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Bless 1 action, V/S/M Concentration, 1min

Choose up to 3 creatures within 30'. Whenever targets make an attack roll or saving throw before the spell ends, the
target can roll a d4 and add the result to their roll.
Can target 4 creatures as Level2 spell.

Cure Wounds 1 action, V,S


One target creature that you touch regains d8+2 hit points.
May cure 2d8+2 hit points as a Level2 spell.

Fog Cloud 1 action, V,S Concentration, 1hr


You create a 20' radius sphere of fog centered on any point within 120'. The sphere spreads around corners and its
area is heavily obscured. It lasts for the duration or until it is scattered by a heavy wind.
You can create a 40' radius sphere with a Level2 spell.

Guidance 1 action, V/S Concentration, 1min


Touch a willing creature. Once, before the spell ends, the target can roll a d4 and add the result to one ability check of
its choice.

Guiding Bolt 1 action, V,S


Make a ranged spell attack against a creature within 120'. On a hit, that creature takes 4d6 Radiant damage, and the
next attack roll made against the creature before the end of your next tur has advantage.
Increase the damage to 5d6 for a Level2 spell.

Gust of Wind 1 action, V,S,M Concentration, 1min


A line of strong wind 60' long and 10' wide blasts from you in a direction you choose. Any creature starting its turn in
the line must succeed on a DC12 Strength save or be pushed 15' away from you in the direction of the line. Any
creature in the line wishing to move toward you must spend 2' of movement to move 1'.
The wind puts out unprotected fires, and disperses gas or vapore.
As a bonus action, you can change the direction of the wind.

Prayer of Healing 1 action, V


Up to 6 creatures that you can see, within 60', each regain 2d8+2 hit points.

Resistance 1 action, V/S/M Concentration, 1min


You touch a willing creature. Once, before the spell ends, the target can roll a d4 and add the result to one saving
throw.

Shield of Faith 1 Bonus Action, V/S/M Concentration, 10min


A creature of your choice, within 60' gets a +2 to AC for the duration.

Spare the Dying 1 action, V/S


You touch a living creature which has 0 hit points. The creature becomes stable.

Spiritual Weapon 1 bonus action, V,S 1 minute


You create a spectral weapon within 60'. When you cast the spell, you can make a melee spell attack against a
creature within 5' of the weapon. On a hit, the target takes 1d8+2 damage.
As a bonus action on your turn, you can move the weapon up to 20' and repeat the attack against a creature within 5'
of it.

Thunderwave 1 action, V/S


Each creature within a 15' cube originating from you, must make a DC12 Constitution Save or take 2d8 damage and
be pushed 10'. If they succeed, they take half damage and are not pushed.
Unsecured items wholly within the area are also pushed 10', and an audible boom can be heard 300' away.
You can increase the damage to 3d8 for a Level2 spell.
Bless 1 action, V/S/M Concentration, 1min
Choose up to 3 creatures within 30'. Whenever targets make an attack roll or saving throw before the
spell ends, the target can roll a d4 and add the result to their roll.
Can target 4 creatures as Level2 spell.

Detect Evil and Good 1 action, V/S Concentration, 10min


For the duration you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30'
of you, as well as where the creature is located. Similarly, you know if there is any object or place that
has been consecrated or desecrated, within the same distance.
The spell penetrates most barriers, but can be blocked by 1' of stone, 1” of common metal, a thin sheet
of lead, or 3' of wood or dirt.

Protection from Evil and Good 1 action, V/S/M, Concentration, 10min


Until the spell ends, one willing creature you touch is protected against abberrations, celestrials,
elementals, fey, fiends, and undead. These creatures have disadvantage on attacks made against the
protected creature. The target also cannot be charmed, frightened, or possessed by them. If the target
is already charmed, the target has advantage on any saving throw to end the effect.

Sanctuary 1 bonus action, V/S/M, Concentration, 1min


Choose one creature within 30'. Until the spell ends, any creature who targets the creature with an
attack or harmful spell must first make a DC12 Wisdom save. On a failed save, the creature must
choose a different target, or lose the attack.

Searing Smite 1 bonus action, V, Concentration, 1min


The next time you hit a creature with a melee weapon attack, it deals an extra 1d6 fire damage. At the
start of each of its turns, the target must make a DC12 Constitution save. On a failed save it takes
another 1d6 damage. On a passed save, the spell ends. Creatures can also use an action to attempt to
douse the flame.
The damage can be increased to 2d6 as a Level2 spell.
Animal Friendship 1 Action, V/S/M Concentration, 1min
Convince a beast that you mean it no harm. A beast within 30' must pass a DC13 Wisdom save or be Charmed
until the spell ends. If the creature has Intelligence 4 or greater, or you or an ally harms the creature, the spell
ends.
You can affect 2 creatures with a Level2 spell.

Animal Messenger 1 action, V/S/M 24 hours


Choose a tiny beast that you can see within 30'. You specify a location which you have visited, and a recipient
who matches a general description. You also speak a message up to 25 words. The garget beast travels for the
duration of the spell toward the location, covering ~50miles/day flying, or 25miles/day on land. When the beast
arrives, it delivers its message to the recipient you've described, replicating your voice. If the spell ends before
the beast arrives, the message is lost and the creature returns to where you cast this spell.

Charm Person 1 action, V/S 1 hour


A humanoid within 30' must make a DC13 Wisom saving throw, and does so with advantage if you or your
companions are fighting it. If it fails, it is charmed by you until the spell ends, or until you or your companions
do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, it
knows that it was charmed by you.
You may target 2 creatures if casting as a Level2 spell.

Comprehend Languages 1 action, V/S/M 1hour


For the duration, you understand the literal meaning of any spoken language you hear. You also understand any
written language that you see, but must be touching the surface on which the words are written. It takes ~1min
to read 1 page of text. This spell does not work on codes, glyphs, or non-linguistic sounds/markings

Locate Animals or Plants 1 action, V/S/M


Describe or name a specific beast or plant. You learn the direction and distance to the closest creature of that
kind within 5 miles, if any are present.

Longstrider 1 action, V/S/M 1hour


You touch a creature (including yourself). That creature's speed increases by 10' for the spell's duration.
You can target 2 creatures with a Level2 spell.

Minor Illusion 1 action, S/M 1minute


You create an image of an object within 30' for the duration. The illusion ends if you dismiss it as an action or
cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. The sound continues unabated for the
duration, or you can make different sounds at different times before the spell ends.
If you create an image of an object, it must be no larger than a 5' cube. The image cannot create sound, light,
smell, or have any other sensory effect. Physical interaction with the image reveals it to be an illusion, as things
can pass through it.
If a creature uses its action to examine the sound or image, it make a DC13 Intelligence (Investigation) check to
see the illusion for what it is, at which point the illusion fades and becomes faint to that creature.

Vicious Mockery 1 action, V


A target which can hear you within 60' must succeed a DC13 Wisdom save or take 1d4 psychic damage and have
disadvantage on the next attack roll it makes before the end of its next turn.
Player:_____________ Character:________________
Halfling Bard AC14 Spell DC:13 HP:18 PP:13
Str -1, Dex +3/5, Con +0, Int +1, Wis +1, Cha +3/5
History +5, Medicine +3, Nature +3, Perception +3, Perform +7,
Persuade +5, Religion +3, Survival +3

Player:_____________ Character:________________
Goliath Cleric AC18 Spell DC:12 HP:24 PP:14
Str +3, Dex +1, Con +2, Int +0, Wis +2/4, Cha +0/2
Athletics +5, Insight +4, Intimidation +2, Perception +4, Persuasion +2

Player:_____________ Character:________________
Dwarf Fighter AC17 Spell DC:12 HP:31 PP:12
Str +2/4, Dex +2, Con +2/4, Int +0, Wis +2/4, Cha +0
Athletics +4, Insight +4, Persuasion +2, Survival +4

Player:_____________ Character:________________
Human Fighter AC19 HP:25 PP:09
Str +3/5, Dex +1, Con +1/3, Int +3, Wis -1, Cha +1
Athletics +5, History +5, Investigation +5, Persuasion +3

Player:_____________ Character:________________
Elf Rogue AC14 HP:18 PP:14
Str +0, Dex +3/5, Con +0, Int +1/3, Wis +2, Cha +2
Acrobatics +5, Athletics +2, Investigation +3, Perception +4,
Performance +4, Stealth +5, Survival +4

Player:_____________ Character:________________
Human Paladin AC18 Spell DC:12 HP:28 PP:10
Str +3, Dex +0, Con +2, Int +0, Wis +0/2, Cha +2/4
Animal Handling +2, Athletics +5, Intimidation +4, Medicine +2,
Religion +2
~Willow and Laurel's Entrance Requests~
1 A piece of food from beyond the Fey Realm, or a recipe for a dish from beyond the Fey Realm
2 A passionate kiss from one whose heart belongs to another. There is a 50% chance that the
person will forget their lover
3 Your sense of taste. The exchange dulls the tongue, and the entrant cannot taste food
4 A precious item. With this item, the dryads can hear anything said by that PC or anyone nearby
5 A new story. They want to be told of the PC's exploits beyond the realm
6 A drop of blood.
7 Tell a joke
8 Fruit from a tall tree. The Dryads could do this themselves of course, but prefer not to
9 Your pain. They wish to be told a true story of loss and a PC's greatest sorrow
10 Your greatest fear – the Dryads will use this as a cruel prank when the PCs next return

~Fey Oddity Table~


1 Fey Eyes – your pupils widen and stretch like a goat's
2 Bark Skin – your skin hardens into a bark-like structure
3 Skin Sprouts – small clovers and white lily flowers sprout from your skin like a rash
4 New Teeth – your teeth fall out, to be replaced with shark teeth
5 Glimmer Freckles – your face is marked with distinctive reflective silver freckles
6 Fair Hair – all of the color fades from your hair, leaving it gleaming white
7 Greenest – your skin becomes a deep green color, and photosynthetic
8 Frightful Fair – your skin lightens until it is as pale as fresh snow
9 Fey Scent – your nose lengthens and your nostrils widen, giving you a better sense of smell
10 Brain Leaking – a semi-common word such as Bottle or Water becomes hilarious to you, and
hearing it afflicts you with a DC10 Tasha's Hideous Laughter
11 Fey Heart – casual romantic advances affect you as per a DC10 Charm spell
12 Merrywine – you become intoxicated, your next d4 rolls are at disadvantage

~Common DCs~
Very Easy 5 Hard 20
Easy 10 Very Hard 25
Moderate 15 Impossible 30

WISDOM | Intelligence
How it is... | Why it is...
~Misc. Fey Folk~
1 Twee True Elf Gruff, inarticulate, rude
2 Al'Falfalar “
3 Gallas “ Manic, embarassed, shy
4 Ridachio “
5 Fel'anone “ Efette, mincing, fancy
6 Barris “
7 Jaqueline “ Monotone, bored, tired
8 Harleena “
9 Aoleth “ Pleasant, friendly to PCs
10 Al'Madath Centaur
11 Cindrahal “ Jolly, Friendly to PCs
12 Cindraxus “
13 Tel'Caileth “ Sarcastic, Sardonic, Dour
14 Tel'Marxas “
15 Piety Nymph Entranced, Distant
16 Merataxus “
17 Grim Merry Pixie Depressed, Helpful to PCs
18 Master Bones Satyr
19 Madame Beech Dryad Lecherous, Smarmy, Gorgeous
20 Lord Morningstar Flame Elemental
x Leylandra Archfey Daenyria's cousin, wishes to humilate her

x Whisper Faun Artist, poet, hopeless flirt, craves respect

x Grimscour Gremlin Engineer, bored, prankster


x Sevaryan True Elf Foppish, wealthy, teases mortals, sad drunk

x Lurvana True Elf Seductress, exhibitionist, otherwise bored

x Branchlord Spriggan Dour, monotonous, commiserate to earn respect

x Bel'Ataka True Elf War Hero, Duellist, Party Crasher


~The Boar Hunt~
The PCs have eaten food which is not theirs. To repay this insult, they must return with a wild boar;
Curadmyr, the Feast-Pig. Curadmyr grows from the seed of an apple in his mouth, after being eaten.
Only the Wild Hunt is likely to find him. Join them, and return Curadmyr to Queen Daenyria.

Tracking the Boar – the party selects a course of action, roll initiative and ask how they go about
the task of locating and riding down Curadmyr: DC12
Animal Handling – ride faster, leap obstacles, etc
Athletics – chasing Curadmyr dismounted, tackling and subduing him
Deception – lead the Wild Hunt down a false path, while others steal the boar
History – knowing legends of how Curadmyr was caught in the past
Investigation – finding telltale signs that the warthog has passed the area
Nature – guessing what course Curadmyr might take

Centaur Large Cr2


AC 12 HP 45 Speed 50 PP: 13
Str +4, Dex +2, Con +2, Int -1, Wis +1, Cha +0
Athletics +6, Perception +3, Survival +3
Charge: Move 30+ and attack, deals +3d6 (10) damage
Multi Attack: 1 pike + 1 hooves, or 2x Longbow
-Pike: +6, Reach, 1d10+4 (9) -Hooves: +6, 2d6+4 (11)
-Bow: +4, 150/600, 1d8+2 (6)

Giant Boar Large Cr2


AC 12 HP42 Speed 40 PP 8
Str +3, Dex +0, Con +3, Int -4, Wis -2, Cha -3
Charge: Move 20+ and attack, deals extra 2d6 (7) damage, DC13 Str or prone
Relentless: 10 damage or less, if reduced to 0, reduce to 1 instead. One use only
-Tusk: +5 hit, 2d6+3 (10)

Alternative: Fool Daenyria


Daenyria gets +7 Insight against people attempting to fool her.
~The Royal Slippers~
Daenyria will allow the PCs access to the Rose Pavilion, only if they retrieve her dancing slippers.
They were custom made for her, but their arrival is late. Track them down, there is clearly some
wrongdoing 'afoot'...

The Cobbler – arriving at the Cobbler's tent, it has clearly been ransacked. Frendamus the
cobbler is weeping amid the debris. The players may attempt several avenues to get information from
him:
Charisma: Frendamus admits he was commissioned to make the slippers, but they were
stolen a few nights ago, and he is afraid to confront the Queen about it.
History: the PCs know that Fey often enjoy draconic punishments, it is quite likely that
Frendamus will be severely punished for his delay.
Investigation: Looking around the tent, it becomes clear that only the Queen's slippers
are missing.
Arcana / Detect Magic: the slippers have a faint aura of enchantment, providing a trail
that can be followed with 3 successful Arcana checks or the use of the spell.

Lydia El'Ranatoth – a few NPCs saw Lydia escaping with the slippers, and can be
convinced (Cha skills) or bribed (10+ GP) to give up her whereabouts. Alternately, the
party can track the enchantment, as above.

Lydia is in a large tent, meant to serve as a stable – it is lit by moonlight torches, most of
which have gone out. Many carts and crates form a maze through the tent. Lydia is
dancing uncontrollably. PCs must succeed a Grapple check, opposed, to subdue her and
remove the slippers.
~Overview~

Intro: Arthur's knight, Sir Gawain has built his castle Landuin dangerously close to
the Dinefwyr Forest, and has now gone missing. The PCs are sent to recover him.

Beginning: the players are led to the border of the forest, where debris makes it clear
that there was some kind of Fey ambush. Their guide will go no further. Tracks and
noise leads the party to investigate further into the woods, where they find a strange
gate. Looking through it, there is a large fair taking place, although looking around it
reveals nothing. The gate is guarded by two Dyrads. They make a Request and allow
the PCs to enter to realm.

First Conflict – Boar Hunt: the PCs likely eat something at the party,
garnering the angry attention of Queen Daenyria, the Archfey who hosts this party. She
demands they replace the stolen food by bringing her the Giant Boar, Curadmyr.

Reveal: It is discovered that Sir Gawain is actually a woman in disguise, Lady


Gwenolyn. She has been living in the Fey realm for what feels like decades, and has
aged accordingly. A fey prince, Denyria's son Prince Danelian has fallen in truly in
love with her, and they have a Half Elf child named Anceval.
This party is Anceval's 'Coming of Age' party, and he will be leading a Wild Hunt. It is
imperative that the Wild Hunt is stopped somehow, or averted in some way. Gwenolyn
must be rescued, Anceval must be rescued or slain in honorable combat. Danelian can
be counted on to oppose the party.

Second Conflict – The Slippers: it becomes clear that they must rescue
Gwenolyn and Anceval. Daenyria will not leave the Rose Pavilion to allow them an
audience, unless they get her dancing slippers from Frendamus, but the shoes have
been stolen by Lydia el'Ranatoth. Recovering the slippers allows the party access to
Gwenolyn and Anceval to discuss a way out.

Resolution: the party must flee with at least Gwenolyn, but ideally, Anceval as well.
Danelian will rally the Wild Hunt and give chase, but stop at the edge of the forest.
Gwenolyn and Anceval: Danelian stops at the forest edge, and Anceval goes on to bridge the gap
between Fey and Human within Landuin.
Gwenolyn – Anceval: Gwenolyn is crushed, and falls into a wasting sickness. Landuin is not
completed within her lifetime, and she dies in the half-ruined castle. Fey “crash” her funeral, and a
young man reveals himself as her son. The Wild Hunt never comes (Danelian in mourning)
Neither – the PCs have failed. The Wild Hunt surges out and obliterates Landuin. Many years later,
Anceval will leave the forest, and finish his mother's dream of a castle built close by the forest.
Adventures
in

Avalon

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