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  THE CONVENTICLE 
  OF CHAOS
  M.T. BLACK
  Adventure Designer
  Adventure Code: CCC-BMG-PHLAN 3-1
  Optimized For: APL 3
  After years of strife, Phlan is entering a new era of prosperity. Under the strong 
  leadership of Jhessail Greycastle, external dangers have been beaten back, the 
  city defenses have been strengthened, and the guilds are flourishing. But fresh 
  threats have arisen within the city walls. Strange beasts stalk the night, bringing 
  swift death in their wake, whilst a new criminal gang is vying for control of the 
  streets. Can our heroes uncover the truth before more lives are lost?
  A four-hour adventure for 1st - 4th level characters
  
  2
  Adjusting This Adventure                 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized for. 
  You’re not bound to these adjustments; they’re here for 
  your convenience.
   
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table                   
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of 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. Become familiar with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the words on these pages to life. To 
  facilitate this, keep in mind the following:    
   
  You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard. 
   
  Challenge Your Players. Gauge the experience level 
  of your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine. 
   
  Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and clues 
  to your players so they can attempt to solve puzzles, 
  engage in combat, and roleplay interactions without 
  getting too frustrated over a lack of information. This 
  gives players “little victories” for figuring out good 
  choices from clues.  Watch for stalling--play loses 
  momentum when this happens. At the same time, make 
  sure that players don’t finish too early; provide them 
  with a full play experience.
  CCC-BMG-X PHLAN 3-1 The Conventicle 
  of Chaos:  INTRODUCTION
  INTRODUCTION
  Welcome to The Conventicle of Chaos, a Convention Created 
  Content D&D Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system.
  This is part one of the Coin Spinner Trilogy set in Phlan and is designed for three to seven 1st - 
  4th level characters, and is optimized for five characters with an average party level (APL) 
  of 3. Characters outside this level range cannot participate in this adventure.
  Determining Party Strength
  Party Composition Party
  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
  
  3
  CCC-BMG-X PHLAN 3-1 The Conventicle 
  of Chaos:  INTRODUCTION
  Adventure Primer
  This section provides the adventure’s background, 
  a list of prominent NPCs, an overview of the 
  adventure in play, and hooks that you can use to 
  introduce your player’s characters to the action.
  Adventure Background                  
  After years of strife, Phlan is entering a new era of 
  prosperity. Under the strong leadership of Jhessail 
  Greycastle, external dangers have been beaten back, the 
  city defenses have been strengthened, and the guilds 
  are flourishing. 
   
  But fresh threats have arisen within the city walls. 
  Strange beasts stalk the night, bringing swift death 
  in their wake, whilst a new criminal gang is vying for 
  control of the streets. Can our heroes uncover the truth 
  before more lives are lost?
  Adventure Overview
  The adventure is broken down into four parts:
   
  Part 1. The Chancellor tasks the adventurers with 
  investigating a strange, lethal beast prowling the city 
  streets. The adventurers encounter Chance Wildlight. 
  She is a leader of the Coin Spinners, a new criminal 
  organization.
   
  Part 2. The adventurers investigate some leads, and 
  are possibly joined by Brother Thorn. They learn more 
  about Coin Spinner activities, which include protection 
  rackets, and gambling on vicious blood-sports.
   
  Part 3. The adventurers find their way to the 
  Howling North, a Cormyrian smuggling ship. On board, 
  several strange beasts attack them. Clues in the cabins 
  lead them to some important Coin Spinner connections.
   
  Part 4. The adventures are led to the Conventicle of 
  Chaos, an old, abandoned, illegal temple to Beshaba. 
  There they meet Chance Wildlight again, and she draws 
  them into a bizarre and deadly game.
  Adventure Hooks
  Choose an appropriate reason for the party to become 
  involved with this adventure. Different characters in the 
  party might have different motivations.
   
  Mercenaries. The characters are primarily interested 
  in coin, and hear that the Chancellor is looking for 
  adventurers and offering a handsome fee.
   
  Local Heroes. The characters have defended Phlan 
  in previous adventures, and have developed a heroic 
  reputation in the city. The Chancellor sends word that 
  Phlan needs their help again.
   
  Humanitarians. The characters are living in the 
  Docks district and have several friends there. One of 
  their friends, a young pauper, is killed one evening by a 
  strange beast. The characters approach the Chancellor, 
  offering to help track the beast down.
   
  Emerald Enclave. Exotic beasts are being smuggled 
  out of Phlan and across the Moonsea. The Enclave want 
  to put a stop to this cruel and illegal trade, and find out 
  the source of the beasts.
   
  The Harpers. There is a new criminal organization 
  in Phlan, and they appear to be very dangerous. The 
  Harpers have asked their members to do all in their 
  power to thwart their plans.
   
  The Zhentarim. There is a new criminal organization 
  in Phlan, and the Zhentarim hierarchy want to know 
  more about them. 
  Location and NPC Summary
  The following NPCs and locations feature prominently 
  in this adventure. 
   
  Brother Thorn Gladtide is a human acolyte in the 
  service of Deneir. He is nearing middle age, is balding, 
  and has a pot belly. 
   
  Calypso is a tiefling sorcerer, a former adventurer 
  who is now the Chancellor of Phlan. 
   
  Chance Wildlight is a Coin Spinner underboss and a 
  priest of Beshaba. 
   
  Desirae Whitmoon is a human bookmaker, who also 
  works most evenings as a waitress at the Laughing Goblin. 
   
  Ivor Hammerfall is a dwarven smith who has 
  recently been doing work for the Coin Spinners. 
   
  Oreval Evenhand is a human scribe and the 
  proprietor of the Scriptorium Emporium. 
   
  Phineas Sludge is a human bandit captain. He is 
  the owner of the Bastion of Inebriation, and a senior 
  member of the Welcomers. 
   
  Shale Hardcrow is a human thug. She is the captain 
  of the Howling North, and is currently smuggling goods 
  out of Phlan on behalf of the Coin Spinners. 
   
  The Conventicle is a secret and illegal chapel 
  dedicated to Beshaba, the Maid of Misfortune. 
   
  The Howling North is a Cormyrian smuggling ship.
   
  Valjevo Castle is the seat of government in Phlan.
   
  The Bastion of Inebriation is a disreputable tavern 
  in the Docks area.
   
  Wendri Coppertoes is a halfling veteran, and captain 
  of the Black Watch in the Docks. 
  
  4
  PART 1. THE CHANCELLOR 
  AND THE COIN SPINNER
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 1
  Flattery and insults raise the same question: What 
  do you want? 
   
   
  —The Lord Sage of Phlan
  Meeting Calypso
  The adventure opens in Valjevo Castle, in the study of 
  Calypso, the tiefling Chancellor. Read the following:
   The Mission
  The 
  Chancellor’s 
  study 
  smells 
  of 
  old 
  parchment and brimstone.
   
  Bookshelves line the walls of this small 
  room, crowded with volumes old and new. 
  A lone painting of a ship on the far wall 
  struggles to break the bibliophilic monotony.
   
  “Come in, please, sit down,” says a 
  figure behind a small wooden desk. Petite 
  horns emerge from her forehead, a slender 
  tail lies coiled beside her legs, and her skin 
  is the color of plums. This is Calypso, the 
  celebrated Chancellor of Phlan.
   
  She stares for a moment with slightly 
  raised eyebrows, then smoothly says, “I’m 
  glad you could come—I’ve heard many 
  good things about you! And I can certainly 
  use all the help I can find these days.
   
  “But before we get started, who is the 
  leader of your party?”
  If an argument develops, Calypso frowns slightly and 
  says, “Don’t worry, it doesn’t matter”. If the players 
  nominate a leader, she says, “very good”, and directs her 
  comments to that person.
  Roleplaying Calypso
  Calypso is a tiefling sorcerer, a former adventurer who 
  is now the Chancellor of Phlan. She is aligned with the 
  Zhentarim.
  • Ideal: I prize freedom and despise tyranny. Chains 
  are meant to be broken, as are those who would forge 
  them. 
  • Bond: Phlan is my home – I must do all I can to 
  protect it. 
  • Trait: Flattery is my preferred trick for getting what I 
  want.
  • Flaw: I’d rather eat my robes than admit when I’m 
  wrong.
  • The last few nights, however, there have been reports 
  of a strange creature prowling the streets. Details are 
  sketchy, but it has killed four people so far—the most 
  recent on the previous night.
  • Calypso wants the adventurers to investigate, and can 
  offer 150 gp for the job.
  If the adventurers wish to negotiate over the fee, 
  Calypso goes as high as 200 gp. 
   
  You can roleplay the negotiation out, or make opposing 
  Charisma (Persuasion) rolls. Calypso is an experienced 
  negotiator, and gets +5 on her rolls. Rather than a single 
  opposing skill roll, make it best of three rolls. 
  “Did they tell you anything about this little 
  job? No? Well, it involves some trouble down 
  near the docks…”
  Calypso shares the following:
  • The city is very prosperous presently, with lots of 
  trade and new construction.
  • The Black Watch are responsible for keeping the 
  peace and are doing a respectable job, though they 
  are stretched. 
  Leads
  Assuming the adventurers accept the mission, Calypso 
  shares the following leads:
  • Wendri Coppertoes is captain of the Black Watch in 
  the dockside district. She sent in the initial report.
  • Brother Thorn Gladtide is a disciple of Deneir who 
  maintains a small shrine near the docks. He has taken 
  responsibility for burying the bodies.
  • Phineas Sludge runs a tavern called the Bastion 
  of Inebriation down near the docks. He is a senior 
  member of the Welcomers, and hears about most 
  things in that district. He is very dangerous, though, 
  and also rather crude.
  • There seems to be a new criminal gang operating in 
  the city, but Calypso has few details so far.
  She then asks if the adventurers have any questions.
  
  5
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 1
  Questions
  Following are some of the questions the adventurers 
  might ask, and Calypso’s answers:
  • What does the beast look like? 
  The report was vague. It’s said to be about the size of 
  a wolf, but runs on two legs. It is very fast.
  • Who were the people killed? 
  The bodies were not identified. They were most likely 
  vagrants or paupers.
  • What happened to the corpses? 
  Brother Thorn took responsibility for burying them.
  • How did you learn about the beast?
  Wendri Coppertoes supplied the preliminary report. 
  • Who are the Black Watch? 
  The Black Watch are the town guard.
  • Why don’t the Black Watch investigate? 
  They are fully occupied keeping the peace on the 
  streets. Anyway, an investigation of this sort requires 
  specialists.
  • Who are the Welcomers?
  They were once a thieves guild in Phlan. But they 
  redeemed themselves in recent years through service 
  to the city, and are now a sort of labor guild. There are 
  still some very rough characters in the organization.
  • What can you tell us about the new criminal gang?
  Very little, so far. They are involved in typical criminal 
  activity—smuggling, fraud, racketeering, gambling, 
  theft, and so on. They are especially violent.
  • Where can we find Wendri Coppertoes?
  In the Docks Watch House, right next to the Portside 
  Authority building.
  • Where can we find Brother Thorn?
  He maintains a shrine to Deneir on Parkside Gate 
  Road, near the docks.
  • Where can we find Phineas Sludge and the 
  Bastion of Inebriation?
  The Bastion is on Stovepipe Alley, near the Dockside 
  Market. Phineas is almost always there.
  Once the adventurers have finished asking questions, go 
  to the next section.
  Coin Spinner Shakedown
  The adventurers most probably head toward the Docks, 
  which lie on the south side of the city. However, the 
  following encounter can take place regardless of where 
  they choose to go. 
  The street is less crowded here. The houses 
  and shops are narrow and tall, and packed 
  together closely. 
   
  Up ahead is a disturbance. A frightened 
  and frail old man stands outside a small 
  brick shop called the Scriptorium Emporium. 
  Shelves bulging with scrolls and tomes can 
  be seen through large open windows.
  The old man is Oreval Evenhand, a scribe and the 
  proprietor of the Scriptorium Emporium, which is a 
  library that also provides scribal services. Before him 
  stands a lean woman with a tattooed face, and with a 
  group of thugs at her back. One of the thugs holds a lit 
  torch in his hand.
   
  The woman is Chance Wildlight, an underboss in 
  the Coin Spinner gang and a priest of Beshaba. The 
  adventurers catch the tail end of their conversation.
  “Please, Chance, I need another week,” 
  says the old man.
   
  “We’ll let the coin decide, Oreval,” says 
  the tattooed woman. “Tymora says you get 
  another week, Beshaba says we burn your 
  shop to the ground!” 
   
  With that, the woman tosses a silver coin 
  high into the air. She catches the coin, slaps 
  it on her arm, and cries “Beshaba! Time to 
  burn!”
  For more about Chance, see Part 4: The Conventicle. 
  There are some bystanders, but none of them interfere.
  A DC 10 Intelligence (Religion) check reveals that 
  Tymora is the goddess of good luck, also known as Lady 
  Luck, while Beshaba is the goddess of bad luck, also 
  known as the Maid of Misfortune.
  If the adventurers intervene
  If the adventurers interfere in any way, Chance warns 
  them that this is “Coin Spinner business”. She soon loses 
  patience with any discussion, and orders her crew to 
  “take care of them”, at which point they attack. Three 
  thugs and a berserker accompany her.  
   
  The thug with the torch throws it into the 
  Scriptorium before drawing his weapon – meaning 
  the adventurers must decide whether they can spare 
  someone to help save the shop while the rest deal with 
  the gang (see Burning Books, below).
  
  6
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 1
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: remove the berserker and a thug. 
  • Weak: remove the berserker and add a thug. 
  • Strong: add two thugs.
  • Very Strong: add two thugs and a berserker.
  Roleplaying Oreval Evenhand
  Oreval is a human scribe and the proprietor of the 
  Scriptorium Emporium. 
  • Ideal: The path to power and self-improvement is 
  through knowledge. 
  • Bond: I’m seeking enlightenment through my studies, 
  but it still eludes me. 
  • Trait: I like to boast that I’ve collected and read the 
  greatest books ever written.
  • Flaw: I value my books above just about everything 
  else, including life itself.
  Oreval tells them the following: 
  • He is a scribe, and has been most of his life. He has no 
  close family.
  • About a month ago the tattooed woman, Chance 
  Wildlight, showed up at his shop with some thugs. 
  • She told him she was part of the Coin Spinners, a 
  new organization in Phlan. She told him he was now 
  required to pay “fire insurance”—5 gp per week. 
  • Chance usually sent one of her thugs to collect the 
  money.
  • Oreval has been trying to keep up the payments, but 
  he is not wealthy. Last week he was unable to make 
  the payment, resulting in the visit today by Chance. 
  Oreval can tell them nothing else about the Coin 
  Spinners, except that he is very frightened of them.
  XP Award
  For preventing the shop from burning down, award 
  each character 75 XP. 
  Treasure
  Oreval has no money, but if the adventurers save his life 
  and his shop, he gives them a spell scroll of invisibility. 
  The gang carry 29 gp worth of coins between them.
  The Coin Spinners
  Originating in Luskan, the Coin Spinners are a quasi-
  religious criminal organization that has recently 
  established itself in Phlan. They revere both Tymora 
  and Beshaba, believing both gods to be aspects of the 
  one divine being—Tymora representing good fortune, 
  and Beshaba representing misfortune. 
   
  Character. Chaotic and unpredictable behavior 
  characterizes the gang. While some members are 
  philosophically and spiritually committed anarchists, 
  others simply like plunder and violence. There is 
  sometimes tension between the genuinely devout and 
  those who are just looking to line their own pockets.
   
  Criminal Activities. As a criminal organization, they 
  are heavily involved in gambling, as well as smuggling, 
  extortion, robbery, counterfeiting and slave-trading. 
  With the Welcomers abandoning some of these 
  activities, the Coin Spinners have been able to expand 
  their operations rapidly in Phlan. 
   
  Violence. The Coin Spinners do not hesitate to use 
  violence to achieve their goals. Some of the devout 
  members see violence as an almost sacramental means 
  Chance Retreats
  Chance is a priest, but believes a common street brawl 
  is beneath her. She leaves her gang to take care of 
  matters if a fight breaks out, and makes her escape via 
  an alley. If the adventurers manage to pursue her, she 
  uses spirit guardians to delay them. See Part 4: The 
  Conventicle for more information on Chance.
  If the adventurers do nothing
  The thug with the torch tosses it into the Scriptorium. 
  Chance and her gang take a few moments to watch the 
  blaze take hold, and then leave.
  Burning Books
  The torch hits the back wall of the Scriptorium, where 
  the dry manuscripts and books burst into glorious 
  flame. Oreval screams, “Please, gods, no!” and races 
  inside. 
   
  There is a large barrel of water in the back corner, 
  with a small and large bucket near it. Oreval picks up 
  the small bucket and begins dousing the flames, quite 
  ineffectually. 
   
  If one of the adventurers uses the large bucket, they 
  may have more success. Have the player make a DC 13 
  Strength (Athletics) check each round that they are 
  bailing. If they succeed three times before failing twice, 
  then they douse the flames. Otherwise, the flames take 
  hold of the whole shop, which eventually burns to the 
  ground (along with some shops and homes around it).  
   
  Oreval does not leave the shop while it’s burning – he 
  perishes in the flames unless dragged out.
  Oreval Evenhand
  If the adventurers assist Oreval, he talks to them after 
  the trouble is taken care of. 
  
  7
  of spreading chaos, while others are merely vicious. 
  Prize-fighting, hunting and other blood-sports are very 
  popular in the gang.
   
  The Coin. One peculiarity of the Coin Spinners is 
  their use of chance to make important decisions. Many 
  of them carry a unique silver coin for this purpose, 
  inscribed on one side with the antlers of Beshaba, and 
  on the other with the coin of Tymora. 
   
  “Let the coin decide” is one of their catchphrases.
  The coin is often used when passing judgement 
  on some offense. This means that a minor wrong 
  might result in very severe consequences, whilst a 
  major transgression might see the offender gently 
  warned and sent away with a purse full of gold. This 
  unpredictability makes the Coin Spinners especially 
  feared.
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 1
  To Part 2                                              
  The conversation with Calypso should lead the 
  adventurers to the Docks district, to seek out Wendri 
  Coppertoes, Brother Thorn, or Phineas Sludge. 
  These encounters are described in Part 2: Dockside 
  Diversions.
  
  8
  PART 2.DOCKSIDE DIVERSIONS 
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 2
  Clearly crime must pay, or else there would be no 
  crime. 
   
   
  —The Lord Sage of Phlan
  If the adventurers follow one of the leads provided by 
  Calypso, they make their way to the Docks. This is the 
  mercantile heart of the city, but is also a hub for crime. 
  What is generally referred to as “the Docks” includes 
  the dockside strip itself, as well as several surrounding 
  streets.
   
  After becoming familiar with the general features 
  and population of the area (see below), go to the 
  appropriate heading, depending on whether the 
  adventurers are seeking out Wendri Coppertoes, 
  Brother Thorn or Phineas Sludge. 
  Tip: The adventurers need only follow one of 
  the leads in order to progress. If you are time-
  constrained, you can discourage them from following 
  multiple leads by simply making the other NPCs 
  absent when they call on them.
   
  If the adventurers did not ask the Chancellor for 
  directions, there is a 25% chance that a random 
  stranger can direct them to one of these (quite well-
  known) people.
  General Features
  Buildings. Several flat-topped warehouses front the 
  docks. Other buildings of note include the Portside 
  Authority, the Dockside Market, and the Laughing 
  Goblin Inn.
  Wharves. There are nearly 20 wharves of varying 
  shapes and sizes, most of them fully utilized. 
  Crane. There is a large crane used to move cargo.
  Cargo. There are several enormous piles of crates 
  stacked near the wharves. 
  Ships. There are nearly three-score vessels currently 
  docked in Phlan, from tiny fishing boats up to great 
  Cormyrian Cogs and Sembian Carracks. 
  Water. The water is 5 feet below the level of the dock 
  and is calm. 
  Construction. There is a good deal of construction 
  going on in the dock area. A new wharf is being built, 
  alongside several new warehouses and other buildings. 
  Several older structures are being torn down.
  Population
  The dockside and surrounding streets are thrumming 
  with activity. The crowds are a bustling meld of 
  laborers, sailors, merchants, artisans, entertainers, 
  adventurers, and opportunists—alongside some less 
  reputable elements.
  If you require a random NPC, you can choose one from 
  the following list:
  • Travok Oldchill, a loud-mouthed sailor with a nose 
  ring
  • Ivoman Boldthorn, an obnoxious artisan with 
  gnarled fingers
  • Freya Grimlaw, an impressionable baker with a 
  short neck
  • Arveeri Stormlink, a suave merchant with bright 
  eyes
  • Tander Fleetdew, a proud fishmonger with stiff hair
  • Gondur Quickchill, a romantic butcher with a thin 
  moustache
  • Stogor Longshield, a trustworthy sailor with sea 
  green eyes
  • Janus Grimhill, a wise fisherman with a missing 
  hand
  • Alestra Frostsong, a selfish peddler with tree-trunk 
  legs
  Wendri Coppertoes goes to Court
  Wendri Coppertoes is captain of the Black Watch 
  in this district. She can be found in the Docks Watch 
  House, a small brick building next to the Portside 
  Authority, on the Dockside Way. 
   
  The door is open. When they enter, read the 
  following:
  The room is compact and plain, with gray 
  brick walls and uneven flagstones on the 
  floor. Sitting behind an oversized desk made 
  of raw wood, is a weary-looking halfling, 
  dressed in chainmail. 
  She looks up as they enter, her quill poised in mid-air. 
  “Yes? What do you want? I’m busy.”
  
  9
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 2
  Roleplaying Wendri Coppertoes
  Wendri is a halfling veteran, and captain of the Black 
  Watch in the Docks. She is also a lapsed Harper.
  • Ideal: It is the spirit and not the letter of law that 
  keeps justice alive. 
  • Bond: I protect those who cannot protect themselves. 
  • Trait: I judge people by their actions, not their words.
  • Flaw: I’m overworked and tired. I constantly think 
  about quitting.
  Brawl at the Laughing Goblin
  The Laughing Goblin Inn is on the Dockside Way, just a 
  few hundred feet from the Watch House. It is possibly 
  the busiest and wildest inn that Phlan has. 
   
  When the adventurers arrive, thirteen sailors are out 
  front having a brawl. They are armed with clubs and 
  knives. Roughly half of the sailors are from a Sembian 
  ship named the Red Hood, and the rest are from a 
  Cormyrian ship named the Monkey King. The brawl 
  began with an argument over which nation produced 
  the better sailors.
   
  To conduct the brawl, note the following – 
  • The sailors have the stats of commoners.
  • Every three rounds, one of the sailors is killed.
  • Any PC making a DC 13 Charisma (Intimidation) 
  check can scare two sailors away from the fight.
  • The fight ends of its own accord after nine rounds.
  XP Award
  If only two people die in the brawl, award each 
  character 25 XP. If only one person dies in the brawl, 
  award each character 50 XP. If no-one dies in the brawl, 
  award each character 100 XP.
  The Jumper
  Flint Grimcrow leads the adventurers to the Temple of 
  Gond on Parkside Gate Road, a few hundred feet from 
  the Watch House. 
   
  Flint’s friend, Katera Farcott, has climbed up the 
  inside of the steeple and is now standing behind the 
  parapet, threatening to leap off onto the street, 40’ 
  below. A small crowd has gathered to watch, including 
  the two young disciples of Gond who were on duty that 
  day—and who have no idea what to do.
   
  Calling up to Katera from the ground does no good, 
  but she does not object if a single person joins her 
  behind the parapet, and she talks to them for a while. 
  She explains that her problems are many:
  • She broke up with her spouse and no longer has a 
  home.
  • She has been without a job for many months (she is a 
  domestic worker) and is almost out of coin.
  • She has run up a large debt (30 gp) with the 
  Welcomers, and they are now making threats.
  For every minute or two that the PC talks to Katera in 
  a calm and sympathetic manner, you can make a DC 12 
  Charisma (Persuasion) check. If the PC succeeds three 
  times before failing twice, Katera is persuaded to come 
  back down safely. Otherwise she jumps off the steeple, 
  and is killed by the fall. 
  Wendri listens impatiently to the adventurers, and 
  then looks at them a moment with pursued lips and 
  narrowed eyes. 
   
  Finally, she says, “I think I can help you, but I need 
  your help first.” She then explains:
  • She urgently needs to go to Phlan’s court (the Hall of 
  Justice) to consult with a magistrate.
  • There is no-one from the Black Watch available to 
  look after the Watch House while she is away.
  • If the adventurers look after the Watch House for “an 
  hour, two at most”, she promises to share what she 
  knows about the attacks when she returns.
  • They simply need to wait in the Watch House and 
  help anyone who comes through the door.
  In fact, Wendri is not at all surprised to see the 
  adventurers. She was the one who reported the attacks 
  to Calypso in the first place, and she expected Calypso 
  would send someone to investigate. 
   
  Wendri wants to see the attacks stopped, but she is 
  also desperate for some help. And so, she refuses to aid 
  the adventurers, unless they do as she asks.
   
  Assuming they accept her offer, Wendri gives them 
  two keys, one of which locks the front door of the Watch 
  House, and the other of which opens two lockup cells 
  out the back (currently empty). She then leaves, her 
  final words being, “Please don’t kill anyone”.
  There are some papers in her drawer, but they are 
  not interesting, mostly half-written reports of minor 
  crimes.
  Trouble comes in Twos
  Things at the Watch House are quiet for about half an 
  hour, and then two people rush in almost at the same 
  time:
  • Sara Greatward tells them that there is an enormous 
  brawl happening at the Laughing Goblin.
  • Flint Grimcrow begs them to come and save his 
  friend, who is threatening to jump to her death.
  The adventurers need to decide who (if anyone) to send 
  to each of these incidents, and whether to leave anyone 
  at the Watch House.
  
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  The adventurers may, of course, have magical or 
  other means to persuade or force Katera to come down. 
  XP Award
  For preventing Katera from dying, award each character 
  50 XP.
  What Coppertoes Knows
  Wendri Coppertoes returns to the Watch House after 
  two hours. She says, “I trust things were quiet while I 
  was away...?”
   
  She then keeps up her side of the bargain, and tells 
  them the following:
  Tip: Don’t simply read this information out. Rather, 
  try and reveal it through a dialogue with your players.
  • She and her guards are aware of the rumored beast 
  stalking the streets around the docks.
  • She has not met anyone who has seen the beast, but 
  talk suggests it is 2-3’ high, and walks on two legs. 
  • She knows that Brother Thorn has buried the attack 
  victims. She saw one of the corpses herself—it was 
  torn up, as if attacked by a lion or something similar.
  • She thinks the beasts might have something to do with 
  the Coin Spinners, a new gang that is operating in Phlan.
  • The Coin Spinners are very violent, and they are also 
  turning Phlan into a smuggling hub, with contraband 
  flooding out of the city and across the Moonsea.
  • No-one knows how the contraband is getting into the 
  city in the first place. 
  • It is rumored that they’ve been smuggling wild beasts 
  to participate in vicious blood-sports and prize-fights. 
  • Word on the street is that a Cormyrian caravel 
  currently docked in Phlan, called the Howling North, 
  is involved in the smuggling. 
  • Wendri has asked the Port Authority to inspect the 
  Howling North, but nothing has happened.
  • Wendri suggests the adventurers might visit the 
  Howling North after sunset, and investigate.
  Brother Thorn Buries a Body            
  Brother Thorn Gladtide may be found in the shrine of 
  Deneir, on Parkside Gate Road. 
  The door leads to a small back room, where Brother 
  Thorn is. 
  Roleplaying Brother Thorn Gladtide
  Thorn is a human acolyte in the service of Deneir. He is 
  nearing middle age, is balding, and has a pot belly. 
  • Ideal: My talents were given to me to benefit the world. 
  • Bond: I chose this monastic existence because I could 
  not have the one I loved. 
  • Trait: I am a hopeless romantic, and I greatly enjoy 
  watching tragedies and love stories at the theatre.
  • Flaw: I yearn for a more exciting life.
  The room has a cot, a writing desk, and a little 
  bookshelf with the following tomes:
  • Juvenile Amusements by Aunselrus
  • Metrical Lore of Place by Baerus
  • The Poems of Lethmarra Ornstil 
  • Romance of the Rose by Thaulatiiya
  • Saga of the Kings by Malakhar Rhenta
  • Sir Mastramm and the Red Knight by Theln 
  Roaringhorn
  The Corpse
  Brother Thorn is happy to talk, and can tell them the 
  following:
  • There have been four people killed by the strange 
  beast. All the bodies had bite and claw marks.
  • Thorn has not seen the beast himself, nor has he met 
  anyone who has seen it. It is all “tavern talk”.
  • None of the bodies were identified—no-one came to 
  claim them.
  • Thorn has taken responsibility for burying the bodies 
  (in pauper’s graves). He sees this as his religious duty. 
  The larger temples have shown no interest.
  • Rumors suggest that the Coin Spinner gang is 
  somehow involved. 
  • The fourth corpse has not yet been buried—it’s 
  wrapped in canvas in an alleyway behind the shrine. 
  He is waiting for the corpse cart to come and take it.
  • The adventurers can inspect the corpse if they wish. 
  • He has no further information himself. He 
  (reluctantly) suggests they talk to Phineas Sludge, a 
  Welcomer. Phineas “knows everything” that goes on 
  in the area.
  Deneir is the god of art, cartography, glyphs, images, 
  knowledge, literature, and scholars. He is sometimes 
  called the First Scribe.
  Read the following:
  The shrine of Deneir is tiny, comprising just 
  an open wooden room squeezed between 
  two larger stone buildings. The walls are 
  painted with frescoes depicting scholars, 
  sages, philosophers, and the like. 
   
  An alcove at the back of the room 
  contains a large wooden eye, painted 
  purple with a triangular pupil. Resting on the 
  eye is a thick white candle, which is burning 
  brightly. Before the alcove are three neat 
  wooden pews. 
   
  There is a door at the back of the room, 
  which is otherwise empty.
  
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  If the adventurers examine the corpse, they observe a 
  middle-aged woman who has been disemboweled, and 
  had her throat torn out. An Intelligence (Nature) check 
  reveals:
  • DC 10: jaws and claws caused the injuries.
  • DC 15: the creature responsible was probably around 
  2-3’ high. 
  Grave of an Unknown Pauper
  Brother Thorn asks the adventurers to help him bury 
  the body. If they agree, the gravedigger comes along 
  after about an hour with a cart, loads the corpse, then 
  takes them to the Valhingen Graveyard, outside the city 
  wall. There he has dug a very shallow grave.
   
  After the corpse is interred, Brother Thorn says to 
  the adventurers:
  XP Award
  If the adventurers make a sincere attempt to honor the 
  deceased, award each character 50 XP.
  Brother Thorn Makes an Offer
  When they have returned to the shrine, Brother Thorn 
  makes a proposal to the adventurers. He is concerned 
  about the strange beast on the streets, and wishes to 
  see the matter resolved. Therefore, he would like to 
  accompany them.
   
  He is clearly no warrior, but he does possess some 
  celestial abilities (he is an acolyte, except he has spare 
  the dying instead of sacred flame). 
   
  If the adventurers accept his offer to help, he is 
  extremely excited. He tells them he just needs a 
  moment to get ready, then comes out wearing a fresh 
  scholar’s gown, and with a huge book under his arm. 
   
  If asked what the book is, he says it’s Romance of 
  the Rose by Thaulatiiya, one of his favorites. He read 
  that adventuring was nine parts boredom and one part 
  excitement, so he thought he’d bring something to read 
  when things got dull. He reluctantly leaves the book 
  behind if told to.
   
  Brother Thorn is like this with the adventurers, very 
  excited but also very naïve. He often tries to relate the 
  action to something he has read in an epic poem or 
  romance.
   
  In combat, he stands in the safest place and uses his 
  magic to buff the adventurers, and possibly perform 
  useful actions with thaumaturgy.
   
  When they are ready to go, he suggests once more 
  that they go and see Phineas Sludge.
  Friends, the burial rites of Deneir require 
  those present to each recount one way in 
  which the deceased has influenced their life 
  for the better. 
   
  For myself, she has made me realize the 
  importance of being a friend to the friendless, 
  so that none may die and be buried alone.
  He then invites each of the adventurers to share 
  something. After that, he speaks the final words of the 
  burial rites:
  May she join the choir invisible
   
  Of those immortal dead who live again
  In minds made better by their presence; 
   
  In hearts stirred to generosity,
  In spirits inspired to daring kindness, 
   
  In thoughts sublime that pierce the night 
  like stars,
  And with their mild persistence urge all minds
   
  To consider issues more vast and grand.
  May she be to others
   
  The cup of strength in some great trial.
  May she feed pure love, and
   
  Beget the smile that knows no cruelty.
  Let her memory bring the presence of good, 
   
  And may the good grow stronger with 
  the memory.
  May she join the choir invisible
   
  Whose music is the gladness of the world.
  Wedged between a pair of neglected 
  warehouses stands a square tower, the 
  remains of some ancient fortification. It is 
  perhaps 30’ across the base and 60’ high, 
  and is made of worn gray stone, topped 
  with decaying crenellations. A sign above 
  the thick wooden door reads “The Bastion 
  of Inebriation”.
  The gravedigger then begins burying the body, and 
  Brother Thorn leads the adventurers back to the city.
  Phineas Sludge Proposes a Game
  Phineas Sludge may be found at the Bastion 
  of Inebriation, which he owns. This thoroughly 
  disreputable establishment is on Stovepipe Alley, 
  behind the Dockside Market.
  
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  If they enter, read the following:
   
  If the adventurers threaten Phineas or try to double-
  cross him, the thugs attack. There are a further twelve 
  Welcomer thugs in the Bastion, who all make their way 
  up to the top balcony if any violence starts.
  XP Award
  If the adventurers defeat Sludge, award each character 
  50 XP.
  The floor of the Bastion is crammed with 
  chairs and tables, with a worn bar set 
  against the far wall. Several large wooden 
  balconies cling precariously to the walls, 
  each packed with even more tables. They 
  are connected to the ground via a rickety 
  wooden staircase, which winds up around 
  the interior. 
   
  The Bastion is crowded, with patrons 
  ranging from the destitute to the despicable. 
  The air is thick with smoke and loud 
  conversation.
  The barkeep is named Faen Eventhrall, a fierce older 
  woman with a withered face. Just about anyone in the 
  room can direct them to Phineas Sludge—he is on the 
  topmost balcony. It takes some time to climb the stairs, 
  and they often need to squeeze past people coming 
  down.
   
  There is a single large table on the top balcony, where 
  Phineas sits with six thugs, as well as various non-
  combatant lackeys. He frowns in annoyance when the 
  adventurers climb onto his balcony.
  Roleplaying Phineas Sludge
  Phineas is a human bandit captain. He is the owner 
  of the Bastion of Inebriation, and a senior member of 
  the Welcomers. He is in his late 20s, is very obese, and 
  has a large mop of curly red hair. Part of his left ear is 
  missing. His attire is slovenly, and he wears a necklace 
  made of small bones. 
  • Ideal: The natural order decrees that the strongest 
  should rule. 
  • Bond: I plan to restore the Welcomers to their former 
  glory. 
  • Trait: I am always calm, no matter what the situation. 
  I never let my emotions control me.
  • Flaw: I have revoltingly bad manners.
  An Indecent Proposal
  Phineas listens to their request with a frown and a 
  slight sneer. He says that he has information that can 
  help them, but they need to offer something valuable in 
  return. After rejecting their suggestions, he says, “How 
  about we play a little game?”
   
  Phineas proposes they engage in a belching contest 
  (his lackeys roar with laughter at this). The adventurers 
  must select one member of their party to compete 
  with Phineas—whoever belches the loudest wins the 
  contest. They are to play best of five rounds. 
   
  If the adventurers win, Phineas tells them all he 
  knows. If Phineas wins, he cuts off the loser’s little 
  finger to add to his collection (the bone necklace 
  around his neck is made of little fingers).
   
  To play the game, the selected PC must add both 
  their Strength and Constitution bonuses to a d20 roll. 
  Phineas gets +6 on his roll. The highest roll wins the 
  round. There are five rounds.
   
  If the PC loses the game, Phineas removes the finger 
  with his sharp dagger (the PC suffers 1d2 slashing 
  damage). Phineas then offers to play again with 
  someone else. He does this with up to three adventurers 
  before losing interest.
  The Welcomers
  The Welcomers were once the major thieves guild in 
  Phlan, but redeemed themselves during the conflict 
  with the ancient dragon known as Vorgansharax. 
   
  They are no longer seen as a criminal organization, 
  but rather act as a sort of labor guild—one that is not 
  afraid to use “alternative” methods when required. 
  However, there are many within the ranks, such as 
  Phineas Sludge, who long for the “old days” of outright 
  criminality. 
  The Sludge Report
  If Phineas loses, he shares everything he knows:
  • There is a new criminal gang in the city called the 
  Coin Spinners.
  • They are extremely violent (“random acts of violence 
  too—not controlled violence as employed by the 
  Welcomers”), and often participate in very vicious 
  blood-sports.
  • The Coin Spinners are engaged in gambling, extortion, 
  robbery, and counterfeiting. These are activities that 
  the Welcomers used to control.
  • They are especially active as smugglers. Contraband 
  is flooding into the city from somewhere, and then 
  out across the Moonsea.
  • No-one can work out how the material is making its 
  way into Phlan in the first place.
  
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  • One of the items they appear to be smuggling are 
  exotic beasts. They are using these beasts for their 
  local blood-sports, as well as smuggling them to other 
  cities on the Moonsea.
  • Phineas knows nothing else about the nature of the 
  beasts.
  • A Cormyrian Caravel called the Howling North is 
  being used as a smuggling vessel. Phineas suggests 
  the adventurers investigate it “after dark”. 
  Phineas has nothing else to share, and dismisses the 
  adventurers. If they refuse to leave, or are otherwise 
  annoying, he suggests that his thugs show them the 
  “quick way” to the ground floor…
  To Part 3                                              
  The conversation with Wendri Coppertoes or Phineas 
  Sludge should prompt the adventurers to investigate 
  the Howling North, which is described in Part 3: The 
  Howling North. 
  
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  PART 3. THE HOWLING NORTH
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
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  Lawbreaking very often punishes itself. 
   
   
  —The Lord Sage of Phlan
  The adventurers have been directed by Wendri 
  Coppertoes or Phineas Sludge to the Howling North. 
  This ship is docked at one of the quieter piers. 
   
  The adventurers can find out the location of the ship 
  by asking at the Port Authority building. A random 
  stranger in the Docks area has a 10% chance of 
  knowing where the Howling North is. Searching every 
  pier to find the ship takes about 2 hours. 
  The Ship                                              
  There is a map of the Howling North at the end of this 
  document.
   
  The Howling North is a Cormyrian caravel, originally 
  built in Suzail.  She is roughly 55’ long and 18’ across 
  the beam. The ship has a main deck with a sterncastle 
  and forecastle, and a single large cargo hold below 
  decks. There are two small cabins beneath the 
  sterncastle – the captain’s cabin and a combination 
  galley/workshop.
   
  Including the captain, there are 15 crew on the ship, 
  and they are human except for a few dwarves. Every 
  crew member has the statistics of a thug. The captain’s 
  name is Shale Hardcrow.
   
  Per the logs in the Port Authority, the Howling North 
  is a merchant ship, primarily involved in the grain trade. 
  In truth, the Coin Spinners are using the Howling North 
  to smuggle contraband out of Phlan—including exotic 
  beasts (see below). 
   
  Note that the captain is not a Coin Spinner herself; 
  rather, she is an ordinary smuggler working with the 
  Coin Spinners for this job.
  Approaching by Day                         
  While in dock, the crew tend to go out to taverns and 
  the like at night, and return to the ship during the day 
  to sleep. If the adventurers approach the ship by day, 
  they find the gangplank guarded by two crew, who are 
  thugs. A further nine thugs are sleeping on the deck, 
  while the captain is sleeping in her cabin. 
   
  If the adventurers attempt to board the ship, the 
  crew on guard block them. They know they have 
  contraband below decks, and so cannot be persuaded 
  or intimidated into letting the adventurers board. If an 
  argument starts, then the captain emerges from her 
  cabin and tells the adventurers to be off. 
  Roleplaying Shale Hardcrow
  Shale is a human thug. She is the captain of the Howling 
  North, and is currently smuggling goods out of Phlan 
  on behalf of the Coin Spinners. She is in her late 30s, is 
  very lean, and has short, dark hair. 
  • Ideal: The sea is freedom—the freedom to do 
  anything. 
  • Bond: The ship must come before all else. 
  • Trait: Thinking is for other people. I prefer action.
  • Flaw: Once someone questions my courage, I never 
  back down, no matter how dangerous the situation.
   
  If a fight breaks out, then 1d4+3 thugs wake each 
  round and join in the fray, until everyone is fighting.
  Tip: Discourage your players from starting a fight with 
  the crew, as they are likely to be overmatched.
  If the adventurers plant themselves on the pier to keep 
  a close eye on the ship, the captain warns them to be 
  gone. If they don’t leave, she and the crew approach the 
  adventurers, threatening violence. 
   
  There are a few other people on the pier, but they 
  make themselves scarce when trouble begins.
  Below Decks
   
  If the adventurers manage to defeat the crew, they 
  find nine velociraptors in the cargo hold, chained 
  together with iron collars. The chain passes through the 
  collars and is nailed to the hull at each end. 
  Interrogation
   
  If any of the crew are captured and interrogated, they 
  tell the following –
  • The Howling North has been a smuggling ship for 
  around ten years.
  • A few months ago, a woman named Chance Wildlight 
  approached them.
  • She wanted to engage them to smuggle contraband to 
  various ports across the Moonsea.
  • The contraband included precious metals and exotic beasts.
  • They do not know where the contraband was sourced 
  from, but suspect it comes into the city via some sort 
  of magical means.
  • They found out later that Chance was part of a new 
  criminal organization named the Coin Spinners.
  • They fear the Coin Spinners, as they have a reputation 
  for being unpredictable and violent.
  
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  Approaching by Night                       
  If the adventurers approach the ship by night, read the 
  following:
   
  Galley/Workshop. This small cabin contains a stove 
  and cooking utensils, alongside a carpenter’s bench 
  and tools.  A quick search locates an interesting piece of 
  paper (Player Handout 1):
  The ship seems unnaturally still and dark, and 
  there is no sign of the crew. Only a single 
  light is visible, coming from a door beneath 
  the sterncastle. By its dim rays, you see that 
  the cargo hatch is open, and there are two 
  motionless lumps nearby. 
  If the adventurers board the ship, they see the two 
  lumps are the remains of two crew members, who have 
  been savagely torn. They also hear a low growling and 
  chewing coming from the partially open door to the 
  captain’s cabin, where the light is coming from.
  Raptor Attack
  If the adventurers approach the cabin door, they see 
  three velociraptors devouring the remains of the 
  captain. The creatures smell the adventurers as soon as 
  they approach, and immediately attack. 
   
  One round later, six more velociraptors leap up 
  through the cargo hatch, howling with hunger. They 
  spread out, attempting to hit the party from the flanks.
  Closing the door
  The adventurers may try to close the cabin door and 
  cargo hatches to contain the beasts. The cabin door is 
  very flimsy, and the velociraptors tear through it in 
  two rounds. 
   
  The cargo hatch is even weaker, being just a wooden 
  frame with a canvas covering. The velociraptors tear 
  through it in a single round.
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: remove five velociraptors. 
  • Weak: remove two velociraptors. 
  • Strong: add two velociraptors and a deinonychus.
  • Very Strong: add four velociraptors and two 
  deinonychuses.
  Clues in the Cabin
  Assuming the adventurers deal with the raptors, they 
  can search the cargo hold and the two cabins. 
  Cargo Hold. The cargo hold has nothing of interest 
  aside from the chain which was restraining the raptors. 
  The adventurers see that it was once nailed to the hull 
  of the ship, but that it was pulled free. 
   
   
   
   
   
  19th Eleint, 1492. 
   
  Let it be known that Ivor Hammerfall of 
  Hammerfall Smithy, corner of Milsor Road 
  and Well Lane, has sold to Captain Shale 
  Hardcrow of the Howling North, twelve iron 
  collars and an iron chain, for the price of 
  thirty-three gold and seven silver pieces.
   
   
   
   
   
  Shale Hardcrow
  There is nothing else noteworthy in this cabin.
   
  Captain’s Cabin. The captain’s cabin contains a 
  bed and small table, as well as charts and various 
  navigational tools. 
   
  The ship’s log book is sitting on the table, and it 
  shows the Howling North has made voyages all over 
  the Moonsea in recent years, to places like Hillsfar, 
  Mulmaster, Hulburg and the like.
   
  A loose piece of paper in the log book has the 
  following written on it (Player Handout 2):
  4/1 Frostspike to win
  Stake is 35 gold pieces
  (Desirae Whitmoon c/o Laughing Goblin)
  Treasure
  Beneath the bed is a small, unlocked strong box with 80 
  gp, a small ruby (20 gp), and a potion of healing. There 
  is nothing else of value in the cabin.
  From Day to Night
  During the day, the ship is fully crewed, the sailors 
  are in control, and the raptors are secured below. By 
  evening, only two crew and the captain remain, and 
  they have been killed by the now loose raptors. What 
  happened?
   
  As the evening came, most of the crew headed into 
  town to visit taverns and various other establishments. 
  Only two crew and the captain remained. 
   
  The raptors grew increasingly aggressive below 
  decks, and finally pulled the chain loose from the 
  hull. One of the crew raised the hatch to see what was 
  happening, and the raptors leapt through and attacked, 
  quickly killing everyone on board. 
  
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  Tip: You want to allow about an hour for the final part 
  of the adventure. If you are behind schedule, skip 
  over the skill challenges below, and simply have Ivor 
  or Desirae direct the adventurers to the Conventicle 
  without any fuss.
  Ivor Hammerfall the Smith                
  Hammerfall Smithy lies on the corner of Milsor Road 
  and Well Lane. The adventurers have the address from 
  the bill of sale they found on the Howling North. 
   
  As the adventurers approach the shop, read the 
  following:
  What Ivor Knows
  Ivor is very grateful if he is rescued, and shares the 
  following information if asked:
  • He has been a smith in Phlan for many years, making 
  an honest living.
  • A few months ago, a woman named Chance Wildlight 
  approached him to do some metalwork—chains and 
  collars mostly. The pay was very good.
  • He subsequently learned she was part of the new 
  criminal organization, the Coin Spinners. He kept 
  working for them, though, as the coin on offer was too 
  good to turn down.
  • He now knows quite a lot about the Coin Spinner 
  philosophy and operations [he knows all the 
  information in the box on page 6]. 
  • He thought that his chains and collars were being 
  solely used to restrain exotic beasts, which the Coin 
  Spinners use in their blood-sports; they also smuggle 
  the beasts across the Moonsea. 
  • He recently heard that they are planning to smuggle 
  slaves, an activity he wants nothing to do with.
  • He has spent the last two weeks trying to disentangle 
  himself from the organization. 
  • This evening a group of thugs visited and said he was 
  being released from his contract, but that his shop 
  was being pulled down as a warning. 
  • They then forced him to toss the infamous coin—if 
  it came up Tymora he would go free, if Beshaba, he 
  would be restrained in the shop when it collapsed. 
  The coin came up Beshaba.
  • The only actual Coin Spinner he knows is Chance 
  Wildlight, though he doesn’t know how to contact her.
  • He has an address where he sometimes dropped off 
  his work—13 Stovepipe Alley. He thinks they may 
  have kept the exotic beasts there.
  XP Award
  If the adventurers save Ivor’s life, award each character 
  75 XP.
  Desirae Whitmoon The Bookmaker
  Desirae Whitmoon is a waitress at the Laughing Goblin, 
  though her real business is bookmaking, and she often 
  takes bets as she is serving drinks. The adventurers 
  have her name from the betting slip they found on the 
  Howling North.
  There is an enormous, crash, and the air is 
  suddenly filled with shrieks and cries. 
  A few moments later, they come to the shop itself, and 
  see that it has collapsed, scattering wood and stone 
  debris everywhere. 
   
  If the adventurers listen, they hear Ivor crying for 
  help from beneath the rubble. A crowd has gathered to 
  look, but no-one is helping; they are concerned about 
  the adjacent buildings, which now look highly unstable. 
  Rescuing Ivor
  If the adventurers wish to free Ivor, it requires all of 
  them to help. They need to make an extended skill 
  check. Make a series of DC 12 group skill checks for 
  Strength (Athletics). If the adventurers succeed three 
  times before they fail three times, then they successfully 
  rescue Ivor. If they fail, they are unable to free Ivor, and 
  he dies beneath the rubble.
   
  If Ivor is rescued, he is badly injured. Furthermore, 
  his hands and feet are bound. 
   
  The adventurers may try to persuade the crowd 
  to help. If someone succeeds on a DC 12 Charisma 
  (Persuasion) check, then a sizable number of the 
  crowd assist with clearing the rubble. If this happens, 
  the adventurers all have advantage on their Strength 
  (Athletics) checks.
  Roleplaying Ivor Hammerfall
  Ivor is a dwarven smith who has recently been doing 
  work for the Coin Spinners. He is squat and strong, and 
  has a red beard.
  • Ideal: Work hard and good things must surely come 
  your way. 
  • Bond: Everything I do is to support my young family. 
  • Trait: My language is as foul as an otyugh nest.
  • Flaw: Sometimes I’m too greedy for my own good.
   
  Desirae gives odds on just about anything, but she 
  has recently been covering the prize-fighting and blood-
  sports that the Coin Spinners have been operating. She 
  gives a kickback on the action to Chance Wildlight.
  
  17
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 3
  Roleplaying Desirae Whitmoon
  Desirae is a human bookmaker. She has long blonde 
  hair, which is always carefully braided.
  • Ideal: Live and let live. Meddling in the affairs of 
  others only causes trouble. 
  • Bond: I’m trying to pay off an enormous gambling 
  debt I incurred when I was young and stupid. 
  • Trait: I’m a born gambler who can’t resist taking a 
  risk for a potential payoff.
  • Flaw: I turn tail and run when things go bad—
  sometimes before.
  Chase Complication Table
  D10
  Complication
  1
  A beggar steps in front of the adventurers, 
  pleading for alms. Make a successful DC 10 
  Dexterity (Acrobatics) check to avoid the 
  beggar, or have disadvantage on your next 
  chase check.
  2
  A cart pulls out in front of the adventurers, 
  blocking their path. Make a successful DC 12 
  Dexterity (Acrobatics) or Strength (Athletics) 
  check to clear the cart, or have disadvantage 
  on your next chase check.
  3
  The quarry disappears down a side alley. 
  Make a successful DC 12 Wisdom (Perception) 
  check to quickly see where they go, or have 
  disadvantage on your next chase check.
  4
  There is a thick snarl of traffic ahead, 
  including pedestrians, vehicles, and animals. 
  Make a successful DC 12 Intelligence check to 
  find your way through the maze of traffic, or 
  have disadvantage on your next chase check.
  5-10
  No complication
  Tip: You can increase the excitement of this 
  encounter by encouraging the players to describe 
  what their successes and failures look like in game 
  terms.
  What Desirae Knows
  If Desirae is captured, she can easily be bullied into 
  sharing the following information:
  • She is a bookmaker, and has been for several years.
  • She has recently been taking bets on the prize-
  fights and blood-sports being operated by the Coin 
  Spinners. 
  • She now knows quite a lot about the Coin Spinner 
  philosophy and operations [she knows all the 
  information in the box on page 6]. 
  • The only actual Coin Spinner she knows is Chance 
  Wildlight, though she doesn’t know how to contact 
  her. 
  • She does have an address—13 Stovepipe Alley. 
  Chance occasionally asked her to leave her kickbacks 
  there. She’d be met at the door by a nameless thug, 
  and handed over the coin. 
  • She doesn’t know what is in the building, but she 
  suspects it is where some of the blood-sports are 
  held.
  Treasure
  Desirae has 50 gp in her purse.
   
  Just about anyone in the Laughing Goblin can point 
  Desirae out. However, word has already come to her 
  that a group of nosey adventurers are meddling in Coin 
  Spinner business. The exact moment the adventurers 
  are directed toward her, she sees them and dashes 
  away, through the kitchen and out into a side street. The 
  streets are busy, regardless of the time of day or night. 
  The following section explains how to run the pursuit. 
  Chasing Desirae
  The following urban chase rules assume the 
  adventurers are pursuing a single NPC, called the 
  quarry (in this case, Desirae). The rules are as follows: 
  • At the start of each round, the DM rolls on the Chase 
  Complication Table below, and the adventurers must 
  follow the resulting instructions.
  • Each PC must then make a chase check. This is done 
  by rolling a d20 and adding both your Constitution 
  bonus and your Dexterity bonus (when chasing 
  someone through crowded city streets, your stamina 
  and agility matter more than pure speed). 
  • The DM makes a chase check on behalf of the quarry 
  (Desirae gets a total bonus of +3). 
  • If a PC’s check is higher than the quarry’s, the PC 
  records this as a “success”. If the adventurers check 
  is lower than the quarry’s, the PC records this as a 
  “failure”. 
  • If a PC records three failures, they drop out of the 
  chase. They are either too tired to continue, or have 
  lost sight of the quarry. If all adventurers drop out of 
  the chase, the quarry escapes.
  • If a PC records three successes, they have caught and 
  restrained the quarry. 
  • It is assumed that the adventurers are taking the 
  dash action during the chase. If they wish to take a 
  different action, they may do so. However, having 
  completed their action, they must drop out of the 
  chase (having lost too much ground to continue). 
  XP Award
  If the adventurers catch Desirae, award each character 
  75 XP.
  
  18
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 3
  To Part 4                                              
  Through their discussion with Ivor Hammerfall or 
  Desirae Whitmoon, the adventurers know that 13 
  Stovepipe Alley is somehow connected to the Coin 
  Spinners. 
   
  If the adventurers were unable to speak to Ivor or 
  Desirae, you could have the adventure end in failure. 
  Alternatively, you could have a message arrive from 
  the Chancellor, saying that she has received a tip about 
  13 Stovepipe Alley, and asking the adventurers to 
  investigate.
  
  19
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 4
  PART 4.  THE CONVENTICLE
  Better an ounce of luck than a pound of gold. 
   
   
  —The Lord Sage of Phlan
  Stovepipe alley is long, narrow, and full of refuse. It 
  mostly consists of blank walls and decrepit terraces. 
  The few businesses facing the alley are either 
  disreputable or abandoned. 
   
  Number 13 does not appear to be a proper building 
  at all; it is simply a door in a brick wall, squeezed 
  between an old brewery and a boarded-up terrace. The 
  door is locked, and is on the northern side of the alley.
  Opening the Door                              
  The Conventicle of Chaos               
  There is a map of the Conventicle at the end of this 
  document.
  This secret conventicle is several hundred years old, 
  and was originally built as a secret place of worship for 
  an illegal cult of Beshaba. After the cult died out, it was 
  used by various clandestine groups for any number of 
  secret purposes, and then stood unoccupied for a good 
  many years. 
   
  The Coin Spinners recently appropriated it for some 
  of their operations.
  The door is made of wood, and has an old 
  and tarnished brass lock in the very center. 
  There is no door handle.
   
  As it happens, the key was lost some time ago, and 
  so the door has been enchanted. If someone says, 
  “Open in the name of Beshaba” or “Open in the name of 
  Tymora”, the door unlocks itself and opens. The door 
  automatically closes and locks itself after five minutes. 
   
  A DC 12 Intelligence (Arcana) check reveals there 
  is an enchantment on the door, and that it is triggered 
  verbally.
   
  The lock can be picked with a successful DC 10 
  Dexterity (Thieves Tools) check. Otherwise, a successful 
  DC 14 Strength check breaks the door down.
  Down, Down, Underground             
  Beyond the door is a steep set of stairs leading down. 
  The corridor is 5’ wide and the ceiling about 8’ high. 
  The walls and stairs are made of old stone blocks. There 
  is no light.
   
  The stairs descend about 50’ and open onto a 30’ 
  long tunnel heading north. A faint glow can be seen at 
  the end of the tunnel, which opens onto the Conventicle 
  of Chaos.
  What is this place?
  This large chamber has eight walls, made of 
  ancient and worn stone blocks held together 
  by crumbling mortar. There are seven doors, 
  each set in a different wall, as well as the 
  open passage leading from the stone stairs. 
   
  A domed ceiling towers above you, 
  dozens of feet high. It is also the source of 
  a faint yellow glow that lights the whole 
  chamber. There is a recessed stone balcony 
  wrapping around the walls, about two-thirds 
  of the way up. 
   
  A low growling comes from behind some 
  of the doors.
  The balcony is 35’ above the floor, with the ceiling 
  another 10’ higher. Climbing the wall requires a DC 13 
  Strength (Athletics) check every 10’.
   
  The original cultists used this as their worship 
  chamber, with the balcony as their pulpit. The seven 
  niches once held icons and other paraphernalia, though 
  the Coin Spinners have covered them with doors and 
  are using them for entirely different purposes, as 
  described below.
   
  Anyone succeeding on a DC 16 Wisdom (Perception) 
  check can identify one of the doors with a creature 
  behind it (see below). 
  A Chance Return                              
  Chance Wildlight is standing on the balcony, and calls 
  a greeting to the adventurers as they enter. She is in a 
  somewhat talkative mood, and shares the following if 
  the adventurers speak to her:
  • She has been expecting the adventurers, having 
  learned of their investigation through her contacts.
  • The chamber they are in was once a secret chapel 
  dedicated to the “Maid of Misfortune”, but the Coin 
  Spinners are now putting it to “more exciting” uses.
  • The strange beasts they are tracking are originally 
  from Chult. She will not say how they are being 
  brought into Phlan. 
  • One of the creatures recently escaped and caused 
  some trouble around the docks, but they managed to 
  recapture it.
  
  20
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 4
  • The beasts are mostly being exported across the 
  Moonsea, but Chance has been keeping a few for a 
  little game she has developed. 
  • She calls her game “Beasts and Boons”, and it is 
  played in this chamber. It is popular, and the balconies 
  are usually packed with well-to-do townsfolk.
  • The gods have decreed that the adventurers will play 
  the game tonight, “to an empty house, worse luck!”
  Chance chats with the adventurers for a little while 
  longer, before saying:
   
  At the end of each round, 10 of the bouncing bags hit 
  the walls and explode in a shower of gold dust. 
  Door 5: When this door is opened, four dimetrodons 
  thunder out and attack the adventurers. 
  Door 6: When this door is opened, there is a loud boom, 
  and a shockwave rolls through the chamber. Every 
  creature must make a DC 10 Dexterity saving throw or 
  be knocked prone.
  Door 7: When this door is opened, a deinonychus 
  stalks out and attacks the adventurers. 
  Enough—time to see if Beshaba or Tymora is 
  with you tonight! 
   
  Every few moments, a bell will ring and 
  you must choose a door. Behind each door 
  is something nice or something nasty. Defeat 
  all the nasties, and I am in your power. 
   
  Let’s play... 
  If the adventurers attack Chance or retreat up the 
  passage, she steps back from the edge of the balcony 
  (out of sight) while using thaumaturgy to open Door 3 
  and Door 5 (see below).
  Roleplaying Chance Wildlight
  Chance is a Coin Spinner underboss and a priest of 
  Beshaba. She usually operates around the Docks, and is 
  responsible for creating the blood-sport known as the 
  Game of Beasts and Boons. She has several spinning 
  coins tattooed on her face.
  • Ideal: Life is as chaotic as a storm, and that’s what 
  makes it so exhilarating. 
  • Bond: I am utterly devoted to Beshaba, the Maid of 
  Misfortune. 
  • Trait: I’m as changeable as the wind.
  • Flaw: I have no empathy for the suffering of others.
  Charming Chance
  Chance’s extreme sociopathy means she has advantage 
  on saving throws against charm person. And even if 
  charmed, her behavior is unpredictable as she has no 
  real understanding of friendship.
  No Chance?
  If the adventurers killed Chance Wildlight in Part 1, she 
  is replaced in this scene by Fortunato Mistbolt, who 
  has identical statistics.
  The Game of Beasts and Boons          
  The doors on the map are numbered. They spring open 
  when touched, and cannot be closed again until all have 
  been opened. Assume a door can be opened as a free 
  action.
   
   Every round, Chance rings a small hand bell. If the 
  adventurers have not opened a door by the end of the 
  round, Chance uses thaumaturgy to open one for them. 
  She chooses the monster doors first. 
   
  Following are the effects of each door:
  Door 1: When this door is opened, the room is flooded 
  briefly with pale blue light. All the adventurers in the 
  chamber receive 1d6+2 healing.
  Door 2: This door opens onto a short corridor and a 
  stone, spiral staircase, winding up 35’ to the balcony 
  above. The staircase is only 3’ wide. If the adventurers 
  climb the staircase, go to “Balcony Battle” below.
  Door 3: When this door is opened, four velociraptors 
  leap out and attack the adventurers.
  Door 4: When this door is opened, 30 small bags 
  are revealed, each containing 20 gp. The bags are 
  enchanted, and immediately begin whizzing across the 
  room, bouncing off the walls, the adventurers, and the 
  monsters. 
   
  If someone chooses to spend their action catching 
  the bags, they can catch several bags equal to 1d4 plus 
  their dexterity bonus. 
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: remove two velociraptors and three 
  dimetrodons. Replace the deinonychus with a 
  velociraptor.
  • Weak: remove a velociraptor and two dimetrodons.
  • Strong: add a deinonychus.
  • Very Strong: add a velociraptor, a dimetrodon and 
  two deinonychuses.
  Balcony Battle                                     
  Once the adventurers climb the stairs to the balcony, 
  Chance meets them in the narrow doorway at the 
  top, ensuring she cannot be flanked. Any surviving 
  dinosaurs pursue the adventurers up the stairwell. 
  
  21
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: PART 4
   
  Chance is a priest and is accompanied by a thug. 
  She casts spirit guardians in the stairwell as the 
  adventurers approach, and sends her thug down the 
  steps to intercept them. She then summons her spiritual 
  weapon, which is shaped like a morning star, and uses it 
  to attack from range.
   
  Chance fights to the death. If taken alive, she casts 
  inflict wounds on herself and dies. Her final words are, 
  “It’s no use, the portal cannot be closed…”
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: remove a thug, and Chance does not have 
  level three spells.
  • Weak: remove a thug, add two bandits.
  • Strong: add two thugs.
  • Very Strong: add three thugs and a berserker.
  Treasure
  In Chance’s pockets are a stone of good luck and a purse 
  with 100 gp. The hand bell she rang is finely wrought, 
  and worth 20 gp.
  Conclusion                                          
  If the adventurers kill all the dinosaurs and Chance, the 
  Chancellor is delighted and pays what she promised. 
  She is also pleased to learn the new intelligence the 
  adventurers have gathered about the Coin Spinners. 
   
  If the dinosaurs escaped from the Conventicle, she 
  is much less happy, telling the adventurers that there 
  were several fatalities due to their incompetence. She 
  then gives them only half of the promised fee.
   
  In either event, she asks the adventurers to stay in 
  town, as she has another job in mind for them…
    
    
  
  22
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: REWARDS
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience (Min/Max XP: 900/1200)
  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.
  Combat Awards
  Name of Foe   
   
   
  XP Per Foe
  Acolyte 
   
   
   
  50
  Bandit  
   
   
   
  25
  Bandit Captain  
   
   
  450
  Berserker 
   
   
   
  450
  Deinonychus  
   
   
  200
  Dimetrodon 
   
   
   
  50
  Priest  
   
   
   
  450
  Thug   
   
   
   
  100
  Velociraptor 
   
   
   
  50
  Veteran 
   
   
   
  700
  Non-Combat Awards
  Task or Accomplishment   
  XP Per Char
  Saving the Scriptorium 
   
  75 
  Stopping the brawl  
   
   
  0-100 
  Honoring the dead  
   
   
  50 
  Defeating Sludge  
   
   
  50 
  Saving Ivor’s life  
   
   
  75 
  Catching Desirae  
   
   
  75
  Treasure                                            
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.
  Treasure Awards
  Item Name   
   
   
  GP Value
  Calypso’s fee  
   
   
  150-200
  Thug’s coin 
   
   
   
  29
  Howling North Strongbox coin 
  80
  Howling North Strongbox ruby 
  20
  Desirae’s coin  
   
   
  50
  Conventicle magic money bags 
  300
  Chance’s coin  
   
   
  100
  Fine hand bell  
   
   
  20
   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 detailed in the D&D Adventurers 
  League Dungeon Master’s Guide.
  Potion of Healing
  Potion, common
  This item can be found in the Dungeon Masters 
  Guide. 
  Spell Scroll of Invisibility
  Scroll, uncommon
  This item can be found in the Dungeon Masters 
  Guide. 
  Stone of Good Luck
  Wondrous Item, uncommon
  This item can be found in the Dungeon Masters 
  Guide. 
  Player Rewards                                
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide 
  (ALDMG).
  DM Rewards                                     
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
  23
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: APPENDIX
  DM Appendix: NPC Summary
  The following NPCs are featured prominently in 
  this adventure:
   Brother Thorn Gladtide is a human acolyte in 
  the service of Deneir. He is nearing middle age, is 
  balding and has a pot belly. 
   Calypso is a tiefling sorcerer, a former 
  adventurer who is now the Chancellor of Phlan. 
  She is aligned with the Zhentarim.
   Chance Wildlight is a Coin Spinner underboss 
  and a priest of Beshaba. She usually operates 
  around the Docks, and is responsible for creating 
  the blood-sport known as the Game of Beasts and 
  Boons. She has several spinning coins tattooed on 
  her face.
   Desirae Whitmoon is a human bookmaker, 
  who also works most evenings as waitress at the 
  Laughing Goblin. She has long blonde hair, which is 
  always carefully braided.
   Ivor Hammerfall is a dwarven smith who has 
  recently been doing work for the Coin Spinners. He 
  is squat and strong, and has a red beard.
   Oreval Evenhand is a human scribe and the 
  proprietor of the Scriptorium Emporium. 
   Phineas Sludge is a human bandit captain. He 
  is the owner of the Bastion of Inebriation, and a 
  senior member of the Welcomers. He is in his late 
  20s, is very obese, and has a large mop of curly 
  red hair. Part of his left ear is missing. His attire is 
  slovenly, and he wears a necklace made of small 
  bones. 
   Shale Hardcrow is a human thug. She is the 
  captain of the Howling North, and is currently 
  smuggling goods out of Phlan on behalf of the Coin 
  Spinners. She is in her late 30s, is very lean, and 
  has short, dark hair. 
   Wendri Coppertoes is a halfling veteran, and 
  captain of the Black Watch in the Docks. She is also 
  a lapsed Harper.
  
  24
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: APPENDIX
  Appendix:
  NPC / Monster Statistics  
   Acolyte
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0)
   
  Skills Medicine +4, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster. 
  Her spellcasting ability is Wisdom (spell save DC 
  12, +4 to hit with spell attacks). The acolyte has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, 
  thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions                                                                         
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage.
  Bandit
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions                                                                            
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage.
  Bandit Captain
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 15 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any two languages
  Challenge 2 (450 XP)
  Actions                                                                         
  Multiattack. The captain makes three melee 
  attacks: two with its scimitar and one with its 
  dagger. Or the captain makes two ranged attacks 
  with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage.
  Reactions                                                                      
  Parry. The captain adds 2 to its AC against one 
  melee attack that would hit it. To do so, the captain 
  must see the attacker and be wielding a melee 
  weapon.
  
  25
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: APPENDIX
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can 
  gain advantage on all melee weapon attack rolls 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Actions                                                                         
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  Deinonychus
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  15 (+2) 
  14 (+2) 
  4 (-3) 
  12 (+1) 
  6 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Pounce. If the deinonychus moves at least 20 feet 
  straight toward a creature and then hits it with a claw 
  attack on the same turn, that target must succeed on 
  a DC 12 Strength saving throw or be knocked prone. 
  If the target is prone, the deinonychus can make one 
  bite attack against it as a bonus action.
  Actions                                                                         
  Multiattack. The deinonychus makes three 
  attacks: one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage.
  Dimetrodon
  Medium beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft., swim 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 
  10 (+0) 
  14 (+2) 
  2 (-4) 
  10 (+0) 
  5 (-3)
  Skills Perception +2
  Senses passive Perception 12
  Languages —
  Challenge 1/4 (50 XP)
  Actions                                                                         
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) piercing damage.
  
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  Chaos: APPENDIX
  Priest
  Medium humanoid (any race), any alignment
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest 
  can expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts until 
  the end of the turn. If the priest expends a spell slot 
  of 2nd level or higher, the extra damage increases 
  by 1d6 for each level above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has the 
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, 
  thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary
  2nd level (3 slots): lesser restoration, spiritual 
  weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions                                                                         
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  Thug 
  Medium humanoid (any race), any non-good alignment
  Armor Class 11 (leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Pack Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated.
  Actions                                                                         
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to 
  hit, range 100/400 ft., one target. Hit: 5 (1d10) 
  piercing damage.
  
  27
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
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  Velociraptor
  Tiny beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 10 (3d4 + 3)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (-2) 
  14 (+2) 
  13 (+1) 
  4 (-3) 
  12 (+1) 
  6 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Pack Tactics. The velociraptor has advantage on an 
  attack roll against a creature if at least one of the 
  velociraptor’s allies is within 5 feet of the creature 
  and the ally isn’t incapacitated.
  Actions                                                                         
  Multiattack. The velociraptor makes two attacks: 
  one with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) slashing damage.
  Veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions                                                                         
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also 
  make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, 
  or 8 (1d10 + 3) slashing damage if used with two 
  hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to 
  hit, range 100/400 ft., one target. Hit: 5 (1d10) 
  piercing damage.
  
  28
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: APPENDIX
  Appendix. Map
  
  29
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: APPENDIX
  Howling North
  Forecastle
  Cargo Hatch
  Captain’s Cabin
  Galley / Workshop
  1 square = 5’
  
  30
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: APPENDIX
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-X PHLAN 3-1 The Conventicle of Chaos 
   
   
  32 
   
   
   
   
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  The Conventicle 
  5’ 
  
  31
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: APPENDIX
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-X PHLAN 3-1 The Conventicle of Chaos 
   
   
  33 
  Player Handout 1 
   
   
  19th Eleint, 1492.  
   
   
  Let it be known that Ivor 
  Hammerfall of Hammerfall 
  Smithy, corner of Milsor Road and 
  Well Lane, has sold to Captain 
  Shale Hardcrow of the Howling 
  North, twelve iron collars and an 
  iron chain, for the price of thirty-
  three gold and seven silver pieces. 
   
   
  Shale Hardcrow 
   
  
  32
  CCC-BMG-X PHLAN 3-1 The Conventicle of 
  Chaos: APPENDIX
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BMG-X PHLAN 3-1 The Conventicle of Chaos 
   
   
  34 
  Player Handout 2 
   
   
   
   
  4/1 Frostspike to win 
  Stake is 35 gold pieces 
  (Desirae Whitmoon c/o Laughing 
  Goblin) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-31 PHLAN 3-1 - The Conventicle of Chaos.pdf