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Welcome to ungeons  ragons ........ 2 Combat 


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.
.

 9 Casting Time
Time
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What's in Ths Set 


 2 The Orde of Combat 
 9 Range
Rang e 



 23
Gettng Started 


 2 Movement & PositonPositon

 11 Components .
.

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Rhythm of Play 


 2 Actons in Combat
Combat

 12 Dration
Dratio n 


 2 4
Game Dce 


 3 Makng an Aack
Aack

 13 Areas o f ec 
 25
Terms to Remember
Remember

 3 Cover 

.
.
 14 Targets

 26
hapter 1: Playing the Game ............... 4 Ranged
Rang ed Aack s 


 4 Saving Throws 


 26
Six Abilities 


 4 Melee Attacks
Attacks


 14 Attack
Att ack Roll
R oll s 


 26
The d20 Roll
Roll


 4 Damage & ealing  15 Combning Spells 
 26
Pociencies
Pociencies 


 5 Monted Comba
Comba

 17 Spe Descriptons 

 26
Advantage & Disadvantage 
 5 Undewater Combat.
Combat.

 17 Appendix
Appen dix onditions
ond itions Back cover
.............

Abiity Checks 




 5 Resting 


 17
Skills 




 6 hapter 2 quipment 18
.......................
CREDITS
Working Together  7 Coins 18
......................................
Lead Designer: Jeremy Cawfrd
Saving Throws 


 7 Bying & Selling

 18 At Director Kate Iwin
Social Interaction 

 7 qipment Procencies  18
Algnmen

 7 Armor 




 19 Cover
IneiorIllusraor IlseOvie
llusators Gort Berard, Lda
he Envronment
Envronment


 8 Weapons
Weapons 


 19 h Aex Stoe Rchard Wtes,
Trave 
Trave 


 8 Weapon Poperes 
.
. 19 Saw Wood
Falling


 8 mpovised Weapons  

 21 Graphc Designer Bob orda
Vision
Vision 



 8 Advetrng Gear 
 21
Hiding 




 8 hapter 3 pells   ...  
......... 22 Proofeaders Judy Baue Makeze De
.................

Aas Cistophe Peks, ames Wyat


nteracting with Objects 
 9 Gaining Spels 

 22 Product Manager Natae Ega
inding Hdden Things  9 Casting a Spel
Spel

 22 Produer Ro Hawkey
Suocating 



 9 Spe Level


 22
School of Magc 
.
.
 23 Based o te Player's Handbook® (2014)
TM & ©2022 Wizards.

WELCOME TO DUNGEONS & DRAGONS


DRIVEN BY IMAGINATON, DUNGEONS & DRAGONS BEING THE DM
s a cooperatve
c ooperatve game in which the characers you
Instead of choosing a character
character one partcipant
roleplay embark on adventures ogeher n fanasy
takes on the role of he DM, the game's lead sory
 worlds lled wh monsters and magc. Ths set
teller and referee The DM runs the adventure fr
gives you and up o ve of your frends everythng
he characters who navigae is hazards and decde
 you needbes
needbesides
ides your imaginaton
imaginaton and a pencl
 whch paths to explore The DM descrbes the loca-
to journey in one of hose worlds tons and creatures ha he adventurers fce and
he players decde wha hey wan their characters
WHAT
HAT''  IN H I SET to do Then the DM using imagnaion and he
Ths set includes the llowing componens games rules
rules  determnes
det ermnes the results of he adven-
adven-
Rulebook. Ths rulebook contains all he rules you urers actons and narrates what hey experience
need to sart playing D&D. Because he DM can improvise o react o anyhing
Adventure Booklet. The oher bookle in his se he payers atemp D&D s innely exble
conans an advenure r you o play. Only he f you decide o be the DM mae sure to fmil
person whos gong to run he advenure should arze yourself wth ths rulebook and read the ad-
read ha booklet  venture booklet. Youll then be ready to gaher your
Character Sheets. Five dieren chara
characersa
cersa fiendss together o play.
fiend
clerc a gher a paladin a rogue
r ogue and a wizard
are provided r up o ve players
players o choose from RHYT
RHY THM OF P LA
LAY
Y
The characers tha your group choose will go on Once the DM is ready o run he adventure and the
the advenure n the advenure bookle players have chosen her characters he h e group
Dice. All he dce you need o play
p lay are ncluded gathers
gathe rs or a session
sess ion of pla
play
y In a ypical
 ypical D&D ses
son play unflds in smlar to how a
GETTIN  ST
STAT
AT ED movie comprises scenesand in each encounerencouner
I f this s your rs ime playing
playing D&D start b y read-
read- there are chances r the DM o descrbe creaures
ng he res of this ntroducon and chaper 1. They and places and r characters o make choices
tell you he most important rules r play Vs Heres an example of he star of an encounter:
dndwizards.com/sarer r additonal guidance.
The nex sep is o decide who is Du ngeon Master
Master (OM): A crumbl ng caste
caste stands
gong o runr un he adventureha amon g the trees, the u ns of seven
seven towes
towes jutting
person is called the Dungeon Mas-
up fom
fom it l ike broken teeth
teeth A n archway
archway  ittere
itteredd with
ter or and who's gong o play
rusted m eta gapes o pen at the top
top of a s hot fli
fli ght of
the advenurers steps.
steps. u st in sid e that open ng you spot tw
twoo skeetal
BEIN G A PLAYER
PLAYER guards with glowi g ed eyes
Each player chooses a characer an adventurer who Philp (layng Nca, the clec): Let's send the
eams
eams up with the other players advenurers. This rogue up ah ead to ook in and see i f there are mo e
set comes wh several characters o choose from than two guards.
each one printed on their
t heir own shee.
sh ee. Take
Take a look a Amy (payi
(paying
ng Dana the ogue): OK I'll snea
sneakk up
each of he shees and choose he char
character
acter who
until I can pee i n through
through the etr
etrance.
ance.
looks he mos fun o play. Whchever characers
 you and he other players choose he characers
characers OM: Al igh t lets see how sneaky you are. Make a
are assumed to be allies as they face he dangers Dexterty check.
of D&D togeher. The DM presens exciting chal- Amy: Using my Stealth p ociency
ociency right?
lenges new friends and handsome rewards o your OM: You bet
characters The DM s not your e but does presen
dangers ha provide opportunies fr your adven- Amy (ollng a d20): Di an a's pretty
pretty sneaky-
sneaky-
that's a 17.
urers o shine and then hrve
OM There's no sig
signn the skeetal guards s pot you
The adventure in his se works bes r fur or
ve characers so
s o if you
yo u have fewer
fewer than ur play- and you do n t notice
notice any othes
ers we recommend some of you play more than one
characer.

WELCOME O DUNGEONS & DRAGONS

GA M E D I C E
The game ses dce wh dieren numbers of sdes
In hese rules, the derent dice are referred
referred to by
he leer d owed by the nmber of sdes d4 d6
d8 dO (wh 0 standing r 10)
1 0) d2, and d20 For
nsance, a d6 is a sxsded
sxsded de
When you need o roll dce, the res ell you how
many
modiersdce(posive
to rolve
(posi ofor
a certain ype,
negative) as we
to add
add Foras what
exampe,
"3d8 + 5 means you rol an an eighsded de three
mes, add the rolls ogether, and add add 5 to he oal
oa l
Percenle dice, or dOO work derenty
derenty You
generate a nmber between 1 and 100 by roing a
ensided de twce The rst roll gves the ens dgt,
and he second ro gives he ones dgt For F or exam-
pe, f you roll a 7 and a 1 the nmber rolled is 71
In ha example, three
t hree man steps are present, and and f yo rol a 0 and a 5 the number rolled s 5.
hose seps occr in every D&DD& D enconter,
enconter, whether Two s represen 100.
is a peacef
p eacef enconter or a ght:
 EM S TO R EM EMB E
1: The DM describes the environment. The DM
els the players
playe rs where
where ther adventurers are and adventure. An adventue s a sees of encountes that help
te  a soy
soy and p resent the pl ayes
ayes'' chaaces wi th im -
 whats arond hem, presenng
presenn g the basc scope
of options (how many doors
doo rs ead o of a room, poant choces.
 wha's on a table, whos in
in the avern, and so on) character sheet  A chaacte sheet is a piece of pape r or dig-
2: The players decide what their characters do tal recod tha beas a chaacte's game staistics
A characters sheet conans varos things ha ceature Any lving beng n the game, nclu din g a pl aye ayer's
r's
he characer can do When decdng what your chaace i s a ceatue. Each creaue belongs to a type:
chaace
characer does, yo may choose somethng on Abeato, Beas Celestal Construct, Dragon Elemen·
he shee, or yo may make something p WhatWhat tal Fey
Fey Fi ed Gan, H uma noid, Monstos
Monstosity,ity, Ooze
Ooze
ever yo decide, descrbe the intended acon to
Plan t, o Undead  Som e rules in the game aect
aect ceatu
ceatues
es
the DM and he other payers. Somemes al he
of cetan types n di eren ways For exam p e, the ext of
characters dodo the
th e same thing, and
an d other times,
dierent adventrers do dieren things; one the cure woun
woundsds spe species hat the
the spel l doesn' wok
advenrer might search a treasre ches whle on a creature hat has the Undead type
a second examines a symbo engraved on a wall, dungeon A dungeon is any indoo adventeadvente location
r exampe Oside combat, he charact
charactrs
rs don whether und egregroun
oun d i n a casle o in a city
city
need o ake trns, bt he DM lsens o every encounter An encounte is a scene in an advenue inco-
payer and decides how o resolve those actions poratng a ntasy
ntasy loca io and ofen
ofen fie
fie nd s or es
In combat, everyone takes rns n order, as ex- ex- monster A ceature controlled by he DM s a monste, even
planed in the "Comba secon (page 9) E if he creaue
creaue s benevolen A mo nser with with a pesona l
ther way, the DM
D M ells yo what happens next. nam e is s ometimes call ed a n N PC (no n p aye chaacte
chaacte)
)
3: The DM narrates the results of the action.
especi aly f t isn'  combative
Someimes, resovng a ask is easy If an adven-
adven-
 object An obect s a non livng, di sin c thng Composite
urer wans to walk across a room and open a
hngs, ike buildngs compise moe than one object.
door, he DM
D M might js
js say that the door
doo r opens
playe chaacte A playe character"chaace 
and describe what lies beyond Bu the door
might be locked, he oor migh hde a deadly sho rt
rtis
is an advenure contoed
contoed by a paye
rap, or somefr
challenging oher circmstance
an adventrer
an migh make
to complee t
a ask
stat bock At's
monster. stat bock conans
eecively he gamecaace
he monste's stat sicssheet
of a

In hose cases, the


t he DM checks o see f here are
relevant rueson
rueson a characer shee, n this rule- WHAT'S NEXT?
book, or n
 n he adventrea
adventreand nd then decides what If you'd lie o deve deepe i nto D&D
D&D check out the
happens,
happ ens, ofen reyng on the rol of a de to deter fth ediion Player's Handbook, Monster Manual, and
mne the reslts of an acion
acion Descrbing the re- Dungeon Master's Guide. These advanced ulebooks
ntrodu ce you
you to the vast mul tivese of D&D and i nvite
sus often leads to anoher decson pont, which
you to ceate
ceate chaacters
chaacters ad wolds w
wt
t in it
brngs the ow of he gamegame rght back to sep 1
1

WE LCOME TO DUNGEONS
DUNGEONS & DRAGON
DRAGONS
S

CHAPTER 

PLAYING THE AME


T CHAPTER PRESENTS THE MAIN RULES OF PAY.  B IL TY
TY CORES AND MO
MODIFIER
DIFIER S
Many o the ules refe o sx abiies (descibed be core odifer core odifer
ow) possessed by evey chaace and monse You
-5 16-7  +3
 + 3 
use hese abiities in many deen suati
suations
ons n
2-3 -4   18-19  +4
 + 4 
cudng comba,
comba, socal ineracton, and exporaton
he rues r which ae presented in his chape
chape 4 -
 -55  3   2021  +5
 + 5 

6 -7 2 22-23  +6
Six B ILII   89 1 2425  +7

Six abites bey descbe a ceatures physcal 10-11  +O 26-27  +8

and menta chaaceistics These ables appea 12-13  +l 2829  +9
on an advenurers chaacer shee and n a mon- 45  +2 30  +0
se's sat block:
Strength measurng physical powe  D20 OLL
Dexterity measuing agiiy, reexes, and baance
When he oucome of an acon is unceain, he
Constitution measuing enduance
game reles on a d20 roll o deermine success o
Intelligence measu
measung
ng reasoning and memoy
alue Ability checks saving throws and attack
Wisdom measuing perceptveness and nuion
rolls are he hree main kinds of d20 ros, and
Charisma measurng rce o pesonaliy
whenever
whenever you make one, he rol s assocated
assoc ated with

ach
ac
mosth advenures.
abiity has a score, ranging
The highest from 3  s18score
a charace
characes r one o he sx ables The oll follows hese seps:
1: Roll a d20, and add the relevant ability modier.
can reach is 20. Monses can have scoes as low low as
The est of his ruebook species whch abily
1 o as high as 30
modie to use  deen ypes of d20 olls.
An abiiy scoes mos imporan uncion
uncion s pro
relevant Each
2: Add your prociency bonus if relevant
 vidng
 vidn g an ability modier- posive or negaive
character has a pociency bonus, a numbe you
numbe added o o ably checks, savng hows, and
add when makng a d20 d 20 roll tha uses somehing
aack os, as expained in he res o this chapter
n which your chaacer has procency See he
The Abiiy Scoes and Modies tabe shows he
Prociences"
Procienc es" secion f moe nrmaton
mode hat each score provdes

CHAPTER 1 I AYG THE GAME

3: Apply circumstantial bonuses


bonuses and penalties. A
class eature,
eature, a spell or anothe rule might gve a
 DVAN TA GE &  IS
ISA
A DV
DVAN
AN TA GE
bous or a penalty to the ro. Also, the roll mght Sometimes a rue such as a class eature or a
have advatage or dsadvatage, expaed  the spe, says you have advatage or dsadvatage
ds advatage on
Advantage
A dvantage & Disadvatage"
Disadvatage" secto.
se cto. an abiity check a saving throw or a attack rol.
4: Compare the total to a target number.  the When that happens rol the d20 twce whe you
make the ro. Use
U se the higher o the two rols i you
tota
ceedsothe
thetarget
d20 rol ad ritsthe
numbe
number moders equalsattack
ablty check, or ex- have advatage ad use the lower rol  you have
rol or savg throw is a success. Otherwse, t's isadvantage
a ure. The DM determines target numbers numbers and For exampe,   you have disadvantage ad rol a
tells players whether
whether ther ros are successul. 7 and a 5, you use the 5. I you nstead have adva-
The target umber fr an ablty check or a savg tage and ro those numbers, you use the 17
throw s called a Difculty Class (DC). The most HE DONT STAK
common DCs r abity checks are in the Typcal
Dcuty Classes tabe The target number r a I multipe stuatios aect a roll ad each oe
attack ro s caed Armor Class (AC), whch ap grants advatage or imposes dsadvatage o t, you
pears on a character sheet
sheet or  a stat bock. don't ro the d20 more tha one additoal tme. I
two vorable stuatos grat advantage r exam-
YPICA IFFCULTY (LASSES\
(LASSES \ ple, you stll rol oly one addtiona tme
ask Difcuty D ask Dfculty D  circumstaces cause a rol to have both adva-
Very easy Hard 20 tage adodsadvantage
either them and youyou
rolare
thecosdered
cosd ered Ths
d20 once to have
is
asy 10 Vey a r 
true eve  mutple circumstances mpose dsad
Medum 15 Neay impossible 30  vatage ad oly one grants advantage
advantage or vice versa.
 such a situato you have nether advatage or
PROFI CI ENCI ES disadvantage
A character sheet notes the thgs that the character INTERATON WTH EROLL
s especialy good at, which are kow as the char-
acter's prociences Here are the
t he main procien When you have advatage or o r dsadvantage and
cies alog with page reerences to ther rules: something i the game, such as the hag's ucky
trat, lets you rerol or replace the d20, you ca
Sk s (pa ge 6)
6) Equpment (page 18 reroll or replace oy oe o the rolls. You choose
Savig Thows (page 7) whch one. ForF or example,  a haling has advantage
or dsadvatage on a abiity check ad rolls a 
NG
NG YOUR PRO
PROF
FEN
EN  ONU  and a 13, the haling coud use the Lucky trait to
Whenever you make a abiity check, a savg reroll the 1.
throw or an attack roll that uses oe o your char
acter's procecies you add the characters pro BILITY HECKS
cency bonus to the roll. The bous appears o your A ablty
ab lty check tests a character's or monster's
character sheet, ad ths ruebook ad
a d the character nate taent and trag in an eort to overcome a
sheet tell you when the bous apples challenge. The DM cas r an abiity check whe a
A moster's procecy bous s aready incorpo
character or moster attempts a acto (other tha
rated in the relevat numbers in the creature's stat a attack) that has a chace o iure. Whe the out-
bock so the DM does't eed to add t
t come s ucerta the dice determne the resuts
HE ONU DOEN'T STAK MAKNG
MAKNG AN BL
BLT
T CH E K
our procency bonus ca't be added to a die roll Here are the steps r makig an abty check:
or other number more tha once. For example i 1: Determine the ability to use. For every ablty
two rues tel you to add your prociency bous to a
Wisdom savig throw, you nevertheless add t oy check the DM decdes whchwhch o the sx ablties s
once to the save reevant
ree vant to the task
t ask at had. This ruebook or the
Occasonally, a procecy bonus mght be multi- adveture booklet ote tels the DM what kind o
pied or dvded (roud dow) bere beg added. check a character ca make and what happens i
For exampe the rogue's Experise eature doubes the check succeeds or as. Since characters o-
the prociecy bous r certai abiity checks ten try unpredctable thgs, the adveture book
Whenever used, the bous ca be multipied ony et also provdes advce to hep the DM decde
oce, divided ony oce, ad added ony oce. what kind o ablty check to use  a situatio

2: Choose a skill that applies, if any. Each ablty


ablt y, For exampe, a Dexterty check mght reect a
except Constituton, has sklls assocated with character's attempt
attempt to pu o an acrobatc stunt,
t, and the rules or the DM determnes whch of to pam an obect, or to stay hidden Each of these
those skis s reevant to a check. See the Skis aspects of Dexterty has an associated ski: Acro-
secton beow fr more nfrmaton. batics, Seght of Hand, and Stealth, respectively. So
3: Set the Diculty Class. Each ablty check re- a character who has prociency in the Stealth skll
quires a DC, representing the dculty of the is partcuarly good at Dexterity checks related to
task The more dicut a task the higher its DC sneakng and hiding.
Ths ruebook, the adventure booklet, and the
characterr sheets provide guidance on what the
characte t he How TO US E KILL P ROF OFICI
ICI ENC IES
DC should be fr certain checks. Sometmes,
Sometm es, the DM mght ask fr an ablty check
4: Roll the d20. Then add the reevant ablty mod- using a specic skllfr example, "Make" Make a Wsdom
ier, and f the check uses one of the characters (Insight) check. At other times, a payer might ask
sk prociencies, add the characters procency the DM if procency in a partcuar ski apples to a
bonus too. As wth other d20 rolls, apply any check. In ether case, procency in a skill means an
bonuses and penates, and compare the tota to indivdua can add ther prociency bonus to abity
the DC If the tota equals or exceeds the DC, the checks that invove that skill Wthout procency n
ablty check s a success Otherwise ts a falure, the ski, the ndivdua
ndivdua still makes the abity check
which means the character or monster makes no but wthout addng their procency bonus.
For example, f a character attempts to clmb up
progress toward the obectve or makes progress a dang
dangerou
erous s ci, the Dungeon Master might ask
combined with a setback determined by the DM
fr a Strength (Athletcs) check. If the character
SKILL s procient in Athetics, the
th e characters pro
cency bonus s added to the Strength check. If the
Each of the six abltes covers a range of capabii-
character acks that procency,
procency, they just make a
tes, ncludng skls that a character or a monster
Strength check
can be procient in. A skill represents a specc
aspect of an abity
ab ity score, and an individua
individuas
s pro KILL IST
ciency in a ski demonstra
demonstratestes a fcus on that aspect The sklls
sk lls related to each ablty score are shown
The character sheets ndicate each character's ski on the Skils table (no sklls are reated to Constitu-
procencies, and a monsters skll procencies ap ton) That table also notes
no tes exampe uses fr each
pear in the monsters stat block. skl procency

SKILL
Abity kill Example Uses
Strength Athetics J um p frthe
frthe than norma  sta
stayy aoat
aoat n ou
ough
gh water,
water, o beak someth
someth ng.
exterity Acrobatics Stayy on you
Sta you feet
feet in a tric
tricky
ky sit ation or perrm an acrobatic stunt
Seight o Hand Pick someone's pocket concea a handhed object, or perrm legerdemain.
Steath Escape notic
noticee by movng silenty and hi ding behi nd thin gs.
Intelligence Acana Recall lore about spes  magc items and the p an es of exstence.
Histoy Reca lo
loee about hstorica
hstorica events, people, natons and c ltures
Investigation Find obscure inmation  n boo
books,
ks, or deduce clues about how somethi
somethi ng works.
works.
Nature Reca oe about
about teain, p ants, an mal s, and weather.
weather.
Region Recall lore about go
gods,
ds, reigious ritua s, a nd holy symbols
Wisdom Anmal Handling ntuitt an animal's  ntento
ntui ntentons
ns cam an an mal, o tain an anima l.

nsght iscern a peson's mood


mood and  ntentons.
Medicine Dagnosee an  ness, o detemine
Dagnos detemine what killed the ecenty
ecenty san.
Perception Using a comb nation o senses, notice
c e somethin g thats
thats easy to mi ss.
Suvival olow
olow tacks age
age  nd you way in the wi dene ss, or avoid
avoid natura hazards.
Chasma Decepton Tel a convn
convn cing l ie, o wea a disguis e convnc
convnc ngly
Intmdaton Awe o th eaten someone n to do ng what you want
Permance Perrm
Perrm m usic dance actng, or story
storytelli
telli ng
Persuasion Honestly and gaciousy convince someone of something

CH APTER 1 I PLAYING THE GAME

WORKING OGETHER ALIGNMENT


Sometmes wo o moe chaaces team up to Charactes
Charact es and many monsters have an an al ignm ent,
attemp a task The characte who's
who's leadng the which boadly desc bes their moal and ethi cal att-
eoto he one wh the hghest ablty moder tudes. A lig ment i s a comb natio n of two c
ctor
tors:
s: one
can make an abiity check with advanage, eecing denties moality (good,(good, evil, o r neutral), and the
othe descr bes attituds towartowardd society and ode r
he hep povded by he other chaacters In com (lawul,
(law ul, chaotic, or neuta). Thus, nine dstinct align
ba, ths requires the Hep acton
acton (page
( page 12). ments dee the possible combnations.
A chaacter can povide help only  the ask s one Creatues that lack the capacity r rationration al tho ught
they coud atemp alone Fo
Fo  exampe,
exampe, the ules don't have alignmentsthey ae unaligned. Such cea-
mght requre prociency with theves' oos o pck tues ae incapab le of making moal or ethcal choi ces
a specic ocj so a chaace who lacks hat pro- and act accor
accordidi ng to thei natues
These
The se summ aries o the the ni ne al ignments describe
ciency coudn' hep anoher charace n hat task
the typica behavo of a creature
creature with that alig nment;
Moeover, a chaace can hep ony when wo or ind iv dua s vary from that
that behavio
more indviduals workng togeh woud acuay  
be poductve Some tasks, such as hreadng a nee- awf good (LG) ceatues can be counted on to do
the ight th ing as expected
expected by soci et
ety
y
de, are no easier wh hep
Neutal good (NG )  do the best they can to to he lp
others acco
accodidi ng to the  needs.
good (CG) creatures act as ther conscie nce
SA
A V INhowalso
savng G HHRcaed
OW asaverepesents an Ch aotic good
dects wth ttle regard  what othes expect
attempt o resis cetan heas, such as a spell or a awfl neutal (LN) ind vdual s act act n accodance
accodance with
rap A rue o the DM es  you
 ·you know when 's ime aw, tadtion
tadtion  or persoal codes
to make a save f a ceatue owing hese steps: Neutal (N) s the a gnment of those who stee stee clear of
mora q uesuestons,
tons, do ing what seems best at the time
1: Determine the ability to use. The rues or the aoticc neutal (CN) ceatures llow
Ch aoti llow thei r whi ms,
DM determnes whch of he sx abiles o use hold in g thei pesonal eedom
e edom abov
abovee all el se
f he save For exampe he DM mght say, Lawf evil (E) ceatues take take what they want with in
"Make a Dexeiy savng hrow to dodge the re! th e l im its o a code o tradtio
tradtio n, loyalty,
t y, or order
order
2: Set the Difculty Class. The DC fr a savng Neutra evil (N E) is the align ment o those who do
hrow s deemined by he eect hat causes t whateve the y can get awayaway with without q ual ms
aotcc evil (CE) creatures act
Ch aot act wth abit rary viol ence,
Fo example, he DC  a savng thow allowed
spu red by ther greed hatred  o bl ood u st st
by a spell is deemned by he caster's specast-
ng ably modier and pociency bonus, as ex- In geneal ems, an NPC's aitude toward you s
paned n chaper 3.
descbed as endly, ndeen, o hosle Friendly
3: Roll the d20 Then add the appopriate ablity
modie Fo example, you use you Dexey NPCs are predsposed to help you, and hosile ones
moder r a Dextey savng throw I the crea- are inclned o ge n you way I's easie to get wha
ture has he relevant saving hrow prociency  you want from a iendy NPC
(noed on the charace shee o sa block), also Socia neractons have two prmary aspecs:
add the creature's pocency bonus As with oleplayng and ably cecks
other d0 ros, apply any othe bonuses nd pen OLEPLAYING
aes, and compae the oa o the DC I the tota
equals or exceeds the DC, th save is a success Roepayng is, ieay, he ac o payng ou a roe
Othewse, it's a lue The resul o a successfu n ths case, t's you as a paye determining how
or ed savng throw is dealed n the descrp  your characer hnks, acs, and
a nd aks Roepaying s
ion of he eec hat ced he save pat of evey aspect of he game, and  comes to the
re durng socia nteracons Your chaacer's pe
S O C IA L N T ER
ER A C T IO
I ON sonalty nuences how neractons esove
The DM uses you charace's acons and a-
Duing her adventues, the playe's characters tudes to deermine how an NPC eacts A cowady
meet people om many deen waks of ife and bandt mgh bucke under hreats of mpsonmen
ace monsters hat are moe keen to tak han ght A stubbn mechan efuses o e anyone badger
In those situaons, it's tme r soca nteraction her A vain dagon laps up aey
Ineacon akes on many rms You mgh When neacng wth an NPC, pay cose aten
need to convince an unscupuous hie to coness on to he DM's potraya o the NPC's personaly
to some wongdoing, or you might ry to atter a You mg be able o detemine an NPC's goals and
dagon so ha i wll spae your e The DM as then pay on them to nuence the NPC's atiude
sumes he oles
oles of any NPCs who ae prcipang

CHAPTER 1 I PLAYNG TH GAME

If you oer NPCs something they want or pay o ISION


their sympathies, fears, or goas, you can use words
Some o f the tasks o f adveturingnot
adveturingnotcing
cing dage
dager,
r,
to frm friendships, ward o violece, or lear a key
dng hidden objects, htting a eemy i combat,
pece of rmato. On the other had, f you sut
a proud warrior or speak il of a nobles alles, your and targetg a spell, to name just a fewrey o a
creatures ablity to see. Darkness ad other eects
eorts to convce or deceive wl lkely f short.
that obscure vsio can prove a hindrace, as ex-
BILITY CEKS paed belo
below.
w.

I addt
addtion
ion to roleplayg, ablity checks can be
b e key OB SCUR
SCURE
E D  REAS
 determg the outcome of a socal teraction A area might be ightly or heavly obscured. I a
Your roleplayig eorts ca alter a NPC's atti- lighty obscured area, such as dm ight, patchy fg,
tude, but there mght stil be an eement of chace or moderate flage, creatures have disadvatage on
 the stuaton For example, your DM can call fr Wisdom (Percepton) checks that rey o sght.
a Charsma check at ay pot durg a interacto A heavily obscured areasuch as darkness,
if they want the dice to play a role  determg an opaque fog, or dense lageblocks vsion wthin
NPCs reactions. Other checks might be approprate t. A creature eectively suers the blded cod-
 certan situatos, at your DMs dscretio to (explaed in the appe�hen tryg to see
Pay attention to your skll procences when something  that area
thikg of how you
you want to teract wth
wth a NPC,
ad stack the deck  your fvor by using a ap LGHT
proach that reles on your sklls. For example, if the The presece or absence of ght  an environmet
group needs to trck a guard to lettg them into creates three categories of llumation:
a castle, the rogue who is prociet  Decepto s Bright light ets most creatures see normay. Even
the best bet to lead the dscusso gloomy days provde brght ight, as do torches,
aterns, res, ad other sources of ilumnato
H E NV IR ONM EN T withi a specc radius
Adveturing involves delvg into places that are Dim ight, aso called shadows, creates a ightly
dangerous
danger ous and full of mysteres The rues n ths obscured area. A area of dm ight s usually a
secto cover some of the ways adventurers teract boudary betwee a source of brght lght, such as
wth the eviroment in such places a torch, and surroundng darkess. The soft light

RAVEL of twilght and dawn aso couts as dm lght. A


full moo mght bathe the lad i dim lght.
Durig a  adeture, the char
character
acters
s might travel Darkness creates a heavly obscured area Charac-
ong distaces, o trps that could take hours or ters face darkess outdoors at ght (even most
days The DM can summarze ths trave wthout moont nghts), with the connes of a unt
calculating exact dstaces or trave times. dugeon,, or in a area of magcal darkess
dugeon
If you need to know how fst people can move
when every second matters, use the "Movement & HIDING
Posito rules (page 11 Adveturers ad monsters often hde, whether to
spy on one another or to set a ambush The DMe-
FALLING cides whe crcumstances are approprate fr hid
A creature that fls takes d6 budgeoing dam- g. When you try to hde, make a Dexterity (Stealth)
age at the ed of the f r every 10 feet t fell, to a check.. Util
check U til you are discovered or stop hdg, that
maximum of 20d6 (see page 15 fr the rues o check's total becomes the DC r the Wisdom (Per-
takng damage) cepto) check of ay creature that searches the
Whe the creature lands, t suers the prone con- area; t
 t nds you ony f the check succeeds
succeeds
dtio (explaned n the appedx), unless it avods
WHEN AN  IDE?
takng any damage from the fl.
A creature that falls to water or aother lqud You can try to hide f o oe can see you You ca't
You
hde from a creature that can see you clearly, and
ca use ts
tsreacti
reaction
on (see "Reactos o page 10) to
 you gve away your poston
post on f
 f you make ose,
ose , such
make a DC 15 Strength (Athetics)
(Athetics) or Dexterty (Ac-
robatics) check to hit the surfce head or feet rst as shoutg a warg or makg an attack.
An nvsible creature cant be seen, so it ca
On a successful check, any damage resulting from
the fall is halved. aways try to hde. Sigs of ts passage
passage mght be
oticed, however, ad t stil has to stay quet For
more rmato, see the vsibe condto
condto in
the appedx

CHAPTER 1 I PLAYNG THE GAM


GAME
E

AS SI VE ERCE PT
PTO
O N In most cases, you need to describe whee you
When you hide, thee's a chance someone will no- are seacing. For example, a key is hidden beneat

 tice yo even


 weter scifathey ar ent
arent
creatue searcing.
notice
notices To detemine
s yo, the D M com- cothes
DM tatinyou
tepace
top dawe
arond of
thea bueau If yo te
oom, ooking the
at the
pares yo Dexterity (Steath) check with that cea-  walls and frnitue  cles, yo have no chance
 tues passive Wisdom (Peception) score, which of nding te key, egardless of yo Wisdom (Per-
(Per-
eqas 10 + te creates Wisdom modie, as well ception) check reslt You would have to specify that
as any oter bonses o penaties. If the creatue  you wee seaching the burea to have any cance
as advantage on Wisdom (Perception) ce  ce cks,
cks, add of success
5 Fo disadvanta
disadvantagege on sc cecks, sbtract
sbtract 5
For exampe, if a 1stlevel caacter (with a pro-
SUFFOATNG
ciency bonus of +2) as a Wisdom score of 15 (a +2 A ceature can hod its beath r a nmbe of min-
modie) and pociency in Perception, te chaac- utes equal to 1  its Constitution modier (minimm
 ter has a passive Wisdom (Peception) of 14. of 30 seconds) When a create rns ot of beath
o is choking, it can svive f a nmbe of rounds
INTERATNG WT BJET equal to its Constittion modie (minimm of 1
A charactes interaction with obects in an envion- ound). At the start of its next trn, it dops to 0 hit
ment is simpe to esolve in the game. Te playe points and is dying, and it cant egain it points or
 tels the DM that thei characte is doing something, be stabil
stabilized
ized until it can beathe again (see page
such as moving a eve, and the DM describes what, 15 r the rues on taking damage).
if anything, happens.
COMBAT
NDNG.. HDDE N NG
NDNG NG Adventues encounter many dangeous monsters
Wen yor caracter searces  a hidden object, and neaios vilains n those moments, combat
sch as a secret
secret door o a trap, the DM typically often beaks ot
asks you to make a Wisdom (Peception) check. If
 you succeed,
succeed , yo nd hidden detais or other
othe r inf E RDER OF COMBAT
mation and cues that yo might othewise ovelook. A typical combat encounter
encounter is a clash between two
tw o
sides, a urry of weapon swings, feints, paries,
otwok, and spellcasting Te game oganizes
combat into a cycle of onds and trns. A round
represents abot 6 seconds in te game word
Ding a ond, each participant in a battle takes a
turn The ode of tns is determined at the begin
ning of combat, when everyone olls initiative. Once
eveyone has taken a trn, the ght contines to the
next rond
ro nd if neithe side is defeated.

 O MBAT TE
TE P BY TE
TE P
1: Determine surprise. Te DM determines
 weter anyone invoved in te combat enconter
is supised.
2: Establish positions. The DM decides where a
 te caacters and monsters are ocated Given
 the adventues marching orde or teir stated
positions in the oom or othe ocation, te DM
gres ot where te adversaries areow far
away and in what direction
direction..
3: Roll initiative. Everyone involved in the combat
encounte ols initiative, determining the order
of combatants tuns
4 Take turns. Eac paticipant in the battle takes a
 tun in initiative ode
5: Begin the next round. When eveyone involved
in the combat has had a trn, the rond ends. Re-
peat step 4 and 5 ntil
 ntil the gting stops

CH APTER 1 \ PLAYING
PLAYING TH E GAME

U RP RI SE cg wh T hgs. You can iner


Iercg
Ier ineract
act with
Advenurers sneak up on a bandi camp springing one obec or feaure of the environment r free
from he trees to attack A stirge swoops down from during eiher your move or your action For exam-
a cavern ceiing, unnoiced by he adventurers uni ple you coud open a door during your move as you
i's nearly on hem In hese siuations one side of stride toward a fe or you could draw your weapon
he batle gains surprise over he othe
other.
r. as part of the same action you use o aack.
The DM determines who migh be surprised. If If you want to interact with a second object, you
neither side tries to be stealhy, they automatically need to ake he Use an Obect acion (see page
notice each other. Otherwise, the DM compares the 13) Some magic items and oher special objects
Dexerity (Seath) checks of anyone hiding wih he aways require an acion o use as stated in their
passive Wsdom (Perception) score of each creature descripions
on he opposing side Any creature hat fails to no- The DM migh require you to use an acion r
ice a threa is surprised at he star of the comba any of these activities when i needs specia care or
If you're surprised, you can't move or ake an ac-  when i presens an unusual obstacle For instance
ins tance
ion on your rst turn of the combat, and you can't he DM coud reasonably expect you to ake an ac
take a reaction uni hat urn ends (see the "Your ion o open a stuck door or turn a crank to ower a
Turn and "Reacions sections below fr inorma- drawbridge.
ion on actions and reacions) A member of a group Dog Nohg o Your Tur. You can frgo
can be surprised even if he other members aren't moving, taking an action or doing anyhing a a on
 your turn If you can'
can ' decide wha o do, consider
 NTIAT
NTIATI
I VE aking the Dodge or Ready action as described in
Iniiaive determines he order of urns during com the "Actions in Comba secion laer in his chapter
bat. When comba stars every paricipant makes
a Dexerity check to deermine heir pace in he BONUS  CT
CTIONS
IONS
iniiaive order. The check ota is caled a combat- Various class features spels and other abiliies let
ans initiaive count or iniiaive r short The DM  you ake an addiiona
addiiona  action on your urn caed a
makes one ro r a group of idenical creaures, so bonus action. The Cunning Action feaure fr ex-
each member of he group acts at he same time. ampe alows a rogue to ake a bonus acion You
The DM ranks he combatans in order from he can take a bonus acion only when a special abiity,
spe or oher feaure of the game sates that you
one wihThis
lowes he is
highestniiaive o the
he order in which one
they acwih he
during can do somehing as a bonus action You oherwise
each round The iniiaive order remains the same dont have a bonus action to take.
from round o round. You can ake only one bonus action on your turn
If a tie occurs
oc curs he DM decides he order among
among so you must choose which bonus acion o use when
ied monsters and he players decide the order  you have more than one availabe
among heir ied characters. The DM decides he You choose when to ake a bonus acion during
order if the tie is beween a monster and a player  your turn uness he bonus acion's iming is spec-
sp ec-
character or he DM can have he tied characers ied and anything hat deprives you of your abiiy
and monsers each roll a die and go in order from to ake acions aso prevens you from aking a bo-
highest roll to lowes nus acion

YOUR URN EACTIONS


O n your
your urn you can move a disance up to your Cerain special abiities, spells and situaions allow
speed and take one action You decide whether o  you
tion o
is ake a special
an insant action to
response caed a reacion
reac
a trigger ofion
some A kind
reac
move rst o ake your acion rst. Your speed
someimes called your waking speedis noted on  which can occur on your turn or o r on someone eses
e ses
 your character sheet The opportunity atack described later in his chap
The acions you can take are described in the "Ac ter, is the most common ype of reacion.
ions in Comba secion laer in this chaper The When you ake a reacion you can ake anoher
"Movement & Position
Position section aer in his
hi s chapter one until he sar of your next urn If he reacion
gives he rues fr your move inerrups anoher creatures urn that creaure can
Coucg. You can communicate however coninue its urn right afer the reaction
 you are abe hrough brief utterances
utteranc es and gesures, In erms of iming, a reacion akes pace immedi-
as you take your turn Doing so uses neiher your aey after whaever triggered i unless he descrip
acion nor your move. Some conditions in the game tion of the reacion says oherwise
(see he appendix) inhibi communicaion

CH APTER 1 I PLAYING THE GAME

OVEMENT & POSITION BE NG  RONE


On your turn, you can move a distance equa to your Combatants are often knocked dow. Tey are then
speed or less Or you can decide not to move pone, a condition described in the appendix.
You movement can incude umping, climbing, You can drop prone witout using any of your
and swimming expained later in this section speed Standing up takes moe eot; doing so
These dierent modes of movement can be com costs an amount of movem
movementent equa to haf you
bined with walking, o tey can constitute you speed round down). Fo example, if you speed
entie move. However you're moving, you deduct the is 30 feet, you must spend 15 feet of movement
distance of each pat of you move from you speed to stand up You can't stand up if you don't ave
unti it is used up or until you ae done moving enough movement eft o if you speed is 0
OVING  ROUN D T
THER
HER  REATUR
EATURE
ES
 REA
EATU
TUR
RE ZE
A creatue belongs to a size category. Eac size de- You can move thoug a friend's space. n contast,
temines te widt of te square space the creature  you can move thoug an enemy's space only if i f the
e is at least two sizes larger o smalle than you.
occupies ontable
table Tat a map, aste
lists sown
sizeson te smallest
from Size Categoies
Tiny) Remember that anote ceature's space is dicult
to argest Gagantuan) terain r you
A characte's size is specied on te chaacte Whethe a ceature is a friend o an enemy, you
seet and a monste's size is specied in the mo
mo can t willingy end your move in its space.
' .

f you leave an enemy's reach during your move,


ster's stat block
 you povoke an opportunity
opp ortunity attack see page 4
ZE CATEGORIES LY NG
LY
Size Space Size Space Flying ceatues ave exceent mobiity, but tey
Tiny 2 f square Large 10 ft
ft s qu are must aso deal with the dange
da nge of fling. If a ying
Small 5 f. square Huge 5  square ceatue is knocked prone, has its speed reduced to
Medium 5 . squae Garganuan 20+ f. squae , or is otherwise deprived of the ability to move, the
creature falls, uness it as te ability to over or it
is being held aloft by magic
BREA
BREA K NG  P OU R OVE
OVE
· You can break up your movement on you tun, us-  L M NG
NG,, W
W M M NG
NG,, A N D  RAWL
AWL NG
ing some of you speed befre and afte your action. Eac fot of movement costs 1 extra fot (2 exta
Fo exampe, if you have a speed of 30 feet, you feet in dicut terain) when you're cimbing, swim
could move 10 feet, take you action, and then move ming, or cawing You ignore tis exta cost if you
20 feet Simiary, if you take an action that includes have a cimbing speed and use it to cimb or ave
a ve a
more tan one weapon attack, you can break up swimming speed and use it to swim
 your movement by moving between betwe en tose attacks.
attac ks. At te DM's option, cimbing a sippey vertical
If a creatue has moe than one speedsuc as a surace or one with few handhods migt requie
 waking speed and a ying speedthe
spe edthe creatue
cre atue can a successfu Stength Athletics) ceck Similaly,
switc back and ft between te speeds duing its gaining any distance in roug water might require a
move. Wheneve it switches, subtract the distance successful Strength Athletics) check.
aleady moved from the new speed The esult de
temines ow muc ate te ceatue can move. ONG jUMPS
If te esut is 0 o ess, it can't use te new speed When you make a ong jump, you cover a numbe of
duing te curent move Fo exampe, if a ceatue feet up to your Strengt score if you move at least 0
suc as a harpy) has a walking speed of 20 and a feet on ot immediatey befe te jump. Wen you
ying speed of 40 it coud y 10 feet, wak 10 feet, make a standing long jump, you can eap only half
and eap into te ai o y 20 feet moe that distance. Eite way, each fot you clear on te
 jump costs a fot of movement
 IFFI CU
CUT
T E
E RR
RRA
A IN
This ue assumes that te eigt of you ump
Combatants are often sowed down by dicut doesn't matter, suc as a jump across a steam or
terain Low furnitue rubble, undegowt, steep chasm At you DM's option, you must succeed on
stais, snow, and shallow bogs ae exampes of di- a DC 0 Stengt Athletics) check to cear a low
cut terain. The space of another creature, whete obstace
obsta ce no tale tan a quarter of te jump's dis-
its ostie or not, also counts as dicut terain tance),), suc as a ow wal Otherwise, you it it
tance
Evey ot of movement in dicut terain costs 1 Wen you land in dicut terrain, you must suc-
extra ot, even if mutiple things in a space count as
dicut terrain. ceed on a DC 10
1 0 Dexteri
Dexterity
ty Acobatics)
Acobatics) check to
and on your feet. Otherwise, you and prone

C H APTER 1 I PLAYING THE GAME

GH you
When jUMPS
make a high jump you leap into the air a
number
numb er o feet equal to 3 + your Strength modier
modier
(minimum of 0 eet) if you move at least 0 feet on
ot immediatey bere the jump When you make a
standing high jump you can jump ony haf that dis
 tance. Either way, each ot you clear on the jump
j ump
costs a ot o movement In some circumstances,
 your DM might aow
a ow you to make a Strength (Ath- W1AROS FTEN
TAKE HE CA T A
letics) check to jump higher than you normally can
PEL ATI.
You can extend your arms hal your height above
 yoursef during the jump Thus, you yo u can reach above
 yoursel a distance equa to the height of the jump
j ump
pus  V2 times your height
heig ht
TIONS IN COMBAT
When you take your action on your turn, you can
 take one o the actions presented here When you
describe an action not detaied here, the DM tes
 what kind of ro you need
nee d to make, i any
any to deter-
mine success or iure

TTACK
The most common action
action to take i n combat
combat is the ELP
Attack action. With this action you make one at- You can lend your aid to another creature in the
 tack
 tack wit
with
h a weapon or an unarmed
unarme d strike See the completion of a task When you take the Hep ac-
"Making an Attack section r the rues that gov-  tion, the creature you aid
a id gains advantage on the
ern attacks. next ability check it makes to perform the task you
are helping with, provided that it makes the check
A ST A P
PELL
ELL befre th start of your next turn
Most spes require an action to cast. See chapter 3 Alternativey you can make it easier to hit a crea-
r the rules on casting a spell.  ture within 5 feet o you by distracting the target,
such as with a eint You thereby give advantage to
ASH  the next attack ro against the target that is made by
When you take the Dash action, you gain extra one of your allies bere your next turn
movement fr the
the current turn. The increase equals
 your speed, after applying any modiers With a ID
I DE
speed o 30 eet, r example you can move up to 60 When you take the Hide action you make a Dexter-
feet on your turn i you take the Dash action ity (Stealth) check in an attempt to hide llowing
 the rues on page 8 fr hiding I you succeed, ou
ISSE NG
I NGAG
AGE
E gain the benets described in the "Unseen Attack-
I you take the Disengage action, your movement ers and Targets section ater in this chapter
doesnt provoke opportunity attacks (see page 14)
r the rest o the turn. READY
Sometimes you want to wait r a particular circum-
ODGE stance bere you act To do so, you take the Ready
When you take the Dodge action you cus on action on your turn, which ets you act using your
avoiding attacks.
attacks. Unti the start of your next turn, reaction bere the start o your next turn
any attack roll made against you has disadvantage First you decide what perceivable circumstance
i you can see the attacker
attacker and you make Dexterity  will trigger
trig ger your reaction. Then you choose the t he
saving throws with advantage.
advantage. You lose this benet action you wil take in response to that trigger, or
if you receive the incapacitated condition (explained  you choose to move up to your speed spee d in response
in the appendix) or if your speed is reduced to 0 by a  to it. Examples
Example s include "I the cultist steps on the
condition or another eect.  trapdoor, I' l pul
pu l the lever that opens it
it  and "If the
zombie steps next to me, Il move away.

When the trigger occurs, you can either take your


reaction right ater the trigger nishes or ignore it.

CHAPTER l I PLAYNG H E GAME

Whe you ready a spell, you cas i as omal bu 1: Choose a target. Pck a age wihi your a 
hold is enrgy,
enrgy, whch you reease wih your eacion acks age a creaure, an objec, or a ocaon.
 whe he rigger occus To be
b e eaded, a spel mus 2: Determine modifers The DM deermes
have a casing ime of 1 aco, ad holding on o  whehe he arge has
ha s cove
coverr ad whehe you
he spell's magic requies conceaion (expaed have advaage o disadvanage agains he ar-
in chape 3) If your coceao is broke, he ge. In addio, spells, specal abiies, and ohe
eadied spell dsspaes wihou akg eec. eecs ca appy pealies or bouses o your
aack ro
EARCH 3: Resolve the attack. Make he aack oll. On a
When you ake h Seach acio, you devoe you h, you o damage, uless he pacua aack
aeon o ding somehing, and he DM migh
has rues ha specfy ohewse Some aacks
have you make a Wisdom (Percepo) check or a cause speca eecs i addion o or isead
Ineigence (Ivesigao) check. of damage.
 SE A AGI C EE M A C K OLLS

If you have a magc iem ha requires a acio o When you make a aack, you aack oll deer
use, you ake he Use a Magc Iem aco. mines whehe he aack hs o misses. To make
an aack ol, o a d20 ad add he approprae
 SE A N BJE C
modes. If he oa of he oll pus modes
You ormaly neac
neac wih a objec
obje c whe dong
equas or exceeds he arges Amo
Amo Cass (AC), he
somehig ese, such as whe you draw a sword
aack hs
as pa of an aack. When a nonmagical objec
When a chaace makes an aack oll, he wo
requires you aco, you ake he se a Objec
mos common modiers o he o ae a abiy
acon. You can aso ake his acon o inerac wh
modie ad he charace's procecy bous.
moe han one objec on you un.
Whe a monser makes an aack oll, i uses wha-
 SE A  PE CIAL BI
BILIY
LIY ever mode s povded i s sa block
May clas
classs feaures give you speca ways o use Abilty Modifer. The abiiy mode used fr
 your acio Monses also have heir
he ir own speca
speca  a melee weapo aack s Sregh, and he abl-
acos, as dealed in heir sa blocks. iy modier used fr a raged weapon aack s
Dexey.
MAKING AN TTACK Some spels also equie an aack oll The ab
When you �ke he Aack aco, you ca make a iy modie used  a spell aack depeds o he
 weapon aack.
aack . f you ake he Cas a Spel acio,
ac io, specasig ably of he specase, as specied o
some spells vove
vove makng a spell aack, and he he spellcase's charace shee or  s sa bock.
Use a Magic Iem, Use a Objec, ad a d Use a Specal See chape 3 f more rmao on · specasig
Ably acios somemes ivove a em or a feafea Profciency
Profcienc Bonu s. You add your pociency
y Bonus.
ue ha requires an aack. bous o your aack oll when you aack usg a
 weapon you have pocecy wh, as wel as when
Two 
A A C K TYPE
TYPE S  you aack wh a spel.
Thee are wo ypes of aacks in he game: weapon
OLLING 1 OR 2 0
attacks ad spell attacks The ules e you an I f a  aack o ges
ges a 20 on he d20, he aack hs
aack'ss ype ad wheher he
aack' he ype
y pe maes  a
pacula suao Weapon aacks ae geealy egardless of ay modes o he age's AC. Ths
physica aacks wh weapos (ised in chape 2) is caled a cical hi, whch s expaied ae in
ad he ike. Spe aacks nvove spells and ohe hs chape
ms of magc If a aack oll gets a 1 on he d20, he a-
Rgadess of an aacks ype,  fows he rules ack misses egardess of ay modes o he
in his seco, and f hee's ever ay queson age's AC.
 wheher somehg youe doing cous
cou s as a a  N SEE N 
A CKCKE E RS A N D TA RGES
ack, he ue is simpe f you're making an aack Whe you make an a n aack ro agas a age you
ro, you're makg a aack. ca' see, you have dsadvanage
dsadvanage on he oll Ths s
A C K RUCURE
A ue wheher youre guessing
guessing he arge's locaon or
Whehe you're
you're srikg wh a melee weapon,
weapon, ng
n g  you're ageig
agei g a ceaure you ca hea
h ea bu o see.
se e.

a weapon a ange, or makg


mak g a aack ol as par If he age is'
auomacally in he
mss, bu ocaio you argeed,
he DM ypicay you
jus says
of a spel, an aack has he fllowg sucure
ha he aack mssed, no wheher you guessed he
arge's locao correcly.

ANGED TTAKS
When you make a ranged attack, you re a bow or
a crossbow, hur a handaxe, or otherwse send pro-
 jectles to strke a oe at a distance Man
Manyy spes also
invove making a ranged attack.
A NG
NGEE
You can make ranged attacks only aganst targets
 wthin a speci
specied
ed range. If a ranged attack, such as
one mad with a spe, has a singe range, you can't
attack a target beyond this range
Some ranged attacks, such as those made with
a longbow or a shortbow have two ranges. The
smaer number is the normal range, and the arger
number is the ong range Your attack roll has dsad-
 vantage when your target
tar get is beyond norma range
and you can't attack a target beyond the ong range.

A NGE D TTAC
TTAC KS IN L OSOSE E  OMB
OMBATAT
Amng a ranged attack is more dut when a e
liALF
liALF C ovER AND T HRE-Q U ARERS C ovER
is next to you. When you make a ranged attack with
When a creature can't see you, yo youu have advan-
advan- a weapon a spell, or some other means you have
 tage on attack
att ack rols against t. dsadvantage on the attack roll if you are wthin
If you are hddenboth unsen and unheard 5 eet o an enemy who can see you and who isn't
 when you make an attack
a ttack you gve away your
yo ur oca- ncapactated.

 ton when the attack hts or msses. MEL EE TTAKS


COVER Used  n handtohand
handtohand combat,
combat, a meee attack aows
aows
Wals, trees, creatures, and other obstacles can pro  you to attack a e withn your reach A meee attack
 vide cover makng a target more dcult
d cult to harm.   typcaly uses a handhed weapon A typical monster
 typcaly
As detaled in the Cover table, there are three de- makes a meee attack when it strikes with ts caws,
grees o cover, each of whch gives a dierent benet ts horns, ts teeth or another body part A few
 to a target.
target . spes aso nvove making a meee attack.
A target can benet from cover only when an at at--
EACH
 tack
 tac k or other
ot her eect
eec t orginates on the opposte
oppo ste sde
A creature has a ot reach and can thus attack
of the cover. If a target s behnd mutipe sources
 targets wthin 5 feet o them when makig a me
o cover, ony the most protective degree of cover
lee attack. Certain creatures have meee attacks
appies; the degrees arent added together. For
 wth a reach greater than 5 eet as noted n her
exampe, if a target is behnd a creature that gves
ha cover and a tree trunk that gives threequarters
threeq uarters descrptons.
cover, the target has threequarters cover. PP ORTUN
ORTUNITYITY TTCKS
TTCKS
Combatants constanty watch fr enemies to drop
COV ER  ther guard When you move heedlessy
heed lessy past your
yo ur
ove Degree Benet to
t o Target fered By es, you
yo u put yourse n danger; dong so provokes
Haf  +2 bo
bonn us to AC Anohe r creature of an opportunty attack.
and Dexe
Dexerity
rity any sze o an object Making an Opportun
portunityityAttac k. You can make an
Attack.
savn g t hrow
hrowss ha covers
covers at e st opportunity attack when an enemy that you can see
ha o the targe eaves your reach To make the opportunity attack,
Three-quartes  +5 bo n us to AC An object tat coves  you use your
yo ur reaction to make one melee
mele e weapon
attack against the provoking creature The attack
an d Dextety a least hree-qua r-
occurs right befre the creature eaves your reach.
savin g h ro
rows
ws tes of the a rget
Avoiding Opport
portunit
unityy At taks You can avoid
Attaks
Total Can' b e argeed An object tha coves provokng an opportunity attack by taking the Dis-
drecty he whoe target engage action. You also don't provoke an opportu-
nty attack when you teeport or when someone or
somethng moves you without usng usng your movement,

CH APTER 1 I PLAYING THE GAME

action, o eaction. For example, you don't provoke DAMAGE & HEALING
an opportunity attack if an explosion hurs you out
o a foe's each o if you all past an enemy. nury and death are constant theats in D&D, as
detailed in the llowing rues.
GRA PPL
PPLI
I N
IT OI
OI NTS
When you want to gab a ceature o wreste with it,
Evey creature has hit points
points,, which represent a
 you can use the Attack action to make a special m e
combination o physical and mental durability, the
lee attack, a gapple.
 will to ive, and uck. Creatues with moe hit points
Starting a Grapple The target of you gapple
ae moe dicut to ki Those with ewer hit points
must be no moe than one size arge than you, and
ae more fragie. 
it must be within you each Using at least one free
A ceature's curent hit points (usuay ust caled
hand, you ty to seize the target by making a grapple
checka Stength (Athetics) check with a DC set hit points) can be any numbe from the creature's
hit point maximum
maximum down to 0  and it never goes
by a Stngth (Athetics) o Dexteity (Acrobatics)
ower than 0  This number changes frequenty
frequenty as a
check the target makes in response (the taget
creatue takes damage o receives healing.
chooses the abiity to use). You succeed automati
·

Wheneve a ceature takes damage, that damage


caly if the taget is incapacitated.
is subtacted fom its hit points he loss o hit
I you succeed, you subject the target to the grap-
points has no eect on a creatue's capabilities unti
ped condition (see the appendix). The condition
the ceature dops to 0 hit points.
species the things that end it, and you can eease
the taget wheneve you ike (no action equired). AMA E OLL
OLL S
Escaping a Grapple. A gapped creatue can use Each weapon, spe, and harmfu monste ability
its action to escape. To do so, it must succeed on a species the damage it deas, if any. You oll the
Strength (Athetics) o Dexterity (Acobatics) check damage die o dice, add any modies, and appy the
 with a DC setse t by a Stength (Athletics) check you damage to your taget (minimum of 0 damage).
make when it ties to escape. When attacking with a weapon,  you add your
yo ur abi-
Moving a Grappled Creature. When you move, ity modiethe same modier used r the attack
 you can dag or carr
c arryy the grappled
gra ppled ceature
ceatu re with roto the damage. A spell tes you which dice to
 you, but you speed
spee d is halved (round
(roun d down) uness
u ness o  damage and whethe to add any modiers.
the ceatue is two o more sizes smae than you. f a spe or othe eect deals damage to more
H OVIN A  REATU RE
than one target at the same time, o the damage
once f all o them. For example, when a wizad
Using the Attack action, you can make a specia
casts thunderwave, the spell's damage is olled once
melee attack to shove a creatue, either to knock it
 all creatures caught in the blast
prone or to push it away om you
The target of you shove must be no more than  RITICAL IT
IT S
one size larger than you, and it must be within you When you scoe a critica hit, you get to oll extra
reach. You make a Strength (Athetics)
(Athetics) check with a dice r the attack's damage against the taget.
DC set by a Strength (Athetics) o Dexterity (Aco- Roll all of the attack's damage dice twice and add
batics) check that the taget makes in response (the them togethe. Then add any elevant modiers
taget chooses the abiity to use). You succeed auto- as nomal.
maticay i the target is incapacitated. For example, if you score a citica hit with a
If you succeed, you either knock the target pon
pone
e dagger, rol 2d4 r the damage, rathe than d4,
o push it 5 eet away om you (you choice). and then add you elevant abiity modie. I the
 NA RM
RME
E D TRI
TRI KE S attack involves
involves other damage dice, such as from the
ogue's Sneak Attack fatue, you ol those dice
Instead of using a weapon to make a melee attack,
twice as wel.
 you can use an unamed
un amed stike:
s tike: a punch, kick, head-
butt, o simia ceul bow. On a hit, an unamed A MAE YPE
YPE S
strike deas bludgeon
bludgeoning
ing damage equal to to 1 + your Every instance
instance o damage
damage has a type. Damage typ es
Stength modier. have no rues o their own, but othe ules, such as
You ae procient with you unamed strikes. damage esstance, rey on the types.
They aen't consideed weapons by the ules, but
they nonetheess work r meee weapon attacks. The typ es
ightning, ae acid,
necrotic, bludgeopoison,
bludgeoning,
piercing, ning, cold, re, frce,
psychic, radi
ant, slashing, and thunde.

CHAPTER 1 I PLAYING TH E GAM


GAME
E

 
CLERS AN ghte 8 h ponts of heang f the ghte has 4
PAADINS STRIVE T curent hit pois ad has a hi poit axum of
RTET ANO HE
20, the gher
gher egais
egais 6 ht
h t ponts o 8.
HEIR FREN.
A ceaue hat has died can' egan hit points u
 t a gc has resoed t o lie

 ROPPI NG TO 0 HIT  OIN TS


ROPPI
When a chaacter
chaacter drops to 0 h ponts, they ether
de ough or all uncoscous, as explaned beow
A onser des when it drops to 0 h ponts, uess
 the DM decides to tea
te a he monste k
ke
e a characer
Instant Death. Massve daage ca kil a char-
acer instaly When daage reduces a characer
o 0 h pos and hee
hee s daage reaing, the
chaacte
chaac te des i he eaing
e aing daag
daage e equas o
exceeds thei
thei h poin axiu For example, a
 wzad wh a axu
a xu of 2 hh  pons currenty
has 6 h ponts I he wizard takes 18 damage fro
a aack, he ward s reduced to 0 hit ponts, but
12 daa
daage ge eais. B ecaus
ecausee he reaiing dam
age equals he hi poit axu, the wzad dies
Fang Unconscious. If damage reduces a char-
ace o 0 hit pois and isn' fa, the characte flls
uncoscous (see(see he appendx). Ths uncosco
uncoscous-
us-

AMAG
A MAGE E SI ST
STA
A N CE A N D VU
VUNNE RA
RABI
BIITY
ITY ness eds i he chaacte regans
regans ay hi poits.
Death Saving Throws. Wheever your characer
Soe ceatures and objecs ae exceedingly dcul sas her turn wth 0 hit poits, you must ake a
or easy o hurt wh cean
ce an types
type s o daage I a speca savg throw, caled a deah savng thow,
ceaue o an obect has resistance o a daage o deterie whethe he characte creeps cose
y pe, daage of hat type s haved agaist it (round  to deah Unlike ohe
o he savng thows, ths
t hs one st
 st
dow) I a creaure o a objec has vulnerability ied o any ability
abi lity scoe the chaacer
chaacer is now i he
o a damage type, damage o thatha yp e s doubled hads o fte.
agas . Roll a d20. The save
save succeeds o a oll o 0 or
Ae all oher oders
od ers o daage, resstance highe.
high e. Othewise, it ails A success or failue has
s appled and he vulerabiity
vulerabiity Fo exaple, 2 5 o eect by sel On the hid success, the charac
bludgeonng
blud geonng daage is dealt o a ceatur
ceature e hat has  ter becoes
becoe s stable (see beow) O he thrd faure,
bludgeonng ressance. The ceature s also withn he chaacte dies. The successes ad fues don't
a agica aura ha reduces all daage by 5 The 25 eed to be cosecuive; keep tack o boh unt you
daage s rs reduced by 5 ad the haved, so he coec three of a kid. The nuber o both s eset
ceaue takes 10 damage o zeo whe he chaacer egais any ht pons or
Muiple
Muiple isances o resisace or vunerabiliy becoe stable.
 that aec he
h e sae damage ype
y pe count
co unt as oy
o y one Whe you ake a death saving how and ro a 1
_ nstanc
nstance.
e. Fo
F o exaple, f a creaue has ressace on the d20  couns as wowo falues If you oll a 20
 to re daage as wel as resistace
resistac e to all oag
 oag-- o he d 20, your chaacte
chaacte regains
regains 1 hit point
ical daage, he daage of a nonmagica e s Damage at 0 Hit Points. I a chaacte akes ay
reduced
reduce d ony by hal agains he creaue daage while at 0 h ponts, the chaacer sues
one death savng thow ailure. I he daage s
HEAL
HEA LI NG
ro a cica hit, is two ailues nstead.
nstead. If the
Uness  resuls n deah,
deah, daage sn't peae
pea e
daage equas or exceeds he chaacers h pont
Eve death is reve
revesibe
sibe hough poweful magic
axiu,
axiu , he chaac
chaacer er dies nstanty
nstanty
Res ca restore a creaure's ht points (see page
Stabilzing a Creature. The bes way o save a
17), ad agca methods, such as the cure
wounds spell, ca reove daage n an instant ceature wthhe
0 hi points can
is toathea it be
I heang s
unavailabe,
unavai labe, ceaue east stabed
When a ceature eceives heang of any knd, ht
so hat it isn't ked
k ed by a faled deah
dea h savng throw
throw
points reganed ae added to its cuent h ponts
As an acio, you ca admnster st aid o a cea-
A creatures hit points can't exceed its hit pont
 tue wth 0 h
h  pons,
pon s, which equies a successu
axum so any h ponts reganed n excess of
DC 10 Wsdo (Medcne) check. O a success, success, the
his number ae los. For example, a cerc gras a
 

ceaure is stable, which means the ceaure doesn on the un ha you moun i. In conrast, an in-
make deah saving thows, even hough
ho ugh it has 0 dependen moun eains is pace in the iniiative
hit poins, bu it does remain unconscious The ode, and i moves and acts as i wishes
ceaue sops being stabe, and must sat making Opportunity Attacks against You. I he moun
death saving hrows again, i it takes any damag
damage e  youe riding provokes
provoke s an opporunit
opp orunit y attack, he
h e
A sabe creatue
creatue that isn healed egains 1 hit
hi t attacker can age you o he moun
point ater d4 hous
NDERWATER COMBAT
NOCKING A REATURE U A gh undewater ows these rues
When an atacker educes
educes a ceature
ceature o 0 hi poins
poin s
with a melee attack, he aacke can knock
kno ck he cea Impeded Melee. When making maki ng a meee weapon at
 ure out The atacker makes
makes this choice the insant  ack, a creaure ha acks
acks a swimming speed has
the damage is dealt The creaue sues hehe uncon-
uncon - disadvantage
disadvantag e on he atack rol unless
un less he weapon
scious condition (see he appendix) and is stabe is a dagger,
dagger, javein, shoswod
shoswod,, spear, or tiden
ti den
Reduced Range. A anged weapon attack auto-
HARMING
HA RMING B
BJE S maicaly misses a tage beyond he weapons
Creaues can damage objects with weapons and nomal range Even agains a targe within normal
spells
spells The D M deemines an obects Armo Ca Cass
ss range, he attack oll has disadvanage
disadvanage uness
and hit points Obecs ae immune to poison and  he weapon is a crossbo
crossbow w o a weapon wih he
psychic
psych ic damage, and he DM migh decide
decide ha cer- thown poperty
tain obecs have resistance o immuniy to ohe Fire Resistance. While fully immesed, creaues
 ypes
 ype s of damage (its had o cut a ope with bud- and obecs have resistance to re damage
geoning
geoni ng damage, r example) Objecs always
always fail

Sengh
immune o and Dexeity
eecs saving hows,
ha requie and they
othe saves Whenae
an R E S T I in
Nthe
G game can take sho ress in he
Creatues
objec dops o 0 hi points, i beaks.
midst of a day and a ong es o end it
A creaue can also make a Srength check o ty
to break an obec, wih a DC se by he DM SHORT ET
OUNTED COMBAT A sho es isis a peiod of downimeat least 1 hour
longduing which a ceaue does nohing moe
A wiing ceaue hat is a least one size age
srenuous than eaing, drinking, and reading
than a ide and that has an appopriae anaomy
A ceatue can spend one or moe Hi Dice a he
can seve as a mount, using the owing ues:
end o a short rest, up to the ceatures maximum
Mounting and Dismounting. During you move, number o Hit Dice (noted in i n the chaacter shee o
 you can moun a creaue that is within 5 ee o sat block) Fo each Hi Die spen in this way, the
 you o dismoun Doing so costs
cost s an amount o paye ros he die and adds he creatues Consti
paye

movement
For exampe, equa
equa  o hal
if you your
speed is speed
30 feet,(ound down)
you mus  ution modie
equa o o (minimum
the toal i. The ceatue egains
of 0) The hi poins
playe can
spend 15 fee of movemen to mount a hose decide to spend an addiiona Hi Die afer each o
Falling Of. I an eec moves you mount against
is wi whie youre on it, you mus succeed on a LONG  ET
DC 0 Dexeiy saving how o be dismouned, A long res is a peiod of extended downimea
landing pone in an unoccupied space within 5 east 8 hous ongduing which a ceaue seeps
fee of i If youre knocked prone while mounted,  at leas 6 hous and pems
pems no more han 2
 you must make the same save I your mount hours o igh acivity, such as eading, alking, eat eat
is knocked prone, you can use your reacion o ing, or sanding wa
wach
ch If the es
estt is interuped by a
smoun i as it fs and land on your ee Oth- peiod of stenuous aciviya least 1 hour o wak
erwise, you ae dismouned and all all pone in an ing, ghing, casting spells, or similar aciviyhe
unoccupied space within 5 feet it ceature must restar the es o gain any benet
Controlling a Mount. You can conol a moun ony At the end o a ong est, a creatue regains a los
if i has been tained
ta ined to accep a ride
ride.
. Domesti hi points The ceaure also egains spen Hit Dice,
caed hoses, donkeys, and similar ceatures are up to hal of he ceaure's tota numbe of o f them
assumed o have such taining The initiaive
initiai ve o a (ound down; minimum o one die)
conroled mount changes to mach yous when A ceature cant bene from more han one ong
 you mount it It moves as you diect i, and it has est in a 24hour period, and
a nd a creaure mus
mus have
o ly  ee act o op o s: as , se gage, a d at leas 1 hi poin at he sat of he
 he rest o gain
Dodge A conolled mount can move and ac even is benes
ben es

CHAPTER 1 I PLAYING THE GAME

CHAPTER 2

QUIPMENT
DVENTURERS ACQUIRE MY KDS OF EQPMEN
on ther joureys Ths chapte
chapte descrbes equpmet
BUYING & SLLING
that appeas on a chaacte sheet ad that can be Ths chapte ists the prces o weapos, amor, and
added to the sheet late Characters ga most o other knds o adventurg gea
gea The DM lets you
the equpmet by buyg t n a shop o dng t n know f a shop has a patcua tem  sale ad
a dungeon Adventures aso sometmes nd magc  whether ts avaable r the standad
standad pce.
tems, the detas of whch the DM povdes I you want to sell somethg, equpment fetches
hal ts cost whe
when
n sold Weapo
Weapos s and amor used
by mosters ae raely
raely n good eough condton to
OIN sell  cotast, gems, ewely, ad art objects re-
Characters d cos on ther advetues ad ca
Characters ta ther
th er u vaue n the marketplace, and
nd n most
spend those cos n shops, nns, and other bus paces, magc tes are prceess ad theee
theee d
esses they vst Cons come n deent denomna cult to sell
tos based on the eatve woth o the materal.
The Con V � lues tabe lsts the cons ad how much
theye woth elatve to oe aothe For example, t
 QUI
UIM
M N  
 OFIC I
IN
N C I 
shows that a gold pece s worth 100 coppe peces Anyoe can equp the tems n ths chapte,
chapte, but the
A con weghs about a thrd o an ounce, so fty owg tems requre you to have pocecy wth
cos wegh a pound the tem to unlock all of the tem's unctonat
unctonaty:
y:
Armor. Ayon
Ayone
e can don
do n a sut of am
amo,
o, but oly
COIN VALUES those pocent wth t can wea t eectvey
oin cp sp ep gp pp You chaacter sheet lsts you character's armor
Copper (cp) /10 /50 1/100 /000 poceces If you wear amor that you lack pro
pr o
Slve (sp) 0 / 5 1/10 1/100 cecy wth, you have dsadvatage o ay abty
check savg thow, or attack rol that volves
Electrum (ep) s 5 1/2 1/20
Stength or Dexterty, and you can't cast spells.
God (gp) 100 0 2 1/10
Weapons. Ayoe can weld a weapon, but you
Platinu (pp)  ,00
,000
0 00 20 0 must have pocecy wth t to add your pro-
cecy bonus to a attack roll you make wth t.

CH APTER 2 I E QU PM EN
ENT
T

RMOR
Amor Armor Class (AC) Strength Stealth Cost Weight
Light Armor (1 m
mnut
nutee to don or dof
dof
Leaher 1 1  + De
Dexx mo di e r 1 0 gp 10 l b
Stued eate 12  + De x mo d  er 4 gp 1 3 lb
Medum Armor (5 minutes to don an d 7 minute t o dodo
H  e 12  + De
Dexx mo   e (m ax 2) 1 0 gp 12 lb
Can shrt  + Dex mo di  er (m ax so
3 2 gp 20 lb
Scale mal 14 + Dex modier (max 2 Disadvaage sogp 4 l
Breastplate 1 4  + Dex m od   e r (m ax 2) 00 gp 20 lb
alf plae  + Dex moder (ma (maxx 2 Disavantage O gp 40  b
Heavy Armor 7  mnutes to don and
an d 5 mnutes to dof
R g ma  14 Dsavantage 30 gp 40 b
C hain mal 16 S 1 3 Dsavantage 7 gp  lb
Spint 1 Str l S Disadvaage 200 gp 60  
Plae 18 Sr   Dsavanage  ,  OO
OO g p 6 lb

Tools. Certain oos, such as thieves toos, require Ranged.. A weapon is


Melee or Ranged i s classied
classied as eiher
 you o have prociency wih he too o add your meee or ranged. A meee weapon is used to attack
prociency bonus to your abiliy checks wih it a arget wihin 5 fee, whereas a ranged weapon is
made to attack at a geaer disance
RM OR Damage. The tabe iss the amount of damage a
The Armor tabe gives the key details of the various  weapon deals whenwhen an attacker his with it
armors avaiable A creature can wear only one Properties. If a weapon has a propery, ha prop-
sui of armor a a time The tabe ists the cost and erty is listed in the Properies coumn Each prop-
 weigh of the armor,
armor, as we as the owing deails: erty is
i s dened in the "Weapon
"Weapon Properies secion

Category. Every ype of armor falls into a category: WEAPON ROPER


ROPERTIE
TIE S
ight, medium or heavy The category determines Here are deniions of the properties in the Proper-
how ong i takes to don or
o r do he armor (as ties coumn of he Weapons able:
shown in he tabe), and armor prociencies are
usualy tied to one or
o r more of he caegories Ammunition. You can use a weapon tha has the
Armor Class (AC). The tabes AC column es you ammuniion property o make a ranged atack
 wha your base AC is when you wear a particular only if you
y ou have ammunition to re from it Each
 ype of armor For example, if you wear eaher aack expends one piece of ammunition Drawing
armor, your AC is 11 pus your Dexerity modier the ammuniion is par of he aack (you need a
 whereas your
your AC is 16 if you wear chain mail. free hand to oad a onehanded weapon) After a
Strength. If the able shows a Strengh score in the ght, you can spend 1 minute o recover half the
Srengh column fr an armor type, hat armor ammunition (round down) you used in the ght
reduces the wearers speed by 10 fee uness he · Finesse. When making an attack with a nesse
 wearer has a Strength score equa o or higher  weapon, youyo u use your choice of your Srengh or
 han the isted score Dexeriy modier or the aack and damage ros
Stealth If he tabe shows "Disadvanage in the You must
must use the same modier
mod ier fr both ros.
Seath coumn, the wearer has disadvantage on Heavy. Small and Tiny creaures have disadvan-
Dexterity (Sealh) checks tage on attack ros with weapons hat have the
heavy propery
Ligh. When you take the Aack acion and atack
WEA PO
PONNS
The Weapons able shows the game's mos common  wih a weapon that has he ight property, you
can use a bonus action to attack wih a dierent
di erent
 weapons. A creaure
creaure mus have a weapon in hand
 weapon that has he ight
ight proper
pr opery
y in your oher
 o wied i The able liss he cos and weight of the
hand Dont add your abiliy modier to he bonus
 weapon, as we as the owing detais
attacks damage, unless the modier is negative
Category. Every weapon s ino a category: simple Loading. You can re
re only one piece
p iece of ammunition
or marial Weapon prociencies are usuay tied from a oading weapon when you use an action,
to one of hese caegories or exampe, you migh bonus action, or reaction to re i, regardless of
have prociency wih simpe weapons the number of attacks you can normay make

CHA PTE R 2 I E QUPMEN


UPMENT
T

WEAPONS
ame Damage roperties Cost eight
Simple Melee Weapons
C  ub  d4 bud geoing ight  sp 2 b
Dagge  d4 pecing
pecing Finesse, light, hrown (age 20/60) 2 gp  
Greatcl d8 bludgeong wo-handed 2 sp O lb
adax d6 s  as
as hg igh , th own (age 20/60
20/60))  gp 2 
Javelin  d6 pecig how (ange 30/20)  sp 2 lb
Lightt haer
Ligh d4 bdgeoing gh t, th ow (age 20/60
20/60)) 2 gp 2 b
Mace  d6 bludgeon g s  g p   4 lb
Quartestaf d 6 dgeoig Ver
Versat
satile
ile ( d8) 2 sp 4 
Spear d6 piecig Thow (ange 20/60), versate (d8)  gp 3 lb
Simple Ranged Weapons
Cossow,
Cossow,  ght d8 pecing Am untio (ra
(rage
ge 80/320
80/320),), oadig , twoaded 2 gp s lb
Dat  d4 piercg  esse, t how (rage 20/60
20/60))  cp 1/44 
1/
Sortbow d 6 pe
peci
ci ng A u ton (range 80
80/320
/320).). two-ha ded 2 gp 2 lb
Sl i g  d4 bl dgeoing Amm u itio  (age 30/
30/ 20)  sp

Martial Melee Weapons l d8 sashing 10 gp 4 b


Batteaxe Vesate
Vesate (d O)
la  d8 bdgeoig 10 gp 2 lb
Geataxe d 2 slashig Heavy,, twoh aded
Heavy 30 gp 7 lb
Greaswod 2d6 sashing eavy,, wo-ha
eavy wo-ha nded o gp 6 b
Halbed d O s  ashi
ashi ng Heavy,, reach, twoha
Heavy twoha nded 20 gp 6 lb
ongswod d8 slashig Versa
Versatil
til e ( d O)  gp 3 
Mau 2d6 dgeoig Heavy
Heavy,, two-had ed 10 gp O lb
Morngsa  d8 piercig  gp 4 
Raper d8 piercg Fnesse 2 gp 2 lb
Sciia d6 s l as hi g Fiesse, igh 2 gp 3 lb
Shortswod pec  n g
d 6 pe Fnesse, ight 0 gp 2 b

ridet d 6 piercg
piercg ow (ange 20/60), versatie (d8)  gp 4 lb
Warhame d8 bdgeoing Ver
Versa
satle
tle ( d O)  gp 2 
Marial Ranged Weapons
Crossbow,
Crossbow, had d6 piercg Amuito (age 30/120), igh, oadig 7 gp 3 
Cossow, heavy d O pe
pe cing
cing Am un ti on (range 10
100/40
400
0) heavy, oadi g, two-hade d o gp 18 lb
ongow  d8 pie rcg Amm u iio  (rage  0
0/60
/600
0), heavy, two-han
two-han ded o gp 2 b

Range. A weapon that can be used to make a the weapon s a meee weapon, you use he same
ranged aack has a range shown n parenheses abily moder r ha atack ro and damage
aer the ammunion or hrown propery The roll that you would
woul d use r a melee attack with the
range liss wo numbers The rs s  s he weapons  weapon For exampe, if you hrow a handaxe, you
normal range n fee and he second indcaes use your Strengh, bu  you hrow a dagger
dagger you
the weapon's ong range When atackng a arge can use eher your Srengh or your
y our Dexterity,
beyond norma range, you have dsadvantage on since he dagger has the nesse
nesse propery
prop ery
 he attack roll
roll You can atack a arget beyond he Two-Handed. Ths weapon requres wo hands
 weapons long
long range  when
 whe n you attack wih i
Reach. A reach weapon adds 5 ee to your reach Versatile. This weapon can be used wth one or wo
 when
 whe n you atack wth t, as wel
wel as when
when deermin- hands. A damage value in parentheses appears
ing your reach r opporunty attacks wh   with the propery Thats he damage deal when
Thrown. If a weapon has the thrown property, you  he weapon s used wth wo hands to make a me-
can throw the weapon o make a ranged attack I ee atack

CHAPTER 2 I EQUPMEN

M PR
PROVISED
OVISED WEAPONS IFTING
IFTING AN  AR RYIN
RYING
G
An improvsed weapon
weapon s an object welded as a Here ae the  es  how
how mu ch a ceatue can cay
makeshft weapon, such as broken glass, a table leg, Carrying Capacity. You cayi ng capacity s yor
or a frying pan Even a smpe or martial weapon Stength
Stength scoe mutip ied by 1 5 . This  s the weght
weght (n
counts as an mprovised weapon f t's welde n pon ds) that yo can cay
cay which is h gh enoug h that
most chaactes
chaactes dont sa y have to worry
worry abot it
a way contrary to ts desgn;  f you use a ranged
 weapon to make a meee attack or throw a melee Push, Drag, or Lt You can us h, d agag or l f
ftt a
weght n pond s u p to twce your cayng capacty (o (o
 weapon that acks the thrown proper
property,
ty, the weapon 30 times your Stren
Strength
gth score).
score). Whi e p ushi ng or d rag-
counts as an improvised weapon or that attack g ng weght in exce
excess
ss o you cayn g capacty, you
Here are t he rules for an mprovsed weapon:
weapon: speed dops to 5 feet
Size and Strength Lager creatres can bear m oe
Profciency. You dont add your prociency bonus to weight wheeas Tny creatues
creatues can cay less. For each
attack ros wth t. sze categoy
categoy above Med iu m d ob le the creatre's
creatre's
Damage. On a ht, the weapon deas d4 damage of cayng capacty
capacty and the amount t can ps h d ag, or
a type the DM thnks is approprate
approprate to the object t For a Tiy creatue, halve these weights
Range. If you throw the weapon, t has a normal
range of 20 feet and a ong range of 60 feet feet, shattering t on mpact. Make a ranged attack
aganst a target, treating the o as an mprovised
mprovised
If an mprovised weapon resembes a weapon on
 weapon On a hit, the target
targe t is covered n ol If the
the Weapons table,
table, the DM may say t functons
functon s as
target takes any re damage bere the ol dries
that weapon and uses that weapon's rules For ex- after 1 mnute), the target takes an addtona 5
ampe, the DM could teat a table leg as a cub
re damage from the burnng oil. You can aso
pour a ask of o on the ground to cover a 5 ot
ot--
 DV EN TU
TUR
R IN  GEA
EAR
R square area that is level If lt, the oi burns r 2
Here are some speca tems wth their prces and rounds and deas 5 re damage to any creature
 weights)
 weight s) that adventurers nd useful that enters the area or ends ts turn there. A crea
Candle (1 cp, 0 lb). For 1 hour ths candle sheds ture can take ths damage ony once per turn.
brght ght in a 5 ot radius and
and dim lght r an Quiver (1 gp, 1 lb). Ths quiver hodhods
s up to 20 ar
addtona 5 feet rows or bots
Disguise Kit (25 gp, 3 lb). Ths pouch of cosmetcs Rations (5 sp, 2 lb). These ratons are enough r
and props ets you create dsguses. Prociency one person fr one day and include jerky, dried
 with ths kit
ki t ets you add your
you r procency bonus to fruit, hardtack, and nuts.
any abiity checks you make to create a disgu
disguise
ise Rope, Hempen (1 gp, 10 lb) or Silk (10 gp, 5 lb).

Healer's Kit (5 gp, 3 lb). Ths kt s a pouch contain Ths rope s 50 feet long, has 2 ht ponts, and can
ing bandages, saves, and splnts It has ten uses be burst wth a DC 17 Strength check
As an acton, you can expend one use of the kt to Shield (10 gp, 6 lb). Ths shield s made of wood
stabiize a creature that has 0 h t points, without or meta Equppng t requres an acton. Whle
needing to make a Wisdom (Medicine) check. equpped, the shed increases
increases your AC by 2 f you
Holy Water (25 gp, 1 lb). As an action, you can have shield prociency You can benet from ony
spash ths water onto a creature withn 5 feet of one shield at a tme
 you or throw
th row it up to 20 feet
feet,, shattering
shatte ring t on m
 m Thieves Tools (25 gp, 1 lb). This set of toos n-
pact In either case, make a ranged attack against cudes a smal e, lock pcks, a sma mrror with
a target creature, treating the holy water as an a metal handle, a set of narrowbladed scissors,
improvsed weapon If the target is a Fiend or an and a par of pers Prociency wth these tools
Undead, it takes 2d6 radant damage on a hit. lets you add your prociency
prociency bonus to any abity
Lantern, Bullseye (10 gp, 2 lb). Ths antern casts checks you make to dsarm traps or open locks.
bright light in a 60fot cone and dm light r an Tinderbox (5 sp, 1 lb). This contaner hods nt,
addtional 60 feet t burns fr 6 hours on a ask re stee, and tinder used to kndle a re. Usng it
(1 pnt) of oi to lght a torchor anythng ese wth abundant,
Lock (10 gp, 1 lb). A key is provded wth this lock. exposed fueltakes an action Lghting any other
A creature procient wth thieves tools can pick re takes 1 minute
the ock with a successful DC 15 1 5 Dexterit
Dexterityy check. Torch (1 cp, 1 lb). Ths torch burns r 1 hour,
Oil (1 sp, 1 lb). Ths oil comes in a ask that holds providng brght ght in a 20fot radus and dm
1 pint As an action, you can splash the ol onto a ight r an addtiona 20 feet If you make a me
creature withn 5 feet of you o r throw t up to 20 ee attack with a burnng torch and ht, it deas 1
re damage

CHAPTER 2 I EQUPMENT

CHAPTER 3

PELLS
AGI C PERMEATES THE WORLDS OF D&D  AN D MOST SPELL EVEL
often appeas in the m of a magic spell. This
Evey spe has a le
Evey level
vel om
om 0 t o 9,
9 , which is indi
chapter provides the ules fr casting spells which
cated in a spells desciption A spe
spe's
's level is a gen-
can ceate many sorts o wonders.
wonders. The chapte also
eal indicato of how poweru it is. Cantipssim
incudes a collection o spes  use by spellcasters ple spes that can be cast almost by oteare eve
such as the ceic the wizard and the paladin.
0 The rues f each spellcasting class
class (shown on
the chaacte sheet) say when members o that cass
GA ININ  SLL gain access to spes o cetain evels.
Befe a spelcaster can use a spel they must have
the spe rmly xed in mind o must have access to PE
PE LL LOTS
the spell in a magic item. Membes o a few classes Specasting is taxing so a specaste can cast only
(such as the sorcee in the Payer's Handbook ) a limited number o spels befre resting Spel sots
have a limited list o spes that ae always xed in ae the main way a spellcasters magical potentia
mind The same thing is true of many magicusing is repesented and each spelcasting cass gives its
monsters. Other specastes such as ceics and membes a limited numbe of spe sots of cetain
 wizards undego a process of pepaing spells spe levels. Fo exampe
exampe  a 3devel wizad has fu
This pocess varies o dieent casses as detailed steve
steve spe sots and two 2ndev
2ndevel
el sots.
When you cast a spe you expend a sot of that
in the desciption of thei Spellcasting eatures spe's evel or higher
higher eec
eectivel
tivelyy "ing a sot with
wi th
A IN A SLL the spell You can think o a spel sot as a groove o
Whenever a creatue casts a spel the same basic a cetain sizesma r a 1stlevel sot age f a
ues are owed and the desciptions o al spes spell of highe eve. A 1stleve spe ts into a sot o
ae structued alike. Each spe desciption begins any size but a 2ndevel spe ts on in a slot that's
 with the
th e spells name leve school of magic castin
castingg at least 2nd leve. So when a 3rdev
3rdevee wizad casts
time ange components and duation The est of a magic missile, a 1stleve spe that wizard spends
spe entry describes the spe's eect. The owing one o fu 1steve sots and has three emaining.
sections expain each pat o a spel desciption Finishing a long est restores any expended spe
sots (see page 7  the ues on esting).

A ST
STI
I NG AT A IGHER
IGHE R LEVE
LEVE 
CSTING IN
IN ARMOR
When a spelcaster casts a spell using a slot that is
Because oth
oth e mena cus and pecise gestues
of a higher leve than the spe the spel takes on equi ed  spel lcasti ng, you must be procent with
the higher evel r that casting For instance, if a the amo r you ae wea
wea ng to
to cas a spell (as noted n
 wizard casts magic missile using a 2ndleve sot, cha pe 2) You are othewse
othewse oo
oo di sac
saced
ed and phys-
that magic missil
missilee is 2nd level Eectively, the spe cally ha mpered y you amor  specastng.
expands to  the slot it is put into.
Some spels, such as magic missile and cure CATING IM
IM E
wounds, have more powerful eects when cast at a
Most spels require a singe action to cast, but some
higher eve,
eve, as detaied in a spes description
spels reuire a bonus action, a reaction, or much
 AST
ASTI
I NG WITH OUT OTS more time to cast.
There are severa ways to cast a spell without ex
ex--
BONU S CTION
CTION
pending a spe sot:
A spel cast with a bonus action is especially swift
swift 
Cantrips A spe of 0 level (aka a cantrip) can be You must use a bonus action on your turn to cast
cast without a spe sot. the spel, provided that you havent aready taken a
Rituals Certain spes have a special tag: "ritua. bonus action this turn You cant cast another spell

Such a spe
rues r can be cast
spellcasting, or owing the normal
the spell can be cast as a during
castingthe same
time of 1 turn, except fr a cantrip with a
action
ritua The ritual version of a spe takes 10 min
utes onger to cast than normal It aso doesnt ex ex E ACT
ACTIO
IO NS
pend a spell sot To cast a spel as a ritual, a spe- Some spes can be cast as reactions These spels
caster _must
must have a feature that grants the abiity
abi ity take a fraction of a second to bring about and are
to do so The ceric and wizard, or exampe, have cast in response to some event.
event. If a spe can be
b e cast
such a feature The caster must also have the spell as a reaction, the spell description
descrip tion tels you exacty
prepared unless the characters ritua feature  when
 whe n you can do so
species otherwise, as the wizards does
LONGE R  AST
ASTI
I NG IMES
Special Abilities Some characters and monsters
Certain spells (including spels cast as rituas)
have special abilities
abilit ies that allow them to cast spe-
require more time to cast minutes or even hours
cic spes without a spe sot This casting is usu-
When you cast a spell with a casting time longer
lo nger
ally limited in another way, such as being able to
cast the spe a imited
im ited number of times
time s per day than a single action or reaction you must spend
 your action each turn casting the spel, and you
Magic Items. Spe scrolls and some other magic
must maintain your concentration whie you do so
items contain spes that can be cast without a
(see "Concentration
"Concentration later in this chapter).
chapter). If your
spel slot. The description of such an item speci-
concentration is broken, the spel is, but you don't
es how many times a spell can be cast from it.
expend a spel
spel slot. If you want to try casting
castin g the
SHOOL OF AGI spell again, you must start over
Each spell is part of a magical category, which is RANGE
caled a school of magic. The
Th e schoos of magic are
A spes range indicates how fr away from the
isted in the Schools of Magic table These catego-
specaster the spels eect can originate
originat e and the
ries hep describe spes but have no rules of their
own, athough some other rues refer to them spels description species which part of the eect
is limited by the range Once a spe is cast, its ef
CHOOLS OF MAGIC fects aren't
aren't restricted b y its range uness the spels
choo Typical Efects description says otherwise
A range typically takes one of the flowing rms:
Abjuaton Pevens
Pevens o r negates hamul e
eects
ects
Distance The range is expressed in feet
Conjuraton Trans
Trans pors creaues o objects
Touch The spels eect originates on something
Divination Reveas
Reveas thoughts, places, and times
the spellcaster must
must touch, as dened in the spe.
Enchantment I nuences ot
othes'
hes' mnds Self A spell with a range of "Self can be
b e cast only
Evocaion Chan nel s mag cal en ergy to cea
ceaee de on the spellcaster.
suctive or h ea ng eects
eects Self(Area of Eect) A spel with a range of "Sef
"Sef
Iuson Deceve
Decevess the min d o  senses fllowed by an area of eect in parentheses, such
Necoma ncy Ma ni pu lates li fe and death as "Self (15ot cone), creates an area of eect
ans
ans mutaton 
ansrms
ansrms ceaures o objects that originates
ori ginates om the specaster (see "Areas
"Areas of
Eect ater in this chapter)

CHAPTER 3 I SPELS

CO MP O N E N T S  P E L L C A ST
ST I N G F O C U S E S
A spel's compoets
compoets are he physica reqiremes
reqiremes ocus Usage ost Weight
he spellcaster must meet i order to cas i. Each Arcane Focuses (Wizards)
spells descripio indicates wheher it reqires ver Cysta Held 10gp 1 lb
ba (V , somatic
somatic (S, or maeria
maeriall ( M ) compoens
compoens If Ob Held 20 gp 3 lb
he spellcaster ca't provide oe o r more of a spell's od H ed 10g 2 b
componets, the spelcaster can' cas he spel
Staf Held 5 gp 4 lb
VE RBAL (V) Wand Held 10gp 1 b
A verba componet is the chatig of mystic words. Hoy Symbols
Symbo ls (Cercs and Paladins)
Paladins)
The words hemselves aren't the sorce of the Amet Held o wor
wor 5 gp 1 lb
spel's power; raher, the particar combiaion of Emblem Held or worn 5 gp
sods, wih specic pich ad resonace, ses the
Reliquary Held o wor
wor 5  g p   2 b
hreads of magic
magic i moion Ths, a creature who is
gagged or in a area of magical silece can' cast a
DURATION
spe with a verbal componen.
A spel's dratio
dratio is
i s the legh o f time he spe per-
SO MATI C (S) siss afer
afer i is cast A duraion typically takes oe of
Specasing gesres migh iclde a rceful he owig frms:
gesticaion or an itricate se of gesres If a
Concentration. A dratio that reqires concenra-
spel requires a somatic compoet, the caster
tio fllows the concetratio res below.
mst have free use of at leas oe hand o perrm
Instantaneous. A dratio of "Insanaeous
these gesres
means he spe appears oy r a momet and
ATE
ATE RIAL () can't be dispee
dispeed
d
Casing some spells reqires particar maerias, Time Span. A draion ha provides a time spa
as specied i parenh
parenheses
eses i he Compo
Compoents
ents e- species how log the spell lass i rouds, min-
try These maerials aren't cosumed by the spell, es, hors, or he like For examp
exampe,
e, a Duraion
ness the spe's descripio saes otherwise The enry might say "1 minute, meaning the spell
spelcaster ms have a had free to access hem, eds afer 1 mite has passed.
bt i ca be the same hand sed o perrm so-
maic componets, if ay ONCENTRATION
Some spels require he specaster
specaster  o concenrate
concenrate
stead of providig the materials specied i a
o keep the spells' magic acive If the spelcaser
spell, a spellcaser can se a compoen poch or a
oses cocenration such a spel ends If a spe
spelcasing cus (boh described beow as he ma
mst be mainaied wih cocetraio, hat fct
eria compoet This opio is available ony when
appears in is Draion enry, and he spe species
a spe does' cons
consme
me is maerias ad does'
how long he specaster ca concenrate on it The
specify a cost fr them
spellcaser can end cocenration at any time (o
Componen
Compon entt Pouch
Pouc h (25
(25 gp, 2 Jb)
Jb).. A componet
acion required.
poch is a smal, waeright leather bet poch tha
Norma activiy, s
sch
ch as movig and atackig,
has compartmes hodig a of a specaster's free,
does't inerfere with conceraion The fllowing
nonconsmabe maeria componets The pouch
fcors ca break cocetraio:
ca be used by any specaster
Spelcasting Focus Some specasers have the Casting Another Concentration Spell The spe

specialasabiiy
cus to use an
their spes' objec compone.
materia called a specasing case
caserr loses
casting coceratio
another o a spe
spel tha reqires i f they sar
if
cocetraion.
The Spellcasting Focses table lists cuses avail Taking Damage. Whenever a specaser takes
abe o wizards (arcane cuses as wel as clerics damage whie conceratig on a spe, hey mst
ad paadis (hoy symbols The tabe's Usage co scceed on a Consituion savig hrow to main
m idicaes wheher the specaser has o hold o_ tain concetraio The DC equas 10 or haf he
 wear a fcs o use i damage taken (rond down whichever is highe higher
r
Being Incapacitated or Killed. A specaster loses
cocenraion o a spell if hey die or ser he
icapaciaed coditio (see he appendix

 
REAS OF FFECT C UB
UBE
E
A cube's ceao selecs s point of orgin, whch es
Spes such
such as thunderwave cover an area called
anywhere on a face of he cubc eect The
Th e cube's
an aea of eec, which uses the speca ules here
size s expessed as he ength of each sde
Some othe game features, such as a dragon's
A cube's pont of ogin sn't ncluded n the cube's
beath, aso use these rules
area of eect, unless its ceaor
ceaor decdes otherwise
The descrpton of a spe o another feaure spec
ies whehe i has an aea of eect which ypcay CYI
CYI N DE R
has one of ve dierent
dierent shapes: cone cube,
c ube, cyinde,
c yinde, A cylnde's pont of ogin is he cene of a ccle
lne, or sphee Every aea of eec has a point of of a patcular adius, as given in he eect's de
orign, a locaton from whch the eect's enegy scrpton The ccle must ethe be on he gound
erups The rues r each shape specfy how to pos- or at he op of the eect The enegy n a cyinder
 ion s pont of orgin
orgi n Typcally, a pont of ogn
o gn s a expands n straigh lnes from the pont of oign to
pon n space bu some eects have an area whose  he pemete of the cce, rmng the base of the
orgn is a ceaure o an object cyinder The eect then shoos up from he base or
An eect expands n sragh lnes from the pont down from the top, to a dstance equa o the height
of orign
orign  If no unbocked
unbo cked sragh lne exends rom rom of the cylnder
the pon of orgn
o rgn to a locaion whn
w hn he aea of ef A cylnde's pont of ogn
o gn s ncluded n the cylin-
fect, that ocaion sn't incuded n he area. To bock der's aea of eect
one of hese imaginay lnes, an obsucion must
provide otal cover LINE
LI NE
A lne exends fom s poin of orgn
org n n a straight
C ON
ONE
E
pah up to s engh and covers an area dened by
A cone exends in a direcion ha s creato ts wdth
chooses from s pon of orgn A cone's wdth a a A lne's pon of oign sn' ncuded in he ine's
gven pont along s ength is equal o that pont's area of eec, uness its ceaor decdes oherwise
distance from he pon of orgn A cone's aea of
eect species its maxmum lengh SP HE RE
A cone's pont of ogn sn' ncluded in he cone's A sphee's ceao
ceao selects its
its point of orgin,
orgin , and
aea of eect unless s creato decdes ohewise the sphere extends outward fom hat pon The
sphee's size is expessed as a adus hat exends
om the poin
A sphee's pont of orign s ncluded in he

sphee's aea of eect

CHAPTE R 3 I SPELS

TAGE SPELL
SPE LL D ECRI PT
PTIO
ION
N
A ypical spell requres he caster o pick one or The spells are presened in alphabetical order A
more targets o be aected by h e spells magic
magic A spells caster is he you" addressed in the spells
spells descrpon says wheher he spell targes descrpon
creaures objecs a poin o orgin r an area o
eec or somethng else BLE
Unless a spell has a percepble eect a creature 1s t-Level Enchantment
migh no know t was  argeed by he spell
spell An Casting Time: 1 acton
eect lke lightnng  s obvious bu a more subtle Range: 30 ee
eec such as an aemp o read thoughts typically Components: V, S M (a sprnklng o holy waer)
goes unnoticed unless a spell says oherwise Duration: Concen
Concenraon
raon up o 1 minue

 CL EA R PA
PATH TO TH E ARGET
ARGET You bless up to hree creaures o your choice wihn
To arge something wih a spell a caster must have range Whenever a arget makes an attack roll or a
a clear pah o  so t cant be behind toal cover savng hrow bere the spell ends the arge can
I a spellcaster
spellcaster places an area o eec at
a t an roll a d4 and add the number rolled to the atack roll
unseen pont and an obstruction such as a wall or savng hrow
is beween he caser and ha pon he poin o At Higher Level s. When you cas this spell using
Levels.
orign comes no beng on he near side o tha a spell slot o 2nd evel or hgher you can target one
obstruction addtional creaure r each slot level above 1s
ARGETING YOURS ELF C OM M AN D
I a spell argets a creature o your choice
choice you can 1s t-Level Enchantment
Enchantment
choose yoursel unless the creature must be hosle Casting Time: 1 action
or specically a creature oher than you  you are Range: 60 eet
n he area o eec o a spell you cas you can ar- Components: V
ge yoursel. Duraton: 1 round

SAVING OW You speak a oneword commad o a creaure you


Ma ny spells specy ha a arge mus
Many mus make a sav- can see whin range The arget must succeed on
a Wsdom savng throw or llow he command on
ing hrow o avod some or all o a spells eects
s nex turn The spell has no eec i he arget is
The spell species he ablty ha he targe uses r
Undead  t doesn' undersand your language or i
he save and wha happens on a success or alure
 your command s direcly
di recly harmul to it
Spell save
save DC
DC = 8  + yo u p
po
o ci e cy b on s + Some ypcal comma
commands nds and their eects
ee cts llow
llow
yor specasig ability modier You mght ssue a command oher than one de-
scrbed here I you do so he DM deermnes how
ACK ROLL he targe behaves I he targe cant llow your
Some spells requre the caser o make a n atack command he spell ends
roll to determine whether the spell his a arget Approach. The target moves toward you by he
shortest and mos drec
dr ec roue endng it s turn i i
Spell attack
attack modifer = you profcenc
profcencyy bous + moves wthin 5 eet o you
your spelcasng
spelcasng abi liy modie Drop. The target drops whaever i is holding and
hen ends is urn
 O MBI
MBIN
N IN G SPELL Flee. The arge spends is turn moving away
The eects o deren spells add togeher whle rom you by the astest available means
her durations overlap
overlap In conrast he eects o Grovel. The targe flls prone and then
the same spell cast multple mes don combne ends its urn
Insead he mos poten eectsuch as he hghest Halt. The arge doesn move and akes no ac-
bonusfrom hose casings apples whle heir du- ons A ying creaure says alo provded that i is
rations overlap Or the mos recent eect apples i able o do so I  must move o say alo i ies the
the casngs are equally poen and heir duraons mnmum dsance needed to reman in the air
overlap For example  wo clercs cast bless on the Levels.. When you cas hs spell usng
At Higher Levels
same targe hat characer gans he spells bene a spell slot o nd level or higher you can aect one
only once; he arget doesnt receive wo bonus dce addtonal creaure fr each slo level above 1st The
creaures mus be wthin 30 eet o each other when
 you arget them

CHAPTER 3 I SP LLS

FL
LAAMING SPHERE
COMPREHEND ANGUAGES For he duraion, you
y ou sense the presence of magic
magic
1stLevel Divination (Ritual)  wihn 30 eet o
o you  you sense magc in ths way,
way,
 you can use your acion o see a n
n aura around
Casting Time:  acton
any visble creature or object in he area that bears
Range: Sel
magc, and you earn its schoo of
o f magic, i any
any
Components: V S, M (a pinch of soot and salt)
The spel can penetrae
penetrae mos barrers,
barrer s, but it is
Duration: 1 hour
blocked by 1 o o sone, 1 nch of common meal,
For o
ing heany
duration,
spokenyou
yanguage
ou understand thehear
ha you liera
You mean-
aso a thn sheet of ead,
ead, or
o r 3 ee of
of wood or dir
undersand any wrten anguage that you see, bu FLAMNG
FLAMNG PHERE
 you mus be touching he sur
surce
ce on which he 2nd-Level Conjurtion
 words are written I akes about 1 mnute to read Casting Time: 1 acton
one page of ext Range: 60 ee
Ths spell doesn' decode
d ecode secret messages in a Components: V S, M (a b of taow, a pinch of
 ext or a gyph, such as an arcane sigi,
sigi, tha
tha  sn brimstone, and a dusing of powdered iron)
par o
o  a writen anguage Duration: Concenraton, up to  minue

CURE WO
WOUN DS A 5otdameter sphere o re appears n an unoc
1s t-Level Evocatio
Evoca tion
n cuped space of your choice whin range and lass
r the duraion Any creature ha ends s urn
Casting Time: 1 acion
 withn 5 feet o he sphere
sphere must
must make a Dexerity
Range: Touch
Components: V S savng throw The creaure akes 2d6 re damage
Duration: nsananeous
on a ied save, or half as much damage on a suc-
cessful one (round down)
A creaure you ouch regans a number o hit ponts As a bonus acon, you can move the sphere up to
equa o d8
 d8 + your spellcastn
spellcastng
g abiy modie
modier r 30 ee. If you ram the sphere nto a creaure, that
Ths spe has no eec on Undead or Constructs creaure mus make he save agains he spheres
At Higher Levels. When you cast his  his spel using damage, and the sphere sops moving ths urn
a spe slo o 2nd
2nd leve or hgher, the heaing
h eaing n When you move the sphere,
sphere, you can direc  over
creases by d8 r each slo evel above 1st barriers up to 5 feet ta and jump  across ps up
to 10 feet wide The sphere ignes ammable ob-
ETET AGI
 jecs
 jec s no being worn or carred,
carre d, and it sheds brigh
1s t-Level Divina
Divina tion (Ritual
Ritual)) lght n a 20 ot radus and
and dim lgh r an addi
Casting Time: 1 action tonal 20 eet
Range: Sel At Higher Levels. When you cast this spe usng
Components: V S a spell so of 3rd eve or higher, he damage in
Duration: Concentraton, up o 10 minues creases by d6 r each slo eve above 2nd

GUIDIN B OL
OLT
T  NV
NVI
I SI
II
I LITY
1stt-Level Evocation
1s Evoc ation 2ndLevel Ilusion
Casting Time: 1 action Casting Time: 1 acon
Range: 120 fee Range: Touch
Components: V, S Components: V, S M (an eyelash encased in
Duration: 1 round gum arabc)
Duration: Concentration, up to 1 hour
A ash of lght sreaks oward a creaure of your
choice wthin range. Make a ranged spe aack A creaure you touch becomes invsble untl the
agains the arge On a hi he arge akes 4d6 ra- spell ends Anythng he targe is wearng or car-
diant damage, and he nex atack rol made agans ryng s nvsbe
nv sbe as long as t s on he
h e targe's
hs arget befre the end of your nex urn has ad person The spell ends fr a arge tha aacks or
 vanage hanks  o the mystcal
myst cal dm lgh
l gh gitering
gi tering cass a spell
on the targe unl hen At Higher Levels. When you cas this spe using
At Higher Level s. When you cast this spell usng
Levels. a spel slot of 3rd evel or hgher you can arge one
a spell slo of 2nd leve or higher
higher the damage
damag e in addional creaure fr each slo leve above 2nd
creases by 1d6 for each slot evel above 1st
E SS
SSE
E R E STOR
STORAT
ATIO
IO N
EA
EA LI N WORD 2ndLevel
2ndLev el A bjuration
1st-
1s t-Level
Level Evocation Casting Time: 1 acon
Casting Time: 1 bonus acon Range: Touch
Range: 60 feet Components: V S
Components: V Duration: Insananeous
Duration: Instantaneous
You touch a creaure and can end eher one disease
A creature of your choce that you can see wthin or one condtion acting i The condtion can be
range regans
regans h poins equal o 1d4 + your spell- bnded deafened parayzed or posoned

casng ablty moder Ths spe has no eec on IHT


Undead or Consructs.
At Higher Levels. When you cast hs spell using Evocation Cantrip
a spe slot of 2nd evel
evel or hgher he heaing in Casting Time: 1 action
creases by 1d4 r each slot evel above 1s Range: Touch
Components: V M (a rey or phosphorescent moss)
OLD PERSON Duration: 1 hour
2nd-Level Enchantment
You touch one objec hat is no arger han 101 0 fee in
Casting Time: 1 action
any dmenson. Unl
U nl he spe ends he objec sheds
Range: 60 feet
brght igh n a 20o rad
radius
ius and dim gh fr an
Components: V S, M (a small sraght pece of ron)
additona 20 fee. The ight can be colored as you
additona
Duration: Concenration up o 1 mnute
lke Compleely covering the objec wih something
Choose a Humanoid ha you can see whn range opaque blocks
blocks he igh The spell ends if you cast t

The
or betarget mustr
parayzed succeed on a Wisdom
he duraon A the saving throw
end of each again orarge
f you dismss
antobject
as anheld
action
or worn by a hose
of ts urns he arget can make anoher Wsdom creaure ha creaure mus succeed on a Dexerty
savng hrow On a success the spe ends on savng hrow o avoid the spel
he arge.
At Higher Levels. When you cas ths spe usng AE  RMO R
a spell so of 3rd evel or hgher you can arge 1st-Level Abjuration
one addional Humanod r  r each sot eve above Casting Time: 1 acon
2nd The Humanods must be wthin 30 feet of each Range: Touch
oher when you targe them Components: V S M (a piece of cured eather)
Duration: 8 hours
You ouch a wiing creature who isn't wearing ar-
mor and a proecive magical frce surrounds  un-

lis
+ heDexterty
spell ends he arge's
moder baseends
The spell AC becomes 13
if the target
dons armor or if you dsmss he spe as an action.

CHAPTER 3 I SPELLS

AE HAN D  You ceate an nstantaneous harmless sensoy


Conju
Conjution
tion Can
C antr
trip
ip eec such as a sowe of sparks a pu of wnd
Casting Time:  acton fin muscal noes or an odd odor.
Range: 30 fee  You nstantaneously lgt or snu out a candle a
Components: V S torc or a small campe
• You insananeously clean or soil an obec no
Duration:  minue
lage tan 1 cubc fot
A specral oatng hand appeas a a pon you  You chill wam o avo up o 1 cbc o o non
choose within ange
ang e The and lass fr he duaion living material  1 hou.
or untl you dsmiss it as an acion The and van • You make a color a small mak o a symbol ap-
shes if  s ever moe than 30 fee away
away om you o pea on an obec o a suace r  ou
i you cas ths spell again • You create
create a nonmagcal rnket
r nket or an illusory
You can use your acon o contol he hand You image ta can  n
 n your and and a lass unil
can use he hand o manpulae
manpulae an object open an  he end of you next urn
unlocked doo o conaine sow o ereve an tem
 you cas s spell multiple times you can have
rom an open conane o pou
p ou he contens out
up to tree o its nonnstananeous eecs acve
o a val. You can move he hand up o 30 eet eac
at a me and you
yo u can dismiss suc an
an eect as
tme you use i.
an acion.
Te hand can't aack actvate magc tems o
cary more tan 10 pounds  RO
ROT
TE CTION ROM VIL A ND Goon
1stLevel
1s tLevel Ab
A bjuration
AIC ISSILE
1st-Level Evocation Casting Time: 1 acion
Range: Touch
Time:: 1 acon
Casting Time
Components: V S M (holy water o powdered s
Range: 120 eet
 ve and on wch he spell consumes)
Components: V S
Duration: Concentraton up o 10 mnues
Duration: Instananeous
Unil he spel ends one willing creatue you touch
You ceae three glowng dats of magcal fce
s potected aganst ceain types o ceaues
Eac dat s a creatue o you coce hat you can
Aberaions Celestals Elementals Fey Fends
see wn range. A da deals 1d4 + 1 ce damage
and Undead
 o its targe. The dats all ske smultaneously and
The poecon gans seveal benets Ceatures
 you can drec tem to  one creature or several
of ose ypes have dsadvantage on aack rolls
At Hhe Levels. Wen you cast is spell using
aganst te arge Te arge also can' be charmed
a spell slot of 2nd level or ghe e spell creates
igtened o possessed by hem. I the targe s
one moe da r each slot level above s.
already camed frgened o possessed by such
 ISTY TE
TE P a ceature the taget has advanage on any new sav-
2ndLevel Conjurtion ng to
tow
w agans te elevan eect.
Casting Time:  bonus acion AY O FROST

Range: Self V
Components: Evocation Cantrip
Casting Time:  acon
Duration: Instantaneous
Range: 60 ee
Brey suounded by silvey mst you elepot up to Components: V, S
30 fee o an unoccuped space ta you can see Duration: Insananeous

 RE STID IITATION A igd beam o bluewe lgt steaks toward a


Tnsmutation Cantrip creature wthn ange. Make a anged spell aack
agains e tage. On a   takes 1d8 cold dam-
Casting Time: 1 acton
age and its speed is educed by 10 eet untl te
Range: 0 fee
star o your next un
Components: V, S
Te spell's damage ncreases by d8 wen you
Duration: Up to  hou
reac
reac  5t level
level (2d8) 11th
1 1th level (3d8) and 7
7 
Ts spell s a mno magical rck hat novce spell level (4d8)
cases use fr practce. You ceate one of he llow-
ng magcal eecs witn range:

CHAPTER 3 I SPELLS

AY OF ICKNESS A sudden


sudden oud ringing
ringin g noise, painfuy inense,
1st-Level
1s t-Level Necromancy
Necromancy erups from a point of your choce whin range.
Each creaure in a 10
10oradius
oradius sphere cenered on
Casting Time: 1 acton
that pon
pontt must make a Consiuion savng hro
hrow.
w. A
Range: 60 fee
creaure akes 3d8 hunder damage on a fied save,
Components: V, S
or hal as much damage on a succes
successu
su one. A crea-
Duration: Instananeous
ure made of norganic maerial such as stone, crys-
cr ys-
A ray o sickening greenish energy ashes out o- ta, or meta has dsadvantage on his savng throw.
 ward a creaure wthin
wt hin range. Make a ranged
rang ed spell A nonmagica objec ha snt being worn or car-
aack agains the arge. On a hit, the arget takes ried also takes he damage  its n the spels area.
2d8 poison damage and mus make a Constuion At Higher Leels When you cast hs spe usng
savng hrow. On a ied
ied save, i is aso poisoned a spe so of 3rd eve or higher, he damage n-
unil the end of your next turn. creases by d8 r each sot eve above 2nd.
At Higher Levels. When you cas ths spell using
a spel slo o 2nd leve or higher, he damage in HIELD
creases by 1d8 r each slo evel above st. 1st-Level
1s t-Level Ab
A bjurtion
Casting Time:  reacon, whch you ake when
ACRED
ACRED LAME
 you
 you are hit by an aack or argeed by he magic
Evocation Cantrip missile spell
Casting Time: 1 acton Range: Sef
Range: 60 fee Components: V, S
Components: V, S Duration: 1 round
Duration: Insananeous
An nvsibe barrier of magcal frce appears and
Flameike radance descends on a creaure tha you proects you. Unil he start of your nex urn,
can see withn range. The arge mus succeed on  you have a +5 bonus to AC, incudng agains the
a Dexery saving hrow or take 1d8 radan dam- rggering atack, and you take no damage from
age. The
Th e arge gains no bene rom cover r his magic missile.
savng hrow.
The spel's damage increases by 1d8 when you HIEL D O F AITH
AITH
reach 5h
5h leve
leve (2d8),
(2d8),  th eve (3d8)
(3d8),, and 17h 1stLevel
1s tLevel Ab
A bjuation
level (4d8). Casting Time: 1 bonus acion
Range: 60 ee
ANCTUARY
Components: V, S, M (a small parchment wh a bi
1stLevel Abjution of hoy ext wrtten on )
Casting Time: 1 bonus acion Duration: Concenraion, up o 0 minues
Range: 30 fee
A shimmerng eld appears and surrounds a crea
Components: V, S M (a sma siver mirror)
ure of your choice withn range, grantng i a +2
Duration: 1 minute
bonus to AC fr he duraon.
You ward a creature wihin range agains atack.
Unl he spe ends, any creaure who targes he HOCKING RASP
 warded creaure wh an atack or o r a harmful spe Evocation Cantrip
must rs make a Wsdom savng hrow. On a fled Casting Time: 1 acion
save, he creature
creatu re must choose a new targe or lose Range: Touch
the aack or spel. Ths spe doesn proec he Components: V S
 warded creaure rom area eects, such as the ex- Duration: Insananeous
posion of a rebal.
Lightnng springs from your hand o deliver a shock
If he warded creature makes an aack, casts a
o a creature you ry o touch. Make a meee spell
spe that aects an enemy, or deas damage o an
aack aganst the arget. You have advanage on he
oher creaure, his spe ends.
atack ro  the arge is wearing armor made of
HATTER meal. On a h, he arge akes 1d8 lghning dam-
2ndLevel Evocaion age, and 
  can ake reactons uni he sar o is
nex urn.
Casting Time: 1 acion
The spes damage ncreases
ncreases by 1d8 when you
Range: 60 ee
reach 5th leve
leve (2d8), 1 1h leve
leve (3d8), and 17th
Components: V, S, M (a chip o mica)
leve (4d8).
Duration: Insananeous

CHAPTER 3 I S P E L L S

SLEEP HAUMATURGY
1stt-Level Enchantment
1s Tnsmutation Cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 30 et
Components: V S M (a pnch of ne sand rose pet Components: V
als or a cricket) Duration: Up to 1 mnute
Duration: 1 minute
You manfest a minor wonder a sign of supernatura
This spel sends creatures
crea tures into a magical sumber.
sumber. power withn range. You create one of the owing
Roll 5d8; the tota s how many hit points of crea magca eects withn range:
tures ths spe can aect. Creatures withn 20 feet

of a pont you choose wthn range are aected in Your


ma rvoice booms up to three times as loud as nor-
1 minute
ascending order of ther current ht ponts (gnorng
• You cause ames to cker brghten dim or
unconscious creatures).
change color r 1 mnute
Startng with the creature that has the lowest cur-
• You cause harmess tremors in the ground
rent ht points each creature aected by this spell
fr 1 minute.
falls unconscous unti the spe ends the sleeper
 You create an nstantaneous sound that orginates
takes damage or someone uses an acton to shake
om a pont of your choice withn range such as
or slap the seeper awake. Subtract each creatures
a rumbe of thunder the cry of a raven or om-
ht ponts fom the total bere moving on to the
nous whspers.
cr  atur  wth th e next owest hit points. A creatures
 You nstantaneousy cause an unocked door or
hit points must be equal to or ess than the remain
 wndow to y open or sam shut
ng tota
tota  r that creature to be aected
aected..
• You ater the appearance of your eyes
Undead and creatures immune to being charmed
fr  minute.
aren't
At Haected
igher Leveby ls
thsWhen
Levels spellyou cast this spell using f  you cast this spe mutpe tmes you can have up
f you
a spel slot of 2nd leve or hgher ro an additona to three of its 1minute eects actve at a tme and
2d8 r each sot evel above 1st  you can dsmss
dsms s such an eect as an action.

SPIRITUAL WEAPO
WEAPO N HUNDERAVE
2ndLevel Evocatio
Evocation
n 1st-Level
1st-L evel Evocation
Casting Time:  bonus acton Casting Time:  acton
Range: 60 feet Range: Sef (15 fot cube)
cube)
Components: V S Components: V, S
Duration: 1 mnute Duration: Instantaneous

You create a oatng spectra weapon wthin range A wave of thunderous frce sweeps out rom you.
that asts r the duration or untl you cast ths spe Each creature in a 15fot cube orignatng om you
agan. When you cast the spe you can make a me must make a Constituton savng throw. On a faled
lee spell attack aganst a creature within 5 feet of save a creature takes 2d8 thunder damage and is
the weapon. On a ht the target takes frce damage pushed 10 feet away fro you On a successu save
equa to 1d8 + your specastin
specasting
g abty mod
mode
er.
r. the creature takes haf as much damage (round
As a bonus action on your turn you can move the down) and snt pushed.
 weapon
 weap on up to 2 0 feet
fee t and repeat the attack
atta ck aganst a n additon unsecured objects that are completey
creature withn 5 feet of t.  within the area
a rea of eect
e ect are automaticay pushed 0
The weapon can taketak e whatever rm you choose. feet away from you by the spells eect and the spe
Cerics of deities who are associated with a partic- emts a thunderous boom audbe out to 300 feet
uar weapon (as St. Cuthbert s known fr his mace At Higher Level s. When you cast ths spe usng
Levels.
and Thor r his hammer) make this spel's eect a spe sot of 2nd evel or higher the damage n
resemble that weapon. creases by d8 fr each slot leve above
above 1st.
1s t.
At Higher Levels When you cast ths spell
usng a spell sot of 3rd leve or higher the dam-
age increases by 1d8 r every two slot leves
above the 2nd.
 

APPENDIX: CONDITIONS
'
A CONDITO
CONDITON N EMPORARLY ALERS A CREA URE S he pupose o hdng he ceature s heavily
capabltes. The deni
denions
ons on hs page specy obscued The ceaue's locaion can be deteced
 wha happens to a creatue
creatu e while it is aeced by
by a by any noise i makes o any tacks t leaves.
condon  Atack ros agans he creaue have dsad-
Duration. A condton asts eithe uni t s coun vanage and he ceatue's aack ols have
eed (he prone condon s countered by standng advanage
up r exampe) or  a duaion speced by he
eect ha imposed he condion A RA LYZE D
No Stacking I muipe eecs mpose the same  A paalyzed creatue s ncapactated (see he con-
condon on a ceatue each nstance of he cond- don)
don) and can' move or speak
ton has its own duaon bu the conditon's eecs
eecs The ceatue
ceatu e automai
automaicay
cay als Sength and
don' get wose. A ceature eithe has a condtion Dexety savng hrows
o doesn'. Atack olls aganst the creatue have advanage
 Any aack hat hits he creatue is a cical hi if
BLI
BLI N DE D he attacker s wihn 5 ee
ee  o he creatue
 A bnded ceature can' see an d automatcay
automatcay
OISONED
is any ably check ha eques sgh.
Attack os aganst the ceaure have advantage  A posoned ceaue has dsadvanage on attack
and the ceaure's attack olls have dsadvantage. ros and ablty checks

HARMED  RON
RONE
E

A chamed ceaue can't atack the chamer o A pone ceatue's only movemen opon s o
aget he chame wh hamfu abltes or mag- craw uness t sands up and heeby ends he
cal eecs. condion
The chame has advanage on any abiity check  The creature has dsadvanage on atack olls
o neact socay wh he ceatue  An atack oll aganst
aga nst the creatue has advanage
advanage
 the atacke s whin 5 eet o the ceatue Oth
EA E NE D ewise the aack oll has dsadvanage.
 A deaened creatue cant hea and auomatcally
s any ably check hat reques hearing E STR
STRAINE
AINE D
 A esrained creatue's speed becomes 0, and it
FRIHT
FRIHTE
E NE D can' bene om any bonus to s speed
A rightened creatue has disadvantage on ablity  Atack olls aganst he ceature have advanage
checks and atack rolls whle he souce o ts ear and the ceature's attack olls have dsadvanage.
is whn lne of sght.  The creature has dsadvanage on Dexey sav-
The creaue can't wilingy move close to he ing thows.
souce of s ea
TUN NE D
GRA
GRA PPLE D  A stunned ceaue is ncapacaed (see the con-
 A gapped
gapped ceaue's
ceaue's speed becomes 0 , and  dion) can'
ca n' move
move and can
ca n speak ony terngy.
can' bene om any bonus to ts speed  The ceaue auomaicay as Stengh and
 The conditon ends i he gapple s ncapacaed Dexety saving hrows.
(see he condion).  Aack olls aganst he ceature have advanage.
 The condion also ends if an eec removes the
grapped
grappe d creature
cr eature om the reach o the grappler NCONSCIOUS
o gapping eect such as when a ceaure s An unconscous
u nconscous ceaue s incapactaed
incapactaed (see he
hued away by he thunderwave spell condion) can' move or speak and is unaware o
s suroundngs.
 N CA PA CITAT
ATE
ED  The ceaue drops what
whatever
ever 's holdng and

An incapactated creaue
creaue can't ake actons bo als pone
nus acons o reacions.  The creature automaically als
als Sengh and
The creaue's concentraton s boken. Dexeity savng hrows
 Aack rolls aganst the ceature have advanage.
 N VI SI
SI
 LE
 Any aack hat hits he creatue s a ciica h i
• An invisbe ceature
ceature s impossible o see
se e the atacker s wihin 5 eet o the ceature.
 wthou the aid
a id of magc or a specia sense.
se nse. Fo
 

Running the Adventure   Entering te Caves  7 Appendix A: Magic Items  6
Overview  Interacting with Mycoids  7 Using a Magic Item  6
Getting Started ....  Seagrow Caves Locaions  8 Item Descriptions  6
Number of Players ...  EndingThis
Ending This Chapter   Appendix B: Creatures . 7
The Forgotten Realms   Gai a Level
   Creature Sat locks  7
Adventure Background   Ch 3 Crsed Shipwreck   Creature Descriptios . 9
Adventure Outine   Shipwreck Overview  
Adventure Maps ..  Shipwreck Features   CREDITS
The Dungeon Master  Running This Chapter  Lead esigner James Wyatt
.

  

DMTips . 4 Shipwreck Locatios    esgners Sydney Adams Makezie
Ch. 1 Dragon's Rest  6 Harpys Reurn     7 De Armas, Da Dllo
ules evelopers Jeremy Cawfd Be
Welcome o Dragon's Rest 6 EndingThis Chapter 7
Petrsor
 

rowned Salors . 7 Gain a Leve


   7 Art rector Kate Iw
Meeting the Inhabitants  7 Ch  Cliftop Observatory  8 over llustrator ar opnsk
Dragons Rest Locations 0 Observatory Overview 8 nteror llustrators Olver Benad


Chstope Burdett Cocetopois




Cloister Quests   Observatory


Observa tory eatures 9
..

Carone Garba Ise Got Szanne


Exploring the Island  RunningThis
Running This Chapter 9 Hemgh Dae Landerman Linda




Additional Encounters   Approaching by and  9 it Byn etheney David Ade
Ch 2 Seagrow Caves  6 Approaching by Water  9 Nash, Hetor Orti Ryan Paoast, Jenn
Caves Overview  6 Sparkrenders Kobold Allies  9 Ravena Aex Stoe
artographer Mike Shey
Seagrow Caves Features . 6 Observatory ocatios  0 Graphc esgner Bob Jorda
RunningThis
Running This Chapter.   7 Sparkrenders Ritual
 
Approaching at Sea Level  7 Ending e Adveure. 5 dtors Judy Bauer Miee Carter
Approaching from Above  7 Prodct Manager ataie Ega
Producer Rob awkey

TM & ©202 Wizards.

RUNNING THE ADVENTUE

Ts BOOKLET IS FOR HE UNGEON MASER. T


HE FORGOTTEN EALM
conans a compee NGEONS & DRAGONS adven
ture as well
well as descriptons
descripto ns fr
fr the magc items and The Forgoen Realms is a word of high ntasy
creatures in
i n he adventure. It also teaches you how
how popuated by elves dwarves hangs humans and
to run a D&D game. oher fkone
fkone of many such words in he vas mu
The ruebook hat accompanes ths booklet con- tverse of the D&D game I n he Reams, ghte ghters
rs
tains the rules fr handing he situaions tha arse dare the crypts of the en dwarf kngs of Delou n
during the advenure. seeking gory and treasure. Rogues prow he dark
aeywayss of eeming cies
aeyway ci es such as Neverwner and
VERVIEW Baldurs Gate Clerics  n the servce of gods wied
mace and spell defending aganst he terrifyng
A D&D adventure
adventure is a collecion of locatons quess, powers that threaten the land Wzards plunder he
and challenges hat inspire you o tell a story. The ruins of the fllen
fllen Netherese empre delving nto
oucome of that sory s determined
deter mined by he acions secrets oo s iniser r he ight
ig ht of day
day
and decison s of he adventurersand the luck of The roads and rvers of the the Realms
Realm s carry min 
he dce. strelss and pedders mercha
strel merchans ns and guards, soders
Stormwreck Isle draws the characters
Dgons of Stormwreck and sailors
sailor s Bold adventurers fow aes of srange,
ino he mds of an ancient war among dragons glorious fraway places. Good maps and cear rais
as hey explore
explore an sand tha has long been a bat can take even an nexperienced youth with dreams
tleeld n th at conct . Here's an overvew of wha of gory r across he world but these pahs are
you nd in hs booke: never safe. Tra
Travelers
velers in he Realms
Real ms fce
fce fel magc
Running the Adventure. The booklet sarts wh an and deadly monsers. Even Eve n farms
farms and freeholds a
overview of he adventure hen  akes a look at days walk from a city can fal prey to monsers and
he role of he
he Dungeon Master n a game of D&D no pace s safe from the wrath of a dragon
and some tps to help you n ths roe Ths advenure takes place on Stormwreck Ise
Adventure Sites. The fur chapters of the adven a small isand n a regon called he Sw Swor
ordd Coas t
ture describe ocaton
ocatonss on Stormwre
Stormwreck
ck Ise where Ths regon is a place of advenure
advenure where daring
characters can expore nerac wh various crea souls deve no ancien srongholds and expore he
ures and pursue ther goals The rs site Drag- ruins of onglost kngdoms Amd a lawess wider
ons Res serves as he characers home base ness of jagged sno
snowcapped
wcapped peaks alpne rests
durng the advenu
advenure,
re, where hey can res and
a nd get biter wnds and roaming monsters he coas holds
supples between heir visis to the other stes. renowned bastons of civiaon such as the cty of
Magic Items and Mons ters Two appendixes
Monsters Neverwnter
Neverwnte r in he shado
shadow
w of he fuming vocano
describe rues
r ues fr magc tems and monsters known as Moun Hotenow
that characters mgh nd n the course of the
advenure. NUMBER OF PLAYERS
You can run Dragons of Storm wreck Isle  one to
ETTING STARTED ve pl ayers I you h ave ur o ve end s eady to
play wth you each peson can take one o the char-
To ge stared have each payer choose one char actes provded
provded n the box Five payers
payers wll n d the
acer o play.
play. Five characters prnted on separae encou nte
nters
rs a ttle ease than ur pl aye
ayers
rs w  but the
sheets are included  n the box Tel he payers o adventu e wos  ne a s wrtten fr
fr grou
grou ps o ur or
read over the characer shees; gve heir characers ve pl aye
ayers.
rs.

names; an d invent
invent he detas of their
their characters' If youp layers
some h av
avee ewe
tae
eweon
than
theur
o epoayers you ca ners
two characters
charact h ave
so the
personaity and appearance Encourage he payers
payers
goup h as at least u cha rac
racters
ters A player wth two
to write on he characer shees to make these char-
characters
charact ers shou ld treat
treat one o them as ther m an cha
acters heir own. acte
acterr an d the other as a sde kck, there to
to he lp out bu t
probably
probably not engaging  n a lot o dalogue

RUNNING THE ADVENURE

D
DVENTUR
VENTUR E BA
BAC
C KG
KGRO
ROUN
UN D DVENTURE OUTLINE
According to egend, two famles of dagons came  n Dragons of Stormwreck Isle, the chaacters expe
nto being n the very st days of the wold's cre- ence the magcal scas left behnd by the death of
ation Bahamut, the nobe Platinum Dragon, made dragons Faced with the evil schemes of one iving
the metallc dragonsgod, sive, bonze, bass, dagon and the ghteous anger of another, they'll
and copper Cue, veheaded Tiamat made the have the chance to expoe whethe peace between
chomatc dragonsed, bue, green, back and the fuding dragon fmilies s possibleor f they
whte The metaic and chromatic dagons shae a must esort to voence to esolve the conct on
mutua anmosity
mutua anm osity that orginates n the enmt
enmtyy be ths se
tween Bahamut and Tiamat This adventure has ur chaptes:
The oign of Dragon's Rest s rooted n that an Chapter 1, "Dagon's Rest, intoduces Runara's
mosty. Ages ago, a rebeathng ed dagon caled closter and ts nhabitants and povides the char-
Sharuth ampaged up and down the Sword Coast actes the opportunity to earn about the problems
Three metaic dragons joined ces to battle Sha- fcing the sland It aso descrbes addtonal
uth and imprsoned her beneath the ocean oor, encountes you can use in the couse of the adven-
beieving
beievi ng seawate
seawate woud quench her re and keep tue ncluding a magcal
m agcal hot sping wth myste-
myste-
her bound fever But Sharruth's fuy legend says, ous guadans at the ste of a brass dragon's
dragon's death
caused the undersea
unde rsea volcanc actvity that med Chapter 2, Seagrow Caves, descbes how the
Stormweck Ise grave of Sharuth spawns magcal connectons to
n a  keihood  Sharuth
Sharuth s ong dead and en- the Elementa Plane of Fire that theaten a com
tombed beneath the isand, but chomatic dagons munty of mushroomike myconds
whspe that she still ves and wi one day emege Chapter 3 Cused Shipwreck, detais a shp that
from he prison One fctfct s undenable the pow- cashed aongside the bones of a god dragon and
erfu
erf u magc emb odied in i n such an ancent dagon the horble cuse wthn the shp's hold
has eft a pemanent mak on Stomwreck Ise Chapter 4 "C
"Ctop
top Obsevatory,
Obsevatory, bings the cha-
That magic has drawn othe dagons dagons to the sland acters to the ste whee Runaa klled a bue
thoughout the centuies, makng t a ecuing dragonand whee that bue dagon's grandson
battleed n the conct between chromatc and has made hs lair There they' aso nd a bronze
metalic dagons Severa of these dagons hav havee wymlng who ejected
ejected Runara's teachings of
died thee each leavng behind a spitual sca that peace , now hed
hed pisone in the bue dagon's
dagon's a
causes unpredictabe magical eects
A hunded yeas ago, a bue dagon tried tri ed to ha DVENTURE MAPS
ness ths destuctve
des tuctve magc A bonze dagon named
The maps i n ths booket ae fr the DM's eyes only
Runara peaded wth hm to abandon hs schemes
When he refused, Runaa kled him, addng one hese maps show secret doors and othe eements
the players aen't meant to see
moe dragon gave to to the sland
sl and
When the chaactes arve at a ocation marked
Runaa has gow
gown n weary of strf
strfe,
e, and Stom-
on a map, descrbe t to give them a clea mental
wreck Isle's wounds are a constant emnde to
pctue of the ocation. You can
c an as o draw what
what they
he of the
the cost
cos t of such
such conict
co nict  Devotng hesef to
see on pape copyng
c opyng what's on you map whie
peace and reconciiaton, she estabshed the clois
omitting secet detais  It's not mpotant that you
you
te of Dragon's
Dragon's Rest as a sa haven rom voence
handdawn
handdaw n map pe rf
rfecty
ecty match what's n the
Lving in human guse Runaa now seves as the
prnt ed adventue Ty
Ty to get the basic shape and
leader of a tny
tny group of hermits and ascetiascetics
cs
dmen sons coect and leave the est to the playes'
But the ageess conct between chomatc
chomatc and
imagnations
metaic dragons threatens to disupt the serenty
of Dagon's Restand this s  s where the adven
tue begns!

HE DUNGEON MASTER Text


Text tat ap pears in a box li ke thi s is meant o be
The Dungeon Master has a special roe roe i n read aod or paraphrased to the players when ther
D&D games. characters
characters rst arrive
arrive at a l ocation or n der a spec ic
The DM is a storyteller The DM presents the
circmsance as described
described i n the text It usu aly de-
chaenges and encountes that the chaactes must
scrbes ocatons
ocatons or presents scrpte
scrptedd di alog ue, s o the
overcome. The DM isi s the payes' inteface
inteface to the
D&D word, wh o eads (and sometimes also wrtes)
wrtes) payers know what's p and have a se nse of what ther
the adventure and descibes what happens in e characters opti ons are.
characters
sponse to the characters actons
The DM s a reree When it's not clea what
You don 't have to evea evey
evey aspect of a situatio n
ought to happen next, the DM decdes how to apply
o hazard n one go Boxed text typicaly descbes
the rues and keep the stoy gong
everything the characters see, hear, or smell at rst
The DM is a roleplayer The DM plays the mon-
gance As chaacters search ooms, make Wisdom
stes n the adventue, choosng thei actions and
(Pecepton) or Intellgence (Investigaton) checks,
oling dce fr their attacks. The DM aso pays
open drawes and chests, and generay examne
all the other peope the chaacters meet, incuding
things more closey,
closey, give payers moe detals about
hepul ones.
what the charactes
charactes nd
DM TIPS Creature Stat Blocks. Whenever the adventue
text pesents a creature's name i bold type, thats a
The most
itatng theimportant
im portant
fun par t ofatbeng
part
of everyone
everyone a good
the tabe
the DMthese
Keep s fcl visual cue directin
dire cting
g you
you to the creatues stat block
n appendx B. Those stat blocks ae ntended 
tips in min d to help thngs go smoothly
smoothly your eyes only
only However,
However, as the chaactes ght
Embrace the shared story. D&D s about teling a monsters, you can reveal certain infmation to help
story as a group, so et the playes contbute to them make smat choices in combat:
the outcome through the wods and deeds of ther Hit Points. You can gve players
players a sense of how
characters. If some playes are euctant to speak well theye dong aganst a ceature by descrb
up, ask them what their chaacters ae dong ing, n narative
narative tems, how hurt the ceatue is
It's not a competition. The DM isn't competing Forr example,  f the ceature has fewe
Fo ewe tha n haf
againstt the payer chaacters. Your job is to
agains ts hit points emainng, you can descrbe it as
referee the ues, un monsters, and keep the being badly wounded. Such infrmation
infrmation gives the
story moving playe
pla yess a sense of pogress and might spur them
Be r and exible. Treat you
you players n a fir, im to press the attack. On the other hand, f the cha
partal
can makemanne. The ruings
you own rues hep you doeveryone
to ensure this, but you
yo
s u actes aren't damaging the creature much, let the
playes know that the ceatue looks lke
l ke t can
havng fun. take a lot more punishment That might encour-
Modify the adventure to sut your tastes. The ad age the players to change thei pan
venture has no prescrbed outcome. You can ate Abilities, Strengths, and Weaknesses. As they
any encounter
encounter to make t moe inteestin
in teesting g and fun ght a creatue, characters should lean moe
r your playes about the creature's abiites. Share inmation
Keep a notepad handy. Use t to tack details such wth the payes as it becomes apparent. Fo ex ex
as the chaacters' and monstes' nitative
 nitative oder. ampe, f the wizard casts faming sphere (a spe
SHARING
SHARING N FORM
FORMATION
ATION that dea s e damage
dam age)) against a re
r e snake (a cea
ture that's immune to re damage), et the wz
As Dungeon Maste, one of you most impotant
ard's player know the spe doesn't seem to bother
tasks is guring out how much to te the payers
the creature at a Payers might corectly guess
and when A the nfrmation the playes need to
that a re snake probably isn't harmed by re; fee
make choces comes from you Withn the rues of fee
fee to subt
subty
y conrm ther gu esses (perhaps smi
the game and the imits of the chaactes' know-
ing and saying, "That sounds reasonabe).
edge and senses, tell payes everything they
need to know Story Infrmation A ocaton descrption might
nclude impotant nfrmation not in boxed text
Often you'e
you'e meant to evea  such infrmaton when
the characters examine patcua aeas or nteract
with creatues.

RUNNING HE ADVENTURE

STORMWRECK ILE

 A P , : 5T OR MWRE C K l sL
sL E

As th e DM you o


oepl
eplay
ay the ceaues hat the MPROVISING
MPROVISING ABILITY CHE KS
chaaces encoune The advenure oes guid The advenue ofen tells you wha abiliy checks
ance o help you decide wha these
thes e ceaues know chaaces might ty in certain siuaions and the
and how willing they are o share infm
infmaion
aion wih Dicuty Class (DC) of hose checks But some-
the chaacers. Beyond that impovise and bing times chaacers ty hings hat the advenure can
hese ceaues
ceau es o ife as bes you can. Fo
F o exam anicipae. n hat case, you decide how to hande it
pe he adventue describes Runara (the disguised Abiliy checks ae  siuations whee a charac
bronze
bron ze dragon who eads he coiser of Dagon's
Dagon's ers success o filure isnt guaranteed. If anyone
anyone
Res) as wise and peaceloving, but youyou ge o decide can easiy accomplish a task, dont ask  an abi-
wha he voice sounds ike and how she eacts to a ity check Jus e
e  he playe what happens
happen s And if
given siuaion You can also ignoe wha the ex thees no way anyone could accompish he task
says and oepay Runaa or any oher ceature as jus tel the pay
paye
e it doesn work.
you see t. When you decide an abiiy check is equied con
Treasure. When chaacers nd reasue, tel sut he "Ability Checks secion of the ruebook and
hem how many coins they nd and how much the table of Typica
Typica Dicuty Casses Mos of he
any gems and a objecs
objecs ae woth Someimes ime choose
choos e a DC hat is easy (DC 0) modeae
reasue incudes magic items whose names ae (DC 15) o hard (DC 20)
pesented in ital ic type Appendix A descibes these
iems and hei poperies as well as the ules fr
how
ho w chaaces gure ou wha a magic iem do es.

KIG IST
ISTKES
KES
Dungeo n Masers are aible ust ik e everyone
everyone
ese and even experienced DMs make mistakes.
If you ovelook
ovelook rge or misrepesen somehing
somehin g
corec yousef and move on No one on e expects you
o memoize evey part of his adventure and al the
ules in
i n he ul ebook
ebook As ong as you player
playerss ae
having fun everyhing wi be just ne.

R UN
UN N I N G T H E A D V E N T U R E

CHAPTER 1

DAGON'S REST
THE ADVENTURE BEGINS AT A TNY CLOSTER CALLED
A la ge
ge op enai templ e comes nto vew,
vew, perched
Dagon's Rest, a haven where wordweay people
come to seek peace econcliaton, and enghten- on the edge of a cli high above you. The shp d rops
ment Thee the charactes lean about the dangers anco at he mou h of the h aor, an d two salors
fcng Stomweck Isle ow you a shore You have ple nty of
of time to adm ire the
Each chaacter has a specic reason f comng toweng
toweng statue at the cente
centerr of the temp e, depicting
to the coiste as shown on the chaacte sheets. a wzened man suounded y seven songbirds. A
You
Yo u ca n also let playe
players
rs invent their own easons
 easons 
ong path wnds p h e sde of the ci o the tempe,
the chaacters to seek out Runaras wsdom and
assistance. doted
doted a ong the way wh doorways
doorways cut i no he rock
he sa lors se you ashore on a rckety doc whe re
WELC OME TO
TO D RA
RAGON'S
GON'S EST a large owoat is neay tied. They pont o te base
of he path and wsh you g ood  uck be
bere
re they ow
ow
Read the llowng text when youre
youre eady to
to stat: bac o
o the
the s hi p. Your vs to Dragon's Re
Rest
st egin s!

Your journey
journey was u neven
neventf
tfu
u  u t the isl and no
now
w
vis il e o h
hee ow poms es are wonders  Seaweed Bee contnung wth the adventure, encourage
shi mmers n countless rl lant coos below
below you
you and the playes
playes to intoduce the charactes to each
othe f they havent
havent done so aeady They mght
rays
rays of su nli ght defy
defy he overcast
overcast sky o il l mnate the
want to dscuss their easons fr vsiting Dagons
lush gass and dark basal t rock
rock of
ofthe
the island. Avod-
Rest o they mi ght pefe to
to keep the reasons
reas ons se
ng the roc
rocks
ks utting
utting up from
from the ocean yor sh p cet  now If they have any questons about what
maes ts way tow
towad
ad a ca m haro on the isla nds they can see of the coster fom the boat, use map
nothh sde .
not

C HAPTE R 1 I DRAGON'S REST

2 (on page 1 1) and he inmation in "Dagon's the ceaure o, bu it efuses o stop moving!
moving!  On
Rest Locaions to answer hem. the ip side, any time a zombie takes radian
radian dam
Ask the payers to give you the paty's maching
mac hing age (suc
(such
h as fro
fromm the cleic's  sacre
 sacred fame canrip),
d fame
ode as hey stat ow
owad
ad he cloiser. Who's in you might descibe he creaure howing in agony. agony.
fron,, and
fron a nd who's bringing up he rea? Make a noe This can
c an help he payes
payes reaize that radian
ra dian dam-
of this maching ode
ode.. age is a way to ge aound Undead Foiude. f the
When you're eady, coninue with he "Drowned players
playe rs ask whehe thei characters know anything
Saiors secion. abou ghting
ghting zombies, have
have them make DC 0 In
elligence checks. Those who succeed migh eca
ROWNED AILORS that a paicuary
pai cuary powefu
powefu blow (a citical hi) o
Read he fowing text to sat he encounter
e ncounter radiant
radia nt damage can ca n help nish o a zombie.
Runara's
Runara 's Aid. In he un ike
ikey
y event ha
ha he zom
bies defeat he adventures, Runaa comes to heir
As youe about to
to leave the beach and stat you
rescue. The chaacters wake up in he emple (area
cli mb, yo hear a ruckus of spa shi ng and a wet, g-
g- A in Dagon's Rest). Runara explains tha she
gli ng moan beh ind you Three
Three gu e
ess ae sham b ng heard he sound
soundss of combat and aived just just in ime
 ime
up from the water's edge, ab out th rty feet
feet away.
away. o prevent
prevent the zombies
z ombies from dragging he characes

They're dessed as sailos, but their sin is gray and into he sea.th e Zombies.
Avoiding Zombies. f the characes decide
the y look drowned Sea wate drools from
from the sl ack
not to ght the zombies,
zombies , they easily escape fom the
mouths as they l urch toward you.
sow, shambling monsters. The zombies don't flow
flow
them up he path towad Dragons Res. The cha-
The hree shambling saiors ae zombies, the an- aces will have
have anoher oppotunity
oppotuni ty to dea with
mated corpses of saios who died in a ecen ship the zombies lae (see "Coise Quess ate in his
weck. The chaacters fce a choice: hey can turn chape).
and ght he zombies, or hey can continue up the
pah and eave the sow, shambling zombies behind. MEETING THE NHABITANTS
f he characes urn and ght, his is he rs Read this text when he charactes rst climb the
comba encoune in he advenure. Here are he pah o Dagons Rest:
seps you should flow to un it:
1 . Review
2. Use  he the
the zombie
initiai
initiaive sain
ve rules bock
bock in appendix
appendi
ok ox de
t he ulebook
ulebo B. Your ariv a qu ick y daws the attention
attention of the entre
pop ation of the p acewhich consists mostly of
emine who acs rs, second, hird, and so kobods These sma , ep
eptia
tia n lk
lk eye
eye you
you curiou sy
on. Keep rack of everyone's
everyone's iniiaive coun on
whil e a cou pe of hu mans watch
watch fom
fom a d stance All
you notepad.
3 On he zombies iniiaive
iniiaive coun, they move
move o-
o- the cloisters
cloisters esidents are dressed
dressed in smp le clothes,
ward he charace
characes.
s. f hey get close enough, they and no one carries a vsbe weapon.
weapon. One o the ko-
make melee atacks. The zombies' stat bock con bods pipes up with, "What's you name?
tains the inmation
inma tion you need o esove hese At that,
that, a the kobods begn baagng you
you wth
attacks. f all the chaacers ae more han 2 0 feet uestion s"Where ae you f
fom ? "What's that?
away
aw ay,, he zombies
zombie s use the Dash acion so they
"Why ae yo here? an d more that ae
ae ost n the di n
can move frher. Fo more infrmation on what
he zombies can do on hei un, see "Comba in
he rulebook. Visios  o the cloiser are are, and
an d the kobods' cu
4 The zombies gh unil hey're
hey're all defeaed.
defeaed. iosiy s insaabe;
insaabe; hey keep
keep asking
askin g quesions unil
the chaactes insist hey stop.
Tip: Undead Fortitude. The zombies' Undead
When the chaacters quie the kobolds (or if the
Fotiude ai reects how had t s toto ki hese
players
playe rs start showing
showin g signs of exasperation), the
waking copses.
co pses. When his
hi s tai pevents
pevents a zombie
eade of he cloister appoaches to welcome he
eade
fom
fom dying, give
g ive he payers a hint abou
abou  what
what hap
chaactes. Read the llowing tex
pened. You might say, "That should have nished

C H A P T E R 1 I DRAGON'S REST

Runaras msson s to help those whose ives have


Th
Thee chatterin g kobolds fa
fa l si len t as
as a ne
new
w gre been shaped by violence nd new paths rward n
comes i nto vew,
vew, descend ing graceful
graceful ly from
from he peace. Ultmatey, she would
would ike to see chromatic
upper p at of
ofthe
the coister
coister Shes a ederly hum an and metalc dragons nd a peaceful way to coexst
woman with weather
weathereded bown sin  white hai r n tight in the word. In the meantme, she nds comfrt n
baids, and kindly hazel eyes, dessed n a simple helpng humans and other peope escape from cy- cy-
whitee robe She sm les as sh e daws
whit daws ne ar and exteds
cles of volence.
Runara mantans a secret lair n a cave accessed
her ams in g
geetng
eetng
by an undersea tunnel, a short dstance rom rom the
"Welcome to Dragon's Rest, she says. "May Baha- coister and not shown on the map of Dragons Rest
muts gui da nce lead you to whaeve
whaeve you see k
k She s careful not to enter or leave the cave when
anyone mght spot her, and she enters and emerges
from the water n the open ocean, out of sight of the
Ths is Eder Runara, the leader of Dragon
Dragon's's Rest.
coster. The other residents of the coster thi nk she
f the characters defeated
defeated the zombes at the beach,
beac h,
ives n the temple at the top of the sand
 sand (area A),
she thanks them
the m r ther service to the closter
closter
or they smply augh away away queres about her accom-
Even
Eve n if they did not ght the zombies,
zombie s, she tells them
modations, explaining that she's aways n the tem
theyre wecome to stay at Dragon's
Dragon's Rest as long asas ple, or n the ibrary
 ibrary,, or checkng on the rest of the
they wsh, seepng ether in
i n one of the monastic
residentsshe never seems to sleep!
cels (area A) or n the temple (area A) and eating
wth the rest of the community in the dnng room KOBOLDS
(area A3). Runara says nothing about payment of Kobolds are smal reptiian
Kobolds repti ian Humanods who beeve
any kind. If the characters oer to gve money or they are descended from dragons and gravtate to
perfrm servces around the coister in exchange fr the servce of dragons
dragons Over the centures, many
her hosptalty,
hosptalty, she accepts these
t hese gifts bands of kobolds have been drawn to Stormwreck
Throughoutt ths adventure, Dragons Rest serves
Throughou Isle by the ingerng draconic magi
magicc that suuses
as a home base fr the characters Al the places
plac es the sand. Nne kobods utterly devoted to Runara
theyll expore on the isand are wthin a few miles
now ve at Dragon s Rest
of the
the cloister, and they can return here whenever
whenever The kobolds of Dragons Rest are awfu good,
they wish to rest, heal,
hea l, and get infrmaton
infrmaton they sharng Runaras ideals of justice anda nd compassion
need fr the next part of ther adventures.
adventures. n addi Snce they are sensitve
sensi tve to sunlght, they work at
tion, they can buy any of the equpment described
descri bed n nght and avoid moving about
about during the day. Uness
the rulebook from Myla (see Kobolds"
 Kobolds" otherwise noted, the kobolds are initally frendly
Durng their tme
t me at Dragon's
Dragon's Rest, the characters toward the adventurers
can interact with any of ts resdents Al the res- The kobolds are summarzed
summarze d below. They can
dents but Runara lve n the small monastc cells cut provide
provid e comc reef, oer a downtoearth perspec-
into the cl fce (area A on the coster map). tve, or be a way r you to pass hints to the payers
LDER UNARA
f they're havng trouble puttng thngs together But
dont feel ike you need to brng al nne of these
Eder Runara s the eader of Dragon's Rest. She
kobods to if! Pck one or two of these kobods that
appears as a human woman, but she is actually an
adut bronze dragon dsgused in human frm. She you and the characters lke the most and et them
gudes the residents of the coster n their contem be the cus of the characters nteractions wth
pation and stud
studyy The closters inhabtants know the kobolds:
Runara's true identt
i dentty,
y, but they do
d o not speak
spe ak of t Agga speaks lttle and has no patience r non-
to vsitors sense. She keeps the rest of the the kobods organzed
Runaras ntal atttude toward the characters s and n lne
l ne She is ind ie
ierent
rent toward
toward vistors, but
nderent (see Socal I ntera
nteraction
ction n the rueb ook)
ook) f the characters show respect r the coster and
She becomes frendly as soon as the characters hep keep the more rambunctious kobods kobods n ine,
ine ,
demonstrate that they care about the costers her attitude mproves to frendly
safety, such as by ghting the zombies at the beach Blepp has a sharp danger sense and s convnced
or undertakng any of the quests she oers them he's supernaturay lucklucky.
y. Hs prized
p rized possession
p ossession s
s
(see Cloister Quests later n ths chapter). If the an ordinary dagger he cams s magica
characters harm any of the residents of Dragon's Frub has imitless
imitles s energy and desperatey
desperatey needs
Rest, she becomes hostle and inssts
ins sts the characters help ndng product
productive
ive directions to channe t.
make amends fr the harm they dd befre she s He loves to ask questons about everythng other
wng to dea
dea  with them n any way.
way. peope are dong

C H A P  E R 1 I DRAGON'S REST

VER SI NCE AN
AN U NFORTUNATE INCDENT
INCDENT N THE
lITCHEN, AYE IS NO LONGER AOWED O
HANDLE Y
YA'S
A'S ACHE
ACHE MICAL F RE. TARAK
Tarak is a human man in ate mdde age. He
has pae skin
ski n tanned darker
darke r wth many freckes,
freckes,
auburn hair and a bea rd that is mostly gray gray,, and
graybu
gray buee eyes Fade d tattoo
tattooss in an abstract design
peek up the side of his neck from from beneath his dirt
stained robes
An avid botanist,
botani st, Tara
Tarak k tends the cloister's garden
pots, growing owers, herbs, and vegetabes He is
softt spoken and hepful, eager
sof ea ger to share his know-
edge of herbaism But his kindly demeano demeanorr beles
hs past as a ruthless posoner
poso ner fr
fr a thieves' guild
After his work led to the th e death of his lover,
lover, he ed
the guld and pans
p ans to spend the rest of hs i fe aton
ing fr hs past evls.
Tarak is ntally fiendly toward vsitors, but if a
character pries nto hs past, his atttude shifts
rst to indi
ind ierent,
erent, then to hostie f the character
contnues to push When he's he's hostie, his demeanor
becomes cod and cipped, and he avods the charac-
ters if he can
A god hangman's noose s worked nto the desgn
of Tarak'
Tarak'ss visibe tattoos. A character who
who studies
the tattoos and succeeds on a DC 15 Intellgence
(History) check recognizes the mark as a symbol symbol
associated wth the Gided Galows, a thieves' guid
that operates n a country r to the southeast caed ca ed
Elturgard A character
character wth the criminal
crimi nal back
ground automatcay succeeds on ths check. Tarak
Kilnip has terrble nsomnia
nsom nia and sleeps ony
o ny a few
few does not wllingy dscuss the details of hs past
hours each day. She s aways tired but an eager with anyone but trusted friends.
friends.
conversationalist Tarak freque
frequenty
nty vis ts the sea caves on the south
Laylee has a curious mnd and a talent r toos and sde of the sand to acqure heart cap mushrooms
buidng
buid ng She serves as Myla's
Myla's helper
helper fom
f om the myconids
myconids that lve there He uses the
Mumpo is so audaci
audaciousy
ousy courageous that he stoe a mushrooms to make  potions of healing healing.. But the my
copper pece from Runara's hoard He's convnced conds hahave
ve installed
install ed a fearsome guardian at their
she has no idea (He s wrong, but Runara nds cavesa funguscovered octopus monsterthat has
the stuation amusng and lets Mumpo contnue to turned h m away
away on his atest vists,
vist s, and he s wor
wor
believe n her ignorance) ried
ried (see Coster
 Coster Quests")
Myla (awfu good kobold tinkerer) is a winged VARNOH
kobod whose brothers, Mek
Me k and Mnn,
Mnn , now fl
fl Varnoth is a human woman whose frame, once
ow Sparkrender the bue wyrmlng n Cltop
tghtly muscled, has thinned
thi nned with age Her
He r back
Observatory (see chapter 4 When Mya's wings hair s cropped cose to her scap, and her ight
were bady njured n an attack by stirges (whch
brown
bro wn skin bears many scarsone of which runs
she describes
descri bes as hungry
hun gry,, icky, boodsucking bat-
across her left eye, whch s miky and bi nd An ele-
things"), Runara helped in her recovery Now Myla
gant prosthetc made fom wood and metal replaces
spends her time experimenting wth achemy, en her rght leg below
below the knee
gineerng, and magic Varnoth was a feared general at the head of a mer-
Rix is pious and tends to the temple, actng as cenary company caled the Azure Woves. Age and
Runaras assstant She adores puns Rx recenty battle have taken a toll on her, and she s spending
witnessed a shp crashing on the rocks to the her twilght years n reective contempaton at
north (see  Closter Quests" later n this chapter)
chapter) Dragon's
Drag on's Rest Her demeanor
demea nor is gru, but she is ob-
Zark s rude and fnd of coorful insults Hs fa
servant and empathetc
empathe tc Above
Above a,
a , Varnoth beieves
vortes are Eat my sword, bugbear breath" and in second chances and redempton
Your ather was a gas spore!" He s inderent
Varnoth has a set of mason's tools that she uses to
toward vsitors.
maintain
maintai n the tempe and other areas of the closter.

C H A P T E R 1 I DRAGON'S RES

Whie working in the empe receny she witnessed A2  WINH


WINH OUSE
a ship change course and crash into the rocks to he
north (see Cloister Quests").
A sma l, freestandng
freestandng b ui dn g halfway
halfway up the
the path
Varnoh
Varno h is indieren to visiors, but a characer
can sh if her aitude to friendly by engaging her in has a peaked ro
roof
of and a weathered wooden
wooden door. A
conversaion on her fvorite
fvorite opics: history ehics
eh ics strdy wooden pallet wrapped with rope hag be-
and he impac
im pac of ind ividual actions on he world. neathh the bui ldi g on an i ron chai n, lying fat against
neat
A character who learns Varnoths
Varnoths name and the ci  fce
fce
succeeds on a DC DC 1 5 Ineligence (H isor
isory)
y) check
recas hearing of General Varnoth Wender and the
Azure Woves which was a mighty rce in he east Inside he building is a winch that allows the
about a decade ago. A characer with the soldier palle to be lowered down to he waer
waer 50 fee
background succeeds
succ eeds on his
hi s check automaically.
automaically. below. When boas deliver suppies to the coister
c oister
the residens use his pallet o haul goods boh
DRAGON'S EST LOCATIONS up and down.
The fllowin
fllowin g ocations are keyed to map 2 , which A ever
ever locks the winch i n pace. If a character
pulls the ever the pae fas down o the waer
waer and
shows the layou of Dragons Rest.
oats here. As an action a characer can operate
Al  P
PTH
TH N D MONSTI CELLS
CELLS the winch to pull the paet back upup 0 fee.
A3  KITHEN
KITHEN
A long path leads from
from the rocy shore up the s de
of the cl , with oc
occasional
casional stairs to ease the ascent
ascent..
A doorwa
doorwayy in the rock open s nto a din in g room with
He re and the re along the lower part of the path,
a long tabe . Tw
Two benches run the le ngth of the tabe,
welltended garden pots hold flowers, herbs, and
and a s ingle ch air sits at the table's head. A short hall-
vegetables
wayy connects
wa connects to a s mal l, ti dy kitchen.
About thi rty feet above the bay, the path wde ns into
a long paza. Hafway along the paza a stone statue
of a d rag
ragon
on gaes serenely down the path S ix open The cloister
They residents
ake turns share
cooking andthree daily
cleaning upmeas
afer here.
doorwayss a re cut  nto the cl sd e.
doorway
meals. Nobody says it out oud but the days when
Tarak cooks are everyone's favorie.
Statue. The sarinacirce symbo on heh e map
A4 : IBRRY
IBRRY
represents he drago
dragonn staue
stau e A character who
examines he statue and succeeds on a DC 0 n
eligence (Arcana) check recognizes that it depics Of al l the doorways cut  nto the cl fce
fce onl y one
a bronze dragona member of the metallic
metalli c fmily. has a n actual doo
door.
r. his entry's door is ma de of
If characters ask Runara abou the statue she tels sturdyy oa
sturd oa with ron band s, and it swings open easily
hem i depics Astaagan who died on hese clis c lis
to reveal a spacious library. Bookshelves line every
cenuries ago. She doesnt tel hem ha Astaagan
wal  with three fr
freest
eestan
an d ng shelves in the west
was her fther.
Cels. The door
doorways
ways ead ino simpe monastic half of
of the room I n the east h alf is a tab le with two
ces occupied by the cloister residents. Each cell benches, wrting
wrting mp lements, bo
boo
o stands
stands , and glass-
is furnished wih a bed a nightstand a sma desk shielded lamps.
and a chair
The wesernmost ce is vacan and i is avaiabe
o the characters if hey don mind sharing he Th e cloister library
library hods books an d scros cover-
space. Next o it is Taraks ce, hen
h en Varnoths
Varnoths The ing a variety of opics, bu fcused on theology and
urh ce is Myas cutered wih junk and toos. hisory. Runara spends nearly half her time in here
The fh and sixh cells are srung with hammocks sudying, copying and annoaing he librarys co
oerin
o ering
g space r the oher eight kobods
kobo ds o seep. ecion. Tarak and Varnoh also come here o read
and discuss various works. Many of the kobods visit
as well but mosty fr the quie; only Myla could be
described as sudious.

 
MAP 2: DRAGON'S EST

A5: TEM
TEMPLE
PLE O F BH
BHM
MU Depressions in the statues pedestal at the ur
cardinal directions hold oeri
oerings
ngs of incense made
to Bahamut Runara spends about half her her time
The h igh est poit of the co ster s cowned by an
here tending and maintaining the temple oering
open-ai temple that overhags the ci supported prayerss and incense
prayer incens e or in quiet contemplation
contemplation
by arched stoe strts anch ored to the cli  ce. The
The Other residents of the cloister help her most often
north wall of the temple is carved drecty into the Varnoth and the kobold Rix
rock, while the rest s ope to the sea ai Heav
Heavyy pi  ars The feeling of serenity that pervades the temple
mark the three open sides sup poting the wo
woode
ode is the result of protectiv
protective
e magic A nonevil creature
who makes a saving throw within the temple can
oo
oo I th e center of the tem
tem ple s tands a stone statue
roll a d4 and
a nd add the number rolled to the saving
of a kid -ooking old ma with canaries perched on
throw f a character casts detect magic in the tem-
his hands, s houd ers, and head A feelng
feelng of serenit
serenityy ple the spell reveals a faint aura around the statue
suses the place Runara is the only inhabitant of Dragon's
Dragon's Rest who
knows that this is a lingering eect of the death of a
dragon on this siteher father, Astalagan
The temple is very simple with the statue (repre
(repre--
About Bahamut. Known as the Platinum Dragon
sented by the starinacircle symbol on the map) as
Bahamut is the patron and progenitor
progenitor of metallic
its only furnishing The statue depicts Bahamut the
dragons Adventurers
Adventurers and dragons alike pray to
Platinum Dragon in mortal disguise surrounded
Bahamut to uphold honor and justice or when they
by seven canaries that represent gold dragons who
need courage to fce a great threat He seldom in
accompany him on his travels A character who
terferes in the aairs of mortal creatures though he
examines the statue and succeeds on a DC 10 In
makes exceptions to help thwart
thwar t the machinat
machinations
ions
telligence Religion)
Religion) check recognizes Bahamut
of Tiamat the Dragon Queen and the t he evil dragons
and any resident of Dragon's Rest identies
identie s the
that serve her.
god if asked

CHAPTER 1 \ DRAGON'S REST

CLOISTER QUESTS If the characters talk to Rnara abot the zom


bies, she tells them she sspects a wrecked shp o
As the characters expore Dragon's Rest, the th e res- the rocks to the north is the sorce of these mon
dents tak with them abot the problems the coster sters, and she asks the characters to investigate the
is facing
facing These conversat
conversatons
ons are opportnites
opportnit es r ste (see Shpwreck" beow)
yo to introdce the payers to the adventres that
awat
awa t them in the sea caves, the shpwreck, and the ORE ZOMBES
ancient observatory f the characters defeated the zombes when they
Ths adventre s desgned to be exble and gve rst arrved on the sand, yo can se ths encon
the payers the sense that they're in charge of ther ter at any point dring the adventre to add a ltte
destny on Stormwreck
Stormwreck sle dea
d eay
y,, the characters extra combat spce to the characters' lves f the
w spend tme at Dragons Rest andan d then explore character
char acterss have already reached 2nd eve, yo c an
both Seagrow
Se agrow Caves (described n chapter
chapter 2) and se from r to six zombes to give
give them a good
goo d

the wreck
choose of Compass
where rsRose
to go rst (chapter
t After theyve3). They can
expored chaenge
both of those sites,
sit es, they shod
sho d be ready to face EA A
AVES
VES
Sparkrender n the Ctop Observatory (chapter 4) Tarak ss eager t o reestabish contact with the myco-
Each character sheet ncldes a persona goal r nids of the sea caves. He asks the characters to vist
that character Some of those goas are concrete the caves, nd ot whats wrong with with the myconids,
the wzard, fr example, s eager to to earn the secrets and brng hm back some some heart cap mshrooms He
of Citop
Citop Observatory.
Observatory. Others are more general warns them abot the fngal octops the th e myconids
and mght be uled
ule d gradally over the corse have created as a gardian and tells them they
of the adventreboth the paadin and the ghter g hter probaby have to ght the creatre
cr eatre to gain access
acces s to
ganng a better nderstandng of their roe n the the caves He also gves
gves them a lsmeing
lsme ing sack of
word, r exampe Use those goals (described n- ood scraps they can gve the myconds
myconds as a gestre
gestr e
der ndivida
ndiv ida Qests"
Qest s" beow)
beow) to hep the players of riendshp
riendshp Finally, he gives
give s them two  potions of
bring their characters to fe as they nteract wth  healing (described in appendix A)
Rnara and the other residents of Dragon's Rest
HIPWRECK
ZOMBIE ESURGENCE
Severa ships have recenty crashed on the rocks
f the adventrers did not ght the z ombes when north of Dragons Rest and snk wth
wth no srvvors,
they rst arrived on the isand, the zombies case and a few days ago both Varnoth
Varnoth and the kobod RixRi x
trobe ater. After the characters
character s have spent some witnessed the mos t recent wreck. They saw the shp
time at the
th e coster, they hear cres r
r help Read
Re ad abrpty
abr pty veer o corse and crash into the rocks,
the owng text: and they sggest the characters might help
hel p the s
land by dscovering what
what cased the crash f the
wo residents of Dragon's Res
Restt are ru nn in g fr their characters ask Rnara abot t, she sggests that
lvess up the l ower path,
lve path, their shing equipment dis- the answer s key to be nd on an oder
ode r wreck
wreck
the wreck of Compass Rose.
carded behind them. Blood and di rt stain their obes.
obes.
Three gures samble afte thembloated corpses NDIVIDUAL UESTS
dressed as saiors, moaning and gurgling. As descrb
descrbed
ed o n the chara
character
cter sheets, the characters
characters
have ther own reasons r vsitng Dragons Rest
The characters have another opportnity to ght
THE CLERI
the three zombies, ths time with the
t he ives of two
The clerc was led here by a recrrng dream invoinvov-
v-
new acqaintancesBlepp the kobod and Tarak
ng the shadow of death f the character talks to
the hman gardenerhangng n the baance
baance  See
Rnara abot the dream or their qest, Rnara ls-
Drowned Sailors" fr help getting the encon
tens cosely,
cosely, then pases to think
thin k W
Well,"
ell," she says,
ter started.
 am no expert on interpreting dreams, bt perhaps
Bepp has 2 hit points left after a zombe hit him,
the zombies yo ght are the hnger of death
and he i s convinced that his goo d ck and hs mag
mag
yo spoke of" She ponts the character toward
toward the
ca" dagger saved him from certain death Tarak is is
wreck of Compass Rose (see Shpwreck" above) to
narmed,
narm ed, and the zombes
zombes overpower
overpower both him and
investigate frther
Bepp if
i f the characters dont hep.

CHAPTER 1 I DR AGON'S REST

THE FIGHER was to assassinate a traitor, who was his over The
The ghter has come to Dragon's Rest in the hope two tried to ee Elturgard together, but his lover was
that Runara can help the character understand the killed by another
another assassin.
assas sin. Tarak escaped,
escape d, but no
sense of desti
destiny
ny that weighs on their shoulders I f treasure was invoved If the rogue asks him about
the
th e character talks to Runara about
about this
thi s on rst it, he expains he has left the i of crimeand sug
arriving
arrivi ng at the coister,
coiste r, Runara invites the character gests perhaps it's time fr the rogue to do the same.
sa me.
to consider how their reaction to the zombies on the
THE WIZARD
beach might reect their destinyor
de stinyor not f the char
acter talks to Runara after having competed one or The wizard carries a etter from a coeague about
more of the adventures
adventures quests,
quests , she encourages the ost knowedge hed in the Cli
Clit
top
op Observatory (see
(see
character
chara cter to c onsider whether their hero ic actions chapter 4) If asked about the observat
obs ervatory,
ory, Runara
might be the rst
 rst manifestations of that destiny says, " Many have sought the knowledge contained
taking shap
shape
e At the end of the adventure, Runara in that place I can direct you there, but rst you
encourages the character to continue on their path: need to show me you are worthy
worthy She promises
"f your destiny is not cear to you yet, I'm condent
conde nt to direct the
th e wizard to the observatory after the
it soon wi be characters
chara cters help dea with the other probems on
the island
THE PALADIN
Disi lusioned with the corruption
co rruption of Neverwinter,
Neverwinter, LOST WYRMING
the paadi n comes to Dragons Rest seeking rest When the characters have proven
proven themseves trust-
and new resove Runara wecomes the character worthy and competent by dealing with the zombies,
zomb ies,
and encourages them to tak to Tarak and Varnoth, the myconids, and the shipwreck, Runara decides
who both know about escaping lives of corruption it's time to conde in them She summons them to
and violence She also encourages the paadin the temple (area A) Read the owing text when
when
to spend time i n the temple of Bahamut At the the characters arrive
end of the adventure, she asks the paladin
pal adin i f they
have earned anything
an ything about how to live in a world
Elder Ru nara smil es as yo
yo a pproac
pproach
h " I ha
have
ve some
pagued with such corruption.
corrupti on. If the character has
thing to show you, sh e says.
says. The re's a ash l ke a
no answer she suggests, "Perhaps your advenadven
tures here have shown you a way to combat evil on sile nt strok
strokee of igh tning, an d the hu man woman
your own terms Perhaps other such adventures s gone. In her place is an enomous d rago ragonn with
await you bronzecolored scales. "Now you see me as  truly
am, she says, tltng her head wth a n expession
expession that
THE OGUE
mght be a smile on her scaled ace.
The rogue comes to Drago
Dragon's
n's Rest in search of a
ost frtune
frtune supposedly secreted away on on the isand "Ass you
"A you hav
havee discovered, thi s isl and has many old
by a member of the Gided
Gid ed Galows The thieves'
thie ves' wounds. And I 'm afafraid
raid the cycle of violence is star
start
t
guild member i n question is Tarak,
Tarak , who
who did
di d in fact ng again. I have one moe vor to ask you.
betray the
the gui d, though the story has been twisted
in the reteling Taraks ast assignment r the guid
Runara
Runa ra outines
out ines the histo
history
ry summarized
summar ized in the "Ad
"Ad
venture Background section and explains that each
U NARA SAVE SAVE  T H E DAY
DAY!!
site the characters visited is inked
 inked to the death of a
Run ara is a powerful dragon, but she is ded icated to to
the cause of peace. She s no nott  ntere
nterested
sted in  ghtng the dragon. Then she tels them that a bronze wyrming
battes that the cha racte
ractes
s m ght get themselves nto named Aidron cameca me to the isand
is and a few
few months ago
but she keeps an eye on them, and she can rescue and studied
studie d with her at Dragon's Rest. Five days
them if things go badly r them on the isl and. bere the charact
characters
ers arriva,
arr iva, he argued with
with her,
If any encounter on the sla nd en ds with a  the angrily rejecte
rejectedd her teaching of peace, and stormed
chaactes uncon scious, yo u can have the chaactes
chaactes away from the cloister She fears he went to the an
awaken n the tempe (ar (area
ea A), with some of of the ko-
cient observatory on the southeast side of the island,
bold s tendin g to
to their wounds . Run aa prefers
prefers not to to
explain how she rescued the chaacters which is another dragon's
dragon's nal resting pace. She
f this ha ppens m oe than
than once, the characters mght suspects some evi has arisen there, but says she
need extra assistance. If you haven t already, consider dares not go there hersef, est her presence reopen
askng one or moe playes to pay an additional char-
acte as a sidekick. You can explan that these addi- od wounds 1inchwide
3inchong, She gives them a moonstone
hexagonal keya
keya
prism made
io nal c haacte
haactes
s have jst aved at Dagon's Rest from moonstone, with a dragon's head engraved on
and a re eage to help.
one endand expains that they need it to access
.
the observatory

CHAPTER 1 I D R AG
AG O N ' S R E S T

spore mushoom's cap t eleases a smal coud


XPLORING
XPLORING THE  SL
SLAND
AND
of spoes. For 1 hour the ceature doesnt need
Ths adventue presents Dagon's Rest and three to breathe as the spores provide t wth oxygen
oxygen A
adventure locato
locatons
ns n detal but Stomweck sle wnd spoe s worth 30
3 0 gp and at any given
given tme
holds the possiblity
possib lity of exctement
exctement and dange 2d4 wnd spores are eady to be harvested.
beyond those stes. Whie the characters
char acters travel
travel
between locatons on the island o o  i they
they set out THERE, THERE, 0WLBEAR
to explore the island they mght stumbe acoss Ths encounte poses a medum challenge f 3rd
fntastica
fn tastica creatures and locatio
locations
ns that provide an leve chaactes and a dicut chaenge  2nd
extra challenge on the
the  jouney. evel chaacters.
chaacter s. Use t f your group enjoys
enjoys combat
o the payes need a chance to pactice usng the
DDITO NAL
NAL N CO UNTERS chaacters new ablties afte ganng a level. Its
Place these
the se encounters whereve you want to o n the paticulary appropiate if the chaacters are trave-
island or use them as inspraton as you begin to ing across the sland rathe than fllowing
fllowing the coast.
caft you own adventues.

O PRINGS AVOC A dscodant sound haf a low growl,


growl, ha lf a pie cing
This encounter poses a simple chalenge   chaac- sceechrips
sceechrips through
through the a r. Abruptly
Abruptly a hu lkn g
ters o 2nd eve or hghe
hg he or a harder challen
challenge
ge r creature comes nto view. A mx of pu rp le feathers
feathers an d
1 stev
stevel
el chaacters. It's partcuary
p artcuary appopate if deep brown fu covers its bearike body, and its arge
the chaactes ae rowing around the sand o mak- eyes stae hungrily at you rom its owlish head
ng their way along the coast at sea evel.

Ths owlbear s hostie towad the chaacters. It


Bi llowi ng clo uds o steam emerge from
from the ocks views them as ntudes n its teritory though ts
ahead, and the air grows
grows thicker wth
wth mosture. As goa s to dve them
t hem away
away rathe than kill them.
you round a bend you see a cove where a hot spring Oginally a pat of a peoming
peoming troupe
tr oupe he ow-
burbles up from
from the rocks and s pi s into a pool bee
bee bear was stranded hee ate the shp carryng the
dain ng nto the ocean
ocean The turquoise wate
wate is l um i troupe crashed on the northern rocks.
nescent, and th e gray
gray basalt edges o
othe
the sprng a e Any chaacte wthin 5 eet of the owlbea notces
a smal wooden whstle hanging around its neck
ined wth v brantly colored
colored mus hrooms, which occa-
This whstle was (and sti can be) used to tran
sionally bust in a shower of ainbow spores and command the owlbear. A character withn 5
eet o the owbear can use the acton to attempt
Not i mmediate
mmediately
ly vsbe
vsbe to the cha
chaacte
actes
s a e the to gab the whste. I f the chaacte
chaacte succeeds on
guadians o the spng: thee fume drakes. These a DC 1 2 Strength check the whstle
whstle comes free
free
mschievous
mschievo us ceatures ae nitally indieent to the Wth the whstle n hand a character
character can take an
characters and ignore their
t heir aiva but if anyone
anyone action to blow
blow nto
nto t an d make
make a DC 10 Wisdo
Wisdom m
attempts to gathe mushooms or ente the wate (Anma Handng) check. On a success, the owlbea

of the hot sping the ume dakes become hostle


host le calms and mmed
mmedateately
ly becomes frendy toward
emerging rom the water to attack the goup A the whste holder and indeent towad the other
character
chara cter who examnes the water and succeeds
succ eeds on charactes. Howeve
Howeve t wont leave the area it now
a DC 1 0 Wsdom (Perception) check spots the shim consdes ts terrtory and any
a ny attempt to ce
ce it to
mering outlnes
outl nes o the ume dakes n the water leave makes t hostle agan.
aga n.
Spring Waters. The sprng s the ste of a brass
KOBOLD ENEGADES
dragon's death and legiving magc persists at the
Ths encounter s a dcult
dc ult chalenge f
f 1 stleve
stleve
site. A character who spends 10 minutes bathng
chaacters
chaac ters and can be scaled up  2nd o 3dleve
in the waters of the sping
sp ing can rol one of their Hit
Hi t
charactes as noted below. ts
t s appoprate whenever
whenever
Dice (noted on each chaacter sheet) and regain ht
characters ae tavein
taveingg aound the sland by land
points equal to the oll plus their Consttuton mod
A goup o kobods tries to ambush the charac
er. A character can benet from bathing n the hot
tes They'e hdin g n the ocks and lght foiage
spring at most once per day.
hopng to get the jump on the adventuers Make
Treasure A chaacte who who examnes the mush
oomss inin g the sping
oom sping and succeed
succeedss on a DC 1 5 a Dexterty (Steath) check f
f the kobods ron
rong
g
once r
r a of them and usng
us ng the Dextety
Dex tety modier
Inteigence (Nature) check identies these mush-
(+2)
(+2) o the wngess kobods
ko bods Compare the result
rooms as wnd spoesa ae ungus with a unque
to the characters passive Wsdom (Pecepton)
(Pecepton)
magica property. When a creature squeezes a wnd
scoes Any character whose scoe is lowe
lowerr than

CH APTER 1 I DRAGON'S REST


 

he kobods'
kobods' check result
result is surprised and oses
os es WHAT LIES BENEATH
their urn during he rs round of combat (see As described in he "Advenure Background
"Surprise
"Surpr ise in the rulebook
rule book)
) Read this text when he section in
i n he introduction, Stormwreck Ise was
kobolds atack: frmed from
from magicfueed vocanic activiy in the
tomb of a monsrous red dragon named Sharruth
Some legends and rumors suggest Sharruh is
l A yipp ig sound erupts around you
emerge fro
fro
you as agry kobods
 hei  id ing places ad atta
attac!
c!
  not acuay dead merely imprisoned beneah he
island
isla nd and the aciviy in Seagrow Caves suggests
tha a is not well beneath Stormwreck IsIse
e
Four kobolds and one winged kobold (all lawful You can devise your own adventures arou nd char
evil)
evil) paricipae in his ambush These crue
c rue vicious acters invesigating Sharruh's tomb. Characers
kobods reject
reject both
bo th he peaceful teaching
teachi ng of Runara might scour the isand uni they nd hidden vens
and the yrannica rule of Sparkrender and they they can use o access winding unnels eading
ea ding deep
prey on traveers
traveer s who sray away
away from Dragons ino the earth More fume drakes and re snakes
Res They haven't had muchmuch success and are des- might urk beow Perhaps there's even a group of
perate, so heyre hosie and gh o he death kobolds who serve mighy Sharruh
Their desperaion means tha they can easiy be Such an advenure is yours to devise, and you
persuaded o sop ghting wih an oer of money or can pu your unique spin on wha he characters
character s do

fod
ion orOther wise they're not interested in conversa-
negoiaion and
to dis cover
discover
craft there Ofinto
an expediion course if you'rebeneath
the caverns not ready
he
2nd-Level Characters If the chaacters are 2nd island then he characters simply don'
don' discover
leve, use six kobolds and wo winged kobods hose suberranean passages no mater how much much
3rdLevel Characters. f he characters are 3rd they search
evel use eigh kobolds and hree winged kobods.

CH APTER 1 I DRAGON'S REST


 

CHAPTER 2

EAGROW CAVES
T CHAPTER ASSUMES THE CHARACTERS COME caves and i s poisoning the myconids twisting their
caves
here bere going to the wreck of o o o gardens and even aying low their eader Sinensa.
and they are still 1st evel It aso incudes sim- The source of the blight is the tomb of the red
pe instructions to scae up the danger in combat dragon Sharruth deep beneath the island. Noxious
encounters if the characters complete chapter 3 fumes from the dragon's tomb normay ter up
"Cursed Shipwreck befre coming here and are through the rock and vent to the surfce through a
now 2nd evel cavern at the back of Seagrow Caves that the myco-
nids avoid but the vent has become bocked, and th e
CAVES OVERVIEW fumes have spiled into the myconids caves
The sea caves on the southwest side of Storm Besides this insidious poison, visitors to Seagrow
wreck Isle are inhabited by an unusual coony of Caves must face
face one additiona threat: the stirges
myconidsfungus
myc onidsfungus peope who norma normally
lly live deep that nest in the caves These boodsucking mon-
underground. Though they cant abide sunlight, sters arent much of a threat individuay and dont
don t
these myconids used to welcome visitors now and bother the bloodess myconids but they can be
then. In particuar they
the y traded with Tarak from
from deadly in large numbers
Dragon's Rest giving him rare fungi that grow in
EAGROW
EAGROW CAVE
CAVE S FEA
FEATUR
TUR ES
their caves in exchange rr fod scraps and other
The caves have the fllowing
fllowing features
waste from the coister, which nourished th e fungi
in the caves Recently,
Recently, thou gh the myconids have
have Ceilings. Unless noted otherwise the ceilings in the
rejected Taraks visits and placed a monstrous caverns are 20 feet high, and the tunnels connect
guardian at the entrance
entr ance to their caves that keeps ing the caverns are 5 feet high
a visitors
v isitors awa
away
y Light. The inter
interior
ior caves are illuminated by bioumi
The reason r this sudden shift in the myconids nescent ngi which provide dim light throughout
behavior is that a bight has spread through
thr ough the the area. See "Vision in the rulebook
CHAPTER  I SEAGROW CAVES

Walls The cave walls are frmed from hexagonal NTERING THE  AVE
coumns of dak gray basaltvolcanic
basaltvolcanic ock oigi-
nating fom Sharuths
Sharuths undesea tomb. The walls At high tide
tid e the 40 f
fothigh
othigh tunne (area B ) is
povide hand and fothods, so cimbing the walls ooded a the way to aea B2. The natural stair-
doesnt requie an abiity check. ways
wa ys which are not shown on the map of Seagow
Seagow
Fumes Toxic vocanic fumes from deep beow be ow the Caves, descend the cis into the sea. The chaac
isand are slowly
slowly poison
poisoning
ing the fungi in the caves. ters can eithe wait  ow tide or ow or swim into
A fint sme of sufur pervades the pace
pace  gow
gow the tunnel. At ow tide, a 5otwide pathway is
ing stonger the closer one gets to aea B6 If the exposed
expo sed along the base of thethe ci
ci s and the edge of
characters take a ong est inside
i nside the caves befre
befre the tunne
opening the vent in B6, each chaacte must suc- The tides shift every 6 hous as summarized on
ceed on a DC 1 3 Constitution saving throw throw or be- the Tides tabe.
come poisoned (see "Conditions in the ulebook).
TIDES
The lesser restora tion spell ends this eect as
restoration
does nishing
nis hing a long rest in fresh air.
air. ime ide
Mid night to s nrise Low
UN NI NG HI
HI S CHAPTER S nrse o noon High
Once the chaactes decide to visit Seagrow Caves Noon to snset ow
they have two
two options  reaching the site: Sunset to
to mi dnght High
By Boat. Dragon's Rest has a owboat the charac-
ters can take aound the western end of the is NTERACTING WITH
WITH YCO
YCO NID 

and.
to ( This isCaves
(This
Seagrow Tarak's
is 5pefered
pefered
mile
miles method.)
s which takesThe
abouttip3 The myconids initial
initia l attitude toward outsides is
hostie (see "Social Inte
Interactio
raction
n i n the ruebook).
hous and 20 minutes to row. They aent maicious, though and they don't resort
Aong the Coast Waking aound the coast coas t of the to violence immediately. Aduts use their Rapport
isand isi s a little easier than owing even though Spoes to telepathically warn visitors to leave. (See
its frther because the characters have to wak "Rapport Spores beow r details about this rm
around the bays instead of o f owing across them. of communication.) Spouts ee toward the nearest
The 7mile tip takes only 2 hous and 20 minutes adults to warn them of intuders. If the chaactes
at a norma waking pace. The chaacters can attack the myconids defend themseves.
choose whethe they want to wak on the clis c lis o convince a hostile
hosti le myconid to converse or to
high above the sea o pick their way among the allow the chaactes to do anything othe than eave
tide pools
pool s at the base of the the cis.
ci s. The lowe route the caves, a character must succeed on a DC 20
is availabe ony at ow tide (see the Tides table) table).. Charisma check. Depending o n the character's
character's ap-
proach the Deception, Intimidation, or Persuasion
PPROACHI
PPROA CHI NG AT AT E A LEVE skil can
ca n appy to the check. Mentioning Tarak's
f the characters arrive at Seagow Caves at sea name or presenting
presenti ng the oering he sent the myco myco
leve
lev e ead the fowing text: nids gants advantage on this check.
An ind i
ierent
erent myconid
myconid i s willing to explain what
A cli  of dar k gray ston e towers
towers two hu nd red feet
feet is going on in Seagrow Caves. The spouts know
ony that thei
thei eader Sinensa
Sine nsa has fal
falen
en iand
i and
above the
the cash in g waves,
waves, which rsh in and out of a
that a nasty sme pervades their the ir caves Adut my
yawning cve moth. A swiring sick of coos dances
coids know that
that the "crysta cave (area B6) is the
on the wate's su ra
race,
ce, ema natn g fro
from
m the cave. souce of the ul odo and that Sinensa fe i afte afterr
going into that cave to investigate the issue. The
myconids nomally avoid that cave because sunight sun ight
PPROA
PPROACHI
CHI NG FROM BOVE ters into it by way of of the vent at the western end of
the cave and even diuse sunlight is unpeasant
unpeas ant to
If the party approaches fom
fom above, read this text:
these cav
cavedweing
edweing creatures.
An ope nin g gapes in the cli ce two hun dred feet
feet APPORT
APPORT PORES
beow you,  ike a mouth din kng in the cashi
cashi ng A myconid's
myconid's Rappot Spoes abiity alows a in
i n
waves. Tw
Two natua stai rwa
rways
ys rmed of stone
stone col -
teigent ceatues in the area
ar ea to communicate tele
pathicaly with
with each other. The characters and the
m ns o
oer
er ways down the c is
myconids ae eectivey speaki
speakingng thoughts at each
other. This eect dosnt aow any ceatue to pobe

CHAPTER 2  SEAGROW CAVES

 
EAGROW (AVES

MAP 3: 5E A GROW CA V E S

invasvey int
invasvey into
o anoher creaure's mind.
mind . Bu i tra- E AGRO
GROW
W AVE
AVE S L OCATIONS
scends anguage
an guage barriers and you ca play around
The llowing locaions are keyed to map 3, whch
wih he kind of communicato that the spores a
showss he layout of the Se agrow Caves.
show
ow Myconids' fcia expressos migh be dcut
ow
to read but heir eepathc communicatio
communicatio might Bl : N
NRANC
RANCE
E TUN
TUN NEL
carry a drect
drec t expresson of he myconids emoional
sate. For example, when the my myconids
conids alk
al k abou
ther ailing eader, he characters migh feel a deep Mu ticoloed ungus covers
covers the wall s of thi s tunn el , its
sadness anda nd a sese of anxety much more cleary biou mi nesce
nescent
nt gow
gow ll ng the caver
cavernn w
wth
th di m l ight.
ad poweruy ha mere words ad fcal expres- The surf
surfce
ce of the water swirls with colorf l  aintly
colorfl
sios can communica
communicae. e. glowing spo es
es-perhaps
-perhaps reac
reacting
ting to the movement
The eec of Rappor Spores lass r 1 hour so of somethi ng u ne r the suce.
suce.
characters migh be eepahicaly iked to each
oherr whenever
ohe whenever they're
they're wih 30 fee of each other
even afer they eave
eave the cave. Ecourage the pla play-
y- A hgh de, he tunne s oo ded so vistors must
ers o hink abou how his might aect heir charac- approach by boat or swim.
swi m. At low ide,
id e, walk
walkways
ways
ers. Does it make them fee fee closer o their
thei r frends?
frends? rmed by he tops of stone coums ine he sdes
Does it ease any suspcos hey mgh have had of he unne, leadin
leadingg o a igh of natural
natural seps up
abou each oher? to area B2. A spor
sporee ser vant octopus urks in he
waer and aacks any creatures (other than myco
DIRE SPORE
When myconids
myconids ake damage they reease spores ids)
of thewho
wh
tdoes
eter
tdes he
B ef
efre unn
unne
re he e regardless
r egardless
myconid leaderof the sae
apsed no
ha aler all other mycods wih 24 0 feet of uconscousness, it created his guardian o keep
them A  mycoids in he cave are in range of each outsiders away.
ohers Disress Spores Mycods  areas B2 ad As described
describe d on he prevous page, he water
water leve
B3 move o area B f they deect Dstress Spores.
Spo res. here vares by up to 10 feet wth he tdes. A hgh
tde, he water s abou 8 fee deep alog the edges
ed ges
of the une and 25 fee deep  the mddle
mdd le At ow

CHAPTER 2 I SEAGROW CAVES

ide he wakways


ide wakways aong he edges are exposed,
expos ed, and moves away from an acive voe fungus have an-
the waer is 15 fee deep n the mddle oher fungus sir and aack ha characer on he
2ndLevel Characters If he characters are 2nd fungus'ss nex turn.
fungus' turn . I f a characer scans he fungus
evel, two stirges cingng o he unnel celng are farm ookng r more vioe fungi, cast as much
disurbed if ghing breaks ou in his area
ar ea and joi
join
n doubt as you can: many of the fung look sicky and
the bae The sirges ignore he spore servant purpe but pose no da nger nger
Myconi
yconids
ds The mycond sprouts avoid he char-
B2 FUNGUS FARM acers and he viole fung. If the aduts become
aware of danger through the noise nois e of comba (or the
his fty-othgh cavern is a res of multicolored sprous Distress
Distres s Spores), they move
move as quickly as
fung, ranging from tiny laments to treesized mush· hey can to protect the sprous.
If he characers defeat the vioe fungi he my
rooms
rooms A natural stairca
staircase
se of stone colum
colum ns along
conids aiude improves o indieren, and hey
the east wal leads up ten et to a higher cave area
area in
are willng o speak o the characers (using their
th e north. Water burble s down from
from that up pe cave
cave Rappor  Spores) The adus agree to accompany
and collects n a large pool wo small mushoomlike the characters and vouch r hem wh he res of
people are wokng
wokng ami d the mu shrooms near the he myconid coony, mproving he oher myconds
pond A sickening sme ll, l ke sulfur,
sulfur, hangs n the ai r atude o nderen as we.
Bhted Fungi A characer who who examines
exam ines any of
the fungi notces ha many of he mushrooms are
The wateral is fed from a pool n he upper cave,
which in urn s suppled by runo ricklng down sickly shriveled,
sickly shriv eled, and boched wh back paches of
decay The blgh has no obvious source
decay
from he surfce. Both poos are 5 feet deep a mos Treasure The fungus frm conans hear cap
The two mushroom peope are myconid sprouts mushrooms ready r harves. A character who
named
name d Molen and Kraz.
Kra z. They are spreading fe fer·
r· spendss 1 5 mnu
spend mnues es searchng
search ng his chamber fr
fr use
ilzer from area B3 , whe wo myconid adults fu fung and succeeds
succeeds on a DC 1 2 Ineigence (Na
named
name d Hpsiz
H psiz and Rugos
Rugoso o end he mushrooms ture) or Wsdom (Survival) check nds d6 of hese
near he upper pool,
pool , out of sigh from
from below. All reddsh mushrooms, which bear an unseing re-
fur myconids
myconids are obivous o he true threa
thre a n he semblance o human hears. Tarak can make each
cavethree violet fngi ha grow among he harm· hear cap mushroom nto a  potion of healing.
less mushrooms here 2ndLevel Characters. If he characers
characers are 2nd
2 nd
If the characers move ino the cave oward he level, add wo vioet fung to his encounter.
en counter.
myconids
my conids , one vioe fungus aacks
aacks them, extending
exten ding
ong tendris hat cause mmediate rot when they B3 : LARDE
LARDER
R

ouch iving esh. Read ths tex:


This cave reeks of rot, and the floor is coveed with
As you advance into the cave, a sicky ooking mus· decaying
decay ing veg
veget
etation.
ation. hree s ma l mus hroom
hroomfflk are
room suddenly stirs to i.
i. It extends
extends long pupe workin g ami d the lth In the southwest corner
corner of
of the
tendr ils toward you
you a nd moves slowly across
across the cave cave, a bu lbous ob ject the sze of a cart cin gs to the
oor on rootlike tendrs wall a nd ceili ng, glis tenng i ke a glob ofjelly

Running the Combat BecausBecause e he violet ung Three myconid sprouts named Bsp o, VaupVaup and
move so sowly, it's easy fr he characters o stay Poppe work
work her e gahering feri
feriizer
izer r use in
ou of their reach and kll he fungus monsters area B 2. Th e bubous objec
objec is a sirge nes which
with ranged aacks. The ineresing
ineres ing par of his en characers can identify
identify wh
wh a successfu DC 1 5 n
couner is denifyng the danger One voe fungus teigence (Naure) check If
I f a characer moves
moves more
moves and aacks to star he encouner
enco uner bu the han 5 feet into he chamber sx stirges emerge
other wo remain motonless untl characters move
move from the nes and atack Meanwhle he sprous
close o them. ee toward area B4 at he rs sgn of inruders re-
You dont need o keep rack of exacy where ev
ev ying on he disraction of he sirges o escape.
eryone s standing in he room. Insead re
rey
y on your 2nd-Level Characters If he characters
characters are 2nd
2n d
sense of whats fun and excitng. When a characer level, add wo strge s to his encouner.

CHAPTER 2 I SEAGROW CAVES

B4 CIRLE CHAMER B6: CRYSTAL CAVE

Sixx clu sters of


Si of giant m us hooms are aranged in a The air i n this cave
cave s c hoked with thic k smoke that as
rough
rough c ircle around
around th is cavern.
cavern. Several hu man-s ized saults your nost
nostis
is with a p ungent odo of bimstone.
mu sh room fk
fk stand in a cice in the center of the Stange,
Stange, flickering
flickering orange  ight il um in ate
atess the smoke.

cave.
cave. The s mel of sulfu i s st
stonger
onger here. his area i s free
free of
of fung al gr
growth;
owth; i nstead cystals
gow fom the rock. o your right a lage cluster of
Six myconid adults ar e here. Tw Twoo of them (named purple crystals juts fom the stone On the r wall
Agric and Omphalo
Omphal o) are tending to theth e other ur a glowing oange crystal wedged into a ssure n the
(Craterel
(Craterel Pleuro
Pleur o Subrufus
Subrufu s and Virosa) who are cavee wa seems to be the sourc
cav sourcee ofthe
of the l ight Streaks
standing stockstill
stockstill i n a dreamlike trance called a of soot tace a path a long th e cave
cave wall s between the
meld experiencing a share
meld sharedd transcendent state. The purpl e crystals
crystals and the ss ure
two conscious myconids move quickly to conront
any intruders who aren't escorted by other myco-
nids  and the
they
y respond with violence
violence to an y threat.
threat. Two fume drakes lurk amid the sul sulurous
urous fumes
All six myconids are ill and tigued from the These elemental creatures look like little dragons
blight that is spreading through the caves so they rmed entirely
enti rely of greenish smoke. They dont le av
ave
e
take turns resting here. this cave but they rush to attack any creature that

B5 NENSA's ANUM enters it.


This cave is the source o the blight spreading
through the myconid colony
col ony As the characters
Gl owing fun
fun gus and colo f
fuu l cystals grow f
fom
om the explore the cave they can easily determine that
noxious umes rom deep beneath the island seep
wals and ce
ceii
ii ngs ofths
ofths smalle cave.
cave. In the middle
up around the vein of purple crystals.
crystals. Ordinarily
o  the cave,
cave, two
two hu man -szed mu shoom lk ten d to
to
the fumes vent to the surce through a ssure in
a la rge speci men o the i knd  he
he la ge one
one is sh rv the west wall bu t the ssure is now blocked
blocked by the
eledd a nd covere
ele coveredd with u nheathy pu rple b ot
otches
ches and enormous orange crystal which is also the source
t does n ot move. of the
the light
li ght here.
The heart of the
the problem is the tomb of the red
dragon Sharruth
Sharruth deep beneat
beneath h the island. The pres-
Two myconid adults name d Auranta
Auranta and Enok
Eno k are
are
ence of such
such a powerful dragon ar underground
tending the unconscious
unconsc ious myconid who
who leads this
causes the volcanic activity that produces the nox nox--
colony, Sinensa. The adults collect
coll ect spores rom a ious umes. Whats more the dragon's energy occa-
barrelsiz ed glowi
glowing
ng red ungus that vaguely
vaguely resem-
sionally tears open small
s mall ri fts in the
th e abric
abric of reality
bles a human brain and pu the spores around the
that lead to the Elemental Plane o Fireanother di-
leader's head. The
T he treatment is keeping the leader
mension of reality that is the cosmic source of ery
alive r now but it is a losing battle Sinensas only
energy. The Plane of Fire is the origin of both the
hope is r the blight to end. The adults zealously
orange crystal blocking the vent (which(which is actually
act ually
deend their leader immediately
immed iately attacking intruders
an egg case) and the creatures currently in the cave
who arent accompanied by other other myconids
myconids 
Fire Crystal. Destroyi
Destroyingng the orange crystal block-
Treasure. If the cha
charact
racters
ers bring the glowing red
ing th
the
e western ssure allows the noxious umes to
ungus called a ruby morel back to the clois
cloister
ter
escape
escap e the
th e cave and stops the blight that is harming
harmin g
Tarak uses it to make them an  eixir of health
health (de-
the myconids A single s trong whack
whack with a weapon
scribed in appendix A)
a crowbar or another tool is sucient to shatter
it. When the crystal breaks a twootdiameter

sphere
the otherof pieces
smoldering obsidian
and breaks fllsreleasing
open to the oor amid
a re
snake from this stony
stony egg. Seein
S eeingg the characters
only as fuel it attacks them at once.
Breaking the re crystal also reveals the the reason
the myconids
myconids avoid this cave: the cave is imme
diately lled with shimmering
shi mmering sunlight
su nlight refracte
refracte
through the crystals that line the vent Bright light
lls the entire area.

CHAPTER ' I SEAGROW CAVE


CAVE S

Treasure. The re snake's egg breaks into 25 tiny GAIN A LEVE
chunks
chunks of obsidian worth 10 gp each
Afte they compete this
Afte th is chapte o f the
the adventue,
2nd-Level Characters If the chaactes ae 2nd
the chaactes gain a eve. I f they
they visited Seagow
evel add a thid fume dake to the oom when the
Caves befre the wreck
wrec k of o
o
 o they ad-
charactes
chara ctes rst arive Then at the same time the
vance fom st eve to 2nd eve. The residents of
re snake
sn ake hatches fom
fom its egg, two more fume
Dragon's Rest urge them to visit the wreck of o
dakes emege from the custer of purple crystals.
 o
o next (see "Shipwreck on page page 1 2)
If they've are ady expoed the wreck
wr eck of o
o
N DING HI
HI S CHAPTER o in chapte 3 they advance fom 2nd leve to
If the characters destoy the oange cystal
cystal s o the 3d leve and are ready to visit Citop Obsevatoy
toxic fumes can escape the caves, the myconids' in chapter 4 See "Lost Wyrmling on page 13.
attitude improves to friendy
friendy Sinensa
Sine nsa the myconid The characte sheets expain what happens when
leader regains consciousness
co nsciousness the folowin
folowingg mon charactes gain a evel.
ing If the charactes ae
ae pesent when Sinensa
awakens Sinensa gives
give s them the uby more fom
fom
aea BS and permission to keep any othe teasue
or mushooms they colected in the caves
Once the characters eturn to Dragon's Rest
Tarak can use the ruby
rub y morel to make
m ake an 
 o
 (descibed in appendix A) which he gives to
the charactes in gratitude r their eorts.

1
CHAPTER 2 I SEAGROW CAVES 2

CHAP T ER 3

C URSED  HIPWR
IPWRE
E K
HIS
HIS CHAP ER ASSUMES
ASSUMES THE CHARACERS COM E the hapy has been ling ships to crash on the
here befe Seagrow Caves and ae stil 1st leve It shoal and feasting on the nucky saiors. The sail
also incdes instctions to scae p the dange in os who escape the hapy's talons end p as zom-
z om-
combat enconters if the chaacters compete chap- bies menacing the peope of Dragon's Rest.
te 2, "Seagow Caves, bee coming here and ae The hapy is only the most immediate probem
now 2nd leve.
leve. lking in the wecked h l of 
 . The
geater theat is a csed talisman hed in the ship's
SHIPWRECK OVERVIEW
Ever since the vioent death of a gold dagon on the O T H ER S H I P W R EC K 
ocky
ock y shoa on the noth
no th side of Stormwreck Isle hi s chapter
chapter assmes the characters
characters heed Runara's
the bonestewn
bones tewn rocks have been the site of many advice and search Compass Rose r clues to the recent
shipwrecks throgh the centries. One sch ship- shpwrecks If the characters decde to explore other

wreck eft a asting mark on the isand. recent


rec
to ent wreck
wrecks,
represent s,any
yoother
ca n use the ship's
snken ma p of Compass
deck Rose
plan, though
Abot ty yeas ago, a ship
shi p named 

 most of the wrecks a re entirely nd erwat
erwater
er Cha racte
racters
rs
 carrying passengers bond  the coiste exporing other wrecks might d more ombies-
wrecked on the shoal kiling all aboard. To the hor- sail ors kil led n the wrecks who were
were ani mated by the
ror of the coiste's residents
res idents those who drowned talisman n Compass Rose' hold b t coul coul dn 't get
get o
nd thei way ashoe as shambing zombies. ther ships r some reason hey hey might also nd giant
Since the oss of that ship each new shipweck
shipweck octopses
oct opses (you can use the spore servant octops
octops
stat block fofom
m ap pend x B), ghol s or other dangers
has broght a resh wave of zombie saiors to the
aboard These adventres are yours to create, but only
isand's shoe. Fotnatey, wecks are areor they the wreck of Compass Rose holds the secret to feeng
wee ntil recently. Dragon' s Rest fromfrom the zombi e attacks.
Not ong ago, a harpy settled into the weck of

  .
. With its magicay entancing
entanc ing voice

CHAPTER 3 I CURSED SHPWRECK

hold imbue
imbued d wih magic by
by a longdead salor's HIPWRECK LOCATION
desperae prayers
prayers o a demo lord. This
T his curse is re-
sposible
sposib le fr he drowned salors amaing
ama ing as zom- The fllowing locatos are keyed o map 4, whch
bies.. Most of the salors who were aboard he shp
bies shows he layou of the shpwreck.
when it wrecked are long gone bu some zombes Cl : MAIN DE K
have bee trapped  he wreck fr years

HIPWRECK FEATURE The mol deing wood


wood of the dec is slic k with
with a gae
The wreck of o
o o is i s locaed at he norh- and sea
seawat
wate.
e. Amid t he tangle of igging spl intere
interedd
ern end of a long spur of sharp rocks and drago railings ad stray seaweed you spot boots, bones
bones jut g from he ocean waves about 2 2 miles
mi les and bits of goe that seem co sid eabl y more recet
from
from t he cloiser I  remans
rema ns mosly above he water than the wrec of thi s s hi p
held up by the ancient boes ha ha ore s hull. The
Stairs  ead to up per decs at re
re ad aft,
aft, a nd doo rs
wreck has the fllowg feaures
lead nto cabins ud er those
those decks he main mast
Walls The soggy wooden walls are aged o a sckly remains ntact and mostly upight topped with a
black and green. Algae ad barnacles grow o cow'ss nest overowin
cow' overowin g with
with deb rs A starcase nea r
walls hroughou
Cengs hen
The ceilngs wreck
the ship are 8 fee hgh the mast and a  arge hatch
hatch on the port sde both ead
down into the hold
Doors The doorways are 6 fee high  and h e
doors are in he same waterlogged condiion as
the walls Crow's Nest. A rope ladder runs up he mast to
Light. Durng the day the su lls the upper deck the crow's nes secure despite he condion of he
and ma
ma  deck wh brgh lgh and the lower wreck. The mast sways alarmgly as characers
deck with
with dm ligh
li gh Su nlight doesn' reach to
to climb and
a nd a the op of the 5 0fot clmb he charac
he hold and he whole wreck is dark a gh. See ters nd ha they are leag ou over he waer
waer o
"Vsion i the rulebook. the por (norh) side of
o f he shp.
The crows nest now serves as a nes fr the harpy
UN NIN G HI
HI S CHAPTER ha has made o
o
 o s lair The bas-
Dragos Res has a rowboat the characters can keshaped area is sued with wood shavings dry
ake o vist the wreck of o
o o The rip of grass ad shredded canvas from ships sals. Bs of
2 mles
2 ml es takes abou  hour ad 40 minues
m inues to row
row boes tufs
tuf s of har ad shy baubles are also visi
Whe the characters arrve read this ext: ble n the harpys nes
Harpy
arpy''s Return. When he characers arrive a
the shpwreck the harp
har py s ou looking r anoher
Waves
Waves lap agai nst a derelct ship lodged agaist a
shp to lure oo he rocks It returns afer he char-
ridge of rocks and eno rmous dragon boes. A it
it acers have spet some ime aboard as described in
odor of ro
rott waf
wafts
ts on the se a ai  a lo g with the sou d "Harpys
"Har pys Return laer in ths
th s chaper
chaper
of scre
screechig
echig seagull s and the oa oftheof the su  A tan- Treasure. Characters who search hrough he
gled mess oftat
of tatter
tered
ed sa ils and igging hags o the crow's nes d a small gold bracelet worth 25 gp a
starboardd s ide of the main deck oerig
starboar oerig oe possile sngle gold hoop earrig worth 25 gp wo small -
ger eye
eye gems worh
worh 10 gp each ad oe bloodsone
wayy to cimb aboard. At the ster you ca mae out a
wa
gem worth 50 gp
gapin g hole in the hul l beneath the wate
wate lie.
C2 : FOREASTLE
FOREASTLE

If he characters pull the rowbo


rowboa a up to he souh
(starboard) side of the shp they can easly te up The boke emast eas out across a broken raiing
he lle boa to he derelicts rggig and climb ono wth a tangle of rggig and tattered cavas trailng
he ma deck (area C . However
However hey're free toto ex- down to the rocks ad d rago boes beow. A rusted
plore oher possbili ies fr getng aboard such as
ad rottng ballsta stads ea the broke mast
swimmig through he hole in he hold (area C9).

Th e ballisa no loger works. Theres nohing of n-


eres to d here.

CHAPTER 3  CURSED SHIPWRECK

 
C3 QUARTERDEK C5: GALLEY

I
The spl intered e main s of a mast jut up rom
rom this ea A longdead headess skeeton sts propped up
dec l ke a boen spea r. h e sh p's whee i s asew against a counter to the rght bu t the galey is other
other--
dslodged from
from its mechanis m. wise empty.
empty. U ness . .. di d the skeleton
skeleton just move?

The whee bears the name o f the ship


shi p
 Sma harmless
harmlesscabs
cabs ae cawng
cawng ove
overr the skee-
Reengraved and lad with motherof
motherofpear
pear ta emas
ema s causg the usio
 usio of movemet
movemet
though in the wheels curet postion the ame
is upside dow If a characte turs the whee t C6 CREW QUARTERS
saps free
free of ts axle ad fls. If the character tes
to catch the wheel befre
befre t hts the deck ask the Six doubl e bu nks  ine th
thee edges o this cab in. Per
Per
payerr to make a DC 10 Dexterity saving thow
paye thow On
On sona l eects
eects are strewn
strewn about the room, a nd a fded
fded ,
a successfu save, the chaacter catches
catches the whee
panted portrait
portrait hangs on one wall.
On a fied save the whee hits the deck with a loud
thud that catches the atteton of the zombes n
area C4 A moment
moment ater the thud is answered by The potat shows a young
young coupe sm ig and
a oud crash agast the doo to C4 whch repeats embacg Wrtte acoss the bottom of o f the
the por-
evey 10 to 1 5 seconds. trait are the words "Aleitha and Brastostogethe
frever
frever.
. The backhaired woman wears a saior's
sa ior's
C4 CAPTAIN'S QUARTERS ufrm smia  to the tattes won by the zombies
The doo to the captai's quarters is barrcaded aboad this ship The blodhared ma wears a
fom
fom the nsde though the heavy
heav y wooden ba bock
bock mechants e clothes.
ing th
the
e doo is haf otten A chaacte
chaacte who
who tes to Floorboard Stash. A characte whowho seaches
sea ches the
frce the door ope can beak it dow with a suc-
cab ad succeeds
succeeds on a DC 10 Wisdom (Pecep-
cessful DC 10 Stegth check to) check otces a ooboard in the middle
mi ddle of the
room that is ased
as ed slghty above
above ts neghbos.
neghb os. A
Te door cashes open to reveal two drowned sailors character
chara cter who lfts the oorboard trggers a trap:

in a cabn that must once have been uxuious. A a tiny


characte
char dart
acte shoots
 Its upbous
attack makg
bo an attack
us is +5. against
If it hits the2
it de as
boocase, hal f coapsed holds waterlogg
boocase, waterlogged
ed an d dis 
(d4) piecing
pie cing damage and the chaacter
chaacter must suc-
integating
integating books and scr
scrol
ol s. The polish ed wood
wood des
ceed on a DC 1 1 Costtuto saving throw throw or take
eans awk
awkwardly
wardly on three
three egs; it has a n oate com- 3 (d6) poso damage Oce the trap s trggeed
pass set in its center. The bed is coveed i rottng it does ot trgger again uless a chaacte resets
beddin g and sags n the mid dle. A jagged
jagged hole gapes it (f the characters gue out a way to to  ift the oor-
in th e foor
foor beside the bed  board from a safe safe distance the dat misses)
Treasure. A sack full of 200 gp ests n a smal smal 
compartment
compa rtment beeath the ased ooboa
ooboad. d.
If the chaactes
chaactes dopped
do pped the wheel in aea C3 or
needed more tha one Stregth check to ope the C7 MESS HALL
door nto ths room the two zomie ae besde the
doo when it opes. Otherwse theye aimessly
A lo g table taes
taes up mo
most
st of ths cabi n, which mu st
shui g aroud the cab I ethe case, they move
shuig have served as a mess hall. Decayng chairs ae
to attack the characters
chara cters right
r ight away
away
Hole to the Hold. The hole besde the captas scattered about, and broken glass and crockey litter
bed med when the rottng oorboads colapsed the oor.
unde the weight of the captan's sea chest. It broke
though the oo of the lowe deck (area C8) as we
Theres othg of teest to d here
here 
comg to rest  the hod (area C9)
Treasure. Two sma
sma  drawers in the desk hold
a pouch containing 50 gp gp  a set of catographer's
toos and a dagger. The compass set  the desktop
can easiy be ped free; it is woth
woth 25 gp
2nd-Level
2nd-Le vel Characters. If the characters ae 2d
level add a third zombie to ths encoute
encou ter
r

C H A PT ER 3 I C U R S ED S H  PW R EC K

TH WK F COMPASS ROSE

UPPER DECK MAl DECK

LOWER DECK -
.   

AP 4: THE WRECK OF oMP As ose

C8: LOWER DEK Hole to the Hold


heAarea
norhwes part of he hoeeads
 n hep
eads celng
o heincapan's
he
qarters (area C4) Is mached by a smlar hoe
he descent to the owe dec s chily wet and nset
directy below it The holes were caused by the cap
tli ng. Seaw
Seawater
ater obscu re
ress the oor
oor and s loshes ag ain st tans chest fallng hrough the oorboards al he
the hu. Decaying crates and barrels ae scattered way o the hod, where it came o rest (see area C9)
aroun d, some foatin
o atin g fr
freely and others stacked
stacked i nto 2nd-Level Characters. If he characers are are 2nd
2n d
coners. Yo hea spashi ng as a waing corpse
corpse  m- level, add wo zombes o hs
h s encouner
bes towa
towadd yo wading in wate
wate that doesn't qu te Treasure Some of he goods in the craes here
reman valable_ Usng a crowbar, a characer can
reach ts knees
pry open a crate in 1 mnute; withou
wit hou a crowbar,
crowbar, it
takes
tak es 1 0 mnues When
Whe n a characer
characer opens a crae
crae
The zombie is an obvios hrea, bt another Un- ro a d6 and consul the Crate Contents tabe to de-
dead monstera lrks in the at part o the ermne wha's inside The characters can nd each
hod Much more cnning han the zombies he item on he tabe once
gho was to attack uni h e characers are busy
with the zomb ie I hop es o parayze
parayze a character C R AT
AT E C O N T E N T S
wih its Claw atack then drag the paralyzed charac d6 ontents
er away to feas on whe he other characters con Fve bottes
bottes of n e wine (worth  0 gp each) pa ced
tend with he zombie. Unlke he zombes, the ghoul n straw, pls one broken botte
s not a rmer member of the ship's crew bu a ve
2 A 20p ond sack of whole cloves worth 60 gp
scavenger drawn
drawn by the presence o decaying esh
3 Ten small, 1pound bars of silve (worth 5 gp each)
The water on he oor ranges rom abot 6 inchesinc hes
deep on the sarboard (soth)
(soth) sde of the ship o 4 A pai r of ca nd lestc ho ld es carved fom bone to
1 8 inches deep on he port (north)
(north) sde. The water
water resemble dagons, woth 25 gp each
makes the enire lower
lower deck dcl errain
err ain (see 5 A ne lute with motherofpearl inay woth 50 gp
"Dct Terrain n the rebook) 6 A spell scroll of command (s
(see
ee ap pendi x A)
A) seaed

in a le athe case

CHAPTER 3  CURS ED SHIPWRECK

C9:  OL 
1 9 Tarsakh
O  joun ey s ended th ough I fear
fear my own
own s to
As the cod water engus you a stange undersea
contnu
contnu e in th
thee mo
most
st horibe way magna be. Com-
wol d  s reveaed Colorf
Colorful
ul seaweed gows
gows ove the
pass Rose wreced on a sh oal so th of N evewin
evewinter.
ter.
shattere
shatteredd h ul l especia y around the gapng hole in
Many saios perished wth the itia mpact and
the stern o the shi p. Tiny sh dat among hun ks o
Aetha was gravely
gravely nju red. As I tended her wounds
debrs a nd cag
cago.
o.
she c utche
utchedd h e tali
tali sma n an d beathed soft
soft payes
payes
I asked he what
what the
the taisman signed. She tod m e
See "Cimbng, Swmming, and Cawlng and love.
love. H er hus band waits r her at Dragon's Rest, h av
av--
"Suocating n the "The Envonment section ng pedged hs sevce to the dagon there. The tals
of the ruebook as the chaacters venture into the man s made rom locs of the  hai r woven
woven togethe
togethe
submerged hold Fortuna
Fortunately
tely fr them, unless some
as a promi se to
to be eun ited no atte what f
fe
e might
thing goes wong, thee's no sgnicant time pres-
sue on the charactes as they swim around here befl them. It might have been a beautifu stoy,
They can surce (at the hoe n aea C 8's oor, or at had t not been  Aeitha's gruesome endand the
the top of the stairs up to C8) to beathe as often as words of the praye I h ead as s he breathed he r last.
they need to Fo she was beggg Orcus, the Pince of Undeath, to
Captain's Chest. A heavy ron ron chest lies on the ente her with her husband
oo of the
the hod,
ho d, decty
de cty beneath the hoe t fell
fell
I hed he hands as the breath left her, and I fet a
through If a character opens the chest hee, a lage
horible ch ll pass though
though he. N ex
extt I knew
knew,, she was
ai bubble ushes out, and a packet, wapped and
seaed
seae d in waxed fbrc,
fbrc, rses up afte
afte t Though the sn ki g her teeth
teeth to my neck. At the same moment
chest s heavy (about 1 25 pounds, the chaactes I head moans begn to ise fom the dead sailos a
can aso cay t to the sufce befre openng t aound us What cse ha s she brought
brought on us al l?
The chest contains a pouch holding 55 gp and Aleady I eel a ceepng chil overtang my body I
three turquoise stones (woth
(woth 10 gp each, as we am secung he tasman with this boo in my chest,
as a pair of b oots of elvenkind. The oating packet
elvenkind. in th e hope that someone who comes afte
afte us may
contains the captains journal, whch has been keep
end this n ghtmare by
by brngi ng Altheas talis man to
safe fom the water by by its wrapping A brad of hai
is stuck n the pages like a bookmark, indicat ng the he husband.
ogs last
las t enty The last enty
ent y reads as llows:
The talsman
ta lsman s  s fmed
fmed fom
fom ong locks o f hair
some blonde, some backbaided
backbaided together and
knotted aound two small nge bones If a chaac chaac
te casts detect magic, the talsman is revealed to
cary magc of the schoo of necomancy
necomancy See "End-
ing Ths Chapter fr more more about the taisman
tai sman
Tarsakh s a monthmont h n the
th e calendar
cale ndar of the Fogot-
Fogot-
ten Reams,
Rea ms, roug
roughlyhly corespondng to Ap No year
s specied in the og
About Orcus. Known as the Demon Prnce of Un-
death and the Blood Lod, the demon ord Orcus s
a end whose power rivals that of the gods Rulng
over hodes of demons in the nightmarish pae of
exstence
exstenc e caed the Abyss, Orcus yeans to trans
frm the multivese into a ghasty place of death.
Many Undead creatures (lke ghous ghou s worship hm
or seek to bargain with him n exchange  some
fagment
fagm ent of hs powe over undeath
A New Threat. Afte the chaacters nd the cap-
tans chest, when they come up from the hold to the
lowe deck, they
lowe t hey hear a heavy thump on the deck de ck
above
abo ve them as the harpy lands on the main deck
See " Harpys Return below

C HA PT ER 3  C U R SED SHI PW R EC K

HARPY'S ETURN END ING HIS C HAPTR


The harpy ha makes its lair ini n he crows nes I  he characers defeat
defeat he harpy one probem is
(area C)
C ) reurns to he ship when one of these con soved: no more ships wi be lur ed to the rocks, and
ditions is me: shipwrecks wi once aga in be a rariyrar iy
 The characers nd he capain's ches in the hold I f he
he characers nd
nd Aeithas taisman
tai sman in the
th e
(area C9) and return to the lower deck (area C). hold hey can solve he zombie probem entirey. If
• The characers nish
nis h a short or long res hey bring the alisman o Runara and explain wha wha
on he ship they und in the capain's og, Runara nods sadly
She
Sh e remembers Aleithas husband, Brasos, but
The next time
t ime the characers show themselves on he died many
m any years ago. He was laid o res in the
he main deck, the harpy confronts hem: graveyar
grav eyard
d atop he cis at he norhern poin
poi n of the
island, norhwest of Dragons Res
A terrifying monster perches on the top of the crow's The grav
graves
es in he lie cliop cemetery are cov cov
nest spreading its scraggly
scraggly wngs an d sceeching ered in white wildowers and marked with simpe
wooden sabs. If he characters ay ay he alisman on
harshly. I ts wings and legs esemble those of a m angy
Brastos's grave bury i in he soi
s oi over he grave
vulture, while ts head, toso
toso and arms look a most
or burn it aop he grave, the wind seems o sigh in
hum an t clutches
clutches a l arg
argee bone  ike a clu b and fexe
fexess reief. Thick fg
fg rms around the rocks norh of the
its talons. island he fg
fg lingers overnight and when it dis
perses no race of Compass Rose remains.
The characers migh also disregard
di sregard the words of
On its rs turn he harpy
harpy uses its Luring Song i n
the captains journal and desroy he taisman
tais man whie
an aemp o charm
char m he characters an d draw hem
aboard the ship. This aso breaks the cursehe
up o he crows nes
nes  A character charmed by the
characers sill feel
feel something ike a sigh in i n he air
harpy's Luring Song
Son g hinks it's he mos beautiul
g rises
rise s up o enguf
engu f he wreck
wreck while the characers
sound hey have everever heard. It's easy o imagine how
are rowing awaway
ay and the ship is gone when the g
a ship might be ured o course o ge coser
cose r to the
source
sourc e of
o f his
his music
musi c lifts the next day.
If the
the characers undo the taisman's curse,
curse , the
TALKING O E HARPY nex time they seep, the ceric chara
character
cter has an
The harpy is crue and
a nd hungry fr esh, but i other dream. Read this tex o the cerics player:
speaks Common and can be reasoned with It's not
easy o convince he bloodhirsty
blo odhirsty monser to change n yo u dream  you
you ar
aree once aga in on the deck of the
is ways and eave he
h e wreck of Compass Rose, but shi  that brought you hee and you see Stor
Stormwre
mwreck
ck
if he payers
payers come up wih a srong argument (pos-
Isl e shouded n d akness just as it was
was n your ealier
sibly supported wih high rols on Charisma
Cha risma checks),
dreams. As you sal coser the da kness reaks, and a
he harpy cooperates These acics are the mos
ikey
i key to
to convince he harpy o eave: dazzlng a
ayy of sun ght sh ines down ov
ove
e the san d A
gente pl ume of white smoke rses u p fo
fom
m the is land
 If he characers have aready reduced theth e harpy
h arpy
as the darkness is d iven away
away.. Then the dakness an d
to fewer
fewer than haf is hi poins, i migh ee.

If he characers caimed he treasure
treasur e fom he the smoke are gone,
gone, the light swells
swells to el d you as
crows
crow s nes while he harpy was absent i migh well, and you feel
feel the love and a pprov
pproval
al of your god.
agree to leave in exchange r he reurn of
is treasure
 If he characers are 2nd evel and two harpies
harp ies are GAIN A LEVE
presen (see beow) characters can pay on the
disrust beween he wowo harpies
harpi es and migh con After hey complete his
After hi s chaper of he adventure,
the characters gain a level. If I f hey
hey visited Compass
vince hem to par ways and eave he area
are a
Rose bere Seagrow Caves hey advance o 2nd
2ND-EVE CARAERS level The residens of Dragon's Res urge hem o
If he characers are 2nd leve add a second harpy visi Seagrow Caves nex (see (see S ea Caves" on page
to he encouner. This harpy initia y perches
perches on  2). I f the characers have
have already expored he
the ballista in area C and uses its own Luring caves, they advance to 3rd leve and are ready to
Song. Ahough heyre
heyre allies the harpies don' trus visi
visi Clio
Cl iopp Observatory in chapter 4 See Los
each other.
othe r. Wyrming" on page 13
The characer shees explain wha happens when
characers gain a eve

CHAPTER 3  CU RSED SIWRECK

 
CHAP T ER 4

C LI
LIFF F TO P  B SE
SERRVATOR
ORY
Y
Trs CHAPTER ASSUM ES THE CHARACTERS VISIT
VISIT In recen monhs, he obsevaory ruins have
he observaory afe exporing Seagow Caves become the home of an arogan bue dragon wym-
and he weck of o o, and thus have ing called Spakrender, a descendant of Runaas
eached 3d eve If they
they come hee bere visiing ancient iva. Like his an ceso
ceso,, Sparkrender seeks
the other advenu
advenure
re sies, he combat encounes to claim he desrucive magic ha in gers a
a he
are pobably oo dicut fr them Tha's  he reason sie Like Runara Spakrende has ecuited ko
Runaa wont give
give th e chaaces the moonsone bods to join his cause
key or infmation about he observaoy uni afe About ve days bere he characes arived on
theyve
they ve deat with he isands oth
other
er probems If the island, a bronze dagon wyrmling named Aidon
necessay, you can have Runaa warn the chaac ef the s afe
afey
y of Dragons Res and Runaas tue-
es that theyre no eady to face his part
par t of he lage and came
cam e o the ancien obsevatory.
obsevatory. The wo
adventue yet wyrmlings met and immediatey cashed Spakren-
de aemped o urn the bronze wyming against
 B S E RVATO
TORRY V E RVI EW Runara bu Aidrons hated of chromaic dragons
During is heyday,
heyday, the Citop Observa
Obse rvaory
ory was a was stronge than his disagreement with Runara.
mave of magical innovation Adorned wih go- Ulimaely
Ulimae ly Sparkender overpowered Aidon and
geous sained gass windows and marble spires, he impisoned him in he obsevaoy ruinsruins.
observaoy's owes sood high above the churn- Spakende beieves Aidon is he key o un-
ing sea on sepaate islets, linked by shimmeing ocking the obsevaoys magic and claiming
bridges of magical en ergy Bu he obseva
obsevaoy
oy was his ancesors
ancesor s power
power Wih he bonze wyrmling
impisoned Sparkrende began planning a itual
wrecked when Runara baed he blue dagon iva ha wi awaken the spiits of all
all the isands
i sands dead
centuries ago and now i lies in ruin a cumbled
memory ovetaken by nature dagons and bind them o his wia he cost of
Aidon's life.

OBERVATRY FEATURE come to res t on a rocky spire


spire o the coast as he re-
turns to his hoard among the ruins (area D5).
The observatory
observatory is buit o n a series o f basat
basat spires
A character
character who examines the crysta
crystaine
ine pro
jutting up fom the ocean at the southeastern
southeaste rn tip of
trusions or the scarred vegetation can make a DC
Stormwreck se. Almost a the structures frmer
frmer
10 ntelligence (Nature) check. On a success, the
ceiingss and walls have crumbed away,
ceiing away, exposing
character recognizes the
t he phenomenon as a sign of
the ruins to the open air.
light ning strikesor the ightning
lightning  ightning breat
breath
h of a bue
bue
Unless otherwise noted, the ruins stand 30 feet
or bronze dragon.
above
abov e the ocean's
oce an's surface. The rugged clis oer
Assuming the characters continue toward the
abundant hand and otholds,
otholds, so
s o a character who
observatory,
observat ory, they soon arrive at area D, de-
jumps or s into the water and survives (see Fa-
scribed below.
ing" in the rulebo ok) can cimb
cimb back up without
without
needing to make an ability check. PPRACHING BY WATER
 f the characters row to the observatory,
observatory, read thi s
UN NIN G HI
HI S CHAPTER
text instead
Once the charac
characters
ters decide t o visit the C ito
itop
p
Observatory, they have three options fr reach-
ing the site: As you ound the southeastern tp of the isand, you
can see crumbl ng ui ns atop
atop basalt colu
colu mns j ust o
o
By Boat. Dragons Rest has a rowboarowboatt the charac
the man i sla nd body If you pu l he boat ash oe on
ters can take around the eastern end of the isand.
isan d.
The trip to the observatory is 5 mies, which takes the is land t woud be an ea
easy
sy walk
walk up to the top of
about 3 hours and 20 minutes
min utes to row.
row. the cis thogh here s no obvious bidge fom the
Along the Coast. Waking around the coast of clis to
to he i ns Alternatively you could ti e he boat
the island is a ittle easier tha n rowing, and a up at he botom
botom of of he co
co mn s and try to
to ci mb di 
quicker trip despite the characters having to walk rec
recly
ly u p to he ru ns.
around the eastern
ea stern bay instead of rowing across As you consder these options, you h ear a scee
sceech-
ch-
it. The 6mile trip takes only 2 hours at a normal
ing roar and
and noti
notice
ce a winged glitterng
glitterng b ue sha pe
walking pace.
Overand. The characters can walk wal k southeast fom swoopin
swoopin g though the ai r ahead o you. The gue
Dragons Rest to the head of the bay, where a come s to rest atop he co um n thes
thes from
from Som-
rough path cuts across the island to the eastern wreck Isle a nd vanishes from
from sight
bay.. The rocky ground of the island is dicut
bay
terrain, but this is stil the fstest and most direct
Again, Sparkre
Sparkrendernder does no t notice the char
character
acterss
route. Characters
Characte rs can make the 3Vmie
3Vmie trip in
in
as he returns to his lair, but feel fee to tease the
about 1 hour and 15 minutes.
payers with the idea thatt hat he  might notice them.
 might
PPRACHING BY LAND f the characters
characters beach the boat on the shor e, they
can easily cimb the blus to area D, described
f the characters approach the observatory by and,
beow.
beo w. f
 f they tie up the
t he boat at the base of one of
read the lowi
lowing
ng text: the pillars, they can instead climbclimb to the area atop it
(area
(area D2, D3, D4, or D5).
Cl am beri ng over the
the rocky groun
groun d of Stomw
Stomwreck
reck
Is le you spot strange twisted
twisted protruso ns of glass y
SPARKRENDER' BD E
cystal jutti ng fom
fom he earh The vegetaion in th s The kobolds who join
joined
ed rces with Sparkrender
area bears reddi
reddi sh banch ing scars that
that m sim la r are lawful evi and cruel. Their initial reaction to
ward outsiders is hostie (see Social Interaction" in
shapes Sudde ny you hear a screechig
screechig oar and
the ruebook), but theyre more likely to warn intrud-
notice
notice a wnged,
wnged, gltt
glttering
ering b lue s hape swoopin
swoopin g
ers to eave the ruins
ruin s than to imme diately attack.
overhead They readiy threaten violence and back up their
threats with combat
co mbat if necessary.
The blue shape is Sparkrender ying by.
by. This As an action, a character can try to convince a
gimpse of the dragon is an opportunity to make hostile kobold to have a conversation or to aow the
your players nervous about the e theyre about characters to explore the area, doing so on a suc-
to fce. Feel free
free to eaborate on the description
descri ption cessfull DC 1 5 Charisma check.
cessfu check. Depending on the
of Sparkrender and play on the characters worry characters approach, the Deception, ntimidation,
that he might spot them, but utimately
ut imately he passes or Persuasion skil can appy to the check.
by without noticing them. The characters see h im

CHAPTER 4 I CLIFFOP OBSERVAORY

(LIFF
(LI FFTOP
TOP BSERV
BSERVA
ATOR
TORY
Y
-   . d
- 

: ·: .

TOWER ltERIOR
_  

MAP 5: CLtFFTOP BSERVATORY

This li st summarizes what the kobolds know: O B SERV


SERVA
ATR
TRY
Y L CATIN S
Kobold History. The kobods here have served The llowing ocations are keyed to map 5, which
Sparkrender r about a year
year They
Th ey revere
revere t he blue shows the
th e layout o the Ci
Cito
top
p Observat
Obs ervatory
ory
dragon as a semidivine gure and trust him to
provide or
or their ever
every
y need
nee d Dl: VERLOOK
Big Plans. Spark
Sparkrende
renderr has big pan s that wi a
low him to manist his u power
power The wyrmling A roen a d overgrown
overgrown path w ds o the edge oft
of t he
is waiting fr the scupture in the rotunda ruins
cli The ovelook
ovelook is maked b y two
two mab le statues
(area D2) to te him its time to ac The kobods
vened wth
wth go d, each caved in the shape of a dragon
think it
Dragon i tVisitor
must beNot
soonpossi
soonpossiby
ong ago by even dragon
another today. ar
today. wh s mouth open i a silet oar.
rived This other dragon waswas about Sparkrender's
size but ooked like greenishyellow meta. They At the base o each statue is a smal hexagona
hexagona
remember hearing the two arguing at the obser- indentation about 1 inch wide and 2 inches deep
vatory tower (area
(area D)  and they have heard the perecty
pere cty sized to accommodate the moonstone key
other dragon roaring and crashing around inside Runara gave them
the tower (area D6) since then When the key is inserted into the base o either
Caved-In
Caved- In Wall. Though th e kobolds have
have been try statue magical ight sparks to lie in both statues
 ing to tidy the ruins Sparkrender specically tod open mouths and a shimmering bridge made o
them not to clean up the newy cavedin
cavedin wa at iridescent
iridesc ent magical energy
en ergy extends from
from the over
the base o the observatory tower (area D6) The look to the observatory ruins (area D2). The bridge
cavedin wa is visible rom area D3. is sturdy and asts
 asts until
unti l the key is removed from
the statue

CHAPTER 4 I CLI FFOP OBS ERV


ERVA
AORY

 
2: ROTUNDA RUINS dragons and wil aow him to claim the power of
the dragons who fell on Stormwreck Isle.
Dragon Egies. The strge attac k nterrupted
nterrupted the
Broken sto
stone
ne l ines th is p lazaf
lazafragments
ragments of ele gant
kobolds rom
rom their assgned task of prepa
preparing
ring ths
statues,
statues, oncemagncent
oncemagncent pillas, and shin ing marble site f Sparkrenders
Sparkrenders rtual. With the wyrmings
wyrming s
walls  At the cente
cente
 a ta l scul ptur
pturee of rusted pa nes help, they have crudey scupted ve chunks of rub
and g ilded stas spins idy in a jery mimicry of celes- be nto vaguely
vaguely daconic shapes and splashed
splashe d each
tial motio one with paint, and the kobods were in the proces
processs
A garged screech sud den y rses f
fom across the of arranging
arranging them around the metal sculpture
paa A halfdozen batlke ceatures are swaming
Each egy has the name of the dragon it represents
around two winged kobolds with blu e pai nt smeared etched into it. These are the names and colors of the
ve dragons:
across their ong snouts. The kobods ae ghting
Name Color
ercely,, but they seem cose to be ing overwhemed
ercely overwhemed
Astalagan Bronze
Clyssavar Gold
The two winged kobods are locked in batte with Eldenemir Blue
eight stirges. When the characters enter the area,
Sharruth Red
six of the stirges turn their
the ir attention to this new,
jucie pey The kobods ty to deal wth the remain uradaer Brass
ng two strges, and then decde what to do based If the characters ask the kobolds about the
these
se dragon
on what the characters are doing If the characters egies, Mek and Minn swe wth pride and explain
actvely help the kobods during the battle, then the that they crafted them accordng to Sparkrender's
kobolds return the vvor.
or. If the characters attack the nstructons The kobods know the egies have
kobolds instead of (or as as wel as) the stirges, the ko some part to play n Sparkrenders
Sparkrenders pans
bolds ght back. Otherwise, the kobods hang back, Energy
Energ y Bridge
Bridge Anchor
Anchorss A pair of dragon statues
trying to stay out of the way untl the ght s ove over
r lke the ones n area D stands on the west sde of
Once the strges have been defeated, f the ko- the rotunda, and another par stands on the south
bolds survve, they approach the the characters The west sde If the moonstone key
key is nserted  n one of
names are Mek and Mnn, and theyre the brothers these statues, the western pair creates a bridge back
of Mya, the kobold tinkerer
ti nkerer at Dragon's Rest. They to the overook (area D), and the southwesten par
eft their sster fr dead after the strge attack that creates a bridge to a crumbed
crumb ed and isoated
isoa ted tower
maimed her wings. They have have sworn loyalty to (aea D)
Spakrende,, and
Spakrende a nd they share the dragon's cruel,
haughty demeanor 3: KOBOLD CAMP
If the chaacters actively helped the kobolds or A rickety brdge made of drftwood and rope spans
menton that Mya is ave, the kobods atttude the  5fot gap between the rotunda (area D2) and
becomes friendy They oer to introduce the char- ths structure
acters to their leader and hep the characters in any
way they can (such as retrievng the moonston
moonstone e
Skittering sounds an d whispers come fro
from
m i nsde this
key from area D so the characters can actvate the
uined to
tower
wer.. G aps in the stone are patced over with
bridge to D4). They wont
wont help the characters ght
Sparkrender,, though;
Sparkrender tho ugh; they ae loyal to the dagon wooden
wooden p anks an d theadbare
theadbare cloth.
Golden Sculpture The scupture n the center of
the rotunda s an astronomcal model used fr re- hree kobolds (Ekrash, Erp, and Hev) an d two
search n centuries past The sculptue depicts the winged kobolds (Nuho and Snirke) currenty in-
planet f Toi! (the world of the Forgotten Realms), habit ths camp, polshng si ng buets and keepng
its moon (called Sene), the sun, and seven other busy unt t's tme r Sparkrenders ritual Ini taly,
planets, as we as one comet with a very eccentrc the kobods are hostle toward the characters, deter-
orbit. A character who
who studies the scupture
s cupture can mined to scare o the intruders They are suscepti-
puzze out ts importance
importance wth
wth a successul DC 1 5 be to ntmdaton, though; as an action, a character
Intelgence (Acana) check: its curent postion sug- can make a DC 1 3 Charisma (Intimidaton)
(Intimidaton) check,
check,
gests the comet wi soon pass very close to Torl convincing them to back down
down on a success
Sparkrender pans to hod his ritua when the
comet s at its closest pont. He beieves the comet,
caed the KingKler Star, contros the destny of
CHAPTER 4 I CLI FFOP OBS ERVAORY

D4 ISOLAE UY spews ou noxious green gas, and he he chara
characer
cer who
No bridge spans he 22 o
o gap
gap between he ro opened he ock takes 3 (d6) poison damage
tunda and hs spire, uness he characers use he Inside, he journa contains sar maps and noes
moonsone key o actvae
actvae the energy brdge in area
ar ea on experimens wh magc. One passage is under-
D2  Characters mght come up wh any number of lned near he start of he journal I reads n an ar
ingenous ways
ways to cross he gap. See he sdebar
sdeba r chac daec o Common, To ye fur schoars: poin
called "Clever
"C lever Solutons r advice o help you
you de your eyes oward the Dragons lght, r i guides
termine wheher these souons work. your descen ino knowedge. Ths passage is a cue
o unlocking he hdden enrance  n the observaory

The rhythm of the


The the waves
waves b elow echoes througho ut tower (area D5)
Treasure. A characer who searches the th e tower
this c ramped tower
tower Part of the foo
foo has crm bled and succeeds on a DC 1 2 Ineigence (Invesigat
(Invesigaton)
on)
away
awa y dopp ng o nto a chamb er bel owow Amid th e check nds a oose brck in he northwes wal Pu
rubble cola psed bookcases
bookcases jut out at oddodd angl es, an d ing the brick out reveas a hidden comparmen con-
mold en g books are stre
strewn
wn across the foor
foor anng a  poti on of resistance (ightnng; described
 potion
n appendix A) and a pouch hodng 10 gp

Scholar's]ournal Though mos o the books D5: BS


BSERV
ERVA
AORY TOW
TOWER
ER
have fen apar, one omea small back journal Sandn g taer han he res of he
Sandng he observaory,
observaory, he
with an ornae ockremains ntact
ntac t A character main oor
 oor of his ower
ower is 45
4 5 fee
fee above he oceans
who examnes the book and succeeds
succeeds on a DC 1 5 surface, which pus i 1 5 fee above
above the oor of he
Wisdom (Percepton) check noices a small arcane rounda (area D2). The kobolds havehave consruced a
rune engraved above the keyhoe on the journas rough pulley if so he wingess kobolds can reach
ock. A characer who cass he detect magic spell this area when Sparkrender summons hem.
also sees a an aura
aura around the key
keyhoe.
hoe.
Ths rune s a magcal trap tha triggers if he
Rays of light d ance across the remai ns of thi s tower's
Rays tower's
journa s opened withou he use of its its orignal
orign al key
key
stained glass dome, makng iridescent colors shim-
which is ong
on g ost. A characer who makes a suc
cessu DC 1 1 Ineigenc
I neigencee (Arcana)
(Arcana) check can deer mer aco
acoss
ss the crumbled ma ble walls
walls Glded lines
mine how o dsarm he trap: by careuy scraching and jeweed
jeweed  n ays rm a detailed star map spann ing
over he rune wih a dagger, a sharp pecepec e o wire
wire,, the d usty loor
loor  ou a labaste statues
statues o f schoars
or a simiar implem
implemen.en. Once his s done, the jour- stand around the permeter of the oom, their ex
nal can saf
safel
elyy be opened eher by picking the l ock pessons won wthwth tim e ach tenot
tenottall
tall statue is
wh theves
theves ools and makng a success
successuu DC 10
pointng or gesturig in a didierent
erent direction
direction
Dexteriy check, o r byby breakng the lock wh a suc-
Curled in the northeas
northeastt coner of
ofthe
the tower is a lithe
cessful DC 2 Srengh check. I the lock is opened
withou rs disarming he rap, the magic rap blue dragon
dragon Ligh
Lighting
ting arcs around his horns and
snout as he s lu mbers am d a scat
scatte
teed
ed collection of
CL E VE R SO
SO UTON cons and gittering jewels
jewels
Th e chall enges characters f
fce
ce in thi s adventure can
have more than one solution. For example, to reach
the isolated study (area D4), ch arace
aracersrs could ty any Sparkrender the blue dragon wyrmling s curreny
Sparkrender
of these a ppoaches: seepng here, curled up agains the northeast wa.
• As the winged obol ds to reteve
reteve the moon stone Ths presens he characers wh an imporan
impor an
ey from area D so t can be used again in area D2 choce: hey can waken he dragon and ght him
• Dve or cl imb down into the water below,
below, swm ovover
er now,
no w, or hey can sneak
sn eak pas he dragon, nd a way
way
to the other
other colu
colu mn , and c  mb back up to
to the study.
study. into the secret lbrary below (area D6) and free
• Have a characte use the misty step spell to cross the Aidron, and hen ght Sparkrender wih wih Adron's
gap and explore alone. hep Either approach s ne. The gh will be easer
eas er
Remem be there's more than one way to poceedpoceed r he characers wh Aidron on her
h er side, but they
through a n advetu re and more than one way way to
to pl ay can st rumph wihout Aidrons hep.
D&D When charac
character
terss come up wth cleve
cleve solutons You don need to encourage one course of acion
to tricy problem s, ew
ewad
ad them with success
successor or at
least a good
good cha ce of
of success. Use the guidel ne s n or the oher. Make sure the playe
players
rs reaize
rea ize they have
the " I mprovsin g Ablty Checs section at the start of a choce, though. You can use Mek and Mnn (he
this bookl et to hel p you E mb a
ace
ce you
you  players' ceativ-
ceativ- kobolds from D2) o remnd he characters heres
ty and let them suprise you! anoher dragon around. As you you describe he obser-
vatory owe
ower,
r, you can also hghight the cavedin
wal beneah i (eading to area
ar ea D6) as a potental

CHAPTER 4 I CLI FFTOP OBS ERV


ERVA
AORY

poin of access to he tower. Or you can jus tell he Hidden Entrance. Each of he fur fur saues can
ca n be
payers hey have hese two opionsplus any oh- rotated on its base To unoc k the hidd
hiddenen enrance
ers hey come up with on heir own! o he observaory's secret archive each satue mus
Sneaking Around. I the characters move quietly be roated so it points a he constellation caed he
around the area they can avoid waking Sparkren Dragon of Dawn on he oor's
oor' s sar map
der as ong as a east half of them succeed on
o n a DC If the characters und he
he cue in
i n the isoaed
4 Dexterity (Steath) check sudy (area D4) exhorting ur
 ur scholars" to poin
If he characters ry to turn the statues (see Hid-
Hi d- your eyes oward the Dragons ligh" hey migh
den Enrance" belo
below)
w) without waking Sparkrender search he star
st ar map fr a constellation tha ooks
have the characers turning the norh and east sa ike a dragon. A character who searches he oor
ues (neares the seeping drag
dragon)
on) each make a DC and succeeds on a DC 10 nelligence
 nelligence (Investigaion)
14 Dexeriy (Sealh)
(Sealh) check. On a filed check he check nds a constellaion resembling a dragon in
noise of a urning saue wakes
wakes the dragon. the southeast quadran
quadra n of he oor.
Waking the Dragon. If awakened
awakened  Sparkrender is In ieu
i eu of tha infrmaion a character who
hosie toward he characters growling
growlin g and barking searches he room r cues and succeeds on a
hreats in Draconic Characters who speak Dra DC 1 5 Wisdom
Wisdom (Perception) check noices noices worn
conic (he paladin and the wizard) can try to con grooves in he base of each saue suggesting
sugge sting he
vince the dragon not to atack by making a DC 1 2 saues can urn on heir bases While turning a
Charisma check and appying he Deception Inim- statue a character can make a DC 10 Wisdom (Per
idaion or
o r Persuasion skill as appropriate A char- cepion)
cepi on) check; ifi f the
the check succeeds
succ eeds the characer
acter who succeeds on the check stops Sparkrender noices the satue settles sightly when when i is poining
from atacking immediately
immediately and he instead takes oward
owa rd the southeast quadran
qua dran of the room and re-
the opporunity
opporuni ty o boas abou
abou his grand ambitions quires exra eort to nudge ou of that posiion
If no character successully inervenes or i f a char Once each statue is in its correct posiion a semi-
acter menions Aidron or Runara Sparkrender circular secion a he center
cente r of he oor begins
begi ns o
snars and aacks. gow befre
befre descending
descendi ng ino the library (area D6)
Despite his youth Sparkrender is a fearsome fe It orms
orms a spiral staircase
stair case leading
leadin g down to he oor
and a loahsome villain He uses
use s Breath Weapon on on of he ibrary When any an y staue
staue is
i s rotated out of its
his rst turn and every round it is available hereaf position he saircase rises back up seaing the i
er (Clever characters can try o use the satues fr brary shut once more (A charace
characerr on the saircase
cover from he dragons breah; see Cover" in he when his happens is lifed up to this area on the t he
rulebook) Consider having he wyrmling deiver rising sairs.)
short ines of diaogue on each of his turns
turns  inspired Treasure. With Sparkrender no longer defending
by he fowing examples his edgling hoard characers can gaher it up It
incude
inc udess arge piles
piles of coins:
coins: 4 50 0 cp 2,2 00 sp
• You pess wil not sand in
i n my way! I wil claim
the migh of my ancesors!" and 1 30crystals
quartz gp . There
gp. are0
worh also
gp ten gems
each ve blue
and ve pale jas-
blue
blue
• Gett out of here befre
Ge befre I ire o f his game and
per stones worth 5 0 gp each
ea ch A waerproof leaher
end you
you a!"
case holds a bue silk an painted with powdered
• Chromatic dragons
dr agons are the righful ruers of his
blue gems worth 25 gp There are also a few ordi-
word. Bow down
down to
to the children ofTiama!
ofT iama!""
nary iems Sparkrender enjoyed
enjoyed incuding a crude
• Enough of his! This
T his work
work is oo important to be
ute with a pleasing
pleasing sound an hourglass led with
hindered by the ikes of you!"
sparking sand and a se of seven candlesicks.
The dragon ghts uni reduced to 10 o r fewe
fewerr hi
points a which point he swears vengeance against D 6 : SECRET LI
LIBRA
BRARY
RY
the characters and attemps to ee he island
is land sart- This space was frmery a hidden archive of knowl-
ing on his next urn (He might say somehing ike edge accessible ony o those who knew he obser-
this as he akes the Disengage
Dis engage action and ies away vatory's secrets. However he walls of he tower are
I swear by Eldenemir the Raging Storm and he crumblinga fct that Sparkrender used to trap
ve heads of Tiama you will
will pay fr
fr this insu!"
ins u!" ) Aidron here.
here . Afer weakening the bronze wyrmling
If the characers
characers e e Spark
Sparkrender
render does not pur- Sparkrender rced
rced him into he ibrary and then
sue them bu he aunts hem as they run away. caused one of he
he walls to cave in seaing he exit
e xit
(He might
migh t say
say something like Yes! Flee bere my If the characters dont
dont use he hidden entrance in
migh as al wi ee when  caim my inheritance!") area D5
D 5 they can aemp o cear away
away he rubbe
If he characters defea Sparkrender
Sparkrender they hear from he cavein to access he secre ibrary. o
growling and yelping coming
comi ng from below hem access he rubbe he characters mus cimb down
(area D6). from area D5 or swim o the boom of this spire

CHAPTER 4 I CLI FFTOP OBS RVATORY

and clmb up rom the water Cearing the rubble


SPARKREND
SPARKREND ER' ITU
ITUAL
AL
takes one character
character 3 0 minutes or the characters
characters
can work together to clear
clea r t aster (fr
(fr example it I  te characters leave te observatory wthout
wthout de
takes two characters 5 mnutes or ve characters feating Sparkrender they might return to nd the
6 minutes) I the characters are tryng to clear the blue wyrmlngs rtual underwa
u nderwayy hs s most i kekey
y
rubbe quety, t takes twice as long and at least to happen  the characters leave
leave and take a ongon g
ha o the characters must succeed on a DC 14 Dex- rest bere confronting Sparkrender, or    tey ee
rom
ro m combat wt Sparkrender and return after
terty
Once (Stealt)
teyve check tote
cleared avod wakng
rubble theSparkrender.
characters tey've
tey'v e rested
can access the librarys interor Another possbity is that te characters drive
Sparkrenderr awa
Sparkrende away y from the sand without kii ng
hm, but eave Aidron mprsoned in area D6. In
Stale ai h eav
eavyy with the smel l o old pachment oods ths ca se Runara urges
urges the characters
characters to return to
your nostrls. The walls are l ned with sheves stued
stued the observato
obs ervatory
ry to nd Aidron Wh en tey arrve,
ul o old tomes and yeowng scroll
scroll s. G ass cases, Sparkrender has aso rested healed, and returned
topped over and shattee
shatteed,
d, have str
strewn
ewn ther con- to nsh hs work
tents acoss the stone oor.
oor. The sound o spl ntering In ether case,
ca se, the characters arrve just as
Sparkrenders rtual s gettng underway (I tey
wood echoes through
through the s pace
pace,, and a moment ate
took or destroyed te te dragon egies  n area D2 ,
you see an agtated brone dragon the sie o a ear they have
have been replaced
r eplaced by even cruder versons
pickin g hi mse up rom the
the wreckage
wreckage o the od des created n a urry) Read the fowng text:

he app arent
arenty
y cashed i nto
nto..
Streams o cooed light swl through the ai around
Aidron the bronze dragon wyrmling excitedly the golden statue
statue n the ruined rotunda. Each shi m-
greets the characters when they enter He has spent me ing dsp lay seems to originate ro
rom
m one o the ve
days trying to dg hs way out throug te cavedn dragon egies yo saw befre and the lghts' colos
wall, but his
hi s erts rom the nsde only caused ur-
ur-
matchh the colos o the egies: re
matc red
d gold, bass, bl ue
therr collapse
the collaps e He s eager to escape,
esca pe, but if te
te char-
acters ask, he explains hs conct wth Sparkren
Sparkren and bronz
bronze.
e. A bue d rag
ragon
on is perc hed atop the scul p
der He expresses regret over his nabilty to deeat ture, tho
thowing hs head back i n pain o ecstas
ecstasyy as the
te blue wyrmlng and concern r te saety o lights suround him and h e un leashes a bolt o light
light
the slands other inabtants And he is terried ning up toward the sky At the ase o the statue a
of the fte
fte Sparkrender has i n store r himthe
hi mthe bronze dragon is ound to the gound by thee heavy
blue dragon pans to use Adrons deat to claim te chain s He ooks ike hes in agony.
agony.
power
frmngohmsel
all the dead
nto adragons
mghty on the sand,
draconc trans-
avatar
If the characters have not yet deeated Sparkren- To stop the r tua
tual,l, the characters must fce
fce
der Aidron decdes
decde s to fce the
the blue dragon hmsel Sparkrender (blue dragon wyrmling) potentially
He es to te top of the observatory tower (area wth the elp o Adron (bronze dragon wyrmling),
D5) to conront Sparkrender once more However  they
they can ree Adron rom his chans (see "Freeing
"Freein g
Adron s too weak to defeat
defeat Sparkrender alone; he Adron beow)
be ow).. Any survvng kobods and winged
needs te characters ep kobolds lurk here but they stay out o combat
Once Sparkrender s deeated, te bronze
bronz e wyrm-  possble
ing s excted to return to Dragons Rest wt te See "Waking the Dragon n area ar ea D5 or deas
caracters on ow to pay Sparkrender in this encounter
encounter He
He
Treasure. Ths lbrary was once a repostory o uses Breath
Br eath Weapon
Weapon as te caracters approachapproach
magcal knowedge and tems of power, though the scene (uneashng igtnng
ig tnng into the sky) so he
most o its contents are too weathered to read
read  How has to wat r this acton to recarge
recarg e bere e can
ever, a character who
ever, who searches throug the room use t on te caracters ths tme He gts to the
and succeeds on a DC 15 Inteigence (Investgaton) deate as too muc rdng on the success of
check nds a +l battleaxe or a spe scroll
scroll of  hold ths rtual to abandon
aban don it now
son (+1 weapons and  spe scro
 person
 per scross are bot de-
scribed in appendix A) A detect magic spell reveals
te locaton of bot of tese items wthout requring
an abiity check Adron has also cataloged the con
tents of the room and
an d can
ca n direct the
t he characters to
tese vauabe tems.

CHAPTER 4 I CLI FFOP OBS RV


RVA
ATORY

 
.

Dragon Spirits. At the end o each round of com Destroy the Efgies. A character might break an
bat (on intiatve count 0, after everyone else has egy or throw t over
over the crumbing
cru mbing wa and into
acted),
acted ), a random magca eect occurs caused
c aused by the ocean beow hs ensures the correspondng
the magical lghts that swir around the rotunda. eect does not occu r agan. (Rerol  you get that
These ights are maniestatons o the dragon sprts result on the Dragon Sprits table.)
Sparkrender is trying to bind to hmse but ther Manipulate the Sculptue. Characters mght try
eects
ee cts are npredctable.
npredctable. Roll a d  and consult the to manpulate the golden scupture as a way o
Dragon Spirts table to see what happens. dsrupting the rtual. The scupture is large and
sturdy though, so a single acton has no notice-
DR AG O N P I R   S able eect on the sculpture or the magc (The
 Efect sculpture has AC 20 27 ht ponts, and mmunty
12 Astalagan's Blessing. Aidron and the cha ac
acers
ers to poison an
and
d psychic damage.) Howev
However
er disturb
each egan d4 + 4 ht points as the bronze ght ing the sculpture does dstract Sparkrender. he
surronds them with warmth. rst tme a character uses an acton to attack or
otherwse try to dsturb the sculpture, the ds-
34 Cyssavar's Flames  Spakrende ms scceed on
Cyssavar's
tracted bue dragon ha s dsadvantage on attack
a DC 12 Dexteiy savng thow o tae 7 (2d6) e
rolls and savng throws unt the end o his next
damage as the goden ght cashes into him. turn. Once he sees the character's meddlng
56 Eenemir's i Sparender's Breath Weapon isn't very eect
eectve,
ve, he cant be dstracted n this
rechages as the blue  light enfds
blue light enfds him . way agan.
7-8
7- 8 Sharruth's Fury Each of he ch arac
aracers
ers mu s su -
ceed on a DC 2 Dexe
Dexeriy
riy savng
savng throw o ae 3 EN DING TH ADVNTUR
ADVNTUR
(d 6 re damage as the ed
ed l ight epts wth
wth e. Wth Adron ini n tow
tow the characters can return vic
90 Turadaer's Tricks.
Tricks. Aidon and the characers gain torious to Dragon's Rest Runara is peased by the
advanage on attac oo s and savng thows
thows uni bronze wyrmlng's safe return. As a reward, she
n tati
tative
ve count 0 ohe
o he nex round, as the brass gves each o the characters a  potion of healing and
an exquste pear worth 00 gp. She
Sh e welcomes
ight shimm ers and sparks aond
aond hem
them to stay at Dragon's Rest as long as they wish
Freeing Aidron. Aidron s boun d by three heavy and furnshes
furns hes them wth whatever
whatever supples they
chans that keep him restrained. He can stll take need r ther traves when they're ready to eave
 eave the
actions, such as btng or cawng
cawn g an enemy that sland. I Sparkrender s dead she grieves the death
comes wthn hs reach, but he knows Sparkrender o yet another dragon on Stormwreck sle, but she
s unaected by his lghtning Breath Weapon, so he doesn't condemn the characters r kng hm.

doesn't bother usng it. He mght use hs Repulson I your


your payers wsh to contnue payng the ir char-
Breath if he can see a good use fr t. acters, you can use the contents o ths
ths set to create
Large clasps attach the chans to ron rngs em your own adventures. The "Exploring the sland
bedded in the ground. A character can use an action secton o chapter 1 oers addtonal encounters
encounte rs you
you
to undo one clasp Once all three casps are undone, can use i the characters haven't already
already faced them.
them .
Adron s no longer restraned, though the chans Perhaps Sparkrender (or a relatve of hs) pursues
reduce his speed by 0 eet. Removng the chans the characters n sear ch o revenge,
revenge, or perhaps
rom Adron
Adron takes 0 mnutes somethng uncovered in the secret lbrary leads
Disrupti ng the Ritual. The most straghtrward
Disrupting the characters to a dstant ocal e n pursut o more
way to
to prevent Sparkrender rom competing hishi s rt adventure.
ua and obtanng the power he craves is to kll hm. If you
you want to advance these
th ese characters beyond
But characters can aso use their actions n combat 3rd level and create adventures r them you'll need
to nterfere
nterfere wth the process and hnder Sparkren- the basc rues onlne or the advanced ruebooks
der in magcal ways Let the payers try whateve
whateverr the Player's Handboo
Handbook,k, Dung
D ungeon
eon Masters Guide,
Guide ,
they can magne, usng these deas as examples: and Monster Manual.
Ef gies. A character might use an
Manipulate the Efgies.
Manipulate
action to ft an egy closer to
to the centra scup
s cup
ture, breathe a prayer to the dragon it represents,
or otherwse coax magc from t. t. Dong so imme-
diatey trigge
triggers
rs the corresponding
correspon ding eect rom
rom the
Dragon Sprts Tab
Tabe
e

CHAPTER 4 I CLI FFTOP OB SERV


SERVA
ATOR
TORY
Y

APPE N D I X A

MAGIC TES
VERY ADVENTURE HOLDS THE PROMISE-BUT OTION OF HE
OTION HEALNG
ALNG
no a guaranteeof ndng one or more magic Potion Common
items Dragons of Stormwreck Isle conans an You regan 2d4 + 2 hit poins when you
you drink
assormen of magic ems tha hnts at he wider this poton. The potons red quid gmmers
variey of magic items wating o be und i n he
when agitaed
words of D&D
OTION OF ESISTANCE
USIN G A MAGIC
MAGIC TE Potion Uncommon
A magic ems descripion explans how he item When you
you drnk hs poon, you gain resisance to
works Handing
Hand ing a magc iem s enough o give a one type of damage fr 1 hour The DM choose·s
characer
chara cer a sense that somehng
some hng s exraordnary he type or determnes i randomly from he op-
about the em To earn more, a character can con tons below
centraee on the item durng a short res, whie b eing
centra
n physical contac with the item
i tem At the end of he dO Damage Type dO Damage Type
rest, the character earns the ems propertes Po Acid 6 Necrotic
ions are an exceptio
exception;
n; a lt te tase s enough to e 2 Cold 7 Poson

he taser what he poton does 3 e Psychic


4 Foce 9 Radiant
TE DESCRIPTIONS 5 Lightnig 1 Thude
These ems are n alphabetical order Under an
ems name s a ne tha ells you the ype of he
PELL CROLL
em, s rarty, and wheher you mus atune o it.
Scro Varies
BOOTS OF LVENKIND A  spe scro bears he words of a snge spe, wri
 spe scro wri

Wondrous Item,
Item, Uncom
ncommon
mon en n a mysc
myscal
al cipher If he spell is on your cass's
Whle you wear
wear these boos, your seps make no spell lst, you can read he scroll and cast s spe
sound, regardless of the surfce you
you are movng whou provdi
provding
ng any maerial componens Other-Othe r-
across. You aso have advanage on Dexery wise, he scrol is unnelgibe Casing he spe by
(Stealh) checks ha rey on movng sleny reading the scroll requires the spes norma cas
ing tme Once the spe s cas, the th e words on he
LIXIR OF HEALT scroll de, and i crumbes
crumbe s o dus If he
he casng s
Potion Rare nerruped, he scro is no los
When you drink hs potion,
potio n,  cures any disease If the spe s on your casss spe is bu of a
aicting you, and  removes the bnded, deafened, hgher leve han you can normay cas, you mus
paralyzed, and poisoned condions The cear red make an abity check using
using your spelcasing abiity
iquid has tny
t ny bubbes of lght in  o deermne whether you cast  successfu
succes sfuy.
y. The
DC equas 10  he spels eve On a success, you
cas he spel; on a fiure, the spel dsappears from
BoTs OF LvENKIND
he scroll wih no oher eec
The level of he spell on he scrol deermnes he
spell's savng hrow DC and attack bonus as wel as
the scros
scro s rarity,
rarity, as shown n the Spel Scro able.

SPELL SCROL
Spe Level Rarity Save DC Attack Bonus
Canrp Commo 3 +S

1st Common 13 S

2nd Uncommo 3 +S 

WEAPON, +l
Wea
eapon
pon (A ny) Uncom
Uncommo
mon
n
You have a +1 bonus to attack and damage ros
made wh his magc weapon

APPENDIX A I MAGIC ITEMS

APPENDIX B

CREATURES
Trs APPEND X CONTAINS
CONTAINS STAT BLOCKS AND SHORT PEED
desciptionss r he creaues ha  appear in -
desciption -
 ons of Stormwreck Isle.
Isle. A
oncreature's spee
speed
is urn. Fo
For d ells
r moe you how f
infrmaionfon
 itspee
ca n d,
speed,move
see
the rulebook
. CRATUR STAT BLOK All creaues have a walking speed; hose tha
A ceaures sa block povides the essenial in- have
hav e no frm of groundbased locomoion have a
mation that you, as he DM, need o run i The walking speed
spe ed of 0 feet. Some of the creatues in
llowing secions explain the various pieces of in this adventure have one o more additional move-
frmaion you'll nd in a stat block ment modes:
IZE Burrow. A creaure hat has a burrowing speed can
use all or part of its movement
movement o move hrough
A stat block ells you a ceaures siz e: Tiny, Small,
Smal l,
sand, ear h, mud, o ice t can't burrow though
Medium, Large, Huge, o Garganuan
Garganuan Size is ex
solid ock unless it has a special
specia l ait hat allows
plained in he rulebook
it to do so
Fly
SQUEEZING
A creature canINTO A SMALLER
squeeze SPACElage
though a space o A ceatu
ceatue
pat emovement
of its that has a yin
yg f
to y speed can use ial
he ceaure l
s in-
enough fr a creatue one size smalle than iself capacitated o knocked pone while ying, i falls falls
When a ceature is squeezing
squeezin g hrough such a space, unless ii  can hove
its speed is halved, i has disadvanage on aack
aack Swim. A creaure hat hat has a swimming speedspee d
olls and Dexeiy saving hrows, and aack olls doesn't need
ne ed to spend exa movemen to swim.
against it have advanage
BILIY
BILIY C ORES
YPE Evey creaue has six abiliy scores (Srength,
(Sre ngth,
A creatue's ype is specied in a sta block, indi Dexteriy, Constiution, Intelligence, Wisdom, and
caing the
th e amily of
of creaure
creauress ha i belongs o The Chaisma) and coesponding modies Fo more
types in the game are Aberation, Beast, Celesial, infmation on abiliy scoes, see he ulebook
Constuc, Dagon, Elemental, Fey, Fiend, Giant,
Humanoid, Monsosity, Ooze, Plant, and Undead
AVI
AVI NG H ROWS
The Saving
Sav ing Thows
Thows eny is reserved 
rr ceaures
LIGNMENT ha ae procient in one o moe
moe saving hrows.
A creatues alignmen eecs is disposition Saving throws in a sa block ae
ae shown with the
total modie rthe creatues ability modie plus
See he rulebook
rulebo ok fr descripions of the di
di eent
alignments is pociency bonus. If a creaues stat block says
"Con 4, oll a d20 and add 4 when he creatue
RMOR
RMO R LASS makes a saving thow using
using Consitution
Consitution 
A creature that wears armor oo caries a shield
shiel d has
KILLS
an AC
AC hat akes is amor, shield, and Dexerity ino
accoun Oherwise, a ceatue's AC is based on its The Skills entry is reserved  creatures hat are
Dexteity modie
modi e and any naural armor o supe
supe procient in one o moe skills.
naural esilience i might possess Skills i n a sat block ae shown wih the oal mod-
If a creatue weas amor o carries a shield,
shield , he iehe ceaue's ability modie
modie  plus its po-
kind of amor i wears o shield i caries is noted in ciency bonus If
I f a creature's stat block says "Sealh
parentheses after its AC value.
value. +4 oll a d20 and add 4 when the creaue makes
an ability check using Sealh
I OINTS
ULNERABILITIES, ESISANCES,
A sa block speci
species
es a ceaue's hi poin maxi
max i
mum I n parenheses he sta block also indicates AND MMUNIIES
the Hi Dice
Dic e hat wee olled to detemined hose Some creatues have vulneabiliy,
vulneabiliy, esistance, or
hit poins, plus the creaures Consiuion
Consiuion modie immuniy to cetain ypes of damage Additionally,
multiplied by the numbe of Hi Dice some ceatures are immune to cerain condiions
These immuniies are also noed here

PPENDIX B I CR EATUR ES

EN S ES
The Seses
Se ses etry gves a creature's passve Wsdom
(Percepto) score as we as any speca seses he
creature has such as he fllowg
fllowg Ay damage or other eecs that occur as a resul
Blindsight. A creature wth bldsgh can perceve of an atack
atack hing a targe are described here As
s surroundgs wthout havg to rey o sight, the DM you ca use he average damage or roll the
wth a specc radius damage; rr his reason
reason  both the aver
average
age damage
Darkvision A creature w darkvso
darkvso ca see in ad the de expressio
expres sio are preseted For example
dm ight with
wit h the radius as  it were brght lght i a moster deals 4 (d8)
( d8) sashing
sa shing damage wth s
ad  darkness as f  were dm lght
lgh t The crea- longsword,
longswor d, hat oaion means you ca have the

ture discerns coor 


  darkess as shades o gray.
gray. moser deal 4 damage or you can roll d8 o deter-
mine he damage.
LANGUAGES
LIMIED SAGE
The languages that a creature can speak are sted
in alphabetcal
alphabe tcal order. Some speca l abiteswheth
abiteswhether
er they are tra its, ac-
tos, or reactoshave
reactoshave restrcions o the umber
HAENGE of times
times they ca be used:
A werested pary o ur
ur advenurers should be X/Day. The oaio "X/Day means a speca abi
abe to defea a creature that has a chalege raing y can be used a certain umber o tmes ad
equa to he
h e advenurers level without ay charac- the the creaure must sh a log
lo g res to regain
ters dyg Creatures weaker ha  stl
stlevel
evel charac- expeded uses For example "1/Day means a
ters have
have challege ratgs
ratgs ower
ower tha 1  specia abity ca be used once, ad then the
creaure must sh a long res o use it aga
aga 
TRAIS
Recharge X-Y. The otato
otat o "Recharge XY
XY
I a sa block trats are specal feaures tha ap- meass a creat
mea creature
ure ca use a specal
spec al abiity oce
pear rght uder the creature's Chaege entry
entry ad he the ablty
abl ty has a radom chace o re-
chag ng during each subsequen round o com
CIONS bat At the sart
sar t o each of he creature's urns
When a creaure akes ts acion,  t ca choose rom roll a d 6 f he rol s oe o he numbers in he
he opos  the "Actons secion of ts stat bock recharge otaton, the creaure regas the use
ad the opos in he ruebook o hat specal ality The abily also recharges
when he creature nishes a short or log rest
MELEE ND RNGED ATTCKS For example "Recharge 56 56  meas
mea s a creaure
creaure
Th e most commo actons hat a creaure
creaure akes n can use the specia ably oce Then, at he star
combat are melee ad raged atacks See he
h e rule- o the creature's
creature's tur each round,  regans he
book r how attacks work use of the ablty
ablty i it ros a 5 or 6 on a d6

A PPEN DIX B  CREA TU RES

 
BLUE DRAGONS
Van and tetoal many blue dagons take plea
sue n lodng
lo dng their power ove ceatues they see
CREATUR
CREATUREE DE S RIPTIONS as lesse.
The creatues that appea in i n the adventure
adventure are pe
sented n this section n alphabetcal ode
BLUE DRAGON WYRMLI
WYRMLI NG
Medium Dragon (Chromatc), Typically Lawful Evil
DRAGONS
Dragons are wnged eptiles o ancent lneage and Amor Class 17 (atr
(atral
al amor)
feasome power.
power. The oldest dagons, ove a thou Hit Points 52 (8d8  16)
Speed 30 f., bu ow  5 t
t ly 60 ft
ft
sand yeas old ae some o the most poweul cea
tures n the wold Dragons' nnate magc fuels the STR DEX CON INT WS CHA
deaded breath weapons and other petenatural
petenatural 17 (
(3)
3) 10 (O)  5 (+
(+2)
2) 12 (
()
) 11 (O) 15 (+2)
abilties
The chomatic and metallc dragon fmiles en- Savng T hrows Dex +2 Co 4, Wis 2, Cha +4
Sklls Percepton 4, Steath +
compass most o dragonknd Th e chomatclargely
drag- Damage
Dam age Imm untes lightig
onsblack blue green red, and whiteae largely Senses l dsght 1 0 ft
ft da kvso 60 t
t pass
passive
ive Peceptio
Peceptio 1 4
selsh evl, and eaed The metallc dagons Languages Dacoc
brass bronze, coppe,
c oppe, gold, and slveae typcally
typcally Challenge 3 Profcency Bonus +2
noble, good, and espected by the wse
Though the goals and dealsdea ls vary tremendously,
tremendously, ACTIONS
most dragons co covet
vet wealth, hoarding mounds of
Bite. elee Weaon Aak: + 5 to
to h t each 5 t
t o e target
target H
cons and gatheng gems, jewels and magc items
8 ( d + 3) pecg damage
damage pls 3 ( d6) ghtg damage.
Chromatic and metallc dragons pass though our
dstnct stages o le,
le, ro
rom
m wyrmlngs to ancent Lightning Breath (Recharge 5-6) The dago exhaes lghtg
i a 30-fo
30-fott li e that s 5 et wide Each create i tha t ie
dragons Even wyrmlngs n their rst ve yeas
m st make a DC  exteity savg throw throw takg   (4d 0)
o lie are easome threats, and wse adventurers light  g damage o a alal ed save o hal as m ch da mage o a
do not undeestmate them or dismss them as sccessu
sccess u oe.
chldren"

APPEN DIX B  CREATURES

B R O N 1E
1E D R A G O N W vR
vR M L I N G

BRONZE DRAGONS
Many bronze dragons are friendly coastal dwelers
who enjoy
enjoy watching
watching ships and sailors.
Runara. Despite her innocuous disguise and her
commitment to peace, the eader of Dragon's
Dragon's Rest
is an adut bronze dragon-a fearsome
fearsome opponent or
a powerful ally Her capabiities go beyond what is
presented here.

UNARA (ULT BRONZE DRAGON)


uge Dragon (Metal), Lawful Good

Armor Class 1 9 (natua armor)


Ht Points 21 2 ( 7d 2 +  02)
Speed 40 f, y 80 ft
ft , swim 40 ft
ft 

SR DEX CON INT WS CHA


25 (+7) 10 (+0) 23 (+6) 16 (+
(+3)
3) 15 (+2) 19 (+4)

Saving  hrows Dex +5, Con + 1 1, Wis +7, +7, Cha +9


Skils In sigh +7, Pecepti
Peceptionon + 12 , Sealth +5
Damage mmuntes lghtnng BRONZE DRAGON WYRMLING
WYRMLING
Senses bli ndsigh t 60
60 ft,
ft, da rkvis on 1 20 ft, passive Percepion 22 Medum Dragon (Metali) Typally Laful Good
Languages Common, D rac raconc
onc
Chalenge 1 3 Pofcency Bonus +5 Armor Class 17 (natual armo)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
ft. , fly 60 f, sw im 30 f
f
Amphibious. Rn aa can breahe ai and water
Legendary Resistance (3/Day) If Rnara  l s a savng how, STR DEX CON IN WIS CHA
she can choose o succeed i nsead 17 (+
(+3)
3) 0 (+0) 1 5 (+
(+2)
2) 2 (+
(+)
) 11 (+O) 1 5 (+
(+2)
2)

ACONS Savng hrows Dex +2, +2, Con +4, Ws +2, Ch a +4
Multiattack Run ara makes on e Be atack and two
two Skls Perception +4, Stea th +2
Caw atacks Damage mmu nitinities
es lightning
Senses bind sigh 1 0 ft,
ft, darkvision 60 ft,
ft, passiv
passivee Peception
Peception 1 4
Bte. Meee Wean
Wean Attak: + 12 o h, reach l 0 ft,
ft, one arget anguages Draconic
Ht 8 (2d0
(2d0 + 7) pecng damage. Chalenge 2 Profciency
Profciency Bonus +2
Claw Meee Wean Attak +12 o ht, reach 5 ft.,
ft., one age
Ht
4 (2d6 + 7) sas hing damage. Amphibous The dragon can breat
breathe
he air and wae
Breath Weapon (Recharge 5-6). Rn aa ses one of the low
ing beath weapons: ACTONS
ightnng Breath
Breath Rn ara exhales i ghnn g in a 90o
90ott ine that Bite Meee Wean Attack +5 o hi, each 5 ft,
ft, o ne age
is 5 feet
feet wde Each creaue
creaue in that ine m ust make a DC 1 9 Hit: 8 (dO + 3) piec
piecng
ng damage
Dextery
Dexte ry saving tho
thow,
w, taking 66 ( 2d0) ighn ng damage Breath Weapons (Recharge 5-6). The dagon ses one of the

on a f ied save, o haf as much d amage on a su cce ccessfu
ssfull one  lowing beath weapons:
Repulsion Breat
Breath_
h_ Runaa exhales eplsi
eplsi on enegy in a 30
fo
ott cone  ach creaure in hat area m s succeed
succeed o n a DC ightning Breath. The dragondragon exhales l ghning  n a 40o
40o lne
9 Strengt
Strengthh saving how o be pushed p to 60 feet feet away
away tha is 5 fee
feett wd e ach creatue in ha t ine m ust make a DC
from
from Runaa  2 Dex
Dexe
eity
ity saving
saving throw
throw,, akin g 6 (3d0) lighning damage
on a  i ed save, or half as mch damage on a sccessf one
Change Shape Runara magic aly ansms ino a Hu manoi d Repulsion Breath
Breath The dragon exhales re plsi on energy in a
o Beas hat s Medium o Smal , whie eetaining
taining he game sa-
sa- 30 
o
o cone Each creare n hat area m s scceed on a
istics (other han
han her sze) his ansrm
ansrm ation ends f Rn aa DC 1  Strength savi g how o o be pu shed  p to
to 30 feet
feet away
away
is educed o 0 ht pon ts o uses a bon s action to end i om
om he dagon

APPENDIX B I C R EATUR ES

 
FUME DRAKE
FIRE SNAKE
Fume drakes are mi schievous creatures ha arise
rom
rom the lingering magic al energy of a dead dragon
FIRE SNAKE
hey resemble small, legless dragons ormed rom
Fire snakes are he larval rm of salamanders- clouds o greenish smoke They delight in causing
powerul creaures rom he Elemental Plane o pain and conusion in other creatures
Fire. Intense heat washes o their bodies, and their
yellow eyes glow like candles
FUME DRAKE
Sma ll lemetal, Typcally Neutral
FIRE SNAKE
Medium Elemental, Typially Neutral vl Armor Cass 1 2
Hit Points 2 2 (5d6  5)
Armor Class 14 (ntu rmo) Speed 30 ft y 30 ft.
ft.
Ht Ponts 22 (5d8)
Speed 30 ft STR DEX CON NT WS CHA
6 (2) 14 (+2) 12 () 6 (-2) 10 (+O) 11 (+0)
STR DEX CON INT WS CHA
12 (+) 14 (+2) 1 1 (
(O)
O) 7 2) 10 (+O) 8 (1) Daage mmunies re, poison
Condition Immunites posoned
Damage V ulnerabiites cod Senses drvision 60 ft,
ft, pssive Percepton
Percepton 10
Damage Resistances u dgeoning piercing,  nd slshi ng rom
rom Languages Drc
Drconic
onic lgnn
non mgic tt
ttcks
cks Chalenge 1/4 iency Bonus +2
Profciency
Profc
Damage Im muntes re
Senses drvision 60 ft
ft pss
pssve
ve Perception
Perception 1 0
Death Burst. When the fume
fume d rk
rkee dies it expodes i n  coud
anguages understnds l gnn ut cnt spe
of noxio us umes. Ech creture with n 5 feet
feet o the ume drke
Chaenge 1 Profciency
Profci ency Bonu s +2
mst succeed
succeed on  DC  1 Const
Consttuton
tuton sving throw or te 4
(d8) poson dmge
Heated Body A creture thttht touches the sn ke o hit s t with  Unusual Nature. The fume
fume d ke doesn't requi e od
od
mee e ttck whi le wthi n 5 eet
eet o it tkes 3 ( d6) re dmge drn, or seep
ACTIONS
ACTIONS
Multiattack The sne mes one Bite ttc
ttc nd one
Bite Melee Weo Attk: +4 to
to hi t, rech 5 ft
ft one tget.
l tt
ttck.
ck. Ht 4 (d4 + 2) e dmge.
Bite. Melee Weo Attk +3 to hit, rech 5 t
t , one tget
Scalding Breath (Recharge 6). he fume fume d ke exhles  1 5ot
Ht: 3 ( d4 + 1) pi ercing dmge pus 3 ( d6) re dmge
cone of scd in g stem
stem Ec
Echh ceture n th
thtt re mus t mke
Tail. Melee We o Attk: +3 to hit re ch 5 t
Weo t one trget Ht  DC 1  Dexterty sving thow, tk ng 4 ( d8) re dmge on 
3 ( d4 + ) blu dgeon ng dmge pu s 3 ( d6) e dmge. fai led sve or h s m uch dm ge on  successful one

APPENDIX B I C R EATUR ES

ARPY
The crue l harpy uses its sweet sog to ure adve-
turers ad saiors to their deaths.
deaths . A harpy has the
body egs ad wigs of a vulture
vulture but the torso,
tor so,
arms and head of a huma.

ARPY
Medu m Monst ros
rosity,
ity, Tyicay Chaot c Evi
Evi

Armor Class 1 1
Armor
Hit Points 3 8 (7d8 + 7)
Speed 20 .
. , y 40 

STR DEX CON IN WIS CHA

GHOUL 1 2 (+) 1 3 (+) 1 2 (+) 7 (-2) 1 0 (+O) 3 (+)

Ghouls are Undead that roam the night i packs, Senses passive Pecepon 10
anguages Common
driven by insatiable
insatiable hunger r esh. Like maggots,
Challenge 1 Profciency
Profciency Bonus +2
they thrive i paces rak with decay ad death.

     
GHOUL
Medum Undead, Tyicay Chaotic Ei Multiatack. The harpy makes one Caw attack and one
Club atac
atack
k
Armo Class 1 2 Claw Meee Weapn Attack +3 o hi each 5 ft one taget
Hit Points 2 2 ( S d8
d8 ) H 6 (2d + l) sashin g damage.
damage.
Speed 30 f.
Club. Melee Weapn Attack +3 o hi reach 5 ft.,
ft., one aget.
SR DEX CON N WIS CHA H 3 ( d + ) budgeoning da mage
mage
1 3 () 1 5 (+
(+2)
2) 10 (+0) 7 (2) 10 (+0) 6 (2) Luring Song The hapy sin gs a magica meody. Evey Evey Hu 
mano id an d Gian wihin 300 fee fee ofof h e harpy tha can hea
Damage Im munities poson he song mus succeed
succeed on a DC 11 Wisdom savin g how o
Condition mmunities chamed, exhaustion poisoned be chamed u n he song ends. The ha p pyy m ust take a bonus
Senses dakvis on 60 f
f passive Pecepion 1 0 acon on ts subseque nt uns o connu
connu e sngi ng  can stop
Languages Common sng ng a any time  The song ends f he ha py is incapaciated
Chalenge 1 Profciency Bonus 2 Whi e charmed by the har py py,, a age
age is n capacita
capacitatedted and
gnoes the son gs of ohe ha pies. If the cha rmed aget s
      mo re than 5 eet
eet away
away om
om the ha py, the targe mus mov e on
is un owad he har py by he mos  dect oute, oute, tyin g o get
Weapnn Attack +2 o hit reach 5 t,
Bite. Melee Weap t, o ne creatue
within 5 eet
eet I do esnt avod oppotun ity attacks,
attacks, but bee
bee
Hit: 9 (2d6 + 2) p ercing damage.
movn g ino dama ging eran
eran , such as ava or or a pit,
pit, and whe n
Claw Melee Weapn Attack +4 to to hi , each 5 f.,
f., one arge ever i akes damage om
om a s ource oheroher han th e ha rpy, the
Hit 7 (2d4 + 2) sa shin g dama ge. If he
he targe
targe is a ceaure targe can epea he saving thow A chamed target can aso
other han
han an ef o Undead, it must succeed on a DC  0 Con repea he savin
savin g hrow
hrow at the end o each of its uns If the the
stituon savng thow or be parayzed  1 mn ute The agetaget savng throw is success
successffu , the e
eec
ec ends on it
can epeat the sa ving how at he end of each of is tun s en d A arge that
that succeeds on its saving how is i mm un e to this
ing  e eec
eec on itsef on a su ccess
ccess.. harpy's son g 
 the nex 2 hour s

A PPE N DIX B  CREATURES


CREATURES

OBOLD TNKERER
Small Humanoid, A ny Algnment
Algnment

Amor Class 1 2
Hit Points 10 (3d6
(3d6))
Speed 30 ft ly 10 t

SR DEX CON IN WIS CHA


7 (-2) 14 (+2) 10 (+0) 15 (+2) 7 (-2) 9 (1)

Skls Arcana +4, P eception +0


Senses darkvision 60 f., passive Perception 10
anguages Common Draconic
Challenge 1/4 iency Bonus +2
Profciency
Profc
Inquiring Mind (1/Day). he kobod can cast detect ac
equir
equir ng no spe components and using Inteligence as the
the
spelcastng abty
Pack Tactics he kobold has advantae on an attac attackk rol
aganst a ceatur
ceaturee i at east on e oits
o its al ies is withn 5 eet
eet of
of
the creatue and the al y isn't in capacitated
Sunlight Sensitivity Whie i n sun ght, the kobold
kobold has disadvan
tage on attack ro
ro s as wel a s on Wisdom (Perceptio
(Perception)
n) checks
that rely on s ght.

AC T ION S
KO BOL DS
Dagger Melee o Raned Weapon Attack: +4 to to hit , reach 5 ft.
ft. o
Kobods are repiian
repi ian Hmanods
Hmano ds ha oten
oten e- ange 20/60 t.
t. one taget Ht 4 ( d4 + 2) piecng damage

vee dagons. Physcay weak, hey nd srengh


n numbers Achemical Flame (Recharge 6). he kobod un eashes re in
a 1 5
5ot
ot cone Ea ch ceature n that aea must make a DC  2
A ew
ew kobods ae bon wh leahery wings Dexterity
Dexte rity saving throw, takn g 0 (3d6)  e damage on a  led
saving throw,
and can
ca n y whch is oten seen as a gt from savin g throw, or ha f as mu ch dam age on a successfu
successfu one
dragon gods.

OBOLD WINGED OBOLD


Small Humanoid, Any Algnment Small Human oid, Any Alignment

Armor Cass 1 2 Armor Class 1 3


Ht Ponts 5 (2d6  2) Hit Points 7 (3d6 - 3)
Speed 3 0 f Speed 30 ft. y 30 t.

STR DEX CON INT WIS CHA STR DEX CON IN WIS CHA
7 (-2) 1 5 (+2) 9  8 (-1) 7 (-2) 8 (-1) 7 (2) 1 6 (+3) 9 (1) 8 (1) 7 (-2) 8 (-1)

Senses darkvsion 60 ft, passive Perception 8 Senses dakvsion 60 ft,


ft, passve Pecepton 8
Languages Common DracDraconic
onic anguages Common, Draconic
Chalenge 1/8 Profciency Bonus +2 Challenge 1/4 ency Bonus +2
Profcency
Profc

Pack Tactics he kobold has advantage on an attack rol Pack Tactics The kobod ha s advantage on an attack ol ol
aan s a eatue f at least on e othe
o the kobold's ale s s within
within  agai nst a creatue
creatue fat
f at least one ofthe
of the kobolds al ies is within
within 5
eet o the creature and the a y i sn't  ncapactated. feet
feet o the creatue and t he a ly isn't inca pactated
pactated
Sunlight S ensitivity Whil e n sunl ght, the kobold has dsadvan
dsadvan Sunlight Sensitiity Whl e n sun ight the kobod
kobod has disadvan
tage on attack
attack rols
rols  as well as on Wisdo m (ecepton) checks tage on attack ol
ol s, as wel as on Wisdom ( eception) checks
that rey on sight that ey on sight

ACTIONS AC  ION S
Dagger Melee or Raned Weapon Attack +4 to
Melee to hit, reach 5 ft.
ft. o Dagger Melee o Raned Weapon Attack + 5 to ht each 5 ft.
Melee ft. or

ran ge 20/60
20/60 t
t o ne taget Ht: 4 ( d4 + 2) piecn g dam age. ran ge 20/60 t
t one target Ht: 5 ( d4 + 3) piecin damae.
Sling Raned Weapon Attack: +4 to hit ange 30/120 ft, one Dropped Rock Raned Weapon Attack: +5 to ht one target d
target. Ht 4 ( d4 + 2)
2) bl udgeon in damage ecty below the kobold Ht: 6 (d 6 + 3) bu dge
dgeonin
onin g damage

A PPEN DIX B  CREA TURES

MvcO N D S PR O U T ( B EL O W ) AN D
MVCO N ID  DU   (  G H )
MYCONIDS
Myconids are ntelligent, mobile fungi that live n
caves,, seek enghenment,
caves enghenment, and disike violence
Adul myconds live and work together n coones
and practice a frm
frm of communa mediation called
a meld in
i n whch hey seek to transcend mundane
MYCON ID ADUL
ADULT
T
realy through shared Medum Plant ypcally awful Neural
Mycond leaders ke hallucination.
Sinensa use ther Hallucina-
tion Spores to help myconids create melds Armor Cass 1 2 (nau
(naura
ra armor)
Hit Ponts 22 (4d8 + 4)
Speed 20 ft
MYCONID SPROUT
Small Plant, Typially Lawful Neutral
STR DEX CON NT WS CHA
1 0 (+
(+O)
O) 10 (+O) 1 2 (+) 1 0 (+
(+0)
0) 13 (+) 7 (-2)
Armor Cass 1 0
Hit Ponts 7 (2d6)
Senses davisi on 1 20 ft, pass
passive
ive Pecepti
Peception
on 1 1
Speed 10 ft
anguages 
Chalenge 1/2 Prociency
Proci ency Bonus +2
STR DEX CON INT WS CHA
8 (1) 0 (+O) 1 0 (+
(+O)
O) 8 () 11 (+0) 5 (3)
Distress Spores. When the myconi
myconi d aes
aes dama ge, al oher y
Senses darvision 1 20 ft, passive Percepon
Percepon 1 0 cond s whin 240 fee
fee of
of i can sense its pa n.
Languag
Lang uages
es0-
Chalenge Profcency Bonus +2
Profcency Sun Sickness. While n sunl igh he mycond
mycond has d isadv
isadvant
antage
age
on ab liy checs, aack
aack os and saving thows. e myconid
myconid
dies if t spends ore han 1 hour n d irec
irec sun ght
ght
Distress Spores When he my mycond
cond taes damage, a l othe y
conids w hin 240 feet
feet of
of  can sen se its pa in. ACTIONS
Su n Sickness
Sickness Whle in sun igh he yconid
yconid has dsadvantag
dsadvantagee Fist. elee Weapo Aak +2 o hi , each 5 ft,
ft, one arge H
on ab lity checs, aack rols, and savng hrows.
hrows. he yconi
yconi d 5 (2d4) budgeon in g daage pus  (2d4) poison damage
des if i spends moe than 1 hour n d rec
rectt sungh. Pacying Spores
Pacying S pores (3/Day). he mycond ejec s spores at one
(3/Day).
ceature  can see withn 5 fee
fee of i he tage us su cce
cceed
ed
ACTIONS on a DC 1 Constiution savng throw o be sunn ed f f 1 i n
Fist. elee Weapo Aak: + o hit  each 5 f
f , one arget H: ute The age can repea
repea he savng throw a the en d of each
1 (d4  1) budgeonng daage
daage plus 2 (d4) poison damage of s tuns, end ing he eec
eec on self on a s uccess
Rapport Spores (3/Day). A 1 0o
0ott adiu s of spores exend
exend s Rapport Spores. A 20o radu
radu s of spoes exends ro he
from the yconid
from yconid h ese spores can go around cones and ycond
ycond  hese spores can g o aound cornes, and they aec
aec
the y a
aect only creaures wth an Ine igence of 2 o hgh er tha ony creatures
creatures wih
wih an I nelige nce of
of 2 or highe  ha aren't Un 
aen U ndead  Construcs o Eleme ntas. Aec
Aeced
ed creatues dead, Consucts, or  een as Aece
Aecedd creaures can com
can comm un ca
caee teepahcaly wih
wih one anohe whie hey are u nicae eepahicaly wh one an other while hey areare within
whin 30 fee
fee of each ohe r he eect
eect asts r 1 hou r. 30 fee of each ohe. The eec
eec lass r 1 hou r

APPENDIX B  C R EATUR ES

 
SINENA
arge Pant (Mycond), Lawfu Neura

Armor Class
H Pons 6013(8d0
(naura
 1 6)armor)
armor)
Speed 30 f
0WLBEAR
STR DEX CON INT WIS CHA The owbea's erocy
erocy and subbonness make 
12 (+) 10 (0) 14 (2) 1 3 (+) 15 (2) 10 (0) a erifyng pedao. It fears ew ohe ceaures.
Schoas debae whethe t s a naua ceaure or
Senses darvision 120 ft, passive Perception 12
he esul o a magcal expeimen.
Languages
Langua ges -
Challenge 2 Profcency
Pro fcency Bon us 2
0WLBEAR
Distress Spores. When he mycond taes
taes da mage al  oher my
my Large Monsrosy
Monsrosy Unaigned
conids wihi n 40 e
e of  can sense its pai n
Armor Class  3 (natura
(naturall armor)
Sun Sickness. Whl e in sunl ight he mycond
mycond has di sadv
sadvanag
anagee Hit Points 59 (7d0 + 21)
on ai iy checs atack ros
ros  and saving throws.
throws. he myconid
myconid Seed 40 f
dies i itit spends more than 1 hour in direc
direc sunght
SR DEX CON N W CHA
ACTONS 20 (5) 12 () 17 (3) 3 (4) 12 (+) 7 (-2)
Multiattack. The myconid ma kes one Fs atack
atack and uses its
Halucinaon Spores Sklls Percepon +3
Senses darkv sion 60 ft.
ft. pa ssive Perception
Perception 13
Fist. Melee Weapn Aak +3 o hi reach 5 ft
ft , one ta rget Hi: Languages -
8 (3d4 + 1) l dgeoni ng damage plu s 5 (2d4)
(2d4) poson damage Challenge 3 Profciency Bonus 2
Spores.. he myconid ejecs spores at one cea
Hallucination Spores
ture it can s ee whin 5 feet
feet o it. he targe mu s succeed on a Keen Sight and Smell. he owl bear has advanage on Wsd om
DC 12 Consiuion saving hrow hrow oror be poisoned r  m n ute (Percepion)) chec ks ha rey on sght or sme 
(Percepion
he poisoned arget s in capaca
capacaeded whie t ha luc nates he
targe can repea the savin g hrow at he end o each of ts ts ACIONS
tur ns e nd n g the
the eect
eect on itself onon a su ccess
Multiattack. The owbear makes one Beak atac and on e
Rapport Spores A 30 
ot
ot radiu s of spo res exends from the Caw atac
myconi d hee sp ores can go around cor ners, and hey aec aectt Beak. Melee Weapn Aack +7 o hi, reach 5 t
t one creaure.
on y creaures
creaures wih an I nteligence o2 or hgh er hat aren't Un
Hi 10 ( d O + 5) piercng damage
dead, Constructs, or E eme ntas Aecte
Aectedd creatures
creatures can com
mun ica
icae
e telepahcaly
telepahcaly with one a noher whie hey
hey are whn Claw. Melee Wea pn Aack +7 o
Weapn o hi, reach 5 t one targe
30 fee
fee o each oher. h e ee
eec
c asts r 1 h ou r Hi 14 (2d8 + 5) slashing damage

 
SPORE SERVANT COPU

PRE ERVANT OCTPUS


Spoe servants ae dead ceaures eanimated by
he
he magical
m agical spoes of a myconid leade. The na
act of he myconid leader
lea der in S eago
eagoww Caves
Caves befe
apsing into its curen comatose state was ceaing
a spore servant from a dead giant ocopus o poec TIRGE
he caves while he leader could no Unlike a iving A sige is a winged
winge d pes tha feeds
feeds on t he blood of
octopus his guardian has only basic contro ove iving creatures hrough
hrough its ong proboscis. It uses
its enacles. Raher than coiing around inuders its proboscis o pierce is vicim's esh whie clutc
clutch-
h-
to immobiize hem, the spore sevant simpy blud- ing is pey with hooked claws
geons them.
STIRGE
SPORE SERVANT CTOPU Tny Beast Unaligned
Large Plant, Unagned

Armor Cass 1 1 Armo Cass


Ht Ponts 4 (natual armor)
2 (d4)
Ht Points 52 (8
(8d0
d0 + 8) Speed 10 t  ly 40 t
Speed 5 t
t swim 50 t.
t.
STR DEX CON INT WIS CHA
STR DEX CON NT WIS CHA 4 (3) 16 (+
(+3)
3) 11 (+O) 2 4) 8 (1) 6 (2)
7 (+3
(+3)) 1 3 (+) 1 3 (+
(+)
) 2 (4) 6 (-2) 1 (5)
Senses dakvision 60 t.
t. passve Peception
Peception 9
Condition mmunites  inde d chamed, rightened
rightened paralyzed Languages -
Senses bli ndsght 30 t
t . (blind beyond this radius) Chalenge 1/8 Pofciency Bonus +2
passve Perception 8
anguages -
Chalenge 1 Profciency Bonus +2 ACONS
Blood Drain. Meee Weapon Attack: +5 to to hit  reach 5 t
t o ne
Hold Beath. Whi e out o wat
wate
e the octopus can hod ts ceature. Ht 5  d4 + 3) piercn g damage, and the stirge
stirge at
at
beath r 1 hour. taches to the taget
taget Wh ie attached
attached the stige doesn't attack.

Wate Beathing. Th
Thee octopu s can
can be athe only un de wat
wate.
e. In stead at the stat o each o the strge 's tur ns th e target
target
oses 5 ( d4 + 3) hit points
The stirge can detach tself yy spen din g 5 eet of its m ove
ove
ACTIONS ment It does so ate
ate it drains  0 hit p oints om
om the taget
Tentacles. Meee Weapon Attack +5 to hit rea
reach
ch 1 5 t.
t. o ne ta
ta or the target die s A ceature i nc u d ng the target
target can use ts
get Ht: 7  d8 + 3) udgeoning damage action to detach the stige

A PPEN DIX B  CRE AT U RES


 

5TIRGE

ARAK
Befre comng to Dragon's Rest Tarak wa s a crm-
na, bu he has since devoed hmself o he study of
herbss and med icine H e s usuay unarmed but he
herb
VARN OT H
keeps severa
severa daggers hidden in hs cel (in area Al
of Dragons Rest;
Rest; se e page 1 ). A hardened mercenary captan Varn
Varnoh
oh Wender
Wender is
an experenced
experen ced professona
professona ghter She i s usually
ARAK unarmed but she keeps her od sword beneah the
Medium Humanoid Human), Lawful Neutral matress in her ce (n area Al in Drag
Dragon's
on's Res

Armor Class 1 3 see page 10).

f VARNOTH
Hit Point 27 (6d8
(6d8))
Speed 30 ft
Medium Humanoid (Human) Neutral Good
STR DEX CON N WS CHA
1 0 (
(0)
0) 6 (3) 10 (+O) 12 (
()
) 14 (2
(2)) 16 (+3) Armor Cass 1 
Ht Points 3 9 (6d8  12)
Sils Decepon 5 I nsght 4 Medc ne 4 Nature 3 Speed 30 f
Senses passve Percepton 12
Languages Common Draconc heves' cant SR DEX CON INT WS CHA
Chalene  Profciency Bonus 2 16 (
(3)
3) 13 () 14 (2) 10 (+
(+O)
O) 1 (O) 10 (+O)

Sks Athletics 5 sory +2 Perception +2 Relgon +2


ACIONS Seses passve Percepton 12
Languages Common
Mutiattack. Tarak makes hree Dagge atacks.
atacks. Chalenge 2 Profciency
Profc iency Bonu s 2
Dagger    Rg Wp
Wp Ak 5 o hi, reach 5 t o
range 20/60  one tage Hit: 5 (4 + 3) p ierc
iercng
ng damage
ACONS
B O N U S AC T I O N S Multiattack Varnoth makes three Shortswor atacks
Cunning Action arak akes he Dash , D sengage or Shortsword  Wp Ack +5 o hit, reach 5 t one
Hide acon taget. Hit 6 ( 6  3) pi er
ercing
cing damage
A PPEN DIX B  CREA TURES

VIOLET FUNGUS
Voe fungi are gant purpish mushrooms tha
Voe ZOMBIE
use roo-lke feelers
feelers o creep across cavern oors. Zombes are mndess reanimated corpses ha
They use he fur
fur salks pro rudng from heir cen have no memories from ther past lves
ra mass o lash out a prey,
prey, rotng esh wih h e
slghest ouch
ZOMBIE
Medum Undead Typcally Nutral Evl
VIOLET FUNGUS
Mdum Plant, Unaligned Armor Cass 8
Hit Points 22 (3d8 + 9)
Armor Class 5 Speed 20 f.
Hit Ponts 18 (4d8)
Speed 5 ft STR DEX CON NT WS CHA
1 3 (+) 6 (-2) 16 (+
(+3)
3) 3 (4) 6 (2) 5 (3)
STR DEX CON INT WS CHA
3 (-4) 1 (-5) 10 (+O) 1 (5) 3 (-4) 1 (-5) Saving T row
rowss Ws +O
Damage
Dama ge I mmuntes poison
Conditon mmuntes bli nded deaf deafened
ened fr
frigheed
igheed Condition mmunities poisoned
Senses bli ndsigh  30 f (b in d beyond his radis) Senses darviso 60 f passive Pecepto 8
passive Pecepton 6 anguages un dersands he lagages i ew in l bu can't
Languag
Langu ages
es - spea
Chalenge 1/4 Profcency Bonus +2 Calenge 1/4 Prociency Bonus +2

False Appearance. I e vol e fu gs  s moto  ess a te


False te start Undead Fortitude. I damage educes te zombie o 0 
o combat it as advatage o is i iiave ol  M oreove, i a pons, it maes a Constito savg thow wt a DC o 5 +
ceae asn'  obseved he fng
fng s move or ac at ceare the damage ae u ess te damage is adiat o from
from a crti
mus scceed o a DC 8  nelig ece ( nvestigat
nvestigaton)
on) ceck to ca t .  a s ccess te ombe dops o 1 it poi  stead.
dscer tha e
e viole ug
ug us is 't ordi
ordi ary g
g s
Unusual Nature. Te omb
omb e doest equ e air od
di, or sleep
sleep
AC T ION S
Multiattack. The fug
fug s m aes  d4 Roti
Roti g oc atacks. AC T ON S
Rotting Touch. Meee Wepon Attck +2 to it, reach 10 t
t , oe Slam Meee Weapon Attck +3 o t eac 5 ft.,
ft., oe targe.
creare Ht  ( d8) ecrotc damage. Ht: 4 ( d6 + 1) budgeong damage.

APPENDIX B [ CREATURES

Wizard
 

l s Sage
CSS LEVEL BACKGROUND

Hgh Ef Medm Neutra Good


RACE SIZE  AIGNMENT

PROFICENCY BONUS  Shorswod •  A lette fom a dea d



+2 30 feet Componen pouch colleague posng
qeso you havea


 Spellbook o ye bee abe to
7 answe
IATIVE SEED
0  Strengh  ackpack
 Se o common
 Book of loe clohes
0  Dexteity
Ht on Maxmum 8  :
ouch
 

+  botes o k +
0 +2 Consuton


• Ink pen
•A Ielgece
 10 sheets of
•_ Wsdom CURRE IT PONTS pachme
0 -1 Chasma  Lle bag of sand
5 ld6
. SAVING THROWS
oa SUCSSES 0  Smal kfe

FAILURES 0

HI D DEA SAVES


� EQUIPMEN
0 . Acobatcs (Dex)

0   Anmal Hadng (Ws)


4 •  Acana (Int) PROFICIENCIES spes to make the m avaiable r you to
to
cast, choosing fro m the spes in your spel
0   Aecs (St) You have
have the llowing propro cien
ciencies
cies The book Write your
yo ur prepared spells here
ruebook expains what pro pro ciency means.
0  Decepton (Cha) Saving Throws Your savin
savingg throw pro  
ciencies are indicated by a ein the Saving
• soy (n) Throws ist on the et.
•  Igh (Ws) Skls. Your skill prociencies are indi-
cated by a ein the Skils ist on the let.
let.
6   nmdaton (Cha) Spell Slots. You hav two 1stlevel spe
Equipment You have pro ciency sots you can use to cast your prepared
•A Ivesgaton (In) with daggers, darts
dartslight crossbows spes. You cause
cause the m to cast two dier
dier
ongswordsquarterstas,shortbows
quarterstas,shortbowsshort- ent spes or to cast the sa me spell twice.
0 Medce (Ws) swords and slings You regain your expended spell sots when
0 Nate (It) you nish a ong rest
'ANGUAGES You can keep track o your expended spel
• Percepo (Ws) You can speakreadand write Co m mon slots by checking the m o in the Spellcast-
Ceestial, Draconic Dwarvish and Evish. ing table on this sheet's other side where
2
  ermance (Cha) each spe slot is represented by a checkbox.


0 . ersaso (Cha) TTACKS Cantrips You know a ew cantripswhich
cantrips which
are spels you cast without expending
expending spe
Your spells are your
your best too in co mbatbut

k
0  Rego (Int) sots You know the llowing cantrips,each
you aso have a weapon you can use
o which is detaied in the ruebook:
0 Segh o Hand (Dex) Shortsword n meee (against
against a target
within 5eet o you),you can attack with mage hand ray of ost
0 Sealh (Dex)
your shortsword Ro ld20 + 4 to see i you  prestidigitation shocking grasp
8 0 Srvval (Wis) hit   you do, the target takes
takes ld6 + 2 pierc-
Spe Attacks and Saving Throws When
ing damage
a creature makes a saving throw to resist
_: ; SKILS one o your
your spel
spells
lsthe D C o the saving
WIZARD throw is 13. When you make a spe attack
Wizards are studious
studious magic users
users who you ro ld20 + S to see i you hit. These
wied spells
spells fueed
fueed by the magic that per
per me- nu mbers are based on your spellcasting
spellcasting
PASSIVE WSDOM (ERCETION) ates the cos mos. The lure o knowedge
knowedge ability whch is Inteig
Inteigence.
ence.
clls wizards out o the saety o their librar
ies into cru mbing ruins
ruins and ost cities Sp sav DC 13 =

The wizard cass gives you the llowing Sp attack ro l d0
d0 + 5

atures
atu res  Ritual Casting You can cast a wizard
Spellbook. You have a spebook contain- spe as a ritua i that spe has the ritua
ing these st eve
eve spes each o which is tag and you have the spel in your spelbook
detaied in the rulebook: You don t need to have the spe prepared
detect magic shield The rulebook expains rituas

mage armo
armorr sleep Arcane Recovery. You can regain so me
magic missile thunderwave o your magical energy by studying your
spebook Once per day during a short rest
Prepared Spells Whenever you nish you can recover one 1st leve
leve spell sot
a ong rest,you can prepare
prepare ur 1steve
CONS
Continue
ontinued n back
d n back   _ _ __   ,
wizard (sage), age l of2
Efwizard
Ef ofthe Coas LLC. Pemiss on is graed to otocoy t ocume fr pesoal use
 M & © 2022 Wzards ofthe

HIG LF SPELCATING


Ev  
s  ae a peope of othewody grace, ong ived
ived and passionate Wizad ev
eve
e epared pe s 1stevel
1stevel ots 2d-evel
2d-evel lots
n the ealest days o the multivese, the rst high elves settled n n
fey crossingsplaces
crossingsplaces where the natura wod wod and a ntastic real m
lst 4 DO

o magc and e motion known as the Feywid touch and overap The 2nd 5 DD
high elves mysticay took on characteristics blendng
blendng both ea ms 3rd 6 ODDO DD
You clty wth language and you nnate understanding of useful
magic ae part of that mystica
myst ica adaptation
adaptation 
As a hgh efyou have the owing traits  Adding Spells to Your Spebook. Each t me you gain a wzard
Darkvision You can see see in di m ight withn 60 eet of you as if it eve, you can add two wizard spells o your choi    e to your spebook,
were bight ight
ight and in darkness in that radius
radius as i it wee di m lght  chosen ro m the wiard spe lst beow. Each of these spes must be
o aleve r which
which you have
have spe slots  On your adventues,you
adventues,you might
You discern
Fey coosYou
Ancestry. n have
that darkness
advantageony
advantage as shades
shades
on saving of gray
throws you make to aso nd scros or books contanng othe spells you can add to to your 
speboo
spe book k
avoid o end
end the char
char med condition on yourse
yourseff 
Copying a Spell into the Book. When you nd a ward spe, you
Trance. Elves don't need to seep
see pand magic cant put you to sleep.
can add it to you spel book if it is of a level fr which you have spe
You can nsh a long est in hous i you spend those hours in a
sots and if · you can spare
spare the t me to decipher and
and copy it
tranceike meditation, duing whch you etain consciousness 
For eac 
e ac h ee of the spe the pocess takes 2 hours and eques
Cantrip Your  prestidi gitationcanrp isted above) reects the·
 prestidigitation
50 gp The cost epresents materia co mponents you you expend as you
innate magic of a high el, not your wardy study exper ment with the spespe to maste it,as well as the ne inks you need 
to record it  Once you have
have spent ths ti me and money,you can pepare
YOUR AGE BACKGROUND the spel ust ike your other spes
Your paents idented your magica taent eay in your long even le
and aranged fr you to be appenticed to a kndy wizad in the city of 2N-EVEL FEATURES
Neverwnter You exceed at your studes and frged friendshps and Evocation Savant. The god and ti me you must spendspend to copy an
ivalies wit other appentices You aways had a patcua knack fr evocaton spe

spe nto your
your spebook is
is haved 
wieding ashy, energetc ces, and you fcused you study on the Sculpt Spes When you cast an evocation spel that aects other
school o evocation. ceatures you can seeyou can choose
choose a nu mbe of the
the m equal to 1 +
Your backgrou
background nd shaped
shaped you charact
character
er n so me i mporta
mportant
nt ways  the spes eve The chosen creatues auto maticay succeed on their
A secret sought by a coeague dves you Your ski po cences n savng throws aganst the spe, and they take no da mage  they would
Arcana and History aso eect your upbnging,
upbnging,studyng
studyng the natue of
magic and the geat wards
w ards of days past who weded it nor may tak
take
e half
half da
da mag
mage
e fo
fo m it 
Ate gaduating fo m your appenticeshp,you and your pees
went your sepaate ways to fcus on you own studies. Recenty, you 3R-EVEL FEATURES
receved a etter
ette r o m one of your coleages,
coleages, pointng you toward a Arcane Recover You can now ecove two 1st evel
evel spe sots, o  a
souce o ost knowedge Shor ty <ter the letter arrived, you learned singe 2nd eve
eve spell sot you choce).
choce).
tagc news
news your iend
iend died under mystei
mysteious
ous ccu mstance  Spes. You can now prepare and cast 2ndeve spes.
Personal Goal: Discover Lost Knowledge The ettr spoke of an
arane seratry but on a nearby sand by wzards long gone, and WIZARD PELL IST
it hnted at powerfu magic hidden
hidden there A s ma coster known as 1steve
1steve pe
p e s 2nd-evel pes
Dagon's Rest aso resdes on the island
island  The caretaker of the coister's
te mple to the ragon god Baha mut, who is a patron o heoes and a Compehend anguages (ritua) Faming sphere
cha mpon of justice,
ustice, must have
have in r maton regadng the observatory Detect magic (ritua) Hod person
This Eder Runara can set you on the path path to discoverng the know-
edge your iend never fund Mage armor Invisibiity
Magic missie Msty step
MAKING TE ARACTER YOURS Protecton om evi and good Shatter
Foow these steps
ste ps to make this characte uniquely yous:
Ray of sickness
  Choose a na
na me and wite
wite it in the " Char
Character
acter Na me spa
space
ce on the
Shed
ont of this sheet You chaacter's na me can be anythi  g  you lke, Seep
perhaps drawing fro m a ea world
world cuture o a wok of lerature
2  Decide what
what you look ike and dete mine your character's
character's gend
gender
er Thunderwave
You decde
dec de your chaacters height, weight age and coloratio
colo ration
n eyes
eyes
hairand skin)  You can use the at on this page r inspration or
choose your own decton. You a!o might want to give your char char
physica chaactersticsuch a a scara l mp,
acte a me morable physica
spectacles or a tat too
3. Flesh out your charactes personait
person aity
yand
and ead about you char
acters aign ment n the rulebook you may choose
choose a derent
algn ment fro m a mong the options
options there)
there) The goa is to choose
traits and manneis ms fr you character
character that youll enoy

AINING EVELS
The DM wi tell you when you
you reach
reach 2nd evel and then 3d leve.
When you reach a new leve, you gan the eatures below fr that eve

HIT DICE AN HIT POINTS


Wth each evel you gan,you gain one addtiona Hit De (d 6),
),which
which
you can use to heal yousel when you take a shot
shot rest expained
expain ed n
the rulebook) When you evel upadd the new Hit Die to the Ht Dice
box on ths sh
sheet
eet,, and add d 6  2 to you
you hit point
point maxi mu m 

ELLCASTNG VANCEMENT
You gain access to more spes as you gain eves. You can pepae a
nu mbe of spells
spells equa to you leve +your Intellgence moder as
shown in the Specastng tab
tabe.
e. You aso
aso gain more spel
spel sots

Elwza
Elwza (sage), page 2 o2 4152C622000060  TM & © 2022 Wards ofth
ofth Coast LLC Permssion  graed to photocopy tis ocume r persoal use.

DUNGEONS RGOMS® n=
 

Rogue l s Crmina
CLASS EVEL BACKGROUND
Sma Chaotc Good
SIZE  ALIGNMENT

PROFCIENCY dOUS  Leate armo • Hammer


• Shortbow • 10 pons
+3 25 fet

( J 
 20 arrows • Hooded lantern
7 INATIVE SEED
0 - Stengh • 2 dagges • 2 sks o o
8 Thieves' oos
  5 days of aons
• - Dextey Hi Pon Maxmum _-
• Backpac • inderbox
0  Constituton
 Bag o 1,000 bal • Waersin
•  ntelligence bearings
• 0 ee o hempen
0 0 Wsdom CURREN HIT ONTS • 10 ee
eett of sring rope
0 3 Charisma + Bel  Se o da common
tal  
d 8 SUCSSS 0 • 5 candles
cotes ncluding
a ood
 SAVNG THROWS /
FAURS 0  2 cowbas  Poch
HIT DCE DA SAVES
7 EQUIPMENT
•A  Acobacs (Dex)
0   Anima Handing (Wis)

r
0   Acana (In) PROFICIENCIES Expertise. Your prociency bonus is
doubed r any abiity check you make that
0   Ahlecs (S) You have the owing pro ciencies. The uses the Stealth ski (the doubled bonus
bonus is
ruebook expains what prociency means. incuded on you Skills ist) or you pro

m
•, A Dec.epon
epon (Cha) Saving Throws. You saving
Saving saving throw pro  ciency with thieves' tools.
tools.
 ciencies are indicated by a ein the Saving Sneak Attack Once pe tun when you
0  History (Int) Throws list on the left. hit a ceatue
ceatue with a Dexteity
Dexteitybased
based attack 
0  nsght (Wis) Skills Your ski pociencies are indi- (such as with you dagger o shortbow)
cated by a ein the Skis ist on
on the left. and you have advantage on the attack ro
3 0  Inmidaon (Cha) Equipment. You have prociency you can dea an exta ld6damage to your
• . nvestigaon (In) with light armo,simpe weapons hand taget. You dont need advantage if anothe
crossbows ongswods
ongswods rapiers, and short- enemy of the taget is within 5 feet of it and
0  Medicine (Wis) swords You aso have
have po ciency with isn't incapacitated You can't deal this extra
thieves' toos. damagehowever,
damage however,ifif you have disadvantage
0  Naue (In) on the attack ol
• _ Pecepion (Wis) LANGUAGES Thieves' Cant. You know thieves' cant a
You can speak, read,and write Common, secret mx of diaect jagon,
jagon, and code
cod e that
0  emance (Ca) Goblin, and Haling aows you to hide messages in seemingy

L
0  Persuasion (Ca) norma conversation You aso understand
TTACKS a set of secret signs and symbols used to
0  Religion (n) convey shotsimple,
shotsimple, essages


You stat with the fowing weapons which
•  �Ieght of Hand (Dex) you can use to make attacks. LIGTFOOT HAFING
Dagger n meee (against a target within
•  Sea (Dex) 5feet of you) you can attack with your Halings are smal fk, but they ae
dagger You can also throw a dagger at a bessed with uck and courage be tting the
6 0  Surviva (Wis)
·

targett up to 20 et awayo up to 60 et


targe mightiest of
of dagons. Light ot haings
away with disadvantage on the attack ro. easiy hide om notice,sipping
notice,sipping aound and
� SKILS
In either caseoll ld20 + S to see if you hit behind larger fk,be they friend o e
f you do, the target takes ld4 + 3 piercing As a ightfot haling,you
haling,you have the -
 damage. owing traits.
Shortbow You can shoot you shotbow Luck When you roll a 1 on the d 20 or
12 PASSIV WISDOM (RCPION)
at a target up to 80 feet away
awayoo up to 3 20 an attack oll, abiity
abiity check,
check ,or saving throw
feet with disadvantage on the attack ro. you can ero the d 20 and must
must use the new
Ro ld20 + S to see if you
yo u hit. If you do the ro
target takes ld6 + 3 piercing damage Brave. You have advantage on saving
7
« <
OGUE throws youcondition
frightened make to avoid o remove the
on youself
Ha/fing Nimbleness. You can move
Rogues develop broad expertise that few through the space o any creatue that is of
other chaacters can match. When it comes
 �
a size larger than yous
to batte rogues prioritize cunning ove
Naturally Stealthy. You can attempt to
bute strength,placing
strength,placing one pecise strike
exacty whee the attack wi hut the most. hide when you ae obscured by a creature

C The rogue cass gives you the oowing that is at least one size arge than you.
featues.
 CONS / ontinuedon
ontinuedon back -

alng rogu crmal, page 1 of2 M & © 022 Wizards oth


oth Coast L rmisson is grad to potocop y this doum t r prsona s.
DuGEONS   DRGONS®  
 

Paadin l st Nobe
CASS EVE BACKGROUND

Human Medum Lawf Good


RACE SIZE  ALIGNMEN

PROFICENCY BONUS • •
Chain mai* Watesn


Baeaxe 50 et of empen
-1 30 feet
 •
ope
• Shield
' NITIAVE SPEED • Se of ne cotes
  Stengh • 5 javelns
6 • Signe ng
. • Holy symo
 Dexey
Hit Point Maximum _ _ 
• Scol of pedgee
 Bacpac
 +2 Constitution • Pouch


• Bedol
  ntelligence
• Mess t
• 3 Wsdom CURRENT HI OINS
• Tnderbox
• 4 Charisma
  torches
a ldlO SUCCSSS 0
SAVNG THROWS • 10 days o raions
FAIRS 0 *While weaing is armo, you ave
disadvantage on Dexety (Stealh) checks
HIT DC DAH SAVS
' EQUPMEN
   Acoacs (Dex)

r
   Anima Handing (Wis)
5    Acana (n) PROFCIENCES The paadin cass gives
gives you the lowing
features
•_  Ahletics (Str) You have the flowng
flow ng prociencies. The  Divine Sense. As an acton you can open
ruebook expains what procency means yr senses to the presence of strong evi

c
  Decepion (Cha) Saving Throws Your saving
saving throw pro - and powerfu good Until the end of your
cences are ndicated by a ein the Saving next turn, you know the ocation of any 
• Hstoy (In)
Throws list on the left. eestia, Fend, or Undead within 60 feet of
• Isigh (Wis) Skls Your ski prociencies are ind- you that is not behind total cover. You know
cated by a ein te Skis ist on the left. the type of any being whose presence you
 0 ntimidation (Cha)
Equipment. You have procency with a sense, but not its identty Withn the same
  Invesgation (n) armor,shields,
armor, shields,simpe
simpe weapons, and mar
ma r radius you also detect the presence of any
Va weapons. pace or object that has been conscrated or
  Medicine (Wis) desecrated.
ANGUAGES Lay on Hands. Your bessed touch can
  Natre (Int) hea wounds You have a poo of healng
You can speak, readand write Common,
  Pecepon (Wis) D aconic, Dwarvish, and Giant. power that repenshes when you take a
  Permance (Ca) ong
total rest. Wth that poo you can restore a

�;
TTACKS of 5 hit points.
As an action, you can touch a creat
creatre
re
• Pesason (Cha) You start with the fllowng weapons, which and draw power from the pool to restore a
  Relgion (Int) you can use to make attacks. number of hit ponts to that creature up to
Battleaxe n meee (against a target the maximum amount remanng in your
 - Sleigh o Hand (Dex) within 5feet of you) you can attack wthw th poo.
your battleaxe Roll ld20 + 5 to see f you Alternatvelyyou
Alternatvely you can expend 5 hit points
0 = Sealh (Dex) hit. If you do the target takes ld8 + 3 sash- from your pool of healing to cure the target
4   Suvival (Wis) ing damage, or dO + 3 sashng damage of one disese or neutraize one poison
if you wed the battleaxe wth two hands aectng t. You can cure mutie dseases
*See yor eqipment.
(which means dropping our shied). and neutralize mutiple poisons with a
� SK L L . Javein. In meee (against
( against a target within single use ofof Lay on Hands, expending ht
5feet of you)you can attack
a ttack wth a javeln pont separately fr each one
You can aso throw a avein at a target This feature has no eect on Undead or
up to 30 feet awayor
awayor up up to 1 20 feet
feet away Constructs
1 ASSVE WISDOM RCON)
with disadvantage on the attack roll In
ether case ro ld20 + 5 to see if you hit. BOUT HUMANS
f you do, the target takes ld6 3 percing
Humans are the most numerous peope of
·

  damage. the Forgotten Reams  They ive longside


elves dwarves,
dwarves,ha ings and other peopes
« � PALADN
Paadns swear
swe ar oaths to gods,ancient
orders,and great causes
gods, ancient
ca uses A paadin's oath
oat h
in viages, towns and cities across the
world Human adventurers are often mot
vated to leave a lastng egacy
  s a powerful bond tht turns a devout war-
rior into a bessed champion You swore
your oath to the god Bahamut the Patnum
D agon,who is a patron of heroes and a
l champion of ustce.
 COINS
o nti nue d on b ck   -

uman paad (nob), page l of2  M & © 2022 Wzads ohe oas L Permisson s grantd to pho ocopy hs documen r prsona use.

YOUR OLE BACKGROUND Fighting Style: Protection When a creature you can see attacks a
target other than you that is within 5 feet of you you can use your reac-
Your amiyis no stranger to weath,power
weath,powerand priviege  n the glory tion to impose disadvantage on the attack ro. You must be wielding a
days o Neverwinter
Neverwinter your parents rued the county o Corlinn Hi shie
sh ield
ld 
ocated in the his northeast of the city  But
But Mount Hotenow erupted Divine Smite When you hit a creature with a meee weapon attack
thirty years ago, devastating Neverwinter
Neverwinter and erasing Corlinn Hi you can expend one spe sot to dea 2d8radiant damage to the target
Instead o growing up on an estate, you were raised in a smll town in addition to the weapon
weapon s damage  The extra damage increases by
house in Water
Waterdeep
deep As an
an adultyou stand to inherit ony a title  ld8 i the target is an ndead or a Fiend 
Your background shaped your character
character  You earned the languages
Lay on Hands The heaing pool of Lay on Hands increases to 10 
of dwarves and giants from a childhood tutor tutor (shown in  anguages
anguages

on the front of this sheet), and your ski prociencies in History and
3R-EVEL FEATURES
Persuasion reect your
Sincee swearing
Sinc your oath
education in history
to Bahamut andreturned
you've etiquette
return ed to Never- Divine Health The divine magic owing through you makes you
winter and have been a champion to those who are overooked by the immune to disease
institutions that exist to pro
proect
ect them  Recenty your resolve has been Lay on Hands The healing poo of ay on Hands increases to 
shakenn by corruption in the city guard and ruing aristoc
shake aristoc ats  Spells You gain a spell sot,as shown
shown in the Spelcas
Spelcasting
ting tabe  In
Personal Goal: Rejuvenating Pilrimage. Seeking to reinvigorate addition to the spes you choose to prepareyou always have two extra
your resolve you earned of a remote
r emote coister Dragon s Reston a tiny spes prepared  protecion o evl and good and sanctuary
isand The coister holds a tempe to the dragon god Bahamu ahamutt  You ChannelDivinity You can channe divine magic rom your oath
feel drawn to contempa
contempate te your pace in the word there ueing one of two eects : Sacred Weapo
Weaponn or Tur
Turnn the Unhoy. When
you use Channe Divinitychoose
Divinitychoose which of these eects to create ; you
MAKING THE HARACTER YOURS must then
then nish a short or long rest
rest to use Channel
Channel Divinity again
Folow these steps to make this character uniquey yours : Sacred Weapon As an action, you present your hoy symbo and
1 Choose a name and write it in the "Character Namespace on the imbue one weapon that that you are hoding with positive energy  For
ront of this sheet.
sheet. Your character
character s name can be anything you ike  minuteyo
minuteyouu ad
addd  2 to attack rolls made with that weapon The
perhaps drawing from a real world
world cuture or a work of literature weapon aso emits b ight ight in a 20oot radius and dim ight r
2 Decide what you ook ike and determine your characte
characterr s ge
gend
nder
er  20 feet beyond that If the weapon is not aready magica it becomes
You decide your character's heightweightageand cooration (eyes, magica r the duration You can end end this eect on your turn as
hair,and skin). You can use the art on this page fr inspiration or part of any other action If you are no longer holding or carrying this
choose your own direction  You also might want
want to give your char weapon or if you all unconscious
unconscio us this eect ends.
acter a memorabe physica ·characteristic, such as a scara
scara imp Turn the Unhoy As an action you present your hoy symbo, and
spectaclesor a tattoo.
tat too. each iend or Undead that can see or hear you within 30 feet o you
3. Fesh out your characte
characterr s personality,and read about your char must
mu st succ
succeed
eed on a DC 1 2 Wisdom saving
saving throw or be turned fr 
acters alignment
alignment in the ruebook (you may choose a dierent minute or unti it takes any damage A turned creature must spend
alignment from among the options there) The goa is i s to choose its turns trying to move as ar away from you as it canand it can t
traits and mannerisms fr your character that you  enjoy. wiingly ends its move in a space
space within 30 eet of you. It also can't
take reactions For its action,it can use ony the Dash action or try to
ANNG EVELS escape from an eect that prevents it rom moving  f it has nowhere
ican
i can movethe creature
creature can use thethe Dodge action 
The DM will te you when
when you reach 2nd eve and
and then 3rd eve 
When you reach

reach a new eve you gain the features below fr that leve PALADN ELL ST
HIT DICE AN HIT PONTS 1st-eve pes
With each evel
evel you gain,you gain one additional Hit Die (dO)which Bess
you can use to hea
hea yoursel when you take a short
short rest (expained
xpain ed in
the ruebook) When
When you evel
evel up
up add the new Hit Die to the Hit Dice Command
box on this sheetand add d 10 + 2 to your hit point maximum
maximum re wounds
Detct magc
2NEVEL FEATURES
Prepared Spells Each time you nish a ong resyou can prepare Protecton rom evl and good
three 1st evel
evel spes to make them availabe
availabe fr you to castchoosing Shield of fth
from the 1st evel
evel spes listed
listed beow.
beow. Write your prepared
prepared spells here
here :

SpeJ Slots You have two 1st eve


eve spel sots you can use to cast
your prepared spes You can use them to cast two dierent spes
or to cast the same spe twice You regain your expended spel sots
when you nish a ong rest. You can keep track of your expended spell
sots by checking them
them o in the Spellcastng table,where
table,where each spe
sot is represented
represented by a checkbox
checkbox 
SPELCATING
alad in evel
evel repared pes 1st-eve lots
2nd 3 DO

3rd 3 000

Attacks and Saving Throws When a creature makes a saving


SpeJ Attacks
throw to resist one o your spells,the DC of the saving throw is 12.
When you make a spe attack, you roll d20 + 4to see i you hit. These
numbers are ased on your specasting abiity
abiitywhich is Charisma 
e sae D= 12
pe attack  = d0 + 4

Human palad (nobe), page  o 4152C6242000040 TM & © 2022 Wizards


Wizards othe
othe Coas LLC Pemsso s gae to potocop y ts ocmet f pesoa use.

UNGEONS   RGONS® t:
 

Fighter  s olk Hero


CLASS LEVEL BACKGROUND

Wood Elf Medium Neutral Good


RACE SIZE  ALIGNNT

 eathe ao + 50 feet of empe


oe
Logbow
+3 35 feet +
• Soel
• 20 arows
INATVE SPEED + Io ot
 Geatswod
 Set of como
 Bacpac clotes
Hit Pot Maxmum _
 Beroll  Poch
+ ess kt
• Tebox
CURREN HI POINS
• 10 toces

 10 ays of atos
Total ldlO SUCCSSS 0  Watesi
FALURES O

H D DEAH SAVS


' "
•   Aobatics (Dex} EQPMEN


• _   Anmal Hadlig {Wis}
4 0   Arcaa (It) PROFICIENCIES Second Wind You have a limted well o
stamina you can daw on to potect yousef
0   Atletcs (St) You have the fowng pociecies he froham. You can use a bonus action to
uebook expans what pociency means. egain ht ponts equal to d +you ghte

r
0  Deceto (Ca} Saving Throws You saving thow po- eve
ciencies ae indicated by a en the Saving Once yu
y u use ths featueyou must nish
•  Hstory (It) Thows lst on the let a shot o long est befe you can use it
0  sgt (Wis) Skls. You ski pociencies ae ndi again.
cated by a en the Skis lst on the et. Fightng Style: Archery You gain a +2
Sty le: Archery
0 - Itiatio (Ca) Equipment You have pociency with all bonus to attack os you make with anged
0  Ivestgato (It) amoshieds
amo shiedssimpe weapons and ma- weapons This bonus is aeady incuded n
tial weapons you attack with you longbow.
l ongbow.
0  edicie {Wis}
0  Natue (It)
ANGUAGES Woon LF
You can speak, ead,and wite Common Eves ae a peope of othewoldy gace
•  Peceptio (Wis)
3
Dwavsh Elvsh,and Halng ongived
days of theand passonate.
multivese the Inst
thewood
ealiest
elves
0  Peace {Ca}
TTACKS fel n ove with the ests of the wold
0  Pesaso {Ca) You stat wth the fowing weaponswhch
weaponswhch and they mysticaly took on chaactestics
you can use to make attacks o those woodland eams You eetness


0  Reigo (It) of ot and you abiity to hide in oliage o
Greatsword In melee (against a taget
0  Sleight of a (Dex} wthn 5 eet o you)you can attack wth othe natua phenomena ae pat o that
you geatswod Ro ld20 + 3to see if you mystical adaptation
0  Steat (Dex) ht I you do, the taget takes 2d6 + 1 sash-  As a wood el you have the llow!ng
ing damage.
taits
• _  Srial {Wis) Darkvision You can see n dm ght
Longbow. You can shoot you longbow
at a taget
taget up to 150 et away
awayoo up to 600 withn 60 60 f  et
e  t of you as i it wee bight lght
� SK IL L
eet with dsadvantage on the attack oll. and in dakness in that adius as if t wee
Ro ld20 + 7 to see if you hit I you do the dm ight You discen coos n that dak
taget takes ld8 + 3 piercng damage ness only asa s shades o gay
Fey Ancestry. You have advantage on
PASSIVE WSDOM (ERCPON)
IGHTER saving thows you make to avod o end the
chamed condition on yousef.
Fightes ae mastes of mata combat, Trance Eves don't need
nee d to sleep, and
skiled th a vaiety o weapons and amo
 hey lean the basics o a combat styles magic can'tnput4hous
a long esn
es you to you
seepspend
You can nish
those
and specialize n n one avoed fm
fm (n you
 
« �
hous n a tancelke medtaton duing
case,achey)
case, achey) he combinaton of boad whch you etain co;ciousness.
genea abilty and speciaization makes Mask ofthe Wd You can take the
ghtes supeio combatants on battleelds
 
Hde action even when you ae only ightly
and in   dungeons
dungeons alke. obscued by fiageheavy ain
 ain fing
 he ghte
ghte cass gives you the
the llowing snowmst o othe natual phenomena.
featues.
C CONS / ontinued onb ck  

Elfghte
Elfghte k ero), page 1 o2 TM & © 2022 Wizads ofthe
ofthe Coas C Pemisson is ged to otocoy is douent f pesonal se.

YOUR FOK HERO BACKGROUND HIT DICE AN HIT POINTS


Your parents lived n the prosperous vage of Thundertree east of Wt each eve you gan
gan you gan one addtiona Hit Die (d),
), wich
te city of Neverwinter ad at the edge of te Neverwnter Wood But you can use to hea yourself when you take a sort rest (expained n
wen nearby Mount Hotenow erupted thrty years ago, your parents the ruebook)
ruebook ) Wen you eve up, add te new Hit Die to the
the Ht Dice
ed peraps carrying you in your n ancy (dependng
ependng on how od you box on this
t his seet, and add d + 2 to your ht pont maxmum
are). Your amy drited rom vilage to village around te regon nd-
ng work as aborers where tey could 2N-EVEL FEATURE
Your background shaped your character in mportant ways You Acton Surge. You can pus yoursef beyond your norma limits fr
earned te anguages of severa derent peopes (shown in "Lan a moment. On your turn you can take one addtona acton.
guages on the front of ths seet) Your sk pro ciencies n Anmal Once you use ths feature,you must nsh a short or long rest be re
Handling and Surviva also reect your upbrngngworking with ani you can se t agan
mals and gettng by n the natura word
You've spent te ast few years in Neverwinter as a carpenter work \ 3R-EVEL FEATURE
ng at the citys bustling docks But ts clear to you and everyone Improved Critical. Your weapon attacks score a critcal ht on a rol
around you tat you are destined fr much more You stood up to an of 19 or 20
abusve sp captan onceso other dockworker
dockworkerss ook up to you Some
day,youll
day, youll come nto your own Youll be a hero
Personal Goal: Determine Your Destiny In the remote closter
o Dragons Rest lves an osage who s supposed to possess great
wisdomor possby supernatura nsght The closter hods a tempe
to te dragon god Baamut, who s a patron of eroes and a champion
o justce Maybe Eder Runara can hep you determne exactly wat
your eroc destny s and set yo u on the right path t o u t so you
can become the hero you know you're meant to be

MAKING TE ARACTER YOURS


Folow these steps to make ths character unquey yours:
. Choose a name and write t n the  Caracter Namespace on te
front
perhapsof ths sheetfrom
drawng Youracharacter's name can
reaworld cuture or abework
anything you ke
of literature
2 Decde what you ook lke and determne your characters gender
You decide your caracters eghtwegt, age, and coorato
cooratonn (eyes
hair, and skn) You can use the art on ts page r nspiration or
coose your own drection You aso migt want to gve your car
acter a memorabe pysca characteristc, suchsuch as a scar, a mp
spectacles, or a tattoo You can write notes about your caracters
appearance n the Notes space below
3. Fesh out your caracters personaty,
personat y,and read about your char-
acters agnment n the rulebook (you may choose a derent
alignment rom among the optons tere) Te goa is to coose
trats and mannersms fr your caracter tat you' enjoy

ANNG LEVES
Te DM w tell you when you reach
reach 2nd leve and then 3rd level 0
When you reac a new evelyou gan te eatures beow r that evel 
"
z


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