Tyranny In Phlan - Wizards

3y ago
47 Views
16 Downloads
1.10 MB
40 Pages
Last View : 2m ago
Last Download : 3m ago
Upload by : Lucca Devoe
Transcription

Tyranny in PhlanThe Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are injeopardy. The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the cityrespond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws. An adventure for 5th-10th levelcharacters.Adventure Code: DDEX1-10CreditsAdventure Design: Greg MarksDevelopment and Editing: Jennifer Clarke-Wilkes, Claire Hoffman, Chris Tulach, Travis WoodallD&D Organized Play: Chris TulachD&D R&D Player Experience: Greg BilslandD&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris TulachD&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan PatrickDebut: November 7, 2014Release: December 1, 2014DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, DungeonMaster’s Guide, D&D Adventurers League, D&D Encounters, D&D Expeditions, D&D Epics, all other Wizards of the Coast product names, andtheir respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses areproperty of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction orunauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 2014 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.Not for resale. Permission granted to print or photocopy this document for personal use only.

Preparing the AdventureIntroductionTMWelcome to Tyranny in Phlan, a D&D ExpeditionsTMadventure, part of the official D&D Adventurers LeagueTMorganized play system and the Tyranny of Dragonsstoryline season.This adventure is designed for three to seven 5th10th level characters, and is optimized for five 6th levelcharacters. Characters outside this level range cannotparticipate in this adventureThe adventure is set in the Moonsea region of theForgotten Realms, in and near the town of Phlan.The D&D AdventurersLeagueThis adventure is official for D&D Adventurers Leagueplay. The D&D Adventurers League is the officialorganized play system for DUNGEONS & DRAGONS .Players can create characters and participate in anyadventure allowed as a part of the D&D AdventurersLeague. As they adventure, players track their characters’experience, treasure, and other rewards, and can takethose characters through other adventures that willcontinue their story.D&D Adventurers League play is broken up intostoryline seasons. When players create characters, theyattach those characters to a storyline season, whichdetermines what rules they’re allowed to use to createand advance their characters. Players can continue toplay their characters after the storyline season hasfinished, possibly participating in a second or thirdstoryline with those same characters. A character’s levelis the only limitation for adventure play. A player cannotuse a character of a level higher or lower than the levelrange of a D&D Adventurers League adventure.If you’re running this adventure as a part of a storeevent or at certain conventions, you’ll need a DCI number.This number is your official Wizards of the Coastorganized play identifier. If you don’t have a number, youcan obtain one at a store event. Check with your organizerfor details.For more information on playing, running games as aDungeon Master, and organizing games for the D&DAdventurers League, please visit the D&D AdventurersLeague home.Before you show up to Dungeon Master this adventure fora group of players, you should do the following to prepare. Make sure to have a copy of the most current versionTMof the D&D basic rules or the Player’s Handbook .Read through the adventure, taking notes of anythingyou’d like to highlight or remind yourself whilerunning the adventure, such as a way you’d like toportray an NPC or a tactic you’d like to use in acombat.Get familiar with the monster statistics in theAppendix.Gather together any resources you’d like to use to aidyou in Dungeon Mastering, such as notecards, a DMscreen, miniatures, battlemaps, etc.If you know the composition of the group beforehand,you can make adjustments as noted throughout theadventure.Before Play at the TableAsk the players to provide you with relevant characterinformation. This includes: Character name and levelCharacter race and classPassive Wisdom (Perception)—the most commonpassive ability checkAnything notable as specified by the adventure (suchas backgrounds, traits, flaws, and so on)Players that have characters outside the adventure’s levelrange cannot participate in the adventure with thosecharacters. Players can play an adventure they previouslyplayed or ran as a Dungeon Master, but not with the samecharacter (if applicable).Ensure that each player has an official adventurelogsheet for his or her character (if not, get one from theorganizer). The player will fill out the adventure name,session number, date, and your name and DCI number. Inaddition, the player also fills in the starting values for XP,gold, downtime, renown, and number of permanent magicitems. He or she will fill in the other values and writenotes at the conclusion of the session. Each player isresponsible for maintaining an accurate logsheet.If you have time, you can do a quick scan of a player’scharacter sheet to ensure that nothing looks out of order.If you see magic items of very high rarities or strangearrays of ability scores, you can ask players to provideTyranny in PhlanNot for resale. Permission granted to print or photocopy this document for personal use only.2

documentation for the irregularities. If they cannot, feelfree to restrict item use or ask them to use a standardability score array. Point players to the D&D AdventurersLeague Player’s Guide for reference.If players wish to spend downtime days and it’s thebeginning of an adventure or episode, they can declaretheir activity and spend the days now, or they can do so atthe end of the adventure or episode.Players should select their characters’ spells and otherdaily options prior to the start of the adventure, unless theadventure specifies otherwise. Feel free to reread theadventure description to help give players hints aboutwhat they might face.Adjusting the AdventureThroughout this adventure, you may see sidebars to helpyou make adjustments to this adventure for smaller/largergroups and characters, of higher/lower levels that theoptimized group size. Most of the time, this is used forcombat encounters.You may adjust the adventure beyond the guidelinesgiven in the adventure, or for other reasons. For example,if you’re playing with a group of inexperienced players,you might want to make the adventure a little easier; forvery experienced players, you might want to make it alittle harder. Therefore, five categories of party strengthhave been created for you to use as a guide. Use these asa guide, and feel free to use a different adjustment duringthe adventure if the recommended party strength feels offfor the group.This adventure is optimized for a party of five 6thlevel characters. To figure out whether you need toadjust the adventure, do the following: Add up the total levels of all the charactersDivide the total by the number of charactersRound fractions of .5 or greater up; round frations ofless than .5 downYou’ve now determined the average party level (APL) forthe adventure. To figure out the party strength for theadventure, consult the following table.Determining Party StrengthParty Composition3-4 characters, APL less than3-4 characters, APL equivalent3-4 characters, APL greater than5 characters, APL less than5 characters, APL equivalent5 characters, APL greater than6-7 characters, APL less than6-7 characters, APL equivalent6-7 characters, APL greater thanParty StrengthVery weakWeakAverageWeakAverageStrongAverageStrongVery strongAverage party strength indicates no recommendedadjustments to the adventure. Each sidebar may or maynot offer suggestions for certain party strengths. If aparticular recommendation is not offered for your group,you don’t have to make adjustments.Dungeon Mastering theAdventureAs the DM of the session, you have the most importantrole in facilitating the enjoyment of the game for theplayers. You help guide the narrative and bring the wordson these pages to life. The outcome of a fun game sessionoften creates stories that live well beyond the play at thetable. Always follow this golden rule when you DM for agroup:Make decisions and adjudications that enhance the fun ofthe adventure when possible.To reinforce this golden rule, keep in mind the following: You are empowered to make adjustments to theadventure and make decisions about how the groupinteracts with the world of this adventure. This isespecially important and applicable outside ofcombat, but feel free to adjust the adventure forgroups that are having too easy or too hard of a time.Don’t make the adventure too easy or too difficult fora group. Never being challenged makes for a boringgame, and being overwhelmed makes for afrustrating game. Gauge the experience of theplayers (not the characters) with the game, try to feelout (or ask) what they like in a game, and attempt togive each of them the experience they’re after whenthey play D&D. Give everyone a chance to shine.Be mindful of pacing, and keep the game sessionmoving along appropriately. Watch for stalling, sinceTyranny in PhlanNot for resale. Permission granted to print or photocopy this document for personal use only.3

play loses momentum when this happens. At thesame time, make sure that the players don’t finishtoo early; provide them with a full play experience.Try to be aware of running long or short. Adjust thepacing accordingly.Read-aloud text is just a suggestion; feel free tomodify the text as you see fit, especially whendialogue is present.Give the players appropriate hints so they can makeinformed choices about how to proceed. Playersshould be given clues and hints when appropriate sothey can tackle puzzles, combat, and interactionswithout getting frustrated over lack of information.This helps to encourage immersion in the adventureand gives players “little victories” for figuring outgood choices from clues.In short, being the DM isn’t about following theadventure’s text word-for-word; it’s about facilitating afun, challenging game environment for the players. TheDungeon Master’s Guide TM has more information on theart of running a D&D game.Downtime and LifestyleAt the beginning of each play session, players mustdeclare whether or not they are spending any days ofdowntime. The player records the downtime spent on theadventure logsheet. The following options are available toplayers during downtime (see the D&D basic rules or theD&D Adventurers League Player’s Guide for moreinformation): Catching upCrafting (exception: multiple characters cannotcommit to crafting a single item)Practicing a professionRecuperatingSpellcasting services (end of the adventure only)TrainingOther downtime options might be available duringadventures or unlocked through play, including factionspecific activities.In addition, whenever a character spends downtimedays, that character also spends the requisite expense forhis or her lifestyle. Costs are per day, so a character thatspends ten days of downtime also spends ten days ofexpenses maintaining his or her lifestyle. Some downtimeactivities help with lifestyle expenses or add lifestyleexpenses.Spellcasting ServicesAny settlement the size of a town or larger can providesome spellcasting services. characters need to be able totravel to the settlement to obtain these services.Alternatively, if the party finishes an adventure, they canbe assumed to return to the settlement closest to theadventure location.Spell services generally available include healing andrecovery spells, as well as information-gathering spells.Other spell services might be available as specified in theadventure. The number of spells available to be cast as aservice is limited to a maximum of three per day total,unless otherwise noted.Spellcasting ServicesSpellCure wounds (1st level)IdentifyLesser restorationPrayer of healing (2nd level)Remove curseSpeak with deadDivinationGreater restorationRaise deadCost10 gp20 gp40 gp40 gp90 gp90 gp210 gp450 gp1,250 gpAcolyte BackgroundA character possessing the acolyte background requestingspellcasting services at a temple of his or her faith may requestone spell per day from the Spellcasting Services table for free.The only cost paid for the spell is the base price for theconsumed material component, if any.Character Disease,Death, and RecoverySometimes bad things happen, and characters getpoisoned, diseased, or die. Since you might not have thesame characters return from session to session, here arethe rules when bad things happen to characters.Disease, Poison, and Other DebilitatingEffectsA character still affected by diseases, poisons, and othersimilar effects at the conclusion of an adventure canspend downtime days recuperating until such time as heor she resolves the effect to its conclusion (see therecuperating activity in the D&D basic rules). If acharacter doesn’t resolve the effect between sessions, thatcharacter begins the next session still affected by thedebilitating effect.Tyranny in PhlanNot for resale. Permission granted to print or photocopy this document for personal use only.4

DeathA character who dies during the course of the adventurehas a few options at the end of the session (or wheneverarriving back in civilization) if no one in the adventuringparty has immediate access to a raise dead or revivifyspell, or similar magic. A character subject to a raise deadspell is affected negatively until all long rests have beencompleted during an adventure. Alternatively, eachdowntime day spent after raise dead reduces the penaltyto attack rolls, saving throws, and ability checks by 1, inaddition to any other benefits the downtime activity mightprovide.Create a New 1st-Level Character. If the deadcharacter is unwilling or unable to exercise any of theother options, the player creates a new character. Thenew character does not have any items or rewardspossessed by the dead character.Dead Character Pays for Raise Dead. If thecharacter’s body is recoverable (it’s not missing any vitalorgans and is mostly whole) and the player would like thecharacter to be returned to life, the party can take thebody back to civilization and use the dead character’sfunds to pay for a raise dead spell. A raise dead spell castin this manner costs the character 1,250 gp.Character’s Party Pays for Raise Dead. As above,except that some or all of the 1,250 gp for the raise deadspell is paid for by the party at the end of the session.Other characters are under no obligation to spend theirfunds to bring back a dead party member.Faction Charity. If the character is of level 1 to 4 and amember of a faction, the dead character’s body can bereturned to civilization and a patron from the factionensures that he or she receives a raise dead spell.However, any character invoking this charity forfeits allXP and rewards from that session (even those earnedprior to death during that session), and cannot replay thatepisode or adventure with that character again. Once acharacter reaches 5th level, this option is no longeravailable.Adventure BackgroundThings are changing in Phlan, and for the worse. The Cultof the Dragon has spies deeply rooted in the castle andhas been corrupting many of the town’s defenders,gathering new allies and otherwise readying to make amove for control of the town and the Pool of Radiancethat lies beneath it.Knight Commander Ector Brahms, the Lord Regent ofPhlan, has called a secret summit of the masters of thetown’s four major guilds and the head of each noblehouse. At the foot of the Cinnabar Throne, he plans tohammer out the terms of an alliance and bring order andpeace to the town once and for all.It is here, however, that the hammer will fall in the formof Vorgansharax, the Maimed Virulence: a green dragonwho has allied himself with the Cult of the Dragon inexchange for dominion over Phlan.Vorgansharax, the Maimed VirulenceVorgansharax is a green dragon on the older end of adulthoodwhose massive size is overshadowed only by his even moremassive ego. Despite grievous injury as a wyrmling sustained atthe hands of a bronze dragon that left him with a tattered andmaimed right wing, Vorgansharax cuts quite an imposing figure.He is large of build and terrifyingly strong; far more so than otherdragons of his age. Coupled with his injuries, his sheer size hasmade him a rather clumsy flier, but monstrously destructive onthe ground.Vorgansharax is the offspring of the ancient green dragonClaugiyliamatar, who rules the forest of Kryptgarden far to thewest. As vengeance for the factions’ involvement in her forest,she has lent (sold, more like) Vorgansharax’s aid to the Cult ofthe Dragon, who has sent him to Phlan to secure the Pool ofRadiance and return it to its former power. Vorgansharax has alarge contingent of kobolds, dragonborn, and half-dragons thatare fiercely loyal to him, many of which are powerful arcanemagic-users in their own right.At the start of the adventure the Lord Regent has beenunexpectedly delayed and is late for his meeting.OverviewThe characters are resting at the Laughing Goblin Innwhen they are contacted by Knight Aleyd Burral of theBlack Fists (DDEX1-3 Shadows over the Moonsea). Sheis looking for a group of independent adventurers to helpher. The dragon cultist Spernik (DDEX1-5 The Courtingof Fire) is soon to be tried for his crime of robbing theLibrary of Mantor, and the Lord Sage of Phlan, in aneffort to recruit a red dragon to the Cult’s cause. Aleyd isconcerned that it has taken much too long for his trial tooccur; oddly, the prisoner has been allowed severalvisitors. Given all the recent stories and examples ofcorruption among the ranks of the Black Fists, she wantsthe characters’ aid as outside investigators. She isdesperate to expose the corruption and report back to theLord Regent, the only member of the Black Fists that shefully trusts.The adventure is in five parts, beginning with part 1.Following the characters’ meeting with Aleyd, theMaimed Virulence attacks Valjevo Castle, slaying themasters of the town’s four major guilds and the heads ofPhlan’s noble houses. The characters witness the attackTyranny in PhlanNot for resale. Permission granted to print or photocopy this document for personal use only.5

from the other side of the town and are too far away to doanything about it. They do, however, witness cultists inthe streets attacking anyone who stands up to them. Theyare dragging “tributes” (money and citizens) to the castleto offer to the dragon. The characters have theopportunity to fight some of the invaders and shepherdinnocents into the Laughing Goblin, which becomes a defacto HQ for the insurgency that develops around thecharacters. From the citizens they rescue, theadventurers learn that the Lord Regent still lives but hasbeen captured. Among those rescued is Aya Glenmiir(DDEX1-6 The Scroll Thief). Aya tells the characters thatthe town is lost and that they might want to considerleading as many people out of Phlan as possible. TheWelcomers are likely to know secret ways in and out ofthe town; Aya directs them to Glevith (DDEX1-6 TheScroll Thief), a member of the Welcomers who hasworked with the Harpers in the past.Part 2 of the adventure describes a number of differentpaths the characters can choose to unde

Tyranny in Phlan Not for resale. Permission granted to print or photocopy this document for personal use only. 2 Introduction Welcome to Tyranny in Phlan, a D&D ExpeditionsTM adventure, part of the official D&D Adventurers LeagueTM organized play system and the Tyranny of DragonsTM storyline season. This adventure is designed for three to seven .

Related Documents:

THE TYRANNY OF NUMBERS OR THE TYRANNY OF METHODOLOGY389 The flow of gross profit (Π) to the firm is: Π P ·Q W ·L (1) where P is the output price, and for a representative firm can be taken as the numeraire (P 1), Q is output7, W is the (real) wage rate and L is employment. In a steadily growing economy, in which real wages are

D&D, DUNGEONS & DRAGONS, FORGOTTEN REALMS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. The RPGA and d20 logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is

system is profiled to do so, windows open one on the top of another so you can have many wizards open at once, moving freely between them. Wizards and Helpers . Wizards and Helpers are tools used to conduct work within SirsiDynix Symphony. Wizards are labeled icons—the icon visually represents what the tool

tyranny. At the very end of the section Tocqueville qualifies his thesis, admitting that tyranny is more of a potentiality than a fact in America. The government is mostly mild, yet it has the potential to turn harsh as in the two cases in the footnote discussed at the beginning of the lesson. Text-Dependent Questions Evidence-Based Answers

Week 5: Tyranny; Sparta Lecture 8, Tyranny, Key Words Tyrannos Lydia Gyges Archilochus Monarchos Hybris Oedipus Pheidon Argos Hysiae Olympic Games Peloponnesus Aegina Corinth Sicyon Megara Red figure volute krater: Orestes takes refuge at the omphalos Theagenes Cypselus Bacchiads Orthagoras Oligarchy Aeschylus Persians Prometheus Zeus Orestes .

Nov 07, 2014 · Outlaws of the Iron Route The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned c

permission of Wizards of the Coast. 2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright Wizards of the Coast and/or .

OSCE - Anatomy Base of skull What are the structures passing through cribriform plate, optic canal and supra orbital fissure? Where is the optic canal? Eye Describe anatomy of the bony orbit (roof, floor, medial and lateral wall). Describe the course of optic nerve and what is the relationship of optic nerve to carotid artery? Which fibres of optic nerve decussate? If there is bitemporal .