CORM2-3 Secret of The Queen of Thorns
CORM2-3 Secret of The Queen of Thorns
CORM2-3 Secret of The Queen of Thorns
Secret of the
Queen of Thorns
A Dungeons & Dragons® Living
Forgotten Realms Adventure
By Ryan W. Roberts
Reviewed by Andrew Schneider and Pieter Sleijpen
Playtested by Buddy Arnold, Simona Assenova, John Bafford,
Scott Cahn, Timothy Cheng, Morgan Childs, Monica Fulvio, Tim
Gentile, Omar Jenkins, Stephan Kendall, Matt Lewis, Rand
Montoya, Matt Ries, Mike Rizzo, Greg Sanders, Andrew Schneider,
Francis Serpa, Mickey Tan, Montel Wysinger, and Fred Upton
The Queen of Thorns is coming to take the throne of Cormyr, but there is still time to bolster the kingdom’s defenses.
The race against the Queen’s gathering forces is on! A Living Forgotten Realms adventure set in Cormyr for characters
levels 14-17. This is the second part of the Queen of Thorns trilogy, a sequel to CORM1-6 Curse of the Queen of Thorns.
The trilogy concludes in CORM2-4 Fury of the Queen of Thorns (P3).
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20.
This is an official D&D® play document. To find out more about official D&D play and to learn more on how you can schedule and run DUNGEONS
& DRAGONS game events of all sizes, visit our website at www.wizards.com/dnd, and click on “Events.”
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Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
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often creates stories that live well beyond the play at the
The Wizards Play Network table. Always follow this golden rule when you DM for a
If you want to organize public LFR games at a retail group:
game store, you need to be associated with a Wizards
Play Network (WPN) store. If you want to organize Make decisions and adjudications that enhance the
public LFR games outside of a store, you should be fun of the adventure when possible.
associated with a Wizards Play Network store, but you
can be an independent organizer too. For these To reinforce this golden rule, keep in mind the
organizers, we have included a blank RPGA table- following:
tracking form at the back of the adventure. To learn
more about the Wizards Play Network, visit • You are empowered to make adjustments to
http://www.wizards.com/wpn the adventure and make decisions about how
If you want to organize LFR games at home, you the group interacts with the world of this
don't need to be associated with the Wizards Play adventure. This is especially important and
Network, nor do you need to schedule games or report applicable outside of combat encounters, but feel
them. You don’t need to report your event to anyone, free to use the "scaling the encounter" advice
and neither the DM nor the players need to have (usually for adjusting to different-sized groups) to
DCI/RPGA membership numbers. Just find the adjust combat encounters for groups that are
adventure you want to play, download it, and have fun! having too easy or too hard of a time in an
adventure.
Preparing for Play • Don't make the adventure too easy or too
difficult for a group. Never being challenged
In order to play this adventure, you’ll need copies of the
makes for a boring game, and being
following D&D 4th Edition rulebooks: Player’s Handbook,
overwhelmed makes for a frustrating game.
Dungeon Master’s Guide, and the Monster Manual. Any
Gauge the experience of the players (not the
other rules referenced in this adventure will be noted in
characters) with the game, try to feel out (or ask)
the New Rules Items section at the end of the what they like in a game, and attempt to give
adventure. each of them the experience they’re after when
Throughout this adventure, text in bold italics they play D&D. Give everyone a “chance to
provides player information for you to paraphrase or shine.”
read aloud when appropriate. Information on nonplayer • Be mindful of pacing, and keep the game
characters (NPCs) and monsters appear in abbreviated session moving along appropriately. Watch for
form in the adventure text. stalling, as play loses momentum when this
Along with this adventure, you’ll find a session happens. At the same time, make sure that the
tracking sheet. If you’re playing this adventure as part of players don’t finish the adventure too early;
a WPN event (see above), complete and turn in this provide them with a full play experience. Living
sheet to your organizer directly after play. Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware
Reading Monster Stat Blocks of running long or short. Adjust the pacing
Most of the information should be easy to understand, as accordingly.
it mirrors the information presented in the Monster • Give the players appropriate hints so they can
Manual. Attacks may have a letter next to them make informed choices about how to interact
designating the type: M for melee, R for ranged, C for with their environment. Players should always
close, and A for area. A lower-case letter (used only in know when enemies are affected by conditions
some melee and ranged attacks) denotes that the attack and are bloodied. They should be given clues
about how to interact with their surroundings so
can be used as a basic attack.
they can tackle skill challenges, combats, and
puzzles without getting too frustrated over lack of
Important DM Information information. This helps to encourage immersion
As the DM of the session, you have the most important in the adventure and gives players “little
role in facilitating the enjoyment of the game for the victories” for figuring out a good choice from a
players. You take the words on these pages and make clue.
them come alive. The outcome of a fun game session
Buildings: The buildings are two stories (20 feet) tall. Treasure
Climbing their walls requires a DC 15 Athletics check.
The PCs do not gain any treasure in this encounter.
+22 vs. AC; 2d10 + 6 damage and push the target 1 square. Sir +19 vs. AC; 7 damage, plus an extra 5 psychic damage if the target
Severin can then shift into the vacated square. is immobilized.
R Telekinetic Grasp (standard; encounter)
M Death Mark (standard; recharge 5-6) ✦ Weapon
Ranged 5; medium or smaller target; +15 vs. Fortitude; the target is
+22 vs. AC; 3d6 + 13 damage, and the target is marked (save ends).
immobilized (save ends).
While marked, the target grants combat advantage.
Alignment Unaligned Languages Common, Chondathan
R Crossbow (standard; at-will) ✦ Weapon Str 16 (+9) Dex 14 (+8) Wis 16 (+9)
Ranged 15/30; +22 vs. AC; 2d8 + 6 damage. Con 12 (+7) Int 12 (+7) Cha 10 (+6)
Alignment Good Languages Common, Chondathan Equipment short sword, chainmail.
Skills Athletics +18, Diplomacy +15, Religion +13 Note: githyanki myrmidon – added human type; changed alignment,
Str 23 (+13) Dex 16 (+10) Wis 20 (+12) language, removed silver descriptor from short sword and basic melee
Con 18 (+11) Int 12 (+8) Cha 16 (+10) attack.
Equipment plate armor, greatsword, crossbow, 10 bolts
Note: ebon rider – skill, language, alignment changes; added
equipment and greatsword power from Dark Skull; added crossbow.
Low-level: White and black; High-level: White only; 6 PCs: add red
S = Sir Severin
B = Sand Knives Bandits (begin off the map, appear on round 1)
T = Thugs of Conquest (begin off the map, appear on round 2)
Experience Points
The PCs gain 160/240 XP each for completing the skill
challenge.
Treasure
The PCs do not gain any treasure in this encounter.
Experience Points
The PCs earn 1040/1200 XP each for defeating the
creatures in this encounter.
Treasure
The royal wand of wonder draws to it all the scattered
wealth of those who previously attempted to retrieve the
wand; these coins and gems follow the PC while in the
Elemental Chaos in an odd sort of parade. The portal
dumps these riches, totaling 600/2500 gp per PC at the
PC’s feet when they return to the Citadel of the Purple
Dragon.
Chaos Phage Level 16 Disease Endurance improve DC 25, maintain DC 20, worsen DC 19
The target < Initial Effect: A slaad < > The target takes a -2 penalty to Will. > Final State: The target
is cured. embryo is implanted in While bloodied, the target succumbs dies, and a slaad tadpole
the target. to madness and attacks the nearest burrows out of its skull.
creature.
Chaos Phage Level 16 Disease Endurance improve DC 25, maintain DC 20, worsen DC 19
The target < Initial Effect: A slaad < > The target takes a -2 penalty to Will. > Final State: The target
is cured. embryo is implanted in While bloodied, the target succumbs dies, and a slaad tadpole
the target. to madness and attacks the nearest burrows out of its skull.
creature.
Encounter Level 16/17 (7200/8400 When you arrive, you find three copies of the wizard
XP) you seek. A young Taliss with a youthful look and a
deathly pallor to his skin; a middle-aged Taliss with
slightly feral features; and an elderly Taliss who is
Setup addressing the other two.
This encounter includes the following creatures at the “The man had an honest face and an undeniable
low tier: truth to his words: they planned to hunt us down, one
1 Taliss the Dandy, lich (L) by one. They hate us because we are plaguechanged,
1 couatl star serpent (S) but the surprise is on them: we are thrice the man
1 Taliss, archmage (A) each of them is. But it is unsafe to stay apart; we do
not know how long the gift should last and what will
This encounter includes the following creatures at the happen if we are apart when time runs out. Become
high tier: one with me, at least until this threat has passed.
1 Taliss the Dandy, lich (level 15) (L) Together we are stronger and can defeat these bigoted
1 couatl star serpent (level 16) (S) fools.”
1 Taliss, archmage (level 17) (A) The middle-aged Taliss seems about to retort
against their reunification when the young one cocks
Taliss Muirwood is a plaguechanged wizard with a
his head at an unnatural angle looks straight at you,
split personality: Taliss the Dandy is his youth, Taliss
and hisses: “They have come for us.”
the War Wizard is his time in service to Cormyr, and
Taliss the Archmage is his current self. In CORM1-4,
The Talisses are surprised when their argument is
Taliss was escorted to one of three sites to help deal
interrupted and immediately attack the intruders,
with his plaguechanged status and split personality.
assuming that the PCs intend to kill them. The War
He was dissatisfied with having to choose, so he
Wizards transmutes himself into a couatl star serpent
discovered a plaguechanged ability to copy his body,
before combat begins.
one for each personality, in order to pursue all three
solutions.
Features of the Area
Teleporting to Marsember is just the first step in your Assorted Difficult Terrain: The marshy ground
journey to find Taliss Muirwood. Navish suggested next to the willow tree, the gravel by the PC Start
you start at the standing stones where Taliss was once Area, and the fallen tree trunk are all difficult terrain.
headed, so it’s probably best to get started on the long Boulders, Fallen Pillar, & Unfinished Obelisk:
walk up the Starwater and into the Hermit’s Woods. These large stones are blocking terrain (5 feet high),
but can be climbed by using 2 squares of movement.
The PCs may have faster means of traveling than Grass Mound: The Archmage begins combat on
walking, but they must travel for seven hours. The top of a 15 feet high mound. Any creature standing on
“standing” stones migrate magically to protect their the mound can see over the standing stones to the PC
powers. Even PCs who have been there before must start area clearly, but creatures in the stone circle have
search for them. superior cover from anyone on the mound (and vice
When they arrive at the standing stones, they versa). It costs 3 squares of movement to move onto or
discover three versions of Taliss. The Dandy has off the mound.
become a lich to prevent his elders from pulling his Pond: The pond is challenging terrain, requiring
personality back into their minds, and the War a DC 22/23 Athletics check to slog through the silt on
Wizard has pursued transmutation as a way to escape the bottom. A failed check means the character must
the depressing confines of this world and become an immediately stop moving.
immortal in the Astral Sea. The Archmage is trying to Standing Stones: The dark gray squares in the
convince the others that they belong together and this stone circle are blocking terrain. The light gray
temporary separation of selves is an unsafe solution in sections of the circle are horizontal stone beams; a
the long term. They have come together because an Medium or small creature can pass under these
agent of Conquest told the Archmage that a powerful unhindered, but larger creatures must squeeze to pass
Tactics
Ending the Encounter
Normally, all three Talisses choose to knock PCs
If the PCs accept Taliss’s surrender or knock at least
unconscious if they reduce them to 0 hit points or
one of the enemies unconscious, Taliss listens to the
fewer; PCs do not need to make death saving throws
PCs request of service to the crown. As a former War
during this fight. However, if the curse of the
Wizard and in gratitude for the assistance of the king
Harbinger of Fury is extant, the Talisses are instead
with his plaguechanged curse, Taliss offers his services
overcome with anger at being hunted and attack
to Cormyr when the Queen of Thorns arises; include
without regard for the safety of the PCs or the other
him in story award CORM19 Standing Together.
Talisses; they attack to kill, and do not attempt to
exclude their allies from their area and burst attacks. Unfortunately, he has exhausted his resources for the
Taliss the Dandy uses frostburn first, centering the day and is not able to assist in the confrontation with
burst on the closest PC, trying to avoid any allies Conquest at sunset.
nearby. He then uses lich step to move on top of the The lich’s phylactery is stashed away with the
standing stones, recharging frostburn in the process. Order of the Blue Flame in Marsember, but if all three
Talisses are killed, his attitude toward the PCs and
He uses frostburn whenever it is available to hamper as
their cause is certainly not friendly. Do not include
many melee PCs as possible; he uses shadow ray when
him in story award CORM19 Standing Together.
frostburn has not yet recharged. He uses lich step when
available to stay out of melee and recharge frostburn. The PCs finish this encounter with about a half
hour left before sunset. Taliss offers them sufficient
The couatl star serpent moves into combat as
arcane components (or they find them on the fallen
quickly as possible. When the couatl has two targets
body) to perform a teleportation ritual back to Suzail.
taking ongoing damage, it uses its action point to use
If they choose not to teleport themselves, Conquest
purifying scream to hit as many PCs as possible. The
will do it for them when time expires.
couatl uses couatl’s radiance to heal both allies when
either one of them is bloodied and they are within 8
Experience Points
squares of each other.
Taliss activates true seeing as his first action and The PCs earn 1440/1680 XP each for defeating the
uses maze of mirrors to hit as many PCs as possible. He enemies in this encounter.
uses bend perception each round, using dispel magic to
eliminate the first zone or conjuration a PC creates. Treasure
He remains on the grass mound as long as tactically The expensive, embroidered clothing of the fallen
sound, using blast of cold and an action point to use copies of Taliss is worth 600/2500 gp each.
awestrike the first time a PC moves adjacent.
As each one of the Talisses is defeated, a mote of
blue flame burns across the air into one of the
remaining Talisses. They fight until two of them are
defeated and the remaining one is at one quarter of
his original hit points, at which point the remaining
Taliss begs forgiveness for their outburst of rage and
begs for mercy. However, if the curse of the Harbinger
of Fury is in effect, they fight until all are defeated.
The PCs plan to gain a pledge of assistance from the Diplomacy DC 21/22 (1 success, 2 maximum)
eladrin lords of the Feywild where it borders the Vast The PC gains a bit of trust from Naïlo, though she is
Swamp. Their emissary, Naïlo Quelani, is normally a hesitant at first to share the full nature of her plight for
stately woman. However, her official invitation to the fear it makes the eladrin lords appear weak.
royal court at Suzail and her lords’ messages of
friendship and alliance were stolen by a local thieves’
Insight DC 21/22 (1 success, 2 maximum)
guild whose leader now serves Conquest. The guild,
The PC can tell that Naïlo is both fearful and desperate.
known as the Dragon’s Shadow, has sealed the
The PCs gain a +2 bonus to checks in this scene as they
documents in their trapped vault. She is distraught and
use knowledge of the nature of Naïlo’s distractedness to
desperate to regain the documents.
direct the conversation.
Following up on the eladrin lords’ hopes for friendship Intimidate DC 21/22 (1 success, 2 maximum)
between their court and Cormyr, you head to the The PC takes advantage of Naïlo’s fear to convince her
apartments where Navish indicated you could find their that without their help, her mission in Suzail is an
emissary in Suzail with the intent to follow up on that absolute failure.
very pursuit.
Streetwise DC 21/22 (1 success, 2 maximum)
Before the PCs meet with Naïlo they know only that the Word on the street is that the eladrin lords’ emissary has
eladrin lords have an emissary in Suzail. The identity of not yet appeared at court. It’s also said that the Dragon’s
the diplomat and the progress of the diplomatic Shadow has performed some out-of-character heists in
proceedings are closely guarded secrets. The PCs have recent weeks.
never met Naïlo, so Scene 1 is an opportunity for role-
playing the PCs’ pursuit of the eladrins’ aid. Scene 2: Thieves’ Den
The PCs must find a way into the thieves’ guild to gain
Skill Challenge: Suzail’s Shadow access to the vault where Naïlo’s documents are being
Goal: The PCs attempt to further the alliance between held. The PCs can earn a maximum of 2 successes in
the eladrin lords and Cormyr. this scene; the scene takes two hours.
Complexity: 1 (4 successes before 3 failures)
Primary Skills: Acrobatics, Bluff, Diplomacy, Acrobatics DC 15/16 (1 success, 1 maximum)
Dungeoneering, History, Insight, Intimidate, Stealth, Requires a successful History check; group check. If at
Streetwise, Thievery least half the party succeeds on this check, they are able
Other Skills: Perception to squeeze into an unprotected access point and make
Victory: The PCs have gained access to the trapped their way to the vault.
vault, though they still must bypass the traps.
Defeat: The PCs have failed to gain access to the vault Bluff DC 21/22 (1 success, 2 maximum)
altogether. The PC convinces a member of the Dragon’s Shadow
that the party are members of the guild, albeit new ones
who have not yet met the patrolling thief.
King Foril rounds the corner into the throne room and
searches around frantically. He shatters the window to
the balcony and peers over the edge of the balcony. He
crumples to the ground and weeps, screaming in his
agony and grief. You are ushered out of the throne room
quickly by his personal guard.
Treasure
The PCs are given 1500/3000 gp each as a reward by
Lord Erzoured for gaining resources to aid in the
defense of Cormyr against the Queen of Thorns.
Additionally, King Foril gives the PCs equipment, either
Treasure F: bloodcut armor +4 (level 19; Player’s Additionally, you have been taught the sigil sequences
Handbook) for permanent teleportation circles in the market in
Found in Encounter 4 Suzail and the old docks in Marsember.
Treasure G: Any Common magic item of your level + 2 CORM20 A King’s Remembrance
or less, or any Uncommon magic item of your level or You saved the life of Crown Prince Irvel when he was
less, from any player resource. under direct assault by the Harbinger of Conquest. King
Found in Conclusion Foril has given you an expression of kingly gratitude,
and he owes you a great debt. You may call on him in a
Consumable plus Gold: If a player doesn’t want to case of dire need to aid your cause.
select one of the Treasures listed above for their
character, they can choose to add a sliver of salvation* plus CORM21 Infiltrated the Dragon’s Shadow
700 / 3,900 gp to their rewards from this adventure. You have proven your skills as a thief and been
The player should write the consumable gained on their welcomed into the ranks of the Dragon’s Shadow
adventure log. That character (and only that character) thieves’ guild as a novitiate.
then receives the consumable plus the listed amount of
gold (if any) instead of any other Treasure. Consumable
items obtained in this fashion do not take up found
magic item slots.
Story Awards
Award these if the PC completes the condition for the
award in the adventure. Pass out certificates to the
players for their story awards. It is permissible for the
PCs to earn all three story awards in this adventure, if
they meet the criteria.
• If any PCs have story award CORM10 The Harbingers, the DM should use it to determine what curses are in
place. If at least half of those PCs who have the award defeated a particular Harbinger, count its curse as
inactive. Do no Count any PCs who do not have this story award.
• If none of the PCs have story award CORM10, then determine randomly three Harbingers which were defeated.
Roll a d6 three times; if the same number comes up more than once, simply move down the list until you reach
a Harbinger which has not yet been marked as defeated: 1 – Pestilence, 2 – Famine, 3 – Madness, 4 – Fury, 5 –
Entropy, 6 – Destruction
The following is a list of the curses and their effects on Cormyr. Also noted are the encounters in this adventure in
which the curses’ effects have a tangible effect.
Pestilence: Shrubs and flowers throughout Cormyr are being destroyed by a blight of pests. In Encounter 3c, the
curse of Pestilence has all but destroyed the Dragon Rose.
Famine: While crops in the countryside of Cormyr are suffering from the worst growth season in memory, the king’s
subjects are noticing an unnatural hunger. The nation’s food reserves are quickly becoming depleted, but people can’t
help but tear into meals with reckless abandon. In Encounter 3g, the guests are affected by the curse and it’s more
difficult for even the PCs to avoid consuming Conquest’s poison.
Madness: Anyone who is inclined to act impulsively or irrationally seems to give in. In Encounter 3d anyone who
contracts chaos phage immediately begins to suffer negative effects from the maddening disease.
Fury: Levelheaded citizens of Cormyr are reacting to slight irritations with enormous outbursts, leading to fist fights,
false charges of crimes, and general disease wherever crowds are gathered. In Encounter 3e, Taliss Muirwood, who
would normally fight with restraint and mercy, lashes out for being interrupted and attacks with lethal force. In
Encounter 3f, the prisoners of Wheloon are angry at the PCs for daring to suggest that they assist the very
government that gave them their life sentences and are difficult to persuade otherwise.
Entropy: An odd sense of disorder has begun to pervade Cormyr: people seem to misplace their belongings, no one
seems to arrive for appointments on time, and mistakes are being made in people’s everyday tasks. In Encounters 2a,
3d, and 4, creatures can teleport farther and/or more often than usual.
Destruction: Cormyr itself seems to be falling apart: sinkholes are opening up in all sorts of places, buildings’
foundations need renovation, and crafted objects are falling apart well before their lifespan has run out. In Encounter
3a, the cave-in hazard drops more rock on the cavern floor below than would normally result in an ages-old section of
the Underdark. In Encounter 3b, Conquest’s agent’s fire spell is more difficult to quench.
CORE1~1 Inheritance
• CORE01 Tymora’s Token: Encounter 2b, 3 (unlocks Encounter 3f)
CORM2~2 Pain
• CORM17 Haldoneir Unmasked: Encounter 2b, 3 (unlocks Encounter 3g)
I am hiding this book of lore to prevent it from falling into the wrong hands and to
preserve it for the days when it will be sorely needed. The drow city of Sschindylryn lies
not even a day’s journey from the cavern where we will construct a puzzle to defend this
book, and the dark eyes of Lolth’s children hunger to gaze upon the ruin of those who live
in the light above. They are masters of constructing portals, so we must be ever vigilant to
stand against an attack for which there will be no warning. The hordes they could
unleash upon Suzail and Cormyr’s other outposts would undo the 600 years of
civilization we have brought to this savage land.
Beware the priestesses and portal-mages of Sschindylryn; their threat to Cormyr will
never fade!
PC #1 Name:
PC #2 Name:
PC #3 Name:
PC #4 Name:
PC #5 Name:
PC #6 Name:
CORE1-1 Inheritance
CORE01 Tymora’s Token
CORM1-2 Gangs of Wheloon
CORM02 In Service of the Crown
CORM03 Valwater’s Gratitude
CORM1-3 Head Above Water
CORM04 Noblesse Oblige
CORM05 Eladrin’s Blessing
CORM1-5 In the Bleak Midwinter
CORM07 Sweet as Honey
CORM09 Draconic Diplomat
CORM1-6 Curse of the Queen of Thorns
CORM10 The Harbingers
CORM11 Knighted
CORM1-7 Patronage and Pestilence
CORM12 Karah Family Favor
CORM13 Suzail Deputy
CORM2-1 For Crown and Kingdom
CORM14 Favor of Oris Grenfell
CORM15 Favor of Cora Inyn
CORM16 War Wizards’ Gratitude
CORM2-2 Pain
CORM17 Haldoneir Unmasked
Has Received Story Awards From: Has Received Story Awards From: Has Received Story Awards From:
(cross out those not received) (cross out those not received) (cross out those not received)
CORM2~3 Secret of the Queen of CORM2~3 Secret of the Queen of CORM2~3 Secret of the Queen of
Thorns Thorns Thorns
CORM19 Standing Together CORM19 Standing Together CORM19 Standing Together
You have worked to gain resources that aid Cormyr to You have worked to gain resources that aid Cormyr to You have worked to gain resources that aid Cormyr to
fight the armies of the Queen of Thorns. Cross out fight the armies of the Queen of Thorns. Cross out fight the armies of the Queen of Thorns. Cross out
resources that were not obtained: resources that were not obtained: resources that were not obtained:
Sir Severin Sir Severin Sir Severin
Legendary Ritual of Broken Morale Legendary Ritual of Broken Morale Legendary Ritual of Broken Morale
Legendary Ritual of Earthbinding Legendary Ritual of Earthbinding Legendary Ritual of Earthbinding
Dragon Rose Dragon Rose Dragon Rose
Royal Wand of Wonder Royal Wand of Wonder Royal Wand of Wonder
Taliss Muirwood Taliss Muirwood Taliss Muirwood
Wheloon’s prison gangs Wheloon’s prison gangs Wheloon’s prison gangs
VIPs: Lady Valwater, Madam Karah, VIPs: Lady Valwater, Madam Karah, VIPs: Lady Valwater, Madam Karah,
Sir Grenfell, Lady Inyn, War Wizards, Lord Prio, Sir Grenfell, Lady Inyn, War Wizards, Lord Prio, Sir Grenfell, Lady Inyn, War Wizards, Lord Prio,
Temple of Tymora. Temple of Tymora. Temple of Tymora.
Eladrin lords Eladrin lords Eladrin lords
Note the status of the Harbinger of Conquest here: Note the status of the Harbinger of Conquest here: Note the status of the Harbinger of Conquest here:
Escaped / Defeated Escaped / Defeated Escaped / Defeated
Additionally, you have been taught the sigil sequences Additionally, you have been taught the sigil sequences Additionally, you have been taught the sigil sequences
for permanent teleportation circles in the market in for permanent teleportation circles in the market in for permanent teleportation circles in the market in
Suzail and the old docks in Marsember. Suzail and the old docks in Marsember. Suzail and the old docks in Marsember.
CORM21 Infiltrated the Dragon’s Shadow CORM21 Infiltrated the Dragon’s Shadow CORM21 Infiltrated the Dragon’s Shadow
You have proven your skills as a thief and been You have proven your skills as a thief and been You have proven your skills as a thief and been
welcomed into the ranks of the Dragon’s Shadow welcomed into the ranks of the Dragon’s Shadow welcomed into the ranks of the Dragon’s Shadow
thieves’ guild as a novitiate. thieves’ guild as a novitiate. thieves’ guild as a novitiate.
Event Name: _______________________________ Event Code: __________________________
(This number was given to the organizer when the event was scheduled)
SESSION TRACKING
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)
D U N G E O N MMAASSTTEERR
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player RPGA/DCI
Name Number
2
a b c
3
4
SESSION TRACKING
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)
D U N G E O N MMAASSTTEERR
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player RPGA/DCI
Name Number
2
a b c
3