1121425-Bhaals Chosen
1121425-Bhaals Chosen
1121425-Bhaals Chosen
Michael J. Thompson
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Preface
haal’s Chosen is designed to be played in 1-2 your party is new to the region, there are a host of
B
sessions by 1st level characters. Although the reasons PC’s would want to visit, as it is the kind of
adventures in this series are set in, and rough & tumble area where anything is possible.
around the city of Phlan on the Moonsea in This adventure will take place completely within (and
the Forgotten Realms D&D setting, but can underneath) the city of Phlan itself. In it PCs will
easily be adapted to any fantasy setting you (hopefully) foil a plot by an evil cult of Bhaal that has
choose. This is the first adventure in a series decided to take advantage of the chaos in Phlan to
that will take players from level 1 to level 5. This one is create a foothold on the Moonsea from which to expand
designed to get players to level 2. Each Adventure and eventually conquer all of Faerun.
should take approximately four hours.
These adventures are designed for use with the
Dungeons & Dragons Fifth Edition ruleset. In order to Throughout Bhaal’s Chosen you will notice text inside boxes
play, you should have access to the D&D 5th Edition like this. This text is designed to be read to your players.
Whittlee. Prices for everything are a bit higher than the blasts into the common room, and all music and
conversation stop. A pale faced man, dressed in common
PC’s are used to due to the unrest in town, but they can clothes stumbles into the Inn and says:
use this Inn as their main base of operations during this “Dead. Ripped apart. All of ‘em. Even the little ones.”
adventure.
After the PC’s sit down one of Madame Freona’s After making his statement he passes out unconscious on
daughters comes over to take their order. Try to get the the floor.
is found (no check necessary). He has suffered sewers are a warren of crisscrossing tunnels inhabited by all
significant emotional trauma from witnessing his family manner of unsavory things. It smells of mold, excrement,
being ritualistically murdered, but can be persuaded to and hopelessness. Though certainly cold, the absence of
talk by good roleplay, healing magic, a DC 12 Medicine wind means that though the dampness penetrates your skin
check, or a DC 15 Persuasion check. He tells the group: in an unpleasant manner, though uncomfortable the sewers
are not dangerously cold.
“Everybody but Papa fell asleep, then the bad men came into
the house. Papa hurt one in the leg with his knife, but the The sewers are not the actual lair of the cult. This
rest hurt Papa, and everybody else.” section is how the PC’s get to the cult’s lair. If they look
for a continued blood trail, they won’t find one due to
After that the boy falls to incoherent muttering and the water they are standing in. However, a DC 12
weeping. Investigation or Perception check (PC choice) will
The symbol on the Hearth is that of Bhaal which a reveal a symbol similar to the one they found carved
DC 10 Religion check will reveal. into the wall. Use theater of the mind to describe the
PCs finding three more such symbols at various
turnings in the sewers until they come to a door. At
As you continue searching for clues you find a clear blood some point along the way there should be a combat
trail leading from the house. You begin to follow it, but as encounter. Then read:
you do 11 men in armor, carrying weapons as if they know
how to use them come around the corner, and surround
you.
North Entry: Locked Iron Door (DC 10 to open, DC 30 “Have you come to kneel, or provide entertainment?”
to break;
(60hp)
This is the “Boss” of this dungeon. He is a human
Monsters: Roll 1d6, that is the number of cultists who Veteran named Isaac who believes he is Bhaal’s chosen
are currently at worship here. On a roll of a “1” it is a emissary to Faerun. He is fully sadistic, absolutely evil,
Cult Fanatic. On a roll of a “6” there is also a Priest in and supremely confident in his ability. The two robed
addition to the six cultists. If the cultists have not been figures are an Apprentice Mage named Goram, and an
alerted by the PCs bashing down the door or setting off Acolyte named Heinrich. It is encouraged that you have
Thunderwave traps, the PCs get a surprise round as the some RP banter back and forth with the PCs here. Isaac
cultists are actively praying to their god. will be the recurring bad guy during the four modules in
this set.
After you feel there has been sufficient banter to
Room 3 develop Isaac as a significant NPC, he grows bored with
the conversation, says “Entertainment, then.” and
This room appears to serve as a kitchen/dining hall of sorts. attacks along with his two servants. The servants fight
There is a large hearth for cooking, tables set in neat rows, to the death, but Isaac runs to the north, trying to reach
and food smells permeate the place. As it is not meal time, his escape hatch at the end of the corridor labeled “i”.
the only inhabitants are the Hobgoblin Chef and his pet Whether the PC’s kill this NPC or not, they get the XP
for fighting him. If they kill him, he will get Raised for
Warg. You interrupt the Warg licking bowls clean while the
the next adventure so, don’t worry about keeping him
Chef straightens up. When the Hobgoblin sees you, he
bellows “Get ‘em Fluffy!!” and both he and the Warg attack.
alive.
North Entry 1: Unlocked Stone Door (60hp) that leads
North Entry: Locked Stone Door (DC 25 to open, DC 25 into a storage area filled with mounds of rubble, litter,
to break;
(60hp) This door leads to Room 8 and broken things. Clearly this is one of the places the
Cultists have been disposing of their garbage as they
West Entry: Locked Iron Door (DC 20 to open, DC 30 to clean the dungeon.
break; (60hp) This door leads to Room 1, inhabited by 5
x Goblins. North Entry 2: Trapped and Locked Iron Door (DC 25
to open, DC 30 to break; (60hp) Trap: Rune of Fear: DC
East Entry: Trapped and Stuck Bone Door (DC 15 to 15 to find, DC 15 to disable; affects all targets within 10
break; (20hp) Contact Poison: DC 10 to find, DC 15 to ft., DC 14 save or become frightened for 1d4 rounds.
disable; affects each creature which touches the trigger, South Entry: Locked Stone Door (DC 10 to open, DC
DC 13 save or take 1d10 damage no damage on a 25 to break; (60hp)
successful save.
Monster: 1 x Hobgoblin (CR 1/2, MM 186) and 1 x
Worg (CR 1/2, MM 341); 200 xp. If the Chef was alerted
by the front door being bashed in or Thuderwave traps,
he and Fluffy are waiting for the PCs. Fluffy is by the
door and attacks while the Chef shoots his longbow. If
the Chef was not alerted, he and Fluffy both charge into
melee, but it takes them one round to enter combat.
Room 5 (Secret Room) Ⓣ Rune of Confusion: DC 15 to find, DC 20 to disable;
affects all targets within 10 ft., DC 15 save or become
Confused (PHB 224) for 1d4 rounds. Leads to Room 1.
As you push through the secret door from the hallway
outside the door meets resistance as it opens inward due to
Inhabited by 5 x Kobolds.
a massive accumulation of dust, and debris. You can tell by
the rotting furniture, walls hanging, and what remains for Room 7
the rugs on the floor that when this room was last used it
was an incredibly luxurious bed chamber. Witch lights A stone dais and throne sits in the north-east corner of the
illuminate this room as they have with the rest of the room, and several pieces of spoiled meat are scattered
dungeon, but they seem dimmer here somehow. At the throughout the room.
north end of the room you see what was once an ornate
throne. Sitting on the throne is what appears to be the North Entry (Secret): DC 25 to find) Trapped and
skeleton of a fine boned humanoid; a beautiful longsword Locked Iron Door (DC 20 to open, DC 30 to break;
lays across its legs, and its right hand rests on the hilt. (60hp) Ⓢ The door is concealed by an illusion.
Leaning against the throne on the left side is an ornate
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects
shield with an open eye emblazoned on it. On each side of
all targets within a 10 ft. square area, DC 10 save or
the throne stands another skeleton with a bow held in one
hand. As soon as you all step into the room the door slams
take 1d10 damage.
behind you magically, the skeleton on the throne stands up, East Entry (Secret) DC 15 to find. Locked Bone Door
and the two beside it raise their bows. Roll Initiative. (DC 20 to open, DC 20 to break; (20hp) Ⓢ The door is
concealed behind a statue of an elemental salamander
The skeletal lord and his two guards are the original and opened by setting it aflame.
builders of this particular dungeon. He was an Elven Monster 1 x Imp (CR 1, MM 76); 200 xp
warrior and follower of Bhaal who built this dungeon as
his base of operations to conquer all of Faerun starting
with Phlan. He was the first to consider himself Bhaal’s Room 8
Chosen. As often happens with groups of Bhaal This room features a magical mural on the north wall
worshipers he was betrayed and murdered by those he can be used to scry upon any known individual within
trusted. His spirit, and those of his two most loyal
retainers have kept a silent undead vigil ever since. the dungeon, and a tile labyrinth covers the floor.
Despite several groups having inhabited the dungeon he
built over the years, the adventurers are the first to find North Entry Locked Bone Door DC 15 to open, DC 20
his hidden inner sanctum. He carries a Sentinel Shield, to break; (20hp)
and a Longsword +1. His retainers carry non magical
longbows. He wades into melee combat with the West Entry (Secret) DC 20 to find. Locked Bone Door
Adventurers using his sword and shield while his (DC 20 to open, DC 20 to break; (20hp) Ⓢ The door is
retainers shoot their longbows. Stats for these monsters concealed behind a statue of a hydra, and opened by
can be found in Appendix D. West Entry: Secret (DC 15 reaching into several of its mouths.
to find) Stuck Bone Door (DC 15 to break; 20 hp) the
door is concealed within a mosaic of legendary South Entry Locked Stone Door (DC 25 to open, DC 25
monsters from the outside, but is clearly visible from the to break; (60hp) Leads to Room 3. Inhabited by 1 x
inside. Hobgoblin and 1 x Worg.
Room 6 Room 9
West Entry 1: Trapped and Stuck Bone Door (DC 15 to West Entry Locked Iron Door (DC 20 to open, DC 30 to
break;(20hp) Trap: Electrified Floor tile in front of the break;(60hp) Empty.
door : DC 15 to find, DC 15 to disable; affects all targets
within a 10 ft. square area, DC 13 save or take 1d8
lightning damage, and cannot take reactions until after
their next turn. A successful save results in no damage
or reaction penalty.
West Entry 2 Trapped and Unlocked Iron Door (60hp)
Appendix A: Phlan’s Random NPCs
Berric “One-Eye” Flint
Vara Korrin
Berrick is a short, burly dwarf, with a thick red beard
and a leather eyepatch over his left eye. He is gruff but Vara is a wiry and athletic human with a messy ponytail
approachable, often telling exaggerated tales of his and calloused hands. They wear a plain but well-kept
“glory days” as an adventurer, claiming his missing eye tunic with a knife always visible at the hip. Vara is blunt
was lost in a battle with a dragon (the truth is he lost it and always sizing up others. Used to be a sellsword and
in a bar fight). He’s usually found nursing a tankard of now spends most of their time observing people with an
ale and is always keen to gossip. air of quiet menace. Despite her reputation, she’s
surprisingly friendly after a drink or two.
Hawkeye Talbry
Quill Silverstream
Hawkeye is a lean and rugged human with a long coat, a
few scars, and an crossbow slung across his back. At Quill is a small, well-groomed halfling with meticulously
first suspicious and a bit of a loner, Harken will reveal styled hair and ink-stained fingers. Always dressed in
he is former scout for the city’s guard and now works as fine clothing, a bit too flashy for his stature. Quill is
a freelance mercenary who has an extensive knowledge proud and verbose, working as a scribe with a talent for
of the city’s underworld. collecting—and embellishing—stories. He has a
tendency to slip into poetry while talking, which irritates
Thorn Rellwind
some patrons.
Thorn is a dark-skinned tiefling with dark red horns that Mira Dustseeker
curl close to her head. Thorn wears fashionable yet
sturdy dresses and keeps her tail wrapped around her Mira is a sturdy dwarf with neatly braided hair and a
waist like a belt. She is a skilled herbalist healer, with practical leather apron, often smeared with traces of
an unsettling calm demeanor and a tendency to quietly soil and dust. Good-natured and straightforward, Mira is
assess others. She often speaks in whispers, enjoying a miner who knows the earth as well as she knows her
the drama it evokes. favorite ale. She has a deep laugh and a knack for small
talk.
Lilandra “Lil” Brightspark
Darian Lyrwind
Lil is a lively gnome with wild copper hair and soot- Darian is a tall and slender half-elf with an elegant air,
stained hands from her work as a tinkerer. Eccentric draped in a long blue coat. His face is angular, with a
and cheerful, Lil makes her living fixing bits and bobs
for the locals but is always tinkering with small hint of mischief in his eyes. Smooth-talking and clever,
mechanical devices, designing (but not quite succeeding Darian is a well-known gambler who often bets on
in creating) everything from self-lighting candles to mini anything from games to street fights. He’s always
crossbow traps. She’s well-liked but slightly keeping tabs on the locals and has an almost uncanny
unpredictable, especially after a few drinks. ability to get others to open up.
Jana Tolethar Rilla Windspur
Jana is a tall and graceful half-elf, with silver hair tied in Rilla is a middle-aged human woman with a sturdy
a loose braid and piercing green eyes. Her attire is a build, graying hair tied back in a simple bun, and
blend of worn leather armor and intricate silver jewelry. wearing roughspun clothes adorned with simple
She seems quiet and mysterious except when she trinkets like a crow feather and tiny charms of bone.
performs as a bard at taverns and street corners, Soft-spoken and attentive, Rilla is a fortune teller who
singing epics about the rise and fall of royal families will offer to do tarokka (tarot) readings for the
across the Realms. She rarely reveals personal details adventurers, for a fee of course. Very high DC for
but has a sharp eye for observing others. Insight checks whether she’s telling the truth.
Appendix B:
History of the Dead Three: Knucklebones,
Skull Bowling, and the Empty Throne
n ages past there was but one god of strife, don’t you divide the portfolios of the office and engage
I
death, and the dead, and he was known as Jergal, in a game of skill for them?” asked Jergal.
Lord of the End of Everything. Jergal fomented Bane, Bhaal, and Myrkul considered the god’s offer
and fed on the discord among mortals and and agreed. Jergal took the heads of his three most
powers alike. When beings slew each other in powerful liches and gave them to the trio that they
their quest for power or in their hatred, he would compete by bowling the skulls. Each mortal
welcomed them into his shadowy kingdom of rolled a skull across the Gray Waste, having agreed that
eternal gloom. As all things died, everything came to the winner would be he who bowled the farthest.
him eventually, and over time he built his power into a Malar the Beastlord arrived to visit Jergal at this
kingdom unchallenged by any other god. Eventually, moment. After quickly ascertaining that the winner of
however, he grew tired of his duties for he knew them the contest would get all of Jergal’s power, he chased off
too well. Without challenge there is nothing, and in after the three skulls to make sure that the contest
nothingness there is only gloom. In such a state, the would be halted until he had a chance to participate for
difference between absolute power and absolute part of the prize. Bane, Bhaal, and Myrkul again fell to
powerlessness is undetectable. fighting as it was obvious their sport was ruined, and
During this dark era, there arose three powerful again Jergal intervened. “Why don’t you allow Lady
mortals - Bane, Bhaal, and Myrkul - who lusted after the Luck to decide so you don’t have to share with the
power Jergal wielded. The trio forged an unholy pact, Beast?”
agreeing that they would dare to seek such ultimate The trio agreed, and Jergal broke off his skeletal
power or die in the attempt. Over the length and breadth finger bones and gave them to the players. When Malar
of the Toril they strode, seeking powerful magic and returned from chasing the skulls, he found that the trio
spells and defying death at every turn. No matter what had just finished a game of knucklebones.
monster they confronted or what spells they braved, the Bane cried out triumphantly, “As winner, I choose to
three mortals emerged unscathed at every turn. rule for all eternity as the ultimate tyrant. I can induce
Eventually the trio destroyed one of the Seven Lost hatred and strife at my whim, and all will bow down
Gods, and they each seized a portion of his divine before me while in my kingdom.”
essence for themselves. Myrkul, who had won second place, declared, “But I
The trio then journeyed into the Gray Waste and choose the dead, and by doing so I truly win, because all
sought out the Castle of Bone. Through armies of you are lord over, Bane, will eventually be mine. All
skeletons, legions of zombies, hordes of noncorporeal things must die - even gods.”
undead, and a gauntlet of liches they battled. Eventually Bhaal, who finished third, demurred, “I choose death,
they reached the object of their lifelong quest - the Bone and it is by my hand that all that you rule Lord Bane will
Throne. eventually pass to Lord Myrkul. Both of you must pay
“I claim this throne of evil,” shouted Bane the tyrant. honor to me and obey my wishes, since I can destroy
“I’ll destroy you before you can raise a finger,” your kingdom, Bane, by murdering your subjects, and I
threatened Bhaal the assassin. “And I shall imprison can starve your kingdom, Myrkul, by staying my hand.”
your essence for eternity,” promised Myrkul the Malar growled in frustration, but could do nothing,
necromancer. and yet again only the beasts were left for him.
Jergal arose from his throne with a weary expression And Jergal merely smiled, for he had been delivered.”
and said, “ The Throne is yours. I have grown weary of
this empty power. Take it if you wish - I promise to serve
and guide you as your seneschal until you grow
comfortable with the position.” Before the stunned trio
could react, the Lord of the Dead continued: “Who
among you shall rule?”
The trio immediately fell to fighting amongst
themselves while Jergal looked on with indifference.
When eventually it appeared that either they would all
die of exhaustion or battle on for an eternity, the Lord of
the End of Everything intervened. “After all you have
sacrificed, would you come away with nothing? Why
Appendix C