Beruflich Dokumente
Kultur Dokumente
D ancee in Phllan
TThe Cult of the Dragon has co ome to Phlan, a lawless refuge e on the Moonssea. Now, with h no significant authority to sto op the
ccult, other powe er groups in the Realms—the Harpers, Orde er of the Gauntllet, Emerald Enclave, Lords’ Alliance, and e even
thhe Zhentarim— —must unite to stop the cult frrom fulfilling itss dark purposee in the city. Joiin the fight by p
participating in
n any
oone of five different missions aimed
a at stopping the cult. An n introductory aadventure for 1 1st-level characcters.
Adventure Code: DDEX
X1‐1
C
Credits
A
Adventure Design
n: Shawn Merwin n
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 Adventurerss League Administrators: Robert Adducci, Bill Ben
D nham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: August 14
4, 2014
R
Release: Septemb
ber 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
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Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M
Middlesex, UB11 1ET, UK.
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or photocopy this document for perrsonal use only.
Defiance in phlan
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Defiance in phlan
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Defiance in phlan
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Defiance in phlan
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Defiance in phlan
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A sinewy elf in gray clothes smiles at three humans behind her. Blinded
“I told you they would come. A dragon egg is much too A blinded creature can't see and automatically fails any
ability check that requires sight.
valuable to pass up.”
Attack rolls against the creature have advantage, and the
The elf turns back to you. “Now, let’s do this quickly. Here is creature's attack rolls have disadvantage.
what you asked for.” She holds a very large hide backpack
toward you. Uninvited Guests
“You throw the payment over to me, and we will leave the egg
Regardless of whether or not the sale goes smoothly,
here. We will exit the barn, and then you can leave after five
members of the Welcomers—Phlan’s thieves’ guild—
minutes have passed. No fuss, no muss.” She pauses and
come out of hiding to attempt to steal the egg. (They
looks at you more closely. “Hold on. Something is not right
don’t bother with the diamonds or any other valuables.
here.”
They are only interested in the egg.)
For the mission to run smoothly and in a timely
Inevitably, the elf seller notices something is amiss,
manner, the best time for the Welcomers to interrupt is
namely a single aspect of the character posing as the
just after the exchange has taken place, right after the
merchant that looks wrong. It might be the seller
characters likely attempt the Nature check to recognize
expected someone shorter or taller. She might have
that the egg is a fake. This lets the sellers leave (or flee)
expected the merchant to have a mole or birthmark—or
and remain uninvolved in the combat, letting it run more
perhaps she expected the merchant to have a facial tic
quickly. This also gives the characters the option of
or strange speech pattern. Whatever you choose, make it
simply handing over the egg, thereby avoiding the battle
something fun or interesting for the characters to have
altogether.
to roleplay or think of an excuse for.
The other time to introduce the Welcomers’
At this point, two skill checks are going to be most
interruption is if the characters are caught in their
relevant during the exchange: a DC 10 Charisma
deception and are unable to talk their way out of it. The
(Deception) check and a DC 10 Dexterity (Sleight of
interruption of the Welcomers provides the characters
Hand) check.
with an opportunity to plant the pin on the seller as she
One successful Deception check is enough to convince
drops the egg and flees with her bodyguards.
the sellers that the characters are the legitimate buyers.
The following read-aloud text assumes the Welcomers
Feel free to give a bonus to the check, or even automatic
arrive after the seller and her bodyguards have already
success, based on outstanding roleplaying.
left. Adjust as necessary.
One successful Sleight of Hand check indicates that a
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Defiance in phlan
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Treasure
The characters receive the following treasure, divided
up amongst the party. Characters should attempt to
divide treasure evenly whenever possible. Gold piece
values listed for sellable gear are calculated at their
selling price, not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character is
interested in a specific consumable magic item, the DM
can determine who gets it randomly should the group be
unable to decide.
Permanent magic items are divided up according to a
system. See the sidebar if the adventure awards
permanent magic items.
Treasure Awards
Item Name GP Value
Payment from the Harper 200
Potion of Healing
A description of this item can be found in the basic rules
or the Player’s Handbook.
Renown
Harper characters only receive one renown point for
successfully planting the pin.
Downtime
Each character receives five downtime days at the
conclusion of this mini-adventure.
DM Rewards
You receive 100 XP and five downtime days for each
session you run of this mini-adventure.
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STR DEXX CON INT WIS CHA Sneak AAttack (1/Turn). T The spy deals an extra 7 (2d6) dam mage
11 (+0) 12 (+
+1) 12 (+1) 10 (+0) 10 (+0
0) 10 (+0) when it hits a target withh a weapon attack and has advanttage
on the aattack roll, or wheen the target is w
within 5 feet of an
n ally of
SSenses passive Peerception 10 the spy tthat isn’t incapaccitated and the spy doesn’t have
LLanguages any onne language (usu
ually Common) disadvan ntage on the attaack roll.
CChallenge 1/8 (25
5 XP)
A
Actions Actio
ons
Multiatttack. The spy maakes two melee attacks.
S
Scimitar. Melee Weapon
W Attack: +3
3 to hit, reach 5 ft.,
f one target.
H
Hit: 4 (1d6 + 1) slashing damage. Shortswword. Melee Weappon Attack: +4 to hit, reach 5 ft., o
one
target. H
Hit: 5 (1d6 + 2) p
piercing damage.
LLight Crossbow. Ranged
R Weapon Attack:
A +3 to hit, range 80
ft
ft./320 ft., one tarrget. Hit: 5 (1d8 + 1) piercing dammage. Hand Crrossbow. Ranged Weapon Attack: +4 to hit, range 330/120
ft., one ttarget. Hit: 5 (1d 6 + 2) piercing d
damage.
G
Guard
M
Medium humanoid
d (any race), any allignment
Thu
ug
Medium humanoid (any raace), any non-goodd alignment
A
Armor Class 16 (cchain shirt, shield
d)
H
Hit Points 11 (2d8 + 2) Armor CClass 11 (leather armor)
S
Speed 30 ft. Hit Poin
nts 32 (5d8 + 10)
Speed 300 ft.
STR DEXX CON INT WIS CHA
13 (+1) 12 (+
+1) 12 (+1) 10 (+0) 11 (+0
0) 10 (+0) STR DEX C
CON INT WIS C
CHA
15 (+2)) 11 (+0) 144 (+2) 10 (+0)) 10 (+0) 11 (+0)
SSkills Perception +2
SSenses passive Peerception 12 Skills Inttimidation +2
LLanguages any on ne language (usu
ually Common) Senses ppassive Perceptio
on 10
CChallenge 1/8 (255 XP) Languagges any one language (usually Co
ommon)
Challengge 1/2 (100 XP)
A
Actions
S
Spear. Melee or Ranged
R Weapon Attack: +3 to hit, reach
r 5 ft. or Pack Tacctics. The thug has advantage on n an attack roll aggainst a
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercin
ng damage. creaturee if at least one off the thug’s alliess is within 5 feet of the
creaturee and the ally isn’’t incapacitated.
Actio
ons
S
Spy Multiatttack. The thug m
makes two melee attacks.
M
Medium humanoid
d (any race), any allignment
Mace. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one creeature.
A
Armor Class 12 Hit: 5 (1 d6 + 2) bludgeo ning damage.
H
Hit Points 27 (6d8) Heavy C
Crossbow. Rangedd Weapon Attack:: +2 to hit, range
S
Speed 30 ft. 100/4000 ft., one target. H
Hit: 5 (1d10) pierrcing damage.
STR DEXX CON INT WIS CHA
10 (+0) 15 (+
+2) 10 (+0) 12 (+1) 14 (+2
2) 16 (+3)
Defiance in phlan
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Not for resale. Pe 10
After this information is given, two Black Fist guards The trails make it appear that about a dozen
come upon the scene, ordering people to stop blocking prisoners were being dragged.
traffic on the street. When Millivent tells them her story, The prints in the mud show that more than a dozen
they roll their eyes, sigh, and say that their jurisdiction goblin-sized creatures passed through here today.
lay only within the city itself. Then one pulls a small One larger-sized creature also walked with the
other creatures. The print size reveals that this
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Defiance in phlan
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Defiance in phlan
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Defiance in phlan
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A
Actions Actio
ons
S
Scimitar. Melee Weapon
W Attack: +4
4 to hit, reach 5 ft.,
f one target. Bite. Meelee Weapon Atta ck: +5 to hit, reacch 5 ft., one targeet. Hit:
H
Hit: 5 (1d6 + 2) slashing damage. 10 (2d6 + 3) piercing dam
mage. If the targget is a creature, iit must
succeed on a DC 13 Streength saving thro ow or be knocked d
S
Shortbow. Ranged d Weapon Attack:: +4 to hit, range 80/320 ft.,
prone.
o
one target. Hit: 5 (1d6 + 2) piercin
ng damage.
W
Wolf Bug
gbear
Medium humanoid (goblinnoid), chaotic evil
M
Medium beast, una
aligned
Armor CClass 16 (hide arm
mor, shield)
A
Armor Class 13 (nnatural armor) Hit Poin
nts 27 (5d8 + 5)
Hit Points 11 (2d8 + 2)
H Speed 300 ft.
S
Speed 40 ft.
STR DEX C
CON INT WIS C
CHA
STR DEXX CON INT WIS CHA 15 (+2)) 14 (+2) 133 (+1) 8 (−1) 11 (+0) 9 (−1)
12 (+1) 15 (+
+2) 12 (+1) 3 (–4) 12 (+1
1) 6 (–2)
Skills Steealth +6, Survivaal +2
SSkills Perception +3, Stealth +4 Senses ddarkvision 60 ft., passive Percepttion 10
SSenses passive Peerception 13 Languagges Common, Go oblin
LLanguages — Challengge 1 (200 XP)
CChallenge 1/4 (500 XP)
Brute. A melee weapon deeals one extra diee of its damage whhen the
K
Keen Hearing and d Smell. The wolff has advantage ono Wisdom bugbear hits with it (incluuded in the attack)).
(Perception) checcks that rely on hearing or smell.
Surprisee Attack. If the bu
ugbear surprises a creature and hhits it
PPack Tactics. The wolf has advantage on an attackk roll against a with an attack during thee first round of co
ombat, the targeet takes
ccreature if at least one of the wolff’s allies is within 5 feet of the an extra 7 (2d6) damagee from the attack..
a isn’t incapacitated.
ccreature and the ally
Actio
ons
A
Actions Morninggstar. Melee Weapon Attack: +4 too hit, reach 5 ft., one
BBite. Melee Weapoon Attack: +4 to hit,
h reach 5 ft., on ne target. Hit: target. H
Hit: 11 (2d8 + 2) piercing damagee.
7 (2d4 + 2) piercing damage. If the target is a creaature, it must
ssucceed on a DC 11 Strength saving throw or be knocked
k Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
pprone. range 300/120 ft., one tarrget. Hit: 9 (2d6 + 2) piercing dam
mage in
melee o r 5 (1d6 + 2) pie rcing damage at range.
Defiance in phlan
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Defiance in phlan
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Not for resale. Pe 16
The Keeper of the Dead The crypt of Xandria is a nicely appointed stone and marble
building, roughly 20 feet square. Brother Keefe produces a key
The man introduces himself as Brother Keefe, priest of to unlock it.
Kelemvor and “Keeper of the Dead” of Valhingen The interior is equally fine. The walls are carved and painted
Graveyard in Phlan. Use the bullet points below to guide with various scenes showing a lovely human woman in
the conversation. Remember to keep this brief to finish different locales: looking toward a snow-covered peak,
the mission in time: standing in the rain of a thunderstorm, sitting in a comfortable
As Keeper of the Dead, Brother Keefe is charged room by a roaring fire, holding a venomous snake in a garden,
with seeing to the interment of bodies and keeping working with bubbling vials in a laboratory, and many others.
records. He calls himself “the overseer of all The lid of the marble sarcophagus in the center is carved with
permanent residents of the Valhingen Graveyard.” the likeness of the same beautiful human woman in the prime
He is also in charge of disinterment at the of her life.
graveyard, and that is why he is looking for
assistance this afternoon. Brother Keefe pries open the lid of the sarcophagus,
Evidence has been brought forth to the clerics of revealing a jumbled pile of bones. A quick investigation
Kelemvor that one of the long-standing residents of shows that these are definitely not human bones—many
the cemetery, Xandria Welltran, was not in fact of them are draconic in nature. It is also readily
human, but a polymorphed green dragon. apparent that at least half the bones that should be there
Brother Keefe must now enter the crypt and inspect are missing.
the body to confirm or disprove these claims. He Also resting among the bones are 5 tiny gems: a red
fears that there may be more to this than meets the ruby, a green emerald, a black opal, a white diamond,
eye, but the other priests of Kelemvor laughed at his and a blue sapphire.
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Defiance in phlan
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This chamber has been set up as a small laboratory. Tables This chamber’s walls are painted to look like the inside of a
around the room are covered with beakers, vials, tomes, dragon’s lair: the scenes depict piles of treasure, robed
cauldrons, and pots full of alchemical agents. acolytes bowing in supplication, bound prisoners being served
In the middle of the central table is a note next to a blue clay up as a meal, etc. All the paintings focus toward the alcove in
pot. The note, written in Common, says, “Raaxil, I have figured the south wall, where a pile of gold coins form a nest perfect
out how to complete the process. When you are ready, simply for a large dragon!
pour the contents of this blue pot into the cauldron and stir. In addition to the paintings, there are four large glyphs: one
The effects should be instantaneous, but DO NOT DRINK each on the north, south, east and west walls. The southern
THE RESULTING POTION.” glyph is within the alcove. These glyphs glow slightly in the
dark of the rooms.
A successful DC 15 Intelligence (Arcana) check reveals In the northwest corner of the room, a teleportation circle has
that the books and alchemical agents are all tied to been etched into the floor. The lack of wear on the etchings
necromantic magic, specifically targeted toward implies that the circle was created very recently. A thick metal
dragons. It is extremely advanced magic, though—well rod, inscribed with sigils stands in the middle of the circle.
beyond the expertise of the characters at this level. Lying on the floor in different parts of the room are 4 dead
If the characters complete the process, this causes a bodies. Although the bodies look roughly humanoid, they are
thick vapor to spread quickly throughout the chambers, stitched together from various parts, including some that
animating the skeletons in the previous room. If the appear to be draconic in nature.
characters already fought them, the skeletons
reanimate. The creatures move through the chambers As soon as the characters interact with anything in the
(using the secret doors if appropriate) to surround the room in a significant way (touching, examining, etc.),
characters and attack. two things happen: the four large glyphs glow brightly,
A character is foolish enough a drink the potion must and the four bodies spring up and animate, becoming
make a DC 20 Constitution saving throw or take 21 four zombies. Each one has some semblance of
(6d6) poison damage. draconic features, such as small wings, tails, and
All of this equipment has been cursed with magic. If it enlongated necks.
is taken out of the underground complex, it dissolves During combat, describe how the glyphs flare when
into nothingness. the zombies attack or take damage. If the characters use
an action to mar a glyph with an attack (AC 10, 5 hp) or
Adjusting the Encounter disable it with a successful DC 10 Intelligence (Arcana)
Here are recommendations for adjusting this combat check, a zombie is blinded until the end of its next turn.
encounter. These are not cumulative. If all the glyphs are deactivated in this way, the zombies
Weak party: one of the glyphs is already marred; remove
one zombie cease their movement and fall to the ground, inanimate.
Strong party: each round, each active glyph pulses and If a character enters the southern alcove, that
heals 2 (1d4) damage to a zombie character triggers an invisible force field across the
Very strong party: all zombies have 5 additional hit points; alcove opening. The force field is impenetrable but can
unless all glyphs are deactivated, a zombie reanimates with
be brought down with a DC 10 Intelligence (Arcana)
half hit points the round after it is killed
check or 5 points of force damage. It also disappears if
all of the glyphs are deactivated.
The gold coins in the southern alcove are worthless
wooden disks painted gold. There is nothing else of
value in the room.
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A
Armor Class 13 (aarmor scraps) Armor CClass 8
Hit Points 13 (2d8 + 4)
H Hit Poin
nts 22 (3d8 + 9)
S
Speed 30 ft. Speed 200 ft.
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The characters are approached by a half-orc seeking nice establishment like this. She wears leather armor dirty with
help in finding a powerful magic item. sweat, grime, and the stains of moving through vegetation. A
fine-looking bow of strange, purple-hued wood is strung
You were told that Madame Freona’s Tea Kettle was the place across her back.
where adventurers could find work and avoid the hassle
associated with other places in Phlan. So far, that has been Casting detect magic shows something is magical in her
true. Madame Freona, a stout and officious halfling who runs rucksack. It is a potion of healing.
the establishment with her five daughters, has proven an When approached, the elf nods but says nothing. If
excellent hostess. convinced to speak, the elf says that her name is Surruk.
The Tea Kettle is crowded this evening, as the Evenfeast meal She has been patrolling the Quivering Forest for the last
has brought many hungry patrons. A young halfling woman two weeks, making sure none of the more malevolent
called Blaizette, obviously one of Freona’s daughters, wears a fey creatures don’t bother anyone. She has recently
blue kerchief and acts as your server for the meal. She taken leave for a few days, and she wished to start her
manages to keep a smile despite the busy night. vacation with a good meal.
After she brings your meals and heads off to another table, a Identifying the unusual wood the bow is made of
half-orc pulls up a chair and smiles a toothy smile at you. “Just requires a successful DC 15 Intelligence (Nature) check
act normal,” he says through clenched teeth, “but listen can identify the bow as being fashioned from Morcant
closely. Everyone’s life might be in danger. My name is Buhrell
Burl; a rare wood that grows only within the Quivering
Forest.
Caah. I represent the Emerald Enclave, a group that watches
over the happenings in Phlan and beyond. I was just told by an
Table 2
associate that a potentially devastating magical object was
brought into the Tea Kettle. We don’t know what it looks like or
Two older human women dine together, but they seem to be
who has it, but I need your help in finding it. Could you split
spending more time looking around the room than chatting
up and talk to anyone who looks suspicious, and find out if
with each other.
they are in possession of a powerful item? Do not let anyone
know what you are doing, for the possessor of the item might
Casting detect magic reveals that one of the women
set it off if he or she knows we are aware.”
wears a necklace with radiates magic. The magic is
simply a spell that keeps the necklace clean and
This mini-adventure contains little combat, and possibly
untarnished.
none at all. The characters must get to the bottom of
When approached, the two elderly ladies smile and
what is happening, first to find the magical item, then to
welcome the characters. Their names are Esma and
stop the energy that it unleashes, and finally to help its
Eve, and they are two widows who meet here once a
victims before they perish.
week to gossip and watch people. If a character can get
Buhrell goes to speak with Blaizette, letting the
a word in as the two yammer on, they can give
characters focus on other patrons of the Tea Kettle.
background information on Surruk (table 1), Yanna
When the characters look around, they see sxi tables
(table 3), and Schuyler (table 4). They don’t know the
that seem likely candidates. Each character should
other people, but they are more than happy to speculate
choose a table to investigate.
and make up far-fetched stories.
During these investigations, use DC 10 as the target
number for any ability or skill checks the characters
might attempt, but feel free to adjust those up or down
based on the situation.
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are dressed in fine clothes. around nervously as she eats, startling at every sound.
Casting detect magic indicates that something in the No magic is revealed on or around the dragonborn.
older human’s pack radiates magic. Inside his is a large, When approached, the dragonborn recoils a bit, as if
glass sphere containing a heavily padded enchanted the character is going to attack. If calmed, she reveals
dragon’s tooth that causes problems later on. her name is Halda (an alias), and that she is in town
When approached, the human tells the character that visiting family (a lie). In reality, her name is Minnitha,
this is a private meeting. The dwarf reinforces the and she is planning to explore the mountains to the
sentiment. A successful Wisdom (Perception) check north looking for treasure. However, she has already
reveals that the human is intentionally trying to go been attacked twice by bandits while in Phlan, and
unnoticed. everyone stares at her because of her white dragon
If the character attempts to take or look inside the heritage.
human’s pack, the human tries to grab it quickly.
Table 6
Unfortunately, in doing so, the pack strikes the leg of his
table, breaking the sphere inside and releasing the
terrible spell that the tooth holds. The human is the first Three halflings dressed in bright motley colors dine at the bar.
person targeted by the lightning spell. They talk loudly, but in a language that is unrecognizable.
Make sure that all the other characters have a chance
to interact with their tables before continuing. One of the halflings wears a belt pouch that radiates
faint magic. The pouch contain some dust which
Table 4 magically expands into a cloud when tossed to the
ground. It is part of their tumbling act.
A half-elf man dines alone, playing with his food with a grumpy When approached, the three halflings, named Tawn,
expression on this face. He jots notes in a small book on the Tane, and Tine, stop their conversation and stare at the
table. character. They answer only in grunts and nods unless
the character does something to entertain them. If so,
Casting detect magic reveals the pen the man uses to the halflings give their names and say that they are
write is magical. The magic on the pen simply allows it triplets. They performs as tumblers in a traveling show
to stay sharp and hold ink. which is now in Phlan.
When approached, the man looks up at the character,
perplexed at the interruption. After regaining his
The Lightning Spell
bearings, he introduces himself as Schuyler, a food After the glass vial breaks at table 3, the following
critic. He asks the character if he or she has ever had occurs.
such a terrible meal. Schuyler points to his plate and
says that the cook obviously used too much safflower oil. The human moves quickly, trying to whisk away whatever he
Such a thing is far too pungent to use in such quantities. was concealing. The sound of glass shattering echoes through
Any character succeeding at a DC 10 Intelligence the room, and then the human screams as his body is
(Nature) check knows that safflowers grow locally only surrounded by a blue crackling energy. He falls to the floor, a
within the Quivering Forest. dagger-like object clutched in his hand. The dwarf at the same
table pushes back her chair and runs for the door.
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Rewards Renown
Make sure the players note their rewards on their
Emerald Enclave characters only receive one renown
adventure logsheets. Give your name and DCI number
point for finding the dragon tooth.
(if applicable) so players can record who ran the session.
Experience Downtime
Each character receives five downtime days at the
Total up all combat experience earned for defeated
conclusion of this mini-adventure.
foes, and divide by the number of characters present in
the combat. For non-combat experience, the rewards DM Rewards
listed are per character. Give all characters in the party
non-combat experience awards unless otherwise noted. You receive 100 XP and five downtime days for each
session you run of this mini-adventure.
Non-Combat Awards
Task or Accomplishment XP per Character
Determining the lightning pattern without help 25
Capturing the lightning 75
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Defiance in phlan
Not for resale. Permission granted to print or photocopy this document for personal use only. 27
Defiance in phlan
Not for resale. Permission granted to print or photocopy this document for personal use only. 28
Defiance in phlan
Not for resale. Permission granted to print or photocopy this document for personal use only. 29
Treasure
The characters receive the following treasure, divided
up amongst the party. Characters should attempt to
divide treasure evenly whenever possible. Gold piece
values listed for sellable gear are calculated at their
selling price, not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character is
interested in a specific consumable magic item, the DM
can determine who gets it randomly should the group be
unable to decide.
Permanent magic items are divided up according to a
system. See the sidebar if the adventure awards
permanent magic items.
Treasure Awards
Item Name GP Value
Payment from Rillo 50
Magnifying glass from Rillo 50
Payment from Yllivia 50
Potion of Healing
A description of this item can be found in the basic rules
or the Player’s Handbook.
Renown
Order of the Gauntlet characters only receive one
renown point for rescuing Villonah.
Downtime
Each character receives five downtime days at the
conclusion of this mini-adventure.
DM Rewards
You receive 100 XP and five downtime days for each
session you run of this mini-adventure.
Defiance in phlan
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G
Grick Actio
ons
M
Medium monstrositty, neutral Bite. Meelee Weapon Atta ck: +4 to hit, reacch 5 ft., one targeet. Hit:
7 (2d4 + 2) piercing dam
mage. If the target is a creature, it must
A
Armor Class 14 (n natural armor) succeed on a DC 11 Streength saving thro ow or be knocked d
Hit Points 27 (6d8)
H prone.
Speed 30 ft., climb 30 ft.
S
Defiance in phlan
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 31
Defiance in phlan
ermission granted to print or photocopy this docume nt for personal usse only.
Not for resale. Pe 32