TEXT: 	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  1 
  Administrative Guidance: 
  Reclamation of Phlan 
  This	document	provides	guidance	on	running	
  Reclamation	of	Phlan:	a	D&D	Epics™	adventure.	
  Overview 
  Each	group	will	play	one	of	three	adventure	tracks.	
  This	adventure	supports	the	following	tiers	of	play:	
   1st	through	4th‐level	characters	(optimized	for	
  five	3rd‐level	characters)	
   5th	through	10th‐level	characters	(optimized	for	
  five	8th‐level	characters)	
   11th	through	16th‐level	characters	(optimized	
  for	five	12th‐level	characters).		
  	 Each	table	must	seat	characters	of	the	same	tier.	
  This	is	a	special	four‐hour	interactive	adventure,	
  designed	for	many	tables	playing	together.		Because	
  of	the	interactive	nature	of	the	adventure,	each	track	
  possesses	interactive	elements	that	will	impact	not	
  only	the	characters,	but	other	groups	as	well.		
  Participants 
  The	adventure	requires	the	following	participants	to	
  run	smoothly.		
   Groups:	a	table	of	3‐7	players	representing	
  different	factions.	There	must	be	at	least	two	
  groups	per	track	(minimum	18	players	for	the	
  event).	
   Group	Leaders:	each	table	has	one	representative	
  that	is	responsible	for	reporting	events	to	the	
  Captains.		
   Dungeon	Masters:	each	table	has	one	Dungeon	
  Master.		
   Captains:	Each	section	has	captains	who	are	
  responsible	for	adjudicating	interactive	events	and	
  answering	questions	posed	by	DMs.	The	captains	
  forward	their	results	to	their	individual	
  Commander.		
   Commanders:	Each	track	has	a	commander	who	is	
  responsible	for	counting	victories	and	announcing	
  important	interactive	elements.	
  Setup 
  The	following	steps	are	important	for	running	the	
  event	smoothly.	
  Step 1. Prepare War Maps 
  Each	track	has	a	large	war	map	on	display	at	HQ	(see	
  Appendix	1:	War	Maps).	During	play,	each	group	
  moves	their	banner	across	the	war	map	to	show	
  where	they're	fighting.	The	war	maps	should	be	easily	
  accessible.	If	projector	equipment	is	available,	the	
  war	maps	can	be	projected	onto	screens.		
  	 Each	war	map	must	have	space	for	the	following:	
   A	container	for	victory	points.	This	is	referred	to	as	
  the	track's	Victory	Pool.		
   The	banner	for	the	track's	villain	(see	Appendix	2:	
  Villain	Banners).	The	track	villain	starts	off	the	
  map.	
   Flags	for	interactive	elements	(see	Interactive	
  Elements,	below).	The	flags	start	out	of	view,	and	
  are	raised	next	to	the	war	map	when	special	events	
  activate	them.		
  Step 2. Prepare Tables  
  Each	table	must	have	a	unique	table	number	
  displayed	prominently	on	its	surface.	It	is	important	
  that	players	and	administrators	can	find	other	tables,	
  and	identify	which	track	they	are	playing.	If	possible:	
   Tables	are	groups	together	by	adventure	track	
   Tables	are	arranged	in	table	number	order.		
  For	large	events,	the	administrators	can	provide	each	
  group	with	a	plan	of	the	tables	and	their	numbers,	or	
  ensure	a	table	plan	is	easily	accessible	to	all.			
  Step 3. Muster Groups / Assign 
  Adventure Packs 
  During	muster,	each	table	should	be	supplied	with	an	
  adventure	pack	for	their	track.	This	contains:	
   The	track	adventure.	All	DMs	should	read	the	
  adventure	beforehand.		
   A	banner	for	the	track	(see	Appendix	3:	Group	
  Banners).	
   A	set	of	victory	point	counters.	
   Handouts	for	the	track.	
  Step 4. Count Groups per Track 
  To	calculate	victories,	the	administrators	need	to	
  know	how	many	groups	are	participating	on	each	
  track.	Before	play	begins,	perform	a	table	count.		
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  2 
  Step 5. Play! 
  When	play	begins,	the	administrators	should	read	the	
  briefing	aloud	to	the	players	(see	Announcements,	
  below).		
  Core Rules 
  Banners 
  Whenever	a	group	moves	to	a	new	sector	on	the	map,	
  the	Group	Leader	must	visit	headquarters	to	move	
  the	group's	banner.	To	avoid	confusion,	the	
  administrators	should	move	the	banners	for	the	
  groups.			
  	 Before	play	begins,	each	group	will	write	their	table	
  number	on	their	banner.	When	a	player	first	delivers	
  their	banner	to	HQ,	check	that	it	has	their	table	
  number	on	it!		
  	 All	banners	start	in	the	same	sectors	(unless	
  players	use	the	Cloaks	ability	to	teleport):	
  Track 
   
  Starting Sector 
  1: Lion 
   
  L-A: Frozen Bay 
  2: Eagle  
  E-A: Phlan 
  3: Broadsword 
  B-A: Castle Dungeons 
  Boons 
  During	play,	groups	earn	special	benefits	that	affect	
  other	tables.	These	are	called	Boons.	The	adventure	
  packs	contain	handouts	for	every	boon	on	the	track.	
  	 Each	boon	applies	to	a	specified	track.	When	the	
  boon	is	earned,	the	group	can	award	it	to	a	table	on	
  that	track,	or	hand	it	to	the	administrators.	The	
  administrators	then	award	it	on	their	behalf.	
  Victory Points 
  As	each	group	completes	encounters,	they	earn	
  victory	points.	Victory	point	counters	are	taken	to	HQ	
  and	added	to	the	track's	victory	pool.		
   Each	track	needs	an	appropriate	container	for	its	
  victory	pool.	When	counters	are	added,	the	
  Commander	must	keep	a	tally	of	the	running	total.	
   Interactive	events	occur	when	the	victory	pool	
  reaches	certain	thresholds	(see	Interactive	Events	
  below).	When	the	event	begins,	calculate	the	
  amount	of	victory	points	needed	for	each	
  interactive	event.	
   At	the	end	of	the	event,	collect	the	tracking	sheet	
  from	each	group.	The	group	that	recorded	the	most	
  victory	points	on	their	tracking	sheet	wins	a	prize.	
  If	needed,	this	can	be	announced	after	the	event	via	
  notice	board	or	over	a	website.	
  Final Hour 
  The	game	ends	after	four	hours.	At	this	point,	the	
  Epic	Staff	announce	which	tracks	succeeded	or	failed.		
  	 In	the	final	hour,	it	is	important	that	the	
  administrators	build	suspense	around	the	success	or	
  failure	of	each	track	(for	this	reason,	the	total	in	the	
  victory	pool	should	be	kept	secret).	The	Epic	Staff	
  should	visit	different	groups	to	encourage	them	and	
  spread	excitement.	In	the	final	hour,	the	track	villains	
  also	prowl	between	tables	(see	Track	Villains,	below).	
  Interactive Events 
  Each	track	has	interactive	elements	that	affect	other	
  tracks.	
  	 When	an	interactive	element	occurs,	the	
  administrators	raise	a	colored	flag	at	headquarters	
  and	make	an	announcement	(see	Announcements,	
  below).	
  Victory Pool Events 
  The	Commander	should	keep	track	of	the	victory	
  pool	and	be	ready	for	the	following	events.	
  Victory Pool Threshold 1: Unlock Allied 
  Sector 
  The	first	victory	pool	threshold	unlocks	an	
  inaccessible	sector	on	another	track.	To	unlock	the	
  sector,	the	track	must	accumulate	the	following	
  amount	of	victory	points:	
   5	victory	points	multiplied	by	the	number	of	
  tables	participating	on	the	track.	
  When	the	victory	pool	reaches	this	threshold,	consult	
  the	following	table	to	see	which	sector	is	unlocked:	
  Unlocking Sectors 
  Victory Pool 
  Sector Unlocked 
  1: Lion 
  B‐D: Maze of Ruins (Track 3). 
  Raise purple flag. 
  2: Eagle 
  L‐D: Old Phlan (Track 1). 
  Raise yellow flag. 
  3: Broadsword 
  E‐D: Grass Sea (Track 2). 
  Raise blue flag. 
  	
  Example:	Five	groups	are	participating	on	Track	1.	
  When	their	victory	pool	reaches	25	points	or	higher,	
  they	unlock	the	inaccessible	sector	on	Track	3.	The	
  administrators	raise	the	purple	flag.	
  Victory Pool Threshold 2: Win Track 
  To	win	the	track,	the	track's	victory	pool	must	equal	
  or	exceed	the	following	threshold:	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  3 
   20	victory	points	multiplied	by	the	number	of	
  tables	participating	on	the	track.	
  The	success	or	failure	of	each	track	must	be	kept	
  secret	until	the	end	of	the	event.	
  Example:	Eight	groups	are	participating	on	Track	3.	To	
  win	the	track,	their	victory	pool	must	equal	or	exceed	
  160	points.		
  Extending the Event 
  Due to its open structure, Reclamation of Phlan can be 
  extended to run comfortably for up to 8 hours. For each 
  additional hour that the event runs for, change the calculation 
  for winning the track as follows: 
   5 Hours: 23 victory points multiplied by the number of 
  tables participating on the track 
   6 Hours: 26 victory points multiplied by the number of 
  tables participating on the track 
   7 Hours: 29 victory points multiplied by the number of 
  tables participating on the track 
   8 Hours: 32 victory points multiplied by the number of 
  tables participating on the track 
  Victory Missions  
  The	administrators	will	assign	the	following	special	
  quests	to	individual	groups.	Only	the	chosen	group	
  plays	the	quest.	Victory	Missions	resolve	pivotal	
  moments	in	the	battle	for	Phlan.	They	also	determine	
  the	fate	of	key	NPCs	in	the	ongoing	storyline.	
  Unlocking Victory Missions 
   Trigger 
  Mission 
   Track 
  Start of 
  Event 
  1: Lighting the 
  Beacon 
   1: Lion (Sector L‐A) 
  Victory 
  Mission 1 
  Complete 
  2: Bomb the Gate 
  2: Eagle (Sector E‐A) 
  Victory 
  Mission 2 
  Complete 
  3: The Pool of 
  Radiance 
  2: Eagle (Sector E‐D) 
  Victory 
  Mission 3 
  Complete 
  4: Raise 
  Doomguide 
  Glandon 
  1: Lion (Sector L‐E) 
  Victory 
  Mission 4 
  Complete 
  5: Trap 
  Tyranthraxus 
  3:Broadsword (Sector B‐E) 
  	
  When	a	victory	mission	is	triggered,	the	Epic	Staff	use	
  the	war	map	to	pick	a	group	in	the	listed	sector.	The	
  administrators	then	ask	the	group	if	they	wish	to	play	
  the	mission.	
  	 Victory	Missions	cannot	be	assigned	in	the	last	30	
  minutes	of	play.	
  Beginning a Victory Mission 
  If	the	group	accepts	the	mission,	they	have	a	choice:	
   Abandon	any	ongoing	encounter	or	quest.	Any	spell	
  slots	that	characters	expended	in	the	abandoned	
  episode	are	restored,	and	the	characters	regain	any	
  hit	points	they	lost.	
   Finish	their	current	encounter	or	quest	before	
  playing	the	victory	mission.	
  Play Mission 
  The	adventure	contains	rules	for	playing	victory	
  missions,	including	rewards.	When	the	mission	is	
  complete,	the	group	will	notify	the	administrators	of	
  their	success	or	failure.	
  Success: Assign Victory Points 
  If	the	group	completes	the	mission,	each	track's	
  victory	pool	receives	two	victory	points	for	every	
  table	participating	on	that	track!	The	Commanders	
  simply	add	this	to	the	accumulated	total.	
  Failure: Reassign Mission  
  If	the	group	fails	the	mission,	the	administrators	can	
  assign	it	to	another	group	in	their	sector.	The	mission	
  must	be	a	success	to	unlock	the	next	victory	mission.	
  Track Villains 
  Each	track	has	a	villain	that	moves	from	table‐to‐
  table,	attacking	different	groups.	The	Commanders	
  control	these	villains.	Villains	enter	play	at	the	
  following	times:	
  Unlocking Victory Missions 
   Trigger 
  Villain 
   Track 
  Victory 
  Mission 3 
  complete or 
  final hour 
  begins 
  Narle 
  Shieldbiter 
  2: Eagle (Sector E‐D). 
  Raise red flag 
  Victory 
  mission 4 
  complete or 
  final hour 
  begins 
  Glandon the 
  Vampire 
   1: Lion (Sector L‐E). 
  Raise black flag 
  Victory 
  Mission 5 
  complete or 
  final hour 
  begins 
  Vorgansharax 
  3: Broadsword (Sector B‐E). 
  Raise green flag 
  	
  Villains	cannot	enter	play	until	two	hours	of	play	have	
  passed.	For	full	rules	on	villains,	see	the	Controlling	
  Track	Villains	section	below.		
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  4 
  Blowing the Stojanow Gate 
  Groups	on	Track	3	cannot	use	Boons	from	other	
  tracks	until	the	Stojanow	Gate	is	destroyed.	This	
  occurs	when	the	Bomb	the	Gate	victory	mission	is	
  won.	When	the	Bomb	the	Gate	mission	is	won,	raise	
  the	orange	flag	and	read	the	Destroy	Stojanow	Gate	
  announcement.	
  Flag Summary 
  Flag 
   
  Event 
  Yellow  
  Sector L‐D: Old Phlan (Track 1) unlocked 
  Blue 
   
  Sector E‐D: Grass Sea (Track 2) unlocked 
  Purple 
  Sector B‐D: Maze of Ruins (Track 3) 
  unlocked 
  Black 
   
  Track 1 villain in play  
  Red 
   
  Track 2 villain in play  
  Green 
   
  Track 3 villain in play 
  Orange 
  Stojanow Gate destroyed. Groups on Track 
  3 can now use Boons received from other 
  tracks. 
  Controlling Track Villains 
  1. Introducing Villains 
  Villains	enters	the	game	when	groups	complete	
  victory	missions,	or	the	final	hour	of	play	begins.	
  When	a	villain	awakes,	the	administrators	will:	
   Place	the	villain	banner	on	the	appropriate	sector	
  of	the	track's	war	map		
   Raise	the	appropriate	flag	at	HQ	
   Read	the	appropriate	announcement.	
  2. Moving the Villain 
  The	commander	uses	the	war	map	to	target	a	group	
  in	the	same	sector	as	the	villain	(or	the	nearest	group	
  if	no	other	groups	are	present).	The	administrators	
  move	the	villain's	banner	adjacent	to	the	targeted	
  group's	banner,	and	the	commander	seeks	out	the	
  table.	
  Arriving at the Table 
  When	the	villains	arrives	at	the	table,	the	DM	reads	
  the	appropriate	introduction	from	the	adventure	
  booklet.	Resolve	a	single	round	of	combat	against	the	
  villain	(see	"Fighting	the	Villain",	below).		
  Moving on 
  When	one	round	of	combat	is	complete,	the	villain	
  moves	on	to	target	another	group.	The	villain	must	
  attack	all	groups	in	its	sector	at	least	once	before	
  moving	to	a	new	sector.	To	attack	a	group	a	second	
  time,	the	villain	must	attack	every	other	group	
  present	in	the	same	sector.	
  Administrator Assistance 
  In	large	events,	an	assistant	can	target	groups	for	the	
  commander	ahead	of	time,	and	relay	the	table	
  numbers	in	person	or	via	instant	message.			
  3. Fighting the Villain 
  Battles	against	the	villain	uses	the	following	steps	as	
  it	moves	to	and	from	different	tables.	
  Step A. Determine Initiative 
  Combat	occurs	outside	the	normal	initiative	order.	
  Any	monsters	present	when	the	villain	arrives	do	not	
  participate	in	the	battle.	Each	villain	behaves	
  differently:	
  	
  Glandon	the	Vampire:	
   Due	to	his	mastery	over	the	mists,	Glandon	takes	
  his	turn	first.	The	commander	will	resolve	these	
  attacks.	If	the	players	have	Boon	L‐5B:	Mists	of	
  Ravenloft,	they	act	before	the	vampire.			
   When	Glandon	is	done,	each	character	takes	a	free	
  turn.	The	players	can	take	their	turns	in	any	order.		
  Narle	Shieldbiter:	
   Due	to	his	mastery	over	his	steed,	Narle	takes	his	
  turn	first.	The	commander	will	resolve	these	
  attacks.	If	the	players	use	Boon	L‐1A:	Eyes	on	
  High,	they	act	before	Narle	but	do	not	gain	
  surprise.			
   When	Narle	is	done,	each	character	takes	a	free	
  turn.	The	players	can	take	their	turns	in	any	order.		
  Vorgansharax:		
   Vorgansharax	is	slow,	so	the	group	always	goes	
  first.	Each	character	takes	a	free	turn.	The	players	
  can	take	their	turns	in	any	order.		
   Keep	track	of	how	much	damage	each	character	
  deals	to	the	dragon.	
   At	the	end	of	each	character's	turn,	Vorgansharax	
  can	choose	to	expend	one	of	its	three	legendary	
  actions.	
  Step B. The Villain Attacks 
  Each	villain	attacks	differently:	
  	
  Glandon	the	Vampire:	
   At	the	start	of	his	turn,	Glandon	regenerates	20	hit	
  points	if	he	has	at	least	1	hit	point	and	isn't	in	
  sunlight	or	running	water.	If	he	took	radiant	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  5 
  damage	or	damage	from	holy	water	during	his	
  previous	attack,	this	trait	does	not	function.		
   If	Glandon	acts	before	the	characters,	he	uses	
  charm	to	target	any	obvious	spell	casters.		
   If	Glandon	acts	after	the	characters,	he	uses	
  multiattack	to	grapple	and	bite	the	character	who	
  dealt	the	most	damage	to	him.	
  At	the	end	of	each	player's	turn,	Glandon	can	
  choose	to	expend	one	of	his	legendary	actions.		
  	
  Narle	Shieldbiter:	
  Narle	and	his	manticore	share	the	same	stat	block.	On	
  his	turn,	Narle	takes	the	following	actions:	
   If	Narle	acts	before	the	players,	he	opens	with	a	
  salvo	from	his	manticore's	tail	spikes.	If	the	players	
  act	before	him,	he	does	not	use	this	power.		
   Narle	then	uses	multiattack	to	attack	three	times	
  with	his	greataxe.		
  At	the	end	of	each	player's	turn,	Narle	can	choose	
  to	expend	one	of	his	legendary	actions.		
  	
  Vorgansharax:	
  On	its	turn,	Vorgansharax	takes	the	following	actions:	
   If	the	group	deals	a	combined	total	of	less	than	25	
  damage	per	conscious	character	to	the	dragon,	it	
  unleashes	its	breath	weapon	against	the	group.	
   If	the	group	deals	a	combined	total	equal	to	or	
  greater	than	25	damage	per	conscious	character	to	
  the	dragon,	it	uses	its	multiattack	instead;	attacking	
  different	targets	with	each	attack.	
  Step C. Hit points  
  Each	villain	has	a	different	calculation	for	hit	points:		
  	
  Glandon	the	Vampire:	
  Glandon	has	hit	points	equal	to	25	multiplied	by	the	
  number	of	tables	participating	in	Track	1	(minimum	
  144	hit	points).	For	example,	if	ten	tables	participate,	
  Glandon	has	250	hit	points.	
  	
  Narle	Shieldbiter:		
  Narle	has	hit	points	equal	to	60	multiplied	by	the	
  number	of	tables	participating	in	Track	2	(minimum	
  200	hit	points).	For	example,	if	five	tables	participate,	
  Narle	has	300	hit	points.	
  	
  Vorgansharax:	
  Vorgansharax	has	hit	points	equal	to	80	multiplied	by	
  the	number	of	tables	participating	in	Track	3	
  (minimum	400	hit	points).	For	example,	if	five	tables	
  participate,	Vorgansharax	has	400	hit	points.	
  Step D. Leaving the Table  
  When	everyone	has	acted,	the	villain	moves	to	
  another	table.		
  Step E. Chasing the Vampire (Track 1 
  only) 
  If	Glandon	retreats	before	the	group	can	use	their	
  "Gulthias	Stake"	boon	(see	below),	one	player	can	
  follow	him.	That	player	leaves	the	table	with	the	
  commander	and	delivers	the	"Gulthias	Stake"	boon	to	
  the	next	group	Glandon	attacks.	The	character	joins	
  that	table	for	the	combat,	and	then	returns	to	their	
  own	group	‐	unless	they	choose	to	chase	the	vampire	
  further!						
  Step F. Defeating the Villain 
  The	villain	dies	if	it	drops	to	0	hit	points.		
   The	group	that	killed	the	villain	earns	5	victory	
  points	and	gains	the	use	of	another	short	rest.	
   Add	one	victory	point	to	the	track's	victory	pool	for	
  every	group	participating	on	that	track.	
   Read	the	appropriate	announcement.	
  Glandon	the	vampire	is	trickier	to	slay.	If	Glandon	
  drops	to	0	hit	points,	he	turns	into	a	cloud	of	mist	and	
  escapes.	The	group	earns	one	victory	point.	Glandon	
  regenerates	to	50	hit	points	and	attacks	another	
  table.		
  	 To	slay	Glandon	permanently,	the	group	needs	
  Boon	L‐3A:	Gulthias	Stake.	If	they	have	it,	Glandon	
  dies	when	the	group's	attacks	reduce	him	to	0	hit	
  points.		
  My Master, Tyranthraxus… 
  Players who have participated in previous multi‐table events 
  that feature dragons may decide to leap onto the dragon's 
  back and follow it. If so, they are in for a surprise! If a 
  character jumps onto the dragon's back, the spirit of 
  Tyranthraxus possesses them! The player must follow the 
  commander to the next table, where their character attacks 
  the group alongside Vorgansharax! After Vorgansharax has 
  taken its turn, the player takes their turn. Only remove curse 
  spell dispels the possession.  
   
  The Sword Coast Adventurer's Guide also introduced 
  Tyranthraxus as a warlock patron. If Vorgansharax arrives at a 
  table that contains a warlock with this patron, the warlock is 
  instantly possessed and leaps onto the dragon's back! At the 
  end of the event, any warlock characters that have pacts with 
  Tyranthraxus retain them: indicating that its spirit still lives.  
  Announcements 
  When	an	event	occurs,	the	Epic	Staff	should	read	the	
  boxed	text	aloud	to	all	players.	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  6 
  Mission Briefing (start of event): 
  You stand on the deck of the Gilded Trophy. It is winter, and 
  fog has frozen vast swathes of the Moonsea. Summoned by 
  your factions, you have set sail to reclaim Phlan from the Cult 
  of the Dragon! Knight Commander Jhessail Greycastle 
  addresses the alliance from the ship's upper deck. 
   
  "I remember the day the dragon took our town. When that 
  green bastard tore the roof from Valjevo Castle, and its cultists 
  crawled like vermin from the sewers. My knights failed Phlan 
  that day. It was you who saved those refugees, and led them 
  on their long journey to Mulmaster! 
   
  "We've licked our wounds too long! Winter has come, and 
  these mists can work in our favor. The dragon has fortified the 
  roads into Phlan, but won't be expecting a night attack from 
  the frozen sea. It's time to take back what is ours!  
   
  "We attack in three banners! The lion will cross the ice on 
  sleighs to liberate the streets! The eagle will secure the skies 
  on griffons! The broadsword will teleport into Valjevo Castle to 
  slay the dragon! 
   
  "The Cult of the Dragon is finished. Together, let us be the 
  hammer that seals their coffin forever!"      
  Unlocking Sectors 
  Each	track	has	one	sector	that	is	inaccessible	until	
  another	track	unlocks	it	(see	Interactive	Events,	
  above):	
  Unlock Track 1 Sector (Sector L-D: Old 
  Phlan) 
  The magic thicket surrounding Castle Valjevo is ablaze! The 
  griffon riders of Group Eagle have fire‐bombed the 
  undergrowth, and exposed the gates into the old town. Group 
  Lion: the streets of Old Phlan are now unlocked! 
  Unlock Track 2 Sector (Sector E-D: Grass 
  Sea) 
  Word spreads across the alliance that Group Broadsword has 
  located the orc hideouts inside the Grass Sea! Group Eagle: 
  The Grass Sea is unlocked! 
  Unlock Track 3 Sector (Sector B-D: Maze 
  of Ruins) 
  Alarms sound throughout Valjevo Castle! To the sound of 
  marching drums, dozens of black‐clad knights file from the 
  castle to deal with the attack on the docks. The diversion is 
  working. Group Lion has drawn the enemy from the dragon's 
  lair! Group Broadsword: The Maze of Ruins is now unlocked! 
  Track Villains Enter Play 
  Each	track	has	a	villain	that	moves	from	table‐to‐table	
  until	slain	(see	Track	Villains,	above):	
  Track 1 Villain Enters Play 
  Freezing fog swirls through Phlan, and a mocking laugh echoes 
  overhead. Rumors spread that foolhardy adventurers have 
  unleashed a vampire in Valhingen Graveyard. Now it prowls 
  the streets, hunting for your blood!   
  Track 2 Villain Enters Play 
  Vorgansharax has learned of your actions outside town! Across 
  Phlan, the cultists begin to chant: "Shieldbiter! Shieldbiter! 
  Shieldbiter!" With a roar, an orog mounted on an armored 
  manticore takes off from Valjevo Castle. Narle Shieldbiter of 
  the Burning Banner is coming! 
  Track 3 Villain Enters Play 
  A bellowing roar echoes across town! From the heights of 
  Valjevo Castle, the green dragon Vorgansharax casts its 
  shadow across Phlan! The Maimed Virulence is on the prowl!" 
  Track Villains Die 
  Track 1 Villain Dies 
  Horns bellow across the battlefield. News reaches you that the 
  vampire has been slain by [group name]! All around, the mists 
  begin to recede! Group Lion is winning the fight!   
  Track 2 Villain Dies 
  Narle Shieldbiter has been slain in battle by [group name]! 
  Across Phlan, the orcs and goblins begin to tremble and rout! 
  Group Eagle is winning the fight!   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  7 
  Track 3 Villain Dies 
  Its death cry echoes for miles. Vorgansharax, the Maimed 
  Virulence, Tyrant of the Cinnabar Throne, has fallen in battle! 
  In time, word reaches you that the dragon was slain by (group 
  name). Broadsword is winning the fight! 
  But what of Tyranthraxus? Did its spirit escape? 
  … 
  Somewhere, deep in Valhingen graveyard, a maimed corpse 
  opens its eyes…. 
  Destroy Stojanow Gate 
  If	a	group	completes	the	Bomb	the	Gate	Victory	
  Mission,	read	the	following:	
  Boom! Group Eagle has bombed the Stojanow Gate! A colossal 
  explosion rocks Phlan as the gates collapse, and allied soldiers 
  pour into the citadel! Group Broadsword: you can now use 
  Boons gifted from other tracks! 
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  8 
  Appendix 1: War Maps 
  	
  	
  	
  	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  9 
  Appendix 1: War Maps 
  (Cont.) 
  	
  	
  	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  10 
  Appendix 1: War Maps 
  (Cont.) 
  	
  	
  	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  11 
  Appendix 2: Track Banners 
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  12 
  Appendix 2: Track Banners 
  	
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  13 
  Appendix 2: Track Banners 
  	
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP4: Reclamation of Phlan (Admin Doc) 
   
   
  14 
  Appendix 3: Villain Banners 
  	
  	
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/DDEP4 Reclamation of Phlan Admin.pdf