps to use miniatures to track 
  battles of this size. In this case, use a grid with 
  each square measuring 100 feet on a side and one 
  miniature per unit. When moving, a unit can move 
  into a square if it has at least half the movement 
  needed to enter it available.
  Initiative
  You do not roll initiative for units. Instead, each 
  unit has a fixed initiative.
  Initiative = 10 + unit Morale rating +      
  commander’s Charisma modifier
   
  Units act in order of initiative, from highest to 
  lowest as normal. In the event of a tie, randomly 
  determine the order in which the tied units act. 
  Determine this once, and then use that order for 
  PHLAN 2-3 / THE ROYAL WE: MASS COMBAT RULES
  
  36
  the rest of the battle.
  Turns
  On a unit’s turn, it can move and take an action. A 
  unit can use some or all of its movement before 
  taking its action, and can then use the rest of its 
  movement after acting.
   
  A unit’s speed equals the lowest movement 
  of its component creatures. It can use movement 
  modes, such as flight, only if every member of 
  the unit can use it. Do not count the speed of 
  mounted creatures when determining the unit’s 
  speed and movement types. They obviously use 
  their mounts to move.
   
  A unit cannot move if it is adjacent to an enemy 
  unit unless it uses the disengage action.
   
  A unit must stop moving if it moves adjacent to 
  a hostile unit.
   
  Otherwise, use the rules for movement from 
  the Player’s Handbook to resolve how far a unit 
  can move.
   
  A unit can use its actions to attack, dash, 
  defend, guard, or retreat. However, these actions 
  work a bit differently than in the standard combat 
  rules.
   
  Attack. An attack is an opposed check between 
  a unit’s BR and its target’s BR. A unit can attack at 
  any range that all of its component members can 
  make attacks at. Full details on resolving combat 
  are given below, under “Combat”.
   
  Dash. A unit that dashes increases its speed for 
  its turn. This increases equals the unit’s speed.
   
  Defend. A unit that defends focuses on building 
  a shield wall or otherwise making itself harder to 
  hurt. Until the end of its next turn, units that attack 
  it suffer disadvantage on their BR checks.
   
  Guard. A unit that guards prepares to attack 
  any enemy that draws close to it. The next time 
  an enemy unit moves adjacent to this unit, it 
  immediately makes an attack against it.
   
  Retreat. A unit that is adjacent to a hostile 
  unit normally cannot move. If the unit takes the 
  disengage action, it has the chance to move away. 
  The unit must immediately make a DC 10 morale 
  check. If it fails, it loses its action and does not 
  move. If it succeeds, it can move up to half its 
  speed. During this move, it does not need to stop if 
  it moves adjacent to an enemy unit.
  Combat
  Combat in the mass battle rules uses opposed 
  Battle Rating checks to determine which side has 
  the upper hand.
   
  A unit can attack an adjacent enemy unit if any 
  creature in the unit is within 5 feet of the target. It 
  can make an attack at range if all of its component 
  creatures can make ranged attacks that reach the 
  target.
   
  When a unit attacks a target, the attacking unit 
  rolls d20 + its BR, as does the defender. You then 
  compare the results to determine the result of the 
  fight.
   
  Tie. If the results are identical, the fight is a 
  stalemate. Nothing happens.
   
  Defender Wins. If the defender’s result is 
  higher, the attack has no effect.
   
  Attacker Wins by 10 or Less. The attacker 
  scores casualties, but not enough to break the 
  enemy unit. The target unit reduces its BR by 2.
   
  Attacker Wins by more than 10. The 
  attacker scores heavy casualties on the defender. 
  The defender’s BR is reduced by 5 and it must 
  immediately make a DC 10 morale check. If the 
  check fails, the unit flees the battle. Remove it 
  from play.
   
  Note that as the result of combat, a unit’s BR 
  can be reduced to 0 or a negative number.
   
  The attacker can gain advantage or suffer 
  disadvantage on its checks based on a number 
  of factors. These are summarized in Combat 
  Advantage table. Remember that advantage and 
  disadvantage cancel each other out.
  Attacker Combat Advantage
  Situation
  The attacker is on higher ground, such as 
  uphill from the defender
  The defender is adjacent to at least one hostile 
  unit other than the attacker
  PHLAN 2-3 / THE ROYAL WE: MASS COMBAT RULES
  
  37
  Attacker Combat Disadvantage
  Situation
  The defender is behind a wall or similar cover
  The defender is adjacent to at least two 
  friendly units
  Abstraction and Battle Rating
  Remember that the mass battle rules are 
  designed to make running big, important 
  battles fast and easy. It uses CR to 
  summarize a creature’s spells, special 
  abilities, and so on. There are no special 
  rules for resistance or spell casting 
  because the rules assume that CR has 
  already accounted for them.
   
  Morale Checks
  In addition to the morale checks caused by combat, 
  a unit must also make a morale check if certain 
  conditions occur during the battle.
   
  Casualties. If a unit is reduced to half or less 
  of its starting BR, it must immediately make a DC 
  15 morale check. If it fails, it is eliminated from the 
  battle.
   
  Friendly Casualties. If a friendly unit within 
  500 feet of the unit is eliminated, the unit must 
  immediately make a DC 10 morale check. If it fails, 
  the unit loses its next turn.
  Characters and Mass Battles
  The real fun of running a mass battle is giving 
  the characters a chance to affect the outcome. 
  You might be tempted to simply integrate the 
  characters into units. You can do this fairly easily. 
  Use the rules for determining CR from the Dungeon 
  Master’s Guide and apply them to the characters.
   
  However, mass battles are more fun for players 
  when they have a chance to engage in heroics that 
  alter the course of the fight.
  Character-Scale Combat
  You can think of the mass battle rules as looking 
  at a battle from a very high altitude. You lose a lot 
  of detail, but can see and manage the big picture. 
  When PCs take part in a battle, your view zooms 
  down to take in the action on a narrower, more 
  detailed basis.
   
  When characters battle units, use the standard 
  combat rules augments with the guidelines for 
  resolving mob attacks (Dungeon Master’s Guide, 
  page 250) to keep things moving, you can decide 
  that all or part of a unit stops to battle the PCs.
   
  Resolve the fight until you are satisfied that 
  you have reached an end point, with either side 
  defeated or driven off. Recalculate the unit’s BR to 
  take into account its losses, if any of its members 
  survive.
  Character Abilities
  In general, resolve a character’s abilities and spells 
  using the standard rules for combat. For example, 
  a wall of ice can block a 100-foot long line. If a unit 
  moves next to it, use the individual members’ stats 
  to make their saving throws and apply damage. If 
  members of a unit are killed, recalculate the unit’s 
  BR after removing the individual casualties.
   
  Adjudicating these effects requires DM 
  judgment. Consider the nature of the situation, 
  how the unit interacts with a spell or effect, and 
  apply the effects as you see fit.
   
  Going back to wall of ice, you might judge that 
  30 creatures from a unit attempt to smash it down. 
  Those creatures suffer the wall’s effects, but they 
  also have the chance to damage it. Use the rules 
  for handling mobs on page 250 of the Dungeon 
  Master’s Guide to speed things up.
  Characters and Units
  The characters can join a unit, but don’t include 
  them in the unit’s size or BR calculation. Instead, 
  when the unit attacks, allow the characters to make 
  their own, separate attacks, cast spells, and so on 
  against the enemy unit using the guidelines given 
  above. Allow them to pick out which elements 
  of the unit they want to target, in case the unit is 
  composed of several types of soldiers or monsters. 
  Characters attacking in this manner can only 
  target creatures included in determining the                
  target unit’s BR.
   
  Each character has one turn to make attacks, 
  cast spells, and so on. Resolve the characters’ 
  PHLAN 2-3 / THE ROYAL WE: MASS COMBAT RULES
  
  38
  attacks and spells and determine how many targets 
  they eliminate. Determine how the loss of those 
  creatures reduces the unit’s BR, then resolve the 
  unit fight as normal.
   
  If a spell or effect leaves a creature unable to 
  move or take actions, count it as eliminated for the 
  rest of the battle.
   
  If the characters’ unit comes under attack, 
  resolve the fight as normal. The results don’t apply 
  to the characters. If their unit is destroyed, they 
  remain on the battlefield and can continue to act.
  Critical Events
  In addition to allowing characters to take part 
  in fights between units, think of critical events 
  that might take place during the battle and give 
  characters a chance to take part in them. Critical 
  events can include the following:
  • Prevent enemy scouts from seizing a bridge 
  or other position.
  • Assassinate an enemy commander or NPC.
  • Hold attackers away from a gate while 
  friendly soldiers repair it.
  • Sneak into an enemy stronghold to sabotage 
  its defenses.
  • Destroy an approaching siege engine.
  • Steal the enemy’s battle plans.
   
  These critical events play out just like short 
  adventures. You need to map the area, determine 
  the opposition, and prepare any NPCs as needed.
   
  When creating critical events, think about 
  the consequences for success and failure. What 
  happens if the PCs manage to destroy a bridge the 
  enemy needs to cross a river? If the PCs don’t raise 
  the castle gates by dawn, what happens next?
   
  In some cases, you can simply use the mass 
  combat system as normal, with the situation at the 
  start of the clash dictated by the PCs’ success or 
  failure. An enemy unit might start out in a strong 
  position, lurking in a village with cover. The evil 
  wizard’s castle gate is destroyed, rendering his 
  fortification useless.
  NPCs, PCs, and Battle Rating
  You can always calculate a character’s BR 
  and simply include it in a unit, though the 
  level of abstraction in the rules removes 
  individual actions from a player’s control. 
  This approach is best for NPCs who are 
  commanders or who are background 
  players in the battle.
   
  Treat critical NPCs, such as important 
  villains and rivals, in the same way 
  you would manage PCs. Let the players 
  seek them out, as the clash between 
  them is undoubtedly a critical event in 
  determining how the battle unfolds.
  PHLAN 2-3 / THE ROYAL WE: MASS COMBAT RULES
  
  39
  Appendix: Mass Combat Unit Summary
  Use this page to track siege combat. Complete the empty underlined cells for the battle units under the 
  adventurer’s command. Track each unit’s BR in the outlined column at the right.
  Siege of Podol Plaza
  Attacking Forces
  Cmd. Cha 
  Modifier
  Morale
  Initiative
  62
  50
  50
  60
  Unit
  BR*
  Gladiators
  Archers
  Mages
  Champions
  Unit Name
  13
  20
  8
  5
  Size
  4
  2
  5
  10
  BR Mod.
  --
  150/600
  150
  --
  Ranged
  Current
  BR
  * Unit BR includes a +10 BR bonus for the PC commander.
  Defending Forces
  60
  50
  51
  64
  Unit
  BR
  Hobgob. WL
  Veterans
  Devastators
  Blackguards
  Unit Name
  12
  25
  17
  8
  Size
  5
  2
  3
  8
  BR Mod.
  --
  150/400, 0
  150
  --
  Ranged
  Current
  BR
  Note: The Unit BR is calculated by multiplying the size (number of creatures) by the BR 
  modifier. The BR modifier is based on the Challenge Rating of the creature, (see Battle 
  Rating by Challenge rating table in the Appendix Mass Combat Rules).
  Cmd. Cha 
  Modifier
  2
  0
  2
  4
  Base Morale
  1
  1
  3
  3
  Initiative
  13
  11
  15
  17
  Morale
  3
  1
  5
  7
  PHLAN 2-3 / THE ROYAL WE: MASS COMBAT RULES
  
  40
  Appendix: Siege Map of Podol Plaza
  PHLAN 2-3 / THE ROYAL WE: APPENDIX
  
  41
  Appendix: Map of Stojanow Gate
  PHLAN 2-3 / THE ROYAL WE: APPENDIX
  
  42
  Appendix: Map of the Pools
  PHLAN 2-3 / THE ROYAL WE: APPENDIX
  
  43
  Appendix: Memory Token Chart
  Use this chart to help keep track of the weight of the memory tokens in each of the pans.
  Bundle of Arrows 
  Dirty Clothing 
  Visored Helm
  Brass Ring
  Broken Gauntlet 
  Laurel Crown
  Tear-Shaped Emerald
  Total
  1
  2
  3
  4
  5
  6
  7
  Item 
  Weight 
  Pan 1 
  Pan 2
  PHLAN 2-3 / THE ROYAL WE: APPENDIX
  
  44
  Appendix: Map of the Throne Room
  PHLAN 2-3 / THE ROYAL WE: APPENDIX
  
  45
  Player Handout 1: Map of Phlan
  PHLAN 2-3 / THE ROYAL WE: PLAYER HANDOUTS
  
  46
  Player Handout 2: Siege Map of Podol Plaza
  PHLAN 2-3 / THE ROYAL WE: PLAYER HANDOUTS
  
  47
  Player Handout 3: Battle Unit Record - Hillsfar Gladiators
  Unit Creature: Gladiator
  Commander: ____________________________________________
  Commander	Morale	Modifier: _______________________
  Battle Unit Size: 13 Creatures
  BR	Modifier: +4
  Base Morale: 3
  Starting BR
  62
  3
  --
  Move
  Range Attack
  Morale
  Initiative
  Current BR
  Field Explanations
  •	 Commander: Adventurer’s name.
  •	 Commander	Morale	Modifier: Adventurer’s Charisma modifier.
  •	 Battle Unit Size: The number of creatures in the battle unit.
  •	 Starting BR: (Battle unit size) x (BR modifier) + (10 BR bonus for PC commander)
  •	 BR	Modifier: Based on Challenge Rating of creature and used to calculate Unit BR. (Not used in combat.)
  •	 Base Morale: Assigned by the adventure or the DM based on the conditions of the adventure.
  •	 Starting BR: BR of the unit at full strength.
  •	 Current BR: Changes during battle (workspace). Use when attacking or defending.
  •	 Initiative: Equal to 10 + Base Morale + Commander’s Morale modifier.
  •	 Morale: Used in Morale checks. (Base Morale) + (commander’s Morale modifier). Characters with the Soldier background, 
  Battlemaster archetype, Purple Knight archetype, or War divine domain gain an additional +1 Morale bonus. (Does not stack.)
  •	 Range Attack: The range of the battle unit’s ranged attack. All creatures must have ranged attack. 
  •	 Movement: Shown in squares. For this combat, 1square = 25 feet.
  Note: If an attacking unit is defeated, the adventurer commanding the unit joins the nearest friendly unit, boosting their BR by 10.
  Combat
  Contest using a d20 + BR, by both attacker             
  and defender.
  Results
  Tie. results are identical. Stalemate.      
  Nothing happens.
  Defender Wins. Attack has no effect.
  Attacker Wins by 10 or Less. Target unit 
  reduces its BR by 2. 
  Attacker Wins by 11+. The defender’s BR is 
  reduced by 5 and it must make a DC 10 morale 
  check. If the check fails, the unit flees the battle. 
  Remove it from play.
   
  Note that as the result of combat, a unit’s 
  BR can be reduced to 0 or a negative number.
  Morale Checks
  Morale checks are made when:
   
  Casualties. If a unit is reduced to half or 
  less of its starting BR, it must immediately 
  make a DC 15 morale check. If it fails, it is 
  eliminated from the battle. Each time they 
  take damage when below half BR, they must 
  make another check.
   
  Friendly Casualties. If a friendly unit 
  within 500 feet of the unit is eliminated, the 
  unit must immediately make a DC 10 morale 
  check. If it fails, the unit loses its next turn.
  Actions
   
  Attack. An attack is an opposed check 
  between a unit’s BR and its target’s BR. A unit 
  can attack at any range.
   
  Dash. A unit that dashes increases its 
  speed for its turn. This increases equals the           
  unit’s speed.
   
  Defend. Until the end of its next turn, units 
  that attack it suffer disadvantage on their       
  BR checks.
   
  Guard. The next time an enemy unit moves 
  adjacent to this unit, it immediately makes an 
  attack against it.
   
  Retreat. A unit that is adjacent to a hostile 
  unit normally cannot move. If the unit takes 
  the disengage action, it has the chance to 
  move away. The unit must immediately make 
  a DC 10 morale check. If it fails, it loses its 
  action and does not move. If it succeeds, it can 
  move up to half its speed. During this move, it 
  does not need to stop if it moves adjacent to 
  an enemy unit.
  Attacker Combat Advantage
  • The attacker is on higher ground, such as 
  uphill from the defender
  • The defender is adjacent to at least one hostile 
  unit other than the attacker
  Attacker Combat Disadvantage
  • The defender is behind a wall or similar cover
  • The defender is adjacent to at least two 
  friendly units
  PHLAN 2-3 / THE ROYAL WE: PLAYER HANDOUTS
  
  48
  Player Handout 4: Battle Unit Record - Elventree Archers
  Unit Creature: Archer
  Commander: ____________________________________________
  Commander	Morale	Modifier: _______________________
  Battle Unit Size: 20 Creatures
  BR	Modifier: +2
  Base Morale: 1
  Starting BR
  50
  3
  150/600
  Move
  Range Attack
  Morale
  Initiative
  Current BR
  Combat
  Contest using a d20 + BR, by both attacker             
  and defender.
  Results
  Tie. results are identical. Stalemate.      
  Nothing happens.
  Defender Wins. Attack has no effect.
  Attacker Wins by 10 or Less. Target unit 
  reduces its BR by 2. 
  Attacker Wins by 11+. The defender’s BR is 
  reduced by 5 and it must make a DC 10 morale 
  check. If the check fails, the unit flees the battle. 
  Remove it from play.
   
  Note that as the result of combat, a unit’s 
  BR can be reduced to 0 or a negative number.
  Morale Checks
  Morale checks are made when:
   
  Casualties. If a unit is reduced to half or 
  less of its starting BR, it must immediately 
  make a DC 15 morale check. If it fails, it is 
  eliminated from the battle. Each time they 
  take damage when below half BR, they must 
  make another check.
   
  Friendly Casualties. If a friendly unit 
  within 500 feet of the unit is eliminated, the 
  unit must immediately make a DC 10 morale 
  check. If it fails, the unit loses its next turn.
  Actions
   
  Attack. An attack is an opposed check 
  between a unit’s BR and its target’s BR. A unit 
  can attack at any range.
   
  Dash. A unit that dashes increases its 
  speed for its turn. This increases equals the           
  unit’s speed.
   
  Defend. Until the end of its next turn, units 
  that attack it suffer disadvantage on their       
  BR checks.
   
  Guard. The next time an enemy unit moves 
  adjacent to this unit, it immediately makes an 
  attack against it.
   
  Retreat. A unit that is adjacent to a hostile 
  unit normally cannot move. If the unit takes 
  the disengage action, it has the chance to 
  move away. The unit must immediately make 
  a DC 10 morale check. If it fails, it loses its 
  action and does not move. If it succeeds, it can 
  move up to half its speed. During this move, it 
  does not need to stop if it moves adjacent to 
  an enemy unit.
  Attacker Combat Advantage
  • The attacker is on higher ground, such as 
  uphill from the defender
  • The defender is adjacent to at least one hostile 
  unit other than the attacker
  Attacker Combat Disadvantage
  • The defender is behind a wall or similar cover
  • The defender is adjacent to at least two 
  friendly units
  Field Explanations
  •	 Commander: Adventurer’s name.
  •	 Commander	Morale	Modifier: Adventurer’s Charisma modifier.
  •	 Battle Unit Size: The number of creatures in the battle unit.
  •	 Starting BR: (Battle unit size) x (BR modifier) + (10 BR bonus for PC commander)
  •	 BR	Modifier: Based on Challenge Rating of creature and used to calculate Unit BR. (Not used in combat.)
  •	 Base Morale: Assigned by the adventure or the DM based on the conditions of the adventure.
  •	 Starting BR: BR of the unit at full strength.
  •	 Current BR: Changes during battle (workspace). Use when attacking or defending.
  •	 Initiative: Equal to 10 + Base Morale + Commander’s Morale modifier.
  •	 Morale: Used in Morale checks. (Base Morale) + (commander’s Morale modifier). Characters with the Soldier background, 
  Battlemaster archetype, Purple Knight archetype, or War divine domain gain an additional +1 Morale bonus. (Does not stack.)
  •	 Range Attack: The range of the battle unit’s ranged attack. All creatures must have ranged attack. 
  •	 Movement: Shown in squares. For this combat, 1square = 25 feet.
  Note: If an attacking unit is defeated, the adventurer commanding the unit joins the nearest friendly unit, boosting their BR by 10.
  PHLAN 2-3 / THE ROYAL WE: PLAYER HANDOUTS
  
  49
  Player Handout 5: Battle Unit Record - Cloak Mages
  Unit Creature: Mage
  Commander: ____________________________________________
  Commander	Morale	Modifier: _______________________
  Battle Unit Size: 8 Creatures
  BR	Modifier: +5
  Base Morale: 2
  Starting BR
  50
  3
  150
  Move
  Range Attack
  Morale
  Initiative
  Current BR
  Field Explanations
  •	 Commander: Adventurer’s name.
  •	 Commander	Morale	Modifier: Adventurer’s Charisma modifier.
  •	 Battle Unit Size: The number of creatures in the battle unit.
  •	 Starting BR: (Battle unit size) x (BR modifier) + (10 BR bonus for PC commander)
  •	 BR	Modifier: Based on Challenge Rating of creature and used to calculate Unit BR. (Not used in combat.)
  •	 Base Morale: Assigned by the adventure or the DM based on the conditions of the adventure.
  •	 Starting BR: BR of the unit at full strength.
  •	 Current BR: Changes during battle (workspace). Use when attacking or defending.
  •	 Initiative: Equal to 10 + Base Morale + Commander’s Morale modifier.
  •	 Morale: Used in Morale checks. (Base Morale) + (commander’s Morale modifier). Characters with the Soldier background, 
  Battlemaster archetype, Purple Knight archetype, or War divine domain gain an additional +1 Morale bonus. (Does not stack.)
  •	 Range Attack: The range of the battle unit’s ranged attack. All creatures must have ranged attack. 
  •	 Movement: Shown in squares. For this combat, 1square = 25 feet.
  Note: If an attacking unit is defeated, the adventurer commanding the unit joins the nearest friendly unit, boosting their BR by 10.
  Combat
  Contest using a d20 + BR, by both attacker             
  and defender.
  Results
  Tie. results are identical. Stalemate.      
  Nothing happens.
  Defender Wins. Attack has no effect.
  Attacker Wins by 10 or Less. Target unit 
  reduces its BR by 2. 
  Attacker Wins by 11+. The defender’s BR is 
  reduced by 5 and it must make a DC 10 morale 
  check. If the check fails, the unit flees the battle. 
  Remove it from play.
   
  Note that as the result of combat, a unit’s 
  BR can be reduced to 0 or a negative number.
  Morale Checks
  Morale checks are made when:
   
  Casualties. If a unit is reduced to half or 
  less of its starting BR, it must immediately 
  make a DC 15 morale check. If it fails, it is 
  eliminated from the battle. Each time they 
  take damage when below half BR, they must 
  make another check.
   
  Friendly Casualties. If a friendly unit 
  within 500 feet of the unit is eliminated, the 
  unit must immediately make a DC 10 morale 
  check. If it fails, the unit loses its next turn.
  Actions
   
  Attack. An attack is an opposed check 
  between a unit’s BR and its target’s BR. A unit 
  can attack at any range.
   
  Dash. A unit that dashes increases its 
  speed for its turn. This increases equals the           
  unit’s speed.
   
  Defend. Until the end of its next turn, units 
  that attack it suffer disadvantage on their       
  BR checks.
   
  Guard. The next time an enemy unit moves 
  adjacent to this unit, it immediately makes an 
  attack against it.
   
  Retreat. A unit that is adjacent to a hostile 
  unit normally cannot move. If the unit takes 
  the disengage action, it has the chance to 
  move away. The unit must immediately make 
  a DC 10 morale check. If it fails, it loses its 
  action and does not move. If it succeeds, it can 
  move up to half its speed. During this move, it 
  does not need to stop if it moves adjacent to 
  an enemy unit.
  Attacker Combat Advantage
  • The attacker is on higher ground, such as 
  uphill from the defender
  • The defender is adjacent to at least one hostile 
  unit other than the attacker
  Attacker Combat Disadvantage
  • The defender is behind a wall or similar cover
  • The defender is adjacent to at least two 
  friendly units
  PHLAN 2-3 / THE ROYAL WE: PLAYER HANDOUTS
  
  50
  Player Handout 6: Battle Unit Record - Dwarven Champions
  Starting BR
  60
  3
  --
  Move
  Range Attack
  Morale
  Initiative
  Current BR
  Unit Creature: Champion
  Commander: ____________________________________________
  Commander	Morale	Modifier: _______________________
  Battle Unit Size: 5 Creatures
  BR	Modifier: +10
  Base Morale: 4
  Field Explanations
  •	 Commander: Adventurer’s name.
  •	 Commander	Morale	Modifier: Adventurer’s Charisma modifier.
  •	 Battle Unit Size: The number of creatures in the battle unit.
  •	 Starting BR: (Battle unit size) x (BR modifier) + (10 BR bonus for PC commander)
  •	 BR	Modifier: Based on Challenge Rating of creature and used to calculate Unit BR. (Not used in combat.)
  •	 Base Morale: Assigned by the adventure or the DM based on the conditions of the adventure.
  •	 Starting BR: BR of the unit at full strength.
  •	 Current BR: Changes during battle (workspace). Use when attacking or defending.
  •	 Initiative: Equal to 10 + Base Morale + Commander’s Morale modifier.
  •	 Morale: Used in Morale checks. (Base Morale) + (commander’s Morale modifier). Characters with the Soldier background, 
  Battlemaster archetype, Purple Knight archetype, or War divine domain gain an additional +1 Morale bonus. (Does not stack.)
  •	 Range Attack: The range of the battle unit’s ranged attack. All creatures must have ranged attack. 
  •	 Movement: Shown in squares. For this combat, 1square = 25 feet.
  Note: If an attacking unit is defeated, the adventurer commanding the unit joins the nearest friendly unit, boosting their BR by 10.
  Combat
  Contest using a d20 + BR, by both attacker             
  and defender.
  Results
  Tie. results are identical. Stalemate.      
  Nothing happens.
  Defender Wins. Attack has no effect.
  Attacker Wins by 10 or Less. Target unit 
  reduces its BR by 2. 
  Attacker Wins by 11+. The defender’s BR is 
  reduced by 5 and it must make a DC 10 morale 
  check. If the check fails, the unit flees the battle. 
  Remove it from play.
   
  Note that as the result of combat, a unit’s 
  BR can be reduced to 0 or a negative number.
  Morale Checks
  Morale checks are made when:
   
  Casualties. If a unit is reduced to half or 
  less of its starting BR, it must immediately 
  make a DC 15 morale check. If it fails, it is 
  eliminated from the battle. Each time they 
  take damage when below half BR, they must 
  make another check.
   
  Friendly Casualties. If a friendly unit 
  within 500 feet of the unit is eliminated, the 
  unit must immediately make a DC 10 morale 
  check. If it fails, the unit loses its next turn.
  Actions
   
  Attack. An attack is an opposed check 
  between a unit’s BR and its target’s BR. A unit 
  can attack at any range.
   
  Dash. A unit that dashes increases its 
  speed for its turn. This increases equals the           
  unit’s speed.
   
  Defend. Until the end of its next turn, units 
  that attack it suffer disadvantage on their       
  BR checks.
   
  Guard. The next time an enemy unit moves 
  adjacent to this unit, it immediately makes an 
  attack against it.
   
  Retreat. A unit that is adjacent to a hostile 
  unit normally cannot move. If the unit takes 
  the disengage action, it has the chance to 
  move away. The unit must immediately make 
  a DC 10 morale check. If it fails, it loses its 
  action and does not move. If it succeeds, it can 
  move up to half its speed. During this move, it 
  does not need to stop if it moves adjacent to 
  an enemy unit.
  Attacker Combat Advantage
  • The attacker is on higher ground, such as 
  uphill from the defender
  • The defender is adjacent to at least one hostile 
  unit other than the attacker
  Attacker Combat Disadvantage
  • The defender is behind a wall or similar cover
  • The defender is adjacent to at least two 
  friendly units
  PHLAN 2-3 / THE ROYAL WE: PLAYER HANDOUTS
  
  51
  Player Handout 7: Memory Tokens
  Brass Ring Token
  Jhessail kneels before a stately priest dressed in the 
  vestments of Bane. The priest holds his hand over 
  her head and ceremoniously asks, “Do you pledge 
  your undying loyalty to Lord Bane? Do you promise 
  to serve the Black Hand and no other? Do you 
  swear fealty to something more than just yourself?” 
  Jhessail looks up with fire in her eyes. “I do, and 
  may he bring ruin and doom upon me if I forsake 
  this oath.”
  Broken Gauntlet Token
  Jhessail holds up the gauntlet and makes the 
  clenching motion so basic to all of her paladin 
  gifts. The power isn’t there. Lord Bane KNEW. 
  Jhessail feels her blood run cold. She cannot deny 
  it. Her passion for the Black Hand had waned since 
  reclaiming Phlan. She questioned, when before she 
  obeyed. She doubted, when before she was sure. 
  She had called for an election instead of a tyrant. 
  She had put the people of Phlan before Lord Bane. 
  “I’ve forsaken my oath,” she whispers to herself. 
  Ruin and doom await her.
  Bundle of Arrows Token
  Jhessail stands on the captain’s cabin of a ship, 
  looking out over the cold waters of the Moonsea. 
  The creak of the cabin door announced her visitors 
  -- Torin Nomerthal, the First Lord of Hillsfar, Zor 
  Gos of Mulmaster, and Elanil Elassidil of Elventree. 
  She had poured months of diplomacy and effort 
  into this meeting, and now it was all bearing fruit. 
  Jhessail turns to greet them. She can barely restrain 
  her excitement. “Welcome aboard the Gilded Trophy. 
  Today, we plan the reclamation of Phlan.”
  Dirty Clothing Token
  A battered Jhessail strides down an underground 
  tunnel. She is wearing nothing but a dirty shift, but 
  she has a sword in her hands and is as defiant as 
  ever. An unseen voice from behind her pleads, “You 
  can’t kill the dragon alone! You need allies first! 
  Come with us! There will be another chance!”
   
  Jhessail stares menacingly into the distance. She 
  then closes her eyes and makes her decision. “You 
  are right. Another time. Even though that time will 
  be paid for by the people of Phlan.” A tear leaks down 
  her cheek.
  Laurel Crown Token
  Jhessail sits on the Cinnabar Throne. The dragon 
  was dead, but other enemies are circling. Who would 
  defend them? The Black Fists? They had lost the 
  people’s trust. This led to uncomfortable thoughts. 
  Why should the people trust her? There was no 
  reason they should. The people had won their town 
  back. She would not keep it from them.
   
  Jhessail stands from the throne and calls for 
  everyone’s attention. “The future of Phlan must be 
  decided by the people of Phlan. I am stepping down 
  as ruler, and I call for elections by the populace.” Her 
  announcement is met with horrified silence.
  Tear-Shaped Emerald Token
  The shadow of a great dragon flashes over Jhessail as 
  she stands on the battlements. Jhessail sprints down 
  the stairs to the barracks of her fellow Knights of the 
  Black Fist. “To arms!” she cries. “We are beset by a 
  dragon! To arms! We must honor our oaths!”
   
  The knights turn to her. She sees they have 
  green paint smeared across their tabards. One of 
  them speaks. “We know all about the dragon. We 
  brought him here.”
  Visored Helm Token
  Jhessail strides through the streets of Phlan in 
  full armor. The townsfolk scurry out of her way. 
  Good. Let them stand aside with their eyes wide 
  with fear. They know the proper respect due to 
  a Knight Captain of the Black Fists. Might begets 
  order and order begets peace. The common folk do 
  not understand. What the Black Fists do is for their 
  own good.
  PHLAN 2-3 / THE ROYAL WE: PLAYER HANDOUTS
  
  52
  Player Handout 8: Rewards
  Treasure Award
  The Guardian Medal is bestowed to each character.       
  The medal has a value of 1000 gp, but is worth more by 
  displaying it in Phlan. It garners significant influence 
  within the city, and to a lesser degree in other Moonsea 
  cities. Adventurers wearing a guardian medal gain 
  advantage on all Charisma based ability checks         
  within the Phlan.
  Magic Award
  Adventurers who finish the event by either convincing 
  or defeating the candidate, earn the following blessing 
  from Tyr.
  Tyr’s Blessing of Luck
  Blessing, uncommon (requires attunement)
  This blessing has been bestowed upon you by Tyr 
  in recognition of your service to the city and citizens 
  of Phlan in the face of great peril to your own 
  well-being. You gain a +1 bonus to ability checks 
  and saving throws. This blessing may be refused. If 
  accepted, it requires an attunement slot.
   
  This blessing is offered to all adventurers 
  regardless of completing the other two adventures 
  in the trilogy. This blessing is not tradeable, and if 
  refused or unattuned, it may not be regained.
  Story Award
  Characters have the opportunity to earn the following 
  story awards during this adventure. 
   
  In Service to the Iron General. This is an 
  optional reward. You may choose to forgo applying 
  the experience of this adventure if doing so would 
  advance you to 17th level. You may only defer the 
  awards in order to complete the other adventures 
  in the PHLAN2 trilogy, or PHLAN2-S, in subsequent 
  sessions. You must apply all deferred experience 
  before playing any other adventures not part of the 
  PHLAN2 Sovereignty Trilogy.
  Important: Any character that does 
  NOT accept the In Service to the 
  Iron General story reward, and 
  then exceeds the level restriction, is 
  ejected from the pyramid by Bane and 
  declared ill-suited for his test.
  PHLAN 2-3 / THE ROYAL WE: PLAYER HANDOUTS
  
  53
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