DDEX1-6 the Scroll Thief Extra
DDEX1-6 the Scroll Thief Extra
DDEX1-6 the Scroll Thief Extra
T Scro
oll Thiief
S
Scholars Squarre is a relativelyy quiet corner of
o Phlan, but a series of odd tthefts have the headmasters o of various schools in
th
he area concerrned. The head dmasters’ pleass for help have gone
g unanswerred by the Blacck Fist, and the e Lord Sage of Phlan
d
decides to reach
h out to you annd your kind to bring those ressponsible to jusstice. An advennture for 1st-4th
h level characte
ers.
Adventure Code: DDEX
X1-6
C
Credits
A
Adventure Design
n: Daniel Helmicck
D
Development andd Editing: Claire Hoffman,
H Chris Tulach,
T Travis Wo
oodall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: August 29
9, 2014
R
Release: October 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
W of the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, Du
ungeon
M
Master’s Guide, D&
&D Adventurers Leeague, D&D Enco
ounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aand
th
heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
SA and other counntries. All characteers and their distinctive likenesses are
p
property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c laws of the United Statess of America. Any reproduction or
u
unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
©
©2014 Wizards off the Coast LLC, PO
P Box 707, Rento
on, WA 98057-0707, USA. Manufacttured by Hasbro S
SA, Rue Emile-Boééchat 31, 2800
D
Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M
Middlesex, UB11 1ET, UK.
League
aid you in Dungeon Mastering, such as notecards, a
DM screen, miniatures, battlemaps, etc.
This adventure is official for D&D Adventurers League • If you know the composition of the group
play. The D&D Adventurers League is the official beforehand, you can make adjustments as noted
organized play system for DUNGEONS & DRAGONS®. throughout the adventure.
Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
A
Adventture Ho
ooks calm inn Scholars Squ uare. He instruccts Knight Aleyyd
Burral tto work out terrms with the ad dventurers.
A
Adventurers aree flocking to Phhlan to seek the
eir fortunes.
T
The air is charg
ged with the prospects of riches, danger,
a
and glory. The following
f advennture hooks caan be used to
d
draw the characcters into the story.
s
F
Freelanc
ce Assets
T
The adventurerrs’ arrival (or prrevious actionss) in the city
a
attracts the atte
ention of the Bllack Fist. (Alterrnatively, the
p
previous activities of the groupp may have attrracted this
a
attention.) The adventurers arre asked to repo ort to Knight
A
Aleyd Burral to assist in investigating a strinng of thefts in
S
Scholar's Squa are.
W
Welcome, Zhenta
arim
AAny adventurerrs associated withw the Welcom mers or their
aallies of the moment, the Zhen ntarim, may be contacted
bby Glevith of the Welcomers. Glevith
G has tak
ken note of
thhe recent thefts in Scholars Square,
S and bellieves that it
mmay be the worrk of a foreign agent
a seeking to defame
thhe Welcomers, as the thefts indirectly harm m the labor
gguilds controllin
ng Phlan’s economy. Pulling a few
sstrings, Glevith arranges a me eeting at the Crracked
CCrown with Knight Aleyd Burral, a representative of the
BBlack Fist, whoo has been unab ble to solve the
e thefts.
Assignment. Provide proof that the Welco omers or the
ZZhentarim were e not responsib ble for the theftts.
Success Con ndition. Returning Ellison to Phlan
P to
aadmit his guilt publicly
p fulfills provides solid evidence of
nno wrongdoing on the part of the t Welcomerss or the
ZZhentarim.
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 6
Partt 1: Myssteriess in •
eveery two days siince then.
Shhe does not kno ow much in the e way of particu
ulars
Methhod aboout the thefts. SShe only know ws that there we ere
thrree thefts and tthat they all occcurred in variouus
T
The adventure begins
b in the Cracked
C Crown
n, an inn in shoops in Scholar's Square, but suggests that the
P
Podol Plaza, ne
ear Scholar’s Square
S and Man
ntor’s advventurers speaak first with Cassra Brandywine,
L
Library. thee Scribe Masteer of Mantor’s L Library, who
repported the theft
fts this morning g, for additiona
al
IInvestiigating
g the Thefts
T •
infformation.
Beecause of the laack of resources, Knight Burra al has
R
Read the text below when you u’re ready to sta
art. If you beeen unable to prroperly investig gate the thefts.
u
use the “Welcom me, Zhentarim m” or “Black Fisst, Black • Shhe is able, howeever, to personally fund an
E
Eye” adventure e hooks, feel fre
ee to have Knigght Aleyd invvestigation by the adventurerss and will pay tthe
B
Burral make ho ooded reference es to the adven
nturers’ grooup 50 gp to do o so on her beh half.
p
preferred factio
on. • Shhe asks to be keept abreast of w whatever the
advventurers disco over that mightt lead her close er to
T
The afternoon sun is just beginning to peek out from
fr behind
app prehending thee thief.
h
heavy clouds, sen
nding the last shafts of golden lig
ght through
the dirty windowss of the Cracked Crown, an inn on the
ssouthern edge off Podol Plaza. Rolepllaying Knigh
ht Aleyd Bur
rral
Knight AAleyd Burral is a fformidable warrior with a keen mmind,
The door opens and a middle-ag
ged female humaan enters the
but the ssoft-heart she hiddes under a stern
n frown has keptt her
in
nn, tall enough that
t she ducks to
o avoid striking the frame with from advvancing further in the Knights off the Black Fist. Inn her
the top of her enaameled, black heelm. She pulls a vacant
v chair late 40s with grey-streakeed blonde hair, sshe has decided tthat
o
out from your tab
ble and seats herrself, adjusting th
he sword at doing heer job well and protecting Phlan iis perhaps more
importa nt than advancem ment. She does nnot suffer fools aand
h
her hip as she do
oes so. counts aadventurers amo ong the most foolish of all.
"I am Knight Aleeyd Burral," she says, her helm adding a
h
hollow note to heer voice, "and I have
h a job for you
u." Geneeral Feattures
The S Streets. The avvenues and byw ways are packe ed
KKnight Burral'ss attention is sp
pread thin. She e is one of with towwnsfolk returnning home from m work or headiing to
thhe few membe ers of the Blackk Fist with an actual desire tavernss for the night. W
Wanted posterrs for the cultist at
to use their possition for the be
etterment of the e city, rather large arre posted at mo ost intersection
ns.
thhan that of their own pocketss. The corruptio on that runs Lightt. After sunset, the streets aree dimly lit by so
oft
rrampant in the order frequenttly renders her impotent to orange lamplight.
pperform her duties to her satissfaction. As succh, she Inns & Taverns. Th he Laughing G Goblin (inn), Th he
mmaintains a hea althy relationsh
hip with the varrious Crackeed Crown (inn), Nat Wyler’s B Bell (tavern), Thhe
aadventuring facctions that havee taken up shop p in Phlan in Bitter B
Blade (inn), Thee Velvet Doubllet (festhall),
rresponse to thee looming threa at of the Cult off the Dragon. Madam me Freona's Tea Kettle (tavern n).
Depending on n the hook used d to introduce the
t Tradde. Cockburn’s Grocery (adven nturing gear),
aadventurers, these factions ma ay have been th he ones who Matteo the Weaponsm mith, Ernst’s Liivery, Jerome o of
ssuggested that the
t characters speak with Kn night Burral Malvau unt (fence).
to begin with. Mark ket. Podol Plazza (bazaar).
During the coourse of discusssion, she relate es the
fo
following. Devellopments
Until th
he adventurers have visited eaach location, K
Knight
• A string of thefts have bee en reported by various Burral encourages theem to continue e their search.
people who o reside or worrk in Scholar's Square. Oncee the adventureers have visited
d the locations o
of all
This is not in and of itselff unusual. Wha
at is unusual three th
hefts, proceed tto “Ambush Allley”, below.
is that noth
hing of obvious value has been n stolen--just
a single book.
• The thefts began six nigh hts ago and havve occurred
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 7
Mantor’s Library Roleplaying Cassra
Cassra Brandywine is surprisingly young given her occupation
It is likely that the characters begin their search at and status. She is, however, wickedly smart. Unfortunately, her
work keeps her quite busy, so her social skills have atrophied.
Mantor’s Library; specifically with the Scribe Master, She is clumsy and socially awkward, often stammering when
Cassra Brandywine. speaking in the company of more than a couple people.
Sun-bleached colonnades frame the austere façade of The Scribe Master is a female halfling with short,
Mantor’s Library. A solitary bench sits next to a tranquil pond blonde hair that looks like she cuts it herself. Her hands
at the fore of this property in the center of Scholar’s Square. are heavily stained with smudges and smears of bright
The grounds are well manicured and festooned with blooming blue ink.
flowers and other local flora. Her clothes are well made, but are smudged in places
with the same blue ink that stains her hands. In fact,
Mantor’s Library is the most prominent institution in the adventurers who look around her offices notice the
Scholar’s Square. The Library's staff has a seemingly same blue marks on furniture and decorations in the
inexhaustible reserve of energy which he devotes to office, as well.
curating and expanding the library’s vast collection of Upon noticing the adventurers, she brushes herself off
encyclopediae, treatises, and compendiums. Mantor’s and introduces herself. She asks for the adventurer’s
Library is funded by donations and the modest fees names; closing her eyes and repeating each one in turn--
collected for performing research, transcribing, as if committing them to memory. Upon mentioning
translating; as well as donations from the city’s their referral by Knight Burral, Cassra smiles and
wealthier citizenry. relates the following information.
The Scribe Master • Three exceptionally rare tomes were stolen from
Provided the adventurers display an interest in the note various people residing in Scholar's Square--each
and the promise of a reward, they are likely to head to two days apart.
Mantor’s Library first; specifically to see Scribe Master • The first book was stolen six days ago from the
Cassra Brandywine. office of Aya Glenmiir; a wizard who maintains a
small shop in Scholar's Square. The book was a
The Scribe Master’s office is small and very cramped – a treatise on the Weave titled: The Weave: A
problem made worse by the sheer number of books that are Collection of Impractical Observations.
stacked haphazardly on every piece of furniture within. A sign • The second book that was stolen belonged to
on the door reads: Marten Foss; a retired adventurer and resident of
Phlan who kept it in his private collection in his
Cassra Brandywine home in the Nobles’ Quarter. The book was
Scribe Master personal memoire of Ren, a long-dead ranger of
repute and once one of Phlan’s most famous
Beneath that, a small piece of wood hangs on a nail with the citizens.
word “IN” written on it in chalk. • The third and final theft occurred last night and was
As you knock on the door, a voice from an unseen source that of a book titled: The Lords and Lineages of
calls out “Just a moment!” There is the creaking of a wooden
Phlan. It was in the possession of Agin Lamarck,
local noble who specializes in the history of Phlan,
chair, a muttered curse and then a loud crashing noise as a
specifically genealogy and heraldry.
few stacks of books are knocked to the floor, revealing a
• Cassra offers a reward of 100 gp for the successful
young-looking halfling with short blonde hair; her hands and
retrieval of the stolen books. She doesn’t care if the
shirt stained with smudges of blue ink.
thief is caught or not.
• Cassra is involved in the investigations because one
of the stolen books (the book stolen from Aya
Glenmiir) is the property of the Library; something
that has caused her no end of trouble.
Marten Foss
wherever it rears its head. He does not make this fact
well-known to new acquiantences, but any character that
A former adventurer himself, Marten shares a special has a passive Perception (Wisdom) score of 12 or better
kinship with Ren o’ the Blade and collects items that can see a small pendant with the symbol of a mailed
once belonged to the famous ranger. Amongst his hand clutching a sword hanging from a peg near a
belongings is a collection of the ranger's memoirs. weapon rack.
Though most of the collection is in Mantor's Library, he Marten freely discusses the circumstances
keeps one particular volume in his office, and four nights surrounding the theft of the book with the adventurers.
ago, Ellison stole it. He’s probably more interested in seeing its safe return
Although he is retired, Marten runs a small practice than the Lord Sage is. During the course of discussion,
yard. For a gold piece, someone with a desire to learn provide the following information as the adventurers
how to swing a sword can come to bang away on chunks discuss the book’s theft.
of wood for an hour or two under the watchful eye of
someone who knows what they're doing. For two, he'll • The book contained the personal memoirs of Ren o’
tell you what you're doing wrong. the Blade—a personal hero to Marten Foss—during
his time in Phlan.
• He has owned the book for nearly a decade.
Shouts and the clamor of steel on steel are clearly audible even
• The book was the only thing stolen from his home.
before the stout doors to the practice yard open. A middle-
• Most of the collection is archived in Mantor's
aged dwarf props one of the double doors open with the
Library, but the stolen volume has special personal
stump of an arm that has been amputated just above the
meaning to the retired adventurer. He wants
elbow. nothing more than it to be found safely, though he
Inside, a wide practice yard is surrounded by covered won't get his hopes up.
walkways set with chairs and tables. A number of people in • The book was simply stored on a bookshelf. No
various stages of exhaustion rest in the shade. locks and no traps.
The dwarf frowns as he bids you enter, “Come 'bout the book, • The book was rather small--perhaps a foot long and
I suppose?" half as wide--and was bound in red leather with
The general features of Marten's place of business are: Should any adventurer ask who Ren o’ the Blade was,
Light. The open practice yard is well-lit night or day. Marten gives them an admonishing look, but gladly
Smells. The sharp smell of unwashed bodies, oiled educated them. Read or paraphrase the following.
metal, dust.
Sounds. Clanging steel. Grunts. Excited shouting. • Ren o’ the Blade was instrumental in defeating
Tyranthraxus; an entity who had possessed a
In the yard, a handful of men square off against a single bronze dragon and ruled Phlan.
dwarven woman wielding a pair of handaxes. From the • He participated in the defeat of Tyranthraxus; who
looks on the faces of her opponents, she seems to be subsequently fled into a Pool of Radiance located
holding her own quite well. beneath Valjevo Keep.
Treasure
Halfling Racial Traits
Fulta and the guards are halflings, so the following racial traits Soares carries a total of 25 gp on his person. Should
may be added: Fulta be killed or captured, she carries 15 gp as well as
• Brave. The halfling has advantage on saving throws against the letter described above. The guards have 5 gp each.
being frightened. Additionally, Fulta has a potion of healing on her
• Halfling Nimbleness. The halfling can move through the
person.
space of any creature that is of a size larger than it.
Developments XP Award
Outside of the use of magic, Soares does not divulge his Once the adventurers fully investigate each of the three
secrets if he is not slain. If charmed, however, Soares thefts, award each character 50 XP.
confirms that he is a member of the Cult of the Dragon;
supporting his claim by removing a glove and revealing a
series of green tattoos on the last three fingers of his
right hand. He discloses that he attacked the party at the
order of a cult member who he knows nothing about,
except that his hands were stained with smudges of
bright, blue ink.
If Fulta or the guards are captured, they freely admit
to being hired by a man in a black half-mask who had
smudges of blue ink on their hands. They know nothing
beyond this.
If none of the mercenaries are captured or are all
slain, the adventurers find a letter after the melee. This
letter has been written in bright blue ink. It reads:
"Just get it done, Soares. If they find me, then the last four
months have been a total waste. Ensure that the Whisper-
er's faith in us was not ill-placed."
--B
Pack Tacctics
h other
It takes 5
ct.
Thu
ug Soares (human disguised as elf) SSpy Fulta (Female halfling cultist) creaturee if a
creaturee and
Medium humanoid (any raace), any non-goodd alignment M
Medium humanoid
d (any race), any allignment
s Actio
ons
Armor CClass 11 (leather armor) A
Armor Class 12
Multiatttack
Hit Poin
nts 32 (5d8 + 10) H
Hit Points 27 (6d8)
Speed 300 ft. S
Speed 30 ft. Mace. M Melee
Hit: 5 (1 d6 +
STR DEX C
CON INT WIS C
CHA STR DEXX CON INT WIS CHA
ne creature. Heavy C
Cross
15 (+2)) 11 (+0) 144 (+2) 10 (+0)) 10 (+0) 11 (+0) 10 (+0) 15 (+
+2) 10 (+0) 12 (+1) 14 (+2
2) 16 (+3)
eed on a 100/4000 ft.,
mum is
Skills Inttimidation +2 S
Skills Deception +5,
+ Insight +4, Investigation +5, Perception
P +6,
is Persuasion +5, Sleight of Hand +4, Stealth +4
Senses p passive Perceptio
on 10
The target
S
SpecterrLanguagges any one language (usually Co
Challengge 1/2 (100 XP)
ommon) Senses ppassive Perceptio
Languagges any two langu
on 16
uages
Challengge 1 (200 XP)
M
Medium undead, ch
haotic evil
Pack Tacctics. The thug has advantage on n an attack roll aggainst a
Armor creature
A Class 12 e if at least one off the thug’s alliess is within 5 feet of the Cunningg Action. On each h of its turns, thee spy can use a b
bonus
H creature
Hit Points e and
22 (5d 8) the ally isn’’t incapacitated. action too take the Dash, Disengage, or H Hide action.
S
Speed 0 ft., fly 50 ft. (hover) Sneak
On hisAAttack (1/Turn).
first turn, T
The will
Soares spy deals
rushan theextra 7 (2d6) dam
least-armored mage Assumin
Actio
ons when it hits while
opponent, a targetthe
with
h a weapon
guards attac
try to k and
keep thehas advant
others tage
busy. Burral afte
STR DEXX CON INT WIS CHA on aattack
the is roll,inside
or wheen the target is at
w
within 5 feetofofan
an
nalley
ally of
Multiatt
1 (−5) 14tack.
+2) The11thug
(+ (+0)m
makes two melee
10 (+0) attacks.
0) 11 (+0)
10 (+0 Fulta hiding a large crate the end dismayed.
the spy tthat isn’t incapaccitated and the spy doesn’t have
Not for resale. Pe
attaack roll. ermission granted to print or photocopy this docume nt fo
Mace. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one creeature. (or simply a bit further down the street), and waits until adventurer
disadvan ntage on the
DDamage Resistan
Hit: nces
5 (1 d6 + 2)acid, cold,ning
bludgeo fire, damage.
lightning, thu
under; the end of the round before attacking with her shortbow. however an
CHA bludgeoning, piercing, and slashing from nonmagical
16 (+3) Heavy C
weapons Crossbow. Rangedd Weapon Attack:: +2 to hit, range Actio ons obvious spellcasters before other targets.
She targets In lookin
DDamage 100/400 0 ft.,
Immunit one
ties target. poi
necrotic, H
Hit:son
5 (1d10) pierrcing damage. Soares fights to the death out of nothing but fear of found, she
Multiatttack. The spy maakes two melee attacks.
eption +6, CCondition Immun nities charmed, exhaustion,
e grapp
pled, the cult’s punishment for failure. If either Fulta or the haven't ma
paralyzed, petriified, poisoned, prone,
p restrained
d, unconscious Shortswword. Melee Weappon Attack: +4 to hit, reach 5 ft., o
one
guards are reduced to less than 5 hit points, however, similarity b
SSenses darkvision n 60 ft., passive Perception
P 10 target. H
Hit: 5 (1d6 + 2) p
piercing damage.
they attempt to flee; if escape is impossible, they the blue in
LLanguages underrstands all languaages it knew in liffe but can’t Hand Crrossbow. Ranged Weapon Attack: +4 to hit, range 330/120
speak surrender. returns the
ft., one ttarget. Hit: 5 (1d 6 + 2) piercing d
damage.
CChallenge 1 (200 XP)
In
Guard (2 halflings)
ncorporeal Moveement. The spectter can move thro ough other
Shadow
Halfling Racial Traits
Treasur
Fulta and the guards are halflings, so the following racial traits Soares car
Medium
ccreatures and obj
(1d10) force dam
humanoid
jects as if(any
theyrace),
weereany alignment
difficult terrain. It takes 5
mage if it ends its turn inside an object.
Thu
may beug
Medium undead, chaotic evil
added: Fulta be ki
Armor
On hisClass 16 (chain
first turn, shirt,will
Soares shield)
rush the least-armored • Brave. The halfling has advantage on saving throws against
MediumArmor Class
humanoid
Assuming 12
(any raace),
that theany non-goodd alignment
adventurers report back to Knight the letter d
SSunlightHit
Sensitivi
Pointsity. (2d8 +in2)sunlight, the specter
11While ThhehasScroll T Thief being
Hitfrightened.
Points 16 (3d8 + 3) Addition
d opponent,
disadvantage
Speed on
while
30 attack
ft.
the guards
w as onto
rolls, as well try keep
Wisdom mthe others busy. • Halfling
Armor
Burral after
ft. the armor)
SpeedNimbleness.
C
Class 40
11 (leather
confrontation
The halfling caninmove
the alley,
throughshe
theappears
print or photocopy this Fulta
docume nt for personal usse only. 28 space
person.
(Perception) chec cks thatinside
rely onaslarge
ight. crate at the end of an alley nts of
32any creature
+ 10) that is of a size larger than it.
is hiding dismayed.
Hit Poin (5d8
Much of these concerns wash away if the
(or STR
simply a bit DEXfurtherCON down theINT WIS waitsCHA
street), and until Speed 30 STR
0 ft.
adventurers DEX Soares,
turn CONFulta, or INTthe guards
WIS in CHA
AActions 13end
(+1)of the 12 (+1) Developments
6 (−2) and 14she
(+2)is very
13 (+1) 6 (−2) 10 (+0) 8 (−1) XP Awar
the round 12 (+1) attacking
before 10 (+0) with11 (+0) 10 (+0)
her shortbow. however appreciative.
STR In
Outside DEX
of looking
the use at C
CON Soares
of whatever
magic, INT doesthe WIS C
CHAhis
notadventurers
divulge Once the a
LLife Drain.
SheMelee Spell
targets
Skills Perception Attack:
+2 +4 to
obvious t hit, reach
spellcasters 5 ft., one
before creature.
other targets. Skills Stealth +414(+6 in dim10 evidence
light or darkness)
15 (+2) ) 11 (+0) 4 (+2) (+0) ) 10 (+0) 11 (+0) thefts, awa
HHit: 10 Senses
(3d6) nec
Soares rotic damage.
passive Perception 12
fights to the Thhe
deathtarget
out must
of suucceed
nothing on
but a of
fear secrets if he is
Damage
found, she not slain. Ifsomething
Vulnerabilities
suggests charmed, however,
radiant larger at play. If they
Soares
DDC 10 Constitutio on saving throw or its hit
Languages any one language (usually Common) point maximum
m is confirms Damagethat madeResistances
he is a member acid, ofcold,
thefire,Cult lightning,
of the thunder;
sheDragon;
the cult’s punishment for failure. If either Fulta or the Skills Inttimidation
haven't +2 the connection already, points out the
reducedChallenge
by an ammount
1/8 equal
(25 XP) to th he damage taken. This bludgeoning, piercing, and slashing from nonmagical
guards are reduced to less than 5 hit points, however, Senses p
passive
supporting his Perceptio
claim on
by 10
similarity between the blue ink the note is writtenain and
removing a glove and revealing
reduction lasts un ntil the creature finishes
f a long reest. The target Languag ofweapons
ges any one lang
thatuage (usually Co ommon)
d Actions
dies if this
theyeffect reduces
attempt its hitif po
to flee; oint maximum
escape to
o 0.
is impossible, they seriesthe
Challeng
green
Damage
blue
ge 1/2He
tattoos
ink
Immunities
(100 XP)
on the
Cassra last
hadthree
all
necrotic, poison
overfingers of his She
her hands.
right hand. discloses that he attacked the party at the
surrender.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or Condition
returns theImmunities
note to the exhaustion,
adventurers. frightened, grappled,
order of paralyzed, petrified, poisoned, nprone, restrained
a cult member who he knows nothing about,
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Pack Tacctics. The thug has advantage on an attack roll ag
gainst a
exceptTreasure
eSenses darkvision 60 ft., passive sPerception 510
S
SpyFulta and the guards are halflings, so the following racial traits
Halfling Racial Traits creature
creature
if at his
that
eLanguages
and the
bright,Soares
blue
least
ink.
one offwere
hands
—isn’a
ally
carries
the
’t total
thug’s
stained
incapacitated.
allies is within
with smudges
of 25 gp on his person. Should
feetofof the
M
Mantor's Librrary the Masster Librarian’s o
office opens. Befo
that apppears to be as du
ore you stands a man
usty and worn as the books and sscrolls
MMantor’s Librarry is the largestt structure in Scholar’s
S that are stacked neatly aaround his office.
SSquare. Howevver, it is not only tall; it also ha
as floors
ddeep beneath th he ground-levell. The deeper le evels of the
LLibrary are selddom visited, and there are pla aces within
Rolepllaying Masteer Opanrael
Opanraeel has worked in the library longeer than nearly anyyone
thhat have not seeen the light of a candle in a century.
c and knoows it like the bacck of his hand. He is a tidy man, aalmost
Founded by the famous sage Mantor, the keep k was obsessivvely such. He plaaces order and sttructure in very high
ssacked in previo ous centuries byb an allied bannd of regard, aand has no patieence for those whho do not displayy a
bbloodthirsty hum manoids. In the e last hundred years, similar aappreciation. He is haughty, but eeasily excitable b
by
topics thhat pique his inteerest.
hhowever, signifificant effort hass been put forth
h in order to
rrestore the legaacy of Mantor to o its former greeatness.
Opanraael is a dignified d human in the e twilight of hiss life,
Any citizen off Phlan is allowwed into the greeat front
with a ssurprisingly briight shock of reed hair tied in a long
rreading room, but
b most of the Library’s volum mes are
braid. HHis teal-coloredd eyes have palle-cast, betrayin ng
aaccessible only by the staff and those on perssonal
hints off elvish blood ssomewhere in h his family’s histtory.
innvitation of onlly the most sennior administrators. Of
He weaars plain red ro obes in the style
e of the other
thhose administrrators, Opanrae el is the most senior.
s
librariaans, with a singgle silver chain and insignia
C
Cassra Brrandywin
ne indicatiing his elevated d status as the Master Librariian.
When n the adventureers meet him, O Opanrael is in q quite
SShould the adve enturers head tot the Library to
t confront a state. His initial reacctions are baseed on the resultt of
CCassra with the e information provided
p by the would-be their enncounter with A Aya Glenmiir. IIf they promise ed to
aassassins or with the note in Soares
S possesssion, they assist AAya by speakingg to the Head C Curator, she pe enned
fi
find her rather happy
h to see th
hem. However, should the a note tto Opanrael, no otifying him of their coming.
ccharacter accusse her of wrong g-doing, she is quite
q Otherrwise, they do n not have an apppointment. Opanrael
innsulted. She iss distressed by the revelation, though. is meticculous in his timmekeeping and d the adventure ers
will be hard-pressed tto get him to se ee him quickly
C
Cassra frowns an
nd rubs her chin thoughtfully, leaving a blue withoutt one. It is not iimpossible, how wever. Any cha aracter
succeed ding at a DC 15 5 Charisma (Pe ersuasion) che eck
ssmudge. “If the thief had access to
t this ink," he says quietly, "it
suitablyy impresses Op panrael who ag grees to see the em
d
doesn’t just soun
nd like we’re dealing with a thief; it sounds like
immediiately. Any character who atte empts to intimiidate
w
we’re dealing with a rat.”
Opanraael is dismissed d from the room m and risks arrrest by
the Blaack Fist.
S
Scribe Master Cassra
C suggestts that the adveenturers
Chooose the read-alo oud text associa ated with the
a
accompany herr to pay a visit to
o her supervisoor, Master
followin ng entry that beest describes thheir initial enco
ounter
O
Opanrael; the Head
H Curator of Mantor’s Librrary. She
with Op panrael.
d
does warn themm, however, tha at she is an exceptionally
b
busy man. • Addventurers Have an Appointm tment. If the
advventurers assu ured Aya Glenmmiir that they w
would
speeak to Opanraeel regarding heer continued stooring
of tthe Library’s b
books, the Head
d Curator is alrready
aw
ware of their com ming and sees them immedia ately.
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 15
"Ah, yes. I trust you are the…" he pauses as he looks you each members would do such a thing. He does, however,
over, "…people that Madam Glenmiir mentioned in her note. suggest that his disappearance may not be coincidental,
What precisely can I do for you?" and that finding Ellison may be the key to finding out
what precisely has happened. If the adventurers do not
• No Appointment. Persuasion Successful. give Opanrael the note, Cassra mentions it.
Opanrael mistakes the adventurers as nothing other Opanrael knows only a small bit about Ellison. After a
than loud annoyances and asks them to come back quick glance at ledger, Opanrael mentions that Ellison
when he's not quite so busy. Any character was scheduled to be working in the Archives today and
succeeding at a DC 15 Charisma (Persuasion) that may be a good place to start looking. With a smirk,
check suitably impresses Opanrael who feels that Cassra mentions that the Archives is a vast place, so
they may actually be able to help him. anyway of narrowing down where Ellison might be
would be quite helpful.
If the adventurers suitably impressed Marten Foss,
"Well, you don't have an appointment," the Curator says
and have his book in their possession, he smiles and
steepling his fingers, "but I may be able to spare a moment."
agrees that it will definitely help. He thumbs through a
few pages and makes quick note on a piece of paper and
• No Appointment. Persuasion Unsuccessful. If the
hands it to Cassra, who looks at it and nods before
adventurers are unsuccessful in their attempts to
leading the adventurers from the room.
sway Opanrael, he dismisses them with a gesture
and bids them wait in a small waiting room near his Blood and Books
offices. After about an hour, he shuffles out.
With the books belonging to Aya and Agin already in his
possession, Ellison had come here to find memoir that
"Despite your complete and utter lack of etiquette and more
detailed Ren o' the Blade's encounter with the Pool of
importantly, an appointment, I thank you for your patience.
Radiance. The Scroll Thief used Garda's familiarity with
What can I do for you?"
the Archives and the book stolen from Marten Foss to
find this room.
During the course of discussion with the adventurers,
Ellison eventually found what he was searching for
Opanrael provides the following information.
and killed Garda. He was still in this room reading when
the adventurers enter the Archives. But upon seeing
• He knows very little regarding the circumstances of
Cassra's light, Ellison has fled deeper into the Archive's
the theft of the three books, but is aware of their
subbasement, below.
disappearance.
As Cassra leads them to the Archives, read:
• He has other things to worry about, however, as two
of his staff members--Garda Greenleaf and Ellison
Berenger--are missing. Down hallways and staircases, and through passageways and
• Their absence has thrown the day’s shifts into storage rooms, Cassra moves with definite purpose; descends
disarray and as the adventurers arrive, he is busy staircase after staircase with a lamp held over her head.
trying to rearrange schedules to ensure that the Finally, the scribe stops at a door and pushes it open; the
Library continues to run smoothly. smell of stagnant air and ancient dust filling the stairwell.
• Garda Greenleaf is a senior librarian with a flawless “Inside,” she says.
record of attendance.
• Ellison, however, is a scribe who has only been General Features
employed at the library for four months, but has The general features of the archives are as follows:
otherwise proven to be a reliable hire. Light. This section of the library is deep beneath the
ground and in complete darkness. The only light is that
When presented with the note found in Soares's which the adventurers and Opanrael have brought with
possession, Opanrael identifies the ink used as that them.
typically used by the scribes of the library. He considers Smells. Dust, old paper, glue.
the notion of a tenured scribe being a thief for a moment
but quickly dismisses the idea that any of his staff
Development
If the adventurers don’t figure it out on their own, Adjusting the Encounter
Here are recommendations for adjusting this combat
Ellison has gone deeper into the archives. While Cassra encounter. These are not cumulative.
knows where to take them, she states that she has • Weak party: remove one shadow
broken her arm in the chaos following the loud noise. • Strong party: change shadows to specters
She motions the adventurers in the direction of the sub- • Very strong party: five specters instead of three shadows
basement but says that she must turn back.
2. The Secret Cache
The door to the sub-basement is not difficult to find, in
Shortly before Phlan was destroyed in 1356 DR,
fact because the bookshelves in the main room of the
Denlor—along with the scribes and librarians of
archives collapsed. It is clearly visible about 40 feet
Mantor’s Library—hid some of their most valuable
away to anyone with darkvision or who happens to be
treasures away in this room. It was sealed and remained
carrying a light source. Climbing over the bookshelves to
Two carrion crawlers are here, feeding on the remains In addition to the spilled contents of the backpack, any
of a third, slain by Ellison. When he encountered the adventurers succeeding at a DC 10 Wisdom
carrion crawlers, Ellison used the scroll of fireball that (Perception) check see a smattering of fresh blood near
he stole from Aya Glenmiir; slaying one of the beasts, the backpack that leads away towards the steps. A
but wounding the others. He managed to escape, but not successful DC 10 Wisdom (Medicine) check determines
before further injuring himself and losing his backpack that this blood belonged to some sort of a humanoid.
in the process. The spillway emerges into the open air at the base of
The carrion crawlers attack the adventurers on sight. Phlan’s exterior wall on the banks of the Stojanow
Due to injuries suffered in the fight with Ellison, each of River.
them has only 35 hit points remaining.
Treasure
While the carrion crawlers keep no treasure, any
Adjusting the Encounter
Here are recommendations for adjusting this combat adventurer who is brave enough to search the pool and
encounter. These are not cumulative. succeeds at a DC 10 Intelligence (Investigation) check is
• Weak or very weak party: remove one carrion crawler able to retrieve 15 gp in various coins.
• Strong party: the carrion crawlers are at full (51) hit points
• Very strong party: add one carrion crawler; all carrion
crawlers are at full (51) hit points
Developments
Near the dead carrion crawler (now three-quarters
eaten) and the blackened portion of the floor lay a
mangled backpack; its contents spilled out onto the
floor. Beside the backpack is a length of parchment. A
successful DC 15 Intelligence (Arcana) check reveals
that it was once a scroll of fireball.
The backpack contained a set of common clothes 35
gp in silver and gold coins. Among the other items in the
backpack is a collection of documents.
Carrrion C
Crawleer (2)
Large moonstrosity, unaligneed
Keen Sm
mell. The carrion crawler has advaantage on Wisdom
(Percepttion) checks thatt rely on smell.
e attack
attacker Spider C Climb. The carrio n crawler can climb difficult surfaaces,
includin g upside down o on ceilings, withoout needing to mmake an
ability chheck.
Actio
ons
gon Multiatttack. The carrion
n crawler makes ttwo attacks: one with
its tentaacles and one witth its bite.
Tentaclees. Melee Weaponn Attack: +8 to hit, reach 10 ft., on
ne
creaturee. Hit: 4 (1d4 + 2)) poison damagee, and the target must
succeed on a DC 13 Con nstitution saving throw or be poissoned
for 1 mi nute. Until this p
poison ends, the target is paralyzed. The
target caan repeat the savving throw at the end of each of itts
turns, ennding the poison n on itself on a su
uccess.
CHA Bite. Meelee Weapon Atta ck: +4 to hit, reacch 5 ft., one targeet. Hit:
13 (+1) 7 (2d4 + 2) piercing dam
mage.
rception 14
Th
he Scroll T
Thief
print or photocopy this docume nt for personal usse only. 26
Appendix
x: Mapp of th
he Spilllwayy
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 29
Part
P 3: The sustainned in his escappe from Phlan. Rythnax, a blaack
dragon wyrmling, is h here as well.
If anyy of the charactters speak Draconic, they hea
ar the
Dra
agon'ss Swam
mp dragon say "Ooooh, viisitors." in a de
eep, gravelly vo
oice.
G
General Featuress Rolepllaying Elliso
on
Ellison i s tired and injureed. He hasn’t sleept at all over thee last
Area. The sw wamp claimed by b Rythnax is a grim one, a two dayss. In that time, he has been poiso oned, blown up, and
ravaged by carrion crawl ers. The only thing that keeps him m
ggray and joylesss marsh oversh hadowed by talll, foreboding
going is his desire to resst; he's been burn ning the candle aat both
trrees. Buzzing, biting insects fill f the air. ends forr nearly a ten-dayy, and it's taken itts toll. He distrusts
Water. The areaa is predomiinately knee-de eep water Rythnax,, but has no choiice at this point. He is willing to ttalk,
wwith numerous patches of dryy, albeit somew what soggy, but shouuld the adventureer's attack he deffends himself; hee has
gone thrrough too much to give up now, and death is merrely a
laand. The patch hes of land (inclluding the main n area with
chance ffor what he’s lon ng been denied--aa chance to finally get
thhe dragon’s laiir and campfire e) are depicted on the map. some reest.
OOther areas are e difficult terraiin.
Light. Despite the thick tree e growth in the swamp, the
Rolepllaying Rythn
nax
aarea is well-lit iff the adventure ers arrive durin
ng the day. Despite his alignment, RRythnax loves havving visitors; at leeast for
OOtherwise, the 20 foot area arround Ellison’ss campfire is a while, anyway. He is yooung, boastful, and brash; and
ddimly lit; all else
e is dark. appreciaates an audience to his wild and ooutlandish storiees of
Sounds. Frog gs croaking, wa ater splashing, insects strengthh, cunning and feerocity. He bores quickly though, and
lashes oout at anyone he feels doesn’t suffficiently appreciaate his
bbuzzing tales.
Smells. Stagnant water, aciidic tang in the air
Fog. Rolling patches
p of fog lightly
l obscure creatures Ellison is visibly distraaught upon rea
alizing at the
sstanding within n. adventuurer's arrival. In describing hiim, read or
paraphrrase the follow wing.
T
The map leads yo
ou east along thee Phlan Path, and
d before long,
the Twilight Marssh lay before you
u—dark and foreboding. • Hee looks tired, ass if he hasn't slept in many da
ays,
On the horizon a large mound rises from the sw
wamp with a and d appears to bee ill.
ggaping, black hole in the side. In front of the hole, a small • Hiss left leg appeaars to be freshlyy bandaged, bu
ut
ccampfire dances in the gloom. bloood has alreadyy soaked through.
he fire beside what you assume iss a large,
A man sits by th • Hee has extensivee burns on his h hands and armss as
b
black dog, curled up at his feet. Those
T assumptions quickly weell as his face as if something he was holding g
m
melt away as the form unfurls a pair
p of leathery black wings cauught fire or expploded.
aand cranes its neeck towards you before
b muttering
g something
in
n a strange, gutttural tongue. Both Elllison and Rythhnax will indulg
ge the adventurrers in
ot immediately attack
a modiccum of discusssion; they do no
E
Ellison is here, tending the grrievous injuriess he the advventurers outrigght and withou
ut provocation. Both
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 21
answer a handful of questions, but eventually Rythnax • Rythnax puffs out his chest in an obvious attempt to
gets bored and attacks. Ellison and Rythnax combined draw attention to a gaudy bronze amulet hanging
have the following information, but Ellison only provides around his neck. The symbol engraved into the
it if asked. Ellison acts as an interpreter for Rythnax if amulet can be identified by anyone succeeding at a
no one in the party speaks Draconic. DC 15 Intelligence (Arcana or History) check as a
Ellison divulges the following information in the sigil in use by the Cult of the Dragon.
course of discussion with the characters.
It is possible to talk Ellison into surrendering. An
• He was sent to find information about the Pool of adventurer who succeeds on a DC 15 Charisma
Radiance from the Library. (Intimidation or Persuasion) check convinces the Scroll
• The books stolen from Marten Foss contained first- Thief to surrender. He assures the characters that he
hand accounts of Pools of Radiance; something no has no intention of returning to the service of the cult.
other book in the Library’s possession did. Ellison is not lying in this statement. If successful,
• The book stolen from Aya Glenmiir was more Ellison does not join Rythnax in fighting the
practical observation and, more importantly, theory adventurers.
on the properties and functions of Pools of Should Ellison surrender, or should the adventurers
Radiance. have asked two questions of Rythnax, the dragon shouts
• He stole Lords and Lineages for purely personal (in Draconic) “You're boring me!” and attacks.
reasons; Ellison believed that it would contain proof If the adventurers successfully convince him to
that he belonged to a noble house of Phlan. surrender, Ellison flees into the safety of Rythnax's cave.
• While there was a House Berenger in Phlan, it Otherwise, the Scroll Thief joins Rythnax in attacking
turns out that he was of no relation. the characters. He has one scroll remaining from those
• A successful DC 10 Wisdom (Insight) check reveals that he stole from Aya Glenmiir. In the first round of
that Ellison does not wish to fight the adventurers. combat, he uses a scroll of hold person on the person
• If asked, he confirms this; stating that he is here to who looks like a warrior, especially if they’ve acted dull-
deliver the pages to Rythnax and upon so doing, is witted. Absent that, he targets obvious spellcasters.
going to leave Phlan and the Cult behind, and never As Ellison fights, it is obvious that he is not doing so to
look back. kill the adventurers. He chooses to knock out any
character he drops to 0 hit points.
Rythnax, however, is quite the chatterbox. He engages Rythnax, however, attacks ferociously with tooth and
in polite conversation that smacks of sarcasm and claw and uses his breath weapon on his first turn.
derision. He freely divulges the following. Should it recharge as the fight proceeds, he does not use
it again unless he is forced to flee. Despite his bravado,
• Rythnax has the pages missing from the stolen Rythnax has no intention of dying; he has a mission to
books in a pack and taunts the adventurers— accomplish. If reduced below 10 hit points, he uses his
insisting that he's taking them to his masters and breath weapon and flies away.
that the adventurers are powerless to stop him. Any
adventurer succeeding at a DC 10 Wisdom Adjusting the Encounter
(Perception) check sees that the dragon is wearing Here are recommendations for adjusting this combat
a sort of harness with a steel-banded pack on his encounter. These are not cumulative.
belly. • Very weak party: Rythnax cannot use lair actions
• Weak party: Rythnax cannot use the swarming insects lair
• The dragon claims to be well paid to serve as a
action
courier and enforcer for the Cult obviously because • Strong party: Change Ellison from a spy to a bandit captain;
they are terrified of him. Rythnax has 44 hit points
• He is the genius behind the whole theft; Ellison is • Very strong party: Change Ellison from a spy to a bandit
captain; add four lizardfolk as Rythnax has swayed some
simply a mindless lackey.
local lizardfolk to join him; Rythnax has 54 hit points
Actio
ons Pack Tacctic
R
Rythna
ax, Bla
ack Dra
agon SSpyMultiatt
Ellison
tack. The carrion
n crawler makes ttwo attacks: one with
creaturee if a
creaturee an
W
Wyrmliing M
its tentaacles and one witth its bite.
Medium humanoid
d (any race), any allignment
Tentaclees. Melee Weaponn Attack: +8 to hit, reach 10 ft., onne Actio
ons
M
Medium dragon, ch
haotic evil A
Armor Class 12
creaturee. Hit: 4 (1d4 + 2)) poison damagee, and the target must Multiatttack
H
Hit Points 27 (6d
succeed on8)a DC 13 Con nstitution saving throw or be poissoned
A
Armor Class 17 (n natural armor) S
Speed 30forft.
1 mi nute. Until this p
poison ends, the target is paralyzed. The Mace. M Mele
H
Hit Points 33 (6d8 + 6) Hit: 5 (1 d6
target caan repeat the savving throw at the end of each of itts
S
Speed 30 ft., fly 60
0 ft., swim 30 ft. STRturns, en DEXX theCON
nding poisonn on INT
itself on a WIS
uccess. CHA
su
10 (+0) 15 (+ +2) 10 (+0) 12 (+1) 14 (+2 2) 16 (+3) Heavy C
Cros
STR DEXX CON INT WIS CHA Bite. Meelee Weapon Attack: +4 to hit, reacch 5 ft., one targeet. Hit: 100/4000 ft.,
15 (+2) 14 (+
+2) 13 (+1) 10 (+0) 0)
11 (+0 13 (+1) S 7 (2d4 + 2)
Skills Deception + piercing
+5, Insight dam
+4,mage.
Investigation +5, Perception
P +6,
Persuasion +5, Sleight of Hand +4, Stealth +4
S
Saving Throws Dex +4, Con +3, Wis
S
Specter
S r +4, Stealth +4 W +2, Cha +3
Skills Perception
Senses p passive Perceptio
Languagges any two langu
on 16
uages
DDamage Immunitties acid Challengge 1 (200 XP)
M
Medium undead, ch
haotic evil
SSenses blindsightt 10 ft., darkvision 60 ft., passive Perception 14
LLanguages Draco onic Cunningg Action. On each h of its turns, thee spy can use a b
bonus
Monstter/NP
PC Sta
atistiics
A
Armor Class 12
H
CChallenge 2 (450 XP)
Hit Points 22 (5d8)
S
Speed 0 ft., fly 50 ft. (hover)
action too take the Dash, Disengage, or H Hide action.
AAmphibious. The dragon can breaathe air and water. Sneak A Attack (1/Turn). T The spy deals an extra 7 (2d6) dam mage
when it hits a target with h a weapon attack and has advanttage
STRActio ons
DEX X CON INT WIS CHA on the aattack roll, or wheen the target is w within 5 feet of an
n ally of
1 (−5) 14 (+ +2) 11 (+0) 10 (+0) 10 (+0 0) 11 (+0)
Bite. Meelee Weapon Attack: +4 to hit, reacch 5 ft., one targeet. Hit: the spy tthat isn’t incapac
Thhe Scroll
citated and the spy doesn’t have T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt fo
7 (1d10 +nces Not
2) piercing for
dam resale.
mage Peermission
plus 2 (1d4 granted
4)under; to print
acid damage. or photo disadvan
copy this ntage
docume on
nt the
for atta
ack
personalroll.
us
se only. 26
DDamage Resistan acid, cold, fire, lightning, thu
bludgeoning, piercing,
Acid Breeath and slas
(Recharge 5––6).hing
Thefrom nonm
dragon agicalacid in a 15-
exhales
weapons Actio ons
foot linee that is 5 feet wid de. Each creaturee in that line must
DDamage Immunit
make a DCties 11necrotic,
Dexteritypoi son throw, takking 22 (5d8) acid
ssaving Multiatttack. The spy maakes two melee attacks.
CCondition Immun
damage nities
on charmed,
a failed save, or exhaustion,
e half as much grapp pled, on a
h damage
CHA paralyzed, petri Shortsw word. Melee Weappon Attack: +4 to hit, reach 5 ft., o one
14 (+2) successf fulified,
one.poisoned, prone,
p restrainedd, unconscious
target. H Hit: 5 (1d6 + 2) p piercing damage.
SSenses darkvision n 60 ft., passive Perception
P 10
LLanguages underrstands all languaages it knew in liffe but can’t Hand Cr•rossbow. Ranged Weapon Attack:Marten
+4 to hit, range 330/120 Ren o’
speakLair Actions He stole the book from
ft., one ttarget. Hit: 5 (1d 6 + 2) piercing d damage.
Foss because
C On
Carrrion C
Crawleer
initiative
Challenge 1 (200 XP) count 20 (losing initiative ties), Rythnax
action to cause one of the following effects. Rythnax can't use
takes a lair the Blade wrote about his personal experiences
with the Pool of Radiance beneath Valjevo Keep.
In the same
ncorporeal
Large Move effect two
ement.
moonstrosity, The rounds
edterincan
spect
unaligne a row.
move thro ough other
Thu
uglocation.
He believed that it had information on the Pool's
ccreatures and objjects as if they weere difficult terrain. It takes 5
•
(1d10) Armor
force Pools
CClass
dam mage of13water
if (natural
it ends thatitsthe
armor)dragon
turn inside can
ansee within 120 feet of it
object.
surge
Hit Poin outward
nts 51 (6d10 + 188) in a grasping tide. Any creature on the Medium•humanoid (any the
He stole raace),book
any non-good
d alignment
from Agin Lamarck for personal
SSunlight ground
Sensitivi
Speed 300 ity. within
While 30
ft., climb 20sunl
in feetight,
ft. of such
the aspecter
pool must has succeed on a reasons; he was raised believing that he belonged to
two with ddisadvantageDC on15 Strength
attack rolls,check w oras
as well beon pulled
Wisdom upmto 20 feet into the Armor CClass House
11 (leather armor)
water and knocked prone. Berenger—a noble house that once resided
makes two (Perception) STR checcks that
DEX rely onC sight.
CON INT WIS C
CHA Hit Poin
nts 32 (5d8 + 10)
• 14 (+2)
A cloud
) 13 of(+1)
swarming insects fills
166 (+3) a 20-foot-radius
1 (−5) 12 (+1) sphere
5 (−3) Speed 300 ft.
in Phlan—and he wanted to know the truth.
one target.
AActionscentered on a point Rythnax chooses within 120 feet of it.
Skills The cloud spreads
Peerception +3 around corners and remains until the STR If the DEX C
CONlet himINT
adventurers go, he isWIS
thankful,CCHA
but remains
LLife Drain. Melee
dragon Spell Attack: +4
dismisses to
t an hit,action,
reach 5uses ft., one creature.
Senses ddarkvision 60 ft.,itpassive
as Percepttion this 13 lair action, or 15 (+2)) the
11swamp.
(+0) 144 (+2)
rests 10
for(+0)) 10 (+0)before
11 (+0)
HHit: 10 (3d6)dies.necrotic
The damage.
cloud is Th
he target
lightly must Any
obscured. suucceed on ain the
creature
in He a few days leaving.
ach 5 ft. or Languagges —
DDC 10 Constitutio
cloud onwhen
saving it throw ormust
appears its hitmake
pointamaximum
mDC 15 is
Constitution
damage. Challengge 2 (450 XP) Skills Inttimidation +2
reduced by an am
savingmountthrow, equal to th
taking he
10damage taken. This
(3d6) piercing damage on a failed Senses p
Treasure
passive Perceptioon 10
reduction lasts unntil the creature finishes
f damagea on long reest. The target
Keen save,
Smmell.orThe halfcarrion
as much crawler has adva aantage
successful one. A
on Wisdo m LanguagAll
ges of
anyEllison's
one language (usually Co
possessions ommon)
were lost in the fight with
ddies if this effect reduces
creature that its
ends hit its
pooint
turnmaximum
in the cloudto
o 0.takes 10 (3d6) Challeng ge 1/2 (100 XP)
(Percepttion) checks thatt rely on smell. the carrion crawlers. The only thing he managed to get
e attack piercing damage.
away with was Aya's scroll of hold person and Agin's
attacker •
Spider Magical
Climb. darkness
C The carriospreads n crawler from
canaclipoint Rythnaxsurfa
mb difficult chooses
aces, Pack Tacctics. The thug has advantage on n an attack roll aggainst a
within
includin 60 feet
g upside downof it,oonfilling a 15-foot-radius
ceilings, withoout needingsphere tountil
m
make an copy of Lords and Lineages of Phlan. If he hasn’t used
S
Spy abilityRythnax
chheck. dismisses it as an action, uses this lair action
creaturee if at least one off the thug’s alliess is within 5 feet of the
creatureethe
andscroll, it’s
the ally on
isn’ his person; the book is on the ground
’t incapacitated.
again, or dies. The darkness spreads around corners. A beside where he was sitting, wrapped carefully in a
MMedium humanoid d (any race), any allignment
Actio creature
ons with darkvision can't see through this darkness, Actio
ons
gon AArmor Class
and nonmagical light can't illuminate it. If any of the
Multiatt12tack. area
effect's The carrion
overlaps n crawler
with an makes ttwo
area of attacks:
light onebywith
created a
blood-stained shirt.
Rythnax,
Multiatttack. onm
The thug the other
makes hand,attacks.
two melee has a small collection of
HHit Points 27spall
its tenta(6d 8)
acles ofand
2ndone levelwit orthlower,
its bite.the spell that created the light is coins and other items in his lair. A total of 300 gp in
SSpeed 30 ft. dispelled. Mace. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one creeature.
Tentaclees. Melee Weaponn Attack: +8 to hit, reach 10 ft., on ne coins and gems are nestled amongst the rotting
Hit: 5 (1 d6 + 2) bludgeo ning damage.
STRcreature e. Hit:
DEX X 4 (1d4 CON+ 2)) poison INT damage e, and the
WIS target must
CHA vegetation and bones lining the floor of his lair, as well
10 (+0)
Developments
succeed15 (+ on
+2)a DC 1013 (+0)Con nstitution
12 (+1)saving 14 (+2throw
2) or 16 be
(+3)poissoned Heavy C
Crossbow.
as a suit ofRanged d Weapon
splint armor,Attack: : +2 to hit,glass
a magnifying range, and a scroll
for 1 mi nute.
Ellison doesn'tUntilput thisup p
poison
a fight ends, the targetand
if subdued is paralyzed. The 100/4000 ft., one target. H
Hit: 5 (1d10) pierrcing damage.
of dispel magic.
S target
Skills Deception caan+5,
subsequently +repeat
Insight the+4,
captured. savving throwawakening,
Investigation
Upon at the
+5, end
P ofhe
Perceptioneach of itts
is+6,
genuinely
If Rythnax is slain, the pages that were removed from
Persuasion
turns,
thankful +5,
en Sleight
nding
for of
the poison
the Hand n on
adventurers's +4,itself
Stealth
on a+4
mercy suuccess.
and divulges
the stolen books are stowed tightly in his pack. They are
CHA Bite. Meelee Weapon
everything he knowsAttawithout
ck: +4 to hesitation.
hit, reacch 5 ft.,
Heone
hastargeet. Hit:
little
13 (+1)
wrapped in waxen paper and bound tightly with string.
7concern
(2d4 + 2)for
piercing dam
what the mage.
Cult may wish to do to him.
There is no indication to who the pages are to be
Apppendix: Ma
ap of the
t Dragon
n’s Sw
wamp
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 30
Lair Actions • He stole the book from Marten Foss because Ren o’
On initiative count 20 (losing initiative ties), Rythnax takes a lair the Blade wrote about his personal experiences
action to cause one of the following effects. Rythnax can't use with the Pool of Radiance beneath Valjevo Keep.
the same effect two rounds in a row.
He believed that it had information on the Pool's
• Pools of water that the dragon can see within 120 feet of it location.
surge outward in a grasping tide. Any creature on the • He stole the book from Agin Lamarck for personal
ground within 20 feet of such a pool must succeed on a reasons; he was raised believing that he belonged to
DC 15 Strength check or be pulled up to 20 feet into the
water and knocked prone. House Berenger—a noble house that once resided
• A cloud of swarming insects fills a 20-foot-radius sphere in Phlan—and he wanted to know the truth.
centered on a point Rythnax chooses within 120 feet of it.
The cloud spreads around corners and remains until the If the adventurers let him go, he is thankful, but remains
dragon dismisses it as an action, uses this lair action, or
in the swamp. He rests for a few days before leaving.
dies. The cloud is lightly obscured. Any creature in the
cloud when it appears must make a DC 15 Constitution
saving throw, taking 10 (3d6) piercing damage on a failed Treasure
save, or half as much damage on a successful one. A All of Ellison's possessions were lost in the fight with
creature that ends its turn in the cloud takes 10 (3d6) the carrion crawlers. The only thing he managed to get
piercing damage.
away with was Aya's scroll of hold person and Agin's
• Magical darkness spreads from a point Rythnax chooses
within 60 feet of it, filling a 15-foot-radius sphere until copy of Lords and Lineages of Phlan. If he hasn’t used
Rythnax dismisses it as an action, uses this lair action the scroll, it’s on his person; the book is on the ground
again, or dies. The darkness spreads around corners. A beside where he was sitting, wrapped carefully in a
creature with darkvision can't see through this darkness,
blood-stained shirt.
and nonmagical light can't illuminate it. If any of the
effect's area overlaps with an area of light created by a Rythnax, on the other hand, has a small collection of
spall of 2nd level or lower, the spell that created the light is coins and other items in his lair. A total of 300 gp in
dispelled. coins and gems are nestled amongst the rotting
vegetation and bones lining the floor of his lair, as well
Developments as a suit of splint armor, a magnifying glass, and a scroll
Ellison doesn't put up a fight if subdued and
of dispel magic.
subsequently captured. Upon awakening, he is genuinely
If Rythnax is slain, the pages that were removed from
thankful for the adventurers's mercy and divulges
the stolen books are stowed tightly in his pack. They are
everything he knows without hesitation. He has little
wrapped in waxen paper and bound tightly with string.
concern for what the Cult may wish to do to him.
There is no indication to who the pages are to be
delivered. The amulet he wears is finely crafted and
• The Cult wishes to find the Pool of Radiance and
worth 50 gp as an art object. Despite this, however, it
somehow "wake it up." He was sent to Phlan to find
serves as definitive proof that the Cult is active in Phlan.
out the "where and how."
A shirt is folded carefully around the copy of Lords
• Two other cultists are named Tibeem and Spernik,
and Lineages that was stolen from Agin.
joined him in Phlan, but he is not in communication
with them anymore. They were sent to learn about a Harpers
lost temple somewhere in the Dragonspine Harper characters that copy down the information from
Mountains. the stolen pages on the Pool of Radiance and return that
• He is unsure as to whether or not the others have information to the faction (or abscond with the original
met with success; they were ordered not to speak to pages) earn one renown point.
one another about their mission.
• He stole the book from Aya Glenmiir after
apprenticing with the wizard. He stole it because it
is the only book he was able to locate that had
practical studies of Pools of Radiance.
R
Renown
AAll faction mem mbers earn on ne renown poin nt for
pparticipating in this adventuree.
Harper chara acters earn onne additional reenown
ppoint for return
ning or copyingg the pages Rythhnax
ppossessed.
Order of the Gauntlet charracters that revvealed
thhemselves to Marten
M and wonn a sparring match with
hhis prize studennt earn one addditional renowwn point.
Emerald Enc clave characteers earn one addditional
rrenown point forf slaying Ryth hnax.
Lords’ Alliannce characterss earn one addiitional
rrenown point forf outing Agin Lamarck as a false noble.
Zhentarim ch haracters earn n one additionaal renown
ppoint for turnin
ng in Ellison to stand trial.
D
Downtime
EEach character receives ten downtime
d dayss at the
cconclusion of th
his adventure.
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 25
Appen
A ndix: Monst
M ter/NP
PC Sta
atistiics
B
Banditt Capta
ain Actio
ons
M
Medium humanoid
d (any race), any noon-lawful alignmen
nt Bite. Meelee Weapon Attack: +4 to hit, reacch 5 ft., one targeet. Hit:
7 (1d10 + 2) piercing dam
mage plus 2 (1d44) acid damage.
A
Armor Class 15 (sstudded leather)
H
Hit Points 65 (10d8 + 20) Acid Breeath (Recharge 5––6). The dragon exhales acid in a 15-
S
Speed 30 ft. de. Each creaturee in that line must
foot linee that is 5 feet wid
make a DC 11 Dexterity ssaving throw, takking 22 (5d8) acid
STR DEXX CON INT WIS CHA damage on a failed save, or half as much h damage on a
15 (+2) 16 (+
+3) 14 (+2) 14 (+2) 11 (+0
0) 14 (+2) successfful one.
R
Reactions Keen Sm
mell. The carrion crawler has advaantage on Wisdom
(Percepttion) checks thatt rely on smell.
PParry. The captainn adds 2 to its AC
C against one meelee attack
that would hit it. To
T do so, the cap ptain must see th
he attacker Spider C Climb. The carrio n crawler can climb difficult surfaaces,
aand be wielding a melee weapon. includin g upside down o on ceilings, withoout needing to mmake an
ability chheck.
Actio
ons
R
Rythna
ax, Bla
ack Dra
agon Multiatttack. The carrion
n crawler makes ttwo attacks: one with
W
Wyrmliing its tentaacles and one witth its bite.
Tentaclees. Melee Weaponn Attack: +8 to hit, reach 10 ft., on
ne
M
Medium dragon, ch
haotic evil
creaturee. Hit: 4 (1d4 + 2)) poison damagee, and the target must
succeed on a DC 13 Con nstitution saving throw or be poissoned
A
Armor Class 17 (n natural armor)
for 1 mi nute. Until this p
poison ends, the target is paralyzed. The
H
Hit Points 33 (6d8 + 6)
target caan repeat the savving throw at the end of each of itts
S
Speed 30 ft., fly 60
0 ft., swim 30 ft.
turns, ennding the poison n on itself on a su
uccess.
STR DEXX CON INT WIS CHA Bite. Meelee Weapon Atta ck: +4 to hit, reacch 5 ft., one targeet. Hit:
15 (+2) 14 (+
+2) 13 (+1) 10 (+0) 0)
11 (+0 13 (+1) 7 (2d4 + 2) piercing dam
mage.
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 26
Guard Shadow
Medium humanoid (any race), any alignment Medium undead, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1)
Armor Class 15 (natural armor, shield) Shadow Stealth. While in dim light or darkness, the shadow can
Hit Points 22 (4d8 + 4) take the Hide action as a bonus action.
Speed 30 ft., swim 30 ft.
Sunlight Weakness. While in sunlight, the shadow has
disadvantage on attack rolls, ability checks, and saving throws.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2)
Actions
Skills Perception +3, Stealth +4, Survival +5 Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses passive Perception 13 creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s
Languages Draconic Strength score is reduced by 1d4. The target dies if this reduces
Challenge 1/2 (100 XP) its Strength to 0. Otherwise, the reduction lasts until the target
finishes a short or long rest.
Hold Breath. The lizardfolk can hold its breath for 15 minutes. If a non-evil humanoid dies from this attack, a new shadow
rises from the corpse 1d4 hours later.
Actions
Multiattack. The lizardfolk makes two melee attacks, each one
with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
A
Armor Class 12 Cunningg Action. On each h of its turns, thee spy can use a b
bonus
H
Hit Points 22 (5d8) action too take the Dash, Disengage, or H Hide action.
S
Speed 0 ft., fly 50 ft. (hover) Sneak AAttack (1/Turn). T The spy deals an extra 7 (2d6) dam mage
when it hits a target withh a weapon attack and has advanttage
STR DEXX CON INT WIS CHA on the aattack roll, or wheen the target is w
within 5 feet of an
n ally of
1 (−5) 14 (+
+2) 11 (+0) 10 (+0) 0)
10 (+0 11 (+0) the spy tthat isn’t incapaccitated and the spy doesn’t have
disadvan ntage on the attaack roll.
DDamage Resistan nces acid, cold, fire, lightning, thu
under;
bludgeoning, piercing, and slashing from nonmagical
weapons Actio
ons
DDamage Immunitties necrotic, poison Multiatttack. The spy maakes two melee attacks.
CCondition Immun nities charmed, exhaustion,
e grapp
pled,
paralyzed, petriified, poisoned, prone,
p restrained
d, unconscious Shortswword. Melee Weappon Attack: +4 to hit, reach 5 ft., o
one
SSenses darkvisionn 60 ft., passive Perception
P 10 target. H
Hit: 5 (1d6 + 2) p
piercing damage.
LLanguages underrstands all languaages it knew in liffe but can’t Hand Crrossbow. Ranged Weapon Attack: +4 to hit, range 330/120
speak ft., one ttarget. Hit: 5 (1d 6 + 2) piercing d
damage.
CChallenge 1 (200 XP)
S
Spy creaturee if at least one off the thug’s alliess is within 5 feet of the
creaturee and the ally isn’’t incapacitated.
M
Medium humanoid
d (any race), any allignment
Actio
ons
A
Armor Class 12
Multiatttack. The thug m
makes two melee attacks.
H
Hit Points 27 (6d8)
S
Speed 30 ft. Mace. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one creeature.
Hit: 5 (1 d6 + 2) bludgeo ning damage.
STR DEXX CON INT WIS CHA
10 (+0) 15 (+
+2) 10 (+0) 12 (+1) 14 (+2
2) 16 (+3) Heavy C
Crossbow. Rangedd Weapon Attack:: +2 to hit, range
100/4000 ft., one target. H
Hit: 5 (1d10) pierrcing damage.
S
Skills Deception +5,
+ Insight +4, Investigation +5, Perception
P +6,
Persuasion +5, Sleight of Hand +4, Stealth +4
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 28