Campaign Ideas
Campaign Ideas
Party begins in ruined city of Phlan with opportunity to restore it to greatness. Once they have
ended the reign of Tyranthraxus, they are ambushed a few years later by cooperating forces and
branded with enchanted tattoos. Once they remove these, things settle until Bane decides to
claim the realms for himself, snatching cities from the earth. The party becomes instrumental in
defeating Bane’s champions and stopping his plot to absorb souls through a Pool of Darkness.
At the outset, there are 5 factions that wish to influence Phlan’s rise and some major players.
Second Councilman Werner von Urslingen Retired mercenary who seeks restoration of Phlan
through the imposition of law and order, which he sees as the Council. Ulder Ravenguard was
his hope for the Watch to retake the city under his tutelage. He seeks to have the populace elect
the Council rather than by family name.
Alrem Lorath. Owner of the Bitter Blade. A darkly handsome young wizard, he has spent his
family fortunes to invest in a base of operations until his ambitions can be realized. He and a
growing circle of locals believe the Council should be replaced with a single leader, a Lord-
Protector like the days of old. He has access to funds but little manpower.
Quarrel. High ranking member of the Welcomers with a tinge of orcish blood that gives her
skin an exotic olive sheen and sharp teeth. Her nose tilts upward in a way she sees as “piggish”
but others find attractive generally. At first seeking to advance the underworld of Phlan, she
later secretly works for the Boss under her free will to undermine Phlan with the assurance of
magic to alter her appearance and riches beyond the pickpockets she runs with.
Porphyrys Cadorna. Junior Councilman with ambitions for greatness at any cost. He has little
resources at his disposal other than recognizing talent as the adventurer recruitment campaign
was his idea. He has learned of the Pool of Radiance and is seeking knowledge of where it is and
how to control it. He befriended Denlor and had him killed, taking Denlor’s Star Gem, one of
three said to allow one to enhance the Pool of Radiance’s powers tenfold.
The “Boss” Tyranthraxus: a malevolent primordial force that has taken control of a Pool of
Radiance and used its powers to harness the monstrous forces in Phlan with the ultimate goal of
total enslavement of the Moonsea and beyond. He seeks three Star Gems that can enhance the
Pool’s Powers even further and has obtained one.
Storyline XP levels:
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7: Tilverton, Fire Knives, side adventures. 34000XP
8: Village of Hap, Yulash. 48000XP
9: Zhentil Keep, Myth Drannor. 64000XP.
10: Finale. 85000XP.
Phlan was the first great city of The Moonsea, reaching its peak some thousand years ago. In
those days, the Moonsea was better known as the Dragon Sea, named for the large numbers of
great Wyrms that inhabited that area and the regions to the north. The Barren River was then
called the Stojanow, a dwarvish word meaning 'Trade Route' for it was down this passage the ore
laden barges floated, bound for the south. Early Phlan was a trading outpost on the north shore of
the Moonsea, set up to facilitate trade between the Elves of Myth Drannor (the most powerful
elven capital of the time) and the tribes of Thar, Vaasa, and the Ride, as well as the Dragonspine
Dwarves.
Trade between the powerful elves, the wild humans, and merchant dwarves was a great success
for all sides. Soon Phlan was the most powerful city on the Moonsea, outshining its only rival,
the Elven Docks of Hillsfar, on the south coast.
At this time, the elves planted the Quivering Forest north of the city. This copse was mildly
enchanted, hastening the growing season to produce a great wood in the span of a human
generation. Though the woods have been felled on a number of occasions, it has always returned
to its original form, becoming a light wood within two years, and a deep shadow-filled forest by
the end of a man's life.
The elves, the legend says, first discovered the Pool of Radiance. Its description has varied
through the passage of the years. Many wise sages have declared it a myth and a con-man's
gambit. The location of the Pool changes from tale to tale. Sometimes it is deep in the heart of an
eternal wood, sometimes on an island circled by great wyrms, and sometimes in the heart of a
huge solitary peak that rises above all others in the Dragonspine Mountains.
It is said that the pool glows with its own energy. Those that approach it feel new power within
their bones, while an unreal melody holds them in rapture. Legends say that the Pool's power
created the Quivering Forest and caused the Sorcerer's Isle to appear.
The Pool is said to bring great power to the worthy, and death most horrible to the unworthy.
Some tales say that the individual should drink it, bathe in it, or throw coins into it and wish.
There are numerous folk tales of the wise fool stumbling upon the Pool, and gaining wondrous
power or meeting a gory end. The abilities of the Pool change according to the needs of the tale-
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spinner. In any event, a trader or adventurer who encounters a sudden windfall or great riches is
said to have 'visited the Pool'.
Whether the Pool is real or some literary invention, the First City of Phlan (also called Archaic
Phlan) survived in peace for many generations of men. In the end, outside influences brought
about its downfall. Settlers began to intrude from the lands of Cormyr and Sembia into the south
of the Elven Court. At the same time, the beast-men of Thar, which are today called ogres, began
gathering into large hordes, ravaging the countryside.
Phlan built mighty walls and withstood a decade of constant invasion. In the end, its fate was
sealed by the elves withdrawing within the Court combined with the dwarves pulling back into
western reaches of the Dragonspine Mountains.
With its trading lifeline cut, Phlan fell into disrepair. When the Black Horde finally demolished
the city walls in the Year of the Tusk (112 Dale Reckoning), they found little but an empty husk.
The greatness that was Ancient Phlan had passed.
Rebirth of Phlan
Attempts to rebuild Phlan failed until 712 DR when Milsor “Great Hammer” Valjevo, the wizard
Rimon, and the priestess Alonius of Tyr cleaned out the monster-infested ruins with the help of
interested adventurers. They drove monsters back from Stojanow Valley and forced the lich
Zanakar to flee Sorcerer’s Isle.
In 902 DR, plant rust caused exports from Phlan to be banned, and to enforce this Zhentil Keep
sent an army. Although peace was reached, people of Phlan have not forgotten. Phlan’s power
began to decline as the cities of Hillsfar and Mulmaster began raiding ships.
In 1018 DR (Year of the Dracorage), dragons level half of Phlan. Only one Valjevo heir
survived, and eventually the lineage dies off. After civil war, in 1065 DR, the Council of Ten
replaces the Valjevo ruling line.
1229 DR, Councilor Ordium Soor and six others enter Valhingen graveyard and slay an ancient
vampire. They are hailed as instant heroes and the belief of adventurer-councilors takes root.
1303 DR, the destruction of Phlan begins. Ogres retake the human kingdom of Thar and begin
their assault on Phlan.
1305 DR, the Stojanow River mysteriously turns poisoned and is renamed the Barren River.
1306 DR (Year of Thunder), Mulmaster blockades the River Lis, keeping food from Phlan.
Phlan sends its fleet. A dragon rises to lead the ogre and goblinoid armies. Phlan falls and is
sacked.
1338 DR, new settlers arrive and build a stockade after dragons strike the region, weakening the
monstrous invaders. The Council of Ten is reformed.
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INTRODUCTION (1 Tarsahk, 1340 DR, Year of the Lion)
First Sight of Phlan: Stepping off the gangplank onto a wide pier, you take in the sights and
smells of the legendary city of Phlan. The many and divergent styles of architecture before you
bespeak of a city destroyed and rebuilt multiple times. Towering well above the city are the
broken turrets of Valjevo Castle, former home to the Lord Protectors. Not nearly so high but
much closer you make out the sharpened timbers of a stockade wall to the north.
Hawkers immediately rush the newcomers, offering everything from “authentic” Kara-Tur noodles to
“real” Maztican parrots. You are forced to push through the throng if you are going to get anywhere,
and the areas past the docks are largely empty.
Suddenly, a shout breaks the mood. A bearded merchant grabs your shoulder. “That’s the second time
you’ve stepped on my cloak, sir,” he yells. “You’re either doing it on purpose, or you’re the clumsiest oaf
I’ve ever seen!”
This staged argument is an operation by the Welcomers. It is a deliberate distraction for two cutpurses
(bandits p350) working the crowd. The bearded merchant tries to draw out the argument as much as
possible, responding to the character insultingly. “This cloak is fine silk, and see how you’ve frayed it! I
expect that you will compensate the cost.”
[DC 15 Wisdom (Perception) to notice the thugs lifting coin purses. When they get to party, Perception
vs. Sleight of Hand Dex (+4) for each to notice attempt. Once they have all the coin, the merchant
pretends to start a physical altercation at which point a “friend” holds him back and apologizes.]
If confronted in the act, the thieves make a run for it. The arguing men start fighting and try to get in the
way of pursuers if it won’t seem too unnatural. And if all else fails, the thieves hurl stolen coins into the
air behind themselves to make the crowd cluster. You can handle this scene with DC 15 checks to capture
the culprits (Dexterity to sneak through the crowd, or Charisma to intimidate the crowd into getting out of
the way). If the characters succeed on two such checks, they can catch the thieves (their accomplices have
long ago disappeared into the crowd). A thief has 1d4 + 1 purses on him, each containing 20 gp.
The thieves struggle to escape if captured but they don’t attack. A Watch member then approaches, seizes
the hand of any captured thief, and cuts off a finger, after which the cutpurse is escorted away, bound for
ejection into the uncivilized areas. A few folk who had their money stolen reward the characters for their
trouble with money amounting to 4 gp each.
A stage has been set up just past the docks and an attractive young woman dressed in the latest
Selgauntian finery is finishing up an introductory speech. The crowd cheers as she motions for a middle-
aged, blazing red haired, towering (7’ tall) man to take the stage, and when he steps to the center, hats
flies and people stomp in approval. Noting your stares, a nearby man who has lost his hat retrieves it and
hisses “Captain of the Watch Ulder Ravenguard!” as if that explains everything. Ulder raises his arms
and the crowd goes silent except a lone voice that yells “We love you Ulder!” He smiles back “I love you
too Phlan.”
He begins by talking about the resiliency of the people of Phlan and the strength of Milsor of Valjevo
running not just through his blood but the courage of each and every man and woman who stand their
ground to restore this historic city. Someone cries out “tell us about the two-headed troll!” He nods. “A
symbol that no matter what stands in our way, we will overcome! Phlan will overcome!” He speaks
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again then trails off, looking blankly across the crowd. The crowd murmurs then a woman yells “in the
window!” Then crossbolts rain down. (6 Bandits, p343, in windows, one targets a random PC, another 3
members of the crowd, 1 a city watch, and 1 Ulder)(+3 attack, 1d8 +1 pierce, if in crowd has ¾ cover (+5
AC), a miss hits a bystander). After initiative, the men target the Watch and random crowd members.
They are 60’ away from the stage and 30’ up in windows. The way is difficult terrain and buildings can
be entered by door or window. Climbing is DC 15 strength and 25’ to the window. Bandits have ¾ cover
from ranged attacks.
Initiative 20, Ulder. He refuses to move, scanning the crowd for something. Expecting him to take
command, the crowd is confused.
15, Alrem Lorath makes his way to the edge of the crowd and watches the party’s actions long enough to
ascertain purpose before taking off. The party will observe him as he stands out in his resplendent dark
robes.
10, Lenta Moore, next in line for the Watch, orders the Watch to apprehend shooters and sends them into
buildings, including empty ones to search for other shooters. A person of importance, coppery skinned
older man (Ulrich Eberhard), waves his arms in frustration to get her attention before taking cover.
Moving through the Crowd: difficult terrain unless make DC 10 Strength (push) or Charisma (talk)
check, if fail by 5 prone (prone take 2 dmg per turn). Bystanders have 1hp.
At round 3 or if all bowmen slain, screams erupt as two armed men (thugs, p350) begin stabbing
indiscriminately into innocents in the crowd. The Watch is uselessly in nearby buildings. Unless stopped,
they continue killing 1 innocent a round each.
Two menacing figures leap up to the stage as a dark cloaked man throws off his hood to engage Ulder. He
snarls “Power to the Pool old man!” The two thugs intercept party members as the other two square off.
Ulder has 22 hp and hits for 1d4+3 per attack, Viekang is 4th level, AC 15, 26hp, Str 12 (+1), Dex 19
(+4), Con 12 (+1), Wis 14 (+2), and attacks with a short sword at +5 for 1d6+4. 4-6 rechargable veil of
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shadows that hides him, if hidden can attack for 2d6+4 extra damage. Assume he hits Ulder for 13 first
round, then 5 each round. Ulder strikes back at 4 per round.
If Ulder falls first, Viekang fights any who challenge him to the death. If Viekang is incapacitated, the
Watch hacks him to bits. At 0hp, his body warps and cracks into a hideous mockery of a human being, a
hunched dog-like being with veins on the outside, hanging tentacles, and an unholy heat rising from its
body. A fanged maw is filled with uneven jagged teeth, and it hisses with thick tongue “Power to ze
Pooool…”
Beast: 4HD, AC14, hp 30, Mv40’ (climb/jump same speed), Darkvision 60’, Str 14 (+2), Dex 17 (+3),
Con 15 (+2), Int/Wis 11, Cha 13 (+1), Attacks: Claws +5 (2d4+2 slash), DC10 Con check or speed
magically reduced to 0, on next turn can use action to make another check to negate. Bite: +5 against
target with 0 movement (2d8+2 pierce) and DC10 Con or stunned 1 round, next turn action to try to
negate.
The beast’s body falls into a bloody heap and an unholy flame roars out from the corpse, DC10 Str or
knocked prone in 200’. The Watch attempts to make order as more guards arrive from the Wall. Several
townsfolk tip their hats or nod heads at you in recognition.
At this point, recognizing the party’s skill, some of the factions will attempt to contact them to recruit
them to their causes, and Cadorna, on his own, believes he’s found a party actually capable of backing
words with action.
The darkly handsome wizard in elaborate black robes approaches you to shake your hands, then leans in
and whispers “If you would save Phlan from what is rotting it, if you wish to discover who murdered
Ulder Ravenguard, then meet met at the Bitter Blade by 8 bells. I am Alrem Lorath and everyone there
knows me.”
After the guard has restored order, a powerfully built man with pieces of armor haphazardly attached in
haste moves to you. The crowd parts respectfully. “Greetings. I am Second Councilman Werner von
Urslingen, founder of the Watch which bore responsibility for protecting Ravenguard. I am in your debt.
Please visit me at my apartment within the Council Hall where proper introductions can be made. I
believe you can be of great service to the city. I hope you do not disprove my appraisal of you. The guards
will be instructed to let you in the hall this evening at 6th bell for a meal.”
As the party is leaving the area, a rogue character notices underworld signals being relayed by a hooded
peasant helping right a stand (or if none, waves them over as if to get help). A heavy female voice comes
from the hood. “Do not trust either of the men who spoke to you. If you really want to know what is
happening in Phlan and to be of aid, meet me at Nat Wyler’s at dusk. Don’t be late, I won’t wait.” She
steps into the swirling crowd to disappear from sight.
It is possible for the party to attempt to play multiple factions here though they cannot meet all
obligations without splitting, and if a faction learns the party is working with another, it will cut off all
ties.
Alrem Lorath: Alrem remains in the Bitter Blade until 9 bells, and anyone there can point the party to a
back curtain behind the bar where Arkoth pulls it aside to let them through. A short set of stairs leads to a
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lit private room with round table and six chairs. Alrem is there as well as Georg of Vitkov and 8th
Councilman “Lord” Oslo Evarar. He rises to greet you and makes introductions. “Welcome to my Inn.
You have entered the city at a dark time. Ulder Ravenguard was considered the hero of this city, having
led the charge to retake the docks. His military designs and name were to be the keystone to recruiting for
the Watch, which is largely made of youths barely more than children dressed in metal. It is enough that
we have to fight the beasts beyond the wall, but now our own, humankind, attacks us? It is time for a
change, some think.
Being a master of the arts, I have kept watch on those who would resist us recolonizing Phlan and believe
I have a good eye for those who simply boast and those who are the steel edge needed to reclaim Phlan.
This city needs to fight evil with its own power, fire with fire with the best weapons possible. The Council,
well, Lord Evarar knows more than I.”
The young Lord Evarar is attempting to grow a beard it seems. “The Council is a fiction, too timid to act.
My parents saw this when Phlan last fell, a bickering democracy too fearful to act because it could not
reach a consensus where to strike, how to organize. As heir of my family’s fortunes, I assumed a position
to direct the Council to keep the money flowing, but it cannot flow if fear rules the streets. A single leader,
as they have in all other thriving city states but here, could make difficult decisions, timely ones and
inspire the masses more than a bickering council. The Valjevo line served as Kings, and we propose a
Lord Protector should rule. Wouldn’t you agree?”
The party is free to chat with Alrem and his friends. They seek to strengthen Phlan by influencing the
people to rid themselves of the Council and replace it with a single Lord Protector like the days of old, to
be determined by experience and lineage. Alrem believes the enemy is guided by a powerful spellcaster, a
single leader who can quickly organize and strike more efficiently than the Council. Hence, he cites the
inability of the city to make ground. If the party could prove itself by reclaiming some blocks, more steps
could be taken to stand against the evil. Alrem believes Sorcerer’s Island would be an ideal base for the
enemy to organize from and has no clue what “power to the pool” means but surmises perhaps it is a
reference to the water around the island. He does not believe fanciful tales about magic pools of radiance.
He also has no idea who attacked Ulder other than the warrior seemed to recognize his foe.
Alrem will not discuss by what means goals should be accomplished and says “once you have earned a
greater name in Phlan, I believe you can assist in greater ways. If you were to reclaim a city block and
give credit directly to Lord Evarar for funding your venture, it would allow people to see the quality of
action through leadership.”
If the party wishes no part, he nods. “This conversation never took place. You are free to go and free to
frequent my Inn, but if you should dare to mention our little talk, I shall deny it and seek to have you
expelled from this city. Are we clear?”
Lord Evarar says “of course, you would need equipment and Evarar arms are quality. I heard of your
battle and took the liberty of retrieving one of our finest made weapons from my personal collection. You
will find no finer craftsmanship in these lands”. Masterwork weapon of primary fighter type.
Alrem pats the PC on the back. “With such a weapon you will strike a great blow against evil.
Remember, we must plant seeds first. Your victory will enable us to change Phlan for the better. Safe
journeys.” His group seeks non-violent ways to replace the power structure but is not above coercion
and framing others to advance an agenda.
Werner von Urslingen. The city council guard has been reinforced since the attack, and they challenge
your approach to the seat of government where the higher ranked council members make residence. Once
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identified, they lead you inside and thrown snaking passages, past a kitchen wafting fantastic aromas, and
to a dining hall. The Second Councilman is seated with a scribe and Lenta Moore, the new captain of
the watch. Werner is a weathered mercenary with a scar over an eye that stretches half his face.
“Thank you for heeding my call. This is Lenta Moore, newly appointed to Captain of the Watch. We
wanted to personally thank you for stopping the monster unleashed upon our fair town.” He pauses to
pour a glass of wine, offering a carafe to you. “Food is on its way. Ulder was a rare breed, and I wish to
offer a toast to his good name. Will you drink to his honor?” He offers his toast: “Dare and beware my
friend.”
“Ulder was a hero to the people. When my mercenaries led the attack on the docks to claim a foothold, he
was at the lead, took out the troll which, in the fashion stories go, now has two heads. One is nasty
enough, a dangerous foe that could have devastated 20 soldiers had he not acted. He had a keen mind for
tactics and we had him slated to lead the Watch, train them, and recruit troops with his presence. That is
now a dream, and we are back to the ill-fated invitation to teenage pimpled youths with daddy’s sword
and mommy’s coin, all believing they will single-handedly slay a giant and fart a lightning bolt to mow
down their enemies. People like us, who have seen battle and taken the initiative, we know the hard
truth.”
“I feel like I have a keen eye for talent, and I see in you talent. Phlan needs its heroes, it needs symbols so
that others will come here with courage in their hearts and add to our strength. It is more important then
adding 50 more men and women to the walls. But there are elements in our town which resist this, which
seek to undermine the Council and believe chaos or a tyrant would be better. Our enemy is led by a
tyrant, and Phlan has always been driven by a Council, which should be chosen by the people.”
He leans forward. “Will you be the heroes that will stand for the notion of an elected Council, that will
claim victory and be the symbols for the unity and will of the people, not a single man or woman, and not
the lesser vices of greed but rather the greater morals of justice?”
He gestures to Lenta, who reaches under the table. “There was a heroic party of legend to the North
known as the Silver Blades who assisted in stopping an undead wizard from unleashing fell magic upon
the Realms. They have been dead for centuries, but there are those of us who aspire to the feats they
accomplished. I hope this will serve as a token of the Council’s thanks for stopping Ulder’s killer.” (He
provides a Silver longsword or other preferred weapon of a party member).
Werner states the slain thugs were natives of the Moonsea but bore no signs of any particular allegiance.
He is unsure who the murderer was and the reference to the pool is unknown. He is most worried it was
an attempt by Zhentil Keep, Hillsfar, or even Mulmaster to undermine the regrowth of Phlan. The foul
magic would be something he would expect from the wizards of those major cities, though admittedly
he’d never seen anything like it.
“If you would serve the city more, prove yourselves by retaking a portion and reminding the people of the
proclamations that lured you here and the greater good you accomplish. If things work out and you are
the champions I have pegged you to be, we will talk more about how you can assist in more.”
Quarrel. The hooded woman has a back table, her back to the wall and threat of blade keeping stragglers
and drunks away. She pushes back her hood slightly to reveal a pleasing face, olive skinned and attractive
except for the obvious orcish heritage piggish nose and sharpened teeth. “You made a good call, but we
aren’t friends yet. Order some food, relax.”
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“I’ll say this once. Play me and I’m gone. Those other fools, they want you to prance around as heroes
for Phlan. We slew the attackers, we’re so big heroes. Small vision of the grander scheme. The city needs
keen eyes, keen blades, keen minds. You might have that. Might. I’ll put this simply. Phlan is ruled by
fools. Anyone who thinks a council of merchants or a lord protector chosen by the sheep will protect them
has a head full of wool. There’s another view and that view is that those with the real power rule. Who do
you think gets food to this city? Do you think merchants like orcs taking shots at them from shore? Who
do you think gets the nobles their tabac leaf or Selgauntian finery?
“Yet knowing all we do, those idiots forget their place and would seek to keep us down. The more weak
minds that enter this place in support of the Council, the weaker Phlan gets. Only the strong will retake
this place and make it strong, and right now that’s the Welcomers. You catch my drift? Or are you too
daft?
She slides a small pouch over. “Inside is a potion that will heal wounds instantly, a gift from the temples,
just don’t ask who the lucky donor was. My little gift to say I’d like to do business with you.”
“Before I can trust you, I need to know you’re serious and your act in town wasn’t sheer luck. It happens.
Prove your skill by taking out the Chief beyond the slums and we’ll talk a little more about how we can
make this city better.”
She has a strong suspicion that the “Boss” is behind Ulder’s attack, but she never suspected his influence
spread beyond the monsters into humans. If so, he is more powerful than it seems, and Phlan will need the
most cunning to stand against him if it wants to keep its gains. She cares not who rules in name but wants
to make sure that the real rulers have enough blackmail and goods to keep the bureaucrats in line.
Porphyrys Cadorna interacts per the “Background Events” section. Once he rises to 5 th rank or reclaims
his textile house, he will send an agent (Gensor) to meet with Alrem to encourage a single leader, he
personally meets with Werner (to know his opposition, encouraging but looking for an angle), and
sending Gensor to meet (magically disguised) with Quarrel to undermine certain councilors and gain info
on the Pool.
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BACKGROUND EVENTS (check each time area cleared)
Sokol Keep cleared: Cadorna trusts the party’s skills enough to reclaim his family’s textile
house. He rises a rank, reminding all it was his idea. Cadorna invites the party to meet at the
Cracked Crown where he has rented a private booth and table with a curtain. He pats each
person on the shoulder and congratulates them on a victory well earned. “Not only did you lift a
curse, you defeated the army sent to hold the Keep. People like you will go far in this city. Dare
I say leadership positions?” He will mingle for a bit, but eventually declares he has pressing
matters to attend to. “I may have a personal matter of which to speak with you, but let us enjoy
the evening. Your drinks are on the City. See me tomorrow evening” The next time the party
visits the Council, he offers the Textile mission (if late, he chastises them).
“Adventurers, I have a daring task for you, one which can be profitable to us all. My
family name, Cadorna, was well known once for its strength in the textile trade. When my family
was forced to flee the city, the textile house and the area were overrun. With your successes, a
path may be clear to my family home as well as the homes of many who fled years ago. I would
like to send you with Tarask, my family’s servant. Tarask was a youth who served my father
loyally and knows the old Textile house and streets.”
[Cadorna offers to make it worth their while, depending on the level of success, and would like
the Cadorna name associated with clearing evil from his father’s home.]
[Tarask is an old man, past his prime butt still capable looking. He was a child when he ran
messages and remembers the streets and house, though he cannot draw them. He ran them every
day. He also remembers the hidden safe, but he has no idea till he arrives what condition the
house will be in. He keeps a low profile and is a N human warrior in his 60s. He will attempt to
get the family treasure without player knowledge.]
Textile House cleared: Cadorna notifies the Watch to keep tabs on the party and the Gate
watch to intercept them for specific items. If the party fights, they may take on the entire militia.
If found, they take them before Cadorna at the Council Hall where he apologizes for the mistake,
indicating that the party was retrieving the heirlooms for him and offers 200gp apiece for their
services. If the issue goes before the Council, they side with Cadorna, refusing to turn on one of
their own.
Cadorna uses the family wealth to hire mercenaries to reinforce the property, then gains
affluence on the council, rising two ranks. Hires Gensor and the Black Cloak Mercenary
Company.
First Boss cleared: the Boss sends an emissary to bolster his other chiefs to unite against the
invaders. If this is the Slums, the Council hosts the Challenge of Champions, modeled off a test
for the apprentices of the Black Circle consortium to the north in the Dragonspine Mountains.
The Black Circle agrees to host for a princely sum and the Council uses it to attract new talent to
clear the city.
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3-5 Blocks cleared: the Boss orders his troops to attack, and while more are seen, they flee
upon sight of the party. The Boss uses an NPC in the city to encourage the party to clear
Valhingen Graveyard, hoping they will be destroyed after he notifies its leader in advance of
invaders. For each block, Cadorna gains a rank, rising no higher than #3. Quarrel is influenced
to join the Boss and her missions will now be to sabotage the city in some way.
Kovel Mansion cleared: Sasha finds the party and shyly thanks them. While the mansion is
gone, the symbol of the party’s actions means much to her. (she may have a romantic interest but
at the least offers heads up on any good proclamations)
Any more blocks cleared: Boss sends Quarrel to probe their mercenary nature into joining
him. If denied, she attempts to leave. If accepted, disarm and hooded, submerged in pool and
consumed.
Cadorna reaches Rank #3. If not already, sends party to clean river. He makes arrangements
for the #1 and #2 councilors to be assassinated.
Pool of Radiance noted: Cadorna sends party to Library to recover certain books (he believes
will help him locate the Pool). Afterwards, if party keeps info he tries sending thieves to steal it
or using the Watch. Once he has info, he decides the party knows too much and sends them on
dangerous missions (storm gate, cleanse river).
Gate/River cleared and #3: Cadorna makes the party emissaries to Zhentil Keep and sends
them on a diplomatic mission (rigged to have them killed).
Zhentil outpost done: Cadorna assassinations succeed and he ascends to #1. He declares the
party criminals and traitors, trumps up charges to have them arrested upon return to New Phlan.
Cadorna either flees or takes off on his expedition depending on the party’s actions.
Cadorna exposed: His expedition fails and he is captured by the Boss. The Boss demands a
ransom (and if the party delivers it will try killing them). If ignored, he launches an attack on the
city.
11
New Phlan is surrounded on 3 sides by a 25’tall stone wall with parapets and walkways with
cobblestone roads. The buildings are a mix of new wooden construction and ancient cut-stone.
The stockade to the north is made of sharpened timbers and piled rubble, with two towers above
the gates manned always by 12 soldiers (4 at each gate and 4 patrolling). The stockade stands
20’ tall with a thin walkway running the length of the interior. The gates are heavy sheets of
metal that can only be raised by the gatehouses. If necessary, a single rope can be cut to drop the
gates. During the day, the gates are open and those bearing council passes are allowed freely into
the old city. At night, the gates are not opened for any reason. A semi-thriving black market
exists in the slums for those foolish enough to deal with orcs and goblins.
As blocks are cleared, some businesses may expand, relocate, or arrive. See the master list.
The below is the initial entry into New Phlan. The ADVICE is provided by Rolf should they
seek a tour with council permission.
1) ISONZO DOCK. The air here smells of fish and brine, and you can see a flotilla of small
craft and some larger vessels. Dozens of rough men are working here while courtesans stroll
leisurely, calling out their wares.
Advice: Don’t try to row up the river, tis poison and will dissolve your boat before you
get far, foul and unnatural it ‘tis.
NPCs: Courtesans, sailors, watch, Captain Larkin Swain (weathered sea salt who
complains about his aches and his aches tell him when it’s going to rain)
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Services: Captain Larkin Swain will provide transportation when authorized by the
Council and will provide passage around the Moonsea at a hefty 2gp per mile.
2) DOCKSIDE MARKET. Just inside the Port Gate is an open-air market of a dozen stalls and
carts. Peddlers, tinkers, and farmers are here hawking their wares. Goods include grain, cloth,
wine, beads, spice, fish, vegetables, goats and chickens.
Advice: Better shops are found further in.
NPCs: Street Merchants, Kozar the Mad (wanders daily, sleeps on roofs and behind inns,
decries the gods, all of them, who have aroused the wrath of the Overgod who comes for us all)
Services: Mundane items at 25% markup. A cup of crispy grasshoppers from the Grass
Sea is a local delicacy (2cp).
Aldo’s Fine Wines and Cheeses: Starts out near the dockside market, the wine is terrible but for
25gp and up Aldo has a good chance to answer any simple question about a given location as he
is a history sage. As a district is cleared, Aldo will increase his stock by adding the next wine in
sequence.
Aldo always is eager to learn of the latest exploits of his customers and will begin conversations
relating to the last tale (he feels this makes for repeat customers).
Once Kuto’s and graveyard are cleared, he relocates as per the map.
Fire Wine (2sp/gallon)
Mead (2gp/gallon)
----
Arabellan Dry (2sp/gallon)
Blood Wine (1gp/gallon)
Saerloonian Special Vat (3sp), Glowfire (3sp), Topaz (3sp)
Westgate Ruby (2sp)
3) ERNST THE FARRIER. A large wooden barn painted a fading crimson. A crudely carved
horseshoe sits atop a hitching post out front. [Starts on traitor’s gate road. Once Slums and Kuto’s
Well cleared, will relocate as per map to Slums.]
Advice: A horse around here draws attention of the unsavory. Until you can ensure its
safety, it may be unwise to keep one.
NPCs: Stable boys, Ernst the Farrier (once a druid of Eldath who strayed, deems self
unworthy despite having been forgiven).
Services: Cart, feed, horse, pony, saddle, stabling, other (all at double prices due to
shortages, once Sokol and Slums cleared prices back to normal)
4) HILLSFAR GARRISON. A long, wooden structure proudly flying the pennant of Hillsfar.
The windows are securely boarded with a long vertical slit cut in each. Several unstrung bows
rest near the door.
Advice: Hillsfar wants to help its neighbors. While we wish they’d be more active, I’d
rather have them here than not.
NPCs: 20 1st level soldiers, Commander Galven (strong believer in Hillsfar’s racial
purity but unwilling to act maliciously, he offers no aid unless the town itself is under seige)
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5) PORT AUTHORITY. A two-story town house with a gaping hole and loose canvas covering
the roof. A wooden sign advertises it as the office of the New Phlan Port Authority.
Advice: No reason to get on Barth’s good or bad side unless you own a boat.
NPCs: Harbormaster Barth (rotund bureaucrat who smokes an oversized pipe, he thinks
little of adventurers).
Services: Registry, cargo, levies and tariffs for boats coming and going.
6) THORN ISLAND / SOKOL KEEP. About 200’ south of the pier, a five-towered castle juts
out of the bay. Its walls are scarred and pitted and several towers seem on the verge of collapse.
The island itself is a pile of black slippery rocks with a wall of thorns overgrowing in the areas
before the walls.
Advice: You’ll freeze swimming or get picked off by an orc. Last place to fall in the
Battle, many men died there defending till the last boat left.
QUEST: New Phlan Council.
7) TEMPLE OF TYR (THE WAITING). A massive wooden hall with four chimneys and a high
vaulted roof carved with scenes of armored men, winged warriors, and a hammer motif, with the
motto “under your light we wait.”
The only temple in full operation in Phlan. It is a beautiful building of white marble, adorned with
repeating balance scales motif. It is run by Bishop Braccio (LG hm C7), junior priest Holondos Stimpiir
(LG hm C4) and six subpriests. It is dedicated to Tyr, god of Justice. Tyr worship is enjoying a great
surge in popularity, as many see Phlan’s success as a sign that the god watches over them. Consecrated
burial vaults lie underneath the temple. They are available for the internment of any adventurer who either
dies in Tyr’s service or is of LG alignment. The entire vault area is under a permanent Magic Circle
Against Evil.
The Waiting’s exterior is composed of high walls are dotted with arrow slits and topped with
machicolations (additionally they are enchanted with verbal alarms to alert Tyrian clerics when the
temple is under attack) and massive gates of ornately carved wood over thick plates of forge-hardened
steel. Within is a vast courtyard that surrounds the main temple. The temple itself is a square utilitarian
building of dark stone (topped by a single gleaming bronze dome, completed once Sokol Keep and one
other area cleared).
The entrance of the temple is comprised of a dozen marble pillars (supporting a façade carved
with friezes of a stern-faced Tyr dispensing either riches or jagged lightning bolts to petitioners
kneeling before him, finished when Temple of Bane is taken). The main hall itself is a great round room
of gray stone under a gilded bronze dome. The floor is an intricately crafted mosaic of weight scales
resting on a warhammer. Dominating the room though is the altar itself, with the holy relics the Hammer
of Tyr and the Silver Scales of Tyr intended to rest atop it. On the floor, near the altar, is a green stone
which can be depressed, causing the great dome above to split into seven sections that recede into the
temple walls, leaving the hall open to the sky (completed when Valjevo cleared). Outside the main hall
are stairs leading to the living quarters, armory, library and kitchens.
[The Hammer is known to be lost at Valhingen Graveyard, taken by the vampire when the escort
group mistook the area for a safe zone. The Silver Scales were lost to dragonraid ages ago and
unaccounted for.]
Advice: Who knows what they’re waiting for. The Bishop is serious but the Justicars do
good work, most of the poor would starve without them. Don’t make an enemy because they
NEVER forget.
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NPCs: Bishop Titus Braccio, Holondos Stimpiir (young heir to temple hierarchy), Anton
(drained Hammer of Grimjaws, restored by Hammer of Tyr’s return, once a barrel-chested
paladin, hale even at 50, he now resembles a withered old man, trapped in cursed nightmares)
QUEST: Clear temple of Bane
Services: Spellcasting for the faithful, the downtrodden, and allies.
8) CRACKED CROWN INN. A large waddle and daub building with a fresh coat of paint and
stained glass windows. A wooden sign hangs from the eaves featuring a broken crown. There is
a noticeable hustle and bustle about the place. This swanky inn caters to the wealthy and
important. Prices are high but so is quality. Guests have to pay a cover fee for the common room
and are expected to keep a full cup. Each evening, private banquets cater to the elite. Unruly
behavior is not tolerated and the Watch will be there within minutes.
Advice: Lap of luxury, fuddy-duddies in there strutting about with important thoughts. If
you want to rub elbows with that type, you’ll need in.
NPCs: Most council members, Robyrtah Greensash (proprietor), Amalia Mezaros
(beautiful dark-skinned, colorfully dressed Rhenee 3rd wife of Lord Janos Mezaros, she is
approaching 30 and re-evaluating her people’s ways and marriage to pig of a husband. As such,
she heavily flirts. She wears gold hoops and a diamond nose ring, carelessly attracting men and
snaring them into her husband’s affairs. She is usually followed by 3 Rhenee teenage attendants
sent by her husband: Jolanka, Rezi, and Zigana.)
Services: Meal 3gp, beer/ale 1gp, cover charge 1gp (gets you 1st drink), Rooms 5gp-
25gp, Invite only fancy dinner 15gp-50gp.
9) BITTER BLADE TAVERN. A ramshackle dump, awkwardly wedged between the stockade
and old city walls. All windows are broken out and the shutters lie among weeds and broken
crockery. A crude sign declares “No Fight’n.” This small tavern’s single room is packed with
the town’s seedier element, many who dislike the current council. An excellent source for rumor
mongering. The place is owed by Alrem Lorath, a darkly handsome spellcaster who disapproves
of the current government. He hosts meetings every other fortnight with locals who talk much
and act little.
Advice: Best to stay away unless you want to lose your coin purse and perhaps an eye.
NPCs: Alrem Lorath, Arkoth (barkeep and local strongman), his wife Myra and son
Arkoth the Second, Racquel and Carlotta (attractive red-head unrelated barmaids who could pass
as sisters, adept in avoiding advances of clientele but both with a weakness for musicians)
Services: Rough meal, watery wine, foul spirits, all 5sp
10) NAT WYLER’S BELL. A well-worn sign of a bronze bell being rung by a man looking straight
ahead as a hand is in his pocket removing his gold. This small inn is little more than an ale-soaked dive
with a large common sleeping room above it. People with few coins in their pockets can gorge on bland
food, drown in cheap ale, then stagger upstairs to sleep it off. Nat Wyler actually runs an organized place,
despite its locale for cut-throats, ruffians, and swords-for-hire. Eight private rooms (sleeps 2, 12sp a
night) and the common room (up to 20, 8cp). Meals are extra (1sp). The common room is poorly lit,
always smoky, and a place of frequent fights. Thievery is regulated because the Welcomers use this place
as a safe zone. Nat Wyler will hold anything for a fee. Once the slums are cleared, he sells his place and
takes a premium on the new location which was once owned by his family.
Advice: People say if you don’t belong with the crowd in there, don’t go in.
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NPCs: Nat Wyler, Welcomers, Quarrel, Haldan (greedy, sneaky ferret-faced little guy with
goatee who is a pathological liar, will sell anyone out for a beer, tries to con folks with sad stories)
11) SHRINE OF TEMPUS. An altar of black basalt is framed by four pillars supporting a
canopy capped by an icon of Tempus. Carved on one side is the date 1306 DR. The other side is
the charge “Be ever fearless, turn ye not from battle, and conduct thyself by the eternal rules of
war. This place shows signs of construction into a grander building. [Once Sokol and 2 other
cleared, finishes into a fort-like building with tight corridors. Blood of dueling warriors left to
soak on the floor, providing a coppery smell.]
Advice: Tempus is a war god who cares not why you fight, only that it is done with
courage and honor.
NPCs: Ernald of Iriaebor, Priest of Tempus (1st level). [When complete, attracts Vieros
Foehammer (CN hm C6), a one-eyed veteran with immense strength.
Services: None. Battle is its own reward.
12) VAHLINGEN PARK. A small grassy field kept surprisingly lush. A few beggars have built
lean-tos in the area. Beggars half-heartedly hold out cups or plates here.
Advice: Not everyone who comes to Phlan succeeds.
NPCs: Rogar the Village Idiot (scraggly red hair as if butcher cut it, drools, never
bathes. Believes he accomplishes the PC’s heroic deeds and wanders the town talking to himself
about his accolades. Harmless and truly mentally ill, locals take care of him under belief gods
punish those who harm one “touched by the gods.”
13) MOTHER’S BOARDING HOUSE. A weathered wooden house with stone foundation,
mostly occupied by guards and clerks who cannot afford better. Momma Audry Lilybrook sells
mutton stew, rum, hard cider, and a berth on the floor with a thin, often used blanket. There is no
privacy. If one cannot scrap together the coppers, she suggests the Park. She employs orphans of
the town to do chores, and they vary over time as she tries to find them homes away from the
violence of Phlan.
[Secretly some of these children are sacrificed to Bane, most are trained in his ways.] She
currently takes care of three orphans: Everic (10), Philomena (8), and Rober (7). She has records of
sending children Sella (6) and her brother Baric (5) to Impiltur to live with the Weaver family, but they
were instead smuggled off the docks to her daughter’s temple.
Advice: Tis not a pleasant place to stay. If you have another option take it.
NPCs: “Momma” Audry Lilybrook (widow in late 40s with plain look, oily greying hair,
secret worshipper of Bane whose daughter is a high priest.)
Services: Lean gruel, rot-gut, swill, or berth, all 3sp.
14) COCKBURNE’S GENERAL SUPPLY. A long thatch roofed building with raised eaves.
Inside broad tables are piled with tools, manufactured items, and foodstuff. A sharp-eyed grocer
sits on a high perch clutching a knotted cane. This dim commissary sells items necessary for
daily life, only a little of which is food. Copious signs inform buyers there is no bargaining and
thieves will be beaten severely.
Advice: If you need a shovel, rope, a candle, there’s no place else.
NPCs: Ian Cockburne (a hard bargainer but otherwise has a good word for everyone
who comes in, runs the place with his wife Yaera, the cane is from a childhood malady).
Services: Adventuring gear
16
15) EBERHARD’S HALL. An expansive wooden warehouse fortified with dented shields, a low
wall, and spike filled trench. Armed men with crossbows patrol the roof. A crimson banner
depicting two men in combat with one being decapitated hangs above the doors. Though most of
his mercenaries joined the Watch, 10 remain to guard Eberhard’s Hall. The place is clean and
organized.
Advice: First they say to drive the monsters from the docks. Made him first councilman.
Not a friendly man.
NPCs: Ulrich Eberhard, Vilhon Mercenary Corps (10 fighter 3), his grandsons Garlen
and Garven (identical twins age 20 with curly brown hair/eyes, like to complete sentences and
prone to hero worship).
16) NEW PHLAN JAIL. An ugly mass of ill-fitting masonry and warped timbers. This drab building’s
windows are barred and the single door is solid iron. Two watchmen stand at attention on either side of
the entrance. Out front, a wooden platform bears ominous stains. This jail only has six cells and can hold
no more than 30 people. It is not a pleasant place.
Advice: “If you are foolish enough to get caught causing trouble, that’s where you’ll end up. You
won’t be there long, though. Prisoners are either exiled to the Old City or dispatched by the headsman’s
axe.”
17) JUSTICE HOUSE. Headquarters for city guard and fire brigade; this also houses a small courtroom
(which doubles as a meeting room) and the city jail; at one time this was a small temple, used as a
temporary place of worship by priests of Tyr before the old temple was reclaimed from Banite priests by
the original Silver Blades.
18.) NEW PHLAN COUNCIL. A large waddle and daub structure occupying an entire block. It is
cracked and scorched in places, but workmen are busy patching and repairing it. A wide banner depicts a
single black tower on a split field of white and blue. There seems to be no small degree of hustle and
bustle, and streams of runners, scribes, and foremen scurry to and fro.
Inside the council building, a crowded atrium holds surly petitioners seated on benches. On the
far end is a high pulpit, where an attractive but businesslike woman (Sasha) fusses with a long roll of
parchment and several beleaguered assistants. Beyond her perch, you can see dark wooden doors which
no doubt leads to the council chamber itself. All council business must be presented to the Clerk before
the council will consider it. Ms. Kovel is a shrewd woman and brooks no frivolous requests. Council
proclamations are posted on the wall (#LIX, LXIV, LXXVII, CIX).
Inside, the clerk is preparing CXXVI.
Advice: “Yessir, the esteemed and honored New Phlan Council. Listen. That lot runs things here,
and you’ll want to be in their good graces. If you plan on making some real gold, try taking on a Council
commission.”
NPCs: Petitioners, Council Assistants. Sasha Kovel, Council Clerk. Council Members as needed,
Rolf the Welcomer (who is paid on a temporary basis to give tours to dignitaries and promising
adventurers, giving them a taste of Phlan’s promise).
Quests: See Proclamations
Services: Council Business, Passes to exit the Gates (given to registered adventuring companies.
When a company registers, it must list a name, agent, and all members. If Cadorna is in (late afternoon
and night), he will want to meet the new “heroes.” Initially, his plan has not taken off and he is keen to
see something besides braggarts and drunks getting passes.)
17
19.) WATCH BARRACKS A tall building with stone foundations and central open courtyard. There are
four gates, each with a double portcullis. Inside the courtyard, you can see training implements and men-
at-arms honing their craft.
This enclosed compound houses the New Phlan Watch. Each “wing” houses a soldier of a
particular specialty; archers, foot-men, engineers, and officers. Soldiers are rotated into patrols night and
day, and when not on duty, they spend their time drilling in the courtyard. There are approximately 100
watchmen.
Advice: “That’s where the watch is housed. Don’t be fooled – they may wear the colors of New
Phlan, but they are truly mercenaries commanded by Eberhard.”
NPCs: Watchmen. Watchmen Lieutenant, and 4 Sergeants.
20.) URSLINGLEN COMPOUND A walled compound with several domed buildings visible within. The
walls are overgrown with thick ivy.
This estate is the home of Werner von Urslinglen, his family, and his servants. Urslinglen is the
heir of House Jannarsk, an ancient line of merchants and traders. Prior to New Phlan’s reclamation,
Urslinglen lived in Hillsfar with the family patriarch, Gaelon Jannarsk. The compound has two guarded
gates, and 2d10 people are present at any time. Sasha Kovel is a guest of Urslinglen, and she has a suite
of chambers in his compound.
Advice: “That’s where Councilmen Urslinglen lives. He’s the head of the Council and the bluest
of the bluebloods.”
NPCs: Werner von Urslinglen, Hilda von Urslinglen, Sasha Kovel
21.) LAUGHING GOBLIN INN A modern wood and plaster building with stone foundations from an
earlier age. A small courtyard holds a statue of a woman whose head has been replaced with a crudely
painted rock, somewhat goblinoid in appearance. The doorway is covered by a heavy curtain of stitched
hides.
A modest but clean inn and pub, the Laughing Goblin serves three meals daily for 1gp, and rents
rooms at a cost of 1 gp per night per person, or 6 gp per week. This is a popular destination for merchants
and travelers. Adventurers are less common here, though it’s not unheard of to spot one or two. The place
is owned by bondman Corwyn who lets innkeeper Sot handle most operations. The main room here has
twenty long tables and is typically full at all hours of the day and night. An abutting stone building has
been converted into a bathhouse, and is accessible via a guarded door.
Advice: “Home sweet home. Since my fortunes improved I’ve been staying here. The food is
fair, the wine is strong, and the company is unmatched. I cannot recommend it enough.”
NPCs: Sot the Innkeep. Hawk the Merc, Rolf the Runner, Reagal Notesmith, Mud the Fool,
Corwyn, Naomi the serving girl, Vincent the cook,
Salen: Mercenary, salt and peppered haired attractive woman in her late 20s, she leads a
roguish trio called the “Band of Brawn” including Jensena (brawny, handsome, Str 17)
and Gwen (short, slender brunette fond of tricking opponents). She enjoys showing up
cocky men and bedding the ones with some intelligence. In her spare time, she hangs out
at the Laughing Goblin tossing daggers.
Services: Meal 1gp, Rooms 1gp or 6gp. Drink 5sp. Hot Bath 1gp.
22.) SHRINE OF SUNE. A sparkling white marble edifice, with beautiful caryatid columns and a great
carved face of Sune. Inside, is a single chamber lined with pale green marble. Sacred incense burns in a
depressed hearth, beyond which a lifelike statue of Sune sits regally on a gilded throne. The “Temple of
Beauty” is still under construction, finishes when Slums, Sokol, Kuto’s and two other areas cleared. At
18
this point, it will be a grand marble building with several bathing fountains and red-hued stained glass
windows that bathe the temple in fiery shades at sunset.
Seven followers (4 women, 3 men) in green silk robes are present to officiate and provide Sune’s
blessing. A single vial may be filled with holy water from Sune’s font for a donation of 25 gold pieces.
Once finished, Lady Azlea Everheart, a fiery haired lady with a touch of fey blood (CG hf C9) takes over
with 4 lesser priests (3 female,1 male).
Advice: “That’s the shrine of Sune the Lustful – I personally found the ladies to be a little cold.”
NPC’s: Savanastra Annath (High Priestess of Sune)
Services: None
23.) NATURE’S REMEDIES A small stone dwelling, surrounded by a rusted iron fence. The twin
chimneys expel a curious smelling smoke.
Ohlo the Alchemist runs a modest apothecary and potion shop. The darkened interior contains a
bubbling laboratory and massive central cauldron. Ohlo’s stock is determined randomly, but he always
has several healing potions on hand. Custom potions can be created at a steep cost (200% listed).
Advice: “A strange little man lives there. They say he can create magical elixirs, but I cannot
verify this.”
NPCs: Ohlo the Alchemist (“I just make the stuff”), his employee Art Evendale who handles the
sales
24.) MATTEO’S ARMORY A crumbling stone structure with debris strewn lawn. A rusty chainmail shirt
hangs from a wooden post over the doorway, and you can hear the ring of a hammer within. [Once
Slums, Kuto’s Mendor’s cleared, opens shop in Artisan’s district].
Matteo is a half-elf giant of a man, expert craftsman of armor and weapons with reddish black
hair shaved on both sides with a long tail. He believes in a job well done but is slow. He seldom has more
than 1-4 suits of armor immediately available. These are always human-sized. A custom piece of armor
may be ordered from Matteo, but the cost is 150% the listed price, and it takes 1+1d4 weeks to complete.
Matteo can modify or resize found armors, which takes 1 week and costs 50% of the listed price.
Advice: “That’s Matteo’s shop. When he can be bothered to do so, he makes mediocre shields or
mail.”
NPC’s: Matteo the Armorer
Services: 1d4 Armors or Shields (100%), Custom Armor (150%), Refitting (50%)
25.) AYLARAN’S SILVER SHOP A squat stone demesne with thick iron bars over the small windows. A
handsomely painted sign shows a gleaming diamond and a jeweler’s hammer. There are several armed
watchmen lounging near the doorway.
Aylaran is an enterprising silversmith that has expanded his business into banking, gemcutting,
and currency exchange. He does a brisk trade with adventurers who recover items in the ruins. Aylaran’s
shop is securely guarded.
Advice: “Aylaran is a clever sort and he’s got quite the racket here. He offers exchange for all the
platinum phlanars pulled out of the ruins, and he can bank your money as well. He also purchases and
sells gems if you’re the sort that needs it.”
NPCs: 4 Watchmen. Aylaran the Silversmith
Services: Currency Exchange (10%), Gems (150%), Buys Gems, Banking (10%)
26.) PETROFF’S FINE BLADES A round stone tower with a sizable wooden addition. The air here
smells strongly of wood smoke and heated metal.
Georg of Vitkov keeps his deceased partner’s name on the building. A large and most well-
stocked weapon-smith, Petroff’s stocks all simple and martial weapons, including bows and crossbows.
Advice: “Georg kept his partner’s name and is one of the swiftest minds in the settlement. He
deals with a variety of sellers to keep costs competitive.”
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NPC’s: Georg of Vitkov
Services: Weapons (100%), including Masterwork
27.) CADORNA ESTATE A three story stone structure surrounded by scaffolding. Though unfinished, it
is impressively ostentatious. It appears to have a furnished bottom floor.
Cadorna is the most recently arrived of the Councilmen, and his estate is still under construction.
House Cadorna is a relatively young line, who has always had dubious links to smuggling and banditry.
Before the fall, Cadorna dominated Phlan’s textile market. Prior to the return, Porphyrys was a successful
merchant in Selgaunt.
Advice: “Porphyrys Cadorna is the junior member of the Council. His bloodline is not as storied
as the others and he likes to live large. I don’t know much about him, but he pays his servants well.”
NPC’s: Cadorna
Quests: Textile House, Mendor’s Library
28.) BIVANT MANOR A three story marble building with recently restored scrollwork and statuary. A
single gate is guarded by two men-at-arms in violet and silver livery.
This mansion is home to Artur Bivant and his daughter Elissa Bivant and a few servants. House
Bivant owns gem mines in Damara and Vaasa and Artur is an avid art collector. He sits on the Council.
Advice: “Bivant House is guaranteed a spot on the Council, making young Elissa a very desirable
catch to many of the young men around here.”
Quest: Heir of Bivant (kidnapped and to be sold into slavery)
29.) MIELIKKI’S GARDEN An empty and forlorn city park. Pale statues and busts can be glimpsed
poking through the tangled brush. A single oak defies the weather.
NPCs: Kiri Chauk (turmish ranger sees to shrine every few weeks and checks messages in the
grove for the Harpers).
30.) TEMPLE OF GOND. (unmarked, 2 buildings down from #10), Still under construction. “The Gear
and Cog.” Finishes once entire city is cleared. A stone temple with imported marble, chapel with large
rotunda and 30’ tall dome. High Priest Dirina Mornbrow (LN hf C7), a 60yo disappointed more do not
pay proper reverence to the Wondermaker, will oversee two lesser priests and several acolytes recruited
from local townfolk.
31.) JEROMES’ GENERAL STORE. (unmarked, by Port Authority), General goods and he will buy
goods also, dealing as a fence. 5% chance any good purchased is stolen. Jerome of Melvaunt came here
when he became too well known as a thief in Melvaunt. If party gains trust, he will openly fence for
them. Starts on Parkside Gate Road, once Slums and Kuto’s clear, will relocate to Slums per map.
Town Encounters:
Any Inn. Four zealous worshippers of Bane enter the place and begin going table to table,
explaining that the eye of Bane is upon them and a time of a final confrontation is near. Few pay
them any mind (they are commoners otherwise).
Any Inn. The Watch enters on a busy night and goes table to table, looking for escaped criminal
Fidd Dulamin.
Any Inn after Textile House cleared. A dark-haired man in a stylish blue jacket with twin wands
at his belt enters the establishment. He looks around and spots Councilman Cadorna, who is
privately seated. He hands Cadorna something wrapped in a blue scarf (DC 15, a dragonchess
piece, DC 15 more is the “mage,” one of the more powerful pieces). This is Gensor, a 7th level
wizard agreeing to join forces with Cadorna.
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REBUILDING PHLAN
Places to Shop
Unless otherwise listed, once city is cleared, add 1 business every 6 months from the list of ruined ones.
Bazaar, The (ruined, Podol Plaza): Ramshackle tents and sheds where local merchants sell overstocked
and ruined items for a discount, packed during festival weeks and open from dawn to dusk every day.
Opens once city cleared.
Bearded Bard (ruined, Kuto’s): Musical shop selling all but harps and mechanical instruments. Will
search for musical magical instruments for a 10gp fee per year and 25% markup. Also music lessons.
Once city cleared.
Belden’s Cabinets and Furniture (ruined, Kuto’s): Furniture of all types including Suthwood Dining
Table, most beautiful wood for furniture, and wyvern leather products. Once city cleared.
Boot Hall (ruined, Kuto’s): Any footwear can be found or repaired here. Once city cleared.
City Mint (ruined, Cadorna): Not owned by city but commissioned to produce local coinage, religious
symbols, and other metal goods. Once city cleared.
Continual Flame (ruined, Kuto’s): Shop sells candles, lanterns, oil, and custom work. Opens once city
cleared.
Doll’s House (ruined, Kuto’s): Doll shop and kids games. Once city cleared.
Dust to Dust (ruined, Kuto’s): Funeral home that can provide mourners. Once cleared.
Fatted Calf (ruined, Kuto’s): Butcher shop. Opens once Slums, Kuto’s and Mendor’s cleared. Run by
Hal Butcher, a guard retired due to a broken leg that never healed right.
Flying Feet (Valjevo): Messenger service as well as hiring people to shop, deliver meals. In town 2cp
per mile, out of town 5cp per mile. Once city cleared.
Forge, The (Valjevo): Blacksmithing and metalwork, using the original name from old Phlan, will keep
original appearance including signs of battle. Once city cleared.
Gilded Lily (Valjevo): Hats, jewelry, costumes and perfumes. Once city cleared.
Gildead’s Greengrocers (ruined, Kuto’s): Fruits, veggies, nuts, and seeds. Once city cleared.
Golden Crown (ruined, Kuto’s): Moneychanging and lending plus safety deposit boxes. Once
city cleared.
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Half-a-Loaf (ruined, Slums): Baked goods of all kinds. Opens when Slums and all adjacent districts
cleared. Run by Milly and Millard Baker, a pure coincidence on the names of which they joke.
Jack-of-All-Trades by Wollaeger the Chandler (SLUMS). Weird knick-knacks, mostly junk. 1-4
potions, only real 50% of the time and only accurately labeled 70% of the time. Sold ½ price, as is, no
refunds. He lives alone in the slums where the monsters leave him alone as a “mystic.” He will open a
shop once the slums are cleared.
Kordovaraian’s Fine Jewelry (ruined, Kuto’s): Gems and supplier of adventurer insignia from
adventuring companies who retire (60gp and up). The family includes Ambrose (father), Tyvar (son who
assists), and Marla (wife), all experienced in the trade. Once city is cleared.
Lando’s Bowyer’s Supply (ruined, Kuto’s): Elven owned by retired adventurer, a young elf who lost
desire to fight monsters. Opens when all adjacent areas cleared.
Madame Emeralda’s (ruined, Slums): If Emeralda is still alive, she goes into business after Slums
cleared as a fortuneteller and supplier of divination components (nothing expensive). Opens when Slums
cleared.
Nanuria’s Clothier (ruined, Kuto’s): Off the rack clothes at book prices. Once city cleared, keeps
adding nicer clothes, including imported Waterdhavian gowns at 5-50gp and Dancing Dresses (16gp).
Next to Godliness (ruined Valjevo): Laundry and dry-cleaning. Opens after Temple.
Old Washerwoman (ruined Slums): Laundry and dry-cleaning. Opens once Slums and one adjacent
district cleared, by Old Lady Burryn who couldn’t come up with a more clever name.
Pepperland (ruined, Kuto’s): Herbs and spices. Opens when all adjacent districts cleared.
Potent Potables (ruined, Kuto’s): Alchemy shop, owner will buy unusual potions for full price to
analyze. Opens once all adjacent districts cleared.
Silver Key (ruined, Kuto’s): Lock shop and security. Once city cleared.
Slum Market (ruined, Slums): Maze of stalls and booths for the disreputable shopper, given the saying
“you’re more likely never to see the same merchant two days in a row), high rate of pickpockets. Opens
once Slums and Kuto’s cleared. Most items 5gp and below here.
Something Fishy (ruined, Slums): Seafood. Once all adjacent areas clear and Sokol Keep.
Tanned Hide (ruined, Kuto’s):Leather goods of all kinds, sometimes magical. Once all adjacent areas
and Sokol cleared.
Textile House (ruined, Cadorna): Fabrics of all qualities produced. Once city cleared.
Uto’s Books and Maps (ruined, Kuto’s): Books, maps, copying services, blank spellbooks,
globes, and a city map. Uto is a seedy character with poor vision who sometimes sells old maps as new.
Opens once Kuto’s well and one adjacent area cleared.
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Wagon Wheel (ruined, Stojanow): Wheeled vehicles and drivers. Once city clear.
Winery (ruined, Cadorna): Wine and ale production, better grades exported around Moonsea.
Opens after city clear.
Velvet Cape (ruined, Kuto’s): Expensive clothing (no footwear), including the expensive
Chameleon Silk Cape (400gp, Elven cape that adapts color to match anything worn) and ornamental
baldrics (15gp). Opens once city clear.
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OFFICIAL BUILDINGS
Artisans' Guild (ruined): This small building serves as a clearinghouse for members; anyone involved in
any kind of creative or performing arts is eligible for membership, subject to review by the membership
committee (the Guild prefers not to admit people without talent, unless Guild
funds are particularly low); customers seeking performers or artists come here (the Guild
charges a fee for this service, ranging from 1-50 GP, depending on what is sought; these fees
help cover the Guild's overhead, and subsidize its poorer members). Restored once Slums, Kuto’s Well,
Mendor’s Library, and Cadorna Textile cleared.
City Guard Station and Fire Brigade Stations (ruined): This guard station has several holding cells and
room for up to 20 guards. As each ruin is cleared, the council will expand a rotating troop of 6 guards
+2 per district cleared.
Hiring Hall (ruined, Cadorna Textile): Attempts to form a Laborer’s Guild have proven unsuccessful.
Once all adjacent districts and Slums cleared, Guild will take cheap real estate.
Merchants’ Guildhall (ruined, Kuto’s Well): The guild is open to all business owners, including those in
other sections of the city. The guild meets on a monthly basis, renting a private dining hall in one of the
moderately priced inns. Opens upon clearing of Slums, Kuto’s, and 2 other districts.
Sage Advice (ruined, Mendor’s Library): This small building is the headquarters of the Sages'Guild; its
primary function is to direct customers to the sage whose talents best meet needs, at no charge. Once
Slums, Library, Kuto’s, Textile, and one more district cleared, opens.
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TEMPLES
Bane, Temple of (Lyceum): This was once the Great Temple of Ilmater, until it was converted by the
Banites, led by the half-orc Eldara.
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INNS, TAVERNS, AND BOARDING HOUSES
The Basilisk's Gaze (ruined, artisan district): This tavern offers fair-to-medium quality beverages and a
finger-food menu at moderate-to-high prices; it is open late to accommodate theater patrons. Opens once
city is cleared.
Dragon's Breath (ruined, Cadorna textile): This tavern serves simple working man's fare, and a watered-
down house ale; none of the taverns in this ward are renowned for either service or atmosphere. Opens
once all adjacent districts and path to city is cleared.
Frog and Peach (Stojanow): This expensive restaurant serves rather bland fare, but is very popular
nonetheless. Opens once city is cleared.
Happy Hobbit (ruined, Cadorna Textile): This serves a slightly better house ale; there are no halflings
here, and few in the city, and no one here knows why the tavern has this name (a previous owner took the
sign from the wreckage of a tavern in Zhentil Keep). Opens once city is cleared.
Horse's Mouth(Valjevo): This inn is of average quality; it also has a stable, used by both its patrons and
area residents. Opens once city cleared.
Jaded Jester (Stojanow): This tavern offers live entertainment. Once city is cleared.
Laughing Mermaid Inn & Tavern (ruined, artisans): This inn and tavern offers accommodations at
reasonable (book) prices; there is nightly entertainment, including a weekly new talent night. Opens once
city is cleared.
Mendor's Spectre (ruined): This large inn offers moderate prices and a good menu; it is named for the
spectre of Mendor, which once guarded the library bearing his name. Opens once city is cleared and
Mendor driven out.
Paladin's Warhorse (Valjevo): This tavern and inn caters to adventurers (and offers a discount to
paladins; its owner is a retired paladin of Tyr); the decor and menu are plain and functional, and the prices
are reasonable. Opens once city cleared.
Pit, The (ruined, occupied, Podol Plaza): Currently a dive for monstrous humanoids who have looted
enough liquor to sell. Restored as follows once the city is cleared. This tavern is not quite as bad as it
sounds; it offers fair-to-good quality ales and whiskey, and a house wine of average quality (all at low-to-
moderate prices). Decor here consists of cheap furniture, broken weapons (actually made of painted
wood) and a stuffed hill giant's head behind the bar (which does not look significantly less intelligent than
it did in life); the Thieves' Guild may be contacted here; there is usually penny-ante gambling in the back
room, and at least one brawl per night, usually near closing time (the management insists that weapons be
checked at the door, but do not search thoroughly); the Mercenaries' Guild does a brisk business
providing escort service for tourists who have heard that a visit to Phlan is not complete without a trip to
The Pit (the place sells cheap souvenirs which promote this).
Red Lamp (Stojanow): This establishment is arguably the best of Phlan's houses of pleasure; clerics of
Sune are on duty at all times, and customers have Cure Disease cast on them (discreetly) before choosing
a companion (employees have this done at the start of each shift); there are standard hourly and nightly
rates (which include companion, room and bath, a platter of cold cuts, and a carafe of the house wine; the
nightly rate also includes morning coffee and a light breakfast); other rates depend upon what additional
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services are desired; unlike most other houses, companions here do not hustle their customers (the house
is owned by its employees, who prefer repeat business to quick profit). Once city is cleared.
Spendthrift (Slums): This inn has low prices and common rooms only. Once city is cleared.
Stake and Ale (Stojanow): This restaurant serves an amazing menu with something for every purse, and a
fine selection of ales (nothing stronger is available); as the name suggests, the decor is evocative of
vampire hunting; private dining rooms are available (these are almost always booked on weekends). A
drawing of the hero believed to be responsible for the slaying of the Valhingen Vampire is above the bar
and ditties sung to him/her. Once city is cleared.
Sune's Arrow (Stojanow): This tavern, named for the goddess of love and beauty, is Phlan's singles bar,
with live music and a dance floor; the decor is beautiful, but the overpriced menu is nothing to get excited
about; there is no cover charge, but giving the doorman a handful of silver guarantees a better table; be
forewarned that some of the more beautiful customers (of both sexes) are professionals. Once city is
cleared.
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MISCELLANEOUS LOCATIONS
Denlor’s Tower (ruined): Gray-brown structure is the largest and most impressive of the old city
towers. The wizard Denlor claimed it as part of the retaking of Phlan and warded it, but he has not been
heard from for months and is presumed dead. His wards and some dead bodies at the entrance speak to
his traps but what happened to him.
Ferry, Phlan: Larkin Swain, a dark bearded fellow runs the lonely ferry. For 1gp per person, he risks
life and limb to ferry folks. Initially, he is restricted by the Council to only ferry to Sokol Keep. After
that, he can drop off to the various districts as accessible by waterway if they have been secured, except
the Stojanow itself.
Kovel Mansion: Home to Phlan’s Thieves’ Guild (the Welcomers). When the Welcomers have an
internal split, a minority goes into hiding while the majority expands to human smuggling (cause for the
split).
Mendor’s Library (ruined): Formerly one of the finest centers of knowledge in the Moonsea, with
visitors coming as far as Cormyr for research.
Quivering Forest: Cormanthor Elves planted the Quivering forest, whose woods will hasten to
growth with the span of a human generation, no matter how many times it is felled.
Playhouse (ruined): Local theatre, with Center stage (popular plays), Silver Room (local artists), and
Green Room (more artistic plays). Sound proofed. Will reopen 10 years or later.
Stojanow River: Something is horribly wrong with the river, and sailors in the area are quick to
tell it is impossible to pass up the river. The river reeks with a poisonous fume and the occasional arrow
fire from across the river by orcs makes the buildings near the river dangerous to live in. Worse,
sickening mists and fog rise from the river on cold nights brining sickness
Thieves’ Guild (Podol Plaza): Where the survivors of the Welcomers will resume business, accessible
through sewers and the Pit. Non-residents and adventuring thieves cannot obtain a full membership and
must give 50% of any take to practice, with permission beforehand. Once Kovel Mansion cleared.
Just north of Phlan, in the midst of the Quivering Forest, the Barren River widens to form Lake Kuto, in
the center of which sits Sorcerer’s Island. The island takes its name from the long string of wizards who
have made it their home, starting with the Arch-lich Zanakar, the great wizard Rimon, and later an evil
sorcerer named Yarash. It is not known if the island is currently inhabited and no one has traveled there in
a generation.
The waters of the river north of Lake Kuto run clean and wholesome down from the Dragonspines, and
the lands bordering the northern half of the river are exceptionally rich, though they are largely covered
by the Quivering Forest in present days.
The waters of the river south of Lake Kuto are a foul-smelling, gray sludge. Even with its swift flow, the
dark murk of the Barren River never breaks. Strange creatures are often seen coming from the river,
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ranging from giant amphibians, to three-eyed fish, to many-armed, vaguely humanoids, reptilian
monstrosities. Only the bravest and most iron-stomached oarsmen dare to ferry goods or people up and
down the river these days.
Originally planted by the elves of Cormanthor, this copse was mildly enchanted, hastening the growing
season to produce a great woods in the span of a human generation. Though the woods have been felled
on a number of occasions—lumbered, clear-cut, or even burned by dragonfire—it has always returned to
its original form, becoming a light woods within two years, and a deep shadow-filled forest by the end of
a man’s life. Dark shadows lurk between the massive trunks of the trees in the Quivering Forest, and
every attempt to clear a permanent path through that growth has resulted in the deaths of those involved.
Many remains of older farms and settlements can be found in the forest, as well as an abundance of
menhirs and standing stones from the druidic sects that once called the forest home. Rumors abound that
the forest is still guarded by an ancient hierophant. The Quivering Forest is also said to be home to giant
spiders, ettercaps, mischievous fey, animate plants, and a dark necromancer or three.
The wood is the sole source of the rare and precious “Morcant Burl,” a purple hued hardwood.
Located west of the Moonsea, the Dragonspine Mountains are home to red and white dragons in the
higher peaks, and giants and monsters in the lower altitudes. Zhentil Keep, Melvaunt, and Hillsfar all
mine the range, and the infamous Citadel of the Raven stands on the western slopes. The dragons of this
range avoid the Citadel of the Raven, but they freely go elsewhere in the mountains. Fiercely
independent, as most dragons are, they have lairs on peaks and small territories that they defend.
In ages past the Dragonspines were home to a great nation of dwarves, but the stout folk have largely
been driven out by raiding giants and hordes of goblinoids. Today the dwarves are mostly limited to the
far-western reaches of the range, where the Zhentarim from the Citadel of the Raven and Zhentil Keep are
able to keep the humanoids at bay. The dwarves keep up a brisk trade with the Zhents, but have not had
much interaction with Phlan since its fall 300 years ago.
The Dragonspines are home to some geologic upheaval. There are two active volcanoes in the range, said
to be home to both dragons and fire giants, and weak earthquakes and tremors cause rockslides fairly
regularly. In addition, many tales speak of strange magics in the Dragonspine Mountains—magical pools,
ancient ruins, and even portals to other planes in the highest peaks.
This vast stretch of grassland, some hundred miles in width, is largely uninhabited, but relatively safe. No
roads cross this prairie, and those settlers who make their homes in the Grass Sea are generally those that
29
prefer solitude—though as more and more people from Phlan move out into the fertile grasslands, such
solitude may not hold for long. Packs of yellow-striped prairie-tigers or wild boar occasionally attack
travelers, but humanoid threats are kept suppressed by regular patrols from Zhentil Keep (though the
Zhent patrols are themselves a threat to travelers who lack the proper papers and bribes).
Only three settlements of note exist in the Grass Sea. The first is a village of Thri-Kreen. These insect
people keep to themselves, avoiding conflict with the Zhents at all cost. Their hunting parties can often be
seen crossing the plains, but tend to leave humans alone.
The second is a small, walled village of pirates, buccaneers, and other criminals on Stormy Bay in the
Moonsea. The pirates are often harried by the navies of Zhentil Keep, Mulmaster, and Hillsfar, and thus
keep their privations to the northern shore of the Moonsea. Visitors to Stormy Bay are common, mostly
due to the brisk slave trade kept up by the pirates.
The last settlement is a Zhent outpost, roughly twenty leagues west of Phlan, midway to Zhentil Keep
itself. This fortified military outpost has operated for several decades, guarding the northern and western
passages to Zhentil Keep. Patrols from the outpost provide advance warning about adventurers and other
“ruffians” making their way to the keep, and occasionally come to the aid of human settlers traveling the
Grass Sea.
In the past this stretch of marsh bordering the Trask River between Phlan and Melvaunt has been home to
evil liches, plagues of undead, bandit gangs, and monsters of all stripes. The major roads connecting
Phlan, Melvaunt, and Glister all pass through the Twilight Marsh at some point and treks through the
swamp are generally considered the most dangerous leg of any journey between the cities, with caravans
reporting brutal attacks by lizard men on catoblepas mounts, yuan-ti, gargantuan bullywugs, and will-o-
the-wisps. There have even been confirmed sightings of a huge black dragon skulking through the marsh.
The marsh has spread its boundaries slowly over the years as vegetation from the Quivering Forest met
with the seasonal floods of the Stojanow and Trask rivers. Several old keeps, castles, and manor houses
stand flooded in the marsh, with only their spires and battlements jutting above the fetid waters. Long
abandoned by their owners, these sunken dwellings are often warded by powerful, lingering magics and
the fell beasts of the swamp.
Aside from the monsters roaming the area, few other creatures make the Twilight Marsh their home. The
occasional bandit group or crazed hermit can still be found hiding out in the marsh, and it is known that a
large, mostly peaceful tribe of Lizard Men dwell in the northern reaches of the marsh, in the area known
as a the Glumpen Swamp. On the far side of the marsh, at the intersection of the roads coming into Phlan
from Melvaunt and Glister, sits Iniarv’s Tower, a remote temple of Helm commanded by the paladin Sir
Justin Melenikus, that serves to keep watch on the roads and offer healing to travelers beset by swamp
monsters.
30
LORE
Sokal Keep:
An old sailor: That there island was the last point of the city to fall, yessir. Men held out
there fer a month, had some big time priest backing them up. Didn’t help them in the
end. Still, it’s funny none of them nasty little buggers settled in there.
A guard: My grandfather served in the garrison. Got on the last ship before it fell. He
used to tell how Ferran set up some kind of special defense out there. Swore it would last
till the sounding of the Horn of Doom on the last day. Don’t know if it’s true, Martinez
never came out of the keep.
A trader: The old keep held out longer than any place in Phlan, all the powerful people
fled there. But I’ll tell you my brother told me the place is just full of the walking dead,
unable to rest.
An adventurer: Ain’t nothing there. I been out there. Place has been picked over by the
orcs, took everything not nailed down.
Mendor’s Library
A merchant: Ah yes, I remember the library when I was a child. It’s near the Cadorna
house. It had every book you could ever want.
A local: About 10 years ago, some merchant cut a deal for those books. Hauled them up
to the Dragonspine mountains.
Sorcerer’s Isle
A pilgrim: You know, the Stojanow River wouldn’t be in the rotten shape it’s in if it
weren’t for that crazy wizard who lives upriver.
A mercenary: A dangerous place to go. Tis said a powerful band of wights is buried in
some strange powerful pyramid up there. I’d be ready for the dead if I were you.
Zhentil Keep
A trader: Hey, we here in Phlan have got no love of the Zhents. They’re always trying to
expand, and we all know they tried it long ago. I don’t know anyone who’d want to deal
with them.
A local: The Zhents? Yeah, seen them off to the east teamed up with those buccaneers.
Valjevo Castle
A local: Castle used to have a wonderful rose garden, but I’ve heard whoever’s there
now has made it into a dark maze with poisonous plants. And guards.
An adventurer: The whole evil army from old is commanded by a human who’s sold his
own race out. We captured one of the guards and forced him to talk. He said the guy
31
was unkillable because he doesn’t have a heart! It’s hidden in a floating castle miles
from here that no one can reach.
Rumor
1 Far to the northeast, in the midst of a vast swamp, lie the uninhabited ruins of a powerful wizard's castle. MF
2 The monsters are ruled by a band of high level thieves; possibly a splinter group of Fire Knives. F
3 Petroff has a magical weapon for sale to the right buyer. F
4 The innkeep of the Cracked Crown, hides a treasure map inside an empty keg of ale. F
5 Wells throughout the city provide access to network of hidden dens and underground passages. T
6 A Cloak of Many-eyes was stolen from a Red Wizard and hidden somewhere in the slums. F
7 The council doesn’t trust Ulrich Eberhard. No one knows where he came from, and the rumor is that he used to MT
be a pirate.
8 For her 16th birthday, Hilda von Urslinglen received a magnificent jeweled egg. It may be magical MT
9 To the east of Phlan lies a castle of gleaming gold that shifts its location from time to time. F
10 A dragon-god occasionally wanders near here disguised as a pilgrim. Make sure to be polite and offer him T
food and wine.
11 Bishop Braccio of Tyr is the most powerful man in New Phlan. He’s a high level cleric with allies in Cormyr T
and the Dales.
12 A Cormyrean Knight has come to Phlan seeking noble companions and a suitably glorious quest. F
13 A great treasure is hidden along the banks of the northern reaches of the Barren River. F
14 Bishop Braccio is a secret heretic in the thrall of Orcus. F
15 The graveyard is inhabited by a very powerful undead creature. This creature creates and controls the other T
undead.
16 The champion Grimm will pledge his axe to the man who can finally best him in combat. F
17 Braccio represents the whole religious community – Tyr, Sune, and Tempus. It would not be wise to get on his T
bad side.
18 They say a great evil stirs in Vaasa – perhaps it is the work of the infernal Red Wizards. MT
19 To the west live tribes of benevolent insect-men, who worship normal men and give gifts of gold to all who MT
visit them.
20 A jet black hellhound stalks the ruins of Phlan at night. Beware its gaze lest ye be driven insane. F
21 Evil Dragons lair in the Dragonspine Mountains. They use illusions to lure travelers into their caves to slay F
them.
22 Workers discovered a sealed lead casket under a collapsed building. The council fears to open it. F
23 Werner von Urslinglen has the most claim to the Protector-ship – that’s why the rest of the council is allied MF
against him.
24 Oskar the Eagle-eyed dropped dead the other day – many believe that he was poisoned over something he F
witnessed.
25 A master thief has set up a hidden training ground deep in the old city, right under the monsters’ noses. T
26 Momma Lily is not a crone; in fact she’s a beautiful maiden under a curse. Kiss her under the full moon to F
break the spell.
27 Ogres from the Beast-lands are encamped east of Phlan. They have a captive a princess for whom a huge F
reward has been offered.
28 The waters of the Barren River are so polluted, that a cupful will burn through boiled leather. T
29 The merchants of Zhentil Keep have setup a trading base far to the west of Phlan. They say they pay good T
wages for caravan guards.
30 Several bands of adventures have disappeared in or about the cemetery. This greatly vexes the council. MT
31 Buccaneers operate a slave auction out of a hidden camp near Stormy Bay. T
32 We are doomed! I can hear the monsters tunneling under the walls when I lie down at night! F
33 Cadorna is the weakest member of the council. He’s only got a seat at all because of his deep pockets. MT
34 The bones of a wizard or magical creature are useful in making elixirs. Perhaps Ohlo would trade for such MT
remains.
32
35 A tribe of marauders roams east of Phlan. They have been pillaging villages in the plains with the help of a MT
powerful artifact.
36 A few years ago, Ernst the Ferrier won a magical steed in a race. Though I haven’t seen it, I’d wager it’s in F
Phlan with him.
37 Thousands of wild dwarves dwell in the Dragonspine Mountains. They kill and eat travelers. F
38 There’s mounting evidence of a substantial black-market operating out of the ruins, but no one knows where. MT
39 More than a few wizards make their home in the ruins – they either intimidate the monsters or bribe them. T
40 Phlan had once had an order of knights. They defended the northern territories but were overwhelmed in the T
war.
41 The monsters in Phlan are led by a warlord who sacked the city years ago. The warlord uses magic to make MT
himself immortal.
42 The town watch is composed of mercenaries – they are thoroughly corrupt but the bribes are costly. T
43 A black fortress of kobolds lies on the western tip of a great swamp. Normally weak, these kobolds are large MF
and powerful.
44 The greatest treasure in Phlan is not gold nor platinum, but the vaults of rare spice hidden in Valjevo’s cellars. F
45 An ancient Silver Dragon still lives up in the Dragonspine Mountains. The dragon is not evil and will help T
travelers who battle evil.
46 Don’t be fooled the Bishop is not only one in town favored by the gods; the priestesses of Sune have a secret F
high priestess who is twice the cleric he is.
47 Sokol Keep held out longer than anywhere else in Phlan. Lots of powerful folks fled there, but I’ve heard that MT
they all died.
48 Strange pulsing lights have been sighted hovering over Sokol Keep. F
49 Ain’t nothing left in Sokol Keep. My brother went out there, and said it was picked clean by orcs. MF
50 Be careful exploring below the city’s surface – one strong rain and you’ll be trapped and drowned. F
51 The Cadorna Family made their name in the cloth trade. It’s said they buried a fortune beneath their old textile MT
house.
52 Someone in the settlement has been sneaking around at night stealing women’s pantaloons. Soon there won’t F
be any left!
53 The richest family in Phlan was House Kovel. I heard their mansion burned to the ground during the last days MT
of the siege.
54 If you can get it, there’s nothing comes close to Zhentish Steel. Even the elves are envious. MF
55 One of old Phlan’s greatest minds was Mendor the Scholar. His library held every book you could ever want. MT
56 The forces of both law and chaos have their eyes on Phlan – many factions in Faerun have a stake in what T
happens here.
57 A shady merchant company cut a deal with the monsters to take books out of Mendor’s Library. They take F
them far to the north.
58 The sign of the evil one is a blood red comet resembling a fearsome eye. T
59 The river wasn’t always foul - used to be called the Shining Stojanow, but wizards ruined it. T
60 The orcs who dwell on the east bank are well equipped and disciplined. They are followers of an unknown god T
of darkness.
61 Upstream is a dangerous island. Supposedly a band of Wights is buried in some strange pyramid. I wouldn’t MT
go near it if I were you.
62 The so-called watchmen are nothing but criminals who extort and bully the weak and powerless. Eberhard is F
the worst of the lot.
63 Officially, the Zhents are just a bunch of merchants. Don’t believe it – they’re evil through and through. T
64 To increase his power, Porphyrys Cadorna is considering an alliance with the Zhents. MT
65 Zhentil Keep is no menace. All they want is your coin in fair and honest trade. F
66 Hillsfar wants to make war with the elves because an elf tried to assassinate Maalthir. F
67 Valjevo Castle was known for its gardens. The garden has become a twisted maze of man-eating plants and T
poison thorns.
68 The monsters have a brood of captive harpies waiting in Valjevo Castle. When they strike we will be F
powerless to stop them.
69 All the evil in Phlan is commanded by a single villain – a traitor from the old days. He’s unkillable as his heart MF
lies in a distant keep.
33
70 The Cracked Crown has an earthen cellar filled with stolen gold and smuggled Phlanars! F
71 The priestesses at the shrine of Sune prostitute themselves for the glory of their goddess. F
72 Pirates are a serious problem for the Council. If they disrupt our grain shipments, the settlement would quickly T
starve.
73 There is a magic weapon, a relic of Tempus, buried beneath his shrine. F
74 There are humans and demi-humans living in the ruins – some hide from the monsters but many more serve or MT
support them.
75 Eberhard sells his mercenaries to the Council and is getting rich for his trouble. His paychest must be T
somewhere within his hall.
76 Werner von Urslinglen has been replaced by a doppleganger in the service of monsters! F
77 Evarar and Urslinglen are rich no doubt but the man with the cash is Ulrich Eberhard. He pays his men in MT
platinum Phlanars!
78 Pirates try to make a living capturing nobles and ransoming them around here. T
79 Matteo and Petroff hate each other and are the source of rumors about each other’s goods. T
80 The black tower in the center of the city belonged to a long line of powerful wizards. Too bad the monsters MT
looted it.
81 The old city is home to a network of thieves and assassins. They mark their safe houses with a distinctive MF
glyph.
82 When the crows gather above Tyr’s temple, innocents will soon die. F
83 The innkeep of the Laughing Goblin Inn had a father who was a priest of Tyr. T
84 My sources tell me that a great army prepares to march from Cormyr – we’ll soon be subjects of the purple F
dragon.
85 A power mad magus lives in the tower just beyond the slums. It’s said that he animates golems and conjures MF
elementals.
86 The Dragonspine is home to our dwarven allies. I don’t understand why the council will not request their aid. F
87 Many of the monsters in the Old City have their headquarters in camps in the surrounding wilderness. T
88 I’ve spoken with more than a few adventurers and they all say the same thing – the orcs and goblins serve F
snake-men wizards.
89 The most powerful monsters in the city are Ettins, Trolls, and Giants from the Great Glacier. T
90 They say a nymph lives in a cistern or fountain in the ruins. She has charmed a small army of monsters. F
91 If you watch the old city from the wall, you’ll see smoke rising at certain times of day – that’s how the monster T
communicate.
92 Anyone who becomes too successful is assassinated by the council – tied to a rock and dropped in the bay. F
93 A group of degenerates have befouled the old temple – consecrating it to an evil deity – possibly Bhaal. MT
94 Many ancient heroes are buried in Valhingen graveyard. I bet their tombs are filled with gold and magic. T
95 The blessing of Tempus will protect you from the blows of normal weapons. F
96 You may not know it, but the city swarms with spies working for the council, watch, thieves, & monsters – MT
some are double agents.
97 The most beautiful maid in the settlement is Urslingen’s daughter. He keeps her locked up in his estate. MT
98 The waters of the Barren River can cause spontaneous mutation – creating hideous and pitiful monsters. MT
99 Completing missions for the Council will allow resettlement to advance, and secure your favor in their eyes. T
100 If you are ever in trouble, make sure you have friends that can bribe their way to the Council. MT
34
MAJOR NPCS
THE COUNCIL OF TEN (in order of influence)
Permanent Council Seats (unless the family line is eradicated). These families represent the ancient
lineage of Phlan. The rankings were established by financial contribution, tradition, skill, and timing.
1st, Ulrich Eberhard: An ancient-looking man, head of the council at this time. He is mean-spirited and
hard, not likely to win friends but to be feared and respected. He handles most money negotiations and is
a very hard bargainer. Eberhard’s wealth is largely tied up in selling arms manufactured in Melvaunt and
Thentia to the more militant city-states to the south. He hopes to reclaim the old Eberhard Mansion in the
wealthy district. Due to his acceptance of Elissa Bivant as a goddaughter (and later ward), he has
effectively secured himself two votes and an unassailable political position. Until he begins to make
errors, the rest of the Council tolerates it.
2nd, Werner von Urslingen: A middle-aged man who nearly lost an eye to a wyvern, retired captain of
the Hillsfarran Red Plumes and represents their interests in the city. He shares many of the prejudices
stereotypical of Hillsfarrans (disliking both non-humans and wizards of all kinds). If contacted away from
the council chambers, he can offer advice on the actual planning and fighting aspects of a mission.
3rd, Bishop Braccio: The head of the church of Tyr in the Moonsea region and leader of the religious
community in Phlan, he generally has little to say in council meetings. In addition to the political clout
afforded by his station, he has become quite rich off of the parochial holdings of the Phlan bishopric, and
stands to become even wealthier if the old temple and its associated lands are restored.
4th, Karistos Mondaviak: A wizened old man, near to death, but an extremely wealthy vintner and wine-
merchant nonetheless. The Mondaviak family once owned considerable lands along the Stojanow, but
most of Karistos’s wealth derives from his vineyards in Elmwood and northern Harrow Dale. He only
shows up at the most important council-meetings, usually attended by his youngest son Markos (18) or
his barrister Bennudius (who also handles his finances). The heir to his council seat is his estranged elder
son Rudolfo (20), said to be studying alchemy in Mulmaster.
5th, Aldron Folbre: The Folbres, headed by the young and very handsome Aldron Folbre (21), have been
in the Moonsea region for a mere 20 years and are still considered newcomers in some quarters, but they
are very rich and can trade lineage back centuries. Aldron is a serious and ambitious businessman, a
combination that has brought him considerable profits since he took over the family business on his
father’s death. Though some say his wealth is coming too easily, he is a very likeable person and is on
friendly terms with members of both the Mondaviak and Cadorna families. One of his best friends is the
young heir, Markos Mondaviak, and the two are often seen together hunting, hawking, or engaging in any
of the other activities that amuse rich fops.
6th, Umbra Silton: The “platinum lady” for both her hair and setting of the amount commissions get
paid. She has popular support of the council and her husband, who resides in Melvaunt awaiting
restoration of the Silton gem trade (which relied heavily on trade with the Dragonspine mountains).
7th, Marshal Prakis: Formerly of the Prakis family that provided hired security in Old Phlan. He would
have more influence except for the stain of his family being some of the first to flee old Phlan.
35
8th, “Lord” Oslo Evarar: son and young ruler of the Evarar family, which supplies arms. He has little
desire for the day-to-day of the Council and only intercedes when it impedes his business. He wisely
invests and is in fierce competition with Eberhard to dominate the arms market. On the side, he stands to
undermine the Council and seeks to replace it with a single ruler. Unless a better candidate comes along,
he is that ruler.
9th, Artur Bivant: A seat on the council is reserved for House Bivant, the last extant noble house of Old
Phlan. Artur will begin with a spot on the Council and largely defers to Ulrich as Ulrich is his daughter
Elissa’s godfather. At 14, she is the last surviving heir and stands to inherit considerable wealth (House
Bivant owns several gem mines in Damara and Vaasa) when she comes of age (16). As such, she has
been actively courted by both Markos and Rudolfo Mondaviak, and by Porphyrys Cadorna. Artur funds
many of the Council’s rewards. When his daughter is kidnapped, he is killed in the attack. His vote on the
council is taken by Ulrich until Elissa is rescued, and then until she comes of age.
10th, Porphyrys Cadorna: The dilettante son of one of the old families of Phlan, he is the least influential
member of the council. Most of his family’s wealth was tied up in deeds to lands and textile factories in
Old Phlan. While he still holds the deeds, they are basically worthless until the old city is reclaimed—and
he thus has a much higher stake in the city’s success than some of the other councilmen. He was raised in
Zhentil Keep by his father, Eugenia, who raised his son on bitter stories of lost grandeur of Phlan and how
all Eugenia’s future failings were a result. He pushed the idea of hiring adventurers but has yet to see
return on his investment other than drunkards pretending to be heroes.
Appearance: short, gaunt young man of about 26 years of age. His hair is dark black, thick and
straight. His cheekbones are well-pronounced and his nose is sharp and pointed. His brilliant
green eyes sparkle with a keen intelligence. When he speaks, he speaks softly yet his voice is
penetrating. A sarcastic wit and urbane tone give his words impact.
Personality: Outwardly an intelligent but lazy dilettante, at the core venal, grasping, and
obsessed with a return to glory.
The Plan: Cadorna learned through the wizard Denlor the Pool of Radiance is real and
possessed by the “Boss” of the Ruins. His plan is to use then eliminate anyone who might know
of the pool’s location or powers, gain information on how it can be used, and gain enough
resources to take it. First step is to recover the family textile house and rumored lost treasures.
Sokol Keep is the testing ground; only those who can clear its evil will he deem strong enough to
retake his home. Later, he sends his heroes on a mission to the Library to recover lore. Once he
has that lore, he decides he can claim the Pool and needs to dispose of the others who might know
about it. He tries sending the party on dangerous missions, assassins, and a bogus mission to
Zhentil Keep’s outpost. Eventually he will have enough power to take over the council and
declare the party criminals. If his corruption is unveiled, he will flee and attempt to take the Pool,
or eventually leave to take it anyways.
Gensor: When Cadorna restores some of his fortune, Gensor is hired as his personal bodyguard,
advisor, and wizard. Gensor prefers the secondary position, safer to be the voice advising than
the head that rolls if a bad decision is made.
Sasha Kovel: the Herald of the city, a young woman, shortly cropped blonde hair, with the
brown robes of office. She is the intermediary between the Council and adventurers. All
36
commissions and questions go through her. She traces lineage to the old Kovel family and views
this “adventurer experiment” as a predestined failure only suited for maniacs and those too tough
on luck to get real employment.
Sot: Barkeep and owner of the Laughing Goblin. His grandfather was a cleric of Tyr who
served on Sokol Keep around 1290 DR, and passed down his holy symbol, on which are written
the word Lux and Shestni. Sot collects rare liquor bottles and displays them behind his bar.
Tyranthraxus (“the Boss”): a possessive evil spirit drawn through the Pool of Radiance to
possess those who bathe in it. His current host is a bronze dragon that was misled by his agents
to believe it a pool that would grant it understanding of the universe. His goal is to enslave the
realms to his whims. He has found willing lackeys in the weak-willed goblinoids of the region
and has bent them to conquer. The resurgence of New Phlan has set his plans back. He is one of
the seven primordials (dawn titans, primal god-like figures before there were the ordained gods
over spheres), forced to bow before Bane. Because of his possessive abilities, he is known in
several cultures. He is vulnerable to the three artifacts: Blade of Lathandar, Gauntlet of
Moander, and Helm of Dragons. The original lost seven gods include him:
1. Maram of the Great Spear
2. Haask, Voice of Hargut
3. Tyranthraxus the Flamed One
4. Borem of the Lake of Boiling Mud
5. Camnod the Unseen
6. Edranka
7. Torath
37
FACTIONS
The Watch: Phlan’s militia, traditionally wearing chain with blue trim, dark blue cloaks, and
bearing clubs while in town. The Watch is both police and military.
The Black Watch: the elite branch of the watch responsible for tracking down
dangerous criminals. Wears black with emblem wolf’s head on steel shield.
Welcomers: thieves’ guild, they cut some portion of an ear contrary to rumors they cut off an
entire ear for membership. The guild is tolerated by the citizens as it tends to do more smuggling
and recovery operations than actual petty larceny.
Evarar Trading Company: wealthiest of merchant houses, deals mainly in arms. Olso Evarar,
a 22 year old art collector, has recently returned with hopes of restoring his family’s estates and
warehouses in the Kuto Well district. He lives with his wife Padele, infant son Edmund, and is
assisted by childhood friend Drengle Harte, company secretary with a photographic memory for
numbers. Family crest is a gold coin being retrieved by a golden-mailed hand on black
background.
Zhentarim Embassy: Envoy Joran Alberach represents mercantile interests of the Zhentarim
while assuring the Council the Outpost to the West buffers the monstrous bandits, kobolds and
others, that roam the plains. He is opportunistic, a lover of dragonchess, and a dabbler in
alchemy. He spends an even portion of his time in an apartment in town and the rest at the
Zhentarim outpost. He seeks a treaty for military assistance by Zhentil Keep in exchange for a
permanent garrison and trade rights. He also has interest in the Pool of Radiance thanks to
rumors from captured monstrous humanoid fanatics.
Black Circle Mercenaries: A branch of the Black Circle organization which provides magical
assistance in mining to the North. Cadorna hires these skilled warriors to advance his interests
once he has a fortune.
background.
38
THE COUNCIL OF TEN
Currently positions are guaranteed by family name. The #1 position is Mayor and holds a tie-
breaker vote. If Werner is backed by the party, positions will be voted upon when the populace
feels change is necessary or a position becomes open. Voters must be 10 year residents, clean
record, with public oath of loyalty to city. A higher-ranked Council member chooses his cases
and schedule.
Power of Judgment (Individual) - Ultimate judges of the City. They can exercise this right, or
collectively select men and women of good standing to serve as Judges by passing them the Judicial
Crest. Because of the many other duties of the Council, the common practice is to pass along Judicial
duties in all but the most important of cases. Once a Councilor makes a ruling, the ruling is final, unless
the Council as a collective chooses to overturn the decision with a majority vote of the top 5.
Power of Amendment (Collective) - A unanimous vote amongst the top 3 of the Council can result in
the amendment of the Laws of Phlan. It is important to note, however, that the bylaws of the Council
forbids the altering of the basic principles of the law set by the original Council of Ten, and the law books
can only be amended and not rewritten.
Power of State (Collective) - As a collective, the top 9 of the Council may establish any foreign or
internal conditions for the city. This includes declaring war, negotiation with foreign powers, declaring
martial law, states of emergencies, etc. A two-thirds majority vote is required.
Power of Budget (Collective) - As a collective, the Council is permitted to vote on the use of excess
funds collected from taxes after necessities are accounted for.
Power of Command (Individual) - Each Councilman serves within the Watch as an active rank below
that of the Oversword. They can issue individual orders at their whim to any equivalent rank of Officer
and below. The Oversword appointed by the Council has the power to overrule any order given by a
Councilman. The Council as a collective holds the power to unseat the Commander, however.
Power of Investigation (Individual) - Councilmen have the individual right to organize task forces and
committees to investigate conspiracies, crimes, and anything else they desire.
Power of Unseating (Collective) - Just as the people can call for votes of no confidence to unseat a
Councilor, Councilors can also be unseated by a unanimous vote amongst the Council. Removing
influential Councilors through this method can be near impossible, however. Only a higher ranked
councilor can move to remove someone, and the #2 and #3 must both agree to call for a vote to unseat the
#1.
39
QUESTS
The co-owner, Corwyn, arranges meetings with fences that can move his partners’ stolen goods
within the city. At least half of every day is spent either meeting with contacts or traveling down
to the caves to check on the kennel and any goods stored there. Ever since the slaves arrived,
Corwyn has spent less time in the caves and more time tracking down potential buyers. His
nerves are frayed and he hasn’t slept much, since getting caught smuggling slaves would
certainly mean the gallows. To make matters worse, some of the slaves have gone missing. He
believes one of his men secretly sold them himself, but won’t start questioning his crew until the
rest of the slaves are long gone. He can be found at a corner table several times each day and
night, furiously negotiating with the lowest of Phlan’s criminals. He’s too distracted to notice
snooping PCs, but that’s why he hired a pair of local toughs (thugs) to keep an eye on anyone
new who comes into the bar. At least one of them is here at all times, and they eavesdrop on
unfamiliar faces, including the PCs. If they sense anything strange, the two will follow the PCs
once they leave the tavern, possibly confronting one or more if they catch them alone. There are
several possible clues the PCs can pick up by staking out the tavern:
At one point a man dressed in sailor’s garb emerges from the back of the tavern. A DC 13
Wis (Perception) check reveals that the man never entered through the front door. He also
tracks wet, red mud onto the tavern floor. A DC 10 INT (knowledge geography) check
identifies this mud as coming from the Moonsea coast.
A PC who reads Corwyn’s lips DC 15 INT can catch several key words and phrases:
“slaves,” “keeping them in the cavern,” and “not going down there until there’s a buyer.”
One of the possible buyers gets angry at Corwyn for trying to sell him “cursed goods”
and storms out of the building. Corwyn sends one of the thugs to follow the man, but
instructs him to just put a scare into him.
Corwyn slips down to the cellar twice a day for an hour and then returns with nothing,
tracking in the same red mud as the sailor.
40
1. Common room. Outside stairs
leads to 2nd floor where 4 rooms (2
beds, can hold 4) can be rented.
2. Kitchen w/built in bread oven
3. Barrel room. A trapdoor covered
by an unlocked chest (contains
handful of weapons for staff when
trouble breaks out) leads to a shaft
and tunnel (#5).
4. Loft. Ladder with trick rung
(makes noise to alert anyone in
tavern), Corwyn sleeps here.
Below serving girl Naomi sleeps
on a cot. Cellar entrance here as
well, lockable from inside. A
ramp for barrel rolling fits over
the stairs beyond.
5. Clay room with rugs to hide
tracks, tapestry over south to hide
tunnel, and falling brick trap over
entry.
6. Storage. (a) is dried goods, (b) is
naturally cooler, meats and
cheeses.
7. Ale & wine, one cask holds
Corwyn’s personal treasure (12
small silver trade bars at 3gp each).
8. Passage blocked by two locked portcullises and goes for a mile before ending in pirate
caverns.
9. Dog pens and trainer. 4 Mastiff p332 currently in pens. Move action to release, and they
know Orc command “kill.” Chork (half orc warrior, use Guard p347), carries 15sp
silver dog whistle) tends to them. If barking persists more than 3 rounds, other pirates
know something is wrong.
10. 2 pirates (Thugs p350, 1gp and 6sp each) and 1 Mastiff (max 9hp) watch a dozen
prisoners (all human, 6 male, 3 female, 3 male children), each with the same blue tattoo.
They are nervous, believing the tattoos a curse, and only know they are to guard this cave
by Corwyn’s orders. At least once a day one of the slaves enters a state of catatonia,
wandering around unresponsive. The slaves hail from various regions and have been
locked in holds for so long they don’t know how their captors are. Two days ago four of
them were sold off to a man in black robes. They don’t recall how they got the tattoos,
which are blue, appear to move, and appear like a rising flame.
Corwyn knows he was paid by one of his usual contacts, a pirate, to hold the slaves in his
cave until sale commenced. He knows nothing about the tattoos other than being instructed if a
tattoo faded, he was to sell those but not before.
41
The slaves have no memory of the tattoos but none are original. They don’t recall going
into the catatonic states but each can attest to seeing others. They can also say the tattoos faded
on some, who were then sold.
The tattoos were placed there by Theoderus, a rare shield dwarf wizard cast off from his
clan. A Zhentarim agent convinced him to participate in magical experiments which injured
several of his clan. They then coerced him into service, most recently to administer a ritual that
he has never tried before and well beyond his normal skill (that put these blue tattoos on the
slaves). He pretends to be a metalworker in Phlan with the job of acting as eyes and ears for the
Black Network. With the reputation of being the only one who knows how to place
enchantments on weapons in town, he has a very secure position. (Although a Wiz 5, he
memorizes no offensive spells and panics at the sight of a dagger). If anyone asks about the
tattoos, he sends 6 bandits (p343) to find out what the party knows. They are loose-lipped about
their employer.
If Theoderus talks, he gives up his connection to the Black Network. He knows the ritual
scrolls were beyond his power and he is lucky he didn’t burn out his magical skill. He does not
know what the tattoos were for and was not allowed to observe the results (a precursor to Curse
of the Azure Bonds). He offers to flee the city (and relocates to Zhentil Keep, advising of party’s
interference). Theoderus’s apartment has little of value, but the party can liberate 6gp in loose
coin.
The Zhentil Keep ambassador will make political arrangements to have Theoderus
shipped out if he is imprisoned.
42
Serial Killer (town, 1st)(100xp):
Serial killer Crimson (called such because the few surviving eyewitnesses to any of his actions
said he would display a glowing red light from his hand before killing) has been killed by the
Company of the Axe and Council wants to make a showing. The half-orc Eldara, a servant of
Bane and master of the Temple of Bane, plans to steal Crimson’s body and revive him as
something more powerful. Her mother, Audry Lilybrook, is a human in town who leads a secret
cult of Bane while otherwise maintaining Mother’s boarding house and worshipping at the
slaughterhouse. Audry willingly mated with an orc. Her daughter can pass as human with
makeup and headgear (tall, pale, slender, prefers dark lacy robes, short black hair). Eldara had
given an assassin named Malric (from Hillsfar originally) a cursed gem to kill a nosy guard. The
gem created a thirst for murder and has been reclaimed by Eldara (by the hearse driver) who
plans on giving it to another. She has left it in town in care of her mother.
Council offers to hire outsiders to keep peace during the funeral as locals, fueled by fury, may
disrupt the cremation.
Hearse with Crimson followed by hearse with Lars Tannerson, last victim and deceased
commander of the wall guard. Crowd follows until stop near stack of oiled wood. Heavy fog
blankets the square. Tannerson’s son, Aloin, has torch in hand. Bell tolls for each of town’s 12
victims. 400 men and women crowd in. When Constable Pardesh gives word for 4 pallbearers
to move Crimson, Eldara strikes.
She forces a robed human zombie (p316) to unveil and attack, then flees to her temple while her
raven goes to the rendezvous point. Hearse driver (paid by Eldara) heads away at 60’ (double
moving) for the town’s slums. In back is another with a crossbow (+3 attack, 1d8+1 dmg), and
two others are along the escape path to delay any pursuit. 4 Cultists (p345). The panicked
crowd takes a DC 10 Str (shove through) or Cha (convince) to get loose, anything failing by 5 or
more means prone and take 2 damage from trampling.
At wall (takes 9 rounds to get there), sally gate is open, held by 2 cultists and 2 dark acolytes
(p342). Plan is to carry body out (to Bane temple), swap with another, and flee as hearse driver
abandons somewhere in the city. Cultists fight to the death and each have Bane’s symbol
tattooed between shoulder blades.
If stopped, Constable Pardesh takes control and body burned in the hour. If not, the hearse is
recovered and the body identified by the Company of the Axe as false. Riots break through town
over disappearance, the Council and Mayor promise a swift investigation and quick retrieval
(while blaming one another for wanting to make a big show). Guards are indifferent to a ghost
chase if the body was found.
Bishop Braccio warns that the Banites could turn the malignant killer’s spirit into a powerful
undead. He suggests the party look for the murderer’s hideout, which he must have had, for
clues. Otherwise, if the body would be taken anywhere, could be the Temple of Bane deep in
enemy territory, a deathtrap for most adventurers.
43
Local slaughterhouse run by the Sawfish Boys was the hideout, owned by Audry Lilybrook.
Most of the murders took place near here, and a nervous vagabond (for some coin) saw “those
Sawfish boys been sniffin’ around ever since them bodies started showing up!” The Sawfish
Boys are brothers, the Anderhoff brothers (Vander, Parne, Torkan, and Kinto (all Thugs), they
appropriately cut up fish and whatever livestock is shipped in). Vander is the obsessively clean
brother who becomes angry at the slightest accusation, asking them to leave. In a false bottom in
his desk drawer is a red ledger that tracks sums of money. Someone with skill might notice last
3 months regular gold payments, named things like “rent received” (they don’t rent property) or
“disposal fee.” He tries to lure party to basement to be ambushed by Parne and then hide bodies.
44
#5, stairs. #6. Meat locker. #7. Storage room where the brothers have bizarrely hung animal
bones in artistic designs.
#8. Chamber of Knives. Cutting tools here and Kinto most often found here where he’ll try to
Stealth at +6.
#9. Cattle Pens. #10. Storage, some dried jerky is marked for Audry’s Orphanage.
#11. Rendering Vat where byproducts are separated for use in other industries.
#12. Rusty elevator. 2d4r to lift with two operating, 3d4 with one. Makes a horrible noise.
#13. Slaughter line, Torkan found here often.
#14. Sanguination room to drain blood, drain in floor goes to the harbor. #15, Carcass room.
#16. Elevator. #17. Refuse pits. Parne usually here, they use green slime to dispose of refuse
and he will try pushing someone in one vat for 2d6 per round. A trench with chain to undo the
block connects the vats to the furnace (which is how they keep the green slime from growing too
large).
#18. Kitchen. #19, empty hooks with old bloodstains.
#20, trophy room. Piles of bloody clothing and charcoal drawings by Vander of victims are kept
here.
#21. Makeshift wooden altar with the black hand of bane drawn on it and candles always lit.
Audry Lilybrook (LE use Cult Fanatic (p345) with no armor) and 2 zombies. She has 2 vials of
antitoxin on her.
If Eldara thwarted, she uses Vander and Kinto to try and lure to slaughterhouse (Vander indicates
he heard about them, strange noises, thinks cultists might be sneaking into their workplace). If
exposed he confesses the cultists threatened his life, knife to the throat and conduct rituals while
paying him. This is true: he and his brothers take the coin gladly but are not true believers.
If cleared, Bishop Braccio proclaims the party local heroes with a 50gp reward and locals will
offer jobs, positions.
45
FACTION QUEST: Warehouse Shipment (1st)(40xp)
Werner/Alrem: My friend William Daryl of the Moonsea Merchant’s League has a particular shipment
that is held up in customs and need it to be delivered. He doesn’t care what you do to get the crate
released, just make it happen. The harbormaster was told anonymously that the shipment has illegal
necromantic components and William insists that is false, that there is only some expensive ceramic
pottery recovered from a former patron’s house in the city. He suspects sabotage. Bring the saboteur to
justice.
Quarrel: William Daryl of the Merchant League is about to be in debt to us. Get his crate out of customs
and remind him he owes me. If you find it was sabotage, try and learn who and we’ll deal with it from
there. (she will want to blackmail Art rather than turn him over).
Inside, the party can examine the crate. If any guards are asked, one of them got sick from direct exposure
and had to be taken to the Waiting. The party can get a sample as well as blood from someone who was
injured and the work schedule of the guards.
The substance was placed there by a bribed guard, who was paid by Art Evendale as revenge for
William taking advantage of a business opportunity in Hillsfar, leaving Art penniless (in his mind) and
forced to work for crazy Ohlo. Art also paid for the sick guard’s services and the Waiting will have a
record of that.
The work schedule leads to available guards except one (Martyn), who was out sick this morning.
The other guards can advise which barracks he resides. At the barracks, his comrades mention he was
acting weird after taking a side-job for a merchant of potions. The guard has skipped town, however, to an
unknown destination.
Art if confronted will not admit any crime, though Intimidation DC 15 may get him to reveal
there is a lot of tension between him and the League. His employer, Ohlo, is confused about the whole
matter but simply states he fills the orders sent to him by Art who gets them from the customers.
If Ohlo’s shop broken into, Art has letters in the office in a drawer, a nasty set of exchange with
the Merchant’s League. He also has a letter from a guard demanding a cleric, saying he wasn’t feeling
well after touching the substance. If no cleric was sent, he’d reveal the deal.
Even with the evidence, Harbormaster Barth may not believe them. (Diplomacy DC 15, possibly
Deception). If Art is implicated, he protests he meant it all as only a prank and no harm. The Council
subjects him to 10 lashes and a substantial fine. The party’s sponsor awards them 10gp each.
46
SLUMS
Sasha the clerk summarizes the issues with the slums, a description that sounds like she’s said it
before. There’s little confidence in her voice that suggests you’ll change anything about it.
“Someone or something is recruiting mostly goblins and kobolds to infest the slums; they seem to
replenish their numbers as quickly as anyone can slay them.” If asked more: “Without a food
supply, they engage in cannibalism some say. I wouldn’t be taken prisoner if I were you.”
The Gate guards at the Parkside Gate Road require a council pass before anyone can pass
through the gates. If the party has none, they chuckle at the naivete and note that Sasha hands
those out. Once squared away, they take down names and warn them that the gate shuts at
sundown and opens for no one. The Slums consists of mostly collapsed and burned buildings
with many built on stone foundations with wooden construction above. The main landmark in
the Slums is a cross-roads known as the Square with a large dry fountain in the center (by
Jerome’s).
Street and Ruin Encounters: To clear the Slums, the party must wipe out White-Eye at the Rope
Guild. Each intersection or building explored will have an encounter from below. If cleared, the
encounter list will renew each hour with #6 (goblin warband) as listed below. It does not renew
if White-Eye is slain.
The area before the gates has been cleared of debris and crowds, the ruined buildings beyond the walls are
painted with goblin religious scrawling, refuse, and waste. You hear the occasional scream echo, howl of
a feral creature, and far-off clash of metal on metal.
Event: Two humanoids are dragging a pair of bodies from the street to a side alley. They flee to the alley.
Judging by the accumulation of flies and the lack of valuables, it looks as if the bodies had been lying
there for several hours, stripped of any valuables, a young man and woman killed by sharp objects,
perhaps spears. The creatures that pulled them out of the road are best described as ‘whats’—vaguely
humanoid, they wear billowing, thread-bare robes which do little to hide their misshapenness. One has a
severe hunchback, which helps to keep his face hidden in the folds of the robes, but his exposed feet are
grotesque, the left is tiny and turned inward, like a child with a club-foot, the right looks like a bird’s
talon affected by a severe pox, his hands are wrapped in strips of rag. The second’s head is uncovered,
revealing a horrible, bloated mismatch of parts—one ear pointed elf-like, the other large and fan-shaped,
a large porcine nose, differently sized eyes of a color that resembles urine, the vestiges of a third eye
slightly off-center in the forehead, a mouth filled with bleeding gums and smattering of oddly-angled
teeth, and a few loose strands of straw-colored hair over a lumpy cranium.
The two creatures both bow deeply, the better to hide their faces, and hold out chipped wooden bowls to
you, as if expecting some recompense for the service. [These are Urg and Fird, mongrelmen (treat as
commoners with +6 Stealth), experiments from Yarash who only know they live here. They make a living
(and con game for adventurers) carting away the dead and sometimes the monsters pay them rather than
beat them. Otherwise, when they see fresh faces from Phlan, they drag the same body out and repeat their
actions to clear the streets. They speak very broken common and have no desire to help the party in any
way. If intimidated, they reveal they spend money in the slums and salvage leftovers from Chief White-
47
eye, who has taken over the rope guild. They know he has an army. If the party spies on them after
leaving, the mongrelmen replace the body.]
Event #2, screams ring out: from a few blocks away, high pitched.
[If closer] takes near Madame Emeralda’s, The screams, now clearly identifiable as female,
though weakening and interspersed with sobs, appear to be coming from inside a long, low stone
building to your left, one of many that mark the perimeter of the old market square. To your right
is a fortune-teller’s stall, a triangular sign with the traditional palm symbol identifying it as
“Madame Emeralda’s” in common. A brightly dressed old woman leans against one of the tent
posts, arms crossed, staring dispassionately at the closed door of the building from which the
screaming emanates and looking at you with a raised eyebrow as if to say, ‘What can you do
about it?’
The door swings open easily, looking as if it was closed in a hurry and not latched at all. Inside
you find what appears to be a warehouse, with many boxes piled around, and a small gang of
orcs, six in all (p246), in various states of disrobement and disarray. Only a few are armed,
though many weapons lie about on the floor in easy reach. A human girl, perhaps in her mid-
teens lies naked on the stone floor. She looks severely battered, her face a mass of bruises and
her nose askew, and is being held down by a particularly large orc who is forcing himself on her.
The other orcs stand around, grunting “Ebe! Ebe!” presumably cheering him on. Judging from
the amount of blood on the ground, he is not the first…
[Two orcs are armed and armored, 1 is armored with weapon at feet, and 3 are unarmed and
unarmored with weapon tossed on the far side against a wall. The orc’s weapons have been
painted on the shell guard to resemble a black gauntleted from which green rays emerge, sign of
Bane. (religion DC 11) : These are religious fanatics from the Temple and the markings show
them as favored. The orcs have 1gp and 6sp apiece].
The warehouse is 50’ long and 20’ wide with barrels and crates scattered intermittently around
for cover. The girl is Tiana, she was one of a trio calling themselves “Goblin’s Bane.” The others
were Jameis and Winn, a brother and sister. The three came from Hillsfar for glory and had
training in the local militia. Tiana has a twisted right knee, broken bones in her left arm, and has
lost a lot of blood from the vicious rape.
1. An intersection ambush at a square with once-ornate fountain that had a statue at one
point but now only a pair of feet, broken off at the base, and three, large nested bowls that
could have held water. A barricade is placed across the far entrance to the Square where
some goblins are gathered around something on the ground. [4 goblins (p166) have
ambushed Lord Janos Mezaros, a dark-skinned, heavy-set Rhennee (gypsy) around 60
years of age with grey-black streaked hair. His retainers, three other Rhennee men about
half his age, lie dead. The rest of the goblins have moved on to report the victory to their
leader, White-Eye, and these are debating whether to eat Lord Janos, who was knocked
unconscious.][80xp]
a. If saved, Lord Janos will thank the party and invite them to his apartment in
Phlan. He explains he is into “banking” and “loans,” and setting up shop in
Phlan is his new investment. He will treat them to a fine meal and introduce them
48
to his 3 wives, Annetta, Villi, and Amalia (who is not present and instead at the
Cracked Crown flirting.)
b. Lord Janos laments he has lost his hereditary weapon, his “blade of chaos.” He
claims a sultan of Anauroch gave it to him.
c. If asked why he was here, he (lies and) says they misjudged the dangerous nature
of the Slums in an attempt to do their party in clearing it. In reality, he was
attempting to reach Norris the Gray and expand his network past the Welcomers
and local smugglers, but the monstrous humanoids will have nothing of it.
2. 2 hobgoblins (p186) arguing over a scroll tube. The scroll has Cure Wounds x2.
[160xp].
3. 6 Kobolds (p195)marching proudly chanting in Draconic of their victory over the
squishy man monkeys (night only).
4. The ground shakes as a sinkhole gives way under the party’s weight. A swatch 10’ deep
in the center, 5’ at the ends, 20’wide, 40’ long opens up. [DC 15 Dex to avoid knocked
prone, animals may panic]. Bones stick out of the debris as they have attracted the
attention of a giant centipede swarm (4)(p323) The bones belong to a dead traveler,
with rotting bedroll and pack, 22gp and 3 vials of oil along with a Potion of Healing
(2d4+2).
5. The party comes across a rag-clothed human body on the ground, stabbed to death
recently. There is nothing of interest on the body, if the party lingers to examine, DC 12
Wisdom notices a horde of misshapen humans sneaking up in the rubble.) The
“abnormals” as they call themselves mistakenly believe the party has killed one of their
own (goblins recently pegged him and moved on). Led by Garm, the 20 abnormals
(armed with stones, sharpened sticks, and rusted tools) attack (commoners, p345). Garm
has liberated a Potion of Healing that he intends to sell and knows nothing about but
otherwise they have nothing. If they suffer 5 casualties, they rout, and each flees if they
take even 1 damage. Two of them will try running with a large bag that has movement
when left still (a bag full of rats). The abnormals are cannibals and little more than feral
animals who have survived here despite the monstrous presence. They know little than
they avoid the monsters and the name White-Eye gets said a lot.
6. An attack squad of 1d4+4 kobolds or 1d4+3 goblins (renewable up to 15 encounters if
White-Eye lives).
Madame Emeralda’s: Various trinkets and talismans hang from this ancient shack, with some goblin
skulls as well. The area before the door is swept clean and a small chimney lets forth some smoke. [The
unlocked door leads into the cramped living space of Madame Emeralda, a revered shamanistic
fiRhenneee in the Slums. The beggars supply her with a constant line of food (mostly rat and fungi). The
crone is ancient but sharp-eyed, with few functional (but sharp) teeth. She sleeps on a burlap sack tossed
near her cooking cauldron and tosses her waste out the side window. The beggars also keep her supplied
with wood taken from old buildings. The goblins fear her and give her a wide berth. Emeralda offers to
tell the fortune of a party member for 5 copper pieces and she does not make change.] When Emeralda
takes the coin and tosses them into the cauldron, she lays out her Tarokka deck, elaborately decorated
and thick cards.
Draw #1, who you are.
#2, the past
#3, opposition
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#4, the future
#5, friends and allies
The first turned are the lesser decks, this tells us who you are: sword (warrior), coin (rogue), star
(wizard), glyph (cleric). The numbers tell us the true soul (alignment, the evils have been omitted for PC
purposes)
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would not be
burned
Master Ultimate warrior, Rogue, the need for Wizard, a great Priest (as below)
strength personified wealth regardless of the knowledge must be
art used found
One player (Cadorna friend?) should get the 9 of Glyphs, the Traitor. A man with 9 glyphs on cloak,
friend or foe? Betrayal of someone close and trusted, but also a weak leak in the enemy.
Rest should get Master Glyph, the Priest, hooded man with no sign of his body visible, unknown what
force he serves, but an ultimate embodiment of good/evil or law/chaos, no longer a man.
#4 as below:
She finds this ominous that all draws are from the High Deck, which overpowers all and symbolizes the
strongest influences and forces. The future will be tumultuous.
One should get the Darklord, the twisted man with bestial features on a throne. He is the single
individual who controls others, whether armies or a few, and his power is at hand. The interaction of the
two Focus cards will determine whether he rises to ultimate power or faces defeat.
One should get the Artifact, an ornate crown that glows a sinister orange light on a pedestal. There is an
item of unparalled importance to both Foci, whether it be a means to defend one’s self or defeat another.
One should get the Marionette, the plain puppet with a crown being pulled by unknown person. Someone
powerful or important is being controlled, whether as an underling, or can be a hidden agenda. Could be
mental domination.
The old rope guild: this is one of the few intact buildings in the area and is made of reinforced
stone. Goblin graffiti gives tell to its inhabitants. The windows have all been shattered and
replaced with boards. [2 goblin scouts rest atop the 2-story building but are lazy during the day,
hating the sunlight. They have short bows and large bells to ring to alert those on the main and
second floor who have windows. Interior rooms or those without will not hear the bells.]
Interior garden: open air and roamed by 1 Worg (p341) during the day, mostly sleeping, and
roaming outside the grounds at night.
Entrance: The main double doors are barricaded, and the interior double doors open with a pile
of sharpened sticks behind which archers wait. 4 goblins are posted here with 1 more on each
wing near the stairs. They use the side rooms to dispose of waste. Most of the time they are
gambling their food rations. The interior entrance opens up to the 2nd level. Any battle alerts the
chief at the top who has his elite fire arrows for any who linger.
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Downstairs: the goblin caster Grivank (goblin witch doctor, use acolyte stats p342). He
prepares for battle with minimal notice and will take 5 rounds to make it from basement to top
level.
Upstairs: Chief White-eye (Goblin Boss, p166) resides here with his harem and elite guards.
Four female goblins are non-combatants and handle his cooking and limited cleaning in addition
to more feral duties. White-eye is blind in one eye, but it does not limit his strength. He has 4
goblin guards and a hobgoblin advisor who does not fight. The hobgoblin tries to flee if any
elite or the chief are slain. He is a brainwashed envoy who babbles “power to the pool!” having
been dominated by the Boss. He is here to make sure White-eye keeps the humans in line and
keeps this so-called adventurer plan a failure by intimidating all who try to clear the Slums.
White-eye has a collection of treasure gathered from prior adventurers.
Potion of Healing x2
Magic Weapon (Lord Janos “blade of chaos”). If offered back to Lord Janos, he declines
stating the sword has been nothing but trouble since his father willed it to him. (if asked
about his sultan story he shrugs “You know, that sword needs a good story of its origins,
maybe you’ll give it one. My father took it from a wizard thief he tracked to the heavens
themselves.” He then claims he needs a good woman and goes looking for one of his
wives. He will invite the party to drink with him from time to time, although if they catch
the eye of his wife, there will be trouble.
52
53
SOKOL KEEP
Alrem wants evidence on whether the old council had a role in the Keep’s curse, and if there is
no evidence, he wants to create some. Forgery is not feasible due to age, but if one of the ghosts said
something about the folly of the old council, that’s another matter.
Werner wants the party to give a speech at the Waiting to followers of Tyr lauding the courage
of the Sokol Keep defenders to have fought even beyond death.
Quarrel wants the party to spread the story that the keep is still cursed in some way so that
smugglers can use it when needed, to get special supplies into town that most merchants fear to attempt
still.
Sasha cites from memory the mission for Sokol Keep. “The retaking of Sokol Keep is necessary to
establish a garrison to protect incoming ships into the harbor. Otherwise, the monsters take shots at our
boats from shore and if one does not run afoul of rocks, they are dissuaded from coming here by arrow
and rock.”
As you pass the pungent Stojanow river and dull your senses to its stench, you lay eyes on the ancient
towers of the island keep. Much of Sokol Keep lies in a state of disrepair, and once a second floor
overlooked the keep with a lighthouse, long since collapsed. Exposed stones are covered in slime, mold,
and dried salt. Few vines grow, unable to withstand the corrosive water that mists up from the shores of
Thorn Island. The grounds are covered with reeds, rushes, and salt grass, most standing 3’ or taller. The
area is unnaturally windy. The ferryman mutters “I ain’t waiting around. I will make one trip back, at
noon tomorrow. If you are here, I will celebrate your valor. If you are not…well. Just be here.”
The wooden gates are still in place, not functional to block anyone, and one wing hangs erratically.
Before the gates (#2), mostly hidden by reeds, is an elven skeleton (#1), its weapons and equipment badly
corroded, leathers worm-eaten. In a pouch is a crumbling parchment (player handout) with three words
in Elvish: Lux, Shestnik, and Samos… The last part is eaten away. Around the neck is a bronze
medallion, crusted in patina, of two seraphim intertwined.
The walls are 20’ tall and can be climbed. Anyone looking over can see into the courtyard: As you peer
inside, you see a group of six guards methodically patrolling the keep's inner courtyard. When you look at
them for a moment, you realize, that they are undead - skeletons or zombies most likely; one of them is a
little shorter and stockier, like a dwarf, and another one is somewhat taller and has a heavier build, like
an orc maybe, the remaining four guards appear human in size. They all wear rusted armor and carry
shields and weapons. They do not seem to notice you. There is a building in the center of the yard, the
remaining buildings are arranged along the inner walls of Sokol Keep.
Inside the keep, there are a total of 18 undead (3 skeletons (p272)/3 zombies per patrol) that can be
encountered in the compound (#3). 6 wander the front compound, 6 patrol between the storerooms (#7),
remaining in each for 10 minutes before moving, and 6 patrol the barracks (#8), staying 10 minutes in
each. Uttering the word “shestnik” will keep the undead from attacking. After room #13, “samosud”
will keep them from attacking.
#4. Stables, rotting building with weeds and fungus growing in darker corners.
#5. Granary. Small bare-earthed floor, covered with a thick growth of fungus. A DC 15 Herbalism
check will reveal the fungus has psycho-affective benefits, calming nerves and suppressing basic fear (for
24 hours, +2 fear saves).
#6. Smithy, collapsed and rotting blacksmith’s shop. A broken hearth and bellows dominate the back
wall along with a smattering of crumbling tools. With a croak, 4 hungry giant frogs (p325) attack.
54
Tucked behind the hearth is the blacksmith’s masterwork hammer with the initials V.O. (Victorio
Obenyon, the dead smith).
#9. Kitchen, fairly stout compared to rest. DC 20 perception nets a potion of heroism (This colorless
potion steams as if boiling. Sampling or drinking it causes the imbiber to feel immensely healthy and
robust. Effect: For 1 hour, your hit point maximum increases by 10, and you gain 10 hit points. You also
gain a +2 bonus to all checks, attack rolls, and saving throws. If you use a capability or cast a spell that
requires a saving throw, the DC increases by 2. ) tucked away in a steel vial amongst knife blades and
bits of metal.
#10. Entrance hall, once a grand staircase led to the second floor watch and light tower. The upper floors
have collapsed, and rays of light stream in from small holes. Rubble clogs the floor. At this time, a small
army of goblinoids, 35 orcs and 15 hobgoblins under the command of the orc Hammer-Hate (max hp),
arrives by canoe and attacks the gates. They are under compulsion of the Boss to take the island after
agents informed them a capable group was trying to wrest control. The undead, if any, will engage them
(and the party if they do not speak the password). If they take 50% casualties, they rout to the canoes
heedless of anyone else. If the party is in dire straits, the DM can allow Ferran to raise a patrol of
undead from the grounds. For ease, assume each skeleton kills 1 orc and each zombie 2 orcs and a
hobgoblin.
#11. Once the main armory but now empty wooden racks. Discolored patches mark where shields once
hung and broken weapon shafts litter the floor. If searched, some old arrow heads. The back wall is an
55
Illusory Wall, and beyond are items that have withstood the test of time. Treasury has the Light
Crossbow “Scorpion,” two divine scrolls of Revivify, and the book “The Art of Weaponcrafting”.
#12. Officer’s quarters, destroyed much like the barracks with broken furniture.
#13. Old chapel. Before the main door are two dried husks of orcs, long dead, with rusted weapons
beside them. Salt air has preserved them, their faces twisted into grimaces of fright. Along one wall is a
dusty altar, faint shafts of light come from a weak roof above. If approach altar, a spectre (p279)
(Ferran) appears, a ghostly human with a bald pate and symbol of Tyr around his neck. He says nothing
unless attacked, at which point his face turns into a furious grimace as he strikes back.
If greeted with Lux or Shestnik, he greets back. In a low, moaning voice, the apparition tells his tale. “I
am Ferran Martinez, high priest and commander of Sokol Keep, its final guardian. Identify yourselves,
are you from Phlan?”
(if yes, he smiles and states: “Then the messenger must have reached you with the words! Does your
presence mean the city has been freed from its invaders?)
(if no, then he still states “The messenger did not reach who I expected. Still, do you know the fate of
Phlan?)
(if no, he will state that his duty is not yet done then)
(if yes, then he thanks them. “I return Sokol Keep to the living now and the duty of protecting its people
back to its leaders. I set the spirits at rest. When you pass through the gates one more time, the spell will
be broken. Use the phrase “samosud” for any guards that remain to block your way. [if party has not
found armory, he describes illusory wall]. Be careful mortals, I give you the knowledge I have seen from
this side! The hordes that once invaded the city were led by three unholy creatures, unblessed generals
Tyranthraxus, Edranka, and Torath, empowered by the might of a magical pool. With their powers they
drove a horde forth, united in hatred, to destroy us all. The sage Mendor worked hard to gather records
of our foes, but it was too late, and his library was overrun before we could make use of anything. Now
we are freed, our duty done!”)
[The haunts at #8 vanish but the patrols remain]. [If combat ensues, Ferran will not initiate, sensing they
are not his enemy, but he will defend. He will not pursue if his enemy flees.]
56
DENLOR’S TOWER
There is no mission for Denlor’s Tower. He was a wizard recently moved to the area and few knew him
other than merchants who sold food. Many considered him a fool for taunting the monsters by claiming a
tower in the midst of the enemy and say “rightfully so” when he vanished. The tower’s stones are blood
red, a sight that stands out amongst the ruins. Local lore states wizards have fought constantly over the
tower and many have died, hence it is red for blood. The original creator is unknown, but the name
Denlor has been attached.
57
Entrance: the double doors leading into the 4-story tower on the east side have dozens of mostly charred
goblin corpses before it, as if they forced themselves in as a horde. Most have been dead for awhile and a
handful are fresh. Alternately, stairs lead up to a second level on the west side with double doors. A
winding staircase starts on the 2nd floor and winds to the 3rd. At a different junction on the 3rd floor, it
winds up to the 4th.
If a PC has the Denlor background, s/he recalls their mentor mentioning Denlor had tied many magical
protections into his death, and he was considering the same. It is possible these wards activated after his
death.
A hollow voice whispers to anyone who nears within 10’ of any door [note that the answer to all these
questions can be found in books in Mendor’s library with enough searching]
Question: What draconic creator deity emerged from the First Void in the Age before Ages and shed
blood in the Shadow Void to inspire all creation?
Answer: lo, the Ninefold Dragon. (DC 13 arcana or religion check)
Incorrect answers lead to a burst of lightning in a 15’ hemisphere doing 2d6 damage, and no answer
within 10 seconds leads to the same results. This applies on all questions. A correct answer from a being
that has not answered incorrectly deactivates the trap.
At first entry, a red robe floats towards you. From a hood filled with infinite blackness the same hollow
voice says “I am Denlor.” (if the spirit is attacked, it cannot be harmed but unleashes a constant field of
electricity for 2d6 damage in a 5’ radius, following enemies until they leave or are destroyed.) A DC 13
arcana check reveals the spirit trap for what it is. The spirit manifests on each floor and has no other
intelligence.
Level 1: Kitchen, food stores. The cook’s body lies near the fireplace and was strangled. Stairs twist
upward.
Level 2: A thick fog that creates its own light spreads along the floor in this work chamber with a
curtained bedchamber with fireplace. If anyone enters the chamber, the ghost challenges them:
Three spells were used to create the fog at your feet…name them. Answer: Fog Cloud, Hypnotic Pattern,
Permanancy, Arcana/spellcraft DC 13
An incorrect answer turns the fog into deadly acid that moves to fill the level, doing 3d6 damage per
round for 20 rounds.
Level 3: Only accessible by outdoor staircase, this level contains more work labs and a bedroom for an
apprentice. Any attempt to enter this level triggers the red robe and a question:
Potent magical workings such as the wish spell or appearance of a god’s avatar sometimes leave behind
a specific magical phenomenon that is detectable only by arcane means. What form do such symbols
take? A: Shadow Helices, Arcana DC 15.
An incorrect answer floods the level with necrotic energy, doing 1d10 per round for 20 rounds to
everyone on the floor.
There is a decaying body in that bedroom of a young woman, no more than 15, strangled. Her personal
effects are limited but include letters from her parents (Vilhelm and Marta of Daggerdale, she was Phreni)
58
and a modest pouch of 5sp. She has an apprentice spellbook with all cantrips, and 4 1 st level spells:
Alarm, Illusory Script, Tasha’s Hideous Laughter, Unseen Servant
Level 4: Accessible by outside staircase or the roof, entry to this level prompts a question from the red
robed figure: What five planar races are signatories of the Draeden Compact governing the
transmission of pre-Great Wheel arcane secrets? DC 19 planar, A: The rilmani, the keepers, the
mapmakers, the devetes, and the githzerai.
An incorrect answer strikes any who enter with magic missiles (2 bolts, 2d4+2 damage) for 20 rounds.
This level has an elaborate master bedroom, and the red robed spirit stands before a mirror where a body
lies, strangled. This is the body of Denlor. In the mirror, a dark shadow comes up from behind the red
robe and puts a garotte around his neck, wherein a struggle ensues. The spirit states “Who murdered
me?” (if the party fails to name the actual killer, the spirit states “NO!” and every living creature on the
level must make a DC18 Con save or be deafened until next long rest. After the question, the scene
repeats until answered correctly. If the party says nothing at all, the scene continues.
Denlor was murdered by Jax One-Eye, hired by Cadorna. Denlor let slip his knowledge about the pool
being in Phlan and in control of the Boss. Cadorna wanted no competition for the Pool and sent Jax to
murder the wizard. To make the job easier, Cadorna sent word through a half-orc emissary to the “Boss”
that Denlor wanted to take the pool. This sent the local monsters into beserk frenzy, and in the attack, Jax
snuck in invisible and did his work.
In the room near the roof, cells are designed to hold animal specimens but are empty. Near the staircase,
Ranthor lies strangled, his body defiled.
If the party answers correctly, the shade vanishes and the mirror reflects an entirely differnet chamber, a
dimensional space into which one can reach and find treasures…
100pp, 2 scrolls with Glyph of Warding, Cloud of Daggers, 1 wondrous magic item _____________
The shade of Denlor appears one last time. “I talked about the Pool, and for that I was killed. I am sorry
Ranthor had to die. I am sorry Phreni had to die. I am sorry Margary had to die. The traps of the tower
fade as I go to rest. It is yours, if you so desire, and to one of you I empower the right of entry. Your hand
will lock and unlock doors so that others may enter or be barred. The stones of the tower may be
damaged but will rebuild themselves over time, a mystery far removed from me. My name is but one of
many associated with the history of this place, and may you use it well.”
KUTO’S WELL
Kuto’s Well:
Alrem: plant forged document and items implicating Celenti Nethyn, councilwoman, with
Norris the Gray’s body (who must perish so he cannot deny). The document will be sealed with her
personal seal and must not be opened, along with a bag of 100gp from her hometown mint in Hillsfar, and
a bag with 4 vials of sable moonflower to be placed with Norris’s base/body. When opened, it reveals
Celenti is guaranteeing Norris secure her another month’s supply of sable moonflower (a highly illegal
addicting drug that has caused numerous deaths). She cites that both can make a profitable venture and
urges him to double his production, making it worth his while. In Phlan, Alrem imports through
smugglers a body of a youth from Thentia who died of sable moonflower overdose and arranges for his
59
body to be found in an alley. The body has the tell-tale black lips and tongue. Celenti will be tried and
found guilty, then banished. Alrem will volunteer to run for Council (unless a party member volunteers).
Werner: if the party is not doing missions for Alrem, he will warn them he has gotten rumors
someone is trying to frame a councilmember and wants them to be on the lookout for such planted
evidence. If they find it, make it disappear. If it appears genuine, then he wishes to suppress it and deal
with the council person internally rather than crush a tenuous belief in leadership at a crucial time. (plant
is done as above).
Quarrel: find a way to take Norris alive; she cares not about his wealth or forces, but the man is
a font of knowledge and that knowledge needs to be extracted. Because the Council would simply have
him hung or beheaded, she needs him smuggled out, preferably through her Sokol Keep smuggling ring.
Porphyrys will thank the party for freeing the slums although resettlement is going somewhat slower
than they had hoped. Some of this is due to a new problem in that kobolds have taken over Kuto's Well,
cutting off a major source of fresh water for the settlement effort. Kuto was one of the original settlers of
the area and he built a fort around the well. Early settlers also gathered around what is now civilized
Phlan for access to the harbor. The city grew up as these two sections grew together and the Slums are
what was once this middle section joining the two early settlements. So reclaiming the well is important
both for symbolic reasons and for the practical needs of a) fresh water, b) a buffer zone past the Slums
themselves, and c) a fortified location at the far end of the settlement to help hold off attacks from the
monster-infested ruins of the rest of the city..
Sasha has more information. “Kuto’s Well once served as the center of business and trade as well as a
major source of water. The monsters seem to treat it as a truce area due to the water, and all we
currently know is that the well is controlled by the notorious bandit Norris the Gray who has gone from
highwayman to warlord. Remove his influence and our hope is that the monsters will revert to fighting
one another.”
1. Finding the lone survivor of the Kraken Company, Authur, a rugged young warrior with
ambitions to be a champion paladin of Tyr. His allies were ambushed by hobgoblins and he
shamefully fled, dropping his mace. He is a Warrior (1st) who wishes to redeem himself by
charging headfirst into the next battle.
2. Tong Bearkiller, a bestial half-ogre (p238), is on his way to get water and kill some adventurers.
He travels with three orcs and has 25 hit points. He offers to face the party’s champion in solo
combat to the death, winner gets everything the loser has. If the party refuses, he chooses their
champion, and if that person refuses, he simply attacks. Tong is backed up by a higher pitched
voice that emanates from somewhere on his body “Yeah, loser! What he said! Don’t worry boss,
I’ve got a spell that will make you invulnerable to that, just saying. And by the way (addressing
the PC who takes the challenge) what a nice (item they wear or display)! Fine taste and a pity
this guy will have to kill you. But those are the rules.” This is Gordon’s Ring, which can be
removed and taken if the champion is killed.
3. An ancient crone stands before you with cracked teeth and a horrid glare. She points a bony
finger and declares in a voice that echoes: “avenge me! The evil brought forth from an ancient
pool spelled my doom.” She fades, leaving the stench of rot in the air.
4. Kobold guards attempt to ambush. 12 kobolds. This event can occur 2x a day until Norris is
defeated.
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The area around the well itself is relatively the same as the rest of the city, but the buildings are fairly
intact. The well is a circular wall about 4’ high of well-worked stone with 4 buckets at intervals, a 20’
wide source of fresh water. Worked but weathered stone indicates artistic impressions of various domestic
animals.
Foes:
#2, four goblins.
#4, 3 orcs (p246)
#5, 2 orcs, 5 goblins, Norris the Gray (an Orc Eye of Gruumsh, p247). He casts spiritual weapon and
bless in combat, with Guidance and Resistance if given warning.
Tactics: Kobolds in #1 attack immediately, fighting to the death. From a curtain (#2), a voice (Norris)
will demand the party surrender if they wish to negotiate their lives. He will honor terms but strip them of
all items and deposit them in the Slums.
After #1 is cleared, goblins in #2 pop out, fire, and duck back. Then three goblins move to #3
while the last waits by the curtain to fire against anyone entering. The Pit Trap (DC 13 spot, DC 11 Dex
avoid) triggers for anyone weighing more than one of the small folk (goblins, halflings, etc.) and drops
10’ for 1d6 damage.
The last goblin fires and moves to #3. The goblins in #3 fire then move back to #4. Once again, a
goblin stays behind to block the exit.
#4, the mixed group in #5 moves through the secret door to flank the party from behind, arriving
in 3 rounds (#1, #2, and #3 per round entered). The monsters in #4 stand their ground. If the fight goes
badly, Norris will change into rat form (40’ move) and escape out of the well.
If the party does not pursue the ambushers in #2, the monsters switch plans. The orcs and goblins
meet at #1 to block the exit. The #5 group moves to #6 and then #8 to engage the party and herd them
back to the entrance.
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Treasure: 92 gp, 1300 silver, a gold diadem with silver chains worth 200gp, 14 short bows, 14 spears,
an Incandescent Blue Sphere Ioun Stone (+1 Wis, very rare), and a ________________________magic
ring of uncommon property.
Room #9 has the planted evidence under a dislodged burial niche where a skeleton has fallen and dirt
over it. It has gone unnoticed as the monsters use this room for waste disposal.
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TEXTILE HOUSE
Cadorna’s servant can circumvent patrols by taking back passages he knows well. Otherwise, at night the
party will encounter a patrol of 3 gnolls (unproven males who will fight to the death to take a kill with
only 10 hit points). Another pack of 3 gnolls will be encountered at night as well. If the party returns, the
gnolls replace numbers at 2 per day. The area is cleared when the Chief is dead. Surviving gnolls will
creep away at the rate of 4 per day until gone.
The Textile Complex is surrounded by 7’ tall wooden gates with the seal of the Cadorna Mercantile (a
hand holding a threaded shuttle on a field of yellow trimmed with squirrel). Several skulls hang atop the
gates and hand-painted symbols (gnoll) are all over. The inside is a rank, weedy mess strewn with
garbage and refuse. Presume the map edges mark the walls and the gates are at the 4 major compass
points. Remove the center building and make it a courtyard where 4 gnolls lounge lazily near a timber
frame with bloodstained wood and shackles. Near them is an alarm drum.
If the gnolls manage to beat the drums, gnolls from the “Carder’s Hall” (right middle building) where the
unproven bachelor male gnolls reside charge out after 2 rounds, screeching and hollering. During the day
are 3 unproven (with only 10 hit points) who also patrol at night plus a gnoll lieutenant with 20 hit points.
If there have been any replacements, they are here as well until the troops are back to full. On the other
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side are 3 gnolls who have recently gotten kills. If patrolled, remove them as well. This room has in the
trash 20sp and 38gp. The lieutenant has 20gp.
The remainder of the compound will go on alert.
Watchpost (bottom left tower): 2 gnolls man this at all time and are very lazy. If they spot someone
entering, they prefer to let them and attack from behind. Each has 4cp and 5sp. They fire bows and keep
their post if the alarm is raised.
Servant’s Quarters (middle left): 2 gnolls are shunned by the group here, responsible for fixing arms
and carting off trash (which they rarely do). One is lame (half move) and the other stutters. Neither is
enthusiastic about defending and break and run if faced by an enemy spellcaster. They like to play throw
the dung in the brazier.
Main Hall (top left): Present here are 4 guards (with 15 hit points) who never flee. The tribal gnoll chief
makes decisions from his throne of bones (a head dining room table chair decorated with bones from his
many kills). He taunts the party with his greataxe. Beyond him is a harem of 2 female gnolls who possess
no weapons and will attempt to flee. The chief’s bedroom (which is actually several rooms) is fitted in
crude imitation of human comfort: algae-green bath, tattered finery, old warped furniture. In his bedroom
is also the Cadorna treasure carefully hidden (DC 19) behind the plaster of one wall: a gem-crusted
golden statuette of a dragon, a silver chalice chased with a hunting scene, a set of ruby tipped ivory
soothsaying sticks, jade bottle carved to look like a sea monster. These art objects have variable value,
and Cadorna is very familiar with what should be there.
Also in the main hall is the armory that has extra axes, longbows, and arrows.
The main hall has a loom room, mostly wreckage, and the chief stores his personal wealth here:
388sp, 30gp, and a small ruby worth 100gp.
Weaver’s Hall (top right): Once the rich tapestry hall of the textile fortune, now rotted fragments. There
are always 3 female gnolls (unarmored)(2 others are generally with chief) who carry clubs and have 9 hit
points and 8 gnoll children (no combat skill, they yip and bark). The female gnolls will curse and throw
the gnoll children at the party to buy time before snatching others and fleeing. In the back rooms are 2
unarmored gnolls who are the “mating” males for this group. They sleep through alarms except by the
females and grab weapons if alerted. The females have scuttled away 28sp and 49cp.
Kitchens (bottom right): Seldom used, the gnolls tend the fire and prepare meals from dubious meat
sources. The Chief dictates they must maintain the place, cognizant of disease and weak warriors. If the
party dallies, 2 gnolls from various locations will venture here to eat. The larder contains molded
foodstores in case of emergency (the gnolls don’t care). The kitchens also contain an interior well that is
the area’s water supply.
Converted Shrine (bottom middle): Formerly a warehouse, this has been converted to a shrine to Bane
by the gnoll shaman. Treat as a goblin witch doctor with 2 skeletons as guards. The shaman and chief
get along, and the shaman maintains all oral tales of the tribe. During evil weather or long hot spells, he
will gather the tribe for a song ceremony. The shaman keeps the tribe’s magic and also a pile of messages
(HANDOUTS).
Uncommon wondrous magical item and 3 potions.
Upon reclaiming (and taking back his wealth), Cadorna within 1 week hires the Black Circle
mercenaries to retake his estate. First he orders supplies from Hillsfar as well as an entire company of the
Black Circle (100 human troops). They arrive by ship on a sizeable freighter, replete with drum and fife
to announce arrival. Cadorna (and Tarask, if alive) meet the company at the docks for inspection. Gensor
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the mage finalizes the contract. Mounted on a fresh Calishite stallion, Cadorna leads the troops through
the town to the surprised look of citizens and into the Slums. The troops take up position at the textile
house, clear intent that the family home be reoccupied (the company will base here, and no one is
welcome without signed documentation from Cadorna or Gensor, even if the party asserts it knows
Cadorna or cleared the place).
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PODOL PLAZA
Before the devastation, Podol Plaza was the busiest marketplace in Phlan. Its proximity to the docks and
warehouses made it a natural trading area for imports. The monsters here use the Plaza as a trade area due
to convenience.
This mission becomes relevant if the party captures any monsters; they speak of a special auction to be
held in Podol Plaza in ___ days (a full moon or new moon generally). It was said an ancient artifact was
found and it is very valuable and the Boss surely wants it. Rumors are the Boss himself will be there,
incognito, on the day of the sale.
Alternately, the party’s affiliated group will bring this to their attention with a captured half-orc spy that
was interrogated by the Watch.
If the party has formed relations with Sasha or Porphyrys, they both approach the party with an offer of a
secret council mission that they prefer only goes to one skilled group. They do not want to give the enemy
notice. If the party can identify the Boss, it would be of great help to know what exactly the Boss is. If an
opportunity comes to kill him, it can’t be overlooked.
Sasha advises the Temple of Tyr has an interest in this mission as well. There is a fear the Hammer of Tyr
may be the item auctioned off given the timing of its loss and the auction as a “powerful item.”
Podol Plaza:
Alrem: The council are fools for inaction at a time when a true ruler would strike. He wants the
party to scout and then report exaggeration of whatever it is, something capable of causing mass
destruction or effect, and then to iterate if the Council had acted more quickly on its knowledge and
provided troops and support, we might have been able to take it. If the item was recovered, keep it and
still exaggerate.
Werner: Minimize the effect of whatever they were auctioning. If it was recovered, make a
speech at the Tempus temple and barracks to discuss surgical strikes.
Quarrel: By this time she’s likely turned to the Boss. She advises the Council caught a spy and
found out about the above auction. She wants the party to steal whatever is being sold so she can identify
it. She promises to reward with a solid cut by fencing it to more lucrative, safer bidders (e.g. the Boss).
[The item itself is a _________ (attunement item). The finder has plans to steal it back. The Boss won’t be
at the auction but is sending a wizard with ogre bodyguard to see if the item is worth purchasing.]
Podol Plaza was a wealthy area before the attacks and is surprisingly well preserved. Stone buildings
surround the plazawhich has three central buildings made of wood and thatch. The central courtyard is
paved brick, streets leading in are dirt. The area is usually jammed with vending carts and hawkers,
including a few daring humans. The area also has a very rough and tumble bar for the monstrous traders
called “The Pit.”
Disguise will be difficult for non-humans. A human can pass with some scrutiny, but halflings, elves,
gnomes and dwarves will be attacked on sight. To assess whether the crowd notices, a base rate of 5%
exists for any group. Ad 10% for each of the above demihumans. This is checked 5 rounds after the party
enters the area and any other time the party takes an overt action that garners attention. If the party is
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detected as intruders, the militant monsters of the crowd unite. 10 Hobgoblins, 7 goblins, 4 orcs, and 4
ogres. The rest scatter, giving temporary reprieve, but encounters will be 50% more in number until at
least 48 hours pass.
- The vendors in the area sell rat-on-a-stick, fried dough, and sour orcish beer.
The Pit: This is an obviously seedy establishment, filled with ruffians and scoundrels of all sorts, orcs
mixing with pirates and smugglers. Besides bloodstains on the stone floor, the bar is in relatively good
shape and includes a solid wooden countertop. As you enter, a seven-foot tall bald-headed, heavily
tattooed human is heading out. He bumps into (front character) and roars “Tiny bug! You get in through
the Big Man. He wields a huge cudgel and is astonishly burly, putting most of the bar’s patrons to shame.
The Big Man (no one else knows his name) challenges any character 1 on 1 to battle, winner
takes the loser’s belongings and you can beg for mercy anytime. If the party attacks, the crowd clears and
four more pirates (1st level thugs) join him (Big Man NE hm Bar4). The thugs carry 5sp each and the Big
Man has 17gp plus his gear.
Afterwards, (if no demihumans revealed), the patrons go back to their drinks. The bartender, a
surly looking bugbear, taps a heavy crossbow that rests atop the bar that is loaded and pointed your
general direction (he is warning them not to kill anyone else but approving their actions). (If combat
ensues, the above 25 combatants represent the bar plus a bugbear who fires the heavy crossbow once
before engaging).
If the party is here for the auction, conversation is heated about the item and can be heard in the bar
or when the crowd begins to gather at high noon:
“Do you think he’ll really show up— the Boss, I mean?”
“Ah, I’m not surprised he’s wearing a disguise. I seen him once, and I’d wear a mask,
too, if I was as ugly as him.”
“He won’t come, He’ll just send somebody, maybe a powerful wizard changed into a
goblin or something.”
“I heard that one of the merchant’s helpers melted into a puddle of lard when he
touched the thing.”
“Disguise or no disguise, you gotta know who the Boss is: he’ll be the guy bidding the
price up.”
“The Boss has to buy it. He can’t let something like this get into the wrong hands.”
“Muldoog saw it, and he says it has to be at least a thousand years old.”
A few other figures stand out: Garwin the mage and Buldwar, his ogre bodyguard, who pretends to not
know Garwin. Garwin wears striped pants, low boots, a long tunic, a pendant of a blazing star (made of
tin) and is given a wide berth. Buldwar is well-dressed for an ogre, wearing a leather kilt, heavy belt, and
sheepskin jacket. He carries a heavy iron mace and has a sack slung over his shoulder (with coin, muffled
by rags). Garwin is working for the Boss and has instructions to inspect the item and decide to purchase,
with 500gp to use as a down payment and a bid limit of 5000gp. If Garwin decides the item is worth
having but not worth buying, he notes the buyer and after the sale throws darkness while Buldwar strides
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in to grab the item, then uses invisibility to flee from the darkness while Buldwar pretends to be as
confused as everyone else.
There is also a Thayan Wizard named Phern with prominently tattooed head (DC 13 arcana reveals an
evoker).
During the auction, which sets up at high noon, the plaza is filled with 150 orcs, 175 goblins, 28 kobolds,
50 hobgoblins, and 5 trolls as well as 20 humans. If the players are detected and flee, 10 hobgoblins and 5
orcs give chase through the streets, breaking up into 3 groups, with all 5 orcs in the lead and two groups
of 5 hobgoblins following 5 rounds apart.
The Auction: The auctioneer is a gangly human with stringy black hair and thin goatee from the War
Dogs mercenary group, respected as the arbiters of the auction process here. Troops from the company
(20 in all, a mix of human and hobgoblin) stand near all entrances to the Plaza, not interfering but ready
to block access if needed. The auctioneer announces himself as “Vermordin” and stands atop a sturdy
wooden platform with a cloth-covered rack of some kind. In common, “The greatest treasure ever offered
for auction in this cesspit is up for bidding…taken from the woeful corpses of foolish priests….look upon
it!” The cloth drops to reveal a ___________.
- Bidders are free to examine the item one at a time to verify its authenticity. Garwin, a black-
bearded wizard in leathers, will examine the item and challenge any PC who examines the item.
- Bidding begins at 2000gp and increases in increments of 500gp. Garwin bids up to 5,000gp,
which will be outdone by the Thayan to 6500, and eventually a swarthy human (Tignor, a
Mulmaster crime lord) who wins with 8,000gp. If the party bids and has no money in hand, the
auctioneer calls them out as cheats and liars and bans them from the auction site.
- Garwin makes his move as noted, casting invisibility in the commotion of the darkness and
pushing random items aside to denote an invisible runner once he’s safely away. He will meet
Buldwar on the shores of the Moonsea later where there is a small watercraft waiting to take them
to Zhentil Keep.
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Mendor’s Library:
Alrem: find any books that extoll the virtues of Valjevo and his rule as Lord Protector.
Werner: find books extolling the wealth and prosperity of Phlan under a council and anything
that indicates Valjevo wanted a council.
Quarrel: Take whatever books are valuable and burn the rest. The presence of a library will only
encourage expansion. If not wish to burn, then clear the guardians and at least idiots won’t kill themselves
(the guardians have kept the monsters away as well).
Cadorna: The city’s historical treasures must be saved; gather the rarest of books that you can
find from Mendor’s Library. Anything that deals with artifacts, magical lore, maps, history of attacks,
could be useful.
1. Scholar’s garden. Once a peaceful contemplation garden with a pond, benches, and open air, it
now has a blackened swamp in the middle. The rest is choked with chest-high weeds with small
paths cleared by vermin.
2. Library stacks. These shelves are filled with old and moldering scrolls and a few heavy, hand-
copied books. Collected over a century, two rooms are devoted to each specific subject (in order
starting at the top right and moving clockwise). It takes 1 hour to find a book that appears useful.
a. Philosophy (2 rooms): natural philosophy, theories of art, supernatural sciences. Scroll
titled Fyerdetha’s Discourses on Power (handout), Urgund’s Description of Darkness
(handout), and other titles of no use to the council, Meditations, The Harmony of the
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Rock, Strom’s Discussions of Poetics, the Chronicles of Arram, Discourse of the Nature
of Writing
b. Rhetoric (1 room). Speeches from famous murder trials, pronouncements, public debates.
Nothing of note.
c. Mathematics, 2 rooms. Ponderous and bizarre books on geometry, trigonometry,
metamagical math.
d. History, 3 rooms. Biographies, court histories, geography. Little or no distinction
between legend and real events so confusing and contradictory accounts. Lex
Geographica (map of Phlan and lands to north, handout, over 200 years old with no
date); History of the North (handout), The Grand Historian’s Records of the Arts of War
(handout).
3. Master Librarian’s chambers. Rotted furniture and little else. The master librarian died refusing
to abandon his books and arose as a spectre to destroy any who would take a book from his
library. His presence spooks most of the monstrous humanoids from this entire district.
4. Reading chamber. Rotted tables and benches.
5. Entrance hall. Half-rotted door is ajar, off hinges. Frescoes on the walls show learned men and
women with heavenly patrons of the arts and learning surrounding them.
6. Reading chamber.
7. Scribe’s Hall. Rows of writing tables and stools with rotted mounds of parchment littering the
floor. A barred door enters to the street. Huddled in the corner is a wild-eyed human in tattered
rags. Once a stealthy rogue who sought to liberate Phlan’s old houses of treasures, he has been
caught, taken to the Boss, tortured till his mind broke, and released where he fled here, living off
rats and the brackish pond water. He scrambles back into his corner, which has a nest of papers.
He alternately screams curses and whimpers for mercy. He does not attack and if threatened tries
to flee.
a. If anyone talks to him, he is quite mad and babbles nonsense, interspersed with some
reality: “He is wrapped in fire and so cruel!” “The big one, the evil one in the castle of
flowers – he is coming, it is coming!” “Don’t go there! Don’t go on the hill!” “He is not
human, I tell you, not at all!”
b. If taken with, he is a severe problem, unable to control his actions and reacting with
violence and biting. The Temple of Tyr will take him in, advising all they can do for him
is provide solace unless the party finds some magic that can totally wipe his mind.
8. Master of Scribes. Ruined apartment and study.
9. Illuminator’s Carrels. Small compartments for skilled illuminators. Most equipment is decayed,
though each carrel has sheets of gold foil (1-3 sheets per, worth 3gp each and weigh .1 lbs).
10. Study Carrels. Bench and small desk, largely rotted. These two have collapsed outer walls with a
thick screen of vines blocking the view.
11. Study Carrels like #10 but intact.
12. Library stacks. Wall has collapsed allowing elements to badly damage books and scrolls of this
Rhetoric room. A basilisk has made its lair here. Littering the floor are _______________ (2
potions and a wondrous item).
13. Storeroom. Held writing and illuminating supplies, crumble when touched. Inkpots are dried up,
quills brittle. Living here are 5 outcast kobolds. Faced by superior numbers or arms, they
surrender on the spot, pleading for mercy in bad common. Otherwise, they attack screaming
“food!” They can describe the surrounding area and were originally Slum dwellers who offended
the Chief.
If the party leaves with any books, the librarian spectre manifests before the door and accuses them of
being book thieves whose dark souls will rot with him on the shores of the river Sytx before attacking.
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THE LYCEUM (TEMPLE OF BANE)
Bishop Braccio sends a young stubble-faced cleric with tangled hair (Dirten) to ask the party to speak
with him at the Waiting. He indicates the Lyceum was once a grand temple to Ilmater and was said to
contain many relics that were cached before the city’s demise. The temple, unfortunately, is the center of
worship for Bane, and many of the monstrous creatures out there pay homage to the god of strife. This is
not a council-sanctioned mission because the temple site is of low strategic value, but no foul creatures
should ever hold such a holy place. He asks that Dirten accompany the party as Dirten can reveal from
ancient maps he studied and from Ilmater’s emissary where the relics would be. The party would be free
to claim anything else the temple holds in its caches.
The temple itself was once quite beautiful but has been defaced by the smears and leering images of
Bane’s disciples. The building is in good repair thanks to Eldara’s efforts but the surrounding area is still
a dark, dismal place.
The temple is accessible by ferry until the bridge is rebuilt over the poisoned river. The temple sits in a
wealthy district whose estates have been demolished and left in ruin. The few houses remaining have
been claimed by orcs. Rubbish is piled in the streets and back rooms, amateurish images of Bane leer at
passerbys, and orc brats frolic and brawl in the public filth. All areas in 50 yards of the temple are
patrolled by Eldara’s followers.
Four patrols consist of 6 orcs each dressed in livery of Bane with a clenched black fist. They have
instructions to warn Eldara first and one will always move to warn her in an encounter. They are fanatics
and fight to the death. Each wears a holy symbol of Bane cut from leather on a string around his neck.
None carry anything of wealth.
The orcs in this area will hesitate at the sight of anyone wearing a symbol of Bane, allowing surprise,
though clever role-play might allow egress as the orcs know some humans are counted amongst their
loyal followers.
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#1 Three orcs always guard the entrances at #1 and #2. The groups at #2 redirect anyone wearing Bane
symbols to the front at #1. 6 more roam the areas around #8, rushing if they hear any obvious signs of
battle. One of the 3 orcs at #1 is a non-combatant, an ancient bent blind orc, the ceremonial keeper. The
other orcs are in awe of his age and how an orc has lived so long. The orc feels for a leather holy symbol
and allows all who have one in. He says no words. So long as the party doesn’t attack any Banites, they
have run of the temple.
#2 The foyer inner doors are generally open. See above for guards.
#3 The antechamber has statues depicting the god of suffering in his four most common names: the
crying god, the broken god, the lord on the rack, and the one who endures. All are a short man with a
burly build wearing a breechcloth with balding head, hairy body. The orcs have drawn mustaches and
attached crude genitalia in various parts.
#4 The main chamber has been adjusted to Bane’s worship. The altar in the middle has been defiled
with carvings of Bane’s clenched fist. Dirten can immediately direct players to 3 hidden caches, or a DC
19 on each.
a. Vestibule by NE door, panel in floor. 6 cleric scrolls: Healing Word, Lesser Restoration,
Revivify, Death Ward, Flame Strike, Heal. Seven gold and silver statuettes of Ilmater in
various religious forms (per statues in #3).
b. Alcove on NW pulpit, loose stone on wall. Potion of Healing x4, Wand of Burning Hands,
simple wood and tin holy symbol once carried by Artle, fabled founder of the temple.
c. Pillar, NE statue, hidden between hands. Platinum dagger with dried blood, said to have
pierced the side of Ilmater’s avatar who appeared to defend a helpless beggar. The dagger
was made platinum and the suffering beggar able to fund a peaceful last few years by sale of
the dagger to the temple. A small magical item, uncommon.____________
#12 Chambers to relieve suffering, they have been converted to torture rooms.
#15 The well-kept chamber of Eldara. Contents include a 50lb tapestry of a Moonsea sunset worth
250gp and a 10lb vase depicting writhing vines on a silver field worth 320gp.
#16 Contains a silver mace for rituals and a chest with 6000 silver pieces.
#18 The library books are long gone, used for lighting fires.
Eldara has always suspected the temple contained more treasures than she found and bides her time,
letting the party search. If the temple altar is attacked, if 2 hours pass, or if the party moves to leave the
temple, she launches a massive attack on the temple with all the followers she could grab. She has 40
orcs minus any who have already been killed. This includes all patrols and temple guards. If numbers
suffice, she will send them through every door to block escape and enter 2 rounds later to begin
reinforcing her troops.
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KOVEL MANSION
Kovel Mansion:
Alrem: Sasha Kovel is a descendant. Clear it and take steps to woo her to our side. As the Clerk,
she has a finger on the pulse of the Council. The rogues are also rumored to keep records on council
members. Find anything damaging and we’ll bring them down.
Werner: The rogues are said to keep tabs on important figures. You may discover documents
that are false or disturbing. Your discretion is paramount, and only you will know if those documents ever
existed…
Quarrel: (working for Boss now), The Kovel Mansion rogues have broken from the collective
and need to be eliminated. Bring me any notes they have on any public figures and we’ll see if we can use
them.
The Welcomers are led by Jax One-Eye (who actually has both functioning eyes but wears a
decorative see-through eye patch.) His band remains protected from the various monsters and
competitors thanks to the unique dimensional mansion of Kovel Mansion. The residence itself is
abandoned, a crumbling stonework building of lesser quality with broken front doors and looted
rooms. There is nothing of value in any of the lower level rooms and the second floor has
collapsed in. In the rear, a cellar is open to the elements with a stone ramp sloping down to a
large, empty chamber other than a filthy blanket, empty bottles, and a half-burned torch. There
are three holes in the wall to the north. Numerous footsteps suggest heavy traffic throughout the
cellar. This is called the “Doorstep” by the Welcomers and is part of the magic of Kovel
Mansion, discovered by Jax who has converted the extra dimensional area to a base. If any 2 of
the 3 holes are fitted with an unlit torch, any creature and the two torches in a 10x10’ area
before the sconces are teleported to the House of Cards, area #2, an empty room with a view of
the guards in room #3. The area is illuminated as Jax wills it, though it requires him to
manually enter each room and spend a round focusing the level of lighting.
What makes the “House of Cards” unique is that every door has a keyhole with two grooves that
fits a playing card with a black dragon and white dragon locked in combat, each grabbing the
other’s tail in its mouth. Each card is ensorcelled to contain a trap, attuned to Jax who can safely
replace them. If the card is removed to reach the lock, or the door battered, the card activates the
trap. The doors can be safely opened from the other sides. Jax carries 5 extra cards, one of
each trap.
#3. Guardroom with 4 human rogues who usually play cards or dice. A large gong nearby
allows them to alert the guards. If rung, 5 arrive from #4 in 2 rounds (putting on armor), 3 the
next round, and 2 the 4th round (thug 1st). Captain Ollin (#5) will arrive 4 rounds later if in his
room (putting on armor). The Lieutenants will arrive in 3 rounds if in the room. They are not
fanatics. If they lose 60% of their forces, they will seek to scatter.
#4. Barracks with 20 cots, 10 as above rest here, 4 rogues are on guard room duty, and 6 more
rogues are on patrol. Trunks store personal belongings and a long table has stains of food and
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empty plates and flagons. Bedpans are dumped into a sluice in the far back corner that leads to
an empty dimensional plane surrounding the mansion.
#5. Captain’s quarters. A comfy bed, two chairs with table, work desk. Captain Ollin sleeps
12am-6am and has a 50% chance to be here working on paperwork and a 50% to be on patrol
with the other 6 rogues. He is otherwise a Human Warlord (F3). His room contains
documents on armory supplies, food stores, and other reports relating to logistics (for about 24-
30 people). In his trunk are his personal effects, a poem he wrote but never delivered to a
prostitute in Zhentil Keep, and 200gp in coin.
#6. Lieutenant’s chamber. 3 cots, 3 small trunks, a large table with 4 chairs, and a large trunk
with extra blankets and pillows. The lieutenants sleep in shifts, and 2 are always awake,
following a schedule as above for the Captain. Human Rogues x3. There is 111gp in coin in
their trunks.
#7. Armory. 12 suits of leather, 6 padded, 6 studded, 20 short swords, 12 slings, a barrel
(hundreds) of sling stones, 6 javelins, 20 spears, 6 short bows and 120 arrows, and 20 daggers.
Trapped outside & locked. Poison needle (DC 15 Dex to avoid, nausea for 1d12 hours,
disadvantage on attacks, skills, saves until poison purged).
#8. Sleeping cells for visitors. Bare cots and side table with a thin curtain over each. The
“Sultans of Sunset” gang from Hillsfar waits here to confirm whether they can join up to loot the
ruins and smuggle. They are a failing group of brigands and have no loyalty one way or the
other. When trouble hits, they do their best to barricade themselves inside and declare to attacks
they’re not part of any guild. They were blindfolded to get in and have no idea of the layout. 3
thugs and 1 tough thug leader (Finst the Fist).
#9. Meeting room. A map of Phlan with shipping manifests and fairly up-to-date accounts of
warehouse holdings.
#10. Jax’s quarters. Comfortable bed, low table with small cushions to sit on floor, trunk of
bedclothes, large chest of various vestments, phylacteries, disguises. He has a small chest
(locked, trapped with a poison needle ____________) that contains an assassination list
(handout).
North wall has a large alcove with a chariot. In the alcove is a one-way teleport out (a small hole
in alcove wall, DC 13 spot), can fit a torch, causing the entire alcove to teleport. Jax is here 50%
of the time, though if the alarm has been raised he traps the room with a card and rallies as many
to area #12 as he can. Trapped and locked, DC 15 Dex to avoid, acid mist 5’ around door, blinds
for 2d12 hours with burning and watering of eyes, as a poison-like condition).
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#11. Treasury. Recently stolen loot. 5 small urns hold 1200cp, 300sp, 400ep, 120gp, and 10pp.
There is a small chest with 3 pieces of jewelry at 100gp each, and a finely carved jade statue of a
horse worth 300gp. Two animated statues flank the horse, appearing to be armored riders.
They attack anyone but Jax who enters. Locked and trapped. DC 17 lock, trap with dust blower,
DC 15 Con, powder in 5’ radius that causes intense seizures, 3d6 damage and stunned for 1d20
minutes unless magically healed. A save halves damage and removes stun.
#12. Welcomer’s Area. This is where much of the planning and organization goes on.
12a. Handout. Ledgers and scrolls stored in this chamber, relating to various business
operations. (it takes 5 minutes of searching to find some of note) Most are of little note or use,
but a few relate to persons of interest. [Give party handouts of rogue notes]
12b. Spare writing supplies, ink pens, sand, paper.
12c. Meeting hall with maps of New Phlan and notes on residences and potential means
of entry. The wilderness is noted as ‘off limits’ with a human smuggling operation detailed (as
per the startup adventure). This is where Jax attempts to rally troops if the party raises an alarm.
Trapped and locked, gas trap that fills all of area 12, DC 13 Con or causes weakness,
disadvantage on any roll that requires Strength check, including attacks and skills.
#13. Torture chamber with various implements for inflicting pain. Three empty cells at the
present (if captured, party member placed in one).
#14. Kitchen, cold meals only due to lack of proper ventilation. Usually has 3-4 cooked hams,
loaves of bread, covered platters of roast mutton, pork, fresh fruit, meat pies, and cutlery.
#15. Scullery/laundry. Well of water for washing clothes, small oil fire allowed to boil the water.
#16. One large dining table to seat 20 and 5 smaller tables to seat 6 apiece.
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#17. Cistern. This large lavoratory smells abominable. It has several wide benches with holes cut
in the center and buckets beneath each hole. The buckets are emptied into a covered cistern.
Being made the “Bey of Buckets” is a punishment handed out by Jax.
#19. Laboratory. The walls hold chemicals, herbs, spices, and are marked in thieves’ cant. (3
vials are Poison). In the center of the room is a large table (for mixing and preparing) with
mortar and pestle.
#20. Fake door. This door opens to a blank wall and is simply a trap. Locked and trapped, fire
blast down hall 30’, DC 15 Dex for half, 4d6 fire damage.
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PIRATE BASE
A small bandit’s cove the party may encounter in the wilderness. They prey upon local trade and travel
and have the notareity of being jackalweres. Their leader has learned the trade of boating and leads for his
ability to increase the number of victims. Through fear and respect he has formed his crew into able and
organized raiders. There are 19 total of the beasts, and at spots marked “G” they have guard posts that
rotate ever 2 hours. The leader has maximum hit points.
VALHINGEN GRAVEYARD
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robes, the man’s cold eyes bespoke of malign intelligence and eldritch might. His given name: Myrkul
Bey al-Kursi, Crown Prince of Murghôm.
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SILVER PYRAMID
As the party approaches, the river gets progressively nastier and more toxic; the smell is
abominable. A black slick runs through the center of the river. The silver pyramid gleams with
a flickering purple crystal at the peak. It sits on a lake, surrounded by water on all sides. A
viscous purple-black substance contaminates the lake.
[Observations: The pyramid seems to be slightly tilted to the east side. It is smooth and
seamless above the water. The substances in the water are not natural, and anything north of
the pyramid is pure water. Treat the toxic water as a disease.
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KOBOLDS
(WITHIN 2 HEXES OF LAIR) Trudging through the rolling hills you see a small group of creatures
bickering amongst themselves in the small valley below. Perception DC 15: You notice from their outfits
that the creatures appear to be from two different tribes. One group wears wooden, skull-like masks. The
other group wears boots that are overly large, with various dangerous-looking pieces of metal and glass
jutting out at odd angles.
There are 30 kobolds here, 16 from the Skullbiter tribe (masks) and 14 from the KneeKickers
(boots). The kobolds will set aside their mutual animosity to attack any strangers (unless some clever
roleplay at the tune of a DC 20 Deception check convinces them to fight on another). Various rocks
provide half cover to medium creatures and bushes provide difficult terrain and half-cover to small
creatures. If any kobolds are captured, they curse and threaten the PCs with the “wrath of the great
dragon.”
An encounter with 20-30 kobolds of varying tribes occurs every hex within 2 squares up
to a maximum of 300 kobolds. Once the party reaches the base, they see kobolds flee into rocks
on a hill, vanishing from sight (Perception 15 to find concealed passages). The entire complex is
carved rock. Corridors have 4’ high ceilings which provides disadvantage on attacks and -10
movement for characters who are not short. Rooms have 10’ ceilings except #5 which has a 25’
ceiling. Everything is filthy with trash, bones, and dirt with refuse.
Every door is a secret door (DC 15 Perception), known to the kobolds.
ENTRANCE: once inside 10 kobolds attack in the tight confines. If reduced to 3 they flee to
room #5, where if the party follows more kobolds rush to attack.
1. 12 kobolds wait for the party to pass then attack. 6 attack front, 6 from behind. If down to
3, they flee to #5.
2. Barracks with 30 straw pallets and 35gp total under various spots. 10 kobolds attack
once passed, retreating back to #2 when 3 are left, running to the back wall. They will
attack if reinforced. If room #2 and #3 are down to 5 total kobolds, they flee to #3 and
fight to the death.
3. 12 kobolds who reinforce #5 if they hear ballista fire. There are enough pallets for 50
kobolds here, and 100gp is hidden.
4. Rooms #4 and #17 have four giant crossbows (ballista) manned by 5 kobolds apiece in a
straight line and 5 guards. They fire for 2d6+4 damage, +5 attack, fires 1 / 3 rounds. If
advance warning they can turn these to face another direction. The guards drop prone and
stand up between firing. Each room has space for 50 kobolds and have 150gp each room.
5. The Kobold King generally rests on his throne on the far side. He has been engaged by
the Boss’s envoys, who wants more kobold soldiers. He roars out for his guards to
protect him and flees to #12.
a. First wave: a troll and 25 kobolds who try to draw the party to the middle where
ballista fire can catch them. Any guards from other chambers engage.
b. Second wave: once the 1st wave troll is down the kobolds release trained wild
boars (5).
c. The envoy (Prevarch), a wizard 4, mutters and engages. He came from Valjevo
castle where he was blindfolded and brought to a man cloaked in shadows at a
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desk. He has been promised slaves and wealth for his services and has been
receiving slaves during his stays at the castle. If all goes well and the kobolds fall
in line, he hopes to meet the Boss face to face someday.
d. The King isn’t brave and if things look back, flees to room #12 with five of his
guards. If the King survives, he can rally 100 kobolds from the nearby hills.
6. Poorly furnished chamber with 10 kobolds who charge if the party gets within 5 hexes.
7. Storeroom for water and building supplies.
8. Another storeroom with large amount of smoked meat and swords.
9. Armory with 100 short swords and wooden shields.
10. Empty cavern.
11. 20 kobolds guard the treasury, charging if anyone opens the door. The kobolds have
amassed 50,000cp, a silver scimitar, and two random magical items ________________.
12. King’s safety room. The guards kill their own king in homes of currying favor.
13. Torture chamber.
14. Filthy prison cell with skeletons.
15. As #14.
16. Living quarters for 30 kobolds.
17. See #4.
18. 12 kobolds here charge into #5 through rooms 20 when the ballistae fire.
19. 10 kobolds charge out when room #2 attacks. Guard room with tables and chairs.
20. Secret rooms to slow intruders down and allow kobolds to amass and charge into the
throne room.
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NOMADS
Barbarians of the Ride Also known as the Horse Nomads of the Golden Steppes, these primitive plains
dwellers consist of many independent tribes, each with distinct customs and governed by feuding war-
Chieftains.
The Vaegould: One of the more aggressive tribes of the Ride, Vaegould tradition demands
young warriors perform the “ritual of bloodfire” before they are accepted as full members of the tribe.
The bloodthirsty
“gods” worshiped by the Vaegould are in fact elemental princes or aspects of ancient primordials.
The Varm: Unlike the Vaegould, the Varm practice totem magic and venerate primal spirits.
They are also a more contemplative tribe, eschewing war for peaceful coexistence with their neighbors.
Centuries ago, the Varm joined in the alliance to drive Maram of the Great Spear from these lands.
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ZHENTIL KEEP
A page states that you are officially summoned before the town council. At the council, Cadorna
sits at the head of the platform table. He begins:
“Three words describe your feats thus far: brave, valiant, and competent. You have proven
yourselves friends of the City and of this Council. Specifically, I call you friends. As such, I wish
to declare you emissaries to our neighbors to the west, Zhentil Keep. Is the Council in
agreement?” (all assent)
“My predecessors, may their souls rest in peace, had talked with me about negotiations for trade
agreements and peace with Zhentil Keep. If Phlan is to thrive and survive, it cannot have
enemies on its borders. Does the Council agree we must make peace with Zhentil Keep?” (all
assent)
He motions for the clerk to bring a satchel. “Inside is a map of Zhentil Keep’s outpost to the far
west and sealed diplomatic papers. You will also be provided 30gp apiece for travel expenses. It
is essential Zhentil Keep see our approach in good faith, so please do nothing foolish like break
the seal or lose the papers. They contain trade agreements for the Zhentil Keep ambassador to
sign. Finally, be warned there may be those wanting to stop your mission. The cruel master of
Old Phlan has agents everywhere, and it would greatly weaken the enemy if we made peace with
our neighbor.”
[The papers are a large bundle in a sealed envelope with a complex seal of the House of
Cadorna. If opened, the papers are long-winded epistles filled with flowery language that
manages to say much without saying anything substantive. It takes about 1 day to thoroughly
read the hundreds of pages. Just before the ending platitudes, the following unusual paragraphs
can be found:
“Lastly, to demonstrate desires and competence, we request that you shall slay these
messengers who have come bearing these papers as they have proven traitorous to the Council.
Thereupon send their heads back to us as proof of your actions.”
A patrol of 15 soldiers (1 corporal, 2 aides, 1 4th level wizard, 1 3rd level cleric of Bane, and 10 guards)
approaches on horseback as you near the stone walls of a fortified keep. Wearing the purple and black
insignia of Zhentil Keep, their leader yells out “Identify yourselves!” (if as envoys, asks for papers and
takes to ambassador Joran Albrech, if not, he will not allow into the fort). The Outpost is a sizeable well-
built stockade set on a knoll overlooking the surrounding countryside. All trees and brush have been
cleared in a 300 yard radius and all gullies filled with loose dirt. The limestone stockade is surrounded by
a dry moat and guards man the walls.
[If a fight breaks out here, reinforcements arrive in 1d4+1 rounds, 24 cavalry guards led by 1 corporal.
The 6 guards on the wall use bows to fire at the party. The entire garrison will rouse.]
If as envoys, the party will be recognized after turning over the papers, which are then turned over to the
ambassador Joran Albrech. Commandant Volan orders the officer of the watch to show you suitable
quarters and a tour of the outpost after observing formalities and meeting with Joran. 4 Corporals are
assigned to guard you at all times (they do not fight but move to sound alarms).
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The officer of the watch shows you the barracks near the front gate with 50 men and gear (he
does not point out the rear barracks as they are empty). He proclaims “we have 8 such barracks.” He
points to the portcullis and drawbridge at the gates. “In times of assault, even a dragon would hesitate.”
He moves west to a practice yard where a half-dozen soldiers train. “The yard can be modified for cavalry
and melee practice as well as archery along the far wall.” He then takes you to a guard tower by the
gates. “We are a military operation, so apologies for lodgings. You will find them clean and secure.” The
quarters are on the lower level of the guard tower and has a door with 4 beds, chamber pot, and writing
table as well as an oil lantern. The 4 Corporals assume a position outside the door. The officer advises
“for security, you are to remain here until dinner with the ambassador and commandant. In the morning, I
have been told you will depart.”
[If the party tries to force their way out, the guards try to grapple them before exiting the tower and
sounding an alarm. 10 more guards will arrive in 1d3 rounds, and every 4 rounds thereafter until either 40
guards arrive or the outpost is empty.]
Dinner
Ambassador Joran Albrech is a man in his early 40s with a well groomed beard and a thin-lipped smile.
The Commandant is a tanned, leathery man with a permanent frown. The dinner is formal, served by low-
ranking guards. All are dressed in finery, and the food consists of baked wild boar and lightly spiced
cider. Over dinner, the ambassador does most of the talking. After dinner, he offers tabac for the pipe
smokers and leans back slightly.
[The ambassador has not had time to finish the papers. While he probes for information, he offers little in
return other than “I’ve heard it said…Mind you I’ve never seen the fellow but...”]
“Let us talk. As it is in these parts, conversation seems to come back to monsters, magic, and
politics. Where should we start?
If party is silent, he comments silence is good but he is lonely without conversation. He begins
talking about Phlan’s militia strength. If the party insists on being quiet, he nods. “You are discreet but
not interesting guests.” He ends the dinner. If the party filters him any true information he smiles and
says “that’s interesting.”
Monsters: he remembers a tale of a monster named Tyranthraxus that he’s heard can breathe
fire or cast fine and that has returned to Phlan, and if the city could repulse an attack by it.
There is a legend amongst the Northern Tribes about a being of flame named Tirantikus who
came out of the Tortured Lands and visited destruction. I think they may be one and the same, what say
you?
Magic: he says he is not keen on magic and talks about mythical artifacts and he’s heard of a
Pool of Radiance that gives great powers and if that’s true.
"This is an old story that I first heard while serving at the Citadel of The Raven. Dirg was the usual
barbarian hero -- the type able to snap five men's backs with his bare hands, wrestle and tame the cloud
horses, pierce a man with a javelin from many miles away, and other equally preposterous things.
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"The story goes that Dirg and his band of men found a pool of unfrozen water while wandering in the
snowy wastes. Dirg's little pet lizard Jezma got too close to the pool and discovered that not only was the
water not frozen, it was boiling hot; so hot that it cooked the skin right off of Jezma.
"Dirg was so angered he thrust his spear into the pool and roiled the waters. The demon of fire that
inhabited the pool was disturbed and roared out of the pool to do battle. The demon leapt from man to
man, consuming them in a single touch.
"But the demon of fire could not defeat Dirg. Neither could Dirg find a weapon strong enough to
withstand the creature's fire. After battling for an entire day, Dirg finally called upon his totem god for
aid. With this magical aid, Dirg was able to trap the flaming demon in a triangle of power where
supposedly he is even to this day."
Politics: asks if Cadorna should be Phlan’s mayor. (he believes so). Asks about the strength of
the other councilors.
If the party does not answer, he nods and comments on their need to be discreet or that he didn’t mean to
pry, but if it continues, he ends the dinner.
After dinner, he has his aides escort the party back to their room for the evening.
(2 hours after, or after midnight, 3 Aides and 1 3rd level wizard try to sneak in (using master key, Stealth
+4) and attack while the 4 Corporals remain outside. If the job is botched, they fight for a total of 2
rounds before fleeing for help. If the battle is loud or alarm raised, the compound is alerted though most
guards have no clue what is happening.
The main gate is barred (DC 25 to raise, each person helping adds +2 and advantage). The gate is guarded
by 12 guards (6 on each tower) who assume the party has betrayed the keep in some way. Their calls
summon 8 nearby guards who arrive in 3 rounds. The enemy travels in groups searching for the party:
#1. Commandant, Joran, 6th level wizard, 2 sergeants, 2 aides, 5 corporals, 15 guards.
#2. 7th level cleric, 2 3rd level clerics, 2 sergeants, 2 aides, 5 corporals, 15 guards.
#3. 5th level cleric, 6th level dwarven fighter, 3 1st level wizards, 10 guards.
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#4. 6th level fighter, 4 sergeants, 3 aides, 6 corporals, 10 guards.
Commandant
Joran Albrech
6th level wizard
7th level cleric of Bane
5th level cleric of Bane
6th level dwarven fighter
6th level human fighter
10 sergeants (4th level)
10 aides (3rd level)
30 corporals (2nd level)
100 guards (1st level)
1 4th level wizard
1 3rd level apprentice
3 1st level lackey wizards
2 3rd level clerics of Bane
The force reinforces guards every 5-7 weeks in groups of 10-40 men, never exceeding the current
numbers.
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STOJANOW (“trade route” in Dwarvish) GATE
Bard’s tales claim that fire giants constructed Stojanow Gate in tribute to the warrior kings of old.
Older, less fanciful accounts point to ancient dwarven craftsmanship. Whatever the truth is behind the
structure, its architecture is awesome to behold, with likenesses of past princes, queens, wizards, military
heroes, dragons, and even gods adorning its walls.
The vaulted monument stands nearly 30 feet high, with 20-foot-thick walls stretching several
hundred feet between the two channels of the Stajanow River. Twin towers at 50’ high stand on either
side of the iron-bound doors that serve to close off the gates. The Gate protects the city from attacks by
river and serves as a grand entrance to Valjevo Castle.
A frontal assault seems suicidal. The Burning Rune faction controls the Gate (orcs and bugbears
with ettins and humans loyal to the Boss), led by ___________ (insert Monster)(2 wizards at 6 th level, 2
warriors at 3rd level, 2 bugbears, 2 hill giants, the ______ monster in the west tower)(16 orcs in the east
tower who also man the gates and 4 ettins in the east tower.)
At this time, the “detailed” map of Phlan does not include the wall, which runs the length of the
district and bisects the district. The buildings represent what goes up afterwards, some of the buildings
will be built against the wall itself as it was beforehand. Use the middle towers to show the bisect. The
gate is otherwise simplistic in layout as above.
When the party has cleared the surrounding areas and Valhingen Graveyard, the council decides
it is time to drive the invaders out and launches an attack on the Gate. Without consulting the party, the
Council votes to send a secret force of mercenaries and the Watch to take the Gate. If Cadorna is gone,
he is planning an alternative route using Gensor. The attack is successful, but casualties are high, and
unfortunately, the rest of the Burning Rune faction returned after wiping out a tribe of orcs that would not
bend knee to the Boss.
Realizing their dilemma with forces returning (via Valjevo Castle and magical portals created by the
Boss), the survivors sent out a request for help. The City Watch is stretched thin and has nothing to send.
Desperate, the Council calls an emergency meeting and relates its plight to the party. If the Gate falls, the
fallback may cost the city everything it has taken to this point. [If the party fails or refuses, the enemy
takes Stojanow and then, emboldened, monstrous hordes flock to the Boss’s call. Every 1d4 days, a new
section falls to monstrous hordes until the Slums are retaken. The party can expect to run into random
encounters of 12 orcs, 24 goblins, 30 kobolds, as they have learned to travel in small armies thanks to the
party’s reputation. All is not lost, though, as they can retake the gates guarded as above or fly over,
though the wizards will be on alert for flying creatures).
[Use the Pathfinder flip map, City Gates, and optionally city tiles, to create the wall.]
IF the party responds, they must hasten to the walls as the defenders will last only for a day.
Sunrise is at 730 and sunset at 2030. The party can meet the commander, Tarran, who was
bloodied by orcs.
“Looks like we got into more trouble than we bargained for. We should’ve know the wall
was undermanned, some bugbears and an ettin or two, but not enough to stop us. They might
have been overconfident, or they might have been off doing something else. We got courageous,
scouted ahead. I took Reyals, Matthew, Kery near the hedge maze when all of a sudden Kery
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dropped, black-shafted arrow through her throat. Then others, orcs from the gods know where.
Must’ve been brought in by magic, no way across that river into Valjevo Castle. Losing my
comrades hurts, but that isn’t the worst of it. I recognized the Blood Rune faction. Served in the
Citadel back in my Zhentil Keep days, led some sorties, killed a few, and ran into an unholy
alliance of orcs and bugbears and giants. They swear blood vengeance, unite the strongest into
fanatics of Bane. I’m on their list, pretty sure, for killing one of them, and just my bloody luck
eh?” He coughs up some blood and curses. “Hoped they’d send an army, but you’re just as
welcome. The men and women, they know what you’ve done. You say we can walk through fire
and they’re apt to believe you.”
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