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Foreword
The Supplementary Soft Arts 19 Zorbo������������������������������������������������������������������������������������������������� 50
Second Semester������������������������������������������������������������������ 19
Before the Final Exam��������������������������������������������������������20 Appendix C
Encounter: Caves of Shadow�������������������������������������������� 21 Magic Items 51
Encounter: Terrible Trouble at Triboar��������������������������25
Chapter 3
Comprehensive Final Exam 31
Chamber of the Shadow Rift��������������������������������������������� 31
hank you for purchasing this introduc- Conclusion��������������������������������������������������������������������������� 34
tory adventure. We hope that you Chapter 4
have as much fun playing it as we had Graduation 36
making it. Our intention was to create Traditional Graduation�����������������������������������������������������36
a fun, engaging setting that not only Doomed Forgotten Realms Graduation������������������������� 37
teaches some of the nuances of fifth edition, but also
gives the players opportunities to see them in action.
The ACADEMY OF ADVENTURE is not just for new players
of D&D (or fifth edition), but also veteran players as
well. In fact, such veterans might even recognize
some of the many easter eggs scattered throughout
the adventure, particularly our tributes to the iconic
introductory adventures of earlier editions.
A month from now, diploma in hand, your players
should be ready for anything — be it one of Wizard of
the Coast’s hardcover adventures or, better yet, taking
on the forces of the archlich Vecna in volume two of
the Doomed Forgotten Realms adventure path, RISE OF
ON THE COVER VECNA.
A band of unknown heroes ventures into the wilds to
complete an assignment from the prestigious Academy of — Scott McClintock
Adventure.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is copyright 2021 by Quill & Cauldron and published under the Community Content Agreement for Dungeon Masters Guild.
The artwork contained herein may not be used for any other works without the owner’s express written permission.
Introduction Adventure Flowchart
Dramatis Personae
The main members of the adventure’s cast of char-
acters are listed here in alphabetical order for easy
reference.
To run this adventure in full, the characters should
complete two semesters of instruction. Each Faculty and Staff
he ACADEMY OF ADVENTURE can be run as
a lead-in to any of Wizards of the semester has recommended curricula, a midterm Major NPC Description Main Description
Coast’s hardcover adventures, partic- encounter, and a final encounter. Additionally, there Abelia Dryad bound to the arboretum The Academy, area A6
ularly those in which the main sto- is a comprehensive final examination and graduation Balek Captain of the guard The Academy, area A1
ryline requires characters to be 3rd ceremony. If played this way, there should be Brother Yor Monk from Candlekeep and overseer of the library The Academy, area A3b
level or higher. After graduation, the characters can sufficient content to provide 15–20 hours of play.
Gnariel Professor of alchemy The Academy, area A3c
be recruited by an appropriate faction, providing a This adventure assumes character progression is
Gnelda Professor of alchemy The Academy, area A3c
seamless transition from the smaller academy into based on milestone advancement (See “Experience
Gnice Professor of alchemy The Academy, area A3c
the larger adventuring world. This adventure is set- Points” in chapter 8 of the Dungeon Master’s Guide).
ting-generic and can be moved to whatever location is Headmaster Vance Headmaster and proprietor of the academy Chapter 1, first paragraph
optimal for segueing into the larger campaign. Krago Overseer of the zoo The Academy, area A5
Chapter 1: Swords and Sorcery
Doomed Forgotten Realms
Lareth the Magnificent Charismatic and skilled professor Chapter 2, first paragraph
for characters of 1st level
Philga Druid overseer of the arboretum The Academy, area A6
The characters attend lectures and training exercises
Rogahn the Fearless Mighty warrior and martial instructor Chapter 1, Classes Begin, first paragraph
about offense, defense, and strategy. When schoolyard
The ACADEMY OF ADVENTURE can also be run as the first bickering gets out of hand, the characters delve into a Zelligar the Unknown Mystical arcane instructor Chapter 1, Classes Begin, first paragraph
installment of the Doomed Forgotten Realms adventure cavern filled with killer frogs to prove their mettle.
path. In the second part of the adventure path, the Students
characters discover that they are AAOs (Artificially
Major NPC Description Main Description
Accelerated Organisms), grown in vats by Vecnan Chapter 2: The Supplementary Soft Arts
engineers. This first adventure serves as an incuba- for characters of 2nd level Abra Nervous human mage with immense potential Appendix A, “Shadowslayers”
tion dream that explains their artificial acceleration. The characters continue their training and get the Balto Human with a love of a music Appendix A, “Marauders”
The characters are unaware of their true nature and, opportunity to rescue fellow students from the Barjin Conflicted half-elf party animal Appendix A, “Marauders”
Caves of Shadow. Finally, the characters put their
as such, players should be encouraged to create their Blastum Gnome with a fondness for parties and fireballs Appendix A, “Marauders”
training to the test by rescuing an imprisoned mage.
characters in the normal manner. Further details Di Competitive and exceptionally athletic human Appendix A, “Shadowslayers”
regarding AAOs and the Doomed Forgotten Realms are
Dracon Killjoy Leader of the Demodragons and aspiring necromancer Appendix A, “Demodragons”
provided in RISE OF VECNA, the adventure path’s second Chapter 3: Comprehensive Final Exam Dreadbeard Fiery worshipper of Demogorgon Appendix A, “Demodragons”
volume. for characters of 3rd level
As their training ends, the characters must prepare Frank Charismatic human bowman Appendix A, “Shadowslayers”
for their final exam; stopping the high priest Gutboy Barrelhouse Dwarven warrior and owner of a mighty magic item Appendix A, “Marauders”
Kalarel from summoning a terrible beast Hagnar, Molo, Rotom,
in the Chamber of the Shadow Rift. and Taklak Band of kobolds Appendix A, “Meepo’s Minions”
Halazar Hizzerin Cunning yuan-ti assassin Appendix A, “Demodragons”
Chapter 4: Graduation Jozan Devoted follower of Lathander Appendix A, “Iconics”
for characters of 3rd level Lidda Sneaky (and sleepy) halfling with a catch phrase Appendix A, “Iconics”
With their exams behind them, the characters Mialee Aspiring elf wizard accompanied by strange smells Appendix A, “Iconics”
Adventure Summary
are now ready to graduate.
Depending on your campaign, this may be either a Shayla Quiet and social human with a knack for strategy Appendix A, “Shadowslayers”
joyous celebration or a dark revelation. Tordek Dwarven warrior and mythomaniac Appendix A, “Iconics”
8 Introduction Introduction 9
The arboretum is tended by Philga (N female
human druid). Philga is married to Abelia, a dryad
by a particularly dense copse of shrubs. Squeezing
through the crack allows characters to exit the acad-
There are two practice drills that characters might
engage in here. For the first drill, adventuring groups Student Body
bound to the arboretum. The two of them serve as emy. try to inflict as much damage as possible upon a
surrogate parents for a trio of mischievous pixie fash- single training dummy. For the second drill, adventur- Listed below are some of the other adventuring
ionistas who also live in the arboretum. Abelia and
A7. Training Grounds ing groups try to destroy as many training dummies groups attending the Academy of Adventure. For ad-
the pixies are reclusive by nature and their existence There are three training fields, each of which is 200 as possible. If the characters spend any time training ditional details on each group see appendix A. Do not
is not common knowledge to students. yards by 200 yards square. These fields are where here, allow them to make a DC 15 Wisdom (Percep- feel as if you must use all of the adventuring groups,
most applied training and mock combat takes place. tion) check; on a success, they can discern the prop- which may prove unwieldy. It is suggested that you
The arboretum abuts the academy’s westerrn wall. use the Demodragons, Iconics, and Marauders;
Storage sheds near the fields hold armor, weapons, erties of the dummies described below.
Any character who thoroughly explores the arbo- however, only the Iconics are essential for the story’s
supplies, and training dummies. The storage sheds
retum can make a successful DC 15 Wisdom (Per- Drill One. A scarecrow training dummy is placed progression and even they can be easily replaced by a
are locked at most times but can be picked by a suc-
ception) check to notice a crack in the wall hidden in the center of the training grounds. The training different adventuring group.
cessful DC 10 Dexterity check using thieves’ tools.
dummy has AC 12 and 500 hit points. It is resistant
to bludgeoning damage from nonmagical weapons Demodragons
and vulnerable to fire damage. It is immune to poison The Demodragons consist of Dreadbeard, Halazar
and psychic damage. The scarecrow dummy is spe- Hisserin, Dracon Killjoy, and Dracon’s zombie but-
cially enchanted so that it is considered a creature for ler, Potter. Their insignia is a tentacled, two-headed
the purposes of resolving spells and similar effects. dragon. The Demodragons are an arrogant, repulsive
At the beginning of the test, characters can position bunch. They openly cheat as well as mock, ridicule,
themselves and select their initiative order. They then and terrorize other students.
have 5 rounds to inflict as much damage as possible.
Iconics
Drill Two. A total of 36 plank dummies are placed
The Iconics are an honest, loyal, and hard-working
in a 30-foot square in the center of the training
group. Each is devoted to perfecting their craft and
grounds. These training dummies are AC 15 and
spends most of their time in the academy focusing on
have 5 hit points. They are resistant to slashing
their studies and avoiding drama. Their eventual goal
damage from nonmagical weapons and vulnerable
is to form a larger adventuring company with at least
to thunder damage. They are immune to poison and
one representative from each class, as well as at least
psychic damage. The plank dummy is also specially
one representative from each of the major races.
enchanted so that it is considered a creature for the
Their insignia is a golden sword laid across a golden
purposes of resolving spells and similar effects. At
book.
the beginning of the test, characters can position
themselves and select their initiative order. They then Marauders
have 5 rounds to destroy as many training dummies The Marauders consist of Gutboy Barrelhouse, Balto,
as possible. Blastum, and Barjin. Marauding is their term for
A8. Pit of Trials righteous partying, something which they do at every
opportunity. They are kind and inclusive, but terrible
In a secluded corner of the academy can be found
academically. Consequently, they are destined to fail
the Pit of Trials. It is a barren, weedy place naturally
the academy if no one intervenes on their behalf.
avoided by most students whenever possible. It al-
Their insignia is an alchemy jug overflowing with
ways feels a bit colder in the Pit than elsewhere. And
beer.
somehow it is always darker and more shadowy than
it should be, even on otherwise bright, cloudless days. Meepo’s Minions
The Pit of Trials is a 30-foot diameter slab of Meepo’s Minions consist of Hagnar, Molo, Rotom, and
cracked, ancient stone. Runes are carved into its cir- Taklak. As kobolds, these scrawny, crimson-scaled
cumference. If the characters take the time to count, kobolds are part of the academy’s study abroad pro-
they find a total of twenty-six runes, one for each gram. They express wide-eyed astonishment at even
letter of the alphabet. These runes can be translat- the most mundane item or situation. They are also
ed by visiting the library (Area A3b) and making a quick to startle, sometimes fleeing in fear and hiding
successful DC 15 Intelligence (Investigation) check. in some unfathomable place for hours at a time. They
Casting detect magic on the stone reveals a faint aura revere an ancient kobold hero called Meepo and will
of illusion magic emanating from it. All of the exams happily spend hours telling wildly improbable tales of
that take place here are illusory in nature. his Meepean endeavors. Their insignia is a fleshraker
dinosaur against a snowy background.
10 Introduction Introduction 11
Chapter 1
Shadowslayers
The Shadowslayers consist of Abra, Di, Frank, and
Shayla. Collectively, they are the overly virtuous
group of the academy. Despite effortlessly succeeding
at most tasks, they are extremely likable and popu-
Swords and Sorcery
In this chapter the characters attend lectures and training
lar with the other students, even the Demodragons. exercises about offense, defense, and strategy. When school-
Their insignia is a glowing arrow obliterating a shad- yard bickering gets out of hand, the characters delve into a Allow the players time to introduce their characters
owy demon. cavern filled with killer frogs to prove their mettle. to one another. Encourage them to come up with a
name and insignia for their adventuring group. When
• A pile of gelatinized entrails that contains 30 gp. Amphibious. The frog can breathe air and water.
• A small pouch, reminiscent of those used by stu- Pack Tactics. The frog has advantage on attack rolls against
dents in the school, containing two sunstones of a creature if at least one of the frog’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Lathander.
Standing Leap. The frog’s long jump is up to 20 feet and its
• A long, leathery tongue that can be fashioned into a high jump is up to 10 feet, with or without a running start.
belt and is functionally equivalent to a ring of jump- Actions
ing.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Environment. The puddles of water within the Hit: 4 (1d6+1) piercing damage.
cave are roughly 1 foot in depth and count as difficult
16 Chapter 1 Swords and Sorcery Chapter 1 Swords and Sorcery 17
First Semester Final Exam
Chapter 2
team. Once the trial begins, the attacking team has
three rounds to inflict as much damage as possible
upon the training dummy. Teams may not inflict dam-
The first semester final exam is supervised by age upon the other team, but can otherwise hinder
Rogahn and Zelligar. For the exam, paired groups
meet in the training grounds (area A7) and alternate
and impede them. Any character who violates this The Supplementary Soft Arts
rule is immediately paralyzed by Zelligar for the re- In this chapter the characters continue their training and
between protecting and attacking a training dummy. mainder of the trial (this requires a successful DC 20 get the opportunity to rescue fellow students from the Caves
In the interest of fairness, students are not allowed of Shadow. Finally, the characters put their training to the
Wisdom save to resist) and is ordered to stand down. test by rescuing an imprisoned mage
to watch the tests of other adventuring groups. The
characters are paired with the Iconics. Use the Defending Against the Iconics Failing the Challenge. Failing any of these checks
Iconics level 1 statistics from appendix B. The rules The Iconics are randomly assigned to attack first. means that the character is unable to successfully
of the exam are communicated to the characters the Tordek immediately charges the dummy with his complete the race. Few students are capable of fin-
night before so that the characters can prepare spells maul, using both hands to best take advantage of his he second semester starts immediately ishing the challenge and there are no lasting conse-
accordingly. great weapon fighting style. Jozan begins by casting after the first, and is taught by Lareth quences for such a failure. The first character to fail
faerie fire on the training dummy and as many of the the Magnificent (N male human cleric). their Dexterity check runs through a cluster of fungi,
A scarecrow training dummy (see area A7 for statis-
characters as possible. He then attacks the dum- He is a striking, charismatic professor inadvertently picking up 1d4 whispering grisettes.
tics) is placed in the training grounds. The attacking
team positions themselves at least 30 feet away from my with his mace, using Fiery Embrace whenever and most students hang on his every
the training dummy and then closes their eyes. The available. Mialee gets within 30 feet of the dummy word, even when he is lecturing on otherwise dry ma- Whispering Grisette
defending team then positions themselves no more and uses her Crackling Tether, followed by her Tether terial. He hails from a small village called Hammlet, This mushroom grows in dank and dark places that are
which he left as a young man after discovering his suffused with faerzress or other magic.
than 10 feet away from the training dummy. The Spark. Should that miss, or be disrupted, she attacks
higher purpose. He refers to his past in Hammlet A creature can squeeze the mushroom, destroying it
defending team has two rounds to make any prepa- with magic missile and then uses Hurl Flame at the and releasing spores in a 10-foot radius centered on itself.
rations before the attacking team can open their eyes training dummy for the remainder of battle. Lidda frequently, although provides few details as to what These spores can go around corners and affect only crea-
and attack. Only the defensive team is allowed to cast cautiously waits until Jozan casts faerie fire before he did there. tures with an Intelligence of 2 or higher that aren’t undead,
preliminary spells, although they may not cast any closing into melee, gleefully shouting “Sneak attack!” Lareth the Magnificent’s Traits constructs, or elementals. Affected creatures can commu-
with every strike. Ideal. “There’s a sucker born every minute.” nicate telepathically with one another while they are within
preliminary spells that target or affect the attacking 30 feet of each other. The effect lasts for 1 hour.
At the end of the battle, record how much damage Bond. “My only loyalty is to myself.” If a creature eats the mushroom, it must succeed on a
was inflicted upon the dummy. Each group is then Flaw. “I was once a priest for an evil cult, and must DC 10 Constitution saving throw or become poisoned for 1
allowed an hour break during which they can take a hour.
maintain this secret at all costs.”
short rest. It is now the characters’ turn to attack.
Going on the Offensive Second Semester The first time a mushroom is squeezed, releasing
its spores, ask the player what their character is
The Iconics prepare by having Jozan and Tordek thinking. Then inform any nearby allies that they can
stand to either side of the dummy. They each attempt This semester is broken into five tendays. hear those thoughts.
to grapple any characters that move within range. If
the characters use ranged attacks, Tordek attempts
Physical Arts Succeeding the Challenge. Any character who
The first tenday’s lessons focus on the physical arts, successfully completes the race earns the approval
to topple the dummy, requiring a successful DC 18
particularly Athletics, Acrobatics and Stealth. Instruc- of Lareth. To determine which successful character
Strength (Athletics) check to do so. If he succeeds,
tion primarily takes place on the training grounds finishes first, combine the total of all three checks.
this applies the prone condition to the dummy. Mialee
(area A7). Whoever has the highest score wins.
casts grease between the characters and the dummy,
and then attempts to conceal the grease with leaves The Challenge. On the seventh day, the students Intellectual Arts
and dirt. The hidden grease can be noticed by any are forced to compete, over the course of two days, The second tenday’s lessons focus on the intellectual
character with a passive Perception of 13 or higher. in a grueling 50-mile obstacle course, referred to arts, particularly Arcana, History, Investigation, Na-
Mialee then retreats 10 feet behind the dummy and as “The Challenge.” The course starts in Lurkwood ture, and Religion. Instruction primarily takes place
Rules Tip: Grappling conjures a mage hand that she uses to harass attack- before soon entering a cave and winding its way in the academy library (area A3b).
When you want to grab a creature or wrestle with it, you ing characters. Lidda moves 10 feet toward the party through a fungus-lit stretch of the Underdark. To even
can use the Attack action to make a special melee attack Exams. The lessons conclude with a day-long com-
and then takes the Hide action. She stays hidden, finish this brutal death-path requires a successful DC
called a grapple. The target of the grapple must be no prehensive exam. To determine the winner for each
sneaking out only to try and break the concentration 12 Strength (Athletics) check, DC 12 Constitution
more than one size larger than you and must be within of the exam’s subsections (Arcana, History, Nature,
your reach. Using at least one free hand, you try to seize of character spellcasters. check, and DC 12 Dexterity (Acrobatics) check.
and Religion), have the characters make appropriate
the target by making a grapple check instead of an attack
roll: a Strength (Athletics) check contested by the target’s
Conclusion skill checks and add them together. The highest re-
Strength (Athletics) or Dexterity (Acrobatics) check. If you Whoever inflicts the most damage wins the show- sult wins. Brother Yor is impressed by any character
succeed, you subject the target to the grappled condition. down, earning the approval of their instructors. with a result of 60 or higher, bestowing upon them a
A grappled creature can use its action to escape. To do Regardless of the results, the Iconics are good sports 1st-level spell scroll of their choice.
so, it must succeed on a Strength (Athletics) or Dexterity
(Acrobatics) check contested by your Strength (Athletics)
and attempt to use the experience as an opportunity Cramming. Characters can choose to cram the
check. to better bond with the characters. night before their exam. If they do so, then they gain
Allow the characters to advance to 2nd level. temporary proficiency in their choice of Arcana, His-
22 Chapter 2 The Supplementary Soft Arts Chapter 2 The Supplementary Soft Arts 23
C4. Guard Post Encounter: Terrible Trouble x Lamias are dark-hearted monstrosities with a
humanoid upper body that merges into a four-
at Triboar
The tunnel opens into a dusty chamber. In the middle
legged leonine form. These vain creatures delight
of the chamber are the moldering remnants of what
in seducing and corrupting the beautiful and pure
once was a table. The body of Mialee is sprawled
A few days after completion of the semester, the of heart. They are masters of illusion and beguile-
near this pile of rotting wood. She clutches a small
characters awaken to find a scroll that has been slid ment. Lamias often make their lair near pools of
pamphlet that glows faintly. The northern wall has a
underneath the door of their room. The scroll reads: water that they can use for scrying.
closed, wooden door.
Rules Tip: Shoving a Creature x It is highly unusual for drow elves and lamias to
Hiding in two opposing corners of the room are two Using the Attack action, you can make a special melee at-
shadows. They attack any character who disturbs work with one another. It may be that one of them
tack to shove a creature, either to knock it prone or push it
Mialee or tries to open the door. They fight fearlessly away from you. The target must be no more than one size Midnight tomorrow, report to the Pit of is being coerced by the other.
but will not leave this room. larger than you and be within your reach. Instead of mak- Trials for your second semester final exam- The characters can visit the alchemy lab or arbo-
ing an attack roll, you make a Strength (Athletics) check ination. Upon doing so, you will be transported retum to consult with either the gnome triplets or
Mialee is at zero hit points, but otherwise stable. contested by the target’s Strength (Athletics) or Dexterity to the distant town of Triboar to help with a
Her pamphlet contains a ritual of shadow banish- Abelia regarding the Kryptgarden Forest. Such visits
(Acrobatics) check. If you win the contest, you either knock rather unusual problem. We have received a can reveal the following information:
ment. Anyone holding the pamphlet can attempt the the target prone or push it 5 feet away from you.
complaint from the town of Triboar that an
ritual with a successful DC 12 Intelligence (Arcana) increasingly large number of their menfolk x The Kryptgarden Forest is home to the ancient
check. Once the ritual begins, it does not finish until have gone missing. Upon divinatory investiga- green dragon Claugiyliamatar, better known as
the character’s next turn. While performing the ritual, On the third round of fighting, Lidda leaps unex- tion, we have determined these men have been “Old Gnawbones.” Because of the dragon’s long-
the character is concentrating and, if their concen- pectedly from the shadows, tumbling into the ogre’s kidnapped by a band of dark elves, also known term presence, the varied plants of the forest have
tration is broken, they must restart the ritual. During rib cage while shouting, “SNEAK ATTACK!” Lidda as drow, hiding deep within the Kryptgarden developed a tolerance to toxins and disease. One
the ritual, the shadows hiss angrily and direct their has three-quarters cover while inside the ogre’s rib Woods. They appear to be working with a such plant is known as “halfling’s toe,” due to the
attacks at the character conducting it. After comple- cage. lamia. These drow run a secret mine and have stubby nature of its bulbous roots. Abelia or the
tion of the ritual, the shadows are banished in a flash Defeating the Skeletons. When the last skeleton enslaved the men of Triboar to work in their triplets can demonstrate how to use these roots
of silvery radiance. is reduced to 0 hit points, it falls to the floor with mine. One of the missing men, assumed to have to make a sweet-tasting tea that grants advantage
a clatter. The bones of the fallen skeletons shatter, been captured by the drow, is a Thayan wizard on saving throws against poison for up to four
C5. Ogre’s Den hours. Halfling’s toe stays fresh for up to 48 hours
Read or paraphrase the following:
releasing a miasma of necrotic energy. Despite the by the name of Ebar. Your job is to deliver an
fact that it is comically large on her, Lidda claims the arcane focus to Ebar. Once he has this focus and any tea brewed from it retains its potency for
ogre’s skull and wears it as a helmet. he should be able to use it to summon a Lord’s 24 hours. It takes an action to consume the tea.
You stand on a ledge, looking down into a large, dark Loot. If the characters search along the walls of the Alliance raiding party that is currently on
cave. A staircase cut into the rock leads down to the cavern, they can find four shining bits of coalesced standby.
main level of this chamber. There you see the lumber-
shadow. These four gem-quality stones are known
ing skeletal form of an ogre brandishing a massive You have exactly 24 hours to complete this
battle axe. The ogre is flanked by two orc skeletons. as shadowstone and are worth 50 gp each. A shad-
For a brief moment you think you see a halfling-sized owstone can be used as the material component for extremely dangerous mission.
silhouette crouched in the shadows behind the skele- the chromatic orb spell, allowing the spell to inflict
tons, but then it is gone. necrotic damage. If used in such a way, the shadow- Communication with any other students will
stone is consumed. Also hidden in the back of the result in the failure of your exam.
cavern is an ancient stone urn filled with what ap-
Lidda fled into this room after Mialee was over- pears to be swirling shadows. A creature can use an
come by the shadows. When she got here the room action to release the shadows from the urn, replicat- Preparing for the Trial
was littered with loose bones. Curious, she searched ing the effects of the fog cloud spell centered upon The characters have two days to prepare for their
through them and, in the process, they were animat- the urn. Once this action has been taken, the urn x The Forest is also home to fey berries. These
exam and they can do so in a number of ways.
ed by the foul, necrotic energies that pervade these becomes nonmagical. exceptionally tiny berries are not much larg-
caves. She has been hiding in the shadows, ever The characters might visit the zoo or arboretum to er than a grain of sand. They are native to the
since, hoping that the skeletons will eventually de-ani- Conclusion consult with either Krago or Abelia regarding lamias Feywild, where they are harvested by warlock
mate so that she can sneak out safely. With the Iconics rescued it is easy to return to the and drow elves. Such visits can reveal the following pixies. Small batches of fey berries are known to
academy. Both the characters and Iconics are cele- information: have migrated to Kryptgarden Forest. They are
The ledge is 20 feet above the chamber. In the
chamber is an ogre skeleton (see appendix B) and brated by their fellow students who pester them end- x Both drow elves and lamias are powerful oppo- near impossible to spot during the day but easier
two skeletons. If the characters attack the creatures lessly for stories of their exploits. In the event that the nents. In direct combat, they would most likely to find in the evening as they glow a faint silver
from a distance, the skeletons lumber up the stairs to rescue attempt fails, the faculty eventually intervene. overpower an inexperienced adventuring group. under moonlight. The berries dissipate minutes
retaliate. If given the opportunity, the ogre skeleton Rogahn and Zelligar descend upon the caves and after being picked. If consumed by the light of
x Drow elves are accustomed to living in the
uses a shove action to attempt to push a character off readily obliterate its inhabitants. All involved students the full moon, they provide advantage on saving
Underdark. Because of this, they cannot see well
the ledge. are reprimanded. throws against any spell from the enchantment
in sunlight. Those loyal to the evil spider goddess
In either event, school soon resumes as normal. school, as well as immunity to magical curses.
Lolth are noted slavers and coat their crossbow
These effects last until sunrise. It takes an action
bolts in a special poison that incapacitates poten-
to eat a fey berry.
tial captives.
24 Chapter 2 The Supplementary Soft Arts Chapter 2 The Supplementary Soft Arts 25
The characters can visit the library to research any The Trial Begins
number of relevant topics. Such research might
When the characters arrive at the Pit of Trials (area
reveal:
A8), they find no one there but Lareth the Magnif-
x Thay is a bleak land, far to the east of the Sword icent. He bids the characters good luck and warns
Coast. It is ruled by the lich Szass Tam and the them that the fate of Triboar’s menfolk lies in their
zulkirs he appoints to rule over the eight schools hands. He is uncharacteristically terse and deftly
of magic. The infamous Red Wizards of Thay can avoids any questions about the trial. Lareth gives the
be recognized by their crimson robes and distinc- characters an orb of swirling energy, the focus that
tive shaved and tattooed heads. they must deliver to Ebar, before gesturing for them
x There will be a full moon on the night of their to enter the pit. Once the characters do so, he walks
exam. about the perimeter, touching certain runes with a
long staff. He touches seven runes; a character who
x A map of the Kryptgarden Forest. Examination of makes a successful DC 10 Wisdom (Perception)
the map shows an expansive collection of dwar- check will notice that the last one he touched was
ven ruins. Closer inspection shows the location of the same as the second one. A character who has
an old, abandoned mine near the northern border previously translated the runes and is paying atten-
of the forest. The map also shows, within five tion notes that he has spelled out TRIBOAR. Upon
miles of that mine, a large pond. completion, the runes explode with a blinding flash of
x The Kryptgarden Forest is home to a female blue light. Once the light clears, they find themselves
ancient green dragon named Claugiyliamatar, in the middle of a dark, ancient forest. In reality, this
better known as “Old Gnawbones.” She is the entire trial is an illusion and the characters remain
undisputed ruler of that forest and even the forest safely confined within the Pit of Trials for the dura-
creatures serve as her woodland spies. Every tion.
thirty years, however, she leaves this forest for
parts unknown. As of now, she is reputedly away The forest has a slightly bitter, caustic smell that burns
the nostrils. The trees are stooped, as if buckling under
on one of these mysterious pilgrimages.
the weight of their incredible age. The light of the full
x Drow elves are notorious slavers. They live in moon, as well as the relatively sparse undergrowth,
the Underdark and typically only venture to the makes for easy travel. The sounds of wildlife, from the
hooting of owls to the distant howling of wolves, can
surface world to raid small communities and take
be heard in riotous abundance.
captives. They also have been known to enslave
more powerful creatures. Such enslavement is
The peaks of the Sword Mountains can be seen
typically performed by their mages with a mi-
to the north and their silhouette is such that anyone
thral choker that forces the creature to follow the
who has previously consulted a map of the region can
mage’s orders. Such chokers cannot be removed
discern their general position in the forest. The large
by the one wearing them but can be removed by
pond is roughly three miles to the southwest. The
anyone else.
abandoned mine is about two miles to the north.
Despite warnings to the contrary, the characters
Navigating the Forest. With a successful DC 10
might attempt to discuss the Trial with their fellow
Wisdom (Survival) check, two sets of tracks can be
students. Such discussions might reveal:
discerned. One set looks to have been made by a
x Each group of students, at least according to their band of light-footed humanoids. A second set heads
scroll, has a different assignment. to the south and looks to belong to a large feline,
x Gutboy Barrelhouse has taken (and failed) this perhaps a lion. Following the northern tracks leads to
exam multiple times. He knows that the trial is an the mines. Following the southern tracks leads to the
illusion and that it is impossible to die during it. pond. Both locations are described below.
The Forest Provides. Characters who are aware
of halfling’s toe or fey berries can keep an eye out for
either of them while traveling through the woods.
Halfling’s toe is easy to spot and grows in abundance.
It can be detected with a successful DC 10 Wisdom
(Perception) check. Fey berries are quite tiny and
only discernible by their faint glow. They can be
found by a character making a successful DC 16 Wis-
dom (Perception) check. Allow interested characters
to make a check every thirty minutes.
26 Chapter 2 The Supplementary Soft Arts Chapter 2 The Supplementary Soft Arts 27
Lamia’s Pond Releasing Velexa. Velexa will not stop any char-
acters who remove the choker. However, since she
Valexa is a lamia noble from the distant Anauroch
cannot communicate this, it makes for a tense mo-
Desert. A month ago, she was summoned and en-
ment. Once the choker has been removed from her,
slaved by Xara, the drow mage overseeing the current
she cackles in haughty victory. As narcissistic as she
mining operation. Xara uses Valexa to enslave the
is, it does not occur to her to thank the characters
local menfolk of Triboar for work in the drow’s mine.
or that they deserve anything resembling gratitude.
She has promised Valexa that she will be released
She is, however, still angry at the drow elves and this
after a year of faithful servitude.
is something that perceptive characters can turn to
Valexa does not believe Xara and resents her cap- their advantage with a successful DC 13 Charisma
tivity. However, she has no choice but to obey the evil (Persuasion) check.
mage’s commands. Valexa is enslaved by a mithral
Unholy Alliance. Should the characters persuade
choker that forces her to obey any orders given by
her to help, she will rely on them to make the rel-
Xara. Valexa cannot remove the choker and cannot
evant plans, as such planning is beneath her. She
ask or impel anyone else to remove it for her. She
complains about whatever plan the characters set-
is under a geas that prevents her from mentioning
tle upon, as invariably some component of it is too
or referring to the choker in any way. However, the
demeaning for one of her stature. However, she will
choker is not magically bound into place and another
only actively object to plans that put her in direct dan-
creature could remove it if they were so inclined.
ger. She has extensive knowledge of the drow elves
Velexa’s pond is roughly 30 feet in diameter. It is and their mine and can supply any of the information
deathly quiet, as her presence has driven away all contained in the Drow Compound section below.
animal life. This quiet, though, makes it all the more
peaceful and the sight of the full moon reflecting Drow Compound
off the pond’s mirror-like surface is striking. Velexa Refer to the Drow Compound Map for the layout.
spends her evenings in her natural form, using the D1. Entrance to the Compound
pond to scry upon her old domain. Unless the char- The mine entrance is guarded by a 15-foot-tall
acters make considerable noise they can easily sneak palisade. Climbing this wall is difficult and requires
up on her while she gazes mournfully across the a successful DC 13 Strength (Athletics) check.
trackless dunes she once called home. Characters using a rope and grappling hook make
Battle. If attacked, she will cry out for help before this check with advantage.
casting mirror image. She will then cast major image A gate is located along the southern wall. The gate
to conjure the illusion of a band of ten drow elves is locked but can be picked with a successful DC 10
running towards the characters. At the earliest oppor- Dexterity check made using thieves’ tools. A guard
tunity, Velexa will flee north to the mines to alert the booth is located on either side of the gate. These
drow elves. If cornered, she will fight to the death. booths can only be entered or exited through a door
Diplomacy. She is receptive to a softer approach. that is located on the interior side of the wall. They
Velexa is a vain creature who is highly susceptible to are sparsely furnished, containing only a stool, cot,
flattery. She is used to being worshipped and is not and table. Each is occupied by two drow.
averse to using charm person, suggestion, or even The drow will only leave their booths to unlock
geas to inspire such flattery. She is still bound to the gate for another drow. Should they see obvious
Xara’s orders and, as such, must eventually enslave intruders, one of the drow will run to the mines (Area
any male characters and bring them to the drow. D2. Compound Interior Should the characters engage in combat with the
D3) to alert Xara. The remaining elves will fire their
However, Velexa has the freedom to be leisurely The interior of the compound is taken up by a carrion crawler, there is a 30 percent chance that
poisoned bolts through slits in the booth. These drow
about doing so as well as to ignore any non-male large, locked iron cage. Inside the cage are twelve they are detected by the guards in Area D1 and a 20
have three-quarters cover while attacking. Any sedat-
characters. commoners and Ebar, a Thayan wizard (mage). percent chance that they are detected by the guards
ed characters are stripped of their belongings and
If the party makes a successful DC 12 Dexterity in Area D3.
Overall, Velexa attempts to draw out the encounter, placed within the compound’s cage (Area D2). The
character carrying the arcane focus can make a DC (Stealth) group check, they can evade the notice of The prisoners are befuddled from a constant bar-
asking the characters about themselves and their
12 Dexterity (Sleight of Hand) check; on a success, the guards from areas D1 and D3. This group check rage of enchantment spells, as well as being physi-
motivations. She will attempt to indirectly draw
they are able to hide the arcane focus in such a way is made with advantage during the daytime. cally malnourished. Because of this, they tend to be
attention to her choker by asking whether or not the
characters find her attire pleasing or inquiring about that it will not be found by the drow. The cage is locked but can be picked by a character non-responsive. Ebar has the distinctive shaved and
jewelry that they might be wearing. A successful DC who makes a successful DC 12 Dexterity check made tattooed head of a Thayan wizard, but is otherwise
The guards are alert and attentive during the eve-
15 Wisdom (Insight) check is sufficient to detect this. using thieves’ tools. It is guarded by a domesticated indistinguishable from the other prisoners. He will
ning. However, due to their aversion to sunlight, as
Any character who examines the lamia’s choker can carrion crawler that has been trained to attack any dazedly wander to the edge of the cage if his name is
well as their remote location, they are lax during the
discern its properties with a successful DC 13 Intelli- non-drow. These attacks can be deterred by a suc- called out. If given the focus, he reacts as described
day. All checks to sneak past or trick them during the
gence (Arcana) check. cessful DC 13 Wisdom (Animal Handling) check. in the conclusion below. If the focus is tossed to him
day are made with advantage.
28 Chapter 2 The Supplementary Soft Arts Chapter 2 The Supplementary Soft Arts 29
Chapter 3
while he is in the cage, there is a 50 percent chance jured. Judging by the position of the moon, it can be
that another prisoner will grab it from him, yelling determined that less than an hour has passed during
loudly to alert the guards in hopes of being rewarded. their trial.
D3. Mines
The interior of the mines holds a total of twenty
In the case of success, or an elapsed time limit, the
characters are yet again blinded by a familiar flash of Comprehensive Final Exam
slaves. These slaves are guarded by twenty drow, blue light. Once it clears, they find themselves back in With their training behind them, the characters attend their
final exam in this chapter; stopping the high priest Kalarel
two drow elite warriors, and Xara, a drow mage. the Pit of Trials. from summoning a terrible beast in the Chamber of the Shad-
Although unmapped, these mines are relatively small Lareth congratulates the characters regardless of
ow Rift.
and it is unlikely that the characters can infiltrate the outcome. He praises them for a specific action
them without being caught. Given the overwhelming before offering a constructive criticism on something
number of drow inside the mines it is unlikely that they might have done differently. In the event of a
the characters would survive being discovered. loss, he offers the following encouragement, “We he final exam takes place, over the
In the event of an alarm, one drow elite warrior, ac- learn more from our failures than we do from our course of a tenday, in the Pit of Trials
companied by four other drow, rushes into the com- successes.” The characters are never explicitly told (area A8). As before, students are for-
pound to investigate. that the trial was an illusion, although this might be bidden to discuss their exam with oth-
easily inferred depending upon how the trial played er students. This time, few details are
Conclusion provided regarding the exam. Inquiring characters
out.
The trial concludes when all the characters are dead, are only told that it is a “comprehensive examination
24 hours have elapsed, or they deliver the focus to The characters are then informed that they have
which will cover all of the skills taught thus far.”
Ebar. In the event of their death, they awaken in the the remainder of the tenday to rest before they will
When the characters arrive at the Pit of Trials, they
Pit of Trials, but not until all characters have complet- be given their comprehensive final examination by
find Headmaster Vance waiting for them quietly. He
Headmaster Vance.
Chamber of the Shadow Rift
ed the exam. They are groggy but otherwise unin- gestures for them to enter the circle. Only when all
Allow the characters to advance to 3rd level. of the characters are standing within the circle does
Headmaster Vance finally speak. He begins with a
single word, uttered with a powerful, unmistakable Read or paraphrase the following:
hate that infectiously fills the characters with a wave
of sympathetic anger.
As you recover from your teleportational shock, you
find yourself in the midst of a macabre nightmare. You
“Orcus.” are standing within a stone chamber. A pool of blood,
like a wound torn into the chamber itself, bubbles
The Headmaster spits, as if clearing his mouth of the before you. Near the southern wall is an altar, before
demon lord’s name, before continuing. which stands a dark-robed human brandishing a skull-
“We have received word that a cult of Orcus, led by the capped rod. A book is upon the altar, from which the
high priest Kalarel, has laired within a nearby, aban- figure reads an incantation. With every dark utterance,
doned keep. Within this keep, they have discovered a the pool of blood grows, as if the words themselves
sealed rift to the planes of Shadowfell. As we speak, were jagged daggers, deepening the wound.
they are in the midst of a foul ritual to open the rift, A black portal dominates the northern wall of the
through which will stream armies of undead. If suc- chamber. Something strains against the darkness of
cessful, these legions will serve as a harbinger for the this gateway: a great tentacled horror pushing against
return of the Hated One himself. Your final exam is to an oily film. Droplets of blood drift from the pool to-
stop this ritual from happening.” ward this creature, disappearing into the inky darkness
of the portal.
To the east and west, a short set of steps leads up to
As he speaks, the Headmaster slowly paces about a ledge. Upon either ledge are two cultists, chanting
the circle of runes, touching certain ones with the tip in unison with their leader. Sword-wielding skeletons
of his staff. He touches five runes in total. Any charac- guard the base of the stairs, and skeletons armed with
ter who has previously translated the runes can note bows stand atop the ledges.
that he has spelled out ORCUS. Upon completion, The leader stops his chanting and looks at each of you
the runes explode with a blinding flash of red light with the fiery stare of a victorious fanatic, “Fools! You
and the characters are wracked with an intense, are too late!” At the end of his proclamation, the high
priest briefly disappears in a flash of sulfurous smoke,
but mercifully short, migraine. As they regain their
before reappearing next to the portal.
senses, they find themselves in the Chamber of the
Shadow Rift. “You shall be the first sacrifice to the New Dawn of
Orcus!”
As before, the events that unfold are illusionary in
nature. Any character who is slain during the final
exam awakens as if from a bad dream, but not until Combat begins immediately.
all characters have completed the exam.
30 Chapter 2 The Supplementary Soft Arts Chapter 3 Comprehensive Final Exam 31
Kalarel. While Kalarel (marked K on the map) disrupt any casters using concentration spells, shield
is within 30 feet of the portal, he is shrouded by to repel incoming attacks, and Death’s Caress in the
shadowy, wraithlike wisps that protect him (see absence of either situation. Kalarel cackles madly
the sidebar). Kalarel spends his first round using during the entire combat, repeatedly gloating about
his Mortification Ray against whichever character how Orcus will soon rule the world.
looks to pose the greatest physical danger. If a char- The Thing in the Portal. The Thing in the Portal
acter approaches the altar, then Kalarel uses his (marked P on the map) is protected while within the
turn to cast phantasmal force, making it appear as Shadowfell, and cannot be targeted or affected by
if shadowy tentacles have erupted from the altar to the characters. Its grasping tentacles make a melee
attack the character. Kalarel uses magic missile to attack (+6 to hit) against a random target within 15
feet of the portal. Any character hit by the tentacles
takes 5 (1d10) bludgeoning damage and 5 (1d10)
Kalarel necrotic damage. If no characters are within range of
Medium Humanoid (Human Wizard), Chaotic Evil its melee attack, then it whispers darkly to the closest
character. This character must make a successful DC
Armor Class 11 (14 with mage armor) 13 Wisdom saving throw or be forced to move to-
Hit Points 52 (8d8 + 16) wards the Thing in the Portal as via the shortest and
Speed 30 ft. most direct route on its next turn, ending its turn if it
moves within 5 feet of the Thing in the Portal.
STR DEX CON INT WIS CHA
Skeletons. There are two skeletons with swords at
11 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 13 (+1)
the base of each staircase (marked SS on the map).
They ready an action to attack any characters that ap-
Skills Arcana +5, Deception +3, Persuasion +3, Religion +5 proach the stairwells, but otherwise remain motion- Stopping the Ritual
Senses passive Perception 10
less. There are two skeletons with bows upon each The characters have five rounds to stop the ritual. Kalarel and his cultists
Languages Abyssal, Common
ledge (marked SB on the map). They take their turns The ritual can be stopped by killing Kalarel or by are up to no good
Challenge 3 (700 XP) Proficiency Bonus +2
firing their bows at the nearest character. Kalarel successfully disrupting it six times. Breaking the
uses Restore Undeath, as needed, to raise slain skele- concentration of a cultist counts as a disruption.
Grim Harvest. When Kalarel kills a creature that is neither a
construct nor undead with his Mortification Ray or a spell of tons. Healing the wound in the floor (e.g., via casting cure
1st level or higher, Kalarel regains hit points equal to twice Cultists. There are two cultists of Orcus on each wounds or a paladin’s Lay on Hands ability) for four
the spell’s level, or three times if it is a necromancy spell. or more hit points counts as a disruption. A character
ledge (marked C on the map). The cultists spend
Actions their turn chanting, while concentrating on the ritual.
Their concentration can be broken (see “Casting a
Skull-Capped Rod. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 8 (2d6 + 1) necrotic damage. Spell” in chapter 10 of the Player’s Handbook). Once
Skeleton Cultist of Orcus
Medium Undead, Typically Lawful Evil Medium Humanoid (Any Race),Typically Chaotic Evil
Death’s Caress. Ranged Spell Attack: +5 to hit, range 120 ft., their concentration is broken, they spend their turn
one creature. Hit: 9 (2d8) necrotic damage, and the target using their Death’s Caress attack if at range or their
can’t regain hit points until the end of Kalarel’s next turn. Armor Class 13 (armor scraps) Armor Class 12 (leather armor)
Scimitar attack if in melee. Hit Points 13 (2d8 + 4) Hit Points 9 (2d8)
Mortification Ray (Recharge 5–6). Ranged Spell Attack: +5 to
hit, range 60 ft., one creature. Hit: 9 (2d8) necrotic dam- Speed 30 ft. Speed 30 ft.
age, and the target must make a DC 13 Constitution saving
throw. On a failed save, it deals only half damage with weap- STR DEX CON INT WIS CHA
on attacks that use Strength until the end of Kalarel’s next STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
turn and is poisoned for the same duration.
Spellcasting. Kalarel casts one of the following spells, using
Intelligence as his spellcasting ability (spell save DC 13). Damage Vulnerabilities bludgeoning Skills Deception +2, Religion +2
At will: mage armor, mage hand, minor illusion, prestidigita- Kalarel’s Shadowy Wisps Damage Immunities poison
Three shadowy, wraithlike wisps move with Kalarel and Senses Passive Perception 10
tion Condition Immunities exhaustion, poisoned
mimic his actions, constantly shifting position and making Languages Any one language (usually Common)
3/day each: counterspell, magic missile Senses darkvision 60 ft., passive Perception 9
it exceedingly difficult to hit him. Challenge 1/8 (25 XP) Proficiency Bonus +2
1/day each: animate dead, phantasmal force Each time a creature targets Kalarel with an attack, roll a Languages understands all languages it knew in life but
Bonus Actions d20 to determine whether the attack instead targets one of can’t speak
Dark Devotion. The cultist has advantage on saving throws
the wisps. Challenge 1/4 (50 XP) Proficiency Bonus +2 against being charmed or frightened.
Necrotic Sustenance (Recharge 5–6). If Kalarel is within 30 If there are three wisps remaining, a wisp is targeted on
feet of a portal to the Shadowfell, he draws sustenance from a roll of 6 or higher. With two wisps, a wisp is targeted on a Actions
its dark energy, healing 16 (3d8 + 3) hit points. roll of 8 or higher. With one wisp, it is targeted on a roll of Actions Death’s Caress. Ranged Spell Attack: +2 to hit, range 120 ft.,
Restore Undeath. Kalarel restores any skeleton that he can 11 or higher.
see within 100 feet, and that has been slain within the last Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one one creature. Hit: 4 (1d8) necrotic damage, and the target
A wisp has AC 12. If an attack hits a wisp, the wisp is target. Hit: 5 (1d6 + 2) piercing damage. can’t regain hit points until the end of the cultist’s next turn.
three rounds. A restored skeleton reanimates and regains destroyed. A wisp can be destroyed only by an attack that
all its hit points. Any given skeleton can only be restored Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
twice. hits it. It ignores all other damage and effects. one target. Hit: 5 (1d6 + 2) piercing damage. creature. Hit: 4 (1d6 + 1) slashing damage.
Conclusion
Success. Upon the sixth successful disruption, the
portal is wreathed in dark purple flames and a loud
psychic shriek tears through the characters’ brains,
stunning them. By the time they regain their senses, Characters who successfully disrupt the ritual think
they find themselves, yet again, in the Pit of Trials that maybe, just maybe, they notice the faintest hint
with Headmaster Vance. of a smile from the Headmaster as he tersely con-
Failure. Should five rounds elapse without dis- gratulates them. For those who fail, he has only an
rupting the ritual, then the tentacled horror bursts unmistakable frown before turning his back upon
through the shadowy barrier, like a gibbering mon- them and stalking off.
ster tearing itself from its mother’s womb. Kalarel In either event, the characters are soon to graduate.
Armor Class 15
Hit Points 59 (7d10 + 21)
Speed 30 ft., swim 60 ft.
Killer Frog
Armor Class 15 (leather, shield)
A kobold scale sorcerer has an innate talent for
Hit Points 44 (8d6 + 16)
Armor Class 11 (14 with mage armor) arcane magic, making it a highly valuable member
Speed 20 ft.
Hit Points 52 (8d8 + 16) of the tribe. In times of peace, they use their spells to
Speed 30 ft. Centuries ago, in a distant primeval swamp, there
fortify and enhance the warren and aid the rest of the
was a monastery dedicated to the idea that man- STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA kind was a biological abomination and that animals 7 (-2) 15 (+2) 14 (+2) 10 (+0) 9 (-1) 14 (+2)
should be the true owners of the world. The monks
11 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 13 (+1)
from this monastery distilled the feral essence of a
Kobold Dragonshield
Small Humanoid (Kobold), Typically Lawful Evil Skills Arcana +2, Medicine +1
Skills Arcana +5, Deception +3, Persuasion +3, Religion +5
dozen different apex predators and gave it amphib- Senses darkvision 60 ft., passive Perception 9
Senses passive Perception 10 ious form. They created the world’s first killer frog. Armor Class 15 (leather, shield) Languages Common, Draconic
Languages Abyssal, Common This Brotherhood of the Frog raided nearby lands Hit Points 44 (8d6 + 16) Challenge 1 (200 XP) Proficiency Bonus +2
Challenge 3 (700 XP) Proficiency Bonus +2 for many years before disappearing as suddenly and Speed 20 ft.
mysteriously as they had arisen. The killer frogs, their Sorcery Points. The kobold has 3 sorcery points. It can
Grim Harvest. When Kalarel kills a creature that is neither a final legacy, have since migrated across the Realms, STR DEX CON INT WIS CHA spend 1 or more sorcery points as a bonus action to gain
one of the following benefits:
construct nor undead with his Mortification Ray or a spell of establishing dozens of frog colonies that are com- 12 (+1) 15 (+2) 14 (+2) 8 (-1) 9 (-1) 10 (+0)
1st level or higher, Kalarel regains hit points equal to twice Heightened Spell. When it casts a spell that forces a crea-
monly referred to as “plagues.” ture to make a saving throw to resist the spell’s effects,
the spell’s level, or three times if it is a necromancy spell.
Skills Perception +1 the kobold can spend 3 sorcery points to give one target
Actions Senses darkvision 60 ft., passive Perception 11 of the spell disadvantage on its first saving throw against
Skull-Capped Rod. Melee Weapon Attack: +3 to hit, reach 5 Killer Frog Languages Common, Draconic
the spell.
ft., one target. Hit: 8 (2d6 + 1) necrotic damage. Small Beast, Unaligned Subtle Spell. When the kobold casts a spell, it can spend
Challenge 1 (200 XP) Proficiency Bonus +2 1 sorcery point to cast the spell without any somatic or
Death’s Caress. Ranged Spell Attack: +5 to hit, range 120 ft., verbal components.
one creature. Hit: 9 (2d8) necrotic damage, and the target Armor Class 12
Dragon’s Resistance. The kobold has resistance to a type of Pack Tactics. The kobold has advantage on an attack roll
can’t regain hit points until the end of Kalarel’s next turn. Hit Points 7 (2d6) damage based on the color of dragon that invested it with against a creature if at least one of the kobold’s allies is
Mortification Ray (Recharge 5–6). Ranged Spell Attack: +5 to Speed 20 ft., swim 40 ft. power (choose or roll a d10): 1–2, acid (black); 3–4, cold within 5 feet of the creature and the ally isn’t incapacitated.
hit, range 60 ft., one creature. Hit: 9 (2d8) necrotic dam- (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison
age, and the target must make a DC 13 Constitution saving Sunlight Sensitivity. While in sunlight, the kobold has disad-
STR DEX CON INT WIS CHA (green). vantage on attack rolls, as well as on Wisdom (Perception)
throw. On a failed save, it deals only half damage with weap- Heart of the Dragon. If the kobold is frightened or para-
on attacks that use Strength until the end of Kalarel’s next 12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4) checks that rely on sight.
lyzed by an effect that allows a saving throw, it can repeat
turn and is poisoned for the same duration. the save at the start of its turn to end the effect on itself and Actions
Spellcasting. Kalarel casts one of the following spells, using Skills Perception +2, Stealth +3 all kobolds within 30 feet of it. Any kobold that benefits from
Intelligence as his spellcasting ability (spell save DC 13). this trait (including the dragonshield) has advantage on its Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Senses darkvision 30 ft., passive Perception 12 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
At will: mage armor, mage hand, minor illusion, prestidigita- next attack roll.
Languages — damage.
tion Pack Tactics. The kobold has advantage on an attack roll
Challenge 1/8 (25 XP) Proficiency Bonus +2 against a creature if at least one of the kobold’s allies is Hurl Flame. Ranged Spell Attack: +4 to hit, range 120 ft., one
3/day each: counterspell, magic missile target. Hit: 5 (1d10) fire damage.
1/day each: animate dead, phantasmal force within 5 feet of the creature and the ally isn’t incapacitated.
Amphibious. The frog can breathe air and water. Sunlight Sensitivity. While in sunlight, the kobold has disad- Sizzling Beams (Recharge 5–6). The kobold makes this at-
Bonus Actions Pack Tactics. The frog has advantage on attack rolls against vantage on attack rolls, as well as on Wisdom (Perception) tack three times in quick succession. Ranged Spell Attack: +4
to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage.
a creature if at least one of the frog’s allies is within 5 feet of checks that rely on sight.
Necrotic Sustenance (Recharge 5–6). If Kalarel is within 30 the creature and the ally isn’t incapacitated. Vibrant Sphere (Recharge 6). Ranged Spell Attack: +4 to hit,
feet of a portal to the Shadowfell, he draws sustenance from
Standing Leap. The frog’s long jump is up to 20 feet and its Actions range 90 ft., one creature. Hit: 13 (3d8) acid, cold, fire, light-
its dark energy, healing 16 (3d8 + 3) hit points. ning, poison, or thunder damage (kobold’s choice).
high jump is up to 10 feet, with or without a running start. Multiattack. The kobold makes two melee attacks.
Restore Undeath. Kalarel restores any skeleton that he can Spellcasting. The kobold casts one of the following spells,
see within 100 feet, and that has been slain within the last
three rounds. A restored skeleton reanimates and regains
Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing dam-
using Charisma as its spellcasting ability (spell save DC 12).
all its hit points. Any given skeleton can only be restored Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. age, or 5 (1d8 + 1) piercing damage if used with two hands At will: mage hand, mending
twice. Hit: 4 (1d6 + 1) piercing damage. to make a melee attack. 2/day each: charm person, expeditious retreat
Shadow Bat
Kobold Inventor action to make a DC 10 Dexterity check to extinguish the
flames.
Tiny Undead, Typically Chaotic Evil
Small Humanoid (Kobold Artificer), Typically Lawful Evil
3. Basket of Centipedes. The kobold throws a small basket Armor Class 12
Armor Class 12
Hit Points 13 (3d6 + 3)
into a 5-foot-square space within 20 feet of it. A swarm
of insects (centipedes) with 11 hit points emerges from Ogre Skeleton Hit Points 7 (3d4)
Speed 5 ft., fly 60 ft.
the basket and rolls initiative. At the end of each of the
Speed 30 ft. swarm’s turns, there’s a 50 percent chance that the swarm
disperses. An ogre skeleton towers over its lesser kin, its bones STR DEX CON INT WIS CHA
4. Green Slime Pot. The kobold throws a clay pot full of like calcified saplings. Necromancers often use 4 (-2) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 7 (-2) 8 (-1) green slime at the target, and it breaks open on impact. them as tireless siege machines, capable of breaking
Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. through fortified portals even if they destroy them- Skills Stealth +6 (+8 in dim light or darkness)
Hit: The target is covered in a patch of green slime. Miss: A selves in the process. Some, such as Jezer the Ogre,
Skills Perception +0 patch of green slime covers a randomly determined 5-foot- Damage Vulnerabilities radiant
square section of wall or floor within 5 feet of the target. are raised by dark powers and imbued with malevo- Damage Resistances acid, cold, fire, lightning, thunder,
Senses darkvision 60 ft., passive Perception 10 lent purpose.
5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot- bludgeoning, piercing, and slashing from nonmagical
Languages Common, Draconic square space within 20 feet of it, and it breaks open on weapons
Challenge 1/4 (50 XP) Proficiency Bonus +2 impact. A swarm of rot grubs emerges from the shattered Damage Immunities necrotic, poison
pot and remains a hazard in that square.
6. Scorpion on a Stick. The kobold makes a melee attack
Ogre Skeleton Condition Immunities exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Pack Tactics. The kobold has advantage on an attack roll Large Undead, Typically Lawful Evil
against a creature if at least one of the kobold’s allies is with- with a scorpion tied to the end of a 5-foot-long pole. Melee Senses darkvision 60 ft., passive Perception 13
in 5 feet of the creature and the ally isn’t incapacitated. Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 pierc- Languages —
ing damage, and the target must make a DC 9 Constitution Armor Class 10
Sunlight Sensitivity. While in sunlight, the kobold has disad- Challenge 1/4 (50 XP) Proficiency Bonus +2
vantage on attack rolls, as well as on Wisdom (Perception) saving throw, taking 4 (1d8) poison damage on a failed Hit Points 52 (7d10+14)
checks that rely on sight. save, or half as much damage on a successful one. Speed 40 ft.
7. Skunk in a Cage. The kobold releases a skunk into an Amorphous. The shadow bat can move through a space as
Actions unoccupied space within 5 feet of it. The skunk has a STR DEX CON INT WIS CHA narrow as 1 inch wide without squeezing.
walking speed of 20 feet, AC 10, 1 hit point, and no effective Flyby. The shadow bat doesn’t provoke opportunity attacks
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 attacks. It rolls initiative and, on its turn, uses its action 19 (+4) 8 (-1) 15 (+2) 5 (-3) 7 (-2) 5 (-3)
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing when it flies out of an enemy’s reach.
to spray musk at a random creature within 5 feet of it. The
damage. target must make a DC 9 Constitution saving throw. On a Sunlight Weakness. While in sunlight, the shadow has dis-
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one failed save, the target retches and can’t take actions for 1 Damage Vulnerabilities bludgeoning advantage on attack rolls, ability checks, and saving throws.
Actions
target. Hit: 4 (1d4 + 2) bludgeoning damage. minute. The target can repeat the saving throw at the end Damage Immunities poison
Weapon Invention. The kobold uses one of the following op- of each of its turns, ending the effect on itself on a success. Condition Immunities exhaustion, poisoned
tions (roll a d8 or choose one); the kobold can use each one A creature that doesn’t need to breathe or is immune to Senses darkvision 60 ft., passive Perception 9 Strength Drain. Melee Weapon Attack: +4 to hit, reach 5
no more than once per day: poison automatically succeeds on the saving throw. Once Languages -- ft., one creature. Hit: 4 (1d4+2) necrotic damage, and the
1. Acid. The kobold hurls a flask of acid. Ranged Weapon the skunk has sprayed its musk, it can’t do so again until it target’s Strength score is reduced by 1. The target dies if this
finishes a short or long rest. Challenge 2 (450 XP) Proficiency Bonus +2 reduces its Strength to 0. Otherwise, the reduction lasts
Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid
damage. 8. Wasp Nest in a Bag. The kobold throws a small bag into a until the target finishes a short or long rest.
Actions
5-foot-square space within 20 feet of it. A swarm of insects
2. Alchemist’s Fire. The kobold throws a flask of alchemist’s
(wasps) with 11 hit points emerges from the bag and rolls Bonus Actions
fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one
target. Hit: 2 (1d4) fire damage at the start of each of the initiative. At the end of each of the swarm’s turns, there’s a Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one Shadow Stealth (Requires Dim Light or Darkness). The
target’s turns. A creature can end this damage by using its 50 percent chance that the swarm disperses. target. Hit: 13 (2d8+4) slashing damage. shadow bat takes the Hide action.
Skills Athletics +3
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2