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2016 CCC-BMG-31 PHLAN 3-1 - The Conventicle of Chaos

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0% found this document useful (0 votes)
193 views32 pages

2016 CCC-BMG-31 PHLAN 3-1 - The Conventicle of Chaos

Uploaded by

Carlos Costa Cox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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

Development and Editing: Robert Adducci, Shawn Merwin


Proofing and Layout: Encoded Designs
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
Special Thanks: Jeff Stevens, Daggus Bolt, Daniel Norton, Maria Meike Monet, Marcus Quoyeser, Krystal Galloway, Tony
Thompson, George Eliot (“The Choir Invisible”)

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.
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.

Adjusting This Adventure


This adventure provides suggestions in making • Gather any resources you’d like to use to aid you in
adjustments for smaller or larger groups, characters of running this adventure--such as notecards, a DM
higher or lower levels, and characters that are otherwise screen, miniatures, and battlemaps.
a bit more powerful than the adventure is optimized for. • Ask the players to provide you with relevant
You’re not bound to these adjustments; they’re here for character information, such as name, race, class, and
your convenience. level; passive Wisdom (Perception), and anything
To figure out whether you should consider specified as notable by the adventure (such as
adjusting the adventure, add up the total levels of all backgrounds, traits, flaws, etc.)
the characters and divide the total by the number of
characters (rounding .5 or greater up; .4 or less down). Playing the Dungeon Master
This is the group’s APL. To approximate the party You have the most important role—facilitating the
strength for the adventure, consult the following table. enjoyment of the game for the players. You provide the
Determining Party Strength narrative and bring the words on these pages to life. To
facilitate this, keep in mind the following:
Party Composition Party Party Strength You’re Empowered. Make decisions about how the
3-4 characters, APL less than Very weak group interacts with the adventure; adjusting or
3-4 characters, APL equivalent Weak
improvising is encouraged, so long as you maintain the
adventure’s spirit. This doesn’t allow you to implement
3-4 characters, APL greater than Average
house rules or change those of the Adventurers League,
5 characters, APL less than Weak however; they should be consistent in this regard.
5 characters, APL equivalent Average Challenge Your Players. Gauge the experience level
5 characters, APL greater than Strong of your players (not the characters), try to feel out (or
6-7 characters, APL less than Average ask) what they like in a game, and attempt to deliver
the experience they’re after. Everyone should have the
6-7 characters, APL equivalent Strong opportunity to shine.
6-7 characters, APL greater than Very strong
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,
Some encounters may include a sidebar that offers engage in combat, and roleplay interactions without
suggestions for certain party strengths. If a particular getting too frustrated over a lack of information. This
recommendation is not offered or appropriate for your gives players “little victories” for figuring out good
group, you don’t have to make adjustments. choices from clues. Watch for stalling--play loses
momentum when this happens. At the same time, make
Before Play at the Table sure that players don’t finish too early; provide them
Before you start play, consider the following: with a full play experience.
• 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.

2 C C C - B M G -X P H L A N 3 - 1 T h e C o nve n t i c l e
of Chaos: INTRODUCTION
Adventure Primer Adventure Overview
This section provides the adventure’s background, The adventure is broken down into four parts:
a list of prominent NPCs, an overview of the Part 1. The Chancellor tasks the adventurers with
adventure in play, and hooks that you can use to investigating a strange, lethal beast prowling the city
introduce your player’s characters to the action. streets. The adventurers encounter Chance Wildlight.
She is a leader of the Coin Spinners, a new criminal
Adventure Background organization.
After years of strife, Phlan is entering a new era of Part 2. The adventurers investigate some leads, and
prosperity. Under the strong leadership of Jhessail are possibly joined by Brother Thorn. They learn more
Greycastle, external dangers have been beaten back, the about Coin Spinner activities, which include protection
city defenses have been strengthened, and the guilds rackets, and gambling on vicious blood-sports.
are flourishing. Part 3. The adventurers find their way to the
But fresh threats have arisen within the city walls. Howling North, a Cormyrian smuggling ship. On board,
Strange beasts stalk the night, bringing swift death several strange beasts attack them. Clues in the cabins
in their wake, whilst a new criminal gang is vying for lead them to some important Coin Spinner connections.
control of the streets. Can our heroes uncover the truth Part 4. The adventures are led to the Conventicle of
before more lives are lost? Chaos, an old, abandoned, illegal temple to Beshaba.
Location and NPC Summary There they meet Chance Wildlight again, and she draws
The following NPCs and locations feature prominently them into a bizarre and deadly game.
in this adventure. Adventure Hooks
Brother Thorn Gladtide is a human acolyte in the Choose an appropriate reason for the party to become
service of Deneir. He is nearing middle age, is balding, involved with this adventure. Different characters in the
and has a pot belly. party might have different motivations.
Calypso is a tiefling sorcerer, a former adventurer Mercenaries. The characters are primarily interested
who is now the Chancellor of Phlan. in coin, and hear that the Chancellor is looking for
Chance Wildlight is a Coin Spinner underboss and a adventurers and offering a handsome fee.
priest of Beshaba. Local Heroes. The characters have defended Phlan
Desirae Whitmoon is a human bookmaker, who also in previous adventures, and have developed a heroic
works most evenings as a waitress at the Laughing Goblin. reputation in the city. The Chancellor sends word that
Ivor Hammerfall is a dwarven smith who has Phlan needs their help again.
recently been doing work for the Coin Spinners. Humanitarians. The characters are living in the
Oreval Evenhand is a human scribe and the Docks district and have several friends there. One of
proprietor of the Scriptorium Emporium. their friends, a young pauper, is killed one evening by a
Phineas Sludge is a human bandit captain. He is strange beast. The characters approach the Chancellor,
the owner of the Bastion of Inebriation, and a senior offering to help track the beast down.
member of the Welcomers. Emerald Enclave. Exotic beasts are being smuggled
Shale Hardcrow is a human thug. She is the captain out of Phlan and across the Moonsea. The Enclave want
of the Howling North, and is currently smuggling goods to put a stop to this cruel and illegal trade, and find out
out of Phlan on behalf of the Coin Spinners. the source of the beasts.
The Conventicle is a secret and illegal chapel The Harpers. There is a new criminal organization
dedicated to Beshaba, the Maid of Misfortune. in Phlan, and they appear to be very dangerous. The
Harpers have asked their members to do all in their
The Howling North is a Cormyrian smuggling ship.
power to thwart their plans.
Valjevo Castle is the seat of government in Phlan.
The Zhentarim. There is a new criminal organization
The Bastion of Inebriation is a disreputable tavern in Phlan, and the Zhentarim hierarchy want to know
in the Docks area. more about them.
Wendri Coppertoes is a halfling veteran, and captain
of the Black Watch in the Docks.

3 C C C - B M G -X P H L A N 3 - 1 T h e C o nve n t i c l e
of Chaos: INTRODUCTION
PART 1. THE CHANCELLOR
AND THE COIN SPINNER
Flattery and insults raise the same question: What • The last few nights, however, there have been reports
do you want? of a strange creature prowling the streets. Details are
sketchy, but it has killed four people so far—the most
—The Lord Sage of Phlan
recent on the previous night.
Meeting Calypso • Calypso wants the adventurers to investigate, and can
offer 150 gp for the job.
The adventure opens in Valjevo Castle, in the study of
Calypso, the tiefling Chancellor. Read the following: If the adventurers wish to negotiate over the fee,
Calypso goes as high as 200 gp.
The Chancellor’s study smells of old You can roleplay the negotiation out, or make opposing
parchment and brimstone. Charisma (Persuasion) rolls. Calypso is an experienced
Bookshelves line the walls of this small negotiator, and gets +5 on her rolls. Rather than a single
room, crowded with volumes old and new. opposing skill roll, make it best of three rolls.
A lone painting of a ship on the far wall
struggles to break the bibliophilic monotony. Roleplaying Calypso
“Come in, please, sit down,” says a Calypso is a tiefling sorcerer, a former adventurer who
figure behind a small wooden desk. Petite is now the Chancellor of Phlan. She is aligned with the
horns emerge from her forehead, a slender Zhentarim.
tail lies coiled beside her legs, and her skin • Ideal: I prize freedom and despise tyranny. Chains
are meant to be broken, as are those who would forge
is the color of plums. This is Calypso, the them.
celebrated Chancellor of Phlan.
• Bond: Phlan is my home – I must do all I can to
She stares for a moment with slightly protect it.
raised eyebrows, then smoothly says, “I’m • Trait: Flattery is my preferred trick for getting what I
glad you could come—I’ve heard many want.
good things about you! And I can certainly • Flaw: I’d rather eat my robes than admit when I’m
use all the help I can find these days. wrong.
“But before we get started, who is the
leader of your party?” Leads
If an argument develops, Calypso frowns slightly and Assuming the adventurers accept the mission, Calypso
says, “Don’t worry, it doesn’t matter”. If the players shares the following leads:
nominate a leader, she says, “very good”, and directs her • Wendri Coppertoes is captain of the Black Watch in
comments to that person. the dockside district. She sent in the initial report.
• Brother Thorn Gladtide is a disciple of Deneir who
The Mission maintains a small shrine near the docks. He has taken
responsibility for burying the bodies.
“Did they tell you anything about this little
• Phineas Sludge runs a tavern called the Bastion
job? No? Well, it involves some trouble down
of Inebriation down near the docks. He is a senior
near the docks…” member of the Welcomers, and hears about most
Calypso shares the following: things in that district. He is very dangerous, though,
and also rather crude.
• The city is very prosperous presently, with lots of
trade and new construction. • There seems to be a new criminal gang operating in
the city, but Calypso has few details so far.
• The Black Watch are responsible for keeping the
peace and are doing a respectable job, though they She then asks if the adventurers have any questions.
are stretched.

4 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 1
Questions The street is less crowded here. The houses
Following are some of the questions the adventurers and shops are narrow and tall, and packed
might ask, and Calypso’s answers: together closely.
• What does the beast look like? Up ahead is a disturbance. A frightened
The report was vague. It’s said to be about the size of and frail old man stands outside a small
a wolf, but runs on two legs. It is very fast.
brick shop called the Scriptorium Emporium.
• Who were the people killed? Shelves bulging with scrolls and tomes can
The bodies were not identified. They were most likely
vagrants or paupers. be seen through large open windows.
• What happened to the corpses? The old man is Oreval Evenhand, a scribe and the
Brother Thorn took responsibility for burying them. proprietor of the Scriptorium Emporium, which is a
• How did you learn about the beast? library that also provides scribal services. Before him
Wendri Coppertoes supplied the preliminary report. stands a lean woman with a tattooed face, and with a
• Who are the Black Watch? group of thugs at her back. One of the thugs holds a lit
The Black Watch are the town guard. torch in his hand.
• Why don’t the Black Watch investigate? The woman is Chance Wildlight, an underboss in
They are fully occupied keeping the peace on the the Coin Spinner gang and a priest of Beshaba. The
streets. Anyway, an investigation of this sort requires adventurers catch the tail end of their conversation.
specialists.
“Please, Chance, I need another week,”
• Who are the Welcomers?
They were once a thieves guild in Phlan. But they says the old man.
redeemed themselves in recent years through service “We’ll let the coin decide, Oreval,” says
to the city, and are now a sort of labor guild. There are the tattooed woman. “Tymora says you get
still some very rough characters in the organization. another week, Beshaba says we burn your
• What can you tell us about the new criminal gang? shop to the ground!”
Very little, so far. They are involved in typical criminal With that, the woman tosses a silver coin
activity—smuggling, fraud, racketeering, gambling, high into the air. She catches the coin, slaps
theft, and so on. They are especially violent.
it on her arm, and cries “Beshaba! Time to
• Where can we find Wendri Coppertoes? burn!”
In the Docks Watch House, right next to the Portside
Authority building. For more about Chance, see Part 4: The Conventicle.
• Where can we find Brother Thorn? There are some bystanders, but none of them interfere.
He maintains a shrine to Deneir on Parkside Gate A DC 10 Intelligence (Religion) check reveals that
Road, near the docks. Tymora is the goddess of good luck, also known as Lady
• Where can we find Phineas Sludge and the Luck, while Beshaba is the goddess of bad luck, also
Bastion of Inebriation? known as the Maid of Misfortune.
The Bastion is on Stovepipe Alley, near the Dockside
Market. Phineas is almost always there. If the adventurers intervene
Once the adventurers have finished asking questions, go If the adventurers interfere in any way, Chance warns
to the next section. them that this is “Coin Spinner business”. She soon loses
patience with any discussion, and orders her crew to
Coin Spinner Shakedown “take care of them”, at which point they attack. Three
thugs and a berserker accompany her.
The adventurers most probably head toward the Docks,
which lie on the south side of the city. However, the The thug with the torch throws it into the
following encounter can take place regardless of where Scriptorium before drawing his weapon – meaning
they choose to go. 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).

5 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 1
Adjusting this Encounter • Chance usually sent one of her thugs to collect the
money.
Here are some suggestions for adjusting this encounter,
according to your group. These are not cumulative. • Oreval has been trying to keep up the payments, but
he is not wealthy. Last week he was unable to make
• Very Weak: remove the berserker and a thug. the payment, resulting in the visit today by Chance.
• Weak: remove the berserker and add a thug. Oreval can tell them nothing else about the Coin
• Strong: add two thugs. Spinners, except that he is very frightened of them.
• Very Strong: add two thugs and a berserker.
XP Award
Chance Retreats For preventing the shop from burning down, award
Chance is a priest, but believes a common street brawl each character 75 XP.
is beneath her. She leaves her gang to take care of
matters if a fight breaks out, and makes her escape via
Treasure
an alley. If the adventurers manage to pursue her, she Oreval has no money, but if the adventurers save his life
uses spirit guardians to delay them. See Part 4: The and his shop, he gives them a spell scroll of invisibility.
Conventicle for more information on Chance. The gang carry 29 gp worth of coins between them.

If the adventurers do nothing Roleplaying Oreval Evenhand


The thug with the torch tosses it into the Scriptorium. Oreval is a human scribe and the proprietor of the
Chance and her gang take a few moments to watch the Scriptorium Emporium.
blaze take hold, and then leave. • Ideal: The path to power and self-improvement is
through knowledge.
Burning Books • Bond: I’m seeking enlightenment through my studies,
The torch hits the back wall of the Scriptorium, where but it still eludes me.
the dry manuscripts and books burst into glorious
• Trait: I like to boast that I’ve collected and read the
flame. Oreval screams, “Please, gods, no!” and races
greatest books ever written.
inside.
• Flaw: I value my books above just about everything
There is a large barrel of water in the back corner,
with a small and large bucket near it. Oreval picks up else, including life itself.
the small bucket and begins dousing the flames, quite
The Coin Spinners
ineffectually.
Originating in Luskan, the Coin Spinners are a quasi-
If one of the adventurers uses the large bucket, they religious criminal organization that has recently
may have more success. Have the player make a DC 13 established itself in Phlan. They revere both Tymora
Strength (Athletics) check each round that they are and Beshaba, believing both gods to be aspects of the
bailing. If they succeed three times before failing twice, one divine being—Tymora representing good fortune,
then they douse the flames. Otherwise, the flames take and Beshaba representing misfortune.
hold of the whole shop, which eventually burns to the
ground (along with some shops and homes around it). Character. Chaotic and unpredictable behavior
characterizes the gang. While some members are
Oreval does not leave the shop while it’s burning – he philosophically and spiritually committed anarchists,
perishes in the flames unless dragged out. others simply like plunder and violence. There is
Oreval Evenhand sometimes tension between the genuinely devout and
If the adventurers assist Oreval, he talks to them after those who are just looking to line their own pockets.
the trouble is taken care of. Criminal Activities. As a criminal organization, they
Oreval tells them the following: are heavily involved in gambling, as well as smuggling,
• He is a scribe, and has been most of his life. He has no extortion, robbery, counterfeiting and slave-trading.
close family. With the Welcomers abandoning some of these
• About a month ago the tattooed woman, Chance activities, the Coin Spinners have been able to expand
Wildlight, showed up at his shop with some thugs. their operations rapidly in Phlan.
• She told him she was part of the Coin Spinners, a Violence. The Coin Spinners do not hesitate to use
new organization in Phlan. She told him he was now violence to achieve their goals. Some of the devout
required to pay “fire insurance”—5 gp per week. members see violence as an almost sacramental means

6 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 1
of spreading chaos, while others are merely vicious. To Part 2
Prize-fighting, hunting and other blood-sports are very
popular in the gang. The conversation with Calypso should lead the
adventurers to the Docks district, to seek out Wendri
The Coin. One peculiarity of the Coin Spinners is Coppertoes, Brother Thorn, or Phineas Sludge.
their use of chance to make important decisions. Many These encounters are described in Part 2: Dockside
of them carry a unique silver coin for this purpose, Diversions.
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.

7
C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 1
PART 2.DOCKSIDE DIVERSIONS
Clearly crime must pay, or else there would be no Population
crime. The dockside and surrounding streets are thrumming
—The Lord Sage of Phlan with activity. The crowds are a bustling meld of
laborers, sailors, merchants, artisans, entertainers,
If the adventurers follow one of the leads provided by
adventurers, and opportunists—alongside some less
Calypso, they make their way to the Docks. This is the
reputable elements.
mercantile heart of the city, but is also a hub for crime.
What is generally referred to as “the Docks” includes If you require a random NPC, you can choose one from
the dockside strip itself, as well as several surrounding the following list:
streets. • Travok Oldchill, a loud-mouthed sailor with a nose
ring
After becoming familiar with the general features
and population of the area (see below), go to the • Ivoman Boldthorn, an obnoxious artisan with
appropriate heading, depending on whether the gnarled fingers
adventurers are seeking out Wendri Coppertoes, • Freya Grimlaw, an impressionable baker with a
Brother Thorn or Phineas Sludge. short neck
• Arveeri Stormlink, a suave merchant with bright
Tip: The adventurers need only follow one of eyes
the leads in order to progress. If you are time-
constrained, you can discourage them from following • Tander Fleetdew, a proud fishmonger with stiff hair
multiple leads by simply making the other NPCs • Gondur Quickchill, a romantic butcher with a thin
absent when they call on them. moustache
If the adventurers did not ask the Chancellor for • Stogor Longshield, a trustworthy sailor with sea
directions, there is a 25% chance that a random green eyes
stranger can direct them to one of these (quite well- • Janus Grimhill, a wise fisherman with a missing
known) people. hand
• Alestra Frostsong, a selfish peddler with tree-trunk
General Features legs
Buildings. Several flat-topped warehouses front the
docks. Other buildings of note include the Portside Wendri Coppertoes goes to Court
Authority, the Dockside Market, and the Laughing Wendri Coppertoes is captain of the Black Watch
Goblin Inn. in this district. She can be found in the Docks Watch
Wharves. There are nearly 20 wharves of varying House, a small brick building next to the Portside
shapes and sizes, most of them fully utilized. Authority, on the Dockside Way.
Crane. There is a large crane used to move cargo. The door is open. When they enter, read the
Cargo. There are several enormous piles of crates following:
stacked near the wharves.
Ships. There are nearly three-score vessels currently The room is compact and plain, with gray
docked in Phlan, from tiny fishing boats up to great brick walls and uneven flagstones on the
Cormyrian Cogs and Sembian Carracks. floor. Sitting behind an oversized desk made
Water. The water is 5 feet below the level of the dock of raw wood, is a weary-looking halfling,
and is calm. dressed in chainmail.
Construction. There is a good deal of construction She looks up as they enter, her quill poised in mid-air.
going on in the dock area. A new wharf is being built, “Yes? What do you want? I’m busy.”
alongside several new warehouses and other buildings.
Several older structures are being torn down.

8 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 2
Roleplaying Wendri Coppertoes Brawl at the Laughing Goblin
Wendri is a halfling veteran, and captain of the Black The Laughing Goblin Inn is on the Dockside Way, just a
Watch in the Docks. She is also a lapsed Harper. few hundred feet from the Watch House. It is possibly
• Ideal: It is the spirit and not the letter of law that the busiest and wildest inn that Phlan has.
keeps justice alive. When the adventurers arrive, thirteen sailors are out
• Bond: I protect those who cannot protect themselves. front having a brawl. They are armed with clubs and
• Trait: I judge people by their actions, not their words. knives. Roughly half of the sailors are from a Sembian
• Flaw: I’m overworked and tired. I constantly think ship named the Red Hood, and the rest are from a
about quitting. Cormyrian ship named the Monkey King. The brawl
began with an argument over which nation produced
Wendri listens impatiently to the adventurers, and the better sailors.
then looks at them a moment with pursued lips and
To conduct the brawl, note the following –
narrowed eyes.
• The sailors have the stats of commoners.
Finally, she says, “I think I can help you, but I need
• Every three rounds, one of the sailors is killed.
your help first.” She then explains:
• Any PC making a DC 13 Charisma (Intimidation)
• She urgently needs to go to Phlan’s court (the Hall of
check can scare two sailors away from the fight.
Justice) to consult with a magistrate.
• The fight ends of its own accord after nine rounds.
• There is no-one from the Black Watch available to
look after the Watch House while she is away. XP Award
• If the adventurers look after the Watch House for “an If only two people die in the brawl, award each
hour, two at most”, she promises to share what she character 25 XP. If only one person dies in the brawl,
knows about the attacks when she returns.
award each character 50 XP. If no-one dies in the brawl,
• They simply need to wait in the Watch House and award each character 100 XP.
help anyone who comes through the door.
In fact, Wendri is not at all surprised to see the The Jumper
adventurers. She was the one who reported the attacks Flint Grimcrow leads the adventurers to the Temple of
to Calypso in the first place, and she expected Calypso Gond on Parkside Gate Road, a few hundred feet from
would send someone to investigate. the Watch House.
Wendri wants to see the attacks stopped, but she is Flint’s friend, Katera Farcott, has climbed up the
also desperate for some help. And so, she refuses to aid inside of the steeple and is now standing behind the
the adventurers, unless they do as she asks. parapet, threatening to leap off onto the street, 40’
Assuming they accept her offer, Wendri gives them below. A small crowd has gathered to watch, including
two keys, one of which locks the front door of the Watch the two young disciples of Gond who were on duty that
House, and the other of which opens two lockup cells day—and who have no idea what to do.
out the back (currently empty). She then leaves, her Calling up to Katera from the ground does no good,
final words being, “Please don’t kill anyone”. but she does not object if a single person joins her
There are some papers in her drawer, but they are behind the parapet, and she talks to them for a while.
not interesting, mostly half-written reports of minor She explains that her problems are many:
crimes. • She broke up with her spouse and no longer has a
home.
Trouble comes in Twos
• She has been without a job for many months (she is a
Things at the Watch House are quiet for about half an domestic worker) and is almost out of coin.
hour, and then two people rush in almost at the same • She has run up a large debt (30 gp) with the
time: Welcomers, and they are now making threats.
• Sara Greatward tells them that there is an enormous For every minute or two that the PC talks to Katera in
brawl happening at the Laughing Goblin.
a calm and sympathetic manner, you can make a DC 12
• Flint Grimcrow begs them to come and save his Charisma (Persuasion) check. If the PC succeeds three
friend, who is threatening to jump to her death.
times before failing twice, Katera is persuaded to come
The adventurers need to decide who (if anyone) to send back down safely. Otherwise she jumps off the steeple,
to each of these incidents, and whether to leave anyone and is killed by the fall.
at the Watch House.

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The adventurers may, of course, have magical or
Deneir is the god of art, cartography, glyphs, images,
other means to persuade or force Katera to come down.
knowledge, literature, and scholars. He is sometimes
XP Award called the First Scribe.
For preventing Katera from dying, award each character Read the following:
50 XP. The shrine of Deneir is tiny, comprising just
What Coppertoes Knows an open wooden room squeezed between
Wendri Coppertoes returns to the Watch House after two larger stone buildings. The walls are
two hours. She says, “I trust things were quiet while I painted with frescoes depicting scholars,
was away...?” sages, philosophers, and the like.
She then keeps up her side of the bargain, and tells An alcove at the back of the room
them the following: contains a large wooden eye, painted
Tip: Don’t simply read this information out. Rather, purple with a triangular pupil. Resting on the
try and reveal it through a dialogue with your players. eye is a thick white candle, which is burning
• She and her guards are aware of the rumored beast brightly. Before the alcove are three neat
stalking the streets around the docks. wooden pews.
• She has not met anyone who has seen the beast, but There is a door at the back of the room,
talk suggests it is 2-3’ high, and walks on two legs. which is otherwise empty.
• She knows that Brother Thorn has buried the attack
The door leads to a small back room, where Brother
victims. She saw one of the corpses herself—it was
torn up, as if attacked by a lion or something similar. Thorn is.
The room has a cot, a writing desk, and a little
• She thinks the beasts might have something to do with
the Coin Spinners, a new gang that is operating in Phlan. bookshelf with the following tomes:
• The Coin Spinners are very violent, and they are also • Juvenile Amusements by Aunselrus
turning Phlan into a smuggling hub, with contraband • Metrical Lore of Place by Baerus
flooding out of the city and across the Moonsea. • The Poems of Lethmarra Ornstil
• No-one knows how the contraband is getting into the • Romance of the Rose by Thaulatiiya
city in the first place. • Saga of the Kings by Malakhar Rhenta
• It is rumored that they’ve been smuggling wild beasts • Sir Mastramm and the Red Knight by Theln
to participate in vicious blood-sports and prize-fights. Roaringhorn
• Word on the street is that a Cormyrian caravel The Corpse
currently docked in Phlan, called the Howling North,
Brother Thorn is happy to talk, and can tell them the
is involved in the smuggling.
following:
• Wendri has asked the Port Authority to inspect the
• There have been four people killed by the strange
Howling North, but nothing has happened.
beast. All the bodies had bite and claw marks.
• Wendri suggests the adventurers might visit the • Thorn has not seen the beast himself, nor has he met
Howling North after sunset, and investigate. anyone who has seen it. It is all “tavern talk”.
• None of the bodies were identified—no-one came to
Brother Thorn Buries a Body claim them.
Brother Thorn Gladtide may be found in the shrine of • Thorn has taken responsibility for burying the bodies
Deneir, on Parkside Gate Road. (in pauper’s graves). He sees this as his religious duty.
The larger temples have shown no interest.
Roleplaying Brother Thorn Gladtide • Rumors suggest that the Coin Spinner gang is
Thorn is a human acolyte in the service of Deneir. He is somehow involved.
nearing middle age, is balding, and has a pot belly. • The fourth corpse has not yet been buried—it’s
• Ideal: My talents were given to me to benefit the world. wrapped in canvas in an alleyway behind the shrine.
He is waiting for the corpse cart to come and take it.
• Bond: I chose this monastic existence because I could
• The adventurers can inspect the corpse if they wish.
not have the one I loved.
• He has no further information himself. He
• Trait: I am a hopeless romantic, and I greatly enjoy (reluctantly) suggests they talk to Phineas Sludge, a
watching tragedies and love stories at the theatre. Welcomer. Phineas “knows everything” that goes on
• Flaw: I yearn for a more exciting life. in the area.

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If the adventurers examine the corpse, they observe a XP Award
middle-aged woman who has been disemboweled, and If the adventurers make a sincere attempt to honor the
had her throat torn out. An Intelligence (Nature) check deceased, award each character 50 XP.
reveals:
• DC 10: jaws and claws caused the injuries. Brother Thorn Makes an Offer
• DC 15: the creature responsible was probably around When they have returned to the shrine, Brother Thorn
2-3’ high. makes a proposal to the adventurers. He is concerned
Grave of an Unknown Pauper about the strange beast on the streets, and wishes to
see the matter resolved. Therefore, he would like to
Brother Thorn asks the adventurers to help him bury
accompany them.
the body. If they agree, the gravedigger comes along
after about an hour with a cart, loads the corpse, then He is clearly no warrior, but he does possess some
takes them to the Valhingen Graveyard, outside the city celestial abilities (he is an acolyte, except he has spare
wall. There he has dug a very shallow grave. the dying instead of sacred flame).
After the corpse is interred, Brother Thorn says to If the adventurers accept his offer to help, he is
the adventurers: extremely excited. He tells them he just needs a
moment to get ready, then comes out wearing a fresh
Friends, the burial rites of Deneir require scholar’s gown, and with a huge book under his arm.
those present to each recount one way in If asked what the book is, he says it’s Romance of
which the deceased has influenced their life the Rose by Thaulatiiya, one of his favorites. He read
for the better. that adventuring was nine parts boredom and one part
For myself, she has made me realize the excitement, so he thought he’d bring something to read
importance of being a friend to the friendless, when things got dull. He reluctantly leaves the book
so that none may die and be buried alone. behind if told to.
Brother Thorn is like this with the adventurers, very
He then invites each of the adventurers to share excited but also very naïve. He often tries to relate the
something. After that, he speaks the final words of the action to something he has read in an epic poem or
burial rites: romance.
In combat, he stands in the safest place and uses his
May she join the choir invisible magic to buff the adventurers, and possibly perform
Of those immortal dead who live again useful actions with thaumaturgy.
In minds made better by their presence; When they are ready to go, he suggests once more
In hearts stirred to generosity, that they go and see Phineas Sludge.
In spirits inspired to daring kindness,
In thoughts sublime that pierce the night
like stars,
And with their mild persistence urge all minds Phineas Sludge Proposes a Game
To consider issues more vast and grand. Phineas Sludge may be found at the Bastion
May she be to others of Inebriation, which he owns. This thoroughly
The cup of strength in some great trial. disreputable establishment is on Stovepipe Alley,
May she feed pure love, and behind the Dockside Market.
Beget the smile that knows no cruelty. Wedged between a pair of neglected
Let her memory bring the presence of good, warehouses stands a square tower, the
And may the good grow stronger with remains of some ancient fortification. It is
the memory. perhaps 30’ across the base and 60’ high,
May she join the choir invisible and is made of worn gray stone, topped
Whose music is the gladness of the world. with decaying crenellations. A sign above
The gravedigger then begins burying the body, and
the thick wooden door reads “The Bastion
Brother Thorn leads the adventurers back to the city. of Inebriation”.

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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
The floor of the Bastion is crammed with
Welcomer thugs in the Bastion, who all make their way
chairs and tables, with a worn bar set
up to the top balcony if any violence starts.
against the far wall. Several large wooden
balconies cling precariously to the walls, XP Award
each packed with even more tables. They If the adventurers defeat Sludge, award each character
are connected to the ground via a rickety 50 XP.
wooden staircase, which winds up around Roleplaying Phineas Sludge
the interior. Phineas is a human bandit captain. He is the owner
The Bastion is crowded, with patrons of the Bastion of Inebriation, and a senior member of
ranging from the destitute to the despicable. the Welcomers. He is in his late 20s, is very obese, and
The air is thick with smoke and loud has a large mop of curly red hair. Part of his left ear is
conversation. missing. His attire is slovenly, and he wears a necklace
made of small bones.
The barkeep is named Faen Eventhrall, a fierce older • Ideal: The natural order decrees that the strongest
woman with a withered face. Just about anyone in the should rule.
room can direct them to Phineas Sludge—he is on the
• Bond: I plan to restore the Welcomers to their former
topmost balcony. It takes some time to climb the stairs, glory.
and they often need to squeeze past people coming
• Trait: I am always calm, no matter what the situation.
down. I never let my emotions control me.
There is a single large table on the top balcony, where • Flaw: I have revoltingly bad manners.
Phineas sits with six thugs, as well as various non-
combatant lackeys. He frowns in annoyance when the The Welcomers
adventurers climb onto his balcony. The Welcomers were once the major thieves guild in
An Indecent Proposal Phlan, but redeemed themselves during the conflict
Phineas listens to their request with a frown and a with the ancient dragon known as Vorgansharax.
slight sneer. He says that he has information that can They are no longer seen as a criminal organization,
help them, but they need to offer something valuable in but rather act as a sort of labor guild—one that is not
return. After rejecting their suggestions, he says, “How afraid to use “alternative” methods when required.
about we play a little game?” However, there are many within the ranks, such as
Phineas proposes they engage in a belching contest Phineas Sludge, who long for the “old days” of outright
(his lackeys roar with laughter at this). The adventurers criminality.
must select one member of their party to compete
with Phineas—whoever belches the loudest wins the The Sludge Report
contest. They are to play best of five rounds. If Phineas loses, he shares everything he knows:
If the adventurers win, Phineas tells them all he • There is a new criminal gang in the city called the
knows. If Phineas wins, he cuts off the loser’s little Coin Spinners.
finger to add to his collection (the bone necklace • They are extremely violent (“random acts of violence
around his neck is made of little fingers). too—not controlled violence as employed by the
Welcomers”), and often participate in very vicious
To play the game, the selected PC must add both
blood-sports.
their Strength and Constitution bonuses to a d20 roll.
Phineas gets +6 on his roll. The highest roll wins the • The Coin Spinners are engaged in gambling, extortion,
robbery, and counterfeiting. These are activities that
round. There are five rounds.
the Welcomers used to control.
If the PC loses the game, Phineas removes the finger • They are especially active as smugglers. Contraband
with his sharp dagger (the PC suffers 1d2 slashing is flooding into the city from somewhere, and then
damage). Phineas then offers to play again with out across the Moonsea.
someone else. He does this with up to three adventurers • No-one can work out how the material is making its
before losing interest. way into Phlan in the first place.

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• One of the items they appear to be smuggling are annoying, he suggests that his thugs show them the
exotic beasts. They are using these beasts for their “quick way” to the ground floor…
local blood-sports, as well as smuggling them to other
cities on the Moonsea. To Part 3
• Phineas knows nothing else about the nature of the
The conversation with Wendri Coppertoes or Phineas
beasts.
Sludge should prompt the adventurers to investigate
• A Cormyrian Caravel called the Howling North is the Howling North, which is described in Part 3: The
being used as a smuggling vessel. Phineas suggests
Howling North.
the adventurers investigate it “after dark”.
Phineas has nothing else to share, and dismisses the
adventurers. If they refuse to leave, or are otherwise

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PART 3. THE HOWLING NORTH
Lawbreaking very often punishes itself. Approaching by Day
—The Lord Sage of Phlan While in dock, the crew tend to go out to taverns and
The adventurers have been directed by Wendri the like at night, and return to the ship during the day
Coppertoes or Phineas Sludge to the Howling North. to sleep. If the adventurers approach the ship by day,
This ship is docked at one of the quieter piers. they find the gangplank guarded by two crew, who are
thugs. A further nine thugs are sleeping on the deck,
The adventurers can find out the location of the ship
while the captain is sleeping in her cabin.
by asking at the Port Authority building. A random
stranger in the Docks area has a 10% chance of If the adventurers attempt to board the ship, the
knowing where the Howling North is. Searching every crew on guard block them. They know they have
pier to find the ship takes about 2 hours. contraband below decks, and so cannot be persuaded
or intimidated into letting the adventurers board. If an
The Ship argument starts, then the captain emerges from her
cabin and tells the adventurers to be off.
There is a map of the Howling North at the end of this
If a fight breaks out, then 1d4+3 thugs wake each
document.
round and join in the fray, until everyone is fighting.
The Howling North is a Cormyrian caravel, originally
built in Suzail. She is roughly 55’ long and 18’ across
Tip: Discourage your players from starting a fight with
the crew, as they are likely to be overmatched.
the beam. The ship has a main deck with a sterncastle
and forecastle, and a single large cargo hold below If the adventurers plant themselves on the pier to keep
decks. There are two small cabins beneath the a close eye on the ship, the captain warns them to be
sterncastle – the captain’s cabin and a combination gone. If they don’t leave, she and the crew approach the
galley/workshop. adventurers, threatening violence.
Including the captain, there are 15 crew on the ship, There are a few other people on the pier, but they
and they are human except for a few dwarves. Every make themselves scarce when trouble begins.
crew member has the statistics of a thug. The captain’s Below Decks
name is Shale Hardcrow. If the adventurers manage to defeat the crew, they
Per the logs in the Port Authority, the Howling North find nine velociraptors in the cargo hold, chained
is a merchant ship, primarily involved in the grain trade. together with iron collars. The chain passes through the
In truth, the Coin Spinners are using the Howling North collars and is nailed to the hull at each end.
to smuggle contraband out of Phlan—including exotic
beasts (see below). Interrogation
Note that the captain is not a Coin Spinner herself; If any of the crew are captured and interrogated, they
rather, she is an ordinary smuggler working with the tell the following –
Coin Spinners for this job. • The Howling North has been a smuggling ship for
around ten years.
Roleplaying Shale Hardcrow • A few months ago, a woman named Chance Wildlight
Shale is a human thug. She is the captain of the Howling approached them.
North, and is currently smuggling goods out of Phlan • She wanted to engage them to smuggle contraband to
on behalf of the Coin Spinners. She is in her late 30s, is various ports across the Moonsea.
very lean, and has short, dark hair. • The contraband included precious metals and exotic beasts.
• Ideal: The sea is freedom—the freedom to do • They do not know where the contraband was sourced
anything. from, but suspect it comes into the city via some sort
of magical means.
• Bond: The ship must come before all else.
• They found out later that Chance was part of a new
• Trait: Thinking is for other people. I prefer action. criminal organization named the Coin Spinners.
• Flaw: Once someone questions my courage, I never • They fear the Coin Spinners, as they have a reputation
back down, no matter how dangerous the situation. for being unpredictable and violent.

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Approaching by Night Galley/Workshop. This small cabin contains a stove
and cooking utensils, alongside a carpenter’s bench
If the adventurers approach the ship by night, read the and tools. A quick search locates an interesting piece of
following: paper (Player Handout 1):
The ship seems unnaturally still and dark, and
19th Eleint, 1492.
there is no sign of the crew. Only a single
light is visible, coming from a door beneath Let it be known that Ivor Hammerfall of
the sterncastle. By its dim rays, you see that Hammerfall Smithy, corner of Milsor Road
the cargo hatch is open, and there are two and Well Lane, has sold to Captain Shale
motionless lumps nearby. Hardcrow of the Howling North, twelve iron
collars and an iron chain, for the price of
If the adventurers board the ship, they see the two thirty-three gold and seven silver pieces.
lumps are the remains of two crew members, who have
Shale Hardcrow
been savagely torn. They also hear a low growling and
chewing coming from the partially open door to the There is nothing else noteworthy in this cabin.
captain’s cabin, where the light is coming from.
Captain’s Cabin. The captain’s cabin contains a
Raptor Attack bed and small table, as well as charts and various
If the adventurers approach the cabin door, they see navigational tools.
three velociraptors devouring the remains of the The ship’s log book is sitting on the table, and it
captain. The creatures smell the adventurers as soon as shows the Howling North has made voyages all over
they approach, and immediately attack. the Moonsea in recent years, to places like Hillsfar,
One round later, six more velociraptors leap up Mulmaster, Hulburg and the like.
through the cargo hatch, howling with hunger. They A loose piece of paper in the log book has the
spread out, attempting to hit the party from the flanks. following written on it (Player Handout 2):
Closing the door 4/1 Frostspike to win
The adventurers may try to close the cabin door and Stake is 35 gold pieces
cargo hatches to contain the beasts. The cabin door is (Desirae Whitmoon c/o Laughing Goblin)
very flimsy, and the velociraptors tear through it in
two rounds.
The cargo hatch is even weaker, being just a wooden Treasure
frame with a canvas covering. The velociraptors tear Beneath the bed is a small, unlocked strong box with 80
through it in a single round. gp, a small ruby (20 gp), and a potion of healing. There
is nothing else of value in the cabin.
Adjusting this Encounter
Here are some suggestions for adjusting this encounter,
according to your group. These are not cumulative. From Day to Night
• Very Weak: remove five velociraptors. During the day, the ship is fully crewed, the sailors
• Weak: remove two velociraptors. are in control, and the raptors are secured below. By
• Strong: add two velociraptors and a deinonychus. evening, only two crew and the captain remain, and
• Very Strong: add four velociraptors and two they have been killed by the now loose raptors. What
deinonychuses. happened?
As the evening came, most of the crew headed into
Clues in the Cabin town to visit taverns and various other establishments.
Assuming the adventurers deal with the raptors, they Only two crew and the captain remained.
can search the cargo hold and the two cabins. The raptors grew increasingly aggressive below
Cargo Hold. The cargo hold has nothing of interest decks, and finally pulled the chain loose from the
aside from the chain which was restraining the raptors. hull. One of the crew raised the hatch to see what was
The adventurers see that it was once nailed to the hull happening, and the raptors leapt through and attacked,
of the ship, but that it was pulled free. quickly killing everyone on board.

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Tip: You want to allow about an hour for the final part What Ivor Knows
of the adventure. If you are behind schedule, skip Ivor is very grateful if he is rescued, and shares the
over the skill challenges below, and simply have Ivor following information if asked:
or Desirae direct the adventurers to the Conventicle
without any fuss. • He has been a smith in Phlan for many years, making
an honest living.
Ivor Hammerfall the Smith • A few months ago, a woman named Chance Wildlight
approached him to do some metalwork—chains and
Hammerfall Smithy lies on the corner of Milsor Road collars mostly. The pay was very good.
and Well Lane. The adventurers have the address from
• He subsequently learned she was part of the new
the bill of sale they found on the Howling North. criminal organization, the Coin Spinners. He kept
As the adventurers approach the shop, read the working for them, though, as the coin on offer was too
following: good to turn down.
• He now knows quite a lot about the Coin Spinner
There is an enormous, crash, and the air is philosophy and operations [he knows all the
suddenly filled with shrieks and cries. information in the box on page 6].
• He thought that his chains and collars were being
A few moments later, they come to the shop itself, and solely used to restrain exotic beasts, which the Coin
see that it has collapsed, scattering wood and stone Spinners use in their blood-sports; they also smuggle
debris everywhere. the beasts across the Moonsea.
If the adventurers listen, they hear Ivor crying for • He recently heard that they are planning to smuggle
help from beneath the rubble. A crowd has gathered to slaves, an activity he wants nothing to do with.
look, but no-one is helping; they are concerned about • He has spent the last two weeks trying to disentangle
the adjacent buildings, which now look highly unstable. himself from the organization.
• This evening a group of thugs visited and said he was
Rescuing Ivor being released from his contract, but that his shop
If the adventurers wish to free Ivor, it requires all of was being pulled down as a warning.
them to help. They need to make an extended skill • They then forced him to toss the infamous coin—if
check. Make a series of DC 12 group skill checks for it came up Tymora he would go free, if Beshaba, he
Strength (Athletics). If the adventurers succeed three would be restrained in the shop when it collapsed.
times before they fail three times, then they successfully The coin came up Beshaba.
rescue Ivor. If they fail, they are unable to free Ivor, and • The only actual Coin Spinner he knows is Chance
he dies beneath the rubble. Wildlight, though he doesn’t know how to contact her.
If Ivor is rescued, he is badly injured. Furthermore, • He has an address where he sometimes dropped off
his hands and feet are bound. his work—13 Stovepipe Alley. He thinks they may
have kept the exotic beasts there.
The adventurers may try to persuade the crowd
to help. If someone succeeds on a DC 12 Charisma XP Award
(Persuasion) check, then a sizable number of the If the adventurers save Ivor’s life, award each character
crowd assist with clearing the rubble. If this happens, 75 XP.
the adventurers all have advantage on their Strength
(Athletics) checks. Desirae Whitmoon The Bookmaker
Desirae Whitmoon is a waitress at the Laughing Goblin,
Roleplaying Ivor Hammerfall though her real business is bookmaking, and she often
Ivor is a dwarven smith who has recently been doing takes bets as she is serving drinks. The adventurers
work for the Coin Spinners. He is squat and strong, and have her name from the betting slip they found on the
has a red beard. Howling North.
• Ideal: Work hard and good things must surely come Desirae gives odds on just about anything, but she
your way. has recently been covering the prize-fighting and blood-
• Bond: Everything I do is to support my young family. sports that the Coin Spinners have been operating. She
• Trait: My language is as foul as an otyugh nest. gives a kickback on the action to Chance Wildlight.
• Flaw: Sometimes I’m too greedy for my own good.

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Roleplaying Desirae Whitmoon Chase Complication Table
Desirae is a human bookmaker. She has long blonde
D10 Complication
hair, which is always carefully braided.
1 A beggar steps in front of the adventurers,
• Ideal: Live and let live. Meddling in the affairs of
others only causes trouble. pleading for alms. Make a successful DC 10
Dexterity (Acrobatics) check to avoid the
• Bond: I’m trying to pay off an enormous gambling
debt I incurred when I was young and stupid. beggar, or have disadvantage on your next
chase check.
• Trait: I’m a born gambler who can’t resist taking a
risk for a potential payoff. 2 A cart pulls out in front of the adventurers,
• Flaw: I turn tail and run when things go bad— blocking their path. Make a successful DC 12
sometimes before. Dexterity (Acrobatics) or Strength (Athletics)
check to clear the cart, or have disadvantage
Just about anyone in the Laughing Goblin can point on your next chase check.
Desirae out. However, word has already come to her
that a group of nosey adventurers are meddling in Coin 3 The quarry disappears down a side alley.
Spinner business. The exact moment the adventurers Make a successful DC 12 Wisdom (Perception)
are directed toward her, she sees them and dashes check to quickly see where they go, or have
away, through the kitchen and out into a side street. The disadvantage on your next chase check.
streets are busy, regardless of the time of day or night. 4 There is a thick snarl of traffic ahead,
The following section explains how to run the pursuit. including pedestrians, vehicles, and animals.
Make a successful DC 12 Intelligence check to
Chasing Desirae find your way through the maze of traffic, or
The following urban chase rules assume the have disadvantage on your next chase check.
adventurers are pursuing a single NPC, called the 5-10 No complication
quarry (in this case, Desirae). The rules are as follows:
• At the start of each round, the DM rolls on the Chase Tip: You can increase the excitement of this
Complication Table below, and the adventurers must encounter by encouraging the players to describe
follow the resulting instructions. what their successes and failures look like in game
terms.
• 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 What Desirae Knows
someone through crowded city streets, your stamina If Desirae is captured, she can easily be bullied into
and agility matter more than pure speed). sharing the following information:
• The DM makes a chase check on behalf of the quarry • She is a bookmaker, and has been for several years.
(Desirae gets a total bonus of +3). • She has recently been taking bets on the prize-
• If a PC’s check is higher than the quarry’s, the PC fights and blood-sports being operated by the Coin
records this as a “success”. If the adventurers check Spinners.
is lower than the quarry’s, the PC records this as a • She now knows quite a lot about the Coin Spinner
“failure”. philosophy and operations [she knows all the
• If a PC records three failures, they drop out of the information in the box on page 6].
chase. They are either too tired to continue, or have • The only actual Coin Spinner she knows is Chance
lost sight of the quarry. If all adventurers drop out of Wildlight, though she doesn’t know how to contact
the chase, the quarry escapes. her.
• If a PC records three successes, they have caught and • She does have an address—13 Stovepipe Alley.
restrained the quarry. Chance occasionally asked her to leave her kickbacks
• It is assumed that the adventurers are taking the there. She’d be met at the door by a nameless thug,
dash action during the chase. If they wish to take a and handed over the coin.
different action, they may do so. However, having • She doesn’t know what is in the building, but she
completed their action, they must drop out of the suspects it is where some of the blood-sports are
chase (having lost too much ground to continue). held.
XP Award
Treasure
If the adventurers catch Desirae, award each character
75 XP. Desirae has 50 gp in her purse.

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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.

18 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 3
PART 4. THE CONVENTICLE
Better an ounce of luck than a pound of gold.
The Conventicle of Chaos
—The Lord Sage of Phlan
There is a map of the Conventicle at the end of this
Stovepipe alley is long, narrow, and full of refuse. It
document.
mostly consists of blank walls and decrepit terraces.
The few businesses facing the alley are either This large chamber has eight walls, made of
disreputable or abandoned.
ancient and worn stone blocks held together
Number 13 does not appear to be a proper building by crumbling mortar. There are seven doors,
at all; it is simply a door in a brick wall, squeezed
each set in a different wall, as well as the
between an old brewery and a boarded-up terrace. The
open passage leading from the stone stairs.
door is locked, and is on the northern side of the alley.
A domed ceiling towers above you,
Opening the Door dozens of feet high. It is also the source of
a faint yellow glow that lights the whole
The door is made of wood, and has an old chamber. There is a recessed stone balcony
and tarnished brass lock in the very center. wrapping around the walls, about two-thirds
There is no door handle. of the way up.
As it happens, the key was lost some time ago, and A low growling comes from behind some
so the door has been enchanted. If someone says, of the doors.
“Open in the name of Beshaba” or “Open in the name of
Tymora”, the door unlocks itself and opens. The door The balcony is 35’ above the floor, with the ceiling
automatically closes and locks itself after five minutes. another 10’ higher. Climbing the wall requires a DC 13
Strength (Athletics) check every 10’.
A DC 12 Intelligence (Arcana) check reveals there
is an enchantment on the door, and that it is triggered The original cultists used this as their worship
verbally. chamber, with the balcony as their pulpit. The seven
niches once held icons and other paraphernalia, though
The lock can be picked with a successful DC 10 the Coin Spinners have covered them with doors and
Dexterity (Thieves Tools) check. Otherwise, a successful are using them for entirely different purposes, as
DC 14 Strength check breaks the door down. described below.
Down, Down, Underground Anyone succeeding on a DC 16 Wisdom (Perception)
check can identify one of the doors with a creature
Beyond the door is a steep set of stairs leading down. behind it (see below).
The corridor is 5’ wide and the ceiling about 8’ high.
The walls and stairs are made of old stone blocks. There A Chance Return
is no light.
Chance Wildlight is standing on the balcony, and calls
The stairs descend about 50’ and open onto a 30’ a greeting to the adventurers as they enter. She is in a
long tunnel heading north. A faint glow can be seen at somewhat talkative mood, and shares the following if
the end of the tunnel, which opens onto the Conventicle the adventurers speak to her:
of Chaos.
• She has been expecting the adventurers, having
What is this place? learned of their investigation through her contacts.
This secret conventicle is several hundred years old, • The chamber they are in was once a secret chapel
and was originally built as a secret place of worship for dedicated to the “Maid of Misfortune”, but the Coin
an illegal cult of Beshaba. After the cult died out, it was Spinners are now putting it to “more exciting” uses.
used by various clandestine groups for any number of • The strange beasts they are tracking are originally
secret purposes, and then stood unoccupied for a good from Chult. She will not say how they are being
many years. brought into Phlan.
The Coin Spinners recently appropriated it for some • One of the creatures recently escaped and caused
of their operations. some trouble around the docks, but they managed to
recapture it.

19 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 4
• The beasts are mostly being exported across the Roleplaying Chance Wildlight
Moonsea, but Chance has been keeping a few for a
little game she has developed. Chance is a Coin Spinner underboss and a priest of
Beshaba. She usually operates around the Docks, and is
• She calls her game “Beasts and Boons”, and it is
responsible for creating the blood-sport known as the
played in this chamber. It is popular, and the balconies
are usually packed with well-to-do townsfolk. Game of Beasts and Boons. She has several spinning
coins tattooed on her face.
• The gods have decreed that the adventurers will play
the game tonight, “to an empty house, worse luck!” • Ideal: Life is as chaotic as a storm, and that’s what
makes it so exhilarating.
Chance chats with the adventurers for a little while
• Bond: I am utterly devoted to Beshaba, the Maid of
longer, before saying:
Misfortune.
Enough—time to see if Beshaba or Tymora is • Trait: I’m as changeable as the wind.
with you tonight! • Flaw: I have no empathy for the suffering of others.
Every few moments, a bell will ring and
you must choose a door. Behind each door Charming Chance
is something nice or something nasty. Defeat Chance’s extreme sociopathy means she has advantage
on saving throws against charm person. And even if
all the nasties, and I am in your power.
charmed, her behavior is unpredictable as she has no
Let’s play...
real understanding of friendship.
If the adventurers attack Chance or retreat up the No Chance?
passage, she steps back from the edge of the balcony If the adventurers killed Chance Wildlight in Part 1, she
(out of sight) while using thaumaturgy to open Door 3 is replaced in this scene by Fortunato Mistbolt, who
and Door 5 (see below). has identical statistics.
The Game of Beasts and Boons At the end of each round, 10 of the bouncing bags hit
The doors on the map are numbered. They spring open the walls and explode in a shower of gold dust.
when touched, and cannot be closed again until all have Door 5: When this door is opened, four dimetrodons
been opened. Assume a door can be opened as a free thunder out and attack the adventurers.
action.
Door 6: When this door is opened, there is a loud boom,
Every round, Chance rings a small hand bell. If the and a shockwave rolls through the chamber. Every
adventurers have not opened a door by the end of the creature must make a DC 10 Dexterity saving throw or
round, Chance uses thaumaturgy to open one for them. be knocked prone.
She chooses the monster doors first.
Door 7: When this door is opened, a deinonychus
Following are the effects of each door: stalks out and attacks the adventurers.
Door 1: When this door is opened, the room is flooded
briefly with pale blue light. All the adventurers in the Adjusting this Encounter
chamber receive 1d6+2 healing. Here are some suggestions for adjusting this encounter,
Door 2: This door opens onto a short corridor and a according to your group. These are not cumulative.
stone, spiral staircase, winding up 35’ to the balcony • Very Weak: remove two velociraptors and three
above. The staircase is only 3’ wide. If the adventurers dimetrodons. Replace the deinonychus with a
climb the staircase, go to “Balcony Battle” below. velociraptor.
Door 3: When this door is opened, four velociraptors • Weak: remove a velociraptor and two dimetrodons.
leap out and attack the adventurers. • Strong: add a deinonychus.
Door 4: When this door is opened, 30 small bags • Very Strong: add a velociraptor, a dimetrodon and
are revealed, each containing 20 gp. The bags are two deinonychuses.
enchanted, and immediately begin whizzing across the
room, bouncing off the walls, the adventurers, and the Balcony Battle
monsters. Once the adventurers climb the stairs to the balcony,
If someone chooses to spend their action catching Chance meets them in the narrow doorway at the
the bags, they can catch several bags equal to 1d4 plus top, ensuring she cannot be flanked. Any surviving
their dexterity bonus. dinosaurs pursue the adventurers up the stairwell.

20 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 4
Chance is a priest and is accompanied by a thug. Treasure
She casts spirit guardians in the stairwell as the In Chance’s pockets are a stone of good luck and a purse
adventurers approach, and sends her thug down the with 100 gp. The hand bell she rang is finely wrought,
steps to intercept them. She then summons her spiritual and worth 20 gp.
weapon, which is shaped like a morning star, and uses it
to attack from range. Conclusion
Chance fights to the death. If taken alive, she casts If the adventurers kill all the dinosaurs and Chance, the
inflict wounds on herself and dies. Her final words are, Chancellor is delighted and pays what she promised.
“It’s no use, the portal cannot be closed…” She is also pleased to learn the new intelligence the
Adjusting this Encounter adventurers have gathered about the Coin Spinners.
Here are some suggestions for adjusting this encounter, If the dinosaurs escaped from the Conventicle, she
according to your group. These are not cumulative. is much less happy, telling the adventurers that there
were several fatalities due to their incompetence. She
• Very Weak: remove a thug, and Chance does not have
level three spells. then gives them only half of the promised fee.
• Weak: remove a thug, add two bandits. In either event, she asks the adventurers to stay in
town, as she has another job in mind for them…
• Strong: add two thugs.
• Very Strong: add three thugs and a berserker.

21 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : PA RT 4
Rewards Treasure Awards
Make sure players note their rewards on their Item Name GP Value
adventure log sheets. Give your name and DCI Calypso’s fee 150-200
number (if applicable) so players can record who Thug’s coin 29
ran the session. Howling North Strongbox coin 80
Howling North Strongbox ruby 20
Experience (Min/Max XP: 900/1200) Desirae’s coin 50
Conventicle magic money bags 300
Total up all combat experience earned for defeated
Chance’s coin 100
foes, and divide by the number of characters
Fine hand bell 20
present in the combat. For non-combat experience,
the rewards are listed per character.
Consumable magic items should be divided
Combat Awards up however the group sees fit. If more than one
Name of Foe XP Per Foe character is interested in a specific consumable
Acolyte 50 magic item, the DM can determine who gets it
Bandit 25 randomly should the group be unable to decide.
Bandit Captain 450 Permanent magic items are divided according
Berserker 450 to a system detailed in the D&D Adventurers
Deinonychus 200 League Dungeon Master’s Guide.
Dimetrodon 50
Priest 450 Potion of Healing
Thug 100 Potion, common
Velociraptor 50 This item can be found in the Dungeon Masters
Veteran 700 Guide.
Non-Combat Awards Spell Scroll of Invisibility
Task or Accomplishment XP Per Char Scroll, uncommon
Saving the Scriptorium 75 This item can be found in the Dungeon Masters
Stopping the brawl 0-100 Guide.
Honoring the dead 50
Defeating Sludge 50 Stone of Good Luck
Saving Ivor’s life 75 Wondrous Item, uncommon
Catching Desirae 75 This item can be found in the Dungeon Masters
Guide.
Treasure
The characters receive the following treasure, Player Rewards
divided up amongst the party. Treasure is divided
For completing this mission, the characters earn
as evenly as possible. Gold piece values listed for
downtime and renown as described in the D&D
sellable gear are calculated at their selling price,
Adventurers League Dungeon Master’s Guide
not their purchase price.
(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).

22 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
C h a o s : R E WA R D S
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.

23 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
Chaos: APPENDIX
Appendix:
NPC / Monster Statistics
Acolyte Bandit Captain
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-lawful alignment
Armor Class 10 Armor Class 15 (studded leather)
Hit Points 9 (2d8) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Skills Medicine +4, Religion +2 Saving Throws Str +4, Dex +5, Wis +2
Senses passive Perception 10 Skills Athletics +4, Deception +4
Languages any one language (usually Common) Senses passive Perception 10
Challenge 1/4 (50 XP) Languages any two languages
Spellcasting. The acolyte is a 1st-level spellcaster. Challenge 2 (450 XP)
Her spellcasting ability is Wisdom (spell save DC
12, +4 to hit with spell attacks). The acolyte has the Actions
following cleric spells prepared: Multiattack. The captain makes three melee
Cantrips (at will): light, sacred flame, attacks: two with its scimitar and one with its
thaumaturgy dagger. Or the captain makes two ranged attacks
1st level (3 slots): bless, cure wounds, sanctuary with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5
Actions ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., Dagger. Melee or Ranged Weapon Attack: +5 to
one target. Hit: 2 (1d4) bludgeoning damage. hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage.
Bandit
Medium humanoid (any race), any non-lawful alignment Reactions
Armor Class 12 (leather armor) Parry. The captain adds 2 to its AC against one
Hit Points 11 (2d8 + 2) melee attack that would hit it. To do so, the captain
Speed 30 ft. must see the attacker and be wielding a melee
STR DEX CON INT WIS CHA weapon.
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.

24 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
Chaos: APPENDIX
Berserker Deinonychus
Medium humanoid (any race), any chaotic alignment Medium beast, unaligned
Armor Class 13 (hide armor) Armor Class 13 (natural armor)
Hit Points 67 (9d8 + 27) Hit Points 26 (4d8 + 8)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) 15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Senses passive Perception 10 Skills Perception +3


Languages any one language (usually Common) Senses passive Perception 13
Challenge 2 (450 XP) Languages —
Reckless. At the start of its turn, the berserker can Challenge 1 (200 XP)
gain advantage on all melee weapon attack rolls Pounce. If the deinonychus moves at least 20 feet
during that turn, but attack rolls against it have straight toward a creature and then hits it with a claw
advantage until the start of its next turn.
attack on the same turn, that target must succeed on
Actions a DC 12 Strength saving throw or be knocked prone.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 If the target is prone, the deinonychus can make one
ft., one target. Hit: 9 (1d12 + 3) slashing damage. bite attack against it as a bonus action.
Actions
Multiattack. The deinonychus makes three
Dimetrodon attacks: one with its bite and two with its claws.
Medium beast, unaligned
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Armor Class 12 (natural armor) one target. Hit: 6 (1d8 + 2) piercing damage.
Hit Points 19 (3d8 + 6)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Speed 30 ft., swim 20 ft.
one target. Hit: 6 (1d8 + 2) slashing damage.
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 Thug
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-good alignment
Armor Class 13 (chain shirt) Armor Class 11 (leather armor)
Hit Points 27 (5d8 + 5) Hit Points 32 (5d8 + 10)
Speed 25 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Medicine +7, Persuasion +3, Religion +4 Skills Intimidation +2


Senses passive Perception 13 Senses passive Perception 10
Languages any two languages Languages any one language (usually Common)
Challenge 2 (450 XP) Challenge 1/2 (100 XP)
Divine Eminence. As a bonus action, the priest Pack Tactics. The thug has advantage on an attack
can expend a spell slot to cause its melee weapon roll against a creature if at least one of the thug’s
attacks to magically deal an extra 10 (3d6) radiant allies is within 5 feet of the creature and the ally
damage to a target on a hit. This benefit lasts until isn’t incapacitated.
the end of the turn. If the priest expends a spell slot
of 2nd level or higher, the extra damage increases Actions
by 1d6 for each level above 1st. Multiattack. The thug makes two melee attacks.
Spellcasting. The priest is a 5th-level spellcaster. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Its spellcasting ability is Wisdom (spell save DC one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
13, +5 to hit with spell attacks). The priest has the Heavy Crossbow. Ranged Weapon Attack: +2 to
following cleric spells prepared: hit, range 100/400 ft., one target. Hit: 5 (1d10)
Cantrips (at will): light, sacred flame, piercing damage.
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.

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Chaos: APPENDIX
Velociraptor Veteran
Tiny beast, unaligned Medium humanoid (any race), any alignment
Armor Class 13 (natural armor) Armor Class 17 (splint)
Hit Points 10 (3d4 + 3) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 6 (-2) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +3 Skills Athletics +5, Perception +2


Senses passive Perception 13 Senses passive Perception 12
Languages — Languages any one language (usually Common)
Challenge 1/4 (50 XP) Challenge 3 (700 XP)
Pack Tactics. The velociraptor has advantage on an Actions
attack roll against a creature if at least one of the
velociraptor’s allies is within 5 feet of the creature Multiattack. The veteran makes two longsword
and the ally isn’t incapacitated. attacks. If it has a shortsword drawn, it can also
make a shortsword attack.
Actions Longsword. Melee Weapon Attack: +5 to hit, reach
Multiattack. The velociraptor makes two attacks: 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
one with its bite and one with its claws. or 8 (1d10 + 3) slashing damage if used with two
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., hands.
one target. Hit: 5 (1d6 + 2) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
one target. Hit: 4 (1d4 + 2) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to
hit, range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.

27 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
Chaos: APPENDIX
Appendix. Map

28 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
Chaos: APPENDIX
Howling North

Forecastle

Cargo Hatch

Captain’s Cabin

Galley / Workshop
1 square = 5’

29 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
Chaos: APPENDIX
4

3 5

2
The Conventicle 6

1 7

5’

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 P H L A N 3 - 1 T h e32C o n v e n t i c l e o f
30 C C C - B M G -X
Chaos: APPENDIX
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

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

31 C C C - B M G -X P H L A N 3 - 1 T h e C o n v e n t i c l e o f
Chaos: APPENDIX
Player Handout 2

4/1 Frostspike to win


Stake is 35 gold pieces
(Desirae Whitmoon c/o Laughing
Goblin)

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

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Chaos: APPENDIX

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