TEXT: S
  th
  d
  C
  A
  D
  D
  D
  D
  D
   
   
   
   
   
   
   
  D
  R
   
  D
  M
  th
  p
  u
   
  ©
  D
  Scholars Squar
  he area concer
  decides to reach
  Credits 
  Adventure Design
  Development and
  D&D Organized P
  D&D R&D Player
  D&D Adventurers
  D&D Adventurers
  Debut: August 29
  Release: October 
  DUNGEONS & DR
  Master’s Guide, D&
  heir respective log
  property of Wizard
  unauthorized use 
  ©2014 Wizards of
  Delémont, CH. Re
  Not for r
  T
  re is a relatively
  rned. The head
  h out to you an
  n: Daniel Helmic
  d Editing: Claire H
  Play: Chris Tulac
  r Experience: Gre
  s League Wizards
  s League Admini
  9, 2014 
  1, 2014 
  RAGONS, D&D, W
  &D Adventurers Le
  gos are trademark
  ds of the Coast. Th
  of the material or 
  f the Coast LLC, P
  presented by Has
  resale. Permission
  The 
  y quiet corner o
  dmasters’ pleas
  nd your kind to 
  ck 
  Hoffman, Chris T
  h 
  eg Bilsland 
  s Team: Greg Bil
  strators: Robert 
  Wizards of the Co
  eague, D&D Enco
  ks of Wizards of th
  his material is pro
  artwork contained
  PO Box 707, Rento
  sbro Europe, 4 The
   granted to print o
  Scro
  of Phlan, but a 
  s for help have g
  bring those res
  Adventure 
  Tulach, Travis Wo
  sland, Chris Lind
  Adducci, Bill Ben
  ast, Forgotten Rea
  ounters, D&D Exp
  he Coast in the US
  otected under the c
  d herein is prohib
  on, WA 98057-070
  e Square, Stockley
  or photocopy this 
  oll 
  series of odd t
  gone unanswer
  sponsible to jus
  Code: DDEX
  oodall 
  dsay, Shelly Mazz
  nham, Travis Wo
  alms, the dragon 
  editions, D&D Ep
  SA and other coun
  copyright laws of 
  bited without the e
  7, USA. Manufact
  y Park, Uxbridge, M
  document for per
  Thi
  thefts have the 
  red by the Blac
  stice. An adven
  X1-6 
  zanoble, Chris T
  oodall, Claire Hof
  ampersand, Playe
  pics, all other Wiza
  ntries. All characte
  the United States
  express written pe
  tured by Hasbro S
  Middlesex, UB11 
  rsonal use only. 
  ief 
  headmasters o
  ck Fist, and the
  nture for 1st-4th
  ulach 
  ffman, Greg Mar
  er’s Handbook, Mo
  ards of the Coast 
  ers and their disti
  s of America. Any 
  ermission of Wiza
  SA, Rue Emile-Boé
  1ET, UK. 
   
  of various scho
  e Lord Sage of 
  h level characte
  rks, Alan Patrick
  onster Manual, Du
  product names, a
  nctive likenesses 
  reproduction or 
  rds of the Coast.
  échat 31, 2800 
  ols in 
  Phlan 
  ers. 
  ungeon 
  and 
  are 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  2 
  Introduction 
  Welcome to The Scroll Thief, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers 
  LeagueTM organized play system and the Tyranny of 
  DragonsTM storyline season.  
   This adventure is designed for three to seven 1st-
  4th level characters, and is optimized for five 2nd 
  level characters. Characters outside this level range 
  cannot participate in this adventure. Players with 
  ineligble characters can create a new 1st-level character 
  or use a pregenerated character. 
   The adventure is set in the city of Phlan in the 
  Cracked Crown inn, but turns explores a number of 
  different locations in Scholar's Square before plumbing 
  the depths of the ruins beneath Mantor's Library and the 
  sewers beneath Phlan. 
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their 
  characters’ experience, treasure, and other rewards, and 
  can take those characters through other adventures that 
  will continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI 
  number. This number is your official Wizards of the 
  Coast organized play identifier. If you don’t have a 
  number, you can obtain one at a store event. Check with 
  your organizer for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure 
  for a group of players, you should do the following to 
  prepare. 
   
  • 
  Make sure to have a copy of the most current 
  version of the D&D basic rules or the Player’s 
  HandbookTM.   
  • 
  Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. 
  • 
  Get familiar with the monster statistics in the 
  Appendix. 
  • 
  Gather together any resources you’d like to use to 
  aid you in Dungeon Mastering, such as notecards, a 
  DM screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s 
  level range cannot participate in the adventure with 
  those characters. Players with ineligible characters can 
  make a new 1st-level character or use a pregenerated 
  character. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the 
  same character (if applicable).  
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. 
  In addition, the player also fills in the starting values for 
  XP, gold, downtime, renown, and number of permanent 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  3 
  magic items. He or she will fill in the other values and 
  write notes at the conclusion of the session. Each player 
  is responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of 
  order. If you see magic items of very high rarities or 
  strange arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to use a 
  standard ability score array. Point players to the D&D 
  Adventurers League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so 
  at the end of the adventure or episode.  
   Players should select their characters’ spells and 
  other daily options prior to the start of the adventure, 
  unless the adventure specifies otherwise. Feel free to 
  reread the adventure description to help give players 
  hints about what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for 
  smaller/larger groups and characters, of higher/lower 
  levels that the optimized group size. Most of the time, 
  this is used for combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For 
  example, if you’re playing with a group of inexperienced 
  players, you might want to make the adventure a little 
  easier; for very experienced players, you might want to 
  make it a little harder. Therefore, five categories of party 
  strength have been created for you to use as a guide. 
  Use these as a guide, and feel free to use a different 
  adjustment during the adventure if the recommended 
  party strength feels off for the group. 
   This adventure is optimized for a party of five 2nd-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations 
  of less than .5 down 
   
  You’ve now determined the average party level (APL) 
  for the adventure. To figure out the party strength for 
  the adventure, consult the following table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the 
  words on these pages to life. The outcome of a fun game 
  session often creates stories that live well beyond the 
  play at the table. Always follow this golden rule when 
  you DM for a group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a 
  time. 
  • 
  Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience they’re 
  after when they play D&D. Give everyone a chance 
  to shine.  
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  4 
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, 
  since play loses momentum when this happens. At 
  the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. Try to be aware of running long or 
  short. Adjust the pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate 
  so they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the 
  adventure and gives players “little victories” for 
  figuring out good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on 
  the art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on 
  the adventure logsheet. The following options are 
  available to players during downtime (see the D&D 
  basic rules or the D&D Adventurers League Player’s 
  Guide for more information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including ­faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense 
  for his or her lifestyle. Costs are per day, so a character 
  that spends ten days of downtime also spends ten days 
  of expenses maintaining his or her lifestyle. Some 
  downtime activities help with lifestyle expenses or add 
  lifestyle expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. Characters need to be able 
  to travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in 
  the adventure. The number of spells available to be cast 
  as a service is limited to a maximum of three per day 
  total, unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here 
  are the rules when bad things happen to characters. 
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules). If a 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  5 
  character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by 
  the debilitating effect.  
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise 
  dead spell is affected negatively until all long rests have 
  been completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like 
  the character to be returned to life, the party can take 
  the body back to civilization and use the dead 
  character’s funds to pay for a raise dead spell. A raise 
  dead spell cast in this manner costs the character 1,250 
  gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and 
  a member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay 
  that episode or adventure with that character again. 
  Once a character reaches 5th level, this option is no 
  longer available.  
  Adventure Background 
  Shortly after the Zhentarim assumed control over Phlan 
  in 1380 DR, the Lord Protector began a campaign of 
  book-burning. Documents that portrayed the Zhentarim 
  or Bane in a derogatory manner were secreted away in a 
  subbasement beneath Mantor’s Library, and put to the 
  torch. Rumor has it that the fanatical Zhentarim also 
  locked various political prisoners within the burning 
  archive, conveniently killing two birds with one stone. 
   Ellison Berenger, a member of the Cult of the Dragon, 
  has come to Phlan for two purposes: to gather evidence 
  to support his claim as a descendent of a noble house, 
  and, more importantly, to recover information on the 
  workings of the Pool of Radiance for his masters within 
  the Cult. After months working covertly within Mantor’s 
  Library, he finally found the location of the three books, 
  and subsequently the archives deep beneath Mantor’s 
  Library and the secrets buried within. 
  Timeline of Events 
  • 
  Four Months Ago. Ellison arrives in Phlan along with two 
  other agents of the Cult of the Dragon--Spernik and 
  TIbeem (also appearing in DDEX1-2 Secrets of Sokol Keep 
  and DDEX1-5 The Courting of Fire.) 
  • 
  Six Nights Ago. Ellison steals a book titled The Weave: A 
  Collection of Impractical Observations from Aya Glenmiir. 
  • 
  Four Nights Ago. Ellison breaks into Marten Foss's house 
  and steals a single book; one from of a larger collection of 
  personal memoires of Ren o' The Blade, a ranger of legend 
  who once resided in Phlan. 
  • 
  Two Nights Ago. Ellison steals a book titled Lords and 
  Lineages of Phlan from Agin Lamarck, a local noble and 
  heraldrist. 
  • 
  One Night Ago. Ellison, disguised as a scribe, breaks into 
  Mantor's Library to locate the remainder of the collection 
  of Ren o' the Blade’s memoirs. During his search, he 
  murders Garda Greenleaf. 
  Overview 
  The Scroll Thief is divided into three parts. 
   Part 1: Mysteries in Method. The adventurers have 
  been hired by a representative of the Black Fist to look 
  into several worrying thefts in Phlan--thefts that the 
  Black Fist has thus far been unable to stem. During 
  their investigation, the adventurers gather clues that 
  lead them to Mantor’s Library. They also attract the 
  attention of Soares, a cultist sent to waylay the group, 
  and Fulta, a halfling in his employ. 
   Part 2: Truth in Text. The adventurers zero in on 
  Mantor’s Library and discover that Ellison, a scribe 
  recently taken into the Library’s employ, has not shown 
  up for his scheduled shift. Further investigation reveals 
  the corpse of a library employee in the sub-basement. 
  Upon the discovery of and entry into the sub-basement, 
  the adventurers find danger in the form of undead 
  creatures, the spirits of those slain in the depths of the 
  archives along with what remains of Denlor’s legacy. 
  Ellison's escape route is also revealed; a tunnel blasted 
  
   
  th
  P
   
  e
  a
  a
  S
  r
  S
  A
  A
  T
  a
  d
  F
  T
  a
  p
  a
  A
  S
  W
  A
  a
  b
  th
  m
  th
  g
  s
  C
  B
   
  Z
   
  a
  n
  Z
  hrough a sectio
  Phlan, and the p
  Part 3: The D
  emerge from th
  according to clu
  appears to be h
  Stojanow River
  retrieve the stol
  Scroll Thief and
  Advent
  Adventurers are
  The air is charg
  and glory. The f
  draw the charac
  Freelanc
  The adventurer
  attracts the atte
  previous activit
  attention.) The 
  Aleyd Burral to 
  Scholar's Squa
  Welcome
  Any adventurer
  allies of the mo
  by Glevith of th
  he recent theft
  may be the wor
  he Welcomers
  guilds controllin
  strings, Glevith 
  Crown with Kn
  Black Fist, who
  Assignment. 
  Zhentarim were
  Success Con
  admit his guilt p
  no wrongdoing 
  Zhentarim. 
  Not for resale. Pe
  on of the wall, l
  perils within. 
  Dragon's Swam
  he sewers in pu
  ues found in his
  heading to the s
  r. The adventur
  len texts, culmi
  d a black drago
  ture Ho
  e flocking to Ph
  ged with the pr
  following adven
  cters into the s
  ce Assets 
  rs’ arrival (or pr
  ention of the Bl
  ies of the group
  adventurers ar
  assist in inves
  are. 
  , Zhenta
  rs associated w
  ment, the Zhen
  e Welcomers. G
  s in Scholars S
  rk of a foreign a
  , as the thefts i
  ng Phlan’s eco
  arranges a me
  ight Aleyd Bur
  o has been unab
  Provide proof 
  e not responsib
  ndition. Return
  publicly fulfills 
  on the part of t
  ermission granted
  leading into the
  mp. The adven
  ursuit of Ellison
  s abandoned b
  swamps north a
  rers must find E
  inating in confr
  on. 
  ooks 
  hlan to seek the
  ospects of rich
  nture hooks ca
  story. 
  revious actions
  lack Fist. (Alter
  p may have attr
  re asked to repo
  tigating a strin
  arim 
  with the Welcom
  ntarim, may be
  Glevith has tak
  Square, and bel
  agent seeking t
  ndirectly harm
  nomy. Pulling 
  eeting at the Cr
  ral, a represen
  ble to solve the
  that the Welco
  ble for the theft
  ing Ellison to P
  provides solid 
  the Welcomers
   to print or photo
  e sewers of 
  turers 
  n who, 
  ackpack, 
  along the 
  Ellison and 
  ronting the 
  eir fortunes. 
  es, danger, 
  an be used to 
  s) in the city 
  rnatively, the 
  racted this 
  ort to Knight 
  ng of thefts in 
  mers or their 
   contacted 
  ken note of 
  lieves that it 
  o defame 
  m the labor 
  a few 
  racked 
  tative of the 
  e thefts. 
  omers or the 
  ts.  
  Phlan to 
  evidence of 
  s or the 
  copy this docume
  Blac
  Though
  ineffect
  unsolva
  corrupt
  Black F
  contrac
  stolen p
  calm in
  Burral t
  nt for personal us
  ck Fist, B
  h Ector Brahm
  tual figurehead
  able thefts are g
  tion, and incom
  Fist. In his grow
  ct any previous
  property on beh
  n Scholars Squ
  to work out ter
  Th
  se only.  
  Black Eye
  s thinks of the 
  d, he is painfully
  giving rise to th
  mpetence plagu
  wing desperatio
  ly-hired advent
  half of the head
  uare. He instruc
  rms with the ad
  he Scroll T
  e 
  Lord Sage as a
  y aware that th
  he rumors of gr
  uing the ranks o
  on, he is willing
  turers to recove
  dmasters and r
  cts Knight Aley
  dventurers. 
   
  Thief 
  6 
  an 
  hese 
  raft, 
  of the 
  g to 
  er the 
  restore 
  yd 
  
   
  T
  P
  L
  I
  R
  u
  E
  B
  p
  T
  h
  t
  s
   
  in
  t
  o
  h
   
  h
   
  K
  th
  t
  th
  r
  p
  m
  a
  r
   
  a
  s
  t
   
  fo
   
  •
  •
  Part
  The adventure b
  Podol Plaza, ne
  Library. 
  Investi
  Read the text b
  use the “Welcom
  Eye” adventure
  Burral make ho
  preferred factio
  The afternoon su
  heavy clouds, sen
  he dirty windows
  southern edge of
  The door opens 
  nn, tall enough t
  he top of her ena
  out from your tab
  her hip as she do
  "I am Knight Ale
  hollow note to he
  Knight Burral's
  he few membe
  o use their pos
  han that of the
  rampant in the 
  perform her du
  maintains a hea
  adventuring fac
  response to the
  Depending on
  adventurers, th
  suggested that t
  o begin with. 
  During the co
  following. 
  • 
  A string of 
  people who
  This is not 
  is that noth
  a single bo
  • 
  The thefts 
  Not for resale. Pe
  t 1: Mys
  Meth
  begins in the C
  ear Scholar’s S
  igating
  elow when you
  me, Zhentarim
  e hooks, feel fre
  ooded reference
  on. 
  n is just beginni
  nding the last sh
  s of the Cracked 
  f Podol Plaza. 
  and a middle-ag
  that she ducks to
  ameled, black he
  ble and seats her
  oes so. 
  eyd Burral," she 
  er voice, "and I h
  s attention is sp
  ers of the Black
  sition for the be
  ir own pockets
  order frequent
  ties to her satis
  althy relationsh
  ctions that have
  e looming threa
  n the hook used
  ese factions ma
  the characters 
  ourse of discuss
  thefts have bee
  o reside or wor
  in and of itself
  hing of obvious
  ok. 
  began six nigh
  ermission granted
  steries
  hod 
  Cracked Crown
  Square and Man
  g the T
  u’re ready to sta
  m” or “Black Fis
  ee to have Knig
  es to the adven
  ng to peek out fr
  afts of golden lig
  Crown, an inn o
  ged female huma
  o avoid striking t
  elm. She pulls a v
  rself, adjusting th
  says, her helm a
  have a job for you
  pread thin. She
  k Fist with an a
  etterment of the
  s. The corruptio
  tly renders her 
  sfaction. As suc
  hip with the var
  e taken up shop
  at of the Cult of
  d to introduce t
  ay have been th
  speak with Kn
  sion, she relate
  en reported by 
  rk in Scholar's 
  f unusual. Wha
   value has been
  hts ago and hav
   to print or photo
  s in 
  n, an inn in 
  ntor’s 
  Thefts
  art. If you 
  st, Black 
  ght Aleyd 
  nturers’ 
  from behind 
  ght through 
  n the 
  an enters the 
  he frame with 
  vacant chair 
  he sword at 
  dding a 
  u." 
  e is one of 
  ctual desire 
  e city, rather 
  on that runs 
  impotent to 
  ch, she 
  rious 
  p in Phlan in 
  f the Dragon. 
  the 
  he ones who 
  night Burral 
  es the 
  various 
  Square. 
  at is unusual 
  n stolen--just 
  ve occurred 
  copy this docume
  eve
  • 
  Sh
  abo
  thr
  sho
  adv
  the
  rep
  inf
  • 
  Be
  bee
  • 
  Sh
  inv
  gro
  • 
  Sh
  adv
  app
  Rolepl
  Knight A
  but the s
  from adv
  late 40s 
  doing he
  importa
  counts a
  Gene
   The S
  with tow
  taverns
  large ar
   Light
  orange 
   Inns 
  Cracke
  Bitter B
  Madam
   Trad
  Matteo 
  Malvau
   Mark
  Devel
  Until th
  Burral 
   Once
  three th
  nt for personal us
  ery two days si
  he does not kno
  out the thefts. S
  ree thefts and t
  ops in Scholar
  venturers spea
  e Scribe Maste
  ported the theft
  formation. 
  ecause of the la
  en unable to pr
  he is able, howe
  vestigation by t
  oup 50 gp to do
  he asks to be ke
  venturers disco
  prehending the
  laying Knigh
  Aleyd Burral is a f
  soft-heart she hid
  vancing further i
  with grey-streake
  er job well and p
  nt than advancem
  adventurers amo
  eral Feat
  Streets. The av
  wnsfolk return
  s for the night. W
  re posted at mo
  t. After sunset, 
  lamplight. 
  & Taverns. Th
  ed Crown (inn), 
  Blade (inn), The
  me Freona's Te
  de. Cockburn’s 
  the Weaponsm
  unt (fence). 
  ket. Podol Plaz
  lopments 
  he adventurers 
  encourages the
  e the adventure
  hefts, proceed t
  Th
  se only.  
  ince then. 
  ow much in the
  She only know
  that they all occ
  's Square, but 
  ak first with Ca
  er of Mantor’s L
  fts this morning
  ack of resource
  roperly investig
  ever, to person
  he adventurers
  o so on her beh
  ept abreast of w
  over that might
  e thief. 
  ht Aleyd Bur
  formidable warri
  des under a stern
  n the Knights of 
  ed blonde hair, s
  rotecting Phlan i
  ment. She does n
  ong the most foo
  tures  
  venues and byw
  ning home from
  Wanted poster
  ost intersection
  the streets are
  he Laughing G
   Nat Wyler’s B
  e Velvet Doubl
  a Kettle (tavern
  Grocery (adven
  mith, Ernst’s Li
  za (bazaar). 
  have visited ea
  em to continue
  ers have visited
  to “Ambush All
  he Scroll T
  e way of particu
  ws that there we
  curred in variou
  suggests that t
  ssra Brandywi
  Library, who 
  g, for additiona
  s, Knight Burra
  gate the thefts.
  ally fund an 
  s and will pay t
  half. 
  whatever the 
  t lead her close
  rral 
  or with a keen m
  n frown has kept
  f the Black Fist. In
  she has decided t
  is perhaps more 
  not suffer fools a
  lish of all.  
  ways are packe
  m work or headi
  rs for the cultis
  ns. 
  e dimly lit by so
  Goblin (inn), Th
  Bell (tavern), Th
  let (festhall), 
  n). 
  nturing gear), 
  ivery, Jerome o
  ach location, K
  e their search. 
  d the locations o
  ley”, below. 
  Thief 
  7 
  ulars 
  ere 
  us 
  he 
  ne, 
  al 
  al has 
  the 
  er to 
  mind, 
  t her 
  n her 
  that 
  and 
  ed 
  ing to 
  t at 
  oft 
  he 
  he 
  of 
  Knight 
  of all 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  8 
  Mantor’s Library 
  It is likely that the characters begin their search at 
  Mantor’s Library; specifically with the Scribe Master, 
  Cassra Brandywine. 
  Sun-bleached colonnades frame the austere façade of 
  Mantor’s Library. A solitary bench sits next to a tranquil pond 
  at the fore of this property in the center of Scholar’s Square. 
  The grounds are well manicured and festooned with blooming 
  flowers and other local flora. 
   
  Mantor’s Library is the most prominent institution in the 
  Scholar’s Square. The Library's staff has a seemingly 
  inexhaustible reserve of energy which he devotes to 
  curating and expanding the library’s vast collection of 
  encyclopediae, treatises, and compendiums. Mantor’s 
  Library is funded by donations and the modest fees 
  collected for performing research, transcribing, 
  translating; as well as donations from the city’s 
  wealthier citizenry. 
  The Scribe Master 
  Provided the adventurers display an interest in the note 
  and the promise of a reward, they are likely to head to 
  Mantor’s Library first; specifically to see Scribe Master 
  Cassra Brandywine. 
  The Scribe Master’s office is small and very cramped – a 
  problem made worse by the sheer number of books that are 
  stacked haphazardly on every piece of furniture within. A sign 
  on the door reads: 
   
  Cassra Brandywine 
  Scribe Master 
    
   Beneath that, a small piece of wood hangs on a nail with the 
  word “IN” written on it in chalk. 
   As you knock on the door, a voice from an unseen source 
  calls out “Just a moment!”  There is the creaking of a wooden 
  chair, a muttered curse and then a loud crashing noise as a 
  few stacks of books are knocked to the floor, revealing a 
  young-looking halfling with short blonde hair; her hands and 
  shirt stained with smudges of blue ink. 
   
   
   
   
   
  Roleplaying Cassra 
  Cassra Brandywine is surprisingly young given her occupation 
  and status. She is, however, wickedly smart. Unfortunately, her 
  work keeps her quite busy, so her social skills have atrophied. 
  She is clumsy and socially awkward, often stammering when 
  speaking in the company of more than a couple people. 
   
  The Scribe Master is a female halfling with short, 
  blonde hair that looks like she cuts it herself. Her hands 
  are heavily stained with smudges and smears of bright 
  blue ink. 
   Her clothes are well made, but are smudged in places 
  with the same blue ink that stains her hands. In fact, 
  adventurers who look around her offices notice the 
  same blue marks on furniture and decorations in the 
  office, as well. 
   Upon noticing the adventurers, she brushes herself off 
  and introduces herself. She asks for the adventurer’s 
  names; closing her eyes and repeating each one in turn--
  as if committing them to memory. Upon mentioning 
  their referral by Knight Burral, Cassra smiles and 
  relates the following information. 
   
  • 
  Three exceptionally rare tomes were stolen from 
  various people residing in Scholar's Square--each 
  two days apart. 
  • 
  The first book was stolen six days ago from the 
  office of Aya Glenmiir; a wizard who maintains a 
  small shop in Scholar's Square. The book was a 
  treatise on the Weave titled: The Weave: A 
  Collection of Impractical Observations.  
  • 
  The second book that was stolen belonged to 
  Marten Foss; a retired adventurer and resident of 
  Phlan who kept it in his private collection in his 
  home in the Nobles’ Quarter. The book was 
  personal memoire of Ren, a long-dead ranger of 
  repute and once one of Phlan’s most famous 
  citizens. 
  • 
  The third and final theft occurred last night and was 
  that of a book titled: The Lords and Lineages of 
  Phlan. It was in the possession of Agin Lamarck, 
  local noble who specializes in the history of Phlan, 
  specifically genealogy and heraldry. 
  • 
  Cassra offers a reward of 100 gp for the successful 
  retrieval of the stolen books. She doesn’t care if the 
  thief is caught or not. 
  • 
  Cassra is involved in the investigations because one 
  of the stolen books (the book stolen from Aya 
  Glenmiir) is the property of the Library; something 
  that has caused her no end of trouble. 
   
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  9 
  • 
  If asked about the blue ink on her hands or around 
  the office, she spreads her hands out, chuckles and 
  explains that all of the official ledgers in the Library 
  use this particular type of ink. "It's the scribe's 
  curse!" she chuckles. 
  Aya Glenmiir 
  Aya Glenmiir resides in one of the buildings on the nicer 
  side of Podol Plaza. She is a wizard of modest skill, but 
  her true talent lay in her practical understanding of the 
  Weave. Study, however, doesn't pay particularly well, so 
  she plies a minor trade in tutoring the spoiled offspring 
  of nobles in the basics of arcane spellcasting. 
   As the resident expert on the Weave, she was 
  entrusted with a rare book titled: The Weave: A 
  Practical Observation of Impractical Occurrences. 
   This book was the first of the three tomes to be stolen. 
   
  The door to this rather unassuming building opens, and a 
  female half-elf wearing robes stands in the doorway. The smell 
  of flowers and incense flow from within. 
   Perched on the elf's shoulder is a small, grey-furred monkey. 
  “I take you are here to interrogate me about the missing 
  book?" She smiles, "Master Opanrael is certainly distrustful.” 
  General Features 
  The general features of Aya's shop are: 
   Light. Night or day, the interior of the shop is dimly lit 
  by candles. Heavy curtains prevent most of the sun's 
  light from entering via the windows. 
   Smells. Incense. Flowers. Paper and ink. 
   Sounds. Chittering. Scratching of quill on paper. 
  Whispered incantations. 
  Roleplaying Aya Glenmiir 
  Aya has a bit of an ego. She’s well aware of the allure and 
  mystery that her racial heritage evokes, and has no reservations 
  against capitalizing on it. She is quick with a coy smile and a 
  twist of the hair if it gets her what she wants. But despite this, 
  she is quite brilliant, especially when the Weave is discussed. 
   
  Aya is a female elf, nearly 300 years old. She has long, 
  black hair and radiant green eyes. 
   Aya wishes to see the book returned safely and 
  answers whatever questions the adventurers might 
  have. She is, however, hesitant to reveal and discuss her 
  displeasure at someone besting her magical safeguards. 
   
   
  • 
  Master Opanrael is the Head Curator at Mantor's 
  Library. 
  • 
  The book belonged to the library and had been in 
  her study for two years before it was taken six days 
  ago. 
  • 
  The book is a rare treatise detailing the Weave; its 
  history and hypotheses about its nature. 
  • 
  Because the book was so valuable, only a handful 
  people knew that Aya had it stored in her room. 
  Whoever took the book more than likely had access 
  to the Library’s records. 
  • 
  The book was the only thing stolen. 
  • 
  The book was stored in a glass display case of 
  breathtaking quality. An adventurer succeeding at a 
  DC 15 Wisdom (Perception) check notices 
  cunningly etched runes around the edges of each 
  pane of glass. If the check succeeds by 5 or more, 
  the character notices that one of the runes has been 
  subtly marred. Succeeding at a subsequent DC 10 
  Intelligence (Arcana) check reveals that the 
  imperfection was deliberately made and completely 
  defeated the case's protective enchantments. It was 
  the work of a professional. 
  • 
  The book was about a foot and a half wide and just 
  as long. It was bound in fine, white leather with 
  golden lettering along the spin and a ribbon of white 
  silk as a placeholder. The front of the book was 
  emblazoned with the symbol of Mystra, the goddess 
  of the Magic. 
  Developments 
  Any adventurer succeeding at a DC 10 Wisdom (Insight) 
  check notices that Aya is hiding something. Should an 
  adventurer press the matter and succeed at a DC 15 
  Charisma (Persuasion) check, she relates the following. 
   
  • 
  Aya had invested a significant amount of time 
  warding her apartments to appease the Lord Sage; 
  earning his trust by ensuring that anything kept 
  within her apartments were safe.  
  • 
  Aya believes that the Lord Sage will likely use it as 
  an excuse to ask her to return all of the Library's 
  books in her possession. 
  • 
  Aya’s reveals that she had lied about the book being 
  the only thing stolen. The thief also took some of 
  her personal possessions as well; namely a horn of 
  blasting and three spell scrolls. The scrolls 
  contained detect magic, fireball, and hold person. 
   
   
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  10 
  If the adventurers succeed at this check and suggest that 
  they speak to the Lord Sage on her behalf, she is 
  pleased and offers the adventurers her assistance. Aya 
  pens a quick note on a nearby scrap of paper and passes 
  it to the monkey on her shoulder that then scampers out 
  the window with the note clutched tightly in its hand. 
  XP Award 
  If the adventurers convince Aya to confide in her and 
  assure her that they will speak to Opanrael on her 
  behalf, award each character 25 XP. 
  Marten Foss 
  A former adventurer himself, Marten shares a special 
  kinship with Ren o’ the Blade and collects items that 
  once belonged to the famous ranger. Amongst his 
  belongings is a collection of the ranger's memoirs. 
  Though most of the collection is in Mantor's Library, he 
  keeps one particular volume in his office, and four nights 
  ago, Ellison stole it. 
   Although he is retired, Marten runs a small practice 
  yard. For a gold piece, someone with a desire to learn 
  how to swing a sword can come to bang away on chunks 
  of wood for an hour or two under the watchful eye of 
  someone who knows what they're doing. For two, he'll 
  tell you what you're doing wrong. 
   
  Shouts and the clamor of steel on steel are clearly audible even 
  before the stout doors to the practice yard open. A middle-
  aged dwarf props one of the double doors open with the 
  stump of an arm that has been amputated just above the 
  elbow. 
   Inside, a wide practice yard is surrounded by covered 
  walkways set with chairs and tables. A number of people in 
  various stages of exhaustion rest in the shade. 
   The dwarf frowns as he bids you enter, “Come 'bout the book, 
  I suppose?" 
  General Features 
  The general features of Marten's place of business are: 
   Light. The open practice yard is well-lit night or day. 
   Smells. The sharp smell of unwashed bodies, oiled 
  metal, dust. 
   Sounds. Clanging steel. Grunts. Excited shouting. 
   
  In the yard, a handful of men square off against a single 
  dwarven woman wielding a pair of handaxes. From the 
  looks on the faces of her opponents, she seems to be 
  holding her own quite well. 
  Roleplaying Marten Foss 
  Marten Foss is a man of means, but as a retired adventurer, 
  understands what it’s like to want something you cannot have. 
  He is not pleased with the amount of attention that the theft 
  has attracted. He has little patience for "soft" people or those 
  without a solid appreciation for a blade.  
   
  Marten Foss is a dwarven male of middling age with 
  short black hair and a well-trimmed black beard, well 
  streaked with gray. He lost his arm decades ago to an 
  owlbear. He is also a member of the Order of the 
  Gauntlet, a faction devoted to striking down evil 
  wherever it rears its head. He does not make this fact 
  well-known to new acquiantences, but any character that 
  has a passive Perception (Wisdom) score of 12 or better 
  can see a small pendant with the symbol of a mailed 
  hand clutching a sword hanging from a peg near a 
  weapon rack. 
   Marten freely discusses the circumstances 
  surrounding the theft of the book with the adventurers. 
  He’s probably more interested in seeing its safe return 
  than the Lord Sage is. During the course of discussion, 
  provide the following information as the adventurers 
  discuss the book’s theft. 
   
  • 
  The book contained the personal memoirs of Ren o’ 
  the Blade—a personal hero to Marten Foss—during 
  his time in Phlan. 
  • 
  He has owned the book for nearly a decade. 
  • 
  The book was the only thing stolen from his home. 
  • 
  Most of the collection is archived in Mantor's 
  Library, but the stolen volume has special personal 
  meaning to the retired adventurer. He wants 
  nothing more than it to be found safely, though he 
  won't get his hopes up. 
  • 
  The book was simply stored on a bookshelf. No 
  locks and no traps. 
  • 
  The book was rather small--perhaps a foot long and 
  half as wide--and was bound in red leather with 
  black lettering on the spine. 
   
  Should any adventurer ask who Ren o’ the Blade was, 
  Marten gives them an admonishing look, but gladly 
  educated them. Read or paraphrase the following. 
   
  • 
  Ren o’ the Blade was instrumental in defeating 
  Tyranthraxus; an entity who had possessed a 
  bronze dragon and ruled Phlan. 
  • 
  He participated in the defeat of Tyranthraxus; who 
  subsequently fled into a Pool of Radiance located 
  beneath Valjevo Keep. 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  11 
  Developments 
  Throughout the party's interaction with him, Marten has 
  been watching the young woman in the practice yard 
  intently. Any adventurer succeeding at a DC 10 Wisdom 
  (Insight) check easily notices an intense jealous pride in 
  his stare. If they ask about her, Marten relates the 
  following information to the adventurers. 
   
  • 
  The woman is Marten's daughter and best student, 
  Vera; he hasn't seen anyone fight like her in years. 
  • 
  Her mother died when she was young, and this was 
  the only way he knew how to raise her. 
  • 
  If any of the adventurers want to challenge her, he 
  chuckles and suggests they grab a practice blade 
  and try their luck. 
   
  If any adventurer decides to spar with Vera Marten, she 
  directs them to a rack of practice weapons from the 
  practice yard and whistles loudly to get Vera's attention. 
  On the racks in the practice yard, there are a number of 
  practice weapons; one or two of each type of simple or 
  martial melee weapon. They are heavily padded and 
  deal no damage on a successful hit, but the wrapping is 
  saturated with chalk dust so any strikes are easily visible 
  on sufficiently dark clothing. 
   Before the fight begins, Vera circles the challenging 
  adventurer and lays a couple of ground rules; "No 
  armor, no magic, no hitting in the face." Vera (+2 
  Initiative, AC 12) is just as skilled as Marten described 
  her, and attacks with graceful ferocity (+4 to hit). 
   The fight continues until a participant scores three 
  successful attacks. If a challenger uses magic or is aided 
  by another member of the group, Vera shouts in disgust 
  and Marten asks the adventurers to leave; obviously 
  infuriated. 
   Should the party fight fairly, Marten is impressed--win 
  or lose--and his attitude improves considerably. He goes 
  to his office and returns with a book that he describes as 
  being bound identically to the description of the book 
  that was stolen. He requests that the adventurers check 
  on the rest of his collection and make sure that it is still 
  safe in the Library. Chuckling to himself, he suggests 
  that having a book from the same collection will likely 
  make it down a bit easier. 
  Order of the Gauntlet 
  If a member of the Order of the Gauntlet challenges and 
  defeats Vera in a sparring match, that character earns 
  one renown point. 
  XP Award 
  If any of the adventurers impress Marten Foss with their 
  fighting prowess (win or lose), award each character in 
  the party 25 XP. 
  Agin Lamarck 
  Agin Lamarck is a historian and a noble who dabbles in 
  heraldry and genealogy. Although he resides in the 
  noble's quarter of Phlan, he works in a small, dusty shop 
  in Podol's Plaza during the day. He deals primarily in 
  the history of Phlan itself as well as that of its noble 
  houses. But for a small commission, he helps folks write 
  letters and even draft occasional legal documents. 
   As expected, he has many books within his study to 
  aid him in his research, among them a rather old copy of 
  Lords and Lineages of Phlan. The book was the most 
  recent book stolen. 
   
  The small building's front door opens into a small, cramped 
  office. Looking within, you can see a number of different 
  heraldic banners from the walls; each hanging above what 
  looks like a gaudily-decorated family tree set into a frame. 
   “Oh, hello there,” Lamarck deadpans; a sarcastic look on his 
  face, “I’m very excited to be a part of this.” 
  General Features 
  The general features of Agin's shop are as follows: 
   Light. The small, cramped shop is well-lit by windows 
  during the day and candles during the night. 
   Smells. Paper, ink, and glue. 
   Sounds. Pages turning. Scratching of quill on paper. 
  Roleplaying Agin Lamarck 
  Lamarck is anything but excited to be a part of this. Lamarck is 
  a cynical man, and wields sarcasm like a master warrior does a 
  blade; with precision and intent. He isn’t a bad person, but the 
  whole ordeal has him at unease. Agin has a secret—one that 
  the theft may bring to light if he’s not careful. As such, he 
  chooses his words carefully. 
   
  Lamarck is a true noble; pampered and demanding. He 
  is a handsome human male, with long black hair 
  framing a narrow face. He has piercing green eyes that 
  seem to be made especially for looking at people with 
  contempt. He dresses in fine clothes of silk and linen 
  and wears no less than half a dozen gaudy rings on his 
  fingers. One of these rings bears the sigil of the Lords’ 
  Alliance on the palm side of the band; if a member of the 
  Lords’ Alliance subtly reveals himself or herself as part 
  of that faction, Agin surreptitiously shows his sigil. 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  12 
   The adventurers have the opportunity to learn the 
  following while speaking with Lamarck.  
   
  • 
  The book, Lords and Lineages of Phlan, is a 
  catalogue of every noble house that has resided 
  within Phlan. The first entry dates back over seven-
  hundred years ago. 
  • 
  The book has been in the Lamarck’s family for two 
  centuries. 
  • 
  The book was secured within a drawer in his desk 
  that was “locked and protected by powerful 
  spellcraft.” Despite his claims, however, it does not 
  radiate magic. 
  • 
  Any adventurer investigating the lock who succeeds 
  at a DC 10 Wisdom (Perception) check notices the 
  remnants of a laughably simple trap that did 
  nothing more than ring a tiny bell concealed inside 
  of the desk.  
  • 
  He cannot guess why anyone would want to steal 
  the book. While rare and old, the book is little more 
  than a collection of lineages and notes made by 
  scribes of past and current noble houses. It is a 
  rather ugly book discussing dull subject matter and 
  cannot likely bring much in the way of a profit. 
  • 
  The book is a full foot thick and is two feet wide and 
  just as long. It was bound in the tanned hide of a 
  manticore. It is anyone’s guess how the thief 
  managed to carry it around Phlan without raising 
  suspicion. 
  • 
  The Lamarck family has long been considered to be 
  well-respected scholars in the field of documenting 
  familial lineages. 
  Developments 
  It is difficult to notice, but Agin Lamarck is hiding 
  something. Lamarck has spent years at court, and is 
  adept at concealing his feelings. However, any 
  adventurer with a passive Wisdom (Insight) score of 12 
  or higher gets the impression that he is hiding 
  something. But as good as he may be at lying, he is at 
  his core, rather cowardly. Should an adventurer 
  confront Lamarck on his deception, a successful DC 15 
  Charisma (Persuasion or Intimidation) check Agin 
  reluctantly discloses the following. 
   
  • 
  Despite the family’s long-standing claim to nobility, 
  they are of no actual relation to House Lamarck. In 
  truth, the last surviving members of the Lamarck 
  line died nearly two hundred years ago. 
  • 
  Agin’s great, great grandfather made a couple 
  clever forgeries in Lords and Lineages of Phlan, 
  which allowed his family to claim descent from the 
  then-dead Lamarck line. With no one to contest the 
  claim, there was no doubt as to its legitimacy. 
  • 
  Agin is terrified of the prospects of the truth coming 
  out; he would lose a lifestyle he has grown quite 
  accustomed to. 
  • 
  Stealing or even destroying the book would 
  definitely safeguard his secret, but he is dedicated 
  to the duties of his position, and states that doing 
  such a thing would be simply unconscionable (as a 
  successful DC 10 Wisdom (Insight) check 
  confirms). 
  • 
  If the adventurers agree to return the book to 
  Lamarck without revealing his secret, he agrees to 
  double Scribe Master Cassra’s reward for the 
  return of Lords and Lineages of Phlan upon its 
  return. 
  Lords’ Alliance 
  Agin’s claim to nobility is false, and bringing this to the 
  attention of the Lords’ Alliance would be greatly 
  appreciated by the faction, which does not brook 
  imposters.  
   Members of the Lords’ Alliance who inform their 
  faction of Agin’s deception earn one renown point.  
  XP Award 
  If the adventurers wheedle Agin Lamarck’s true 
  intentions from him, award the party 25 XP. 
  Treasure 
  If the adventurers learn the truth about House Lamarck, 
  Agin offers the group 50 gp keep his family's secret safe. 
  Ambush Alley 
  Unbeknownst to the adventurers, they are being 
  followed. The Cult of the Dragon’s has eyes everywhere, 
  and they have learned that the adventurers are looking 
  into the thefts. To that end, the Cult has been following 
  the adventurers with plans on discouraging them from 
  investigating any further. 
   Once the characters have investigated the locations of 
  the three thefts, read the following as they leave the 
  third location. 
   
   
   
   
   
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  13 
  As usual, Podol Plaza is a hive of activity, with hundreds of 
  people milling about. 
   As you round a corner, an elf steps from the mouth of a 
  nearby alley and stops in the street in front of you. 
   “The Welcomers send their regards and have information 
  that you may find useful. Follow me,” the elf says with a 
  worried look before ducking back into the alley. 
   
  The “elf” is named Soares, a human thug, and is not 
  who he insinuates that he is. He is a mercenary in the 
  employ of the Cult of the Dragon who is doing his level 
  best to pose as a member of the Welcomers—Phlan’s 
  guild of thieves-turned-freedom-fighters. 
  Roleplaying Soares 
  Soares is a very recent member to the Cult of the Dragon. Like 
  any new recruit, he is abjectly terrified of failing this mission. 
  That said, he is charming and sure of himself. He is quick to 
  throw a compliment if it will give him the upper hand. 
   
   Looking down the alley, the adventurers can see that it 
  goes for about 100 feet or so before turning sharply to 
  the right. Though it cannot be seen from the street, the 
  alley ends immediately after turning in a sort of cul-de-
  sac approximately 40-feet across. 
   Soares does not wait for the adventurers to react 
  before slipping back into the alley. He is waiting about 
  20 feet into the alley and begins walking further if the 
  adventurers seem like they are going to follow. 
   He is attempting to lure the adventurers to an ambush 
  point in a nearby alley where a Fulta, a halfling spy, is 
  waiting along with her two halfling guards. Soares 
  leads them through winding, narrow side streets and 
  corridors before he and his colleagues ambush them. 
   If asked, Soares simply says that the Welcomers know 
  about the thefts and have information as to why the 
  books are being stolen. He claims not to know anything 
  beyond that, but is leading them to someone with the 
  answers. 
   Any adventurer who succeeds at a DC 15 Wisdom 
  (Insight) check notices something a little off about 
  Soares. He scoffs at any mention of deceit on his part. 
   If the adventurers refuse to follow Soares, he tries to 
  convince them to follow, but if his requests are refused, 
  he and his colleagues simply attack them a few blocks 
  down the road. 
   
   
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • 
  Very weak or weak party: remove the spy 
  • 
  Strong party: change Soares from a thug to a bandit captain 
  • 
  Very strong party: change Soares from a thug to a bandit 
  captain; change guards to thugs 
  General Features 
  The general features of both ambush spots are the 
  same. 
   Light. The streets of Phlan are well-lit during the day 
  and dimly lit during the evening. 
   Smells. The sharp smell of unwashed bodies, animal 
  manure, and fresh and rotting food. 
   Sounds. Bartering, laughter, horses whinnying 
  The Ambush 
  Regardless of whether or not the adventurers follow 
  Soares, they are ambushed by the cult agents; the only 
  difference is the location of the ambush. 
  • 
  The Adventurers Follow Soares. They are at-
  tacked in the alleyway cul-de-sac as they turn the 
  corner.  
   
  As you turn the corner in the alley, it opens into a cul-de-sac 
  about 40 feet across. Soares stops in front of you and turns 
  around, a wide grin on his face. Almost as if on cue, two other 
  people step out from behind piles of rubbish and crates, 
  cutting off an easy escape. 
   “You’ve had your nose where it doesn’t belong,” the elf says 
  coolly, “time for us to bloody it.” 
   
  • 
  The Adventurers Do Not Follow Soares. They are 
  attacked a few blocks down the road.  
   
  You feel a sense of unease, and it is a few moments before you 
  realize what it is; the hustle and bustle of the busy street 
  seems to be gone. 
   People are hurriedly ducking into doors and rushing down the 
  street; leading their children by the hand. As the last of the 
  crowd thins, you see a familiar face standing in the street. 
   “We don’t take kindly to being ignored,” the elf says, drawing 
  a dagger from his belt. As he does, a pair of armed halflings 
  step out from the remaining bystanders; armed with short 
  swords 
   
   
   
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  14 
  On his first turn, Soares will rush the least-armored 
  opponent, while the guards try to keep the others busy. 
  Fulta is hiding inside a large crate at the end of an alley 
  (or simply a bit further down the street), and waits until 
  the end of the round before attacking with her shortbow. 
  She targets obvious spellcasters before other targets. 
   Soares fights to the death out of nothing but fear of 
  the cult’s punishment for failure. If either Fulta or the 
  guards are reduced to less than 5 hit points, however, 
  they attempt to flee; if escape is impossible, they 
  surrender. 
  Halfling Racial Traits 
  Fulta and the guards are halflings, so the following racial traits 
  may be added: 
  • 
  Brave. The halfling has advantage on saving throws against 
  being frightened. 
  • 
  Halfling Nimbleness. The halfling can move through the 
  space of any creature that is of a size larger than it. 
  Developments 
  Outside of the use of magic, Soares does not divulge his 
  secrets if he is not slain. If charmed, however, Soares 
  confirms that he is a member of the Cult of the Dragon; 
  supporting his claim by removing a glove and revealing a 
  series of green tattoos on the last three fingers of his 
  right hand. He discloses that he attacked the party at the 
  order of a cult member who he knows nothing about, 
  except that his hands were stained with smudges of 
  bright, blue ink. 
   If Fulta or the guards are captured, they freely admit 
  to being hired by a man in a black half-mask who had 
  smudges of blue ink on their hands. They know nothing 
  beyond this. 
   If none of the mercenaries are captured or are all 
  slain, the adventurers find a letter after the melee. This 
  letter has been written in bright blue ink. It reads: 
   
  "Just get it done, Soares. If they find me, then the last four 
  months have been a total waste. Ensure that the Whisper-
  er's faith in us was not ill-placed." 
  --B 
  The note was sent by Ellison Berenger, but it could 
  easily be construed that Cassra Brandywine is behind 
  the thefts; given the unique blue ink that the letter is 
  written in and the "B" it has been signed with. 
    
   
   
   
   Assuming that the adventurers report back to Knight 
  Burral after the confrontation in the alley, she appears 
  dismayed. Much of these concerns wash away if the 
  adventurers turn Soares, Fulta, or the guards in 
  however and she is very appreciative. 
   In looking at whatever evidence the adventurers 
  found, she suggests something larger at play. If they 
  haven't made the connection already, she points out the 
  similarity between the blue ink the note is written in and 
  the blue ink that Cassra had all over her hands. She 
  returns the note to the adventurers. 
  Treasure 
  Soares carries a total of 25 gp on his person. Should 
  Fulta be killed or captured, she carries 15 gp as well as 
  the letter described above. The guards have 5 gp each. 
   Additionally, Fulta has a potion of healing on her 
  person. 
  XP Award 
  Once the adventurers fully investigate each of the three 
  thefts, award each character 50 XP. 
   
   
  
   
  T
  th
  h
  a
  M
  M
  S
  d
  L
  th
   
  s
  b
  h
  r
   
  r
  a
  in
  th
  C
  S
  C
  a
  fi
  c
  in
   
  C
  s
  d
  w
   
  S
  a
  O
  d
  b
  Par
  The adventurer
  he scroll thief. 
  his disguise as 
  and escaped de
  Manto
  Mantor’s Librar
  Square. Howev
  deep beneath th
  Library are seld
  hat have not se
  Founded by t
  sacked in previo
  bloodthirsty hum
  however, signifi
  restore the lega
  Any citizen of
  reading room, b
  accessible only 
  nvitation of onl
  hose administr
  Cassra Br
  Should the adve
  Cassra with the
  assassins or wi
  find her rather h
  character accus
  nsulted. She is
  Cassra frowns an
  smudge. “If the t
  doesn’t just soun
  we’re dealing wit
  Scribe Master C
  accompany her
  Opanrael; the H
  does warn them
  busy man. 
  Not for resale. Pe
  rt 2: T
  Tex
  rs are led to Ma
  Ellison, the Sc
  a library scribe
  eep into the Lib
  r's Libr
  ry is the largest
  ver, it is not onl
  he ground-level
  dom visited, an
  een the light of 
  he famous sag
  ous centuries b
  manoids. In the
  ficant effort has
  acy of Mantor to
  f Phlan is allow
  but most of the
  by the staff an
  ly the most sen
  rators, Opanrae
  randywin
  enturers head t
  e information p
  th the note in S
  happy to see th
  se her of wrong
  s distressed by 
  nd rubs her chin 
  hief had access t
  nd like we’re dea
  h a rat.” 
  Cassra suggest
  r to pay a visit to
  Head Curator o
  m, however, tha
  ermission granted
  Truth 
  xt 
  antor’s Library 
  croll Thief, has 
  e, killed a senio
  brary’s archives
  rary 
  t structure in S
  y tall; it also ha
  l. The deeper le
  d there are pla
  a candle in a c
  e Mantor, the k
  by an allied ban
  e last hundred 
  s been put forth
  o its former gre
  wed into the gre
   Library’s volum
  d those on pers
  nior administra
  el is the most s
  ne 
  to the Library t
  provided by the 
  Soares possess
  hem. However, 
  g-doing, she is q
  the revelation, 
  thoughtfully, lea
  to this ink," he s
  ling with a thief; 
  ts that the adve
  o her superviso
  f Mantor’s Libr
  at she is an exc
   to print or photo
  in 
  in search of 
  abandoned 
  or librarian, 
  s. 
  Scholar’s 
  as floors 
  evels of the 
  aces within 
  century. 
  keep was 
  nd of 
  years, 
  h in order to 
  eatness. 
  eat front 
  mes are 
  sonal 
  tors. Of 
  senior. 
  to confront 
  would-be 
  sion, they 
  should the 
  quite 
  though. 
  ving a blue 
  ays quietly, "it 
  it sounds like 
  enturers 
  or, Master 
  rary. She 
  eptionally 
  copy this docume
  Mast
  Opanra
  has ser
  knowle
  unsurp
  current
   
  The sme
  the Mas
  that app
  that are 
  Rolepl
  Opanrae
  and kno
  obsessiv
  regard, a
  similar a
  topics th
   
  Opanra
  with a s
  braid. H
  hints of
  He wea
  libraria
  indicati
   When
  a state. 
  their en
  assist A
  a note t
   Other
  is metic
  will be 
  without
  succeed
  suitably
  immedi
  Opanra
  the Bla
   Choo
  followin
  with Op
  • 
  Ad
  adv
  spe
  of t
  aw
  nt for personal us
  ter Opan
  ael is the Head 
  rved in that cap
  edge of the Libr
  assed and give
  tly in the Librar
  ell of paper, glue
  ster Librarian’s o
  pears to be as du
  stacked neatly a
  laying Maste
  el has worked in 
  ows it like the bac
  vely such. He pla
  and has no patie
  appreciation. He 
  hat pique his inte
  ael is a dignified
  surprisingly bri
  His teal-colored
  f elvish blood s
  ars plain red ro
  ans, with a sing
  ing his elevated
  n the adventure
   His initial reac
  ncounter with A
  Aya by speaking
  to Opanrael, no
  rwise, they do n
  culous in his tim
  hard-pressed t
  t one. It is not i
  ding at a DC 15
  y impresses Op
  iately. Any cha
  ael is dismissed
  ack Fist. 
  ose the read-alo
  ng entry that be
  panrael. 
  dventurers Ha
  venturers assu
  eak to Opanrae
  the Library’s b
  ware of their com
  Th
  se only.  
  nrael 
  Curator at Ma
  pacity for decad
  rary’s catalogui
  en time, he can 
  ry’s possession
  e and ink fills you
  office opens. Befo
  usty and worn as 
  around his office
  er Opanrael 
  the library longe
  ck of his hand. H
  aces order and st
  ence for those wh
   is haughty, but e
  erest. 
  d human in the
  ight shock of re
  d eyes have pal
  somewhere in h
  obes in the style
  gle silver chain 
  d status as the 
  ers meet him, O
  ctions are base
  Aya Glenmiir. I
  g to the Head C
  otifying him of 
  not have an ap
  mekeeping and
  to get him to se
  impossible, how
  5 Charisma (Pe
  panrael who ag
  racter who atte
  d from the room
  oud text associa
  est describes th
  ve an Appointm
  ured Aya Glenm
  el regarding he
  books, the Head
  ming and sees 
  he Scroll T
  antor’s Library 
  des. His workin
  ing system is 
  find anything 
  n. 
  ur nose as the do
  ore you stands a 
   the books and s
  . 
  er than nearly any
  e is a tidy man, a
  tructure in very h
  ho do not display
  easily excitable b
  e twilight of his
  ed hair tied in a
  le-cast, betrayin
  his family’s hist
  e of the other 
  and insignia 
  Master Librari
  Opanrael is in q
  ed on the result
  If they promise
  Curator, she pe
  their coming. 
  ppointment. Op
  d the adventure
  ee him quickly 
  wever. Any cha
  ersuasion) che
  grees to see the
  empts to intimi
  m and risks arr
  ated with the 
  heir initial enco
  tment. If the 
  miir that they w
  er continued sto
  d Curator is alr
  them immedia
  Thief 
  15 
  and 
  ng 
  oor to 
  man 
  scrolls 
  yone 
  almost 
  igh 
  y a 
  by 
  s life, 
  a long 
  ng 
  tory. 
  ian.  
  quite 
  t of 
  ed to 
  enned 
  anrael 
  ers 
  aracter 
  eck 
  em 
  idate 
  rest by 
  ounter 
  would 
  oring 
  ready 
  ately.  
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  16 
  "Ah, yes. I trust you are the…" he pauses as he looks you each 
  over, "…people that Madam Glenmiir mentioned in her note. 
  What precisely can I do for you?" 
   
  • 
  No Appointment. Persuasion Successful. 
  Opanrael mistakes the adventurers as nothing other 
  than loud annoyances and asks them to come back 
  when he's not quite so busy. Any character 
  succeeding at a DC 15 Charisma (Persuasion) 
  check suitably impresses Opanrael who feels that 
  they may actually be able to help him.  
   
  "Well, you don't have an appointment," the Curator says 
  steepling his fingers, "but I may be able to spare a moment." 
   
  • 
  No Appointment. Persuasion Unsuccessful. If the 
  adventurers are unsuccessful in their attempts to 
  sway Opanrael, he dismisses them with a gesture 
  and bids them wait in a small waiting room near his 
  offices. After about an hour, he shuffles out.  
   
  "Despite your complete and utter lack of etiquette and more 
  importantly, an appointment, I thank you for your patience. 
  What can I do for you?" 
   
  During the course of discussion with the adventurers, 
  Opanrael provides the following information. 
   
  • 
  He knows very little regarding the circumstances of 
  the theft of the three books, but is aware of their 
  disappearance. 
  • 
  He has other things to worry about, however, as two 
  of his staff members--Garda Greenleaf and Ellison 
  Berenger--are missing. 
  • 
  Their absence has thrown the day’s shifts into 
  disarray and as the adventurers arrive, he is busy 
  trying to rearrange schedules to ensure that the 
  Library continues to run smoothly. 
  • 
  Garda Greenleaf is a senior librarian with a flawless 
  record of attendance. 
  • 
  Ellison, however, is a scribe who has only been 
  employed at the library for four months, but has 
  otherwise proven to be a reliable hire. 
   
  When presented with the note found in Soares's 
  possession, Opanrael identifies the ink used as that 
  typically used by the scribes of the library. He considers 
  the notion of a tenured scribe being a thief for a moment 
  but quickly dismisses the idea that any of his staff 
  members would do such a thing. He does, however, 
  suggest that his disappearance may not be coincidental, 
  and that finding Ellison may be the key to finding out 
  what precisely has happened. If the adventurers do not 
  give Opanrael the note, Cassra mentions it. 
   Opanrael knows only a small bit about Ellison. After a 
  quick glance at ledger, Opanrael mentions that Ellison 
  was scheduled to be working in the Archives today and 
  that may be a good place to start looking. With a smirk, 
  Cassra mentions that the Archives is a vast place, so 
  anyway of narrowing down where Ellison might be 
  would be quite helpful. 
   If the adventurers suitably impressed Marten Foss, 
  and have his book in their possession, he smiles and 
  agrees that it will definitely help. He thumbs through a 
  few pages and makes quick note on a piece of paper and 
  hands it to Cassra, who looks at it and nods before 
  leading the adventurers from the room. 
  Blood and Books 
  With the books belonging to Aya and Agin already in his 
  possession, Ellison had come here to find memoir that 
  detailed Ren o' the Blade's encounter with the Pool of 
  Radiance. The Scroll Thief used Garda's familiarity with 
  the Archives and the book stolen from Marten Foss to 
  find this room. 
   Ellison eventually found what he was searching for 
  and killed Garda. He was still in this room reading when 
  the adventurers enter the Archives. But upon seeing 
  Cassra's light, Ellison has fled deeper into the Archive's 
  subbasement, below. 
   As Cassra leads them to the Archives, read: 
   
  Down hallways and staircases, and through passageways and 
  storage rooms, Cassra moves with definite purpose; descends 
  staircase after staircase with a lamp held over her head. 
   Finally, the scribe stops at a door and pushes it open; the 
  smell of stagnant air and ancient dust filling the stairwell. 
   “Inside,” she says. 
  General Features 
  The general features of the archives are as follows: 
   Light. This section of the library is deep beneath the 
  ground and in complete darkness. The only light is that 
  which the adventurers and Opanrael have brought with 
  them. 
   Smells. Dust, old paper, glue. 
   
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  17 
  The Search 
  If the adventurers have Marten's book, the note specifies 
  what section of the Archives to begin their search in. 
  Otherwise, they must find it the old-fashioned way. 
   The ease in which the adventurers find the 
  appropriate part of the Archives is determined by two 
  things. 
   
  • 
  With Master Opanrael's Note. If the adventurers 
  were given Marten Foss's book, Opanrael gave 
  Cassra a note with the section where the other 
  books of the set are filed. Cassra knows precisely 
  where this is, and can take the characters directly to 
  it. 
  • 
  Without Master Opanrael's Note. If the 
  adventurers had no way to narrow down their 
  search, it will take some work to find the correct 
  section of the Archives. Finding it requires one hour 
  of searching and a successful DC 15 Intelligence 
  (Investigation) check. 
  The Body 
  Once they have found the correct section, read the 
  following. 
   
  Your search has led you to a small room tucked away in a 
  distant corner of the vast Archives. Despite the room's size, it 
  is no less cramped than the rest of the Archives, packed tightly 
  with shelves that are packed near to bursting with books, 
  scrolls and other works. 
   Rounding a shelf on the far side of the room, you see a small 
  reading table; the dark shape of a body slumped over it. 
   "Gods save us!" Cassra gasps as she runs into a corner and 
  retches violently. 
   
  The body is that of Garda Greenleaf; the missing 
  librarian. He is lying face down in a small pool of 
  alarmingly fresh blood.  
   
  The body is that of a middle-aged male human wearing a plain 
  set of grey, homespun robes. His left hand loosely holds a 
  quill; the tip stained with bright blue ink. Thin rivulets of dark 
  blood run from his ears; standing in stark contrast to the pale 
  flesh of his lifeless face. 
   Books are scattered everywhere. 
   
  As the adventurers search the scene, they learn the 
  following. 
   
  • 
  A successful DC 5 Wisdom (Medicine) check 
  reveals that Garda died from a single blow to his 
  head. If the check succeeds by more than 10, it 
  reveals he was killed approximately less than two 
  hours ago. 
  • 
  A leather thong on his belt has been cut. Cassra has 
  a similar device on her belt that carries a ring of 
  keys. 
  • 
  Three books are still on the desk, however; two 
  small books bound in red leather and a larger white 
  book. The white tome and one of the two red books 
  lays open on the table beside the body. 
  • 
  A large, gilded scroll of parchment is on the floor. A 
  successful DC 10 Intelligence (Arcana) check 
  reveals this to be a used scroll which formerly 
  contained a detect magic spell. 
  • 
  If Cassra is asked about the key ring, a concerned 
  look crosses her face. 
   
  “Garda had keys to the archives," Cassra says, wiping her 
  mouth with her sleeve, "It looks like our killer now has access 
  to things within the Library that he shouldn't.” 
  Examining the Books 
  There are a number of books around Garda's body. 
  Some are notable. 
   
  • 
  Two Small, Red Leather Books. These books 
  comprise the collected memoirs of Ren o' the 
  Blade. Most of them are on the ground at the foot of 
  the table while a few still remain on the shelves. 
  Two of the books are on the table beside Garda's 
  body. One is the book stolen from Marten Foss. It is 
  currently closed. The other, however, is open. An 
  adventurer who actively searches the open book 
  and succeeds at a DC 15 Intelligence (Investigation) 
  check notices that a few pages have been excised 
  from the book using what must have been a very 
  sharp knife. This check is made with advantage if 
  they found the pages removed from the other book. 
  • 
  One Large, White Leather Book. This book is The 
  Weave: A Practical Observation of Impractical 
  Occurrences that was stolen from Aya Glenmiir. It, 
  too, is open on the table beside Garda's body. An 
  adventurer who actively searches and succeeds at a 
  DC 15 Intelligence (Investigation) check notices 
  that a few pages have been excised from the book 
  using what must have been a very sharp knife. This 
  check is made with advantage if they found the 
  pages removed from the other book. 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  18 
  Both of these books have something in common; the 
  missing pages both appear to detail the subject. Any 
  character who has first noticed the missing pages or had 
  them pointed out to him notices this common subject 
  with a successful DC 10 Intelligence (Investigation) 
  check. 
   Based on the entries before and after the missing 
  pages, it seems that the removed pages themselves 
  referenced a Pool of Radiance—a rare magical 
  phenomena caused by a small breach in the Weave, the 
  source of all magic in Faerûn. Specifically, it seems that 
  they referred specifically to the Pool of Radiance that 
  was once active beneath Valjevo Keep here in Phlan. 
   At the adventurer's mention of this, Cassra gasps 
  audibly. However, before she can say anything: 
   
  An ear-splitting and ground shaking noise shatters the silence 
  of the archives and the sound of collapsing brick, mortar, and 
  bookshelves fills the wake as it fades away. 
   All around you, shelves and books begin to fall. 
   
  The noise was the sound of Ellison using (and 
  subsequently destroying) the horn of blasting that he 
  stole from Aya Glenmiir. The noise and vibration has 
  caused some of the more precariously balanced 
  bookshelves to collapse and fall. Each adventurer must 
  succeed at a DC 11 Dexterity saving throw or take 4 
  (1d8) points of bludgeoning damage from falling books 
  and shelving. Those who succeed take only half damage. 
  Any adventurer who fails by more than 5 is trapped 
  underneath an immense pile of books and must be dug 
  out, a process that requires an hour's worth of digging 
  and moving large, heavy bookshelves.  
   Leaving the small room, they find that a majority of 
  the bookshelves in the archives have toppled over. 
  Opanrael is not going to be pleased with the prospect of 
  cleaning up this mess. 
  Development 
  If the adventurers don’t figure it out on their own, 
  Ellison has gone deeper into the archives. While Cassra 
  knows where to take them, she states that she has 
  broken her arm in the chaos following the loud noise. 
  She motions the adventurers in the direction of the sub-
  basement but says that she must turn back. 
   The door to the sub-basement is not difficult to find, in 
  fact because the bookshelves in the main room of the 
  archives collapsed. It is clearly visible about 40 feet 
  away to anyone with darkvision or who happens to be 
  carrying a light source. Climbing over the bookshelves to 
  the door takes a little time, but requires no check. 
  Archives 
  The adventurer's investigations lead them down into the 
  library’s sub-basement. 
  General Features 
   Area. The ceiling in the archive is 15 feet high at the 
  outer edges and slopes up to 30 feet high in the center of 
  the room. A large vent has been cut into the ceiling at its 
  highest point. The archive itself is an enormous square, 
  100 feet to a side. 
   Light. There are no light sources in the archives. The 
  only light is that which the adventurers have brought 
  with them. 
   Sound. Distant moans, scuttling, scratching 
   Character Movement. The toppled shelves extend 
  only 40 or so feet out from the walls, but are considered 
  difficult terrain. 
  1. Main Archive 
  The main room of the archive once held thousands upon 
  thousands of volumes of the written word; fact and 
  fiction alike. When the Zhentarim took control of Phlan, 
  however, much of it was burned. 
   
  This huge room is littered with the ruined remains of 
  bookshelves, desks and other furniture. The middle of the 
  room is barren, but is blackened with the soot of century-old 
  flames, and charred bones are strewn about. 
   A huge hole appears to have been blasted into the far wall; 
  the ground littered with bricks and debris. 
   
  There is little of value here. However, three shadows 
  awoke when Ellison disturbed the chest in The Secret 
  Cache, and remain in this room. They attack the 
  adventurers when they reach the center of the room. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • 
  Weak party: remove one shadow 
  • 
  Strong party: change shadows to specters 
  • 
  Very strong party: five specters instead of three shadows 
  2. The Secret Cache 
  Shortly before Phlan was destroyed in 1356 DR, 
  Denlor—along with the scribes and librarians of 
  Mantor’s Library—hid some of their most valuable 
  treasures away in this room. It was sealed and remained 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  19 
  so until Ellison used Aya’s horn of blasting to open it. He 
  quickly scoured the cache took what was most readily 
  available. In his haste, he accidently sprung a trap on the 
  chest and was poisoned. Having done his research, he 
  knew that he was close to the sewers. And so, Ellison 
  used the horn of blasting once more to break through to 
  the tunnels below Phlan. In so doing, however, the horn 
  exploded; destroying it and seriously wounding Ellison. 
   
  This room is approximately 30 feet deep and half as wide. Its 
  walls are lined with shelves laden with books, and 
  miscellaneous objects. At the far end of the room, a silver 
  chest rests on a wooden table. 
   A second, similar hole has been blasted into the right wall, 
  beyond which the sound of running water can be heard. On 
  the blackened and charred floor around this second hole are 
  the remains of a horn; shattered nearly beyond recognition. 
   
  The horn on the ground is the destroyed horn of 
  blasting; broken beyond repair. 
   Any adventurer that inspects the chest and succeeds 
  at a DC 15 Intelligence (History or Arcana) check 
  recognizes the sigil embossed on the chest as that of 
  Denlor; a wizard who once resided within Phlan. The 
  chest’s lid is currently open. 
   The chest is of remarkable construction with a 
  fascinatingly complex lock. Any adventurer who actively 
  searches the lock and succeeds at a DC 10 Wisdom 
  (Perception) check notices a tiny needle jutting from the 
  keyhole, the point of which smudged with barely 
  perceptible blood. 
   Inside the chest, a series of racks and boxes on clever, 
  articulated hinges unfold and spread out; allowing 
  access to multiple different storage spaces 
  simultaneously. The chest is currently open in this 
  fashion.  
   An adventurer who is actively searching the chest and 
  also succeeds at a DC 15 Wisdom (Perception) check 
  notices that the chest has a hidden compartment. 
   The hidden compartment of the chest is lined in red 
  satin. Resting at the bottom is a headband made of 
  polished bone, bearing the same sigil as was found on 
  the front of the chest. This headband is a headband of 
  intellect. A small vial of liquid also sits next to the 
  headband—a potion of healing.  
  Developments 
  Any adventurer examining the hole in the right wall sees 
  a rope anchored to one of the nearby shelves, leading 
  downward into darkness. The sound of running water 
  can be heard within. Characters with a light source see a 
  pair of walkways running along a channel of moving 
  water--a sewer, by the smell of it. 
   This hole has also been created by Ellison using a 
  horn of blasting. Poisoned and now wounded, Ellison 
  leapt into the darkness to escape. 
  Treasure 
  The chest and the contents of the shelves are all quite 
  valuable and the Library will pay handsomely for their 
  safe return. Should the adventurers inform Opanrael or 
  Cassra about the contents of the room or otherwise 
  return them to the Library, they are awarded 50 gp. 
   Within the chest is a headband of intellect owned by 
  Denlor, as well as a potion of greater healing. 
  Sewers of Phlan 
  The hole leads down into the sewers and ruins beneath 
  Phlan. Unknown to Ellison, the sewers are infested with 
  carrion crawlers. His own expedition led him directly 
  into the clutches of three of the fearsome monsters; an 
  encounter he barely survived by using a scroll of fireball 
  stolen from Aya Glenmiir. 
   The newer portions of the sewers were dug in a 
  simple grid, so it is quite easy to navigate towards the 
  spillway leading to the Stojanow River by sound. The 
  sound of running water is easily heard, but echoes off of 
  the many walls and intersecting tunnels. Eventually, the 
  adventurers come to the spillway that feeds the sewers 
  from the Stojanow River. 
  General Features 
   Area. The sewers are 15 feet wide and 10 feet tall. 5-
  foot-wide footpaths are on either side of a 5-foot-deep 
  channel running down the middle. This channel is filled 
  with foul, quickly-moving water.  
   Channel. Any adventurer who falls or jumps into the 
  channel is covered in filth and offal, and must succeed at 
  a DC 15 Constitution saving throw or be poisoned until 
  they are able to wash themselves off in a large body of 
  fresh water (such as the Stojanow River) or complete a 
  short rest. Additionally, the water moves fairly quickly. 
  Anyone in the channel must succeed at a DC 10 
  Strength (Athletics) check or be pushed 15 feet down 
  the channel. 
   Light. There are no light sources in the sewers. The 
  only source of light is that which the adventurers bring 
  with them. 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  20 
  Poisoned 
  A poisoned creature has disadvantage on attack rolls and ability 
  checks. 
  The Spillway 
  Water from the Stojanow River above flows from the 
  west into a steep, 10-foot-wide spillway which empties 
  into a 30-foot-wide, 5-foot-deep pool in the middle of a 
  circular chamber. A 15-foot-wide walkway rings the 60-
  foot-wide chamber. The pool flows into the channel that 
  the adventurers have been following up to this point. 
   
  The roar of water fills the air as the tunnel you were in opens 
  into a large, 60-foot-wide circular chamber. Water cascades 
  down a steep spill way on the far side of the chamber into a 
  pool in the middle of the room. A stairway runs alongside the 
  spillway to the daylight above. 
   Two large, undulating shapes move on the opposite side of 
  the chamber near a section of the floor that is blackened and 
  charred—as if by an intense flame. 
   
  Two carrion crawlers are here, feeding on the remains 
  of a third, slain by Ellison. When he encountered the 
  carrion crawlers, Ellison used the scroll of fireball that 
  he stole from Aya Glenmiir; slaying one of the beasts, 
  but wounding the others. He managed to escape, but not 
  before further injuring himself and losing his backpack 
  in the process. 
   The carrion crawlers attack the adventurers on sight. 
  Due to injuries suffered in the fight with Ellison, each of 
  them has only 35 hit points remaining. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • 
  Weak or very weak party: remove one carrion crawler 
  • 
  Strong party: the carrion crawlers are at full (51) hit points 
  • 
  Very strong party: add one carrion crawler; all carrion 
  crawlers are at full (51) hit points 
  Developments 
  Near the dead carrion crawler (now three-quarters 
  eaten) and the blackened portion of the floor lay a 
  mangled backpack; its contents spilled out onto the 
  floor. Beside the backpack is a length of parchment. A 
  successful DC 15 Intelligence (Arcana) check reveals 
  that it was once a scroll of fireball. 
   The backpack contained a set of common clothes 35 
  gp in silver and gold coins. Among the other items in the 
  backpack is a collection of documents. 
   
  • 
  A piece of paper with what appears to be a list of 
  book titles. Most of them have been stricken 
  through, but three have check marks next to them; 
  Lords and Lineages, The Weave: A Practical Obser-
  vation of Impractical Occurrences, and Ren o' the 
  Blade Memoirs. 
  • 
  A rough map showing Phlan and its surroundings. 
  The map details a location about half a day’s ride 
  east along the Phlan Path and is labeled with the 
  word "Rythnax" which has been circled. No check is 
  required to deduce that the area indicated on the 
  map is the Twilight Marsh—a large swamp east of 
  Phlan. 
  • 
  An unsigned note that reads: 
  "Ellison 
  Once you have secured what you can to aid us in our 
  search, meet with Rythnax in the marsh east of the city, 
  along the Phlan Path. Slay any that discover your work. Do 
  not fail us again." 
   
  In addition to the spilled contents of the backpack, any 
  adventurers succeeding at a DC 10 Wisdom 
  (Perception) check see a smattering of fresh blood near 
  the backpack that leads away towards the steps. A 
  successful DC 10 Wisdom (Medicine) check determines 
  that this blood belonged to some sort of a humanoid.  
   The spillway emerges into the open air at the base of 
  Phlan’s exterior wall on the banks of the Stojanow 
  River. 
  Treasure 
  While the carrion crawlers keep no treasure, any 
  adventurer who is brave enough to search the pool and 
  succeeds at a DC 10 Intelligence (Investigation) check is 
  able to retrieve 15 gp in various coins. 
   
   
   
  
   
  T
  e
  T
  a
  h
  th
  R
  R
  th
  E
  a
  G
   
  g
  tr
   
  w
  la
  th
  O
   
  a
  O
  d
   
  b
   
   
  s
   
  T
  t
   
  g
  c
   
  b
  m
  a
  in
   
  E
  P
  Dra
  The adventurer
  east along the P
  They have a rou
  as to why. The o
  his ruined back
  he map east. 
  Rythna
  Rythnax is a bla
  he Dragon to s
  Ellison was cha
  a small lair in th
  General 
  Area. The sw
  gray and joyless
  rees. Buzzing, 
  Water. The a
  with numerous 
  and. The patch
  he dragon’s lai
  Other areas are
  Light. Despit
  area is well-lit if
  Otherwise, the 
  dimly lit; all else
  Sounds. Frog
  buzzing 
  Smells. Stag
  Fog. Rolling p
  standing within
  The map leads yo
  he Twilight Mars
  On the horizon 
  gaping, black hol
  campfire dances 
  A man sits by th
  black dog, curled
  melt away as the 
  and cranes its ne
  n a strange, gutt
  Ellison is here,
  Not for resale. Pe
  Part 3
  agon's
  rs have discove
  Phlan Path tow
  ugh idea of whe
  only clue they h
  kpack. To learn
  ax’s Lai
  ack dragon wy
  secure and tran
  arged with colle
  he Twilight Ma
  Features
  wamp claimed b
  s marsh oversh
  biting insects f
  area is predomi
  patches of dry
  hes of land (incl
  ir and campfire
  e difficult terrai
  e the thick tree
  f the adventure
  20 foot area ar
  e is dark. 
  gs croaking, wa
  nant water, aci
  patches of fog l
  n. 
  ou east along the
  sh lay before you
  a large mound r
  e in the side. In 
  in the gloom. 
  he fire beside wh
   up at his feet. T
  form unfurls a p
  eck towards you b
  tural tongue. 
   tending the gr
  ermission granted
  : The 
  s Swam
  ered that Ellison
  wards the Twilig
  ere, but may st
  have is the lette
   more, they mu
  ir 
  yrmling sent by
  nsport the infor
  ecting. He has 
  arsh during his 
  s 
  by Rythnax is a
  hadowed by tall
  fill the air. 
  inately knee-de
  y, albeit somew
  luding the main
  e) are depicted 
  in. 
  e growth in the 
  ers arrive durin
  round Ellison’s
  ater splashing, 
  idic tang in the
  lightly obscure 
  e Phlan Path, and
  u—dark and fore
  ises from the sw
  front of the hole
  at you assume is
  Those assumptio
  pair of leathery b
  before muttering
  rievous injuries
   to print or photo
  mp 
  n is headed 
  ght Marsh. 
  ill be unsure 
  er found in 
  ust follow 
  y the Cult of 
  rmation that 
  established 
  wait. 
  a grim one, a 
  l, foreboding 
  eep water 
  what soggy, 
  n area with 
  on the map. 
  swamp, the 
  ng the day. 
  s campfire is 
  insects 
  air 
  creatures 
  d before long, 
  boding. 
  wamp with a 
  , a small 
  s a large, 
  ns quickly 
  lack wings 
  g something 
  s he 
  copy this docume
  sustain
  dragon 
   If any
  dragon 
  Emera
  Membe
  a very y
  has bee
  press th
  and if a
  “pitiful 
  to those
  upsettin
  destroy
   If the
  of the E
  Rolepl
  Ellison i
  two days
  ravaged 
  going is 
  ends for
  Rythnax,
  but shou
  gone thr
  chance f
  some re
  Rolepl
  Despite 
  a while, 
  apprecia
  strength
  lashes o
  tales. 
   
  Ellison 
  adventu
  paraphr
   
  • 
  He
  and
  • 
  His
  blo
  • 
  He
  we
  cau
   
  Both El
  a modic
  the adv
  nt for personal us
  ned in his escap
   wyrmling, is h
  y of the charact
   say "Ooooh, vi
  ald Enclav
  ers of the Emer
  young black dra
  en threatening 
  hem into his se
  asked, he gladly
  dull-scales” th
  e of the Emera
  ng the balance 
  yed.  
  e dragon is kille
  Emerald Enclav
  laying Elliso
  s tired and injure
  s. In that time, h
  by carrion crawl
  his desire to res
  r nearly a ten-day
  , but has no choi
  uld the adventure
  rough too much 
  for what he’s lon
  est. 
  laying Rythn
  his alignment, R
  anyway. He is yo
  ates an audience 
  h, cunning and fe
  out at anyone he 
  is visibly distra
  urer's arrival. I
  rase the follow
  e looks tired, as
  d appears to be
  s left leg appea
  ood has already
  e has extensive
  ell as his face a
  ught fire or exp
  llison and Ryth
  cum of discuss
  venturers outrig
  Th
  se only.  
  pe from Phlan. 
  here as well. 
  ters speak Dra
  isitors." in a de
  ve  
  rald Enclave ha
  agon in the Tw
  the lizardfolk h
  ervice. Rythnax
  y boasts of his 
  at live nearby. 
  ald Enclave that
  of the swamp,
  ed (instead of d
  ve earn one ren
  on 
  ed. He hasn’t sle
  e has been poiso
  ers. The only thi
  st; he's been burn
  y, and it's taken it
  ice at this point. 
  er's attack he def
  to give up now, 
  ng been denied--a
  nax 
  Rythnax loves hav
  oung, boastful, a
   to his wild and o
  erocity. He bores
  feels doesn’t suf
  aught upon rea
  n describing hi
  wing. 
  s if he hasn't sl
  e ill. 
  ars to be freshly
  y soaked throu
  e burns on his h
  s if something 
  ploded. 
  hnax will indulg
  sion; they do no
  ght and withou
  he Scroll T
  Rythnax, a bla
  conic, they hea
  eep, gravelly vo
  ave heard rumo
  wilight Marsh th
  here, attemptin
  x fits that descr
  command of th
  It has been pas
  t this dragon is
   and must be 
  driven off), mem
  nown point. 
  ept at all over the
  oned, blown up, 
  ng that keeps him
  ning the candle a
  ts toll. He distru
  He is willing to t
  fends himself; he
  and death is mer
  a chance to finall
  ving visitors; at le
  nd brash; and 
  outlandish storie
   quickly though, 
  fficiently apprecia
  alizing at the 
  im, read or 
  ept in many da
  y bandaged, bu
  gh. 
  hands and arms
  he was holding
  ge the adventur
  ot immediately 
  ut provocation. 
  Thief 
  21 
  ack 
  ar the 
  oice. 
  ors of 
  hat 
  ng to 
  ription, 
  he 
  ssed 
  s 
  mbers 
  e last 
  and 
  m 
  at both 
  sts 
  talk, 
  e has 
  rely a 
  y get 
  east for 
  es of 
  and 
  ate his 
  ays, 
  ut 
  s as 
  g 
  rers in 
  attack 
  Both 
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  22 
  answer a handful of questions, but eventually Rythnax 
  gets bored and attacks. Ellison and Rythnax combined 
  have the following information, but Ellison only provides 
  it if asked. Ellison acts as an interpreter for Rythnax if 
  no one in the party speaks Draconic. 
   Ellison divulges the following information in the 
  course of discussion with the characters. 
   
  • 
  He was sent to find information about the Pool of 
  Radiance from the Library. 
  • 
  The books stolen from Marten Foss contained first-
  hand accounts of Pools of Radiance; something no 
  other book in the Library’s possession did. 
  • 
  The book stolen from Aya Glenmiir was more 
  practical observation and, more importantly, theory 
  on the properties and functions of Pools of 
  Radiance. 
  • 
  He stole Lords and Lineages for purely personal 
  reasons; Ellison believed that it would contain proof 
  that he belonged to a noble house of Phlan.  
  • 
  While there was a House Berenger in Phlan, it 
  turns out that he was of no relation. 
  • 
  A successful DC 10 Wisdom (Insight) check reveals 
  that Ellison does not wish to fight the adventurers. 
  • 
  If asked, he confirms this; stating that he is here to 
  deliver the pages to Rythnax and upon so doing, is 
  going to leave Phlan and the Cult behind, and never 
  look back. 
   
  Rythnax, however, is quite the chatterbox. He engages 
  in polite conversation that smacks of sarcasm and 
  derision. He freely divulges the following. 
   
  • 
  Rythnax has the pages missing from the stolen 
  books in a pack and taunts the adventurers—
  insisting that he's taking them to his masters and 
  that the adventurers are powerless to stop him. Any 
  adventurer succeeding at a DC 10 Wisdom 
  (Perception) check sees that the dragon is wearing 
  a sort of harness with a steel-banded pack on his 
  belly. 
  • 
  The dragon claims to be well paid to serve as a 
  courier and enforcer for the Cult obviously because 
  they are terrified of him. 
  • 
  He is the genius behind the whole theft; Ellison is 
  simply a mindless lackey. 
   
   
   
   
  • 
  Rythnax puffs out his chest in an obvious attempt to 
  draw attention to a gaudy bronze amulet hanging 
  around his neck. The symbol engraved into the 
  amulet can be identified by anyone succeeding at a 
  DC 15 Intelligence (Arcana or History) check as a 
  sigil in use by the Cult of the Dragon. 
   
  It is possible to talk Ellison into surrendering. An 
  adventurer who succeeds on a DC 15 Charisma 
  (Intimidation or Persuasion) check convinces the Scroll 
  Thief to surrender. He assures the characters that he 
  has no intention of returning to the service of the cult. 
  Ellison is not lying in this statement. If successful, 
  Ellison does not join Rythnax in fighting the 
  adventurers. 
   Should Ellison surrender, or should the adventurers 
  have asked two questions of Rythnax, the dragon shouts 
  (in Draconic) “You're boring me!” and attacks.  
   If the adventurers successfully convince him to 
  surrender, Ellison flees into the safety of Rythnax's cave. 
  Otherwise, the Scroll Thief joins Rythnax in attacking 
  the characters. He has one scroll remaining from those 
  that he stole from Aya Glenmiir. In the first round of 
  combat, he uses a scroll of hold person on the person 
  who looks like a warrior, especially if they’ve acted dull-
  witted. Absent that, he targets obvious spellcasters. 
   As Ellison fights, it is obvious that he is not doing so to 
  kill the adventurers. He chooses to knock out any 
  character he drops to 0 hit points. 
   Rythnax, however, attacks ferociously with tooth and 
  claw and uses his breath weapon on his first turn. 
  Should it recharge as the fight proceeds, he does not use 
  it again unless he is forced to flee. Despite his bravado, 
  Rythnax has no intention of dying; he has a mission to 
  accomplish. If reduced below 10 hit points, he uses his 
  breath weapon and flies away. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative.  
  • 
  Very weak party: Rythnax cannot use lair actions 
  • 
  Weak party: Rythnax cannot use the swarming insects lair 
  action 
  • 
  Strong party: Change Ellison from a spy to a bandit captain; 
  Rythnax has 44 hit points 
  • 
  Very strong party: Change Ellison from a spy to a bandit 
  captain; add four lizardfolk as Rythnax has swayed some 
  local lizardfolk to join him; Rythnax has 54 hit points 
   
   
   
   
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  23 
  Lair Actions 
  On initiative count 20 (losing initiative ties), Rythnax takes a lair 
  action to cause one of the following effects. Rythnax can't use 
  the same effect two rounds in a row. 
   
  • 
  Pools of water that the dragon can see within 120 feet of it 
  surge outward in a grasping tide. Any creature on the 
  ground within 20 feet of such a pool must succeed on a 
  DC 15 Strength check or be pulled up to 20 feet into the 
  water and knocked prone. 
  • 
  A cloud of swarming insects fills a 20-foot-radius sphere 
  centered on a point Rythnax chooses within 120 feet of it. 
  The cloud spreads around corners and remains until the 
  dragon dismisses it as an action, uses this lair action, or 
  dies. The cloud is lightly obscured. Any creature in the 
  cloud when it appears must make a DC 15 Constitution 
  saving throw, taking 10 (3d6) piercing damage on a failed 
  save, or half as much damage on a successful one. A 
  creature that ends its turn in the cloud takes 10 (3d6) 
  piercing damage. 
  • 
  Magical darkness spreads from a point Rythnax chooses 
  within 60 feet of it, filling a 15-foot-radius sphere until 
  Rythnax dismisses it as an action, uses this lair action 
  again, or dies. The darkness spreads around corners. A 
  creature with darkvision can't see through this darkness, 
  and nonmagical light can't illuminate it. If any of the 
  effect's area overlaps with an area of light created by a 
  spall of 2nd level or lower, the spell that created the light is 
  dispelled. 
  Developments 
  Ellison doesn't put up a fight if subdued and 
  subsequently captured. Upon awakening, he is genuinely 
  thankful for the adventurers's mercy and divulges 
  everything he knows without hesitation. He has little 
  concern for what the Cult may wish to do to him. 
   
  • 
  The Cult wishes to find the Pool of Radiance and 
  somehow "wake it up." He was sent to Phlan to find 
  out the "where and how." 
  • 
  Two other cultists are named Tibeem and Spernik, 
  joined him in Phlan, but he is not in communication 
  with them anymore. They were sent to learn about a 
  lost temple somewhere in the Dragonspine 
  Mountains. 
  • 
  He is unsure as to whether or not the others have 
  met with success; they were ordered not to speak to 
  one another about their mission. 
  • 
  He stole the book from Aya Glenmiir after 
  apprenticing with the wizard. He stole it because it 
  is the only book he was able to locate that had 
  practical studies of Pools of Radiance. 
   
   
   
   
  • 
  He stole the book from Marten Foss because Ren o’ 
  the Blade wrote about his personal experiences 
  with the Pool of Radiance beneath Valjevo Keep. 
  He believed that it had information on the Pool's 
  location. 
  • 
  He stole the book from Agin Lamarck for personal 
  reasons; he was raised believing that he belonged to 
  House Berenger—a noble house that once resided 
  in Phlan—and he wanted to know the truth. 
   
  If the adventurers let him go, he is thankful, but remains 
  in the swamp. He rests for a few days before leaving. 
  Treasure 
  All of Ellison's possessions were lost in the fight with 
  the carrion crawlers. The only thing he managed to get 
  away with was Aya's scroll of hold person and Agin's 
  copy of Lords and Lineages of Phlan. If he hasn’t used 
  the scroll, it’s on his person; the book is on the ground 
  beside where he was sitting, wrapped carefully in a 
  blood-stained shirt. 
   Rythnax, on the other hand, has a small collection of 
  coins and other items in his lair. A total of 300 gp in 
  coins and gems are nestled amongst the rotting 
  vegetation and bones lining the floor of his lair, as well 
  as a suit of splint armor, a magnifying glass, and a scroll 
  of dispel magic. 
   If Rythnax is slain, the pages that were removed from 
  the stolen books are stowed tightly in his pack. They are 
  wrapped in waxen paper and bound tightly with string. 
  There is no indication to who the pages are to be 
  delivered. The amulet he wears is finely crafted and 
  worth 50 gp as an art object. Despite this, however, it 
  serves as definitive proof that the Cult is active in Phlan. 
   A shirt is folded carefully around the copy of Lords 
  and Lineages that was stolen from Agin. 
  Harpers 
  Harper characters that copy down the information from 
  the stolen pages on the Pool of Radiance and return that 
  information to the faction (or abscond with the original 
  pages) earn one renown point.  
   
   
   
   
   
   
  
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  24 
  Conclusion 
  Both Cassra Brandywine and Aleyd Burral are pleased 
  upon hearing of the adventurers’s success in tracking 
  down and confronting the Scroll Thief. If they brought 
  Ellison in to stand trial for his crimes, he is convicted of 
  the theft and the murder of Garda Greenleaf. However, 
  he escapes Stojanow Gate before the Black Fist is able 
  to mete out his punishment. 
   If Rythnax escapes from the adventurers, Opanrael, 
  Cassra, and the adventurers can only guess as to what 
  was contained in the pages that he escaped with. 
   If the package is intercepted and the wyrmling slain, 
  the adventurers and leadership of the library now have a 
  very real—and more terrifying—idea of why the Cult is in 
  Phlan. 
  Rewards 
  Make sure note their rewards on their adventure 
  logsheets. Give your name and DCI number (if 
  applicable) so players can record who ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present in 
  the combat. For non-combat experience, the rewards 
  are listed per character. Give all characters in the party 
  non-combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Rythnax  
   
   
  450 
  Carrion crawler 
   
   
  450 
  Bandit captain 
   
   
  450 
  Spy 
   
   
   
  200 
  Specter 
   
   
   
  200 
  Lizardfolk  
   
   
  100 
  Shadow  
   
   
  100 
  Thug 
   
   
   
  100 
  Halfling guard 
   
   
  25 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Thoroughly investigating the thefts 
  50 
  Returning the stolen works to Cassra 
  50 
  Suitably impress Marten Foss  
  25 
  Gain Aya's confidence 
   
  25 
  Detect Agin's falsehood 
   
  25 
   
   
  The minimum total award for each character 
  participating in this adventure is 450 experience 
  points. 
  The maximum total award for each character 
  participating in this adventure is 600 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided 
  up 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. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
   
  GP Value 
  Rythnax’s hoard of coins and gems 
   
  300 
  Splint armor 
   
   
   
  100 
  Payment from Knight Burral 
   
   
  75 
  Magnifying glass found in Rynthax's hoard 
  50 
  Keeping Agin's secret 
   
   
  50 
  Rythnax's amulet 
   
   
   
  50 
  Treasures in the secret cache  
   
  50 
  Ellison's ruined backpack 
   
   
  35 
  Aya's reward 
   
   
   
  25 
  Marten's reward 
   
   
   
  25 
  Payment from Cassra 
   
   
  25 
  Carrion crawler's treasure 
   
   
  15 
  Headband of Intellect 
  Wondrous item, uncommon, requires attunement  
  This headband made of bone bears the sigil of the 
  wizard Denlor, whose tower still stands in the city. A 
  description of this item can be found in the Dungeon 
  Master’s Guide. 
  Potion of Healing 
  Potion, common 
  A description of this item can be found in the Player’s 
  Handbook. 
   
   
  
   
  S
  S
  T
  d
  r
  S
  S
  T
  d
  r
  P
  D
  w
  E
  p
  •
  •
  R
  A
  p
   
  p
  p
   
  th
  h
   
  r
   
  r
   
  p
  D
  E
  c
   
   
   
   
  Spell Scrol
  Scroll, uncomm
  This spell scrol
  description of s
  rules or Dungeo
  Spell Scrol
  Scroll, uncomm
  This spell scrol
  description of s
  rules or Dungeo
  Permanent M
  D&D Adventurers
  who is awarded p
  Each character’s 
  permanent magic
  • 
  If all the playe
  possession o
  the item. 
  • 
  In the event t
  interest in po
  character tha
  items gets th
  permanent m
  the item’s ow
  Renown 
  All faction mem
  participating in 
  Harper chara
  point for return
  possessed. 
  Order of the 
  hemselves to M
  his prize studen
  Emerald Enc
  renown point f
  Lords’ Allian
  renown point f
  Zhentarim ch
  point for turnin
  Downtim
  Each character
  conclusion of th
  Not for resale. Pe
  ll: Dispel M
  mon 
  ll contains a sin
  spell scrolls can
  eon Master’s Gu
  ll: Hold Pe
  mon 
  ll contains a sin
  spell scrolls can
  eon Master’s Gu
  Magic Item Di
  s League has a sy
  permanent magic
  logsheet contain
  c items for ease o
  ers at the table a
  f a permanent m
  that one or more
  ossessing a perm
  t possesses the f
  e item. If there is
  magic items owne
  wner is determine
  mbers earn on
  this adventure
  acters earn on
  ning or copying
  Gauntlet char
  Marten and won
  nt earn one add
  clave characte
  for slaying Ryth
  nce characters
  for outing Agin 
  haracters earn
  ng in Ellison to 
  e 
   receives ten d
  his adventure. 
  ermission granted
  Magic 
  ngle dispel mag
  n be found in th
  uide.  
  rson 
  ngle dispel mag
  n be found in th
  uide. 
  istribution 
  ystem in place to
  c items at the end
  s a column to re
  of reference. 
  gree on one char
  magic item, that c
  characters indic
  anent magic item
  fewest permanen
  s a tie in the tota
  ed by contesting 
  ed randomly by t
  ne renown poin
  e. 
  ne additional re
  g the pages Ryth
  racters that rev
  n a sparring m
  ditional renow
  ers earn one ad
  hnax.  
  s earn one addi
  Lamarck as a 
  n one additiona
  stand trial. 
  downtime days
   
   to print or photo
  gic spell. A 
  he basic 
  gic spell. A 
  he basic 
  o determine 
  d of a session. 
  cord 
  racter taking 
  character gets 
  cate an 
  m, the 
  nt magic 
  l number of 
  characters, 
  he DM. 
  nt for 
  enown 
  hnax 
  vealed 
  atch with 
  wn point.  
  dditional 
  itional 
  false noble.  
  al renown 
  s at the 
  copy this docume
  Favo
  The cha
  followin
   Favor
  have de
  thankfu
  This fav
  the adv
  DM R
  You rec
  this ses
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  nt for personal us
  ors and E
  aracters have t
  ng enmity durin
  or of Ellison Be
  emonstrated m
  ul--even if you tu
  vor has no imm
  venturers again
  Rewards
  ceive 200 XP a
  ssion. 
  Th
  se only.  
  Enmity 
  the opportunity
  ng the course o
  erenger. Instea
  mercy towards E
  urned him in to
  mediate benefit
  n, their mercy is
  and ten downti
  he Scroll T
  y to earn the 
  of play. 
  ad of killing him
  Ellison. He is 
  o the Black Fis
  t, but should he
  s not forgotten
  ime days for ru
  Thief 
  25 
  m, you 
  st. 
  e face 
  . 
  unning 
  
   
   
  B
  M
    
  A
  H
  S
    
   
   
   
  S
  S
  S
  L
  C
    
  A
  M
  it
  r
  S
  H
  D
  r
  R
  P
  t
  a
   
  R
  W
  M
    
  A
  H
  S
    
   
   
   
  S
  S
  D
  S
  L
  C
    
  A
  A
  Bandit
  Medium humanoid
  Armor Class 15 (s
  Hit Points 65 (10
  Speed 30 ft. 
  STR 
  DEX
  15 (+2) 
  16 (+
  Saving Throws St
  Skills Athletics +4
  Senses passive Pe
  Languages any tw
  Challenge 2 (450 
  Actions 
  Multiattack. The 
  ts scimitar and o
  anged attacks wi
  Scimitar. Melee W
  Hit: 6 (1d6 + 3) s
  Dagger. Melee or 
  ange 20/60 ft., o
  Reactions 
  Parry. The captain
  hat would hit it. T
  and be wielding a
  Rythna
  Wyrmli
  Medium dragon, ch
  Armor Class 17 (n
  Hit Points 33 (6d
  Speed 30 ft., fly 60
  STR 
  DEX
  15 (+2) 
  14 (+
  Saving Throws D
  Skills Perception 
  Damage Immunit
  Senses blindsight
  Languages Draco
  Challenge 2 (450 
  Amphibious. The 
  Not for resale. Pe
  Appen
  t Capta
  d (any race), any no
  studded leather) 
  d8 + 20) 
  X 
  CON 
  +3) 
  14 (+2) 
  tr +4, Dex +5, Wi
  4, Deception +4 
  erception 10 
  wo languages 
  XP) 
  captain makes th
  one with its dagge
  ith its daggers. 
  Weapon Attack: +5
  lashing damage.
  Ranged Weapon 
  ne target. Hit: 5 
  n adds 2 to its AC
  To do so, the cap
  a melee weapon. 
  ax, Bla
  ing 
  haotic evil 
  natural armor) 
  8 + 6) 
  0 ft., swim 30 ft. 
  X 
  CON 
  +2) 
  13 (+1) 
  ex +4, Con +3, W
  +4, Stealth +4 
  ties acid 
  t 10 ft., darkvisio
  onic 
  XP) 
  dragon can brea
  ermission granted
  ndix: M
  ain 
  on-lawful alignmen
  INT 
  WIS 
  14 (+2) 
  11 (+0
  s +2 
  hree melee attac
  er. Or the captain
  5 to hit, reach 5 f
   
  Attack: +5 to hit,
  (1d4 + 3) piercin
  C against one me
  ptain must see th
  ack Dra
  INT 
  WIS 
  10 (+0) 
  11 (+0
  Wis +2, Cha +3 
  n 60 ft., passive 
  athe air and wate
   to print or photo
  Monst
  nt 
  CHA 
  0) 
  14 (+2) 
  ks: two with 
  n makes two 
  ft., one target. 
  , reach 5 ft. or 
  ng damage. 
  elee attack 
  he attacker 
  agon 
  CHA 
  0) 
  13 (+1) 
  Perception 14 
  r. 
   
  copy this docume
  ter/NP
  Actio
  Bite. Me
  7 (1d10 
  Acid Bre
  foot line
  make a 
  damage 
  successf
   
  Car
  Large mo
    
  Armor C
  Hit Poin
  Speed 30
    
   
  STR
   14 (+2)
    
  Skills Pe
  Senses d
  Languag
  Challeng
    
  Keen Sm
  (Percept
  Spider C
  includin
  ability ch
  Actio
  Multiatt
  its tenta
  Tentacle
  creature
  succeed
  for 1 mi
  target ca
  turns, en
  Bite. Me
  7 (2d4 +
  nt for personal us
  PC Sta
  ons 
  elee Weapon Atta
  + 2) piercing dam
  eath (Recharge 5–
  e that is 5 feet wid
  DC 11 Dexterity s
   on a failed save
  ful one. 
  rrion C
  onstrosity, unaligne
  Class 13 (natural 
  nts 51 (6d10 + 18
  0 ft., climb 30 ft.
  DEX 
  C
  ) 
  13 (+1) 
  16
  erception +3 
  darkvision 60 ft.,
  ges — 
  ge 2 (450 XP) 
  mell. The carrion 
  tion) checks that
  Climb. The carrio
  g upside down o
  heck. 
  ons 
  tack. The carrion
  acles and one wit
  es. Melee Weapon
  e. Hit: 4 (1d4 + 2)
   on a DC 13 Con
  nute. Until this p
  an repeat the sav
  nding the poison
  elee Weapon Atta
  + 2) piercing dam
  Th
  se only.  
  atisti
  ck: +4 to hit, reac
  mage plus 2 (1d4
  –6). The dragon 
  de. Each creature
  saving throw, tak
  , or half as much
  Crawle
  ed 
  armor) 
  8) 
   
  CON 
  INT 
  6 (+3) 
  1 (−5) 
   passive Percept
  crawler has adva
  t rely on smell. 
  n crawler can cli
  on ceilings, witho
  n crawler makes t
  th its bite. 
  n Attack: +8 to hi
  ) poison damage
  nstitution saving 
  poison ends, the 
  ving throw at the 
  n on itself on a su
  ck: +4 to hit, reac
  mage. 
  he Scroll T
  ics 
  ch 5 ft., one targe
  4) acid damage.
  exhales acid in a
  e in that line mu
  king 22 (5d8) aci
  h damage on a 
  er 
  WIS 
  C
  12 (+1) 
  5 
  tion 13 
  antage on Wisdo
  mb difficult surfa
  out needing to m
  two attacks: one 
  t, reach 10 ft., on
  e, and the target 
  throw or be pois
  target is paralyz
  end of each of it
  uccess. 
  ch 5 ft., one targe
   
  Thief 
  26 
  et. Hit: 
   15-
  st 
  d 
  CHA 
  (−3) 
  m 
  aces, 
  make an 
  with 
  ne 
  must 
  soned 
  ed. The 
  ts 
  et. Hit: 
  
   
  The Scroll Thief 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  27 
   
  Guard 
  Medium humanoid (any race), any alignment 
   
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
  Lizardfolk 
  Medium humanoid (lizardfolk), neutral 
    
  Armor Class 15 (natural armor, shield) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  13 (+1) 
  7 (−2) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3, Stealth +4, Survival +5 
  Senses passive Perception 13 
  Languages Draconic 
  Challenge 1/2 (100 XP) 
    
  Hold Breath. The lizardfolk can hold its breath for 15 minutes. 
  Actions 
  Multiattack. The lizardfolk makes two melee attacks, each one 
  with a different weapon. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) piercing damage. 
  Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Shadow 
  Medium undead, chaotic evil 
    
  Armor Class 12 
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  13 (+1) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
    
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
    
  Amorphous. The shadow can move through a space as narrow 
  as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the shadow can 
  take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s 
  Strength score is reduced by 1d4. The target dies if this reduces 
  its Strength to 0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. 
   If a non-evil humanoid dies from this attack, a new shadow 
  rises from the corpse 1d4 hours later. 
  
   
   
  S
  M
    
  A
  H
  S
    
   
   
   
  D
  D
  C
  S
  L
  C
    
  In
  c
  (
  S
  d
  (
  A
  L
  H
  D
  r
  r
  d
   
  S
  M
   
  A
  H
  S
    
   
   
   
  S
   
   
   
  Specter
  Medium undead, ch
  Armor Class 12 
  Hit Points 22 (5d
  Speed 0 ft., fly 50 
  STR 
  DEX
  1 (−5) 
  14 (+
  Damage Resistan
  bludgeoning, p
  weapons 
  Damage Immunit
  Condition Immun
  paralyzed, petri
  Senses darkvision
  Languages under
  speak 
  Challenge 1 (200 
  ncorporeal Move
  creatures and obj
  1d10) force dam
  Sunlight Sensitivi
  disadvantage on 
  Perception) chec
  Actions 
  Life Drain. Melee 
  Hit: 10 (3d6) nec
  DC 10 Constitutio
  educed by an am
  eduction lasts un
  dies if this effect 
   
  Spy 
  Medium humanoid
  Armor Class 12 
  Hit Points 27 (6d
  Speed 30 ft. 
  STR 
  DEX
  10 (+0) 
  15 (+
  Skills Deception +
  Persuasion +5, 
  Not for resale. Pe
  r 
  haotic evil 
  8) 
  ft. (hover) 
  X 
  CON 
  +2) 
  11 (+0) 
  nces acid, cold, fi
  iercing, and slas
  ties necrotic, poi
  nities charmed, e
  ified, poisoned, p
  n 60 ft., passive P
  rstands all langua
  XP) 
  ement. The spect
  jects as if they we
  mage if it ends its 
  ity. While in sunl
  attack rolls, as w
  cks that rely on s
  Spell Attack: +4 t
  rotic damage. Th
  on saving throw 
  mount equal to th
  ntil the creature f
  reduces its hit po
  d (any race), any al
  8) 
  X 
  CON 
  +2) 
  10 (+0) 
  +5, Insight +4, In
  Sleight of Hand 
  ermission granted
  INT 
  WIS 
  10 (+0) 
  10 (+0
  re, lightning, thu
  hing from nonm
  son 
  exhaustion, grapp
  prone, restrained
  Perception 10 
  ages it knew in lif
  ter can move thro
  ere difficult terra
  turn inside an o
  ight, the specter
  well as on Wisdom
  ight. 
  to hit, reach 5 ft.
  he target must su
  or its hit point m
  he damage taken
  finishes a long re
  oint maximum to
  lignment 
  INT 
  WIS 
  12 (+1) 
  14 (+2
  vestigation +5, P
  +4, Stealth +4 
   
   to print or photo
  CHA 
  0) 
  11 (+0) 
  under; 
  agical 
  pled, 
  d, unconscious 
  fe but can’t 
  ough other 
  in. It takes 5 
  bject. 
   has 
  m 
  , one creature. 
  ucceed on a 
  maximum is 
  . This 
  est. The target 
  o 0. 
  CHA 
  2) 
  16 (+3) 
  Perception +6, 
   
  copy this docume
  Senses p
  Languag
  Challeng
    
  Cunning
  action to
  Sneak A
  when it 
  on the a
  the spy t
  disadvan
  Actio
  Multiatt
  Shortsw
  target. H
  Hand Cr
  ft., one t
   
  Thu
  Medium 
    
  Armor C
  Hit Poin
  Speed 30
    
   
  STR
   15 (+2)
   
  Skills Int
  Senses p
  Languag
  Challeng
    
  Pack Tac
  creature
  creature
  Actio
  Multiatt
  Mace. M
  Hit: 5 (1
  Heavy C
  100/400
  nt for personal us
  passive Perceptio
  ges any two langu
  ge 1 (200 XP) 
  g Action. On each
  o take the Dash, 
  Attack (1/Turn). T
  hits a target with
  attack roll, or whe
  that isn’t incapac
  ntage on the atta
  ons 
  tack. The spy ma
  word. Melee Weap
  Hit: 5 (1d6 + 2) p
  rossbow. Ranged 
  target. Hit: 5 (1d
  ug 
  humanoid (any ra
  Class 11 (leather 
  nts 32 (5d8 + 10)
  0 ft. 
  DEX 
  C
  ) 
  11 (+0) 
  14
  timidation +2 
  passive Perceptio
  ges any one lang
  ge 1/2 (100 XP)
  ctics. The thug h
  e if at least one of
  e and the ally isn’
  ons 
  tack. The thug m
  Melee Weapon Att
  d6 + 2) bludgeo
  Crossbow. Ranged
  0 ft., one target. H
  Th
  se only.  
  on 16 
  uages 
  h of its turns, the
  Disengage, or H
  The spy deals an 
  h a weapon attac
  en the target is w
  citated and the s
  ack roll. 
  akes two melee a
  pon Attack: +4 to 
  piercing damage. 
  Weapon Attack: 
  6 + 2) piercing d
  ace), any non-good
  armor) 
   
  CON 
  INT 
  4 (+2) 
  10 (+0)
  on 10 
  uage (usually Co
  as advantage on
  f the thug’s allies
  ’t incapacitated. 
  makes two melee 
  tack: +4 to hit, re
  ning damage. 
  d Weapon Attack:
  Hit: 5 (1d10) pier
  he Scroll T
  e spy can use a b
  Hide action. 
  extra 7 (2d6) dam
  k and has advant
  within 5 feet of an
  py doesn’t have 
  ttacks. 
  hit, reach 5 ft., o
  +4 to hit, range 3
  damage. 
  d alignment 
  WIS 
  C
  ) 
  10 (+0) 
  11
  ommon) 
  n an attack roll ag
  s is within 5 feet 
  attacks. 
  each 5 ft., one cre
  : +2 to hit, range 
  rcing damage. 
  Thief 
  28 
  bonus 
  mage 
  tage 
  n ally of 
  one 
  30/120 
  CHA 
   (+0) 
  gainst a 
  of the 
  eature. 
  
   
   
   
  Not for resale. Pe
  App
  ermission granted
  endix
   
   to print or photo
  x: Map
   
  copy this docume
  p of th
  nt for personal us
  he Spil
  Th
  se only.  
  llway
  he Scroll T
  y 
  Thief 
  29 
   
  
   
   
  Ap
  Not for resale. Pe
  ppend
  ermission granted
  ix: Ma
   to print or photo
  ap of t
   
  copy this docume
  the D
  nt for personal us
  ragon
  Th
  se only.  
  n’s Sw
  he Scroll T
  wamp 
  Thief 
  30 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S01 - Tyranny of Dragons/DDEX1-06 - The Scroll Thief.pdf