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A TEST OF FAITH

Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact.
Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers
have been charged with returning Marek, preferably alive, and the artifact to the Knights of the
Eternal Order so he can face trial for his crimes

This adventure is best played with a group of 4-6 characters of level


4-5.

WRITTEN BY MICHAEL PISANI

THIS ADVENTURE CONTAINS DANGEROUS CULTISTS AND CUNNING FAY CREATURES. THE AUTHOR IS
NOT RESPONSIBLE FOR MISSING LIMBS OR SHRUNKEN HEADS.

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INTRODUCTION
“Faith does not eliminate questions. But faith knows
where to take them.”

—Elisabeth Elliot
EDMUND LYONS
Edmund Lyons is the lord commander of the Knights of the Eternal
Order. Edmund is a hearty man with a rounded nose and a thick
ABOUT THE ADVENTURE white mustache. He has tired, but warm eyes and a kind, welcoming
air about him. He is also in his 70’s and has known Marek almost his
A Test of Faith is an adventure designed around the idea that there entire life.
is sometimes more to a story than outwardly apparent.
Edmund sought out the party in hopes of keeping the loss of the
Marek the Stalwart has taken the Eye of Vecna after being contacted artifact as quiet as possible. Although he doubts Marek’s allegations
by Kelemvor, his deity. He has slain several paladins of the Knights of of danger from within, he has called in an outside party in the off
the Eternal order, subdued several of the guards and fled the order’s chance that his friend is not merely suffering a bout of madness. He
stronghold. loves Marek, and hopes to have him returned so that his madness
can be treated and this matter can be settled.
The party is charged with returning Marek to the stronghold to face
judgement for his crimes. Edmund Lyons, the lord commander of the
order, prefers that Marek be returned alive. More importantly the EWAN HARPER
Eye of Vecna must be returned, even if it means the death of Marek
the Stalwart. Ewan is second in command of the order. He is in his late 40’s,
slightly balding and has an intimidating and somber presence. Ewan
has a reputation, he is known to unleash swift, decisive judgement
CHARACTERS OF NOTE on those he deems guilty. He is known to be the most powerful of
his order and many members speak of his ferocity and power on the
battlefield. Few wish to cross him, and those who do seldom live to
MAREK THE STALWART tell the tale.
Marek is a human paladin of the Knights of the Eternal Order. He has
Ewan was corrupted by Vecna when coming into contact with a very
devoted himself, and his life to the service of Kelemvor. Many of the
powerful magical text he found in Sylverymoon many years
Knights of the order consider Marek to be one of the most pious
previous. He has spread the taint of Vecna slowly through the order
members of the order and revere the old man. Even in his mid-70’s
in an attempt to liberate the Eye.
he is still one of the strongest and most adept warriors, slower than
he used to be, but still a powerful threat on the battlefield.

As of late Marek has been receiving warnings from Kelemvor himself


SLOANE MASON
warning the old man of the danger growing inside the order itself. Sloane is a 22-year-old half elven ranger. She is an expert track and
He has not kept the messages silent, Marek is a brash man, causing has been assigned to the party by Edmund. Unbeknownst to the
many in the order to believe that in his advanced age his sanity may party she is also Marek’s daughter. She is a member of the order and
be diminishing. is hoping to convince her father to return and face his judgement.
She will protect the party as best she can, but should they attempt
to kill her father she will quickly turn on them. She will also do her
Marek’s Failing Sanity best to hide her identity.
Although Marek may seem mad to some of those around Sloane is a good source of information about the surrounding lands.
him, he is, in fact, being contacted by Kelemvor. The deity It won’t take her long to find her father’s path. The more
has chosen his champion and deems him to be the information Sloane hears regarding the existence of a cult inside the
most adequate protector of the Hand of Vecna. order the more she begins to believe her father, until she eventually
decides to help him escape.

Written by Michael Pisani A Test of Faith 2


KNIGHTS OF THE ETERNAL ORDER
The primary duty of the Knights of the Eternal Order, Kelemvor's main
order of paladins, is to hunt and destroy powerful undead. The order
Edmund’s chapter of the Order is located in a keep just outside of
The city of Silverymoon, close enough to have a view of the city’s
beautiful moon bridge.

Kelemvor
Kelemvor Lyonsbane is known as the Lord of the Dead and
Judge of the Damned. Kelemvor urges that death is natural, and
part of life, and should not be feared. Because of his reverence
for death as a part of life, he holds the undead in extreme
contempt

Written by Michael Pisani A Test of Faith 3


A BLOODY EXIT
THE INNER SANCTUM The second corpse is of a dark-haired man looking to be in his early
The party is escorted through a reinforced door by two of the 40’s. His tight cut curls matted against his face with now dried
order’s guards. Edmund stands looking over the two slain bodies as sweat. He sits slumped against the pedestal with a puncture wound
a couple of guards sit in a corner holding their heads, seemingly at his clavicle spilling blood onto his breastplate. A DC 12 MEDICINE
nursing head injuries. Edmund seems perplexed by the scene. CHECK reveals that a sword was more than likely driven downward
from the top through his body inside of his armor.
The room is a hexagonal chamber with a pedestal at the center.
Crumpled below the pedestal on the floor are the corpses of two A DC 16 INVESTIGATION CHECK on either body reveals the elf and
paladins whose armor bears the symbol of the Knights of the Eternal human both have a small vial of blood worn on a silver chain around
Order their necks.

EDMUND These necklaces signify members of the cult operating inside the
order. If other members of the order are asked about the vials they
Edmund, upon seeing the party moves to greet them. He tells the either don’t know, or pretend not to know what they are.
party that a very powerful magical item that the order has been
protecting for years has been taken, and they believe on of their
own ahs taken it. He quickly confesses to being a good friend of
THE GUARDS
Marek and seems genuinely perplexed by his friend’s betrayal. He If Questioned the guards give similar accounts of the events. They
says this is even more confusing because Marek is often considered say that Marek entered the chamber, turning to close the door
to be the most pious of all Kelemvor’s followers. behind him. He looked as if he hadn’t slept in days, and began
uttering to the guards some madness about a looming threat and a
He tells the party that Marek had spearheaded an expedition into growing cancer. He then apologized to the guards before lifting a
the nearby city of Sylverymoon to root out what he feared was the scroll and uttering a few words, blanketing the room in a magical
beginning of a cult of Vecna worshipers working out of the docking silence. Drawing his sword he made his way towards the Eye of
district. He claimed to have found evidence of the cult in a small Vecna.
mercantile guild called The Voice of the Silent and had been
planning to eventually lead a small group into the city to root out The two Paladins in the room drew their weapons as he approached,
the infestation in the coming weeks. but were no match for the seasoned knight’s abilities. He cut them
down using a combination of superior swordsmanship and magic.
Discovering the existence of a cult in such close proximity to the Eye
of Vecna, Marek had become increasingly erratic and prone to bouts He then worked to subdue the guards. When they came to, the eye
of madness, claiming to be speaking to Kelemvor directly. was gone, and there was no sign of Marek. It seems he was able to
Considering Marek’s advanced age, Edmund insisted that his friend slip out unnoticed.
be attended by the keep’s cleric. The cleric feared Marek was
suffering from the early stages of dementia. Some of the guards, if pressed will confess to feeling as if Marek had
the opportunity to strike them down, but stayed his hand
Edmund also explains that Marek is more than likely accompanied
by a loyalist group, members of the order who see Marek as some
sort of prophet. He urges you to try and return his friend unharmed. MAREK’S QUARTERS
He says Marek must face trial for his transgressions, but ultimately
If the party decide to visit Marek’s quarters they are led through the
he just wants his friend to be treated for his madness. Most
stronghold by armed guards to a modest and room with a beautiful
importantly though, the Eye of Vecna must be found and returned
view of nearby Silverymoon. It has a small cot and a bookshelf next
to the safety of the order’s stronghold.
to a writing desk covered in blank parchment. The drawers contain
several quills and inkwells.
THE BODIES The bookshelf is filled with several religious texts pertaining to
The first corpse is of a 25-year-old half elven female paladin. Her Kelemvor and how he came to be ascended. Other books tell of
face is strikingly beautiful despite the large slash across it, small alchemical formula and the tennants of the order.
splattering blood into her golden hair and cleaving a part of her
nose. She also has a seared hole in her breastplate, and through her They can also find buried in the desk a journal that chronicles his
chain shirt, exposing badly burned flesh beneath at the stomach. Her investigation and discovery of the vecna cult in Silverymoon. He
longsword lays at her side along with a shield bearing the crest of seems to have come to the conclussion that someone within the
the order. order is working dircetly with the cult. But who?

Written by Michael Pisani A Test of Faith 4


around packing orders and taking them to the docks. You even see a
EWAN couple goliath’s taking huge crates in their hands out to ships.
When the party finally decides to leave Ewan stops them at the
In the rear of the warehouse is a locked door leading to what
stronghold’s gate. He speaks to whoever appears to be in charge,
appears to be a smaller room in the rear of the building. Inside the
and warns the party to make no mistake, Marek is a very dangerous room is a 20’X20’ office that seems ordinary. Older looking crates
man and his danger is only compounded by the madness over taking
litter the room and cobwebs cling to the rafters.
him.
A DC 12 PERCEPTION CHECK reveals an object covered by a sheet
He tells them that he understands that Edmund wants Marek taken pressed against a wall of the office. The sheet appears to have a
alive, but that is not a pragmatic choice. He fears that the lord
small spattering of blood on it.
commander’s love of his friend is clouding his judgement. The most
important thing is to return the eye to their stronghold, even if it Pulling the sheet aside reveals a small altar containing a
means the death of Marek. He’s not sure where Marek went, but he bloodstained ceremonial knife with a hilt bearing a left hand with an
has several scouts looking now, and will contact the party if they find eyeball in the center of it.
any sign of the paladin.
A DC 15 PERCEPTION CHECK also reveals a book case covered by
He suggests in the meantime perhaps they can investigate any another sheet. The book case contains several tomes devoted to
connection to the cult Marek was rooting out. He offers them Vecna and his ascent to godhood. They describe certain rituals used
directions to Sylverymoon and says he has made arrangements for to create an avatar of Vecna, serving to begin the dark lord‘s
the party to stay at The Dancing Goat, an inn located in the East reawakening. First, they must attain the eye and hand of Vecna,
Ward. He says he’ll be in contact as soon as his scouts have tracked fusing it to a willing host, opening a connection through the planes
down Marek. and creating a passageway that Vecna’s essence can pass through.
The vessel must then willingly give himself over to Vecna remaining
A DC 16 PERCEPTION CHECK reveals that Ewan also wears a chain
conscious inside his body as Vecna takes over, or be killed by his
around his neck similar to those holding the vial on the murdered
superior will.
Paladins.
Evening: If the party scouts the mercantile in the evening they
quickly observe a robed figure making his way from inside the

WHISPERS mercantile, locking the door and making his way to the warehouse
and into the back room.

If the party follows the man into the warehouse and enter the back
room they can see 3 Vecna Cultists and a Vecna Priest. (Stat Blocks

SILVERYMOON in Apendix A.) The cultists immediately attack the party on sight.

Often dubbed "the Gem of the North", Silverymoon resembles the After the battle if the party examines the altar they will discover
lost elven city of Myth Drannor. It has rich culture and is known as a everything mentioned before as well as the following letter.
meeting place for all races that are morally inclined towards good.
Even the occasional drow with good intentions can eventually find Although the time grows near we Must work quietly,
hospitality in the city of Silverymoon. remaining a whisper in the darkness. I have tried to
keep our presence a secret, but we have been seen. It
Silverymoon is also famous for being a home to many notable
will be taken soon, this I promise, and we will see our
wizards, sorcerers and other mages. The shining moon bridge is a
staple of the area and blankets the city in a soft glow every night. dark lord that much closer to his re-awakening. You
must begin the preparations
(More information on Silverymoon can be found on pp. 53-54 in the
Sword Coast Adventurer’s Guide.) -The Heart

VOICE OF THE SILENT MERCANTILE THE DANCING GOAT


Daytime: If the guild is visited during the day it appears to be a small Renowned for revelry at all hours of the night The Dancing Goat is a
office housing several merchants working to turn over the days site of endless, enthusiastic dancing and flirting. It contains a
orders. The orders are hand delivered by several halfling messengers wonderful selection of wines from all over the North. The upper two
to a nearby storehouse that contains a mixture of general floors of this tavern provide modest rooms welcoming weary
merchandise being shipped out (anything from the Adventuring travelers and providing an evening’s respite.
Gear table on pp. 148 of the Player’s Handbook.).
Shortly after reaching The Dancing Goat the party is tracked down
If the party decides to break into the warehouse during the day they by Sloane Mason. She explains to them that Ewan’s scouts have
will discover what appears to be a legitimate business. A half-orc located Marek and have trailed him long enough to learn that he
foreman directs several humans, half-orc, and halflings running plans to take the Eye of Vecna to his dwarven allies in Citadel

Written by Michael Pisani A Test of Faith 5


Felbarr. He seems to be traveling a North-Western path around the searches the campsite for clues anyone with a PASSIVE PERCEPTION
mountains. 13 Or Higher will notice that a DRYAD watches them. A PERCEPTION
CHECK DC 15 reveals 2 WEREBEAR hiding in the brush behind her.
Sloane urges the party to leave hastily, insisting that there is no time
to waste, lest they lose Marek’s trail. She’s arranged for transport to The Dryad will address the party and explain that she owes Marek a
Marek’s last known location, but insists they travel by foot from debt and that she cannot let the party continue to pursue the man.
there so she can more accurately track him. She explains that She warns the party that they should turn back now and insists that
Edmund has insisted she accompany the party as a representative of she will make sure they receive safe passage out of the forest. If the
the order, and as assurance that he will be delivered home group refuses to leave then she has no choice but to attack, calling
unmolested. on the werebear to protect her.

A Dryad’s Debt Repaid

ON THE ROAD Marek previously led an expedition into the mountains nearby,
clearing out an undead blight that had plagued the local wildlife.
Ever since then, the Dryad has held Marek in the highest regard.

RANSACKED CAMP
After traveling most of the day off the main road the party find
themselves at a clearing. Almost immediately their nose is assaulted MAREK’S CAMPSITE
with the stench of death. Towards the center of the clearing is a
After the encounter with the Dryad Sloane spends the following day
covered wagon tilted forward on one side. As they make their way
tracking Marek. She scouts ahead and disappears for a couple of
around the side of the wagon they begin to see the corpses of
hours before returning to the party. It is now evening, and Sloane
several orcs litterimg the ground. When they make their way to the
informs you she has found Marek’s camp. She says they only left one
other side of the wagon they see a young human couple. The man is
lookout and 2 more men, and Marek are sleeping in their tents. She
mending the wheel of his cart and the woman is swaddling a small
hadn’t seen any movement in their tents for some time.
cooing baby.
When the party reaches the campsite, it is quiet. It appears that the
If questioned they admit to seeing a man that matches Marek’s
knight left on watch is asleep. (He has been killed by a WRAITH
description. They also explain that had it not been for Marek and his
making its way to Marek’s tent.) Anyone with a PASSIVE
party passing by, they would surely be dead. The Orcs had already
PERCEPTION 15 will see the wraith. If the party notices it and acts
set on their wagon when Marek and his group found them. He had
Sloane will yell to warm her father and tell him to run.
rescued the small child from the clutches of an orc mage who
intended to eat the child. The men cut down the orcs and even Otherwise the wraith enters the tent awakening Marek as he is
stopped to heal the wounds of the family. They also gave them the attacked, taking 30 damage in the fight with the wraith. He manages
last of the previous night’s hunt in case they couldn’t make it all the to dispatch it before the party enters his tent. In the darkness
way back to town that evening. flashes of radiant energy begin to illuminate the tent, awakening the
2 sleeping knights. Either way Sloane will try to warn her father of
They apologized for not being able to escort the family back home,
his impending attack.
but they had to continue their travels.
Marek will try to escape and do his best to run from the party calling
From here Sloane can quickly find the groups tracks but is also
out for Sloane to follow him. If the party does catch him he will
concerned with the safety of the family. If the group attempts to
plead with them and begin to tell his story:
mend the wheel of the cart Sloane will do anything she can to help
before urging the party to press onward. The Knights of the Eternal Order have been corrupted. At least some
of them. Several members have fallen victim to the lies of Vecna and
ONE STONE have become his thralls. I’m not sure how many, but I know the
corruption is deep, and the Eye of Vecna is no longer safe with the
Sloane leads the party into a clearing containing a massive boulder Order. Kelemvar came to me in visions. He showed me the growing
20 feet across and 12 feet high, covered in precisely engraved danger and Vecna’s desire to see the eye taken from the order.
tracery. Carved steps ascend the south side of the boulder to the
top. Upon entering the sanctum Kelemvar revealed to me the faces of the
two betrayers guarding the eye. I cut them down and took the eye
the remains of a smoldering fire alludes to a recently abandoned and I intend to deliver it to Citadel Felbarr until a more suitable
campsite. An INVESTIGATION CHECK DC10 of the camp shows that a location can be found. Please help me deliver the eye, I implore you. I
group of maybe 4 or 5 had been here over night. Several skinned cannot allow Vecna to proceed with this disgusting perversion of my
rabbit carcasses show that they took time to hunt. As the party order. Stand with me, or stand against, but make your choice.

Written by Michael Pisani A Test of Faith 6


If the party refuses to help Marek, Sloane Mason, Marek, and two
Knights will face the party. If they survive the fight proceed to
EPILOGUE 1.

If they choose to help Marek proceed to EPILOGUE 2.

EPILOGUE 1: RETURNING THE CORPSE


If the party refuses to help Marek, then he and his daughter will
fight to the death. When the party returns the body, Edmund
tearfully accepts the return of his friend and orders the acolytes of
the order to begin making funeral arrangements for the father and
daughter. He takes the Eye of Vecna and hands it to Ewan, telling
him to return it to the chamber.

Edmund then signals another acolyte to bring him a small satchel


contaning 10,000 gold pieces. He says this should be payment
enough and apologizes that he must leave and see to the funeral of
his friend and his daughter. You can hear him muttering to himself
that it was a mistake to send Sloane along with them.

EPILOGUE 2: PROTECTING THE EYE


As the party travels with Marek to Citadel Felbarr they come to a
bridge, the only path for miles leading to Citadel Felbarr. Standing on
the bridge is EWAN, imposing and expectantly waiting, and 2
KNIGHTS. He instructed scouts to tail the party and came
immediately when he had been informed the group had joined
forces with Marek.

He begins to immediately question why Marek is not wearing


shackles, drawing his weapons. He continues to play dumb until he
realizes the party does not intend to hand Marek over. He then
charges at the party engaging them.

If the party survives the encounter, Marek leads them to the Citadel
where they are greeted by several dwarven soldiers accompanying
Parson Glaive, King of Citadel Felbarr. He quickly leads them inside
the fortress, locking the gates behind them.

Once inside the fortress Marek and Parson begin talking quietly to
one another about the implications of Ewan’s betrayal. They turn
back to the party, Marek produces a small lock box, he excuses
himself and walks away holding the box.

Parson introduces himself and tells the party that if they want to
continue on their way, then they will be paid 10,000 gold for their
trouble. He also tells them they will be fed, provisioned and given a
bed for the night if they wish to leave.

Before Parson leaves he makes another offer, if the party prefers


they could continue their employment and begin to consider the
whereabouts of the hand of Vecna.

Written by Michael Pisani A Test of Faith 7


APPENDIX A: CREATURES & NPC’S VECNA PRIEST
Humanoid, lawful evil
VECNA CULTIST Armor Class 11 (natural armor) 15 (with mage armor)
Humanoid, lawful evil Hit Points 104 (16d8 + 32)
Speed 30 ft.
Armor Class 13 (natural armor)
Hit Points 65 (10d8 + 20) STR DEX CON INT WIS CHA
Speed 30 ft. 8 (-1) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 18 (+4)

STR DEX CON INT WIS CHA Skills insight +3, perception +3, Persuasion +3
15 (+2) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 6 (-2) Senses darkvision 60 ft., passive perception 13
Languages Common
Senses Passive Perception 10 Challenge 4 (1,100 XP)
Languages Common
Challenge 1 (200 XP) SPELLCASTING
Blind Faith Vecna Cultists have advantage on saving throws The Vecna Priest is a 6th level spellcaster whose spellcasting
causing radiant damage. ability is Charisma (Spell Save 14, +6 to hit with spell attacks).
He prepares the following spells:
ACTIONS Cantrips (at will): fire bolt, message
Multiattack. The Cultist makes 3 attacks.
1st level (4 slots): charm person, mage armor, magic missile
Morningstar. Melee Weapon Attack: +4 to hit one target, Hit: 6
(1d8 + 2) piercing damage plus 6 (1d8+2) bludgeoning 2nd level (3 slots): alter self, hold person, suggestion
damage 3rd level (3 slots): fear, fireball
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one
target, Hit: 3 (1d4 + 1) bludgeoning damage

DRYAD ACTIONS
Medium fey, Neutral Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1 d4) bludgeoning damage.
Armor Class 11 (natural armor) 16 (with barkskin)
Hit Points 60 (8d8 + 8) Club (with shillelagh): Melee Weapon Attack: +6 to hit, reach
Speed 30 ft. 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
Fey Charm: The dryad Targets one humanoid or beast that
10 (0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
she can see within 30 feet of her. If the target can see the
Skills perception +4, stealth +5 dryad, it must succeed on a DC 14 Wisdom saving throw or be
Senses darkvision 60 ft., passive perception 14 magically Charmed. The Charmed creature regards the dryad
Languages Elvish, Sylvan as a trusted friend to be heeded and protected. Although the
Challenge 1 (200 XP) target isn't under the dryad's control, it takes the dryad's
requests or actions in the most favorable way it can.
INNATE SPELLCASTING Each time the dryad or its allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself
The dryad's innate spellcasting ability is Charisma (spell save
on a success. Otherwise, the effect lasts 24 hours or until the
DC 14, +6 to hit with spell attacks). The dryad can innately cast
dryad dies, is on a different plane of existence from the target,
the following Spells, requiring no material components:
or ends the effect as a Bonus Action. If a target's saving throw
is successful, the target is immune to the dryad's Fey Charm
At will: Druidcraft
for the next 24 hours.
3/day each: Entangle, Goodberry
The dryad can have no more than one humanoid and up to
1/day each: Barkskin, Pass without Trace, Shillelagh
three Beasts Charmed at a time.
Magic Resistance: The dryad has advantage on saving
throws against Spells and other magical effects.
Speak with Beasts and Plants: The dryad can communicate
with Beasts and Plants as if they shared a Language.

Tree Stride: Once on her turn, the dryad can use 10 ft. of her
Movement to step magically into one living tree within her
reach and emerge from a second living tree within 60 ft. of the
first tree, appearing in an unoccupied space within 5 ft. of the
second tree. Both trees must be large or bigger.

Written by Michael Pisani A Test of Faith 8


WEREBEAR KNIGHT
Medium humanoid (human, shape changer), neutral good Medium humanoid (any race), any alignment
Armor Class 10 (natural armor) 11 (in bear and hybrid form) Armor Class 18 (plate)
Hit Points 40 (8d8 + 8) Hit Points 52 (8d8 + 16)
Speed 30 ft. (40 ft. climb in bear or hybrid form) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Skills perception +7 Saving throws Constitution +4, Wisdom +2
Damage Resistances bludgeoning, piercing, and slashing Senses Passive perception 10
damage from nonmagical weapons that aren’t silvered. Languages any one language (usually common)
Languages Common (can’t speak in bear form) Challenge 3 (700 XP)
Challenge 5 (1,800 XP)
TRAITS
TRAITS Brave: The knight has advantage on saving throws against
Shape changer: The werebear can use its action to being Frightened.
Polymorph into a Large bear-humanoid hybrid or into a Large
bear, or back into its true form, which is humanoid. Its ACTIONS
Statistics, other than its size and AC, are the same in each Multiattack: The knight makes two Melee Attacks.
form. Any Equipment it. is wearing or carrying isn't
transformed. It reverts to its true form if it dies. Great sword: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Keen Smell: The werebear has advantage on Wisdom
(Perception) checks that rely on smell. Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
ACTIONS
Multiattack: In bear form, the werebear makes two claw Leadership (Recharges after a Short or Long Rest): For 1
attacks. In humanoid form, it makes two Great axe attacks. In minute, the knight can utter a Special Command or warning
hybrid form, it can Attack like a bear or a humanoid. whenever a non-hostile creature that it can see within 30 ft. of
it makes an Attack roll or a saving throw. The creature can add
Bite (Bear or Hybrid Form Only): Melee Weapon Attack: +7 a d4 to its roll provided it can hear and understand the knight.
to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing A creature can benefit from only one Leadership die at a time.
damage. If the target is a humanoid, it must succeed on a DC This effect ends if the knight is Incapacitated.
14 Constitution saving throw or be cursed with were bear
lycanthropy.
REACTIONS
Claw (Bear or Hybrid Form Only): Melee Weapon Attack: +7 Parry: The knight adds 2 to its AC against one melee Attack
to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing that would hit it. To do so, the knight must see the attacker and
damage. be wielding a melee weapon.
Great axe (Humanoid or Hybrid Form Only): Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4)
slashing damage

Written by Michael Pisani A Test of Faith 9


EWAN HARPER MAREK THE STALWART
Medium Human, Lawful Evil Medium Human, Lawful Good
Armor Class 18 (plate) Armor Class 18 (plate)
Hit Points 143 (22d8 + 44) Hit Points 95 (20d8 + 15)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 18 (+4)
Saving throws strength +9 constitution +6 Saving throws strength +7 constitution +5
Skills perception +9 athletics +9 intimidation +5 Skills perception +6 athletics +9
Senses Passive perception 16 Senses Passive perception 16
Languages Common Languages Common, Sylvan, Elvish, Dwarven
Challenge 9 (5,000 XP) Challenge 9 (5,000 XP)

SKILLS SKILLS
Indomitable (2/Day): Ewan can re-roll a saving throw he has Iron Will (3/Day): If Marek fails a saving throw he can choose
failed. instead to pass.
Second Wind (Once per short or long rest): As a bonus
action Ewan can regain 20 hit points.
SPELLCASTING
Marek is a 6th level spellcaster whose spellcasting ability is
SPELLCASTING Charisma (Spell Save 15, +9 to hit with spell attacks). He
prepares the following spells:
Ewan is a 6th level spellcaster whose spellcasting ability is
Charisma (Spell Save 14, +6 to hit with spell attacks). He 1st level (4 slots): wrathful smite, thunderous smite, bless,
prepares the following spells: shield of faith
Cantrips (at will): fire bolt 2nd level (3 slots): branding smite, aid, magic weapon
1st level (4 slots): wrathful smite, thunderous smite 3rd level (3 slots): blinding smite, aura of vitality
2nd level (3 slots): branding smite, hold person, suggestion
ACTIONS
3rd level (3 slots): fear, blinding smite Multiattack: Marek makes three Melee Attacks with his
longsword.
ACTIONS
Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one
Multiattack: Ewan makes two Melee Attacks with his target. Hit: 7 (1d10 + 5) slashing damage.
greatsword.
Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one REACTIONS
target. Hit: 12 (2d6 + 5) slashing damage. Plus 7(2d6) slashing
if Ewan has more than half of his total hit points.
Parry: Marek adds 2 to his AC against one melee attack that
Heavy Crossbow: Ranged Weapon Attack: +6 to hit, range would hit him. To do so he must see the attacker and be
100/400 ft., one target. Hit: 7 (1d10+2) piercing damage. wielding a melee weapon.

Written by Michael Pisani A Test of Faith 10


SLOANE MASON
Medium Half Elf, Lawful Good
Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30)
Speed 40 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 12 (+1)
Saving throws perception +5 acrobatics +6
Senses Passive perception 15
Languages Common, Sylvan, Elvish
Challenge 3 (700 XP)

SKILLS
Archer’s Eye: As a bonus action, Sloane can add 1d10 to her
next attack or damage roll.

ACTIONS
Multiattack: Marek makes two ranged attacks with her
longbow.
Longbow: Ranged Weapon Attack: +6 to hit, range 150/600
ft., one target. Hit: 8 (1d8+4) piercing damage

Written by Michael Pisani A Test of Faith 11

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