TEXT:  
  
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  CCC – LINKS01 – Champion of the People 
     1
  A persistent ghost has been spotted in Phlan, flitting from building to building. The residents say 
  that it stands in front of the Laughing Goblin every night, eyes wide and full of terror. If 
  approached, it screams and disappears. In the wake of the town’s re-opening and the retreat of 
  the thick winter fogs, peace must be returned before people leave for good. A D&D Adventurer’s 
  League adventure set in the town of Phlan.  
  A 4-hour Adventure for 5th – 10th Level Characters
  ALAN PATRICK 
  Adventure Designer 
  Adventure Code: CCC-LINKS-01
  V1.01 
  Development and Editing: Alan Patrick
  Cartography: Derek von Zarovich, Alan Patrick 
  Art: Khairul Hisham 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
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  Introduction 
  Welcome to Champion of the People, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system. 
  This adventure takes place after the events of DDEP4 
  Reclamation of Phlan.  
   This adventure is designed for 5th through 10th 
  level characters, and is optimized for five 9th-
  level characters. Characters outside this level 
  ranges cannot participate in this adventure. 
   This adventure takes place in the town of Phlan. 
  Knowledge of the events of the Tyranny of Dragons 
  adventures (DDEX01 series), specifically DDEX01-10 
  Tyranny in Phlan is helpful for both the player and 
  the Dungeon Master. 
  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. 
   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. 
   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. 
   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 at: 
   
  http://www.dndadventurersleague.org/ 
  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 
  Handbook. 
  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 running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
  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: 
  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, etc.) 
  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. 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for experience, gold, downtime, 
  renown, and number of permanent magic items. He 
  or she fill in the other values and write notes at the 
  
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              3
  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. 
  Alternatively, 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, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used exclusively 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 
  characters of level 9. 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 
  fractions 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. 
  Running the Adventure 
  As the Dungeon Master 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. 
  Doing so 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 one. 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.  
  
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  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. Doing so 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™ 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 
  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, the characters 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. An organization 
  providing spellcasting services can provide no more 
  than three spells per day total, unless otherwise 
  noted. 
  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. 
   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 
  Resurrection* 
   
   
  3,000 gp 
  True Resurrection* 
   
  50,000 gp 
   
  *These spells require an additional expenditure of 
  downtime days (150 for resurrection and 350 for true 
  resurrection). This cost can be reduced by 50 days for 
  each faction rank above 1 that the character possesses. 
  This downtime is spent in community service for the 
  church that provided the spell in question. The Acolyte 
  Background feature does NOT reduce the gp or 
  downtime cost for either of these spells. 
  
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  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. 
  The only active temple is Phlan now is dedicated to 
  Kelemvor. As such, only acolytes that worship Kelemvor are 
  eligible to receive the benefit of this background in this 
  adventure.
  Character Disease, Death, and 
  Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. 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 character doesn’t resolve the effect between 
  sessions, that character begins the next session still 
  affected by the debilitating effect.  
  Death  
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide.  
   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. Faction Charity is not available in 
  this adventure, as the Faction Charity only affects 
  characters of levels 1 to 4. 
   
  Background 
  Phlan has undergone many periods of unrest over 
  the last several decades, and the most recent three 
  years have been no exception. The city was central 
  to the pursuit of the Pool of Radiance by a bloated, 
  villainous green dragon, it was attacked directly by 
  that same dragon, found itself covered in a dense 
  canopy of briars, was smothered by thick, chilling, 
  otherworldly fogs and mists, and was overrun with 
  undead. Brave adventures have stood against these 
  threats every time, and for a few weeks things 
  seemed to be on the mend. 
   Calypso, the new tiefling regent of Phlan, has taken 
  it upon herself to breathe new life into trade and 
  tourism during the town’s rebuilding efforts. Many 
  of the citizens have moved back, and things seem to 
  be progressing – but in the last few days, more and 
  more ghosts have been showing up. Some are 
  aggressive, while some seem to simply “passing 
  through”. 
   There is some concern that the increased ghostly 
  activity is due to outside influence, though Calypso 
  and her forces are unlikely to admit that yet another 
  threat is now pressing upon Phlan… 
  Overview 
  The characters find themselves in The Laughing 
  Goblin, a common watering hole for adventures, 
  sailors, and locals alike. As they mingle and relax, 
  they are surprised with a impromptu show by a 
  famous bard – “Rooster” Cinderelm. 
   Unfortunately, adventurers rarely receive positive 
  surprises. Ghosts sweep through the tavern and 
  possess a number of the patrons, leaving the heroes 
  to defend the spellbound crowd (Rooster is a very 
  talented bard). Once the threat is resolved, they 
  
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              6
  learn that not is as it seems, as Rooster tells them of 
  some strange people that he has met in Phlan.  
   During the investigation, the characters are 
  menaced by a powerful zombie. This zombie is the 
  corpse of “Far” Markoth, a known person from Phlan 
  that perished during the recent dragon attacks and 
  resultant liberation of the city. Putting this creature 
  to rest may or may not be a priority for the 
  characters, depending upon their decisions and 
  history in this region. 
   Once the main suspects – the people that Rooster 
  met with – have been questioned, the characters 
  should have enough information to piece together 
  what is happening and why the ghosts are menacing 
  the town. They take this information to the town 
  guard and may call out the villain – or if they’re 
  wrong, they may falsely accuse someone instead! 
  Dungeon Master Insight 
  This adventure features a significant number of incorporeal 
  undead (and a pesky returning zombie). It is important that 
  the players do not feel entirely overshadowed, but instead 
  feel harried and pressed to find results. 
   
  In most of the combat encounters, the ghosts have 
  possessed specific hosts. They do not abandon those hosts 
  unless absolutely necessary, so the characters must decide if 
  they are going to kill their opponents or merely render them 
  unconscious. If they utilize a method that forces the ghost to 
  abandon its possessed host, it is entirely likely that the 
  former host is now incredibly confused as to why adventurers 
  are attacking them and will fight back as best they are able. 
   
  Be sure to drive home the concept of consequences for 
  the characters’ actions. Leaving a trail of dead bodies is 
  unlikely to win favors with the new leadership in Phlan. 
  Adventure Hooks 
  This adventure does not require many specific story 
  hooks and can easily be inserted into other long-
  running adventures: 
   Characters that participated in DDEP4 
  Reclamation of Phlan: Characters that participated 
  in DDEP4 are known as heroes of the town. The new 
  regent, Calypso, sends for them saying that there is a 
  new undead menace that has begun to show its face 
  in Phlan, and that she will meet with them in the 
  morning. She has arranged for them to have free 
  room and board in The Laughing Goblin for their 
  first night. 
   Faction duties: Phlan has been receiving a lot of 
  external aid now that the dragon Vorgansharax has 
  been driven out, and they’ve even gone so far as to 
  elect a tiefling regent named Calypso to lead the 
  municipal affairs. The factions are keenly interested 
  in gauging Calypso’s ability to effectively bring Phlan 
  in-line with the other cities around the Moonsea. The 
  faction heads have arranged for the characters to 
  have a pre-paid night at The Laughing Goblin so that 
  they might prepare to investigate Calypso’s abilities. 
   Already in Phlan: The characters are here in 
  Phlan due to whatever reason – though this is likely 
  due to them recently finishing another adventure. 
  They have camped out The Laughing Goblin to shake 
  off the dust of the road and to relax their weary 
  limbs. This adventure picks up very easily after their 
  previous efforts – or perhaps even in the midst of 
  another adventure! 
   
   
    
   
   
  
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  Part 1. Fest Hall Facts  
   
  Expected Duration: 45 minutes 
   
   This adventure tales place entirely within the 
  town of Phlan. If the characters wish to depart the 
  town for some reason, they certainly may - but there 
  is no guidance in this adventure for those events. 
   
  DM Suggestion – Story and Dice 
  As a roleplay- and investigation-focused adventure, it is 
  strongly encouraged for you to roll certain skill checks and 
  saving throws for the characters. This may not be an ideal 
  arrangement for some players, though, but making those 
  rolls for them can help build a stronger sense of “who done 
  it?” Allowing the players to roll their own dice will likely lead 
  a less-immersive, shorter game but the choice is ultimately 
  yours – you know your talents and should trust them! 
   
  Suggested skills and saving throws: 
  Saves. Wisdom 
  Skill Checks. Insight, Investigation, Perception, Sleight of 
  Hand, Stealth 
   
   
  It Always Starts in a Tavern 
  The Laughing Goblin, once a run-down and battered 
  old tavern on the docks of Phlan, has been repaired 
  and greatly improved by the Welcomers – the local 
  thieves guild, but don’t call them that! – and the coin 
  donated by those giving tribute at the memorial 
  locally termed “Hero’s Rest”. By no means is this 
  place a “high end” facility, but it finally sports clean 
  mugs, polished flatware, and arguably cleaner tables. 
   The Hero’s Rest memorial is located outside the 
  doors of the Laughing Goblin, and serves as a marker 
  for the heroism of one “Fat” Markoth, Protector of 
  the Goblin and Savior of Phlan. A brass plaque 
  stamped into the base of the statue of the rotund, 
  flexing man declares that “Fat” Markoth was 
  responsible for motivating the adventures that 
  helped drive out the dragon, but without his 
  ferocious charge and leadership qualities all the 
  liberations efforts would have been for naught. 
  Flowery language aside, characters that participated 
  in DDEX01-10 Tyranny in Phlan likely remember 
  Markoth’s actions very differently. 
   The adventure picks up at the end of a very long 
  day for the characters, and it is assumed that they 
  are either fresh off their most recent assignment 
  (adventure) or have only recently arrived in Phlan. 
  The sun has already gone down, and the Laughing 
  Goblin is bustling with activity, full of sailors and 
  serving staff alike. 
  The chill winter and unearthly fogs have finally retreated 
  from Phlan, and trade is beginning to return to the 
  beleaguered port town. Calypso, the new regent, has worked 
  diligently to broker new deals with ships as well as the other 
  cities around the Moonsea. Even so, the Laughing Goblin 
  continues to be one of the town’s focal points for new 
  arrivals. Rumor even has it that Calypso has been cracking 
  down on rampant violence, even going so far as to present 
  aggressors with bills for funerary expenses. 
   
  It may be run down and stink of fish, but it’s homey and 
  they don’t ask a lot of questions. And it helps that the food 
  and drink is cheap.
  As the characters begin to relax after a hard day of 
  adventuring, training, or traveling they can listen in 
  on other conversations taking place around the bar. 
  There is plenty of chatter; feel free to to roleplay 
  through the following points if time allows: 
  Calypso, the new regent, is a tiefling and has 
  garnered a reputation for being stern and direct 
  on town matters 
  Calypso has introduced a new town law: anyone 
  determined to be guilty of murder (or violence 
  leading to death) is required to pay the funeral 
  expenses of that person. This money in turn pays 
  the victim’s family, with a portion of it going 
  towards town improvement and repair efforts 
  The fall of the dragon during the long winter may 
  have driven out the dragon cultists, but other 
  mercenaries took their place 
  The port tariffs are steep but mostly fair; the 
  people are returning to the town and the inbound 
  goods are mostly food, clothing, and other 
  necessities 
  Word is, there are lingering spirits of the restless 
  dead around the city. This may be due to the 
  damage caused to Valinghen Graveyard and the 
  near-absence of the Kelemvorite clergy; at any 
  rate, they are sightings only but it’s only a matter 
  of time before one attacks a helpless citizen. 
  The monument outside the Laughing Goblin is 
  dedicated to Markoth, one of the heroes of the 
  assault on Phlan, who selflessly defended the 
  tavern so that others might escape and survive. 
  “Rooster” Cinderelm, an elf bard, is performing 
  here in the Laughing Goblin tonight. This is the 
  
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              8
  cause of much excitement, as he typically only 
  performs in more expensive venues. 
   
  Interactive History 
  Several of the above points are shaped by the decisions and 
  actions of characters throughout Adventurers League history. 
  Characters that played through these adventures 
  automatically know the following points, but you could add in 
  these points on a DC 14 Intelligence (History) check: 
   
  Calypso. Calypso is a tiefling character that was elected to 
  the post of Regent of Phlan by the attendees of Winter 
  Fantasy 2017. This was done with the cooperation of the 
  D&D AL administrative team. The events leading up to her 
  election can be found in the CCC-BMG-PHLAN1 series; as a 
  player character she does not exist in that series. This 
  character is now part of the Moonsea’s roster of NPCs and 
  has since been retired from direct play. 
  Fall of the Dragon & Valinghen Graveyard. These events 
  were set up in DDEX1-10 Tyranny in Phlan and were later 
  resolved in DDEP4 Reclamation of Phlan. The lead cleric of 
  Kelemvor in Phlan was turned into a vampire and 
  ultimately escaped when a character turned over the stake 
  of the Gilneas Tree, the only weapon known to be able to 
  defeat him. 
  Monument. During the events of DDEX1-10 Tyranny in 
  Phlan, “Fat” Markoth did indeed die outside of the 
  Laughing Goblin after charging into battle. However, in 
  truth he was not a trained fighter and fell almost 
  immediately. His actions inspired a group of heroes to fight 
  back. Later, a monument was erected in his honor and 
  dubbed “Hero’s Rest”. 
   
  Eventually the din of the tavern dies down as the lights are 
  brought low. A brightly-dressed elf steps out on the small 
  stage as several magical, dancing lights materialize around 
  him. He takes a long draw of his draught, and addresses the 
  crowd: 
   
  “Are you ready… are you ready... to CELEBRATE?” 
   
  He takes a moment and runs his fingers along the strings 
  of his hand-held harp, which has seemingly appeared from 
  out of nowhere. The notes are rich and a hush falls across the 
  room. 
  For the next several minutes the bard regales the 
  assembled crowd with tales of vicious battles 
  between the guards of Phlan and the massive dragon 
  Vorgansharax; characters that were present for the 
  events of DDEP4 Reclamation of Phlan recognize the 
  events as being spot-on, first-hand accounts of the 
  battle though they do not recall Rooster being 
  present on that day. This would be a great 
  opportunity for the other characters at the table to 
  share their knowledge, or you can summarize as 
  follows: 
   
  The Maimed Virulence, Vorgansharax, was a 
  tremendously large green dragon with a damaged 
  wing took Phlan by surprise with the aid of the 
  Cult of the Dragon. 
  After the initial attack, a heavy winter moved into 
  the town. For the first time in decades (or longer!), 
  the Moonsea froze solid for many miles around 
  Phlan. 
  The dragon caused a great tangle of briars to grow 
  above and around the town of Phlan. This served 
  as a shield against the elements, but also helped 
  the dragon protect its new borders. 
  The citizens that fought back were killed in most 
  cases, though a few were exiled. Very few exiles 
  were heard from again. 
  A thick fog rolled in, and with it came a 
  tremendous number of undead horrors. Zombies, 
  skeletons, and even a few vampires began to 
  attack the residents of Phlan. 
  Heroes from all around the Moonsea gathered and 
  launched an attack under the cover of a thick 
  winter fog. They came from the south, across the 
  sheet of ice and struck forcefully, eventually 
  winning a hard-fought victory. 
  This victory was not complete, however; the 
  vampire of Valinghen Graveyard managed to 
  escape once a charmed adventurer surrendered 
  the only weapon known to be able to injure him – 
  a stake made of the Gulthias Tree. 
  Once the dragon fell, the vampire fled the town. 
  Winter has finally broken, the briar patch has 
  collapsed and has since been cleared, and spring is 
  here – heralding a new beginning for the port 
  town. 
   
  Despite the heavy content in the song, Rooster 
  manages to keep the tone upbeat and lively and even 
  convinces most of the crowd to sing along at times. 
  When the song winds down, he tells the crowd that 
  he needs a moment to catch his breath. 
   
  
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              9
  The bard’s eye-searingly bright clothes make it impossible for 
  him to hide. He makes his way across the tavern with great 
  dexterity, speaks a few words to the bartender, and returns 
  to the stage. Rooster again addresses the crowd:
   
  “Friends! We are gathered here today to celebrate the 
  break of winter and the return of spring to this beautiful 
  town! Growth and good life to you all!” 
  He sips from a newly-delivered steaming mug of mulled 
  cider. His eyes sparkle as he begins another melody, this time 
  about the perseverance of the people of the North. 
  This time the notes are more forceful and he uses a 
  lower vocal register, but the tune is no less 
  entrancing. The crowd is pleased to be so highly 
  regarded and are fully in-sync with the bard. 
   If the characters succeed on a DC 14 Wisdom 
  (Insight) check, they can begin to tell that something 
  is off. The assembled people are ignoring everything 
  around them save for the bard; their attention is rapt 
  and focused. Characters that hail from exceedingly 
  hot backgrounds (such as Chult, or a character those 
  chose fire genasi for their race), wizards with the 
  specialty of necromancy, and characters that 
  worship Kelemvor have advantage on this check, as 
  the temperature in the room drops by several 
  degrees. 
   Those that succeed on the Insight check may 
  immediately attempt a DC 14 Wisdom (Perception) 
  check to spot some ethereal shapes moving among 
  the crowd. These shapes are three ghosts entering 
  the bodies nearby; succeeding on the Perception 
  check prevents the character from being surprised 
  in the coming combat. 
   Any character that succeed on the Insight check 
  but fail the Perception check are not surprised and 
  may act normally. Any character that failed the 
  Insight check must make a DC 14 Charisma saving 
  throw or else be incapacitated by the bard’s song 
  until they take damage or one minute has elapsed 
  after the bard’s song has stopped. 
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very weak or weak party: no adjustments
  Strong party or very strong party: add one ghost (not 
  possessing anyone at start of combat) 
   
  This encounter is further complicated by the spellbound 
  attendees. They are conscious but unresponsive – treat them 
  as helpless (AC 8; all melee attacks automatically hit and are 
  treated as critical hits; 14 hp). Until the ghosts are dealt with 
  and Rooster’s song is stopped, they cannot move from their 
  spaces. The attendees are indicated with ‘X’ marks on the 
  map.
   
  If the characters are very combat-oriented, consider 
  adding more attendees to the map. This can cause the 
  characters to rethink their standard tactics and can also 
  hamper line of sight, as the attendees are neither allies nor 
  enemies. 
  Be sure to record how many attendees are killed – the 
  characters may be penalized at the end! Each innocent 
  attendee has a funeral cost of 100 gp. 
  Tactics 
  The ghosts have entered the bodies of three people 
  in the crowd: one half-orc champion and two 
  halfling master thiefs. They have used their 
  possession ability, and if they are forced out (or if 
  their mortal shells are defeated), they flee into the 
  ethereal plane and escape through the floor. 
   The ghosts are smart enough to avoid the other 
  assembled patrons of the Laughing Goblin, and take 
  full advantage of the halfling’s small size to nimbly 
  move through occupied spaces and take cover 
  beneath tables where possible. In the half-orc body, 
  the ghost seeks to cause as much damage as 
  possible. If the patrons are injured (use the 
  commoner stats), they have an even chance of 
  fleeing, aiding the ghosts, or aiding the characters; 
  they cannot see the ghosts. 
   Through it all, the bard plays a frenzied tune from 
  his space under the stairs. If the characters attempt 
  to attack him from with ranged weapon attacks, he 
  deftly deflects their missiles. If targeted with spells, 
  he uses counterspell as a reaction (up to three times), 
  and if hit with a melee weapon attack a misty form 
  exits his body and escapes through the floor leaving 
  him dazed and confused. If the ghosts and their 
  mortal shells are defeated and the characters have 
  not yet interacted with the bard, he simply cackles as 
  his ghostly form escapes through floor before he can 
  be targeted by an attack. If Rooster’s mist moves to 
  escape or flee, it does not provoke attacks of 
  opportunity (even to those with feats or spells that 
  might otherwise negate this benefit). Beyond this, 
  Rooster is a noncombatant. 
   Once the characters learn that the people are 
  possessed or otherwise entranced, they should be 
  encouraged to refrain from killing the attendees. 
   At the end of the second round the front doors 
  crash open and an obese greater zombie enters the 
  space – this is the corpse of “Fat” Markoth. The 
  characters may recognize him from previous 
  interactions or even from the songs that Rooster has 
  
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              10
  performed (Insight DC 14). This undead beast 
  targets the characters, and if reduced to 0 hit points 
  collapses into a pile of foul-smelling table scraps and 
  foul liquid (this is not typical for zombies, and 
  characters should recognize this immediately). 
  Development
  After combat has concluded, the characters can learn 
  the following: 
  Rooster and the other formerly-possessed patrons 
  do not recall the moment that the ghosts entered 
  their bodies, but they remember the actions they 
  took while possessed. 
  The thieves and champion are sailors and 
  remember passing through a very cold zone 
  surrounding the Hero’s Rest monument outside 
  the Laughing Goblin, though they simply believe 
  this to be part of the spring evening and nothing 
  significant. Their port has just arrived just today 
  from Hillsfar. 
  Rooster has been cold all day. He can recall 
  meeting with some potential benefactors, 
  including a deeply-robed wizard named Marigold 
  Butterleaf, a dwarf merchant named Regis 
  Brightgem, and a human druid named Bitter-
  Blossom. All three of these people live in Phlan 
  and Rooster can provide directions to each. 
  The remaining patrons flee in terror from the 
  Laughing Goblin as soon as they regain their 
  faculties. 
   
  Rooster Cinderelm is shocked by what happened, 
  though on a DC 20 Wisdom (Perception) check 
  (NOTE: you should roll this secretly) the characters 
  notice that he has some questionable belongings 
  jutting from his pack, including a disguise kit and a 
  pouch of rations that smells like fragrant, perfumed 
  mushrooms. The characters may find this strange or 
  not, allow them to play this out. Regardless, he is 
  honestly impressed with the abilities of the 
  characters and shakes their hands and claps their 
  shoulders while showing his appreciation. 
   Once the characters have had a few moments with 
  the bodies (and possibly speak with Rooster about 
  his pack), they can follow up on the given leads. 
  Additionally, the owner of the Laughing Goblin 
  addresses the characters: 
  “Markoth’s chins! I can’t do anything without you 
  adventuring types getting in the way! Go-go-go-go-go!” 
  She ushers you outside as quickly as possible, complaining 
  loudly about needed to repair her tavern yet again due to 
  “those meddling adventurers”.
  Once outside, she adds the following: 
   
  She is tired of adventurers and rowdy sailors 
  destroying her furniture and damaging her bar. 
  She says that she has to close for the next several 
  days now that everyone has fled the Laughing 
  Goblin and caused much damage in the process, 
  and she will have to have yet another massive 
  discount sale to recoup her losses. 
   
  Rooster has taken this opportunity to disappear into 
  Phlan and away from the characters. He has not left 
  any sign of his passage on the cobblestones. 
   
  Hero’s Rest 
  Outside of the Laughing Goblin, some twenty-five paces away 
  is an obelisk-shaped monument. It is large, fifteen feet tall 
  and five feet thick at the base, and it has a copper plaque 
  embedded on the side facing the door of the tavern that 
  reads: 
   
   
  Markoth 
   
  Our larger-than-life hero 
   
  May his boldness last forever 
   
  And his strength be unyielding 
   
  Above plaque, etched into the stone, is a finely detailed 
  carving of a rotund man with large, broad shoulders carrying 
  a tray of drinks.
  Characters that played any of the season 1 
  adventures (DDEX01-xx, also known as the Tyranny 
  of Dragons season) are likely aware of “Fat” Markoth 
  and his role as the head server and attendant of the 
  Laughing Goblin. That the citizens of Phlan erected a 
  monument to him is flattering, as he has a special 
  place in the memories of Phlan’s long-time residents.  
   Below the plaque is a curious mark on the stone. It 
  looks like the condensation ring that a sweaty mug 
  might leave on a tabletop, and measures about 4 
  inches across. Characters with a passive Perception 
  of 16 or above can plainly see an identical mark on 
  the exposed flesh of one or more characters (anyone 
  that Rooster touched). A remove curse spell will 
  
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              11
  remove the mark from a character’s flesh, as will 
  death. 
   Once the characters have had a moment to 
  observe the statue, they catch a glimpse of a ghostly 
  figure nearby, heaving with sobs. This ghost, unlike 
  those in the tavern, has a large, soft shape and 
  mostly undefined features. Once the characters 
  notice him, he looses a soul-wrenching howl of 
  despair and disappears into the wind. 
  Treasure 
  The ghosts and their mortal shells have no treasure. 
  If anything, the characters likely spent money (or 
  donated it to the Laughing Goblin) in this part of the 
  adventure. 
  Advancing the Adventure 
  The characters have a number of leads to follow up 
  on: the wizard, the dwarf merchant, or the human 
  druid. Of course, they could also turn in for the night 
  if they so choose; in doing so, they would have to 
  find another inn and would likely be harassed by 
  undead until they resolve the investigation. 
   Advance to Part 2: The Investigation. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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              12
  Part 2. Investigation 
   
  Expected Duration: 30 - 45 minutes for each 
  investigation site 
   
  The following investigation events assume that the 
  characters are simply walking into each business 
  without subterfuge. If the characters attempt to use 
  the cover of night, invisibility spells, and so on feel 
  free to adjust as-needed. There is basic guidance to 
  account for these decisions but some creative story-
  telling may be needed if your players think outside 
  the box! 
  Investigation Flow
  The characters should have the opportunity to 
  interact once with each of the potential suspects: 
  Marigold Butterleaf, Regis Brightgem, and Bitter-
  Blossom. Each conversation may bring more 
  information to light about people the characters 
  have already spoken with; this is covered in the next 
  part. 
       As the characters travel to each investigation site, 
  they may run across a fat, shambling corpse. When 
  starting each scene or when indicated roll a die: on 
  an even number, nothing additional happens; on an 
  odd number, though, the animated corpse of “Fat” 
  Markoth (a greater zombie!) arrives with an 
  initiative of 17 and an entourage of three ghosts. He 
  always has full hit points when starting each 
  encounter, and at the end of the third round of 
  combat or if the characters manage to reduce his hit 
  points to 0 he dissolves into a foul-smelling pile of 
  table scraps and watered-down liquor (similar to the 
  effect that a vampire uses when turning into mist). 
  This combat takes place on the street outside of the 
  business and does not include the NPC. It is strongly 
  encouraged that the characters have this encounter 
  on their way to the first or second investigation, and 
  definitely before the third (though this is DM 
  discretion; use your time and the ability of the 
  players wisely). 
   Once all three investigations have been completed 
  and the characters have encountered Markoth’s 
  zombie at least once, proceed to the G-G-G-GHOSTS! 
  section. 
  Themes & “Feel” 
  There are many “campy” moments in the following 
  encounters. The adventure works best if you play 
  into them – this will encourage the players to stay 
  involved in the events and story, and will help them 
  to build connections into the story. Don’t take the 
  story too seriously, and be ready to roll with the 
  proverbial punches that the players give you! 
   Furthermore, there are references to other events 
  in the D&D Adventurers League catalog. Some 
  people (such as SEER and her former ally Bitter-Root 
  from DDAL05-08 Durlag’s Tower) are referenced 
  but it is not important to know their full history in 
  order to deliver a powerful experience in this 
  adventure. Their inclusion is merely an easter egg – 
  a hidden surprise – for deeply invested players. 
  Maps
  The focus of the adventure from here out is the 
  investigation. As such, no tactical maps are provided. 
  If you need to create maps for your players, using 
  10- and 15-foot wide alleys, 25-foot roads lines with 
  closed businesses, or even a densely packed plaza 
  (using methods similar to the Laughing Goblin 
  encounter) would work really well. 
   In short, you know your players and you are 
  strongly encouraged to tailor the game to their 
  desires! 
  Running an Effective Investigation 
  This section is very open for the characters. They should feel 
  that the town is available and “alive”. If the characters get 
  silly, don’t be shy about playing along – much of what 
  happens is a mix of farce and scare tactics. With luck and 
  intrepid inspection, they may even discover who has 
  animated Fat Mar’s corpse! 
   
  Some things to consider when working with very crafty 
  characters and players: 
   
  what will a potential legend lore spell reveal? 
  what if the characters have contacts within the 
  Welcomers? 
  Consider moving one or more clues about Rooster to a 
  ‘note’ or similar piece of physical evidence if your table is 
  very combat-oriented 
  what if one of the characters is a necromancer and 
  attempts to control Markoth? 
  what if one of the characters attempts to turn Markoth? 
  What if a character consumes spiritroot? 
   
  Prepare for these contingencies and be ready to keep the 
  action light and lively. The intention is to use scare tactics, 
  not to decimate the characters! 
   
  It is immaterial what order these encounters take place in, 
  but once an NPC has been interacted with or interviewed, 
  they leave the area and go about their business (and cannot 
  be found again until the end of the adventure). 
  
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  The locations of each of the persons of interest has been 
  indicated on the map of Phlan. “G” is the Laughing Goblin. 
  Marigold Butterleaf and the House 
  of Gentle Necromancy 
  Mapping 
  Marigold is located at location “M” on the map of Phlan.
  Marigold Butterleaf is a rotund female human with a 
  sallow complexion. Her voice is still chipper and she 
  exudes a palpable positivity, and seeks to instill this 
  positivity in those around here. Because of this 
  mindset, the residents of Phlan have come to accept 
  her – even with her strange choice of occupation. 
   Marigold – “Mari” to her friends, which she says is 
  pretty much everyone – firmly believes in the 
  positive qualities of necromancy. She will resurrect 
  beloved family pets and preservation spells on them 
  so that children do not have to be parted from their 
  trusted friends and protectors, and can, for an 
  appropriate fee, raise a number of corpses 
  (humanoids and beasts of burden) for farmers 
  outside of the town. 
   Mari has the following to offer if the characters 
  ask: 
  “Do you know Rooster Cinderelm?” Oh yes, I 
  know him. He stopped by today so that we could 
  discuss my sponsorship of his next tour. (she then 
  proceeds to discuss at-length the benefits of 
  ‘gentle necromancy’ and its positive cultural 
  impacts) 
  “Have you heard about the sobbing ghost 
  outside of the Laughing Goblin?” They say that 
  the spirit of Markoth – “Fat” Markoth to those that 
  did not know or respect him – lurks outside of that 
  monument, and bemoans the state of his beloved 
  town and tavern. He only comes out at night, and 
  only a few people have seen him. Curiously, he has 
  not been aggressive. 
  “Have you heard anything about Markoth 
  being a zombie?” Vile! Vile abominations! Family 
  members should never be raised in their suits! 
  Zombies are the work of lazy necromancers, and 
  they give us all a bad name. Did he hurt you? 
  “Have you noticed an increase in the number of 
  ghosts around Phlan?” Yes, indeed! Those spirits 
  are just looking for a little home to escape to. With 
  the Doomguides gone – you know, the clerics of 
  Kelemvore – they’re just so lost. I help where I can, 
  but I can’t catch them all. 
  “What about other types of undead?” Well, there 
  are more zombies lurking around but the city guard 
  have eliminated most of them. Zombies just need 
  some guidance, they’re only as evil and misguided 
  as their creators. I feel especially bad for the ones 
  that can’t get out of the harbor – they’ll probably be 
  there forever at this rate. 
  “What can you tell me about Regis Brightgem?” 
  Regis is an adorable dwarf, and he’ll be quick to tell 
  you that he’s not “that” Regis. But he’s an 
  opportunist, for sure, and he deals in objects that 
  have questionable histories. More often than not the 
  previous owners aren’t available, but he does not 
  source any of his goods from Phlan so we tend to 
  leave him to his own devices. 
  “What can you tell me about Bitter-Blossom?” 
  Bitter-Blossom is a curious druid, indeed. She’s not 
  been quite as bubbly since her sister disappeared 
  but she’s good people anyhow. I raised a rabbit 
  companion of hers once. She was pleased so it was a 
  win all around! 
  (if the characters have already visited Bitter-
  Blossom and learned about the spiritroot) “What 
  can you tell me about spiritroot?” That herb is 
  contraband in Phlan. Bitter-Blossom asked for 
  some, and I sometimes find little bits of it here and 
  there. It is exceptionally potent and can tether your 
  lifeforce to the spirit world for a time. Be careful, 
  though; touching it often leaves an indelible mark 
  upon your flesh, and this mark acts as a beacon for 
  the restless dead. 
  (if the characters have located the mark on their 
  bodies) “What can you tell me about this 
  mark?” That’s it! That’s the mark that spiritroot 
  leaves upon your flesh. I urge you to be wary, for the 
  dead cannot be far off. Should the worst come to 
  pass, might I take possession of your corpses? I can 
  think of a number of docks and farmsteads that 
  would benefit from your strong backs. Truly, the 
  people would appreciate it! 
   
  She appears sincere in her desire to be helpful for 
  the characters, and a DC 14 Wisdom (Insight) check 
  confirms this. If a character exceeds this check by 5 
  or more and also asked about her thoughts on Regis, 
  they can tell that there is some friction there. If 
  pressed on this, Marigold explains: 
  “I don’t mean any ill will here, but between us I think that 
  Regis spends a little too much time sourcing things from 
  expired adventurers and visiting mages. You know, wizards 
  that wear a certain kind of reddish robe?” she winks as she 
  finishes. 
  
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              14
  “He’s fine enough, but he’s got something to hide. I strive 
  to see the best in people, but he just rubs me the wrong 
  way.”
  If the characters press Marigold about the curious 
  nature of Markoth’s zombie (that it collapses into 
  table-scraps and watered-down liquor instead of a 
  corpse when defeated), she says: 
  “It certainly sounds like there is an enchantment upon him. 
  Why him specifically, I cannot say – but that is not normal 
  behavior for one of the shambling dead. Whomever 
  animated the poor server’s remains should have at least had 
  the decency to let him be properly defeated.  
  That must be frustrating for everyone. My condolences.”
  Adjusting the Encounter 
  Here are recommendations for adjusting this investigation 
  encounter. This is not intended as a combat encounter, and 
  provides no combat experience. 
  The characters are invisible or break in. Marigold is a 
  talented wizard and has secured her business with 
  permanent alarm spells. The windows are secured (sleight 
  of hand DC 16) with strong locks, and if unlocked by any 
  means the alarm is triggered – she is mentally notified. As 
  a fairly well-off member of the community, she summons 
  2d6 guards before confronting the characters. 
  The characters threaten Marigold. Although she is quite 
  chipper, she does not take threats lightly. She is treated as 
  an archmage, and is accompanied by four invisible 
  assistants. She gently encourages the characters to stand 
  down, drink some tea, and rethink their approach before 
  any combat begins. 
  Marigold is killed by the characters. If the characters kill 
  Marigold, they may find it difficult to successfully complete 
  the adventure. However, they may be able to frame her 
  for the events – be ready to adjust the Conclusion section!
  Treasure 
  If the characters peacefully interact with Marigold, 
  she hands them a scroll of protection (undead). She 
  says that everyone should be protected and ready 
  for even the best intentions to misinterpreted 
  sometimes; she asks the characters to lure the 
  undead out of Phlan so that she can assume control 
  of them if possible. 
  Moving On… 
  If the characters have not yet met with Regis or 
  Bitter-Blossom, this would be an ideal time to do so. 
   If this was the final investigation site, proceed to 
  G-G-G-GHOSTS! 
   
   
  Regis Brightgem, Lightly Used 
  Goods 
  Mapping 
  Regis is located at location “R” on the map of Phlan.
  Regis is tall for a dwarf at a little over four feet. He 
  smells strongly of old, wet tobacco leaves and has 
  just about as many teeth as he has fingers. He is a 
  dour figure, preferring to dress in blacks and greys 
  and has a tangled, greasy mat of hair that looks like 
  one big, nasty combover. His shop is tiny but stuffed 
  full of used equipment and gear, from scroll cases to 
  weapons and suits of armor. He makes no secret 
  about his Zhentarim affiliations. He resents his name 
  for several reasons, not the least among them being 
  that a halfling hero from decades past also had this 
  name. 
   Regis has the following to offer if the characters 
  ask: 
  “Do you know Rooster Cinderelm?” That snooty 
  bard came sniffing around for a magical harp 
  earlier today. Said he heard I acquired one from a 
  Waterdhavian noble awhile back, some specific 
  piece made from maple and platinum. Asked too 
  many questions and didn’t seem right, so I told him 
  to hit the road. Said he was creating some 
  interactive masterpiece here in Phlan. Kept trying 
  to shake my hand; the guy makes my skin crawl, to 
  be honest. 
  “Are you related to…” I’m not that Regis, no. 
  That’s my great-uncle, six times removed on my 
  mother’s side. He ran around with that dark elf for 
  awhile and really has his own legacy. Also, if you 
  believe that I’m related to a halfling, I have a 
  summer home in Thay to sell you. 
  “Have you heard about the sobbing ghost 
  outside of the Laughing Goblin?” I’ve heard of 
  moaning ghosts and screaming ghosts, but sobbing? 
  That’s pretty weak. 
  “Have you heard anything about Markoth 
  being a zombie?” I knew Fat Mar. He didn’t have 
  much motivation, and I don’t think that he possesses 
  the motivation to be a zombie. Too much work and 
  not enough ale for him, trust me. 
  “Have you noticed an increase in the number of 
  ghosts around Phlan?” I… guess? I don’t know. 
  I’ve been around Phlan most of my life but don’t 
  take much notice of weird magic stuff. 
  
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              15
  “What about other types of undead?” I don’t 
  think I’m your guy for this type of inquiry. I deal 
  with items, not things that don’t understand how to 
  stay dead. 
  “What do you sell here?” I’m a big fan of fewer 
  questions and more solutions. You tell me want a 
  shiny new mace with emeralds in the haft, I’m your 
  halfling. Just give me a few days, maybe a tenday. 
  Don’t ruffle my feathers and I won’t keep strict 
  records, is what I’m sayin’. 
  “What can you tell me about Marigold 
  Butterleaf?” Anyone that is that chipper has 
  something to hide. Or something to sell. Either way, 
  I’d steer clear of her. The locals say that she’s into 
  ‘gentle necromancy’ and that she’s trying to 
  promote the restless dead as a positive thing… y’ask 
  me, she’s about as nutty as a walnut tree. 
  “What can you tell me about Bitter-Blossom?” I 
  don’t deal with her very often any more. We worked 
  together once, long ago, on a project that was… let’s 
  just say ‘delicate’. Her sister disappeared not long 
  after that and she went from a happy-go-lucky 
  earthy druid-type to seeking answers in a bottle or 
  poultice. She’s talented, but has walled herself up. 
  Gotta accept the past, y’know? 
  (if the characters have already visited Bitter-
  Blossom and learned about the spiritroot) “What 
  can you tell me about spiritroot?” Stay away 
  from that stuff. They say that once you use it, you’re 
  changed. Marked. Some mage-friends of mine – we 
  go way back – harvested some once, said they 
  couldn’t shake the ghosts and other undead for 
  weeks. 
  (if the characters have located the mark on their 
  bodies) “What can you tell me about this 
  mark?” Yeah, I’ve seen that before. The goofy bard 
  had a similar mark on his hand earlier today. That 
  like a family mark or something? 
  If the characters have not yet located the mark on 
  their bodies, Regis points it out and gives the 
  above information. 
   
  Regis, for all his bile, does not seek to hide 
  information from the characters; this can be 
  confirmed on a DC 14 Wisdom (Insight) check. If a 
  character exceeds this check by 5 or more and also 
  asked about his thoughts on Bitter-Blossom, they 
  can tell that there is some friction there. If pressed 
  on this, Regis explains: 
  “Look, we worked together for some Lords’ Alliance stuff way 
  back when. Me, ‘Blossom, her sister ‘Root, and some kooky 
  elf mage by the name of Fulton Stormweather. Our patron, 
  this really intense Shou woman, wanted discretion but this 
  was a couple years back…  
  We were to infiltrate a Zhentarim trade caravan headed 
  east to Hulburg. Along the way we were supposed to grab an 
  amulet and a spellbook and leave some fakes in their place, 
  but the job went sideways. Turns out that the caravan was 
  moving some Red Wizard of Thay and his entourage. 
  Bitter-Root snagged the necklace before taking a nasty 
  spell to the face. She disappeared with a pop and we didn’t 
  see her again after that. ‘Blossom searched for her for awhile 
  but never found her, so she returned here and has just been 
  playing at being alive ever since.
   
  It’s a shame, really.” 
  The characters may decide that Regis feels bad for 
  Bitter-Blossom, and they would be correct. ‘Blossom 
  has been unable to find her sister and Regis has been 
  watching her tumble further and further into 
  depression and sadness. If pressed, he reveals that 
  he sometimes delivers food and other goods to her 
  shop by courier but will under no circumstances 
  allow her to discover that he has been sending her 
  these gifts. If the characters ask about Fulton 
  Stormweather, he shakes his head and says that he 
  knows nothing further.  
   If the characters ask him about his relationship 
  with “Fat” Markoth, Regis can add the following: 
  “Fat Mar was a good-for-nothing, gossiping lout. He would 
  sometimes tell stories about how his father was some 
  wartime hero from Cormyr, but he was just a server. Couldn’t 
  take a joke, couldn’t serve food and drink on-time, and 
  couldn’t keep himself from smelling like a demon rolled in 
  dragon offal. He spent way more time grumbling about 
  watermarks on the tables than he did actually putting food 
  and drink on them. 
   
  He’s better off dead, if you ask me. He wouldn’t have 
  survived the occupation of the city.” 
  Adjusting the Encounter 
  Here are recommendations for adjusting this investigation 
  encounter. This is not intended as a combat encounter, and 
  provides no combat experience. 
  The characters are invisible or break in. Regis’ shop is full 
  of “stuff”. The characters can root around for an hour or so 
  before finding his ledger; in it is a record of Rooster coming 
  
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              16
  to the shop asking about a ‘special harp’ with a note in the 
  margin about ‘tapping suppliers’. 
  The characters threaten Regis. Regis smiles broadly, 
  displaying the remains of his teeth like a badge of honor. 
  “Pleeeease, I’ve been threatened by bigger, meaner things 
  than you.” He cannot be intimidated and is immune to 
  fear. 
  Regis is killed by the characters. If the characters kill Regis, 
  they may find it difficult to successfully complete the 
  adventure. However, they may be able to frame him for 
  the events – be ready to adjust the Conclusion section!
  Treasure
  If the characters interact with Regis peacefully, he is 
  willing to sell them up to 2 potions of greater healing 
  for 225 gp each. If the characters ask Regis to secure 
  a spell scroll, he can produce a single spell scroll of 
  either 1st (75 gp) or 2nd level (300 gp) from his 
  stores (choose spells from the Player’s Handbook); 
  he simply asks that the characters ignore the small 
  amount of blood splattered across the end of the 
  metal scroll case. 
  Moving On… 
  If the characters have not yet met with Marigold or 
  Bitter-Blossom, this would be an ideal time to do so. 
   If this was the final investigation site, proceed to 
  G-G-G-GHOSTS! 
  Bitter-Blossom’s Medicinal 
  Greenery 
  Mapping 
  Bitter-Blossom is located at location “B” on the map of Phlan. 
  Bitter-Blossom is a human druid and owns the 
  Medicinal Greenery, near the outer wall of the town. 
  This shop is eternally warm and overly humid; it is 
  overflowing with all manner of plants and promises 
  a wide variety of flowering plants. She sells plants 
  for both decorative and medicinal use. A Nature or 
  Medicine check at DC 12 reveals that most of these 
  plants are folk remedies and not truly effective for 
  healing though they may have other uses – especially 
  as mind-altering substances. She also has a pet blink 
  dog; it has a brown coat with large black spots and is 
  large for its type, measuring almost five feet at the 
  shoulder. If asked, Bitter-Blossom simply says that 
  the dog – “Croody” – got into an unknown blend of 
  herbs one night and is now “like, giant, man”. 
   Bitter-Blossom has the following to offer if the 
  characters ask: 
  “Do you know Rooster Cinderelm?” He came 
  here earlier, yes. Wanted some spiritroot. 
  Something to slip loose this mortal coil for a little 
  while… drift among the spirits. I didn’t have any, 
  though. I don’t deal with that kind of product. He 
  made an off-hand comment about how fun it would 
  be if Phlan were a ghost town. If he meant it as a 
  joke, I didn’t understand it. People are weird. That’s 
  why I like plants. 
  “Have you heard about the sobbing ghost 
  outside of the Laughing Goblin?” That sounds 
  pretty strange, yeah. Ghosts that cry? It’s a big 
  weird world out there. 
  “Have you heard anything about Markoth 
  being a zombie?” Markoth was such a sweetheart. 
  A gentle soul. Whoever made him a zombie should 
  be ashamed. He deserves better than that. 
  “Have you noticed an increase in the number of 
  ghosts around Phlan?” I think that until Kelemvor 
  comes for us, we are just splinters of a single spirit. 
  One creature with many faces, am I right? I’m right. 
  You know it, thank you. 
  “What about other types of undead?” Sure there 
  are. I hear them at night. They scratch at the walls 
  and sometimes even wander the streets. I don’t go 
  out at night, though, especially when they’re out 
  there. That’s a bad idea. I used to have a shambler 
  out back on a chain, but it got away I think. Or 
  someone let it loose. I don’t know, but it’s gone now 
  and that’s okay. 
  “What do you sell here?” Just look around, friend! 
  Flora from all over the Moonsea and beyond – herbs 
  and flowers and roots and medicinals like you’ve 
  never seen before. If you want a colorful lily for your 
  lapel, I’ve got you – or if you want a little nibble of 
  spiritroot so you can see your granny one more 
  time, I can do that, too. Rooster bought the last of it 
  earlier, so I’m clean out right now. 
  “What is spirit root?” Spiritroot is amazing, 
  friends! It’s not cheap and only grows in some pretty 
  terrible places like graveyards and under witch 
  cauldrons and inside the skulls of dead dragons. It’s 
  pretty awesome, really. Tastes a bit like dwarf stone 
  and slimy acid, but… wow. It lets you talk to your 
  dead friends. And sometimes enemies. But usually 
  friends, yeah, let’s go with that. Totally worth the 
  cost if you can find it. I’ve only been carrying it a 
  couple days. 
  “What can you tell me about Marigold 
  Butterleaf?” She’s witchy. Like, for serious. A witch. 
  She raises the dead and commands them and… 
  and… like, she’s a witch, man. That kind of power 
  isn’t right and is pretty foul, I say. It’s just not good 
  
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  for the land, friends. Don’t let her fool you with her 
  honeyed words. 
  “What can you tell me about Regis?” Regis and I 
  are buddies. Pals. We go way back, years and… you 
  know… he just reminds me of my sister. I can’t look 
  him in the eye anymore. We lost her. My sister, 
  Bitter-Root. Our parents weren’t very creative but 
  we loved little Bitter-Root anyways. She’s been gone 
  awhile and I can’t find her. I think Regis tries to 
  help, but it hurts too much to talk to him. I don’t 
  think I’ll be able to trust anyone from the Lords’ 
  Alliance ever again. 
  (if the characters have located the mark on their 
  bodies) “What can you tell me about this 
  mark?” Ooooooh yes, I’ve seen that. The bard came 
  in with the same thing. I think it comes from 
  careless contact with spiritroot, because it kind of 
  looks like the coiled roots of the plant, I think. 
  Where did you get it?  
   
  Bitter-Blossom isn’t in her right mind and will 
  almost certainly be caught in a lie about her sale or 
  possession of spiritroot. If pressed on this, Bitter-
  Blossom explains: 
  “Sure, yeah, maaaaaaaybe I used to have some spiritroot. 
  Possibly. I remember trying some, once. I think – no, I’m 
  pretty sure – that I got it from Marigold. She’s pretty sketchy.
   
  She came to me, was pretty pushy about spiritroot. 
  Brought me some, said she’d teach me how to grow it if I 
  only tried this little bit. So I did. It was pretty amazing. Tasted 
  bad, but powerful for sure. 
   
  I saw Bitter-Root and we talked for a little bit. I know now 
  that it wasn’t really her, at least I hope it wasn’t, because she 
  talked about demons and possession and it was pretty scary.
  … anyways, don’t listen to Marigold’s lies. She’s creepy and 
  hiding something, I know it. Stay clear if you want to live.”
  Adjusting the Encounter 
  Here are recommendations for adjusting this investigation 
  encounter. This is not intended as a combat encounter, and 
  provides no combat experience. 
  The characters are invisible or break in. Several of the 
  plants in Bitter-Blossom’s shop have been awakened and 
  are drawn to sources of heat. These plants cannot ‘see’ the 
  characters, but lean in the direction of the characters. They 
  can discover the spiritroot sample if they succeed on a DC 
  16 Intelligence (Investigation) check made with 
  disadvantage (thanks to the heat-seeking plants and the 
  fact that Bitter-Blossom sleeps under the tables in the 
  shop). 
  The characters threaten Bitter-Blossom. Bitter-Blossom 
  does not appear to be threatened, likely due to her 
  constant usage of various herbs and balms. She is 
  preternaturally calm, though casting lesser restoration or 
  greater restoration will restore her clarity for ten minutes. 
  Bitter-Blossom is killed by the characters. If the characters 
  kill Bitter-Blossom, they may find it difficult to successfully 
  complete the adventure. However, they may be able to 
  frame her for the events – be ready to adjust the 
  Conclusion section!
  Treasure 
  If the characters interact peacefully with Bitter-
  Blossom, she will sell them antivenom for 40 gp 
  (discounted from the Player’s Handbook). She will 
  provide one herbalism kit free of charge to up to two 
  characters, citing “We should all be doing our part to 
  keep Faerun green, am I right? Of course I’m right.” 
   Furthermore, if the characters are peaceful and 
  succeed on a DC 16 Charisma (Persuasion) check, 
  Bitter-Blossom can provide a small sample of 
  spiritroot. It’s only enough for one dose, and she 
  says “I don’t really need this any more. I’ve talked to 
  my sister, I guess, right? This may open doors for 
  you in the future, my kindred spirits.” 
  Moving On… 
  If the characters have not yet met with Regis or 
  Regis, this would be an ideal time to do so. 
   If this was the final investigation site, proceed to 
  G-G-G-GHOSTS! 
  G-G-G-GHOSTS! 
  DM’s Note: 
  This encounter only takes place once all three investigations 
  have been completed and Markoth’s zombie has been 
  encountered. However, if the characters have encountered
  Markoth’s zombie multiple times or you are in a time-
  sensitive environment, you may wish to skip this section in 
  favor of moving forward. 
  A chill wind, unnatural for the summer in Phlan, rolls through 
  the streets, stirring up debris. A low moaning sound builds up 
  and grows gradually louder. 
  The night grows long and rain is beginning to fall on 
  Phlan. As the temperature drops, characters that 
  succeed on a DC 14 Intelligence (Nature or Arcana) 
  check realize that the temperature drop is not 
  natural. Characters that succeed on this check are 
  not surprised in the following combat. 
  
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   Spirits rise from the streets of Phlan, intent on 
  striking the characters down and feasting on their 
  life essences. Two wraiths and three ghosts emerge 
  to assault the heroes! The ghosts have possessed 
  two champions and an assassin, who is well-hidden 
  (passive Perception of 18 required to spot her). 
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this investigation 
  encounter. These are not cumulative. 
  Very weak or weak party. Remove one ghost. 
  Strong party. The undead have advantage on saving 
  throws against effects that would turn undead, and the 
  assassin has an initiative of 23. 
  Very strong party. As Strong party, the creatures all have 
  maximum hit points instead of the normal listed values, 
  and add another wraith. 
   
  As each of the undead creatures are destroyed, they 
  leave behind a curious little puff of dust and a scent 
  not unlike a mixture of mushrooms, tobacco, and 
  perfume.  
  Tactics
  If the ghosts are ever ejected from their hosts, they 
  use Horrifying Visage, then attempt to use their 
  Possession ability again if possible. They are 
  intelligent enough to target meatier, “fighter”-types 
  over clerics and magic users when choosing targets 
  for possession. If one ghost successfully frightens a 
  character, the rest will forgo their Horrifying Visage 
  in favor of striking with their Withering Touch attack 
  or more powerful melee strikes. 
   Finally, the wraiths are nearly-mindless with rage 
  and hunger. They strike with reckless abandon and 
  seek out the nearest living target whenever possible 
  and do not consider more efficient tactics. 
  Treasure
  The undead do not carry physical treasure, but once 
  combat is concluded the characters can hear the 
  pattering of feet running away down a nearby alley. 
  On a successful DC 16 Wisdom (Survival) check, they 
  can identify the tracks of a medium-sized humanoid; 
  if they succeed on this check by 5 or more, they can 
  identify that the tracks were left by a heavy human 
  woman. 
  Moving On… 
  Once all the investigation sites have been visited and 
  this encounter (or a suitable number of other 
  encounters) has been completed, proceed to Part 3. 
  The Villain’s Unmasking! 
   
   
  
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              19
  Part 3. The Villain’s 
  Unmasking!
   
  Expected Duration: 75 minutes 
   
  The characters have gathered some basic evidence, 
  and now are faced with a surprise visit from Rooster 
  Cinderelm and the sobbing ghost, then must 
  determine who has been controlling the incorporeal 
  undead in Phlan. 
  General Features 
  The features listed here are present for the entire 
  facility. 
   Light. It is well past midnight, and the moon is 
  hiding behind thick cloud cover. There is no light. 
   
  Rooster Returns 
  The characters have had a chance to interact with 
  each of the three suspects and hopefully have had 
  the opportunity to begin deciding who may or may 
  not be responsible for the undead attacks. While 
  they have this discussion, Rooster calls to them from 
  a nearby wastebin.  
  “PSST! PSST! Friends, over here!” 
   
  A familiar face peeks out from under the lid of a metal 
  wastebin, his eyes wide with fear. Rooster Cinderelm beckons 
  for you to join him. 
  Rooster has been hiding out for the last few hours, 
  and has a pretty amazing story to share: after 
  sneaking away from the characters (he was scared), 
  he too saw the fat, sorrowful ghost at Hero’s Rest. 
  This terrified him and he spent the next few hours 
  running from empty house to empty house, but 
  every place he went he heard the moaning of the 
  disembodied dead and more than once saw shuffling 
  zombies in the streets. Panic-stricken, he took refuge 
  in a metal wastebin until he heard the characters 
  nearby. He can add the following information: 
  While running, he passed Marigold’s shop. There 
  were some strange flowers growing out back that 
  he had never seen before (these match the 
  description of spiritroot flowers as given by Bitter-
  Blossom). 
  An amazingly bloated zombie can sometimes be 
  spotted shuffling to and fro in front of certain 
  taverns, like The Laughing Goblin and the remains 
  of Madame Freona’s Teakettle. It saw Rooster once 
  and shuffled after him, but he lost it. 
  Rooster is convinced that his new harp is cursed. 
  Arcana checks reveal nothing, but if the characters 
  use an identify spell or remove curse, they can 
  confirm that the harp was never cursed.  
   
  As Rooster wraps up his tale, a wet shuffling sound 
  comes from the end of the alley as the zombified 
  corpse of “Fat” Markoth (greater zombie) comes 
  into view and roars. It is joined by three ghosts as 
  combat commences. The ghosts have possessed two 
  champions and an assassin prior to combat 
  commencing. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative.  
  Very weak or weak party: remove one ghost 
  Strong party: the ghosts have advantage on their initiative 
  checks as they rise out of the street within 10 feet of the 
  characters; additionally, the zombie is immune to effects 
  that would turn undead 
  Very strong party: as above, and the zombie is resistant to 
  damage from weapons 
   
  Markoth’s zombie does not escape this combat and can be 
  defeated normally, unlike previous encounters.  
  Tactics 
  Rooster hides inside the metal wastebin for the 
  duration of this combat. 
   If Markoth’s zombie acts before the characters in 
  initiative, or if nobody has attacked it or affected it 
  with spells and abilities when its turn in initiative 
  comes up, it shuffles towards the wastebin. 
  Characters that succeed on a DC 16 Wisdom 
  (Insight) check realize that the zombie is seemingly 
  focused on this and has not yet taken offense to the 
  presence of the characters (though it is still aware of 
  them and does not grant advantage). Unless the 
  characters intervene, Markoth will open the 
  wastebin, beat Rooster to death, and then turn on 
  the characters. 
   The ghosts begin combat by attempting to get 
  advantage through their Horrifying Visage ability, 
  and follow up with Withering Touch. They seek to 
  provide a distraction for the zombie. 
  Treasure 
  When the zombie dies, noxious odors escape its 
  bloated body as it deflates. A very sturdy sash – in 
  
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              20
  truth, a belt of hill giant strength – is on the corpse 
  and shows no sign of debris or age. Additional notes 
  can be found on the handout. 
  Moving On… 
  Once the characters have defeated the bloated 
  corpse of Markoth, the sobbing ghost appears at the 
  end of the alley. It can plainly be seen as the ghost of 
  Markoth, and it points to each character (including 
  Rooster) that bears the strange mark from earlier in 
  the adventure. After pointing at the final person, it 
  looses a final primal howl and disappears into the 
  wind, leaving behind an identical mark on the 
  ground. 
   
  Rooster’s Ruse
  Rooster isn’t actually Rooster – rather, he is Doomguide 
  Glandon, a former resident of Phlan and outcast priest of 
  Kelemvor. He has been using magic to adopt the bard’s guise, 
  and has become fairly adept. The characters may pick up that 
  something is “off” with Rooster, but thanks to spells like mind 
  blank and Nystul’s magical aura, he does not detect as 
  undead or evil. Instead, he is scared – but not of the ghosts… 
  but of the characters. 
   
  If the characters decide to attack Rooster, they may do so. 
  He spends the first round pleading for his life, then in the 
  second round he makes full use of his vampiric abilities. He 
  does not have a stat block in this adventure, as he would be 
  an incredibly difficult foe for characters at this level – he has 
  been granted abilities beyond those of normal vampires by 
  the Mists of Barovia. This combat, if played, is best resolved 
  by narrative and culminating in Glandon escaping into the 
  night. Be ready to adjust the ending of the adventure if this 
  happens.
   
   At this point, the characters may wish to question 
  Rooster: 
  “Do you know Markoth?” I’ve been through Phlan 
  before, and he served me several times. Not a very 
  pleasant person. Not a bad person, just… a gossip. 
  He ruined everyone’s secrets. 
  “Where did you go earlier tonight?” While we 
  were leaving the Laughing Goblin, I got frightened 
  and fled into the city. I found my way through alleys 
  and streets, pursued by undead monsters and took 
  refuge here.  
  “Have you heard anything about Markoth 
  being a zombie?” He’s a zombie AND a ghost? Is 
  that even possible? That would make a very 
  interesting stage production… 
  “Have you noticed an increase in the number of 
  ghosts around Phlan?” That is kind of why I’m 
  here. Rumors spread quickly, and I wanted to see it 
  first hand – the City of the Dead, some call it! Ok, so 
  nobody calls it that. But it has a certain ring to it. 
  “What do you know about spiritroot?” 
  Spiritroot is potent stuff. You probably shouldn’t 
  mess with it; I hear that it catches the attention of 
  ghosts and all sorts of undead nasties. They say that 
  it allows you to speak with the dead, but if you can 
  talk to one, well, you’ll certainly gain the interest of 
  others. Yuck. 
  “What can you tell me about Marigold 
  Butterleaf?” Would you believe that she tried to 
  slip some spiritroot into my pack when I visited 
  earlier? I just wanted to speak with her about the 
  sponsorship of my next Moonsea tour, and she 
  plants illegal herbs on me! 
  “What can you tell me about Regis?” For a 
  dwarf, he’s not so ba… oh who am I kidding? He’s 
  pretty rough, even for a dwarf. I heard from a friend 
  who heard from a Zhent agent that a certain 
  musical instrument was here in Phlan, but Regis… 
  nooooooo…. he claimed he didn’t have it. 
  “What can you tell me about Bitter-Blossom?” 
  After I found that Mari had planted that stuff on me, 
  I went to Blossom’s place. I’ve heard she’s a little 
  goofy, and I was really just hoping to dump the root 
  in her shop and be on my way. She must’ve seen it, 
  though, because she kept talking about it even 
  though I only mentioned lilies and orchids – I was 
  trying to confuse her and she’s, I don’t know, a 
  savant or something. Left as soon as I could.  
  “What can you tell me about this mark?” Oh, you 
  have that too? So do I. Maybe… is this why those 
  undead keep pestering us? 
   
  At this point, Rooster pleads with the characters to 
  get the authorities involved. He believes that 
  Marigold is attempting to frame him for possession 
  of spiritroot, and that the spiritroot is causing the 
  undead to become agitated and attack those that 
  have touched it. 
   The characters should have enough evidence now 
  to form an opinion about who is responsible for the 
  attacks. 
  Advancing the Adventure 
  Once the characters have decided who the culprit is 
  and have confronted or defeated them, the town of 
  Phlan must deal with the results of this accusation.  
  Proceed to Conclusion when everyone is ready. 
   
   
   
  
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              21
  Conclusion 
  The characters have heard conflicting stories from 
  several key personalities here in Phlan, but they 
  have the opportunity now to accuse one of those 
  people of being the agitator of the undead.  
   The characters can approach the city guard, where 
  they see the tiefling Calypso embroiled in a heated 
  discussion with several high-ranking guards about 
  how to best defend their town against the rising 
  threat of the undead. Once they gain her attention, 
  they should present their evidence and name the 
  accused. The accused character does not need to be 
  present. 
  “Rooster” Cinderelm is declared the 
  villain:
  The bard’s eyes bulge as you declare him as the agitator of 
  the undead. He sputters for a moment, then exclaims:
   
  “So what if I am! Turning Phlan into a ghost-infested City 
  of the Dead would be great for tours, and adventurers, and… 
  and… and I would’ve gotten away with it, too, if it wasn’t for 
  you meddling fools!” 
   
  One of the guards reaches to restrain him, knocking 
  Rooster’s wig off in the process. As the wig leaves his head, 
  Rooster’s face shrivels and changes into that of a human 
  male with grey skin, as if he were undead. He hisses at you as 
  he bares massive fangs, and you see the holy symbol of 
  Kelemvor branded into his forehead. 
   
  There is a collective gasp, and Rooster’s form dissipates 
  into mist. 
   
  “I don’t think that was Rooster – at least, not any more.” 
  Calypso turns a wary eye out towards the city. “You’ve 
  helped more than you know, adventurers. Take our thanks, 
  and go carefully in the coming days – you have likely earned 
  the ire of a powerful creature. Though he was once a 
  Doomguide, the trusted clergy of Kelemvor, he is now an 
  abomination that must be hunted down.” 
  Characters that played in DDEP4 Reclamation of 
  Phlan, have a character background in Phlan, or that 
  have previously interacted with Doomguide Glandon 
  (from the DDEX1-x series) immediately recognize 
  the man as Glandon. A DC 12 History check prompts 
  characters into recalling that Glandon was a high-
  ranking cleric of Kelemvor and was turned into a 
  vampire several months ago, but had escaped the 
  town. 
  Marigold Butterleaf is declared the 
  villain:
  The guards arrest Marigold based upon the evidence you 
  present. The following morning she is allowed to face you, 
  and with a sad smile on her face, says: 
   
  “My art is woefully misunderstood. I meant no offence; 
  gentle necromancy benefits everyone. I didn’t work my magic 
  inside the town walls… I don’t know what convinced you to 
  shame me in this way, but I do not begrudge you. I only hope 
  that your eyes will one day become open to the truth.”
   
  Later that day and after a thorough investigation of 
  Marigold’s shop and ledgers, the town guard are convinced 
  that your assessment was made in error. They present you 
  with a bill for their time and escort you to the town walls, 
  and ask you to not return for at least a month while this 
  blows over. Calypso’s view of justice is stern, but fair – 
  especially considering that you accused the wrong person. 
  The characters earn the Enmity story award for 
  their false accusation, and are each faced with 200 
  gp in fines.  
  Regis Brightgem is declared the villain: 
  The guards bring a wriggling, writhing, dirty dwarf before 
  you. He spits on your feet and spews out several dwarven 
  obscenities, with a few “I’m innocent” statements mixed in. 
  He glares at you while the guards read the formal charges 
  and carry him off to a holding cell. 
   
  Later that day, Calypso finds you. She tells you that for all 
  his venom, Regis is innocent – “of these charges”. She warns 
  you that he will likely be waiting for a chance to get even, 
  possibly through other Zhentarim agents. Because of this, she 
  asks you to leave the city or face imprisonment; Phlan has a 
  lot to overcome, and she has a stern view on how justice 
  should be meted out – especially considering that you 
  accused the wrong person. 
   
  It seems that the undead threat here in Phlan will become 
  someone else’s problem. 
  If any of the characters are Zhentarim, they lose 1 
  renown for falsely accusing Regis of this crime. 
  Furthermore, Calypso presents all of the characters 
  with an invoice of fines amounting to 200 gp per 
  person. 
  
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              22
  Bitter-Blossom is declared the villain:
  The city guards arrive with a limply-wriggling Bitter-Blossom 
  in their grasp. 
  “I mean, like, it’s just not me! I’m innocent! I work with 
  herbs, please!” 
  The guards haul her off for further questioning. After a few 
  hours, Calypso approaches you and tells you that the guards 
  were unable to secure a confession… mostly because of the 
  fact that they entered a similar mental state as Bitter-
  Blossom after the first hour. “Apparently,” Calypso says, “she 
  has a certain air about her.
   
  That said, I am unconvinced that she is indeed responsible 
  for our troubles. Her wits are not about her, and her shop is 
  clean enough. We found a small amount of spiritroot residue, 
  though I do not believe that she truly knows how to use it.”
  The characters have falsely labeled Bitter-Blossom 
  as the criminal. They each earn the Enmity story 
  award. 
   
  Wrapping it all up 
  If the characters correctly determined that Rooster 
  was the responsible party, they are rewarded by 
  Calypso for their service. Each character receives a 
  pendant with the sigil of Phlan on it; while valuable, 
  these pendants mark the characters are valuable 
  allies of the city guard. If the characters choose to 
  keep these amulets, they earn the Friend of Phlan 
  story award; otherwise, they can sell the amulets to 
  Regis, who is more than happy to funnel them off to 
  his Zhentarim allies. If the characters choose to sell 
  them to someone else, they are only worth half of 
  the gold piece value listed in the Treasure Awards 
  section. 
       For each possessed host that the characters killed, 
  Calypso presents the characters with an invoice for 
  appropriate funerary and estate costs equal to 10% 
  of their experience value. For example, if the 
  characters killed a possessed champion, each 
  character is expected to pay 500 gp for that person’s 
  funeral and final proceedings. If the characters killed 
  10 or more people in this manner, or if they decide 
  not to pay this amount, they earn the Reviled in 
  Phlan story award. Although Bitter-Blossom and 
  Regis do not have stat blocks, their costs are 500 gp 
  per person; if Marigold is killed, the townspeople are 
  cautiously relieved as they didn’t really like “gentle 
  necromancy” anyhow and no additional fines are 
  assessed. 
   
   
  
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              23
  Rewards 
   
  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 
  Assassin  
   
   
  3,900 
  Champion 
   
   
  5,000 
  Master Thief 
   
   
  1,800 
  “Fat” Markoth (Greater Zombie) 
  1,800 
  Ghost 
   
   
   
  450 
  Wraith  
   
   
  450 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Correctly identify Rooster  
  300 
   The minimum total award for each character 
  participating in this adventure is 6,000 experience 
  points.  
   The maximum total award for each character 
  participating in this adventure is 7,500 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 
  Pendant of Phlan  
   
  1800 
  Fines (for falsely accusing)  
  -200 per person 
  Funerary costs 
   
   
  5% of xp value in 
  gp, billed to character on a per-person basis 
   
  NOTE: the pendant is only worth 900 gp if it sold to 
  anyone other than Regis 
  Spell Scrolls (Variable) 
  Scroll, common or uncommon
  A description of this item can be found in the 
  Dungeon Master’s Guide.  
  “Fat” Markoth’s Cummerbund
  Wondrous Item, rare (requires attunement)
  Markoth – “Fat Mar” to those that didn’t truly know 
  him – treasured this reinforced, velvety waistband 
  above all other possessions. He wore it every day in 
  life but was never able to fully grasp its benefits 
  despite being attuned to it: while attuned, the 
  wearer’s strength becomes 21 and, once per day, the 
  wearer has advantage on one saving throw that 
  might otherwise result in a level of exhaustion. A 
  description of this item can be found in the Dungeon 
  Master’s Guide under the entry ‘Belt of Giant 
  Strength (Hill)’. 
   
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character’s logsheet contains a column to 
  record permanent magic items for ease of reference. 
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
  In the event that one or more characters indicate an
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic
  items gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item’s owner is determined randomly by the DM.
  Renown 
  All faction members gain one renown point for 
  completing this adventure. 
   
  Any Zhentarim faction member that falsely accused 
  Regis of being the responsible party in this 
  adventure gains no renown, and instead loses one 
  point of renown for failing to support their peers 
  appropriately. Apparently Regis knows the right 
  people to smear someone’s reputation. 
  
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              24
  Story Awards 
  Enmity. You have earned the enmity of an 
  influential person in Phlan. Additional details are 
  located on the handout. 
   
  Friend of Phlan. You have performed a significant 
  service for Phlan – and for Calypso, the new regent. 
  She has marked you as an ally of the guard so long as 
  you openly wear the pendant. 
   
  Reviled in Phlan. If a character is unable or 
  unwilling to pay the fine, Calypso makes it well 
  known that they are not welcome in the city any 
  longer. They must serve 30 days of hard time 
  (downtime days; the character does not have to pay 
  living expenses but can perform no other downtime 
  activities during this time) before they are allowed 
  to enter Phlan again. Furthermore, all social checks 
  with Calypso, residents of Phlan, and city guards in 
  any city in the Moonsea region are made at 
  disadvantage until this story award is removed. 
  Paying the 30 days of hard time does not remove 
  this story award, but it does allow the character to 
  re-enter the town. 
   
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  You receive 10 downtime days, 1,900 experience 
  points, and 950 gold pieces for running this 
  adventure. 
   
   
  
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  Appendix: Magic Item and 
  Story Award Handouts 
   
  “Fat” Markoth’s Cummerbund
  Wondrous Item, rare (requires attunement) 
  Markoth – “Fat Mar” to those that didn’t truly know 
  him – treasured this reinforced, velvety waistband 
  above all other possessions. He wore it every day in 
  life but was never able to fully grasp its benefits 
  despite being attuned to it: while attuned, the 
  wearer’s strength becomes 21 and, once per day, the 
  wearer has advantage on one saving throw that 
  might otherwise result in a level of exhaustion. A 
  description of this item can be found in the Dungeon 
  Master’s Guide under the entry ‘Belt of Giant 
  Strength (Hill)’. 
   Description from Dungeon Master’s Guide (this 
  text may be updated in future errata): While 
  wearing this belt, your Strength score changes to a 
  score granted by the belt. If your Strength is already 
  equal to or greater than the belt’s score, the item has 
  no effect on you. This belt is a belt of Hill giant 
  strength, and grants a strength of 21. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Story Awards
  Enmity. You have earned the enmity of an 
  influential person in Phlan. Select from the following 
  list: 
   
    
  Calypso  
   
  Rooster Cinderelm 
    
  Marigold Butterleaf 
  Regis Brightgem 
    
  Bitter-Blossom 
   
  You have disadvantage on social checks with the 
  noted person until you find a way to remove this 
  story award. 
   
  Friend of Phlan. You have performed a significant 
  service for Phlan – and for Calypso, the new regent. 
  She has marked you as an ally of the guard so long as 
  you openly wear the pendant. This grants you 
  advantage on social and investigation checks made 
  in the presence of the town guard. 
   
  Reviled in Phlan. If a character is unable or 
  unwilling to pay the fine, Calypso makes it well 
  known that they are not welcome in the city any 
  longer. They must serve 30 days of hard time 
  (downtime days; the character does not have to pay 
  living expenses but can perform no other downtime 
  activities during this time) before they are allowed 
  to enter Phlan again. Furthermore, all social checks 
  with Calypso, residents of Phlan, and city guards in 
  any city in the Moonsea region are made at 
  disadvantage until this story award is removed. 
  Paying the 30 days of hard time does not remove 
  this story award, but it does allow the character to 
  re-enter the town. 
   
   
   
   
  
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  DM Appendix: Phlan and 
  the Regent’s Election 
   
  Phlan
  The town of Phlan has seen an excessive amount of 
  damage due to the dragon Vorgansharax’s attack. 
  However, they are rebuilding and expect to live as 
  normal a life as possible as the years go on. Their 
  trade routes have been restored now that the dragon 
  and its minions have been driven out or destroyed – 
  but those that escaped may still terrorize the town in 
  the coming years and decades. 
   
  Election of the Regent
  As the Mists of Ravenloft receded from the area, the 
  residents of Phlan agreed that it was time to elect a 
  new leader. As part of the Convention-Created 
  Content program, Baldman Games was approved to 
  create a storyline and interactive event that 
  culminated with a player character being elected to 
  this role. The character, a tiefling named Calypso, 
  was retired from Adventurers League play and has 
  become part of the Moonsea narrative. Other 
  organizations are not beholden to this narrative 
  decision, though many content creators are striving 
  to work together and embrace significant events 
  such as this. 
   Calypso worked as an adventurer and mercenary 
  for several years before deciding to try her hand at 
  local politics. She has a peaceable nature, and is 
  known to be stern yet fair in the affairs of Phlan. The 
  residents have a neutral-to-positive view on her 
  abilities and presence as a leader, and many are 
  expecting her to serve the town for a long, long time. 
   
   
  
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  Appendix: NPC/Monster 
  Statistics 
   
  Assassin
  Medium humanoid (any race), any non-good alignment 
  Armor Class 15 (studded leather) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
  STR
  DEX 
  CON 
  INT
  WIS
  CHA
   11 (+0) 
  16 (+3)
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  Saving Throws Dex +7, Int +5 
  Skills Acrobatics +7, Deception +4, Perception +4, 
  Stealth +11 
  Damage Resistances poison 
  Senses passive Perception 14 
  Languages Thieves’ cant plus any two languages 
  Challenge 8 (3,900 XP) 
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores against 
  a surprised creature is a critical hit. 
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails. 
  Sneak Attack (1/Turn). The assassin deals an extra 13 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the assassin that 
  isn’t incapacitated and the assassin doesn’t have 
  disadvantage on the attack roll. 
  Actions
  Multiattack. The assassin makes two shortsword 
  attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed save, 
  or half as much damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  Champion
  Medium humanoid (human), any alignment
  Armor Class 18 (plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidate +5, Perception +3 
  Senses passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 9 (5,000 XP) 
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw. 
  Second Wind (Recharges after a Short or Long Rest). 
  As a bonus action, the champion can regain 20 hit 
  points. 
  Actions 
  Multiattack. The champion makes three attacks with 
  its greatsword or its shortbow. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 
  (2d6) slashing damage if the champion has more than 
  half of its total hit points remaining. 
  Shortbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage, 
  plus 7 (2d6) if the champion has more than half of its 
  total hit points remaining. 
   
   “Fat” Markoth (Greater Zombie)
  Medium undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  10 (+0) 
  17 (+3) 
  ) 
   
  ) 
    
  Saving Throws Wis +1
  Damage Resistances cold, necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  
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  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 5 (1,800 XP) 
  Turn Resistance. The zombie has advantage on saving 
  throws against any effect that turns undead. 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Multiattack. The zombie makes two melee attacks 
  Stone Greataxe. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) bludgeoning damage and 7 (2d6) 
  necrotic damage. 
   
  Necromancer 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2)
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, History +7 
  Damage Resistances necrotic 
  Senses passive Perception 11 
  Languages Common, Elven, Ancient Netherese, Thayan 
  Challenge 9 (5,000 XP) 
  Spellcasting. The fanatic is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The necromancer has the 
  following wizard spells prepared: 
   
  Cantrips (at will): chill touch, dancing lights, mage 
  hand, mending 
  1st level (4 slots): false life*, mage armor, ray of 
  sickness* 
  2nd level (3 slots): blindness/deafness, ray of -
  enfeeblement*, web 
  3rd level (3 slots): animate dead*, bestow curse*, 
  vampiric touch 
  4th level (2 slots): blight*, dimension door, stoneskin 
  5th level (2 slots): Bigby’s hand, cloudkill 
  6th level (1 slot): circle of death* 
  *: Necromancy spell of 1st level or higher
  Dark Harvest (1/Turn). When the necromancer kills a 
  creature that is neither a construct nor undead with a 
  spell of 1st level or higher, the necromancer regains hit 
  points equal to twice the spell’s level, or three times if 
  it is a necromancy spell. 
  Actions 
  Withering Touch. Melee or Ranged Weapon Attack: +7
  to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic 
  damage. 
   
  Ghost
  Medium undead, any alignment 
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
   
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and 
  
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  vice versa, yet it can’t affect or be affected by anything 
  on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 × 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghost’s Horrifying Visage for 
  the next 24 hours. The aging effect can be reversed 
  with a greater restoration spell, but only within 24 
  hours of it occurring. 
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn’t deprive the target 
  of awareness. The ghost can’t be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the 
  target’s knowledge, class features, or proficiencies. 
   The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the ghost 
  is turned or forced out by an effect like the dispel evil 
  and good spell. When the possession ends, the ghost 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to this ghost’s Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
   
  Master Thief 
  Medium humanoid (human), neutral evil 
  Armor Class 16 (studded leather) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4)
  14 (+2) 
  11 (+0) 
  11 (+0) 
  12 (+1) 
   
  Saving Throws Dex +7, Int +3 
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight 
  of Hand +7, Stealth +7 
  Senses passive Perception 13 
  Languages Common, thieves’ cant 
  Challenge 5 (1,800 XP) 
  Cunning Action. On each of its turns, the thief can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action. 
  Evasion. If the thief is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, the thief instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails. 
  Sneak Attack (1/Turn). The thief deals an extra 14 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the thief that 
  isn’t incapacitated and the thief doesn’t have 
  disadvantage on the attack roll. 
  Actions
  Multiattack. The thief makes three attacks with its 
  shortsword.  
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage. 
  Reactions 
  Uncanny Dodge. The thief halves the damage that it 
  takes from an attack that hits it. The thief must be able 
  to see the attacker. 
   
  Wraith 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1800 XP) 
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
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  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  CCC – LINKS01 – Champion of the People 
   
   
              31
  Map Appendix (The Laughing Goblin).  
  Cartography by Alan Patrick 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bystanders are indicated with red ‘X’ marks. 
  This adventure only requires the first floor, but the full map can be purchased on dmsguild.com. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  CCC – LINKS01 – Champion of the People 
   
   
              32
  Map Appendix (Phlan & investigation locations).  
  Cartography by Derek von Zarovich 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-LINKS-01 - Champion of the People.pdf