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Three important citizens of Phlan, who stand against the tyrannical dragon that rules, seek to escape and find refuge
across the Moonsea. Can you extricate those that are vital to the factions before it’s too late? An adventure for 5th-10th
level characters.
Adventure Code: DDEX1-14
Credits
Adventure Design: Chris Lindsay
Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall
D&D Organized Play: Chris Tulach
D&D R&D Player Experience: Greg Bilsland
D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
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their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
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Adventure Background
Having wiped out Phlan’s leadership and wrested control
of the city from the Lord Regent, Vorgansharax has set
about on a campaign of oppression previously unknown
to its resident, as war-torn as they might be. Even under
the control of the nefarious Zhentarim of old, the city has
never been so bereft of hope.
More commonly known as the "Maimed Virulence,"
Vorgansharax is a green dragon on the older end of
adulthood whose massive size is overshadowed only by
Night As you move out into the street, you hear a cry for help ring out
in the distance. It is faint, but is nearly deafening due to the near
The adventure begins in the basement of an unmarked complete absence of ambient noise. Bobbing torch lights appear
Welcomer safehouse in the northwest corner of the city. at the far end of the street, rapidly moving away, with the
sounds of alarm echoing down the empty street behind them.
To Cry Wolf
After the players have had an opportunity to introduce The bobbing lights are will-o'-wisps; newly accepted
their characters, read or paraphrase the following. denizens of Phlan since Vorgansharax's newly
established administration. These pesky critters have
observed the presence of the adventurers and intend to
The light and disorientation of the teleportation clears and you
lead them into a trap so they might feed upon their life
find yourself standing in a dark room with no windows and only
essence. 6 will-o'-wisps bob in and out of sight about 3 to
one door. The fading light from the activated teleportation circle
4 feet off of the ground, making noises of children in
on the floor is muted by a heavy layer of dust and cobwebs. The
distress to get the adventurers to give chase. Due to the
room is otherwise empty.
light fog, however, it is not possible for the characters to
see the true nature of the lights.
There isn't much for the adventurers to do here except
Assuming the adventurers give chase, the will-o'-wisps
leave the room. The door leads into an adjacent cellar,
lead them toward the thicket. At this point the creatures
and when closed melds extremely well with the wall. The
enter the thicket and make sounds as though they are
cellar is filled with all shape and size of box and crate, all
children trapped within. As the adventurer's approach the
filled with straw, and here largely for show. In addition to
thicket, the will-o'-wisps attack it in unison with their
the dust, the smell of cold, burnt timbers is pervasive
shock, dealing 54 points of damage to the thicket and
here, and some of the boxes show some small signs of
then turn invisible. The damage causes a shambling
blackening.
mound to emerge which, unable to see the now-invisible
There is a staircase that leads up into the darkness of a
will-o'-wisps, engages the adventurers. Four of the will-o'-
burnt down house on an empty alleyway. As the
wisps panic and flee at this point while two will-o'-wisps
characters exit the cellar into the street, there are a
remain behind. The remaining will-o'-wisps move behind
number of things that are readily discernible.
the party, and enter combat by focusing their attacks on
• It is dark. In the distance they can see the amber any characters that demonstrate spellcasting ability.
glow of a streetlamp, but even that seems muted with
the light fog that blankets the town. Adjusting the Encounter
• Sickly green, vaporous clouds drift along the streets. Here are recommendations for adjusting this combat encounter.
A character succeeding at a DC 15 Wisdom (Percep- These are not cumulative.
tion) check notices that the fog discolors anything it • Very weak or weak party: Remove the two will-o'-wisps
• Strong party: Add the other four will-o'-wisps
touches.
• Very strong party: Add a second shambling mound and a
• The air is warm for this time of night, and smells of third will-o'-wisp
fetid lawn clippings—likely due to the presence of the
thicket. Developments
• It is dead quiet here. The kind of quiet that is so per- This is a good opportunity to introduce the adventurers to
vasive that it can actually be heard, like a buzzing in the thicket. You want to emphasize how it is charred by
your ears. some kind of electrical attack, and then describe how it
rapidly grows back over a few combat rounds.
Give the adventurers an opportunity to get moving in a
Adventurers foolish enough to attack the thicket see
direction of their choice before you provide them with the
immediate results as described in the Thicket Properties
below boxed text. Likely destinations include Madame
sidebar, above.
Freona's Tea Kettle (1. Madame Freona) or Mantor's
Library (2. The Lord Sage). If the players seem a little
lost, it is okay to remind them that these are locations
Treasure
Any character searching the remains of the shambling
mound finds a single, large emerald worth 200 gp.
Treasure DM Rewards
The characters receive the following treasure, divided up You receive 400 XP and 10 downtime days for running
amongst the party. Characters should attempt to divide this session.
treasure evenly whenever possible. Gold piece values
listed for sellable gear are calculated at their selling price,
not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character is
interested in a specific consumable magic item, the DM
can determine who gets it randomly should the group be
unable to decide.
Permanent magic items are divided according to a
Statistics
(Perception) checks that rely on smell.
Spider Climb. The carrion crawler can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Blue Slaad
Large aberration, chaotic neutral Actions
Armor Class 15 (natural armor) Multiattack. The carrion crawler makes two attacks: one with its
Hit Points 123 (13d10 + 52) tentacles and one with its bite.
Speed 30 ft.
Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one
creature. Hit: 4 (1d4 + 2) poison damage, and the target must
STR DEX CON INT WIS CHA
succeed on a DC 13 Constitution saving throw or be poisoned for
20 (+5) 15 (+2) 18 (+4) 7 (−2) 7 (−2) 9 (−1)
1 minute. Until this poison ends, the target is paralyzed. The
target can repeat the saving throw at the end of each of its turns,
Skills Perception +1
ending the poison on itself on a success.
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 11 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
Languages Slaad, telepathy 60 ft. (2d4 + 2) piercing damage.
Challenge 7 (2,900 XP)
Medium humanoid (any race), any alignment Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
Armor Class 18 (plate) 2nd level (3 slots): misty step, suggestion
Hit Points 52 (8d8 + 16) 3rd level (3 slots): counterspell, fireball, fly
Speed 30 ft. 4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Actions
Saving Throws Con +4, Wis +2 Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Senses passive Perception 10 range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Languages any one language (usually Common)
Challenge 3 (700 XP)
Brave. The knight has advantage on saving throws against being Shambling Mound
frightened. Large plant, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 15 (+2) 8 (−1) 14 (+2) 5 (−3) 10 (+0) 3 (−4)
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Will-o’-Wisp
Tiny undead, chaotic evil
Skills Athletics +5, Perception +2
Armor Class 19
Senses passive Perception 12
Hit Points 22 (9d4)
Languages any one language (usually Common)
Speed 0 ft., fly 50 ft. (hover)
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
Actions 1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Multiattack. The veteran makes two longsword attacks. If it has a Damage Immunities lightning, poison
shortsword drawn, it can also make a shortsword attack. Damage Resistances acid, cold, fire, necrotic, thunder;
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one bludgeoning, piercing, and slashing from nonmagical weapons
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing Condition Immunities exhaustion, grappled, paralyzed, poisoned,
damage if used with two hands. prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Languages the languages it knew in life
target. Hit: 6 (1d6 + 3) piercing damage. Challenge 2 (450 XP)
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
Consume Life. As a bonus action, the will-o’-wisp can target one
ft., one target. Hit: 5 (1d10) piercing damage.
creature it can see within 5 feet of it that has 0 hit points and is
still alive. The target must succeed on a DC 10 Constitution
saving throw against this magic or die. If the target dies, the will-
o’-wisp regains 10 (3d6) hit points.
Actions
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.