The Scroll Thi - Wizards

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TheT Scrooll ThiiefSScholars Squarre is a relativelyy quiet corner ofo Phlan, but a series of odd tthefts have the headmasters oof various schools inthhe area concerrned. The headdmasters’ pleass for help have gonegunanswerred by the Blacck Fist, and thee Lord Sage of Phlanddecides to reachh out to you annd your kind to bring those ressponsible to jusstice. An advennture for 1st-4thh level characteers.Adventure Code: DDEXX1-6CCreditsAAdventure Designn: Daniel HelmicckDDevelopment andd Editing: Claire Hoffman,HChris Tulach,TTravis WooodallDD&D Organized Play:PChris TulachDD&D R&D Playerr Experience: Greeg BilslandDD&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris TulachDD&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan PatrickDDebut: August 299, 2014RRelease: October 1, 2014DDUNGEONS & DRRAGONS, D&D, WizardsWof the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, DuungeonMMaster’s Guide, D&&D Adventurers Leeague, D&D Encoounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aandthheir respective loggos are trademarkks of Wizards of thhe Coast in the USSA and other counntries. All characteers and their distinctive likenesses arepproperty of Wizardds of the Coast. Thhis material is prootected under the copyrightclaws of the United Statess of America. Any reproduction oruunauthorized use of the material or artwork containedd herein is prohibbited without the eexpress written peermission of Wizards of the Coast. 2014 Wizards off the Coast LLC, POP Box 707, Rentoon, WA 98057-0707, USA. Manufacttured by Hasbro SSA, Rue Emile-Boééchat 31, 2800DDelémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, MMiddlesex, UB11 1ET, UK.Not for resale.rPermission granted to print oro photocopy this document for perrsonal use only.

Adventurers League, please visit the D&D AdventurersLeague home.IntroductionTMWelcome to The Scroll Thief, a D&D Expeditionsadventure, part of the official D&D AdventurersTMLeague organized play system and the Tyranny ofDragonsTM storyline season.This adventure is designed for three to seven 1st4th level characters, and is optimized for five 2ndlevel characters. Characters outside this level rangecannot participate in this adventure. Players withineligble characters can create a new 1st-level characteror use a pregenerated character.The adventure is set in the city of Phlan in theCracked Crown inn, but turns explores a number ofdifferent locations in Scholar's Square before plumbingthe depths of the ruins beneath Mantor's Library and thesewers beneath Phlan.Preparing the AdventureThe D&D AdventurersLeague This adventure is official for D&D Adventurers Leagueplay. The D&D Adventurers League is the officialorganized play system for DUNGEONS & DRAGONS .Players can create characters and participate in anyadventure allowed as a part of the D&D AdventurersLeague. As they adventure, players track theircharacters’ experience, treasure, and other rewards, andcan take those characters through other adventures thatwill continue their story.D&D Adventurers League play is broken up intostoryline seasons. When players create characters, theyattach those characters to a storyline season, whichdetermines what rules they’re allowed to use to createand advance their characters. Players can continue toplay their characters after the storyline season hasfinished, possibly participating in a second or thirdstoryline with those same characters. A character’s levelis the only limitation for adventure play. A player cannotuse a character of a level higher or lower than the levelrange of a D&D Adventurers League adventure.If you’re running this adventure as a part of a storeevent or at certain conventions, you’ll need a DCInumber. This number is your official Wizards of theCoast organized play identifier. If you don’t have anumber, you can obtain one at a store event. Check withyour organizer for details.For more information on playing, running games as aDungeon Master, and organizing games for the D&DBefore you show up to Dungeon Master this adventurefor a group of players, you should do the following toprepare. Make sure to have a copy of the most currentversion of the D&D basic rules or the Player’sHandbookTM.Read through the adventure, taking notes ofanything you’d like to highlight or remind yourselfwhile running the adventure, such as a way you’dlike to portray an NPC or a tactic you’d like to use ina combat.Get familiar with the monster statistics in theAppendix.Gather together any resources you’d like to use toaid you in Dungeon Mastering, such as notecards, aDM screen, miniatures, battlemaps, etc.If you know the composition of the groupbeforehand, you can make adjustments as notedthroughout the adventure.Before Play at the TableAsk the players to provide you with relevant characterinformation. This includes: Character name and levelCharacter race and classPassive Wisdom (Perception)—the most commonpassive ability checkAnything notable as specified by the adventure(such as backgrounds, traits, flaws, and so on)Players that have characters outside the adventure’slevel range cannot participate in the adventure withthose characters. Players with ineligible characters canmake a new 1st-level character or use a pregeneratedcharacter. Players can play an adventure they previouslyplayed or ran as a Dungeon Master, but not with thesame character (if applicable).Ensure that each player has an official adventurelogsheet for his or her character (if not, get one from theorganizer). The player will fill out the adventure name,session number, date, and your name and DCI number.In addition, the player also fills in the starting values forXP, gold, downtime, renown, and number of permanentThe Scroll ThiefNot for resale. Permission granted to print or photocopy this document for personal use only.2

magic items. He or she will fill in the other values andwrite notes at the conclusion of the session. Each playeris responsible for maintaining an accurate logsheet.If you have time, you can do a quick scan of a player’scharacter sheet to ensure that nothing looks out oforder. If you see magic items of very high rarities orstrange arrays of ability scores, you can ask players toprovide documentation for the irregularities. If theycannot, feel free to restrict item use or ask them to use astandard ability score array. Point players to the D&DAdventurers League Player’s Guide for reference.If players wish to spend downtime days and it’s thebeginning of an adventure or episode, they can declaretheir activity and spend the days now, or they can do soat the end of the adventure or episode.Players should select their characters’ spells andother daily options prior to the start of the adventure,unless the adventure specifies otherwise. Feel free toreread the adventure description to help give playershints about what they might face.Determining Party StrengthAdjusting the AdventureAs the DM of the session, you have the most importantrole in facilitating the enjoyment of the game for theplayers. You help guide the narrative and bring thewords on these pages to life. The outcome of a fun gamesession often creates stories that live well beyond theplay at the table. Always follow this golden rule whenyou DM for a group:Throughout this adventure, you may see sidebars to helpyou make adjustments to this adventure forsmaller/larger groups and characters, of higher/lowerlevels that the optimized group size. Most of the time,this is used for combat encounters.You may adjust the adventure beyond the guidelinesgiven in the adventure, or for other reasons. Forexample, if you’re playing with a group of inexperiencedplayers, you might want to make the adventure a littleeasier; for very experienced players, you might want tomake it a little harder. Therefore, five categories of partystrength have been created for you to use as a guide.Use these as a guide, and feel free to use a differentadjustment during the adventure if the recommendedparty strength feels off for the group.This adventure is optimized for a party of five 2ndlevel characters. To figure out whether you need toadjust the adventure, do the following: Add up the total levels of all the charactersDivide the total by the number of charactersRound fractions of .5 or greater up; round frationsof less than .5 downYou’ve now determined the average party level (APL)for the adventure. To figure out the party strength forthe adventure, consult the following table.Party Composition3-4 characters, APL less than3-4 characters, APL equivalent3-4 characters, APL greater than5 characters, APL less than5 characters, APL equivalent5 characters, APL greater than6-7 characters, APL less than6-7 characters, APL equivalent6-7 characters, APL greater thanParty StrengthVery weakWeakAverageWeakAverageStrongAverageStrongVery strongAverage party strength indicates no recommendedadjustments to the adventure. Each sidebar may or maynot offer suggestions for certain party strengths. If aparticular recommendation is not offered for your group,you don’t have to make adjustments.Dungeon Mastering theAdventureMake decisions and adjudications that enhance the funof the adventure when possible.To reinforce this golden rule, keep in mind the following: You are empowered to make adjustments to theadventure and make decisions about how the groupinteracts with the world of this adventure. This isespecially important and applicable outside ofcombat, but feel free to adjust the adventure forgroups that are having too easy or too hard of atime.Don’t make the adventure too easy or too difficultfor a group. Never being challenged makes for aboring game, and being overwhelmed makes for afrustrating game. Gauge the experience of theplayers (not the characters) with the game, try tofeel out (or ask) what they like in a game, andattempt to give each of them the experience they’reafter when they play D&D. Give everyone a chanceto shine.The Scroll ThiefNot for resale. Permission granted to print or photocopy this document for personal use only.3

Be mindful of pacing, and keep the game sessionmoving along appropriately. Watch for stalling,since play loses momentum when this happens. Atthe same time, make sure that the players don’tfinish too early; provide them with a full playexperience. Try to be aware of running long orshort. Adjust the pacing accordingly.Read-aloud text is just a suggestion; feel free tomodify the text as you see fit, especially whendialogue is present.Give the players appropriate hints so they can makeinformed choices about how to proceed. Playersshould be given clues and hints when appropriateso they can tackle puzzles, combat, and interactionswithout getting frustrated over lack of information.This helps to encourage immersion in theadventure and gives players “little victories” forfiguring out good choices from clues.In short, being the DM isn’t about following theadventure’s text word-for-word; it’s about facilitating afun, challenging game environment for the players. TheDungeon Master’s Guide TM has more information onthe art of running a D&D game.Downtime and LifestyleAt the beginning of each play session, players mustdeclare whether or not they are spending any days ofdowntime. The player records the downtime spent onthe adventure logsheet. The following options areavailable to players during downtime (see the D&Dbasic rules or the D&D Adventurers League Player’sGuide for more information): Catching upCrafting (exception: multiple characters cannotcommit to crafting a single item)Practicing a professionRecuperatingSpellcasting services (end of the adventure only)TrainingOther downtime options might be available duringadventures or unlocked through play, including factionspecific activities.In addition, whenever a character spends downtimedays, that character also spends the requisite expensefor his or her lifestyle. Costs are per day, so a characterthat spends ten days of downtime also spends ten daysof expenses maintaining his or her lifestyle. Somedowntime activities help with lifestyle expenses or addlifestyle expenses.Spellcasting ServicesAny settlement the size of a town or larger can providesome spellcasting services. Characters need to be ableto travel to the settlement to obtain these services.Alternatively, if the party finishes an adventure, they canbe assumed to return to the settlement closest to theadventure location.Spell services generally available include healing andrecovery spells, as well as information-gathering spells.Other spell services might be available as specified inthe adventure. The number of spells available to be castas a service is limited to a maximum of three per daytotal, unless otherwise noted.Spellcasting ServicesSpellCure wounds (1st level)IdentifyLesser restorationPrayer of healing (2nd level)Remove curseSpeak with deadDivinationGreater restorationRaise deadCost10 gp20 gp40 gp40 gp90 gp90 gp210 gp450 gp1,250 gpAcolyte BackgroundA character possessing the acolyte background requestingspellcasting services at a temple of his or her faith may requestone spell per day from the Spellcasting Services table for free.The only cost paid for the spell is the base price for theconsumed material component, if any.Character Disease,Death, and RecoverySometimes bad things happen, and characters getpoisoned, diseased, or die. Since you might not have thesame characters return from session to session, hereare the rules when bad things happen to characters.Disease, Poison, and Other DebilitatingEffectsA character still affected by diseases, poisons, and othersimilar effects at the conclusion of an adventure canspend downtime days recuperating until such time as heor she resolves the effect to its conclusion (see therecuperating activity in the D&D basic rules). If aThe Scroll ThiefNot for resale. Permission granted to print or photocopy this document for personal use only.4

character doesn’t resolve the effect between sessions,that character begins the next session still affected bythe debilitating effect.DeathA character who dies during the course of the adventurehas a few options at the end of the session (or wheneverarriving back in civilization) if no one in the adventuringparty has immediate access to a raise dead or revivifyspell, or similar magic. A character subject to a raisedead spell is affected negatively until all long rests havebeen completed during an adventure. Alternatively, eachdowntime day spent after raise dead reduces the penaltyto attack rolls, saving throws, and ability checks by 1, inaddition to any other benefits the downtime activitymight provide.Create a New 1st-Level Character. If the deadcharacter is unwilling or unable to exercise any of theother options, the player creates a new character. Thenew character does not have any items or rewardspossessed by the dead character.Dead Character Pays for Raise Dead. If thecharacter’s body is recoverable (it’s not missing any vitalorgans and is mostly whole) and the player would likethe character to be returned to life, the party can takethe body back to civilization and use the deadcharacter’s funds to pay for a raise dead spell. A raisedead spell cast in this manner costs the character 1,250gp.Character’s Party Pays for Raise Dead. As above,except that some or all of the 1,250 gp for the raise deadspell is paid for by the party at the end of the session.Other characters are under no obligation to spend theirfunds to bring back a dead party member.Faction Charity. If the character is of level 1 to 4 anda member of a faction, the dead character’s body can bereturned to civilization and a patron from the factionensures that he or she receives a raise dead spell.However, any character invoking this charity forfeits allXP and rewards from that session (even those earnedprior to death during that session), and cannot replaythat episode or adventure with that character again.Once a character reaches 5th level, this option is nolonger available.Adventure BackgroundShortly after the Zhentarim assumed control over Phlanin 1380 DR, the Lord Protector began a campaign ofbook-burning. Documents that portrayed the Zhentarimor Bane in a derogatory manner were secreted away in asubbasement beneath Mantor’s Library, and put to thetorch. Rumor has it that the fanatical Zhentarim alsolocked various political prisoners within the burningarchive, conveniently killing two birds with one stone.Ellison Berenger, a member of the Cult of the Dragon,has come to Phlan for two purposes: to gather evidenceto support his claim as a descendent of a noble house,and, more importantly, to recover information on theworkings of the Pool of Radiance for his masters withinthe Cult. After months working covertly within Mantor’sLibrary, he finally found the location of the three books,and subsequently the archives deep beneath Mantor’sLibrary and the secrets buried within.Timeline of Events Four Months Ago. Ellison arrives in Phlan along with twoother agents of the Cult of the Dragon--Spernik andTIbeem (also appearing in DDEX1-2 Secrets of Sokol Keepand DDEX1-5 The Courting of Fire.)Six Nights Ago. Ellison steals a book titled The Weave: ACollection of Impractical Observations from Aya Glenmiir.Four Nights Ago. Ellison breaks into Marten Foss's houseand steals a single book; one from of a larger collection ofpersonal memoires of Ren o' The Blade, a ranger of legendwho once resided in Phlan.Two Nights Ago. Ellison steals a book titled Lords andLineages of Phlan from Agin Lamarck, a local noble andheraldrist.One Night Ago. Ellison, disguised as a scribe, breaks intoMantor's Library to locate the remainder of the collectionof Ren o' the Blade’s memoirs. During his search, hemurders Garda Greenleaf.OverviewThe Scroll Thief is divided into three parts.Part 1: Mysteries in Method. The adventurers havebeen hired by a representative of the Black Fist to lookinto several worrying thefts in Phlan--thefts that theBlack Fist has thus far been unable to stem. Duringtheir investigation, the adventurers gather clues thatlead them to Mantor’s Library. They also attract theattention of Soares, a cultist sent to waylay the group,and Fulta, a halfling in his employ.Part 2: Truth in Text. The adventurers zero in onMantor’s Library and discover that Ellison, a scriberecently taken into the Library’s employ, has not shownup for his scheduled shift. Further investigation revealsthe corpse of a library employee in the sub-basement.Upon the discovery of and entry into the sub-basement,the adventurers find danger in the form of undeadcreatures, the spirits of those slain in the depths of thearchives along with what remains of Denlor’s legacy.Ellison's escape route is also revealed; a tunnel blastedThe Scroll ThiefNot for resale. Permission granted to print or photocopy this document for personal use only.5

thhrough a sectioon of the wall, leadinglinto thee sewers ofPPhlan, and the perilspwithin.Part 3: The Dragon'sDSwammp. The adventurerseemerge from thhe sewers in puursuit of Ellisonn who,aaccording to cluues found in hiss abandoned backpack,aappears to be headinghto the swampssnorth alongatheSStojanow Riverr. The adventurrers must find EllisonEandrretrieve the stollen texts, culmiinating in confrronting theSScroll Thief andd a black dragoon.AAdventture HoooksBlacck Fist, BBlack EyeeThoughh Ector Brahms thinks of the Lord Sage as aanineffecttual figureheadd, he is painfullyy aware that thheseunsolvaable thefts are ggiving rise to thhe rumors of grraft,corrupttion, and incommpetence plaguuing the ranks oof theBlack FFist. In his growwing desperatioon, he is willingg tocontracct any previously-hired adventturers to recoveer thestolen pproperty on behhalf of the headdmasters and rrestorecalm inn Scholars Squuare. He instruccts Knight AleyydBurral tto work out terrms with the addventurers.AAdventurers aree flocking to Phhlan to seek theeir fortunes.TThe air is chargged with the prospects of riches, danger,aand glory. The followingfadvennture hooks caan be used toddraw the characcters into the story.sFFreelancce AssetsTThe adventurerrs’ arrival (or prrevious actionss) in the cityaattracts the atteention of the Bllack Fist. (Alterrnatively, thepprevious activities of the groupp may have attrracted thisaattention.) The adventurers arre asked to repoort to KnightAAleyd Burral to assist in investigating a strinng of thefts inSScholar's Squaare.WWelcome, ZhentaarimAAny adventurerrs associated withw the Welcommers or theiraallies of the moment, the Zhenntarim, may be contactedbby Glevith of the Welcomers. GlevithGhas takken note ofthSand bellieves that ithe recent thefts in Scholars Square,mmay be the worrk of a foreign agentaseeking to defamethhe Welcomers, as the thefts indirectly harmm the laborgguilds controllinng Phlan’s economy. Pulling a fewsstrings, Glevith arranges a meeeting at the CrrackedCCrown with Knight Aleyd Burral, a representative of theBBlack Fist, whoo has been unabble to solve thee thefts.Assignment. Provide proof that the Welcoomers or theZZhentarim weree not responsibble for the theftts.Success Conndition. Returning Ellison to PhlanPtoaadmit his guilt publiclypfulfills provides solid evidence ofnno wrongdoing on the part of thet Welcomerss or theZZhentarim.Thhe Scroll TThiefNot for resale. Peermission granted to print or photocopy this docume nt for personal usse only.6

Partt 1: Myssteriess inMethhod TThe adventure beginsbin the CrackedCCrownn, an inn inPPodol Plaza, neear Scholar’s SquareSand Manntor’sLLibrary.IInvestiigatingg the TheftsTRRead the text below when youu’re ready to staart. If youuuse the “Welcomme, Zhentarimm” or “Black Fisst, BlackEEye” adventuree hooks, feel freee to have Knigght AleydBBurral make hoooded referencees to the advennturers’ppreferred factioon.TThe afternoon sun is just beginning to peek out fromfrbehindhheavy clouds, sennding the last shafts of golden ligght throughthe dirty windowss of the Cracked Crown, an inn on thessouthern edge off Podol Plaza.The door opens and a middle-agged female humaan enters theinnn, tall enough thattshe ducks too avoid striking the frame withthe top of her enaameled, black heelm. She pulls a vacantvchairoout from your tabble and seats herrself, adjusting thhe sword athher hip as she dooes so."I am Knight Aleeyd Burral," she says, her helm adding ahhollow note to heer voice, "and I haveha job for youu."KKnight Burral'ss attention is sppread thin. Shee is one ofthhe few membeers of the Blackk Fist with an actual desireto use their possition for the beetterment of thee city, ratherthhan that of their own pocketss. The corruptioon that runsrrampant in the order frequenttly renders her impotent topperform her duties to her satissfaction. As succh, shemmaintains a heaalthy relationshhip with the varriousaadventuring facctions that havee taken up shopp in Phlan inrresponse to thee looming threaat of the Cult off the Dragon.Depending onn the hook usedd to introduce thetaadventurers, these factions maay have been thhe ones whossuggested that thet characters speak with Knnight Burralto begin with.ourse of discusssion, she relatees theDuring the cofofollowing. en reported by variousA string of thefts have beeo reside or worrk in Scholar's Square.people whoThis is not in and of itselff unusual. Whaat is unusualis that nothhing of obvious value has beenn stolen--justa single book.hts ago and havve occurredThe thefts began six nigh eveery two days siince then.he does not knoow much in thee way of particuularsShaboout the thefts. SShe only knowws that there weerethrree thefts and tthat they all occcurred in variouusshoops in Scholar's Square, but suggests that theadvventurers speaak first with Cassra Brandywine,thee Scribe Masteer of Mantor’s LLibrary, whorepported the theftfts this morningg, for additionaalinfformation.al hasBeecause of the laack of resources, Knight Burrabeeen unable to prroperly investiggate the thefts.he is able, howeever, to personally fund anShinvvestigation by the adventurerss and will pay tthegrooup 50 gp to doo so on her behhalf.he asks to be keept abreast of wwhatever theShadvventurers discoover that mightt lead her closeer toappprehending thee thief.Rolepllaying Knighht Aleyd BurrralKnight AAleyd Burral is a fformidable warrior with a keen mmind,but the ssoft-heart she hiddes under a sternn frown has keptt herfrom advvancing further i n the Knights off the Black Fist. Inn herlate 40s with grey-streakeed blonde hair, sshe has decided tthatdoing heer job well and protecting Phlan iis perhaps moreimporta nt than advancemment. She does nnot suffer fools aandcounts aadventurers amoong the most foolish of all.Geneeral FeatturesThe SStreets. The avvenues and bywways are packeedwith towwnsfolk returnning home fromm work or headiing totavernss for the night. WWanted posterrs for the cultist atlarge arre posted at moost intersectionns.Lightt. After sunset, the streets aree dimly lit by sooftorange lamplight.Inns & Taverns. Thhe Laughing GGoblin (inn), ThheBell (tavern), ThheCrackeed Crown (inn), Nat Wyler’s BBlade (inn), Thee Velvet Doubllet (festhall),Bitter BMadamme Freona's Tea Kettle (tavernn).Tradde. Cockburn’s Grocery (advennturing gear),Matteo the Weaponsmmith, Ernst’s Liivery, Jerome oofunt (fence).MalvauMarkket. Podol Plazza (bazaar).DevellopmentsUntil thhe adventurers have visited eaach location, KKnightBurral encourages theem to continuee their search.Oncee the adventureers have visitedd the locations oof allthree thhefts, proceed tto “Ambush Allley”, below.Thhe Scroll TThiefNot for resale. Peermission granted to print or photocopy this docume nt for personal usse only.7

Mantor’s LibraryIt is likely that the characters begin their search atMantor’s Library; specifically with the Scribe Master,Cassra Brandywine.Sun-bleached colonnades frame the austere façade ofMantor’s Library. A solitary bench sits next to a tranquil pondat the fore of this property in the center of Scholar’s Square.The grounds are well manicured and festooned with bloomingflowers and other local flora.Mantor’s Library is the most prominent institution in theScholar’s Square. The Library's staff has a seeminglyinexhaustible reserve of energy which he devotes tocurating and expanding the library’s vast collection ofencyclopediae, treatises, and compendiums. Mantor’sLibrary is funded by donations and the modest feescollected for performing research, transcribing,translating; as well as donations from the city’swealthier citizenry.The Scribe MasterRoleplaying CassraCassra Brandywine is surprisingly young given her occupationand status. She is, however, wickedly smart. Unfortunately, herwork keeps her quite busy, so her social skills have atrophied.She is clumsy and socially awkward, often stammering whenspeaking in the company of more than a couple people.The Scribe Master is a female halfling with short,blonde hair that looks like she cuts it herself. Her handsare heavily stained with smudges and smears of brightblue ink.Her clothes are well made, but are smudged in placeswith the same blue ink that stains her hands. In fact,adventurers who look around her offices notice thesame blue marks on furniture and decorations in theoffice, as well.Upon noticing the adventurers, she brushes herself offand introduces herself. She asks for the adventurer’snames; closing her eyes and repeating each one in turn-as if committing them to memory. Upon mentioningtheir referral by Knight Burral, Cassra smiles andrelates the following information. The Scribe Master’s office is small and very cramped – aThree exceptionally rare tomes were stolen fromvarious people residing in Scholar's Square--eachtwo days apart.The first book was stolen six days ago from theoffice of Aya Glenmiir; a wizard who maintains asmall shop in Scholar's Square. The book was atreatise on the Weave titled: The Weave: Aproblem made worse by the sheer number of books that areCollection of Impractical Observations.Provided the adventurers display an interest in the noteand the promise of a reward, they are likely to head toMantor’s Library first; specifically to see Scribe MasterCassra Brandywine.stacked haphazardly on every piece of furniture within. A sign on the door reads:Cassra BrandywineScribe MasterBeneath that, a small piece of wood hangs on a nail with theword “IN” written on it in chalk. As you knock on the door, a voice from an unseen sourcecalls out “Just a moment!” There is the creaking of a woodenchair, a muttered curse and then a loud crashing noise as afew stacks of books are knocked to the floor, revealing ayoung-looking halfling with short blonde hair; her hands and shirt stained with smudges of blue ink. The second book that was stolen belonged toMarten Foss; a retired adventurer and resident ofPhlan who kept it in his private collection in hishome in the Nobles’ Quarter. The book waspersonal memoire of Ren, a long-dead ranger ofrepute and once one of Phlan’s most famouscitizens.The third and final theft occurred last night and wasthat of a book titled: The Lords and Lineages ofPhlan. It was in the possession of Agin Lamarck,local noble who specializes in the history of Phlan,specifically genealogy and heraldry.Cassra offers a reward of 100 gp for the successfulretrieval of the stolen books. She doesn’t care if thethief is caught or not.Cassra is involved in the investigations because oneof the stolen books (the book stolen from AyaGlenmiir) is the property of the Library; somethingthat has caused her no end of trouble.The Scroll ThiefNot for resale. Permission granted to print or photocopy this document for personal use only.8

If asked about the blue ink on her hands or aroundthe office, she spreads her hands out, chuckles andexplains that all of the official ledgers in the Libraryuse this particular ty

The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 2 Introduction Welcome to The Scroll Thief, a D&D ExpeditionsTM adventure, part of the official D&D Adventurers LeagueTM organized play system and the Tyranny of DragonsTM storyline