Adventurers League The Scroll Thief
Adventurers League The Scroll Thief
Adventurers League The Scroll Thief
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.
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
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 7
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
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
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
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.
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 26
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)
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 28
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 29
Th
he Scroll T
Thief
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 30