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VER0-00 - The Citadel (Characters Only)
VER0-00 - The Citadel (Characters Only)
Armor +Armor + Shield + Dex + Size + Magic Equipment: Clothing, spell components for your spells (five castings
Class = 10 Mod Mod Mod Mod Mod of each), backpack, two weeks’ rations, bedroll, extra clothing, map case,
19 = 10 +0 +3 +0 +0 +6 eight pieces of paper, quill and ink, 30 ft. silk rope, two empty sacks,
sewing needle and thread, bar soap, spyglass, waterskin, magnifying glass,
Hit Points: 41 130 gp, 12 pp, 84 sp.
Armor Type: None Shield: None Dex
Check Penalty: 0 Speed: 30’ Total = Mod + Misc. Roleplaying Information/Background:
Initiative +7 = +3 + 4 Mordenkainen wears a dark beard trimmed in the Nyrondal style and
favors black satin coats lined in red over traditional robes. In sharp
Melee Base + Str + Size Ranged Base + Dex + Size contrast to the fashion of the day, your black hair, streaked with silvery-
Attack = Attack Mod Mod Attack = Attack Mod Mod gray, is shorn close to your head. Your most impressive physical
+5 = +5 +0 +0 +8 = +5 +3 +0 features are your penetrating eyes. It is said that they hold hints of
genius tinged with madness, a volatile combination that usually gets
Weapon Attack Damage Crit Range Wt. Type you what you want from the easily persuaded. You revel in the art of
+2 dagger +5 1d4+2 19-20/x2 10’ 1 lb P debate, though your emotions can overcome you if you fear defeat.
Luckily, this is a rare occurrence.
Ability Little is known about Mordenkainen's origins, particularly the
Skill Total = Ranks + Mod + Misc place of your birth. Rumors have him as an Oeridian, perhaps Aerdi.
Alchemy (Int) +13 = 8 +5 Some even say you are of the line of Ganz Yragerne, making you
Concentration (Con) +13 = 10 +3 distantly related to such notables as Zagig Yragerne the Mad Archmage
Diplomacy (Cha) +10 = 6 +4 and Heward. You like to keep people guessing, so you do not confirm
Disguise (Cha) +10 = 6 +4 or deny anything. You have few friends and no one in whom you
Knowledge (Int) +14 = 9 +5 completely confide.
Arcana There is perhaps no individual in all Oerik who sees himself as
Knowledge (Int) +13 = 8 +5 embodying the spirit of Balance as do you. Your philosophies are one-
Geography sided on the matter, and many a worthy cause has gone unanswered
Knowledge (Int) +13 = 8 +5 because of your neutral-minded convictions. Your view of balance is no
History tit-for-tat equality but a highly detailed and extremely theoretical
Scry (Int) +11 = 6 +5 philosophy. You will fight ardently for the forces of good, but could
Spellcraft (Int) +16 = 11 +5 with equal vigor work as a shadow player for malevolence. In all things,
you prefer to maneuver behind the scenes, subtly manipulating events to
Languages: Common, Draconic, Elven, Dwarven, Orc ensure that no side gains the upper hand.
You dislike the incursions of monsters, however, and whether for
Feats: good or evil will oppose them. You are not humanocentric, as elves,
Spell Mastery— For (12) spells marked with * on your spell list, you do dwarves, humans, gnomes, and halflings are all equal in your view. But
not need spell books to prepare them, because you know them humanoid monsters, such as orcs and ogres, find little sympathy.
so intimately. A few months ago, you and your apprentice Bigby discussed
Spell Penetration — +2 bonus to overcoming Spell Resistance. taking a more active hand in the preservation of the Balance. You and
Improved Initiative — +4 to Initiative, included above. he decided to form an adventuring group that would act to hinder
Toughness — +3 hit points, included above. advances by those who would dominate the Flanaess, regardless of their
Scribe Scroll — You can create a scroll of any spell that you know. You philosophy. Using your natural charm and diplomacy, you approached
won’t get to make any in this adventure, however. several persons and convinced them to join. You now journey to
Verbobonc to speak with the mage Tenser about joining the group.
Riggby (7th level human male cleric of Boccob): Riggby has political
aspirations within his church, and sees himself as the wise mentor of his
followers. That’s okay with you, as long as he is willing to work toward
Balance. Religiously, you incline towards Boccob yourself, so it is nice
to have the priest in the group.
Mordenkainen’s Spells
Spells available:
Cantrips (prepare 4) 2nd level (prepare 5) 4th level (prepare 4) Summon Monster Tables
__ Arcane Mark __ Alter Self __ Arcane Eye * Summon Monster I
__ Dancing Lights __ Arcane Lock __ Confusion Celestial Badger
__ Daze __ Cat’s Grace __ Dimension Door Celestial Dog
__ Detect Magic __ Darkvision * __ Fear
__ Detect Poison __ Detect Thoughts __ Fire Shield Summon Monster II
__ Disrupt Undead __ Flaming Sphere __ Fire Trap Celestial Eagle
__ Flare __ Fog Cloud __ Hallucinatory Terrain Formian worker
__ Ghost Sound __ Hypnotic Pattern __ Ice Storm
__ Light __ Invisibility * __ Illusory Wall Summon Monster IV
__ Mage Hand __ Knock * __ Improved Invisibility Arrowhawk, small
__ Mending __ Levitate __ Locate Creature Giant owl
__ Open/Close __ Locate Object __ Polymorph Self Giant eagle
__ Prestidigitation __ Mirror Image __ Remove Curse Celestial Lion (animal)
__ Ray of Frost __ Misdirection __ Scrying Fiendish Dire Wolf
__ Read Magic __ Obscure Object __ Stoneskin Tojanida, small
__ Resistance __ Protection from Arrows __ Summon Monster IV Xorn, small
__ Rope Trick __ Wall of Fire
1st level (prepare 6) __ See Invisibility There are more creatures that can be
__ Alarm __ Spectral Hand 5th level (prepare 3) summoned, but they are either too evil
__ Animate Rope __ Summon Monster II __ Cloudkill for your tastes or you simply don’t
__ Cause Fear __ Web __ Cone of Cold prefer to summon them. Choose from
__ Charm Person __ Whispering Wind __ Contact Other Plane * these, as the DM only has stats for
__ Color Spray. __ Dismissal these.
__ Comprehend Languages * 3rd level (prepare 4) __ Feeblemind
__ Detect Undead __ Clairaudience/Clairvoyance __ Hold Monster
__ Enlarge __ Dispel Magic __ Mirage Arcana
__ Erase __ Displacement * __ Prying Eyes
__ Expeditious Retreat __ Fireball __ Stone Shape
__ Feather Fall __ Flame Arrow __ Telekinesis
__ Grease __ Fly __ Teleport *
__ Hold Portal __ Gaseous Form __ Transmute Mud to Rock
__ Mage Armor * __ Gust of Wind __ Transmute Rock to Mud
__ Magic Missile * __ Halt Undead __ Wall of Iron
__ Message * __ Haste
__ Obscuring Mist __ Hold Person *
__ Reduce __ Lightning Bolt
__ Shield __ Nondetection
__ Sleep __ Phantom Steed
__ Spider Climb __ Sleet Storm
__ Summon Monster I __ Stinking Cloud
__ True Strike __ Suggestion
__ Tongues
Weapon Attack Dmg Crit Range Wt. Type Magical Items: +2 plate mail, +2 large steel shield, +2 bastard
+2 bastard sword +16/+11 2d4+7 17-20/x2 – 10 lb S sword, +1 long bow, 10 +1 arrows, boots of levitation (use levitation
+1 Long bow +11/+6 1d8+2* 20/x3 100’ 3 lb P spell at will)
* with arrow +1
Ability Equipment: Clothing, backpack, flint and steel, sharpening stone,
Skill Total = Ranks + Mod + Misc bastard sword, 20 arrows, 3 extra bowstrings, dagger, bedroll, extra
Climb (Str) +7 = 2 +5 -8 boots, 2 waterskins, small tent, hooded lantern, 4 vials lamp oil, 4
Handle Animal (Ch) +5 = 2 +3 weeks’ rations, 50 ft. silk rope, grappling hook, 240 gp, 12 cp.
Intimidate (Cha) +5 = 2 +3
Jump (Str) +7 = 2 +5 Roleplaying Information/Background:
Ride (Dex) +9 = 6 +3 Robilar is a grim, black-haired, saturnine man with a brooding
Swim (Str) +8 = 3 +5 -8 countenance, deep-set eyes, and a short goatee. You are a strong man,
Use Rope (Dex) +2 = 1 +1 talkative, and willing to give a gruff welcome to adventurers. It is said
(Apply armor penalties (-8) when doing these things in armor) that your three greatest loves are adventuring, magic, and information,
and this is true. You spend a lot of time in taverns, where information
Languages: Common, Orcish and adventuring are both available.
You are a friendly man, although if moved to violence, you will
Feats: fight in a direct and brutal fashion, with little regard for fair play or the
Exotic Weapon Prof: Bastard Sword rules of chivalry. You are also trustworthy when you have pledged your
Weapon Focus: Bastard Sword — +1 attack bonus with bastard sword, word, something you do not often do. Your companions find you a
included above. reliable friend. You fear no man or creature, at least none that you have
Improved Critical: Bastard Sword — Double threat range for run into so far.
determination of criticals with bastard sword, included above. A year ago, you conquered a band of orcs single-handedly, and one
Power Attack — On your action, before making attack rolls for a round, of the orcs, Quij, became your henchman. Quij seems to be blossoming
you may choose to subtract a number from all melee attack in your service, and except for a cowardly streak that comes out you
rolls and add the same number to all melee damage rolls. This have no complaints about him.
number may not exceed your base attack bonus. The penalty Your adventures have taken you across the Flanaess, and you have
on attacks and bonus on damage applies until your next met many wizards in your quest for magic. You find you do not have
action. the patience to study magic yourself, but like to collect the items that
wizards create. One wizard, named Mordenkainen, approach you a
couple months back about joining an adventuring group he was
Riggby (7th level cleric of Boccob): You’ve got to love a group with
two wizards and a priest of the god of magic in it. Riggby has dreams of
grandeur, though, and is somewhat overbearing in his “care” for your
soul. If he does not back off a little, you’ll get really angry. That would
not bode well for the group’s survival.
Riggby (7th level human male cleric of Boccob): This cleric is like
Mordenkainen in many ways. He has strong personal convictions, and
believes that others should share them. However, while Mordenkainen
will work in the background to accomplish some end, Riggby is more
straightforward. He really believes that he is the best spiritual guide that
anyone can have, and that the church’s power shows the power of the god.
But you can put up with his overbearing ways.
Bigby’s Spells
Spells available:
Cantrips (prepare 4) 1st level (prepare 5) 2nd level (prepare 4) 3rd level (prepare 3)
__ Arcane Mark __ Animate Rope __ Alter Self __ Blink
__ Dancing Lights __ Alarm __ Blindness/Deafness __ Clairaudience/Clairvoyance
__ Daze __ Color Spray __ Blur __ Dispel Magic
__ Detect Magic __ Comprehend Languages __ Darkness __ Displacement
__ Detect Poison __ Enlarge __ Darkvision __ Fly
__ Disrupt Undead __ Erase __ Fog Cloud __ Gentle Repose
__ Flare __ Expeditious Retreat __ Ghoul Touch __ Gust of Wind
__ Ghost Sound __ Feather Fall __ Glitterdust __ Haste
__ Light __ Identify __ Invisibility __ Hold Person
__ Mage Hand __ Jump __ Knock __ Lightning Bolt
__ Mending __ Mage Armor __ Locate Object __ Major Image
__ Open/Close __ Magic Missile __ Magic Mouth __ Sleet Storm
__ Prestidigitation __ Message __ Mirror Image __ Slow
__ Ray of Frost __ Mount __ Obscure Object __ Stinking Cloud
__ Read Magic __ Protection from Chaos __ Protection from Arrows. __ Suggestion
__ Resistance __ Protection from Evil __ See Invisibility __ Tongues
__ Reduce __ Scare __ Vampiric Touch
__ Shocking Grasp __ Shatter
__ Silent Image __ Spectral Hand 4th level (prepare 2)
__ Shield __ Web __ Arcane Eye
__ Sleep __ Charm Monster
__ Spider Climb __ Confusion
__ Unseen Servant __ Dimension Door
__ Emotion
__ Fear
__ Fire Shield
__ Illusory Wall
__ Improved Invisibility
__ Phantasmal Killer
__ Rainbow Pattern
__ Remove Curse
__ Solid Fog
__ Shout
__ Stoneskin
Languages: Common, Celestial, Infernal Equipment: Clothing, holy symbol of Boccob, prayerbook, 4 vials
holy water, healer’s kit (10 uses, add +2 circumstance bonus to healing
Feats: checks when using the kit), light crossbow, extra bowstring, 24
Combat Casting — +4 bonus to Concentration checks made to cast a masterwork bolts (non-magical +1 to hit), masterwork hammer (non-
spell while on the defensive magical +1 to hit), tent, three weeks’ rations, backpack, bedroll, waterskin,
Lightning Reflexes — +2 to Ref saves, included above. 12 pitons, book on esoteric magic theory (to pass the time), 89 gp, 24 sp, 4
Improved Initiative — +4 to Initiative, included above. gems worth 75 gp each, 33 pp.
Point Blank Shot — You get a +1 bonus to attack and damage rolls
with missile weapons at ranges of up to 30 feet. Not included Boccob
above. The god of magic, Boccob (BOCK-obb), is neutral. His titles include
the Uncaring, Lord of All Magics, and Archmage of the Deities. Boccob
is a distant deity who promotes no special agenda in the world of