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This adventure is in a neutral setting. Although the names of Avalore and Deepshore have been used,
they can be swapped out for any city near a shoreline. The town (known in this adventure as Deepshore)
is relatively new and may not even appear on your campaign settings map. At the end of the adventure it
is effectively destroyed and abandoned.
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Legals
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
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other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Matthew Scott Forsyth and published under the Community Content
Agreement for Dungeon Masters Guild.
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Chapter 1: Introduction
Overview Running This Adventure
A young assistant from the Arcana Academy has The Docks of Deepshore is an introductory 3
been asked by their mentor to travel to the small hour adventure for 3 players (With the flexibility
harbour town of Deepshore and exchange spell to add more).
books with another school who are delivering
their book by boat. This will introduce new players to the basic
mechanics of a Dungeons and Dragons game.
The assistant has been advised to hire an escort
for the two day journey and will find a couple of Alternatively a Dungeon Master (DM) can use the
mercenaries to help them. adventures framework as a side quest in their own
campaign.
When the trio arrive at Deepshore they will find
the small village has been invaded by orc raiders. If players are new to the game it might pay to
The boat the assistant is supposed to trade with is impart the following information:
under heavy attack.
There are 3 main characters to this one shot. They The pouch that Grandmaster Jarvid will give you
can be of any gender (alternative artwork has been contains 10 gold pieces.
provided).
You are deeply afraid of the water having nearly
You can of course create your own characters for drowned in 3 feet of water on a regular basis. You,
this adventure and add extra characters. Typically of course, are far too proud to tell anyone of this
you would have a combination of some of them fear. You must make a wisdom saving throw of 15
working for the Arcana Academy and others or more if you ever wish to cross a body of water
acting as mercenaries. deeper than 3 feet, even if it is, for example, over a
rickety bridge or gangplank. If you fail the saving
The players will be provided the following throw you freeze in terror for that turn.
descriptions on their character sheets.
You constantly butt heads with your mentor, Now in retirement you’ve found out the only
Grandmaster Jarvid. He is an old man, well past thing you can really do is hold up a shield and
his prime and you are sure he has been holding swing a sword. So here you are, sitting on a wagon,
you back from any sort of promotion. You need escorting all types along a road you know well,
an opportunity to prove yourself, to show the looking as mean as you can. It’s easy work, if a
Academy your worth. Then you can finally step little boring. You keep it simple. You do enough to
out from the shadow from the old wizard. survive, like you have always done.
You have a partner, a halfling called Quip. He’s gold per day. The bandit activity has increased, he
a good scout but the kid is young and full of could easily charge 2 gold a day, even more if the
himself. You know he wants to run the show, turn customer looks scared enough.
it into a profitable enterprise. Thinks he’s got all
the answers. He’ll learn, keep your head down or But he’s a washed up soldier and his heart isn’t
get an arrow in it. really in it. You’ve seen this type before, too many
wars, too many failures. You’ll need to move on
You generally charge your services out at 1 gold from this guy pretty soon. He’s going nowhere.
piece a day. Quip thinks you should charge more.
Maybe he’s right. Your wagon needs repairs You’ll keep your eyes out for the next big
and you could get a second horse to save poor opportunity, like any good scout would.
Buttercup from doing all the work.
You set off in Dunk’s small wagon, pulled At this point let the players describe how they
along by the steady “Buttercup”. The day is set up camp, if they set up a watch etc. It is up to
overcast and the air still holds the crispness of the DM as to how detailed they want to make
autumn. Winter is not far away. this part of the journey. If you wish the session
to take less than 3 hours it is recommended that
The road is fairly busy as travelers move
the night passes uneventfully and the players find
between your city of Avalore and the port city
themselves approaching Deepshore near the end
of Yore. You will turn off the road long before
of the second day.
you reach Yore and make your way south to
the small seaside town of Deepshore. You Of course you could have a small bandit raid
have two days of travel ahead of you. during the night if you wanted to introduce the
players to a basic combat encounter. This may
The first day passes without incident and as
mean running the adventure over two shorter
sessions.
Chapter 4 : Arriving At Deepshore
You set out on the second day and make good The Opening Scene
time. By mid morning you arrive at the side
From the vantage of the hilltop you can
road that leads to Deepshore. You make your
see a village on fire. The building nearest
way along the rough track through rolling
to you is under attack by three orcs. These
hills and sparse woods. By mid afternoon you
hulking brutish creatures stand close to
can catch sight of the ocean on the distant
seven feet tall and are dressed in a ragged
southern horizon.
mix of leather and fur. Their broad faces
By late afternoon you can smell the ocean air . are smeared with rough white war paint
and their black dreadlocked hair is tied
and start to see the smoke rolling from the
back with torn cloth and leather cord. They
town of Deepshore.
brandish viscous iron axes. One is banging
his shoulder against a heavy door and it
Let Dunks and Tripp make a perception check at is buckling quickly. The other two stand
DC12. A success means they recognize that the smoke behind him, roaring in encouragement and
is too thick for chimney smoke. It matches the volume ready to run in. Even at the top of the hill,
they have seen before. That of a village burning. you can hear a female scream coming from
inside of the building.
The day is almost done when you crest the The rest of the village appears to be on fire.
last hill and see the small fishing village of Thick smoke billows through the buildings
Deepshore. It is on fire. You can hear screams giving only glimpses of the battle. You can
and the sound of battle. There are long boats make out longboats leaving a rocky beach
pulling out from the beach. Even from this shoreline in the distance , they are moving
distance you can make out the powerful swiftly, being rowed by teams of powerful
forms of the green skinned oarsmen. Orcs. orcs. You can make out human figures
Lots of them. held on the boats. They are screaming and
wailing.
It seems you are arriving at the tail end of
the raid. Through the flaming buildings Further down the village the beach turns
you can still see the silhouettes of the last into rough rickety docks as the harbour
of the orc raiders. Through the thick black deepens. The billowing black smoke clears
smoke you make out the blue sailed boat at briefly and you make out one large boat at
the docks. There is a battle going on there the docks. Its sails have been taken down
though it is hard to make out. but you can still make out its main blue
sail furled tightly to the boom. There is
heavy fighting taking place here as the
Lay out the map to the party and explain what they
crew on board appears to be holding off
see. They will have the advantage of surprise for their
the tail end of the orc raiders. It is hard to
first turn and then will roll for initiative as they enter
tell who has the upper hand. There are a
round 1 of the combat.
lot of orcs gathered on the docks. A gust of
This combat has been arranged by rounds and wind stokes the burning buildings and the
different groups within the village will achieve dark smoke lifts again, covering the village
different goals each round e.g. The Ogre will take in a thick blanket.
several rounds to break through a building, get the
smoked pig, eat it and then head back to its crew on
the long boat.
Map Of Deepshore
The L ayout The vill age l ayout at ROUND 1
The scene shows where the different factions Position X: This is where the party has pulled
are at the start of the encounter. This will up to with their wagon.
change each round. The sequence of rounds
outlined below will unfold if the party of Group A: The orc raiders.
adventurers do not interact with the village.
Group B: The goblin archers.
As a DM you will have to adjust the factions
responses as the party moves through the Group C: The orc runner.
village and interacts with them. You do not
have to describe all the different groups in the Group D: A lone goblin archer
village to the players when they arrive, just
what the players can initially see. For the most Group E: A slow witted Ogre
part this will be just Group A to start.
Group F: The last of the orc raiders
Group B Round 3
The 2 goblin archers stay in the bridge and watch
Group A break into the building. If they see the
Group A
orcs being attacked they will move into range to
The orc raider captures the female, throws her
return fire.
over his shoulder and exits the building. He
Group C
will make his way to the longboats. The other 2
The orc carrying the screaming child will continue to ransack the building.
continue his run to the longboats at group H. He
Group B
moves at 20 feet with the struggling child and will
The 2 goblin archers stay in the bridge and watch
also use his action to move if not engaged. This
Group A break into the building. If they see the
should carry him over the bridge.
orcs being attacked they will move into range to
Group D
return fire.
The lone goblin archer continues to oversee the
Group C
bridge. If he can shoot any of the party from his
The orc carrying the screaming child will
position he will do so.
continue his run to the longboats at group H. He
Group E
moves at 20 feet with the struggling child and
The Ogre continues to heave against the wall of will also use his action to move if not engaged.
the burning building. He approaches the longboats and puts the child
in one of them. The orc ties the child to the boat.
Group F and G The orc will then look around for threats. If he
The Orc battling Cale takes a mortal wound and sees any party member he will leave the child to
falls off the gangplank. The next in line surges attack them. Otherwise he will secure his prisoner
forward, throwing his weight against Cale. The and guard the boat.
warrior takes a step back. (To position 11). Two
Group D
more orcs cross the gangplank and leap aboard
the ship. Cale finds himself facing off against 3 The lone goblin archer continues to oversee the
orcs. 2 of Cale’s soldiers join his side and engage in bridge. If he can shoot any of the party from his
the fight. The other soldier stands back, ready to position he will do so.
fill in if a soldier falls.
Group E
The orc that saw the other gangplank on the pier The Ogre continues to heave against the wall of
moves towards it and gathers it up. He moves the burning building. The wall buckles heavily.
towards the ship. Two of the other orcs gathered
Group F and G
on the docks leap on to the side of the ship. 4
Cale kills another orc, but takes a hit from one
sailors with spears rush to repulse them. One
on his flank.(Cale now has 24 hps). The third orc
manages to sink a weak spear thrust on to one of
kills one of the soldiers, another soldier steps in.
the orcs.
The two orcs who crossed the gangplank join this
Two others see the main gangplank has been fight, making it 4 orcs against Cale and 2 soldiers.
The orc that gathered up the other gangplank lays exchange.
it on to the ships side. It takes him some time to
steady it. One orc stands with him, ready to run The orc that gathered up the other gangplank has
aboard. successfully stabilized it and he and another orc
board the ship, They help the 2 orcs under attack
The two orcs that had leapt on to the side of the from the 4 sailors.
ship are trying to climb over the rail. They take a
number of spear wounds from the 4 sailors, one The orc that was badly hurt by the spears of
orc is badly hurt, but they scramble aboard and the sailors falls dead after more spear thrusts,
engage with the sailors. unfortunately 2 of the sailors are killed. The last 2
terrified sailors face off against 3 orcs.
(Still standing 8 orcs (one badly wounded), 2
soldiers, 4 sailors and Cale (24hps)) (Still standing 6 orcs, 1 soldier, 2 sailors and Cale
(24hps))
Group H
2 of the longboats are leaving, being rowed at a Group H
speed of 20ft. There are 3 empty longboats left on 2 of the longboats are leaving, being rowed at a
the shore. speed of 30ft. They are now about 60ft out at sea
and will not turn around if attacked. There are 3
empty longboats left on the shore.
Round 4
Group A
Round 5
The orc raider carrying the screaming woman
will make his way to the longboats. He should Group A
be crossing the bridge at this point. Moving 20ft The orc raider carrying the screaming woman
walking speed and also using his action to Dash. will make his way to the longboats.. He should be
The other 2 continue to ransack the building. approaching the long boats at this point. Moving
20ft walking speed and also using his action
Group B to Dash. The other 2 have finished looting the
The 2 goblin archers stay in the bridge and watch building and carry a few valuables. They exit the
Group A break into the building. If they see the building.
orcs being attacked they will move into range to
return fire. Group B
The 2 goblin archers stay in the bridge and watch
Group C Group A break into the building. If they see the
The orc has tied the child to the boat. The orc orcs being attacked they will move into range to
looks around for threats. If he sees any party return fire. They cover the 2 looters and will join
member he will leave the child to attack them. the orc looters to return to the longboats when
Otherwise he will guard the boat. the looters cross the bridge.
Group D Group C
The lone goblin archer continues to oversee the The orc has tied the child to the boat. The orc will
bridge. If he can shoot any of the party from his then look around for threats. If he sees any party
position he will do so. member he will leave the child to attack them.
Otherwise he continues to guard the boat.
Group E
The Ogre continues to heave against the wall of Group D
the burning building. The wall buckles heavily. The lone goblin archer sees the 2 looters leave
the building and thinks his job is done. He leaves
Group F and G the building and goes downstairs and exits the
The 4 orcs square off against Cale and his 2 building by the bridge.
soldiers. A soldier and an orc are killed in the
Group E will attack any party members he sees. The other
The Ogre breaks the wall and the building 2 cross the bridge. The goblins on the bridge
partially collapses, he roars in triumph and pulls (from Group B) and the sniper from the building
out the carved pig carcass. He sits down and (Group D) will join them to retreat to the long
begins eating it. He is engrossed in this feast and boats.
will ignore everything else.
Group C
Group F and G The orc has tied the child to the boat. The orc
The 3 orcs square off against Cale and one of his looks around for threats. If he sees any party
soldiers. An orc is wounded and so is the soldier. member he will leave the child to attack them.
No one is killed. Otherwise he will guard the boat.
Group H
Group A , B and D
2 of the longboats are leaving, being rowed at a
The orc raider with the captured female guards
speed of 30ft. They are now about 180ft out at sea
her at the long boats. He will keep watch from
and will not turn around if attacked. The orcs and
the boats and will attack any party members
goblins with prisoners are leaving and are 20 feet
he sees. The other 2 looters and the 3 goblins
out to sea. The Ogre is pushing out his boat. One
approach the long boats.
boat is left on shore.
Group C
The orc has tied the child to the boat. The orc
Round 9
looks around for threats. If he sees any party
member he will leave the child to attack them.
Group A , B, C and D
Otherwise he will guard the boat.
The orc raider with the captured female leaves
Group E in the boat and the 2 looters and 3 goblins (and
The Ogre finishes up his meal and looks around. possibly the other orc with the child prisoner)
If he sees any party members he will attack them. join him. They are 50 feet out to sea and will not
Otherwise he will make his way back to the long turn around if attacked.
boats.
Group E
Group F and G The Ogre rows out his long boat he is 20 feet out
Cale fights defensively against 5 orcs using his to sea..
dodge action. He takes one hit and drops to 14hps.
Group F and G
(Still standing 5 orcs and Cale (14hps)) Cale fights defensively against 5 orcs using his
dodge action. He takes another hit and drops to 2
Group H hps.
2 of the longboats are leaving, being rowed at a
speed of 30ft. They are now about 150ft out at (Still standing 5 orcs and Cale (2hps))
sea and will not turn around if attacked. If there
Group H
are any orcs here with prisoners who do not see
any party members, they will decide to leave and One boat is left on shore.
start pushing the boat out, leaving 2 longboats
(Including the large one for the Ogre).
Round 10
Group H
One boat is left on shore.
Round 11
Group A , B, C and D
The orc raider with the captured female
leaves in the boat and the 2 looters and 3
goblins (and possibly the other orc with
the child prisoner) join him. They are
110 feet out to sea and will not turn
around if attacked.
Group E
The Ogre rows out his long boat he
is 80 feet out to sea.
Group F and G
The last 5 orcs board the last longboat
and push it out to sea. They begin
rowing. They are 10 feet out at sea. They
are rowing hard and will move at 30 feet
per turn. They will not turn around if
attacked and will attempt to escape out of
range.
Round 12 And
Onwards
The boats move further out of range
each turn and start to head west.
There will come a point (Approx
when the last boat gets 120 feet out
to sea) that the longboats get out of
range from the party and the mission
of exchanging books is considered a
complete failure.
Chapter 7: The Conclusion
There can be a variety of ways this one shot will Partial Success
end. The party could fight through and rescue
Cale has been killed but the book has been
Cale and save the day, they could be overwhelmed recovered.
by the orcs, goblins and ogre in the village, they
could be too late to save Cale but recover the The party can return the recovered book to the
book or they could be too late to stop the orcs school. The school will be disappointed that an
from leaving with the book. exchange hasn’t been made and that the other
schools envoys have been slain but grateful
At this point it is up to the DM to bring the story that no books were lost. Grandmaster Jarvid
arc to a close. After describing the consequences will consider it a failure that Jakx must put
right. He will tell Jakx that he must take “The
of the outcome, let each player outline what
Grimoire of Burnt Words” to the other school to
their character does next and where they want
the south to complete the exchange. Jarvid will
to take their story arc. The DM can then sum up fund the expedition and let Jakx once again hire
the overall story and bring this small chapter in a mercenaries.
distant land to a close.
This puts Jakx in a difficult position due to
Here are descriptions for some of the possible his crippling fear of water and also his ego
endings. that wouldn’t want to admit to the fear. Let
him decide how he will face this as part of his
character arc. (He might seek a cure for his fear,
Successful Outcome! turn down the job or just take the money and go
see the world.)
You rescue Cale, drive the orc raiders off and
possibly even save 2 of the prisoners. Also let Dunks and Quip flesh out their story
arc and what they do next. This may depend on
The book exchange is made. Cale will be very whether Jakx hires them again or not.
grateful and will make sure to tell the school
of your deeds. In time Jakx will be promoted to
manage the book exchange program and move
Failure
out from under Grandmaster Jarvids shadow. He The party is killed and the orc raiders loot them
can now send envoys out to other schools or make and also steal Jakx’s book.
the visits himself. His reputation grows.
The Arcana Academy will hire a new group of
adventurers to try and figure out what happened
Word of Dunks and Quips heroics will raise
at Deepshore (They might find a map on one of
demand for their services and the school will sign the dead orcs left at the village that shows where
them up to a lucrative long term contract. There the raiders base is found.) and recover the lost
could be future adventures for the trio as Jakx books. A DM could start a whole new adventure
travels to far off schools. with player made characters from this point.
If Cales crew was killed he will travel back to the If the party survives but Cale Rhines book is lost
school to raise a new crew so he can sail back to the orc raiders then find out what the party
to his home in the south. If some of his crew wants to do from this point. They might find a
map of the raiders base location on one of the
survived he will set sail that day to return to
dead orcs. They might decide to recover the lost
his school. He will be an influential ally for the
book, or return to the school to report the failure.
players. They might decide to move on and start a new life
elsewhere. Dunks and Quip might shrug it off and
Go around the room to have each player give a go back to their own life.
small conclusion to what their character will do
in the near future. Use this as an opportunity to Go around the room to have each player give a
expand on the story arc of these characters. small conclusion to what their character will do
in the near future. Use this as an opportunity to
expand on the story arc of these characters.
PICTS OF MONSTERS
HERE
Chapter 8: Monsters Statistics
ORC STATS WIS 8 (-1)
Speed 30 ft. Nimble Escape. The goblin can take the Disengage
or Hide action as a bonus action on each of its
STR 16 (+3)
turns.
DEX 12 (+1)
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5
CON 16 (+3)
ft., one target. Hit: (1d6 + 2) slashing damage.
INT 7 (-2)
Shortbow. Ranged Weapon Attack: +4 to hit,
WIS 11 (+0) reach 80/320 ft., one target. Hit: (1d6 + 2) piercing
damage.
CHA 10 (+0)
STR 19 (+4)
You are Jakx Jobbly, assistant to Grandmaster out from the shadow from the old wizard.
Jarvis at the Arcana Academy.
Do not tell the other players the following:
You are destined for great things but for now you
are kept down by men who are too dim or too The pouch that Grandmaster Jarvid will give you
jealous to see your unlimited potential. contains 10 gold pieces.
But you will show them. You will show them You are deeply afraid of the water having nearly
all…. drowned in 3 feet of water on a regular basis. You,
of course, are far too proud to tell anyone of this
You constantly butt heads with your mentor, fear. You must make a wisdom saving throw of 15
Grandmaster Jarvid. He is an old man, well past or more if you ever wish to cross a body of water
his prime and you are sure he has been holding deeper than 3 feet, even if it is, for example, over a
you back from any sort of promotion. You need rickety bridge or gangplank. If you fail the saving
an opportunity to prove yourself, to show the throw you freeze in terror for that turn.
Academy your worth. Then you can finally step
DEXTERITY 15 +2 +2 ARCANA +6
CONSTITUTION 14 +2 +2 ATHLETICS -1
INTELLIGENCE 18 +4 +6 DECEPTION +1
WISDOM 12 +1 +3 HISTORY +6
CHARISMA 12 +1 +1 INSIGHT +1
INTIMIDATION +1
SKILLS
SPEED 25 ft
INVESTIGATION +4
INITIATIVE +2
MEDICINE +1
HIT POINTS 14
NATURE +4
12 15 PERCEPTION +1
ARMOR CLASS
Robe Mage Armor PERFORMANCE +1
PERSUASION +1
Quarterstaff (Range5ft) +1 Hit, 1d8-1 damage RELIGION +6
CANTRIP SPELL : Fire Bolt (Range 120ft) +6 Hit, SLEIGHT OF HAND +2
ATTACKS 1d10 damage
STEALTH +2
CANTRIP SPELL : Ray of Frost (Range 60ft) +6
Hit, 1d8 damage SURVIVAL +1
Fire Bolt scream. It can be your voice, someone else’s voice, a lion’s
On a hit, the target takes 1d10 fire damage. A flammable roar, a beating of drums, or any other sound you choose)
object hit by this spell ignites if it isn’t being worn or or an image of an object (It must be no larger than a 5-foot
carried. cube) within range that lasts for 1 minute. The illusion
R ay of Frost also ends if you dismiss it as an action or cast this spell
On a hit, it takes 1d8 cold damage, and its speed is again. again.
reduced by 10 feet until the start of your next turn. Poison Spray
Minor Illusion Range 10feet. You project a puff of noxious gas from your
Range 30ft. You create a sound (from a whisper to a palm. The creature must succeed on a Constitution saving
throw of 14 or take 1d12 poison damage.
1st LEVEL SPELLS - Casting these spells costs a spell slot. You have 3 spell slots.
You are Jakx Jobbly, assistant to Grandmaster out from the shadow from the old wizard.
Jarvis at the Arcana Academy.
Do not tell the other players the following:
You are destined for great things but for now you
are kept down by men who are too dim or too The pouch that Grandmaster Jarvid will give you
jealous to see your unlimited potential. contains 10 gold pieces.
But you will show them. You will show them You are deeply afraid of the water having nearly
all…. drowned in 3 feet of water on a regular basis. You,
of course, are far too proud to tell anyone of this
You constantly butt heads with your mentor, fear. You must make a wisdom saving throw of 15
Grandmaster Jarvid. He is an old man, well past or more if you ever wish to cross a body of water
his prime and you are sure he has been holding deeper than 3 feet, even if it is, for example, over a
you back from any sort of promotion. You need rickety bridge or gangplank. If you fail the saving
an opportunity to prove yourself, to show the throw you freeze in terror for that turn.
Academy your worth. Then you can finally step
DEXTERITY 15 +2 +2 ARCANA +6
CONSTITUTION 14 +2 +2 ATHLETICS -1
INTELLIGENCE 18 +4 +6 DECEPTION +1
WISDOM 12 +1 +3 HISTORY +6
CHARISMA 12 +1 +1 INSIGHT +1
INTIMIDATION +1
SKILLS
SPEED 25 ft
INVESTIGATION +4
INITIATIVE +2
MEDICINE +1
HIT POINTS 14
NATURE +4
12 15 PERCEPTION +1
ARMOR CLASS
Robe Mage Armor PERFORMANCE +1
PERSUASION +1
Quarterstaff (Range5ft) +1 Hit, 1d8-1 damage RELIGION +6
CANTRIP SPELL : Fire Bolt (Range 120ft) +6 Hit, SLEIGHT OF HAND +2
ATTACKS 1d10 damage
STEALTH +2
CANTRIP SPELL : Ray of Frost (Range 60ft) +6
Hit, 1d8 damage SURVIVAL +1
Fire Bolt scream. It can be your voice, someone else’s voice, a lion’s
On a hit, the target takes 1d10 fire damage. A flammable roar, a beating of drums, or any other sound you choose)
object hit by this spell ignites if it isn’t being worn or or an image of an object (It must be no larger than a 5-foot
carried. cube) within range that lasts for 1 minute. The illusion
R ay of Frost also ends if you dismiss it as an action or cast this spell
On a hit, it takes 1d8 cold damage, and its speed is again. again.
reduced by 10 feet until the start of your next turn. Poison Spray
Minor Illusion Range 10feet. You project a puff of noxious gas from your
Range 30ft. You create a sound (from a whisper to a palm. The creature must succeed on a Constitution saving
throw of 14 or take 1d12 poison damage.
1st LEVEL SPELLS - Casting these spells costs a spell slot. You have 3 spell slots.
Your name is Duncan, but You have a partner, a halfling called Quip. He’s
everyone calls you Dunks. a good scout but the kid is young and full of
They’ve called you that ever since himself. You know he wants to run the show, turn
you joined the army as a gangly young it into a profitable enterprise. Thinks he’s got all
buck who lied about his age to get in. the answers. He’ll learn, keep your head down
You’ve seen a lot since then, watched good or get an arrow in it.
friends die, enemies survive, seen battles won
and wars lost. You generally charge your services out
at 1 gold piece a day. Quip thinks you
Through it all you managed to survive. That’s should charge more. Maybe he’s right.
Dunks. A good soldier. A survivor. Your wagon needs repairs and you
could get a second horse to save poor
Now in retirement you found out the only thing Buttercup from doing all the work.
you can really do is hold up a shield and swing
a sword. So here you are, sitting on a wagon, The only thing you really care about is your horse,
escorting all types along a road you know well, Buttercup. You two have been through a lot.
looking as mean as you can. It’s easy work, if a She even saved your life once and you will never
little boring. You keep it simple. You do enough put her in harm’s way. She’s your best friend. Of
to survive, like you have always done. course you wouldn’t admit that to anyone. You’re
a soldier, tough as nails.
Dunks the 2nd Level Human Fighter
SCORE MODIFIER SAVE ACROBATICS +0
STRENGTH 16 +3 +5 ANIMAL HANDLING +1
ABILITIES
DEXTERITY 10 +0 +0 ARCANA +0
CONSTITUTION 18 +4 +6 ATHLETICS +5
INTELLIGENCE 10 +0 +0 DECEPTION +4
WISDOM 13 +1 +1 HISTORY +0
CHARISMA 14 +2 +2 INSIGHT +3
INTIMIDATION +4
SKILLS
SPEED 30ft
INVESTIGATION +0
INITIATIVE +0
MEDICINE +1
HIT POINTS 24
NATURE +0
PERCEPTION +1
19
ARMOR CLASS PERFORMANCE +2
Chainmail & Shield
PERSUASION +4
Everyone calls you Dunks. They’ve a good scout but the kid is young and full of
called you that ever since you joined himself. You know he wants to run the show,
the army as a gangly young she wolf turn it into a profitable enterprise. Thinks
who lied about her age to get in. You’ve he’s got all the answers. He’ll learn, keep
seen a lot since then, watched good friends die, your head down or get an arrow in it.
enemies survive, seen battles won and wars lost.
You generally charge your services
Through it all you managed to survive. That’s out at 1 gold piece a day. Quip
Dunks. A good soldier. A survivor. thinks you should charge more. Maybe he’s right.
Your wagon needs repairs and you could get a
Now in retirement you found out the only thing second horse to save poor Buttercup from doing
you can really do is hold up a shield and swing all the work.
a sword. So here you are, sitting on a wagon,
escorting all types along a road you know well, The only thing you really care about is your horse,
looking as mean as you can. It’s easy work, if a Buttercup. You two have been through a lot.
little boring. You keep it simple. You do enough She even saved your life once and you will never
to survive, like you have always done. put her in harm’s way. She’s your best friend. Of
course you wouldn’t admit that to anyone. You’re
You have a partner, a halfling called Quip. He’s a soldier, tough as nails.
Dunks the 2nd Level Human Fighter
SCORE MODIFIER SAVE ACROBATICS +0
STRENGTH 16 +3 +5 ANIMAL HANDLING +1
ABILITIES
DEXTERITY 10 +0 +0 ARCANA +0
CONSTITUTION 18 +4 +6 ATHLETICS +5
INTELLIGENCE 10 +0 +0 DECEPTION +4
WISDOM 13 +1 +1 HISTORY +0
CHARISMA 14 +2 +2 INSIGHT +3
INTIMIDATION +4
SKILLS
SPEED 30ft
INVESTIGATION +0
INITIATIVE +0
MEDICINE +1
HIT POINTS 24
NATURE +0
PERCEPTION +1
19
ARMOR CLASS PERFORMANCE +2
Chainmail & Shield
PERSUASION +4
You’re far too clever to be a caravan So for now you sit in the wagon with Dunks and
guard, this is just a stepping stone until you ride back and forth between the nearby cities
figure out how to make the big money. escorting various folks too scared to ride alone. It’s
easy work and gives you lots of time to think, you
You’ve tried a lot of things, you were a scout in might even make a bit of money doing this if you
the army for a stint but there was far too much could get Dunks to charge more. At the moment
discipline there and far too much risking your life he’s charging 1 gold per day. The bandit activity has
for very little pay. Before that you were studying increased, he could easily charge 2 gold a day, even
magic here at the Arcana Academy, but you didn’t more if the customer looks scared enough.
really take to it, and the study took far too long and
for what? So you can teach magic to the next lot of But he’s a washed up soldier and his heart isn’t really
students. No, there must be an easier way to make in it. You’ve seen this type before, too many wars,
coin and live a life of luxury. too many failures. You’ll need to move on from this
guy pretty soon. He’s going nowhere.
Probably crime, you’re leaning heavily towards crime.
You’ll keep your eyes out for the next big
But a smart young whip like yourself doesn’t rush opportunity, like any good scout would.
into these things. You will need a plan.
Quip the 2nd Level Halfling Rogue
SCORE MODIFIER SAVE ACROBATICS +6
STRENGTH 11 +0 +0 ANIMAL HANDLING +1
ABILITIES
DEXTERITY 18 +4 +6 ARCANA +1
CONSTITUTION 14 +2 +2 ATHLETICS +4
INTELLIGENCE 12 +1 +3 DECEPTION +1
WISDOM 12 +1 +1 HISTORY +1
CHARISMA 13 +1 +1 INSIGHT +1
INTIMIDATION +1
SKILLS
SPEED 25ft
INVESTIGATION +1
INITIATIVE +4
MEDICINE +1
HIT POINTS 17
NATURE +3
PERCEPTION +3
15
ARMOR CLASS PERFORMANCE +1
Leather Armor
PERSUASION +1
You’re far too clever to be a caravan guard, So for now you sit in the wagon with Dunks and ride
this is just a stepping stone until you figure back and forth between the nearby cities escorting
out how to make the big money. various folks too scared to ride alone. It’s easy work
and gives you lots of time to think, you might even
You’ve tried a lot of things, you were a scout in the make a bit of money doing this if you could get Dunks
army for a stint but there was far too much discipline to charge more. At the moment he’s charging 1 gold
there and far too much risking your life for very little per day. The bandit activity has increased, he could
pay. Before that you were studying magic here at the easily charge 2 gold a day, even more if the customer
Arcana Academy, but you didn’t really take to it, and looks scared enough.
the study took far too long and for what? So you can
teach magic to the next lot of students. No, there must But he’s a washed up soldier and his heart isn’t really
be an easier way to make coin and live a life of luxury. in it. You’ve seen this type before, too many wars, too
many failures. You’ll need to move on from this guy
Probably crime, you’re leaning heavily towards crime. pretty soon. He’s going nowhere.
But a smart young whip like yourself doesn’t rush into You’ll keep your eyes out for the next big opportunity,
these things. You will need a plan. like any good scout would.
Quip the 2nd Level Halfling Rogue
SCORE MODIFIER SAVE ACROBATICS +6
STRENGTH 11 +0 +0 ANIMAL HANDLING +1
ABILITIES
DEXTERITY 18 +4 +6 ARCANA +1
CONSTITUTION 14 +2 +2 ATHLETICS +4
INTELLIGENCE 12 +1 +3 DECEPTION +1
WISDOM 12 +1 +1 HISTORY +1
CHARISMA 13 +1 +1 INSIGHT +1
INTIMIDATION +1
SKILLS
SPEED 25ft
INVESTIGATION +1
INITIATIVE +4
MEDICINE +1
HIT POINTS 17
NATURE +3
PERCEPTION +3
15
ARMOR CLASS PERFORMANCE +1
Leather Armor
PERSUASION +1