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Enemy of My Enemy
Enemy of My Enemy
ENEMY
Will Doyle
Adventure Designer
Adventure Code: PHLAN1-2
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Introduction
Enemy of My Enemy is the second installment of the Baldman
Games Alliances trilogy.
This adventure is designed for three to seven 10th -16th level characters, and is
optimized for five 12th-level characters.
The adventure is set in the Moonsea region of the Forgotten Realms, in and around the city
of Phlan.
Death
A character who is killed during the course of
the adventure has a few options at the end of the
session (or whenever arriving back in civilization)
if no one in the adventuring party has immediate
access to a raise dead or revivify spell, or similar
magic. A character subject to a raise dead spell is
affected negatively until all long rests have been
completed during an adventure. Alternatively, each
downtime day spent after raise dead reduces the
penalty to attack rolls, saving throws, and ability
checks by 1, in addition to any other benefits the
downtime activity might provide.
Songbirds flit between the trees of this weird Features of the Area
woodland. Beautiful statuary emerges from the soil Ceiling. The tower’s ceiling is 35 feet above the floor.
before dissipating into clouds of butterflies. Wreckage. Chunks of Small, Medium and Large
Characters sneaking through the woods must wreckage drift around the tower. A creature that
succeed on a DC 11 Dexterity (Stealth) check to shelters behind wreckage larger than itself gains
avoid General Zhote’s blue slaadi (see Location 8, half-cover against attacks (+2 AC and Dexterity
below). saving throws).
Golden cogs. Each giant cog rotates 45 degrees at
6: River of Fire the end of the round. If a character is standing on a
The river of fire snakes through Limbo, changing cog, they move with it when it turns.
course every few hours. The intense heat ripples Spurs. The spurs protrude from the cogs, and slot
the air, and drifting wreckage provides plenty of into mechanisms in the ceiling. A creature in the
cover. path of a spur when the cog moves must succeed on
Characters sneaking along the river must a DC 16 Dexterity saving throw or take 66 (12d10)
succeed on a DC 11 Dexterity (Stealth) check to avoid bludgeoning damage (half damage on a success).
General Glyx’s red slaadi (see Location 7, below).
Saving Throws Con +4, Wis +2 Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 10 Senses passive Perception 13
Languages any one language (usually Common) Languages Draconic
Challenge 3 (700 XP) Challenge 1/2 (100 XP)
Brave. The knight has advantage on saving throws Hold Breath. The lizardfolk can hold its breath for
against being frightened. 15 minutes.
Actions Actions
Multiattack. The knight makes two melee attacks. Multiattack. The lizardfolk makes two melee
Greatsword. Melee Weapon Attack: +5 to hit, reach attacks, each one with a different weapon.
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one
Heavy Crossbow. Ranged Weapon Attack: +2 to target. Hit: 5 (1d6 + 2) piercing damage.
hit, range 100/400 ft., one target. Hit: 5 (1d10) Heavy Club. Melee Weapon Attack:+4 to hit, reach
piercing damage. 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
Leadership (Recharges after a Short or Long damage.
Rest). For 1 minute, the knight can utter a special Javelin. Melee or Ranged Weapon Attack:+4 to hit,
command or warning whenever a non-hostile reach 5 ft. or range 30/120 ft., one target. Hit: 5
creature that it can see within 30 feet of it makes (1d6 + 2) piercing damage.
an attack roll or a saving throw. The creature Spiked Shield. Melee Weapon Attack:+4 to hit,
can add a d4 to its roll provided it can hear and reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
understand the knight. A creature can benefit from damage.
only one Leadership die at a time. This effect ends
if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one
melee attack that would hit it. To do so, the knight
must see the attacker and be wielding a melee
weapon.
Skills Perception +4, Stealth +4, Survival +6 Saving Throws Str +9, Con +10, Wis +8, Cha +10
Senses passive Perception 14 Damage Resistances cold, fire, lightning;
Languages Draconic bludgeoning, piercing, and slashing from
Challenge 2 (450 XP) nonmagical weapons
Hold Breath. The lizardfolk can hold its breath for Damage Immunities poison
15 minutes. Condition Immunities poisoned
Spellcasting (Lizardfolk Form Only). The lizardfolk Senses truesight 120ft., passive Perception 13
is a 5th-level spellcaster. Its spellcasting ability Languages Abyssal, telepathy 120ft.
is Wisdom (spell save DC 12, +4 to hit with spell Challenge 16 (15,000 XP)
attacks). The lizardfolk has the following druid
Magic Resistance. The marilith has advantage on
spells prepared:
saving throws against spells and other magical
Cantrips (at will): druidcraft, produce flame, thorn whip
effects.
1st Level (4 slots): entangle, fog cloud
Magic Weapons. The marilith’s weapon attacks are
2nd Level (3 slots): heat metal, spike growth
magical.
3rd Level (2 slots): conjure animals (reptiles only),
plant growth Reactive. The marilith can take one reaction on
every turn in a combat.
Actions
Multiattack (Lizardfolk Form Only). The lizardfolk Actions
makes two attacks: one with its bite and one with Multiattack. The marilith makes seven attacks: six
its claws. with its longswords and one with its tail.
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., Longsword. Melee Weapon Attack: +9 to hit, reach
one target. Hit: 5 (1d6 + 2) piercing damage, or 7 5ft., one target. Hit: 13 (2d8 + 4) slashing damage.
(1d10 + 2) piercing damage in crocodile form. If Tail. Melee Weapon Attack: +9 to hit, reach 10ft.,
the lizardfolk is in crocodile form and the target is one creature. Hit: 15 (2d10 + 4) bludgeoning
a Large or smaller creature, the target is grappled damage. If the target is Medium or smaller, it
(escape DC 12). Until this grapple ends, the target is grappled (escape DC 19). Until this grapple
is restrained, and the lizardfolk can’t bite another ends, the target is restrained, the marilith can
target. If the lizardfolk reverts to its true form, the automatically hit the target with its tail, and the
grapple ends. marilith can’t make tail attacks against other
Claws (Lizardfolk Form Only). Melee Weapon targets.
Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 Teleport. The marilith magically teleports, along
+ 2) slashing damage. with any equipment it is wearing or carrying, up to
Change Shape (Recharges after a Short or Long 120 feet to an unoccupied space it can see.
Rest). The lizardfolk magically polymorphs into a
crocodile, remaining in that form for up to 1 hour. Reactions
It can revert to its true form as a bonus action. Its Parry. The mutated priest adds 5 to its AC against
statistics, other than its size, are the same in each one melee attack that would hit it. To do so, the
form. Any equipment it is wearing or carrying isn’t marilith must see the attacker and be wielding a
transformed. It reverts to its true form if it dies. melee weapon.
Skills Perception +1
Damage Resistances acid, cold, fire, lightning,
thunder
Senses darkvision 60 ft., passive Perception 11
Languages Slaad, telepathy 60 ft.
Challenge 5 (1,800 XP)
Magic Resistance. The slaad has advantage on
saving throws against spells and other magical
effects.
Regeneration. The slaad regains 10 hit points at
the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The slaad makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage. If the
target is a humanoid, it must succeed on a DC 14
Constitution saving throw or be infected with a
disease—a minuscule slaad egg.
A humanoid host can carry only one slaad
egg to term at a time. Over three months, the egg
moves to the chest cavity, gestates, and forms a
slaad tadpole. In the 24-hour period before giving
birth, the host starts to feel unwell, its speed is
halved, and it has disadvantage on attack rolls,
ability checks, and saving throws. At birth, the
tadpole chews its way through vital organs and out
of the host’s chest in 1 round, killing the host in the
process.
If the disease is cured before the tadpole’s
emergence, the unborn slaad is disintegrated.
Election Candidates
Barrett Sokol (BAH-ret SO-kul). Scion of House
Sokol. Seeks to reinstate Council of Ten.
Colvin Doverson (COL-vin DO-ver-sun). Claims
lineage to Royal House of Daoran. Seeks return of
monarchy.
Graben Samaulkin (GRAY-bun Sa-MUL-kin).
Priest of Bane. Seeks theocratic rule.
Jhessail Greycastle (JESS-ale). Paladin of Bane
and liberator of Phlan. Seeks democratic rule.
Minor Characters
Glevith (GLEH-vith). Criminal gang leader of the
Welcomers.
Ser Agin Lamarck (AY-ginn Luh-MARK).
Historian and rare book expert.
Sergeant Bors Bartol (BORS BAR-tol). Black Fist
officer serving Jhessail Greycastle.
Pyramid Inhabitants
Big Tooth. Lizardfolk mutant. Wants to destroy the
planar gate.
Blind Eye. Lizardfolk mutant. Wants to keep peace
with the slaadi.
Creatures of Limbo
General Glyx (GLIX). Gray slaad general of the red
slaadi. Paranoid about his height.
General Zoht (ZOTE). Gray slaad general of the
blue slaadi. Scheming and conniving.
Nethrex (GETH-rex). Death slaad plotting to
inflict chaos strain upon Toril.
Icelus (ICE-lus). Githzerai zerth that meets the
group when they enter Limbo.
Najwa (NAH-jwah). Injured githzerai anarch.