UPPER
In Treasure afTalon
as
ut arba arba ians ians
acke acke
form former er glor glory. y. ever ever et nt
cliff
it
befo before re th
shor shortl tl
empire
aja smal smal fort fortun une. e.
ut
th
edge
in
th stro stro ghol ghold' d' drag dragon on name name
still
as well well pe Nighrflsts
al
Treasure DUNGEON
de igne igne
Pa
DRAGONS'"
to ta
DM plen plenty ty of room room fo it in an ngoi ngoi
he e' al
are
2nd2nd- evel evel
game game incl incl ding ding trap trap
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rick rick
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ilar Skathar ilar
clea cleare re
disc discov over ered ed yet) yet)
camp campai aign gn
ight ightfi fist st ar merc mercen enar arie ies, s, foll follow owiJ iJlg lg th
3,
BACKGROUND
in
'[
ADVE ADVENT NT
HOOK HOOK In to th pres presen ence ce of th
ight ightfi fi
orcs will work work Fo exam exampl ple: e: the T O a d heyday
it
hous housed ed oldi oldier er guar guardi di
he near nearby by
ount ountai ai
CRED1TS avid avid Design
Ro
oo
Andy Collins el pm
nd
itin itin
Erin Erin Dorr Dorrie ie PUbl PUblis ishi hing ng Prod Produc ucti tion on
Donn Donn
Ki Moha Moha Mana Managi ging ng Edit Editin in
Mana Manage ge
DUNGrONS
Seni Senior or Ar Dire Direct ctor or
H a nd nd bo bo ok o k , D u na na eo eo n M a s e r
Chris Seaman Cover Cover Illust Illustra ratio tio lars lars Gran Grantt-We West st Davi Davi Grif Griffi fith th Ralp Ralp Hors Horsle le lt ro Gabo Gabo Doug Doug Kova Kovacs cs Will Willia ia O'Co O'Conn nnor or Stev Stev Pres Presco cott tt Interi Interior or Illust Illustrat ration ion
Spec Specia iali list st
Wood Woodco cock ck
Prod Produc ucti tion on
Stacy Longstreet D&
azza azzare rett tt
Cartographer
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Szlk Szlksz szal al
co yrig yrig
la
th
st
987654321 Firs Firs Prin Printi ting ng
th
th
In
D, Player's Guide Guide Mons Monster ter M a nu nu al a l , T re re as as ur ur e o f
co ntri ntries es
ited ited
slrnll slrnl l rl
ll
tate tate
izar izar
ha acte acte s"
of
ri
ct
eo le
Ma 2008 2008 www.wlzards.corn/dnd
ch ra te
epro epro ctio ctio
rg
izat izatlo lo s,
Pass istr ibutio
Treasure ofTalol ic
warning ie
them
rival
nlJeot1
or mcrccnar-
Master's 60 gp
f ir s
[Q
using the rules Master's
Chaljce,
re
Chapter
Dun[Jeon
Guide.
if the
"wish
DutlBeon
Master'
it.
bOOR'
Chalice from Hareel Vaar
he Ja
Porcei I: Magic He
le el
Magic item
:Tw
to
IN
20)
90 gp Tw potion oJhea Ii IItJ 70 Parcel?: 150 gp 100 sp 40 gp Parcel 8: P o ti o o fh e a !i n Parcel gp 300 sp Parcel
YOII
evel
Parcel 4: Talon amulet
60 gp
ARACTE
it
I0
Tw parcel
Room 8: T h
the forgotten
to th worl
ha
Roam 11:
pa rty,
hay
OO
awak 'ned. the
If th
SUMMARIE
Se
th
9.
des
extra 25 ..
other parcel
ipt
ha hitants,
1'00111
1.
butholds potential S.
11
2. Infirmary:
tion with
rem-
orrner inhabitants.
3. Prison naries
Hareel Vaal'
Chamber: The kobold
to
kobolds have pinned
merce4. lone
room. S.
1-00111
8. Otherthan
6.
the monster
here.
7. Statue ofIalon u're
sing Trea ur
s,
~ rI (l lo n P a s as
Room:
sptrerop
8.
stand-alon il
denizens
" ru t o r living prey Treasure olTalol1 Pass
10. Hall
The one
Th
oo
doesn' have monsters ce
pe
This an
intact se o f d ou bl e d oo r d oo r h an g n a p re ca r o u om
ch mb
ha
e t o f d ou b
he wes w a t h s ou th w e s
Th
weird
h e eastwa!' single hinBe on
ix o f s to n e nd J O a E e m e ta l d eb ri s ill
c o rn er .
TACTICS the clue that will at 't
at
if
pieces f" dungeon d r ee geon Elements sectio
DUll-
belo
COMMON DUNGEO th oughou quar
ELEMENTS
th dungeon, unle
tone an
with them
otherw se noted. es mix of I-foot foot by-Zfoot re tangle facing it
damage 1, no into
1111'
iL
crac of he door he e' nothin ac "Don't," (The kobold want li fighting th undead)
in
iJ urninati ng th
room
Single word:
to
tresse supporting wooden planks In an av ed
in
bot directions. tair They'r al stee enough to constitute di ficult en Ambient Sound: he aterfall outsid he entrance although if
room
ad 5= ar they lear
ab th
\VaU an
ollo ing: ly ca rved el rved
surfac
on ofhi.nge ed
If
at
an
cc atch condensation on th floor, Th do nstair is noticeably rier except
for
ar
Ilttle chi.lly-abou
50 degree Fahrenheit
or walks more than 20 feet in o o s te p
in fu th orders th infirmar illingly il defend it to the death-strictly interpreting th la rder gi en them This encounte includes th followin creatures. (D) de lock ig 10
ombi
co nt r.
c om in aJ ro m
th ve
ssiv erceptio assi erceptio scor
hear s h u . f t 1 j n a
Lets oj shuff11n8footste:p5.
h e s ou th ea s
ir
do
read:
an
T w o c o rp s eU k e c r ea tu r e
a t a tt en ti o
n ex t to
hiyh t ab l e i n th
c en te r o j h e r oo m T w o s ta ir w ay s in the eastern w a n e a u pw a rd . is se in the n o rt he r
(Z
ly are ac om ie Wights ha
room read:
door c l os e a n d locks oJits o w n v o li ti on . A n d yo
Th
SITUP
brave PC
1D
w a ll .
kW
4C P1
+4
Initiative
+1: darkvlsion
Senses Perception
HP 54; Bloodied
17
AC 18: Fortitude
15. Reflex 16. Will 17
1. do n ma n
o Jw oo d- aM -c an va s
o or . T h c ha mb e
J ra m w o
ro
downward s ta in va y
(±
la
ou
y on d y ou r
t h soutllenl wall.
(standar
t- ill) .. Necr ti
+9 vs.
a r scattered a c ro s t h
c on t n ue s to th east. u m n a
siaht line. There's also
1, read:
healing
surge.
;;.,-Grave Bolt (standard; at-will)
Necrotic
Ranged 10: +6 vs, Reflex; 1d6 target is immobilize
(sav
ends).
;;.,-. an
un
1;
Horrific Visage (standard;
recharge[;:;J[Z][!l)
vs, Will 1d6
Fear
damage,
is
squares.
Evil
AJlgnment
Lang ag
Common
Skills Arcana +10, Religion +10 Str10
Dex 14(+4)
(;..1)
Con 14 (+4)
Int16
(+5)
Cha 18 (+6)
10 ediu
natura
ni at
Initiative
(undea
Senses
each
Perception
+0; darkvision
HP 1; AC 14; Fortitude
14. Reflex 10, Wil
Speed Slam (standard;
+7 vs.
C;
at-will)
dama&e.
Pack Attack
its attack roll if it at
(±
Lurching
ac ific
(immediate
nterru t;
enco nt r)
is
Is
St 14 n 1
t 1
a 3
>.:-
TACTICS [rom
to
'. ~~ ..
su rrou
or more pes, cutting the rn oI from
11
ny
0( '_""
~:
'pt_
!:'i.'
,~
I '· "' ; . ~ I"'>'!
,1
,.
lower chamber.
100;.,
/lOrriflc
rl':
:.<~
.:'C~~
~~
(Z
:;;;;;
[or
Ii. (2
I!""!!I
ro
Ii
~;::~
~ : ; ;if"' ill"
b ol t
:!
II' I~
'-
rs
tw
occupied by l'isCise. then 8 ra v
'~
[~
i~ :~
..
rz
(2 (2
J'
If unleashe horrifiC l'isCise. then flee back to it comrade.
It':' I' ~~
ro
..}l, ,~~
....
~r
l...-.
re
I"
I.
~':\
'~
s. it on each ther
PACK ZOMBlE
with th m. se
-r so-c
II
re
destroy.
is
le ds ay be ween them
JI1IU
-~
bring
sm wa wounded,
I:,'
I~'"lo"
rfC
;.
fl r51 tu I'll a n d
t,
room
ac zombie attack as of some
or
roup ga ni th bonu from pack Ilyun ower ul creature
cessfu Religion check.
soldiers or mercenaries
..
Hrimohl, Ore
4 B
SETUP
w a r r io r ' s u r g e
111eore drudge with
arc gathered near th southern entrance th th wolves
Greataxe arri 's
he'S
hi encounte or
be
includes th
rk
ollo in
creatu es
CD
Skill
Endurance
usab
d12 nl
il
lood ed
co nt r)
+10. nttm date Wis 10(+2)
1)
6 ( ip en
leat er ar or
Cha
( +1 )
re taxe
1 G
eriz.
5 e
y on d
he co
8i 8f
yo wa
n ea r h e n o h e
the pe read: or with
n t a nc e a n
pile o j d ea d o r b od ie s
YOll
m.
he
he
c re t d o
oj he oo
yo
o rc s
c re a
pe
he
he
ch
s c e e thenorthern
oo an
vfew.
Ore 4 e HP 1;
6 (
AC;
t 8
at-will)
+7 vs
damage agains
(+0) a 9
prone
fa rget.
Advantag
Alignment
Unaligned
Str Ca
( 3
Int
14(+3)
s 1
(+2)
(-3}Cha 10(+1)
TACTICS The ore drudge Im edlatelv charge into th fray gettin ee ri oh an he olve maneuver to he group, ooklng for flanking opportunities. Th wolves th
damage. x 1
(standard;
work togethe to
.W
V5
CDBU
Combat
room 2,
19
Speed
th
with th b an da 8 es l
" A n hllrry
ay
co pl
h ad ow s c a
re door ro
h a s ha ck le s o n h e w a s . W a l
southern
can make au!
ut h e a n pe ps
nd oj he
8 re a a x
with rusty shackles
oo
wo wo
first op
a t h e sound
b ef or e y o
g e o rc h
he
u th e on torchllaht hint h a
HP 38; Bloodied
1, read;
un
n 1
r_ge stan ard,
Str 20 (t7)
Unless th pe loudly converse O[ ou noise. Jl have passiv Perception
+9
WeapolJ
damage (cri
points.
gray wolves (W)
ar
d12
Healing,Weapon
0)
or drudge
at-will]
(standard;
vs.
cr::
FEATURES OF THE AREA
1:1:1
:!
0(
::t: ~~,.
southern entrance.
hidden in th stonework. It sunken chamber in room
wouldn't keep aJ1}'oneprisoner [o long ad art' present.
:
:@
Il
tv ...:::.c
r)l~ i':'
.....
.".,~.:iI:;
-~i1llJ f 'l ll H
r:
i!f" 7"
[~,I! 'i
room coun as difficul terrain.
VI
ds
hall ay be ween them
They ha
I~
lti
Perception
..;:_
Id
r--:
S-"'--=--=
1'=
_'i
~v
-'--
ne square
:! cr::
..
l n
5 e
+2 darkvision
SETUP
HP
to retrea an e' effectivel
of th center pillar
6. t ra p s en s e
no crouches north noncombatant 't' Weapon
enc points
ed eastern chamber. ollo in creatures. out
th kobold dragonshields Th encounte includes th lore berserker (0) kobold slingers (S)
dra zonshtelds have
Mo
+1
passive Perception
northwest
core of 12 dOOrWa}7
read:
0100t 1 e d8 e o n th southern wall, whirlins
Ko 5 1 i » 8 5 an
northward. P re ss e
starins
cenrrcl pi!1ar is
a 8 ai ns t th
bJeedin8 ore tryin8 to a vo i
a7wther exitin th
Attack
northeast part of th
h e s li n s to ne s There's
room, an
Shifty (rnlna
at-will)
he
shifts
obol
SqUilreo
Trap Sens
Evil
Alignment
St
12 (+2) n 12 (
t 9
0 (
up all th ledtJe,
tunnel ediu
3K
1A
atur
Initia iv Current
l n
hu anoi
+3
XP
Sense.
erceptio
(noncombatant)
+2 lo -l gh
vi io
HP 10
lnltiatlve
13, Will 12
HP 24 Bloodied AC 13; Fortitude
Reflex 14, Will 12;
Speed
+5 vs, AC; d4 Slin
(sta ar
damage. at-Will)
eapo The ore
1d pecial he
obol
basic
slin
ca nger
fi
specia
am unit on
from Its sling
Skill
carries
Endurance
uipmen
11
Th
le th
Cha
10(+2) (+1)
rmor greata
ledge and lise their slings shoutth PC appear Each carrie
ch ype an they prefer to use thes onl against roes that do no have cover. three
+8,$te.alt
+6 Wi
(+1)
ing
Trap Sens
r 9
1t
TACTICS
Shifty (minor at-will)
crobatic
+10, Intimidate
Sir 20 (+7) n 16 (
ki ls
16
points.
ot
+10,
hi er
+1
Con 12
am
moving
hallway. The dragonshields Fightuntil slain.
the dragonshields
...I ...I
-(
::t: .I
-( ...J ....I
C.
feet
that lu ln io
Th re is
torc in
this
sconce
eastern side of each column ledge
20
fcet
th th le ge
fmo
get II II
as collapse an f! ul terrai ). remain sturdy Secr
the floo (dif
ties
eill
sa
somewhat bu
Door
er epti heck to spot this door masonry, lt re
r:
ic r ir n o
ti 1'5 o r present room ), xc pt that only] it int le ge ou live nd th th hallway cornered, will attack warrior's suflJe If posstble to regain is eogage an defe te if
EASTER
le
CH MBER urs
and
it
il southeast
south-
"..."0lil
SETUP
spinning
When the There
a n o bv io u
it n eu r t h m id a
altar alolla th north w a
o f this room,
simple stone
tw 8 1 0 w l1 1 a , a la s s coffil1s propped northeast comers. r i h t l 8)owin8 mist
u p ri ,9 h i n th n o h w es t a n
swirls inside each wffinSpinning Blad Pillar
Elit LevelS Obstacle
Trap
XP 40
B la de s r is e o ur of h d de n
c om p a rt m en t
md sp
wilrl7y across
chclmber. Trap spinning blad pillar rise from the floor an in li top movin Its ee in ra om irecti an he at ac in of th room in each round. It 1, Special: lf Perception
12:
chambe on eale
alon th wa l, im ed atel
rt
Trigger
th
ntra ce
r e the pillar rise
Attack
Shaft: 30 foot deep verrtcal ha Call nect this oo to r O O I 1 1 S,openin abov he pool nyon falling frOI11 above takes 2d to dama 'C (the fall bit).
made befo
Targ ts
Each creature in +10 Hit: 3d +3 am ge
this ortres fell. Coffins: Any damage will brea
rs
re
ea ti at th contro (8 successe before (mak
ec
initiati
rone
Any released spirit wander
anel DC Th ever le it failures). Succes disables th trap ro fo th
pi fil
ends an lakes of the encounter. room II pes
trap),
dragon below)
,1
gurgling if
en
is bles th entire ra
character
e, Ii for
AREA Lllurnmarion
glamor
(S
hp
everything
neither
sentient no hostile. attack agains automatically hits immobilizing it
all)
ei er
coffin releas
ancient
If
ck th aracte Countermeasures
open
he lo in
coffin brig tl
lIum nate
th ir
lscretlon.
TREASURE
One tIcaSlIIC parcel
al ct
WiUI
)-.
0:
:J dW
y(L VI
SETUP
36; Bloodied
le hi cadr of bodyguards four kobold dragonshields. If an stingers retreate 6-0111 room 4.
+7
sense Spea \IS.
standa d; AC 1d
Energy Or
hi en ounter in lu es th foll wi kobol rm riest (K) bo
dr
ns ie ds
reat res,
(sta dard
Ranged 1.0;+
at-will)
::-t
se text
1.0
1d
\IS.
square. :; Dr go
ti
Br at
(standard;
in
encounter)
se
text
Shifty (minor at-will)
right.
Trap Sens
de T h s ta ir s e a down
mo an
ha wa
h ea d 1 8 w e
room
w e l T w o k ob o d s s ta n wo ds an sh ds
read:
ir mp
o om .
ai ed pa a8
cuTtain covers
ad we
in th m t
x 16 (
y on d h i
2(
8uard
om
a dy .
When read:
part llumin ion:
l ad de r l ea d down o f h e 1 e 8 e in t b ro k
hi
o om , u l
y , o m o f it piledin h ea p o n th fioor.
po
of ha
lit lantern sit nea
tJ1C
southeast
of va
th
dark.
n or th w es t c or ne r e ad s d ow n w ar d
l n
5 e
HP 36 Bloodied See
page
18
IIstatistics.
TACTICS ragonsh ields in th easter se ti imme diatel fall back throug in th lure th pe into trap
of th shor allway step pi ou to fl nk intr ders The wyrmpriest nd an survivin ·lingers to tt
pe
bl odie if confronted on th ledge.
ledg enable Treasure:
th wo
..J
Weapon
ge
damage.
to
wi
t-wlll da
D)
iv
for
18
in
firs de
nd
ir
re d:
o f menacina warrior dominates the eastern this In pa of room. t h e c e n te r is a f y in a ak af on ofa cu a in s h an a n s r o h e ceilinalike t en t T h er e' s 5 J oo t- h iS h s ta s behind th s ta tu e a lo n a th eastern wall,with p a i o f c r o ss b ow - l ik e 1 2 {0 0 - ta f/ s a tu e
SETUP
constructs standil18 8uard.
aru di tu bing thei is outside.
leep
are
th statue. cl es the folloWing creatures
rs
re
th
stands on
co te rb
of
pair
either side
Thi
hree
HP 43; Bloodied AC 17 Im
A)
dr
oiso
at-will)
Slam (standard
Perception
19, and
on
relyin
at-will)
Bolt (standard
passive
ft em ar
isea e,
Speed
(S passive
(and thre
21
vs, AC 1d
they
bl
Sh
(stand rd
re ha ge
damage
B(ZHUJ;
curtain). uard
re an
ARBALESTER
rea, he arbalester
to atically
rech rges
it
ou le sh
power. 5 (
8 (
Con 13 (+3)
2 (
IntS
(-2)
indefinitely. Spir
Level1 Skirmisher
Dr
P 1
damage). Li tl or than
po erfu crossbow bolted to
oden
AC 15
13
Speed 4, fly
(hover); se
Bite (standard;
legs.
+6
(£
vs,
also flyby attack
at-will)
AC 1d
Snatch (standard;
damage. at-will)
+4 vs.
object guardi
yb
it
it tatistics) an inglemindedl ge it guar condition(s)
attack creatu es ha
(sta ds rd
t- il
rig-
a w a y ro ta ge
It make ranged attack
ttac
whenever possible
th
he attack
r 11 ( (Q
8 (
s 16 ( a '1 (
TACTICS fu Arcana check. 15 arba este
part cula
yp of homunculus cu
DC 10: arb ester, its wither ng barrag of crossbow ik bo Its continue withou slowing.
The arbalesters don't leave their posts 011 tinuing to ir as long he area aJly pes_ ea encounter map. The firs splretop drak engages the pe immediately. the and the initiative order.
.,
,-p:
,; .-
!:--
!:--
._
-_.
""",' =T
......
-----
,:
--
~~
E',-f
.,.,
', ~.,
I,~ .~_
~~~~~
mtl~
:~
:[5;
1Irnll'
1,,-
'~
.~I:
),;',
'1 -~
FEATURES
AREA by braziers (a torc es in
le
011
th
t,
'.
fco:o;;;;
Th east rn hallwa hasn ee is ov re by th inha itants th dungeo yet. It's dust an untraveled and it lowe le el of th dungeoll Se eral dark cia.m p ro gh this allway he tw at ground
th ledge.
th
thleti ith ell rtains ..T he re estroyed by even VI'
tota on ealmen damage.
bu
set
ell
rta ns offe in
le
humanoid i.n spiked face. Ma of swirling gr en marble itglow oftl wall ie th a r rnored soldlers with swor (not li th ip ly ic th ortheast an so theast corner fyo
epic
eraldry- nd
family
chance. ADC ti
th:i
to
t'
ls
dtrectlons,
HALLWAYS Two hall
lead alit. orchis room.
betwee
if ll room
th and 9).
tern
rf he pe released aJ]Y of breath
ap
SETUP the dragon who the room.
ally
il is
l L o vi ng creatu reo
young
black dragon
(B)
Skathartlam firs nt T w o f e a u re s d om i. na t this m o m : p oo l w a i n t h c en te r of th room and b la c k d ra Bo n that's c o ol in a u s tail in it.
TACTICS Before
continues.
as jf Do 't forget a b o u t can, usc
the squares
of Small creatures. fights Skathartlarn hich ca en to lick his wounds. surge expends his only healin and if the characte r s another 30 il points.
Illumination: il m i
weapon presence then
use his
ch hasn't used agains th pirits recharged yet. Ro rech rge normally fo it moves around. This attl "i more fu if Skathartlarn even he it isn't tacticall necessary so.
Skatharilaru
he ge
into better
weapon.
ce for next
ns
Skatharilarn
brought 11
the spi
they candle. If
down into
the pe
at the
the
pe breath
in his lair shor rest, he
he remain
is
dra
they ar to
pe
blow somewhat). but ha 's
difficult terrain. treasure parrc
IS) wall.
on
Yo
el
ck
lo Lurker
f81iDJ:J+
875 take bloodied breoth
Acid
1d ongOin
(save
ends both).
it
18, Reflex 10, Will 17
AC 22 Fortit.ude
..
Acid
Resist 15 acid immediately. li
[!])
(. .Cl Zone
Bite (standard:
at-will)
Add
1d (sav
line of
ends).
Claw (standard:
+8 .j Do bl
V5
At ac
at-will) AC; 1d4
(standard;
is blinded.
damage.
Fear
at will
rst
of dragon
at-will)
Alignment
Evil
A/te.reffect: Th target Language +1
V5
AC 1d 6 (
2 (
om on
Draconic
:E
Shadow Spaw
SETUP
Glid
(move; encounter)
Wraith il ed by
um noid the
free-wille
wraith at
lr
died (o in th
neares
unoccupied
sp ce).
aisi
th sl in reat re
pe
Thi encounter
ki ls
includes th followin creatures.
Str
tealth +1 Wi 10{+2)
(~1)
Int6
Con 13 (+3)
(+0)
TACTICS throughout th encounter, It ay as it an Single PC
hall, read: Yo
ha
mo me H!
cr
ha
pe
open any door read T h d oo r a lo n th o f th h aU w a j 1 o pe n B eh in d h e. e a s e r
if posstbl
When th
western d oo r a r cadaverous c re a u re s o f r o n sj 1e s
an ns
n 8u e
n d e ra l
h e d oo r
ye
T he n
s ha do w y p re se nc e j 10 a
h e n or th , 8 ra sp in 8 e bo n h an d
ou
wi
o ll -
h ro u8 h
e tc he d
FEATURES OF pe bring
Ulumination: with them.
ar al Soldier di
atural hu anoi
AC 21 Fortitud
ta
20, Will 17
18, Reflex
(standard;
XP
(undea
at-wil
~-=-
d6 ends). ouli
it
(standard;
;_-rr
I~
If
I@
at-wlll unconscious:
+10 vs AC
!Jr--
'L Skil
te lt
+1 De" 19 (+6)
Str 14 (+4) Con 1S (+4)
ediu
!'.o
Wisl1 ( + 1 )
~~
(+1)
sh do
hu an id
t:lI 00
undead
....
ts
Hp fth AC 16; orti ud Im un Spee
is ase, fl
is n:
tl
16,
efle
esis
(h ver) phasing;
necrot c,
nsubst ntial; I'
see also shadowalide
;.
1d eakene Combat
On
save nds)
Advanta.ge
Necrotic 1d
.ll It\
!~
qu re
feel
I iI I! ! II!.
~~
I.
te th
Skill.s Arcana
r1
SETUP
x 17 ( (+4)
Con 16 (+4)lnt
ef er hi imp watches and listen at the door. includes th followingcrearures This encounte imp (I)
Wis14(+3) Cha 16 (+4)
3 I
...I
l 3 um
at al an
on uc
+S
en
AC 18; Fortitude
Pe
ho
ul
pt
each
1S
6:
kv lo
-,
16, Reflex 15, WiIll3
I'"'
[mmunedtsease, poison
ha
as
Speed
ep
Bite (standard; at-will)
open do r, re d: To h e 8 h o j h e o r rubble s tr ew n a c ro s t h J I. oo r partially bl.ocks Side ch mb Ah th north is doub!edoor se into 8l wi
c hw a
a n a no th e
west.
!arae r chambe r
+8 vs AC ld Guard attacks h e he
Iron
damage.
adjacent enemy at-w.ill)
en er
es
tiny
it shifts
wiTIaedu m a n o i J l it te r s nervous[y in th northeast chamber.
th
Str16 Ti
rt
u ma n
0; Bloodied es
1 ( lnt
15, Reflex 15, Wi!l15
IUIe the
15
th northeast
Bite (standard;
of
this
across th difficul soon it.
Poison
S e co n da r
narrow through nt al al ay nd
(sav
ends both).
at·wjl'l
access
to
1L di
ina nd attack
bloodied
.IUusi'on
provides
ef nd rs
A t to c k +5 lis. Fortitude:
-2 IIdefens·
(+0)
at-will) damage
Vanish fsranderd,
ella
-2
TACTICS
20
AC 17; Fortitude
(+4)
Con 1 5 + 3
de
attack.
it Illes
back
narrow tunnel
room
attacks.
bright ~.-~
F~
I-'r....-
~.
as
lantern.
he am
r~
stone
as
om it with
I",
valor. I11g
:0
"""IF iE
I~
;\
.1
]A
f"l) I~
Ii,~It ...,-
11esquare
feet
f-
at green, glOWing wreckage no frescoes; Runntng in band around th er ofth po tral on he alls depicting champions to provide connectio ou ongoing game, ar or name among th portrait will suggest that omeone your campaign worl know abou this place-an
5 D P 2
SETUP
HP 1;
human is
Im un
nseen in re
missed attack is ase,
dg
(T
cr
ur
ef ex 14 Will 13
oi on
Speed
unde
Longswor
stilndar ;at· ll )+
+6 vs AC;
damage.
($! Shortbow rn
B.
AC 16; Fortitude
(stand'a:rd; - a . t - w i ! 1 )
fonowing
5 (
Str
creatures.
Weapon damage.
vs,
in
th map.
apon
n 1
t 3
Equipmen
eavy sh el
a 3
lo gsword
shortbow,
blazing di
aa
as
as
pt or in thei cells an don' perceive
Fier
natura
animat
Artillery XP 200
(undea
Aura (Fire) aura 1; a n flre damage.
HI?
AC 19
15 Refl ;> 18
ortitude
10 necrotic; Vull1.erable B e fo r e y o u is th
oo
5qua.r room with s pi ke s s e into th walk A bo v y ou ,
o pe n o u w a
reac/1esfrom where yo
utyo
e e h e e x te n t o I it s upper
ca
radiant Bhrtin
Claw st ndar
t-
Fire
+8 vs
nre,
ends).
portcullis drops ri8h! behind y o s ay s, . " O n . b eh a! fo fS ka th ar il ar n, .
in th
yo wn
m lr th fo l w e lc o m
b oo mi n
voice
to th T es t o JV al or . C a
de Chalice? think n.otl" skeletons pour out.
w e s te r w a l l s L i d e s
Fl me
rb (sta dard
amag
(s ve ends).
at will
fire
18
r 1
In
5 ~
(-1)
Artillery
48 Bloo ie
24
AC 1$.:Fortitude
1S,Reflex
13, .al
Qu~i"terst
Missil
Ranged " : > r Oancin
at·will)
Weapon
(standard:a.t-wil,~+
0. +711$. Reflex 2d Lightnin
(f) Bite
orce
(standardrencounter)
(standard;
at·will)
+6 vs AC 1d1
Fore'e am ge Lightning
r 1 s.
(-1-3)
Int3,(-3)Cha
1d vs
kill Arcana +1
x 15 (
Fort tu e;
d8 +- th nder
(+2) 12'(+2)
TACTICS Roll initiative fo ou even
al
decrepit
one
ately.
sh rt
fe rounds skeletons engage in melee immediuses hi
instea releases
an th blaztn
keleto
the Oil
rakes
nd
a:::
it
the
...I
characters.
Hareel
himself
es 't re ea
III
inftla-
fight; his
I.U
the initiative
I""" I"""
On round
steps
e r t hu nd e b u li,qhtnin9 ttlUl1dcr burst of hl allies). In re ie
on
aB
or dandll
issile
Hareel Vaar,
to
mage. A II t h
ntll
FEAT
slain. They
OF TH
AR
HE allo
th
to determine
th
outcome
AP
Athleticscheck.
creature critical
et
hit,
squeez
ou
ra do ly
chosen
ld
-3
cc pied
it
DC 20
(i
(if no bloodied).
dIO
underneath
4-5
Spiked
id into
alls Any square
haracter push
d. pulled or
damage.
turn.
lip to damage.
t.
lrnrned lare
eight smal
fe pit can
sections
to break) Ladder:
Hareel
Flipping one
by
(S
DC 23
CONCLUSION
WHERE nles th PCs
tively se
FROM
HERE? Trea ur
JTalon Pa
co ta
further ad entures.Fo ti
is li ewis
EXPA
exam le
eventful are
DING THE ADVENTUR
The make
th adventure is to physicall to
hallwayleading
to whatever II
that
8. and
(m ancient
buil th imi ar
each
You ca includ
ro
bu Ild
another
If ha relatives. Dut18eotl
Yo rebuild
11
Aiaster'
Guide.
also flesh out th
them
ro example,
of
'1 [J
U1C
In
room 11,
natively, pe
s k il l c h al le n g
down young cornwithout
fool
dragon
in
GI
Beari118 s if t8 l e d r a B o n' s c l a w . this , 1 € c k f a c e sharpensyollr alld d i sc o u r aa e s m a r a u de r s a s w e f/ '
lltra
0 g Item Sl t: Neck nhance nt ortitude combat advantage we (Daily): inor Acti damage.
efle
an
il
ti th en
th encounter, 1d
As
dwm
),OU 511(1
re man)' qualitie
with tile e a
am
I'oek
y ou r m o u a i o m e . .Y o ar 5 1 1 ' 0 1 1 & , hardy. a n d d e pe n da bl .e . Ilre brave, loyal, to d e fe n d _ v o w - al i es a f e h e T ) ,o u j o a n . d e v ot e to rh ({mse .f Boodness. Levell
18
Bloodied
12
eali
Surg
lnitlatlve
al
+2
DIFENSES
ATTACKS (maul)
ENCOUNTE
OWER
Spinning Swee RS Fi ~e h ft on e e l1 em ) ( t he n d e
At·WiII
tac~
into another.
lI'il11 1.0118,p oweiful cur. instant later 10 k n
Target On creature
Strike
Hi,t: 2d6 DAIL
Martial, Weapon
Target On creature ttac vs, AC Hit: 2d6 damage. Miss damage
$Jllall
OWERS
e S
Fighte Attack
l'OH:f!Ulu:tutiteyour scythil181lIfackswlth lIIickedJabs Ilnd I'QUan)lQur e n em y ' d e fe n se s mUill8 blows that s l At-Will
ou spin "beneath ),our enemy's 8uard on then s w e e p your 1 1 & hm u e h i h ea d o ve r heels.
Attack
Martial, Weapon
Target On creature s, AC ttack: Hit: 2d6 damage.
Reapin
Fighte
Fighte
You·s!mlterOn7lOr
il
an
ar al,.
o n wirh
elia e,
11
Attack
rirl8infl blow.
e. po
Target On creature tack +8 115. AC Hit: 6d damage :Yo
Unstoppable Y o u e t y o u ndl'enaUne
Effect Yo gain 2d
SUTge. ~Ill"')' YOI
lhmuf)h
.tile
balTle.
RACIAL
RAlTS +4
Medium (o
Languages:
Common,
+2
Dex.13
Good
+1
us included).
cc er
al ea
+3 +1
Cha 11 saving throws
agains
poison
uca minor
Acrobatics
action.
+2
(Dex
Arcana. (Int)
an effect orce yo to moveslide-you square he effect speci lI.es. ck In addition. yo ca throw to avoi falling prone. When
CLAS FEATURES Combat Challenge: Every time you attack an enemy, whether that attack hits or misses you mark that target lasts until next target is marked penalty to attack rolls fo an attack that doesn't include
Athletic
(Str
mark that
en
was
is
basic a tt ac k a ga l 1 S
mel nt
bonus
to opportunity
+1
Bluff(Cha) Diplomac
us attack (already
(W,i;s
+5 Yes
Endura.nce (Con
+11
'Heal (Wis)
+3
Histor
(Int
+1
Insigh
(Wis
+3
Inti idat
(C a)
Yes
+6
Nature (Wis
+3
Pen::reption (Wis)
+3
ReligIon (lnt
+1
Stealt
+2
[Dex
+1
(Cha
+2
Thievery (De~
GEAR Armor: Weapon:
mall lc scale mail (see below). resotmdi 11 mn u.l (see below) dagger
Adventurer's
attacks.
Fighter Weapon al gain rolls when using two-handed weapon included).
+1
«(ha
Dungeoneerin
St.reetwis
time. alread in place. In addition, wheneve adjacent to yo shifts Include ca make en ed Combat Superiority: You
Ye.s
Kit: This kit includes: nd ee ou
(5). bed-
un od
hempen
nd
waterskin. Gold:
10 gp
FIATS making
pe bonus da maul).
al
melee attack.
attack roll, roll. uga
yO\!
can
ac
se YOLl
o f b a si c ye effectiv.e enctwnted armor.
Lvi +1 Enhancement:
AC(alread
included
.b
with
t 1 1 1 1 nderine p e a s o Ilds when this weapon hit5, clarin it tar,gel.
Lv!2
+1 520gp Enhancement: Attack rolls and damage roll (already included Critkal: 1d6 hu de amag ): hi target isdazed until. the end of your next turn.
re resomcc:fi.ll an Imown.foT your qUick n e rv e s As roaue. yourjob is 10 dart in nd
h a lj 1i 11 8 ,Y O l l
wits an
s te a d
d ea lm l1 s v e
o ma ae , a n
u s y ou r skills
!O
id ) 'o u r a l li e
necessary.
Hi Points
30
Bloodied
15
ling
urge
Initiative
lu
+5
DEFENSES AC
Will
17
15
S e n d C h an c
ATTACKS le
asic
tt k: +7 (dagge
+10 (dagger)
Ranged Basi Attack ange
Ba ic
AT-WILL
tt k:
d4
(hand crossbow
n8
yo
Attack
S l y F lo u r is h
Rogu
Attack
distractin8.f!ourish causes the e ne my tof O l 1 J e t h e b la d a l his threat: Martial, Weapon
Target On creature Attack: 1 0 1d crossbow).
vs AC (han 1d
crossbow
POWERS s h o l ' e place th
Martial, Weapon
Target On creature Attack: 10 vs. Will Hit: 2d
~tod8e
-2
YOLl
enemy e x a c t l _ 1 r IIIhere
Rogu
tumble all! o f h a r
'5
Utilit
wa)'. d o cl ai n[ j t h cpporrunlsrlc a tt ac k s o j
)'our enemies.
Encounter Milrtial e A Effect Yo ca shif squares.
T r ic k S t ri k e TIlrou[jh w h er e y o
Daily
P O S i ti on in g S t ri k
Encounter
)'011
roll, eve if it's lower.
Tumble
Target On creature pe ial: ouca mo squa before th tt k. Attack: 10 vs AC(dagger or vs AC (han crossbow Hit: d4 dama (dagge or d6 crossbow).
f o 1 5 e stumble w o n t him.
\\Iork in your favor ns
n t a n a dv an ta Be ou s posilion.
Martial, Weapon
ENCOUNTER
10
Encounter
Rogu
a l u n8 e
At-Will
size combine attack.
POWERS
Deft:Strike At.-Will
Damage:
y ou r e ne m y
Halfling Racial Powe
series o f f e i l l t s wa'lt h i m .
Rogu an
lures, yo
Attack
m a n e u ll e y o u rI a c right
Martial, Weapon
Target On creature Attack: +10 vs AC(dagger or
vs AC(han
crossbow
IA
TR IT
Height: Sp d:
Weight: Vision:
squares
il is Iight blue urmdet increases your defense .. ormal
Languages:
Alignment:
Good
gp
Item Sl t: Ne Enhancement: Fortitude, Reflex an
Will (already included
S om e w i
p le as u
included).
racial Nimble Reaction:
AC agains to
Artful
Enhancement: Critical: 1d
Dodger.) LASS
e r c la i
h i w ea po n a k
dea/il18 pain.
rAttack rolls an damage roll (already included damage
EATU ES +2
.(Y
tunlty
Reaction.) ac ed
no
in th
enco ter.
eapo
Rogue
Talent
rolls Sneak
YOII
dagger
Attack: Once
gain ( a l re a d
Con 13
+2
Dex 18
+5
Int
+1
Wis 10
+1
Cha 16
+4
i nc lu d ed ) ,
er Arcana (Int
+1
Athletic
+2
(Str
Bluf (Cha
deals an
Diplomac
Yes
un eo eeri
FEATS
Backstabber:
Enduranc
The extra 10 d8
(already
+9
(Cha (Wis (Con
Heal (Wis History [lnt)
in Iuded)
Halfling Agility: When
yOll
Insigh
use your
Inti idat
reo
(C a)
+4
Nature (W s)
re
th
(Wis
+6
Religion (Int
GEAR amulet
Stealt
protection (see below)
Stre twis
r:
5/10 dalJfJer automati-
it.) Your "1 Adventurer's
Kit:
This
roll. fUJ1!
Thie
an
kin. Tool
To use gr
(C a)
Yes
+10
+4
+12
vicious daB8er (sec
water:
(Dex
+1
tl
Thievery
IW111Ql1.yOU
pt
wi
re decisive a n a sh . ml
t ro l t ha t hinders foes
blasts h e
YOli
ar
110(lIi119
if no con-
ce
n r o b l iv i o rt . M a B i e is your
artform. Levell
s p eali
Surg
al
DEFENSES AC
Fortitude
Reflex
Will
14
17
17
1S
ATTACKS el
am
of Frost
(maBk
blisterin8!" cold ra of whit frost srreaks to your target. t- il .,
AT-WILL POWERS
G ho s S ou n w in k y o u c r ea t al illusory sound that e m a n o re s f ra n :
vVith
somewhere close At-Will
b)t.
Arcane Illusion
Target On
ject or
cc ie
rcane,
d, Im le en
Target On creature Attack +6 vs Fortitud 1d ur
S co rc h n g B u rs t
ar
Wi~ard Attad(
v e t ic a c o u m n o J 801den flames burns allwHh 1 1 1 . ro fyo creature
adjacent
Light
Wizard Cantri
w a v e of your hcmd.),ou cause briahr B a l l i ip o f )' ou r s ta ff , u p o s om e o th e object, or
With th
At~Will
t1
At-Will r A ar et
Arcane je
Special:
an
At-Will
II
appear OIl e a rll)' ,pace.
ar et Each cr at re Atta k: +6 ef ex fire damage
ENCOllNTE
Burnin un cu ie
ly
sq ar
lisht
M a g i M i ss i i P ou laumh
La
Arcane Fire Implemen
S i l v e r y r bolt offorce ru an enemy.
Arcane Force, Implemen
Target On creature At ac +6 VS. Reflex Hit: 2d forc damage
fierce
ERS
Hand
bUT5t
Encounter Target At ac
PO
rs
offlame eruptsfrom jour h a nd s a n scorches nelll'b),fae.." Arcane
ac cr at re +6 ef ex
Fire Implemen la
Jump o r a no ri le r c re at ur e distances. Encounter e A Target Yo
ak
)'011
Arcane
runn
cr at re
ju
c ho o
c o suddenll' leap [Jre ci
DAILVPOW RS
Ac
Str
Ar ow
shimmerin an bursts in Daily
a r o w o f 8reen, 8'oIVi1l8 liquid s tr ea k s t o y o u r rlll;9l'r spray of sizz1in8 add.
Add, Arcane Implemen
imar arget: ne re ture tt k: +6 vs Re le Hit: 2d nds) Make se on ar tt k. econdary Target Each eatu adja nt to th s, Reflex econdary tt k:
Con Dex14
+3
lnt
+5
Cha
rimary target
+1
10
Acrobatics Ar an
(Dex
+3
lnt)
Athletic
Yes
(Str
Bluf (Cha
ends). .Ha ta ge (sav
Diplomac nds)
nd no se onda
atta k.
(Cha
un eoneerin Endu ance
Slee
+1
(Wis
(C n)
Heal (Wis
oe
ou t'xerrYIJ1ir willll8uinst)'ouT
wid!
tide o f m U 8 i c a i w e a r in e ss .
Daily
cane Im lement
e ek in s
o v r wh e
th
Histor
(Int
Yes
Insigh
(Wis
ntimid te
Sl
+1
Ch
at re (Wis rg t:
ac
eatu re in urst
rc ptio
Hit: Th target is slowed (s ve nds) fthe targ sa in throw, th target ll slee (s ve ends Miss he ta ge is slow sa nds)
fail its first
(Dex
+3
(C a)
Improved
+3
Inttiative.You
gaiJl
he ks (al eady in luded)
+1
GEAR agic Items: + 1 1 1 1 Q a i c
Weight:
c lo a o f r es is ta nc e (see
below).
Languages:
Weapon: Quarterstaff Adventurer's
Human skill. +1
WilJ defenses
backpack.
bed-
(already
included).
waterskin.
peIIbook
CLASS FEATURES
daily attack
Your
Spellbook: Y0ul"
utili ty
.A
an xte
( ac i a rr o tWO
use
utlltt
{Implement
tEATS Surge Yo ga point.
a+3
or sleep)
spells (expeditious retreat or
fOJ
Wand of Accuracy
ti
+2
tJlfOWS.
ou sp d.
Speed:
Action
Yes
+10
Human
RACIAL TRAITS Height:
+7
Thievery (Dex
Yourform blurs as _¥011 hasrily withdraw f ro m t h b a tt le fi el d Daily Arcane e A Effe t: hi to twic
Stealt
Yes
is
Religion (Int tr twis
Expeditious Retrea
and
+7
es
ba,;c wand, enchanted so
£IS
to
0 g nh nc me t: ttac roll an Critical +1 d6 damage
channel a rc a n damage
T h c r m so n h em m e c lo a ca be activate aU lnch. resista.nce Enhancement: il
Fortitude, Reflex an turn.
e ne r8 J r
olls al ad
incl ded)
provide minor
Will (already included
As
h a - e . yo u
e l h er it aa e lIse w '
Bloodied eali
combine h e b es rJ ea tu re s o Jy ou r
Y o u re col1fident. A s heal a1ld bolster y o u a ll ie s
cl
YOIl
15 rg
Initiative
ma
al
+1
DEfENSES Will 16
ArrACKS Mele
Basi Attack
+5
/I
hann
In t Il ef ac e o f p e r il ,yo hold r ru e r oy ow fa i
AT-WILL POWERS
Lance of Faith
Cler
Attack
f\ b r a n r a o f 8 h s ea r your fo wirl1801den m d m n c e , Spar1Iles o fU 8 h r n ye r a ro un d t h t ar Be t 811idin8your ally's ar-lack.
At-Will
ivinity: Divine Fo tune
Divine Implement,
Radian
Target On creature Attack: +4 vs Reflex it 1d dia
Encounter
powers in an single encounter. e A uga to ro
Yo
ea
Cleric Attack
Sacred 1i8htshines r o a bo ve , s ea r 1 1 8 sinaiI:' enemy w i r ad ia nc e w h i a t the same tim aidin8 a n a l bel1~/'icellt power. At-Will
Divine Implement,
Radian
Target On creature Attack: +4 vs. Reflex HIt: 1d either to in te rary hi ints eq al to ur Ch ri modifier e- al le el to ak avin throw.
EN OL NTERPO
RS
Channe Divinity Armo of Bahamut Feat Powe B u h n m u t p ra te c s .y o u o r a fr ie n
ro
Encounter Divine Sp ci l: (a us only of powers in an Single encounter.
Effe t: Turn critic rm
it gain
demsta.tillB
thre
harm. ne
ivin ty
ex attack ro
Undead
Divine Implement.
sa in
Cleric Featur
u nd ea d foes, p u s h them back,
Encounter
Sacred Flam
a n r ec e v e special booll.
Divine
Channe Divinity ain
Cleric Featur
place.
Radian
powers in an single encounter. Target Each undead creature in burst Attack: +4 vs, Will 1d next turn immobilized.
Healin
Strike
Cleric Attack
Divine radiance Bleam5 from y o u r weapotl.\I\ hel1 ),ou sm re )'011 enemy.yDur dei!)' bestows minor b le ss il l thefoFm ofhealilllJ fo yo or aile of your aIlie,. Encounter
Divine Healing, Radiant, Weapon
Target On creature Hit: 2d
ll
it
ally ra ge
ally with in
Hea ng Wor VOIL
Cleri
pm m en d irs w o u n d s .
whJsper
hl'lpinn Encounte
(Special
Featur
divine 118i1twashes over )'0111" rarBct.
Str
+2
Con
+3
Divine Healin
once pe round. Cha 16
rg ec additi na
DAIL
et 1d
PO
rg
re ai an
it points
Acrobatics
ER
Be
Athletic
Ho
Cleri Attack
bum o f d iv in e enerar h a rm s y o ur fo e s and heals your allies. Daily
(Dex (Str
Bluff (ChaJ
Dipl macy (C a)
rs
vs, Will
fe
(C n)
Heal (Wis
Yes
+8
History (Int)
Yes
+5
Insigh
rs
+3
(Wis
Endura ce en
Yes
Dungeo eeri
Divine Healing, Implemen
rg Attack:
+0
Arcana {Int]
(Wis
Intimi at
+3
(Cha
Nature (Wis Perception
Cure Light Wounds
Cleri Utilit
s im p l p ra ye r fin aain th p o w e r n st an tl y h ea l w o un ds , a n your touch om ntarily suffuses yo or \\IolltlJed creature with d i s i v e l i [ ) h L Yo
ut er
Daily
Divine Healin
(Wis
+3
Religion (Int) Stealt
Yes
+5
(Dex
Streetwise
+0
(C a)
Thievery (Dex
+0
GEAR
chaillmail
Target Yo or on creature
Weapon:
+1 maaicmllcc
(see below)
(see
Your crossbow th
Ad
he ling surge.
RACIA
0lb
Holy
bed-
of
in
bo
included). of
ofBaha ut
Crafted rllefinest dwmfarrnoTsmiths, this a rm o w a a l c e only aV(lilable to dwarves. thouah. n o s om e a rm o rs m it Jl s will c r ea t e t o r w h oe v c a p a h e p r c e Enhancement:
grant Healing
of
fe
backpack
Go d: ]0 gp
Skill Bonus: +2 Diplomacy, +2 Inslght (already Group Diplo acy: You grant )'01.1 racial
the number
it This ki includes
ntur r'
waters
quares Vision: 1.0\ -ltght nguage Co on Draconic. Elven Alignment: Lawful Good
CLASS fEAruR£ He r' re
15/30.
roll, f1inl and trail
TRAITS
), cr
of yo
(already included).
0 g AC(alread included
th armor' enhancemen bonu (already incl de ). Powe (Daily Healin ): Free Acti n. Re ai hi oi ts as if en
FEATS Channel
Divinity:
fyo
Ba
ut
eity to
ouc
invoke
Bahamuc
mo
power.
Group Irisight
racial check,
Insight chec
an
initiative
Lvi1 Enhancement: Attack rolls an Critical: 1d6 damage
da ag
roll (a read
incl de
icared your l !f e t o ho
rO.IJonborn,
oj excellence.
pursuit
mi
11paladin,
),OH
IH
an
th
o r com-
d iv in e w o
cause o J f e a n B oa dn es s
HitPoints Bloodied
33
16 11
eali
rg
Initiative
Valu
10
+1
DEFENSES Reflex
Will
13
14
ATTACKS
Paladi
AT-WILL POWERS
Your divine WII[h i!l51'It1[~1heals wOlmds.
Divine Challeng
Paladi
At-Wil (Special)
Featur
Y o u b o d l colifron! nearby el1em)~ 5eoril18 it w it h d iv in e it i,9lloresyour challena€. At·WiII
Featur
Sh
Divine Radian
Divine Healin th
!f Target On creature
it
li re ai in
fyo
to se this po
r.
Valiant Strike wa already1 place. hile target is arke
you briny streuiJ til to )'0
it
ta
At·WiII
Gra ou ne
tu n. chal-
le
Yo
strike
Paladi my wi
Attack
your weapon, which ianires with holy
15
mi
track.
vs. AC
POWERS
ivinit
Your Ilrl5wer.,jl1sjait
r es is t
Holy Strike
08
Target On creature tt Hit: dB damage.
Channe
ti
to be r. he oel
Attack
Divine Weapon
ENCOllNTE
fno
Paladi
ivin il
et le
deity empowers
Paladi
Featur
n e ar b_ v crearure to
debilira!"i118ff!iC!ion.
Encounter
Divine of your tw
hannel Di init
powers in an single encounter.
lilJht At-Will Ta ge
Divine Radiant, Weapon ne re tu
dB
fy
+3 bonus.
Channe Divinity Divine Strength
P,!'!_din featur
petitioI'!)lour deitrfor tile divine strel1lJtll t o l a l o y ou r ellen!ie5-
Yo
+S
Str18
+2 an powers in an single encounter. ff
er
ra
ac
Dragon Breath yo
Dragon or
mo
roar. h e d ea d ) ' p ow e r o fy o
wi
t o e n lJ u l yo
hlastsfortll
me
acia Powe dm
IJoes.
Encounter Acid ol Fire Ligh ning Minor Actlon Clos blas argets: Al creature in area ac +5 fl Hit: d6 damage.
Paladi
Acrobatlcs (Dex
-3 +1
(Str
+2
(Wis
En urance (Can
Yes
+3
Heal (Wis
Yes
+7
Yes
+n
InSigh (Wis Inti idat
(Cha
Nature (Wis +2 Yes
+6
(Dex
Streetwl Th
(C a)
+4
D e x)
-3
FEATS Paladi
Y ou r m e e e ( J" tm c k p u ni sh e
y o u enemy an
ilea
th target heal extr
fly.
al
la on hand power, eq-ual to ou Charisma
Healing Hands:
Attack
odifie
Divine Healing, We<1po
(alrea
da ag
included).
Enlarged Dragon
ou of you surge. square of yo ca spen
yo us d ra a o
it blast
b re a dt ,
blast 3.
GEAR
healin surge.
Magic Item: Belt o f l 'i 8 o r (see below). shield.
Weapon: +1 mafllc IOl1asword (see below), javelins (3). Your
Martyr's Blessing
ja li
a tt ac k m a d aaaiJ1$t an adjacent airy. Divine
have
rarlge
10/20. kit includes;
backpack.
bed-
roll, fllnt trail rations. 50 Feel of'hempen rope, and
Trigger An adjacent ally E.ffe·ct;.
RA IA
+4
R.eligion (lnt)
Paladin's Judgment
Daily
Cha 16
Stealt
ERS
step
+2
Perception (Wis)
Encounter Divine Radiant, Weapon Stand rd Target On creature Atta.ck: +9 radian damage Hit: 2d8
Yo
WisH
Hisiory(lnt)
Attack
d ev il s . .
Target On creature Attack +9 vs AC Hit; 3d healin ca spend Mi s: On allywithin
+1
Dungeoneerin
p e ar b u m in e c en ce . E ne m ie s h r n k with its pure II8ht, especially erea rures of 511pel"lllltllral ,('vi/such as
Dally
Int 11
Bluff (Cha) Di lo ac (( a)
YOII weapolla1ow;
DAILY PO
+1
Athletic
or Poison
Radian Smit from demons a n
De,,10
ac
waterskin.
ad
ol
symb
fB hamu
AI Medium ision:
Norm
This chain mefrd b e l i m p ro v e s
Draconic
is
Skill Dragonborn
Fury.When
(alread
re
you're
ed
gain
uga included) :)-'"
basic e nc h an te d
Heritage: your Consti
tution
a b il .i ti es .
+1
facial Draconic
r ec u pe ra ti v
gp
Good
AUgnment: Lawful
)'VUf
odllte
(already included),
V e ap 01 1 .
Lv En ance ent: Attack roll an Critical: 1d6 damage
amag
roll (already Included
When
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