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T The Scro Oll Thi Ief: Adventure Code: DDEX X1-6
T The Scro Oll Thi Ief: Adventure Code: DDEX X1-6
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
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ungeon
M
Master’s Guide, D&
&D Adventurers Leeague, D&D Enco
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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.
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
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
eveery two days siince then.
Partt 1: Myssteriess in • Shhe does not kno ow much in the e way of particu
ulars
aboout the thefts. SShe only know ws that there we ere
Methhod 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
infformation.
IInvestiigating
g the Thefts
T • 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 i n the Knights off the Black Fist. In
n 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
Roleplaying Cassra
Mantor’s Library 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.
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
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.
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
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.
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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) 0)
11 (+0 14 (+2) successfful one.
R
Reactions mell. The carrion crawler has advaantage on Wisdom
Keen Sm
(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
its tentaacles and one witth its bite.
W
Wyrmliing 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.
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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)
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Appendix
x: Mapp of th
he Spilllwayy
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Apppendix: Ma
ap of the
t Dragon
n’s Sw
wamp
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