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Dungeon & Dragons Crystal of Light Cithianus’ Murder Rev. 0.6 31-Dec-14 244 Crystal of light Episode 1 Cithianus Murder Part 4 By Paul Ellsworth This document is copyright by Paul Ellsworth © 2014. All rights reserved. The contents of thisdocument may be used by individuals and small groups for gaming purposes.

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Crystal of light Episode 1

Cithianus Murder

Part 4

By

Paul Ellsworth

This document is copyright by Paul Ellsworth © 2014. All rights reserved. The

contents of thisdocument may be used by individuals and

small groups for gaming purposes.

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Appendix C NPC Characters Sheets continued (generated using http://www.pathguy.com/ddnext.htm)

Narcelia the Nimble

Female Elf Guild Thief Rogue 5 Lawful Evil

Strength 16 (+3)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 12 (+1)

Wisdom 10 (+0)

Charisma 18 (+4)

Size: Medium

Height: 5' 3"

Weight: 105 lb

Skin: Black

Eyes: Dark Brown

Hair: White Straight

Maximum Hit Points: 48

Speed: 30 feet

Inspiration:

Armor Class: 18 = 10 + 3 [mithral shirt] + 5 [dexterity]

Proficiency bonus: +3

Initiative modifier: + 5 = + 5 [dexterity]

Attack (handheld / thrown): + 6 = + 3 [proficiency] + 3 [strength]

Attack (missile / finesse): + 8 = + 3 [proficiency] + 5 [dexterity]

Strength save: + 3 = + 3 [strength]

Dexterity save: + 8 = + 3 [proficiency] + 5 [dexterity]

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Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 4 = + 3 [proficiency] + 1 [intelligence]

Wisdom save: + 0

Charisma save: + 4 = + 4 [charisma]

Insight (passive): 10 (15 with advantage)

Perception (passive): 13 (18 with advantage)

Carry: 240 lb maximum

For groups using the optional encumberance rules: If carrying more than 80 lb, encumbered -- -10 on speed

If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Elvish Undercommon

Unarmed strike [+6 to hit; 1+3 bludgeoning] 4 Daggers [+8 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+8 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Longsword [+6 to hit; 1d8+3 slashing, 4 lb, versatile (1d10 slashing)] Mithral shirt [light; + 3 AC; 10 lb.] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 11 = +5 + 3 + 3 [expertise]

Animal Handling Wis 0 = +0

Arcana Int 1 = +1

Athletics Str 3 = +3

Deception Cha 7 = +4 + 3

History Int 1 = +1

Insight Wis 0 = +0

Intimidation Cha 7 = +4 + 3

Investigation Int 1 = +1

Medicine Wis 0 = +0

Nature Int 1 = +1

Perception Wis 3 = +0 + 3

Performance Cha 4 = +4

Persuasion Cha 4 = +4

Religion Int 1 = +1

Sleight of Hand Dex 8 = +5 + 3

Stealth Dex 11 = +5 + 3 + 3 [expertise]

Survival Wis 3 = +0 + 3

Check any other tools with which Narcelia is proficient:

Climber's kit

Disguise kit Herbalism kit

Navigator tools

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Drive a truck

Fly a plane

Forgery kit

Healer's kit

Ride a mount

Sail a ship

Poisoner kit

Thieves' tools

Elf

Elves receive +2 dexterity (already included).

Darkvision (see 60 feet black-and-white in pitch-dark)

Advantage on saving throws against being charmed; immune to magical sleep

All elves have a bonus proficiency in perception

Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

Drow / Dark Elf (subrace)

Dark Elves receive +1 charisma (already included).

Darkvision -- see in black and white to 120 feet even in darkness.

Advantage on perception (wisdom) checks, except in sunlight

Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.

Advantage on saving throws against being charmed; immune to magical sleep.

Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.

Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

Drow sign language as a free language for you.

Guild Thief

This is a background from playtesting that I thought people might want to continue to use.

You belong to a criminal syndicate and have the privileges that go with it.

You speak thieves' cant.

Consider bringing thieves' tools, lampblack, a mirror, and so forth.

You are proficient with thieves' tools, disguise kit and poisoner's kit.

Rogue

Proficient in using thief tools.

Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; Stealth; .

Level 1: Thieves cant

Level 1: Sneak attack deals extra 1d6

Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle

Level 3: Sneak attack deals extra 2d6

Level 5: Sneak attack deals extra 3d6

Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see

Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed

Level 7: Sneak attack deals extra 4d6

Level 9: Sneak attack deals extra 5d6

Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better

Level 11: Sneak attack deals extra 6d6

Level 13: Sneak attack deals extra 7d6

Level 14: Blindsense -- sense invisible if you can hear

Level 15: Slippery mind -- gain proficiency in wisdom saving throws

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Level 15: Sneak attack deals extra 8d6

Level 17: Sneak attack deals extra 9d6

Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you

Level 19: Sneak attack deals extra 10d6

Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check

Assassin (rogue archetype)

Begin with bonus proficiencies -- disguise and poisoner kit.

Level 3: Assassinate -- you have advantage against any creature that has not yet taken a turn in combat. Hits on surprised creatures are criticals.

Level 9: Infiltration expertise -- fake identity.

Level 13: Impostor.

Level 17: Death strike. A surprised creature that you hit must save vs constitution d10 or take double damage

First Ability Score Improvement: +1 charisma; +1 strength;

Class HP rolled

Level 1: Rogue 8

Level 2: Rogue 5

Level 3: Rogue 5

Level 4: Rogue 5

Level 5: Rogue 5

Narcelia's Equipment:

24 lb

2 lb 2 lb

5 lb 7 lb 5 lb 4 lb

4 lb 3 lb 1 lb 1 lb 1 lb

20 lb 10 lb

8 lb 1 lb

10 lb 1 lb

3 lb 2 lb 1 lb

Weapons / Armor / Shield (from above) Acid vials x2 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Crowbar Fishing gear Flint and steel Grappling hook Hammer Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', silk) x2 Sewing needle Shovel / Spade Tinderbox Waterskins x2 Whetstone Disguise kit (proficient) Poisoner kit (proficient) Thieves' tools (proficient)

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_____ 115 lb

Total

Narcelia's Personality Traits: Narcelia's Ideal(s): Narcelia's Bond(s): Narcelia's Flaw(s): More about Narcelia :

A member of Talabrina dark elf contingent. She is Nezidera's younger sister and is absolutely loyal to her sister. She is also Onyx's half-sister. She is left in the dark with her sister always disappearing but then she follows her sister to find out what is going. She doesn’t approve of her sister’s actions but loves her sister and it is family first.

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Nezidera the Necromancer (Dark Lord faction)

Female Elf Bounty Hunter Wizard 13 Lawful Evil

Strength 15 (+2)

Dexterity 18 (+4)

Constitution 17 (+3)

Intelligence 18 (+4)

Wisdom 14 (+2)

Charisma 19 (+4)

Size: Medium

Height: 5' 5"

Weight: 90 lb

Skin: Black

Eyes: Dark Brown

Hair: Black Straight

Maximum Hit Points: 93 Speed: 30 feet

Inspiration: Armor Class: 14 = 10 + 4 [dexterity]

Proficiency bonus: +5

Initiative modifier: + 4 = + 4 [dexterity]

Attack (handheld / thrown): + 7 = + 5 [proficiency] + 2 [strength]

Attack (missile / finesse): + 9 = + 5 [proficiency] + 4 [dexterity]

Strength save: + 2 = + 2 [strength]

Dexterity save: + 4 = + 4 [dexterity]

Constitution save: + 3 = + 3 [constitution]

Intelligence save: + 9 = + 5 [proficiency] + 4 [intelligence]

Wisdom save: + 7 = + 5 [proficiency] + 2 [wisdom]

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Charisma save: + 4 = + 4 [charisma]

Insight (passive): 17 (22 with advantage)

Perception (passive): 17 (22 with advantage)

Carry: 225 lb or less unencumbered

Languages: Common Draconic Elvish Dark_Elf_Silent Undercommon

Unarmed strike [+7 to hit; 1+2 bludgeoning] Dagger [+9 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+7 to hit; 1d6+2 bludgeoning, 4 lb, versatile (1d8)] Crossbow, light [+9 to hit; 1d8+4 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Rapier [+9 to hit; 1d8+4 piercing, 2 lb, finesse] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 4 = +4

Animal Handling Wis 2 = +2

Arcana Int 4 = +4

Athletics Str 2 = +2

Deception Cha 4 = +4

History Int 4 = +4

Insight Wis 7 = +2 + 5

Intimidation Cha 4 = +4

Investigation Int 9 = +4 + 5

Medicine Wis 2 = +2

Nature Int 4 = +4

Perception Wis 7 = +2 + 5

Performance Cha 4 = +4

Persuasion Cha 4 = +4

Religion Int 4 = +4

Sleight of Hand Dex 4 = +4

Stealth Dex 9 = +4 + 5

Survival Wis 7 = +2 + 5

Wizard spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 3/day

Fourth-level castings: 3/day

Fifth-level castings: 2/day

Sixth-level castings: 1/day

Seventh-level castings: 1/day

At wizard level 13, you know 5 wizard cantrips. Mark your Wizard Cantrip(s) here:

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Acid Splash Blade Ward Chill Touch

Dancing Lights Fire Bolt Friends

Light Mage Hand Mending

Message Minor Illusion Poison Spray

Prestidigitation Ray of Frost Shocking Grasp

True Strike

Use the first box to mark the wizard spells in your spellbook. You have at least 30 wizard spells in your spellbook.

Use the second box to mark the wizard spells that you have prepared. You can prepare 17 wizard spells daily.

Mark your First Level Wizard spells here:

Alarm Burning Hands Charm Person

Chromatic Orb Color Spray Comprehend Languages

Detect Magic Disguise Self Expeditious Retreat

False Life [necromancy] Feather Fall Find Familiar

Fog Cloud Grease Identify

Illusory Script Jump Longstrider

Mage Armor Magic Missile Protection from Evil and Good

Ray of Sickness [necromancy] Shield

Silent Image Sleep Tashas Hideous Laughter

Tensers Floating Disk Thunderwave Unseen Servant

Witch Bolt

Mark your Second Level Wizard spells here:

Alter Self Arcane Lock Blindness/Deafness [necromancy]

Blur Cloud of Daggers Continual Flame

Crown of Madness Darkness Darkvision

Detect Thoughts Enlarge / Reduce Flaming Sphere

Gentle Repose [necromancy] Gust of Wind

Hold Person Invisibility Knock

Levitate Locate Object Magic Mouth

Magic Weapon Melf Acid Arrow Mirror Image

Misty Step Nystuls Magic Aura Phantasmal Force

Ray of Enfeeblement [necromancy] Rope Trick

Scorching Ray See Invisibility Shatter

Spider Climb Suggestion Web

Mark your Third Level Wizard spells here :

Animate Dead [necromancy] Bestow Curse [necromancy]

Blink Clairvoyance Counterspell

Dispel Magic Fear Feign Death [necromancy]

Fireball Fly Gaseous Form

Glyph of Warding Haste Hypnotic Pattern

Leomunds Tiny Hut Lightning Bolt Magic Circle

Major Image Nondetection Phantom Steed

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Protection from Energy Remove Curse Sending

Sleet Storm Slow Stinking Cloud

Tongues Vampiric Touch [necromancy]

Water Breathing

Mark your Fourth Level Wizard spells here:

Arcane Eye Banishment Blight [necromancy]

Confusion Conjure Minor Elementals Control Water

Dimension Door Evards Black Tentacles Fabricate

Fire Shield Greater Invisibility Hallucinatory Terrain

Ice Storm Leomunds Secret Chest Locate Creature

Mordenkainens Faithful Hound Mordenkainens Private Sanctum

Otilukes Resilient Sphere Phantasmal Killer Polymorph

Stone Shape Stoneskin Wall of Fire

Mark your Fifth Level Wizard spells here:

Animate Objects Bigbys Hand Cloudkill

Cone of Cold Conjure Elemental Contact Other Plane

Creation Dominate Person Dream

Geas Hold Monster Legend Lore

Mislead Modify Memory Passwall

Planar Binding Rarys Telepathic Bond Scrying

Seeming Telekinesis Teleportation Circle

Wall of Force Wall of Stone

Mark your Sixth Level Wizard spells here:

Arcane Gate Chain Lighting Circle of Death [necromancy]

Contingency Create Undead [necromancy]

Disintegrate Drawmijs Instant Summons

Eyebite [necromancy] Flesh to Stone Globe of Invulnerability

Gurads and Wards Magic Jar [necromancy] Mass Suggsetion

Move Earth Otilukes Freezing Sphere Ottos Irresisbible Dance

Programmed Illusion Sunbeam True Seeing

Wall of Ice

Mark your Seventh Level Wizard spells here:

Delayed Blast Fireball Etherealness Finger of Death [necromancy]

Forcecage Mirage Arcane Mordenkainens Magnificent Mansion

Mordenkainens Sword Plane Shift Prismatic Spray

Project Image Reverse Gravity Sequester

Simulacrum Symbol Teleport

Elf

Elves receive +2 dexterity (already included).

Darkvision (see 60 feet black-and-white in pitch-dark)

Advantage on saving throws against being charmed; immune to magical sleep

All elves have a bonus proficiency in perception

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Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

Drow / Dark Elf (subrace)

Dark Elves receive +1 charisma (already included).

Darkvision -- see in black and white to 120 feet even in darkness.

Advantage on perception (wisdom) checks, except in sunlight

Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.

Advantage on saving throws against being charmed; immune to magical sleep.

Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.

Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

Drow sign language as a free language for you.

Bounty Hunter

You are authorized to hunt fugitives.

Two extra languages of your choice (already included).

You can ride a horse.

Wizard

The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.

Ritual casting.

Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.

Necromancy wizard (school)

Level 2: Necromancy savant -- the time and cost to put a necromancy spell into your spellbook is halved

Level 2: Grim Harvest -- kill something with a spell of 1st level or higher, gain hp equal to twice the spell level, or three times if it is necromancy school.

Level 6: Learn Animate Dead spell and can have extra undead servants

Level 10: Inured to Undeath -- resistance to necrotic damage, cannot have maximum hp reduced

Level 14: Command Undead

First Ability Score Improvement: +1 constitution; +1 intelligence; Second Ability Score Improvement: +1 dexterity; +1 constitution; Third Ability Score Improvement: +1 strength; +1 constitution;

Class HP rolled

Level 1: Wizard 6

Level 2: Wizard 4

Level 3: Wizard 4

Level 4: Wizard 4

Level 5: Wizard 4

Level 6: Wizard 4

Level 7: Wizard 4

Level 8: Wizard 4

Level 9: Wizard 4

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Level 10: Wizard 4

Level 11: Wizard 4

Level 12: Wizard 4

Level 13: Wizard 4

Nezidera's Equipment:

13 lb

2 lb 2 lb

5 lb 7 lb 4 lb

1 lb 1 lb 2 lb

20 lb 10 lb 1 lb 5 lb 1 lb

1 lb 2 lb 3 lb

_____ 80 lb

Weapons / Armor / Shield (from above) Acid vials x2 Crossbow bolts (quiver of 20) x1 Antitoxin vials x1 Backpack Bedroll Fishing gear Flint and steel Ink pen Ink vial Mess kit Mirror Potions of healing x3 Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Waterskins x1 Whetstone Healer kit Spell component pouch Spellbook x1 Total

More about Nezidera:

A member of Talabrina dark elf contingent. She is Onyx’s half-brother and she is looking for him. She wants to persuade him to come back to their home. She loves her brother so much that she will do the unthinkable and go against her own people to save Onyx. She is the one who gives the information about the Dark Lords have returned. She effectively becomes a double agent reporting on what her countrymen are doing (she is selective and doesn’t tell all).

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Nicephorus the Half-Elf (cult of the Dark Moon faction)

Male Half-Elf Outlander Warlock 7 / Wizard 3 Lawful Evil

Strength 13 (+1)

Dexterity 14 (+2)

Constitution 15 (+2)

Intelligence 19 (+4)

Wisdom 13 (+1)

Charisma 13 (+1)

Size: Medium

Height: 5' 8"

Weight: 150 lb

Skin: Yellow

Eyes: Dark Brown

Hair: Dark Brown Wavy

Maximum Hit Points: 70

Speed: 30 feet

Inspiration:

Armor Class: 14 = 10 + 2 [dragon leather] + 2 [dexterity]

Proficiency bonus: +4

Initiative modifier: + 2 = + 2 [dexterity]

Attack (handheld / thrown): + 5 = + 4 [proficiency] + 1 [strength]

Attack (missile / finesse): + 6 = + 4 [proficiency] + 2 [dexterity]

Strength save: + 1 = + 1 [strength]

Dexterity save: + 2 = + 2 [dexterity]

Constitution save: + 2 = + 2 [constitution]

Intelligence save: + 4 = + 4 [intelligence]

Wisdom save: + 5 = + 4 [proficiency] + 1 [wisdom]

Charisma save: + 5 = + 4 [proficiency] + 1 [charisma]

Insight (passive): 11 (16 with advantage)

Perception (passive): 11 (16 with advantage)

Carry: 195 lb maximum

For groups using the optional encumberance rules: If carrying more than 65 lb, encumbered -- -10 on speed

If carrying more than 130 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Dwarvish Elvish Orc

Unarmed strike [+5 to hit; 1+1 bludgeoning] Dagger [+6 to hit; 1d4+2 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+5 to hit; 1d6+1 bludgeoning, 4 lb, versatile (1d8)] Sling [+6 to hit; 1d6+2 bludgeoning, 1 lb, ammunition (range 30/120)] Dragon leather [light; + 2 AC; 15 lb.] No familiar yet

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Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 2 = +2

Animal Handling Wis 1 = +1

Arcana Int 8 = +4 + 4

Athletics Str 5 = +1 + 4

Deception Cha 1 = +1

History Int 4 = +4

Insight Wis 1 = +1

Intimidation Cha 5 = +1 + 4

Investigation Int 4 = +4

Medicine Wis 1 = +1

Nature Int 8 = +4 + 4

Perception Wis 1 = +1

Performance Cha 1 = +1

Persuasion Cha 1 = +1

Religion Int 4 = +4

Sleight of Hand Dex 2 = +2

Stealth Dex 6 = +2 + 4

Survival Wis 5 = +1 + 4

Multiclass Spellcaster

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 3/day

Fourth-level castings: 3/day

Fifth-level castings: 2/day

At warlock level 7, you know 3 warlock cantrips. Mark your Warlock Cantrip(s) here:

Blade Ward *

Chill Touch

Eldritch Blast

Friends

Mage Hand

Minor Illusion *

Poison Spray *

Prestidigitation

True Strike

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At warlock level 7, you know 8 warlock spells. This is in addition to your pact spells. Mark your First Level Warlock spells here:

Armor of Agathys

Arms of Hadar

Charm Person *

Comprehend Languages *

Dissonant Whispers [pact spell] *

Expeditious Retreat

Hellish Rebuke

Hex

Illusory Script

Protection of Evil and Good

Tashas Hideous Laughter [pact spell]

Unseen Servant

Witch Bolt *

Mark your Second Level Warlock spells here:

Cloud of Daggers

Crown of Madness

Darkness *

Detect Thoughts [pact spell]

Enthrall *

Hold Person

Invisibility

Mirror Image

Misty Step

Phantasmal Force [pact spell]

Ray of Enfeeblement

Shatter

Spider Climb *

Suggestion

Mark your Third Level Warlock spells here:

Clairvoyance [pact spell] *

Counterspell *

Dispel Magic *

Fear

Fly

Gaseous Form

Hunger of Hadar

Hypnotic Pattern

Magic Circle

Major Image

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Remove Curse

Sending [pact spell]

Tongues

Vampiric Touch

Mark your Fourth Level Warlock spells here:

Banishment

Blight *

Dimention Door *

Dominate Beast [pact spell]

Evards Black Tentacles [pact spell] *

Hallucinatory Terrain

At wizard level 3, you know 3 wizard cantrips. Mark your Wizard Cantrip(s) here:

Acid Splash *

Blade Ward

Chill Touch

Dancing Lights *

Fire Bolt *

Friends

Light

Mage Hand

Mending

Message

Minor Illusion

Poison Spray

Prestidigitation

Ray of Frost

Shocking Grasp

True Strike

Use the first box to mark the wizard spells in your spellbook. You have at least 10 wizard spells in your spellbook.

Use the second box to mark the wizard spells that you have prepared. You can prepare 7 wizard spells daily.

Mark your First Level Wizard spells here:

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Alarm

Burning Hands *

Charm Person

Chromatic Orb

Color Spray

Comprehend Languages

Detect Magic

Disguise Self

Expeditious Retreat

False Life [necromancy] *

Feather Fall

Find Familiar

Fog Cloud *

Grease

Identify

Illusory Script

Jump

Longstrider

Mage Armor

Magic Missile

Protection from Evil and Good

Ray of Sickness [necromancy]

Shield

Silent Image

Sleep

Tashas Hideous Laughter

Tensers Floating Disk

Thunderwave

Unseen Servant

Witch Bolt

Mark your Second Level Wizard spells here:

Alter Self

Arcane Lock

Blindness / Deafness [necromancy]

Blur

Cloud of Daggers

Continual Flame

Crown of Madness

Darkness

Darkvision *

Detect Thoughts

Enlarge / Reduce

Flaming Sphere

Gentle Repose [necromancy]

Gust of Wind

Hold Person

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Invisibility

Knock

Levitate

Locate Object

Magic Mouth

Magic Weapon

Melf Acid Arrow *

Mirror Image

Misty Step

Nystuls Magic Aura

Phantasmal Force

Ray of Enfeeblement [necromancy] *

Rope Trick

Scorching Ray

See Invisibility

Shatter

Spider Climb

Suggestion

Web

At warlock level 7, you know 4 warlock invocations. Check your chosen invocations here.

Agonizing Blast -- requires eldritch blast cantrip

Armor of Shadows

Beast Speech

Beguiling Influence -- mark proficiency training in deception and persuasion on your skill sheet

Bewitching Whispers *

Devil Sight

Dreadful Word *

Eldritch Sight

Eldritch Spear -- requires eldritch blast cantrip

Ryes of the Rune Keeper

Fiendish Vigor

Gaze of Two Minds *

Mask of Many Faces

Mire the Mind

Misty Visions

One with Shadows *

Repelling Blast -- requires eldritch blast cantrip

Sculptor of Flesh

Sign of Ill Omen

Thief of Five Fates

Witch Sight

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Half-Elf

All Half-Elves get +2 on charisma (already included).

This Half-Elf chose +1 on intelligence (already included).

This Half-Elf chose +1 on wisdom (already included).

Darkvision (see 60 feet black-and-white in pitch-dark)

Advantage on saves against being charmed; immune to magical sleep.

One extra language (already included).

Two extra skill proficiencies (already included).

Outlander

You are from a wilderness community.

You always have your bearings in unfamiliar territory, and can enable at least five companions to live off the land.

One extra language of your choice (already included).

You probably play an instrument.

Warlock

The DC to resist your spells is 8 + proficiency bonus + your charisma modifier.

Level 1: One spell slot daily, slot level 1.

Level 2: Two spell slots daily.

Level 2: Two invocations known.

Level 3: Spells slots are level 2.

Level 5: Spells slots are level 3.

Level 5: Three invocations known.

Level 7: Spells slots are level 4.

Level 7: Four invocations known.

Great Old One patron (warlock)

Expanded list of available spells.

Level 1: Awakened Mind -- can communicate with any creature by telepathy.

Level 6: Entropic Ward -- once per encounter, can impose disadvantage, if missed, you strike next with advantage.

Necromancy wizard (school)

Level 2: Necromancy savant -- the time and cost to put a necromancy spell into your spellbook is halved

Level 2: Grim Harvest -- kill something with a spell of 1st level or higher, gain hp equal to twice the spell level, or three times if it is necromancy school.

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First Ability Score Improvement: +1 dexterity; +1 constitution;

Class HP rolled

Level 1: Warlock 8

Level 2: Warlock 5

Level 3: Warlock 5

Level 4: Warlock 5

Level 5: Warlock 5

Level 6: Warlock 5

Level 7: Warlock 5

Level 8: Wizard 4

Level 9: Wizard 4

Level 10: Wizard 4

Nicephorus's Equipment:

21 lb

4 lb 5 lb

5 lb 2 lb 3 lb 4 lb

1 lb 1 lb

20 lb 10 lb

8 lb 1 lb 1 lb 5 lb 1 lb

1 lb 2 lb 2 lb 3 lb

_____ 100 lb

Weapons / Armor / Shield (from above) Acid vials x4 Sling bullets (group of 10) x1 Backpack Ball bearings (1000) Clothing change x1 Fishing gear Flint and steel Ink pen Ink vial Mess kit Mirror Rations (1 day) x10 Rope (50', hempen) x1 Sealing wax Shovel / Spade Spyglass Tinderbox Waterskins x1 Whetstone Healer kit Pan Flute (proficient) Spell component pouch Spellbook x1 Total

More about Nicephorus:

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Nonus the Crafty

Male Human Guild Thief Rogue 18 True Neutral

Strength 18 (+4)

Dexterity 19 (+4)

Constitution 19 (+4)

Intelligence 19 (+4)

Wisdom 18 (+4)

Charisma 17 (+3)

Size: Medium

Height: 5' 6"

Weight: 160 lb

Skin: Light

Eyes: Hazel

Hair: Black Wavy; Beardless

Maximum Hit Points: 165

Speed: 30 feet

Inspiration:

Armor Class: 16 = 10 + 2 [studded leather] + 4 [dexterity]

Proficiency bonus: +6

Initiative modifier: + 4 = + 4 [dexterity]

Attack (handheld / thrown): + 10 = + 6 [proficiency] + 4 [strength]

Attack (missile / finesse): + 10 = + 6 [proficiency] + 4 [dexterity]

Strength save: + 4 = + 4 [strength]

Dexterity save: + 10 = + 6 [proficiency] + 4 [dexterity]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 10 = + 6 [proficiency] + 4 [intelligence]

Wisdom save: + 10 = + 6 [proficiency] + 4 [wisdom]

Charisma save: + 3 = + 3 [charisma]

Insight (passive): 14 (19 with advantage)

Perception (passive): 20 (25 with advantage)

Carry: 270 lb maximum

For groups using the optional encumberance rules: If carrying more than 90 lb, encumbered -- -10 on speed

If carrying more than 180 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Elvish

Unarmed strike [+10 to hit; 1+4 bludgeoning] Dagger [+10 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+10 to hit; 1d8+4 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Longsword [+10 to hit; 1d8+4 slashing, 4 lb, versatile (1d10 slashing)] Studded leather [medium; + 2 AC; max dex + 2; 13 lb.] Feats:

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Lucky

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 10 = +4 + 6

Animal Handling Wis 4 = +4

Arcana Int 4 = +4

Athletics Str 4 = +4

Deception Cha 15 = +3 + 6 + 6 [expertise]

History Int 4 = +4

Insight Wis 4 = +4

Intimidation Cha 3 = +3

Investigation Int 4 = +4

Medicine Wis 4 = +4

Nature Int 4 = +4

Perception Wis 10 = +4 + 6

Performance Cha 3 = +3

Persuasion Cha 9 = +3 + 6

Religion Int 4 = +4

Sleight of Hand Dex 16 = +4 + 6 + 6 [expertise]

Stealth Dex 16 = +4 + 6 + 6 [expertise]

Survival Wis 10 = +4 + 6

Check any artisan tools with which you are proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Leatherworker's tools

Mason's tools

Painter's supplies

Potter's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

Check any instruments with which you are proficient:

Bagpipes

Drum

Dulcimer

Flute

Lute

Lyre

Horn

Pan flute

Shawm

Viol

Check any games with which you are proficient:

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Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which you are proficient:

Climber's kit

Disguise kit

Drive a truck

Fly a plane

Forgery kit

Healer's kit

Herbalism kit

Navigator tools

Ride a mount

Sail a ship

Poisoner kit

Thieves' tools

Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.

This Human chose +1 on intelligence (already included).

This Human chose +1 on wisdom (already included).

Humans learn one extra language.

Guild Thief

This is a background from playtesting that I thought people might want to continue to use.

You belong to a criminal syndicate and have the privileges that go with it.

You speak thieves' cant.

Consider bringing thieves' tools, lampblack, a mirror, and so forth.

You are proficient with thieves' tools, disguise kit and poisoner's kit.

Rogue

Proficient in using thief tools.

Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Deception; Stealth; Sleight of hand; Thieves' tools; .

Level 1: Thieves cant

Level 1: Sneak attack deals extra 1d6

Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle

Level 3: Sneak attack deals extra 2d6

Level 5: Sneak attack deals extra 3d6

Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see

Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed

Level 7: Sneak attack deals extra 4d6

Level 9: Sneak attack deals extra 5d6

Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better

Level 11: Sneak attack deals extra 6d6

Level 13: Sneak attack deals extra 7d6

Level 14: Blindsense -- sense invisible if you can hear

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Level 15: Slippery mind -- gain proficiency in wisdom saving throws

Level 15: Sneak attack deals extra 8d6

Level 17: Sneak attack deals extra 9d6

Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you

Level 19: Sneak attack deals extra 10d6

Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check

Thief (rogue archetype)

Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.

Level 3: Fast hands -- can use cunning action to make seight of hands checks, use thief tools on a trap, open a lock or use something in the environment.

Level 9: Supreme sneak -- advantage to hide.

Level 13: Use magic device

Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.

First Ability Score Improvement: +1 dexterity; +1 constitution; Second Ability Score Improvement: +1 strength; +1 constitution; Third Ability Score Improvement: +1 intelligence; +1 wisdom; Fourth Ability Score Improvement: +1 charisma; +1 intelligence; Fifth Ability Score Improvement: +1 charisma; +1 wisdom;

Class HP rolled

Level 1: Rogue 8

Level 2: Rogue 5

Level 3: Rogue 5

Level 4: Rogue 5

Level 5: Rogue 5

Level 6: Rogue 5

Level 7: Rogue 5

Level 8: Rogue 5

Level 9: Rogue 5

Level 10: Rogue 5

Level 11: Rogue 5

Level 12: Rogue 5

Level 13: Rogue 5

Level 14: Rogue 5

Level 15: Rogue 5

Level 16: Rogue 5

Level 17: Rogue 5

Level 18: Rogue 5

Nonus's Equipment:

24 lb

1 lb 2 lb 2 lb

Weapons / Armor / Shield (from above) Acid vials x1 Crossbow bolts (quiver of 20) x1 Holy water flasks x2

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5 lb 2 lb 7 lb 5 lb

2 lb 1 lb 1 lb 2 lb

1 lb

20 lb 10 lb 1 lb 5 lb

3 lb 1 lb 2 lb 1 lb 1 lb

Backpack Ball bearings (1000) Bedroll Crowbar Flint and steel Horse Ink pen Ink vial Lantern (bullseye) Mess kit Mirror Oil flasks x2 Paper sheets x4 Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Waterskins x1 Disguise kit (proficient) Healer kit Poisoner kit (proficient) Holy symbol (silver) Thieves' tools (proficient)

_____ 99 lb

Total

Nonus's Personality Traits:

Nonus's Ideal(s):

Nonus's Bond(s):

Nonus's Flaw(s):

More about Nonus:

Leader of the Thief's Guild

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Onyx the Hunter

Male Half-Elf Bounty Hunter Ranger 12 Neutral Good

Strength 19 (+4)

Dexterity 19 (+4)

Constitution 19 (+4)

Intelligence 14 (+2)

Wisdom 13 (+1)

Charisma 17 (+3)

Size: Medium

Height: 6' 1"

Weight: 200 lb

Skin: Bronze

Eyes: Dark Brown

Hair: Black Straight; Beardless

Maximum Hit Points: 124

Speed: 30 feet

Inspiration:

Armor Class: 17 = 10 + 3 [mithral shirt] + 4 [dexterity]

Proficiency bonus: +4

Initiative modifier: + 4 = + 4 [dexterity]

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Attack (handheld / thrown): + 8 = + 4 [proficiency] + 4 [strength]

Attack (missile / finesse): + 8 = + 4 [proficiency] + 4 [dexterity]

Strength save: + 8 = + 4 [proficiency] + 4 [strength]

Dexterity save: + 8 = + 4 [proficiency] + 4 [dexterity]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 2 = + 2 [intelligence]

Wisdom save: + 1 = + 1 [wisdom]

Charisma save: + 3 = + 3 [charisma]

Insight (passive): 15 (20 with advantage)

Perception (passive): 15 (20 with advantage)

Carry: 285 lb maximum

For groups using the optional encumberance rules: If carrying more than 95 lb, encumbered -- -10 on speed

If carrying more than 190 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Abyssal Common Draconic Elvish Dark_Elf_Silent Giant Orc

Unarmed strike [+8 to hit; 1+4 bludgeoning] Dagger [+8 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Great Sword [+8 to hit; 2d6+4 slashing, 7 lb, heavy, two-handed] Crossbow, heavy [+8 to hit; 1d10+4 piercing, 19 lb, ammunition (range 100/400), heavy, loading, two-handed] You have enough silver to apply to one hand-held weapon or ten projectiles. Make a note of which weapons are silvered. Mithral shirt [light; + 3 AC; 10 lb.] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 4 = +4

Animal Handling Wis 5 = +1 + 4

Arcana Int 2 = +2

Athletics Str 8 = +4 + 4

Deception Cha 3 = +3

History Int 2 = +2

Insight Wis 5 = +1 + 4

Intimidation Cha 3 = +3

Investigation Int 6 = +2 + 4

Medicine Wis 1 = +1

Nature Int 2 = +2

Perception Wis 5 = +1 + 4

Performance Cha 3 = +3

Persuasion Cha 3 = +3

Religion Int 2 = +2

Sleight of Hand Dex 4 = +4

Stealth Dex 8 = +4 + 4

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Survival Wis 5 = +1 + 4

Ranger spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 3/day

At ranger level 12, you know 7 ranger spells. Mark your First Level Ranger spells here:

Alarm Animal Friendship Cure Wounds

Detect Magic Detect Poison and Disease Ensnaring Strike

Fog Cloud Goodberry Hail of Thorns

Hunters Mark Jump Longstrider

Speak with Animals

Mark your Second Level Ranger spells here:

Animal Messenger Barkskin Beast Sense

Cordon of Arrows Darkvision Find Traps

Lesser Restoration Locate Animals or Plants Locate Object

Pass without Trace Protection from Poison Silence

Spike Growth

Mark your Third Level Ranger spells here:

Conjure Animals Conjure Barrage Daylight

Lightning Arrow Nondetection Plant Growth

Protection from Energy Speak with Plants Water Breathing

Water Walk Wind Wall

Check any artisan tools with which you are proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Leatherworker's tools

Mason's tools

Painter's supplies

Potter's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

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Check any other tools with which you are proficient:

Healer’s Kit Rides a Mount

Half-Elf

All Half-Elves get +2 on charisma (already included).

This Half-Elf chose +1 on strength (already included).

This Half-Elf chose +1 on intelligence (already included).

Darkvision (see 60 feet black-and-white in pitch-dark)

Advantage on saves against being charmed; immune to magical sleep.

One extra language (already included).

Two extra skill proficiencies (already included).

Bounty Hunter

This is a background from playtesting that I thought people might want to continue to use.

You are authorized to hunt fugitives.

Two extra languages of your choice (already included).

You can ride a horse.

Ranger

This ranger selected the great weapon fighting style at level 2; reroll 1s and 2s on damage when using a two-handed or versatile weapon.

Favored Terrain -- choose arctic, coast, desert, forest, grassland, mountain, swamp, Underdark.

This ranger chose Forest as first favored terrain.

This ranger chose Mountain at Level 6.

This ranger chose Underdark at Level 10.

Tracking

Level 2: Spell Casting. The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.

Level 5: Extra attack each round if an attack was made this round

Level 6: Favored Terrain -- add a second type

Level 8: Land's stride

Level 10: Hide in plain sight

Level 14: Favored Terrain -- add a third type

Level 14: Vanish

Level 18: Unmatched hunter

Level 18: Feral senses -- being unable to see an enemy does not give disadvantage, and you sense invisible things

Level 20: Foe Slayer -- add wisdom modifier to attack or damage against a favored enemy

This ranger chose the following favored enemies:

Undead Kobolds Orcs

Hunter Ranger (path)

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Level 3: Hunters Prey -- mark your choice:

Colossus Slayer

Giant Killer

Horde Breaker

Level 7: Defensive Tactics -- mark your choice:

Escape the Horde

Multiattack Defense

Steel Will

Level 11: Multiattack -- mark your choice:

Volley

Whirlwind Attack

Level 15: Superior Hunter Defense -- mark your choice:

Evasion

Stand Against the Tide

Uncanny Dodge

First Ability Score Improvement: +1 constitution; +1 dexterity; Second Ability Score Improvement: +1 charisma; +1 constitution; Third Ability Score Improvement: +1 dexterity; +1 wisdom;

Class HP rolled

Level 1: Ranger 10

Level 2: Ranger 6

Level 3: Ranger 6

Level 4: Ranger 6

Level 5: Ranger 6

Level 6: Ranger 6

Level 7: Ranger 6

Level 8: Ranger 6

Level 9: Ranger 6

Level 10: Ranger 6

Level 11: Ranger 6

Level 12: Ranger 6

Onyx's Equipment:

37 lb

1 lb 3 lb 2 lb

Weapons / Armor / Shield (from above) Acid vials x1 Crossbow bolts (quiver of 20) x2 Holy water flasks x2

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5 lb 2 lb 7 lb 3 lb 5 lb 2 lb 5 lb 4 lb

3 lb

15 lb 2 lb 1 lb 1 lb 2 lb

20 lb 10 lb 8 lb 1 lb

15 lb 1 lb

5 lb 1 lb 1 lb 2 lb 3 lb

Backpack Ball bearings (1000) Bedroll Blanket, winter x1 Block and tackle Caltrops (bag of 20) Crowbar Fishing gear Flint and steel Hammer Horse (proficient) Hunting trap Lantern (bullseye) Mess kit Mirror Potions of healing x3 Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x3 Whetstone Bowyer supplies Healer kit Holy symbol (silver) Spell component pouch Spellbook x1

_____ 167 lb

Total

Onyx's Personality Traits: Onyx's Ideal(s): Onyx's Bond(s): Onyx's Flaw(s): More about Onyx:

Father is a dark elf clan chief, mother was a human captive (deceased) of the dark elves. He was raised with the Dark Elves and left as an outcast. He first became a bounty hunter and later became a ranger. He was recruited by the IA as a shadow team member. Leader of ST9

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Rowena the Honest

Female Human Priest Cleric 5 Lawful Good

Strength 13 (+1)

Dexterity 16 (+3)

Constitution 16 (+3)

Intelligence 16 (+3)

Wisdom 19 (+4)

Charisma 18 (+4)

Size: Medium

Height: 5' 8"

Weight: 130 lb

Skin: Light

Eyes: Blue

Hair: Blonde Straight

Maximum Hit Points: 43

Speed: 30 feet

Inspiration:

Armor Class: 14 = 10 + 1 [leather] + 3 [dexterity]

Proficiency bonus: +3

Initiative modifier: + 3 = + 3 [dexterity]

Attack (handheld / thrown): + 4 = + 3 [proficiency] + 1 [strength]

Attack (missile / finesse): + 6 = + 3 [proficiency] + 3 [dexterity]

Strength save: + 1 = + 1 [strength]

Dexterity save: + 3 = + 3 [dexterity]

Constitution save: + 3 = + 3 [constitution]

Intelligence save: + 3 = + 3 [intelligence]

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Wisdom save: + 7 = + 3 [proficiency] + 4 [wisdom]

Charisma save: + 7 = + 3 [proficiency] + 4 [charisma]

Insight (passive): 17 (22 with advantage)

Perception (passive): 14 (19 with advantage)

Carry: 195 lb maximum

For groups using the optional encumberance rules: If carrying more than 65 lb, encumbered -- -10 on speed

If carrying more than 130 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Dwarvish Elvish Halfling

Unarmed strike [+4 to hit; 1+1 bludgeoning] Dagger [+6 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+4 to hit; 1d6+1 bludgeoning, 4 lb, versatile (1d8)] Crossbow, light [+6 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Leather armor [light; + 1 AC; 10 lb.] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 3 = +3

Animal Handling Wis 4 = +4

Arcana Int 3 = +3

Athletics Str 1 = +1

Deception Cha 4 = +4

History Int 6 = +3 + 3

Insight Wis 7 = +4 + 3

Intimidation Cha 4 = +4

Investigation Int 3 = +3

Medicine Wis 7 = +4 + 3

Nature Int 3 = +3

Perception Wis 4 = +4

Performance Cha 4 = +4

Persuasion Cha 4 = +4

Religion Int 6 = +3 + 3

Sleight of Hand Dex 3 = +3

Stealth Dex 3 = +3

Survival Wis 4 = +4

Cleric spells:

First-level castings: 4/day

Second-level castings: 3/day

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Third-level castings: 2/day

At cleric level 5, you know 4 cleric cantrips. Mark your Cleric Cantrip(s) here:

Guidance Light Mending

Resistance Sacred Flame Spare the Dying

Thaumaturgy Your level and wisdom allow you to prepare 9 Cleric spells daily. These are in addition to your domain spells. Mark your prepared First Level cleric spells here:

Bane Bless [domain spell] Command

Create or Destroy Water Cure Wounds [domain spell] Detect Evil and Good

Detect Magic Detect Poison and Disease Guiding Bolt

Healing Word Inflict Wounds Protection from Evil and Good

Purify Food and Drink Sanctuary Shield of Faith

Mark your prepared Second Level Cleric spells here:

Aid Augury Blindness / Deafness

Calm Emotions Continual Flame Enhance Ability

Find Traps Gentle Repose Hold Person

Lesser Restoration [domain spell] Locate Object

Prayer of Healing Protection from Poison Silence

Spiritual Weapon [domain spell] Warding Bond

Zone of Truth

Mark your prepared Third Level Cleric spells here:

Animate Dead Beacon of Hope [domain spell] Bestow Curse

Clairvoyance Create Food and Water Daylight

Dispel Magic Feigh Death Glyph of Warding

Magic Circle Mass Healing Word Meld into Stone

Protection from Energy Remove Curse Revivify [domain spell]

Sending Speak with Dead Spirit Guardians

Tongues Water Walk

Check any artisan tools with which you are proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Leatherworker's tools

Mason's tools

Painter's supplies

Potter's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

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Goldsmith / silversmith's tools

Jeweler's tools

Check any other tools with which you are proficient:

Climber's kit

Disguise kit

Drive a truck

Fly a plane

Forgery kit

Healer's kit

Herbalism kit

Navigator tools

Ride a mount

Sail a ship

Poisoner kit

Thieves' tools

Human

Humans get +1 on each of the six ability scores (already included). If honor and/or sanity are ability scores, these are also increased by one.

Humans learn one extra language.

Priest

This is a background from playtesting that I thought people might want to continue to use.

The local clergy will help you and your like-thinking companions.

You will probably bring a holy symbol and some holy water.

Two extra languages of your choice (already included).

You are proficient with a healer's kit.

Cleric

Proficient in using a healer kit (playtest rules, for resuscitations).

Ritual caster.

Three cantrips

The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.

Level 2: Channel Divinity (1 use between short rests)

Channel Divinity -- Turn Undead

Level 4: Four cantrips

Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed

Level 6: Channel Divinity (2 uses between short rests)

Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being turned, it is destroyed

Level 10: Five cantrips

Level 10: Divine Intervention once a week -- percent chance.

Level 11: Destroy Undead -- if an undead of challenge rating 2 or lower fails its save on being turned, it is destroyed

Level 14: Destroy Undead -- if an undead of challenge rating 3 or lower fails its save on being turned, it is destroyed

Level 17: Destroy Undead -- if an undead of challenge rating 4 or lower fails its save on being turned, it is destroyed

Level 18: Channel Divinity (3 uses between short rests)

Level 20: Divine Intervention once a week -- succeeds automatically.

Life Cleric (domain)

Domain spells.

Proficiency with heavy armor.

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When using a spell to restore hit points, recipient regains 2 + the spell level hit points.

Level 2: Channel Divinity -- Preserve Life. Distribute 5 x your level hit points to creatures within 25 feet who are at half hit points or below.

Level 6: When you cast a healing spell of level 1 or higher, you regain 2 + the spell level hp yourself.

Level 8: Divine Strike. Add 1d8 radiant damage to weapon damage once per turn.

Level 14: Divine Strike. Add 2d8 radiant damage to weapon damage once per turn.

Level 17: Maximize all dice rolls to determine hit points restored.

First Ability Score Improvement: +1 charisma; +1 wisdom;

Class HP rolled

Level 1: Cleric 8

Level 2: Cleric 5

Level 3: Cleric 5

Level 4: Cleric 5

Level 5: Cleric 5

Rowena's Equipment:

21 lb

3 lb 2 lb

5 lb 7 lb 4 lb

2 lb 1 lb 1 lb 2 lb

3 lb

20 lb 10 lb 1 lb 5 lb

5 lb 1 lb 1 lb 2 lb

Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x2 Holy water flasks x2 Backpack Bedroll Fishing gear Flint and steel Horse Ink pen Ink vial Lantern (bullseye) Mess kit Mirror Oil flasks x2 Paper sheets x5 Potions of healing x5 Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Waterskins x1 Calligrapher supplies Healer kit (proficient; playtest rules for resuscitations) Holy symbol (silver) Spell component pouch

_____ 96 lb

Total

Rowena's Personality Traits: Rowena's Ideal(s):

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Rowena's Bond(s): Rowena's Flaw(s): More about Rowena:

Follower of Deus Unus, concentrates on healing magic. Member of ST-9 and becomes close friends with Shandra.

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Sarakana the Magnificent

Female Elf Guild Thief Fighter 5 / Rogue 8 Lawful Neutral

Strength 17 (+3)

Dexterity 20 (+5)

Constitution 16 (+3)

Intelligence 15 (+2)

Wisdom 14 (+2)

Charisma 16 (+3)

Size: Medium

Height: 5' 7"

Weight: 105 lb

Skin: Light

Eyes: Green

Hair: White Straight

Maximum Hit Points: 112 Speed: 35 feet

Inspiration: Armor Class: 18 = 10 + 3 [mithral shirt] + 5 [dexterity]

Proficiency bonus: +5

Initiative modifier: + 5 = + 5 [dexterity]

Attack (handheld / thrown): + 8 = + 5 [proficiency] + 3 [strength]

Attack (missile / finesse): + 10 = + 5 [proficiency] + 5 [dexterity]

Strength save: + 3 = + 3 [strength]

Dexterity save: + 10 = + 5 [proficiency] + 5 [dexterity]

Constitution save: + 3 = + 3 [constitution]

Intelligence save: + 7 = + 5 [proficiency] + 2 [intelligence]

Wisdom save: + 2 = + 2 [wisdom]

Charisma save: + 3 = + 3 [charisma]

Insight (passive): 17 (22 with advantage)

Perception (passive): 22 (27 with advantage)

Carry: 255 lb maximum

For groups using the optional encumberance rules: If carrying more than 85 lb, encumbered -- -10 on speed

If carrying more than 170 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Elvish

Unarmed strike [+8 to hit; 1+3 bludgeoning] Dagger [+10 to hit (+12 if thrown, archery style bonus); 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Longsword [+8 to hit; 1d8+3 slashing, 4 lb, versatile (1d10 slashing)] Longbow, heavy [+12 to hit (archery style bonus); 1d8+5 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed]

Mithral shirt [light; + 3 AC; 10 lb.]

Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

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Acrobatics Dex 10 = +5 + 5

Animal Handling Wis 2 = +2

Arcana Int 2 = +2

Athletics Str 3 = +3

Deception Cha 13 = +3 + 5 + 5 [expertise]

History Int 2 = +2

Insight Wis 7 = +2 + 5

Intimidation Cha 3 = +3

Investigation Int 2 = +2

Medicine Wis 2 = +2

Nature Int 2 = +2

Perception Wis 12 = +2 + 5 + 5 [expertise]

Performance Cha 3 = +3

Persuasion Cha 3 = +3

Religion Int 2 = +2

Sleight of Hand Dex 10 = +5 + 5

Stealth Dex 15 = +5 + 5 + 5 [expertise]

Survival Wis 12 = +2 + 5 + 5 [expertise]

At fighter level 5, as a battle master you know 3 maneuvers. Check your chosen maneuvers here.

Commander Strike

Disarming Attack

Distracting Strike

Evasive Footwork

Feinting Attack

Goading Attack

Lunging Attack

Maneuvering Attack

Menacing Attack

Parry

Precision Attack

Pushing Attack

Rally

Riposte

Sweeping Attack

Trip Attack

You are proficient with at least 1 artisan tool set(s). Check any artisan tools with which you are proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Leatherworker's tools

Mason's tools

Painter's supplies

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Calligrapher's supplies

Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Potter's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

Check any instruments with which you are proficient:

Bagpipes

Drum

Dulcimer

Flute

Lute

Lyre

Horn

Pan flute

Shawm

Viol

Check any games with which you are proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which you are proficient:

Climber's kit

Disguise kit

Drive a truck

Fly a plane

Forgery kit

Healer's kit

Herbalism kit

Navigator tools

Ride a mount

Sail a ship

Poisoner kit

Thieves' tools

Elf

Elves receive +2 dexterity (already included).

Darkvision (see 60 feet black-and-white in pitch-dark)

Advantage on saving throws against being charmed; immune to magical sleep

All elves have a bonus proficiency in perception

Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

Wood Elf (subrace)

Wood Elves receive +1 wisdom (already included).

Wood Elves base walking speed is 35 feet.

Wood elves are proficient with longsword, short sword, longbow & shortbow

Wood Elves can attempt to hide in the wilderness even when lightly obscured.

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Guild Thief

This is a background from playtesting that I thought people might want to continue to use.

You belong to a criminal syndicate and have the privileges that go with it.

You speak thieves' cant.

Consider bringing thieves' tools, lampblack, a mirror, and so forth.

You are proficient with thieves' tools, disguise kit and poisoner's kit.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the archery style, giving +2 to attack rolls with ranged weapons (thrown, missiles). Remember to add this if required.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

Level 5: Extra attack on any round that includes an attack.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Battle Master Fighter (martial archetype)

Level 3: Combat superiority -- four d8 dice, three maneuvers.

Level 3: Student of war -- proficiency with artisan tools of your choice.

Level 7: Combat superiority -- five dice; two more maneuvers

Level 7: Know your enemy -- referee will give you information about opponent abilities

Level 10: Combat superiority -- dice are d10s, two more maneuvers

Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.

Level 18: Combat superiority -- dice are d12s.

Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.

Rogue

Proficient in using thief tools.

Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Deception; Perception; Stealth; Survival;

Level 1: Thieves cant

Level 1: Sneak attack deals extra 1d6

Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle

Level 3: Sneak attack deals extra 2d6

Level 5: Sneak attack deals extra 3d6

Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see

Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed

Level 7: Sneak attack deals extra 4d6

Level 9: Sneak attack deals extra 5d6

Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better

Level 11: Sneak attack deals extra 6d6

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Level 13: Sneak attack deals extra 7d6

Level 14: Blindsense -- sense invisible if you can hear

Level 15: Slippery mind -- gain proficiency in wisdom saving throws

Level 15: Sneak attack deals extra 8d6

Level 17: Sneak attack deals extra 9d6

Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you

Level 19: Sneak attack deals extra 10d6

Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check

Thief (rogue archetype)

Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.

Level 3: Fast hands -- can use cunning action to make seight of hands checks, use thief tools on a trap, open a lock or use something in the environment.

Level 9: Supreme sneak -- advantage to hide.

Level 13: Use magic device

Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.

First Ability Score Improvement: +1 charisma; +1 strength; Second Ability Score Improvement: +1 constitution; +1 charisma; Third Ability Score Improvement: +1 wisdom; +1 intelligence;

Class HP rolled

Level 1: Rogue 8

Level 2: Rogue 5

Level 3: Rogue 5

Level 4: Rogue 5

Level 5: Rogue 5

Level 6: Rogue 5

Level 7: Rogue 5

Level 8: Rogue 5

Level 9: Fighter 6

Level 10: Fighter 6

Level 11: Fighter 6

Level 12: Fighter 6

Level 13: Fighter 6

Sarakana's Equipment:

17 lb

2 lb 1 lb 2 lb

5 lb 7 lb 4 lb

1 lb

Weapons / Armor / Shield (from above) Acid vials x2 Arrows (quiver of 20) x1 Holy water flasks x2 Backpack Bedroll Fishing gear Flint and steel Mess kit

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1 lb 1 lb

20 lb 10 lb

1 lb 5 lb 1 lb

5 lb 3 lb 1 lb 2 lb 1 lb 1 lb

Mirror Pouch x1 Rations (1 day) x10 Rope (50', hempen) x1 Soap Tinderbox Waterskins x1 Whetstone Bowyer supplies Disguise kit (proficient) Healer kit Poisoner kit (proficient) Holy symbol (silver) Thieves' tools (proficient)

_____ 91 lb

Total

Sarakana's Personality Traits:

Sarakana's Ideal(s):

Sarakana's Bond(s):

Sarakana's Flaw(s):

More about Sarakana: Nonus lover and 2nd command of the thieve’s guild.

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Seth the Necromancer (Mortuus Conlegium – Ashmadia faction) Male Human Acolyte Wizard 11 Lawful Evil Representing NPC

Strength 14 (+2)

Dexterity 17 (+3)

Constitution 19 (+4)

Intelligence 20 (+5)

Wisdom 14 (+2)

Charisma 11 (+0)

Size: Medium

Height: 5' 10"

Weight: 200 lb

Skin: Pale

Eyes: Red

Hair: White Wavy

Maximum Hit Points: 90 Speed: 30 feet

Inspiration: Armor Class: 13 = 10 + 3 [dexterity]

Proficiency bonus: +4

Initiative modifier: + 3 = + 3 [dexterity]

Attack (handheld / thrown): + 6 = + 4 [proficiency] + 2 [strength]

Attack (missile / finesse): + 7 = + 4 [proficiency] + 3 [dexterity]

Strength save: + 2 = + 2 [strength]

Dexterity save: + 3 = + 3 [dexterity]

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Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 9 = + 4 [proficiency] + 5 [intelligence]

Wisdom save: + 6 = + 4 [proficiency] + 2 [wisdom]

Charisma save: + 0

Insight (passive): 16 (21 with advantage)

Perception (passive): 16 (21 with advantage)

Carry: 210 lb or less unencumbered

Languages: Abyssal Celestial Common Dark Elven

Unarmed strike [+6 to hit; 1+2 bludgeoning] Dagger [+7 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+6 to hit; 1d6+2 bludgeoning, 4 lb, versatile (1d8)] 2 Darts [+7 to hit; 1d4+3 piercing, 1 lb each, finesse, thrown (range 30/120)] Feats:

Elemental Adept -- Thunder Spells ignore resistance

Skill Name Key Ability

Skill Modifier

Ability Modifier

Trained? Misc. Modifier

Acrobatics Dex 3 = +3

Animal Handling Wis 2 = +2

Arcana Int 9 = +5 + 4

Athletics Str 2 = +2

Deception Cha 0 = +0

History Int 5 = +5

Insight Wis 6 = +2 + 4

Intimidation Cha 0 = +0

Investigation Int 5 = +5

Medicine Wis 2 = +2

Nature Int 5 = +5

Perception Wis 6 = +2 + 4

Performance Cha 0 = +0

Persuasion Cha 0 = +0

Religion Int 9 = +5 + 4

Sleight of Hand Dex 3 = +3

Stealth Dex 3 = +3

Survival Wis 6 = +2 + 4

Wizard spells:

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First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 3/day

Fourth-level castings: 3/day

Fifth-level castings: 2/day

Sixth-level castings: 1/day

At wizard level 11, you know 5 wizard cantrips. Mark your Wizard Cantrip(s) here:

Acid Splash Chill Touch Fire Bolt Mage Hand Minor Illusion

Use the first box to mark the wizard spells in your spellbook. You have at least 26 wizard spells in your spellbook. Use the second box to mark the wizard spells that you have prepared. You can prepare 16 wizard spells daily. Mark your First Level Wizard spells here:

Alarm Burning Hands * Charm Person Chromatic Orb Color Spray Comprehend Languages Detect Magic Disguise Self Expeditious Retreat False Life [necromancy] * Feather Fall * Find Familiar Fog Cloud Grease Identify Illusory Script Jump Longstrider Mage Armor Magic Missile * Protection from Evil and Good Ray of Sickness [necromancy] Shield Silent Image Sleep Tashas Hideous Laughter Tensers Floating Disk Thunderwave Unseen Servant Witch Bolt

Mark your Second Level Wizard spells here: Alter Self Arcane Lock Blindness / Deafness [necromancy] Blur

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Cloud of Daggers Continual Flame Crown of Madness Darkness * Darkvision Detect Thoughts Enlarge / Reduce Flaming Sphere Gentle Repose [necromancy] * Gust of Wind * Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Magic Weapon Melf Acid Arrow Mirror Image Misty Step Nystuls Magic Aura Phantasmal Force Ray of Enfeeblement [necromancy] Rope Trick Scorching Ray See Invisibility Shatter Spider Climb * Suggestion Web

Mark your Third Level Wizard spells here: Animate Dead [necromancy] * Bestow Curse [necromancy] * Blink Clairvoyance Counterspell Dispel Magic Fear Feign Death [necromancy] * Fireball * Fly Gaseous Form Glyph of Warding Haste Hypnotic Pattern Leomunds Tiny Hut Lightning Bolt Magic Circle Major Image Nondetection Phantom Steed Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking Cloud

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Tongues Vampiric Touch [necromancy] Water Breathing

Mark your Fourth Level Wizard spells here: Arcane Eye Banishment Blight [necromancy] * Confusion Conjure Minor Elementals Control Water Dimension Door Evards Black Tentacles Fabricate Fire Shield Greater Invisibility Hallucinatory Terrain Ice Storm * Leomunds Secret Chest Locate Creature Mordenkainens Faithful Hound Mordenkainens Private Sanctum Otilukes Resilient Sphere Phantasmal Killer Polymorph Stone Shape Stoneskin Wall of Fire *

Mark your Fifth Level Wizard spells here: Animate Objects Bigbys Hand Cloudkill * Cone of Cold Conjure Elemental Contact Other Plane Creation Dominate Person Dream Geas Hold Monster Legend Lore Mislead Modify Memory Passwall Planar Binding Rarys Telepathic Bond Scrying Seeming Telekinesis Teleportation Circle * Wall of Force Wall of Stone

Mark your Sixth Level Wizard spells here: Arcane Gate Chain Lighting Circle of Death [necromancy]

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Contingency Create Undead [necromancy] * Disintegrate Drawmijs Instant Summons Eyebite [necromancy] Flesh to Stone Globe of Invulnerability Gurads and Wards Magic Jar [necromancy] Mass Suggsetion Move Earth Otilukes Freezing Sphere Ottos Irresisbible Dance Programmed Illusion Sunbeam True Seeing Wall of Ice

Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.

This Human chose +1 on dexterity (already included).

This Human chose +1 on constitution (already included).

Humans learn one extra language. Acolyte

You can perform the ceremonies of your faith.

You can expect hospitality from the faithful.

Proficient in insight and religion.

Two languages of your choice (already included). Wizard

The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.

Ritual casting.

Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level. Necromancy wizard (school)

Level 2: Necromancy savant -- the time and cost to put a necromancy spell into your spellbook is halved

Level 2: Grim Harvest -- kill something with a spell of 1st level or higher, gain hp equal to twice the spell level, or three times if it is necromancy school.

Level 6: Learn Animate Dead spell and can have extra undead servants

Level 10: Inured to Undeath -- resistance to necrotic damage, cannot have maximum hp reduced

Level 14: Command Undead First Ability Score Improvement: +1 intelligence; +1 constitution; Second Ability Score Improvement: +1 intelligence; +1 dexterity; Class HP rolled Level 1: Wizard 6 Level 2: Wizard 4 Level 3: Wizard 4 Level 4: Wizard 4 Level 5: Wizard 4 Level 6: Wizard 4 Level 7: Wizard 4 Level 8: Wizard 4 Level 9: Wizard 4 Level 10: Wizard 4 Level 11: Wizard 4 Seth's Equipment:

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7 lb

5 lb 1 lb

1 lb 1 lb 1 lb

20 lb 10 lb 1 lb 5 lb

1 lb 1 lb 3 lb

_____ 57 lb

Weapons / Armor / Shield (from above) Backpack Case (for map or scroll) Flint and steel Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Waterskins x1 Healer kit Wand Spellbook x1 Total

More about Seth: Works for Ashmadia faction. Assignment is to look for clues to the where abouts of the Crystal of Light and to commit acts of sabatoge against the Republic of Centuria.

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Shandra the Blessed (IA ST-9)

Female Human Priest Wizard 5 Lawful Good

Strength 15 (+2)

Dexterity 16 (+3)

Constitution 17 (+3)

Intelligence 20 (+5)

Wisdom 15 (+2)

Charisma 18 (+4)

Size: Medium

Height: 5' 10"

Weight: 125 lb

Skin: Light

Eyes: Blue

Hair: Light Brown Straight

Maximum Hit Points: 37 Age: 17 Speed: 30 feet

Inspiration: Armor Class: 17 = 10 + 3 [dexterity] +4 [Staff of Magi]

Proficiency bonus: +3

Initiative modifier: + 3 = + 3 [dexterity]

Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]

Attack (missile / finesse): + 6 = + 3 [proficiency] + 3 [dexterity]

Strength save: + 2 = + 2 [strength]

Dexterity save: + 3 = + 3 [dexterity]

Constitution save: + 3 = + 3 [constitution]

Intelligence save: + 8 = + 3 [proficiency] + 5 [intelligence]

Wisdom save: + 5 = + 3 [proficiency] + 2 [wisdom]

Charisma save: + 4 = + 4 [charisma]

Insight (passive): 15 (20 with advantage)

Perception (passive): 12 (17 with advantage)

Carry: 225 lb or less unencumbered

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Languages: Common Draconic Elvish Sylvan

Unarmed strike [+5 to hit; 1+2 bludgeoning]

Dagger [+6 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Staff of the Magi [+8 to hit; 2d8+2 bludgeoning, 4 lb, versatile (1d8) 100 charge, recharges as rod of absorption, Detect Magic, Enlarge Person, Hold Portal, Light, Mage Armor, Mage Hand, the following cost 1 charge: dispel magic, fireball 10d6, ice storm, invisibility, knock, lightning bolt 10d6, passwall, pyrotechnics, wall of fire, web, the following use 2 charges: monster summoning, plane shift, telekinesis]

Crossbow, light [+6 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] (has but rarely uses)

Feats:

Elemental Adept -- Fire Spells ignore resistance

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 3 = +3

Animal Handling Wis 2 = +2

Arcana Int 8 = +5 + 3

Athletics Str 2 = +2

Deception Cha 4 = +4

History Int 8 = +5 + 3

Insight Wis 5 = +2 + 3

Intimidation Cha 4 = +4

Investigation Int 5 = +5

Medicine Wis 2 = +2

Nature Int 5 = +5

Perception Wis 2 = +2

Performance Cha 4 = +4

Persuasion Cha 7 = +4 + 3

Religion Int 8 = +5 + 3

Sleight of Hand Dex 3 = +3

Stealth Dex 3 = +3

Survival Wis 2 = +2

Wizard spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 2/day

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At wizard level 5, you know 4 wizard cantrips. Mark your Wizard Cantrip(s) here:

Acid Splash Blade Ward Chill Touch

Dancing Lights Fire Bolt Friends

Light Mage Hand Mending

Message Minor Illusion Poison Spray

Prestidigitation Ray of Frost Shocking Grasp

True Strike

Use the first box to mark the wizard spells in your spellbook. You have at least 14 wizard spells in your spellbook.

Use the second box to mark the wizard spells that you have prepared. You can prepare 10 wizard spells daily.

Mark your First Level Wizard spells here:

Alarm Burning Hands Charm Person

Chromatic Orb [evocation] Color Spray Comprehend Languages

Detect Magic Disguise Self Expeditious Retreat

False Life Feather Fall Find Familiar

Fog Cloud Grease Identify

Illusory Script Jump Longstrider

Mage Armor Magic Missile Protection from Evil and Good

Ray of Sickness Shield Silent Image

Sleep Tashas Hideous Laughter Tensers Floating Disk

Thunderwave Unseen Servant Witch Bolt [evocation]

Mark your Second Level Wizard spells here:

Alter Self Arcane Lock Blindness / Deafness

Blur Cloud of Daggers Continual Flame [evocation]

Crown of Madness Darkness [evocation] Darkvision

Detect Thoughts Enlarge / Reduce Flaming Sphere

Gentle Repose Gust of Wind [evocation] Hold Person

Invisibility Knock Levitate

Locate Object Magic Mouth Magic Weapon

Melf Acid Arrow Mirror Image Misty Step

Nystuls Magic Aura Phantasmal Force Ray of Enfeeblement

Rope Trick Scorching Ray [evocation] See Invisibility

Shatter [evocation] Spider Climb Suggestion

Web

Mark your Third Level Wizard spells here :

Animate Dead Bestow Curse Blink

Clairvoyance Counterspell Dispel Magic

Fear Feign Death Fireball [evocation]

Fly Gaseous Form Glyph of Warding

Haste Hypnotic Pattern Leomunds Tiny Hut [evocation]

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Lightning Bolt Magic Circle Major Image

Nondetection Phantom Steed Protection from Energy

Remove Curse Sending [evocation] Sleet Storm

Slow Stinking Cloud Tongues

Vampiric Touch Water Breathing

Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.

This Human chose +1 on intelligence (already included).

This Human chose +1 on charisma (already included).

Humans learn one extra language.

Priest

The local clergy will help you and your like-thinking companions.

You will probably bring a holy symbol and some holy water.

Two extra languages of your choice (already included).

You are proficient with a healer's kit.

Wizard

The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.

Ritual casting.

Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.

Evocation wizard (school)

Level 2: Evocation savant -- the time and cost to put an evocation spell into your spellbook is halved

Level 2: Sculpt spells -- leave a number of allies unaffected by an area spell equal to the level of the spell

First Ability Score Improvement: +1 intelligence; +1 constitution;

Class HP rolled

Level 1: Wizard 6

Level 2: Wizard 4

Level 3: Wizard 4

Level 4: Wizard 4

Level 5: Wizard 4

Shandra's Equipment:

11 lb

2 lb 2 lb

1 lb 7 lb 1 lb

Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Holy water flasks x2 Backpack – Handy Haversack (like bag of holding) Bedroll Case (for map or scroll)

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4 lb

2 lb 1 lb 1 lb 2 lb 1 lb

20 lb 10 lb 8 lb 1 lb 5 lb 1 lb

1 lb 2 lb 3 lb

_____ 90 lb

Fishing gear Flint and steel Ink pen Ink vial Lantern (hooded) Mess kit Mirror Oil flasks x2 Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x1 Whetstone Healer kit (proficient) Spell component pouch Spellbook x1 Total

More about Shandra:

If Shandra gains the Crystal of Light she fights as an 18 level wizard. All her spells are do double damage. She can cast chain

lightning at will at 20d6. Shandra was added to ST-9 to help search for the Crystal of Light. She was given magic items above her

ranking by her master in Cimmeria before being sent to Centuria. She immediately falls in love with Onyx, she just knows he is the one

for her.

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Sordello the Champion

Male Human Noble Fighter 12 Lawful Good

Strength 20 (+5)

Dexterity 19 (+4)

Constitution 19 (+4)

Intelligence 16 (+3)

Wisdom 16 (+3)

Charisma 15 (+2)

Size: Medium

Height: 6' 6"

Weight: 250 lb

Skin: Light

Eyes: Green

Hair: Gray Straight

Maximum Hit Points: 124 Age: 45

Speed: 30 feet

Inspiration:

Armor Class: 15 = 10 + 3 [chain shirt] + 2 [dexterity in armor]

Proficiency bonus: +4

Initiative modifier: + 4 = + 4 [dexterity]

Attack (handheld / thrown): + 9 = + 4 [proficiency] + 5 [strength]

Attack (missile / finesse): + 8 = + 4 [proficiency] + 4 [dexterity]

Strength save: + 9 = + 4 [proficiency] + 5 [strength]

Dexterity save: + 4 = + 4 [dexterity]

Constitution save: + 8 = + 4 [proficiency] + 4 [constitution]

Intelligence save: + 3 = + 3 [intelligence]

Wisdom save: + 3 = + 3 [wisdom]

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Charisma save: + 2 = + 2 [charisma]

Insight (passive): 13 (18 with advantage)

Perception (passive): 17 (22 with advantage)

Carry: 300 lb maximum

For groups using the optional encumberance rules: If carrying more than 100 lb, encumbered -- -10 on speed

If carrying more than 200 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Draconic Dwarvish

Unarmed strike [+9 to hit; 1+5 bludgeoning] Dagger [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Battleaxe [+9 to hit; 1d8+5 slashing, 5 lb, versatile (1d10 slashing)] Great Sword [+9 to hit; 2d6+5 slashing, 7 lb, heavy, two-handed] Crossbow, heavy [+8 to hit; 1d10+4 piercing, 19 lb, ammunition (range 100/400), heavy, loading, two-handed] You have enough silver to apply to one hand-held weapon or ten projectiles. Make a note of which weapons are silvered. Chain shirt [medium; + 3 AC; max dex + 2; 20 lb.] Feats:

Great Weapon Master

Melee hit scoring a critical or reducing opponent to 0 hp allows one bonus melee weapon attack; taking -5 penalty gives +10 damage if hit

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 4 = +4

Animal Handling Wis 3 = +3

Arcana Int 3 = +3

Athletics Str 9 = +5 + 4

Deception Cha 2 = +2

History Int 3 = +3

Insight Wis 3 = +3

Intimidation Cha 2 = +2

Investigation Int 7 = +3 + 4

Medicine Wis 3 = +3

Nature Int 3 = +3

Perception Wis 7 = +3 + 4

Performance Cha 2 = +2

Persuasion Cha 2 = +2

Religion Int 7 = +3 + 4

Sleight of Hand Dex 4 = +4

Stealth Dex 4 = +4

Survival Wis 7 = +3 + 4

Check any artisan tools with which you are proficient:

Alchemist's supplies Leatherworker's tools

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Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Mason's tools

Painter's supplies

Potter's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

You are proficient with at least 1 game(s). Check any games with which you are proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which you are proficient:

Climber's kit

Disguise kit

Drive a truck

Fly a plane

Forgery kit

Healer's kit

Herbalism kit

Navigator tools

Ride a mount

Sail a ship

Poisoner kit

Thieves' tools

Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.

This Human chose +1 on strength (already included).

This Human chose +1 on constitution (already included).

Humans learn one extra language.

Noble

You are from a prominent family, or perhaps a knight. Rank has some privileges.

You are proficient in riding a horse.

One extra language of your choice (already included).

You are proficient with a gaming set / playing cards. Consider bringing one.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

Level 5: Extra attack on any round that includes an attack.

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Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Champion Fighter (martial archetype)

This champion fighter selected the two-weapon fightnig style, and can add the ability modifier to the damage of the second attack.

Level 3: Improved critical -- score in 19 or 20.

Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance.

Level 15: Superior critical -- 18-20.

Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.

First Ability Score Improvement: +1 dexterity; +1 constitution; Second Ability Score Improvement: +1 dexterity; +1 constitution; Third Ability Score Improvement: +1 intelligence; +1 wisdom; Fourth Ability Score Improvement: +1 charisma; +1 strength;

Class HP rolled

Level 1: Fighter 10

Level 2: Fighter 6

Level 3: Fighter 6

Level 4: Fighter 6

Level 5: Fighter 6

Level 6: Fighter 6

Level 7: Fighter 6

Level 8: Fighter 6

Level 9: Fighter 6

Level 10: Fighter 6

Level 11: Fighter 6

Level 12: Fighter 6

Sordello's Equipment:

52 lb

2 lb 2 lb

5 lb 7 lb 5 lb 5 lb

Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Holy water flasks x2 Backpack Bedroll Block and tackle Crowbar

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4 lb

1 lb 3 lb

2 lb 1 lb 1 lb 2 lb 1 lb

20 lb 10 lb 8 lb 1 lb 1 lb

10 lb 1 lb

1 lb

Fishing gear Flint and steel Gaming set (proficient) Hammer Horse (proficient) Lantern (bullseye) Mess kit Mirror Oil flasks x2 Potions of healing x2 Playing cards (proficient) Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Torches x1 Waterskins x2 Whetstone Healer kit

_____ 145 lb

Total

Sordello's Personality Traits: Sordello's Ideal(s): Sordello's Bond(s): Sordello's Flaw(s): More about Sordello:

Sword Master Champion for 5 years in a row in Centuria’s annual Festival of Lights until he retired from the competition. He has never been defeated. He becomes a member of ST-9 and is the 2nd in command.

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Takruka the Vicious

Male Orc Soldier Fighter 12 Neutral Evil

Strength 20 (+5)

Dexterity 20 (+5)

Constitution 20 (+5)

Intelligence 10 (+0)

Wisdom 16 (+3)

Charisma 16 (+3)

Size: Medium

Height: 5' 8"

Weight: 180 lb

Skin: Brown

Eyes: Dark Brown

Hair: Dark Brown Straight

Maximum Hit Points: 136

Speed: 30 feet

Inspiration:

Armor Class: 16 = 10 + 6 [chain mail]

Proficiency bonus: +4

Initiative modifier: + 5 = + 5 [dexterity]

Attack (handheld / thrown): + 9 = + 4 [proficiency] + 5 [strength]

Attack (missile / finesse): + 9 = + 4 [proficiency] + 5 [dexterity]

Strength save: + 9 = + 4 [proficiency] + 5 [strength]

Dexterity save: + 5 = + 5 [dexterity]

Constitution save: + 9 = + 4 [proficiency] + 5 [constitution]

Intelligence save: + 0

Wisdom save: + 3 = + 3 [wisdom]

Charisma save: + 3 = + 3 [charisma]

Insight (passive): 13 (18 with advantage)

Perception (passive): 13 (18 with advantage)

Carry: 300 lb maximum

For groups using the optional encumberance rules: If carrying more than 100 lb, encumbered -- -10 on speed

If carrying more than 200 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Orc

Unarmed strike [+9 to hit; 1+5 bludgeoning]

Dagger [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Sling [+9 to hit; 1d6+5 bludgeoning, 1 lb, ammunition (range 30/120)]

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Great Axe [+9 to hit; 1d12+5 slashing, 10 lb, heavy, two-handed]

Bolas [+9 to hit; 1+5 bludgeoning, 1 lb, special, thrown (range 30/90)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]

Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 9 = +5 + 4

Animal Handling Wis 3 = +3

Arcana Int 0 = +0

Athletics Str 9 = +5 + 4

Deception Cha 3 = +3

History Int 0 = +0

Insight Wis 3 = +3

Intimidation Cha 7 = +3 + 4

Investigation Int 0 = +0

Medicine Wis 3 = +3

Nature Int 0 = +0

Perception Wis 3 = +3

Performance Cha 3 = +3

Persuasion Cha 3 = +3

Religion Int 0 = +0

Sleight of Hand Dex 5 = +5

Stealth Dex 5 = +5

Survival Wis 7 = +3 + 4

At fighter level 12, as a battle master you know 5 maneuvers. Check your chosen maneuvers here.

Commander Strike

Disarming Attack

Distracting Strike

Evasive Footwork

Feinting Attack

Goading Attack

Lunging Attack

Maneuvering Attack

Menacing Attack

Parry

Precision Attack

Pushing Attack

Rally

Riposte

Sweeping Attack

Trip Attack

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You are proficient with at least 1 artisan tool set(s). Check any artisan tools with which you are proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Leatherworker's tools

Mason's tools

Painter's supplies

Potter's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

Check any instruments with which you are proficient:

Bagpipes

Drum

Dulcimer

Flute

Lute

Lyre

Horn

Pan flute

Shawm

Viol

You are proficient with at least 1 game(s). Check any games with which you are proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which you are proficient:

Climber's kit

Disguise kit

Drive a truck

Fly a plane

Forgery kit

Healer's kit

Herbalism kit

Navigator tools

Ride a mount

Sail a ship

Poisoner kit

Thieves' tools

Orc

Orcs receive + 2 strength, -2 intelligence (minimum 3)(already included).

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Darkvision (see 60 feet black-and-white in pitch-dark)

Aggressive: As a bonus action, can move up to speed toward a hostile creature the orc can see.

Soldier

Other military folks will defer to your rank.

Consider bringing a gaming set / playing cards.

You know how to ride a horse.

You are proficient with a gaming set / playing cards, mounts and land vehicles.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

Level 5: Extra attack on any round that includes an attack.

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Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Battle Master Fighter (martial archetype)

Level 3: Combat superiority -- four d8 dice, three maneuvers.

Level 3: Student of war -- proficiency with artisan tools of your choice.

Level 7: Combat superiority -- five dice; two more maneuvers

Level 7: Know your enemy -- referee will give you information about opponent abilities

Level 10: Combat superiority -- dice are d10s, two more maneuvers

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Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.

Level 18: Combat superiority -- dice are d12s.

Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.

First Ability Score Improvement: +1 dexterity; +1 strength; Second Ability Score Improvement: +1 strength; +1 dexterity; Third Ability Score Improvement: +1 dexterity; +1 charisma; Fourth Ability Score Improvement: +1 wisdom; +1 charisma;

Class HP rolled

Level 1: Fighter 10

Level 2: Fighter 6

Level 3: Fighter 6

Level 4: Fighter 6

Level 5: Fighter 6

Level 6: Fighter 6

Level 7: Fighter 6

Level 8: Fighter 6

Level 9: Fighter 6

Level 10: Fighter 6

Level 11: Fighter 6

Level 12: Fighter 6

Takruka's Equipment:

68 lb

5 lb

5 lb 3 lb 4 lb

1 lb 1 lb

20 lb 10 lb 1 lb 5 lb

1 lb

Weapons / Armor / Shield (from above) Sling bullets (group of 10) x1 Backpack Blanket, winter x1 Fishing gear Flint and steel Gaming set (proficient) Mess kit Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Waterskins x1 Healer kit

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_____ 124 lb

Total

Takruka's Personality Traits:

Takruka's Ideal(s):

Takruka's Bond(s):

Takruka's Flaw(s):

More about Takruka:

The Tala Nob (above the chief)

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Talabrina the Egotistical

Female Elf Acolyte Cleric 18 Lawful Evil

Strength 16 (+3)

Dexterity 17 (+3)

Constitution 19 (+4)

Intelligence 14 (+2)

Wisdom 19 (+4)

Charisma 20 (+5)

Size: Medium

Height: 5' 4"

Weight: 115 lb

Skin: Black

Eyes: Red

Hair: Black Straight

Maximum Hit Points: 165

Speed: 30 feet

Inspiration:

Armor Class: 19 = 10 + 5 [mithral scale] + 2 [steel shield] + 2 [dexterity in armor]

Proficiency bonus: +6

Initiative modifier: + 3 = + 3 [dexterity]

Attack (handheld / thrown): + 9 = + 6 [proficiency] + 3 [strength]

Attack (missile / finesse): + 9 = + 6 [proficiency] + 3 [dexterity]

Strength save: + 3 = + 3 [strength]

Dexterity save: + 3 = + 3 [dexterity]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 2 = + 2 [intelligence]

Wisdom save: + 10 = + 6 [proficiency] + 4 [wisdom]

Charisma save: + 11 = + 6 [proficiency] + 5 [charisma]

Insight (passive): 20 (25 with advantage)

Perception (passive): 20 (25 with advantage)

Carry: 240 lb maximum

For groups using the optional encumberance rules: If carrying more than 80 lb, encumbered -- -10 on speed

If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Draconic Elvish Dark_Elf_Silent Undercommon

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Unarmed strike [+9 to hit; 1+3 bludgeoning]

Dagger [+9 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Sling [+9 to hit; 1d6+3 bludgeoning, 1 lb, ammunition (range 30/120)]

Morning Star [+9 to hit; 1d8+3 piercing, 5 lb]

Bolas [+9 to hit; 1+3 bludgeoning, 1 lb, special, thrown (range 30/90)]

Mithral scale [medium; + 5 AC; max dex + 2; 25 lb.]

Steel Shield [+2 AC; 6 lb.]

Feats:

Skill Name Key

Ability Skill

Modifier Ability

Modifier Trained?

Misc. Modifier

Acrobatics Dex 3 = +3

Animal Handling Wis 4 = +4

Arcana Int 2 = +2

Athletics Str 3 = +3

Deception Cha 5 = +5

History Int 2 = +2

Insight Wis 10 = +4 + 6

Intimidation Cha 5 = +5

Investigation Int 2 = +2

Medicine Wis 4 = +4

Nature Int 2 = +2

Perception Wis 10 = +4 + 6

Performance Cha 5 = +5

Persuasion Cha 5 = +5

Religion Int 8 = +2 + 6

Sleight of Hand Dex 3 = +3

Stealth Dex 9 = +3 + 6

Survival Wis 10 = +4 + 6

Cleric spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 3/day

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Fourth-level castings: 3/day

Fifth-level castings: 3/day

Sixth-level castings: 1/day

Seventh-level castings: 1/day

Eighth-level castings: 1/day

Ninth-level castings: 1/day

At cleric level 18, Talabrina knows 5 cleric cantrips. Mark Talabrina's Cleric Cantrip(s) here:

Guidance

Light

Mending

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

Talabrina's level and wisdom allow her to prepare 22 Cleric spells daily. These are in addition to Talabrina's domain spells. Mark Talabrina's prepared First Level cleric spells here:

Bane

Bless

Command

Create or Destroy Water

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

False Life [domain spell]

Guiding Bolt

Healing Word

Inflict Wounds

Protection from Evil and Good

Purify Food and Drink

Ray of Sickness [domain spell]

Sanctuary

Shield of Faith

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Mark Talabrina's prepared Second Level Cleric spells here:

Aid

Augury

Blindness / Deafness [domain spell]

Calm Emotions

Continual Flame

Enhance Ability

Find Traps

Gentle Repose

Hold Person

Lesser Restoration

Locate Object

Prayer of Healing

Protection from Poison

Ray of Enfeeblement [domain spell]

Silence

Spritual Weapon

Warding Bond

Zone of Truth

Mark Talabrina's prepared Third Level Cleric spells here:

Animate Dead [domain spell]

Beacon of Hope

Bestow Curse

Clairvoyance

Create Food and Water

Daylight

Dispel Magic

Feigh Death

Glyph of Warding

Magic Circle

Mass Healing Word

Meld into Stone

Protection from Energy

Remove Curse

Revivify

Sending

Speak with Dead

Spirit Guardians

Tongues

Vampiric Touch [domain spell]

Water Walk

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Mark Talabrina's prepared Fourth Level Cleric spells here:

Banishment

Blight [domain spell]

Control Water

Death Ward [domain spell]

Divination

Freedom of Movement

Guardian of Faith

Locate Creature

Stone Shape

Mark Talabrina's prepared Fifth Level Cleric spells here:

Antilife Shell [domain spell]

Cloudkill [domain spell]

Commune

Contagion

Dispel Evil and Good

Flame Strike

Geas

Greater Restoration

Hallow

Instect Plague

Legend Lore

Mass Cure Wounds

Planar Binding

Raise Dead

Scrying

Mark Talabrina's prepared Sixth Level Cleric spells here:

Blade Barrier

Create Undead

Find the Path

Forbiddance

Harm

Heal

Heroes Feast

Planar Ally

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True Seeing

Word of Recall

Mark Talabrina's prepared Seventh Level Cleric spells here:

Conjure Celestial

Divine Word

Etherealness

Fire Storm

Plane Shift

Regenerate

Resurrection

Symbol

Mark Talabrina's prepared Eighth Level Cleric spells here:

Antimagic Field

Control Weather

Earthquake

Holy Aura

Mark Talabrina's prepared Ninth Level Cleric spells here:

Astral Projection

Gate

Mass Heal

True Resurrection

Check any artisan tools with which Talabrina is proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Leatherworker's tools

Mason's tools

Painter's supplies

Potter's tools

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Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

Check any instruments with which Talabrina is proficient:

Bagpipes

Drum

Dulcimer

Flute

Lute

Lyre

Horn

Pan flute

Shawm

Viol

Check any games with which Talabrina is proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which Talabrina is proficient:

Climber's kit

Disguise kit

Drive a truck

Fly a plane

Forgery kit

Healer's kit

Herbalism kit

Navigator tools

Ride a mount

Sail a ship

Poisoner kit

Thieves' tools

Elf

Elves receive +2 dexterity (already included).

Darkvision (see 60 feet black-and-white in pitch-dark)

Advantage on saving throws against being charmed; immune to magical sleep

All elves have a bonus proficiency in perception

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Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

Drow / Dark Elf (subrace)

Dark Elves receive +1 charisma (already included).

Darkvision -- see in black and white to 120 feet even in darkness.

Advantage on perception (wisdom) checks, except in sunlight

Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.

Advantage on saving throws against being charmed; immune to magical sleep.

Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.

Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

I added drow sign language as a free language for you.

Acolyte

You can perform the ceremonies of your faith.

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You can expect hospitality from the faithful.

Proficient in insight and religion.

Two languages of your choice (already included).

Cleric

Proficient in using a healer kit (playtest rules, for resuscitations).

Ritual caster.

Three cantrips

The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.

Level 2: Channel Divinity (1 use between short rests)

Channel Divinity -- Turn Undead

Level 4: Four cantrips

Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed

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Level 6: Channel Divinity (2 uses between short rests)

Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being turned, it is destroyed

Level 10: Five cantrips

Level 10: Divine Intervention once a week -- percent chance.

Level 11: Destroy Undead -- if an undead of challenge rating 2 or lower fails its save on being turned, it is destroyed

Level 14: Destroy Undead -- if an undead of challenge rating 3 or lower fails its save on being turned, it is destroyed

Level 17: Destroy Undead -- if an undead of challenge rating 4 or lower fails its save on being turned, it is destroyed

Level 18: Channel Divinity (3 uses between short rests)

Level 20: Divine Intervention once a week -- succeeds automatically.

Death Cleric (domain)

Domain spells.

Proficiency with martial weapons.

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Reaper: Learn one necromancy cantrip from any spell list. For now, this would probably be Chill Touch. You may target two opponents.

Level 2: Channel Divinity -- Touch of Death. On a melee hit, use Channel Divinity to do 5 + 2x the cleric level necrotic damage.

Level 6: Inescapable Destruction -- your necrotic damage ignores resistance.

Level 8: Divine Strike. Add 1d8 necrotic damage to weapon damage once per turn.

Level 14: Divine Strike. Add 2d8 necrotic damage to weapon damage once per turn.

Level 17: Improved Reaper: Necromancy spells that ordinarily target only one creature can target two.

First Ability Score Improvement: +1 strength; +1 dexterity; Second Ability Score Improvement: +1 constitution; +1 intelligence; Third Ability Score Improvement: +1 wisdom; +1 charisma; Fourth Ability Score Improvement: +1 dexterity; +1 constitution;

Class HP rolled

Level 1: Cleric 8

Level 2: Cleric 5

Level 3: Cleric 5

Level 4: Cleric 5

Level 5: Cleric 5

Level 6: Cleric 5

Level 7: Cleric 5

Level 8: Cleric 5

Level 9: Cleric 5

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Level 10: Cleric 5

Level 11: Cleric 5

Level 12: Cleric 5

Level 13: Cleric 5

Level 14: Cleric 5

Level 15: Cleric 5

Level 16: Cleric 5

Level 17: Cleric 5

Level 18: Cleric 5

Talabrina's Equipment:

39 lb

2 lb 2 lb 2 lb 5 lb

5 lb 7 lb 2 lb 9 lb 4 lb

1 lb 1 lb 1 lb

20 lb 10 lb

1 lb 10 lb

1 lb 1 lb 2 lb

Weapons / Armor / Shield (from above) Acid vials x2 Crossbow bolts (quiver of 20) x1 Holy water flasks x2 Sling bullets (group of 10) x1 Antitoxin vials x4 Backpack Bedroll Bucket Clothing change x3 Fishing gear Flint and steel Hourglass Mess kit Mirror Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Waterskins x2 Healer kit (proficient; playtest rules for resuscitations) Holy symbol (silver) Spell component pouch

_____ 125 lb

Total

Talabrina's Personality Traits:

Talabrina's Ideal(s):

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Talabrina's Bond(s):

Talabrina's Flaw(s):

More about Talabrina:

Talabrina is the leader of the contingent of Dark Elves sent to Centuria City by the Dark Lord Lucifier.

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Tasia the Bounty Hunter

Female Human Bounty Hunter Fighter 14 Lawful Neutral

Strength 18 (+4)

Dexterity 19 (+4)

Constitution 19 (+4)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 17 (+3)

Size: Medium

Height: 5' 10"

Weight: 135 lb

Skin: Light

Eyes: Blue

Hair: Blonde Straight

Maximum Hit Points: 144

Speed: 30 feet

Inspiration:

Armor Class: 16 = 10 + 2 [studded leather] + 4 [dexterity]

Proficiency bonus: +5

Initiative modifier: + 4 = + 4 [dexterity]

Attack (handheld / thrown): + 9 = + 5 [proficiency] + 4 [strength]

Attack (missile / finesse): + 9 = + 5 [proficiency] + 4 [dexterity]

Strength save: + 9 = + 5 [proficiency] + 4 [strength]

Dexterity save: + 4 = + 4 [dexterity]

Constitution save: + 9 = + 5 [proficiency] + 4 [constitution]

Intelligence save: + 2 = + 2 [intelligence]

Wisdom save: + 2 = + 2 [wisdom]

Charisma save: + 3 = + 3 [charisma]

Insight (passive): 17 (22 with advantage)

Perception (passive): 17 (22 with advantage)

Carry: 270 lb maximum

For groups using the optional encumberance rules: If carrying more than 90 lb, encumbered -- -10 on speed

If carrying more than 180 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Elvish Gnoll Orc

Unarmed strike [+9 to hit; 1+4 bludgeoning]

2 Daggers [+9 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Crossbow, light [+9 to hit; 1d8+4 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]

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Great Sword [+9 to hit; 2d6+4 slashing, 7 lb, heavy, two-handed]

You have enough silver to apply to one hand-held weapon or ten projectiles. Make a note of which weapons are silvered.

Studded leather [medium; + 2 AC; max dex + 2; 13 lb.]

Feats:

Savage Attacker Roll damage twice and choose the higher, once per turn

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 4 = +4

Animal Handling Wis 7 = +2 + 5

Arcana Int 2 = +2

Athletics Str 4 = +4

Deception Cha 3 = +3

History Int 2 = +2

Insight Wis 7 = +2 + 5

Intimidation Cha 3 = +3

Investigation Int 7 = +2 + 5

Medicine Wis 2 = +2

Nature Int 2 = +2

Perception Wis 7 = +2 + 5

Performance Cha 3 = +3

Persuasion Cha 3 = +3

Religion Int 2 = +2

Sleight of Hand Dex 4 = +4

Stealth Dex 9 = +4 + 5

Survival Wis 2 = +2

At fighter level 14, as a battle master you know 5 maneuvers. Check your chosen maneuvers here.

Commander Strike

Disarming Attack

Distracting Strike

Evasive Footwork

Feinting Attack

Goading Attack

Lunging Attack

Maneuvering Attack

Menacing Attack

Parry

Precision Attack

Pushing Attack

Rally

Riposte

Sweeping Attack

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Trip Attack

You are proficient with at least 1 artisan tool set(s). Check any artisan tools with which you are proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Leatherworker's tools

Mason's tools

Painter's supplies

Potter's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

Check any instruments with which you are proficient:

Bagpipes

Drum

Dulcimer

Flute

Lute

Lyre

Horn

Pan flute

Shawm

Viol

Check any games with which you are proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which you are proficient:

Climber's kit

Disguise kit

Drive a truck

Fly a plane

Forgery kit

Healer's kit

Herbalism kit

Navigator tools

Ride a mount

Sail a ship

Poisoner kit

Thieves' tools

Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.

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This Human chose +1 on dexterity (already included).

This Human chose +1 on constitution (already included).

Humans learn one extra language.

Bounty Hunter

This is a background from playtesting that I thought people might want to continue to use.

You are authorized to hunt fugitives.

Two extra languages of your choice (already included).

You can ride a horse.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the great weapon fighting style; reroll 1s and 2s on damage when using a two-handed or versatile weapon.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

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Level 5: Extra attack on any round that includes an attack.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Battle Master Fighter (martial archetype)

Level 3: Combat superiority -- four d8 dice, three maneuvers.

Level 3: Student of war -- proficiency with artisan tools of your choice.

Level 7: Combat superiority -- five dice; two more maneuvers

Level 7: Know your enemy -- referee will give you information about opponent abilities

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Level 10: Combat superiority -- dice are d10s, two more maneuvers

Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.

Level 18: Combat superiority -- dice are d12s.

Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.

First Ability Score Improvement: +1 strength; +1 dexterity; Second Ability Score Improvement: +1 strength; +1 constitution; Third Ability Score Improvement: +1 dexterity; +1 constitution; Fourth Ability Score Improvement: +1 charisma; +1 wisdom; Fifth Ability Score Improvement: +1 intelligence; +1 wisdom;

Class HP rolled

Level 1: Fighter 10

Level 2: Fighter 6

Level 3: Fighter 6

Level 4: Fighter 6

Level 5: Fighter 6

Level 6: Fighter 6

Level 7: Fighter 6

Level 8: Fighter 6

Level 9: Fighter 6

Level 10: Fighter 6

Level 11: Fighter 6

Level 12: Fighter 6

Level 13: Fighter 6

Level 14: Fighter 6

Tasia's Equipment:

28 lb

2 lb 3 lb

5 lb 7 lb 4 lb

Weapons / Armor / Shield (from above) Acid vials x2 Crossbow bolts (quiver of 20) x2 Backpack Bedroll Fishing gear Flint and steel

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2 lb 1 lb 1 lb 2 lb

20 lb 10 lb 8 lb 1 lb

10 lb 1 lb

5 lb 1 lb

Lantern (bullseye) Mess kit Mirror Oil flasks x2 Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x2 Whetstone Bowyer supplies Healer kit

_____ 111 lb

Total

Tasia's Personality Traits:

Tasia's Ideal(s):

Tasia's Bond(s):

Tasia's Flaw(s):

More about Tasia:

Called Burguul Trughu (Shadow Warrior) by the Orcs.

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Tiffany the Charismatic

Female Human Noble Wizard 20 Chaotic Neutral

Strength 18 (+4)

Dexterity 18 (+4)

Constitution 19 (+4)

Intelligence 20 (+5)

Wisdom 17 (+3)

Charisma 20 (+5)

Size: Medium

Height: 5' 8"

Weight: 120 lb

Skin: Tan

Eyes: Green

Hair: Dark Brown Wavy

Maximum Hit Points: 162

Speed: 30 feet

Inspiration:

Armor Class: 14 = 10 + 4 [dexterity]

Proficiency bonus: +6

Initiative modifier: + 4 = + 4 [dexterity]

Attack (handheld / thrown): + 10 = + 6 [proficiency] + 4 [strength]

Attack (missile / finesse): + 10 = + 6 [proficiency] + 4 [dexterity]

Strength save: + 4 = + 4 [strength]

Dexterity save: + 4 = + 4 [dexterity]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 11 = + 6 [proficiency] + 5 [intelligence]

Wisdom save: + 9 = + 6 [proficiency] + 3 [wisdom]

Charisma save: + 5 = + 5 [charisma]

Insight (passive): 19 (24 with advantage)

Perception (passive): 13 (18 with advantage)

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Carry: 270 lb maximum

For groups using the optional encumberance rules: If carrying more than 90 lb, encumbered -- -10 on speed

If carrying more than 180 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Elvish Sylvan

Unarmed strike [+10 to hit; 1+4 bludgeoning] Dagger [+10 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+10 to hit; 1d6+4 bludgeoning, 4 lb, versatile (1d8)] You have enough silver to apply to ten hand-held weapons or 100 projectiles. Make a note of which weapons are silvered. Cat familiar Str 3 (-4) Dex 15 (+2) Con 10 (+0) Int 3 (-4) Wis 12 (+1) Cha 7 (-2) AC 12 ; HP 2; Speed 40 climb 30; perception +3 stealth +4 passive perception 13; advantage on perception checks involving smell; familiars do not attack

Feats:

Magic Initiate -- Wizard Two cantrips and a first level spell from this spellcasting class

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 4 = +4

Animal Handling Wis 3 = +3

Arcana Int 11 = +5 + 6

Athletics Str 4 = +4

Deception Cha 5 = +5

History Int 11 = +5 + 6

Insight Wis 9 = +3 + 6

Intimidation Cha 5 = +5

Investigation Int 5 = +5

Medicine Wis 3 = +3

Nature Int 5 = +5

Perception Wis 3 = +3

Performance Cha 5 = +5

Persuasion Cha 11 = +5 + 6

Religion Int 5 = +5

Sleight of Hand Dex 4 = +4

Stealth Dex 4 = +4

Survival Wis 9 = +3 + 6

Wizard spells:

First-level castings: 4/day + 1/day

Second-level castings: 3/day

Third-level castings: 3/day

Fourth-level castings: 3/day

Fifth-level castings: 3/day

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Sixth-level castings: 2/day

Seventh-level castings: 2/day

Eighth-level castings: 1/day

Ninth-level castings: 1/day

At wizard level 20, Tiffany knows 5 wizard cantrips. Mark Tiffany's Wizard Cantrip(s) here:

As a magic initiate, Tiffany knows two additional Wizard Cantrips. Mark Tiffany's Wizard Cantrips here:

Acid Splash Blade Ward Chill Touch

Dancing Lights Fire Bolt Friends

Light Mage Hand Mending

Message Minor Illusion Poison Spray

Prestidigitation Ray of Frost Shocking Grasp

True Strike

Use the first box to mark the wizard spells in Tiffany's spellbook. Tiffany has at least 44 wizard spells in her spellbook.

Use the second box to mark the wizard spells that she has prepared. Tiffany can prepare 25 wizard spells daily.

As a magic initiate, Tiffany knows one additional First Level Wizard spell. Mark Tiffany's Wizard spell here:

Mark Tiffany's First Level Wizard spells here:

Alarm Burning Hands Charm Person

Chromatic Orb Color Spray Comprehend Languages

Detect Magic Disguise Self Expeditious Retreat

False Life Feather Fall Find Familiar

Fog Cloud Grease Identify

Illusory Script Jump Longstrider

Mage Armor Magic Missile Protection from Evil and Good

Ray of Sickness Shield Silent Image

Sleep Tasha's Hideous Laughter Tenser's Floating Disk

Thunderwave Unseen Servant Witch Bolt [evocation]

Mark Tiffany's Second Level Wizard spells here:

Alter Self Arcane Lock Blindness / Deafness

Blur Cloud of Daggers Continual Flame [evocation]

Crown of Madness Darkness [evocation] Darkvision

Detect Thoughts Enlarge / Reduce Flaming Sphere

Gentle Repose Gust of Wind [evocation] Hold Person

Invisibility Knock Levitate

Locate Object Magic Mouth Magic Weapon

Melf Acid Arrow Mirror Image Misty Step

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Nystul's Magic Aura Phantasmal Force Ray of Enfeeblement

Rope Trick Scorching Ray [evocation] See Invisibility

Shatter [evocation] Spider Climb Suggestion

Web

Mark Tiffany's Third Level Wizard spells here:

Animate Dead Bestow Curse Blink

Clairvoyance Counterspell Dispel Magic

Fear Feign Death Fireball [evocation]

Fly Gaseous Form Glyph of Warding

Haste Hypnotic Pattern Leomund's Tiny Hut [evocation]

Lightning Bolt [evocation] Magic Circle Major Image

Nondetection Phantom Steed Protection from Energy

Remove Curse Sending [evocation] Sleet Storm

Slow Stinking Cloud Tongues

Vampiric Touch Water Breathing

Mark Tiffany's Fourth Level Wizard spells here:

Arcane Eye Banishment Blight

Confusion Conjure Minor Elementals Control Water

Dimension Door Evard's Black Tentacles Fabricate

Fire Shield [evocation] Greater Invisibility Hallucinatory Terrain

Ice Storm [evocation] Leomund's Secret Chest Locate Creature

Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum

Otiluke's Resilient Sphere Phantasmal Killer Polymorph

Stone Shape Stoneskin Wall of Fire

Mark Tiffany's Fifth Level Wizard spells here:

Animate Objects Bigby's Hand [evocation] Cloudkill

Cone of Cold [evocation] Conjure Elemental Contact Other Plane

Creation Dominate Person Dream

Geas Hold Monster Legend Lore

Mislead Modify Memory Passwall

Planar Binding Rary's Telepathic Bond Scrying

Seeming Telekinesis Teleportation Circle

Wall of Force [evocation] Wall of Stone [evocation]

Mark Tiffany's Sixth Level Wizard spells here:

Arcane Gate Chain Lighting [evocation] Circle of Death

Contingency [evocation] Create Undead Disintegrate

Drawmij's Instant Summons Eyebite

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Flesh to Stone Globe of Invulnerability Gurads and Wards

Magic Jar Mass Suggsetion Move Earth

Otiluke's Freezing Sphere [evocation] Ottos Irresisbible Dance

Programmed Illusion Sunbeam [evocation] True Seeing

Wall of Ice [evocation]

Mark Tiffany's Seventh Level Wizard spells here:

Delayed Blast Fireball Etherealness Finger of Death

Forcecage [evocation] Mirage Arcane Mordenkainen's Magnificent Mansion

Mordenkainen's Sword Plane Shift Prismatic Spray [evocation]

Project Image Reverse Gravity Sequester

Simulacrum Symbol Teleport

Mark Tiffany's Eighth Level Wizard spells here:

Antimagic Field Antipathy / Sympathy Clone

Control Weather Demiplane Dominate Monster

Feeblemind Incendiary Cloud Maze

Mind Blank Power Word Stun Sunburst [evocation]

Telepathy [evocation]

Mark Tiffany's Ninth Level Wizard spells here:

Astral Projection Foresight Gate

Imprisonment Meteor Swarm [evocation] Power Word Kill

Prismatic Wall Shapechange Time Stop

True Polymorph Weird Wish

Check any artisan tools with which Tiffany is proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Carpenter's tools

Cartographer's tools

Cobbler's tools

Cook's utensils

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Leatherworker's tools

Mason's tools

Painter's supplies

Potter's tools

Smith's tools

Tinker's tools

Weaver's tools

Woodcarver's tools

Check any other tools with which Tiffany is proficient:

Climber's kit

Disguise kit

Drive a truck

Herbalism kit

Navigator tools

Ride a mount

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Fly a plane

Forgery kit

Healer's kit

Sail a ship

Poisoner kit

Thieves' tools

Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.

This Human chose +1 on constitution (already included).

This Human chose +1 on charisma (already included).

Humans learn one extra language.

Noble

You are from a prominent family, or perhaps a knight. Rank has some privileges.

You are proficient in riding a horse.

One extra language of your choice (already included).

You are proficient with at least one kind of gaming set. Consider bringing one.

Wizard

The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.

Ritual casting.

Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.

Level 18: Spell mastery. Choose a 1st level and 2nd level wizard spell. Cast these at the lowest level at will.

Level 20: Signature spells. You have two 3rd level wizard spells that you can cast as through a 3rd level slot, each one once between each short rest, without expending the slot.

Evocation wizard (school)

Level 2: Evocation savant -- the time and cost to put an evocation spell into your spellbook is halved

Level 2: Sculpt spells -- leave a number of allies unaffected by an area spell equal to the level of the spell

Level 6: Potent cantrip -- your cantrip does half damage despite saves

Level 14: Overchannel -- evocations of levels 1-3 do maximum damage; this may be physically hard on you

First Ability Score Improvement: +1 strength; +1 dexterity; Second Ability Score Improvement: +1 charisma; +1 intelligence; Third Ability Score Improvement: +1 strength; +1 intelligence; Fourth Ability Score Improvement: +1 constitution; +1 wisdom; Fifth Ability Score Improvement: +1 dexterity; +1 constitution;

Class HP rolled

Level 1: Wizard 6

Level 2: Wizard 4

Level 3: Wizard 4

Level 4: Wizard 4

Level 5: Wizard 4

Level 6: Wizard 4

Level 7: Wizard 4

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Level 8: Wizard 4

Level 9: Wizard 4

Level 10: Wizard 4

Level 11: Wizard 4

Level 12: Wizard 4

Level 13: Wizard 4

Level 14: Wizard 4

Level 15: Wizard 4

Level 16: Wizard 4

Level 17: Wizard 4

Level 18: Wizard 4

Level 19: Wizard 4

Level 20: Wizard 4

Tiffany's Equipment:

5 lb

5 lb 7 lb

1 lb

20 lb 10 lb

1 lb

10 lb

5 lb

2 lb 3 lb

Weapons / Armor / Shield (from above) Backpack Bedroll Knife, small Mess kit Rations (1 day) x 10 Rope (50', hempen) x 1 Signet ring Tinderbox Torches x 10 Waterskins x 1 Spell component pouch Spellbook x 1

_____ 69 lb

Total

Tiffany's Personality Traits: She is a bit crazy due to the powerful magic. Her magic doesn't always come out right. She is beautiful and knows it and likes to flirt with the boys.

Tiffany's Ideal(s): A girl has got to have fun.

Tiffany's Bond(s): no bonds she is a free spirit

Tiffany's Flaw(s): Semi-crazy. Sometimes uses off the wall magic like a wand of wonder. Also, she loves hats. Every chance she gets she will start showing off her hats. She has a bag of holding filled with thousands of hats. She will do this in the middle of a battle she will charm some of the monsters and they will sit around her and she will spend time showing them her hats.

More about Tiffany:

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She is unaligned but doesn’t like undead and hates the dark lords. She once made the God Dahaka powerless for a week. She will randomly show up and help. She might help the other side. She can't be harmed due to protective magic shield. Those who try to harm her will be turned into a random creature such as a frog, mouse, or other small harmless creature. Her favorite are soft fluffy bunnies. If she changes someone the change last 1d4 weeks. She sometimes changes herself by accident. She has mader herself into a fox, a mouse, a prostitute (she’ll say, “I hate when that happens.”), supergirl, a man and a tree. She is unable to changer herself back and has to wait a week for the effect to wear off.

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Xapham

Xapham11

Huge demon from the abyss it is chaotic evil and difficult to control.

Armor Class 19 (natural armor)

Hit Points: 350

Str 27 (+8) Dex 17 (+3) Con 22 (+6) Int 16 (+3) Wis 12 (+1) Cha 10

Saving throws Str +14, Con +12, Wis +9

Damage Resistances cold, lightning, bludgeoning, piercing, and slashing from nonmagical wepons.

Damage immunities fire and poison

Senses truesight 120 ft

Magic Resistance. The Xapham has advantage on saving throws against spells and other magical effects

Magical Weapons The Xapham weapon attacks are magical

Multiattack. The Xapham makes two attacks per turn one with scythe 2d12+8 and morning star 3d8+6.

Every five turns the Xapham can throw a 10d6 fireball. Save vs intelligence @ -5.