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Dungeon & Dragons Crystal of Light Cithianus’ Murder Rev. 0.6 31-Dec-14 139 Crystal of light Episode 1 Cithianus Murder Part 3 By Paul Ellsworth This document is copyright by Paul Ellsworth © 2014. All rights reserved. The contents of this document may be used by individuals and small groups for gaming purposes.
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Crystal of light Episode 1

Cithianus Murder

Part 3

By

Paul Ellsworth

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

contents of this document may be used by individuals and small groups

for gaming purposes.

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

Aeneas and Agricola are doppelgangers pretending to be simple trades people.. They are spying for the Ashmadia. They will

try to avoid a fight. If they are killed they will be replaced in 1d4 weeks.

Aeneas as elf Agricola as merchant

Stats Block:

AC 14, HP 52, Spd 30

Str 11, Dex 18 (+4), Con 14 (+2), Int 11, Wis 12 (+1), Cha 14 (+2)

Skills: Deception +6, Insight +3

Immune to Charm

Darkvision 60’

Xp 700

Dopplegangers can use its action to polymorph into a small or medium humanoid it has observed or back into its

true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It

reverts to its true form if it dies.

Ambusher. The doppleganger has advantage on attack rolls against any creature it has surprised.

Surprise attack. If the doppleganger surprises a creature and hits it with an attack during the first round of combat,

the target takes an extra 3d6 damage from the attack.

The doppleganger makes two melee attacks.

Melee weapon attack +6 to hit. Hit 1d6 + 4.

The doppleganger can read the surface thoughts of one creature within 60 feet.

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Ashmadia the Necromancer

Male Human Acolyte Wizard 20 Lawful Evil

Strength 18 (+4)

Dexterity 20 (+5)

Constitution 19 (+4)

Intelligence 20 (+5)

Wisdom 15 (+2)

Charisma 17 (+3)

Size: Medium

Height: 5' 10"

Weight: 195 lb

Skin: Tan

Eyes: Dark Brown

Hair: White Wavy; Average Beard

Maximum Hit Points: 162

Speed: 30 feet

Inspiration:

Armor Class: 15 = 10 + 5 [dexterity]

Proficiency bonus: +6

Initiative modifier: + 5 = + 5 [dexterity]

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

Attack (missile / finesse): + 11 = + 6 [proficiency] + 5 [dexterity]

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Strength save: + 4 = + 4 [strength]

Dexterity save: + 5 = + 5 [dexterity]

Constitution save: + 4 = + 4 [constitution]

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

Wisdom save: + 8 = + 6 [proficiency] + 2 [wisdom]

Charisma save: + 3 = + 3 [charisma]

Insight (passive): 18 (23 with advantage)

Perception (passive): 12 (17 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: Abyssal Common Elvish Dark_Elf_Silent

Unarmed strike [+10 to hit; 1+4 bludgeoning] Dagger [+11 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+10 to hit; 1d6+4 bludgeoning, 4 lb, versatile (1d8)] Crossbow, light [+11 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Raven familiar Str 2 (-4) Dex 14 (+2) Con 8 (-1) Int 2 (-4) Wis 12 (+1) Cha 6 (-2) AC 12; HP 1; Speed 10 fly 50; mimic simple sounds; familiars do not attack Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 5 = +5

Animal Handling Wis 2 = +2

Arcana Int 11 = +5 + 6

Athletics Str 4 = +4

Deception Cha 3 = +3

History Int 5 = +5

Insight Wis 8 = +2 + 6

Intimidation Cha 3 = +3

Investigation Int 5 = +5

Medicine Wis 2 = +2

Nature Int 5 = +5

Perception Wis 2 = +2

Performance Cha 3 = +3

Persuasion Cha 3 = +3

Religion Int 11 = +5 + 6

Sleight of Hand Dex 5 = +5

Stealth Dex 5 = +5

Survival Wis 8 = +2 + 6

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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: 3/day

Sixth-level castings: 2/day

Seventh-level castings: 2/day

Eighth-level castings: 1/day

Ninth-level castings: 1/day

At wizard level 20, you know 5 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 44 wizard spells in your spellbook.

Use the second box to mark the wizard spells that you have prepared. You can prepare 25 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

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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 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

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

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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

Mark your Eighth Level Wizard spells here:

Antimagic Field Antipathy / Sympathy Clone [necromancy]

Control Weather Demiplane Dominate Monster

Feeblemind Incendiary Cloud Maze

Mind Blank Power Word Stun Sunburst

Telepathy

Mark your Ninth Level Wizard spells here:

Astral Projection [necromancy] Foresight

Gate Imprisonment Meteor Swarm

Power Word Kill Prismatic Wall Shapechange

Time Stop True Polymorph Weird

Wish

Check any artisan tools with which you are proficient:

Alchemist’s supplies Calligrapher’s supplies

Check any other tools with which you are proficient:

Healer’s kit Ride a mount

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.

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).

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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.

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

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

Ashmadia's Equipment:

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11 lb

2 lb 2 lb

5 lb 7 lb

1 lb

2 lb 1 lb 1 lb 2 lb 1 lb

20 lb 10 lb 1 lb 1 lb 5 lb

1 lb 3 lb

Weapons / Armor / Shield (from above) Alchemist fire x2 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Candle Case (for map or scroll) Chalk Flint and steel Horse Ink pen Ink vial Lantern (bullseye) Mess kit Mirror Oil flasks x2 Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Tinderbox Vial (for ink or potions) x1 Waterskins x1 Healer kit Spellbook x1

_____ 76 lb

Total

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

Leader of a faction opposed to the Dark Lords and is trying to get control of Mortuus Conlegium from the Dark Lords. He has summoned a Xapham from the Abyss and plans to summon more. At the present time he is located in the City of Sravana.

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Balaena the Quick

Female Elf Guild Thief Rogue 7 Neutral Evil

Strength 14 (+2)

Dexterity 20 (+5)

Constitution 17 (+3)

Intelligence 13 (+1)

Wisdom 12 (+1)

Charisma 12 (+1)

Size: Medium

Height: 5' 5"

Weight: 120 lb

Skin: Black

Eyes: Red

Hair: Gold Straight

Maximum Hit Points: 59

Speed: 30 feet

Inspiration:

Armor Class: 16 = 10 + 1 [leather] + 5 [dexterity]

Proficiency bonus: +3

Initiative modifier: + 5 = + 5 [dexterity]

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

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

Strength save: + 2 = + 2 [strength]

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

Constitution save: + 3 = + 3 [constitution]

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

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Wisdom save: + 1 = + 1 [wisdom]

Charisma save: + 1 = + 1 [charisma]

Insight (passive): 14 (19 with advantage)

Perception (passive): 14 (19 with advantage)

Carry: 210 lb maximum

For groups using the optional encumberance rules: If carrying more than 70 lb, encumbered -- -10 on speed

If carrying more than 140 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 [+5 to hit; 1+2 bludgeoning] 2 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 [+5 to hit; 1d8+2 slashing, 4 lb, versatile (1d10 slashing)] Leather armor [light; + 1 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 1 = +1

Arcana Int 1 = +1

Athletics Str 2 = +2

Deception Cha 4 = +1 + 3

History Int 1 = +1

Insight Wis 4 = +1 + 3

Intimidation Cha 1 = +1

Investigation Int 1 = +1

Medicine Wis 1 = +1

Nature Int 1 = +1

Perception Wis 4 = +1 + 3

Performance Cha 1 = +1

Persuasion Cha 1 = +1

Religion Int 1 = +1

Sleight of Hand Dex 11 = +5 + 3 + 3 [expertise]

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

Survival Wis 7 = +1 + 3 + 3 [expertise]

Check any artisan tools with which Balaena is 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 games with which Balaena is proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which Balaena 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

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

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.

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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; Sleight of hand; 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

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 constitution;

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

Balaena's Equipment:

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22 lb

2 lb

5 lb 7 lb 5 lb 4 lb

4 lb

20 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) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Crowbar Fishing gear Flint and steel Grappling hook Iron spikes (10) x4 Mess kit Mirror Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x2 Whetstone Disguise kit (proficient) Poisoner kit (proficient) Thieves' tools (proficient)

_____ 127 lb

Total

Balaena's Personality Traits:

Balaena's Ideal(s):

Balaena's Bond(s):

Balaena's Flaw(s):

More about Balaena: Part of the Dark Elf contingent sent to Centuria City under Talabrina.

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Brorn the Assassin

Male Elf Thug Rogue 9 Lawful Evil

Strength 16 (+3)

Dexterity 20 (+5)

Constitution 19 (+4)

Intelligence 12 (+1)

Wisdom 10 (+0)

Charisma 14 (+2)

Size: Medium

Height: 5' 5"

Weight: 130 lb

Skin: Black

Eyes: Red

Hair: White Straight; Beardless

Maximum Hit Points: 84

Speed: 30 feet

Inspiration:

Armor Class: 16 = 10 + 1 [leather] + 5 [dexterity]

Proficiency bonus: +4

Initiative modifier: + 5 = + 5 [dexterity]

Attack (handheld / thrown): + 7 = + 4 [proficiency] + 3 [strength]

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

Strength save: + 3 = + 3 [strength]

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Dexterity save: + 9 = + 4 [proficiency] + 5 [dexterity]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 5 = + 4 [proficiency] + 1 [intelligence]

Wisdom save: + 0

Charisma save: + 2 = + 2 [charisma]

Insight (passive): 10 (15 with advantage)

Perception (passive): 14 (19 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 Dark_Elf_Silent Undercommon

Unarmed strike [+7 to hit; 1+3 bludgeoning] 2 Daggers [+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)] Longsword [+7 to hit; 1d8+3 slashing, 4 lb, versatile (1d10 slashing)] Leather armor [light; + 1 AC; 10 lb.] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 13 = +5 + 4 + 4 [expertise]

Animal Handling Wis 0 = +0

Arcana Int 1 = +1

Athletics Str 11 = +3 + 4 + 4 [expertise]

Deception Cha 6 = +2 + 4

History Int 1 = +1

Insight Wis 0 = +0

Intimidation Cha 10 = +2 + 4 + 4 [expertise]

Investigation Int 1 = +1

Medicine Wis 0 = +0

Nature Int 1 = +1

Perception Wis 4 = +0 + 4

Performance Cha 2 = +2

Persuasion Cha 2 = +2

Religion Int 1 = +1

Sleight of Hand Dex 9 = +5 + 4

Stealth Dex 13 = +5 + 4 + 4 [expertise]

Survival Wis 0 = +0

Check any artisan tools with which Brorn is proficient:

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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 Brorn 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

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.

Thug

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

You have a bad reputation and people will let you get away with minor criminal offenses.

One extra language of your choice (already included).

You are proficient with gaming sets / playing cards. You can ride a horse.

Rogue

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Proficient in using thief tools.

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

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 strength; +1 constitution; Second Ability Score Improvement: +1 constitution; +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

Level 6: Rogue 5

Level 7: Rogue 5

Level 8: Rogue 5

Level 9: Rogue 5

Brorn's Equipment:

17 lb Weapons / Armor / Shield (from above)

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2 lb 2 lb 5 lb

5 lb 7 lb

4 lb

1 lb 4 lb 1 lb 1 lb 1 lb

20 lb 10 lb 5 lb 8 lb

1 lb 5 lb 1 lb

3 lb 2 lb 1 lb

Acid vials x2 Crossbow bolts (quiver of 20) x1 Sling bullets (group of 10) x1 Backpack Bedroll Candle Fishing gear Flint and steel Gaming set (proficient) Grappling hook Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Rope (50', silk) x1 Shovel / Spade Signal whistle Tinderbox Waterskins x1 Whetstone Disguise kit (proficient) Poisoner kit (proficient) Thieves' tools (proficient)

_____ 106 lb

Total

Brorn's Personality Traits:

Brorn's Ideal(s):

Brorn's Bond(s):

Brorn's Flaw(s):

More about Brorn:

Member of the dark elf contingent sent to Centuria City under Talabrina.

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Chadzina the Battle Master

Female Elf Soldier Fighter 7 Lawful Evil

Strength 17 (+3)

Dexterity 17 (+3)

Constitution 19 (+4)

Intelligence 13 (+1)

Wisdom 11 (+0)

Charisma 15 (+2)

Size: Medium

Height: 5' 4"

Weight: 115 lb

Skin: Black

Eyes: Red

Hair: Black Straight

Maximum Hit Points: 74

Speed: 30 feet

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Inspiration:

Armor Class: 16 = 10 + 3 [mithral shirt] + 3 [dexterity]

Proficiency bonus: +3

Initiative modifier: + 3 = + 3 [dexterity]

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

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

Strength save: + 6 = + 3 [proficiency] + 3 [strength]

Dexterity save: + 3 = + 3 [dexterity]

Constitution save: + 7 = + 3 [proficiency] + 4 [constitution]

Intelligence save: + 1 = + 1 [intelligence]

Wisdom save: + 0

Charisma save: + 2 = + 2 [charisma]

Insight (passive): 10 (15 with advantage)

Perception (passive): 13 (18 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 Undercommon

Unarmed strike [+6 to hit; 1+3 bludgeoning] Dagger [+6 to hit (+8 if thrown, archery style bonus); 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)] Scimitar [+6 to hit; 1d6+3 slashing, 3 lb, finesse, light] Longbow, heavy [+8 to hit (archery style bonus); 1d8+3 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

Acrobatics Dex 3 = +3

Animal Handling Wis 0 = +0

Arcana Int 1 = +1

Athletics Str 6 = +3 + 3

Deception Cha 2 = +2

History Int 1 = +1

Insight Wis 0 = +0

Intimidation Cha 5 = +2 + 3

Investigation Int 1 = +1

Medicine Wis 0 = +0

Nature Int 1 = +1

Perception Wis 3 = +0 + 3

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Performance Cha 2 = +2

Persuasion Cha 2 = +2

Religion Int 1 = +1

Sleight of Hand Dex 3 = +3

Stealth Dex 6 = +3 + 3

Survival Wis 3 = +0 + 3

At fighter level 7, as a battle master, Chadzina knows 4 maneuvers. Check her 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

Chadzina is proficient with at least 1 artisan tool set(s). Check any artisan tools with which Chadzina 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 Chadzina 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

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

Drow / Dark Elf (subrace)

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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.

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 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.

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

Class HP rolled

Level 1: Fighter 10

Level 2: Fighter 6

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Level 3: Fighter 6

Level 4: Fighter 6

Level 5: Fighter 6

Level 6: Fighter 6

Level 7: Fighter 6

Chadzina's Equipment:

16 lb

1 lb 1 lb

5 lb 7 lb 3 lb 4 lb

1 lb 2 lb 1 lb 1 lb 1 lb

20 lb 10 lb

1 lb 5 lb 1 lb

5 lb 2 lb

Weapons / Armor / Shield (from above) Alchemist fire x1 Arrows (quiver of 20) x1 Backpack Bedroll Clothing change x1 Fishing gear Flint and steel Gaming set (proficient) Manacles x1 Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Sewing needle Soap Tinderbox Waterskins x1 Whetstone Bowyer supplies Poisoner kit

_____ 87 lb

Total

Chadzina's Personality Traits:

Chadzina's Ideal(s):

Chadzina's Bond(s):

Chadzina's Flaw(s):

More about Chadzina:

She is a member of the dark elf contingent sent to Centuria City under Talabrina.

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Drisinil the Crafty

Female Elf Acolyte Wizard 8 Lawful Evil

Strength 12 (+1)

Dexterity 18 (+4)

Constitution 16 (+3)

Intelligence 20 (+5)

Wisdom 11 (+0)

Charisma 17 (+3)

Size: Medium

Height: 5' 1"

Weight: 95 lb

Skin: Black

Eyes: Red

Hair: White Straight

Maximum Hit Points: 58

Speed: 30 feet

Inspiration:

Armor Class: 14 = 10 + 4 [dexterity]

Proficiency bonus: +3

Initiative modifier: + 4 = + 4 [dexterity]

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

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

Strength save: + 1 = + 1 [strength]

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Dexterity save: + 4 = + 4 [dexterity]

Constitution save: + 3 = + 3 [constitution]

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

Wisdom save: + 3 = + 3 [proficiency]

Charisma save: + 3 = + 3 [charisma]

Insight (passive): 13 (18 with advantage)

Perception (passive): 13 (18 with advantage)

Carry: 180 lb maximum

For groups using the optional encumberance rules: If carrying more than 60 lb, encumbered -- -10 on speed

If carrying more than 120 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Abyssal Common Elvish Dark_Elf_Silent Undercommon

Unarmed strike [+4 to hit; 1+1 bludgeoning] Quarterstaff [+4 to hit; 1d6+1 bludgeoning, 4 lb, versatile (1d8)] 5 Darts [+7 to hit; 1d4+4 piercing, 1 lb each, finesse, thrown (range 30/120)] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 4 = +4

Animal Handling Wis 0 = +0

Arcana Int 5 = +5

Athletics Str 1 = +1

Deception Cha 6 = +3 + 3

History Int 5 = +5

Insight Wis 3 = +0 + 3

Intimidation Cha 3 = +3

Investigation Int 5 = +5

Medicine Wis 0 = +0

Nature Int 5 = +5

Perception Wis 3 = +0 + 3

Performance Cha 3 = +3

Persuasion Cha 3 = +3

Religion Int 8 = +5 + 3

Sleight of Hand Dex 4 = +4

Stealth Dex 7 = +4 + 3

Survival Wis 0 = +0

Wizard spells:

First-level castings: 4/day

Second-level castings: 3/day

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Third-level castings: 3/day

Fourth-level castings: 3/day

At wizard level 8, Drisinil knows 4 wizard cantrips. Mark Drisinil's 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 Drisinil's spellbook. Drisinil has at least 20 wizard spells in her spellbook.

Use the second box to mark the wizard spells that she has prepared. Drisinil can prepare 13 wizard spells daily.

Mark Drisinil'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 [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

Tasha's Hideous Laughter Tenser's Floating Disk Thunderwave

Unseen Servant Witch Bolt

Mark Drisinil's Second Level Wizard spells here:

Alter Self Arcane Lock Blur

Blindness / Deafness [necromancy] 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 Nystul's Magic Aura Phantasmal Force

Ray of Enfeeblement [necromancy] Rope Trick Scorching Ray

See Invisibility Shatter Spider Climb

Suggestion Web

Mark Drisinil's Third Level Wizard spells here:

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Animate Dead Bestow Curse [necromancy] Blink

Clairvoyance Counterspell Dispel Magic

Fear Feign Death [necromancy] Fireball

Fly Gaseous Form Glyph of Warding

Haste Hypnotic Pattern Leomund's Tiny Hut

Lightning Bolt Magic Circle Major Image

Nondetection Phantom Steed Protection from Energy

Remove Curse Sending Sleet Storm

Slow Stinking Cloud Tongues

Vampiric Touch [necromancy] Water Breathing

Mark Drisinil's Fourth Level Wizard spells here:

Arcane Eye Banishment Blight [necromancy]

Confusion Conjure Minor Elementals Control Water

Dimension Door Evard's Black Tentacles Fabricate

Fire Shield Greater Invisibility Hallucinatory Terrain

Ice Storm 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 Check any other tools with which Drisinil 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

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.

Acolyte

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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.

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.

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 wisdom; Second 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

Level 6: Wizard 4

Level 7: Wizard 4

Level 8: Wizard 4

Drisinil's Equipment:

9 lb

2 lb

5 lb 7 lb 1 lb 4 lb

1 lb

Weapons / Armor / Shield (from above) Acid vials x2 Antitoxin vials x1 Backpack Bedroll Case (for map or scroll) Fishing gear Flint and steel Ink pen Ink vial Mess kit

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1 lb

1 lb 20 lb 10 lb

1 lb 5 lb

8 lb 2 lb 3 lb

Mirror Paper sheets x3 Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Sealing wax Soap Tinderbox Waterskins x1 Alchemist supplies Spell component pouch Spellbook x1

_____ 80 lb

Total

Drisinil's Personality Traits:

Drisinil's Ideal(s):

Drisinil's Bond(s):

Drisinil's Flaw(s):

More about Drisinil:

She is a member of the dark elf contingent sent to Centuria City under Talabrina.

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Durdyn the Guide

Male Elf Soldier Ranger 10 Lawful Evil

Strength 18 (+4)

Dexterity 19 (+4)

Constitution 18 (+4)

Intelligence 13 (+1)

Wisdom 11 (+0)

Charisma 12 (+1)

Size: Medium

Height: 5' 5"

Weight: 140 lb

Skin: Black

Eyes: Red

Hair: Black Straight; Beardless

Maximum Hit Points: 104 Speed: 30 feet

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

Proficiency bonus: +4

Initiative modifier: + 4 = + 4 [dexterity]

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: + 1 = + 1 [intelligence]

Wisdom save: + 0

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Charisma save: + 1 = + 1 [charisma]

Insight (passive): 10 (15 with advantage)

Perception (passive): 14 (19 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 Dark_Elf_Silent Primordial Undercommon

Unarmed strike [+8 to hit; 1+4 bludgeoning] Dagger [+8 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Longsword [+8 to hit; 1d8+4 slashing, 4 lb, versatile (1d10 slashing)] Short Sword [+8 to hit; 1d6+4 piercing, 2 lb, finesse, light] Longbow, heavy [+8 to hit; 1d8+4 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

Acrobatics Dex 4 = +4

Animal Handling Wis 4 = +0 + 4

Arcana Int 1 = +1

Athletics Str 8 = +4 + 4

Deception Cha 1 = +1

History Int 1 = +1

Insight Wis 0 = +0

Intimidation Cha 1 = +1

Investigation Int 1 = +1

Medicine Wis 0 = +0

Nature Int 5 = +1 + 4

Perception Wis 4 = +0 + 4

Performance Cha 1 = +1

Persuasion Cha 1 = +1

Religion Int 1 = +1

Sleight of Hand Dex 4 = +4

Stealth Dex 8 = +4 + 4

Survival Wis 4 = +0 + 4

Ranger spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 2/day

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At ranger level 10, Durdyn knows 6 ranger spells. Mark Durdyn's 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 Durdyn's 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 Durdyn's 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 Durdyn is proficient:

Alchemist's supplies

Boyer / fletcher tools

Brewer's supplies

Calligrapher's supplies

Carpenter's tools

Check any other tools with which Durdyn 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

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

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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.

Soldier

Other military folks will defer to your rank.

You know how to ride a horse.

Ranger

Probably proficient in riding a mount.

This ranger selected the two-weapon fightnig style at level 2, and can add the ability modifier to the damage of the second attack.

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

This ranger chose Underdark as first favored terrain.

This ranger chose Swamp at Level 6.

This ranger chose Forest 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: Elementals Elves Humans

Beast Master Ranger (path)

Level 3: Gain a beast companion.

Level 7: On a round when beast does not attack, beast can dash, disengage, dodge or help

Level 11: Bestial Fury: Beast can make two attacks when commanded to use attack action.

Level 15: Share Spells -- spells cast on yourself also protect beast if within 30 feet.

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

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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

Durdyn's Equipment:

19 lb

2 lb 1 lb

5 lb 7 lb 4 lb

1 lb 1 lb 1 lb

10 lb 2 lb

20 lb 10 lb 8 lb

10 lb 1 lb 5 lb 1 lb

5 lb 2 lb

Weapons / Armor / Shield (from above) Acid vials x2 Arrows (quiver of 20) x1 Backpack Bedroll Fishing gear Flint and steel Gaming set (proficient) Mess kit Mirror Pick, miner's Pitons (bag of 4) x6 Playing cards (proficient) Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Sledge Tinderbox Waterskins x1 Whetstone Bowyer supplies Spell component pouch

_____ 115 lb

Total

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

He is a member of the dark elf contingent sent to Centuria City under Talabrina.

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Elamshin the Stealthy

Male Elf Bounty Hunter Rogue 11 Lawful Evil

Strength 19 (+4)

Dexterity 20 (+5)

Constitution 19 (+4)

Intelligence 16 (+3)

Wisdom 16 (+3)

Charisma 15 (+2)

Size: Medium

Height: 5' 5"

Weight: 145 lb

Skin: Black

Eyes: Red

Hair: White Straight; Beardless

Maximum Hit Points: 102

Speed: 30 feet

Inspiration:

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

Proficiency bonus: +4

Initiative modifier: + 5 = + 5 [dexterity]

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

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

Strength save: + 4 = + 4 [strength]

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Dexterity save: + 9 = + 4 [proficiency] + 5 [dexterity]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 7 = + 4 [proficiency] + 3 [intelligence]

Wisdom save: + 3 = + 3 [wisdom]

Charisma save: + 2 = + 2 [charisma]

Insight (passive): 13 (18 with advantage)

Perception (passive): 17 (22 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: Common Elvish Dark_Elf_Silent Gnoll Undercommon

Unarmed strike [+8 to hit; 1+4 bludgeoning] 4 Daggers [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+9 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Longsword [+8 to hit; 1d8+4 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 13 = +5 + 4 + 4 [expertise]

Animal Handling Wis 3 = +3

Arcana Int 3 = +3

Athletics Str 4 = +4

Deception Cha 6 = +2 + 4

History Int 3 = +3

Insight Wis 3 = +3

Intimidation Cha 6 = +2 + 4

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 3 = +3

Sleight of Hand Dex 5 = +5

Stealth Dex 13 = +5 + 4 + 4 [expertise]

Survival Wis 11 = +3 + 4 + 4 [expertise]

Check any artisan tools with which Elamshin is proficient:

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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 Elamshin 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

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

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.

Rogue

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Proficient in using thief tools.

Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; Stealth; Survival; Poisoner's kit; .

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

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

Elamshin's Equipment:

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24 lb

2 lb 2 lb

5 lb 7 lb 3 lb 5 lb 4 lb

4 lb 3 lb 1 lb 1 lb 2 lb

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

6 lb 3 lb 2 lb 1 lb

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

_____ 120 lb

Total

Elamshin's Personality Traits:

Elamshin's Ideal(s):

Elamshin's Bond(s):

Elamshin's Flaw(s):

More about Elamshin:

He is a member of the dark elf contingent sent to Centuria City under Talabrina.

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Faeryl the Charismatic

Female Elf Charlatan Sorcerer 8 Chaotic Evil

Strength 13 (+1)

Dexterity 20 (+5)

Constitution 17 (+3)

Intelligence 13 (+1)

Wisdom 10 (+0)

Charisma 20 (+5)

Size: Medium

Height: 5' 1"

Weight: 90 lb

Skin: Black

Eyes: Red

Hair: White Straight

Maximum Hit Points: 66 [includes draconic bloodline bonus]

Speed: 30 feet

Inspiration:

Armor Class: 18 = 10 + 5 [dexterity] + 3 [draconic heritage]

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Proficiency bonus: +3

Initiative modifier: + 5 = + 5 [dexterity]

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

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

Strength save: + 1 = + 1 [strength]

Dexterity save: + 5 = + 5 [dexterity]

Constitution save: + 6 = + 3 [proficiency] + 3 [constitution]

Intelligence save: + 1 = + 1 [intelligence]

Wisdom save: + 0

Charisma save: + 8 = + 3 [proficiency] + 5 [charisma]

Insight (passive): 10 (15 with advantage)

Perception (passive): 13 (18 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 Draconic Elvish Undercommon

Unarmed strike [+4 to hit; 1+1 bludgeoning] Dagger [+8 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+4 to hit; 1d6+1 bludgeoning, 4 lb, versatile (1d8)] Crossbow, light [+8 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 5 = +5

Animal Handling Wis 0 = +0

Arcana Int 1 = +1

Athletics Str 1 = +1

Deception Cha 8 = +5 + 3

History Int 1 = +1

Insight Wis 0 = +0

Intimidation Cha 8 = +5 + 3

Investigation Int 1 = +1

Medicine Wis 0 = +0

Nature Int 1 = +1

Perception Wis 3 = +0 + 3

Performance Cha 5 = +5

Persuasion Cha 5 = +5

Religion Int 1 = +1

Sleight of Hand Dex 8 = +5 + 3

Stealth Dex 8 = +5 + 3

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Survival Wis 0 = +0

Sorcerer spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 3/day

Fourth-level castings: 3/day

At sorcerer level 8, Faeryl knows 5 Sorcerer Cantrips. Mark Faeryl's Sorcerer 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

At sorcerer level 8, Faeryl knows 9 sorcerer spells. Mark Faeryl's First Level Sorcerer Spells here:

Burning Hands Charm Person Chromatic Orb

Color Spray Comprehend Languages Detect Magic

Disguise Self Expeditious Retreat False Life

Feather Fall Fog Cloud Jump

Mage Armor Magic Missile Ray of Sickness

Shield Silent Image Sleep

Thunderwave Witch Bolt

Mark Faeryl's Second Level Sorcerer spells here:

Alter Self Blindness / Deafness Blur

Cloud of Daggers Crown of Madness Darkness

Darkvision Detect Thoughts Enhance Ability

Enlarge / Reduce Gust of Wind Hold Person

Invisibility Knock Levitate

Mirror Image Misty Step Phantasmal Force

Scorching Ray See Invisibility Shatter

Spider Climb Suggestion Web

Mark Faeryl's Third Level Sorcerer spells here:

Blink Clairvoyance Counterspell

Daylight Dispel Magic Fear

Fireball Fly Gaseous Form

Haste Hypnotic Pattern Lightning Bolt

Major Image Protection from Energy Sleet Storm

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Slow Stinking Cloud Tongues

Water Breathing Water Walk

Mark Faeryl's Fourth Level Sorcerer spells here:

Banishment Blight Confusion

Dimension Door Dominate Beast Greater Invisibility

Ice Storm Polymorph Stoneskin

Wall of Fire

At sorcerer level 8, Faeryl knows 2 sorcerer metamagics. Check Faeryl's chosen metamagics here.

Careful Spell Distant Spell Empowered Spell

Extended Spell Heightened Spell Quickened Spell

Subtle Spell Twinned Spell

Check any artisan tools with which Faeryl 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 Faeryl 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

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

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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.

Charlatan

You have a fake identity alter-ego.

You are an accomplished forger.

Proficient with disguise kit and gaming kit / playing cards.

Sorcerer

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

Level 2: Sorcerery points equal to sorcerer level. Regained after each long rest. Allow flexible casting and metamagic.

Level 20: Restore 4 sorcery points after each short rest.

Draconic Heritage Sorcerer

Speak and read draconic, double proficiency bonus on charisma checks talking wtih dragons

Choose a heritage and note its type of damage (acid, cold, fire, lighting, poison).

Draconic Resilience: One extra hit point per sorcerer level, base AC is 13 plus dexterity bonus

Level 6: Add your charisma bonus to damage done by your spells when it is of the type associated with your dragon heritage

Level 14: Grow wings and fly

Level 18: Draconic presence

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

Class HP rolled

Level 1: Sorcerer 6

Level 2: Sorcerer 4

Level 3: Sorcerer 4

Level 4: Sorcerer 4

Level 5: Sorcerer 4

Level 6: Sorcerer 4

Level 7: Sorcerer 4

Level 8: Sorcerer 4

Faeryl's Equipment:

11 lb Weapons / Armor / Shield (from above)

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4 lb 2 lb

5 lb 7 lb 3 lb 4 lb

1 lb 1 lb

1 lb 1 lb 1 lb

20 lb 10 lb 8 lb 1 lb 5 lb

8 lb 3 lb 5 lb 2 lb

Acid vials x4 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Clothing change x1 Fishing gear Flint and steel Gaming set (proficient) Hourglass Magnifying glass Mess kit Mirror Potions of healing x2 Playing cards (proficient) Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x1 Alchemist supplies Disguise kit (proficient) Forgery kit (proficient) Spell component pouch

_____ 103 lb

Total

Faeryl's Personality Traits:

Faeryl's Ideal(s):

Faeryl's Bond(s):

Faeryl's Flaw(s):

More about Faeryl:

She is a member of the dark elf contingent sent to Centuria City under Talabrina.

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Garth the Necromancer (Mortuus Conlegium – Ashmadia faction)

Male Human Priest Wizard 12 Lawful Evil Representing NPC

Strength 15 (+2)

Dexterity 18 (+4)

Constitution 19 (+4)

Intelligence 20 (+5)

Wisdom 14 (+2)

Charisma 14 (+2)

Size: Medium

Height: 5' 8"

Weight: 180 lb

Skin: Light

Eyes: Dark Brown

Hair: Black Straight Beardless

Maximum Hit Points: 98 Speed: 30 feet

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

Proficiency bonus: +4

Initiative modifier: + 9 = + 4 [dexterity] + 5 [alert]

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

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

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Strength save: + 2 = + 2 [strength]

Dexterity save: + 4 = + 4 [dexterity]

Constitution save: + 4 = + 4 [constitution]

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

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

Charisma save: + 2 = + 2 [charisma]

Insight (passive): 16 (21 with advantage)

Perception (passive): 12 (17 with advantage)

Carry: 225 lb or less unencumbered

Languages: Abyssal Common Giant Dark Elven

Unarmed strike [+6 to hit; 1+2 bludgeoning] Dagger [+8 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Quarterstaff [+6 to hit; 1d6+2 bludgeoning, 4 lb, versatile (1d8)] 2 Darts [+8 to hit; 1d4+4 piercing, 1 lb each, finesse, thrown (range 30/120)] No familiar yet Feats:

Alert +5 initiative, never surprised when conscious, opponents do not gain advantage on attacks though hidden

Skill Name Key Ability

Skill Modifier

Ability Modifier

Trained? Misc. Modifier

Acrobatics Dex 4 = +4

Animal Handling Wis 2 = +2

Arcana Int 9 = +5 + 4

Athletics Str 2 = +2

Deception Cha 2 = +2

History Int 9 = +5 + 4

Insight Wis 6 = +2 + 4

Intimidation Cha 2 = +2

Investigation Int 5 = +5

Medicine Wis 2 = +2

Nature Int 5 = +5

Perception Wis 2 = +2

Performance Cha 2 = +2

Persuasion Cha 2 = +2

Religion Int 9 = +5 + 4

Sleight of Hand Dex 4 = +4

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Stealth Dex 8 = +4 + 4

Survival Wis 2 = +2

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

* indicates available spell At wizard level 12, you know 5 wizard cantrips. Mark your Wizard Cantrip(s) here:

Acid Splash Fire Bolt Mage Hand Minor Illusion Poison Spray

Use the first box to mark the wizard spells in your spellbook. You have at least 28 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

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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:

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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

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. Priest

The local (evil) 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. 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; 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 Level 10: Wizard 4

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Level 11: Wizard 4 Level 12: Wizard 4

Garth's Equipment:

7 lb

5 lb 1 lb

1 lb 1 lb 1 lb

20 lb 10 lb 1 lb 5 lb

1 lb 3 lb

_____ 56 lb

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

More about Garth:

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Geganius the Deadly

Male Human Priest Cleric 17 Lawful Evil

Strength 15 (+2)

Dexterity 17 (+3)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 20 (+5)

Charisma 17 (+3)

Size: Medium

Height: 6' 2"

Weight: 220 lb

Skin: Tan

Eyes: Green

Hair: White Wavy; Average Beard

Maximum Hit Points: 156

Speed: 30 feet

Inspiration:

Armor Class: 18 = 10 + 4 [scale mail] + 2 [steel shield] + 2 [dexterity in armor]

Proficiency bonus: +6

Initiative modifier: + 3 = + 3 [dexterity]

Attack (handheld / thrown): + 8 = + 6 [proficiency] + 2 [strength]

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

Strength save: + 2 = + 2 [strength]

Dexterity save: + 3 = + 3 [dexterity]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 2 = + 2 [intelligence]

Wisdom save: + 11 = + 6 [proficiency] + 5 [wisdom]

Charisma save: + 9 = + 6 [proficiency] + 3 [charisma]

Insight (passive): 21 (26 with advantage)

Perception (passive): 15 (20 with advantage)

Carry: 225 lb maximum

For groups using the optional encumberance rules: If carrying more than 75 lb, encumbered -- -10 on speed

If carrying more than 150 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

Unarmed strike [+8 to hit; 1+2 bludgeoning]

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

Crossbow, light [+9 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]

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Warhammer [+8 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]

Scale mail [medium; + 4 AC; max dex + 2; stealth disadvantage; 45 lb.]

Steel Shield [+2 AC; 6 lb.]

Feats:

Inspiring Leader Pep talk gives temporary hp equal to your level plus charisma modifier

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 3 = +3

Animal Handling Wis 5 = +5

Arcana Int 2 = +2

Athletics Str 2 = +2

Deception Cha 3 = +3

History Int 8 = +2 + 6

Insight Wis 11 = +5 + 6

Intimidation Cha 3 = +3

Investigation Int 2 = +2

Medicine Wis 5 = +5

Nature Int 2 = +2

Perception Wis 5 = +5

Performance Cha 3 = +3

Persuasion Cha 9 = +3 + 6

Religion Int 8 = +2 + 6

Sleight of Hand Dex 3 = +3

Stealth Dex 3 = +3

Survival Wis 11 = +5 + 6

Cleric 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

Eighth-level castings: 1/day

Ninth-level castings: 1/day

At cleric level 17, Geganius knows 5 cleric cantrips. Mark Geganius's Cleric Cantrip(s) here:

Guidance

Light

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Mending

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

Geganius's level and wisdom allow him to prepare 22 Cleric spells daily. These are in addition to Geganius's domain spells. Mark Geganius'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

Mark Geganius'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

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Protection from Poison

Ray of Enfeeblement [domain spell]

Silence

Spritual Weapon

Warding Bond

Zone of Truth

Mark Geganius'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

Mark Geganius'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

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Mark Geganius'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 Geganius's prepared Sixth Level Cleric spells here:

Blade Barrier

Create Undead

Find the Path

Forbiddance

Harm

Heal

Heroes Feast

Planar Ally

True Seeing

Word of Recall

Mark Geganius's prepared Seventh Level Cleric spells here:

Conjure Celestial

Divine Word

Etherealness

Fire Storm

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Plane Shift

Regenerate

Resurrection

Symbol

Mark Geganius's prepared Eighth Level Cleric spells here:

Antimagic Field

Control Weather

Earthquake

Holy Aura

Mark Geganius's prepared Ninth Level Cleric spells here:

Astral Projection

Gate

Mass Heal

True Resurrection

Check any artisan tools with which Geganius 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 instruments with which Geganius is proficient:

Bagpipes

Drum Horn

Pan flute

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Dulcimer

Flute

Lute

Lyre

Shawm

Viol

Check any games with which Geganius is proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which Geganius 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

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.

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 (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

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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.

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

Level 6: Cleric 5

Level 7: Cleric 5

Level 8: Cleric 5

Level 9: Cleric 5

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

Geganius's Equipment:

62 lb

2 lb

Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x 1

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1 lb 5 lb 7 lb 3 lb

1 lb 4 lb

1 lb 1 lb

20 lb 10 lb

1 lb

10 lb 3 lb

5 lb

5 lb 3 lb 1 lb

Alms box Backpack Bedroll Blanket, winter x 1 Candles x 5 Censer and incense Fishing gear Ink pen Ink vial Mess kit Mirror Paper sheets x 5 Rations (1 day) x 10 Rope (50', hempen) x 1 Signet ring Tinderbox Torches x 10 Vestments Waterskins x 1 Calligrapher supplies Healer kit (proficient; playtest rules for resuscitations) Holy symbol (silver)

_____ 145 lb

Total

Geganius's Personality Traits:

Geganius's Ideal(s):

Geganius's Bond(s):

Geganius's Flaw(s):

More about Geganius:

Leader of the Cult of the Dark Moon, which is the Centurian branch of the Mortuus Congleium.

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Gordian the Rogue (IA ST-9)

Male Human Guild Thief Fighter 3 / Rogue 5 True Neutral

Strength 16 (+3)

Dexterity 19 (+4)

Constitution 18 (+4)

Intelligence 13 (+1)

Wisdom 11 (+0)

Charisma 13 (+1)

Size: Medium

Height: 5' 10"

Weight: 175 lb

Skin: Tan

Eyes: Green

Hair: Dark Brown Straight

Maximum Hit Points: 78

Speed: 30 feet

Inspiration:

Armor Class: 17 = 10 + 3 [chain shirt] + 2 [steel shield] + 2 [dexterity in armor]

Proficiency bonus: +3

Initiative modifier: + 4 = + 4 [dexterity]

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

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

Strength save: + 3 = + 3 [strength]

Dexterity save: + 7 = + 3 [proficiency] + 4 [dexterity]

Constitution save: + 4 = + 4 [constitution]

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

Wisdom save: + 0

Charisma save: + 1 = + 1 [charisma]

Insight (passive): 10 (15 with advantage)

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Perception (passive): 13 (18 with advantage)

Carry: 240 lb or less unencumbered

Languages: Celestial Common

Unarmed strike [+6 to hit; 1+3 bludgeoning] Dagger [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+7 to hit; 1d8+4 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Short Sword [+7 to hit; 1d6+4 piercing, 2 lb, finesse, light] Chain shirt [medium; + 3 AC; max dex + 2; 20 lb.] Steel Shield [+2 AC; 6 lb.] Feats:

Keen Mind

+1 intelligence; always know which way is north, time to next sunrise / sunset, can recall anything from past month

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 10 = +4 + 3 + 3 [expertise]

Animal Handling Wis 0 = +0

Arcana Int 1 = +1

Athletics Str 3 = +3

Deception Cha 7 = +1 + 3 + 3 [expertise]

History Int 1 = +1

Insight Wis 0 = +0

Intimidation Cha 4 = +1 + 3

Investigation Int 1 = +1

Medicine Wis 0 = +0

Nature Int 1 = +1

Perception Wis 3 = +0 + 3

Performance Cha 1 = +1

Persuasion Cha 1 = +1

Religion Int 1 = +1

Sleight of Hand Dex 7 = +4 + 3

Stealth Dex 7 = +4 + 3

Survival Wis 3 = +0 + 3

At fighter level 3, 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

Human

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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 charisma (already included).

Humans learn one extra language.

Guild Thief

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 two-weapon fighting style, and can add the ability modifier to the damage of the second attack.

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.

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.

Rogue

Proficient in using thief tools.

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

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

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 sleight of hands checks, use thief tools on a trap, open a lock or use something in the environment.

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

Class HP rolled

Level 1: Rogue 8

Level 2: Rogue 5

Level 3: Rogue 5

Level 4: Rogue 5

Level 5: Rogue 5

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Level 6: Fighter 6

Level 7: Fighter 6

Level 8: Fighter 6

Gordian's Equipment:

35 lb

2 lb

5 lb 7 lb 4 lb

2 lb 1 lb 1 lb 1 lb

20 lb 10 lb 8 lb 1 lb 5 lb

8 lb 1 lb 2 lb 1 lb

_____ 114 lb

Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Fishing gear Flint and steel Lantern (hooded) Mess kit Mirror Oil flasks x1 Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x1 Disguise kit (proficient) Healer kit Poisoner kit (proficient) Thieves' tools (proficient) Total

More about Gordian:

Recruited as a member of ST-9. He was a thief who attempted to rob the IA on a dare and got caught. He was given the

choice of prison or working for the IA.

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Guldor the Swordsman

Male Elf Soldier Fighter 10 Neutral Evil

Strength 18 (+4)

Dexterity 19 (+4)

Constitution 18 (+4)

Intelligence 12 (+1)

Wisdom 10 (+0)

Charisma 13 (+1)

Size: Medium

Height: 5' 5"

Weight: 145 lb

Skin: Black

Eyes: Red

Hair: Black Straight; Beardless

Maximum Hit Points: 104

Speed: 30 feet

Inspiration:

Armor Class: 17 = 10 + 5 [mithral scale] + 2 [dexterity in armor]

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: + 4 = + 4 [dexterity]

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

Intelligence save: + 1 = + 1 [intelligence]

Wisdom save: + 0

Charisma save: + 1 = + 1 [charisma]

Insight (passive): 10 (15 with advantage)

Perception (passive): 14 (19 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 Undercommon

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] Longbow, heavy [+8 to hit; 1d8+4 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed] Mithral scale [medium; + 5 AC; max dex + 2; 25 lb.] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 4 = +4

Animal Handling Wis 0 = +0

Arcana Int 1 = +1

Athletics Str 8 = +4 + 4

Deception Cha 1 = +1

History Int 1 = +1

Insight Wis 0 = +0

Intimidation Cha 5 = +1 + 4

Investigation Int 1 = +1

Medicine Wis 0 = +0

Nature Int 1 = +1

Perception Wis 4 = +0 + 4

Performance Cha 1 = +1

Persuasion Cha 1 = +1

Religion Int 1 = +1

Sleight of Hand Dex 4 = +4

Stealth Dex 8 = +4 + 4

Survival Wis 4 = +0 + 4

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At fighter level 10, as a battle master, Guldor knows 5 maneuvers. Check his 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

Guldor is proficient with at least 1 artisan tool set(s). Check any artisan tools with which Faeryl 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 Guldor 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

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.

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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.

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.

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.

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

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

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Level 7: Fighter 6

Level 8: Fighter 6

Level 9: Fighter 6

Level 10: Fighter 6

Guldor 's Equipment:

35 lb

1 lb

5 lb 7 lb 5 lb 2 lb 4 lb

1 lb

10 lb 1 lb 1 lb 1 lb

20 lb 10 lb

1 lb

10 lb 1 lb

5 lb

Weapons / Armor / Shield (from above) Arrows (quiver of 20) x1 Backpack Bedroll Block and tackle Caltrops (bag of 20) Fishing gear Flint and steel Gaming set (proficient) Hammer, sledge Mess kit Mirror Potions of healing x2 Playing cards (proficient) Rations (1 day) x10 Rope (50', hempen) x1 Signal whistle Tinderbox Waterskins x2 Whetstone Bowyer supplies

_____ 120 lb

Total

Guldor 's Personality Traits:

Guldor 's Ideal(s):

Guldor 's Bond(s):

Guldor 's Flaw(s):

More about Faeryl:

He is a member of the dark elf contingent sent to Centuria City under Talabrina.

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Istolil the Tricky

Female Elf Guild Thief Rogue 12 Lawful Evil

Strength 16 (+3)

Dexterity 20 (+5)

Constitution 16 (+3)

Intelligence 15 (+2)

Wisdom 14 (+2)

Charisma 18 (+4)

Size: Medium

Height: 5' 3"

Weight: 115 lb

Skin: Black

Eyes: Red

Hair: Black Straight

Maximum Hit Points: 99 Speed: 30 feet

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

Proficiency bonus: +4

Initiative modifier: + 5 = + 5 [dexterity]

Attack (handheld / thrown): + 7 = + 4 [proficiency] + 3 [strength]

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

Strength save: + 3 = + 3 [strength]

Dexterity save: + 9 = + 4 [proficiency] + 5 [dexterity]

Constitution save: + 3 = + 3 [constitution]

Intelligence save: + 6 = + 4 [proficiency] + 2 [intelligence]

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Wisdom save: + 2 = + 2 [wisdom]

Charisma save: + 4 = + 4 [charisma]

Insight (passive): 12 (17 with advantage)

Perception (passive): 16 (21 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 [+7 to hit; 1+3 bludgeoning] 4 Daggers [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+9 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] 8 Darts [+9 to hit; 1d4+5 piercing, 1 lb each, finesse, thrown (range 30/120)] Rapier [+9 to hit; 1d8+5 piercing, 2 lb, finesse] Mithral shirt [light; + 3 AC; 10 lb.] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 9 = +5 + 4

Animal Handling Wis 2 = +2

Arcana Int 2 = +2

Athletics Str 3 = +3

Deception Cha 12 = +4 + 4 + 4 [expertise]

History Int 2 = +2

Insight Wis 2 = +2

Intimidation Cha 8 = +4 + 4

Investigation Int 2 = +2

Medicine Wis 2 = +2

Nature Int 2 = +2

Perception Wis 6 = +2 + 4

Performance Cha 4 = +4

Persuasion Cha 4 = +4

Religion Int 2 = +2

Sleight of Hand Dex 9 = +5 + 4

Stealth Dex 13 = +5 + 4 + 4 [expertise]

Survival Wis 10 = +2 + 4 + 4 [expertise]

Check any other tools with which Istolil is proficient:

Climber's kit

Disguise kit Herbalism kit

Navigator tools

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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: Deception; Stealth; Survival; Poisoner's kit; .

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

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

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

Istolil's Equipment:

30 lb

2 lb 2 lb

5 lb 7 lb 5 lb 4 lb

4 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

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1 lb 1 lb 1 lb

20 lb 10 lb 8 lb

1 lb 5 lb

3 lb 2 lb 1 lb

Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', silk) x2 Shovel / Spade Signal whistle Tinderbox Waterskins x1 Disguise kit (proficient) Poisoner kit (proficient) Thieves' tools (proficient)

A glass orb filled with moving smoke

_____ 112 lb

Total

Istolil's Personality Traits:

Istolil's Ideal(s):

Istolil's Bond(s):

Istolil's Flaw(s):

More about Istolil:

She is a member dark elf contingent sent to Centuria City under Talabrina. She uses her extreme beauty to disarm her intended victim. She has been nick named the Black Widow.

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Jevan the Acrobatic

Male Elf Guild Thief Rogue 11 Lawful Evil

Strength 18 (+4)

Dexterity 20 (+5)

Constitution 19 (+4)

Intelligence 12 (+1)

Wisdom 11 (+0)

Charisma 13 (+1)

Size: Medium

Height: 5' 5"

Weight: 130 lb

Skin: Black

Eyes: Red

Hair: Black Straight; Beardless

Maximum Hit Points: 102

Speed: 30 feet

Inspiration:

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

Proficiency bonus: +4

Initiative modifier: + 5 = + 5 [dexterity]

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

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

Strength save: + 4 = + 4 [strength]

Dexterity save: + 9 = + 4 [proficiency] + 5 [dexterity]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 5 = + 4 [proficiency] + 1 [intelligence]

Wisdom save: + 0

Charisma save: + 1 = + 1 [charisma]

Insight (passive): 18 (23 with advantage)

Perception (passive): 14 (19 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 Undercommon

Unarmed strike [+8 to hit; 1+4 bludgeoning]

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

Crossbow, light [+9 to hit; 1d8+5 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]

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Short Sword [+9 to hit; 1d6+5 piercing, 2 lb, finesse, light]

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

Feats:

Skill Name Key

Ability Skill

Modifier Ability

Modifier Trained?

Misc. Modifier

Acrobatics Dex 13 = +5 + 4 + 4 [expertise]

Animal Handling Wis 0 = +0

Arcana Int 1 = +1

Athletics Str 4 = +4

Deception Cha 5 = +1 + 4

History Int 1 = +1

Insight Wis 8 = +0 + 4 + 4 [expertise]

Intimidation Cha 1 = +1

Investigation Int 1 = +1

Medicine Wis 0 = +0

Nature Int 1 = +1

Perception Wis 4 = +0 + 4

Performance Cha 1 = +1

Persuasion Cha 1 = +1

Religion Int 1 = +1

Sleight of Hand Dex 9 = +5 + 4

Stealth Dex 13 = +5 + 4 + 4 [expertise]

Survival Wis 8 = +0 + 4 + 4 [expertise]

Check any artisan tools with which Jevan 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 instruments with which Jevan is proficient:

Bagpipes

Drum

Dulcimer

Flute

Horn

Pan flute

Shawm

Viol

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Lute

Lyre

Check any games with which Jevan is proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which Jevan 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

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.

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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.

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

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Proficient in using thief tools.

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

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

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

Death Saving Throws:

Successes

Failures

Jevan's Equipment:

20 lb

2 lb

5 lb 7 lb

3 lb 5 lb 4 lb

4 lb 3 lb 1 lb 1 lb 1 lb

20 lb 10 lb

8 lb 1 lb

Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Candle Clothing change x1 Crowbar Fishing gear Flint and steel Grappling hook Hammer Mess kit Mirror Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox

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5 lb 1 lb

3 lb 5 lb 1 lb 2 lb

Waterskins x1 Whetstone Disguise kit (proficient) Forgery kit Thieves' tools (proficient) Tools (miscellaneous) x1

_____ 112 lb

Total

Jevan's Personality Traits:

Jevan's Ideal(s):

Jevan's Bond(s):

Jevan's Flaw(s):

More about Jevan:

member dark elf contingent sent to Centuria City under Talabrina

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Jhulae the Astute

Female Elf Sage Wizard 8 Lawful Evil

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 18 (+4)

Intelligence 20 (+5)

Wisdom 15 (+2)

Charisma 17 (+3)

Size: Medium

Height: 5' 2"

Weight: 100 lb

Skin: Black

Eyes: Red

Hair: Black Straight

Maximum Hit Points: 66

Speed: 30 feet

Inspiration:

Armor Class: 13 = 10 + 3 [dexterity]

Proficiency bonus: +3

Initiative modifier: + 3 = + 3 [dexterity]

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

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

Strength save: + 2 = + 2 [strength]

Dexterity save: + 3 = + 3 [dexterity]

Constitution save: + 4 = + 4 [constitution]

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

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

Charisma save: + 3 = + 3 [charisma]

Insight (passive): 12 (17 with advantage)

Perception (passive): 15 (20 with advantage)

Carry: 210 lb maximum

For groups using the optional encumberance rules: If carrying more than 70 lb, encumbered -- -10 on speed

If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Elvish Dark_Elf_Silent Orc Undercommon

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

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

Quarterstaff [+5 to hit; 1d6+2 bludgeoning, 4 lb, versatile (1d8)]

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

Feats:

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 3 = +3

History Int 8 = +5 + 3

Insight Wis 2 = +2

Intimidation Cha 3 = +3

Investigation Int 5 = +5

Medicine Wis 2 = +2

Nature Int 5 = +5

Perception Wis 5 = +2 + 3

Performance Cha 3 = +3

Persuasion Cha 3 = +3

Religion Int 5 = +5

Sleight of Hand Dex 3 = +3

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Stealth Dex 6 = +3 + 3

Survival Wis 5 = +2 + 3

Wizard spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 3/day

Fourth-level castings: 3/day

At wizard level 8, Jhulae knows 4 wizard cantrips. Mark Jhulae's 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 Jhulae's spellbook. Jhulae has at least 20 wizard spells in her spellbook.

Use the second box to mark the wizard spells that she has prepared. Jhulae can prepare 13 wizard spells daily.

Mark Jhulae'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 [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

Tasha's Hideous Laughter Tenser's Floating Disk Thunderwave

Unseen Servant Witch Bolt

Mark Jhulae's Second Level Wizard spells here:

Alter Self Arcane Lock Blindness Deafness

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

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Melf Acid Arrow Mirror Image Misty Step

Nystul's Magic Aura Phantasmal Force Ray of Enfeeblement

Rope Trick Scorching Ray See Invisibility

Shatter Spider Climb Suggestion

Web

Mark Jhulae's Third Level Wizard spells here:

Animate Dead Bestow Curse [necromancy] Blink

Clairvoyance Counterspell Dispel Magic

Fear Feign Death [necromancy] Fireball

Fly Gaseous Form Glyph of Warding

Haste Hypnotic Pattern Leomund's Tiny Hut

Lightning Bolt Magic Circle Major Image

Nondetection Phantom Steed Protection from Energy

Remove Curse Sending Sleet Storm

Slow Stinking Cloud Tongues

Vampiric Touch [necromancy] Water Breathing

Mark Jhulae's Fourth Level Wizard spells here:

Arcane Eye Banishment Blight [necromancy]

Confusion Conjure Minor Elementals Control Water

Dimension Door Evard's Black Tentacles Fabricate

Fire Shield Greater Invisibility Hallucinatory Terrain

Ice Storm 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

Check any artisan tools with which Jhulae 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 Jhulae 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.

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

Sage

You know at least where to find almost any piece of information.

Two extra 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.

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.

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 charisma; Second Ability Score Improvement: +1 intelligence; +1 wisdom;

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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

Jhulae's Equipment:

11 lb

2 lb 2 lb

5 lb 7 lb 1 lb

4 lb

1 lb 1 lb

1 lb 20 lb 10 lb

1 lb

10 lb

8 lb 2 lb 3 lb

Weapons / Armor / Shield (from above) Alchemist fire x2 Crossbow bolts (quiver of 20) x1 Backpack Bedroll Case (for map or scroll) Chalk Fishing gear Flint and steel Ink pen Ink vial Magnifying glass Mess kit Mirror Paper sheets x4 Parchment sheets x2 Potions of healing x2 Rations (1 day) x10 Rope (50', hempen) x1 Sealing wax Tinderbox Waterskins x2 Alchemist supplies Spell component pouch Spellbook x1

_____ 89 lb

Total

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

member dark elf contingent sent to Centuria City under Talabrina

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Katarina the Musician

Female Human Guild Artisan Bard 7 Neutral Good

Strength 14 (+2)

Dexterity 17 (+3)

Constitution 16 (+3)

Intelligence 16 (+3)

Wisdom 16 (+3)

Charisma 20 (+5)

Size: Medium

Height: 5' 9"

Weight: 135 lb

Skin: Light

Eyes: Blue

Hair: Light Brown Straight

Maximum Hit Points: 59

Speed: 30 feet

Inspiration:

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

Proficiency bonus: +3

Initiative modifier: + 4 = + 3 [dexterity] + 1 [bard half proficiency bonus if allowed]

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

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

Strength save: + 2 = + 2 [strength]

Dexterity save: + 6 = + 3 [proficiency] + 3 [dexterity]

Constitution save: + 3 = + 3 [constitution]

Intelligence save: + 3 = + 3 [intelligence]

Wisdom save: + 3 = + 3 [wisdom]

Charisma save: + 8 = + 3 [proficiency] + 5 [charisma]

Insight (passive): 16 (21 with advantage)

Perception (passive): 19 (24 with advantage)

Carry: 210 lb maximum

For groups using the optional encumberance rules: If carrying more than 70 lb, encumbered -- -10 on speed

If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Dwarvish Elvish

Unarmed strike [+5 to hit; 1+2 bludgeoning] Dagger [+6 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)] Crossbow, light [+6 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Longsword [+5 to hit; 1d8+2 slashing, 4 lb, versatile (1d10 slashing)] Leather armor [light; + 1 AC; 10 lb.] Feats:

Skill Name Key

Ability Skill

Modifier Ability Modifier

Trained? Misc.

Modifier

Acrobatics Dex 4 = +3 + 1

Animal Handling Wis 4 = +3 + 1

Arcana Int 4 = +3 + 1

Athletics Str 3 = +2 + 1

Deception Cha 6 = +5 + 1

History Int 6 = +3 + 3

Insight Wis 6 = +3 + 3

Intimidation Cha 8 = +5 + 3

Investigation Int 9 = +3 + 3 + 3 [expertise]

Medicine Wis 4 = +3 + 1

Nature Int 4 = +3 + 1

Perception Wis 9 = +3 + 3 + 3 [expertise]

Performance Cha 8 = +5 + 3

Persuasion Cha 8 = +5 + 3

Religion Int 4 = +3 + 1

Sleight of Hand Dex 4 = +3 + 1

Stealth Dex 4 = +3 + 1

Survival Wis 6 = +3 + 3

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Bard spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 3/day

Fourth-level castings: 1/day

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

Blade Ward Dancing Lights Friends

Light Mage Hand Mending

Message Minor Illusion Prestidigitation

True Strike Vicious Mockery

At bard level 7, you know 10 bard spells. In addition, add your two Lore College spells (from any class) at the appropriate levels. Mark your First Level Bard spells here:

Animal Friendship Bane Charm Person

Comprehend Languages Cure Wounds Detect Magic

Disguise Self Dissonant Whispers Faerie Fire

Feather Fall Healing Word Heroism

Identify Illusory Script Longstrider

Silent Image Sleep Speak with ANimals

Tashas Hideous Laughter Thunderwave Unseen Servant

Mark your Second Level Bard spells here:

Animal Messenger Blindness / Deafness Calm Emotions

Cloud of Daggers Crown of Madness Detect Thoughts

Enhance Ability Enthrall Heat Metal

Hold Person Invisibility Knock

Lesser Restoration Locate Animals or Plants Locate Object

Magic Mouth Phantasmal Force See Invisibility

Shatter Silence Suggestion

Zone of Truth

Mark your Third Level Bard spells here:

Bestow Curse Clairvoyance Dispel Magic

Fear Feigh Death Glyph of Warding

Hypnotic Pattern Leomunds Tiny Hut Major Image

Nondetection Plant Growth Sending

Speak with Dead Speak with Plants Stinking Cloud

Tongues

Mark your Fourth Level Bard spells here:

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Compulsion Confusion Dimension Door

Freedom of Movement Greater Invisibility Hallucinatory Terrain

Locate Creature Polymorph

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

You are proficient with at least 3 musical instrument(s). 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

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.

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Guild Artisan

You belong to a union of skilled workers, or are perhaps a merchant, and have the privileges that go with it.

You are proficient with a set of artisan tools (already included).

One extra language of your choice (already included).

Bard

Ritual caster.

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

Bardic Inspiration -- on your turn as a bonus action, you can give one creature a d6, to add to a d20 already rolled but before results are known. Use this feature a number of times per day equal to your charisma modifier, minimum of 1.

Start with two cantrips

Level 2: Jack of all trades. Add half your proficiency to ability checks if you are not proficient in a skill.

Level 2: Song of Rest (d6).

Level 3: Two areas of expertise Expertise with four skills / tools gives double proficiency bonus on checks: Investigation; Perception; .

Level 5: Bardic inspiration dice are d8, regain on short rest.

Level 5: Font of Inspiration.

Level 6: Countercharm

Level 10: Two more areas of expertise. Bardic inspiration dice are d10.

Level 10: Add two spells of a level you can cast from any class to the spells you know

Level 14: Add two more spells of a level you can cast from any class to the spells you know

Level 15: Bardic inspiration dice are d12.

Level 18: Add two more spells of a level you can cast from any class to the spells you know

Level 20: When you roll initiative and have no use of Bardic Inspiration, get one use.

Lore Bard (college)

Level 3: Cutting words. You can use a Bardic Inspiration die against an opponent d20 roll provided the opponent can hear and understand you.

Level 6: Two additional spells of a level you can cast from any class.

Level 14: You can add your Bardic Inspiration dice to your own ability checks after rolling d20 before you know result.

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

Class HP rolled

Level 1: Bard 8

Level 2: Bard 5

Level 3: Bard 5

Level 4: Bard 5

Level 5: Bard 5

Level 6: Bard 5

Level 7: Bard 5

Katarina's Equipment:

21 lb

3 lb

Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x2

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2 lb

5 lb 7 lb 4 lb

2 lb 1 lb 1 lb

2 lb

20 lb 10 lb

8 lb 1 lb 5 lb 1 lb

1 lb 1 lb 2 lb 2 lb 3 lb

Holy water flasks x2 Backpack Bedroll Fishing gear Flint and steel Horse Ink pen Ink vial Lantern (bullseye) Mess kit Mirror Paper sheets x3 Pole Rations (1 day) x10 Rope (50', hempen) x1 Sewing needle Shovel / Spade Tinderbox Waterskins x1 Whetstone Healer kit Holy symbol (silver) Lute (proficient) Spell component pouch Spellbook x1

_____ 102 lb

Total

Katarina's Personality Traits: Katarina's Ideal(s): Katarina's Bond(s): Katarina's Flaw(s): More about Katarina: Crown Prince Leopold from Dumnonia is in love with Katarina. She owns a small estate that she inherited from her grandfather on the outskirts of Centuria City.

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Kethan the Scout

Male Elf Outlander Ranger 9 Lawful Evil

Strength 19 (+4)

Dexterity 17 (+3)

Constitution 16 (+3)

Intelligence 14 (+2)

Wisdom 15 (+2)

Charisma 11 (+0)

Size: Medium

Height: 5' 5"

Weight: 140 lb

Skin: Black

Eyes: Dark Brown

Hair: Black Straight; Beardless

Maximum Hit Points: 85

Speed: 30 feet

Inspiration:

Armor Class: 18 = 10 + 3 [mithral shirt] + 2 [steel shield] + 3 [dexterity]

Proficiency bonus: +4

Initiative modifier: + 3 = + 3 [dexterity]

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

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

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

Dexterity save: + 7 = + 4 [proficiency] + 3 [dexterity]

Constitution save: + 3 = + 3 [constitution]

Intelligence save: + 2 = + 2 [intelligence]

Wisdom save: + 2 = + 2 [wisdom]

Charisma save: + 0

Insight (passive): 12 (17 with advantage)

Perception (passive): 16 (21 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: Celestial Common Elvish Dark_Elf_Silent Giant Undercommon

Unarmed strike [+8 to hit; 1+4 bludgeoning]

Dagger [+8 to hit (+10 if thrown, archery style bonus); 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Longsword [+8 to hit; 1d8+4 slashing, 4 lb, versatile (1d10 slashing)]

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Longbow, heavy [+9 to hit (archery style bonus); 1d8+3 piercing, 2 lb, ammunition (range 150/600), heavy, two-handed]

Mithral shirt [light; + 3 AC; 10 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 6 = +2 + 4

Arcana Int 2 = +2

Athletics Str 8 = +4 + 4

Deception Cha 0 = +0

History Int 2 = +2

Insight Wis 2 = +2

Intimidation Cha 0 = +0

Investigation Int 2 = +2

Medicine Wis 2 = +2

Nature Int 6 = +2 + 4

Perception Wis 6 = +2 + 4

Performance Cha 0 = +0

Persuasion Cha 0 = +0

Religion Int 2 = +2

Sleight of Hand Dex 3 = +3

Stealth Dex 7 = +3 + 4

Survival Wis 6 = +2 + 4

Ranger spells:

First-level castings: 4/day

Second-level castings: 3/day

Third-level castings: 2/day

At ranger level 9, Kethan knows 6 ranger spells. Mark Kethan's 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

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Jump

Longstrider

Speak with Animals

Mark Kethan's 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 Kethan's 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 Kethan is 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

Kethan is proficient with at least 1 musical instrument(s). Check any instruments with which Kethan is proficient:

Bagpipes

Drum

Dulcimer

Flute

Lute

Lyre

Horn

Pan flute

Shawm

Viol

Check any games with which Kethan is proficient:

Dragon Chess

Three Dragon Ante

Board Game:

Card Game:

Dice game:

Check any other tools with which Kethan 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

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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.

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

Outlander

You are from a wilderness community.

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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.

Ranger

Probably proficient in riding a mount.

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

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

This ranger chose Underdark as first favored terrain.

This ranger chose Forest at Level 6.

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

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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:

Celestials Elves Humans

Beast Master Ranger (path)

Level 3: Gain a beast companion.

Level 7: On a round when beast does not attack, beast can dash, disengage, dodge or help

Level 11: Bestial Fury: Beast can make two attacks when commanded to use attack action.

Level 15: Share Spells -- spells cast on yourself also protect beast if within 30 feet.

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

Kethan's Equipment:

23 lb

2 lb 1 lb

5 lb 7 lb 4 lb 5 lb

1 lb 1 lb

20 lb 10 lb 8 lb 1 lb 5 lb

5 lb 1 lb 3 lb 2 lb 2 lb

Weapons / Armor / Shield (from above) Alchemist fire x2 Arrows (quiver of 20) x1 Antitoxin vials x1 Backpack Bedroll Fishing gear Fishing net Flint and steel Mess kit Mirror Rations (1 day) x10 Rope (50', hempen) x1 Shovel / Spade Tinderbox Waterskins x1 Bowyer supplies Healer kit Herbalist kit Lute (proficient) Spell component pouch

_____ 106 lb

Total

Kethan's Personality Traits:

Kethan's Ideal(s):

Kethan's Bond(s):

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Kethan's Flaw(s):

More about Kethan:

a member of Talabrina dark elf contingent