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STORY CHECKLIST
Use the following checklists to keep track of progress and revealed information during story events of Chapter One
The Prison of Kroldor. Lists include story progression, information gathering, loot, and enemies.
Progression________________________________ Information________________________________
1. Youre locked in a Drow prison called Krolkeep. - The 19 Drow of Krolkeep
4. Roll for days spent and their scavenged items. - Jorlans injuries and demotion.
Sariths Information_______________________
- The grey ooze in the pool.
Scavenged Possessions_________________________________________________________________________
Result Item
29 Nothing
10 12 A gold coin
13 15 A living spider the size of a tarantula
16 18 A 5 foot long strand of silk rope
19 21 A flawed gemstone worth 10gp
22 24 A rusted iron bar (club weapon)
25 27 A flint shard (dagger weapon)
A hand crossbow bolt coasted with Drow poison. (Poisons, Chapter 8
28 30
DMs Guide)
Trinkets_________________________________________________________________________________________
d20 Item
1 A diary in a foreign language
2 A large gold coin (3 gp)
3 A rope necklace from which dangles four mummified elf fingers.
4 A tooth from an unknown beast
5 A 1-pound egg with a bright red shell
6 A tiny silver icon of a raven
7 A bag containing 47 human teeth, one of which is rotten.
8 A pair of old socks
9 A glass vial filled with nail clippings
10 A scrap of cloth from an old banner
11 A small parchment with a crude sketch of a goblin
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
Skills || Perception +2, Stealth +4 Saving Throws || DEX +7, CON +5, WIS +4
Senses || Darkvision 120 feet, passive Perception 12 Skills || Perception +4, Stealth +10
Languages || Elvish, Undercommon Senses || Darkvision 120 feet, passive Perception 14
Challenge || (50 XP) Languages || Elvish, Undercommon
Challenge || 5 (1,800 XP)
Fey Ancestry || The Drow has advantage on saving throws
against being charmed, and magic cant put it to sleep. Fey Ancestry || The Drow has advantage on saving throws
against being charmed, and magic cant put it to sleep.
Innate Spellcasting || The Drows spellcasting ability is
CHA (spell save DC 11). It can innately cast the following Innate Spellcasting || The Drows spellcasting ability is
spells, requiring no material components. CHA (spell save DC 11). It can innately cast the following
spells, requiring no material components.
At will: Dancing lights
1/day each: darkness, faerie fire At will: Dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity || While in sunlight, the Drow has
disadvantage on attack rolls, as well as on WIS (Perception) Sunlight Sensitivity || While in sunlight, the Drow has
checks that rely on sight. disadvantage on attack rolls, as well as on WIS (Perception)
checks that rely on sight.
Actions________________________________________________
Actions________________________________________________
Shortsword || Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1d6+2 piercing damage. Multiattack || The Drow makes two shortsword attacks.
Hand Crossbow || Ranged Weapon Attack: +4 to hit, range Shortsword || Melee Weapon Attack: +7 to hit, reach 5 ft., one
30/120 ft., one target. Hit: 1d6+2 piercing damage, and the target. Hit: 1d6+4 piercing damage plus 3d6 poison damage.
target must succeed on a DC 13 CON saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more, the Hand Crossbow || Ranged Weapon Attack: +7 to hit, range
target is also unconscious while poisoned in this way. The 30/120 ft., one target. Hit: 1d6+4 piercing damage, and the
target wakes up if it takes damage or if another creature takes target must succeed on a DC 13 CON saving throw or be
an action to shake it awake. poisoned for 1 hour. If the saving throw fails by 5 or more, the
target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature takes
an action to shake it awake.
Reactions_____________________________________________
Parry || The Drow adds 3 to its AC against one melee attack
that would hit it. To do so, the Drow must see the attacker
and be wields a melee weapon.
Niloril, Priest of Lolth_____________________ Summoned Yochlol________________________
Medium humanoid (elf), neutral evil Medium fiend (demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4) 15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2)
Saving Throws || CON +4, WIS +6, CHA +7 Saving Throws || DEX +6, INT +5, WIS +6, CHA +6
Skills || Insight +6, Stealth +5, Perception +6, Religion +4 Skills || Insight +6, Deception +10
Senses || Darkvision 120 feet, passive Perception 16 Damage Resistances || cold, fire, lightning; bludgeoning,
Languages || Elvish, Undercommon piercing, and slashing from nonmagical weapons
Challenge || 8 (3,900 XP) Damage Immunities || poison
Condition Immunities || poisoned
Fey Ancestry || The Drow has advantage on saving throws Senses || Darkvision 120 feet, passive Perception 12
against being charmed, and magic cant put it to sleep. Languages || Abyssal, Elvish, Undercommon
Challenge || 10 (5,900 XP)
Innate Spellcasting || The Drows spellcasting ability is
CHA (spell save DC 11). It can innately cast the following Shapechanger || The yochlol can use its action to polymorph
spells, requiring no material components. into a form that resembles its Drow summoner or a giant
spider, or back into its true form. Its statistics are the same in
At will: Dancing lights each form. Any equipment it is wearing or carrying isnt
1/day each: darkness, faerie fire, levitate (self only) transformed. It reverts to its true form if it dies.
Spellcasting || The Drow is a 10th-level spellcaster. His Magic Resistance || The yochlol has advantage on saving
spellcasting ability is WIS (save DC 14, +6 to hit with spell throws against spells and other magical effects.
attacks). The Drow has the following cleric spells prepared:
Spider Climb || The yochlol can climb difficult surfaces,
Cantrips (at will): guidance, poison spray, resistance, spare the dying, including upside down on ceilings, without needing to make
thaumaturgy. an ability check.
1st level (4 slots): animal friendship, cure wounds, detect poison and
Innate Spellcasting || The yochlols spellcasting ability is
disease, ray of sickness
CHA (spell save DC 14). It can innately cast the following
2nd level (3 slots): lesser restoration, protection from poison, web
spells, requiring no material components.
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement At will: detect thoughts, web
5th level (2 slots): insect plague, mass cure wounds 1/day: dominate person
Sunlight Sensitivity || While in sunlight, the Drow has Web Walker || The yochlol ignores movement restrictions
disadvantage on attack rolls, as well as on WIS (Perception) cause by webbing.
checks that rely on sight.
Actions________________________________________________
Actions________________________________________________
Multiattack || The yochlol makes two melee attacks.
Multiattack || The Drow makes two scourge attacks.
Slam (Bite in Spider Form) || Melee Weapon Attack: +6 to hit,
Scourge || Melee Weapon Attack: +5 to hit, reach 5 ft., one target. reach 5 ft. (10 ft. in demon form), one target. Hit: 1d6+2
Hit: 1d6+2 piercing damage plus 5d6 poison damage. bludgeoning (piercing in spider form) damage plus 6d6
poison damage.
Summon Demon (1/day) || The Drow attempts to magically
summon a stagnant yochlol with a 30 percent (1-3 on 1d10)
chance of success. If the attempt fails, the Drow takes 1d10
psychic damage. Otherwise, the summoned demon appears
in an unoccupied space within 60 feet of its summoner, acts
as an ally of its summoner, and cant summon other demons.
It remains for 10 minutes, or until it or its summoner dies, or
until its summoner dismisses it as an action.
Quaggoth__________________________________ Trained and Giant Spiders________________
Medium humanoid (quaggoth), chaotic neutral Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2) 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Claw || Melee Weapon Attack: +5 to hit, reach 5ft., one target. Actions________________________________________________
Hit: 1d6+3 slashing damage.
Bite || Melee Weapon Attack: +5 to hit, reach 5ft., one creature.
Vrock______________________________________ Hit: 1d8+3 piercing damage, and the target must make a DC 11
CON saving throw, taking 2d8 poison damage on a failed
Large fiend (demon), chaotic evil
save, or half as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is stable
Armour Class || 15 (natural armour)
but poisoned for 1 hour, even after regaining hit points, and is
Hit Points || 104
paralysed while poisoned in this way.
Speed || 40 feet, fly 60 feet
Web (Recharge 5-6) || Ranged Weapon Attack: +5 to hit, range
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1) 30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
Saving Throws || DEX +5, WIS +4, CHA +2 12 STR check, bursting the webbing on a success. The
Damage Resistances || cold, fire, lightning; bludgeoning, webbing can also be attacked and destroyed (AC 10; hp 5;
piercing, and slashing from nonmagical weapons vulnerability to fire damage; immunity to bludgeoning,
Damage Immunities || poison poison, and psychic damage).
Condition Immunities || poisoned
Senses || Darkvision 120 feet, passive Perception 11
Languages || Abyssal, telepathy 120ft.
Challenge || 6 (2,300 XP)
Actions________________________________________________
Multiattack || The vrock makes two attacks, one talon and
one beak attack.
INSPIRATION
STRENGTH
ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED
PERSONALITY TRAITS
SP
EP
GP
PP
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME
INSPIRATION
STRENGTH
ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED
PERSONALITY TRAITS
Animal Handling (Wis) FAILURES
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME
INSPIRATION
STRENGTH
ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED
PERSONALITY TRAITS
CHARISMA
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SP
EP
GP
PP
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME
INSPIRATION
STRENGTH
ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED
PERSONALITY TRAITS
SP
EP
GP
PP
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME
INSPIRATION
STRENGTH
ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED
PERSONALITY TRAITS
SP
EP
GP
PP
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME
INSPIRATION
STRENGTH
ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED
PERSONALITY TRAITS
Acrobatics (Dex) Total SUCCESSES
CHARISMA
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SP
EP
GP
PP
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME
INSPIRATION
STRENGTH
ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED
PERSONALITY TRAITS
SP
EP
GP
PP
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.