2016 Ccc-bmg-23 Phlan 2-2 Hatemaster
2016 Ccc-bmg-23 Phlan 2-2 Hatemaster
JENNIFER MIDDLETON
Adventure Designer
Adventure Code: BMG-CCC-PHLAN02-02
V2.0
With the Banite coup recently foiled, election day in Phlan has finally arrived.
But the Lord of Darkness needs a new representative. Colvin Doverson, his
qualifications rooted in Phlan’s brutal past, requires additional vetting and
may need your assistance.
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INTRODUCTION
Welcome to Sovereignty: Hatemaster, a D&D
Adventurers League™ adventure, part of the official
D&D Adventurers League™ organized play system.
This adventure is designed for three to seven 11th-16th level characters, and is optimized for five characters
with an average party level (APL) of 15. Characters outside this level range cannot participate in this
adventure. The adventure takes place in the city of Phlan in the Moonsea region of the Forgotten Realms.
2 P H L A N 2 - 2 / H AT E M A S T E R : I N T R O D U C T I O N
the Adventurers League, however; they should be surround all parts of the city. Finally, Jhessail
consistent in this regard. Greycastle championed a cause, with the help of
Challenge Your Players. Gauge the experience adventurers she hired, that correctly discovered
level of your players (not the characters), try to and prevented an outbreak of disease that would
feel out (or ask) what they like in a game, and have wiped out Phlan’s population.
attempt to deliver the experience they’re after. Amid these events stood a fourth candidate, a
Everyone should have the opportunity to shine. simple priest of Bane, who seemed to stand little
Keep the Adventure Moving. When the game chance against such strong claims to the throne.
starts to get bogged down, feel free to provide Like any good follower of the god of tyranny, he
hints and clues to your players so they can attempt decided to move on the city and simply take it
to solve puzzles, engage in combat, and roleplay with Banite clergy from Mulmaster, summoned
interactions without getting too frustrated over devils, and Zhentarim mercenaries. His attempt
a lack of information. This gives players “little was defeated, but some now fear repercussions
victories” for figuring out good choices from clues. from neighboring Mulmaster, the capital of Banite
Watch for stalling—play loses momentum when worship in the Moonsea, or worse, from the Black
this happens. At the same time, make sure that the Lord himself.
players don’t finish too early; provide them with a Nevertheless, the city pushes forth with its
full play experience. election plans, requesting the factions provide
some oversight of the election to ensure a smooth
resolution to the outcome. They have provided this
Nothing for Phlan has come easy. And so it is with The Election
the most unprecedented event in its history, the
election of the next ruler of the Cinnabar Throne. Three candidates have emerged as front-runners in
Jhessail Greycastle, the highest-ranking Phlan’s upcoming election.
member of the Black Fists and the current de facto
ruler of Phlan, has called for a popular democratic Barrett Sokol
election, something that has never happened in The youngest scion of House Sokol has gained
the entire history of the Moonsea. She has also popularity among the labor guilds. He pledges to:
declared herself a candidate for First Minister. • Reinstate the mercantile Council of Ten and
Barrett Sokol of House Sokol and Colvin Doverson stand as High Councilor.
oppose her with their own candidacies. Barrett
seeks to be named High Councilor and bring back • Create jobs reconstructing Phlan and raising
the noble Council of Ten, while Colvin Doverson the old city walls.
claims a tenuous lineage to the original Cinnabar
Throne and the Lord Protector. Colvin Doverson
Recent news and events, which are a direct Lord Doverson claims ancestry with the Royal
result of the election and candidate actions, House of Daoran. If legitimized, this would make
include the cleansing of Valhingen graveyard and him heir to the Cinnabar Throne. He pledges to:
the resulting evidence of Colvin Doverson’s blood • Reinstate the monarchy and crown himself
ties to the throne of the original Lord Protector of Lord Protector.
Phlan, Cvaal Daoren himself. In addition, Barrett • Renegotiate trade deals with other Moonsea
Sokol has spent a large sum of his personal ports for the benefit of Phlan’s merchants.
resources to fund an expansion of Phlan’s defenses
by beginning the construction of a wall that will
3 P H L A N 2 - 2 / H AT E M A S T E R : I N T R O D U C T I O N
Jhessail Greycastle to make stronger decisions as a leader, learning
Knight Commander Greycastle is a hero, but her from the past? Or will they simply let him make a
loyalty to the Black Fists makes her vulnerable. She decision on his own?
pledges to: As the story takes place in Phlan’s past, there
• Establish a parliament of elected peers to are many names referenced that have more
govern Phlan, and serve as First Minister. detail outlined about them than specific events.
No article, book, adventure guide, or adventure
• Reform the Black Fists and weed out
has previously detailed the exact origins of the
corruption in its ranks.
Shadowbane War or which Prince of Shade Cvaal
killed that started it. Cvaal himself was originally
The State of Phlan introduced in Lords of Darkness (D&D 3e), but
most of the details from this time period for Phlan
Phlan is an anchorage on the north coast of
specifically have been filled in using the Forgotten
the Moonsea. Its inhabitants are celebrating
Realms Campaign Setting (D&D 3e) and Forgotten
the death of Vorgansharax: a green dragon
Realms Campaign Guide (D&D 4e).
who laid claim to the town for many months.
The Princes of Shade is a name given to the
Knight Commander Greycastle led the
family Tanthul that ruled Thultanthar (a floating
alliance of heroes who slew the dragon (as
city) aka the Shade Enclave. Shadovar is the name
told in DDEP4 Reclamation of Phlan). In
given to the mortal inhabitants of that city, who
doing so, she leaned on the neighboring
are humans of Netherese descent. They are not all
city states of Mulmaster and Hillsfar.
Shades; only a few citizens of the city beyond the
Masquerading as friends, these rival powers
ruling Tanthul family were made into Shades by
circle hungrily, eager to steer Phlan’s future
merging the Shadovar humans with shadowstuff.
to their own ends.
There are 17 previously named Tanthul family
Yet the townsfolk grow weary of tyranny. members including High Prince Telamont Tanthul,
Veterans of the resistance demand a stake in but none of them were killed by Cvaal. Thus,
the town’s future, merchants wish for fewer the unnamed ‘square-chinned one’ became the
regulations, and loyalists call for the return one that Cvaal will eventually kill, here named
of the monarchy. With the militia too weak Ramaten Tanthul.
to impose order, Greycastle has conceded to
an election. For the first time, Phlan’s citizens
have a say in their own destiny. Adventure Overview
The adventure begins with the Prologue that
4 P H L A N 2 - 2 / H AT E M A S T E R : I N T R O D U C T I O N
but instead “Cvaal Daoran”, where Colvin’s
Important. Characters not in Phlan at
consciousness resides currently. In this section
the request of a faction are assumed to
of the adventure, the party can sabotage Cvaal’s
be acting in a mercenary capacity for the
dream past (thus making him look like a terrible
duration of this adventure trilogy. As a
leader and cast doubt in Colvin’s mind on his
result, they receive 500 gp of mercenary
own abilities) or strengthen Colvin’s position by
pay after they complete all three
supporting Cvaal heading into the Shadowbane
adventures in the series.
War. The year is 1383 DR.
Next, armed with information, alliances, or
simply preparation time, the adventurers meet
with “Cvaal Daoran” again to advise him (as their
past self-identities) on Phlan’s future. They do get
modifiers depending on which encounters they
completed prior to the meeting (in the sandbox
section) and successfully using their past-self
personalities to leverage the conversation
Following the conversation with “Cvaal”,
three final combat options are laid out based on
what the adventurers try to persuade Cvaal to do
(Options A and B) or if they fail to persuade him
to do anything at all (Option C, which is essentially
waiting it out).
Adventure Hook
Because of the nature of this adventure, all
adventurers share the same adventure hook. In
the service of their faction or the city of Phlan,
the adventurers have been asked to oversee the
election proceedings in Phlan and make sure
they run smoothly. If any adventurers do not
have a faction affiliation, they still enjoy a very
easy assignment that pays well simply because
of their friendship with faction members in their
adventuring party.
5 P H L A N 2 - 2 / H AT E M A S T E R : I N T R O D U C T I O N
PROLOGUE.
Expected Duration: 30 minutes
A young herald leads you while saying
“urgent and official business”. The crowd
6 P H L A N 2 - 2 / H AT E M A S T E R : P R O L O G U E
successful DC 10 Wisdom (Religion) check reveals Bane, the god of tyranny, war, and fear.
that it exudes evil energy. There is no correct door. The first door opened
leads to the next section for this adventure. The
You’ve Just Crossed Over other doors are sealed and no amount of effort
opens them. If the adventurers attempt to open all
three doors at once, simply select one door that
Approaching the structure, you see an opens and the others do not. The selected door
opening filled with darkness. It draws you in. always leads to the correct room for this adventure.
7 P H L A N 2 - 2 / H AT E M A S T E R : P R O L O G U E
Colvin Doverson. The apparent heir to the
Cinnabar Throne lies unconscious on a table “Ah yes, the very people I wish to see. Do
that sits on a raised dais in the center of the come in so we may discuss matters. I know
room. Approaching Colvin reveals that there is you have many questions, and we must
get them answered so that we can get on
a force field preventing anyone from stepping
with things.
onto the dais. If anyone attempts to talk to or
get near Colvin, the old man speaks up, “Oh, no,
no, no... Please do not attempt to disturb him. The following are typical questions that cover
He is very focused at the moment.” the information that Bane wants them to know.
Old Man. The old man is an avatar of Bane. A Certainly, there will be questions that cannot be
successful DC 20 Intelligence (History) check anticipated. Keep in mind that Bane is completely
reveals that the man bears a resemblance to in command of this situation, and it is at his leisure
Fzoul Chembryl, an exarch of Bane and one of to answer any questions or not. If adventurers have
the god’s favorite mortals. If the adventurers already completed one of the other adventures in
approach or address him, he responds. If the trilogy, they may not have many questions. Use
attacked, he does not retaliate and he cannot the following information as needed:
physically interact with them. He exists in an • Why have you taken the candidates?
etheric form and is incorporeal. He welcomes “I will test the three petitioners. Since Graben
the adventurers and explains himself. Samulkin proved incapable, it seems prudent.
If they can pass my test, I shall help them
Recent Events in Phlan along to be the leader they never knew they
Until very recently, there were actually four could be. Unfortunately, that may mean your
candidates. Graben Samulkin was a priest of sacrifice. If you can defeat them and prove to
Bane who sought to be named Ruinlord and me they are unworthy to lead, I will release
make Phlan a theocracy once again. them from my hold.”
Despite all his efforts, it became • Where will the test take place? “Right here.
clear that Samulkin was not going to win, Let me know when you are ready.”
and like any good follower of the god of
Tyranny, he decided to move on the city • Where are the other candidates? “They are
and simply take it. Using Banite clergy in the other two rooms. All in good time.”
from Mulmaster, he summoned devils and • Are they safe? “They are for now, but their
Zhentarim mercenaries and took the city. future depends on you.”
He imprisoned Jhessail Greycastle and
• What do you expect us to do? “You must
Colvin Doverson in Stojanow Gate prison.
remove them from power, or convince them
It was only with the help of valiant heroes
their rule is not legitimate. I warn you though,
loyal to the factions that his attempted
they enjoy their current position in which
coup was foiled.
I have empowered them. Force will most
certainly be required.”
8 P H L A N 2 - 2 / H AT E M A S T E R : P R O L O G U E
to be.” He pauses to look up with an angry the tests. Manage the time spent talking to Bane
expression at the adventures, “And yes, yours wisely. Depending on the group, this encounter
too!” could easily drag out. When you think it’s time,
move to the next section, Your Next Stop.
• Who are you talking to? “Oh, let’s just say
it is a professional relationship. He is always
concerned with what is fair. When is anything Important. If there are still
fair, I ask you?” If pressed he will give Tyr’s adventurers who have not crossed over
name, sarcastically proclaiming “The Just God”. into the darkness, inform them that they’ll
be locked out of the adventure if they do
• Why should we help? “Are you not duty not enter at this point.
bound to protect the candidates? Know that
if they pass my test, I will dominate their rule
and use them as puppets to do my bidding.
Such is the benefit of servitude. I see this as Your Next Stop
great reward for them and the city of Phlan. I’m
sure you disagree, but if you do agree, then you If the discussion takes too long, Bane tires of talking
would want to assist in culling any unworthy to them and simply decides it is time to begin the
petitioners.” ordeal. When the time comes, read the following.
• I won’t participate in your evil plan. “Oh, The old man sits back down, leaning
you mortals are always so preoccupied with slightly to the side as he clutches his staff
duality. There is no such thing as good or evil, and stares through you… “What glorious
only that which must be. A moth struggles plans he has for Phlan, this Colvin fellow.
horribly to exit the cocoon and suffers great Or is it pronounced Cuhl-vaan? Maybe it
was, once. Anyway, walk on – the shadow
pain. The ‘good’ person would cut the opening he stands and will only grow with the
to ease the struggle. Only to have him emerge hour.” His eyes drift down to the floor and
with shriveled and useless wings. Who then he exhales as if preparing for something
is good or evil? Every force has a purpose. I difficult at his age. With a tap of the staff
have mine, and you too, it seems, have a role to against the stone, tendrils of shadow begin
swirling around him. It thickens and fills the
play. And play it you will, for even a choice of room so completely that the light fails, and
inaction has effect.” finally… black…
• Why don’t you just put who you want on
the throne? “A leader must be tested. I have
placed each of them in a state of great power. A Bane-ishment
position that grants them a taste of what true The bulk of this adventure takes place
command is like. I think they will enjoy it. Let in a demiplane created by Bane for the
us see how hard they are willing to fight for it.” purpose of testing each candidate. It
• Why are you wounded? “My form is that of exists in the subconscious mind of the
candidate and is a temporary reality
Phlan itself. Though wounded and scarred, it
constructed from the candidate’s thoughts
stands resilient, capable, and willing to fight for
and feelings. Their actions, the actions
its survival.”
of any NPCs, and the environment itself,
• What will you do if we save all three are manifestations of the candidate’s
candidates? “You mean if all three candidates subconscious mind as it reacts to Bane’s
fail? I will, at least for the time being, leave the temptations of power. The adventurers
city in the hands of its newly elected ruler, who attempt to thwart those temptations.
will then surely fail.” (continued next page...)
Bane’s avatar won’t answer anything specific about
9 P H L A N 2 - 2 / H AT E M A S T E R : P R O L O G U E
Bane-ishment (continued)
This demiplane is isolated from all other
planes, including the Material Plane. No
spell allows one to escape Bane-ishment.
Any spells cast for the purpose of leaving the
demiplane simply fail, as do spells such as
banishment. These restrictions also apply to
magic items with similar properties. Powers
that allow movement to the Border Ethereal
function, but they pull the individual back
into Bane-ishment upon leaving that plane.
Bane-ishment is considered its own plane
for the purposes of effects that travel across,
or are blocked by, planar boundaries.
Summons and magic that involves
extradimensional space function normally.
Any communication with deities or
otherworldly patrons, as well as spells for
communicating with creatures from other
planes, function normally.
Death and Dying while Bane-ished.
If one or all characters die while in Bane’s
test, they are ejected to the Shadow and
Substance section of the Prologue where
they must wait for their companions.
They earn minimum experience for the
adventure, but they are not actually dead.
They do not earn the blessing reward for the
adventure, but they are still eligible to play
any remaining PHLAN2 trilogy adventures.
10 P H L A N 2 - 2 / H AT E M A S T E R : P R O L O G U E
PART 1.
A LINK TO THE PAST
Expected Duration: 30 minutes General Features
The general features of the sky-fight are as follows.
The adventurers find themselves above Phlan, a city
Weather. Clear skies, an impossibly “perfect”
on the Moonsea, but with a few clues that they are
sort of day that Phlan wouldn’t normally have.
now in the past.
Light and Visibility. Bright sunlight.
As the black smoke clears, you find
yourselves standing on a firm floor,
but among clouds. Looking down, you
Time Management
see several cities dotting the banks of If you are running this adventure at a
the Moonsea. To the east, the Galena
Mountain range, and to the west the
convention or other location where time
Dragonspire Mountains. In those western is limited, it is recommended that you
foothills, you notice a fully intact keep at cut the combat short by allowing the
the mouth of the Tesh River, which leads phaerimm to be defeated or by simply
into the Moonsea. Zhentil Keep is far from dropping the ‘floor’ of the combat out
ruined, and a mass of ships are visible in
Phlan’s harbor below. Several patches of
from under the party mid-combat instead
tents also fill the outskirts of Phlan, which of at the end.
appears to be bustling with lively activity. Ultimately the DM and players can
decide how the NPC personalities are
assigned in part 2. Personalities, skills,
Allow the players just enough time to take attributes, and inventory remain. It is
in Phlan of the Past and to realize they are recommended to assign personalities
essentially walking on a glass floor – not to similar adventurers. If players can’t
hovering or flying – before unleashing one adult decide which NPC personality to choose,
phaerimm and three young phaerimm (see the roll randomly.
Phaerimm sidebar for details).
11 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 1
Phaerimm Slaver’s Yawn. The phaerimm opens its
tooth-filled mouth wide in a menacing way
Phaerimm were aberrations of a wholly evil
at one creature it can target within 30 feet.
and sadistic bent. Their desire to erase all
If the target can see the phaerimm, the
other living beings from existence was held
target must succeed on a DC 17 Wisdom
in check only by their desire to have other
saving throw against this magic or be
beings as slaves and to torture for sport.
charmed until the end of the phaerimm’s
Phaerimm were conical in shape with an
next turn. The charmed target is stunned.
ovoid head. They had barbed teeth and a
If the target’s saving throw is successful,
poisonous hollow barb on the end of their
the target is immune to that phaerimm’s
tails. Phaerimm had four arms. They are
yawn for the next 24 hours.
native to Faerûn and had a country called
Phaerlinn. Young Phaerimm
Adult phaerimm and young Medium aberration, neutral evil
phaerimm use the ultroloth and oni
stat blocks, respectively, with the Armor Class 16 (natural armor)
following adjustments: Languages Common, Phaerimm,
telepathy 120 ft.
Adult Phaerimm Actions
Large aberration, neutral evil Multiattack. The phaerimm makes four
STR 22 (+6) melee attacks.
Languages Common, Phaerimm, Claw. Melee Weapon Attack: +7 to hit,
telepathy 120 ft. reach 5 ft., one target. Hit: 8 (1d8 + 4)
Special Traits slashing damage.
Regeneration. The phaerimm regains 20 Glaive. Remove this attack.
hit points at the start of its turn if it has at Change Shape. Remove this action.
least 1 hit point.
Actions
Multiattack. The phaerimm can Tactics
use its Slaver’s Yawn and make four The phaerimm approach the adventurers while
melee attacks. invisible, hoping to surprise them. Start them in a
Claw. Melee Weapon Attack: +11 to hit, wide arc around the party. Each phaerimm begins
reach 5 ft., one target. Hit: 11 (1d10 + 6) 120 feet away. They close to 60 before attacking.
slashing damage. If any characters have the ability to see invisible
creatures, they immediately notice the phaerimm
Longsword. Remove this attack.
at a distance of 120 feet and combat begins at that
Hypnotic Gaze. Remove this action. range. When the phaerimm reveal themselves, show
(continued next column...) the adventurers Handout 1: Phaerimm.
The adult phaerimm begins combat by casting
fire storm from a distance. It targets as many
enemies as possible in the flames. On the following
round, it casts mass suggestion and demands that
the adventurers hold and take no actions. On
subsequent rounds, it uses its Slaver’s Yawn and
claws to attack any creatures that are still a threat.
12 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 1
The young phaerimm begin combat by targeting
I Can Fly!
as many enemies as possible in a cone of cold spell.
On subsequent rounds, they attack any spellcasters Many characters in this tier of play can
they see with their claws. teleport, fly, float, levitate, etc. These
If any of the phaerimm fall below one quarter of spells and abilities have no impact on
their hit points, they cast invisibility on themselves the force described above that pulls the
and flee. characters to the ground. The normal
Adventurers who wish to know more about the rules of magic and physics do not always
phaerimm can make a DC 12 Intelligence (History or apply in Bane-ishment!
Arcana) or DC 12 Wisdom (Nature) check. A success
reveals the historical information in the phaerimm As the adventurers fall to the ground, allow each
sidebar, but not the mechanical adjustments. to make a DC 15 Wisdom (Insight or Religion) check.
If successful, they realize the voice they hear is not
Bane talking to them
Development
Adventurers that are reduced to 0 or less hit points
fade off the battlefield. They are not truly dead,
just eliminated from the fight. Allow them to look
over the NPC personalities from part 2 while their
companions finish the battle.
When party defeats the phaerimm, is defeated
by them, or surrenders, read the text below.
13 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 1
PART 2.
DARE TO DREAM
Expected Duration: 20 minutes Other information about Cvaal Daoran can be
revealed by making an Intelligence (History) check.
A result of 10-13 reveals the following:
In this section, players select their new bodies to
inhabit from Phlan’s past – and Colvin (as Cvaal) • Cvaal was a member of the Zhentarim before
reveals his desire to start the Shadowbane War. the Time of Troubles.
• Cvaal commanded a Zhentarim army against
Just as you think you will impact Valjevo Phlan in Bane’s name, and removed the
Castle, you pass through the roof without Council of Ten from power to install himself
harm. A brief glimpse shows several as Lord Protector.
humanoids sitting around a table and two
phaerimm hovering nearby. You realize you • He started the Shadowbane War (Phlan vs.
are likely not going to hit something but the Shadovar) by killing one of the Princes
someone. You feel a jerk behind your lower of Shade.
back as if a rope has caught you, but no
one around seems to notice that anything With a result of 14 - 17 a character also knows the
strange has happened. information below:
A man enters the room and is • The Princes of Shade were the royal family
announced as Lord Protector Cvaal Daoran,
but you’ve seen statues of the man before.
of the Shadovar (a Netherese enclave),
This doesn’t look like him. The clothing including High Prince Telamont Tanthul, 13
and armor match, but in the face, he is other men, and 4 children of two of the men.
unmistakably Colvin Doverson. • A shade was a human imbued with
Scattered about the room are symbols shadowstuff, essence of the Plane of Shadow.
of the Zhentarim, the trappings of a great
Hatemaster in power. There are two dozen If the check equals 18 or higher, a characters also
men and women-at-arms dotting the walls,
recalls these facts:
standing at attention should there be trouble.
• The year Cvaal initiated the war was 1383.
• Historically, only the phaerimm and Fzoul
Adventurers who recovered the painting that Chembryl’s forces fought with Phlan against
solidified Colvin’s lineage in PHLAN1-1 Sepulture the Shadovar.
automatically recognize the body that Colvin is
occupying, and the clothing he is wearing, as that Once the party has gathered as much information
of Cvaal Daoran, his ancestor. Those who did not about Cvaal Doaran as they can, continue to the
participate in the aforementioned adventure can Historical Possessions section.
realize the same information with a successful DC
12 Wisdom (Insight) check. Both means allow a
character to learn that he or she is somehow now
in the past.
14 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 2
Historical Posessions “Friends, I have asked you here today
to hear my will and take it back to your
leadership. I have received word that the
You feel a draw to the bodies present in this
Shadovar intend to move against Phlan. In
room. If it’s not one, it’s another. Trying to
fact, they have an advance party headed
float away from one is possible, but you are
this way as we speak. They have heard
inevitably drawn into the orbit of another.
that the Zhentarim have made allies of the
Time seems to slow down as the body that
phaerimm…” Gesturing to the two phaerimm
Colvin is inhabiting walks – very slowly –
present, he continues, “On the honor of Fzoul
towards the head of the table in this opulent
Chembryl. What I want to know is, when the
room, a dining parlor of Valjevo Castle with
Shadovar arrive, will your forces stand with
breakfast presented on elegant plating.
Phlan? I give your masters until sundown to
decide and present themselves to me. If so,
I tell your forces to ready themselves. If not,
Read the physical descriptions of each of the I suggest finding ways out of the city, before
available bodies presented in Player Handout 2. traitors are flushed out.”
Bodies & Personalities, and then allow the players
to choose one. If desired, the adventurers can make
Intelligence (History) checks to know the NPC that All of the bodies the adventurers inhabit are second-
each body belongs to. Use the DCs listed below: in-command to leaders who can be engaged in part
• DC 10 Manshoon, Adon (as a cleric of 3. Any attempts on Cvaal’s life by an adventurer
Kelemvor), and Nycella Doverson (from result in the adventurer being kicked out of the
the painting in PHLAN1-1 Sepulture) meeting chamber. In addition, the offender suffers
disadvantage on skill check rolls during part 3 when
• DC 15 Fflar Starbrow Melruth speaking to their leader, as well as in part 4 when
• DC 18 Xavlal (as a nameless human Knight speaking to Cvaal again.
of the Black Gauntlet) Cvaal cannot be dominated, charmed, have his
Allow the players to select the body/personality memory modified, or be put to sleep magically. He
they will assume, or choose another method, such as is also immune to psychic damage and other spells
simply going around the table. Repeat as necessary that depend on the target dreaming.
until all of the adventurers are inhabiting a body. At this time, Colvin cannot be convinced that
All items from the adventurers’ original bodies he is under Bane’s influence, and he will only
are retained, as if glamoured. The physical sex and answer to “Cvaal Daoran” with the proper title of
race of the adventurers appear different, but their “Lord Protector”.
stats and classes remain the same.
Read the following once each character has
inhabited a new body.
15 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 2
Why should we help?
Roleplaying Colvin Doverson
as Cvaal Daoran “Your masters brought you here to Phlan in the
first place on my request, but I could not tell
Colvin does not know the adventurers are
them everything in writing! What if the letters
present, so he will react to any questions
were intercepted? It is not for you right-hands
under the assumption that he has
to decide if your masters will support me – and
absolute authority.
Phlan – I am bidding you go to them and to
Colvin knows the full history of decide.”
his ancestor Cvaal, the great war hero
who slew a Prince of Shade to start the Why didn’t you tell them to come to this
Shadowbane War. He aims to match or meeting themselves?
surpass that legacy by pre-empting the Colvin looks frustrated. “I did request their
Shadowbane War with a first strike, but presence. They sent you to me instead. Your
he knows he needs enough force on his presence is an insult to the Lord Protector of
side to make that happen. Phlan! You would do well to suggest they come
Quote: “I am Hatemaster, and within in person this evening if we are to declare
the walls of Phlan, you will heed my alliances formally.”
commands to secure our future.” You’re under Bane’s influence!
“Of course Bane supports me! I have been a loyal
Zhent to him and his son for years! Was that
Questions for Colvin/Cvaal
supposed to be some sort of rallying cry? Stop
If the adventurers have questions for the Lord wasting my time, and save that sort of thing for
Protector, use the information below as needed: dinner tonight.”
Who is Fzoul Chembryl?
“You mock me, asking me to relate all of his
exploits to you as if I were a common storyteller?
You know enough of who he is.” Colvin will not
tell the adventurers more than that, but they can
make a successful DC 12 Intelligence (History)
check to learn the same information presented
in the Roleplaying Fzoul sidebar in part 4.
16 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 2
PART 3.
WALK THIS WAY
Expected Duration: 20 minutes per section Sectional Summary
Each section in part 3 allows the party to convince The following roleplaying encounters are available.
a group’s leader if they should support Cvaal It is expected each group will only play three of
against the Shadovar. Each group’s leader can be them, but they are welcome to play all of them if
easily influenced by the person specified below, time permits:
meaning skill check rolls by the character occupying
that person’s form will be made with advantage, A. Phaerimm Slavers
providing they act as the face of the encounter. Influenced by the phaerimm
Smaller groups may not have every second-in- B. Brothers of the Black Fist
command present. Leader: Fzoul Chembryl
No one in Phlan will think twice about the Influenced by Manshoon
inhabited personalities travelling around the C. Cormanthyr Coronal’s Legion
city. The most detailed areas are the five sections Leader: Ilsevele Miritar
described below. Influenced by Fflar Starbrow Melruth
The adventurers can take a short rest with D. Knights of the Black Gauntlet
no in-game time consequences, but time is of Leader: Teldorn Darkhope
the essence, so long rests are not allowed in Influenced by Xavlal
Bane-ishment. If attempted, the adventurers find E. The Order of the Silent Shroud
themselves agitated and unsettled, and they quickly and the Emerald Enclave
realize that resting for an extended period will gain Leader: Doomguide Lorva Valhingen
them no benefit. Influenced by Priest Adon or Nycella Doverson
17 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 3
What’s Our Motivation? A. Phaerimm Slavers
The party can influence each leader
through a series of roleplaying and skill Any resident of Phlan can tell the party that the
checks. While skills and DCs are provided phaerimm congregate near the castle, often floating
for each encounter, do not feel obligated there for hours above the ground. The citizens
to use them if the players are presenting avoiding them out of fear. If desired, adventurers
compelling arguments and having fun with flight (or those in the bodies of the phaerimm)
roleplaying their inhabited forms. can fly up the 50 feet to speak with them. The
random phaerimm gathered there only speak
This portion of the adventure works
Phaerimm, not Common.
best if the group decides in advance
what they want the outcome of their A successful DC 19 Charisma (Persuasion)
interactions to be. Do they want to see check allows the party to gain an audience with
the leaders of each force support the the phaerimm’s leaders, known as the Phaerimm
Cvaal in the looming Shadowbane War? Diplomats. The diplomats currently reside in one
If so, this places them on the War Hero of the castle’s open courtyards. If Aerl or Aurno are
path in part 4. Would they rather see him present, they automatically gain an audience.
weakened in the eyes of his allies? This The adventurers don’t need to persuade the
choice places them on the Unworthy Phaerimm Diplomats to support Cvaal in the war,
path in part 4.Perhaps they wish to if that’s what they wish to do. The phaerimm
remain neutral or just wait and see welcome the opportunity to take more slaves when
what happens. This places them on the the fighting begins. Because of this, convincing
Neither path in part 4. the diplomats to withdraw their support for
There is no wrong decision, and it is Cvaal is extremely difficult, but a successful DC 30
fine to openly present the players with Charisma (Persuasion) check does the trick. If Aerl
each of the three paths, just do not tell or Aurno are present, they gain advantage on the
them of the consequences related to each. check, providing they are doing the talking. Since
Also, since there is a lot of information the phaerimm see all other races as inferior, any
provided in each encounter, you may character not occupying a phaerimm body makes
need to guide the players more than the check at disadvantage.
usual, which is fine.
Award the successes shown the Development
Developments section of each encounter
Use the information below to tally the party’s
if the adventurers manage to sway
successes for use in part 4:
a leader toward the party’s desired
outcome. Track the total number of • If the party convinces the phaerimm to
War Hero and Unworthy successes, as withdraw support for Cvaal, they gain 2
they come into play in part 4 when the Unworthy successes to use in part 4.
adventurers return to speak with Cvaal. • If the party fails their attempt to sway the
phaerimm, or if they do nothing, they gain
no successes.
18 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 3
B. Brothers of the Black Fist ...most of the other clones Manshoon
had created. They barely tolerate each
If Manshoon is with the party, prompt the assigned other and keep their relationship
player to tell the party where he is. strictly business.
Without Manshoon, the party can ask one of In 1375, Fzoul blamed all of the Black
the castle guards or make a DC 10 Intelligence Network’s failures in the Cormanthor War
(Investigation) check to find out where to on Scyllua Darkhope to save face with his
go. A successful check reveals that Fzoul and drow allies, but it wasn’t enough, because
the Brothers of the Black Fist are housed at within the year, the alliance broke.
the Stojanow Gate right next to the Castle. In 1376, Fzoul brokered peace with
Fzoul often travels in the name of Bane, but is the elves of Cormanthor through Ilsevele
currently staying there. Miritar. She gave up Hillsfar and the lands
A DC 17 Charisma (Persuasion) check is directly north in the peace terms, as well
needed to get an audience with Fzoul. Phaerimm as free passage along the Moonsea Ride
get advantage on this check. If successful, the party and Rauthauvyr’s Road so long as they do
can walk right into the square just behind the gate not fell a single living tree, injure or kill
and ask for an audience with Fzoul, who will meet any elf, or leave the road for more than
them out there. thirty paces.
Quote: ”I put out my hand, and the
Roleplaying Fzoul Chembryl, fish swam right into my net—as they
Chosen of Bane always do. It’s all in the brightness of
Fzoul is ambitious, haughty, and currently the lure you offer.”
a mortal human. He is the High Lord Physical: Male human, medium
of the Zhentarim, which he achieved height, stout build, flowing blond hair
through scheming with Lord Orgauth,
Alignment: Lawful evil
the ruler of Zhentil Keep and in truth a
pit fiend. He is zealous in his devotion to
Bane, but will go quiet when considering Any adventurer wishing to figure out who Fzoul
the truth of what someone is telling him. is before meeting him may make a successful
He sees himself as the ultimate servant: DC 15 Intelligence (History) check to remember
loyal and powerful, but deferential to the on their own, or a successful DC 10 Intelligence
needs of his master over his own. (Investigation) check to ask around Phlan. Give
In 1370, he slew the great wizard, them the three points of historical information
Lord Manshoon, alongside Lord Orgauth. above, regarding 1370, 1375, and 1376.
Founder of the Zhentarim, Manshoon
was still Lord of the Black Network at
“Well then!” Fzoul says as he approaches, his
the time of his death. As a result, Fzoul
long blond hair falling over his sturdy armor
gained leadership over most of the Black from both head and moustache. He holds his
Network and aimed to use it in service trusty Scepter of the Chosen Tyrant, a mace,
to Bane. Those who left were mostly the at his side. “What’s all this that the Lord
devout of Cyric. Protector needs to speak to me about? I just
arrived from Zhentil Keep.”
He knows his subordinate, Manshoon,
is actually a clone of the wizard created
by the original. Fzoul and Orgauth slew... The adventurers don’t need to persuade Fzoul to
let the Brothers of the Black Fist defend Phlan,
if that’s what they wish to do, but convincing
19 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 3
Fzoul that he should personally remain for
Roleplaying Ilsevele Miritar,
the war requires a successful DC 17 Wisdom
Coronal of Cormanthyre
(Persuasion) check.
Convincing Fzoul that the Brothers of the Ilsevele fought in the Cormanthor War
Black Fist should leave Phlan and instead defend (1374-1376), in which her father, Seiveril
Zhentil Keep requires a successful DC 22 Charisma Miritar, led the Army of Myth Drannor
(Persuasion) check, since he is the one who forged to reclaim Cormanthyr. When he died,
the alliance with the phaerimm. she took up leadership and fought
In either case, an adventurer succeeding a against Scyllua Darkhope’s forces. They
DC 15 Wisdom (Religion) check to weave Banite regained control of Cormanthyr from the
dogma into their argument can get advantage on Zhentarim after a peace treaty with Fzoul
their roll. The adventurer in Manshoon’s body also Chembryl.
gets advantage automatically if they are rolling. In 1377, a baelnorn (elven lich)
calling herself The Srinshee returned
to Cormanthyr and granted the Ruler’s
Development Blade to Ilsevele. Thus, Ilsevele became
Use the information below to tally the party’s the 7th Coronal of Cormanthyr and serves
successes for use in part 4: it to this day alongside her consort, Fflar
• If the party convinces Fzoul to personally Starbow Melruth.
remain and oversee the war effort, they gain Quote: ”I don’t know if it would be
2 War Hero successes to use in part 4. wise for you to be alone. If demons
• If the party convinces Fzoul that the Brothers start popping out of the air to take
of the Black Fist should leave Phlan to defend that loregem away from you, I intend
Zhentil Keep, they gain 2 Unworthy successes to contest the issue. Besides, our
to use in part 4. human and half-human friends won’t
• If the party fails their attempt to sway the be up for hours yet, so I have little
Fzoul, or if they do nothing, they gain no better to do.” (Forsaken House by
successes. Richard Baker, 2004)
Physical: Female sun elf, auburn hair,
C. Cormanthyr Coronal’s Legion pale skinned, tall and lithe
Alignment: Lawful good
If Fflar is with the party, prompt the assigned player
to tell the party where he is. Any adventurer wishing to figure out who Ilsevele
Without Fflar, the party can ask around, and is before meeting her may make a successful DC
a farmer or merchant will be the one to answer. A 15 Intelligence (History) check to remember
successful DC 10 Intelligence (Investigation) will get on their own, or a successful DC 10 Intelligence
good enough directions to find them. A character (Investigation) check by asking the elves prior
needs a successful DC 15 Charisma (Persuasion) to the meeting. Give them the two points of
check to get an audience with Ilsevele. Ilsevele and historical information above regarding the
the Cormanthyr Coronal’s Legion are a bit upriver Cormanthor War, the facts from 1377 concerning
by the Stojanow Trail, just inside the Quivering Ilsevele’s ascension as the 7th Coronal, and tell
Forest tree line. Ilsevele and Fflar were summoned them of her consort, Fflar.
by Cvaal in Fzoul’s name as a renegotiation of their
peace terms.
20 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 3
“Greetings,” Ilsevele begins. She maintains D. Knights of the Black Gauntlet
a calm air befitting her role as Coronal,
holding the fate of the city of Cormanthyr
in her hands. “I do not take lightly the If Xavlal is with the party, prompt the assigned
summons of Phlan’s Lord Protector, player to tell the party where he is.
threatening Cormanthyr’s sovereignty after Without Xavlal, the party can ask around, and
we have already negotiated for peace
any of the Red Plumes or merchants will know
with that Banite cleric in his capacity as
Zhentarim leader.” the Xvim army is off “behind the graveyard” with a
successful DC 10 Intelligence (Investigation) check.
A character needs a successful DC 17 Charisma
The adventurers don’t need to persuade Ilsevele (Persuasion) check to get an audience with Teldorn.
to return to Cormanthyr and refuse to defend The Knights of the Black Gauntlet army have set up a
Phlan, if that is what they wish to do. makeshift shrine to Iyachtu Xvim in the lowlands to
Convincing Ilsevele that she and Fflar should the northwest of Valhingen Graveyard. Iyachtu Xvim
tacitly support the war, but only defend the is the son of Bane and a half-demon when he was
outskirts of Hillsfar and its surroundings – which mortal. Since Cvaal was a Crusader of Xvim when he
they ceded in the peace terms of the Cormanthor was a captain in the Zhentarim, he wrote to Teldorn
War – requires successful DC 17 Charisma Darkhope – a cleric who ruled the city of Mintar
(Persuasion) check. with a Xvim army – for support in the upcoming war.
Convincing Ilsevele that the Coronal’s Legion Roleplaying Teldorn Darkhope,
should stay in Phlan to defend it requires a Ruler of Mintar
successful DC 22 Wisdom (Persuasion) check,
since this requires allying with the phaerimm In the wake of the Time of Troubles,
through the existing alliance Fzoul has with them. Teldorn was approached by a young
beholder calling itself Xavlal that was
In any case, an adventurer succeeding a DC 15
actually the elder Vaxall of the Dying
Wisdom (Nature or Survival) check to weave a ‘keep
Gaze. Xavlal brought an alliance of
the balance’ or similar Emerald Enclave argument
beholders, and together they created the
into their argument can also get advantage on
Knights of the Black Gauntlet, an army
their roll. The adventurer in Fflar’s body also gets
devoted to Iyachtu Xvim.
advantage automatically if they are rolling.
In 1362, their joint forces conquered
Mintar, and Teldorn became its ruler.
Development Afterward, Teldorn helped Fzoul
Use the information below to tally the party’s Chembryl forge the artifact, Scepter of
successes for use in part 4: the Tyrant’s Eye, in Mintar.
• If the party convinces Ilsevele that the In 1375, his cousin Scyllua Darkhope
Coronal’s Legion should stay in Phlan to was killed in the Shadowdale rebellion,
defend, they gain 2 War Hero successes to part of the greater Cormanthor
use in part 4. War (1374-76).
• If the party convinces Ilsevele that she and (continued next page...)
Fflar should tacitly support the war, but
only defend the outskirts of Hillsfar and its
surroundings, they gain no successes.
• If the party fails their attempt to sway
Ilsevele, or if they do nothing, they gain 1
Unworthy success to use in part 4.
21 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 3
they wish to do.
Teldorn has never been directly
Convincing Teldorn that he should summon
affected by Fzoul blaming the failure of
his beholder allies alongside Xavlal and call up the
Cormanthor War on his cousin, but an
other half of the Xvim army requires a successful
opportunity to solidify his alliance with
DC 17 Charisma (Persuasion) check. Mainly
the Chosen of Bane is still appealing
his concern is the time required, since he only
to him, as is supporting Cvaal, since he
brought half of his army.
formally is a cleric to Bane while still
leading the Xvim army. Convincing Teldorn that the Xvim army
should return to Mintar requires a successful
Quote: ”My city boasts nearly 22,000! DC 22 Charisma (Persuasion) check, since this
I am the forger of the Scepter of the requires turning his back on not just Cvaal, but
Tyrant’s Eye, the very same that Fzoul Fzoul as well.
Chembryl wields! Consider the sum of
In any case, a character can make a DC 15
my allies against yours, then speak to
Wisdom (Religion) check to invoke superior
me again.”
religious iconography, or a DC 15 Charisma
Physical: Male human, short black (Persuasion) check to simply appeal to Teldorn
hair, no facial hair, a handprint covers being less of a military leader and more of a
most of his face to form the holy figurehead with skills in artifact creation. Success
symbol of Iyachtu Xvim on either grants advantage to the aforementioned
Alignment: Lawful evil Persuasion checks. In addition, the adventurer in
Xavlal’s body also gets advantage automatically if
they are rolling.
Any adventurer wishing to figure out who
Teldorn is before him may make a successful
DC 15 Intelligence (History) check to remember Development
on their own, or a successful DC 10 Intelligence Use the information below to tally the party’s
(Investigation) check by asking the Xvim army successes for use in part 4:
or the Brothers of the Black Fist prior to meeting • If the party convinces Teldorn that he should
him. Give them the two points of historical summon his beholder allies alongside Xavlal
information above about 1362 and 1375 when and call up the other half of the Xvim army,
Scyllua was killed. they gain 1 War Hero success to use in part 4.
• If the party convinces Teldorn that the Xvim
In the low hills to the northwest of the city, a army should return to Mintar, they gain 2
veritable second city strewn with tents has
Unworthy successes to use in part 4.
cropped up. Everywhere there are banners
flying the crest of a dark hand with pale • If the party fails their attempt to sway
eyes staring out from it. Teldorn, or if they do nothing, they gain no
Even abroad of the Border Kingdoms successes.
and the Lake of Steam, the ruler of Mintar
has brought with him a small library and
has set up a makeshift study in the largest E. The Order of the Silent Shroud
tent available to the Knights of the Black
Gauntlet. After an attendant verifies and the Emerald Enclave
that Teldorn is not in the middle of an
experiment, you are let in to see him.
If Adon or Nycella is with the party, prompt the
assigned player to tell the party where he is.
The adventurers don’t need to persuade Teldorn Without Adon or Nycella, Valhingen Graveyard
and the Xvim army to fight for Phlan, if that’s what is not hard to find – it’s in the same spot as it is in
22 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 3
present-day Phlan. A characters needs to make a established the graveyard, but that is it.
successful DC 12 Charisma (Persuasion) check to
get an audience with the Doomguide immediately, Doomguide Kanerli Valhingen finally
only because she has so many other duties. The manages to pull herself away from her
Order of the Silent Shroud was given custodianship numerous duties to see you. As the grey-
haired woman approaches, you note her
of Valhingen Graveyard by Cvaal Daoran in 1375.
tired appearance. “Yes, yes. What can I do
It was the Order, with the Emerald Enclave’s help, for you? Let’s get straight to the point then.
that cleared out the undead there. Because it Don’t make me late for meeting with the
established them as the largest religious presence newest acolyte. Maybe this one will actually
outside of Bane, they are still somewhat in Cvaal’s want to dedicate themselves enough to be
the next Doomguide and let me step down
debt. Adon and Nycella know that Doomguide
sooner rather than later.”
Valhingen is currently in charge and that she is also
descended from the Valhingen family for whom the
Graveyard was named. The adventurers don’t need to persuade the
Doomguide and the Emerald Enclave to focus on
Roleplaying Doomguide the citizenry instead of the military during any
Kanerli Valhingen impending war, if that’s what they wish to do.
She is the spitting image of Lene Reinhild, Convincing the Doomguide that the
a modern day Kelemvorite priest from Kelemvorites and the Emerald Enclave should
Iriaebor, plus about 30 years, making her support the Phlan joint forces directly by engaging
look in her 50s-60s. In fact, Doomguide in combat requires a successful DC 17 Charisma
Valhingen will talk about retiring to (Persuasion) check. Mainly her concern is
Iriaebor after a few more years of maintaining neutrality in the conflict and tending
establishing the graveyard – which is now to the inevitable casualties.
both her family heritage and the symbol Convincing the Doomguide that the
of the Kelemvorite presence in Phlan. She Kelemvorites should abandon Phlan entirely
makes odd commentary about whatever requires a successful DC 25 Charisma (Persuasion)
comes to mind, such as retiring, but she check, since it would require leaving.
can be brought back on track when it In any case, an adventurer can make a DC 15
comes to business. She is then solemn Wisdom (Religion) check to use their knowledge
and reserved, calmly assessing what she of the Kelemvorite faith to impress the Doomguide.
is being told. Success grants advantage to the aforementioned
Quote: ”I for one enjoy speaking with Persuasion checks. Adventurers in the body of
the dead. They’re not nearly so chatty.” Adon or Nycella’s also get advantage automatically
if they are rolling.
Physical: Female human (Damaran),
braided grey hair, a tall and solid build
Alignment: Lawful neutral
23 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 3
Development
Use the information below to tally the party’s
successes for use in part 4:
• If the party convinces the Doomguide that
the Kelemvorites and the Emerald Enclave
should support the Phlan joint forces directly
by engaging in combat, they gain 1 War Hero
success to use in part 4.
• If the party convinces the Doomguide that
the Kelemvorites should abandon Phlan
entirely, they gain 2 Unworthy successes to
use in part 4.
• If the party fails their attempt to sway the
Doomguide, or if they do nothing, they gain
no successes.
24 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 3
PART 4.
TALK THIS WAY
Expected Duration: 60 minutes C. Neither
Parties on this path do not actively support Colvin in
Once the party has gathered, hampered, or simply the dream war, nor do they actively undermine him.
chose to ignore Cvaal’s call for support from Perhaps they want to fight and kill Colvin, or maybe
his allies, they return to Valjevo Castle to stand they want to convince him that he is under Bane’s
before the Lord Protector of Phlan and make their influence. They may simply want to wait out the
intentions known. dream.
Result: The Phaerimm Diplomats grow restless
Pick a Path and attack Cvaal and the party because of their
dithering over decisions.
This is the point of no return. Regardless of how the
players played through part 3, they are welcome to DM Note. This option is also what
ultimately choose any of the three paths below. If happens if the party fails the skill
they decide to change paths at the last minute, warn challenge in the A. War Hero or
them that achieving success could be difficult. B Unworthy sections below.
A. War Hero
Success or Failure
Parties on this path aspire to make Cvaal as
powerful as possible going into the Shadowbane To succeed at the skill challenge for the path
War. Even if the adventurers don’t realize it, success they chose, the party must pass a number of
on this path could mean that Bane will see Colvin individual skill checks related the number of
Doverson as a worthy candidate to rule under his players in the party. See the table below for the
influence in present day Phlan. required successes:
Result: Colvin initiates the war against the
Required Successes
Shadovar. The final encounter for the adventurers is
intercepting an advance party of Shadovar, followed Players Successes
by a 2nd wave fight with the Prince of Shade himself. 3 5
4-5 7
6-7 9
B. Unworthy
Parties on this path actively work to reduce support If you haven’t already, total the number of War Hero
for Cvaal in the upcoming Shadowbane War. and Unworthy successes the party earned in part
Without these extra forces, history will repeat itself 3. These successes reduce the number of successes
in Colvin’s dream, he will appear weak as a leader, required to complete the skill challenges below.
and Bane will consider him an unworthy candidate. For example, if a party of 6 players completed
Result: The Shadovar initiate the Shadowbane part 3 and acquired 5 Unworthy successes in
War by simultaneously striking at Zhentil Keep their pursuit to hamper Cvaal’s war effort, they no
and Phlan. A group of Shadovar sneaks into Phlan longer need 9 successes to pass the skill challenge
and attacks Cvaal during his meeting with the presented in the B. Unworthy section. Instead, they
adventurers. Another Shadovar group, which only need 4 successes.
includes the Prince of Shade, arrives moments later.
25 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 4
Bane’s Blessing outcome of each speech.
Several opportunities exist in this part of the Encourage the players to explain their
adventure for the characters to fight Colvin positions as the adventurers would, and grant
Doverson as he inhabits the body of his ancestor, them advantage if they roleplay the speech well.
Cvaal Doaran. Since the entire scenario is a If desired, characters can use alternate skills,
manifestation of Bane’s will, the Black Lord has providing they can sensibly explain how they are
bestowed several benefits upon Colvin. using them in the scenario. Regardless of the skill
Colvin cannot be dominated, have his memory used, the DC is still 19.
modified, or be charmed or put to sleep magically. If another adventurer deliberately attempts to
He is also immune to psychic damage and other sabotage a speech (perhaps because, despite the
spells that depend on the target dreaming. party’s decision, he or she doesn’t want to support
Cvaal) the roll is made with disadvantage.
A. War Hero When an adventurer passes their individual
skill check, add 1 success to the party’s total. When
all adventures have made their speech (or opted
Late in the afternoon, the adventurers are let back to refrain from speaking), add their total number
into the dining parlor at Valjevo Castle to meet of successes to any successes they accumulated in
with the Lord Protector of Phlan. For each group part 3. If the total equals or exceeds the number
they convinced to support Cvaal and Phlan in part in the Required Successes table, proceed to the
3, that group’s respective leader joins them. Two Success section. If not, proceed to the Failure
veterans flank the Lord Protector, who sits at the section.
northern end of a long wooden table in the center
of the room. Success
If time is a concern, as soon as the party’s
One of Lord Protector’s heralds steps up
beside him. “Assembled friends, please
collective success total reaches the number
announce for all here your intentions in the in the Required Successes table, skip to the
matter of the Shadovar moving against Development section below. Otherwise, you can
Phlan, should the need arise.” take the time to allow each character at the table
The herald turns to each of you in turn, the opportunity to speak. Award each character
expecting you as second-in-command to inspiration before continuing.
introduce your leadership and perhaps
speak on their behalf. The Phaerimm
Diplomats are also in attendance. Failure
If the party’s efforts fail, proceed to the C. Neither
section and initiate combat by reading the
This is a roleplaying opportunity for the party to
presented boxed text.
pitch their case for supporting Cvaal and also boast
about their leaders, if they so choose. Each party
Development
member gets a single chance to do so, and the
players may decide the order in which they make Cvaal opts to strike first. As the meeting finishes,
their speeches. When each adventurer has finished his scouts enter the room, informing him that an
speaking, they must make a successful DC 19 advance Shadovar party has been spotted along
Charisma (Deception, Performance, or Persuasion) the road by the Coronal’s Legion. He asks the
check to fully convince the Hatemaster (and adventurers to accompany him in making the first
Colvin) that he has a powerful ally in the respective strike in the war, and Cvaal’s scouts lead them to
group. Another adventurer can assist on the check, a small clearing of trees west of Phlan just off of
granting advantage to the roll, and subtle spells, the Iron Route. The leader of each group does not
such as guidance, are allowed to influence the accompany the party, as they must tend to the
26 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 4
business of readying for the war. gain Sneak Attack damage.
The group in the clearing consists of one The Shadovar know that escape is unlikely, so
evoker, two champions, and two assassins. All they fight to the death.
of them are Netherese men and women bearing
Shadovar insignia. The party can surprise their 2nd Wave
quarry by making a group DC 15 Dexterity At the start of the third round, a trio phases onto
(Stealth) check. If the check is successful, the the battlefield. The force includes the Prince of
Shadovar do not get to act during the first round of Shade (treat as an archmage), one blackguard,
combat. and one war priest. All three are shade humanoids
When combat begins, Cvaal fights alongside wearing holy symbols of Shar.
the adventurers with zeal. Treat him as a warlord.
See the 2nd Wave section below for additional A grey mist curls around the battlefield and
developments during the fight. settles off to one side, revealing three figures
– they all have black skin with brown tones
that are less demonic and more ethereal.
Map Note. No map is provided for this They appear far less menacing in the bright
battle. If you are running the combat using sunlight, however.
miniatures, any generic forest map should The Lord Protector calls out and
suffice. points to the man with a thin crown on his
head. “Ramaten Tanthul! You are mine,
Prince of Shade!”
27 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 4
If the adventurers successfully convince could ask Fzoul to be present.
Colvin he is acting under Bane’s influence, or if Two guards flank the Lord Protector, who sits
he falls during the fight, the Black Lord’s hold on at the northern end of a long wooden table in the
him fails. Read the text below and then proceed to center of the room.
the Epilogue.
One of the Lord Protector’s heralds steps
Doubt washes over Lord Protector’s face. He up beside him. “Honored guests, please
stumbles back in disbelief. “This cannot be. announce for all here your intentions in the
It’s a trick. I am destined to rule. I... I…” matter of Shadovar moving against Phlan,
A silver ambient light brightens around should their ambition prove greater than
you to the point of losing vision and their wits.” The herald turns to each of you
finally consciousness. in turn. The Phaerimm Diplomats are also
in attendance, floating silently near the
parlor floor.
A Worthy Candidate
If the adventurers do not try to persuade Colvin This is a roleplaying opportunity for the party
that he is being influenced by Bane, or if they fail, to pitch their case for withdrawing from Phlan
and he survives the fight, the Black Lord views and to possibly boast about their leaders halving
him as a worthy candidate. Read the text below. greater matters to deal with, if they so choose.
Each party member gets a single chance to do
As the last enemy falls, the Lord Protector so, and the players may decide the order in
turns to you and nods in thanks. “I must which they make their speeches. When each
confess, I have always had doubts, but surely adventurer has finished speaking, they must
together can overcome any obstacle that
stands on our way, including the wretched make a successful DC 19 Charisma (Deception,
Shadovar. I see the way clearly now, and it Performance, or Persuasion) check to fully stand
leads to complete and total victory.” their ground without starting a riot in the castle.
All around you, the world begins to Another adventurer can assist on the check,
darken. As your vision fades to black, you granting advantage to the roll, and subtle spells,
hear a malevolent voice laughing ominously such as guidance, are allowed to influence the
in your mind…
outcome of each speech.
Encourage the players to explain their
Proceed to the adventure Epilogue, but omit the positions as the adventurers would, and grant
first paragraph of boxed text for each conclusion. them advantage if they roleplay the speech well.
The characters earn XP, downtime, renown, and If desired, characters can use alternate skills,
treasure as normal, but since they helped Bane providing they can sensibly explain how they are
find a worthy candidate to influence, they do not using them in the scenario. Regardless of the skill
earn the Tyr’s Blessing magic award. used, the DC is still 19.
If another adventurer deliberately attempts
to sabotage a speech (perhaps because, despite
B. Unworthy the party’s decision, he or she wants to support
Cvaal) the roll is made with disadvantage.
Late in the afternoon, the adventurers are let back When an adventurer passes their individual
into the dining parlor at Valjevo Castle to meet skill check, add 1 success to the party’s total.
with the Lord Protector of Phlan. Each group’s When all adventures have made their speech
leader is NOT present unless the adventurer (or opted to refrain from speaking), add their
within the body of that group’s second-in- total number of successes to any successes they
command specifically requests it. For example, if accumulated in part 3. If the total equals or
Manshoon is being played by a party member, he exceeds the number in the Required Successes
28 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 4
table, proceed to the Success section. If not, use their passive Perception, if it is higher. Those
proceed to the Failure section. who fail the check are surprised and unable to act
during the first round of combat.
Success When combat begins, the Lord Protector’s
If time is a concern, as soon as the party’s two guards (treat as veterans) attempt to usher
collective success total reaches the number him through the northern door to safety, only
in the Required Successes table, skip to the to find it sealed and unable to be opened. The
Development section below. Otherwise, you can Lord Protector (treat as a warlord) does not
take the time to allow each character at the table directly join the fight until his true enemy arrives.
the opportunity to speak. Award each character See the 2nd Wave section below for additional
inspiration before continuing. developments during the fight.
29 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 4
Tactics other opponents in the room. The Lord Protector’s
The evoker begins the combat with mage armor guards assist him to the best of their abilities.
already cast. On her first turn, she casts mirror The Prince of Shade attempts to attack from
image and moves as far away from the combat as afar. His war priest heals him as needed, and his
possible. On subsequent turns, she casts damaging blackguard works to keep Cvaal’s press of melee
spells, such as fireball, while utilizing her Sculpt attacks at bay.
Spell trait to avoid damaging her allies.
The champions attack any character they see Convincing Colvin
casting a spell first, fighting together as a team to If Colvin’s hit points fall below half at any time
hopefully eliminate spellcasters quickly. The use during the fight, his resolve starts to waiver, and
their Second Wind trait as needed. doubt creeps into his eyes. A successful DC 10
The assassins fan out and do their best to group Wisdom (Perception) check reveals that he
avoid melee combat, preferring to attack with their has weakened mentally, and he is now vulnerable
light crossbows. They concentrate their attacks on to suggestion. The adventurers can attempt to
enemies engaged by the champions in an effort to convince him that he is under the influence of
gain Sneak Attack damage. Bane and not acting on his own. A successful DC 25
Charisma (Persuasion) check allows him to see the
The Shadovar know that escape is unlikely, so
truth. A failure results in Colvin’s renewed anger.
they fight to the death.
He takes an immediate action and does not submit
until he reaches 0 hit points.
2nd Wave
If the adventurers successfully convince
At the start of the third round, a trio phases into
Colvin he is acting under Bane’s influence, or if
the room. The force includes the Prince of Shade
he falls during the fight, the Black Lord’s hold on
(treat as an archmage), one blackguard, and one
him fails. Read the text below and then proceed
war priest. All three are shade humanoids wearing
to the Epilogue.
holy symbols of Shar.
Doubt washes over Lord Protector’s face. He
A grey mist curls in the westernmost portion stumbles back in disbelief. “This cannot be. It’s
of the room and quickly settles, revealing a trick. I am destined to rule. I... I…”
three figures – they all have black skin with
brown tones that is less demonic and more A silver ambient light brightens around
ethereal. The candles all go out at once, and you to the point of losing vision and
the weather outside changes to overcast, finally consciousness.
dousing the whole room in a grey gloom.
The Lord Protector cries out as some of his
guards try unsuccessfully to shuffle him away.
“No! It’s Ramaten Tanthul! This is my worst fear, An Unworthy Candidate
a Prince of Shade invading Valjevo Castle like If the adventurers do not try to persuade Colvin
this! Even if you hold no love for me, I beseech that he is being influenced by Bane, or if they fail,
all of you to defeat this foul abomination!”
and he survives the fight, the Black Lord still views
They manage to get the man behind them,
but the Prince of Shade clearly has his eyes on him as an unworthy candidate for failing to garner
Phlan’s Lord Protector. the support of his allies. Read the text below and
then proceed to the Epilogue.
Tactics
Cvaal fights with determination against the Prince
of Shade, and the two square off against each
other in a battle to the death, largely ignoring the
30 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 4
Development
As the last enemy falls, the Lord Protector turns Throughout the long and tedious exchange, the
to you and nods in thanks. “I know you do not Phaerimm Diplomats telepathically inform Cvaal
support me in my war, but your actions here
today were selfless, and for that, I thank you. that the time has come to send the leaders of
Perhaps Bane does not walk as closely beside his allies a collective message concerning his
me as I had thought. I will need to reflect on dedication to the war and those who fail to fall
my own failings.” in line with his goals. This occurs even if the
A silver ambient light brightens around party convinced the diplomats to withdraw their
you to the point of losing vision and support for Cvaal in part 3. The promise of slaves is
finally consciousness.
just too tempting!
As the dialog winds to a close, the Lord
Protector, already annoyed by the characters and
C. Neither their lack of commitment, weighs the phaerimm’s
council and agrees to their show of force. The two
Late in the afternoon, the adventurers are let back Phaerimm Diplomats (treat as adult phaerimm;
into the dining parlor at Valjevo Castle to meet see the Phaerimm sidebar in part 1 for details), the
with the Lord Protector of Phlan. Each group’s Lord Protector (treat as a warlord) and his two
leader is NOT present unless the adventurer veteran guards immediately attack the party.
within the body of that group’s second-in- If any group leaders accompanied the
command specifically requests it. For example, if adventurers to the meeting, they flee through the
Manshoon is being played by a party member, he southern doors. The leaders effectively do not
could ask Fzoul to be present. participate in the fight with the phaerimm and the
If the adventurers want to convince Colvin Lord Protector.
that he is under Bane’s influence, they can try,
but it will do no good. Bane’s hold on the man is Adjusting this Encounter
strong, and their nonsensical prattling will only
Here are some suggestions for adjusting this
anger him. If they wish to say something else,
encounter. These are not cumulative.
encourage the players to roleplay their exchange
as the adventurers would. Describe the phaerimm • Very weak party: Remove both adult
as growing restless throughout the exchange. phaerimm and replace them with three
After each character has had a chance to say young phaerimm
his or her peace, the Lord Protector’s patience • Weak party: Replace one adult
finally runs out. Read the text below out loud phaerimm with a young phaerimm
and then proceed to the Development section of • Strong party: Replace both veterans
the encounter. with champions
• Very strong party: Replace both veterans
“I don’t know who you think you are, but in with champions and add a champion
THIS castle I am Cvaal Daoran, and if it takes
phaerimm or Bane or whoever to stake
my claim as Lord Protector of Phlan, then
SO BE IT!”
General Features
With that, you hear the phaerimm shriek
in your minds, Cvaal’s guards leap forward, The area has the following features.
and chaos erupts in the dining parlor!
Ceiling. The room’s ceiling is 40 feet high.
Doors. A single unlocked door occupies the
north wall of the room. It leads to the kitchens.
Moments before the fighting begins, the
31 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 4
Shadovar magically seal the exit to prevent Convincing Colvin
anyone from escaping. If Colvin’s hit points fall below half at any time
The double doors on the southern wall lead during the fight, his resolve starts to waiver, and
to the castle’s main corridor. doubt creeps into his eyes. A successful DC 10
Light. Three large hanging candelabras are group Wisdom (Perception) check reveals that he
spaced down the center of the room, providing has weakened mentally, and he is now vulnerable
bright light. to suggestion. The adventurers can attempt to
convince him that he is under the influence of
Table. A long wooden table, 40 feet long and Bane and not acting on his own. A successful DC 25
10 feet wide, occupies the center of the room. Charisma (Persuasion) check allows him to see the
It is bolted to the floor, making it immobile. truth. A failure results in Colvin’s renewed anger.
Windows. Small 2-foot-by-2-foot windows He takes an immediate action and does not submit
located near the ceiling line the perimeter of until he reaches 0 hit points.
the dining parlor, letting in light from outside. If the adventurers successfully convince
Colvin he is acting under Bane’s influence, or if
Tactics he falls during the fight, the Black Lord’s hold on
The phaerimm begin combat by flying to the him fails. Read the text below and then proceed
ceiling, where they cast mass suggestion. They to the Epilogue.
demand that the adventurers hold and take no
actions. On subsequent rounds, they use their Doubt washes over Lord Protector’s face.
Slaver’s Yawn and claws to attack any creatures He stumbles back in disbelief. “This cannot
be. It’s a trick. I am destined to rule. I... I…”
that are still a threat.
A silver ambient light brightens around
If any of the phaerimm fall below one you to the point of losing vision and
quarter of their hit points, they cast invisibility on finally consciousness.
themselves and flee.
The Lord Protector and his guards target any
creatures not affected by phaerimm magic. They
fight together as a team, hoping to cut down their
enemies quickly. The Lord Protector believes that
Bane is with him, and he will not flee the battle.
32 P H L A N 2 - 2 / H AT E M A S T E R : PA RT 4
EPILOGUE
Expected Duration: 5 minutes Trilogy Conclusion
Refer to the following to resolve the conclusion:
Above each of you, a silver shower of
• For characters that have not completed all energy falls. It manifests as intense feelings
the adventures in the trilogy, continue to the of centering and gratitude, bestowed upon
next section, Adventure Conclusion. you for duties fulfilled.
As objects begin to come back into
• For characters that conclude the trilogy view, you find yourselves in the main hall
with this adventure, skip to the section of the Lyceum as you remember it before
Trilogy Conclusion. the pyramid appeared. Standing next to
you are all three candidates who, though
somewhat stunned, are unharmed. As you
Adventure Conclusion look back outside the main door, based
on what you remember from when you first
entered, you’re not sure how much time,
if any, has passed. The candidates look at
Above each of you, a silver shower of you, and there is a wide-eyed, unspoken
energy falls. It manifests as intense feelings confirmation on their faces that their
of centering and gratitude, bestowed upon experiences were shared. Before you can
you for duties fulfilled. gain your composure, supporters for each
As objects begin to come back into candidate rush to surround them. Once it
view, you find yourselves in a square room. is confirmed that the candidates are safe
Behind you is simply a solid black stone and unharmed, you are each thanked and
wall. On the other walls are three heavy praised. The city breathes a collective sigh
iron doors, each one displaying a different of relief, but clearly everyone has one thing
relief of the same warrior in different battle on their mind… It’s time to vote!
scenes. Armed with a spear, shield, and
ornately plumed helm, each scene glorifies
the warrior’s victory in battle. No face can The silver shower is a blessing from Tyr. The
be seen behind the visor, only blazing red blessing is listed under Rewards and requires an
eyes, magically illuminated, and set in a
deep blackness.
attunement slot to receive. If desired, a character
may refuse the blessing.
If an adventurer completes the trilogy with the
The silver shower is a blessing from Tyr. The conclusion of this adventure, they are recognized in
blessing is listed under Rewards and requires an a public ceremony. Each adventurer is awarded the
attunement slot to receive. If desired, a character Phlan Hero’s reward of 5,000 gp, and a Guardian
may refuse the blessing. Medal (see Rewards for more information).
33 P H L A N 2 - 2 / H AT E M A S T E R : E P I L O G U E
Rewards magic item, the DM can determine who gets it
randomly should the group be unable to decide.
Permanent magic items are divided according to
Make sure players note their rewards on their
a system. See the sidebar if the adventure awards
adventure logsheets. Give your name and DCI
permanent magic items.
number (if applicable) so players can record who
ran the session.
Treasure Awards
Experience Item Name GP value
Total up all combat experience earned for the Phlan Hero’s reward 5,000*
defeated foes and divide by the number of Guardian Medal 1,000**
characters present in the combat. For non-combat Mercenary pay 500***
experience, the rewards are listed per character.
Give all characters in the party non-combat * These rewards are per character and are only given upon
experience awards unless otherwise noted. completion of all three adventures. If an adventurer opts to
not complete the trilogy, then no gold reward is given.
** The Guardian Medal is bestowed to each character.
Combat Awards The medal has a value of 1000 gp, but is worth more by
displaying it in Phlan. It garners significant influence within
Name of Foe XP per Foe the city, and to a lesser degree in other Moonsea cities.
Adventurers wearing a Guardian Medal gain advantage on all
Assassin 3,900
Charisma based ability checks within the Phlan.
Blackguard 3,900
Champion 5,000 *** This reward is for characters without a faction that
complete all three adventures in the trilogy.
Evoker 5,000
Phaerimm, Adult (Ultroloth) 10,000
Phaerimm, Young (Oni) 2,900 Permanent Magic Item Distribution
Prince of Shade (Archmage) 8,400 D&D Adventurers League has a system in place to
War Priest 5,000 determine who is awarded permanent magic items
Warlord 8,400 at the end of a session. Each character’s logsheet
Veteran 700 contains a column to record permanent magic items
for ease of reference.
The minimum total award for each character
participating in this adventure is 8,625 If all the players at the table agree on one
experience points. character taking possession of a permanent magic
item, that character gets the item.
The maximum total award for each character If one or more characters indicate an interest in
participating in this adventure is 11,500 possessing a permanent magic item, the character
experience points. that possesses the fewest permanent magic items
gets the item. If there is a tie in the total number
of permanent magic items owned by contesting
Treasure
characters, the item’s owner is determined
The characters receive the following treasure, divided up randomly by the DM.
amongst the party. Characters should attempt to divide
treasure evenly whenever possible. Gold piece values
listed for sellable gear are calculated at their selling price,
not their purchase price. Magic Award
Consumable magic items should be divided Adventurers who finish the event by either
up however the group sees fit. If more than one convincing or defeating the candidate, earn the
character is interested in a specific consumable following blessing from Tyr.
34 P H L A N 2 - 2 / H AT E M A S T E R : R E WA R D S
Tyr’s Blessing of Command
Blessing, very rare (requires attunement) Downtime
Each character receives ten downtime days at the
This blessing has been bestowed upon you by Tyr conclusion of this adventure.
in recognition of your service to the city and citizens
of Phlan in the face of great peril to your own well-
being. Your Charisma score increases by 2, up to a DM Rewards
maximum of 20. This blessing may be refused. If
You receive 4500 XP, 2250 gp, and ten downtime
accepted, it requires an attunement slot.
days for running this session.
This blessing is offered to all adventurers
regardless of completing the other two adventures
in the trilogy. This blessing is not tradeable, and if
refused or unattuned, it may not be regained.
Renown
All faction members earn one renown point for
participating in this adventure.
Story Awards
Characters have the opportunity to earn the
following story awards during this adventure.
In Service to the Iron General. This is an
optional reward. You may choose to forgo applying
the experience of this adventure if doing so would
advance you to 17th level. You may only defer the
awards in order to complete the other adventures
in the PHLAN2 trilogy, or PHLAN2-S, in subsequent
sessions. You must apply all deferred experience
before playing any other adventures not part of the
PHLAN2 Sovereignty Trilogy.
35 P H L A N 2 - 2 / H AT E M A S T E R : R E WA R D S
DM Appendix: NPC Summary
The following NPCs are featured prominently in this adventure.
Cvaal Daoran (cuh-VAAL). While merely an illusionary body that Colvin Doverson wears during the dream
test, the shadow of Cvaal’s exploits looms over Colvin. This is a man who started off in the Brothers of the Black
Fist at the Citadel of the Raven and rose to Captain before the Time of Troubles. He was promoted, eventually
commanded an army to take over Phlan in the name of Bane, and then successfully declared himself Lord
Protector after dismissing the Council of Ten. On top of all that, he killed a Prince of Shade and started the
Shadowbane War as a result.
Colvin Doverson (COHL-vin). During PHLAN1-1 Sepulture, Colvin was shown to have ties to the Emerald
Enclave and was the Lord Sage’s choice for the best person to lead Phlan. He wants to reinstate the old
monarchy, as well as renegotiate the ancient trade deals with the cities of the Moonsea to help build Phlan’s
economy. Unfortunately, he just isn’t as sure of himself as he wants others to believe. He invokes the name of
Cvaal in the hope that he can be as great of a leader as his ancestor.
36 P H L A N 2 - 2 / H AT E M A S T E R : A P P E N D I X
Appendix: Monster Statistics Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on
a successful one.
Assassin
Medium humanoid (human), neutral evil
Blackguard
Armor Class 15 (studded leather)
Medium humanoid (human), neutral evil
Hit Points 78 (12d8 + 24)
Armor Class 18 (plate)
Speed 30 ft.
Hit Points 153 (18d8 + 72)
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) Speed 30 ft.
STR DEX CON INT WIS CHA
Skills Acrobatics +7, Deception +4, Perception +4, 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)
Stealth + 11
Saving Throws Wis +5, Cha +S
Damage Resistances poison
Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 14
Senses passive Perception 12
Languages Thieves’ cant, Common
Languages Common
Challenge 8 (3,900 XP)
Challenge 8 (3,900 XP)
37 P H L A N 2 - 2 / H AT E M A S T E R : A P P E N D I X
Champion Senses passive Perception 11
Medium humanoid (human), lawful neutral Languages Common and any three languages
Armor Class 18 (plate) Challenge 9 (5,000 XP)
Hit Points 143 (22d8 + 44)
Speed 30 ft. Spellcasting. The evoker is a 12th-level spellcaster.
STR DEX CON INT WIS CHA Its spellcasting ability is Intelligence (spell save DC
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 15, +7 to hit with spell attacks). The evoker has the
following wizard spells prepared:
Saving Throws Str +9, Con +6 Cantrips (at will): fire bolt,* light,* prestidigitation,
Skills Athletics +9, Intimidation +5, Perception +6 ray of frost*
Senses passive Perception 16 1st level (4 slots): burning hands,* mage armor,
Languages Common magic missile*
Challenge 9 (5,000 XP) 2nd level (3 slots): mirror image, misty step,
shatter*
Indomitable (2/Day). The champion rerolls a 3rd level (3 slots): counterspell, fireball,* lightning
failed saving throw. bolt*
Second Wind (Recharges after a Short or Long 4th level (3 slots): ice storm,* stoneskin
Rest). As a bonus action, the champion can regain 5th level (2 slots): Bigby’s hand,* cone of cold*
20 hit points. 6th level (1 slot): chain lightning,* wall of ice*
Actions *Evocation spell
Sculpt Spells. When the evoker casts an evocation
Multiattack. The champion makes three attacks
spell that forces other creatures it can see, it can
with its greatsword or its crossbow.
choose a number of them equal to 1 + the spell’s
Greatsword. Melee Weapon Attack: +9 to hit, reach level. These creatures automatically succeed
5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, on their saving throws against the spell. If a
plus 7 (2d6) slashing damage if the champion has successful save means a chosen creature would
more than half of its total hit points remaining. take half damage from the spell, it instead takes
Light Crossbow. Ranged Weapon Attack: +6 to no damage from it.
hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2)
piercing damage, plus 7 (2d6) piercing damage Actions
if the champion has more than half its total hit Quarterstaff. Melee Weapon Attack: +3 to hit,
points remaining. reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning
damage, or 3 (1d8 - 1) bludgeoning damage if used
with two hands.
Evoker
Medium humanoid (human), neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
38 P H L A N 2 - 2 / H AT E M A S T E R : A P P E N D I X
Phaerimm, Adult (Ultroloth) throw against this magic or be charmed until the
Medium fiend (yugoloth), neutral evil end of the ultroloth’s next turn. The charmed target
is stunned. If the target’s saving throw is successful,
Armor Class 19 (natural armor)
the target is immune to the ultroloth’s gaze for the
Hit Points 153 (18d8+72) next 24 hours.
Speed 30 ft., fly 60 ft. Teleport. The ultroloth magically teleports, along
STR DEX CON INT WIS CHA with any equipment it is wearing or carrying, up to
15 (+3) 16 (+3) 18 (+4) 18 (+4) 15 (+2) 19 (+4) 60 feet to an unoccupied space it can see.
39 P H L A N 2 - 2 / H AT E M A S T E R : A P P E N D I X
Glaive. Melee Weapon Attack: +7 to hit, reach 10ft., Spellcasting. The archmage is an 18th-level
one target. Hit: 15 (2d10 + 4) slashing damage, or 9 spellcaster. It’s spellcasting ability is Intelligence
(1d10 + 4) s lashing damage in Small or Medium form. (spell save DC 17, +9 to hit with spell attacks). The
Change Shape. The oni magically polymorphs archmage can cast disguise self and invisibility at
into a Small or Medium humanoid, into a Large will and has the following wizard spells prepared:
giant, or back into its true form. Other than its size, Cantrips (at will): fire bolt, light, mage hand,
its statistics are the same in each form. The only prestidigitation, shocking grasp
equipment that is transformed is its glaive, which 1st level (4 slots): detect magic, identify, mage
shrinks so that it can be wielded in humanoid form. armor*, magic missile
If the oni dies, it reverts to its true form, and its 2nd level (3 slots): detect thoughts, mirror image,
glaive reverts to its normal size. misty step
3rd level (3 slots): counterspell, fly, lightning bolt
Prince of Shade (Archmage) 4th level (3 slots): banishment, fire shield,
Medium humanoid (human), lawful evil stoneskin*
Armor Class 12 (15 with mage armor) 5th level (2 slots): cone of cold, scrying, wall of force
Hit Points 99 (18d8 + 18) 6th level (1 slot): globe of invulnerability
Speed 30 ft. 7th level (1 slot): teleport
STR DEX CON INT WIS CHA 8th level (1 slot): mind blank*
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) 9th level (1 slot): time stop
Saving Throws Int +9, Wis +6 * The archmage casts these spells on itself
before combat.
Skills Arcana +13, History +13
Damage Resistance damage from spells; non- Actions
magical bludgeoning, piercing, and slashing (from Dagger. Melee or Ranged Weapon Attack: +6 to hit,
stoneskin) reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
Senses passive Perception 12 + 2) piercing damage.
Languages Common and any five languages
Challenge 12 (8,400 XP) Veteran
Medium humanoid (human), lawful neutral
Magic Resistance. The archmage has advantage Armor Class 17 (splint)
on saving throws against spells and other
Hit Points 58 (9d8 + 18)
magical effects.
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
40 P H L A N 2 - 2 / H AT E M A S T E R : A P P E N D I X
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Actions
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Multiattack. The priest makes two melee attacks.
(1d10 + 3) slashing damage if used with two hands.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to Reactions
hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) Guided Strike (Recharges after a Short or Long
piercing damage. Rest). The priest grants a +10 bonus to an attack roll
made by itself or another creature within 30 feet of
it. The priest can make this choice after the roll is
War Priest
made but before it hits or misses.
Medium humanoid (human), neutral evil
Armor Class 18 (plate)
Hit Points 117 (18d8 + 36) Warlord (Cvaal/Colvin)
Speed 30 ft. Medium humanoid (human), neutral evil
STR DEX CON INT WIS CHA Armor Class 18 (plate)
16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1) Hit Points 229 (27d8 + 108)
Speed 30 ft.
Saving Throws Con +6, Wis +7
Skills Intimidation +5, Religion +4 STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4)
Senses passive Perception 13
Languages Common, Dwarvish Saving Throws Str +9, Dex +7, Con +8
Challenge 9 (5,000 XP) Skills Athletics +9, Intimidation +8, Perception +5,
Persuasion +8
Senses passive Perception 15
Spellcasting. The priest is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 Languages Common and any one language
to hit with spell attacks). It has the following cleric Challenge 12 (8,400 XP)
spells prepared:
Cantrips (at will): light, mending, sacred flame, Indomitable (3/Day). The warlord can reroll a
spare the dying saving throw it fails. It must use the new roll.
1st level (4 slots): divine favor, guiding bolt, healing Survivor. The warlord regains 10 hit points at the
word, shield of faith start of its turn if it has at least 1 hit point but fewer
2nd level (3 slots): lesser restoration, magic weapon, hit points than half its hit point maximum.
prayer of healing, silence, spiritual weapon
Actions
3rd level (3 slots): beacon of hope, crusader’s
mantle, dispel magic, revivify, spirit guardians, Multiattack. The warlord makes two
water walk weapon attacks.
4th level (3 slots): banishment. freedom of Greatsword. Melee Weapon Attack: +9 to
movement, guardian of faith, stoneskin hit, reach 5 ft., one target. Hit: 12 (2d6 + 5)
5th level (1 slot): flame strike, mass cure wounds, slashing damage.
hold monster Shortbow. Ranged Weapon Attack: +7 to hit,
range 80/320 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
(continued next page...)
41 P H L A N 2 - 2 / H AT E M A S T E R : A P P E N D I X
Legendary Actions
The warlord can take 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature’s turn. The
warlord regains spent legendary actions at the
start of its turn.
Weapon Attack. The warlord makes a weapon
attack.
Command Ally. The warlord targets one ally it
can see within 30 feet of it. If the target can see
and hear the warlord, the target can make one
weapon attack as a reaction and gains advantage
on the attack roll.
Frighten Foe (Costs 2 Actions). The warlord
targets one enemy it can see within 30 feet of it.
If the target can see and hear it, the target must
succeed on a DC 16 Wisdom saving throw or be
frightened until the end of warlord’s next turn.
42 P H L A N 2 - 2 / H AT E M A S T E R : A P P E N D I X
Appendix: Dining Parlor Map
43 P H L A N 2 - 2 / H AT E M A S T E R : A P P E N D I X
Player Handout 1: Phaerimm
44 P H L A N 2 - 2 / H AT E M A S T E R : P L AY E R H A N D O U T S
Player Handout 2: Bodies & Personalities
• You can actively work to make Cvaal Daoran a War Hero by convincing as many leaders as possible to fully
support his war against the Shadovar.
• You can actively work against Cvaal Daoran’s war plans by convincing as many leaders as possible that he is
Unworthy, and that his efforts will ultimately fail.
• You can do Neither by refusing to support or hamper Cvaal Daoran’s war effort. Choose this option if you
would rather just wait and see what happens.
2A. Manshoon
Human (Clone) Archmage
Free Agent of the Zhentarim
Sometime before 1370, the great wizard, Lord Manshoon, created several clones of himself. As calculating
as the original, as insightful with powerful arcane magic, and with no love lost when his brethren died, this
Manshoon tolerates a subordinate relationship to Fzoul Chembryl, akin to how he treated his creator.
Accustomed to ruling and manipulating from behind the scenes, and now relived of his responsibility of
administering to the Black Network, Manshoon seems to have learned a lesson in caution and patience. He has
since redoubled his arcane research, seeking ways to transfer his consciousness from one clone to another at
will. (Forgotten Realms Campaign Setting, D&D 3e)
Physical Description: Manshoon wears a purple cloak with large sleeves and red robes,
plus a full-head mask with eye cutouts.
Allied Forces: Brothers of the Black Fist
Fzoul Chembryl and the Brothers of the Black Fist are housed at the Stojanow Gate, right next to the Valjevo
Castle. The party can walk right into the square just behind the gate and ask for an audience with Fzoul, who
will meet them out there.
Knowledge
Upon entering the body of Manshoon, a character learns a few of his personal thoughts and motivations.
These may be useful when dealing with his superiors.
• Phlan will likely not be the only place that the Shadovar strike. Zhentil Keep would be the other logical location.
• Fzoul runs the Zhentarim, not Cvaal, so who is he to make demands?
• Fzoul is a servant of Bane, going back to his time at the Citadel of the Raven. Cvaal started out as a devout
Iyachtu Xvim worshipper. Can he be trusted?
• As a clone of a man Fzoul killed, Manshoon has no great love for Fzoul Chembryl. If a war with the Shadovar
happens, and Fzoul ends up dying at the hands of a shade, who would be a better candidate to lead the
Zhentarim than the loyal Manshoon?
45 P H L A N 2 - 2 / H AT E M A S T E R : P L AY E R H A N D O U T S
Player Handout 2: Bodies & Personalities
• You can actively work to make Cvaal Daoran a War Hero by convincing as many leaders as possible to fully
support his war against the Shadovar.
• You can actively work against Cvaal Daoran’s war plans by convincing as many leaders as possible that he is
Unworthy, and that his efforts will ultimately fail.
• You can do Neither by refusing to support or hamper Cvaal Daoran’s war effort. Choose this option if you
would rather just wait and see what happens.
Knowledge
Upon entering the body of Fflar, a character learns a few of his personal thoughts and motivations. These may
be useful when dealing with his superiors.
• Cormanthor and Phlan already negotiated peace. If Cvaal backs out, it would be his fault, not that of the elves.
• Fzoul has allied with the phaerimm, and Teldorn has allied with beholders, so there’s plenty of reasons to NOT
support the enemy of your enemy.
• If the Shadovar manage to take down Phlan, what will stop them from continuing onward to the rest of the
Moonsea and Cormanthyr?
46 P H L A N 2 - 2 / H AT E M A S T E R : P L AY E R H A N D O U T S
Player Handout 2: Bodies & Personalities
• You can actively work to make Cvaal Daoran a War Hero by convincing as many leaders as possible to fully
support his war against the Shadovar.
• You can actively work against Cvaal Daoran’s war plans by convincing as many leaders as possible that he is
Unworthy, and that his efforts will ultimately fail.
• You can do Neither by refusing to support or hamper Cvaal Daoran’s war effort. Choose this option if you
would rather just wait and see what happens.
2C. Xavlal
Beholder, Polymorphed into a human
Actually Vaxall of the Dying Gaze, elder eye tyrant
Teldorn Darkhope and Fzoul Chembryl know that Xavlal is a beholder who polymorphs into a human, but no
one else in their forces is aware of the fact. Neither know that Xavlal is actually a much older beholder by the
name of Vaxall of the Dying Gaze, the most powerful beholder of the Alimir Hive community, in the beholder
city of Zokir.
When Vaxall thirsted for more power, it unified the eye tyrants of Alimir Hive and offered an alliance to
Teldorn. Together with Teldorn’s Knights of the Black Gauntlet, they seized control of Mintar in 1362 DR. Even
though Mintar is now a joint church-army-city dedicated to Iyachtu Xvim, Vaxall is still enjoying the benefits
its alliance. It listens for any whispers of ancient artifacts and uses its own agents (and Teldorn’s) to spread
disinformation about the weaknesses of beholders throughout beholder cults in Arnaden.
Physical Description: A spry young man of 18 years, tall and gangly but with attentive eyes.
Xavlal has no armor, only fine clothes of Calimshan make, but his tabard has the Knights of the
Black Gauntlet emblem on it.
Allied Forces: Knights of the Black Gauntlet
The Knights of the Black Gauntlet army has set up a makeshift shrine to Iyachtu Xvim in the lowlands to
the northwest of Valhingen Graveyard. Iyachtu Xvim is the son of Bane and a half-demon. Since Cvaal was a
Crusader of Xvim when he was a Captain in the Zhentarim, he wrote to Teldorn Darkhope – a cleric who ruled
the city of Mintar with a Xvim army – for support in the upcoming war.
Knowledge
Upon entering the body of Xavlal, a character learns a few of his personal thoughts and motivations. These
may be useful when dealing with his superiors.
• Mintar is far to the south. What benefits can be gained by bringing the rest of the army to Phlan?
• Remnants of the Academy of the Drawn Sword and others in Saelmur are going after Mintar to reclaim it.
• Cvaal has long since left the faithful of Iyachtu Xvim for his father, Bane. What loyalty then does Cvaal have to
Teldorn and Mintar?
• Teldorn’s cousin, Scyllua Darkhope, is the better known of the Darkhope family, but her legacy is now
infamous because of her defeat in Shadowdale. Yet, Scyulla wasn’t even born a Darkhope. She adopted the
name late in life.
47 P H L A N 2 - 2 / H AT E M A S T E R : P L AY E R H A N D O U T S
Player Handout 2: Bodies & Personalities
• You can actively work to make Cvaal Daoran a War Hero by convincing as many leaders as possible to fully
support his war against the Shadovar.
• You can actively work against Cvaal Daoran’s war plans by convincing as many leaders as possible that he is
Unworthy, and that his efforts will ultimately fail.
• You can do Neither by refusing to support or hamper Cvaal Daoran’s war effort. Choose this option if you
would rather just wait and see what happens.
2D. Adon
Priest of Kelemvor
Named after Kelemvor’s adventuring companion
By all accounts, Adon is just another devout Kelemvorite. He knows the origin of his name quite well, because
he was told the stories of Kelemvor, Mystra (as Midnight), and Adon during the Time of Troubles quite often
and in great detail. Despite the original Adon’s descent into madness, he was named for the companionship
the man shared with Kelemvor during his lifetime. Aside from Doomguide Valhingen, however, Adon is
the next most respected member of the Order of the Silent Shroud in Phlan. Cvaal recognizes the powerful
influences that religion can have on people, so he gave the Order of the Silent Shroud the graveyard and
its surroundings in an attempt to curry favor. This is Cvaal calling in a very big debt, because Kelemvor is a
neutral deity who would willingly usher fallen Banite soldiers into Bane’s hands for their afterlife.
Physical Description: Shorter for a male human, but sturdy with slicked-back brown hair.
Allied Forces: Order of the Silent Shroud (and Emerald Enclave by extension)
The Order of the Silent Shroud was given custodianship of Valhingen Graveyard by Cvaal Daoran in 1375. It was
the Order, with the Emerald Enclave’s help, that cleared out the undead there. Because it established them as the
largest religious presence outside of Bane, they are still somewhat in Cvaal’s debt. Doomguide Valhingen is in
charge currently, and is also descended from the Valhingen family for whom the Graveyard was named.
Knowledge
Upon entering the body of Adon, a character learns a few of his personal thoughts and motivations. These may
be useful when dealing with his superiors.
• Since Cvaal gave the Valhingen Graveyard to the Order of the Silent Shroud, the Kelemvorites are somewhat in
his debt.
• Cvaal seems to have aligned himself with Bane. While Kelemvor is a neutral god, would he approve of his
followers actively working with a man who venerates a deity so evil?
• What of the dead and the dying? Someone has to see to the people of Phlan if there is a war.
48 P H L A N 2 - 2 / H AT E M A S T E R : P L AY E R H A N D O U T S
Player Handout 2: Bodies & Personalities
• You can actively work to make Cvaal Daoran a War Hero by convincing as many leaders as possible to fully
support his war against the Shadovar.
• You can actively work against Cvaal Daoran’s war plans by convincing as many leaders as possible that he is
Unworthy, and that his efforts will ultimately fail.
• You can do Neither by refusing to support or hamper Cvaal Daoran’s war effort. Choose this option if you
would rather just wait and see what happens.
Knowledge
Upon entering the body of Nycella, a character learns a few of her personal thoughts and motivations.
• At this time, Nycella Doverson is just over three months pregnant. Does she really want to bring a child into a
world dominated by a Shadovar war?
• Nycella’s relationship with Cvaal has raised he social status. Without the Lord Protector, she is little more than
a peasant dressed in finery.
• If Cvaal starts a war and loses, what does that mean for her?
49 P H L A N 2 - 2 / H AT E M A S T E R : P L AY E R H A N D O U T S
Player Handout 2: Bodies & Personalities
• You can actively work to make Cvaal Daoran a War Hero by convincing as many leaders as possible to fully
support his war against the Shadovar.
• You can actively work against Cvaal Daoran’s war plans by convincing as many leaders as possible that he is
Unworthy, and that his efforts will ultimately fail.
• You can do Neither by refusing to support or hamper Cvaal Daoran’s war effort. Choose this option if you
would rather just wait and see what happens.
Knowledge
Upon entering the body of one of phaerimm attendants, a character learns a few of its personal
thoughts and motivations.
• Why do the lesser races ponder war so greatly? Make war, take slaves, and then eat them. It’s simple!
• It really would be nice to cease all this senseless talking and just start fighting.
• If Cvaal proves to have no stomach for war, he should be replaced with another pink fleshling who does!
Special
While inhabiting the body of a phaerimm attendant, you gain a fly speed of 60 ft.
50 P H L A N 2 - 2 / H AT E M A S T E R : P L AY E R H A N D O U T S
Player Handout 3: Rewards
Treasure Award
The Guardian Medal is bestowed to each character.
The medal has a value of 1000 gp, but is worth more by
displaying it in Phlan. It garners significant influence
within the city, and to a lesser degree in other Moonsea
cities. Adventurers wearing a guardian medal gain
advantage on all Charisma based ability checks
within the Phlan.
Magic Award
Adventurers who finish the event by either convincing
or defeating the candidate, earn the following blessing
from Tyr.
Story Award
Characters have the opportunity to earn the following
story awards during this adventure.
In Service to the Iron General. This is an
optional reward. You may choose to forgo applying
the experience of this adventure if doing so would
advance you to 17th level. You may only defer the
awards in order to complete the other adventures
in the PHLAN2 trilogy, or PHLAN2-S, in subsequent
sessions. You must apply all deferred experience
before playing any other adventures not part of the
PHLAN2 Sovereignty Trilogy.
51 P H L A N 2 - 2 / H AT E M A S T E R : P L AY E R H A N D O U T S
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